Name: Fayte Einzhart
Aliases: Subject HF2516; The Fool; The Harbinger; Ace / Ace of Hearts (Self-Proclaimed)
Titles: N/A
Age: 25 (Physically 19)
Place of Origin: Terra Mater
Gender: Male
Build: Lean & Toned; Height is 173 cm (5'08")
Eyes: Gold
Hair: White
Skin Tone: Pale; Fair
Tattoos/Scars/Piercings: Circular scar surrounding his navel but otherwise nothing of note.
Day To Day Attire: Typically dresses in the same attire as the one pictured above but, on particularly hot days, he will wear his jacket around his waist. In snowy weather, he has a thicker coat similar-looking to his regular jacket except the collar is lined with white fur. Detests armors and heavy clothing as they reduce his mobility. Possesses a hooded cloak that is useful if he needs to move around inconspicuosly or if he's traveling through a windy desert region.
Strengths: Swift, Adaptable, Gambler
Weaknesses: Gambler, Amnesiac
Cheerful * Gambler * Clever * Daring
Sexuality: Heterosexual
Relationship Status: Single
Personality: A cheerful soul who can never seem to stay in one place for long, Fayte dreams of living his life as an adventurer until the day he dies. Despite being typically casual and laid-back in his speech and mannerisms, Fayte will become serious if the situation calls for it. As Fayte has traveled a fair bit of Terra Mater before his true journey began, he is well-versed in many aspects of the world. Despite this, he still believes that there will always exist new things to discover.
A gambler through and through, Fayte revels in testing his luck and tempting chance. "Life's no fun without taking risks" as he has taken to heart. Fayte firmly opposes the concept of destiny, believing that no one's path in life is set and, even if it is, they should rebel against it and change it with their own power. This stems from his inherent fear of losing free will. A bit of a skirt chaser, often his first interactions with a woman is to casually flirt with them which, admittedly, doesn't always work out for him and has land him into a quite a bit of trouble before. But he's learned to take rejection extremely well although, at times, he is quite persistent in his pursuits.
His birth and origins are unknown to him and the memories of his childhood are nebulous at best. He hopes to uncover his past on his journey but, at the same time, he is afraid of what he may learn. Still, his curiosity outweighs his fear. But because of his fascination with his past, a feeling of loneliness has nurtured within him and he is quietly envious of everyone around him who is sure of their origins. The only remnant he possesses of his past is a white rose which he inexplicably is compelled to protect.
Habits: Puts his hands behind his head when in deep thought, likes to sit backwards on a chair, has a tough time fighting women.
Hobbies: Enjoys a variety of card games as well as games of luck; traveling.
Fears: Losing others; Not having free will
Likes: Gambling; Relics; Sky-gazing; Camping; Women; Airships
Dislikes: Destiny (concept); Uptightness; Dishonor; Immorality; Fighting women; Being stuck in one place
A listing of skills, such as horseback riding or cooking. Levels include novice (1 pt), apprentice (2 pt), journeyman (3 pt), expert (4 pt), master (5 pt). Each character can spend 21 points & only two skills can be mastered.
- Swordplay (Expert): Despite never having any formal training in swordsmanship, traveling the world—which is often a world fraught with danger—has forced Fayte to learn how to defend himself with a myriad of weapons, most notably, bladed weapons like swords and daggers.
- Agility (Master): His best asset in a fight—other than his collection of magical cards—is his speed and nimbleness. He may not be physically the strongest person but he can pull off a quick succession of hits while simultaneously dance around his opponents before they can shout at him to stop moving so much.
- Tactician (Expert): Fight smart, not hard is his policy. Since he's not as physically imposing as some, Fayte has learned to approach his fights with strategy rather than simple brute force. He's also the adaptable sort, changing tactics as the battle changes but sometimes his gambling and risk-taking mindset will land him into trouble during a fight.
