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Old 04-14-2008, 10:55 PM
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Join Date: Mar 2008
Location: Spokane, WA
View Posts: 429
Re: Tierra (Kite) Nena

Name: Tierra (Kite) Nena

Age: 22 summers

Race: Human

Sex: Female

Hair: Neck length, light brown hair of a nearly blonde shade with metallic golden highlights. She wears her hair in simple, uncomplicated styles. Her hair is both pulled back in a braided knot and hidden by some form of headwear, and her bangs - which are just long enough to touch the top of her eyebrows - left out. Alternatively, her hair is sometimes gathered loosely but securely behind her head by a light metal barrette, and her bangs are still left to fall over her forehead.

Eyes: Tierra's soft magenta eyes are expressive of her feelings at nearly all times, and a soft grey latticing within them gives them the impression of a stone color. She rarely blinks, and often makes direct eye contact, making the unusual color of her eyes even more obvious.

Weight: 155 pounds

Height: 5' 6"

Appearance: Standing five feet and six inches tall, Tierra Nena is a sturdily built young woman whose features might not be beautiful, but they are certainly striking. Her soft magenta eyes are expressive of her feelings at nearly all times, and a soft grey latticing within them gives them the impression of a stone color. Her skin is a dusky olive hue that suggests she may hail from some southern desert region with a natural tan that gives her a truly exotic look. Her hair is neck length; light brown and nearly blonde in color, with metallic golden highlights. She wears her hair in simple, uncomplicated styles. Usually, her hair is both pulled back in a braided knot and hidden by a grey-blue cloth scarf that has a knot near the base of her neck, and a tail of cloth that trails down to between her shoulder blades, while her bangs are left out to cover her forehead. Alternatively, her hair is sometimes gathered loosely but securely behind her head by a light metal barrette, and her bangs are still left out. Tierra’s voice fits her stature – sturdy and a little husky, but almost certainly womanly. Her curves are not especially flattering for a young woman, and while her facial features are feminine, Tierra could certainly and easily pass herself off for a young man.

Tierra wears heavier clothes that cover her completely from the neck down. Around her neckline, she wears a silvery metal collar set with a smooth red gemstone at its front. Clasped just below that collar is a deep-hooded, sand yellow cloak that flows over her shoulders and covers most of her body. Beneath that cloak is a like-colored cape of strong but light silk, which keeps the left side of her body covered as far down as her midthigh. Visible beneath both cloak and cape, respectively, Tierra wears a long sleeved, grey-blue shirt, which is somewhat billowy and obviously padded for protection. The ridge-like collar of that same shirt keeps the hem of her cloak off her neck. On her forearms, she wears a pair of thin, stylized metal vambraces and, on her hands, a pair of tight fitting, grey-blue cloth gloves. On her right upper arm, one may catch sight of an armband made from chain links and red gemstones.

Around her hip, the young adventurer wears a thick but soft leather belt, on the right-hand and slightly rear side of which is a heavy-duty leather weapons harness that holsters her warhammer for a fast and easy draw. On the left, front side of this belt she keeps a small leather satchel, which is usually concealed by a cape of cloth. A sand yellow silk cape that clasps on the left side of her hip covers her right hip and leg as far down as her midcalf, in similar manner to a skirt; the skirt partitions her weapons harness and warhammer from her leggings. The lady’s leggings are the same grey-blue color of her shirt and gloves, and are just as billowy and obviously padded for her protection. Strapped securely to the outer side of her right thigh, a tooled leather pack of rather rectangular shape, which is easily accessible through the cape that covers that leg. On her feet, she sports a pair of comfortable leather walking boots. From their shape, one might discern that these boots are steel toed.

Personality: When meeting new people, or encountering and exploring new places, Tierra is usually quiet until she develops a better command of her surroundings. When in her element, on the other hand, her demeanor is confident, direct and slightly sarcastic. No matter her level of comfort, Tierra has difficulties hiding her intelligent nature – her eyes are always sharp and watching, whether she trusts her company or not. She can be cold and calculating to new people, and guarded always. Whether her words or her tone say it to her friends or, even friendly acquaintances, or not, she is genuinely caring. Insulting the woman is difficult at best, impossible when she has only just met someone. Despite her cold demeanor toward strangers, she has a soft spot for children, especially those without families of their own, and may go far out of her way to help them.

