Quiet

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Quiet
Approved Character
Posts: 95
Joined: Fri Aug 31, 2018 6:52 pm
Race: Human
Profession: Ambassador of his People
Renown: 50
Character Sheet
Templates
Wealth Tier: Tier 1

Milestones

Miscellaneous

Quiet

[anchor=OptionFour][/anchor]
Ambassador of his People
Image


Witchmarks, Revelations, Etc.:

Witchmark (Defiance): The air surrounding Quiet is charged with static, as if the air is excited to be around him. Reactions to the air's excitement vary, and are experienced separately based on circumstance and individual, and although it is perhaps not always easily detected, it is always present.

Competent Defiance Mutation: When Quiet moves, the air follows him, almost as if it is subtly pushing his movements. This effect is omnipresent, so long as there is nonstagnant air surrounding Quiet. When Quiet and his element agree, Quiet's movements become natural, easier, smoother, aided by an unseen hand. When Quiet and the air around him can communicate and telegraph their desires to each other, their teamwork is notable at the least. However, such a bond is difficult to create, and Quiet will often have trouble. If he and the wind around him do not agree, he may find himself pushed. If he jumps when the wind expected him to run, he may be forced to the ground. If Quiet signs words which he and the wind did not agree on, he might find his fingers and hands stumbling to communicate. The air will always encourage Quiet to move less as if he is a person, moving through their as a heavy object, and more as a sheet of paper or as a leaf. Obeying this desire will allow Quiet to move in ways others may not be able to, especially when utilizing his Defiance. Such a bond is a powerful asset, but nearly impossible to create through exclusively nonverbal communication. To utilize it, Quiet must learn how to begin utilizing the path of least resistance, behaving less like a blunt object and more like the wind itself. While the wind guides Quiet, those near Quiet will feel its effects.
Level Up

Expert Defiance Mutation: As Quiet's spark develops and its traits solidify, its focuses on communication and ambition take on a more selfish hue. Quiet's spark is beginning to push Quiet towards forceful advancement in the magic to make him into a more suitable host, while also attempting to isolate Quiet from outward distractions or relationships. As such, at Expert level, Quiet's voice begins to resonate much more heavily with the air around him, even a whisper resulting in an aerial shockwave around Quiet that causes damage or disruption to his surroundings and, potentially, himself. The louder his volume, the more forceful the shockwave, a hushed tone resulting in enough force to push a marble, and a screech resulting in enough force to blow multiple persons backwards. This effect, however, is not immune to its more obvious drawbacks. Quiet, as a result, will, by and large, not be able to speak after his mutation. As well as this, if he does, he will not be immune to overstepping, making the possibility of pushing his limits to the breaking point an unfortunate probability.


IC Earned Scars, Tattoos, Etc.
TBD


Appearance


Although young, Quiet’s demeanor and appearance give off the indication of a harsh and unforgiving upbringing, wrought with challenges that he, and he alone, must have had to overcome to ensure survival. He is unshaven, and somewhat bestial in appearance. His arms, legs, and torso are slight but bound tightly in developed muscle. His head is kept shaved, although the patchy beginnings of what may someday be called a beard are evident along his jaw and his upper lip.

Although bestial, Quiet is nothing if not refined. His posture, his behavior, and his apparel denote a humble outlook. His clothes are primitive, but tight and sharp. Quiet is similar.


Quick Facts
Name: Quiet

Race: Human

Gender: Male

Date of Birth: 57th Ymiden, 700 (18)

Marks: N/A

Magic: Defiance (Competent)

Aliases: TBD

Jobs - Self-Proclaimed Ambassador

Factions Joined: Seeker-Aligned

Languages Spoken: Fluent: Common (Signed [New Haven]), Fluent: Unnamed Language, Broken: Common

Partners: Anya aj'Siera (Platonic)
History
Quiet's history is brief, and, to a local of New Haven, largely uneventful.

To the rest of the world, however, Quiet is an absolute intrigue.

Although most or all of Idalos' denizens are unaware of its existence, New Haven is a township established sometime between 413 to 415 officially. It is not a town known by any governing body nearby, and its location is hidden among waves and distance. Its discovery was nothing short of a godsend to those pilgrims that had initially set out for it.

