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2006

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Amalthea +Amalthea is a paranoid woman of the woods from a remote farm whose production is lead by crops and horses that were broken by her. She is a survivalist whose skills revolve around her knowledge of the harvest and hunt. No last name meant no family, she doesn't remember any either.  +
Amalthea Crown +Amalthea is a paranoid woman of the woods from a remote farm whose production is lead by crops and horses that were broken by her. She is a survivalist whose skills revolve around her knowledge of the harvest and hunt. No last name meant no family, she doesn't remember any either.  +
Amanda Morgan +Childhood for Amanda was an odd thing. Quiet, withdrawn, and seemingly in her own world (yet terribly observant of what everyone was doing around her), she came up with few friends and none of the passions that a child might have. In fact, being fastidious and proper seemed to be the only thing that held her attention. Quiet children weren't exactly an oddity in the Morgan household, and so the family knew to simply embrace what they found in this girl, and Amanda was sent off to learn how to be professional fastidious and proper. After years of learning, during which Amanda developed a love for the Gods (above and beyond what would otherwise be expected for an Oathlander), she went to serve the Valardin family as a Court Lady. She helped more than a few princesses learn which fork to use and how to speak in just the right way to get what they wanted. All the while, as she tirelessly helped the nobility, she quietly pushed them toward what she thought was best for them. Toward the answer that was piously correct. She may have even made a fine priest, but she found the life simply too constraining. No, after years of service she opted to leave her position at court and spend some time by herself. Amanda spent a few years travelling. She'll talk of the odd sites she saw, of the poetry she read, of the wine and food she tasted. She wanted, in her words, to see all the greatest of the Gods' work. Which, of course, were the greatest of humanity's work. And beyond those vagueries, she does doesn't share many details about her years away. When Amanda became stationary again, it was in Arx. She quickly found herself serving Whisper House as a courtier. Unlike back in Sanctum, she was freer here to pursue her own goals, while still serving humanity, as she believes the Gods would want her to do. She comforts and soothes, she pushes and she prods, she corrects and adjusts, all to make people (in her opinion) better. She'll bring virtue to Arx, however she can.  +
Amanita Malvici +A Malvici cousin raised in Southport, the former Lady Amanita Malvici, now just Amanita - was raised with an extensive emphasis on both knowledge and fighting. It was an exhausting childhood. Her mother, who came from Valardin stock, was a renowned alchemist and healer who named Amanita herself after a type of mushroom. Her father was a soldier who rarely spent time at home but doted on Amanita and her siblings when he was there. Between schooling, learning how to fence, learning which dinner fork to use, how to dance, and what to wear to which occasion, Amanita found herself in want of something more than the life of a noble - particularly a Lady. Despite the relative freedom that her mother was granted, she still found it too restrictive, and the prospect of arranged political marriages scared her. As some of her siblings got married off, Amanita realized that her time would likely come sooner than later and with some finessing, she talked her parents into sending her to courtier training. A gawky, uncoordinated teenager went into a school - and a tall, slightly better coordinated young lady came out. After spending some time as a courtier in Southport, Amanita has made her way to Arx to seek out her fortune and join the renowned Whisper House, hoping to glean more education from them and perhaps become a great Whisper in her own rite. At the very least, her extended family is in the City, and she'd like to visit.  +
Amantha Harrow +With ancestors who were Prodigal and growing up in the Lower Boroughs, life was far from easy for Amantha. Despite the hardships that the family faced, she and her ancestors did willingly serve the Crown in the form of the Iron Guard. Her great-grandfather, grandfather, grandmother, both parents and older sister Felicia forging the path ahead of Amantha. Service has been something which the family has conducted with stringent adherence to the simple concept: to integrate and find acceptance, one must be willing to serve. And serve the family has, for a number of generations in concurrence. Amantha went from living in the shadow of her older sister, to nominal head of the household when Felicia broke with the family tradition to become one of the King's Own. She rules the roost of the Lower Burrough's Harrow's, balancing her duties with the Iron Guard with her own aspirations of some day joining the Mercies.  +
Amanthir Hale +Parents, illiterate vassals of House Moore, were simple farmers. His father taught him how to tend fields, ride a horse, notch an arrow, and identify all manner of flora and fauna. A chance encounter with a brigand of bandits while a teenager drove him away from Acorn Hill for a time. He was eventually liberated from captivity by the Timberwolves and, in exchange, served a brief stint as a low-ranking soldier to House Keaton. It was during this time that he mastered the use of a longsword and survived his fair share of frontier skirmishing. Upon being formally dismissed from service, he returned to his childhood home and discovered his parents missing and their property destroyed. Without a claim to the lands, he was forced to seek out other means of securing a meager income -- notably by contracting his skills as a duelist and pathfinder to the highest bidder.  +
Amaranth Pravus +Born into House Pravus among a line so distant you can almost see them from the shoreline if you squint, Amaranth has enjoyed all of the privileges of her name and none of the responsibilities or duties. To say that she was a wild child is putting it mildly, with her noble name sheltering her from the worst consequences of her behavior. As fate would have it, her untamable nature lead her to the curious habit of taming and training wild or foreign creatures. She gathers them like some noblewomen gather jewelry, and gifts them away just as easily.  +
Amarantha Sanna +Born just a few minutes after her twin sister, Amarantha had a companion since birth. As children, the pair were inseparable--despite occasional disagreements. They did everything together, often with one twin dragging the other along due to different ideas of "entertainment". Amarantha would begrudgingly trail after her sister while out exploring nature and going on adventures. Astraea would sit around and listen to her sister puzzle out lyrics for her songs or accompany her to party after party. The two found an easy compromise in Amarantha's love for the sea. While Astraea poked around in tide pools or examined the odd piece of sea glass, Amaranatha would walk through the waves. There was nothing she loved more than singing to the ocean, amidst the wind and faint spray of sea. It's where she would clear her head after fights and where she would sit on the rocks and write lines of poetry. It was little surprise that eventually, Amarantha would be proposed to on that same shore she'd grown up alongside. But that was much later, when she was eighteen and had traded childhood games for the thrill of noble parties and politics. A Redrain noble, some well to do man from the Sanna family had come to Granato to court Amarantha. A flurry of letters, wine, and late nights in marble floored ballrooms later and they were married. Everyone had thought them a darling couple! He had grounded her while Amarantha brought a smile to the once dour man's lips. All was well when the new couple headed back to the north. That happiness would be short lived, A year and 3 months into the marriage, Amarantha's husband fell victim to a hunting accident. She was left a wealthy widow without a husband or child to her name. Many expected her to return home and remarry but in an odd twist, Amarantha spent the next 2 and a half years in mourning. She allowed no guests bar her twin and other siblings. It was only in the last few months that the widow returned to a semi-regular social life and by her sister's invitation, accompanied her to Arx.  +
Amari Keaton +Born and raised in Oakhaven, Amari is the only daughter of Lady Sallah and Lord Morden Keaton, one of the preeminent legal minds of the Oathlands. She was a sharp and exceptionally smart girl, and well suited, in Morden's opinion, to follow in his footsteps. He was certain that where her brothers had already failed him, she wouldn't. She was his last, best hope of another lawyer of his caliber in the family and she was lavished with attention and flattered accordingly. Unfortunately, with the attention came the smothering weight of his expectations and the strictness of his tutelage. They took their toll. While a warm and affable girl by nature, her stress would bubble over and pour out as intensely angry and often tearful outbursts. Needless to say, she had a somewhat lonely childhood as a result. Most of her days, in fact, were spent shut away in the library studying. There her only relief from the tedium and loneliness was found in vivid daydreams of the many elaborate and wonderful futures she would someday enjoy. Then a day before her seventeenth birthday she simply vanished without a word. Despite the Huntsmen searching near and far, and for months afterwards, not a trace of her was found. So when she unexpectedly returned two years later, it wasn't strictly to fanfare. After the initial relief, dismay and suspicion set in. Where she had been, and who she had been with she wouldn't divulge. Infuriated by her stubborn refusal to reveal in detail what had happened, and outraged by what little she did admit, her father decided and she strongly agreed, that she should join her cousins in Arx. She's resided in the city ever since. With exposure to new people and new ideas, her interests have grown far beyond the practice of law alone to include an eclectic variety of pursuits. Her once mercurial manner and stormy moods too, have improved with maturity and the broadening of her horizons. She's taken on various roles of importance and responsibility, and pursued a knighthood but the lingering sense of mystery about her still hasn't dimished. What is clear, is that the tempestuous girl who disappeared, returned a lady keen to see her dreams come true, by wit, charm or pointy end of the sword.  +
Amari Redire +Born and raised in Oakhaven, Amari is the only daughter of Lady Sallah and Lord Morden Keaton, one of the preeminent legal minds of the Oathlands. She was a sharp and exceptionally smart girl, and well suited, in Morden's opinion, to follow in his footsteps. He was certain that where her brothers had already failed him, she wouldn't. She was his last, best hope of another lawyer of his caliber in the family and she was lavished with attention and flattered accordingly. Unfortunately, with the attention came the smothering weight of his expectations and the strictness of his tutelage. They took their toll. While a warm and affable girl by nature, her stress would bubble over and pour out as intensely angry and often tearful outbursts. Needless to say, she had a somewhat lonely childhood as a result. Most of her days, in fact, were spent shut away in the library studying. There her only relief from the tedium and loneliness was found in vivid daydreams of the many elaborate and wonderful futures she would someday enjoy. Then a day before her seventeenth birthday she simply vanished without a word. Despite the Huntsmen searching near and far, and for months afterwards, not a trace of her was found. So when she unexpectedly returned two years later, it wasn't strictly to fanfare. After the initial relief, dismay and suspicion set in. Where she had been, and who she had been with she wouldn't divulge. Infuriated by her stubborn refusal to reveal in detail what had happened, and outraged by what little she did admit, her father decided and she strongly agreed, that she should join her cousins in Arx. She's resided in the city ever since. With exposure to new people and new ideas, her interests have grown far beyond the practice of law alone to include an eclectic variety of pursuits. Her once mercurial manner and stormy moods too, have improved with maturity and the broadening of her horizons. She's taken on various roles of importance and responsibility, and pursued a knighthood but the lingering sense of mystery about her still hasn't dimished. What is clear, is that the tempestuous girl who disappeared, returned a lady keen to see her dreams come true, by wit, charm or pointy end of the sword.  +
Amber Mondegreen +Amber is one of those rare Arvum dwellers who has spent time on the continent of Eurus, and even farther to the east - all the way towards the far sea - in the kingdom of Daobujin Bo. There she met her husband, Nisoi. Foreign stranger or not, he fell hard for Amber's exotic coloring and her soft, sweet laugh, and she was just as taken. Together, they dreamed of finding a safe route through the vastly uncharted seas to reach Arvum, opening up lines of trade between the distant, distant peoples. Nisoi died before that dream could be realized, but Amber made it home to Arvum, to the forests around Bastion. She's still committed to the dream she had with her love, and bears a few treasures from Daobujin Bo to sell so she can finance it.  +
Amelia Eventide +The Fleet Commander of the Eventide Collective appeared in the public eye only a few short years ago, not long after the marriage between King Alaric and Lady Symonesse of the Nox'alfar. Known as one of the few capable enough to brave the Darkwater Deeps bordering Arvum and Eurus, Amelia Eventide capitalized on her talents to grow from a few simple merchant ships to a considerable armada. Now, her organization handles the lion's share of imports and exports between the two regions. Rumors abound of her origins, from an enterprising urchin in the Lower Boroughs to an Abandoned that has since split off from her tribe. Some assert she must be a forgotten bastard daughter to some Thraxian Lord - where else would she have received her education? - while others murmur of even stranger roots.  +
Amelie Steelhart +Born Amelie Steelhart, she was the youngest daughter in the Ducal line, so she grew up knowing that she did not really need to be concerned with learning the ins and outs of being a Countess. She grew up training to be strong enough to successfully explore the ruins she found such wonder and excitement in. Given that she often was so focused on her training and studies, she often found herself spending most of her time alone. As a gift for her eighteenth birthday her father, Count Frederik, gifted her a ship, a crew, and a map to unpopulated island. with rumors of ruins to explore. Her arrival to the island did not live up to the expectations she had in her heart, as her ship crashed in rough seas as they arrived, stranding her and the crew that survived. With the fall of Highhill also coming, she and the crew were forgot about, only recently escaping their unintended prison when a trading vessel happened upon the island. So now she has returned to the mainland to find her family has been replaced with a new one.  +
Amelie Wyvernheart +Born Amelie Steelhart, she was the youngest daughter in the Ducal line, so she grew up knowing that she did not really need to be concerned with learning the ins and outs of being a Countess. She grew up training to be strong enough to successfully explore the ruins she found such wonder and excitement in. Given that she often was so focused on her training and studies, she often found herself spending most of her time alone. As a gift for her eighteenth birthday her father, Count Frederik, gifted her a ship, a crew, and a map to unpopulated island. with rumors of ruins to explore. Her arrival to the island did not live up to the expectations she had in her heart, as her ship crashed in rough seas as they arrived, stranding her and the crew that survived. With the fall of Highhill also coming, she and the crew were forgot about, only recently escaping their unintended prison when a trading vessel happened upon the island. So now she has returned to the mainland to find her family has been replaced with a new one.  +
Amerigo Pravus +There are those destined for fighting - for martial pursuits and are made to wield the blade or the bow. Such...is not Amerigo. From an early age, Amerigo learned what it was like to be at the end of many a beating between his siblings and his 'friends' as he made his way through life. Not that he didn't have the physique for combat, he just didn't have the desire. Blessed with what many thought was a gentle spirit but a keen mind, Amerigo spent more times in books than he did out in the fields or the sparring ring. His sparring ring was the classroom where he put to shame (and likely is why he earned so many beatings from) his fellow scholars. The son of a wine vintner, his family did not lack for resources. He was able to travel with his father as they hawked the wares of their lands, a full but distant branch of the Pravus family that provided plenty of alcohol for the Pravus family to celebrate with yet, primarily, avoided much of the daily politics though he was present at most important events, and so kept tabs on the family as they did him. As he grew older, he learned the value of his good looks and winning personality. Making friends with the biggest an strongest meant less beatings because, well, why fight when you can have people fight for you. He continues his pursuits and scholarly efforts, learning the skills of counting coin but, moreso, adminsitration and law. He became a sort of wandering magister, resolving disputes and settling matters, an arbiter and judge. And so his quiet life was moving along quite simply until a messenger arrived one day. He was due in Arx, at the request of the Duchess, to stop playing and as the letter said, 'get some real work done.' Considering it had been a while since he saw his cousin, he was a bit surprised by the news but one does not dismiss such a request. So off to Arx he goes.  +
Amieli Igniseri +A noble of a lesser branch of the Igniseri family, Amieli is the only child begot from the tragic story of Lisa Igniseri, younger sister to Emilisia Igniseri by several minutes. As an adult, Lisa wanted nothing more than to raise a family. Infertility would have been tame--instead, after three consecutive miscarriages, it became clear something was very wrong. Most of the Lyceum simply sighed with relief Lisa was not ruling head and went about their lives. But the lady herself, grief stricken and determined, was nowhere near as content. She turned to midwives, physickers, even alchemists in search of help. Despite reassurances and postulated solutions, the results were far from satisfying. Amieli should have been the youngest of seven; she was the first of one. IN a final twist of pitch irony, Lisa's only successful birth was also the cause of her death. The fate of her father is even less certain. From childhood to young adulthood, Amieli lived an almost nomadic life in the Lyceum, her upbringing distributed across branches of the Igniseri family and close relatives or friends, sometimes even in other houses. She learned to own little, travel light, and learn everything she could while the opportunity was at hand. Connections were many but shallow, and her solace was in those fragments which became permanent: appreciation for proper etiquette; her study of the sword; and even the difference from one place to the next, finding a story here, a poem there, and piecing the world together as best she could. For the displaced lady, the turn to Arx was only natural; yet another patch in her patchwork of homes. Except this time, she could choose where to go--and what better place than the heart, jewel, and crossroads of the Compact?  +
