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DarkianMaker DarkianMaker as


Alaya Worda


Alaya "Hell's Fae" Worda
Shieldmaiden Sister of the Kildran Sisters Order and Bodyguard to the Crown of Kildra

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"She was a fair sight to behold aye, but she also seemed like a Fae come to hunt you down like the stories of old. Hard to befriend but I couldn't wish for a better comrade in arms at Boar's Den."

~Eren Flynt about Sister Alaya who saved his life in Boar's Den



Name: Alaya Worda

Age: 27

Race: T'Odis

Weapon of choice:
A greatsword she has named 'Little Frostfern' just like her mother used to call her.


Personality:
Alaya is a kind individual when one earns her friendship, to those who aren't her friends and not her superiors she is quite cold and sometimes straight up mean simply to test them. She is very violent in battle and her violent demeanor has instilled fear in plenty of her opponents' hearts. There is also a tender, caring side to her which mostly shows when she deals with children like her squire Lizzy or the Crown Prince although this side of her has never been seen with an adult before. Alaya adores two sorts of art, paintings and songs. Alaya isn't attracted by looks, sex or wealth but by character and intelligence. She has the weird tendency to sort of pray/talk to her mother after a battle or whenever she had killed.



Description:
Alaya is a tall but slender T'Odis woman with a strong muscle structure that is normally not seen because of her armor. She has a pretty face, round of shape, a small nose, lips made for kissing and eyes to grip one's attention and then drown in. Alaya has an unique armor due to her length, skill and heritage which has decorations making it look pretty but intimidating as well. Due to her build and her armor Alaya doesn't come over as someone who is highly proefficient with the greatsword or any big weapons for that matter. Her hair is very pale but is slightly blonde still, she keeps it long and unlike the other Sisters of her Order has it only braided when she has to be present at an official ceremony.



Background:
Alaya was born to a single mother in the T'Odis lawless lands with her father's identity unknown. She was raised in a village that didn't get raided much but did have its issues with the rogues that roamed the lands. From a young age Alaya was taught how to fight to protect herself which was really necessary since sometimes bandits would come in the dark of night and steal away young girls, probably for slave trade in the south or other nefarious purposes. She killed her first man at age 9 with a knife in her opponent's eye, a disgraced Justice Horde knight who assaulted her mother and underestimated little Alaya. A few years later Alaya's village was wiped off the face of the world in a brutal raid that killed most of the inhabitants, Alaya survived but was a prisoner to the raiders. She was later sold to slavers who intended to sell her to the highest bidder in Kildra. The slavers didn't anticipate that Alaya would find a way to break free and turn on them with the other slaves. With nothing more than knifes and branches they assailed the slavers and their guards in a surprise attack and whilst some of them lost their lives the rest stood victorious over the bodies of the slavers. Most of the former slaves went back home whilst Alaya scavenged the corpses for gear, weapons, supplies and coin for she intended to see Kildra with her own eyes and desired not to be defenseless.

She roamed Kildra sightseeing the cities and working for food and coin in the villages until she at age 15 found employment with Marie Vollenwald as her squire and learned a lot about Kildran history and how to read and write Kildran. A year later she would join Marie Vollenwald as her master joined Amelia Cairne in creating the Bleeding Snake Company. On her 17th nameday she was knighted by Amelia Cairne herself after a show of prowess and skill in battle against a band of deserters their company had to hunt down. She made quite a name in her company and her looks and personality earned her the nickname 'Hell's Fae' which she didn't pay attention to. She grew as a warrior throughout the years and was part of the company's elite when they joined the Kildran War of Royalty on the Queen Regent's side under the leadership of the Black Talon leader Syler Hazule. She fought in almost every battle the company was involved with and made some choice friends with members of other companies like the Fallen Snake Company, the Black Snake Company, the Black Talons Company and the Empty Ouroboros next to friends she made in her own company. The most notable of her friends were Eren Flynt, Ysolde the Maid and Ziek Zidane with whom she has shared quite the amount of stories and flagons of ale (or stronger stuff). She had over 7 squires throughout the war, mostly because they had the bad luck to catch an arrow or bolt meant for her and died. During the battle of Boar's Den she saved Eren Flynt's life by throwing herself into the side of a soldier who was about to kill Eren Flynt. She slaughtered 12 men during that part of the battle just to protect her friend and remained surprisingly unscathed although her armor, skin and hair was covered in the blood of others. Boar's Den was the last time she saw Ziek Zidane before his company was butchered in Kein to Alaya's shock.

After the war Alaya was informed that she was promoted to the rank of Shieldmaiden Sister and was going to reinforce the detachment that protected the Royal Family alongside the Royal Guard. With the slaughter of the Black Talons fresh on her mind she wasn't too keen to accept it but she'd rather not piss off her former mentor Marie Vollenwald or even worse Amelia Cairne herself so she accepted. She performed her duties just as was expected of her and even grew fond of Alzwon I. Shortly after her assignment as Shieldmaiden Sister her Squire Sister came of age and was knighted which led to a vacant spot for a new Squire Sister which would be filled by Rayen Kerwen, oldest daughter of Scribe Sister Amanda Kerwen whom was 10 years old at that time. Now three years later Alaya was still in the Personal Guard detachment at the age of 27 with her now 13 year old squire Rayen who despite of her age was growing to be quite a strong woman under Alaya's guidance. They were one of the 50 pairs of Shieldmaidens and Squires to accompany the Queen Regent on her trip to Iorn, Ysolde the Maid was very persistent that Alaya would come along as she needed at least one Shieldmaiden at which even a T'Odis brute would think twice about trying something funny. Alaya came along and is as of the time that this was written in Iorn.


