Welcome!
Current time: 05-15-2026, 11:44 PM Hello There, Guest! (LoginRegister)


Synopsis

Welcome to Aurora Sky. We are a Sword and Sorcery roleplay. Below you will find all the information you will need to create a new character. Feel free to ask us questions! Hope to RP with you soon!


Resources
Home
New? Click Here!
Site Rules
Roleplaying Tips
Character Creation
Races of the World
Aspects
Spell-Leveled Talents
Battle-Leveled Talents
Spells
Magical Objects and Runes
Skills and Techniques
Strength and Averages
Nations and Regions
Natural Phenomena
Timeline
FAQ

Chat Box

Map

Credits
Current Banner © Acelin
Content © Staff
Coding © Udo & Staff Team
Aurora Sky Map © Acelin
Characters © Their Writers
Extended Credits

Moriba Meara
#1
Moriba Meara

Race: Shifter

Gender: Female

Age: 21

Height: 5'11''

Weight: 165 lbs

Strength: Strong


Physical Description: Being a post-fused Shifter has altered this young womans appearance severely. Large antlers and deer like ears adorn her head. Large almond colored eyes framed by long dark eyelashes give her a deer like appearance even more then her antlers and ears. Pale unblemished skin stretches across her face giving way to her rounded cheeks and soft baby pink lips. Her hair falls into two colors in one braid down each her shoulders. Her left side being a braid of ebony and her right falling into a braid of ivory. The colors form into a swirl at the top of her head between her horns with a dot of the opposite color on each side giving a yin yang appearance to her hair. Her mixed bangs falling to cover her forehead yet the silky strands stay clear of her eyes. Her body build is thin yet strong built mainly for speed and strength. The last thing that shows her fusion is her feet which are normally bare, are cloven deer hooves with pale fur flowing around them softly. Her hands are callused with her nails always being kept short and are unaffected by her fusion. She normally stays within her fusion form, however her human form is without antlers, deer ears or hooves.

Apparel: Her clothing is plain yet still able to provide her with a decent amount of protection. Her shirt is thick with padding and crisscrossed with diamond shaped seams throughout the entirety of it. Iron plates are placed between the layers of padding providing her with decent armor. It is a mixture of tans and browns in color and keeps her quite warm. Her undershirt is far lighter in material and is low cut around her chest with half of it being white and the other half being black. The material tends to wrap and fold in on itself giving the illusion that it is simply there with no buttons or seams. Large thick brown working gloves cover each hand and stretch towards her elbows and then fold over themselves giving them large cuffs. Her over pants are thickly bound in leather and iron plates giving her some protection to her legs. Her under pants are a similar fashion to her top but have obvious seams and buttons. Her boots are thick leather and are iron toed.


Backstory: Moriba was raised in a long line of deer Shifters in the northeastern woods. They were not of royal blood by any means and only made enough to scrape by. They lived comfortably enough and never went hungry. Her mother was a healer while her father was a hunter. She took a love to hunting down large beasts with her father and soon gained her hunting lionesses as a gift from him. She gained experience with a bow and sword through her hunts. When she turned twenty she decided that it was time for her to go out on her own. Her mother gave her a ring as a reminder of home and her father wished her the best of luck.

Moriba's Story:

Aspect: Forged Road: Hunter
Choose a profession (Thief, musician, hunter, etc). You gain two additional minors (or one more potent item/ability/whatever) that must be related to this choice.

Anytime you spend gold to learn a specialist skill or warrior technique, if that skill is related to your profession of choice (staff note: we'll accept "technically related, sorta"), you need only spend 75% the regular gold cost of learning that skill. What exactly this represents varies - perhaps you didn't need to spend as much gold paying trainers, wasted less training materials, etc.

You can spend 500(375 after discount) gold to develop a custom, staff-approved skill or ability that is related to your profession. This gold cost might represent time spent training instead of making money, materials, etc. This can be done any number of times.

Aspect: Storm Called: Tempest Knight
Your natural talent has the following benefits:

You gain one of the following Leveled Talents: Dynamo, Tempest Knight, Sky Song. Your level in this talent is equal to the highest level Storm spell you know.

Once per post you can cast a 3rd level or lower Storm spell without it counting towards your spells per post. You cannot use this to cast more than two spells in a post, even if you have other abilities that let you cast extra spells (e.g. If you have both Storm Called and Earth Bound you can't cast a spell, a bonus storm spell, and a bonus earth spell in the same post because 3 > 2).

You can substitute any similar motions to the ones required by your storm spells - such as thrusting out a sword instead of your palm.

It takes far less effort than normal for you to learn storm magic - you need only spend 30g per spell level to learn new storm spells.
You can learn the highest level spells (8+) of the storm art.


Levels Learned:

Lvl 0. Non-magical winds pass through you, invigorating your body and lessening any fatigue instead of pushing you back. You’ve also noticed that the air aids you whenever you jump, doubling how far you can leap compared to others.

Levels In The Process Of Learning:

Lvl 1.Air continuously swirls around you in the form of a faint, barely noticeable breeze. Whenever you make a powerful motion (a punch, kick, etc), the wind moves with you in order to extend the force of the blow up to 1’. You can suppress this effect, but cannot cast storm spells while doing so.
Whisper: While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight. 


Lvl 2.The strength of any winds your spells (not other abilities, like this talent) create is increased by one strength level (Strong->Very Stong, etc). With focus you can extend your senses into rustling wind, ignoring the noise of the raging currents and extending how far you can hear instead of reducing it (Louder storm= better hearing).
Deafen: Completely still the air around a target's ears preventing any sound from reaching them. Use will rarely go unnoticed.


Lvl 3.You can shape the wind manipulated by your spells and/or abilities. For example, you could change a blunt gust of wind into a cutting spike of wind (but you could not change its momentum/direction). Using this ability takes your spell per post, unless the wind is already being manipulated by one of your spells (but not abilities).
Charged Grasp: Rapidly vibrate the air around your hands to generate a field of damaging electricity around them. Electricity will channel into any metal weapons you are holding. 


Levels Not Learned:

Lvl 4. You can pull in and condense additional wind (making it hot and thick) or push out and thin it (making it icy cold) whenever you manipulate it with one of your spells/abilities.

Lvl 5. Once per five posts, you can convert some or all your body/possessions into a silvery, living wind. Blows that disrupt the wind cause you horrific pain but do not cause permanent damage.

Lvl 6. While converted into living wind you may rapidly fly up to 20’ in a straight line in any direction. Collisions knock back targets with the force of you tackling them, but cause you incredible pain as well. The range of this ability greatly increases during windy storms.

Lvl 7. Your leaping ability improves once more, allowing you to jump a total of three times the distance of a normal person. Any blows you make while leaping are considered to be one strength level greater than normal in force.

Lvl 8. Your Storm Called aspect improves – your extra storm spell can instead be as high as 5th level so long as it manipulated wind. The wind increases the reach of your blows by another 6” (total of 1’6”).

Lvl 9. Once per encounter, you can ignore the pain caused by something disrupting your living wind. Furthermore, you gain the ability to maintain gusts of wind and the like as though they were summons - turning a brief gust into a sustained wind.

Lvl 10. You develop a custom, staff-approved ability related to wind and your personality.


Sixth Sense: Moriba's eyes must close fully in order to activate this spell, upon doing so she can then sense living things around her that are within a twenty foot radius. She cannot distinguish their gender or the power they posses. [Minor]

Weapons and Armor:


Hurricane: Moriba's Sword, it is of medium size of sharpened steel bound in thick strengthened leather for it's handle. Its sheath is made of strengthened leather looped around her waist with a small silver buckle.


Whirlwind: Moriba's Bow, it is made of maple and is bound tightly in leather with a strong bowstring.

Other Possessions:


Medium Sized Sack: A sack that she carries most of her other supplies in, rations, soap, hairbrush, rope, a small silver ring with a blue sapphire placed within the center from her mother, and various other minutia.

Pets:

Two Lionesses: These lionesses are simply there to assist her in hunting down large beasts and to guard her. They follow her everywhere but do not attack anything unless ordered too and are about the size of a Siberian Husky each. They have have a faster regeneration ability similar to continual healing effect and are quite strong due to their natural build. A leather collar is around each of their necks. The only difference between the two lionesses being their eyes. One of them having blue eyes with her name being Raja and the other having green eyes with her name being Sunita. (Used the two minors from Forged Paths because they are mostly used for hunting)


Gold: 220 (spent 180 on Storm Called spells)
Reply
#2
This is a pretty nice profile! I have some questions, though:

1) What are her spells? I recall you were going to RP her learning them, but can you list what spells she is in the process of learning?

2) On lions - I should first ask where you want to go with this. The main concern is that lions are, on one hand, fairly powerful. But on the other hand it will be hard to have lions traveling with you everywhere and they aren't sword-proof. I'd suggest going with one magical lioness that has some means of overcoming the how-do-I-take-this-through-town and people-are-going-to-focus-on-attacking-the-lion-because-seriously-it's-a-lion.
Edit: Oh, you intend for them to be mini-lions (large dog sized). Yeah, just mention that and I'll let that pass as two minors.

3) Noted in chat that she's basically just staying in hybrid form 24/7, which is fine. She would still have the ability to take a full human form, should she ever find a use for that.

4) Where is she from? Probably not Delvena, since being a non-royal deer would mean her family either is an unrelated deer family line (seems to be the case), split off from well before the regime change, or one or more of her ancestors was exiled. Given her history, probably...hrm.. I'd say northwestern woods except for the lions given the new information, I definitely suggest northwestern woods. Herbivore shifters normally come from the south, but Moriba strikes me as being more northwestern woods culture-wise.

5) Gold would be 400-180 = 220.

6) Now that we've covered the lions, she still has 4 minors left (3+2 for grand opening -1 for strength)! I recommend..hrm.. actually, maybe have the lions be twins that were born with slow regeneration? That might come up sometime and I'd count it as 1.5 minors (for other people reading this, I'd count it as 1.5 minors for a pair of large-dog-sized pets. Not your PC Tongue). It basically would allow them to help more in combat without their lack of long-term injury straining credibility. Have another .5 be the enveloping rune bag, which I just sort of suggest to everyone it seems, and that leaves 2 minors for.. hrm..

7) Wait, you edited in the spells in place of the Tempest Knight levels 1-3. She should have both.
Reply
#3
I would recommend using the two remaining minors on improving the two weapons. Either picking a couple runes, or making them of a better material. Or giving them, or you, some unique ability. If you need suggestions, just ask Smile
Reply
#4
One more thing - Moriba is not from the Delvina clan but people may make assumptions. I wouldn't call that a minor, though, as it's a mixed bag. She might have developed the habit of telling people her last name as soon as possible just to clarify things (or maybe she tries to use that to her advantage sometimes, who knows). In anycase, she'd probably learn pretty fast about Delvina if she didn't know about it before setting out. Although I guess she could RP that. Tongue

If she ever does go to Delvina things will be.. interesting. She might not want to do that, at least without proof of her unaffiliated ancestry.
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)