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Keltin of Garnet Kelsk and Green Keltisk

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Fel
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Keltin of Garnet Kelsk and Green Keltisk

KELTIN

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" 'Tis the set of the sail and not the gale that determines the way we will go "

BASICS

NAME: Keltin
GENDER: Agender
PRONOUNS: They/Them/Their
ORIENTATION: Panromantic pansexual

BIRTHDATE Late Summer 2737
AGE: 33 Turns as of Late Fall 2770
LOCATION: Fort Weyr
OCCUPATION: Wherhandler, Wherlingmaster
WING: Dawn Squad

APPEARANCEEYES: Dark brown
HAIR: Dark brown
HEIGHT AND BUILD: 6'4", thick and muscular
PLAY-BY: N/A
FULL APPEARANCE:
A large and powerfully-built person, Keltin is usually taken for a young man, and a relatively tall one at that. Ze certainly looks the part of the sailor that ze has always been, with darkly tanned skin and labor-calloused hands that have the strength to haul on ropes and little in the way of delicacy. Hir dark brown hair is cut short enough that it cannot get in hir eyes, but with an underlying wave that makes it almost impossible to keep remotely neat, and ze habitually dresses in rather wrinkled clothing.

Despite being genetically female, there are virtually no curves to hir body- hir chest is rather underdeveloped, and even hir face seems to be all angles, with a strong jawline and narrow lips, a narrow scar running on hir right cheek from ear to just short of the corner of hir lips. Ze has a deep alto speaking voice, which is surprisingly soft given hir size. Hir singing voice, on the other hand, is best described as a hoarse tenor, if the tenor were tone-deaf. Perhaps hir most attractive feature are hir eyes, which while rather narrow are a warm brown.

Ze clearly bears the scars of hir Turns of conflict since Impressing Kelsk. There's a thick, ropy scar running from the lower left part of hir ribs almost down to hir right hip, the result of a sword. There's a deceptively small scar on the front of hir right shoulder, mirrored on the back, from a crossbow, and ze's missing hir right arm below the elbow. There are thick wherry-bite scars on hir left leg at the knee and calf, and ze walks with an obvious limp, unable to lift hir foot or feel anything below hir knee.

PERSONALITYPERSONALITY:
Keltin grew up an outlier in a man's world, and picked up on many of their more undesirable habits in an attempt to fit in. Ze is stubborn to a fault, coarse, occasionally vulgar, and is apt to resort to fighting to get things done. To those who have no authority over hir, ze is nearly impossible to deal with, as ze often refuses to do anything that ze is even remotely opposed to if given no good reason to do so. On the other hand, ze has a strong respect for rank structure, and will rapidly obey hir superiors. Though exceptionally determined to see tasks carried out by any means necessary, ze does not have much in the way of natural leadership ability, and when put in a position of authority will readily turn to bullying if other methods of convincing hir subordinates fail.

Despite hir brusque demeanor, Keltin is very much serious-minded, and rather levelheaded unless overcome by hir short temper. While not typically demonstrative of the fact, ze genuinely cares for anyone that ze is responsible for, and will stop at almost nothing to ensure their safety. However, ze is not often considerate of anything beyond their immediate physical well-being, and has difficulty retaining friends. This can be somewhat troubling for hir, as ze is not a solitary person by nature- ze just has a hard time connecting with people.

Around those that ze is not well-acquainted with, ze is surprisingly shy, and doesn't always willingly approach someone new. Though ze treasures those people ze may be close to, ze views others as a potential threat, and is wary of allowing them to see hir even the least bit vulnerable. For one so large, ze is quite quiet, and is always careful not to get in the way of anyone else.

Keltin is not prone to whimsy, but nevertheless retains a healthy appreciation for the physical beauty of the world- both in people and the environment. Ze likes nothing better than a sunrise over calm seas, except perhaps a kind and thoughtful woman to share hir bunk. If ze could be anything for a day, ze would be a sea-bird perched atop the mainmast of a sloop, with no care in the world save for which fish to steal out of the nets so conveniently trailing behind the ship.

Buried somewhere deep within hir lie dormant the traits that ze learned to ignore- an endless curiosity, a desire to explore, a little bit of generosity, and a distinct fondness for dancing. However, ze hides many of these things from other people, and rarely allows anyone to see hir true personality, hiding it behind a quietly angry mask.

HISTORY
FAMILY:
Kellera, Mother, Fisherman's Wife
Maratin, Father, Fisherman
SIBLINGS:
Katin, older sister, Weaver
Mera, older sister, Fisherman's Wife
Matir, older sister, Fisherman's Wife
Mellerin, younger sister, Healer
Keltira, younger sister, Tanner
Kara, younger sister, Weaver
SIGNIFICANT OTHER: None
BIRTHPLACE: Small seahold west of and beholden to Fort Hold
HISTORY:
Unfortunately for Keltin's beleaguered parents, their fourth child was yet another girl, as were their fifth, sixth, and seventh. There were no more children after that. Thankfully, an abundance of uncles and cousins were available to crew the Hold's two ships, one fishing sloop and one larger, three-masted trading vessel. Even as a young child, Keltin learned to be at home on the deck of a ship, often being the first to volunteer to help unload the day's catch, preferring the hard physical labor to the more menial task of cleaning the fish. Ze never really considered hirself a girl; after all, ze was far more at home doing the same work as the boys, even if ze wasn't quite the same as them physically. Ze just was.

