[Approved by Pig Boy] Areia

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Areia
Approved Character
Posts: 60
Joined: Wed Jan 12, 2022 5:48 pm
Race: Lotharro
Renown: 0
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Wealth Tier: Tier 5

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Areia  [Approved CS]

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Mer name~ No mer name.
Name~ Areia (pronounced Aria).

Swarming~ 40th Ashan, 703.
Born~ 74th Vhalar, 703.

Languages~ Mer telepathy (Areia's fluent and basic starting languages have been disregarded).

Appearance~
Water~

Areia is a category III mer. Born to a tribe of category II mer, Areia was smaller and quicker than the other mer in her tribe, with a human beauty that the tribe thought undesirable. Because of this, Areia was never completely one with the tribe.

In her water form, Areia is so pale of skin that, in certain lights, her skin seems to glow. There is an undertone of purple in her skin that is most prominent on her lips, giving them a purple or blue coloring. Her hair is long and very black, her hair and her eyes as black as the furthest depths of the sea. In contrast to her upper form, her lower form is beautifully bright, a wash of purple and blue like the surface of still water at twilight, turning to a crystalline translucence at the end. Areia's tail is not built for quickness or agility, though as a category III mer she was more quick and agile than many of the mer in her tribe; her tail is built for beauty, seemingly as delicate as the touch of the sea upon the beach.

Quick details~
Mer type~ Category III. Saltwater mer.
Length (water)~ 10' 10''.
Weight (water)~ 240 lbs, most of the weight in her tail.

Land~

In her land form, in the light, Areia's pale skin shimmers with an otherworldly translucence. In low light, especially in the twilight and the night, the undertone of purple in her skin glimmers with a biqaj-like glow. The depth of blackness in her hair and her eyes shifts like light under water, with highlights and lowlights of purple, blue, and sometimes sea green. The ends of Areia's ears are pointed like a biqaj's, and ~like in her water form~ her digits are long and pointed, ending in delicate-looking claws. In both forms, Areia's teeth are pointed, too, as all mer's teeth are.

Quick details~
Land type~ "Biqaj".
Length (land, height)~ 5' 10''.
Weight (land)~ 140 lbs.
Last edited by Areia on Thu May 12, 2022 2:44 am, edited 12 times in total. word count: 387
User avatar
Areia
Approved Character
Posts: 60
Joined: Wed Jan 12, 2022 5:48 pm
Race: Lotharro
Renown: 0
Character Sheet
Character Wiki
Plot Notes
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Wealth Tier: Tier 5

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Skills, Skill knowledge

Skills~

(MP) is Mer Pack. The mer pack adds +10XP to fieldcraft, +1 skill knowledge to fieldcraft, and +1 non-skill knowledge to underwater terrain (the +1 non-skill knowledge has been disregarded).
Please note that, on mobile, this table scrolls.
Skill Knowledge Level XP
Fieldcraft 12 Competent 36/250
Hunting 11 Competent 26/250
Stealth 11 Novice 25/250 (RB)
Singing 6 Novice 15/100 (FT)
Swimming 8 Novice 15/250
Combat~ Polearms and staves~ 1H 2 Novice 10/250
Endurance 0 Novice 5/250
Skill knowledge~

(SP) is Starting Package. Starting skills are competent fieldcraft and hunting, novice stealth (RB), novice singing (FT), and novice combat~ polearms and staves~ 1h and swimming.

(PB) is Pig Boy.

Combat~ Polearms and staves~ 1H
1. Polearms and staves~ 1H (SP)~ How to hold a spear.
2. Polearms and staves~ 1H (SP)~ Using a spear in basic defense.

Dancing~
1. Dancing: Twisting your body and arms in dance. Link.

Detection~
1. Detection: What glass looks like. Link.

