Characters
Name: Jericho
Race: Bird-Folk
Age: Twenty-something. She really hasn't been keeping track. She does look a tad younger than that, however.
Sex: Female
Profession: Mage-For-Hire (Hey, if there are any Jumi or Warrior sign-ups that would like to hire her as a bodyguard/companion/whatever, just send a PM. She can and will be happy to be paid in doughnuts.)
Affiliation: The Magic Academy at Geo
-Currently studying to master both the offensive and defensive aspects of Fire and Light magics under Professors Saito and Thesenis, respectively.
Physical Description: Jericho is decidedly tall and has a pale skin color (not pale enough to make her look sickly of course, just... pale). She has the above average strength of one who has lived in the mountains most of their lives, though one would not guess it by the slightly frail appearance of her body. Her strikingly red hair flows down just past her shoulders; it looks as though it is constantly flowing in a light breeze. While most of her bangs have been cut to cover her forehead, there are two sections on each end, just before her pointed ears, that hang down at about chin length. Just below her bangs are a pair of sharp, grayish blue eyes that have often been compared to that of a storm over the seas. Her hands are regular human hands, but the nails on the end are long, sturdy, and sharp. Her feet are of the clawed, three toed bird variety. They are orange in color.
Covering her arms from just beyond her shoulders and down to her wrists are short, bristly feathers. Extending beyond those are longer, larger feathers that fan out in about three to four layers. These form the delicate bird wings which (with the help of one little air spell) enable her to fly as well as any other bird. These feathers are mainly red, but about three fourths of the way down there is an oval of purple, followed by a smaller oval of green, which surrounds an even smaller oval of blue. All of the feathers on her arms have this pattern on them. Her tail feathers, now, those are different. Now, we're all familiar with Articuno's tail, right? Well, take that tail, and make it have five lines of feathers instead of three. Color the center line blue, the two lines next to it purple, and the two outer lines red. Next, add two detached lines of green feathers on either side of the blue, red, and purple one, and you've got Jericho's tailfeathers.
Jericho's dark, greenish-gray shirt is similar to that of a drawstring corsette: no sleeves and an opening in the front. However, her shirt, while form fitting, is not skin tight. It also has no strings to hold it together in the front, and the thin opening closes off entirely under her chest. Now, there are two slits in her shirt that make the bottom detatchable; both top and bottom are held together by two simple looking black buttons. The bottom part of her shirt acts sort of like a skirt, and was designed to look like flower petals. The little 'petal' parts of her shirt overlap her poofy white pants, which bear a strong resemblance to clouds or feathers. Placed before the feathers start and end on each of her arms are two gold colored bracelets.
Personality: Jericho is serious and quiet, but certainly not cold towards others. She prefers to keep calm at all times, and it is rare to see her become angry, scared, or surprised. She is generally kind and can even be humorous at times, yet she tends to frown more often than not. This can lead people to believe that she has few emotions. That is completely untrue; Jericho is a veritable fountain of emotion, she just prefers to keep it locked inside. Still, her drab attitude towards others often results in an inability to make friends with them. Jericho is friendly enough, it's just that she'd much rather spend the day working and honing her magical skills as opposed to, say, playing a game or just sitting and talking. Her first judgement of other people is usually not the judgement she relies on; Jericho has always believed that there is more to a person that what is first shown. Certainly not one of those 'what you see is what you get' types. She holds a fierce sense of honor which she considers more important than her own life, and will never break her word, no matter what the cost. Jericho is naturally in tune with the the spirits and nature as a whole; during times of rest she can usually be seen walking amongst the trees or attempting to find a quiet place to meditate. On a sillier note, Jericho is absolutely fascinated by doughnuts. Loves 'em. You could pay her in doughnuts.
History: Jericho grew up in a small, sheltered Bird-Folk tribe centered somewhere in the Norn Peaks. She grew up with the disadvantage of being the youngest in her tribe, forcing her to mature quickly so as to try and earn the respect of those around her. Both of her parents were very serious people with a bit of a superiority complex; naturally some of this was left in Jericho's attitude when she left to join the Magic Academy at Geo. Upon her arrival there, she learned very quickly that anyone who felt themselves to be better than everyone else did not make it far in life. She had to re-evaluate everything she learned as a young one in the Norn Peaks while learning the ways of those who had spent their entire lives being around many different species. It has left her with a very mixed up view on life, as well as a withdrawn and isolated personality.
