Skellig Dubh
Posted: Sun Apr 21, 2013 6:24 pm
Player Name: Maggie
Name: Skellig Dubh
Age: 17
Race: Human
Height: Five foot eleven
Weight: 170 pounds (I apologise if this seems inaccurate, my knowledge of weights and such is based entirely off BMI calculators.)
Physical Description:
The most prominent feature that Skellig has would be a broad grin that is persistently evident upon his face. However, there are times when this happy expression is replaced by one of intense concentration, during which his brows will furrow, his lips will purse, and he will resemble a four year old child attempting to understand the innate workings of the universe. Aside from this, he can often be seen with a look of blank bewilderment, a state which is not difficult to reach, given his rather low level of intelligence.
Regardless as to what his facial expression is, his hair undoubtedly remains in the same toussled mess as it always is. Sandy blonde and unkempt locks hang to just above his shoulders, and if you manage to catch him without dirt of some kind rubbed in, you have found him on a very good day. If you are having trouble visualising this, simply imagine either being pulled backwards through a rose bush, or permanent bed-hair.
Skellig's mischevious grin is completed by a set of inquisitive eyes, boyish good looks, and square jaw. Aforementioned eyes have chocolate brown depths ever-searching for a new source of fun. For, if there is one thing the young blonde is keen for, it is a good game. Given his childish nature, games of any kind are something that cause great delight. It is not unusual to see him explaining the more complex workings of a game of tag to a troop of children, or chasing butterflies to see how many he can catch.
Skellig's build does not lend itself very well to elegance. He isn't overly well-built, but nor is he slender, either. With a lean, well-toned figure, garnered from a life of climbing (and falling out of) trees, travelling, and running from trouble, you would think that Skell would have some sense of proportions. Unfortunately, this isn't the case, and it is a wonder he gets himself dressed in the morning. Skellig's skin tone is a light tan, gained from outdoor activities as opposed to blood.
In terms of clothing, Skellig dresses simply; a light, unbelted tunic, coupled with loose trousers stuffed into laced boots. The only accessory he wears is a silver ring (although it is far too small to ever fit even his pinky finger), well past being merely tarnished. Skellig has several scars (the whereabouts of which and details pertaining their origins to be discussed in history), but he has no problem with others seeing them.
Possessions: Apart from aforementioned silver ring, Skellig does not have anything of very much worth. The rambunctious youth has a habit of losing things, so anything he picks up on his travels isn't likely to last long.
A small amount of money, obtained through odd jobs here and there.
A rucksack containing whatever necessities he thinks he may need, including a compass that points east rather than north (a fact which took him three years to figure out), a bag of bird seed, a spare tunic, a rock, roughly the size of his fist, and a collection of feathers, animal teeth, shells and other things of little worth.
Powers or Strengths: Skellig Dubh is perhaps the most inept fighter that has ever lived. Having once broken his hand due to punching a wall instead of his intended target, it is safe to say his accuracy could do with some work. While he would have the strength to be somewhat formidable, he is simply too happy-go-lucky to ever take the time to train seriously.
Skellig did attempt to learn magic once, but upon gesturing wildly with his hands and knocking several candles over, his would-be-teacher refused him entry into his home ever again.
Perhaps something that could be described as a strength is Skellig's unending optimism. Couple this with a childish outlook on the world, and you have a very charming, likable young man. Not that being likable has much place in this world.
Another of Skellig's strengths would be his remarkable luck, although this is not caused by any magic of any kind. He's simply that lucky kind of guy. (Except in poker. Either that or he's too dumb for card games.)
Weaknesses: If sheer stupidity counts as a weakness, Skellig has it. While he loves to learn, he doesn't seem to ever learn any common sense, or retain anything else he hears. Walking into things is his forte, as is tripping over air. One could say that Skell is ever-so-slightly clumsy. Another of his character flaws is how quickly he bonds and trusts. Everyone- regardless of appearance, gender or age- is regarded as a potential friend.
History: Skellig was born and reared in a small town, where he lived up until the age of twelve. It was at this age that his mother died, not through any particularly tragic means, simply disease. Having very little in the way of a bond with his father- a reputed drunk and fairly violent character -and not desiring to bear the brunt of the man's grieving, Skellig chose to leave. The ring necklace that still has pride of place around his neck was taken from his mother's bedside, as well as a note that she left to her son in the hopes that one day he would have the intelligence to understand it. This note has long since met a watery end, but he will happily recite its contents from memory for any who ask it.
