A'mahri Kahz
WORK IN PROGRESS
Contents
Basic Info
A'mahri Kahz-(Ah-ma-ree) (10th Sun of the 6th Umbral Moon)- is a Miqo'te woman born within the area of La Noscea, and later raised in the maritime city-state of Limsa Lominsa. She is both the manager and expeditionary leader of the Starfall Trading Company, currently based in Gridania.
Though claiming to be a master craftsman, she will be quick to admit that her skills lie primarily in leatherworking and weaving - with little carpentry practice on the side. Dubbing herself as 'the boss' of SFC, A'mahri takes her job very seriously and often has her nose stuck in a book or busy filing through copious amounts of paperwork.
A'mahri currently resides in The Roost inn with both her adoptive 'son' and her boss/mentor, Dezmond Neophytos.
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Appearance & Personality
Height - 5 fulms, 2 ilms
Weight - 130 ponze
Eye Color - Left Blue, Right Green
Skin Color - A'mahri's skin shows evidence of little tan. Though she is mostly indoors handling paperwork or crafting, she doesn't miss an opportunity to spend more time outdoors.
Body - A'mahri is shown to have more of a 'pear' shaped body, her hips slightly wider while her upper body is more slim. Her arms and legs show signs of muscle, shaped mainly from her outdoor expeditions and through use of the axe. Additional features: A'mahri's hands are shown to have small cuts and scathes, normally covered with little bandages. On top of this, her fingers are often stained with ink. On her left cheek lies a faded scar, though it is unknown to her where it had come from.
Personality - A'mahri could mainly be described as a playful, if not childish type of person, cracking jokes, giving people names, or making comments that may or may not be taken as flirting. Despite being called out for it before, she sees it as a way to be friendly and is "way less boring than normal chit-chat." She is shown to be nosy at times, often sticking her nose where it doesn't belong - even if it can get her into trouble. Despite this, she also considers herself a 'push in the right direction', often giving advice (whether it be wanted or not) or offering words of encouragement.
While working, A'mahri still retains some of her childishness. Reluctantly accepting work given to her by her superior and continuously complaining about it. Her least favorite thing to do is paperwork, which to her is nothing but rubbing a quill against parchment for hours on end. When doing more practical work, however, A'mahri is as upbeat and cheerful as one can be. Singing songs, prancing, and carrying on with her normal behavior as she gets the job done.
A'mahri is also very protective of her 'son', Pip - who is one of the many mammets created by both her and her boss for a festival in Gridania. Upon Pip's creation, A'mahri immediately deemed it her's. There's barely a time where A'mahri is seen without Pip, and becomes distressed whenever he stops responding and starts malfunctioning. Should Pip be threatened or misused, A'mahri springs into maternal action against said offender.
Having not been raised within a tribe, A'mahri is slightly wary when speaking to other Miqo'te. Unless they have been outcast, or raised outside of a tribe themselves, speaking to a traditional tribal Miqo'te tends to make her uncomfortable. Having been warned by her mother that other seekers may be harsh towards her, she maintains more positive body and spoken language, and may even be more awkward to talk to. If by chance she does become comfortable speaking to said Miqo'te, she resums her usual behavior, though more cautious.
Biography
Over the River
A'mahri's early life was one full of consistant travel. Her mother, A'dahlia, was the reason. Shortly after A'mahri was brought into the world, word had immediately gone out within the tribe that her mother had laid with one of the tribe's non-breeding males instead of the chosen Nunh at the time - A'mahri being the result of the secret union. With both mother and father confirming that they were seeing eachother, they were sentenced to execution by the Nunh. With baby in arms, A'dahlia was successful with fleeing the tribal grounds. However, her lover had been struck down and killed.
This was when A'mahri's life of travel began. A'dahlia had fled from settlement to settlement within La Noscea within a span of several moons. In a mixture of both fear and deep paranoia that the Antelope tribe would eventually locate her and her baby, she rejected all forms of offered assistance, and even avoided other Miqo'te like the plague. The two only had eachother for the duration of their travel, and their running and visits to other towns and settlements spanned to about five years.
Tinkerbell
A'mahri and A'dahlia's travels have eventually brought them to Limsa Lominsa. Being such a large city with numerous bridges, turns, and corners, A'dahlia found it would be the perfect place to settle for now and properly raise her daughter. After several suns of settling into the new city life and beginning to work under Baderon in The Drowing Wench, everything began to go swimmingly for the two Miqo'te, and their life of peace had just begun.
The rest of A'mahri's childhood was quite a happy one. Despite having not spent a lot of time in one place previously, she was quite content with what was going on around her. A'dahlia had dropped the prefix in her name, simply going as Dahlia. She kept requesting that A'mahri remove her own, but she insisted she kept it - mainly because it sounded nice, and it would take too much work trying to get used to her new name. The argument carried on regularly with her mother asking her to drop her prefix, and she was always met with the same answer. Eventually, she had given up asking and had let her daughter keep A'mahri as her name.
Over time, A'mahri had begun to learn how to read and write. When her mother wasn't working, she had also taught A'mahri how to use a bow and gather from the wild. Confident that her daughter wouldn't wander off too far away from the city, as well as yellowjackets and maelstrom patrolling the areas, Dahlia allowed A'mahri to wander around - as long as she avoid any suspicious looking folk, namely un-uniformed Miqo'te. Though confused as to why Miqo'te even mattered in the first place, A'mahri followed her mother's instruction.
