I'm looking for... 

  • Long-term roleplay

  • Response times averaging 10-15 minutes for most posts

  • Response lengths averaging 1-3 paragraphs

  • Writing partners who will try to roughly match post length

mun: Azie    age: 30    pronouns: she/they    timezone: US Pacific Time (GMT-7)    inbox: open    discord: @azie_

Guidelines

  001   I am not my character and my character is not me. All IC actions are the actions of the character they belong to and don't reflect my IRL thoughts or feelings about you--the player. I can't believe every carrd I read has to say this, but for every one writing partner I get on fantastically with there are at least three stories of people I know being stalked or harassed because people had shit boundaries. Please don't make me big sad. Thanks!  002   I prefer to write in-game. I'm not adverse to Discord RP, but I enjoy picking a place in the game world and physically acting scenes out together. FFXIV is such a gorgeous game and the visuals help inspire my RP. If we know each other pretty well and your character and their mannerisms live rent-free in my brain meat, I'm generally more ready to RP on other platforms for accessibility.

  003   I am open to all RP, including ERP. I enjoy character development, continued narratives, and rapport-building. My writing is very often affectionate, intimate, or romantic. I prefer to keep all character interactions open to one or more those themes, even if the relationship between characters is platonic. Interpersonal conflict between characters is A-OK!  004   Scheduling time for writing with specific people is something I do often to stay organized and maximize my opportunities to continue stories I enjoy. I expect my partners to be as punctual as I am to those meetings so we can get to the fun stuff: writing! Additionally, I work my venue two nights a week with my rotating cast of characters.

  005   I don't shy away from combat or blood in scenes that necessitate it. Therefore, you don't need to warn me in advance for any blood or gore in a scene. Temporary character injury is also something I'm ok with if it makes sense in a scene. Permanent injury, disability, disfigurement, or death is out of the question for all of my Muses without prior discussion.  006   For scheduled RP sessions, be prepared to write for a while. It's not uncommon for my friends and I to write scenes that span 3 or more real hours. It's not uncommon to make a scene a multi-parter. I prefer to come back later and actually finish in most cases rather than fading to black to call it done and dusted.

Do's

  • Approach either IC or OOC! If I'm out in public, I'm more than likely OOC. If you approach IC under these circumstances, I may decide to write with you on the spot! If I'm in a venue, I'm likely IC and ready to write.

  • Write in 3rd person! I do this. It helps me maintain the boundary I want between myself and my characters. My writing partners doing the same is something I expect for my own comfort.

  • Be 21+! Due to the nature of much of my writing, I'm more comfortable writing with other established adults.

  • Get goofy with it! I love to laugh and injecting comedy into my writing is one of my favorite things to do when it's scene-appropriate and makes sense for the Muses. This includes outright shit-posting levels of buffoonery I partake in on certain characters in my rotation. If you make me cackle IRL when I read your shit, I love you and I will stick myself to you like a barnacle.

  • Get intimate! Unless otherwise stated for a specific character, all of them are open to all kinds of RP and any affection, deeper connection, or romance that makes sense in a scene.

  • Roll for it! I'm a big fan of rolling a /random 20 to emulate some amount of randomness for certain actions. Think picking up an implication that could be reasonably missed, sussing out a lie, or intuiting intentions.

  • Write poetry with me! I love writing more abstract descriptions of things using figurative language. Whether it's a funny metaphor or personifying an environment, that kind of writing ads so much wonderful color to a scene. If this sounds like you, get in my inbox!

Do Not's

  • Being homophobic, transphobic, or xenophobic. I don't care if you don't bring it into our interractions, even. If you hold those kinds of views OOC, I'm completely uninterested in talking to you.

  • Blending IC with OOC or writing in 1st or 2nd person. If this happens, I'm gonezo. Both of those are big red flags for bad boundaries--a big no-go.

  • God modding. Give me a chance to react to things! Don't tell me what is and isn't noticed or does and doesn't happen to my character. If I'm feeling railroaded, I'll probably go somewhere else.

  • One-off sex scenes. ERP is a big "yes" from me, but I prioritize character connection. If you're uninterested in any larger narrative or rapport-building between characters then we're not compatible writers.

  • Pitching a ship IC without OOC discussion beforehand. I'm talking two characters putting a label on it. IC Flirting or asking one of my Muses on a date IC is totally ok. Springing a full-on ship on me without making sure we're on the same page opens me up to feeling like I may have to resolve OOC conflict. That makes me really anxious.

  • Lalafels. I will only to interract with Lalafellin characters in passing and in a SFW capacity. I like to leave every lasting connection open to affection, intimacy, or romance even if it's not an outright ship. Lalafels are off that table for any of that.

Credits

carrd template by rcsea

MUSES

  DWYYN DE DZEMAEL  
primary  |  shipping: open 

age 29
gender female
orientation bisexual (male lean)
genresall rp
content warnings none


"Full of lightning and void of any
sense of self-preservation."

- Gwydion Remus

  CYRUS LHORNE  
primary  |  shipping: open

age 30
gender male
orientation bisexual
genres all rp
content warnings SA, stalking


"Disaster of a man. Probably goofing around. Surprisingly-competent sword arm."

  AUGUST KAISER  
primary  |  shipping: open  

age 33
gender male
orientation bisexual (male lean)
genres all rp
content warnings physical/mental abuse


"Gentle giant. Crafty engineer.
One hell of a shot.
"

  ZEVIR THAEN  
secondary  |  shipping: closed 

age 60
gender male
orientation bisexual (male lean)
genres all rp
content warnings murder, gore, PTSD, non/dub con, kidnapping, abusive/toxic relationships

"Bastard. Flirt. Saboteur. Will do pretty much anything for gil."

  IIKAGHAN KHA  
secondary  |  shipping: open 

age 28
gender male
orientation bisexual
genres all rp
content warnings none


"Affable. Playful. Ever the optimist. Clueless brawler. Can probably drink you under the table."

  IS'TAHKA  
secondary  |  shipping: open 

age 31
gender male
orientation bisexual
genres all rp
content warnings undecided
(possible dark themes)

"Sweet, always smiling, and woefully tactless. Born saying 'bless your heart' and taking his hat all the way off to greet a lady."

  ZBYNA VELKASH 
secondary  |  shipping: closed

age 27
gender female
orientation straight
genres all rp
content warnings none


  ABOUT AND VISUALS
UNDER CONSTRUCTION  

"Jessie to his James. Criminal mastermind...
as long as the crime is dumb
and only accidentally works."

  MUNCH LAXLY  
tertiary  |  shipping: closed 

age 25
gender female
orientation straight
genres sfw, nsfw, comedy
content warnings none


  ABOUT AND VISUALS
UNDER CONSTRUCTION  

"Has lots of thonks in her thinker. None of them are smart. Smells your snacks... Hand them over."

  AERIS ROSE  
tertiary  |  shipping: closed 

age 30
gender female
orientation straight
genres sfw, dark
content warnings SA


  ABOUT AND VISUALS
UNDER CONSTRUCTION  

"Lives in the shadow of her own trauma. Sensitive, but will never show it. Count yourself lucky."

