The Players
Meet the cheery, confused, depressed, well-meaning, bloodthirsty, insane, funloving inhabitants of World.
Fynneriin Ddenna Vuy ~ Gellbura ~ Erii RiitMarAat ~ Athas Xanaugh ~ Milo and Korin Hanslo ~ Indra al'Neda ~ Bom
Fynneriin Ddenna Vuy
Age: 17
Homeworld: Aaerburii, Ddenna Clan
Appearance: Slim, tan, with freckles and green eyes. Red-brown shaggy hair with a little braid towards the back. Has large retractable claws (hands and feet) that are useful for climbing. Clan tattoos on his cheeks.
Personality: Pretty calm/upbeat, hard to anger, pragmatic to a large degree. Doesn’t like arguments and will try and talk anything to death to get an agreement. Social and doesn’t like being alone for long periods.
Culture: The clans of the Aaerburii people all live up in massive great trees that cover all the known landmass of the world. Ground is generally inaccessible because of strange beasts and noxious gasses. Because of this they are a perpetual hunter-gatherer type society, having no metal or stone. All the clans are nomadic, moving around the vast jungle formed in the canopy of these tress (that are really, really huge.) They are highly respectful of nature, and damaging a tree for wood (either the large trees or the smaller trees that sometimes grow on the branches of the big ones) is sacrilegious. Clan structures are set up as an equitable, informal democracy based on public debate of issues. Inheritance and identity is matriarchal, but there’s few formal gender roles, and relationships between two Aaerburii is nobody’s business but theirs, as long as both (or all three) members are of age. Clan identity is extremely important, but at some level everyone sees themselves as one large clan (much how branches are all from one tree) and there is no war.
Skills: Climbing, jumping around, hanging upside down, hunting (both with bone-weapons and claws), good eyesight/hearing.
Quirks: gets bored/tired moving across flat surfaces for long periods of time, illiterate (Aaerburii have no written language), claustrophobic (especially underground)
Relationships: Has a very clannish mentality, and is friendly/familial with his people. Hasn’t had of-age ceremony yet so no romantic relationships.
Clothing: loose and comfortable but nothing that will snag/catch and cause falls (which are often fatal). Usually a shirt/pants and tunic. Hunters wear just a waist covering and paint to blend in and maximize freedom of movement. Everything in shades of tan/brown, green, yellow, with other colors being rare (plant dyes). Jewelry is made of either bone or amber. No shoes.
Gellbura
Name Real name can only be spoken in a Cricket like language made by rubbing wings together, her spoken is Gellbura
Age 21
Homeworld/Tribe/Culture A gas giant planet named Swaplot, the tribe Walsler (the different tribes of her planet look the same, but their glow is different colors). Species reproduction requires at least two, if not more of the pixie people. Each member of the species can produce certain "stuff" to make eggs, but it takes at least two pixies "stuff" to make a complete egg. The highest number of creators donating to one egg is 7. Once the egg is created, it can be fertilized with any genetic material from any of the species. Her particular tribe specialized in picking arranging and growing floura that they sold to other tribes, they were also one of the many fishing villiages (obviously a common thing on their planet, but there were one or two odd tribes that lived in areas with other food sources)
These prolific and tiny people lived on top of flat plants on the surface of the water. The fogged air meant they needed to glow to identify each other. The different tribes glowed different colors. The people ate tiny fish that lived near the surface of the liquids. They also got eaten by jumping fish. The tribes still have tension, but as they are on a new planet, they have had to stick together to survive.
Appearance Tiny flying woman, shorts, green hair (hairs on that planet generally fall in red, green, blue, and yellow). Her hair is in a high ponytail, with some hair left to hang on the side of her face. Faces in her species are very similar to humans, though their eyes are proportionally a bit bigger than humans, as well as more angular.
Personality A little lazy and flighty, but will be serious when the situation calls for it. Lives on some lilly pads that remind her of home. Is used to a large amount of people around her (average children for every adult to mother/father is 25) She often would laze about while her family did work, getting frustrated when she couldn't do things right the first few times she tried, she was content to leave it to those who she knew could already do it well. One thing she can do fairly well is fish, and arrange flowers (Specialties of her tribe, though only with ones that are in proportion to her, she'd be fairly useless with ones that seem giant to her.)
History Ended up on the washup place after a different race of aliens harvested all the top plants from her planet. The species doing the harvesting didn’t realize any sentient lifeforms lived on it, gas giants weren’t known for having life. Was a normal blue glowing Walsler till that time.
