Difference between revisions of "Elodea"
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=== Appearance === | === Appearance === | ||
− | + | Elodea is five feet and six inches tall, and slender in figure. She has straight, medium length black hair, deep brown eyes, and of fair skin which is common among many [[Kingsrun]] noble women. Elodea is rarely seen without her skull amulet given to her by [[Yuma]]. | |
=== Personality === | === Personality === | ||
− | + | Known for her calm temperament and constantly having her nose in a book, Elodea is likely the only party member who prefers to listen before she speaks. Her comprehensive knowledge on history, the arcane, and the world itself is unmatched among the group. Whether this is due to being partially socially inept, shy or simply due to the fact that Elodea knows how to manipulate those who underestimate her based upon her extensive knowledge is unknown. Regardless, Elodea often appears as closed off or introverted when in comparison to the rest of the party. Elodea would much rather prefer a night among a good book and a warm bed than one filled of drunken stupor and nonsensical behavior. Elodea's focus, patience, and drive for something greater leaves little to be unrecognized. | |
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== Biography == | == Biography == |
Revision as of 11:18, 23 September 2017
"Elodea Delilah De la Rosa De'Finten, Daughter of Giorgio De'Finten and mage extraordinaire-... also known as The Enchantress. How do you do?"
—Elodea
Elodea is a human wizard / arcane gunslinger member of The Wild Hunt and joined the party during the Kingsrun campaign. She is played by DJ.
Contents
Description
Appearance
Elodea is five feet and six inches tall, and slender in figure. She has straight, medium length black hair, deep brown eyes, and of fair skin which is common among many Kingsrun noble women. Elodea is rarely seen without her skull amulet given to her by Yuma.
Personality
Known for her calm temperament and constantly having her nose in a book, Elodea is likely the only party member who prefers to listen before she speaks. Her comprehensive knowledge on history, the arcane, and the world itself is unmatched among the group. Whether this is due to being partially socially inept, shy or simply due to the fact that Elodea knows how to manipulate those who underestimate her based upon her extensive knowledge is unknown. Regardless, Elodea often appears as closed off or introverted when in comparison to the rest of the party. Elodea would much rather prefer a night among a good book and a warm bed than one filled of drunken stupor and nonsensical behavior. Elodea's focus, patience, and drive for something greater leaves little to be unrecognized.
Biography
Backstory
Moro was born to a small, elvish Druid community in the Black Forest. Her mother, a full elf, was the shaman of her tribe and her father, a human, did not partake in her life. She was raised mostly by her mother, also a Druid, in the Black Forest where she was fully integrated into the ideals and lifestyle of a Druid, and inducted at age 10. As time passed, she began to notice the subtle contempt for her human half by those in the community. She began to wonder about who her father was, and in turn what her human part made her. Her mother never spoke of her father and the only information she could find was that he had been heading to Farshore. Moro, having felt a void growing for her absent father, attempted to persuade her mother into allowing her to go to Farshore. She was forbidden from seeking any more information and her inquiries about her father were mostly ignored. Angry and desperate to fill this void; Moro took her spear, wooden shield, some traveling supplies, and her viper companion, Ymma, and set out in the dead of night and began her journey to find her father. The outside world was a shock, since she had only ever known the sheltered trees of the Black Forest. The trip itself was rough, and Moro arrived at the city a different person. However, the complete lack of forethought hit her as she realized that she knew nothing about her father, not even his name. The city was confusing and foreign. She wandered the streets, feeling more and more lost until she came across a small apothecary tucked into an alley, almost completely hidden from the main road. She went in and could finally breath a sigh of relief to be around plants again. The shopkeeper was an incredibly old man, and when he saw how lost and confused she was he tried to comfort her and find out what her story was. Upon finding out she was a Druid, he offered her an apprenticeship since he had no one to take over the shop when he died. She happily agreed. For several years she split her time between working in the apothecary and looking for any leads that could point her towards her father. Moro then took the shop over for the man who had become like a father to her. Moro had become well known by many people throughout Farshore due to the high quality of her medicine and aptitude for healing, having truly made a name for herself in the 6 years she'd been there.
