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Airine Kasmadi

Name: Airine Kasmadi/Tichborne          Player: Merilan
Align: Lawful Neutral                   Race: Half-Elf
M-B Personality:                        XP: 0
Class: Crusader 2                       Gender: Female                          
Age: 18                                 Height: 5'8"
Hair: Platinum Blonde                   Weight: 138 lbs.
Skin: Pale                              Eyes: Blue

-Attributes-   -Bonus-           -Effect-  HP: 36 / 36
Str 16           +3                      INIT:  0 = 0 (Dex)
Dex 10           +0                                            
Con 16           +3                        Base+Abl+Eqp+Shl+Nat
Int 14           +2        AC          18 = 10 + 0 + 8 + 0 + 0
Wis  8           -1        Touch       10 = 10 + 3 +---+ 0 +---
Cha 12           +1        Flat-Footed 18 = 18 +---+ 8 + 0 + 0

Melee Attack

Longsword:
  1d20 + 5 (total)     1d8 + 3 (base total)
         3 (Str)             3 (Str)
         2 (BAB)           

  -Misc Notes-  
   None

Active Manuevers

         A list of active, readied manuevers.  [X] means Granted.
         Readied: 5   Granted: 3

[ ] Crusader's Strike - Melee attack, Heal 1d6+1 per initiator level (maximum +5) to you or an ally within 10 feet.
[ ] Vanguard's Strike - Melee attack, allies gain a +4 bonus to melee and ranged attack against that enemy until the start of your next turn.
[ ] Stone Bones - Melee attack, DR 5/adamantine until the start of your next turn.
[ ] Leading the Attack - Melee attack, allies gain a +4 bonus to melee and ranged attack against that enemy until the start of your next turn.
[ ] Charging Minotaur - Charging bull rush deals 2d6+Str damage, ignores attacks of opportunity.

Stances

  A list of stances known. [X] means active.

[ ] Martial Spirit - Heal 2 hit points to either you or ally with each successful attack.
[ ] Iron Guard's Glare - Enemies you threaten take -4 penalty on attacks against your allies.

Manuevers          

Crusader      Initiator Level: 1
Known: 5      Readied: 5 (2+1)
                     
1st           D. Spirit: Crusader's Strike (1)   - Strike - Successful attack allows you to heal 1d6+1/initiator level.
                         Vanguard's Strike (1)   - Strike - Allies gain +4 bonus on attacks against target.
                         Martial Spirit (1S)     - Stance - Heal 2 hit points with each successful attack.
                         Iron Guard's Glare (1S) - Stance - Enemies you threaten take -4 penalty on attacks against your allies.
              S. Dragon: Stone Bones (1)         - Strike - Gain DR 5/adamantine.
                         Charging Minotaur (1)   - Strike - Charging bull rush deals 2d6+Str damage, ignores attacks of opportunity.
              W. Raven:  Leading the Attack (1)  - Strike - Allies gain +4 bonus on attacks against foe you strike.
                         Douse the Flames (1)    - Strike - Target cannot make attacks of opportunity for 1 round.

Saving Throws          

         Base+Abl+Misc   
Fort: +6 = 3 + 3 + 0     
Ref:   0 = 0 + 0 + 0    
Will:  0 = 0 +-1 + 1

  -Misc Notes-
   None

Feats

1 - Extra Granted Manuever (ToB, p30  Pre-req: Crusader 1st)
    You begin each encounter with one additional manuever granted.

3 - 
Stand Still (XPH, Link here  Pre-req: Str 13)
    When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in 
    his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the 
    opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.

    Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per 
    round you could make an attack of opportunity (normally just one).

6 - 
Combat Reflexes (PHB, p92)
    You gain Dex mod Attacks of Opportunity per round.

9 - Weapon Focus (Longsword) (PHB, p102  Pre-req: BAB +1, Proficiency with weapon)
    +1 to attack rolls with chosen weapon.

12- Robilar's Gambit (PH2, p82  Pre-req: BAB +12, Combat Reflexes)
    If you activate this ability at the start of your turn, you gain the following: 
       a)  foes receive a +4 bonus on their attack & damage rolls against you; 
       b)  after a foe strikes you, you receive an Attack of Opportunity against that foe which is resolved after his/her attack. 

