[hider=Joy][b]Full Name:[/b] Vesta Debove [b]Nicknames:[/b] Joy [b]Titles: [/b]Captain (revoked) [b]Occupation:[/b] Bandit, former Sellsword, former Royal Guard [b]Birthday: [/b]March 9th [b]Height:[/b] 5'6” [b]Weight:[/b] 150 lbs [b]Race:[/b] Human [b]Sex/Gender:[/b] Female [b]Age:[/b] 39 [b]Sexuality:[/b] Heterosexual [b]Place of Birth:[/b] Barcea [b]Biography:[/b] Vesta was born to a minor noble family in Barcea. The youngest of six siblings, she knew that she'd have to prove her worth to achieve any sort of acknowledgement. Unable to compete with her siblings when it came to intellectual or social pursuits, Vesta found her niche in fighting. Even from a young age she could best her eldest brother in a fight, and when she came of marrying age she insisted in dueling any of her prospective suitors much to her parent's disdain. However, their disdain soon changed when word of her martial skill got to the King. Almost instantly the story they told became of how they absolutely encouraged their daughter to pick up the sword and bow, and how they would be oh-so-honored to have her serve in his personal guard, and how it would be best if her stipend was sent to their homestead for it to be better protected. If Vesta was thrilled to be in the service of the King it did not reflect through her attitude. Never the most socially graceful of people, Vesta's serious, all-business attitude won her the reputation of being a killjoy amongst the Royal Guard. By the time she was promoted to Captain of the Royal Guard even the King had taken to calling her by her nickname, Joy. Vesta did not mind; she firmly believed it was her seriousiness that had gotten her to be the most accomplished member out of her family. Unfortunately for Vesta, the first year of serving as Captain was the same year of the doomed campaign West. According to the surviving guardsmen, Vesta failed in her duties to protect the King. She was relinquished of her command without ever having the chance to tell her side. Disgraced, Vesta did not wait around to receive any other forms of punishment. Abandoning her family and her country, Vesta fled from Barcea with nothing but a horse, a sword, and whatever gold she could carry. Taking up her old nickname, the first few years of Joy's self-exile was in the West. However, even in the tumoltous times after a war she was unable to find herself a foothold. Hearing of the Arena in Gurata, Joy made the harrowing journey to seek victory. What she thought would be her chance of redemption after battling her way uphill for years was instead a sheer drop off a cliff. After a fantastic win streak, an ungodly powerful blow with a war hammer shattered her budding gladiator career as well as her right knee. The rest of the year was spent using what little gold she had left was to purchase a bed in a lice-ridden inn and care for her wound. Her injury never healed completely, preventing her from being a bodyguard; nobody wants some cripple to protect their life. Her pride prevented her from going home or seeking charity. Uneducated, uncouth, and now permanently crippled, Joy believed that the only option she could turn to was banditry. The last few years of her life have been spent in self-disgust, finding solace only in the bottom of a bottle. At some point she hit the very bottom of her downward spiral whenshe committed an atrocity that made her realize what she had become. She was last seen in H'kela working alone, trying to crawl out the grave she was digging herself into. [b]Personality:[/b] Stern and humorless from childbirth, the years of hardship have tempered Joy into a hardboiled and callous pessimist. Still, Joy does not let her old wounds hold her back from being a person of action. She views herself almost like a wounded animal backed into a corner, hopelessly doomed yet refusing to die. While this can be viewed as strong determination and a will to live she views it as cowardice. Joy is disgusted with herself, and would like nothing more than to undo what she has become. She has yet to see if that is even possible. Despite her fall from grace, Joy still has a sense of morality. She refuses to physically harm innocents and has gotten quite good at using threats and lies in place of actual violence. If forced to fight, she tries to be merciful and honorable, and wounds or kills only in life-or-death situations. The rare times she's in a good mood (and the less rare times when she is inebriated) Joy is prone to giving people unwanted advice that generally boils down to the reason nobody should ever try. She's a blast at parties. [b]Likes:[/b] Books on fighting and military tactics, long baths, horse rides, fresh bread, fair fights, and alcohol. [b]Dislikes:[/b] Herself, bandits, long walks, dancing, most forms of stew, dirty fights, and alcohol. [b]Skills/Strengths: [/b]Above all else, Joy is very convincing liar and has one of the strongest poker faces in the land. She is hard to catch off guard and has shockingly fast hands. As well, she is still a very talented archer, and is quite skilled with a sword despite being forced to use her offhand. Joy can also drink almost anybody under the table. [b]Flaws/Weaknesses: [/b]Joy crippled leg has greatly lowered her mobility, thus she can easily be overwhelmed by a swordsman of lesser skill with a longer reach. She also cannot carry as much weight due to the strain and is limited when it comes to wearing heavy armor. To top it off, she is an alcoholic and must have a drink or begins to suffer from withdrawals after a few hours, making it much harder to aim her bow or coherently spin a lie. [b]Weapons/Equipment:[/b] A longsword which scabbard doubles as a walking stick, a composite bow and a quiver