~ Traits, Bios, and Histories ~


--What is the Bio/History all about?

The Bio and the History of your Murrah are very similar things. They are, in a word or two, the best way to explain your Murrah's place in society. The only difference between Bio and History is: the Bio is what your Murrah is, and the History is what it once was. Generally, when you first get your Murrah, the Bio and History are the same. Your Murrah's Bio can change with development, while the History typically never changes.

For instance, say your Murrah starts with a Bio and History of Refugee/Refugee, but through character development and/or roleplaying, he starts to take on the role of someone who joins in excursions into the wilderness, and captures food for the rest of the herd. Eventually, his Bio may change to Hunter, but his History will still read Refugee.

If you acquire your Murrah as an adult, his History is what he was before he crossed through the Nightmare Tunnel.

If you acquire your Murrah as a fawn, the History will most likely be Orphan, Refugee, or Haurah-born. Orphan means that his parents are either dead, or are assumed so. Refugee means that he came from Pelmei, but is not an Orphan. Virtually all Murrah who are born on Haurah have the history of Haurah-born.

Bios generally are pretty much just to give one more dimension that you can develop your Murrah's character, though some Bios also allow your Murrah to gather certain ingredients, craft certain items, or other such abilities. This are always subject to change, so really...just think about which Bio would fit your Murrah the best, and work with what they have.

--How does the Bio of my Murrah change?

If you believe that, through roleplaying or other character development, your Murrah has earned a new Bio, you may contact me with why you think your Murrah deserves this new Bio. I may accept your petition, ask you further questions, or ask you to fulfill some task (such as a bit of writing) depending on what I know of your Murrah and what Bio you are requesting. You may also be awarded the option to change your Murrah's Bio depending on the outcome of a certain roleplay, or after a particular piece of writing/character-development.

Trait Information

Traits are other bits of information that may come with your Murrah. Some are personality information, physical information, peculiar strengths/weaknesses, quirks, etc. They are things that you are obligated to somehow include in your Murrah's character, but are at least partially open to interpretation.

Normally, the traits your Murrah starts with typically doesn't change much through the course of your Murrah's life. Every once in a while, however, a Murrah may acquire a new trait (usually accidentally) during roleplaying or some other character development. Some people see Traits as restricting, but I prefer--and suggest--thinking of them as challenging character prompts.

Now, it is important to note, that just because your Murrah doesn't list any traits, or a particular trait, doesn't mean that they cannot have it in their character. This goes particularly for the personality-related traits, like "Hot-tempered." For example, just because your Murrah doesn't have Hot-tempered listed as a trait, doesn't mean that he can't have a bad temper. If he does have Hot-tempered, however, you are obligated to somehow include that in his personality.

Some of the skill traits, and other special traits, are required in order for your Murrah to have them. Teg's "Long-life" is one, for instance. I think these special cases are fairly obvious, but ask Shayrah if you are unsure about something.

There is no list of Traits, because many of them are unique, or vague, and no list would even be able to encompass all the possibilities.

Bio/History List

Bios that are grouped together into one slot (ex.: Chef/Cook) are so similar that they are pretty much considered the same thing. They have the same advantages, abilities, etc.

The Bios are ranked in Classes, with Class I being the most common, and Class III being the rarest. This information is really only important to those who are ordering customs.
Class I - Black --- Class II - Green --- Class III - Red

For more information on each Bio, and what they all entail, click -Here-
 

--Mystic
Mystic
Healer/Mind Bender
Herbalist
Enchanter
Shaman
Druid
Astrologist
Elementalist
Seer/Fortune Teller
Spell crafter

Midwife
Sage
High Mystic

--Rebel
Rebel
Scout
Informant
Liberator
Hunter
Warrior
Assassin
Striker
Terrorist

Leader

--Fine
Artisan/Artist
Entertainer/Dancer/Performer
Song Spinner/Music Maker
Groomer/Farrier
Tattooist/Body artist
Ambassador
Chef/Cook
Writer/ Scribe/ Poet
Storyteller/Orator/Bard
Tinkerer/Inventor
Advisor/Strategist
Scholar/ Intellect/ Philosopher
Keeper of Records/Lore Keeper

Lord/Lady/Hero

--Craftsfolk
Craftsman
Trader/ Merchant
Animal Breeder
Gardener/Cultivator
Jeweler
Architect/Builder
Herder/Shepherd/Farmer
Fisher/Coast walker
Outfitter/Toolmaker
Potter
Weaver/Seamstress/Dyer/Tanner
Metalworker/Smith
Weapons master

--Commonfolk
Refugee
--Captive-born
--Urhein Pet
--Laborer
--Servant
--Guard
--Clan-born
--Fighter
--Racer
--Breeder/Stud
--Show

Orphan
Adopted
Haurah-born
Clan-bound
Beta
Omega
Widow/Widower
Elder/Veteran
Servant/Grunt/Worker
Apprentice
Caretaker/Matron/ Fawnsitter
Teacher/Instructor/Mentor
Warrior/ Guard
Hunter/Trapper/Tracker
Gatherer/Harvester
Groundskeeper
Forester
Scout
Speaker/Messenger
Runner

--Rogue
Rogue/Loner/Stray/Wanderer
Assassin/Unseen/Mercenary
Explorer
Adventurer/Vigilante
Treasure Hunter/Hoarder
Dreamer
Shadowbane

--Outsider
Outcast/ Scapegoat
Thief/Criminal/Bandit
Runaway/Dissenter
Wild
Lunatic/Predator
Traitor/Spy/Urhein and/or Nyanid sympathist

©2007 - Shannon Legler