One last quick question: Are we free to create islands/culture among the give/take 300 islands? I have an idea for a character, but I'd like to create some context for why she is who and how she is, so I was just wondering.
Oh yeah, of course. I kind of intended for people to create their own home islands/cultures, since I both don't want to make a gigantic list of 300 culturally unique islands, and since that'd be a bitch for someone to read and then pick somewhere to be from.
Perfect. Alright, I got a pretty solid idea then. Also, if possible, I'd like to swap my element reservation to Light; I think it suits what I have in mind a lot better. Sorry for that - Didn't have as concrete of an idea before. oAo
Perfect. Alright, I got a pretty solid idea then. Also, if possible, I'd like to swap my element reservation to Light; I think it suits what I have in mind a lot better. Sorry for that - Didn't have as concrete of an idea before. oAo
No worries! Switching your reservation to light then.
EDIT: In any case, possibly trash app is possibly trash
"You haven't seen the last of me. I'll break out of this hellhole, and kill anyone that tries to stop me!"
Personal Information
Name:
Satirra Izyntanth
Gender:
Female
Age:
16
Race:
Dhirom (Copper)
Birthplace:
Leocona, Sedgerian Holm. Details can be found in the section labelled "Tidbits of Trivia".
Dream:
To put herself in a position where she can easily overthrow the 13 Heads of the Zweite and become the new ruler of the lands.
Appearance:
Although she's standing at a relatively good height that is 165cm (5' 5") tall, Satirra's extended length of time spent in Ziggarut has left her in the early stages of anorexia, rendering her unhealthy skinny. She weighs in at 46kg (101lbs) as a result, with a rather meager BWH ratio iof 20-15-19 if measured in inches and 51-38-48 if measured in centimeters. How Satirra even managed that much is up for speculation, but it's likely that she resorted to sculpturing her own body with something that was bladed and cannibalizing on the excess flesh so that her anorexia wouldn't ruin it for her. Satirra's arm and leg muscles are extremely thin, and the outlines of her rib cage can be seen through her skin if one looks hard around the middle of her chest. The only thing protecting Satirra's modesty is an old and tattered dirt brown dress, its cloth of which is not at all dissimilar to that found in rags.
Personality:
Satirra is a naturally hot-blooded girl, who always had a hard time not getting her way. She is disobedient, vulgar, arrogant, selfish, hypocritical, unnecessarily aggressive, easily provoked and highly indifferent to how the people around her feel about her as a person. However, if she overhears someone talk shit about her behind her back, don't expect her to take that lying down. Satirra would often be the first one to get involved in an all-out brawl and the last one to stop fighting. She takes great offense to people suggesting that her bark is worse than her bite, and as such, she's more than happy to settle a score with physical sparring. If she loses a battle with an opponent for the first time, Satirra will be quick to chalk that loss as the opponent just being lucky, as her pride won't allow her to put herself at fault. Kick her ass enough times in succession, however, and you'll eventually have her respect.
While she talks a big game about herself, Satirra has her insecurities; most of which revolve around her being around women with superior body figures. She refuses to get over how female Draphs always seem to be blessed in the T&A department, and it irritates her to no end. There's no way that Satirra can hope to compete with a Draph when it comes to naturally acquired buxom; that, she can accept, albeit begrudgingly. If a woman of another race proves to have larger assets, however, she will never live it down. Her breast consciousness is so extreme that even if another woman might have a similar bust to her own, she won't hesitate to cop a feel just to be sure; if they don't feel any heavier, then she'll breathe a sigh of relief, but if they do...
Delusions she may have of being grandiose and all that, and a bit-shit crazy psychopath she may threaten to become, Satirra may still be perfectly willing to work with others. That is of course, assuming those others are able to grant her what she wants; after all, she does like to be on the winning side. And even if she only sees them as a means to an end at first, they can easily grow on her. She won't go out of her way to maintain any friendships that she's garnered, though, especially if they do one too many things that she doesn't like. But she'll quite happily strike an alliance with someone who shares the same goal(s) as she does, even if said alliance would be temporary.
Background:
It all started in the quaint little mining town that was Leocona. It was a small town but, due to the abundance of precious metals and gemstones hiding in the depths of its cliff-side, it had more net value than any of the other islands' capitals combined. Each of the 13 Heads of the Zweite was promised his or her own individual treasury of the precious metals and gemstones that they can "purchase" whenever they needed a monetary possession to trade for whatever reason, in exchange for leaving the villagers of Leocona to live their lives in peace. These treasuries were set aside in different areas of the subterranean, underneath the myriad of less-than-hospitable regions of land that plagued the Segderian Holm, and they were thought to be untouchable. However, one highly arrogant Dhirom, a Satirra Izyntanth, decided that she'd deserved better. She was one of the many miners that were hired to extract the precious metals and gemstones for the 13 Heads, and for what it was worth, she didn't get paid nearly enough for her services. Not after her digging claws had been broken time and time again. Satirra had been meaning to quit the mining industry for some time, but she needed some source of income in order to sustain herself, and mining was the only thing that could be done. So Satirra began taking some of the precious metals and gemstones that she'd excavated for herself, figuring that she could sell them off in exchange for some funding.
Once she received enough, she performed an elaborate heist that, if it had been successful, would allow her to claim the contents of all 13 treasuries for herself. She began by making a network of tunnels deep underground, and connecting them to a "basin" of sorts that would collect all the precious metals and gemstones at once. From there, all Satirra had to do was dig a tunnel underneath the treasuries themselves and, or so she hypothesized, gravity would do the rest of the work. However, Satirra only managed to dig one of the necessary tunnels for her big plan to work. As soon as one the treasuries was breached, the 13 Heads had personally hired arcanists to defend the other treasuries. These arcanists managed to trick Satirra into digging straight past another treasury and up into the surface of the island. Satirra, being the aggressor that she was, lunged at one of the arcanists wanting to claw her into pieces, but she defended herself with a powerful spell that knocked Satirra backwards, and another was able to paralyze her completely. He scoffed at how easy Satirra made her own capture with how predictable she'd been, and told her that she was coming with them.
Two years had passed since Satirra was hauled off into the Island Prison of Ziggurat. All she was ever given at first was stale bread and water, the former of which she refused to eat because of her carnivorous choice of diet. Satirra had gotten into many altercations with the other inmates, most of which got physical. This was likely because her time there at Ziggurat had taken its toll on her sanity. One of them had even tried to shank Satirra with a shiv, but she was able to counter that attack and kill him. She also took a big chunk out of his cheek to cannibalize on for his insolence, but the guards had separated her from the corpse the moment they witnessed this, and forced her to spit out the vast majority of what she bit off. Since then, the guards had decided there needed to be a change of diet for Satirra, and gave her chicken scraps in hopes that she'd get her meat fix from that and not from, say... another inmate that just so happened to piss her off that day. They also put her in solitary confinement so that none of the other inmates had to deal with her. Satirra was seemingly quite happy to be on her own for once in her life. But then... things changed, and the guards pulled her out of solitary confinement so that she'd meet some "new friends" that they told her she had, which turned out to be some more recently captured prisoners who were detained for having their own altercations with the 13 Heads. Satirra thought nothing of it at first, but then she figured that, if she could get them all on her side, she could use that opportunity to finally break out of Ziggurat once and for all.
Combat Information
Element:
Earth
Gimmicks:
While she does make use of her wings on the odd occasion, Satirra is primarily a subterranean fighter. She'll channel her Earth magic to strike her enemies from below, opening up the ground beneath their feet, terraforming it so that it will skewer them, or even just firing off chunks of earth at aerial opponents to knock them down from their "high horse" that is the sky. Above ground, Satirra is actually a pretty decent martial artist. She can deliver devastatingly bloody kicks and punches with her claws, and even whack them a bunch with her tail if her arms and legs happen to be bound for any particular reason. However, physical attacks are all Satirra would have to work with most of the time, as her Earth magic would use up too much of her energy if she were to try to use it above ground.
Satirra has a very peculiar diet, in that it's the exact opposite of what a vegan's would be. That is to say, she'll consume eggs, milk, dairy products such as cheese and ice-cream and, most predominantly, meat. She never used to drink water while she was in her home town of Leocona, but her tenure at Ziggurat had quickly changed that aspect.