Skills/Abilities/Spells:
Okay, her first ability doesn't really have a name, she basically just manipulates wind currents while flying in order to remain airborne. Obviously affilated with Djinn/Wind.
(Salamander/Fire)
Fire Claw: Her hands (and feet if she's airborne or kicking someone) are encased in searing hot flames. She can also use this to add the fire element to other people's weapons. Attack strength is increased, and the fire element is added to her physical attacks.
Flaming Arrow: Uh... shortly after she shoots an arrow from her bow, it becomes encased in fire. Fwasham.
Explosion: She forms a ball of fire that can be any size, from a small little pebble to that of a large boulder, and throws it with surprising accuracy at her enemy. Anything formed that is bigger than, oh say, one and a half times her size, will cause her to pass out. Anything bigger than two times her size will most likely cause her to die.
Besides these main spells, Jericho can also do the basic stuff, like concentrating on a certain spot and setting fire to it, as well as slightly being able to manipulate already lit fires. This just entails moving the fire about on the spot to make it look like it's dancing, or making shapes with the flames.
(Wisp/Light)
Light Arrow: She fires an arrow made of pure light energies from her bow. These arrows never miss.
Healing (original, aren't I?): Cures any wound, though the bigger the wound the more energy Jericho needs in order to use it. For example, curing little blade wounds is quite simple. Curing cancer or a regenerating a severed limb will require much more time and energy.
Esuna: Cures most non-physical wounds caused by spells. This includes purging poison, curing paralysis, ammending burns, thawing the frozen, calming the confused, lifting blindness, giving speed to the slow, awakening those who sleep, and curing little things like headaches and stomach aches.
Comet's Rain: Hundreds upon thousands of beams of light rain down from the heavens above, causing a great deal of damage. The more spread out this spell is (as in, a radius of five feet or a radius of ten miles), the more energy it consumes.
Besides these, Jericho will often apply the power of light to her hand or to a small object, in order to create light when exploring a place that would be too dangerous to carry a torch in.
(Both)
Phoenix Shield: Creates a orange/red/white, bubble-like shield around her and people standing nearby. It protects them from all offensive (as in, not status changing) magics except spells that are both water and dark based (so if a plain water spell is launched, it would get through the fire part of the shield but be stopped by the light part of the shield). As a disadvantage, people who collide with the shield (whether they're inside it or outside it) will be severely burned. The bigger the bubble shield, the more energy is needed to keep it up. Depending on the amount of energy Jericho has to begin with, it can last up to two hours when she is just protecting herself.
AARRRGHH!!: Okay, that's basically the initiation for the spell. Whenever Jericho undergoes a great deal of stress, or becomes extremely angry/sad/depressed, this will happen. Her entire body becomes encased in flame, the flames forming the basic shape of a bird. A bright light will issue forth from her body, and everyone in the area, be they friend or foe, is hit with a giant blast of flame. This attack usually leaves the area with little more than a few smouldering... things, plus her being unconcious for a long while. Please note that she cannot activate this on her own, nor can she stop it once it starts. Basically folks- don't piss her off, m'kay? M'kay.
Weapon: Simple, fire-hardened longbow; has the shiny, almost greasy look of a bow that is well taken care of.
Other: Doughnuts = donuts, and proper spelling has gone to hell.
