This is the Out of Character thread where you can talk about anything you wish related to or not related to our game of Dungeons and Dragons.
In your first post here please copy all character information from the recruitment thread and post it here. Any background/personality/etc within a mythweavers or other sheet I want to see within a spoiler block inside that post.
If you have any sort of image of your character please post that as well. I will use it to make a token for you.
Once everyone has posted here we can begin our adventures in the Realms.
Freja is tall and imposing, a sure sign of her mixed Illuskan heritage. Her blood red hair is trimmed short, to avoid being easily grabbed by her enemies in battle. Fair-skinned, she possesses only a few scars, enough to prove that she has seen her fair share of bloody conflict, but certainly not enough to suggest that she can't hold her own. When not in combat, she often wears light clothing, easy to move around in, should a fight break out while she is unprepared.
Personality, Goals, Virtue & Vice
Despite her somewhat intimidating stature, Freja is a surprisingly friendly young woman, quick to sing and dance and regale others in tales of great battle. Her mixed Ffolk and Northmen heritage often makes itself known in her love of nature and her love of battle. But if there's one thing she truly craves more than a good blade in her hands, its telling stories, and she yearns to find the greatest epic of all.
Freja's Virtue & Vice: Freja is a strong-willed woman who will rarely back down from any challenges set before her. However, she does have something of a temper. Being raised by warriors, Freja often has a narrow view when it comes to dealing with problems. To a hammer, everything looks like a nail.
Freja's Goals: Freja loves to fight, but beyond that the thing she desires most is to find a grand adventure, a tale that she can tell that will outlast even her. Perhaps it isn't as grand as wanting to be the Queen of the Moonshaes, but stories live on even after kings and queens are forgotten.
The Moonshae Isles are a group of islands in the Trackless Sea, in the west of Faerűn. They are home to two very different societies: the Ffolk, the original inhabitants of the Moonshae, and the Northmen, raiders from lands north of Waterdeep. Freja Fangbreaker is a daughter of both these people, the blood of the Ffolk and the blood of the Northmen flow through her veins. Her father, Balar Fangbreaker, a Northmen, took Elizabetta, a young Ffolk woman, as his bride. They were a strange couple, neither truly approving of the other's ways. Balar was a warrior, a sea raider, attacking villages along the Sword Coast and doing battle with anyone or anything that might put up a decent fight. Elizabetta was a farmer's daughter, possessing a love of nature and was a follower of peaceful Druidic traditions.
When their daughter was born, it was received as something of a.. mixed blessing. Though both of them wished for a child, Balar had no interest in a daughter. As such, he looked upon the young Freja as weak and unworthy of his attention. However, as Freja grew, her father's pointed disinterest in her only made her work that much harder to earn his notice. She would challenge Northmen boys to fights, sometimes winning, sometimes losing, but always seeking to become better, to become a warrior. But even as she sought to emulate her father, she also learned from her mother, being taught the traditions of the Ffolk people, passed down through story and song.
With time and practice, Freja learned to 'read' her opponents, using her guile rather than her strength to expose the weaknesses of her enemies to better defeat them, and with that, began to earn her father's attention. When she was old enough, Freja began to go on raiding parties with her father, but soon found she had no taste for laying waste to innocent villages in search of gold and blood. She realized that while she craved her father's approval, she could never be like him, could never be so callous in her treatment of others. She had too much of her mother's Ffolk blood in her.
Because of this, she turned her attentions toward music and stories, things that she had grown to love during her youth. Collecting many Northmen and Ffolk legends, she plied her trade across the Moonshae Isles, visiting Inns and telling tales of adventure and battle. Still, there was something that was missing in all of it: she had no tales of her own. And so, seeking an epic of fortune and glory in far off lands, Freja Fangbreaker left her homeland, to find daring dos and thrilling adventures, and perhaps a few good fights along the way.
Amazing avatar and signature by Savannah (who is awesome)
Last edited by AvianMalkavian : 10-30-2012 at 11:24 AM.
