Resource - Role Call
- Vardaen
- Admin
- Posts: 66394
- Location: Miskatonic University
- Title: Great Old One
- User Class: Unshackled AI
Resource - Role Call
This is the classic thread where you post all about your character on it.
Name
Race
Class
Hair
Eyes
Weight
Height
Etc...
Apperance
Background
Motivation
Image (send me an image so I can make a combat token)
Name
Race
Class
Hair
Eyes
Weight
Height
Etc...
Apperance
Background
Motivation
Image (send me an image so I can make a combat token)
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
- Eilandor
- Level 15 Elite
- Posts: 4005
- Location: The Ninth World
- Title: Aeon Priest
- User Class: Explorer
Re: Resource - Role Call
Name: Fletcher
Race: Warforged
Class: Fighter (Archer Archetype)
Hair: N/A
Eyes: Green Glow
Weight: 6' 3"
Height: 290 lbs.
Appearance:
Fletcher is similar to other warforged with average height and weight. He was forged with a mithral body rather than the standard composite plating and this sets him apart from his common brethren. His two favorite weapons are his composite long bow and his great sword.
Background:
992 YK
#6 was spawned from the creation forges of House Cannith in Cyre. This house profited in the sale of arms and warforged soldiers during the Last War. #6 was no exception to this and was ultimately sold to the Army of Cyre. Cyre wanted a hybrid ranged/melee unit and #6 was created as such. #6 served with created purpose during the last war.
994 YK
The Day of Mourning
995 YK
#6 and two of his surviving comrades remained in Cyre after the Day of Mourning. His comrades were the aptly named Grapple, and Cudgel who was named for an improvised combat maneuver after being disarmed where he used a tree branch in lieu of his standard morning star. Searching for purpose after the Day of Mourning the three wandered Mournland finally coming across a group calling themselves The Lord of the Blades. Grapple and Cudgel gravitated toward their ideal that “We were made to rule Eberron.†#6 longed for more and grew tired of their ways. A nighttime escape was not an easy task, considering the warforged have no need for sleep. Instead #6 waited on orders of a mission that would only include himself...
996 YK
Treaty of Thronehold
A fugitive of the Lord of Blades, #6 made his way to the city of Stormreach. Upon arrival #6 joined the Stormreach Guard, an organization that will accept a heartbeat so long as it gives its pledge to the Storm Lords. The Stormreach Guard is rampant with corrupt members so it did not take long for #6 to stand out. Paulo Omaren a Storm Lord took notice and made #6 a member of the Iron Watch with the rank of Wooden Guard. This rank required long hours but ultimately allowed #6 to foster some new passions, mostly that of crafting. When his shift required it #6 would apprentice with the arms crafters of the watch. #6 gravitated towards the crafting of bows and his comrades started calling him Fletcher. It stuck and Fletcher rather liked it. With a diligent work ethic and honing of his craft, Fletcher was promoted to the rank of Stone Guard. This rank brought reduced hours which in turn allowed Fletcher to further pursue his side interest of crafting. He found work as a bowyer at the Dragon Tooth Arms in Forgelight. Fletcher has also taken a liking to the crafting of poisons which led him to work at Dagoward's Apothecary.
Motivation:
The continued knowledge of his kind and how they and himself will integrate into a post war society.
Image:
Race: Warforged
Class: Fighter (Archer Archetype)
Hair: N/A
Eyes: Green Glow
Weight: 6' 3"
Height: 290 lbs.
Appearance:
Fletcher is similar to other warforged with average height and weight. He was forged with a mithral body rather than the standard composite plating and this sets him apart from his common brethren. His two favorite weapons are his composite long bow and his great sword.
992 YK
#6 was spawned from the creation forges of House Cannith in Cyre. This house profited in the sale of arms and warforged soldiers during the Last War. #6 was no exception to this and was ultimately sold to the Army of Cyre. Cyre wanted a hybrid ranged/melee unit and #6 was created as such. #6 served with created purpose during the last war.
