Amh Molkot

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 Amh Molkot
Ffxiv 07052015 212816.png
Gender Female
Race Miqo'te
Clan Keeper of the Moon
Citizenship None (Roams the Black Shroud)
Age 25
Grand Company None
Free Company Marbolvine Clan
Linkshell #1 None
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Basic Info

Height: Four fulms, ten ilms.

Weight: Undisclosed

Skin Color: Dark brown-gray

Hair Style: Hair is kept long at waist length

Hair Color: Gray

Eye Color: Pale orange

Distinguishing Features: Vibrant white war paint on her face, nicked left ear, two scars on face, one horizontal across bridge of nose and the other diagonally down her left cheek.

Additional:


History

Amh Molkot was born the second daughter to the Marbolvine Molkots. Elder sister Npah was viewed as much like her ancestor, Sidh Molkot and original matriarch of the Marbolvine Clan. Child of Menphina well enough, but Npah would eschew the clan traditions and is generally considered the "black karakul" of the clan. Second child Amh grew up in the shadow of Npah, and took to the clan's interest with near unparalleled vigor. She would study and observe both the clan's fighting styles, and those of others, though from a distance with the latter. A firm determination took hold to master all of the keeper clans' preferred combat styles. So after passing her first huntress trial...albeit with a great many scrapes, scratches, and grass stains, her life would go on rather unhindered. As the second child, Amh knew a little about what was to be expected from her sister Npah, as her eldest sister simply could not keep a secret and Amh was more than willing to pry. Amh would train as if preparing for her second huntress trial every day until the actual tenth nameday and trial was to take place.

The young keeper was noted to have some difficulties in knowing when to rein herself in, attacking the prey and "rushing" things and embracing the xenophobic mindset of a keeper almost too eagerly. While her impatience was known, she would be put in her place by the adults she'd been grouped with. Amh seemed to know when she was being tested, but real scenarios were the exciting bits of her childhood. That is, any time spent actually hunting with the adults. This ambition or eagerness would be tempered as she grew older and to a degree, wiser. This honing of her talents led to rather vibrant markings upon her face, and spurring the child on to greater ambitions.

At the age of eleven, Amh opted for her coming of age trial, having heard of her fellow Molkot's success, and looked to one-up him. Though Amh would not succeed that year, nor the next, she was successful in passing at the age of thirteen. It was a disappointment, even with the recommended age for the trial two whole years away. She'd lost to a male, and while she didn't hold her relative a grudge, it made her feel weak. To this end, Amh sought to strike out and look to strengthen the clan with diverse fighting types. In specific, she'd trained with both the lance and bow, and even had a stint at healing. Amh sought to do more, however, and for that reason, would look to the way of the sword, the fist, and the dagger. It was roughly two years after this point in time though, that the tragedy known as the Calamity struck, and the simultaneous event of the Garlean invasion would devastate the majority of the Marbolvine Clan whilst Amh was away.

At the time, the young miqo'te was seeking out individuals willing to train her "off the record". Ul'dah was the closest, and she'd heard of shield and sword fighters that were frequent there. Her attempts landed her a chance encounter with a pugilist first, however. The duel they'd had convinced Amh to start there, learning how her opponent continued to wear her down. They didn't hit as hard, but they were obstinate and resolute. As a pugilist, she learned as well as she had as she were back in the Shroud and the clan's home. Once she'd learned what she deemed enough from the pugilist, she set off again to follow a lead on a gladiator mentor she'd heard off the back alleys in the detestable Ul'dah. The city itself disgusted her. Wealth was might? Hardly. Spirit was might, experience, knowledge, the weapons. And of course, the weapon itself. Wealth was a tool, an ugly one needed solely for obtaining more refined tools of combat. Her encounter with a gladiator saw her a victory, albeit a fairly hollow one. Like the pugilist before, the gladiator simply tanked her attacks or deflected them with the shield. This encounter though, was short-lived, as the duel had barely but ended when a large ball of what she only knew as "doom-energy" struck the ground they were on. Were it not for the gladiator's position between the "doom-energy" and herself, Amh would not have lived. Instead, her opponent had perished, and left Amh staring at a sky of smoke, ashes, fire, and ruination. Her spear was broken, but her opponent's gear had been somewhat unscathed. Thus, did Amh take up being a gladiator and taught herself from memory in both childhood observation of other clans like the Coeurlclaw and with the recent fight. Self-teaching how to use a sword and shield is what has earned her her nicked left ear and both scars on her face. Using a shield in combat was awkward and unfamiliar. The weight of the metal scutum was a significant obstacle, and she suffered for it.

Through the next few years, Amh wandered Eorzea. Her heart called her home, but she could not answer it. There was always someone or some group pursuing her. "Inky Two-Scars" as the wanted poster dubbed her for the murder of a former Syndicate member and their next of kin, as well as minor roadside banditry. The miqo'te would take to flight once more, and leave the main continent altogether, winding up on Vylbrand and in the maritime city-state of Limsa Lominsa. Through wagering and drinking games, Amh found contacts within the city, and befriended a fellow miqo'te, a seeker by the name of V'kebbe. This would later introduce her to the way of the dagger, and the code followed in the city-state. With that tidbit in hand, Amh signed on with the Marauders' guild, and saw use with a two-handed axe. Somewhat like her spear, but infinitely more clumsy and designed for open-ended combat where you could randomly swing and hit something fleshy like was intended. She stayed the course as long as she had with the pugilist, but having toured the "allied nations", she could no longer ignore the call back home.

