Kellai
01-28-16, 03:13 PM
Name: Kellai Ko'Solhir
Nicknames: Kel
Age: 20
Race: Harpy
Hair Color: Pale blonde
Eye Color: Gold
Height: 5’4”
Weight: ??
Occupation: --
Personality:
Kel is insatiably curious and highly distracted by things that intrigue her, particularly if it’s shiny, but she’s just as quick to discard an item once she grows bored with it. Be warned: She doesn’t really understand the concept of “ownership,” as her clan shares everything, so she has been known to take things that do not belong to her. Though, once you explain to her why she can’t have whatever she’s taken, she has no problem giving it back. Like any harpy, she hates illusions, and lies, and those that engender them. She sees the world as being either true or false, there is no middle ground, and she cannot abide confusion between the two. When riled, her temper is vicious.
Appearance:
As a harpy, Kel has a humanoid body covered in feathers, complete with wings instead of arms, and the head of a human female. The colors of her feathers are those of a barn owl. She has big golden eyes and pale blonde, wavy hair that she likes to keep pretty short. She is carnivorous, so her teeth are just as nice and sharp as the gleaming black talons that protrude from each of her eight toes. Because of her avian body, any clothes she wears have to be loose enough to accommodate the movement of her wings . So, that means a lot of wraps.
History:
Among Kel’s clan, three individuals (known as the Furies) comprise the ruling order. Legends say that they are direct descendants of the original Furies, those terrible enforcers of divine will that were so feared among the ancient races of mortal-kind. Whether that is true or not, their offices within the clan represent the three aspects of the immortal soul: passion, wisdom, and justice. Currently, they are Pathae, Sofia, and Dikaiosyne, respectively, and each of them only consents to bear young once or twice in their individual lifetimes.
Kel’s clan (like many clans within Fallien) is comprised of polygamous females, who typically bear only one offspring per breeding season. The males the breed with are simply called “sires,” and are never present during any phase of the offspring’s development. Unlike the immediately avian qualities of female fledglings, any males that hatch are always possess the more humanoid physiology of their nameless sires, whereupon they are sent away. The female fledglings, however, are raised within the clan, under the service of their primary deity, the God of Wind.
Kellai and her younger twin sister, Aello, are the daughters of Pathae, the Fury of Passion. For that reason, and because they are twins, they are regarded as special within the clan. As such, both Kel and her sister were raised to exemplify all of the clan’s most sacred traditions and values--much to their chagrin. Among many other things, this responsibility entails the rite of passage known as the Anakalypsis, or “discovery,” wherein a fledgling is forced to leave the clan’s eyrie upon reaching her majority (at 20), to go on a journey of self-actualization.
This is where Kellai’s story starts…
Skills:
Being that Kel is a harpy, her skills reflect her avian nature. She can fly, for instance, and she has really good eyesight. Furthermore, while airborne, she is extremely agile. She can live off the land with ease. Her “bird-half” is a barn owl, so she’s stealthy. On the other side of that coin, though, her bones are extremely brittle (they have to be light enough to let her fly, after all), and she is much less dexterous on the ground--often even clumsy.
Abilities:
From birth, female fledglings are raised to believe that they share kinship with the winds, whom they refer to as their “brothers,” and that said kinship affords them certain gifts that other creatures are denied. The most important of these gifts is flight. Beyond that, the “gifts” vary to some extent from one harpy to another. The only commonality these gifts share is the fact that they are “borrowed” from the winds, rather than “owned.”
By its nature, wind rejects being controlled. Thus, rather than learning mastery over their “brothers,”which would cause only injury or death, fledglings are taught to become more like conduits or vessels through which they can more safely direct their tempestuous brethren, without such disastrous consequences. Though, even this takes a toll. Every one of the abilities “borrowed” through a harpy’s kinship with the winds is physically draining. The stronger the ability, the more taxing it is on the harpy in question.
Specifically, Kellai’s abilities are as follows:
Eurus - Named for her easterly “brother,” Kel uses her wings to generate a current of air which she can use to destabilize her foes for a few seconds. In this, the defensive ability’s most basic iteration, it has a range of about three feet and can only affect one person at a time. This ability is slightly taxing, and can only be used three times before taking a noticeable toll.
Notus - Named for her southerly “brother,” Kel summons and shoots bolts of white-hot electricity to cause enough burn damage to incapacitate a limb. Currently, this ranged attack is only 100% accurate within a range of 3-4 feet. This ability is especially draining, and can only be used once every couple of hours without succumbing to fatigue.
Zephyrus - Named for her westerly “brother,” Kel can heal light wounds, such as cuts, bruises, etc., on herself or on others. She can only stabilise more serious wounds, such as lacerations or broken bones, and cannot yet stop someone dying from a fatal injury. This ability is the most draining, and can only used twice daily.
* The “names” of these abilities have no real importance, I was just nerding out.
Equipment:
The only real “equipment” she has is an amber pendant her sister gave her, which she always wears. Beyond that, she carries a small satchel that stores another wrap and such small provisions as she needs, such as coins, etc.
