Silaqui Falone

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Silaqui Falone
Approved Character
Posts: 44
Joined: Thu Jul 26, 2018 1:12 am
Race: Naerikk
Profession: Unemployed
Renown: 0
Character Sheet
Wealth Tier: Tier 1

Milestones

Miscellaneous

Silaqui Falone

Silaqui Falone
Image
Name: Silaqui Falone

Age: 25

Race: Naerikk

Date of Birth: 3rd of Ymiden, 693

Marks: Cursed by Cassian

Factions Joined: None

Languages Spoken: Fluent in Common, Signs in Common but brokenly

Partners:
None
Appearance
To be lazy, Silaqui Falone looks almost normal. Mid black length auburn hair, well manicured eyebrows, grey-ish green eyes that seem to glow a brilliant green in low light, slightly less than medium skin tone with a cute button nose and lips with the noticeable pout. Fairly normal one might say for a human if she were a human. Silaqui is of Naerikk descent and as such is not human and being a Naerikk is to mean that she herself is a beast of shadows hidden brilliantly in plain sight behind a carefully constructed facade of "skin" and tattoos.

Silaqui's tattoo's are of the typical Naerikk fashion. Soaked in the ether of the homelands soil and written in a language none speak. By personal preference, be it hers or her mothers, all of her tattoo's are located in places easily hidden and protected with the majority being on the insides of her arms, her thighs though spaced appropriately and the middle of her back.

For clothing she wears, as all Naerikk's do, a tight leather body suit. This suit holds two functions. The first being a means of mounting or attaching various knives, daggers or other items of import that simply need to be at hands reach quickly. The second function being very slight protection from slashing weapons. While it will do little to nothing to stop a slash from a fine sword it may be just enough to stop a shallow knife stab from slicing her illusory skin. Over this she has draped a well made cloak of oil clothe and a dark green silken tunic that drapes to her mid thigh.On her feet she wears sturdy leather boots of the latest in female fashion with the most modest of heels that run to just shy of the hem of her tunic.
Personality

Silaqui is for lack of a better wording, a bit of a stuck up bitch. While she won't come out and say it directly to anyone, unless the perfect storm of events have occurred, she believes whole heartedly that she is above everyone around her. She believes she is superior to them in all ways. She is not, however, foolish enough to come out and say it in a manner that others can understand. As is part of being a member of the Naerikk Silaqui is an actor if nothing else. Capable of stuffing her feelings of superiority so deep within herself she can present a kind and welcoming face or whatever face the present situation calls for. Her voice while not high pitched is neither deep and brassy. Instead, it falls somewhere in the middle but leaning more towards the higher tones.

As mentioned above, Silaqui is an actor if nothing else. Touchy subjects exist for her but one would be hard pressed to discern them when facing her directly. In terms of things that she simply will not stand for regardless of the facade she puts forth is incompetence and willful mediocrity. If one were to list her traits at the top would patience. To be an actor and to hide away feelings of superiority and deal with people she feels are miles beneath her everyday she is in town would take a herculean amount of patience.

Perhaps something that is detectable by those around her is the unavoidable sneer she puts on the word "I". Despite her best efforts the sneer is unavoidable.
History

Before she was ever born, in fact within hours of her mother being certain she was with child, Silaqui's father was sent away and nothing of his was kept. Anything he could not take with him her mother destroyed. When Silaqui would ask about him as much as she would get from her mother was, "He was a human," before changing the subject. As she grew Silaqui's interests in the subject of her paternal lineage waned and eventually disappeared. Even now she is unsure if she's ever met her father. If she has then she was unaware it was him and he, having never seen her, was unaware who she was. And to Sila, thats as it should be.

Growing up her mother was domineering. She demanded excellence of the child from a young age. Everything she did no matter how small she demanded the child do it perfectly every time no matter what. In time the child grew to resent her mother for such an attitude and as she reached her humanoid teen years she began to be openly argumentative with the woman who'd raised her, trained her, tried to mold her. It wasn't resentment Silaqui felt It was something more akin to disappointment that her mother failed to see that she was nothing like her and was so much more than what her mother saw. Eventually, their relationship strained to breaking, Silaqui left in the middle of the night. Taking with her what she could carry and resolving to find, steal or buy the rest as she went.

Somewhere along the way, Yithiral specifically, Silaqui hooked up with a group of Ithecal pirates seeking to kill a giant sea turtle known as "The Black Mountain". In the ensuing battle Silaqui was wounded by her own foolishness and lost her left arm up the bicep and the majority of the use of her right eye. From there she traveled to Desnind and has been there ever since eking out a living by sifting through the trash of the settlement for her daily meals after dark.

Eventually she found herself wrapped up in an expedition to check out the spread of the blight in the Lori. While on this quest of sorts she was nearly killed by a pack of Spulmokawarta. After a fierce battle by the rest of the group everyone made it out with only minor injuries. On the evening of their second day they shared a bit about themselves and Sila explained her story and why she couldn't return to Augiery. Following storytime as she sat staring into the dark unable to sleep because of the pain her still healing wounds caused was forced into sleep by Cal. Upon awaking the group found that Cal and Mo, a woman they had run into the previous day, were gone. Sila was left with a clothe that when help to her skin eased her pain and a curse from Cassion urging her to live a little more.
Housing

Considering that Silaqui has taken to the nomadic bow for hire life style she has gone through several tents in her time of wandering. Her current tent is of modest size, nothing close to that which a rich merchant may have or even a traveling noblemen, tent constructed of oil cloth. The seams and stitching have all been sealed and water proofed to prevent leaks.

