Alina 🌹 Silas
Book: The Poisoner by I.V. Ophelia
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🌹 Art by @celestarly
🌹 Commissioned by IG @ophallic
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Only those brave enough to join my P*treon club get the exclusive access for this piece haha. 😈💋
We’ve got some great music to introduce you to with the rebroadcast of our visit with @sanhedrin_official on Friday at 1 AM EST on @radiofreebk Link to listen in bio or download our app for iOS or Android “The Poisoner” is out now on @cruzdelsurmusic and it is fantastic! If you dig the music of Sanhedrin I think you’ll also dig the music of @roughspells @20_watt_tombstone @unveil616 and @spacelordband See y’all at @saintvitusbar on 5/31. 🤘 #heavymetal #hardrock #thepoisoner #cruzdelsurmusic #newmusic #radio #interview #radiofreebrooklyn #brooklyn #newyork #thisiswhatbrooklynsoundslike (at Radio Free Brooklyn) https://www.instagram.com/p/Bx0xNIsl2LR/?igshid=1avdpeaqw66ux
Welcome to the Wardens, Mandi! Your application for THE POISONER has been accepted with a Tabrett Bethell FC.
I was so so pleased when I read this app for the Poisoner! You really captured the deadly and cunning side of this dangerous assassin, and their personality is absolutely perfect for creating interesting tensions and plots in the Wardens! The background of Valtyra is such a sad and heartbreaking one but you can see how and why she became such a determined, ruthless Rogue of the Dark Union. You’ve really thought about her connections with her family’s artefact ring and how it helped her rise through the ranks of the most frightening Shadow faction in Eldris. I cannot wait to see how Valtyra fits in the Wardens and what her motives will be as they grow more powerful in the world! Will she ever achieve her dream and become the Master’s apprentice? Let’s see!
The application can be found under the cut. You have 48 hours to create a roleplay account (cannot be a sideblog) for your character and we will be updating our opening date soon!
O O C - I N F O
Name: Mandi
Age: 19
Timezone: GMT-5
Activity Level: I aim for daily, which doesn’t always happen, and
weekends are harder. I certainly can maintain a reasomable activity
level, however.
Extra: I’d like for self-harm to be tagged.
S K E L E T O N - I N F O
T H E - B A S I C S
Skeleton Title: The Poisoner
Name: Valtyra Vaanhanen
Gender: Female
Age: 26
Class: Rogue
Faceclaim: Tabrett Bethell
C H A R A C T E R - D E T A I L S
Nationality: Norvik
Appearance:
Valtyra stands with confidence and rarely slouches,
always alert. Her hazel eyes bear a note of intensity that frightens all
who might oppose her, but also a hint of amusement. Her medium-
length blonde hair is usually kept down in a simple style, as she
doesn’t bother with excessive primping. Valtyra prefers to wear tighter
clothing, not so much to show off her body, but for ease of
movement. Her favorite colors are red, black, and brown, and as
such, her wardrobe matches appropriately. On her right shoulder,
Valtyra has a jagged scar from a fight that almost took off her arm,
and her left pinky finger is permanently bent after being slammed in
a closet door.
Personality:
+Analytical: Valtyra thrives off of assessing a situation and
determining just how she is going to make a kill. Of course, it always
ends in poison, but that hardly strips the plan of its fun.
+Straightforward: The life of an assassin leaves no room for beating
around the bush. She is decisive and speaks her mind without
hesitation.
+Innovative: A plan hardly goes as intended. Valtyra is able to
determine what she has to deal with and react appropriately with
hardly a second thought.
+Observant: Visually, at least. The oblivious assassions have long
since died at the hands of the superior. Not a single movement
escapes her watchful eyes.
-Secretive: Relationships have never been Valtyra’s forte, since
questions beyond “what’s your name?” generally are met with a
disapproving snarl. She’s seen what happened to loose-lipped
assassins. And besides, why even bother sharing when it’s easier to
stay silent?
-Envious: Valtyra despises the many assassins who can outdo her, as
well as mages with their godlike abilities. This envy is often expressed
in silent rage.
-Insensitive: Feelings are for the weak, and Valtyra is far from weak.
Really, what’s the point of sugarcoating the truth?
-Condescending: If she believes she is better than you, she will say so.
If the listener can’t handle this valuable piece of information, it’s
hardly her fault.
C H A R A C T E R - B A C K G R O U N D
History:
Valtyra was no ordinary child, but then again, what truly is a
so-called “ordinary child?” All Valtyra knew was that most children
knew what their parents looked like. The mother stayed at home and
cooked while the father hunted in the snowy forest. All that Valtyra
knew was the man she called her father, dressed in the black fur of a
giant wolf he had slain. He never showed his face to his daughter. All
that Valtyra knew of the man was his voice that sounded like cart
wheels on gravel and the touch of his strong hands showing her how
to use a sword. The man answered no questions, so it was uncertain
if he was truly her father or just a man who had taken her in. Valtyra
had always known her father was an assassin, or as he put it, a man
who cleansed the world. Their home was a cave behind a waterfall,
where every morning Valtyra would wake to find her face covered
with the spray of the icy river. Her father gave her no name, so she
chose the name “Valtyra” for herself, a Norvik people’s word for
“waterfall.” Her surname came from the nickname her village granted
her when she would secretly wander from home. “Vanhaa,” they
would call her. “Storm cloud.”
