Diya of the Jackals

Back-Alley Alchemist - Mystic of Siya'ratma & Azihma - Sassy Trader


Dossier


“For I am the truth of myself; my own sphinx, conflict, chaos, vortex—asymmetric to all rhythms. I am the prism between black and white: mine own unison in duality.”


Name | J'diya "Jah-dee-yah" - known as Samira in some (criminal) circles.
Race | Miqo'te Seeker of the Sun
Age | 25+
Gender | Female
Orientation | Bisexual
Tribe Status | Actively belongs to the Jackal tribe,
Voice | Thick Thavnairian style accent
Citizenship | Radz-at-Han
Current Residence | Diya has a variety of places she crashes, with and without permission. Waterfront warehouses, temporarily vacant mansions, an abandoned lighthouse, even a discarded adamantoise shell can provide temporarily residence to the wanderer.
Professions | Alchemist, Smuggler/Thief, Adventurer, Thaumaturge (1.0 Style + Custom)
Moral Compass | NG/CG - Diya feels acts of retribution are best placed on those in positions of power and wealth. She holds a morally grey belief that life is complicated and not all wrongdoings are necessarily wrong.
Religion | Priestess of Siya'ratma & Azihma (variants of Nald'Thal and Azeyma). Practices prayers, rituals, and offerings regularly. Worships the goddess of judgement Azihma from her homelands, along with a jackal god of death and the underworld named Siya'ratma.
APPEARANCEHair | Black, but at times dyed red with henna.
Eyes | Bright green, often outlined in dark face-paints.
Build | As described by a friend, "with the flexible grace of a wild animal". Diya has the muscle tone of a dexterous martial fighter, but remains curvy enough to cast a feminine figure.
Tattoos and Scars | Symbol of Siya'ratma & Azihma on her hands, mixed with stranger alchemist symbols running up her arms. Ritualistic ash tattoo going down her lower lip in a straight line.
Distinguishing Features | Fluffy ears typical of desert born miqo'te. Tribal face markings loosely resemble curling flames. Rings and draped chain wrapped around on her tail. Painted tattoos on her skin from natural dyes come and go with the season.


PERSONALProfessions |
Alchemist & Battlefield Medic - Deals in ability-enhancing elixirs, liquid explosives, recreational drugs, and more. Drifting healer for ne'er do wells. Actively seeks out opportunities to heal others in need - focusing heavily on those without the means to pay for her services. Known for her don't ask / don't tell methods of keeping information to herself when treating patients.
Jackal Tribe Training - In her youth she learned the ways of the Saayanduvi (Shadows of the Day), fighters employing knives and physical dexterity to outmaneuver their opponents. Controlling the shadows to hide or attack the enemy, along with using illusionary images, the rogues served as a martial force for hunting parties, dealing with voidsent, and protecting burial sites from thieves.As she matured, the tribe changed her path to one of a Daayanravi (Eyes of the Day). These priestesses play an integral part in the tribe's health and well-being, safeguarding ritual knowledge and tribal history, as well as treating illness/injury, and escorting the souls of the dead into the afterlife.They rely on fire and earth (sand) aspected magic for pure destruction; also using enchanted smoke to control a battle - obscuring positions or spreading fumes that can range from noxious, to hallucinogenic, to harmless sleeping gas. J'diya situationally chooses which roll she wants to slip into, and may utilize her ability with blades or instead focus on pure spellcasting. She often carries a walking staff which functions as both a mage's staff and a tool for trap discovery inside tombs and ruins.Rogue: Spy, Information Broker, & Thief - Occasional cat burglar and former Sand Bandit. Often participates in various dubious jobs of espionage and sneaky dealings. Decent at glamours and illusions. An excellent choice if you need to look like someone else for an hour. Diya's targets are usually limited to the extremely wealthy or corrupt individuals, with a Robin Hood approach to these dealings.Languages | Common, Dunespeak, Thavnairian
Weapons/Magic Training | Old miqo'te magic involving fire aspected aether, illusions, and shadowmancy. Traditional "Obe Ija" totemic knife fighting.
Skills | Hunting Voidsent. Alchemical concoctions. Collecting other people's valuables. Smuggling and fencing operations, infiltration, trap finding and disarming. Acrobatics/Parkour. Ritualized Dancing.
Hobbies | Harvesting rare alchemy components. Glassblowing, cooking, collecting jewelry. Crashing bars in busy venues and working as a bartender for the evening, without staff realizing she doesn't belong there.


