[REQ]Tales of Varnalia: The Silver Sea

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[REQ]Tales of Varnalia: The Silver Sea

Post by Hunuki » Mon Jun 25, 2018 3:42 am

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VARNALIA

A world that is ancient and ageless. It's creation is a myth that has been passed down for thousands of years.

Three dragons created the universe and all of reality. Three brothers, three ancient Gods. Ortsa, Baruga, and Xothull. After eons of creating and shaping the universe something changed. The legend states that Xothull became corrupted. A dark force spread through him, tainting him and turning him against his brothers. A war erupted through the universe, countless world's destroyed and devoured. Xothull had become an unstoppable glutton, seeking power and a never ending hunger for death and destruction. Eventually it's said that Xothull was beaten. But what truly happened is unknown. Both brothers weak and wounded from fighting created Varnalia and slumbered inside of it. Or so the legend goes.

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Vitalian. Capital of the Silver Sea. a collosal desert that stretches as far as the eye can see. These vast dunes and hills shimmer silver. Vitalian is also home to the first ruling family of Varnalia. The Heart family. a race of humans who's lineage go all the way back to the beginning of Varnalia. Nowdays the family keep watch over trade in the eastern side of Varnalia. Their riches seemingly have no limits. While their kingdom is endlessly wealthy the royal family generally keep to themselves. Tending to stick to their home, only occasionally sending Teronia, the immortal daughter out to deal with most things.

Currently Vitalian is bloated with merchants, spies, and traders. Each trying to gain knowledge to the secretive recipe of Silver Glass, made from the silver sand surrounding the capital city. Only the Heart Family knows how to create this almost indestructible glass, hard as any steel and yet as transparent and versatile as normal glass. Many are trying to gain this knowledge, through honest ways and nefarious alike. Some even resorting to seduction and manipulation of marriage to get the secret to the glass.

Vitalian's tale cannot be told without speaking of Teronia.


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The immortal. A product of horribly forbidden and unknown magic. Teronia was born as twins, Tero and Ronia. a brother and sister pair that were never far from each others side. Ronia was a carefree bubble of joy. a tomboy that was usually causing trouble and sparring with soldiers more than being a young proper noble lady. Tero on the other hand was a kind and quiet child, seeming to be more studious and book savvy than his spunky sibling. Often times found asleep in the capital library or in bed clutching a book or scroll Tero never seem far from learning. While the twins were opposite in personality they loved each other dearly. Taking care of each other and always there for the other when they needed it. Unfortunatley their lives would be changed forever while they were still young. It is not known who or even what kidnapped them. Teronia has no memory of most of the face or features of the monster of a person that took them, but the pain and anguish still remain, those memories never leaving her mind. This dark mage took the twins in the night and subjected them to an entire year of torture, and experiments. Every single day was a nightmare for the twins. Both suffering every second. They were both brought to the brink of death over and over, but the mage never went to far, always knowing just when to start his experimentation to let them recover enough for more. After a full year of this the mage seemed to of finished his research, and finally decided to get rid of them. But before the mage could kill Ronia, Tero managed to stop him, and get in the way of the spell that would end their lives. He sacrificed himself for his sister.

What happened after is a blur to Teronia. pain, sadness, and a eternal bond forged. The next time she regained consciousness Teronia was laying in the ruins of the mages home. His entrails and blood covering her. The first thing she, no they felt was both twins seemed to now occupy the same body, fused together by unknown means. This reason is still a mystery. On that day the twins became the indestructible protector of Vitalian, Teronia.

Over the years Teronia learned that she was completely immortal. unable to be harmed by both spell and blade, also able to age any further than what seemed to be her mid twenties physically. These discoveries came with happiness and sadness at the same time. She could protect anyone now, unafraid of death, but this also meant that she would outlive anyone she cared for. Having currently outlived her family by 500 years. Currently Teronia is seen as the protector of Vitalian and the silver sea itself. letting the family line continue she acts as a royal knight, keeping watch over everything and everyone.





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There is a breadth of races in Varnalia.

