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Yeah, go ahead. The Light Side is working through something, but we're moving on soon.
@SashaDark By my reckoning, it should be her great great grandfather; he would have to be 160, or nearly.
Name: Jalika

Age: 26

Bending ability if any: Air

Birthplace: Western Air Temple



Personality: Carries a lot of the introspection that is common in Air Nomads, but without their air of lightheartedness and fun. Her personality is a mish-mash of traits, both earnest and affected. She appears as a typical drunk, and yet is known to dispense wisdom to anyone who bothers to listen to her. She acts as if she is still grieving for her loss, but has turned her need to nurture on to others. With Jalika, nothing is, in its entirety, on the surface, and she is not easy to read.

Backstory (Optional):
Though traditionally nomadic, Jalika would have called the Western Air Temple home in her youth. She was born there, and it was usually where she would return between journeys. She was poised to complete her training and attain mastery of Air Bending, but was jolted from her normal life when her bison companion was killed for fur by poachers. In her despair, she ran from the Temple and isolated herself for nearly a year.

When she returned, the elder monks tried to use her friend's death as a teaching tool, warning her against earthly attachments. Rather than comfort her, Jalika was enraged by how little they regarded her loss. To her, it wasn't a mere physical loss, it was a spiritual one. On this note of disagreement, she left the order for good.

In the years to come, Jalika fell into a cycle of despondence and alcoholism. That is, until she came upon a mothberry grove, so called because the plants feed the infant worms of spider-moths. When she came upon the grove, she found that it was often beset by silk makers, who would take the cocoons, the metamorphosing worms still inside, and boil them down to take the silk, with little regard for the creature inside. Jalika chased the cloth makers away, and found new meaning living in the mothberry grove, protecting the moths' young from predators and poachers alike. Since she's taken up residence, the grove has grown large and wild. She takes the husks of the cocoons, after the moths have hatched, and spins it into her own wild silk, which she sells to the people of the Fire Nation nearby.

Items/weapons on person:
- A plethora of folding paper fans, mostly Fire Nation in origin.
- Usually just one bottle of wine
- A small flute

Physical Attributes and Abilities:
- Airbending[IV] Uses a style of her own invention, called the Crooked Breeze, that mimics the unsteady movements of the very intoxicated.
- Animal riding[II]

We're all a bit sluggish right now, but I don't think anyone else has jumped ship.

I'm going to try to get a time skip post up soon, but we might be looking at Sunday at the rate my week is going irl.
This also gives us a handy plot: aforementioned Sully patriarch dies and leaves a power vacuum in his hold, and a hole in the realm's defenses.
Northwatch, Southwatch, and the True Watch.

I called them Northguard and Southguard before, but I changed it because I wanted to add True Watch and it fits with what will be below.

These are the north-most and south-most holds in the Human Alliance(working name, help me out here people). Each are ruled by a family, both bound by oath to protect the realm where the mountain's natural barrier ends. They do so for different reasons, though. The Kendal family of Southwatch took their oath out of honor, and a desire to protect their fellow man. The Sully family of Northwatch took it as penance for their tyrannical crimes when they were the ruling family in the realm. But the Sully family is nearly extinct. With their last patriarch widowed and without a male heir, both the family and the oath that binds it(and its sworn knights) to protect the realm will soon be null.

The True Watch is a sacred order of knights, all who hold the power of prophecy. It is thought that this power comes to those humans who have the blood of the Wandering Folk in them, and that this is the reason they are most common around Southwatch, close to the Wandering Folk's forest home.
The True Watch have no official keep, but are known for meeting in tents outside or, less commonly, in the halls of families who have invited them to stay. Their mission is to foresee threats to peace, and stamp them out ahead of time. Their vision is not infallible, though, and they've been known to miss things, or predict impending doom only for nothing to happen. They say that time shifts, and that it isn't always easy to follow.

I don't know that anyone is still following this thread, but I'm still coming up with things.
So we can still use guns, even, just older styled ones?

I probably won't use a gun anyway, I'm just clarifying.

I'm still interested, can we get a CS to start making characters, or would you prefer we all wait until an OOC thread?
Yes please.
I'm into it.

Can anyone use a Noble Arm? Or is it hereditary, or what?
I skimmed at first and saw "Rupert Giles" and thought this was a Buffy the Vampire Slayer RP for a second.

Anyway, I have some interest and am keeping an eye on this.
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