Post by Windra on Sept 23, 2014 10:53:35 GMT -8
Name: Naira
Pronunciation: (nay-raa)
Gender: Female
Age: 21
Turnday: 55.11.28
Weyr: Rainbow Mists Weyr
Rank: Dragon Candidate
Family:
Nakeminae - Sister (Kidnapped/Presumed Deceased)
Orenda - Mother (Deceased - Childbirth)
Cheyton - Father (Deceased - Suicide)
Wakanda - Foster Mother (Deceased - Respiratory Disease)
Friends: Through her travels, Naira has met several acquaintances to whom she cannot remember the name. Unfortunately, none of them are really worth note, as she does not stay in one place long enough to forge a closer relationship with anybody (forever the 'wandering nomad' type).
Pets: Horatio - Canine (Deceased - <Insert Link Here*>)
Appearance:
While not the picturesque 'hottie', Naira could be considered by many to be cute - up until you get a closer look at some things. But we'll save that for a later paragraph.
She isn't quite short, but not quite tall either - fitting in at a nice 5'6". Her complexion and musculature has been shaped by her environment and lifestyle: legs are taut and firm, made for running and climbing; hands and digits are roughly calloused due to 'living in the rough'; biceps, triceps, and core muscle are honed but not sculpted; flesh is tanned to an auburn hue courtesy of exposure to the jungle sun. Whereas her lower face houses more delicate features - a pointed chin, a small nose and a cute little mouth, all framed by her shoulder-length brown hair - Naira's upper face reflects the outcome of hard trials. Her eyes are discolored, with the left being a normal, vibrant green and the right being a dulled shade of the same emerald: partial blindness caused by an injury sustained while she was still a child. The same incident that robbed her of part of her sight has also marred her forehead and various parts of her body with scars - all sharp, thin, and slightly jagged, indicating knife wounds.
Despite the apparent handicap, Naira is more than capable - as years of surviving on her own would suggest. Her body is built to be nimble and quick, with enough 'oomph' to stand and fight alone if backed into a corner.
Concerning clothing, Naira will wear just about anything and does so without complain. Save for dresses. The woman loathes dresses (she finds them unconventional). She could typically be spied wearing slacks that are somewhat loose but not too raggedy, tied tightly around the waist by a sash or belt. Shirts are usually cut off at the shoulder or upper arms to allow for more movement. Naira has an affinity for three things: gloves, bandannas/headbands, and long coats. She is not usually seen without all three articles displayed on her body ... unless she's, you know, sleeping ... or showering, or otherwise naked for her own reasons.
Let us not forget her armory. Although it isn't much, Naira carries with her two daggers carved from black stone, tied at the hilt with strips of leather. She also wields a short-bow, crafted from her own design, and a handful or arrows.
Personality:
Once quiet, reserved, and a bit on the cold side, Naira has more or less broken loose of her shell. Outgoing in nature and witty to boot. Her mood tends to swerve a lot, going from silent, deadly killer to jumping, grinning, happy-go-lucky child-at-heart. Irate and blunt, yet sweet and curious. Naira has a general want to help others, no matter what side of the spectrum they are on. It is advised not to cross her or her friends, however. There is an echoing lethality about her, brought to the surface by grittier occasions - and that is a side she would not like to have tested. Spastic; Loyal; Cool as a cucumber under pressure.
Naira still has a general dislike of being touched due to circumstances that are far-off history, but she is sluggishly getting over that.
Her overall outlook? There is no real right or wrong, just different shades of gray. Therein, she is typically considered ambiguous ... and ridiculously easy to get along with, be you hero or villain or somewhere in between.
Naira is generally plagued by a wanderlust. She never really takes root and is always in want of exploration. Deep down at her core, however, she desires nothing more than to find a place where she could fit in like a missing puzzle piece, and put her childhood restlessness 'to rest'. (Although if you offer up an adventure, she will no doubt tag along joyously.)