In the arc of 413, a group of 31 scientists, their heritages mixed but largely Nashaki, foresaw the doom of Quacia and fled the city by boat. Their small fleet, mainly of rafts, poorly put together schooners, or stolen ships. Although it isn’t recorded how many had reached the island, those who were lucky enough to reach its shores found sanctuary. It was forgiving, but they were not a group of survivalists. They were scientists. And even the most forgiving of regions, if unassisted, meant death.

And then, finally, seven remained.

Desperate, one of the seven, whose name was lost but whose memory is revered by the name of One, was a Defiance mage. Although perhaps not the most notable, his abilities were absolutely remarkable, and the island itself, with its mountain, its caverns, and the ocean surrounding it, was a perfect setting for those imbued with the gift of Defiance to thrive. Miraculously, all six of the individuals he had gifted the spark to survived, but he, as a result of overextending his abilities, perished. However, with the gift of Defiance, the remaining six of 31 scientists were able to secure, for themselves, a home. Slowly, a village was built on the island, establishing the township of New Haven.

In the arcs following its origin, its society began reflecting its isolationist, utilitarian state. Its social structure and culture splintered from Quacia, and revolved itself around the magic which allowed it to be built - Defiance.

New Haven’s society, although with the pitiful population of only roughly 60 individuals, is culturally rich.

The inhabitants, whether or not they have been granted the gift of Defiance, revere the world around them, meditating and respecting the island around them, even going so far as to create a signed language assothat nearly perpetual silence would allow for better meditation. As well as this, every individual on the island is trained in a custom form of bo staff combat, both for self defence, and as a form of Dancing with the elements, although this is the only form of Dancing that the inhabitants of New Haven remember.

As previously mentioned, New Haven’s society is based around the gift of Defiance, although not all individuals are given The Gift, as it is referred to. At age fifteen, a child is considered for Reception, the ceremony wherein six individuals are chosen by each of the six masters of The Gift, each one representing an original founder of New Haven. If it is deemed that the child has proven themselves an asset to island, a master of The Gift may choose to ready them for Reception. Reception, being the highest honor an individual from New Haven could undertake, although a decision not taken lightly (due to the high risk of death), it is an offer almost always received positively.

Quiet was one such individual.

He had dedicated his life to his island. Up before the sun to train and meditate, morning to night spent assisting the town, sleep with the sun, rising early the next morning to repeat the cycle.

His parents, Large and Virtue, were proud of the son they had raised. If Quiet had not been selected for Reception, they still would have been proud. Quiet had quickly become a staple of New Haven's prosperity. Although, they could not take credit for his altruistic sense of duty towards New Haven. After all, it takes a village, doesn't it?

Quiet was an obvious choice for Reception, and he graciously accepted, not completely understanding the risk that The Gift posed.

The master of The Gift, who was assigned the name of Patient, had taken Quiet to the peak of Outside Island's mountain, and faced him towards a cliff. To his sides were two others, Hand and Stern, selected for Reception, brought by two other masters of The Gift. Their masters infused the trio at the same time, and Quiet could only focus on the sharp, unending sting of the wind on his skin, on his lips, chipping at the brims of his nostrils, forcing his breath. And before he knew it was over, he felt a foot on his back, and all at once, he and his peers were pushed off the cliff.

Quiet felt no panic.

It was no exaggeration to say that he was chosen for this moment.

And he embraced it.

And as the wind carried him down do the bottom of the hill, the corpses of his two peers were at his feet.

They had died an honorable death, and would be mourned well, but no 15 year old should need to see such a grizzly scene. Quiet would feel guilt for the rest of his life from that. Not because of their deaths, but because he was far too overjoyed for having received The Gift to truly notice the consequence of the test he had passed, and what had happened to the other two who had failed.

The rest of the trial felt like a blur.

Quiet had lived a life fitting to his name, up until that moment. He spent a while training with his newfound gift before realizing that stagnation was no longer an option for him.

But no one had left the island since it was founded.

This struggle would consume him. The battle to remain an asset to New Haven or to appeal this new sense of wanderlust was too divisional to bare.

Until Patient bestowed upon Quiet a mission.