Ze'd always been large for hir age, larger even than some of the boys who were a couple of Turns older than hirself, and when another set of hands was needed to man the sloop's nets, ze was the best choice available, much to hir mother's dismay and hir sisters' sniggers. They weren't all too fond of hir propensity to act "like a boy", and they considered sailing to be a man's job, not a woman's, no matter what ze considered hirself. However, ze went out that day in spite of their reservations, and fell quite in love with the trade. Soon ze had picked up on the mannerisms of hir counterparts, took to keeping hir hair cut short, and and was effectively accepted by hir parents as a suitable alternative to the son they'd never managed to have.

It continued thus for some Turns, and ze arrived at adulthood with little thought of change. The sloop's deck was hir home more so than the Hold ever was, and ze was as much a sailor and a fisherman as anyone ever could be. Ze had gone from doing little save hauling nets to knowing the most miniscule details of how to raise and lower the sails, how to keep the little ship on course in even a gale, and even how to get back to harbor with a breach in the hull. But all the knowledge and preparation in the world couldn't prepare the sloop's clue for a freak storm that sprang up as they approached Fort Hold in the only vessel they knew nothing about: a wagon.

They were supposed to be delivering their fish so that the main Hold could send it on to the Weyr as their tithe, and on the same trip they were supposed to acquire some of the foodstuffs that they couldn't produce themselves: dried fruits, fresh vegetables, and even some wine. Instead, the wagon was destroyed in a mudslide, and two days later the crew—exhausted and thoroughly sick of land travel—arrived at Fort Hold. The same day, a wild gold wher delivered eggs, and Keltin's father saw a brilliant opportunity: he wanted a wher for their hold, and ze was likely of the right temperament to receive one, so when the rest of the crew departed in a new wagon, ze was "accidentally" left behind.

UPDATES
  • Impressed to Pern's first garnet wher: Kelsk
  • Quickly discovered that Kelsk was the swear-wher, and that her brother, Brask, had a handler ze was quite fond of, and eventually grew to regard as a brother
  • Also rather quickly learned that ze did not approve of the way Evander treated Evask
  • Attempted to re-bond Evask; the blue refused, and as a result ze and Kelsk fled the Hold for the Weyr to avoid the Lord Holder's likely wrath, not telling anyone where they'd gone
  • Heard that Bran was captured in an attempt to get other handlers to flee the Hold; Brask escaped alone. Keltin was not at all okay with this turn of events, and attempted to get Weyr handlers to go rescue him.
  • When Weyr handlers took too long for hir liking, ze decided to go rescue him hirself, along with Kelsk. The attempt failed horribly, and the pair were captured. In the fight, Keltin was shot in the shoulder with a crossbow, and sliced across the torso with a sword; ze was not good at fighting.
  • Kelsk, with help, escaped her cage and killed Evander. Keltin still doesn't know.
  • Keltin's wounds got infected; most Healers assumed ze was going to die, so Kelsk was convinced to go run with the Ghost's pack for a while. Ze eventually recovered, though hir right shoulder will forever be almost entirely useless, and ze has a rather impressive scar across hir ribs.
  • After recovering, ze managed to track Kelsk down again, and the pair returned to the Weyr, not wanting to stay at the Hold where both had such terrible memories. Keltin grew increasingly morose, especially since Bran and Brask had never come to see hir.
  • Keltin Impressed a second wher at a Fort hatching, green Keltisk. Ze's been slowly recovering mentally from the aftereffects of hir actions, but ze's still extremely jumpy about people approaching hir, and especially people waking hir up or doing anything else unexpected.
  • Became the assistant wherlingmaster to help distract hir from hir memories of what had happened at Fort Hold
  • Befriended Sunari, a Candidate, and eventually fell for her. She managed to Impress a wher, not a dragon, much to hir relief.
  • When Sunari finally graduated from wherlinghood, the two became weyrmates.
  • Was attacked by a wherry, which savaged hir left leg, leaving hir with a severe limp and nerve damage that prevents hir from feeling anything below the knee.
  • Was promoted to wherlingmaster when Tlaloc departed
  • Sunari departed unexpectedly; Keltin still doesn't know what happened
  • One of hir sisters, Mera, showed up at Fort, surprising hir
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Fel
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KELSK

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BASICS

NAME: Kelsk
BIRTHDATE: Early Winter 2760
AGE: 9 Turns as of Late Fall 2770

CLUTCHING
CLUTCHING: YES
RUNS/FLIGHTS: 2 per Turn

APPEARANCE
LENGTH: 14 ft
HEIGHT: 5 ft
COLOR: Garnet
HEX CODE: #b80000
FULL APPEARANCE:
The first Garnet wher seen to the Holds and Weyrs, Kelsk is a bright example of her color. She is average height, or at least she thinks she is. She's pretty bold, walking with her head held high and her feet picked up all dainty. Or she does when she wants to be noticed. Kelsk is built like a runner, all ready to go for a sprint with long legs and a lean body. She is a bright, blazing red color, bold as the Red Star. Her wingsails are a dark red, fanning out over her like a cape. Her eyes have dark red spots over them, and her mouth has a faux-toothy-smile over it, giving her a remarkably intimidating appearance. She has large red blocks of color over her sides, with three rib-marks almost like bone.

