| NAME |
Lynne "Ash" Casteel
| LOPER TITLE |
Ceniza Piel - "Ash Skin"
| DEPARTMENT |
Hunting and Sporting Goods
| AGE |
Twenty-Seven
| TRAITS |
• "The arrow flies—"
The first, of many, important lessons for a young Loper is how to use the bow. Since Ash was able she's been practicing almost religiously. At this point in her life, she's among the top archers, though she's not nearly considered one of the best, and without her bow she loses a lot of her primary usefulness.
• "to silence breath—"
As expected, within the trade of being a good archer is also being apt at stealth and patience, especially when performing duties for the Owl Men. A battle can be decided in the space of a few seconds and a handful of well placed arrows, or a mark eliminated from the shadows. This means catching your enemy off guard, unaware, and having the best position and vantage point. This also means knowing when to stalk quietly, and when to remain still. Lopers call this teaching "Shadow Walking".
• "to swiftly move—"
Perhaps the most important lesson, second only to the bow itself: How to move. To Lopers, moving doesn't mean walking from point A, to point B. Moving means traversing; running, jumping, climbing. Finding the best vantage point means nothing if you can't reach it. Equipped with gear for the more difficult climbs, and paired with high stamina, there are few places Ash considers unreachable.
• "the raven comes-"
Much like a Raven has talons, so too does Ash. She carries a pair of hunting knifes, which have their own stories. These stories have been told to her many times, and eventually she will add her own story and pass them on. Knife fighting, however, is quite a secondary attribute and is considered a worst case scenario tactic. A good Loper, or so it's taught, should never put themselves in a position to need to resort to their knives. "A good Loper knows how to use their knives, A great Loper never needs to draw them." Ash is good with these weapons, but she's resigned herself to the fact that she'll never be like one of the legends told to her as a child.
• "wise in death."
The last of Ash's skills is something that it both taught, and not. Being wise is something a person is, especially with time. She's got a decent brain attuned to her craft. She's got a strategic mindset, especially for positioning and rigging a fight in her favor. Being crafty is something that can be taught and Ash knows how to craft, and set a good many traps. She's also pretty handy at creating them on the fly. Her wisdom centers around knowing what she's working with, and how best to use it to her advantage—Including her enemies weaknesses.
| EQUIPMENT |
•Dark Fatigues - An ensemble common among Lopers, or garb that is similar. Ash usually pairs her fatigues with a dark, tattered hoodie.
•Skull Mask and Balaclava - Light face gear is a common accessories for Lopers, especially masks.
•Silbador - The name of Ash's recurve bow. It translates into "Whistler"
•Black Backpack - An essential item that holds within a lot of her miscellaneous stuff and survival items; climbing gear, camping equipment, some rough navigation devices, and some small tools to assist in crafting, mending, and trap setting. Also holds a very basic set of medical supplies; meaning some wraps, band-aids, and some Pain'B'Gone; along with a few minor, and basic poisons she knows how to make (few of which are lethal). It also contains a duffel bag folded up within, for loot and treasure.
•Abonar & Cosechar - Her two knives, handed down to her from her mentor. The names mean "To Cull" and "To Reap", respectively.
•Skull Mask and Balaclava - Light face gear is a common accessories for Lopers, especially masks.
•Silbador - The name of Ash's recurve bow. It translates into "Whistler"
•Black Backpack - An essential item that holds within a lot of her miscellaneous stuff and survival items; climbing gear, camping equipment, some rough navigation devices, and some small tools to assist in crafting, mending, and trap setting. Also holds a very basic set of medical supplies; meaning some wraps, band-aids, and some Pain'B'Gone; along with a few minor, and basic poisons she knows how to make (few of which are lethal). It also contains a duffel bag folded up within, for loot and treasure.
•Abonar & Cosechar - Her two knives, handed down to her from her mentor. The names mean "To Cull" and "To Reap", respectively.
| BIOGRAPHY |
Life in Sport can be rough, more-so for Lopers who both belong, and are out of place. Ash was never meant to be a Point-Guard, her frame was too wiry, her body too lithe. To them, she was petite, frail, unworthy. The Owl Men told her she was destined to become a Loper, to see for them, to listen for them, and to act upon their instruction. From a young age she was paired with a Mentor, though Lopers rarely give out little more than their title, or nicknames to friends. As is tradition, Ash was stripped of her name by the Owl Men, her mentor simply referred to her as "Runt".
