Difference between revisions of "Niamh Chalahko"

From RPC Library
Jump to navigation Jump to search
m
m
Line 5: Line 5:
 
|pronounced =
 
|pronounced =
 
|meaning =  
 
|meaning =  
|nicknames = Niamh Cactaur (business name)
+
|nicknames = Niamh Chocofeather (business)
 
Niamhzo (''Masked Carnivale'')  
 
Niamhzo (''Masked Carnivale'')  
Chocofeather (other)
+
Copperfish (other)
 
|age = 18 (ARR/time bubble)
 
|age = 18 (ARR/time bubble)
 
|born =  
 
|born =  
Line 26: Line 26:
 
|tattoos = Cheek lunar markings
 
|tattoos = Cheek lunar markings
 
|piercings =  
 
|piercings =  
|scars = Forehead; ribs & under bicep, left-side; thigh, right-side
+
|scars = Forehead; left side of ribs & under bicep; right side of thigh
 
|clothing =  
 
|clothing =  
 
|keywords = <!--5 or so words that best describe your character-->
 
|keywords = <!--5 or so words that best describe your character-->
Line 36: Line 36:
 
|accomplishment = <!--What does he/she think his/her greatest accomplishment is?-->
 
|accomplishment = <!--What does he/she think his/her greatest accomplishment is?-->
 
|regret = <!--What's his/her biggest regret?-->
 
|regret = <!--What's his/her biggest regret?-->
|profession = Peddler, Proprietress of novelty shop (soon chain) ''1000 Needle-Stack''
+
|profession = Peddler, Proprietress of novelty shop ''1000 Needle-Stack''
 
|soulstone = Blue Mage
 
|soulstone = Blue Mage
 
|combat =  Projectiles; debuff
 
|combat =  Projectiles; debuff
Line 59: Line 59:
 
==Backstory==
 
==Backstory==
 
===Early Life===  
 
===Early Life===  
Niamh was born a decade or so before the Calamity and grew up the middle child of six in an itinerant community of extended (and loose) blood relations. While Keepers are said to typically abide in family units of two or three, this band of Chalahkos (aka the Dandelions—so called because they were plenty) was at least double that. Niamh can't rightly recall the exact number, as freedom was valued nearly to a virtue, and as much among their 'family' came as went. This meant that resources and reserves held among their 'household' were never in consistent access or supply—varied counts on heads meant that demand on materials was unpredictable, and preordained responsibilities had no clear reason for being—so that the collective's approach to life operated more like a pendulum in perpetual swing: get what you need, as you need it. Moreover, members were rarely listless or lacking direction; they did things because they wanted, and not because they had to; a system that worked not because of a proclivity toward order, but to play. None among them had nothing, and all among them dreamed. Each member was self-sufficient in their own right, and self-reliant if need be. Sharing was an active choice in the group, not an expectation—envy and rivalry was no stranger of the family, but generosity was more often the winner.
+
Niamh was born a decade or so before the Calamity and grew up the middle child of six in an itinerant community of extended blood relations (cousins, half-first cousins, third cousins once removed, etc). While Keepers are said to typically abide in family units of two or three, this band of Chalahkos (aka the Copperfish–an unflattering moniker inspired by their greed and social floundering) was significantly larger in number. It’s hard to give exactly what that number was, seeing as most came and went as they pleased; but when the caravan stood still long enough to get a head count (usually for supper), its company seemed to stretch about three generations, with the average individual damming between six and nine children (a quarter of which were male, and they were still expected to leave, it just... wasn’t enforced). <br>
 +
Their operation could be best pictured as 'organized chaos', but with even less of a principled infrastructure. Freedom was a value of chief concern to the travellers, who had long ago agreed that life was much more enjoyable if you simply did as you desired. This meant that resources and reserves held among their 'household' were never in consistent access or supply—varied counts on heads meant that demand on materials was unpredictable, and preordained responsibilities had no clear reason for being—so that the collective's approach to life felt much like a pendulum in perpetual swing: get what you need, as you need it. Yet members were rarely listless or lacking direction; they did things because they wanted, and not because they had to; the system worked not because of a proclivity toward order, but to play. None among them had nothing, and all among them dreamed. Each member was self-sufficient, and self-reliant if need be. Sharing was an active choice in the group, not an expectation—envy and rivalry was no stranger of the family, but generosity was more often the winner.
 +
 
