Welcome Guest [Log In] [Register]
Welcome to Sekkai Fractures. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
'Hermes' :: Female :: Defected Taints/Scout; Noa :: Female :: Disruption
Topic Started: Nov 2 2012, 05:29 PM (563 Views)
Zinc
Member Avatar
The Owl Waife
Moderator
[align=center]

The bird of Hermes is my name,
Eating my wings to make me tame.
[/align]

Character Number- 10th

Name- Helene ‘Hermes’ Demois

Age- 18

Gender- Female

Sexuality- Heterosexual (But she’ll try anything once)

[align=center]Posted Image
Gorgeous art by Megs <3[/align]

Appearance-
The best term to describe Hermes would certainly be ‘spritely’. She’s sixteen years old, but appears as if she hasn’t quite grown into her figure yet. She’s knobby elbows and knees and even though she lacks a gangly stature, she appears quite a bit more twig-like than someone of the five foot four range ought to be. It really hasn’t mattered how much food she’s consumed, as what appears to be a high metabolism and an active lifestyle has stripped any softness from her limbs and bones. If she is taken in from afar, the general build of her shape tends to add to the illusion that she’s taller than she actually. The surprise this often garners from others is a bit of an amusement point to her. Despite the general ‘knobbiness’ of her form, the typical shape and build of Hermes’ genetics dictates that if she ever did fill out, she’d appear to be relatively squat. She just seems to have hit the general teenage point of being a black hole that engulfs everything and has nothing to show for it…

Her skin is a darkened shade that hints at what could be Caucasian roots, but has been since burnt into hues of a different tint from the sun’s constant afflictions upon its surface. Due to constant time out beneath the pale expanse of sky upon the plains, it is rare that she ever seems to pale, aside from in the winter months when the sun is farther away and she is less likely to warm under it’s gaze. But even the winter months eventually diminish and the paling of her skin ceases as she darkens once more in the spring and summer months.

Fey features add to the overall small physical appearance of the girl. With a thin nose and almond shaped brown eyes that complement the shade of summer warmed skin, she has a particularly pristine set to her facial structure. Though the bone structure is set well, the skin upon her face has been marred at some point in her past by several scars. There is one that crosses over the light brown brow of her right eye, trailing up into her hairline, and another that lies across her cheekbone upon the left side of her face. These are often unnoticeable, as the scar tissue that comprises these ghost wounds is not pale, but rather a faintly raised ridge of flesh.

Her hair is a deep shade of chestnut, partially bleached by the sun to lighter levels. Cut roughly, the hair hangs in her face and around the lines of her jaws, and rarely does it see its length at any greater distance. These locks, though they may shine in the sun, clearly do not see as much attention as they might require. As hinted by the rough haircut, style is clearly something that Hermes has little attention for. Her hair is generally shoved behind her ears or tied back tight with a length of chord in an effort to keep it out of her face and her eyes. If not for the self-imposed fear of the foreign nature of a close-cropped haircut, she would shear off more of its length than she generally does in hopes of prolonging the problems it seems to cause her.

A craftsman of many colors by nature, Hermes seems to always carrying some sort of bit or bob around with her. On her belt she carries not only her set of daggers, but also pouches filled with many different items, ranging from pieces she might use to tinker, or the tools that she uses to do so. One of her handier pieces is a heavy iron wrench that is useful as both a crafters tool and a make-shift weapon if she ever finds herself without her knives handy. The same can be said for a small hammer, though this is generally stowed in Riddle’s saddlebags rather than on her person. In reflection of her crafty and tinkering nature, her hands tend to lean more to the dirty spectrum of things. Covered in a variety of different substances from grease to mud, she doesn’t tend to be picky about washing them, even if she’s eating food. ‘A healthy coating of grime never hurt anyone’ seems to be her philosophy for this to any who ask questions.

Clothing seems to be held in the same regard as overall cleanliness as far as any who look at Hermes can tell. Whatever’s comfortable and whatever fits. Often her wardrobe is a whimsical array of colorful cloth that doesn’t quite match together, or different shirts and pants with different types of patches that cover holes of differently dyed hues than the original fabric once had. Well worn sandals seem to be her footwear of choice in the summer months, and a pair of hide boots her protection in the cold. Her clothing appears to mostly be hand-me-downs, and her pants are often held up by her tool belt, which appears to be the only well kept object that she has on her person.

