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Posted: Thu Nov 22, 2007 5:53 pm
 Part I – The Sentinel
Player: Pearlyblue Name: Drywood Nicknames: None, really. Species: Sentinel of Noctua Age: Adult Hatch Date: 3/4 Type: Chestnut Task: Apothecary Personality: Drywood is an aberrant, even if the coloration of his feathers isn't. Though very open and charming in his first impression, those who converse with Drywood for a while will start to get the creeping impression that not all is right with this sentinel. There’s something off about the gleam in his eye, and his sense of humour is definitely lacking – if not downright inappropriate. He has been known to tell Minders that has had to visit him on behalf of a hatchling that: “I admire you for being able to put up with the little critters. Personally, I never really took to them. My companion enjoys them all the more, though! Ah-hahaha!” and then be utterly surprised by the Minder’s shocked/outraged reaction. He never seems to get angry himself, and no one can remember ever seeing him sad – he is perpetually amiable, but reacts to the distress of others with some nervous twitchiness. That, and his excitement for the work he does, is about it as far as visible emotions go for this odd bird. History: Drywood has always been a bit of an outsider. As a fledgling he was gentle and likable, and took very well to being taught and educated and shown what to do, but when trying to interact with his peers he never seemed able to get it quite right. He usually ended up either excluded from the game or unintentionally hurting his playmates, either emotionally or physically.
He has had a lifelong obsession with different poisons, which most other Sentinels find slightly disturbing. Certain Keepers refuses to sell him any more mus or parus, because of the rumours of the very painful deaths that he puts them through during his experiments. However, there’s no getting around the fact that if you are in need of an antidote of any kind, Drywood is your bird. He claims to have found certain beneficial effects in some of his poisons, but so far nobody has volunteered to try them out. Territory: Far to the west, almost at the very edge of the Great Western Open, there’s a gnarled, hollow and very, very dead chestnut tree, that marks the centre of Drywood’s territory. Mate: None, and he doesn’t seem to be looking. Companions: Yes Certificate:

Part II – Companions
Name: Longtail, nicknamed Tails Species: Serpe Age: Adult Speech Ability: 1 Intelligence: 4 Skill: Considering the occupation and the very special interest of her master, most Sentinels expect Longtail to be horribly venomous. However, as strange as it may seem, she is a type of serpe that is not venomous at all. In reality her most valuable contribution to Drywood is her company - He gets along much better with his very nearly non-verbal serpe than he does with any Sentinel, and they almost seem to have some sort of kinship with each other. (What Drywood does not know is that Tails is actually guarding him jealously at all times, sometimes spooking his visitors intentionally. She would not hesitate to constrict anyone who would threaten the life of her master – whether he wanted her to or not.) When Drywood has to leave home, Tails usually stays behind to stand guard – or, well, laze about lethargically, while looking generally intimidating.
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Posted: Sat Nov 24, 2007 5:07 am
Part I – The Sentinel
Player: Ogre Name: Frou Nicknames: 'Big Shadow', by Fables Species: Sentinel of Noctua Age: Adult Hatch Date: September 3rd Type: Shadow Task: Apothecary Personality: Frou is a loner. He'd rather be off for long periods of time gathering items to create things than socialize. He's always been this way, so he's got a bit of a social handicap when it comes to talking to others of his species, relationships, or even simple casual conversation. He gets along fine with companions, and has gotten used to his two to the point that he has no desire to eat them and would easily fight someone who threatened them. They work as a team and he's trained himself to rely on their little bit of help to make his operations as smooth as possible. He doesn't understand why any of the Sentinels have taken skurris as companions, as they are his favorite type of dinner. Frou is hardworking; a work-a-holic. He doesn't have a mate or a perspective mate because... who has time for that when you're working!? Whenever interrupted, approached, or just greeted he is often grumpy and irritable- comments are cynical and sharp. He is nervous around Minders and the young. History: He is a hermit. Territory: He lives in a low, warm area beside a water source, damp and well suited to grow and collect plant life, fungus, and bugs. Mate: What's that? (None) Companions: Yes Certificate:

Part II – Companions
Name: Fables Species: Mus Age: Young Adult Speech Ability: 4 Skill: Findings herbs; poison detecting scent (high sense of taste/smell).