If danger is the way of the wind, Tierra turns ruthless. Her life is top priority, followed closely by the welfare of her companions. As such, she prefers to mind her own business; stirring up trouble or poking one’s nose in where it does not belong is the fastest way to the grave. Her nature is regularly not controlling, but it is one of her few vies when lives are at stake. When she has control, her safety is guaranteed. Friendly spars or even duels to anything but death see her in a more playful, facetious light – she may even taunt her opponent in jest.

Weapons: Tierra wields a seven-foot long, shadowtop-hafted, steel bec de corbin of expert quality with a two-and-a-half hand leather grip near its head. The weapon has a metal interruption in five feet along its haft, where a strong, mechanical fastener holds it securely in place, while allowing its wielder to perform a short series of twists, pulls and pushes to either separate the latter two feet of the weapon from the former five feet, or lock them together again. When separated, the bec de corbin becomes two weapons - a spiked steel warhammer, and a steel-capped quarterstaff. Tierra normally keeps the weapon in its separated state, combining them into the bec de corbin only on rare occasion. In most circumstances, the warhammer hangs from a weapons loop on her right hip, while the quarterstaff remains her walking stick.

The warhammer on her side is barely more than two feet long and composed entirely of steel, brass and leather. Where other weapons may have a pommel, Tierra's warhammer has a thick dowel of notched steel, which comes to a point after about two inches. Its haft is wrapped in braided leather, which is in turn secured to the haft by means of several brass tangs. The hammer's head is viciously forked by a severe crescent-shaped depression at the place where the flat of its head would otherwise be, giving that end of her weapon amazing armor-piercing qualities, in line with the normal bec de corbin style. At the top of her weapon, the warhammer has a broad, two-and-one-half inch double-edged steel blade for making simple punctures, and the back of the hammer has a blunted, five-inch long steel spike for making deeper pierces.

The quarterstaff portion of her bec de corbin is typically held in her right hand, its solid cap pointed at the ground. The center of its upper cap is interrupted by a notched steel hole, the receptor for the dowel of the warhammer, where the two weapons merge back into the bec de corbin. The quarterstaff's haft is made from seasoned shadowtop wood, sealed with a myriad of oils and tempered in a method that Garn learned during his travels as a youth from a forest-dwelling tribe outside known civilization.

Tierra also keeps a small, waterproofed leather satchel on her belt, which she can reach into and draw out a mix of powdered salt and acidic alchemical reagents to throw at an opponent's eyes or open wounds. This same mixture also ignites readily, giving her a fire starter when tinder is sparse. Although practiced in the skill of throwing this powder during combat, Tierra is no expert, so she refers to this weapon only rarely.

Beneath a small cape of waterproofed cloth on her right hip, a safe few inches in front of the weapons harness, that secures her warhammer; Tierra has a single-shot pistol, made mostly from steel, oak and brass. The gun is more like a flintlock than a modern pistol; its payload is a single small sphere of alloyed meteorite iron and silver, propelled by a charge. Unlike her other weapons, Tierra's gun could be described as magical. The charge her pistol uses is not powder, but a stored spell from her Ruination magicks, powered by the soul of an ancient and deranged sphinx. The beast's soul can fuel five shots from the pistol. In size, almost the entire gun fits easily into Tierra's palm, except for its short barrel, which juts just one inch past her fingers.

Lastly, Tierra keeps a spring-loaded, twin-bladed steel dagger designed for both breaking and trapping blades hidden beneath the capes of cloth on her left thigh, ready at a moment's notice. This blade has an angled handle, a full knuckle guard and a split trigger, positioned on both the dorsal and plantar sides of the handle. When this trigger is depressed, the blade traps spring out from either side of the weapon's blades, making it look like a strange, four-pronged weapon.


Armor, Clothing and Accessories: Tierra wears clothing that covers her from the neck down at all possible times. Though her gray-blue, long-sleeved shirt may initially appear to be nothing more than padded cloth, its high-cut V-neck collar stands up in a two-inch ridge meant to protect her neck from blows while still giving her a free range of motion. This collar is the first indication that her slightly billowy, padded shirt is more than it first appears to be. A mesh of fine metal cords tied in a series of complex knots lie beneath the first layer of cloth, designed to resist punctures, such as from arrows. Woven with the fabric of the shirt itself are thin, double layered iron plates, all concealed at her abdomen, lower back, upper back, chest, and the tops of her shoulders. All in all, this very complicated design gives Tierra an almost uninhibited range of motion and very light wardrobe, while providing her with some of the protection of true armor, especially warding off the danger from most conventional ranged weaponry.

