Artemis Hatterson

Artemis Hatterson, also known as Arty, originates from a realm she has called Wonderia. While much is unknown about the alternate realm, Artemis has been known to have night terrors of smiling cats trying to harm her and insane men using hats to control individuals.

Origins
Artemis first appeared on Eldham at the edge of an Anglunian town called Soliana. There, she vaguely remembers calling out names of people she once knew. But, before she knew it, she was found by Bandits a short distance from the town and killed.

She then woke up a few hours later near a body of water. As it turns out, Artemis has a gift. She can revive herself constantly after death, with the sacrifice of losing chunks of memory. Sadly, the chunk she lost was of home. She then set out to find a place to call home in Eldham.

Initiated Into The Swarm
Artemis was found wandering on the coast by a Swarm member named Orange. Orange coaxed Artemis to follow, promising a home and safety. Artemis happily agreed, seeing as she had nowhere else to go. As she entered the home of the Swarm, called the Overmind, it was soon realized that she has made a critical choice.

She was left with a simple choice. Die and allow the Overmind to be a part of her or be cast back out. Artemis chose to join.

What happened next has changed Artemis' perspective on freedom. As she revived, she felt something begin talking and pulling at her memories. Artemis, in a frantic state, yells in her head to be left alone. The Overmind, shocked at her resistance, yells back. Eventually, Artemis tired out and fell to the control of the Overmind.

But, the Overmind could not change her physically and it could only control her basic motor functions. Interested, the Overmind left her be as she did it's bidding.

Leaving The Swarm
One day, the Swarm was raiding a convoy of traders. Artemis, assigned to the front of the attack and heavily influenced by the Overmind, charged with her newly given sword. That is when tragedy struck. The Overmind, in the chaos, accidentally let go of it's already loose grip of Artemis' mind. Artemis, saw her body kill a man without her wanting to. Bewildered and afraid, Artemis fled in the chaos, with the Swarmlings known as Riden Blue and Freeze Divinus following her.

The Bond
After running for some time, Artemis had to stop. As Freeze and Blue approached, it became apparent they only wanted to check on her and aid her. After some talking and small talk, they agreed to accompany her until they could find her a place to lay low. Those few grueling weeks of travel ended up making the three bond in a way many would call family.

Olyx Trading Company
Artemis soon found the port town known as Port Haven. Dismissing her friends to return to the Overmind, Artemis began to set up shop with the blessings of Mayor Tawny.

Soon, Artemis was invited to open another shop in Fosdinas, a fishing town in Sylvania. After a few negotiations and talks with Port Haven and Fosdinas, Artemis officially opened the Olyx Trading Company. The Company, according to Artemis, is primarily focused on boosting local economy by opening small local shops throughout all of Eldham.

Prospecta
Artemis received a letter of invitation to invest and lead a small vassal state known as the Most Serene Republic of Prospecta. Artemis, happy to help a small country, jumped onto the idea. As she traveled to Prospecta, she met a man who claimed to be a demigod known as Bang. Enjoying the company, Artemis offered for Bang to join her. Bang accepted and packed what few belongings he had on the road.

As she approached Prospecta, she was met with an angry looking man. Unsure of how to approach, she decided to outright talk to him. The man seemed fine to Artemis. A little odd, like asking for the leaves all over the town to be left untouched and for the old ruined structures to be left alone. With that, the man declared Artemis as the new Vice President of Prospecta. He then proceeded to leave Artemis along.

Artemis sighed at the state of the town. So, she got to work. She moved leaves to make room for trees and began to move old structures out of the way to preserve. That is when a Portavel courier arrived. He came to explain that Prospecta has still not signed a treaty to allow Portavel to declare it a vassal. Artemis, unsure of why a self proclaimed vassal has not signed such a treaty, signed it and carried on working. She even got some help from Orange, who came to look for Artemis and realized she was staying in the newly formed republic.

The Expedition Guild
After a few weeks, Artemis' friends Freeze and Blue came to visit Artemis. They were tired of the Overmind and wanted genuine adventure. Luckily for them, Artemis had exactly the thing. Towns all throughout the coast speak of a place called Agora. Said to be filled with zombies and a deadly monster, it is warned to all adventurers to avoid any red islands. Artemis offered to get hazmat suits and they would adventure those mysterious islands. The three others agreed and the Expedition Guild was created.

Agora
Once on the island of Agora, the Expedition Team began to painting images and write down anything they could. They found a church, a giant flower, and tightly knit corridors. Freeze even ended up stuck in a hole for a few minutes.

Artemis and Riden soon made a critical error. As they broke into a building with no window, a woman with a mask appeared below. Unable to hold it in, both screamed things such as escape and evacuate.

