[Verified by Luminescence] Narifa

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Narifa

Postby Narifa on May 23rd, 2018, 11:41 pm

Narifa

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Race: Inarta
Caste and Occupation: Glassmaker (Avora) and Philterer at All Things Wild in Lhavit
Gender: Female
Age: Twenty
Birthday: Eighteenth day of Spring, 498 AV
Birthplace: Wind Reach

Appearance: Narifa is a small woman, in stature and in features. She reaches a height of about 5’, with a balanced ratio of torso to lower body. Her hands are slight and defined by thin long fingers, just right for her future visions of becoming a glasscrafter. The most grand aspect of Narifa’s person is her mass of fiery hair, twisted into locks and decorated with a myriad of colourful glass beads that clack together with every step. Bright, grey-blue eyes frame a pointed nose above uneven peach-coloured lips (her top lip being thinner than the bottom, although both are admittedly narrow). Her smooth complexion is accompanied by tanned olive skin, and her feet are heavily calloused from her seasons of walking barefoot on the earthy walkways of Wind Reach. There is a criss-crossing pattern of silvery scars on her back, from where she had once taken quite the tumble down a cliffside in an attempt to reach some flowers growing above it. Along with her cultural garb, Narifa has three holes in each of her ears, where she wears a variety of metal and glass earrings, especially ones with brightly painted feathers hanging down.

Character Concept

At her core, Narifa is a restless girl. She can’t stay in one place, doing one thing, for too long, and she is often found wandering around the outskirts of Wind Reach, or existing in the grassy outcroppings of the cliffs that cradle it. The only exception to her semi-nomadic tendencies is when she’s watching or handling glass production. She could sit and gaze at the clear masterpieces for ages, never tiring of the way a single blow can shape such fragile art. Her dream is to become a lauded glassmaker, but the road to achieving it is an arduous one. She’s reached the level of Competent, and is just starting to learn how to philter with her pieces, however, she’s encountered an unfortunate cessation.

True to her heritage, Narifa is quite blunt and lacking in the area of social niceties. She is pretty unaware of the concept of personal space and boundaries, and is a very tactile being, preferring to go in for the happy embrace rather than the stiff handshake. Her demeanor is bubbly, as if life itself makes her happy. A smile is always a part of her person, she's very easy to excite, and quite open to approaching strangers - extroverted traits that make her amiable yet susceptible to danger. Quite the curious soul, this young Inarta is a quick learner, having very easily picked up the skills in gardening, cooking and herbalism required for the actual philtering processes, but is unfortunately also fairly gullible, as she has only just recently left from the mountainous confines of Wind Reach to experience the world.

Narifa’s vital personality flaw, next to her worldly ignorance, would have to be her temper. Growing up restless has left her quick to become annoyed when she is forced into situations she doesn’t want to be in. Despite being so friendly, there is always a tipping point, and her blunt personality can very easily translate to cruelty. People she is uncomfortable around, while rare in Wind Reach, usually end up sparking her annoyance. Her mouth opens, and scathing words slip out. She also most certainly prefers to complete work by herself, and her garden is her solitary sanctuary, where her glassworking clients and her teacher are explicitly (or as much as they can be given their class differences) banned. Overcoming her solidarity in terms of work is one major obstacle in the way of her dream, and she is determined to find a way to smash it down.

Character History

Narifa was born on a warm day in the Spring of 498 AV to a glassmaker father and a teacher for a mother, as one of 4 other children. For the first eight years of her life, she was well-cared for by the city, and it was during this time that she first became enthralled by the glassblowing Avora’s work. During the days when she was free from her studies, she could be found wandering around the Stained Glass Gallery, through the hallways of the Glass Reverie and the Craft Gallery, entranced by the colours and the smooth texture beneath her fingertips. To the craftsmen and craftswomen, she was a little bit like a smudge that you couldn’t quite rub-off all the way, and was always in the back of your mind. The myriad of glass beads she has jangling in her hair were given to her by those very same artisans, if only to get her to go away.Once she reached the age of eight, after quite some years of walking through the Inner Warrens, observing the people as only a child could, Narifa was l moved to the youth section of the city and her classes intensified.

Her ability to learn quickly paired with the knowledge she had picked up from watching the glassblowers proved quite the combination. Four years after her transfer, her talent made itself known, and she was picked up as an apprentice to an Avora who only wanted to be referred to as ‘Master’, and gave no other indication as to his real name, nor his backstory. Until she turned the age of twenty, her current age, Master had taken her under his wing, allowed her space of her own and given her the skill set to continue shaping glass. Of course, one cannot expect to be an expert after only eight years, and so Narifa has more practical experience running around as Master’s errand-boy than actually working with the fragile substance. Nonetheless, she has become competent enough both through his helping hand and her own occasional independent study.

