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Charity "You call it 'mischief', I call it 'fun'.
32 Years Old
11" Tall
Female
Rakshasa
Details Professional Trickster
-Troublemaker, Certified Nuisance, Disaster Evoker-
Self-Sufficient Fluent in Common, Jinnic, Rakkish
Appearance
Charity often appears in her physical form as a small housecat. With her pale fur, her form could easily be lost in a pile of snow save for her sky-blue eyes that'd give her away. With her pale-pink nose and ears, she offers viewers the visage of innocence despite those who have come in contact with her knowing she is anything but.
While there are many who claim to have seen this Rakshasa lazing about in a ghostly form on the roofs of buildings or within the darkest alleys, she has always proven quite difficult to trace when she doesn't wish to be seen.
Personality
When she is spotted or watched by mortals, Charity tends to appear as… lazy. Whether she's napping in a dark corner of an alley or stealing a spot upon the grand furniture of the wealthy, her appearance is usually careless and lackadaisical.
Whenever the mood to cause trouble and havoc hits her, however, that demeanor shifts; her true, excitable and disorderly nature takes over. When there are problems to be caused, an energy fills her feline form and she becomes fidgety and hyperactive until the deeds are done.
One day, thirty some years ago, Charity wasn't. The next day, she was. This bothered her, as it oft does to those who suddenly exist without warning. Where other beings in this old, new world tend to have time to acclimate to the reality of their existence, Charity did not. She was fully aware, capable of language, and confused. What she did know, though, and this has puzzled her till today, was that she wanted to be a problem. Just like her sudden existence had to the grass beneath her paws, she wanted to cause chaos and disrupt the natural order.
It would be several months of causing minor inconveniences to bugs before she would branch out to cause trouble on a larger scale. After those several months, she would discover that her existence placed her in an area called Hespæria near a new, bustling village of 'humans'. With this discovery followed a strange desire to see its citizens driven mad. Not questioning this desire particularly intensely, the Rakshasa decided first on a name for herself. Not thinking much about where her understanding of language came from, she chose a word that she thought would be amusing given her overwhelming desires to cause havoc: Charity.
At first, Charity wandered the village as any other domesticated animal would. She had an inherent understanding of the 'cute' appeal that her form had to the humans that inhabited the area and she used it to her advantage as she learned about the way they went about their days. Next came the smallest tricks. Moving about the shadows at night, she knocked over and broke delicate treasures that some of the humans deeply cared for. She left scratches on the living areas and tore down carefully placed decorations. She stole and misplaced items to make certain humans think they were going mad. Charity had a very gleeful time between her long bouts of napping with the villagers being blissfully unaware of her involvement.
Eventually, many, many years later, the village had grown to just over four hundred citizens. It was truly becoming a civilization that the humans who created and those who had funded it could be proud of. Given enough time, it could even become formidable in the remote Northeast of Hespæria where it resided. As with all things, however, it would not last. Charity would commit her first true act of chaos on a significant scale. One evening, while many of the villagers were gathered in the center of the village around a large bonfire in celebration of their accomplishments, Charity was watching on from a nearby roof. Getting the usual sudden urge to be a problem, she decided to join in the festivities. While her pranks were usually done in the shadows, she was feeling particularly open that day as she approached that bonfire that lit up the area. Staring at the flickering flames, an idea hit her. An idea that she did not question, as was usually the case, and one that she acted on instantly. A large grouping of wooden chairs had been gathered a short distance away from the flames, far enough to not easily be problematic, but close enough for someone to be careless. That someone was Charity, who decided to jump up and push two of the chairs into one another so that the far one fell into the fire.
In an instant, the flames latched onto the wood and spread. Embers jumped as the fire roared and fanned throughout the area, grasping at the chairs and grass and tables. The humans worked immediately to try and quell the flames and those who had seen Charity start the chaos attempted to stop her from further exacerbating the problem. In the end, though, it could not be stopped. The fire raged, burned, and swept over the entire village from its center. Most of the villagers who were unaware of the problem at first or who were actively working to stop it would only be swallowed up in that fire.
Though there were only few that managed to escape, Charity knew to leave the area. Several of them had seen her form and knew she was to blame and a hunt had no doubt been issued for the area by those who had funded the village; but she would be nowhere to be seen. Disappearing to the far-off capital of Rømskog in Græntún, Charity decided to seek out new places where she could cause mischief. In order to keep doing as she wanted, she knew that she would have to be a problem at a much smaller scale from now on, but she lived with the satisfaction of the now named catastrophe she had caused: The Burning of Estival.