Player Name: Kyah Contact: indubitanter1547, chromadestino Invited by: youcanneverleave.jpg Other Characters: Nero, Ayato
Character Name: Arno Dorian Canon: Assassin's Creed Unity, OU+CRAU (Eachdraidh) Canon Point: Post-Mirabeau's death and murdering Bellec Age: 24-25 Birthday: August 26th! History:One French assassin at your service
CRAU (Eachdraidh): Bullet points for the important moments!
• Brought into the Unseelie court to save the world rather then let the Void take it. Arno learns his lover, Élise, is on the side of the Seelie. He does his best to keep neutral on the war and stay out of it as much as he can.
• The Battle of Caer Scima happens, ruining the entire castle (which is where he was staying), and killing others in the process. The Seelie attack is successful, sending most of the Unseelie their separate ways and further into their territory.
• Over the next year (in-game timeskip), Arno traveled among the lands by horse, met with other shardbearers, and earned two titles due to quests he completed: "Dark Hood" and "The Arising."
• He eventually met Waver Velvet and joined the neutral party trying to find a third way to end the war without one side winning over the other. With this, he began to set up a network that connected with Waver's own contacts and clients, eventually creating his own smaller version of Le Café Théâtre. It was settled by the University, and Arno began to learn basic warding spells in between his information gathering and message passing.
• In year two, meeting anyone on the opposite side of the war was near impossible, threatening to have their shard taken out of them. Élise and Arno continued to try and keep in contact with each other and try to find ways out of the Drabwurld. The Void began devouring lands and oceans, others trying to halt its progress and failing. Eventually, it led to open fights between both courts, which drew everyone closer to the final end.
• At the peak of battle between Seelie and Unseelie, Arno and Élise as well as many others made their way towards the Gem that was the Drabwurld's soul. Whoever wished upon it would determine the fate and future of how all the realms would do past the touch of the Void. Having so many reach for the Gem and wish for an alternative way to tackle the problem caused it to bring everyone back in time, towards the beginning of when the courts first appeared. With it, the shardbearers were tasked with preventing the future from coming to pass, where now seven courts are active around the Drabwurld rather than two.
• Arno was sorted into the Amber Court, one that was focused on diplomacy, and he began in earnest to try and work with Élise to both save the worlds and figure out a way to go back home. After fighting a group of pirates causing issues in one of the towns, he was suddenly whisked away to Kaisou without rhyme or reason.
Personality:
OU:
• Refined sassery: Arno is one who is quick to throw around banter, but is also a gentleman about it. Rarely, if ever, is he the type to insult someone using brash and crude words- if he's gonna hurl slang, he's gonna be completely French about it and be eloquent and a pompous dent in someone's side.
• Obsessed with redemption: The biggest part of his personality, Arno lives and breathes the need to right his wrongs, even if the wrongs were things he had no control over. He sees that the ultimate goal of his is to find redemption for the deaths of his two fathers, because otherwise he'll forever carry them on his shoulders as something he could have prevented.
• Refuses to quit: If there's one thing that Arno usually does with grace and familiarity, it's picking himself back up again and going after the same goal, even if the previous attempt ended in failure. Some may see this as being stubborn, but it's the reason he's managed to do so much for the Brotherhood as well as push his own ideals.
• Selfish: Despite being kind, the reason Arno fights for what he does is to return to the life he once had, before the death of Élise's father and when things were simpler. No war, no fighting for his life, no endless struggle to try and convince others that Templar and Assassin can work together.
• Idealistic: Having lost so much, so quickly, Arno is of a desperate mind that if he fixes things, rights his wrongs, that time will return to a familiarity that he deeply misses. He also fully supports the ideals of the common people of France, commiserating with their struggles and frustrations and wanting a better life for them.
• Impulsive: If there's anything Arno is known for, it's the idea of "act first, think later." The Frenchman prides himself in thinking on the go, moving quickly to where he needs to be, and sometimes this really does not work in his favor. Like that one time he tried to get rid of an entire silo full of ammunition the French militia was going to use against the protestors, and he lit one of the ammunition boxes on fire while he was still in the silo.
• Kindhearted: Throughout all of this, Arno still holds gentleness and kindness in his emotions and his heart. As protective of how close he gets to people nowadays, there's still a need to belong somewhere, and a desire to care for those who he treasures above all else.
CRAU (Eachdraidh):
• Strategic: Arno has spent enough time with both a network and actually in an all-out war to know how to choose which path to take. One that hopefully won't cause explosions while he's still in the building.
• Bi-partisan view: Having been in the Drabwurld for two years has caused him to focus his views far more on a larger scale, rather then just his own. It's a step towards the right direction, Arno beginning to understand some of the true meaning of the Creed, but he still has a ways to go.
Time of Arrival to Kaisou: Literally whenever he's accepted!
Items:
There's A LOT he carries on him; for the sake of being realistic, I've knocked a bunch out to account for the weight of his inventory.
Assassin Robes (hood, chest, bracers, belt, breeches) Hidden blade with Phantom Blade attachment Snake-Hilted Sword Arno’s Pistol 2 smoke bombs 3 medicines 9 bullets/ammunition 7 lockpicks His father's pocketwatch Book full of wards/warding spells His own journal
Retained Abilities:
Eagle Vision - A special kind of seeing that has been passed down from generation to generation from the First Civilization. In previous generations, there were only four colors used to differentiate between people (red for enemies, white for citizens or hiding places, blue for allies, and yellow for targets). This has changed for a major reason, as there are more than one kind of people within the French Revolution. For Arno, red means an Extremist, blue means French military, white are hiding spots, yellow is for targets, and green is for allies.
arno dorian | assassin's creed | ou+crau
Contact: indubitanter1547,
Invited by: youcanneverleave.jpg
Other Characters: Nero, Ayato
Character Name: Arno Dorian
Canon: Assassin's Creed Unity, OU+CRAU (Eachdraidh)
Canon Point: Post-Mirabeau's death and murdering Bellec
Age: 24-25
Birthday: August 26th!
