Koloss17 She/They Posted December 21, 2025 Posted December 21, 2025 2 hours ago, Ookla the Redeemed said: Ooh I saw this and then forgot about it I’m gonna continue playing as my Era 8 character, Ebonaryle Hide contents Hide contents Name: Ebonaryle (Ebon) Appearance: A male Nex-im (Husked One) Fused. Large and bulky, with mainly black and white patterns on his carapace and red streaks running down his arms and legs. Dark spiked protrusions extend from his arms and shoulders. Medium length black hair kept in braids. Carries around a set of simple drab robes for clothing, but is often left nude by his powers and is happy living this way. Affiliations: Previously a high ranking member of Odium’s army. Now unaffiliated, but happy to work with others to achieve his goals. Personality: Deeply intelligent and philosophical. Joined Odium because of his vision of order in the Cosmere; after his epiphany, he struggles with identifying who he is. Finding meaning is one of the important quests in his life. He treats others with respect, so long as they show him the same respect. Not overtly violent, but prepared to defend himself. Struggles to make deep relationships, but will fight for those he cares about. Honorable, you could say (a little ironic for a servant of Odium). Struggles with self-doubt and hate. Concept: An immortal warrior who has lost his purpose in life. Motivation: Short term: Get a place to live, make allies Mid term: Recover the research, find Silverlight and deliver it Long term: Find purpose, make peace with himself, make a life in Alleycity? Merits: Minor: Good brawler, experienced strategist, authoritative voice (natural leader) Normal: Healing from voidlight, skilled fighter with knives (currently wields a pair of stolen obsidian knives that he carries through transportations by stabbing them into his flesh, thus making them part of his body), can fight with carapace but prefers not to Major: Fused surge of transportation, can be used four times before needing a recharge Flaws: Homeless, has no allies, faces severe internal conflict that holds him back, definitely a little crazy but surprisingly sane for all of his suffering Relationships: No meaningful relationships; once followed Odium blindly, but now harbors animosity towards him Home planet: Roshar Current residence: Wanders the streets of the Mistwarrens with his few possessions, struggling to find work or housing in more respectable districts for his appearance Backstory: Ebonaryle grew up different. He could never enjoy the same pleasures as other children; his thoughts were not of games or romance, but of meaning and philosophy. The idea of randomness, of life and death without meaning, terrified him, and he sought to find order in all existence. When Odium rose, Ebon saw him as a savior. His devotion and ability soon gained him a high ranking position in Rayse’s forces. For millennia, desolation after desolation, Ebon fought for Odium with unwavering faith. Or so he believed; deep inside, the strain of time was beginning to drive him insane. He grew more hateful, each mission picking away at his morals. He never made friends after the beginning, and began to see everyone around him as lesser than him. After the final desolation, the thousands of years in damnation finally caused made him snap. For an eternity, he suffered alone, the pathetic epitome of the meaninglessness and wretchedness that the younger him had once feared. In this darkest moment, he hated himself with a burning rage, and wished for nothing more than to be allowed the mercy of oblivion. Eventually, an epiphany hit him. He could not continue to exist in this way. He could not continue to live in madness, when it was the coward’s way out. His story could not, would not, end like this. Not after all he had sacrificed. For thousands of years, he had allowed his selfishness and rage to steer him away from the dreams of his younger self. This realization, that his life’s work had all been meaningless, nearly broke him more than his madness. But he did what he had done his whole life; he endured. After his epiphany, Ebon spent his days vigorously planning a way out should they return to Roshar; he did not allow his mind a break, for he feared regressing to the monster he had once accepted as himself. When the Everstorm came, he was assigned as defender of a specialized, top secret research squad dedicated by Odium to the study of the sciences of the Cosmere. This through a hitch in Ebon’s plans; he had prepared to escape, but the research intrigued him and so he chose to stay for a while. Eventually, the researchers made a major breakthrough that threatened Odium. At around the events of Rhythm of War, a Fused kill squad suddenly appeared in the middle of night to terminate the operation. Ebon was expected to submit; but instead, as the scientists were slaughtered, he grabbed as much of the research as he could and fled. Once safe, he read the research. While he could not understand most of it, he realized it’s massive implications and a single name highlighted throughout the text: Silverlight. Silverlight, whoever it was (he assumed it to be a person) could help him figure out what to do with this research. Not knowing where to find them, he began to make his way to Urithiru. One night as he made camp, Ebon was suddenly assaulted by a group of masked assailants wielding various forms of investiture. He did his best to put up a fight, but was eventually overpowered and knocked out. He later awoke in an alley (a literal one, not a portal) in the Mistwarrens, stripped entirely of his possessions and clothing. Since then, he has wandered Alleycity, amazed by its technology, and causing quite a stir for his unique appearance. He searches for those who left him this way, and plans to enact his revenge among them and complete his mission. In Era 8, Ebon established an alliance of sorts with local crime lord Perses. (Sorry if that got a little long) Loose ends: He still craves purpose in life, and seeks to recover the research and settle his inner conflict Links: IDK, might update later And yeah, this is totally good. Approved. 4 hours ago, Ookla the Mistborn said: Reveal hidden contents Name: Genali'poonulah'likum'kai Ethnicity and looks: 25% Terrisman, 25% Noblemen, 50% Horneater. Dark skinned, with deep, brown eyes. Shaves his head and has red Horneater side burns. Born in Alleyverse. Age: 19. Gender: Male. Merits: Seeker, steelrunner, 1st Ideal Skybreaker Gunsmith, decent shot. Can see spren, beginner swordsman. Backstory: Genali'poonulah'likum'kai, or Kai for short, was born and raised in Alleyverse. A Gunsmith by trade, as it was his parent's before him, he owned a shop/his house, near where his childhood friend, Vincent lived. Vincent was a coinshot and a swordsman, and taught Kai the basics of swordplay. One night, Kai went to visit Vincent, when he found Vincent's door askew and heard shouts from within. Kai rushed inside to find 4 figures in cloaks, 1 lying in a pool of blood Vincent's sword stuck in his chest, in Vincent's bedroom. 2 held Vincent down, while the other Pounded a spike into Vincent. Kai yelled and tapped one of his steelminds, and dashed towards them, tackling the figure that had just ripped the spike out of Vincent's chest. Kai slammed the figure against the wall, he turned and raised one of his pistols and fired a shot into each of the others chests. Then he turned back and slammed the butt of the pistol into the other figure's head, cracking the skull. He turned and hugged Vincent's corpse, crying. He hears voices outside, and he looks out the window to see other figures like the others. He looks around, and grabs Vincent's mistcloak, and flees. Hates hemalurgy, and anyone spiked. Flaws(maybe?): It doesn't matter who they are, what they do, how long they've had it, or wanted to in the first place, anyone who is spiked is evil and deserves to die. ^^^^^^^^^^^ New and maybe improved character Reveal hidden contents Name: 2752 Type: Highspren Gender: Female Personality: Quiet, but strong-willed. She bonded to Kai after he stopped a bank robbery by shooting the robber's gun out of his hand. She believes that the police/constables won't ever be able to bring the worst lawbreakers. Changed the spren, but made a bio. Approved! I’m slightly worried about the interaction between a steelrunner and a skybreaker, but so long as it’s RPed well, it should be fine. 5 hours ago, Ookla The Silver said: Reveal hidden contents Name: Khachah Appearance: A young Malen singer, Khachah's skin is black, marbled with flowing streaks of white. He is dressed in clothes befitting an Alethi solider, with marks on the uniform denoting a sergeant of the Highprince Sadeas - or it would if the Glyphs weren't scratched out. As a rosharan, he is usually tall. Affiliations: Khachah is a deserter, and has just recently fled Roshar to go to Alley City. As thus, he's mostly a free agent... Personality: Khachah is a troubled young singer. While serving under Odium, he was forced to do things he did not think were right, and eventually started to enjoy them- so on one fateful day, he deserted. He seems a bit Naive, and probably easily impressionable, but has a strong moral compass, and desperately wants to do good- but he hates refusing orders. Concept: A Broken skybreaker searching for what it means to be Just. Motivation (Short & long term goal): Really, Khachah is searching for something to guide him- like Szeth was, he isn't sure what he's been doing with his life is right. He needs to feel useful, but also needs to reconcile his innermost desires to do justice, with the darker impulsive that have been entering his thoughts. Merits: 1/2/3 Major Merit: Skybreaker of the 2nd Ideal (He is not a Nale Skybreaker- his oaths have slightly different nuance) Normal Merit 1: A good spearfighter and hand to hand combatant. Normal Merit 2: Is currently attracting an Ashspren with his fight to control himself. 0th oath. Minor: Warform Minor: A surpsingly good cook Minor: Is a singer. That's magic. Flaws: He is not always in control- dark delights sometimes tempt him too much. That is a problem, obviously, with his desire to do good. It's a cycle of doing bad things, than attempting to make up for them. The agents of Retribution hunt him, and will kill him if given the chance. Khachah is bound by a personal code. Code: (His oaths will build on this. Justice is not the law- but the law is the first lens from which justice may be drawn. Understand a law before it broken. I will kill only to save another life or end one's suffering. My actions are my own, even when I was ordered. Relationships (Eg. Family and Friends): His Spren, 1392, is his constant companion. 1392 is also rather inexperinced, although he does still have an encyclopedic knowledge of the laws of Alleycity. 1392 and Khachah are closer than normal Highspren-skybreakers duos, more friends than master and apprentice. Reveal hidden contents Name: 1392 Appearnce: A tear in the sky, revealing the outline of a glittering night sky. Appears to be the outline of a young man dressed in robes. Personality: 1392 is a nervous highspren, who, like Khachah, wants to help people. He's worried for Khachah, especially that he might break down and shatter their bond Home Planet: Roshar Current Residence: He is renting a small room in the The Mistwarrens from a friend of a friend of 1392. It's not very nice, but the door locks, and the bed is long enough for his feet to not hang off. Backstory: Prior to the Rverstorm, Khachah was a slave to a cruel lighteyed Alethi. Khachah killed him, and does not regret it. From there, he joined with odium's army, but was startled by the cruelty. While some humans are surely evil, that does not mean all are.... but as a time went on, he grew hateful, and cruel, and that scared him. He found 1392 when he refused an order to burn down a house with children inside, his commander having sworn to the mayor to not harm anyone in the town. His rebellion left in the prison, where he swore the first oath. Once he was released, he fought for a bit longer, but realized his path would turn him into a monster. At 1392's prompting, he left in the middle of the night, and was able to hitch a ride via an oathgate into the CR. There, he witnessed the formation of Retribution, and wept, swearing to follow justice. He fled into the cognitive, and was lead by 1392 to Alleycity. Loose ends (What is unfinished in their life?): Retribution still hunts him. Links (Eg. Theme song, a spotify playlist, a pinterest mood board, or reference images): Approved! Looks good.
Ink and Embers Any pronouns Posted December 21, 2025 Posted December 21, 2025 This is my final version of Cayansa! (It's very nearly identical, I just added some more backstory to make them more fleshed-out) Spoiler Name: Cayansa Caprir Appearance: Pale, white- gold hair that frizzes around their head like cotton wool, a little above their shoulders. Largish grey eyes, and what look like worry lines but are actually a byproduct of the fact they need glasses (which they refuse to acknowledge). Average height (so, short for a Rosharan) and build. Constantly standing on tiptoes and craning their neck to see what's around them. Has a squint. Wearing a set of slightly grimy, slightly tattered pale beige robes, and sandals. Carries an extremely grimy, extremely tattered satchel containing an outdated book on fabrials, a notebook, three dun sapphire chips, a telescope, and a broken spanreed. Affiliations: None so far: very new to the area. Personality: Endlessly inquisitive, and endlessly talkative. If you want a secret kept (or just some peace and quiet), don't talk to Cayansa. Gets flustered around authority figures. Can try to force their views on others. Generally heart-on-sleeve, apart from when scared, which they're good at hiding. Tries to be compassionate and helpful, but somewhat hapless and doesn't always understand what to do. Passionate about magic systems (and really, really excited to learn there are more than just Rosharan magics). Hates it when people lie, and wants the truth to be out in the open for everyone. Somewhat narrow-minded. Hates propaganda, crime, and glasses. Concept: A blabbermouth, naive Truthwatcher. Motivations: Short-term: Get a reliable job and find a place to live. Either that, or apply for a place at the University. Long-term: Expose lies of people in power to the public; find a leader who's honest and can be trusted. Merits: Minor: -Good conversationalist, can normally work out what someone might want to hear -Decent knowledge of Rosharan magic systems, especially fabrials -Mediocre flautist Normal: -Photographic memory -Excellent investigation skills Major: -Has a companion Mistspren and will likely become a Truthwatcher Flaws: Cannot keep a secret; talks nonstop (which can get on people's nerves); has no sense of aim - very shortsighted; can be stubborn; inexperienced Relationships: Spren - Reyx. Mistspren. Met in (old) Urithiru. Reyx is sarcastic but good-humoured. They haven't bonded to Cayansa yet officially, but came through to the Physical Realm and found them. Both think it's likely to happen, but they haven't yet had a proper discussion about it. Reyx is slightly befuddled by the Alleyverse, but a little better equipped to deal with it than Cayansa. The pair can frequently be seen engaged in friendly banter. Contacts: Ria and Leo Hrael, Thaylen full Shardbearers and twins who came to the Alleyverse on the same expedition as Cayansa. Impatient with, and angry at, Cayansa. Would threaten them if they saw them, but likely wouldn't actually hurt them. Gonad Naher - elderly Alethi Brightlord. Has a soft spot for Cayansa but thinks (perhaps accurately) they're incredibly immature, and doesn't like them very much. Also has family back on Roshar: two older sisters, one older brother, a mother and a father, all highly successful Thaylen merchants based in Thaylen City who have no idea where they are. Home planet: Roshar. Born and raised in Thaylen City until the age of 16. Backstory: Grew up in Thaylen City. They were a member of the Devotary of Sincerity. Aged 12, Cayansa's family discovered that their mother had had an illegitimate child, who was Cayansa. This changed the family's relationships permanently, meaning that when the opportunity for a wardship came up, everyone was relieved they took it. They get on well with each individual member of their family, but this is still strained. They don't know who their biological father is. Cayansa is still extremely upset by all of this. Aged 17 (two years ago), became the ward of Alethi Brightlady Safia Eldal. Within the month, Urithiru was discovered and the family moved there. They were at Urithiru during the Battle of Thaylen City, including being attacked. They were outraged to discover Taravangian might have been involved and set out to see if this was true, meeting Reyx while they were at it. They befriended an elderly minor Brightlord, Gonad Naher, who also turned out to be corrupt shortly before the Final Ten Days. On the second of the Final Ten Days, Naher seemed to be leaving on an expedition with two Shardbearers (Ria and Leo). Cayansa followed so they could press charges at the new location, and ended up in the Alleyverse. Briefly stayed in the Mistwarrens before confronting Naher, who denied all accusations. They don't know where Naher and his group is now. Current residence: Tiny community shelter in the Corridor. Loose threads: How did Naher get to the Alleyverse? What is he planning? What happened back on Roshar? Can anyone with power be trusted?
Koloss17 She/They Posted December 21, 2025 Posted December 21, 2025 7 hours ago, Ink and Embers said: This is my final version of Cayansa! (It's very nearly identical, I just added some more backstory to make them more fleshed-out) Hide contents Name: Cayansa Caprir Appearance: Pale, white- gold hair that frizzes around their head like cotton wool, a little above their shoulders. Largish grey eyes, and what look like worry lines but are actually a byproduct of the fact they need glasses (which they refuse to acknowledge). Average height (so, short for a Rosharan) and build. Constantly standing on tiptoes and craning their neck to see what's around them. Has a squint. Wearing a set of slightly grimy, slightly tattered pale beige robes, and sandals. Carries an extremely grimy, extremely tattered satchel containing an outdated book on fabrials, a notebook, three dun sapphire chips, a telescope, and a broken spanreed. Affiliations: None so far: very new to the area. Personality: Endlessly inquisitive, and endlessly talkative. If you want a secret kept (or just some peace and quiet), don't talk to Cayansa. Gets flustered around authority figures. Can try to force their views on others. Generally heart-on-sleeve, apart from when scared, which they're good at hiding. Tries to be compassionate and helpful, but somewhat hapless and doesn't always understand what to do. Passionate about magic systems (and really, really excited to learn there are more than just Rosharan magics). Hates it when people lie, and wants the truth to be out in the open for everyone. Somewhat narrow-minded. Hates propaganda, crime, and glasses. Concept: A blabbermouth, naive Truthwatcher. Motivations: Short-term: Get a reliable job and find a place to live. Either that, or apply for a place at the University. Long-term: Expose lies of people in power to the public; find a leader who's honest and can be trusted. Merits: Minor: -Good conversationalist, can normally work out what someone might want to hear -Decent knowledge of Rosharan magic systems, especially fabrials -Mediocre flautist Normal: -Photographic memory -Excellent investigation skills Major: -Has a companion Mistspren and will likely become a Truthwatcher Flaws: Cannot keep a secret; talks nonstop (which can get on people's nerves); has no sense of aim - very shortsighted; can be stubborn; inexperienced Relationships: Spren - Reyx. Mistspren. Met in (old) Urithiru. Reyx is sarcastic but good-humoured. They haven't bonded to Cayansa yet officially, but came through to the Physical Realm and found them. Both think it's likely to happen, but they haven't yet had a proper discussion about it. Reyx is slightly befuddled by the Alleyverse, but a little better equipped to deal with it than Cayansa. The pair can frequently be seen engaged in friendly banter. Contacts: Ria and Leo Hrael, Thaylen full Shardbearers and twins who came to the Alleyverse on the same expedition as Cayansa. Impatient with, and angry at, Cayansa. Would threaten them if they saw them, but likely wouldn't actually hurt them. Gonad Naher - elderly Alethi Brightlord. Has a soft spot for Cayansa but thinks (perhaps accurately) they're incredibly immature, and doesn't like them very much. Also has family back on Roshar: two older sisters, one older brother, a mother and a father, all highly successful Thaylen merchants based in Thaylen City who have no idea where they are. Home planet: Roshar. Born and raised in Thaylen City until the age of 16. Backstory: Grew up in Thaylen City. They were a member of the Devotary of Sincerity. Aged 12, Cayansa's family discovered that their mother had had an illegitimate child, who was Cayansa. This changed the family's relationships permanently, meaning that when the opportunity for a wardship came up, everyone was relieved they took it. They get on well with each individual member of their family, but this is still strained. They don't know who their biological father is. Cayansa is still extremely upset by all of this. Aged 17 (two years ago), became the ward of Alethi Brightlady Safia Eldal. Within the month, Urithiru was discovered and the family moved there. They were at Urithiru during the Battle of Thaylen City, including being attacked. They were outraged to discover Taravangian might have been involved and set out to see if this was true, meeting Reyx while they were at it. They befriended an elderly minor Brightlord, Gonad Naher, who also turned out to be corrupt shortly before the Final Ten Days. On the second of the Final Ten Days, Naher seemed to be leaving on an expedition with two Shardbearers (Ria and Leo). Cayansa followed so they could press charges at the new location, and ended up in the Alleyverse. Briefly stayed in the Mistwarrens before confronting Naher, who denied all accusations. They don't know where Naher and his group is now. Current residence: Tiny community shelter in the Corridor. Loose threads: How did Naher get to the Alleyverse? What is he planning? What happened back on Roshar? Can anyone with power be trusted? Looks good! Approved! 1
Born of Mist He/Him Posted December 21, 2025 Posted December 21, 2025 14 hours ago, Ookla The Silver said: mh. For some reason I don't believe you. Spoiler 2
Myst He/Him Posted December 21, 2025 Posted December 21, 2025 Spoiler Name: Saitaku Appearance: A twenty-five year old JinDo, dark skin heavily scared from previous fights and failed spikes. You can see the points of some sticking out of his shoulders if you look closely. Most of the time he will wear enveloping cloaks to hide his spikes, with a white formal shirt and black formal pants with sturdy boots underneath. He has green eyes and black hair with streaks of it bleached to white. Oftentimes he will have iron spikes on his belt, both to be used as a weapon, and for hemalurgy as needed. Affiliations: He has negative affiliations with most of the organizations on Scadrial. Harmony does not like him, and neither do the ghostbloods. He isn’t in an organization right now, but wouldn’t mind being in one. He only recently got to the Allyverse, so he doesn’t have any affiliations there. Personality: He’s willing to engage in conversation, but he is reluctant to give out any information. He’s wanting more spikes, so if he feels like he can harvest strength from you without others knowing he will. This means he’s open to working with people, but also means that usually they don’t end up working together twice. Concept: A Heavily spiked person who harvests stuff from the people he kills. Motivation: Right be it’s one of survival, Harmony is very mad at him, and so he’s trying to avoid his agents. Long term would be to go back to Sel and liberate his people from the Fjordel Empire Merits: He first off practices hemalurgy, stealing strength with Iron spikes(he has 3 right now), He’s a passable knife fighter(helps him get spikes) and he’s a good at cooking, specifically making street food. Flaws: He doesn’t see people as people. He doesn’t even see the JinDo as people, he’s trying to save them out of National Pride. Relationships: He ended up running into Lux during his brief time in the Alleyways, and tried to kill Lux for a spike( I’ll be filling this out later after I talk to people) Home Planet: Sel, but spent a lot of time on Scadrial. Current Residence: After leaving Scadrial, he currently doesn’t have one, he’s trying to find a place though. He arrived through an Alley in the Mistkeep district, and is hoping to leave that area quickly. Backstory: So… Saitaku was forced out of JinDo during the Fjordel Invasion, he didn’t agree with the others just letting them do it. Fought the Fjordel for a while, but eventually ended up being captured, and thrown into Dominion’s perpendicularity and into shadesmar as punishment. After getting his bearings and getting away from the Dor, he made his way to Scadrial, where he joined up with the Set and learned some Hemalurgy. He was a cycle there, but only for a short time. It was there he got his first iron spike. After the failed attempt to bomb Elendel, he ditched them and ended up killing a Kandra and taking their blessings, which is how he got the other two iron spikes. That caused Harmony and The Ghostbloods to be pretty mad at him, and he had to flee, and he ended up going into an alleyway, where he met Lux, and then tried to kill lux after being shown the way out. Finally making it to the Alleyverse Loose ends: Fjordel, Harmony, Ghostbloods, they don’t like him, they’re probably hunting him, he is a monster, so it’s perfectly reasonable. This is my character right now, filled out some stuff, but the backstory is still pretty vague 1
Koloss17 She/They Posted December 21, 2025 Posted December 21, 2025 3 hours ago, Ookla the Broken said: Hide contents Name: Saitaku Appearance: A twenty-five year old JinDo, dark skin heavily scared from previous fights and failed spikes. You can see the points of some sticking out of his shoulders if you look closely. Most of the time he will wear enveloping cloaks to hide his spikes, with a white formal shirt and black formal pants with sturdy boots underneath. He has green eyes and black hair with streaks of it bleached to white. Oftentimes he will have iron spikes on his belt, both to be used as a weapon, and for hemalurgy as needed. Affiliations: He has negative affiliations with most of the organizations on Scadrial. Harmony does not like him, and neither do the ghostbloods. He isn’t in an organization right now, but wouldn’t mind being in one. He only recently got to the Allyverse, so he doesn’t have any affiliations there. Personality: He’s willing to engage in conversation, but he is reluctant to give out any information. He’s wanting more spikes, so if he feels like he can harvest strength from you without others knowing he will. This means he’s open to working with people, but also means that usually they don’t end up working together twice. Concept: A Heavily spiked person who harvests stuff from the people he kills. Motivation: Right be it’s one of survival, Harmony is very mad at him, and so he’s trying to avoid his agents. Long term would be to go back to Sel and liberate his people from the Fjordel Empire Merits: He first off practices hemalurgy, stealing strength with Iron spikes(he has 3 right now), He’s a passable knife fighter(helps him get spikes) and he’s a good at cooking, specifically making street food. Flaws: He doesn’t see people as people. He doesn’t even see the JinDo as people, he’s trying to save them out of National Pride. Relationships: He ended up running into Lux during his brief time in the Alleyways, and tried to kill Lux for a spike( I’ll be filling this out later after I talk to people) Home Planet: Sel, but spent a lot of time on Scadrial. Current Residence: After leaving Scadrial, he currently doesn’t have one, he’s trying to find a place though. He arrived through an Alley in the Mistkeep district, and is hoping to leave that area quickly. Backstory: So… Saitaku was forced out of JinDo during the Fjordel Invasion, he didn’t agree with the others just letting them do it. Fought the Fjordel for a while, but eventually ended up being captured, and thrown into Dominion’s perpendicularity and into shadesmar as punishment. After getting his bearings and getting away from the Dor, he made his way to Scadrial, where he joined up with the Set and learned some Hemalurgy. He was a cycle there, but only for a short time. It was there he got his first iron spike. After the failed attempt to bomb Elendel, he ditched them and ended up killing a Kandra and taking their blessings, which is how he got the other two iron spikes. That caused Harmony and The Ghostbloods to be pretty mad at him, and he had to flee, and he ended up going into an alleyway, where he met Lux, and then tried to kill lux after being shown the way out. Finally making it to the Alleyverse Loose ends: Fjordel, Harmony, Ghostbloods, they don’t like him, they’re probably hunting him, he is a monster, so it’s perfectly reasonable. This is my character right now, filled out some stuff, but the backstory is still pretty vague I’d say this is good enough to do some RPing with. The biggest thing I want is a clear idea of personality, and making the character feel real. So long as you got that down, you’re good. Approved.