 
===Calamity===
 
===Calamity===
 
Niamh witnessed the Battle of Carteneau and the Fall of Dalamud, albeit from very far away. She was not a combatant on the field, but a curious kid accompanying her troublesome brothers on an expedition to see what the wartime hubbub was about. Discerning the path to the event wasn’t difficult, as every person not clad in armour had a common direction their backs were turned to. The difficult part was finding a clandestine route to viewing, which they managed by scrambling up the cliffside and establishing a vantage point in a relatively comfortable crevice. <br>
 
Niamh witnessed the Battle of Carteneau and the Fall of Dalamud, albeit from very far away. She was not a combatant on the field, but a curious kid accompanying her troublesome brothers on an expedition to see what the wartime hubbub was about. Discerning the path to the event wasn’t difficult, as every person not clad in armour had a common direction their backs were turned to. The difficult part was finding a clandestine route to viewing, which they managed by scrambling up the cliffside and establishing a vantage point in a relatively comfortable crevice. <br>

Revision as of 06:13, 6 September 2020

This character article or section of a character article is a stub -- a small, but growing, work in progress. If you're the creator of this character, why not consider expanding it?
Limsa Lominsa-transparent.png Niamh Chalahko
Tumblr c376aaab7b5f3f3a120a5eea915b8ca8 2a5bbb40 1280.png
QUICK FACTS
Nickname(s)/Alias Niamh Chocofeather (business)

Niamhzo (Masked Carnivale) Copperfish (other)

Age 18 (ARR/time bubble)
Nameday 9th Sun 1st Astral Moon
Birthplace South Black Shroud
Race Miqo'te
Clan Keeper of the Moon
Alignment Chaotic Neutral
Citizenship Limsa Lominsa
Guardian Althyk Icon.png Althyk the Keeper
APPEARANCE
Height 5 ft 1
Weight 95 lbs
Physique Slender; lean
Hair Flaxen blond, sooty dip-dye
Eyes Cyan
Skin Pale, opalescent
Facial Features Eye black makeup, beauty mark below eye
Tattoos Cheek lunar markings
Scars Forehead; left side of ribs & under bicep; right side of thigh
PERSONALITY
IC SKILLS
IC Profession Peddler, Proprietress of novelty shop 1000 Needle-Stack
IC Soulstone Blue Mage
Combat Style Projectiles; debuff
EQUIPMENT
Primary Weapon Cane
Secondary Weapon Bow
ABOUT THE PLAYER
Username Kitty-candlestick
Time Zone Pacific
Server Balmung
Tumblr houndlight
Free Companies Weather Eye Inn
FOOTNOTES

**Side bar template adapted from: Infobox-roe by [MoenMoen]

**"The TMI Character Template for the Hopelessly Detail Oriented" created by [MoenMoen]

Niamh Chalahko [ˈniːəv ˈkaləˌkō] is an enterprising junkmonger tentatively affiliated with operations such as Rowena's House of Splendors and the Skysteel Manufactory. She is found in edifices abandoned and dilapidated, ransacking memories of technological eld for profit. Among her sundry wares, she is known to purvey anything an Imperial war machine may have within its chassis.

Backstory

Early Life

Niamh was born a decade or so before the Calamity and grew up the middle child of six in an itinerant community of extended blood relations (cousins, half-first cousins, third cousins once removed, etc). While Keepers are said to typically abide in family units of two or three, this band of Chalahkos (aka the Copperfish–an unflattering moniker inspired by their greed and social floundering) was significantly larger in number. It’s hard to give exactly what that number was, seeing as most came and went as they pleased; but when the caravan stood still long enough to get a head count (usually for supper), its company seemed to stretch about three generations, with the average individual damming between six and nine children (a quarter of which were male, and they were still expected to leave, it just... wasn’t enforced).
Their operation could be best pictured as 'organized chaos', but with even less of a principled infrastructure. Freedom was a value of chief concern to the travellers, who had long ago agreed that life was much more enjoyable if you simply did as you desired. This meant that resources and reserves held among their 'household' were never in consistent access or supply—varied counts on heads meant that demand on materials was unpredictable, and preordained responsibilities had no clear reason for being—so that the collective's approach to life felt much like a pendulum in perpetual swing: get what you need, as you need it. Yet members were rarely listless or lacking direction; they did things because they wanted, and not because they had to; the system worked not because of a proclivity toward order, but to play. None among them had nothing, and all among them dreamed. Each member was self-sufficient, and self-reliant if need be. Sharing was an active choice in the group, not an expectation—envy and rivalry was no stranger of the family, but generosity was more often the winner.