15- Defensive Sweep (PH2, p93  Pre-req: BAB +15)
    If an opponent begins his/her round adjacent to you and does not move for the entire round (including a 5’ Step), he/she generates an Attack of Opportunity 
    for you just after his/her round ends. 

18- Backstab (DR340, p86  Pre-req: Combat Reflexes) 
    You may make an Attack of Opportunity against an opponent that you flank who attacks a target other than you. 

Class Abilities

Furious Counterstrike (Ex):
   During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool divided by 5, rounding down (minimum +1).  You can only gain a maximum of +6 on attack and damage rolls from Furious Counterstrike.  This ability's benefit lasts until the end of your turn.

Steely Resolve (Ex):
   You have a delayed damage pool that allows you to forestall the effects of many injuries.  This pool begins at 0 with each encounter.  When you are attacked, any hit point damage the blow deals is added to your delayed damage pool.  At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0.  You can choose to heal either the pool or directly to your HP total.  

Skills

Class Reference: C - Crusader (4/level), W - Warblade (4/level), E - Eternal Blade (2/level)
SkillClassStatTotalAbility ModRanksMisc ModACP
Appraise
INT 22


Balance CW DEX -60

-6
Bluff
CHA 312

Climb WE STR -33

-6
Concentration CWE CON 734

Craft CW INT 22


Decipher Script
INT 22


Diplomacy CWE CHA 7142
Disable Device
INT 22


Disguise
CHA 11


Escape Artist
DEX -60

-6
Forgery
INT 22


Gather Information
CHA 5122
Handle Animal E CHA 11


Heal
WIS -1-1


Hide
DEX -60

-6
Intimidate CWE CHA 514

Jump CWE STR -33

-6
Knowledge (History)CW INT 624

Knowledge (Religion) CW INT 22


Listen
WIS 0-1
1
Martial LoreCWEINT22


Move Silently
DEX -60

-6
Open Lock
DEX 00


Perform (Dance)
CHA 11


Profession [C]
WIS -1-1


Ride CE DEX 00


Search
INT 32
1
Sense Motive E WIS -1-1


Sleight of Hand
DEX -60

-6
Spellcraft [C]
INT 22


Spot
WIS 0-1
1
Survival
WIS -1-1


Swim W STR 33


Tumble WE DEX -60

-6
Use Magic Device
CHA 11


Use Rope
DEX 00


Equipment

- Weapon/Armor Proficiencies -
 Simple Weapons, Martial Weapons.
 Light Armor, Medium Armor, Heavy Armor, all shields.

=Weapons=             Hold    Hit Damage   Crit          Type     Price   Weight  
Longsword             1H          1d8      19-20/x2      Pierce   15      4 lb.
                     
=Armor=               Class   AC  Dex  ASF   ACP    Speed         Price   Weight
Scale Mail            Medium  +4  +3   25%   -4     20 ft.        50      30 lb.
Tower Shield          Shield  +4  +2   50%   -10    --            30      45 lb.

Build Parameters

BAB progression is 1.00 per level (good), 0.75 per level (average), 0.50 per level (bad).
Save progression is 2.5 starting / +0.5 per level (good), 0.33 starting / +0.33 per level (bad).  (Some PrCs have different schedules.)
CLClassILMLBABFortRefWillHPSP
1Crusader 11112.50.330.332624
2 Crusader 221230.660.663630
3Crusader 33233.5114636
4Crusader 442441.331.335642
5Crusader 55354.51.661.666648
6Crusader 66365227655
7Crusader 77475.52.332.338662
8Crusader 884862.662.669668
9Warblade 19598.53310674
10Warblade 21051093.333.3311680
11Eternal Blade 11161111.53.663.6612684
12Eternal Blade 212612124413688
13Eternal Blade 31371312.54.334.3314692
14Eternal Blade 414714134.664.6615696
15Eternal Blade 51581513.555166100
16Eternal Blade 616816145.335.33176104
17Eternal Blade 71791714.55.665.66186108
18Eternal Blade 8189181566196112
19Eternal Blade 91991915.56.336.33206116
20Eternal Blade 1020920166.666.66216120

Manuever Progression

Key: DS - Devoted Spirit, SD - Stone Dragon, WR - White Raven, IH - Iron Heart, DM - Diamond Mind, TC - Tiger Claw, IL - Initiator Level,
     ML - Manuever Level, CL - Character Level