- - -
Name: Enzeru Fushubi
Race: Human/Mavole and hybrid Jumi (explained in history)
Age: 24
Sex: Male
Profession: Full time student and TA
Affiliation: Academy of Magic
Physical Description: While Enzeru doesn’t look like the muscular type, he is actually well toned, thanks mainly to his father’s genes. Surprisingly though, his stature is rather small as he only reaches a mere 5’6”; when robed he’s even been mistaken as a teenager on more than one occasion by new students (doesn’t help that his voice is a natural medium tone, completing his “unfortunate” appearance). He keeps his black hair slicked back otherwise it becomes very unruly, and he’s also known to wear a large pair of bifocals over his golden-jade eyes though his sight is fine (though he’s only been noted to wear the glasses when he serves as TA for Thesenis, and is often found mumbling after class of how he’ll get them to work eventually). In his leisure he wears hemp pants and pull over vest, both with mythril chain inlay for added protection (and trust me, there are times he needs it); he even managed to put an enchantment within the metal and fabric of both articles of clothing so that they change color based on his mood… though oddly, they never seem to alter from darker colors even if he’s not in a bad mood. However, most of the time he spends in school, so he is more often found wearing one of the robes affiliated with one of the teachers depending on whom he’s scheduled to help. He is also always found with a number of enchanted vials that keep things put in them forever cold; he uses these mainly for blood whenever he needs a quick pick me up; and though it is not seen by many, he always wears a blood jade pendant, which being away from causes discomfort. He also uses this pendant as a focal point for some of his magics, as well as a family heirloom that he also never leaves home without and keeps strapped to his back for ready access (see weapon).
Personality: Enzeru, or Izzy as he prefers to be called outside of formal settings, is a bit of a Pandora’s Box. His actions can at times be so random it’s been thought he has a personality disassociation disorder, but there are some constants that always seem to remain and he always responds to his name. Luckily, he never seems to cause much damage (relatively speaking of course), and none of these personalities seem to be exceptionally violent, save for one (explained in history). He has a great passion for magic and is now working desperately for a new type to be cognized, and this passion is matched only for his feelings to Professor Thesenis. He loves his work in the academy and has made some very promising breakthroughs, which he’s more than happy to celebrate with a night on the town, where he often uses his breakthroughs to cause a little harmless (usually) mischief, as he is also a great fan of practical jokes. Obviously he is many things, but unfortunately he has difficulty being sympathetic to anything or anyone, so while he’s certainly reliable for many things, he may not be the best to come to in an emotional crisis.
History: Enzeru’s history is a detailed one for his few years so I will try and keep it to the main points… His mother was human and his father was a malove, and obviously the union was not approved of. Enzeru’s father, Azael, also had difficulty leaving his “town” when it wasn’t night as his affliction to the sun was exceptionally potent. Because of this, Sera decided to leave her hometown and, with help from her family, who at least wanted her to be able to live in some comfort knowing they would not change her mind, built a house in the dense forest outside Azael’s home. This allowed them to basically live together, and it wasn’t long before Sera gave birth to a son.
Such a unique union also yielded a unique offspring; it was soon found that their child, while he did not posess increased strength as his father, also suffered not from the light of day, and though the superhuman strength was not there, he would always have a natural body of a very fit individual. In the end, while he lost many strengths of one species, he lost many weaknesses as well, and slowly developed new ones; for instance, while he could not take the form of a bat, he was capable of manifesting his own familiar; and thus life went for the boy, and both cultures loved him; however that began to change one day when he ventured into a part of the forest he had not been in before.
Izzy soon came across a pendant hung around some form of alter… Not being old enough to really think about it, and just thinking he found something nice to give to his mother, he picked it up and decided to wear it home; however when he got back, not only did he not give this gift to his mother, but he seemed, at least mentally, much older. Things went like this for about a week and he became progressively violent, and though he had no training, proved to be adept with ADVANCED magics. Eventually Enzeru was brought before the sagest of the mavole, who were quickly able to deduce what happened. The child had been possessed by the malevolent remnants of a Jumi who was probably now using the boy in a hope to enact vengeance from the massacres.
Discussions then went about on how to handle the situation while Enzeru was detained safely… When it was realized that the Jumi could not be removed from Izzy without possibly killing him, people began to show concern. There was even brief talk of killing him with the Jumi inside so it might not happen to someone else, but that was quickly shot down. In time, a solution was come up with; to prevent this angry spirit from truly taking over this pride of two peoples, an ancient rite would be used to turn the two souls into one. No one knew how it might effect Ezneru, but it seemed like the safest course of action. Taking some blood from both Azael and Sera, the ritual was performed successfully, and strangely Izzy held no memories of how he behaved and his personality somewhat altered, creating new memories that everyone just decided to play along with.