Skills Flight, glowing, capable of holding breath while underwater for a rather long time. Has very sharp tiny teeth and claws.
Quirks Wings go useless for a day every few months (this is due to changes of weather with the seasons, so sudden extreme weather changes can also cause this) to change and adapt to weather changes (in cold and snowey, fuzzy mothlike wings, in high wind areas, more airodynamic)
Relationships Has no current romantic relationship as it is hard to have one when most of the people are much bigger than her.
Family Had 11 siblings and 2 parents, now all presumed dead.
Clothing Clothes made tight, loose clothing never really became popular on her planet, they’d get too soaked and heavy.
Erii RiitMarAat
Age: 18
Homeworld: Kiir, of the Entaariin race
Appearance: Five foot four in height and lithely built - the norm for a fully-grown male of his race - with a roundish face, shortish nose and wide eyes that give him a youngish air. Also common among the Entaariins is a more or less lack of color - his skin is a somewhat sallow-ish pale complexion, and eyes are a light, blue-tinted gray. His hair is also primarily gray, bordering on a deep silver. On the subject of hair, it is far thicker and more mailable than humans', the bottom layer cut short to reduce its massive weight and the top layer reaching hip-length when let down. However, this rarely happens, as it is almost always found in a variety of elaborate – and at times unwieldy – up dos.
Personality: Inquisitive and open-minded, Erii enjoys being around people and other creatures. Unfortunately, his habits do not make him the most immediately likable person in the world. Devoid of a personal “off” switch, his curiosity and sociable nature will fast turn into an unsettling intensity, leaving either him overwhelming whoever is nearby, or completely scatterbrained while absorbed in his own thoughts. He also has an obsessive fascination with the weird and unusual things that he comes across, which nicely offsets his race's innate aloof and elitist traits that will sneak their way in upon occasion – typically when he fails to grasp how something that is interesting could be inherently wrong or immortal.
Culture: The Entaariins are an extremely centralized and tradition-heavy race, operating with a near cultist mentality as all forms of talent, art, and traditions are passed down through the generations. The Arts are an extremely important aspect of daily life, and the primary ingredient in what gives the Entaariins their superior, elitist attitude in regards to other cultures. Using techniques involving such as ink brushes, folded paper, or sculpting, pieces of art can be brought to life to create creatures, control elemental forces, or cast specialized spells. Entaariin children are intensely taught in all aspects of The Arts, only choosing a specialization later as an adult.
On World, the Etaariins continue their aloof traditions, banding together in a single, central city of single-story, connected buildings and atriums that are maintained by large groups of paper and stone creatures. Outsiders are not immediately shunned – as not all basic goods can be obtained within the walls without trade – but they do not take kindly to other races nosing about in their business.
Skills: While well-versed in The Arts, Erii is not particularly good at them, in comparison to most Etaariins his age. This may have to do with a simple lack of talent, or the fact that he does not see anything immediately wrong with creating something completely dysfunctional, useless, or harmful. Nearly all Etaariins children will create a paper companion - called a Riin - in the shape of dragons, kiran, or other creatures as one of their first Talents. However, Erii instead keeps a small army of monsteresque and clearly artistically-misguided critters that trail him around. But when focused together, the simple-minded group will on the occasion come in handy. Similarly, Erii's obsessive and inquisitive nature leaves him in the perfect position to think up clever ideas and inventive solutions; however, they are often too nonsensical or complexly impossible to be of any use. He has a bit of a mad scientist demenor in that aspect... only not as bright.
Relationships: None as of yet, as most potential courters are often put off by his odd quirks. However, outside of a love life, Erii has an easy time meeting and maintaining a circle of acquaintances and friends, although there are only a few that he can consider to be more than superficial.
Clothing: Every bit as elaborate as their traditions, Entaariin clothing is complex, unwieldy, and clearly not intended for much movement. Extremely long sleeves to his fingertips are found in nearly all of Erii's outfits, as are approximately four layers of thin, kimono-esque fabric, as well as various ties, fabric pieces woven together, and complex knots. Hair styles are also an important part of Entaariin appearance, with styling lessons being taught alongside young children's first Talent classes, and Riins more often than not being used to help youngsters with their unwieldy hair. Extremely long hair is the norm, so that it can be braided and twisted up into complicated styles that often incorporate bits of string, tassels, or wooden sticks. Erii's daily style of choice often involves one large bun surrounded by bigger loops of hair, and even longer braided hair-loops hanging down to about shoulder-length.
