Character Sheet for Emilia von Arnim
Character Description
Emilia von Arnim is a 143cm small and petite young noblewoman with blonde hair and amber eyes. Her hair is worn in a ponytail, complemented by blunt bangs and sidelocks. An expensive looking silver hair ornament adorned with several teal crystals seems to rest where her hair is tied together, giving her otherwise youthful appearance a distinctly aristocratic touch. She wears a set of light to medium armor that leaves her relatively mobile, favoring agility and precision over heavy protection. A green scarf hangs around her neck. At her side rests her prized weapon, Arnim's Needle, a finely crafted rapier forged from rare Voidsteel and commissioned by her father as a gift for his beloved daughter before she departed to become an adventurer. Despite her petite stature, Emilia is a capable fighter. Years of training under some of her family's finest instructors have given her a solid foundation in fencing, and she is more than capable of dispatching common monsters, goblins and bandits. Her true weakness lies not in a lack of skill, but in her tendency to vastly overestimate just how far that skill will carry her.
Personality
To be read HERE (It's too long - again)
Likes/Dislikes
Likes
- Adventurer stories
Dislikes
- Getting dirty
- Demihumans
Background/History
Emilia was born into the Arnim family, a fairly prominent noble house residing within the Zerbelt Kingdom. From an early age she was surrounded by wealth, privilege and people willing to accommodate her every whim. Her father in particular adored his daughter and was more than happy to provide whatever she asked for. Her upbringing also exposed her to the long-standing prejudices of the people of Zerbelt. Like many within the more traditional circles of the kingdom, Emilia was raised to view beastfolk and other demihumans as lesser beings. The beliefs were never something she had to question while growing up either. It was simply what she was taught as fact. As a result, Emilia seems to be openly prejudiced toward beastfolk, sometimes recoiling in disgust should one get too close or casually insulting them. She does not initially see herself as cruel or mean for doing so, largely because she has never been given a reason to doubt this kind of view on the matter. Her childhood was not influenced only by nobles, however. Emilia always seemed fascinated with the stories and deeds of adventurers. She read tales about famous heroes, listened to stories of their exploits and occasionally watched adventurers from afar whenever they passed through the city. To her, adventurers lived the sort of exciting lives that noble children could only dream about: Traveling across the world, fighting monsters, discovering forgotten ruins and becoming famous through their own accomplishments.
Eventually, Emilia decided that she wanted to become one herself. "It can't be that hard", she was convinced. She had received years of training from some of the best instructors her family could afford. She knew how to fence, had been taught the fundamentals of combat and possessed enough natural talent to make good use of that training. Becoming an adventurer and chasing her dreams seemed only logical to her. Her father of course was much less enthusiastic about the idea of his precious daughter throwing herself into danger. But he also knew that once she made up her mind she couldn't be swayed. Rather than simply ban the idea altogether, he commissioned a weapon worthy of her status and skill: a custom-made Voidsteel rapier that would eventually become known as Arnim's Needle. He also ensured she had suitable equipment before reluctantly allowing her to leave. Thus, Emilia began her adventuring life.
Her first months went surprisingly well. She quickly discovered that the stories had not been entirely exaggerated. Goblins, bandits and other relatively weak opponents were well within her capabilities, and her training allowed her to dispatch them with considerably more grace than the average inexperienced adventurer. Her confidence only grew as she accumulated victories and eventually earned herself a Silver adventurer rank. Unfortunately for Emilia, the world wasn't always gonna be just fun, games and easy victories.
Tougher monsters will not fall easily. Experienced opponents know how to dodge, parry, counter and retaliate. Traps, ambushes, unfamiliar abilities and situations requiring teamwork have repeatedly caught her off guard. Her tendency to underestimate opponents has landed her in more than a few dangerous situations, and there have already been plenty of occasions where another adventurer had to intervene and pull her out of trouble. Emilia has learned some from her mistakes of course, but still, defeating her own overconfidence and other inner demons sometimes proves more difficult than it should. Nevertheless, she continues onward. One day she wants to become the sort of adventurer she spent her childhood reading about, and somewhere beneath the arrogance and noble pride is a young girl who wants to prove that she can accomplish something on her own.
World/Setting