THE 100 .
•   finn collins
A SONG OF ICE AND FIRE .
•  theon greyjoy
CYBERPUNK 2077 .
•   val 'v' skinner  
DRAGON AGE .
•   clare cousland  
•   sahar alami
•   margo hawke
•   thora cadash
•   angus hawke
•   nelaros
•   jowan
•   leanne trevelyan
•   dagna janarsdottir

FIRE EMBLEM .
•   byleth eisner
•   ferdinand von aegir
•   hilda valentine goneril
•   sylvain jose gautier
GENSHIN IMPACT .
•  kaeya alberich
•  lumine
•  raiden shogun / ei
•  thoma
•  kreta (fake albedo)
•  arlecchino
HONKAI STAR RAIL .
•   stelle  
•   gepard landau
•   luka strongarm
•   aventurine

INFORMATION.
this carrd was made to house all of my muse biographies and headcanons in one place. the goal is to update the pages here with any new headcanons i post on tumblr, or vice-versa.
if you have any headcanon questions about any muses please feel free to ask!not all muses featured on my blog will have pages here; mostly, just the ones i write the most. that said, sometimes i move muses from tester status to active status, so they might end up here.this page is a work in progress as i decide how to organize a tremendous amount of information. i appreciate your patience and willingness to read everything! <3

clare cousland

GENERAL .
•   name   :   clare murdagh cousland
•   date of birth   :   20 august, 9:09 dragon
•   alias / titles   :   warden-commander of ferelden, arlessa of amaranthine, grey warden, the hero of ferelden, champion of redcliffe, teyrna of gwaren (briefly)
•   sex / gender   :   cis female
•   pronouns   :   she / her
•   orientation   :   heterosexual
•   species   :   human
•   occupation   :   commander of the grey
•   face claim(s)   :   rose leslie
•   voice claim(s)   :   rose leslie as ygritte
PHYSICAL .
•   eyes   :   blue
•   hair   :    red, braided over one shoulder
•   height   :   5'5
•   weight   :   115lbs
•   build   :   skinny, strong, wiry
•   skin   :   pale and extremely freckled
•   clothing   :  the grey warden military uniform. otherwise, simple and practical. blues, greens, browns, with just a hint of whimsy.
MENTAL .
•   alignment   :  chaotic good
•   traits   :   artistic, resourceful, clever
•   likes   :   the sea breeze, her dog, drawing, live music
•   dislikes   :   pollen
OOC .
•   playlist   :  the storm of highever
•   pinterest   :   here

OTHER .
•   ship bias   :   roland gilmore, nathaniel howe, alistair theirin, delrin barris
•   accent   :   highland scottish
•  economic class   :  second only to royalty
•  battle class    :   initially trained as a sword and shield warrior, she switched to a longbow after her injury.
•   languages   :   common, orlesian, passable navarran
IMPORTANT .
•   1   : in no verse does clare become queen. she has her hands full enough not only being the commander, but assisting her brother with rebuilding highever. however, clare is still heavily involved in rebuilding and reshaping ferelden.
•   2   : clare uses a lyrium-enhanced mobility aid - a leg brace - to walk after she suffered a catastrophic injury in the deep roads. with regular physical therapy and magic, she can more or less continue on, but she's always in pain.

BACKGROUND.
•   birthplace   :  castle cousland, highever
•   current residence   :   vigil's keep, amaranthine
•   nuclear family   :   teryn bryce cousland † (father), teryna elanor cousland † (mother), fergus cousland (brother)
•   extended family   :   oren cousland † (nephew), fearchar mac eanraig "the storm giant" † (maternal grandfather), teryn william cousland † (paternal grandfather), teryna elissa cousland † (paternal grandmother)
•   in-laws   :   oriana cousland † (sister-in-law)
•   pets   :   silas, a giant mabari
•   significant other   :   verse dependent - defaults to single.
•   children   :   her wardens none.
+ POSITIVE ATTRIBUTES : clever. resourceful. determined. forward-thinking. brave. fair. confident. strategic. loyal to a fault. keeps her word. willing to give people a chance even if someone else wouldn't. a strong commander - a supportive commander. - NEGATIVE ATTRIBUTES : manipulative. cold. difficult to change her mind once it's been made up. slow to warm, slower to trust. believes she can solve every problem by herself. forgets that just because she can push through, doesn't mean everyone else can. bad at dealing with other people's emotions.

character backstory

The only daughter born to the teryn and teryna of highever, Clare spent most of her childhood as a terror to her older brother Fergus, always chasing after him and his friends. Full of energy and life from the start, Clare was always feisty. She is nonetheless a fierce embodiment of the beliefs and traits that made the Couslands well-liked as the rulers of Highever - fairness, honesty, regard for life. Even if those sometimes skew towards bias, bluntness, and refusal to accept compromise. Her childhood was happy, secure ; she was allowed the freedom to do more or less as she chose. Aside from an illness that left her with scarred vocal cords and a scratchy voice, nothing ever really went wrong.As a teen, she fell in love with Rory -- Ser Gilmore -- and yet kept that affection quiet, because she knew it could never happen. Dairren and other suitors never stood a chance.Life at Castle Cousland was nothing short of luxurious and privileged. There were trips to Denerim and Redcliffe and West Hill and Dragon’s Peak, imported foods and wines and goods from Orlais and Antiva and Rivain, week-long visits from King Maric and other nobility. And some even saying Bryce should have become king, according to the Lorens.All in all, though, Clare didn’t really have a lot of direction growing up. It was always assumed her parents would one day find someone she liked enough to marry. It was also rumored that she was the favorite to inherit Highever despite being the younger sibling. So she would either go be lady of someone else’s castle ( not her first choice ), or she would become teyrna and someone would come be lord of hers ( a decent option ). She almost assumed that someone might even be Nate, once Fergus married Oriana, because she knew Rendon had wanted him to marry Delilah instead.None of that ended up happening, anyway.

No one could have anticipated the night that changed her life forever. On the same day that the Grey Warden Duncan appeared at the castle, Rendon Howe of Amaranthine had come to ride out with the Couslands of Highever - and when Castle Cousland's forces were diminished after Fergus took most of their men into the Korcari Wilds, Arl Howe attacked. Most of the castle residents and other guests were killed, including Clare's parents. Her parents' dying words were to join the Grey Wardens and do what's right. To make her mark upon the world.There came the moment, then, when she realized her parents were going to die, and nothing she could do would ever change that.Duncan pulled her from the fray and to safety, bringing her to Ostagar.Clare's journey as a Grey Warden began there.As Commander, Clare thrived. Life at Vigil's Keep got off to a rough start, but leadership had always fallen naturally on to her shoulders, and this was no different. She saved Anders from the circle, made peace with Nathaniel, reunited Oghren with his family, spent long nights talking to Justice about the real world and the fade, befriended Sigrun and Velanna.Clare continued to have influence within Fereldan politics despite her title, either directly through her own voice, or through that of her brother Fergus. She pushed for growth at ground zero: Rebuild roads and villages, get the farmers back to work and get everyone fed, bring Fereldans back from Kirkwall, give elves the same opportunities as humans. She devoted much of her time to building the strongest relationship the Wardens and Orzammar had seen in two hundred years; together, she and Bhelen worked to pull the casteless up into stability, to push back the darkspawn in the Deep Roads, to recover old thaigs, and much more.Clare had always been a force of nature -- now she's gotten to prove it.

important headcanons

  SECTION I.
•   1   :   opinions on magic and mages
•   2   :   opinions on elves and alienages
•   3   :   relationships with orzammar
•   4   :   nathaniel and the howe family
•   5   :   on 'women in the grey wardens'
•   6   :   nationality and fereldan identity
•   7   :   vision for a post-blight ferelden

  SECTION II.
•   1   :   noblesse oblige & tavern folk
•   2   :   about sophia and avernus
•   3   :   on the importance of wit
•   4   :   orlais: friend or foe?
•   5   :   the role of the grey wardens
•   6   :   the fate of the grey wardens
•   7   :   on solving problems, her own way

  SECTION III.
•   1   :   preferred weapons
•   2   :   'down here, it's just fighting'
•   3   :   the deep roads injury
•   4   :   'the traitor always dies'
•   5   :   on giving fate the middle finger
•   6   :   in-game choices
•   7   :   on the importance of hope

canon verses

  MAIN VERSE.
compliant with DAO per her choices as detailed here
  AWAKENING.
clare conscripts anders and recruits all possible companions. it's hard to look past nathaniel's name to who he is as a person, and she is only able to do it because she knows he was not there the night that rendon howe murdered her family. otherwise, follows the plot of awakening, with clare continuing to try and do the most right by the most people possible. her choices are detailed here.

   THE CALLING / POST-BLIGHT..
clare's time after awakening when she is searching for a cure to the calling. here, she can interact with characters from DA2 and inquisition. towards the later end of this verse, clare's work with avernus, the circle, and her own research begins to pay off. avernus finds a cure for the calling, using a magically augmented version of the wilds flower she once found for the houndmaster at ostagar, that is replicable... but she's still got to convince the other wardens to get on board. unfortunately, the results are hard to reproduce, but she's determined to save the wardens.