Her crystal is a spiral of deep green jade, which she keeps pierced through one ear, the odd spiral shape securing it in the flesh of her ear.

Personality- Inquisitive, Sassy, Bold, Industrious, Silver-Tongued

Hermes has an inventor’s mind. She loves to take a look at anything, no matter how simple, and figure out how it works, or come up with ways to improve it and make it better if the materials and time is provided to her. This is a sort of interest that has often gotten her strange looks from others, as there have been times when she’s walking down the streets of a market district, suddenly stopped as if pole-axed, and then made a beeline straight for an object of interest. Once she’s figured out how this intriguing item works, she tries to replicate it in her own way with a little bit of an extra twist. Sometimes these twists make her attempts a little bit dangerous, as while others are perfected crafts, hers are merely first attempts.

When she creates something unique and potentially useful, her first instinct is generally to sell it to make some extra coin in whatever town she finds herself in. Not always are her strange looking creations met with open arms, but oftentimes she gets enough interest to get by. Not all of her crafts get sold off for coin however, she tends to keep more interesting ones for herself to continue to tinker with and perfect until they’re to her specifications for use. Most of these are to make her life of travel and movement a bit easier, but oftentimes they can also be used as possible weapons for self defense. Being a young girl with nothing more than a horse and some semi-valuable items traveling around the empty lands of Sekkai is never a truly safe thing, after all.

In her time traveling with the caravan as well as around the mercantile districts of the cities around Sekkai, Hermes has picked up a certain way of speaking and acting when interacting with others. She’s quite quick and sharp in her quips, speaking directly to the point whether it’s required or not. If she’s ever given any sass, she’s learned to redirect it right back to the person who gave it, whether it’s in an amiable sort of way or meant to be just plain patronizing. But she’s not always sassy, she can also pick up on the vibe of being somewhat sly. She’s never been one to place herself in the same sect as shady vendors and those who will sell you what won’t work, but she’s most certainly been known to wheel and deal with just a bit of exaggeration from time to time. But it was okay! That person needed that item! It was exactly what they needed and she was simply helping them realize it. Though she doesn’t really utilize this skill of mental turn-abouts on others outside of the field of market stalls, if she ever truly needed it, there is no doubt that Hermes could use her words to get others to do what she needed of them with the right sort of persuasion.

There seems to be a slight lacking in self-preservation lodged somewhere within Hermes’ mind. If she’s in a fight that’s hopelessly outnumbered, she’ll scuffle till the very end, no doubt to the death if that were ever the stakes. She can perceive dangers, but not in the ways that would seem logical to assess them. For example, if she were to approach a Tainted, or vice versa, she’d be more curious than afraid, though she would realize that this creature would most certainly be capable of killing her at any given moment and make a mental note to be ready to scramble away as fast as possible. Despite this, it wouldn’t stop her from talking amiably to it or even going so far as discussing the weather. This may make her seem rather odd to a great many people, but Hermes always likes to gather information, even if it’s from both sides of the alliances. She’s never wanted to get directly involved in this game of pawns, but rather watch it from a distance as an intrigued bystander.

Hermes often likes to say that she takes her inspiration from the world around her. As such, she tends to travel a lot, both to keep her options for selling locations open, and because she’s never really liked to feel tied down. Born amongst a band of gypsies, she’s lived her life in a group that has always traveled, never staying in one location for more than a few weeks for many reasons. Because it was safer to keep moving in the wars, or because it brought better opportunities for the troupes when they found places they’d never been before. All of these things were a positive reinforcement on a young mind that taught her that the more she roamed, the better things would be, and thus, Hermes has a sort of wanderlust that has her scouring the corners of Sekkai for anything that is inspirational to her odd tinkering craft.

Rank- Defective Taints, Scouts.

History-
A bastard’s daughter, Hermes, then called Helene, was a product of one wild and rather regrettable night between one of the gypsy caravan and a Dire rider who had decided to find his fill of fun amongst the festivities that the wagons and their colorful patrons had offered. When the night was over and the man had crept out of the tents and caravan to depart with his Dire wolf, he’d left the woman he’d lay with to figure out just what she was going to do with herself. Such situations as hers were hardly uncommon, though they were quite regrettable and frequently fretted over. Supported by those around her, she brought her child into the world, and supported it in the clan-like environment that those of the caravan offered.