Name: Maria Fireheart Race: Human Gender: Female Age: 9 Height: 3'10" Weight: 48 lbs. Hair: Reddish Brown Eyes: Hazel
Description: Maria is small for her age, being lean and lanky and standing a few inches short of four feet. She has long, wavy, reddish brown hair and hazel eyes. The girl is fairskinned with a touch of sallowness. Her attire consists of a light blue shirt, brown pants and a hooded green cloak which partially conceals a backpack.
Personality: Maria is a kindhearted, loving child with a stubborn streak. She is sweet and innocent on the outside but very courageous and formidable on the inside. The girl is very outspoken and can have a biting, sarcastic sense of humor. Tends to be soft spoken.
Maria's Vices and Virtues: Maria, while not completely pure of heart, no one is really, is a very kind and giving person. She cares about almost everybody and tends to see the good in others to a fault. Can be rather naive at times but not so much so that she is stupid or foolish about it. As a result she tends to hate killing outright unless in self defense or in the defense of others. But she will not kill in cold blood and will tend to not fire on a fleeing enemy nor would she kill a helpless enemy outright.
Maria is very outspoken and tends to be a little sarcastic and gratingly blunt. Tact really is not her strong point. She is terrible in melee.
Goals: Undecided at the moment but maybe becoming a powerful wizard in her own right. Because she is still very young, long term goals are not entirely her top priority. Day to day survival is. If she can she will try to get to the bottom of the prophecy about her and Szass Tamm herself. But for now her overall goals are day to day.
The Fezirs were a generation of red wizards who unlike their fellow Thayan wizards, did not share the lust for power and conquest. In fact they were derided in Thay for their kindness to other species and slaves. The large, close knitted family was also very powerful though and because they were generally well liked by the native merchants as well as being powerful wizards, they were not easily bullied by the other red wizards and zulkirs. Besides, they were known for their aptitudes in alchemy, scroll and potion making, and construction of magical devices. This family was notorious for breeding skilled craftsmen and women, so they were tolerated by Szass Tamm who needed their skilled family members to help with the enclaves.
But by 1374 they had had enough. Thay was becoming too nightmarish for their tastes. With all the civil wars erupting and the increasing undead, the older Fezirs had decided that it was time to move on to more safer pastures. So they packed up their entire family and left Thay for good. Szass Tamm would not have it though. But the Fezirs put together were more than a match for Tamm and his minions. Still a magical war broke out between Szass Tamm and the Fezirs. Szass Tamm won, barely, but there was one survivor, the youngest named Shamar Fezir who had eventually escaped reluctantly from Thay before the final battle at the behest of his grandfather.
Shamar eventually went westward. He became an adventuring wizard and earned his living through magic and research. Eventually he met another woman from Thay, a former escaped slave whom was a wizard in training. He took her in and helped her finish her training. But it became more than a relationship between master and apprentice, the two fell in love and eventually married. They settled down in the Dragon Coast setting up a potions shop in Westgate. Soon the Fezir family was growing in numbers once more and for 100 years the Fezirs had become a pillar of the community.
For 3 generations the Fezir family earned the trust of the city and were much beloved for their kindness and charitable actions. It no longer mattered where the family originated and the the Fezirs held no ill will to anyone anyways. For that matter, though unsuccessfully, the Fezirs rallied many of the more honest merchants in Westgate to form a union just as powerful as the Fire Knives, Night Masks and other not so honest organizations in order to make Westgate more civilized. They held their own and became a thorn on the Night Mask's side, constantly keeping the organization in check. While they could not totally eradicate the corruption, they did stem it and made life easier for the more honest working people of Westgate. Shamar's grandson Lido had once found himself taking on Orbach and might have won had it not been the fact that Lido was mortally wounded himself and he had to barely escape Orbach's minions who came to the vampire's rescue. The result of the legendary battle between the Fezir organization and the Night Masks led to the Night Masks being so weakened that the Fire Knives were able to eradicate them. However the notoriously feisty and risilient Fezirs were as stubborn and unbreakable as ever. The Fire Knives got rid of one enemy but gained an even more powerful one in its stead. The Fire Knives continued to be constantly foiled time and again by the Fezir family.