  INQUISITION.
despite having already solved at least two world-threatening dilemmas by the time she reached 23, clare was asked to attend the conclave as someone known to be both sympathetic to the mages but informed about the consequences of reckless magic. to her great joy (/sarcasm) she was at the epicenter of the explosion, and found herself adding on another title soon after: the herald of andraste / the inquisitor. she'd only wanted information about the conclave, but fate had other plans. still, a cousland always does her duty, and while clare denied any divine intervention, she took up the mantle and got to work.

alternate universes

   FIRE EMBLEM: THREE HOUSES.
In between Fhirdiad and the Kleiman territories, where the Tailtean Plains meet the sea, is the small coastal territory of Highever, unique in the Kingdom for not sharing the same name as the ruling family – the Couslands. Ardent loyalists to the crown, the Couslands, while currently crestless, are still generally respected as a fair, dutiful, and resourceful family. Many members of the Cousland family have historically done well in the army and military, with some branching out into more political careers ; this is a family that has enjoyed success.
When the Empire attacked Faerghus, Count Howe, a longtime friend of the Couslands and perhaps more minor nobility, revealed himself a traitor and orchestrated an attack on Castle Cousland while Fergus, the heir, and most of the Cousland men were headed to join up with the army. It was a massacre. Bryce and Eleanor Cousland were murdered. Only their daughter Clare survived, escaping with nothing but her dog, her sword, and the clothes on her back.Clare is not a student at the academy and can only be met after the timeskip ( unless your muse is from the Kingdom, then there’s a decent chance they know her ).

She is 23 at the beginning of the timeskip and most likely heads towards the monastery when rumors begin to spread that Dimitri is actually alive. Somewhere along the way she all but destroyed her right knee and ended up fashioning a brace to help her stand, walk, and fight. She also switched from fighting primarily with a sword to fighting with a bow, and uses specialized arrows that explode on contact.She’s a steadfast ally to the Kingdom but, like Sylvain and Annie, can be recruited to Claude / Seteth’s side if Dimitri dies at Gronder Field.Her stats and other in-game information can be found here.   CYBERPUNK 2077.
Former military, trained as an elite sniper. Clare is the orphaned daughter of Bryce and Eleanor Cousland, politicians who were offed a few years ago under mysterious circumstances. Her gut says it was that scumbag Rendon Howe, but she's got little proof. Currently works in military intelligence and spycraft, but sometimes takes merc jobs from Dino. She contacts V when her usual methods of obtaining intelligence fail and she needs someone a bit less obvious than herself.

   GENSHIN IMPACT (no crossover).
Clare was never given a Vision, but that's fine: she doesn't need one. A member of the Knights of Favonius, Clare suffered a catastrophic knee injury at some point in the past, and was fitted with an alchemically-enhanced leg brace to help her get around once it became clear that no amount of elemental magic could fix it. Unable to fight on the front lines anymore, Clare took up the bow instead, and began studying alchemy in order to develop her now-signature weapon: highly powerful, highly explosive elemental bomb arrows that can take out anything she can aim them at.
   GENSHIN IMPACT (crossover).
Clare's search for a cure for the darkspawn taint has brought her to Teyvat, having followed rumors and legends of the poisonous black gunk down in the Chasm. Open to interactions with anyone, since she'll be exploring Teyvat to find out what's special about it that it does not suffer the blights.
   HONKAI STAR RAIL (no crossover).
WIP. Clare is a resident of Belobog, and a sniper in the military. She works alongside Gepard Landau.

sahar alami

GENERAL .
•   name   :   sahar alami
•   date of birth   :   4 cloudreach, 9:11 dragon
•   alias / titles   :   none
•   sex / gender   :   cis female
•   pronouns   :   she / her
•   orientation   :   bisexual, favors women
•   species   :   human
•   occupation   :   a healer, first and foremost, but as she spends more time in southern thedas, she starts smuggling mages north to her homeland.
•   face claim(s)   :   golshifteh farahani
•   voice claim(s)   :   golshifteh farahani
PHYSICAL .
•   eyes   :   dark brown, almost black
•   hair   :    black, usually worn down
•   height   :   5'7
•   weight   :   125lbs
•   build   :   thin and flexible
•   skin   :   warm brown, unblemished
•   clothing   :  light and loose as befits her desert homeland. sahar prefers pastel colors.
MENTAL .
•   alignment   :
•   traits   :   considerate, open-minded
•   likes   :  the desert, wildflowers, the independence of being from beit nefesh, foxes.
•   dislikes   :   southern thedas, rainy weather.
•   hobbies   :   journaling, practicing new languages, studying herbs and salves, deep conversation / debate.
OOC .
•   pinterest   :   here

OTHER .
•   ship bias   :   tbd
•   accent   :   in the real world, we would call it iranian.
•  economic class   :  middle-class.
•  battle class    :   mage. sahar is primarily a healer / supporter, but she has powerful fire-based magic that can be used for combat.
•  languages   :   nefrit, qunlat, common, decent orlesian
IMPORTANT .
•   1   :     sahar is from a country i invented called beit nefesh, which lies a short distance north of seheron. you can read about her country, religion, and culture here.
•   2   :     sahar is not related to the amells by blood but via marriage. she is also not fereldan and was not raised in the circle as she spent most of her life until age 16 living in her homeland. however, neither you nor your muse needs to memorize any of this; sahar will mention things that are relevant. sahar is hawke's second cousin through marriage. even if they don't share blood, though, family is still family.

BACKGROUND.
•   birthplace   :  al-adiyat, beit nefesh, northern thedas.
•   current residence   :   verse dependent.
•   nuclear family   :   father, mother, one older sister, two older brothers and one younger brother. all have returned to beit nefesh.
•   extended family   :   hawke (second cousin through marriage), angus hawke (cousin of some sort), many nieces and nephews back home.
•   in-laws   :   tbd
•   pets   :   none
•   significant other   :   verse dependent - defaults to single.
•   children   :   none.
+ POSITIVE ATTRIBUTES : - NEGATIVE ATTRIBUTES :

character backstory

Born to the Alami family in Al-Adiyat, the capitol city of Beit Nefesh, Sahar is the second daughter - fourth overall - and only mage. What immediately differentiates her situation from those in southern Thedas is that magic is not thought to be a curse in her country. Most of the population has fairly neutral views towards it (with the exception of the small Andrastian quarter) in the capitol. As a result, Sahar's parents treated her no differently than her elder siblings, other than enrolling her in Ha'Zefigar - Beit Nefesh's school for magic - and the others in the regular schools for non-mages.When Sahar was sixteen, her family's business failed and her father had a falling-out with the capitol community. Being such a small country, this made starting over somewhat more challenging. After six months of going back and forth, the family would move south. Originally they thought of going to Kirkwall, where distant cousins - who had married into the wealthy Amell family some number of generations back - had found success. But when Sahar's mother, Nasrin, learned of how brutal Kirkwall's chantry and templars could be towards mages, she convinced her husband to move them into West Hill instead, across the Waking Sea from the Amells.Revka Amell met with Nasrin and convinced her to take on the Amell name as well, not through marriage but extensive paperwork, some bribes, and favors owed to them from the viscount. The name would help the family start over, and she could send them money. Reluctantly, Nasrin agreed, largely for the sake of her children. That said, the family only assumed the name on paper and still consider themselves citizens of Beit Nefesh. "Sahar Amell" is almost a separate identity from "Sahar Alami."Although she had already completed ten years at Ha'Zefigar and was emerging as a highly talented mage, Sahar was now forced to practice her magic in secret within the family house, while her brothers and sister were table to study mathematics and other disciplines as openly as they liked. It greatly soured her attitude towards both her parents for coming here, and towards Ferelden, for being so horrible to its mages.

Unfortunately, at the age of seventeen, Sahar was caught by the templars and brought to Kinloch Hold. She found the Chantry and the circle abhorrent and degrading - and voiced this opinion frequently. First Enchanter Irving nonetheless took a liking to her, both for her deep well of magical talent, and her knowledge of other kinds of magic not widely-known in Ferelden. Over the next two years, Sahar befriended Jowan and a few other mages, adapting to the circle for now, but struggling with the concept that she was actually meant to stay there. She adapted to Ferelden but adopted little or none of the culture - though she did like the baked goods sometimes provided in the circle.When she was eighteen, a few days away from her nineteenth birthday, Sahar was put through and passed her Harrowing flawlessly, to no one's surprise. Later that day, she agreed to help Jowan in destroying his phylactery. Nothing like phylacteries existed in Ha'Zefigar, so she saw good reason to destroy the chain binding him to this awful place. After Jowan revealed himself as a blood mage, she only took pity - urging the First Enchanter and Knight Commander to realize that if they treated their mages like humans and not monsters, this probably never would have happened. Regardless, Jowan escaped, and seeing her chance for freedom, she escaped with him.Sahar returned to her real name, Sahar Alami, after escaping. There was no need to call herself an Amell anymore.But they would not travel together for long. Sahar awoke one morning to find that Jowan had left camp overnight, leaving behind an apology and insisting that traveling with a blood mage would only make it worse for her. She tried and failed to find him. Without a strong knowledge of Fereldan geography, Sahar wandered for a short while until she encountered a group of mages and Fereldan soldiers heading south to Ostagar. Sahar trailed after them and followed them to camp, where it was assumed she had been sent from the circle. Sahar barely managed to survive Ostagar and escaped to Lothering in the north, where she encountered the surviving Grey Wardens. From there, she is a recruitable companion.

