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Author Topic: Azhira Styralias ~ Aellenrhim/Epheronian ~ Earth Mage-Healer  (Read 34487 times)
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Azhira Styralias
Shamaness
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Half-elf, Aellenrhim/ Erpheronian


« on: January 16, 2008, 03:12:21 AM »

Name: Azhira Elrosse Styralias

Gender: Female

Age: 42 years (appears as a 27 year old human with knowledge and training of a 34 year old human)

Race: Half-Elf

Tribe: Aellenrhim/Erpheronian

Hair Color: Nor'sidian black

Eye Color: Eophran brown

Occupation: Earth Mage (lvl 3) / Healer

Title: Shamaness



Overview:

Azhira took to the art of healing at an early age. She is an accomplished herbalist, having learned the art of utilizing various plants and mixtures to ease the suffering of others. In addition, Azhira is also well skilled in earth magic and has employed her spells towards the healing of physical wounds as well. She possesses a keen intellect and wanderlust. Her drive to explore her environment and documenting her adventures in a journal are very important to her. Despite these personal strengths, she holds some deep secrets that threaten to inhibit her work and life. Nevertheless, like the magic she practices, her resolve and willpower is strong. She possesses an indomitable spirit that is essential in her line of work.

Appearance:

Azhira is a frail half-elf, with a delicate physique and decidedly elven features. She possesses more elven qualities in her appearance than human ones. Many mistake her for being full blooded elven, which is something Azhira takes as a compliment. Her round face is framed with a shimmering curtain of straight nor'sidian colored locks that cascade down over her shoulders. She often wears a small braid or two along the back of her head. Her dark hair is not a common trait among her elven kin, nor among her human side either. It just stands as another unique aspect of her appearance that sets her apart from her brethren. Azhira is proud of this, however, and traced much of her elven heritage to joyfully discover that she had a great grandmother on her elven mother's side with the same color of hair.

Azhira's elven heritage shows it self in other ways. She is blessed with a pale complexion and bright, green eyes, common to Aellenrhim stock. Her human blood gives her a height just over one and half peds, as well as slightly broader shoulders that hint at human influence. To an elven observer, her mixed blood is obvious. Her ears are slightly pointed, peeking just a bit out from her hair. Azhira's trim build is often hidden under loose fitting clothing. Her preferred outer wear is dark, earthen colored fabrics, usually a tunic over her upper body with sleeveless arms. Her legs are clothed under loose fitting pants giving her free range of motion. She detests tight clothes unless she is forced to wear a light armor of some kind when adventuring.

Ever in motion, Azhira is always studying her environment, moving from one place to the next. Her eyes roam and seek new delights at all times. She is typically seen carrying a small book and a collection of writing quills in a knapsack at her side. She enjoys writing what she sees, describing new sights, sounds and smells in detail. Her knapsack, a bag she never lets out of her sight, drapes over her right shoulder hanging freely within easy reach. In addition to storing her small book and quills in this bag, she keeps an assortment of healing herbs and small stones. The herbs are always well stocked for the need to create salves and teas may be needed at any moment. The small stones she carries function as a focus for her magic and she delights in plucking only the most beautiful varieties from nature wherever she goes.


Personality:

Azhira sees herself as a servant to others, giving her healing gifts to those in need. With a solid understanding of her role in life, Azhira is an independent soul going where fate takes her. She detests being confined to one place for too long. Once she has recorded and processed what she needs to, she is compelled to move on. As a result of this wanderlust, she is never at one place long enough to make lasting friends or build any sort of strong relationships. She feels her skills are needed in many places by many people and is driven to find that next injured soul for which she can help heal.

With a grounded, ordered personality, Azhira likes to keep her facts and information straight. She knows that often, her healing skills are the deciding factor between life and death and she takes a serious attitude towards it. While other factors in her life can be allowed to be carefree, such as interpersonal relationships, healing is anything but that. Her experiences are documented in her journal, so as a result, she learns and maintains an ordered record of what herbs and spells work well and which do not.