Full of lightning and void of any sense of self-preservation.
- Gwydion Remus

The Dzemael name carries more than a few expectations--most of which Dwyyn openly defies. She's incredibly down-to-earth, generous, and kind. A sharp wit and lilting laughter follow her into every interaction and she has no problem making fast new friends. Dwyyn is always full of quips and loves to banter with just about anyone who will indulge her, even if she doesn't know them very well. In her professional life, she's diligent and perceptive but still manages to keep things light and fun.

  NAME    Dwyyn de Dzemael  NICKNAME/ALIAS    None  AGE    29  DATE OF BIRTH    2nd Sun, 3rd Astral Moon  GENDER & PRONOUNS    Female, She/Her  ORIENTATION    Bisexual (Male Lean)  DYNAMIC    Usually Submissive  POSITION PREFERENCE    Bottom

  HEIGHT    5’6”  HAIR    Short, Bangs, Navy Blue  EYES    Purple Iris, Pink Limbal Rings  RACE/ETHNICITY    Au Ra (Xaela)  NATIONALITY    Ishgardian  PIERCINGS    None  PHYSICAL DISABILITIES & CHRONIC AILMENTS    Aetheric Imbalance (Umbral)

  DISTINGUISHING FEATURES  

  • Violet, Glowing, Whole-Body, Asymmetrical Markings

  • Strings of Silver Charms Worn Draped Across Her Horns

  • Large, Fan-Ended Tail

  • Cool-toned, Blue Skin

  BUILD    Slender But Soft  SCARS / TATTOOS / MARKINGS    Large, Jagged Scar (Right Shoulder Wrapping Over the Clavicle)

  GUIDING TWELVE    Llymlaen, Rhalgr  ALIGNMENT    Neutral Good  STRENGTHS   Outgoing, Playful, Generous, Analytical, Funny  WEAKNESSES    Over-Trusting, Perfectionist  QUIRKS    Squeals For Cute Animals

  POWERS / ABILITIES   

  • Levin-Touched
    Contains an excess of lightning-aspected aether. Discharges in response to unusually strong emotion motivated by the want for destruction (intentionally vague--can be positive or negative). Potential to be controlled at will with practice.

  • Aether Sense
    Can discern aetheric signatures and currents in people or her environment with careful concentration. Different from Aethersight in canon.

introverted

cold

selfish

skeptical

serious

logical

disciplined

suspicious

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extroverted

warm

generous

open-minded

playful

emotional

hedonistic

trusting

  PARENTS   
- Vidault de Dzemael
- Alvane de Dzemael
  SIGNIFICANT OTHERS   
- Gwydion Remus
- Ilidan Wolfethorne
  OTHER BONDS   
- Tolon Orochi
- Hideto Miyabi
- Razek Strad
- Typerius Live

  EMPLOYEES    The Brothers Three, August Kaiser, Cyrus Lhorne  OCCUPATION    Astrologian, Researcher, Mercenary, Heiress of Rime Merchantile, Investor and Part-Owner of The Tyrian Veil  HOMETOWN    Foundation  CURRENT RESIDENCE    The Empyreum  LANGUAGES    Fluent: Eorzean, Ishgardian | Conversational: Hingan

HISTORY

Rescued from the Azim Steppe as a child, Dwyyn grew up in Foundation under the care of House Dzemael. When she was old enough, she was properly given the name of her house to match that of her adoptive parents. Despite the prestige of belonging to one of Foundation's high houses, Dwyyn endured the full brunt of superstition and xenophobia harbored by survivors and victims of the Dragonsong War. She escaped to academia, pouring herself into her studies at the Athenaeum Astrologicum.Her primary area of study pertains to the glowing markings on her body and the aetheric imbalance associated with them. Having exhausted her leads and connections in Foundation, she used her skill as a healer to strike out as a mercenary. It was an excuse to travel as much as it was to potentially find cases like her own and discover the truth of her levin-charged marks.So far, Dwyyn has made strides in her search. A trip to the Azim Steppe brought her to the site of her rescue and revealed a vision of the night she was nearly killed. Struck by fortuitous--or ruinous--lightning and forever marked, she survived an apparent ritual. Aided by powerful magic at the hand of a madman twenty-nine years later, she walked her own memories to uncover it was set upon by Voidsent and that the bestower of her marks was Rhalgr himself.Whether or not she believes the vision and the accuracy of the memory she tread remains to be seen. Even the Gods lie. Even they have motivations. She aims to both scientifically test her theories and learn the stories of the tribes of the Steppe to find out once and for all what happened that night.

HOOKS

  MERCHANT TIES  

Dwyyn is the heiress of Rime Merchantile--a notable merchantile company endorsed by House Dzemael. She often works for her father as a caravan escort and has many blossoming connections in the world of commerce because of it. Anyone in a similar line of work might've seen Dwyyn in a professional capacity or they may have worked together on a job. Dwyyn also takes on a fair amount of work outside Rime Merchantile's usual network if it gives her an excuse to travel somewhere new.

  ASTROLOGIAN RESEARCHER 

An avid researcher of aether imbalances of the living body, Dwyyn takes a special interest in anyone in a similar field of study. She would also be incredibly fascinated by anyone with abnormal aether. Lacking aethersight, Dwyyn senses it through her other senses--though she'll often describe what she "saw" after examining someone's aether in visual terms. A lot of her research began under the supervision of the Athenaeum Astrologicum in Foundation, so other alumni may know her or her work.

  FOUNDATION NOBILITY  

A Foundation native, anyone who frequests the city--especially those who belong to any of the High Houses--may have heard of Dwyyn. As one of the few Auri who grew up in the city and the only Xaela given the name Dzemael--that she knows of, anyway--she's often the talk of other nobility. Usually it's salacious rumors and passed judgement about her lack of decorum and adherence to strict gender norms expected of House Dzemael's young ladies. She also still lives in the city, so even low-born locals might have seen her about.

  TOME GOBLIN  

A frequenter of libraries and a collector of obscure books, Dwyyn may be found in many places a tome connoisseur might spend their time. Thanks to her recent admission into Old Sharlayan, she may even be found in their libraries. Anyone bookish enough might've encountered her through their shared interest, seen her with pouring over a tome of some interest, or been involved in some pursuit of a rare book Dwyyn was after at one point or another.

  FRIENDLY FACE  

Under post circumstances, Dwyyn is a beacon of warmth and friendlines. She is usually pretty keen on meeting new people and prides herself on her approachability. Shyer people may feel more welcome around her. Strangers become faster friends. She's prone to approaching interesting people in crowded places without reservation and uncommonly cozy familiarity.
In the event Dwyyn is similarly approached, she welcomes it openly and will receive most people with a broad grin and an eager introduction.

Attributes

  STRENGTH               11             |           +0  DEXTERITY             15             |           +2  CONSTITUTION    12            |           +1  INTELLIGENCE    13             |           +1  WISDOM                  18             |           +4  CHARISMA            12             |           +1


  HEALTH                   15  AC                                14  MOVEMENT        10y

  SPELLS / CANTRIPS  

  • spell Dia  (LvL 1)                                       Range: 25y. DoT. Affected target must make a DC 14 WIS Saving Throw or take 1d4 damage once per turn for 5 turns.

  • spell Benefic  (LvL 1)                                       Range: 25y. Single-target. 1d10 healing.

