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orphans
05-28-11, 07:17 AM
This is a double level update from level 1. Here is the old profile. (http://www.althanas.com/world/showthread.php?21459-Flowers-in-a-Tomb)

Level 3 updates will be done in Deep Sky Blue again.

This first post will contain the Race Profile, which is NOT reflective of Azza's skills or abilities as a character. It will only contain information that pertains to how far Azza has/will progress.

Second post is Azza's character sheet.

The third post will be a general summery and chronicle of quests completed (or at least of the ones I remember. If I left one out, poke me.)


Dovicarus

Race Profile:
General Overview:

The Dovicarus are known by many that are land bound as Bird Herders or Shepherds of the Sky. A Dovicarus is characterized by a pair of horns attached to the head and a pair of wings on the back to what would otherwise look like a normal human. The wings of each individual Dovicarus vary in size, shape, texture and color but are never large enough to allow the Dovicarus the ability of flight. Flight is achieved through a supernatural ability, however, regardless of their wings. The horns of a Dovicarus have medicinal qualities rumored to cure even the most gravest of wounds or deadliest of plagues. If a Dovicarus was to remove its horns, however, its life is void as his or her strength will deteriorate rapidly until he or she dies thirty-seven hours later. Due to the horns of a Dovicarus, it is ageless and any wounds a Dovicarus sustains be it mental or physical, recover rapidly within six hours. All Dovicarus serve in the Order of Farinma without exception and if a Dovicarus were to break a Farinma Law, his or her horns will crack immediately and the “Mark of Heresy” will appear to serve as a warning. If a second offense is committed the horns shatter into dust. Unfortunately, for the said Dovicarus, it is impossible to escape from judgment as every Dovicarus is bound to the Farinman Order. The means of how the Dovicarus are bound to their Order is unknown to outsiders but if asked, all Dovicarus refer to a being as, “The Never Ending Coil.”

Dovicarus have a natural affinity to barrier and enchantment magics but depending on their station of life, young Dovicarus tend to train in only the magics they are allowed (shielding magics for grave keepers and bookkeeper and more offensive enchantment type magics for the warriors and guards.) As a Dovicarus ages, their curious nature usually sends them on a path to learn other magics or begin the mastery of a weapon of war. By the time a Dovicarus becomes an elder, he or she is a force to be reckoned with due to their proficiency in both a weapon (usually only one) and one or more types of magics.

The existence of the Order of Farinma came into being when the world of Vyanm was young and when the most complex life forms were simple water plants. The Dovicarus were created shortly after to maintain the Order and establish themselves as a force to balance the world. The monastery of the Farinman Order is established in the high mountain wastes of Sol’el Arc. Located near “the roof of the world,” the continent of Sol’el Arc is constantly battered by harsh winter weather all year round while the mountains in which the monastery is located is shrouded in a persistent blizzard, stopping only three months during the summer season before starting once more. Though the Dovicarus have a tolerance to extreme temperatures, they feel most comfortable in the frozen mountains of their homeland and would often complain to elders if they had to mission in warm and temperate climates (which is usually the case.)


Rebirth:

Rebirth of a Dovicarus is much like the process for hatching a new Dovicarus with the exception that the soul is already in existence. A Dovicarus that has been reborn does not necessarily always attain his/her former station and is instead, treated as if he/she is like any other newly hatched. The rebirthed Dovicarus are not born with the knowledge of their past life, but instead their memories filter back quickly once his or her horns have stopped growing.


Horns of the Dovicarus:

The horns of the Dovicarus, as mentioned before, have medicinal properties as well as providing the youthful appearance and longevity of the individual Dovicarus. The horns of a Dovicarus are only slightly harder than titanium and are always angled in such a manner that it would be impractical to use them as a weapon of any sort. If a Dovicarus were to lose a large part of their horns, they begin to weaken in strength both physically and mentally but the horns will function like any other. A Dovicarus can lose one horn and still function, but would tire more easily than usual. As stated already, if a Dovicarus loses both their horns, they will die within thirty-seven hours. Fortunately for most of the Dovicarus, only heretics have to worry about damage to their horns. A normal Dovicarus can regenerate his or her horns after a full night of rest, a heretic cannot. For most Dovicarus, their horns become fully developed after 250 years or more. A cleansing one’s horns become fully developed after a single year once they begin to grow. A cleansing one’s horns act in the same way as a normal Dovicarus, not as a heretic’s.