Azhira is no discriminator of whom she aids. She is naive in this respect as she will help most anyone who requires it. This trait sometimes draws unsavory characters to beckon her and she will follow. She will knowingly walk into a dangerous situation if she sees the need. Moral decisions aside, she has a narrow focus and a compassion for the wounded. As a result, she will help heal a wounded criminal just as soon as she would a goodly, law abider.

Azhira suffers no uncompassionate people, nor does she maintain relations with those who dismiss and reject the world and its beauty. As an earth mage, she sees herself as a part of the natural balance of the world and seeks only those who share her view. She is open to most any viewpoint and opinion, and will never argue any one side or belief. She accepts that some people are ignorant and moves on. She keeps to herself most times, but can be quite friendly and social. She recognizes that maintaining a positive outlook to her patients is important as they lay suffering. But, the opposite of this is that Azhira has slowly been suffering a breakdown of her own will as her experiences cause a slow burn out for her.  

Strengths:

Earth Mage - One of Azhira's best strengths is her skill in earth magic. She has mastered the aspects of Sphere I giving her equal in skill to a level 3 mage. Although she is knowledgeable in all aspects of the first Sphere, she directs her spells towards the healing and slowing of physical damage to the flesh and blood. By easing pain, calming the mind and slowing the blood of a wound, Azhira can give her patients a second chance at life.

Herbalist - Being an herbalist couples with her earth magic healing skills. Her skills are two-fold. She utilizes her herbs to create salves, ointments and teas to ease fevers, relax the mind and to keep wounds from becoming infected. Her bag of often used leaves, berries and pieces of flora is kept at her side at all times. Most times, all she needs is water for a mixture, which is easy to come by in many regions.

Scholar - Azhira keeps a detailed journal of her experiences for which she can study and learn from. Mixtures, procedures and places are kept recorded so she doesn't have to remember what she did to help someone years ago or how to properly mix that juk'lan tea. She refers to her journal often, but has yet to run out of pages and she fears the day when she does. Surely, she can't carry stacks of journals with her all her life?

Weaknesses:

Naive - For a relatively long-lived half-elf, Azhira has seen alot in her travels, but still maintains an air of naivete. She has no standards of who (or what) she helps heal. She once settled within a cabal of criminals rumored to worship some obscure dark aspect of Coor to become their healer. She was tricked into helping the cult leader who had been wounded during a bar fight. Once done, after she learned of the cult's true purpose, she stayed with them. Her misguided compassion did not allow her to leave. For this quality, it is not uncommon for her to be taken advantage of.

Nightshade/Herbal Addiction - One of the most effective herbs Azhira uses in her healing is the Nightshade bush. While the leaves and roots work well as an ointment to relive pain and ease the airways, it also helps the heart to beat faster. Azhira, who is of weak constitution anyway, began using small amounts of Nightshade to maintain energy and keep her going. However, she is in constant risk of giving herself the wrong dose with which could poison her fatally. Nevertheless, she has become dependent on the Nightshade, perhaps because of the risk involved gives her a certain thrill.

Lack of Self Care - Azhira looks out for others but rarely takes the time to care for herself. She does not eat well and sleeps irregularly. She uses her herbal mixtures and teas to maintain her energy and keep her going in lieu of food and rest. As such, her body can be prone to illness and her body is in constant need of physical nourishment. This does nothing to help her already thin physique, for which she uses her earth magic to give herself an extra boost of strength when needed. She has collapsed from fatigue and painful headaches before yet refuses to learn the common sense to eat and rest whenever possible.

Magic:

Azhira has mastered the aspects of Sphere I in her training as an earth mage. She utilizes both physical and spiritual properties of Sphere I to calm her patients' minds before working to heal their physical injuries. Coupled with her herbal medicines, Azhira gives her patients the most complete care that she can. She is most skilled at manipulating the earth ounía within a living being as her repertoire of spells is mainly directed at healing wounds. She has the most experience with humans, elves and other mortal races. However, healing animals is not beyond her skill, although she is no expert in beast physiology.

