Ghanima

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Information

Player: flammos200

Character Full Name: Ghanima Solarston.

Character In-Game Name: Ghanima.

Nickname(s): Ghani, Nima.

Association(s): Ravenholdt, albeit quite loosely.

Race: Human

Class: Rogue

Age: 27

Sex: Female

Hair: Light brown, held in a long and rather messy ponytail. Usually dyed white to keep it from heating too much in the sun, but it’s still sun-burnt.

Eyes: Bright blue.

Weight: 67 Kgs, most of which is ropy muscle.

Height: 1,77 m.

Appearance

Usual Garments/Armor: When in relaxed situations or not expecting combat, clothing or light leather is her choice of wear, but when combat approaches or in potentially dangerous areas, she will don heavier gear, which has the unfortunate drawback of being more restrictive.

Other: Owns a large, black courser(a type of horse), a recurve bow, a pair of long, khopesh-like swords, and a wind-and-fire wheel(A circular melee or throwing weapon). She is capable of making javelins, when the need arises. She’s also homeless.

Personality

Alignment: Chaotic Neutral.

A spirited, defiant, but still somewhat honorable individual, Ghanima does not apologize for any of her actions. She can be as stubborn as a mule at times, and it’s rather hard to deter her when her mind is set to something. Nevertheless, she still listens to what she perceives as wisdom and counsel, and keeps somewhat of an open mind. Ghani has a fairly low expectation of the world around her – she takes what she needs and expects everyone else to do the same.

Ghanima’s words betray an innate, but still rough cleverness and unsharpened intellect. She isn't simple by any means, but her actions and words are often straightforward and uncomplicated. For her the shortest path between point A and point B is a straight line – she’s not one for very elaborate plans, even when she’s poaching game, stealing things or engaging in the odd bouts of banditry, but she will do her damnedest to make whatever she has in mind work, and often comes up with unexpected solutions and lateral thinking.

Ghanima is a mystic and a deeply spiritual person – some would simply call her superstitious instead. For her, the world is filled with magic and all sorts of unknown forces that govern the lives of mortal men. Warm breezes mean good fortune, cold winds bring ill news, and she's prone to knocking on wood too, among her other manifestations. People have tried converting her to the Light, but the little heathen turned them down, arguing that they blind themselves with a single focus for their faith, instead of taking the entire world in at once.

Of the Races, Ghani tends to enjoy the company of Humans, Dwarves and Gnomes the most. She feels a little intimidated by Kaldorei and Draenei, on the other hand, due to their immense age and lifespan, and the gargantuan forces they can come to wield in time. As far as the Horde is concerned, they can all rot for all she cares. Orcs are nothing more than mindless beasts of burden, Trolls are a nuisance most of the time, Blood Elves and Tauren are the only ones viewed with simple disinterest. The Forsaken however, are a source of great anger for the Rogue.

History

Born among bandits in the Alterac Mountains, the daughter of the leader of the group, she was practically raised into the saddle, likely being able to ride before she could walk. There were no other children to play with, and little love being passed around, but she was cared for well enough. She did what she could, cleaning weaponry and gear, taking care of horses and other such chores of living among a roving band of marauders.

As she grew, Ghanima was taught how to wield bladed weapons, shoot a bow, ride a horse into combat, and be self-sufficient, the rough young teenager being used as a hunter, bringing game back to camp. The First and Second wars never really impacted her life in any way, and as Ghani came of age, her father took to imparting upon her the secrets of how the little group of bandits had been so successful: Magic. Ghanima would much later understand that it was simply rudimentary Arcane, but at the time it was something of a mystical force. Thus, as with any oral tradition, it was passed on to her and she was allowed ride with the others into combat, to raid and pillage together, now equipped with the proper techniques to make use of this primitive magic.

Disaster struck when her father perished in a raid, run through by a peasant’s lucky pitchfork – the bandits never wore much armor aside from furs and the like. The band was in disarray, as normally Ghanima would’ve taken charge but there were other, more experienced marauders among the group that disagreed with her claim, stating that her lack of practice would doom them all. Well, that and the leader always got more loot.

Ghanima’s reaction was swift. “If you want something, take it.” Had led her entire life up to the point and there was no chance in fel she’d back down. She challenged one of the more experienced bandits – but not the most experienced one - to a duel to the death, and won at the skin of her teeth, thanks in no small part to the techniques she’d been taught. Shoving her former comrade in arms’ corpse off her frame, she called for another challenger. As none stepped forth, she declared she would lead the small band of marauders and take counsel from those more experienced than her.

