Post by Merik Dragmire on Jun 23, 2011 2:04:23 GMT -5
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Merik Dragmire
Captain of the Defiant, Sovereign of the Gerudo, Master of Pirate’s Bay, King of Pirates, and Lord of the Seas[/color][/font][/center]
RACE,
Gerudo
GENDER,
Male
BATTLE ROLE,
Probably Melee DPS
BATTLE STYLE,
Story, Casual
AGE,
25
ALLIANCE,
The Gerudo and his Pirates
PERSONALITY,
Positive
- Loyal (to his people)
- Dedicated (to his cause and his family)
- Intelligent
- Friendly (if he deems you worthy)
- Self Reliant (life in the desert will definitely teach you that)
Negative
- Powerlust (like his predecessor)
- Strong temper
- Egotistical (hey you try being the once-in-a-hundred-years-born-male-destined-to-rule and not get a big head )
- Stubborn
- Reckless (especially when his sisters are in danger)
APPEARANCE,
Merik, like other Gerudo, has dark skin, golden eyes and bright red hair. He stands at 6’10 and weighs 368lbs which is completely toned muscle from a hard life in the desert and the constant training he has endured since his youth. Around his left arm are four rubies, seemingly set into his skin; on his right are four sapphires, perfectly mirrored and set between the wrist and elbow.
Casual: Merik typically wears loose fitting pants, a tan tunic, and dark leather boots if he's doing anything not related to appearing noble (he prefers function over appearance).
Captain / Matters of State: Though he originally wore the red and black robes of past Gerudo royalty, Merik’s rise as the King of Pirates has led to a change in outfit. Whenever he makes an appearance as the Gerudo or Pirate King he now wears an elaborate long red coat with gold buttons and gilt embroidery, white shirt with lace cuffs, embroidered vest, tricorn hat with feathers, black boots, and the Gerudo Crown (the gem that sits on the forehead).
Matters of War: While he most often likes to be unencumbered during combat (usually wearing something akin to his casualwear) he does acknowledge there are times when he needs more protection. During those times he wears a suit of plate armor that had belonged to his predecessor. He also wears the King's Crown during times of war.
WEAPONS,
Frostbite and Flamestrike (MAGICAL): Twin scimitars crafted from elemental magic that can be willed into existence whenever Merik needs them. Upon first appearing the blades seem to be shaped from blue and red ore, but in reality, are simply taking shape from concentrated magic. When their Master focuses, Frostbite, the blue sword, gives off a freezing mist and Flamestrike, the red sword, creates heat waves around it. Extended contact (I.E. a blade lock), or repeated contact (I.E. blocking with the same shield hit after hit) with either blade can be as problematic as actually being struck, as over time the opposing object will begin to freeze into solid ice or superheat to the melting point. Merik can also launch a fireball or iceball from the respective blade, the fireball does exactly what you’d expect it to do and deals moderate damage whereas the iceball momentarily (For One Post) stuns whatever limb it hits as it freezes the muscles and nerves. The fireball and iceball each have a One Post Cooldown. In LS terms both blades do normal damage plus a low level of elemental damage
Frostfire (MAGICAL): A secondary blade created by Merik’s experimentation with the form of Frostbite and Flamestrike. In the new form it appears as a longsword with one edge covered in flames and one in ice. As well as having the original abilities of his scimitars, Merik has figured out how to launch a stream of fire / ice from the blade, these deal moderate damage and can be used for two turns continuously before needing to recharge for two turns.
ITEMS,
• Gerudo Tunic (MAGICAL): A seemingly simple tan tunic (with the Gerudo sigil sewn in red upon the back) that has been passed down the Dragmire line. When worn it gives Merik the ability to appear as something else for a time if he so chooses. Examples of use include: Appear as a member of the Royal Guard to sneak around Hyrule Castle; appear as a simple commoner to escape capture by the Royal Guard after being found in Hyrule Castle; appear much more dignified when captured by the Royal Guard and dragged before Princess Zelda to explain why he was sneaking through Hyrule Castle. Lasts for 2 turns if actively being sought with a 4 turn cooldown (it's much more mentally draining to use under duress).
• Whistle of the Goddesses (MAGICAL): This magic whistle, a gift from priestesses of the Goddess of Sand, performs different effects when special songs are played.