These races are:

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The kit are one of the oldest races. The kit are most distinct with their feline features, While they generally look human, they have cat ears and a tail, giving them incredible balance and hearing.usually built slender to average, and range in normal human height and weight. They are also generally curios and kind. Most Kit reside in the current capital of Belfeia, Paradis.
Average Lifespan: 170 years


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The Dire are an extremely loyal race, their canine features are treated as important symbols to the Dire. Often chosen as great warriors and soldiers. The Dire are as old as the Kit, and share a similar lifespan. Thousands of years ago the Dire once ruled Belfeia, and were said to of been tyrants and ruled the world with an iron fist. Most Dire now also reside in Paradis as the royal guard and protectors of the kingdom. Intelligent and strong willed, the dire take pride in everything they do. Build stouter and taller than Humans and Kit, the Dire have an incredible sense of smell above any other race.
Average Lifespan: 170 years


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Humans are the most namodic race in Varnalia. They usually never stay in the same place to long, unless they find something they excel at, usually farming. Humans are generally the most diverse in terms of physical appearance, while they lack tails and scales they make up for in hair, skin and a wide variation in physique. Humans lived the shortest out of the other races, but are hardy.
Average Lifespan: 110 Years

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The Elium are arguably the oldest race. Currently, the Elium are the ruling family. The Crescent family. The Elium are incredibly powerful with arcane and magic. Elium's distinct features are their horns. Legend says that the Elium were originally unicorns. Their singular horns spiral outwards from the middle of their heads, pointing upwards to the stars. The Elium's horns are linked with their magic abilities, some Elium even channel their magics into the horn to strengthen the magic's effectiveness, Elium are often pale and beautiful. They are shorter than humans, and often built much slimmer. Things such as combat and fighting are very rare for Elium to be adept in.
Average Lifespan: 190 Years

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The Forest Kin are the most mysterious race in Belfeia. As ancient as the Eleium, the Forest Kin rarely leave their wooded homes. Often associated with druids and healers. They are linked with their forests, and their Gods, Shoshan and Sarma. Two Dieties that control the Sun and the Moon, as well as the seasons, said to of been born from the Oldest Trees in Varnalia. Oldest Forest Kin rarely take to any city. Any that do socialize are generally seen in small villages as healers and farmers. Forest Kin are most easily identified by their long and elegant Antlers growing from their heads, as well as the deer like noses and large eyes. They are often times small and frail, much shorter and built much thinner than any other races in Varnalia.
Average Lifespan: 185 Years

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The Scaleborn are the outliers of Belfeia. Scaleborn are a broad race of serpent and dragonlike people that have been unified under a new Queen. The scaleborn are often seen as barbarians, but have their own structure. (Scaleborn generally as the name states have scales on their bodies and serpent like tongues, most have tails as well) The sub races of the Scaleborn are Drakonian, Serpine, and Lizardfolk. Each sub race has it's own cultures, rulers, and backgrounds.
Average Lifespan: 200 Years


OTher Info:

MAGIC:

The world was given life by the dragons, their essence is in every blade of grass, drop of water and creature on the planet. This essence has been designated as Maga. Maga is the core of everything on Varnalia and assumedly the entire universe. How you manipulate and understand Maga and how adept you are at it determines the skill of a mage.

The fundamentals of Maga Mastery are understanding how to draw out Maga from the world around you ( including yourself) and then figuring the formula to turn raw Maga into whatever you desire. While the world is made of a singular essence. It's infinite complexities make becoming a Maga Master nearly unachievable, but not impossible.

nterracial Pregnancy only works for certain races. And it is dependent on who the mother is in this world. the child will only be the same race as the mother. There are reasons for this that if the group wants to find out will have to role play for it. Scaleborn cannot breed or have any children with any non Scaleborn race. Elves are also the same way. That being said Interracial relationships are perfectly fine, just realize that if it's those two races with another you cannot have any children.
There is much more information about this setting. If you have any questions I will happily answer them. Don't feel like any question is to simple. This universe has been in my mind since I was a kid. I have pretty much everything planned out and accounted for.
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These sprites are small magical beings that often scavenge for trinkets and discarded objects left by humans and other races. Their sizes can vastly vary from the size of a marble to as large as a softball.