  • spell Earthly Star  (LvL 2)                          Range: 30y. Radius: 20y. AoE. May be detonated after 1 turn for 1d6 damage to enemies and 1d4 healing to allies in range. After 2 turns, may be detonated for 2d6 damage and 2d4 healing to allies in range.

  • cantrip Malefic    |    Range: 25y. Single-target. 1d10 damage.

  SPELL SLOTS   

  • LvL 1                           |            3

  • LvL 2                          |            1

  WEAPON PROFICIENCIES  

  • Star Globe               |           +2

  SKILL PROFICIENCIES  

  • Medicine

  • Persuasion

Bonds

  Gwydion Remus  
"Criminally-disarming public menace."
Partner, travelling companion, and partner-in-crime.

  Ilidan Wolfthorne  
"Devoted father and keen hunter."
Partner, travelling companion,
and confidant.

  Tolon Orochi  
"Protector and warrior of the Steppe."
Friend and guide.

  Hideto Miyabi  
"Self-assured scion of a man in The Void."
Friend, co-worker and confidant.

  Razek Strad  
"Partner in science and collector of theories."
Indebted research partner and friend.

  Typerius Live  
"Gentle leader and fierce fighter."
Friend and confidant.

  August Kaiser  
"Gentle giant, steadfast defender."
Employee, friend.

  Cyrus Lhorne  
"Former Sultansworn turned mercenary."
Employee, tenant.

NPCS

  The Brothers Three  Namazu Brothers Gyoza, Gyoju, and Gyodon. Former Midara janitorial staff, The Brothers Three came to know Dwyyn when she'd spent some quite evenings during her soaks wondering how they stayed so still. These brothers gravitated toward her because they were so used to being ignored by the other patrons and now live with her at her home in The Empyreum. In exchange for room and board, the brothers collect materials and run her errands for her... in addition to causing some amusing chaos for her guests.

  Alvane de Dzemael  Dwyyn's adoptive mother. Graceful and warm, Alvane represents one of Dwyyn's only true positive connections to her House. She assists her husband of 35 years, Vidault, in his day-to-day managing their shared business--a renowned mercantile company operating under the banner of House Dzemael. She shares an outwardly loving relationship with Dwyyn, though her belief in Ishgardian gender norms and noble ettiquette often see her chiding her daughter--something that tends to keep Dwyyn a little more distant than would otherwise be expected.

  Vidault de Dzemael  Dwyyn's adoptive father. If Alvane is warmth and grace, Vidault is stoicism and steadfastness. He rarely smiles or laughs and is often seen as a fairly intimidating figure among his peers. He's also a shrewd merchant and his Temple Knight background means he's a force afield as well. He and his wife, Alvane, co-own Rime Merchantile--a merchant outfit endorsed by House Dzemael in Foundation. Dwyyn doesn't have a bad relationship with her father, but his emotional unavailability makes it difficult to connect the way she does with her mother. Even so, Vidault is proud of his daughter for carving her own way independently of her nobility.

Gallery

Disaster of a man. Probably goofing around. Surprisingly-competent sword arm.

Nowhere Cyrus goes is short of laughter. He's impossibly friendly, endlessly full of jokes, and is always down for a good time. Even if he can sometimes be wise beyond his years, he occasionally gets carried away by the fun of an idea before considering the consequences fully. Cyrus is also good-natured and honorable. It's a combination that often leads him to help others before helping himself. Despite his outward confidence and mirth in most social situations, Cyrus is deeply insecure about his identity and worth in the world--something he's working to right one day and one step at a time.

  NAME    Cyrus Lhorne  NICKNAME/ALIAS    Cy  AGE    30  DATE OF BIRTH    14th Sun, 6th Umbral Moon  GENDER & PRONOUNS    Male, He/Him  ORIENTATION    Bisexual  DYNAMIC    Switch  POSITION PREFERENCE    Vers

  HEIGHT    7’4”  HAIR    Short, Black  EYES    Blue  PIERCINGS    None  BUILD    Muscular  RACE/ETHNICITY    Miqo'te (Seeker of the Sun)  NATIONALITY    Eorzean

  DISTINGUISHING FEATURES  

  • Big, Fluffy Tail

  • Wears A Pair of Beaded Braids In His Hair on the Right Side

  SCARS / TATTOOS / MARKINGS    Large Geometric Tattoo Spanning Both Arms and His Chest--Up to His Neck  PHYSICAL DISABILITIES & CHRONIC AILMENTS    None

  GUIDING TWELVE    Althyk  ALIGNMENT    Neutral Good  STRENGTHS   Outgoing, Playful, Altruistic, Funny  WEAKNESSES    Impulsive, Insecure, Clowns and/or Suspicious Magicians  QUIRKS    Tone-deaf Singer, Terrible At Taking Nudes

  POWERS / ABILITIES   

  • Bounty Tracker
    Adept at following the trail of a bounty target--be it via a physical trail or a social one.

  • Social Butterfly
    Enjoys an advantage on Persuasion rolls when attempting to charm or convince NPCs via jokes or other friendly means.

  • Fruity
    On a 17 or higher, Cyrus creates either 1d3 grape(s), orange(s), or banana(s) from behind his ears. Ripeness varies based on emotional state. Fruit is edible... at your own risk. (Effects may arise on a <10 roll.)

introverted

cold

selfish

skeptical

serious

logical

disciplined

suspicious

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extroverted

warm

generous

open-minded

playful

emotional

hedonistic

trusting

  PARENTS   
- Rhotwaek Lhorne
- Ihlo Lhorne
  SIGNIFICANT OTHERS   
- None
  OTHER BONDS   
- Gwydion Remus

  EMPLOYEES    None  OCCUPATION    Former Sultansworn Paladin, Mercenary, Gunbreaker, Bounty Hunter, Part-Time Security For The Tyrian Veil  HOMETOWN    Ul'dah  CURRENT RESIDENCE    The Goblet  LANGUAGES    Fluent: Eorzean

HISTORY

Born in and raised in Ul'dah, Cyrus lived a comfortable and--frankly--charmed life throughout his childhood. His mother--a Miqo'te seamstress--and his father--a retired captain of the Sultansworn--gave him everything he could ask for. He was well-behaved, kind, and obedient--even opting to follow in his father's footsteps when he came of age to start training with Ul'dah's paladins. A path he walked happily.Until it wasn't."Ask anyone in Ul'dah", he'd tell you. They'd tell you that the Sultansworn are brave. Stoic. Tough. Cyrus jokes that the Sultansworn were all prudes unable to cut loose and have a good time. He'd laugh and say they don't fuck or make some crude innuendo about the stick they're carrying up their asses. There are a lot of things the Sultana's paladins are, but there's also a lot of things they aren't.What he found--after years of training, honing his blade, bearing his shield to defend those who needed it most--was a culture that demanded he become power-drunk, jaded, and cold to excel. It protected the powerful and the wealthy of the Sultanate, but held down the poor and the weak. It victimized the very people Cyrus trained to serve.The day that he put down his shield was the first day he disappointed his dad. The stern, steely, judgmental frown of a man forged in service to the Sultanate stared back at him. Cyrus lied to himself. Told himself that that wasn't the man his father was. But wasn't he? It was easy--convincing himself that his parents were the best of all of them--when he was young and dependent. One day they're heroes and then the next he woke up and learned they were just people. He made the choice: put down his shield and forge a new path free of the shadow he once was eager to walk in.

