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Posted: Tue Feb 03, 2015 10:37 am
(Lines by MissMisnomer, Color by Tasinei)|| Stat Page || Updated: Oct/13/17 Experience || 32
Inventory
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Posted: Tue Feb 03, 2015 11:00 am
o1. Mule Post o2. Index o3. Personal o4. Background o5. Family/Friends o6. Locations o7. RPs o8. Battles o9. Treasure 1o. Companions 11. Art 12. Requirements 13. Further Info 14. Contact 15. Credits
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Posted: Tue Feb 03, 2015 11:05 am
 Name: Xarnith Tribe: Wind Orientation/Preference: Pan/??? Stage: Prentice Dreams: Fears: Appearance: Light gree eyes, white blond hair Notable Features: Light armor Personality: Steadfast- Xarnith will always have his allies backs, no matter what is said about them. He's firm in his ideals of Right and Wrong, usually putting his foot down if someone toes that line. He never would let a friend down if he could help it though he has his moments when even he doesn't realize something is wrong until its too late. Xarnith could also be considered a "stick in the mud" with some of his ideals on how a male or a female should act. Or on how a child should refer to their parent. For all that he's a faithful ally, he can also be extremely old fashioned. Keen- Sharp as tack when he's fully understood to situation and those involved, Xarnith will keep track of little quirks. This also applies to his hearing as the male spent hours meditating in the rock valleys of Sauti honing his hearing skills to the barest pebble fall. Once he's been clued in to what's going on and who's who...he can be a bit blunt with his observations. His emotions are also influenced by this trait of his, as one could call him highly emotional. As he's keen about expressing his passions or ideals at times. Again, this could trap him in a "narrow minded" label if he's not careful. Overthinker- If he is allowed to really think on a option or choice, he can and will overthink. Which in turn will ruin his chance at sounding fair as he would most likely say the next thing he thinks of. Xarnith will overthink a topic to the point where he might actually terrify himself with the potential outcomes. This would never result well unless it was a truly bad option in the first place. Overthinking would lead to Xarnith sounding bossy as well, for if it was a group sort of thing Xarnith would come out with the next thought. Normally insulting what he would see as their "leader" being foolish in some regard. This would also lead him to some ridiculous fears, such as...fear of Spitorogs. Likes/Strengths: Battlers Dislikes/Weakness: Spitorogs
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Posted: Tue Feb 03, 2015 11:06 am
Xarnith was raised in one of Sauti's rocky valleys. His family group was small, under 50 at least, but close. Xarnith was the only youngling to a old battler male and his young female beloved. The marriage was arranged back when his Mother was just learning her craft as a weaver. The female came from a larger family group which consisted of merchants. The age difference of the two wasn't that noticeable, but everyone knew there was one. His Father was a stern male, but loving to his young son and wife. Xarn never fully understood why everyone viewed his parents union as odd. To him he didn't see the age difference only the love his parents held for one another. As Xarn grew his Father aged, the child learning early in life how to handle death. His Mother passing months later due to sickness caused the now orphan male to view the cycle of Life and Death as fearful beauty. His parents passed a year before Xarn passed the task to receive his battle armor. After his parents passing the youth's family group raised him with the best intentions.
It wouldn't last long as the war started, Xarn found that his family group was led by a battle hardened male who put his all into fighting the unfairness the Oban's presented. As the elders made ready to join in the war, the prentiences and younglings were sent away to a friendly group of Leaf's in Tale. Xarn would always remember the day the war stopped. He watched as many of his friends fearful faces turn into joy as all the elders returned. It was a bittersweet memory which had him looking away as he yearned for his own parents. Though his parents were lost to him, the youth wasn't entirely without guidance. His Father's closest friend among the group was the one who had taken the orphan under his wing. Xarn's Uncle, as the youth developed the habit of calling him, was a Spearman with wicked aim. His Uncle had known Xarn all of the young male's life and after the youth lost both parents found that he rather enjoyed the idea of raising a child. Xarn and his Group have found themselves settling in Tale as the younger members are overall safer here. The small fact that their Leader is now courting a Leaf Warrior notwithstanding...