Before they could get far however, the woman identified herself as Mel and asked what were they doing there. Freeze, interested that what was presumed a zombie could speak, responded. Soon, Artemis and Freeze began to talk with Mel, soon going back onto the island.

Artemis, deciding hiding her true intentions was useless, took off her helmet. As the team freaked out, she could feel eyes on her. She ignored the feeling and explained she came here for answers on if this was where she may have come from. It was not.

After talking with Mel for a bit, Artemis and the team left the islands. But Artemis knew this wouldn't be the last time she saw the Neihern.

Neihern
Artemis visited the islands on her own while her team was busy. How or why, she did not know at the time. As she stared and watched the flower from a distance, Mel appeared from the island and beckoned Artemis to come to her. Artemis, seeing no reason not to, agreed. Artemis talked with Mel on why she was there (as if Mel didn't know). Mel explained the call Artemis was feeling and brought her to her home, where she could properly talk with Artemis. They chatted for what seemed like hours before Artemis finally returned home (taking a few Agoran seeds while leaving).

The Prospecta Incident
After the Expedition Team came back from Agora a third time, the angry President of Prospecta was waiting for them. Artemis was scolded for her insubordination and was sanctioned for messing with government property. In anger, Artemis ran to her home where she gathered the citizens who wanted to follow and sailed South to find all of them a new home.

Imploryx
The Expedition Team settled in a clearing in a hot jungle after days of exploring. They found an old estate there and decided to fix it. They added rooms, repaired walls, tore down old structures, and revived the old gardens. As they did this, Bang noticed a sign that reads, "To anyone reading this, you are on AWE property."

After some discussion, they requested to turn their new home into a town and the name Imploryx was born.

Bringing Mel To Imploryx
Artemis wanted to invite Mel to their new home one day. Seeing no reason to argue, the new Council of Imploryx (aka the Expedition Team) agreed. Artemis sailed out to go to Agora as the Council prepared the building and finishing it up. Once Artemis arrived, it seemed as if Mel was ready for her. Seeing no real reason to question it, Artemis brought Mel to Imploryx. Artemis soon brought Mel to the estate. There, they gave her a proper tour. By the end of the day, Artemis talked with Mel in private as Freeze handled a drunk Riden and tipsy Bang.

Mel was then escorted to the jungle where she insisted on going alone.

Bringing Arty To Agora
Artemis chased a drunk Riden into the jungle not long after Mel left. As she approached the center of the path's intersection, she began to feel dizzy. She fell on the ground and heard a lot of whispering in her head. Soon, Mel appeared and asked if Artemis has seen Freeze. Artemis explained that she chased Riden who must have been looking for Freeze. Mel, stubbornly, helped Artemis to a peculiar cave. Deep in that cave, was Neihern. Mel brought Artemis to the deepest part and told her to stay there. Mel then rushed off, leaving Artemis alone.

Not even 10 minutes later, Freeze was screaming for Artemis. Artemis, hearing her friend need her, began to get up. But the Neihern kept trying to stop her, for reasons she didn't understand. Freeze soon found Artemis at the edge of the red and helped her out to the same intersection. After a few minutes of rest, Mel appeared and argued with Freeze. Artemis, unsure of what was going on, focused on her breathing. Soon, Mel began to force Freeze to go, "where you snooped."

Freeze was forced to help Artemis up and head to the same cave. Mel, once they reached the edge of the Neihern, demanded Freeze become infected to make sure Freeze can never reveal the cave. Artemis, in response, pushed Freeze back and stood in between the two, ready to fight for her friend. It was revealed that Freeze was making a cure specifically for the two hiveminds inside of Artemis. Mel, seeing this as a threat not only to a willing Artemis but to all of Neihern, began to vaguely threaten Freeze.

Freeze was soon let go as Artemis begged for a chance to prove she can watch Freeze and make sure he does nothing against the Neihern.

Mel soon brought Artemis back to the same spot in the Neihern, where Artemis confessed to being experimented on for a way to make a cure.

After come convincing from Mel and Artemis' own view of the situation, Artemis agreed to stay on Agora for the time being.

As they left, they encountered an angry Riden. Riden stood up and threatened Mel to defend Artemis. Once it was clear Artemis was wanting to go with Mel alone, Riden blamed Mel for controlling Artemis and vowed to free her with the soul magic he has been studying. Riden then left, leaving that vow in the mind of Artemis, who felt betrayed for being seen as different just because she had Neihern.

Riden's Rescue Attempt That Should Not Have Worked
As Artemis talked to Mel about various topics, Artemis felt strange. She felt as if the whole island was telling her something was off. She stepped out of Mel's home and walked around the island to investigate. After finding nothing, they walk back inside. Not even a moment later, Riden jumped out of his hiding place and began screaming things throughout the street.

