Post by Callypso on Oct 3, 2010 23:54:09 GMT -5
Something wicked this way comes...
ID: SD447
Name: Marvolo Price
Suit: Club
Rank: Six
Gender: Male
Animal: Mustelid (Ferret)/Goat
Region: Corvistowne
Parents: Aberforth x Iaso
Dealer: Callypso
ID: SD447
Name: Marvolo Price
Suit: Club
Rank: Six
Gender: Male
Animal: Mustelid (Ferret)/Goat
Region: Corvistowne
Parents: Aberforth x Iaso
Dealer: Callypso
Notes: A medicinal Corvistowneian he loves to see what it truly means to reconnect the nervous system, or add in extra... Near sighted as his sisters, he also has difficulty with seeing further away and needs specialized glasses. His wings carry him fully anywhere he wants to go with very little effort and his odd, twisted horn...can cause infection to spread to wounds. Almost like an anti-Unicorn of legend...
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.
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Corvistowne: Residents are usually black with electric and/or neon colored patterning in erratic stripes, splashes, and/or circles. Their coloration can be anything from electric green to a dazzling gold; even white has been seen on occasion, though it is incredibly rare. Breeding two Corvies of different colors will automatically result in at least one child that has both of those colors on its body.
Those who hail from Corvistowne are an odd bunch. They tend to be erratic in behavior and excessively creative in their work and experimentation. Most members consider themselves to be inventors of some sort, and they are not above experimenting on other members of society willing to sell themselves, Banders, Toves and Momes, Aces...or on themselves. Corvistowneians are usually quite intelligent, though they may lack common sense in the way they view the world, some going to extremes for no reason other than for science!!! The town itself is poorer than most, with many buildings appearing dilapidated and poorly cared for. If one can worm their way into the confidence of a member, they may be able to bear witness to the underground labs of Corvistowne. Many are small and cramped, with piles of past experiments and lab equipment strewn about; those with power in Corvistowne have setups that are rumored to make the Queen of Hearts slightly nervous. The extents of these labs can stretch underground for miles. Corvies are rumored to be slightly crazy by many not of the Realm. It is a stereotype and of course there are some who are scholarly in their pursuits…but the label arose for a reason.
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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.
Hoofed Mammals: The Hoofed Mammals are a bit harder to find about the countryside than some of the other breeds. They tend to stay away from watery Realms and favor hard-packed ground over which they are excellent sprinters. They are usually in the forms of deer, horses, and gazelles, though others have been spotted.
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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.
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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.