In a world where everyone was considered something of an extended family and liked to look out for each other, Helene and her mother were never found to be wanting, as they were lifted up and supported when their own ends and means failed them. Their life of travel was rather risky in the times that Helene was younger, as the war was still brewing throughout the plains and the lands that the caravans that she was part of liked to travel. On more than one occasion they found themselves faced with troops of Tainted or Sekkain dragons seeking aid or supplies from them, through friendly means or otherwise. More often than not, when the former alliance attempted to gather supplies from them, people of the caravan were injured, but never killed.

Helene’s mother often kept her and the other children at a distance from those who were seeing to the needs of the dragons when they were visited by these people, but Helene and several other inquisitive souls would always clamber to the tops of the wagons and stare at the dragons from afar, who would often leer back or shoot warning shots or just scare threats towards the crowds of children to watch them scream and scatter. Despite this, some of them would still test their self-preservation skills and clamber back on top of the wagons a bit cautiously so they could keep watching the encounters between adults and dragons until they were shooed inside the tents and wagons, where they’d be out of relative harm’s way.

This was the first sign that Helene was of a very industrious and inquisitive mind, and that her curiosity would lead her first, her sense of self-preservation second or even third.

The war barreled on, and things became more and more dangerous on the deadly in the open lands of the Zavan plains. The caravan began to move closer and closer to the more established lands of Hellman’s well and kept between the rivers that ran north to Vien and the lands of Lihn, never going farther than the forests of Nyushi. Yet as the dragons flew to war, and the young children grew, up, they moved further and further inland until they were forced to set up a semi-permanent camp within the shelter of the trees just on the outskirts of Lihn. To many this was quite restrictive and just as bad as slamming nails beneath their skin as many quickly became unsettled by their lack of movement.

The break in the habitual norm affected Helene as well, though she took to it in a different sort of way. While the rest of the camp restlessly milled about, she took to the streets of Lihn, migrating along with the other street urchins through the merchants district and finding her own sort of entertainment. Taking in the wares and the many intriguing things that the human mind could come up with, the ten year old found herself wholly fascinated by the concepts and ideas and ended up setting herself in front of a tinkerer’s shop and barraging the bemused store owner with all the questions she could muster. The owner of the shop was more than happy to answer the girl, and was even kind enough to provide her tools and means to try and recreate things when asked. The woman was a patient teacher, and said that the real key to doing anything was planning and thought.

Helene’s tent soon became littered with many different kinds of designs and concepts that ranged from anything that was a mechanical recreation of animal joints or what a clock looked like when picked apart. These drawings were hardly professional, but they were most certainly a start and got what she needed to know down onto paper. This habit continued for the years that the gypsy camp was stationed within Nyushi, and when the wars started to disperse farther to the west, Helene found herself hitching up one of the horses of the camp and taking him down to Lihn so she could visit the shop keeper and learn more.

Her mother was amused that she had found something that had captured her attention so thoroughly and so inspirationally. When Helene had enthusiastically placed her drawings and new findings down on the table before her one day, her mother had laughed and said “You’re such a busy little Hermes bird.” The birds of Hermes were known for bringing inspiration to those who were involved in craft and trades of all sorts, and from that time on, her mother had come up with a sort of pet name for her; Bird of Hermes, or sometimes just Hermes. Helene or Hermes, she would respond to both now, began to truly tinker and fiddle with the things around the camp trying to improve them any way she could as she grew older. Drawings just simply weren’t enough anymore. Any money that she made from chores went into buying new items or tools that she could use to work with.

It was all grand fun, and though sometimes her creations weren’t exactly…helpful…many did find that there was something to be said for her at least trying to figure out a way to improve their way of life to a degree. By the time she was fourteen and considered to be capable of being independent, the war was over, and the caravan was beginning to move on once again to the fields of the Zavan Plains and the lands they had frequented beyond. Hermes was caught in indecision of whether to stay with her mentor, or go along with them. In the end, she kept a horse, and a few things, and told her mother that she would find her own way, deciding to stay in the city of Lihn with the woman who ran the tinkerer’s shop.