Kelsk's voice is definitely that of a strong lady, even when she snaps and spits streams of insults.

PERSONALITYPERSONALITY:
Like Keltin, Kelsk is a stubborn little git. She does what she wants when she wants, except if it would upset Keltin. She is very prone to doing what she wants, if her handler approves. She really likes the odd human, thinking of hir as unique and therefore worth her time. Well, maybe not worth everyone's time, but she definitely knows that she likes Keltin. Speaking of things she likes, Kelsk is a very, VERY vulgar wher. The moment she learns human cuss words, she will use them as comfortably as speaking normally. Even her choppy sentences may just be sprinklings of vulgarity, and she doesn't seem to mind if anyone is offended.

Despite her stubborn and vulgar nature, she is quite bold. She will go charging into a bar fight or any sort of brawl just to make sure she is the strongest thing on the planet. Sure, she will have her pride wounded if she loses, but the thought counts most! She is very protective of Keltin, and will be amazingly cuddly. Even when she is full grown, she will try to crawl into bed with hir and be a large, snuggly creature.

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KELTISK

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BASICS

NAME: Keltisk
BIRTHDATE: Late Summer 2763
AGE: 7 Turns as of Late Fall 2770

CLUTCHING
CLUTCHING: NO
RUNS/FLIGHTS: Never

APPEARANCE
LENGTH: 12.5 ft
HEIGHT: 4 ft
COLOR: Green
HEX CODE: #001900
FULL APPEARANCE:
This wher is the dark one of the pair, her body being an almost black shade of forest green. Across her tail and wings, thin streaks of a silver green seem to float along her hide. These marks are echoed in her neck and down her limbs as well. Circular markings of the same color surround her chest, neck, and flanks, with the crowning point of her body being a crescent shape across her belly and a pale, solid mark across her muzzle.

Keltisk is the more slender of twins, with a long, sinuous body. She more than any of her siblings takes after her mother; if there was a wher from the clutch you could call 'delicate' or 'dainty', it would be her. Slightly spindly legs support a lean body, with large wings draping around her beautifully and a thin, whip-like tail swaying in her wake. Due to her smaller size, she is extremely fast and agile, able to cover long distances with ease.

Keltisk has a very deep voice, without sounding too gravelly or rough. It is very placid, and she rarely speaks; but when she does, her voice always seems to have weight and wisdom to it. Her voice is always very kind and compassionate, as if she were soothing the people she talks to.

PERSONALITYPERSONALITY:
Keltisk is an incredibly clever wher who has a knack for attention to details and a surprising intuition to her that often leads to startling insight into others. She is very good at picking out things that are relevant, and is very introverted; while she is not distant, she will often listen before she offers her own words, and observe before participating. She is exceptionally calm, and nothing ever seems to ruffle her. Even when in danger or in the heat of a moment, she retains her tranquil nature. Some seem to find her mysterious due to her habit of speaking out of the blue or when not expected, but she would hardly consider herself to be.

She is very much the soft and feminine to her sister's hardness. She is very receptive to new ideas and always works towards meeting her goals and fulfilling her responsibilities. She is very paced, very measured, and thinks things through before ever acting if she can help it. She finds beauty in even the ugliest of situations, offering that there is inner beauty to be found in everything. She does not seem inclined to ever wanting to run, taking a more asexual stance on the matter of reproduction. She would much rather watch and passively participate.
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PIRANHA
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BASICS

NAME: Piranha
BIRTHDATE Early Spring 2764
AGE: 6 Turns as of Late Fall 2770


APPEARANCE
COLOR: White
FULL APPEARANCE:
Piranha is a downright dainty little thing, with a small build and little to her in length. The only thing she has in abundance is legs, spindly little legs that look like they might belong on a baby runnerbeast. Most of her hide is a soft, silvery gray, but starting at the corners of her eyes and running down her neck and belly are a pair of narrow darker stripes below which she is almost entirely white. Additionally, her wings slowly lighten to white at the tips, and hr hind legs have dark striping on them.

PERSONALITY
PERSONALITY:
For the most part, Piranha is a downright adorable, sweet example of a fire lizard. She'll happily greet anyone with a musical little warble, and any time there's music or songbirds around, she'll attempt to follow their tune, generally resulting in her own tuneless warbling that sounds nothing like the song in question. But she tries. She likes to be close to people, and can almost always find a person to land on rather than a less friendly solid surface.

However, Piranha is also almost unimaginably stubborn. She will refuse to do anything she doesn't want to do, and won't move unless she wants to move, using her claws to anchor herself if someone tries to remove her by force. Once she latches on, the only way to get her off is to reassure her that you still like her, and bribery with food is usually necessary.
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