Name: Gold•Seeker, 'Ker' Species: Martes Age: Adult Speech Ability: 5 Skill: Thievery, collecting items, hoarding; hunting and herb collecting
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Posted: Sat Nov 24, 2007 5:11 am
Player: mint `tea Name: Sirius Nicknames: Siri Species: Sentinel of Noctua Age: He's middle aged, and not in best condition for flight so he tends to stay on branches. Hatch Date: 12/11/200? Type: Mist Task: Apothecary Personality: Sirius is almost always tired, and he's a grumpy old pile of feathers if he is. Normally though, when he's had a good day's sleep, he's very active, wandering around with the Gatherers to see if they picked up anything good that he can use. He's very caring, and deeply loyal to the Sentinel he has adopted as his own; Timber (owned by Orasteele) History: Sirius hails from the Cold regions, but he resides near the center of their borders, not venturing that far out unless following a group of Gatherers. This Sentinel grew up in the Cold until he was old enough as a fledgling to fly South inside the Noctua borders. He made his home here, studying the art of making medicines under Medics and other Apothecaries until he became an adult. Now, he specializes in making medicines both for common ailments and rare symptoms for Medics. Territory: Sirius stays in the Deep Woods unless he's following a particular group of Gatherers out on one of their expeditions. He's normally found on a fairly low branch, watching over their progress. Mate: None as of now. Companions: No. Certificate:
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Posted: Sat Nov 24, 2007 2:33 pm
Part I - The Sentinel
Player: Nequam. Name: Orynn. Nicknames: Orrie (mostly by her companions). Species: Sentinel of Noctua. Age: Adult. Hatch Date: 22nd of November. Type: Mist. Task: Apothecary, specialising in the synthesis of feather dyes. Personality: Orynn is, at the end of the night, a fairly introverted Sentinel; she is extremely geeky, scientific and a little awkward at times, with an awfully absent-minded short-term memory to boot. She is far more obsessed with her work designing new colours of feather dye than she is with the world outside, and as such she is rarely seen, except when delivering her finest wares to the various Artisans that she has come to supply. Perhaps one of the most skilled dyemakers in the forest - or, if you were to ask her, the best - her three loves are chemistry, natural beauty and her own family. The mere mention of these preferred subjects have been known to even cause her to barge into an active conversation, or at least until the embarrassment and shyness factors catch up with her. In her spare time - not that she has much of it nowadays - she fancies herself as a hobbyist basketweaver, but her baskets aren't particularly sturdy and are purely for her own amusement. Although she is a truly pure Mist with a strong sense of what is artistic and attractive, Orynn is not at all snobbish or cruel about others' appearances. She is highly fond of the more unique and eye-catching Sentinels, and in fact, she is one of the few Clan members to value Aberrants as possibly the top of the chain. As she often says about the subject, "Aberrants are Sentinels hatched with their feathers already dyed. We colour ourselves to look like them." It was this unique philosophy - along with any young female's maternal instincts - that lead her to adopt and adore her own Aberrant son. History: Raised by her father Sirius, whom she sees as one of the Clan's foremost medicinal Apothecaries, Orynn has held the work of their task in the highest regard ever since her earliest childhood days. It was of no surprise to Sirius when his only daughter first began to show interest in following in his taloned footsteps as a tiny fledgling; what was of some surprise, however, was that her scientific leanings tended towards the subtleties of feather dyes, rather than the subtleties of medicines, primarily due to her dual interest in artistics. Regardless of their differing specialties, Orynn still asks her father for help and opinions on occasion - it would be a waste of her beloved parent's talents not to do so - although Sirius has been very busy with his younger son Timber as of late. In more recent