- Thievery (Expert): In his adolescent days, he learned to pickpocket to survive. In his early adulthood, he joined up with a band of thieves for a spell. The knowledge he has acquired in those forlorn years still remain with him to this day.
- Herbalism (Apprentice): Throughout his travels, he has learn a thing or too about mixing potions and concoctions as well as identifying certain plants for ingredients. He's practically mastered the basics and know certain key recipes but he'll leave the advance stuff to the more capable.
- Hunting (Apprentice): Spending so much time in the wild as he has, Fayte is well-learned in the fundamentals of hunting his own food. This includes basic tracking and trap making. Although he's never hunted anything larger than an elk.
A listing of unique powers, magic, artifacts, and techniques. A maximum of four only.
- Last Arkane Cards (Forms):
When the world's remaining magic was compressed into cards, the twenty-one most powerful of these cards were collectively named "Last Arkane" and were scattered throughout Terra Mater. These Last Arkane cards change the form of the wielder.- 0. The Fool: An always active, base form (Warrior). It favors physical attributes over magic and grants a sword—the Artemis—as a weapon. This form also grants a white-furred canine companion by the name of Iago who helps Fayte carry his belongings and occasionally assists in battle with a small dagger wielded in its mouth.
- I. The Magician: Transforms Fayte into a Sorcerer accompanied with the proper change in attire (sorcerer robes). This form favors magic over physical attributes. It allows Fayte to wield magic cards to fire off basic elemental spells, create simple magic shields, buff allies, etc. Iago disappears when Fayte takes this form.
- VII. The Chariot: Transforms Fayte into a Blade Dancer accompanied with the proper change in attire. This form grants two daggers—the Hestia and Metis—and increases agility and mobility while decreasing attack and defense properties. With this form, Fayte fights in a fluid, graceful style that looks as if he's almost weightless. Iago disappears when Fayte takes this form.
- XVII. The Star: A form that lasts only a minute or so but powerful if used. Invokes active aura state and transforms Fayte's attire into a magical white variant. His hair also grows wilder and longer. Gains access to Auroral attacks which are sword attacks both physical and magical in nature. Iago disappears when Fayte takes this form. Unfortunately, the conditions necessary to use this form are still unknown to Fayte and so it is useless to him as of now.
- Last Arkane Cards (Spells):
When the world's remaining magic was compressed into cards, the twenty-one most powerful of these cards were collectively named "Last Arkane" and were scattered throughout Terra Mater. These Last Arkane cards are individually-cast spells.- VI. The Lovers: Randomly summons one of ten female champions of Terra Mater to fight alongside Fayte for a short duration. While in use, Fayte reverts to his Fool form—Iago does not appear—and he will no longer be able to use card magic until the summon ends. Afterwards, The Lovers cannot be used again for some time. Not all of his summons are useful unfortunately...
- X. Wheel of Fortune: A spell that randomly affects probability and luck for Fayte and his opponent(s). It could result in an attack missing its mark for either side, switching the damage sustained from Fayte to his enemies and vice versa, etc.
- XVI. The Tower: A seemingly detrimental spell, when cast, it brings nothing but misfortune unto the caster for a random amount of time.
- White Rose: A white, thornless rose that he has had in his possession for as long as he can remember. It seems magical in nature, being unable to wilt. However, it can still be crushed or destroyed as with any delicate object. For some reason unknown to him, Fayte feels compelled to protect it.
- Terran Physiology: Developing alongside the numerous monsters and demon spawn that exist on Terra Mater, Terrans—the humans of Fayte's world—are stronger and more resilient than normal humans of perhaps other worlds despite appearances being similar if not downright exact.