Stunned and bewildered, Artemis ran out to the bridge and confronted Riden. After some back and forth talk, Riden leapt and smacked Mel as he ran. That pushed Artemis to the edge. The Overmind saw its opportunity to get some blood and took it. It pushed Artemis to draw her weapon and chase Riden. Riden attempted to swim to the mainland with Artemis in hot pursuit. The chase went as far as Akkerburg when Artemis' body began to tire out.

As Artemis sit there, trying to fight the Overmind now that it tired her body out, Freeze came up to Artemis and began trying to get the, "Swarm Artemis," to remember she isn't a mindless vessel. Freeze reminded her of Mel, himself, Riden, and all the adventures they have had so far. Freeze reminded Artemis of her fierce devotion to who she considers family and her ability to make anything an adventure.

Once Artemis came to, she embraced her friends as quick as she could. It was agreed that Artemis would return to Imploryx.

Artemis then began to bonk Riden over and over for being rude to Mel and swore to make him apologize one day.

The Wonderian Tree
One night, Artemis woke up to the sound of something big splitting apart. Artemis woke the Expedition Guild and ran out of their home to find a mystical tree near the front of their home. The group approached the tree carefully. The tree's bark seemed metallic and it had crystals hanging off it's branches. The dirt below it was grainy and pink. The soil was surrounded by what seemed like a bright white line, glowing brightly. As Artemis approached, she saw a pedestal at the front of the strange tree. The pedestal had a parchment that read:

"This Tree is a gift to the esteemed Princess Implora. May your new home be safer than the one you fled."

On the back of the page contained a warning to never break the seal on the rift or else it may cause catastrophic events.

Before the Guild could talk further, Mel and a Neihern named Sayori. Mel explained that she was warned by the encased Agoran trees of an energy wave that could not be explained. Once Mel looked and saw the tree, she was clearly as confused as the rest. As the Guild and Neihern conversed, a mysterious figure stood on top of the tree. Soon, everyone noticed the figure. As they begin to try to communicate with the new person, Artemis noticed that the person had similar ears and tail as her. She offered to help the individual down and the character accepted graciously.

The new person introduced themselves as a Chesirian Royal Guard named Demorix. They explained they came from Wonderia and that Artemis was in fact Princess Implora Artemix of the Chesiri Kingdom. Demorix also explained that Implora disappeared in the midst of a war. Overwhelmed, Artemis brought the group inside to sit and chat. As the groups chatted a bit, Sayori let it slip that a child was kidnapped by the Neihern as Demorix left to rest. Wanting to make sure the child is safe, Artemis grabbed Riden and snuck to Agora.

After conflicting with a mysterious character that goes by Wader, they left Agora with just as many questions as they had when they got there. As they headed back, it was revealed that Riden got infected due to lack of protection. Lucky for the pair, Freeze had a cure administered to Riden by the end of the day.

Artemis' Is Freed Of The Overmind
Artemis was standing at the edge of the Wonderian tree, questioning if she could control the rift and spread Wonderia a bit further into Imploryx. Before she could test her theory, Mel happened to pass by for a visit. Mel was able to talk Artemis down and began to conversate with her. Artemis revealed she is angry with her past self and the cowardice she believes her old self showed. Mel, attempting to calm Artemis, promised that once the Neihern beat the Overmind's parasite and established itself inside her, she may find the truth. Artemis, now determined to remember herself, asked if there was a way to speed up the process. Mel explained that the only way was to be cut into by a Neihern blade. Artemis, determined to get the Overmind out, pressed for Mel to do so.

Mel brought Artemis to Agora the same day. However, Riden was waiting for them with a brand new golem named Mush. After some arguing, Riden retreated thinking everything would be okay. Riden came back, simply to ask Artemis when they would be back, but what they saw forever changed their perspective of Neihern.

He watched Mel whack Artemis' arm with a Neihern axe. He quickly barged in as Artemis was bandaged by Mel. After some arguing between Mel and Riden/Mush, Artemis walked out and went into the Agoran caves to breathe. After being followed by Riden and an almost kidnapping of Artemis, Mel intervened, calling on some unknown being for aid. After seeing the form Mel took, the two left, leaving a tired Artemis and an angry Mel.

Freeze showed up later in the day to check on Artemis, but nothing came of the visit aside from making Artemis promise to visit Imploryx in a week.

After a few hours, Artemis noticed the Overmind's voice was distant. Not gone, but not very powerful. As she looked into a mirror, she realized both of her eyes were crimson red.

As far as looks are concerned, she is officially Blod'nd.

Fun Facts & Gallery

 * Arty describes that both hiveminds have voices. The Overmind is loud and egotistical while the Neihern is quiet and logical.
 * Arty originally had grey eyes.
 * Anything Artemis climbs, she falls off.
 * Implora, Arty's Wonderian name, means, "Curious One."