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Posted: Wed Oct 08, 2008 12:21 am
Welcome to the home of Necrona and her soquili!
Seamus' Stats Strength: 26% Courage: 26% Speed: 24% Intelligence: 32% Luck: 27% Stamina: 26%
The Teepee They all live in the clearing.
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Posted: Thu Jul 30, 2009 11:47 pm
SEAMUS
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Name: Seamus (pronounced SHAY-muss) Gender: Male Age: Adult Mate: Trying things out with Cult! Roleplay Color: Green Uncert: [ x ]
Likes: Fruit of any kind, bodies of water, moving, food in general. Dislikes: Staying in one place, being tongue-tied, hot days.
Personality: This boy is flighty. He has the best of intentions, but zero resolve. He'll promise you the world and mean every minute of it--then, a month later, when he realizes he can't uphold his word, he'll cut ties and run. He hasn't had a stable life or suffered repercussions for his actions, so he hasn't learned much better. Sure, he has guilt, but someone new always wanders into his life and he swears to himself he'll do better this time.
He's also a certifiable food whore, single-hoofedly proving the adage that the way to a man's heart lies through his stomach. He's perpetually hungry and perpetually adoring of anyone who feeds him. An apple tossed his way will earn you a brand new friend.
Despite his history (see below), Seamus remains almost perpetually upbeat. He sees it as an unforgivable rudeness to meet someone new and not be as polite and cheery as possible. He is, unfortunately, also awkward as sin. He's not much with the social skills, this one, so be prepared to find yourself with a tongue-tied stallion on your hands. Unless it's a necessity or an injustice, he's much more likely to agree with whatever you stress than pick arguments, which might make him seem like a doormat to the particularly strong-willed, but he has a good head on his shoulders and is quite capable of independent thought, intelligent conversation, and informed decision-making.
History: When Seamus was a colt, his herd lived on a plain. His father was not present in his life, but he loved and cherished his mother. He had no siblings, so his mother spent a great deal of attention on him. When he was nearly a yearling, a heavy drought helped spark a prairie fire that caught the sleeping herd unawares. In the confusion and panic, Seamus heard his mother's command: run. He fled, terrified, heeding neither distance nor direction. He ran until he could no longer see the orange glow on the horizon or smell the choking smoke, and then he collapsed. In his youth and inexperience, though, he had run downwind, and within hours he was once again woken to flames. He was saved when he rushed blindly into a river, which carried him nearly half a mile downstream before he managed to clamber out on the other side.
From that time on, Seamus has been alone. He could not find his herd again, and he doesn't know the fate of his mother. From a few chance meetings, he has learned that the herd was scattered in the fire, and that most members can only account for themselves. Now he wanders, in part because he feels he has no home, and in part because he hopes to one day meet up with a former herdmate and finally find some answers.
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