The harsh Cunarian sun beats down upon you as you step off the running board of your family's coach and onto the manicured courtyard of Fernandescourt's Old Fortress. The smell of horse manure and raw iron assaults your nostrils as a group of uniformed men thunder past on horses, herded by a stout, red-faced sergeant.
Under one shoulder, you carry a leather binder which holds the key to the rest of your life: a commission as a cornet in the Royal Dragoon Regiment, signed by His Majesty, the King himself. With it sits an order to report to your new Squadron Commanding Officer, Captain Alfred d'al Montez, at Fernandescourt immediately upon your arrival.
With one hand held over your temple to shield your eyes from the sun's glare, you quickly find what you are looking for: the open door to the old stone fort's citadel, where you will begin your career as an officer of His Majesty's Royal Dragoons.
You step through the heavy iron-banded doors into the blissfully cool interior of the citadel only to be nearly bowled over by the rush of clerks and aides scrambling to and fro like enraged hornets.
The outbreak of war with the League of Antar had come as a shock to no one. Still smarting from previous slights, the great and powerful lords of the League Congress saw their opportunity for vengeance appear when the untested teenage Prince Miguel succeeded his father upon the Gryphon Throne of Tierra.
It had been a calculated diplomatic move, or so the men of stately affairs had said: The Antari had expected the new king to cave. They had not foreseen the young monarch's response as he mobilized his fleet and army with determined force. They certainly had not expected the King to land troops on the Antari mainland itself.
Now, the entire country is abuzz as regiments like the Royal Dragoons ready themselves for battle, waiting to join the rest of the army across the Calligian Sea.
The great central chamber of the Old Fortress is a hive of activity. Staff officers and their aides move about in self-centred trajectories. A team of clerks push counters and check notes written on the maps which sit atop the tables in the centre of the room. On the wall above them, an oil portrait of the Duke of Cunaris, the regimental commander, peers down beneficently upon his flesh-and-blood subordinates.
While it would probably be a good idea to report to your future commanding officer immediately, it might also do to take a look around and familiarize yourself with the fortress. In the end, you Report in immediately. Thinking on it, you should make a good impression on your superiors first.
Captain Montez's office smells of old leather and stale coffee. The man himself is a small, pinch-faced fellow. A pair of spectacles balance atop the bridge of his short, stubby nose. He greets you formally and offers you a seat.
"I had the fortune to witness your arrival," he begins, waving at the open window behind him. "Do not doubt that I find it most gratifying when new officers are prompt in the following of simple instructions. I hope you will prove most useful to us."
You hand over your commission papers and orders. Montez scans over them quickly, his eyes darting back and forth behind his steel-rimmed spectacles. The Captain picks up a waiting quill pen and signs the papers with a fluid hand, making your commission fully official. Dropping the documents in a drawer, he shuffles through another pile of papers atop his desk, pulling one out.
"I am afraid that we shall need to go through a few formalities first, for the record, you understand." Montez picks up the quill pen again, ready to write.
"Name?"
"Louis, sir."
"Family name?"
"Maradirez, sir."
"Very well then, Louis d'al Maradirez, shall we take a moment to clarify a few facts about your early life and origins?"
"Region?"
"Salt Coast, sir." You grew up smelling the salt spray of the Takaran Sea. The rocky shores and winter storms of western Tierra have made you tough and hardbitten, but a hard life leads to a commonality with your follow westerners. From Havenport in the south to the northwestern island of Leoniscourt, the locals are happy enough to welcome you as a brother of the salt coast.
Your family is nobility of an old but relatively impoverished line, dating from before the days of Edwin the Strong. Although your house's material fortunes have waned over the past few decades, your family still bears a proud name and represents a fair amount of influence and capital.
As you were tested for banebloodedness, you were found to have a certain aptitute for banecasting. You were shuffled off to an undisclosed location for banetraining. However in training, you were quickly singled out for incompetency of not being precise enough in your banecasting, and was sent back to your household without an offer to join Enruners nor Banehealers.
"Age?"
"14, sir."
You're exceedingly young, that's for sure. The clerk at Grenadier Square nearly laughed in your face when you stepped up to buy your commission.
While your family may not have enthusiastically supported your decision to go to war, they understood the necessity of sending a son to fight for King and Country. As a result, you left home with your family's grudging pride. In addition, they presented you with a parting gift:
[ ]A banecast sword, with a blade sharper than any normal steel.
[ ]A custom-made uniform, which will make me stand out in a crowd.
[ ]A set of books on philosophy and the natural sciences.
[ ]A letter of introduction to the colonel of the regiment, praising my talents.
[ ]A letter of credit worth a substantial amount of money.
Armed with your gifts, you left home and bought your commission in the capital city of Aetoria, at Grenadier Square, the stately headquarters of the Royal Army. There, you learned that commissions for more prestigious regiments like the Grenadier Guards and the Wolf's Head Cuirassiers had been in such high demand that their prices had been inflated far beyond your meagre monetary means.