The only other items he took was the rucksack his father was supposed to use while hunting, but never did, and a loaf of bread. With these supplies in tow he bid goodbye to his birth place and set out into the world.
He wandered for a long time with little to no particular direction, doing light farm work or assisting in whatever tasks he could. He rarely asked for more than a bed for the night and directions to the nearest village, which would invariably leave his hosts scratching their heads when he walked in what was evidently not the right direction.
It was several months after his departure before he found his compass, as well as some other supplies which have long since been lost, scattered on the side of the road. The evidence pointed to an accident involving a cart and horse, for there were also splinters of wood nearby, but Skellig, failing to put two and two together, spent the night there. Skellig viewed his lucky find as a gift from his departed mother, and set himself down to thank her for it. While he doubted she could hear him, he felt it should be done. Meanwhile, the man whose cart had tipped happened to find him, and he was not amused. Clearly this youth was some kind of a thief.
Rather than questioning the boy as to the whereabouts of his things, the man drew his bow and arrow and fired clear, with the intent of embedding the shafts of two arrows into Skellig's skin. The first, which went cleanly through his shoulder, has left a very prominent, pale scar, while the second did little more than graze his arm. It was more than enough to get the boy moving.
While Skellig has had several more run-ins after this, he apparently doesn't scar very easily. The scars he does have are, however, quite prominent.
Running from his left shoulder to the middle of his back is what was evidently once a deep gash. This is a scar with origins that date back much earlier than his shoulder's, having been gained from a spat with his father at the age of ten. Two small marks criss-cross over one another on the palm of his hand, obtained from a run-in with a madman who believed he was a vampire and needed blood to survive. Skellig, being Skellig, offered up his blood on the agreement that he wouldn't be bitten. Needless to say he was.
Several bite marks adorn the blonde's lower calf, all from a slight disagreement with a wolf, while another disagreement with what he assumes to have been a different wolf resulted in a bite mark on his arm.
And for those who are wondering, Skellig isn't particularly talented at fighting off wild beasts. He is simply both remarkably lucky and unbelievably unlucky, for, while he gets into trouble a lot more than can be considered normal, he is fairly decent at getting out of it alright- albeit with a few extra scars.
After travelling for quite some time, Skellig has recently found himself in the city of Marn, where he plans to stay for a while.
Name: Skellig Dubh
Age: 17
Race: Human
Height: Five foot eleven
Weight: 170 pounds (I apologise if this seems inaccurate, my knowledge of weights and such is based entirely off BMI calculators.)
Physical Description:
The most prominent feature that Skellig has would be a broad grin that is persistently evident upon his face. However, there are times when this happy expression is replaced by one of intense concentration, during which his brows will furrow, his lips will purse, and he will resemble a four year old child attempting to understand the innate workings of the universe. Aside from this, he can often be seen with a look of blank bewilderment, a state which is not difficult to reach, given his rather low level of intelligence.
Regardless as to what his facial expression is, his hair undoubtedly remains in the same toussled mess as it always is. Sandy blonde and unkempt locks hang to just above his shoulders, and if you manage to catch him without dirt of some kind rubbed in, you have found him on a very good day. If you are having trouble visualising this, simply imagine either being pulled backwards through a rose bush, or permanent bed-hair.
Skellig's mischevious grin is completed by a set of inquisitive eyes, boyish good looks, and square jaw. Aforementioned eyes have chocolate brown depths ever-searching for a new source of fun. For, if there is one thing the young blonde is keen for, it is a good game. Given his childish nature, games of any kind are something that cause great delight. It is not unusual to see him explaining the more complex workings of a game of tag to a troop of children, or chasing butterflies to see how many he can catch.
Skellig's build does not lend itself very well to elegance. He isn't overly well-built, but nor is he slender, either. With a lean, well-toned figure, garnered from a life of climbing (and falling out of) trees, travelling, and running from trouble, you would think that Skell would have some sense of proportions. Unfortunately, this isn't the case, and it is a wonder he gets himself dressed in the morning. Skellig's skin tone is a light tan, gained from outdoor activities as opposed to blood.
In terms of clothing, Skellig dresses simply; a light, unbelted tunic, coupled with loose trousers stuffed into laced boots. The only accessory he wears is a silver ring (although it is far too small to ever fit even his pinky finger), well past being merely tarnished. Skellig has several scars (the whereabouts of which and details pertaining their origins to be discussed in history), but he has no problem with others seeing them.
