A face in the crowd, Kir is nothing to shake a stick at. A hodgepodge of modern day style and remnants of his tribal heritage are what he chooses to dress himself in, preferring clothes that are either form fitting or too big and jewelry made out of bones and silver; he's often seen wearing long boots as well, used both to accent his long legs and to, in his own words "hide stuff in". Dark purple markings adorn the sides of his cheeks, always in the same place and never out of a line. When the sun sets the seem to darken in color.
Standing between five-flumn-six and five-flum-seven, the Keeper is best described as wiry and long-limbed, made up mostly of angles that never seemed to disappear with maturity. His tail and ears are of an appropriate length for his height, both often seen flicking in off, off-beat patterns.
His head-fur is a messy mop of black, cut close to his scalp by someone who obviously should have never been given a pair of scissors. The fur of his tail is thick but short.
Scars & Markings: Kir has the typical markings of a Keeper around his eyes as well as dark purple streaks on his jaw. Although they're rarely seen there is a scar on Kir's chest that starts in the middle of his sternum and continues down roughly two to three inches, and a rune carved into his left shoulder.
Voice: Typical of a young man at the age of nineteen. He has a bit of southern draw: "Y'all ain't actually gonna do this, are ya? C'mon now."
Standoffish, Secretive, Two-Faced, Apprehensive
Clever got me this far,
As a traveling card reader and con artist Kir strives to come off as approachable and likable at first glance, playing on his still youthful looks to enhance that. Around people he does not know or is trying to work he aims as overly-friendly, faintly altruistic, and trusting; he does this by seeming to care about the person's well-being and interests, sometimes to the point that if he knows he might see them again he will find a way to learn the bare minimum about a subject they might have talked about. He often tries to put off an air of mysticism when doing his job.
Behind close doors Kir is less self-assured, often flinching away from other people and keeping to himself in the corner of a room.
Then tricky got me in...
Altruistic
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Uncharitable
Pious
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Irreligious
Forthright
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Tactful
Forgiving
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Resentful
Fun-Loving
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Serious
Confident
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Diffident
Lustful
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Chaste
Lawful
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Chaotic
Superstitious
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Rational
Renegade
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Paragon
Cautious
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Impulsive
Likes
Gil
Independance
The Moon and Stars
Apples
Warm Clothing/Furs
Woodcrafting
Storms
Dislikes
Authority
Zealots
Swords
Being trapped
The Shroud
Gridanians/Members of the Twin Adders
Carrots
Fears
Being forced to return home
Imprisonment
His older brother
Trivia
Favorite Food: Steak
Favorite Drink: Apple Cider
Favorite Color: Silver
Currently
Kir is currently moving between Limsa Lominsa and Kugane, using his ill-gotten gil to fund his travels to see parts of the world he hasn't seen or return to places he enjoyed.
Summarized Backstory
Born deep within the Black Shroud, past even the Sylphlands, Mek'ir is the sixth and final son out of seven children. Seen as a burden to both his clan and family line due to his sex Mek'ir was spared only for his twin sister who thought the world of him and spent all her time with him. Despite the disapproval of his grandmother/clan matriarch and an older brother Mek'ir was well tolerated by the majority of his clan. Alongside his sister Mek'ir spent his days exploring the Shroud and learning how to foraging, defend himself and his clan, and how to connect with the gods of the woods that his clan still kept. Although Mek'ir found himself willing to accept his family's cold war-like feelings for him his sister was not, often spending her days on the edge of their territory with a longing in her eyes.
One day Mek'ir awoke to find his twin gone and, without her protection, was given an ultimatum: leave and bring his sister home or don't return at all. He left the same day without an idea of where his sister might have gone or how to find her and so he headed from New Gridania in hopes that perhaps she had gone for the city in hopes that their clan would not venture their to find her. Unable to find her there he headed for Thanalan, running into a bit of trouble on the way there. Rescued by a group of pirates on shore leave Mek'ir spent a year under their tutelage, scrubbing decks and entertaining them with card tricks and stories of the gods he grew up on, before taking off in the dead of night in the La Noscea wilderness. He would later start showing up in the streets of Limsa Lominsa, selling his card tricks by using people's fear and misunderstanding of the more primal spirits to make gil.
