Name:
Darius Cezare
Age:
25
Race:
Human
Personality:
Blunt, impulsive and direct, Darius embodies the freedom of youth with near uncontrollable vigour. With little subtlety or patience, one could almost aliken his nature to the lance that he carries. Though the Knights Draconis have instilled in him the martial skill and tactical thinking required to fight his battles, they have yet to tame his unruly spirit and burning passion. Almost never seen without at least a smirk on his face, Darius will face any challenge presented to him head on and at full force, seeking to punch straight through it. Just like his combat techniques. Yet despite this, Darius holds great compassion for people, particularly the innocents. Looking at the atrocities done to the Tyberian civilians by the Asgardians quickly drove him into a fury, pushing for action by his Chapter and fellow Dragoons. However, with his usual lack of tact and eloquence, he failed to truly rile the leaders. Despite this, he still fights for the common people, whether it be at the directive of the Chapter Masters or not.
Backstory:
A victim of the Asgardian's warmongering, Darius' family was displaced from their original home into a refugee camp bordering Tyberia while he was still at the tender age of four. Upon arrival, his parents were able to eke out a meagre living through doing odd jobs and ends, often leaving the young Darius home alone in their family's little shanty shack to do as he wished. As a result, he quickly garnered a reputation for fearlessness and courage to the point of stupidity amongst his peers and community, climbing the tallest spires to watch airships pass, wrestling with scumrats for choicest pieces of junk which he wound then vend to the merchants for pocket money.Though he would end up bruised, bleeding and battered, it did not change his outlook on life or his approach. This idiotic bravery would soon prove to be a boon as he verged on his thirteenth nameday.
While his parents were out, leaving him to manage the house, the young Darius heard a snap and crunch as their corrugated iron door was broken down by a pair of Asgardian thugs looking for an easy escape route. Though they initially threw him aside like a ragdoll, the young boy almost immediately scrabbled to his feet and sought a weapon, or anything approaching one. Finding it in the handle of a well used broomstick, he brandished it at the intruders who laughed it off before turning away, until one felt a sharp jab in the small of his back. Angered, the two drew their blades and advanced on the teen who stood his ground, despite the shaking of his knees. It was then that a glowing green point emerged through the back of one of the thugs, followed by a gunmetal shaft. Before the other could whip around, there was a sharp crack and his flesh seemd to run before he collapsed in a clatter of armor plates. Two helmeted figures entered the hovel, garbed in red scaled armour and cloaks. As the thugs collapsed to the ground, they saw the young Darius standing defiant in the face of death...before he collapsed from shock and fatigue.
When he awoke, he heard voices coming from the veil that served as a wall. From what he heard, the two mysterious voices were Knights from the Knights Draconis and, after seeing the scene today, had decided that Darius was worthy of their attention as a squire. In return, they were prepared to offer his parents a better, more secure life. Though initially hesitant, Darius's parents were surprised to hear the voice of their son as he crawled in under the curtain. He would do it. If only to give his parents a better life. And that was the start of his career as a House Draconis knight.
While he was expected to be a diligent student, he was anything but. Headstrong, blunt and impulsive, he probably would have been thrown straight out of the Knighthood were it not for the extreme patience and understanding of Sir Alpharia. A mentor of many a troublesome student, he good humour and kindly face was enough to keep Darius in check...most of the time. Under his experience tutelage, Darius learned the intricacies of his chapter. Lancing. Tactics. Salamandermanship. Darius was slowly instructed in these fields, and his wild spirit was brought to heel ever so slightly, having gained a great respect for the Elder Knights...when he wasn't cursing their equal hard headedness.
Fastforward to the present, and Sir Cezare is now a respected knight of the Knights Draconis, known for his courage, stubbornness, and concern for the downtrodden. Extremely vocal against the actions of the Asgardians, he leads a small sub-faction of the Knights dedicated to charity and defense of the weak which, while greatly appreciated by those people, is frowned upon by the local chapter for their lack of neutrality, although they could not fault their actions. Thanks to his reputation it was not long before he was contacted by an agent of the Seccessionists, who sought to add his lance to their cause. Impressed by their blatant disregard for their chances of success, he sought to tip the scales in their favour, if ever so slightly.
Skills and Abilities:
Adept Lancer: Darius is an accomplished knight of the Knights Draconis, having participated in many skirmishes against various factions. Skill, instruction and experience have fashioned his lance and lance arm into one deadly weapon.
Adept Salamandermanship: Once again, as an accomplished knight of the Knights Draconis, Darius is experienced in the handling, maintenance and finer points of mounted combat on a salamander thanks to half his life being decicated to his training.
Novice Marksmanship: The Knights Draconis are not exactly known for their affinity with manalocks but thanks to recent technological innovation and necessity, their lances have now been outfitted with an integrated manalock of reduced efficiency and range. Darius, while trained in its use, is not exactly the most accurate shot.
Novice Tactician: With his skill limited to small skirmishes and reaction rather than actual planning, Darius' grasp of tactics is...poor to say the least.
Inferior Chef: Ever had food that looked so delicious it belonged on a nobleman's table? But actually tasted like it was dug out of the foulest of trashcans? That's basically Darius' cooking
Equipment:
Draconis Lance MkII: A newly designed, now standard issue lance in the Knights Draconis, the MkII features an integrated manalock in the lancepoint, accompanying the already deadly mana crystal pointed tip. When worse comes to worst, the Draconis lance features a shaped charge at the head which overloads the mana crystal tip and causes it to explode outwards.
