âEir|MercyââYates|Gate Keeperâ
ââRemember upon the conduct of each depends the fate of all.â
~Alexander the Greatâ

~Sun Tzuâ
Umbri
âAgeâ
23
âGenderâ
Female
âSexualityâ
While she may or may not be heterosexual, she is hardly on the lookout for a romantic partner. If anything the idea of romance is but a farfetched, foolish tale for the young of mind and heart.

Eir possesses the stereotypical features of the Umbri race. Her hair is silver and often seems to exhibit a white aura whenever light reflects off its surface. While at a younger age her hair was short, recently she has allowed it to grow out to shoulder blade length. Well cared for and often brushed, her hair has a soft and silky texture frequently admired by her fellow Umbri. Unfortunately, as long hair tends to interfere with her activities, she rarely lets it down. She prefers, instead, to pull most of it up into an ornamental braid. Also necessary to her race are her demonic red eyes that, when opened, glow an eerie scarlet and pale ivory skin. As a result of her pallor, Eirâs lips also lack any substantial coloring. However, due to her youth and despite her pale visage, Eir has a vibrant and enticing glow about her thatâs not commonly seen in Umbri.
Uncommon to her kin, who generally avoid confrontational situations, Eirâs position has forced her to take up generous training regimes meant to reinforce her physical capabilities. As a result, she possesses a lean physique; that accompanied by the well-developed figure of a woman, makes Eir an alluring woman from a distance. Yet, when observed closely it becomes apparent her hands have calloused and her body is painted with scars of varying size and severity. The most notable ones are the evidence of multiple deep gashes that once danced along the left side of her body. However, these particular disfigurements she keeps hidden beneath a plethora of cloth. She stands at an average height, five foot five inches, making her neither intimidating nor laughable; simply normal. Her facial features, though perhaps not the epitome of beauty, are fetching in their own right.
As her work requires a great deal of combative ability it would be expected that she would wear a great deal of armor. However, as is evident from the number of scars she possesses, she does not. Unfortunately, Umbri are not well known for their metal work, and her unnamed village has little by ways of effective armor. So instead, though not particularly womanlike in occupation, Eir has tried to maintain a sense of femininity in her apparel by wearing lightweight girlish clothing that is easy to move around in. Although, between you and I, she would probably prefer armor if she could get her hands on some that would actually do its job.
Lastly, also common to members of her race, Eir keeps her eyes always hidden behind bandages that act like a blindfold, which also forces her to keep her eyes closed and helps to avoid accidently opening them.

ââJust because Fate doesn't deal you the right cards, it doesn't mean you should give up. It just means you have to play the cards you get to their maximum potential.â
~Les Brownâ
âPersonalityâ
Eirâs personality could be compared to a tree in that so many features stem out from the source only to have even more new branches form from the older ones as time goes by and then, even further still, leaves bud from those new stems.
From the moment of her birth, Eir has always been an incredibly opinionated creature and she continues to have little qualms with voicing those opinions. Unfortunately, she is quick to form these opinions and incredibly stubborn once she has. Little can be done to change her mind on any aspect she has made a decision on. And the few times she has ever realized the error of her ways, she has failed to admit to it. However, that dogmatic tenacity of hers has also created a being of unmatched determination. The concepts of ânever give up; never go back on your word; never forgetâ have never been more prudently applied to a single person. Fortunately for this opinionated young woman, she is very well informed about the world. She has gained this knowledge not through her own experiences but rather through the stories of the âotherâ world. This knowledge, gained at so young an age and applied in so many experiences, has resulted in a creature wise beyond her years, even if she doesnât always act that way.
This will come as no surprise, as it is a trait common among the inhabitants of Nominum, but Eir is a skeptic. There are two key ingredients to this particular recipe and the first most prominent one is her distrusting nature. Experience has told her time and time again not to trust most things in this realm of lore. This could include people, nature, and even time itself. The second ingredient is the fact that this is a realm of change. Eir understands that something as it exists now may exist in a much different fashion later. This makes it rather hard for her to truly believe she knows anyone.