A few years after this, it was time for Enzeru to decide what he was to do with his life, and with his growing interests in magic arts the choice seemed obvious. Both towns, happy to see a well rounded, if not eccentric boy, pooled resources together to send him off to the magic academy, where he would excel all around, but never showed spectacular promise in any field. During the time he was to spend training for an art mastery, he couldn’t seem to make up his mind, and it was around then he met with Kathinja and she learned of his experimental nature and some rather unique tricks he’d come up with. She decided to hear more from him, and soon found out his dream had become to create a “new” form of magic, which he referred to as –Mancy and Weaving Arts. It was certainly a unique art to the school and one that showed much promise, but there was one major roadblock; so far only Enzeru could use it efficiently. So it was decided for his masters program, he would study to make this magic form readily accessible to all who would seek it, and assist the other teachers while learning more detailed things from them as a teachers’ aide. Knowing a good opportunity when it was presented to him, Enzeru jumped at the opportunity and has been at the academy since; slowly making headway and occasional breakthroughs in the art as he learns more about it and himself.
Skills/Abilities/Spells: Enzeru has good proficiency with all the schools of magic, and knows how to effectively draw from them (i.e. Fireballs, sonic booms, etc., etc.), though he doesn’t seem to truly excel at anything. However, his –Mancy and Weaving Arts let him do basically what his imagination and current skill level are limited to. Some of his more interesting innovations are the Air Noose/Net, and a restorative needle and thread which he weaves from his aura or the aura of others. He also has his own imp-esque familiar, oddly spawned from him, and as they both answered to the same name, they eventually agreed the bat-winged imp would be called Iz. Another interesting ability of Izzy is the fact he doesn’t need blood to survive like a pure malove; instead, he can drink blood as a potent restorative; though since it needs to be blood from sentient beings for it to work, he tries to avoid it… unless he can pick up a little extra in Thesenis’ classes
-Mancy arts proficiency are in are as follows…
Aeromancy (Example: Air Net/Noose; used to bind or hang)
Geomancy (Example: Creating quicksand or jagged spires to shoot up from the ground)
Pyromancy (Example: increasing potency of fire or directing spells using it to targets)
Hydromancy (Example: making geysers where water is present or storms where moisture is abundant)
Auramancy (like with the needle and thread, these are mainly healing arts)
-Mancy arts still being experimented in…
Necromancy (don’t expect any headway to be made here unless there is some kind of development made along the way that allows it)
Celamancy (Light –Mancy)
Nocturmancy (Darkness –Mancy)
Inermancy (Energy –Mancy such as lightning)
For those who still don’t get it, -Mancy arts are the manipulation of an element to the users will. In it’s ideal form, it is control of an element, but Enzeru does not possess that kind of power of yet… these are NOT spells, but rather extensions of will and are thereby not set to a conformed standard.
Weapon: Enzeru carries a Light enchanted ancestral dagger forged of Damascus that was passed down in his family for generations. However since his style is mainly passive aggressive, he rarely makes use of it outside as a medium to amplify spells.
Other: While the two souls are now one, the vengeful Jumi persona can sometimes hold more sway over Enzeru than normal. When that personality takes over Izzy becomes incapable of using his normal spells, but instead gains access to Blood Magic, a powerful form of darkness based summoning magic, that as the name implies, requires a blood sacrifice; however control has never been gained long enough to cause any sort of damage with it. However, like with the other sides of his personality, these aren’t necessarily split… instead, it is a side effect of the trauma he endured while possessed and when he was merged. Since then, each time he reaches a new maturity level, the old one becomes like an underlying skin. He can regress to any of these levels while still maintaining the same sense of being, because on a technical level, all the different personalities are him; just psychologically younger versions of.
- - -
Name: Pearl Groves
Race: Jumi
Age: Looks 17, probably more likely around 90
Sex: Female
Profession: Healer
Affiliation: Spinner, but is currently traveling as a wandering Jumi.
Core: Pearl -- Wisp/Light Element
Physical Description: Pearl is a small girl, standing about five-foot even. Her skin is soft and smooth, the envy of women twice her age. Her hazel-brown hair drapes forward over her eyes and bushes out into a pony-tail which doesn't extend past her shoulder blades. White-eyed and cheeks blushed slightly pink, her face is soft and warm, and she always has a smile on her face. Some may consider Pearl the perfect sort of person to con. Fortunately for her, most consider her an exception, when her white, pupil-less eyes gaze with hopeful innocence. For she is completely blind, and only the cruelest of hearts would ever dare to take advantage of her.