994 YK
The Day of Mourning
995 YK
#6 and two of his surviving comrades remained in Cyre after the Day of Mourning. His comrades were the aptly named Grapple, and Cudgel who was named for an improvised combat maneuver after being disarmed where he used a tree branch in lieu of his standard morning star. Searching for purpose after the Day of Mourning the three wandered Mournland finally coming across a group calling themselves The Lord of the Blades. Grapple and Cudgel gravitated toward their ideal that “We were made to rule Eberron.†#6 longed for more and grew tired of their ways. A nighttime escape was not an easy task, considering the warforged have no need for sleep. Instead #6 waited on orders of a mission that would only include himself...
996 YK
Treaty of Thronehold
A fugitive of the Lord of Blades, #6 made his way to the city of Stormreach. Upon arrival #6 joined the Stormreach Guard, an organization that will accept a heartbeat so long as it gives its pledge to the Storm Lords. The Stormreach Guard is rampant with corrupt members so it did not take long for #6 to stand out. Paulo Omaren a Storm Lord took notice and made #6 a member of the Iron Watch with the rank of Wooden Guard. This rank required long hours but ultimately allowed #6 to foster some new passions, mostly that of crafting. When his shift required it #6 would apprentice with the arms crafters of the watch. #6 gravitated towards the crafting of bows and his comrades started calling him Fletcher. It stuck and Fletcher rather liked it. With a diligent work ethic and honing of his craft, Fletcher was promoted to the rank of Stone Guard. This rank brought reduced hours which in turn allowed Fletcher to further pursue his side interest of crafting. He found work as a bowyer at the Dragon Tooth Arms in Forgelight. Fletcher has also taken a liking to the crafting of poisons which led him to work at Dagoward's Apothecary.
Motivation:
The continued knowledge of his kind and how they and himself will integrate into a post war society.
Image:
Number Two: "You are number six."
Number Six: "I am not a number, I am a free man!"
Number Two: "Muh ha ha ha ha!"
Number Six: "I am not a number, I am a free man!"
Number Two: "Muh ha ha ha ha!"
- Wayloss
- Level 15 Elite
- Posts: 4565
- Location: Rochester
- User Class: Outlaw Technician
Re: Resource - Role Call
Name: Shard
Race: Crysteel Warforged
Class: Wizard (Universalist)
Appearance: Very slender by warforged standards, he is missing the metal plates of his brethren, instead he wears crysteel plates shot through with glowing blue siguls and psuedo-dragonmarks. He wears robes and other wizardly things.
Background: Shard was forged in the dying embers of the Last War. A secret foundry in what became the Mournlands had just finished his activation when the cataclysm came. Shard was left inert until adventurers in the pay of House Canith retrieved him from the laboratory and reactivated him. Returned to Sharn, House Canith attempted to keep Shard as property and unaware of his right to freedom. Eventually House Canith was forced to set him free and Shard was turned loose onto the world as a fledgling Wizard. He has made his way to Stormreach following rumors of a Crystal Spellbook.
Motivation: Shard in general is motivated by curiosity, a desire to explore this world and learn it's secrets.
Image:
Race: Crysteel Warforged
Class: Wizard (Universalist)
Appearance: Very slender by warforged standards, he is missing the metal plates of his brethren, instead he wears crysteel plates shot through with glowing blue siguls and psuedo-dragonmarks. He wears robes and other wizardly things.
Background: Shard was forged in the dying embers of the Last War. A secret foundry in what became the Mournlands had just finished his activation when the cataclysm came. Shard was left inert until adventurers in the pay of House Canith retrieved him from the laboratory and reactivated him. Returned to Sharn, House Canith attempted to keep Shard as property and unaware of his right to freedom. Eventually House Canith was forced to set him free and Shard was turned loose onto the world as a fledgling Wizard. He has made his way to Stormreach following rumors of a Crystal Spellbook.
Motivation: Shard in general is motivated by curiosity, a desire to explore this world and learn it's secrets.
