
Metti Whispe
The Whispe Crime Family has been known to be one of the more prominent pirate families located within the Bayou Garramarisma, their reach extending throughout the swamplands thanks to their prominent use of smaller boats capable of blending in with the environment and their combat experience, which is often built from a young age. Metti Whispe is an example of when such a trained individual is left to fend all by herself, deemed a liability to the rest of her family due to her chaotic nature.
Her training made her capable of surviving the outside world however, and she seeks to build out a name for herself. This makes her an incredibly dangerous woman, as she doesn't really have anything to lose, leading her to make risky choices in regards to her infamy.
Appearance
Metti is a rather short and unassuming woman, standing with a rather lean posture and little muscular definition. As a Fogsent, she has a few vents across her body that create an odorless cloud of fog which clings around the skin, including two vents inside of her mouth that emits rings of smoke with each statement, and a vent on the back which makes for her fluffy, cloud-like hair. Her features are rather soft and smooth, while her skin is covered in pink tattoos of flames, meant to intimidate her foes and to make sure that people remember what she looks like. These tattoos stretch over indeterminate patters of her arm, cover the entire outer side of her legs down to her feet, and also includes a small wisp of a pink flame on the top of her head.
When it comes to uniforms, Metti wears a leather sleeveless vest as well as a set of blue shorts which is held up by a belt. This belt contains a variety of different carpentry tools ranging from rulers to hammers and nails, while also holding various blue tubes containing metal strings that she can tie to her arrows. She carries her bow on her back, which is a mostly interchangeable wooden bow that she replaces every once in a while when it breaks, which she does not bother naming.
When it comes to uniforms, Metti wears a leather sleeveless vest as well as a set of blue shorts which is held up by a belt. This belt contains a variety of different carpentry tools ranging from rulers to hammers and nails, while also holding various blue tubes containing metal strings that she can tie to her arrows. She carries her bow on her back, which is a mostly interchangeable wooden bow that she replaces every once in a while when it breaks, which she does not bother naming.
Skills and Abilities
Metti Whispe is a talented rogue, having trained the majority of her short life in the arts of archery and close-ranged fist fighting. Shorter than most people, she's gotten used to weaving her way around the strikes of others, using her short stature to her advantage as she tries finding a weak spot in the opponent's armor. She mostly plays dirty in order to keep her opponents on the backfoot, such as by stamping down her iron-soled boots onto a target's leg, throwing sand into their face and kicking at people while they are down.
As an archer, Metti is an incredibly skillful eye. By reading wind patterns and using the rings of smoke emitted from her breath as a marker, she is capable of striking a target from over 1000 meters away with about a 90 percent accuracy, with said accuracy becoming perfect at about half range. She's incredibly swift when using her bow to let loose arrows upon a target, capable of unleashing the motion of firing an arrow in only a few seconds between shots.
While she is primarily an archer, she does carry a bit of magic on her person, capable of using Accelomancy in order to increase the motions of people. However, Metti is not a trained magician and as such these spells are mostly limited to increasing the speed of her slinged arrows mid-flight rather than using the full category of spells within the Discipline. She uses her tattoos as a marking in order to channel such magic, tapping her foot down to generate the momentum that she then flows into the arrow. This speed manages to make her bow a deadly threat at a long range, in spite of it only being made from simple wood.
There are two main flaws when it comes to Metti's skill in combat. The first is the fact that she wears little to no protection around her body, and thus is very much vulnerable should she encounter a armored opponent. Her other flaw is that she requires a bit of motion when she uses her knack in Accelomancy, which she primarily generates from rhythmic tapping. As such, she finds herself incapable of casting while in the air, as she cannot use her arms to generate such motion.
Outside of combat, she has also learned the skills of carpentry and shipmaking, using those skills to maintain her own ship, the Skull's Rest. A medium sized cog ship, it is primarily covered with foliage to let itself blend in with the swamps from which it sails around. It does not possess any weaponry besides the physical weapons she carries around, so it primarily just acts as her own home from which she can sail from port to port with.
As an archer, Metti is an incredibly skillful eye. By reading wind patterns and using the rings of smoke emitted from her breath as a marker, she is capable of striking a target from over 1000 meters away with about a 90 percent accuracy, with said accuracy becoming perfect at about half range. She's incredibly swift when using her bow to let loose arrows upon a target, capable of unleashing the motion of firing an arrow in only a few seconds between shots.
While she is primarily an archer, she does carry a bit of magic on her person, capable of using Accelomancy in order to increase the motions of people. However, Metti is not a trained magician and as such these spells are mostly limited to increasing the speed of her slinged arrows mid-flight rather than using the full category of spells within the Discipline. She uses her tattoos as a marking in order to channel such magic, tapping her foot down to generate the momentum that she then flows into the arrow. This speed manages to make her bow a deadly threat at a long range, in spite of it only being made from simple wood.
There are two main flaws when it comes to Metti's skill in combat. The first is the fact that she wears little to no protection around her body, and thus is very much vulnerable should she encounter a armored opponent. Her other flaw is that she requires a bit of motion when she uses her knack in Accelomancy, which she primarily generates from rhythmic tapping. As such, she finds herself incapable of casting while in the air, as she cannot use her arms to generate such motion.