Steel Speedster ♂ Posted December 27, 2025 Posted December 27, 2025 (edited) On 12/20/2025 at 11:41 AM, Akimikoisthecutest said: Ok, final call for everyone who is signing up. Let me know if you are in. So far I have @Ookla the Mistborn @Ookla the Knight @Ookla the Wallfacer @Ookla The Silver @Ookla the Redeemed @CoderDrag0n8 @Steel Speedster @SpiritOfWrath? @Ink and Embers @Ookla the Broken @TwinStorm? Can you also make sure that you send me the final version of your characters so that I can keep everyone straight? If you need my characters, here they are: Fenna Koss Spoiler Name: Fenna Koss Appearance: 25-year-old, average height, Scadrian female. Shoulder-length brown hair. Minor scarring on face and arms. Wears a cloak over a sleeveless top and trousers. She wears small iron cuffs on her legs with piercings. She carries many vials of pewter, which are all tightly secured to her belt, so they can't be Pulled or Pushed off. She doesn't care if someone tries to use her as an anchor, because she can seriously mess them up if they try. Affiliations: None. Personality: Fenna is dark and brooding now. Traces of her past personalities remain and occasionally show through, giving her moments of flamboyance, and others of hopefulness. She struggles to quash these aspects of her. She deliberately attempts to make herself as unscrupulous as possible, but at the same time does not go out of her way to hurt other people—she will only do whatever is necessary to accomplish her goal. She is also angry at “the world” for what happened to her despite her good intentions. Concept: Pewter savant looking for redemption. Fenna has given up on redemption and turned to darkness. Motivation (Short & long term goal): Short: Ensure her survival and power. Long: She is tired of being divided, so she has taken the easy path—giving into the darkness. (Subconsciously) she still wants redemption. Merits: Minor: Normal: Skilled in melee combat. Skimmer. Major: Pewter savant. (Her pewter is significantly stronger than a normal Thug’s. A normal burn makes her about three times stronger than normal (which is equivalent to a normal pewter Misting’s flare), and she is about four times stronger when flaring. Her healing is also faster than a normal Thug’s, but not as fast as F-gold. Flaws: Pewter savant: can die of fatigue very easily if she runs out of pewter to burn; when not burning pewter, pain and fatigue are enhanced; when burning pewter, she needs to be careful not to push herself too far, or she may die of fatigue; needs a constant supply of pewter and will do pretty much anything to get it. Low self-esteem. Buried guilt about her decision to give into the darkness. Relationships (Eg. Family and Friends): Left her family behind long ago. Has a hard time keeping friends. Home Planet: Scadrial (post-Catacendre). Current Residence: Hideout in the Mistwarrens. Backstory: Born on Scadrial (Era 2 time period) as a pewter/iron Twinborn. As a teenager, she constantly got into trouble for minor misdemeanors (and usually got away unpunished.) Later, her antics expanded to larger crimes—like bank robbery. She burned so much pewter that slowly but surely, she headed towards savanthood. Now needing pewter to stay alive, she needed to earn a constant supply of money, for which she committed more and more crimes. Things came to a head when she accidentally killed an innocent person while trying to steal his money. Shortly afterward, she ended up in the Alleyverse. She saw this as a new start, since no one knew her and she could leave the life of crime she started for herself and maybe get some redemption. However, she also still needed pewter. During the events of the blood moon a few months later, Fenna fought against Asylum Smedry’s undead and later Perses and the horsemen. Throughout the course of the night, she used up nearly all her pewter, and in the end abandoned her allies to save herself. In anger with herself and the circumstances that had caused her to fail, she became cynical and resolved only to look out for herself from now on. Loose ends (What is unfinished in their life?): Though she has chosen the path of darkness, there is a great deal of tension between her desire to be good and her hopelessness and despair. Jerrin Tridner Spoiler Name: Jerrin Tridner Appearance: 25-year-old, 5’10” Scadrian male. Smooth black hair. Well built for combat, especially speed. He wears a hoodless mistcloak, which will tear free if caught. Underneath his mistcloak, he wears a generic short sleeved shirt and trousers. He wears a belt stocked with vials of electrum, which disengage if Pushed or Pulled on too hard. As a back-up, he also has an aluminum vial. He carries a pair of glass daggers, and a few back-ups, since he shatters them frequently. He wears bracers made of steel on his forearms, which pierce the skin to protect against Pushes and Pulls, as well as a few small implanted steelminds as back-ups. Affiliations: His metalborn team, which was recently destroyed. Personality: Jerrin is serious, stoic, and organized. He is a good leader and knows how to coordinate the efforts of his team. Though he is often silent, he has a presence that commands respect. He is confident in his abilities, but knows his limits. He tries to be cool-headed, but following recent events, he has become more short tempered and prone to outbursts. He is willing to operate outside the law, but nonetheless has a strong moral code and strong sense of justice. Jerrin is understandably proud of his accomplishments, though he conveys this through his attitude and actions rather than with words. Concept: Former leader of an elite metalborn team. Motivation (Short & long term goal): Short: Get revenge for his team. Find employment. Long: Recover from the loss of his team and rebuild. Make sure it doesn’t happen again. Merits: Minor: Skilled melee fighter. (His weapon of choice is a pair of glass daggers, but he is also a capable unarmed combatant.) Good leader; Has contacts in the criminal underworld. Normal: Oracle. Experience with Invested Arts, but mainly the Metallic Arts. He knows the main strengths and weaknesses of each Misting/Ferring. He has a little experience with Surgebinding and Awakening (i.e. he would not be caught off guard against their abilities, but does not have much practice fighting them), and almost none with AonDor or other rare forms of Investiture. Major: Steelrunner. Flaws: Paranoid: he tries to keep electrum burning at all times to avoid being surprised, which means he spends a lot of money on metal and has little to spend on other things; dislikes running out of speed reserves as well. Somewhat socially incompetent: can come across as threatening or bad tempered. Rarely smiles, and comes across as completely humorless, which makes other people feel uncomfortable (though people who know him better tend to find this amusing rather than uncomfortable.) Annoyed by people who are undisciplined or won’t listen to and respect him. Somewhat arrogant. He sees himself as more competent and morally superior to most other people, an opinion which is not necessarily unfounded, but which can make him disrespectful to those who disagree with him. Bad aim with firearms. Anger can make him reckless. Afraid of losing friends; (he used to take losses in stride, but was shocked by the loss of his whole team at once.) Wants revenge. Relationships (Eg. Family and Friends): Team: all of his teammates were friends, and their loss has deeply impacted him in many negative ways. Thav: Thav is the only one of the team remaining, and therefore Jerrin’s only remaining friend. Jerrin has concerns about keeping Thav safe, but knows that they both have to take some risks. Home Planet: Alleyplanet. (Scadrian descent.) Current Residence: Owns a decent sized hideout in Smokestack, left over from when his team was more prosperous. Backstory: Born in the Mistwarrens, to parents who died when he was young. Before then, they instilled him with a great sense of justice and right and wrong. Around the time of their passing, he came into his Twinborn powers, which made him a desirable hire for criminals operating in the area. Needing money to support himself, Jerrin took these opportunities, but always had a lingering feeling of disgust at the way his employers behaved. His natural intelligence also made him quick to point out flaws in their plans, much to the annoyance of his superiors and colleagues, who only put up with him because of his great usefulness. Once he had enough money, Jerrin started his own team, determined to do better than his old criminal gang. His success as a leader allowed him to recruit the most highly skilled metalborn available, including several other Twinborn. He refused to do jobs that hurt innocent people, but was willing to work for criminals against other criminals. His team also occasionally served as bodyguards for gang leaders or noblemen, or pulled off heists. On their last mission, the team was attacked by a pair of mysterious Inquisitor-like individuals. Though Jerrin successfully killed one, the rest of his team was destroyed, except for Thav, one of Jerrin’s newest recruits. Jerrin believes that the entire mission was a set-up intended to destroy him and his team, and has set out on a quest to avenge himself against the second Inquisitor. He also suspects that someone might have sent the two Inquisitors, and is determined to track them down as well. In the meanwhile, Jerrin and Thav have found it harder to get a job. Not only is their team much smaller than it was, but the Inquisitor attack has scared away potential employers who no longer wish to associate themselves with the team. Loose ends (What is unfinished in their life?): The ones responsible for his team’s destruction are still at large and Jerrin wants to see them pay. Thavel Talin Spoiler Name: Thavel “Thav” Talin Appearance: 19-year-old, 6’2” Scadrian male. Messy brown hair. Not particularly muscular, as he prefers ranged combat. Wears a mist coat. Carries bronze metal vials and a pair of aluminum handguns. He has several implanted zincminds, as well as a small zinc bracelet that mainly serves as a decoy (piercing to protect against iron and steel.) He has a small steel spike in his ribs, which is only two or three inches long and easily hidden. Affiliations: Jerrin. Personality: Thav is charismatic, exuding an air of carefreeness, verging on foppishness. He is, however, actually much smarter than he appears, and knows how to use people’s perceptions of him against them. Beneath the facade of cheerfulness, Thav is more depressed, following the deaths of his teammates and friends. Concept: F-zinc sharpshooter. Motivation (Short & long term goal): Short: Get revenge. Long: Become stronger. Merits: Minor: Charismatic. Calculating and resourceful. Weak A-steel spike. (Allows for subtle redirection of projectiles, slowing falls, shoving people away from him, etc. Not strong enough to shoot projectiles with any significant force or allow him to fly. The limited strength of the spike helps keep anyone from noticing.) Normal: Excellent shot. (Particularly when combined with F-zinc.) Seeker. (He can differentiate Allomantic pulses, but can’t detect Feruchemy. He may detect pulses from other Invested Arts, but can’t differentiate them.) Major: Sparker. Flaws: Little physical strength. Somewhat naive. Occasionally reckless. Tendency to dismiss certain threats. A bit of a show-off. Keeps his Hemalurgic spike secret. Thinks he should have been stronger to help save his friends and blames himself. Afraid of needing to return to his old way of life among criminals. Relationships (Eg. Family and Friends): Jerrin: Jerrin is Thav’s mentor and only friend remaining. With Jerrin’s sharp decline following the disaster, Thav feels responsible for looking out for his well-being. Home Planet: Alleyplanet. (Scadrian Descent) Current Residence: Jerrin’s hideout in Smokestack. Backstory: Born in the Mistwarrens. Worked for nasty criminals early on. Jerrin led a strike against that gang. He was impressed by Thav’s abilities and offered him a chance to join his team. Thav accepted, impressed by the team’s competence and the fact that they seemed like good people, unlike the ones he was used to working for. Three years later, the rest of the team was destroyed, leaving only him and Jerrin. Loose ends (What is unfinished in their life?): The ones responsible for killing his friends are still at large, and Thav wants them punished. Edited January 24 by Steel Speedster
Koloss17 She/They Posted December 27, 2025 Posted December 27, 2025 13 minutes ago, Steel Speedster said: Sorry for the late reply, I spent the last week sick. If you need my characters, here they are: Fenna Koss Reveal hidden contents Name: Fenna Koss Appearance: 25-year-old, average height, Scadrian female. Shoulder-length brown hair. Minor scarring on face and arms. Wears a cloak over a sleeveless top and trousers. She wears small iron cuffs on her legs with piercings. She carries many vials of pewter, which are all tightly secured to her belt, so they can't be Pulled or Pushed off. She doesn't care if someone tries to use her as an anchor, because she can seriously mess them up if they try. Affiliations: None. Personality: Fenna is dark and brooding now. Traces of her past personalities remain and occasionally show through, giving her moments of flamboyance, and others of hopefulness. She struggles to quash these aspects of her. She deliberately attempts to make herself as unscrupulous as possible, but at the same time does not go out of her way to hurt other people—she will only do whatever is necessary to accomplish her goal. She is also angry at “the world” for what happened to her despite her good intentions. Concept: Pewter savant looking for redemption. Fenna has given up on redemption and turned to darkness. Motivation (Short & long term goal): Short: Ensure her survival and power. Long: She is tired of being divided, so she has taken the easy path—giving into the darkness. (Subconsciously) she still wants redemption. Merits: Minor: Normal: Skilled in melee combat. Skimmer. Major: Pewter savant. (Her pewter is significantly stronger than a normal Thug’s. A normal burn makes her about three times stronger than normal (which is equivalent to a normal pewter Misting’s flare), and she is about four times stronger when flaring. Her healing is also faster than a normal Thug’s, but not as fast as F-gold. Flaws: Pewter savant: can die of fatigue very easily if she runs out of pewter to burn; when not burning pewter, pain and fatigue are enhanced; when burning pewter, she needs to be careful not to push herself too far, or she may die of fatigue; needs a constant supply of pewter and will do pretty much anything to get it. Low self-esteem. Buried guilt about her decision to give into the darkness. Relationships (Eg. Family and Friends): Left her family behind long ago. Has a hard time keeping friends. Home Planet: Scadrial (post-Catacendre). Current Residence: Hideout in the Mistwarrens. Backstory: Born on Scadrial (Era 2 time period) as a pewter/iron Twinborn. As a teenager, she constantly got into trouble for minor misdemeanors (and usually got away unpunished.) Later, her antics expanded to larger crimes—like bank robbery. She burned so much pewter that slowly but surely, she headed towards savanthood. Now needing pewter to stay alive, she needed to earn a constant supply of money, for which she committed more and more crimes. Things came to a head when she accidentally killed an innocent person while trying to steal his money. Shortly afterward, she ended up in the Alleyverse. She saw this as a new start, since no one knew her and she could leave the life of crime she started for herself and maybe get some redemption. However, she also still needed pewter. During the events of the blood moon a few months later, Fenna fought against Asylum Smedry’s undead and later Perses and the horsemen. Throughout the course of the night, she used up nearly all her pewter, and in the end abandoned her allies to save herself. In anger with herself and the circumstances that had caused her to fail, she became cynical and resolved only to look out for herself from now on. Loose ends (What is unfinished in their life?): Though she has chosen the path of darkness, there is a great deal of tension between her desire to be good and her hopelessness and despair. Jerrin Tridner Reveal hidden contents Name: Jerrin Tridner Appearance: 25-year-old, 5’10” Scadrian male. Smooth black hair. Well built for combat, especially speed. He wears a hoodless mistcloak, which will tear free if caught. Underneath his mistcloak, he wears a generic short sleeved shirt and trousers. He wears a belt stocked with vials of electrum, which disengage if Pushed or Pulled on too hard. As a back-up, he also has an aluminum vial. He carries a pair of glass daggers, and a few back-ups, since he shatters them frequently. He wears bracers made of steel on his forearms, which pierce the skin to protect against Pushes and Pulls, as well as a few small implanted steelminds as back-ups. Affiliations: His metalborn team, which was recently destroyed. Personality: Jerrin is serious, stoic, and organized. He is a good leader and knows how to coordinate the efforts of his team. Though he is often silent, he has a presence that commands respect. He is confident in his abilities, but knows his limits. He tries to be cool-headed, but following recent events, he has become more short tempered and prone to outbursts. He is willing to operate outside the law, but nonetheless has a strong moral code and strong sense of justice. Jerrin is understandably proud of his accomplishments, though he conveys this through his attitude and actions rather than with words. Concept: Former leader of an elite metalborn team. Motivation (Short & long term goal): Short: Get revenge for his team. Find employment. Long: Recover from the loss of his team and rebuild. Make sure it doesn’t happen again. Merits: Minor: Skilled melee fighter. (His weapon of choice is a pair of glass daggers, but he is also a capable unarmed combatant.) Good leader; Has contacts in the criminal underworld. Normal: Oracle. Experience with Invested Arts, but mainly the Metallic Arts. He knows the main strengths and weaknesses of each Misting/Ferring. He has a little experience with Surgebinding and Awakening (i.e. he would not be caught off guard against their abilities, but does not have much practice fighting them), and almost none with AonDor or other rare forms of Investiture. Major: Steelrunner. Flaws: Paranoid: he tries to keep electrum burning at all times to avoid being surprised, which means he spends a lot of money on metal and has little to spend on other things; dislikes running out of speed reserves as well. Somewhat socially incompetent: can come across as threatening or bad tempered. Rarely smiles, and comes across as completely humorless, which makes other people feel uncomfortable (though people who know him better tend to find this amusing rather than uncomfortable.) Annoyed by people who are undisciplined or won’t listen to and respect him. Somewhat arrogant. He sees himself as more competent and morally superior to most other people, an opinion which is not necessarily unfounded, but which can make him disrespectful to those who disagree with him. Bad aim with firearms. Anger can make him reckless. Afraid of losing friends; (he used to take losses in stride, but was shocked by the loss of his whole team at once.) Wants revenge. Relationships (Eg. Family and Friends): Team: all of his teammates were friends, and their loss has deeply impacted him in many negative ways. Thav: Thav is the only one of the team remaining, and therefore Jerrin’s only remaining friend. Jerrin has concerns about keeping Thav safe, but knows that they both have to take some risks. Home Planet: Alleyplanet. (Scadrian descent.) Current Residence: Owns a decent sized hideout in Smokestack, left over from when his team was more prosperous. Backstory: Born in the Mistwarrens, to parents who died when he was young. Before then, they instilled him with a great sense of justice and right and wrong. Around the time of their passing, he came into his Twinborn powers, which made him a desirable hire for criminals operating in the area. Needing money to support himself, Jerrin took these opportunities, but always had a lingering feeling of disgust at the way his employers behaved. His natural intelligence also made him quick to point out flaws in their plans, much to the annoyance of his superiors and colleagues, who only put up with him because of his great usefulness. Once he had enough money, Jerrin started his own team, determined to do better than his old criminal gang. His success as a leader allowed him to recruit the most highly skilled metalborn available, including several other Twinborn. He refused to do jobs that hurt innocent people, but was willing to work for criminals against other criminals. His team also occasionally served as bodyguards for gang leaders or noblemen, or pulled off heists. On their last mission, the team was attacked by a pair of mysterious Inquisitor-like individuals. Though Jerrin successfully killed one, the rest of his team was destroyed, except for Thav, one of Jerrin’s newest recruits. Jerrin believes that the entire mission was a set-up intended to destroy him and his team, and has set out on a quest to avenge himself against the second Inquisitor. He also suspects that someone might have sent the two Inquisitors, and is determined to track them down as well. In the meanwhile, Jerrin and Thav have found it harder to get a job. Not only is their team much smaller than it was, but the Inquisitor attack has scared away potential employers who no longer wish to associate themselves with the team. Loose ends (What is unfinished in their life?): The ones responsible for his team’s destruction are still at large and Jerrin wants to see them pay. Thavel Talin Reveal hidden contents Name: Thavel “Thav” Talin Appearance: 19-year-old, 6’2” Scadrian male. Messy brown hair. Not particularly muscular, as he prefers ranged combat. Wears a mist coat. Carries bronze metal vials and a pair of aluminum handguns. He has several implanted zincminds, as well as a small zinc bracelet that mainly serves as a decoy (piercing to protect against iron and steel.) He has a small steel spike in his ribs, which is only two or three inches long and easily hidden. Affiliations: Jerrin. Personality: Thav is charismatic, exuding an air of carefreeness, verging on foppishness. He is, however, actually much smarter than he appears, and knows how to use people’s perceptions of him against them. Beneath the facade of cheerfulness, Thav is more depressed, following the deaths of his teammates and friends. Concept: F-zinc sharpshooter. Motivation (Short & long term goal): Short: Get revenge. Long: Become stronger. Merits: Minor: Charismatic. Calculating and resourceful. Weak A-steel spike. (Allows for subtle redirection of projectiles, slowing falls, shoving people away from him, etc. Not strong enough to shoot projectiles with any significant force or allow him to fly. The limited strength of the spike helps keep anyone from noticing.) Normal: Excellent shot. (Particularly when combined with F-zinc.) Seeker. (He can differentiate Allomantic pulses, but can’t detect Feruchemy. He may detect pulses from other Invested Arts, but can’t differentiate them.) Major: Sparker. Flaws: Little physical strength. Somewhat naive. Occasionally reckless. Tendency to dismiss certain threats. A bit of a show-off. Keeps his Hemalurgic spike secret. Thinks he should have been stronger to help save his friends and blames himself. Afraid of needing to return to his old way of life among criminals. Relationships (Eg. Family and Friends): Jerrin: Jerrin is Thav’s mentor and only friend remaining. With Jerrin’s sharp decline following the disaster, Thav feels responsible for looking out for his well-being. Home Planet: Alleyplanet. (Scadrian Descent) Current Residence: Jerrin’s hideout in Smokestack. Backstory: Born in the Mistwarrens. Worked for nasty criminals early on. Jerrin led a strike against that gang. He was impressed by Thav’s abilities and offered him a chance to join his team. Thav accepted, impressed by the team’s competence and the fact that they seemed like good people, unlike the ones he was used to working for. Three years later, the rest of the team was destroyed, leaving only him and Jerrin. Loose ends (What is unfinished in their life?): The ones responsible for killing his friends are still at large, and Thav wants them punished. Are there any differences from the last era?