Draconis Lance (Urban Edition): A Draconis lance which is standard issue for Draconis Knights serving in urban areas, this lance has the ability to be collapsed into three linked pieces which lock into each other. While less stable than the standard issue one, the Urban Edition does solve the problem of portability in a crowded environment and fits neatly into a three chambered sheathe worn on the hip.
Light Mana-resistant Plate: Darius possesses both the standard issue red Draconis light plate with decorative scales, as well as an urban version featuring more form fitting armour and leather rather than the heavier plates. Both of these are branded with the silver and red emblem of the Knights Draconis.
Elijah Quaid - Child prodigy, Manaweaver, Asgardian Military Academy student
Name: Elijah Quaid
Age: 21
Race: Elf
Personality:
Quiet and reserved, Elijah is a relatively soft spoken individual. His calm and collected demeanor is often mistaken for an uncaring and aloof disposition. Underneath his quiet persona lies an innate brilliance, a highly intuitive and calculative mind. Highly logical and orderly, Elijah shows visible disdain towards the use of trickery and subterfuge but recognizes it's usefulness in strategy. Efficient and analytical, but often accused of lacking outward compassion, Elijah is a competent tactician boasting considerable knowledge of theory, though lacking in experience. Strong willed and possessing an air of determination, Elijah is highly critical and will rarely hesitate to call others out on their shortcomings, often leading to him butting heads with others. Like many high-status elves, Elijah can at times be arrogant and overly prideful.
Background:
A child prodigy from the capital city of Midgar, Elijah is the only son of General Quaid, a prominent leader of the Asgardian military. His childhood was strict and rigid, and consisted of private lessons, tutors, fencing lessons, and statescraft among other things. Elijah and his father often butted heads while growing up, continuing even through his adolescence. Upon reaching adolescence it became revealed that Elijah was capable of weaving mana. In fact, he had an incredible mastery over mana not seen in many professionals twice his age. Taking private lessons from his father - another talented manasmith, Elijah quickly underwent training to master his full potential.
Proving himself to be an extremely talented manasmith, Elijah's father had him enrolled in Asgard's premier Military Academy, where his natural intelligence, and mastery over various skills propelled him to the top of his class. Elijah was offered positions in several Knighthoods, including the prestigious Knighthood of Blades, the esteemed Knights of the Lexicon, and the elf-exclusive Knights Arcana. It was during his final year at the Academy when the Zephyr appeared, and subsequently took control of the Asgard Empire. Almost immediately, Elijah heard reports of secessionists and rebels breaking away from the Empire in protest to the Zephyr. All of these rebellions were quickly, and brutally put down.
It was then cut ties with the academy and left- an action that greatly shamed and angered his father. Disillusioned with the Asgard Empire and their Zephyr overlords, Elijah retreated inwards to himself and left the city of Midgar. Eventually finding himself in Tyberia, Elijah soon became involved with a secessionist movement within its borders, where his military knowledge- while lacking experience and physical applications, would prove most useful.
Skills:
A child of nobility and the son of a general, Elijah is talented in a wide berth of skills. From statecraft to strategy, Elijah has been educated in diplomacy and military tactics. A trained fencer and swordsman due to private lessons throughout his childhood, as well as the Asgard Military Academy, Elijah is a capable fighter, as well as tactician. With his natural affinity with the world's Mana, Elijah is a talented manasmith. Capable of throwing bolts of energy from his hands, to relieving the injured of mana radiation and injuries, a testimant to his mastery over mana is his ability to create and maintain a solid blade of energy around a focus.
- Professional Swordsmanship - A top student at Asgard's prestigious Military Academy, as well as trained from a young age, Elijah, while lacking in battlefield experience, has been trained extensively in fencing and bladesmanship, and has at times been able to best several of his instructors in combat.
- Adept Manaweaving - A manasmith of considerable note, Elijah has a natural natural affinity with the world's Mana. Capable of throwing bolts of energy from his hands, and relieving the injured of mana radiation and poisoning, a testimant to his mastery over mana is his ability to create and maintain a solid blade of energy around a focus.
- Professional Strategist - A child prodigy, an heir to nobility, the son of a general, and a skilled student of a prestigious military academy, Elijah is well educated in diplomacy and military tactics.
- Journeyman Statescraft - While educated in statescraft and policy making as a child and through his time at the military academy, it is clear that statescraft was not one of Elijah's focuses.
- Journeyman Marksmanship - While trained with manalocks as every student at the Asgard Military Academy was, it is clear that it is not one of Elijah's main suits.
Equipment:
- Elijah's Coat - A battlecoat often worn by top ranking Academy students. These coats are often a sign of status in Asgard Military units. Several Knight Houses also give their own personalized coats to prospective members. Elijah's Coat is from the Knights Arcana and is warded to provide him further protection from mana based weapons.
- Einherjar - An ornate, ivory sword hilt without a blade. Elijah uses this sword hilt as a focus for his manasmithing abilities. The most common application of Elijah's mana weaving abilities are made manifest in the sword blade he conjours. The blade, while quite wide, is made of pure mana, and is therefore nearly weightless. The blade is capable of cutting through most non-resistant materials with ease. The hilt features a mana crystal in its pommel to provide extra energy when needed.
Dramatis Personae are NPCs of importance to the plot of the RP. These characters are the many faces that will be used by the GM and Co-GM in order to progress the story. Note that not all of these Dramatis Personae are allies, some are neutral and others are even your enemies. As time goes on, more Dramatis Personae will be added to the repertoire. Some will only make their appearance in this section as they are revealed in the plot of the RP. As the story progresses and changes, so will the Dramatis Personae.