history, Orynn has adopted a child of her own - Ascari, a large and energetic hybrid fledgling. Territory: Orynn resides in a small staked claim roughly three-quarters towards the border of the Cold Forest. While not particularly special or interesting in the eyes of most other Sentinels, it is quite a bountiful area for any Apothecary, containing two or three trees that bear rare fruits and unusual insects. Additionally, there is a large hollowed oak in the very centre of this territory, in which Orynn both nests and works. Mate: None as of yet, although there a few nameless males that she has her eye on... Companions: Orynn has two Pari that help her gather the berries and other ingredients that she uses to create her dyes - Twyll, an older female, tipped with Orynn's favourite green; and Chirrus, a younger male, tipped with a bright golden yellow. Chirrus was only recently acquired, due to the new mother needing a little more help after the hatching of her son, and she is pleased to report that he is settling into his new duties very well. Certificate:

Part II - Companions
Name: Twyll. Species: Parus. Age: Adult. Speech Ability: 4 Intelligence: 5 Skills: While primarily Orynn's dedicated fruit and insect gatherer, Twyll also has a side-job that consists of constantly reminding her of errands and appointments that would otherwise be lost to the Apothecary's spotty memory. Twyll's speech patterns are quite unique - with a tendency to repeat everything that she says - and her ever-bouncy sing-song tone belies her utter lack of musical abilities. Orynn hopes that the much younger Chirrus will eventually mentor Twyll in the ways of a Parus' natural song, but inside, she has long accepted Twyll's shrill voice as a concession for her remarkable intelligence.
Name: Chirrus. Species: Parus. Age: Young adult. Speech Ability: 2 Intelligence: 3-4 Skills: Still rather new to his tasks and not yet entirely settled, Chirrus spends some of his time collecting ingredients with Twyll, and the rest of it helping Orynn with the daily nestwork. He is far more quiet than his elder counterpart, and yet he is is also more musically inclined; unlike Twyll, he sings as beautifully as any "Normal" Parus should. Regardless, he admires Twyll as sort of a role model, and he has been known to echo her own repeated sentences with a gleeful twitter.
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Posted: Sat Nov 24, 2007 2:35 pm
Part I – The Sentinel
Player: Annchen Name: Craneberry Nicknames: Berry Species: Sentinel of Noctua Age: Young adult Hatch Date: 17/12/2007 Type: Ghost Task: Apothecary Personality: Craneberry is still young and curious about the world around her. She's less spontaneous than she was as a fledgling, but will still ask or investigate if she finds something that interests her or sparks her imagination.
Another trait that remains from her fledgling days is her inability to keep her feathers clean. She does preen, but her pale chest feathers are utterly unforgiving and every little spot shows. Due to her profession some of the messes are rather foul tasting to preen out properly, and some actually dyes her feathers. She'd rather do more interesting things than to keep her plumage spotless at all times so she normally doesn't bother when working with something fun.
The ground is still her biggest fear and she has never been near it since she was a fledgling. History: Craneberry was the first chick of a young pair of ghosts, a Scout and a Hunter. They raised her with a lot of help from the clan's Minders. She fell to the ground when she was young, but despite severe injuries her parents did not want to give up hope. Lichen managed to set the broken bones and patch her up, but the way to recovery was a long one.
As a fledgling she changed her mind regarding her future task a lot of times. Some days she was sure she would be a Scout like her dad, some days she wanted to be just like Auntie Lichen, and after meeting Drywood she wanted to be just like him with a Serpe and a tree full of mysterious cures.
Eventually the lingering effects from her accident made up her mind for her. She lacked the stamina and strength to be a combatant and in the end she was better at memorising herbs and cures than at working with sick Sentinels.