Possessions: Apart from aforementioned silver ring, Skellig does not have anything of very much worth. The rambunctious youth has a habit of losing things, so anything he picks up on his travels isn't likely to last long.
A small amount of money, obtained through odd jobs here and there.
A rucksack containing whatever necessities he thinks he may need, including a compass that points east rather than north (a fact which took him three years to figure out), a bag of bird seed, a spare tunic, a rock, roughly the size of his fist, and a collection of feathers, animal teeth, shells and other things of little worth.
Powers or Strengths: Skellig Dubh is perhaps the most inept fighter that has ever lived. Having once broken his hand due to punching a wall instead of his intended target, it is safe to say his accuracy could do with some work. While he would have the strength to be somewhat formidable, he is simply too happy-go-lucky to ever take the time to train seriously.
Skellig did attempt to learn magic once, but upon gesturing wildly with his hands and knocking several candles over, his would-be-teacher refused him entry into his home ever again.
Perhaps something that could be described as a strength is Skellig's unending optimism. Couple this with a childish outlook on the world, and you have a very charming, likable young man. Not that being likable has much place in this world.
Another of Skellig's strengths would be his remarkable luck, although this is not caused by any magic of any kind. He's simply that lucky kind of guy. (Except in poker. Either that or he's too dumb for card games.)
Weaknesses: If sheer stupidity counts as a weakness, Skellig has it. While he loves to learn, he doesn't seem to ever learn any common sense, or retain anything else he hears. Walking into things is his forte, as is tripping over air. One could say that Skell is ever-so-slightly clumsy. Another of his character flaws is how quickly he bonds and trusts. Everyone- regardless of appearance, gender or age- is regarded as a potential friend.
History: Skellig was born and reared in a small town, where he lived up until the age of twelve. It was at this age that his mother died, not through any particularly tragic means, simply disease. Having very little in the way of a bond with his father- a reputed drunk and fairly violent character -and not desiring to bear the brunt of the man's grieving, Skellig chose to leave. The ring necklace that still has pride of place around his neck was taken from his mother's bedside, as well as a note that she left to her son in the hopes that one day he would have the intelligence to understand it. This note has long since met a watery end, but he will happily recite its contents from memory for any who ask it.
The only other items he took was the rucksack his father was supposed to use while hunting, but never did, and a loaf of bread. With these supplies in tow he bid goodbye to his birth place and set out into the world.
He wandered for a long time with little to no particular direction, doing light farm work or assisting in whatever tasks he could. He rarely asked for more than a bed for the night and directions to the nearest village, which would invariably leave his hosts scratching their heads when he walked in what was evidently not the right direction.
It was several months after his departure before he found his compass, as well as some other supplies which have long since been lost, scattered on the side of the road. The evidence pointed to an accident involving a cart and horse, for there were also splinters of wood nearby, but Skellig, failing to put two and two together, spent the night there. Skellig viewed his lucky find as a gift from his departed mother, and set himself down to thank her for it. While he doubted she could hear him, he felt it should be done. Meanwhile, the man whose cart had tipped happened to find him, and he was not amused. Clearly this youth was some kind of a thief.
Rather than questioning the boy as to the whereabouts of his things, the man drew his bow and arrow and fired clear, with the intent of embedding the shafts of two arrows into Skellig's skin. The first, which went cleanly through his shoulder, has left a very prominent, pale scar, while the second did little more than graze his arm. It was more than enough to get the boy moving.
While Skellig has had several more run-ins after this, he apparently doesn't scar very easily. The scars he does have are, however, quite prominent.
Running from his left shoulder to the middle of his back is what was evidently once a deep gash. This is a scar with origins that date back much earlier than his shoulder's, having been gained from a spat with his father at the age of ten. Two small marks criss-cross over one another on the palm of his hand, obtained from a run-in with a madman who believed he was a vampire and needed blood to survive. Skellig, being Skellig, offered up his blood on the agreement that he wouldn't be bitten. Needless to say he was.
Several bite marks adorn the blonde's lower calf, all from a slight disagreement with a wolf, while another disagreement with what he assumes to have been a different wolf resulted in a bite mark on his arm.
And for those who are wondering, Skellig isn't particularly talented at fighting off wild beasts. He is simply both remarkably lucky and unbelievably unlucky, for, while he gets into trouble a lot more than can be considered normal, he is fairly decent at getting out of it alright- albeit with a few extra scars.
After travelling for quite some time, Skellig has recently found himself in the city of Marn, where he plans to stay for a while.