Calamity

Niamh witnessed the Battle of Carteneau and the Fall of Dalamud, albeit from very far away. She was not a combatant on the field, but a curious kid accompanying her troublesome brothers on an expedition to see what the wartime hubbub was about. Discerning the path to the event wasn’t difficult, as every person not clad in armour had a common direction their backs were turned to. The difficult part was finding a clandestine route to viewing, which they managed by scrambling up the cliffside and establishing a vantage point in a relatively comfortable crevice.
She can’t say she remembers much of the battle – clashing waves of soldiers, too small to make out as distinct figures of nationhood; magitek armours that appeared to the youngsters as creatures of Goliath proportions; pops of light from magicks performed, beyond the wildest imaginations – but as the distance closed between Dalamud and the land, a feeling of existential dread awashed her that is still palpable to her this day. Beyond that, the memory is eclipsed in light.
Her intimate proximity with the horror of war should have had more of a cautionary affect on her but, past the initial shock, has had the opposite: she has a high psychological threshold for dealing with scenes of ruin, which is handy for her line of work.

Seventh Umbral Era

x

Seventh Astral Era

x

Appearance & Personality

Niamhav.png

Niamh is on the skinnier side of average for her race. She has a leanness about her that reads of a strenuous, dogged way of life; where meals are missed if you lack the wherewithal to capture it. Her eyes seem starved of something too – of the quench of some answer that alludes her, or the satiation security brings. She doesn't smile much, and if she does it's your canary in a coal mine; her natural countenance moves like clockwork between unabashed curiousity and disconcerting vacancy.

Her ears look average; her tail is long, but not the longest. Her lunar markings hug below her cheekbones, and extend longer than the Keeper norm. To ask of their permanency seems impolite, but they are in fact not permanent – only an inky salve applied primarily to negate the sun's glare. She has the proportions and carriage of someone who ought to be very graceful, but due to her perceived sense of infallibility, she tends to bet poorly on matters that affect maneuverability, such as wearing showy, vision-obscuring hats. On the up-side, she's the top contender for most crashing-intos of Eorzeans. Bring her to Hingashi, and she's likely to be the front runner there, too. WIP

PRIMARY MOTIVATOR Understanding Sense of Humor Dry
Emotional Disposition Curious SEXUALITY
Moodiness Labile Sexual Orientation Asexual
CORE TRAITS Libido Low
Outlook Optimistic Sexual Expressiveness Low
Integrity Fickle Sexual Expressive Style Physical
Impulsiveness Spontaneous Openness to sexual experience Low
Boldness Audacious Promiscuousness Low
Flexibility Adaptable RELIGION & SPIRITUALITY
Affinity Apathetic Affiliation/Adherence Questioning
Comportment Assertive Tolerance Tolerant
Interactivity Engaging Expression of beliefs Occasional
Disclosure Unconcerned Converting others Casual
Conformity Freethinking Attitude Irreverent
Topics of Conversation Chocobo care; machina; observations; self-care; spirituality; work
Quirks, Habits, & Oddities Humming; decisive language; doesn't like to be touched; eavesdropping; poor etiquette (please, thank-you); superstitious; uncomfortable eye contact or avoidant
Hobbies & Enjoyments Art and music appreciation; camping; crystal-reading; dancing; exploring; gambling; games; having her fortune divined; hunting; problem-solving; visiting the aesthetician
Likes:
  • Collectibles
  • Crystals and gems
  • Automatons
  • Swimming
  • Playing
  • Animals
  • Luxury
Dislikes:
  • Loud (sudden) noises
  • Opo-opos
  • Rain (getting wet from)
  • Cold
  • Large, open spaces
  • Sharlayans
Skills:
  • Mechanical intuition
  • Retrieval/dismantling
  • Knife-work
  • Lock-picking
  • Herbology
  • Tag
Fears:
  • Spirits, voidsent, soulkin
  • Illness (dying of)
  • Meaninglessness