History:
Naira was not born in any specific Hold. She was conceived and birthed while on the road from one destination to another. Her family owned a trade caravan, opting to never really settle down - following the 'Nomad' life with great joy. Naira's own wandering heart/soul/mind/legs could be blamed on this.
During labor, her mother succumbed to blood loss and expired. Her father committed suicide shortly thereafter, leaving Naira orphaned right from the getgo. She was taken in by the caravan's eldest woman, Wakanda, and tutored in the ways of survival and lore up until she was about 16 turns old. Eventually a lung disease claimed Wakanda's frail older body. The good thing about caravans is that there are always people with you, and thus Naira was never really alone. She passed on what knowledge she gained and learned to the children of other members. One child in particular - a little girl by the name of Nakeminae who was also orphaned due to reasons that never became completely clear - formed such a close bond with Naira that she came to calling her 'sister' and took her in as such.
Naira and Nakeminae ran with the caravan for most of their youth, going from one place to the other with the members and leaders of the group. They would give tithes, exchange goods at Holds, marvel at the flights of Dragons passing overhead, and occasionally lead expeditions into the jungle in search of provisions or hunt for food. Their path through the world was well-traveled and clung to, and they never diverted from the chosen path unless an emergency forced their hand. Because of this very systemic way of moving about, the caravan attracted the attention of raiders thirsty for things that they had not earned.
Three-and-a-half sevendays after Naira 18th turnday, when the full moon was hidden by threatening rainclouds, the caravan was ambushed. The women were raped, the men were strung up ... and ultimately, nobody was left alive. Nobody but Naira, at least, and even that was by slim chance. While she avoided the humiliation of forced relations, the young woman was able to fend for herself with a frantic need to survive and to save, for Nakeminae had been swept up into the arms of a raider and carried off into the night, vanishing from her sight forever.
It was a well-placed blow to her forehead that knocked the vigilant Naira unconscious. Her body collapsed next to the corpses of her fallen caravan members. Swashed in their blood and hidden by the night, the raiders presumed her dead and went about their merry night.
Naira awoke the next day awash in the carnage. With wounds still open and bleeding, she fought weakness and struggled after the raider's trail with determination. But the footsteps soon faded, and so did Naira's strength. Her injuries became more grievous as the days went on, and finally she was forced to coalesce due to the growing infections scourging the lacerations of her flesh. Naira could do little more but rest, dress her wounds, and wait for one fever to pass after another. And still her mind swam. Nakeminae was out there somewhere. What were they doing to her? Was she dead ... or worse, was she still alive ... ? Thoughts of torture plagued her with nightmares. When Naira was well enough to wander on her own, she pursued the raiders again.
The next several turns had been spending prodding for information, pleading for the help of Holders and straggling travelers alike. None could give her information, because none had any to offer in the first place. Disheartened, she had no choice to accept what fate had been dished out to her kin (who was not, after all, really her kin). But the sheer devastation of it had altered her faith in humanity. Unable to find peace living among a Hold or stray village, Naira catered to the wanderlust granted to her from a life of travelling the wilds. Her wanderings eventually granted her two things: a pup who followed her from a village one day (she called him Horatio), and a general adventurousness. Naira took to exploring the jungles for no reason except to bask in her own freedom. She would return to villages and Holds sometimes to trade her goods (for she was adept at tanning leather and crafting weapons from natural resources) for other goods or odd trinkets.
Eventually her restless legs brought her within spitting distance of Rainbow Mists Weyr. It is here where she will be Searched ...
Adoption?: Yes
Dragon Preferences: None in particular. I'm not choosey, and neither is Naira.
* = Once Horatio dies in play, I will add the link to the thread there.
