Profile
Ehl'ir Seelie
Overview
Known by most under various monikers and aliases, only a select few know the Champion of Eorzea by his true name.
Ehl'ir is a man of few words: not knowing the common language, being a stranger in a new place, only to be thrust into the role of hero. It is a daunting task, but he takes to it with a certain, feral grace that makes him adept on the battlefield, but not so much on the political side of things. It takes time to learn who he is however, and very few seem to deem his friendship worth the challenge of getting him to talk.
to all things housed in her silence nature offers a violence
Basics
Personality
Traits
- Resourceful
- Loyal
- Ambitious
- Sarcastic
- Proud
- Solitary
- Abraisive
- Stubborn
- Competitive
Favorites
Demeanor
Ehl'ir has the habit of wandering off sometimes. If something catches his attention, and it's worth persuing, he will do so. Little trinkets, pretty rocks and shells, anything like that, he will pick up and pocket, and sooner or later, it will end up in the pocket of someone he cares for.
Whatever the common language is, it's not Ehl'ir's first language, he was raised speaking Miqo'te first and whatever else second. He's learning, but Common not being his first language and not really being the most easy conversationalist makes for Ehl'ir being more adept to the battlefield than dealing with people in general.
Physical affection is something of an enigma to Ehl'ir. Mhiri was extremely affectionate towards him, and when she passed on, Ehl'ir lost that connection and hasn't really ever found it again. He shows affections in little ways: a small flower or pretty rock tucked in a pocket, extra of a food or snack he knows someone might like, restocking arrows, or repairing a weapon.
Likes
- Traveling
- Sleeping under the stars
- Sparring
- The open ocean
- Pestering Naye and Gus
- Flying, surprisingly
Dislikes
- Being forced to dress up
- Politics
- Large cities
- Being stuck in one place.
- Asking for help
- Being land-locked
Fears
- Being seen as useless
- Failure
- Dying
- Being unable to save others
- Forgetting Mihri
- Not being good enough
Hobbies
- Collecting plants
- Wood carving
- Weaving
- Swimming
- Stargazing
- Cooking
Design notes
- The black markings on his cheeks and forehead are tattoos, and the red paint around his eyes, he repaints every day.
- Ehl'ir wears multiple beads in his hair: one gifted to him from Mhiri, one from the captain of the cormerant, and two he made to symbolize his lives as Arrun and Kivu.
- Ehl'ir prioritizes ability to move and comfort over fashion, and he rarely dresses up.
- He wears three bracelets: a thick, leather banded one that he obtained somewhere, he's not sure where anymore, a hand-woven bond bracelet for Naye, and a beaded bond bracelet for Cid.
childhood
- Ehl'ir's birth mother left him to fend for himself in the wilderness, having wanted a daughter more than a son.
- As a kit, he picked up a number of useful survival skills, medicine included
- His first bead was a gift from Mirhi, when he was old enough to understand the significance. He later gifted her a bond bracelet that he'd made.
Ehl'ir was born nameless, to a mother that wanted a daughter more than she wanted a son. He doesn't remember her face, her voice, just being left in the cold, to be found by another. It was her - Mirhi - that he would consider his mother and caretaker. Mirhi, who was tribeless, who was a healer, kept her house and home in the forests of their chosen homeland, The Black Shroud. She taught him to weild a bow, to fight, and hunt, and heal. Ehl'ir was given a name, after her own son, who had been stillborn, the reason she had been sent from her tribe.
Growing up without other kits around, Ehl'ir often trailed behing Mihri as she worked, picking up skills and traits that would help him in the future. He made friends with the creatures that lived in the surrounding areas, and thrived with Mirhi as his parent and mentor.
leaving home
- When he buried Mihri, Ehl'ir took the bond bracelet he'd made her when he was a kit.
- Arrun was the name of Mihri's brother, who visited often.
- The surviving members of The Cormerant's crew all keep tabs on each other and while Ehl'ir doesn't go out of his way to search for them, if they find him, he'll stick around a while.
It was there he stayed, under her wing, until she fell ill, and despite all his knowledge, Ehl'ir could not save her. Burying the woman he considered a mother, Ehl'ir packed what he could carry, rendered his former home to ashes and didn't look back. He traveled to the nearest port city and boarded the first ship he could find that was leaving. He gave himself a new name, Arrun, and became someone new. He worked on a ship out of Limsa Lominsa for many years, a ship named The Cormerant, and he thrived on the seas. He was quiet, but he had his crew, a family that had his back.
A storm hit, and the ship was forced to make land, though the captain and crew were unaware of the reef, just below the surface. The Cormerant's hull was torn, and in the stormy seas, many of their crew were tossed over the edge of the ship. Few survived, and those that did went their seperate ways, and once more, Ehl'ir was left to fend for himself. There was something that called to him, from across the sea, the desert stronghold of Ul'dah, and he followed the call. He joined a guild, learning the ways of a pugilist, under the name Kivu. He didn't quite like the desert: too bright, too warm, but it was home, for a time.
ul'dah
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Combat
Weaknesses
- Content
- Content
- Content
- Content
- Content
Classes
Bard (archer)
Bards specialize in songs that enchant allies. Songs can only be executed by targeting an enemy and extend a Bard's abilities by granting additional effects, such as resetting other abilities' recast time. Bards also have abilities that refresh their status effect duration on enemies, as well as maintain constant damage over time. Although starting out slow, Bards will have competent damage on higher levels as they learn their advanced archery skills.
Ninja (Rogue)
Ninja is a melee damage dealer similar to Lancer and Pugilist. Its primary stat is Dexterity rather than Strength. Ninja is considered a scout, using a Stealth ability similar to Disciples of the Land to assess enemies and launch sneak attacks. This enables them to approach some quests and duties in ways other combat classes cannot.
Monk (pugulist)
Monks attack with hora and knuckle-dusters, and are close-quarters melee attackers. Their positioning plays a pivotal role in battle, with some of their weaponskills increasing their power or guaranteeing a critical hit when delivered at the side or back of their target.
Red Mage
Red Mage is a hybrid of ranged magical/melee DPS achieved via high-speed movements and precise positioning. In battle, Red Mages use rapiers for melee strikes and Red Magic for ranged attacks. They deal massive damage by linking multiple spells with Dualcast and following them up with melee attacks. They also function as an emergency Healers of sorts, with healing spells and revives that are assisted by Dualcast.
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"character thoughts"
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Lorem ipsum dolor sit amet, consectetur adipiscing elit. Duis sollicitudin elit sed tellus blandit viverra sed eget odio. Donec accumsan tempor lacus, et venenatis elit feugiat non. Duis porta eros et velit blandit dapibus. Curabitur ac finibus eros. Duis placerat velit vitae massa sodales, eget mattis nibh pellentesque.
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