Age
38
Race
Human
Personality
Ada's personality depends on the context of her presence. Officially, Ada is a charming woman who holds the people's best interest at heart and resents the actions of organized crime associations. Ada is constantly funding task forces to uproot corruption as a smokescreen, unbeknownst to those very task forces, they're only removing crime that she has deliberately placed for them. Ada isn't who the public eye makes her out to be. As Tyberia's Raga'Mu, she is one of the most powerful figures in the city and nobody knows it, not even the other under kings of the Tan'Raga as she has inserted a puppet to assume the role while she makes the decisions in the shadows. If one comes to the apparent Raga'Mu, he 'sends' his best agent to speak to them, Ada herself. When meeting others as a spy or information, Ada is a cunning fox. She has a sharp tongue and will often bring up secrets of her clients that should be known to nobody. Her words cut deep into the hardiest of men to manipulate them into stepping into her web of intrigue. Ada is truly cold, at times she is completely apathetic toward others; she sees many of their issues as 'problems of the privileged'. Still, as a spy, Ada seems to have redeeming qualities. Before her rise to power as Tyberia's spymaster, she was once a field agent for her master, the previous Raga'Mu. Ada uses her beauty to appeal to the vices of men and the jealousy of women to get what she wants. Those who know of her reputation know that Ada can't truly be trusted. Her motives are kept secret as is her agenda.
Backstory
Ada was a street child, she grew up not knowing who her parents were and had no real place to call home. Every day during her childhood was a battle against the elements and a struggle against the older street rats. Like most street rats, Ada found herself in the employ of Tyberia's Tan'Raga as a muse, a title given to child spies. Working for the Tan'Raga meant she was given shelter in exchange for completing her tasks, for her, it was serving the other under kings to glean information from them. None of the under kings knew she was working for the Raga'Mu known as Persepholis Maas, the greatest spymaster in Tyberia's history. Under Persepholis' tutelage, Ada managed to gather incriminating information of every other under king in the Tan'Raga. Persepholis didn't begin his coup d'etat until Ada was fifteen years old.
Half way through her teenage years, Persepholis formally adopted Ada. She had earned the Maas surname and became heir to his fortune that was the Tyberian Printing Press. Acting under the command of the High Raga, Persepholis divulged all of the information Ada had gathered on all of the other under kings as well as a man framed as the Raga'Mu to Tyberia's law enforcement. The High Raga was paranoid that the other under kings were plotting against him, he only trusted Persepholis because of the friendship and brotherhood they had shared since childhood. In a day, the Tan'Raga leadership was stripped and the High Raga appointed his new under kings. With a body of inexperienced under kings, him and Persepholis molded them into undying loyal servants, eliminating the worry of ever attempting a coup against him.
Where did Ada play in all of this? At fifteen, Ada was acting as the girlfriend of the police chief's son. She seeded corruption in the family with carefully chosen words and little hints to guide him toward further investigation of certain high profile figures. When Persepholis revealed the identities of the other under kings, the chief had already been investigating them, making the decision to take the initiative a simple one. Persepholis had seen Ada's growing affection for the police chief's son and allowed her to continue so long as her loyalty to the High Raga never shook. It came even to his surprise that Ada had been playing the part all along for four years. By nineteen, Ada's fingers were so deep in the police's operations that she could actually stop any activity simply by batting her eye lashes and showing a bit of leg. Ada's endeavors protected the Tan'Raga up until Persepholis passed away naturally at the age fifty-four.
The air quality in great cities were never ideal, and Persepholis has developed cancer in his lungs from residual mana. The High Raga mourned for his pact brother and honored him my instating Ada as his new Raga'Mu. Stepping into power at the age of nineteen, Ada knew she was going to be an easy target for the other under kings. Ada's work as Raga'Mu and head of the printing press led to her young and recently betrothed police chief to start asking unsavory questions. Where have you been late at night? Why are you so tired? You haven't been talking to me as much. You seem to resent my actions. It was time to cut ties. Ada planted half false evidence of the new police chief making deals with the Tan'Raga. He was arrested and imprisoned after a very brief investigation. Ada played as the oblivious woman who had no idea of her fiance's actions. She was off the hook. Ada then set her sights on the under kings. She already knew their vices, Persepholis has made her learn more about them as they were being inaugurated into the sinister crime empire. She just played at their weakness, using her other female spies to manipulate them and put them on a short leash.
By the age of twenty-five, Ada had earned the same level of trust from the High Raga as Persepholis had. Being an elf, the High Raga was still considered rather young to his people despite being sixty-one. Ada appealed to him, saying that she would be a far more effected Raga'Mu if she wasn't believed to actually carry the title. The High Raga agreed and had Ada 'replaced' with a puppet that was a part of Ada's inner circle of spies. From there, Ada went more public, becoming a commercial giant with the printing press. Now that her attention could be better divided, she could focus more on her legitimate appearance while still spinning her intricate web of lies throughout the city.
Ada is thirty-eight now. Since her apparent replacement as Raga'Mu, Ada's actions have become more subtle but they have nevertheless altered the politics of Tyberia drastically. While her puppet would take all the credit for it, so did all the blame. Every time a puppet failed, a new one took it's place; every one of them, a lesser spy of Ada's, aspiring to become her apprentice.
Skills
Lies, deception, slander, subterfuge. The creed of all spymasters in Yggdrasil. Ada's talents do not go to waste in Tyberia with the recent occupation by Asgard. With many of the city's elite still living a comfortable life, Ada enjoys many luxuries few commoners can even dream of while she pulls the strings of the city. Unknown to the populace of Tyberia, Ada is the true driving force of the city. Her network of information has replaced Tyberian leaders with her own puppets and has both uprooted and planted corruption. Seen as the inheritor of the city's most widespread printing press, she is entirely clear of suspicion and free to act as the city's eyes and ears and whispers.