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Rayen Kerwen, Squire Sister to Alaya Worda, Shieldmaiden Sister
 
Name: Panyamba Baledesh
Nickname/Alias: Pan amongst her friends, or Desh for her associates
Age: 19
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Race: Parshumian
Description: Panyamba stands at a solid 5’5 ft and remains with the same lithe frame she has had since a child, helping her greatly in her line of work. She has sinewy limbs and a mane of dark curled hair, blending in nicely to her carmel skin, and honey colored eyes. Since starting sailing in her own right she has also acquired several tattoos, mostly being protection sigils, but one along her back is a giant coiling serpent she had seen on her first voyage to sea, and a small map tattoo along her wrist and forearm she is determined to track.
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Allegiance: Parshum
Occupation: Pan has in recent years taken up sea faring, at first intending to navigate or even indulge in some unsavory pirating, but she found she really loved exploring and turned her sights to exploring and topography, intent on discovering something new and taking on the world head first.
Faith: Vavos the Sea God
Personality: Pan is often seen as a rebellious jokester, she hates taking life to seriously and will often shirk her duties in favor of goofing off; however she is reliable when the task is something she is doing for a friend. Though she is whimsical and over zealous she very much uses her humor and sarcastic attitude to her advantage, as some unassuming people would overlook her as air headed, or less competent.
She is not always so excitable though, sometimes when work is piling up she starts to get stressed, causing her to become overly restless and serious. She is very much two sides to the same coin, but hates being forced to crack down, so she will try everything in her power to keep light hearted.
Sexuality: Bisexual
Weapon of Choice: Pan will often fight with a well weighted machete and a dagger, but if the need for mid combat does arise she can fight with two machete, though it does hinder her speed in combat and wears her out quicker, thus why she prefers a smaller off handed weapon.
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Background: Panyamba was born to a low class fishing family. Money was scarce all throughout her up bringing, thankfully enough living right on the water had the advantage of not starving; however of course with that said her home was horrible for growing any kind of distinguishable crop. So as anyone else on the shore did she began working from a young age, weaving net from leaven fibers, and selling them as she could in town. Living in relative monotony for well over a decade she developed no particular talents, or skills.
With this stretching well past her 14th summer she was convinced nothing interesting would ever happen in her home, or even the small surrounding village. Until a large storm blew through, the heavy rains and bruising winds devastated the shore washing up debris the ocean had decided to release in the tides and waves. Among the mostly useless drift wood and old discarded ship parts Pan found a bottle while scouring the coast. Inside was a disheveled and stained parchment scroll. Upon smashing it open she found a small map, scrawled in some language she could not read.
Despite her unknowingness about the map or anything else really besides her small village home she was determined to get away from the small world she was trapped in. Upon finding out about her ambitions her parents were obviously worried, neither had ever coddled her to close or even set out any rules, but she persisted despite their obvious reluctancy. So as any 14 year old would she snuck out of the house, set on catching a ride in the bottom of a cargo ship, though she didn’t decide much after that, figuring it would fall into place. After successfully stowing away on a ship headed who knows where she felt well on her way. Things ran smoothly with her slipping in and out as quietly as possible, procuring water and some food as needed, that is until she got caught one evening while scrounging. As she was being dragged along to the main deck to face down the captain disaster struck. Out of the inky night the ship was rammed into, causing it to skew and almost tip over as a giant coiled snake sprang forth from the murky depths and started a full out onslaught. As the commotion ensued she backed herself to the haul and forced herself over and into a small row boat, forcing it cut with a hunting knife she stowed in her boot, the boat slammed into the cold water and knocked her to the floor, knocking her clean out. It wasn’t until the boat forcibly slammed into ground was she jarred awake. After forcing herself up she looked around her surrounding spotting far off a large port city.

She found herself living in the said bustling city for many years, taking odd and end jobs and trying to stay alive as best she could. She refused to return home and damaging her own pride, so with hard work and elbow grease she managed to find a few friends to fall in with and well past her 17th year she started facing the sea again, taken long trips for companies and recording the cargo while on board. She got to see many places, and learned several new dialects. That is until she branched out on her own, upstarting her own trading and land exploration company, funded completely by her savings and a few under the table buyers she had met in her line of work. So at the age of 19 and a small business under her wing she set out in her newly bought schooner, dead set on carving her own way in the world.
 
Name: Klahan Wattana

Age: 34

Race: Parshumian

Weapon of choice: Kanabo

Sexual orientation: Heterosexual

Description: Klahan is considered freakishly tall by Parshumian standards, standing at 6’3”. He weighs roughly 183 pounds, most of it being muscle. His wavy, piercing black hair hangs down to about the middle of his neck, with a beard to match. His features are rather sharp, having defined cheekbones, a pointed chin, and pointed nose.
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Personality: Klahan has a cynical view of the world, gathered from the vast world history he learned from his attempted scholarly pursuits. He tends to see the worst in people first, and has a difficult time trusting them as a result. Most of the time, he doesn’t take anything seriously, cracking jokes at inappropriate times. His thoughts are open and about as blunt as the weapon he wields. The combination of these traits results in most people immediately disliking him.

Most people don’t know this about him, but Klahan somewhat uses his sense of humor as a way to cope with his view of the world. In his mind, he struggles with the concept that life is meaningless, and death is inevitable. No nation on Azae is without sin, not even Parshum, proving to him that mankind will never truly flourish. Detaching himself tends to help.

Background: The Wattana’s were once a respectable upper class family. Like his siblings, Klahan was meant to be a scholar, and thus was highly educated in world history, math, and the fine arts. However, he often neglected his studies in favor of drinking, gambling, and using part of his funds to train with a well known pugi, much to the dismay of his parents. He wanted to travel, and to travel, one had to know how to defend against brigands. Though he was not as studious as the rest of his family, he was still a few steps ahead of the majority of Parshumans in terms of education.

What he didn't know was that the pugi he trained with had apparently made enemies. When he went to a session one day, he found the man dead, apparently slain while donning his armor. The family of the pugi, in their grief, blamed the Wattana’s, with the support of the public behind them. With public outrage building, Klahan returned to his ancestral home to find it ransacked by what he assumed to be a mob. He knew he had to flee the country, and escaped by stowing away in a trade ship. To this day, he has no idea what became of his parents or siblings.

He has lived in Kildra for 14 years, having not a care in the world for the civil war and political strife that plagued the nation. He resides in a coastal city, making a living hauling heavy loads on the docks. Parshuman traders can only look on in pity.
 
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Name: Tawakel ko-Andari
Age: 20
Nation: Indoria
Race: Nomasdae
Religion: Religion of Anahit, though not particularly devout. She also worships her clan’s household gods, a practice that dates back to before the first civil war.
Weapon of choice: Sword, bow & arrow
Sexual orientation: Gay
Description: short and dark-skinned, with thin locs pulled back from her face, wide black eyes, a broad nose and a frowning mouth. Dark blue clan tattoos run up her arms and over her back. She usually wears a light kaftan, a scarf, and sandals—clothing that protects her from both sunburn and heat stroke. A wooden symbol of Anahit hangs around her neck. Her right leg was recently broken and still wobbles sometimes.
Languages: Common, bits of Ancient Nomasdae.