Territory: Her first territory is a single beech tree west of Deep Woods, about an hours slow flight from the Swift Open River. She would have loved to live in a willow, but for now she'll have to fly to the river to collect willow bark. She doesn't live in a hollow but her tree has some old bird nests that she is using for storage. Mate: No Companions: None yet Certificate: 
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Posted: Mon Nov 26, 2007 1:52 pm
Player: SnowLeopardCub Name: Chenoa Nicknames: Noa Species: Sentinel of Noctua Age: Adult Hatch Date: 11/17/200? Type: Wildtype Task: Apothecary Personality: She is rather laid back and placid. She enjoys small group gatherings/company to chat in. She isn’t much for overly crowded. She’s a hard working Sentinel and loves what she does. History: unknown Territory: Non-cold areas, she lives in a slightly dense part that has ingredients that are hard to find in other areas. She mostly keeps to a couple of the trees which is where she works from making dyes. Mate: None Companions: Yes Certificate:

Part II – Companions
Name: Isi Species: Mus Age: Young adult Speech Ability: 3 Skill: Isi is small and can help gather ingredients in areas that Chenoa can't reach. She keeps her Sentinel company while Chenoa is hard at work.
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Posted: Mon Nov 26, 2007 7:54 pm
Part I – The Sentinel
Player: Prolixity Name: Keezhik Nicknames: Zhi Species: Sentinel of Noctua Age: Young adult Hatch Date: ??? Type: Shadow Task: Apothecary Personality: Mellow, patient, and laid-back, for the most part. He prefers to think a situation over thoroughly before commenting or acting. It takes a lot of provocation to get under this Sentinel's feathers, though anyone who manages to do so can expect a faceful of high-volume insults and possibly a good smack around the eartufts. His patience and capability to focus makes him well-suited for the task of mixing and formulating dyes and medicines. He doesn't decorate his own feathers, preferring the sleek and shining black of his natural colors, but he enjoys experimenting on Chatter. It's likely that he'll acquire a small flock of feathered Companions as time goes on. History: Keezhik has had a relatively uneventful life so far. His curiosity as a child led him into occasional awkward situations, from which he learned a good amount of creative problem-solving. He has only recently left the family nest to claim his own territory and take up his chosen profession. Territory: A small territory on the border beside the lake, containing a patch of particularly tall pines where Keezhik lives and works. Towards the northern edge of the territory, the land gets rocky and filled with bluffs, difficult territory for anyone without wings. Mate: None Companions: Yes Certificate:

Part II – Companions
Name: Chatter Species: Parus Age: Young Speech Ability: 2 Skill: Finding hidden things
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Posted: Tue Nov 27, 2007 10:39 am
Part I – The Sentinel
Player: Samuel Carlin Name: Bryntwine Nicknames: Twine, 'mazed Species: Sentinel of Noctua Age: Adult Hatch Date: 15/06/?? Type: Wildtype Task: Apothecary Personality: Bryntwine has earned the nickname of 'mazed because he most often is. He can find something to be 'mazed about on a daily basis, usually with an accompany huff and ruffle of feathers. As an apothecary, he helps make medicines, poultices, tonics and the like for those Sentinels in need. Some thing he might have sampled a few too many of the ingredients himself, which would account for his state of 'mazement. While he may have inhaled a few, they're not responsible: that's just the way he is. Never fear, he takes his job very seriously and would never risk making a mistake. He loves a good song, likes company even more, and thinks the twilight and dawn are the best times of day. History: Bryntwine learned his skill from his mother, who was an apothecary before him. He is old enough to mate, just hasn't yet. Occasionally he gets it in his head that he will fluff himself up and head out to impress a female. He hasn't succeeded yet. Give him time. Territory: Lives in a tree that leans a little, but that pleases him, as it sways when the wind is strong enough. Mate: None. Companions: Two parus, Twilight and Dawn, who not only keep him company and entertained, but who can recite lists of ingrediants in sing-song. They keep Bryntwine on track. Certificate:

Part II – Companions
Name: Twilight Species: Parus Age: Adult Speech Ability: 2 Can recite lists and sing, of course. Intelligence: 3 Can remember ingredient lists and hold short coversations. Skill: 3
Name: Dawn Species: Parus Age: Adult Speech Ability: 2 Can recite lists and sing, of course. Intelligence: 3 Can remember ingredient lists and hold short coversations. Skill: 3