History: One French assassin at your service
CRAU (Eachdraidh): Bullet points for the important moments!
• Brought into the Unseelie court to save the world rather then let the Void take it. Arno learns his lover, Élise, is on the side of the Seelie. He does his best to keep neutral on the war and stay out of it as much as he can.
• The Battle of Caer Scima happens, ruining the entire castle (which is where he was staying), and killing others in the process. The Seelie attack is successful, sending most of the Unseelie their separate ways and further into their territory.
• Over the next year (in-game timeskip), Arno traveled among the lands by horse, met with other shardbearers, and earned two titles due to quests he completed: "Dark Hood" and "The Arising."
• He eventually met Waver Velvet and joined the neutral party trying to find a third way to end the war without one side winning over the other. With this, he began to set up a network that connected with Waver's own contacts and clients, eventually creating his own smaller version of Le Café Théâtre. It was settled by the University, and Arno began to learn basic warding spells in between his information gathering and message passing.
• In year two, meeting anyone on the opposite side of the war was near impossible, threatening to have their shard taken out of them. Élise and Arno continued to try and keep in contact with each other and try to find ways out of the Drabwurld. The Void began devouring lands and oceans, others trying to halt its progress and failing. Eventually, it led to open fights between both courts, which drew everyone closer to the final end.
• At the peak of battle between Seelie and Unseelie, Arno and Élise as well as many others made their way towards the Gem that was the Drabwurld's soul. Whoever wished upon it would determine the fate and future of how all the realms would do past the touch of the Void. Having so many reach for the Gem and wish for an alternative way to tackle the problem caused it to bring everyone back in time, towards the beginning of when the courts first appeared. With it, the shardbearers were tasked with preventing the future from coming to pass, where now seven courts are active around the Drabwurld rather than two.
• Arno was sorted into the Amber Court, one that was focused on diplomacy, and he began in earnest to try and work with Élise to both save the worlds and figure out a way to go back home. After fighting a group of pirates causing issues in one of the towns, he was suddenly whisked away to Kaisou without rhyme or reason.
Personality:
OU:
• Refined sassery: Arno is one who is quick to throw around banter, but is also a gentleman about it. Rarely, if ever, is he the type to insult someone using brash and crude words- if he's gonna hurl slang, he's gonna be completely French about it and be eloquent and a pompous dent in someone's side.
• Obsessed with redemption: The biggest part of his personality, Arno lives and breathes the need to right his wrongs, even if the wrongs were things he had no control over. He sees that the ultimate goal of his is to find redemption for the deaths of his two fathers, because otherwise he'll forever carry them on his shoulders as something he could have prevented.
• Refuses to quit: If there's one thing that Arno usually does with grace and familiarity, it's picking himself back up again and going after the same goal, even if the previous attempt ended in failure. Some may see this as being stubborn, but it's the reason he's managed to do so much for the Brotherhood as well as push his own ideals.
• Selfish: Despite being kind, the reason Arno fights for what he does is to return to the life he once had, before the death of Élise's father and when things were simpler. No war, no fighting for his life, no endless struggle to try and convince others that Templar and Assassin can work together.
• Idealistic: Having lost so much, so quickly, Arno is of a desperate mind that if he fixes things, rights his wrongs, that time will return to a familiarity that he deeply misses. He also fully supports the ideals of the common people of France, commiserating with their struggles and frustrations and wanting a better life for them.
• Impulsive: If there's anything Arno is known for, it's the idea of "act first, think later." The Frenchman prides himself in thinking on the go, moving quickly to where he needs to be, and sometimes this really does not work in his favor. Like that one time he tried to get rid of an entire silo full of ammunition the French militia was going to use against the protestors, and he lit one of the ammunition boxes on fire while he was still in the silo.
• Kindhearted: Throughout all of this, Arno still holds gentleness and kindness in his emotions and his heart. As protective of how close he gets to people nowadays, there's still a need to belong somewhere, and a desire to care for those who he treasures above all else.
CRAU (Eachdraidh):
• Strategic: Arno has spent enough time with both a network and actually in an all-out war to know how to choose which path to take. One that hopefully won't cause explosions while he's still in the building.
• Bi-partisan view: Having been in the Drabwurld for two years has caused him to focus his views far more on a larger scale, rather then just his own. It's a step towards the right direction, Arno beginning to understand some of the true meaning of the Creed, but he still has a ways to go.
Time of Arrival to Kaisou: Literally whenever he's accepted!
Items:
There's A LOT he carries on him; for the sake of being realistic, I've knocked a bunch out to account for the weight of his inventory.
Assassin Robes (hood, chest, bracers, belt, breeches)
Hidden blade with Phantom Blade attachment
Snake-Hilted Sword
Arno’s Pistol
2 smoke bombs
3 medicines
9 bullets/ammunition
7 lockpicks
His father's pocketwatch
Book full of wards/warding spells
His own journal
Retained Abilities:
Eagle Vision - A special kind of seeing that has been passed down from generation to generation from the First Civilization. In previous generations, there were only four colors used to differentiate between people (red for enemies, white for citizens or hiding places, blue for allies, and yellow for targets). This has changed for a major reason, as there are more than one kind of people within the French Revolution. For Arno, red means an Extremist, blue means French military, white are hiding spots, yellow is for targets, and green is for allies.