However, unlike the vast majority of individuals, Eir does not flinch away from the idea of change. Rather, she is accepting, welcoming of it. The fact is, her ability is the ability to change âthingsâ. No creature can utilize an ability as it is meant to be if that being cannot accept the very nature of that skill. Eir understands this fact. Additionally, she recognizes that nothing is certain and things will change whether we want it to or not. She still has to live with it and she chooses not to âfretâ anymore than necessary. Perhaps unique only to her, however, is the extent to which she craves change. Though she would never admit to it out loud, Eir cannot stand her given position in life and would secretly, even to herself, give anything to change her fate.
This would lead into the next branch of the tree that is Eir. To those that observe her, Eir seems to have a complete acceptance of her lot in life. Sheâs even, somehow, convinced herself of that. However, in actuality, this so-called acceptance is merely a façade she has implemented on the off chance that it could become reality and keep her failure to yield to her fate from affecting her duty. In actuality, Eir cannot stand her position as the Gatekeeper. She sees herself as nothing more than a sacrifice offered up so that others may live in peace. While, she would wish this fate upon no one else, she wants nothing more than to selfishly run from her position and obtain that peace she selflessly defends. Furthermore, like most of her race, like the majority of all the races, Eir is terrified of the prospect of fading out of existence and knows that every Gatekeeper faithfully meets that end. Yet, no matter how much she dreams of running away, she never will because in her mind she has no other choice.
Expected or not, Eir is incomparable calm and patient. However, she is also a tremendously cold person. Eir has made the choice to detach herself from people and her emotions. Originally, she recognized the fact that her life is short and will soon come to an end, and out of caring did not wish to leave anyone behind. Now, however, she would make the claim that, since being detached from her emotions makes her incapable of sympathy or affection, her only purpose in doing this is to make her more effective on the battlefield. Not feeling emotions towards actions or people allow her to keep a clear head. However, whether admitted or not, her original motive is the real cause for her decision. As a result of her decision not to feel, Eir is known for rarely smiling or crying. Frowning, however, is another story all together. Whether she likes it or not, Eir continues to be a living thing with a heart that can feel, and, on some occasions, those feelings grow too powerful for her to suppress. Unfortunately, she often does not understand nor knows how to deal with these emotions resulting in a very confused and flustered (yes flustered!) Umbri. When this occurs, slight panic sets in and she ends up knitting her brows together, clenching her fists, and biting her lip.
Eir often deals with a sense of inferiority and envy when observing the other races. In her eyes she sees races with a freedom she can never possess. A freedom to use their abilities however they please without the constant shadow of diminishing trailing after them. A freedom a part from the world of reality, without the fear of ever changing or losing who they are to storytellers they know so little of. Without the fear of one day becoming just like the creatures they all fear. Speaking of Talpas, Eir, like most, hates them. However, it could be she hates them less for their destructive nature and more for how much they have in common. Theyâre both so effected by stories after all, and sometimes they may evenâŠperhaps evenâŠact the same way.
Eir is also purposefully spiteful of creatures that spite her. An eye for an eye is her general rule concerning malice. Although, admittedly she tends to take her vindictiveness a little too far. First off, in response to it, she often acts in the exact fashion expected of her by the source of that spite. This obviously does nothing to make that person like her any better. But, admittedly, she really couldnât care less if they like her or not. Secondly, she tends to act hypocritically. Eir will stereotype an individual upon first hearing of them and often treats them with the same level of malice she expects them to show her. Again, that is not an effective way to make friends. There may be one positive thing to be said of this, however. Eir makes it perfectly clear if she dislikes you, so youâll never be left wondering or confused.
Without her realizing it, Eirâs vast training and experience protecting people has made her instinctually protective of all creatures. Even people she really doesnât like. Often sheâll find herself leaping in to save someone and realizing afterwards she really didnât have any desire, or perhaps incentive would be more appropriate, to do it. Worse yet, she could be thinking: âAw darn, I really didnât care if that person had died.â Although, hopefully she never feels that way about you because that would beâŠunfortunate. Admittedly, Eir has a bit of a weak spot for children and finds herself being even more on guard and overprotective when they are in the general vicinity.