Tierra wears a pair of gray-blue leggings are crafted in similar fashion to her shirt armor, though they conceal light chain or banded mail armor in the places that cover her inguinal region (the groin), the front of her thighs, her knees, the back of her knees, and her calves, instead of plate reinforced cords.

Tierra wears a pair of steel toed, calf-high leather walking boots, armored along her shin and the top of her foot in the same hidden fashion as her shirt, despite the fact that her leggings drop down as far as her ankles, causing an overlap in her leg and foot protection. She also accents her armored attire with a pair of full-fingered cloth gloves with corded plates laid at the back of her hands. To hide her hair, she wears a cloth scarf of the same gray-blue color of her shirt and leggings tied around her head with a knot near the base of her neck, and a tail of cloth that trails down to between her shoulder blades.

Woven into sewn in channels all over her shirt, leggings, boots and gloves are long, supple strips of a canvas-like material, the overall weave of which is designed to suture together her various pieces of clothing into a more singular piece. There are seven of these strips in all, and their entire function is to protect her from the harsh elements on her travels, particularly to keep water off her body during storms, and snow out from inside her clothes.

Over all her other clothing, Tierra wears a large, deep hooded, sand yellow leather cloak that mantles over her shoulders and falls down as far as her mid calves. This heavy-edged cloak is specially treated with oils, designed to keep the weather off her body while she travels. Other capes of sand yellow cloth or leather adorn her body as well, such as a thin pongee silk cape that clasps on top of her right shoulder and covers the left side of her torso, down to midthigh of her left leg, thus keeping her entire left arm hidden most of the time. Another such cape drapes around her hip, clasping at her left side and loosely covering her right leg down to her midcalf, in similar fashion to a skirt. This second skirt is worn under the weapons harness that holds her warhammer, but over a far smaller, third cape of waterproofed leather - which covers barely eight inches of space - that hides her gun. None of these cloth or leather capes cover her body so tightly as to impede her range of motion, and all of them are cut so as to catch the air around her and puff out when she jumps, runs or makes other swift, prolonged movements.

Around her neck, Tierra wears a low collar of silvery white metal, set with a translucent, red cabochon gemstone, which rests against her sternal notch. The stone is inhabited by the soul of a demon on its way to redemption, who causes the stone to pulse against Tierra’s neck when she is in danger. On each of her forearms, the adventurer wears a pair of light, nickel-iron vambraces engraved with flowing, concentric patterns and on her right upper arm is an armband of many small iron chains, into the links of which are set just as many small, faceted gemstones of the same color as the stone set in her collar. Six of these smaller stones glimmer with an inner light, but these lights are visible only in dim or worse lighting; each one of them contains the captured soul of some especially heinous demon or creature of legend. On her right ear is an elaborately crafted piece of jewelry, a stylized earcuff made of nickel and silver, and set with tiny, faceted orange corals. This earcuff is possessed by a feminine spirit of knowledge and secrets, named Gilda, who has consented to aiding Tierra in her journeys until she is laid to her final rest. To Tierra's dismay, however, the spirit answers only direct questions, and never volunteers more information than is asked of it, to a very precise degree.

In a tooled, waterproofed leather pack, secured via leather straps to the side of her right thigh, Tierra keeps a plethora of small tools for her magicks, including incense, an iron-cored teak wand, and some knotted silk cords, ink of various ingredients and colors, and several individually wrapped cloths containing specially prepared miscellaneous components. On the posterior side of this same pack, a small pocket stores several small spheres constructed from meteorite iron alloyed with purest silver. Another of the pack's pockets holds high quality paper and vellum of varying lengths and widths.

One very notable object in this pack is a crystal phial containing a pinch of bright blue gemstone powder, called atenaar. This powder can be used as an additional component for any of Tierra's Ruination or Shaping spells. If she uses this powder to cast a spell, that spell's power is enhanced greatly, though it does not give Tierra the ability to cast spells that would otherwise be beyond her.