HOOKS

  FORMER SULTANSWORN  

Other Sultansworn Paladins or Ul'dah natives may recognize Cyrus as the son of Captain Rhotwaek Lhorne--a retired Sultansworn blade of some notable repute. It's an association Cyrus isn't terribly fond of, but he's too nice to be openly hostile about it to someone approaching with friendly intent. Anyone who holds a poor opinion of the Sultana's Paladins for the organization's prudish, holier-than-thou, boy's club culture will find a more than relieved friend in Cyrus.

  MERCENARY GUNBREAKER 

The shield was a symbol for Cyrus when he left the Sultana's service. He put it down and picked up something else--a gunblade. That was when his mercenary work started. He's still fairly green in his field but has learned in leaps and bounds. Regardless, he often takes easier jobs requiring some muscle or an appropriately-intimidating bodyguard as he works on building a network of returning clients. Anyone who has worked with Cyrus or seen him at a job board is sure to find an eager associate and fast friend thanks to his friendly nature.

  BAR CRAWLER  

Cyrus spends a lot of his downtime in Eorzea's bars looking for a good time. What that entails is up to his company for the evening, but--unlike his peers in his previous Sultansworn service--Cyrus is no prude. With a few drinks in him he's an unrepentant flirt, regardless of if it amounts to anything other than a new friend and fits of laughter for an evening. Anyone looking for a laugh and a drinking buddy would do well to look no further than Cyrus if he's found at a bar counter with a drink in his hand.

Attributes

  STRENGTH               16             |           +3  DEXTERITY             15             |           +2  CONSTITUTION    15            |           +2  INTELLIGENCE    10             |           +0  WISDOM                  12             |           +1  CHARISMA            12             |           +1


  HEALTH                   25  AC                                16  MOVEMENT        10y


  WEAPON PROFICIENCIES  

  • Gunblade               |           +2

  • Shortsword          |           +2

  • Shield                      |           +2

  SKILL PROFICIENCIES  

  • Endurance

  • Athletics

  • Persuasion

  • Perception

  SPELL SLOTS   

  • LvL 1                           |            3

  • LvL 2                          |            1

  SPELLS / CANTRIPS  

  • spell Aurora  (LvL 1)
    Range: 25y. Single-target. Target regenerates 1d4 health once per turn for 3 turns.

  • spell Sonic Break  (LvL 1)
    Range: 0y. DoT. Affected enemies must succeed a DC 12 DEX Saving Throw or take 1d4 damage for 5 turns.

  • spellHallowed Ground  (LvL 2)
    Render self impervious to all damage for one turn.

  • cantrip Holy Spirit
    Range: 25y. Single-target. 1d10 damage.

Bonds

  Gwydion Remus  
"Criminally-disarming public menace."
Mentor, friend, confidant.

  Dwyyn de Dzemael  
"Academically-inclined jokester."
Landlord, boss, friend.

  August Kaiser  
"Gentle giant, steadfast defender."
Co-worker, friend.

  Na'kahni  
"Fashion-forward, retired Arcadion fighter."
Boyfriend.

Gallery

Gentle giant. Crafty engineer. One hell of a shot.* ❞

August maintains a fairly reserved--if polite--outward appearance. He'll freely talk with just about anyone, though he may not be the first to approach. It's a quality that's made it hard to make new connections in his relatively short time in Eorzea. As a result, the man beneath is deeply lonely and throws himself into work often to distract himself. Getting to know August sees him blossom into a gentle, affectionate, warm companion who would go to the ends of Etheryis to protect the people he cares about most.

  NAME    August Kaiser  NICKNAME/ALIAS    None  AGE    33  DATE OF BIRTH    8th Sun, 4th Astral Moon  GENDER & PRONOUNS    Male, He/Him  ORIENTATION    Bisexual (Male Lean)  DYNAMIC    Submissive  POSITION PREFERENCE    Vers (Bottom Lean)

  HEIGHT    7'7"  HAIR    Short, White  EYES    Gold  PIERCINGS    None  BUILD    Muscular  RACE/ETHNICITY    Au Ra (Raen)  NATIONALITY    Garlean

  DISTINGUISHING FEATURES  

  • Large, Plated Tail

  • Snow White, Faintly-Pearlescent Scales Carpeting Much of His Body

  SCARS / TATTOOS / MARKINGS    Several Patches of Scales on His Back That Regrew Oddly After Physical Trauma  PHYSICAL DISABILITIES & CHRONIC AILMENTS    None

  GUIDING TWELVE    Byregot  ALIGNMENT    Neutral Good  STRENGTHS   Loyal, Protective, Kind, Gentle  WEAKNESSES    Reserved, Skeptical  QUIRKS    TBD

  POWERS / ABILITIES   

  • Eagle Eye
    Enjoys an additional +2 to hit on ranged attack rolls targeting creatures or objects at least 15y--but no more than 25y--away.

  • Engineering
    Can easily determine the probable innerworkings of most common machinery and mechanical weaponry. May reverse-engineer more complex machinations if given enough time.

introverted

cold

selfish

skeptical

serious

logical

disciplined

suspicious

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extroverted

warm

generous

open-minded

playful

emotional

hedonistic

trusting

  PARENTS   
- Lucius Kaiser
- Vesnia Kaiser
  SIBLINGS   
- Aurelia Kaiser
  SIGNIFICANT OTHERS   
- Jaike Khatayin (Boyfriend)
  OTHER BONDS   
- None

  EMPLOYEES    None  OCCUPATION    Former Garlean Conscript, Garlond Ironworks Engineer, Mercenary, Machinist, Part-Time Host for The Tyrian Veil  HOMETOWN    Garlemald  CURRENT RESIDENCE    The Mist  LANGUAGES    Fluent: Eorzean, Garlean
Conversational: Hingan

HISTORY

Conscripted at 18, August spent very nearly 10 years serving in the Garlean military. His officers were cruel--doing everything they could to ensure any "less Garlean" races had the hardest time earning their citizenship under their leadership. August tried to protect those in his legion that were less able to do so themselves, but the wedge the leadership drove between the conscripts as they vied for favor left him with few lasting connections while in Garlemald's service. Instead, his memory of that time is filled with blood, brutality, and Bozja--all things he deeply regrets and seeks to atone for.As a Machinist and skilled engineer, August spent a majority of his time maintaining weapons and magitek. This skill sent him to the Bozjan Southern Front for a time during his tenure. When he returned, he was a different man and finally found the resolve he needed to escape Garlemald. He spent weeks trying to get sent on a mission that would depart on a smaller airship--one that he'd sabotage to escape The Empire. When he finally stood on its deck--having set his plan in motion--he realized with horror that his Legatus had done him one final cruelty: placed his sister, Aurelia, on that mission with him.August dragged himself from the flaming wreck in crimson and snow. He couldn't go back, search the crash... There were no screams--only the groaning of metal as the frame fell in on itself and the lapping and crackling of ceruleum-fueled flames. August knew that was the only chance he'd get and--as the searchlights scoured the snow for him--he escaped.4 years passed. August took a smattering of mercenary contracts to get by--preferring the anonymity to avoid talking about Garlemald. On one such job, his skill as an engineer was noticed and he was offered a position at Garlond Ironworks. Cid clocked him right away, but it didn't seem to matter. August wasn't the person The Empire tried to make him and every engineer at The Ironworks understood that.Now 5 years removed from Garlemald, August still works at The Ironworks in Mor Dhona and takes the odd mercenary contract--mostly preferring to avoid combat in order to see the world beyond the snow he missed out on. Every day he draws breath he thinks about the sister he left behind, but she drives him. He owes it to her to find her and bring her home--if she didn't burn alive in that crash.