Wings of the Dovicarus:

The wings of a Dovicarus have no exact purpose and many of them consider it merely decorative. Some tie talismans and other trinkets to their wings while other simply leave them alone. The wings are sensitive to touch, giving rise to the tradition in which many warriors sever their wings before the beginnings of great conflicts. The average wingspan of a Dovicarus ranges from one to three feet. The wings are also not completely feathered but usually a mix between feathers and fur.

The warrior tradition of severing wings began with the realization that when the wings were severed, the Dovicarus would go into a state of temporary incapacitation for about an hour. Unlike other parts of their bodies, a Dovicarus’s wings once severed, do no regenerate within the normal six hours but instead can burst forth in their original size after two days. Whether or not the wings are “released” is up to the individual’s discretion but upon release the Dovicarus will experience another period of incapacitation lasting for the same amount of time as when the wings were first severed.


Killing a Dovicarus:

Killing a Dovicarus is much easier than many would think with a few major exceptions. Dovicarus have the same anatomy as humans and thus, prone to all the advantages and disadvantages most humans have with skeletal structure. A Dovicarus that sustains enough physical traumas will usually fall into a comatose state. Wounds to a Dovicarus however, are usually less fatal (i.e.: sword thrust into the gut, elimination of limbs, blood loss) as physical injuries, no matter how grave, can regenerate themselves within six hours (sometimes faster). Decapitation of the head with a bladed weapon (blown off will not kill), removal of the heart with a bladed weapon (ripped out will not kill), or if the regeneration process is inhibited (the body sustaining continuous damage and has no time to recuperate, i.e.: lava), the Dovicarus will die. Upon death, the soul of the Dovicarus is recalled instantly to the Monastery as long as they are in the world of Vyanm. If a Dovicarus is outside of Vyanm, he or she must be branded with a Signet of Recall on the lower stomach. If the body’s regeneration is no longer inhibited, the severed head and/or the removed heart are returned within an hour, the Dovicarus will revive within the usual six hours.


Blood of the Dovicarus:

The blood of a Dovicarus, once their horns are fully grown, is sweet in taste and contains healing agents that increases one’s natural healing abilities, but also contains a mild toxin that induces dementia and insanity at the same time. How much blood was consumed is in direct relation to how long the person will experience the effects. A single drop will induce the effects for a few minutes. Dovicarus blood has no effect on creatures with an artificial mind (constructs), non-sentient undead and simple creatures (slimes/jellies/amoebas). A Dovicarus’s blood and horns also prevents their kind from turning into were-creatures, vampires or other types of creatures that have the option of procreating by spread of their blood or sickness. A Dovicarus will always be a Dovicarus.


Language and Writing:

The Farinman Order has their own system of writing that is based on a combination of symbols, characters and glyphs. There is no differentiation between singular or plural nouns. Instead, a number in front of the noun indicates plural things. Adjectives describing the noun follow after the word. The spoken language is usually comprised of flowing sounds and airy words. Sentences when translated directly are often fragmented. Dovicarus are also incapable of lying competently and each one has a telegraph when they lie. As such, Dovicarus learn to tell alterations of truth or just fractions when needed.


Abilities, Magic, and Song Magic:

Dovicarus are in general stronger, faster, and most think in a more logical manner than the average human. However, Dovicarus develop much more slowly than humans and although Dovicarus can easily outstrip humans in terms of might and magic, they lack common sense and are quite sheltered from the world when they are young. Dovicarus, once with fully developed horns, can fly at will accompanied with significant boosts in strength, endurance and mental control. Dovicarus are also innately immune to telepathy as a natural defense against those that might glean information from their minds. A Dovicarus can allow an individual telepathic access, if they wish.

Magic among the Dovicarus is considered as a gift and thus, used sparingly in day to day situations. The two common schools of magic within the Order are Barrier Type magic (Mahana Shieba) and Enchantment magic (Mahana Echau). Enchantment magic is seen as the more aggressive of the two schools.

The Barrier Type magic focuses on exactly that, barriers. All Dovicarus learn the basics of Barrier magics for the added protection against physical and mental assault when they are attacked in those fashions. There are several types of barriers that can be raised quickly and can be maintained for as long as needed. Depending on the type of barrier, increasing amounts of mental concentration may be needed as time passes. The type of barriers created differ with each Dovicarus and no two barriers formed will ever be the same but can be similar.

