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  #1  
Old 02-17-2011, 04:53 PM
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The Simple Hardworking Folk of Evergreen

Please post your application, a link to your character sheet, and any other required explanations here.

Character Creation Guidelines:

Basics:
Characters should be created using the point-buy method. All abilities start at 8, you have 18 points to distribute. No ability score can be over 16. All players should be human and therefore have no racial ability point bonuses. You can buy points according to the following table:
 


Everyone Just so you're not holding your breath, you probably won't make it to level 4.starts at level 3 except for adepts (they're at level 2). NPC class stats are listed on the SRD for those without books. Take max HP at 1st level, roll for your other HP in the rolling thread.

Equipment:
Starting gold has been PM'd to you. You may spend your starting gold on any standard equipment in the PHB. (Edit: You may all also purchase equipment from the Frostburn book. Buy at cost for normal adventuring gear. However, no weapons/armor/other funny business from that book will be available.)

Due to the town's inaccessible location, the following equipment prices have been modified as follows:
- Martial weapons: +10gp
- Exotic weapons: +30gp
- Padded, Leather, & Hide Armor: +5gp
- All other armor: +50gp
- Shields: +10gp
- Writing tools and manacles: +25%*
- All other adventuring gear: -25%*
- Clothing +5gp
- Everburning torch: -10gp
- Sunrod: -1gp
- All other tools/kits/special substances: +100gp
*Round to the nearest gold.

If you are choosing to start the game with a weapon or armor, please provide a reason for your character to own such items in your character post. Please also note that you should make sure that you are actually proficient with a weapon before buying it. =)

Note: Special purchases are not available in Evergreen during the winter. The town's stock is the town's stock.
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Last edited by Moth; 02-19-2011 at 10:55 AM.
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  #2  
Old 02-18-2011, 08:21 PM
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Name: Byron
NPC Class: Expert (3)
Role: Fisher
Description: The town fisherman has unremarkable brown eyes and hair. He is a middle aged man with more wrinkles than one should have at his age. Few can stand to be around Byron for more than a few moments. He is often covered in dirt and muck from the river while he smells of the fish he catches and cleans. He almost always wears his fishing waders, even when out to get a drink. Byron is a gaunt, almost frail looking man with dark bags always under his eyes. A permanent scowl is etched on his face and none can remember the last time the saw him smile.

Background/Personality: All within Evergreen know the sad tale of Byron, a sad and lonely drunkard. Byron grew up in the small village and lived a peaceful life. He spent much of his youth fishing, and became so skilled at it that he continued to do just that when he reached adulthood. It was at that time he also married his childhood sweetheart Myrna. Married for only a few months the pair found out they were with child. Seven years of peaceful ignorance followed as the three of them enjoyed their quite life. But about a year ago his wife and daughter fell ill during the winter, succumbing to the illness shortly thereafter.

The death of Myrna and his daughter Fellia was devastating to Byron. They meant everything to him, and after they were gone he felt an emptiness which could not be replaced. But he tried to do so anyway, drowning himself in ale every day after he finished his fishing. He ignored the sympathy of the others in town and became very bitter towards many of them. Despite that, they could not resent him after everything he had been through.

Byron is now a shell of a man. He barely eats or sleeps, instead spending all his time at the river or with drink. He is an overly skinny many clad in dirty and disheveled clothes at all times. The children who do not know his story think he is merely a mean old man, and he does nothing to deter those feelings.

Why you want to catch the witch: Byron had a child once, and seeing the others disappear brings back terrible memories of losing her. Seeing the grief on the faces of the other villagers stirs a deep rooted anger within the fisherman. Having little else to live for, he wants nothing more than to protect the kids from whatever dark fate awaits them. That is, if he can remove himself from his mug of ale long enough to do anything about it.

Equipment: Because of the dangers of living across the river, and of frequently roaming the wilds, Byron invested in a sling and padding to go under his clothes. He also owns a pair of daggers which serve as his cleaning knives. Finally he has two pets, his old dog Shags and his grumpy mule, Grumps.
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Last edited by Moth; 05-19-2011 at 05:08 PM.
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  #3  
Old 02-18-2011, 08:50 PM
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Name: William Fields
NPC Class: Expert 3
Role: Trapper
Description: Standing at 6'3” and dressed almost entirely in the fruits of his trade, with a thick brown beard and bushy eyebrows to boot, a newcomer to the village could easily be forgiven for mistaking William for a bear when he emerges from the woods where he plies his trade. He has small, dark eyes that are entirely overshadowed by his bushy brows. Aside from his crooked nose and his large ears William's ruddy cheeks are the only part of his face that isn't covered in beard.