The Segderian Holm is a large, mostly barren island in the sky that is known to house a vast supply of precious metals and gemstones. Between its scorching deserts and its glacial tundras, it has an infamy of being the least hospitable island in the entire world, and its for this reason that its resources have been untouched for millennia. Aside from its one town, the Segdarian Holm has a total of 13 treasuries of all the precious metals and gemstones that had ever been excavated, one for each of the 13 Heads of the Zwiete. However, despite all the monetary possessions that each of these treasuries has to its name, it's said that the surface has yet to be scratched.
Leocona is the only known settlement within the Segderian Holm, and with good reason. Everything to the north and the east of Leocona is completely encased in ice, with temperatures dropping well below freezing. Meanwhile, to Leocona's west and its south, the sun exerts constant pressure on the mostly featureless terrain, to the point where even at night, the ground continues to scorch one's feet. Understandably, Leocona's pioneers had figured that this one sweet spot would be the best place to start excavating for all the resources that the Segderian Holm had to offer, with them wasting no time on the nearby cliff-sides. Leocona has been known as a mining town ever since the first building was constructed there. Interestingly enough, everything built in Leocona is made entirely of stone.
EDIT: In any case, possibly trash app is possibly trash
"You haven't seen the last of me. I'll break out of this hellhole, and kill anyone that tries to stop me!"
Personal Information
Name:
Satirra Izyntanth
Gender:
Female
Age:
289
Race:
Dhirom (Copper)
Birthplace:
Leocona, Sedgerian Holm. Details can be found in the section labelled "Tidbits of Trivia".
Dream:
To put herself in a position where she can easily overthrow the 13 Heads of the Zweite and become the new ruler of the lands.
Appearance:
Although she's standing at a relatively good height that is 165cm (5' 5") tall, Satirra's extended length of time spent in Ziggarut has left her in the early stages of anorexia, rendering her unhealthy skinny. She weighs in at 46kg (101lbs) as a result, with a rather meager BWH ratio iof 20-15-19 if measured in inches and 51-38-48 if measured in centimeters. How Satirra even managed that much is up for speculation, but it's likely that she resorted to sculpturing her own body with something that was bladed and cannibalizing on the excess flesh so that her anorexia wouldn't ruin it for her. Satirra's arm and leg muscles are extremely thin, and the outlines of her rib cage can be seen through her skin if one looks hard around the middle of her chest. The only thing protecting Satirra's modesty is an old and tattered dirt brown dress, its cloth of which is not at all dissimilar to that found in rags.
Personality:
Satirra is a naturally hot-blooded girl, who always had a hard time not getting her way. She is disobedient, vulgar, arrogant, selfish, hypocritical, unnecessarily aggressive, easily provoked and highly indifferent to how the people around her feel about her as a person. However, if she overhears someone talk shit about her behind her back, don't expect her to take that lying down. Satirra would often be the first one to get involved in an all-out brawl and the last one to stop fighting. She takes great offense to people suggesting that her bark is worse than her bite, and as such, she's more than happy to settle a score with physical sparring. If she loses a battle with an opponent for the first time, Satirra will be quick to chalk that loss as the opponent just being lucky, as her pride won't allow her to put herself at fault. Kick her ass enough times in succession, however, and you'll eventually have her respect.
While she talks a big game about herself, Satirra has her insecurities; most of which revolve around her being around women with superior body figures. She refuses to get over how female Draphs always seem to be blessed in the T&A department, and it irritates her to no end. There's no way that Satirra can hope to compete with a Draph when it comes to naturally acquired buxom; that, she can accept, albeit begrudgingly. If a woman of another race proves to have larger assets, however, she will never live it down. Her breast consciousness is so extreme that even if another woman might have a similar bust to her own, she won't hesitate to cop a feel just to be sure; if they don't feel any heavier, then she'll breathe a sigh of relief, but if they do...
Delusions she may have of being grandiose and all that, and a bit-shit crazy psychopath she may threaten to become, Satirra may still be perfectly willing to work with others. That is of course, assuming those others are able to grant her what she wants; after all, she does like to be on the winning side. And even if she only sees them as a means to an end at first, they can easily grow on her. She won't go out of her way to maintain any friendships that she's garnered, though, especially if they do one too many things that she doesn't like. But she'll quite happily strike an alliance with someone who shares the same goal(s) as she does, even if said alliance would be temporary.
Background:
It all started in the quaint little mining town that was Leocona. It was a small town but, due to the abundance of precious metals and gemstones hiding in the depths of its cliff-side, it had more net value than any of the other islands' capitals combined. Each of the 13 Heads of the Zweite was promised his or her own individual treasury of the precious metals and gemstones that they can "purchase" whenever they needed a monetary possession to trade for whatever reason, in exchange for leaving the villagers of Leocona to live their lives in peace. These treasuries were set aside in different areas of the subterranean, underneath the myriad of less-than-hospitable regions of land that plagued the Segderian Holm, and they were thought to be untouchable. However, one highly arrogant Dhirom, a Satirra Izyntanth, decided that she'd deserved better. She was one of the many miners that were hired to extract the precious metals and gemstones for the 13 Heads, and for what it was worth, she didn't get paid nearly enough for her services. Not after her digging claws had been broken time and time again. Satirra had been meaning to quit the mining industry for some time, but she needed some source of income in order to sustain herself, and mining was the only thing that could be done. So Satirra began taking some of the precious metals and gemstones that she'd excavated for herself, figuring that she could sell them off in exchange for some funding.
Once she received enough, she performed an elaborate heist that, if it had been successful, would allow her to claim the contents of all 13 treasuries for herself. She began by making a network of tunnels deep underground, and connecting them to a "basin" of sorts that would collect all the precious metals and gemstones at once. From there, all Satirra had to do was dig a tunnel underneath the treasuries themselves and, or so she hypothesized, gravity would do the rest of the work. However, Satirra only managed to dig one of the necessary tunnels for her big plan to work. As soon as one the treasuries was breached, the 13 Heads had personally hired arcanists to defend the other treasuries. These arcanists managed to trick Satirra into digging straight past another treasury and up into the surface of the island. Satirra, being the aggressor that she was, lunged at one of the arcanists wanting to claw her into pieces, but she defended herself with a powerful spell that knocked Satirra backwards, and another was able to paralyze her completely. He scoffed at how easy Satirra made her own capture with how predictable she'd been, and told her that she was coming with them.
Two years had passed since Satirra was hauled off into the Island Prison of Ziggurat. All she was ever given at first was stale bread and water, the former of which she refused to eat because of her carnivorous choice of diet. Satirra had gotten into many altercations with the other inmates, most of which got physical. This was likely because her time there at Ziggurat had taken its toll on her sanity. One of them had even tried to shank Satirra with a shiv, but she was able to counter that attack and kill him, cannibalizing on him for his insolence. Since then, the guards had decided there needed to be a change of diet for Satirra, and gave her chicken scraps in hopes that she'd get her meat fix from that and not from, say... another inmate that just so happened to piss her off that day. They also put her in solitary confinement so that none of the other inmates had to deal with her. Satirra was seemingly quite happy to be on her own for once in her life. But then... things changed, and the guards had told her that she'd be given some "new friends", which turned out to be some more recently captured prisoners who were assigned to her cell for having their own altercations with the 13 Heads. Satirra thought nothing of it at first, but then she figured that, if she could get them all on her side, she could use that opportunity to finally break out of Ziggurat.
Combat Information
Element:
Earth
Gimmicks:
While she does make use of her wings on the odd occasion, Satirra is primarily a subterranean fighter. She'll channel her Earth magic to strike her enemies from below, opening up the ground beneath their feet, terraforming it so that it will skewer them, or even just firing off chunks of earth at aerial opponents to knock them down from their "high horse" that is the sky. Above ground, Satirra is actually a pretty decent martial artist. She can deliver devastatingly bloody kicks and punches with her claws, and even whack them a bunch with her tail if her arms and legs happen to be bound for any particular reason. However, physical attacks are all Satirra would have to work with most of the time, as her Earth magic would use up too much of her energy if she were to try to use it above ground.
Satirra has a very peculiar diet, in that it's the exact opposite of what a vegan's would be. That is to say, she'll consume eggs, milk, dairy products such as cheese and ice-cream and, most predominantly, meat. She never used to drink water while she was in her home town of Leocona, but her tenure at Ziggurat had quickly changed that aspect.
The Segderian Holm is a large, mostly barren island in the sky that is known to house a vast supply of precious metals and gemstones. Between its scorching deserts and its glacial tundras, it has an infamy of being the least hospitable island in the entire world, and its for this reason that its resources have been untouched for millennia. Aside from its one town, the Segdarian Holm has a total of 13 treasuries of all the precious metals and gemstones that had ever been excavated, one for each of the 13 Heads of the Zwiete. However, despite all the monetary possessions that each of these treasuries has to its name, it's said that the surface has yet to be scratched.
