Ninetales1
Japan-flavoured Europhile
- 723
- Posts
- 21
- Years
- Age 37
- In a country I currently despise
- Seen Aug 27, 2013
Wow, this RPG sounds very interesting! I have started my signup, but am not done with it yet--the planet description is taking a long time. You an find samples of my RPing in this thread, in the meantime. I'll finish my signup later today.
EDIT: I finally finished my signup. I know the Planet Description is very long, but you did ask for "as much detail as possible" after all...
Planet Name: Orenya
Description:
Orenya is about two-thirds the size of Earth, but its atmosphere is five times as thick as Earth's. This atmosphere is important, because it circulates heat from the sun throughout the planet. One hemisphere of Orenya, called Rumia, always faces the sun, while the other hemisphere, Zurem, always faces away; if it weren't for this circulating level of the atmosphere, Rumia would get too hot and Zurem too cold.
Orenya is most famous for its strong magic culture. Perhaps another example of the union of the heavens and the earth is the union of the physical and spiritual worlds, and as a result, there are several mystics, enchanters, spellcasters, witches, and aural healers on Orenya. Herbal lore is also rich there. And possibly as a side effect of this deep spiritual understanding, people on Orenya tend to be quite emotional (though in a controlled way), expressive, respectful, and artistic. By few means are they shy about adding gestures to their communicative practises, nor are they that hesitant about physical contact. A hug is a very common sign of affection there.
Then there are Fylin. The Fylin are an aquatic race, and have many fish characteristics, though they look very different from merpeople, which don't exist on Orenya. Their shins and forearms are more like fins, which have fingers at the end that can be stubby or claw-like. Their bodies are a bit more dense than those of humans, allowing them to survive in deeper water depths, and they also have fishlike tails, which mostly consist of one or several fins--and in the females, they often look very skirt-like and flowy. Males tend to have shorter and more rigid tails. The ears of a fylin have finlike lobes, and their skin is covered with tiny, almost unnoticeable white scales, which are soft and glisten slightly in the sunlight. Fylin are just about human size, although they may be up to seven feet tall. This race mainly inhabits the seas of Zurem, where they are known for building castles out of sand and undersea jewels, the latter they often trade for "surface goods". They are perfectly able to walk and breathe on land (they have both gills and lungs), but they have a hard time walking because they have to support their heavy bodies with fins of legs.
What's also interesting about this race is that there are drastic differences between the sexes. The males look a lot more human than their female counterparts, and they have human limbs with fins on the sides (the fin description at the beginning is more for a female). The males can fare much better on land than the females can. The females, on the other hand, can move a lot more easily underwater. They have sharper vision and can use echolocation, something their male counterparts cannot do. (It is also in this way that they can communicate without the males overhearing.) However, they are more fragile and have a poor sense of smell. They also have short yet sharp fangs, which secrete a venom upon maturity. Though underwater their voices sound cool and smooth, out of water they sound rather raspy, reminiscent of their harpy relatives.
Of all the races on Orenya, the Fylin are perhaps the most aggressive; a war between clans is not a rare occurrence. Fighting is in their blood, it seems. In battle they use such weapons as spears, lances, javelins, and the occasional mace. Magic staffs are also a common sight, and for some reason the majority of females never journey on land without one. Lastly, fylin generally live to be about 50-70 years old, and their age of maturity is thirteen.
Name: Durnem
Age: 24 (considered middle age among her race)
Gender: Female
Race: Fylin
Appearance: (See third paragraph of the heading "Native Races" under Planet Description to get an idea of what fylin generally look like.) If Durnem ever stands, she stands at 6'2", a pretty average height. But she's lighter than average, weighing about 140 pounds. She has the sleek, slender figure that females of her kind generally have, and the oval-shaped hips as well. While she lacks much muscular definition (except maybe in her arms), her skin is rather tough, thus offering her better protection against the elements. Her raven hair is very straight when dry, and uneven in length; the whole of it reaches no further down than her chin, and slants about her face like a canopy of long overhanging leaves. The colour of her eyes is reminiscent of a red rose, and her unnoticeably scaly skin has a grayish lavender hue, though the tone is hardly distinguishable from a general pale shade.