Ephraim Quaid, High General of the Asgardian 5th Legion
Age
154
Race
Elf
Personality
Regal and proud, Ephraim is considered by many to be the model elf. Highborn and noble, with a calm, intelligent demeanor, Ephraim speaks with a certain, politeness and flair. Well spoken, articulate, and intelligent, though at times, haughty and arrogant, it is clear that Ephraim holds himself above most others. Like most highborn elves, Ephraim appears to be perpetually disdainful towards "inferior beings", as well as the incompetent. Extremely prideful, Ephraim does not tolerate disrespect, and freely doles out punishments and reprimands to those that displease him.
Background
High General of the Asgardian 5th Legion, Ephraim hails from a long line of talented manaweavers, and is one himself. Well learned and disciplined, Ephraim joined the Asgardian Military Academy through the power of his pedigree, and graduated as one of its top members. Turning down an offer from the Knights Arcana, Ephraim instead pursued a career in the Asgardian military, quickly earning the Emperor's favor, and within 30 years, was admitted to the Emperor's closest council of generals. Given command of the 5th Legion- second only in prowess to the Emperor's own personal 1st Legion, Ephraim is widely regarded as one of the Emperor's most powerful and trusted generals.
Whilst originally resistant to the Zephyr upon their arrival, when the Emperor pledged fealty to the Zephyr, Ephraim followed without question. And on the Emperor's orders, invaded and took over multiple rebelling lesser kingdoms, as well as embarked on two successful campaigns to expand Asgard's territories.
Recent rumors regarding Ephraim's son deserting Asgard to join with the rebels have caused no small amount of controversy, and has marred the General's reputation. However this has not stopped the General from invading and occupying Tyberia under the Emperor's orders.
Skills
Equipment
Age
31
Race
Half-Elf
Personality
Noble, righteous, and heroic, Coraline represents the core values expected from a Knight. She values her honor and integrity just as much as she values the lives of the common people. Coraline is a selfless warrior who will act for the sake of others rather than the sake of herself. She will often take time out of her schedule to take a detour if it means it will better the lives of others. Coraline is a patient fighter and will remain on the defensive until a decisive blow can be dealt. She places great faith in the House of Blades' advancement in armor and proves its effectiveness by running headlong into armed cohorts of her adversaries. Coraline attempts to offer new ways of lives for those she helps, whether it be an offer to join the House of Blades or a new opportunity in a distant land. She is motivated by purpose and quests throughout Yggdrasil to find more of it.
Backstory
A member of Duke Gabriel Toph's family, Coraline never felt truly connected to them. She was a bastard child with Duke Toph as her father and an elven maid as her mother. She was raised as a member of the Toph family, but Gabriel always made a point to remind her of her mixed blood, that she wasn't truly a Toph nor an inheritor of the family fortune. Vincent Toph, her younger half-brother, always appealed to their father to allow Coraline the same opportunities within the family. Gabriel explained that his honor and integrity as a duke would be stained if he were to pass the family over to a bastard. No matter how hard Vincent tried to earn Coraline's status, nothing was ever gained. Coraline was content, however. She grew knowing her place and allowed room for Vincent to rise as the heir to the Toph Dukedom.
The half-siblings were great friends and the disparity in their blood didn't put them on unequal terms. Coraline attended swordsmanship training with Vincent, she reasoned that she could at least be his housecarl to protect his interests. Coraline was without a doubt the better sword fighter of the two, but Vincent had beaten her by far in marksmanship. Rifles never came as naturally to Coraline as swords did. The two grew to cover each others' weaknesses and they made a formidable team in tourneys. It was from one of those tourneys that Coraline was scouted by a knight representing the House of Blades.
The man's name was Arthur Beckett. He approached Coraline after a duel and offered her a place as a squire in the House of Blades. At first, she declined, saying that she was to protect Vincent Toph's interest as his housecarl. Vincent also disagreed as he was too close to his half-sister to have to watch her be taken away to the Uziel Dragon Mountains where the House of Blades headquarters was. Sir Beckett left without confrontation and the two continued the tourney. In the semi-finals, Coraline lost to the son of an Aesir in a duel. She had taken an injury that resulted in the scar above her right eye. Her defeat had damaged the reputation of the Toph dukedom, a land known for it's exceptional soldiers. Since then, Gabriel became resentful of his daughter and forbade her train with Vincent.
The sudden seclusion from her half-brother and companion made Coraline begin to consider Sir Beckett's offer. At the age of seventeen, Coraline finally reasoned that her life was wasted in the Toph estate; she would never rise to become better there. Coraline sent a messenger to the fortress of the House of Blades and two months later, she was visited by Arthur Beckett. She took up his offer and left the next day with, saying her goodbyes only to her mother. She wanted to see Vincent before she left, but he was training and she wasn't allowed in the training yard while he was there. When Vincent got the news of Coraline's departure two hours later, he was hurt and took out his anger on his father.
Coraline began her life as a squire. She was much older than the other new squires, but her life at the Toph estate had shown her much, putting her equal footing with many of the squires six and seven years into their training. When she arrived at the fortress, she discovered that Arthur Beckett was to be her primary mentor. Coraline was skeptical at first, but after a few lessons, she had realized that Arthur was more than just a scout for the house. Arthur Beckett was one of the most unorthodox knights in the house, but also one of the most talented ones. Where many knights of blades favored the heavy full plate armor and a tower shield, Arthur used light plate and no shield! He was quick and able to penetrate the defenses of nearly ever sparring partner. Coraline adopted his techniques.
