Zhimona Thora
The Healer. Zhimona Thora -
Technically born a bastard she was still raised with both parents in her life and both did indeed parent her. Her mother a princess, and her father of a mountain clan they didn't want to be together. The king, at odds with the mountain clans for sometime, eventually gave in and offered peace by marriage. Offering his daughter, the princess, as a peace treaty to the clans. After the marriage, they tried for children. Her parents quickly realized how different and unattracted they were from one another. Understanding that their child is more important than their differences and a possible heir to the throne, they agreed to raise the child half in the mountains and half in the kingdom. By alternating seasons between homes growing up, Zhimona grew to be something of the extraordinary. A huntswoman, a shield-maiden, a she-wulf, an educator to her peers, a humorous tales-teller, and a well respected knight. Zhimona became eager for travel when she was of age 15. Her grandsire sent for her to scout after scout school and knowing her father furnished her with the hunting instincts of the mountain clans, Zhimona became a world-class legend of her respective regions. And word spreads quick when the story involves royalty.
Asar Atum
The Fallen King. Asar Atum - Grew up an orphan at the age of 10 due to his family being slain during a rebellion. His father was not a King but a well respected figure from the general public. A renowned scholar and truly a man of the people. Giving insights, on the kings council, of economics and social intelligence. What seemed to be the most prosperous heard of city to be, there was no religion to be found. Causing an uproar of conflicts between traders and wanderers that didn't have origins in the settlements, but influence. By traders embargoing other prominent influences throughout the kingdom and Asar Atums father having direct ties to the social construct of the civilization. Nobles of the lower class took matters in their own hands slaying his father in rebellion. After killing the king, they became a sacrificial religious kingdom. Saved by the last of his known kingdom, Asar Atum's people soon scattered more and more by each passing city they'd travel through. Either by death or settlement, each family quickly disappeared. Asar found himself alone and hungry at the age of 10, abandoned and wandering through the sands of Terrakemet, he was soon discovered by an ancient native civilization. 5 years later, Asar Atum returns "God-Like" retracing his steps through the cities he'd passed by years before. He gains a mass following of warriors, ancient native tribes-man, Nobles with small army's, Scholars, Farmers seeking better land, a few large groups of mercenaries paid by the Nobles that believed in Asar, and the last of what was his kingdomsfolk. Upon arrival, the kingdom was an empty ruin. Repairing what was left, rebuilding what was, and preparing his now kingdom for what is to come. Asar Atum hailed the most historical kingdom of Terrakemet for over 14 years. Tragically this, what was thought to be, Island was flooded by a great flood. Saved by the last of his kingdom again, Asar and the 11 people that saved him managed to flee to safety. 6 people were lost during the conquest to safety. 3 people were chosen to be killed because of an illness they contracted. 3 suicides, 2 were wives of 2 of the 3 men that voluntarily killed themselves. And the last suicide was the mother of the young adult that also unalived himself with the 2 men. Asar and the 5 people remaining then stumble upon The Eastern Marsh. Hunting for food and searching for civilization he then finds Fynn Castle, weary of him at first he eventually gains their trust over time by hunting for and feeding the Castle Guards. Months of developing a relationship with the Fynns paid off as they tell him about 'some seven' a tale of seven heathens from a cold dark place that turned knight then betrayed by their king. Thinking these people may hail where he's from he sets out to encounter the group. Luckily, hearing of 'seven mercenary knights' in Lancaster City by Nobles of the castle, he's given direction.
Bacchus Falco
The Beastmaster. From the Trynmyn Islands, Bacchus Falco
Born to the Trynmyn Islands, a prosperous farm island full of trade ports, known for their peacefulness and drug distribution. Bacchus Falco aspired to be more than a farmer and trader. Most of his time as a child he grew up hunting wild life on the island and in the ocean. Stalking his prey, he began capturing animals to train. Helping him on his hunts and in his daily life, he still felt he could attribute much more with the use of his animals. Eventually leaving the island in pursue of a military willing to accept his strange luggage. He served as an archer scout in Lord Revnons army for 8 years before resigning and living in the mountains of the west realm. Bacchus Falco while hunting in the mountains, stumbled across 9 knights in his woods. Greeting them on his Bison, armed with his Harpy Eagle, Thick-billed Raven, and his Crow, he understands almost upon contact that he was meant to apply his skillset to this group of fallen knights.