Kaya
Pronunciation: (nay-raa)
Gender: Female
Age: 21
Turnday: 55.11.28
Weyr: Rainbow Mists Weyr
Rank: Dragon Candidate
Family:
Nakeminae - Sister (Kidnapped/Presumed Deceased)
Orenda - Mother (Deceased - Childbirth)
Cheyton - Father (Deceased - Suicide)
Wakanda - Foster Mother (Deceased - Respiratory Disease)
Friends: Through her travels, Naira has met several acquaintances to whom she cannot remember the name. Unfortunately, none of them are really worth note, as she does not stay in one place long enough to forge a closer relationship with anybody (forever the 'wandering nomad' type).
Pets: Horatio - Canine (Deceased - <Insert Link Here*>)
Appearance:
While not the picturesque 'hottie', Naira could be considered by many to be cute - up until you get a closer look at some things. But we'll save that for a later paragraph.
She isn't quite short, but not quite tall either - fitting in at a nice 5'6". Her complexion and musculature has been shaped by her environment and lifestyle: legs are taut and firm, made for running and climbing; hands and digits are roughly calloused due to 'living in the rough'; biceps, triceps, and core muscle are honed but not sculpted; flesh is tanned to an auburn hue courtesy of exposure to the jungle sun. Whereas her lower face houses more delicate features - a pointed chin, a small nose and a cute little mouth, all framed by her shoulder-length brown hair - Naira's upper face reflects the outcome of hard trials. Her eyes are discolored, with the left being a normal, vibrant green and the right being a dulled shade of the same emerald: partial blindness caused by an injury sustained while she was still a child. The same incident that robbed her of part of her sight has also marred her forehead and various parts of her body with scars - all sharp, thin, and slightly jagged, indicating knife wounds.
Despite the apparent handicap, Naira is more than capable - as years of surviving on her own would suggest. Her body is built to be nimble and quick, with enough 'oomph' to stand and fight alone if backed into a corner.
Concerning clothing, Naira will wear just about anything and does so without complain. Save for dresses. The woman loathes dresses (she finds them unconventional). She could typically be spied wearing slacks that are somewhat loose but not too raggedy, tied tightly around the waist by a sash or belt. Shirts are usually cut off at the shoulder or upper arms to allow for more movement. Naira has an affinity for three things: gloves, bandannas/headbands, and long coats. She is not usually seen without all three articles displayed on her body ... unless she's, you know, sleeping ... or showering, or otherwise naked for her own reasons.
Let us not forget her armory. Although it isn't much, Naira carries with her two daggers carved from black stone, tied at the hilt with strips of leather. She also wields a short-bow, crafted from her own design, and a handful or arrows.
Personality:
Once quiet, reserved, and a bit on the cold side, Naira has more or less broken loose of her shell. Outgoing in nature and witty to boot. Her mood tends to swerve a lot, going from silent, deadly killer to jumping, grinning, happy-go-lucky child-at-heart. Irate and blunt, yet sweet and curious. Naira has a general want to help others, no matter what side of the spectrum they are on. It is advised not to cross her or her friends, however. There is an echoing lethality about her, brought to the surface by grittier occasions - and that is a side she would not like to have tested. Spastic; Loyal; Cool as a cucumber under pressure.
Naira still has a general dislike of being touched due to circumstances that are far-off history, but she is sluggishly getting over that.
Her overall outlook? There is no real right or wrong, just different shades of gray. Therein, she is typically considered ambiguous ... and ridiculously easy to get along with, be you hero or villain or somewhere in between.
Naira is generally plagued by a wanderlust. She never really takes root and is always in want of exploration. Deep down at her core, however, she desires nothing more than to find a place where she could fit in like a missing puzzle piece, and put her childhood restlessness 'to rest'. (Although if you offer up an adventure, she will no doubt tag along joyously.)
History:
Naira was not born in any specific Hold. She was conceived and birthed while on the road from one destination to another. Her family owned a trade caravan, opting to never really settle down - following the 'Nomad' life with great joy. Naira's own wandering heart/soul/mind/legs could be blamed on this.