When confronted with an injured individual (or sometimes animal), she first must calm the patient and clear their mind of fears and anxiousness. When someone is gravely wounded, Azhira knows by experience that they are often frightened and in such a state of pain that it inhibits any focused effort to help them. By focusing on the spiritual aspect of Sphere I, and activating the property of numbness, Azhira slows the thought process of the patient's mind by increasing the earth ounía's influence. This helps to deaden and numb the mind's reaction to the pain and thereby easing the patient's suffering. The mind becomes intensely weary, sometimes causing the patient to sleep. Often, once the pain can be lessened, the patient is calmer and easier to work with. Given the earthen desire for permanence, once this spell is cast, it takes time to dissipate. This gives Azhira the critical time needed to focus her magic on another aspect.

Even though the pain may be lessened, a wounded individual is still quite anxious at having endured such damage upon their body. The second focus is upon the spiritual property of stability. By strengthening the property of stability within the patient's mind, Azhira can lessen the fears and chaotic thoughts, giving her patient a calmer feeling, despite being in physical pain. The numbness property aids in lessening the mind's reaction to the pain while the stability property lessens the chaos and fears. However, given Azhira's current skill level, the manipulation upon either property is only temporary and she must work quickly to fix the actual source of the pain before the languor and numbness wears off.

Once the patient is calmer, Azhira must work to help the wound itself. This involves the physical properties of earth Sphere I. For bleeding wounds, the spell Sanguinary Block is essential to slow the bleeding. By manipulating the earth ounía within the blood itself, she can focus on the property of solidity, making the blood thicker. By doing this, the blood runs from the wound at a much slower rate giving Azhira the time needed to bandage the wound to completely halt the bleeding.

Broken bones are also another type of wound that Azhira works with. Her work in the healing temples of Nehtor have given her the skills needed to mend a broken bone while her magic gives her the extra step of actually helping the bone heal faster. A broken arm, for example, must first be set properly back to its original position. This process is painful and traumatic for the patient so once she sets the mind at ease with her magic, Azhira physically sets the bone. She then focuses on the earthen property of hardness once more to strengthen the bonds around the break thereby making the bone not so weak.

Due to the very careful and specific focus that Azhira employs upon a wounded patient, she can only use her magic upon one person at a time. The amount of focus to manipulate the spiritual and emotional qualities of her patient is intense. Calming the chaotic thoughts and numbing the great pain in an individual is not done instantly or easily. As such, Azhira prefers not to try to use her healing magic on a group of individuals since her focus is spread out and inefficient.

When confronted with a dangerous situation, such as a hostile attacker or if the environment around her becomes too deadly to dwell in, her first instinct is to protect the wounded that she is caring for. To protect her charges from further harm, Azhira will activate the Hardness attribute in the earth ounía within the patient's body, specifically the skin. When casting, the spell is not instantaneous, but takes perhaps five to ten blinks for the entire body's skin to harden up. This gives the skin a hardened, tougher quality, similar to thick leather, that helps resist physical damage. This also enables any open wounds to hold together while the patient can be moved to a safer location.

If Azhira has no charges to care for during a hostile situation, her first instinct is to activate the Hardness property of earth within her own body, again the skin specifically, giving her a temporary "armor" until she can escape. Azhira is no fighter and rarely employs her spells in an offensive manner to cause injury unless faced with no further options. Rather, she uses her spells to disable her opponents for a time. Her favored spell to use is Colossal Weight. By focusing on the earth ounía within her opponent(s) muscles, she gives it greater influence, adding immense amounts of weight to the target. Her opponent(s) will no longer be able to stand and collapse to the ground rendering them harmless.

History:

Birth and Childhood

Azhira was born to an elven mother, a priestess of Nehtor named Lafalia, and a handsome  Erpheronian knight of Armeros, who was known as Elrosse the Whitebrand. Azhira Elrosse first experienced the world on a bright and sunny 6th day of Rising Sun, in the year 1621. Her father was a wounded knight, having returned gravely injured from a crusade to quell a troll uprising in the mountains north of Nyermersys. He was being carried by a comrade when he fell from the horse, nearly dead. A wandering group of White Nehtorian Healers was preaching nearby and were summoned quickly to aid. The knight was taken by wagon to a nearby temple where he was tended to by a young elven priestess. The two fell in love and their union produced a daughter, Azhira. The young half-elf was named for her father, Elrosse. In her later years, after Azhira became an earth mage and healer, she was given the elven name "Stýra’eliás" meaning "Nature-healer". Many non-elves found her exotic elven name difficult to pronounce, so like many Styrash words, it became "Tharianized" to a more palatable pronunciation of "Styralias."

