Name: Quilin
Age & Gender: 6 years old, male.
Height & Weight: Roughly 3 feet at shoulder, though his horns protrude around half a foot higher.
Species: Quilin! (Not
precisely the quilin from Chinese legend, but similar.) Quilin has taken on his species' name as his own name, yes. Quilin are small, half-deer, half-dragon creatures, with the morphology of deer but the scales of dragons. Their head can carry anywhere between two and eight horns, though only the first two pairs grow to a respectable size. Their coloring runs the gambit from white to black to golden to crimson, with their scales matching the color of their small amount of hair. They have a long tails with longer hair on the tips, similar to a lion's, though a single jagged horn protrudes from the tip. Quilin are capable of speech and sentient thought, but live to only fifteen or so years. They are omnivores.
Quilin are capable of sight-based teleportation out to a distance of around a mile, though they can train to increase this range. They can also, once in their life, shift planes entirely in a moment of great danger.
Appearance:
Quilin is a fairly standard example of his species, though perhaps with rather more hair than his peers. He has a white/gray coloration, with white on his flanks fading down into gray on his legs. He has six horns, two large ones pointing directly up, along with a smaller pair pointing up and back towards his body. His second large pair of horns grew out near horizontally, then curved down and forwards sharply, resulting in a strange but effective weapon. His eyes are dark black, and often seem quite sad.
His voice is light and silvery, like a clear bell.
History: Quilin had another name, once, but it was stolen from him.
He was born a noble in the Dragon Empire, the son of a warrior who'd been awarded an estate for valor in battle. His early years were peaceful, as he learned how to fight from his father, and politics from his mother. He joined the Dragon Empire's military as a scout at the young age of two, as trouble had arisen again. He served honorably for a few years before things went badly, when he was four.
He was ambushed by a troupe of elves, Horizon Walkers and wizards. They needed a quilin's name to complete some fell spell, and decided Quilin's would do. They took it, erasing it from history altogether. With the name went memory of Quilin altogether. His parents remembered having a child, but never could quite remember what had happened to it, and eventually decided that it had died in infancy. His superiors remembered having another scout, but decided he must have died in combat. So on and so forth, with peoples' memories adjusting themselves to Quilin's sudden nonexistence.
So obviously he was left with nothing. No one knew he existed, no one cared. He bummed around the land for a bit, nameless and adrift. Eventually, he was accosted by some petty thugs, who managed to outfight him. His quilin ability to shift planes altogether kicked in, and he was left in a strange desert world. He shrugged- well, so much as a quadreped can shrug- and became a Horizon Walker, only halfway trying to find his home again.
He supposes the wandering life suits him. He met a group of Walkers at some point, and joined them, taking his species name as his own name. He honed his fighting skills with them, though the entire group save Quilin was eventually slain. Quilin was only spared because he teleported away from the monsters.
He resumed his wanderings, from plane to plane, trying to avoid prolonged contact after the deaths of his former group. He eventually gave up on lonely wanderings, and joined yet another group of Walkers, but they split up after a dispute over a particular treasure. That was only a month or so ago, and he has yet to join another group of Walkers.
Reason to be here/things to do: Find his name if possible, and return to his own world. Preferably in that order.
Personality: Friendly if not cheerful, Quilin is polite to a fault, and actually fairly shy. Dealing with strangers is no problem, but attempting to actually make lasting friendships is off-putting for him. Which is part of quilin society, actually. In species where traveling hundreds of miles in one day is reasonably simple, two particular quilins growing close is quite odd. Though now that he's been around non-quilins for a while now, he finds it far more bearable than he did.
Quilin is something of a coward, though he's been trying to get better about it since his first group were all slain. He knows he couldn't have done anything, but still regrets having fled as soon as it was clear that they were losing.
Abilities:
Strength: 3. His thin frame is deceptive, and he's capable of surprising feats of strength for such a small creature. Still barely up to average for a human, however.
Dexterity: 5. Between his small size and his natural teleportation, Quilin is incredibly agile. Besides that, his training as a scout has increased his already impressive natural agility, and he's unusual even by quilin standards.
Constitution: 1. Just go take a look at those legs. You think those things can take much damage? Psshaw.
Intelligence: 5. Far smarter than an average human, though not exceptional among quilin. Isn't perspective great?
Wisdom: 3. Flighty and rash, tendency to do whatever takes his fancy as opposed to planning. From a quilin's perspective, anyways. Around average for humans, though.
Charisma: 4. Quilin's pretty personable, and likes people. Again, not unusual for quilin. They often take positions as the Dragon Courts ambassadors and mayors and the like.
Powers:
Major power: Teleportation. Quilin is not an exception among quilin in that he can teleport anywhere he can see within a mile. He can use this power to travel up to a mile in any given minute, and can only move himself. For example: he moves thirty feet in the first second of a minute, and so can only teleport 5250ft. (1 mile minus 30 feet) for the rest of that minute. If he uses up to his capacity, he must spend a minute without teleporting.
Minor Power: Natural weapons. Quilin's horns and hooves can be used as devastatingly effective weapons, especially in combination with his teleportation.
Minor Power: Bestial Senses. Quilin can see in low light conditions, hear better than most others, and smell more keenly than even some other beast races.
Minor Power: Scout. Wilderness survival, pathfinding, and search and rescue are all expected abilities of quilin scouts, and Quilin is not an exception. He has been specially trained to have an outstanding sense of direction, and so long as he has some point of reference when he checks a compass, he can keep track of direction indefinitely. (For example: He checks a compass, and uses a mountain to mark South. Even when the mountain is no longer directly South, he can remember the direction it originally was. So in a thick forest, a desert, or on the sea, this ability would be useless.)
Notable skills: Quilin's backing in politics gives him in edge in dipolmacy. His month or so of living as a vagrant also taught him a lot about the more rough and tumble part of society, giving him an edge in navigating shadier neighborhoods.
Equipment: Quilin has a fairly silly looking pack strapped to his back, which he is incapable of removing or opening himself. In it, he has a few dozen dragon-minted coins, solid gold with a scale imprinted on one side, remainders of his scout pay. It also contains a compass, two canteens, and flint and tinder. The pack is specially enchanted to transport with him, by a wizard who took pity on a lost little quilin.