Nov 28, 2017 17:23:25 GMT |
Post by azira macula on Nov 28, 2017 17:23:25 GMT
AZIRA MACULA
NICKNAMES ; n / a
GENDER ; female
ORIENTATION ; homosexual
BIRTHPLACE ; land of ash
AGE ; eighteen
EYE COLOR ; auburn
HAIR COLOR ; red
HEIGHT ; 5 ' 5
WEIGHT ; 142 lbs
DISTINCTIVE MARKINGS ; none
SCARS ; none
PIERCINGS ; ears
TATTOOS ; none
FACE CLAIM ; celica - fire emblem
MEMBER GROUP ; human
Azira is a serious young woman who is partially consumed by her own pride and plagued with no small amount of stubbornness. She often prevents herself as an overly blunt individual whom has no qualms with harshly critiquing or verbally berating another. From childhood onward, she has been purposefully molded into a steadfast and fierce woman - her mind filled to the brim with subjects that heavily involve how to properly manage a kingdom and its people. As a result of her upbringing, she has become self-disciplined, indulging rarely whilst maintaining a facade of 'perfection'. Of course, once the mask is peeled away, she bares a passing resemblance to a youthful teenager.
The princess is fascinated by the art of war and physical combat, and has built herself up to wield weaponry in a competent fashion. And while her knowledge of swordplay and archery can be considered superb in quality, her magics have proven to be lackluster. This has resulted in her favoring the art of throwing herself bodily into confrontation instead of consistently maintaining a safe distance. The young woman is quite bold, and even haughty, her spirit proving itself to be both courageous and reckless on most occasions. She does not allow for her smallish frame to hamper her, instead taking full advantage of her slight form and lean muscle.
She is of above average intelligence - but she is no genius. Azira simply possesses enough of a mind to handle the responsibilities of serving as the kingdom's future queen. Though she honestly has little desire to take on such a role. She oft dreams of taking on the position of a warrior or even a general whose only responsibility is to navigate the battlefield - not hold court and listen to the nobles prattle on in a nonsensical fashion for an endless amount of hours. The young woman suppresses her desire to cast aside her responsibilities, forcing herself to simply grit her teeth and continue onward with her pre-determined path.
Her relationship with her family is, admittedly, tenuous. She views them in a mostly positive light, but she expresses little interest in strengthening her bonds with her sire, dam or sibling. As she developed into a young adult, she maintained an emotional distance from her blood, focusing instead on her own progression and personal interests.
FAVORABLE TO
Swordplay
Archery
Horseback Riding
Hunting
Women
Her People
UNFAVORABLE TO
Nobles
Politics
Repetitiveness
Speeches
Fanciful Attire
Rodents
ENJOYS
. socializing with the kingdom's soldiers .
. reading maps and pouring over tactics .
AFRAID OF
. failing her people .
. being perceived as a coward .
. having her dignity trampled upon .
ALLIANCE
. neutral .
It was as though the gods had deemed her worthy for the throne; for she had been first to exit her mother's womb and fill her lungs with the world's air. Her parents would look upon her with a sense of pride, for she would one day serve their country as a queen. Memories of her past are fuzzy, but Azira recalls cherished moments spent alongside her brother. At such a young age she would present herself as a quiet and obedient child - taking in the world with a wary look present within her gaze. The daughter of the king and queen would spend a considerable amount of time with her sibling during this stage of her life, their relationship quite pleasant and loving. Her childhood was a good one, and very little burden was thrust upon her as she was actively encouraged to enjoy her time as a little girl.
When she first showed signs of blossoming into a woman, her mother set her aside and went about explaining her destiny at length. She would no longer be considered a child - no - instead, she was to be viewed as a woman and a proper princess. Her parents went about molding her shortly after this conversation took place, and Azira would respond neutrally to their decision to grant her the throne. The young human would easily shrug aside her former identity as a child, and take on the responsibility as heir with fervor. The princess had no intention of failing her kingdom, and she had much to prove.
"You are a woman," her mother had said, her expression slightly pinched. "Many will view this as a weakness to be exploited."
The words prodded at Azira, anger swelling within her breast and quickly bubbling to the surface. She would strengthen herself to prove that her sex would not serve as her undoing whilst the years trickled by. The princess would grow rigid and serious as she transformed herself, and would develop into a woman who did not allow physical weakness or emotional frailty to hamper her progress. She was allowed to practice the art of combat within that time frame, and even took on the sport of hunting - finding these physical tasks to be legitimately entertaining and enjoyable. Many lessons were learned as she matured into a young woman, and she acquired the strength she had desperately wanted because of it.
Presently, she has no true desire or love for her destiny - but she is unwilling for it to be simply taken from her grasp.
MOTHER ; queen macula
FATHER ; king macula
SIBLINGS ; prince macula
SIGNIFICANT OTHER ; n / a
CHILDREN ; n / a
OTHER ; n / a
ABILITY/POWER ;
enhancement magick - the young woman's grasp on magic is considered weak in comparison to most. she cannot commit feats that could be considered overly impressive in quality. instead, her grasp in regards to the magical arts can be viewed as weak or subtle. but, she can still manage a few tricks.
- h e a l i n g - by pulling from her limited pool of resources, she can mend her own wounds that aren't terribly severe. the casting time is blessedly short and grants her a short burst of energy immediately after it has successfully been administered upon herself.
- s e n s e s - she can offer herself a notable boost in relation to her sense of smell, hearing and eyesight. this improvement allows for her to more easily detect hidden somethings or someones.
- b u f f e r - azira's movement speed and strength are bolstered for a few scant seconds, granting her an edge that can be preformed once every ten minutes.
WEAPONS/ARMOR
- w e a p o n - she has come to favor the sword - but will switch between a bow and arrow and a standard blade depending on what she wishes to wield. she has yet to have a particular piece be smithed for herself.
- a r m o r - her armor can be casually and comfortably worn. it is enchanted - which grants it a startling amount of durability despite its light weight.
STRENGTHS
- c o m b a t ; she personally favors the art, and hones any skills related to it as often as possible.
- h u n t i n g ; azira is superb at conquering wild beasts, her eyes sharp and her mind proficient at finding ways to weaken and successfully fell more bestial opponents.
- s p e e c h ; raised to wield her tongue as a weapon, she is capable of navigating conversation with ease.
WEAKNESSES
- p r i d e ; her pride is almost everything to her, and inflicting damage upon it will cause her temper to flare.
- s t u b b o r n ; it is a difficult task forcing her to yield or admit to any wrongdoings or faults.
- m a g i c ; her strength does not rest in magic, and she has the tendency to wield it sparingly.
ALIAS ; wasp
TIME ZONE ; central
OTHER CHARACTERS ; n / a