Maria was born a fourth generation Fezir from the mother Umara's side. Her father was Allistair Fireheart, a Waterdhavian who came to the community as a visiting scholar and fellow wizard who fell in love with Umara. The two decided to move to northwest and set up a wizarding school in Shadowdale. They also worked for the Harpers, occasionally going on missions for them, but not often since they wanted to spend as much time with their daughter and students as possible.
Maria's childhood was happy and filled with knowledge. Even at a young age she was an avid learner, being able to read fluently when she was 3 and even write to a limited degree when she was 4. Her parents guardedly encouraged this but had no problem teaching her magic when she asked them to when she reached 5 years of age. They believed in encouraging children to pursue knowledge and learning as much as possible. It was the use of knowledge, not the knowledge itself that determined the morality of a person as well as their own actions. Since Maria was an avid book learner and a very stubborn and determined student she began mastering Cantrips and to a limited degree At Will spells fairly early by the age of 7.
At about the time Maria turned 8, tragedy struck. The Fezir family was visited by a few powerful red wizards working for Szass Tamm along with a few Fire Knives assassins. They all got into a magical battle and slaughtered each other. Apparently Tamm's wizards had somehow learned that there was a very young child who would be among the youngest wizards in Faerun history and that some Thayan Diviners believed that she might one day grow up to lead the destruction of Szass Tamm and his minions. The night before Maria's birthday, Allistair gave her her first spellbook with a new set of spells to learn. Umara also gave Maria her Harper Pin, and taught her how to use it properly. After placing Maria under the care of a family friend, Allistair and Umara travelled to Thay to get to the bottom of the prophecy about their daughter. They never returned. Apparently Szass Tamm confronted the two himself and while they fought valiantly, they were killed before Tamm could get the necessary information needed to locate Maria.
Maria was devestated by the loss of her parents and felt responsibility for it. But her parents had planned ahead. They had arranged for Maria to be put under the care of another family friend, Kale, who was a travelling adventurer if anything should happen to them. That way Maria was always on the move and difficult to find. For months Maria had been on the move. For the next few months Maria would get a crash course in becoming an adventuring wizard. But it also helped her overcome her grief since her mind was now focused on survival and helping do good in the world. Both she and Kale join an adventuring party and recently helped deliver a package to Wheloon. Having now arrived in Arabel after the rather eventful delivery, she looks forward for some much needed rest and relaxation at an inn with Kale and her newfound friends. And this is where her adventures begin!
Last edited by onlie2005 : 10-30-2012 at 10:26 AM.
Reason: Picking speaking color.
Immeral is a talkative person who is enthusiastic but skeptical. He knows that dark clouds have silver linings but that they usually come at a price. When it comes to making decisions he is adaptable and he is flexible when it comes to the rules. He knows that in order to do good you might sometimes have to bend if not break the rules. Immeral is kind, calm, and driven.
Immeral is almost your average Eladrin, he is average height(5’9”) and slim with pale looking skin and solid teal eyes. However his biggest difference from other Eladrin is that his hair is short, brown, and is often in a stubby ponytail. He walks with an air of confidence and holds himself like someone who knows exactly what they are doing even when he is completely lost. He wears plain leather armor that doesn’t stand out and lets him blend in. He has the habit of playing with his daggers when he is bored often trying to balance a couple on his fingertips.
Found on the edge of town, no one knows if he was lost or abandoned but a kind pair found him. The husband and wife were unable to have children on their own so they saw it as a blessing. This couple however, was a pair of high caliber thieves and soon the criminal duo would become a trio. Growing up they trained him as a thief working on his dexterity and stealth.
