
|
 |
Lylith
Being of a generous nature, Lylith finds it hard not to look for the good in any situation or in any person. She is an optimist and a romantic, raised with little social etiquette and even less preparation for how things run in the real world outside her home. All that she knows she learned in books of statistics or tales of fancy that happen to be lying about her family’s tower.
Though curious and intrigued by trying new things, she does find a strong streak within herself of right and wrong on certain topics and what lines she is not willing to cross.
Once the line is draw out, she is steadfast in her beliefs and can be uncompromising on certain issues. But, where her friends are concerned, she has a soft spot for them and is willing to overlook what she sees as faults that are not a benefit to the society, as long as they do not cross her.
But then, if those that hurt her truly seek her forgiveness, she is more than happy to clear the matter from her heart and forgive them.
Others tend to respond to her quiet nobility and tender grace, and this allows her to influence them without really trying, often times changing them for the better. She is not overly concerned about the daily politics and detailed issues of normal Jorthian life and so often is listening to a different, more ethereal tune that directs her ambitions. Because of this and because of her lack of hunger for power, the forces of the Majiks call to her and gather around her eagerly. There is a strength inside her that even she is unaware of, but will soon help shape the paths of many.
|
 |
Dharromar
He lives the life of a country lord and gentleman, complete with a manor house and a love for gambling. His title was given in a gesture of good will from the Southern Queen of the country of Yarna, though he does not live there.
Born on the Verdiallian continent in a town deep within the Eastern Fae Woods, he and his mother were sent away from a comfortable, large family home to seek out survival in the human towns, finally settling in Culetan, a large city on the western borders of Verdiallia.
Being used to the creature comforts of a rich family, his mother sought to provide her son with the same and did what she felt would give them a “proper” life. This meant altering his unusual appearance to fit what others would find acceptable or normal. Being raised with this constant denunciation of his lineage, Dharromar is rather sensitive about his appearance and his unknown pedigree.
Having been kicked out of his family at an early age, he learned many trades including thief, spy, and herbalist. He has a sharp mind and when set on studying something, he does so to the exclusion of all else. When approached by the Guildmaster, Cylas, to join his band of rogues, the young half-faerlin devoted himself to the old half-elf and his training. Cylas looked upon Dharromar as a son and has groomed him to become his right-hand man and someday his successor in the Guild, but along the way Cylas’s own son became furiously jealous of his father’s love of Dharromar and this friction within the guild has prevented the old half-elf from promoting his apprentice through the ranks ahead of his son. The competition grew so intense, that Dharromar was sent away from the guild hall in Silverwood to live in a “special” manor house in the town of Byton Grove where he is known by all the villagers of the Grove as Lord Dharromar Weiss. Cylas provided him with papers of nobility to allow him to move within the upper levels of society on Myretrae and pass along any interesting information that the older man might have missed.
But, noblesse oblige…he can only pass as a noble as long as his true profession remains hidden.
|
 |
Keinigan
A thief by trade, Keinigan is usually down on his luck and at the end of his money.
He tends to spend whatever coin comes into his hands quickly and more often than not it is new clothes or weapons that he buys.
He has no permanent home, but drifts to whatever Inn he can afford at the time. He lived at his family’s home in a small town on the outer edge of the Northern Fae Woods in Myretrae until he was old enough to fend for himself.
Having overstepped the laws of the Fae society, he found it slightly less hazardous to live among the humans and other races out in the world, but even then he finds himself frequently in trouble with the laws of the land. He has even been sent from a prison to the Northgate Militia, a hardened military work camp that gets many new recruits from prisons in order to reform or use them as “cannonfodder”.
The Northgate Fortress guards the trade routes near the Ogre tribal lands. A prisoner that survives for five years of service is considered a free man, though few “unreformed” prisoners make it. Keinigan did. Which does say something for his tenacity and fighting skills.
A smart-mouthed, mischief maker with a short temper, Keinigan can also be quite intuitive at times and considers himself a loyal friend. Though he has very few people that he truly enjoys being around and usually cannot stay in one place long enough to forge deep relationships.
He is a romantic at heart and always looking for love, which his infatuation with Lylith, though strong, is nothing new. He can easily put his idolatry of one woman aside in order to find room in his bed for another. The more the merrier, as far as he is concerned. Though he does love the idea of being In Love and will always keep his eye out for the perfect woman whether she be faerlin, elf, or human. Though he is well aware that falling for ladies with a shorter life span does have a down side.
|
 |
Trevalin Dun’Malcolmn
A human male in his prime, he wanders the lands looking to salvage his hope in a better future. He is a knight of Acsidia, a small monarchy on the edges of Cordilleran. His father is 17th in line for the throne, but a madness has cursed the patriarchs of the Dun’Malcolm family for generations.