Amir Melaeris +Born the only son of the Marquis Lyron' dear, widowed sister, Amir lead a privileged life. His mother was sickly but doting, making sure that her son had only the best tutors and wanted for nothing. And when she died, he was taken into Lyron' care and raised alongside the his youngest daughter. For all intents and purposes, the two children were treated like siblings--sharing playmates, eating dinner together, and reading eachother's diaries aloud to friends. As a young teen, Amir's raw talent with a blade quickly became apparent. So much so, that the Marquessa-Consort, arranged for him to be tutored in martial subjects by the House's previous Sword. Youthful cockiness and pride hampered his early years of training but by the time he was in his early twenties, Amir had learned to temper his emotions and master his movements. Even if the old Sword could still knock him on his ass. He was biding his time, hoping to be appointed the new house Sword as his mentor aged, when Marquis Lyron passed. A storm had taken the life of his uncle and the entirety of his ship to the ocean floor. The new Marquis was quick to stir up the ranks, putting fresh faces in new positions. Including Amir. For the next few years, he would serve as House Melaeris' faithful and occasionally outspoken Sword. Many a white journal was put up decrying the practice of Thralldom or naming and shaming those who mistreated their thralls. Not a single soul was surprised when Amir would later go on to become a disciple of the newly discovered Skald and a Liberator. Or that he supported the reforms on the laws concerning thralls--even if he contested they weren't good enough. Still, even if he objected to many of Thrax's policies, he still fought dutifully for the Great House during the siege of Arx and later during the war against the so called Pirate King.  +
Amorria Arterius +Amorria's parents traveled a great deal, mainly to sell what they had made from what they gathered along their traveled. As a wanderer in her own sense, Amorria often would pretend to be more than just the commoner child she was. She would save every bit of nice looking fabric she had and drape herself in the knotted together scraps to form dresses and outfits that she imagined was the most beautiful. Her parents sheltered her for the most part, her father always being close by her side even as she grew into a young woman. Her mother, more often ashamed of her child's whimsical nature would often be seen walking in front or a few steps behind her husband and her daughter. Unless it was just herself and Amorria, in which case Amorria would be seem close by her side but with her head down and curious eyes never turning up from looking at her own feet. There is very little known about her family, or her, only that they never lingered long in more than one place and Amorria was not always seen in their company.  +
Amund +Born twenty-five years ago, Amund has learned from an early age that hardship and misery is the staple of living on the frontier with the Everwinter. The months of famine would bring sickness, the sickness would bring death. His parents fastidiously thought to spare him the worst parts, often to their own detriment. One night, a band of aggressive shavs took the village by storm. The emaciated villagers fought their best, but ultimately they could not stop the wave of violence that would see babies wrenched from mothers' breasts and dashed against walls, fathers put to the sword and mothers speared through their skulls, hanging like ragdolls in the winter snows. The boy, barely twelve, wasn't noticed from his perch on the roof of his house. With nowhere to go, he was forced to fend for himself. Out in the wilds he set out to avoid bands of raiders, foraging what he could from the woods until he found shelter in the next village. After a month of slow and painful recovery from frost exposure, he was nursed back to health and taken in by the village's mayor as a ward. Eventually he became part of the watchers of the town, trained in the sword and the axe before a band of sellswords showed up in town and, after saying his goodbyes to these Whitehold-affiliated villagers, he signed up with them. Their fight against the shav'arvani became ever more violent after he was recruited. Whereas the lieutenants would have consternation for his methods, they couldn't deny that they were effective. Slowly he crawled up the ranks until he made it to Lieutenant. When the general of the company died from a fever, the company disbanded. He became a Champion in ducal courts, his style a favorite of Northern nobles for its sheer ferocity and his disregard for the opponents' safety. If the fight ended in one blow and the opponent lived, then it didn't matter if it was a stab to the gut or a sliced vein that did it. His money was earned, win or lose, and it was time to part ways. But that, too, became a boring endeavor. But the opportunity for money rose again when lord after lord would call for free swords to fight for them in the Silent War. And fight he did. There may have been unspeakable horrors in the line of battle, but he resolutely pressed on and took the fight to them. His remarkable versatility helped make himself quite the name in the field of battle. Once the battle was joined, win or lose, he gave his best; consummate professional that he is, the outcome didn't matter so much as the payment. If the bands of shav'arvani aligned with the Silence were slaughtered to a man, who cared? Moreover, there were times he sought out these tribes in diversion, intent on bleeding their numbers dry. Once again, in the Gyre War, Amund distinguished himself with a seasonal contract with the Setarco military. For those battles, he proved himself gritty enough to be offered a renewal of his contract by a serjeant, which he declined. The lure of fighting against shav'arvani drew him to Arx. So he packed his bags, hoping for business that marries his hatred for the Abandoned with a desire for new thrills.  +
Amund Frost +Born twenty-five years ago, Amund has learned from an early age that hardship and misery is the staple of living on the frontier with the Everwinter. The months of famine would bring sickness, the sickness would bring death. His parents fastidiously thought to spare him the worst parts, often to their own detriment. One night, a band of aggressive shavs took the village by storm. The emaciated villagers fought their best, but ultimately they could not stop the wave of violence that would see babies wrenched from mothers' breasts and dashed against walls, fathers put to the sword and mothers speared through their skulls, hanging like ragdolls in the winter snows. The boy, barely twelve, wasn't noticed from his perch on the roof of his house. With nowhere to go, he was forced to fend for himself. Out in the wilds he set out to avoid bands of raiders, foraging what he could from the woods until he found shelter in the next village. After a month of slow and painful recovery from frost exposure, he was nursed back to health and taken in by the village's mayor as a ward. Eventually he became part of the watchers of the town, trained in the sword and the axe before a band of sellswords showed up in town and, after saying his goodbyes to these Whitehold-affiliated villagers, he signed up with them. Their fight against the shav'arvani became ever more violent after he was recruited. Whereas the lieutenants would have consternation for his methods, they couldn't deny that they were effective. Slowly he crawled up the ranks until he made it to Lieutenant. When the general of the company died from a fever, the company disbanded. He became a Champion in ducal courts, his style a favorite of Northern nobles for its sheer ferocity and his disregard for the opponents' safety. If the fight ended in one blow and the opponent lived, then it didn't matter if it was a stab to the gut or a sliced vein that did it. His money was earned, win or lose, and it was time to part ways. But that, too, became a boring endeavor. But the opportunity for money rose again when lord after lord would call for free swords to fight for them in the Silent War. And fight he did. There may have been unspeakable horrors in the line of battle, but he resolutely pressed on and took the fight to them. His remarkable versatility helped make himself quite the name in the field of battle. Once the battle was joined, win or lose, he gave his best; consummate professional that he is, the outcome didn't matter so much as the payment. If the bands of shav'arvani aligned with the Silence were slaughtered to a man, who cared? Moreover, there were times he sought out these tribes in diversion, intent on bleeding their numbers dry. Once again, in the Gyre War, Amund distinguished himself with a seasonal contract with the Setarco military. For those battles, he proved himself gritty enough to be offered a renewal of his contract by a serjeant, which he declined. The lure of fighting against shav'arvani drew him to Arx. So he packed his bags, hoping for business that marries his hatred for the Abandoned with a desire for new thrills.  +
Amund Honor +Born twenty-five years ago, Amund has learned from an early age that hardship and misery is the staple of living on the frontier with the Everwinter. The months of famine would bring sickness, the sickness would bring death. His parents fastidiously thought to spare him the worst parts, often to their own detriment. One night, a band of aggressive shavs took the village by storm. The emaciated villagers fought their best, but ultimately they could not stop the wave of violence that would see babies wrenched from mothers' breasts and dashed against walls, fathers put to the sword and mothers speared through their skulls, hanging like ragdolls in the winter snows. The boy, barely twelve, wasn't noticed from his perch on the roof of his house. With nowhere to go, he was forced to fend for himself. Out in the wilds he set out to avoid bands of raiders, foraging what he could from the woods until he found shelter in the next village. After a month of slow and painful recovery from frost exposure, he was nursed back to health and taken in by the village's mayor as a ward. Eventually he became part of the watchers of the town, trained in the sword and the axe before a band of sellswords showed up in town and, after saying his goodbyes to these Whitehold-affiliated villagers, he signed up with them. Their fight against the shav'arvani became ever more violent after he was recruited. Whereas the lieutenants would have consternation for his methods, they couldn't deny that they were effective. Slowly he crawled up the ranks until he made it to Lieutenant. When the general of the company died from a fever, the company disbanded. He became a Champion in ducal courts, his style a favorite of Northern nobles for its sheer ferocity and his disregard for the opponents' safety. If the fight ended in one blow and the opponent lived, then it didn't matter if it was a stab to the gut or a sliced vein that did it. His money was earned, win or lose, and it was time to part ways. But that, too, became a boring endeavor. But the opportunity for money rose again when lord after lord would call for free swords to fight for them in the Silent War. And fight he did. There may have been unspeakable horrors in the line of battle, but he resolutely pressed on and took the fight to them. His remarkable versatility helped make himself quite the name in the field of battle. Once the battle was joined, win or lose, he gave his best; consummate professional that he is, the outcome didn't matter so much as the payment. If the bands of shav'arvani aligned with the Silence were slaughtered to a man, who cared? Moreover, there were times he sought out these tribes in diversion, intent on bleeding their numbers dry. Once again, in the Gyre War, Amund distinguished himself with a seasonal contract with the Setarco military. For those battles, he proved himself gritty enough to be offered a renewal of his contract by a serjeant, which he declined. The lure of fighting against shav'arvani drew him to Arx. So he packed his bags, hoping for business that marries his hatred for the Abandoned with a desire for new thrills.  +
Amund Masque +Born twenty-five years ago, Amund has learned from an early age that hardship and misery is the staple of living on the frontier with the Everwinter. The months of famine would bring sickness, the sickness would bring death. His parents fastidiously thought to spare him the worst parts, often to their own detriment. One night, a band of aggressive shavs took the village by storm. The emaciated villagers fought their best, but ultimately they could not stop the wave of violence that would see babies wrenched from mothers' breasts and dashed against walls, fathers put to the sword and mothers speared through their skulls, hanging like ragdolls in the winter snows. The boy, barely twelve, wasn't noticed from his perch on the roof of his house. With nowhere to go, he was forced to fend for himself. Out in the wilds he set out to avoid bands of raiders, foraging what he could from the woods until he found shelter in the next village. After a month of slow and painful recovery from frost exposure, he was nursed back to health and taken in by the village's mayor as a ward. Eventually he became part of the watchers of the town, trained in the sword and the axe before a band of sellswords showed up in town and, after saying his goodbyes to these Whitehold-affiliated villagers, he signed up with them. Their fight against the shav'arvani became ever more violent after he was recruited. Whereas the lieutenants would have consternation for his methods, they couldn't deny that they were effective. Slowly he crawled up the ranks until he made it to Lieutenant. When the general of the company died from a fever, the company disbanded. He became a Champion in ducal courts, his style a favorite of Northern nobles for its sheer ferocity and his disregard for the opponents' safety. If the fight ended in one blow and the opponent lived, then it didn't matter if it was a stab to the gut or a sliced vein that did it. His money was earned, win or lose, and it was time to part ways. But that, too, became a boring endeavor. But the opportunity for money rose again when lord after lord would call for free swords to fight for them in the Silent War. And fight he did. There may have been unspeakable horrors in the line of battle, but he resolutely pressed on and took the fight to them. His remarkable versatility helped make himself quite the name in the field of battle. Once the battle was joined, win or lose, he gave his best; consummate professional that he is, the outcome didn't matter so much as the payment. If the bands of shav'arvani aligned with the Silence were slaughtered to a man, who cared? Moreover, there were times he sought out these tribes in diversion, intent on bleeding their numbers dry. Once again, in the Gyre War, Amund distinguished himself with a seasonal contract with the Setarco military. For those battles, he proved himself gritty enough to be offered a renewal of his contract by a serjeant, which he declined. The lure of fighting against shav'arvani drew him to Arx. So he packed his bags, hoping for business that marries his hatred for the Abandoned with a desire for new thrills.  +
Amund Monrosa +Born twenty-five years ago, Amund has learned from an early age that hardship and misery is the staple of living on the frontier with the Everwinter. The months of famine would bring sickness, the sickness would bring death. His parents fastidiously thought to spare him the worst parts, often to their own detriment. One night, a band of aggressive shavs took the village by storm. The emaciated villagers fought their best, but ultimately they could not stop the wave of violence that would see babies wrenched from mothers' breasts and dashed against walls, fathers put to the sword and mothers speared through their skulls, hanging like ragdolls in the winter snows. The boy, barely twelve, wasn't noticed from his perch on the roof of his house. With nowhere to go, he was forced to fend for himself. Out in the wilds he set out to avoid bands of raiders, foraging what he could from the woods until he found shelter in the next village. After a month of slow and painful recovery from frost exposure, he was nursed back to health and taken in by the village's mayor as a ward. Eventually he became part of the watchers of the town, trained in the sword and the axe before a band of sellswords showed up in town and, after saying his goodbyes to these Whitehold-affiliated villagers, he signed up with them. Their fight against the shav'arvani became ever more violent after he was recruited. Whereas the lieutenants would have consternation for his methods, they couldn't deny that they were effective. Slowly he crawled up the ranks until he made it to Lieutenant. When the general of the company died from a fever, the company disbanded. He became a Champion in ducal courts, his style a favorite of Northern nobles for its sheer ferocity and his disregard for the opponents' safety. If the fight ended in one blow and the opponent lived, then it didn't matter if it was a stab to the gut or a sliced vein that did it. His money was earned, win or lose, and it was time to part ways. But that, too, became a boring endeavor. But the opportunity for money rose again when lord after lord would call for free swords to fight for them in the Silent War. And fight he did. There may have been unspeakable horrors in the line of battle, but he resolutely pressed on and took the fight to them. His remarkable versatility helped make himself quite the name in the field of battle. Once the battle was joined, win or lose, he gave his best; consummate professional that he is, the outcome didn't matter so much as the payment. If the bands of shav'arvani aligned with the Silence were slaughtered to a man, who cared? Moreover, there were times he sought out these tribes in diversion, intent on bleeding their numbers dry. Once again, in the Gyre War, Amund distinguished himself with a seasonal contract with the Setarco military. For those battles, he proved himself gritty enough to be offered a renewal of his contract by a serjeant, which he declined. The lure of fighting against shav'arvani drew him to Arx. So he packed his bags, hoping for business that marries his hatred for the Abandoned with a desire for new thrills.  +