However, none of this matters if she opens her eyes. What Eir is now could very well cease to exist tomorrow as she slowly approaches her end. Already she is beginning to exhibit symptoms of the fading. Put frankly, when Eir uses the abilities of her race to bend reality too extensively (at least to extensively for her), she becomes quite unstable. Insanity starts to creep in and she starts to lose her sense of self. Rather, she starts to act in a similar manner as the Talpas. Her personality, though hardly kind normally but not cruel either, becomes sadistic and masochistic. Perhaps the only time she smiles, though creepy to the core, is when she has opened her eyes in combat and starts to rejoice in the bloodbath. Fortunately, she hasnât lost herself completely to this change. A soft reminder, such as a knock to the head or the shout of someone specifically telling her to close her eyes, can be enough to bring back the real Eir and convince her to shut her eyes again.
I guess it would come as no surprise that sheâd almost rather die than uncover her eyes for fear of what she could become.
âLikesâ
- Eventful or Unexpected Occurrences - As mentioned above, Eir is tired of the tedium of her life. She is always on the lookout for an adventure of some kind even if it is only in the form of an innocent matchâŠto the death. Okay so maybe not to that extreme but you get the picture.
- Music â By far one of the most enjoyable things in existence. It can soothe the soul or make one want to move their feet. It is so diverse that there is something for every mood, or in Eirâs case lack there of.
- New Things â Eir is knowledgeable of the land, however this is not through her own experiences but rather through the stories of the storytellers. There is a lot Eir wants to actually experience for herself.
- The number 7 â Somewhere along the line she heard it was a lucky number and thus made it hers.
- Stories of the Real World â While she does not appreciate the change the stories of a storyteller cause, she does appreciate the stories themselves for their artistic content.
- Fortune Telling and Psychic Mediums â She met an Aruspex with brown hair and brown eyes once, he told her future, which fascinated her since it wasnât quite as negative as she assumed it would be and resulted in her surviving an unexpected attack, and he spoke to her mother, which was a comfort.
- Dressing Like a Girl â Recently, for some odd reason, Eir has found that she rather enjoys looking and feeling like a young woman. Itâs strangely natural and fulfilling. Though she can hardly comprehend why.
âDislikesâ
- Her Eyes â Cursed as they are to lead her away from who she is and ultimately to her death, how can she like them?
- Getting Lost â Would you believe she finds this rather annoying and unfavorable?
- Spiteful People â As made perfectly clear earlier on, she really does not like these type of people. Then again, who does?
- The Gatekeeper â An awful task to be assigned to, no different to a sacrificial lamb and certainly not a fate she desired at all.
- Being told she is Wrong â She is an opinionated young woman who likes to be right. It annoys her when people think they know more than her (and admittedly it annoys her when she finds out they do.)
- Stains â She discovered a long time ago that stains in general were an annoyance, but the red kind are probably the worst, especially when they get on her favorite shirt.
- Talpas â It could be said for anyone, but that doesnât make it any less true.
âEquipmentâ
Eir, though she wished she did, does not wear much by way of armor since she hardly has access to anything decent, however she does wield two Bellatores crafted saw-like blades that were granted to her when her father passed away. They are called Clavis and PortĂŠ, Clavis meaning âkeyâ, and PortĂŠ meaning âof the Gateâ. It should also be noted that they are chained together as she frequently makes use of this particular addition.
âAbilitiesâ
Combative Abilities
First off, we need to address how exactly Eir is capable of combat while blindfolded. While yes, in a sense, she has a sixth awareness. It doesnât quite operate in the way one might think considering it isnât actually a sixth sense. Rather, she spends the good majority of her âfreeâ time when she keeps watch to strengthen her other four senses: touch, smell, hearing, and even taste. She is capable of feeling even the slightest disturbance in the air around her, which allows her to sense where an attack and attacker is coming from, and even recognize the directionality of the attack. Furthermore, she can feel nonmoving objects without actually touching them when she is close enough through her touch sense as well. She can hear someone from a rather lengthy distance â considering she is only an Umbri â which further allows her to sense her opponents. Her smelling and tasting ability go hand in hand. By smelling and tasting the air and itâs potency she can determine the distance of certain object such as tree and flowers as well. Basically, her other four senses are so attuned to the world she really doesnât need to use her eyes. Fortunately for her.
