Viewing profile - Ruthaya Sangra

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Ruthaya Sangra
Character
The Rage Warrior
Level
01
24 / 24 HP
20 / 20 MP
0p / 0g / 0s / 50c
Experience:
0
Race:
Human and Elemental
Class:
Barbarian and Sorcerer
Gender:
Female
Note:
Character inventory details are listed below.
Writer Name:
For more information, see Illyrianna.
Avatar Credit:
Legends of Runeterra - Scarmother Vrynna
Groups:

Physical Features

Height:
6'7"(~200cm)
Weight:
Lean, Mean and Athletic
Complexion:
White
Hair:
Auburn, long and wavy, with a streak of snow-white.
Eyes:
Brown, with one eye cloudy.
Other Features

One of the most noticeable things about Ruth is the several fine scars criss-crossing her face, the evident cause of her one eye turning cloudy. Another feature that would be very noticeable, if Ruth didn't keep it hidden under a slew of bandages, is her distorted left arm. Due to rampant experimentation, it has taken on an appearance of her elemental heritage – from the elbow down, the skin has grown literally hard and dark as a rock, with odd lava-like veins running along the cracks. Though usually well-hidden, one can spot that said arm is slightly longer than the other, that it possesses a strange brand upon the palm of the hand, and that the warrior has occasional trouble with its mobility.

The very strange things aside, Ruth manages to stick out like a sore thumb in more ways than one. She's tall for an average human, and has fully embraced the warrior's life – she can't be seen without the steel longsword across her back, and a faded red, sometimes suspiciously stained cloak that has seen a good amount of violence. Add to that a mace at her side, a shield she occasionally carries, and armor befitting the frigid northern climate, and Ruth easily looks like a woman ready for war.

Lastly, if one dares to look at her long enough, they might notice a strange amulet around the woman's neck, crafted out of bone. The item has been enchanted to nullify the wearer's magic.

Social Interactions

Relationships and Companions

N/A For now

Personality

Ruth is a person that doesn't know how to relax. The woman practically lives for work, deeming nearly everything else non-essential. As a result, she's very dedicated and focused on the task at hand, be it hunting someone down, collecting a bounty or traveling from A to B, often to the detriment of her own health and sanity. This is not to say she ignores anything else along the way, quite the opposite – the woman, though to many a vicious one, has a code she lives by. It's why she'll always step in when an innocent is being threatened or when there's violence afoot, even if she has something far more important on her plate. No situation is too small for her to meddle in, even if her "help" might not be as helpful.

There is at least one constant thing about Ruth – she's always angry and bitter about something or other. It probably doesn't help that she tends to be vocal about her opinion, not flinching from telling someone exactly what she thinks of them, be they a lowly peasant or an Eidolon themself. Usually, it isn't a positive thing and the woman doesn't spare the listener's ears from foul language either.

Stubborn, abrasive and prideful as she is, she's still a good apple deep down, though even she herself wouldn't admit it. To the warrior, doing the right thing is a matter of principle, and more than once in her life she's had to set aside her own wants and needs for sake of the greater good. So much so, it has become a norm, creating quite a bitter reality for her. In spite of all that, she doesn't require gratitude though she does expect obedience, fancying herself a self-appointed general in nearly every situation.

Religion

Belief:
Idolism
Idols:
Nilbein

Background

Age:
42
Origin:
Irtuen Reaches
Residence:
On the road
History

Sangra was a nomadic tribe, wandering the frozen landscape of Irtuen Reaches, hunting to survive and occasionally turning to banditry when times grew dire. They were hardy people, governed by death and cold. Though their beliefs centered on nameless and faceless spirits, their religion eventually adopted Nilbein to ecompass the capricious powers of the universe, and give them more of an identity, if only slightly so. It made sense to them, as the visage of a shadowy figure graced many a warrior's visions, especially those that had close encounters with hypothermia. They deem it the final or eternal slumber, and a moment when Nilbein himself presides over the dying, and decides whether to let them rise once more, or lead them into the realm of ancestors.

It is why it was such a surprise when, after a particularly blizzard-riddled night, the tribe came upon a babe cocooned in ice and snow. A child surviving such harsh elements was unheard of, much less witnessed and yet there she was, unharmed if hungry and upset over it. The tribe collectively deemed it the will of Nilbein and promptly took the girl in as one of their own, naming her Ruthaya. Expectations were high for her, which she only pushed higher still as she grew like one of those Ninraih reeds, easily outclassing peers in combat through sheer size and ferocity. But when her elemental nature began manifesting it became clear – the young woman would one day be the next spiritual leader, there to interpret the will of Nilbein for the whole tribe.

Few more years passed by and Ruth said farewell to her people, embarking on a traditionally spiritual journey of a year and a day. Little did she know that she would never return, as her adventure immediately took an unexpected turn. One moment she was falling asleep next to a cozy campfire, the next she woke up in a cage, with no memory of how she got there and no ability to escape. Her magic, meager as it was, stood no chance facing a cell warded against it. The only time she could use it was during a ritual wherein her and other prisoners were dragged out of their cells one by one, branded and then subsequently forced through target practice unto exhaustion. What little Ruth remembered of the experiences was an inability to act of her own will, as though she were no more than an automaton following orders. But she certainly remembers the following morning of pain, sickness and watching her own arm slowly turn to stone.

