Name
Barrats Et'lhomme
Age
Human equivalent of mid-forties.
Race
High-blood elf.
High-blood elfs, or simply high-bloods, can be described as a "near-Human" race, though physically distinguished by their blue skin and glowing red eyes, which grow darker depending on the oxygen content of their surroundings. The more oxygen present, the more intense the color of both their eyes and skin tone. While their hair is typically jet black, it does, on rare occasions, go gray with age (many high-bloods believe that the development of gray hair is an indication of the siring of exceptional children). Their physical form has led to some speculation on whether they are an offshoot of some near-human species' ancient expansions into the galaxy or whether their physical form coincidentally matches that of humans. However, recent spiritual analysis indicates that they are an offshoot of near-humanity, and it was believed that moving underground thousands of years led to a divergence between them and baseline near-humans. Furthermore, this analysis indicates that their unique skin tone is the result of exposure to glacial minerals. Their blue skin, jet black hair and red eyes generally command attention once they are in a crowd of regular humanoids, and these features make them physically striking and instantly recognizable. Male and female high-bloodss tend to be more powerfully built when compared to humans but exhibit the same variances as humanoid sexes. A high-blood stands between either 1.6 to 2.1 meters in height, though an average height of an adult is closer to 1.7 meters.
Studies have concluded that the fact that all high-bloodss often appear in very good physical shape is an indication that the species possesses an active metabolism which is responsible for their trim figure. Thus, this is believed to be responsible for preventing obesity that is commonly found within more sedentary humanoids. While the report concludes that they are indeed "near-humans," they have not determined a specific point of evolutionary divergence. There was, in fact, a number of near-human colonies established throughout much of the world, though records of this are virtually nonexistent and it remains unknown how a remote area of the galaxy could have been trailblazed so far back. They do display, physiologically, very few signs of evolutionary adaptations to their original icy environment with even their skin pigmentation not providing any apparent benefit. Beyond the obvious physical features, physiologically, high-bloods are similar to humans to the point that they possess a comparable circulatory, neurological, digestive and reproductive systems. The high-blood vocal mechanism is noted for being similar to those of humans but there are apparent differences which is evident in their capacity to speak their native language.
In addition, high-bloods experience a greatly accelerated growth rate compared to humans, which contributes to their reaching maturity faster than humans. Thus an high-bloods at the age of ten-years holds the physical maturity of a twenty-year old human. This in turn results in a culturally-imprinted emotional maturity that is many times above that of their human counterparts. They are capable of living up to eighty years old, at which point a high-blood is considered venerable; children are between the ages one to ten, and they experience a rapid adolescence from eleven to twelve and are considered full adults by thirteen or fourteen. Middle-age follows between the ages of fifty-one to sixty-two, and those aged sixty-three to seventy-nine are considered old.
Biography
Et'lhomme experienced an early life typical of most people, high-blood elf or otherwise, on the outskirts of a bustling market town. Days were spent hauling hay and preparing livestock for a journey to the slaughterhouse. However, after the outbreak of war amongst the many warring states surrounding the farmlands he'd grown up on, life took a turn for the worst. His parents were, among others, captured and ultimately executed for what was likely considered to be noncompliance, and the entire village was razed and its inhabitants, including Et'lhomme, launched into diaspora. It was because of this that he enrolled in an institution for higher learning and, eventually, the military.
At this point, and as his decade-long stint of fending off thieves and cults from various settlements neared its end, Et'lhomme had fathered several children. Upon returning home with his family after hearing word of restorations taking place, he became a humble playwright managed to put together a number of hits that became immensely popular among both the townspeople and those in the world's largest cities. The success of his plays helped fund the region's growing entertainment empire, and Et'lhomme himself became an influential trade guild baron. He kept much of his past shrouded in mystery, however, so it was not known how he was able to cultivate his information network that some claimed even rivaled that of the military, thereby making him somewhat of a legend. He spent some time working by refurbishing theaters and during that period, he gained a position as a statesman for the sizable township of Hochschule.
Demeanor/Attitude
Et'lhomme is, by nature, a loner and an outcast, with a ruthless streak to him that makes him extremely dangerous when provoked. Despite this outwardly cold nature, however, his colleagues have noted that that behind his exterior lies a fiercely loyal friend, and a man of good humor and giver of sound advice. Records have shown that him to have many good friends throughout much of the world. He is also shown to be extremely adept at defusing difficult situations, and as a man who would much sooner have everyone return home than to draw his sword. His experience of at least three decades in the world makes him a world-weary man, often expressing disdain and veiled insults to those he considers cruel and foolish.
Equipment
Long, flowing cloak and robes common among government officials.
Skills/Abilities
Swimming
Diplomacy
Negotiation
Strategy
Navigation
Above Average Intelligence
Weapons
Elaborate, curved steel sword issued to all former military officers.
