Artemis, "The Hexed"
This thin, wiry young man stands at 5'4", his frame often half-swallowed by a thick, fur-lined tunic layered over worn leather armor. His honey-blonde hair is a mess of uneven strands, tousled into something between bedhead and deliberate disinterest. His eyes are what people remember—deep gold, with a jewel-like brilliance that seems too vivid to be natural. His right eye carries the unmistakable shimmer of an Arbiter's Mark: a radiant golden sword etched into the iris like a divine brand. But it’s the mark on his neck that unsettles most. A dark, twisting symbol etched into his skin, pulsing faintly with an ominous, unnatural glow—as if it’s alive, watching, waiting. Most people pause when they first see him. Some stare too long at his eyes, drawn in before quickly looking away. Others catch a glimpse of the mark on his neck and instinctively shift their stance, suddenly guarded. He walks into a room like a shadow following a whisper—never loud, never hostile, but always noticed. In the silence that follows his arrival, there’s always a question hanging in the air: Who is he… and what follows him?
Artemis, sometimes known colloquially as "The Hexed," is a young adventurer, just starting out in The Adventurers Guild of Krakonia (AGK. Despite his age, he's managed to qualify as a provisional adventurer, but it was an uphill battle for him to earn the trust of the citizens long enough to earn this position, working some odd jobs to make ends meet wherever people were willing to offer him work. His reputation unfortunately precedes him as a young boy with a dark past, rumors swirling around his alleged criminality, suspicious behaviors, and cursed existence, despite his official criminal record being clean. His appearance does him no favors, and he has trouble opening up to others. What's worse is that many have tied him to the disappearances of children in rural villages, despite him officially being cleared of all charges in a court of law. Many actively avoid him in The Hook, believing him to be bad luck or a dark omen, not trusting him as an ally long enough to do any behests with him. His youth, inexperience, mysterious behavior, and questionable origins have made it all but impossible for Artemis to obtain his full adventuring license, since no one is willing to give him the time of day, let alone fight alongside him. No one truly knows what motivates him as a new adventurer, and few are willing to find out.
Artemis is currently registered with the AGK as a Fighter, a suspiciously simple class for such an unhinged backstory. Officially, his skills lie mostly in melee combat, as he uses finesse weapons to dodge and strike his foes with precision. He is also trained in more unorthodox fighting techniques, using every trick in the book to catch his enemies off-guard.
Player: JCards
Race: Aasimar
Class: Fighter
Plane of Origin (PoO): Unknown
Gender: Male
Age: 15
Birthday: Stugua's 35th Oath, 34 AtD
Dawnday: Feyrubra's 1st Oath, 47 AtD
Role(s): Provisional Adventurer of the AGK
The strange mark that plagues Artemis's neck. This is not the Arbiter's Mark, but something much more sinister.
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