Mights are generally timid in nature, avoiding confrontation at nearly all costs. Though a few rare Mights have been known to brandish weapons and defend themselves (These weapons are often forks or toothpicks)

Most mights build their homes around themselves, (examples above) and live in their homes, doubling as their armor. Mights also love to steal candies and treats from other races, though they will always leave something in place of what they stole. To the Might it is considered a barter, and not outright theft.


RP Playlist:

https://www.youtube.com/watch?v=qaLeO-2 ... XDjUhuVh_4

Will be updated regularly
Last edited by Hunuki on Tue Jun 26, 2018 5:03 pm, edited 1 time in total.
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Re: [REQ]Tales of Varnalia: The Silver Sea

Post by Hunuki » Mon Jun 25, 2018 3:42 am

CHARACTER SHEET:

NAME:

AGE:

GENDER

RACE:

BIOGRAPHY:

PERSONALITY:

APPEARANCE:
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Re: [REQ]Tales of Varnalia: The Silver Sea

Post by Trooper FN-86 » Sun Jul 01, 2018 9:40 pm

NAME: Zarus 'The Sand Snake'

AGE: 60

GENDER: Male

RACE:
Scaleborn, Serpine

BIOGRAPHY: Zarus the Sand Snake was raised by the streets of Vitalian. If he ever had parents he didn't remember them, only silver sands and the various twists and turns of the large trading city. As a hatchling he learned the city's layout well, exploring and exploiting every nook and crany he could. As he grew older he learned to lie and steal to survive, though mostly from the never ending visitors to the city. The locals knew him too well to fall for his tricks, though some were willing to aid him or turn a blind eye if needed.

When he became old enough he took up honest work for a change, guarding caravans to and from the city in the sands. The other guards taught the young scaleborn how to fight, and the constant trips back and forth engraved the path in the scaleborns mind. After years of traveling with the caravans Zarus set off to make even more gold with his unique set of skills and began offering his services as a personal guard and guide to Vitalian.

PERSONALITY: Zarus is a sly, confident scaleborn that relies as much on his wit as his strength. He's capable in a fight but would prefer to talk his way out of trouble or use less than fair tactics. Despite the good amount of honest gold he makes he still robs and cons from those who should know better, though never his employer...at least until after the job is done.

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That but with armor.
If you find yourself in a fair fight, your tactics suck

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Re: [REQ]Tales of Varnalia: The Silver Sea

Post by Flamma » Tue Jul 03, 2018 9:51 pm

Flamma wrote:
Mon Jun 25, 2018 3:42 am
CHARACTER SHEET:

NAME: Albeito, the womanizer, Nomi

AGE: 26

GENDER: male

RACE: human

BIOGRAPHY: Albieto is the basterd son of Albie Obdul who is the owner of a stone mining and architecture business in Vitalian. Albieto also has 1 older brother, 2 younger sisters and 2 younger brothers along with a grandmother who all live in a mansion together along with the other rich folk of Vitalian. Albieto has always felt like the black sheep of the family because unlike the rest of his relatives who live in their fathers estate for free Albieto works as a builder for his father and has for over 7 years now. Despite being the only one of his fathers kids with a job Albieto is better known across Vitalian as the womanizer. About 3 years ago from now Albieto met his real mother, a well aged woman who sells dresses of all kinds out of her home. When Albieto met her at first he thought he would just tell her he was her son, but he couldn't. Instead he asked her about each of her dresses and bought his favorites. Naturally he felt the urge to wear what he had purchased and he was surprisingly stunning especially when he did a little something with his hair. It wasn't long before Albieto even started going outside dressed like a woman and the funny part was that no one knew it was him, even with no make up. He used the disguise to get closer too other women and get to know them better before approaching them again as their perfect man, just for a 1 night stand. Albieto has even broken into the home of the youngest daughter of the heart family dressed as a "strapping rogue" since it was what she said she wanted in a man, but her yells and screams as he climbed through her window said otherwise. The name of Albieto's female persona is Aldia and since Albieto started bring her outside she's actually become very popular with both the men and woman, where as Albieto only really has one friend.