CL Class IL ML Feats Ability Devoted Spirit Stone Dragon White Raven Diamond Mind Iron Heart Tiger Claw
1 Crusader 1
(DS,SD,WR)
1 1 Extra Granted Manuever Furious counterstrike, Steely resolve 5 +Crusader's Strike (1),
+Martial Spirit (1)
+Stone Bones (1)
+Charging Minotaur (1)
+Leading the Attack (1),
+Douse the Flames (1)



2 Crusader 2 2 1
Indomitable soul (+Cha Will saves) Crusader's Strike (1),
Martial Spirit (1),
+Iron Guard's Glare (1)
Stone Bones (1)
Charging Minotaur (1)
Leading the Attack (1),
Douse the Flames (1)



3 Crusader 3 3 2 Stand Still Zealous surge (reroll save 1/day) Crusader's Strike (1),
+Foehammer (2),
Martial Spirit (1),
Iron Guard's Glare (1)
Stone Bones (1)
Charging Minotaur (1)
Leading the Attack (1),
Douse the Flames (1)



4 Crusader 4 4 2
Steely resolve 10 Crusader's Strike (1),
Foehammer (2),
Martial Spirit (1),
Iron Guard's Glare (1)
Stone Bones (1)
Charging Minotaur (1)
Leading the Attack (1),
Douse the Flames (1) → Battle Leader's Charge (2)



5 Crusader 5 5 3

Crusader's Strike (1),
Foehammer (2),
Martial Spirit (1),
Iron Guard's Glare (1)
Stone Bones (1)
Charging Minotaur (1)
Leading the Attack (1),
Battle Leader's Charge (2)
+White Raven Tactics (3)



6 Crusader 6 6 3 Combat Reflexes Smite 1/day Crusader's Strike (1),
Foehammer (2),
+Revitalizing Strike (3)
Martial Spirit (1),
Iron Guard's Glare (1)
Stone Bones (1) → Revitalizing Strike (DH3)
Charging Minotaur (1)
Leading the Attack (1),
Battle Leader's Charge (2)
White Raven Tactics (3)



7 Crusader 7 7 4

Crusader's Strike (1),
Foehammer (2),
Revitalizing Strike (3),
Divine Surge (4)
Martial Spirit (1),
Iron Guard's Glare (1)
Charging Minotaur (1) Leading the Attack (1),
Battle Leader's Charge (2)
White Raven Tactics (3)



8 Crusader 8 8 4
Steely resolve 15 Crusader's Strike (1),
Foehammer (2),
Revitalizing Strike (3),
Divine Surge (4)
Martial Spirit (1),
Iron Guard's Glare (1),
+Thicket of Blades (3)
Charging Minotaur (1) → White Raven Strike (4) Leading the Attack (1),
Battle Leader's Charge (2)
White Raven Tactics (3)
White Raven Strike (4)


Hunter's Sense (1)
9 Warblade 1
(DM,IH,SD,TC,WR)
9 5 Weapon Focus Battle clarity (+Int Reflex), weapon aptitude Crusader's Strike (1),
Foehammer (2),
Revitalizing Strike (3),
Divine Surge (4)
Martial Spirit (1),
Iron Guard's Glare (1),
Thicket of Blades (3)

Leading the Attack (1),
Battle Leader's Charge (2)
White Raven Tactics (3)
+Moment of Perfect Mind (1) +Wall of Blades (2),
+Iron Heart Surge (3)
Hunter's Sense (1) → Hearing the Air (DM5)
10 Warblade 2 10 5
Uncanny dodge Crusader's Strike (1),
Foehammer (2),
Revitalizing Strike (3),
Divine Surge (4)
Martial Spirit (1),
Iron Guard's Glare (1),
Thicket of Blades (3)

Leading the Attack (1),
Battle Leader's Charge (2)
White Raven Tactics (3)
Moment of Perfect Mind (1)
+Action Before Thought (2)
+Hearing the Air (5)
Wall of Blades (2),
Iron Heart Surge (3)

11 Eternal Blade 1
(DS,IH,DM,WR)
11 6
Blade guide,
Eternal training 1/day
Crusader's Strike (1),
Foehammer (2),
Revitalizing Strike (3),
Divine Surge (4)
Martial Spirit (1),
Iron Guard's Glare (1),
Thicket of Blades (3)

