She's a little on the slim side for a fighter, but Fiona's plainly in excellent shape, with a poise and grace in motion only achievable through years of training. Her skin is fair and mostly unblemished or scarred, giving her a very "green" appearance as far as warriors go. She wears her strawberry blonde hair mostly loose, but partially braided behind her head into a ponytail.
Fiona feels the pressure to carry on her family's legacy, even if that's somewhat self-inflicted. She's eager to prove herself, and can be reckless at times, but it ultimately comes from good intentions. She doesn't want future generations of her family to need to sacrifice like the past ones have, and quietly dreams of a peaceful life in a world she's helped heal. She doesn't enjoy battle, but she'll dive into it head first if it needs to be done. She's quite hard on herself for her failures, particularly if it was someone else who paid the price for her mistake.
She can be a little too serious at times, always focused on the task at hand, but with a little persistence she responds well to the personalities around her, and adapts well to social situations even in tough times.
The de Valencourts have won great renown in the wars against demons. Fiona's grandfather was among the first to make use of God's Gift for warfare, and his descendants have carried on his work, one after the other accepting the gift and devoting their lives to the struggle. The weight of expectation was always on Fiona and her older sister Sophia, and they both accepted their fates without much in the way of hesitation.
They had more advantages than most growing up, as the de Valencourts earned a significant amount of power in multiple northern nations for their work, which meant Fiona was able to devote her time to training and preparation as a teenager. Never able to match her older sister, she nonetheless grew skilled and capable, all while the crusades raged on, up to the creation of the fortress at the edge of the abyss.
Times have changed, and now warriors have begun to descend into the abyss, to battle demons and face the complete unknown. Sophia was one of the first to venture down, and she hasn't returned. Now it's Fiona's turn. Optimistic but nervous, she hopes she can locate her sister, or at the very least make a difference in the grand scheme of things.
de Valencourt training || +1 Power, Skill, Resistance
Fiona doesn't have much experience to speak of, but she has had some of the finest training a young warrior could ask for, and it has helped prepare her for the hard road ahead.
Power: 8 (Base 7, +1 from passive) Skill: 14 (Base 13, +1 from passive) Resistance: 6 (Base 5, +1 from passive) Spirit: 1 Action Points: 3 Health: 70
"I fight with Heaven's fire in my heart. I'll never give up!"
Spells and Feats
Blessed Smoke || 1 AP
Upon spell activation, white smoke wafts from Fiona's body. While the spell is active, she can briefly shift into an entirely-smoke state and move very rapidly a short distance in any direction, even up. Used to dodge attacks, quickly reposition, escape an enemy's grasp, or slip through very tight spaces. Effect: Skill +4 on dodge attempts (ignored by certain magic attacks), lasts 3 turns. Does Not End Turn
Heavenly Daggers || 1 AP
Fiona launches a trio of magically conjured daggers at a target. If they hit, they burst with holy fire, effective against demons. The flames are difficult to extinguish, inflict damage, and can weaken enemy armor/resistance. Effect: Power +2 Effect: Holy Flames (-2R for two rounds unless extinguished) Ends Turn
Heavenly Pierce || 2 AP
Fiona's strongest attack. After a brief moment to focus, she lunges forward behind her sword in a straight line at high speed, taking smoke form and piercing through anything in her path, inflicting high damage. If the attack misses or is blocked, Fiona suffers a heavy drain on her stamina, and becomes Fatigued. Effect: Power +10 On Miss or Block: Fatigued applied to Fiona. Ends Turn
Minor Feat - Desperate Strength || 1 AP
Fiona focuses her inner spirit on her physical strength, gaining a small boost to power while suffering a minor penalty to her toughness. Effect: Desperate Strength (Power +2, Resistance -2) for two rounds. Does Not End Turn
de Valencourt Sword || P: +2 S: +3
A thin, one-handed straight sword, double-edged. An elegant, well-balanced, finely made weapon, it serves both as Fiona's tool for slaying demons and as a symbol of her family's relative wealth and power compared to much of the world. It was a gift from her mother, upon the completion of her training.
de Valencourt Spellsword's Attire || S: +2 R: -3
Fiona wears a personalized uniform in her family's colors, clean white and solid red, the fabric thin and light and comfortable, well suited to the hot southern climate. The material and the expert tailoring mark her status somewhat, as does the gleaming, polished steel breastplate she wears. It serves as her only piece of real armor, leaving her light and fast in battle, but also more vulnerable to damage.