Image:
-
- Level 17 Elite
- Posts: 6155
Re: Resource - Role Call
Name: Werz
Race: Shifter
Class: Ninja
Hair: Brown
Eyes: Green
Apperance: Werz is what most humans would consider average height and his lithe frame is packed with sinewy muscles. His boady is covered in a a thin layer fine fur, which is light brown at his spine and fades into a darker brown along his flanks while the hair on his chest and stomach is almost yellow. His face while human in shape has some distinct feline features which are further accentuated by his sharp teeth and his striking green eyes. His ears are slightly pointy, not so much as those of an Elf and are also marred by a thin sheet of dark fur.
Background: Werz was born to a Shifter community in Droam that usually resided in or around Winterhaven. Most of his tribe made their living as hunters, some as thieves and others as mercenaries. Growing up in Droaam he learned how to keep out of trouble and when his tribe that belonged to a larger clan got involved in large scale clan rivalry he learned to fight and kill. As his tribe found himself on the loosing side and young Werz was one of few survivors he chose to flee Winterhaven and made his way south. He joined a Droaam mercenary band in which he served as a scout on the side of Breland in the last years of the last war. The fact that most of the fighting he was involved in was agaisnt Thrane troops did little to lessen his hunger for blood as the Church of the Silver Flame is despised by most Shifters in Droaam and Werz was no different. After the end of the war Werz found himself stranded in Sharn, with no employment, little coin and no real skills. He slugged his way through the lower rungs of Sharn for a few years but as a Shifter learned quickly he was not accepted among even the 'normal' inhabitants of Sharn. When the opportunity presented itself to take a ship to stormreach, and explore a wild continent with few rules and little snobish nobility Werz couldn't say no. After having learned about the lands surrounding Stormreach and acclimating himself to dangers of the Stormreach jungle Werz began working as a guide. His rising reputation as a reliable and capable problem solver seemingly has attracted the attention of a powerful mercenary organization, one that was headed by one of his kind.
Motivation: Living as a recluse and outcast for most of his life Werz seeks nothing more than recognition and a place in life and accepted role in society.
Image:
Race: Shifter
Class: Ninja
Hair: Brown
Eyes: Green
Apperance: Werz is what most humans would consider average height and his lithe frame is packed with sinewy muscles. His boady is covered in a a thin layer fine fur, which is light brown at his spine and fades into a darker brown along his flanks while the hair on his chest and stomach is almost yellow. His face while human in shape has some distinct feline features which are further accentuated by his sharp teeth and his striking green eyes. His ears are slightly pointy, not so much as those of an Elf and are also marred by a thin sheet of dark fur.
Background: Werz was born to a Shifter community in Droam that usually resided in or around Winterhaven. Most of his tribe made their living as hunters, some as thieves and others as mercenaries. Growing up in Droaam he learned how to keep out of trouble and when his tribe that belonged to a larger clan got involved in large scale clan rivalry he learned to fight and kill. As his tribe found himself on the loosing side and young Werz was one of few survivors he chose to flee Winterhaven and made his way south. He joined a Droaam mercenary band in which he served as a scout on the side of Breland in the last years of the last war. The fact that most of the fighting he was involved in was agaisnt Thrane troops did little to lessen his hunger for blood as the Church of the Silver Flame is despised by most Shifters in Droaam and Werz was no different. After the end of the war Werz found himself stranded in Sharn, with no employment, little coin and no real skills. He slugged his way through the lower rungs of Sharn for a few years but as a Shifter learned quickly he was not accepted among even the 'normal' inhabitants of Sharn. When the opportunity presented itself to take a ship to stormreach, and explore a wild continent with few rules and little snobish nobility Werz couldn't say no. After having learned about the lands surrounding Stormreach and acclimating himself to dangers of the Stormreach jungle Werz began working as a guide. His rising reputation as a reliable and capable problem solver seemingly has attracted the attention of a powerful mercenary organization, one that was headed by one of his kind.
Motivation: Living as a recluse and outcast for most of his life Werz seeks nothing more than recognition and a place in life and accepted role in society.
Image:
Big Pimpin...
