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Merywyn_Ethryon
07-01-07, 12:06 PM
Hello, I'm new to the site, but a returning gamer. Below is my character sheet that I am submitting for approval. Please let me know if you need more information or if anything I have created is "too much". Thanks.

--MJ

Name: Merywyn Ethryon
Age: 23
Race: Human
Hair Color: Auburn
Eye Color: Gray/Green
Height: 5’ 6
Weight: 165

*Occupation: Before leaving home Merywyn was an assistant/apprentice to the town’s Wise Woman

*Personality: Merywyn is polite and diplomatic most of the time, but if pushed can quickly lose her temper. She is strong willed, and can get argumentative and defensive. She is a bit insecure about herself and her abilities, but tries very hard not to have this be recognized by others. She is extremely loyal. Merywyn is trustworthy, so often trusts others, giving her a naïve air about her, more attributed to her young age than anything else.

Appearance: She has medium length auburn hair that is usually tied back in a ponytail or a loose bun. She is often dressed practically in breeches and a tunic or a light peasants dress. She carries a shoulder sling satchel with her most of the time filled with her herbs, light salves and an other needed components.

Her light bronze skin causes her gray/green eyes to stand out most of the time. She is of medium build, strong and healthy. Her face is that of a child, round features and pink tinged cheeks give her a look of innocence.

History: Merywyn was born of merchant parents in a small village. The youngest of 5 daughters she grew up in a relatively comfortable family. Her parents, having traveled with a caravan of merchants, were well read and intelligent. When they began their family they settled into a town, yet they never quite lost the wanderlust that had been abated by the caravan. Stories of cities, odd creatures and adventures filled the house. Merywyn’s mother, Taliel, was often sought out in town for her sewing abilities, a trait that was lost on her youngest daughter. Merywyn identified more with her Father, Ondivek. A street-smart small items vendor, Ondivek was quick talking, witty and charming. He could sweet talk the gold out of even the tightest of noble pockets.

Growing up well-to-do compared to the other children in the village, often made Merywyn uncomfortable. At an early age she began visiting Narinah, the towns wise-woman, for advice and for companionship she couldn’t find with others her own age. “You are an ancient soul Merywyn”, Narinah told her once. “You move in this world unlike others. Embrace that, do not ignore it. It is what makes you different. And some day it is what will make you important.” Merywyn never knew what to make of that conversation. Over time she became an unofficial apprentice to Narinah. At the age of 16 she learned she had the ‘spark’, an innate ability to convene with the natural spirits. Narinah took Merywyn under her wing, teaching her what she could of the natural arcane. Healing arts, natural predictions (through cloud or star reading), and herbology were the extent of the wise woman’s knowledge. Merywyn soon began to experiment and learn on her own. She learned out to focus the natural arcane into what she desired to create small reactions. A flame in a pile of dried leaves, a light wind to cool.

With the enhancement of this power came the wanderlust spirit of her parents. At 22 she decided she needed to leave the small town if she was ever to gain any more knowledge into her gift. Her sisters were all appalled, not understanding their “youngest and oddest” sister’s desire to leave the comforts of home. Her parents though, understood. Taliel created a traveling outfit and tearfully gave it to Merywyn for her 23 birthday. Ondivek’s gift was a satchel, with pockets on the inside filled with dried foods, cooking utensils, herbs, parchment, some spending gold, and other odds and ends needed for travel.

On the day she was to leave Narinah gifted her with a hand carved staff. It was a direct replica of the wise woman’s own staff, excluding the ornamental stones, feathers and paint. “May the ancients be with you.” Was all she said. Merywyn departed, at first traveling with a merchant caravan like her parents before. She only looked back once to bid her old life a fond farewell. From that point she only looked forward, only remembering what was behind.

Skills:

All of her skills are just a bit over unskilled in profeciency. Having picked them up through exposure to them growing up. The only exceptions to this are Herbology and Medicine Making, since she had the most experience with them.

Practical Skills – Reading, Writing, Bartering, Cooking, Appraisal of everyday items (not gems, jewelry and the like), Herbology, First-aid, Medicine making, Astrology, Gardening. Very minor trapping/hunting skills.

Combat Skills – (Major) Staff use, (minor) Knife

Personality Skills- Diplomacy, Creating Stories, Counseling, Persuasion, Negotiation.

Magic Skills- The ability to focus natural elemental magic. Any manipulation was self taught. So it is very practical in nature rather than combative.
Create (Can be used even if element is not in setting): small flame, wind.
Manipulate (can only be used if the element is in setting): small amounts of water or earth. Enough to fill a waterskin, or loosen the ground to free roots.
Animal Empathy – ability to communicate with animals on a primal emotional level.
Natural Protection – ability to call on elements to protect.
Her magic skills are rudimentary, based solely in the elements. She CAN move small amounts of water, create or put out a small flame and the like. She CAN NOT magically heal, or create charms or magical persuasions.


Equipment: Traveling Outfit (Breeches, blouse, boots, belt, gloves, leather vest) Heavy cloak, Staff, medium combat knife, small cooking knife, small pots, herbs, light healing salves (extent to be determined), Medicine pouches (for daily ailments, headaches, nausea etc.) Satchel with pockets sewn inside and a knife pouch on the strap.

*Familiars: None, but through minor animal empathy can feel the primal emotions of an animal if it is strong enough.

Ther
07-01-07, 12:21 PM
A few questions before I'll approve your character:

How much water can your character move?
How much earth can your character manipulate?

Merywyn_Ethryon
07-01-07, 12:49 PM
I'm guessing very little. Any actual manipulation she's able to do was self taught. So it's a matter of being able to move water from say a river into a waterkin, or loosen soil to give way to a stubborn root. She is most powerful with the element of fire, being able to create a small flame. It's the one she practiced with most being the most interesting for her. Most of her practice was at a practical level, though, rather than a combat level.

I also know the skills I gave her are quite a long list. I pulled what I thought was logical from her history. I would guess any of the skills are just a bit above unskilled. Meaning she grew up around them, picked them up, but is far from perfect in any. Except for maybe Herbology and Medicine Making, since those are two she would have worked quite a bit with.

Hope that helps.
Thanks.
--MJ

Ther
07-01-07, 12:53 PM
Could you edit those clarificiations into your profile?

Merywyn_Ethryon
07-01-07, 01:14 PM
Ok... think I fixed it. :)

Ther
07-01-07, 01:19 PM
Yeah, that looks great. You're character is approved, so welcome to Althanas! Your character is awarded 200 GP to start as well as 300 GP worth of supplies at The Bazaar, the forum where you may purchase additional items for your character.

Now that you're approved, you may role-play anywhere on the forum you like. I would greatly recommend spending your 300 GP at The Bazaar as quickly as possible - if you don't use it within a month of your registration then it will expire. Also, Althanas has two optional forums for new characters to begin their role-playing in: The Peaceful Promenade is a tavern where you may introduce yourself to other players in-character, and Scara Brae is a forum exclusively for role-playing with other new characters. Enjoy!