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Post by Skylos on Jun 11, 2021 11:28:39 GMT -6
-rwar words- I have several characters and plots drawn up over the years and want to post them in one place. Some might appear later on in character plots, others are just because I am bored. Profile shots of Rajiste, Iskhash and Skye thanks to Darky
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Post by Skylos on Jun 11, 2021 11:48:43 GMT -6
What happened to Flare's childhood friend?  Rajiste Medium-darker tan Thick, whispy light straw hair, wild/unkempt hairstyle Angular features: high cheekbones, strong jaw crooked nose, broken in the past normal eyebrows, thin lips, stubble on chin wide, cold, glinting black eyes, shivering stare Really tall, long legs, toned build, attractive long scar down one arm Pan-tum - branched horns hiding under his hair, and he can jump super high for a 'human' Pethia.boards.net profile Born in Tumai, Rajiste is a second generation Pan-tum, with only a potential quarter Panite blood. His grandparent on his mother's side (she never mentioned specifically which) was a panite. Only the horns seemed to pass down a second generation, just short of being a grown buck's length. If anyone saw them, he would be considered a hornling by length of horn alone. Rajiste grew up in a regular Tumai family, with an older sister who had married and left the household before he could properly remember her. His father worked a market stall for imported textile, and his mother stayed home to watch the house and care for the few livestock animals they kept for milk, meat, wool or eggs. He was not spoiled. When he reached schooling age, Rajiste learned a traditional Tumai education alongside fellow Tumai, Pan-tum and ssashirk children. Pan-tum and panite children got their panite tradition educations from home if they didn't live in a tribe. The difference being to follow Tumai principals of 'ownership' versus the Panite way of take and partake. You lose your hand if you steal in the marketplace, Pan blood or not. v3 profile Generally calm, completely aware of his surroundings, if provoked or in danger, quick snap to attention, focusing quickly on different points Lazy in terms of responsibility Crack of dawn martial arts routine every morning Good with his hands, he spends his time creating fine jewelry, and seeking the best gems for his work. While living in Tumai, he got involved with a group of displeased rebel tumai who sent him to assassinate the ssa general. The plan was simple, slipping poison into the general's food. If the poison did not kill him, to finish him off with a weapon. But intel was wrong and the Ssa had someone taste his food and that person died. An uproar was caused and he was caught fleeing the scene (in a suspicious manner) and searched. The empty poison bottle was on his personage. His friend broke him out of prison, and let him escape. His friend was killed in public in his place. Ridden with grief and guilt, burdened by the fear of being hunted, he flees through the desert, eventually ending up in the labs. He cannot sleep at night usually, haunted by nightmares of his past. The botched assassination, the torture for whereabouts of the rebels when he was caught...and the death of his friend for an act he did not commit. "light" backstory Rajiste grew up in a regular Tumai family, with an older sister who had married before he could properly remember her. His father worked a market stall, and his mother stayed home to watch the house and care for the few livestock animals they kept for milk, meat, wool or eggs. He was not spoiled. When he reached schooling age, he made a friend in a fiery haired boy after defending him from being injured by a bully. Flare was born lame, with one leg slightly shorter then the other. They studied handworks together. He specialized in masonry while Flare specialized in botany. Rajiste and Flare entered the army together, separating into the core of stealth. Rajiste