Personality: Freya's quiet on the surface, and not the easiest girl to open up. She'd much rather listen to others than talk about herself, and at times can seem secretive or sly. She may enjoy writing, but she's not the best with words when put on the spot. She's never made friends easily, something she's actually quite hard on herself about.
Despite her enjoyment of archery, Freya is not violent at all, practicing it at first as a way to spend time with a friend and later as a way to find some inner peace. She'll resort to violence only if she feels she has no other choice. Bravery is not something she lacks, though, and she'll jump at a chance to help others, so she can make ties with actions rather than words.
Freya has been looking for a fresh start around new faces for a while now. This is not exactly what she had in mind.
History: Freya grew up the younger of two children in a fairly well off family, spending most of her childhood in a moderately sized Pacific Northwest town. She had a stable, normal life for the most part, finding her interests in school in things like art and writing, and beyond it in activities like archery and rock climbing. Freya wasn't the most popular or outgoing girl, but she had a steady circle of friends and a healthy home life.
Her world was turned upside down at the age of 16, however, when she and her best friend were hit by a drunk driver while Freya was behind the wheel. She made it out with only a broken bone in her arm, but her friend was killed. The trauma from that is something she still hasn't properly dealt with, and over her senior year of high school is proceeded to deteriorate several aspects of her life, the social parts more than anything.
She withdrew into isolation for a while, but near the end of her senior year her friends convinced her to skip school on a Friday and take a camping trip. It proved to be just what she needed, and started the process of turning her spirits around before she heads off to the east coast for a fresh start at a university.
But she never made it home. Freya got separated from the others on the road back, and pulled over to look up directions. That was when she felt the dizziness set in, and a few seconds later she slumped back in her seat. She woke up somewhere completely different.
Valerie's overall experience. She's still entirely new to combat and adventuring.
Valerie's striking power. She can't rely on her strength against most enemies, and needs to look for weak points to strike instead.
Valerie's dexterity and speed. She can dodge slower attacks reasonably well while she has mana, and can sometimes hit difficult targets with her attacks.
Valerie's skill at stealth and underhanded tactics. She had a very formal training, and while she's lithe, she's no good at subterfuge. She's extremely vulnerable to "dirty" tactics.
Valerie's magical aptitude. Still a beginner, but she has decent magical talent, and her offensive magic will pose a threat to weak enemies.
Valerie's tolerance to physical damage. Valerie can only endure a few hits before she weakens significantly, her lack of armor making her all the more vulnerable.
Valerie's resistance to mental effects of magic. She can guard against basic spells, but trained mages can easily break her defenses if given the chance.
Valerie's physical and magical energy limits. Until she gains more experience, she'll tire out and become exhausted quickly.
Magical SpellsHeavenly Light || Offensive A basic projectile spell, Valerie launches a small bolt of light magic at her target, inflicting minor damage if it hits. Healing Glow || Defensive A weak healing spell, magic glows in Valerie's palm and will heal her over time until she cancels the spell or runs out of energy. If used in combat, no other action can be taken that turn/post.
"Life trapped in a castle isn't for me. I could be so much more."
Mari's a slim girl, undoubtedly still a little small for a fighter, but she presents a striking image all the same. She looks far more human than elf, though she has the blood of both, and the lasting youthfulness and perhaps beauty of her elven mother's side.
Her auburn red hair is cut shoulder-length and often partially braided, side-parted and framing bright eyes of a sea blue-green. Her skin is, of course, quite pale, but despite that Mari gives off the look of a young woman still full of life and energy.