Strengths: Tierra has been trained in and practiced for several years the use of the quarterstaff for self-defense, and is familiar with the warhammer from both fundamental instruction and practice in live combat across the course of her journeys. She is a dangerously quick draw from either her left or her right and has an astounding understanding of the bodies of living creatures, whether they are mortal things or creatures of legend and myth. At her heart though, Tierra is a spellcaster. Each of her three known forms of magic are unusual in nature, and defending against them effectively can range from tricky to double-edged.

Tierra is an intelligent young woman, perhaps far more intelligent than she herself realizes. She learns quickly and can adapt to new conditions with infuriating ease. Tierra learned early in her adventures that fighting honorably is a short road to death, so she has put together an arsenal of cunning tricks to help her out of the tight spots that may arise both in battle and out.

The young woman is a blacksmith of notable skill, a crack shot with her gun, a gifted spellcaster and a passable melee fighter. As Garn refused to openly having a girl for an apprentice at his forge, Tierra is adept in passing herself off for a clean-shaven young man. She can cook a mouth-watering meal with her pot and the normal findings of any forest or meadow and, has a kind of insight that is nearly unheard of for her young age.


Weaknesses: Though she has been traveling for the better part of six years, Tierra is what a person would call new to the adventuring lifestyle. Her lack of experience is apparent to anyone who scrutinizes her too closely, and has been the source of many a glaring blunder on her part.

Tierra learned to defend first, attack when necessary. Her nature is defensive, however, and her fighting style relies on defense far too greatly. She will often ignore gaps in an opponent's defense until she is certain that she has an opening to attack and that is not being deceived by a ruse or feint. Instead of attacking, Tierra prefers to exhaust her opponents, then strike. This style often gives her opponents enough time to find flaws in her defenses.

Although her magical skill is prodigious, Tierra knows only a handful of spells and her skill-at-arms is passable, but she is unfamiliar with most of the weapons outside of her own personal arsenal. Even her bec de corbin and its constituent weapons are difficult for her to use effectively; her other weapons have come from her need for less honorable ways to bring opponents down. Additionally, when Tierra cats a spell, she must wait before she can cast another. Depending on how powerful a spell she's just cast, this wait time can be anywhere from a few seconds up to a full minute, and a lot can happen in a minute.

Water in large doses is anathema to Tierra; she has a deep-rooted and irrational fear of water in large volumes. Partially related to this fear is the fear of creatures that reside in the water; their inhuman forms unnerve Tierra. She is uncomfortable and apprehensive in heavy fog or mist, a sensation of being trapped makes her strongly dislike being caught in the rain and she has (as a result) impulsively used magic to keep water off herself during a storm on more than one occasion. Nearby streams, lakes, rivers and especially oceans make Tierra feel nervous or jumpy. When Tierra bathes, the tub is always spelled against misfortune, and the room is warded against unwelcome visitors and spirits. This fear is inborn to Tierra, no traumatic event has ever transpired to cause it.


Skills and Magic: Tierra's journeys have often found her in dangerous locations where fleet feet and nimbleness are paramount to survival. As a result, Tierra has become adept in a degree of acrobatics and tumbling. Although her reflexes are not superhuman, she does seem to push the limits; her awareness of her surroundings and her reflexes are akin to the prowess of expert assassins and ascete ki masters, respectively. Taught by her hometown's stable master, she is also a talent on horseback, able to stay astride a frightened wild stallion... just not without a saddle.

Though barred from learning the magicks taught at the royal academy, Tierra was undaunted in her pursuit of a magic she could call her own. Over the course of her journeys, she has learned three different styles of magic, each as unusual and unique as the others. They are Ruination, Shaping and Terragaldrs.

Ruination is a very dark style of magic that Tierra learned from a repenting demon shortly before its suicide. The fiend had specifically requested that Tierra use its own soul to fuel a ward that would alert her to nearby danger, so that she could hopefully succeed in the inevitable adventures that would accompany her journeys. Ruination focuses on death energy, on flesh, and on infernal powers. Spells from the ruination style can augment the caster’s abilities, torture others, curse others, conceal a person’s self or others, and create wards. Its spells can require remaining completely still, specially knotted cords, invocations, talismans, specially prepared components, magic words, gestures, parchment bearing special symbols, a staff and/or guiding magical forces with the mind. Ruination spells draw their power from otherworldly sources, but the more powerful spells in this type of magic can also require the energy of captured souls. Some ruination spells can age their caster in leaps and bounds. Many of the components in Tierra's leg pack are used for this style of magic, as are all eight of her captured souls. Tierra herself is uncomfortable using the spells that draw their power from soul energy, preferring the spells with other components when she uses this style at all.