practiced martial arts, training to become a scout, with a knack for assassination technique. The displeased tumai within the army took him for drinks one night, easily persuading him to join their cause to streamline the army core and get rid of the ssa general. The plan was simple. Disguised as a servant, he was to put poison into the general's food. Kill anyone who got in the way. Everything went right until the food was delivered to the general. He had one of the servants taste the food first. The servant died. The intelligence had been wrong on the general's mealtime works. In the uproar, he was caught fleeing the scene in a suspicious manner. The empty poison bottle was discovered upon searching him. The ssa general easily persuaded him to cough up the whereabouts of the rebels. The plan was to execute him publicly for attempt at murder. Flare heard a few of the veteran botanists discussing this, and believed his friend had been framed. In the dead of night, he broke into the prison, and freed Rajiste from his cell. Just as they were to escape into the night, they were caught. Flare allowed them to take him instead, shoving his friend into a dark corner so he could escape once all was quiet. Furious that the rebel assassin had escaped, the ssa general gathered the city inhabitants in the square, demonstrating what happens to rebels by publicly executing Flare. Rajiste was left with the sole knowledge that Flare had died to save his life. Rajiste fled the city, venturing into the desert with nothing to his name but a small dagger and a waterskin. The tumai army searched the city high and low for him, but found nothing. The ssa general placed a price on his head to be brought to him alive, so he had the pleasure of executing the assassin himself. Six months later, a dusty stranger stumbles into 'location'. He does not say where he is from, but only for water and shade. 'Meets creature, possibly, hears of labs sanctuary'? Once in the labs, he keeps up with his masonry, keeping a small remembrance garden in memory of his friend Flare. And a prejudice of authority. v3 Stats Stamina: 2 Strength: 1 Resistance: 1 Dexterity: 4 Mentality: 2 Cunning: 3 Charm: 3 Health: 20/20 Mana: 40/40 Fatigue: 20/20 Traits danger sense quality 1 natural mason quality 8 rats blessing quality 2 hunted flaw 2 (ssa and rebels) dark secret flaw 1 (friend killed on behalf, assassination attempt on ssa general) recurring nightmares flaw 1 (friend killed/torture) weak willpower flaw 4 prejudice (authority) flaw 2 V2 stats Stamina: 3 Strength: 3 Resistance: 3 Dexterity: 3 Mentality: 3 Attribute: Veteran (6 bonus skill points in combat, combat skill group) Traits: 6 Weak Willpower +5 11 Predjudice(authority) +2 13 Recurring Nightmares +2 15 Dark Secret +2 17 Hunted +2 19 Instinct -8 11 Rat’s Blessing -1 10 Danger Sense -3 7 Wolverine’s Rage -6 1 Ambidexterous -1 0 Skill Groups Combat, Survival, Artisan, Husbandry Combat: Assassination: 1 rank Martial Arts: 1 rank Survival: Climb Cliffhanger Build Fire Suck Poison Artisan: Gem Cutter 1 rank Smelting Husbandry
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Post by Skylos on Jun 11, 2021 23:11:25 GMT -6
Get out of the city. Away from the persecution of being found guilty of attempted murder. Somewhere where nobody would know him. The man shields his face as he looks back at the red rock city, fading in the desert’s sunset. It wasn’t home anymore. He turns his back. The knowledge that his friend took his place in prison… the general would have bounty hunters scouring the desert by morning. The city square’s sand and ampetheater will be forever stained by their blood, slain where they stood for a crime they didn’t commit. The stranger wakes up, gritty and just as exhausted as he had been when going to sleep. That nightmare again. Always the same. But he can’t settle. This city is ruled like Tumai was… figurehead government with something at the top, like there. Humans enjoying the top while “elected”. Bumph. He was tired.