important headcanons

  SECTION I.
•   1   :   opinions on magic and mages
•   2   :   opinions on elves and alienages
•   3   :   thoughts on tevinter culture
•   4   :   thoughts on fereldan
•   5   :   on the maker and the blights
•   6   :   on being the 'foreign mage'
•   7   :   about the qunari, as a northerner

  SECTION II.
•   1   :   war & peace: seheron & beit nefesh
•   2   :   about the templars and lyrium
•   3   :   on carrying peace within one-self
•   4   :   on the concept of damnation
•   5   :   on the hypocrisy of peace
•   6   :   the chantry as a metaphor
•   7   :   blood magic, spirits, and demons

  SECTION III.
•   1   :   ha'zefigar vs the circle
•   2   :   on those left behind
•   3   :   ostagar and betrayal
•   4   :   on the hawke family
•   5   :   about the first enchanter
•   6   :   about the knight commander
•   7   :   about the chantry explosion

canon verses

  MAIN VERSE.
follows the plotline of DAO, awakening, and DLCs. sahar is a companion to the warden. she will approve of choices that show fairness and consideration, are friendly towards mages, and do not make others suffer for the warden's gain. she disapproves of selfish and reckless behavior, and will leave the party if the warden does anything to send jowan back to the circle. after the blight is over, sahar intends to return to beit nefesh.
  RETURN TO SENDER.
for threads taking place in beit nefesh at any point after the blight. this verse is only open to close romantic or platonic relationships who are vetted pro-mage.

   THE KIRKWALL CHAPTER.
for any threads where hawke has discovered or pieced together that they still have some family left, and manages to contact sahar. this verse assumes that sahar will come down to kirkwall, although reluctantly. she will be also be reluctant to fight the qunari and will try to reason with them as a neighbor who understands and respects their culture. whether she succeeds or not is determined by the thread, but it is assumed that the arishok does not listen and the plot continues as it would without sahar's presence. sahar begins to realize that mages will never be safe in kirkwall if nothing changes, and starts to consider smuggling the most vulnerable north.

  INQUISITION.
sahar is hawke's non-grey warden contact, nonetheless called to skyhold because it's known among many fereldan mages that there was "this girl at kinloch hold who knew things the enchanters never taught us about magic." this verse will assume that hawke is left in the fade, although she is greatly troubled by it. unless specifically writing with someone else's hawke, this will default to my hawke, margo. sahar is more anti-circle than ever before, and will clash with characters who support returning mages to imprisonment. sahar is a valuable ally not only for her healing magic, but as a mediator between qunari and human cultures.

alternate universes

   FIRE EMBLEM: THREE HOUSES.
Verdant Wind only. Sahar is a Gremory who arrives alongside Nader and the rest of the Almyran forces as backup during the war against the Empire. She previously served as a high-ranking healer in the royal palace, and is well-acquainted with the royal family, if only on a professional level.

**   GENSHIN IMPACT (no crossover).
WIP. Sahar came to the Akademiya from the desert, studying in the Spantamad darshan. Blessed with a pyro vision, she uses her power mostly for healing. Despite the discrimination she has faced in the Akademiya for her origins, it is impossible to deny that her research is of the utmost quality, even if she remains somewhat aloof to most. Once you get to know her, there is hardly anyone kinder than Sahar: but you've got to earn the right to see her heart. Sahar follows most desert folk in reverence for King Deshret, although calling it a deeply held religious loyalty of sorts might be going a bit too far.

   tbd.

margo hawke

GENERAL .
•   name   :   margaret "margo" victoria hawke
•   date of birth   :   1 firstfall, 9:06 dragon
•   alias / titles   :   the champion of kirkwall
•   sex / gender   :   cis female
•   pronouns   :   she / her
•   orientation   :   bisexual, favors men
•   species   :   human
•   occupation   :   champion of kirkwall (reluctantly), apostate, general thorn in the side of every templar to ever breathe
•   face claim(s)   :   ana ularu / emma greenwell
•   voice claim(s)   :   ana ularu
PHYSICAL .
•   eyes   :   grey
•   hair   :    dark brown
•   height   :   5'9
•   weight   :   120lbs
•   build   :   thin and bony
•   skin   :   very fair. she burns easily
•   clothing   :  think "farmhouse gothic but make it emo"
MENTAL .
•   alignment   :     chaotic neutral
•   traits   :   hardlined, aggressive
•   likes   :  cooking, her family, her dog, mage rights or mage fights
•   dislikes   :   the chantry as a whole, hot weather, people who cave too easily or who won't stand up for themselves
•   hobbies   :   surprisingly domestic. cooking, knitting, homemaking. it makes her feel normal.
OOC .
•   pinterest   :   here
•   playlist   :   here

OTHER .
•   ship bias   :   anders, isabela, varric
•   accent   :   fereldan, but... different
•  economic class   :  started at the bottom and now we're here? for now.
•  battle class    :   mage. margo is pure, destructive damage. her magic comes from violent telekinesis and control over thunderstorms and tornadoes.
•  languages   :   common.
IMPORTANT .
•   1   :     I do her playthroughs using the mod that restores anders' dialogue about karl when talking with femhawke, so that conversation is considered canon to my portrayal. she knows about karl's history with anders and it doesn't change her feelings towards him.
•   2   :     margo also suffers from panic attacks when templars and tranquility are active threats; anders' quests are particularly awful for her, though she doesn't hold him responsible for anything that happens. she cannot easily go into the gallows without flareups and will often send carver or varric in her place, if at all possible.

BACKGROUND.
•   birthplace   :  amaranthine, ferelden.
•   current residence   :   verse dependent.
•   nuclear family   :   malcolm hawke † (father), leandra hawke (amell) † (mother), bethany hawke † (sister), carver hawke (brother)
•   extended family   :   sahar alami (second cousin through marriage on leandra's side), angus hawke (first cousin on malcolm's side)
•   in-laws   :   tbd
•   pets   :   boston, her mabari
•   significant other   :   verse dependent - defaults to single.
•   children   :   none.
+ POSITIVE ATTRIBUTES : - NEGATIVE ATTRIBUTES :

character backstory

Margo is... Something different. The mercurial and outspoken eldest daughter of the Hawke family, she is in many ways like her father: an apostate, forward-thinking, loyal to her family. She is also damaged, blunt, and determined to remind the universe that she exists. Margo has the best interests of her loved ones at heart, but her friendship and love demands a lot of patience sometimes. She is often deeply mistrusting of the world around her, but for very good reason.Margo carries a terrible secret that she's kept for the past 15 years of her life. When she was 11, she accompanied her father out for a mission after swearing to the Maker and Andraste herself that she was old enough and ready to be treated like an adult. What no one expected were templars to be out looking for apostates. Things quickly went south and Margo was taken and brought to Kinloch Hold. The situation escalated enough that the two templars who brought her in panicked and forced tranquility upon her without authorization. To no mage's surprise, they faced little, if any, consequence.A year passed before Malcolm was able to sneak her out of the tower and reverse her tranquility using blood magic. But when she returned home, it became clear that she was not the same as when she'd left. For years, she refused to leave her room, the house, without Carver and her mabari ; she was past twenty the first time she agreed to go with Bethany into Lothering to sell potatoes.Six months before the battle of Ostagar, Margo began a careful relationship with a sweet, shy boy in the village named Jed. He was her first everything. Jed was called away to fight, along with Carver, but only one of them returned from the slaughter. Margo began to wonder if she was cursed.The way she puts it, one day she woke up and decided she no longer wanted to be afraid -- that she wouldn't let the Circle and the templars hold this fear and power over her. If she made herself the most dangerous person in the room, no one would ever be able to hurt her again.

