Emilia Goldhart



From Mimipedia, the OC yapper



Emilia Deoiridh Goldhart is an original character created by YUMEMIMIR. She is the sweet and sassy new barmaid at Mistria's Sleeping Dragon Inn↗, and is a secret marriage candidate.Spicy and blunt yet witty and oddly endearing, she can often be found behind the bar at the inn. During morning shifts she'll greet the player with coffee drinks, during evening shifts she'll do the same with alcoholic drinks. Not only does she often offer entertaining conversation, but she also has a gossip mechanic similar to Elsie↗, though exclusively specializing in hated items. On Friday Nights she assists the Hemlock family in waiting tables. On the occasions where she's off shift, she can be found hanging around her adoptive sister Reina↗ or visiting Ryis↗, the local carpenter and her close friend (and not-so-subtle crush). On rare occasions she can even be found bickering with March↗ at the forge.She arrives in Mistria shortly after the player during winter of the Year 2 so long as the story quest 📘 "Repair the Bridge"↗, appearing overnight and collapsing just south of the Carpenter's Shop. After several days recovering in the inn, she begins her work there under the Hemlock family's tutelage.


Appearance


Emilia has a very large and notable head of red hair with loose curls that reach her lower back in length. Her bangs are split down the middle and frame her forehead, the right curl making a heart shape in its loop. When out in public, she often has her hair half-tied up with a bow that gives her an almost cat-like silhouette.She has fair pinkish skin that sunburns easily, with freckles on her face, shoulders, and hips. Her eyes are emerald green and are often described as "baby-doll" or "puppy-dog"eyes for their big round pleading nature, though she often hides the babyish nature of them through a half-lidded cheeky smile. She also has a gap in her front teeth. Emilia often wears round pearl earrings, and has one rectangular metal piercing in the cartilage of her left ear. This piercing is a guild identifier tag, and cannot be removed without strong magical intervention.Her spring attire consists of a teal hair bow and white flowy pirate-like shirt with a chest window and a thin white collar, with ruffling from the collar to the tops of the off-shoulder sleeves. The sleeves are wider at the base than at the top, but are tight at the wrist. Her shirt is tucked into her high-waisted denim shorts, a red ribbon tied diagonally across the torso. Her summer attire is a pink hair bow and simple white dress with straps tied behind the neck, with a brown leather corset tied tightly across her middle. She often spends summer barefoot. In autumn, Emilia wears a knit sweater with a heart-shaped chest cutout and a cherry lapel on her left shoulder, tucked into a thigh black smooth pencil skirt. She wears a golden colored bow to match the golden duck feather pin in her bangs. Her autumn attire is a red peacoat gifted to her by her family, with white fake fur on the collar and cuffs of the sleeves. As much as she enjoys the cold, she often wears thick white tights underneath, with a white hair bow to match.


Emilia Goldhart

SpringSummerBeachAutumn
Full NameEmilia Deoiridh Goldhart
Other NamesRed Maiden (formerly), Poppy
Relatives
  • Delphine Goldhart (Mother)
  • Unknown Merchant (Father)
  • Josephine (Adoptive Mother)
  • Hemlock (Adoptive Father)
  • Reina (Adoptive Older Sister)
  • Maple (Adoptive Younger Sister)
  • Luc (Adoptive Younger Brother)
Occupation(s) Bartender/Barmaid, Sleeping Dragon Inn
Grand Capital Guild High Ranking Rogue (Formerly)
Biographical Info
Marital StatusDating Ryis
Date of BirthWinter 6
Personal Infornation
SpeciesRedhead
GenderFemale
Eye ColorGreen
LikesEating cake, baking sweets, flowy dresses, feminine fashion, collecting hair bows, baby animals, soft blankets, fresh snow, her newfound friends and family
DisikesEagle cries, Aldarian spelling and grammar, mental math, fish, tall people (above 5'8"), being told what to do