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Post by Skylos on Jun 12, 2021 5:12:00 GMT -6
Ridelys, after labs profile before leaving labs  Name: Ridelys Species: Avian (Theron) Gender: Female Age: Early 30s Height: 5ft Weight: ... Native Language: Elvish Level: 278 5/10 as of 06/01/21, 12:00am Physical Description: Time and location can change a man. Ridelys is no different in this phrase. Over the eight years she's been away from home, the dormant magic saturated into the land of Pethia is prompting changes in herself. To the first glance, she appears a normal humanish, standing short at 5' with a lean build. She's surprisingly light for an adult. Curtained with neck length auburn red hair, Ridelys has a sharp featured face with large green eyes, shattered by strands of yellow in times of strong emotion. Her unevenly cut hair is layered with what appears to be feathers here and there, hiding her pointed ears. From the scar tissue, small feathers are erupting, giving her ears a feathered appearance. Hidden under her hair is a tattoo on the left side of her forehead. HereHer skin is a darker tone of ivory-peach, tanned from being in and out of the Southern sun. Already lighter then normal, Ridelys has hollowing bones in her limbs. There's slight markings shaped like feathers on her arms. When she becomes emotional or highly stressed, her body temperature increases and wings of shimmering fire sprout from her back. The wings are typically dormant, but there's a faint splash of red across her bare upper back in the idea of wings. The wings do not burn when active, but do emit heat. The large scar that dominates the lower half of her right leg as a result of breaking her first sarane has hardened, the scar tissue with more of a scaled appearance. If left untrimmed, hardened nails start to curve into claws. Embedded in the ring finger of her left hand is a Ring of Animal Tongues.  Ridelys wears a practical wardrobe, almost always wearing pants and a comfortable tunic. She rarely chooses to wear a hat or head covering, but always wears some sort of soled footwear. Her Apprentice Mark is located on the left side of her neck.  Mental Description Competitive. intuitive. Introverted. Secluded and mistrustful of Pethians when she first arrived to the city, Ridelys has worked slowly on opening up to others. She doesn't openly share about her past, mostly going off her gut feeling of people being 'good' or not. One thing that has not changed about her is Ridelys does not like to lose without a fight. In recent times, she has started a habit of chewing on wood sticks when she is frustrated. Unlike when she first came to the city, overly playful feline and canid pets make her nervous recently, especially grown vulticus. Goals Short Term Create a stable lifestyle Work towards mastery of gemsmithery Long Term Learn to be an authoritative figure in the eyes of her horde Communicate equally with her monsters Discover the Barracks of Eterra Discover the wisdom of her Eagle Spirit Animal Return home to Azarah Stats Stamina: 3 Strength: 3 Resistance: 3 Dexterity: 4 Mentality: 3 Attribute: Instinct (+4 points to survival skills at start) Traits: 6 start Intolerance (Alcohol) +1 7 left Disfiguring Scar (right leg) +2 9 left Blessed -8 (+4 points to magic skills at start) 1 left Cat's Balance -1 0 left Skills: 53 point(s) remaining (last counted 6/4/19) (8 creation bonus points used) Skill Groups: Husbandry, Survival (Instinct), Artisan, Magic (Blessed) Key: [] Incomplete [✗] complete ˆ Includes more (rank limit, skill rank cost) Academics +2 [] Literacy (1,1) [] Foreign Script (2,2) ˆ [] Runes (1,4) [] Cryptic Script Understanding (1,4) [✗✗] Proper