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Albieto's one friend is a 15 year old boy named Alibaba(shown in the picture above). He's shy around the ladies and really quiet, not too mention from a far less wealthy family then Albieto, but Albieto treats him like his little brother. Alibaba is a blacksmith's apprentice, Specifically the apprentice of grandma Nito at "The silver swordsman" forge.


PERSONALITY:
Albieto can best be described as sarcastically gifted, meaning his sarcasm rarely sounds like sarcasm which is why a lot of people call him a liar to which he replies with "no, I was being sarcastic". Albieto is a smart mouth, but he's also kind and considerate even though he hates taking on extra work or the problems of others. Albieto just wants people to like him really but he's too stubborn to change himself first, unless it's for some stunningly beautiful girl. While he'd probably deny it there isn't much Albieto wouldn't do for a beautiful woman, though he'd also do everything in his power to make sure she didn't know that because he's a great bluffer. Ok so Albieto is sort of a liar, but he never does so with the intentions of hurting anyone and to be honest he's actually better at calming people down since he's used to having to talk his way out of situations.
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Last edited by Flamma on Thu Jul 05, 2018 2:26 pm, edited 4 times in total.

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Re: [REQ]Tales of Varnalia: The Silver Sea

Post by Monika » Wed Jul 04, 2018 4:10 am

Varnalia is quite a bit different than most settings, so how things are in other setting isn't exactly the same thing here. So there are just a couple of things I want to mention, and if you have any questions on how things work, don't hesitate to ask.

Your description of ghettos are more like encampments in this world.

If you have the physical capabilities to work, there is always work somewhere. If you can read, even more doors open up. The only reason why people will steal is whether they can't physically work, or refuse to.

The magical creation of water and fire are extremely easy to do, and peasant can do it. The only issue would be food growing, but all you need is seeds, imported soil, and a box and you can grow your own food. Since water isn't an issue, it can always be watered and tended to. Magic can also create the seeds, soil, raw food, even completed meals. There would also be religious mages who don't like seeing people suffer, who are going around teaching people how to use magic to do all these things.

The only real danger within the Silver Sea is the sea itself. Unless caravans and wagons are magically prepared for it, people won't last a day out on the sea due to its nature. People only travel across the roads, never the sands.

The way that currency is made is that they can only be made by the people who have the knowledge to make it. There is a special component to it that very select few people know. The currency is all coins, and they are unable to be destroyed.

Also, The only city in the Silver Sea that has walls are the capital city. Bandits can't really exist due to the nature of the desert, there would be nowhere to hide at all. And thieves wouldn't really mess with people who weren't business owners or people who actually had things worth stealing. Each of the cities do have their own guards, so crime would be relatively low.
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Re: [REQ]Tales of Varnalia: The Silver Sea

Post by Flamma » Wed Jul 04, 2018 10:57 am

quick question, what will be the objective of the rp? It would help me make a better character.

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Re: [REQ]Tales of Varnalia: The Silver Sea

Post by Hunuki » Wed Jul 04, 2018 2:35 pm

Currently Vitalian is bloated with merchants, spies, and traders. Each trying to gain knowledge to the secretive recipe of Silver Glass, made from the silver sand surrounding the capital city. Only the Heart Family knows how to create this almost indestructible glass, hard as any steel and yet as transparent and versatile as normal glass. Many are trying to gain this knowledge, through honest ways and nefarious alike. Some even resorting to seduction and manipulation of marriage to get the secret to the glass.


This currently is the main driving point. A plot detail will be revealed shortly after it begins that will effect everyone in Vitalian but some much more than others. This is a extremely important point in Varnalia's history that changes the entire world forever. Until that point happens however this is essentially a gigantic overpopulated city, filled with traders merchants thieves, scoundrels, and a lot of riches. Giving it a Arabian Knights esque feel.


There is not really a "goal" This is my world and I love to play in it. Currently this isn't even the current timeline that the setting takes place. This is roughly about 470 years in the past. I've run this setting multiple times on the site, each with different plots and scenarios. But generally my rule has always been one someone makes a character in my setting that character is in my setting forever. (barring the character being original and actually using the lore and everything I provide to make a good character)
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Re: [REQ]Tales of Varnalia: The Silver Sea

Post by Flamma » Thu Jul 05, 2018 2:28 pm

my character is done.