The following are the Ruination spells that Tierra has learned:

Axe of Infernal Light
This spell conjures into being a single-bladed battle-axe composed almost entirely of coherent blobs of crimson and golden light. It stands up to blows as well as tempered steel, and its edge cauterizes any wounds its lays into a victim, ensuring great pain with the merest scrape. The axe takes only as long to materialize as its magic words take time to speak, and its haft is made from a long strip of parchment bearing symbols, wrapped around itself several times. To cast, the Axe of Infernal Light requires the magic words "Sorece Uc" and a long strip of parchment bearing mystic symbols along both sides of its length, which will become its haft.

Blades of Dust
This spell takes the form of a gust of dust-filled, burning hot wind large enough to cover half of an average human. When the wind brushes over its victim, it parches and cracks their exposed skin, causing them to bleed slowly. A wound caused by blades of dust is never life threatening, but it is certainly painful. Its casting requires a pinch of dust or sand, the magic words "Erfec Ros", and a scarab's wing treated with oil. When the spell is cast, the scarab's wing withers, making it unfit for another casting.

Beam of Bone
The evocation called Beam of Bone manifests as a single, pencil-thin ray of ivory color, which jumps out at a single target within 50 feet of its caster. Any object or creature struck by the ray is covered in a shell of massive bone, measuring two feet in diameter. This casing can be broken off with a hard blow, usually from a weapon, but can be devastating to a victim's agility if it forms around a joint. The casting of this spell requires a gesture with one hand and a cotton cord that has been knotted so many times that it cannot bend in any meaningful way. When the spell is cast, every knot in the cord comes undone, making it unfit for another casting until the knots are retied.

Ray of Devilfire
This spell manifests as a cyclone of red and gray flames that reaches out from the caster's hand, from which brilliant orange and yellow sparks fly in all directions. The ray is only a few inches wide but can be extended at its caster's will up to fully fifteen feet long. The fire burns hot enough to ignite green wood after less than a minute of exposure. Perhaps worse than its physical effect, the devilfire also burns a victim's mental acuity, leaving them feeling drunk and "fuzzy”. Among Tierra's offensive spells, Ray of Devilfire tops the list. This spell's casting requires a gesture with one hand, the magic words "Urrogh Vel Ors" and a dried bat's wing that has been treated with human tears. The bat's wing is burned by the casting of the spell, so a new one must be used for another casting. Each time Ray of Devilfire is successfully cast, its caster ages another three weeks.

Aegis Circle
The aegis circle is one of the rare protective spells in the ruination style. When cast, it surrounds the caster in a bubble of nearly invisible force, which keeps weapons, spells, debris and similar matter at no less than arms' length from them. The ward is strong enough to rebuff falling rocks and weapon attacks of perhaps slightly greater than human strength. If stronger forces are hedged against its protection, the circle allows them passage without collapsing. The aegis circle also stops cold a single spell cast at it before dissipating, itself. An aegis circle can be maintained for several hours between castings, but its maintenance prevents the caster from casting other spells. Aegis Circle requires a short series of gestures with both hands to cast, as well as five pieces of paper bearing arcane symbols on them. When the spell is cast, the symbol-bearing papers fly out from the caster's hands and mark the outermost limits of the spell's protection but these papers can be reused for other castings of the spell. Every creature within arms' reach of the caster at the time of the spell's casting is counted under its protection.

Profane Blast
The Profane Blast creates a very compact and powerful explosion of eldritch blue smoke and energy. The detonation is of sufficient power to flinder living bones but affects only silver and the living. Non-silver objects within the effect of a Profane Blast spell suffer no ill effects, but might become ruffled as if be a small breeze. The area of Tierra's Profane Blast spell is only one foot in diameter, but lacks not for power. The casting of a Profane Blast requires a gesture with one hand and a measure of soul energy. Most souls have enough vigor to fuel six Profane Blast spells.