Now onto her actual physical capabilities. Though not as naturally talented as a Bellatores, Eir more than makes up for that lack of talent through sheer hard work. Admittedly, she is not extremely strong, however she is stronger than most women and she is quite fast. She wields her unique weapons with incredible skill, making especially good use of the chain that connects them to incapacitate her opponents or expand her own movements. Also, she is notably flexible and agile. Yet, her greatest combat ability would be her reflexes or reaction time, which verges on instantaneous. There are many opponents who are stronger and can run faster than her, however, few can react to attacks or defenses as quick as she can.
Her actual Umbri ability has the capacity to be incredibly powerful (as is common in her family line), however, having been forced to use it so often in her youth she is aware she must be extraordinarily careful in how she uses it now or else she will fade away. As of now, she generally only uses her abilities when absolutely necessary for defensive purposes. Small changes, such as a change in direction, erasing her own shadow (as any more than just one would be pushing her limits a little bit too much in her current state), modifying the length of her weapon, or modifying certain physical attributes for a short time are the most common types of changes she utilizes. Although, there have been times, in her youth, when the changes have been far more drastic. However, as apparent from her current , questionable state of existence she has pushed her limits one time too many and really couldnât, or perhaps shouldnât, do it again. Furthermore, as with all Umbri, she can comprehend the stories of the real world, which makes it possible for her to gather a great deal of information with relatively little involvement.
Non-Combative Abilities
Eir damages her clothes quite often, which considering her line of work, is hardly a shock. However, due to this she has learned to be quite the seamstress. Especially considering she does all of her hemming blindfolded. Furthermore, she doesnât merely repair old damaged clothes, but she often makes new outfits as well. Admittedly, while wearing a blindfold, she struggles with color, but thus far she hasnât made anything in a multitude of unexpected or clashing colors. Although, with enough time, itâs bound to happen sooner or later.
The nature of her occupation is somewhat violent. From violence results injury, and her many scars prove she is no exception to this rule. Fortunately, as she has had a lot of practice, Eir has become quite adept at applying first aid. While obviously not anywhere near being as impressive as a White-Winged Lagoi, she can, at least, prevent infection and minimize scarring with the proper treatment. Furthermore, more than a few times sheâs had an issue with poison. While not the best by any means, her basic knowledge of herbs can come in quite handy when dealing with ailments such as that.
Lastly, Eir is a bit of a closet writer. Her calligraphy is an art form in of itself, but the actual prose is also quite beautiful. Admittedly, she took up this task less for the sake of fun and more for the sake of archiving the stories of the storytellers as well as the life of the inhabitants in her village, including hers. Somewhere along the lines it became something she was rather experienced and gifted at, as well as something she does to relax or think.
âStrengthsâ
Eirâs training and experiences has taught her how to remain calm in combat situations. The great deal of control she has over her emotions allows her to think through all her actions before she chooses to make them and her quick reaction time allows her to perform her plans quickly and efficiently. Furthermore, Eirâs learned how to conserve her energy and strength by not allowing herself to exercise more strength, speed, or movements than necessary against her opponent. This allows her to both conceal the full extent of her abilities as well as keep herself from tiring out too quickly. Throughout her lifespan Eir has been injured time and time again. As a result, her resilience is quite high. She can withstand several injuries while still being able to fight efficiently. Basically, she is a very hard opponent to put down and keep down. Lastly, Eir is very courageous, intimidation does not work on her and she wonât run from a fight, flinch, or hesitate.