- Serenade of Sands: Summons a miniaturized sand storm that coalesces into the form of a horse, which Merik has named Desertfury. In combat Desertfury can explode back into a sandstorm to attack Merik's foes. This typically involves Merik indicating which target to charge at and Desertfury bursting into storm once within range. Once Desertfury has returned to its storm form it surrounds, disorients, and slices at its target as the high speed whirling sands make it easy to get turned around. This lasts for 3 turns before the sands die down and dissipate. Once Desertfury has been dismissed it cannot be resummoned for 2 turns.
• Armbands of Frost and Flame (MAGICAL): At first glance they appear to be normal armbands; one with four rubies inset around it and the other with four sapphires, but when worn the armbands melt into the wearer's skin, leaving the gems around each arm. At will the wearer can summon a pair of scimitars, one with a blade of fire, Flamestrike, and one with a blade of ice, Frostbite. Experimentation with the elemental magic (brought about by his encounter with Twinrova) has led Merik to a new summonable longsword that he calls Frostfire. Once worn the armbands cannot be removed until death when they simply fall off to await their next wearer.
•The Pirate’s Charm (MAGICAL): Upon joining the Defiant, each crewman is given a magic crystal necklace. If a member of the crew speaks the name of a crewmate into the stone they will be able to speak to each other now matter how far apart they are. Also if a member of the crew calls to the Defiant the message will reach the Communications Master via the Gossip Stone on the ship. As well as being able to contact individual Charms, the Gossip Stone can also send out a message to all the Charms simultaneously (generally in the event of an emergency).
• The Defiant: The personal vessel of the Pirate King and is easily the most feared ship to ever set sail on the seas of Hyrule. The ship is a man-of-war, though on many occasions has been described as a floating fortress both for its reinforced hull and its many cannons. Originally crewed solely by Gerudo, until Pirate's Bay was established and more vessels added to the fleet, the crew has expanded to welcome any race (even a few Hylians have joined up though they are watched carefully for any signs of betrayal). Among the different officers that Merik has aboard he keeps four Lieutenants who act as his advisors and carry out his orders to the crew.
• Hylian Knight Armor: Ganondorf's bloodline (though still purely Gerudo at the end of it all) was able to continue with the "assistance" of captured Hylian Knights to ensure the strength of his magic would survive to his descendants. As such Merik has come to inherit three full suits of Knight armor. There was originally a fourth suit but it was damaged in a magical attack (leading Merik to believe that the magical protection it affords died with the previous owner). As such the remaining suits of Knight armor are worth little more than a useful disguise should Merik ever attempt to infiltrate Hyrule Castle (or the Knights in general).
*Pegasus Boots (MAGICAL): This pair of brown boots adorned with silver wings allows Merik to sprint at very high speeds. As a magical implement of speed it also holds the ability to speed up Merik's use of other magics. In LS terms he can get into and out of range without using an action, and it can lower the cooldown of another ability by two posts (with a two post cooldown on itself)
Power Ring: The Pure Shard of the Master Sword that Merik claimed now appears to be a ring of bronze. It bears a strange sigil upon it and glows orange from beneath the sigil and inscribed in the inside of the ring are the following words "This power is mine, this is my light. Be it in bright of day or black of night. I lay claim to all that falls within my sight, to take what I want, THAT IS MY RIGHT!". The ring glows brighter when an ability is being used and all the abilities that it utilizes appear to be colored orange. The ring holds the following powers:
- Protection: Curses and the like have no effect on the one who wields it, as well as reversing curses put on them before they got the object. Passive Effect.
- Loyalty: Should the object leave its owner’s grip, if they will it, it will immediately teleport back to one of their free hands. Cooldown: Once Per Post.
ABILITIES,
• Enhanced Physical Capabilities: Out of a desire to rule his people with strength Merik has spent his life training and has pushed himself to the very limit of his abilities. His strength, speed, and stamina are further enhanced from the average Gerudo warrior to near Herculean levels. In LS terms his basic attack goes from dealing low damage to moderate…that’s honestly it LS-wise.
RACIAL ABILITIES,[/color]
Martial Experts
The Gerudo don’t just train to be good warriors; they’re naturally good at it. All Gerudo are faster and more agile than the other races when it comes to precision combat, and their reaction times are generally faster. These abilities are passively in place, and also allow for two additional combat techniques:
Dodge: Avoid one physical or magical attack without moving in or out of range. Three post cooldown.
Beguile: Amassing the Gerudo’s feminine wiles, the target loses one action slot for two turns. The Gerudo King can also use this ability; he, however, relies on sheer machismo to achieve a similar effect based on intimidation. 4 post cooldown.