The little “Vanhaa” soon grew older and was forced to train for hours
by her paranoid father. “They will come for us,” he would whisper,
“you must be ready.” It wasn’t long until Valtyra wondered just who
“they” were and why they were coming. Years passed, with Valtyra
growing lonely and speaking little, focusing on becoming a living
weapon for the nameless man she called her father. And then she
snapped. Valtyra was hardly older than eleven when she broke down
screaming, questioning her father, demanding to know why she
needed to train. Her father beat her into submission, only to sob
uncontrollably afterwards, saying that he killed her parents and had
to take her in as his own, seeing she had “the gift of the Shadow.”
Valtyra had her doubts, knowing her father was paranoid and insane,
until he handed her a ring that belonged to her mother. A poison
ring, she was told. Only those of her mother’s bloodline would be
immune from its power. The man used the ring on Valtyra,
demonstrating that she was immune. In disbelief, Valtyra kept the
ring for herself and, later that night, tried to kill the man with it. His
stiff corpse proved that he had been speaking the truth.
Horrified, Valtyra fled from the life she had known for so long, living
as a creature in the woods with nothing more then a set of daggers
and the ring to protect her. She traveled south until she reached the
sea with the infamous Carn on the other side. The home of the Dark
Union, the group of assassins that her father, or rather, her unstable
caretaker, had warned her about. That warning was what prompted
her to rebel against everything she had known and join the ranks of
the Union. After all, if the man was right, all she needed was the
Shadow element to join. It had been her cloak of security throughout
her life.
The Master of the Dark Union scoffed at the thirteen-year-old girl
who demanded entry. After a lengthy trial process Valtyra was
granted entry, and thus her life began. Carn was the perfect
playground and she adored the taste of the sea. She could thank her
father for providing her with hours of valuable training that allowed
her to quickly climb the ranks in spite of her young age. There was
many a watchful eye on her and she aimed to impress, but always
focused on her more personal goal: to discover what her ring could
do. Her past was irrelevant, but the artefact on her finger meant
everything. Valtyra watched the Master with awe, hoping to one day
become his or her apprentice.
It wasn’t long until she discovered a man whose envy grew into rage.
Their lighthearted rivalry became a battle which would likely end in
death, and Valtyra had a scar on her shoulder to prove it. Though she
attempted to end his life once and for all, the ring failed her when
she needed it most. The only option she saw was joining the
Wardens, and she did so with an anxious eye on the Dark Union.
After all, it is forbidden to leave.
Reason for joining the Wardens: To be honest, Valtyra never really felt
one way or the other about the frightening creatures entering her
world. That was for the heroes to take care of, and even she knew she
wasn’t any sort of hero. She killed. She didn’t defend. But after being
forced to leave the Dark Union, the only life she knew, Valtyra sought
protection. It wasn’t in her nature to seek help, but even she knew
when she was in danger. Her rival would be outright stupid to attack
while she was in the company of heroes. And besides, delving into
dungeons and having contact with other worlds could very well lead
to her finding a stronger artifact. That, or contact with a mage who
could help her end her rival’s life once and for all.
R O L E P L A Y - S A M P L E
Screams and shouts rouse your character from an afternoon nap in
the busy town. A rough looking thief is dashing through the crowds,
huddling a bag of jewels to his chest, and the soldiers are too far to
act. What does your character do?
Another day, another thief. Such was life in Carn. Valtyra rubbed her
eyes and pulled herself off of the bed inside the inn, peering out the
window. Cries of “stop, thief!” managed to break through the glass,
which was disappointly not soundproof. With a long sigh, Valtyra
pulled out a knife and threw open the window, slipping down into
the streets below. With ease she found a shadow cast by the inn that
she melted into, darting alongside the thief.
An arrow struck the thief’s shoulder and he shouted in pain, turning
the corner to avoid the small army of soldiers chasing after him.
Townspeople flocked to safety. It was wonderfully chaotic. Valtyra
leaped ahead and waited for the thief to catch up.
As the thief passed her, Valtyra snatched the bag of jewels out of his
hands, vaulting up onto the second-story windowsill of the inn to
watch the scene unfold. She snickered, watching the thief’s face. He
turned around, glancing down from his hands and back up again,
only to find himself surrounded by soldiers.
“Hand over the jewels, filth. Where are they?” one soldier delivered a
hearty slap to the thief’s face.
“I…I don’t know! They’re gone, I-”
“Damn right they’re gone, you think we’d be askin’ if they weren’t?
Lock him up until he remembers where they are. Daeron, control the
townspeople, they’re worse than decapitated chickens.”