RELATIONSHIPS
Seeker Tribe | Jackal branch of the Sujinair dunes - tomb guardians under contract, fierce hunters, and eaters of darkness (void hunters).
Sandship Crew |
Spouse(s) | None past or present
Children | None
Parents | Father - J'raji Tia, Mother - TBD
Siblings | Sisters - 3, Brothers - 1
Pets | Kestrel Falcon, Desert Tortoise
ITEMSSingle coin on an earring chain
Knives - lots of 'em
Ornate golden smoking pipe
Feathers dipped in black tied at her hip in the rough shape of a fan

ADDITIONAL LORESujinair - An island in the Valnard Sea between Thavnair and Dalmasca. Similar to Thavnair in it's muggy heat and tropical climes in the north, but also hosting an arid desert zone to the south. Sujinair is the answer to the questions of what Thavnair does with people that don't follow the rules and operate in a polite society. Corrupt to the core, managed by rich self styled sultans. A land mass nearing the size of Thavnair itself, the jungles and deserts are home to a large number of Miqo'te who settled here and never moved on in ancient times of migration. Having developed outside of Eorzea in relative isolation, they have developed different traditions and beliefs.Miqo'te Tribes:Jackals (shadow aspect) - Guardians of tombs, contracted by nobles to watch over the places of the dead.
Zu (light aspect) - Live in dwellings carved into the side of rock formations.
Sandworm (earth/sand aspect) - Train and ride sandworms, formidable spear fighters.
Gawareks (water aspect) - Worship sarcosuchus/alphagin-like creatures. Cultivate the land and grow food near lush regions close to bodies of water.
Coeurls (lightning aspect) - Found in temples dedicated to the Coeurl, living alongside the beasts without fear.
Condors (wind aspect) - Heavily nomadic, following migration patterns and other callings of the wild places based on what the shamans hear on the winds.
Vipers + (ice aspect) - A tribe of reclusive people living in the thickest of jungle lands, recently on the warpath.
Lynx + (fire aspect) - A tribe that once maintained a balance of spiritualism and hunting. Something took them off the path and tainted them. Currently known to begin bloody skirmishes without provocation. Banished from social gatherings after the Lynx tribe convinced the Vipers to act in warlike shows of aggression with them.



shadowofthejackal.tumblr.com

Media Gallery


“I once had a body that wasn’t a body—it was a voice in a god’s mouth. It was the holy vowel.”


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The Hidden Flask
Apothecary


Never trust any complicated cocktail that remains perfectly clear until the last ingredient goes in, and then immediately clouds.


"Alchemy is based on fundamental principles originating in the Near East tradition, but draws heavily upon esoteric elements of both Lalafellin herbalism and Miqo'te occultism as well. An alchemist is a crafter of potions and potations, medicines and medicaments; a master of extracting and decocting, transforming and transmuting. Masters of Science and Nature, the devilish and the divine, alchemists ensure their livelihood through the transmogrification of mundane materials into wondrous waters─from curative concoctions to potent potables.”

Shop Description

Down a twisting back alley and through hanging fabrics blocking the view (but not the smell) of Ul'dah lies a small shop and clinic. A young highlander woman tends to the shop when the Alchemists are busy in the workshop. The Hidden Flask is owned by a wealthy merchant family who employs several alchemists and apprentices to keep the shelves stocked with a range of typical portents and potions, along with a rare faire of bottled magic in the back room.


IC Purchase Agreement: The Hidden Flask is not liable for any criminal activities and or illegal use of the product. Buyer assumes all risk and agrees to take no steps to seek recompense in the case of harm as a result of imbibing any and all products. All monies are non-refundable. The Hidden Flask may choose to apply a credit or refund at her discretion, or replace the item at no cost. The Hidden Flask may attempt to use medical training to relieve any unwanted side-effects, but is not bound to do so.OOC Guidelines: Choose your own adventure to fit your story, or opt to roll in game to determine if your character suffers from side effects or addictions, and as to the severity and number of inflictions. If you make up your own side-effects, please run it by me first to get approval.


"As her tutors had said, there were two signs of a good alchemist: the Athletic and the Intellectual. A good alchemist of the first sort was someone who could leap over the bench and be on the far side of a safely thick wall in three seconds, and a good alchemist of the second sort was someone who knew exactly when to do this."


Public Stock

Sitting on shelves in the front of the shop is your typical stock, found almost anywhere for adventurer's needs. Each one is clearly labeled, with the name stamped into the bottle's wax seal.

MedicinalMisc EffectsOther
Medicinal Potion - Restores General HealthPotions of Ability - Increase of Strength/Dexterity/Intelligence/etcPerfumes - Custom Made to Order
Ether Potion - Restores drained Ether LevelsSleeping Aid - instantly induces deep slumberMagical Ink - Made with techniques from the Near East, boasting superior aetherial conductivity.
Antidotes & Antitoxins - For poisons and loss of the senses (muteness, blindness, deafness)Smelling Salts - for rousing unconscious persons 

By Request

Posted on an easily found menu. Prone to cause addiction, more expensive to keep on hand, or simply uncommonly purchased.
- Potions of Elemental Warding - an elementally charged concoction significantly increases resistance to lightning/fire/ice/water/wind/earth-aspected damage
- Silencing/Blinding/Paralyzing/Poisoning Potions - induces temporary loss of voice, sight, motor skills, or causes profuse internal bleeding.