He was "Camina Con Cuervo", or "Walks With Ravens", named such on his name day for the way he seemed to glide through the toughest obstacles with ease and grace. She spent years of her life rigorously training with the bow, knives, and how to move as the Lopers did. She wasn't a fast learner, and her mentor was stern with his teachings. At some points during her early training, her mentor expressed concern about her ability to become a Loper, prophesying that she'd walk with death far too soon.
Over time, and through many stern lessons, she began to show aptitude. Ash began to believe in what the Owl Men told her, of her destiny to become a Loper, how she was born for it. Which she was, in a sense, with the kind of body she possessed. Still further, she started to excel at her lessons. It was many years later when her mentor finally smiled for her, a subtle expression that conveyed much more than it let on.
Her naming day came when she was nineteen, having finally impressed her mentor enough to convince him that she had learned all that he had to teach. From the safe areas designated atop the shelves the Owl Men watched her navigate a gruelingly difficult section of the course her mentor had picked out. From the bleachers they watched as she dueled another Loper, a friend of Camina Con Cuervo and a ruthless warrior. Though she lost, she passed her trial: The purpose was not to win, but to endure.
She had achieved her dream and completed her training and trials to become a true Loper. The naming ceremony elevated her from Runt, to "Ceniza Piel". Later that same night, her mentor came to her and they exchanged nicknames. He was known by his friends as "Con", and as her first friend her designated her "Ceni". He also presented her the gifts of Silbador, Abonar, and Cosechar. He also told her the story behind them, and the weapons had a long history; especially the knives, which had chosen from the Tinkling Wall itself. They were stories she asked him to recite many times during long nights—Much like bedtime stories.
She spent the next eight years conscripted in service to the Owl Men, as an informant, a scout, among many other roles. She learned to deal with being ostracized in Sport, to ignore the general front of distrust and suspicion from others. After her mandatory service, and after learning a great deal about The Wal, she said her farewells to her friends and the Owl Men.
She wanted to experience more of the world, to see treasure, fame, and glory. She wanted to raise herself to such a height that the clans of Sport would have no choice but to properly respect her. She wanted to elevate the title of Loper. So she set out as a Bargain Hunter, ever mindful of the day that she would return and bring glory to her sect.
He was "Camina Con Cuervo", or "Walks With Ravens", named such on his name day for the way he seemed to glide through the toughest obstacles with ease and grace. She spent years of her life rigorously training with the bow, knives, and how to move as the Lopers did. She wasn't a fast learner, and her mentor was stern with his teachings. At some points during her early training, her mentor expressed concern about her ability to become a Loper, prophesying that she'd walk with death far too soon.
Over time, and through many stern lessons, she began to show aptitude. Ash began to believe in what the Owl Men told her, of her destiny to become a Loper, how she was born for it. Which she was, in a sense, with the kind of body she possessed. Still further, she started to excel at her lessons. It was many years later when her mentor finally smiled for her, a subtle expression that conveyed much more than it let on.
Her naming day came when she was nineteen, having finally impressed her mentor enough to convince him that she had learned all that he had to teach. From the safe areas designated atop the shelves the Owl Men watched her navigate a gruelingly difficult section of the course her mentor had picked out. From the bleachers they watched as she dueled another Loper, a friend of Camina Con Cuervo and a ruthless warrior. Though she lost, she passed her trial: The purpose was not to win, but to endure.
She had achieved her dream and completed her training and trials to become a true Loper. The naming ceremony elevated her from Runt, to "Ceniza Piel". Later that same night, her mentor came to her and they exchanged nicknames. He was known by his friends as "Con", and as her first friend her designated her "Ceni". He also presented her the gifts of Silbador, Abonar, and Cosechar. He also told her the story behind them, and the weapons had a long history; especially the knives, which had chosen from the Tinkling Wall itself. They were stories she asked him to recite many times during long nights—Much like bedtime stories.
She spent the next eight years conscripted in service to the Owl Men, as an informant, a scout, among many other roles. She learned to deal with being ostracized in Sport, to ignore the general front of distrust and suspicion from others. After her mandatory service, and after learning a great deal about The Wal, she said her farewells to her friends and the Owl Men.
She wanted to experience more of the world, to see treasure, fame, and glory. She wanted to raise herself to such a height that the clans of Sport would have no choice but to properly respect her. She wanted to elevate the title of Loper. So she set out as a Bargain Hunter, ever mindful of the day that she would return and bring glory to her sect.