Return to the outside world. Ascertain whether or not the world beyond New Haven is safe to explore once again. Deem whether or not it is deserving of New Haven's return.

And report back.

And so, in the dead of night, Quiet made for himself a raft similar to those of his ancestors, fashioned a loose sail to it, and utilized his own wind to blow himself to the Southernmost continent.

In Ymiden of 718, Quiet landed in Quacia, and was immediately met with a Ferahom. The journey to Quacia proper was much harder than Quiet had initially anticipated creating intelligent contact with the outside world would be. Quiet initially became depressed by the thought of Quacia; gray and demented, not at all the utopia that he considered New Haven to be. He had met a few people, and was largely underwhelmed, with only a few notable standouts. In Saun, however, he mt Anya aj'Siera, Seeker and practitioner of The Gift. Attached at the hip, he and Anya became a partnership, and through her eyes, Quiet observed Idalos.





Personality
Quiet is a highly virtuous individual, holding true to the beliefs he was raised with in New Haven. His reverence for the gift he was given, being that of Defiance, is paramount, second only to his desire to protect and serve the town of New Haven and its people. Quiet holds an acute sense of duty, and, although never overtly abrasive, will never directly seek violence as a means to his end unless he deems it necessary.

Quiet, as his name implies, is not impressively talkative. If it weren't for his age and his curiosity, one may describe him as stoic.
Last edited by Quiet on Thu Oct 11, 2018 5:11 pm, edited 15 times in total. word count: 1947
User avatar
Quiet
Approved Character
Posts: 95
Joined: Fri Aug 31, 2018 6:52 pm
Race: Human
Profession: Ambassador of his People
Renown: 50
Character Sheet
Templates
Wealth Tier: Tier 1

Milestones

Miscellaneous

Re: Quiet

[anchor=OptionFour][/anchor]
Skills

Skill Points


Total Points (26,77,151,250) [TP]
Lore Count (11,22,33,60) [LC]


Mundane
SkillTotal Points SpentLCProficiency
Polearm: Quarterstaff [RB]77/25022Expert
Acrobatics [FT]51/10022Expert
Defiance (Air)60/25026Competent
Meditation26/25022Competent
Seafaring0/2501N/A
Shipbuilding0/2501N/A
Discipline0/2501N/A
Skills Ledgers

Thread/Skill NameGainedSpentTotal
Starting Points+50 50
Racial Bonus+25 50, 25 RB
Polarms (Quarterstaff) -25 RB50
Defiance -2525
Acrobatics -1510
Meditation -10
Unpracticed and Unknown+10 10
Just Breathe+10 20
I Learned How to Backflip!+10 30
Acrobatics -1119
How to Lose a Fight in Five Breaks+10 29
An Expedition+15 44
Meditation -1626
Our Particular Talent+15 41
Polearms: Quarterstaff -140
Learn to Converse+10 50
Windchimes+10 60
Defiance -1050
Bloodied Water+10 60
Defiance -1050
By the Tenth+10 60
Awaken, Foreign Wind+10 70
Polearms: Quarterstaff -5119
Answers to Unasked Questions+15 34
Defiance -430
Acrobatics -255
Last edited by Quiet on Sat Oct 27, 2018 8:25 pm, edited 31 times in total. word count: 154
User avatar
Quiet
Approved Character
Posts: 95
Joined: Fri Aug 31, 2018 6:52 pm
Race: Human
Profession: Ambassador of his People
Renown: 50
Character Sheet
Templates
Wealth Tier: Tier 1

Milestones

Miscellaneous

Re: Quiet

[anchor=OptionFour][/anchor]
Knowledges
Skill Knowledges

A

Acrobatics (22)
Acrobatics: One Foot in Front of the Other
Acrobatics: Bunny Hop
Acrobatics: How to Fall
Acrobatics: Watching Your Step
Acrobatics: Mind the Environment
Acrobatics: Disturb as Little as Possible
Acrobatics: Speed Isn't Everything, but it Helps
Acrobatics: Avoid Obstacles
Acrobatics: The First Step is Easy
Acrobatics: But the Second Step Sucks
Acrobatics: Try, Try Again
Acrobatics: Failing is Fairly Painful
Acrobatics: Backflips
Acrobatics: Two-Step Wall Climb
Acrobatics: Fleeing Flip
Acrobatics: Freerunning in a Foreign Forest
Acrobatics: Stick to Common Ground
Acrobatics: Quick Feet
Acrobatics: Climbing Trees
Acrobatics: Riding a Snaytu Kanna
Acrobatics: Assistance from the Wind
Acrobatics: Aerial Combat

