Immerey Garntail


Immerey Garntail

Bounty hunter

Imm's classic hunting getup.

Aliases
  • Imm Garntail
  • The Daughter
  • Little Demon

Characteristics

Race Half-Desh Hybrid (Human)
Gender Female
Age 19
Hair color Dark/Mousey Brown
Eye color Silver
Height 5ft 2in
Weight 107lbs

Professional Status

Affiliations
  • Whitewood
  • The Stone Clad
  • Cabrent
  • Mistwood
Occupations
  • Bounty Hunter
  • Casting Apprentice
  • Cast Shop Assistant [Part Time]

Personal Status

Living Status Alive
Current Location Kelus
Relatives
  • Lilith Garntail (Mother)
  • Unknown (Father)

Used Arts

  • Esoteric Infusion
  • The Gift (B&C)
  • Shade Sigils
  • Thieves Eyes
  • Linking
  • Casting
  • Crowning

Basic Overview

Imm is one of two player characters who find themselves as the current protagonists of the first campaign set on the continent of korodel. As of current she is a rogue caster in training, apprenticed to the city of Whitewood's head caster, Wen. Now looking into Arc 3 of the campaign she has also asked for the aid of her close friend and leader of the city, Emilio Reyner, to help her regain some strength both physically and socially during their political trip to Kelus.

Appearance

Imm is a 19 year old Half-Desh/Human hybrid. She has a small and lithe build, visibly toned but not particularly muscular. Her face is youthful in appearance, often seen with a lightly mischievous grin on it. She has an olive skin tone, typical of her race, dotted with heavy freckles. She has a bullet scar on the left side of her stomach that's long healed over. Her hair starts as a deep brown and fades into a lighter tone at the end. It is short, wavy and slightly wild only just kept under control by the small rabbit-tail she keeps it in. Her eyes are a strikingly unnatural silver, due to her birth circumstances never allowing the pigment to develop fully. She stands in at 5ft2in, significantly taller than your average female Half-Desh, but about the size of a short human.

She wears a simple white shirt, which is usually left half-tucked into some dull brown trousers. Resting at her hips are set of thigh holsters that she's never without, the belt of which has a menagerie of trinkets, flasks and weapons hooked onto it. Her staple items of clothing include a well-loved, dull, green scarf and rain cloak kept from her time in the split. She wears a thin, black quartz bracer on her left arm which holds a blue Thieves eye within it. Whilst hunting the addition of black quartz armor and a pair of rifles join the collection of apparel.

Personality

Around her friends Imm is not what you'd call a quiet individual. Boisterous, rambunctious and a general whirlwind of chaos would be a gentle way to describe it. Fond of pranks and teasing, as she sees it, her friends exist for her alone to torment. She can be a bit much to handle upon first meeting, but it's a disastrous kind of charm you learn to appreciate and though impulsive, her antics bring a warmly amusing light with them. Imm's excitable nature comes from a good place if not one with a lack of discipline. She is incredibly loyal and holds the people she cares for very close. Having come from a lonely situation, she regards her inner clique as the closest thing she has to family and their well being is something she takes very seriously. There are few lengths she wouldn't be willing to go to for them and the ferocity with which she'd be willing to defend them is uncharacteristically intense.

Inwardly, she is fairly persistent and stubborn getting easily frustrated by things she can't quickly pick up on. Her short attention span certainty doesn't help with that however once she has something decided in her head, getting her to stop is a difficult challenge. Despite this, she suffers from a severe lack of confidence. Easily flustered and a complete train wreck in social situations, you wouldn't call her a people person. Imm at her forefront is an incredibly empathetic individual, still learning where to set her moral boundaries in a world constantly forcing her perspective to change. She is emotional and a definite over-thinker, letting feelings dictate her actions more than thought. She relies a lot on her instincts as she can't always explain her decisions past a simple 'feeling' leading many to label her as impulsive. Her reliance on emotion acts as both her biggest strength and weakness.

History

Imm was born on the 47th Layer of the split to a human mother and half-desh father. she was hidden well by them for the majority of her early childhood until an event at the age of 5 which lead to her discovery. After being discovered Imm was removed from the split and separated from her parents in an event that still greatly effects her character, she was placed in a school in lower Hollowpoint where she first learnt Olish and eventually underwent the linked test which, came back positive.