Personality


her

Emilia's spring outfit

At first blush, Emilia is a cheeky and mischievous woman. With strangers, she often resorts to teasing and button-pushing in order to get to know them. She is an empty flirt, and enjoys seeing what people's reactions are to what she'll say or do. It's all lighthearted to her, however, but has gotten her into unpredictable (to her) situations in the past. Emilia loves banter, and will gladly instigate a conversation with a stranger if she thinks it'll make for a good time.She also has a bit of a temper; if her teasing is met with a hostile counter, she is very quick to return the negative energy and get into arguments. However, she is not immune to getting her feelings hurt. If someone were to make a genuine dig at her, it's possible for it to cut deep and stick with her for a while. She does not enjoy crying in a fight -- crying, she was taught, was a sign of weakness in combat. However, crying outside of combat becomes a trait she slowly fosters the longer she stays in Mistria. With her gradual growth of emotional intelligence, Emilia will sometimes find herself crying about cute baby animals like her pet Finnegan, or on a particularly beautiful and peaceful day. Genuine acts of kindness and love towards her will also often make her cry quite a bit.Emilia carries herself with a level of confidence, but the level of genuine confidence she has in herself is debatable. Because she lacks a lot of common skills of her peers -- reading, writing, cooking, socializing -- she works hard to compensate through learning them as quickly as possible and navigating social situations with the confidence of someone who already has all of these abilities. Her inability to read common things is a heavy insecurity of hers, and she will often find ways to memorize what things are and pretend she's read the labels. Emilia is also quite insecure about her past and the actions she's done, and how she was raised for one negative skill only, when everyone else around her is "normal". She was only given any semblance of praise upon completing quests for the guild, so she often associates love and with utility; if she feels she is more a detriment than a boon to someone she cares about, she will often become very anxious that she will stop being worthy of their love or time.


Early Life


- A Siren at the Sea: Emilia's Birth -

The circumstances of Emilia’s birth were… unfortunate.There are many inherent dangers lurking within the vast waters of the world’s sprawling oceans. Sailors often regale to one another tales of sea beasts beyond comprehension, monster waves that stretch to the clouds, or fish so large they could swallow whole crews without second thought. Though full of real and natural horrors, the more fantastical tales of the worst that the ocean had to offer tended to fade from common knowledge among folks who spent their suns and moons on land. The tales of pirates past were left solely in song, tunes of their travels turned to mere fairytale. Even in an age still touched by magic in secret pockets, the idea of sirens and seafolk seemed farfetched at best; if such a thing existed, there would certainly be proof, wouldn’t there?Perhaps it was this lack of proof that left seafarers with a false sense of security. Certainly no pirate worth their pillage would fall nor fear something silly enough to have been reduced to song. Any pirate willing to etch their name into history had to fear nothing nor no one. If there was anything to be feared on these glittering blue sees, it was them.This was certainly true for Delphine Goldhart. Big, broad, and brutish, she’d already made quite the name for herself in her 15 years captaining The Heartbreaker, a vast ship that cut the waters like a knife through air and sent chills down the spines of lesser vessels. Her crew, comprised exclusively of the strongest rat bastards the world of pirates had to offer, were a true scourge to any and all that came across their path, paving their way into the history books, their exploits written in blood. As far as Delphine was concerned, fame and infamy were just close enough to be one and the same, certain that she would end up known in the nightmares of townsfolk the world over before even reaching her 40th nameday. Her record was spotless — no treasure she’d found was left untaken, no battle undertaken not won.This was, until a particularly foggy night, as the ship swam languidly through the moonlit haze towards an unknown destination. No one truly knew where she was leading them, but they knew better than to ever question her intentions. Not that she’d share, had she known herself. There was nothing in this stretch of land on her map, and she knew the seas like the back of her workworn hands, yet she felt so horribly compelled by whatever was out there, whatever sought her, whatever she sought in return. A melody, seemingly ringing in her ears and her ears alone, had wormed its way into her mind and pulled her like a fish on a line.Deep into the dense fog, in its ethereal glow, she found it. Or rather, him. He stood at the center of the deck, as if he’d always been there. He was unfamiliar, yet inspired no fear at all. His attire was foreign and drenched, like the sea come to life itself, yet he faced none of the same vitriol as any other unwelcome stranger. “Unwelcome” hardly suited him. With the rest of her crew asleep at their stations, lulled to rest by the gentle rocking of the calm waves, Delphine and the mystery man of the sea danced arm in arm, twirling to his melody as the fog grew more and more dense. His smiling face and gentle eyes regarded her with an adoration that rocked her to her core, her own expression — once stalwart and stony with years of malice — mirroring his in unusual ease. They danced, spun, sang, and held tightly as the fog grew brighter and brighter and denser and denser. She felt like she was falling, or perhaps swimming, or perhaps merely floating in a sea of his love. His laugh echoed in her ears, his touch lingered on her face…The next morning, things felt… wrong. The ship had drifted for miles and miles, the crew only just barely waking up to the feeling of the harsh sun baking their skin. Many could hardly recall what’d occurred, nor where they were, nor why they’d all rested on the deck like dried fish. And Delphine, unusually ragged and bitterly confused, could not shake the dread that something irreversible had happened. Like a faint dream, a broken melody and faint laugh still echoed in her mind.It only took a few hours to get back on track and a few days to forget, but only weeks until the answers started to bubble forth.At first Delphine considered it a small matter of bloating. Perhaps a disagreement with the packed rations. With time, perhaps it'd been a matter of overeating. But before long, the evidence became more and more difficult to dismiss. Delphine Goldhard, the red scourge of the sprawling seas, was with child. As the ugly truth grew within her, all she could do was remember the fragmented melody and the bastardly smile of a man she never knew the name of.By the time of the baby's arrival, the air on the ship had grown tense with anxious anticipation. They'd all pieced together, through fragmented memories and whispers, that this was the child created on that foggy night at sea. What was once merely a legend that scared and frightened landlubbers and lesser sailors was now well known amongst them as something real, tangible, and distinctly now everyone's problem. Wracked with embarrassment that she fell for something reserved for knock-kneed dryfoots, she'd sworn the whole crew to secrecy. The matter of what to do with the cursed child started as mumbled debates but gradually grew into a collective understanding of a simple fact: a crying, howling, sniveling, weak little cursed baby had no place in a pirate's crew.Shortly after taking her first breaths in the world, the unnamed baby's fate was decided. At the nearest dock, some nasty little cluster of islands, she was dropped off on a doorstep in a half-emptied basket of bread by the youngest member of the crew, who left a single hefty knock on the door before running off.