Personality:
Life in the desert has molded Tawakel into a practical and observant young woman. She takes pride in her ability to care for herself and her clan and has a great deal of faith in her own abilities. Her confidence and quick judgments have saved her life in the past, but in the city, they often get her in trouble. Fiercely intelligent and just as fiercely cynical, she is slow to trust, but will follow those who she does trust to the bitter end.

Tawakel is quick to act and slow to speak, and trusts what a person does rather than what they say.

Tawakel was raised on stories of the Revolution and the brutality of Kildran slavers. As a result, she is more than a little wary of Kildrans and their descendants. Her only encounters with them have been glimpses of foreign bandits or seeing drunk sailors in Falcon’s Haven, which hasn’t improved her opinion.

Background:
Tawakel was born in the the deserts of Indoria, not far from the Libertian border. Her parents were part of a clan of poachers; like many others in the fledgling nation, they made their fame and fortune hunting the massive desert tral-el. When she was young, Tawakel would be left with her grandmother while her parents hunted, but as she grew older, they brought her along. She learned to navigate the sand dunes and track monsters from the safety of her mother’s lap, and in time became an accomplished hunter and navigator in her own right.

Recently, however, a massive drought led to the the wells and springs of the Andari clan’s lands drying up, and the herds of bush deer and addax that they rely on to feed themselves have shrunk or vanished entirely. While most of the clan traveled east, towards the River of Life (and hopefully more water), Tawakel, her brother, and their cousins went north, suspecting that the herds had never migrated south due to the heat. They planned to travel together for a few months, supporting themselves to relieve the burden on the clan and perhaps earning some money, and then reunite with their families in Falcon’s Haven on Indoria’s name day.

However, after just a few weeks of travel, the family were attacked by bandits. Tawakel was thrown from her bush deer and into a ravine, breaking her leg. Unable to move, she listened as her brother and cousins were dragged away. By the time that she managed to climb out, any tracks had been swept away.

Friendly traders found her before she succumbed to heat stroke and took her to a nearby oasis town. There, she recovered, but found no sign of her cousins. Unwilling to return to her clan without knowing what happened, Tawakel has set out in search of rumors and possible allies.
 
Name: Oshul Kidama (AKA Shou)

Age: 35

Race: Parshumian

Weapon(s) of choice:
1. 2 wooden sticks plated with rockfish scales. Ornate patterns are lovingly carved into each scale. Even after years of use, they have shown little to no wear. Gifted to him by his martial arts teacher after he had attained the highest rank of mastery. He keeps these by his belt at all times in a leather sheath.
2. A small hidden dagger. It is showing some signs of wear at the edges.
3. Martial arts. He has an unconventional fighting style. He combines open-hand, grappling, and stick fighting techniques with his agility and odd movements to avoid opponents while beating them down swiftly at close quarters. Perfect for bar fights. He is also adept at using objects in his environment to his advantage (think Jackie Chan-style). He can put literally anything in his vicinity to some lethal purpose.

Other items:
1. Eel-tooth Necklace. A necklace consisting of 2 large and 2 small fangs from a large coral eel, arranged in a fashionable manner. Used to belong to his martial arts master, Paluon. Oshul was personally given the necklace days before he left for his journey, for remembrance’s sake. Oshul always keeps it around his neck, usually hidden inside his top.
2. Premium Parshumian Dice Set. He won this from a merchant, who ran out of money and had to give up the dice they were playing with. The expertly-carved and perfectly balanced ivory dice are a pleasure to hold in the hand.

Description:
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(Not the perfect picture, but the best one I could find. Oshul does NOT look that old)
Oshul appears to be an average Parshumian man, not particularly noteworthy at first glance. The pleasant expression he wears on his face often puts people at ease. He sports a clean hairstyle, with his long hair tied back into a braid. He looks like he has not shaven in weeks, with a full asian-style mustache and beard on his face. Under his brown cloak, he wears clothing of quality cloth: an outfit of Parshumian design, with its open sleeves and long and baggy pants, and a leather belt and sandals to complete the look. The design allows him to move freely, and hides his true appearance: a rather well-defined physique (he has been keeping up with some of his martial arts training after all) with a bit of a belly (from all the festival wine and sedentary office work).

Personality:
Those who know Oshul by the moniker of 'Shou, the Gambler' would say he is a sly and calculating person. From the outlook he seems quiet and peaceable, but he is a ravenous fox waiting to pounce. His obnoxious confidence shows in his wry comments and constant cheeky grin, especially after a few drinks. It is as if he knows exactly what is about to happen next. Annoyingly, it usually seemed like that is the case. When gambling with Shou, the wary bettor should be cautious of his convincing amateurish facade. During high-stakes games of Parshumian Dice, he would stoke his opponents’ pride to draw out unfavourable bets and take the winnings for himself.
Oshul’s colleagues consider him to be an amiable man. Many would say he has a way of putting everyone at ease with his pleasant personality. He often seemed rather emotionally detached in his interactions, often despite him having started the conversations himself. Though he never accepted invitations for after-work drinks or dinner, he appeared regularly for official parties and functions. He is a surprisingly good drinker.
His closest friends know him as a man of adventure. His carefree nature does not mesh well with the confinement and responsibility he had been subjected to in his childhood and, later in life, work in a cramped office. He often reminisces about the cityscape adventures of his youth — the wild, adrenalin-filled moments that he craved. The craziest ideas and plans, even if they break the law, are always on the table for him, as long as nobody is watching. Despite his association with unsanctioned gambling, dank places, and seedy taverns, he enjoys the finer, more expensive things in life, such as artisan teas, alcoholic beverages, and local delicacies. His decadent tendencies are often costly, and the upkeep may at times force him into doing odd jobs. Empathy is also one of the driving forces of his actions. He does everything in his power to help those who are in need, and this also contributes to the emptying of his wallet.



Backstory:
Oshul was born to the Kidamas as their only child, and thus the sole inheritor of the Kidama clan business. Soon after he learned his first words, he was sent to live in the bay city of Ud Kor with hired caretakers. They were the finest academics and scholars in the land, paid an exorbitant salary to look after the young boy and groom him as the successor to the family enterprise.