Language (1,1) [✗✗] Foreign Language (2,2) ˆ (common) [] Cryptic Language Understanding (1,4) [] Savage Language Understanding (1,8) [] Riddle-Speaker (1,1) [] Mathematics (10,1) [] Local Lore (1,1) ˆ (the mines) [] Mythology (5,1) [✗✗✗✗] Geology (4,1) Artisan [] Poetry (1,2) [] Author (1,2) [] Storytelling (1,4) [] Singing (1,3) [] Play Instrument (1,3) ˆ [] Formal Dancing (1,2) [] Rave Dancing (1,1) [] Tribal Dancing (1,1) [] Artist (1,1) [] Painter (1,2) [] Sculptor (1,2) [✗] Wood-Carver (1,3) [] Carpenter (3,3) [✗✗✗] Architect (3,3) [✗✗✗] Mason (3,3) [✗✗✗✗✗] Leatherworker (5,5) [] Tailor (2,3) [✗] Smelting (1,1) [✗] Welding (1,1) [✗] Smithing (1,2) [✗] Silversmith (1,2) [✗] Metallurgy (1, 4) [✗✗✗✗✗] Gem Cutter (5,3) [✗✗✗✗✗] Jeweler (5,2) [] Master of Design (5,2) [] Weaponsmith (5,5) [] Armorsmith (5,5) [] Bowyer (3,5) [] Fletcher (1,3) Botany +2 [] Floral Bond (3,4) [✗] Plant Lore (1,1) [✗] Berry Picking (1,1) [✗] Toxin-wise (1,1) [✗] Expert Gardener (1,4) [] Verdant Lord (1,8) [] Herbal Healing (1,2) [] Herbal Cure (1,2) [] Healing Salve (1,5) [] Curing Salve (1,5) [] Exotic Medicines (1,10) [] Brew Potion of Enhancement (1,6) [] Brew Elixir of Life (1,6) [✗✗✗] Agriculture (3,3) [] Sleeping Salve (1,4) [] Lesser Poison (1,2) [] Greater Poison (1,4) [] Deadly Poison (1,8) Charisma +2 [] Barter (2,2) [] Diplomat (1,3) [] Rogue (1,3) [] Morale (1,4) [] Bestial Presence (1,4) [] Battle Commands (1,5) [] Never Give Up! (1,10) ˆ [] Unworthy (1,4) [] Command Attention (1,4) [] Fearful Presence (1,4) [] Awing Presence (1,4) [] Star Charisma (1,8) Combat +2 [] Brawling (100,2) [] Martial Arts (100,2) [] Blademastery (100,2) [✗✗✗✗] Spearguard (100,2) [] Vigilance (100,3) [] Assassination (1,4) [] Exotic (1,4) Husbandry [✗] Ghost Rider (1,24) * [] Natural bond (3,4) [] True Bonding (1,5) [] Mother Nature (1,2) [] Gentle Touch (5,3) [✗] Gem Caller (1,8) * Due to Ghost Rider, I have no need for Ride Mount, Riding, and Expert Riding. Magic [✗] Magical Awareness (1,2) [✗] Mystical Shield (1,1) [✗] Feel the Node (1,4) [] Learn Spell (20,6) * [] Spell Steal (5,8) ** [] Research (5,10) ** [] Familiarity (4,8) [] Fine Tune (1,5) *** [] Arc (1,8) *** [] Enhance Familiar (5,4) *** [] Empower Familiar (5,4) *** [] Imbue Familiar (10,10) *** [] Take (10,3) *** [] Give (10,3) *** * Requires Magical Awareness ** Requires Learn Spell *** Requires Familiarity Marksmanship +2 [] Marksmanship (100,3) [] Hawkeye (2,6) [] Viper (2,6) [] Wasp (2,6) Seamanship +2 [] Aquatic Bond (3,4) [✗] Swimming (1,1) [] Navigator (1,2) [] Homeward bound (1,4) [] Warnings (1,1) [] Wisdom of the Reef (1,2) [] Fisherman (4,4) [] Harpooner (1,8) Survival [] Savage Bond (3,4) [✗] Build Fire (1,1) [✗] Cleanse Water (1,1) [] Inner Compass (1,2) [✗] Climb (1,1) [] Cliffhanger (1,4) [] Cartography (1,2) [✗] First Aid (1,1) [] CPR (1,2) [] Wilderness First Aid (1,4) [] Suck Poison (1,2) [✗] Tracking (1,4) [✗] Advanced Tracking (1,8) [] Trap-Setting (5,3) [✗] Wild Speak (1,3) [] Mending (1,2) [✗] Knot Know-How (1,1) [] Skinning (1,3) Tinkering +2 [] Mechanical Bond (3,4) [] Basic Software (4,1) [] Basic Hardware (4,1) [] Electrician (1,2) [] Basic Mechanics (4,1) [] Clockworks (4,5) Magic Points MagicCombat Training Spearguard - 4 skill ranks (40 cp) Weapon; Spear 10 cp Jab - 5cp Fend Off - 5cp
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Post by Skylos on Jun 12, 2021 5:27:39 GMT -6
Accompanied by Caiman, Draenix, Nimbus? Restarting her spirit journey as she starts heading back up north off continent to return home. Dune eye lives with his mother down in the canyon of eterra Everyone else is cared for by an old and damaged trod, with no ribbon connections remaining.