She's had a long time to re-learn emotions and how to cope with them, as well as figure out her own identity, but this was a deeply traumatizing event for her, and she deals with the aftermath of it to this day. Indeed, nearly all of her abrasive and brash personality now is the result of this single event. If she was ever a soft and sweet girl like Bethany, Margo feels too damaged and hurt to ever be that way again.Anyone who was at Kinloch Hold in 9:14 might well remember the rumor about the little girl brought in screaming, and the moment when the screaming stopped -- the rumor about the youngest person to have ever been made tranquil, and the day she disappeared. Dead -- killed? Murdered? No answer was ever given; in fact, it's more likely that Margo's entire existence was covered up.She tends towards confident and direct, with an obvious confidence and self-assuredness. With very little respect for "the way it's always been," Margo has a hard time keeping her opinions to herself. That said, she can also be prone to moments of spontaneous and perhaps illogical mercy, even when it might go against her actions in the past or her beliefs in general. No one will fight harder for you than Margo Hawke. With her emotions still amplified by "waking up" from tranquility, she loves just as fiercely as she hates.Leading her family in the escape from the Blight, which was overtaking Lothering, Margo joined up with Aveline and Ser Wesley, two others who were fleeing the chaos. Her younger sister Bethany fell in battle against an ogre, leaving a void in the family that would never be fliled again.She holds a visceral hatred against templars and the chantry, to the extent that she would have very willingly assisted in Anders' plot if he'd only told her about it. Margo wants the world to know how awful the chantry truly is, and her compromised ability to control herself coupled with her just-beneath-the-surface anger at the injustice forced on her, gives her a very low tolerance for the chantry, templars, or anyone who supports them.

important headcanons

  SECTION I.
•   1   :   on becoming & being tranquil
•   2   :   about tevinter: magic and blood
•   3   :   about tevinter: slavery
•   4   :   thoughts on kirkwall
•   5   :   on the maker and the blights
•   6   :   when the broken girl chooses life
•   7   :   feminine rage and the circle
•   8   :   (tw) tranquility as a metaphor

  SECTION II.
•   1   :   how malcolm reversed tranquility
•   2   :   blood magic, spirits, and demons
•   3   :   becoming the most dangerous
•   4   :   on waking up after feeling dead
•   5   :   surviving the fade after adamant
•   6   :   on the chantry's abuse of power
•   7   :   magic as a manifestation of anger
•   8 :  about the helplessness of waiting for someone to return from war

  SECTION III.
•   1   :   about anders
•   2   :   about leandra
•   3   :   about malcolm
•   4   :   about bethany and carver
•   5   :   about the first enchanter
•   6   :   about the chantry explosion
•   7   :   the grey wardens and demanded consequence
•   8   :   in-game choices

canon verses

  MAIN VERSE.
compliant with the plot of DA2, per her choices as detailed in the headcanon section. margo is vehemently anti-templar, very pro-freedom, and very unbridled. her friendship demands much from those around her, but there is no one better to have in your corner than margo hawke. determined to overcome her past but struggling with ptsd and anxiety, she refuses to give up the fight.
  POST-CANON.
margo (and potentially a love interest) are on the run after the events of act 3. this verse also encompasses her time when she's called to help the inquisition deal with corypheus. if left in the fade, margo will find her own way out and show up back at dkyhold about four months later, with a rivaini tattoo on her arm, a nice tan, and greetings from isabela.

   MODERN THEDAS.
set in a modern thedas with all the same technology as the real world but all the magic of canon as well. at the age of eleven, margo was kidnapped by a fundamentalist andrastian anti-mage cult who clung to "the old ways" when it came to mage freedoms. she was made tranquil following her canon; it was later reversed following a highly publicized news story involving both local and national law enforcement - largely because her mother, leandra, was heir to the massive amell fortune. margo disappeared from the public view for years afterwards, not resurfacing until her mid-20's. unfortunately, some people still remember what happened.

  INQUISITION.
featuring margo as the inquisitor, this verse is canon-compliant per her choices detailed. margo's past continues to chase her as she fights for the freedom of mages over thedas, this time, with mostly new companions. her grey warden contact is her brother's commander, stroud, and he is left in the fade as margo must return to the real world and continue the fight against corypheus. all the while, she tries to keep one step ahead of the templars still hunting anders, and is not at all above using her newfound power and influence to mislead them at every opportunity. at the end of tresspasser, she fails to kill solas on sight, but returns to the war table eager to take him down at any cost. the inquisition is formally disbanded and the search for a new leader begins -- and this time, please keep her out of it.

alternate universes

   FIRE EMBLEM: THREE HOUSES.
Direct crossover from Dragon Age; during the siege of Adamant, she stays back in the Fade to defeat the Nightmare demon. She later falls out of the fade outside of Garreg Mach, and promptly gets into battle with the Death Knight. So much for subtle. No preferred route, open to AM / VW / SS.
   GENSHIN IMPACT (crossover).
Direct crossover from Dragon Age; during the siege of Adamant, she stays back in the Fade to defeat the Nightmare demon. She later falls out of the fade outside of Fontaine and immediately gets into a fight with the Fatui. So much for subtle.

  GENSHIN IMPACT 1 (no crossover).
Margo was born and raised in a small bit of nowhere not even on the map, along with her parents and younger twin siblings. But when she was 11, she accompanied her father on a mysterious job that he would not give her the details of. While on this job, the two ran into the Fatui, who disabled Malcolm and took Margo back to Snezhnaya with them. Margo endured two years of horrible experimentation that she still cannot fully remember. She only remembers when Malcolm somehow restored it and gave it back to her, once he had gotten them back to safety in Mondstadt. On the day she decided she would no longer be a victim, she received her anemo vision. She was 16 years old. Although years have passed, she remains deeply scarred by her trauma.

  GENSHIN IMPACT 2 (no crossover).
Margo was born and raised in a small bit of nowhere not even on the map, along with her parents and younger twin siblings. But when she was 11, she accompanied her father on a mysterious job that he would not give her the details of. While on this job, the two ran into the Fatui, who disabled Malcolm and took Margo back to Snezhnaya with them. Margo endured two years of horrible experimentation that she still cannot fully remember. She only remembers when an imposing woman named Arlecchino visited her one day and informed her that she would be leaving Snezhnaya and returning with her to the House of the Hearth in Fontaine. A few years later, when she finally progressed in her training, Margo received her Vision.

kaeya alberich

GENERAL .
•   name   :   Kaeya Alberich
•   date of birth   :   30 November
•   alias / titles   :   Kae
•   sex / gender   :   cis male
•   pronouns   :   he / him / his
•   orientation   :   demisexual, favors women
•   species   :   human
•   occupation   :   Cavalry Captain in the Knights of Favonius (official), Mondstadt's spy master (unofficial)
•   face claim(s)   :   in-game design
•   voice claim(s)   :  Josey Montana McCoy
PHYSICAL .
•   eyes   :   rich blue
•   hair   :    dark blue with a streak of white
•   height   :   6'1
•   build   :   ectomorph. thin, surprisingly strong - but it's important to note that as a younger child he suffered from malnourishment. when he builds muscle, he does not bulk up. he's best described as "wiry."
•   skin   :   warm brown
•   clothing   :  favors blues and blacks with white and gold accents, a bit eccentric
MENTAL .
•   alignment   :     tbd
•   traits   :   clever, eloquent, secretive, depressed if you know his tells well enough
•   likes   :  alcohol, theatre and performing on stage, warm weather, savory flavors, crystalflies, seashells
•   dislikes   :  large fires, overly sweet / rich food, Celestia
•   hobbies   :   making jam, cooking, mystery / crime novels
OOC .
•   pinterest   :   here
•   playlist   :

OTHER .
•   ship bias   :   Rosaria, Eula, Thoma, Kaveh, Yoimiya, Navia, tbd
•   accent   :   Common / Mondstadter, unless you listen very closely on very specific words
•  economic class   :  grew up wealthy, currently about average
•  vision / weapon   :   Cryo sword
•  languages   :   Mondstadter (fluent), common (fluent), Khaenri'ahn (fluent to an extent), basic greetings and conversation in Liyuean, Sumeran, and Fontanian
IMPORTANT .
•   1   :     Kaeya was born in Khaenri'ah about six years before the cataclysm. he doesn't know how he's alive now and aging normally.
•   2   :     I write Pierro as his biological father, meaning that Kaeya has direct connections to both the Fatui and the abyss. however, as a child he was kept ignorant of the truth about Pierro's business dealings and currently remains unaware of Pierro's status.
•   3   :     Kaeya's mother was a woman named Zahara, hailing from the desert. a follower of the goddess of flowers, she started a new life in Khaenri'ah after her god's death. as a result, the curse has not fully affected Kaeya.

BACKGROUND.
•       birthplace   :  Capital Region, Khaenri'ah
•   current residence   :   Knights of Favonius headquarters dormitories
•   nuclear family   :   Pierro (father), Zahara † (mother), unborn sister †
•   extended family   :   Clothar Alberich (cousin), Caribert Alberich (cousin), multiple cousins on Zahara's side. their parents stayed in Sumeru and did not join her in Khaenri'ah. their descendants might still be alive today...
•   other family   :   Crepus Ragnvindr † (adopted father), Diluc Ragnvindr (adopted brother, estranged), Klee (might as well be adopted little sister)
•   in-laws   :   n/a, despite all the grandparents in Mondstadt wanting him to marry their granddaughters
•   pets   :   n/a.
•   significant other   :   verse dependent - defaults to single.
•   children   :   none. Kaeya does not want to have children so long as the legacy of Khaenri'ah hangs over his head.
+ POSITIVE ATTRIBUTES : kind, thoughtful, loyal, clever, tolerant, forgiving (sometimes), compassionate, selfless (for some people). - NEGATIVE ATTRIBUTES : self-destructive, distrusting, manipulative, reluctant to open up or be vulnerable, secretive, lies more often than not, selfish (for some people).