Background/Personality: William Fields became a widower at a young age. His wife, Moira, died giving birth to the couple's second child when William was only 24 years old. The trapper raised his son, Philip, on his own and never seemed to express any interest in remarrying. Philip Fields left his father's wooden cabin on his eighteenth birthday and moved to a city in the south.

William, now approaching his 60th birthday, has not heard from his son in nearly two decades. While the trapper has always spent most of his time in the wilderness surrounding the village, setting and checking the traps that provide his livelihood, his trips into the forest have become less frequent in recent years. He spends more and more of his time at home and in the village proper and doesn't range as far afield as he once did. It is rumoured that he is living off the small amount of wealth he made by supplying the fashionable rich in the south with their coveted mink furs.

Why you want to catch the witch: William Fields has been withdrawn from affairs in the village for most of his life and has only recently become a visible figure within it once more. He is an experienced tracker and when children first began to go missing he was among the first to set out to search. He is incredibly frustrated by his inability to find the children and is utterly convinced that their disappearances are unnatural. In order to find the children, and in so doing prove that he has not yet lost his talents as a tracker, William knows that he must find the source of the village's troubles.

Last edited by Alesch; 02-18-2011 at 11:45 PM. Reason: Added link to my sheet
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  #4  
Old 02-18-2011, 08:54 PM
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Name: Hertil Kurrer
NPC Class: Commoner 3

Role: Iron Miner

Description: In his 52nd year, Hertil is starting to show the wears of his trade. Slightly stooped from his years below the earth, Hertil moves gingerly with a slight limp in his right leg. His pale pasty skin belies little time in the light and his clothes, while not bedraggled, are worn and repaired. Hertil's gray hair is kept short, mostly covered by the bright red knit hat that Mrs. Donahue made years ago for him to mark the mid-summer celebrations. His neat shed and cabin stands at the edge of Evergreen, but with little ornamentation and a simple sign that says "Kurrer". Hertil likes to converse with his neighbors, perhaps to the point of their frustration. His voice still has a thick accent from his home, although most in Evergreen have learned to understand Hertil in his 20+ years in Evergreen.

Background/Personality: Hertil came to Evergreen after suffer an unfortunate accident in the mines not far from his home. When the gas pocket ignited, all but Hertil will killed in the mine. His limp and scarring across his back are reminders of this fateful day, and his being cast out as an "ill-omened" survivor. Travelling across the land, Hertil found Evergreen to be peaceful and friendly, a new place to start over. Two decades later, Hertil is grateful for his life in the village and the people in it.

Never married, Hertil never seemed to have much time for the ladies except to help out here and there. Hertil spends much of his time above ground in the bar talking with the patrons. Loving to converse with his neighbors, Hertil always wants to know what is happening, who is about, and why. He is especially kind to the children of Evergreen, always having a trinket or shiny rock in his pocket for the curious or lonely. Besides, kids know a lot about town right, who better to talk to about the goings on and such?

Why you want to catch the witch: When the first child disappeared, Hertil was saddened, but in twenty years in the mountains, you come to learn that unfortunate things happen. "Wrong place, wrong time" was Hertil's thoughts. But when the next child disappeared, the town changed. Once looked at as kindly to the children, Hertil was afraid he was coming under suspicion. He couldn't help it that the last child he talked to disappeared. Thank the heavens that he was in the mine that day with others or he feared it could have been worse. Better to find this damnable witch and put an end to the mistrust.

Last edited by jwert02; 02-19-2011 at 08:30 AM.
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  #5  
Old 02-18-2011, 09:06 PM
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Melchior Melchior is offline
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Name: Magnus Bergmann
Class: Expert
Role: Judge

Description: Magnus is a man who wears his fifty years of life as a proud mantle. Tall and shoulders unbent by the rigours of age, Magnus stands as proudly as he had thirty years ago, even if he is a little heavier around the midsection. His dark hair, cut short, is mostly grey at this point, which only serves to make him look distinguished and gives him an air of authority that has served him well over the years. Magnus generally wears the common clothes of the village, well cut wools and linens. Simple, but well-made. When acting his post however, Magnus dons his judge robes, long and black. He also has the traditional white wig of his station, and begrudgingly wears it during ceremonial events and while in court; though he is always trying to conveniently 'forget' the wig at home, only to be reminded by one of his daughters.