As an inquisitive child and a free spirit, Oshul often experimented and did as he pleased. He was not a hit with his caretakers, as they favoured one with more discipline and restraint. The strict rules and conduct imposed upon him were suffocating. He was confined in a large and lavish, yet empty, compound for most of the day, left with books and toys to play with alone. The only trace of the outside world was through the window in his room where he often sat, lazily observing the hustle and bustle of the morning markets and the movement at the ever-busy docks.

Oshul was only rarely visited by his parents. He used to look forward to the New Years festivals, when he would get to meet them. They would end up greeting the guests and addressing the masses, paying him no mind. They were the organizers and VIPs, after all. He just tagged along while they paid him no heed. He had trouble accepting their affection as he grew older, especially when they were not keen to return his life to the way it was, when they lived together as a family.

In protest of his neglect and confinement, Oshul was often rude and misbehaved whenever possible in front of his caretakers. In the night, he would escape the compound to explore the city by his lonesome. On the streets he felt free, and it was a welcome respite from his regular routine, even if it was just for a moment.

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It was not long before one of his escapades got him lost in the seedier parts of the city, where he became acquainted with the realities of life in the poor districts. He befriended a group of orphans -- children, each with their scars, relying on each other to survive -- led by the oldest of the group, a stoic but kind girl named Rae Lin. They were a band of thieves and troublemakers, known for tricking unsuspecting tourists and carrying out raids on small cargo in the dockside warehouses. Under Rae Lin's leadership, most of their bounty went to the people who needed it -- the guy at the fruit stand who was in debt, or the widow down the street struggling to make a living -- and they lived a simple life themselves with whatever remained.

He and the gang cared deeply for each other, like brothers and sisters do. Though they were close, he kept his own life a secret from them, save for Rae Lin. She understood what it was like.

Her parents used to run a small business in the city. Late at night she would be up, waiting for them. When they did get back, they rarely talked to her, let alone looked in her direction. They were busy, not today sweetie, they said. They gave her books -- manuals, handbooks, and the like, all dry literature -- meant for her daily self-study. But whenever they weren't home, she would sneak out, make friends, play. She was grateful to the people who would lend her a listening ear. It helped make things more bearable. One day, her parents’ business went bankrupt, and they became abusive towards each other in those tough times. She had to escape from her home and live alone on the streets. She needed time to figure things out for herself. She would help him figure things out, and hopefully provide him with rest from his problems.

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The only time Oshul was allowed to leave the compound was to meet with Guardian Paluon, a teacher of martial arts and the ways of Shuma. For one reason or another, Paluon took Oshul as his apprentice despite his responsibilities as Guardian of the bayside lighthouse. He was an elderly man with a gentle disposition, who walked with an easy gait that reflects his laid-back personality. He usually dressed in the traditional Guardian robes whenever he met with Oshul.

Oshul would be driven by carriage to a lighthouse at the edge of a cliff, overlooking the sea on one side and the bay city on the other, where they would begin their lessons on Shuma and martial arts. While Oshul’s other teachers would sit him in a small classroom for a mind-numbing lecture, Paluon often brought him out to unusual places to aid him in his learning. Most days, they took strolls through parks and beaches while Paluon related his lessons. Occasionally, they went sailing in the tranquil waters of the bay, where Paluon recounted his earlier days as a seafaring man. Oshul thought this was stupid, and a waste of time. He was thoroughly unappreciative and acted accordingly, in spite of his teacher’s patience.

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Oshul began living a double life. In the day, he would receive lectures on etiquette, law, and logistics, and other general lessons to further the mind, with meetings with Paluon every other day. In the evening, he would slip away to find the gang and participate in the night's activities. His nocturnal adventures included, but were not limited to: scamming a businessman whilst stealing his pocket watch, hauling two entire crates of connoisseur biscuits out of a warehouse window (the gang were set for a week), and escaping from guards through the rooftops. No place in the city was off-limits for him, and no task was too crazy or too difficult. Sometimes, he would be caught and reprimanded for leaving the compound, but it never deterred him from making the leap.

Despite his young age, Oshul loved to visit the taverns of the city, where he was introduced to drinking and gambling by a bartender with questionable morals. He quickly took to Parshumian Dice, in particular, where the knowledge he had gained from some of his formal lessons could be applied. He made his debut in many circles as Shou, the Kid. He would bet exorbitant amounts in hopeless situations and bring in winnings like they have never seen. His profits increased as he honed his skills, and so did the frequency of tavern brawls when he was around. In this training ground, he applied his martial arts training with his instincts and resourcefulness to create his own scrappy and unpredictable fighting style. None of the brutes he had faced can claim to have bested him, though there were times when he was greatly outnumbered and had to flee.

The old master Paluon knew the stench of old rum very fondly, and Oshul reeked of it ever so slightly. Paluon often worried about the places Oshul was going, and the unsavoury company he would be surrounded by. Paluon told him tales of his wild days, before he had committed to Shuma. The days when he would brawl and take out entire taverns in minutes. The days when he would drink himself blackout drunk, and lose all his money betting on fights. Mistakes made, lessons learned. When it was relevant, he taught Oshul special techniques and street-smarts, Paluon-style. Though Paluon never directly confronted Oshul about this, it was obvious he knew and cared. As Oshul noticed Paluon’s thoughtfulness, he began to admire and respect his teacher. They became close friends in the years to come.

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After years of tolerating his insolence, Oshul's caretakers reined him in with an ever-expanding range of responsibilities and increasingly severe punishments, with the hope of tempering his wild spirit. At first he rebelled, but when they tightened their grip around him, he was forced to leave his second life behind. For the last time, he snuck out of the compound and met with the gang. He told them everything. It was a bittersweet goodbye.

Soon, Oshul had completed his private education and began helping out in the family business. He forgot his old life. He enjoyed his place in the office, helping with festival planning and official work. He had earned the respect of his peers and superiors. His parents were proud. They were not there, but they were proud. Everything was fine. Shou was no more.

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Oshul met Rae Lin one day while taking a leisurely stroll down the paths of the city.

Rae Lin had started a 'locally-funded private syndicate', as she called it, that helped people with their problems.

"Where's the rest of the gang?" Oshul asked.

Lee had begun an honest living as a fisherman. He was currently with a loving wife and, more recently, a baby boy.

Kan started a business selling fabrics. Last she had heard, he was currently in Kildra, making deals with merchants.

Lu Shin became a bodyguard for the high-profile owner of the 'Evening Trout' chain of bars. They pay him well. Lian is also doing fine. They might get married soon.