Anabelle Lyonesse +One of the earliest memories that Anabelle can readily recall is cold and hunger. Not something one would expect of a noble family. In 990 AR, as winter was beginning to make itself evident in the Oathlands, a caravan of food and furs was robbed. Which in turn caused a crisis within Lyon's Redoubt, the home of the Lyonesse family. It was a long winter, cold and full of rumbling bellies. Yet such petty complications couldn't dampen the spirits of a young Anabelle! Upon reflecting on the cold and hunger she felt at the time, she implored her parents to ration out her own meals to the people of Lyon's Redoubt. That winter taught her a valuable lesson at a young age; everyone deserves a warm meal and bed. Which in turn has caused her to grow into an adult with a mind toward helping others. Naturally she has her own ambitions and desires, but at the end of the day she understands the intrinsic value of helping another. Never one to take studies too seriously and having no particular interest in the sword, it was the realm of social activity that called like a siren to Anabelle. As she grew older she was often the centerpiece of a throng of young noble girls and at times those of the common class. It was likely this penchant for being social, understand people, and generally being the most willing to extend a hand in welcome to another that she became the Voice of House Lyonesse upon her only slightly older sister, Demura, becoming the Marquessa of Lyonesse following the departure of their older brother and Marquis, to join the King's Own. 'Little Lady Perfect' became a moniker of sorts, often utilized as a teasing barb cast from one sister to the perceived favorite young child of the family. She strives to be perfection personified, though as her older brother so regularly told it: it's unattainable. Anabelle will try though! Trying is always worth the fun and story of it! She's come to Arx with Autumn transitioning to Winter in 1005 AR alongside Marquessa Demura Lyonesse with the intent to represent their family within her role as the Voice of the Marquessa and an effort to do what good she finds herself able while within the city walls.  +
Anastajia Mercy +Being a young girl who has never known her parents, life has been rather difficult for Anastajia. She knew her strengths were in making people happy, and decided she would make a living out of doing just that. You may think one in a situation such as hers would lose their way in life, but she resolved to keep her head held high and take it one step at a time, literally. Entertaining people was in her blood, and with the various skills she had picked up along the way, as well as her aptitude for dance, she was able to make a enough money to get by. She may not be wealthy, and may appear to be all alone in this world, but the fact remains that she is gifted with the ability to touch the hearts of everyone she meets. Because of this, she never feels like she is alone in the world.  +
Anders Nightcove +Anders was born a lord of House Nightcove, a vassal of House Helianthus. He's spent his years in the loyally serving the Marquis of Eastcrest and rising steadily to the position of Voice and admiral of his family's naval forces. He has an immaculate and impressive career, and is personally responsible for claiming significant tracts of land for his house.  +
Andreas Donatti +Born and raised on the streets of Southport, Andreas was the eldest of three siblings. His mother passed away with the birth of his youngest brother Alexio, leaving his father to raise him and his siblings. Work on the docks of Southport hardly paid well, and the silver that it did pay didn't go far when the first thing on his father's priority list was booze, and not his children. Andreas and his siblings pretty much raised themselves, for better or worse. With no authority figure at home, it is little surprise that the three children ended up on the streets. Andreas, personally, developed a certain knack for the discreet transport and exchange of goods through witty and stealthy means. As he got more skilled in the fishy business, and what he transported became more valuable, he turned into carrying rather than simply for survival. What began as a means for sustenance, soon turned into a means of helping himself and his siblings attain the things that had evaded them for so much of their lives. The lad was around his mid-twenties when he managed to procure a ship of his own somewhere in the Lyceum. The nature of the vessel's acquisition remains a mystery to many; but, one thing is for sure, Andreas' face was nowhere to be found for some time in the south. Some say it was mere coincidence, while others insist it was not; but, not long after he left, rumors of a merchant having been swindled off his boat would have been running around the many markets of the hundred cities. Of course, there was no way to prove Andreas was the culprit. Not when the affected merchant had been allegedly drinking his fill on the night of the unfortunate event, and both Alexio and his other sibling were convincingly playing as the eldest Donatti's alibi. He spent his days supposedly transporting goods and people, legally, from one place to the other as a common carrier for various parties. It is said it was through these means that he made his small fortune - although, some dare argue the small fortune might be a bit bigger than it should. Nonetheless, now that his youngest sibling has successfully established his Import & Exports business in the shining city of Arx, Andreas has been said to have docked his ship in the Capital's port. Word on the street says he has been hired by Alexio as a private carrier of goods.  +
Andrel Monteaux +Andrel was born the middle son of the Monteaux family. He was considered the golden child of his family, and paraded around as the jewel of the Monteaux sons from his promising physical stature to his honorable demeanor. Despite this, when their father perished on a hunting accident, it was his older brother, ever envious of Andrel, that received the family wealth, and estate. He ensured Andrel received only enough to live on his own, but now Andrel has set off to make a name for himself in the Kingdom greater, independent of his brothers.  +
Andrina Thornburn +Andrina is the daughter of Andrew and Anastasia Thornborn-- a wealthy baker and his iron guard wife. Her mother and father pampered her and spoiled her (by commoner standards). She grew up in a nice home in the upper boroughs with a sheltered and rather idyllic life. Her parents encouraged her to follow her passions. She flittered around in several apprentices as a teenager before she finally landed on her true passion-- painting and sculpting. She knows how to sew, melt down an ingot, and how to tan leather but she doesn't really have much interest in it. No, instead, she would rather be reading stories of larger than life heroes and bringing those tales to life on a canvas or in marble.  +
Andromeda Leporidae +Andromeda has always been athletically inclined, coordinated and possessed of a strong build. Her resilience, however, was something that needed work. She'd always been described as soft of heart, and while her mother assured her there was nothing wrong with that, she warned her about kindness and mercy. These are principles that warriors of Andromeda's caliber simply can't afford. Everyone who knew her growing up remembers a time in which the apprentice Sword was idealistic, maybe even naive. That all changed when she was taken captive during a battle waged against the enemies of Tremorus. A particularly brutal tribe of Abandoned spent months torturing her for information they could use to fight against their enemies in turn. She was never allowed a moment of peace, but they knew that at the very least their "noble" hostage needed to remain whole enough to be used in negotiations if it came down to it. Andromeda managed, after a lengthy confinement, to trick her gaoler into letting her out. When she got her hands on a sword, it was only a matter of time. She slaughtered everyone who got in her way, and then she slaughtered everyone else at the holding. They call it the Night of Long Screams, and it is a tale that has endured in the history of the Proscipi. When Andromeda returned to her people she wasted no time in informing her kinsmen of the knowledge she had gathered while being kept prisoner; enemy movements and other inside information that allowed them to smash the opposition on every front. In the final battle she fought their Champion one on one with the stipulation that the victor takes all -- despite the protestations of her brother Remus who felt it was pure folly. Andromeda's cold methodology and skill with a blade allowed her to carve through him like a cake. After which, of course, the rest of the clan quickly disarmed and bent the knee. The shattered blade of her foe remains on display in the museum of the Leporidae and since then she has become something of a ruthless pragmatic. After Tremorus and Leporidae bent the knee, she was introduced to the concept of the Champion's Guild, which quickly caught her mind, and fascinated her. It wasn't long before the Prodigal Champion joined their ranks, eager to find new ways of testing herself, and of emerging victorious.  +
Andry Bayweather +Another day, another orphan, another life into the Lowers. Perhaps Andry's parents are some line of royalty, perhaps great nobility runs through his blood, perhaps he's a bastard child of a former king, perhaps there's magic in his blood! Or perhaps his parents were just no ones who got ran off or killed and he's just another baby in the Tragedy of the Lowers. One of those being more likely than the others, Andry lived his life with pragmatism. An urchin and an orphan in the Lowers, Andry was quick to learn he couldn't make it alone. Not being a sizeable boy, he was not one who would survive many of the scraps that took place in the Lowers. So he found himself a big boy, an older boy, and endeared himself to him. Jeffeth Bayweather. The two took on the same surname, both of them without real families, two orphans decided they could be their own family. With Andry's wit and Jeffeth's brawn the two were able to survive the lowers and grow well enough. While Jeffeth was swayed by the stories of the Knights Solace, Andry made sure they had solid connections to the Cullers, a family with known criminal connections in the Lower Boroughs. He always appreciated the thought of just taking what you want in this world. And so he made sure to endear himself to the Cullers, that they would look upon him kindly. But when his adoptive brother became a fully Godsworn knight, Andry wasn't far behind. Becoming Godsworn meant a life being taken care of. Of course he had to become a bit more in tune with the Gods that he was originally inclined, and eventually he took a great liking to Gild. Feeling more of a kinship with the Goddess than he expected. While still much was expected of Andry, it was never very hard for him. Looking after his pocket of trusted individuals, Andry became a well known Knight of Solace, famed for his keen eye and sharp wit as well as the edge of his blades. Andry is always sure to keep those he is close to happy and safe. While they may be on either side of the tracks, Andry feels deeply indebted to both the Cullers and the Knights of Solace. Though now, his duty is to protect those who could not protect themselves. And hey, make some money on the side.  +
Angelica Sanna +Angelica comes from a branch of the Sanna family split free, obscurely referenced in Farshaw and fairly unremarkable. Several generations back, they settled in a small village north of the Redrain capital, called to an obscure purpose and excelling at it, tending sheep, mining, and joining the locals in their trade of bookbinding. Their success is a little above modest, the village able to support itself without much interference from the outside world, encouraging a work ethic that's reflect in their respected goods as well as their day to day. Angelica is a product of such a community, her calm demeanor rarely ruffled, her focus intense on whatever she sets herself to.  +
Angelo DiFidante +The son of a lesser Fidante line, first cousin to Duke Leo and Lady Calista, Angelo was born to be a superfluous son, and like many, found expectation suggested him for soldiery or the priesthood. He lacked interest in spilling blood, and he lacked the devotion of the early priestbound. As a youth, he was irresolute, frustrated, sometimes reckless. He defied expectation in every way he could think of. He eschewed parties for books. He eschewed priestly training for quiet, private meditation. He eschewed dueling and getting in people's faces by being more than ordinarily diplomatic. When assigned military tasks, he would generally find ways of fulfilling a support role: aiding in quartermastery rather than combat, for example. When he just coming of age, his father got stabbed in the chest during the Tor-Southport War, returning home alive but with troubles breathing and many fits of illnesses which he fought through for the following decade. Despite the struggles of a kind of depressed and reactive teenagerhood that he mainly spent getting in the way and being discontented without particular aim, Angelo began to develop a direction despite himself, mainly inspired by spending time devoted to his dying father. That direction became the laity. A little disturbed by the mirrormasks, perhaps because of spending too much time near the Oathlands, he nevertheless grew in his heart a fascination for the reflection and for Tehom. Spare nobleman that he is, he has flirted with becoming godsworn, but never gone through with it. Skillful diplomat that he is rumored to be, mainly because of the deftness of his vocabulary and the imaginative and deeply perceptive nature that one develops when they have listened to many stories and many problems, he never quite decided to opt that way. Some say that he didn't have a good time in Tor, and it could be true: when his father died two years before the King's Rest, his reaction was to seclude himself in his chambers and the number of public appearances he could be counted with a couple of hands. It was until mid-1005 AR, when he traveled to Arx at the sudden request of Duke Leo Fidante, who was in need of diplomats for the Voice of the Compact and had heard rumors of his cousin's vague interest in diplomacy. Like many other times when Angelo finds something that fascinates him, it might seem like the chance to escape from Tor, from his past, has made him truly engaged with the idea of putting his empathy and vocabulary to the service of House Fidante and the realm. Just prior to House Volkov's destruction, Angelo was there as a diplomatic envoy. Perhaps he felt responsible for their fate, because not long after the new Difidante cadet house was established, Angelo entered these lands again, and vanished for a month. Wardens within the cadet house found him, thin and haggard and wandering, with long-dried blood on his hands and arms, and not a mark on him personally. They took him in let him recuperate in silence, and he emerged much as he had been, a bit remote and thoughtful and verbally gifted, but thinner, more haunted, restless, as if awoken by some impulse that would neither let him withdraw or rest.  +
Angelo Fidante +The son of a lesser Fidante line, first cousin to Duke Leo and Lady Calista, Angelo was born to be a superfluous son, and like many, found expectation suggested him for soldiery or the priesthood. He lacked interest in spilling blood, and he lacked the devotion of the early priestbound. As a youth, he was irresolute, frustrated, sometimes reckless. He defied expectation in every way he could think of. He eschewed parties for books. He eschewed priestly training for quiet, private meditation. He eschewed dueling and getting in people's faces by being more than ordinarily diplomatic. When assigned military tasks . . . he proved to have a mind for strategy and organization. He was credited for creating new moves in strategic games like Stones and became involved despite himself in hosting tournaments which brought some of Arvum's most brilliant minds to Tor. When he was just coming of age, his father got stabbed in the chest during the Tor-Southport War, returning home alive but with troubles breathing and many fits of illnesses which he fought through for the following decade. Almost by accident, Angelo began to develop a real direction, mainly inspired by spending time devoted to his dying father. He began writing his father's accounts of war. When his father died, he secluded himself in his chambers and completed the biography. When he emerged, it was with the finished text and a certain restlessness. He traveled to other fealties to gather the stories of other war veterans. And as he traveled, he explored other areas. Deepened his skills for diplomacy and counsel, developed his imaginative and deeply perceptive nature. He traveled to Arx at the request of then Duke Leo Fidante to serve as a diplomat, but he has branched into other interests. He is still prone to traveling and gathering stories, while retaining his fascination for strategy and study. He finds ways to commit himself completely to his duties wherever he is. He's agile enough for that.  +
Anisha Whisper +Who is Anisha Whisper? That might depend on who and when you ask. She joined Whisper House after time as a courtier in Setarco, offering a differing story to whomever asked - though a common signifier she left in is that she's a former noble who left her family in some disgrace. The noble house is always anonymous and unnamed, though the fealty frequently changes. For now, she insists that she has found her purpose in life as a Whisper and a Mirrormask, and that it was only a matter of time before her journey led her to Arx.  +
Ann Redrain +She was born Ann Moriah Redrain, a Princess with her nose buried in books and planted firmly at the feet of wise elders of the North, absorbing their tales, or off having adventures. Her childhood was indeed full of these - crossing into a spooky copse of trees or venturing upon high mountain peaks for the sheer exhilaration of it. As she grew into womanhood, these adventures became a little less childish and a little more odd. Always the one to goad into temptation, once she heard tales of wondrous relics or academic tomes, Ann (or sometimes Moriah, depending on her mood) would plead, coax, and cajole an intrepid (or sometimes reluctant) member or two of Redrain to accompany her to explore the tale. Among her favorite to pull to these adventures were her three brothers: Valerian, Torrus, and Angus - all three having perished, the latter valiantly so in the Night's Grove with the King and Sherrod. Within the Silent War, Princess Ann Moriah Redrain found herself taking vows to Duke Asger Crovane on the ashes of the once proud city, laid low. Together they rebuilt the city from inside out. Together they had three children, each showing small hints of personality of both mother and father. Shortly after the twins were born, Duke Asger Crovane was poisoned by an unknown assassin while visiting the County of Coastside to talk to House Crackneck. Devastated, Ann stepped down from being Duchess to allow the Crovane family to have the direct bloodline at head of the house. With no title nor succession for her children, she returned to Redrain to take up her position as Princess again. Seeking new adventures, and helping her family navigate the politics of the Compact.  +