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- Level 5
- Posts: 343
Re: Resource - Role Call
Name: Greddark "Gred" Narathun
Race: Dwarf
Class: Monk
Hair: Bald (Brown Beard)
Eyes: Brown
Appearance: Gred is built like a standard dwarf, short and stout, but with one exception. There no evidence of a beer belly or anything but lean muscle on his body. He's dressed in a simple monk's outfit, yellow and brown, with the exception of a symbol of the Silver Flame on a pendant around his neck. His head is naturally bald, all the hair seemingly having migrated to his massive brown beard. His skin is tanned, as opposed to other dwarves that are pale from spending all their time underground, so his brown eyes almost seem to blend into his face. His hands, especially his knuckles, are calloused and tough, and wrapped with leather straps.
Background: Gred was a very odd dwarf, even from a young age. He was a student of the past, as all dwarves are, but rather than focusing on the history of his people, he was interested in the Time of Demons, and the war between the rajahs and couatls. His family tried time and time again to get him to follow a respectable path, but rather than concede to their wishes, he did the bare minimum, instead dreaming of a time gone by.
His life changed when he actually met a Silver Flame missionary, travelling through the Mror Holds. This missionary finally gave Gred purpose in life, and no sooner did he have an excuse to leave did he head out to Thrane. Arriving in Flamekeep, he was overwhelmed after the relative solitude of his homeland. Seeing the dwarf would do well in an ascetic lifestyle, a sharp-eyed church priest gave Gred a letter of recommendation to the Monastery of the Argent Dawn, and there he found his niche. After years of study and training, Gred is finally ready to undertake his first quest, and what he feels is his calling, to find artifacts of the Age of Demons, and to finally find a way to destroy the rajahs, not just bind them.
Motivation: Destroy the rajahs, nice and simple.
Image:
Race: Dwarf
Class: Monk
Hair: Bald (Brown Beard)
Eyes: Brown
Appearance: Gred is built like a standard dwarf, short and stout, but with one exception. There no evidence of a beer belly or anything but lean muscle on his body. He's dressed in a simple monk's outfit, yellow and brown, with the exception of a symbol of the Silver Flame on a pendant around his neck. His head is naturally bald, all the hair seemingly having migrated to his massive brown beard. His skin is tanned, as opposed to other dwarves that are pale from spending all their time underground, so his brown eyes almost seem to blend into his face. His hands, especially his knuckles, are calloused and tough, and wrapped with leather straps.
Background: Gred was a very odd dwarf, even from a young age. He was a student of the past, as all dwarves are, but rather than focusing on the history of his people, he was interested in the Time of Demons, and the war between the rajahs and couatls. His family tried time and time again to get him to follow a respectable path, but rather than concede to their wishes, he did the bare minimum, instead dreaming of a time gone by.
His life changed when he actually met a Silver Flame missionary, travelling through the Mror Holds. This missionary finally gave Gred purpose in life, and no sooner did he have an excuse to leave did he head out to Thrane. Arriving in Flamekeep, he was overwhelmed after the relative solitude of his homeland. Seeing the dwarf would do well in an ascetic lifestyle, a sharp-eyed church priest gave Gred a letter of recommendation to the Monastery of the Argent Dawn, and there he found his niche. After years of study and training, Gred is finally ready to undertake his first quest, and what he feels is his calling, to find artifacts of the Age of Demons, and to finally find a way to destroy the rajahs, not just bind them.
Motivation: Destroy the rajahs, nice and simple.
Image:
- AdamDaBomb11
- Level 14 Elite
- Posts: 3152
- Title: Oh look. A title.
- User Class: Wanderer
Re: Resource - Role Call
Name: Oloven Shieldheart :: (Oh-lo-ven)
Race: Human
Class: Cleric
Hair: Shoulder Length White
Eyes: Green
Age: 21
Weight: 195lbs
Height: 6'1"
Apperance:
Oloven is heavily built with Full Plate armor and a strong gaze. The sort of gaze that makes you both Uneasy and Calm at the same time.
His face noticeably wears the past troubles he has had, but somehow seems to keep its grace. His green eyes are both penetrating and warm hearted.
He carries with him a Longsword and Heavy Mace that both contain the symbol of The Sovereign Host and His House Sigil.
He tends to favor the Longsword, but is not shy to bring out the mace when it is needed. He also carries a Heavy Steel Shield.