Azhira remained with her elven mother living in the temple while her father roamed the country side upon his grand steed bestowing Armeronian justice upon the evil minded. Azhira rarely saw her father but perhaps once or twice a month as he came through the area. Though her parents loved each other, Azhira could see the sadness in her mother's countenance when her father came to visit. She feared the danger the knight was constantly involved in and knew it was only a matter of time before he succumbed to battle wounds.

Despite this, Azhira had a happy childhood growing up amidst the healers of Nehtor. She took to their compassionate faith seriously and learned the healing arts. Azhira's mother taught her many aspects of medicinal healing. Often, the group would journey by wagon to nearby Nyermersys to trade for valuable herbs not found locally. The temple had a reputation as being one of the best stocked apothecaries in the region. Azhira eagerly spent her childhood learning to create such things as sedatives from the Trinity herb, ointments from Odea moss, and tea from the Dreamer's Breath flower.  

Azhira often blames her father's human side with giving her the wanderlust and sense of adventure. Azhira would reject any offers from her father to learn how to ride horses or wield a weapon. A healer did not use implements of war, although in her father's case, Azhira understood. He was a knight and was sworn to protect the innocent. Azhira had her sights upon another career in her life, one apart from warfare and something to aid in her healing skills. She asked to learn magic.

The study of magic was something that neither Azhira's knightly father or priestly mother ever considered for their daughter. Nevertheless, Azhira's parents were willing to give their daughter what she needed for herself and they both offered her choice. Her mother gave her the option to learn magic from the Aellenrhim tribe, in their forest academies. Azhira's elven heritage would allow her to be trained by fellow elves. Her father gave her the second option. He knew nothing of the elven way of magic and insisted that Azhira go to Ximax to be trained among the humans there.

The choice was difficult. Azhira took a full year to think about it before finally deciding that she should go to Ximax. Her mother was understandably disappointed, feeling that Azhira would move farther away from her elven heritage. Azhira reassured her mother that she would continue to study the healing and medicinal arts and vowed to use the magic she learned to this effect. This pleased her mother, and the other Nehtorians, who contributed a portion of their earnings to send her to Ximax. Azhira promised to pay their generosity back two fold someday. Azhira's father had amassed a sizeable fortune of his own in earnings gained from his various quests and jobs and together, Ximax became affordable.

Ximax Academy

Life at the Magical Academy of Ximax was a complete change for Azhira. She grew up in the confines of a temple around quiet, contemplative clerics and the bustle of a large city was overwhelming. Azhira took a few months to assimilate herself to the culture and focused on magic training with all the seriousness she could muster. She chose to study the earth school of magic deciding that it granted her the best option to heal physically wounded while her salves and teas eased the rest.

She never expected instruction in earth magic to be so difficult. She spent more time studying and focusing to manipulate the earth property that she considered changing her school of study to fire or water. But, as focused as Azhira was, she stuck it out, when she was sometimes ridiculed. Many of her classmates were dwarves or gnomes and the sight of a half-elf studying earth magic was rare. In fact, the sight of any sort of elven blooded student in Ximax at all was rare. Azhira became a sort of oddity at first, but many students over time came to respect her resolve.

Her studies comprised many different areas of focus. Within her two decades of study, she mastered the use of Sphere I study. Her studies were tailored to her desire to heal the physical and mental wounds of the body. Within this time, she was able to study many areas of Sphere II, giving herself knowledge of elements of the properties of Inertia, both moving and slowing of the body and mind. Upon graduation, at the age of 38 years, she was perhaps equal to a level 3 mage in terms of knowledge and skill.