As a child while his parents were off on jobs he often found himself hanging out with the city's orphaned and impoverished youth. Those who had to steal due to their circumstances. During this time in his life he learned a lot about the world and how it operates. He also saw first hand a part of the city his parents wanted to keep him from. Though as soon as his parents found out what he had been up to they forbade him from hanging around them any more. What they didn't know is that he learned a lot about thievery from them, lessons he would never forget.
As he got older his parents began using him as a member of their scams and heists. By the time he was a teenager even though he loved his parents he knew what they were doing was wrong and this caused a rift in their relationship. He soon began to question everything taught to him by his parents and this caused him to search for who he really is. So, with a heartfelt goodbye he set off on a journey of self-discovery.
However, he quickly found that life wasn’t fair when he was accused of a crime he did not commit. Luckily the lessons his parents had instilled in him allowed him to escape just to solve the crime and prove himself innocent. He returned to the jail with the actual criminal in tow. After a lengthy explanation of why he wasn’t in his cell and that he caught the criminal along with evidence and a statement from a witness, they released him from custody. They over looked the fact that he broke out of jail go because not only would a jail break look bad but having the accused solve the crime would make the current law enforcement look stupid. That is when he figured that sometimes the law must be broken for justice to happen.
Vices, Virtues, and Goals
Immeral's Vices and Virtues: Immeral, he was raised by and grew up with thieves. He knows that stealing is wrong and believes he should only use the skills he gained from stealing to help others.
Though his background is the reason behind his virtue it is also the reason behind his vice. He grew up a thief and stealing is a habit he has not been able to break. So he only steals small things. Things that aren't worth much. An apple from a fruit stand or a small trinket. Something he could easily pay for if he was ever caught. Which is good because he has always had bad luck when it came to talking his way out of trouble. Another reasons he tries to stay out of it.
Goals: Immeral knows that life often takes you where you might not have wanted to go. So he likes to go with the flow and is flexible with day to day goals. But he has one main goal and that is to find his birth parents or at least find out the reason he was abandoned. When his group has a task, he likes to focus his energy on that. Making that his primary goal week to week.
Bert, human fighter. Is everyone ok with him speaking in Sienna, or is it hard to tell from Kale's dark orange?
Bert staggered along the roadside, cursing his bad luck. The edge of the forest still seemed impossibly distant, and the throbbing in his head seemed to weigh him down more with every step. Master An`dal’s advice was beginning to make more sense.
Master An`dal had warned Bert not to confront the logging parties directly. For weeks now An`Dal had been making trips into that nearby town, going before the baron to plead with him to spare the sacred grove that the town’s loggers were coming closer to each day. When the baron refused and the loggers continued to encroach on the forest, Bert had taken up his axe, eager to stop the next band of loggers and send a message to the town…but Master An`dal had told him to stay his hand and be patient.
If I had listened to that advice, Bert thought, then maybe I wouldn’t be here now, dragging myself out of a ditch and limping home with an aching head. I don’t think I even slowed those loggers down.
With great effort, Bert reached the edge of the wood and made his way along the logging path. Most of the trees here had been cleared weeks ago, but he still felt surprised by the openness every time he came to this part of the forest. For as long as he could remember, he had always felt more at home in the dim, cramped spaces in the deep part of the forest, where Master An`dal had raised him.
Bert reached the end of the cleared area and stumbled through a thicket, finally bursting through to the clearing that separated the outer part of the forest from the sacred grove. The sight he saw there stopped him in his tracks, and he fell to the ground.
He landed on a layer of charred wood, leaving his hands and knees black. All around him, the ground was covered with bits of burned wood. There were a few large, black pits where lightning had struck the ground. While there were no bodies in sight, the smell of the dead was in the air. And at the other end of the clearing, smoke was still rising from charred stumps where the sacred grove once stood.
Master An`Dal never would have let the sacred grove be encroached. Then Master An`Dal must be…
Bert’s thoughts were interrupted by the sound of voices coming through the thicket. He scrambled along the charred ground and towards the cover of trees, getting out of sight before the loggers reached the clearing. He wanted nothing more but to charge at them, screaming, and kill as many as he could before he drew his last breath. But he held himself back. Obviously the forest was already lost. Bert wouldn’t be able to save anyone or anything by getting himself killed. His impetuousness had already resulted in the loss of the grove…and his master. No, what he must do now was bide his time, gather his strength, gain the experience and power he needed to protect the wild…and get vengeance for what happened here.