Enchantment magic is a misleading name as many of the spells employed are augments to increase speed, strength, endurance, or mental strength. Other enchantments augment the effectiveness of weapons, objects, or even the physical and mental well being of individuals and/or groups of opponents (the effects against a group will be diluted as opposed to using the same magic upon an individual), as well as regeneration of areas, objects or living organisms.

Any other magic that is not within the schools of Mahana Shieba and Mahana Echau are called Mahana Omal. Mahana Omal is any magic from teleportation to elemental magics of any magnitude. In general, Mahana Omal is the umbrella term for magic that is not one of the previously mentioned schools of magic.

The properties of Mahana Shieba, Mahana Echau, and Mahana Omal make it so that humans and other races may emulate some of the effects, but without the properties of a Dovicarus’s horns, the subject emulating the spells will experience extremely horrible side effects.

Alternatively, magic common to humans and other races react different when a Dovicarus attempts to channel it with the same effect, even if the spells are similar (example, a Dovicarus Fireball spell and a Landbound Fireball spell, while having the same effect, are cast differently.) This property makes it difficult for Dovicarus to learn Landbound spells and vice versa.

By nature, Dovicarus are beings with a strong spiritual and magical aura that can be detected by any spell made to look for such things. While most Dovicarus can mask their presence, unless they don’t know how, some choose not to. Beings that are able to see magical auras will be able to see a Dovicarus’s aura while they are masked. When unmasked, beings able to see a Dovicarus’s aura will experience something similar to seeing a large magnesium flare.

Farinman Song Magic was extremely common during the time of the Kalvarus, the Dovicarian ancestors, but has since faded into disuse. The process to perform song magic is often long, intricate and easily interrupted. However, the yield effect of song magic is many times that of spells cast otherwise. There are elders and a few younger Dovicarus who dabble in song magic mainly for entertainment, though there has been a movement to revive the old arts.

Another reason that Farinman Song Magic fell into disuse is due to the need of drawing upon strong emotions. Most of the Dovicarus are unable to understand the complex emotions that their ancestors, the Kalvarus, once had. While most Landbound take emotions for granted, there are a few Dovicarus who seek to understand. Others, who are born with the understanding of strong emotions, usually become heretics to Farinma.

The effects of song magic are directly related to how strong the emotions of the singer are and how many harmonize with the song. Those that harmonize with the song do not need to be Dovicarus, so long as they know the words.


Weapons, Augmenting/Enchanting Weapons and the Inherent Issues:

Weapons that are common, but not limited to the Order, are straight edge swords and shields, curved swords, and pole arms. The fight styles with pole arms are generally based on learning to counter one or multiple opponents while swords bearers are taught to strike quickly and unrelentingly with careful control. Use of hammers and other exotic weaponry within the Order is rare, but over countless years they have developed their own unique styles of fighting.

A problem for all Dovicarus is that channeling enchantments and augments into a weapon will generally destroy it afterwards. The only material that the Dovicarus know to be resistant to the effects is equipment forged from Rolntaurn, a material only native to their home realm. The only augmentation that does not destroy a weapon outright is strengthening augmentations, but afterwards the weapon will sustain a large amount of wear and must be repaired. However, gentle restorative enchantments can aid in the recovery of organic items, such as wood and cloth items without worry of destructing them.

Enchanted equipment, unless made from Rolntaurn, will be useless to Dovicarus and will only function as mundane objects to them. However, once removed from the Dovicarus, the enchanted item will return to its original functionality and enchanted weapons used against Dovicarus will function as they should.

Weapons or objects that are enchanted with a spirit may be used by Dovicarus, but will function at one tenth of their magical abilities, often nullifying their usefulness.


Rolntaurn:

Rolntaurn in Vyanm is the only mineral metal that is indestructible and able to be imbued with magic from a Dovicarus and not be destroyed. Adamantium will not be destroyed if Dovicarus attempt to imbue it - instead, nothing will happen. Rolntaurn is formed inside the mountain that the Dovicarus Monastery is built upon. In raw form, Rolntaurn looks like ordinary rocks, but will exude a magic aura similar to the Dovicarus.

Because Rolntaurn exists only in Vyanm and only forms in the mountains where the Dovicarus live, it is believed that Rolntaurn is simply mineral metals that have been able to absorb large concentrations of spiritual force from the Dovicarus, similar to their monastery.

All weapons and armor forged from Rolntaurn are from the Farinman Order. To even shape and form a small needle from the metal needs at least forty hours of a shaping ritual known only to the Elders of the Order.