Steel Speedster ♂ Posted December 27, 2025 Posted December 27, 2025 10 minutes ago, Koloss17 said: Are there any differences from the last era? Nope
Koloss17 She/They Posted December 27, 2025 Posted December 27, 2025 3 hours ago, Steel Speedster said: Nope Then if they’ve been approved before, they’re approved now! 2
KnightSkye Reforged They/Them Posted December 31, 2025 Posted December 31, 2025 On 12/20/2025 at 12:41 PM, Akimikoisthecutest said: Ok, final call for everyone who is signing up. Let me know if you are in. So far I have @Ookla the Mistborn @Ookla the Knight @Ookla the Wallfacer @Ookla The Silver @Ookla the Redeemed @CoderDrag0n8 @Steel Speedster @SpiritOfWrath? @Ink and Embers @Ookla the Broken @TwinStorm? Can you also make sure that you send me the final version of your characters so that I can keep everyone straight? I'm still here and ready to do this. Sorry for the late reply, busy few weeks. This is my already approved final version of my character: Spoiler Name: Kaiden (Kai) Appearance: Alethi boy of 17 (earth years), rather short for a Rosharian (about 6.5 Scadrian feet) with delicate features, blue eyes and black/red hair almost reaching his waist and usually held back in a messy braid. He has a soldiers build and wears an Alethi-style Windrunner uniform, blue, but distinctly deeper than Kohlin blue. Affiliations: Kaiden was a member of the Windrunners on Roshar, and is likely to seek a group of Windrunners out. He has had to defend against several Ghostblood attacks, and is hostile towards them, but not actively hunting them. Personality: Kaiden is shy with strangers most of the time, and is bad at picking up on social cues, which comes across at best as nervous and at worst as brusque or grouchy. He does better with a solid command structure; disciplined, respectful to those above him and compassionate to those under him socially or under his command. In times of crisis though, he shines. Kaiden has had to deal with over stimulus, hard social situations, and his own panic enough that when others start panicking, he is calm and level headed, often taking command unless there is someone there in authority over him. Concept: A scared kid finding his way into adulthood. Motivation (Short & long term goal): Short term goal: find a group of radiatns to talk to and tell him about the city. Long term goal: to Establish a home for himself and his spren in Alleycity, then find a way to get back to/ find his family and bringer them to Alleycity to be safe. Merits: Minor merit 1: enjoys drawing, but isn't that good. Minor merit 2: passable cook. Minor merit 3: he is very good with kids. Normal merit 1: above average swordsman, specialising in Windstance Normal merit 2: He's good at teaching others in combat, especially sword. Major merit: Windrunner of the fourth ideal Flaws: Kaiden is bad with people, most of the time, and doesn't really like them. He tends to be very defensive, and has a bad habit of pushing most people away so they can't get close enough to hurt him. He can't read. He has rather Severe PTSD and chronic depression, and even though he recently swore the fourth ideal, he still suffers from nightmares frequently, and has his fair share of dark days. In a fight, he will lock up if someone in the fight has blue hair or looks like a family member or friend, as he's having nightmares about accidently murdering them. In a hostage situation, Kai will lock up and be unable to fight, likely dismissing his blade if summoned. The terror he feels that someone he loves or that is innocent might get hurt by him is paralysing. It would likely take the death of said person, or direct attack on Kai to shake him out of this state. Since he swore the fourth ideal very recently (less than a week ago) he is not at all practiced with his armor, and has never worn shardplate, making him more of a damger to himself and his housing than enemies. While Kai is above average with a sword, he is by no means an expert. He has lost about 2 out of 5 sparring matches with other windrunners or full shardbearers, and couldn't defeat someone with living plate and blade who knew what they are doing. Also, not so much a flaw as a difference that is a disadvantage, he is AuDHD. Relationships (Eg. Family and Friends): Kaiden came from a rather large 1st Nahn family; his parents, three little sisters, and his little brother (15, 12, 9, and 6 years old respectively) are all still stuck on Roshar, in Azir, where they fled after the conquest of the Tower. Kiaden also was very good friends with another Windrunner, Nitha, who he sees as an older sister, and who helped him reach the fourth ideal. His spren, Skyelarin (though she goes by Skye), is not what you would call a traditional honorspren, but she supports Kai well and holds to the ideals of the windrunners. Kaiden has lost more then most people around him in his life so far, probably contributing to him becoming Radiant; the ones that hurt the most that he thinks about often are his grandfather, who died from organ failure before radiant healing was reinstated, and a friend, Rikin from about 5 years ago who died in a construction accident that Kai saw and couldn't prevent. Kaiden has one more little sister that was taken prisoner or killed when his town was conquered, named Carys. He hopes that she is still alive and wants to find her. Arashen, a friend of Kaiden's from childhood, was taken at a young age and joined the Skybreakers. Kaiden only found this out recently, at a battle in Emul before the conquest of the tower, when Arashen tried to assassinate him. Home Planet: Roshar, Alethi/Veden. Current Residence: He has a room at an inn in the mistwarrens, but only for one night. He will likely seek out New Urithiru once he hears about it. Backstory: Kaiden came from a first nahn, mostly good family, in the Kohlin princedom. Unfortunately for them, it was right before the True Desolation. Kai attracted a spren about 6 years ago, when he broke ties with someone he thought was a friend who was merely a bully, to defend someone. Neither he nore his spren are quite sure how they were overlooked by the skybreakers, but Skye thinks that they assumed the possible radiant was Arashen and that they successfully recruited him. Kaiden and the rest of his family fled when their town was conquered and they were in hearthstone when the fourth bridge arrived. He was discovered by Nitha on the way back to Urithiru and given the option to join the Windrunners at Urithiru. He accepted, hoping to find Carys during the fighting. The rest of his family went to Azimir via Oathgate and stayed there. Kaiden was then taken as a squire to Nitha, despite having his own Blade already, because he needed more training in actual combat. His first mission as a full windrunner was one of the battles in Emul. During a fight with the Skybreakers, Nale pushed him through Dalinar's perpendicularity and he got lost in the spiritual realm, eventually finding his way to another perpendicularity, this one leading to the Alleyverse. -Ideals (i am going to include details on how Kai reached each of his ideals here, so as not to make a book put of the backstory. If more detail is desired, i would love to provide it): -First Ideal: The night Kai almost killed himself, he swore the first ideal. He sat there, back to the wall, and knife in his hands. Blood dripped down his arms from the cuts he'd carved into his shoulders. "why?" he whispered, "why should i stay? Can you honestly give me one good reason to stay here, Skye? In this cold and dark?" "Because" Skye said, "there are those still here who love you. People you destroy if you left. What is more importent to you, your life, or theirs?" "...I care for them. I do not want them to suffer me." "They will suffer more without you." She waited. One minute. Two. Finally, he answered. "Then i will stay. For them. I will live before I die." And those Words. Those words had power. Kaiden dropped the knife, and words, whispered in the dark, spilled from him. "Life before death." I will live before I die. "Strength before weakness." When I am strong, I will help those who are weaker than me. And I will seek help from the strong when I am weak. "Journey..." Kai stood, pushed himself back against the wall and stood "Journey before Destination." I know where I am going. I will try to make my path there the right one. (sorry for the extra wordieness on the first one, but I've always thought that the first ideal, and what it means to the person swearing it were really importent.) -Second Ideal: Kai swore the second ideal after trying to defend Arashen from a gang of bullies. He failed. It took Arashen years to figure out how Kai recovered so quickly from the royal beating he took in his attempt. -Third Ideal: Kaiden swore the third ideal after an intense family fight, where, to put things lightly, somethings had been said that inspired hatred in Kai. People had refused to lisetn to him, to believe him, to see him as trustworthy. And he hated them for it. He wanted to see them burn. And so he swore. He swore to protect even those who hurt him, so long as it was right. -Fourth Ideal: Five days ago, in Emul, almost behind enemy lines to a captured city. Almost able to prove to himself that he could save Carys. Almost able to convince himself she was still alive. Almost able to convince himself that they could win this war and save people. And they were attacked by Skybreakers. Radiants. People who should have been on their side. A friend tried to kill him. Someone he had defended, someone he had trusted now tried to kill him and those he protected. Then he was slammed into the perpindicularity by Nale. He was slammed into it and through, in a way he hadn't felt before. He got pushed into the Spiritual Realm. Light and darkness swam around him, showing him images of his past, his mistakes, and his family, unprotected and killed. And so he swore. He admitted something he had known for too long now; that he couldn't protect everyone. The burst of power and clarity this gave him let him find a way out, which lead to the Alleyverse. He doesn't know how long it's been, or how to get back, or even where.he is, really. Loose ends (What is unfinished in their life?): The Skybreaker Arashen still wants to find and kill Kai, he still wants to save his family and Carys, and he wants to find a way to meet Nitha again. The criminal Leon Ferrion “the Shardthief” may still have a grudge against him. The police officer Teon Asheol also owes him a favor for saving him. and his spren: Spoiler Name: Skyelarin (Skye) Appearnce: Full size Honorspren, about 5.6 feet tall (scadrian feet) violet eyes, short, jagged chin length hair Sunset colored hair (looks like she just chopped off a ponytale at the nape of her neck). Very fit, and more muscular than you'd expect. She wears a simple outfit of military style pants and jacket over a simple tank top. Personality: Skye does not act like most other honorspren would expect of her. She is playful, sarcastic, rude, rebellious, and emotional. She doesn't like people all that much, and doesn't like Shadesmar. She likes making corse jokes and embarassing Kai from time to time. She also has a tendency to enjoy gambling way too much. But she has supported Kaiden every step of the way. She has listened, and encouraged and comforted him time and time again. And she fiercely defends her choice of bonding him. She shows herself to other only when talking with them, and usually lets Kai know by coloring the tips of her hair purple instead of red.
Akimikoisthecutest Posted December 31, 2025 Author Posted December 31, 2025 Alright everyone! Here we go! I should have the thread up soon! I have @KnightSkye Reforged @Argenti @CoderDrag0n8 @KaladinsSenseOfHumourSpren @Mistfallen Soldier @Hoid Slayer @Ink and Embers @Ookla the Mistborn @Steel Speedster as my players so far. Let me know if I missed anyone! 1
Qianweilian He/him Posted January 23 Posted January 23 Hi, I'm new and I'm interested in the Alleyverse and I have a concept for a character. Spoiler Name: Aradan Liese Appearance: A tall, dark haired man of around twenty five years. He sometimes can be seen in leather armor or a brown suit. Fingers glittering with golden rings, he often carries a long, black staff composed of ash augmented with steel bands down the length. Affiliations: None Personality: Naive, but can often be unintentionally intimidating, even with friends. Often tries to be generous and helps those he can. Reaps great joy in terrifying those he sees as criminals, bandits, and villains. Very down to earth and, while not overly idealistic, attempts to deal justice to wrongdoers. Despite betrayal, he remains amicable and actively seeks out friends, even if they might betray him. Concept: A brutalistic, Allomantic, Batman/Robin Hood figure. Motivation (Short & long term goal): Short term: Find friends, shelter Long term: Destroy Evil. Merits: Major: Pewter/Gold Twinborn Moderate: A Steel/A Iron Malwish medallion Competency with melee fighting and most firearms Minor: Moderately talented Musician Good interpersonal skills, can meet someone in the middle and find out what they need Small collections of weapons, including aforementioned staff, pistols, rifles, and various blades Flaws: Often hyper-focuses on goals to the exclusion of others Takes people at their word, even when obviously lying or being misleading, so can be easily manipulated Has nothing (other than mentioned equipment); slept in an alley last night Relationships (Eg. Family and Friends): No significant relationships at the present moment. Home Planet: From Elendel on Scadrial Current Residence: Aforementioned alley is in the Mistwarrens, luckily it's well lit. Backstory: Orphaned at a young age as his parents were killed by bandits. They were originally taken hostage, but the Elendel Constabulary's mishandling of the situation led to their deaths. Left Elendel years later to the Southern Roughs to seek justice and escape. Ended up betrayed by a group of local "constables" (actually bandits) and left for dead in the mountains to the south. Aradan managed to survive and stumbled upon a crashed Malwish ship. Finding the aforementioned medallion in the wreckage, Aradan continued stumbling along until accidentally discovering Harmony's perpendicularity. He then collapsed, finding himself in Alley City, his pewter having kept him alive. Loose ends (What is unfinished in their life?): No feeling of closure on parents' deaths or betrayal by bandits. Is this acceptable? Any feedback or direction ideas? 1
Koloss17 She/They Posted January 23 Posted January 23 57 minutes ago, Qianweilian said: Hi, I'm new and I'm interested in the Alleyverse and I have a concept for a character. Hide contents Name: Aradan Liese Appearance: A tall, dark haired man of around twenty five years. He sometimes can be seen in leather armor or a brown suit. Fingers glittering with golden rings, he often carries a long, black staff composed of ash augmented with steel bands down the length. Affiliations: None Personality: Naive, but can often be unintentionally intimidating, even with friends. Often tries to be generous and helps those he can. Reaps great joy in terrifying those he sees as criminals, bandits, and villains. Very down to earth and, while not overly idealistic, attempts to deal justice to wrongdoers. Despite betrayal, he remains amicable and actively seeks out friends, even if they might betray him. Concept: A brutalistic, Allomantic, Batman/Robin Hood figure. Motivation (Short & long term goal): Short term: Find friends, shelter Long term: Destroy Evil. Merits: Major: Pewter/Gold Twinborn Moderate: A Steel/A Iron Malwish medallion Competency with melee fighting and most firearms Minor: Moderately talented Musician Good interpersonal skills, can meet someone in the middle and find out what they need Small collections of weapons, including aforementioned staff, pistols, rifles, and various blades Flaws: Often hyper-focuses on goals to the exclusion of others Takes people at their word, even when obviously lying or being misleading, so can be easily manipulated Has nothing (other than mentioned equipment); slept in an alley last night Relationships (Eg. Family and Friends): No significant relationships at the present moment. Home Planet: From Elendel on Scadrial Current Residence: Aforementioned alley is in the Mistwarrens, luckily it's well lit. Backstory: Orphaned at a young age as his parents were killed by bandits. They were originally taken hostage, but the Elendel Constabulary's mishandling of the situation led to their deaths. Left Elendel years later to the Southern Roughs to seek justice and escape. Ended up betrayed by a group of local "constables" (actually bandits) and left for dead in the mountains to the south. Aradan managed to survive and stumbled upon a crashed Malwish ship. Finding the aforementioned medallion in the wreckage, Aradan continued stumbling along until accidentally discovering Harmony's perpendicularity. He then collapsed, finding himself in Alley City, his pewter having kept him alive. Loose ends (What is unfinished in their life?): No feeling of closure on parents' deaths or betrayal by bandits. Is this acceptable? Any feedback or direction ideas? So overall I’m a big fan of the concept and thought put into it. My only fear is that A pewter, steel, and iron, as well as F gold, is a frankly absurd combination of abilities. It can be done, but would need some significant flaws/drawbacks to go with it. Physical/mental limitations can be a good fix to this, but you obviously need to weave those into their personality and treat any sort of limitations you give to your character with respect. Another potential limitation could be that your character just got their medallions, and is generally a novice with it, for example. I will also note that the longer you roleplay, the stronger your character can become. The reason why I want to have all characters start at a relatively reasonable power level is to avoid godmodding or making another PC irrelevant in an encounter. This becomes less of an issue if you are more experienced with the format, and character growth bringing further power makes sense. For example my character, Perses, has been around since era 6. At first, he was a blind A-bronze F-tin Twinborn with a recently acquired bunch of breaths that he primarily used for the lifesense. The next season, he became the main villain, gaining A-steel and A-iron via Hemalurgy, but it came at the cost of his mind. These powers were also relatively new to him, and weaker than ordinary allomancy due to their hemalurgic nature. Over the course of the era, he gained further power in items he weilded. He gained a dangerous awakened mistcoat and a custom revolver. At this point, Perses is an immensely powerful character that could not easily be bested by any single character. However, I’ve gained enough experience in the roleplay to know how to avoid railroading other characters and making every encounter (hopefully) enjoyable for both parties. TLDR, flaws are good, and your character can always grow stronger as you become more experienced in the roleplay. 1
Qianweilian He/him Posted January 23 Posted January 23 8 hours ago, Koloss17 said: My only fear is that A pewter, steel, and iron, as well as F gold, is a frankly absurd combination of abilities. Okay, I'll work through it. I don't have time rn, but I should be able to get you an updated version by sometime tonight (in America).
Qianweilian He/him Posted January 23 Posted January 23 Spoiler Name: Aradan Liese Appearance: A tall, dark haired man of around twenty five years. Though not clearly muscular, Aradan clearly has a fair amount of physical strength. He sometimes can be seen in mistcoat augmented with leather armor and a steel breastplate or a brown suit. Fingers glittering with golden rings, he frequently uses a long, black shafted spear/quarterstaff composed of ash augmented with stone bands down the length in combat. He often carries a rifle on his back or a shotgun on his belt. In addition, he's crafted a makeshift grappling hook from one of his older pistols to use with Allomantic Iron. Affiliations: None Personality: Naive, but can often be unintentionally intimidating, even with friends. Often tries to be generous and helps those he can. Reaps great joy in terrifying those he sees as criminals, bandits, and villains. Very down to earth and, while not overly idealistic, attempts to deal his justice and get revenge on those who deal injustice. Despite betrayal, he remains amicable and actively seeks out friends, even if they might betray him. Has a flair for the dramatic. Concept: A brutalistic, Allomantic, Batman/Robin Hood figure. Motivation (Short & long term goal): Short term: Find friends, shelter, a job Long term: Destroy Evil. Merits: Major: Pewter/Gold Twinborn Moderate: Allomantic Iron Malwish medallion, though inexperienced with use Competency with melee fighting and most firearms Minor: Basic proficiency in gun/metal smithing and tailoring Good interpersonal skills, can meet someone in the middle and find out what they need Small collections of weapons, including aforementioned staff, firearms, and various blades Flaws: Often hyper-focuses on goals to the exclusion of others, doesn't always consider the impacts of his actions Takes people at their word, even when obviously lying or being misleading, so can be easily manipulated Has near nothing (other than mentioned equipment); slept in an alley last night (less of a character flaw, more status) Overconfident and arrogant, overestimates his abilities, reckless Is not good at getting to bed on time, often pushes through fatigue with pewter and gold Relationships (Eg. Family and Friends): No significant relationships at the present moment, other than a mysterious stranger who gave him food and water. Home Planet: From Elendel on Scadrial Current Residence: Aforementioned alley is in the Mistwarrens, luckily it's well lit (not a dark alley). Backstory: Orphaned at a young age as his parents were killed by thieves in a gang war. They were originally taken hostage, but mishandling of the situation led to their deaths. Left Elendel years later to the Southern Roughs to seek justice and escape from the city. He was taken in by a group of local "constables" (thugs). Though he initially believed they were legitimate lawmen, he eventually discovered their activity. When he confronted their leader, he was told that the only reason he was allowed to live was because of his parents' criminal connections (prior to this, he believed they were upstanding citizens taken for ransom from the Elendel Constabulary) and ended up left for dead in the mountains to the south. Going in a random direction, Aradan stumbled upon a crashed Malwish ship. Finding the aforementioned medallion in the wreckage, Aradan continued his trek along until accidentally reaching Harmony's perpendicularity. Deliriously, (hadn't had food or water for some period of time) he entered the perpendicularity. He then collapsed, finding himself in Alley City, subconscious pewter burning and a kind stranger's supplies having kept him alive. Loose ends (What is unfinished in their life?): No feeling of closure on parents' deaths, their criminal pasts (which he's still unsure of whether to believe), or the betrayal by phony constables. Aradan also wants to find the person who brought him to Alley City and gave him food and water. 12 hours ago, Koloss17 said: At this point, Perses is an immensely powerful character that could not easily be bested by any single character. @Koloss17, I think I overestimated the power level somewhat, I'll try to scale down and add more flaws. I removed allomantic steel (current A iron, A pewter, F gold), added some stuff about recklessness and overconfidence, and improved detail on appearance. I also gave his backstory some more depth and added a potential internal conflict.
Koloss17 She/They Posted January 24 Posted January 24 22 hours ago, Qianweilian said: Reveal hidden contents Name: Aradan Liese Appearance: A tall, dark haired man of around twenty five years. Though not clearly muscular, Aradan clearly has a fair amount of physical strength. He sometimes can be seen in mistcoat augmented with leather armor and a steel breastplate or a brown suit. Fingers glittering with golden rings, he frequently uses a long, black shafted spear/quarterstaff composed of ash augmented with stone bands down the length in combat. He often carries a rifle on his back or a shotgun on his belt. In addition, he's crafted a makeshift grappling hook from one of his older pistols to use with Allomantic Iron. Affiliations: None Personality: Naive, but can often be unintentionally intimidating, even with friends. Often tries to be generous and helps those he can. Reaps great joy in terrifying those he sees as criminals, bandits, and villains. Very down to earth and, while not overly idealistic, attempts to deal his justice and get revenge on those who deal injustice. Despite betrayal, he remains amicable and actively seeks out friends, even if they might betray him. Has a flair for the dramatic. Concept: A brutalistic, Allomantic, Batman/Robin Hood figure. Motivation (Short & long term goal): Short term: Find friends, shelter, a job Long term: Destroy Evil. Merits: Major: Pewter/Gold Twinborn Moderate: Allomantic Iron Malwish medallion, though inexperienced with use Competency with melee fighting and most firearms Minor: Basic proficiency in gun/metal smithing and tailoring Good interpersonal skills, can meet someone in the middle and find out what they need Small collections of weapons, including aforementioned staff, firearms, and various blades Flaws: Often hyper-focuses on goals to the exclusion of others, doesn't always consider the impacts of his actions Takes people at their word, even when obviously lying or being misleading, so can be easily manipulated Has near nothing (other than mentioned equipment); slept in an alley last night (less of a character flaw, more status) Overconfident and arrogant, overestimates his abilities, reckless Is not good at getting to bed on time, often pushes through fatigue with pewter and gold Relationships (Eg. Family and Friends): No significant relationships at the present moment, other than a mysterious stranger who gave him food and water. Home Planet: From Elendel on Scadrial Current Residence: Aforementioned alley is in the Mistwarrens, luckily it's well lit (not a dark alley). Backstory: Orphaned at a young age as his parents were killed by thieves in a gang war. They were originally taken hostage, but mishandling of the situation led to their deaths. Left Elendel years later to the Southern Roughs to seek justice and escape from the city. He was taken in by a group of local "constables" (thugs). Though he initially believed they were legitimate lawmen, he eventually discovered their activity. When he confronted their leader, he was told that the only reason he was allowed to live was because of his parents' criminal connections (prior to this, he believed they were upstanding citizens taken for ransom from the Elendel Constabulary) and ended up left for dead in the mountains to the south. Going in a random direction, Aradan stumbled upon a crashed Malwish ship. Finding the aforementioned medallion in the wreckage, Aradan continued his trek along until accidentally reaching Harmony's perpendicularity. Deliriously, (hadn't had food or water for some period of time) he entered the perpendicularity. He then collapsed, finding himself in Alley City, subconscious pewter burning and a kind stranger's supplies having kept him alive. Loose ends (What is unfinished in their life?): No feeling of closure on parents' deaths, their criminal pasts (which he's still unsure of whether to believe), or the betrayal by phony constables. Aradan also wants to find the person who brought him to Alley City and gave him food and water. @Koloss17, I think I overestimated the power level somewhat, I'll try to scale down and add more flaws. I removed allomantic steel (current A iron, A pewter, F gold), added some stuff about recklessness and overconfidence, and improved detail on appearance. I also gave his backstory some more depth and added a potential internal conflict. Awesome! That looks good. Approved.