Bloody Evocation of the Blade of Hell
This particularly wicked spell is one that Tierra knows but cannot cast. The spell summons a blade the size of the average shortsword, made wholly from crimson, crystalline pain, which bursts forth from the body of its victim. The blade drinks the blood of its victim, and dissolves upon their death, leaving only a withered corpse with a ragged gash on its torso. The casting of this spell requires the magic words "Gol Orn Ervena Hal," a series of gestures with one hand, severe concentration on the caster's behalf, and the consumption of 2 mortal souls. Additionally, the completion of this spell ages the caster four years prematurely and leaves them heavily disoriented for several minutes. Before Tierra can even attempt the casting of this spell, her skill in the Ruination magicks will need to be expanded five-fold, at the very least. Before that time, the advanced magicks involved would only kill her.

In Tierra's Ruination repertoire is another sort of magic, which is used to steal the souls of those she herself has slain. This magic cannot be used on anyone but the dead, and is wholly ineffective unless the victim was slain by Tierra herself. The ritual takes more than a minute to complete and requires both a receptacle for the soul and a long strip of vellum bearing special runes. As powerful as souls could make her Ruination magic, Tierra is not fond of capturing souls, and so performs this rite only on creatures and people who have met their end after a lifetime of wronging others.


Shaping, on the other hand, may seem like the very opposite of Ruination. The woman learned the Shaping style while poking about the vault of knowledge guarded by a sphinx in the desert, at about the same time she acquired Gilda. Its spells focus on holy energy, light and astral matter and can create weapons, armor, objects and art, bring prosperity to people, homes and land, prevent misfortune, heal wounds, repair damaged or broken objects, temporarily enchant items, evoke light and augment the abilities of living creatures. Shaping's spells can require invocations, offerings for supernatural forces, incense, words of power, careful visualization and/or a special talisman. Tierra's favorite and most commonly used spells are from the Shaping style.

The following spells are a part of Tierra's Shaping repertoire:

Lucent Shield
This defensive spell creates a shield of dazzling white light in midair, at any point up to ten feet away from Tierra, and in any orientation she desires. Its evocation requires a gesture with one hand and the magic word "Thyre" and, when first cast, it takes less than a single second to fully form. Tierra's shield is strong enough to deflect arrows and sword blows. The shield could even stop a charging man in armor, but nothing stronger. The shield can last upwards of a half minute before dissipating on its own. A Lucent Shield is immobile once it has formed, and could be used as a stepping-stone by someone light enough. Lucent Shield is perhaps Tierra's most commonly used spell in combat.

Lance of Silver
By coalescing pristine, silver-white light and astral fabric, this spell creates a seven-foot long war lance with a broad, triangular blade. Its haft fits the hand of whoever hefts it and its balance is impeccable. The lance seems to weigh only a few pounds, when swung or thrown, it strikes as though the whole weapon were made of iron. It is extremely resistant to blows, its edge can slice leather with ease and it is impervious to fire. The spell's casting requires that the caster be wrapped in the smoke of incense made with jasmine, a gesture with one hand, the magic word "Sier" and careful visualization of the lance to be created. Unfortunately, Tierra is completely untrained in the use of a war lance, and has only ever used the spell when in need of a spear to throw.

Hale
Hale infuses its recipient with astral energies and augments them, body and soul, with holy power. Any living creature blessed with the power of the hale spell will find their health, their eyesight, their mental acuity and willpower, their physical speed and strength - the limits of all of these things become nearly twice their norms and, the effects of the spell last until either two minutes have elapsed, or the caster articulates another spell. The casting of the hale spell requires that the caster be able to lay her hand against the body of the recipient and a cone or block of incense made with vanilla. The incense is consumed in the casting, so a new cone or block must be acquired for another casting. Hale has no effect on the unliving, so mechanical or similar prosthetics and the undead glean no benefit from this spell.