Ten years later, Coraline completed her training as a squire and was knighted. As a full fledged knight of blades, Coraline was given liberties and resources not available to many. Arthur, well into his sixties by then, gave her his long sword, Tarkos, as a reward for her graduation. He said he was retiring now that he had finished training her, and that she had to build her own history with Tarkos now. She gratefully accepted the gift and lived comfortably in the fortress for a short while.
It was a month later when the chapter master gave Coraline her first assignment. She was told that the Toph Dukedom was raided by Ratoskr and that she was to join a party of knights to go and investigate the region. She left without delay, worried for her mother and Vincent. When the party arrived, they found that everything was razed to the ground. Scorched bodies lay on the ground everywhere she looked, completely indistinguishable from one another. She didn't need to process much to understand that her bloodline had been wiped out. The party had hunted down and killed several bands of ratoskr in neighboring dukedoms and eventually found the source of their raiding. A cave in the nearby mountains had been connected to a ratoskr tunnel. The party sealed the cave and returned to the fortress.
When she returned, Coraline was greeted by Arthur. He gave her condolences and spent time with her to console her while she mourned the loss of her family. The Knight Houses aren't apathetic toward the families of their knights, and Coraline was given ample time to come to terms with the loss. Eventually, Coraline did, and she resumed her duties as a knight. She was appointed a squire named Urien Glint, an elven boy who had last much from a similar ratoskr raid. She trained Urien for several months in the safety of the fortress, but Coraline felt he had potential for far more. She took up the position of a questing knight and brought Urien along, training him on the road while they travelled across Yggdrasil.
Fours years have passed, Coraline and Urien still journey across Yggdrasil. Their travels have taken them to the Great City of Tyberia, recently conquered by Asgard. She knew that the people of Tyberia would be chafing under the aggressive rule. By the Knights Act, she was granted passage through the Asgardian encampments surrounding the city and allowed inside the great city's walls. Coraline and Urien stay in one of the city's many Blades Chapterhouses while they assist the common people.
Skills
Coraline is an exceptional swordsman even in the standards of the House of Blades. And her years away from the chapter's headquarters has taught her many tricks of the trade. During her journey, Coraline has learned how to maintain her equipment, her skill in smithing is impressive. To keep herself fed while on the road, Coraline has taken up hunting with the archaic bow and arrow; her marksmanship is uncanny for a knight of blades but is far from master level. People hold a great disposition for knights and Coraline is no exception, the people look up to her and treat her as well as she treats them.
Equipment
Ada Maas
Age
38
Race
Human
Personality
Ada's personality depends on the context of her presence. Officially, Ada is a charming woman who holds the people's best interest at heart and resents the actions of organized crime associations. Ada is constantly funding task forces to uproot corruption as a smokescreen, unbeknownst to those very task forces, they're only removing crime that she has deliberately placed for them. Ada isn't who the public eye makes her out to be. As Tyberia's Raga'Mu, she is one of the most powerful figures in the city and nobody knows it, not even the other under kings of the Tan'Raga as she has inserted a puppet to assume the role while she makes the decisions in the shadows. If one comes to the apparent Raga'Mu, he 'sends' his best agent to speak to them, Ada herself. When meeting others as a spy or information, Ada is a cunning fox. She has a sharp tongue and will often bring up secrets of her clients that should be known to nobody. Her words cut deep into the hardiest of men to manipulate them into stepping into her web of intrigue. Ada is truly cold, at times she is completely apathetic toward others; she sees many of their issues as 'problems of the privileged'. Still, as a spy, Ada seems to have redeeming qualities. Before her rise to power as Tyberia's spymaster, she was once a field agent for her master, the previous Raga'Mu. Ada uses her beauty to appeal to the vices of men and the jealousy of women to get what she wants. Those who know of her reputation know that Ada can't truly be trusted. Her motives are kept secret as is her agenda.
Backstory
Ada was a street child, she grew up not knowing who her parents were and had no real place to call home. Every day during her childhood was a battle against the elements and a struggle against the older street rats. Like most street rats, Ada found herself in the employ of Tyberia's Tan'Raga as a muse, a title given to child spies. Working for the Tan'Raga meant she was given shelter in exchange for completing her tasks, for her, it was serving the other under kings to glean information from them. None of the under kings knew she was working for the Raga'Mu known as Persepholis Maas, the greatest spymaster in Tyberia's history. Under Persepholis' tutelage, Ada managed to gather incriminating information of every other under king in the Tan'Raga. Persepholis didn't begin his coup d'etat until Ada was fifteen years old.
Half way through her teenage years, Persepholis formally adopted Ada. She had earned the Maas surname and became heir to his fortune that was the Tyberian Printing Press. Acting under the command of the High Raga, Persepholis divulged all of the information Ada had gathered on all of the other under kings as well as a man framed as the Raga'Mu to Tyberia's law enforcement. The High Raga was paranoid that the other under kings were plotting against him, he only trusted Persepholis because of the friendship and brotherhood they had shared since childhood. In a day, the Tan'Raga leadership was stripped and the High Raga appointed his new under kings. With a body of inexperienced under kings, him and Persepholis molded them into undying loyal servants, eliminating the worry of ever attempting a coup against him.
Where did Ada play in all of this? At fifteen, Ada was acting as the girlfriend of the police chief's son. She seeded corruption in the family with carefully chosen words and little hints to guide him toward further investigation of certain high profile figures. When Persepholis revealed the identities of the other under kings, the chief had already been investigating them, making the decision to take the initiative a simple one. Persepholis had seen Ada's growing affection for the police chief's son and allowed her to continue so long as her loyalty to the High Raga never shook. It came even to his surprise that Ada had been playing the part all along for four years. By nineteen, Ada's fingers were so deep in the police's operations that she could actually stop any activity simply by batting her eye lashes and showing a bit of leg. Ada's endeavors protected the Tan'Raga up until Persepholis passed away naturally at the age fifty-four.