DcD25yhtdA8 he/him Posted March 12 Posted March 12 On 11/27/2025 at 10:38 AM, Akimikoisthecutest said: Hi everyone, I know it's been a while since the alleyverse has been running, but I'm here to get it started again. For those of you who know what you're doing, you should already know how to make your characters, but for my newbies, here is a character sheet for you, Reveal hidden contents Name: Character Name Appearance: A brief description of your characters. Could include height, hair and eye colour, complexion, what clothes they typically wear, how they carry themselves, etc. (Eg. A haughty man in his late thirties, lazy blue eyes, black hair with a characteristic streak of grey on the left side. He dresses in old fashioned Scadrian formal-wear and has a dueling cane perpetually in hand) Affiliations: Please include any people or groups that your character is associated with. Are they a member of a guild? Are they under the service of a particular person or organization? This is different from relationships, which is more personal that transactional. Personality: Briefly describe the characters personality. How do they react to people below them? Above them? Their equals? Is there a discrepancy between their appearance and their true feelings? Or do they wear their emotions on their sleeve? What are they passionate about and what do they hate? Concept: A short summary of what you feel the key components of the character are, ideally should be a single sentence or even only a few words. A sociopathic doctor, a bleeding-heart assassin, a dishonorable Radiant, etc. Motivation (Short & long term goal): What is the character aiming for? What are they trying to get done this week and what are their longer term plans? Short term motivations could be as simple as finding somewhere to live or someone to talk to, long term motivations should ideally pull from the backstory and personality, and preferably tie in to their flaw. Merits: Characters should have three minor merits, two normal merits and one major merit. A major merit is the defining ability of your character, what sets them apart from others. This could be being a Knight Radiant, or an expert swordsman, or a genius inventor. A normal merit is a secondary but still key skill or talent. The bread and butter skills that the character uses the most frequently after their major merit. Minor merits represent rp skills (Such as being a talented singer or musician), a lesser talent (An amateur swordfighter), or a very minor magical ability. Flaws: What problems does your character face? Do they have a physical impediment to achieving their goals? A problematic personality? Or a disadvantageous social situation? Ideally a flaw feeds into a characters long term goal, this is the thing that must be overcome in order to achieve what they are looking for. Relationships (Eg. Family and Friends): Can be as minimal or as detailed as you wish, does your family have any family? Friends? Enemies? (These will usually be represented as flaws as well) These relationships could be NPCs or they could be other player characters, though please ensure you consult with the players in question first. Please think carefully about this section, as who the character surrounds themselves with will often influence who they are. Home Planet: Where is your character from? Can also list a specific heritage here (Eg. Veden, Elendelian, Arelish) Current Residence: Where does your character sleep at night? Do they rent a room somewhere (And if so how do they pay for it?), do they have a cottage, a manse, an apartment? And which district of the city have they chosen to reside in? (See our Guide to Alleycity for information about districts and existing locations) Backstory: What has led your character to where they are? This should tie many other of these fields together, explaining their motivations and how they achieved their merits. Make sure to pay attention to this section, as this is likely where most of your characterization and personality comes from. Loose ends (What is unfinished in their life?): What lingering threads from their backstory still hang over the character? Links (Eg. Theme song, a spotify playlist, a pinterest mood board, or reference images): Links to any resources you may have created or references that you have sourced for this character. Not mandatory but they are very fun to make and here are some of the characters from Era 8, as well as mine. @Ookla the Cutest (Me) Reveal hidden contents Name: Cecillia "Cricket" Alstom Appearance: A vibrant young woman of twenty-two, standing at a perpetually curious 5'5". Cecillia has an energetic, almost buzzing presence. Her hair, the color of burnt orange, is typically a chaotic mass pulled back into a practical, though often slipping, bun. She possesses large, inquisitive hazel eyes that dart around, soaking in every detail of her surroundings. Her complexion is sun-kissed and she has a smattering of freckles across her nose. She typically dresses in functional, layer-able clothing—sturdy trousers, tunics with many pockets, and a worn leather satchel perpetually slung over her shoulder, all adapted for easy movement and note-taking rather than high fashion. She carries herself with an urgent, forward-leaning posture, always appearing ready to bolt towards the next piece of interesting information. A faint, almost invisible, scar at the base of her neck is a subtle, yet constant, physical anchor to a burden she cannot escape. Affiliations: Informally associated with various academic circles and information brokers across the Central Dominance. She frequently trades information with an older, slightly exasperated Kandra named Glynn, who finds her insatiable curiosity both baffling and useful. She has no formal guild membership, preferring the freedom of independent research. Personality: Cricket is an effervescent, relentless font of questions and observations. She is intensely curious, sometimes to the point of being intrusive, and approaches everyone with the same bright, if slightly overwhelming, enthusiasm, regardless of their social standing. She has little understanding of or patience for social hierarchies, viewing everyone as a potential source of fascinating data. She can be incredibly loyal to those she considers "part of her study group" but is easily distracted by novel information. She is passionate about knowledge acquisition and hates intentional obfuscation or the withholding of information. Her emotions are on full display, a chaotic mix of excitement, frustration, and wonder. She absentmindedly fingers the scar on her neck when deep in thought, a quiet acknowledgment of the metal that is now inextricably part of her. Concept: A relentlessly curious, boundary-pushing twinborn scholar whose greatest talents are also her biggest social liabilities. Her life's path is defined by the permanent integration of an alien metal into her being, which she has pragmatically chosen to utilize rather than merely endure. Motivation (Short & long term goal): Short term: To locate and interview a rumored "Survivorist" extremist who has been evading the authorities for weeks, purely to understand their philosophical motivations and evasion tactics. Long term: To compile a comprehensive, unbiased encyclopedia of all known human, Kandra, and Koloss societies on Scadrial—a true, complete record of the human condition in the Final Empire and beyond, which she feels is the only way to ensure true understanding and prevent future atrocities, and to perhaps find a practical, positive use for the permanent change forced upon her. Merits: Minor Merits: Eidetic Memory (of a sort): Thanks to her Feruchemical abilities and sheer discipline, she can recall observational details with stunning clarity. Fast-Talker/Deception via Logic: She can talk her way into or out of many situations using rapid-fire questions, distraction, and overwhelming logic. Amateur Locksmith: A practical skill she picked up for "accessing difficult archives". Normal Merits: Expert Observer: A keen ability to notice minute environmental and behavioral details that others often miss, enhanced by her Tin use. Information Broker Network: A wide-ranging network of contacts who feed her snippets of information (often in exchange for other data). Major Merit: Twinborn (Feruchemical Chromium & Allomantic Tin): Cricket possesses twinborn abilities. She stores vast amounts of Fortune in her Chromium metalminds, allowing her, when tapping, to experience impossible strokes of luck. This makes her the ultimate investigator. Additionally, as a Tineye (Allomantic Tin), she can burn tin to enhance her senses (sight, hearing, touch, smell, taste) to superhuman levels, allowing for meticulous observation and awareness that perfectly complements her information gathering goals. Flaws: Socially Oblivious: Her intense focus on data and observation means she often misses social cues, personal boundaries, and emotional subtext, frequently offending people or putting herself in danger without realizing it. Her constant questioning can be infuriating to those who value privacy or silence. Reckless Curiosity: Her need to know everything overrides her sense of self-preservation. She will chase a juicy piece of information into dangerous slums, noble estates, or into the company of criminals without a second thought. Sensory Overload: While burning tin gives her enhanced senses, it also makes her extremely vulnerable to bright lights, loud noises, and strong smells when her senses are already elevated or when she is caught off guard in a stimulating environment, potentially incapacitating her temporarily. Spiked with Feruchemical Copper: A deep, subtle vulnerability. A Feruchemical copper mind has been spiked into the base of her neck. This is no mere trinket; it has integrated with her nervous system. She has no inherent need to store memories to survive, but the spike cannot be removed without causing immediate, catastrophic neurological failure and death. Her body has adapted to its presence, making it a permanent fixture. Rather than viewing it as a pure prison, she has pragmatically chosen to make use of it. She regularly stores non-critical, overwhelming data—the specifics of an architectural layout, the exact wording of a long interview, the complex data streams from her enhanced senses—into the copper mind for later retrieval, using her forced permanent modification as an additional, albeit unwelcome, tool in her scholarly arsenal. She is incredibly secretive about its existence, fearing what others might do if they discovered she was spiked, a process usually associated with control or creation of soulless beings. She views the spike as a dark, efficient little secret weapon, even as she knows her life depends on its continued, undisturbed presence. It is unkeyed, so somebody could just take her knowledge if they desire. Relationships: Glynn: An exasperated Kandra who serves as a reluctant mentor and information exchange partner. Glynn often has to bail her out of trouble when her curiosity lands her in hot water. (NPC Relationship) The Alstom Family: Her wealthy merchant family disowned her when she refused to take over the family business, instead choosing the life of an itinerant scholar. They view her as an embarrassment; she views them as a fascinating study in familial dynamics and mercantile obsession. The Spiker (NPC Relationship/Loose End): The identity and motivation of the individual who spiked her remains a terrifying mystery. They left no trace beyond the spike itself, a constant, chilling reminder that someone out there views her not as a person, but as a potential vessel for information. This unknown entity is a major unseen threat who might one day return to 'tap' the memories she has stored, or worse. Home Planet: Scadrial (Elendel Basin heritage) Current Residence: She rents a small, perpetually cluttered apartment above a quiet bookbinder's shop in the Smokestack district. The rent is paid sporadically through the sale of her extensive notes and by leveraging her Chromium-fueled luck to win minor bets or find "lost" valuables for people (which she immediately sells). Backstory: Cecillia was born into a comfortable, albeit rigid, merchant family in Elendel. From a young age, she didn't just ask "why?", she needed to understand all the variables. Her Feruchemical and Allomantic abilities manifested early. She could enhance her senses with tin to eavesdrop on conversations from across a manor house and "got lucky" finding her parents' hidden ledgers, storing the resulting fortune to ace exams or evade household chores later. Her family tried to train her in business, but she found ledgers dull compared to the people making the deals. When they demanded she marry into another prominent family to secure a merger, she refused, viewing the arrangement as an unethical transaction of human lives. Disowned, she struck out on her own, a decision solidified after a traumatic, blurry incident one evening resulted in the spike being forced into her neck. She woke up terrified, the metal a part of her. A brief, agonizing attempt to remove it taught her the fatal consequences. Since then, she has pragmatically integrated the spike's use into her information-gathering life, using it to store overflow data, driven by the belief that knowledge is the only true currency and that every secret is just a question waiting for an answer—including the secret of who did this to her. She fell into the Alleyverse after chasing suspected 3rd generation Kandra to interrogate them. Loose ends: Her family still holds significant sway in Elendel merchant circles and could pose a problem if she interferes in their business one too many times. The ultimate goal of a complete encyclopedia is an impossible task, constantly driving her forward and preventing her from settling down or finding true peace. Her reckless information gathering may lead her to secrets far more dangerous than academic theory, potentially making enemies of powerful individuals or organizations that operate in the shadows, all while trying to keep her own dark secret from consuming her. The mysterious spiker is out there, and they may return, potentially viewing her as a walking archive they have a claim on. @Koloss17 Perses Reveal hidden contents Name: Perses, Prince of the Alleys Appearance: Decently tall, but his stature isn’t what makes him imposing. He has minor scarring around his body, but mostly around his eyes, where two spikes are pounded through them. These spikes are smaller than an inquisitor’s so doesn’t pop out the back and can be concealed with glasses if needed. His hair is cut short, and while Perses is certainly not muscular, he is still generally fit, though doesn’t use his muscles to get the job done. Clothing-wise, he is known for his signature awakened mistcoat, which has bone blades at the ends of the tassels that slice anyone who gets too close. The mistcoat is black dyed leather with bone plating, partially for added protection, mostly for intimidation. However, he does have an ordinary mistcoat, if he needs to be less obvious. Affiliations: Perses is the self-proclaimed protector of the Mistwarrens. He keeps organized crime from building, and he keeps the districts from meddling with them. While he doesn’t actively improve the area, and is more holding it as a power play, he is doubly a feared and respected power in the area. Personality: Perses is a cold-hearted, arrogant crime lord. He thirsts for power, and has a very short temper when something doesn’t go his way. He very much thinks of himself as above others, and when working with people, he needs to feel that he has control over him. He has a decent amount of trauma, some from years of being ignored due to his blindness, some to do with his dealings with Belias. One of the main ways this manifests is an uncontrollable rush of adrenaline whenever conflict arises, which leads him to escalate and make rash decisions. Concept: Has morphed over time, but is at this point an arrogant, power-hungry crime lord that is meddling with powers that they do not fully comprehend (see: Belias). Motivation (Short & long term goal): Short term, Perses wants to expand his influence. At this point, through both his own will and Belias’, Perses has lost sight of *why* he wants power. In his mind, he needs power to stay relevant, and what he does with that power has not been thought through. Currently he doesn’t have any conscious long-term goals, but much of what he truly wants is freedom, and realizing that power does not equal freedom could be a big step for him. Merits (and a brief description on when they were acquired): Minor: -Awakened mistcoat, awakened with the command “act as my bodyguard and fight alongside me.” It’s resistant to damage and ruthlessly attacks and deflects melee attacks, giving Perses a dangerous edge in close range. This was created by Pygma in Era 7. -Pseudo-bond with Belias, a powerful Alley Denizen. Belias gives Perses protections from the Alleys, allowing Alleytravel, and provides Perses with control over Wickwillow Manor, a pocket of the Alleys seeping into Mistkeep. This was established in the Era 7 epilogue. -Above Fifth heightening. While a talented awakener might make better use of this, Perses mostly uses it for basic commands on occasion, with the main benefit being perfect lifesense, which can be stored in F-tin to great effect. This was gained between Era 6 and 7 offscreen, but had held breaths for a year or two before then. Normal: -A-bronze, reverse compounded with F-Tin to great effect. Perses is able to tell the amount and type of allomancy or feruchemy being used, while being able to detect most other types of kinetic investiture. Is able to recognize surgebinding, but is unable to easily tell what type of surgebinding is being used purely through bronze. This is something Perses was born with. -Aluminum super-pistol. A double barreled pistol, with an internal safety and toggle between the two barrels, with corresponding magazines. Both mags hold 8 .45 caliber bullets, with one bullet set being dense tungsten to be enhanced with a steelpush, and the other has aluminum bullets. This was created by Venser in Era 7. Major: -hemalurgically granted A-steel and A-iron. Perses has gotten around a year to get used to these powers, but generally uses them as tools of brute force, and are not used tactfully. The spikes are fairly charged, but a naturally born coinshot/lurcher at the same weight as Perses would be able to overpower him in that specific mettle of confrontation. The ability to reverse compound steelsense is also quite useful, allowing Perses to properly “see” most things, especially more invested things. I’ve decided to not give Perses proper inquisitor sense, as him being born blind might affect his ability to have that. Though I’m not sure that type of sense is intrinsically tied to sight, I think being born without sight probably affects things. This was granted to him between Era 6 and 7. -F-Tin. This allows Perses to see, hear, and feel things with great precision, as well as reverse compound a variety of other things. In effect, this lets him never be snuck up on, be able to be incredibly quiet when needed, and be excellent at anticipating and dodging attacks. It also enables him to store pain, which is a minor but not insignificant advantage. The multitudes of reverse compounding, especially with A-Bronze, leads him to almost certainly being an F-Tin savant at this point. This was something Perses is born with, and something that he has used to great effect his entire life. Flaws: Perses was born blind, which means sight is not a strong sense for him. While he can somewhat see with his steelsense, he is still unable to read or discern details that are not three-dimensionally apparent. This also means that he is bad at reading facial expressions, picking up social cues only through his other senses. Personality-wise, he is incredibly troubled. He is slightly mad, partially due to the spikes, partially due to trauma, and partially due to Belias’ meddlings. He has never done well with people, and his thirst for power has exacerbated that issue. He’s a rash, psychotic control freak, and while he still thinks himself as having some amount of morals (eg not causing harm to innocents without a good reason), his morals are in reality very flimsy and will be bent if they get in his way. He is clever and incredibly perceptive, his overstimulation of senses paired with his mania leads to things very possibly slipping under the radar, with clever distractions having real potential to work on him. Relationships (Eg. Family and Friends): has had some amount of contact or confrontation with just about everyone in Era 7, as he was the main antagonist, but generally struggles to maintain relationships. His self-inflicted loneliness is a lot of what makes his character the way it is, and certainly affects his relationship with Belias, as he is the closest to a friend Perses has had in quite some time. Has a mentor/partner relationship with Belias, an Alley Denizen that is gradually taking more and more control over Perses. While Perses thinks this is a mutual partnership, with Belias giving Perses further power in exchange for potential to influence Alleycity, in reality Belias is poisoning and parasitizing Perses, and is tactfully and definitively in control of the relationship. Home Planet: Era 2 Scadrial, from one of the outer cities. Current Residence: generally exists in the Mistwarrens, though uses Wickwillow Manor as a home base, which is in a remote part of Mistkeep. Backstory: Perses is a Scadrian from some of the outer cities about 50 or so years after era 2 of Mistborn. He’s mostly lived off of what he could get and survived alone. His dad was never around, and his mother disappeared when he was young. Very little relationships were formed, but he made do. Perses was taken advantage of quite a bit, and got into some minor crime. Eventually Perses got tied into a gig that was much larger than he thought it was, taking him off-world. He learned some about the Cosmere and got himself into a very peculiar situation, which ended him with about 500 breaths and basic training. During his time with this Cosmere-wide crime syndicate, he discovered the existence of Alleycity. A few members were thinking of going and hoped it would be a way out, and a place of new beginnings. Perses decided to join up with them, but soon after their arrival, the forgery erased them from existence. After the events of Wickwillow Manor, he became lost within the manor, abandoned by those that accompanied him. He was subjected to the Alleys, and, with no metal reserves and no one to save him, was driven mad by the experience. He wasn’t completely mad, and has mostly recovered, with trauma and voices in his head as scars to his experience. He was rescued by a member of the Dark Alleys, who gave him a new goal: power. He has done away with his need to fit in and belong—all that he wants now is to make the world respect him, and for it to adapt to his will. During Era 7, Perses got what he wanted. Through a partnership with Asylum Smedry, he grew his influence in the Mistwarrens, taking down a variety of crime syndicates that lattes the area. His acts, such as demolishing Pewter Ironworks, as well as the massacres in Coppercloud Inn, Dancing with Death Diner, and later his involvement in Asylum’s prison break, ending with Perses eventually killing Asylum, he quickly grew a reputation of being a powerful and unstoppable force in the Mistwarrens. He decreed himself the protector of the Mistwarrens, and warned that any organized action against him in the Mistwarrens will be met with violence and bloodshed. All the while, the voices that he had been hearing had been getting stronger. Shortly after the events at the Smokestack Constabulary, Perses learned of the existence of Belias, a powerful and similarly ambitious Alley Denizen that was responsible for Perses’ trappings in Wickwillow Manor. However, all this time, Belias was searching for someone strong and malleable enough to be a tool to extend his foothold into Alleycity. Promising power and a more transparent partnership, Belias stepped out of the shadows to Perses and gave him the ability to travel the Alleys under his protection, as well as enable Perses to control Wickwillow manor and the creatures within. Though the manor cannot extend its influence past its walls, the manor has been slowly expanding, as Belias’ powers grow. The Manor has been Perses’ home base, as it is both unknown and secure. In the half year or so between Era 7 and 8, Perses has been solidifying his foothold in the Mistwarrens. While he has meddled in the affairs of Smokestack and the Corridor, his meddlings have been minimal. He has kept away from Mistkeep, but has ambitions to expand his power. Loose ends (What is unfinished in their life?): much of Perses’ arc was covered in Era 7, and Perses will not be as impactful this era. However, his yearning for power is even stronger, and has no signs of slowing down. Links (Eg. Theme song, a spotify playlist, a pinterest mood board, or reference images): N/A @SpiritOfWrath Tulen Hental Reveal hidden contents Name: Tulen Hental Appearance: Drab. Has a generally jittery air, short. Mousy look, spectacles. Looks solely due to his drab state older, tired. Though he is 30, he looks 40 or so. He has blonde hair, brown eyes. Affiliations: UFO Personality: Hates those who use investiture, especially Awakeners. Is against all forms of investiture, including awakened technology. He is a generally depressing character, and is often hateful. Slow to trust, but very smart. Concept: Revengeful Drab Scientist Motivation (Short & long term goal): Wishes to pull down investiture use, is one of the most radical of UFO. Motivated by revenge, but also wishes that what happened to him doesn’t happen to anyone else. Is haunted by his shorter lifespan, so he wants to make a difference while he can. Merits: MiM: 1) He has a general knowledge of the known form of investiture, able to identify them with relative ease 2) He takes notes with relative ease, using his own system 3) Notices little details NM: 1) he is very smart 2) is okay at the making of modern-ish weapons or traps MaM: Is a high up scientist in UFO, has access to resources from them. The main thing he does with this is create anti-investiture weapons. Flaws: Is overly hateful of investiture, especially Awakeners. He has a shortened life span from being a Drab, so his weak in physical combat, and he also, though he notices small things when able, has lowered senses. Relationships (Eg. Family and Friends): He doesn’t have a family. His friends are those in UFO. Home Planet: Nalthis Current Residence: I’ll look at the locations, decide this. Imma need to re-edit this. (Is there any homebase of UFO? If so, then there) Backstory: Grew up in poverty in Nalthis. He was one of the devout, willingly gave his Breath to a Returned. For years, he believed that he had made a sacrifice for the good of society, and took pride in it. However, he accidentally slipped into the Alleys after some time. He appeared in the Mistwarrens (those were the slums, if I remember correctly.), where he spent some time continuing in poverty. He saved up money, food, etc to eventually go venture to the Nalthian section of the Alleys, but was accosted by a Returned, who took what little he had, and also taunted him by telling him of his reduced life span, and then left in the street. This enraged him, and he dedicated his shorter life to making things “fairer” and to rid the Alleys of their dependence on investiture. He at some point joined UFO to do this, becoming an Anti-Investiture scientist. Loose ends (What is unfinished in their life?): Wants to, maybe not kill all invested beings, but really get rid of their dependency on them and bring his “justice” to those he believes to be corrupt or evil. Teon Asheol Reveal hidden contents Name: Teon Asheol (Graceful Death in Aon...) Appearance: Dula Elantrian, Single scar, one on his hand. He doesn’t have the other hand. Has a generally reserved air. Affiliations: None (yet...) Personality: Like before, is generally reserved. Interacts well with people, and takes pity on those going through hardships. Has a ruthless streak, though. Brave. Concept: Largely uneducated Elantrian popo fuzz guy. Motivation (Short & long term goal): STG: Bring to justice the various criminal groups that have been extorting those who have slipped into the alleys abruptly. LTG: He hates and resents what happens to him when he fell into the alleys, so he wishes for the power to help others back to their lives. Merits: MiM: 1) Charismatic, perceptive 2) is nearly passable at hand to hand (he uses aons instead) NM: 1) Keeps a journal. Likes to record things, and his opinion of people, whether or not to trust them, MaM: Is an Elantrian. As such, knows the Aon Kii, Ashe, Ate, Ene, and Ehe Flaws: Is traumatized by the fall of Duladel and battles in Arelon + hand loss. Doesn't have any real way to learn new Aons. Missing a hand. Relationships (Eg. Family and Friends): Was cut away from family when came to Alley. He worked with various organizations before becoming a popo fuzz, so long as it can be considered in some way “honest”, to gain money for paper, ink, and food. Now, as per recommendation from a popo fuzz that he had worked with to stop a (relatively) serious crime. Home Planet: Dula, Sel Current Residence: Lives in the mistwarrens. Backstory: Grew up in Duladel, until the city fell. Ran to Arelon with his family when he was 17, then was scarred in the battle in Arelon. However, when he was about to die, a Elantrian found and helped him, using a variety of Aons. Asheol was able to record Aon Kii. The morning after, he became Elantrian and fell into immediately into the Alleys and then the Alleyplanet. For a while was on his own, lost a hand due to an attack by an Anti-investiture fanatic-ish person, fell into shock. Man who took pity on him gave him shelter for a while. He never gave the man