Trevalin left home after learning that the curse will pass on to him unless he can find a way to prevent it. It looms over his shoulder like an insignia of shame that he is constantly running from and trying to make amends for in some way. Until he can find a way to save his family, he has taken a vow of celibacy.
But, Trevalin is by no means a straight-laced, stuffy fellow. He has had his share of wild adventures as he has wandered the globe, not the least of which was partnering up with the notorious bounty hunter, Bastid at one time. Unfortunately, one afternoon of showing off lead to him having his right hand cut off and left for dead under the shadows of the Northern Fae Woods.
Now, he has an intricately crafted silver gauntlet on his right arm that was blessed by fae majiks. He is on his way to meet with his father who is seeking healing at the regency of Atollis.
|
 |
Magda Lady Pinne
Lady Pinne was given her court title because of her knowledge, skills in majik, and her tenacity. King Albero of Laiwa really had no other choice if he ever wanted to escape her rambling chatter, which she tries to keep in check at most times but which she will not hesitate to use if it will get her what she needs. Being a gnome, most others see her as cute, odd, or out of place. She hails from the southern mountain range in Cordilleran, where the diminutive race carved a life within the inner walls of the giant rocky landscape. They use their ability to create devices and traps along with their innate talent at hiding to keep away from the brigands and outlaws that ravage the outer lands of that area.
She joined the Society of Knights in order to strike a balance in the corrupt governments of Jorthus, and also to prove that gnomes are more than just tinkers and crazy misers, though the second is her personal agenda that she will not admit even to herself. She is on the tribunal of knights, within the Society, that decides on the recruitment of new members and she has also worked her way up to a seat on the Grand Council of Magda. She doesn’t count herself as ambitious, just busy.
|
 |
Hamlin Tornay
Raised on a farm in the lower Midlands, in the kingdom of Laiwa, Hamlin fits in well because he was given no other choice. But when he finds himself on the run and on the road to new lands, he must find a way to fit in no matter where he is or else. The game has changed and nobody told him the rules.
He is easy-going and enjoys the creature comforts of good drink, good laughter, and a good woman on his arm. His fighting skills are raw, but he is strong and quick and is forced to become a fast learner as his life changes rapidly around him. Hamlin knew that he would have gotten off his grandparents farm eventually, but he regrets the circumstance which has allowed him his freedom to explore, for it may lead to his doom.
|
 |
Rachel
Seen as a regular human on her own home, she is strange and special to the world of Jorthus. She had never counted herself as anything special and nothing special ever happened to her, until one day, she woke up in a place that she did not expect. Like an amnesiac, she wanders about trying to learn and adjust to her new home, all the while feeling a growing sense of familiarity to it.
Tumbling along with the events that are placed in her path with a casual acceptance and sense of adventure, Rachel begins to discover the extent of her strength, will, and maybe even her sanity. As well as discovering the limitlessness of each.
|
 |
Oromatsu
The son of merchants in Mandrua, Oromatsu was raised with strong values and a code of honor. When his family died in a caravan robbery, he and his best friend, a human named Kohi, took off to earn a living while they practiced their weapon skills. He was a very young elf at the time, but soon passed Kohi in ability and speed. They were blood-brothers and lived for many years training under anyone who would take them. His abilities made him stand out and soon Oromatsu was taken into an Enoshi clan to learn the ways of spies and “secret hunters”.
One day while protecting a caravan heading north, Kohi is shot by a stray arrow during a brigand attack., but the grieving Oromatsu finds clues that this was no accident. He immediately leaves to avenge his friend’s death and to restore his honor for not preventing it.
|
 |
Paraneo
Known as a Mentalist, he has innate powers of telepathy and telekinesis, which he uses to aid the efforts of a covert order of fighters, investigators, and spies called The Society of Knights. They serve the rulers of several countries, but are subjected to none. The individual members come from all over the world and do owe their allegiance to their homelands, but only after their service to the “Order”.
Paraneo is generally calm and rather stoic, though he does get an amusement out of observing those around him, even their disagreements. It is rather like watching kittens fight and play to him. He keeps himself distant to maintain his objectivity while standing in the role of diplomat and councilor. Yet he has excellent fighting skills and is as much a protector to his companion, Lady Pinne, as he is a collaborator.
|

|
(Return to top)
|