There's a monster at your bed.
A monster at your window.
A monster any place you can imagine one.
A monster at your window.
A monster any place you can imagine one.
Full Name: Marion Creangel Kay
Race: Human
Sex & Gender: Female
Height: 5' 6"
Weight: 125 lbs.
Birthdate: 88 Fall 495 AV
Birthplace: Alvadas
Occupation: TBD
Location:Riverfall Alvadas
Fluent: Common
Basic: n/a
Poor: Tukant
Race: Human
Sex & Gender: Female
Height: 5' 6"
Weight: 125 lbs.
Birthdate: 88 Fall 495 AV
Birthplace: Alvadas
Occupation: TBD
Location:
Fluent: Common
Basic: n/a
Poor: Tukant
Themes :
They tell you
"There is nothing to fear but Fear itself."
But you have seen yourself in the mirror.
When taken at face value, Marion hardly seems to be as disturbed -- or disturbing -- of an individual as she is. Smooth skin, which appears to match her hair in its lightness, is marked with few truly noticeable blemishes. A smattering of freckles can be seen on the right side of her face. Dimples appear on either cheek when she smiles.
Pale gold hair flows across her shoulders, framing a distinctive and yet somehow delicate face. A defined yet feminine chin curves softly. Angular crystal-blue eyes lend her a somewhat cat-like demeanor that is only enhanced by slender, slightly wide-set eyebrows. Her nose arches upwards faintly before coming to a small, rounded point. Small, pale lips seem to naturally twist into a crooked smirk, even when at rest.
Marion stands only just above average height, her slender body and features might occasionally make her appear small in stature, though in contrast to this, she projects overt confidence in such a manner as to make herself seem taller than she actually is. Shoulders are nearly always held back and chin raised in easy self-assurance, yet she carries very little actual physical power in her build. What muscle she does have is lean, and would best be described as sleek rather than corded.
Her hair is almost always worn down, and she tends to adopt a carefree appearance in her everyday life. Her style generally consists of clothes that are loose in some places and tight in others. She tends towards subdued colors after her years in Sunberth, but she has a natural preference for bright splashes that stand out. She cares little for current styles and would rather wear whatever she personally likes, though she has resigned herself to the need to blend into certain communities and will therefore adjust her wardrobe accordingly.
Two marks stand out on her skin. The first is a small tattoo inked into the skin on the inside of her left forearm, simply reading "Fear is the mind-killer." The second is her Krivas mark, bestowed upon her in early 512 AV, and appears as a tattoo on her right shoulder. The mark takes the shape of a spiral tattoo, composed of odd-looking stylized symbols that could be some kind of writing, though they are meaningless. This tattoo causes those who see it to become uneasy and look away, a feeling akin to standing at an open door. On the other side of the doorway there is only darkness. From that darkness, the feeling that one's greatest fear is about to jump out at them creeps in. The only way to save oneself is to close the door. In the case of Ssena's mark, the feeling of impending terror comes from looking at the mark. Looking away makes the feeling subside.
"There is nothing to fear but Fear itself."
But you have seen yourself in the mirror.
When taken at face value, Marion hardly seems to be as disturbed -- or disturbing -- of an individual as she is. Smooth skin, which appears to match her hair in its lightness, is marked with few truly noticeable blemishes. A smattering of freckles can be seen on the right side of her face. Dimples appear on either cheek when she smiles.
Pale gold hair flows across her shoulders, framing a distinctive and yet somehow delicate face. A defined yet feminine chin curves softly. Angular crystal-blue eyes lend her a somewhat cat-like demeanor that is only enhanced by slender, slightly wide-set eyebrows. Her nose arches upwards faintly before coming to a small, rounded point. Small, pale lips seem to naturally twist into a crooked smirk, even when at rest.
Marion stands only just above average height, her slender body and features might occasionally make her appear small in stature, though in contrast to this, she projects overt confidence in such a manner as to make herself seem taller than she actually is. Shoulders are nearly always held back and chin raised in easy self-assurance, yet she carries very little actual physical power in her build. What muscle she does have is lean, and would best be described as sleek rather than corded.