- A Cheeky Youth: Emilia's Childhood -

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As it turned out, a little cliffside sea town was the perfect place for a little lady like her. Her earliest years were spent within the orphanage she’d been dropped off to, raised by the ever patient and even more elderly headmistress Emilia Gallach.


Guild Career


The Early Years

The training years of the guild were harsh, but for a rambunctious troublemaker like Emilia, it was just her kind of scene. Scrappy and foul-mouthed, she was more than willing to participate in combat training, but thoroughly lacked the discipline for it. It took some years, and several scuffles as one of the only girls in a large cluster of boys, but as time went on she became just as much good trainee as her larger male peers. She was trained like the rest with wooden swords, but grew an affinity for playing darts, her accuracy much more keen than the rest in her training tier. With her deft hand in mind, she was trained in thrown ranged weaponry as well.Unaware of what it truly meant to be an adventurer, the first two years of her time in the guild felt safe, and she grew to see her trainer, Niko, like a father figure she never had. His approval and his praise instilled the mindset that her value was directly tied to her usefulness, that positivity was something you had to earn through rigorous means. She was his best trainee, so she got praise. She was top of her group, so she got admiration.Despite learning plenty about weaponry and combat during her training years, several of life's critical skills were never taught to her, as the guild considered them to be useless for its guildmembers. Survival skills -- starting a fire, catching game, proper sword holds -- those skills mattered, while skills like cooking, reading, writing, and how to navigate one's feelings, did not. The language of the land, new and foreign to them, was learned primarily through osmosis -- high ranking members almost exclusively spoke and gave commands in Aldarian, while the coastal Caldosian children spoke amongst themselves in their native Oarsean. When commands were quick and discipline was harsh, learning what each word meant came quickly.Once Emilia reached the age of ten, she had finally started going out on quests from the quest board. In clusters of three or four, she would join in with her guildmates for the easiest quests first, singing old road songs and sailor's shanties that they'd kept in their minds and hearts despite years away from the coastal shore. The songs grounded them and united them, making the jaunts into the unknown much less scary. The early assignments were simple -- fetch this supply, track this animal, bring this to someone -- and offered her the ability to see the world she'd always craved as a little street scamp back in Caldosia, even if she knew she couldn't stray too far from the path.Of course, she would anyway. On rare and sneaky occasions, driven by her curiosity, Emilia would occasionally use a quest as an excuse to sneak out into the capital city that surrounded them and watch the normal people on their regular routes. She loved watching the beautiful women in their flowing dresses dance and laugh as their handsome lovers spoiled them in the marketplace, and would envy and daydream to have a life like that for herself. The pretty girls, the ones who likely never knew how to hold a sword, the ones who were loved and cherished, would walk the city streets with bows in their hair and sweets in their hands, and emilia would watch them and wish. If someone seemed particularly well off, with loud pockets full of tesserae, she would use her small and sneaky stature to pick pocket them of a fistful or two -- an amount they surely wouldn't have missed -- in order to get sweets from Ladybird, a famous bakery near the Capital Centre. She would get the same slice of lemon cake every time and would sit on the side of the road, eyes closed, imagining the ruffling of delicate fabric and the warmth of a kiss to the cheek. She knew better than to truly aspire to such things, but the daydreaming and sneaky treats were more than enough to "fill the void", so she thought.


