Legends of Belariath

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NameAmethine Tawariell
Sexfemale
Racewell geared 4'9 playful Catfolk (Cat Person)
ClassHealerx7
ProfessionHealer / Experimental Alchemist
Level57
AppearanceQuick Info
Always open for PM's, even if marked AFK!
SFW Image with Familiar: https://i.imgur.com/A1h1Ndk.jpg
Image after using IoP to change into fully furred catgirl: https://i.imgur.com/B0h4wqR.jpg
Jobs: Assistant Headmistress of the Healing House, Manager of the Apothecary, Researcher/Healer at Umbara
Hair: Brown, shoulder length hair kept loose
Eyes: Heterochromic (Left-Blue, Right-Green)
Height: 4'9"
Age: 26
Alignment: Neutral Good
First Impression: Curious and kind.
Outfit: Cloak (#49445) - Detail: {Dark green cloak, furlined, wide brimmed hood. Embrodiery inside of cloak of the letter of Catfolk A at the back.}
Silver Cloak Pin (#49438) - Detail: Embossed with the logo of the Healing House, with the cross picked out in red enamel
Armband (#49185) - Detail: Emblazoned with the logo of the HH outlined in violet, marking the wearer as HH management, https://i.imgur.com/ilgytLE.png) (Enchantments: +5 to initiative rolls)

Amethine also wears neutral brown Robes of the Arch Magi with fine detailing that fall to her ankles and covers her body with a built-in cape for aesthetic flair, a small hole cut in the rear for her tail to poke through, right below the split in the cape. A circlet upon her head, Vambraces and Armlets worn under her robes and a brooch attached to her front, all Mithril and all enchanted.

Previous outfit before Amethine changed to her robes: https://i.imgur.com/Y2QMS7v.jpg
Oldest and less accurate SFW Image: https://i.imgur.com/Y0TGm1t.jpg

Amethine (ah-meh-theen), known as "Ammy" by her friends and family, is a silly little Cat-Person standing a few inches short of 5ft, her smaller stature making her C-cup breasts appear bigger than they actually are, the skin on her body smooth to the touch aside from her ears and pubic area (which has a small tuft of fur above her sex) as well as her tail which is very long and fluffy.

Her body is covered by magical robes that offer superb protection, they are stained in all sorts of colours from alchemical spills, bloodstains, grass stains and many other stains that have accumulated over time. All kinds of belts and strappings hold various bottles and pouches full of various alchemical and healing ingredients tight to her body, looping around (and some inside) her robes. Each step or movement she makes is announced by the gentle clinking of the various bits of glassware around her.

Ammy's tail constantly flicks about and could be irritating to some people, she doesn't mind though, she's more than used to her tail having a mind of it's own and enjoys the freedom of movement her tail has. Restricting her tail would quickly cause Amethine great discomfort!

Her muscles aren't quite as developed as other Cat People, or indeed most other races though she is slowly gaining some muscle-mass thanks to constant sparring and training, though when not day-dreaming her intelligence and natural dexterity tends to make up for her physical shortfalls.

Ammy is extremely curious, very much being a downside for her. She's smart because she likes to satisfy her curiosity and discover new things, she's especially curious about magic. She's not been around nearly as much magic as one might expect, and while she's been learning and exposed to a wide variety of spells since arriving in Nanthalion, magic will still usually amaze and captivate her. If her guard is down it's not unknown for Ammy to pay very dear consequences as a result of her curious nature.

Ammy tries to be as friendly as she can, this is a dangerous land and she's learned that trying to appear as a friend to people is the best way to assure her own safety. In truth, she has an extremely tough time truly trusting anybody.
BackgroundAmmy had a tough time growing up, she had 5 siblings (4 sisters and a brother) and there was little work to be found, so her family had little time for her, mostly arguing amongst themselves. She spent most of her young years working as an apprentice for many different professions before eventually settling on Alchemy at around 17, mostly since she could spend most of her time gathering ingredients in the wilderness alone and away from the hustle and bustle of town. Ammy greets everybody warmly and tries her best to please, she just wants to see the world smile, to a fault. She hates confrontations and does her best to defuse an argument rather than have a fight break out. She won't say but the reason she's so against confrontation is she saw her mother lash out against 2 of her siblings in the heat of an argument, and became afraid of violence ever since. Her kind personality made it easy for her to gain so many apprenticeships, and while she never lasted long at all in these apprenticeships since she had no real skill in the craft, learning from all these experts has given her a true thirst for knowledge. Ammy's curiosity now fuels her intellect, craving new knowledge and expanding her understanding of the world around her.