Leading the Attack (1),
Battle Leader's Charge (2)
White Raven Tactics (3)
WARBLADE
Moment of Perfect Mind (1)
Action Before Thought (2)
Hearing the Air (5)
CRUSADER
+Disrupting Blow (6)
Wall of Blades (2),
Iron Heart Surge (3)

12 Eternal Blade 2 12 6 Robilar's Gambit
(PH2, p82)
Guided strike Crusader's Strike (1) → Rallying Strike (6)
Foehammer (2),
Revitalizing Strike (3),
Divine Surge (4)
Martial Spirit (1),
Iron Guard's Glare (1),
Thicket of Blades (3)

Leading the Attack (1),
Battle Leader's Charge (2)
White Raven Tactics (3)
WARBLADE
Moment of Perfect Mind (1)
Action Before Thought (2)
Hearing the Air (5)
CRUSADER
Disrupting Blow (6)
Wall of Blades (2),
Iron Heart Surge (3)

13 Eternal Blade 3 13 7
Armored uncanny dodge,
Eternal training 2/day
Foehammer (2),
Revitalizing Strike (3),
Divine Surge (4),
Rallying Strike (6),
Martial Spirit (1),
Iron Guard's Glare (1),
Thicket of Blades (3)

Leading the Attack (1),
Battle Leader's Charge (2)
White Raven Tactics (3)
WARBLADE
Moment of Perfect Mind (1)
Action Before Thought (2)
Hearing the Air (5)
CRUSADER
Disrupting Blow (6)
Wall of Blades (2),
Iron Heart Surge (3)

14 Eternal Blade 4 14 7
Eternal knowledge Foehammer (2),
Revitalizing Strike (3),
Divine Surge (4),
Rallying Strike (6),
Martial Spirit (1),
Iron Guard's Glare (1),
Thicket of Blades (3)

Leading the Attack (1)
Battle Leader's Charge (2)
White Raven Tactics (3)
WARBLADE
Moment of Perfect Mind (1)
Action Before Thought (2)
Hearing the Air (5)
CRUSADER
Disrupting Blow (6)
Wall of Blades (2),
Iron Heart Surge (3)

15 Eternal Blade 5 15 8 Defensive Sweep (PH2, p78) Eternal training 3/day Foehammer (2),
Revitalizing Strike (3),
Divine Surge (4),
Rallying Strike (6),
Martial Spirit (1),
Iron Guard's Glare (1),
Thicket of Blades (3)

Leading the Attack (1)
Battle Leader's Charge (2)
White Raven Tactics (3)
WARBLADE
Moment of Perfect Mind (1)
Action Before Thought (2)
Diamond Defense (8)
Hearing the Air (5)
CRUSADER
Disrupting Blow (6)
Wall of Blades (2),
Iron Heart Surge (3)

16 Eternal Blade 6 16 8
Defensive insight Foehammer (2),
Revitalizing Strike (3),
Divine Surge (4),
Rallying Strike (6),
Martial Spirit (1),
Iron Guard's Glare (1),
Thicket of Blades (3)

Leading the Attack (1)
Battle Leader's Charge (2) → White Raven Hammer (8)
White Raven Tactics (3)
WARBLADE
Moment of Perfect Mind (1)
Action Before Thought (2)
Diamond Defense (8)
Hearing the Air (5)
CRUSADER
Disrupting Blow (6)
Wall of Blades (2),
Iron Heart Surge (3)

17 Eternal Blade 7 17 9
Eternal training 4/day Foehammer (2),
Revitalizing Strike (3),
Divine Surge (4),
Rallying Strike (6),
Martial Spirit (1),
Iron Guard's Glare (1),
Thicket of Blades (3)

Leading the Attack (1)
White Raven Tactics (3)
White Raven Hammer (8)
WARBLADE
Moment of Perfect Mind (1)
Action Before Thought (2)
Diamond Defense (8)
Hearing the Air (5)
CRUSADER
Disrupting Blow (6)
+Time Stands Still (9)
Wall of Blades (2),
Iron Heart Surge (3)

18 Eternal Blade 8 18 9 Backstab Tactical insight Foehammer (2),
Revitalizing Strike (3) → Strike of Righteous Vitality (9)
Divine Surge (4),
Rallying Strike (6),
Martial Spirit (1),
Iron Guard's Glare (1),
Thicket of Blades (3)

