Post by Ashi on Nov 20, 2010 4:59:40 GMT -5
Password: Ronto
Character permission N/A (character IV)
Name: Eserin "Ettil hctib" (will be explained in the bio)
Age: 9 (biological equivalent to late twenties)
Race: Firefolk
Birth place: Endor
Height: 13.2 mm (approx. half an inch)
Weight: 1.23 grams (0.043739 oz)
Appearance:
i24.photobucket.com/albums/c35/dhawerdaverda101/RP%20Chars/557d705c369bf2db0ee138c2deb45117.jpg
Despite being only 9 years of age, Ettil is fully grown and has been for nearly a coruscant standard year. She appears to be in her late twenties, and will be lucky to reach twenty standard years. In dark areas, she glows brightly. On occasion, she bursts into a relatively mild flame (around 100 degrees centigrade), which has led to her making her clothes out of fire retardant materials.
Personality: Much like the name of her race, Ettil is a passionate, and occasionally explosive, little girl. She is extremely touchy about her diminutive size, and has a truly paralyzing fear of glass jars and bug spray. She is also insatiably drawn towards light in the lower UV spectrum. Despite her rather violent exterior, she is generally a rather loyal companion.
Occupation: N/A, Unemployed
Rank: N/A
Bio: Ettil was raised like most firefolk, in a communal home lead by a queen. She learned the rather basic concepts of their government, which generally amounted to "pay attention to your elders" and lived fairly contentedly for the first two years of her life.
During the first season of her third year, she and several other firefolk were captured by a group of humans with nets, and was placed in a glass specimen jar for examination. After a period in the darkness, with her and her brethren being the only light source, she was placed on a shelf and examined from many angles and with many contraptions which made no sense to her.
Why would someone wear something over their eyes that made them look bigger? Why all the flashing lights and weird colored floors? Worst of all, she was never let out of the little jar, and no matter how she tried she couldn't figure out how to get free.
She tried everything to escape her glass prison. She pushed against the side of the glass, and even managed to make the jar fall off the ledge a few times, but the glass refused to break and she was quickly moved to a lower shelf. The only vulnerability in her prison was the cloth used to keep her in, but she didn't have the strength to move it.
She sat on the floor of her cage for months and just stewed. She knew the odd sounds they made when they looked at her were their language, so she eventually decided to focus on that as a means of filling her now-copious time.
The food they gave her, carefully inserted when she was sleeping, was tasteless and bland, with the texture of oatmeal. It was wholly different from the rich flavorful grubs and nuts andasn't long before she was ba herbs they used to roast at home.
When she felt she had learned a fair bit of their language, she started trying to speak with the scientists. Of course, she had no idea what she was doing, and her concept of grammar was not worth mentioning. Her first attempt at communicating amounted to a whole "svelp meh". It was, of course, considering the size of her lungs, very quiet.
After a few attempts screaming for all she was worth at the oblivious tech, she slid down the glass wall and pouted while trying to catch her breath. It wck to her plotting and planning.
She never did manage to make it out of her cage, but slowly her grasp of basic improved, to where she actually had a decent vocabulary. Her pronunciation still needed work, but that too was improving. She was sold to an exotic pet shop on Corellia, for the price of a measly 50 credits, along with those of her brethren who were strong-willed enough to survive.
She was transferred into a much larger cage upon actually arriving at the pet shop, which happened a day after her being purchased. In the exotic pet shop, the only differences from her time in the jar was her prison being larger, her kin joining her, and her diet being mildly better. Rather than a gruel, it was actually plants, albeit nothing particularly flavorful, and some tough, stringy meat which was hardly worth consumption.
She settled down and steeled herself to wait. She spent her time practicing basic and listening to, occasionally even telling, the legends and stories of her tribe. It was a bitter reminder of the past, but it helped to pass the time. One by one, the next year saw the half-dozen other survivors sold off or brought to their ends from heartbreak and homesickness, until she was the only one left.
Ettil's loneliness returned and her determination was just starting to fade when, rather suddenly, it was her turn. She was sold to a blue-furred, amber-eyed squib named Grent after nearly half-an-hour of negotiating, for a resounding twenty-nine credits. Despite the low sale value, she was overjoyed at the prospect of new scenery.