Fieldcraft~
1. Fieldcraft (SP)~ Using a sharp rock as a knife.
2. Fieldcraft (SP)~ How to sharpen a rock knife.
3. Fieldcraft (SP)~ How to locate shelter.
4. Fieldcraft (SP)~ Identifying common predators.
5. Fieldcraft (SP)~ Identifying common prey.
6. Fieldcraft (SP)~ How to ward off predators using scent traps.
7. Fieldcraft (SP)~ How to gather scents for scent traps.
8. Fieldcraft (SP)~ Where to hide scent traps.
9. Fieldcraft (SP)~ Identifying common plants.
10. Fieldcraft (SP)~ How to bury valuables.
11. Fieldcraft (SP)~ How to locate buried valuables.
12. Fieldcraft (MP)~ How to locate warmth underwater.

Hunting~
1. Hunting (SP)~ Foraging as a primary food source.
2. Hunting (SP)~ Where to locate crabs.
3. Hunting (SP)~ How to kill and consume a crab.
4. Hunting (SP)~ Identifying poisonous fish.
5. Hunting (SP)~ Identifying nonpoisonous fish.
6. Hunting (SP)~ Where to locate oysters.
7. Hunting (SP)~ How to kill and consume oysters.
8. Hunting (SP)~ Scavenging as a primary food source.
9. Hunting (SP)~ Using scent to locate scavengable food.
10. Hunting (SP)~ Opportunistic hunting.
11. Hunting (SP)~ Opportunistically stealing from fishermen.

Singing (FT)~
1. Singing (SP)~ Singing telepathically.
2. Singing (SP)~ Singing with emotion.
3. Singing (PB): The resonance of Reisah.
4. Singing (PB): The echo of Reisah.
5. Singing (PB): The silence of the tribe.
6. Singing: Composing music in the moment. Link.

Stealth (RB)~
1. Stealth (SP)~ Using the shadows to hide.
2. Stealth (SP)~ Using distance to stealth.
3. Stealth (SP)~ Locate where to hide beforehand.
4. Stealth (SP)~ Don't move too quickly when stealthing.
5. Stealth (SP)~ Oppositely, move quickly when you need to get out quickly!
6. Stealth: Hiding behind cover to not be noticed by a mark. Link.
7. Stealth: If discovered when stealthing, use cover defensively. Link.
8. Stealth: Using dim light and the colors of the kelp to hide. Link.
9. Stealth: Look and listen when stealthing. Link.
10. Stealth: Kelp, in water, will prevent land people from pursuing quickly. Link.
11. Stealth: Move when the mark is not looking. Link.

Swimming~
1. Swimming (SP)~ Swim sprinting.
2. Swimming (SP)~ Diving when swim sprinting.
3. Swimming (PB): Making speed away from a bad situation.
4. Swimming (PB): Getting caught in a fish trap can complicate matters.
5. Swimming (PB): Escaping an iron trap.
6. Swimming: Swimming up "out of the water"; jumping. Link.
7. Swimming: Landing the jump is important. Link.
8. Swimming: Swimming in shallow waters. Link.
Last edited by Areia on Mon Jun 20, 2022 1:37 pm, edited 15 times in total. word count: 590
User avatar
Areia
Approved Character
Posts: 60
Joined: Wed Jan 12, 2022 5:48 pm
Race: Lotharro
Renown: 0
Character Sheet
Character Wiki
Plot Notes
Templates
Wealth Tier: Tier 5

Featured

Contribution

Milestones

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Skill ledger

Skills and knowledge ledger~

(SP) is Starting Package.

(MP) is Mer Pack. The mer pack adds +10XP to fieldcraft, +1 skill knowledge to fieldcraft, and +1 non-skill knowledge to underwater terrain (the +1 non-skill knowledge has been disregarded).

(PB) is Pig Boy.