character backstory

  PREHISTORY.
When the Goddess of Flowers died, Zahara left her large desert-dwelling family in search of ... something. She wasn't sure what that something was, or what void it was trying to fill, but she knew she didn't want to stay. Twenty-two years of the same life, day in, day out... maybe it was just time for a change?    One journey led to another, and eventually, she settled alone in Khaenri'ah. Not long after starting her new life, she discovered a latent talent for engineering, and quickly found work with the Khaenri'ahn engineers building their enormous machines.
At some point, after delivering a few progress updates and prototypes to the royal family, she caught the attention of one of the court mages, a stern-looking man named [REDACTED], who was a few years older than her, but very intelligent and very handsome. Zahara entertained his conversation at first, mostly to be polite, as he was clearly someone important and she was just one of many engineers. However, she had no real interest in starting a relationship at that point in time. It wasn't until she fell ill that her opinion started to change. She was alone in Khaenri'ah, with no other family and few friends, and thus, no one to take care of her while she endured fevers and the other miseries of illness. [REDACTED] pulled rank to ensure she had a job to return to, and sent regular deliveries of food and medicine to her apartment. She knew it was him - few others would have the funds to secure that much medicine from the surface.The rest, as they say, is history.About a year into their marriage, Zahara fell pregnant and nine months later, Kaeya was born. She had never quite felt a pull towards motherhood but had always considered her machines her babies; while that remained true, she found the experience better than she would have initially thought -- recognizing, of course, her fortune to have married into wealth and power, which made everything about parenthood a lot easier. Zahara loved her son tremendously, and shared with him not only her love for language and taking things apart to figure out how they work. When he was old enough, she started teaching him to fight.  THE CATACLYSM.
The day after Kaeya's seventh birthday, Khaenri'ah fell.
It happened so quickly there was no time to prepare.Zahara pulled Kaeya into her arms and ran out of the house; there was no time to grab anything, not even his favorite toy or blanket. Knowing that the only way to safety was up and out, she - and the rest of the capital region - fled towards the surface as the world crashed and burned around her, and the roar of flames and explosions threatened to deafen.But there were too many people trying to do the same thing, and she couldn't run fast enough carrying a crying child. In the middle of the stampede she fell and lost her hold on Kaeya, who, small and skinny and fast, managed to scramble away to the side and avoid getting crushed. He cried for people to stop, for someone to help, but help was nowhere to be found. [REDACTED] was undoubtedly at the court, and the vanguard was everywhere and nowhere at once. He watched his mother die.She was two months pregnant with a daughter when she was trampled to death.Then a strong hand closed around his forearm and yanked him up; [REDACTED] had arrived too late to save Zahara, but just in time to save his son. Kaeya only heard a few words in a strange language from his father, and then he fell asleep.  AFTER THE END OF THE WORLD.
[REDACTED] carried his son into the depths of the Abyss, where Celestia's curse could not reach. Father and son and a few other survivors stayed there in the darkness for a long time - long enough that a year had passed on the surface. At that point, believing it was safe to re-emerge, [REDACTED] carefully brought Kaeya to the surface.

Kaeya stayed in a magical slumber for five hundred years; the magic kept him frozen in time, never aging a day over six and a half. Having taken a new name and a new life, his father then lifted the spell from Kaeya informed him of what happened. Mother was gone. Khaenri'ah had fallen. They were safe now, though Pierro would not tell him their current location. The only thing Kaeya noticed was that it was exceptionally cold, but a different kind of cold from what he was used to.Kaeya cried himself to sleep at night for three weeks straight.For the next number of months, Pierro was in and out of the safehouse, the location of which changed frequently. Warm weather, cold weather, somewhere by the sea (the sea?), somewhere deeply hidden away. Pierro met with strange people with foreign names, but Kaeya was forbidden from listening in or asking questions. Often left to his own devices, Kaeya busied himself with catching frogs and counting the ships that passed by in the distance. He liked the lighthouse. Pierro needed a better solution.  MONDSTADT.
A few months before Kaeya's eighth birthday, Pierro told him they were traveling to somewhere new. It was raining when they reached Mondstadt, and though he said nothing to his son, the father knew despite his hesitance that this was the best choice. He'd called in a favor with Crepus Ragnvindr - the solution to his problem. Pierro's silence for Crepus to raise his son in his stead.
The boy was the last hope of Khaenri'ah. Pierro reminded himself of that many times as he walked away, pretending he didn't hear those soft cries.Kaeya thought the man's hair looked like flames, but he didn't know how to say it. His command of the surface tongue his mother spoke was weak; he'd never needed to use it with his father. For months, Kaeya barely spoke. His new brother, Diluc, didn't let that deter him from doing his best to become friends.By the time Kaeya was sixteen, much had changed. He was fluent in the common tongue, having learned that he had an incredible talent for language. Diluc and Jean and Thoma were his best friends; he was popular and well-liked in Mondstadt. Crepus taught him about the winery, he and his friends had all successfully become squires for the Knights of Favonius. Together, the friend-group survived Jean's parents' divorce and Thoma's sudden disappearance at sea. Kaeya was looking forward to celebrating Diluc's eighteenth birthday.The world ended again that day.With a newly-bestowed Vision in hand, Kaeya showed up on Jean's doorstep in the middle of that terrible rainstorm, bloodied and burned and wounded, and wishing he had slipped and fallen into Cider Lake before he made it over the bridge.    He'd broken the most important rule: never tell the truth about Khaenri'ah. His body gave out and he collapsed into Jean's arms. If you ask her, it was nothing short of a miracle that he survived the fight with Diluc.Kaeya moved into the dormitories at Headquarters after that, into a sparsely-decorated apartment that he still hasn't done anything with. On the surface, everyone sees the charming young bachelor whom all the wealthy grandmothers want as a grandson-in-law. They see the charismatic knight-captain, Jean's second-in-command. They see him playing well with Klee and keeping an eye out for Bennett, Razor, and the other kids around town. As far as he's concerned, that's all anyone needs to see.When Varka took most of the horses in Mondstadt and went off on his legendary expedition not long after, Jean was left in charge. It was then that Kaeya took on the mantle of Mondstadt's unofficial spy master (though he really, really hates that word) in addition to his official title. He has sort of started to reconcile with Diluc, though it's still a little touch-and-go.He dreads the day he'll be forced to choose which home to save.

important headcanons

  SECTION I.
•   1   :   on language and identity
•   2   :   about khaenri'ah: family ties
•   3   :   about khaenri'ah: left behind
•   4   :   about mondstadt: the ragnvindrs
•   5   :   about mondstadt: crystalflies
•   6   :   the price of lies and truths
•   7   :   the night crepus ragnvindr died
•   8   :   about kaeya's cryo vision
•   9   :   the first time you hurt a friend

  SECTION II.
•   1   :   zahara's influence
•   2   :   pierro's influence
•   3   :   mondstadt's favorite bachelor
•   4   :   relationships within the knights
•   5   :   sumeru and port ormos
•   6   :   the theatre as self-expression
•   7   :   the inevitable conflict
•   8 :     things left unsaid
•   9   :   mental health and bad habits

  SECTION III.
•   1   :   about zahara
•   2   :   about pierro
•   3   :   about crepus
•   4   :   about diluc
•   5   :   about barbatos and secrets kept
•   6   :   godlessness in the land of the 7
•   7   :   nightmares, part one
•   8   :   nightmares, part two
•   9   :   important plot points

canon verses

  MAIN VERSE.
follows canon + my headcanons. Kaeya is the Cavalry Captain in the Knights of Favonius by day, Jean's personal spymaster (and by extension, Mondstadt's spymaster) by night. Kaeya spends a lot of his time babysitting Klee and trying to keep her out of too much trouble. despite his habit of drinking too much, Kaeya is a trusted knight whose men trust and follow him.
  PRINCE OF KHAENRI'AH.
an au in which Kaeya's fate as the last hope of Khaenri'ah comes true, and he is called to become the prince of Khaenri'ah and restore his fallen homeland. The only problem is: what does that mean for everyone else? Forced to choose between Khaenri'ah and everywhere else, Kaeya can only stall for so long before he must make a move.

   SOLDIER OF WINTER.
an au verse in which Pierro kept Kaeya at his side and raised him amongst the other Fatui. Kaeya serves the Tsaritsa and her goals to bring Celestia to its knees. In this verse, he's one of the Fatui members stationed in Mondstadt at the beginning of the game. He acts as a diplomat between Mondstadt and Snezhnaya, though he does take a genuine liking to the people in the City of Freedom. Kaeya's problems with alcoholism, depression, and identity / loyalty are significantly lessened in this verse as he not only maintains a connection to his heritage and culture, but to his blood family. Kaeya still grieves his mother and his home, but he has a sharp point to focus on as a member of the Tsaritsa's court. He is not a harbinger but rather a diplomat who works directly under his father, Pierro.

   HOUSE OF THE HEARTH.
an au verse in which Pierro left Kaeya with Arlecchino instead*, and he was raised inside the House of the Hearth by the (new) Knave. As the big boss's son, Kaeya's missions tend to be less life-threatening and more diplomatic instead. Trained by Arlecchino herself in the art of diplomacy, Kaeya's natural charm and easy smile help him accomplish his goals. Kaeya's problems with alcoholism, depression, and identity / loyalty are significantly lessened or not present. This verse relies heavily on my own interpretation of Arlecchino but of course is open to other interpretations! because Arlecchino also comes from Khaenri'ah and speaks the language, Kaeya is able to maintain a stronger connection to his homeland, heritage, and language as he transitions into a new life. That support is significant for his mental health.

alternate universes

  HONKAI STAR RAIL (no crossover).
an au verse in which the Express comes to Teyvat and Kaeya is offered to come along for the journey. Although he is reluctant to leave Jean and the others behind, he agrees, wanting to see what else is out there.