Grent was a traveling merchant, and was actually rather skilled at it. Like most squibs, bargaining itself was a pastime which had little rival in his world. Unlike most of his species, however, Grent also had a love of rhetoric, or persuasive speaking (usually in the form of a debate, which is rather similar to bargaining, really), and a fondness for orchestral music.
Having keen ears, it was far easier for Grent to hear Ettil's cry for help than it would have been for any of her previous masters, tho it still took him a few months before he figured it out. When he did figure out that she was, in fact, sentient, he immediately began working with her and helping her develop her intelligence along more-or-less traditional lines. While appreciative of this fact, her experiences gave her a bitter, edgy personality. Grent had little difficulty getting her involved in his discussions, often spending hours debating with her about the various pointless subjects a squib's curious mind can come up with.
For her part, she loved it. She even went so far as to learn how to play, and eventually even craft, a violin. After nearly four years of wandering the galaxy with Grent, helping him negotiate and barter, and even bickering with him about anything her own mind developed, it came to an end. Grent had decided he wanted to explore Raxus Prime for various curiosities, after hearing that it was a planet-wide scrap heap from a friend.
Ettil was more than a little concerned about this. The concept of exploring a junkyard for salvage was rather less than thrilling, particularly when there were reports of heavily armed expeditions disappearing from time to time. She protested with her usual skill at such things, but Grent could not be dissuaded. Reluctantly, she tagged along with her usual loyalty.
The trip to Raxus was rather tense for her, both because she didn't want to go and Grent was utterly focused on his prize. When they finally arrived it was a relief to her that she could leave the oppressive and enclosed environs of the ship.
Author's Reference Notes: The period of imprisonment within the glass jar lasts for approximately 7 standard months. The remainder of her imprisonment lasts about a year. Is freed at around 5 years of age.
Attributes:
Physical Strength: 4 (compared to any human [even babies], her strength is not worth noting; strength is adjusted for members of her race and on a human scale it would be something on the order of .001)
Intelligence: 6
Speed: 7
Leadership: 0
Unarmed: 0
Melee Weapons: 0
Ranged Weapons: 0
Alignment: -2
RP Sample:
Character permission N/A (character IV)
Name: Eserin "Ettil hctib" (will be explained in the bio)
Age: 9 (biological equivalent to late twenties)
Race: Firefolk
Birth place: Endor
Height: 13.2 mm (approx. half an inch)
Weight: 1.23 grams (0.043739 oz)
Appearance:
i24.photobucket.com/albums/c35/dhawerdaverda101/RP%20Chars/557d705c369bf2db0ee138c2deb45117.jpg
Despite being only 9 years of age, Ettil is fully grown and has been for nearly a coruscant standard year. She appears to be in her late twenties, and will be lucky to reach twenty standard years. In dark areas, she glows brightly. On occasion, she bursts into a relatively mild flame (around 100 degrees centigrade), which has led to her making her clothes out of fire retardant materials.
Personality: Much like the name of her race, Ettil is a passionate, and occasionally explosive, little girl. She is extremely touchy about her diminutive size, and has a truly paralyzing fear of glass jars and bug spray. She is also insatiably drawn towards light in the lower UV spectrum. Despite her rather violent exterior, she is generally a rather loyal companion.
Occupation: N/A, Unemployed
Rank: N/A
Bio: Ettil was raised like most firefolk, in a communal home lead by a queen. She learned the rather basic concepts of their government, which generally amounted to "pay attention to your elders" and lived fairly contentedly for the first two years of her life.
During the first season of her third year, she and several other firefolk were captured by a group of humans with nets, and was placed in a glass specimen jar for examination. After a period in the darkness, with her and her brethren being the only light source, she was placed on a shelf and examined from many angles and with many contraptions which made no sense to her.
Why would someone wear something over their eyes that made them look bigger? Why all the flashing lights and weird colored floors? Worst of all, she was never let out of the little jar, and no matter how she tried she couldn't figure out how to get free.
She tried everything to escape her glass prison. She pushed against the side of the glass, and even managed to make the jar fall off the ledge a few times, but the glass refused to break and she was quickly moved to a lower shelf. The only vulnerability in her prison was the cloth used to keep her in, but she didn't have the strength to move it.