The Gryphon Incident

At the age of ten, Emilia was finally ready to partake in the final exam that all young guildmates had to undertake in order to become a certified adventurer of the guild. Rather than quests that may incidentally have combat, with only minimal risks of danger, the final exam was a distinctly dangerous quest. It was the last task in order to prove that she had properly absorbed all of her training, and that the guild could continue to invest in her growth and care. She was eager to prove and show off her abilities: she was small, but it made her harder to hit; she was cute, which made her disarming. Everything about her that would've otherwise seemed ill-fit for an adventurer, she'd turned into a boon.The usual groups were no more than three young adventurers at a time, but for this particular quest they sent out an unprecedented eight. As it turned out, this would be the guildmates' first experience with a beast: a gryphon. A distant town had written in that a baby gryphon, something none of them had seen before, had been eating their crops and damaging their farmland. Emilia was confident, of course; eight of them seemed almost overkill. By the time the group arrived in town, singing and laughing with their swords out, they had built themselves up into a frenzy of hubris, attacking the baby gryphon with a messy mix of personal skill and haphazard teamwork. When the monster had been taken down, the group cheered, ready to return home and reap the wards of new status, new merits, and the delicious food afforded to the true adventurer ranks.They had not calculated for the mother that had stalked them the entire time, their jovial travel songs covering up the sound of her footsteps through the woods.It was bigger, stronger, and far more enraged than the baby gryphon before them, and made quick work of unleashing the whole of its fury onto the screaming cluster. The memories clouded with fear still hold some semblance of what went down on that afternoon: the indistinguishable smell of ones' own blood mixed with everyone else's, the shriek of a gryphon fueled with maternal rage, the feeling of a white knuckle grip for dear life on a hilt too big for nine year old hands. Of the eight sent out on that quest, only four returned on foot. There rest returned in the arms or on the backs of those who could still walk, having passed on.The events of that day still lingered with her long after she graduated into a proper adventurer. It manifested in a brainfog that she had to be pulled out of by Niko, with a pep talk that may have done more harm than good: “Sitting around and grieving the lost is a waste of the time that surviving has afforded you. You must continue, remember, and survive. For your sake, and for theirs. Their names and faces can remain in your heart and mind, but life is short , and they merely bought you more time. Make good on it, but never stop, never reflect, never linger.”


The Final Assignment

Years, names, and faces all passed by in a blur from that point on, Emilia’s primary focus leaning further and further into serving the guild. She strove to make good on the time borrowed by fallen guildmates, the survivor’s guilt turning into a burning passion to make something out of their sacrifice. The guild’s investment of her abilities, fourteen years of food and shelter and medical care without a single tesserae owed, left Emilia in a deep state of loyalty and indebtedment. How often had she ate at their table? How often had she used their bandages and rations? How often had she gone to the Mender, the guild’s mysterious witch doctor, to have her bones returned to form? Too many to ever pay back, and both she and the guild knew it.Assignments became routine, her skills refined to the point of muscle memory. She rarely ever even thought about what they were doing or why, just as the guild intended. What the guild says goes, and what the guild wants it gets. Obedience was always underscored with the fear of losing it all, to be cast out to start completely over, to find a way to feed oneself when they were only good for the guild they’d scorned. It was suicidal to bite the hand that fed.The sacrifice of the fallen had left her with an unusual attitude. At her rank, most adventurers were worn and sullen, having borne a survivor’s guilt that seemed to physically rot away at them as years went on. Emilia, however, resolved herself to enjoy her life to the fullest because of her keen awareness of the brevity of life. She saw how letting the mind linger on the reality of guild life drove some guildies to run away and others to give up, and it lead her to never let herself be alone with her own thoughts. Even still, Emilia would find herself going again and again to the market grounds, the hustle and bustle of the common folk being more and more alluring with every visit. Her trips to Ladybird were always a light in the gray, though watching all of the beautiful women running, laughing, being a family, being free, stoked an envy that never seemed to be quelled. But at the end of the day, she always knew what she would always be. A little cake here and pie there would stave off the urge to join them, just enough to feed her escapist daydreams on long travels and lonely nights; if she could sneak herself a treat between work, and have a better life in her dreams, then it was good enough for her. It had to be.She grew into a bit of a social butterfly, often flirting and joking and teasing with those around her in order to keep spirits lifted, even if just slightly. On usual assignments to recover stolen goods from bandits or escort nobility from point to point, she sang the same old caldosian folk songs keep the thoughts at bay, her charming half-lidded gaze and gap-toothed smile almost intoxicating to those around her. It was a facade for the sake of her sanity. It was a happiness of desperation, a jubilance in spite of. Every person that she kept at arm’s length with her charms was someone she hoped she wouldn’t have to carry back home.On the eve of her twenty-fourth birthday, Emilia was celebrated for reaching the highest rank in her division. Her hard work had paid off, her daydreams and sneaky pastries staved off the will to run and become a common maiden, and the guild finally showered her with a love she had long since desperately desired. It was bittersweet, a celebration of a life lived halfway in a dream.It was a late spring day, almost a month thereafter, that she got a new kind of assignment, not from the quest board but requested from the guildmasters themselves. The wording – spoken firmly by men in cloaks that masked their visages - was clear and curt: Someone that was a problem to the guild had to be handled. That last word, handled, was said slowly and carefully, the lack of subtlety having not been lost on her.It was a trader, likely to be rounding their usual route, who’d been spreading rumors and kicking fuss about the guild. Emilia sat in waiting, obscured in the underbrush, for a quick and easy job. Surely this was no different than normal combat, just more aggressive, surely. It would be like disarming, only permanently. Her brow remained furrowed in the shadows, while her stomach kept souring at the thought.Had it been easy, perhaps she would have stayed as she was. But it was the fear in his eyes, the blood on her hands, the same blood that pooled in the walk-worn grass, the trembling beg, that caused the bubbling in her stomach to boil over. She dropped her weapon, abandoned the man, and fled into the secrecy of the pitch-black treeline. She couldn’t do what the guild had asked, a crime in their eyes, and yet she couldn’t bring herself to be what they wanted of her. She could not, would not go back and face them as a failure, but she could run – she’d always been fast, she could flee from them and live a coward’s life, a distortion of her daydreams.She could live a life of half-truths, a former adventurer who just needed a change of pace, and knew more than her fair share of ways to charm and endear her way into getting just by enough to keep prying eyes disinterested. In the back of her mind as she ran, not knowing to where, not knowing for how long, she knew that guild would inevitably come looking to collect on their investment. They hated being owed, she knew this – the man she left behind was proof that they hated a lack of repayment. Perhaps, though, if she could just stay out of their grasp long enough, she could pretend. She could just once wear a pretty dress, just once eat cake without guilt, just once twirl in the sunshine.