Her hair is almost always worn down, and she tends to adopt a carefree appearance in her everyday life. Her style generally consists of clothes that are loose in some places and tight in others. She tends towards subdued colors after her years in Sunberth, but she has a natural preference for bright splashes that stand out. She cares little for current styles and would rather wear whatever she personally likes, though she has resigned herself to the need to blend into certain communities and will therefore adjust her wardrobe accordingly.
Two marks stand out on her skin. The first is a small tattoo inked into the skin on the inside of her left forearm, simply reading "Fear is the mind-killer." The second is her Krivas mark, bestowed upon her in early 512 AV, and appears as a tattoo on her right shoulder. The mark takes the shape of a spiral tattoo, composed of odd-looking stylized symbols that could be some kind of writing, though they are meaningless. This tattoo causes those who see it to become uneasy and look away, a feeling akin to standing at an open door. On the other side of the doorway there is only darkness. From that darkness, the feeling that one's greatest fear is about to jump out at them creeps in. The only way to save oneself is to close the door. In the case of Ssena's mark, the feeling of impending terror comes from looking at the mark. Looking away makes the feeling subside.
Physical Consequences :
All monsters were once full of light,
but it was stolen from them by despair.
Then the darkness seeped into their veins
like a deadly disease without a cure;
and once hope betrays you
you can't help but let the devil inside.
Marion is usually verbally as well as cerebrally quick, and generally loves to argue. She enjoys playing devil's advocate, reveling in the fact that this sometimes confuses, even angers, those who don't understand or accept the concept of argument as a sport. Really, if there is one thing Marion loves, it is conflict. Wherever she goes, she feels an almost compulsive need to leave disarray in her wake, and this is attained through her personalized methods. Subtlety is key, a fact she sometimes forgets.
She has a twisted sense of humor that mostly revolves around her own ideas of "fun" -- that is, she generally only cares about her own satisfaction. Marion is very fond of "toys" -- physical or intellectual, the more sophisticated the better. She has a short attention span, however, and once anything becomes too familiar or the excitement has faded, it will be tossed aside.
She is prone to cutting corners without regard to the rules, and her attempts at multitasking are almost always over-ambitious and both mentally and physically straining. She often chooses to ignore societal conventions and instead follows her whims, wherever they may lead. She has little patience with those she considers wrongheaded or unintelligent, and shows little restraint in demonstrating this.
Outwardly, however, she is genial or even charming. She will often tease others good-naturedly, and seems to always have a smile on her face. A sense of confidence invades her every action, due entirely to Ssena's blessing. She experiences no fear, there is no hesitation in her speech, she does not second-guess herself once she has settled on a decision. She still recognizes dangers and will adjust her actions accordingly, but she does not react to dangerous or unnerving situations with fear.
In fact, she is fascinated with the concept of fear, especially in her own capacity to inflict it upon others. She regards fear as both humanity's greatest motivator and its weakness -- a weakness she does so enjoy prodding. She has a tendency to see others as challenges or puzzles, and fear is what makes them tick. Being fearless herself, there is very little that can truly thrill her anymore besides seeing the light of terror in another being's face. It makes her feel alive.
More importantly though, she sees herself as part of a universal truth and believes it is her duty to expose others to the nightmares they internalize, so that they may see themselves as they truly are. Fear and chaos are the most natural things in the world, and order is a perversion of nature and freedom. To her, order, ethics, and morals are meaningless and were never meant to exist. She believes she must make others realize that everything they think they know about the world is false.
"Safety is an illusion. Courage is a lie. Order is an abomination."
but it was stolen from them by despair.
Then the darkness seeped into their veins
like a deadly disease without a cure;
and once hope betrays you
you can't help but let the devil inside.