Ann Rivenshari +She was born Ann Moriah Redrain, a Princess with her nose buried in books and planted firmly at the feet of wise elders of the North, absorbing their tales, or off having adventures. Her childhood was indeed full of these - crossing into a spooky copse of trees or venturing upon high mountain peaks for the sheer exhilaration of it. As she grew into womanhood, these adventures became a little less childish and a little more odd. Always the one to goad into temptation, once she heard tales of wondrous relics or academic tomes, Ann (or sometimes Moriah, depending on her mood) would plead, coax, and cajole an intrepid (or sometimes reluctant) member or two of Redrain to accompany her to explore the tale. Among her favorite to pull to these adventures were her three brothers: Valerian, Torrus, and Angus - all three having perished, the latter valiantly so in the Night's Grove with the King and Sherrod. Within the Silent War, Princess Ann Moriah Redrain found herself taking vows to Duke Asger Crovane on the ashes of the once proud city, laid low. Together they rebuilt the city from inside out. Together they had three children, each showing small hints of personality of both mother and father. Shortly after the twins were born, Duke Asger Crovane was poisoned by an unknown assassin while visiting the County of Coastside to talk to House Crackneck. Devastated, Ann stepped down from being Duchess to allow the Crovane family to have the direct bloodline at head of the house. With no title nor succession for her children, she returned to Redrain to take up her position as Princess again. Seeking new adventures, and helping her family navigate the politics of the Compact.  +
Ann crovane +She was born Ann Moriah Redrain, a Princess with her nose buried in books and planted firmly at the feet of wise elders of the North, absorbing their tales, or off having adventures. Her childhood was indeed full of these - crossing into a spooky copse of trees or venturing upon high mountain peaks for the sheer exhilaration of it. As she grew into womanhood, these adventures became a little less childish and a little more odd. Always the one to goad into temptation, once she heard tales of wondrous relics or academic tomes, Ann (or sometimes Moriah, depending on her mood) would plead, coax, and cajole an intrepid (or sometimes reluctant) member or two of Redrain to accompany her to explore the tale. Among her favorite to pull to these adventures were her three brothers: Valerian, Torrus, and Angus - all three having perished, the latter valiantly so in the Night's Grove with the King and Sherrod. Within the Silent War, Princess Ann Moriah Redrain found herself taking vows to Duke Asger Crovane on the ashes of the once proud city, laid low. Together they rebuilt the city from inside out. Together they had three children, each showing small hints of personality of both mother and father. Shortly after the twins were born, Duke Asger Crovane was poisoned by an unknown assassin while visiting the County of Coastside to talk to House Crackneck. Devastated, Ann stepped down from being Duchess to allow the Crovane family to have the direct bloodline at head of the house. With no title nor succession for her children, she returned to Redrain to take up her position as Princess again. Seeking new adventures, and helping her family navigate the politics of the Compact.  +
Annabella Grimhall +Annabella was fortunate enough to have been born to the Grimhall family, and as such her upbringing was a bit more fortunate than a commoner child. Through she was raised with the proper etiquette and formalities of a noble, Annabella never much cared for the supposed worth in her noble blood, and instead found solace in libraries and apothecaries, where she could gather as much knowledge on healing and medication as possible, as she quickly found this to be her true passion. In her hands, the tools to save a life are just as valuable as the tools of war most of her Grimhalls employ in their tactics. Where that fails, she isn't too bad with a knife.  +
Annika Navegant +Born the younger sister of Quirin, Annika had a very clear path ahead of her, and she followed it, for the most part. She was not a rebellious child, but she also had some ideas of her own, thankfully ones that fit in just fine with the typical Thraxian ideals of female nobility. When she was a young woman she showed an aptitude for the healing arts, and learned what she could of medicine from the family priest she was unable to pursue her studies further while at home. To that end they decided that she should travel to Arx and study there until such time as she was satisfied with her studies, and came home. She eventually came home, but was never satisfied with her studies. It was while in Arx that she met Dion Stonewood, who would turn her head with tales of adventure and romance, and eventually marry her. They have primarily called Escuma home for all these years, but neither have been stuck on the island. When younger they would adventure, or sail with the fleets. As they had children and gew older they lingered at home until it was decided that they were needed in Arx once more.  +
Ansel Telmar +Ansel knows that many are extremely jealous of any noble that has the good fortune to be born the son of a powerful and influential duke, but all things the same he would have been much happier being raised a farmer's son. Duke Arn has a reputation as gruff, mean spirited, painfully blunt, callous, ruthless, often dishonorable, and unrelentingly unlikeable. And those are by his allies. Ansel, on the other hand, is the Duke's son who was born after a disappointing string of older siblings (who Arn never forgot to inform them of such) and then finally settling on his bookish, good natured, and gentle-hearted son. Those traits, of course, would simply not stand. Ansel's earliest memory was his first kindly tutor being put in stocks and publicly whipped before being exiled from the Telmarch for having the audacity to suggest that Ansel, with his love for book loving, would make a wonderful Scholar of Vellichor. It was a slight to suggest that any son of Arn's (and, still to date and much to Ansel's dismay, since his elder brother Tobias feld he receives most of this attention), would be anything but a ferocious warrior and ruthless knight to carry on the battle legacy of House Telmar and defend the Telmarch. Briefly, Ansel had the fond hope that his uncle Lord Everard would keep the position of Sword of the Telmarch and remain champion of the house, and allow Ansel to do anything but train relentlessly in the questionable art of killing people with sharp objects. Sadly, his father Duke Arn dashed those hopes, and made certain that Ansel knew (and repeatedly reminded him every day during brutal drills) that the sword was just in his uncle's keeping, and Ansel would be a great warrior and the new champion of the house when he came of age whether he liked it or not. And would of course represent the family in duels of honor and fights to the death if need be. And Ansel had better like it. The thing that really disturbs Ansel the most is he might even like being a knight if it wasn't for his father. Training with swords is fun, even if he prefers books and could probably have done without his father graphically describing just the best way to end an opponent's life in the most unnecessarily vivid detail. But even though he didn't ask for it and didn't particularly want it, he still he feels he could be a better Duke of the Telmarch on that fateful day when Arn finally dies, if for some reason the Duke passes over his siblings. He hopes he can be a better man. Ansel is pretty sure he can't be much worse.  +
Ansgar Blackram +The Bear Shepherd, that is what Ansgar was often fondly or not so fondly called in his prime. When Ansgar was young and was the military commander in charge of the Blackram Pikesman, he was loudest, largest and fiercest man on the field. He was a trusted commander, and not only for Blackram forces, more than once in his life Ansgar found himself leading Telmar forces in assistance to the Valardin house. This was his prime, the time he was at his best, but sadly that was short-lived. When Ansgar was 45 he was leading 500 pikesman in a fight against a shav raiding party who had been attacking Valardin and Redrain parties and in his moment of glory, as his 500 pikeman attacked the group of 1000 shav fighters, Ansgar was unable to clearly lead the attack, he could not remember critical planned timeframes to send groups into the attack, and because of this, his pikeman were pushed back, losing 100 men, with Ansgar's own giant horse killed from under him. It was rumored that after a long recuperation from a broken leg he might have been not of a stable mindset to be leading the attack. Despite this, as time went on, it became quite obvious that Ansgar was becoming of less fit mind as years went by and could not be trusted to lead troops into battle. When he was 50, his family managed to talk Ansgar into joining the Knights of Solace, feeling the old Knight could serve the Faith and protect those who needed protecting. Where his mind has weakened, and his speed in battle may not be as great as it once was, Ansgar is still strong of body. As the years progress, the move to the Knights of Solace seems to be a perfect fit for the knight. He seems to more often feel he is 20 years old again, heading into battle to save the damsel in distress or the men who ride alongside him are those he is leading to fight shav forces once more. He is often heard shouting orders on whatever he deems to be his battlefield, even if it were the training yard with a blunted weapon.  +
Antea Mazetti +The youngest daughter to Bacchio and Joye Mazetti, Antea was born to the couple late in life, something of a surprise to her parents. She was born early and while surviving, the girl child was quite frail throughout childhood. Antea even had her own personal physician that could be seen haunting her every step through her Ostrian home. Given her deficiencies, she was quickly given over to the best tutors her family could find to begin her schooling rather than risk the girl's health in combat training. As she grew, her body strengthened, thankfully. And while she will never be the most robust of Mazetti, Antea was able to begin her battlefield training in earnest. Apprenticed in an advisory capacity to General Nico Scale of the Third Legion at the age of 15, Antea spent the rest of her teen years learning practical application of all her earlier lessons. Once she reached maturity at 18, she was sent to join her first cousin Valerio Mazetti in the Second Legion as one of his Captains. It was during the Gyre War that Antea Mazetti truly came into her own, however. Sent to Setarco to help command the Mazetti forces there, Antea proved herself a capable leader and tactician. Her battleplans and strategies ensured that while Mazetti's troops suffered as heavy of losses as anyone, without her guidance it would that been much worse for them. That lead to her being named the new General of the Third Legion after Nico Scale's retirement from the position. Antea served her House well as General despite her youth, commanding the respect and fellowship of those in her command. When Valerio fell in battle far from home and Mazetti found itself in need of a new Marshal, it was perhaps a surprise for some that Antea Mazetti was picked but the young woman accepted the honor (and responsibility) with the dignity and gravity she'd become known for. For the first time since the Gyre War, the young Marshal has left Ostria to join the family in Arx and take her place at their side.  +
Anton Kennex +Born to a Kennex father and Lycene mother, Anton was an only child and doted upon accordingly, both parents quite willing to spoil the indolent, if brilliant, boy. While he excelled at his studies and took to the sea well enough, a pronounced aversion to anything martial was observed with dismay by his family. However, forced to not be defenseless at sea, the young Kennex Lord had some skill with a crossbow drilled into him before he was allowed to much more in the way of sailing. Once done, he availed himself of the opportunity to visit the various locales in the Isles, observing their architecture and fortifcations, then came home to figure out how best to put this knowledge to use. It is likely he would have remained content in Stormward, working at the drafting table and overseeing construction - if not for the Gyre War. Pressed into service to fight at Setarco, his parents both were killed and Anton gravely wounded. Once recovered, his life in ruins, he made his way to Arx to see the building styles of the grand capital.  +
Antonia Amadeo +With the Princess of Velenosa being established, Antonia has been placed in the new appointment to ensure that Saoirse represents a vision of the future, a new Arx, enlightened and prosperous. Antonia's external sole mission is to ensure the prosperity and elevation of Saoirse in all things, especially fashion and event planning. For her own devices, gatherings serve as an opportunity to learn more about the attendees, interactions and associations that Durate may find worthwhile.  +
Antonio Velenosa +Even as a child, Prince Antonio Velenosa felt drawn to the sea. He'd spend time by the shores near Lenosia, watching the ships come to port, and panic his house hold servants and guards by giving them the slip and swimming in the sea alone. There are secrets in the dark waters of the sea, hidden beneath the fathomless depths but not everyone can see them. For some, they're lost beneath the crash of the waves and the bright light of the sun, but for others... For others they can hear the voices lost to the waves, the whispers that come in the night. They understand what it is to look upon those dark waters and know that more, so much more, rests beneath the surface. Prince Antonio Velenosa was one who could look upon the waters and know that there was more. He could hear the Siren's song from the depths, understand the nothings that she whispered in his ear and it was her song that lured him to the shores, invited him deeper so that the urges that followed him in childhood, to spend all his time about the waves, carried him into adulthood. From a boy on a skiff, to a Captain at the helm, Prince Antonio has known a life of adventure. He made a name for himself as a young captain of royal blood escorting Lenosia shipping to Arx and the homes of the great houses, fearlessly meeting threats head on. Whether pirate or storm, the bold captain seemed to take any danger in stride, and his daring always seemed to carry the day when more timid men might have been lost. Unfortunately, it seemed his good fortune couldn't hold forever, and the entirely-too-bold captain may have underestimated how many enemies among pirate shavs he had been making, as a flotilla he was leading to the Darkwater Reach was ambushed by an exceptionally well organized and far more numerous force of Shavs. While House Velenosa stood by its prince, and claimed no one could have acquitted themselves better by escaping with as many ships as he did from the trap, the losses and embarrassment of the defeat have left the bold prince chastened and looking for redemption. That redemption wouldn't come at sea, but at the court of Arx, where a bold young captain with now an underserved reptuation for recklessness could prove to the Lyceum he had sound judgment and even temperment. If he can just stop himself for strangling any smug nobles asking about how he lost to shavs, of course.  +
Anwen Ravenseye +A noble family member of the Ravenseye tribe, Anwen was born in the Redrain holdings. She has never forgotten this, nor has she forgotten the Shamanistic origins of her people. Her first love is the sea, and while she prays to Mangata, she respects the ancient traditions of the Path of the Elders as well. Anwen has spent her life near the sea, on the sea, and in it. When spending too much time on land, she grows restless.  +
Anze Malvici +The north is harsh and it quickly forges those who live their to be strong. Anze never had time for the matters of court and intrigue, not that it was exactly a problem in Farhaven. He was focused on the blade and on war. He grew honing those skills, always a year and a step behind his brother Fergus and always trying to catch up. Anze wasn't the sword of the north, but the way he practiced and fought showed that one day he intended to be. Campaign after campaign, raid and duel after duel his skills were honed through blood and sweat. If there is one thing that can be said though it's that the glory of war quickly fades. No longer does he fear combat, but no longer is he eager for it either. The practicalities and brutalities of martial combat grant one perspective. The singlehanded desire to become the greatest swordsman in the north and thus a peer that could show himself an equal to his elder brother, Prince Fergus the Sword of Farhaven, has become tempered over time. There is still that desire there, smoldering in his heart, but losing friends and family makes one realize perhaps life shouldn't be all about war and every once in awhile we should stop and smell the roses. He still wishes to be great, and worthy of respect equal to Fergus, but he doesn't seek to replace him. It would be enough to be seen as an equal.  +
Anze Redrain +The north is harsh and it quickly forges those who live their to be strong. Anze never had time for the matters of court and intrigue, not that it was exactly a problem in Farhaven. He was focused on the blade and on war. He grew honing those skills, always a year and a step behind his brother Fergus and always trying to catch up. Anze wasn't the sword of the north, but the way he practiced and fought showed that one day he intended to be. Campaign after campaign, raid and duel after duel his skills were honed through blood and sweat. If there is one thing that can be said though it's that the glory of war quickly fades. No longer does he fear combat, but no longer is he eager for it either. The practicalities and brutalities of martial combat grant one perspective. The singlehanded desire to become the greatest swordsman in the north and thus a peer that could show himself an equal to his elder brother, Prince Fergus the Sword of Farhaven, has become tempered over time. There is still that desire there, smoldering in his heart, but losing friends and family makes one realize perhaps life shouldn't be all about war and every once in awhile we should stop and smell the roses. He still wishes to be great, and worthy of respect equal to Fergus, but he doesn't seek to replace him. It would be enough to be seen as an equal.  +
Aodhan Crovane +Born of the Crovane line in the far north, Aodhan was born and bred to fight, or so he would tell someone. He was a gentle child, but don't let it fool you: he could brawl as well as the other kids, if not better. He especially got into many good fights with his cousin Asger, as it strengthened their bond as family. Despite this, as a child he was always the one to want to mend wounds, rather than cause them. Thankfully, he grew out of that trend. While he was still gentle as a man, he loved to fight. HE loved to train. He loved to win. He would brave the harsh winters and even volunteer to fight hostile Abandoned just to test and improve his skills. As he grew older, his sense of pride and honor officially arrived, growing a deep love for his family. To him, nothing was more important. He serves his family proudly, while all the while wanting to constantly prove himself as a true Crovane. Little did he know, his adventure was just beginning...  +