The air quality in great cities were never ideal, and Persepholis has developed cancer in his lungs from residual mana. The High Raga mourned for his pact brother and honored him my instating Ada as his new Raga'Mu. Stepping into power at the age of nineteen, Ada knew she was going to be an easy target for the other under kings. Ada's work as Raga'Mu and head of the printing press led to her young and recently betrothed police chief to start asking unsavory questions. Where have you been late at night? Why are you so tired? You haven't been talking to me as much. You seem to resent my actions. It was time to cut ties. Ada planted half false evidence of the new police chief making deals with the Tan'Raga. He was arrested and imprisoned after a very brief investigation. Ada played as the oblivious woman who had no idea of her fiance's actions. She was off the hook. Ada then set her sights on the under kings. She already knew their vices, Persepholis has made her learn more about them as they were being inaugurated into the sinister crime empire. She just played at their weakness, using her other female spies to manipulate them and put them on a short leash.
By the age of twenty-five, Ada had earned the same level of trust from the High Raga as Persepholis had. Being an elf, the High Raga was still considered rather young to his people despite being sixty-one. Ada appealed to him, saying that she would be a far more effected Raga'Mu if she wasn't believed to actually carry the title. The High Raga agreed and had Ada 'replaced' with a puppet that was a part of Ada's inner circle of spies. From there, Ada went more public, becoming a commercial giant with the printing press. Now that her attention could be better divided, she could focus more on her legitimate appearance while still spinning her intricate web of lies throughout the city.
Ada is thirty-eight now. Since her apparent replacement as Raga'Mu, Ada's actions have become more subtle but they have nevertheless altered the politics of Tyberia drastically. While her puppet would take all the credit for it, so did all the blame. Every time a puppet failed, a new one took it's place; every one of them, a lesser spy of Ada's, aspiring to become her apprentice.
Skills
Lies, deception, slander, subterfuge. The creed of all spymasters in Yggdrasil. Ada's talents do not go to waste in Tyberia with the recent occupation by Asgard. With many of the city's elite still living a comfortable life, Ada enjoys many luxuries few commoners can even dream of while she pulls the strings of the city. Unknown to the populace of Tyberia, Ada is the true driving force of the city. Her network of information has replaced Tyberian leaders with her own puppets and has both uprooted and planted corruption. Seen as the inheritor of the city's most widespread printing press, she is entirely clear of suspicion and free to act as the city's eyes and ears and whispers.
- Master Spycraft - Ada's connections to Tyberia's Tan'Raga and her history of espionage against the state has led to her dangerous skills in spycraft. Ada employs many methods to acquire the information she knows; she never divulges more information than she must, leaving others perpetually curious of just how much she knows. Ada's influence reaches the far corners of Tyberia, she is seen at high profile political functions and low profile Tan'Raga gatherings. She has crafted webs of lies over other webs, her true motives are known only to her.
- Professional Sleight of Hand - In Ada's field of work, being quick with your hands is essential. One must pass notes or steal in plain sight to get the job done. Ada usually has an organization of spies in her employ to do these tasks for her; as such, her own skills in sleight of hand have diminished slightly.
- Adept Politics - One must know the ebb and flow of Tyberia's politics in order to effectively orchestrate a grand illusion and a grand subterfuge. To the lords of Tyberia, Ada is seen as an inheritor of her deceased father's company, the printing press to deliver news across the city. In truth, the company is the legitimate front of her previous master in order to glean information from the Tyberian elite. Ada spends as much time on news headlines as she does in the shadows of Tyberia's underworld. This level of renown has made Ada completely invisible, and it has enabled her to act freely. Her influence has spread into the highest echelons of Tyberia's leadership.
- Journeyman Pistolier - Combat is not Ada's concern, still, she defends herself if she must. Ada's lack of formal training with pistols shows. Ada isn't concerned with her skill in marksmanship however. When confronted for her lackluster skill, Ada reminds her colleagues that she is a spy, not an assassin.
- Professional Business - In order to maintain the illusion of a successful corporate leader, Ada has to play the part as much as look it. Her late master had established a printing press to deliver news, both true and incriminating as well as false and embellishing, to mislead the masses and manipulate them without anybody knowing. Being the most successful printing press in Tyberia, Ada's inheritance has skyrocketed her social status to be among the city's elite. In the eyes of the public, she has large shoes that she has yet to fill, but she is more than competent enough to handle the daily rigors of the press.
Ephraim Quaid, High General of the Asgardian 5th Legion
Ephraim Quaid
Age
154
Race
Elf
Personality
Regal and proud, Ephraim is considered by many to be the model elf. Highborn and noble, with a calm, intelligent demeanor, Ephraim speaks with a certain, politeness and flair. Well spoken, articulate, and intelligent, though at times, haughty and arrogant, it is clear that Ephraim holds himself above most others. Like most highborn elves, Ephraim appears to be perpetually disdainful towards "inferior beings", as well as the incompetent. Extremely prideful, Ephraim does not tolerate disrespect, and freely doles out punishments and reprimands to those that displease him.
