Trace Merrow
❊|N I C K N A M E|❊
N/A
❊|A G E|❊
26
❊|B I R T H D A T E|❊
9:3 Dragon, Winter
❊|G E N D E R|❊
Female
❊|O R I E N T A T I O N|❊
Homosexual
❊|R A C E|❊
Human
❊|M A G E|❊
Blood Magic
|H A I R|
Indigo
|E Y E S|
Normally indigo, red when using a lot of blood magic
|H E I G H T|
5'9"
|B U I L D|
Slim
|S C A R S|
Various scars on her hands and arms.
|W E A P O N S|
Simple ritual knife used for blood magic.
❊|Personality|❊
Trace Merrow is a woman of two faces. To the outside world, she appears a quiet, studious, almost unnoticeable intellectual. As adviser to the duke of Val Chevin, she often accompanies him to court and is described by his peers as "circumspect, unobtrusive, unostentatious, and mousy." Very few people, beyond the duke pay any attention to her at all. She is shy around most people, especially men, and startles easily. Her speech is soft and exceedingly polite, and she possesses a stutter that gives her a sort of adorable cuteness.
That side of Trace, of course, is a complete fabrication. She plays sweet, shy, and innocent so that no one suspects her darker side, or her ability as a blood mage. In reality, Trace is a cunning and manipulative sociopath and narcissist. Her stutter and timidity are manufactured to endear her to those around her. When she drops her act, she takes on a different personality entirely. Her speech becomes confident and commanding, she stands upright and poised, and gains an air of superiority and pride. She takes pleasure in manipulating and using people for her own ends, and often causes pain and misery for her own entertainment. She confidently knows that she is better than everyone else, especially non-mages, and delights in watching the "worms and insects" squirm.
|P O S I T I V E|
I N T E L L I G E N T || Trace is remarkably intelligent, having studied at the circle of Minrathous and apprenticing under a Tevinter Magister. She is well read on a number of subjects, notably history and matters of the arcane, as well as alchemy and science. Her mind works quickly, and she has a knack for coming up with unconventional but effective solutions to problems.
C U N N I N G || As cunning as she is smart, Trace is excellent at deception, manipulation, and guile. She is willing to go to any length to achieve her goals, and she will not refuse to play dirty. She is particularly adept at playing The Grand Game, though she does so via the duke so as not to draw attention to herself.
C H A R I S M A T I C || Though her timid persona is not so much, when she wants to be, Trace can be downright charming. She's very good at reading people and playing to what they like, and is quite a skilled smooth talker.
P A T I E N T || Perhaps the only aspect of her personality that a normal person would consider a virtue, Trace is exceptionally patient. She likes to work behind the scenes, slowly and carefully pushing her plan one step at a time, ensuring everything happens exactly as she wants. She may take her time to make a move, but she almost never makes the wrong one. Very rarely does she rush anything, even mundane tasks.
|N E G A T I V E|
C R U E L || Trace is more than a little bit sadistic. She takes her time with almost everything, but especially with killing. She likes to savor it, and takes pleasure in torturing others, both physically and mentally. Screaming and crying in anguish is music to her ears.
A R R O G A N T || The demons drawn to Trace are ones of pride, as she is certainly prideful. While it is one thing to be confident, Trace takes it one step further, into the realm of arrogance.
N A R C I S S I S T I C || Trace is full of herself. Everyone else is beneath her, and should be kissing her feet. She loves no one, save herself, and anyone else is merely a means to an end.
R A C I S T || Against non-mages as well as elves or qunari. She believes that mages are superior to everyone else, and that they are the rightful rulers. To that end, she disdains the chantry and the notion that mages should be locked away.
|L I K E S| |Birds|Blood|Magic|Mages|Women|Reading|Killing|Lying|Winning|Music|Poetry|
|D I S L I K E S| |Elves|Dwarves|Qunari|The Chantry|Andraste|Non Mages|Dogs|Most Men|Templars|Altruism|Poor people|
|F E A R S| |Death|Living in a non-Tevinter Circle|
|S T R E N G T H S| |Educated|Potent Magic|Excellent Liar|
|W E A K N E S S| |Relies on Magic|Arrogant|Physically Frail|
❊|History|❊
Trace Merrow was born to a commoner family in Minrathous, the capital of the Tevinter Imperium. At the unusually young age of five, she began showing signs of magic, and her family was elevated to Laetans, previously non-magical families that had produced a mage. By nine, Trace's magical talent was deemed exceptional, and she began receiving advanced tutoring, eventually gaining entrance into the extremely prestigious Minrathous Circle of Magi, where she studied until her late teens.
At 18, she was apprenticed to a powerful Magister, Vellius Prall, and began being groomed as his successor. It is from him that she first began learning blood magic. Despite being banned in the Imperium, the government largely ignores it's practice, and Trace quickly took to it. Her master praised her ability, which fed her already large ego, and he made it clear that he would name her as his heir. However, Prall was a firm believer in practical education, and wanted his heir to experience outside of the classroom and private studies. Thus, at 21 he sent her to Orlais as a test of her ability with a command to not return until she had proven herself, and that he would be watching.
Trace made her way to Orlais, pondering her master's command. What had he meant by "prove herself"? When she arrived in the Orlesian capital, she stumbled upon the nobility and their Grand Game, and realized how perfectly suited she was to the environment. She would curry favor at court and return to her master with power and influence. After nearly a year of careful planning, she acted, manufacturing a meeting with the Duke of Val Chevin and gaining his trust. He made her his personal adviser for all things historical, arcane, and occult, a position she excelled at due to her long years of study.
It wasn't long before her blood magic wormed its way into the duke's head, leaving her in command. With the new found influence, she had the duke's resources at her command, and an excellent shield of privacy to practice her blood magic and research. She used the duke to play the game, manipulating him like a puppet, and his wealth to supply her research. For years she used him, gaining power and embedding herself deeper and deeper.
Recently the treasure hunting group Chasseur de tresor had piqued her interest, and thus the dukes. In addition to their ability to procure relics and treasures for her research, Trace realized that the group itself was a treasure, a perfect topping to the power base she has constructed to impress her master.
Kirishima Touka - Tokyo Ghoul
|HEX code|
#6f1210.