his name. Eventually, the man couldn't take care of him anymore, so he had to send him into the streets, which is when he got the name Teon Asheol from the man. Spent most of the money he can scrounge up on notebooks. When he suspects someone did something wrong, he would turn them in using Aon Kii to gain a quick advantage over them. One of the police he helped referred him for a job even through his lost hand. He was accepted - it was a low level police force. From here has been working to make what he can better, as well as work on increasing his capacity of Aons. Loose ends (What is unfinished in their life?): Wishes to bring his version of justiceagainst both sides, so long as it doth be right. @Steel Speedster Thav Talin Reveal hidden contents Name: Thavel “Thav” Talin Appearance: 19-year-old, 6’2” Scadrian male. Messy brown hair. Not particularly muscular, as he prefers ranged combat. Wears a mist coat. Carries bronze metal vials and a pair of aluminum handguns. He has several implanted zincminds, as well as a small zinc bracelet that mainly serves as a decoy (piercing to protect against iron and steel.) He has a small steel spike in his ribs, which is only two or three inches long and easily hidden. Affiliations: Jerrin. Personality: Thav is charismatic, exuding an air of carefreeness, verging on foppishness. He is, however, actually much smarter than he appears, and knows how to use people’s perceptions of him against them. Beneath the facade of cheerfulness, Thav is more depressed, following the deaths of his teammates and friends. Concept: F-zinc sharpshooter. Motivation (Short & long term goal): Short: Get revenge. Long: Become stronger. Merits: Minor: Charismatic. Calculating and resourceful. Weak A-steel spike. (Allows for subtle redirection of projectiles, slowing falls, shoving people away from him, etc. Not strong enough to shoot projectiles with any significant force or allow him to fly. The limited strength of the spike helps keep anyone from noticing.) Normal: Excellent shot. (Particularly when combined with F-zinc.) Seeker. (He can differentiate Allomantic pulses, but can’t detect Feruchemy. He may detect pulses from other Invested Arts, but can’t differentiate them.) Major: Sparker. Flaws: Little physical strength. Somewhat naive. Occasionally reckless. Tendency to dismiss certain threats. A bit of a show-off. Keeps his Hemalurgic spike secret. Thinks he should have been stronger to help save his friends and blames himself. Afraid of needing to return to his old way of life among criminals. Relationships (Eg. Family and Friends): Jerrin: Jerrin is Thav’s mentor and only friend remaining. With Jerrin’s sharp decline following the disaster, Thav feels responsible for looking out for his well-being. Home Planet: Alleyplanet. (Scadrian Descent) Current Residence: Jerrin’s hideout in Smokestack. Backstory: Born in the Mistwarrens. Worked for nasty criminals early on. Jerrin led a strike against that gang. He was impressed by Thav’s abilities and offered him a chance to join his team. Thav accepted, impressed by the team’s competence and the fact that they seemed like good people, unlike the ones he was used to working for. Three years later, the rest of the team was destroyed, leaving only him and Jerrin. Loose ends (What is unfinished in their life?): The ones responsible for killing his friends are still at large, and Thav wants them punished. Fenna Koss Reveal hidden contents Name: Fenna Koss Appearance: 25-year-old, average height, Scadrian female. Shoulder-length brown hair. Minor scarring on face and arms. Wears a cloak over a sleeveless top and trousers. She wears small iron cuffs on her legs with piercings. She carries many vials of pewter, which are all tightly secured to her belt, so they can't be Pulled or Pushed off. She doesn't care if someone tries to use her as an anchor, because she can seriously mess them up if they try. Affiliations: None. Personality: Fenna is dark and brooding now. Traces of her past personalities remain and occasionally show through, giving her moments of flamboyance, and others of hopefulness. She struggles to quash these aspects of her. She deliberately attempts to make herself as unscrupulous as possible, but at the same time does not go out of her way to hurt other people—she will only do whatever is necessary to accomplish her goal. She is also angry at “the world” for what happened to her despite her good intentions. Concept: Pewter savant looking for redemption. Fenna has given up on redemption and turned to darkness. Motivation (Short & long term goal): Short: Ensure her survival and power. Long: She is tired of being divided, so she has taken the easy path—giving into the darkness. (Subconsciously) she still wants redemption. Merits: Minor: Normal: Skilled in melee combat. Skimmer. Major: Pewter savant. (Her pewter is significantly stronger than a normal Thug’s. A normal burn makes her about three times stronger than normal (which is equivalent to a normal pewter Misting’s flare), and she is about four times stronger when flaring. Her healing is also faster than a normal Thug’s, but not as fast as F-gold. Flaws: Pewter savant: can die of fatigue very easily if she runs out of pewter to burn; when not burning pewter, pain and fatigue are enhanced; when burning pewter, she needs to be careful not to push herself too far, or she may die of fatigue; needs a constant supply of pewter and will do pretty much anything to get it. Low self-esteem. Buried guilt about her decision to give into the darkness. Relationships (Eg. Family and Friends): Left her family behind long ago. Has a hard time keeping friends. Home Planet: Scadrial (post-Catacendre). Current Residence: Hideout in the Mistwarrens. Backstory: Born on Scadrial (Era 2 time period) as a pewter/iron Twinborn. As a teenager, she constantly got into trouble for minor misdemeanors (and usually got away unpunished.) Later, her antics expanded to larger crimes—like bank robbery. She burned so much pewter that slowly but surely, she headed towards savanthood. Now needing pewter to stay alive, she needed to earn a constant supply of money, for which she committed more and more crimes. Things came to a head when she accidentally killed an innocent person while trying to steal his money. Shortly afterward, she ended up in the Alleyverse. She saw this as a new start, since no one knew her and she could leave the life of crime she started for herself and maybe get some redemption. However, she also still needed pewter. During the events of the blood moon a few months later, Fenna fought against Asylum Smedry’s undead and later Perses and the horsemen. Throughout the course of the night, she used up nearly all her pewter, and in the end abandoned her allies to save herself. In anger with herself and the circumstances that had caused her to fail, she became cynical and resolved only to look out for herself from now on. Loose ends (What is unfinished in their life?): Though she has chosen the path of darkness, there is a great deal of tension between her desire to be good and her hopelessness and despair. Palava Maves Reveal hidden contents Reveal hidden contents @Lunamor Eza Reveal hidden contents Name: Eza Appearance: A 16-year-old girl with long dark brown hair, a pale complexion, and dark green eyes. She is rather short (4’10”), making her look slightly younger than she is. She wears old, well-kept clothing that is simple but hides jewelry underneath. She has both costume and regular jewelry. Her coat has a hood, which she normally keeps up to hide a large, poorly healed scar stretching from her chin to her temple. A fresher, smaller scar is on her opposite cheek. She has several small bags on her person, including a few aluminum-lined ones to hold her metallic trinkets, that are concealed well. Guild: None Personality: Eza genuinely tries her best to be kind, but has a skewed sense of right and wrong (ex. it’s ok to steal something if you want it more). She adores anything shiny and will go out of her way to obtain it. She is skittish around anyone with a higher social standing, which is generally most people. If she is speaking with someone she trusts, she becomes talkative. Eza will want to try and help people if they seem nice or are younger than her, but worries that she will do more harm than good or that she might've misjudged someone's character. Her former positive outlook on life has begun to slip into paranoia. She hates most birds, but has a soft spot for Aviar. If startled or angry, she may become violent. Concept: A well-meaning thief Motivation: Short term goals- She is perpetually trying to collect anything shiny through any means necessary short of violence. She is also trying to collect more information about the strangers pursuing her while also avoiding being caught by them. Long term goal- She is trying to find out what happened to her mother and why. Merits: Minor- Knows magic tricks, has two daggers and a basic ability to use them, is able to prepare Allomantic solutions Normal- Adept liar and thief Major- Is a skilled Lurcher Flaws: A skewed sense of right and wrong that gets her into trouble and alienates others (along with an overwhelming compulsion to steal anything shiny), illiterate, issues with letting anyone else too close due to believing that one person will inevitably cause the other harm Relationships: She has a beloved mother whose fate is unknown. Father is unknown. She is being pursued by enemy strangers, but is still figuring out why they are continuing to chase her. Home Planet: Scadrial Current Residence: On the streets of the Mistwarrens Backstory: When Eza was little, her mother was her best friend. They were very poor, but she did her best to make her daughter happy, often bringing trinkets she could find. Her mother was also a Lurcher, and taught her how to pull metal without anyone noticing to aid in thievery. Sometimes strangers that worried her mother would come near, and they either hid or relocated whenever that happened. Her mother never explained who they were. Because they relocated so often, her mother had trouble finding work, so they survived by thieving. When Eza was six, her mother went to speak to someone but didn't return. Eza attempted to search for her, and located the sound of people fighting her mother. She tried to rush in to help, but a stranger with a spike through one eye attacked her and slashed her face, forcing her to flee. Ever since then, she has lived on the streets and continued to steal everything she needs/wants, careful not to stay in one place for too long for fear that the strangers would catch up to her. This led her to the Alleycity, where she encountered Asylum Smedry. Eza and Asylum became a successful thieving pair with their combined abilities, but after being swept up in a fight, the two had their faces plastered on wanted posters across the Scadrian district. After realizing that Asylum's recklessness and lack of care for her wellbeing would endanger her, she left. Worried for Asylum's safety, however, she tailed them for a while and witnessed their arrest. Eza decided to break Asylum out of prison, blackmailing Eelakin tracker Eighth of the Eve in order to gain his help. The two became friends, and each wound up saving the other's life several times over in the short time they knew each other. Asylum turned fully to evil, killing constables and prisoners and twisting them into undead abominations. Upon finding this out, Eza and Eighth attempted to flee, but Asylum forced the two to come to them. Asylum healed Eza from a fatal injury, removing her malnourished state and horrifying her when she realized that someone else had been killed in order to revive her. Eventually, things escalated into a fight with Asylum, more constables arriving as backup. Once the aspiring Mistwarrens leader Perses killed Asylum, Eza ran for help since most others had been severely injured in the battle. The building collapsed behind her, and she believed that Eighth was killed. A few days later, one of the hemalurgic strangers caught up to her for the first time in years, requiring Eza to kill her. Now, she spends her time trying to find out more about the hemalurgy-associated group that is looking for her. Loose ends: Eza is unsure what happened to her mother or why the strangers decided to pursue them. Eighth is still alive, but she doesn't know this. @Stormlightsong Melancholy Reveal hidden contents Name: Melancholy (Mel for short) Appearance: professional matte black attire with a silver dagger on one hip and a leacher taser hidden on the other Affiliations: co-founder of UFO and leader of UFO operations. Personality: Mel sees use of investiture as the leading cause of the decline of civilization (which is not completely unfounded). She is cunning, resourceful, and tho mostly closed minded about investiture, is willing to compromise with losing site of her goal. Concept: Threnodite woman from the forests of hell who then went of to be the co-founder of UFO. Motivation (Short & long term goal): Mel strives to move humanity’s reliance on investiture use to more sustainable and safe sources like electricity. Since a sudden change like that is impossible when the people in charge also rely on investiture use, she plans to gain influence through any means necessary. Merits: minor merits: good survival skills, good with diplomacy, and extensive knowledge of the cosmere. Normal merits: pet Larkin and leacher taser. Major merit: control of almost all UFO operations. Flaws: closed mindedness, impatience, and the constant stress of being responsible for anything that happens under her command. Relationships (Eg. Family and Friends): Richard Peterson: other UFO co-founder. Shades-Will-Take-Your-Soul: Larkin pet. Home Planet: Forests of Hell, Threnody Current Residence: UFO headquarters (a dormant volcano a bit outside alley city) Backstory: Melancholy was raised in the forests of Hell on Threnody. She was trained to fear shades and learned quickly how to deal with them. When she became an adult, she met some worldhoppers who promised her a way off world which she quickly accepted. But as she travelled from world to world she saw echos of her home. Instead of focusing on the things investiture allowed she saw the destruction and inequality it left behind. After traveling the Cosmere for over a decade she heard whispers of a world between worlds. She went to find it herself and eventually found herself in the Alleycity. Instead of feeling awe, she was disgusted and scared of everything around her. That is, until she met Richard. Richard Peterson was a Reckoner who also knew the dangers of investiture. He shared with her stories of earth, a planet that knew no investiture or magic for a long time and still thrived. With new propose, Mel and Richard founded the Uninvested Future Organization, an organization that tried to find electronic and mechanical alternatives to investiture in machines. But as it seemed that this goal would not be achievable in their lifetimes at this rate, they decided lay low and find a way to make investiture use no longer viable. Loose ends (What is unfinished in their life?): rid the Alleycity of its reliance on investiture. Richard Peterson Reveal hidden contents Name: Richard Ivan Peterson Appearance: Richard looks like a stereotypical mad scientist: immaculately frizzled hair, long open front white lab coat revealing plain work clothes underneath, thick black opaque safety/welding goggles, and a leacher taser and aluminum hand gun hidden at his sides. Affiliations: head scientist and co-founder of UFO. Personality: Richard is a bubbly and humorous Reckoner who loves making silly and misleading acronyms (see UFO and all the sects) he is so friendly and silly that it is easy to forget he is a trained soldier who is willing to put his own life and his goals above the lives of individuals. Concept: a silly Reckoner that designs almost all of UFO’s weapons and gear. Motivation (Short & long term goal): Short term: keep developing and learning about anti-investiture tech. Long term: replace all human investiture based technology with electrical and mechanical based ones. Merits: Minor: decent military training, charismatic personality, and intensive understanding of engineering and investiture science. Normal: aluminum hand gun and leacher taser. major: control of all UFO technology design and production. Flaws: reckless, impulsive, and lacks empathy. Relationships (Eg. Family and Friends): Melancholy: other UFO co-founder Autonomous Investiture Destruction Unit (A.I.D.U): magnum opus Home Planet: Earth (Reckoners) Current Residence: UFO HQ Backstory: Richard Ivan Peterson’s parents thought they were funny when they named him, and Richard agreed. Richard loved discovering how things worked so it was not a surprise when he went to get a degree in engineering. Richard became quickly bored of normal physics though, so when the Epics arrived Richard was intrigued. He was not an idiot though and knew danger when he saw it, so he joined the Reckoners and began making motivators. One day, Richard’s Reckoner group killed a powerful epic named Wormhole. Wormhole was a dimensionalist who had the ability to create portals. More curiously was his ability to go into a portal, stay in there for a bit, and then make a new portal right behind someone and surprise them. This pocket dimension he went into between portals was both fascinating and terrifying to the Reckoners, so they were careful what they sent through the portals they were making as most of the time, it never came back. Richard on the other hand really wanted to see what was there, so he went against orders, made the wormhole motivator portable, and carried it and all the other parts of Wormhole through the portal. Immediately after entering it the portal collapsed, and Richard found himself in a world of shadow. He could see the room he came from around him and yet it was dark and distorted. As he kept walking his world started to fade and, more curiously, new ones started to appear. He saw alien planets full of magic and wonder and finally one world encased in a giant bubble. This world was different it seemed more attached to this world than the other ones. So, quickly fixing up the wormhole motivator, he pointed it at the bubble and made a portal into the Alleyverse. After living in Alleycity for a few months, Richard started to notice problems with alien magic. It was limited, some were only accessible to people with certain genes, and almost all of it was hard to acquire. Soon Richard met someone who agreed with him, Melancholy, and together they founded UFO. one year in, Richard was able to make the wormhole motivator work again and used it to get access to earth. He then made an underground (literally and figuratively) Aluminum mining operation. This allowed UFO to get huge amounts of aluminum and expand their production and influence. Recently, Richard has created his magnum opus, the Autonomous Investure Destruction Unit, a robot designed to take down highly invested humans. Loose ends (What is unfinished in their life?): Richard has so many inventions to make, and still needs to convince people to call him Ricky (no one wants to). Farenah Reveal hidden contents Name: Farenah (Fara for short) Appearance: Fara has short brown hair. When in public she wears a variety of colorful tight fit cloaks the hide her beige IRS (Idrian Resistance Society) uniform and weapons. Affiliations: IRS, UFO Personality: Fara is cold but willing to work with others. She has a strong distain for awakoners and misses Idris. Concept: a homesick IRS elite determined to make a home for her people. Motivation (Short & long term goal): Short term: follow orders. Long term: make a home in the Alleycity for herself and her people. Merits: Minor: fireproof uniform, aluminum throwing knives, and colorful disguises. Normal: IED (which is worn on the chest and hums with the anti-stormlight tone when near a concentrated amount of Investiture above 1 BEU as to double as a Radiant defense mechanism.) and an aluminum dagger/taser/mini flamethrower. Major: high amounts of combat and espionage training. Flaws: Reckless, driven by anger, and not as good at fighting at long range. Relationships (Eg. Family and Friends): father: still back at Idris Current Residence: New Halandren Backstory: as a child, all Farenah wanted was to fight for her nation. Her Mother had worked as an Idrian spy in Halandren and had never really been in her life. At age 16, Fara and her father received news that her mother had been arrested and was due to be executed. After hearing the news Fara’s father tried to send her to a monastery as to not follow in her mother’s footsteps. Fara begrudgingly agreed, but snuck out in the middle of the night to try and get enlisted into the military. As she ran she felt a hatred towards her father and more so at the people of Halandren for everything that was happening. Then she tripped, straight through a crack in reality and into the Alleys. For the next year Fara found her way out of the Alleys and into Alleycity. Because of all the different cultures and stories she heard, she expected to find more Idrians, but instead she found something she hated more than anything in the Alleys: New Halandren. As it was her only lead, Fara entered and was quickly found by the Idrian Resistance Society after she tried to attack an awakoner. For the next f5 years she trained to fight amakoners and other investiture users and, because of her hatred and homesickness, soon became a deadly soldier and assassin. She is now very high rank and has been put in charge of a big operation in new Halandren. Loose ends (What is unfinished in their life?): though the Alliecity has become something she is willing to make into her new home, Fara still wants to see Idris one last time and tell her dad that she is okay. @TwinStorm Leon Ferrion Reveal hidden contents Name: Leon Ferrion “the Shardthief” Appearance: a short, nondescript man with curly brown hair, with hints of gray, and a scar on his cheek, his smile seems warm but his eyes are cold and calculated. He is about late thirties, but still physically fit. Affiliation: He leads a gang of Invested criminals who are known for pulling off impossible thefts, but they abandoned him to die. Personality: He seems warm with a twinkling smile and a rich laugh, but underneath is cold and quick to betray an associate if it is a means to his ends. He hates any Radiant, particularly Skybreakers. Concept: A cold-blooded Twinborn thief. Motivation: He seeks to kill any Radiant and become the leader of a new criminal empire, as well as vengeance against his old gang. He also seeks lerasium (something that he will never gain) and bears a secret wish to reunite with Reana and seek closure with them. Merits: —- Minor: excellent knife fighter, an excellent manipulator, F-Electrum —- Normal: F-Zinc Hemalurgic spike, an excellent gunman, —- Major: A very skilled Coinshot Flaws: Having accidentally stolen from a Skybreaker in his youth, he bears an irrational hatred for Radiants, and will go out of his way to kill any Radiant and make a public display of it. He doesn't people who haven't proven themselves and has a slight limp. He keeps a gun under his pillow. He considers himself to be a fierce Scadrian supporter. He's becoming almost addicted to tapping determination. Relationships: His closest friend was his right hand man, Maldon, who is an expert sprouter, who betrayed him. His nemesis is a Skybreaker named Kelivar who is determined to bring him to justice. His ex-wife the Baroness Reana Elariel seeks to bring him back to the light. He genuinely loved Reana and used to his gang, before they betrayed. Home Planet: Born on Scadrial, moved to the Mistwarrens when he was young, but his mother is from Roshar. He considers him a pure blooded Scadrian. Current Residence: The streets after he was betrayed. Backstory: Raised in the Mistwarrens, he used his powers to become a talented thief, till he accidentally robbed a Skybreaker. The Skybreaker tracked him down and gave him a scar in the fight that ensued. Since then, he has an abiding hatred for Radiants. A year after, a master thief adopted him as his son and raised him in nobility. He became notorious for wanting lerasium, and people began to call him the "Shardthief." At twenty-nine he fell in love with Reana, who he married. Reana's brother, who was also a criminal and associate of Leon, betrayed Leon and Leon killed him and used a spike to gain his powers. When she discovered him running an underground thieve’s guild and he killed her brother, she tipped Kelivar, who attacked Leon and burned his mansion. Shortly afterward, he discovered Reana betrayed him and left the Mistwarrens with his gang, who later betrayed him and left him for dead. Loose Ends: Reana is still alive and seeks Leon for forgiveness. Kelivar continues to hunt him and Leon searches for rumors of Radiants and weapons that can kill them, as well as hiding from several secret societies seeking to recruit him. He seeks a new gang and vengeance. @WhiteHairedDrifter Mordyial Kein Reveal hidden contents Name Mordyial Kein Appearance 6 feet tall, short red hair, wears enveloping clothing designed to cover as much skin as possible, the clothing is ragged and upon closer inspection appears to be riddled with tiny holes, pale skin, slender frame, quiet and unsettling. Affiliations None (yet) Personality Closemouthed and shy, realizes the need to make alliances but doesn't enjoy trusting people more than necessary, avoids physical contact not for fear of getting hurt but instead fears injuring others, hates taking life. Concept Crimson aetherbound who fears the destructive power of his ability. Motivation Short term: Find a place to stay without drawing attention. Long term: Find a way to live in peace without causing any more deaths. Merits Major: Crimson aetherbound. This ability allows him to grow spines only from his skin. The spines are blood red and reflective. They have similar properties to glass, but are much stronger. They can be shattered by bladed weapons but doing so is very difficult. Heavy blunt weapons are most effective. The spines turn to dust after a while when not in contact with his skin. He can also dismiss them to the same effect. Normal: Excellent lockpick, excellent sneak Minor: kindly(Builds trust quickly), passable with a dagger if forced, loyal(perhaps to a fault) Flaws Has difficulty controlling his aether abilities and they tend to be heavily effected by his emotions, fears forming relationships with people, fears hurting people with his ability, despises violence and will only fight as a last resort, has PTSD from accidentally killing his childhood friend with his aether and is subject to panic attacks under stress, needs a near constant source of water to survive, Has a major phobia of physical contact. His abilities dehydrate him at a startling rate. He is easily angered due to the nature of his condition and the Intent of the Crimson Aether that infects him. If he gets angry enough, it can lead to him losing control. This makes him more powerful but causes him to lose all self control and distinction between friend and foe. It is unsure what would happen if he fully lost control. Doing so is one of his greatest fears.