Mistrian Life


The First Arrival

Having run through the night on adrenaline alone, not thinking to prepare proper rations, Emilia found herself on the verge of faining when she finally reached a clearing in the tree line. She didn’t know where she was running to, but the sun had started to crest just enough to lighten the sky. The shade of night wouldn’t have kept her hidden for much longer, but she couldn’t stop in her pursuit. It was a matter of life or death, and even with her legs in pain and her vision blurring, she kept on her pursuit through the dusky forest. Once she crossed an old stone bridge over a roaring waterfall, however, she began to feel her body falter with exhaustion.Emilia’s legs gave way first, followed shortly after by the rest of her, fainting mid-run as she neared the wooden cabin of the Eastern Road. The young carpenter, Ryis, had been working outside to prepare for an incoming storm, and noticed her just in time to catch her before she hit the ground. Having come out of nowhere, with no identifying information or letters or belongings, she filled him with dozens of questions and absolutely no answers. Concerned and in shock, but unable to help, he carried her to Valen’s office in hopes that the town’s doctor could help her somehow. Emilia woke up several hours later, confused as to whether or not she was still even alive, but the smell of medical supply made her jump up in terror. It took Valen a considerable amount of soothing and coaxing to calm Emilia down, taking note of how severe her medical aversion seemed to be. Once she was calm though, Valen was finally able to get her name, but not why she came to town. All she said other than her name was the phrase “I’m hungry.” With an accent as thick as Emilia’s, Valen simply assumed she’d come from somewhere quite far and needed somewhere to stay, and lead the girl to the inn to get a warm meal and somewhere to rest, at least until she can continue her journey.While at the inn, Emilia came to the realization that she truly didn’t prepare for what happens after running, underscored with her complete lack of tesserae to cover her meal. She asked how much she owes Reina, the head chef of the inn, for the bowl of soup she’d been allowed to have. Reina, tickled at the notion, laughed and replied that the soup was free to anyone who needs it! Emilia, pleasantly surprised but further confused, then asked about somewhere to sleep, even offering to work there in order to pay off her due. At the prospect of another pair of hands willing to help the developing town continue its growth, Adeline – town leader and close friend of Reina – thought it was a wonderful offer. After a bit of brainstorming with the family that owned the inn, an agreement was finally settled: for as long as Emilia needed to stay in the inn, until she could get back on her feet and continue her journey, she would work for the Sleeping Dragon Inn as the newest barmaid.


