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orphans
03-11-07, 12:25 PM
I’m only including things that are currently relevant to my character in this race profile. A few sections I left out are, uh... a great many things? But they're not important right now! (I think)

Dovicarus

Race Profile:

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 varies in size, shape, texture and color but are never large enough to allow the Dovicarus the ability of flight. Flight is achieved through as a supernatural ability, however, with or without their wings. The horns of a Dovicarus have medicinal qualities that are 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 37 hours later. Due to the horns of a Dovicarus it is ageless and any wounds a Dovicarus sustains, be it mental or physical, recovers rapidly within 6 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, is it 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 come into being when the world of Vyanm was young and when the simplest life form 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 the monastery is located is shrouded in a persistent blizzard, stopping only three months during the summer seasons 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.)


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 else where 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 12) 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 cleaning one has experienced injuries inflicted with a weapon. 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 their former memories filter back slowly in trickles. The wings of a cleansing one develop also 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.))


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 8 the children begin to act more like average human children.


Mark of Heresy and Heretics:

The Mark of Heresy resembles a crescent moon with 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 should 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, 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 of some confuse the Dovicarus when they see others engaging in acts of kindness and mercy.) Many of the heretics tend to be younger then 500 years of age and although rare, there have been times when those who are quite old within the Order become heretics.

orphans
03-11-07, 12:27 PM
Name: Azza
Age: 12
Race: Dovicarus (Cleansing One)
Hair Color: White to gray
Eye Color: Maroon
Height: 4’0
Weight: 63lb
Occupation: Flower girl/Medicinal herb seller


Appearance: Azza seems to be like the any other human child her age. Her body is has the appearance of being stickishly thin, giving her an almost comical appearance. With her eyes shining brightly and her short, unruly, white hair coming to just below her ears, she retains what many perceive would be a somewhat mischievous child. Dressing normally in a white dress, she usually has an old brown belt around her waist so that she can tie objects and various other things to herself.


Personality: Azza is not one to sit still for long and is always on the go or at least fidgeting about when she is sitting in a chair. With so much energy in a child, she is actually quite quiet and prefers to watch what the town’s people are doing from day to day. When spoken to by strangers, she tends to be rather shy but having worked as a flower girl for about year, she can strike up amusing conversations pertaining to things she has seen or heard. Although quite intelligent, she has a habit of referring to herself in the third person and more often than not, she blurts out questions of utter irrelevance, leading some people to view her as extremely air headed. Azza, although very energetic, is also very clumsy at times and tends to trip on anything (including nothing.)


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 quite, 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 hour 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 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 bother 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.

In the current day now, Azza still sells flowers and the poultices but more poultices than flowers these days. 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.


Skills:

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 – Azza is not proficient with anything to use as a weapon. If she were to use the knife as a weapon, she would be rather clumsy and is more likely to harm herself than her opponent with it.

Racial Traits:

Azza does not currently know her native language and speaks only common.

Extremely Minor Endurance – Currently, Azza only seems to have slightly more physical endurance than the average human child but it doesn’t seem terribly out of place. Other children her same age sometimes surpass her energy levels and many of the children a year older easily out strip her in strenuous physical activities.

Extremely Minor Regeneration – Despite the constant scrapes, scratches, and other small injuries (getting fingers in a doorway), Azza can recover easily from them usually within the day. Ailments rarely seem to keep Azza down for long, but more serious sickness such as flu, has kept her bedridden for a week or so. In the end, there doesn’t seem to be anything abnormal, only that she doesn’t get sick as often and her scratches heal a little faster.


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 ½ inches long (9cm) with a handle that is 3 inches long (7 ½ 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.

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.


Personal Note: I think I might have forgotten a thing or two... but oh well? Feed back about everything would be nice ^^

Cyrus the virus
03-11-07, 12:44 PM
Everything's good :) You did a super job. Approved with 100 EXP!