Like the typical fylin, Durnem has triangular ears made of the same type of cell as her fins, which colour-wise are dark violet on one end and fade into a translucent magenta on the outer edge. Her tail consists of three fins, two of which are soft in texture and flow about like the back of a long skirt, the third and topmost of which is shaped like a paddle, long enough to drag on the ground if held straight down, firm and cabbage-like in texture, and somewhat darker in colour than her other fins. That fin also has two rigid black spines on the underside. While her ring and pinky fingers are of the classic nugget-shape of may fylin fingers (same is true of her toes), her others are actually black claws about four inches in length.
Yes, fylin do wear clothes, though minimally--and they have to be made of a water-resistant material. Durnem wears a half-skirt that is common in her race, one that has its opening at the back to make room for her tail. It's maroon in colour and has silver embroidery around the edge, and on the side is a small pouch. Hugging her chest is a vest of the same colour, covering her collar and part of her neck, but leaving the area around her waist uncovered. The vest is laced up in the front similarly to a corset. Around her hips a silken black shawl is tied, in case the weather gets windy. Around her neck is a silver choker, with bright red gemstones reminiscent of the hue of Moredriva hanging from it. These same stones hang from her ears as earrings.
On Durnem's back is a little gray backpack, which contains a few herbs and medicines she's collected, and of course Usuriel's rather thick book (see History) on spellcasting and staff works.
Personality: Strong and independent, Durnem stands up for herself and fears little. Typically, she likes to keep to herself, but when around a group of other people she won't mind joining in conversation. She picks up on things quickly, but she doesn't adapt well to changes in her surroundings. Although she doesn't mind traveling, there are some things in the world that are uncomfortable to her. For one thing, she despises hot weather and bright light, being used to the cold and dark seas of Zurem. If she's uncomfortable, she tends to complain about what caused her to become so. Yet she's not a coward--she'll try to endure a harsh environment as best as possible, though she might lose her cool after a while, especially if she has to stay in the same place for a long time. For she has a restless desire to take action, to hone her skills, to work to overcome any weakness she has.
Most of the time, Durnem's mind is not thinking about much, often in some hazy contemplative state. She also loves to sing to amuse herself, although she can't sing very well when out of water. Her point of view is neither optimistic nor pessimistic; she likes to think that there's a duality to everything, as is the nature of true Orenyan wisdom. Unless the situation she's in is agonisingly uncomfortable, Durnem can clear her mind pretty quickly, returning to that peaceful, contemplative state of mind, one like to being in a meditation. While doing so, all signs of emotion vanish in her, contributing to her uncommonly serious nature.
However, Durnem is still a fylin, and the females of that race have traditionally been feisty and aggressive--it's as if their blood has a low boiling point. It's pretty easy to make Durnem fly off the handle, and that's when her fighting instincts kick in. She has a habit of scratching people who bother her, especially if they touch her in inappropriate places. It is a fact that fylin are among the least touchable of Orenyan folk, and that is especially the case for Durnem.
As far as other little details go, Durnem is quite a picky eater, and dislikes any kind of bread. Also, she enjoys attacking people who are causing some form of harm, particularly with an energy pulse from her staff. Moonlight soothes her, and she often loses her thoughts to stargazing, although few stars can be seen from Orenya. Due in part to her independent nature, if an order or rule is thrown at her, she's likely to disregard it. Lastly, although she is a bit curious at times, she prefers to fulfill that curiosity through speculation rather than exploration. She likes to imagine things, that's for sure.
History: Durnem was born into the Lurientrum clan of Zurem. This fylin clan inhabited the sea of Furmia, the coldest sea on the whole planet, enough so that icebergs are not an uncommon sight. The Lurientrum clan dwelled in the warmest, darkest part of this ocean, a dwelling area frequently fought for by other clans. In order to defend their positions as the owner of this dwelling, the Lurientrum clan had to produce good fighters. For such is the big old game among fylin, a game where the goal is to win occupancy of the dwelling-place one desires.