Settling In

As time passed, Emilia found herself settling into a routine, eager to work for her keep as she had done before. The transition into a normal life was rocker than she’d thought — she often found herself not entirely able ot relate to the other girls in town her age, discussing things like love lives and gossip — but with time she found herself finding new and subtle ways to fit in. She picked up gossip at the bar as the charming and alluring barmaid, and got to know the townsfolk by serving their late night beers and early morning coffees alike.Hemlock, patient and eager to teach, did his best to teach her about the various ingredients of the most common ingredients in the bar, but after a few days of trial and error, his ever-keen eye noticed how she hadn’t been reading the labels at all. Emilia, embarrassed to have one of her ‘otherings’ found out, pleaded for him to not let the rest of the town know. He promised he wouldn’t, but instead offered to teach her one word at a time, like he’d done with his three children before. Josephine, having caught on to Emilia’s distinct sweet tooth, even offered to teach Emilia how to bake during their down time, bit by bit, the way she had with Reina. Between the loving couple, Emilia truly felt like she’d found parents for the first time in her life, the warmth and welcome of their family rendering her emotional on multiple occasions.Ryis also became a frequent aspect of her life, often stopping by to make sure the inn was still in tip top shape. Quiet and polite but friendly and intelligent, he caught Emilia’s eye quite early on. Initially, he hadn’t known how to approach her, considering the basis of their first meeting. But once they finally met, Emilia watching and teasing him playfully as he fixed a barstool in the inn, the found themselves catching on like sawdust on fire. Her cheeky personality and quick with always made Ryis laugh, and his gentle kindness and charm kept Emilia standing by the bar hoping to see him once more. As the person who’d carried her into town, he also felt a level of responsibility to help her settle into Mistria the way others had with him not too long ago, bringing her on walks around town and teaching her all the little things he’d learned to love about the town.[to be continued]


Relationships


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Familial

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Platonic

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Romantic

Cherrywood

A cheeky Emilia and composed Ryis.

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Bitter

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Skills & Abilities


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Dialogue


Initial Greeting

"Welcome to the- ...oh, ye must the farmer everyone's been tellin' me 'bout. [Player], aye?"

"Pleasure tae meet ye. An' thanks fer all the fresh eatin!"

"Either way, the name's Emilia. Remember it now, ye'll be needin' it fer yer dreams tonight."


Trivia & Headcanons


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  • Emilia almost never calls anyone by their name proper. The quality of the nickname she gives someone, though, is dependent on how close and fond she is to them. At first meet, she’ll likely just call someone by whatever distinguishing trait will keep them sticking out in her mind. Over time, if she learns their name or something endearing about them, she’ll either make a nickname of their name or call them by that discernable thing.

  • Due to Emilia's upbringing in the guild, her sense of self-care and self preservation is pretty muddled. She often does not really register or address her own injuries with the proper amount of worry or urgency that they deserve, predominantly because her metric for an "urgent" or "critical" injury is very poor. However, she will be very concerned about even the most minor of injuries in her friends.

  • Emilia loves pastries! In Oar's Rest, an elderly man used to give flummery to the local children in summer, and this sparked her love of sweets. As a young guildie her sweet-tooth only continued, she would often break away to get snacks whenever possible. By the time she got to Mistria, living with Reina and getting to visit Darcy on Saturdays not only satiated her need for sugar, but also instilled in her that something as delectable as a little treat -- when made with love and care -- is one of the best ways to show love and care. Since she often also struggles with putting her feelings into words, giving pastries to those she loves has helped her fill the gap.

  • She is much stronger than she looks. Having trained in the Hunters division of the guild, and been raised by the strong axe-wielding Niko, gave her all of the opportunities to heighten her strength in her early years. However, strength is not her strong suit, as she relies more on her short stature and speed to attack with stealth over brute force.

  • Emilia's closet is an ever growing collection of fanciful attire. She loves soft fabrics, dresses that flow in the breeze, long sleeves to cover the scars, pencil skirts, and heeled shoes that bring her a little closer to her peers in height. Initially, she wore very covering attire until being encouraged by both Louis and Elsie to try more bold attire, Elsie often encouraging her with the phrase "art deserves to be seen". Each season, she has no less than 3 regular outfits that she rotates through, not including her work uniform.


Gallery


Reference Images


Main References


Pixel References



Concept Artwork and Designs

Newest Designs


Older Concepts & Designs


Commissioned Pieces

Credit in captions


Gifted Pieces

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RedWood (Emilia x Ryis)


Development Notes


  • Emilia was first revealed in her beta form on Yumemimir's Bluesky on a post from 2 December 2024. This has been designated as her "character birthday". This particular design was based on Emilia still being a player-stand-in farmer at the time, and very few if any traits from then carried into the final design.

  • Emilia's original design was more created to be a real-world counterpart to Yumemimir before being completely revamped into her entirely own character. Everything about her was remastered in January 2015, leading to something closer to her current incarnation.

  • One of the few things carried over from her original design is her curly hair. Though the tightness of the coils has changed from time to time, Emilia's hair has always been some form of curly.