Marion is usually verbally as well as cerebrally quick, and generally loves to argue. She enjoys playing devil's advocate, reveling in the fact that this sometimes confuses, even angers, those who don't understand or accept the concept of argument as a sport. Really, if there is one thing Marion loves, it is conflict. Wherever she goes, she feels an almost compulsive need to leave disarray in her wake, and this is attained through her personalized methods. Subtlety is key, a fact she sometimes forgets.
She has a twisted sense of humor that mostly revolves around her own ideas of "fun" -- that is, she generally only cares about her own satisfaction. Marion is very fond of "toys" -- physical or intellectual, the more sophisticated the better. She has a short attention span, however, and once anything becomes too familiar or the excitement has faded, it will be tossed aside.
She is prone to cutting corners without regard to the rules, and her attempts at multitasking are almost always over-ambitious and both mentally and physically straining. She often chooses to ignore societal conventions and instead follows her whims, wherever they may lead. She has little patience with those she considers wrongheaded or unintelligent, and shows little restraint in demonstrating this.
Outwardly, however, she is genial or even charming. She will often tease others good-naturedly, and seems to always have a smile on her face. A sense of confidence invades her every action, due entirely to Ssena's blessing. She experiences no fear, there is no hesitation in her speech, she does not second-guess herself once she has settled on a decision. She still recognizes dangers and will adjust her actions accordingly, but she does not react to dangerous or unnerving situations with fear.
In fact, she is fascinated with the concept of fear, especially in her own capacity to inflict it upon others. She regards fear as both humanity's greatest motivator and its weakness -- a weakness she does so enjoy prodding. She has a tendency to see others as challenges or puzzles, and fear is what makes them tick. Being fearless herself, there is very little that can truly thrill her anymore besides seeing the light of terror in another being's face. It makes her feel alive.
More importantly though, she sees herself as part of a universal truth and believes it is her duty to expose others to the nightmares they internalize, so that they may see themselves as they truly are. Fear and chaos are the most natural things in the world, and order is a perversion of nature and freedom. To her, order, ethics, and morals are meaningless and were never meant to exist. She believes she must make others realize that everything they think they know about the world is false.
"Safety is an illusion. Courage is a lie. Order is an abomination."
Adaptable
Argumentative
Careful
Clever
Cheeky
Confident
Critical
Deranged
Egocentric
Fearless
Haughty
Impatient
Intolerant
Obsessive
Proud
Resentful
Self-righteous
Thoughtful
Volatile
Whimsical
Argumentative
Careful
Clever
Cheeky
Confident
Critical
Deranged
Egocentric
Fearless
Haughty
Impatient
Intolerant
Obsessive
Proud
Resentful
Self-righteous
Thoughtful
Volatile
Whimsical
Mental Consequences :
Learn the taste of dirt and pain.
Teach it to others till your knuckles bleed.
See if that makes it easier to breathe.
Only a few short years ago, Marion was nothing like the young woman she is today. She was born in Alvadas, the only child of her gardener mother and artist father. From her father, she learned the art of morphing -- a discipline of which he was practically a fanatic. Beside that, she had an average upbringing -- and yet she was almost immediately selected for torment at the hands of the other children her age.
As a kid, she was awkward -- she was constantly nervous and tightly-wound, lacking in confidence, and the other kids easily picked up on that fact. If it weren't for that, she might have had a happy childhood. She might have followed in either of her parents' footsteps and become a regular citizen, making helpful (if insignificant) contributions to Alvadan society.
But such a fate was never in the cards for Marion. By the time she was a teen, she had had enough -- she had spent too much of her life being terrorized by her peers. So, if they didn't respect her, they would come to fear her -- and a visit from the Goddess of Fear herself blessed this notion.
After she had received her Krivas mark, her peers immediately noticed the change in their favorite victim's attitude. Her parents, however, were seemingly oblivious, and this caused sudden a rift between them and their daughter. Much to her parents' dismay, the more time passed, the greater this divide grew. Eventually, in Fall of 512 AV, Marion's frustration grew to the point where she felt compelled to leave the life she knew and start her own. She left in the night, without saying goodbye, stealing her father's most prized sketchbook.