For the longest time, Durnem lived two lives. In one part she was such a fighter, although often times she would turn away from a clan battle to spy on the enemy clan, or to seek its treasure. In the other, she was a scholar under the wizard Usuriel, who lived in a secret location far away. Actually, her mother gave her a book which told all about Usuriel's wisdom and lore; she was a particularly good deviser of the most interesting anecdotes and fables as well. But Usuriel's main focus was on charging various objects with magical energies, and on the creation and use of a magic staff. In various places on Orenya there are little shops where people called tasumin assist in the creation of such staffs, but Usuriel heralded the secret of making or finding one for oneself. Such was what Durnem did with her own staff, although the process took much time, and it took even longer for the staff to actually work, and for Durnem to discover its abilities.
Eventually outcast by the Lurientrum fighting force because she "wasn't a strong enough fighter", Durnem decided instead to do a bit of traveling, hoping to hone her skills and hopefully attract the attention of the Magi Knights. The tales of her travels could be pages long, but one thing that stood out in her travels was how friendly and respectful the non-fylin folk were; before then, she had had this impression that strangers outside her clan were enemies. She even met a few wanderers like herself, many of whom pointed her in the direction of various towns and marketplaces and interesting places in nature. Also she met a tasumin in the village of Azuhala, who was able to "tune up" her staff so that Durnem would be able to "teach" it abilities, which she couldn't before. On her travels, two of the biggest obstacles she had to overcome were first, the difficulty of walking on land, and second, coping with the perpetual sunlight of Rumia.
And so over time Durnem spent time with her staff, which Usuriel used to say had a soul-like presence like to that of a living individual. She gave the staff the name Watimari, as a staff should not be named until the owner has formed a close bond with it. Gradually she discovered its powers, and often experimented with them. The most profound of these powers was that of flight, for one time while she was flying over Sharun while standing on the staff, a dragon passed her by and winked. At first this puzzled Durnem, but some time later she was sleeping in an inn in the foggy town of Hakushiari in Rumia, when someone roused her from her slumber. Naturally, she left a scratch on the newcomer's arm, but that newcomer turned out to be a Magi Knight! This one was a scout who sought out potential members and gave random philosophical talks in various towns all over Rumia. At long last, Durnem's goal had come true...
Then, one time when Durnem and a fellow Magi Knight were on a mission to track down an elusive, ill-minded hypnotist, they came upon the town of Drenlin, where they rested at a farm there. Shortly after the rest, Durnem was trying to shoo away a Sumiri farmboy who had been ogling her, when something grabbed the two of them from above and carried them away... and that brings us to the present.
Weapon:
Besides her claws and fangs, Durnem's only weapon is her beloved staff, which she eventually named Watimari, a name meaning "celestial spirit", for in the crystal sphere at its tip gave off an essence that reminded her of the stars. To her, it would always serve as a reminder of her home in Furmia. As for the powers it has, the most notable one is levitation, allowing Durnem to fly for short periods of time (much in the manner of a Sumiri). It can also fire energy pulses, which are a fueled by a combination of aural energies and collected starlight. Its final ability is to summon what look like black flames. These "flames" are not actually made of fire; they're instead energy motes imbued with a sort of draining force. The flames do, however, cause a sensation similar to burning when they come in contact with a person, as if to "burn through" their aura, and steal away a little bit of vitality in the process. Durnem most commonly uses these for distraction purposes, and this is actually a spell she worked with Watimari on until able to use it together. The nature of an Orenyan-made staff is that it can "learn" some abilities from its owner after a while of practising it together, adding to the enigma surrounding these staffs.
The staff itself is about four and a half feet tall. Its shaft is a thin rod of kaleshi, a cobalt-based alloy with a slick, rust-proof texture. This metal is the key material in fylin weaponry, and in fact this rod was once part of an abandoned trident Durnem found in an outpost of an enemy fylin clan. Topping this rod is another "artifact" Durnem found, something looking to be in the shape of a black lily, and made of some precious stone of which Durnem knew not the origin. Inside this flower-like shape is an orb of crystal, which sparkles in blue and purple tones when in the moonlight, and looks nearly invisible in the sunlight. Fastening the staff together is a ring that looks nearly identical to the choker around Durnem's neck.