Ammy spent most of her life after that in the wilderness, walking between the various border villages of the Empire. Ammy survives by selling the potions and ointments she makes using the ingredients she finds on the trek between each village and over the years developed a fairly reliable trade route for herself, though she barely makes enough to be considered successful she knows she won't starve. Now and again she can score a contract to work as a Healer for a time, often for injured animals or farm livestock, but these never seem to last and almost never actually helped her learn more about Healing after the basics, her main source of income was selling her produce to the stores in each village while she stayed there for a week or two. During the first couple of years she was forced to steal from a few shops to get by, whether to get food or a valuable ingredient to make enough on a batch of potions. She's always regretted this and still feels guilty whenever she sees these stores or supply crates with their insignia.

As she matured, she's been forced to learn to survive by herself. She can't cook, or make any kind of proper campsite, and barely is able to hunt boar or deer (she'd be far more inclined to save such an animal rather than kill and eat it), but her main defence against the wild has been her dexterity. Being a cat-person she was naturally quick to react, and effectively forcing herself to survive alone has only sharpened her instincts. Over the years she's had a few close calls, but she's always gotten faster and quicker to react, being forced to dodge bears, wolves, bandits and slavers. She would argue that her life has been harder than most, but keeping her head down, her feet quick and her head level she's almost always avoided danger. The most danger Ammy has been in was actually while she was staying in these villages, be it bandit raids, slaver caravans or simple rapers/muggers, since the buildings restricted her movement. She chose her short little dress and strapped her entire inventory around herself to aid in her dexterity, she needed her legs free and unrestrained and having a big heavy pack slung over her shoulder would only hamper her ability to escape danger, her time away from civilization had prevented her from becoming vain, choosing an outfit based purely on practicality rather than beauty.

While Ammy has learned to survive consciously in the forests and sweeping plains, she fares quite poorly when it comes to sleeping. She is an extremely heavy sleeper now, having spent years sleeping rain, or getting dragged about by wild animals. It has gotten to the point that if she is particularly tired, she can sleep through virtually anything; whether a broken rib from the mercenary group she was contracted to be the Healer for trying to kick her awake, or a Town Healer's pet dog dragging her from the woods where she woke up in a bed confused after the Healer had thought she was in a coma, or even the time a tree fell on her legs in the middle of the night and she spent the better part of 20 hours trying to free herself, after spending 6 hours totally asleep. If she hadn't spent most of her time sleeping up high in a tree, she could very well have been captured and enslaved by now. By this point, the only three things that can properly wake her up is the smell of cooking food, pulling quite hard at her tail and using a special dark sludge of a concoction she made which uses burnt meats, burnt coffee and different spices that she's trained herself to wake up with. It tastes utterly vile and smells even worse, but it does the job.

Back home it was an almost everyday occurrence to hear of a Catfolk being taken into slavery, she's not a fan of the stereotype of Cat People being subservient, but hardly has the gall to challenge it. She is against slavery, since that word almost always means her kind being taken and forced into collars; she has the intelligence to try and understand concubines and slavery that is born from a mutual understanding and respect however, but she is abhorrently against forced slavery and is so against slavery that she finds the thought of wearing a collar detestable.

Ammy continued her simple little life for a number of years, perfecting her alchemical and botanical knowledge, using her somewhat proficient knowledge on Healing to heal various animals and peoples that needed it, avoiding danger and talking to any knowledgeable people she could find; but her compass broke one day and pointed her in the wrong direction, and found herself strolling right into Nanthalion...
NotesTitle(s):
--- Assistant Headmistress of the Healing House
--- Manager of the Apothecary
--- Champion of the Green
--- Sexiest Outfit - Thallis Masquerade Ball 2019
--- Official Resurrector

- - -

Special Equipment:

Item of Power: Acolytes Band of the Goddess
---A small, intricately decorated band of Mithril that acts as a tail ring. The images depict catfolk playfully frolicking.
---Grants Amethine the ability to change her appearance into that of a fully furred Catgirl at will and back again or anywhere in between. She has full control over her fur and facial features so long as the result is considered a natural look for Catfolk. This fur acts like natural fur and disappears once shed. Also grants the ability for Amethine to detect tampered food. A !r 1d3 determines if Amethine can tell if something's been added to a meal, drink, snack or anything that can be licked or chewed, with a 1 being a failure to detect anything wrong.
http://www.belariath.com/php/arms/iop.php#AcolytesBandoftheGoddess

Item of Power: The Succour of Friends
---Small, dark piece of petrified oak that's been shaped into a long, thin octahedron with a thin green vine entwined around it, on one face is etched a tiny butterfly and great hammer and the whole thing is cured to prevent any scratches or surface damage. Fashioned into a simple, understated necklace made of silver.
---Official IoP for resurrection, grants the Linking The Bodies, Calling The Spirit and The Gift Of Life spells for performing resurrections.
https://www.belariath.com/php/arms/iop.php#TheSuccourofFriends

Minor Item of Power: Belt of Bouancy
---A simple, normal looking leather belt
---The wearer of this belt need never fear drowning, the power of it will always keep them afloat, unless great pains are taken to laden them with excess weight first. The belt will keep afloat twice the owners weight before becoming overwhelmed.
http://www.belariath.com/php/arms/miop.php#BeltofBouancy
(Granted by the thankful crew of the Elentari, the ship owned by Lindor Tindomerel)


- - -

Enchantments:

Mithril Brooch:
--- +5 defense
--- Sleep

Mithril Armlet (right):
--- +5 defense
--- Tongues (permanent)

Mithril Armlet (left):
--- +5 defense
--- +5 Int
--- +5 Sta

Golden Ring:
--- Ignite

Mithril Dagger:
--- Energy Bolt, 1 slot. [Reward for House of Horrors quest]

Robe of the Arch Magi:
--- Res +5

Mithril Circlet:
--- Int +5
--- Heal Spell Focus (7 Slots)
--- Shield of Healing Waters Spell Focus (7 Slots)

Mithril Vambraces:
--- Fur Armor Spell Focus (7 Slots)
--- Fur Spikes Spell Focus (7 Slots)
--- Magical Armor (15 slots, Daily Refreshing Charge)

Mithril Greaves:
--- Healer's Helping Hand Spell Focus (7 Slots)
--- Healer's Rescue Spell Focus (7 Slots)
--- Color Spray (15 Slots, Daily Refreshing Charge)

Boots:
--- +5 Agi

Cloak:
--- +5 Res

Wrist Crossbow:
--- +5 Atk

Mithril Tipped Arrows:
--- +4 Atk

https://belariath.com/forum/viewtopic.php?p=154857#p154857
http://belariath.com/forum/viewtopic.php?f=159&t=6154&p=152485#p152485
http://belariath.com/forum/viewtopic.php?f=159&t=6154&p=154026#p154026
http://belariath.com/forum/viewtopic.php?f=159&t=6154&p=154668#p154668
- - -

Familiar: (Ritual Bonding: +3 Int)
Ra-Vethine (Rah-veh-theen), or Ravey as Ammey calls her, is a large female common raven with a slender beak and glinting eyes. This raven shares certain traits with the catgirl, namely her mischievous side. The raven is a fine example of her species however and is quite intelligent for a bird, rather playful and very inquisitive. She cannot speak or communicate verbally, but does know various calls, a few of which being words in either common or catfolk. Ravey's slender beak helps the catgirl with her alchemical practices, as she can reach into bottles to get out ingredients and can often be seen participating with Amethine in this.

- - -


RP Traits:

Gaea's Gift (granted 19/Mar/20 from Wildgrowth Plague quest):
Amethine joined the final push to seal the source of the Wildgrowth Plague that had spread from Dethsiris. Her Healing skills and magic helped ensure that the world of Belariath was saved and in thanks for this, the Goddess Gaea granted this boon for the Catgirl. Once per day, Amethine can invoke this ability to fully heal herself from small wounds. This ability lasts 10 seconds and during this time Amethine's mismatched eyes change to a sudden bright, almost neon green. This ability can't heal anything more severe than a knife wound and cannot be used after diced combat, this ability is RP fluff only.