And so Ghani and her band of nigh thirty men plagued the more isolated and defenseless parts of her area, and the years passed quickly. The Scourge came with inhuman swiftness and the foolish but brave Ghanima led the bandits against them in full charge, losing more than half of her comrades, the rest being routed or too injured to fight, with the Rogue herself barely making an escape southward.

Ghanima reached Hillsbrad and poached game around Tarren Mill for a time, until the Undead overran that as well. Swearing a stream of choice cursewords, Ghani moved further south, until she reached Southshore. Once there, she took up hunting in the Scourge-infested areas and selling what she’d caught in town. It was a win-win situation, as the townsfolk benefitted from the food and pelts she brought, and she managed to get quite a bit of coin in the process. It was also at this time that she took a few jobs for a group which approached her, by the name of Ravenholdt, but she did not remain in their service for long. Frankly, they had a strange air about them. The twice-bitten girl didn’t rest easy however, and she soon joined a trade caravan to Ironforge, working as a guard. It amused her greatly how a bandit – the leader of such a group no less – became a caravan guard, so the irony was not lost on her.

Regardless, once she reached Ironforge and got her pay, she wandered the Dwarven city, the last safe haven on Azeroth for all she knew, and found work here and there, mostly in hunting and smacking in the heads of the unruly. At one point, she met a Gnome that looked like some unnatural fusion of flesh and machine, who was selling off inventions, and from there she purchased a pair of razor-wire coil mechanisms after a demonstration on how they work. She was and still remains a pretty impressionable person. It was from the same Gnome that she found out that the techniques she was taught were actually Arcane. The Gnome postulated that it was due to how close Alterac was to Dalaran, and how some techniques could have found their way there.

In addition, it was in Ironforge that Ghanima had her first taste of what armor really was. None of the furs of her bandit past, but actually protective gear that doesn’t just shelter you from the cold. Upon purchasing gear fitted to her frame, she noticed that her movements weren’t quite as they used to be, instead being more sluggish and restricted, and it took her some time to adapt to wearing it. She still has the chestpiece and leggings of it, but the rest of it wore out and had to be replaced.

After the Third War waned, Ghanima left the Dwarven city and made for Kalimdor, finding herself doing various jobs, most of which were either somewhat unsavory, or hunting-based around goblin cities, one of her favorite locations by far being Tanaris – she felt the desert called out to the very fibers of her being somehow. Ghani didn’t involve herself in any of the major conflicts in these last years, but her mind wanders closer to her birthplace each day, and she wonders more and more if she'll ever see the Alterac Mountains again...

Skills and Abilities

Ghanima has adapted a few of the Rogue skills to rudimentary, primitive use of the Arcane, which she treats with more mysticism than science. First off, she’s great on horseback and at surviving in the wilderness. Otherwise:

Mirage: Stealth shimmers out her appearance until a mere outline remains. It’s not all that hard to spot, particularly up close. Vanish works a little better, but only temporarily, as she cannot maintain that level of output for long.

Winds of the West: Shadowstep and Killing Spree are tiny blinks to the target or from enemy to enemy. A side effect which Ghanima has failed to eliminate is that they bring with them the smell of cinnamon.

Wire Bash: Attached to her wrists are a pair of coil mechanisms which can spew forth or retract sharp metallic wires with hooks on the ends. They’re usually used to whip things, Garrote enemies, or help with hunting game off horseback, but their tensile strength is enough to hold her weight so they aid in climbing like miniature grappling hooks. They’re useless against armor. She knows enough about how they work to maintain them.

Shockwaves and Sunlight: Sap and Gouge are an Arcane-infused smack on the head, aimed at knocking the target out by overloading their brain. Blind is the reflection of unnaturally brilliant light off whatever metallic gear Ghanima has on her, to the point of blinding and disorienting enemies. A testament to its arcane nature is that it works even in total darkness.

Razorwind: Throw and Deadly Throw also return the thrown chakram-like wind-and-fire wheel back to her hand.

The Sound of One Hand: Fan of Knives doesn’t toss weapons at everyone, instead it guides the wind-and-fire wheel between enemies, attempting to hit each one before returning.