(Know.) is knowledge.
Please note that, on mobile, this table scrolls.
Skills and knowledge XP Total Grand total
Fieldcraft (SP) +11 (Know.) +26 0 0
Hunting (SP) +11 (Know.) +26 0 0
Stealth (SP) +5 (Know.) +25 (RB) 0 0
Combat~ Polearms and staves~ 1H (SP) +2 (Know.) +10 0 0
Singing (SP) +2 (Know.) +10 (FT) 0 0
Swimming (SP) +2 (Know.) +10 0 0
Fieldcraft (MP) +1 (Know.) +10 0 0
Swimming (PB) +3 (Know.) +5 0 0
Singing (PB) +3 (Know.) +5 0 0
Endurance (PB) +5 0 0
[Gunvorton] I dance. +1 Dancing, +1 Singing, +2 Stealth, +2 Swimming (Know.) +10 10 10
[Gunvorton] New Waters. +1 Detection, +4 Stealth, +1 Swimming (Know.) +10 20 20
Last edited by Areia on Mon Jun 20, 2022 1:24 pm, edited 13 times in total. word count: 181
User avatar
Areia
Approved Character
Posts: 60
Joined: Wed Jan 12, 2022 5:48 pm
Race: Lotharro
Renown: 0
Character Sheet
Character Wiki
Plot Notes
Templates
Wealth Tier: Tier 5

Featured

Contribution

Milestones

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History

History~

40th Ashan, 703~ Areia's swarming.

74th Vhalar, 703~ Areia's hatching.

Vhalar 703 to Cylus 709~ This is the time between Areia's hatching and the time when she is 6 years old. This time is spent with the other hatchlings, learning to survive within the water and within the tribe. The hatchlings are, for the most part, left to themselves to learn to survive and to thrive. They live as one, killing and eating whatever prey they can get their little hands on, squabbling and play fighting and sometimes fighting to the death.

There are other category III mer like Areia in her hatching, but they die, leaving only category II mer and Areia. Category III mer like Areia are not liked within the tribe. The other hatchlings tolerate Areia ~she is one of them~ but the older mer that she meets in this time, the mer of the tribe, are at best indifferent to her and at worst murderous. She learns to keep away from the older mer, to keep a distance from the tribe, and by the time she is six years old the other hatchlings have integrated into the tribe, leaving her by herself.

Ashan 709~ The tribe's first swarming since 703 (swarmings are every 6 years).

Vhalar 709~ The new hatchlings hatch. Distanced from the tribe, Areia lives with the hatchlings.

Zi'da 709 to Ashan 719~ The longer Areia lives, the less indifferent to her the older mer are. They don't like her living with the hatchlings, and they drive her off from where the hatchlings live. But a mer is nothing without their tribe, and Areia doesn't leave the tribal grounds.

Throughout this time the older mer become more and more aggressive, and eventually Areia does have to leave the tribal grounds to live on the borders. She patrols the borders, and the older mer tolerate her there. When there are dangers, she defends the tribe because though she is not one with the older mer, the tribe is still hers.

Ashan 715~ The tribe's second swarming since 703. This time, the older mer drive Areia away from the hatchlings. Still, sometimes a hatchling or two will make their way out from the tribal grounds and Areia will direct them back to the tribe. She patrols the borders, defending the tribe and the hatchlings.

Ashan 717~ Areia's first swarming. Her timing is off ~most mer's timing is off, their first swarming~ and the tribe destroys her clutch.

Ymiden 719 to Cylus 720~ There is a dispute between Areia and the older mer, and a number of the mer drive Areia further out of the tribal grounds, away from the borders. She's badly injured in the dispute, and will die without the tribe to defend her in her injury. In her weakness, she is netted by a fisherman. She thinks he will kill her ~fisherman kill mer~ but he doesn't. He tends to her wounds. The fisherman keeps her in a net while she is weak ~he is smart, because she would have murdered him otherwise~ and with his tending her injuries begin to heal.

She demands that the fisherman let her go when she is healed, but he doesn't. He moves her from the net to a metal trap. She screams and demands to be let out but the metal trap is too strong and the fisherman will not let her go. He speaks to her in a soft voice but she doesn't know what he's saying, nor does she want to know. Let me out, let me out! she screams.