From Alvadas, Marion took a ship to Syliras and immediately made her way to Sunberth, a city which, based on the stories she'd heard along the way, would be the perfect place for her to work on her newfound craft. And, for the most part, she was correct. She picked up work as a freelance interrogator easily enough in the midst of gang disputes and loan sharks. It was here that she began to methodically work towards making real the intoxicating idea she had of herself as a living nightmare, lording fear and power over those less fortunate than herself.
Of course, she had used morphing in tandem with Krivas to literally become a person's worst nightmare a number of times in Alvadas, but never before had she been in an environment that would allow her to be all that she could as much as Sunberth did. The line of work she'd chosen allowed her to go to any imaginable lengths to extract information -- and she could imagine a lot.
Unfortunately, the city's deep-seated distrust in magic was a hindering factor that made Marion's time there difficult. Marion had to resign herself to the fact that there could not be a future for her in a place where magic could not be used without the risk of death, no matter how well the city mirrored her personal ideals.
So, after only a year in the city of anarchy, she set off once more. It was during her latest trip to Zeltiva that she caught wind of some rumor or another of a city, Riverfall, where the inhabitants were known for being particularly honorable and courageous. Her interest was immediately piqued by the inadvertent challenge, and, on the first day of Winter, Marion arrived.
Teach it to others till your knuckles bleed.
See if that makes it easier to breathe.
Only a few short years ago, Marion was nothing like the young woman she is today. She was born in Alvadas, the only child of her gardener mother and artist father. From her father, she learned the art of morphing -- a discipline of which he was practically a fanatic. Beside that, she had an average upbringing -- and yet she was almost immediately selected for torment at the hands of the other children her age.
As a kid, she was awkward -- she was constantly nervous and tightly-wound, lacking in confidence, and the other kids easily picked up on that fact. If it weren't for that, she might have had a happy childhood. She might have followed in either of her parents' footsteps and become a regular citizen, making helpful (if insignificant) contributions to Alvadan society.
But such a fate was never in the cards for Marion. By the time she was a teen, she had had enough -- she had spent too much of her life being terrorized by her peers. So, if they didn't respect her, they would come to fear her -- and a visit from the Goddess of Fear herself blessed this notion.
After she had received her Krivas mark, her peers immediately noticed the change in their favorite victim's attitude. Her parents, however, were seemingly oblivious, and this caused sudden a rift between them and their daughter. Much to her parents' dismay, the more time passed, the greater this divide grew. Eventually, in Fall of 512 AV, Marion's frustration grew to the point where she felt compelled to leave the life she knew and start her own. She left in the night, without saying goodbye, stealing her father's most prized sketchbook.
From Alvadas, Marion took a ship to Syliras and immediately made her way to Sunberth, a city which, based on the stories she'd heard along the way, would be the perfect place for her to work on her newfound craft. And, for the most part, she was correct. She picked up work as a freelance interrogator easily enough in the midst of gang disputes and loan sharks. It was here that she began to methodically work towards making real the intoxicating idea she had of herself as a living nightmare, lording fear and power over those less fortunate than herself.
Of course, she had used morphing in tandem with Krivas to literally become a person's worst nightmare a number of times in Alvadas, but never before had she been in an environment that would allow her to be all that she could as much as Sunberth did. The line of work she'd chosen allowed her to go to any imaginable lengths to extract information -- and she could imagine a lot.
Unfortunately, the city's deep-seated distrust in magic was a hindering factor that made Marion's time there difficult. Marion had to resign herself to the fact that there could not be a future for her in a place where magic could not be used without the risk of death, no matter how well the city mirrored her personal ideals.
So, after only a year in the city of anarchy, she set off once more. It was during her latest trip to Zeltiva that she caught wind of some rumor or another of a city, Riverfall, where the inhabitants were known for being particularly honorable and courageous. Her interest was immediately piqued by the inadvertent challenge, and, on the first day of Winter, Marion arrived.
Gnosis Story :