“Sir, sir, the jewels, I just had them!”
Valtyra climbed up the side of the inn, jewels in hand. Still cloaked in
shadow, she jumped to the top of the roof to survey her findings.
Hardly anything. She wasn’t much of a thief anyway. After tucking
three rubies into her pocket, she moved to the edge of the roof and
dumped the jewels out into the streets. The townspeople fled to the
pile of jewels that had seemingly fallen from the sky, scooping up
whatever they could while the soldiers pushed people aside, all order
now vanquished from the town square.
“The greed of those people,” Valtyra muttered, tossing a shining ruby
into the air. “Unbelievable.” With her good and bad deeds of the day
simultaneously completed, she stretched out on the roof, let the
shadows fall around her, and she closed her eyes to resume her nap.
When someone of importance is killed from the shadows, the culprit is usually a deadly assassin from the Dark Union. Excelling from their shadows and bestowed with enhanced speed; few can stop a trained Rogue in completing their mission. THE POISONER has always been an assassin the Dark Union can rely on. She has lost count of how many missions and assassinations she has performed, but THE POISONER can always remember the way she completes her jobs.
Her signature ‘move’ is renowned in the Dark Union. THE POISONER discovered a special artefact when she was younger – a dull, rusty ring – but when it physically encountered others, they would swiftly die from an ailment that the ring spread to their heart. Since it is a magical poison, the body does not leave any signs of a poison, and the case is always marked as a mystery. Even THE POISONER is not sure how it works, that is a Mage’s job after all, but it belongs to her and it has enabled her to climb the ranks within the Dark Union.
In recent years, another renowned poisoner in the Dark Union was growing jealous of THE POISONER’s fame. The Dark Union does not intervene in member disputes, and its Leader even finds such ‘sport’ entertaining, so THE POISONER was left on her own to deal with her rival’s games. They would steal each other’s missions; assassinate each other’s spies; and even send cutthroats for one and another. However, it was not until a few months ago that THE POISONER may have pushed her rival too far. She grew impatient with the games and attempted to kill her rival during a public gathering of the Union’s best with her magical ring but somehow the cretin survived! Stunned that her trusty artefact failed, she was forced to temporarily leave the Dark Union and hide from her rival’s rage – although he still hunts her with fervour.
When the Wardens were formed, THE POISONER saw the chance for protection whilst she thought of a plan. Perhaps she will even find a stronger artefact whilst she was performing these silly ‘good-willed’ missions for the Wardens.
HEADCANON DETAILS
THE POISONER assassinated THE HEIRESS’ uncle two years ago.
She is in possession of an artefact of power - a ring - that projects the feeling of poison on another person it comes in contact with, but it does not leave the signs of poison.
APPEARANCE
Up to player
Suggested faceclaims: (with links to some resources)
Thandie Newton; Tabrett Bethel; Emily Foxler
CONNECTIONS
THE HEIRESS
THE POISONER recognised THE HEIRESS immediately in the Wardens and could not help but smirk with satisfaction. The young Warrior was a member of the noble Kelm family and had almost glimpsed THE POISONER’s identity when THE POISONER assassinated her uncle. THE HEIRESS’ uncle - a drunken gambler who had created lots of debts with questionable contacts in Carn’s underworld - was killed two summers ago by the Dark Union’s request. THE HEIRESS had arrived too late to save him or catch a real glance at the killer but she is clearly uncomfortable around THE POISONER. If THE HEIRESS’ suspicions near the truth, THE POISONER may have to deal with the girl quietly, but for now it would bring some much needed entertainment to play with the Kelm girl.
THE PRODIGY
Few members of the Dark Union like to form friendships or alliances, especially with eachother. The Union is a place where you should never trust the words or motives of another, and instead trust only the weight of your own blade. Power, secrets and influence are everything for a Dark Union assassin, and most would not even blink an eyelid before eliminating a comrade for personal gain. THE POISONER knows THE PRODIGY by reputation – no other Dark Union assassin can boast as much raw power as he can. It was a nuisance to discover another Dark Union member in the Wardens. THE POISONER cannot help but be suspicious of THE PRODIGY’s movements and motives – is he an assassin sent from her rival to spy on her? But she is determined to focus on survival.
THE ENCHANTER
The Star Tower and the Dark Union have always shared a cautious respect for one and another. The Mages prefer to fight from afar with spells and knowledge, whilst Rogues use their skills in the rare and mysterious Shadow element to cloak themselves until they are close enough to strike. THE POISONER has heard of THE ENCHANTER’s talents in creating new artefacts of power. She has always been secretive about her magical ring but after it failed to kill her rival, she wonders whether it is worth asking THE ENCHANTER for help in finding out how her rival survived and if there is a way to boost the ring’s power. But THE POISONER has never been one to ask for help – usually she steals the items she wants and demands the things she needs. THE ENCHANTER is clearly curious about THE POISONER’s talents but how can she reveal her ring without revealing her true identity as THE POISONER too?