But one day, something happened. Perhaps it was an oversight of her captors, or sheer dumb luck, or even Nilbein's will. The trance didn't take root this time, something the freedom-starved warrior pounced on immediately. Chaos ensued where things burned and walls collapsed, until the wicked warlocks either lay slain or fled like sewer rats. Exhausted and barely conscious, Ruth stumbled through the halls of the dungeon until she came upon a cell. The last thing she remembered was turning the key in the lock, releasing the prisoner within.

She would come to regret doing that.

After recovering, the warrior bid goodbye to newly-minted friends and set off towards home. The long journey ahead barely begun when news reached her ears of destruction, one suspiciously alike what she'd seen during her captivity. Promptly turning around, Ruth raced after clues until she came face to face with the culprit. It was indeed one of her fellow former captives, driven mad by the power coursing through his veins. Diplomacy went about as well as it could go when a gruff, angry warrior tries to calm down a madman and in the end, Ruth had no choice but to put him down.

Just as Ruth got back on the road the same thing happened again. And again. The woman spent the next decade and a half putting out fires, both literal and otherwise, that other captives started as they grew insane and murderous. And with every single one she had to bury, the woman grew more and more bitter. She knew these people's names, their stories and often even found herself checking on their loved ones she'd heard of. Equally troublesome was the thought that whatever was happening to her friends, was bound to happen to her eventually.

In between chasing after monsters and earning a living, Ruth did manage to sift through some of the research the cultists left behind. Though Common proved rather difficult to decipher for someone who hardly knew how to read at all.

The cultists turned out to be followers of Bhelest, whose ambition drove them to kidnap half-elementals in hopes of coaxing the destruction out. The goal was to have an army that could level cities, shift oceans and move mountains but luckily the experiments proved rather disappointing. Instead of getting an army to rival all, the cultist got a handful of half-mad sorcerers who could barely be controlled. Their powers did increase, but not nearly enough for the cultists' lofty dreams.

Ignimancy:
Ruth's ability to summon and control fire greatly depends on a few factors – the amount or area she's setting alight, the heat of the flames, how long she keeps the flames alive, the fuel and oxygen available. For example, maintaining a candle or a campfire throughout the night would be but an afterthought for the warrior, while say, even starting a wall of 1x15x6ft of bright blue flames over soggy ground would be impossible. Water is a good way to disrupt the summoned fire, and make it increasingly tougher for Ruth to maintain it.

She also has more subtle uses of Ignimancy. Indirectly, she can use her fire to summon and manipulate heat, and the power has a strange effect on her physiology – namely, she can endure frigid weather much more easily than an average person, while on the flip side suffering more in tropical areas and the like. She's also capable of shrugging fire off, not earning burns if exposed to open flames. However, smoke and lack of air are still very much an issue.

Ruth isn't capable of making explosive fire(presuming gunpowder or the like isn't present) nor lava, and hasn't shown any indication that she could reach such a level of mastery.

Terramancy:
Ruth's Terramancy focuses solely on moving earth, stone and to some extent similar materials such as pottery or sand. Unlike her ability with fire, where it is easy to summon but hard to maintain, moving earth is a matter of inertia and weight. The larger the chunk of earth, the harder it is to get it moving or slowing down, requiring more time and focus. It is rather easy for Ruth to sling a baseball-sized rock at someone fast enough to knock them out, while boulders several times larger than herself would take minutes to even start moving, presuming the effort doesn't exhaust her completely.

She has a budding ability to sense ores and metals, though at the moment it is almost subconscious. This manifests as, say, being able to tell the worth of a bag of coins without bothering to count them, or being able to appraise the quality of a sword on sight.

Another subconscious ability is orientation, as Ruth is more capable of navigating mountain ranges and caves than most people, through simple awareness of earth- and stone-related forms around her.

Unlike most Terramancers, Ruth can't affect flora nor communicate with them.

The cost of magic:
An immediate sign of over-exertion is general fatigue but if pushed far enough, head- and arm-ache ensues, followed by wooziness and unconsciousness. This transfers on into several days of pain, peppered with nightmares and hallucinations, especially if Ruth is stubborn enough to keep using her magic while recovering.

Other bits and pieces:
Lifespan: between 105 and 180 years
Languages: Common

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User statistics

Joined:
April 3rd, 2020, 2:42 pm
Last active:
March 30th, 2021, 6:22 pm
Total posts:
6 | Search user’s posts (0.18% of all posts / 0.00 posts per day)
Most active forum:
Irtuen Reaches (3 Posts / 50.00% of user’s posts)
Most active topic:
A Dangerous Trek[Open] (3 Posts / 50.00% of user’s posts)