Barrats Et'lhomme
Age
Human equivalent of mid-forties.
Race
High-blood elf.
High-blood elfs, or simply high-bloods, can be described as a "near-Human" race, though physically distinguished by their blue skin and glowing red eyes, which grow darker depending on the oxygen content of their surroundings. The more oxygen present, the more intense the color of both their eyes and skin tone. While their hair is typically jet black, it does, on rare occasions, go gray with age (many high-bloods believe that the development of gray hair is an indication of the siring of exceptional children). Their physical form has led to some speculation on whether they are an offshoot of some near-human species' ancient expansions into the galaxy or whether their physical form coincidentally matches that of humans. However, recent spiritual analysis indicates that they are an offshoot of near-humanity, and it was believed that moving underground thousands of years led to a divergence between them and baseline near-humans. Furthermore, this analysis indicates that their unique skin tone is the result of exposure to glacial minerals. Their blue skin, jet black hair and red eyes generally command attention once they are in a crowd of regular humanoids, and these features make them physically striking and instantly recognizable. Male and female high-bloodss tend to be more powerfully built when compared to humans but exhibit the same variances as humanoid sexes. A high-blood stands between either 1.6 to 2.1 meters in height, though an average height of an adult is closer to 1.7 meters.
Studies have concluded that the fact that all high-bloodss often appear in very good physical shape is an indication that the species possesses an active metabolism which is responsible for their trim figure. Thus, this is believed to be responsible for preventing obesity that is commonly found within more sedentary humanoids. While the report concludes that they are indeed "near-humans," they have not determined a specific point of evolutionary divergence. There was, in fact, a number of near-human colonies established throughout much of the world, though records of this are virtually nonexistent and it remains unknown how a remote area of the galaxy could have been trailblazed so far back. They do display, physiologically, very few signs of evolutionary adaptations to their original icy environment with even their skin pigmentation not providing any apparent benefit. Beyond the obvious physical features, physiologically, high-bloods are similar to humans to the point that they possess a comparable circulatory, neurological, digestive and reproductive systems. The high-blood vocal mechanism is noted for being similar to those of humans but there are apparent differences which is evident in their capacity to speak their native language.
In addition, high-bloods experience a greatly accelerated growth rate compared to humans, which contributes to their reaching maturity faster than humans. Thus an high-bloods at the age of ten-years holds the physical maturity of a twenty-year old human. This in turn results in a culturally-imprinted emotional maturity that is many times above that of their human counterparts. They are capable of living up to eighty years old, at which point a high-blood is considered venerable; children are between the ages one to ten, and they experience a rapid adolescence from eleven to twelve and are considered full adults by thirteen or fourteen. Middle-age follows between the ages of fifty-one to sixty-two, and those aged sixty-three to seventy-nine are considered old.
Biography
Et'lhomme experienced an early life typical of most people, high-blood elf or otherwise, on the outskirts of a bustling market town. Days were spent hauling hay and preparing livestock for a journey to the slaughterhouse. However, after the outbreak of war amongst the many warring states surrounding the farmlands he'd grown up on, life took a turn for the worst. His parents were, among others, captured and ultimately executed for what was likely considered to be noncompliance, and the entire village was razed and its inhabitants, including Et'lhomme, launched into diaspora. It was because of this that he enrolled in an institution for higher learning and, eventually, the military.
At this point, and as his decade-long stint of fending off thieves and cults from various settlements neared its end, Et'lhomme had fathered several children. Upon returning home with his family after hearing word of restorations taking place, he became a humble playwright managed to put together a number of hits that became immensely popular among both the townspeople and those in the world's largest cities. The success of his plays helped fund the region's growing entertainment empire, and Et'lhomme himself became an influential trade guild baron. He kept much of his past shrouded in mystery, however, so it was not known how he was able to cultivate his information network that some claimed even rivaled that of the military, thereby making him somewhat of a legend. He spent some time working by refurbishing theaters and during that period, he gained a position as a statesman for the sizable township of Hochschule.
Demeanor/Attitude
Et'lhomme is, by nature, a loner and an outcast, with a ruthless streak to him that makes him extremely dangerous when provoked. Despite this outwardly cold nature, however, his colleagues have noted that that behind his exterior lies a fiercely loyal friend, and a man of good humor and giver of sound advice. Records have shown that him to have many good friends throughout much of the world. He is also shown to be extremely adept at defusing difficult situations, and as a man who would much sooner have everyone return home than to draw his sword. His experience of at least three decades in the world makes him a world-weary man, often expressing disdain and veiled insults to those he considers cruel and foolish.
Equipment
Long, flowing cloak and robes common among government officials.
Skills/Abilities
Swimming
Diplomacy
Negotiation
Strategy
Navigation
Above Average Intelligence
Weapons
Elaborate, curved steel sword issued to all former military officers.