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Posted: Thu Nov 29, 2007 4:16 pm
Part I – The Sentinel
Player: giftwrapped Name: Catchfly Nicknames: Catch Species: Sentinel of Noctua Age: Adult Hatch Date: September 21 Type: Wildtype Task: Apothecary
Personality: Catchfly is very slow and measured in everything he does, more or less. His speech, his learning, his comprehension, and most of his actions are done at a pace about three quarters of that of a typical Sentinel. His reflexes are also of a similar lagging pace, and everything about Catchfly seems to indicate some sort of deficiency. He very obviously understands, but he doesn’t seem to be able to communicate with and deal with things like the main body of Sentinels. Because of his slowness and awkwardness, Catchfly has a tendency to isolate himself from the vast majority of Sentinel company, and spends most of his time doing his work, which he loves to do. He is not particularly lonely, since he loves his job, but he does occasionally crave companionship, which he usually gets from one of two places: with Fletcher, an old friend (more or less) of his, or silently watching other Sentinels. He never does this in a deceptive or sneaky way; it’s just that when he is present in gatherings, he is more likely to observe the goings-on than to engage in them. He is exceptionally good at watching and recording details, which get stored away in his seemingly bottomless detail memory for later on.
His other diversion, a ‘hobby,’ if you will, is teaching things to his mus. He is very fond of Racket, and often spends hours training him in the arts that Racket needs to have to serve him.
The one thing Catchfly is fast at is anything that has to do with his profession. It would seem that Catchfly’s gift for potion-brewing and dye-making surpasses even whatever mental blocks he seems to have. In the area of reciting the ingredients of something, or in a brewing of a very necessary tincture, he is on par with any other given Apothecary, perhaps even superior to a number. He is very good at what he does in that respect, and a bit like a walking catalogue of anything and everything related to his field. A brilliant consultant if you can get him to talk, he’s very proud of his skill and will gladly demonstrate.
He has a preference for males that he keeps just as silent as he would keep any other preference—any advances would have to be made to him, and then only very tastefully and tactfully.
History: Catchfly, because of his slowness, was originally predicted to be a failure, one who would quickly die if put into the real world without protection. But the Sentinel’s reflexes and motor skills were all right, it would seem. His parents and other authority figures concluded that he would function reasonably well as a Watcher, but never expected anything more of him than what he already gave: a slow, methodical eye and a certain intense awareness, which they encouraged on the grounds that his detail for memory would be a great asset to the rest of the Sentinels. So Catchfly watched. He watched everything, especially things that nobody else seemed to notice.
Things like Fletcher. From the start, the peculiar old female intrigued Catchfly, since he was told that she was peculiar, and not to pay any attention to her. He watched her often, and often saw her watching him. For a while, that was all they did: watched each other. Eventually, Catchfly worked up the nerve to approach her and talk to her. Fletcher seemed to like him well enough in her own way, and they got on reasonably well. Catchfly quickly grew immensely fond of the Watcher, and still talks to her. If one can consider any of Catchfly’s acquaintances to be “friends,” it would certainly be Fletcher. It was Fletcher who gave him Racket (a reject from her own lines).
Catchfly discovered apothecary quite by accident. The Apothecary he met (when he was accompanying his Artisan mother to purchase dye) was gruff but answered Catchfly’s careful, intent questions with surprising gentleness and tact. He spoke to the half-grown fledgling until far past the time Catchfly should have gone home. And Catchfly left, intrigued by the idea that there was a driving force behind the Artisans and Medics, and full of the things he had learned. When he returned the next day begging to learn more, he got his request. The old Sentinel took Catchfly in as his student and taught him ingredients and types until Catchfly could recite them all. The business of memorizing and then of creating was one the young Sentinel could do easily. And he was quite proud of himself for doing it. This only drove him farther and harder, so it was no surprise when he went into his own business almost immediately upon his Graduation. When he’s not creating, he is watching.