Some of these rumors are untrue, speculation, or are greatly exaggerated. Please feel free to add your own rumors under the Player Character!
NPC
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◢ Common Rumors - Easily overheard. Use these freely!
■ "The runt? Yeah, he's an alright kid. Bit of a bother when he wants to be but you can usually strong-arm him into helpin' out. " -- Deckhand, Limsa Lominsa
■ "Oh! He read me my fortune once! He said I'd find permanent love and the next day my boyfriend proposed! " -- Hyur Woman, Ul'dah
■ "Somethin's fishy 'bout him; saw him staring off int' the distance once looking real sad-like. Almost like he was waitin' for somethin'." -- Local 'Pirate', Limsa Lominsa
◢ Uncommon Rumors -A little more difficult to hear. Use sparingly or ask first!
■ "I paid him to tell me how the weather would be when I set sail in the morning and he told me I'd see nothing but sun for days. When I woke up it was like a hurricane had opened up and I couldn't find him anywhere." -- Ship Captain, Limsa Lominsa
■ "Had to call the guards on him once after he started a brawl with a couple of Seekers that were passing through. Didn't hear what exactly was said but someone told me they insulted his family while someone else said he insulted them." -- Bar Bouncer, Limsa Lominsa
■ "I heard he ran away from Gridania for poaching. Heard it from a couple of Adder's passing through. " -- Gossipy Civilian, Limsa Lominsa
◢ Rare Rumors -Very rarely overheard. Please ask before using!
■ "He ran with pirates for a while; kept their ship clean and delivered things for 'em when they couldn't step foot on the shore." -- Bar Patron, Limsa Lominsa
■ "Don't see many of his clan this far out from their own territory. Doesn't seem like the type to go looking to find himself either." -- Twin Adder Lancer, New Gridania
■ "Whores-son is what he is.Should have been drowned at birth. " -- Drunken Sailor, Limsa Lominsa
PC
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◢ Player Character Rumors -Feel free to add rumors of your own!
Tail-stepper-oner. Scary, even if he is afraid of magic.
Name Here( Status Icons Go Here )( PC ) - Title Given By Character Goes Here
Text, text, text, text.
Positive/Friendly RP Hooks
■ In the Cards Kir can often be found at large events or bars around cities like Limsa Lominsa and Ul'dah offering to read the fortune of passersby for a small fee. Maybe he's be truthful, maybe he's not. Who knows!
■ Deckhand Rare as it may be it is possible to find Kir scrubbing the deck of the Heathen, the ship of Rinq'a Moor. This usually only happens when it's in port, and so he knows a few ships in passing simply from seeing them from time to time and hearing about their crews from the crew of the Heathen. It's possible he knows a ship or a sailor simply by seeing them a few times. (Applies to pirates).
■ Smuggler's Run Do to the year and a half he spent on the Heathen Kir occasionally uses the Moondrop as a smuggler's halfway point, storing objects that wouldn't look out of place in the shop until they are picked up.
■ Toil and Trouble Born and raised in the Shroud for most of his life Kir is well versed in black magic, or witchcraft as some call it. Out of a small house in the Mists he runs a shop that sells an oddity of things, mainly potions and charms but he can also help with hexes and curses.
Negative/Hostile Hooks
■ Troublemaker. While not wanted for any crimes it's not hard to watch the way the guards watch him, especially in large crowds.
Into The Ocean Artist: Blue October
[Link Here Title] Artist: ---
Personal RP Limits
■ I will play mature content and themes (violence, sexuality, drug / alcohol use) as long as they're logical in a plot-driven encounter. Coarse and excessive language. Temporary injury and incapacitation. Temporary imprisonment. Most walk-up encounters.
■ Ask about long-term and/or permanent injury and disfigurement. Long-term captivity or imprisonment.
■ I won't play permanent character death.
Disclaimer
■ If an aspect of RP makes you uncomfortable in a scene we're playing, please send me a /tell, letting me know. Communication is very important, more important than potentially keeping immersion.
Links Out
Links that lead off the wiki, but are technically relevant to the character.