  • The accent of Emilia (and to a further extension, Oar's Rest) is Scottish English and, at its furthest extent, Scots. The linguistic gradient, including when and how she uses specific vocabulary, is meant to also reflect the gradient from Scottish English, Scots, and Scottish Gaelic.

  • Emilia's first in-game romantic interest was actually Hayden of Sweetwater Farm. However, as aspects of her backstory and the trajectory of her future further developed, her dynamic became more aligned with the overarching story told by Ryis' heart events and character dialogue.

  • Before her redevelopment into a barmaid in February 2025, Emilia was initially a farmer specializing in white ducks. The change was created after a character development prompt poised the idea of "what if your farmer hadn't gotten to be a farmer?"

  • In the early stages of backstory development, Emilia had already been trained and experienced in assassination for the ruling class. This was reworked into a failed assassination to more align with Mistria's lighter themes.

  • Emilia's personality and character traits are inspired by a large combination of the creator's favorite characters, including but not limited to: Yor Forger (Spy x Family), Kitagawa Marin (My Dress-Up Darling), Vanellope von Schweetz (Wreck-It Ralph), Merida (Brave), Eris Boreas Greyrat (Mushoku Tensei), and Pearl (Splatoon series).

  • Her voice claim is NatiDreddd, in both accent and manner of singing.

  • Emilia's chest size has more than tripled since her original development phase.


Timeline


References


  • "Ryis" Fields of Mistria Wiki. Retrieved 9 September 2025.

Oar's Rest is a pirate haven established hundreds of years ago on the shore of the Oarman's Sea. It is situated in the northeast corner of the empire of Caldosia. As one of the major trade cities on the Oarman's Sea, though with a sour reputation as a rogue's paradise, it is a popular destination for trade but a no-zone for most tourists in the area.Oar's Rest is one of many towns on the coast of the Oarman's Sea that speak the language of Oarsean, a language almost identical to the real-world language Scottish Gaelic. It has a population of about 30,000, though the number swells in the summer and dips considerably in the winter when the seas freeze.

Oar's Rest

Port of Hamburg ca 1930 for visual reference.
(Fotosammlung Wilhelm Walther, Bildnummer 8122, CC BY-SA 4.0).

CountryCaldosian Empire
FoundedUnknown date hundreds of years ago
Government Type None
Population Approx. 30,000
Area90 sq mi

Aldarian Grand Capital Guild



The AGCG, often abbreviated to the Aldarian Grand Capital Guild, is a large guild situated at the northernmost point of Aldaria's Capital City. Often advertised as a private but renowned adventurer's guild, many commonfolk know very little about the members of the guild itself, the actions the guild partakes in, or even how one applies to the guild. Rumors circulate about the guild's authenticity and motives, but due to the AGCG's reputation of being a well-funded yet highly private institution, proof for these allegations is often scarce.


History


Approximately 150 years ago, the Aldarian Grand Capital Guild was founded by a coalition of Caldosian business partners in order to establish a joint venture that would assist both Caldosia and Aldaria in its development. After the results of the War of The Lillies, the two countries existed in a trepidatious state of peace, both sides having sustained long-standing negative effects and considerable casualties in the aftermath. The Caldosian business partners offered to rebuild, refurbish, and maintain one of the old and damaged castle-like structures that sat at the northernmost point of the capital, almost on its outskirts, as a means to station Caldosia's most up-and-coming adventurers to provide services in exchange for payment to the guild itself. Despite the precariousness of the agreement, the Aldarian government agreed to the deal, as the Caldosian businessmen had offered to front the majority of the costs. It also stood as a symbol of cooperation among the formerly warring entities, able to exchange dedicated workers from Caldosia to aid in Aldaria's economy and reconstructive efforts.