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Post by Skylos on Jun 12, 2021 5:29:13 GMT -6
Iskhash the ssashirk of nomagic  Bleached Ssashirk scaled, dragon snout, whiptail, claws, spines, wingsies. This dragon's scales are the color of bleached bone. It has an elegant body with a slender tail and neck. This dragon has slender limbs with four digits on each foot that end in short, blunt claws. It has tiny, useless fanlike wings. This dragon's head is blocky. It has giant nostrils located on either side of its snout. This dragon has slanted mirror-like eyes that are royal purple. A series of tendrils extends, hair-like, from the back of its head. A bony ridge separates its nostrils. One horn extends backwards from its forehead. The dexterous, posturing thief with a peculiar lack of affinity for magical items. (smoke stain on snout?) He’s generally pretty quick and flashy, though he is petty(easily irritated over little things, tends to overreact) and selfish. Being young, he’s somewhat easily manipulated and fairly easily distracted by things he’s just come to notice. Having little experience with raising a creature of his own, he treats their wrongdoings as huge mistakes, scolding them harshly. Once he’s calmed down, he treats them with dignity and respect. Male Native Language: Ssakash desert dwelling +2 resistance (trait, scaled skin) move: bite (dragon snout) move: scratch (claws) 15 stat points Health: 20/20 Mana: 20/20 Fatigue: 20/20 Stamina: 2 Strength: 1 Resistance: 1 (+2) Dexterity: 3 Mentality: 1 Cunning: 4 Charm: 3 6 trait points start 6 positive, 6 negative max Ambidextrous quality 1 Cats balance quality 2 (auto 2 skill points in climbing, sneak, acrobatics) rats blessing quality 2 (auto 2 skill points in mouse, intuition) dragon blooded quality 8 (+2 draconomics points per level, +4 skill points @ creation) rabbits luck quality 7 hawks vision quality 1 ~ Magical Void flaw 8 feline curiosity (magic's workings) flaw 1 Compulsion (stealing magical items) flaw 1 compulsion (specific luck ritual before a robbery) flaw 1 phobia (Hexakosioihexekontahexaphobia fear of # 666) flaw 2 phobia (fear of bad luck) flaw 2 Skills 8 points start (excluding auto points) Combat x2 rate growth Social x2 rate growth Draconomics x2 rate growth (half cost, +2 per level, +4 at start) Survival Sneak - 2 skill points (2 ranks) Acrobatics - 2 skill points (2 ranks) Intuition - 2 skill points (2 ranks) Social Mouse - 2 skill points (2 ranks) Pickpocket - 6 skill points (3 ranks) Academics Language (common) - 2 skill points (1 rank) Draconomics Dragon kin - 3 skill points (3 ranks) Draconic history - 1 skill point (1 rank) Equipment from v3 [img]www.menagerie-labs.org/MML_RoleplayGame/images/images/book_brown.gif[/img][img]www.menagerie-labs.org/MML_RoleplayGame/images/MagicMote_Blank.png[/img][img]www.menagerie-labs.org/MML_RoleplayGame/images/item_ink.gif[/img][img]www.menagerie-labs.org/MML_RoleplayGame/images/pendant_simple.gif[/img] [img]www.menagerie-labs.org/MML_RoleplayGame/images/MediumSeeds_1_.gif[/img][img]www.menagerie-labs.org/MML_RoleplayGame/images/Tool_Fish_1d.gif[/img][img]www.menagerie-labs.org/MML_RoleplayGame/images/minetool_5.gif[/img] [img]www.menagerie-labs.org/MML_RoleplayGame/images/images/Bag-brown.png[/img][img]www.menagerie-labs.org/MML_RoleplayGame/images/matches.gif[/img][img]www.menagerie-labs.org/MML_RoleplayGame/images/weapon_1_b.gif[/img][img]www.menagerie-labs.org/MML_RoleplayGame/images/OldCoinCopper_1_.gif[/img] [img]www.menagerie-labs.org/MML_RoleplayGame/images/images/plush_chiryma.gif[/img][img]www.menagerie-labs.org/MML_RoleplayGame/images/Item-LeashAGrey.gif[/img][img]www.menagerie-labs.org/MML_RoleplayGame/images/goodiebag-berries_1_.png[/img] Levels 4 skill points upon each level up, +2 points towards draconomics Level 42, 1420 exp V2 Stats Stamina: 3 Strength: 3 Resistance: 3 Dexterity: 3 Mentality: 3 Attribute: Nightvision Traits: 6 Compulsion(stealing magical items) +1 7 Compulsion(specific luck ritual before a robbery) +1 8 Phobia (Hexakosioihexekontahexaphobia fear of # 666) +3 11 Phobia (fear of bad luck) +3 14 Feline curiosity (magic’s workings) +1 15 Ambidexterous -1 14 Cat’s Balance -1 13 Rat’s blessing -1 12 Rabbits Luck -7 5 Linguist -5 0 Skill Groups: Charisma, Survival Charisma: Rogue Survival: Climb
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Post by Skylos on Jun 13, 2021 3:52:35 GMT -6