She sat on the floor of her cage for months and just stewed. She knew the odd sounds they made when they looked at her were their language, so she eventually decided to focus on that as a means of filling her now-copious time.
The food they gave her, carefully inserted when she was sleeping, was tasteless and bland, with the texture of oatmeal. It was wholly different from the rich flavorful grubs and nuts andasn't long before she was ba herbs they used to roast at home.
When she felt she had learned a fair bit of their language, she started trying to speak with the scientists. Of course, she had no idea what she was doing, and her concept of grammar was not worth mentioning. Her first attempt at communicating amounted to a whole "svelp meh". It was, of course, considering the size of her lungs, very quiet.
After a few attempts screaming for all she was worth at the oblivious tech, she slid down the glass wall and pouted while trying to catch her breath. It wck to her plotting and planning.
She never did manage to make it out of her cage, but slowly her grasp of basic improved, to where she actually had a decent vocabulary. Her pronunciation still needed work, but that too was improving. She was sold to an exotic pet shop on Corellia, for the price of a measly 50 credits, along with those of her brethren who were strong-willed enough to survive.
She was transferred into a much larger cage upon actually arriving at the pet shop, which happened a day after her being purchased. In the exotic pet shop, the only differences from her time in the jar was her prison being larger, her kin joining her, and her diet being mildly better. Rather than a gruel, it was actually plants, albeit nothing particularly flavorful, and some tough, stringy meat which was hardly worth consumption.
She settled down and steeled herself to wait. She spent her time practicing basic and listening to, occasionally even telling, the legends and stories of her tribe. It was a bitter reminder of the past, but it helped to pass the time. One by one, the next year saw the half-dozen other survivors sold off or brought to their ends from heartbreak and homesickness, until she was the only one left.
Ettil's loneliness returned and her determination was just starting to fade when, rather suddenly, it was her turn. She was sold to a blue-furred, amber-eyed squib named Grent after nearly half-an-hour of negotiating, for a resounding twenty-nine credits. Despite the low sale value, she was overjoyed at the prospect of new scenery.
Grent was a traveling merchant, and was actually rather skilled at it. Like most squibs, bargaining itself was a pastime which had little rival in his world. Unlike most of his species, however, Grent also had a love of rhetoric, or persuasive speaking (usually in the form of a debate, which is rather similar to bargaining, really), and a fondness for orchestral music.
Having keen ears, it was far easier for Grent to hear Ettil's cry for help than it would have been for any of her previous masters, tho it still took him a few months before he figured it out. When he did figure out that she was, in fact, sentient, he immediately began working with her and helping her develop her intelligence along more-or-less traditional lines. While appreciative of this fact, her experiences gave her a bitter, edgy personality. Grent had little difficulty getting her involved in his discussions, often spending hours debating with her about the various pointless subjects a squib's curious mind can come up with.
For her part, she loved it. She even went so far as to learn how to play, and eventually even craft, a violin. After nearly four years of wandering the galaxy with Grent, helping him negotiate and barter, and even bickering with him about anything her own mind developed, it came to an end. Grent had decided he wanted to explore Raxus Prime for various curiosities, after hearing that it was a planet-wide scrap heap from a friend.
Ettil was more than a little concerned about this. The concept of exploring a junkyard for salvage was rather less than thrilling, particularly when there were reports of heavily armed expeditions disappearing from time to time. She protested with her usual skill at such things, but Grent could not be dissuaded. Reluctantly, she tagged along with her usual loyalty.
The trip to Raxus was rather tense for her, both because she didn't want to go and Grent was utterly focused on his prize. When they finally arrived it was a relief to her that she could leave the oppressive and enclosed environs of the ship.
Author's Reference Notes: The period of imprisonment within the glass jar lasts for approximately 7 standard months. The remainder of her imprisonment lasts about a year. Is freed at around 5 years of age.
Attributes:
Physical Strength: 4 (compared to any human [even babies], her strength is not worth noting; strength is adjusted for members of her race and on a human scale it would be something on the order of .001)
Intelligence: 6
Speed: 7
Leadership: 0
Unarmed: 0
Melee Weapons: 0
Ranged Weapons: 0
Alignment: -2
RP Sample: