AppearanceRace: Vantha
Gender: Male
Age: 18
Birthday: 82, Summer, 494
Birthplace: Avanthal
Appearance: To look at Illam is to look upon the face of friendliness. An easy, welcoming smile is never far from this Vantha and coupled with his warm eyes, typically dark amber in color, and one would be hard-pressed to feel anything but cordiality. Standing slightly taller than average, Illam was graced with a lithe body characterized by a wiry strength and vast reserves of stamina. His broad shoulders and long arms are indicative of a swimmer, and while they have never been used in this endeavor, they do lend a slight advantage in throwing a spear. Out of convenience and personal preference, he keeps his dark hair short. A small crescent shaped scar adorns his left thumb knuckle from a carving slip, and his right ear has multiple bone piercings as a joking nod to a childhood incident with fishing tackle.
Character Concept Illam is of mild temperament with a desire to have fun and enjoy the most out of everything he does and encounters, especially learning. Quick to smile and easy to laugh, the young man finds being fluid and adaptable to situations preferential to opposition and as such it is a rare event to find him truly troubled for any extended amount of time. Illam likes to see the best in people, and his greatest desire is to be able to be helpful, namely by eventually becoming a great healer. The sanctity of life is something Illam holds in reverence and the waste or needless destruction of it is one of the true ways to enrage him. His rage is best analogized to a cold snap: infrequent, frigid, and decisive.
Character History If a stranger were to ask Illam about his family, his likely response would be a cheerful laugh and an inquiry to how much time the stranger had to waste. His immediate biological family is easily outlined: Father, a member of the Icewatch; Mother, a crop-tender who occasionally assisted herbalists as a hobby; but after that the lines blur. Whether it was because his parents wished to instill a sense of community in him at an early age, or because they genuinely needed the help in raising him, many were the neighbors involved in Illam’s upbringing and his use of familial identifiers was encouraged by both his nuclear and soon extended family. Elderly Vantha became grandparents, adults became aunt and uncle, and nearly everyone his age was a cousin. Whether or not it indeed does take a village to raise a child, a decent amount of the populace seemed to be involved in his growth in some shape or fashion, whether it was helping care for him as a baby or helping track down and catch him after some adolescent mischief. As he neared adulthood and began considering what and how he was going to give back to the community that raised him the answer increasingly became as obvious as the temperature in Avanthal: Illam decided to learn how to heal people—in whatever way they required.
LanguageFluent Language: Vani
Basic Language: Common
Poor Language: None yet.
SkillsSkill | EXP | Total | Proficiency |
|
Carving | 10RB | 10 | Novice |
Hunting | 5SP | 5 | Novice |
Observation | 15SP | 10 | Novice |
Trapping | 5SP | 5 | Novice |
Weapon: Spear | 5SP | 5 | Novice |
Winter Survival | 20SP | 15 | Novice |
LoresHelpful Lores:
Lore of Vantha Culture
Lore of History: Icewatch
Possessions1 Set of Clothing
-Simple Shirt
-Simple Pants
-Simple Undergarments
-Simple Fur Cloak
-Simple Fur Boots
1 Waterskin
1 Backpack which contains:
-Comb (Bone)
-Brush (Bone)
-Soap
-Razor
-Balanced Rations (1 Week’s Worth)
-1 eating knife
-Flint & Steel
100 Gold Mizas
Heirloom: Small whalebone carving of a fox.
HousingLocation: Arvanthal
House: 1 basic 20x20 Arvinta in a Hold with a hearth, bunk, chest, chair, and small table.
Each Arvinta consists of a communal meeting or sitting room. Then there are private rooms for couples, and a common sleeping/living room for all the children. Visitors are often given a private room, while a couple will move in with the children to make extra room. Some of the larger, more expansive Holds with wealthier families have spare rooms in their Arvinta or special guest quarters when people move from place to place visiting. Holds often have common areas and craft cottages in buildings attached and are always made of solid stone. External buildings are often built from ice and warmed from within by special braziers that conduct heat into the room but do not melt the thick ice walls. A Hold may contain multiple Arvintas and might hold upwards of a couple hundred people.
LedgerPurchase | Cost | Total |
Starting | +100 GM | 100 GM |
Shortspear | -2 GM | 98 GM |
Knife | -5 SM | 97.5 GM |
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