Character Sheet for Nakreyya Bloodivy
Name: Nakreyya Bloodivy
(Nickname: Nak)
(Born: Nakreyya Whispermoon)
Title: Valheelinen
Where Nak comes from "Valheelinen" basically means a "fake noble". It's a title to indicate a person who has been installed into a house with no heirs for the purposes of keeping the name alive in the city.
People who are Valheelinen are chosen from the Upper Mercantile class, or the Lower Noble class.
Height: She's of average height for her people, approximately 5'8".
Weight: She is an athletic woman with a slight build, weighing roughly 170 lbs.
Age: Nak is middle aged for her race, she's approximately 150 years old, she looks to be roughly 30 - 40.
Race/Species: Elf
Tier/Influence:
3 (Rogue); Nakreyya has been around enough to be excellent at what she means to do. She's a decent fighter when the situation calls for it, but a far more excellent sneak. Her skills are only used to allow her to live as she wishes, with her real love being in her Engineering.
Group(s): None, yet.
Appearance: Nakreyya is a sleek and elegant woman. She has dark red hair that's usually pulled back in a low ponytail, and is always impeccably kept. Her high cheekbones and pointed nose speak to a noble lineage amongst her people, and fit her regal bearing. The only mar on her perfect features is that she's missing her right eye. She covers the missing eye with an eye patch of her own mechanical design, however the scars of whatever took the eye can be seen spider webbing over her forehead and down her cheek.
Her fully in tact eye is a brilliant green color, and seems almost to glow in the right conditions. Her brand of elf clearly evolved from a predatory species, with her eyes reflecting light almost in the way a cat's eye does.
Nakreyya is almost always dressed in sleek leather clothing. In part, this is to accent her figure, which is athletic and trim, and in part it's for practical reasons. Her work often takes her to places where her skin needs to be protected. She takes that seriously.
She is not known to smile readily. If she's amused, she more smirks than smiles, and there's a coldness and sadness to her expression that never quite leaves her face, even if she is trying to be friendly.
The marks of age are beginning to show on her. Lines are visible around her mouth and eyes, hinting that the woman did used to laugh and smile at some point in her life before. If one looks closely, one can also see several silvery hairs appearing on her head.
Personality: Nakreyya is a woman who believes she has already lived the best of her life. Cast out of the society that shaped her, she travels now trying to find a place to complete her studies in peace.
She is intelligent and reserved, though quick to share her opinions if she feels someone is being treated unfairly. She will generally try not to be rude - when pushed, however, she can be quite bold.
Ultimately, she will readily engage in conversation, but she will rarely open up and allow the conversation to become personal. The only sure fire way to get her to talk openly is to ask her about her mechanical projects - which are the true light of her heart.
Abilities, Talents, Traits, Powers:
4 (Engineer); Nakreyya is an accomplished Engineer, specializing in mechanical items that utilize magic or magical components.
3 (Archaeology); Nakreyya travels with an interest in delving into ancient ruins and finding long lost items.
3 (Dexterity); As a delver of ruins, she's quite skilled at climbing, dodging traps, and she's light on her feet.
3 (Problem Solving); She loves a good mystery, and will go to great lengths to get herself involved if something catches her interest. She's proficient at simple codes and loves trying to solve a "who dun it".
2 (Etiquette); She is well versed in the Etiquette of her home city, but has not bothered to learn the high class Etiquette of other locations. She still moves and speaks with refinement and grace, however she may not know local custom.
2 (Daggers); Nakreyya only fights with either short knives or throwing daggers. She's proficient in them, but fighting is not her go-to solution to a problem.
2 (Driving); Nak can operate most mechanical vehicles, as long as their operation does not rely on the use of computers. (IE: Motorcycles vs. Spaceships).
1 (Horseback Riding); She is trained in riding horseback, though shows no particular prowess for it.
1 (Survival); Nakreyya is adapted to living in the wild. She is proficient at hunting small game, and foraging food, as well as setting camp and masking her tracks.
Items:
4 (Nightmare); Nakreyya won the trust of a Nightmare Steed in her travels. The creature is a large horse like beast (roughly the size of a Clydesdale) with ethereal fire for hair, eyes, and hooves. The body of the beast is coal black.