(possible future Kaladin vs Pursuer / hulk out scene.) Relationships His parents still live on Lumar, He accidentally killed his childhood best friend and has been permanently scarred by the event which has caused him to shy from forming relationships. Home planet Lumar Current residence None. Recently arrived in the Alleyverse and is looking for a place to stay. Backstory He grew up on Lumar. His story started when he was about fourteen years old when he left his home to find his friend, Jonathan. Mordyial was not popular, even then. He was bullied by adults and other children alike, but he took comfort in the fact that Jonathan stood up for him. He was not bothered by the others. He didn't feel the need to be popular anyway. Jonathan was enough for him. He approached Jonathan's home and made as if to knock on the door. He stopped as he heard laughter from within. Mordyial walked around to the window and peeked inside. Jonathan was there with another boy from the village. He was a bulky young man who was one of Mordyial's worst detractors. Mordyial listened in on their conversation. What he heard horrified him. Jonathan, his one and only friend, the one person he thought he could trust, was responsible for all the mockery and abuse. He was the source. Mordyial listened as his presumed friend shared secrets told to him in confidence. He fled. The next day, on his way to school, Mordyial passed Jonathan on the road. He kept his eyes on the road and tried to pass him without speaking. Jonathan called for him to stop. Mordyial pretended not to hear and kept walking. Jonathan put his hand on mordyial's shoulder. Mordyial looked at him with, a slight tinge of fear in his eyes. Jonathan started telling a joke and anger welled up in Mordyial. How could he lie so well? Jonathan's voice trailed off as he realized that his audience wasn't listening. He asked if Mordyial was okay. Mordyial looked at him, his eyes wild with rage. Jonathan tried to console him, but Mordyial could only rage at the false face Jonathan wore. He looked away and saw the boy who he had seen in Jonathan's house the day before and his rage reached a new height. He felt a surge through his body as he listened as if something had Snapped. "That idiot Jonathan is still standing up for the twerp," the boy said to his friends. "I went to his house the other day to talk to him. He was so friendly I was almost sick. When I started asking about Mordyial though, he finally grew a backbone and kicked me out." Mordyial heard this and froze. Had he misread the situation? He looked to Jonathan. He looked with horror at Jonathan's corpse speared on the crimson spines jutting from Mordyial's body. He remembered the surge of energy he had felt and cried out. He shook and broke off the spines and pulled them out of Jonathan's body. He knelt by Jonathan and wept, begging him To wake up. He never did. After a few moments of stunned silence, everyone present started shouting and running for Mordyial. He ran and his in an alley. A few hours later when people had stopped rioting, he put on a cloak to conceal himself and made for the docks. His eyes were sore and red, and he had no more tears left to cry. He got a job on one of the ships leaving the harbor and said goodbye to his home. He sailed with the crew for a few months and and saw much of the world. Eventually, the captain, being rather daring, took a job that required sailing through the crimson sea. The sailors hesitantly agreed. They were not long into thensea before they encountered the rains. The ship was destroyed in the first night. Mordyial screamed as he fell from the deck of the collapsing ship and into the crimson spores. To his amazement, he broke the surface a moment later. Thenspores had solidified beneath him. ONLY beneath him. The seethe continued, but the sea held firm under his feet. He felt a sort of pulse from the direction of the crimson moon, hanging low above the horizon. He watched as the ship sank. The spores hardened in a path off towards the horizon. Seeing no better option, Mordyial followed the path. He walked for many days and nights. When the rain came, he expected to be torn apart, but the spines parted around him and none pierced him. The rain made him feel rejuvenated. Mordyial felt oddly... Peaceful. It was a feeling he had not felt since Jonathan died. He was always worried about hurting people, but here... There was nobody to hurt. Mordyial made up his mind to stay. The water from the rains sustained him and he had no need to eat. As if in response to this thought, the spores became soft and he fell in. They surged forward, carrying him forward with urgency. Eventually, he reached the edge of the midnight sea. Mordyial shivered and tried to step back, but the crimson spores urged him onward. Reluctantly, he stepped onto the black spores as the seethe stopped. He was quickly ambushed by midnight essence. After struggling for some time, his vision went black. When he awoke, he found himself in a well furnished room. Standing by the fire was a woman with silver skin. He tried to call to her, but all that came out was a chirp. He looked down in horror to find himself in the body of a bright red songbird. The woman just laughed. He lived as such for almost three years. One day, the tower was invaded by a group of strangers. Mordyial ignored them, not really caring, until his cage was knocked over. He hopped out in annoyance and looked around. He watched as a strange man took on the same glow as the sorceress. Eventually the sorceress said something about leaving. Mordyial didn't think, he just followed her. After a few weeks on board what now appeared to be a FLYING TOWER, they passed a black hole in space. Mordyial had some knowledge of space and knew the danger of this. He perched by a window and watched. They vessel trembled and started to shake. He heard the sorceress cursing, but was not there long enough to hear the end. The window shattered and he flew into the cold of space. He was sucked toward the black hole and felt a strange sense of disconnect as he lost consciousness. He awoke in madness. He was in a sort of void that seemed to defy natural laws. He watched his life flash before his eyes and heard his own words spoken without speaking. He saw himself and looked back. He was thrown suddenly onto a very real street. He looked back at the alleyway he had flown out of. He was to glad to be alive to waste time wondering what the heck had just happened. A strange little man with slate gray, almost crystalline fingernails approached him. He reached for Mordyial's hand and shook it, breaking into a wide grin. "You look new!" He said. "Welcome to the Alleyverse!" Loose ends Mordyial cannot rest peacefully until he is reconciled with Jonathan, or at least with himself. He has no idea how he is going to do so. For know he just wants to avoid hurting anyone else. @Wits instant noodles Kalel Dalar Reveal hidden contents Name: Kalel dalar Appearance: male, 6’6” well muscled and large from black smithing. Shock white curly hair and blue eyes. A straight thin scar across his right forearm. slightly ragged but fairly well kept clothes. belt filled with hammers and metal ingots and such Affiliations: none but is willing to work with UFO Personality: relatively calm but upbeat demeanor, a little bit figety and absent minded. Slow to anger but slow to forget. Very proud of the weapons he creates. Treats all people equal unless given a reason not to. Only deals with invested people if he decides they aren’t going to use their abilities to push around or harm non invested people. To some this comes across as rude. Concept: world hopping weapons smith Motivation (Short & long term goal): short term he wants to set up a shop and be successful selling invested weapons or specialized weapons to invested individuals. Long term he wants to find out more about the dark ally’s goals as he doesn’t like the rumors he’s heard about them, potentially even wants to find a way to stop them but doesn’t know for now as he doesn’t have enough Information to act on. Is willing to help with UFO but doesn’t want to fully commit due to seeing things a little differently. He believes in giving non invested people a leg up but also wants to do it using invested weapons. Merits:min1) good cook, min2) picks locks min3) plays uke N1) proficient in almost all weapon types N2) incredible blacksmith and weapon smith Maj1) has roughly 3,500 breaths (tucked away In various items, uses them mainly for making weapons that have invested abilities) Flaws:is deaf and completely unable to hear sense birth.(so he’s really easy to sneak up on.) non invested he has breaths but no longer keeps them in himself and never uses them for himself. Relationships: none yet Home Planet: Nalthis, Hallandren Current Residence: a shop with a apartment above it in the new hallandren paid for by money he’s gathered in his long years of life Backstory: Kalel was born deaf to a blacksmith. due to him being deaf he had a hard time connecting with anyone and mostly just put himself to working his trade as a smith. Due to his incredible skill he grew to own several several shops and thanks to his humble life style he started building wealth, with that wealth he experimented with breaths purchasing large amounts. He used it to start experimenting with weapons and tools that used breaths or helped awakeners. One day while exploring the jungles of Hallandren looking for wood to be used as handles he stumbled upon the perpendicularly there. Going through he had discovered the cosmear. From there he returned to his shop to collect his wealth and breaths and head out to explore the cosmere. He traveled to several planets including Scadrial, Roshar, sel, Lumar, and Taldain among others. At each planet he learns of the different weapons and materials collecting them and storing them. He also study’s the investiture and how it’s used. How it could be bolstered or halted by the use of different weapons and tools but also sees that on every planet the non invested are pushed around by those with more power then them. Seeing this Kalel decides to put his breaths in objects and not use them for himself. Eventually while traveling the cosmear he learned of a land filled with people from all corners of the Cosmere and beyond. kalel with his vast wealth, knowledge, and materials gathered from worlds all over the Cosmere. When he arrives he learns of the UFO and finds himself agreeing noninvested people should have a way to fight back but thinks that using invested materials and items is still too much of an advantage. He hears of a shadowy organization called the dark ally that he doesn’t like the sound of it. But has decided to try and learn more about them before making any decisions regarding them. He buys a small unassuming shop in New Hallandren and starts crafting weapons for uninvested people and invested people alike specializing each weapon to the users needs and abilities. @KnightSkye Kaiden Reveal hidden contents Name: Kaiden (Kai) Appearance: Alethi boy of 17 (earth years), rather short for a Rosharian (about 6.5 Scadrian feet) with delicate features, blue eyes and black/red hair almost reaching his waist and usually held back in a messy braid. He has a soldiers build and wears an Alethi-style Windrunner uniform, blue, but distinctly deeper than Kohlin blue. Affiliations: Kaiden was a member of the Windrunners on Roshar, and is likely to seek a group of Windrunners out. He has had to defend against several Ghostblood attacks, and is hostile towards them, but not actively hunting them. Personality: Kaiden is shy with strangers most of the time, and is bad at picking up on social cues, which comes across at best as nervous and at worst as brusque or grouchy. He does better with a solid command structure; disciplined, respectful to those above him and compassionate to those under him socially or under his command. In times of crisis though, he shines. Kaiden has had to deal with over stimulus, hard social situations, and his own panic enough that when others start panicking, he is calm and level headed, often taking command unless there is someone there in authority over him. Concept: A scared kid finding his way into adulthood. Motivation (Short & long term goal): Short term goal: find a group of radiatns to talk to and tell him about the city. Long term goal: to Establish a home for himself and his spren in Alleycity, then find a way to get back to/ find his family and bringer them to Alleycity to be safe. Merits: Minor merit 1: enjoys drawing, but isn't that good. Minor merit 2: passable cook. Minor merit 3: he is very good with kids. Normal merit 1: above average swordsman, specialising in the style of Greatsword/Shardblade Normal merit 2: He's good at teaching others in combat, especially sword. Major merit: Windrunner of the fourth ideal Flaws: Kaiden is bad with people, most of the time, and doesn't really like them. He tends to be very defensive, and has a bad habit of pushing most people away so they can't get close enough to hurt him. He can't read. He has rather Severe PTSD and chronic depression, and even though he recently swore the fourth ideal, he still suffers from nightmares frequently, and has his fair share of dark days. In a fight, he will lock up if someone in the fight has blue hair or looks like a family member or friend, as he's having nightmares about accidently murdering them. In a hostage situation, Kai will lock up and be unable to fight, likely dismissing his blade if summoned. The terror he feels that someone he loves or that is innocent might get hurt by him is paralysing. It would likely take the death of said person, or direct attack on Kai to shake him out of this state. Since he swore the fourth ideal very recently (less than a week ago) he is not at all practiced with his armor, and has never worn shardplate, making him more of a damger to himself and his housing than enemies. While Kai is above average with a sword, he is by no means an expert. He has lost about 3 out of 5 sparring matches with other windrunners or full shardbearers, and couldn't defeat someone with living plate and blade. Also, not so much a flaw as a difference that is a disadvantage, he is AuDHD. Relationships (Eg. Family and Friends): Kaiden came from a rather large 1st Nahn family; his parents, three little sisters, and his little brother (15, 12, 9, and 6 years old respectively) are all still stuck on Roshar, in Azir, where they fled after the conquest of the Tower. Kiaden also was very good friends with another Windrunner, Nitha, who he sees as an older sister, and who helped him reach the fourth ideal. His spren, Skyelarin (though she goes by Skye), is not what you would call a traditional honorspren, but she supports Kai well and holds to the ideals of the windrunners. Kaiden has lost more then most people around him in his life so far, probably contributing to him becoming Radiant; the ones that hurt the most that he thinks about often are his grandfather, who died from organ failure before radiant healing was reinstated, and a friend, Rikin from about 5 years ago who died in a construction accident that Kai saw and couldn't prevent. Kaiden has one more little sister that was taken prisoner or killed when his town was conquered, named Carys. He hopes that she is still alive and wants to find her. Arashen, a friend of Kaiden's from childhood, was taken at a young age and joined the Skybreakers. Kaiden only found this out recently, at a battle in Emul before the conquest of the tower, when Arashen tried to assassinate him. Home Planet: Roshar, Alethi/Veden. Current Residence: none as of yet, because he just arrived in the Alleyverse. He will likely seek out New Urithiru. Backstory: Kaiden came from a first nahn, mostly good family, in the Kohlin princedom. Unfortunately for them, it was right before the True Desolation. Kai attracted a spren about 6 years ago, when he broke ties with someone he thought was a friend who was merely a bully, to defend someone. Neither he nore his spren are quite sure how they were overlooked by the skybreakers, but Skye thinks that they assumed the possible radiant was Arashen and that they successfully recruited him. Kaiden and the rest of his family fled when their town was conquered and they were in hearthstone when the fourth bridge arrived. He was discovered by Nitha on the way back to Urithiru and given the option to join the Windrunners at Urithiru. He accepted, hoping to find Carys during the fighting. The rest of his family went to Azimir via Oathgate and stayed there. Kaiden was then taken as a squire to Nitha, despite having his own Blade already, because he needed more training in actual combat. His first mission as a full windrunner was one of the battles in Emul. During a fight with the Skybreakers, Nale pushed him through Dalinar's perpendicularity and he got lost in the spiritual realm, eventually finding his way to another perpendicularity, this one leading to the Alleyverse. -Ideals (i am going to include details on how Kai reached each of his ideals here, so as not to make a book put of the backstory. If more detail is desired, i would love to provide it): -First Ideal: The night Kai almost killed himself, he swore the first ideal. He sat there, back to the wall, and knife in his hands. Blood dripped down his arms from the cuts he'd carved into his shoulders. "why?" he whispered, "why should i stay? Can you honestly give me one good reason to stay here, Skye? In this cold and dark?" "Because" Skye said, "there are those still here who love you. People you destroy if you left. What is more importent to you, your life, or theirs?" "...I care for them. I do not want them to suffer me." "They will suffer more without you." She waited. One minute. Two. Finally, he answered. "Then i will stay. For them. I will live before I die." And those Words. Those words had power. Kaiden dropped the knife, and words, whispered in the dark, spilled from him. "Life before death." I will live before I die. "Strength before weakness." When I am strong, I will help those who are weaker than me. And I will seek help from the strong when I am weak. "Journey..." Kai stood, pushed himself back against the wall and stood "Journey before Destination." I know where I am going. I will try to make my path there the right one. (sorry for the extra wordieness on the first one, but I've always thought that the first ideal, and what it means to the person swearing it were really importent.) -Second Ideal: Kai swore the second ideal after trying to defend Arashen from a gang of bullies. He failed. It took Arashen years to figure out how Kai recovered so quickly from the royal beating he took in his attempt. -Third Ideal: Kaiden swore the third ideal after an intense family fight, where, to put things lightly, somethings had been said that inspired hatred in Kai. People had refused to lisetn to him, to believe him, to see him as trustworthy. And he hated them for it. He wanted to see them burn. And so he swore. He swore to protect even those who hurt him, so long as it was right. -Fourth Ideal: Five days ago, in Emul, almost behind enemy lines to a captured city. Almost able to prove to himself that he could save Carys. Almost able to convince himself she was still alive. Almost able to convince himself that they could win this war and save people. And they were attacked by Skybreakers. Radiants. People who should have been on their side. A friend tried to kill him. Someone he had defended, someone he had trusted now tried to kill him and those he protected. Then he was slammed into the perpindicularity by Nale. He was slammed into it and through, in a way he hadn't felt before. Light and darkness swam around him, showing him images of his past, his mistakes, and his family, unprotected and killed. And so he swore. He admited something he had known for too long now; that he couldn't protect everyone. The burst of power and clarity this gave him let him find a way out, which lead to the Alleyverse. He doesn't know how long it's been, or how to get back, or even where.he is, really. Loose ends (What is unfinished in their life?): The Skybreaker Arashen still wants to find and kill Kai, he still wants to save his family and Carys, and he wants to find a way to meet Nitha again. Links (Eg. Theme song, a spotify playlist, a pinterest mood board, or reference images): Theme song (kinda basic for a windrunner, but I like it) @BridgeBoi Altin Reveal hidden contents Name: Altin Appearance: Altin comes from Roshar so he is taller than the average cosmere character. He is a youngish male. He has brown hair and light green eyes, with tan complexion. He dresses in solid worker clothes, not fancy but functional. He carries himself confidently. Affiliations: None so far, though he seeks for more. Personality: Altin is fiercely competent. He is mostly cocky and confident but inside he hides a deep insecurity. He has a fierce loyalty to family and friends. He views life as a contest for survival. Concept: A former criminal leader fallen from power seeking to reclaim status Motivation (Short & long term goal): Altin’s primary goal right now is to gain money for himself and his cousin Leif. In the long term, he wants to fulfill what he sees as his fathers’s legacy: found a criminal gang and gain power in the Alleyverse underworld. Merits: Minor: An experienced if not innovative leader. He led a criminal gang before and knows how to manipulate people. Allomantic tin refuses to give up. He will never completely surrender but will always keep going. He is a good thief. Has good sleight of hand, stealth, and deception/ Normal: Tineye: He has a tineye hemalurgic spike. However, He is relatively inexperienced with it, and might misuse it, which could cost him dearly. Altin is a very good swordsman. He uses Vinestance. He is not at the level of an Adolin or Dalinar, but is a swordmaster nonetheless. Major: Altin: bears a shardblade, given to him by the Nightwatcher. This shardblade is a deadeye spren named Weaver. With the help of the Nightwatcher, Weaver regained sentience and some of his prior powers, including the ability to change shape. Flaws: Altin has two main problems. First, is his current position. To put it frankly, Altin and his younger cousin, Leif are refugees. They came to the Alleyverse with little and what little they had has already been spent. Altin needs to get money and food fast, or his cousin might die. Altin’s more major problem is the Nightwatcher’s bane. Every night as Altin sleeps, he is drawn into horrific spiritual realm visions (similar to Dalinar’s in Way of Kings) of his most horrific memories, the night his dad died, the death of his mentor and friend, spiking Felin, the flight from Roshar. These daily nightmares leave Altin stressed and wornout. While he tries to cover these wounds up with a facade of confidence, inside he is deeply insecure and unsure of his worthiness. Because he doubts himself, he might not be able to achieve his goals for fear of failing. This insecurity is also part of lingering guilt from this failings. Relationships (Eg. Family and Friends): Leif: Leif is Altin’s younger cousin around 16 years old. She is a kind, gentle soul though not without her own struggles from past trauma. She looks up to Altin for protecting her and relies on him. Altin channels his remaining guilt from the death of his family into protecting and providing for Leif. He would die for her and would do anything to make sure she doesn’t die. Weaver: Weaver is a calm solid person. He and Altin are very good friends. Weaver acts as a moral anchor for Altin and his calmness helps counteract some of the worst effects of Altin’s self-doubt. Home Planet: Roshar, Veden Current Residence: He has a small apartment in the Mistwarrens, paid for by savings from his previous life. Backstory: Altin was born around 45 years before the coming of the Everstorm. He was raised in the city of Vedener. His father was a successful criminal leader. He was taught basic criminal and leadership skills from the age of five. This life continued until the night when his father was assassinated by rival gang leaders when Altin was 13. Altin escaped the slaughter that followed and rescued his younger cousin Leif, who was 8 at the time. That night, Altin swore two oaths, to avenge his father and to protect Leif. They fled Vedener and managed to find work on a caravan heading to the west. They ended up in Emul where they worked as petty thieves for 4 years. Everything changed when He heard legends of the nightwatchers boons and banes. He traveled to the valley and met the Nightwatcher. He wished for the power to avenge his father and to protect his cousin. The Nightwatcher accepted and gave him a shardblade named Weaver. Weaver was a cultivationspren who had been bonded as a radiant spren. He was killed in the recreance. The Nightwatcher awakened him with the help of cultivation. This reawakening also granted him some of his prior abilities such as the ability to be summoned instantly and the ability to change shape. The Nightwatcher also gave Altin skill with the sword. However, she also gave him a bane. Every night, Altin relives his worst memories. He took weaver and traveled back to Emul. From there, he traveled back to Vedenar. He quickly took revenge on the gangs who had killed his family. He killed their leaders, taking his revenge. However, after a few months of operating as a criminal leader, rumors began to spread of the new criminal’s shardblade. The government of Jah Keved, seeking more power, put a massive bounty on Allomantic tin’s head. Altin fled, recognizing that the government could kill him. In their flight, Altin, Leif, and Weaver fell in with an experienced smuggler, Felin. After Altin befriended Felin, by saving his life from whitespines, Felin revealed his past as a tineye worldhopper from Scadrial. He then decided to help his new friends on their journey. The four of them formed a new family. However it wasn’t to last. In the outskirts of Rira, the bounty hunters caught up with the group. They barely managed to escape but in the process Felin took a poison arrow. After the four made their escape, Felin collapsed. Knowing that he would die, he told Altin to spike him. Altin, recognizing Felin’s last wish, used a hemalurgic spike and killed Felin. They wandered on until they were trapped in Kholinar. With nowhere else to go, they ran down an alleyway and they were transported to the alleyverse. In the couple weeks since then, Altin and crew have been living off savings until Altin can find work. Loose Ends: Altin will try to recreate his father’s criminal empire. He feels driven by those who he feels like he failed such as Felin and his father. @Lord Ruler Sylphrena Vane (Sunwatcher) Reveal hidden contents Name: Vane aka Sunwatcher the Fair. Appearance: Sunwatcher appears like a man in his mid 20's with pale skin, curly red hair, focused blue eyes, while confidently wearing a large Scadrian white-gold coat. He has the typical body of a returned (8 feet tall+strong) and is often wearing some very bulky leather armor with a bandolier of zinc vials and a dueling cane when needing to protect himself. When suppressing his Divine Breath he is around 6 feet and has a lean body. Affiliations: Only arrived in Alleycity 6 months ago and is unaffiliated. Personality: Sunwatcher is a very passionate man when it comes to most topics. He is very jealous and hates people that were born with more power then him. While he hates being considered weak he does respect those who have surpassed him through hard work. He wants to elevate everyone to a position where they aren't limited by birth, but has no sympathy for those who are not seeking to better themselves. He wants everyone to have equal opportunity to gain power but doesn't actually care about everyone being equal in strength (Survival of the fittest and all that). Despite strongly believing in honor he is okay betraying people and being sneaky, he knows this makes him a hypocrite but would prefer not to think about that. He loves Hemalurgy and Awakening as they are the only magic systems he considers completely fair. Elantrians are by far the people that Sunwatcher hates the most and would prefer for all of them to be spiked and have their powers given to those who worked the hardest. Concept: A morally grey reformer. Motivation Shorter Goals: Find allies/more comfortable living situation. Semi Long-term Goals: Get a Dead Shardblade. More power leads to more possibilities and either enhancing his Allomancy or sword skills is at the top of his mind. Long-term/Unrealistic Goals: Achieve equal distribution of investiture. Merits: Major Merit: 1 Divine Breath (Obtained through Hemalurgy) and 1 Regular Breath. He usually doesn't suppress his breath and enjoys the superhuman boost it gives. Normal Merits: 1) A-Zinc spike, and A-Duralumin spike. Sunwatcher has a spikes that make him a Rioter+Duralumin Gnat and while it isn't the most powerful he is very practiced with his Allomancy. 