Leading the Attack (1)
White Raven Tactics (3)
White Raven Hammer (8)
WARBLADE
Moment of Perfect Mind (1)
Action Before Thought (2)
Diamond Defense (8)
Hearing the Air (5)
CRUSADER
Disrupting Blow (6)
Time Stands Still (9)
Wall of Blades (2),
Iron Heart Surge (3)

19 Eternal Blade 9 19 9
Eternal training 5/day Foehammer (2),
Divine Surge (4),
Rallying Strike (6),
Strike of Righteous Vitality (9)
Martial Spirit (1),
Iron Guard's Glare (1),
Thicket of Blades (3)

Leading the Attack (1)
White Raven Tactics (3)
White Raven Hammer (8)
+Clarion Call (8)
WARBLADE
Moment of Perfect Mind (1)
Action Before Thought (2)
Diamond Defense (8)
Hearing the Air (5)
CRUSADER
Disrupting Blow (6)
Time Stands Still (9)
Wall of Blades (2),
Iron Heart Surge (3)

20 Eternal Blade 10 20 9
Island in time Foehammer (2),
Divine Surge (4),
Rallying Strike (6),
Strike of Righteous Vitality (9)
Martial Spirit (1),
Iron Guard's Glare (1),
Thicket of Blades (3)

Leading the Attack (1) → War Master's Charge (9)
White Raven Tactics (3)
White Raven Hammer (8)
Clarion Call (8)
WARBLADE
Moment of Perfect Mind (1)
Action Before Thought (2)
Diamond Defense (8)
Hearing the Air (5)
CRUSADER
Disrupting Blow (6)
Time Stands Still (9)
Wall of Blades (2),
Iron Heart Surge (3)


Description

It is rare to see Airine out of armor, for she is continually on duty; sheathed in incredibly heavy, protective ornamental plate of interlocking white and navy-blue highlights, this young and stern woman stands tall at a respectable 5'9", with a fit, slender build that belies the innumerable hours of training gone to the first two decades of her life.  Her heavily armed garb is contrasted by the ankle-length white skirt that billows past her faulds, keeping with the noble appearance that she is expected to conserve.  Her platinum-blonde hair is just a few dollops of gold away from ashen white, and often arranged into an unobtrusive manner, though on occasion she wears it long.  They serve as a contrast to her ice-blue eyes, always critical and on the prowl for something wrong.  

Her trademark equipment is a large tower shield taller than herself, rectangular with wider edges, giving it a vaguely scroll-like appearance, with a circular guard reinforcing the middle.  It is immensely thick and heavy, and less of a personal protective item than it is a wall on which battles are stymied against.  She also carries a knightly sword, displaying ample swordfighting prowess with it.  

Personality

Airine's demeanor and nature are two completely separate beasts that deserve their own explanations.

In demeanor, when dealing with others, she is respectful, attentive and listening; she is remarkably intelligent, owing to her high and noble background with her father Richter, and can often devise functional solutions to problems relatively quickly. Though she speaks without a smile, and can be off putting to be around, she performs her job as it is prescribed to her to as perfect a degree as possible, accepting nothing less than her best. In this way, she is useful and accepted.

In nature, however, Airine could possibly be summarized as broken. A shattered, fragmented shell of something that was never allowed to be a person. Richter, as a father, was concerned only for her development as a weapon for the church, as a paladin of the community, and never as a daughter, and not as a person. Faith in the church has always been false and ordered, a chore amongst many in her childhood rather than a genuine act from her heart; her loyalty to her father and the Empire she does out of her station in life.

Tendencies of bitterness and cynicism streak across Airine's behavior, as best as she does to oppress it inside of her; she dislikes giving people the benefit of the doubt, and she does not believe in fate, and hope, and though she speaks the words of Lothian, she has no faith vested in her heart. She never forgives criminals, and does not regard redemption as part of her duties. 

Even more twisted is how she still continually seeks approval from her father Richter, even though he has no love for her, and does and obeys his bidding in some empty-hearted desire to find approval and acceptance from him, no matter how much of a lost cause that may be.  She speaks well of him, explaining the long hours he has sacrificed to her training and discipline to turn her into the warrior she is today, and yet it is evident that part of her knows just what a fucked up situation this all is.  