Being blind, she mostly wears things that are easy to assemble. Her white loose and baggy Arabian-style pants cling to her body with tied string around the ankles and waist, as is a grey shirt made and looking of the same material. Over her shirt is a simple white cloth vest with very pretty embroidery which V's out at her Jumi core, a white pearl in the shape of a tear with a big crack running diagonally across it. On her feet are comfortable brown leather slip-on sandles. She always carries with her a bag which she drapes across her chest like a satch-bag which contains some light provisions and a spare outfit.
Personality: Pearl acts exactly like she looks: comforting, kind, and caring. Without meeting you, she already has become your best friend, whether you know it or not. She passionately cares for others and hates to hear a person in pain or suffering physically or emotionally. She will do everything she can to help others, regardless of who they are. She loves talking and meeting new people, and is filled with the gift of enjoying life. In some ways, she's naive to the darkness which sometimes resides in people's hearts, but even if she was aware of this quality she wouldn't care very much to dwell on it. Her biggest weakness lies in her persistence: if she gets a big idea in her head that she will see to its completion until she either succeeds or is bonked on the head by somebody. Regardless, she's a very sweet girl and most people enjoy meeting someone like her.
History: Pearl was found badly hurt, drenched in blood in the middle of a cotton field, about ten years ago. The farmers who discovered her quickly brought her in and tended to her wounds, using some simple healing magic. The magic helped her heal far sooner then expected, and she quickly regained consciousness. To her astonishment, she could hear the man and woman that rescued her, but she saw nothing but black. This frightened her at first, as something inside told her she should be able to see. Her fear turned to panic as she found she couldn't answer the couple's simple questions, like who she was and where she came from. Confused and bewildered, the couple left her alone that night to cry herself through her ruined eyes.
The next few days, Pearl (as she was called by the gem in her chest) decided that she should return the hospitality to the people who found her. She asked them if there was anything she could do to pay them back. The couple, spinners by trade, brought her to a loom and had her practice spinning. Though she hurt her fingers frequently at first, it wasn't long before she got the hang of spinning. Her heart swelled with pride over this accomplishment; she knew she could overcome her blindness.
As the years passed by, Pearl discovered she had a natural skill for healing and used her gift to help whoever she could. Though she couldn't direct a spell accurately, she could lay her hands on the person's injury and within moments the wound would magically disappear. Once again, her heart swelled with pride. But more then pride, every time she used her magic she felt as though she belonged. As though healing was her purpose to be.
Eventually, the farmer's adopted Pearl as their daughter, which gave her the last name "Groves." On that day, she realized that though she was blind and she didn't know who or where she was, that she still could become somebody and have a home somewhere. She loved her adopted parents, and was content with life. But that evening, she dreamed of a far-off city in the sky, where the streets were paved of gold and the buildings carved into house-sized gemstones. A longing filled her heart, and she knew she must go to visit the place in her dreams. She told her new family, and they wished her the best on her adventure (for at this time they had already bonked her on the head several times with no effect.) Currently she is wandering the world, trying desperately to find out what her dreams mean.
Skills/Abilities/Spells:
Natural Radiance: (Wisp) Pearl's casts a spell that gradually restores health to everybody near her.
Heal: (Wisp) Heals an ally and restores statuses. Pearl needs to be touching the wound in order to heal it. The worse the damage, the more energy it takes for Pearl to heal.
Light Curtain (Wisp): Pearl casts a spell which creates a veil three feet around her that protects her and everybody within the veil against physical and magical attacks.
Heal Burst (Wisp): Pearl casts a gigantic heal spell that heals everything within six feet of her, monsters included. This is her biggest cure spell, and she can only do it four-five times in a day without destroying her body.
Flash (Wisp): Pearl's only attack spell, and it can only do damage if the monster falls on something. Pearl creates a burst of light above her head which blinds and knocks back anything seeing it. Pearl dislikes using this skill, as it has hurt her friends on occasion.
Weapon: A common healer's staff sold to her by the traveling merchant Niccolo (therefore, definitely of poor quality). Being blind, she has no real purpose of using the staff other then to direct her spells or perhaps counter attack if an enemy grabs her.