The creature, named "Anzu", is fiercely loyal to Nakreyya. Though it doesn't speak, it seems to understand her when she talks to it. She treats it with kindness, despite its demonic nature, and whenever she talks to it, she seems truly warm and at peace.
The Nightmare is how she gets around. The creature is able to travel to different planes and worlds through the Realm of Nightmare. This means Nakreyya has seen quite a bit of the dark realm in her travels.
3 (Eye patch); An invention of Nakreyya's own design, the eye patch she wears runs off magical energy, and helps her maintain depth perception despite being short an eye. It also has some extra-sensory additions, warning her of extreme temperature variances, and being capable of seeing shapes through thin walls.
2 (Tool Kit); Nakreyya travels with an extensive Engineering Tool Kit that she's added to with each new place she visits. She is delighted with worlds of extreme technology, though she feels as though she doesn't quite fit in there. The magic she carries tends to mess with computer systems - so she avoids very advanced locations as best she can... for their sake.
2 (Camping Gear); Anzu's Saddle Bags are full of basic necessities. When she fully sets up her camp, it's composed of a small tent, cot, chair, and simple folding table. Some of the items are Engineered to pack more efficiently and unfold like origami (such as the table) so they can be stored conveniently on Anzu.
1 (Leather Armor); Basic Leather Armor, fitted to her body. It is beautiful, but ultimately possesses no special qualities.
1 (Throwing Daggers / Knives); Her weapons are of fine quality, but are not magical or advanced in any way.
History: Nakreyya was born into a Lesser Noble household in the city of Iescus on the planet of Thaucia. The planet itself is full of magic, and clockwork mechanica - an idyllic place of fantasy and adventure.
When she was young, she was power hungry and strove to elevate herself to a position of high nobility. When the chance came along to become the Valheelinen of Bloodivy, Nakreyya took it without question. She shed her family name (much to her father's chagrin) and adopted the moniker of one of the most powerful houses in the city.
What she hadn't realized was that she was meant to be a puppet. The heirs to the house had been removed under mysterious circumstances (circumstances she never bothered to investigate in her youth) and she was implanted into the house to ensure that House Bloodivy always voted with the Ruling Council.
Years after she was made the Lady Bloodivy, Nakreyya started to see the truth. With the assistance of a trusted aid in her household, Ekhart, she began to unravel the web of lies that had put her in power, and had caused the deaths of the actual heirs to the house.
By the time she realized what she had agreed to - it was entirely too late. She began to fight hand over fist against the Ruling Council, realizing that their choices were not in the best interest of the people of Iescus.
Once they realized they no longer had control over her, they worked to remove her as well. A madman was freed from prison and sent to her house. Nakreyya was away at a meeting of the council. In her absence, the madman murdered Ekhart - Nakreyya's only trusted ally.
Upon her return home, Nakreyya was barred entry to her home by the City Guard, who had found the scene already by the trail of blood leading away from her home. She locked herself in her tower for months before anger took over, and she tracked down the madman who caused Ekhart's murder. In the ensuing fight, her eye was taken by the madman. He had made himself claws of iron and dug those claws into her flesh, pulling the eye clean from its socket. Though not visible anymore, there are still long scratches on the bones under her cheek and forhead from the damage.
Her neglection of her duties, both in her solitude, and in her single minded determination for finding her friend's murderer caused her to lose her seat on the Council.
Her beauty marred, and her reputation shattered, she first tried to stay in Iescus, and later realized she couldn't. There were too many memories there. She traveled Thaucia for a time, finding talent in the mechanical (she'd never been very good at magic) and filling her days with journies into the many ancient ruins around the planet. In one of those ruins, she freed Anzu from a magical prison. The beast has been with her ever since.
In her absence from Iescus, she was made into a Martyr for the rights of the common folk in the city. In their anger, the Ruling Council sent assassins after Nakreyya, causing her to flee the planet entirely.
She has been wandering for some time now, feeling as though the best years of her life has passed, and that she closed the door too often on opportunity. She finds herself now flitting between the worlds amidst the Expanding Horizons, hoping to find a place where she can work on her mechanical constructs in peace.