The color of the metal is usually a pale, grayish blue while the weight is nearly the same as any iron item of its make. The shape will retain through nearly anything once the shaping ritual is complete. Adamantium and Rolntaurn naturally repel each other and it is nearly impossible to have the two collide together.

Removing Rolntaurn from Vyanm is frowned upon, and only allowed to be done by elders. If any Rolntaurn is lost, efforts will be made to return it.


Uncommon Role(s):

Cleansing Ones – These are Dovicarus that have died while burdened with the Mark of Heresy. Unlike a normal rebirth, cleansing ones are reborn and must live their life elsewhere on another plane or realm of existence until they are cleansed. The reasoning behind this tradition is the hope that the punished Dovicarus will learn respect for the life while living among the land bound. The cleansing ones usually appear as human infants on the doorstep of a family, orphanage, or temple so that it might be taken in and accepted to the realm it was placed in. The only hint of abnormalities the child might have is the Mark of Heresy that he or she will still bear. The horns of a cleansing one can begin to develop much sooner (usually around the age of twelve) but unlike a normal Dovicarus, the cleansing one will only be able to live to a full potential of 113 years and the horns can only develop after the cleansing one has experienced injuries inflicted with a weapon or what is perceived as a weapon by the young Dovicarus. The mentalities of cleansing ones also develop much like that of any human, and thus develop much faster than a Dovicarus. Every other aspect of a cleansing one’s horns is the same as any other Dovicarus. ((Note: Cleansing Ones are not subject to the laws of Farinma because as a cleansing one, they do not truly know what they are, even if all their former memories filter back slowly in trickles. The wings of a cleansing one develop shortly after his or her horns begin to grow. Once a cleansing one dies or is killed, their spirit is recalled back to the monastery instantly.))



Personalities:

Children – As children, Dovicarus seem to almost have no personality of their own but instead retain a rather bland demeanor. The mind of a Dovicarus is very innocent at this stage and easily influenced by his or her caretaker(s). Around the age of eight the children begin to act more like average human children.

Monastery Guards/Warriors of Farinma – Since these two jobs are almost similar and usually interchangeable, the personalities comprising the Dovicarus that serves in these positions are relatively similar. Most have a streak of aggressiveness and wanton violence, but since the laws of the Order limit them, they find other ways to calm their spirits during peace. Older warriors tend to become more contemplative and take pride in keeping their fighting edge sharp through vigorous training. The younger tend to explore the world around them.


Mark of Heresy and Heretics:

The Mark of Heresy resembles a crescent moon pierced with an arrow. The instant the horns of a Dovicarus begin to crack due to a crime committed against the Order, the mark will magically burn and infuse itself between the shoulder blades of the perpetrator. The mark serves a few purposes; the main reason is allowing those of the Farinman Order to track the Heretic. The mark is also a reminder of past failure but perhaps the most important reason for the mark’s existence is that it allows the recall of the spirit of a cleansing one to return to the monastery.

Heretics can attempt to remove the mark by accepting missions to live among the land bound for a number of years until they have gained a higher respect for the life of the land bound. Many heretics chose this option but because of how the land bound in Vyanm treat the Dovicarus and each other they often return with confusion and mixed feelings of the ones they were intended to watch over (behaviors such as stealing, murder, and other heinous acts based on the reason to support someone of dear value while other act with kindness and mercy only to deny it to another for being of a different color of skin.) Many of the heretics tend to be younger than 500 years of age and although rare, there have been times when those who are quite old within the Order become heretics.

orphans
05-28-11, 07:31 AM
Character Profile

Name: Azza “Sophia” Ambrose
Age: 14
Race: Dovicarus (Cleansing One)
Hair Color: White to gray
Eye Color: Maroon
Height: 4’11
Weight: 98lb
Occupation: Adopted Daughter


Appearance:
Another year has passed for Azza, and with it, Azza has grown taller and gained enough weight to not look “stickish,” merely slim. On the other hand, a majority of the weight is in the form of her horns and wings, which are now both fully grown. The Mark of Heresy between her shoulder blades is now clearly marked and “inked” black.

Her horns have grown from the small bumps above each ear, to contour along the side of her head with the points of the horns a single inch apart in front of her forehead. The points of her horns are blunt. Each horn is solid with a spiral design that continues until it reaches the tip.

The once small tuffs of feathers on each shoulder blade have now grown into wings. Their color is a soft russet that fades to a dove white at the tip of each “feather”. The composition is something that feels like furred feathers.