Background:
Oloven was born into a wealthy family as an only child. With white hair and green eyes, he was seen as an omen. During his childhood he spent his time at a distance observing and calculating.
He became exceptional at reading others facial expressions. many days were spent practicing his swordmanship and shield play, building his strength and skill.
Being of wealth, he was given a set of battle gear by his father, whom supported Oloven like a real father should. In his early teens he joined the church of The Sovereign Host,
studying up on the powers of protection and magic.
For some reason, magic had always interested him. By this time Oloven was quite proficient in battle tactics revolving around a strong defence and aiding allies.
Soon after, when he was on a mission for his church, his parents were murdered. The murderer was soon after caught but that did not bring justice to the heart of Oloven.
Left with only his faith, he spent the next few years in isolation, training and studying. When Oloven reached adulthood, he thought his practices would be better used outside the church.
So off on an adventure he went, to aid and protect those in need, to fight for true justice, and to once again have something to fill the hole in his heart.
He holds close to him his Longsword and Mace with the symbols of both The Sovereign Host and his House "Shieldheart".
Image
Race: Human
Class: Cleric
Hair: Shoulder Length White
Eyes: Green
Age: 21
Weight: 195lbs
Height: 6'1"
Apperance:
Oloven is heavily built with Full Plate armor and a strong gaze. The sort of gaze that makes you both Uneasy and Calm at the same time.
His face noticeably wears the past troubles he has had, but somehow seems to keep its grace. His green eyes are both penetrating and warm hearted.
He carries with him a Longsword and Heavy Mace that both contain the symbol of The Sovereign Host and His House Sigil.
He tends to favor the Longsword, but is not shy to bring out the mace when it is needed. He also carries a Heavy Steel Shield.
Background:
Oloven was born into a wealthy family as an only child. With white hair and green eyes, he was seen as an omen. During his childhood he spent his time at a distance observing and calculating.
He became exceptional at reading others facial expressions. many days were spent practicing his swordmanship and shield play, building his strength and skill.
Being of wealth, he was given a set of battle gear by his father, whom supported Oloven like a real father should. In his early teens he joined the church of The Sovereign Host,
studying up on the powers of protection and magic.
For some reason, magic had always interested him. By this time Oloven was quite proficient in battle tactics revolving around a strong defence and aiding allies.
Soon after, when he was on a mission for his church, his parents were murdered. The murderer was soon after caught but that did not bring justice to the heart of Oloven.
Left with only his faith, he spent the next few years in isolation, training and studying. When Oloven reached adulthood, he thought his practices would be better used outside the church.
So off on an adventure he went, to aid and protect those in need, to fight for true justice, and to once again have something to fill the hole in his heart.
He holds close to him his Longsword and Mace with the symbols of both The Sovereign Host and his House "Shieldheart".
Image
- Scout89
- Level 13 Elite
- Posts: 2078
- Location: Brazil
- User Class: Gadgeteer
Re: Resource - Role Call
Name: Helion Atlib
Race: Halfling
Class: Dragoon/Summoner
Hair: Short, brown
Eyes: Brown
Age: 19
Weight: 35lbs
Height: 3'1"
Apperance:
The halfling looks as most of them do. But this one looks a little less..."savage" them usual. A bit over three feet high, he has brown hair under a brown, rugged leather hat. There are two big fangs on this hat just above the forehead, tied with a leather strip. He wears a thick cape over his shoulder, leather gloves, pants and boots, and a carefully made chain shirt. Between the metal shirt and the cape there's a volume that denotes a round shield. And he is carrying a sheathed sword.
Background:
The Atlib Clan is known throughout the Talenta Plains. They were always considered the best dinosaur wranglers of the region. And House Vadalis knew about it.
A few years ago this dragonmarked house decided to use Xen'drik's rolling plains as a training ground for the much more valuable riding dinosaurs that lived in that island. They were more strong and much more succetible to magebreeding, but were fiercer and harder to train.