Leocona is the only known settlement within the Segderian Holm, and with good reason. Everything to the north and the east of Leocona is completely encased in ice, with temperatures dropping well below freezing. Meanwhile, to Leocona's west and its south, the sun exerts constant pressure on the mostly featureless terrain, to the point where even at night, the ground continues to scorch one's feet. Understandably, Leocona's pioneers had figured that this one sweet spot would be the best place to start excavating for all the resources that the Segderian Holm had to offer, with them wasting no time on the nearby cliff-sides. Leocona has been known as a mining town ever since the first building was constructed there. Interestingly enough, everything built in Leocona is made entirely of stone.
Really starting to notice a trend here of people looking way younger than actually are.
The idea of an incredibly valuable, but inhospitable mining town is interesting, and I like that you worked how valuable the island is into how the 13 would operate with such a valuable territory. I probably should have said something about Dhiroms to clarify though, that, compared to the other races, they have relatively similar lifespans, with even 100 years being an accomplishment for them. I know dragon races usually have increased longevity, but I was kinda iffy on that. Age doesn't seem to be a huge factor for her backstory though, so I hope this change doesn't impact her super hard.
Also whoa, cannibalism. I can definitely see her being placed into Solitary, and, given that this is the equivalent of Guantanamo Bay for the 13 Heads, there might have even been some torture involved. Though, not quite everyone is in Solitary. Being honest, I don't mind the idea of her killing an inmate and potentially like say, biting an ear or a finger off and eating it, but guards would likely step in before she could get a major filling. Just super minor stuff, though.
I couldn't help but laugh at the idea of Hamtaro's JP voice actress being a tough as nails dragon woman. Or QT's VA. Edits pending, she's good to go for the Character tab. Also prepare for some big titties to pop up just about everywhere.
Changes made, though I will say that I knew I should've asked about Dhirom lifespans. I wanted her to be teenaged this whole time, but the reason I had her age as high as I initially did was to cover for typical dragonic longevity, and not effectively make her a newborn instead.
Race: Harvin Element: Wind Home: Omphalos Island is a massive island higher up in the atmosphere, one of the highest in the territory. Despite this, the island is a popular crossroads, placed right between the frontier islands and the inner islands in the mid-south region. Travelers often stop there for rest, repairs and supplies. Mercenary groups often place their base of operations here, and explorers often meet here. Being so high up, it is expected that the island is cold, but the island rests above a natural anomaly. Hot air rises from the depths directly below it, and by the time the air reaches the island, it has cooled to a comfortable temperature. Omphalos is famously known for being neutral ground, a haven for outcasts, mercenaries, explorers, researchers, librarians, and more. The altitude gives the island a natural defensive advantage, the amount of militia the island can raise, and the amount of ships always present there gives any potential attacker pause. The island itself is star shaped, with four points. Each point being primarily docks, shipyards, airfields and engineering districts where inventors conduct experiments with new technologies. The center of the island is the main population center of the island, with residential districts, markets, libraries, taverns and halls for groups. The center of the island has several lakes, full of creatures small and big. Surrounding these lakes are parks, letting the populace relax from the busy of the markets and docks. Dream: Arno dreams to be a respected skyfarer, an explorer who has seen the depths of the planet, the stars beyond the skies, and the lands behind the storms. While he admits these dreams to others, he has one goal he will never admit. He has a question to ask, and nobody knows the answer to it, he hopes to find the answer.
Gimmicks: Arno is a fairly inexperienced combatant, his most impressive skill being that he's able to fast draw his pistol, making him likely to get a first shot off. After that, his inexperience shows. However, fighting on the ground isn't what he excels at. Arno is a natural pilot. Flying his custom built airship fighter, he can dodge, weave and fly circles around most things that fly in the air.
Inventory: Arno carries a short falchion sword, despite being very inexperienced with swords, he carries it just in case. He also has the pistol his parents built, The Talon. A triple barreled handgun that holds more like a carbine in a Harvin's hands. The pistol has a bayonet attached to the barrel that swings out when the user is in close quarters. The Talon is a masterfully crafted weapon, steel, dark ironwood, emblazoned with brass, the gun is heavy, sturdy and reliable. The barrel has been decorated with the head of a dragon, giving it an intimidating appearance. Arno keeps it on a holster strapped to his thigh, when he's flying his plane however, he takes the holster off and either leaves it strapped to the side of the cockpit, or onto his flight vest.
Arno's airship fighter, the Akula CI-4G, is a single seat, twin boom, triple engine, dihedral sweptback wing, three-surface-aircraft "interceptor". Designed and constructed by Arno, his father, and a few close family friends. The Akula is the cutting edge of airship development, a prototype, an experiment, but to Arno, she is something else entirely.
The Akula is armed with two highly advanced semi-automatic 30mm cannons, giving it incredible firepower for its relatively small size. The two cannons, mounted in the two nacelles, are connected through a complex convergence system, allowing the pilot to manually set the weapon convergence mid flight without too much trouble. The ammunition for the weapon system itself is all custom made, meaning the rounds used is incredibly rare, and tailored specifically to this airship. The cannon shells most commonly loaded into the Akula's magazines are an even mix of Armor Piercing Incindiary Tracer and High Explosive Incindiary Tracer, though more specilized ammunition exists at the Akula's home.
The all metal construction of the plane gives it impressive durability and structural integrity, and while all the surface area contributes to drag, it's twin engines, coupled with the third auxiliary engine for boost makes this one of the fastest airships around. The cockpit is incredibly complex, with dozens of dials, markings, levers, switches, a throttle stick, joystick, foot pedals and wheels, the plane is practically unflyable to anyone who hasn't spent months training for it. The amount of controls, coupled with the amount of control surfaces on the plane itself, makes it fly like a wild animal. It has incredible maneuverability, and an inexperienced pilot will quickly get disoriented by his own maneuvers if they're not used to the speed of the airship. Somewhat surprisingly, the cockpit and airship is built around having a Harvin pilot. The seat is small and the cockpit itself is scaled accordingly, making it extremely difficult for anyone of any other race to even get into the airship.
The airship itself is painted in hues of white, skyblue and greys, giving it decent camouflage on a good, sunny day. The vertical stabilizers have the symbol of a manta ray on a star, and the nose of the Akula has a mouth filled with sharp teeth painted on it, with two black beady eyes right above the mouth.
Appearance: Arno is a Harvin. He's short, physically weak, looks like a child and he hates it. He works towards moving his appearance away from the typical Harvin, and his efforts have shown results to those who pay attention. Despite being an average Harvin height, he's physically more able than the typical Harvin, he looks more mature, looking like a young teenager rather than a child, and he sports an easy to maintain lampshade pyramid mustache. Arno keeps his black hair short, only two or three inches long, foregoing the more fancy longer hair styles that higher class people wear. His hair is unkept, unstyled, and wild, but when he puts on his leather pilots helmet, it doesn't get in the way and that's what matters to him. His mustache is however, well groomed, maintained, and what he spends his mornings on. He grew one, without a beard after finding out that he grew a poor beard, in order to make himself look more mature. It helps only a little.
For fashion, he wears very little in the way of casual clothing. His wardrobe consists of primarily engineer's long sleeve overalls, shirts, pants, and his flight suit. His flight suit is by far his most expensive outfit, consisting of many parts when he goes out flying. He wears a black slightly baggy cargo style pants with brown leather boots that goes over the pant legs midway to his calves. A white short sleeved shirt and over that, a brown leather jacket that is incredibly warm, a cross between a fencing style and a bomber style leather jacket, with the zipper on the left side. For his hands, Arno has leather pilot gauntlets, and he has a leather helmet for his head. The helmet has buckles to secure his goggles and oxygen mask in place while in flight. On top of all of this, he wears a g-suit, a custom made suit that goes over his legs and torso like overalls, and is filled with empty bladders. When plugged into his airship cockpit, the bladders will fill with compressed air, combating the g-forces that will make Arno black out when he does high-g maneuvers. Finally he has a light flight vest with several pouches, this vest also contains his oxygen tank for his mask. When going out, he will leave most of this behind in the cockpit, only taking his pants, boots, shirt and jacket out to public areas.