The only memory she has of her mother is a locket that she left her at birth; it's somewhat of a good luck charm for her, but also a sour reminder of the person who could've given her a better life – though she doesn't dwell on that very often, even in private. She doesn't believe her mother is coming back, after all.  Still, she clutches onto it, wearing it every single opportunity, maybe in some vain hope of a better life.  That no matter how much she is tossed to the ground, she will never forget her other half of her heritage.

Background

It would be hard to describe Airine Kasmadi without the proper context of the train wreck that was her conception.

Richter Tichborne is a devout, ardent man – some would say overzealous, but his faith is unquestionable. As a high-ranking official of the Lothian church who has served for over forty years of his life, he commands clout and respect from his ecclesiastic peers... who value his services as a lawbringer and warrior, though many think that his head is too mired in religious texts and zealous faith to really serve as a caregiver for the community.

He is also somewhat of a racist, believing humans to be superior to the unwashed dregs that are the Shoal elves and the other, myriad characters and races that call Ptolus their home. He keeps this side of him firmly locked inside, however, though his attitude and disposition in general is slightly biased in affairs of office and justice.

Ironic, then, that his firm and straight career was sent into a spiraling whirlwind of lust and romance when he met a Shoal elf swashbuckler by the name of Jhaera Kasmadi, who thought him to be a remarkable and interesting man. Though at first he rebuffed her, thinking her to be below him, his feelings for her grew stronger and stronger the more she was around. Many who saw the ill-fated tryst called it a malady; a bout of crazed lust that had little in the way of romantic affection.

The two eventually married and conceived, under a new moon. At first, their close friends thought it a good thing – that Richter may eventually mellow out from his hardened, zealous stance with some love in his life; how wrong were they, then, when a year after their half-elven daughter Airine was conceived, Jhaera mysteriously vanished, never to be seen again.

A line of inquiry came in, but no trace of the woman was left; dark rumors about him murdering her in a berserked frenzy were circulated, but were unsubstantiated. It was for certain that there was a particularly bitter break-up, however. Perhaps Jhaera set sail to coasts faraway, never again wanting to see Richter.

What was certain, however, was that Airine was left behind in Richter's care. The same care of the man who prefers to call her “half-human”, “daughter of the seductress whore” and “predisposed to sin and temptation”.

Turning his attention wholly onto the clergy once more, Richter sought his own personal, twisted brand of atonement... by vowing that he would forge this 'sullied' daughter that came about as a 'moment of weakness' into a force of good. “A perfect paladin,” the words escaped his lips, “Fit to serve both the Empire and Church.”

The next twenty years of Richter's life was fanatically dedicated to training his half-elven daughter, teaching her the basic and advanced tenets of combat and fighting, of devoting oneself to the cause and the Empire, and to be the perfect, model soldier and citizen. To be an undeniable anchor and bastion of justice and law, and to provide no mercy to the wicked wherever you may find them. He used his resources and position to give her nothing but the best in training.

But let's point out that there was nothing at all about love or nurture in that last paragraph.

Indeed, Airine grew up never knowing the love of a parent, or anyone's in general; most of those around her looked at her as the resulting disaster of a crazed man, not really wanting to get involved (mostly because Richter is kinda nuts and getting involved would be a royal pain in the ass). Ever since her earliest age, her life has been one neverending training session; rise before the Sun does, to perform chores and worship the Lawgiver's tenets; then, hours of sweat and toil as she trained with blades both wooden and real, and donned heavy armor plates larger than her and carried shields the size of doors to build up endurance and stamina, running laps until her legs were about to give up.

Richter instilled in her that emotion and desire are the gateways of vice. He made it perfectly clear to her that her kind are predisposed to committing evil acts, effectively inflicting the guilt and anger of his own actual moment of weakness in falling for Jhaera onto his own daughter. He taught her that criminals do not deserve her mercy; only a swift death can be an effective cure to malice.

Airine is eighteen, now; it was a momentous occasion when she accomplished high ranks within her training and became a fully eligible cadet ready to serve both the Church and the Empire. When she emerged from the Church halls to give her address, swearing her undying devotion to all affairs of state, everyone stared with blank looks on their face; here, Richter had indeed made a proper candidate of a knight. Lawful, just, incorruptible and with a zealous faith unbreakable by emotion.

And yet... everyone also saw how lifeless her eyes were, how mirthless her countenance was.  There was no soul in her.

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Theme: Parasite Eve OST - Primal Eyes




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