After Ximax

Upon graduation, for the next 10 years, Azhira began work at small healing clinics around Ximax. She worked for many years gaining experience with many different kinds of medical cases. She started at small clinics and then moved into larger temples, often working alongside clerics of Nehtor, Baveras and gnomish healers. It was about this time that she was presented with a blank journal and a quill from one of her mentors, a gnome scholar and herbalist named Onnon Wallowbean. Azhira had worked with the old gnome for 20 years along with his daughter. The old gnome was near death and promised Azhira that she would own his clinic after he died. She gave her some advice. "Use this journal," he said. "Record your experiences and your skills. Tis important you never forget!"

Azhira took his advice and began the journal and has never stopped since. She developed her own personal writing style so as not to take so much space on a page. She used shortened phrases and sentences, and pictures and diagrams. Upon the death of the gnome, Azhira maintained the healing clinic, making potions and salves to sell. She made enough coin to pay back her mother's temple and also her father, who was now an old, retired knight. It was terribly sad for Azhira to see her human father old and frail while she and her mother remained youthful. "Tis an unfortunate truth for elves," her mother once said. "Human life spans pale to our elven longevity. The union of human and elf is never easy for their children, thus why it is so rare."

Azhira took ease in the fact that her father lived his last days in her mother's temple, cared for in his old age until his death. Azhira was given his old knightly garb, but she never learned to use it, so she kept it in a locked chest in the temple. Azhira did keep her father's holy symbol, an amulet made of silver in the image of the god himself. It reminds Azhira of her wanderlust and her responsibility to help those in need.

Belongings

Azhira carries an assortment of healing herbs and salves with her in well worn leather knapsack.

- Anemonel flower leaves
- Arvins cedar resin and leaves
- Frent mushroom pieces
- Nightshade leaves and root
- Juk'lan leaves
- Khmeen plant seeds
- Small onion bulbs
- Odea moss
- Waterstar flowers
- Willow tree bark
- An assortment of salves and ointments

- Small backpack with extra clothing and bedroll
- Loose fitting tunic and pants
- Water skin filled with water
- Rope
- Small amount of sans
« Last Edit: January 31, 2010, 11:28:19 AM by Kalína Mërénwèn Dalá'isyrás » Logged

"Be still and I shall calm your mind and mend your broken body."
Seh'nara Celebrindal
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« Reply #1 on: January 17, 2008, 11:01:32 PM »

Hello Azhira, and welcome to Santharia! :) I have a few things that I would like to comment on today, although I know your still working o n this.

First off, the Sand Sisters are not seducers. They were never raised to seduce men as you say. We will allow you to have that skill, but please don't generalise in that manner. :)

Secondly, it's nigh impossible for a ten year old to hunt through a sandstorm, lead others safely home, and still get a week's rations. Realise that you have many experienced hunters with you at that point, many of which have been trained longer than you have to survive.

Thridly, if you have any skill with any weapon, any at all, it has to be listed, or taken away. We do not allow magic with weapon skills.

Good luck!
Seh'nara
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Azhira Styralias
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« Reply #2 on: January 17, 2008, 11:21:00 PM »

Oh wow, I wasn't expecting comments already!  Shocked

Thank you for the feedback. This is still a rough history and I agree that a ten year old "super hero hunter" was a little over the top and will be tweaked. I was trying to have a defining moment in Azhira's life where at such a young age she is viewed as a gifted child and someone who is viewed as a potential future leader in the tribe.

Secondly, I will not generalise the seducer part. My interpretation was that the sisters use men for procreation and pleasure and little else. I figured that most times they simply need to find a man and bed him for a night. The art of seduction would have to be required in order to gain a man's trust, at least for a short time. It would seem that the sisters would want to mate with healthy, strong men in order to produce strong daughters and such a man would need some kind of "sweet talk" to get them. But...I can see both ways. Azhira is gifted with a sweet tongue but that doesn't mean all her tribe is too.

Third, her skill with a dagger was taught to her from a young age (as the race description states, all children are taught even if for just an emergency). Azhira would be no different, however, I balanced out this skill as being weaker than normal in order to allow her magic skills. Her history doesn't list using any kind of weapon in combat, only her skills in magic and stealth.