   HONKAI STAR RAIL (crossover).
an au verse where Kaeya was born into the HSR universe. Path and planet tbd.

   MODERN TEYVAT.
an au verse for a modern Teyvat. This is a catch-all verse for modern-themed au's and threads that don't fit in a canon setting.

lumine viatrix

GENERAL .
•   name   :  Lumine
•   date of birth   :   redacted. Appears about 18-19 years old, but she's over 1000.
•   alias / titles   :   the traveler
•   sex / gender   :   ???, comfortable being perceived as / living as female
•   pronouns   :   she / her / hers
•   orientation   :   pansexual
•   species   :   celestial being, looks human
•   occupation   :   apparently the only one who can solve problems in Teyvat
•   face claim(s)   :   in-game design
•   voice claim(s)   :  Sarah Miller-Crews
PHYSICAL .
•   eyes   :   orangey-gold
•   hair   :    blonde
•   height   :   5'5
•   build   :   slender
•   skin   :   fair
•   clothing   :  likes feminine designs and cuts in blues and whites
MENTAL .
•   alignment   :     tbd
•   traits   :   insightful, pensive, friendly
•   likes   :  good food and drink, being out in nature, the feeling of accomplishment, sparring, spending time with friends
•   dislikes   :  hypocrisy or dishonesty, people who think they can get away with treating others poorly
•   hobbies   :   cooking, alchemy, photography, drawing, journaling, singing, dancing, sleeping
OOC .
•   pinterest   :   here

OTHER .
•   ship bias   :   Tartaglia, Albedo, Thoma, tbd
•   accent   :   common
•  economic class   :  debatable
•  vision / weapon   :   no vision, sword
•  languages   :   common (fluent), non-Teyvatian languages
IMPORTANT .
•   1   :     unless otherwise stated, Paimon is not present in threads. Paimon does not speak for Lumine.
•   2   :     my Lumine has a slightly different appearance from normal. her hair has grown out long like this, past her shoulder blades, and she wears different outfits, like this one here.
•   3   :     eventually, Lumine's memories from her conversation with Aether in Caribert's dream world will return. This is most likely canon-divergent, but i felt it was too important to her growth to simply erase those conversations as though they never happened. Furthermore, please refer to the important headcanons section.

BACKGROUND.
•     birthplace   :  a distant planet, now destroyed
•   current residence   :   the Serenitea Pot, around Teyvat. most recently in Fontaine
•   nuclear family   :   unnamed father †, unnamed mother †, Aether
•   extended family   :   she had extended family on both sides; however, everyone perished when her planet was destroyed.
•   other family   :   n/a
•   in-laws   :   n/a,
•   pets   :   Paimon none
•   significant other   :   verse dependent - defaults to single
•   children   :   Paimon none
+ POSITIVE ATTRIBUTES : kind-hearted, quick to help, selfless, hero complex, considerate, easy to get along with - NEGATIVE ATTRIBUTES : emotionally unavailable at times, a little too self-sacrificial, reluctant to open up and be vulnerable, abandonment issues, tends to be withdrawn or to withdraw when upset or depressed

character backstory

  YOU CAN NEVER GO HOME.
Lumine and her twin brother, Aether, came into being on another world far, far away from Teyvat. Celestial beings without a true form, the twins enjoyed a relatively peaceful existence on their home planet, and when they were old enough, they took on corporeal forms and ventured off into the stars in search of good times. For hundreds of years, they traveled together from world to world, stopping back home now and then to see their family and community.
A little over five hundred years ago, an unknown force destroyed the twins' planet. Lumine and her brother were the only survivors.Injured and without much choice, they fled their planet together and tried to seek refuge on nearby worlds, but they were turned away out of fear that their presence would bring misfortune.Eventually, the twins all but crash-landed in Teyvat -- Khaenri'ah, specifically. From there, however, it gets a bit fuzzy for Lumine. She recalls little of her time there -- just chaos and destruction, a field of white flowers, and falling into a deep, deep sleep.Five hundred years later, she awoke on a beach in the nation of Mondstadt.   In a fit of rage and grief over her circumstances, Lumine took out her knife and chopped off most of her hair. She immediately regretted it, but the damage was done.Not long after, while trying to catch some fish for dinner, instead she fished a fairy-type creature called Paimon out of the sea and the two began traveling together. In two months, Lumine mastered the common language of Teyvat, along with the most common writing systems.  THE JOURNEY ONWARD.
She was on a search for her brother. After all - Aether wouldn't have abandoned her in all of that chaos, right?    Since she was here in Mondstadt, Lumine decided to ask the person in charge for help.
Since then, she's fought off dragons and real gods and those chasing after godhood. Most of them, she's even befriended. But as her journey throughout the seven nations of Teyvat goes on and on, her mission has changed from simply finding her brother to potentially stopping him from using the power of the Abyss to overthrow Celestia, though she still hopes they can talk it out first.

Each time she feels like she's started to get closer to reconnecting with Aether, she only realizes she's farther away than before. With her brother leading the Abyss, it seems impossible that they'll ever see eye-to-eye again. But still, she wants to try.In the mean time, Lumine's journey has taken her through Mondstadt, Liyue, Inazuma, Sumeru, and Fontaine. Next on the agenda: Natlan, and then what is likely the most dangerous of them all: Snezhnaya.  CHARACTER DEVELOPMENT.
Much of Lumine's development will be explored through the headcanon posts linked below. However, some notable divergences from canon include:
* her changed appearance. My Lumine has grown out her hair since she chopped it off when her emotions got the best of her. Having long hair again makes her feel more confident in herself, and she feels it better matches the human-like form she chose.* she is technically capable of changing her form, but after so many years, she's grown rather fond of this one and doesn't feel any need to change it.* I write Lumine as greatly and increasingly disillusioned with Celestia and the gods of Teyvat, even as she counts many of them amongst her friends. The more she explores the regions of Teyvat that have been destroyed by Celestia, and the more she learns about the history of this world, the more she begins to think that they might not be the good guys everyone thinks.This is compounded with the fact that she's long since grown tired of being 'The Traveler.' Lumine understands the need for average people to have someone to look up to and someone to trust, but she doesn't always want to be first in line to get the metaphorical phone call for help. Not because she doesn't care -- she does, and that's why she always ends up helping -- but because she has risked her life so many times for so many people, even gods, and so few have been able or willing to help her in exchange.Lumine will always help. But she's grown very tired, and wants to be seen for herself, and not The Traveler.* Lumine bears scars on her shoulders and back where her wings used to be. She doesn't like to talk about it, but with close enough friends or a partner, she may be willing to open up.

important headcanons

  SECTION I.
•   1   :   on missing family and home
•   2   :   visions and the elements of teyvat
•   3   :   the powers she used to have
•   4   :   on being 'the famous traveler'
•   5   :   celestia and the gods
•   6   :   what to do about aether
•   7   :   things about her home world
•   8   :   freedom, demanded of you

  SECTION II.
•   1   :   grow up and grow apart
•   2   :   lumine's powers of purification
•   3   :   the things she's learned in teyvat
•   4   :   on friends in power
•   5   :   the open use of magic
•   6   :   seemingly endless talents
•   7   :   the fatui and their goals
•   8 :     on trading favors for favors

  SECTION III.
•   1   :   about aether
•   2   :   about mondstadt
•   3   :   about inazuma
•   4   :   about sumeru
•   5   :   about fontaine
•   6   :   questions for aether
•   7   :   nightmares, part one
•   8   :   important plot points / hc's

canon verses

  MAIN VERSE.
follows canon + my headcanons. Lumine is the traveler on her way throughout Teyvat, accompanied by her traveling companion Paimon. Lumine used to be simply searching for her brother... well, now she's searching for answers.

  FATUI VERSE.
an au in which Lumine woke up in Snezhnaya instead of Mondstadt, and was taken in by the Fatui. in this verse, she never found Paimon, but she is nonetheless sent deep undercover to travel to the seven nations and aid the harbingers in acquiring the gnoses.