Managing to escape her fate of being sent back down into the split as a miner, Imm was sent to Cabrents Vis University to be trained as a bounty hunter. After a bit of a rough start she met a young brondesh named Sebstian and they quickly became inseparable, despite the difference in year groups. She trained with iron for the first half of her university course, but after undergoing a second test in the 6th year she showed up as duel linked and began learning to use cobalt too. Towards the start of the 7th year she took an interest in a similarly rejected student, quickly grasping the opportunity to make a new friend. After quite literally running into Emilio Reyner in a hallway she ended up dragging him along to a friendly duel with Sebastian, after which the three of them became close friends. The pair became room-mates not too long after and after the graduation of Sebastian in the 12th year the two teamed up for their final exam, bringing in Harry Hardstone and graduating with a respectable score.

After leaving the university the two learnt from Cabrents quatermaster (QM) that Sebastian had disappeared about half a year ago looking into a organisation. They were directed to a bounty for an 'Issac Inkdel' which eventually lead them to their first encounter with The Midnight Council. After struggling through a close fight with Inkdel, which almost ended very poorly for the pair due it being their first time encountering esoteric infusions, they returned to the post-office and confronted QM for more information. He explained that he knew Sebastian well, and than this had been something they'd both been looking into for a while now, he directed them to rumors circulating in Barndel and offered them to stay in the post-office for the night.

The pair woke up to an attack on the building, council members from the branch they'd attacked the day before had begun to burn down the post office and upon fighting their way out the two of them discovered that QM himself had been smuggled out and kidnapped. With no other leads the team set course for Barndel, making a deal with the second in command of a hydrofoil for passage across to the water.

They spent a day enjoying the boat journey until the second evening where they were called upon by the captain to solve a murder case, due to them being the only semblance of law on the boat. The ships second in command had been murdered in the night and after an extensive investigation the two discovered the killer was most likely George Bismuth. At the time the two were unaware of his ranking as the head of a Hollowpoint great house but had found he was linked to iron and tungsten, making him an empowered mover. He had used metal flakes inside a cigar to puncture the second in commands lungs before pushing him to a new location. After such discovery they situation was left to the captain who, much to the distaste of Imm, overlooked any action though, as reward granted emilio a sword which would later be dubbed Grimshaw and discovered to be an esoteric blade.

Upon arrival in Barndel the two tracked down an extension of The Midnight Councils research branch, clearing out the main area with Grimshaw and entering a fight with one of their lieutenants. The fight almost killed Imm, knocking her into a critical state, but was finished by emilio in a last flurry of attacks that managed to kill their adversary. After helping Imm recover they searched the room finding communication between this branch and another located in Tern along with a sterling crown, spelter gauntlets and a large key which they had been sent to retrieve from the Barndel quatermaster A Thousand Eyes.

Abilities

Imm is a character with a variety of abilities to her name, ranging from forgotten shade magic to better known modern arts.

  • She is a Sterling caster, able to manipulate Ink, Oil, Quartz, Sterling, Copper and Silver. Her casting companion is named four and as of current she is mark 0.4.
  • She is duel linked naturally to Iron and Cobalt as well as having knowledge of Zircronium.
  • She hold the sigil of the daughter opening up the power of Constructs to her.
  • She holds two esoterics, An Osari bow named ShadeThorn and The Lilac Compass.
  • She is a Gift Holder, having received a boon and curse from Lunlin. As her boon she asked for the revival of Amy Goldheart, her curse was that Amy lost her ability to link, thus forcing Imm to carry the guilt of thinking that Amy took the curse instead of her.

Known Arts

  • Linking
  • Casting
  • Crowning
  • Shade Sigils
  • Thieve Eyes
  • The Gift
  • Esoteric Infusion
  • Vesting Shards

Known Masteries

  • Unarmed Combat
  • Casting: Control
  • Casting: Aggressor
  • Casting: Siphon
  • Casting: Formless
  • Casting: Artisan
  • Constructs: Basic
  • Constructs: Mind Thief
  • Constructs: World Builder
  • Constructs: Mental Partitioner
  • Constructs: Insanity

Trivia

she use both hands