Aonghus Seliki +It is no secret that the man worked forges for the Gyre before swearing his Oaths to the Compact and House Seliki, but since weapons he crafted spilled Compact blood and armor he crafted turned Compact blades, he is understandably reluctant to speak on it. It should come as no surprise, that life under The Gyre was unpleasant. Aonghus is glad to have those dark days behind him. The only family he has left in the world anymore is his sister Olin. With her help, he was able to come to Arx. The two of them have sworn Oaths the Compact and House Seliki. His thoughts are turned to the future and the path before him - now his own at last! His accent is a strange unplaceable amalgam.  +
Apollis Malvici +Apollis was born in Granato and became the eldest brother of four. Through his whole childhood he'd have to endure constant scrutiny and suspicion, much deserved. He was a hellion and rabble rouser. He was often the one inciting others to fight rather than being the one to get into a fight. Then during the chaos he'd make off with the coin purses. He'd often go off on his own urban 'adventures' where he'd come across 'hidden treasure' just sitting around. While his sisters were content with a different kind of adventuring he was often playing with Abandoned children and getting into places he had no business being in. After growing up a little the boy mostly put aside his troublemaking ways but his path was definitely chosen. He wasn't going to be a stuffy noble do-nothing. He was going to go out and experience things. That's why his match to his Malvici love was so opportunistic. They both shared a love of treasure hunting - some might call it grave robbing and ruin looting. They traveled all over Arvum together before she was suddenly befallen with a strange illness. In a matter of days she had died in the Northlands during one of their adventures. Once again Apollis was met with scrutiny and suspicion on his eventual return to Southport. He wondered if he'd ever live it down or if anyone would offer him the comfort he needed in his time of mourning. Unsatisfied with how he was being treated he left once again to find his fame and fortune in Arx.  +
Apollo Malespero +A child of the Oathlands, born in Oakhaven to a pair of Keaton Trackers, Apollo might have had an idyllic childhood in the woods. But while traveling between Lyon's Redoubt and Keaton Keep when he was six, he and his parents were ambushed by bandits. His parents were killed, and he was kept; life as a bandit would have been an ironic twist for the child of peacekeepers. But other Trackers eventually found the hideout, and Apollo, recognized, was taken to Keaton Keep, where Countess Margerie took him in. Nigh silent, owlish, grieving, the genial warmth and friendships he found in Oakhaven nurtured him from near mute to merely skittish. His early artistic impulses were noticed, and connections made with local artisans; when he found tanning, he found his first love. He swiftly rose to local prominence for his craft, and Marquis Kael tapped him to come to Arx. He might have been a big fish in a small pond - but he wasn't. Apart from exceptional tradecraft, his care for his liege house, his customers, and his fellow crafters had him lending an ear, a set of armor, or assistance as often as he was taking commissions. And then more often. He became Co-Guildmaster of the Crafters Guild of Arx, a position he held for more than two years. Though often uncertain about his skillset and utility, his time bent toward diplomatic and economic work, outreach with Abandoned, and cultivation of ties between crafters, houses, and organizations for projects and mutual assistance. He took up with Whisper House, first as an associated courtier, then Apprentice Whisper, leaving House Keaton to serve as a Whisper in mid-1014 after a successful diffusion of tensions in the Oathlands. Then in 1015, in answer to his service to House Darkwater and its vassals, he was offered ennoblement. He accepted, stepping down as Guildmaster and retiring as a Whisper, though his ties to both organizations remain. In truth, though his life has changed to a vast degree, much remains. He is a maker of art and a builder of connections, and it is rare a day that passes without some of both. Now, after a brief, quiet betrothal, he's joined House Malespero as Marquis-Consort, where he'll doubtless bring those same instincts to the people of Nilanza. And where better for an orphan like himself?  +
Apollo Oakwood +Born in Oakhaven, to parents who were both Trackers, Apollo should have had an ideal childhood. But fate was less than kind to him, and at the tender age of six, while traveling between Lyon's Redoubt and Keaton Keep, he and his family were ambushed by a group of bandits looking to thin the packs of hunters after them. Apollo's parents were killed in the conflict and the boy was taken, the plan to rear him as a bandit, the irony found to be delicious. Weeks passed, but eventually another pack of Trackers discovered the location of the bandit's hideout and cleared the lot of them out. When Apollo was found, one of the huntsmen recognized the boy and took him home to Keaton Keep where the child was raised in the court. As an adult, he is fiercely loyal to the Keaton family. Eschewing the path of his parents, he learned the special art of tanning and leathercraft Oakhaven has become known for. The secrets of its manufacture are now his. When Kael left Oakhaven to come to Arx, he tapped his best leatherworker to come with him to see about making a name for themselves in Arx.  +
Appolonia Seraceni +Appolonia is the daughter of Isabella Pravus, a minor daughter of that great house, and Admando Seraceni, a seasoned corsair who died of an infection in war with the Argento. From a young age, Appolonia struggled against the restraints of knowledge. What happens when we grow older? Why are some things hidden from us, for "when we are older" or never at all? What dangers does such information hold? How can we prepare for these dangers if we don't know any better? (Such latter lines of thought spoke of a budding talent for social manipulation.) Appolonia sought to spite her tutors, learning more by her womanhood than many of the highborn learn in their entire lives. She soon exhausted the stock of common knowledge, although she retains it and deploys it at her command. She sought the restricted, the unknown, the hidden. To know that which few, or no-one else knew. It was the only way to be... Safe. Mother encouraged this. Mother helped her daughter learn the hidden ways, such as they were. Some people in Seraceni raised their eyebrows, but Isabella's grace and charm poured oil over ruffled feathers. (Is that the analogy? Ducks have oil, you know, in their tails. When they preen, they're smearing it over themselves.) Appolonia struggled with the new Marquis, Dario, on this matter. Her occult studies were a rift between them. Of course, such matters have moved along, although she is often feared in a subtle way within the household. Whispered about, but never to. Less cryptically, Appolonia is also fascinated with tales of foreign lands, although she has taken a special interest in Eurusi culture and fashions and more. She is fluent in the Eurusi language (if perhaps not perfect - few people to practice with in Arx) and hopes to travel the world, one day - perhaps simply as a tourist, perhaps as more. Appolonia wants to find something - not simply power, or wealth, or even love, though she is no ascetic. She seeks something else. She herself has trouble articulating it... or reluctance; and the two are awfully hard to tell apart.  +
Arcadia Leary +Arcadia, Cady to her family, had the misfortune of being born into an incredibly loving family who had the bad grace to be uniformly bookish and scholarly. Where her family enjoyed lengthy dinner discussions about the newest research one of her siblings was engaged in, Arcadia thought she would much rather stab herself with a fork repeatedly; at least it would be more exciting. She had the best of tutors, so long as the tutoring was in history or science or theology. Instead, she longed for tutors of her own choosing: swordmasters, adventurers, hunters, sailors, knights! Over the years (and often with the help of formal presentations created by her sister Elloise), Arcadia would lobby her well-meaning parents to allow her one of these. Any of these! Just pick one! And they finally relented. A bit. Arcadia was allowed to train once a week under one of Leaholdt's hunters. Off with him in the woods, a bow in her hand, stealthy and on the hunt - that's where Arcadia spent her happiest childhood years. But still, she longed for more. More to do! More to see! More to try! As Cady got older, Elloise started recruiting her for help with her scientific experiments. Cady didn't particularly care about the experiments or their results, but she was all too happy to run off to hunt down whatever rare ingredients her sister might need for them. An adventure! Or as much adventure as one can get in Leaholdt, anyway. And when Elly started petitioning their parents to send her to Arx, Arcadia threw herself in with her. "It will be fine!" she promised. "Elly and Fairen will make sure I stay out of trouble!" Arcadia knows it's only because of Elloise and Fairen that she's being allowed to go, but who cares! She's on her way! An endless world of possibilities await her, and a city full of people to teach her things!  +
Arcadia Stahlben +Arcadia, Cady to her family, had the misfortune of being born into an incredibly loving family who had the bad grace to be uniformly bookish and scholarly. Where her family enjoyed lengthy dinner discussions about the newest research one of her siblings was engaged in, Arcadia thought she would much rather stab herself with a fork repeatedly; at least it would be more exciting. She had the best of tutors, so long as the tutoring was in history or science or theology. Instead, she longed for tutors of her own choosing: swordmasters, adventurers, hunters, sailors, knights! Over the years (and often with the help of formal presentations created by her sister Elloise), Arcadia would lobby her well-meaning parents to allow her one of these. Any of these! Just pick one! And they finally relented. A bit. Arcadia was allowed to train once a week under one of Leaholdt's hunters. Off with him in the woods, a bow in her hand, stealthy and on the hunt - that's where Arcadia spent her happiest childhood years. But still, she longed for more. More to do! More to see! More to try! As Cady got older, Elloise started recruiting her for help with her scientific experiments. Cady didn't particularly care about the experiments or their results, but she was all too happy to run off to hunt down whatever rare ingredients her sister might need for them. An adventure! Or as much adventure as one can get in Leaholdt, anyway. And when Elly started petitioning their parents to send her to Arx, Arcadia threw herself in with her. "It will be fine!" she promised. "Elly and Fairen will make sure I stay out of trouble!" Arcadia knows it's only because of Elloise and Fairen that she's being allowed to go, but who cares! She's on her way! An endless world of possibilities await her, and a city full of people to teach her things!  +
Arcelia Navegant +Arcelia was born in the Saikland Greens to Giovanna and Aaron Saik where she was raised until she was twelve years old, spending a couple months a year down in Southport. During her early childhood it was discovered that she had a talent for performance, specifically dancing. The lady was a fun loving type of woman and being raised as a noble around many warriors she developed a love for being beautiful and for adventure. She loved playing in the mud, throwing it at anyone she wanted to get to play with her. Likewise, she enjoyed climbing trees and jumping out of them at her friends. And eventually she learned to enjoy sailing as well. She loved playing with the other Malvici and Saik children when she was able, tagging along with the older kids and terrorizing some of them with mud when she was able. She was attentive and loved to learn but she could never sit still, swaying and dancing while she listened to lectures. Though, this did not stunt the woman's ability to pick up the skills she needed and in fact made it easier for her to learn. Arcelia had a strong relationship with her two siblings growing up. Estaban developed a very protective side for Arcelia, his beloved outlook on her always keeping danger away. Even from lovers in her teen years. She was close to her sister as well, the two of them being close enough in age to have played with one another in their youth. When she was twelve years old she moved to Nilanza where she was fostered by the Argento. Salazar Argento seeing that she got a good education so that she could be a future diplomat. She had some rare but very valuable encounters with Venta Darkwater(Venta Argento), seeing the woman for some of her educational needs whenever the woman was there and available to tutor the young girl. She learned how to sail with the Argento as well, Salazar being one who ensured she was able to nourish her adventurous side. Estaban Saik and two women assisted in teaching Arcelia when they were in the area as well. The two women teaching Arcelia how to be a stronger woman as she faced dangerous storms and lecherous sailors. During Arcelia's time in Nilanza she met many people and created many bonds. She became known there for being overly curious and difficult to keep a watch on, the girl sneaking out to spend time away where she could explore and learn about the world. Though by the time she was sent home Arcelia was a bit more tame, time having taken its course in helping her grow up a bit... but only a bit. When Arcelia was sixteen years old she returned to the Saikland Greens and her family. It was felt that her education there was complete and that the best way for her to continue her growth was to go out and test her skills directly. She was told to be patient and seek out a good mentor for future training, someone who would help give her real experience as a diplomat. Over the years she has never attempted to approach anyone, so far as it is known, about this. When Arcelia was back home again she spent a lot of time missing Nilanza and the friends she had made there. As a result, she went through a small period of depression, adapting again within a few months and finding the joys once experienced as a young girl. Arcelia refused any conversation of marriage for years, only coming to terms with the idea in recent months. Though, the idea of falling in love was one she openly said she did not want to do, going as far as to beat a boy who spoke to her in poetry until he agreed not to pursue her heart anymore. She had no desire to marry and would do so only for her family and love was a scary thing that caused her friends and family pain, she vowed that she would not fall in love until she was married. It was the silly hope of a naive young girl who did not understand that the heart has no master. While she was in the Saiklands, Arcelia did a lot of volunteer work. She helped secure resources and jobs for people in need. Food, water, and medicine being brought to people directly by the young noble. She even helped people find jobs and shelter and watched over children when their parents were ill, finding them new homes when parents passed away. Recently, Baroness Kima called for Arcelia to join her in Arx, the woman having some plans for the girls future. There are whispers that the young Arcelia is here to search for a husband as well as aid her family in diplomatic matters.  +
Arcelia Saik +Arcelia was born in the Saikland Greens to Giovanna and Aaron Saik where she was raised until she was twelve years old, spending a couple months a year down in Southport. During her early childhood it was discovered that she had a talent for performance, specifically dancing. The lady was a fun loving type of woman and being raised as a noble around many warriors she developed a love for being beautiful and for adventure. She loved playing in the mud, throwing it at anyone she wanted to get to play with her. Likewise, she enjoyed climbing trees and jumping out of them at her friends. And eventually she learned to enjoy sailing as well. She loved playing with the other Malvici and Saik children when she was able, tagging along with the older kids and terrorizing some of them with mud when she was able. She was attentive and loved to learn but she could never sit still, swaying and dancing while she listened to lectures. Though, this did not stunt the woman's ability to pick up the skills she needed and in fact made it easier for her to learn. Arcelia had a strong relationship with her two siblings growing up. Estaban developed a very protective side for Arcelia, his beloved outlook on her always keeping danger away. Even from lovers in her teen years. She was close to her sister as well, the two of them being close enough in age to have played with one another in their youth. When she was twelve years old she moved to Nilanza where she was fostered by the Argento. Salazar Argento seeing that she got a good education so that she could be a future diplomat. She had some rare but very valuable encounters with Venta Darkwater(Venta Argento), seeing the woman for some of her educational needs whenever the woman was there and available to tutor the young girl. She learned how to sail with the Argento as well, Salazar being one who ensured she was able to nourish her adventurous side. Estaban Saik and two women assisted in teaching Arcelia when they were in the area as well. The two women teaching Arcelia how to be a stronger woman as she faced dangerous storms and lecherous sailors. During Arcelia's time in Nilanza she met many people and created many bonds. She became known there for being overly curious and difficult to keep a watch on, the girl sneaking out to spend time away where she could explore and learn about the world. Though by the time she was sent home Arcelia was a bit more tame, time having taken its course in helping her grow up a bit... but only a bit. When Arcelia was sixteen years old she returned to the Saikland Greens and her family. It was felt that her education there was complete and that the best way for her to continue her growth was to go out and test her skills directly. She was told to be patient and seek out a good mentor for future training, someone who would help give her real experience as a diplomat. Over the years she has never attempted to approach anyone, so far as it is known, about this. When Arcelia was back home again she spent a lot of time missing Nilanza and the friends she had made there. As a result, she went through a small period of depression, adapting again within a few months and finding the joys once experienced as a young girl. Arcelia refused any conversation of marriage for years, only coming to terms with the idea in recent months. Though, the idea of falling in love was one she openly said she did not want to do, going as far as to beat a boy who spoke to her in poetry until he agreed not to pursue her heart anymore. She had no desire to marry and would do so only for her family and love was a scary thing that caused her friends and family pain, she vowed that she would not fall in love until she was married. It was the silly hope of a naive young girl who did not understand that the heart has no master. While she was in the Saiklands, Arcelia did a lot of volunteer work. She helped secure resources and jobs for people in need. Food, water, and medicine being brought to people directly by the young noble. She even helped people find jobs and shelter and watched over children when their parents were ill, finding them new homes when parents passed away. Recently, Baroness Kima called for Arcelia to join her in Arx, the woman having some plans for the girls future. There are whispers that the young Arcelia is here to search for a husband as well as aid her family in diplomatic matters.  +
