Bandits RP- Sjalris

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Name: Sjalris (Pronounced See (Like the verb) - Al (Like the name) - riss (Like in risk)

Age: 27

Gender: F

Race: Naga

Description: 'Standing' height- 6'2, actual length- 16'7

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Personality:

Bitter and cynical, Sjalris often lashes out at people if they are annoying her. Usually this is just verbal, but sometimes, if she's annoyed enough, she will hit as well. Although she does have a sense of humour, she finds the majority of human jokes ETC strange and not funny at all. She will, however, sometimes laugh at things most people wouldn't see humour in. She misses her homeland and wishes to return one day, and will pester anyone who's been there recently for news. She often behaves in a way that could be seen as cold or rude, but this is just a cultural difference- to a fellow Naga, she'd seem normal. Sjalris follows her own code of honour rigidly- if she's asked to do something that will go against this, she will refuse. Loves sunbathing.

Background:

Sjalris was born in a desert region of a continent to the south of the Southern Isles. When speaking of it, she usually refers to it as 'My home'. Her family was part of a large tribe of nagas who lived in the region. They are mainly nomadic groups of one or more families, with a few permanent settlements around oases. The largest of these is their capital, where their chieftan rules from. Sjalris was raised as a fighter- her group earned a living by protecting trader's caravans as they passed through the region. She proved to be skilled with a bow and competent, though not notably so, with a sword. She also learned magic from anyone she could- usually wandering shamans or priests. By the time she was twenty two years old, she had learned some elemental spells and limited telekinesis. Five years ago, there was an attempted coup against the Chieftan. Her grandfather, the leader of her family group, had pledged his support to the new chieftan. He was executed, as were all the other involved leaders, but in an act of mercy the chieftan decided to spare the lives of their followers- instead of being killed, they were exiled, forbidden to ever return to their desert homes. Sjalris accepted this- he was simply protecting his positon, and sparing their lives raised his standing immensely as well as giving them another chance at life. What she hated about this whole affair was the reason why she was being banished. Her grandfather had thrown the support of the entire group behind an inferior leader who stood no real chance of winning without even consulting the rest of them. She felt betrayed, unsure if she could ever trust another of his type again. When the exiled families left, going east, she struck off in an entirely different direction, not wanting to be associated with them. She headed north and eventually reached the coast. She boarded the first ship she found, a trader bound for a port on Narbithia's southern coast. She wandered Narbithia for a couple of years, occasionally hiring on as a caravan guard. Eventually, she overheard a group of bandits talking about their actions while in an inn, approached them and asked to join them. After a demonstration of her skills, they agreed.

Abilities:

  • Skilled archer
  • Can 'run' roughly twice as fast as an average human
  • Capable of withstanding higher temperatures than most
  • Scales act as armour- Most light blows will be deflected, but moderate to strong blows will still wound her as much as anyone else.
  • Elemental magic. can be divided into:

-Burning/freezing hands: Fires a blast of flames from her hands. Short range, mildly tiring (Can keep it up for about 15 minutes before becoming exhausted).

-Fireball/electrical orb: A roughly baseball sized ball of fire or electrical energy is fired from her hand. Medium range, moderately tiring (Can fire about 5 before being exhausted).

-Flame/ice/electrical arrows: Fires a magically burning, freezing or shocking arrow. Medium-long range, moderately tiring (Can fire about 5 before being exhausted).

  • Telekinesis- can lift and move light objects (about a pound or less) with her mind for around 30 seconds before being exhausted.

Equipment:

  • Chainmail vest
  • Necklace made of teeth and claws of various desert animals
  • Studded leather bracers
  • Recurved bow and quiver full of arrows
  • Weapon belt holding short sword and dagger- belt is studded and sheathes are decoratively tooled.

Notes:

  • Her magical abilities can exhaust her. This means that she will be disorientated and unable to move properly for a few seconds. For about 10 minutes after this, she is physically tired and for an hour after this, she is unable to cast spells.
  • As a cold blooded organism, Sjalris feels the cold more than most. If cold enough, she will be slow and sluggish.


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(Needed editing- bow hand behind body brought forward)

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