Orphne

(#37938460)
Level 1 Skydancer
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Familiar

Jawlocker
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Energy: 45/50
This dragon’s natural inborn element is Wind.
Female Skydancer
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Personal Style

Apparel

Riot Hazebeacon
Obsidian Roundhorn
Sanddune Rags
Furious Headdress

Skin

Scene

Measurements

Length
4.74 m
Wingspan
4.02 m
Weight
433.17 kg

Genetics

Primary Gene
Peacock
Jupiter
Peacock
Jupiter
Secondary Gene
Peacock
Saturn
Peacock
Saturn
Tertiary Gene
Raspberry
Stained
Raspberry
Stained

Hatchday

Hatchday
Dec 11, 2017
(6 years)

Breed

Breed
Adult
Skydancer

Eye Type

Eye Type
Wind
Common
Level 1 Skydancer
EXP: 0 / 245
Meditate
Contuse
STR
4
AGI
5
DEF
4
QCK
9
INT
9
VIT
4
MND
9

Lineage


Biography

ORPHNE - Bone Witch


Cursed Batling Wraith Hound Pronghorn Haunch
All kinds of things wash up on the shores of the Plaguebringer's lands. Most are not alive, or never really felt their deaths. Stringy seaweed, great wooden keels of destroyed ships, the stones and sand from the depths of the sea. These things are common. They are not interesting.

Far more fascinating are the things that were once alive, and knew they were. The fish that are beached when the tide goes too low, the birds that have been ruined by thunder and wind. The dragons who never stood a chance about the force of nature.

Sometimes, they're still alive. Orphne thinks the living are interesting, too, yes, but not as much as when they're dead. The living, she calls for help and goes on her way. The dead, she keeps to herself.

It's their bones that call to her. How they work. How they articulate with one another, how they twist and break and protect and all the other things that bones can do. And the organs, how they are shielded by the bones, how the bones can snap and turn on them. How the whole system works in harmony, how very many systems there are in the world. Orphne can't help it: anatomy is the most interesting thing she's ever encountered in all her life.

The flotsam and jetsam on the Scarred Wasteland's beaches were the kindling of her deep fascination. Some of the bodies were so well preserved by the salty water, and some were not. She liked to imagine how they would have worked if only they could stand, and contented herself with drawing them out, stroke by stroke on heavy parchment so she would always have a record long after the body had rotted away or been carried off by the scavengers.

With time, she took a more professional interest in the matter, regularly consulting with local healers as they worked, and consulting the undertakers behind the healers' backs. She kept hundreds of scrolls, growing her collection day by day with every interview she had, hoarding away all the great and terrible knowledge she craved. Orphne began to understand.

The trouble began when she wanted to apply.

Death is a final state in the Scarred Wasteland. Second chances are not granted, are seen as an abomination. Orphne could not conduct her studies there any longer, not without risking her own well-being. She went instead to the Tangled Wood, where resurrection was but a trick, a delight. Where she might be more accepted as she tried to bring the bones back to life.

So far, her endeavors have been unsuccessful, much to her chagrin. But the Moon Siren Coven does not turn her away for her experiments. They do not mind the bones she collects, the things she tries to reanimate, because their goddess has not prohibited her work. Of course, they believe Orphne will not succeed without the goddess's blessing, but that is another matter entirely.

Still, Orphne does not give up. She scours the Wood's beaches for new bones every day, and pieces them together by night. She knows how they work in life. She can feel that there is a way to make them work in death. Someday, she will know. Someday, the bones will rise.

Bio by Tues.
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Exalting Orphne to the service of the Shadowbinder will remove them from your lair forever. They will leave behind a small sum of riches that they have accumulated. This action is irreversible.

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