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Posted: Tue Feb 03, 2015 11:07 am
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Posted: Tue Feb 03, 2015 11:09 am
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Posted: Tue Feb 03, 2015 11:10 am
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Posted: Tue Feb 03, 2015 11:11 am
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Posted: Tue Feb 03, 2015 11:12 am
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Posted: Tue Feb 03, 2015 11:13 am
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Posted: Tue Feb 03, 2015 11:14 am
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Posted: Tue Feb 03, 2015 11:18 am
Requirements
Prentice - Stage 2: 1 Set-up Journal 1 Month's Time 25 RP Growth Points xxxxOne (900 word minimum) solo is required to show class affinity 1 Completed Class Quest
Stage 2 - Stage 3 2 Month's Time 35 Growth Points 5 EXP Growth Points 1 Completed Class Quest
Stage 3 - Stage 4 2 Month's Time 50 RP Growth Reqs 10 EXP Growth Reqs 1 Completed Class Quest
Stage 4 - Legendary 4 Month's Time 80 RP Growth Reqs 20 EXP Growth Points 1 Completed Legendary Quest xxxxTHIS QUEST IS PROMPTED BY STAFF! It is the only req that is not completed before posting for growth.
RP Growth Points || 300 word solo = 1 point || 10 post RP = 5 points || 7 posts in meta = 5 points
EXP Growth Points || 1 crafting solo = 1 point || 1 beast battle = 1 point || 1 battle = 2 points
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Posted: Tue Feb 03, 2015 11:20 am
Earthlings: Wind
The people of the Wind Tribe most clearly resemble the humans of the 21st century. Of course, the inhabitants of Tendaji are unaware of this fact. They are a nomadic people and can often be seen laden with bags and satchels of various shapes and sizes. Sauti is a perilous land, incapable of supporting life in one single area for an extended period of time, so the wandering members of the Wind Tribe carry everything they need with them at all times.
There are a few, sparse places throughout Sauti that can sustain life. In these areas, members of the Wind Tribe also live, maxing out the sustainability of the spot and making it impossible for newcomers to move in.
These Earthlings possesses fair skin. Their hair and eyes are both often light in color. To the other tribes, whose coloration is so unique and bold, they may appear somewhat lacking in color, even washed out. Their ears are short and rounded, making them not quite as adept at picking up sounds as the other tribes, but that skill is less necessary in Sauti, where the mountains provide an astounding echo. Like the other Earthlings, the Wind Tribe sports crystal formations on their bodies. Their crystals are pink in hue and appear most predominantly along their arms, shoulders, calves, and on rare occasions the face.
Religion: The Wind Tribe worships Bergchi, most commonly referred to simply as "Chi," the often icy goddess of the mountains. They believe her to be their originator and mother, but not necessarily the highest power in the world. They believe that all people return to her in death and when speaking of those who have passed, will often mention the goddess as well, saying "Bergchi be with them," "Bergchi guide them," or some other variant. They also believe in Ault, the sun god (see "Bringer of Fire"), although he is not their primary deity. The Wind Tribe also believes in the existence of lesser gods (i.e. of rain, of tides, of forests, etc.), but the names of these lesser deities vary and are often quite personal to individuals. The earthlings recognize that others may call these same deities by different names, and accept them as the same gods with different tiles.
Government: The Wind Tribe of Sauti and the Ice Tribe of Zena share a council-style government. Both tribes have a varying number of council members; however many each group deems worthy of the position. All members of the council sit in on meetings and vote on any matters that come up. The Ice Tribe, however, has a heavier hand, and their decisions are weighed more heavily than those of the Wind Tribe. The nomadic Wind Tribe, however, doesn't seem too discouraged by the arrangement.
List of Physical Traits || Pale, warm skin color || Warm pink crystals on arms, shoulders, calves, and occasionally the face || Various shades of blue eyes || Pale white-blond to sand colored hair || Small, rounded ears || Clothes are typically burnt orange, green, and browns in color with blanket-like bundles and pouches/bags for travel
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Posted: Tue Feb 03, 2015 12:09 pm
-contact- How to contact me for further plots and such.... AIM- DarkSword OfTruth Gaia- >> E-mail- truthspellz@yahoo.com
Naga's Current Status- Lives in EST
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Posted: Tue Feb 03, 2015 12:11 pm
-credits-
Shop Owner & Concept: kaname423 || Satin Doilee
Artist-- Lines and color: Flannery~
Character Concept: SwordOfTheDarkOnes
Journal Setup Inspired by: robot kitten ( <3 Robo )
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