"Her books on alchemy were marvelous objects, every page a work of the engraver's art, but they nowhere contained instructions like "Be sure to open a window". They did have instructions like "Adde Aqua Quirmis to the Zinc untile Rising Gas Yse Vigorousky Evolved", but never added "Don't Doe Thys Atte Home" or even "And Say Fare-Thee-Welle to Thy Eyebrows."

Behind the Counter

Posted on an easily found menu. Prone to cause addition, more expensive to keep on hand, or simply uncommonly purchased.- Potions of Elemental Warding - an elementally charged concoction significantly increases resistance to lightning/fire/ice/water/wind/earth-aspected damage
- Silencing/Blinding/Paralyzing/Poisoning Potions - induces temporary loss of voice, sight, motor skills, or causes profuse internal bleeding.

Anatomy was an important study at the Alchemists’ Guild, owing to the ancient theory that the human body represented a microcosm of the universe, although when you saw one opened up it was hard to imagine which part of the universe was small and purple and went blomp-blomp when you prodded it.

Underground Stock - Requires a special code word or solid referral- Shriekshroom Cap Tea - After ingesting the spores, it grants hallucinatory reactions which are said to give the temporary power to “see” messages left by the spirits.Blasting Powder
Smoke Powder
Alchemist's Fire
Nail Bomb
Burning Oil
Vial of Acid

Experimental Stock - In desperate need of coin? Inquire about the exciting life of submitting yourself to medical experimentation. Only close confident and lab subjects are aware of these potents.Potion of Invisibility -
Sticky Goo Potion
Oil of Slipperiness
Potion of Fire Breath
Truth Serum


The Alchemist's Guild is opposite the Gambler's Guild. Usually. Sometimes it's above it, or below it, or falling in bits around it.

Backroom Stock - Hidden inside a velvet box on a shelf in the back. Get up the courage to ask or you'll never know about this one. OOC note: this is for jokes, don't make it creepyPotion of Stamina - Infusions made with this hardy brown-black foliage known as Duskfall Moss, with sap of the Red Landtrap Vine to restore vigor and produce aphrodisiacal properties.
Philter of Love -

Page quotes by Terry Pratchett



Hooks & Connections


“Her body was wrapped in shadows like moth wings; like rose-petals.”


*** Title:*** General healer stuff hereCat Burglar: thief stuff hereAcross the Jade Sea: thavnair stuff here*** Perfume Making:****** Title:*** something something voidsent huntingBoil Boil, Toil and Trouble: alchemist stuff here - Want to throw a wrench in your character's life? Sign them up to test a newly formulated draught of potion, results may vary - absolutely not guaranteed to work as intended.Rose of Inquiry: For someone with a twisted tongue, Diya holds a sacred connection to truth. Once groomed as a would-be priestess of Azeyma, she grants a special ceremony to all who would confess their crimes. Bound by religious code, she keeps these secrets well.Tomb Raider: In need of a deft hand and limber step to help with puzzles and traps? For a cut of the loot she's only too happy to guide a party through perils.Another Round: One of her side hustles is putting her knowledge to practical use behind the bar, serving drinks to patrons of whatever watering hole needs a fill in 'tender for the evening. Bonus points for being at the hub of gossip and idle chatter.


Associations |
House Daemir and The Great Work
Frondale’s Phrontistery - Ul'dah Alchemist's Guild
Sable Tree Free Company
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Sujinair & the Jackal Tribe


Everything here is my personal fan-made lore. If there are conflicts with your own interpretation, please let me know so I can properly accommodate your needs, even if that means dropping the material during our RP. Flavor lore is not necessary to continue RP with someone.A small island named Sujinair lies in the Valnard Sea between Thavnair and Dalmasca. Similar to Thavnair in it's muggy heat and tropical climes in the north, but also hosting an arid desert zone to the south.Tribes:Jackals (shadow aspect) - Guardians of tombs, contracted by Thavnair nobles to watch over the places of the dead.
Zu-cornus (light aspect) - Live in dwellings carved into the side of rock formations.
Drakes (fire aspect) - Train and ride drakes, formidable spear fighters.
Gawareks (water aspect) - Worship sarcosuchus/alphagin-like creatures. Cultivate the land and grow food near lush regions close to bodies of water.
Coeurls (lightning aspect) - Found in temples dedicated to the Coeurl, living alongside the beasts without fear.
Condors (wind aspect) - Craftsmen. Heavily nomadic, following migration patterns and other callings of the wild places based on what the shamans hear on the winds.
Vipers + (ice aspect) - A tribe of reclusive people living in the thickest of jungle lands, recently on the warpath.
Jaguar + (earth/sand aspect) - A tribe that once maintained a balance of spiritualism and hunting. Something took them off the path and tainted them. Currently known to begin bloody skirmishes without provocation. Estranged from the other tribes and banished from social gatherings and grand council meetings after the Jaguar tribe convinced the Vipers to act in warlike shows of aggression with them.