3) Decent swordsmen/cane duelist. He has not undergone the intensive training to become a master but uses his Allomancy to make his opponents overextend/hesitate at important moments and then finishes them off with his enhanced strength and speed. Flaws: He is somewhat arrogant/distrusting and often disregards others opinions when they disagree. He is also quite power-hungry and while he normally takes his time doing things if he sees a promising opportunity he will get severe tunnel vision. His use of Hemalurgy also gives him a lot of paranoia around Emotional Allomancers. Relationships: He family has all past away and he is currently on the hunt for like minded individuals. He dislikes anyone who was born with large amounts of investiture on principal and would consider himself an enemy of organizations like the UFO though he is mostly unaware of them. Home Planet: Nalthis. Current Residence: New Hallandren. He has a apartment and has been working gig jobs. Backstory: Vane was born in Hallandran around 30 years before Warbreaker and was a devout Returned worshipper. He rose to become a High Priest of one of the Returned but found him to be a callous idiot. He came to the conclusion that people Return randomly and were simply parasites. After watching his god refuse to give up his breath for years he had a chance encounter with some Scandrian Worldhoppers. He doesn't remember who they were but he purchased a book containing knowledge on Hemalurgy from them. Sick of his god and of Nalthis in general he spiked the Divine Breath of his god and gave it to himself he then left the planet and travelled aimlessly until he arrived on Scadrial around 50 years before Era 2. He managed to spike a Rioter+Duralumin Gnat and practiced his Allomancy for some years. After learning about the Lord Ruler and the Skaa Rebellion's he came to the conclusion that people being born with too much power ruined society. He has made a vow use Hemalurgy to strip power from those underserving and create a Meritocratic Cosmere. He has ventured to Alleycity to gain more resources and to find people that might will help him create and new society starting in Alleycity. He knows he will probably never achieve his goals but he is around 100 years old it won't stop him from trying. He also decided to stop suppressing his Divine Breath and pretend he was a Returned called Sunwatcher the Fair (He thinks this name is extremely cool and I have to agree). He is trying to hide his use of Hemalurgy with bulky clothing but is okay with revealing his secret to any of his allies. Loose Ends: While people that have not earned their powers still live there is always more work to do. Characters from his backstory probably wont show up but they have definitely influenced how Sunwatcher is going to be acting in Alleycity (Initially quite cautious but hoping to either work with/for someone strong very soon). Links: I might add these later. @Karnatheon Laonin Kungli Reveal hidden contents Name: Laonin Kungli Appearance: A short stout man in his early 40s, who stands about 5 feet tall. He has a long bushy beard which he cares for well, and his skin is tanned and leathery from long hours at the forge. He wears an off-white shirt and dark brown pants, and can often be seen wearing a leather apron. His face has more wrinkles in it now than it used to, and scars as well as other signs of misfortune have made their marks upon his body. The first streaks of gray have begun to show up in his hair as well as his beard. The only item of clothing that doesn't look worn down is a well cared for pair of leather boots. Affiliations: Laonin never officially joined any guilds, as he saw them as one of the root causes of the Alleycity's problems. He did help found a small organization of people long ago, whose purpose was to help the downtrodden of the city, and to help repair it. He had partnerships with people and groups who have long since faded away, who at one point were making major strides in rebuilding and repairing the city's infrastructure. He is currently affiliated with no one, but hopes to change that. Personality: Laonin thinks people oftentimes rely too heavily on Investiture to solve their problems, and isn't afraid to tell them how he feels. He'll attempt to avoid a fight if possible, but will not run if it cannot be avoided. He stands up for what he believes in even in the face of death, and will sacrifice himself for those he cares about if needed. Laonin has seen hard times, and understands what it is like to fight your inner demons. He is hardworking and determined, and enjoys the act of creating. Concept: A man trying to build a better future for everyone. Motivation: Having just returned to the Alleycity, Laonin's current goal is to find out what has happened to his friends and allies while he was gone. After that, his goal has been, and continues to be, peace. To uplift the less fortunate, to heal the hurt, to protect those he can and to resist those who don't deserve their power or authority. To bring hope and prosperity to those who need it most. And hopefully, one day, to forgive himself. Merits: Major - Laonin is a Forger, and possesses several Soulcasting Fabrials which he is experienced with using, Spark (Fire), Lucentia (Quartz, Glass, Crystal), Foil (Metal), and Talus (Rock and Stones). Normal -Laonin is a highly skilled Blacksmith. He is also rather physically strong, though not supernaturally strong. Minor - Laonin has a stoic charisma to him that tends to make others trust him. He is a pretty good judge of character. And he has a very high pain tolerance. Flaws: Laonin was once a very different man, an evil man. He has changed for the better, but the memories of those times, and the scars they've left on his spirit remain. He is also stubborn as a mule, and it's gotten him into trouble more times than he can count. He judges those in power, and with power, more harshly than they oftentimes deserve. Relationships: Laonin had a wife, many years ago, but has not seen or heard from her since after their son died. He also had several friends and allies, but he has not seen them in many years either, and for all he knows they are long gone. Home Planet: Sel Current Residence: Currently sleeps in the worn down remains of his old home, The Forge. Backstory: Laonin's identity originates from an Essence Mark. He was born and raised on Earth, and eventually became an Epic named Thundershriek. Thundershriek, like most Epics, caused much death and destruction at the height of his power. Through a convoluted series of events he eventually wound up on Sel. Being away from Calamity's influence and the presence of other Epics allowed him to eventually rid himself of the corruption that had warped his mind. He lived a life, got married, and had a son. Unfortunately, disaster struck and his child was lost. Stricken by grief, Thundershriek went on a rampage, only to have it ended by his wife, who used his weakness to subdue him, and then used an Essence Mark to stop him from hurting anyone else. He became Laonin, a Forger who was skilled in the art of blacksmithing. The memories of what he had done, both on Earth and on Sel, were still there however, haunting him. His wife left him, her grief too much for things to last between them. Knowing he had been granted a second chance, Laonin set out to try to undo the harm he had wreaked upon the Cosmere. He may not be able to help his victims, but he could hope to save others, and maybe eventually, forgive himself for what he had done. After years of traveling he found himself in the Alleycity, a strange and unforgiving place. It was here that he felt he could do the most good, make the biggest impact. He set out to build himself a home, to build a home for the homeless, to provide sheltered to the endangered, and to bring hope to the distraught. Over a long period of time, he did help people. He used his Forgery to repair buildings that had been destroyed during some of the many wars and conflicts that had ravaged the city, he used his skills in blacksmithing to provide tools to those who needed them, and he gained a following. Nothing large, nothing fancy, but a close-knit group of individuals from many different backgrounds with one thing in common, a desire to help. Together they achieved many things, and actually made an impact on the city for the better. The status quo improved, and Laonin felt happy for the first time, and he almost felt like he deserved it. But then one day, while out scouting for more work to be done, he accidentally wandered into an Alley. And he would up somewhere far, far away from the city. Somewhere strange, and terrible. He spent many years in that place, alone, and hurt. The memory of his friends all but faded. Eventually, through sheet luck, Laonin found his way back to the Alleycity. He hopes it isn't too late. Loose ends: Regret and remorse for the things he did in his past life hang over Laonin, influencing his every decision. He doesn't know the fate of his life's work, of all of his effort. Hope I am not too late/ becoming a late character? Make sure to read the whole application Name: Vex Appearance: A man seemingly in his late teens, 5’11, typically wears a t-shirt and jeans, dark brown hair, hazel eyes. Affiliations: Personality: Withdrawn, stays silent, only voices his opinion when asked, leaves the work to those who can pay, loves to hide in the shadows. Concept: A post-Calamity Epic. Motivation (Short & long term goal): (short term): live through today, get past tomorrow, (long term): keep going and make sure the wronged do too. Merits: (minor) silence, (minor)talented singer, (minor) talented artist (normal) experienced actor, (normal) mechanic (major) post-Calamity Epic with the ability to manipulate matter. Flaws: Epic vulnerability, things that can think (human, dog, cat, mice, insect etc.) if he tries to manipulate the matter of anything or is touched by anything that can think his Epic abilities are canceled for a few minutes (when he uses his Epic abilities on himself his abilities aren’t canceled), suffers from split personality disorder, is exhausted really easily. Relationships: Family Status: dead, Friends Status: None. Home Planet: Earth. Current Residence: Rents an apartment in the city, uses money created from whatever is on hand, lives in the Corridor. Backstory: Before Calamity burned across the heavens, Vex was just a teenager named James Koni. He lived in the outskirts of Newcago, a dreamer with paint-stained hands and a sketchbook full of impossible skylines. Art was his refuge—a way to imagine color and life in a world of steel and ash. Then Calamity appeared. The red light split the sky, and something inside Adrian fractured. Power flooded through him, wild and intoxicating. He could reshape matter, twist metal into flowing forms, sculpt the world like clay. The artist in him saw creation; the Epic in him saw dominion. At first, he used his gift to create beauty. He painted with light and metal, turning ruins into living murals that shimmered with impossible motion. But the whispers came—the same madness that infected all Epics. They told him his family knew his weakness, that they could end him. And they could. Vex’s power faltered when touched by anything that could think. A human hand, an animal’s paw, even the brush of a bird’s wing—any contact with a conscious mind stripped him of his abilities, leaving him fragile and human. His family knew this. They had seen it happen once, when his younger sister hugged him and his power flickered out. Fear consumed him. One night, driven by paranoia and the voice of Calamity echoing in his mind, he turned his art into a weapon. The Vale home became a gallery of frozen figures—his family immortalized in metal and glass. Days later, his best friend found him among the sculptures. Overjoyed that Adrian had survived, he reached out to comfort him. The touch broke Vex’s power, and in that instant of weakness, rage and terror collided. Vex lashed out, hurling him from a cliff. The silence that followed became his only companion. For months, Vex hid in his parents’ old apartment, surrounded by the remnants of his art. The walls twisted with faces and forms that seemed to watch him, accusing and alive. When he finally emerged, the boy who painted dreams was gone. Now, Vex wanders the shattered cities, silent and distant. He never allows anyone—or anything living—to touch him. His art decorates the ruins: towering sculptures of glass and steel, frozen mid-motion, beautiful and terrible. Some say he’s trying to sculpt redemption, to create something pure enough to forgive him. Others whisper that he’s building a world where nothing can think, nothing can touch him, and nothing can take his power away. When Vex creates, the world bends. When he’s angered, it breaks. But when a living being dares to reach him, even for a moment, the god becomes human—and the artist remembers what it means to feel. Links: https://open.spotify.com/track/5UlnuulVAVmmesw4VzqHdG
Koloss17 She/They Posted March 13 Posted March 13 On 3/12/2026 at 3:06 AM, DcD25yhtdA8 said: Hope I am not too late/ becoming a late character? Make sure to read the whole application Name: Vex Appearance: A man seemingly in his late teens, 5’11, typically wears a t-shirt and jeans, dark brown hair, hazel eyes. Affiliations: Personality: Withdrawn, stays silent, only voices his opinion when asked, leaves the work to those who can pay, loves to hide in the shadows. Concept: A post-Calamity Epic. Motivation (Short & long term goal): (short term): live through today, get past tomorrow, (long term): keep going and make sure the wronged do too. Merits: (minor) silence, (minor)talented singer, (minor) talented artist (normal) experienced actor, (normal) mechanic (major) post-Calamity Epic with the ability to manipulate matter. Flaws: Epic vulnerability, things that can think (human, dog, cat, mice, insect etc.) if he tries to manipulate the matter of anything or is touched by anything that can think his Epic abilities are canceled for a few minutes (when he uses his Epic abilities on himself his abilities aren’t canceled), suffers from split personality disorder, is exhausted really easily. Relationships: Family Status: dead, Friends Status: None. Home Planet: Earth. Current Residence: Rents an apartment in the city, uses money created from whatever is on hand, lives in the Corridor. Backstory: Before Calamity burned across the heavens, Vex was just a teenager named James Koni. He lived in the outskirts of Newcago, a dreamer with paint-stained hands and a sketchbook full of impossible skylines. Art was his refuge—a way to imagine color and life in a world of steel and ash. Then Calamity appeared. The red light split the sky, and something inside Adrian fractured. Power flooded through him, wild and intoxicating. He could reshape matter, twist metal into flowing forms, sculpt the world like clay. The artist in him saw creation; the Epic in him saw dominion. At first, he used his gift to create beauty. He painted with light and metal, turning ruins into living murals that shimmered with impossible motion. But the whispers came—the same madness that infected all Epics. They told him his family knew his weakness, that they could end him. And they could. Vex’s power faltered when touched by anything that could think. A human hand, an animal’s paw, even the brush of a bird’s wing—any contact with a conscious mind stripped him of his abilities, leaving him fragile and human. His family knew this. They had seen it happen once, when his younger sister hugged him and his power flickered out. Fear consumed him. One night, driven by paranoia and the voice of Calamity echoing in his mind, he turned his art into a weapon. The Vale home became a gallery of frozen figures—his family immortalized in metal and glass. Days later, his best friend found him among the sculptures. Overjoyed that Adrian had survived, he reached out to comfort him. The touch broke Vex’s power, and in that instant of weakness, rage and terror collided. Vex lashed out, hurling him from a cliff. The silence that followed became his only companion. For months, Vex hid in his parents’ old apartment, surrounded by the remnants of his art. The walls twisted with faces and forms that seemed to watch him, accusing and alive. When he finally emerged, the boy who painted dreams was gone. Now, Vex wanders the shattered cities, silent and distant. He never allows anyone—or anything living—to touch him. His art decorates the ruins: towering sculptures of glass and steel, frozen mid-motion, beautiful and terrible. Some say he’s trying to sculpt redemption, to create something pure enough to forgive him. Others whisper that he’s building a world where nothing can think, nothing can touch him, and nothing can take his power away. When Vex creates, the world bends. When he’s angered, it breaks. But when a living being dares to reach him, even for a moment, the god becomes human—and the artist remembers what it means to feel. Links: https://open.spotify.com/track/5UlnuulVAVmmesw4VzqHdG 1) Sorry for being late to respond to this! Life's been lifing. 2) it is not too late to join! This is a running RP where folks are free to join or drop out as they choose. More are always welcome! 3) This seems to be an incredibly interesting character! I like the amount of thought put into it. I think its quite a powerful ability, but is one that is decently restricted, with the epic weakness being quite reasonable. My only concern is that with having such ability as a first character, it could be easy to god-mod (control others' actions) and mess with the usefulness of other characters. You'd need to be careful not to infringe on players' agency, and not mess with their character (clothes, belongings, etc) without making sure that they the player are good with it. NPCs are free reign though. 4) I am generally cautious approving lone wolf characters, as Roleplaying a character that doesn't want to interact with others makes it difficult to roleplay in a collaborative RPG. This isn't an insurmountable issue, but it requires extra effort on your end. Given it is in the character's nature to avoid people, what makes that impossible for him to do? I'd want you to have a vague idea of that before I approve this character. 5) how did your character get into the Alleyverse? How long has the character been here? Having a basic summary and adding that to your character sheet would be particularly helpful. 6) speaking of, how do the other magic systems interact with your power? Generally speaking, given that most of the characters are set in the Cosmere, non-cosmere character's abilities generally are going to obey the rules of the cosmere, acting similarly to investiture. That means (generally) their abilities can't mess with aluminum and is more difficult to affect things that are more highly invested. I don't exactly know how forceful your powers are, as your character has obviously not gotten any resistance to their powers from non-living things, but I think a good compromise would be something akin to the idea that his powers can't affect anything invested, but won't activate his weakness. To expand on that, what about pseudo-sentience of invested objects? Thinks made of investiture (spren and the like) obviously have fairly clear sentience, where I would assume messing with them would activate your weakness, but for something like awakening, where the objects aren't generally truly sentient, but have some amount of independent thought, would that activate Vex's weakness? Thats for you to decide, I'm just wondering. Also, and this is a purely personal curiosity: what level of matter manipulation are we talking? I assume we're a step up from simple telekinesis, but how much control do you have over the matter that you control? Like can you forge a realistic looking shield out of scrap? Or can you just mold the scrap into something that acts like a shield? At what level are you manipulating the matter? Is is on the molecular, where you can separate individual water molecules and make water instantly evaporate? Is it at the atomic, where you can create water from air and hydrogen? Is it subatomic, where you can manipulate the protons of an object to change what it is made of? I'm largely good with any one of these options, I'm just wondering what we have in mind. 1
DcD25yhtdA8 he/him Posted March 13 Posted March 13 3 hours ago, Koloss17 said: 1) Sorry for being late to respond to this! Life's been lifing. 2) it is not too late to join! This is a running RP where folks are free to join or drop out as they choose. More are always welcome! 3) This seems to be an incredibly interesting character! I like the amount of thought put into it. I think its quite a powerful ability, but is one that is decently restricted, with the epic weakness being quite reasonable. My only concern is that with having such ability as a first character, it could be easy to god-mod (control others' actions) and mess with the usefulness of other characters. You'd need to be careful not to infringe on players' agency, and not mess with their character (clothes, belongings, etc) without making sure that they the player are good with it. NPCs are free reign though. 4) I am generally cautious approving lone wolf characters, as Roleplaying a character that doesn't want to interact with others makes it difficult to roleplay in a collaborative RPG. This isn't an insurmountable issue, but it requires extra effort on your end. Given it is in the character's nature to avoid people, what makes that impossible for him to do? I'd want you to have a vague idea of that before I approve this character. 5) how did your character get into the Alleyverse? How long has the character been here? Having a basic summary and adding that to your character sheet would be particularly helpful. 6) speaking of, how do the other magic systems interact with your power? Generally speaking, given that most of the characters are set in the Cosmere, non-cosmere character's abilities generally are going to obey the rules of the cosmere, acting similarly to investiture. That means (generally) their abilities can't mess with aluminum and is more difficult to affect things that are more highly invested. I don't exactly know how forceful your powers are, as your character has obviously not gotten any resistance to their powers from non-living things, but I think a good compromise would be something akin to the idea that his powers can't affect anything invested, but won't activate his weakness. To expand on that, what about pseudo-sentience of invested objects? Thinks made of investiture (spren and the like) obviously have fairly clear sentience, where I would assume messing with them would activate your weakness, but for something like awakening, where the objects aren't generally truly sentient, but have some amount of independent thought, would that activate Vex's weakness? Thats for you to decide, I'm just wondering. Also, and this is a purely personal curiosity: what level of matter manipulation are we talking? I assume we're a step up from simple telekinesis, but how much control do you have over the matter that you control? Like can you forge a realistic looking shield out of scrap? Or can you just mold the scrap into something that acts like a shield? At what level are you manipulating the matter? Is is on the molecular, where you can separate individual water molecules and make water instantly evaporate? Is it at the atomic, where you can create water from air and hydrogen? Is it subatomic, where you can manipulate the protons of an object to change what it is made of? I'm largely good with any one of these options, I'm just wondering what we have in mind. Thank you, I will start working on that.
DcD25yhtdA8 he/him Posted March 14 Posted March 14 On 3/13/2026 at 11:42 AM, Koloss17 said: 1) Sorry for being late to respond to this! Life's been lifing. 2) it is not too late to join! This is a running RP where folks are free to join or drop out as they choose. More are always welcome! 3) This seems to be an incredibly interesting character! I like the amount of thought put into it. I think its quite a powerful ability, but is one that is decently restricted, with the epic weakness being quite reasonable. My only concern is that with having such ability as a first character, it could be easy to god-mod (control others' actions) and mess with the usefulness of other characters. You'd need to be careful not to infringe on players' agency, and not mess with their character (clothes, belongings, etc) without making sure that they the player are good with it. NPCs are free reign though. 4) I am generally cautious approving lone wolf characters, as Roleplaying a character that doesn't want to interact with others makes it difficult to roleplay in a collaborative RPG. This isn't an insurmountable issue, but it requires extra effort on your end. Given it is in the character's nature to avoid people, what makes that impossible for him to do? I'd want you to have a vague idea of that before I approve this character. 5) how did your character get into the Alleyverse? How long has the character been here? Having a basic summary and adding that to your character sheet would be particularly helpful. 6) speaking of, how do the other magic systems interact with your power? Generally speaking, given that most of the characters are set in the Cosmere, non-cosmere character's abilities generally are going to obey the rules of the cosmere, acting similarly to investiture. That means (generally) their abilities can't mess with aluminum and is more difficult to affect things that are more highly invested. I don't exactly know how forceful your powers are, as your character has obviously not gotten any resistance to their powers from non-living things, but I think a good compromise would be something akin to the idea that his powers can't affect anything invested, but won't activate his weakness. To expand on that, what about pseudo-sentience of invested objects? Thinks made of investiture (spren and the like) obviously have fairly clear sentience, where I would assume messing with them would activate your weakness, but for something like awakening, where the objects aren't generally truly sentient, but have some amount of independent thought, would that activate Vex's weakness? Thats for you to decide, I'm just wondering. Also, and this is a purely personal curiosity: what level of matter manipulation are we talking? I assume we're a step up from simple telekinesis, but how much control do you have over the matter that you control? Like can you forge a realistic looking shield out of scrap? Or can you just mold the scrap into something that acts like a shield? At what level are you manipulating the matter? Is is on the molecular, where you can separate individual water molecules and make water instantly evaporate? Is it at the atomic, where you can create water from air and hydrogen? Is it subatomic, where you can manipulate the protons of an object to change what it is made of? I'm largely good with any one of these options, I'm just wondering what we have in mind. Name: Vex Appearance: A man seemingly in his late teens, 5’11, typically wears a t-shirt and jeans, dark brown hair, hazel eyes. Affiliations: Personality: Withdrawn, stays silent, only voices his opinion when asked, leaves the work to those who can pay, loves to hide in the shadows. Concept: A post-Calamity Epic. Motivation (Short & long term goal): (short term): live through today, get past tomorrow, (long term): keep going and make sure the wronged do too. Merits: (minor) silence, (minor) talented singer, (minor) talented artist (normal) experienced actor, (normal) mechanic (major) post-Calamity Epic with the ability to manipulate matter. Flaws: Epic vulnerability, things that can think (human, dog, cat, mice, insect etc.) if he tries to manipulate the matter of anything or is touched by anything that can think his Epic abilities are canceled for a few minutes (when he uses his Epic abilities on himself his abilities aren’t canceled), suffers from split personality disorder, is exhausted really easily. Relationships: Family Status: dead, Friends Status: None. Home Planet: Earth. Current Residence: Rents an apartment in the city, uses money created from whatever is on hand, lives in the Corridor. Backstory: Before Calamity burned across the heavens, Vex was just a teenager named James Koni. He lived in the outskirts of Newcago, a dreamer with paint-stained hands and a sketchbook full of impossible skylines. Art was his refuge—a way to imagine color and life in a world of steel and ash. Then Calamity appeared. The red light split the sky, and something inside James fractured. Power flooded through him, wild and intoxicating. He could reshape matter, twist metal into flowing forms, sculpt the world like clay. The artist in him saw creation; the Epic in him saw dominion. At first, he used his gift to create beauty. He painted with light and metal, turning ruins into living murals that shimmered with impossible motion. But the whispers came—the same madness that infected all Epics. They told him his family knew his weakness, that they could end him. And they could. Vex’s power faltered when touched by anything that could think. A human hand, an animal’s paw, even the brush of a bird’s wing—any contact with a conscious mind stripped him of his abilities, leaving him fragile and human. His family knew this. They had seen it happen once, when his younger sister hugged him and his power flickered out. Fear consumed him. One night, driven by paranoia and the voice of Calamity echoing in his mind, he turned his art into a weapon. The Vale Home became a gallery of frozen figures—his family immortalized in metal and glass. Days later, his best friend, Adrian, found him among the sculptures. Overjoyed that James had survived, he reached out to comfort him. The touch broke Vex’s power, and in that instant of weakness, rage and terror collided. Vex lashed out, hurling him from the side of the building. The silence that followed became his only companion. For months, Vex hid in his parents’ old apartment, surrounded by the remnants of his art. The walls twisted with faces and forms that seemed to watch him, accusing and alive. When he finally emerged, the boy who painted dreams was gone. Now, Vex wanders the shattered cities, silent and distant. He never allows anyone—or anything living—to touch him. His art decorates the ruins: towering sculptures of glass and steel, frozen mid-motion, beautiful and terrible. Some say he’s trying to sculpt redemption, to create something pure enough to forgive him. Others whisper that he’s building a world where nothing can think, nothing can touch him, and nothing can take his power away. When Vex creates, the world bends. When he’s angered, it breaks. But when a living being dares to reach him, even for a moment, the god becomes human—and the artist remembers what it means to feel. After Calamity, Vex lived in hiding, suppressing his powers and avoiding attention. But when a rogue branch of the Reckoners discovered him, they refused to believe he was free from the madness that plagued the Epics. To them, he was a threat that needed to be eliminated before he lost control. Cornered and desperate, Vex turned to his most dangerous experiment — the creation of a portal. Using his matter manipulation, he attempted to open a rift to another world. As they closed in, he activated the portal before it was ready. The unstable gateway collapsed, dragging him through and sealing behind him in a violent surge of energy. When he exited the portal he was in a strange place, the Alleyverse. Loose Ends: Rogue branch of the Reckoners, anyone that has ever activated his weakness. Links: https://open.spotify.com/track/5UlnuulVAVmmesw4VzqHdG Extra Info: On the topic of investiture, “what about pseudo-sentience of invested objects? Things made of investiture (spren and the like) obviously have fairly clear sentience, where I would assume messing with them would activate your weakness, but for something like awakening, where the objects aren't generally truly sentient, but have some amount of independent thought, would that activate Vex's weakness? Thats for you to decide, I'm just wondering.” To answer your question, yes spren will activate my weakness, but awakening will not. “Also, and this is a purely personal curiosity: what level of matter manipulation are we talking? I assume we're a step up from simple telekinesis, but how much control do you have over the matter that you control? Like can you forge a realistic looking shield out of scrap? Or can you just mold the scrap into something that acts like a shield? At what level are you manipulating the matter? Is is on the molecular, where you can separate individual water molecules and make water instantly evaporate? Is it at the atomic, where you can create water from air and hydrogen? Is it subatomic, where you can manipulate the protons of an object to change what it is made of? I'm largely good with any one of these options, I'm just wondering what we have in mind.” To answer your other questions the matter manipulation is to be able to shape the scraps into a realistic shield, and the matter manipulation is at a subatomic level. “I am generally cautious approving lone wolf characters, as Roleplaying a character that doesn't want to interact with others makes it difficult to roleplay in a collaborative RPG. This isn't an insurmountable issue, but it requires extra effort on your end. Given it is in the character's nature to avoid people, what makes that impossible for him to do? I'd want you to have a vague idea of that before I approve this character.” And finally to fix this problem, I will circle back to the problem of split-personality disorder, left over from Calamity, his other personality might get him into trouble, and it requires him to interact with the other characters.