with only about five arrows left, a half-empty flask of alcohol and a completely empty flask of water, a pouch full of soon to mold bread, a lantern, a tinderbox, a whittling knife, and a dangerously light gold purse. [b]Appearance:[/b] The last fifteen years have not done Joy any favors. Once a fair-skinned, raven haired beauty the elements have carved out much of what once made her attractive. Her black hair is now streaked with gray, caked with dirt, and amateurishly cut so that it falls around chin length. Her skin is tanned, dirty, and leathery, making her appear to be older than she actually is. She shares the sharp, noble features of her family, with gray eyes, a slight nose, and high cheekbones. Joy dresses lightly and for utility. Her leather boots are muddied, well worn, and comfortable. Her black trousers are padded for slight protection and she wears a long leather gambeson over a dirtied, sweatstained blouse. Leather gloves protect her hands. Her bow is slung over her back, her quiver hangs from her gambeson's belt, and she uses her sword's reinforced scabbard as a makeshift cane. When she speaks, her voice betrays a highborn upbringing and has an air of command to it, she walks with a noticeable limp, and often smells of sweat, liquor, and wet grass. If there is one blessing the years have done to her, it is that she is almost completely unrecognizable from the person she used to be. [b]Theme Song:[/b] [url=https://www.youtube.com/watch?v=adKEqin5SoI]Sufjan Stevens- The Only Thing[/url] [b]Main or Side:[/b] Main [b]Username: [/b]Atrophy[/hider] [hider=Ennis Cade][b]Full Name:[/b] Ennis Cade [b]Titles:[/b] Ambassador [b]Occupation:[/b] Councilman, Ambassador [b]Birthday:[/b] June 19th [b]Height: [/b]6'2” [b]Weight:[/b] 130 lbs [b]Race:[/b] Human [b]Sex/Gender:[/b] Male [b]Age:[/b] 22 [b]Sexuality:[/b] Heterosexual [b]Place of Birth:[/b] The Kirun, H'kela [b]Biography:[/b] Many generations ago the Cade family came into control of the Kirun, a small mountain settlement in H'kela near the border of Kyoura and Gurata. The location saw to it that the family and settlement was soon flush with wealth from trade, as well as protected from its jealous neighbors that were envious of the metal ores and magical gems harbored in the Kirun's mines. Over the years, the settlement turned into a bustling trade city, serving as a regular stop for traders and mercenaries traveling by land between H'kela and Kyoura. While lacking in numbers, their wealth allowed them to outfit their soldiers with the finest weapons. War was their largest business, and for many years having a fighting force led by a Cade almost guarenteed a victory. The warriors of the Kirun were known for their prowess, ferocity, and most important of all, loyalty. Once a contract was signed, the soldiers of the Kirun belonged to the contractor. To a Cade, your word was everything. Yet despite this, the Cade family of the Kirun were still tried and true H'kelans, and as the borders began to set and tensions with Barcea rose they strictly limited their services to their fellow countrymen. As well, the Cades were always a religious family, and believed that a united H'kela under one king was the only true way to worship Danmun. They signed one last contract and swore fealty to the right man, and helped put and keep the king on the throne. Still to this day, their family name is known across all of H'kela and even in its neighboring countries. This legacy creates an unfortunate problem for Ennis Cade, the youngest and only living son of the current head of the Cade family and Lord of the Kirun. A magically peculiar boy afflicted with what his family referred to as “Kirun's Curse”, Ennis was forced to spend most of his youth bedridden watched over by a court mage. Due to this he (perhaps fortunately) missed much of the typical H'kela childhood for a mage. Even when he capable of casting the spells to keep his affliction at bay and free to venture out in the Kirun he was kept from being pulled into the H'kela military by his father. His two elder brothers had been slain in battle with Barcea, and Lord Cade refused to have his last son put in such a position that risked his life. Instead, he was mentored by his father and learned how to shrewdly handle business and govern a trade city like a true Cade. He took to the politicking and the games that came with dealing with the nobility and the lower classes, and since the war between the two countries was now held at an uncertain ceasefire Ennis felt that even without martial power he could still serve his family and country like his brothers had. He came to his father with his wish to serve as an adviser to the King during peace times, with bright and naive plans to find a way to establish trade and prosperity between the two countries. His father refused vehemently, but Ennis pressed the issue. The two finally came to a compromise that neither of them initially liked. Ennis was free to go and live in the Capitol of H'kela, his father was free to settle a century long dispute between a rival family by tying them by blood through marriage. New wife in tow, Ennis moved to the Capitol where, thanks to his family name, he was given a position to serve on Gartian's small council. The man gave his word, on his family's name, that he would do everything to help H'kela. Still, despite his intentions his first year was an eventful and difficult one. Orissa, his wife, had a daughter, Avery. Ennis discovered that over the years his family had acquired several “blood feuds”, and his refusal to settle these in duels and overall lack of physical strength quickly labeled him as a coward. Worst of all, Gartian despised the man. The King of H'kela was