Athas Xanaugh
Age: 18
Race: Eldith, member of the Ank Tribe
Homeworld: Athas lived on Kithika, a small but fertile rather out-of-the-way planet. Kithika is a relatively flat world, with sprawling fields and scattered forests. This lends itself to farming and domesticating livestock. Rivers and lakes pepper the single large continent of the planet. The planet’s weather is mild and allows for lush vegetation. Kithika is home to a wide variety of plants, which its only sentient inhabitants - the Eldith - take full advantage of.
Homeworld's Culture: Kithika, due to its location rather than its inhabitants will, keeps mostly to itself. When the rare ship stops by, Tribes are quick to tell the visitors that they have no interest in interplanetary affairs, as long as Kithika is left alone. Since there is nothing altogether too remarkable about Kithika, it has become remote and out-of touch.
The Eldith have divided into Tribes over the planet’s history. Most Tribes are agrarian in nature, though a few still subscribe to hunting and gathering. Each Tribe has a population of around 50 and is ruled over by Elders selected by the community. The Tribes are evenly spaced over the continent, each one at least a day’s journey from any other. Trade routes have been established between certain groups, but cultural exchange is still minimal.
The Eldith language is uniform throughout the Tribes, though there are several dialects based on region. An alphabet based on pictograms of different crops developed out of trade, and then the more recent desire to record Tribal history.
Athas is from the Ank tribe. It is one of the more "traditional" agrarian Tribes on Kithika, keeping with ancient customs and gods. They have deified the planet itself as a goddess and perform elaborate rituals in her worship.
Appearance: Like most of his race, Athas has tanned skin from hours of working in the sun. He has blue hair, with bangs and a Mohawk (part of which has been pulled into a ponytail at the back of his head). The sides of his head are shaved. Athas stands about 6’2” (about average for his gender and age) and has a somewhat androgynous (a trait that the whole race shares) and slender build.
Athas has light/heat sensitive receptors under his eyes that act as a second pair of eyes. This developed as both a defense mechanism against threats to the tribe and a way to allow the tribe to tend to plants that thrive in the dark.
Athas recently received the Ank Tribe’s coming-of-age tattoo across the bridge of his nose after the customary coming-of-age ceremony.
Why he is where he is: A passing ship stopped by Kithika on its way to the World, warning several Tribes of the collapsing universe. Athas, accompanied by his younger sister Erisia, was on a trade mission with the Nyu Tribe. In the panic, Athas and Erisia were swept up by the Nyu onto the benevolent alien ship and brought back with them to the World. The Ank Tribe was not on board.
Taken in my the Nyu Elders, Athas still feels alone on the World, aside from his sister. Recognized as an adult by the Ank, he wants to set out on his own and take full responsibility for himself and Erisia.
Personality: Athas is rather shy, which can unfortunately come off as being aloof and taciturn. He is slow to make friends, but eager to make a good impression. He’s good natured and down-to-earth once you get to know him, but he often prefers to spend time tending to his plants rather that talking to other people.
Eldith development having progressed about as far as Earth’s Bronze Age, Athas is confused by - and a little wary of - most of the alien culture and technology he encounters on the World. He is curious, though, and believes that he and his race’s survival lies somewhere in these bizarre and unknown races.
Athas has an entrepreneurial spirit and believes that the best way to survive in the World is to leave the empty fields and to contact and live with other races. To survive in the city, Athas is in the process of opening an Apothecary of sorts, selling seeds and herbal remedies, compromising his morality and his people’s tradition. Regardless, he feels like it is what he has to do.
Skills: Raising plants all his life, Athas has a close affinity with all manner of flora. He was recently made a trade envoy for his Tribe, due to his vast knowledge of plant lore and his ability to read people. Athas is skilled at both raising his own crops and creating all manner of products from them. He is willing to exchange his skills (and alien plant life) with other races inhabiting the World for a price.
Quirks: Athas spends a lot of time with his plants. He also spends a lot of time talking with his plants. He can’t help it if he has problems and plants are good listeners.
Relationships: Trying to protect his sister on an unknown planet and surrounded by Tribe members who want him associate only with the Eldith, Athas feels alienated by the Nyu. He considers Erisia is his only true family and his only connection to the life he once had. Athas loves her dearly, and will do just about anything to keep her safe.
