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Iramaat 3/? gift_of_earth November 4 2011, 05:47:17 UTC
She is rather chaotic, as well, being a goddess of the wilds, and she is fond of teasing or pushing others' buttons in order to see how they react. Diverting rivers, inching her borders forward, causing a sudden downpour - she will play all of these tricks if she thinks it will provoke an interesting reaction. She does not mean any real harm for the most part, but it can be quite frustrating to deal with when you are the target of her teasing.

For all of her faults (trickery, wrath, vanity), she truly does love her people and all wild, growing things and cares for them as a mother would her children. She is very protective of them and will go out of her way to make them comfortable or ensure their survival. By the same token, she can be expected to respect guests she has sworn to watch over. And when she does fall in love with someone (as she has in the past), she truly and deeply falls in love. She has had her heart broken, of course, but she recovers and moves on - she is a goddess and can expect to live for a very long time indeed. She also tends towards being a bit of a flirt.

With those she considers friends or allies, she’s actually quite warm and energetic. She’ll tease them (in a friendly manner), urge them to indulge their more “wild” side and try to get them to join her in appreciating the natural beauty of trees, the forest and anything else that catches her eye. Teaching others how to enjoy themselves is generally high on her list of things to do. Of course, that doesn’t mean everyone enjoys the same things she does, but they just haven’t come around to the right point of view yet.

So, she’ll just have to enlighten them.

5. Previous Game Developments: None.

6. Appearance: Iramaat appears to be a young woman in her mid-twenties with dark hair and eyes. She's slender and atheltic and looks like she's actually spent a lot of time outdoors. In the eyes of some, she'd certainly be attractive, although she differs from normal humans in that a pair of horns (made from wood) sprout from her head. They're not very long, but they are carved with a series of elaborate designs and patterns and tend to make her stand out in a crowd.

7. Abilities: In her home universe, Iramaat is a goddess. Literally. She is akin to one of the gods of Greek or Norse myth and tangible presence in the lives of mortals. Her powers there are great. She is impervious to mortal weaponry (although slaughtering her followers en masse would certainly weaken or destroy her) and she possesses a great many powers with regards to her various domains.

She can make trees, plants and other wild things sprout and grow. Under her direction a cleared field might become a closed in grove of trees and undergrowth in a few minutes. Iramaat is also able to command them - vines and roots might entangle her enemies or a wall of thorns might spring up around her. She has the ability to shape-shift, changing her form to that of animals or other living beings (and occasionally inanimate objects, such as the wind). She also has the power to change the form of another, whether for good or ill and has done so, both with her own people and with those she considers her enemies. She has the power of speech with animals and can command feral animals as her servants.

She is also an almost supernaturally skilled fighter and is effective with spear, sword or bow.

At the keep, of course, almost all of these are going to be vanishing or becoming shadows of the power she used to wield. Her ability to cause growth will be severely hampered. Where once it might take her minutes and almost no effort, now it takes hours and an exertion on her part (or she can cause very quick growth at the cost of totally exhausting herself for the day). Her command over roots and vines and other plants will also become limited. She will only be able to control very small movements and be limited to existing undergrowth and greenery.

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