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Name: Raisa
Age: Approximately 300 years, give or take.
Race: Draenei
Appearance: Raisa is more or less the average size for a female draenei - just shy of six and a half feet, with a slender build that belies her ability to whack people with a pair of axes and/or maces. Her form is generally humanoid and blue - a deep cobalt blue, to be precise. A draenei's forehead is usually broad and high, with a light birthmark in the centre; Raisa's black hair is grown out into springy bangs that cover her forehead. The rest of her hair is simply left to fall down to just past her shoulders, though it must be noted that a pair of blue horns grow from her temples, sweeping back horizontally along the curve of her head. A pair of small tendrils are located behind each ear, usually hidden in her hair. (The purpose of these tendrils is unknown.) She has a small tail at the base of her spine that tapers to a point; a female draenei's tail is usually too weak and lacking in muscles to move on its own (as opposed to a male's broad, muscular - potentially multiple - tails). Her legs are like a hairless goat's legs, knees bending opposite to a human's, and the bottom half ending in a pair of cloven hooves.

Personality: Coming soon.
History: Raisa was born to a very traditional draenei family - one with a number of members skilled in the manipulation of both arcane and holy magic. She, on the other hand, had a talent for neither. Instead, Raisa became a scholar - albeit a fairly active one, preferring to go out to find artifacts and study creatures in their native environments. While Draenor was, at the time, a relatively safe world, she still learned how to wield a one-handed axe to defend herself.

The first two hundred fifty-odd years of her life were fairly uneventful; she lived and studied in Shattrath, the largest draenei city on Draenor. However, unbeknownst to the draenei, the orcs, with whom they'd been living in peace for generations (orcish generations, not draenei generations), were being corrupted by the same demons who'd driven them from their home millennia ago. The orcs promptly proceeded to annihilate the draenei race; Raisa and her mother escaped from Shattrath just before the city was besieged by orcs, but her father stayed behind to fight. Needless to say, he died in defense of the city, along with most of the other draenei. (The few survivors of that battle, meanwhile, quickly found themselves changing into something else entirely. This is important for later on.)

The orcs pursued the draenei, and they fled into the swamps of nearby Zangarmarsh, living in scattered colonies and ragged bands. Raisa, her mother, and a handful of her family members were among these survivors. (It's estimated that orcs killed somewhere around eighty percent of the entire draenei race, not including the ones who became mutated into the Broken.) Luckily, before the orcs could drive the race to extinction, the Dark Portal was opened, and the orcs invaded Azeroth.

However, after about eight years of having their world ravaged by orcs, the races of Azeroth banded together to drive the orcs back through the Dark Portal. This caused the orc shaman Ner'zhul to open dimensional rifts for his orcs to flee through, which, in turned, made the world itself rip to pieces, becoming a number of loosely connected fragments floating in the Twisting Nether (basically like space, only MAGIC).

The draenei, Raisa included, were still in Zangarmarsh when this happened. While the area remained largely intact, the fel magic used by the orc warlocks had continued to warp things - not just the Broken, but the wildlife and plants of the area. Life on Outland, as the remnants became known as, became increasingly difficult - and it didn't help that Kael'thas Sunstrider, leader of the blood elves, eventually brought his people there, convinced by Illidan that it could fuel the blood elves' addiction to magic. The remnants of the draenei eventually withdrew to Tempest Keep, a prison where the Naaru (their allies, who were beings made of pure Light) kept the criminals they gauged too dangerous to be allowed their freedom.

The draenei fought to defend the keep, but still more of them died in the process - including Raisa's mother. Raisa herself ended up in the wing of the keep that was an interdimensional void ship called the Exodar - and the last few draenei activated the ship and left Outland, jumping into the Twisting Nether. However, things went horribly wrong in the process, and instead of comfortably shifting dimensions, the Exodar crash-landed on a different planet - the same one, it turned out, that the orcs had invaded all those years ago.

(to be continued)

Powers/abilities: Raisa is a shaman; her powers come from communing with the five basic elements - earth, fire, water, air, and life. Her particular affinity is for air, which is where she derives much of her agility in battle from. She can assume an incorporeal ghost wolf form for purposes of speedy transportation, and she can summon two spirit wolves to fight at her side. She fights with two axes, one in each hand. Each weapon is imbued with the power of an element - the right-hand axe has the power of wind, and occasionally summons a whirlwind to attack her enemies, and the left-hand axe is imbued with fire, meaning that it does additional fire damage to enemies. These imbues aren't permanent, and could be applied to any weapon she uses (but not others' weapons).

She can also summon a shield of lightning around herself - more of an aura of lightning, actually, because it doesn't prevent any damage, but it does damage those who attack her.

Her four totems (one for each element) are protective wards that typically serve to strengthen or defend her allies in battle - though she can also use them to summon elementals of earth or fire, or use a fire totem to attack enemies with small fireballs.

Gift of the Naaru is a small healing prayer that all Draenei know, and it symbolizes their connection to the Light.

She can cast other healing spells, mostly using the element of water, but none of them are terribly strong, as she's a melee fighter, not a spellcaster.

Oh, and she can cast spells to walk on water and breathe underwater for a limited duration - these enchantments work on both herself and other people.

In terms of professions: She can mine ore and jewels, smelt bars of metal from ores, and create enchanted jewels (cut specifically to enhance specific attributes), an assortment of somewhat magical jewelry, and a few other jewelcrafting-related items (random monocles, small stone statues, and who knows what the hell else).

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Raisa

January 2013

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