Special Abilities: Besides the abilities of Watimari, Durnem has only the abilities of her race, which are the ability to use water currents to feel the presence of someone approaching in the water, and to sense bodies of water nearby when on land. Also, they are not harmed by ultraviolet radiation, and can actually see it to a slight degree. They can use echolocation, but that only works underwater. Also on the downside, as mentioned in the Planet Description, fylin are relatively short-lived, cannot walk on land very well, and have a poor sense of smell.
RP Sample: There are three in the URL at the top of this post
EDIT: I finally finished my signup. I know the Planet Description is very long, but you did ask for "as much detail as possible" after all...
~~~~~~~~~~~~~~~~~~~~~The Planet~~~~~~~~~~~~~~~~~~~~~~~~~~
Planet Name: Orenya
Description:
~Location and Celestial Characteristics~
Orenya is the only planet orbiting the red star Moredriva, which is located very close to the central bulge of the Milky Way Galaxy. The planet has four moons: Kalirien, Sandrana, Tetsuyatso, and Parevair. There's also a bright indigo-coloured star easily seen from Orenya: Reimindra, from which the word rei, meaning "star", is derived.Orenya is about two-thirds the size of Earth, but its atmosphere is five times as thick as Earth's. This atmosphere is important, because it circulates heat from the sun throughout the planet. One hemisphere of Orenya, called Rumia, always faces the sun, while the other hemisphere, Zurem, always faces away; if it weren't for this circulating level of the atmosphere, Rumia would get too hot and Zurem too cold.
~Calendar and Time Info~
Because there is no day and night in Orenya (the sun, if present, stays in the same spot in the sky all the time), the calendar system does not have any "days". Instead it has months, based on the orbit of Tetsuyatso (each roughly 65 Earth days long), and years, based on the position of Reimindra in the sky. The time when Reimindra passes behind the sun marks the end of the year (which equals about 3.45 Earth years); the time when it emerges again marks the start.~Culture and Traditions~
Orenya has a deeply spiritual culture, and nearly all its folk seem keenly aware of the harmony between heaven and earth. This is evident in the name "Orenya" itself, a short form of ora da ri mornen ti mariya, "true awakening is through the union of our earthly home and the celestial heavens". The main language spoken on Orenya is Latori, which also has a unique character system--although for the purposes of this RPG those characters won't exist.Orenya is most famous for its strong magic culture. Perhaps another example of the union of the heavens and the earth is the union of the physical and spiritual worlds, and as a result, there are several mystics, enchanters, spellcasters, witches, and aural healers on Orenya. Herbal lore is also rich there. And possibly as a side effect of this deep spiritual understanding, people on Orenya tend to be quite emotional (though in a controlled way), expressive, respectful, and artistic. By few means are they shy about adding gestures to their communicative practises, nor are they that hesitant about physical contact. A hug is a very common sign of affection there.
~Technology~
As far as technology goes, some say it's highly advanced, and some say it's awkwardly primitive. A few thousand years ago, there were signs of industry on Orenya, and electronic devices--including computers--existed. However, this didn't last long, for they quickly saw the damage that industry could do to nature, and the damage that computers could do to their traditional society. Yet all this doesn't mean technology is necessarily "primitive". The technology of "heat capture" is highly advanced there; there are panels that turn sunlight, and heat radiation into electrical energy. These are pretty much the only electronics that exist, and are used mostly in homes.~Government~
Traditionally, a strict governmental rule was looked down on, and dictators, presidents, and even monarchs gave the impression that the world was "biased" to one person. If there is any one "leader" of Orenya, it's an organisation called the Oradamin, or Magi Knights as some call them. This organisation is sort of like a police force, in that they're dedicated to protecting the safety of Orenya, and dealing with the bad guys that occasionally pop up. And because most Orenyans do not like to see evil folk in the world, becoming a Magi Knight is a common ambition--although whether they actually make it or not depends on their judgment and fighting skills. The "bad guys" are generally folk who threaten the peace--murderers and rapists and the like. They don't have rigid punishment regulations, and they don't impose rules and regulations on the common folk; they believe that doing so would only drive people to break them. As a result, some foreigners think Orenya is full of criminals, and some think it's completely crime-free. So in general, one can say that Orenya has a very loose government, a very fair government.~Native Races~