The metal trap is in the water but on low tide she can see the land. It is the first time she's seen the land, and she watches the fisherman. He is building something on the land, but she doesn't know what it is and she doesn't want to know. Land people build things. It doesn't matter what he's building. She screams to be let out.

Ashan 720~ There is a problem with the metal trap, and the fisherman has to open it. He nets her and opens the trap, and Areia fights. Reisah! she screams and she wounds him but it is not a deadly wound. Wounded, though, he lets go of the net and she thrashes into the open water. The net is wrapped around her but she thrashes and fights and eventually gets free. She swims away from the fisherman and his net and his metal trap and sings Reisah, reisah! on the way back to the tribal grounds.

Though she is not one with the tribe, the tribe will hear her reisah and they will sing with it. Reisah is the one song they will sing with her, and she sings it triumphantly as she swims. Reisah, reisah!

But when she gets to the grounds, there is no tribe. There are no mer within the tribal grounds. Areia stops singing.

Ymiden 720 to Cylus 721~ Areia looks for the tribe. They are gone, their things left behind. A mer is nothing without their tribe and so she looks for them. When she is not looking for them, she patrols the grounds and defends them, and she defends the tribe's things, their treasures.

Ashan 721~ The tribe's third swarming since 703, and Areia's first swarming with the tribe. But there is no tribe, and there is no swarming. Areia lays her clutch but there are no other mer. Her clutch dies without other mer to fertilize it, and Areia patrols the tribal grounds mournfully. The mourning lasts until Vhalar 721, when her clutch would have hatched. Areia stops mourning and begins swimming further and further out from the tribal grounds, looking for her lost tribe. She begins looking for solitary mer, too.

But she returns to the tribal grounds because they need to be defended.

Ymiden 721 to Cylus 722~ Sometimes, when she is looking for the tribe, Areia goes back to look at the fisherman. The metal trap is there but it is too strong, and she is not able to destroy it when the fisherman is not looking. He is building something on the land ~land people build things~ and sometimes she watches him while he is building. She hides, though, so he doesn't know she is there.

Otherwise, she looks for the tribe and she defends the tribal grounds.
Last edited by Areia on Thu May 12, 2022 2:45 am, edited 8 times in total. word count: 1102
User avatar
Areia
Approved Character
Posts: 60
Joined: Wed Jan 12, 2022 5:48 pm
Race: Lotharro
Renown: 0
Character Sheet
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Wealth Tier: Tier 5

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Wealth ledger

Wealth ledger~

(MP) is Mer Pack. The mer pack starts mer at Tier 5 with 66 WP.
Please note that, on mobile, this table scrolls.
Item WP Total
Tier 5 (MP) +66 WP 66 WP
Rebirth 722 +0 WP 66 WP
Last edited by Areia on Mon Jun 20, 2022 1:38 pm, edited 10 times in total. word count: 58
User avatar
Areia
Approved Character
Posts: 60
Joined: Wed Jan 12, 2022 5:48 pm
Race: Lotharro
Renown: 0
Character Sheet
Character Wiki
Plot Notes
Templates
Wealth Tier: Tier 5

Featured

Contribution

Milestones

Miscellaneous

Possessions, Housing

Possessions~

(MP) is Mer Pack. In addition to the possessions listed below, the Mer Pack adds an underwater animal smaller than Areia in size (the animal has been disregarded).

Heirloom possession~

Please note that, on mobile, this style scrolls.
  • One decorative dagger crafted from a crystalline cobalt alloy (MP, Tier 7). Once belonging to the land people, this dagger was stolen by a member of Areia's mer tribe. When the tribe was lost, Areia located the dagger within the tribe's treasures and stole the dagger for herself.
    Though the dagger was intended to be decorative by the land people, it is sharp.
    Areia was drawn to the dagger as a representation of both her lost tribe ~it was one of their treasures~ as well as a representation of the otherness of the land people and their ways. The dagger is cobolt with a delicate purple luster, with decorative elements on the hilt as well as a Tier 7 gemstone in the pommel.
Housing possessions~
  • Two underwater scent traps (MP).
  • Two sea barrels (MP).
  • One airskin (MP).
Mer Pack possessions~
  • One spear (MP, Tier 6).
  • One compass (MP, Tier 5).
  • 200 ft kelp rope (MP).
  • Two strapped packs (MP).
  • One trapper kit (MP, Tier 5).
  • One crab cage (MP, Tier 5).
Wealth Tier possessions~
Housing~

