[ooc] Please disable signatures in this thread-they get in the way and bothersome. No smilies. And try to pick avatars that would give us an idea of what/who your character is.[/ooc] She would be considered beautiful, even on the grandest of scales. Never could there be found an individual that thought poorly of her. Perhaps that was due to the fact that she came from a line of the once ruling family of an all but forgotten kingdom. The kingdom was lost during the War of Magick, in which many factions of mages-each loyal to only thier leader-torn apart the world as her father knew it then. Her father, you see, had aged only 8 cycles when the War began. Her grandfather's kingdom was one of the first to be disentegrated as it bordered the magical wastes, but is was only one of many. Many heroes were born, became legend, and were forever immortalized in history's pages. And many more than that died in the numerous battles. At the War's end only three kingdoms stood, although thier borders had changed drastically. These three 'free' kingdoms began an alliance that became known as Homeworld. Homeworld was named as such due to all of the magick that was simply floating around in the world. The world outside of Homeworld was controlled by powerful mages, magickal creatures, and run-of-the-mill magick dabblers. Anyone that could conjure a spell or control magickal things or creatures could control some piece of land provided that they could hold it against attacks which almost never ceased in some regions. Many nobles, at least those that survived, now dwelt in the capital cities or the alliance city of Koss. Homeworld was situated on a peninsula with the actual peninsula being the country of Dominia-capital city Gato. The other two countries: Orihalcyon and Lysine where on the mainland, with capital cities of Tfark and Wrai, respectively. Now Aryth would not have said that she weak or haughty, but rather much like a travel hardened wanderer. Aryth chose to spend as much of her time as possible in the city (Koss) amongst servants running errands and merchants hawking wares, tavern fights and trade disputes that patrol units arbitrated, and the neverending flow of refugees that filtered into the city. She was taught to fight both by money and the streets. She had her official instructor at the palace, and her true teacher in the Lion's Den (think of a kettle with a lid on it and the fire roaring in the stove-sooner than later it boils over with pressure). This area of the city was one that housed the cutpurses, thieves of all kinds, 'speciality' merchants, and all other kinds of unsavory types. One needed to know how to defend thyself if you chose to walk alone, espacially after dark. Aryth herself is unsure of how involvement in this whole affair came about, but she ingrained with an unwavering loyalty to duty. This, she believed, fell upon her because she was noblity. Never did she think that it was something much larger than herself, her family, or even her country. "The alliance that became Homeworld had protected something of some rather great significance during the war," Aryth reminiced to herself, "and now it had somehow been stolen. What was this artifact? And why was it so valuable that ninety percent of the world was sacrificed to protect it?" Her daydreaming was interrupted by a knock at her chamber door. Upon acknowledgement, her First Maid stepped through the doors and told her that her presence was required in the Training Yard. Aryth knew exactly was happening. "IT had begun," she told herself. "No more comforts or leisure time for a while." When she arrived at the Training Yard there was only her father, a man that she could recognize, and a half dozen horses. Although she could not guess directly her role in the whole of this, she guessed that it was diplomatic if nothing else. Her father began to fill her in as to her presence: Due to the importance of the artifact, a quest was called for to retrieve it. But since prophecy fortold of the doom of having heroes partake of this quest; it had brought about the current course of actions. A simple recruitment flier went out to all of Homeworld asking for individuals of no special renown to heed the call of their world. The flier mentioned nothing of the stolen artifact nor of prophecy. It simply said that peril and strife would be amongst your companions, and that surviving would ensure your future was worry free (which implied much), and that the world would be made whole again. It did not say that history would also scream your name forevermore. Aryth's father instructed her to tell noone of her knowledge of the prophecy for it could mean utter failure for the quest and the eventually the ultimate end of their world. The flier mentioned one other thing, however. It specifically requested these followers: a mage, or two, a knowledgeable thief of sorts, a ranger, and a peacekeeper for group unity. As Aryth's father finished telling her these things he added that prophecy had demanded that someone of noble blood lead the group. Yet prophecy made all this diffucult by adding that any fame of any member of the group would spell failure. "Prophecy must want us to fail." she thought, "Why else would it want nobodies that noone would miss if this was not doomed to fail?" As her thoughts trailed off Aryth noticed several figures appear from different directions, as if given a precise adn simulteneous command.