Personality: Arno is an easily irritated, quick to speak up, and very expressive with his vocabulary. When he gets angry, he would have been intimidating, if he were normal sized. Instead he's half the size of a human adult and seeing this tiny person shouting curses and hexes is humorous to some, much to Arno's further irritation. Despite being so quick to say what's on his mind, he is naturally curious, and will actually shut up and listen if someone is educating him about something, he has a respect for knowledge of every kind and he shows it. Despite being a little bit of a jerk, his true self is revealed when he's with his airship, the Akula. He gently cleans it, barrels, air intakes, exhaust ports, and engine nozzles, when he's maintaining it he's quiet and focused, much calmer and much quieter, almost like he doesn't want to disturb the airship. He treats his airship with the upmost respect, and expects everyone else to treat it the same way he does.
Background: Arno was born on Omphalos Isle to a family of engineers and workers. His mother designed airships and his father constructed weapons, with his uncles and aunts int the same business. Arno had a brother and two sisters, and they all stuck together. Together, they played on the airship docks, go to know explorers and mercenaries, they explored their island carelessly. After all, if they were together, they were invincible. Then the eldest sister disappeared, after two weeks of searching, the people of the island gave up, and Arno stayed in his room. For three years he wallowed in his sorrow, often looking out his window and seeing the birds flying by.
Then one morning he felt a touch on his hand, he sensed a familiarity, and opened his eyes. His room was empty, but his window was open. There on the window sill was a large bird, hawkish, with piercing eyes. He knew this bird, the king of birds on Omphalos, a predator that hunted even monsters. For it to grace him with its presence was humbling, exciting, awe inspiring. Feelings other than sadness, sorrow and worthlessness. It stared into Arno's eyes and shrieked, then flew off. Arno smiled for a short moment, but thought nothing of it. The next morning, he felt it again, then four of the birds were on his window sill. The one from yesterday, and three smaller ones. There was a fresh fish on his sill, and they ate the fish. The largest bird left, then two others having had their fill followed. The last, had no fish, and there was none left. The smallest bird looked at the fish bones, nipping at whatever scraps was left. Arno went downstairs and grabbed a piece of meat from his family kitchen, then fed it to the fourth bird. It took the meat and ate it quickly, offering Arno a scream as repayment. He watched as the smallest bird took off after the largest.
Then Arno was struck by inspiration. He cleaned up their mess on his window sill, grabbed his paper and pens, and sketched. At first he drew them, the birds. He always wondered how they flew, and he studied their flight and their wings. He sketched existing airship designs and worked to understand how the air flowed around the birds, and around the airships. For the first time in three years he left the home and gathered materials, he constructed a basic wind tunnel and went to work. He made small scale airships of existing design, small scale birds, and studied the air flow. He looked at more experimental designs and tested those, then tested his own designs. He wanted to fly, not how everyone else flew, floating on airships of wood and balloons. He wanted to fly. Like the birds of prey that graced him with their presence, he wanted to soar through the sky like a predator. His airship had to be fast. It had to be maneuverable, strong, with a bite that surprised its foes. He settled on a design that he had never seen before, that nobody had ever seen before, and got to work. He gathered the attention of his father, mother, siblings, uncles, aunts and friends of the family. He took an empty hanger and turned it into his workshop, building the first generation of his airship. The prototype CI-1. For the next decade he would work tirelessly, constructing more prototypes, more chassis, changing what wasn't working and improving what was. His tests revealed a host of problems, when turning too harshly he would faint, and Arno had to figure out why. With the aid of a doctor, they solved the problem. As Arno in his airship climbed to higher and higher altitudes, higher than any airship had ever gone before, the temperature froze the control surfaces and the air was getting too thin for Arno to breathe. With the help of his mother and siblings they solved that. During a flight endurance test, Arno looked to the horizon and wondered what was beyond it, what was beyond what he could see in the sky? And below in the depths? When Arno wasn't eating, sleeping or relieving himself he was working on his airship, now dubbed the Akula.
During the eighth flight endurance test, the first long distance flight for the Akula model CI-4G, he was captured by military forces and sent to Ziggurat. They confiscated his helmet, flight vest, and airship, locking Arno into a cell.
Changes made, though I will say that I knew I should've asked about Dhirom lifespans. I wanted her to be teenaged this whole time, but the reason I had her age as high as I initially did was to cover for typical dragonic longevity, and not effectively make her a newborn instead.
She's good to go!
Name: Arno Arrotyr Age: 26 Gender: Male
Race: Harvin Element: Wind Home: Omphalos Island is a massive island higher up in the atmosphere, one of the highest in the territory. Despite this, the island is a popular crossroads, placed right between the frontier islands and the inner islands in the mid-south region. Travelers often stop there for rest, repairs and supplies. Mercenary groups often place their base of operations here, and explorers often meet here. Being so high up, it is expected that the island is cold, but the island rests above a natural anomaly. Hot air rises from the depths directly below it, and by the time the air reaches the island, it has cooled to a comfortable temperature. Omphalos is famously known for being neutral ground, a haven for outcasts, mercenaries, explorers, researchers, librarians, and more. The altitude gives the island a natural defensive advantage, the amount of militia the island can raise, and the amount of ships always present there gives any potential attacker pause. The island itself is star shaped, with four points. Each point being primarily docks, shipyards, airfields and engineering districts where inventors conduct experiments with new technologies. The center of the island is the main population center of the island, with residential districts, markets, libraries, taverns and halls for groups. The center of the island has several lakes, full of creatures small and big. Surrounding these lakes are parks, letting the populace relax from the busy of the markets and docks. Dream: Arno dreams to be a respected skyfarer, an explorer who has seen the depths of the planet, the stars beyond the skies, and the lands behind the storms. While he admits these dreams to others, he has one goal he will never admit. He has a question to ask, and nobody knows the answer to it, he hopes to find the answer.
Gimmicks: Arno is a fairly inexperienced combatant, his most impressive skill being that he's able to fast draw his pistol, making him likely to get a first shot off. After that, his inexperience shows. However, fighting on the ground isn't what he excels at. Arno is a natural pilot. Flying his custom built airship fighter, he can dodge, weave and fly circles around most things that fly in the air.
Inventory: Arno carries a short falchion sword, despite being very inexperienced with swords, he carries it just in case. He also has the pistol his parents built, The Talon. A triple barreled handgun that holds more like a carbine in a Harvin's hands. The pistol has a bayonet attached to the barrel that swings out when the user is in close quarters. The Talon is a masterfully crafted weapon, steel, dark ironwood, emblazoned with brass, the gun is heavy, sturdy and reliable. The barrel has been decorated with the head of a dragon, giving it an intimidating appearance. Arno keeps it on a holster strapped to his thigh, when he's flying his plane however, he takes the holster off and either leaves it strapped to the side of the cockpit, or onto his flight vest.
Arno's airship fighter, the Akula CI-4G, is a single seat, twin boom, triple engine, dihedral sweptback wing, three-surface-aircraft "interceptor". Designed and constructed by Arno, his father, and a few close family friends. The Akula is the cutting edge of airship development, a prototype, an experiment, but to Arno, she is something else entirely.
The Akula is armed with two highly advanced semi-automatic 30mm cannons, giving it incredible firepower for its relatively small size. The two cannons, mounted in the two nacelles, are connected through a complex convergence system, allowing the pilot to manually set the weapon convergence mid flight without too much trouble. The ammunition for the weapon system itself is all custom made, meaning the rounds used is incredibly rare, and tailored specifically to this airship. The cannon shells most commonly loaded into the Akula's magazines are an even mix of Armor Piercing Incindiary Tracer and High Explosive Incindiary Tracer, though more specilized ammunition exists at the Akula's home.
The all metal construction of the plane gives it impressive durability and structural integrity, and while all the surface area contributes to drag, it's twin engines, coupled with the third auxiliary engine for boost makes this one of the fastest airships around. The cockpit is incredibly complex, with dozens of dials, markings, levers, switches, a throttle stick, joystick, foot pedals and wheels, the plane is practically unflyable to anyone who hasn't spent months training for it. The amount of controls, coupled with the amount of control surfaces on the plane itself, makes it fly like a wild animal. It has incredible maneuverability, and an inexperienced pilot will quickly get disoriented by his own maneuvers if they're not used to the speed of the airship. Somewhat surprisingly, the cockpit and airship is built around having a Harvin pilot. The seat is small and the cockpit itself is scaled accordingly, making it extremely difficult for anyone of any other race to even get into the airship.
The airship itself is painted in hues of white, skyblue and greys, giving it decent camouflage on a good, sunny day. The vertical stabilizers have the symbol of a manta ray on a star, and the nose of the Akula has a mouth filled with sharp teeth painted on it, with two black beady eyes right above the mouth.