Cat-like balance and dexterity:
Amethine, being Catfolk, is naturally adept at keeping her balance and moving quickly, but her long history of avoiding danger has served to heighten those abilities somewhat. Amethine is quite able to surprise most people by jumping or moving higher and faster than they might expect for someone so small, able to handily jump clean over someone 6ft tall (with some twisting and turning involved). Her biggest feat of dexterity was barely managing to (with a good running start) jump over a fairly wide river in the forest to escape being hunted and barely managing to land on the opposite bank, or perhaps winning a playful tail-fight against Callie Volopa and her five tails.

Escape Artist:
Before coming to Nanthalion she was not much of a fighter, at all, but still is really quite adept at wriggling out of dangerous situations. Amethine is most adept at keeping her footsteps silent, and often moves as silent as possible just because that's how she's learned to carry herself; her clinking glassware mitigates this but all it takes is a little rearranging and suddenly Amethine can make any thief jealous with her silent movements, she'd likely make a fantastic thief herself if she weren't a Healer. If she's ever caught or manhandled her first and foremost reaction will be to use every available means at her disposal to break free!

Stubborn/Willpower:
She's quite stubborn about her position on slavery, and extremely stubborn about her own freedom. She grew up being free, and is not about to have that taken away from her any time soon. This stubbornness also spills into her other beliefs, making her fairly stubborn in general.

Fears:
Amethine has a very deep seated fear of the deep ocean (thalassophobia) as well as a fear of flying (aerophobia). She's perfectly fine with heights, but she needs her feet on solid ground otherwise she tends to just lock up and shut down. This likely stems from her deeper fear of slavery, where she needs her personal freedom to be happy so being on a boat or flying on a creature limits her own ability to get out of danger. So in short, good luck trying to get her on a Mephos or on a boat.

Fast Eater:
Amethine is a fast eater. Extremely fast. Her rate of eating shouldn't be physically possible, but Amethine doesn't care, Amethine was forced to learn how to eat fast with 5 siblings and not enough food to go around. She's only gotten faster since. She doesn't mind sharing so much, but you have to ask before it's already gone, which is too late, because it's already gone. She burns off all this food easily enough, she's always walking about and digging at various roots and plants.

Heavy Sleeper:
As mentioned in her backstory, Amethine is a ridiculously heavy sleeper. This is something to bear in mind if she needs awoken for anything, short of her own special wake-up juice, very painful tail pulling, the smell of delicious food or extreme physical violence; she is simply not getting up before her body is done sleeping. This naturally makes her susceptible to capture or being tied up.

Traumatic Past:
Amethine's friendly smile helps shield her from bad memories as she has had a number of experiences that could be considered quite traumatic. The most traumatizing of which was when she apprenticed to a fisherman and the boat she was on disappeared with her being the sole survivor, she never told the Thallis authorities what happened after she washed up there. Another time was a big bandit group sacked a town she was staying at and had to help with the aftermath. Another event was being helpless as a slaver caravan was capturing fresh catfolk as slaves and all Amethine could do was hide until they left. Another event was when Blood Swan Moon was in effect (she wasn't aware of BSM at the time) and she hid in fear while the nearby moriels went on a killing spree. Yet another time was when a small band of thieves (or perhaps just one? she was asleep at the time) robbed what little she owned, taking not only her items but any and all family heirlooms and keepsakes. All of this is hidden under her friendly personality, but if she's shaken enough then the cracks might begin to show.

Combat Trained:
Amethine doesn't like Healers being seen as "weak" or "defenseless", as prey to be preyed upon. While she hates fighting, and really doesn't understand the appeal of bloodsports, she HAS spent a considerable amount of time training in combat (most notably self defense) with her old friends, Abby and Airy. Abby in particular being one of the most distinguished mercenaries in all of Belariath (according to Amethine). Amethine is proficient in keeping her distance whilst keeping foes at bay with her magic and avoiding attacks with her natural dexterity, and in extremely dire circumstances, she knows more than enough about the biology of the different races to know where exactly to strike to paralyse or kill a foe (though she'd strive to never have to resort to such measures). While Amethine still prefers to appear as kind and compassionate as she can, she's surprisingly able to defend herself or her friends should the need arise!