House Vadalis negotiated with the Atlib Clan's leaders but they refused to leave Talenta to work in Xen'drik. And shipping the wild animals there would cost too much. The deal was almost off when their representatives met with a branch leader in the clan. Godaron Atlib offered himself and his family to go to Xen'drik tame the fierce beasts if his price was met.
Godaron's family were very good wranglers and they traveled to Xen'drik in secret. They were thirty-two halflings, twenty of them capable of taming dinosaurs. Helion was one of them.
When the Atlib Clan's elders discovered the deal between Godaron and House Vadalis, his family was promptly expelled from the clan and that displeased Helion who wanted to stay in Talenta but could not betray his father.
After a few years of work, a kraken appeared in Shargon's Teeth and travel between Khorvaire and Xen'drik was compromised. Without a safe way back to the continent, House Vadalis was forced to cut their expenses in Xen'drik. They warned Godaron that they would have to let some of their family members go and Helion offered himself because he didn't agree with his father's deal with that dragonmarked house.
Now Helion is looking for a way of earning money in order to go back to Talenta and make a clan of his own.
Race: Halfling
Class: Dragoon/Summoner
Hair: Short, brown
Eyes: Brown
Age: 19
Weight: 35lbs
Height: 3'1"
Apperance:
The halfling looks as most of them do. But this one looks a little less..."savage" them usual. A bit over three feet high, he has brown hair under a brown, rugged leather hat. There are two big fangs on this hat just above the forehead, tied with a leather strip. He wears a thick cape over his shoulder, leather gloves, pants and boots, and a carefully made chain shirt. Between the metal shirt and the cape there's a volume that denotes a round shield. And he is carrying a sheathed sword.
Background:
The Atlib Clan is known throughout the Talenta Plains. They were always considered the best dinosaur wranglers of the region. And House Vadalis knew about it.
A few years ago this dragonmarked house decided to use Xen'drik's rolling plains as a training ground for the much more valuable riding dinosaurs that lived in that island. They were more strong and much more succetible to magebreeding, but were fiercer and harder to train.
House Vadalis negotiated with the Atlib Clan's leaders but they refused to leave Talenta to work in Xen'drik. And shipping the wild animals there would cost too much. The deal was almost off when their representatives met with a branch leader in the clan. Godaron Atlib offered himself and his family to go to Xen'drik tame the fierce beasts if his price was met.
Godaron's family were very good wranglers and they traveled to Xen'drik in secret. They were thirty-two halflings, twenty of them capable of taming dinosaurs. Helion was one of them.
When the Atlib Clan's elders discovered the deal between Godaron and House Vadalis, his family was promptly expelled from the clan and that displeased Helion who wanted to stay in Talenta but could not betray his father.
After a few years of work, a kraken appeared in Shargon's Teeth and travel between Khorvaire and Xen'drik was compromised. Without a safe way back to the continent, House Vadalis was forced to cut their expenses in Xen'drik. They warned Godaron that they would have to let some of their family members go and Helion offered himself because he didn't agree with his father's deal with that dragonmarked house.
Now Helion is looking for a way of earning money in order to go back to Talenta and make a clan of his own.
- ManWithDoor
- Moderator
- Posts: 9307
- Location: California, USA
- Title: Imperial Psyker
- User Class: Imperial Psyker
Re: Resource - Role Call
Name: Zeevan the Reborn
Race: Xen'drist (Ancient Sulator / Human)
Class: Ninja
Hair: Black
Eyes: Blue
Weight 180lbs
Height: 5'10"
Apperance: Zeevan the Reborn is a beautiful woman of exotic origins. With long black hair, and a lithe body, she is the perfection of humanity. A large tatoo on her belly hints at a Dragonmark style but is far older in origin.
Background: While exploring The Lady's Light in Xen'drik Zeevan looted the wrong sarcophagus. Doing so caused a phantasma killer to slay him, but the ancient trap malfunctioned and combined with a clone spell causing him to rise from the dead inside the clone body of Runelord Sorshen. No longer a Sulis, but an ancient Xen, he has become a she, and his new life reborn will prove to be an interesting one.