Koloss17 She/They Posted March 18 Posted March 18 On 3/14/2026 at 6:00 PM, DcD25yhtdA8 said: Name: Vex Appearance: A man seemingly in his late teens, 5’11, typically wears a t-shirt and jeans, dark brown hair, hazel eyes. Affiliations: Personality: Withdrawn, stays silent, only voices his opinion when asked, leaves the work to those who can pay, loves to hide in the shadows. Concept: A post-Calamity Epic. Motivation (Short & long term goal): (short term): live through today, get past tomorrow, (long term): keep going and make sure the wronged do too. Merits: (minor) silence, (minor) talented singer, (minor) talented artist (normal) experienced actor, (normal) mechanic (major) post-Calamity Epic with the ability to manipulate matter. Flaws: Epic vulnerability, things that can think (human, dog, cat, mice, insect etc.) if he tries to manipulate the matter of anything or is touched by anything that can think his Epic abilities are canceled for a few minutes (when he uses his Epic abilities on himself his abilities aren’t canceled), suffers from split personality disorder, is exhausted really easily. Relationships: Family Status: dead, Friends Status: None. Home Planet: Earth. Current Residence: Rents an apartment in the city, uses money created from whatever is on hand, lives in the Corridor. Backstory: Before Calamity burned across the heavens, Vex was just a teenager named James Koni. He lived in the outskirts of Newcago, a dreamer with paint-stained hands and a sketchbook full of impossible skylines. Art was his refuge—a way to imagine color and life in a world of steel and ash. Then Calamity appeared. The red light split the sky, and something inside James fractured. Power flooded through him, wild and intoxicating. He could reshape matter, twist metal into flowing forms, sculpt the world like clay. The artist in him saw creation; the Epic in him saw dominion. At first, he used his gift to create beauty. He painted with light and metal, turning ruins into living murals that shimmered with impossible motion. But the whispers came—the same madness that infected all Epics. They told him his family knew his weakness, that they could end him. And they could. Vex’s power faltered when touched by anything that could think. A human hand, an animal’s paw, even the brush of a bird’s wing—any contact with a conscious mind stripped him of his abilities, leaving him fragile and human. His family knew this. They had seen it happen once, when his younger sister hugged him and his power flickered out. Fear consumed him. One night, driven by paranoia and the voice of Calamity echoing in his mind, he turned his art into a weapon. The Vale Home became a gallery of frozen figures—his family immortalized in metal and glass. Days later, his best friend, Adrian, found him among the sculptures. Overjoyed that James had survived, he reached out to comfort him. The touch broke Vex’s power, and in that instant of weakness, rage and terror collided. Vex lashed out, hurling him from the side of the building. The silence that followed became his only companion. For months, Vex hid in his parents’ old apartment, surrounded by the remnants of his art. The walls twisted with faces and forms that seemed to watch him, accusing and alive. When he finally emerged, the boy who painted dreams was gone. Now, Vex wanders the shattered cities, silent and distant. He never allows anyone—or anything living—to touch him. His art decorates the ruins: towering sculptures of glass and steel, frozen mid-motion, beautiful and terrible. Some say he’s trying to sculpt redemption, to create something pure enough to forgive him. Others whisper that he’s building a world where nothing can think, nothing can touch him, and nothing can take his power away. When Vex creates, the world bends. When he’s angered, it breaks. But when a living being dares to reach him, even for a moment, the god becomes human—and the artist remembers what it means to feel. After Calamity, Vex lived in hiding, suppressing his powers and avoiding attention. But when a rogue branch of the Reckoners discovered him, they refused to believe he was free from the madness that plagued the Epics. To them, he was a threat that needed to be eliminated before he lost control. Cornered and desperate, Vex turned to his most dangerous experiment — the creation of a portal. Using his matter manipulation, he attempted to open a rift to another world. As they closed in, he activated the portal before it was ready. The unstable gateway collapsed, dragging him through and sealing behind him in a violent surge of energy. When he exited the portal he was in a strange place, the Alleyverse. Loose Ends: Rogue branch of the Reckoners, anyone that has ever activated his weakness. Links: https://open.spotify.com/track/5UlnuulVAVmmesw4VzqHdG Extra Info: On the topic of investiture, “what about pseudo-sentience of invested objects? Things made of investiture (spren and the like) obviously have fairly clear sentience, where I would assume messing with them would activate your weakness, but for something like awakening, where the objects aren't generally truly sentient, but have some amount of independent thought, would that activate Vex's weakness? Thats for you to decide, I'm just wondering.” To answer your question, yes spren will activate my weakness, but awakening will not. “Also, and this is a purely personal curiosity: what level of matter manipulation are we talking? I assume we're a step up from simple telekinesis, but how much control do you have over the matter that you control? Like can you forge a realistic looking shield out of scrap? Or can you just mold the scrap into something that acts like a shield? At what level are you manipulating the matter? Is is on the molecular, where you can separate individual water molecules and make water instantly evaporate? Is it at the atomic, where you can create water from air and hydrogen? Is it subatomic, where you can manipulate the protons of an object to change what it is made of? I'm largely good with any one of these options, I'm just wondering what we have in mind.” To answer your other questions the matter manipulation is to be able to shape the scraps into a realistic shield, and the matter manipulation is at a subatomic level. “I am generally cautious approving lone wolf characters, as Roleplaying a character that doesn't want to interact with others makes it difficult to roleplay in a collaborative RPG. This isn't an insurmountable issue, but it requires extra effort on your end. Given it is in the character's nature to avoid people, what makes that impossible for him to do? I'd want you to have a vague idea of that before I approve this character.” And finally to fix this problem, I will circle back to the problem of split-personality disorder, left over from Calamity, his other personality might get him into trouble, and it requires him to interact with the other characters. well, I will cautiously approve this character, as I think the roleplay could use someone like you. But make sure to go over the etiquette guide if you haven't already and make sure to be respectful of player agency. If you have any questions, feel free to ask in the chat thread, and have fun RPing!
Lunamor she/her Posted March 18 Posted March 18 I’d like to update Eza’s character sheet a bit. She’s now a year older and has a small apartment in the Mistwarrens by now, to stash her stuff. I also added an interest in learning about Hemalurgy and a loose end of trying to meet up with Fenna but that not ending up happening. Spoiler Name: Eza Appearance: A 17-year-old girl with long dark brown hair, a pale complexion, and dark green eyes. She is rather short (4’10”), making her look slightly younger than she is. She typically wears old, well-kept clothing that is simple but hides jewelry underneath. She has both costume and regular jewelry. Her coat has a hood, which she normally keeps up to hide a large, poorly healed scar stretching from her chin to her temple. A newer, smaller scar is on her opposite cheek. She has several small bags on her person, including a few aluminum-lined ones to hold her metallic trinkets, that are concealed well. Guild: None Personality: Eza genuinely tries her best to be kind, but has a skewed sense of right and wrong (ex. it’s ok to steal something if you want it more). She adores anything shiny and will go out of her way to obtain it. She is skittish around anyone with a higher social standing, which is generally most people. If she is speaking with someone she trusts, she becomes talkative. Eza will want to try and help people if they seem nice or are younger than her, but worries that she will do more harm than good or that she might've misjudged someone's character. Her former positive outlook on life has begun to slip into paranoia. She hates most birds, but has a soft spot for Aviar. If startled or angry, she may become violent. Concept: A well-meaning thief Motivation: Short term goals- She is perpetually trying to collect anything shiny through any means necessary short of violence. She is also trying to collect more information about the strangers pursuing her while also avoiding being caught by them. This means that she is interested in anything she can learn about Hemalurgy. Long term goal- She is trying to find out what happened to her mother and why. Merits: Minor- Knows magic tricks, has two daggers and a basic ability to use them, is able to prepare Allomantic solutions Normal- Adept liar and thief Major- Is a skilled Lurcher Flaws: A skewed sense of right and wrong that gets her into trouble and alienates others (along with an overwhelming compulsion to steal anything shiny), illiterate, issues with letting anyone else too close due to believing that one person will inevitably cause the other harm Relationships: She has a beloved mother whose fate is unknown. Father is unknown. She is being pursued by enemy strangers, but is still figuring out why they are continuing to chase her. Home Planet: Scadrial Current Residence: A small apartment in the Mistwarrens Backstory: When Eza was little, her mother was her best friend. They were very poor, but she did her best to make her daughter happy, often bringing trinkets she could find. Her mother was also a Lurcher, and taught her how to pull metal without anyone noticing to aid in thievery. Sometimes strangers that worried her mother would come near, and they either hid or relocated whenever that happened. Her mother never explained who they were. Because they relocated so often, her mother had trouble finding work, so they survived by thieving. When Eza was six, her mother went to speak to someone but didn't return. Eza attempted to search for her, and located the sound of people fighting her mother. She tried to rush in to help, but a stranger with a spike through one eye attacked her and slashed her face, forcing her to flee. Ever since then, she has lived on the streets and continued to steal everything she needs/wants, careful not to stay in one place for too long for fear that the strangers would catch up to her. This led her to the Alleycity, where she encountered Asylum Smedry. Eza and Asylum became a successful thieving pair with their combined abilities, but after being swept up in a fight, the two had their faces plastered on wanted posters across the Scadrian district. After realizing that Asylum's recklessness and lack of care for her wellbeing would endanger her, she left. Worried for Asylum's safety, however, she tailed them for a while and witnessed their arrest. Eza decided to break Asylum out of prison, blackmailing Eelakin tracker Eighth of the Eve in order to gain his help. The two became friends, and each wound up saving the other's life several times over in the short time they knew each other. Asylum turned fully to evil, killing constables and prisoners and twisting them into undead abominations. Upon finding this out, Eza and Eighth attempted to flee, but Asylum forced the two to come to them. Asylum healed Eza from a fatal injury, removing her malnourished state and horrifying her when she realized that someone else had been killed in order to revive her. Eventually, things escalated into a fight with Asylum, more constables arriving as backup. Once the aspiring Mistwarrens leader Perses killed Asylum, Eza ran for help since most others had been severely injured in the battle. The building collapsed behind her, and she believed that Eighth was killed. A few days later, one of the hemalurgic strangers caught up to her for the first time in years, requiring Eza to kill her. Now, she spends her time trying to find out more about the hemalurgy-associated group that is looking for her. Loose ends: Eza is unsure what happened to her mother or why the strangers decided to pursue them. Eighth is still alive, but she doesn't know this. She also tried to meet up with Fenna, but that never ended up happening and she lost track of her.
Koloss17 She/They Posted March 22 Posted March 22 On 3/18/2026 at 6:12 PM, Lunamor said: I’d like to update Eza’s character sheet a bit. She’s now a year older and has a small apartment in the Mistwarrens by now, to stash her stuff. I also added an interest in learning about Hemalurgy and a loose end of trying to meet up with Fenna but that not ending up happening. Hide contents Name: Eza Appearance: A 17-year-old girl with long dark brown hair, a pale complexion, and dark green eyes. She is rather short (4’10”), making her look slightly younger than she is. She typically wears old, well-kept clothing that is simple but hides jewelry underneath. She has both costume and regular jewelry. Her coat has a hood, which she normally keeps up to hide a large, poorly healed scar stretching from her chin to her temple. A newer, smaller scar is on her opposite cheek. She has several small bags on her person, including a few aluminum-lined ones to hold her metallic trinkets, that are concealed well. Guild: None Personality: Eza genuinely tries her best to be kind, but has a skewed sense of right and wrong (ex. it’s ok to steal something if you want it more). She adores anything shiny and will go out of her way to obtain it. She is skittish around anyone with a higher social standing, which is generally most people. If she is speaking with someone she trusts, she becomes talkative. Eza will want to try and help people if they seem nice or are younger than her, but worries that she will do more harm than good or that she might've misjudged someone's character. Her former positive outlook on life has begun to slip into paranoia. She hates most birds, but has a soft spot for Aviar. If startled or angry, she may become violent. Concept: A well-meaning thief Motivation: Short term goals- She is perpetually trying to collect anything shiny through any means necessary short of violence. She is also trying to collect more information about the strangers pursuing her while also avoiding being caught by them. This means that she is interested in anything she can learn about Hemalurgy. Long term goal- She is trying to find out what happened to her mother and why. Merits: Minor- Knows magic tricks, has two daggers and a basic ability to use them, is able to prepare Allomantic solutions Normal- Adept liar and thief Major- Is a skilled Lurcher Flaws: A skewed sense of right and wrong that gets her into trouble and alienates others (along with an overwhelming compulsion to steal anything shiny), illiterate, issues with letting anyone else too close due to believing that one person will inevitably cause the other harm Relationships: She has a beloved mother whose fate is unknown. Father is unknown. She is being pursued by enemy strangers, but is still figuring out why they are continuing to chase her. Home Planet: Scadrial Current Residence: A small apartment in the Mistwarrens Backstory: When Eza was little, her mother was her best friend. They were very poor, but she did her best to make her daughter happy, often bringing trinkets she could find. Her mother was also a Lurcher, and taught her how to pull metal without anyone noticing to aid in thievery. Sometimes strangers that worried her mother would come near, and they either hid or relocated whenever that happened. Her mother never explained who they were. Because they relocated so often, her mother had trouble finding work, so they survived by thieving. When Eza was six, her mother went to speak to someone but didn't return. Eza attempted to search for her, and located the sound of people fighting her mother. She tried to rush in to help, but a stranger with a spike through one eye attacked her and slashed her face, forcing her to flee. Ever since then, she has lived on the streets and continued to steal everything she needs/wants, careful not to stay in one place for too long for fear that the strangers would catch up to her. This led her to the Alleycity, where she encountered Asylum Smedry. Eza and Asylum became a successful thieving pair with their combined abilities, but after being swept up in a fight, the two had their faces plastered on wanted posters across the Scadrian district. After realizing that Asylum's recklessness and lack of care for her wellbeing would endanger her, she left. Worried for Asylum's safety, however, she tailed them for a while and witnessed their arrest. Eza decided to break Asylum out of prison, blackmailing Eelakin tracker Eighth of the Eve in order to gain his help. The two became friends, and each wound up saving the other's life several times over in the short time they knew each other. Asylum turned fully to evil, killing constables and prisoners and twisting them into undead abominations. Upon finding this out, Eza and Eighth attempted to flee, but Asylum forced the two to come to them. Asylum healed Eza from a fatal injury, removing her malnourished state and horrifying her when she realized that someone else had been killed in order to revive her. Eventually, things escalated into a fight with Asylum, more constables arriving as backup. Once the aspiring Mistwarrens leader Perses killed Asylum, Eza ran for help since most others had been severely injured in the battle. The building collapsed behind her, and she believed that Eighth was killed. A few days later, one of the hemalurgic strangers caught up to her for the first time in years, requiring Eza to kill her. Now, she spends her time trying to find out more about the hemalurgy-associated group that is looking for her. Loose ends: Eza is unsure what happened to her mother or why the strangers decided to pursue them. Eighth is still alive, but she doesn't know this. She also tried to meet up with Fenna, but that never ended up happening and she lost track of her. Sounds good! Approved.
Koloss17 She/They Posted March 31 Posted March 31 @Akimikoisthecutest if you’re available, I’d love this character approved. If not, I can possibly recruit some older folks. Updated Clotho (no idea why it’s so big): Spoiler Name: Clotho Appearance: late-40s looking Scadrian, with blonde hair tied up in a high ponytail. She has a distinctly early 1900s (our time) dressing choice, which is more or less era 2 fashion, though her dressing choice would probably be seen as too masculine for them. She always seems to have a suit and tie on, wearing some sort of hat, with each depending on the day or occasion. She is generally self confident, but everything about her personality seems to be in flux. Her mannerisms do change day to day, and her actions are erratic at times, which is indicative of something…off with her. Affiliations: Many law-enforcing agencies have some familiarity with her, but she may or may not know of them. Has most recently assisted with giving crucial information about UFO and was an invaluable asset to the New Hallandren government, giving her near unrestricted access to the recovering district. Has a bunch of sources around the city, though does not always remember them. Personality: Clotho knows what she’s worth and isn’t willing to back down from hurdles that come her way. She keeps copious notes and is a very inquisitive and astute person. However, her personality is quite fluid in nature, as her memories are unreliable and her personality is deeply affected by the constantly shifting roster gold shadows. Concept: A-gold savant that has, due to her savantism, lost most of her past memories. She has recently gained an F-copper medallion that she can use to assist her affliction, but can only help her so much. In the past two years, she has become a fairly accomplished private investigator. Motivation (Short & long term goal): Well, given her nature, she can’t really afford to have long-term goals. She largely just keeps doing what she’s doing, growing her business and becoming better at controlling her nature. She largely takes things one day at a time and puts her most recent case above anything else. Merits: Major: Is technically able to do nearly anything, as her gold shadows can give her knowledge and skills. Main drawback is that she can’t choose the skills, and the shadows themselves have amnesia from savantism. The abilities also have to be within reason, as the alternate selves have to be a realistic branch of her history. Normal: If given the opportunity, can take incredibly meticulous notes. Her F-Copper medallion has allowed her to create a memory archive, as well as an archive of written down information, but they are only useful if she remembers that they are there. Minor: clever, well connected (in a sense), attentive when possible. Flaws: A-Gold savantism has caused her to forget anything that has happened a few days ago, with the only saving grace being her vast memory archive, both in her copperminds and in her journals. She knows who she is, what her job is, but only vaguely knows her own past. She knows she was a Scadrian noble, and has records of what her past life was like, but doesn’t really know anything beyond what was written down/stored. If she stops burning gold, she loses her memories much quicker, in addition to the typical withdrawal effects. Quite volatile, with her conflicting memories and personalities making her life ever difficult. She has learned how to separate her personalities, so they do not mix as easily, but things still slip through the cracks. Relationships (Eg. Family and Friends): Struggles to have friends, as she forgets any memories that they had with them one way or another. Closest she has to friends is her alternate selves, which can’t really communicate to her. She thinks and acts like they would, and can see through their eyes (a trick that she uses to see and notice things that she normally would be unable to do) but her shadows are more extensions of her rather than separate people. Home Planet: Second Era Scadrian Nobility Current Residence: Alleycity, in a mansion in Mistkeep. Backstory: I have an unhealthy amount of backstory for this character. Clotho of course doesn’t remember much of it, but I have info covering her life up to this point. Spoiler Birth: Clotho, born to a rich Elendel family, was the youngest of four. Her eldest sister was 12 years older than her, with her two brothers 9 and 6 years older than her respectively. All three were quite accomplished, and she had big shoes to fill. Her parents were kind to her, with her mother being the gentler one, and her father expecting much of her. Realizes Augur: Age: 8 At age 8, expectations started being piled on. Private tutors came to teach Clotho all manners of things, and free time was limited. She rarely saw her siblings, with her sister always enveloped in politics, her eldest brother off in the Elendel military, and her youngest brother pursuing his own studies. One day, however, her father decided to test her for metals. It was an uncomfortable experience for her, but she learned that she was an augur. Even as a child, she was quite astute, and after the initial shock of the experience of an augur, she caught a glimpse of her father’s disappointment on his face. He had expected something useful, and he got nothing. Begin experimenting: Age: 12 At age 12, she began tampering with her abilities. She was always expected to be doing something productive, but she could choose what. She was soon to be off to university, but until then, she experimented. In a fit of rebellion, she began to turn to her alternate selves for answers. She would prove to her father that her gold was not a useless talent. At first she was disoriented, but she quickly got the hang of it. Determined, she learned. She took notes on what realities she could conjure, and began to note the differences. Clotho eventually grew to deeply know her strengths and weaknesses, and began planning for the future. Go to university: Age: 16 Upon entering an Elendel university, the same that her siblings went to, she was caught off guard by the atmosphere. She had expected a group of like-minded, studious individuals. What she found instead were groups of rich fools that partied and slacked off. There were a few that didn’t mingle, but they were not going to want to socialize with Clotho either. Everyone there was equally entitled, in their own way. Clotho sought her studies to seek refuge, studying the history of the Final Empire and all that was lost. She didn’t need company; she had herself, and her alternate selves. She couldn’t communicate with them, but she knew what they would do in her stead, which was much like having friends, she assumed. Occasionally, she interacted with others, either with her professors or with the staff. Never with students, however. She completed everything diligently and on time, spending most of her time pursuing her personal interests. Little did she know, her gold would soon get the better of her. Becomes Savant: Age: 19 As the university years continued, Clotho’s talent in gold grew, but her other studies faltered. She was now able to call onto shadows at any age of her life, yet she could not choose which shadows she calls back. Her shadows think with her, and she can easily process two people’s worth of thoughts and reactions. She has had many recurring shadows, something few thought possible. Clotho assumed few had burned gold for as long as she had. With two people’s worth of knowledge, she assumed that her studies would be a breeze, but she soon began to struggle. Clotho was forgetting things. Simple things, like what teachers she had the year before. Then it became more serious. She began forgetting she was enrolled in classes; she even forgot her eldest brother’s name. She knew he was in the military, and that she hadn’t seen him since….when did she last see him? Drops out of college: Age: 20 Her condition eventually got worse. So bad, in fact, that she had to drop out of the university a year before she earned her degree. She had completed most of the courses required, and with her noble heritage, she managed to still get the diploma. Clotho was grateful, but feared for her future. Moves to separate estate: Age: 22 As time went on, her condition got to the point that her family gave up on her. They had no faith that she could have a career, and she certainly couldn’t get a spouse. She was moved to a separate estate, a smaller and more remote area of Elendel, where she didn’t put shame to her family. She wasn’t even mad at them, not really. She understood, in a way. She had forgotten her parent’s names multiple times, and had forgotten that she has even went to university, once. Yet with everything going wrong, she still had her selves. Seclusion grows: Age: 26 Four years had passed, and her condition had worsened still. She had created journals upon journals, detailing information about her past, and about her life. She had forgotten most of it, now. But with the help of the journals, she still knew most of it. She had been a promising graduate, to her noble house, until everything went wrong. She knew, deep down, that it was her obsession with her abilities that was causing it. But she couldn’t let them go. Her alternate lives gave her comfort, and let her continue on. They gave her advice, in their own way, and let her remember more than she could without them, even if their pasts weren’t exactly hers. She needed them. Tragedy Strikes Family: Age: 28 At a noble’s ball, Clotho’s family was murdered, along with a few other influential nobility. At the time, Clotho was off in her manor, oblivious of it all. A letter was sent about the event, but Clotho forgot it existed. 6 months later, Clotho read the letter. Her family was dead, and she inherited their various riches. Distraught and heartbroken, Clotho sought vengeance. She called upon various people that were connected with her house, and took over her dormant house. With the help of outside contacts and her alternative selves, she got closer and closer to the truth. Her father had gotten too deep with a rival organization, and had gotten himself and his family killed because of it. Clotho had a suspicion she wasn’t supposed to be alive either, but whoever had done this seems to have moved on. Begin journey to Alleyverse: Age: 29 After heavy research, as well as furious record keeping, Clotho made a breakthrough. The killer, whoever they were, had moved to Alleycity, wherever that was. Through careful questioning, she found a way to get there. She left on her own, with nearly the entirety of her wealth with her, to the Cognitive Realm. Her house had practically fallen, and her absence would not be noticed. There was still much she did not know, and much that she couldn’t remember, but cataloguing her experiences and memories in her journals would help with both. The next step was to travel to Alleycity. Disaster Strikes: Age: 30 After close to a year of traveling, and expenses paid, she had nearly arrived at the Alleyverse. A few months out from her destination, her guide struck, stealing some of her journals and damaging others. Years of her life, along with most of her notes about the case, were taken from her in an instant. Arrives at Alleyverse: Age: 31 She carried on, with the loss affecting her greatly. Eventually, she forgot exactly why she was traveling, but she knew that she needed to reach the Alleyverse. Eventually, she did. Upon arrival, she sought a place to live, and an area to get knowledge about herself. As she was traveling, she had learned how to use her selves to gain abilities that she didn’t have, but now she used her abilities to learn more about herself, and what she used to be. She wanted to learn why she was here, and who she was. She kept more journals, and tried to decipher what remained of her notes. She was meticulous in her note taking, but everything added on to what she had took before. While missing initial chunks, she could only decipher so much. Her newer journals made sure to restate what had already been said, in case some pages were lost. She learned some, but very little. Over the years, she lost pages, and lost notes. Fire burned some, water damaged others. She didn’t create backups, as she had sparingly little time and no one to help her. She kept her journals close, and learned what she could, as the world outside faded into irrelevance. The forgery (era 5): Age: 35 One day, something happened. Her selves acted erratic, and her memories merged further than they ever did. She lost sight of what she was doing, and details about the world around her didn’t line up. She lost trust in herself, and lost trust in her entries. She was confused, and so, so lonely. She knew something needed to change. She couldn’t do this on her own. She needed help. Era 6: Age: 36 As the world healed, her abilities healed. She began trusting her entries, but discarded what she took during the Forgery, as none of it could be trusted. She still kept them around, somewhere. She just didn’t use them. She knew things about herself, like that she had a family, and that she was born of nobility. She knew when she was born, but she didn’t know how old she was, as the Alleyverse exists outside the Cosmere’s time. She knew she came here for a reason, but she didn’t quite know why. She suspects someone died, and that she was here for justice, but she didn’t know who died, or why she cared. She realized her memories flowed easier when she was not secluded, and she intended to use that. She needed help, but she also needed a reputation to get that help. The only reputation she had thus far acquired was as a spinster that never left her mansion. She needed that to change, and she needed her selves to help her. As time went on, she gathered friends and began the journey to find out the mysteries of her past. Her journeys eventually led her to get a nicrobursted trip to the spiritual realm, where she learned of her true self. Frantic to keep those memories, she stowed them away in her journal. Now knowing her purpose, she continued her journey. Eventually, she realized her parents’ killers was the man she had been working with this whole time, a man named Tsyan. In her rage, she killed him. With her vengeance enacted, what life did she have left? Era 7: Age: 37 In the following year, Clotho spent time bettering herself. Keeping improved records, developing her own shorthand, and ensuring that she held on to the memories that allowed her to access those catalogues. Unfortunately, her vast inheritance was quickly dwindling, and she could not sustain her addiction for long. She had wondered if she could heal it, perhaps through the help of radiants, but she decided against it. This was who she was now, and she had to learn to live with it, not destroy it. And so, that’s exactly what she did. She spent the remaining amount of her money on an F-copper medallion, and with her inheritance all but gone, she began her own investigation agency. It took a bit to get going, but once people discovered how valuable she was, her business boomed. She began getting her name out there, and began having an actual career, for the first time in her life. Era 8 Age: 38 During the invasion of New Hallandren, Clotho was immediately interested in it. She wasn’t hired to investigate, but her curiosity got the better of her. Through careful snooping, she located multiple UFO hideouts as well as valuable information on some of its head members. Thanks to her help, she gained many awakened safety measures for her archive, along with unimpeded access to the district and its resources, if she so chose. Modern day (era 9) Age: 39 As her business has continued, her reputation and skills have grown. After 3 years of her work, she has developed quite the reputation for herself, along with obtaining a web of connections. She’s a bit awkward to work with, as she almost certainly won’t remember any past meetings. But her reputation and amicable personality helps relations, so her informants are fairly loyal and trustworthy, especially given she only asks for information if she’s requested it.
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