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Re: [REQ]Tales of Varnalia: The Silver Sea

Post by Monika » Thu Jul 05, 2018 2:41 pm

NAME:
Amirah Najjar Heart
AGE:
GENDER
Female
RACE:
Human
BIOGRAPHY:
Amirah was born to Inara and Basir Najjar, in the Silver Sea, in a small caravan of twenty people. Inara was the caravan's main seamstress, tending to the normal wear and tear of the people's clothes while Basir was a carpenter. She gained the signature pointed ears of the Najjar family, and the emerald eyes and ruby hair of the Ramiz family. They traveled alongside both sets of their parents: Hasana and Rujula Najjar, and Sumaya and Zahar Ramiz.

Growing up within the Silver Sea, like her parents and grandparents, the heat never entirely bothered her. She learned quickly the secrets of the desert, and how their caravan could even survive. The caravan itself was enchanted, everything within the wood and fabric was created for Silver Sea living. Silver Sea Glass was their family's secret, passed on by her Grandfather Zahar. Knowing how to craft the beautiful silver sands into even more amazing glass pieces was what made their caravan popular within the cities, and their pieces a valuable commodity. She only realized, growing up, how special the knowledge really was.

Amirah was amazed at Grandfather Zahar's ability to sell the sand beneath their feet to unknowing people. Selling something that cost them nothing fascinated her, but the thoughts were quickly put in check by her Grandmother Sumaya. Grandmother Sumaya took a handful of the glistening sand and placed it within little Amirah's hands and asked her for a silver claw in return. The little girl stared at her grandmother and tossed the sand down. She told the older woman that she wouldn't pay a Tail for it, let alone a Claw. She could just go out and get it herself if she wanted it. This caused the older woman to chuckle and place a silver colored glass pendant that held a single emerald glass stone inside it. She then asked the young girl for a copper tail. The little girl fished a small copper coin out of her pocket and held it out to her grandmother.

The woman looked down to her granddaughter and asked her why would she pay for the pendant and not the sand, when they were both the same exact thing. The girl got quiet and began to think about it. Why would she be more willing to pay for the pendant? Well, it was obvious. It was a pretty piece of jewelry, and her grandfather had put a lot of work and care into making it. The girl remained silent at her own words as her grandmother sat back with her long herb filled pipe, giving her granddaughter a knowing look.

She realized then, that selling the glass items wasn't the same as selling the sand within the desert. It wasn't the material that mattered, in this case. It was the craftsmanship of the items, and the effort that was placed into them. She stared down at the pendant in her hand, shifting her hand slightly so that the sun coming peeking within the cracks of the wooden roof hit it just right, sending emerald light off of it. It had more value than the sand outside the moving wheels of the wagons. People gave it value.

As time went on, she learned more about trade goods, and what made things valuable. Water had more value to a man who was thirsty, than a man who wasn't. But, that didn't give people the right to price it higher than what it took to gain the water in the first place. One day, a passerby came to the caravan, wanting one of Grandfather Zahar's famous pendants. The one the old woman had her eye set on had a sapphire embedded in it as a present for her granddaughter, but the price was far too great and it would have left her with nothing except the pendant. Dejected, the woman started to leave, but Grandfather Zahar stopped her, and told her that he could craft her one that was more beautiful, within her price range. The woman waited as he set to work, taking the sands that he used to produce his works, and used them to create a pendant much similar to the one the woman admired. Then it came for the sapphire. Of course, it wasn't a true sapphire, but the blue was just as deep, and a light seemed to shine from within as he shaped the blue glass to mimic the true stone. Setting it inside the pendant, he presented the piece to the woman. It was not the same, that was obvious, but the replica had its own beauty and charm, and seemed to catch the light even more than the original. He charged only a quarter of the original pendant, and hoped that her granddaughter would enjoy her gift. The woman paid and left happily.