However, a few days into her twentieth year in Wind Reach, Master was taken from her. Having set off on a journey to obtain fairly rare materials for his work, Master was caught unawares between Wind Reach and Lhavit, the crystalline city. A few days into his expedition, and the monsters of Mizahar had snuffed out his light. In despair, for Master was her only key to unlocking the secrets of glassblowing, Narifa made a decision. Wind Reach as it was held nothing new for her, not anymore. She had wandered its cliffs and the silent volcano, discovered as many nooks and crannies she could find. Those she considered true family were no more, and the few friends she kept could always be contacted via post. What was it like out there in the world that had taken her Master so prematurely? How many secrets grew in the overlooked cracks, waiting to discovered? Perhaps there was a glassblower somewhere outside of Wind Reach that could open her eyes. So though she still held much love for her culture and people, she left in search of another teacher, someone who could show her how to bend the glass like it was naught but clay, and someone who could show her life on the ground.

After the first three years of her apprenticeship, when Narifa reached the age where the Valintar decides one’s adult caste, the girl was seen as an Avora due to the Master’s tutelage. While her education lasted for eight years, she was allowed to take on the small and odd jobs the more she learned, and has stashed away some of her earnings, hoping to use it to establish her own glass trade. However, in making the decision to leave Wind Reach, she’d had to dip into those savings, cash out her cave space, and uproot her precious garden. Her home was no longer in Wind Reach. Soon, she found herself on a trader’s Wind Eagle, and the spires of her first destination, Lhavit, were on the horizon.

Language

    Fluent Language: Nari
    Basic Language: Common

Skills

Skill EXP Total Proficiency
Glassworking 10RB, 20SP 30 Competent
Acting 1XP, 1XP 2 Novice
Childcare 4XP 4 Novice
Cooking 5SP 5 Novice
Endurance 1XP, 3XP 4 Novice
Gardening 5SP 5 Novice
Herbalism 5SP 5 Novice
Investigation 1XP, 2XP 3 Novice
Land Navigation 3XP 3 Novice
Leadership 1XP 1 Novice
Negotiation 2XP 2 Novice
Observation 5XP, 4XP, 4XP, 4XP 17 Novice
Persuasion 1XP 1 Novice
Philtering 5SP 5 Novice
Planning 1XP, 2XP 3 Novice
Rhetoric 1XP 1 Novice
Running 1XP 1 Novice
Socialization 5XP, 3XP, 5XP 13 Novice
Storytelling 5SP, 5XP 10 Novice
Tactics 1XP 1 Novice
Unarmed Combat 2XP 2 Novice
Weapon Skills: Assassin’s Dagger 5SP, 2XP 7 Novice


Lores

  • Lore of Inarta Culture
  • Lore of History of Wind Reach
  • Acting:
    • enlivening stories with character
    • voices fabricating absurd stories
  • Assassin's Dagger: wild slash
  • Belief: "An unfinished portrait still has room for change"
  • Children: creatures somewhat lacking in etiquette
  • Childcare:
    • entertaining children
    • defusing arguments
  • Endurance: resisting pain
  • Land Navigation: keeping your bearings through the fog
  • Location:
    • Alheas Park
    • The Shooting Star Inn
  • Lore of the Necklace of Desire
  • Negotiation: appeasing everyone
  • Persuasion: the use of pleading
  • Raeyn:
    • first met on the night of the banquet
    • gorgeous and captivating in the nude
    • Mara's brother
    • A hunter but dreams of teaching
    • Narifa's mirror in more than one way
    • Suffering inside
  • Religion: Zulrav
  • Socialization:
    • reading social cues
    • Making an introduction
  • Storytelling:
    • the art of breathing life into words
    • the story of the girl in the wolf kingdom
  • Tactics: using an enemy's distraction against them
  • Unarmed Combat:
    • resisting a captor
    • wild flailing

Possessions

  • 1 Set of Clothing (cloak & footwear included):
    -Simple High-Neck Vinati
    -Simple Bryda
    -Simple Sontav
    -Simple Undergarments
    -Simple Katinu
    -Low slung sandals or leather ankle boots
  • 1 Set of Clothing, purchased in Lhavit's Market Square
    -Llama wool cloak with fur-trim
    -Tan long sleeved half-top
    -Tan floor length skirt
    -Tan shawl
  • 1 Waterskin
  • 1 Backpack which contains:
    -1 Set of Toiletries
    -Comb (Bone)
    -Brush (Bone)
    -Soap
    -Razor
    -Balanced Rations (1 Week's worth)
    -1 eating knife
    -Flint & Steel
  • Dagger, Assassin's
  • 4 oz Brinetooth Berries
  • 4 oz Jile Berries

    Heirloom:One of Master’s little used glassblowing tool kits, consisting of a clay blowpipe and a collection of simple clay molds capable of making shapes out of glass ( 45 gm)

Ledger

Purchase Cost Total
Starting +100 Kina 100 Kina
Cashed-In Housing +500 Kina 600 Kina
Dagger, Assassin’s -4 Kina 596 Kina
3 oz Belltor Tincture -3 Kina 593 Kina
4 oz Brinetooth Berries -2 Kina 591 Kina
4 oz Jile Berries -2 Topaz Kina 590 Kina, 8 Topaz Kina
1 Clothing Set -7 Kina, 2 Topaz Kina, 50 Jade Kina 583 Kina, 6 Topaz Kina, 50 Jade Kina

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Narifa
Victim of Wanderlust and Endless Optimism
 
Posts: 67
Words: 66429
Joined roleplay: May 19th, 2018, 12:13 pm
Race: Human, Inarta
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