Ash'ir Sylla

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Gridania-transparent.png Ash'ir Sylla
Ash'ir.jpg
"How do you mean talk it out? He's on the floor now, my words don't do that, do they?"
Scion of the Shifting Ternion
Gender Male
Race Miqo'te
Clan Keeper of the Moon
Citizenship Gridania
Place of Birth Gridania
Guardian Byregot
Nameday 6/22 (Age: 26)
Marital Status Clan-bound
Occupation Transporting and Hunting
Pronunciation "Ash-eer Sil-la"
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Basic OOC Info

"Quote" —Name


Appearance

Ash'ir stands a little taller than most of his kin that walk the grassy plains of Gridania's wealthy forests. His pigment often warrants confusion about his heritage, most often mistaken for a Seeker until his fangs or irises are spotted. Taking the latter into detail, a scar runs vertically through his right eye-socket — this having impaired his vision as the damage has his eye blinded. A second scar is found at his opposite cheek, yet diagronal and smaller. Many of these trivial scars are found throughout the toned canvas that is his body.

Wherever Ash'ir goes, his wander is held with a dexterous grace; his chin never leaving its confident height that he keeps it raised in. His shoulders are usually rocked back, further construing the self-assurance that seems to ooze from his very presence. When pulling every fiber of muscle in his body, his entire frame becomes chiseled, suggesting evidence to his history in hunting and other hardships. When relaxed, line upon line of muscle still contribute to a quasi-intimidating appearance, though not discouraging approach as much as when hardened.


Starting from the top, his wild and thick hair offers no transparency, the opaque strands are however usually suspended in a bandana to emphasize his preference of clothing; topless, breathy yet durable boots and linen pants. The latter material of importance as it allows more air to pass through his shorts. To make up for the lack of a top, Ash'ir carries various beads and necklaces serving as trophies while his left arm has native warpaint akin to his cheeks; both of these refreshed before combat by himself or a female of his ternion as it is believed to enhance his performance — adding to this is his art in alchemy, brewing improvised incenses to boost his combat capabilities.


Tastes

Hobbies

  • Laying about.
  • Laying about while fishing.
  • Laying about while eating.
  • Gathering herbs.
  • Swindling easy marks.

Likes

  • Coming together with other members of the Ternion.
  • Tantalizing Uldahn dancing catgirls.
  • Overall relaxing, experimenting with tranquilizing scents.

Dislikes

  • People standing still at chokepoints.
  • Badly prepared food that could've been better.
  • Senseless arguements, he has a down-to-earth mentality.

Favorites

  • Color: Eartly green.
  • Food: Grilled Dodo.
  • Drinks: Mountain water.
  • Scent: Irolia.
  • Place: Gridanian forests.

Current Goals

  • Finding himself and his partner in crime a habitable roof.
  • Searching for new contacts and entrepreneurs to deploy his skillset with.
  • Furthering contact with Irolia.


Personality

Quirks

  • He doesn't seem biased about his blue natives or tanned counterparts — rather, all Ash'ir seems to be driven by is the colour of gold and the unified spirit of his band of misfits.
  • He isn't easily angered unless dealing with business, paying tribute to his calm nature.

Flaws

  • When angered however, it's difficult to put a brake on him and reason as well as logic become negligible factors.
  • Further flaws will need to be inquired ICly.

Fears

  • Moogles (unease, no downright fear)
  • Being scammed. He always plays his deals out on his own accords to ensure success.
  • Irolia.

Intelligence

Ash'ir acumen in both business and combat suggest an above-average intelligence, though he seems to do his best not to make this apparent — believing it will put off potential tricks and businessmen thinking to scam him for being easy-minded.


Abilities and Skills

Personal

  • Close quarters combat
  • Alchemy
  • Basic hunting (fishing, tracking, catching wildlife)
  • Trading business (transportation, buy cheap sell high)

Weapons

  • Experienced with sabers, shortblades and bows.
  • Less proficient with all other weaponry.

Magic

  • None known apart from alchemic results.

Crafting

  • Herbalism (& Alchemy)
  • Basic crafting needs (rafts, complicated knots, smithing)


Family and Relationships

DISCLAIMER

All what is written here bears absolutely no OOC feelings, and may be subject to change as the story develops. If your name doesn't appear in this list, I have probably forgotten, or my character just doesn't remember you. Please do not use these information to affect you ICly or mess with my character's feelings. Use of OOC information will be flagged as god-moding and I will not react to it ICly if I feel this is what you're doing.


