Niamh Chalahko

From RPC Library
Jump to navigation Jump to search
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?
 Niamh Chalahko
Tumblr c376aaab7b5f3f3a120a5eea915b8ca8 2a5bbb40 1280.png
QUICK FACTS
Pronounced [ˈniːəv ˈkaləˌkō]
Age Early 20s
Born 1560
Nameday 9th Sun 1st Astral Moon
Birthplace Black Shroud
Race Miqo'te
Clan Keeper of the Moon
Alignment Chaotic Neutral
Citizenship N/A
Guardian Althyk Icon.png Althyk the Keeper
APPEARANCE
Height 5 ft
Weight 100 lbs
Physique Slender; lean
Hair Flaxen blond, sooty dip-dye
Eyes Cyan
Skin Pale, a bit sallow
Facial Features Face paint, beauty mark below eye, teardrop on forehead
Tattoos Cheek lunar markings
Scars From being thrown into gravel and sliding across it, chiefly marks upper left torso and arm; two gunshot wounds: right-side back, leg
PERSONALITY
IC SKILLS
IC Profession Parts & Antiques Saleswoman; Refurbisher/Recycler
Combat Style Evasive; stealthy; projectile; traps; debuff
Physical limitations Sensitive to high concentrations of aether or sudden fluctuations
EQUIPMENT
Primary Weapon Shortbow
Secondary Weapon Slingshot; hatchet; booby-traps; bombs
ABOUT THE PLAYER
Username Kitty-candlestick
Time Zone PST/UTC-7
Server Balmung
Tumblr kitty-candlestick.tumblr.com
FOOTNOTES

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

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

An enterprising junkmonger tentatively affiliated with operations such as Rowena's House of Splendors and the Skysteel Manufactory, Niamh is found in edifices abandoned and dilapidated, ransacking memories of technological eld for profit. Any motives beyond business are kept to her sleeve. Purveys anything a Garlean war machine may have within its chassis.

Backstory

Rootslake

Before 1.0

A decade or so before the Calamity is when Niamh Chalahko was born; in the South Shroud east of the Lumberline, by the shores of Rootslake, under a walnut tree on a fountain-grassed knoll, during the third bell past the dead of night. She wasn’t born alone; she was the middle of triplet brothers, which was unusual not because they were born as three, but because two of them were male. In her clan it was a normal anomaly for females to be born as near-identical triplets, while those unfamiliar with her clan questioned their lucidity at thrice-felt déjà vus. Rather than call them "copy cats," the nearby townsfolk deemed them the Dandelion-Chalahkos, after their matching proclivity for widespreadness.

That any townsfolk knew to deem them at all speaks of an unwonted behaviour unsuitable to Moon-Keeper orthodoxy. Unlike the kith she was avoided by, her kin fraternized, immobilized. For years innumerable the Dandelions had occupied land by Rootslake, having squat on it for enough generations to consider it inherited. It was called Hot Hills by the locals living within five malms, while those who lived further simply referred to it as "that Miqo'te dirt farm in the South." For agriculturalists rotating crops or gardeners starting beds, it was the ideal place to find premium compost and bonemeal. Some even claimed that the land on which the Hot Hills was heaped contained magick properties.

Niamh and her brothers worked the farm with their cousins and aunts; their mother yet lived but was mentally unwell, having slipped into psychosis not long after their birth when a treacherous batch of milkroot triggered a latent predisposition towards delusion. Their mother’s sisters raised them instead but not as their own, with some small prestige afforded to Niamh’s brothers if only for their rarity, while culpability fell to Niamh as her mother's sole female successor. They were seen as the offspring of weak, for the wedding of milkroot to both celebrations and mournings alike was commonplace to Dandelions, where the providence of Menphina was said to shine the brightest, and illuminate paths both dark and uncertain. Those that did not return were said to be bound by a hunt unfelled; some search of the soul with direction as its reward.

End of 1.0, Aftermath

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.

Since the Calamity, Niamh is sensitive to sudden fluctuations in the ambient aether, and is susceptible to aether sickness. 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.

Silent Arbor

Seventh Umbral Era

Her family never did recover from the devastation that was the Calamity. An aunt and several cousins had perished in the fires. They buried who they could, when they were found. Hot Hills was gone; Rootslake would eventually fade to a mere mire. Game was scarcely found, and foraging near impossible. The South's population shifted then scattered as its people came to terms with their bleak, new normal. What had separated the opportunistic from the industrious was difficult to distinguish. The remnants of Niamh's family managed to hold out for a year or two before turning to unscrupulous methods for sustenance; they were guides at first, reuniting the lost with their lost, until the demand of visiting ruined homes diminished with hope. With no clear guidance or recourse, Niamh and her young company lived up to every prejudice pointed at their race. She took no pleasure in perpetuating ruination, but it still remains a more pleasant memory than the closing chapter of her family.

Snakemolt


ARR to 5.3

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 an ebb and flow between unabashed curiousity and disconcerting vacancy.

Her ears look average; her tail 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 carriage of someone who ought to be very graceful, but then she xx

PRIMARY MOTIVATOR Discovery 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 Orthodox; Questioning
Comportment Agreeable Tolerance Tolerant
Interactivity Engaging Expression of beliefs Occasional
Disclosure Unconcerned Converting others Casual
Conformity Freethinking Attitude Humble
Topics of Conversation Chocobo care; mechanics; observations; self-care; spirituality; work
Quirks, Habits, & Oddities Humming; doesn't like to be touched; eavesdropping; encroaches personal space; pacing; poor etiquette (please, thank-you); poor eye contact; stares; superstitious
Hobbies & Enjoyments Art appreciation; music appreciation; dancing; fortune telling; gambling; games; invention
Likes:
  • Automatons
  • Tinkering
  • Window shopping
  • Oddities
  • Fine dining
  • Pampering
  • Playing
  • Animals
Dislikes:
  • Opo-opos
  • Rain (getting wet from)
  • Cold
  • Large, open spaces
  • Gridanians
  • Most city folk (love/hate)
  • Sharlayans
  • Having to ask
Skills:
  • Mechanical intuition
  • Retrieving
  • Dismantling
  • Knife-carving
  • Lock-picking
  • Potion-making
  • Lute-playing
  • Tag
Fears:
  • Greenwrath
  • Voidsent
  • Soulkin
  • Illness (dying of)
  • Meaninglessness
  • Nothingness
  • Loneliness

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.

NPC Relations

Relationships

Rumours

Other Notes

Gallery

Ffxiv 06022020 235232 779.pngFfxiv 04212020 231715 270.pngFfxiv 06112020 151936 523.pngFfxiv 06052020 162957 339.pngFfxiv 07152020 220226 606.pngFfxiv 06172020 213028 991.pngTumblr 07f36e8470abf6f2e240bd6d0757a682 f6b2e1b6 2048.jpg

Links

  • Niamh's search info carrd
  • Glim-Gowan lore carrd — feel free to reference/include as a Chalahko
  • Niamh's tumblr, open to messages

Trivia

  • No clear city-state allegiance. Commonly found betwixt Ishgard and Gridania, although she has an apartment in Ul'dah and a slip asserting she's a citizen of Limsa Lominsa.

Inspiration

Credit

Sources In Order of Use, & Not Already Hyperlinked Above
Top, #History

#Appearance & Personality

#Combat