Thanks again, Seh'nara. More updates coming.
« Last Edit: January 17, 2008, 11:21:57 PM by Azhira El'rosse » Logged

"Be still and I shall calm your mind and mend your broken body."
Simonne Miller
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« Reply #3 on: January 17, 2008, 11:27:27 PM »

You don't know men very well if you think that Sand Sisters would need to seduce them in order for them to spend a night with a man. Most men would jump at the chance of 'unattached sex'. In any case, though some women might have, the tribe as a whole did not refine 'seduction' as an art ;)

Also, she wouldn't have started learning her trade (from what you tell us, this was hunter) until after she had had her first bleeding. Before that time, she would stay in the O'pit together with the other girls and the older women, she would not yet travel with the Sper'itua :)
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Azhira Styralias
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« Reply #4 on: January 18, 2008, 12:53:41 AM »

Thank you Simonne. You are correct and I have tweaked the CD to reflect such.

Now open for comments and suggestions!
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Rookie Brownbark
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« Reply #5 on: January 18, 2008, 01:22:04 AM »

Where did she learn how to set a bone and what herbs to use?  And isn't this a skill you could use in a city, instead of resorting to thieving?  Also, why go to a city if you can't get a job there?  She knows how to hunt, couldn't she use that and live in a village instead? ;)
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Azhira Styralias
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« Reply #6 on: January 18, 2008, 03:30:39 AM »

Hi Rookie! Thanks for the feedback. Here is my logic behind this:

1. It would be logical to assume that a tribe of nomad/hunter/gatherers would know at least some basic first aid in the absence of more "modern" facilities such as those in a big city. A hunter out on the wild would be susceptible to wounds from animals, physical ailments, heat stroke etc...you would have to have a way to treat such ailments naturally or organically with what you had. Perhaps setting a bone is a bit much, but basic aid such as stopping the bleeding, bandaging and the ingestion of certain roots to dull the pain would be among some basic skills of a tribe living in the wilderness. As such, these basic skills could perhaps get her a job as a healer in a city but she is not suited for that - she is a hunter, not a doctor. I know how to change a tire and oil in a car but wouldn't dream of working as a mechanic because it doesn't interest me.

2. Azhira wanted to escape the life of a nomadic hunter. Much like a farm boy wants to go to the big city to realize his dream, so does Azhira. The village life no longer held any meaning for her and she had a passing familiarity with city life so she started there. Stealing one apple led to two apples led to a coin purse led to trinkets and before she knew it, Azhira had become a talented petty thief. Of course, I am sure this wasn't what she imagined her life to become, but like most things in life, you sort of fall into it and make due.
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« Reply #7 on: January 18, 2008, 06:19:23 AM »

Then pop those explanations in your history!  Personally I think the setting a bone is a bit above the norm, but you could easily say something about her having seen it once when she was young and then trying to repeat what she had seen with the other woman.  If you describe how difficult something is for your character, it makes it more believable ;)
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Twén Aråerwén
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« Reply #8 on: January 18, 2008, 06:36:09 AM »

Quote
Third, her skill with a dagger was taught to her from a young age (as the race description states, all children are taught even if for just an emergency). Azhira would be no different, however, I balanced out this skill as being weaker than normal in order to allow her magic skills. Her history doesn't list using any kind of weapon in combat, only her skills in magic and stealth.
Is it up to the player too define balance now? If your character can hunt with the weapon, they know how to use it effectively. (Being taught in a weapon from a young age does not leave one unskilled in its use.) The mention of "no" weapon skills combined with magic is not a topic open for interpretation. Either a person knows the use of weapons or they know magic .... simple choice.
Quote
- Lack of strength. Azhira is agile and quick,<-- Agile and quick are strengths and should be listed in that section.  but lacks any sort of high physical strength. As such, she prefers never to engage in hand to hand combat and would rather use her magic to hide or run away.
Quote
- Controlling personality. Azhira grew up in the shadow of a powerful Wo’di’on and rarely gives up control and the leadership role, especially to a man. She can be controlling and demanding to get what she wants. She tends to clash with group leaders and resist any kind of secondary role unless it suits her immediate goals. This should also be listed as a strength. Certain aspects of this make a very powerful strength, considering she takes charge of most any situation. This would make her like a natural born leader as most people hesitate to take responsibility.
Stealth skills and agility must be listed as their own strengths, not simply lumped together with other strengths. Also: Since she is a mage, she knows how to read and write and those are strengths as well, most people can not perform these things.
~Sincerely~
Cáo cár'tuulenís:Twen Araerwen
« Last Edit: January 18, 2008, 07:12:24 AM by Twén Aråerwén » Logged