Following The Massacre of Farshore
Since the Massacre of Farshore, Moro has been traveling alongside a group who formerly only knew themselves as refugees. Not only did Moro prove herself exceedingly useful with her knowledge of nature but incredibly powerful as a tempest of the elements. Until the group had entered The Whisper Hollow, Moro had remained generally reserved. By meeting one of her worships, Yuma, Moro came out of her shell and revealed a vulnerability foreign to the group. Since that time, Moro has become a pinnacle member and one of the leaders of change. Dedicated to slaying the evil plague of Nephilim, she found passion in solving mysteries and discovering the truth behind it's outbreak. Moro took Thymlyssa's bloodright without much hesitation and dedicated her life to the cause of solving the diplomatic conflicts between the four nations. She also got engaged.
Moro revealed her true name, Isilme, in the Black Forest and also brought the fact that she was to be the leader of her people but refused the title in an effort to locate her father. Upon arriving at Coldmourn (now Deepshore), Moro has embraced that the true enemy are the the Nephilim and that anyone who stands in The Wild Hunts way must be brought to justice.
Relationships
Morlum Kraggden
Morlum is Moro's best friend and trusts him with her life. Despite their initial misunderstandings and Morlum's demands for her to "toss him", the two have grown incredibly close and rely on each other rather significantly. The two have often had their fair share of laughs, fights, and tears together. They two are also the resident alcoholics and often drink themselves into stupors.
Vahlia Isyn (Fox)
Vahlia was the lover and fiancée to Moro. The two met in Kingsrun following the string of murders caused by the effigy killer, revealed to be Vahlia's older brother, Caius. They grew close through their time in The Whisper Hollow and Moro fought diligently against the nephilim that plagued Vahlia following the "defeat" of Caius. While initially Moro was rather passive, in time the both opened up to each other and began a romance. The two, despite coming from completely different worlds, rarely fought and had an incredibly healthy relationship. They were engaged in Malnathas at the crystal fountain. At the Summer Palace, Vahlia sacrificed her life to contain the nephilim and thus allowed Moro to go on with the promise she would do what she would to make the world better.
Reese Drumlin
Reese and Moro have a rather antagonistic relationship. The two often butt heads due to their similar pragmatic behavior. They have often argued and have even fought in an arena after Rana pitted them against each other for one last time. Despite this, Moro has come forth and admitted to considering Reese 'family' when convincing Lann Marches to not commit suicide.
Elodea DeFintin
Elodea and Moro are good friends and get along rather well. Rarely have the two ever disagreed on anything and for the most part, Elodea is one of the few party members in which Moro truly trusts. She considers Elodea a fantastic spell user despite Elodea's frequent struggle with such things.
Frer'cahl
Moro often saw Frer'cahl as dirty, and a nuisance. Yet, he was an enigma to her in which she wanted to discover his true identity. Following his disappearance at the Summer Palace alongside Danassa T'syth, Moro now carries around his rat, Raff, in her bag due to her knowledge that Frer can spy on them using him.
Lann Marches
Lann Marches was the son of Gregory and Juliana Marches of Farshore nobility and house. Following the massacre, Lann was the only survivor the family and thus retreated to Nestwood. After the party murdered his aunt who had adopted him following Farshore's destruction, Moro convinced him to not commit suicide by jumping off of a seaside cliff with the guarantee that life was indeed worth fighting for. With a clutch natural 20, she also brought forth that he was a paladin of an unknown diety and thus he gave his life to the Hunt. Moro sees Lann as mostly naive but with great potential.
Trivia
- Moro is a vegetarian.
- Unknowingly, Moro had brought the word "dude" into common language.
- Moro has an uncanny ability to attract animals to her. Currently, Moro is the "master" of Ymma, Pepper, and Yses.
- Moro was granted the title of daughter by Yuma.
- If Moro was real and in college, her major would be biochemistry.
- Moro has four weapons: a spear, a scimitar, Ymma, and an adamantine bow.
- Moro has 9 tattoos visible to those who can see them. They are moon cycles on bottom of her lower right arm, dragon wrapped around a scimitar on her upper right arm, that tattoo that was in ari's painting on her back, a dragon skull on the back of her neck, wolf's bane and ivy wrapping from around her left wrist all the way up her arm, deer antlers across her chest and clavicles, a snake wrapped around her right calf, a constellation on her left foot, chains wrapped around her left thigh.