Trust issues:
Amethine has had a troubled past both in and out of Nanthalion, almost everybody she's met has always had the agenda of either capturing or raping her. Only very recently has she started meeting people where that wasn't the case and as a result of this Amethine is HIGHLY suspicious of anybody trying to get closer to her, believing that they must have some sinister ulterior motive for wanting to get close to her. Time and effort may get her to lower her guard, but she's grown up learning that she can only rely on herself for her own safety.

"Who're you again?":
Amethine may be quite the bookworm, and loves learning new things. Unfortunately, this means there's not a lot of room in her head for other important things, like meeting times, and people's faces. Or names. Amethine doesn't try to be rude, but she often won't remember someone unless she happens to meet them more than once, the exception to this rule are those who have presented themselves a threat to Amethine. If Amethine remembers who someone looks like, even after not seeing them for a while, it's a safe bet that they were either quite close for a time, or Amethine has a reason to be wary around them.

- - -
Skills---Ranked Skills---
Level 39: Scribe - Expert
Level 38: Scribe - Journeyman
Level 37: Scribe - Apprentice
Level 36: Scribe - Novice
Level 35: Potionmaking - Expert
Level 34: Potionmaking - Journeyman
Level 33: Potionmaking - Apprentice
Level 32: Potionmaking - Novice
Level 31: Cooking - Novice (from backstory)
Level 30: Baking/Candy-making - Novice (from backstory)
Level 25: Leatherworking - Novice (from backstory)
Level 24: Sculptor - Novice (from backstory)
Level 23: Architect - Novice (from backstory)
Level 22: Soldiering - Apprentice (from backstory)
Level 21: Soldiering - Novice (from backstory)
Level 16: Tending/Etiquette - Master
Level 15: Tending/Etiquette - Expert
Level 14: First Aid/Triage - Master (Mentor: Allivia Annaert)
Level 13: First Aid/Triage - Expert (Mentor: Lindor Tindomerel)
Level 12: First Aid/Triage - Journeyman (Mentor: Lindor Tindomerel)
Level 11 : Tending/Etiquette - Journeyman
Level 9 : Tending/Etiquette - Apprentice
Level 8 : First Aid/Triage - Apprentice (Mentor: Lindor Tindomerel)
Level 7 : Alchemy - Master
Level 6 : Alchemy - Expert
Level 5 : Alchemy - Journeyman
Level 4 : Alchemy - Apprentice
Level 3 : First Aid/Triage - Novice
Level 2 : Potionmaking - Novice
Level 1 : Alchemy - Novice
Level 1 : Tending/Etiquette - Novice

---Unranked Skills---
Level 29: Massaging
Level 28: Rhetoric
Level 27: Navigation: City Streets
Level 26: City Survival
Level 20: Navigation: Wilderness (from backstory)
Level 19: Administration
Level 18: Anatomy
Level 10: Swimming (Mentor: Callista Volopa)
Level 1 : Foraging (from backstory)
Level 1 : Reading/Writing Language Common
Level 1 : Reading/Writing Language Cat-Person
StrengthIntelligenceAgilityResistanceStaminaLifeSpell SlotsEquip Slots
16868380806112016


Equipment:
NameAddsSpecial
mithril tipped bolts0
mithril dagger0
wrist crossbow0
robe of the arch magi0
mithril circlet0
mithril vambraces0
Mithril greaves0
gambeson0
Full Healing Potion0


Spells:
Spell nameSlots
Shield of Healing Waters15
Life Donor15
Sleep Watch1
Waters of Life15
Lurk1
Truth Hear1
Truth Speak1
Sweet Bliss1
Warmth1
Healers Helping Hand8
Message1
Floating Disc1
Telekinesis1
Cure Poison1
Cure the Senses1
Waters of Purification6
Feather Fall1
Fur Armor15
Fur Spikes15
Fly1
Sharpen Claw15
Heal15
Discern Ailment1
Cure Disease6
Dimension Door1
Anchored Savior1
Umbara Key1
Re-Growth11
Healer`s Rescue15
Hair Grow1
Graceful Leap14


OOB Spells:
Spell nameSlots
Detect Illusion1
Clean1
Swap Gender1
Reflect1
Mend1
Detect Magic1