Under the cover of night and with subtle bribes, Amh would re-enter the Black Shroud. She was immediately accosted by a small squad of wood wailers and the supposed "smugglers" that were getting her back in. Apparently the reward for her capture was larger than she'd remembered...despite doing nothing further ill. It was only through the ambush of this ambush did Amh escape. A large part of the Coeurlclaw clan, now prominent in the absence of the Marbolvine clan's real presence, descended onto the party and chaos ensued. While not on friendly terms with the Coeurlclaw, her "title" had earned her at least a desire to see the fellow keeper not meet her end by the hands of despicable wood wailers. While the ambush was successful, the wood wailers had anticipated such a raid, and Amh joined with the rival clan in fending them off once more. In exchange for this alliance and any spoils, Amh asked only for a spear and her freedom to reunite with her clan without taking an attack at her backside. This, they agreed to, and she would soon be away, further within the Shroud itself.

Even of Molkot lineage, Amh had carried a bitterness rivaling that of their Polaali sister-kin, tolerating outsiders only as necessary. It was also at this point that she learned of the clan's decline and of the current distress to rebuild. Thankfully, they seemed to care naught for her "misdeeds", and she rejoined the clan once more proper. For all of her goal of finding different and empowering styles, Amh has re-embraced the clan's traditional teachings, and reunited with her spear.

Since returning home, the keeper would oft spend time away from the home, returning every now and then. It was what she knew huntresses did, dropping their hauls off for the elder keeper females to prepare for those pregnant and young to feed upon while the former would go out to search for more game to feed the rest of the clan. With each passing of returning home every equivalent week or so, Amh would discover fewer and fewer of both Polaali and Molkot, and more and more of what she deemed as "immigrants and refugees". The one Molkot left in any power was a distant relative, one Thya Molkot, to whom neither shared any familial friendliness. Normally in such an instance, Amh would have approached her childhood friend and matron of the clan, Miah Polaali....but Miah had not been seen active in far longer than Amh had ever been away, short of before the meteorfall. Instead, a kit turned adult in the assumed role of "priestess" was playing a far more active role. Now, this wasn't how things were, but for the ever uninformed wayward Molkot, even seeing the possibility of either family being dethroned from their founding status, as if not existing....was unacceptable. Too long had she seen her family's decline, and while she may have played a part in that....that was only one half of it. The Polaali had also declined, and as Amh saw it, the entire clan had become infested with strangers and outsiders. The latter of which ground into her very being. With no influence left and any information that could have been sold to their rival clan the Coeurlclaw, Amh effectively fled the Shroud entirely, finally putting down roots of any kind in the much further northwest nation of Coerthas.

Amh lost much in her wayward journey, including most of her armoring, her spear, and her companion chocobo, Autumne. Nearing the Shroud's northern edge, she was set upon by Gridania's wood wailers and even some from her own kin not wishing to see Amh escape once more. The pursuit at Fallgourd Float, as the event came to be known as. Realizing that so long as she was known to Eorzea as Amh Molkot, she would be pursued and harassed anywhere within the Eorzean alliance territory, she would need to disappear, and in that time of vanishing, become someone else entirely. Steps even now, she saw, that her hiding place would soon disappear. Living in the inhospitable climates of Ishgard's Brume, Amh saw chances of employment, if she enlisted and underwent proper dragoon training. For the moment, she answered only to "miqo'te", or "cat". There would come a time when she'd need that bottle she'd saved for so long, and specifically of its contents. That time needed to draw near.

Personality

A highly hierarchy minded miqo'te keeper that would seemingly embody both primary elements of the founding families of the Marbolvine clan, Amh's days of enjoying respect and recognition have disappeared swiftly, akin to fertile ground in the now frozen tundras that is Coerthas where she resides current. This is Amh's primary fear, the despair that is the continual decline. Her days, even as a kit, were fraught with worries and frustrations. She had determined early on that she couldn't rely on anyone, and confided only in Miah, and even that was only partial. Once sister Npah disappeared and was labeled as a traitor, Amh felt the clan's arrows and spears piercing her through near always. Though she would always be reassured that so long as she abided by the laws of the clan, she would be welcomed as family, the keeper never would shake that uneasiness and overhanging dread. This would lead to extended hunts, spending much time out in the field, "hunting". These excursions though, were only Amh's means of coping and relieving the stress.

Affiliations

Autumne (Chocobo) : A bird of few sounds, and even fewer desires. The bird accepts gysahl greens, but almost has a disdain for them, as if knowing exactly what they're for. It also seems to care little for whatever color saddle you put on him, as he's been seen picking and pulling at it to get it off. Irritable bird in general, thoroughly enjoys spirits, however, and a glutton for han lemons. Since her flight, the bird and she were separated, and is assumed it fought until it could fight on no more. MISSING

Npah Molkot (Elder Sister) : Npah is much like their ancestor Sidh Molkot. Brave, and a talent for conjury. However, their relationship is strained, as Npah forsook the clan's rules and traditions, and serves the nation of Gridania from within the comforts of the city.


Other Notes