Combat

Attributes
 
   Strength
   P.Defense
 
   Dexterity
   M.Defense
 
   Martial Prowess
   Intelligence
 
   Magic Affinity
   Luck
   
 

Overview

Raised by blighters and brigands and brothers that fight dirty, Niamh is not above a fistful of sand to the eyes to dispatch her opponent; but brawls – beyond holdups – are not really where she shines as a knockout (they’re where she’s likely to actually be knocked out though, if the pocket sand doesn’t work). On her toes, she’s an evasive, aerial combatant, moving with the slippery elegance of someone averse to fighting, but no stranger to it (example). If backed into a corner, she'll throw everything and the kitchen sink at her enemy, although her fighting style in close quarters will always be defensive and reluctant with the intention only to incapacitate or escape. If there’s nothing around her to improvise as projectile weapons or shields, and no traps laid to lead her opponents into, the fight is as good as over and she’ll high-tail it out of there. In battle she is an unreliable ally and will flee at the first sign of serious heat. Not only that, but if the battle is over something, such as some prized, coveted object, you can bet your booty she’ll be trying to take it with her – and not because she doesn’t want it to fall "into the wrong hands." Hers are definitely the wrong hands. She is first and foremost an opportunist, and a very indebted opportunist at that. Even the most pleasant of company is unlikely to overcome this fatal flaw.

Archery

Those that rival her with the shortbow are few and far, as she's had one practically glued to her most of her waking life. She’s proficient with a longbow, but the denseness of trees where she grew up meant the farthest you could be from your target while still maintaining line of sight would be under 50 yards, so it didn’t make sense to lug around the unnecessary poundage. Niamh only got practice with longbows post-Calamity, when her family had to move westward into new hunting grounds.

Hunting game in the Peaks

If convinced to join the party, she’s a cool, collected, confident sniper that will give you the willies just by looking at her. She owns the moments with a predatory glean to her eyes, and knows her shots will hit their marks – otherwise she doesn't take them. If you tried to get her attention or talk to her while she’s shooting, she’d seem to be in a completely other world. She makes little in the way of sound, past some self-compliments, and will operate mostly on her own while managing to appear where needed; she’s a natural at anticipating the flow in a group environment and countering her opponent’s next moves – not unlike the adaptive, analytical nature of a pack-hunter who doggedly pursues their prey into their final moments. She is unlikely to purposely kill another of the race of Man, even if commanded, and shoots as such. Unpurposeful killing is another story, be it by way of bombs, booby traps, or succumbing to the wounds or blown open holes created there by. By her conscience, those are just poor luck encounters.

Magicks

She was gifted at healing pre-Calamity before she became prone to aether sickness, but successfully administrating magical medicine is less of a certainty now, as drawing upon the ambient aether to perform a curative spell will at the least cause her vertigo, if not completely debilitate her. She knows how to splint, suture, and disinfect wounds, but will also insist on the consumption of naturopathic sludge to make her patients hale and hearty again.

Affiliations

  • Rowena's House of Splendors - Niamh occasionally works a stall, or a corner under some stairs like Cristiana, but more likely she'll be out in the field, snooping around for new trifles to sell. Plus the gloom in Mor Dhona makes her aether-sick and it's stifling to always wear a mask. To keep up with her contractual agreement with Rowena, Niamh splits her spoils among a few of the merchants to ensure she makes profits, even with the loss of working through an intermediary.
  • Skysteel Manufactory - She hasn't been caught at it yet, but she poaches commissions she overhears through the House or around town and tries to be the first to supply the Manufactory with mechanical odds and ends. She's hoping to at least get an experimental aetherotransformer through this extracurricular.

Relationships

Family

Show text


NPCs

Rumours

Other Notes

Gallery

Ffxiv 06052020 162957 339.pngFfxiv 06172020 213028 991.pngTumblr 07f36e8470abf6f2e240bd6d0757a682 f6b2e1b6 2048.jpg

Trivia

Inspiration

Credit

Sources In Order of Use, & Not Already Hyperlinked Above