Archene Clearwater +Archene is a thrall from Cielos Encantadores, an island that is part of Darkwater Reach. Son of an apothecary and a dockworker, he was apprenticed to his mother, from whom he got his love for perfumes above other crafts a proper apothecary must learn. During his childhood, he met and befriend the local Lord's youngest daughter, Ariel Darkwater, who was only a years younger than himself. After years helping his mother, he soon obtained enough to buy his way out of thralldom. And having heard that his noble childhood friend moved away to Arx, he gathered the resources he accumulated for a few months before setting off.  +
Archeron Tyde +Archeron was born about 15 minutes before his sister Lethe, and thus, born both the oldest and a Tyde Lord, the mantle of 'being the responsible one' was given to him at birth by both his mother and father. From infancy the notion that he is would be responsible for caring for and protecting the family imbued all of his early life lessons. When the twins were 6 years old, their mother Lady Gilda, took them to visit her birth family the Ashfords just before the onset of the Tyde Rebellion and upon hearing of the death if their father, Lord Raymond Tyde, the three were all quietly absorbed into the Ashford family without a word to anyone and there they stayed for the next 13 years. For entirely different reasons than his sister, Archeron flourished in the Grey Forest, there seemed to be something right to him about steady ground under his feet that he had never experienced in the unsteady world of ships and sea. He climbed trees with his cousins, learned to hunt and track game as a boy and for many years it seemed as he would fall comfortably into the life of a ranger and warden. And then the Silence came to the Grey Forest. Archeron served with the rest of the Ashford rangers to stave off the vile corruptions that wished to destroy his home and for this he is marked forever having gotten caught up in the thorny whip wielded by one of their Shav minions before he was able to put an arrow in underling's eye. When the war ended, the world changed again when word reached them that their father's family had been restored under the union of his cousin Duchess Margot and the former prince and heir to Maelstrom and Archeron's mother asked that he go with his sister to Arx to rejoin their birth family, saying that their opportunities may be better there where they can be what they were board to be. The truth is Archeron aches for the forests he knows and understands already but he knows that his reprieve is over, it is time to pick up the role he was born for to be the protector of not just his sister but his family again.  +
Archibald Kitt +Having been a successful teacher serving the King's Own, Archibald's early life was pleasant. He served well and even earned a parcel of land to call his own. During what had been a successful retirement, his land was raided. Though he fought to stop the raiders, he was left for dead and all of his family slaughtered. Permanently lame in his leg, he went to request aid from the crown, but it was determined resources could not be spared and he was given a token gift to assist him in his hardship. Crippled, alone, and feeling betrayed, he has lived the rest of his existance in the lower boroughs teaching riff-raff instead of soldiers.  +
Ardee de Lire +Born to a commoner family with too many children, Ardee spent the first few years of her life mostly under the radar. She was cared for by her siblings until she was old enough for the family to realize that she was going to grow up to be a 'looker'. It was decided for her quickly that her lot in life would be to go to school and learn to be a Courtesan. She could make decent enough money that way, and would be able to help 'pitch in' by looks and wiles. She went to school, began to learn the tricks of the trade and started planning on how to escape the hold of her family. She wanted more out of life than to live to support her family. The answer came through death, her entire family ending up victims of the Silent War. She only escaped the same fate through the school she'd been attending when tragedy struck. Though nearly a victim herself, she was taken in as a refugee and eventually pledged her services to the de Lire family. She serves as the family's Chief Librarian.  +
Ardoin Valardin +Growing up in a provincial cadet branch of the Valardin family, Ardoin is the second son and initially was allowed to indulge in scholarly pursuits while soaking up stories of the family's honor and piety. After the Tragedy at Sanctum, though, his remote chance of succession to the high duchy got bumped up a few places and his father demanded Ardoin take up the blade. And he did - with enthusiasm, taking the vows of knighthood at sixteen. His life became an endless quest to protect the commoners and peasants from bandits and Abandoned raids, his idealism as much of a weapon as a blade. Over time, his voracious reading habits combined with his steadfast beliefs in honor and nobility, created the unpleasant idea that the nobility ought to not only protect and control the commoners with an iron fist, but also provide them with greater education, land, and economic opportunities - from the pockets of the peerage. Needless to say, this disconcerting belief caused concern within the family, whereupon his father sent him off to Arx to serve the Crown and the interests of House Valardin - and hopefully smarten up in the process.  +
Argos Seraceni +Argos is from humble beginnings, but all he has really wanted to do in his like is to become a knight. He left his family's farm the first shot he got to start training, despite his father's protests. He has spent his whole life training for the chance to show some noble that he is better than any knight despite his rank. He quickly developed his fighting abilities and got noticed by a guard. He then got proper training and a job. After a year or two he left this post to seek out a proper lord to serve. To Argos nothing is more important than the his duty.  +
Ari Corsetina +Born Arrigo Corsetina to a poor but large family in Setarco. No one-- /no one/ --calls him Arrigo, however. His name is Ari. He considers this so much his name that when he had a daughter he named her after himself and her mother. Who was Miraya, a lovely girl who flunked out of the Setarco school for Courtesans-- she just wasn't suited to that life. She was too carefree and flighty. She met Ari when he was naught but nineteen and was just about to go on his first tour sailing with the Pravus navy. Their was a fierce, passionate romance that ended with them married within three months. By the time that Arrigo returned from his tour at twenty his daughter-- Mirari --had been born. He managed to take assignments that kept him nearby for two years. Watching his daughter grow. However, he got an offer he could not pass up and he sailed out for a longer tour. Officially, his ship was lost at sea. In truth, his ship was raided by pirates and Ari was forced into piracy. The next eighteen years were spent with him slowly gaining the trust and loyalty of the rest of the crew-- until he could finally lead a mutiny against the pirate captain. As soon as this happened he set sail for Setarco, and flying the Pravus colors came to port to find his wife long dead of a lung sickness, and his daughter "gone". His wife's family wasn't very forthright about what happened to his daughter... Gone somewhere. He agreed to join the Setarcan navy as way to sail the world looking for his daughter. Never meeting the Duchess, never quite making the connections that would allow him to see that his daughter was closer at hand that he ever realized. In recent years he was called to serve with the Setarcan navy against the Gyre. His ship and crew distinguishing themselves in a small skirmish, and after the battles were done he was called to Arx to receive an honor from the Duchess.  +
Aria Gilden +Aria was the sort of child who loved to swordfight with sticks, sneak into the pantries, terrorize the maids, and climb the trees. Her health declined as she grew toward the age of ten, however, and as she spent less tiem outside she spent more studying and endearing herself with the household. She's become a conscientious woman who often acts in her uncle's stead as a representative of House Gilden or manages the household when he is away. Arianna is one of the likely choices for heir as he seems unlikely to have children. Much remains to be seen, of course. She is known to be dependable and conscientious, as well as bright. While she'll never be athletic Arianna's health seems to have improved and she'll take walks and join for parties that she didn't as a youth.  +
Arian Brand +Little is known of Arian's origins. As far as anyone knows, the formidable young man has forsaken the path of his family and refused a life of serfdom. Although of common blood, swirling dreams, radiant energy and aristocratic ambition emanant with his every move. Abandoning menial work in the Crownlands, Arian came to Arx to seek his fortune and roll the dice of life. While familiar with a plough and scythe, his apparent skill with a blade interests some and makes others wary.  +
Arianna Fireviper +Arianna is the only daughter in the Stonewood family. She was born to her mother who was a proper Lady from a vassal house in the Lyceum, Lady Vayla Pravus. Her father being the Count of Stonewood himself, until he died and her eldest brother Malesh inherited the title. She grew up with a fascination for culture and anthropology. Always a people watcher and a clever girl from the start, she learned how to read before she was able to walk and she spoke quite early. She was pale of skin and fair, her family could not be more proud of their newest addition. Though she was never directly subject to the pressures of her family, their reputation as the reigning house from Pride Hall to Whitehawk was an immense weight to bear. Arianna learned the subtlies of people's mannerisms and customs, the way they held themselves when they were proud or broken. The little tells that people had when they were lying. All of these aspects of psychology intrigued her and she quietly learned by throwing herself into the proverbial lions den. Having been born to the courts and becoming intimately familiar with it, she realized her natural talent at finding out what people needed and providing it for them. Arianna cultivated favors like a farmer cultivates his crop. While the young woman had briefly considered many different vocations, none was more intriguing than that of truth seeker. Or scholar. Though that didn't stop her from also being intrigued by the possibility of becoming a linguist, diplomat, expert on esoterica, or an investigator and skilled in martial pursuits. All in all quite an eclectic array of interests for someone so young, but none the less she has used her talents to further her family's ambitions. While she traveled Arvum for the first time she discovered many interesting things but truly only ended up with more questions than answers. Ever loyal to the causes she devotes herself to, in the time that she has come to the city she has joined several organizations and devoted herself to helping the city thrive after it's most recent tragedies.  +
Arianna Pravus +Arianna was born the only daughter in the Stonewood family, born to a Lycene mother from Setarco. Lady Vayla Pravus instilled a lot of herself in her daughter and insisted on raising her child in the Lyceum. It was an unusual request, all things considered, seeing as it was in Lenosia and not Setarco that the girl was raised. Alongside other notables within House Velenosa like her Pravus cousins and Luca, the little Crownlander existed practically as a member of the fealty. She spent summers in Setarco and learned about the paramount House of the Silken City while she did so but rarely did she ever return to the lands of the House which she and her mother owed fealty. Her brothers and cousins in House Stonewood were not too keen of this but her father did not seem to mind it so and nothing was done about it until the man died and the Marquis Malesh took his place. She was summoned back to the House and parted ways with her mother who did not wish to return to a that House when she was welcome back in Setarco. Arianna's return was met with mixed feelings but her clever ways and principled upbringing in the Lyceum made her savvy and a useful advisor to her brother whom soon after appointed her his Voice. For a long while she did an excellent job at this, staying out of court politics and tending to the affairs of her lands that had belonged to her father. She was unhappy with her place in life and took to many hobbies to fill the voice, in time these hobbies became pursuits and these pursuits into careers. Trained in the Ministry of Defense as an Agent, working as an Investigator with the Iron Guard, spending time in the archives with Scholars, and even going so far as joining a company of sellswords that fought in many of the Compact's most recent wars. Being a famous sellsword and having a penchant for dark humor didn't win her many friends, but since she did so well in her duties as Voice that the public backlash for her activities and penchant for scandal washed over her brother like water off a duck's back. Of course, this put tension on the relations between native Stonewoods and this Lycene girl in Crownlands clothing. Inquiries were made and loyalties were tested and ultimately the House was better served without her leadership, and even if her brother hadn't decided on this for her - the Pravosi girl threw in the chips and stepped down not just in Stonewood but elsewhere. She withdrew from the world at large and returned to Stonehearth to, presumably, attend Reform School. It's the worst kind of punishment for Lycene, especially when attending an institution with dour matrons and delinquent Crownlander nobles. Suffice to say upon her return Arianna was quite well behaved and leaned even more so upon her Lycene upbringing. She left Stonewood to join Fireviper as the Sword of Cinder at her brother Gailin's request but even still she grew more distant from the Crownlanders and looked to home. Eventually the Count of Fireviper released her from her oath of fealty so she could return to Pravus and so she did.  +
Arianna Stonewood +Arianna is the only daughter in the Stonewood family. She was born to her mother who was a proper Lady from a vassal house in the Lyceum, Lady Vayla Pravus. Her father being the Count of Stonewood himself, until he died and her eldest brother Malesh inherited the title. She grew up with a fascination for culture and anthropology. Always a people watcher and a clever girl from the start, she learned how to read before she was able to walk and she spoke quite early. She was pale of skin and fair, her family could not be more proud of their newest addition. Though she was never directly subject to the pressures of her family, their reputation as the reigning house from Pride Hall to Whitehawk was an immense weight to bear. Arianna learned the subtlies of people's mannerisms and customs, the way they held themselves when they were proud or broken. The little tells that people had when they were lying. All of these aspects of psychology intrigued her and she quietly learned by throwing herself into the proverbial lions den. Having been born to the courts and becoming intimately familiar with it, she realized her natural talent at finding out what people needed and providing it for them. Arianna cultivated favors like a farmer cultivates his crop. While the young woman had briefly considered many different vocations, none was more intriguing than that of truth seeker. Or scholar. Though that didn't stop her from also being intrigued by the possibility of becoming a linguist, diplomat, expert on esoterica, or an investigator and skilled in martial pursuits. All in all quite an eclectic array of interests for someone so young, but none the less she has used her talents to further her family's ambitions. While she traveled Arvum for the first time she discovered many interesting things but truly only ended up with more questions than answers. Ever loyal to the causes she devotes herself to, in the time that she has come to the city she has joined several organizations and devoted herself to helping the city thrive after it's most recent tragedies.  +
Arianwen Grayhope +Arianwen can be maddeningly tight-lipped about her past, but can anyone really blame a Lower Boroughs girl for her privacy? Especially one that grew up in the rowdiest and darkest slums in the lowliest section of Arx? Nevertheless, most know by now that Chanse Grayhope either practically raised her, or perhaps he just happened to be nearby while she grew up on her own. Whatever the truth, she often casually introduces herself with the Innkeeper's family name appended. Regulars at the Murder of Crows would have also heard something terribly unkind occurred to her biological parents, which caused her to experience a short stint as a street urchin before her double digit years, and before appropriating a room at the inn. These days, she's happy to make a living as the preeminent tavern maid for the underbelly of Arx - singing numerous merry tunes, demanding the compliance of drunken ne'er-do-wells, and making a pretty penny washing clothes or tending to bar brawl injuries on the side. Famous for her beauty and the melodramatic stories sung of her by sea-bound sailors, it is the rare individual that dares to truly harm the beloved Star-Eyed River Nymph of Arx.  +
Aric Keaton +It's hard to look on life with regrets when you get to live it exactly how you want to, but it wasn't always that way. Growing up the first born son of one of the greatest legal minds in the House Keaton, Aric felt extraordinary pressure to succeed and follow in his father's shadow and eventually to eclipse him when he finally retired. Two years of legal studies was enough for him to know this wasn't what he was meant for and after many fights with his father, Aric left for parts unknown. Rumors have him seen in every direction, just the way he liked it. His education in legal matters may have halted but with what he did know, he started carefully smuggling goods and providing other services just this side of the line. True, his family had some money, but nothing like what he was able to make working the grey areas and sometimes dark shadows of the lands. Most anyone in any tavern will vaguely recall Aric buying them drinks and leaving with a morally bankrupt woman or two at the end of the night. He's kept himself busy for the last decade and away from his family and all the life in House Keaton and considers himself better for it, but a recent spot of trouble with the wrong Baron has started pushing him back to build bridges and mend fences with family once more. This is not going to be pretty.  +
