Mihro Tethra

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Ishgard.jpg Mihro Tethra
MihroAnger.png
"Dancing around a Behemoth’s tail while dodging swings from an Iron Giant all before breakfast? I dunno, sounds like a typical Monday to me."
Basic Information
Gender Male
Race Miqo’te
Clan Seekers of the Sun
Citizenship Ishgard
Nameday 13th Sun of the 5th Umbral Moon
26 years old
Height/Weight 5 fulms 8 ilms / 165 ponze
Blood Type A
Guardian Halone, the Fury
Occupation Inquisitor, Dragoon
Alignment Chaotic Good
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Summary


Mihro(MEE-row)Tethra is a cool headed Inquisitor from the snowy northern city state of Ishgard. A former Dragoon of the Holy See, he now puts his sword skills to use fighting back the monsters that threaten his homeland's borders--when he's not ridding its populace of heretical Dravanian thralls. He's far from a fan of the lawlessness (and heat) of the rest of the world, but as of late he's been visiting the other city-states with more frequency. Whether he's on a mission or not, well...as the old saying goes, you never expect the Inquisition.

Personality


Mihro lives in the moment. “There might not be a tomorrow,” he’ll say, “so you damn well better be living one hell of a today.” Whether it’s spending an evening in with close companions, hunting down the next big monster or casting a line out into the sea for the night’s finned meal he soaks it up and enjoys every minute of it. That being said, it’s hard to get him riled up about anything. His motto lends him a calm, collected demeanour that persists even in battle. You’ll never find him in a heated argument unless he’s trying to mediate it, nor will you find him easy prey if your goal is to goad someone into a brawl. He’s by no means a pacifist. But he is, by most means, rational.

That is, of course, until you bring irrational people into the picture. While Mihro often times tries to diffuse situations before they get out of hand, he has limited patience for those who act and behave based on what he believes to be outlandish ideas and theologies. It was one of the reasons he left the isolationist city-state of Ishgard. “Why barricade yourself away from the rest of the world when it’s looking pretty grim everywhere outside of your walls? When the tables turn and you’re the one that needs help, don’t expect to find many friends knocking at your door.” It’s also one of the reasons he stays out of the major free companies or law enforcement groups. The rules and regulations they expect their soldiers to follow are of little use in the field when operational freedom can be the difference between securing the safety of a township or losing it to a band of criminals.

When it comes to friendships, despite Mihro’s easy going, charismatic and mostly extroverted character, he doesn’t often latch on long enough to keep many friends. He goes where his whims take him and does what his whims want to do, leaving him little time to stay rooted in a place long enough to make any lasting bonds. To those that he does come to consider more than an acquaintance, he’s kind, patient, never judgmental and always supportive.


Standard equipment


  • His lance, Hyperion.
  • A pair of spectacles.
  • A set of reading spectacles.
  • The pendant of the Inquisition, which he typically wears around his neck under his tunic.
  • His brother's family pendant, worn beside his own.
  • A collapsible fishing rod.
  • His sword, Vigilant.
  • His shield, Devotion.
  • Triple Triad deck.

Likes, Dislikes, etc.


Loves

  • Fishing
  • A good fantasy book
  • Sleeping in hammocks
  • Swimming
  • Slaying Dragons
  • Justice
  • Triple Triad

Hates

  • Dragons
  • The Garlean Empire
  • Betrayal
  • Heat
  • Being uncertain
  • Milk
  • Elements of Seeker culture


Quirks

  • Grabs things with his tail
  • Sleeps when he feels like it—regardless of the time of day
  • Walks around with no shoes

Fears

  • Being in some way unable to help those he cares about
  • The consequences of tough choices
  • Losing a limb
  • Bad news

Skills & Abilities


Combat Skills

  • Lance
  • Sword and shield
  • Blue magic
  • Hand-to-hand

Abilities

  • Incredibly fast reflexes
  • Skilled tracker
  • Strong hand and tail grip
  • High pain tolerance

Weaknesses

  • Heavily impaired vision, requiring use of spectacles for every day seeing and an additional set of lenses for reading.
  • No traditional magical aptitude
  • Doesn't function efficiently in high heat




Crafting Skills

  • Fishing
  • Blacksmithing
  • Botany
  • Leatherworking

Misc Skills

  • Experienced free runner
  • Usually able to calm most heated situations down
  • Intimately aware of his surroundings at all times


Background


In Seeker culture, the clan Nunh is the best of their very best. It is their duty to sire the next generation of their tribe through mating with anywhere up to 50 women. It is an honourable thing to be a Nunh—their role paramount to the survival, growth and progression of their people. Perhaps it was that duty that first inspired Mihro’s father, P’hon, to challenge their tribe’s former Nunh for a chance to be that pillar of strength. Perhaps it was those ideals that he kept in his heart while he carried out his duties for the first few years of his ‘reign’. But then, like most first meetings that bloom into true love, chance and a little bit of bad weather forced his Tribe to take refuge near a river side village not far down the slopes that lead up to Ishgard. It was there, on the eve of their first night away from the torrential winds and rains, he met Mori—a beautiful Seeker whom had left behind the tribal life in exchange for one among the city goers. It was soon obvious to both parties that they had found their other half…and from that moment on, little else mattered to P’hon outside of his love for her. Though he understood the importance a Nunh played in his tribe…he couldn’t bring himself to continue the rites of the tradition while his heart belonged to someone…and it was with that in might that he began to plan his escape.

As the rains cleared and the path back to their lands became much less treacherous, P’hon appealed to his closest friend—who was fit to be a Nunh himself—and begged him to challenge him for the position. The bout lasted nearly an hour for good show before P’hon threw the fight and surrendered his title. Shortly afterwards he left his tribe and returned to the riverside village where he united with Mori. Five years after the two wed, Mihro was born, first of three and the only one of their children to know life outside of the walls of Ishgard. Not long after Mihro’s birth did the onset of crop-killing cold and an increase in the sentient dragons that patrolled the area force many of the village’s occupants to find a new home. The Tethra family headed further into the cold, beyond the Gate of Judgment to the city state of Ishgard where Phon joined the Dragoon forces and Mori tended to their growing family at home.

Mihro never truly knew what it meant to be a Tia or a Nunh. Not really. His parents did their best to teach him and his siblings the history and culture of their people though their home was far from practicing anything like their tribal origins. Instead Mihro grew up much like any other young man did in the cities. When he was old enough he received an education—when he was strong enough he was trained to fight—when he was skilled enough he joined the Inquisition--when he was bold enough he joined the military (along with his twin brother and best friend, Calo)—and when he was smart enough he decided his own way. What happened between those days when he was a cub with a stubby tail and a taste for chewing on the corners of the rug in front of the fireplace and his monster hunting days after the Calamity…whether he’s not open about it or there’s just simply nothing much to tell is hard to say.


Relationships


Friends

Family

  • Phon Tethra – Mihro’s father. [Alive]
  • Mori Tethra - Mihro's mother. [Alive]
  • Calo Tethra- Mihro’s twin-brother. [Deceased]
  • Hanaa Tethra- Mihro’s sister. [Alive]

Soundtrack


WIP