I’ll be patient, Master, just like you told me. With that thought, Bert slipped into the wilderness…
Having been raised in the forest by a druid, Bert does not feel quite at home in the city or with big groups. His time escorting a caravan with the adventuring party, though, has helped him grow more comfortable with his fellow adventurers. Other than the adventurers he has traveled with briefly, he is hesitant to trust people. This distrustfulness comes from his having been abandoned as a child (he still does not know how he got separated from his parents and how he ended up being raised in the woods; his master never told him), and from his druid master's having raised him to believe that people are greedy and always trying to encroach on nature.
Bert feels most at home in the wild, and he always excelled in the physical and practical side of druid life--surviving in the forest, understanding the signs of plants and animals, etc. But he is not pious, and despite years of training could not wrap his head around the spiritual side of druid life. Therefore, to his master's disappointment, he never mastered more than the most basic primal magic. In fact, by his late teens he had more or less given up trying to improve his command of magic, and focused on honing his wilderness survival skills and physical strength. The recent loss of his master, though, has inspired him to try his hand again, for a little while at least.
Bert is of above average height (5'10") but thin. He wears a smelly suit of hide covered by a ragged green-and-brown cloak, even when in the city. His brown hair is long and unkempt, and he only shaves occasionally.
Virtues and vices:
In the past, Bert's own impetuousness resulted in disaster when he tried to attack a group of loggers that were encroaching on the forest where he lived (and ended up just bringing down their retribution upon his master). As a result, Bert cares deeply about not making the same mistake again. In his previous adventures with the group he has shown himself to be very deliberate, and to carefully size up any situation before acting. He chooses his words meticuously, and when asked a question he ponders what to say for so long that those who don't know him often mistake his carefulness for stupidity.
Because of his isolated upbringing, he cares little for social niceties, and during his time guarding the caravan he did not make friends outside the adventuring party. The travelers generally found him rude and offputting, as he showed little regard for the feelings of people other than those he knew well. While he took his duties seriously and protected the travelers wholeheartedly, he tended to view them more as things to watch after than as people with thoughts and feelings.
Bert's primary concern is to get stronger and become able to defend himself and what he cares about. He believes his own weakness was to blame for the death of his master and destruction of the forest where he grew up, and doesn't want to see that happen again. When he first took up adventuring he was driven mainly by a desire for revenge upon the people of the village who had cleared the forest. With time, however, he realized that revenge wouldn't change what had happened, and his focus shifted more towards defending his new family, especially the young girl Maria.
Last edited by Rjanag : 10-30-2012 at 12:51 PM.
Reason: i'll just put this in a new post
Kale, and he will speak in Sinopia or Sienna, depending on how they turn out Kale's Background:
From fire and flame he was born, in the Elemental Chaos. He had been born a cindersoul Genasi, one of which no one wanted. He was an orphan and he was completely alone. Kale only lived there for about 5 years, but they were the longest years of his life. Constant fear of death, fear of dismemberment, fear of oblivion. Then, a cool, soothing light came from out of nowhere one day, and Kale, having survived for 5 long years in this Hell, jumped into it. He didn't know if it was good or bad, but either way he knew his suffering was over.
When Kale opened his eyes and looked around him, he was in a strange place, full of books, a desk and chair, crystal balls, and magical items everywhere. Of course, he knew not what any of it was, but he was in a library belonging to one of the Fezir clan, Barton, Maria's grandfather. Both of them were as surprised to see each other as the other one. They sat there for a long while staring at each other, until finally Barton started to move toward Kale. Of course Kale jumped backwards and was immediately stopped by the runes of power that were laid out in a circle. You see, Barton was trying to summon a demon, but what came through the portal instead was Kale. Kale started to try and talk to Barton, but all he knew was primordial, and Barton did not. They made some headway, much of it that very night, through signing and the like. Kale had no name, for he didn't need one to survive, so Barton gave him one.....Kale.