Familiars: --
Nicknames: Kel
Age: 20
Race: Harpy
Hair Color: Pale blonde
Eye Color: Gold
Height: 5’4”
Weight: ??
Occupation: --
Personality:
Kel is insatiably curious and highly distracted by things that intrigue her, particularly if it’s shiny, but she’s just as quick to discard an item once she grows bored with it. Be warned: She doesn’t really understand the concept of “ownership,” as her clan shares everything, so she has been known to take things that do not belong to her. Though, once you explain to her why she can’t have whatever she’s taken, she has no problem giving it back. Like any harpy, she hates illusions, and lies, and those that engender them. She sees the world as being either true or false, there is no middle ground, and she cannot abide confusion between the two. When riled, her temper is vicious.
Appearance:
As a harpy, Kel has a humanoid body covered in feathers, complete with wings instead of arms, and the head of a human female. The colors of her feathers are those of a barn owl. She has big golden eyes and pale blonde, wavy hair that she likes to keep pretty short. She is carnivorous, so her teeth are just as nice and sharp as the gleaming black talons that protrude from each of her eight toes. Because of her avian body, any clothes she wears have to be loose enough to accommodate the movement of her wings . So, that means a lot of wraps.
History:
Among Kel’s clan, three individuals (known as the Furies) comprise the ruling order. Legends say that they are direct descendants of the original Furies, those terrible enforcers of divine will that were so feared among the ancient races of mortal-kind. Whether that is true or not, their offices within the clan represent the three aspects of the immortal soul: passion, wisdom, and justice. Currently, they are Pathae, Sofia, and Dikaiosyne, respectively, and each of them only consents to bear young once or twice in their individual lifetimes.
Kel’s clan (like many clans within Fallien) is comprised of polygamous females, who typically bear only one offspring per breeding season. The males the breed with are simply called “sires,” and are never present during any phase of the offspring’s development. Unlike the immediately avian qualities of female fledglings, any males that hatch are always possess the more humanoid physiology of their nameless sires, whereupon they are sent away. The female fledglings, however, are raised within the clan, under the service of their primary deity, the God of Wind.
Kellai and her younger twin sister, Aello, are the daughters of Pathae, the Fury of Passion. For that reason, and because they are twins, they are regarded as special within the clan. As such, both Kel and her sister were raised to exemplify all of the clan’s most sacred traditions and values--much to their chagrin. Among many other things, this responsibility entails the rite of passage known as the Anakalypsis, or “discovery,” wherein a fledgling is forced to leave the clan’s eyrie upon reaching her majority (at 20), to go on a journey of self-actualization.
This is where Kellai’s story starts…
Skills:
Being that Kel is a harpy, her skills reflect her avian nature. She can fly, for instance, and she has really good eyesight. Furthermore, while airborne, she is extremely agile. She can live off the land with ease. Her “bird-half” is a barn owl, so she’s stealthy. On the other side of that coin, though, her bones are extremely brittle (they have to be light enough to let her fly, after all), and she is much less dexterous on the ground--often even clumsy.
Abilities:
From birth, female fledglings are raised to believe that they share kinship with the winds, whom they refer to as their “brothers,” and that said kinship affords them certain gifts that other creatures are denied. The most important of these gifts is flight. Beyond that, the “gifts” vary to some extent from one harpy to another. The only commonality these gifts share is the fact that they are “borrowed” from the winds, rather than “owned.”
By its nature, wind rejects being controlled. Thus, rather than learning mastery over their “brothers,”which would cause only injury or death, fledglings are taught to become more like conduits or vessels through which they can more safely direct their tempestuous brethren, without such disastrous consequences. Though, even this takes a toll. Every one of the abilities “borrowed” through a harpy’s kinship with the winds is physically draining. The stronger the ability, the more taxing it is on the harpy in question.
Specifically, Kellai’s abilities are as follows:
Eurus - Named for her easterly “brother,” Kel uses her wings to generate a current of air which she can use to destabilize her foes for a few seconds. In this, the defensive ability’s most basic iteration, it has a range of about three feet and can only affect one person at a time. This ability is slightly taxing, and can only be used three times before taking a noticeable toll.
Notus - Named for her southerly “brother,” Kel summons and shoots bolts of white-hot electricity to cause enough burn damage to incapacitate a limb. Currently, this ranged attack is only 100% accurate within a range of 3-4 feet. This ability is especially draining, and can only be used once every couple of hours without succumbing to fatigue.
Zephyrus - Named for her westerly “brother,” Kel can heal light wounds, such as cuts, bruises, etc., on herself or on others. She can only stabilise more serious wounds, such as lacerations or broken bones, and cannot yet stop someone dying from a fatal injury. This ability is the most draining, and can only used twice daily.
* The “names” of these abilities have no real importance, I was just nerding out.
Equipment:
The only real “equipment” she has is an amber pendant her sister gave her, which she always wears. Beyond that, she carries a small satchel that stores another wrap and such small provisions as she needs, such as coins, etc.
Familiars: --