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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 Quiet, withdrawn, and seemingly in her own world (yet terribly observant of what everyone was doing around her), she came up with few friends and none of the passions that a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.  +