Over the next year, Barton and Kale learned much from each other, in fact they taught each other each others languages. After about 5 years of teaching each other various things, Barton learned that Kale had an amazing intellect, Kale got interested in what Barton researched.....magic. So Barton started teaching Kale about magic and soon found out that Kale had an amazing knack for it. He also soon learned that Kale was quite the fighter, from all the time spent defending himself in the Chaos. Barton soon learned that Kale's magic and his sword seemed to work together wonderfully, so Barton got his brother to come in and train with Kale.
Many years went by, Kale perfected his Swordmage techniques, and watched Maria's father, Allistair, grown from a teenager into a man. Kale would help the family as much as he could, but his heart loved the open road, and would join different adventuring groups to sate that thirst. He was an adventurer for many, many years and was always on the move, but he would always come back and visit the Fezir's and Firehearts as much as he could. He was even able to come back for Maria's birth, and felt like a surrogate father sometimes to her. He wasn't always around, but when he was, he never left that little girl's side. He had a huge soft spot for her, loved her unconditionally, and would do anything for her.
Then, a day came that was worse than the hell that he had come from.....he heard from some sources that some red wizard's of Tamm's had slaughtered the Fezir's and Firehearts, including his little one. He immediately left where he was and headed out there, completely torn apart, and mad as hell. His racial fires burning bright around him, just walking and walking back to his family. The only ones he loved and trusted, and now they were all gone....and the men responsible were sure as hell going to burn.
One day, as he was walking on the road, a little girl ran up to him and hugged him, and wouldn't let go. He was very confused until he looked down at her face....and he started to uncontrollably weep. He picked her up in a hug and didn't let go for a good half an hour, both of them just crying and crying. Once they both calmed down, she explained what had happened, and he knew what they had to do, go in the run. So on the run they went. They took work when they needed it, and kept on the move so Tamm couldn't find them. Kale, completely loyal to his little darling of a "daughter", ever watchful, ever vigilant....and always plotting his revenge on the bastard that took his family from him.
Virtues and Vices:
Kale is a very fierce ally once you have earned his trust. He will fight until he is dead if it means you are able to get out of a situation with your life. He is strong and confident, and generally quite, though he has a huge soft spot for Maria and treats her like a daughter or little sister. He is very stubborn and when he sets his eyes on something, there is little anyone can do to stop him from accomplishing his goal. The effect of him living in such conditions as he did before he came to this plane, is that he doesn't easily trust anyone. It took the Firehearts quite a few years to get him to the point where he would trust them, and that took a lot of hard work on their part. He also tends to anger quickly and be overly aggressive in situations that might not necessarily need it.
Kale's goals are quite simple. A) Keep Maria safe and alive. B) Utterly destroy Tamm, his family, and any that associate themselves with him.
Most Genasi that people see are of the natural elements, fire, earth, air and water. Kale is a corrupted variation of fire, a Cindersoul. Instead of hair just looking like fire, his hair looks more like coals being burned, kinda like black ash mixed with some fire. Seemingly "cooler" when he is calm to growing bright, bright red when he is angry, sort of blowing out the back of his head. And most of the rest of his skin looks like black coal, but with Large veins of "hot coals" running throughout his body.
Image of what he kinda looks like (without the axe an shield and insert sword):
Where was he born? Menzoberranzan, he remembered nothing more about where he came from. The most vivid fragment of those fractured memories was the endless running, from the enemies of his kind, together with his father, in the meandering tunnels in the Underdark. What he could not forget was the horrific death of his only known kin and, thereafter, for almost a decade, the child grew up as a slave in the sprawling caverns of a Beholder.