not looking for ideas for opening up trade or peacefully resolving years and years of conflict with hope that Barcea's new prosperity would leak over. The second year he was regulated to remedial adminstrative and steward duties that were below his position and knowledge. The third year threatened to be a repeat of the second. With the sinking feeling that he was letting his family and his country down, Ennis did the only thing he could do: he persisted. It would be a disgrace to his father to do anything else. Even while serving below his position, he would pester the King whenever he was within earshot with his ideas. The King finally cracked. Ennis knew that Gartian would probably have any other man killed, but he also knew the King wanted a war. If he was to lose the support of the Cade family he might as well march on Barcea with an outfit of drunks wielding sticks. He agreed to allow Ennis to enter into talks with Barcea. He'd even be promoted to an Ambassador, a title that H'kela rarely gave out (due to rarely ever having one). Ennis's elation was short lived. Sure, he could try to convince the Barcean nobles of his peaceful desires, but all final decisions would have to be approved by Gartian. Meaning that Ennis was effectively powerless. Any other man would see this insult as what it was, exile, and backdown, but Ennis had given his word. He would help H'kela anyway he could, even if it didn't want it. Thus, for the last year Ennis has been serving as an almost useless Ambassador as war clouds rise on the horizon. With the rise in bandit attacks and his King's troops roaming near the borders Ennis has found himself to be an unwanted guest deep within unfriendly territory. Troubling still, he cannot shake the feeling that he is under a constant watch. [b]Personality:[/b] Ennis is affable and openly seeks conversation whenever possible. He has learned from shadowing his father how to compromise and persuade people, and while decent at it he often thinks too much with his heart and rarely puts himself in a favorable position. A follower of Danmun and believes in the importance of control, but sees in his mind that control is very much the same as order and that order is best established through being just and righteous. The most important value he holds to him is not a religious one, but a family one: loyalty. Thus while sometimes apologetic about his country's ways, Ennis is still extremely loyal to H'kela. As well, he tries not to show it but he is deeply troubled and frustrated when people do not respect him and feels pressure to live up to his family's legacy. His wealthy and positive upbringing has left him with slightly unrealistic ideals. [b]Likes:[/b] H'kela, family, pleasant conversation, gardens, Barcea, commerce, balance, peaceful resolutions. [b]Dislikes:[/b] Gartian, homesickness, truffles, being called a coward, that constant and lingering feeling of being inadequate, battles. [b]Skills/Strengths:[/b] Ennis is a practiced public speaker. His family name sometimes grants him favorable treatment, especially in H'kela. He has a great amount of wealth he can fall back on if he needs it. Kirun's Curse absorbs any harmful or helpful magic casted upon or near him, preventing him from being effected by the spells and granting him the ability to use them with little effort. [b]Flaws/Weaknesses:[/b] The early years of his affliction have made Ennis a physically weak and sickly man, and when he gets hurt or ill he has to be taken care of the hard way. His family name sometimes grants him unfavorable treatment, especially in H'kela. If Kirun's Curse does not absorb any magic after a few hours then it begins to drain Ennis's own life energy. As well, his peculiar affliction prevents him from “remembering” more than three spells at once, and he is forced to “forget” a spell whenever a new spell is cast upon him. Once a spell is “forgotten” he can never use it again, although he is still immune to the effects. He can only learn spells through Kirun's Curse. [b]Equipment:[/b] Ennis travels with a sack of gold and a comfortable carriage filled with his basic needs. Namely, food, wine, literature, and finery. He has a sword that serves as more of an accessory than a weapon. He also has a driver/bodyguard/servant named Yan, but it's fairly messed up to really consider him equipment. [b]Appearance:[/b] Ennis is a scrawny and pale young man who makes up for his unimposing physique with lavish clothes and accessories. The noble wears a well fitted blue, hip-length tunic with gold embroidery over a black velvet shirt with padded shoulders in a somewhat obvious attempt to make him look more masculine. His trousers are a similar dark velvet, his boots look new and shined, and a saber with a jeweled hilt and scabbard is tucked into his belt. His cloak is golden in color, lined with fine furs, and pinned to his shirt with lapis brooches. A black tricorne hat lined with golden trime and large white feather sits on top of his head. His wavy dirty blonde hair is kept about chin length and his eyes are a dark brown. His nose is hooked and looks a little too large for his face. A neatly trimmed beard covers up what would otherwise be a weak jawline. [b]Theme Songs: [/b][url=https://www.youtube.com/watch?v=7HHgedNNQco]Fleet Foxes– Helplessness Blues[/url] [b]Other:[/b] [i]Remembered Spells[/i]-A spell that creates a blinding light, a spell that can quickly shift earth into barriers, and a spell that makes one speak gibberish. [i]Forgotten Spells[/i]-A rather nasty firestorm one, a healing light, a zone of healing, a ray of frost, magic missiles, and a spell that forced people to tell the truth. [b]Main or Side:[/b] Main [b]Username:[/b] Atrophy[/hider]