HISTORY,
After Zelda revealed Ganondorf's deception to the King of Hyrule it sparked a war between Hyrule and the Gerudo. With a prediction from his mother(s) that the Dragmire line would bear another King from ‘the first’, Ganondorf chose one of his lieutenants for his consort. As the first year of the war neared its end, as she was giving birth, four Sheikah assassins who had been hunting Ganondorf attacked him. By the end of the fight one of the four had been killed and the other three had been captured. Though his initial plan was for a public execution of the remaining three, that plan was thrown aside in light of new information: his consort had given birth to three daughters. With the aid of the Twin Witches (in case he was killed and his spells faded) he cast a spell of dominion over the three Sheikah and gave them a simple order: train his daughters in the Shadow arts of the Sheikah so that his heir would have equal protection as the Hylians. He then split the Dragmire line across the desert, the first-born daughter staying with the mother and one of the Ninjas, the other two going with a separate wet-nurse and a small group of guards to different villages. The primary line was also to be taught advanced forms of magic.
As the war continued so too did Ganondorf's bloodline, using captured Hylian Knights as breeding stock to ensure that whenever the next male heir of the Dragmire line was born his magical aptitudes would match, if not exceed, those of Ganondorf. Ten years before his birth most of the Gerudo had retreated across the desert to a hidden city within the canyons and had begun to rebuild, occasionally taking unexpected travelers and treasure seekers to increase their numbers as needed. Merik’s mother had four ‘sisters’ who followed the Path of Shadow, two of which became pregnant around the same time that Merik was conceived. Exactly 100 years after Ganondorf was imprisoned in the Twilight Realm Merik was born, unknowingly minutes before his cousins Laika and Rabé across the desert. Unfortunately Merik’s mother died giving birth to him but it did bring the scattered Dragmire clan back together in the Gerudo Fortress.
From the beginning he was taught the story of his predecessor, how Ganondorf had sought to take the throne of Hyrule to free the Gerudo from the hell they had endured for uncounted centuries and somehow his plan had been discovered by the Princess Zelda leading to decades of war during which the Gerudo were decimated. It never ceased to anger him that despite the fact that Ganondorf was gone the Hylians continued to hunt the Gerudo in an attempt to completely exterminate them. From an early age Merik proved himself to be a powerful warrior in both armed and unarmed combat, quickly learning the skills and maneuvers of his teachers as well as mastering the more commonly used weapons of the Gerudo (the scimitar, halberd, bow, etc). As he grew he trained alongside his cousins (though the three quickly came to think of themselves as siblings) though he never truly excelled in the Shadow Arts that they were learning. When his mother had died she had also taken her magical secrets with her which had left Merik stunted in that field until later in his life.
When he was ten a mysterious and deadly plague swept through the Fortress, infecting many of the Gerudo including all of his family. After medicines failed to save the lives of two of his aunts Merik dispatched scouts to the different villages in search of a powerful witch to cure the illness. When they returned they were accompanied by a woman known as the Crone who immediately set to work. As the days passed and his people got worse he began to despair as all the Witch’s remedies proved ineffective until finally she discovered a cure. In the end there were quite a few deaths but when he thought that the plague might have spread across the wasteland and infected all of his people he could only be happy that it was stopped.
On his fifteenth birthday he snuck out of the Fortress and set out on a pilgrimage into the desert to one of the ancient shrines to the Goddess of Sand. On the second day of his journey, whether by chance or the will of the Goddess, his horse was suddenly frightened and bolted. When he finally managed to calm his horse he found that they had arrived a short distance from the Spirit Temple, long since abandoned after the Hylians had desecrated it and transformed it to house their prisoners during the war, eventually renaming it the Arbiter’s Grounds. In a rage he advanced towards the prison, determined to liberate his people and kill as many Hylians he could find. Fortunately for him he fell into a sinkhole and found himself in a large chamber.
As he walked through the chamber he found an altar before a statue of the Goddess and knelt to pray. When he rose he was shocked to find two old women flanking the statue before him mirrored images of each other except for their hair, the one on the left having hair of flame and the one on the right having frozen hair. They explained that they were priestesses and had been sent to deliver three gifts from the Goddess for the Gerudo King. As one they each presented a metal armband, one bearing rubies and one bearing sapphires and instructed him to put them on. As he did the bands faded into his skin leaving only the gems behind and two blades appeared in his hands, one frozen and one aflame. They told him that the armbands held a portion of their power and that anytime he wanted the blades they would appear in his hands. The final gift they had was a small whistle that when blown would summon the Goddess’ own sands to convey him to his destination. They informed him that the for the survival of the Gerudo he should lead them to new life upon the seas until the time was right for them to return.