D

Discipline (1)
Discipline: Never lose sight of your ultimate goal (SQ)
Defiance (26)
Defiance: Say Please
Defiance: Never Demand
Defiance: Smaller than the World
Defiance: Remain Humble
Defiance: Communicate with your Surroundings
Defiance: Allow the Wind to Guide Your Movements
Defiance: Assist Your Swing
Defiance: When the Air Turns Sour
Defiance: The Natural Order
Defiance: Disgust of the Eldritch
Defiance: Whoosh
Defiance: Climb Higher
Defiance: Not Always Effective
Defiance: Small, Concentrated Blast
Defiance: The Respect is Mutual
Defiance: Broken from the Order
Defiance: The Sand will Never be in Your Eyes Again
Defiance: Be Grateful
Defiance: Maintain Mutual Respect With the Elements
Defiance: Air as an Ally
Defiance: Listen to the Windchimes
Defiance: The Apparition Thanks You
Defiance: The Nature of Fire
Defiance: Righteous Immolation
Defiance: How Fire Dances
Defiance: Breath of the Flame

P

Polearms (Quarterstaff) (22)
Polearms (Quarterstaff): Parrying Frontcoming Blows
Polearms (Quarterstaff): Blocking a Two Handed Strike
Polearms (Quarterstaff): Two Handed Parry
Polearms (Quarterstaff): Strengthening Your Defense
Polearms (Quarterstaff): Putting the Staff Between Yourself and the Aggressor
Polearms (Quarterstaff): Windmill Strike
Polearm (Quarterstaff): Boom! Headshot! +50
Polearm (Quarterstaff): Bonk
Polearm (Quarterstaff): Two-Handed Overhead Strike
Polearm (Quarterstaff): Use the Wind
Polearm (Quarterstaff): Default to Defensive Position
Polearm (Quarterstaff): Don't Rely on Blind Jabs
Polearm (Quarterstaff): At Your Side
Polearm (Quarterstaff): Block and Defend
Polearm (Quarterstaff): Weakness to Melee
Polearm (Quarterstaff): Push Attacks Away
Polearm (Quarterstaff): Use to Hook
Polearm (Quarterstaff): A Grounded Stance
Polearm (Quarterstaff): Practiced and Certain
Polearm (Quarterstaff): Overextending
Polearm (Quarterstaff): Controlling a Strike
Polearm (Quarterstaff): Juggling Leaves

S

Seafaring (1)
Seafaring: Drifting along the coast (SQ)
Shipbuilding (1)
Shipbuilding: Building a basic raft with a sail (SQ)

M

Meditation (22)
Meditation: Really, it's Just Sitting Still
Meditation: Using solitude to explore one's own capabilities (SQ)
Meditation: Closing your mind to the horrible visions of your past (SQ)
Meditation: Keeping Quiet Helps
Meditation: Getting hit makes it hard to focus
Meditation: Review the Situation
Meditation: Reflecting on Your Decisions
Meditation: Morality of a Just Killing
Meditation: Fatigue
Meditation: To Be Without Thought
Meditation: Regret
Meditation: Refocus Your Senses
Meditation: Talking Doesn't Help
Meditation: Remain Still
Meditation: Ignoring Distractions
Meditation: Autumnal Ambience
Meditation: Assuming Meditative Position
Meditation: Summoning the Ability to Yell Really Loud
Meditation: Hitting a Wall and Bouncing Back
Meditation: Planning During Combat
Meditation: A Lack of Control Causes Plans to Fail
Meditation: Giving Anya the Advantage