Torvald
Origin: Frozen Highlands of Northern Nefaria
Titles: The Uniter of Clans, Warlord of the Icebound, Voice of the Wolf Banner
Torvald hails from the frostbitten North, where survival is earned in blood. Born into the Skjar Clan, he was chosen by elders to lead raids by age fifteen. Through brutal charisma and ruthless vision, he united seven feuding tribes beneath a single banner — the Wolf Banner. His silence speaks louder than war cries, and his presence alone commands loyalty.
When the old ways failed and southern threats loomed, Torvald formed the core of what would become the Nefarian Seven — a war-band forged not by bloodline, but by belief.
Oldest of the Nefarian Seven and their captain. a glacier-calm tactician forged in whiteout wars when Tirich Mir fell.
Ingvild
Ingvild the Shieldmaiden
Origin: Burned Village of Myrkmyr
Titles: Steel Sister, Iron Wall, Breaker of Lines
Ingvild came from a legacy of warrior women sworn to defend their village. Trained in the shield and blade, she became its fiercest protector — until raiders turned her home to ash. Days after, four strangers arrived — Torvald, Steinar, Ingolf, and Gudmund — too late to save her village, but not too late to save her.
She joined them without hesitation, becoming the first true recruit of the Nefarian Seven. Her resolve is unshakable, her defense unbreakable, and her shield has saved the group more times than they can count.
Solveig
Solveig the Pathfinder
Origin: Windscar Highlands
Titles: Walker-Between-Worlds, Mistdaughter, Whisperbound
Solveig was born to the nomadic Valdari, a people who believed the land whispered truths to those who listened. From a young age, she could navigate the wilds by feel — reading wind, stone, and shadow like scripture. When her clan was slaughtered in a midwinter raid, she survived alone in the frost for nearly two years.
She emerged hardened and haunted — half-seer, half-scout. Joining the Nefarian Seven, Solveig became their compass through the lost lands, and a voice of instinct when maps failed. Some say the land still speaks through her.
Ingolf
Ingolf the Tactician
Origin: Monastery of Veturhall
Titles: Cold Mind, Mapmaker of War, Ashen Monk
Once a scholar of ancient wars, Ingolf studied strategy within the icy walls of Veturhall. When warlords razed the monastery, he survived — not with a blade, but with his mind. He tracked enemy routes, predicted ambushes, and began orchestrating deaths from the shadows.
After meeting Torvald, Steinar, and Gudmund during a shared raid, Ingolf joined their cause. Calm, cold, and calculating, he became the warband’s tactical brain — ensuring no one would outmaneuver them again.
Steinar
Steinar the Architect
Origin: Hollow Cliffs, Eastern Nefaria
Titles: Stonewright of Ice, Silent Mason, Warden of Walls
Steinar grew up in the shadow of ancient fortresses, born into a lineage of master stonemasons. He could read stone like others read scrolls, and by nineteen, he had restored a cliffside redoubt into a death trap. Obsessed with defense and structure, Steinar sees war through the lens of terrain, traps, and time-tested engineering.
He joined Torvald to build more than strongholds — to build something that could last. His mind became the Nefarian Seven’s hidden edge.
Gudmund
Gudmund the Hunter
Origin: Frostwild Expanse, Northern Nefaria
Titles: Ghost of the Trees, Watcher in the Pines, Frostfang
Raised deep in the wilderness, Gudmund mastered the art of silent movement and survival. He can disappear into a tree line or track a man through a snowstorm. For years, he lived alone — until he spotted three Nefarians destroying a bandit ship he’d been watching.
They were Torvald, Steinar, and Ingolf. From that chance encounter, Gudmund became the Seven’s eyes, ears, and silent guardian, guiding them through terrain no army dared enter.
Randolf
Randolf the Protector
Origin: Nefarian City of Varnheim
Titles: The Steadfast, Wall of the North, Silent Oathkeeper
Once a royal guard sworn to protect corrupt lords, Randolf abandoned his post after witnessing atrocities committed in the name of the crown. He roamed northward, seeking a cause worthy of his strength — and found it when whispers reached him of five warriors changing the North.
He tracked the Nefarian Seven to their camp, and instead of challenging them, offered his shield. Randolf is the last line of defense, always between his brothers and danger, with armor scarred by loyalty.