Kai was no longer with them. The details, she could not say. There was a quiet moment to mourn his passing.

Oshul began to remember the good times. He realised he was suffocating. He did not want to organize papers or plan festivals or shake hands with self-absorbed nobles and businessmen. He did not want to attend high-key events just to see his parents waving to the crowd. He wanted to meet real people, drink with them, play dice with them. He wanted to escape his responsibilities, but he could not.

When he expressed his sentiments to Rae Lin, she made him an offer he could not refuse. She had contacts who could help him with his responsibilities, people who could act as his face and will. There would be a nominal monthly fee, but then he could go off and do whatever he wanted. She could not come with him, but this was the least she could do for a friend.

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Before Oshul had left everything behind, he visited the aging Paluon to inform him of his life-changing decision. Paluon expressed his worries, but encouraged him to go where the waves take him. This would be his own Tempering. He gave Oshul his eel-tooth necklace as a parting gift. He explained its significance — it is a symbol of protection, given to him by an ambitious young serpent-slayer who had saved him from a lethal Tempering (though Paluon neglected to explain that the man was Oshul’s father). He was growing old; they may never see each other again. To remember the techniques and values he had been taught, and to never be deterred by his mistakes, that is what Paluon wanted of Oshul.

Dressed in plain clothing, Oshul boarded a passenger ship to the mainland with only his weapons, a sack of dice, and a pack of essentials to his name. He laid his hand upon the ornate necklace as he fixed his gaze in the distant horizon. Shou was back. He was alone, but it was exciting, like when he got lost in the streets long ago. Perhaps this feeling is what one should live for.
 
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Characters originally made by Goaty Goat

DarkianMaker DarkianMaker as
Leyra Fylkken

Name:
Leyra Fylkken

Age:
19

Race:
Kildran

Description:

Leyra Fylkken1.jpg

Long flowing red hair which she keeps in a braid or a ponytail during the day. Her face has sharp features but she still looks quite cute and she has green arrows tattooed on her temples. She has eyes you could stare for hours into and swear that her orange eyes are actually just tiny fires. She's a slender and well-formed young woman of above average height for a Kildran.

Sexuality:
Bisexual

Weapon of Choice:
Bow, greataxe or hands and feet.

Background:
Leyra was born in a small hamlet named Kirwall near the coast. Her mother died during childbirth so it fell to her father and his children from an earlier marriage to raise her up. In the years after the village was faced with hardships which the superstitious villagers (including her own father) thought were caused by her. She would've been lynched by a mob at the age of 4 if it wasn't for a bandit raid which gave her a window to escape the onslaught. A few days later she was adopted by a T'Odis man she called Wolf. He was a lone traveler who was very skilled in surviving in the wild and fighting/hunting like a predator. He taught her many things throughout the years.

At the age of 14 they ran into Damos and his consorts. Damos was a Kildran and had just begun his own mercenary band in hope of earning a good bit of gold and build up a reputation. Even though Damos and Wolf didn't see eye to eye Leyra felt like traveling together could be a fun experience. During their trip they had a close encounter with a group of bandits in which half Damos' group perished but they had succeeded to defeat a twice as large force. Leyra, Wolf and Damos stuck together ever since. Along the way they recruited a Nomasdae woman named Taio who taught Leyra a lot about archery, making Leyra a skilled archer by the age of 17.

Taio (now deceased)

Taio.jpg

The last two years they've spent mostly growing the company and fulfilling contracts to take care of bandits, protect caravans or hunt Tral-El, in which they've been mostly successful but incidents still happen and there are still casualties. During those same two years it was decided that Leyra would have her hands cuffed most of the time because she became more and more unreliable in nature since she started to have frequent visions since she turned 17 and had a violent episode during an audience with a high lord. She accepted it herself though and has already glared at 'noble knights' who tried to 'save' her and were surprised when she didn't seem to want to escape. Those who tried to drag her in their rescue attempt were always found with either a chunk of their throat missing and Leyra with a chin covered in the man's blood.

Leyra Fylkken2.jpg
Just something Leyra-like I stumbled across



DarkianMaker DarkianMaker as

Airu "Wolf D'Asar (now deceased)

Name:
Airu 'Wolf' D'Asar

Age:
54

Race:
T'Odis

Description:

Airu.jpg

Airu is a large man for T'Odis standards and visibly has the well trained body of a strong warrior. He's heavily muscled but he packs a healthy layer of fat as well so he doesn't look to skinny. Airu is as pale as snow and so is his hair. His face is long and stern with many scars covering it. His hair is long and rough and so is his beard. His blue eyes have the tint of ice and the look in them is always icecold, chilling mere men to the bone. He wears nothing else than the primitive clothes he made from the furs from his prey and always looks and smells like he's been living in a hole for years.

Sexuality:
Sees sex only as a means to reproduce, nothing else.

Weapon of Choice:
A large axe, teeth, claws, anything to kill his target

Background:
Airu was born in a clan of hunters in the wilds. His parents had no high rank within the clan but the strength that Airu showed as a newborn earned them some respect. During his childhood Airu learned many things about hunting, tanning, fishing, gathering and fighting which he quickly started to use as a pre-teen when he started helping his tribe. When he became a teenager it became more clear that Airu had a deep desire for carnage born with him. His clan kept him in check by sending him on increasingly difficult hunts until he was hunting bears on his own with nothing more than a knife when he neared the age of twenty. He was a strong warrior and a good hunter but yet he felt detached from his kind and felt no bonds. He impregnated several girls of his age in the clan as to fulfill his duty in keeping the strong genes flowing through the clan before disappearing.

For decades he wandered the wilds of the wide world, hunting for his food and clothing. He accepted challenges of others and beat them to a pulp, usually leaving them to their fate because in his mind anyone has to survive on his own or perish. He kept that mindset for a long time until he ran into a little Kildran girl whom was barely twice as big as his hand. He took the little girl on, fed her, clothed her, trained her and saw her grow up into a fierce but pretty Kildran woman. He never asked what she was doing all alone in the wilds but he knew she liked it more with him than whatever life she left behind. Eventually they would meet Damos and his associates with whom they would travel after Leyra insisted they should. Airu didn't like the mercenary captain for one bit but did gain some respect for the man after they fended off a fierce bandit attack. They met a huntress named Taio along the way whom shared hunting stories with Airu which led them to be friends of sorts.