Parents: Matricia Einzhart (Adopted Mother / Alive); Nisandra Trennor (Biological Mother / Deceased); Father Unknown
Siblings: N/A
Childhood: Born to one Nisandra Trennor—the wife of a high-ranking general in Wolfkrone's military—through artificial insemination, Fayte was designated Subject HF2516 under the
Harbinger Fatalis Project: a military effort to create a living magic weapon. In his early infancy, Fayte was kept in a special tank that fed his body magical energy while, at the same time, stunted any physical growth—because infants naturally possess more magical energy and potential and slowly loses those attributes as they grow. This is the reason why Fayte has been alive for twenty-five years but, physically, is only nineteen years of age. While countless other infants died, Fayte survived through countless testing and experimentation. He was destined to become the perfect weapon: Wolfkrone's Harbinger of Conquest.
Whether through guilt or the love of a mother for her child, Nisandra with the help of a female general who opposes the HF Project, rescued Fayte from the research facility and fled to the borders of Wolfkrone. Unfortunately, Nisandra's life was ended when she voluntarily acted as a decoy to allow for the female general's and her troops' escape with Fayte in toll. Before she made her sacrifice, she left a token of her affections for Fayte with the general: a white rose. Wolfkrone's military spent years razing nearby villages and towns in search for their precious weapon but to no avail. The general and her troops had fled to an unmarked location within another kingdom. When the company parted ways, the female general made it her duty to care for and raise the little boy, giving him his name while also establishing a new identity for herself as Matricia Einzhart.
Growing up, Fayte and his adopted mother lived in rather sordid conditions in a small village. Matricia did not know many skills other than being a warrior but, to raise Fayte, she took on any odd job that would come her way. Fayte turned to petty theft and hustling others to help Matricia and himself. He always hated that little village, promising to himself that one day he'll leave it all behind when he's older.
Adulthood: In search of glory, Fayte finds himself at the age of fifteen joining up with a band of thieves calling themselves the Daggers. They were responsible for a slew of crimes plaguing rich cities all over Terra Mater over the course of three years. The Daggers disbanded when their boss was caught during a botched heist of some duke's mansion. This left Fayte without a cause to follow. In those two years, he has traveled all over Terra Mater and learned so much, but he aspires for more.
Some time later, he came into possession of a magic card that turned out to be one of the Last Arkane cards. When he learned of the history of these cards and what it may potentially bring him if he collected every last one, Fayte sprung into a journey to collect all twenty-one of the Last Arkane. In his journey so far, he managed to collect a total of six and, along the way, entered into the service of a resistance group calling themselves the Mother Blades—this was not of his own free will. They fight against the Wolfkrone empire who have resorted to utilizing infants as magical energy sources for their army of puppet soldiers. Wolfkrone desires to conquer Terra Mater and find the Last Arkane cards for their own use. If Fayte can find all of them first, he and the Mother Blades may have a chance of defeating the empire for good.
Special Moments: The memories from his travels remain with him always. And he remembers fondly the first time he came into contact with a Last Arkane card. The friends, allies, and even certain enemies he made along the way are also special to him.
Current Events: Traveling through the kingdom of Memoria, he has escaped a temple housing the Last Arkane card, The Star, and is currently being chased by a mob of monsters when suddenly he finds himself in an intriguing new environment.
Climate: Terra Mater is a vast and varied world consisting mainly of grasslands and mountainous regions with several desert and snow regions that are of importance. There four massive continents separated by huge seas with the main and most populous continent being Etros. Etros is mostly known for its grasslands and mountain ranges that cover most of the continent, but it houses a vast windy desert to the south and expansive marshlands to the east. Caves are a common occurrence in Etros and they seem to have their own unique climates existing within certain caves despite the climate outside being vastly different. Spring and Summer lasts for four and five months respectively while Autumn and Winter make up the rest of the fourteen-month yearly cycle.
Ruling(s): There exist only three major kingdoms left after Wolfkrone's many conquests. The most dominant being the Wolfkrone Empire ruled by King Ergor Concordo Wolfkrone V whose ruling seat is in the continent of Setra. The Hygarde Dominion ruled by Regent Laan Synphona is seated in Etros. And finally the Memoria Republic is governed by Chancellor Cyad Kaiser and the Crown's Order, reigning from Etros as well. Wolfkrone's military pursuits are supported by a continent rich in resources along with trading back and forth between their conquered territories located on other continents. Hygarde controls regions where the majority of mining operations occur so, while the smallest of the three kingdoms, they have invaluable assets. Memoria is the most technologically-advanced of the three and it prides its cities on being centers of education and the arts.