Background
High General of the Asgardian 5th Legion, Ephraim hails from a long line of talented manaweavers, and is one himself. Well learned and disciplined, Ephraim joined the Asgardian Military Academy through the power of his pedigree, and graduated as one of its top members. Turning down an offer from the Knights Arcana, Ephraim instead pursued a career in the Asgardian military, quickly earning the Emperor's favor, and within 30 years, was admitted to the Emperor's closest council of generals. Given command of the 5th Legion- second only in prowess to the Emperor's own personal 1st Legion, Ephraim is widely regarded as one of the Emperor's most powerful and trusted generals.
Whilst originally resistant to the Zephyr upon their arrival, when the Emperor pledged fealty to the Zephyr, Ephraim followed without question. And on the Emperor's orders, invaded and took over multiple rebelling lesser kingdoms, as well as embarked on two successful campaigns to expand Asgard's territories.
Recent rumors regarding Ephraim's son deserting Asgard to join with the rebels have caused no small amount of controversy, and has marred the General's reputation. However this has not stopped the General from invading and occupying Tyberia under the Emperor's orders.
Skills
- Accomplished Swordsmanship - More than a mere commander of strategy, Ephraim's talent with the sword has been honed over the course of decades. Regarded as one of the best swordsmen in Asgard, few have challenged him and lived to tell the tale.
- Adept Manaweaving - manaweaving is a difficult talent to master, and Ephraim's decades of practice have rewarded him with considerable skill in the art. While he lacks the raw power and talent his son possesses, he has more than enough experience to facedown many a skilled manaweaver.
- Accomplished Strategist - Commander of the 5th Legion, Ephraim has trained and led his men for decades, and has even instituted a new standard of soldier, to which all Asgardian Legions currently emulate.
- Adept Statescraft - As a highborn elf, it is only natural that Ephraim engages in politics and the matters of state. His status as one of the Emperor's most trusted Generals also helps with this.
Equipment
- Sieglinde - An ornate, masterfully crafted greatsword forged from the finest Mithril in Asgard. Despite its size, Ephraim is quite capable of wielding it in a single hand, as well as wielding it with both hands. A gift from the Emperor, and forged by the finest of dwarven blacksmiths, it is rumored that this blade is capable of rending even a Legionnaire in half with a single stroke.
Coraline Toph
Age
31
Race
Half-Elf
Personality
Noble, righteous, and heroic, Coraline represents the core values expected from a Knight. She values her honor and integrity just as much as she values the lives of the common people. Coraline is a selfless warrior who will act for the sake of others rather than the sake of herself. She will often take time out of her schedule to take a detour if it means it will better the lives of others. Coraline is a patient fighter and will remain on the defensive until a decisive blow can be dealt. She places great faith in the House of Blades' advancement in armor and proves its effectiveness by running headlong into armed cohorts of her adversaries. Coraline attempts to offer new ways of lives for those she helps, whether it be an offer to join the House of Blades or a new opportunity in a distant land. She is motivated by purpose and quests throughout Yggdrasil to find more of it.
Backstory
A member of Duke Gabriel Toph's family, Coraline never felt truly connected to them. She was a bastard child with Duke Toph as her father and an elven maid as her mother. She was raised as a member of the Toph family, but Gabriel always made a point to remind her of her mixed blood, that she wasn't truly a Toph nor an inheritor of the family fortune. Vincent Toph, her younger half-brother, always appealed to their father to allow Coraline the same opportunities within the family. Gabriel explained that his honor and integrity as a duke would be stained if he were to pass the family over to a bastard. No matter how hard Vincent tried to earn Coraline's status, nothing was ever gained. Coraline was content, however. She grew knowing her place and allowed room for Vincent to rise as the heir to the Toph Dukedom.
The half-siblings were great friends and the disparity in their blood didn't put them on unequal terms. Coraline attended swordsmanship training with Vincent, she reasoned that she could at least be his housecarl to protect his interests. Coraline was without a doubt the better sword fighter of the two, but Vincent had beaten her by far in marksmanship. Rifles never came as naturally to Coraline as swords did. The two grew to cover each others' weaknesses and they made a formidable team in tourneys. It was from one of those tourneys that Coraline was scouted by a knight representing the House of Blades.
The man's name was Arthur Beckett. He approached Coraline after a duel and offered her a place as a squire in the House of Blades. At first, she declined, saying that she was to protect Vincent Toph's interest as his housecarl. Vincent also disagreed as he was too close to his half-sister to have to watch her be taken away to the Uziel Dragon Mountains where the House of Blades headquarters was. Sir Beckett left without confrontation and the two continued the tourney. In the semi-finals, Coraline lost to the son of an Aesir in a duel. She had taken an injury that resulted in the scar above her right eye. Her defeat had damaged the reputation of the Toph dukedom, a land known for it's exceptional soldiers. Since then, Gabriel became resentful of his daughter and forbade her train with Vincent.
The sudden seclusion from her half-brother and companion made Coraline begin to consider Sir Beckett's offer. At the age of seventeen, Coraline finally reasoned that her life was wasted in the Toph estate; she would never rise to become better there. Coraline sent a messenger to the fortress of the House of Blades and two months later, she was visited by Arthur Beckett. She took up his offer and left the next day with, saying her goodbyes only to her mother. She wanted to see Vincent before she left, but he was training and she wasn't allowed in the training yard while he was there. When Vincent got the news of Coraline's departure two hours later, he was hurt and took out his anger on his father.
Coraline began her life as a squire. She was much older than the other new squires, but her life at the Toph estate had shown her much, putting her equal footing with many of the squires six and seven years into their training. When she arrived at the fortress, she discovered that Arthur Beckett was to be her primary mentor. Coraline was skeptical at first, but after a few lessons, she had realized that Arthur was more than just a scout for the house. Arthur Beckett was one of the most unorthodox knights in the house, but also one of the most talented ones. Where many knights of blades favored the heavy full plate armor and a tower shield, Arthur used light plate and no shield! He was quick and able to penetrate the defenses of nearly ever sparring partner. Coraline adopted his techniques.