Appearance: Arno is a Harvin. He's short, physically weak, looks like a child and he hates it. He works towards moving his appearance away from the typical Harvin, and his efforts have shown results to those who pay attention. Despite being an average Harvin height, he's physically more able than the typical Harvin, he looks more mature, looking like a young teenager rather than a child, and he sports an easy to maintain lampshade pyramid mustache. Arno keeps his black hair short, only two or three inches long, foregoing the more fancy longer hair styles that higher class people wear. His hair is unkept, unstyled, and wild, but when he puts on his leather pilots helmet, it doesn't get in the way and that's what matters to him. His mustache is however, well groomed, maintained, and what he spends his mornings on. He grew one, without a beard after finding out that he grew a poor beard, in order to make himself look more mature. It helps only a little.
For fashion, he wears very little in the way of casual clothing. His wardrobe consists of primarily engineer's long sleeve overalls, shirts, pants, and his flight suit. His flight suit is by far his most expensive outfit, consisting of many parts when he goes out flying. He wears a black slightly baggy cargo style pants with brown leather boots that goes over the pant legs midway to his calves. A white short sleeved shirt and over that, a brown leather jacket that is incredibly warm, a cross between a fencing style and a bomber style leather jacket, with the zipper on the left side. For his hands, Arno has leather pilot gauntlets, and he has a leather helmet for his head. The helmet has buckles to secure his goggles and oxygen mask in place while in flight. On top of all of this, he wears a g-suit, a custom made suit that goes over his legs and torso like overalls, and is filled with empty bladders. When plugged into his airship cockpit, the bladders will fill with compressed air, combating the g-forces that will make Arno black out when he does high-g maneuvers. Finally he has a light flight vest with several pouches, this vest also contains his oxygen tank for his mask. When going out, he will leave most of this behind in the cockpit, only taking his pants, boots, shirt and jacket out to public areas.
Personality: Arno is an easily irritated, quick to speak up, and very expressive with his vocabulary. When he gets angry, he would have been intimidating, if he were normal sized. Instead he's half the size of a human adult and seeing this tiny person shouting curses and hexes is humorous to some, much to Arno's further irritation. Despite being so quick to say what's on his mind, he is naturally curious, and will actually shut up and listen if someone is educating him about something, he has a respect for knowledge of every kind and he shows it. Despite being a little bit of a jerk, his true self is revealed when he's with his airship, the Akula. He gently cleans it, barrels, air intakes, exhaust ports, and engine nozzles, when he's maintaining it he's quiet and focused, much calmer and much quieter, almost like he doesn't want to disturb the airship. He treats his airship with the upmost respect, and expects everyone else to treat it the same way he does.
Background: Arno was born on Omphalos Isle to a family of engineers and workers. His mother designed airships and his father constructed weapons, with his uncles and aunts int the same business. Arno had a brother and two sisters, and they all stuck together. Together, they played on the airship docks, go to know explorers and mercenaries, they explored their island carelessly. After all, if they were together, they were invincible. Then the eldest sister disappeared, after two weeks of searching, the people of the island gave up, and Arno stayed in his room. For three years he wallowed in his sorrow, often looking out his window and seeing the birds flying by.
Then one morning he felt a touch on his hand, he sensed a familiarity, and opened his eyes. His room was empty, but his window was open. There on the window sill was a large bird, hawkish, with piercing eyes. He knew this bird, the king of birds on Omphalos, a predator that hunted even monsters. For it to grace him with its presence was humbling, exciting, awe inspiring. Feelings other than sadness, sorrow and worthlessness. It stared into Arno's eyes and shrieked, then flew off. Arno smiled for a short moment, but thought nothing of it. The next morning, he felt it again, then four of the birds were on his window sill. The one from yesterday, and three smaller ones. There was a fresh fish on his sill, and they ate the fish. The largest bird left, then two others having had their fill followed. The last, had no fish, and there was none left. The smallest bird looked at the fish bones, nipping at whatever scraps was left. Arno went downstairs and grabbed a piece of meat from his family kitchen, then fed it to the fourth bird. It took the meat and ate it quickly, offering Arno a scream as repayment. He watched as the smallest bird took off after the largest.
Then Arno was struck by inspiration. He cleaned up their mess on his window sill, grabbed his paper and pens, and sketched. At first he drew them, the birds. He always wondered how they flew, and he studied their flight and their wings. He sketched existing airship designs and worked to understand how the air flowed around the birds, and around the airships. For the first time in three years he left the home and gathered materials, he constructed a basic wind tunnel and went to work. He made small scale airships of existing design, small scale birds, and studied the air flow. He looked at more experimental designs and tested those, then tested his own designs. He wanted to fly, not how everyone else flew, floating on airships of wood and balloons. He wanted to fly. Like the birds of prey that graced him with their presence, he wanted to soar through the sky like a predator. His airship had to be fast. It had to be maneuverable, strong, with a bite that surprised its foes. He settled on a design that he had never seen before, that nobody had ever seen before, and got to work. He gathered the attention of his father, mother, siblings, uncles, aunts and friends of the family. He took an empty hanger and turned it into his workshop, building the first generation of his airship. The prototype CI-1. For the next decade he would work tirelessly, constructing more prototypes, more chassis, changing what wasn't working and improving what was. His tests revealed a host of problems, when turning too harshly he would faint, and Arno had to figure out why. With the aid of a doctor, they solved the problem. As Arno in his airship climbed to higher and higher altitudes, higher than any airship had ever gone before, the temperature froze the control surfaces and the air was getting too thin for Arno to breathe. With the help of his mother and siblings they solved that. During a flight endurance test, Arno looked to the horizon and wondered what was beyond it, what was beyond what he could see in the sky? And below in the depths? When Arno wasn't eating, sleeping or relieving himself he was working on his airship, now dubbed the Akula.
During the eighth flight endurance test, the first long distance flight for the Akula model CI-4G, he was captured by military forces and sent to Ziggurat. They confiscated his helmet, flight vest, and airship, locking Arno into a cell.
All this plane talk made my head hurt. I'm no engineer, but it sounds pretty good, and it isn't really overpowered in any way for an airship to go fast. I dig the attention to detail you put into every aspect of the sheet, and created a very useful hub island in Omphalos. No doubt he'll be useful, as he could fit the Akula on a larger airship to deploy if the crew gets into a firefight between ships. Go ahead and move him to the Character tab. WHY ARE ALL THE PILOTS SHORT?
Welp, here she is. Tweaked some stuff, but nothing major. I didn't expand massively on anything in particular because I tend to feel a little trapped inside a role if I define it too much. I hope this works. :) If not, however, I'll happily change stuff and add to it!
Name:"La Hija del Diablo" Lassie Belladonna Swings
Gender: Female
Age: 26
Race: Human
Element: Earth
Dream: Unable to return to Cocahana, Lassie seeks means to overcome the rulership of Zweite Junta and locate, free, and reunite with her parents.
Home: The island of Cocahana is one of lavish celebrations and a communal atmosphere. Garlands, flowers, adorned skulls and other colorful decorations are commonly found outside even the smallest of abodes. The people of Cocahana value loyalty, respect, and the pursuit of strength. As such, warriors in particular are well-respected, and exhibition fights - aimed to entertain rather than result in injury - are a popular pastime. Those who are victorious in such fights, besting opponents even without explicit intent to harm, are hailed as beacons of discipline and skill, often attaining at least local fame.
Gimmicks: Lassie is, in the simplest sense, a flower Luchadora. Utilizing her Earth affinity to draw upon the soil around her, she creates botanic weaponry and tools to aid her in fights. Additionally, she thrives in hand-to-hand combat, slamming, twisting, and jumping around like a madwoman. She is also very much an entertainer to a fault, over dramatizing what happens around her - in and out of combat.
Personality: Lassie greatly prefers her middle name, Belladonna, as she feels it sounds more sophisticated and grandiose. She often forgoes introducing herself with her first name entirely, and tends to become a little, in lack of a better word, pissy when those not allowed to do so, call her Lassie. Belladonna considers herself a role-model for the young and aimless. Courageous, honorable, and always out to protect the weak and punish evil, Bella strives to be a knight-like figure with exemplary behavior as well as appearance. Indeed, she has a penchant for the extravagant, and fashion - especially the more "out there" fashion - is one way to break her heroic facade and start a descend into feverish fawning. Belladonna is a sucker for anything flashy, and will compliment even an enemy if they showcase a striking sense of style. A sweet-tooth at heart, Belladonna is easy to sway with presents of the confectionery variety. In fact, she regularly eats herself into a sugar shock during celebrations, much to the chagrin of those who wish the Hija del Diabolo would not break her chivalrous facade in public. Unfortunately for them, Belladonna is far from stoic; she is a hot-blooded woman who approaches most aspects of her life with fierce determination and a willingness to give it her all. This is especially true for relationships; Bella is a fiery lover with a tendency for over-the-top courting and almost poetically wallows in heartfelt regret over any connection that was not to come to fruition.