   ABYSS PRINCESS.
an au verse for Lumine as the abyss princess. Please note that this is NOT a requestable verse and it will only be used with close friends and heavy plotting / development as I highly prefer for Lumine to be the traveler, but there are some aspects of the abyss sibling that I find interesting.

alternate universes

   MODERN TEYVAT.
an au verse for a modern Teyvat. this is a catch-all verse for modern-themed au's and threads that don't fit in a canon setting.

   tbd.
tbd

   tbd.
tbd

thoma hiwatari

GENERAL .
•   name   :  Thoma Hiwatari
•   date of birth   :  January 9th (early 20's)
•   alias / titles   :  the Kamisato Clan's housekeeper, the "fixer"
•   sex / gender   :   cis male
•   pronouns   :   he / him / his
•   orientation   :   bisexual
•   species   :   human
•   occupation   :  housekeeper, Inazuma's "fixer"
•   face claim(s)   :   in-game design
•   voice claim(s)   :  Christian Banas
PHYSICAL .
•   eyes   :   bright green
•   hair   :    blonde, with a hint of red in the sunlight
•   height   :   6'1
•   build   :   ectomorph, healthy
•   skin   :   fair
•   clothing   :  prefers reds and blacks, mixing the popular styles of Inazuma and Mondstadt (or what he remembers was popular in Mondstadt when he left it)
MENTAL .
•   alignment   :     tbd
•   traits   :   insightful, clever, easy to get along with
•   likes   :  good food and drink, animals, keeping things neat and tidy, solving problems, getting his way
•   dislikes   :  when people hurt people just for the sake of it, people who try to take advantage of others, lightning storms. he's also a little wary about boats nowadays, but can you blame him?
•   hobbies   :   cooking, cleaning, sewing, feeding the strays around Inazuma city and Ritou, hanging out at the Komore Teahouse when he's not working.
OOC .
•   pinterest   :   here

OTHER .
•   ship bias   :   Ayaka, Kaeya, Yoimiya, tbd
•   accent   :   he still sounds a little bit like a Mondstadter when speaking Inazuman, but only Inazumans would be able to tell
•  economic class   :  comfortable
•  vision / weapon   :   Pyro, polearm
•  languages   :   Mondstadter (fluent), common (fluent), Inazuman (fluent)
IMPORTANT .
•   1   :     although I don't ship Thoma and Ayato, he is still nonetheless very loyal to Ayato and considers him a close friend to whom he owes a great deal.
•   2   :     reconnecting with his Mondstadt roots is important to Thoma, but he has chosen Inazuma as his permanent home. that said, I want him to visit Mondstadt at least once to see old friends and family.
•   3   :     it's true that Thoma is the golden retriever boyfriend and a literal ray of sunshine, however it's dishonest to say that he doesn't also have a manipulative side - he just uses that power for good.

BACKGROUND.
•      birthplace   :  Mondstadt City, Mondstadt
•   current residence   :   the Kamisato residence, Narukami Island, Inazuma
•   nuclear family   :   unnamed father †?, unnamed mother †?
•   extended family   :   when he was younger in Mondstadt, he considered his close friends (Kaeya, Diluc, Jean) to be something akin to family. however, he's not sure if those bonds would still be as strong after so many years apart.
•   other family   :   n/a
•   in-laws   :   n/a.
•   pets   :   all of the strays in Inazuma City and Ritou
•   significant other   :   verse dependent - defaults to single
•   children   :   all of the strays in Inazuma City and Ritou
+ POSITIVE ATTRIBUTES : tbd - NEGATIVE ATTRIBUTES : tbd

character backstory

  CHILDHOOD.
Thoma's childhood was nothing short of idyllic. He grew up safe inside the walls of Mondstadt with his parents, in a mixed-culture household as his father was Inazuman and his mother was a Mondstadter. Mondstadt's mild weather made it easy to spend plenty of time playing and hanging out with the other kids in town, though he spent most of his time with Diluc, Kaeya, and Jean.
Without any real direction in his life, Thoma signed up to try out for the Knights of Favonius alongside his friends, and even made it past tryouts and into official training, despite being less adept with weaponry than the others. While Kaeya and Jean favored swords, Diluc took to the claymores naturally, and Thoma found he liked the flexibility of polearms best, though he actually scored higher than half the recruits with a bow. His rankings with polearms were average at best.  LEAVING HOME.
When Thoma was sixteen, his father declared that he would be returning to Inazuma. Unsure if this meant his parents were also divorcing like Jean's parents, or if his father was just making a trip of some sort?, Thoma took the news a bit hard and didn't say goodbye on the day that his father left. As soon as he watched the ship disappear over the horizon, however, he regretted that decision. Thoma stewed in that regret for a week before he decided to make amends with his father, impulsively using all of the money he'd earned running errands and doing chores to buy a case of dandelion wine and a boat ticket to Inazuma.
He left so quickly that he barely had time to say goodbye to his mother, and because the brothers and Jean were at training from dawn until dusk that day, he missed the opportunity to say goodbye to them, too.Thoma's boat made it almost all the way to Inazuma before a storm swept the boat up in its wrath. The dandelion wine went overboard as the boat groaned and struggled beneath the waves, until eventually it broke into pieces and capsized. Thoma survived, but others were not so lucky.Back home in Mondstadt, Thoma's friends went to his house after training to see if he had fallen ill and check up on him. When his mother informed them of his departure, none of them knew what to think. He'd disappeared without even a goodbye, but surely he would write them soon and explain everything, wouldn't he?When three months went by with no contact, only word of a terrible storm near the Inazuman coast, it could only be assumed that Thoma had died at sea. His mother's health began to fail afterwards from the grief of losing both her husband and her son.

  A NEW LIFE.
With no Mora to his name and no ground to stand on in this country, Thoma first tried to find his father. He asked everyone who would give him the time of day, but no one could provide him with any information -- it was almost as if his father didn't exist at all. The little bit of change he'd earned from washing dishes and sweeping floors wouldn't last him forever, and certainly wouldn't keep himself fed and buy a ticket back to Mondstadt.
Still, he didn't want to give up just yet, even though this was a period of time where he felt anxiety and fear and depression for the first time in his life. He struggled to fit in with Inazuman society; everywhere he turned, people saw him as a foreigner first, despite being half-Inazuman through his father.During this time, he caught a lucky break, earning the friendship of Ayato and Ayaka, the Kamisato siblings within the Yashiro Commission. With their help, Thoma was able to get back on his feet and start breathing for the first time in months -- had months really gone by without his notice...?When he was given the option to stay with Kamisato siblings in their struggle to head the Yashiro Commission, or leave on a boat back home and return to his peaceful life, Thoma chose to stay. As much as he missed Mondstadt, he knew the right thing to do was to stay with the people who had helped him so much, and help them in return. He has not regretted that choice, and has settled in well as the Kamisato Clan's "fixer," finally gaining acceptance within Inazuma.  THE VISION HUNT DECREE.
About ten years into his new life in Inazuma, the Raiden Shogun enacted the Vision Hunt Decree and Sakoku Decree, making life difficult in Inazuma (to put it very mildly). Thoma joined the resistance, along with the Kamisato siblings, and also enlisted the assistance of the traveler in the attempt to fight back against the Shogun.
Things seemed to be going well... until he was captured, tied up, and put on display to commemorate the 100th Vision taken as part of the Decree. When his Vision was stolen, Thoma felt odd -- like a part of him was rapidly fading away, but he couldn't place what it was or why he cared? should care? about it. However, when the traveler freed his bonds, Thoma remembered what he was fighting for and hurled his spear straight at the Shogun's face.He later recovered his Vision and his purpose, and Inazuma settled into relative peace when the war was over, as the borders finally opened and change began to happen. But he hasn't forgotten that strange feeling, like part of himself was being poured down the drain before he could catch it...

important headcanons

  SECTION I.
•   1   :   family life and friends
•   2   :   the importance of kindness
•   3   :   on being the kamisato's fixer
•   4   :   behind the happy smile
•   5   :   visions and the power they hold
•   6   :   the life he left behind
•   7   :   on choosing the right weapon

  SECTION II.
•   1   :   letters to send home
•   2   :   on letting go of control
•   3   :   favorite things about inazuma
•   4   :   should life really be easy?
•   5   :   on domesticity
•   6   :   thoma's quiet corner
•   7   :   on giving to receive

  SECTION III.
•   1   :   about his father's name
•   2   :   when he realizes he is alone
•   3   :   on standing out and fitting in
•   4   :   how to win people over 101
•   5   :   thoma's bucket list
•   6   :   thoma's deepest regrets
•   7   :   nightmares, part one

canon verses

  MAIN VERSE.
follows canon + my headcanons. Thoma sailed from Mondstadt to his father's homeland of Inazuma to bring said father a gift, but got thrown overboard during a storm. With some help, he started a new life in Inazuma and then payed it forward by staying to help the Kamisato siblings navigate an impossible situation. Once the Vision Hunt Decree finished and Inazuma's borders opened back up, Thoma returned to his usual housekeeping and "fixing" duties.

  MONDSTADT VERSE.
an au in which Thoma missed the boat to Inazuma and stayed in Mondstadt, eventually joining his friends amongst the ranks of the Knights of Favonius. Though he doesn't become a Captain, or Acting Grand Master, or anything else fancy like that, Thoma is nonetheless a reliable knight who devotes himself to protecting the people of Mondstadt - and any visitors - to the best of his ability. In this verse, Thoma has never met the Kamisato siblings.

