Name:
Age:
Species:
Class:
Rank:
Homeland:
Personality:
Appearance:
History:
Powers/Abilities:
Equipment:
Extra:
Stats
Arwyn Dúlóth Gurthchwest Thúlnún
Age:
168 (equivalent to about 28 in human terms)
Species:
Night Elf (Dú Edhel)
Class:
Shadowbow (Magic/Martial Arts) - Stealth specialist skilled in reconnaisance and precision marksmanship. Usually operating in a detached manner, ever watchful over their companions but rarely seen unless they want to be.
Rank:
Specialist - Huntress
Homeland:
Little is known of the dark forest realm the Night Elves call Glad-o Dú (lit. Forest of Night.) Rumours and ancient tales speak of cities carved into the oldest and tallest of trees, lit with natural magics borrowed from the wood itself, but no living person remains to varify the validity of these myths, and the Night Elves rarely deal with outsiders in a manner which leaves them capable of returning with fresh news of the realm.
The dense trees and sunken valleys keep the forest floor in almost perpetual darkness, and the Night Elves have adapted to this perfectly. With the ability to see clearly with even the smallest glimmer of light and blending in with the shadows seamlessly they hunt down any who would dare encroach on their sacred lands.
Night Elf society is a meritocratic socialist state, where whoever proves themselves best suited for a role is placed in that position until another rises to supercede them. Advancement is based on ritual contest, with an individual's skills tested against their rival's in direct competition, with the victor awarded the prestige and honour of advancement, while the loser is stripped of their rights and ranks, reduced to mere servants of their conqueror.
No profession is held in higher regard to another, with each member of the tribe providing the skills they have for the betterment of the whole, and when circumstances dictate the leader of the tribe is chosen from whoever has the most appropriate skills to deal with the current situation, before handing off power to another once the circumstances change. The highest members of society are the master craftsmen and artisans who have shown their ability above all others on numerous occasions, and often duel skills with their apprentices to ensure only the best retain the exalted ranks. No animosity is shown between displaced lords however, as the opportunity to hone their craft and challenge the seated Masters is always open to any who so choose.
Night Elf children are raised by the tribe, with the Many Mothers caring for all infants as a group until such time as a child's natural affinity and skills become apparent. Once it becomes clear what path they are to take in life the child is 'fostered' to a Master, who then both trains them as their apprentice and raises them in the culture of the tribe. While it is rare that a young Night Elf switches Masters, it isn't so uncommon as to be unusual, with some shifting between many professions before settling on the one they will follow for life. In some cases this has even led to new professions being created when a particularly gifted individual shows skills which cross many disciplines, and form a new training opportunity for those who follow them.
It should be noted that Night Elf language is mostly gender neutral, with terms like 'Many Mother' and 'Master' used for either gender depending on each person involved. Anyone skilled enough to challenge an individual's role is considered a valid contender, with their abilities and talents the only thing deciding whether they achieve the position regardless of any other considerations.
The dense trees and sunken valleys keep the forest floor in almost perpetual darkness, and the Night Elves have adapted to this perfectly. With the ability to see clearly with even the smallest glimmer of light and blending in with the shadows seamlessly they hunt down any who would dare encroach on their sacred lands.
Night Elf society is a meritocratic socialist state, where whoever proves themselves best suited for a role is placed in that position until another rises to supercede them. Advancement is based on ritual contest, with an individual's skills tested against their rival's in direct competition, with the victor awarded the prestige and honour of advancement, while the loser is stripped of their rights and ranks, reduced to mere servants of their conqueror.
No profession is held in higher regard to another, with each member of the tribe providing the skills they have for the betterment of the whole, and when circumstances dictate the leader of the tribe is chosen from whoever has the most appropriate skills to deal with the current situation, before handing off power to another once the circumstances change. The highest members of society are the master craftsmen and artisans who have shown their ability above all others on numerous occasions, and often duel skills with their apprentices to ensure only the best retain the exalted ranks. No animosity is shown between displaced lords however, as the opportunity to hone their craft and challenge the seated Masters is always open to any who so choose.
Night Elf children are raised by the tribe, with the Many Mothers caring for all infants as a group until such time as a child's natural affinity and skills become apparent. Once it becomes clear what path they are to take in life the child is 'fostered' to a Master, who then both trains them as their apprentice and raises them in the culture of the tribe. While it is rare that a young Night Elf switches Masters, it isn't so uncommon as to be unusual, with some shifting between many professions before settling on the one they will follow for life. In some cases this has even led to new professions being created when a particularly gifted individual shows skills which cross many disciplines, and form a new training opportunity for those who follow them.
It should be noted that Night Elf language is mostly gender neutral, with terms like 'Many Mother' and 'Master' used for either gender depending on each person involved. Anyone skilled enough to challenge an individual's role is considered a valid contender, with their abilities and talents the only thing deciding whether they achieve the position regardless of any other considerations.