Personality:
Azza, once a vortex of energy with the simple wants of any child, has become more and more reserved as she grew older. While not silent, she has taken to her older tendencies of observing those about her, like she did before her eighth birthday. She is still friendly and more than willing to play, however, with the children of the Underwood Orphanage that she came from and she enjoys spending time with members of the Ixian Knights. When she is alone or when among strangers, is when her personality shifts to that of a meek and quiet watcher.

Azza still tends to ask questions of utter irrelevance to topics at hand, but they will usually have a vague direction of their own. She also no longer trips on random things and is more mindful of her surroundings.


History:
It was a clear night when a tavern master found a small baby girl upon his establishment. Having stepped outside to take a breath or two of fresh air, he had nearly stepped on her and indeed would have if the child had not begun to cry. Searching about the road for any signs of the child’s parents, he helplessly brought the child inside for the night. Having no real time to take care of the child himself, he reluctantly allowed one of the less savage looking patrons to take care of the child in return for a free night’s stay. The child was (much to the relief of the tavern master) unharmed the next morning and before the market had opened, he brought the child to the local orphanage of the town and explained his situation. The kindly woman running the orphanage saved him most of his breathe and gave him an understanding nod before taking the child into her own arms.

The girl was first given the name of Sophia and she grew up to be like that of any other child within the orphanage. Her slightly odd looks did raise questions, as did the marking between her shoulder blades but no one, including Sophia herself, paid much attention to it. Around her 8th birthday (or at least what was believed to be her 8th) Sophia quite suddenly began to refer to herself as Azza. Before now, Azza had been very quiet, calm, and in essence, quite bland in personality. A week later, it was almost impossible to keep Azza still, whereas before she could sit for hours without moving a single inch. The other children did not find this strange and were in fact very happy that they had a new playmate. The only complaint the kindly woman could now have about Azza was that, “The girl has too much spirit!” It came as a great relief to her that the girl seemed like the other children and that she herself (the kindly lady) could stop worrying that Azza might have had any serious ailments.

Around her 10th year of life, Azza was allowed to wander the town in groups with the older children of the orphanage. Taking this opportunity eagerly, she spends almost every hour of light outside with the others that are also allowed to wander about. It was around this time that she was given a knife by one of the older boys who worked as an apprentice for the local smith. It was also around this time she became interested in finding a job so that she could help the younger children and the kindly woman to support running the orphanage. The obvious influence of this idea came from the older children, who all have a job of some sort to either help the kindly woman or for self-interest. Employers, however, were reluctant to give her work due to her small size and frail build. Unable to find work, she helped the kindly woman gather medicinal herbs in the field and watched the younger children while they chased each other in the grass.

At the age of 11, she was wandering the streets with some flowers she had placed in her hair when a man stopped her. Asking Azza if she would be willing to sell the flowers in her hair to him, she had a look of utter confusion before the man explained that it was his wife’s birthday and those were her favorite kinds of flowers (lilacs.) Agreeing, she gave him the flowers in return for a few copper coins. The same night, she discussed the possibility of becoming a flower girl with the kindly woman. Seeing no harm, she agreed to allow her to begin selling flowers that she gathered in the fields and in addition, the kindly woman allowed her to also sell some of the extra medicinal poultice she made for the children. With a brilliant smile and energetic personality, Azza was usually able to sell all the flowers she gathered but on days when she sold few or no flowers, she was able to converse with the town’s people to pass the time and keep both herself and them entertained. The unsold flowers never went to waste, as Azza would always bring them back to the orphanage and allow the younger children to place them in their own hair.

At the age of 12, Azza sold flowers and the poultices but more poultices than flowers. Having learned which of the flowers sold best and how to turn the herbs into medicinal poultices, she is able to make enough coins to at least ease the burden of the kindly woman ever so slightly. If sales are good for that day Azza would often buy a handful of sweets to give to the younger children, much to the disapproval of the kindly woman, but she would secretly smile anyways.

At the age of 13, Azza had finally found a family to adopt her. Despite the small bit of turbulence in the process, she ended up happy for the most part. Eventually settling in to her new home and getting used to her surroundings, she spent her free time exploring winding corridors or following other members about. Ultimately, Azza got used to not having her usual job of selling flowers and it was a strange concept for her to just be. The rapid change in her physiology also made her extremely self-conscious of herself. If anything, Azza wished to be, “normal.”