   VISIONLESS VERSE.
an au verse in which the traveler was not able to stop the Shogun and her forces from destroying Thoma's vision, thereby leaving him without one permanently. Although Thoma survived the rest of the ordeal in Inazuma, he changed profoundly, so much so that he sometimes spoke about returning to Mondstadt, because what was he really doing here if he couldn't remember why he'd come in the first place? Thoma's still Thoma, of course, but very ... muted.

alternate universes

   MODERN TEYVAT.
an au verse for a modern teyvat. this is a catch-all verse for modern-themed au's and threads that don't fit in a canon setting.

   tbd.
tbd

   tbd.
tbd

the knave

GENERAL .
•   name   :  Peruere Arlecchino
•   date of birth   :  August 22nd
•   alias / titles   :  Father, The Knave, Fourth of the Fatui
•   sex / gender   :   apathetic, but accepts female
•   pronouns   :   she / her / hers
•   orientation   :   lesbian
•   species   :   human (?)
•   occupation   :  head of the House of the Hearth, Fourth of the Fatui Harbingers
•   face claim(s)   :   in-game design
•   voice claim(s)   : Erin Yvette
PHYSICAL .
•   eyes   :   solid black with red x's
•   hair   :    long, white, with bands of black
•   height   :   5'11
•   build   :   ectomorph.
•   skin   :   very fair.
•   clothing   :  formal, more masculine, but still decorative. reds, blacks, and greys.
MENTAL .
•   alignment   :     tbd
•   traits   :   confident, calculating, critical.
•   likes   :  Redacted. If you find out, please tell the children of the Hearth. (Arlecchino likes odd things like spiders, but also things of fine quality and make.)
•   dislikes   :  cowardice. overly sweet flavors. people like Crucabena. Dottore.
•   hobbies   :   Redacted. If you find out, please tell the children of the hearth.
OOC .
•   pinterest   :   here

OTHER .
•   ship bias   :   tbd
•   accent   :   nothing discernable, but she speaks with a certain.... power and influence.
•  economic class   :  wealthy
•  vision / weapon   :   Pyro, polearm
•  languages   :   Khaenri'ahn (fluent), Fontanian (fluent), Shezhnayan (fluent), Common (fluent)
IMPORTANT .
•   1   :     although Arlecchino looks relatively young, I write her as between 37-40 years old.
•   2   :     to say that because Arlecchino reformed the House of the Hearth to be less fatal to the children means that she is a model parental figure is incorrect. Arlecchino still raises child soldiers and child spies - she just won't kill them for failing to meet her standards.
•   3   :     Arlecchino is, to her own dismay given his reckless nature, fond of Tartaglia and while it's a stretch to say she feels parental towards him, she nonetheless wants to see him grow as a Harbinger. She offers him to recover in the HotH with no conditions other than his silence on the matter.

BACKGROUND.
•      birthplace   :  [redacted] - ties to Khaenri'ah.
•   current residence   :  The House of the Hearth, Fontaine.
•   nuclear family   :   unnamed father †, unnamed mother †
•   extended family   :   hm. ask her again later.
•   other family   :   her children in the House.
•   in-laws   :   n/a.
•   pets   :   none
•   significant other   :  none.
•   children   :  the children in the House.
+ POSITIVE ATTRIBUTES : tbd - NEGATIVE ATTRIBUTES : tbd

character backstory

  CHILDHOOD.
Thoma's childhood was nothing short of idyllic. He grew up safe inside the walls of Mondstadt with his parents, in a mixed-culture household as his father was Inazuman and his mother was a Mondstadter. Mondstadt's mild weather made it easy to spend plenty of time playing and hanging out with the other kids in town, though he spent most of his time with Diluc, Kaeya, and Jean.
Without any real direction in his life, Thoma signed up to try out for the Knights of Favonius alongside his friends, and even made it past tryouts and into official training, despite being less adept with weaponry than the others. While Kaeya and Jean favored swords, Diluc took to the claymores naturally, and Thoma found he liked the flexibility of polearms best, though he actually scored higher than half the recruits with a bow. His rankings with polearms were average at best.  LEAVING HOME.
When Thoma was sixteen, his father declared that he would be returning to Inazuma. Unsure if this meant his parents were also divorcing like Jean's parents, or if his father was just making a trip of some sort?, Thoma took the news a bit hard and didn't say goodbye on the day that his father left. As soon as he watched the ship disappear over the horizon, however, he regretted that decision. Thoma stewed in that regret for a week before he decided to make amends with his father, impulsively using all of the money he'd earned running errands and doing chores to buy a case of dandelion wine and a boat ticket to Inazuma.
He left so quickly that he barely had time to say goodbye to his mother, and because the brothers and Jean were at training from dawn until dusk that day, he missed the opportunity to say goodbye to them, too.Thoma's boat made it almost all the way to Inazuma before a storm swept the boat up in its wrath. The dandelion wine went overboard as the boat groaned and struggled beneath the waves, until eventually it broke into pieces and capsized. Thoma survived, but others were not so lucky.Back home in Mondstadt, Thoma's friends went to his house after training to see if he had fallen ill and check up on him. When his mother informed them of his departure, none of them knew what to think. He'd disappeared without even a goodbye, but surely he would write them soon and explain everything, wouldn't he?When three months went by with no contact, only word of a terrible storm near the Inazuman coast, it could only be assumed that Thoma had died at sea. His mother's health began to fail afterwards from the grief of losing both her husband and her son.

  A NEW LIFE.
With no Mora to his name and no ground to stand on in this country, Thoma first tried to find his father. He asked everyone who would give him the time of day, but no one could provide him with any information -- it was almost as if his father didn't exist at all. The little bit of change he'd earned from washing dishes and sweeping floors wouldn't last him forever, and certainly wouldn't keep himself fed and buy a ticket back to Mondstadt.
Still, he didn't want to give up just yet, even though this was a period of time where he felt anxiety and fear and depression for the first time in his life. He struggled to fit in with Inazuman society; everywhere he turned, people saw him as a foreigner first, despite being half-Inazuman through his father.During this time, he caught a lucky break, earning the friendship of Ayato and Ayaka, the Kamisato siblings within the Yashiro Commission. With their help, Thoma was able to get back on his feet and start breathing for the first time in months -- had months really gone by without his notice...?When he was given the option to stay with Kamisato siblings in their struggle to head the Yashiro Commission, or leave on a boat back home and return to his peaceful life, Thoma chose to stay. As much as he missed Mondstadt, he knew the right thing to do was to stay with the people who had helped him so much, and help them in return. He has not regretted that choice, and has settled in well as the Kamisato Clan's "fixer," finally gaining acceptance within Inazuma.  THE VISION HUNT DECREE.
About ten years into his new life in Inazuma, the Raiden Shogun enacted the Vision Hunt Decree and Sakoku Decree, making life difficult in Inazuma (to put it very mildly). Thoma joined the resistance, along with the Kamisato siblings, and also enlisted the assistance of the traveler in the attempt to fight back against the Shogun.
Things seemed to be going well... until he was captured, tied up, and put on display to commemorate the 100th Vision taken as part of the Decree. When his Vision was stolen, Thoma felt odd -- like a part of him was rapidly fading away, but he couldn't place what it was or why he cared? should care? about it. However, when the traveler freed his bonds, Thoma remembered what he was fighting for and hurled his spear straight at the Shogun's face.He later recovered his Vision and his purpose, and Inazuma settled into relative peace when the war was over, as the borders finally opened and change began to happen. But he hasn't forgotten that strange feeling, like part of himself was being poured down the drain before he could catch it...

important headcanons

  SECTION I.
•   1   :   family life and friends
•   2   :   the importance of kindness
•   3   :   on being the kamisato's fixer
•   4   :   behind the happy smile
•   5   :   visions and the power they hold
•   6   :   the life he left behind
•   7   :   on choosing the right weapon

  SECTION II.
•   1   :   letters to send home
•   2   :   on letting go of control
•   3   :   favorite things about inazuma
•   4   :   should life really be easy?
•   5   :   on domesticity
•   6   :   thoma's quiet corner
•   7   :   on giving to receive

  SECTION III.
•   1   :   about his father's name
•   2   :   when he realizes he is alone
•   3   :   on standing out and fitting in
•   4   :   how to win people over 101
•   5   :   thoma's bucket list
•   6   :   thoma's deepest regrets
•   7   :   nightmares, part one

canon verses

  MAIN VERSE.
follows canon + my headcanons. Thoma sailed from Mondstadt to his father's homeland of Inazuma to bring said father a gift, but got thrown overboard during a storm. With some help, he started a new life in Inazuma and then payed it forward by staying to help the Kamisato siblings navigate an impossible situation. Once the Vision Hunt Decree finished and Inazuma's borders opened back up, Thoma returned to his usual housekeeping and "fixing" duties.

  MONDSTADT VERSE.
an au in which Thoma missed the boat to Inazuma and stayed in Mondstadt, eventually joining his friends amongst the ranks of the Knights of Favonius. Though he doesn't become a Captain, or Acting Grand Master, or anything else fancy like that, Thoma is nonetheless a reliable knight who devotes himself to protecting the people of Mondstadt - and any visitors - to the best of his ability. In this verse, Thoma has never met the Kamisato siblings.

   VISIONLESS VERSE.
an au verse in which the traveler was not able to stop the Shogun and her forces from destroying Thoma's vision, thereby leaving him without one permanently. Although Thoma survived the rest of the ordeal in Inazuma, he changed profoundly, so much so that he sometimes spoke about returning to Mondstadt, because what was he really doing here if he couldn't remember why he'd come in the first place? Thoma's still Thoma, of course, but very ... muted.

alternate universes

   MODERN TEYVAT.
an au verse for a modern teyvat. this is a catch-all verse for modern-themed au's and threads that don't fit in a canon setting.

   tbd.
tbd

   tbd.
tbd