Ariel Darkwater +Ariel is the the youngest daughter to a Lord of Darkwater and a Lady who was from the noble family of Moonriver. She has an older sister and an older brother but sadly their mother died while birthing little Ariel. Their father, Santiago, had much sorrow when this occurred. Due to the sadness that was caused by the loss, the fact they were living at Darkwater Watch made things easier for her father, Ariel took up dancing as her passion. Now her father has sent her to Arx to assist her cousin Max with whatever he will need. She is quite excited to explore the city, though not to eventually seek out a husband as he father wishes. All on her mind is family, dancing and the sea being her only mistresses for the time being. She is quite the little social butterfly and absolutely adores throwing parties.  +
Ariel Stonewood +Ariel is the the youngest daughter to a Lord of Darkwater and a Lady who was from the noble family of Moonriver. She has an older sister and an older brother but sadly their mother died while birthing little Ariel. Their father, Santiago, had much sorrow when this occurred. Due to the sadness that was caused by the loss, the fact they were living at Darkwater Watch made things easier for her father, Ariel took up dancing as her passion. Now her father has sent her to Arx to assist her cousin Max with whatever he will need. She is quite excited to explore the city, though not to eventually seek out a husband as he father wishes. All on her mind is family, dancing and the sea being her only mistresses for the time being. She is quite the little social butterfly and absolutely adores throwing parties.  +
Ariella Igniseri +The eldest daughter a lesser line of the March of Granato, Ariella's ambition was never for political power or material wealth -- as such -- because both seem likely to encompass the kinds of responsibility she never really wanted. It's actually hard to quantify for certain whether she is the eldest for certain, but she was removed from her mother's belly first when she had to be cut open so that the children could be removed, so she is the eldest for all practical purposes. As a girl, she was a hellion and a troublemaker, but learned when to behave herself: when her auntie, the Badger of Granato, was in earshot, primarily, or under the glares of her Rubino or Zaffria lieges. The rest of the time? Screw it. Ariella was not a well-supervised little lady. She frequently slipped her minders and ran among the tiered streets of Granato until she reached the rocky shores. Often underfoot for the sailors and merchantmen who peopled the docks and the drinking houses nearby, she developed early on the kind of uproarious temper and _awful mouth_ that makes one ... unlikely future princess material ... to say the least. It didn't help that her aunt, the Countess of the March ... always seemed at least a little amused. Still, these habits forced Ariella into aggressive etiquette lessons that she hated. H A T E D. Her true love was the freedom and the salt and the wind on the verge of the sea, and this was a tendency that only grew as she aged. She managed to bully, cajole, and adorable her way into a role on one of the ships of the Granato navy whose principal duty was guard escort for the merchantmen who sailed back and forth on a route primarily between the Lyceum and the capital in Arx. After she learned the sailor's trade, she managed to bully, cajole, and adorable her way into a claim on her own ship: Lady Captain Ariella Igniseri, QUEEN OF THE WAVES. Since then, it's all been clear sailing. More or less.  +
Arielle Rivera +Born in Arx to a pair of high class merchants Arielle Rivera was the third born of four children. The Rivera family was common but decently wealthy and catered to nobility with their goods. Arielle grew up with a good education in addition to learning how to sew and tailor garments from her mother. The young girl found herself desiring to make a name for herself in the fashion world. To start trends that would be seen throughout the Compact and be worn at all the best parties. However she found limiting herself to cloth was confining. Arielle had skilled hands and was often put in charge of the more delicate work with embroidery and weaving. One day while helping her mother style her hair for a social event she got an idea. From that idea sprang a new career for Arielle. No longer was she simply a tailor, now she was a stylist. She studied the art of cutting and styling hair. Of applying cosmetics in a fashion that flattered ones face and matched ones attire. And finally at almost twenty years old she began searching for a shop where she could ply her trade officially.  +
Arik Halfshav +To hear his father tell it, Arik was born in the coldest hour of the coldest night of the year, the temperature so low that the boy came into the world coated in ice that never melted from his gray eyes. An unlikely tale, but it can certainly be said that Arik was built for the rugged cold of the North. A born warrior, Arik led men into battle against tribes of Abandoned as young as 14 years of age, collecting victories the way some boys collected bruises, and he certainly collected his fair share of those. No tactical genius, his talents rested more squarely in the realm of physical combat, his unrelenting determination driving him forward against crushing odds. This proficiency at head to head combat earned him the respect of warriors that came before him, and so it was that Arik was named Sword of Whitehold, the heirloom weapon passed down from father to son, an unorthadox move as the title is generally not hereditary. Champion of his family name, Arik wields the sword against those Abandoned tribes cultured enough to respect the rite of duel to settle conflict. Oft-victorious, still this appointment did not come without its trials. Arik has long-suspected that his uncle, the Duke of Whitehold, doubts his accomplishments are truly worthy of the title of Champion. Seeking to prove himself, Arik found himself in a duel against a knight whose fealty was sworn to Valardin, and after much boasting and blustering, the long and horrifically fought bout was called in a draw. After the bout, and after seeing the other fighter and realizing she was both younger than him and not as physically strong as him but significantly more trained, he realized he had to refocus his efforts to be the best warrior he could be. He has since headed to Arx, allegedly to seek refinement in his craft to complement the brute strength he already wields for the glorious honor of Whitehold.  +
Arion Harrow +Arion Harrow is the youngest of a rather large family with ancestors who were Prodigal. Growing up in the Lower Boroughs with his siblings and grandfather after his parents died was exceptionally hard on the gentle tempered yet sharp minded boy. He was often the target of the other boys who found the weak bodied Arion and his long red hair all to easy to pick on. However the crimson haired boy was fast on his feet and charming enough to convince some of the older boys to 'discourage' his bullies. Arion learned at an early age to be creative and charming to get things done. An inquisitve child Arion often found himself exploring outside of the Lower Boroughs. The fact that his kneen sense of smell and vanity drove him to take great pains to keep his appearance clean and neat helped him not look too out of place as he explored the finer parts of the city. He managed to catch the attention of a local apothecary who worked in the Ward of the Compact and after a few years of running errands and doing chores, the man finally agreed to teach the young Arion his art Arion enjoyed learning. It started a near obsessive desire for knowledge in his mind and after his mentor taught him how to read and write he began exploring every text he found interesting. His mentor had studied several subjects and Arion enjoyed learning about as many of them as he could The next few years were spent in quite study until the young man came of age and was deemed a proper apothecary in his own right. Now he is trying to make his own way, either by starting up a shop of his own once he has the funds or by offering his services to another. While he remains somewhat untraditional for a Harrow, he has still kept good relations with most of his siblings as well. Now he just has to make a name for himself and prove that even though he has no desire to oin the Iron Guard like his ancestors he can still be useful.  +
Arman Velenosa +For as long as he can remember, Prince Armando Velenosa, or Arman as he prefers to be called, has been responsible for keeping a gentle pulse on all of the Lycene houses. That, as one can imagine, is quite a task. Arman was born into a branch of the Velenosa house that prides itself on its intrigue work ? not spies, no, never call them spies! But they are close to the crown and they are close to all the other houses. It's imperative that the other houses of the Lyceum kowtow to Arman and his branch; after all, one word from Arman and the other houses are subject to repercussions from House Velenosa. And no one wants that. He was brought up to take over the family business, which he dutifully did, and Arman found he very much enjoyed it. Early on in his career, Arman earned a reputation that follows him to this day. The circumstances remain shrouded in mystery; all people know is that one humid summer night, a coordinated assassination sting took place all over the Lyceum. Commoners and nobles alike never made it to morning. One notable nobleman was arrested and brought to Arman himself. After several days, the noble was mysteriously found in a seedy part of town with a vacant stare ? he never spoke again. Not long after these events, Arman announced his engagement and the Lyceum began to tremble at the very mention of his name. He married for duty and Miranda gave birth to son after son, but only one lived: Theo. Arman took that child under his wing and raised a fine young man who carries on the family tradition. Arman would never say as much, but he is proud of Theo. Then Miranda became pregnant again. Arman had his son and the boy had lived into his teens; there was no danger or need for another. Miranda died shortly after the birth and left Arman saddled with another baby. The daughter, Saoirse, was shuffled off to nannies and never wanted for anything, but Arman had bigger things to do than raise another child on his own. He and Theo poured themselves into their work in intel; they have a good system, where Arman commands behind the scenes and Theo runs contacts as sort of "boots on the ground". And now they've uncovered something ? it is time to head to Arx.  +
Armand Farshaw +The younger brother of the Duke Ryhalt, Armand was once known as a kind-hearted, generous man, of honest heart and word. Chivalry was an ideal to aspire to, Gloria's teachings a way of life. His faith and devotion were such that more than one assumed he would be taking the vows of the Godsworn, and become a Templar, if familial duty allowed. These expectations were checked when one tragedy after another struck the Farshaws, and Ryhalt became the unlikely Duke of Westrock Reach. Armand's duty was to stay, and support his brother in his new rule, and hear the call of duty he did, staying till the rising of Brand reached them. Sent by Ryhalt to aid in the war effort, Armand left his home with the firm intention of doing his brother, family, Compact and Gods proud, and smite the enemies that would see them all destroyed. It didn't work out as intended. While Armand was an excellent knight, it didn't make him invincible. An ambush saw him receive grievous wounds that not only brought him low, but sent him in a coma form which he did not wake up from, not even when he was returned to Westrock Reach. It was only through the efforts of the House's doctor, and prayer from the priests, that Armand eventually opened his eyes once more. Weakened, certainly, but healed and whole... mostly. The long convalescence did not leave him without marks. The trauma of the experience had changed him, turning the idealistic virtuous knight into a fatalistic, reckless man whose impulses led him to laughter or wrath with distressing unpredictability. His body recovered, but his mind never returned to what it once was, leaving his future and destiny in the murky waters of uncertainty. It is under these circumstances he has come to Arx, accompanying the rest of his family... though whether for duty or on a whim is difficult to ascertain.  +
Armani Gilden +Armani is one of the children of Kordelia Gilden. She was, most assuredly, a child of the seas. Almost before she could walk and talk Armani was making her way onto boats and trying to travel out to the seas, to feel the wind on her face and to taste the salt on her tongue. Her life was devoted to becoming a Captain of the Sea, though, her mother felt the need to assure Armani had a feminine touch to her and built up her interest in shiny things as well as got her into scholarly things. This divided Armani's love into four things: jewelry, the sea, reading, and writing. As she proved to be a skilled seaman she quickly rose through the ranks of the Gilden naval forces to become the Admiral of the fleets.  +
Armel Godsworn +Born in the city of Sanctum, Armel early on heard the clarion call of the Gods, often spending much time in the numerous chapels and temples of the city, and was utterly fascinated by how the priests could deliver such powerful messages with such few, strong words and convictions. With the messages of strength through mercy and protection through faith. When he was a young man of fourteen, his family decided to move to Arx, to hopefully continue his father's business as a carpenter, while his mother found side work as a gardener and servant. They were poor, but rich in spirit as folk. It was on the way that the family was accosted by desperate, hostile shavs, and both of his parents and his toddler sister were killed. Young Armel barely managed to escape with his life, and still bears the scars of that assault upon his face and spirit. From that moment on, as he wandered into Arx maimed and dispirited, he dedicated his life to that of the Godsworn. He became a Knight of Solace, traveling the roads of the Compact and protecting all travelers and pilgrims that wished to use them. It was not an easy life, and he has seen death in almost every form that can be offered by the hearts of men, and some that cannot, in any sane universe. For his years of service to Gild and to his Order, he was Knighted several years ago, and is now Sir Armel, such as it is, a title he received with a low, amused grunt and a simple 'I'll be'. He has now come to Arx, for the need for his Order here is great, and he wishes to be of service in whatever capacity he can, learning from those in the Order and those around, for veteran that he is? There is still much to learn in life. Always is.  +
Arn Telmar +There are many stories about Duke Arn. It is said he is a usurper just like his father Laegan. That he is a duplicitous, conniving bastard only out for his ends. Many have said that that is he is but the enemy you keep closer than a friend. A few know the truth though. His Honor has ever been to pay that price his Prince cannot. His father, Duke Laegan, was every folk story villain you ever heard about by the firelight. He was the kind of man to whom Honor was just a word, a means to an end. Vicious in battle and graceful in court they called him the Titan of Telmarch. His son turned out to be his short, ill tempered and socially curt. They called Arn the Troll of Telmarch to mock him, but it is a moniker he eventually wore with pride. Prince Radley, the father of Prince Edain saw something in him that others did not. When Arn learned his father had ambitions to conquer another Duchy to gain more power and a bigger army, he went to Radley. They both feared, rightly, that with that much power, Laegan might one day try and challenge the High Lord. Though Radley could not personally intercede until Laegan made a direct move agains the crown he secretly supported Arn deposing his father, and taking his place as Duke. Not long after that Prince Radley succeeded his mother as the next High Lord of Valardin, and Duke Arn became one of his most trusted generals. Everyone told him he could not trust the usurper, that he would one day turn on him. But Radley knew the value of general and advisor that could do the nasty things he couldn't for the good of the crown and of his people. Arn became what he beheld, but while many say his honor is stained, the few that know him well, or simply who are able to piece together what really happened, realize he has forgotten more about honor than most will ever know. Decades later, the choices he has made have left him bitter, and caustic, having been widowed, and disappointed in his children. A daughter insisted on marrying into the new Greenmarch family for reasons he still doesn't quite agree with, and his oldest son tries to always have his nose in a book. Now he has lost the only man that ever truly called him friend, and he intends to honor his oaths and keep that Valardin line strong, come hell or high water.  +
Arta Fatchforth +Arta Fatchforth, a daughter of the industrious Fatchforth family. She was born and raised in a farming community among farmers. Her education and skills have been very much effected by this, she is also the adoptive big sister of Sparte Fatchforth whom she used to torment relentlessly during their time together most often beating him in a competition or another being six years his senior. Growing up she became a stablemaster of some skill and renown for having a natural way and a bond with animals. She was also more or less skilled in herblore which led to her developing a secondary career in medicine. However her medical career wasn't as prominent as her stable.  +
Arthen Dayne +Arthen Dayne's life was always going to be a thing of stories, whether he was telling them, or part of them, or chasing them into the wild forever of the great unknown. Even his origins were a mysterious thing, brimming with potential for tales. Quite simply, he showed up at the front door of an orphanage in Arx, swaddled in wool and furs, with a small pouch of silver and a short note that was light on helpful information and a bit thick about pleading to the establishment that he should be taken care of. And so he was. Mostly. At least until he could get around on his own. Arthen grew into a child full of questions, held captive by the wonder of the world around him. No rock ever went unturned, even if the better of some of those rocks ended up in his pocket for the sake of mischief or self-defense. It can be hard being half-raised by the streets, and harder still when your natural inclination is to get into anything you shouldn't. As much as curiosity was a part of his life, so too was trouble. Even so, while the ruffian's want for answers would carry him across the width and breadth of Arx, it would carry him also into books, and those books would carry him across the rest of Arvum, in time. Though a young Arthen Dayne loved daring stories of adventure, it was the histories that really set him on his path. Or rather, the realization that they didn't just lie in dusty old tomes, but happened out in - and as part of - the world, and so many of those histories were unfinished, forgotten, or just plain wrong. If there were things yet left to be discovered or corrected, Dayne decided he would be the one to do it. His intentions were entirely altruistic and for the sake of knowledge, no matter what some rumors said or how many times he might have secretly fenced off an importart part of cultural history to a private collector for considerable sums of silver. A man has to eat, after all. Years before those with an exploratory bent were formalized into an actual society, Arthen's tenacious hunger for glory and uncovering the lost past brought him to all corners of Arvum, mostly working independently for the highest bidder so he could afford to also work on his own personal projects. Eventually a chance encounter and some shared stories with Darren Redrain would land the lifelong adventurer a place in Redrain's fealty as a personal historian and acquisitions specialist for the north's Greatest House. During the Siege of Arx, Dayne disappeared without a word, presumed dead, and remaining as such until the Winter of 1009 AR, when he returned more full of tales than ever. Though he looked a bit older, and life had roughed him up a little, that was all that had changed. No danger was still too great for him, no mystery too small, and he carried a thirst to uncover them all. To the last.  +