As for the species living on Orenya, wild plant and animal species vary greatly from area to area, and the kinds are especially different in Rumia versus Zurem. Plants on Rumia have big broad leaves, and most produce fruit. Plants on Zurem, though, are much more peculiar-looking, and are generally pale green or white in colour. Most of the medicinal plants, especially those with strong magical properties, come from Zurem. There is much trade between Rumia and Zurem, not surprisingly. But the civilised species, being able to adapt to many differet environments, aren't as varied. Some humans live there, but most are mingled to various degrees with other species--such as the faery-like Sumiri and the elf-like Sunestre.Then there are Fylin. The Fylin are an aquatic race, and have many fish characteristics, though they look very different from merpeople, which don't exist on Orenya. Their shins and forearms are more like fins, which have fingers at the end that can be stubby or claw-like. Their bodies are a bit more dense than those of humans, allowing them to survive in deeper water depths, and they also have fishlike tails, which mostly consist of one or several fins--and in the females, they often look very skirt-like and flowy. Males tend to have shorter and more rigid tails. The ears of a fylin have finlike lobes, and their skin is covered with tiny, almost unnoticeable white scales, which are soft and glisten slightly in the sunlight. Fylin are just about human size, although they may be up to seven feet tall. This race mainly inhabits the seas of Zurem, where they are known for building castles out of sand and undersea jewels, the latter they often trade for "surface goods". They are perfectly able to walk and breathe on land (they have both gills and lungs), but they have a hard time walking because they have to support their heavy bodies with fins of legs.
What's also interesting about this race is that there are drastic differences between the sexes. The males look a lot more human than their female counterparts, and they have human limbs with fins on the sides (the fin description at the beginning is more for a female). The males can fare much better on land than the females can. The females, on the other hand, can move a lot more easily underwater. They have sharper vision and can use echolocation, something their male counterparts cannot do. (It is also in this way that they can communicate without the males overhearing.) However, they are more fragile and have a poor sense of smell. They also have short yet sharp fangs, which secrete a venom upon maturity. Though underwater their voices sound cool and smooth, out of water they sound rather raspy, reminiscent of their harpy relatives.
Of all the races on Orenya, the Fylin are perhaps the most aggressive; a war between clans is not a rare occurrence. Fighting is in their blood, it seems. In battle they use such weapons as spears, lances, javelins, and the occasional mace. Magic staffs are also a common sight, and for some reason the majority of females never journey on land without one. Lastly, fylin generally live to be about 50-70 years old, and their age of maturity is thirteen.
~~~~~~~~~~~~~~~~~~~~~The Character~~~~~~~~~~~~~~~~~~~~~~~~~~
Name: Durnem
Age: 24 (considered middle age among her race)
Gender: Female
Race: Fylin
Appearance: (See third paragraph of the heading "Native Races" under Planet Description to get an idea of what fylin generally look like.) If Durnem ever stands, she stands at 6'2", a pretty average height. But she's lighter than average, weighing about 140 pounds. She has the sleek, slender figure that females of her kind generally have, and the oval-shaped hips as well. While she lacks much muscular definition (except maybe in her arms), her skin is rather tough, thus offering her better protection against the elements. Her raven hair is very straight when dry, and uneven in length; the whole of it reaches no further down than her chin, and slants about her face like a canopy of long overhanging leaves. The colour of her eyes is reminiscent of a red rose, and her unnoticeably scaly skin has a grayish lavender hue, though the tone is hardly distinguishable from a general pale shade.
Like the typical fylin, Durnem has triangular ears made of the same type of cell as her fins, which colour-wise are dark violet on one end and fade into a translucent magenta on the outer edge. Her tail consists of three fins, two of which are soft in texture and flow about like the back of a long skirt, the third and topmost of which is shaped like a paddle, long enough to drag on the ground if held straight down, firm and cabbage-like in texture, and somewhat darker in colour than her other fins. That fin also has two rigid black spines on the underside. While her ring and pinky fingers are of the classic nugget-shape of may fylin fingers (same is true of her toes), her others are actually black claws about four inches in length.