Iskhash's backstory The spoils from their latest raid turned out well. Shiny objects made good trade. Bits and bobs to spoil the little rats, er... kappers. Books for the ones who could read those stupid words of the humans. They made better choices to steal from, if you didn't get caught. There were nine of them. Two beastwalkers, three kappers, a ssashirk, a panite and two ersatz. No, ten. An avian joined the ring not long after the deal was made. Not a normal one, it had no wings. Reminded us of an old, crippled human at first, but it had a beak. The avian is mostly molted, with a face crowned with feathers, four larger feathers poking off the back of their head. Its not really known how they got into being leader of the ring, but it happened. This avian has a voice that seems to hypnotize for a short period of time. We've used it to advantage for many a time. The beastwalkers are... safe to say, terrifyingly quiet creatures. They chose to keep away from all of the rest of the ring, taking their jobs as 'bodyguards' seriously. Only the leader seemed to communicate with them enough to get something across. One thing can be said, their pelt colors aided in hiding in dense undergrowth. The panite didn't participate on the raids, but served as a distraction. The foolish humans usually were interested in trading for the panite's 'baubles of luck and fortune', and he charged rediculously high prices of gold. The kappers would pick their pockets for anything worthwhile just after the trade had been made, taking back the baubles and any leftover gold, and they would rush away. Needless to say, the panite's got a penchant for being a swindler. He and the kappers work like a well oiled machine with some exceptions. The rats, er... kappers used to number higher, but the younger reckless ones got themselves killed. The three who remain were two males and a female. Can't tell the difference, except that they follow the female with hardly a peep of dissent. They enjoy picking pockets, favoring the theft of wallets and money bags. Baubles were just a bonus. They have a hoard of bits and bobs, and make odd things from them. They tink, they smith, and they snitch and they swipe. The only thing that tells them apart is the female has tiny wings poking off her head, like ears. The ersatz pair hadn't seen the best of life. Poor, malnourished and desperate for work, they took anything that was thrown at them, literally. The leader did not need much to emplore them to join the ring. The short quilled one could break any lock, using a quill or five to pick them in less then a minute in human terms. A strange liquid coated teh quills, and made decent darts for bringing down guards from afar. The other ersatz had pointed ears and a full mouth of sharp pointed teeth. This ersatz specialized in long range combat. Darts or arrows would rain from afar upon the raiding sight, causing panic and dissent while the others would race in undercover. This one can't talk at all, but uses different tones of a grass whistle to convey simple messages, such as "Danger" in rapid tweets. Lockbreak and Whistler, they go by. Lastly, the close combat specialist, the ssashirk. Resembling an alligator, this thief moves with the speed of a striking cobra. Armed with a short sword, teeth, claws and a thick tail, the ssashirk serves as the first line of attack and defense. If a trade goes sour or the group is caught, the ssashirk jumps into action. Unfortunately, their intelligence barely stands above a lashak draconic. All instinct, less thinking. Doesn't always work against a strategic set of opponents. They call the ssashirk Lug, for inability to pronounce their real name. Its unknown if Lug is male or female. Their first job involved the capture of a caravan along the major traderoute between the East and the West, connected to the city of Tumai. The traders were easily dealt with, stripped of everything, save for their flesh. Hypnotized into believing that they were robbed by a clan of kappers, the ring took over the caravan wagon. Lug did end up eating one of the traders out of spite though, just as they were rolling away. Upon investigation of what they had swiped, the ersatz found a locked chest. Inside laid an opalescent stone, the size of a dish detergent bottle. The biggest shiny stone any of the ring had seen. polymecca.com/on-showmans-vans/porch.jpgTo the group's surprise, it