A small cave on the tribal grounds' borders (MP). The cave ~as well as the tribal grounds~ are well off the shore of Scalvoris, not within sight of the land. A mer would need to swim a number of days off Scalvoris' shore to get to the tribal grounds' borders.

The grounds themselves have, until late, housed the Sovor'n mer tribe. The grounds were looked after and defended by the tribe. Within the grounds, likely near the grounds' center, is where the tribe hid their treasures~ mostly things that were stolen from the land people. The tribe was neutral to hostile to the land people, mostly through the opportunistic thievery of goods and ~sometimes~ people. As for other mer, the tribe was for the most part neutral to solitary mer ~mer without a tribe~ and neutral to other mer tribes as long as the other tribes did not impinge on their borders. They did have trade with both solitary mer and other nearby tribes, though they had no long-lasting trade relationships and were for the most part isolationist. They were hostile to the mer tribes associated with leviathans, and otherwise wary of leviathans and Chrien.

Please note that the tribal grounds are not Areia's ~they are not her grounds, and are not listed in her Mer Pack~ they are just the grounds associated with her lost tribe. Because of this, they are the grounds near her cave and the underwater grounds with which she is associated. Areia defends the grounds because they are the tribal grounds; to not defend them would be a gross betrayal of the tribe.

The cave Areia lives in is hers, as is a small underwater "garden" near to her cave.
Last edited by Areia on Thu May 12, 2022 2:46 am, edited 22 times in total. word count: 529
User avatar
Areia
Approved Character
Posts: 60
Joined: Wed Jan 12, 2022 5:48 pm
Race: Lotharro
Renown: 0
Character Sheet
Character Wiki
Plot Notes
Templates
Wealth Tier: Tier 5

Featured

Contribution

Milestones

Miscellaneous

Renown ledger

Renown ledger~

(PB) is Pig Boy.
Please note that, on mobile, this table scrolls.
Thread Renown Total
History~ (PB) +0 0
[Gunvorton] I dance. +0 0
[Gunvorton] New Waters. +0 0
Last edited by Areia on Mon Jun 20, 2022 1:40 pm, edited 12 times in total. word count: 48
User avatar
Areia
Approved Character
Posts: 60
Joined: Wed Jan 12, 2022 5:48 pm
Race: Lotharro
Renown: 0
Character Sheet
Character Wiki
Plot Notes
Templates
Wealth Tier: Tier 5

Featured

Contribution

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Miscellaneous

Thread list

Thread list~
The Underwatermelon.

One day, while minding the tribal grounds and patrolling it, Areia spots a strange object floating upon the surface. At first glance it appears to be some sort of man-made thing. Perhaps a trap. But as she grows closer, if she approaches, she will note that it has the look of a sort of vegetation. It's a watermelon. But not just any watermelon. This watermelon has been altered by fractive mutation into an underwatermelon, that can be grown in her garden!

If she should undertake the cultivation of the underwatermelon (Please do a dev entry for the underwatermelon in Scalv Development or CTW if you wish to take on this portion of the quest), or attend her garden at any point after this encounter, she will find a visitor calling upon her tribal lands. It's an attendent of the underwater spawning facility, Deori. Should Areia peacefully greet him, he will strike up a telepathic conversation with her, communicating the existence of the facility, and stating that they are looking for various small mer tribes to catalogue and track.

Whether she accepts this proposition or drives the interloper from tribal lands is entirely Areia's choice.
Memory, Cold 721~ Rebirth 722~ Hot 722~
word count: 358
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