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[personal profile] illumiknight
Player: Corvus
Contact: Discord at Corvus#9000
Age: 29
Race: Kuranta (Pegasian) - He's a horse man, with equine ears and an elegant tail.
Current Characters: No others
Link to Reserve: N/A
 
Character Name: Młynar (pronounced "Mwinar") Nearl
Character Canon: Arknights
Canon Point: End of the Near Light event. (In other words, up to date with the global release. CN events that have not been released in the west are not included)
Age: Estimated late 40s. He served as a knight for 25 years, and has spent 10 working for the corporations.
Crime: Treason 
 
Background: 
Wiki link: Click here
The link is comprehensive with his backstory. A little bit of headcanon in there, but nothing that I disagree with. 
Currently, the EN version of the game is at the Near Light event. The chapter ends his story- An Obscure Wanderer- is expected to be released in early April. Canon updates may be included here.
 
Personality: 
On a surface level, Młynar seems calm, or even cold. He often belittles his nieces’ heroic aspirations- calling them foolish, naïve, and unprepared to take on the darkness that has grasped Kazimierz. However, his words come from a place of caring, along with a fear that his family’s efforts to restore the knighthood's honour will be exploited by corporations for their gain. A close friend even teased him for being unable to express his true feelings.
 
He also has unyielding composure. When he discovered that the Armorless Union- Kazimierz’s elite assassins- planned to slaughter an entire ghetto, he prevented their advance by sitting on a bench in their path with a colleague, gazing at them over his newspaper and refusing to leave until they retreated. 
 
Młynar is defined by his disillusionment in the face of the rampant capitalism that took over Kazimierz. While he is revered as a hero, he sees this as tainted praise. His efforts made his country into its current warped form, and he considers Kazimierz’s sins to be his own. He also considers himself responsible for his brother’s disappearance, since it seemed to be linked to Kazimierz’s new rulers. 

It is unclear whether Młynar truly believes that Kazimierz can be redeemed. In fact, it seems that he struggles to find a balance between his disappointment and his ideals. Despite spending the past decade as a corporate pawn, he has silently built up connections with similar beliefs. He also refused to take over the title of Knight Primus from his father. (Presumably, because he loathes what the elite and the corporatized knighthood stands for) However, he also refuses to directly oppose the Council, even when the person asking is an old knight companion from his wandering days.
 
Recent events have softened the stubborn knight. After witnessing his nieces’ resolve as they openly challenged the capitalists of Kazimierz, he started taking an active role in protecting them from assassination attempts. Notably, he approached the leaders of the Armorless Union and threatened that they would pay dearly if they ever crossed his family. However, he insists that he will not interfere too much, and has avoided returning to Kazimierz since joining the player. He also keeps a professional distance from his family, only speaking with them after his sister made a formal request for a meeting within the player's group. 
 
Abilities: 
Sword mastery: Młynar’s skills with the blade are legendary. He dueled as an equal against his niece, Margaret Nearl, who reigned supreme in a tournament of Kazimerz’s knights. Additionally, he is only shown to have lost after recognizing her resolve and losing the will to fight.
 
Physical aptitude: Młynar is shown as having superhuman physical abilities. He was also able to deflect arrows from Armorless Union assassins, who have toppled small buildings with single shots. He also has several skills that enhance his already-superhuman speed and durability.
 
Pegasian sight: Pegasian kuranta can boost their senses and reflexes to superhuman levels. When the sight is being used, time seems to slow down to a crawl, and users become able to notice the smallest of details- including enemy weaknesses. 
 
Originium Arts: In Arknights, the people of Terra wield the power of originium, a mysterious black rock. Using Arts, Terrans can harness the power of originium to alter matter. Młynar and other members of the Nearl family use Luminal Arts, a unique style that controls light and electromagnetic radiation. They can emit blinding light from their weapons as they fight and launch arc of scorching light with each swing. Młynar’s niece Margaret has used her Arts to emit pulses of light that scramble nearby electronic devices.

However, he rarely uses his Arts. His knight's creed states that a Knight will never use their Arts in training or meaningless displays, for it is an expression of their beliefs and resolve. While he is disinterested in restoring the knighthood, he still seems to abide by its beliefs.
 
Inventory: Młynar comes equipped with his armor, his family crest, and his sword (which contains Originium inside its hilt). He would also have a notebook and his iconic newspaper.
 
Samples: Sample 1 Sample 2  

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illumiknight

March 2023

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