|
Post by orestes on Nov 15, 2009 22:02:05 GMT -5
ID: SD018 Name: Glaz Suit: Clubs Rank: Seven Gender: Male Animal: Ferret Region: Golfam Marsh Dealer: Orestes Notes: He has one extra eye in the shoulder of his left arm, he doesn't exactly appreciate the mutation and blames his parents....for being siblings (brothers, ah backwater Golfams...) <3 He wears his bipedal form proudly, (he was born with it) hoping it will cancel out his mutation...and his Club status. Basic Magical Ability: He can go three days without needing to sleep. Moderate Magical Ability: When activated, he can carry up to 120 lbs of extra weight for 24 hours straight, one day per week. He is left feeling tired and somewhat drained for the 24 hours following that period.
|
|
|
Post by orestes on Nov 15, 2009 22:02:39 GMT -5
Golfam Marsh:
Residents are usually pale beige or an off-yellow, with dark green and dark brown blotchy markings. They almost always have webbed feet or tails to accommodate their movement in the marshlands. Their markings blend in almost perfectly with their surroundings if at home in the marsh.
The Golfam Marsh is unlike it's counterpart, the Josiggy Marsh, in a myriad of horrible ways. Most outsiders tend to get lost or lose their lives inside due to the treacherous boggy ooze and the less-than-friendly inhabitants. It is a dangerous place and the dwellers don't usually go out of their way to make it safer for anyone besides themselves. Some actually take sport in leading wayfarers around in circles or taking all of their money and then dumping them in the heart of the Marsh. Many keep to themselves and there are many rumors about “inbred Golfams” throughout other Realms due to the usual disdain residents give for anyone not of the marsh. The Golfam itself is uniformly dark and damp; any dry land is a treasured commodity in the Golfam. Trees grow closely together and block the sun in many places. Thick vines, creepers, and mosses grow on everything and thick mud is prevalent everywhere. The Golfam Marsh has driven a few questers mad and has been rumored to contain dark, terrible secrets. Some fear this land even more than the Hisstor Wastes.
Mustelids
Mustelids are fairly common. With their lithe shapes, they can wriggle their way into almost every part of the realm. They tend to stay away from the Tulgey Wood, however, as they’re smart creatures and know a bad sign when they see it. They often come in the forms of weasels, ferrets, and pine martens, though raccoons aren’t terribly hard to locate...and once in a blue moon you may even see a squirrel.
Clubs: The Hoof
Clubs are by far the most common Suit and they are the only ones that can occur in breedings where neither parent possessed the Suit. For example, a Spade and a Diamond have children; it is perfectly plausible for them to have one Diamond and two Clubs. The only breeding Clubs cannot occur in is one between two red Cards. Clubs are seen as the "grunts" of Society. Even their Queen is not as highly respected as any of the Other Queens, be they a better ruler or not. They are often put to use as laborers by other Suits and aren't regarded for their intellectual skill, even though many are more than qualified to be in higher positions.
The Club representation, the Hoof, represents their durability and their station as laborers; many resent the label.
Basic Magical Ability: All Clubs can go two or three days without needing to sleep, depending on their individual stamina.
Five-Seven
Fives, Sixes, and Sevens are the most commonly found members of society and are seen as the "middle class". Since there are so many of them, they are seen as the "norm" and feel that there is nothing wrong with their lot in life if they remain where they are. They tend to be pleased with life and can get mediocre jobs as higher-end servants in the Courts, living their lives comfortably in the average end of society. Higher-ups may still look down on them, but they can all feel justified in gossiping about that moronic snot at dinner or with the neighbors
|
|