Outside of combat, she has also learned the skills of carpentry and shipmaking, using those skills to maintain her own ship, the Skull's Rest. A medium sized cog ship, it is primarily covered with foliage to let itself blend in with the swamps from which it sails around. It does not possess any weaponry besides the physical weapons she carries around, so it primarily just acts as her own home from which she can sail from port to port with.
Personality
Metti is a rather short-tempered and quick thinking woman, who keeps her eye constantly glancing at every moment. She attaches herself to every last detail, obsessing over even the smallest hint of treasure or danger to the point of getting herself too stimulated. Sometimes, such as with carpentry this allows her to design premium quality pieces of furniture, while in other times she may just find herself overpreparing for a threat that may not exist whatsoever, and then complaining when she does not encounter it.
Metti considers herself a wild soul, preferring the freedom to sail around without worrying for anyone giving her orders. She finds big civilizations and large organized groups to be somewhat restricting to her own beliefs, and usually only works with them when she needs coin or to spread her fame. She refuses to stay in one place for long, as this wanderlust inspires her to go all across the land looking for new discoveries that she can use for profit. Her refusal to stay still also makes her somewhat unreliable in terms of contracts, preferring to flee rather than paying for any consequences to her actions.
Metti considers herself a wild soul, preferring the freedom to sail around without worrying for anyone giving her orders. She finds big civilizations and large organized groups to be somewhat restricting to her own beliefs, and usually only works with them when she needs coin or to spread her fame. She refuses to stay in one place for long, as this wanderlust inspires her to go all across the land looking for new discoveries that she can use for profit. Her refusal to stay still also makes her somewhat unreliable in terms of contracts, preferring to flee rather than paying for any consequences to her actions.
Biography & Lore
Metti was born into the Whispe Crime Family, a family of criminals living in the Shadows who ran a burglary racket while using various tricks to ensure their evasion from the City Watch. From a very young age, she was spirited away from living with her parents, instead learning under a trio of mercenaries to ensure that she would have the skills to rule when her time came. Her archery came from a Sand Elf veteran of a former war in Amol-Kalit. Her boxing training came from a Dwarven knight from the Spine. Her stealthiness and thievery meanwhile came from a Gnome from the Bayou.
However, Metti's learning was not just from the three as she learned from herself as well. While not particularly impressive, she did have potential with magic which she barely even knew how to utilize. While she knew how to create simple light cantrips at first, she eventually came up with an idea to use her own motion to send into her arrows, unknowingly using a core tenant of Accelomancy and fusing it with her martial skill. By the time she was 14, she returned to Alliria a fully trained teen, ready to take part in the family business.
However... Metti was a bit too wild for what her family was expecting. She inherited the chaotic life view of her Sand Elf teacher El-Vassai, and could not understand exactly why they had to stay hidden from the City Watch. Multiple times, she got herself caught in skirmishes with the guards, which always resulted in injuries on both sides and at least one time lead to the death of one of her siblings. Her parents could not stand to have their family name be besmirched by this "chaotic upstart", and wanted her out of the equation. As such, they ordered her to do an impossible task even for them: to steal from the Alliria Merchant Council itself.
It was doomed from the start, as one of Metti's own cousins leaked her plans to the leading guards and generals under order from her own parents. Surrounded in a spot she thought safe, she took multiple arrows into the gut and stumbled into a barrel which fell into the sea. Presumed dead, her body washed itself southward to a small stretch of land south of Alliria where she managed to close the wounds by herself. Knowing that her parents did not accept failure whatsoever, she couldn't return home under the risk of death and thus took to travelling further south into the Bayou.
Still bitter about Alliria's guards after five years, she nowadays lives in a cog ship known as the Skull's Rest and acts as both bandit and mercenary. A bit wiser but still very impulsive, she wants to get her name out there and has resorted to selling her image as a mighty bandit lord... even if she only has around five to six ordinary people under her wings.
However, Metti's learning was not just from the three as she learned from herself as well. While not particularly impressive, she did have potential with magic which she barely even knew how to utilize. While she knew how to create simple light cantrips at first, she eventually came up with an idea to use her own motion to send into her arrows, unknowingly using a core tenant of Accelomancy and fusing it with her martial skill. By the time she was 14, she returned to Alliria a fully trained teen, ready to take part in the family business.
However... Metti was a bit too wild for what her family was expecting. She inherited the chaotic life view of her Sand Elf teacher El-Vassai, and could not understand exactly why they had to stay hidden from the City Watch. Multiple times, she got herself caught in skirmishes with the guards, which always resulted in injuries on both sides and at least one time lead to the death of one of her siblings. Her parents could not stand to have their family name be besmirched by this "chaotic upstart", and wanted her out of the equation. As such, they ordered her to do an impossible task even for them: to steal from the Alliria Merchant Council itself.
It was doomed from the start, as one of Metti's own cousins leaked her plans to the leading guards and generals under order from her own parents. Surrounded in a spot she thought safe, she took multiple arrows into the gut and stumbled into a barrel which fell into the sea. Presumed dead, her body washed itself southward to a small stretch of land south of Alliria where she managed to close the wounds by herself. Knowing that her parents did not accept failure whatsoever, she couldn't return home under the risk of death and thus took to travelling further south into the Bayou.
Still bitter about Alliria's guards after five years, she nowadays lives in a cog ship known as the Skull's Rest and acts as both bandit and mercenary. A bit wiser but still very impulsive, she wants to get her name out there and has resorted to selling her image as a mighty bandit lord... even if she only has around five to six ordinary people under her wings.
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