During labor, her mother succumbed to blood loss and expired. Her father committed suicide shortly thereafter, leaving Naira orphaned right from the getgo. She was taken in by the caravan's eldest woman, Wakanda, and tutored in the ways of survival and lore up until she was about 16 turns old. Eventually a lung disease claimed Wakanda's frail older body. The good thing about caravans is that there are always people with you, and thus Naira was never really alone. She passed on what knowledge she gained and learned to the children of other members. One child in particular - a little girl by the name of Nakeminae who was also orphaned due to reasons that never became completely clear - formed such a close bond with Naira that she came to calling her 'sister' and took her in as such.
Naira and Nakeminae ran with the caravan for most of their youth, going from one place to the other with the members and leaders of the group. They would give tithes, exchange goods at Holds, marvel at the flights of Dragons passing overhead, and occasionally lead expeditions into the jungle in search of provisions or hunt for food. Their path through the world was well-traveled and clung to, and they never diverted from the chosen path unless an emergency forced their hand. Because of this very systemic way of moving about, the caravan attracted the attention of raiders thirsty for things that they had not earned.
Three-and-a-half sevendays after Naira 18th turnday, when the full moon was hidden by threatening rainclouds, the caravan was ambushed. The women were raped, the men were strung up ... and ultimately, nobody was left alive. Nobody but Naira, at least, and even that was by slim chance. While she avoided the humiliation of forced relations, the young woman was able to fend for herself with a frantic need to survive and to save, for Nakeminae had been swept up into the arms of a raider and carried off into the night, vanishing from her sight forever.
It was a well-placed blow to her forehead that knocked the vigilant Naira unconscious. Her body collapsed next to the corpses of her fallen caravan members. Swashed in their blood and hidden by the night, the raiders presumed her dead and went about their merry night.
Naira awoke the next day awash in the carnage. With wounds still open and bleeding, she fought weakness and struggled after the raider's trail with determination. But the footsteps soon faded, and so did Naira's strength. Her injuries became more grievous as the days went on, and finally she was forced to coalesce due to the growing infections scourging the lacerations of her flesh. Naira could do little more but rest, dress her wounds, and wait for one fever to pass after another. And still her mind swam. Nakeminae was out there somewhere. What were they doing to her? Was she dead ... or worse, was she still alive ... ? Thoughts of torture plagued her with nightmares. When Naira was well enough to wander on her own, she pursued the raiders again.
The next several turns had been spending prodding for information, pleading for the help of Holders and straggling travelers alike. None could give her information, because none had any to offer in the first place. Disheartened, she had no choice to accept what fate had been dished out to her kin (who was not, after all, really her kin). But the sheer devastation of it had altered her faith in humanity. Unable to find peace living among a Hold or stray village, Naira catered to the wanderlust granted to her from a life of travelling the wilds. Her wanderings eventually granted her two things: a pup who followed her from a village one day (she called him Horatio), and a general adventurousness. Naira took to exploring the jungles for no reason except to bask in her own freedom. She would return to villages and Holds sometimes to trade her goods (for she was adept at tanning leather and crafting weapons from natural resources) for other goods or odd trinkets.
Eventually her restless legs brought her within spitting distance of Rainbow Mists Weyr. It is here where she will be Searched ...
Adoption?: Yes
Dragon Preferences: None in particular. I'm not choosey, and neither is Naira.
Preferred Colors | Any, really. | N/A |
Cross Impression? | No Preference | I will take what I get and run with it, so to speak. Curious storylines abound!td] |
Preferred Type(s) of Dragon/Rider Pair | Compliment, or Growth | Seeing something that would revel with Naira as she does what she does best is ... well, cute. |
Preferred Personality Traits | Any | N/A |
Mauling | Yes | "Just don't kill me, and we'll be good." |
* = Once Horatio dies in play, I will add the link to the thread there.
Kaya