Years passed and Airu discovered that Leyra had visions which led her to become feral for a short moment of time which has led to half the scars on his arms since he tried to keep her under control. The rest decided that Leyra should wear cuffs for the safety of the group and herself even though Airu protested against it and fervently believed he could teach her control. After a year none of his teachings appeared to be helping and he gave up, hoping that she would find the way herself so she wouldn't need to be cuffed. He grew proud of her when he discovered what she did to those who presumed to rescue her.



DarkianMaker DarkianMaker as

Damos Kitiades

Name:
Damos Kitiades

Age:
29

Race:
Kildran

Description:

Captain Damos Kitiades.jpg

Damos is actually relatively short for a Kildran man but he doesn't appear that small thanks to his broad build big chest. He has a thick broad face with a strong jawline, deep brooding hazelnut eyes and a scar or two on his head from close calls with Lady Death. He keeps his brown hair and beard short and scruffy which clearly reveal his scars as well. He is almost never seen without his gear on and loves to keep his steel in a clean well kept state. He bathes regularly so he doesn't look and smell like a vagrant.

Sexuality:
Heterosexual

Weapon of Choice:
Dualwield of a sword and an axe

Background:

Damos was born as a bastard son to Lord Iadas Kitiades who was lord of a small fief in the east of the Kingdom of Kildra, he carried the family name but not the privileges. During his childhood he was constantly painfully reminded that he would never inherit anything. He learned how to read and write, how to fight, how to lead and how to act like a proper noble throughout his youth. He held a reasonable standing within the castle, he slept in the keep itself, served his father as a sergeant of the guard. One night his father's other bastard murdered the heir and was promptly executed. The lord's wife's paranoia caused Damos' position to crumble and he packed up and left to ease tensions in the family.

Some time passed by and he acquired quite some comrades who followed him around. One night over drinks they decided that they should become a mercenary band. The next day they spoke of it again but now sober and still agreed it would be a good idea with Damos as the captain. At first they didn't have much to do than act as cheap security for small caravans and the sort, but it all changed when they came across Wolf and Leyra, both good fighters whom helped acquire more recruits and better contracts. Damos saw the profit in keeping those two around and let them join his band. They met and recruited many unique individuals, like Taio the Huntress and Wan the Mole.

(Reminder to update this soon)



DarkianMaker DarkianMaker as

Wan the Mole

Name:
Wan 'the Mole'

Age:
35

Race:
Half-Kildran, Half-Parshuman

Description:

Wan the Mole.jpg

Wan is bald and has a forgettable plain face that none remembers. He is fairly short and if he didn't have an experienced look in his eyes he would be mistaken for a child with his 5'2" length. Only those who have actively served with him would be able to recognize him in the minuscule details like a few off spots in his silver eyes, his default stance and the small tattoos on the insides of his wrist of the Fiery Worms. His physique and forms make it hard to determine whether he is male or female and his neutral voice doesn't help either.

Weapon of Choice:
Anything that gets the job done best

Background:
Wan was born as one out of a triplet to a retired Parshuman Agent and a crippled Kildran siege engineer. Together with his brothers Han and Yan he was conditioned to become perfect agents capable of taking on any role they needed to. They underwent such strict training routines from age 4 that outsiders would've called it severe torture and Yan died at age 7 when he fell during training and landed 80 feet lower on a jagged rock surface. The training kept on going and meanwhile they were also taught about siege engineering and sapping until a training with a charge went wrong and Han lost a leg under a boulder and was discarded for the training. Wan was trained until the age of 20 when he was handed over to the Fiery Worms, a small mercenary company specialized in siege weaponry, infiltration, sapping, sabotage and assassination.

He spent his life with the Fiery Worms until the end of the Fourth Kildran war. He and his brothers and sisters served the queen without question and made many sacrifices before and during the war to protect her and her position. Many a time has Wan had a close call but somehow he always managed to get out unscathed and uncompromised. But during the war he was most needed in a position not of subterfuge but one of creating entries for armies, which he did every time the Queen's generals asked him to. The amount of sapping and commanding siege engines combined with his short build earned him the nickname 'the Mole' spoken with respect by friends and spoken as an insult by enemies. He never asked for any rewards and disappeared after the war and sadly didn't know about what was going to cause the Black Talon Company's demise and was shocked when he saw the streets red with blood from those who were loyal to the queen.

After his time serving the queen he met Damos who made him an unofficial member of his rebuilding mercenary company. Wan helped him out for a while before continuing on his path and inevitably ended up in the biggest, most secure prison of the world because he stabbed a high ranking official in the throat when said official assaulted him and let himself be arrested for it. He has been in this prison for over a year now and waits for the perfect moment to prove to the world that he could escape from the prison.​
 
Name: Auren Talidion
Age: 21
Race: Kildran

Weapon of choice:
A specialized Dueling Sword, looking like a mixture between a scimitar and a katana. He gained this sword from a dueling mentor who travelled to Parshum, and he pragmatically colored the blade black as soon as he could- a sword that shines is a sword that reveals who is hidden. He does not have a name for the sword, considering all of that a waste of brainpower.

Description:
Auren’s general overall appearance is typical of a Kildran, with pale skin, and standing slightly short for a Kildran, being around 5’ 5”. He is also very thin, being around 135 pounds. However, nearly none of this weight is due to fat- it is mostly muscle. (Mostly because he tends to skip eating.) His face can best be described as triangular, with a hairline that stays very flat, and angular features.
Auren’s hair color is slightly strange for a Kildran, being so dark a brown as to be nearly black. However, the strangest thing about him is is yellow eyes. One could describe them as almost predatory, especially when they get the gleam of the hunt in them. While his eyes can be wide, they are more often than not slightly slitted in concentration and cunning. He typically does not style his hair, because, as he puts it, “it is useless, and offers no material benefit.” Because of this indifference, his hair has grown quite long, forcing him to shave it from time to time. Normally his hair hangs just above his eyebrows, with it growing longer around the bangs. Another thing is that Auren shaves: normally, he would not, but he does so because he cannot grow a proper beard and mustache, and it irritates him that he has something “half-grown.”