Clothing: A beige cotton jacket, with an earthy green trim embroidered with yellow thread. Light leather waist-high pants that stop just below the knee, held up with a green and gold cloth belt. Heavy cloth gloves covered by leather bracers. Prefers to go barefoot, but occasionally wraps feet in leather. The outfit is typical Ank traveling garb.
Milo and Korin Hanslo
Relationship: Fraternal twins.
Age: 17
Homeworld/Culture: Of the planet Lornia, from the bustling metropolis of Thomm. The planet itself is somewhat Earth-like with mildly cooler climates.
Lornians, for all intents and purposes, are practical and inventive people, priding themselves on their ability to create, whether there are limited or boutiful resources. The largest city on the planet is Thomm. It is highly populated as it is "the" ideal place to live in all of Lornia. It is also home to the High Counsel, a group of Intellects that aid in the governing of the planet. Many migrate to the metropolis to seek work, good education for their children, or simply to live in the faster pace. Large buildings and pathways cover the entire area of the city, and the city's inhabitants often live in tall housing structures, with the rich or politicians occupying the highest apartments.
The less populated areas of the planet consist of smaller villages populated by more modest folk, who prefer to invent or build out of necessity, as opposed to the residents of Thomm who often build out of vanity. These villages are of a much slower and modest pace, and are often considered primitive in comparison.
Appearance: Both have brown, almost red eyes, and a fair complexion. Both have short, black hair. Milo wears his hair pulled back into a small ponytail, as is the traditional male hairstyle. Korin's hair is cropped short, just underneath her chin, which is a highly uncommon hairstyle for Lornian women, who traditionally have their hair much longer, often to to their waist. (She cut her long hair in an act of rebellion.) Milo has a small, modest goatee. Korin has a beauty mark above her lip. Milo stands at a respectable 5'9" while Korin stands at 5'6".
Personality: Milo and Korin /appear/ to be the sort of people you'd love to befriend. They know how to charm and give off the friendly vibe. They can be quite sociable and likeable, and often outgoing. Underneath their appealing exterior, however, they are manipulative and selfish. Together they are twice as bad. Their own needs come before others, and they will often do what they can to protect themselves and only themselves. They have no problem bending or breaking rules and have few regrets.
Skills: Milo prides himself on being a very skilled craftsman, while Korin prides herself on her communication skills.
Relationships: It is common for the twins to seek out relationships that they can benefit from. They will often befriend or date someone if it is to their best interest, and quickly leave once they have what they need. In reality, they are fair-weather friends, moochers, and two-faced, though they will deny this at all costs. Their only truly close relationship was to their parents and to each other. The twins care deeply about each other.
Clothing: Korin wears the traditional female clothing of Lornia. She wears a modest vest above a form-fitting shirt, and a long sarong over form-fitting leggings. Her shoes are light with rubber soles. (One of Lornia's earliest inventions was that of the rubber sole for shoes to protect the sole of the feet.) Though it is customary, almost mandatory, to wear the form-fitting underclothing, Korin can often be seen without them. Milo wears the traditional male clothing, which is fairly similar. He wears a much smaller vest over a form-fitting shirt, and wears loose pants held up by a belt, often adorned with pouches or pockets for tools and whatnot. He wears gloves to protect his hands and much thicker shoes to protect his feet. He also wears the traditional workers cap to protect his scalp from long days in the sun (which he has seen quite few of compared to other Lornian boys his age). Korin also wears the cap, despite the fact that women do not work manual labor and therefore have no need for such a thing.
Indra al'Neda
Age: early adulthood (81 moltings)
Race: Urras (half-snake, half-humanoid)
Homeworld: One of only two planets that orbits a small red star, Anarres is a peculiar planet. It's rotation is the same as it's revolution, resulting in
one half of the planet always bathed in sunlight while the other is always shrouded in darkness. Combined with an almost perfect axis of rotation, this
causes severely different but steady environments. The dark side is an ice planet; its inhabitants warm-blooded, fat, and furry. The sunlit side is a desert planet; its inhabitants cold-blooded, slim, and often scaled. Each environment produced a dominant, intelligent species. These two races have had almost no contact whatsoever, due mostly to physical limitations.
In addition, the nature of the atmosphere kicks up violent and almost constant storms along the planet's surface, forcing most of its inhabitants underground.
Homeworld's Culture: Indra is a member of Anarres' sun-side dominant species, the tribal Urras. Each tribe is in control of a vast underground cavern and
tunnel system. The tribes are extended family groups led by the eldest coupled pair. The tribal lairs are separated by journeys across the volatile
planet's surface, but nevertheless, the families remain in close contact. As the Urras are almost exclusively predators, the only conflict between tribes is
over food and hunting grounds.