One of A'mahri's favorite spots to play around in were the docks, where she often sat down to watch ships come and go from shore and sailors wandering back and forth from all directions. The hustle and bustle of the dockyard fascinated A'mahri, and she would just stay there for hours - just watching. Most of the daily occurences remained the same. However, one day, there was one situation that caught A'mahri's attention. She watched a group of sailors lugging a large rowboat over towards the Fisherman's guild, and closely observed as they began passing lumber and tools back and forth to eachother, eventually repairing the ship after a bit of time. Being able to get even closer without disturbing the sailors, A'mahri was soon surprised that the rowboat that was once full of holes now looked as if it didn't have a scratch on it. Wondering if she could imitate the work that the sailors have done on the rowboat, A'mahri had began experimenting with household items and fixing up what little things she could.
Taking Care of Business + Revelations
Years have passed since A'mahri's discovery at Limsa Lominsa's docks, and she had grown into a confident young woman. Her skill eventually reached the point where she was comfortable in handling more 'heavy-duty' tasks such as repairing small boats and creating small tools as a means to get some extra gil in her pockets. Deeming it boring to spend her days as a tavern wench, A'mahri had created her own little 'business' in repairing and crafting for the citizens of Limsa Lominsa. Though business was extremely slow, it was both fun and rewarding to A'mahri that she was able to create a career from her interests.
Though things were bright and cheery in A'mahri's life, it was also the same time she was made aware of her past.
When her mother finished working one evening, she sat down with A'mahri and explained the reason they travelled so often when she was young. She explained Miqo'te tradition, which confused A'mahri beyond belief. She also explained the rule of courtship, mating, and overall lifestyle. Though A'mahri was devestated upon hearing about the fate of her father, she knew she had another reason to keep her prefix. She also made a promise to her mother that she would never interact with any Antelope tribe members should they make themselves known. The both of them embraced, and never talked of the subject again.
A Starry Night's Sky
Since the news of her father's fate was revealed, A'mahri was determined to make her mother proud. She worked later than she usually did, and took up plenty more projects that she was able to handle. It was one day that A'mahri had met Dezmond Neophytos, an Ishgardian Engineer who was commissioned for a repair job in Limsa Lominsa. After some conversation about what projects they were working on, they both agreed work together to restore a rowboat in their spare time. It was then that the two hit it off and formed a special kind of friendship over the course of the project. It was then with the boat work completed to satisfaction, under a starry night sky, the two decided to form the Starfall Trading Company. When it was time for Dezmond to return to Ishgard after his jobs were done, A'mahri insisted that she go with him. The two agreed to return together and were due to leave the next morning. Upon telling Dahlia the news, she looked both delighted but worried. However, with some thought, she supported her daughter's decision as long as she took the time to write to her and visit. Pleased with her mother's approval, A'mahri packed what belongings she had and met up with Dezmond, soon after being hired by him as a retainer so she could gain access to Ishgard. Several suns have passed since their arrival, and A'mahri had begun living within Dezmond's shop - both working at the front desk while carrying on creating her own little inventions.
IC Adventures
Pip Pip, Cheerio!
Upon hearing word of a festival for Free Companies, A'mahri and her superior have decided that they should sell Mammets and jewlery on the day. With plans, designs, and desire to get the company's name more into the world, the two began to work. Among the pile of mammets that were produced by the duo, there was one that A'mahri thought she'd keep for herself. The mammet was probably the fussiest thing ever created, flailing its arms around when picked up and acted like a bratty child.Despite this, A'mahri fell in love. She had originally wanted to name the mammet 'Piper', with the little toots and clanking sounds it made whenever it walked. However, the mammet expressed strong disapproval of the name, and demanded it be called 'Pip'.
To Pip's dismay, A'mahri takes it everywhere she goes, and even started referring to it as her 'son'.
You May See A'mahri...
- ■ Sitting in the Carline Canopy in Gridania, either stuffing her face with food or filling out paperwork.
- ■ Wandering through the streets of Ishgard, more likely The Brume, Skysteel Manufactory, and The Forgotten Knight
- ■ The Drowning Wench in Limsa Lominsa, or around the docks.
- ■ Occasionally within the wilderness of La Noscea, The Shroud, or Thanalan.
- ■ Fallgourd Float
- ■ The marketplaces in all of the main cities.
Some of these rumors are untrue or are greatly exaggerated. Please feel free to add your own rumors under PC! ◢ Common Rumors (Easily overheard)
◢ Moderate Rumors (Moderately difficult to overhear)
◢ Rare Rumors (Very difficult or rarely overheard)
◢ PC Rumors (Rumors from the character's of other players)
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Trivia
- Harming or bullying Pip may put your character in danger.
- Though A'mahri claims to be unafraid of anything, she gets squeamish around various Vilekin.
- A'mahri is loosely based off of Devola from Nier in terms of behavior and personality.
- A'mahri is also a more lore abiding/updated version of her creator's first RP character upon first transferring to Balmung. Most information is the same, except A'mahri has a bolder personality, a wider affinity for crafting, and is more capable of combat.
- Though A'mahri claims to have no interest in romance at the moment, she secretly wishes to live a 'fairytail romance'.
Gallery
Footnotes
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