âWeaknessesâ
Eirâs ability to use her eyes is severely limited. While she has great skill, using it puts her life to close to its end, so unless absolutely no choice is given to her, she cannot access her Umbri ability. Furthermore, Umbri are not naturally talented with any other magic, which means her combat ability is limited to her physical skills. Unfortunately, though she can certainly hold her own against those more naturally able than her that does not change the fact that there are many out there whose speed and strength exceeds her own. Moreover, Eir is unfamiliar with working in teams. While she'd figure it out eventually, she's been fighting on her own for so long that she'd struggle to work together with others. Lastly, and perhaps most importantly concerns her change in personality when she opens her eyes. Eir is a hardy opponent, however, this change causes her self-preservation to âfly out the windowâ. She stops trying to avoid injury all together and ends up in a condition so dire that it often takes a week or two for her to recover enough to return to the battle field.

ââI don't believe in fate or destiny. I believe in various degrees of hatred, paranoia, and abandonment. However much of that gets heaped upon you doesn't matter - it's only a matter of how much you can take and what it does to you.â
~Henry Rollinsâ
âHomeâ
Eir has been in the same place from the moment of her birth. The village of Umbri, although she has once or twice wandered a little farther away than she should have â sometimes on accident, sometimes less so.
âRelationshipsâ
While Eir actively avoids getting close to people, there are some relationships that are simply unavoidable. One such relationship was with her mother before she passed away. As the woman who gave birth to her, Eir did hold a great deal of affection for the fully blind woman. She was extremely close to her for the time she was alive, and even now often thinks of her and visits her grave daily to apologize. Admittedly, Eir feels the weight of her motherâs death on her shoulders; she believes she should have been able to save her but was unable to. She also feels guilty for doing the one thing her mother always asked her not to â sacrificing herself.
Eirâs father, also deceased, was a figure Eir respected but also pitied. She was never extremely close to him since he was just as cold and distant as she is now but she spent a great deal of time with him in the first half of her life. Despite there being a small gravestone that was erected for him when he faded away, she rarely visits him. As was the case when he was alive, she has little she wishes to tell him.
Lastly, Eir does have a relationship with the other Umbri she guards. Her role places her not in a position of power but certainly in a position that deserves a great deal of reverence. However, it is also a position deserving of pity. For this reason, the village as a whole generally treats her with a great deal of kindness, often giving her things as she passes by or attempting to make friendly conversation â which she generally ignores. Perhaps a little bitter, Eir simply canât bring herself to appreciate the villagers.

Eir was born to a line of âGatekeepersâ. Ever since the village of Umbri was created many years ago, they have taken necessary precautions against outsiders, Talpas, and overusing their abilities. Unfortunately, this precaution involves the overuse of one Umbriâs abilities. After much consideration, a family was chosen to serve as guardians, and to some extent the police force, of the village. They gained the title of Gatekeeper because one part of their duty was to grant or deny access into the village. Unfortunately, the life span of a Gatekeeper is but a fraction of their peers, which, in effect, turns the Gatekeeper into a sacrifice for the village. This is the fate Eir has been forced to accept.
Eirâs mother was truly blind, while she was still carrying Eir, a Talpas attacked her and her eyes were carved out of her skull. However, having lost her eyes and her connection to reality she was able to shortly experience a freedom from lore that the other Umbri never could. It was a freedom she wished for her daughter, which she gave birth to a mere two months later. Unfortunately, it was a dream that could never be realized.
Eirâs father was the current gatekeeper, and as soon as she was old enough to walk he started training her to take his place. The vast majority of her training involved the suppression of her emotions; her father, whether he stated it or not, knew that anger and fear would affect her ability to do what was expected of her. He was also aware that this position was one that could easily spark those emotions. Whether he was successful or not, well, one could say he was and one could say he wasnât. However, aside from emotional training he also focused his attention on training her body. His hope was that, if she could rely on her body instead of her eyes, she may be able to live a longer life and she may have be able to guard the village a little longer.
He pushed her limits daily. Often Eir would return home covered in scratches and bruises, but her father did not allow any display of weakness and he would not allow her to give up. Her task was too important to allow weakness, and she simply couldnât give up her destiny. Fortunately, she still had the loving comfort of a mother who gave her dreams of freedom to retreat to when she felt she could no longer handle the pressures of her training.