Background: As the daughter of well-respected fighters, Belladonna idolized her parents and the way people admired them for their strength and sincerity. As such, even as a child, Bella had set her mind to become a champion who would live life to the fullest and bring down the fist of justice to evil-doers. She displayed immense talent during her training, and joined her parents in all capacity permissible for a minor, promoting and sparring with them. As Belladonna grew older, she quickly attained a reputation that stretched across the surrounding areas, drawing in viewers as well as challengers from other islands. With gymnastic elegance and supplementary usage of her Earth attunement, the beautiful but deadly Luchadora known as the Devil's Daughter, became a sensational discovery, even by Cocahana's illustrious standards of gifted fighters. However, her graceful and efficient combative talent eventually drew the attention of a nobleman with close ties to the Zweite Junta's rulership; This royal crossing would prove to be disastrous. Easily dispatching of the noble's designated substitute champion, the man, enraged and humiliated, set the gears in motion to get his reveng on La Hija del Diablo. Soon, Belladonna found herself arrested, unable to overcome the squadron sent to subdue her. Worse, the woman with an infernal loyalty towards her family and close friends had to witness her parents - now elderly weak - suffer the same fate. On this day, Lassie Belladonna Swings swore revenge!
Inventory: The Mask™ is the pride of the devilish off-spring, and a popular rumor back in Cocahana was that even her parents have forgotten what she looks like without it. Do not touch or ask her to take it off! A variety of fashionable clothes, often adorned with feathers and jewels. Two little pouches, one for sunflower seeds and one for sweets, respectively.[url][/url]
While she talks a big game about herself, Satirra has her insecurities; most of which revolve around her being around women with superior body figures. She refuses to get over how female Draphs always seem to be blessed in the T&A department, and it irritates her to no end. There's no way that Satirra can hope to compete with a Draph when it comes to naturally acquired buxom; that, she can accept, albeit begrudgingly. If a woman of another race proves to have larger assets, however, she will never live it down. Her breast consciousness is so extreme that even if another woman might have a similar bust to her own, she won't hesitate to cop a feel just to be sure; if they don't feel any heavier, then she'll breathe a sigh of relief, but if they do...
I can already tell that Homura and Satirra will be the best of friends.
Welp, here she is. Tweaked some stuff, but nothing major. I didn't expand massively on anything in particular because I tend to feel a little trapped inside a role if I define it too much. I hope this works. :) If not, however, I'll happily change stuff and add to it!
Name:"La Hija del Diablo" Lassie Belladonna Swings
Gender: Female
Age: 26
Race: Human
Element: Earth
Dream: Unable to return to Cocahana, Lassie seeks means to overcome the rulership of Zweite Junta and locate, free, and reunite with her parents.
Home: The island of Cocahana is one of lavish celebrations and a communal atmosphere. Garlands, flowers, adorned skulls and other colorful decorations are commonly found outside even the smallest of abodes. The people of Cocahana value loyalty, respect, and the pursuit of strength. As such, warriors in particular are well-respected, and exhibition fights - aimed to entertain rather than result in injury - are a popular pastime. Those who are victorious in such fights, besting opponents even without explicit intent to harm, are hailed as beacons of discipline and skill, often attaining at least local fame.
Gimmicks: Lassie is, in the simplest sense, a flower Luchadora. Utilizing her Earth affinity to draw upon the soil around her, she creates botanic weaponry and tools to aid her in fights. Additionally, she thrives in hand-to-hand combat, slamming, twisting, and jumping around like a madwoman. She is also very much an entertainer to a fault, over dramatizing what happens around her - in and out of combat.
Personality: Lassie greatly prefers her middle name, Belladonna, as she feels it sounds more sophisticated and grandiose. She often forgoes introducing herself with her first name entirely, and tends to become a little, in lack of a better word, pissy when those not allowed to do so, call her Lassie. Belladonna considers herself a role-model for the young and aimless. Courageous, honorable, and always out to protect the weak and punish evil, Bella strives to be a knight-like figure with exemplary behavior as well as appearance. Indeed, she has a penchant for the extravagant, and fashion - especially the more "out there" fashion - is one way to break her heroic facade and start a descend into feverish fawning. Belladonna is a sucker for anything flashy, and will compliment even an enemy if they showcase a striking sense of style. A sweet-tooth at heart, Belladonna is easy to sway with presents of the confectionery variety. In fact, she regularly eats herself into a sugar shock during celebrations, much to the chagrin of those who wish the Hija del Diabolo would not break her chivalrous facade in public. Unfortunately for them, Belladonna is far from stoic; she is a hot-blooded woman who approaches most aspects of her life with fierce determination and a willingness to give it her all. This is especially true for relationships; Bella is a fiery lover with a tendency for over-the-top courting and almost poetically wallows in heartfelt regret over any connection that was not to come to fruition.
Background: As the daughter of well-respected fighters, Belladonna idolized her parents and the way people admired them for their strength and sincerity. As such, even as a child, Bella had set her mind to become a champion who would live life to the fullest and bring down the fist of justice to evil-doers. She displayed immense talent during her training, and joined her parents in all capacity permissible for a minor, promoting and sparring with them. As Belladonna grew older, she quickly attained a reputation that stretched across the surrounding areas, drawing in viewers as well as challengers from other islands. With gymnastic elegance and supplementary usage of her Earth attunement, the beautiful but deadly Luchadora known as the Devil's Daughter, became a sensational discovery, even by Cocahana's illustrious standards of gifted fighters. However, her graceful and efficient combative talent eventually drew the attention of a nobleman with close ties to the Zweite Junta's rulership; This royal crossing would prove to be disastrous. Easily dispatching of the noble's designated substitute champion, the man, enraged and humiliated, set the gears in motion to get his reveng on La Hija del Diablo. Soon, Belladonna found herself arrested, unable to overcome the squadron sent to subdue her. Worse, the woman with an infernal loyalty towards her family and close friends had to witness her parents - now elderly weak - suffer the same fate. On this day, Lassie Belladonna Swings swore revenge!
Inventory: The Mask™ is the pride of the devilish off-spring, and a popular rumor back in Cocahana was that even her parents have forgotten what she looks like without it. Do not touch or ask her to take it off! A variety of fashionable clothes, often adorned with feathers and jewels. Two little pouches, one for sunflower seeds and one for sweets, respectively.
I love the idea of a warrior culture that embodies positive aspects, rather than simply strength and violence. LUCHADORS ARE COOL! Backstory works well, as I can see members of the 13 Heads being into gambling on such an event. I don't have any complaints, though I had a funny thought that since they no doubt HAD to confiscate her mask, that she would probably have to make a new one out of some material before she gets her's back.
Go ahead and pop her into the Character Tab! She's gonna love the dumb JRPG clothes NPCs will have.
Dream: While the Promised Land is sure to be marvelous, its value, as far as Gilvan is concerned, is derived from the journey it requires, and the characters it enthralls. Nothing would please him more than to witness the tales of esoteric and gifted dreamers, and the glory of their story, whether it end in triumph or tragedy. To condense this fancy into a singular dream, Gilvan would perhaps admit that he would like nothing more than to travel alongside the greatest of their number.
Home: Zildartz is a plain enough island of stony tower and rigid structure - architecture so pragmatically passable it seems perfunctory. It is a meritocracy of scholars, warriors and governors who preach humble grace and efficacy in labor. Effectively under the thrall of the Zweite Junta, Zildartz aspirants seek to grift and innovate to deliver tribute with efficiency. The sole aspect of Zildartz culture that… indeed, appears to fulfill the more romanticized ideals of culture is the island’s appreciation and facility for athletics, various sports created and played with some ingenuity and finesse.
All is not, however, tiresome servitude and the odd athletic exhibition. There are those bleeding-hand working folk who chafe at the influence of the Zweite Junta. To that end, the ‘Grifters’ - underground organizations - serve to, ostensibly, ensure that the work of Zildartz laborers are not dispersed to those ‘above’ them. Some (it could be argued: most) of their number, however, are exploiters in their own right, who redirect goods unto themselves in disproportionate measure, and engage in unsavory acts such as slavery to fulfill their ends. As such, even the Grifters are splintered, with factions that joust with each other for ascendancy in the underworld.