Currently day, Azza’s personality has undergone a large shift from a small happy child, to a withdrawn and insecure teenager. There are hints of a small growing rebelliousness, or perhaps just a simple want to explore. Which one it is, is still to be seen. However, memories of a past she once had follow her at nearly every turn in her day to day life, making even the most mundane tasks a potential to trigger a remembrance. Unfortunately, Azza has no recollection of the time when Jensen, Sei, and Kyla were pulled forcibly into her mindscape by Seratem. As such, she is unaware of what transpired, but she is able to feel the effects and understands that something happened the day she awoke with the three Ixian Knights standing around her bed.


Skills:

Languages – While Azza does not currently know her native language and speaks only Tradespeak (common), her returning memories are offering her a glimpse into what it sounds and looks like.

Herbology – Azza’s knowledge of herbs, their uses and looks comes mainly from the kindly woman. The woman herself was only a skilled enough to gather herbs and make poultices to guard against the common colds or to treat minor injuries and scratches on the children.

Weapon Proficiency Swordsmanship – The training session with Marcus has assisted the return of Azza’s former memories. They are far from complete, and at this point, Azza is average with her swordsmanship skill, with occasional spurs of inspired technique. These moments can be trigged by something her opponent says, her surroundings, or being injured in certain fashions.

Adoption – Jensen Ambrose and Stephanie have adopted Azza into their home. The little girl officially gets all titles and rights as befits her station as daughter to the Ixian Knight’s prime bodyguard. She also unfortunately inherits all of Jensen’s not so good monikers, ideally the eternal hassle of dealing with stories of the Noodle Incident.

Parents’ Instructions – Azza is willing to believe whatever Jensen or Stephanie tells her, unless she already holds an opinion of the matter in question. Even then, they are able to sway her considerably.


Racial Traits:

Adult Dovicarus – A Dovicarus reaches adulthood when his or her horns have finished growing. Age has no relevance. This brings changes in physical and mental traits and some associated abilities.

“Lies Cut My Tongue” – Whenever Azza lies, or is thinking about lying, she will begin to fidget about or play with her hands, usually poking her two index fingers together while her face reddens. Those who are observant will be able to notice the oddity and change in her behavior.

Landbound Habits – The act of eating, sleeping, and other things normally associated with normal humans, or life in general, no longer need to be performed out of necessity for adult Dovicarus, but rather, will be done out of habit. As such, Azza will still want to eat on a regular basis and will want to sleep on a regular basis, despite the fact that she no longer needs to.

Memories of Another Time – Azza’s former memories of her past life are flowing back to her, but slowly in minute trickles due to her soul, mind and body being disconnected. However, memories of her eight years before her consciousness awoke are also returning.

Fragmentation – The manifestations of Azza’s mind and soul are disconnected from her physical body, crippling many of her abilities that should have appeared after her horns had grown to their fullest, signaling her entry to adulthood. Until this effect is removed, Azza is limited in some abilities that she can learn and some of her racial attributes will not reflect what an adult Dovicarus should be.

Horns of the Dovicarus – Azza’s horns are now fully grown, starting from above each ear and contours along her head towards the girl’s forehead. The blunt points face each other and are exactly one inch apart. The strength of each horn is akin to titanium, however, they cannot be used as effective weapons and cannot be used to gore someone (I suppose she could… sideways head butt someone.) If the horns were to be damaged, all of Azza’s racial related attributes, except regeneration, will be reduced depending on the extent of the damage. The loss of one horn will reduce her racial attributes by half, and the loss of both will reduce her to an average human, all with the exception of her regeneration.

Wings of the Dovicarus – The once small tuffs of feathers on each shoulder blade have now grown into wings. Their color is a soft russet that fades to a dove white at the tip of each “feather”. The composition is something that feels like furred feathers. The wings, while having no specific use, are sensitive to touch. Azza has a two-foot wingspan. If severed, they will incapacitate Azza for one hour. Unlike the rest of a Dovicarus’s body, the wings will not regenerate on their own, and must be “willed” back after two days, if the Dovicarus wishes. When the wings are “willed” to regenerate, they will burst forth fully grown to their previous size and Azza will experience another hour of incapacitation.

Blood of the Dovicarus – If one was to drink Azza’s blood, the individual will gain increased regenerative abilities, however, will also experience a period of both insanity and dementia in direct relation to how much blood they have consumed. Dovicarus blood has no effect on creatures with an artificial mind (constructs), non-sentient undead and simple creatures without brains (slimes/jellies/amoebas). A Dovicarus’s blood and horns also prevents their kind from turning into were-creatures, vampires or other types of creatures that have the option of procreating by spread of their blood or sickness. A Dovicarus will always be a Dovicarus.