Rejuvenate
The Rejuvenate spell does just that - it rejuvenates its target. The recipient of a Rejuvenate spell is cured of all exhaustion and can be brought back even from the far brink of terminal dehydration. The spell closes puncture wounds, gashes and deep cuts and alleviates the aches and pain of such injuries. Tierra's rejuvenate spell also replaces the majority of the blood lost from the same injuries it closes but it cannot aid with internal bleeding or knit broken bones. Other feats of healing are simply beyond Tierra's skill with this spell. To be cast, the Rejuvenate spell requires that the caster be able to hold her open palm near the recipient of the spell, the magic word "Melia", and a special talisman containing pure water. Casting the spell draws on the astral energy held in the talisman's water, making it unfit for another casting until its natural stores of that energy return, which is usually about a day later. Tierra owns three of these talismans.

Mend
When a weapon breaks, her armor becomes damaged, a cloth is torn, or she finds a key rusted into two pieces, Tierra turns to her Mend spell to remedy the situation. Given enough time, this spell could turn a few rusty scraps of metal back into a shining cuirass of plate armor but Tierra rarely has need for such prolonged castings of the rite. Generally speaking, the more severe the damage to an object, the longer it takes to fix the object. Simple cloth or leather tears mend over the course of a single breath, partially rusted or split pieces of mail can take nearly a minute to piece back together and full breaks in large objects, such as most weapons, can take upwards of an hour. The rite for the spell requires that the caster breathes incense made with both dragon's blood and lemon grass and that the magic words "Dwam Urum" be chanted as the caster touches each place on the object where repairs must be made.


Terragaldrs are a type of magic that draw their energy from the world around the caster, using her as a friendly conduit. Tierra learned terragaldrs from the inherited personal notes and research of an academy mage-historian, who in his life voted against Tierra being allowed entry to the royal academy of wizardry. It focuses on gravity, magnetism and sand, specifically moving these things around and using them to move other things. Effects in the terragaldr style (referred to as terragaldrs, and usually not as spells) can require gestures, the drawing of sigils, a wand, specific bodily postures and/or specially knotted cords. Though Tierra is far too young to benefit from it, the use of terragaldrs seems to grant the caster a longer lifespan. Most terragaldrs require the use of the caster's hands and a strong measure of hand-eye coordination, so Tierra is careful not to let her terragaldrs consume too much of her attention. Terragaldrs do not really have names per se, but for listing them here, I have approximated some names for them.

The following are the terragaldrs that Tierra has learned:

Control Sands
By the use of this terragaldr, the caster takes a teak wand in hand and draws a few pairs of sigils in the air, each of which manifests in the form of a luminescent blue rune. The caster may direct one of each of the pairs of sigils to float near a body of sand; the remaining sigils simply float near the end of her wand. By tapping on one of the sigils near her wand, the caster may direct the movements of the associated patch of sand on the other end of the paired sigil. Each pair of Tierra's sigils can affect a measure of sand up to one yard square and half an inch deep. Every inch a "close" sigil is moved can translate up to five feet of movement for a "far" sigil, and a simple flick of the wrist can turn a patch of sand to a different orientation. A patch of sand controlled by this terragaldr can support an enormous amount of weight and force - charging bull could be stopped with ease with walls made by this terragaldr. The use of this terragaldr requires only that the caster hold on to the teak wand for the entire duration of the spell. As soon as the wand leaves the caster's grip, so does the sand leave the magic's grip. When a wand is being used for this terragaldr, it cannot be used for any other.

Gravitic Knot
This terragaldr works by "grabbing" on to the gravitic forces surrounding its target. The grip of the terragaldr is powerful but gentle; having an upper limit of weight, it can lift or move over around four thousand pounds. Despite its great strength, the target of this terragaldr is never in danger of being harmed by the grip of the effect. This terragaldr requires that its caster to have tied a special, moving knot into the middle of a cord of silk. By taking a moment to attune an object or creature to the cord, the caster can slip the knot along the length of the cord, thus moving the attuned creature or object along with it. Therefore, if the terragaldr's controller holds a cord upright and slides the knot to the top of the cord, the attuned object or creature will be flung skyward. If the controller slides the knot away from their self, horizontally, the attuned creature is moved likewise. By moving a knot downward, the Terragladr's caster can even attempt to slam the attuned creature or object on the other side against the ground, or cause flying things to fall. Every inch of moving knot translates to about ten feet of moving attuned thing. When the controller stops moving the knot, the magic releases its grip on the attuned creature or object, as well.