Gimmicks: A masterful sports-player from Zildartz, Gilvan is an athlete who focuses on finesse: in particular, the lad’s feet are almost as if magical in and of themselves. Quick and sprightly, he was notable in his island for being able to kick at objects (most notably, of course, a ball) and cause them to move at logic-defying, curving trajectories, as well as frightening pace. Such has been incorporated into his combat style; he is adept at using his legs in martial combat, as well as striking objects to engage in ranged combat.
“Blackballed” - Gilvan is able to conjure spheres of darkness to supplement his sports-inspired combat style - with a kick he can cause them to curve, ricochet, make sharp directional changes in the air, and all sorts of tricks of motion.
Personality: Headhunter Gilvan is a calm, self-assured sort, who - in his put-upon demeanor and tendency towards flowery verbiage - can’t help but come across as a little pretentious and haughty. There’s also the little matter of his unusual moral compass; good and evil are crapshoots to him, while agency and competency are paramount. Indeed, what matters to Gilvan is that things are done with full, uncorrupted intent and freedom, and that they be done well, if not necessarily with style (though he does so adore finesse and grace).
As such, while perfectly affable, the ease and levelled nature in which he can glimpse and comment upon violence and similar evils can be somewhat disconcerting. Nonetheless, he is a supremely supportive fellow, who sees it as his mandate to push forth the stories of talented others.
Background: Gilvan is, distinctly, not a Zildartz native born. Indeed, where the rest of his compatriots tended towards darker skin more akin to olive, Gilvan’s countenance was pale - fitting for a man born in darkness, a child who spent his first moments in a crate aboard a rickety vessel. Taken by slaving Grifters and marketed as cattle, he found himself bound to the island of Zildartz, for numerous times was he passed over; the nobles hard-of-conceiving chose fairer infants, while unscrupulous crews cast a blind eye towards the slender, narrow-framed figure he would grow into.
So, his captors decided he might as well be put to work - albeit, not very well. It was perhaps a blessing then, that in what spare-time he was afforded, that his prodigious talents in sport were noticed. Suddenly a slave with market value, he was purchased by a rather more benevolent (if not entirely so) faction of Grifters, made to leverage his talents to line the pockets of Zildartz bookies. In this role, he thrived, even repurposing his sporting ability into an uncanny sort of combat prowess. A crown jewel, he was promoted until he was given the position of ‘Headhunter’, whose responsibility was to scout for talents to recruit into Grifter ranks.
It was his talent and influence, in fact, that he leveraged to sway his faction out of the slavery business - indeed, as ‘Headhunter’, he served to instead recruit the disenfranchised and mercurial with the promise of freedom, of a journey embarked upon, and of gains well-earned.
In the present day, sadly, Gilvan’s faction has been more or less eradicated, a multitude of them imprisoned in various terrible places for various crimes of 'conspiracy', whatever that means. Cue Gilvan’s introduction.
Dream: To find her sisters and expose her family for what they really are
Home: Louisoix is one of the more prosperous islands, known for its upscale fancy buildings and metaphorical streets paved with gold bring a sort of upscale 16th century england feel. Anyone from Louisoix carries weight with just their family's name from the most illustrious of soldiers and warriors, to the most prestegious of merchants and scholars. Among everyone on the island there are five families who's name carries the most weight on the island and nothing happens without their say so, the Primwells, The Branwens, the Lamblyns, the Hawkfords, and the Arntons. As far as an island full of rich people go, they live up to the stereotype. While most are like this, there are those few who stray from this stereotype.
Gimmicks: Sasha uses a staff as her primary weapon. Like most magic users from her home, she has recieved training in the arcane. While not proficient in close quarters combat, she has managed to find other ways to use it. it is used as a catalyst to channel her magic through and give it a more controlled use enhancing her precision. mainly for ranged combat and making defensive spells easier to cast, she has been known to whack people with it.
Personality: The standard stereotype most people would think of when they see a wealthy person would most likely be uptight with a holier than thou attitude, a prude as well. Someone who would turn their nose up even at the most helpless of beggars, especially someone from Louisoix, someone with the primmest and proper of attitudes, Sasha is none of these things. When not in the proper situation it calls for, she can be heard laughing and sometimes even be making the dirtiest of jokes, using foul language, and everything in between most of what is the influence of her aunt. She has never been one to consider herself above others despite her upbringing and will help other if she can and sees fit to do so. Coming from a wealthy family has its advantages as well as its disadvantages and with her self-proclaimed independence, it would be more of a hinderance. She will often avoid the conversation of her past if she can.
Background: Sasha's story begins like any other wealthy child's story. She grew up as a sheltered child, never really knowing what the world was like outside of her little bubble known as her island, yet sometimes she felt even sheltered from the island. There were various secrets about her family she had never been told about for what would seem like a good reason. The only connection she had to the outside world was through her skyfaring Aunt whom she was the closest to. She would tell her stories of things people could only dream of the Tyragrand had to offer and the things she encountered during her travels. People, animals, plants, she told her everything and Sasha wanted to be just like her aunt. Being the heir to the second richest family in all of Louisoix however, did not bode well for her dream. She was meant to breathe royalty, think like royalty, and act like royalty, which meant being the good little heiress she was supposed to be. The only thing she had to look forward to that did not involve her lineage was learning magic.
She would train with her aunt every morning at the crack of dawn in her element. Learning different spells, hand signs, and various other methods to use. By the time she became an adolescent, she had grown tired of always being in the dark about everything, she craved adventure and thrills, she hated being stuck on the island. Fate, however, has a funny way of showing itself and those who are not careful get what they wish for. Three days after her twenty-second birthday, she had begun to come across rumors of her father having two illegitimate daughters before her birth. Naturally, when she had confronted her father on this matter, Unbeknownst to her mother of course, but her father would not tell her the truth. When she confronted her aunt, she simply dodged the question and when she had realized she was not going to get a straight answer and decided to take matters into her own hands.
One late night, she snuck into her family's archives dug through for information. She had found what she was looking for, the identities of her two older siblings and more, more than what she had hoped to find. The unnerving story of how her family, as well as the other families, accumulated their wealth off of the suffering of others. Everything from the horrible treatment of the indentured servants down to outright slavery, murder, and everything in between. It sickened her that her own family was capable of these things, yet she would be able to do nothing about it. Upon her exit, she was caught by the guards and none other than her father. Realizing she had uncovered everything about what made the Branwens who they were, he knew she would not be silent about it. Not taking the chance, he had her arrested on false charges, charges that would keep anyone in Ziggurat for the rest of days after calling in a few favors from the 13. To keep her imprisonment a secret, she was stricken as studying abroad and transported to ziggurat island. He had her name changed and told her if she wanted to live as long as possible she had better keep who she was a secret.
Inventory: even though it was confiscated, She has her staff and the robes she normally wears
Dream: While the Promised Land is sure to be marvelous, its value, as far as Gilvan is concerned, is derived from the journey it requires, and the characters it enthralls. Nothing would please him more than to witness the tales of esoteric and gifted dreamers, and the glory of their story, whether it end in triumph or tragedy. To condense this fancy into a singular dream, Gilvan would perhaps admit that he would like nothing more than to travel alongside the greatest of their number.
Home: Zildartz is a plain enough island of stony tower and rigid structure - architecture so pragmatically passable it seems perfunctory. It is a meritocracy of scholars, warriors and governors who preach humble grace and efficacy in labor. Effectively under the thrall of the Zweite Junta, Zildartz aspirants seek to grift and innovate to deliver tribute with efficiency. The sole aspect of Zildartz culture that… indeed, appears to fulfill the more romanticized ideals of culture is the island’s appreciation and facility for athletics, various sports created and played with some ingenuity and finesse.
All is not, however, tiresome servitude and the odd athletic exhibition. There are those bleeding-hand working folk who chafe at the influence of the Zweite Junta. To that end, the ‘Grifters’ - underground organizations - serve to, ostensibly, ensure that the work of Zildartz laborers are not dispersed to those ‘above’ them. Some (it could be argued: most) of their number, however, are exploiters in their own right, who redirect goods unto themselves in disproportionate measure, and engage in unsavory acts such as slavery to fulfill their ends. As such, even the Grifters are splintered, with factions that joust with each other for ascendancy in the underworld.