HOOKS

  FORMER CONSCRIPT  

August's conscription is something he holds close to the chest to avoid the ire of Garlemald's Eorzean victims. He's not likely to discuss his service openly or without regret, but someone perceptive enough might be able to sus out the dregs of a Garlean accent. Other former conscripts may be particularly adept at it or may recognize him if they both served in the XIIth Imperial Legion at the same time. As punishment, August was also sent to Bozja for a time as an Imperial soldier, so anyone who fought on the front may also recognize him as a kind soul who tried to ease the suffering of his peers on the battlefield... or a deadly marksman reaping lives across the trenches.

  IRONWORKS ENGINEER 

August found gainful employment at The Garlond Ironworks nearly a year ago. Many of his commissions involve fine work on magitek or weapons that leave him wringing aching, calloused hands when he's idling. It's a tick that people in similarly crafty professions might recognize. Contractors or customers of The Ironworks also might be familiar with August as he works in the workshop in Mor Dhona regularly. Occasionally he's sent for field work to repair failing magitek, so people in recently-liberated areas--excluding Garlemald proper--may have met him when he was on loan from Mor Dhona.

  MERCENARY MARKSMAN  

When he's not working for The Ironworks, he's probably taking some low-stakes caravan escort job or perusing a Grand Company hunt board. They're gigs that often send him to far-flung places he could only hear stories about while trapped within The Empire. Other mercenaries or hunters may have met August through work or seen him at a job board. Inviting August on a job is usually met with hopeful acceptance. He's more in it to build a network outside of The Empire than the money, anyway... and there's safety in numbers.

Attributes

  STRENGTH               14             |           +2  DEXTERITY             17             |           +3  CONSTITUTION    17            |           +3  INTELLIGENCE    10             |           +0  WISDOM                  12             |           +1  CHARISMA            11             |           +0


  HEALTH                   30  AC                                15  MOVEMENT        10y


  WEAPON PROFICIENCIES  

  • Gunblade               |           +2

  • Rifle                          |           +2

  SKILL PROFICIENCIES  

  • Survival

  • Athletics

  • Insight

  • Deception

  SPELL SLOTS   

  • LvL 1                           |            3

  • LvL 2                          |            1

  SPELLS / CANTRIPS  

  • spell Aurora  (LvL 1)
    Range: 25y. Single-target. Target regenerates 1d4 health once per turn for 3 turns.

  • spell Drill  (LvL 1)
    Range: 25y. Single-target. 1d12 damage.

  • spellReassemble  (LvL 2)
    Guarantees next successful damage roll is a critical hit. Effect lasts 1 turn.

Bonds

  Gwydion Remus  
"Criminally-disarming public menace."
Mentor, friend, confidant.

  Dwyyn de Dzemael  
"Academically-inclined jokester."
Friend, boss, travelling companion,
confidant.

  Cyrus Lhorne  
"Former Sultansworn turned mercenary."
Co-worker, friend.

Gallery

Bastard. Flirt. Saboteur. Will do pretty much anything for gil.

An overconfident, unashamed, brazen, terminally-smug flirt, Zevir is a force for chaos--at best. To say he's thoughtless is inaccurate. He's just incredibly selfish and will choose himself seven times out of ten (progress!). People who know him--most of which are very dead--would describe him as a determined, challenge-driven, hedonistic shithead. Affection and romance are things he often actively avoids because roughness and danger are how he better understands and feels himself in the world. Despite all his flaws, people surrounding this Veena want for no excitement in their lives as he brings his whirlwind of personality with him.

  NAME    Zevir Thaen (Formerly Kal Stoktir)  NICKNAME/ALIAS    The White Rabbit  AGE    31 (Appearance), 63 (Actual)  DATE OF BIRTH    10th Sun, 5th Umbral Moon  GENDER & PRONOUNS    Male, He/Him  ORIENTATION    Bisexual (Male Lean)  DYNAMIC    Switch (Dom Lean)  POSITION PREFERENCE    Vers (Top Lean)

  HEIGHT    6'1”  HAIR    Long, White  EYES    Blue  PIERCINGS    None  BUILD    Toned  RACE/ETHNICITY    Viera (Veena)  NATIONALITY    Othardian (Skatay Range)

  DISTINGUISHING FEATURES  

  • Fuzzy Cottontail

  • Eclectic Collection of Gold and Fire Crystal Rings Varying in Style and Tarnish

  SCARS / TATTOOS / MARKINGS    Tapestry of Old Scars Across His Entire Body Varying in Size and Shape  PHYSICAL DISABILITIES & CHRONIC AILMENTS    PTSD

  GUIDING TWELVE    Nald'thal  ALIGNMENT    Chaotic Neutral  STRENGTHS   Passionate, Determined, Outgoing, Flirtatious, Confident  WEAKNESSES    Greedy, Manipulative, Immature, Hot-Headed, Stubborn  QUIRKS    Never Knows He's Hungry, Can't Stand Being Scolded

  POWERS / ABILITIES   

  • Disarming
    Rolls with advantage on the first Charisma-based check against any sentient target whom he's just met.

  • Guerrilla Tactics
    Zevir's time as a Wood Warder in the Forests of the Skatay Range made him a stealthy and ruthlessly-efficient fighter. Enjoys a +2 modifier on all Stealth checks. If a successful melee attack is made from stealth, add 1 additional damage die.

introverted

cold

selfish

skeptical

serious

logical

disciplined

suspicious

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extroverted

warm

generous

open-minded

playful

emotional

hedonistic

trusting

  PARENTS   
- Obviously
  SIBLINGS   
- Many
  SIGNIFICANT OTHERS   
- Rerreaux "Ren" Bouport (Deceased)
- Akaike Hayate (Husband)
  OTHER BONDS   
- His Old Guerrilla Warband (Missing or Killed In Action)

  EMPLOYEES    None  OCCUPATION    Formerly: Thief, Black Widow Assassin, Information Collector, Saboteur, Terrorist | Newly: Legal Mercenary  HOMETOWN    A Vieran Village in the Skatay Range  CURRENT RESIDENCE    What Are You--Maelstrom?  LANGUAGES    Fluent: Eorzean, Vieran, Hingan, Doman
Conversational: Garlean