With Hermes’ insatiable curiosity at the helm of her mind directing her onward in her quest to question the world around her, it wasn’t long before her mentor came to the end of her rope on teaching her what she could. Hermes was fifteen, and the woman stated that now, she simply had to go out and find the world and what inspired her for herself. Hermes was both disappointed and excited by this news. There was no more that she could learn here, and the environment that had become familiar to her was now one that would simply grow stale and deaden around her. At the same time, she was excited because a part of her had been long stirring to be on the move again, and this provided the perfect opportunity to do so.

Thanking her mentor for everything, she packed up Riddle and set off out of Lihn to travel the roads of Sekkai as her people did, but now instead of with a band that she could call to aid her when times were tough, she simply had herself and her own skills as a craftsman, hunter, and trader to rely on. In her time on the road, she learned much, and saw much, and has seen the world as it is after the affliction of war has begun to settle and the land steadily try to fix itself. Never traveling farther west than the edge of the mountains of Loth Angresan, she has seen the wreckage of battlefields but never lingered for fear of the scavengers that lay within. Frequenting Hellman’s Well, Esam, and smaller provinces and villages there abouts, she has made a decent living for herself in her first year of life completely on her own.

Unfortunately, it seemed that this first year of life alone would be the most treacherous. With deception often waiting around every corner, Hermes did quite well in avoiding most scams and scandals that many in the desert provinces would have been eager to claim her to. However, trouble came in the form of one Influenza rider named Jezebel, who took advantage of the curious mind of the teen and spirited her away to meet the Influenza dragon that she had thought would have been a curious enough breed of Rosemary. Rather than being eaten outright however, Hermes' attitude and mannerisms seemed to spike a hint of curiosity in the pair, who offered her an ultimatum. Stand for the Tainted Hatching, or become one of their numerous casualties via method of medical experiment.

While Hermes' can talk her way out of many things, such a situation was not one of them, so she left Esam with Riddle, following the pair in the direction of Iyalruek and the impending hatching.

Pet(s)- Riddle, Gypsy Vanner/Clydesdale cross gelding. Standing at around sixteen hands, he’s a dark paint, with black mane and tail. Heavily boned he’s got the thick legs and a similar build of a Clydesdale, but isn’t quite as ponderous or large. He’s fairly gentle but will defend himself if attacked. A blow from the horse’s heavy hooves is not something to be taken lightly. Hermes uses him mostly as a pack horse, but does like to ride him when she feels he’s getting a little too restless with just walking. He was trained by the gypsies that Hermes traveled with to keep him from being stolen, in order to get him to move and do anything aside from throw you off, he needs to be told a special word or phrase. Without this, all would-be horse thieves are out of luck.

Magical Item(s): Owner: Helene 'Hermes' Demois

Item:

Conair Dídean ("Pathfinder") - Necklace
Magical Item - Level 5 (Gravity/Bending Time/Space)

A blue tear-drop shaped gem upon a long cord, the stone shines with brilliantly cut facets, and the silver chain upon which it hangs appears to never tarnish. Even after years hidden away within the dusty catacombs of the Temple, it has maintained a lustrous sheen as if it had received daily attention from a master jeweler. When called on, Conair Dídean will always lead to a safe place. The effects feel much like a gentle tug, or intuition, as well as it can be used in a manner of a divining rod if the user so chooses. Effective out in the wild or when lost, also effective in battle. Under attack, wearer will feel a pull and, if they follow it (even if it’s just a step one way or another), they will be able to evade or block a coming attack (seen or unseen). Can be used once an hour or for one whole prolonged battle with a five hour recharge. Can activate on it’s own for protection of bearer, but needs a 10 minute recharge after single activation. (In battle, it becomes less and less effective over time).