Non Skills

Other

People
Anya: Bearer of The Gift
Places
City: Ne'haer
Last edited by Quiet on Thu Oct 25, 2018 6:03 am, edited 13 times in total. word count: 519
User avatar
Quiet
Approved Character
Posts: 95
Joined: Fri Aug 31, 2018 6:52 pm
Race: Human
Profession: Ambassador of his People
Renown: 50
Character Sheet
Templates
Wealth Tier: Tier 1

Milestones

Miscellaneous

Re: Quiet

[anchor=OptionFour][/anchor]
Renown and Money Ledgers



Renown


Renown Ledger
Money Ledger


Ledger
ItemDebitCredit
... ... ...
... ... ...
... ... ...
... ... ...
... ... ...
Total Currency: 0 ON, 100 GN, 0 SN, 0 CN

Last edited by Quiet on Fri Oct 26, 2018 4:02 am, edited 6 times in total. word count: 51
User avatar
Quiet
Approved Character
Posts: 95
Joined: Fri Aug 31, 2018 6:52 pm
Race: Human
Profession: Ambassador of his People
Renown: 50
Character Sheet
Templates
Wealth Tier: Tier 1

Milestones

Miscellaneous

Re: Quiet

[anchor=OptionFour][/anchor]
Belongings
Quiet currently sleeps on streets

Inventory

    Other
    ItemAmountType of Acquisition Note
    Other
    ItemAmountType of Acquisition Note
    Inventory (In housing and Other)


    Other
    ItemAmountType of Acquisition Note
    Other
    ItemAmountType of Acquisition Note
    Other
    ItemAmountType of Acquisition Note

    word count: 40
    User avatar
    Quiet
    Approved Character
    Posts: 95
    Joined: Fri Aug 31, 2018 6:52 pm
    Race: Human
    Profession: Ambassador of his People
    Renown: 50
    Character Sheet
    Templates
    Wealth Tier: Tier 1

    Milestones

    Miscellaneous

    Re: Quiet

    [anchor=OptionFour][/anchor]
    Thread List

    Active Season & Memories
    Title Date StatusDescription Location
    The Crypt of Amadeus Levante2nd of Vhalar, 718OngoingQuiet, Bartholomew, Mads, and a few others get abducted by KataOutside Quacia
    Answers to Unasked Questions4th of Vhalar, 718CompleteQuiet and Anya develop their combo movesQuacia
    Beyond Words5th of Vhalar, 718OngoingWhile spending time with Anya, Quiet finds that Yvithia seems to have a vested interest in himQuacia
    By the Tenth10th of Vhalar, 718CompleteQuiet juggles leavesSouthern Swamps
    Awaken, Foreign Wind34th of Vhalar, 718CompleteQuiet meets the Snaytu KannaOutside Desnind
    Bloodied Water35th of Vhalar, 718CompleteQuiet reluctantly battles an Uwär BysezOutside Desnind
    Like the Dawn, You Broke the Dark36th of Vhalar, 718OngoingRose rescues Quiet, and brings him into DesnindDesnind
    Windchimes40th of Vhalar, 718CompleteAn Apparition appearsOutside Desnind
    Memories
    Title Date Status Description Location
    I Learned How to Backflip!1st of Vhalar, 710CompleteHe learned to backflipNew Haven
    Unpracticed and Unknown9th of Saun, 713CompleteBig teaches Quiet CommonNew Haven
    Learn to Converse65th of Ymiden, 715CompleteQuiet speaks to the air, and to BigNew Haven
    How to Lose a Fight in Five Breaks68th of Ymiden, 715CompleteShatter punches Quiet in the faceNew Haven
    Just Breathe70th of Ymiden, 715CompleteQuiet and Patient have quality timeNew Haven
    .