Relatives

  • Deeza Sylla - Sister



Positive Contacts

  • Irolia Malaguld
  • Shika Breakfury
  • Ternion members


Neutral Contacts

  • Deeza Sylla
  • Traders
  • Hired muscles


Negative Contacts

  • Scammed marks
  • Uldahn dancing cats


Clan and Grouping

Clan Name: The Condorbane Clan

Known Families: Sylla, Hyun, Kuro, two more unlisted families

Original Location: Twelveswood // Current: Spread around Twelveswood & large cities


Clan Traditions:

Ternions: From the very crossing of the frozen oceans, the Condorbane clan has stayed true to its dispersive behaviour. Members of this clan are divided in packs of three to promote the spreading of the clan; each consisting atleast one female and one male. The third is often a secondary mating partner to ensure growth in the clan. They are not particularily lead by one of the three members, though the matriarchical females do tend to take decisions more often than the men — for example, a ternion identifies itself by an adjective created by the females of the group. The adjective is subject to change when a member has fallen and a new female takes its place. Although this option is not always chosen, it is a form of paying respects to the new "matriarch" of the trio. The members of the ternion tend to stick together in a general area, some having taken to fishing and poaching in Twelveswood whereas others have travelled to cities in pursue of survival by thievery or profession. Few notable ternions have turned to aid the Elezen in quenching the Ixali threat.

Tribal Paints: Face markings and paint are given at the birthing of a new ternion. The females of the group have responsibility over the application and styling of it, many resembling rehearsed ancient patterns embedded deep into the clan's history. Once a new female is to join a ternion, it is tradition that she cleanses the other members' markings and reapplies her own; serving as a signature to enforce her presence in the ternion.

Maturing: Coming of age is a tradition that takes place at the age of 15 in the tribe. A female of such age is then fit for motherhood if in a social position within the tribe to allow her to have a mate. However the trial is difficult and some huntresses do not pass it until they are older. The youngest hunter to have ever passed the mission was Naih’li Molkot, whom passed the trial at the age of 12. When a Condorbane female yields offspring, she is to nurture it until its sixteenth age, the age of maturity. The males of the ternion are tasked with feeding the children of its ternion until the cub matures and experiences the Union of the Ternions (see below). It is then placed in a ternion and caretaking is then relied on across the members of the ternion. Often do Condorbane members not get to see their original parents until a union is hosted.

Naming conventions: When a new ternion is formed (note: not when a new female enters an existing one), the males of that trio has the option to further his mother's name to become his surname whilst retaining the suffix of the original mother. His firstname is then replaced by (either) of the females in the ternion. This tradition happens rarely and is mostly used to mend a difficult relation or to create a stronger bond between the members of the ternion.


Ceremonies:

Union of the Ternions: A two-monthly ceremony that celebrates the fertility and success of the clan. It is this ceremony where all seperate ternions and their individual birthparents come together for a grand feast hosted by the more famed Condorbane ternions. This ceremony is also the event where newborn that have aged to 16 are effectively merged into new ternions, birthing new groups which members are usually influenced by the females' choosing. Should there be a rivalry over a particular male, both females are to mate with the designated male and, when the offsprings are brought into the world, these three form a new ternion together with their children. Until this happens, the male is considered groupless and must survive on his own while the females stay with their parents. Usually, men going down this path end up stronger and more independant than others, better leaders and caretakers as is required when needing to feed two cubs at once. The clan generally only allows mating between different ternions and other members of the clan — while not punished, this tradition is ruled to be held in high regard. Those who breed outside of the clan are looked down upon.


Affiliations

The Condorbane Clan: The clan he was born into, it is one of the older existing Keeper clans.

The Shifting Ternion: This ternion prides itself on its cunning ability in swindling and trickery. They are smart individuals and particularily well-trained. The males are often bruisers and have a tanned skin gained from their usual habitat when not in cities to deploy their shady craft: Thanalan's Sagolii Desert. The persistent exposure of the sun has pigmented veterans of this ternion to a dark-brown complexion. Mostly driven by survival, members of this ternion hold no grudge against the Seekers that they often run into when traversing the warm sands. Instead, some have taken to distributing water to parched adventurers in the desert in trade for unusually high monetary values, extortion at its finest.

<PLACEHOLDER>:

Music Themes

Note: Vocal Songs are attributed themes in which the lyrics seem to relate or partially relate to the character. They don't mean to resemble the character's voice. The instrumental themes are meant to give an idea of the atmosphere around the character. Songs with character names (example: "Tidus's Theme") are NOT meant to indicate that the character is like the theme owner. I just find the instruments and melody fitting, not the character the song was originally addressed to.

  1. Tails - Misted (Relaxed) [[1]]
  2. Swell - Blankets (Forest Exploring) [[2]]
  3. rhoda - for you (Romance - Bethrothal) [[3]]


Rumors

Note: This section is editable by anyone. Just keep in mind that the rumors here may be both true or false.

  • Has unusually big hands in proportion.
  • Mates with outsiders.
  • ????


History

Name and Lifestyle

Name Etimology

Nicknames

None yet.

Current Residence

Before Dalamud's Fall

Birth and childhood (0-10)

Teen Years

After Dalamud's Fall

Adulthood

A Realm Reborn (Present, 26)

Other Notes