Gimmicks: A masterful sports-player from Zildartz, Gilvan is an athlete who focuses on finesse: in particular, the lad’s feet are almost as if magical in and of themselves. Quick and sprightly, he was notable in his island for being able to kick at objects (most notably, of course, a ball) and cause them to move at logic-defying, curving trajectories, as well as frightening pace. Such has been incorporated into his combat style; he is adept at using his legs in martial combat, as well as striking objects to engage in ranged combat.
“Blackballed” - Gilvan is able to conjure spheres of darkness to supplement his sports-inspired combat style - with a kick he can cause them to curve, ricochet, make sharp directional changes in the air, and all sorts of tricks of motion.
Personality: Headhunter Gilvan is a calm, self-assured sort, who - in his put-upon demeanor and tendency towards flowery verbiage - can’t help but come across as a little pretentious and haughty. There’s also the little matter of his unusual moral compass; good and evil are crapshoots to him, while agency and competency are paramount. Indeed, what matters to Gilvan is that things are done with full, uncorrupted intent and freedom, and that they be done well, if not necessarily with style (though he does so adore finesse and grace).
As such, while perfectly affable, the ease and levelled nature in which he can glimpse and comment upon violence and similar evils can be somewhat disconcerting. Nonetheless, he is a supremely supportive fellow, who sees it as his mandate to push forth the stories of talented others.
Background: Gilvan is, distinctly, not a Zildartz native born. Indeed, where the rest of his compatriots tended towards darker skin more akin to olive, Gilvan’s countenance was pale - fitting for a man born in darkness, a child who spent his first moments in a crate aboard a rickety vessel. Taken by slaving Grifters and marketed as cattle, he found himself bound to the island of Zildartz, for numerous times was he passed over; the nobles hard-of-conceiving chose fairer infants, while unscrupulous crews cast a blind eye towards the slender, narrow-framed figure he would grow into.
So, his captors decided he might as well be put to work - albeit, not very well. It was perhaps a blessing then, that in what spare-time he was afforded, that his prodigious talents in sport were noticed. Suddenly a slave with market value, he was purchased by a rather more benevolent (if not entirely so) faction of Grifters, made to leverage his talents to line the pockets of Zildartz bookies. In this role, he thrived, even repurposing his sporting ability into an uncanny sort of combat prowess. A crown jewel, he was promoted until he was given the position of ‘Headhunter’, whose responsibility was to scout for talents to recruit into Grifter ranks.
It was his talent and influence, in fact, that he leveraged to sway his faction out of the slavery business - indeed, as ‘Headhunter’, he served to instead recruit the disenfranchised and mercurial with the promise of freedom, of a journey embarked upon, and of gains well-earned.
In the present day, sadly, Gilvan’s faction has been more or less eradicated, a multitude of them imprisoned in various terrible places for various crimes of 'conspiracy', whatever that means. Cue Gilvan’s introduction.
Putting memes aside for the moment, I like the athletic spin on a character like this, as rather than a straight projectile user, he spikes fucking darkness balls at people. Zildartz is a cool island, and I like that you spun the Grifters in a logical way, that people making sure the Junta don't get goods may not all necessarily be benevolent and purehearted.
I can see Zweite breaking up his faction of Grifters, especially since in spite of their benevolence, they very much operated within "illegal" territories. He's accepted, and good to go! Also were you only going to be water to make a Blue Balls joke?
Dream: To find her sisters and expose her family for what they really are
Home: Louisoix is one of the more prosperous islands, known for its upscale fancy buildings and metaphorical streets paved with gold bring a sort of upscale 16th century england feel. Anyone from Louisoix carries weight with just their family's name from the most illustrious of soldiers and warriors, to the most prestegious of merchants and scholars. Among everyone on the island there are five families who's name carries the most weight on the island and nothing happens without their say so, the Primwells, The Branwens, the Lamblyns, the Hawkfords, and the Arntons. As far as an island full of rich people go, they live up to the stereotype. While most are like this, there are those few who stray from this stereotype.
Gimmicks: Sasha uses a staff as her primary weapon. Like most magic users from her home, she has recieved training in the arcane. While not proficient in close quarters combat, she has managed to find other ways to use it. it is used as a catalyst to channel her magic through and give it a more controlled use enhancing her precision. mainly for ranged combat and making defensive spells easier to cast, she has been known to whack people with it.
Personality: The standard stereotype most people would think of when they see a wealthy person would most likely be uptight with a holier than thou attitude, a prude as well. Someone who would turn their nose up even at the most helpless of beggars, especially someone from Louisoix, someone with the primmest and proper of attitudes, Sasha is none of these things. When not in the proper situation it calls for, she can be heard laughing and sometimes even be making the dirtiest of jokes, using foul language, and everything in between most of what is the influence of her aunt. She has never been one to consider herself above others despite her upbringing and will help other if she can and sees fit to do so. Coming from a wealthy family has its advantages as well as its disadvantages and with her self-proclaimed independence, it would be more of a hinderance. She will often avoid the conversation of her past if she can.
Background: Sasha's story begins like any other wealthy child's story. She grew up as a sheltered child, never really knowing what the world was like outside of her little bubble known as her island, yet sometimes she felt even sheltered from the island. There were various secrets about her family she had never been told about for what would seem like a good reason. The only connection she had to the outside world was through her skyfaring Aunt whom she was the closest to. She would tell her stories of things people could only dream of the Tyragrand had to offer and the things she encountered during her travels. People, animals, plants, she told her everything and Sasha wanted to be just like her aunt. Being the heir to the second richest family in all of Louisoix however, did not bode well for her dream. She was meant to breathe royalty, think like royalty, and act like royalty, which meant being the good little heiress she was supposed to be. The only thing she had to look forward to that did not involve her lineage was learning magic.
She would train with her aunt every morning at the crack of dawn in her element. Learning different spells, hand signs, and various other methods to use. By the time she became an adolescent, she had grown tired of always being in the dark about everything, she craved adventure and thrills, she hated being stuck on the island. Fate, however, has a funny way of showing itself and those who are not careful get what they wish for. Three days after her twenty-second birthday, she had begun to come across rumors of her father having two illegitimate daughters before her birth. Naturally, when she had confronted her father on this matter, Unbeknownst to her mother of course, but her father would not tell her the truth. When she confronted her aunt, she simply dodged the question and when she had realized she was not going to get a straight answer and decided to take matters into her own hands.
One late night, she snuck into her family's archives dug through for information. She had found what she was looking for, the identities of her two older siblings and more, more than what she had hoped to find. The unnerving story of how her family, as well as the other families, accumulated their wealth off of the suffering of others. Everything from the horrible treatment of the indentured servants down to outright slavery, murder, and everything in between. It sickened her that her own family was capable of these things, yet she would be able to do nothing about it. Upon her exit, she was caught by the guards and none other than her father. Realizing she had uncovered everything about what made the Branwens who they were, he knew she would not be silent about it. Not taking the chance, he had her arrested on false charges, charges that would keep anyone in a cell for the rest of days. To keep her imprisonment a secret, she was stricken as studying abroad and transported to ziggurat island. He had her name changed and told her if she wanted to live as long as possible she had better keep who she was a secret.
Inventory: even though it was confiscated, She has her staff and the robes she normally wears
Finally finished
Well worth the wait, too. I feel like she'll stand out a lot from her wealthy background, and her island seems like the kind of place one of the 13 Heads would LOVE to have a vacation home in. Gimmicks are fine, and the overall background is fine too, though Ziggurat is less of a normal sort of prison, and more of a "Fantasy Guantanamo Bay". I'm not saying she wouldn't go there, but I feel like you could mention that her father pulled some strings, called in a favor from one of the 13, and had her explicitly put there to keep silent with no hope of escape.
Overall, I like her. Pending the aforementioned slight edit, she's good to go!
I love the idea of a warrior culture that embodies positive aspects, rather than simply strength and violence. LUCHADORS ARE COOL! Backstory works well, as I can see members of the 13 Heads being into gambling on such an event. I don't have any complaints, though I had a funny thought that since they no doubt HAD to confiscate her mask, that she would probably have to make a new one out of some material before she gets her's back.
Go ahead and pop her into the Character Tab! She's gonna love the dumb JRPG clothes NPCs will have.
Oof, good call. She just summoned a giant bud around her head to keep her face from being exposed until she scrambled together a substitute. Beware, friends, Bella will be pissed upon the start of the roleplay, for her Mask(TM) was desecrated.
I ONLY JUST REALIZED THAT THAT CHARACTER IS A LUCHADOR OH MY GOD. This RP just got 20 times more awesome.