Other: Pearl loves sweet things. In fact, she loves them so much that if you promise her a sweet thing she will pretty much do anything for you.
- - -
Name: Lathe Montgomery
Race: Human
Age: 22
Sex: Male
Profession: Marksman
Affiliation: The Warriors Guild of Dominia -- Green Eagles.
Physical Description: Lathe is tall and lanky, standing at 5'10" and weighing about 120 lbs. While he may not look it, he is actually fairly agile and has enough muscle to restrain most people, if necessary. He has sandy brown hair which spikes up, a thin-lipped scowl and sharp grey eyes that gaze with exact precision. That's not to say that he cannot be friendly, he just doesn't usually warm up to people. His arms and back has some scars across them for when he used to herd oxen. Other people's first impression of him tend to be indifferent, cautious or intimidated.
He wears a light-blue headband over his head, which gives him a broom-head appearance, a tan leather vest worn down by wind and rain, loose tan pants and new well-made leather boots. A high-ranking officer of the Green Eagles, he wears a green tunic which covers all but the front (and is useful when sniping in forested areas). Over all this drapes a quiver full of crossbow bolts with various heads. Most of the clothes, except his boots (because good shoe-ware is important), he's worn for a very long time because they shift almost automatically to his movements.
Personality: Precise most accurately describes Lathe. Not only is he exceptional with his crossbow, he makes sure that everything he does is done so with perfect accuracy (or as close to it as possible). Once given a mission or objective, he sees it through to the end regardless of the consequences and risks involved. While dealing with people, he seems shy at first, but he can actually become quite amiable in a reserved sort of way. He tries not to reveal much of himself, but can be generally interested in what others have to say and is never afraid to ask questions. Deep down, he also has a hidden passion for natural beauty and loves to see and feel the intricacies of trees, plants, rocks, rivers and mountains.
History: Once upon a time, Lathe was the son of an ox shepherd and would spend most of his youth watching over the oxen to make sure no wild beasts came after them. This being a particularly boring job, he would often spend the hours shooting a crossbow rod at a tree or a rock and became very accurate with it. When the Harvest Festival for his city came, he would often prove the best in the area, which redoubled his practice watching the oxen to make sure his skills stay sharp. When he was young, his father would often threaten to take away his crossbow for practicing more then watching the oxen, but when Lathe commented that the crossbow was his only weapon out there he ensured that his weapon was safe.
During one Harvest Festival, however, the daughter of a wandering family of bird-folk competed in the marksman competition and came a very near second to Lathe. Impressed with his skill, the girl, whose name was Margarite, visited Lathe when he "watched the oxen" to practice with him and talk. She taught him how to see the world with "eyes that see all that is" and partially taught him the beauty of nature. In return, Lathe taught her to shoot well and would give her some of his lunches that he'd bring with him. If you've been following along, you wouldn't be surprised to find that they fell in love with each other.
One day, Margarite didn't come to see him. Confused and worried, Lathe ran to her tent, leaving the oxen behind. The shepherd boy found the bird-girl shawled in blankets, gravely ill. Knowing of a ward in Geo, Lathe brought Margarite, almost single handed even though her family came with her, to the city to be given treatment. The white mage told him of the condition she had and that the only medication used to cure it was made by the rabbit folk merchant, Niccolo. Unfortunately for Lathe, Niccolo knew the value of this medicine and promptly told Lathe that a vial would cost 1,000,000 fol. What's more, to fully heal Margarite, Niccolo said, ten vials would be needed. To pay the conniving bunny, Lathe joined the Warrior's Guild at Dominia. Almost every fol he makes (except those for food and supplies) goes to paying Niccolo so he could treat Margarite. Currently, he mission is to aid Pearl in her quest (paid by Pearl's parents, of course.)
Skills/Abilities/Spells:
Eagle Eye (Ability): Lathe has the ability to see all details of the external world.
Piercing Shot (Djinn): Using a specially honed bolt heads endowed with Djinn magic, Lathe shoots a bolt which can pierce any defense.
Stun Shot (Gonme): Using a specially honed bolt heads endowed with Gnome magic, Lathe shoots a bolt which slows its target's movement and speed.