They are a secular race, but the Urras hold a healthy respect for the environment and whatever the land provides for them.
The Urras have been contacted by visitors from "elsewhere," but the elders collectively feel that nothing gathered from these encounters would be useful in
the advancement of their race. Advanced technology does not suit their way of living. The elders trust in the old ways, therefore their children are bound
by the same.
Appearance: Indra's upper half is mostly humanoid, but covered in various sizes of scales. His face (containing the finest of scales) would look human
except for the slightly larger, brown and slitted eyes. He doesn't blink and has thin, extremely sharp teeth. Shoulder-length brown hair is twisted into
dreadlocks and thin braids. His upper arms and shoulders are muscular and extremely strong. Indra's back and mid-torso are covered by wider armor-like
scales that pick up the pattern that decorates his serpentine tail in gold, brown and black. In several places, there are scars visible across his scales,
disrupting the pattern. These are battle or hunting wounds.
His upper body is about the size of a 6-foot tall well-built human. His tail width and length is comparable to support that weight upright.
He has amazingly quick reflexes and strength. The entirety of Indra's spine is extremely flexible.
Personality: Although generally a nice person, Indra's emotions have a hair-trigger. Switching from playful to deadly serious and back in a few moments is not unheard of. Emotion doesn't often show on his face, making it difficult to know when he's joking. Combined with the fact that he's a little uptight can make for a dangerous combination.
Skills: A superb hunter, very few things can escape Indra when he decides to pursue them. Whether it is with a weapon (bladed or throwing) or else with bare hands, he is prepared for just about any type of pursuit. Excellent senses of hearing and sight also make him a fair guard as well. He is quick to react, but somewhat slower to think....
Quirks: Indra is nervous around wide-open spaces, large bodies of water, and the dark. He enjoys basking in the sunlight. His unblinking eyes and his ability to unhinge his jaw can be a bit disturbing.
Relationships: None romantically to speak of, as Indra is still pondering how even to relate to other species. In friendships, he is quick to form alliances
and acquaintances, but slower to allow a deep personal bond.
Clothing: When he is clothed (and he is often not), only the upper body is covered. Leather and animal hides, thick and dark materials to absorb sunlight
and keep the heat close to his body. Ornaments are bone and fangs from things he's killed himself that can also be used as various tools, if necessary.
Currently: While investigating an anamoli, a vortex in the sand, Indra was pulled from his homeworld and woke up in his current location alone. He is still
trying to adjust to this strange and vastly different place (suffering from severe cultural and environmental shock), and in the meantime has allied himself
to no alien tribe.
Bom
Age: 27
Homeworld: His people have no name for their world, cause they have no concept of being on a planet. He comes from the mountains. That's about it. He was born into the Krugnash Orc tribe, but has been primarily raised in a monestary on the same mountain range as said tribe. The TaiShin monks have inhabited the same mountain peak for centuries and Bom is the first orc to live among them.
Appearance: Uhm, huge. 7"1', heavily muscled from years of disciplined combat training with the monks compounded by his natural burliness. However he is small for an orc, being half-human on his father's side. Tanned greenish skin, nicked and scarred in many places. He has a fair underbite and a pair of two and a half inch tusks on his lower jaw that curve up from his lower lip when he closes his mouth. He has long brown hair, tied back into a ponytail on his head, with long heavy side burns that are also neatly tied off at the sides of his head. He has green eyes and a fairly broad nose.
Clothing: He usually wears a tunic and loose working pants, with extra padding on calves and forearms for combat purposes. He wears light walking shoes, but will go barefoot at every opportunity
Personality: Unusually for an Orc, Bom is quite intelligent. Taking after his father's bloodline and being cultivated by the heavy emphasis on reading, storytelling and wisdom in the monastic cultures he was raised with. He approaches life with the intent of gathering all the knowledge he can and treating other people with an additude of forgiveness and sharing/caringness. Unfortunately, people are jerks and Bom's orc blood doesn't always allow him the 'clam and easygoing' additude his mentors encourgaged him to have. When you piss him off he'll usually punch you in the face, then apologize profusely. Although he feels bad about his spurts of violence in the aftermath, an angry Bom is - simply put - a lethal force of nature, and if he decides he's going to beat you up, you'll likely be VERY hurt before his common sense kicks in. He is also an unrestrained drunk and tends to break things and people just trying to sit down or pat someone on the back when plastered.