Background/Personality: Magnus was born in the sleepy town of Evergreen, to a relatively poor family. Magnus' father was a simple tailor who nevertheless had high hopes for his eldest son. Thus when Magnus was eleven years old he was sent away from his home in Evergreen to attend a respected school. His family had scraped up the coin for years in order to pay for his schooling, and so young Magnus was determined to not let his father's hard work be wasted. Magnus received a full education, and held some of the highest grades in his class, but it was law that the young man found he excelled best at. Thus after finishing his studies, Magnus continued on to law school. Unfortunately, when Magnus was only eighteen, his father back in Evergreen died. With no means to afford his schooling, Magnus was forced to return to his home town, where he took up work under the local judiciaries in order to support his aging mother and younger sisters and brother. To his great luck, Magnus managed to endear himself to the town's judge who offered to pay for Magnus' continued education. Thus at the age of twenty-three Magnus returned to the city, where he eventually graduated.

Magnus returned to his home town, working under the judge until the old judge retired years later. With noone else to take his place, the old judge elected Magnus to the position. Magnus has since served as Evergreen's judge for nearly two decades. While Magnus was working under the old judge, he met Juliane, the daughter of a local farmer. The two eventually married. Over the years, Juliane bore Magnus several children, Cassandra, Robert, Elizabeth, Lydia, and Tam, two sons and three daughters. Unfortunatley, their first son, Robert, did not survive his first winter. The loss of the child devastated Magnus, but it ruined his poor wife more. It took years for those wounds to close, and Magnus was never really sure his wife didn't still feel the pain over their lost son. Shortly after giving birth to their fifth child, a second son, Juliane fell ill, and never recovered.

Magnus couldn't allow despair over his wife's death to ruin him. He still had four children to care for, one of them only a few weeks old, and a duty to the town. Seven years have past since his wife's passing, and the presence of a witch in the community has put Magnus on edge.

Why do you want to catch the witch: Magnus feels he has a duty to the town that gave him birth and has treated him well over the years. It is his duty as judge of the sleepy town to see that this witch is brought to justice. Of course the fact that his own children, young Lydia and Tam only eleven and seven respectively, are in danger has not been lost on him.

Last edited by Melchior; 02-19-2011 at 02:30 PM.
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  #6  
Old 02-18-2011, 10:06 PM
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Name: "Father" Paul Tritan
Age: 54
NPC Class: Adept
Role: Priest

Description: Father Paul Tritan stands a short 5'5" and weighs in at a slight 140 pounds. He is bald with Brown eyes. His skin is slightly weathered from the many summers and winters he has endured. He surprisingly stands with no stoop in his back despite his profession of the cloth. His voice carries a strong conviction but also a gentleness.

Background: Father Paul Tritan was born and raised in Evergreen. His parents were extremely poor. His father was a fisherman and his mother was a weaver. Due to their busy professions, Paul was left to his own doings. That got him in a lot of trouble. He was constantly getting into trouble for scaring animals, simple trespassing, and other juvenile acts.

Finally, one day when Paul was nine, his parents had had enough and sent him off to live in the local church, which they never attended in the first place. At that time, it was run by Father John McCourt, an elderly man in his early 60's. Father John was a kind but strict man. He sought to teach Paul how to read and write, how to do arithmetic, and, most importantly to the priest, the prayers and the way of the cloth. At first, Paul was extremely resistant to the change, acting out against the priest. But gradually Paul began to like the old man. Paul began to take his studies seriously, taking in all that the old man had to offer. At the age of twenty, when the elderly priest announced his retirement, Paul renounced his old life and donned own his priest robes.

From that point on his life, his story gets very dull. He performed his priestly duties with great passion and humility. He never turned away a villager in need, and always had a knack of being able to heal people's grievous injuries. Paul always claims that it isn't his powers that heal them, but the power of his deity channeled through Paul that healed them. Paul never married since he took a vow of celibacy and he considered all the villagers his children.

Why I want to catch the witch: As the Priest of the town, everyone here are one of my flock of sheep, whom he loves dearly. He is also quite convinced that these disappearances are of unnatural causes and it his duty to protect his flock when a wolf begins to prowl
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  #7  
Old 02-19-2011, 01:02 AM
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Name: Solana De'Cortez
NPC Class: Expert (3)
Role: Tailor
Description: Solana is stunningly beautiful with long ringlets of golen hair that falls down to her mid back. Her soft tanned skin complements her mocha eyes and her naturally ruby lips flawlessly. She stands short and slim at 5'4 and 125lbs. She appears to be gentle and fragile.