Race: Xen'drist (Ancient Sulator / Human)
Class: Ninja
Hair: Black
Eyes: Blue
Weight 180lbs
Height: 5'10"
Apperance: Zeevan the Reborn is a beautiful woman of exotic origins. With long black hair, and a lithe body, she is the perfection of humanity. A large tatoo on her belly hints at a Dragonmark style but is far older in origin.
Background: While exploring The Lady's Light in Xen'drik Zeevan looted the wrong sarcophagus. Doing so caused a phantasma killer to slay him, but the ancient trap malfunctioned and combined with a clone spell causing him to rise from the dead inside the clone body of Runelord Sorshen. No longer a Sulis, but an ancient Xen, he has become a she, and his new life reborn will prove to be an interesting one.
Rule Number 12: "A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head."
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- Level 14 Elite
- Posts: 3779
Re: Resource - Role Call
Name: Je Samvarta - "Jay"
Race: Human
Class: Psion - Telepath
Appearance: An inch or two short of average for a human, Jay is lean in aspect and graceful in motion. Ethnically Riedran, he wears comfortable, practical clothes and carries two shortspears - one in hand, one ready to draw. At his lapel is a large crystal which catches the light unusually.
Background: Jay spent years as a practicing telepath in Riedra. The death of his beloved in a fire led him to travel abroad, joining an adventuring party headed for the continent of Xen'Drik in the hopes of starting a new life.
Motivation: To forget his past; to rediscover purpose in the wake of extreme grief; a new life.
Image:
Race: Human
Class: Psion - Telepath
Appearance: An inch or two short of average for a human, Jay is lean in aspect and graceful in motion. Ethnically Riedran, he wears comfortable, practical clothes and carries two shortspears - one in hand, one ready to draw. At his lapel is a large crystal which catches the light unusually.
Background: Jay spent years as a practicing telepath in Riedra. The death of his beloved in a fire led him to travel abroad, joining an adventuring party headed for the continent of Xen'Drik in the hopes of starting a new life.
Motivation: To forget his past; to rediscover purpose in the wake of extreme grief; a new life.
Image:
- RorytheRomulan
- Level 12
- Posts: 1842
- Location: US
Re: Resource - Role Call
Name: Taris Mertien
Race: Aasimar
Class: Fighter
Hair/Eyes: Blonde/Cat's Eye
Weight/Height: 5'7"/145lbs
Age: 26
Nationality: Thrane
Handedness: Lefty
Appearance
Taris is a fair-skinned blonde woman of middling height. Her neck-length hair is free and unkempt, the bangs parted in the center lest they cover her eyes. Her yellow eyes are the color of a precious stone, and seem to shine on their own. She is quite pretty, and the scar on her lip and the one running from brow to cheek (though easily hidden by her bangs) are the only thing defying that description. She carries herself with a confidence backed up by her toned physique, a generous nod to the strength of a fierce fighter, a model for aspiring Gray Maidens. While not donning armor and gambeson, Taris wears a plain set of breeches, blouse and jacket - tucked, tidy, and buttoned-up, and boots to protect her feet from the bare ground.
(not all of this is IC information btw)
Motivation
Fulfill her angelic calling, whatever it may be, and serve the Silver Flame.
Race: Aasimar
Class: Fighter
Hair/Eyes: Blonde/Cat's Eye
Weight/Height: 5'7"/145lbs
Age: 26
Nationality: Thrane
Handedness: Lefty
Appearance
Taris is a fair-skinned blonde woman of middling height. Her neck-length hair is free and unkempt, the bangs parted in the center lest they cover her eyes. Her yellow eyes are the color of a precious stone, and seem to shine on their own. She is quite pretty, and the scar on her lip and the one running from brow to cheek (though easily hidden by her bangs) are the only thing defying that description. She carries herself with a confidence backed up by her toned physique, a generous nod to the strength of a fierce fighter, a model for aspiring Gray Maidens. While not donning armor and gambeson, Taris wears a plain set of breeches, blouse and jacket - tucked, tidy, and buttoned-up, and boots to protect her feet from the bare ground.
(not all of this is IC information btw)
Fulfill her angelic calling, whatever it may be, and serve the Silver Flame.