Direct Iron
Functionally, this terragaldr is almost identical to the terragaldr for controlling sands. The terragaldr's user scribes a few pairs of sigils into the air with an iron-cored wand and assigns "far" sigils to a single ferrous object nearby. The "near" sigils float around the tip of the wand and can any one of them can be tapped upon to seize control of them until the terragaldr's controller no longer wills it. By moving the group of "near" sigils, the terragaldr's controller directs the movements of the associated ferrous object on the other side. Each sigil assigned to an object helps the terragaldr to lift and move up to 300 pounds of weight and every inch a "close" sigil is moved can translate up to five feet of movement for a "far" sigil, and a simple flick of the wrist can turn the associated object to a different orientation. If the terragaldr's controller ceases to hold the wand attached to the sigils, the terragaldr releases its grip, as well. When a wand is being used for this terragaldr, it cannot be used for any other.


Aevui is a type of life magic. Though it is arcane in nature, its power comes from the world around its wielder, specifically from animals and a cycle of elements. The aevui cycle is composed of and flows in the direction of earth, wood, water, air, spirit and fire. Its spells can be used to incorporate living animals to the body as totems to garner benefits from them, to summon spirits and creatures to do one’s bidding, to shape objects, weapons and armor from the elements of the aevui cycle, and to move the spirits of animals and mythical creatures through the aevui’s wielder to enhance or alter their abilities. Aevui magic can also summon an animal familiar and move the elements of its cycle, though the latter spells are taxing to their caster. Aevui spells can require magic words, various herbs, incense, concentration, emotional calm or heightened emotions, the drawing of runes, guiding magical forces with the mind, and/or talismans in their casting. Aevui is a type of magic that is unique to Tierra, though she has not yet developed it.


Bio: Full bio at http://umbralvoice.deviantart.com/ar...nning-99599381

Working on a short version, too...
Last Edited by Drammor; 11-07-2008 at 10:11 PM. Reason: Reply With Quote
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Old 04-18-2008, 01:39 AM
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Re: Tierra (Kite) Nena

Added to the bio... hoping that a kind and gracious BA Councillor will help me get the ball rolling while I finish the rest. >_> Please?
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Old 04-18-2008, 07:19 AM
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Re: Tierra (Kite) Nena

Um... wow. x.x

That's a big profile right there. XD

I'll take a look at it, but uh... is it finished?
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Old 04-18-2008, 01:59 PM
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Re: Tierra (Kite) Nena

Technically... no. I still have one or two more updates for the bio. The rest is about as done as done gets, though.
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Old 04-18-2008, 08:08 PM
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Re: Tierra (Kite) Nena

Okay, I'll be reading this, just make another post here when the bio is complete, and I'll give my critique.
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Old 04-18-2008, 09:08 PM
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Re: Tierra (Kite) Nena

Wondermous! I'll let you know ^_^
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Old 05-04-2008, 10:22 PM
Drammor Drammor is a male United States Drammor is offline
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Re: Tierra (Kite) Nena

Okay, Cookie. Bio complete.

Thanks for pointing out these things are supposed to be summaries, by the way.
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Old 05-05-2008, 11:05 AM
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Re: Tierra (Kite) Nena

Okay XD

*approved*

And you can add to the bio at any time, if you really want to continue the story. The only issue is that it'll be a lot of reading for someone who wants to roleplay with you, which is why I suggested continuing it in the character fiction section.
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Old 05-05-2008, 12:18 PM
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Re: Tierra (Kite) Nena

Oh, Cookie! You've made me the happiest little boy-- er, ahem. Happiest guy in the whole wide world!

Yeeahhhh... so that's what I'll do. Character fiction board
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Old 05-25-2008, 02:53 AM
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Nice! that seems a good idea .This is a remake of my thread. We may have many reasons to not quit Runescape. What is your reason to not quit and continue playing? It could be that you would like to accomplish goals in Runescape. It may be that you would like to continue to talk to your friends. Maybe it is because Runescape is a never ending game. Please post your reason for you not to quit Runescape. You may have the same reason as another player so you could repeat what the other player said. You will get chance to win fantastic cash prizes completely free by playing free game online, (maplestory,runescape etc.)and win the scores. You will get some entries to enter the lucky draw based on how many scores you have made. If you lucky enough, you can get some rewards, such as cash or gifts. So I think everyone can enjoy everyday life, and I would like to make friends with eeryone of you guys.
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