•º•The spell fell upon the crowd like a dragon, •º•
•º•ancient and full of death.•º•
_.·´¯) Twén Aråerwén's CD(¯`·._
Azhira Styralias
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« Reply #9 on: January 18, 2008, 06:55:35 AM »

@Rookie - Alright, I can amend the history to include some of my explanations.

@Twen - This leaves me with a difficult choice, and looking back, the Sor’inyt is probably a poor choice for a mage. The Sor’inyt race page lists that all girls receive basic weapons training and even further training in a hunter role. That being the case, the rule of no weapon and magic skills immediantly rules out any kind of Sor’inyt character learning magic. Is this rule stated somewhere?

I was trying to minimize the weapons skills as no longer really used in favor of magic but this won't be accepted? Someone cannot give up a former skill to learn a new one? Well I guess its good I know now...
« Last Edit: January 18, 2008, 06:59:45 AM by Azhira El'rosse » Logged

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Elf, Ifer’hém


« Reply #10 on: January 18, 2008, 06:58:24 AM »

There are ways to diminish her use in the weapon but "clear" indications of how horrid she is with it must be stated. My character has a weapon but the skill with it is so infinitesimal that it is nigh useless. Keep in mind "Just because someone is taught with a bow .... does not mean they can use it effectively. I have a brother that loves hunting and he has tried to teach me how to use a bow. 11 years later I still suck. Possibly this same "barrier" exists for your character in the weapons her tribe tried to train her with."

Anything beyond weapons as ornamentation is pretty much unacceptable to be combined with magic.
« Last Edit: January 18, 2008, 07:06:26 AM by Twén Aråerwén » Logged

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Azhira Styralias
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Half-elf, Aellenrhim/ Erpheronian


« Reply #11 on: January 19, 2008, 12:36:51 AM »

Thank you Twen.

I have made some changes, in particular Azhira's role as hunter and weapon user. Attempts were made to teach her the weapons of a hunter but Azhira failed to grasp even the most basic concepts of offense/defense, movement and strategy. She became a failure in the eyes of her mother. Instead, Azhira was relegated to the role of gatherer where she learned lore of herbs and plants - enough knowledge to make a salve to help her wounded comrade. Basically, she possesses the same level of weapon skill as a commoner. Clumsy moves and slow defense at best, barely able to pick up a heavy sword at worst.

I disagree with the controlling personality being a strength. It could very well be a strength, but also a weakness as it hinders her from working with her comrades effectively if she is frequently vying for a leadership role or being argumentative. To me that is a weakness. She needs to learn to control and use this aspect of her personality and that is one of her goals.

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Seh'nara Celebrindal
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Elf, Tethinrhim


« Reply #12 on: January 19, 2008, 12:46:41 AM »

It is possible for you to have something as a strength as well as a weakness. One of my characters has pride as both a strength and a weakness.
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Azhira Styralias
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Half-elf, Aellenrhim/ Erpheronian


« Reply #13 on: January 19, 2008, 03:40:37 AM »

Thank you, Seh'nara.

I have added that particular personality trait as a strength - she can take charge and has good leadership skills. The weakness is that she loathes to share leadership roles and seeks to find any way to usurp the leadership role from what she would perceive as a weak leader. Essentially, if she sees you as a weak or hesitant leader, she'll step in and make the tough decisions (according to her although hey may not always be the correct decisions...)
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Eléyr Fásamár
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Elf ~ Kaýrrhem


« Reply #14 on: January 19, 2008, 09:07:15 AM »

Hello Azhira and welcome to Santharia! I'm pleased to make your acquantince, and I look forward to reviewing such a lovely piece of writing. My comments will be in this Royal hue of Blue!