[align=center]The Dragon

When you feel my heat
Look into my eyes
It’s where my demons hide
It’s where my demons hide
Don’t get too close
It’s dark inside
It’s where my demons hide
It’s where my demons hide
[/align]

Name- Noa

Age- 2 (Hatchday 3/30/2013)

Gender- Female

Element- Disruption

Parents- Ruin Ossifrage x Chaos Mazhrekan

[align=center]Posted Image
Hatching art by Semper <3[/align]

Appearance- In the manner of most of her breed, Noa is a sturdy, thick-limbed, and terrifying creature. Her legs are short, but solid. The muscle is thick and stout, and buried underneath the layering of protective plates that covers her body like a natural knight’s armor. Though she stems from a Chaos lineage, she is a bit smaller than her sire, and seems to share the thin, rangy ribs and frame of her mother’s Ruin and Air heritage, though she is certainly more muscled and solid than any air could ever hope to be, even one of a Tainted lineage. Colored darkly, to match her breed’s set standards, including the inclusions of striations of silver across her body, Noa is certainly a terrifying creature to behold, and there are few who would care to meet her in the dark of the night.

Her neck is short, yet relatively sloping, and stems from her powerful rib cage with a might of it’s own. Layered in thick scales, spines arch up from the apex of her neck, sweeping backwards in jagged curves or sometimes sticking straight up. Some of the edges have chipped or been blunted, but the majority of them are sharp enough that the dragoness could easily impale and gore something or someone upon them if they were to attack her carelessly or she swung her head and neck right. A triage of olive and silver horns sweep forward from the sides of her head, including the largest set that arcs over the forehead of her face. The set of her skull is lean and pointed, bringing to mind something like a weasel or a stoat, the picture of which is aided by the amalgamation of whiskers gathered at the end of her muzzle. Small ragged ears are cupped close by an arc of a smaller horn, and jagged, silvery teeth jut from her lips and arc upwards towards the hollows of her eyes, or down over her bottom jaw.

Though she has spines to decorate her neck, the rest of the arch of her back and the length of her tail are relatively plain. Her legs however, seem to pick back up on the lack of spurs so as to not leave onlookers wanting. Gathering en masse at the joint of the elbow on her front leg, long spurs arch back and skywards, sharp and dangerous, though these can only be rivaled by her maroon claws. Upon her powerful back limbs, plates form into clusters of spines upon her thighs, and gather at the back of her ankle, clustering like spurs, dangerous if she decides to lash out a kick with her back feet and lands a solid blow.

Add to that the power of Noa’s tail, and her wings, and this dragon is a force to be reckoned with. Her tail is thick and muscular, and just as heavily bladed as the rest of her. Long spines extend from the underside and eventually branch out into a dual set that merges into the common-place trident shape that Disruptions are known for. These scales and plates are razor edged, and make for a blade all their own that could rival a Metal’s if given the proper upkeep. In addition, the dragoness’ four wings, though ragged on their trailing edge, host a sharp, organic blade to the front phalanges on both set, in accompaniment to the impressive claw that tips her wing thumb.

Noa’s colors are a motley mixing of deep, bloody crimson, and an odd amalgam of steely greys and olive shades that make up the underside of most of her scales, before fading up into the gradient of the bloody color of the rest of her body. Her wings as well host some of this odd color, gradiating towards the ends of her wings, and then a solid bar of the color along the actual edges of the membranes, separated by the inclusions of silver upon her body. In a crude mimicry of her sire’s own runes, a scrawling line of silver trails it’s way down Noa’s neck, flank, ribs, and hips, managing to extend just partially down her tail before they fade out. A more solid presence of it is located in the same uneven scrawl upon her four sets of wings, seeming to nearly glow with their own brilliance in proper light.

Personality- Disturbed, Discrepant, Unyielding

[align=center]Siblings
Male Bone Yutaji

by Ruin Ossifrage
Male Ruin Drest

by Chaos Mazhrekan
Female Lightning Lacuna (Sekkain)
Male Gravity Savitr(Sekkain)

Nieces and Nephews
By Ruin Drest
Female Ruin Ghede[/align]

User Information

Username- Zinc

Contact- acelticsong@hotmail.com

Yourself- Zinc. Zinc wat r u doin. Zinc. Stahp.

How did you find Sekkai? A long, long, time ago in a galaxy far, far away…
Offline Profile Quote Post Goto Top
 
SemperMemor
Member Avatar
Majestic Space Duck
Admin
[align=center]Accepted[/align]
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
ZetaBoards - Free Forum Hosting
Free Forums. Reliable service with over 8 years of experience.
Learn More · Sign-up for Free
« Previous Topic · Sekkian Dragons and Riders · Next Topic »
Add Reply