Territory: A smallish territory for a male Sentinel of his age and size, Catchfly’s borders a stream and encompasses only a single tree, his roosting tree: a twisted, bent old white willow whose branches overhang the water and trail in the stream somewhat. There is a profusion of crab-apples in the area, and Catchfly quite loves them. He is easy to find, though somewhat solitary.
Mate: n/a Companions: Yes: Racket Certificate:

Part II – Companions
Name: Racket (as in, “Stop making all that racket, you infernal beast!”) Species: Mus Age: Adult Speech Ability: 5 Intelligence: 5 Skill: Given to Catchfly by Fletcher as a reject from her Mus lines, Racket is both eloquent and clever. He acts as Catchfly’s mouth and, occasionally, brain. Trained well in the art of anticipating and understanding Catchfly’s needs, he knows most of the lingo needed in the business and has a good memory for prices. While Catchfly will always oversee any transactions that go past, his customers know that if they come to him (and they do come to him) they will be doing much of their speaking to the Mus.
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Posted: Thu Nov 29, 2007 9:15 pm
Part I – The Sentinel
Player: [~Lexiel~] Name:Amethyst Nicknames: Amy by her parents Species: Sentinel of Noctua Age: Young Adult Hatch Date:11/14/200? Type:Wildtype Task:Apothecary Personality:Quite a humble young sentinel, eager to learn from anyone who is willing to teach her more tricks of her new trade. She can be talkative at times but for the most part she is silent and polite when in the company of strangers, and she shows great respect for her elders. She hardly ever is mischievous, though she was told many a time by her mother that when she was younger she was a bit of a hand full. Sometimes, her curiosity gets her into dangerous situations though... Overall she's pretty average with a passion for science and creating different dyes and medicines. She loves relaxing days in the forest and spending time with her companion Tad. When trouble does come along though she is strong to act and tries to be a supportive figure as much as possible. She truly does believe in the strength of the clan. History: She has recently branched off on her own and started her new life as an Apothecary to create things that make change. She's had a pretty normal child hood, but had few friends, all of whom have lost contact with her. She doesn't keep contact with her family that much, only because she wants to make it in the clan by her own will and doesn't want to burden her parents. She has a couple of siblings, some too small to leave the nest, and some that chose to stay and help out their family while she left to become better skilled at creating potions and concoctions that might help the sick, or help those who are plain to become even more beautiful. She also has a prized possession of a small collection of gemstones that she likes to add to every once in awhile. Territory:She lives with her companion in an abandoned hollowed out tree in the outskirts of the Deep Woods. Her closest neighbor lives about a quarter mile away. Mate:none Companions:1 Certificate:

Part II – Companions
Name: Tad Species: Chirop Age:2 years old Speech Ability:3 Intelligence:4 Skill:Carrying odds and ends, and finding sweet berries and special bugs for dyes with his sense of smell. Able to relay very simple messages.
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Posted: Fri Nov 30, 2007 4:28 am
Part I – The Sentinel
Player: Azumi Name: Sparrow Nicknames: None that she knows of Species: Sentinel of Noctua Age: Middle aged-ish Hatch Date: 19/09/200? Type: Wildtype Task: Apothecary Personality: In short, Sparrow is a racist and sarcastic little thing of a Sentinel. She hates Aberrants – more so the ones who are “ruined” for unknown reasons compared to those who are offspring of “parental mixings” -- and never hesitates to let her views be known. She doesn’t care if a Sentinel is a “pure Aberrant”, for in her mind, there is no such thing – they’re all poor bastards who shouldn’t be in Sentinel society.
While Sparrow will be outright vicious and/or sarcastic towards adult Aberrants, she does have the… slight decency (if it could even be considered as that) to be somewhat kinder to the Aberrant hatchlings and fledglings etc. More often than none, she’ll tell them that they’re “Poor Dears” and will chitter lightly to herself about how they’re “Doomed” and “Diseased” and so forth.