Ten years later, Coraline completed her training as a squire and was knighted. As a full fledged knight of blades, Coraline was given liberties and resources not available to many. Arthur, well into his sixties by then, gave her his long sword, Tarkos, as a reward for her graduation. He said he was retiring now that he had finished training her, and that she had to build her own history with Tarkos now. She gratefully accepted the gift and lived comfortably in the fortress for a short while.
It was a month later when the chapter master gave Coraline her first assignment. She was told that the Toph Dukedom was raided by Ratoskr and that she was to join a party of knights to go and investigate the region. She left without delay, worried for her mother and Vincent. When the party arrived, they found that everything was razed to the ground. Scorched bodies lay on the ground everywhere she looked, completely indistinguishable from one another. She didn't need to process much to understand that her bloodline had been wiped out. The party had hunted down and killed several bands of ratoskr in neighboring dukedoms and eventually found the source of their raiding. A cave in the nearby mountains had been connected to a ratoskr tunnel. The party sealed the cave and returned to the fortress.
When she returned, Coraline was greeted by Arthur. He gave her condolences and spent time with her to console her while she mourned the loss of her family. The Knight Houses aren't apathetic toward the families of their knights, and Coraline was given ample time to come to terms with the loss. Eventually, Coraline did, and she resumed her duties as a knight. She was appointed a squire named Urien Glint, an elven boy who had last much from a similar ratoskr raid. She trained Urien for several months in the safety of the fortress, but Coraline felt he had potential for far more. She took up the position of a questing knight and brought Urien along, training him on the road while they travelled across Yggdrasil.
Fours years have passed, Coraline and Urien still journey across Yggdrasil. Their travels have taken them to the Great City of Tyberia, recently conquered by Asgard. She knew that the people of Tyberia would be chafing under the aggressive rule. By the Knights Act, she was granted passage through the Asgardian encampments surrounding the city and allowed inside the great city's walls. Coraline and Urien stay in one of the city's many Blades Chapterhouses while they assist the common people.
Skills
Coraline is an exceptional swordsman even in the standards of the House of Blades. And her years away from the chapter's headquarters has taught her many tricks of the trade. During her journey, Coraline has learned how to maintain her equipment, her skill in smithing is impressive. To keep herself fed while on the road, Coraline has taken up hunting with the archaic bow and arrow; her marksmanship is uncanny for a knight of blades but is far from master level. People hold a great disposition for knights and Coraline is no exception, the people look up to her and treat her as well as she treats them.
- Accomplished Swordsmanship - As a knight of blades, Coraline is exceptionally skilled in sword techniques. Being in melee combat with Coraline is a surefire way to guarantee defeat at her hands. Coraline's light plate armor allows her to remain nimble while she fights, making her an agile opponent which isn't characteristic of the House of Blades.
- Journeyman Smithing - Maintaining equipment whilst on the road is important, as such, Coraline has taken up the smithing trade to be able to keep her gear in top condition at all times. She isn't a master smith, but she is capable and that counts for a lot. As a result of smithing, Coraline has developed an eye for spotting weaknesses in armors; this secondary trait has made Coraline focus on more accurate strikes when dealing with armored opponents.
- Journeyman Archer - Hunting is what keeps Coraline fed as she travels between communities. Archery is a dying art in lieu of firearms, but Coraline prefers the traditional method and its silent results. She doesn't need to worry about weight or ammunition as she can fletch her own arrows and always craft new bows if she needs to. Her accuracy could use some work, but for a knight of blades, she is leagues better than most.
- Accomplished Knight - Coraline's reputation precedes her. As a knight, many people look up to her with admiration by default. Coraline has been questing across Yggdrasil for three years and word has spread to many regions of her deeds. While Coraline isn't held at the same level of esteem as the Aesir, living legends of Asgard, she is often met warm welcomes and a hearty meal. She is known among the Knight Houses because of her deeds and her skill. Often times, Coraline's reputation can allow her to be diplomatic with her enemies rather than aggressive; many a time has Coraline stopped a conflict by reminding them who they're dealing with.
Equipment
- Tarkos - Named after the ill-fated nation and homeland of the Ratoskr, Tarkos is Coraline's long sword. Since her days of a house squire, Tarkos has been present. The sword belonged to her mentor before it was passed down to her as a reward for her knighting. Tarkos is an impressive blade, forged with Uziel steel, a metal refined from the Uziel Dragon Mountains. A mana crystal is embedded in the pommel, discharged into the blade by elven mana smiths. The crystal fills the blade with mana, making it far deadlier than any normal long sword. Being a half-elf, Coraline isn't effected by the low amounts of mana that fills the blade. As a precaution, only she or other elves maintain the sword.
- Short Sword - Coraline keeps a short sword for backup if she somehow ends up disarmed. There isn't any special about the sword. If she loses the short sword, she can easily acquire another or smith one herself.
- Short Bow and arrows - Coraline also keeps a short bow handy, as well as a quiver of arrows, for when she needs to hunt for food. She can use the bow for combat as well, but she'd rather differ to her sword for fighting.
- Light Plate Armor - Made for travelling and quick maneuvers in combat, Coraline's light plate armor protects her adequately while giving her full range of movement. All of her armor is mana resistant, like all knights of blades, and can shrug off a number of mana based attacks. Her light plate armor consists of a breast plate, pauldrons, greaves, bracers, and leggings. Coraline wears travel leathers underneath her armor and a cloak bearing the emblem of the House of Blades over top.