Amirah questioned her grandfather about what had happened, and why he didn't try to still sell her the original since the woman had the money for it. Her grandfather merely shook his head, explaining that if he had talked her into buying it, that the woman would not have had any money left. If anything were to happen on the way home to her granddaughter, if the woman ran out of food or water, there would have been no way for her to have survived. Profits shouldn't come at the expense of others' wellbeing. Always watch their reaction to prices, gauge what they can afford, and never try to sell them anything too high.

Her grandparents set the foundation of her values, teaching her that just because she can, doesn't always mean that she should. She grew to understand what they taught her when she was young. People shouldn't have to suffer at the hands of merchants, who believe that just because the people need it, that they should be charged more than its worth. And she had made her decision. On her second cycle, she set out from the caravan, with a small set of glass goods that she herself had created, into Vitalian to begin her trades. She would become one of the greatest merchants in the city. No, of Belfiea.. ... no, of all of Varnalia. And people would come from all over to see what she had to sell. And if they couldn't afford it, she wouldn't try to get them to buy it, or let them leave empty handed. She would find the means to give them what they wanted at a better price.

And so she did.

She used the money she gained from selling her glasswares, to purchase cloth from traveling merchants (since the prices were too high in the main city). She began to make clothes, like the ones her mother would make, for men and women. She became popular for them, which used glass gems within the designs. She didn't stop there. Each time she earned a better deal of money, she would start purchasing more goods that she could use in her clothing and glassware.

Of course, getting a start in Vitalian was proving to be more difficult. She quickly became the thorn in the Vitalian Merchants' sides. Selling her 'trash goods' within the city was drawing business away from them. The people who traveled all the way to Vitalian were looking for the ornate designs and expensive looking items that the city was known for, and a little girl was giving knock offs at not even half the price.

One morning, Amirah found her items broken, her glass stolen, and clothes ripped apart. She was heartbroken. A few of the people who she had sold to, noticed what had happened, and had gone over. One of them happened to be someone who had trained in magic. Within seconds, the Kit woman had repaired her items as if nothing ever happened. Amirah was amazed at the woman's ability. She hadn't seen anyone actually use magic before, though she was sure Grandfather Zahar used it in his work. She asked the woman to teach her.

Learning magic was more difficult than the woman had made it look to use. Her mentor explained to her that magic was within everything, including people and the very items that she had mended. All it took was understanding those connections, the connections between magic, in order to accomplish anything with it.

Between her lessons of magic, and applying it to the creation of her goods, Amirah managed to make a name for herself. Her mentor left Vitalian after a time, so Amirah was on her own once again. She didn't mind it, though, as traveling merchants had started to come to her to purchase directly, to sell to other cities. People were drawn to her not just because of her prices, but because of her charm and personality. It didn't take that much longer before she had gained a good amount of reputation among travelers and traveling merchants, who would take her requests.

Soon, she had a good number of merchants under her, purchasing items for her to sell to the people of Vitalian. As time went on, her network grew, and she surpassed the merchants within the city. She became known as the Merchant Queen of Vitalian, and if any needed something specific, she was always the one to go to, be it magical or not. To this day, she still sends business out to her parents and grandparents' caravan, and even goes to visit.
PERSONALITY:
Amirah cares for everyone, whether or not she has come in contact with them. She is always trying to make things better for others within her ability. She doesn't like to see people suffering, and will help those in need. Despite that, she is not a pushover. She will stand up for those who can't defend themselves, and can be demanding when it is for the greater good.

She is the best merchant in all of Varnalia, and she knows it. She knows she can sell anything to anyone if she wanted, but is not underhanded. She knows what people can afford, just by looking at them, and will alter her sales tactics for that. She won't get someone's hopes up for something grand and mystical if they can't afford it. She would settle for selling them smaller items that won't cause them to go broke.

Because of her policy of "Don't sell someone what they can't afford", she despises merchants that preach false miracles and then ask for exorbitant amount of money. While she has the ability to shut them down instantly, she prefers a better tactic. She will offer the customer something better in their price range. While she may be losing out on profit for the item, the return is much greater for her.

Because of her position, she is a very skilled diplomat and capable of dealing with difficult people. She makes allies easily, and is well versed in etiquette and other cultures. She can play various musical instruments, though she has spent the most time playing the simsimiyya.
APPEARANCE:
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