HISTORY

A native of the forests of the Skatay Range, Zevir grew up as the rest of his tribe did--in the village proper. All the children were raised together--all the women his mothers while his "father" was someone far away dedicated to protecting their home. It wasn't a sad thing--just the way that it was. When he came of age at just 16 years old, Zevir and his brothers were sent to the ward the woods as all Veena men are. There he trained--honing the art of a Viper under the boughs and canopies he called home.Zevir only faintly recalls his first annual trip to the next village. Woken in the middle of the night. His brothers stirring around him with hushed, nervous voices. The eldest of the Warders leaping from bed in excitement. The eldest of the Wood Warders told them it was time. They were being called back to the village to attend the women. Zevir knew his duty to his tribe and he was all-too-happy to fulfill it--if only because carnal pleasure was as much of a boon for him as it was the women of the village. This continued for 5 years. Protect the village. Cloister. Wait. And then return a week a year. The same again and again.When monotony wore him down, impatience and impulsiveness drove him out of the woods... but greed kept him out. Truly alone in the wider world, a young Zevir quickly learned he could take that which was kept from him by the role he was born into. Yanxia was ripe, thieving--easy, and a pretty face and dexterous hands made for quick work.Maybe things would've turned out different. Maybe he'd have eventually found honest work. Maybe Zevir would have found a cause that meant more than himself--that overrode his thirst for more. Instead, he met Ren... and Ren promised him everything.Ren was a prickly man--an Elezen with sea blue eyes; short, black hair ; and an even shorter temper. He was always judging. Assessing. He soured when the work did. Barked at and beat his men for not following orders. Told them they were worthless if they couldn't do what they were told. Would go on benders for days between jobs that left him missing until he'd show up hung-over. Even the rarest show of vulnerability from any of their band of veritable brothers was one Ren dismissed as weakness. Still, Zevir was good at what he did and the payday was all but waiting for him to seize it.Zevir needed little convincing. Coin opened doors, after all. So he agreed. The job was just a job, but the bond that formed between Zevir and his new mentor was unshakable. Rooted in shared lust for the best life had to offer, Zevir quickly became more than a business associate to the man who recruited him. Job after job until it wasn't work anymore. It was dependance. Ren kept him safe. Fed him. Clothed him. Taught him to channel his aether. Made him deadlier. More efficient. Showered him with praise for work well-done... Even if Zevir wasn't immune to the abuse the rest of their band endured at his hands.Ten years passed.Their romance--if one could call it that--burned bright and hot. Midnight trysts and quiet sighs weren't something the two of them shared. With Ren, everything had an edge. Eventually, Zevir found that preferable--even if it meant their passion came to a boiling point. They'd trade blows, the flame would blow out in the hurricane... and Ren would chase him with honeyed words to woo him back with touch and mouthed affection.All the while, they worked. Their band eventually became known for swift and effective saboteur operations. The Doman Resistance hired them often. Ren was the strategist. Zevir was the dog he sicced on a problem. It was a deadly pairing--Ren guiding the guerrillas with maps and schematics and Zevir planting bombs and ripping through enemy ranks with blade and fire.Then, a big job. Their services--however ilicit--were needed to push back Garlemald's invading forces. Coin moved mountains and--so too--did it move Ren and Zevir.The plan was simple. Zevir leapt at the opportunity, but Ren hesitated--even at the promise of a hefty sack of gil. The intel was bad, he insisted. Couldn't spend the gil if they were dead. Zevir argued it was a once-in-a-lifetime chance for a payday that could set them up for years to come. If Ren was too stupid to see that then the Veena would take his chances on his own.So he stole himself away. Followed the plan. When he snuck back out of that Imperial encampment, Zevir thought to give the old man some grief. He'd thank him when the gil was tangible. Zevir hovered a thumb above the detonator, tasting the breeze one last time before it filled with smoke and ash.Pressing it did... nothing. And then there was a rifle at his neck.The intel was bad. Worse, it was a trap. The Imperials set the bait for those Yanxian rebels that hired Ren's blades. Even Ren himself hadn't anticipated the true nature of what was waiting for them, so when he watched Zevir's capture unfold from afar the Elezen finally ignored his better judgement and rushed in.As Ren rushed the camp, he met Zevir and his captors with blade and bared teeth. He fought fiercely--freeing Zevir and commanding him to fight with him for their escape. It'd all gone to shit, but that didn't mean the day was done for. The Veena took up two Imperal shortswords and met Ren at his back. Surrounded and out numbered--even with the men Ren had slain at their feet--they prepared for the fight of their lives.For all the bad intel, the Imperials hadn't actually accounted for one of the rebels making it inside. The detonator malfunctioning was only a happy accident for them and a misfortune for Zevir and Ren.But it was only a short. Only one silly lapse in the fickle device. A jostle in the scuffle knocked something back into place. A fireball erupted from the rear of the camp. The shockwave flattened tents and sent men flying 15 fulms or more to the ground. Magitek armor chain-reacted. As Zevir turned to look over his shoulder, it was already too late. He was knocked away from a blast and fell unconscious in the dust.When Zevir came to, he clawed through blurry consciousness and the crackling of ceruleum flames. The dead and dying surrounded him, but it appeared he wasn't one of their number yet. The Veena scanned the scene--rolling over only to find his worst nightmare.Fifteen years of becoming the worst version of himself all led to it. When he took Ren's back, the Elezen had faced the blast site. In his haste to save Zevir, he'd unknowingly shielded him. In a pool of blood, he laid still. The Veena raised onto his hands and knees and appraised him in horror. Ren's voice cut through the shock--raspy and weak, but real. Zevir clamored to his side--bloodied hands clutching feverishly to his lover's as his heart slammed against his ribcage.For all their time together--all their memories, their struggles, their dreams together--Ren had only three words."You made it."And then he was dead.That memory haunts Zevir. Ren is everywhere. He's in the grass. On the wind. In the way a new lover tussles their hair. In the glass, reflecting his visage back--a ghost. Leaping from dream to dream, memory to memory. A specter, a tormenter, and a longing. He blames himself. He blames Ren. He blames the Imperials.That day set Zevir down a path. Armed with hate, Ren's collection of gold and fire crystal foci rings, and a deadly knowledge of aetheric explosives no Imperial was safe. Women, children, the old, the infirm. They took from him, so he would take from them.

VERSES

"Promise to an ONI"

Status: Canon      /      Availability: Open
Notes: Tural Only

Following a close call with a Lominsan bounty hunter and the realization there was a hefty bounty on his head in Eorzea, Zevir fled to his boyfriend's apartment in Kugane to hide out until his fixer could establish a safehouse. In the following two weeks in total isolation, the Veena decided he couldn't protect the quiet life Hayate led in retirement. Zevir proposed and then whisked his fiance--and soon after husband--away to Tural where he vowed to be "less of an asshole". He's now working to build a legal presence as a mercenary working the local bounty boards in Tuliyollal and Solution 9. How long he'll be overseas remains to be seen, but it may be a long, long time. He left before he could tie up to bounty that set him on his course.

"No Loose Ends"

Status: AU      /      Availability: Open
Notes: None

Zevir didn't spend decades building his reputation to let some Ishgardian bitch dictate where he goes, so when Hayate suggested they get married Zevir proposed a job together. It'd pull The Oni from retirement, but ensure they wouldn't be stuck under threat of more hunters knocking on their door. The pair of them tracked down the woman from the Veena's past responsible for setting the Grand Companies after Zevir and... got rid of her. Best not to ask too many questions. The move to Tural, then, was less of a necessity and more of an insurance policy the Veena took out to protect his now husband and their life together. That doesn't mean he's not menacing Eorzea though.

HOOKS

  TRIBAL VEENA  

Other Veena within five to ten years of Zevir's age may know him from his time in Skatay's forests. The boy he was then is a far cry from the man he is now, but it's not an unwelcome time to bring up. Speaking his mother tongue with him is a decent way to get Zevir to let his guard down, even if it appears not to be raised due to his playful and confident nature. The sex-positive nature of tribal Vieran culture also presents an opportunity to share conquests--an activity more modest company tends to frown on. Zevir enjoys it was a far more casual exercise in getting to know each other.