Mage Masher (Aura): Using a specially honed bolt heads endowed with Aura magic, Lathe shoots a bolt which can potentially causes a spell to explode on a mage. This spell requires a lot of timing and has a low success rate.
Weapon: A Green Eagle's brand auto-crossbow, custom-fitted for his size and strength. Because of their small size, the Green Eagles outfit their members with the best available weaponry. Lathe also possess some skill in hand-to-hand combat particularly intended to restrict or disarm an opponent.
Other: Lathe is a artist of exceptional quality and can accurately sketch any person, place or thing within five minutes.
- - -
Name: known as QC to the Domina regulars (what it stands for, we have no idea)
Race: Bug-Folk
Age: 17
Sex: Female
Profession: Stealing! Those who know of her joke about her having "kleprosy". ("I'm not a kleptomaniac! People just like to give me things!")
Affiliation: Random citizen/Freelance adventurer
Physical Description: Basically, just human. QC has antennae that are usually flattened against her short, fiery orange hair, which she has cursed on more than one occasion. How is someone supposed to steal stuff when you stand out like fish-man in a crowd of lizard-folk? Her eyes match her hair, and reveal a sly cleverness and sharpness for detail that comes with her... um, "occupation". She doesn't have the tough carapace of many of her kind, making her feel vunerable, and often inferior in the eyes of her people. She tries to blend in with the humans, as much as they irritate her, so she makes a habit of wearing their style of clothing. Of course, the light clothing of a thief does not always do the best job of concealing the wings on her back, nor does her headband always do a good job of holding down her antennae. Both insect traits have a bad habit of making themselves known when QC is angered or intensely interested in something.
Personality: Known for a variable personality and an interesting temper, she is, nonetheless, known to be generally harmless. The biggest risk she poses is to your valuables.
QC is usually pretty casual, cheerful, and seems somewhat easy to get along with. It could all turn around in an instant, however, if you manage to say the wrong thing to her. She's famous for her expressive face and shrewd thinking. Despite her sharp tongue making its occasional appearances, and her unfortunate lifestyle of thievery and treasure-obsession, she's a good person deep down. Truly, if it really came down to it, she probably couldn't kill someone, or even hurt them too much, for that matter.
Even so, she still wishes to join the Warrior's Guild of Domina, if only the Green Eagles Squad, and prove to everyone that she's not just 'another bug'. But first, to the Junkyard and Lake Kilma to pilpher their treasure!
History: Born in Lumina, QC seems to almost have been destined to a life a crime. This fact combined with her insect nature explains her fascination with bright lights.
A group of low-lives occupied the lower alleys of the dark city, giving it an unkind reputation even among the residents who knew the town. Very young at the time, a little QC wandered the streets, looking for a higher perch for a better view of the bright full moon, misstepped on her way up onto the roof of a shady-looking building.
After a painful landing, she found herself being jerked from side to side, and noticed her wrists were bound. Apparently, they had been plotting something, and thought that she had heard! Forced to follow them around, she eventually found herself in the busy city of Domina.
Managing to escape from her captors via a twist of good fortune and some interference from the local Warrior's Guild, she struck out onto the streets once more. From then on, she honed her skills of sleight of hand, understanding the basic nature of the races, and practiced her bladework every day to make a name for herself.
Skills/Abilities/Spells:
Skill- deadly accurate with knives, but not so much with swords.
Ability- can see in the dark (she doesn't really use her wings).
Spell- (lightning) can generate a small electric charge. As it isn't really a spell, it doesn't have a name and is considered more of a nuisance than anything as it may sometimes magnetize metal objects.
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Reputation-
Not only labeled the Local Pickpocket, QC also is the keeper of much valuable information. Whether she knows the true value of it or not is a mystery, but she can list anything about nearly anyone or any place in Domina. It also seems that her habit of stealing anything that isn't bolted down seems to have sent her in the direction of more than one undercover Jumi. (Those beautiful, sparkling jewels... so many colors... I simply must have them! Ah, whoops! It's attached to you?! Ah heh heh, sooorry! Didn't realize! I'll... justletmyselfoutnow.Bye! *dashes*)
Weapon: some impressively sharp throwing knives, a large dagger, and a lovely one-handed sword on her back that she "borrowed" from a merchant. She's not particularily skilled with the sword, but she's improving.