Personality:
One main trait that defines Auren is his shyness. Because of this, Auren tends to be quiet, though when someone discusses a topic he enjoys, he will become animated. Furthermore, he tends to avoid centering himself in crowds, or even getting into crowds in the first place. His shyness does not reach the point where he hides behind others, though he does stutter from time to time, whether it be from the aforementioned shyness, or his tongue struggling to express his mind.
Another trait of Auren is that he is intelligent. This is a result of many things: his self-perfectionist attitude, his natural aptitude, and his advanced learning. It manifests as a cold, calculating mind. He tends to treat everyone else as pawns, and he realizes this. Furthermore, this mental aptitude allows him to grasp many concepts, such as geometry and the sciences, though he focuses his mind on matters of perception.
Auren is also a jokester, though this is secondary to his intelligence, normally. His humor normally comes from sarcasm, wit, and wordplay. Another trait of Auren is he is polite; though he may stutter from time to time, he still never fails to thank others, and do minor acts of kindness towards others.
Despite this polite exterior, he is still a very...ruthless and efficient person. As stated before, he treats people as pawns. As such, he will manipulate the situation to fit his agenda, whatever it is.
However, that does not mean his agenda is purely for self-gain. He was raised in a household that emphasizes being morally good. He holds these teachings close to his mind, if not his heart.
All of this is not to say that Auren is emotionless, a psychopath. It simply means that his logic and mind suppress his emotions, or (in rare cases) his emotions get the better of him. Furthermore, if he gains someone he trusts his attitude shifts.
It is not a dramatic shift, but rather, one sees him making attempts to understand why they are doing their actions, offering more extensive help, and clumsy attempts at emotional support.
Furthermore, despite this suppression of emotions, he still experiences bouts and intervals of depression, then a flurry of movement. While submerged in the depths of depression, he is often lethargic physically, though not mentally. Rather, it is often in this state that he makes his most astute observations. However, when he is on the move, he often takes hold of the bit and refuses to let it go, often pursuing something that catches his eye with a stubbornness often seen in mules. Also, while in either state, he tends to cut himself on the arms, especially while in a rather..distracting environment. He often claims that the pain clears his distracted mind

Background:
Auren was born in the Year 415, to wealthy parents in the city of Pomoe]. His gold eyes immediately caused a concern, as, well, who normally has yellow eyes? After being reassured that their child was in no immediate danger, they resumed taking care of him. His father was a successful, if not prominent, politician, while his mother was a reasonably successful alchemist; with the income of both, he was able to go to a well-to-do school at around 9.
It quickly became apparent that Auren was...different from the other students. While other students always enjoyed a good laugh or became visibly angry at slights, Auren did not. While he showed a penchant for witty sarcasm when the mood took him, he was just as likely to remain silent. Whenever he became angry, he almost never showed visible signs of anger, rather pursuing schemes that almost showed a lack of concern over the value of the offender’s life.
When his parents head about these incidents, they always took pains to discipline him. Behind closed doors, they were concerned- were they parents of a murderer? Auren always responded to these beratings and pleas for grace with mixed results. Whenever his father tried to explain why life is important, Auren just nodded his head. When his mother begged him to respect life, that was the only time that Auren truly showed remorse. It could even be said that Auren’s mother was the only thing he truly loved. He aided her whenever he could, thus learning much about alchemy.
At 12, Auren’s mother became sick- whether from natural causes or from her alchemical works, no one knows. With half of the income gone, and the other half now struggling to pay for Auren’s education, it was during this time that the father’s vice was exposed: he frequented the gambling areas, and by a mixture of luck and common sense, always managed to win a small profit. He had to take Auren with him on one occasion, and it is during this occasion that he found out that Auren had a very keen perception, and even managed to support his father’s winnings. Despite this success in gambling, Auren showed a distaste for this ‘senseless waste of money to chance.’
Over the course of six months, the two managed to earn enough to pay for a well-respected doctor to take care of the mother. Unfortunately, before he was able to actually care for her, a former assistant swindled all of the money away from him, and Auren’s mother died before he could get the funds. This was the only sign that Auren showed signs of depression.
When Auren reached thirteen, a swordsmaster from Parshum discovered the boy wandering the streets, and took him in his training place and home. While Auren was there, the swordmaster found out of Auren’s incredible perception and intellect, and showed Auren his unique sword style. Auren was fascinated. When he asked his father for permission to learn from the Swordmaster, Auren’s father agreed, out of desperation to drive his son out of depression. In order to pay for the lessons, Auren worked part-time as an alchemist- he was not as successful as his mother, because even though he was just as reliable, he was far less sociable than his mother.
At 14, approximately a year in training, Auren once more got into trouble at school. His father, perhaps understanding his son more, used logic to explain why doing such acts was not good. And Auren, perhaps realizing that his father was really his only living relative left, actually agreed. So the two met together for once, and Auren started showing more respect for his father.
With this new respect, Auren’s father discovered that Auren was starting to get bored with school- it was simply too easy for him, at least the bits he considered useful. So, in order to alleviate this boredom- and potentially his troublemaking- Auren’s father suggested that he help people; after all, Auren was intellectually superior to many of the budding gamblers in his school. Auren took his advice; however, instead of becoming a tutor, Auren began doing small investigative jobs for other students, and requested a small amount of pay, supplementing his part-time job. It was also around this time that Auren began to be interested in musical instruments, specifically the cello- the violin was too high screeched for him, but the cello maintained the technical complexity that fascinated his mind.
At eighteen, Auren graduated from his school (with honors), and was considered able to live on his own. That was when Auren’s father divulged another secret: about 20% of the money he earned went to potential housing options, ever since Auren’s mother died. Auren, realizing the sacrifice his father made, showed yet another emotion: he was touched. He took the money, and gave about half of it back. He then told his father that he intended to stay for one more year, before wandering around. He wanted to see new things; wanted to see other places. Auren’s father, although worried and slightly skeptical, allowed him to stay for one more year.
About two months later, Auren finished his training with the sword, and recieved his sword. His mentor respected Auren, and could almost be considered a god-father for Auren: he gave Auren an old dueling sword, rare among others because of its coloration. It was kept in excellent condition, and its lineage involved a few famous (and infamous) swordsmen from Parshum. After he finished, Auren bade his goodbye to his parental figures he packed up, and left Pompoe.
He wandered then for about another year, generally putting his talents to good use, such as solving mysteries for money and generally proving his sword style superior than other country-bumpkins styles.
 