Inside the tent is but a simple folding cot and a heavy woolen blanket which she will occasionally sleep on as she often chooses to sleep out under the stars when the weather and area permits.
Knowledge & Skills


The table below is an example - replace the skills with the ones you choose. A full list of skills can be found here. Note that in this example, this pc has Endurance as a Fast Track skill so identifies this in the column where they would normally record points out of 250

Skill Total Points Proficiency
Climbing (5/250) Novice
Ranged Combat(Long Bow) (5/250) Novice
Field Craft (5/250) Novice
Hunting (FT) (25/100) Novice
Stealth (5/250) Novice
Navigation (5/250) Novice
Unarmed Combat(Feris Tenebris) (25/250) Novice

Knowledge

Acrobatics

Acrobatics: Managing your balance during intense storms while at sea.
Blades
Blades: Dagger: Stabbing during combat.
Blades: Dagger: Aiming for the eye
Caregiving
Caregiving: You can self-sooth as well as soothe others
Detection
Detection: Picking out your target in a crowd through speculative observation.
Detection: Locating important weak spots on Rock Turtles.
Detection: Examining your environment
Discipline
Discipline: Overcoming seasickness.
Discipline: Not showing your displeasure
Discipline: Knowing the moment that you are about to die
Discipline: Carrying on despite exhaustion.
Discipline: Working through your sense of paranoia and fear of the Naer's Immortal Queen.
Disguise
Disguise: Keep your head down and your hood up to avoid anyone picking out memorable features.
Endurance
Endurance: Surviving short-range explosives.
Endurance: Weathering being stranded at sea.
Endurance: Managing pain
Endurance: Being in an exploding tree
Endurance: Exhaustion
Endurance: Sometimes, isolation helps.
Endurance: Blood pressure causes pain spikes.
Endurance: Continuing to trudge onward
Endurance: Working through the pain.
Endurance: Keeping up with a man with a longer stride.
Endurance: Working all day digging.
Etiquette
Etiquette: Working in a group
Fieldcraft
Fieldcraft: Settling in to camp.
Hunting
Hunting: Determining where an animals been hit by blood on the ground
Hunting: Following a blood trail
Intelligence
Intelligence: Demanding answers from a cult
Navigation
Navigation: How to read a compass
Negotiation
Negotiation: Setting down a high benchmark to work around.
Negotiation: Working out the major points first, and the finer details later, to split focus.
Psychology
Psychology: Dealing with those invisible wounds
Ranged Combat
Ranged Combat: (Bow) Breathe in to aim, out to fire
Ranged Combat: (Bow) Proper form
Ranged Combat (Longbow): Explosive arrows require extreme care.
Ranged Combat (Longbow): Stringing a bow under dire circumstances.
Rhetoric
Rhetoric: Backing your arguments with evidence to add credibility.
Rhetoric: Defending ones Immortal
Socialisation
Socialisation: Introducing yourself in a group
Stealth
Stealth: Hiding wounds is not easy
Stealth: Even when you hide, people can detect you
Stealth: Hiding in a tree
Stealth: Trying to keep hidden in a crowd
Story Telling
Storytelling: The story of Audrae
Storytelling: Using a story to tell people why you can't go home.
Strength
Strength: Literally pulling yourself from the jaws of death.
Tactics
Tactics: Have a plan to kill everyone in the room.
Tactics: Making numerous back-up plans for best and worst case scenarios.
Tactics: Looking for a retreat
Tactics: Ranged combat can be very helpful in groups
Tactics: Sometimes a plan goes awry
Tactics: Hard to coordinate with an oaf running around doing oafish things.
Trap Making
Trap-making: Pit traps.
Trap-Making: Snares and catches.
Trap-Making: Pit traps need to be wider and deeper than the animal's size.
Unarmed Combat
Unarmed Combat (Brawling): Phantom arm pimp slap.

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Skill Point Ledger


Record all of your Skill Point Expenditure here.
Example:
Thread or Skill Name Points Acquired Points Spent Running Total
Unarmed Combat(Feris Tenebris)[RB] 25[RB] 00
Starting Package 500050
Climbing ..545
Ranged Combat(Long Bow) ..540
Field Craft ..5 35
Hunting..2510
Stealth..5 05
Navigation..500
Tale of a Turtle15015
To Kill a Mountain15030
Pervading Darkness20050
Pervading Darkness - Day 220070
Trapping Schwein15085
Gloom and Doomsayers150100
Marks Section

Marks

Sojourn "Hated"- From Cassion gained in Pervading Darkness

Abilities

Knowledge

Items
  • Wilderness Starter Pack
    • Treated canvas walled tent
    • Campsite Equipment (Pots, pans, cooking essentials, etc.)
    • 1x Bedroll and bedding
    • 1x Camp Knife
    • Fishing Gear (with a set of hooks)
    • Trapping equipment for establishing a safe perimeter around a camp
    • 1x flatbed wagon
    • 1x Hunting Kit (equipment for hunting, skinning animals, etc)
    • 1x leatherworking kit
    • 1x Storage Chest
    • 1x Embersteel khukri
Ledger
Item Debit Credit
Starting Package(Wilderness Package) Tier 1 ...
Trapping Schwein +5wp ...
... ... ...
... ... ...
... ... ...
... ... ...
Renown Ledger
Item/ Thread Renown Total
Starting Renown (determined by approving prophet) ...
To Kill a Mountain +10 10
Pervading Darkness +15 25
Pervading Darkness Day 2 +20 45
Trapping Schwein +5. 50
Gloom and Doomsayers +5. 55
word count: 1997

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