History: All three kingdoms are considered Ancient Kingdoms, having been established since the beginning of Terran history. All three were participants in the Mystics' War: a five decade-long war that resulted in the compression of all remaining magic into magical cards that were scattered throughout Terra Mater. This event took place 300 years before the current time. King Wolfkrone V took power after a successful coup that overthrew his grandfather's reign. Regent Synphona is the elder sister of Princess Ellise Synphona who is the rightful heir to the throne but has allowed her elder sister to rule in her stead until she comes of age. Chancellor Kaiser took over after a rebellion that overthrew the tyranny of the last king and established the Crown's Order to rule alongside him, maintaining a balance of power to prevent the Chancellor seat from accumulating too much control.
Notes: Conventional magic has all but disappeared completely from Terra Mater as a result of the Mystics' War when the Goddess Gospel stripped the Terrans of their magic and the Goddess Nemesis compressed the remaining magic into cards and scattered them around the world, destroying cities and armies as they fell back to the world's surface. Then the Goddess Yulia took the twenty-one most powerful cards—later deemed as the Last Arkane—and placed them into temples and ruins protected by monsters and demons. It is said that once all twenty-one cards are collected, vast magical powers will be bestowed upon the deck's wielder. The other numerous magic cards are now commonly collected and wielded as a source of magic in place of the conventional magic that has been lost. But unlike the Last Arkane cards, those cards are single usage and their quantities will soon run dry.
No longer able to rely on magic as they once did, Terrans turn to researching science and technology to better their societies and humanity as a whole. Technology has advanced to the point of early trains and airships but guns and similar projectiles are nonexistent. Coal is an invaluable resource and thus coal mines can be seen all over the world, typically at mountainous regions which Hygarde controls the most of. Education in Terra Mater focuses predominantly on math, science, civics, and history. Military academies are common throughout the world. Monsters and demon spawn plague the landscape and so it's dangerous to travel off secured roads without knowing how to fight or knowing someone who knows how to fight. Terrans are the dominant race but races such as Goblins, Dwarves, and Ancients exist. Goblins are natural enemies of Terrans and reside in primitive tribes and societies hidden away in deep forests and marshlands. Dwarves are a curious sort. Being able to intermarry and produce offspring with Terrans and so their identification as a separate race from Terrans hinges on their unique biology. Ancients are descendants of Titans and Giants although they are far shorter in stature, growing up to 8 or 9 feet at their tallest, and vastly more intelligent. They are famous for their strength and valiant nature, existing particularly as knights and dragon slayers.
The Wolfkrone Empire, after the Mystics' War, discovered infants—no older than a few weeks—to be a prime source of magical energy but they lose their potential as they grow older. They created special tanks to siphon the magic and feed the magic directly to their soldiers through special tubes, allowing their soldiers to use magic without cards. Nowadays, they've even created autonomous soldiers to replace their human ones. Early on, they had a project called Harbinger Fatalis in that they hope to create the perfect living magical weapon by constantly feeding certain infants they deemed "special" magical energy to raise their potency. Many died, a few survived but the project was ultimately deemed a failure. These projects involving infants was established by a man named
Karna whose youthful appearance masks a tragically long life.
* ☠ Enemy * ⚜ Unfriendly * ☯ Neutral * ☮ Friends * ღ Ally * ♥ Crush/Significant Other *
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Character Quote: "Can't let something like 'destiny' get in your way."Theme Song: Morning GloryAura Color: A frantic, crackling white aura envelopes Fayte. The same one is active during his Star form.
Scent: A neutral, inoffensive odor. But sometimes... cinnamon.
Anything Else: N/A