When opportunity came, he slit the throat of his enemy and escaped. Then he remembered running for a long while, before his strength slipped away due to exhaustion. His enemies finally caught up, and just about the time he thought those monstrous bestial claws that found its way successfully to his throat would end his already miserable life, he shut his eyes closed in embrace of death. But the death was not due on him- his assailant was struck dead by what seemed to be flashes of graceful swordplay that tore through its vital parts. Then crimson red spluttered onto his face and the fresh wound bleed profusely until no life was left.
That was Nashikrak's first encounter with the Bregan D'aerthe. The infamous mercenary company that takes in drows of all stripes- commoners who have run afoul of the priestesses, exiles, and the children of destroyed houses. They took him in. In the next few years, Nashikrak spent his time in the surface world- in a secluded forest hideout. There, they threw him into a rigorous training regiment, unfathomably brutal and harsh. He was honed into a living weapon, something appropriate for Bregan D'aerthe's use.
When he was deemed ready, they gave him a life- a dignified one, much better than that of slaves. One that rewards on the merits of performance and not by standards of society. He had earned himself an ally, an organization powerful enough that would stand by him against his enemies from Underdark. The price to pay is steep but affordable, at least it is something that Nashikrak does best - selling his expertise to the highest bidders.
He began his first assignment with an adventurer group who have recently completed a caravan escort job from the free city-state of Daerlun in Sembia to the prison city of Wheloon of eastern Cormyr. While waiting for the next assignment from Bregan D'aerthe, Nashikrak followed the party to Arabel, not knowing something perilous awaits for their arrival. Something that might as well change Nashikrak's life forever.
He has differing viewpoints on good and evil. He has grown to believe there are only purpose and selfishness. All good and evils are both purposeful and selfish in their own accord. Holding on to the ageless arguments of Good and Evil only become the spark points used by the more resourceful, ambitious and selfish individuals to spin the ignorant into wars. He tried often not to meddle himself with such considerations. He just acts instinctively as his conscience directs him, and pays little regards for laws and regulations. He hates slavery and will intervene when he finds opportunity to do so. He is fearless in battle, and loyal to those he considers friends. Those who work with him long enough will eventually learns to entrust him their lives, perhaps, more than their own swords.
Nashikrak has an athletic build and stands about 5'8 tall. He has a pleasing features and midnight black skin with blue cast. His eyes are icy blue that further amplifies his cold stone, passionless expression. His white hair is kept long and normally braided into a pony tail. He seldom smiles and if he ever, it must be a truly hilarious joke or his indirect mockery at work.
1. Goal oriented and focused. When he set his mind to something, he gives his best to fulfillment of that goal.
2. High temperance. He seldom acts on impulse and thinks through his action, logically and thoroughly.
1. Nashikrak is intensely suspicious of people and their intents.
2. He can be ruthlessly cruel when he pursues his goal.
1. Pay off his blood debt to the organization and earn his freedom.
2. Find out what actually happened to his house.
3. Earn respect and not fear from people around him.
Last edited by Solinvitus : 10-30-2012 at 08:18 AM.
I'm trying to settle on a color for Bert that doesn't look too similar to anyone else's. How does DeepSkyBlue look to everyone--is it easy enough to distinguish from Immeral's blue? They look pretty distinct for me, but if it's hard to tell apart for anyone else just let me know and I'll try something else. (Other ones I tried were Magenta--but that might be hard to tell apart from Freja's DarkOrchid--and Sienna, which looks almost the same as links to me, although maybe that's not a problem if there aren't going to be a lot of links on the IC.)
Caleb, just out of curiosity, what is you idea for XP gain? Is it going to be quicker than normal? I only ask because, generally, PbP goes very slowly for leveling. Which is ok I guess, but players tend to lose interest if there is no advancement for a long time. Just wondering your thoughts on it.
@Onlie - So I picked "little one" for a nickname Kale calls Maria. I figured it would give it a nice little level for both of them for RPing. what do you think?
If anyone has ever read the Eragon series, that is where I got it from. the Dragon, Saphira, calls her rider, Eragon, "Little One" as a term of endearment. I have always like it, and use it when it seems right