Arthur Russo +Arthur Russo was born into a very impoverished part of Southport. His father was a brute, thief and compulsive gambler, while his mother was addicted to a handful of very terrible drugs. The fact that he managed to get out of that life and into a better one is a miracle in and of itself, since he knowsd of more then a few people from his old home that never did. When he was about seven the abuse got too rough, and he finally fled home. He ended up an urchin, begging and stealing and doing odd jobs to live. During one especially rough winter he snuck into a leatherworker's home and tried to steal some food. He was caught by the man and his wife. They took pity on him and brought him in. They had been trying, unsuccessfully, for children for several years, and saw this as a chance. The two were stern, but loving, and Arthur became the man's apprentice. It turned out Arthur was a natural, and he loved the work. He adored other forms of creation as well, whether cooking or other things, and he took strongly to the faith of Jayus. He considers him a personal patron, and he tries to live his life by his teachings (Though he charges for his work). Eventually he was doing many of the more intense works for his 'father', though often the credit was given to his master, since he was a credited leatherworker, and not some young apprentice. Eventually a member of the Malvici came to the area, and he made her an incredible set of leathers. She discovered it was really Arthur that did the work, and she made a mental note of it. Years later, Arthur began his military service, and the Malvici saw some of his more recent work. She arranged things for him to serve the House as a smith for his military service, and now here he is...  +
Artorius Magnotta +Artorius grew up in Southport along with the rest of his Malvici cousins and his sister Caelis. Like all who grow up in this regimented military meritocracy, he easily found his way to the sword. Childhood was fairly easy for him, but that all changed during the Tor-Southport war. Not quite old enough to fight, and not young enough to forget, Artorius was permanently shaped by the events of that conflict. As time moved on and Artorius' travels eventually lead him to the southern end of the Gray Forest, where he had the fortune to run into a Lady Victoria Ashford. She with her sly passionate way about things seemed to lure him in almost immediately. It wasn't long before the two of them were wed. Their marriage was blessed with a child shortly thereafter. A little girl they named Serah. Only two years after Serah's birth, Lady Victoria Ashford contracted an illness and died. Her death left Artotius absolutely heartbroken. He wandered Arvum for a few years, coming home to visit with his daughter as often as his broken heart would allow. It was only when he had heard his sister was called to help the Malvici family in Arx that he too decided it was time to pick up his blade in service of the family once more. Taking Serah with him this time, her journeyed to Arx in hopes of making a difference on the Compact's war efforts.  +
Artorius Malvici +Artorius grew up in Southport along with the rest of his Malvici cousins and his sister Caelis. Like all who grow up in this regimented military meritocracy, he easily found his way to the sword. Childhood was fairly easy for him, but that all changed during the Tor-Southport war. Not quite old enough to fight, and not young enough to forget, Artorius was permanently shaped by the events of that conflict. As time moved on and Artorius' travels eventually lead him to the southern end of the Gray Forest, where he had the fortune to run into a Lady Victoria Ashford. She with her sly passionate way about things seemed to lure him in almost immediately. It wasn't long before the two of them were wed. Their marriage was blessed with a child shortly thereafter. A little girl they named Serah. Only two years after Serah's birth, Lady Victoria Ashford contracted an illness and died. Her death left Artotius absolutely heartbroken. He wandered Arvum for a few years, coming home to visit with his daughter as often as his broken heart would allow. It was only when he had heard his sister was called to help the Malvici family in Arx that he too decided it was time to pick up his blade in service of the family once more. Taking Serah with him this time, her journeyed to Arx in hopes of making a difference on the Compact's war efforts.  +
Artur Redrain +Artur was a happy child, with the joy and energy of a young boy raised by parents with a good balance of benevolent distance and bland-edged discipline. His closest supervision was from a crotchety old shaman whose stories evolved as Artur aged, retaining his attention cleverly by incorporating more boogers and farts once Artur reached a certain age, and peppering his storytelling with blood and guts liberally throughout his childhood. Indoors, Artur had a little sister to equal parts torment and defend; outdoors, he had worlds to conquer, many of them entirely fueled by his own mind. As a boy, every day of his was filled with imagination games. One day he would be an evil wizard bent on world domination -- "please make sure you clean your hands and wash behind your ears when you're done building your sorcerous tower, dear" -- and the next day, a shining beacon of purity and light, showing the world the benefits of a true paladin -- "what a clever sword, Artur, did you make it from a stick?" -- and the day after, a secretly infiltrated dwarf agent, stealthing through the manor with daring surreptitiousness -- "we can see you hiding under the table, my prince, as I'm afraid your boots are sticking out." As he grew and learned his lessons and studied with swordmasters and trained in (oh no) etiquette like a good prince, his imagination games grew no less colorful, if they grew subtler; in his teen years, his flights of fancy he kept to scribblings in his journal, artistic translations of this visiting diplomat into an elven infiltrator bent on seducing his mother, or that complex arithmetic economics problem being illustrated with dragons and eggs instead of sacks of grain. He doodled constantly, and made stories in his head, and although he wasn't secretive about them, he became aware as he moved towards adulthood that they were -- if not childish things to be put aside -- private treasures to be kept to those he trusted. "Today, I shall go on a hunt," would be his itinerary, and then instead, while hunting pheasant he would imagine himself agriffonback, chasing the winged terror of a dragon marauding the countryside. "Today, I shall go with my father to an important meeting," would be the plan, and in his head, one of the councillors was replaced by a luring mirrorborn with destuctive appetites (the drawing from that day was paticularly spooky and splendid). Yet still, even as he grew to adulthood, his imagination pictures stayed with him. Even today, as he rides towards the capital, he imagines himself alive with derring-do, questing for adventure, rather than doing what he is supposed to do exactly, which is go to Arx and support the North's political, economic and military goals potentially by securing an alliance somewhere in the Southlands.  +
Arturo Grayhope +Arturo's sire was a drifter, and drift he did. He was in Arx just long enough to knock up Arturo's mother, a lower-class Grayhope. His mother was a performer, singing in taverns, acting small parts in the theatres, and cooking and cleaning when she needed more to feed herself and child. Despite the reputation of her family, Arturo's mother never was one to dabble in the shady side of things. As a youth, he shared his time between roaming the streets and following in the footsteps of his mother, learning to sing, read music, and play instruments. He grew talented at it, as well, earning enough to make his way as a poor bard. He had the potential to attract a patron, and continue such a career. And then he smoked his first bowl of dust... Everything changed after that. No amount of coin could keep enough of the drug for him, and the poor income he earned from being a bard certainly couldn't. Situation forced his hand. It was at that point that Art turned to his cousins, seeping into the darker side of the Grayhope family. Addiction fueled him. Always desperate for his next fix, he became willing to do whatever was asked of him.  +
Arya Gilden +With older children to be saddled with training to lead the House and younger children to be coddled, Arya was often left to her own devices, just as she preferred it. With such liberty, she was able to cultivate her own interests; the pursuit of the fantastical, and fiction-writing thereof. Hours would drift past as she lost herself in her own imagination, penning tales of talking creatures, woods with secrets unknown, and battles between forces of light and darkness. Oh sure, she learned to socialize and she likes a bit of courtly gossip as much as the next young noblewoman, but the unreal has always been her passion. Thus, when word began to circulate through the noble houses of the return of magic and visitors from other lands, she wasted no time setting off for Arx with a sturdy quill and an iron will, determined to seek out the fantastical happening all around herself right under the very nose of the Compact - and she'll write it all.  +
Asger Crovane +Born the youngest son of the Crovanes of the far north, Asger has found his place in the family on the battlefields against the Abandoned clans around them. The man betting his life on the outcome of every raid, skirmish, and patrol, reveling in those narrow moments when he dances a hairsbreadth away from losing it all. The glee and laughter he displays in the face of his enemies, and his blood soaked appearance earning him a rather barbarous reputation. Even as a child growing up he displayed a penchant for brawling with his peers, gregarious and quick to forgive whatever slight real or imagined might have spurred the fight to begin with.  +
Asha Espina +Asha grew up as the daughter to a favored Champion in Lenosia, but never the less a commoner. Through the relative fame of her mother, she grew up comfortable and although at first her mother intended for her to learn another craft, when she got into her teenage years there was no question Asha sought to follow in the footsteps of her mother. The scars she wears today are a mark of her early days in the guild back home, but with time she too earned herself a reputation. Taking up the way of the spear, the serpent's dance as she calls it she lingered in Lenosia for sometime, but it proved difficult to manage in the shadow of her mother, the famed Sara the Serpent. She has travelled across all of Arvum since then, mainly seeking cities as that is where a Champion will find work. And eventually Arx, for where are there more nobles in petty disputes than in the capital?  +
Asher Grayhope +Born poor, raised poor, and currently poor. That's most of the Lower Boroughs for you. Most go hungry, some starve. It's the wonderful city of commerce and wealth! But for those who desire to rise up from the muck, it's a difficult trek, and a dangerous one at that. Asher, for his part, has thought to make his way by joining with the Grayhope family. At least, working for them. In whatever they need. Secrets and information can be a dark business, and all the muck passes through the shade of the Lower Boroughs.  +
Asher Morrlin +Born poor, raised poor, and currently poor. That's most of the Lower Boroughs for you. Most go hungry, some starve. It's the wonderful city of commerce and wealth! But for those who desire to rise up from the muck, it's a difficult trek, and a dangerous one at that. Asher, for his part, has thought to make his way by joining with the Grayhope family. At least, working for them. In whatever they need. Secrets and information can be a dark business, and all the muck passes through the shade of the Lower Boroughs.  +
Ashkyr Elensar +Likely an unknown man from Southport save for those knowledgeable in seafaring, Ashkyr was the younger brother of Aerandir, and his second in command aboard the Lusty Mermaid - a naval vessel under House Grayson that frequented many harbors throughout its decades of service. Rumor has it after a colossal failure by the brothers, the Lusty Mermaid was sank during a voyage through Darkwater Reach, along with the civilian ship it was escorting. Both crews were lost in the slaughter, the only survivors being the familial pair. Despite the failure, historic service by their family saw their lives spared, although their careers ended. He now roams the lands as a Crownsworn, much like his brother, and works tirelessly to not only find his way in this world, but restore his family's name.  +
Ashlinn Speare +Lin Farmer was born in a smaller-than-small village in the middle of nowhere in the Telmarch called Rivlet. So named because it was close to a river and that's what one can expect out a village where the thatcher is named Thatcher, the tailor is named Tailor and, of course, the farmer is named Farmer. Her mother Lin was a hardy woman and her father Hamish was a hardy man and neither of them were interested in life beyond the till and the harvest. Neither were bad people and the life wasn't terrible, but neither cared much about the world beyond Rivlet and while they might enjoy a night of drinking and music at the local inn (run by Robett Innman) but once they were back home the stories the passing bard or troubador may have shared didn't stick with them. Tales of the great heroes, of Dame Sugan and Prince Cerdic, Queen Alarice and Sir Lionel, may have made for an evening's distraction, but for her parents the doings of heroes were things that happened long ago and far away and the fall planting was something that needed to be done now. They appreciated that their daughter had a head for adventure and stories, but there was a job that couldn't be shirked. Still, when she could get away she would do so, running through the woods and pretending she was a knight, swinging a stick and playing at war and heroism. She had friends in the other village children, though as they all aged Dacey Smith was called by her father to the forge and Llew Hunter was called by his mother to the bow. Eventually it was just her, resisting the call to the field. When she was sixteen years old her mother was killed during a shav raid. Her father grieved, but grief can only get one so far when the village will expect your grains to get them through the winter and you will need their beer and meat in return to get you through winter, so after a day Hamish was back to work. The event was enough to set Lin on the path she would follow for the rest of her life. Perhaps she could have fought off the shavs if she were more than she is? Perhaps they all would have been safe had they left this backwater town for a place with tall walls and burly guards? No matter the case, Lin had had enough of being a farmer and one night, without so much as a goodbye to her father, she left Rivlet and ran. Running took her to the river, which took her to Riva, a bigger city than anything she'd ever seen in her life, and from there to Sanctum. If Riva was a shock, Sanctum redefined her concept of the world. In Sanctum she joined the city guard for a time, learning to fight from the best they had to offer and in turn helping to keep the order. Still, as much as life in the city had amazed her, she yearned for more. She rode with the Knights of Solace for a time as an assistant and prospective disciple, but ended up leaving them to join a band of mercenary adventurers out of Arx. With them she saw Arvum, fighting shavs in the North and pirates in the South, protecting villages in the Isles and never quite making it back home. It was somewhere in this period that she let the name Lin Farmer die in favor of something that more suited a dashing adventurer and became Ashlinn Speare, embracing her favored weapon (though she still used a sword when she HAD to) and giving her birth name a little more heroic flair. Ashlinn was in Arx when the Bringers marched on the city. Her company was one of those that joined the Iron Guard and, now a lieutenant in the company, led sorties against the shavs, but there was no stopping them. During the siege she was among those trying to hold the wall in the Thrax ward, trying to live up to her heroic ideals and putting herself between the enemy and fleeing citizens. During a particularly rough engagement, her people having fallen, she found herself fighting side by side with a half-dozen Silver Swords. When that battle was done she'd earned the notice of one of the knights who found herself impressed enough by the Oathlander's skill, determination and dedication to honor, heroics and common damn sense that she decided to keep an eye on the girl. When the siege was broken and Brand killed the knight of the Hundred, or rather the Lord Commander of the King's Own, offered her knighthood and a place in the Silver Swords. This was her dream realized and Ashlinn did not hesitate to accept. It has been going on a decade since and Dame Ashlinn has time and again acquitted herself with valor, her service to the Crown seeing her fighting in Setarco against the Pirate King as the city was evacuated and standing with her fellows against yet another shav army (and other things) when the Gray Forest was threatened by the chieftain called the Horned God. Her greatest honor, and greatest pride, in life comes from her service to the King and his silver swords. That her father recently showed up in the city and is suddenly not only a godsworn but an archlector is a strange wrinkle, sure, but duty comes first.  +
Ashlyn Velenosa +Ashlyn Velenosa was born Princess to the family of the Lyceum. A bit of a hot-tempered child she was sent off to boarding schools and recently a propierty school. She grew up amongst the nobles, used to getting what she wanted but through schooling learned that making a fuss was not the way to get those things. If anything the schools taught her how to be proper and how to walk amongst the peers as an adult. She's just recently returned to be set out into the world as a Princess ready to be beholden to the proper man.  +