Yes, fylin do wear clothes, though minimally--and they have to be made of a water-resistant material. Durnem wears a half-skirt that is common in her race, one that has its opening at the back to make room for her tail. It's maroon in colour and has silver embroidery around the edge, and on the side is a small pouch. Hugging her chest is a vest of the same colour, covering her collar and part of her neck, but leaving the area around her waist uncovered. The vest is laced up in the front similarly to a corset. Around her hips a silken black shawl is tied, in case the weather gets windy. Around her neck is a silver choker, with bright red gemstones reminiscent of the hue of Moredriva hanging from it. These same stones hang from her ears as earrings.
On Durnem's back is a little gray backpack, which contains a few herbs and medicines she's collected, and of course Usuriel's rather thick book (see History) on spellcasting and staff works.
Personality: Strong and independent, Durnem stands up for herself and fears little. Typically, she likes to keep to herself, but when around a group of other people she won't mind joining in conversation. She picks up on things quickly, but she doesn't adapt well to changes in her surroundings. Although she doesn't mind traveling, there are some things in the world that are uncomfortable to her. For one thing, she despises hot weather and bright light, being used to the cold and dark seas of Zurem. If she's uncomfortable, she tends to complain about what caused her to become so. Yet she's not a coward--she'll try to endure a harsh environment as best as possible, though she might lose her cool after a while, especially if she has to stay in the same place for a long time. For she has a restless desire to take action, to hone her skills, to work to overcome any weakness she has.
Most of the time, Durnem's mind is not thinking about much, often in some hazy contemplative state. She also loves to sing to amuse herself, although she can't sing very well when out of water. Her point of view is neither optimistic nor pessimistic; she likes to think that there's a duality to everything, as is the nature of true Orenyan wisdom. Unless the situation she's in is agonisingly uncomfortable, Durnem can clear her mind pretty quickly, returning to that peaceful, contemplative state of mind, one like to being in a meditation. While doing so, all signs of emotion vanish in her, contributing to her uncommonly serious nature.
However, Durnem is still a fylin, and the females of that race have traditionally been feisty and aggressive--it's as if their blood has a low boiling point. It's pretty easy to make Durnem fly off the handle, and that's when her fighting instincts kick in. She has a habit of scratching people who bother her, especially if they touch her in inappropriate places. It is a fact that fylin are among the least touchable of Orenyan folk, and that is especially the case for Durnem.
As far as other little details go, Durnem is quite a picky eater, and dislikes any kind of bread. Also, she enjoys attacking people who are causing some form of harm, particularly with an energy pulse from her staff. Moonlight soothes her, and she often loses her thoughts to stargazing, although few stars can be seen from Orenya. Due in part to her independent nature, if an order or rule is thrown at her, she's likely to disregard it. Lastly, although she is a bit curious at times, she prefers to fulfill that curiosity through speculation rather than exploration. She likes to imagine things, that's for sure.
History: Durnem was born into the Lurientrum clan of Zurem. This fylin clan inhabited the sea of Furmia, the coldest sea on the whole planet, enough so that icebergs are not an uncommon sight. The Lurientrum clan dwelled in the warmest, darkest part of this ocean, a dwelling area frequently fought for by other clans. In order to defend their positions as the owner of this dwelling, the Lurientrum clan had to produce good fighters. For such is the big old game among fylin, a game where the goal is to win occupancy of the dwelling-place one desires.
For the longest time, Durnem lived two lives. In one part she was such a fighter, although often times she would turn away from a clan battle to spy on the enemy clan, or to seek its treasure. In the other, she was a scholar under the wizard Usuriel, who lived in a secret location far away. Actually, her mother gave her a book which told all about Usuriel's wisdom and lore; she was a particularly good deviser of the most interesting anecdotes and fables as well. But Usuriel's main focus was on charging various objects with magical energies, and on the creation and use of a magic staff. In various places on Orenya there are little shops where people called tasumin assist in the creation of such staffs, but Usuriel heralded the secret of making or finding one for oneself. Such was what Durnem did with her own staff, although the process took much time, and it took even longer for the staff to actually work, and for Durnem to discover its abilities.