If one is not an Aberrant, however, she can be a social one and fairly nice, but once more, she will give her two-cents on any matter that concerns the “proper” way of Sentinel Society. History: Raised by two “pure blood-lined” parents who were both egotistical and believed in the “older” mindset/beliefs of society, it really isn’t any surprise that Sparrow turned out the way that she did. From the day she hatched, she had been constantly taught that Aberrants aren’t really even Sentinels and that Wildtypes are – in short – the best of the five types. Now while Sparrow didn’t take too much to heart on the different types, she obviously adopted her parent’s views on Aberrants and the like.
Named “Sparrow” due to her small size and pushy ways, she literally pushed and shoved her way through fledgling life and graduation. She took up the task of “Apothecary”, so as to “help those poor Aberrant bastards.” Whether or not she actually helps them is another matter entirely, but that’s the reason she likes to give behind her choice of tasks. Territory: A rather large and bendy oak tree on the outer borders of the Deep Woods. Mate: None Companions: None Certificate:

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Posted: Sun Dec 02, 2007 2:26 pm
Part I – The Sentinel
Player: Lumenne Name: Amberglow Nicknames: Glow, Amber, Am Species: Sentinel of Noctua Age: Adult Hatch Date: 04/12/200? Type: Wildtype Task: Apothecary Personality: Glow is a bright and friendly creature. She has no problems with being social, but her quirks can be a bit of a turnoff to some. This tends to happen more often when she’s in sales-sentinel mode, trying to convince all who pass by just how revolutionary her wares are. She may appear to be completely absorbed in her work or thoughts, but Glow is an excellent multitasker and always has her eyes moving or ears listening. She is very difficult to sneak up on, but will humor anyone who tries.
History: Amberglow was raised by her parents in an area packed with pine trees. In fact, her nest was IN a pine tree. It wasn’t the most desirable location, but they weren’t exactly a high-ranking family. Glow’s first home was prone to sap leaks, and as a result, she usually smelled very strongly of pine. Fortunately, she enjoyed the smell. As a young adult, she found that the pine smell did more than just please her senses. It also partially masked her own scent while hunting, making it a little easier to surprise her prey. This inspired Glow to try other scents to see if they had a similar effect. She was often seen wandering around and sniffing things, sometimes crushing leaves, bugs, or flowers on the spot to get a sample. Most neighboring Sentinels found her behavior strange and, at times, annoying. Her obsession with smell led her to become an apothecary, specializing in perfumes of all kinds.
Nowadays, Amberglow is a full-fledged apothecary and has been blessed with a handsome mate and offspring. Task-wise, she has all but exhausted the scent area and, having been inspired by her mate, is currently branching out to the sense of taste. Her latest project is food flavoring. Mus-flavored berries, anyone?
Territory: Amberglow lives with her family in a patch of forest where the river meets the lake. Her mate, a Hunter named Mapleclaw, does all of his fishing there. At the edge of the lake where it is sunniest, there are several cherry trees that blossom in pink. Glow and her family make their home in an old, thick-trunked maple tree with many long branches. This tree was passed to Mapleclaw by his parents, who have since moved on to a new location.
Mate: --- Companions: Yes Certificate: 
Part II – Companions
Name: Mor Species: Mus (brown) Age: Adult Speech Ability: 3 Intelligence: 5 Skill: Mor’s main skills lie in finding interesting edibles for Glow to try out. She has doubled as a perfume test subject in the past, but she’s been used so many times that she no longer has a discernable smell, just a general, overpowering stink.
Name: Gan Species: Mus (black) Age: Adult Speech Ability: 5 Intelligence: 5 Skill: Gan is Glow’s “smart boy,” and definitely the more pampered of her two companions. He gets to do fun stuff, like taste-testing and doing all the talking for Mor. Unfortunately for him, his speech capabilities also slate him as the messenger to other Sentinels who may find a fat, lilac-scented Mus to be an irresistible munchie.
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Posted: Sun Dec 02, 2007 8:00 pm
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Posted: Sun Dec 02, 2007 8:18 pm
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Posted: Wed Dec 05, 2007 3:54 pm
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