After those words there was a blinding flash of light and Merik found himself back in the desert miles from where he had been with only the clothes on his back and the gifts he had received. Blowing on the whistle the winds began to pick up around him as off in the distance a whirlwind was quickly moving towards him, the whirling sands settling into the form of a great horse as it reached him. As it had initially in the form of a sandstorm he named the horse Desertfury and returned to the Fortress. Upon his return he gathered all of the Gerudo together and told them that by the will of the Goddess they were to leave the desert and take to the seas. This of course sparked a bit of debate amongst them, many thinking that Merik was simply exhausted from his travels in the desert and had hallucinated. Finally, incredibly irritated, Merik announced that even if he was alone he was still going and his people could do what they felt best. In the end it became a fairly even split between the Desert Gerudo and (what would become) the Sea Gerudo. Before the Sea Gerudo departed the King gave a final command to the Desert Gerudo: Continue to endure and one day we shall return.
Over the next year the Sea Gerudo stole many ships and took to the ocean, eventually settling on an unnamed island near the coast of Hyrule. As once they were the greatest thieves on land, they are now the leaders of plunderers and pirates in all the seas. The island, later renamed the Pirate Bay from the high level of pirates from all races that made port there, quickly grew into a thriving port town with a nigh impregnable fortress to house the Pirate King and the Sea Gerudo. During the third year at sea Merik’s ship, the Desert Pearl, encountered a monster of a ship known as the Invincible. A massive battle ensued which ended with the death of Merik’s surviving aunts, the sinking of the Pearl, and the capture of the surviving pirates. While the others were taken below Merik was taken to the captain’s quarters where he was in for a great surprise as he found himself dragged before, not only the captain but also the Commander of the Hylian Knights. The Invincible was to be the flagship of the Hylian Warfleet created to counter the rise in piracy (and by the low numbers aboard he assumed it was being tested). When questioned about his identity, the Gerudo answered truthfully: his name was Merik Dragmire; he was captain of the Desert Pearl and the King of both Pirates and Gerudo. With the fact that the Knights were now handling a potential war, the Commander opted that the pirates would be taken back to Castle Town to stand trial before the King of Hyrule and ordered Merik taken down to the brig. What the Knight’s didn’t know was the nature of Merik’s weapons and late in the night he melted through the lock on the cell door, soon freeing himself and his crew. The pirates were merciless in their retribution, slaughtering many of the sleeping troops before the alarm could be raised and by then the numbers favored the pirates. As the fight slowed around them Merik found himself dueling the Commander. Though the Hylian was clearly the more skilled fighter, the Gerudo was more accustomed to fighting on the constantly shifting deck of a ship and after a rough battle finally managed to slay his opponent. He was shocked to suddenly hear the sound of a blade falling to the deck behind him and turned to find the captain, clearly about to kill him, pierced by the twin blades of his sisters. With the Hylian crew slaughtered and thrown into the sea, the few pirates that remained managed to navigate the Invincible back to Pirate’s Bay where soon afterwards it was renamed the Defiant and became Merik’s personal vessel.
As time has passed and the Gerudo have expanded across land and sea Merik has begun to consider the possibility of attempting to succeed where Ganondorf failed and claim the throne of Hyrule. The rulers of Hyrule have proven themselves unfit to rule the kingdom by their lack of interest in aiding their lower-classed countrymen and surely the people will welcome the change to a more benevolent ruler who cares about their plights. He knows it will take time to achieve his goal (especially as he’ll have to convince the current rulers that the Gerudo seek peace) but the Gerudo have always had a penchant for patience.
EXTRAS,
Merik finds himself in an awkward position with the situation of his sisters acting as his guardians. Though they are sworn to protect him with their lives, he is just as likely to throw himself back into battle to protect his only remaining family.
This is my friend Bane, he is 6’8 and the closest person I can find to a body match for Merik…now if only I could sneak in some Venom for Merik I could make him bigger >
FACE CLAIM,
Captain Merik Dragmire, [i]Pirates of the Burning Sea[/i]
Bane (body anyway), [i]Batman[/i]
OTHER CHARACTERS,
Yer lookin’ at ‘im
HOW DID YOU FIND US,
Dragged back kicking and screaming[/blockquote]