Structure


Guild Members

Junior Adventurers are fresh new entrants, quite young and often completely unexperienced in matters pertaining to adventuring or combat. Also called "trainees", these members of the guild are incredibly numerous and very energetic. Trainers of these guild members are often much older guild members too old to go on quests but still not yet at the age of retirement. Junior Adventurers routinely spend hours on end practicing combat with wooden swords on hay dummies before being trained on sparring with each other. The vast majority of their 'curriculum' boils down to brute offense, self defense, travel survival, and obedience training. Depending on their results in training, they may be given different weapon specializations (i.e. axes, swords, hammers). In order to become proper members of the guild, Junior Adventurers must pass a Transitional Exam, usually consisting of an unsupervised challenge posed by the guildmasters. This is often their first true quest that involves being sent out to a new location.Adventurers, also known more simply as Guildmembers or colliquially called "Guildies", are guild members that have passed* their transitional exam. These members of the guild are the most numerous, and are the ones often sent out to perform tasks at the request of those who pay the guild to handle various problems. The ranks of these members is determined not by age but by number of quests completed successfully, each quest carrying a level of honor to each one depending on urgency and danger. The number of members in any given rank thins considerably as the level of rank increases, indicating a level of rarity in receiving high levels of honor. High ranking adventurers often recieve specialized armor in a distinct coloration often recognized by the townsfolk of Aldaria as a way to distinguish them from high-ranking members of other adventurer's guilds in the area. Highest ranking adventurers are the only ones permitted to take short breaks (between 1 to 2 hours) to walk the grounds of the capital proper, though often are required to wear their helmet while in public to retain anonymity. Honor and rank are not for public fame, rather internal fame and recognition within the guild itself.Most adventurers fit into two categories: Combatants and Hunters. Combatants specialize in man-to-man combat, particularly in the mastery of swordsmanship, axemanship, and on rare occasions, raged combatants. If a town or region sends a request to the guild for aide in violent altercations, Combatants will be sent out in a number proportionate to the size and urgency of the situation and the amount of money paid. Hunters specialize in hunting down large beasts of the land that pose a threat to peoples in the region. Often, towns will request aide on direbeasts that are attacking the crops or the townsfolk. Training for this specialization is considered more dangerous, as human combat patterns are much more predictable than a wild animal's. After the earthquake in southern Aldaria, the Hunters have had more work with newly discovered powerful beasts with little record outside of old tales.The Guildmasters are an elusive group of men that run the guild in private, often unseen by both members and the public themselves. They interface most often with representatives from Caldosia, providing updates and correspondence about the guild's progress and activities. They wear distinct robes and fillagree masks that obscure their faces from the members, many of them being indistinguishable from each other. The quest board is often maintained and updated by them, with quests being depicted merely as maps that lead from the location of the guild to the destination point. A coordinated informer sent by the Guildmasters will often be at the location to provide further information. The number of Guildmasters is unknown.The Mender is the doctor of the guild, known famously for his medicinal magic. He has been working for the guild for an indeterminate amount of time, making sure to keep the guildmembers in proper fighting condition. His origins and credentials are unknown, but the activities of the guild and the guildmembers has kept him employed with the guild for a minimum of 70 years.


Distinctive Properties of Guild Members


The Guild Tag

Adventurers can often be recognized by their Guild Tags, little metal tags pierced into the cartiledge of the left ear of all members who pass their Transitional Exam. The tag has the insignia of the AGCG on the front in order to serve as a way for guildmembers, guildmasters, and informers to easily identify who is and is not a member of the guild. These tags have also become synonymous with the AGCG among the public, with rare sightings of members with the ear tag being recorded from time to time.


Controversies


Numerous rumors and controversies come up in regards to the AGCG. One of the major controversies is the origin of the guild itself, having been created as a foothold of an external nation so close to the capital of the Kingdom. Many commonfolk accused the guild of being a considerable liability to the kingdom and a potential weak point if the Caldosian Empire ever sent out a declaration of attack. The Guildmasters have often published refusals to such claims, stating that they send hundreds of guild members to tackle the requests of the nobility and townsfolk alike in order to be a boon to the community for over 150 years.Another point of contention has been the shady nature in which the guildmembers are kept from being seen by the public. Census numbers have often included members of other active adventurer's guilds in the capital, yet have never published a count of the members of the AGCG in any of them. The guild claims that its privatized nature excludes them from having to publish such statistics, but ensure that the number of members in the guild is a "normal and regular amount". Many commoners of the capital have also expressed concern about the helmeted high-ranking members lurking ominously in dark alleyways, seemingly unmoving while staring out into the various busy streets. According to some anonymous tipsters, these guild members seem to just "enjoy people-watching".In tandem with the previous accusations, many express concern with the seemingly consistent influx of adventurers that the guild always seems to have, yet no available public advertising within the capital with information on how to apply. Many express concern that the only applicants that seem to be able to join the guild are doing so without any form of application, and seem to be distinctly Caldosian in origin. Even though the rare public-facing instances of guildmembers speaking to commonfolk are often considered to be taboo according to press from the Guildmasters, records of such interactions indicate that the guildmembers almost unanimously have distinctly Caldosian accents from various regions all around the empire, with none of the recorded instances indicating anyone of Aldarian origin in its ranks. Compounding in the commonfolk's concerns is the seeming inability of the guildmembers to respond to notes handed to them, often looking them over confusedly before returning the paper with no response.


Aldarian Grand Capital Guild

Eltz Castle in Germany by Frédéric Chaubin, for visual reference.

CountryKingdom of Aldaria
Founded150 Years Ago
Governing Body Caldosia; The Ignition Of Lillies
Population Approx. 300
LocationNorthernmost Point, Aldarian Capital City