Personality:
Arwyn is an elitist snob, to put things bluntly. She has little understanding of other cultures and having never been tested against them assumes that none have the skill or ability required to challenge her. Her service is offered gracefully, but she has little respect for those who have not shown their worth to her through actions and personal sacrifice, no matter what titles or honours they may claim for themselves.
Appearance:
Standing at an impressive 6'3" with a lithe, athletic frame, Arwyn would be considered attractive by most humanoid standard, if it were not for her ash grey skin. Her armour while appearing black at a glance is actually made up of many subtle shades, most too dark for humans to distinguish between easily but to her they stand out clearly. In the same regard the Night Elf often finds it difficult to distinguish between bright colours, seeing pale blues, pinks and yellows all as subtle shades of white. While this helps her greatly in low light conditions it makes it difficult for the knife-ear to recognise things such as sigils and banners carried by most human houses, and she tends to treat all humans as if they belong to one 'tribe'.
History:
From a young age Arwyn showed affinity for hunting and archery, and was quickly apprenticed to a skilled hunter who helped guide her hand in the use of bow and stealth. For her first few decades the young child was taught to move through the shadows, choosing targets and passing by them as closely as she could without being detected by them. Soon this became second nature to her, to the point where Arwyn could pass entirely unnoticed through a herd of grazing dear without spooking a single one.
As her skill increased Arwyn reached the point where she began to surpass her Master, and as tradition dictated she challenged him for a respected position within her tribe. The contest was a close thing, but the younger, more agile huntress prevailed and took the rank of Master for herself, her former Master now serving as her retainer, helping to guide her with advise and further training when required. Her new position brought with it certain responsibilities in support of her people, and when the call came out for a skilled messenger to travel beyond the borders of the forest Arwyn was one of many to offer her skills to the tribe.
Over the next few weeks various contests and challenges were held to determine the tribesman best suited for the role as diplomat, scout and spy. Eventually it was determined the Arwyn's skill at stealth and speed of movement surpassed the knewledge and talents of other professions in this regard, and so she was named the tirbe's Wanderer and sent forth. Finding herself in unfamiliar lands, Arwyn seeks to discover the cause of the recent turmoil within the human realms, and assess any possible danger it may pose to her tribe.
As her skill increased Arwyn reached the point where she began to surpass her Master, and as tradition dictated she challenged him for a respected position within her tribe. The contest was a close thing, but the younger, more agile huntress prevailed and took the rank of Master for herself, her former Master now serving as her retainer, helping to guide her with advise and further training when required. Her new position brought with it certain responsibilities in support of her people, and when the call came out for a skilled messenger to travel beyond the borders of the forest Arwyn was one of many to offer her skills to the tribe.
Over the next few weeks various contests and challenges were held to determine the tribesman best suited for the role as diplomat, scout and spy. Eventually it was determined the Arwyn's skill at stealth and speed of movement surpassed the knewledge and talents of other professions in this regard, and so she was named the tirbe's Wanderer and sent forth. Finding herself in unfamiliar lands, Arwyn seeks to discover the cause of the recent turmoil within the human realms, and assess any possible danger it may pose to her tribe.
Powers/Abilities:
Darkvision, Keen Eye, Shadowmeld, Arcane Arrows, Light Step
Darkvision
Element/Type: Darkness/Innate Ability
Rank: Racial Trait
Stamina Drain: None
Description: Creatures with Darkvision can see in dim light as if it were bright light, and in darkness as if it was dim light. They can differentiate details in dim light and darkness, seeing colours as if they were in bright light or dim light respectively. They cannot differentiate light colours in bright light, instead seeing them in monochromatic shades of white.
Element/Type: Darkness/Innate Ability
Rank: Racial Trait
Stamina Drain: None
Description: Creatures with Darkvision can see in dim light as if it were bright light, and in darkness as if it was dim light. They can differentiate details in dim light and darkness, seeing colours as if they were in bright light or dim light respectively. They cannot differentiate light colours in bright light, instead seeing them in monochromatic shades of white.
Keen Eye
Element/Type: Martial Art
Rank: B
Stamina Drain: Low
Description: A technique that increase the range and scope of their sight.
Element/Type: Martial Art
Rank: B
Stamina Drain: Low
Description: A technique that increase the range and scope of their sight.
Shadowmeld
Element/Type: Darkness/Innate Ability
Rank: C
Stamina Drain: Light
Description: Creatures with Shadowmeld can blend into their environment, either by changing their skin tones and appearance to match their surroundings or generating obscuring fog and shadows to disguise their location and appearance.
Element/Type: Darkness/Innate Ability
Rank: C
Stamina Drain: Light
Description: Creatures with Shadowmeld can blend into their environment, either by changing their skin tones and appearance to match their surroundings or generating obscuring fog and shadows to disguise their location and appearance.