Background/Personality: Solana was abused and overworked as a child, her mother passed away during childbirth and her father refused to do his own housework thus she was forced to fill the part as soon as possible. Her father was the tailor of Evergreen, this profession made him the first to bring pride upon the De'Cortez name. When Solana turned 19 her father became ill and died, causing her a great deal of stress and depression. Having no spouse or living relatives she had no choice but to take over the tailor shop to afford food and house care. Due to her workaholic lifestyle she never had time to mingle with the town folk and thus has a very low self esteem, believing she will never mount to anything more than an ugly housemaid.

Why you want to catch the witch: With all of the unnatural negative occurrences the town has been speculating about a witch. Evergreen is in an uproar and no one seems interested her tailoring lately. All of the depression and sobbing has got a knot in Solana's stomach, so for the first time in her life she is anxiously pushing herself to do something adventurous and find the source of this madness.
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Old 02-19-2011, 02:14 AM
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Bade Bade is offline
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Name: Ben Hope
NPC Class: Warrior (3)
Role: Town Guard

Description:Ben Hope is an old, grizzled guard with a dark complexion from years of being out in the sun, well into his 50s, possibly even 60s. He lost an eye to a bar fight some years ago and wears an eye patch. He constantly has thick stubble on his face and his hair is beginning to go gray. He's about 5'10" and weighs about 135 pounds. He seems thin and stick-like, but anyone checking will see he has muscles like knotted wood. He is like an old oak, strong and concealing an inner vitality that belies its years.

Background/Personality: Ben is a gruff old man, and has been a town guard for nearly 40 years and is as much a fixture of the town as the building. He has a strong sense of duty towards the townsfolk and while they are seldom threatened by anything serious, anyone thinking to disrupt the order of the town will have to go through him. He believes strongly in "justice" and that things need to be done fair and open, even if he's willing to fight dirty to bring about that end. He lost his eye years ago in a bar fight with a traveler that decided to stir up trouble in the bar, and merely considers it a necessary sacrifice in the line of duty. His fierce appearance is often striking and many would-be rowdies have backed down simply from his angry one-eyed glare. He is often blunt, rude and stubborn and can be hard to deal with, but his heart is in the right place. However, he has felt the pressures of age, and feels it is likely to step down. He is only two days away from retirement but with this new "witch" business cropping up he feels he should get it settled before he goes.

Why you want to catch the witch: He feels strongly about the safety of the town, and feels this would be a good finale to his career as a guard.

Last edited by Bade; 02-19-2011 at 03:50 AM.
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  #9  
Old 02-19-2011, 03:34 AM
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Name: Orson Anders
Age: 45
NPC Class: Expert2/Warrior1
Role: Blacksmith

Description:
 
6'5", 230lbs. A giant of a man, he looms over just about everyone else in the village, both in height and physical mass, and none of it is fat either. Grey eyed and black haired with a thick beard that is beginning to show signs of grey in it. Typically clad in a roughspun wool tunic and trousers, with thick boots and an even thicker leather apron that covers most of his torso.

Background/Personality: Son of the village's last blacksmith, a stern father and widower who demanded perfection out of his son from the day he began to learn the trade. Though Orson did indeed become a skilled blacksmith, he also developed an intense hatred for his harshly demanding father. At age 18, Orson left town and enlisted in the army for a tour of service to the king. Years later, he returned, bringing with him a fair share of scars, a collection of war stories that he'll occasionally reminisce about when he's had a few to drink, and his quiet, gentle wife Sophia, whom he'd met during his campaigning. His father, now too old to continue as the town's blacksmith, reluctantly turned over the smithy to his returned son. Since then, Orson has quietly and competently served as the town's blacksmith, with his wife as an untrained but helpful assistant.

Only one cloud hung over their marriage during this period: despite all their best efforts, they remained childless. As he approached his 40th birthday, a depressed Orson was wondering if he would ever be blessed with a child of his own. Then, finally, the gods smiled upon them. His wife became pregnant, and nine months later, his beloved daughter Tana was born. Orson, who though gruff and reserved had always had a soft spot for children, doted on his daughter like the gift from the gods that he considered her to be. For the simple blacksmith, he could ask for no more in life than the wife and child he loved and the smithy he was master of.

Now his worst fear is realized: a threat to his only child, from a terrorizing entity no one can understand.

Why you want to catch the witch: His five year old daughter Tana is the apple of his eye and pride of his life. He can not, WILL not, allow anyone or anything to harm her.