Her father faded away when Eir was eleven, before he could âcompleteâ her training. She shed not a tear for her father, by that point she had successfully learned to shut her feelings away, and perhaps she really wouldnât miss him. Admittedly, she didnât inherit the role of Gatekeeper immediately; even a terrified village understood that an eleven year old couldnât protect them. So instead she was left to continue her training under the supervision of a trusted elder. Not that he trained her; she did that on her own. His only role was to make sure she wouldnât run, to make sure they would have their sacrifice. Or maybe thatâs merely how Eir viewed it.
Perhaps, if she had been fortunate, the Talpas would have waited until she could protect the village to attack, but from the moment of birth she had been anything but. Three year went by, peacefully, eerily so. The entire time they all could sense it, the approaching darkness, circling the village as a hunter circles its prey while waiting for the opportune moment to strike. And it did strike, right at the heart of the still young guardian.
When it came, fire lit the night sky, and at fourteen Eir was forced to fight for the life of the village as well as her own. For the very first time in her life, she realized just how dangerous the world was and how much she had to lose if she didnât grow strong. She knew because she had lost. Her mother died that night, and with her all Eirâs dreams of being free from her fate.
Day broke and the Talpas fled. And Eir took up her task. For three years she acted as the Gatekeeper, never ceasing her training and more devoted than she had ever been before, knowing that one day that monster would return. And return it did. But this time she was there to meet it head on. The clash between the two scarred the earth; the monster was massive and mighty, covered in scars, and experienced in the slaughter, but Eir knew what she had to do, and she would do it. Her body was strong and her eyes were stronger. Not even this beast could resist the power of lore.
She defeated it, but at great cost.
The left side of her body was heavily injured. Many did not believe she would survive and wondered who would take her place when she passed on. However, she pulled through, but it quickly became apparent that at so young an age she had lost too much time. From this point forward, she stopped using her eyes so extensively. To be honest, itâs been three years since sheâs uncovered her eyes.
Perhaps a little less important to her story but certainly worth mentioning as it concerns her, is the fact that the elder who watched her has started pressuring her to produce an heir and continue the line of Gatekeepers.

âMonster â Paramoreâ
You were my conscience, so solid, now you're like water
And we started drowning, not like we'd sink any further
But I let my heart go, it's somewhere down at the bottom
But I'll get a new one and come back for the hope that you've stolen
I'll stop the whole world, I'll stop the whole world
From turning into a monster eating us alive
Don't you ever wonder how we survive?
Well now that you're gone, the world is ours
O-oh uh-oh uh o-oh uh-oh
I'm only human, I've got a skeleton in me
But I'm not the villain, despite what you're always preaching.
Call me a traitor, I'm just collecting your victims
And they're getting stronger
I hear them calling.
(Calling, Calling)
I'll stop the whole world, I'll stop the whole world
From turning into a monster eating us alive
Don't you ever wonder how we survive?
Well now that you're gone, the world is ours
Well you find your strength in solutions
But I like the tension
And not always knowing the answers
But You're gonna lose it,
You're gonna lose it
I'll stop the whole world, I'll stop the whole world
From turning into a monster eating us alive
Don't you ever wonder how we survive?
Well now that you're gone, the world...
I'll stop the whole world, I'll stop the whole world
From turning into a monster, eating us alive
Don't you ever wonder how we survive?
Now that you're gone, the world is ours...
âSeen Enough - Dryerâ
I've seen enough to know
I've seen enough,
Seen enough to know
Oh my eyes remind me next time
So I keep them closed
I like to pine away for what I hate
It keeps me in the dark
Like a one-track mind don't let me start
You keep me sharp
Once more into the crowd
Temptation wears you out
Go home, your heart too loud
Always (oh? alone? on?)
It's no surprise that all the things I like
Are making me a ghost
I should have never started killing time,
I can't go slow
Once more into the crowd
Temptation wears you down
Go home, your heart too loud
Always
âBeware that, when fighting monsters, you yourself do not become a monster... for when you gaze long into the abyss. The abyss gazes also into you.â
~Friedrich W. Nietzsche
The Slender Man is standing behind you!