Witch of the Waves
The soon-to-be Ninth Daughter of Rán has a great many skills tucked under her belt, but she's a master of none of them. Mari is resourceful and cunning, skilled at sneaking and theft and lockpicking from her years growing up alone.
Since joining her new sisters Mari has begun to hone herself into a proper warrior, but this is a work in progress. She has some skill with blades, shields, daggers, and bows, and doesn't lack for courage, but she's not yet the most formidable opponent with any of these.
Heavy armor is a death sentence in the sea, so Mari wears only a little metal. Lots of leather and cloth make up her outfit, offering her only meager protection in a fight. From her necklace and belts hang symbols of Rán, identifying Mari as one of her Nine Daughters.
Typically Mari carries sword, shield, bow, arrows, and several daggers, but of these, all but her daggers were lost in the fight aboard The Grey Maiden.
Mari is fierce, bold, and passionate, and a genuinely good woman at heart. She feels she has a great deal to make up for from her youth, and believes fully that the Daughters of Rán are her way to redemption.
When working Mari is serious, focused, and efficient, and though at times self-doubt can slow her down, she has enough courage to forge ahead even when she suspects she might fail. Recently she has found meaning and purpose in helping others, and will gladly take up a worthy cause even at risk to her own safety or fortune.
In quieter moments, Mari is fully capable of relaxing, unwinding, and sharing a drink and stories. She's not secretive about her past or her feelings, and finds that she connects with and empathizes easily with others.
Mari remembers little of her time before the Free Isles. She remembers fleeing along the coast with her parents as refugees when she was eight, and the constant terror. She remembers the ship she came to Umalla on. Somehow Mari made it through, but her parents were left behind. She knows not what became of them.
The half-elf girl grew up in the care and service of one Lukas Rawls, a crime lord more commonly known as Smoke for his most persistent habit. He was not kind to Mari, but he did give her a roof to sleep under and a feeling of safety at night she had never known, and for that she stole for him, spied for him, eavesdropped, whatever she could to earn her place. As she grew older she graduated to other work: extortion, intimidation, other things that she is not proud of.
Her life changed at 18, when she was caught stealing from a woman named Asherah, First of the Daughters of Rán, a small but respected and even feared group of women sellswords. Often known by other names such as Sisters of the Sea or Witches of the Waves or simply the Sirens, the Daughters belonged to the sea-goddess Rán, a clever and cunning natural goddess that had yet to succumb to corruption. The gifts she granted her Nine Daughters were not extraordinary, but it was believed that the presence of a Daughter aboard a ship could well be the difference between a smooth voyage and a death at the hands of a passing leviathan or vicious storm.
Asherah held Mari's life in her hands, but for reasons unknown took a liking to the young woman, and after some time offered her a new path: Rán always had Nine Daughters, and currently there were but Eight. It would not be an easy life, but there were no easy lives anymore, and this way Mari could serve the people and better herself.
Knowing she would make enemies by betraying Smoke, Mari accepted all the same. With the protection of the well-respected Daughters he dared not go after her, and for the moment Mari was free to train in peace. Asherah and Mari's new sisters began the process of forging her into a warrior. She learned slowly and with many mistakes, but learned all the same.
Two years later, Mari reached the point in her training that Asherah found acceptable, and after a small test of her skill and professionalism, she was set to make her vows to the sea goddess, and become a full-fledged Daughter of Rán. Her test was to guard a trade ship, The Grey Maiden, and follow Asherah's lead. Upon returning to the Free Isles, she would become the Ninth Daughter.
But the voyage was doomed. No sea beasts attacked, but pirates, an overwhelming force. Mari fought well, but suffered a blow from a mace to her side, and toppled overboard, where she quite nearly drowned. She has no knowledge of what became of the ship or of Asherah, though her leader was alive and well last Mari saw.
Injured, alone, and without most of her weapons, Mari's goal is to find a way back to the Free Isles, and pray to the goddess that her mentor survived the battle.