  GONE LEGIT  

Zevir's thirst for riches once led him down a more than unsavory line of work. There is was nothing he wouldn't do for gil... or if there was he didn't come across that ask. Information collection? Theft? Murder? Need a black widow? Maybe a decoy to lure a target into a compromising position? Perhaps a kidnapper? A torturer? Everything and everyone had a price... and Zevir had plenty of room in his coinpurse to fill. At least until his world turned upside-down in the name of love. Now he's... doing honest work? At legal bounty boards.

  "THE WHITE RABBIT" 

Zevir has made quite a name for himself in Imperial circles. Former conscipts or other Imperial immigrants may know the moniker or recognize his description. It's one reason he keeps his identifiable collection of eclectic rings wrapped in gauze on most occasions. Zevir's reputation is one of fire, blood, and cruelty in the circles of his victims and their families. He knows no regret and feels no pity. Imperials brave enough to approach him or confront him about his alias should expect a fight.

Attributes

  STRENGTH               15             |           +2  DEXTERITY             14             |           +2  CONSTITUTION    13            |           +1  INTELLIGENCE    10             |           +0  WISDOM                  10             |           +0  CHARISMA            16             |           +3


  HEALTH                   25  AC                                13  MOVEMENT        10y


  WEAPON PROFICIENCIES  

  • Twinblades               |           +2

  • Greatsword              |           +2

  • Fire Foci Rings        |           +2

  SKILL PROFICIENCIES  

  • Stealth

  • Deception

  • Insight

  • Persuasion

  SPELL SLOTS   

  • LvL 1                           |            3

  • LvL 2                          |            1

  SPELLS / CANTRIPS  

  • cantrip Fire I  (LvL 1)
    Range: 25y. Single-target. Hurl a mote of fire at a target. 1d10 fire damage.

  • spell Concussive Blast  (LvL 1)
    Radius: 5y. AoE. Caster immune. 1d12 bludgeoning damage to all targets in range. On an unsuccessful CON save, affected targets lose a turn.

Bonds

  Akaike Hayate  
"Retired gang enforcer and home chef."
Husband.

Gallery

Affable. Playful. Ever the optimist. Clueless brawler.
Can probably drink you under the table.

Certainly more warlike than his clan, Iikaghan lives by the blade of his axe. People who know Iika would describe him as outgoing, confident, light-hearted, and expressive... if a bit dim at times. Friends of the Xaela will find a loyal ally whose smile and infectious laughter refuse to falter even in the worst of times. Iikaghan is eager to teach what he knows and learn what he doesn't--especially if it means he can make a new friend.

  NAME    Iikaghan Kha  NICKNAME/ALIAS    Iika, Icky  AGE    28  DATE OF BIRTH    7th Sun, 5th Astral Moon  GENDER & PRONOUNS    Male, He/Him  ORIENTATION    Bisexual  DYNAMIC    Switch  POSITION PREFERENCE    Vers

  HEIGHT    9'9”  HAIR    Shoulder-length, Chocolate Brown  EYES    Gold  PIERCINGS    None  BUILD    Muscular  RACE/ETHNICITY    Au Ra (Xaela)  NATIONALITY    Othardian (Azim Steppe)

  DISTINGUISHING FEATURES  

  • Second Set of Horns

  • Warm-toned Scales

  • Large, Plated Tail

  SCARS / TATTOOS / MARKINGS    Several Damaged Patches of Scales, Denoting Past Wounds  PHYSICAL DISABILITIES & CHRONIC AILMENTS    None

  GUIDING TWELVE    Azeyma  ALIGNMENT    True Neutral  STRENGTHS   Outgoing, Playful, Confident, Spontaneous  WEAKNESSES    Over-trusting, Clueless, Reckless  QUIRKS    Thumpy Tail

  POWERS / ABILITIES   

  • Friend to All
    Enjoys a +2 to Persuasion checks against any sentient target as long as the attempt is friendly in nature.

  • Moutain of Muscle
    Thanks to a height, weight, and strength advantage, Iika enjoys a +2 to any grapples, throws, or other physical manipulations against a smaller target.

introverted

cold

selfish

skeptical

serious

logical

disciplined

suspicious

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extroverted

warm

generous

open-minded

playful

emotional

hedonistic

trusting

  PARENTS   
- Maral Kha (Father)
- Hana Kha (Mother)
  SIBLINGS   
- Momome Kha (Sister)
- Mumemi Kha (Sister)
- Mide Kha (Sister)
- Mino Kha (Sister)
  SIGNIFICANT OTHERS   
- Anudari Dotharl
  OTHER BONDS   
- Sadu Dotharl (Cousin In-Law)

  EMPLOYEES    None  OCCUPATION    Warrior  HOMETOWN    Kha Camp Somewhere On the Edge of the Azim Steppe  CURRENT RESIDENCE    Azim Steppe  LANGUAGES    Fluent: Xaelan, Hingan, Doman

HISTORY

The youngest of four sisters, Iikagan has always been the odd one out. While his sisters took to the cultural and scholarly pursuits of the Kha clan readily, Iika has always felt more at home with an axe on his shoulder than a book in his hand. Still, he was never one to let his differences from his family and his clan dim his bright smile as he strides across the Steppe--a wandering protector dedicated to keeping his home safe.Within his clan, Iika is largely regarded as a necessity rather than being celebrated for his physical prowess as he would be if he were of another, more warlike tribe. This led to Iikaghan finding a friend in one of the most unlikely places: a Dotharl named Anudari.As a lesser tribe, the Kha sought to arrange protection from the Dotharl. As one of his tribe's strongest warriors, Iikaghan was sent to deliver the offering. The Xaela found himself as somewhat of an oddball with the Dotharl camp too when he found the other men a bit too angry to accept his gregarious demeanor. Seeking some quiet refuge, Iika found his way into the main tent and happened upon Anudari. The two happened to meet in a happy middle. Anudari was quiet and much more passive than his tribesmen. Iika found him easy to talk to and prattled on for bells while Anudari seemed to listen.The next time Iikaghan bore tribute to the larger tribe, he asked for Dari--having named the man after only having known him for a day or two on the first trip. Anudari was surprised and intrigued at the interest and, again, Iika talked his horns off for two straight days. In their first four months of knowing one another, Anudari spoke not a single word to Iikaghan. Iika assumed the man was mute, but that didn't much matter. The larger man was happy to be allowed to talk and Dari seemed to like to listen.One day, the Dotharl left his camp to visit the Kha. It was a surprise. Iika was called to speak to a stray Dotharl that had wandered their way. When Iika saw it was Dari, he was over the moon. The larger Xaela invited him home and talked for bells again. When one of Iika's sisters caught on, she tried to shoo her younger brother off. Dari finally spoke."No. I like it."It was the first time Iikaghan had heard his friend's voice. Ever since, the two have been inseparable. Dari tried to teach Iika how to weave. Iika begged to take Dari on patrols with him. They ate, slept, and fought together.Now, as the time of Iika's cultural pilgrimage draws near, he wonders if Anudari will follow him out of the Steppe and on a grand adventure to seek new knowledge for his tribe.