Arcane Arrows
Element/Type: Variable; Standard, Elemental, Ailment
Rank: B
Mana Drain: Standard 2 MP, Elemental (Fire, Lightning, Ice, etc.) 10 MP, Ailment (Poison, Paralysis, Sleep, etc.) 18 MP
Description: By channelling mana, usually through a weapon or focus, a creature may launch a guided projectile at a distant target with great precision. This ability requires time to both aim and focus energies, much as a normal bow and arrow would, but the arcane arrows can also be tuned to different elements by concentrating greater amounts of mana into them before releasing.
Element/Type: Variable; Standard, Elemental, Ailment
Rank: B
Mana Drain: Standard 2 MP, Elemental (Fire, Lightning, Ice, etc.) 10 MP, Ailment (Poison, Paralysis, Sleep, etc.) 18 MP
Description: By channelling mana, usually through a weapon or focus, a creature may launch a guided projectile at a distant target with great precision. This ability requires time to both aim and focus energies, much as a normal bow and arrow would, but the arcane arrows can also be tuned to different elements by concentrating greater amounts of mana into them before releasing.
Light Step
Element/Type: Wind/Martial Art
Rank: C
Mana Drain: Light
Description: Creatures with Light Step can gather the air around their body, propelling themselves forwards or upwards a short distance. This can be used to quickly enter into or leave combat without provoking a reaction, to assist when climbing short distances, or to extend a jump when leaping forwards. In each case the spell would extend movement by the equivalent of one extra step for the creature, as if they were stepping on a physical object which was placed in the air.
Element/Type: Wind/Martial Art
Rank: C
Mana Drain: Light
Description: Creatures with Light Step can gather the air around their body, propelling themselves forwards or upwards a short distance. This can be used to quickly enter into or leave combat without provoking a reaction, to assist when climbing short distances, or to extend a jump when leaping forwards. In each case the spell would extend movement by the equivalent of one extra step for the creature, as if they were stepping on a physical object which was placed in the air.
Equipment:
Gúl Peng Arwyn, Estent Magoli, Gwathren Gollo, Leather Body Armour and Boots
Item Type: Bow
Name: Gúl Peng Arwyn (lit. Arwyn's Magic Bow)
Appearance: Carved from the heartwood of an ancient tree using methods and magics unknown to other races, Arwyn's bow has no string, but instead a band of magical energy pulses between the two ends of the bow's frame, allowing her to summon forth arrows by channelling her mana into the weapon.Ability: Used in conjuction with Arcane Arrows spell.
Damage: Variable, depending on the amount of mana invested in the shot before the arrow is released.
Name: Gúl Peng Arwyn (lit. Arwyn's Magic Bow)
Appearance: Carved from the heartwood of an ancient tree using methods and magics unknown to other races, Arwyn's bow has no string, but instead a band of magical energy pulses between the two ends of the bow's frame, allowing her to summon forth arrows by channelling her mana into the weapon.
Damage: Variable, depending on the amount of mana invested in the shot before the arrow is released.
Item Type: Blades
Name: Estent Magoli (lit. Short Swords)
Appearance: A pair fo finely crafted blades, usually used when hunting to skin and butcher kills with speed and precision but just as effective in close combat when required.Ability: They cut things.
Damage: Dependant on wielder's Strength (4 when used by Arwyn.)
Name: Estent Magoli (lit. Short Swords)
Appearance: A pair fo finely crafted blades, usually used when hunting to skin and butcher kills with speed and precision but just as effective in close combat when required.
Damage: Dependant on wielder's Strength (4 when used by Arwyn.)
Item Type: Cloak
Name: Gwathren Gollo (lit. Shadow Cloak)
Appearance: It's arguable whether the Shadow Cloak is a garment, or simply a manifestation of Arwyn's natural ability. Regardless of this, the cloak constantly swirls around her disguising her appearance with a veil of fog and smoke which fluctuates depending on her need and desire.
Ability: Used in conjuction with Shadowmeld ability.
Description: Provides constant cover for Arwyn, even when standing out in the open. Blends her with her surroundings when in dimly lit areas making her difficult to locate.
Name: Gwathren Gollo (lit. Shadow Cloak)
Appearance: It's arguable whether the Shadow Cloak is a garment, or simply a manifestation of Arwyn's natural ability. Regardless of this, the cloak constantly swirls around her disguising her appearance with a veil of fog and smoke which fluctuates depending on her need and desire.
Ability: Used in conjuction with Shadowmeld ability.
Description: Provides constant cover for Arwyn, even when standing out in the open. Blends her with her surroundings when in dimly lit areas making her difficult to locate.
Extra:
As a Night Elf Arwyn is wary of the attentions of other races. Her people usually remain out of the affairs of others preferring to keep themselves hidden away from the rest of the world, but the turmoil in recent years have led to them sending one of their skilled huntresses to uncover what is happening beyond their borders. As such she has little understanding of the cultures, customs and habits of other races, and often misunderstands cultural cues which others take for granted.
Stats
Newbie Level 1
HP 75 MP 50
HP 75 MP 50