Ā¬ Full |birth| Name: Araina Narthanellyn
Ā¬ Spoken |used| Name: Araina
Ā¬ Acquired |aliases| Names: Araina or Ara
n u m e r i c a l :
Ā¬ Appearing Age: 24 human years
Ā¬ Factual Age: 106
s o c i o l o g i c a l :
Ā¬ Class: Druid
Ā¬ Profession: Druid, caretaker of the Misty Forest.
Ā¬ Alignment: True Neutral
Ā¬ Marital Status: Single
b i o l o g i c a l :
Ā¬ Height: 5'9"
Ā¬ Weight: 124lbs
Ā¬ Hair: Red
Ā¬ Eye: Green
Ā¬ Skin: Tanned
Ā¬ Body Art: None
Ā¬ Scar Tissue: Scars from nicks and scratches. A trio of claw marks along the left side of her rib cage.
Ā¬ Genetics: Wood elf (Green elf)
Ā¬ Race: Elf.
Ā¬ Attributes: Wood elves are agile and dexterous, able to move easily through even the roughest terrain. They have a preternatural awareness of their surroundings and can see in even the absence of light. Their attacks are quite accurate and precise and they do not require sleep but instead slip into a 'reverie' or meditative state.
Ā¬ Immunity: Since they do not sleep, they are immune to sleeping spells and have a resistance to enchantment.
m e n t a l l i t y:
Ā¬ Demeanour: Stubborn, generally mild mannered, wise regarding nature based lore or history, loyal to those that gain trust, naturally curious.
Ā¬ Tendencies: Easy to anger when dealing with nature, standoffish, seemingly arrogant.
a r s e n a l:
Ā¬ Offence: The Eldertree Branch.
-- type: Melee- Staff.
-- paragon: Darkwood.
-- enchantments: Lighter to carry yet packs an intensive punch when used as a weapon.
-- other: Araina gained this staff from the large, ancient tree nestled in the center of her Druid grove. When she was chosen to go on this task to discover the reason for the forest's turmoil, the tree plunged one of its branches into the ground beside the elf and relinquished the wood for her so that she could make a weapon out of it. Only thrice in known history has the tree ever done this for a druid of the grove so Araina has taken it as a sign that she is doing nature's bidding.
Ā¬ Offence: Foebane.
-- type: Melee- Dagger.
-- paragon: Cold iron.
-- enchantments: This dagger has been enchanted to repel (knock back), stun and generally be more effective against the undead, one of the greater aberrations of nature.
-- other: The undead are an even stronger foe to the Druids than orcs, gnolls and like creatures. They see the creatures as an affront against nature and will do most anything to dispose of it. This would even include 'friendly' ghosts and such, which is one of the reasons why druids are seen as true neutral. Though a friendly ghost/undead creature may not be doing any harm to anyone, the Druid would still feel the need to kill the creature.
Ā¬ Offence: Wasp's Sting.
-- type: Ranged- Darts.
-- paragon: What it is made of.
-- enchantments: The darts are laced with natural and fast acting paralytic compounds.
-- other: None.
Ā¬ Defence: Skin of the Forest.
-- type: Torso & Legs- Leather armor.
-- paragon: Deer hide.
-- enchantments: This armor provides the perfect camouflage when she is in the forest, making her virtually undetectable should she choose to blend into the trees. It is also specially treated so that she makes less noise while moving but is quite sturdy and can provide protection against heavy blows.
-- other: This set of armor has been crafted by Araina her self from the animal she killed on her Grand Hunt- a coming of age tradition for young wood elves.
Ā¬ Defence: Woodland Boots.
-- type: Boots- Leather
-- paragon: Deer hide.
-- enchantments: These boots have been enchanted by the Druids to be able to withstand any terrain while allowing the user moves quickly and silently.
-- other: Every Druid from the Harlequin is taught how to make these boots for their personal use and could create them again if they are lost or stolen.
b a t t l e c l a d:
Ā¬ Upper Body: Cloak of the Forest, a dark green cloak made from thick fabric.
Ā¬ Full Body: Aforementioned Skin of the Forest.
Ā¬ Head: No helms. She believes they would affect her peripheral vision or hearing.
Ā¬ Arms: Brown leather bracers to protect her forearms.
Ā¬ Waist: A brown leather belt holding a few pouches.
Ā¬ Feet: Woodland Boots.
a t t i r e :
Ā¬ Casual
Ā¬ For Araina, her battle armor is the same thing as her casual attire.
p r o f i c e n c y :
Ā¬ Darts/Throwing Knives
Ā¬ Staff
Ā¬ Daggers
a c c e s s o r i e s :
Other than the leather pouches attached to her belt and her leather ties which she uses to hold her hair back, Araina only has two other trinkets. The first is a hand-carved oaken ring imbued with the magic from her Grove called Nature's Keeper which keeps her centered and provides a calming aura around her at all times. This is useful because animals, even magically enraged animals, will tend to see her as a friend instead of foe and hold off on attacking her. The second item is an amulet that she crafted herself from cords of leather and a deep blue gemstone that she has found on her travels. This item she calls The Sea's Tear because of the oddly fluid light patterns that seem to be centered within the stone and as of now, she has no idea if it has any magical properties but she finds it quite beautiful.
s p e l l s:
Level 1
Bull's Strength is a spell that causes the target to become stronger and enhances their normal physical strength, depending on the initial vigor of the caster. Usually, it double's their physical ability. If you are fairly weak - this spell is a good choice.
Camouflage is a spell that causes the caster to blend in with the colors of their surroundings, increasing their ability to hide. If you are bad at hiding, though, it will not help you much.
Animal Trance is an enchantment spell that fascinates animals. Your swaying motions and music (or singing, or chanting) compel animals, beasts, and magical beasts to do nothing but watch you. Only creatures with low intelligence can be affected by this spell. Only natural beasts are affected, like wolves, bears, dogs, etc.
Level 2
Cure Moderate Wounds is a spell that cures some injuries. The spell works to mend fairly substantial burns, gashes, cuts, and light breaks. You can use this spell upon your friend if he is on the verge of death, but be warned - it probably won't save him.
Summon Swarm is a conjuration spell that conjures a swarm of small crawling or flying creatures. When cast, summon swarm causes a swarm of little creatures to carpet an area, viciously attacking all other creatures there. Spellcasting or concentrating on spells within the swarm is impossible. The caster has no choice as to what type of creature he summons; typical swarms include rats, bats, poisonous spiders, centipedes, and flying beetles. The swarm cannot be fought effectively with weapons, but fire and damaging area effects can force it to disperse. Disgusting, yet highly effective. .