HOOKS

  TRIBAL XAELA  

Other Xaela of the Steppe may be familiar with Iika in some capacity. Whether they are another of the Kha or a Dotharl who's seen him visiting the nearly-mute Anudari, Iika tends to stand out with his gregarious laugh and bright smile. Iika enjoys swapping stories of Steppe life, but also loves a good spar. Just don't expect him to not be worked up after a solid fight.

  CULTURE SEEKER  

Iikaghan outside of the Steppe means one thing: he's on his pilgrimage to bring new knowledge and culture back to the Kha. He may look like a fish out of water and be unfamiliar with local customs. Approaching him to act as a guide will be met with fierce appreciation. New food, foreign language, unfamiliar architecture, or even just some hospitality will earn a fast friend in Iikaghan.

  DRINKING BUDDY 

Iikaghan is used to being able to drink most people he knows under a table. Because of his stature, he just takes longer to get drunk. Even so, he loves playing drinking games and trying new local alcohol when he winds up in some new social space. Offer to buy him a drink! He'll be glad to hear a story or two or ten and will probably return the favor twofold--at least.

Attributes

  STRENGTH               18             |           +4  DEXTERITY             16             |           +3  CONSTITUTION    18            |           +4  INTELLIGENCE    10             |           +0  WISDOM                  10             |           +0  CHARISMA            14             |           +2


  HEALTH                   30  AC                                16  MOVEMENT        10y


  WEAPON PROFICIENCIES  

  • Axe               |           +2

  SKILL PROFICIENCIES  

  • Athletics

  • Perception

  • Survival

  • Persuasion

  SPELL SLOTS   

  • LvL 1                           |            3

  • LvL 2                          |            1

  SPELLS / CANTRIPS  

  • spell Fell Cleave  (LvL 1)
    Single-target. 2d8 slashing damage.

  • spell Holmgang  (LvL 2)
    Prevent being reduced past 1 HP for 2 turns. On successful hit, also binds target.

Bonds

  Anudari Dotharl  
"Selective mute and stoic protector."
Mate.

Gallery

Born saying 'bless your heart' and taking his hat all the way off to greet a lady.
Sweet, always smiling, and woefully tactless.

Born to a Hhetsarro mother and a Xbr'aal father, Is'tahka grew up in the heart of Shaaloani's plains. Tahk is more country than apple pie at a banjo duel at a rodeo and he sounds like it. His charm and easy-going disposition attract friendly faces the world over. There's just one problem: the gnawing presence in the periphery when he's just out of sight--an invisible, rolling fog choked with madness. The devil you know...

  NAME    Is'tahka  NICKNAME/ALIAS    Tahk  AGE    31  DATE OF BIRTH    20th Sun, 5th Astral Moon  GENDER & PRONOUNS    Male, He/Him  ORIENTATION    Bisexual  DYNAMIC    Switch  POSITION PREFERENCE    Vers

  HEIGHT    6'6"  HAIR    Short, Dirty Blonde  EYES    Gold  PIERCINGS    None  BUILD    Muscular  RACE/ETHNICITY    Half Hhetsarro (Seeker of the Sun), Half Xbr'aal (Helion)  NATIONALITY    Xak Turali (Shaaloani)

  DISTINGUISHING FEATURES  

  • Stripes

  • Xbr'aal Tail

  SCARS / TATTOOS / MARKINGS    Forehead and Chin Scarring  PHYSICAL DISABILITIES & CHRONIC AILMENTS    Terminal Ceruleum Lung (In Stasis)

  GUIDING TWELVE    Azeyma  ALIGNMENT    True Neutral  STRENGTHS   Outgoing, Playful, Polite, Affectionate  WEAKNESSES    Blunt, Anxious  QUIRKS    Holds His Liquor At Little Too Well

  POWERS / ABILITIES   

  • Friend to All
    Enjoys a +2 to Persuasion checks against any sentient target as long as the attempt is friendly in nature.

  • Madness
    Once per day, may choose to invoke his possessing voidsent, Berith to gain advantage on intimidation rolls against unsuspecting targets.

introverted

cold

selfish

skeptical

serious

logical

disciplined

suspicious

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extroverted

warm

generous

open-minded

playful

emotional

hedonistic

trusting

  PARENTS   
- Is'kaya (Mother)
  SIBLINGS   
- Is'maia (Sister)
  SIGNIFICANT OTHERS   
- None
  OTHER BONDS   
- Arya Mehra (It's Complicated)
- Yn'khara (It's Complicated)
- Kemakka (Hhusatahwi Sherrif)

  EMPLOYEES    None  OCCUPATION    Reaper, Ceruleum Miner, Part-Time Bounty Hunter  HOMETOWN    Sheshenewezi Springs  CURRENT RESIDENCE    Sheshenewezi Springs (Weekends), Work Camp In Northern Thanalan (Weekdays)  LANGUAGES    Fluent: Turali, Eorzean
Learning: Alexandrian

HISTORY

Born and raised in the plains of Shaaloani, Is'tahka spent his formative years under the care of two loving parents: a Xbr'aal father and a Hhetsarro mother. Tahk's father spent his working hours mining ceruleum, the popular fuel for Tuliyollal's fleet of dirigibles. One fateful day, the dangers of the mines finally caught Is'tahka's father when a cave-in locked the entire crew inside. A week later, when the mine was finally unsealed enough to look for survivors, all had died. Tahk was twelve.

HOOKS

  CERULEUM MINER  

Tahk has been mining ceruleum in Sheshenewezi Springs since childhood. It wasn't until trade between Tural and Eorzea really kicked up that he made the jump from mining in the Xak Turali plains to mining in Northern Thanalan. Tahk spends a good deal of time wrestling single-man magitek augers, swinging pickaxes, and collaborating with Ul'dah's Miner's Guild as a result--all in the name of bringing the paycheck home to his mama on the weekends.

  UNNERVING PRESENCE  

When Tahk isn't directly observed, those nearby might feel unusually anxious or fidgety. With enough experience with denizens of The Void, affected people may additionally describe the aura surrounding the out-of-sight Hhetsarro as "maddened, but not distinctly malicious". Aether-sensitive or experienced void hunters may also smell something unusual when Tahk isn't in view: wet dog and grease paint.

  TURALI REAPER  

Anyone who knows anything about the Garlean art of Reaping knows that the only accessible sect of practitioners resides rather secretively somewhere in Eorzea, having defected from its original homeland. So how does Tahk know his way around a scythe so well, even after he's made the claim he's only been in Eorzea for about two years? He'll probably dodge the question--for very good reason.

Attributes

  STRENGTH               18             |           +4  DEXTERITY             16             |           +3  CONSTITUTION    18            |           +4  INTELLIGENCE    10             |           +0  WISDOM                  10             |           +0  CHARISMA            14             |           +2


  HEALTH                   30  AC                                16  MOVEMENT        10y


  WEAPON PROFICIENCIES  

  • Scythe               |           +2

  SKILL PROFICIENCIES  

  • Athletics

  • Perception

  • Survival

  • Persuasion

  SPELL SLOTS   

  • LvL 1                           |            3

  • LvL 2                          |            1

  SPELLS / CANTRIPS  

  • Under Construction

Bonds

Gallery