Unmasked Aura – Azza does not know how to mask her aura, and as such, she is easily detectable to those who are sensitive to strong magic and spiritual forces. Those who are able to see magical auras will see Azza as brightly as a walking magnesium flare.

Dovicarian Healing – Dovicarus cannot be healed by magic other than that from their race. Conversely, the Dovicarus must use a different spell if they wish to heal others not of their race. This means Azza cannot be healed by the majority of Althanians, including the technique used by the Ai’Brone monks. Medicinal and natural herbs can assist in healing, as long as there are no magical components mixed into the potion/draught consumed. At this point and time, Azza does not know how to use any magic that is specifically from her race. Azza is aware that others cannot heal her, but not aware as to why.

Magic Incompatibility – If someone not of Azza’s race tries to teach her magic, Azza will be able to emulate a similar effect. However, because of the differences between how a Dovicarus casts spells and how Landbound (humans. elves, dwarves, etc.) cast spells, there is an infinitely great chance, at this point, that Azza will cast a spell that is ineffective or completely different in effect, (for instance, a fireball that heals.) Azza is not aware of this issue.

Enchanted Equipment Rejection – Like those of her race, Azza is unable to use any enchantments on equipment, and all equipment that Azza uses will function as mundane equipment unless it is forged from the Rolntaurn metal (see race profile) from her home realm. The other exceptions are equipment imbued with a spirit. While spirit imbued equipment will retain their enchantment in Azza’s hands, they will only function at one tenth of their normal power. Enchanted equipment, when used against Azza, will function at their full ability. Azza is not aware of this issue.

Enchants that Crumble – Equipment that are enchanted or augmented by Azza are good for a limited time use before they either crumble to fine dust of the material they are forged/made from, or are in a such a state of wear and tear that the equipment must be repaired for effective use. Azza is not aware of this issue.

Tolerance to Natural Conditions – Weather conditions do not hinter a Dovicarus physically, so much as mentally. Most comfortable in their frozen mountain home, Dovicarus can function in extremely hot deserts, but will most likely complain, a lot. Azza, while never having experienced the frozen steeps of her natural home, feels most comfortable in winter and dislikes heat in general. However, whichever of the two extremes she is in, Azza will not succumb to their effects. Her comfort will be in question though.


Racial Abilities:

Regeneration (Dovicarian) – With the horns fully grown, Azza’s regeneration ability reflects that of how her race normally functions. Wounds that are received by physical and/or mental means will regenerate within six hours, regardless of their severity. That is not to say, that the wounds won’t slow down the Dovicarus. Very specific methods must be used to kill a Dovicarus, as detailed in the Race Profile. Azza is not currently aware of the extent of her regenerative abilities.

Endurance Fortification (Fragmented) – While she is technically a fully grown Dovicarus, because of the fragmentation of her being, her endurance is not as it should be. As it stands, Azza has only x2.25 the endurance of an average human.

Strength Fortification (Fragmented) – Azza’s seemingly unnatural strength is currently x2 of an average human, but because of fragmentation, her body is unable to develop further in this aspect.

Speed Fortification (Fragmented) – Her speed is increased to x2.1 of an average human. Azza is able to control herself and react much more quickly now, but because of fragmentation, she has reached a limit in this area.

Natural Flight – Azza is able to fly indefinitely at will, however, because she has spent her entire current life on land and has never been taught to fly properly, Azza would likely panic after realizing her feet have not been on solid ground for an extended period. Azza is also not aware of her ability to fly. Azza is aware that she can “drift” and “float” if she tried to jump as high as she can.

Telepathic Resistance (Fragmented) – With the full development of Azza’s horns, she should have been immune to telepathic attacks or telepathy in general. However, because she is fragmented, she is only resistant to telepathic attacks and communications. On the other hand, those who are seeking information through telepathic reading can only bring together nonsensical information if it pertains to her or her race, specifically. Anything else can be collected rather readily, but Azza will be aware of the process and will be able to do the same as long as the aggressor keeps the link intact.


Equipment:

Small Knife/Sheath: Much to the disapproval of the kindly woman, Azza was given a small bronze knife from one of the older boys when she was 10 years old. The blade is 3 1/2 inches long (9cm) with a handle that is 3 inches long (7 1/2 cm.) The only use she has for the knife is to trim the stems of flowers and to assist in gathering herbs. The sheath and knife is tied onto the right side of her belt.