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Last edited by CrimsonKnight; 02-19-2011 at 04:52 AM.
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  #10  
Old 02-19-2011, 07:44 AM
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Storm Storm is offline
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Name:Jennavoia Noir

NPC Class: Aristocrat 3

Role: Nobleborn Merchant

Description: Jennavoia Noir is an Aristocrat travelling through Evergreen to expand his trade from the reaches outside of the small town. Being of a wealthy backround, Jennavoia has come to Evergreen to begin a business proposition that turns sour when he finds out that children are missing and thinks it will do him well to help search for them. Standing 5'11 with naturally curly long brown hair tied in a ponytail with a neatly trimmed goatee cotton fluted shirt with brown cured vest and matching leggings and a brown cape to boot, Jennavoia has a rapier on his side trimmed in gold plate. The scabbard is white ivory from the jungle expanses.

Background/Personality: While Jennavoia is master of merchants, he invested family wealth and a honest passion for selling merchantile textiles, furs, lumbers, dried meats and cheese along with fish to escape the boredom of nobilty. Noir wanted to make the trip to Evergreen to personally sign and deliver the first installment of goods which he would take back to the North to begin selling in Market Square. The weather has not permitted his leave and he is stuck in town without a way out. His personality is dry as well as his humor. He revels in making money and is a good businessman and lover. While making friends is difficult at best as he is usually judged Jennavoia makes an attempt to be decent and humane to all not letting his bloodline come in the way of how he treats others.


Why you want to catch the witch: He has a general concern for the welfare of the children and also has a honest approach that becoming a town hero will help business quite a bit.

Last edited by Storm; 02-19-2011 at 02:44 PM.
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  #11  
Old 02-19-2011, 07:54 AM
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Name: Breck

NPC Class: Commoner 3

Role: Farmer

Description: Sixteen years of age and best described as stout, Breck is of middlig height and strong from a life spent working on her family's farm. Breck has green eyes and fair skin that freckles-- rather than tans-- in the sun. She wears her orange-red curls pulled back in a tail. Breck smiles frequently, showing off the wide gap between her two front teeth.

Breck dresses in sturdy homespun clothing, usually a long skirt and blouse. Like her mother and siblings, Breck tends to be barefoot in all but the coldest weather, a practice that has left her with broad feet and widely-spaced toes.

Background/Personality: Raised on her family's farm, Breck clearly knows the importance of hard work and frugality. The farm was-- and remains-- prosperous enough that Breck has never gone hungry, but her family frugal enough that she knows not to waste money or luxury items. Breck gladly rises each day before dawn to see to her chores.

Breck is a social creature. She loves the company of her family, the other villagers, even strangers. Breck likes to visit the village's public house, listen to music (sometimes even dancing or singing along), and share drinks with friends old and new.

Breck is prone to vigorous romps through the hay of her father's barn with handsome lads. So far she has been lucky enough to not find herself with child.

Why you want to catch the witch: Breck's perfect exisitence (perfect in her own mind anyway) was recently shattered with the disappearance of her youngest brother. At first it was thought that he was lost to the river, but as more and more children are disappearing, Breck has decided that something more sinister may be afoot-- a witch! Worse yet, while other farms around Evergreen are failing, Breck's family's farm remains as productive as ever. Breck is deeply concerned that, if the witch is not found soon, the people of Evergreen may turn against her and her family.

Last edited by copatt; 02-19-2011 at 08:35 AM.
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  #12  
Old 02-19-2011, 12:17 PM
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Stormhammer Stormhammer is offline
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Name: Sigurd
Class: Commoner
Role: Child

Description: Sigurd is a stout boy of ten winters with straw-like hair that frames his face like the mane of some great forest cat. His pale skin makes his brilliant blue eyes appear stunningly eerie. He stands at 4'5" and roughly 80 lbs. For a child, he appears to be able to defend himself.

Background/Personality: Ten winters ago, a stout adventurer passed through Evergreen on his way south to the adventure laden coasts. As many adventurers are known to do, this adventurer gorged himself upon the meads and liquors of the local tavern. Making drunken merry with one of the barmaids, the adventurer left with the first rays of the morning sun, not knowing that he was leaving his seed behind. A bastard child, Sigurd's mother has never told him that his father was an adventurer, fearing that the boy might want to someday leave Evergreen, following in those dangerous footsteps. However, taking after his father, Sigurd is above average for his age, standing larger then the other children. He is known to spend his days in the fields and woods, firing stones from his sling at birds, squirrels, and old jars.

Why You Want to Catch the Witch: Several of Sigurd's friends have come up missing, apparently stolen by a witch! Sigurd fears being taken by the witch himself! But having the blood of a stout adventurer coursing through his veins, Sigurd possesses courage and an inner fire for adventure!

Last edited by Stormhammer; 07-21-2011 at 12:01 PM.
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