The best you could afford was a cornet's commission in the Royal Dragoons. It is hardly the most celebrated of regiments, but its rank-and-file are no band of thieves and thugs like the line infantry regiments either. Your new posting promises to be a respectable, if not an overly prestigious one.
You finish recounting the story of your circumstances to Captain Montez. Satisfied, he hands the complete dossier over to you for your signature.
You sign and push the folder back. Montez puts the packet of documents away and turns back to you.
"It is done then. Welcome to the Royal Dragoons, Cornet Maradirez. Your dormitory room is the third on the left. You shall be sharing it with two other cornets: Cazarosta and Elson. They have been in training for a few weeks already, so learn what you can from them. Your equipment and uniform shall be sent up to your room. You will, of course, be allowed to keep any personal additions to kit, as long as they conform to uniform regulations."
Glancing at your ears, Montez sits back in his chair with an air of finality.
"Your training begins tomorrow morning. Reveille is at six o'clock sharp. You are dismissed."
When you reach your new lodgings, you had a double-take. At first glance, your new lodging is hardly suitable for a man of noble birth. The chamber in which you will be sleeping for the duration of your training is a cramped and dusty affair, poorly lit and heavily built. The low, vaulted ceiling is just battered and worn enough to remind you of a prison cell. The acrid reek of old gunpowder clings to every surface. You get the distinct impression that your new bunkroom used to be some sort of powder magazine.
The room itself is sparsely furnished, possessing naught but three narrow cots arranged along the walls, with a table and chairs in the center.
At the table sits a slim, large-nosed boy of about sixteen, his light brown hair tied back into a long queue. He wears a shirt of cream-coloured silk, with silver lionheads embroidered tastefully on the rolled-up sleeves. The green-grey jacket of a Royal Dragoon officer hangs, carefully folded, from the back of his chair. He nods at you coldly as you enter, barely paying you any mind. His attention is firmly affixed to the flintlock pistol in his hands. You watch for a few moments as he works over the delicate steel lock mechanism with an oiled cloth, practiced hands polishing each crevice and hinge with well-practiced ease.
A full minute passes before the boy stops and sets the pistol down, apparently finished. He looks up, his eyebrows furrowed in annoyance.
"Oh, hello." His voice is hard and flat. "Who are you?"
Some of his bluntness felt like those of the folk back at home, so you brushed it off and extended your hand in greeting.
"Cornet Louis d'al Maradirez, at your service."
The boy stands up, setting the cloth carefully on the table. He gives you a respectful nod.
"Caius d'al Cazarosta, at yours."
He shows a hard, thin slash of a grin as he offers his hand to be shook, but you notice very little warmth behind his smile. His dark eyes remain as flint-hard as they were before. He is putting on a show for your benefit, but at least he is now making the effort to be hospitable.
He holds his grip for a moment as his eyes search your face. Then, there is a moment of recognition. "Come the storm?" he asks, offering the traditional greeting of the men of the Salt Coast.
"Not this day." You reply without hesitation, the traditional response leaping to your lips thanks to years of similar challenge-and-answer.
Cazarosta gives you a tight, vicious-looking grin, his lips taut over his teeth. "Another stormborn then. Good. You may be useful."
The door swings open again. A small pale boy in his late teens strides through. His sandy blond hair is dishevelled and his alabaster skin covered with bruises and scrapes, some half-healed and some fresh. He is filthy all over; dirt and sweat are heavily smeared over his fine features. The stink of leather and horse manure trails behind him as he makes his way to the far bunk. He takes one glance at you and Cazarosta, still in mid-handshake and shakes his head with disgust.
Cazarosta gives a cold chuckle.
"That would be Elson, Lord Davis d'al Elson, first son to the Baron of Hawthorne," he says, just loud enough for the other boy to hear. "Associate with him as you would like, but do not expect me to weep with you, should your poor idiot friend get himself killed."
Elson lays down on his cot and makes a conscious effort to ignore the two of you. He fishes out a small, well-worn book from the pocket of his trousers and begins to read. You realize that now would be a good time to try to get to know your room mates. Although Elson is now (at least pretending to be) fully engrossed by his book, you still have Cazarosta's full attention, and perhaps, his friendship. You ask 2 questions before you excuse yourself and get some sleep before tomorrow's training:
[ ]Ask Cazarosta about Elson's bruises.
[ ]Ask Cazarosta about Elson's book.
[ ]Ask Cazarosta about himself.
[ ]Ask Cazarosta about training.
Also, I rolled for your character's family name now that you aren't the son of an established Duke or Earl. Do vote to change or keep it:
[ ]Maradirez is fine, keep it as it is.
[ ]Castleton sounds better.
[ ]Sancroix is a fine family name worthy of our character.
[ ]None of these will do, write-in.