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[IMG='width:1226px;']https://i.pinimg.com/originals/cf/1a/74/cf1a743cbc8c512394d50188de70eac9.jpg[/IMG]
|| Name ||
Celeste Esmerelda

|| Age ||
17

|| Race ||
Kildran

|| Weapon of Choice ||
A small, silver dagger. It was a gift from her mother before she passed away. The dagger itself has a silver metal handle along with a black leather rest for one to hold it with comfort. The dagger has several tiny, glistening emerald jewels. The dagger is a symbol to Celeste, reminding her that she should always act when the time is right and never hold back from what she wants to do.

|| Sexual Orientation ||
Heterosexual.

|| Description ||
Celeste Esmerelda is a very beautiful and young lady. She has an pear shape body and soft, dewey skin. Her small lips are a luscious pink with a glossy finish, and her nose is upturned. Her soft skin is very fair and peachy and even smooth to the touch. Her pink nose and cheeks are plastered with small freckles that simply make her adorable. Celeste has long, raven black hair and dark eyebrows. Although Celeste looks quite charming, her most astonishing feature are her glistering green eyes that look like large, precious emeralds. Celeste stands at exactly five feet and three inches. Her fragile body and petite frame is quite charming to most men, wanting to protect the fragile-looking female. She always stands at a straight and perfect posture like an aristocrat, and carries herself with grace and poise. Celeste's normal outfit is also quite the charmer. She wears green and golden earrings that seem to look quite pricey along with her golden bracelets and anklets that seem to make faint jingling noises every time she wants. She wears these specific trinkets everyday, but headpieces and clothing seem to vary on a daily basis. Having a soft yet strict expression on her face makes her seem very wise and kind, hinting only parts of her gentle personality.

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|| Personality ||
Celeste Esmeralda can only be compared to one thing: water. She is an extremely poised and graceful person, even if she's in a horrid or stormy mood. She has a very calm attitude towards even the worst of moods. Her usual calm attitude is frequently alarming. She is a very curious individual who will always ask questions and even go out to find answers herself. She is a very kind and courageous woman, even if it doesn't seem like it due to her petite frame. She's a very creative and intelligent person, who loves to paint in her free time. She's the type of person to think outside the box. Even at her undeniable worst, she always tries to do her best. Being extremely determined, she would never give up. She is a very open minded person and tries to understand everyone's opinions and point of view. Trying to be positive, she shed some light on the good instead of the bad as much as she can. Her charisma that radiates from her simply makes her a charming person.

However, Celeste is also a very stubborn individual and will never budge from her own point of view or opinion. Even if she's open minded, she will never abandon her own opinion over a simple phrase or two. She may be a calm person, but that doesn't mean she isn't impulsive, either. She doesn't really think before acting and always charge headfirst towards danger trying to save a squirrel or two and endangering herself. She's also a "people pleaser"--meaning she tries to please others before please herself. This gets the best of herself, and causes her to act overemotional, even if she doesn't show it. She doesn't like to share her own feelings, even if it's important. Nonetheless, she thinks of herself as a worthless person who never does anything right.

|| Background ||
Celeste was born in a very wealthy family in Kildra. Money was no problem in their family at all, since they were one of the most richest families in the land. Her parents were great merchants who had the best jewelry, clothing, and perfumes. She lived a normal childhood with her three sisters and four brothers. She was the youngest of eight, and the most energetic. She was a normal, simple child who was also very happy and healthy. Her parents were in love, and loved their children. They would donate to orphanages and those in poverty with fine clothes and money.

Even at a young age, she would receive marriage proposals, however, her parents sent each man away, claiming that their daughter was too young for any intimate relationships. Celeste agreed with her parents, but didn't understand how marriage works. She blindly followed her parents' and siblings' orders, because she believed it was the right thing to do.

Growing older, Celeste grew a love and passion for art. She would paint different landscapes and objects along with her family and other people. She was a magnificent painter, and her parents encouraged her to do what she loved. However, they believed when she grew older, she would understand it was pointless and she'll change her career path. Celeste loved watching different people paint and longed to become a royal painter, painting portraits of royals. However, she also wanted to paint for others who are sick and hoped to cure them with the beauty of paint on canvas.

One day, Celeste's father was out for work while her mother had to take care of the children. Painting in her large room, she heard a bloodcurdling scream echo in her house. Curious and afraid, she slowly walked down to the living room, and peeked her head out the door to see what was going on. She saw her mother's dying body on the floor, and her siblings hiding. There, she saw a group of men laughing and trying to steal their items to sell. Celeste wanted to scream, but she couldn't. instead, her scream echoed in her mind, and stuck in her throat, her mouth agape. Her mother caught her, as the robbers went to a different room. Celeste could tell her mother wanted to say something, so she tiptoed towards her mother. Her mother slowly, and shakingly gave Celeste a small, silver dagger with emeralds encrusted on it. In her dying breath, she whispered, "A-a mom-momentum o-of m-me. K-keep i-it s-safe. A-And p-protect y-yourself."

And with that, her mother passed.

Celeste sucked in her breath, and slowly started to slide away before the robbers came back. The robbers stared at her with smirks while she tried to get away. The robbers held her, and decided to kidnap her for ransom, the dagger sliding across the floor. Her father came back almost immediately, being alerted by his neighbors that "his household was unusually loud". Her father immediately saved her siblings and herself, chasing the robbers off. Since that day, her father kept Celeste and her siblings locked in their large house.

Like a prisoner, Celeste and her seven siblings were to stay inside, never to go to the outside world, for it was simply too dangerous. Her father grew paranoid due to the the death of his wife. For eight years, the children were stuck inside while her father turned out to be an alcoholic father who would take out his anger and sorrow on his children. Celeste was traumatized, but was slowly healing. Of course, she still had the wounds and scares of that night, but she was doing better. During this time, Celeste tried to occupy herself by painting and reading books in the library of their house. She would read about the outside world, since she had forgotten all about it due to staying in for eight years.

Day by day, she grew even more curious. Her hunger for freedom never died, and she decided to run away. Run away and explore the outside world, run away from her alcoholic father, and run away from her sorrows. She ended up doing exactly that, running away from her problems. One night, she packed her belongings and things she would need, and left through a window. She walked along the streets of Kildra, eyes wide in wonder. She would give food and money to the beggars in the street, and even paint the things she saw. She had her own journal, drawing and writing down things she saw that were interesting. Of course, she felt a bit guilty for leaving her home, but she couldn't help it. The dangers of the street of Kildra is waiting for her. After all...

"Curiosity killed the cat."
 

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