hatched a number of days later while camping out at the next caravanserai. A ssashirk, from the looks of him. Truth be told, none of the thieves had been parents, so a 'baby' seemed as large a task as teaching common to Lug. However, leaving an infant on the side of the road didn't appeal to the leader, as that would give them away. The leader reluctantly decided to keep the infant. However, if it proved troublesome, they could trade the hatchling for a decent price. Humans were always looking for another willing slave. Each of the thieving ring took turns in raising the hatchling, despite no experience in child raising. The grass-eaters of the group found out quickly that the child ate meat, and very little else. His appearance differed greatly from other ssashirk that the others had met, including Lug, who could barely remember what xie had for breakfast. For instance, the only reptilian that had 'hair'. The horn extending from his forehead to sweep back over his skull. Generally, the kappers took great interest in the 'small reptile boy', being about their size at his hatching. The wing-eared female, entertaining the idea in having kits of her own someday took possession of him rather quickly. She had long fingers for picking pockets. She took part of feeding the hatchling, and teaching him to use both hands for doing tasks. One task he seemed to enjoy watching them do was picking Lockbreak's pockets for fun. The 'fun' didn't last when he tried it for himself, and nearly lost his clawed hand to Whistler when he got caught. Whistler and Lockbreak had little to add into the raising of the young ssashirk. However, due to the extra bend in his legs, the hatchling proved dexterous for climbing and squeezing into small spaces. Lockbreak showed him better spots for hiding in the wagon when they were undercover. He avoided Whistler though. Sharp teeth they might have shared, but Whistler simply tried to ignore him. If he contributed anything to the hatchling's life, it was the interest in magical items. The panite hadn't participated in his tribe's dance, so raising a child hadn't been part of his life. He had lost his way during the time of the hunt, shamed for not being able to bring back a fanged beast. Lured and kept in by the hypnotizing sound of the avian's song, the panite made the best of his life now. He prided himself on his baubles, as well as his speed. He taught the young ssashirk how to run fast, and avoid those who chased him. The male kappers found this 'game' to be great fun, chasing the ssashirk when he wanted to run, and taking his baubles when they won. Lug tried to eat the young one on multiple occasions, but through the influence of the avian, Lug taught the child how to fight with his teeth and claws. Being young, the ssashirk hatchling did not understand why the beastwalkers never interacted with him. He would bother them constantly until either one of them would choose to play, or snarled and scared him off. If one of them did choose to interact with him, they taught him to be sneaky, and use the surroundings to his advantage. One taught him the basics of tracking, should he have to catch his own prey. Despite the multitude of languages spoken within the thieving ring, the avian worked hard to keep either Common or Ssakash as their main spoken word. Written didn't matter, half of them could barely read. She taught the hatchling his scholarly works, sharing her knowledge in the magical arts. He proved completely void of any magical properties though. It frustrated him to try a spell and not have anything happen. Magic continued to be a source of great interest of the hatchling as he grew up. Still unable to work any form of magic, he took to hoarding any magical items he could snitch from the others in the ring.
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Post by Skylos on Aug 12, 2021 16:12:19 GMT -6
NPCs in Skylos' story
veterinarian - a crooked human who extorts their patients for extra money. Deceased vet's assistant(matron) - a crooked human who took advantage of their employers untimely demise to fill their own pockets for a cushy life. Deceased. Green-Eyed Man - A notorious Triad Foundation member you don't want to meet down a back alley. Black hair, tanned, scar down his right eye, wears black and red. Moretti - The Green-Eyed Man's ...familiar? Pet? Not sure?
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