    Past Threads

    Title Date Status Description Location
    Arrival2nd of Ymiden, 718OngoingQuiet arrives in QuaciaOutside Quacia
    An Expedition3rd of Ymiden, 718CompleteQuiet and Mads investigate the disappearance of five individuals outside QuaciaQuacia
    Dirty Rats14th of Ymiden, 718OngoingQuiet attempts to speak to RouyaQuacia
    Our Particular Talent39th of Saun, 718CompleteQuiet learns of the Coven, and meets AnyaQuacia
    Dreams

    Title Date Status
    .........
    Last edited by Quiet on Thu Oct 25, 2018 6:05 am, edited 37 times in total. word count: 249
    User avatar
    Quiet
    Approved Character
    Posts: 95
    Joined: Fri Aug 31, 2018 6:52 pm
    Race: Human
    Profession: Ambassador of his People
    Renown: 50
    Character Sheet
    Templates
    Wealth Tier: Tier 1

    Milestones

    Miscellaneous

    Re: Quiet

    [anchor=OptionFour][/anchor]
    NPCs

    Mentor NPC

    Name: Patient
    Age: Ashan 5th, 659
    Race: Human
    Organization (if any): N/A
    Skills: Defiance (76), Meditation (51), Polearms (Quarterstaff) (30)
    Bio:

    Image

    Patient is one of six Masters of The Gift in the isolated town of New Haven. In New Haven, culture revolves around a deep reverence for Defiance and those who practice it. Survival on Outside Island has been made possible the past three hundred arcs only because of the abilities Defiance, known as The Gift in New Haven, provides. Survival is not guaranteed, however. While not everyone is granted The Gift, and those who are selected for Reception have a greater chance of both surviving and becoming an asset to New Haven society, death is still incredibly common among the people of New Haven. Hunger, sickness, and overstepping the use of The Gift, or perishing during its Reception, are among the most common ailments within the township. Those who survive the longest and become the most adept at understanding and utilizing The Gift become Masters of The Gift, given the responsibility of maintaining the success of the town, increasing their understanding of The Gift, and, most importantly, selecting who does and who does not qualify for Reception at the age of 15.

    Patient is one such Master of The Gift.

    Life in New Haven has been routine for three centuries, since the Cataclysm of Quacia. Society shaped itself in such a way that progress can be attained through systematic cultural tradition. Patient, born in the arc 659, was named for the virtue his parents hoped he would inherit. Luckily for them, he did. Although, perhaps to his detriment.

    Like many young individuals, Patient did what he could to become an asset to New Haven. To become something worth caring about. He meditated regularly, he practiced his quarterstaff regularly, and, of course, he helped whenever he could.

    At the age of 15, Patient was selected by one of the six Masters of The Gift for Reception. Reception is commonly understood as a wildly dangerous practice, and one with a high mortality rate, but Patient's deeply ingrained sense of duty and the cultural recognition of the honor of Reception outweighed the potential danger of initiation. However, Patient had a fatal flaw that he had neglected to highlight to the town.

    His sense of wanderlust.

    He justified his near treasonous desire to leave New Haven as a natural process of thought. A phase he'd grow out of. No one had came or gone from Outside Island since the founders had first arrived. For all they knew, the outside world was nothing but open ocean and remnant ash.

    And yet, the sea called.

    These feelings, these ambitions, they were repressed. But as Patient was brought up to the highest cliff Outside Island had to offer, as The Gift was imparted onto him, and as he fell to the ground below, he could only be honest.

    He wanted to leave.

    He believes that the honesty in his emotions is what made him sympathetic to the air around him, and what ushered him to safety in his descent. But such honesty betrayed the trust of New Haven.

    And so, believing it to be a phase, the boy exercised his namesake virtue, and was patient.

    He waited for decades for it to fade. He repressed it, he pushed it down, he forgot about it. He continually practiced his craft, and his value to New Haven, until he became the natural selection for Master of The Gift.

    He's a good leader, and always has been. Although, as a result of his repression, the patience Patient exhibits may have become nothing more than a front for simple apathy.

    During his arcs as a Master of The Gift, he had chosen four for Reception. All of whom similar, all of whom vaguely impressive, all of whom had perished during initiation. For a long while, Patient had lost hope.

    But then came Quiet.

    Quiet reminded Patient of himself. Solemn. Hardworking. Dutiful. But Patient sensed in Quiet that same curiosity, that same wanderlust.

    And so, a spark of hope in a torrential downpour, Patient chose his final recipient.


    Relationship:

    Quiet, to Patient, is a utility greater than that of The Gift itself. Quiet is an outlet for which Patient can use to live out the dreams he had never dared to consider. Quiet is the pupil he had never been foolish enough to hope for. Quiet is the reason Patient practices patience.
    word count: 751
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