Name: Azhira El'erosse Just wondering if you spelled your surname right here. Your post name and your topic title spell it differently.

Gender: Female

Age: 25

Tribe: Sor’inyt

Occupation: Thief / Wind Mage

Title:

Overview:

Azhira is a woman defined by the tragedies in her life(comma) and someone who seeks a destiny bigger then the one she was born into. As a wind mage and part time thief, she makes her way in a hostile world as best she can.

Appearance:

With soft tanned skin and a<--Not needed piercing almond shaped eyes, Azhira has a natural physical beauty much like the sisters of her clan. She is of standard height for a Sor’inyt, about 1.5 peds. Her limbs are taut and lean from many years of hunting and sneaking. She was blessed by her tribe from an early age and recieved a Wani’toia, or tattoo, atop her head and she considers it a high honor and sign of her abilities.This is a run on sentence. I would advised you to start a new sentence after 'head,'and remove the 'and.' As such, her head is is kept bald to show the tattoo(comma) but also aides in her movement without wild strands of hair billowing around her at inopportune times.

Clothing:

Azhira generally wears loose fitting clothing, usually earth tone colors such as black, brown, dark blues and reds. She is not someone with exquisite taste so simple pants, tunics and cloaks are her preference. She also chooses clothing that doesn't make noise when she moves. She is accostomed to the hot, dry weather of the Aeruillin desert and as such prefers not to wear layers.

Personality:

Ahzira is a woman of simple tastes and simple attitudes. She has a seemingly infinite amount of patience and rarely loses her temper. She appears laid back and open but is inwardly a tense and anxious individual. Her eyes search for trouble and her hands are always out and open to deflect a secret attack or snatch a fat coin purse from an unsuspecting passerby.

She rarely expresses her emotions to strangers and most interpret her as being aloof and unfriendly. She speaks out of necessity and that is all. Her heart is forever guarded as she keeps any outward signs of pleasure, contentment or happiness locked tight behind a grim, frowning face.

One talent that Azhira possesses is the gift of charm and personability. <--Personality She can be an engaging and seductive person to talk to(comma) but this is only an act to gain trust or information from potential victims of her thieving fingers. While most men would bed an exotic Sor’inyt with little question, Azhira finds that her taste in men are more refined and as such enjoys the challenge of pursuing a particularly hard to get kind of man. Much of what she learns of the outside world comes from stories and secrets she is able to extract when a man's tongue is loosed by generous amounts of alcohol and charm.

Azhira has very little patience with extroverted, chatty people. She prefers to watch from the sidelines, gauging everyone's potential strengths and weaknesses. Within any kind of city or populated area, she prefers small, quiet places of retreat. When out in the wilds or open outdoor areas, she will become more relaxed and willing to let down her guard because the wilds of hunting is where she grew up and what she knows best.

Strengths:

 - As a level 3 wind mage, Azhira uses her wind magic to supplement and enhance her stealth, agility and speed for the maximum "thieving" effect.

 - Smooth tongue/charming. Azhir <-- Azhirais a good liar and charming seducer. This talent is directed more towards men than women(comma) and she finds it useful when learning of a potential target for theft or to learn valuable secrets.

 - Azhira possesses extraordinary patience and a focused mind. She can wait and bide her time for as long as she needs to in order to accomplish her goal.

 - As a student mage, Azhira showed herself to be a quick learner and her reading and writing skills developed quickly.

 - Outdoorsman - Azhira grew up in the outdoors and learned many basic survival skills living in the wilderness such as basic first-aid, basic camp making (fire making, cooking and tent making).

 - Leadership. As the daughter of a tribal leader, Azhira learned (and inherited) many core leadership skills such as managing groups, discerning objectives, timing and giving orders. She can take charge if need be and perform the necessary requirements for following through on an objective.

I really only saw a few spelling errors throughout. I hope that my comments aid you in the titling process, and I will look forward to seeing this character role played in a story environment. Good luck!

Sincerely,
Eléyr Fásamár
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