Eventually outcast by the Lurientrum fighting force because she "wasn't a strong enough fighter", Durnem decided instead to do a bit of traveling, hoping to hone her skills and hopefully attract the attention of the Magi Knights. The tales of her travels could be pages long, but one thing that stood out in her travels was how friendly and respectful the non-fylin folk were; before then, she had had this impression that strangers outside her clan were enemies. She even met a few wanderers like herself, many of whom pointed her in the direction of various towns and marketplaces and interesting places in nature. Also she met a tasumin in the village of Azuhala, who was able to "tune up" her staff so that Durnem would be able to "teach" it abilities, which she couldn't before. On her travels, two of the biggest obstacles she had to overcome were first, the difficulty of walking on land, and second, coping with the perpetual sunlight of Rumia.
And so over time Durnem spent time with her staff, which Usuriel used to say had a soul-like presence like to that of a living individual. She gave the staff the name Watimari, as a staff should not be named until the owner has formed a close bond with it. Gradually she discovered its powers, and often experimented with them. The most profound of these powers was that of flight, for one time while she was flying over Sharun while standing on the staff, a dragon passed her by and winked. At first this puzzled Durnem, but some time later she was sleeping in an inn in the foggy town of Hakushiari in Rumia, when someone roused her from her slumber. Naturally, she left a scratch on the newcomer's arm, but that newcomer turned out to be a Magi Knight! This one was a scout who sought out potential members and gave random philosophical talks in various towns all over Rumia. At long last, Durnem's goal had come true...
Then, one time when Durnem and a fellow Magi Knight were on a mission to track down an elusive, ill-minded hypnotist, they came upon the town of Drenlin, where they rested at a farm there. Shortly after the rest, Durnem was trying to shoo away a Sumiri farmboy who had been ogling her, when something grabbed the two of them from above and carried them away... and that brings us to the present.
Weapon:
Besides her claws and fangs, Durnem's only weapon is her beloved staff, which she eventually named Watimari, a name meaning "celestial spirit", for in the crystal sphere at its tip gave off an essence that reminded her of the stars. To her, it would always serve as a reminder of her home in Furmia. As for the powers it has, the most notable one is levitation, allowing Durnem to fly for short periods of time (much in the manner of a Sumiri). It can also fire energy pulses, which are a fueled by a combination of aural energies and collected starlight. Its final ability is to summon what look like black flames. These "flames" are not actually made of fire; they're instead energy motes imbued with a sort of draining force. The flames do, however, cause a sensation similar to burning when they come in contact with a person, as if to "burn through" their aura, and steal away a little bit of vitality in the process. Durnem most commonly uses these for distraction purposes, and this is actually a spell she worked with Watimari on until able to use it together. The nature of an Orenyan-made staff is that it can "learn" some abilities from its owner after a while of practising it together, adding to the enigma surrounding these staffs.
The staff itself is about four and a half feet tall. Its shaft is a thin rod of kaleshi, a cobalt-based alloy with a slick, rust-proof texture. This metal is the key material in fylin weaponry, and in fact this rod was once part of an abandoned trident Durnem found in an outpost of an enemy fylin clan. Topping this rod is another "artifact" Durnem found, something looking to be in the shape of a black lily, and made of some precious stone of which Durnem knew not the origin. Inside this flower-like shape is an orb of crystal, which sparkles in blue and purple tones when in the moonlight, and looks nearly invisible in the sunlight. Fastening the staff together is a ring that looks nearly identical to the choker around Durnem's neck.
Special Abilities: Besides the abilities of Watimari, Durnem has only the abilities of her race, which are the ability to use water currents to feel the presence of someone approaching in the water, and to sense bodies of water nearby when on land. Also, they are not harmed by ultraviolet radiation, and can actually see it to a slight degree. They can use echolocation, but that only works underwater. Also on the downside, as mentioned in the Planet Description, fylin are relatively short-lived, cannot walk on land very well, and have a poor sense of smell.
RP Sample: There are three in the URL at the top of this post
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