Set of Training Clothing – A set of loose fitting cotton trousers and a grey tunic with no sleeves. Upon returning to Underwood, Azza has tailored the tunic (with the help of the orphanage keeper) so that the two holes on the back fit snuggly and won’t hinder her wings.

Plain Straw Hat – A simple straw hat that is un-dyed and was used to hide Azza’s horns from view. Now that her horns are fully grown, the hat shades her head from the sun.

Plain white dress – Loose fitting garment that reaches slightly past her knees. No pockets to hold things.

Old leather belt – Slightly moth-eaten but still durable, Azza uses the belt to tie random objects and pouches to herself. Inside the pouches are usually a handful of fresh herbs and a vial or two of medicinal poultice.

Sandals – Much to Azza’s dismay, she is more or less forced to wear sandals when running around the town and fields. The sandals themselves are simple and made from toughened animal hide.

Dream Catcher – It is made from vines and branches. It was given to Azza by some of the orphan children.

Length of Blue Ribbon – It is the same length of blue ribbon used by the orphanage keeper to tie Azza's braid. It is made of cotton, about 11 inches in length, and slightly scented with lavender.

Copper Hairpin – After remembering that she had been given a gift, Azza unwrapped the present, which was a small brass hairpin. It has three prongs and a carefully, but crudely made flower decoration in the shape of a lily. Azza would never sell it.

Cloth Satchel – A poorly stitched, but durable satchel that was used to hold flowers and other items to be delivered. It was recently used to carry all of Azza’s belongings with her.

Piggy Bank – Give to her by her new Uncle Sei, she keeps it in her room and puts every coin she has earn, found, or was given, in it.

orphans
05-28-11, 07:33 AM
Summary of Things Added:

Race Profile Updated –
Killing a Dovicarus
Blood of the Dovicarus
Language and Writing
Abilities, Magic, and Song Magic
Weapons, Augmenting/Enchanting Weapons and the Inherent Issues
Rolntaurn

Character Profile Updated –
Name
Age
Height
Weight
Appearance
Personality
History


Skills:
Languages (Changed)
Weapon Proficiency (Changed) (http://www.althanas.com/world/showthread.php?22609-Prudence&p=183019&viewfull=1#post183019)

Racial Traits:
Adult Dovicarus (New)
“Lies Cut My Tongue” (New)
Landbound Habits (New)
Memories of Another Time (New)
Fragmentation (New)
Horns of the Dovicarus (Changed)
Wings of the Dovicarus (Changed)
Blood of the Dovicarus (Changed)
Unmasked Aura (New)
Magic Incompatibility (New)
Enchanted Equipment Rejection (New)
Enchants that Crumble (New)
Tolerance to Natural Conditions (New) (http://www.althanas.com/world/showthread.php?22032-The-Colors-of-Grey&p=181938&viewfull=1#post181938)
Dovicarian Healing (New) (http://www.althanas.com/world/showthread.php?22609-Prudence&p=183019&viewfull=1#post183019)

Racial Abilities:
Regeneration (Changed)
Endurance Fortification (Changed)
Strength Fortification (Changed)
Speed Fortification (Changed)
Natural Flight (New)
Telepathic Resistance (New)

Items Acquired:
Set of Training Clothes (New) (http://www.althanas.com/world/showthread.php?22609-Prudence&p=183019&viewfull=1#post183019)
Plain Straw Hat (New) (http://www.althanas.com/world/showthread.php?21706)

Miscellaneous Edits and Notes:
Overall editing and clean up. Changed a few numbers into words. All changes in Racial Abilities are in direct relation to Azza becoming an adult. Language is related to returning memories.

Completed Past Threads (in no particular order and what I can remember.):
Dreamscapes... (http://www.althanas.com/world/showthread.php?t=4837)
Entering... (http://www.althanas.com/world/showthread.php?p=165811#post165811)
Just... (http://www.althanas.com/world/showthread.php?t=21061)
Forever... (http://www.althanas.com/world/showthread.php?t=21242showthread.php?t=21242)
Children... (http://www.althanas.com/world/showthread.php?p=170930#post170930)
Growing... (http://www.althanas.com/world/showthread.php?21775-Growing-Up-Fast-%28Closed%29)
The Colors... (http://www.althanas.com/world/showthread.php?t=22032)
Prudence (http://www.althanas.com/world/showthread.php?22609-Prudence)

SandStorm
05-30-11, 05:00 AM
When profiles are this fun to read I wish I had more of them to look over. Get me another update asap :)

Anywho, approved.