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Old Jan 21st, 2009, 12:07 AM
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My Characters

A place to chronicle all the characters I never get to play. May I dust them off later.
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"What frightens us about the carnival, I think, is not that it will come to town. Or that it will leave town, which it always does. What frightens us is the possibility that it will leave forever, and never come back, and take us with it when it goes." ~Charles Unwin, The Manual of Detection
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Old Jan 21st, 2009, 12:07 AM
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"What frightens us about the carnival, I think, is not that it will come to town. Or that it will leave town, which it always does. What frightens us is the possibility that it will leave forever, and never come back, and take us with it when it goes." ~Charles Unwin, The Manual of Detection
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Old Feb 11th, 2009, 11:05 PM
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"What frightens us about the carnival, I think, is not that it will come to town. Or that it will leave town, which it always does. What frightens us is the possibility that it will leave forever, and never come back, and take us with it when it goes." ~Charles Unwin, The Manual of Detection

Last edited by Timeless Prophet; Mar 27th, 2010 at 05:11 PM.
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Old May 19th, 2009, 09:36 PM
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"What frightens us about the carnival, I think, is not that it will come to town. Or that it will leave town, which it always does. What frightens us is the possibility that it will leave forever, and never come back, and take us with it when it goes." ~Charles Unwin, The Manual of Detection
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Old May 19th, 2009, 09:37 PM
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"What frightens us about the carnival, I think, is not that it will come to town. Or that it will leave town, which it always does. What frightens us is the possibility that it will leave forever, and never come back, and take us with it when it goes." ~Charles Unwin, The Manual of Detection
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Old Apr 23rd, 2010, 02:58 AM
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Kaiteira Ashenvale
 

Race: Half-Elf
Class:Enchanter 3 / Rogue 1
Alignment: Neutral

Personality: Kaiteira is an outgoing and boisterous young half-elven maiden. She always makes sure that her opinion is known, and attempts to manipulate others into doing what she wants whether through her words or her magic. Additionally, she attempts to draw attention to herself and ensure that when she enters the room everyone knows it.

This however is largely a face that Kaiteira puts on for the world. She is largely insecure about herself and constantly seeks validation from others in social situations. She uses her magic in order to control manipulate those who would challenge whatever she puts on public display. Her magic is merely a tool to cover her glaring insecurities, despite the immense amount of effort she put into her social training.

Appearance: Kaiteira is a relative picture of beauty. She has sharp facial features and her ears end in the fine points of her elven parent. Her skin is slightly pale but she has a slight radiant glow about her (often a use of Prestidigitation she uses to enhance her appearance), and her long dark hair is kept clean and in elaborate braids that are held in place by fine silver clips. She wears deep purple robes that have a dark green trim. The staff she carries is carved in the druidish tradition of her mother, adorned with an elaborate menagerie of animals and various flora. A black leather belt hangs loosely on her slender hips and attached to that is a silver dagger.

Background: Kaiteira was born into wealth and privilege. The daughter of a massively wealthy merchant and his odd coupling with a wandering druidess, Kaiteira was largely raised by her father. Her mother did not much care for city life nor caring for her daughter, so she quickly abandoned her responsibilities and returned to her pilgrimage. Kaitera’s father provided everything for his daughter but largely remained distant. The young girl was raised by a host of nannies, maids, and private tutors. This lasted until the girl was about eight when her father shipped her off to a local finishing school while he toured the globe on merchant voyage.

At the Atwood Academy, the young half-elf learned the arts of the aristocratic intrigue quickly. Although she often felt uncomfortable in social situations, she learned that if you could often act tough and talk fast you could manage your ways through well enough. She honed her honeyed tongue and a few crafty trades before her father returned.

Kaitiera was soon shipped to Eldwarren Eldritch Academy, a magic finishing school, to study the magical arts. Her father hoped that Kaitiera would learn how to craft magical items so she could head a new division of his business, however, the young girl studied metamagic and enchantments instead.

Upon graduation, Kaiteria joined her father on another one of his epic merchant voyages. She served as a translator, a liaison, and public face for her father’s expedition. However, she was not left in charge of business transactions and her father made quite a few poor decisions that ended up costing voyage everything and the two were forced to return home.

However, the financial troubles did not end there. Creditors of the expedition were now demanding a return on their funds. This tapped every resource of the Ashenvale family and Kaiteira’s father died later that year from an unknown sickness. Kaiteira was forced to sell the remainder of the family holdings and was largely left out on the street penniless. Now with only the few things she managed to keep with her, Kaiteira adventures in hopes of returning her family name to its former.

Appeal: Kaiteira has a lot going on. A privileged and spoiled young girl on the surface she puts on a strong face. She ruthlessly seeks to establish power in every social situation to overcompensate for her obvious loss of power. However, she often feels that no matter how successful she is that is never quite enough to ensure that she getting all she can and that everyone respects her as much as they should. Her incredibly neurotic behavior (probably near paranoia) and her ambitious goals all fuel the young girl’s quest for power so one day she can truly stand above the rest.
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"What frightens us about the carnival, I think, is not that it will come to town. Or that it will leave town, which it always does. What frightens us is the possibility that it will leave forever, and never come back, and take us with it when it goes." ~Charles Unwin, The Manual of Detection

Last edited by Timeless Prophet; May 12th, 2010 at 05:18 AM.
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Old May 12th, 2010, 05:21 AM
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Name: Thalras Goltinmier
Race: Human
Alignment: Lawful Good
Diety: Lanthander (but claims Amunautor is his god)
Build: Cloistered Cleric 5//Fighter 5


Background:
If Tymora ever choose to shun a mortal or Besheba decided to pick a favored pet to torture then Thalras is that being. His family farm was ransacked by ogres when he was but a boy, he was sold to a local lord who was quite cruel and then in the middle of his slavery a dragon destroyed the manor and burned everyone he knew to a crisp.

After these traumatic series of events the boy spend a few years wandering the wilderness of the Sword Coast living as a jabbering beggar who often scared away potential aide with his less then coherent and some times out right frightening ramblings. Eventually he made his way to a small village known as Temple Crest, home of an abbey dedicated to Lathander the Morninglord. For many months Thalras spent his days collecting alms from the town folk and living off odd jobs he could manage when he was coherent enough to manage the work.

However, eventually the cold winter came and Thalras was without a home. One night while out to gather supplies for the abbey, Father Kaldarin stumbled across the freezing adolescent in an alley. Taking pity on the obviously disturbed and cold boy, Kaldarin led him up the rocky cliffs surrounding Temple Crest and into the abbey. During the night Thalras awoke confused (his normal disturbance only worsened by a fever) and ran through the abbey believing he had been kidnapped by the lord who was held him as a slave. He eventually found a room with only one entrance and barricaded himself in vowing never to be taken alive by anyone yet again.

For one week the clerics of Lathander sat outside the room (which happened to be the abbey library) and waited as the continued to hear the mad rantings of the boy emanate from within. After the eighth day the ranting stopped and the clerics bashed down the door expecting to find the boy a victim of his fever. Instead they found the boy lying prostrate in prayer on the wooden floor of the library. They took the boy back to his chamber.

While the priests of Lathander nursed the boy back to health he spent his time in quiet meditation while memorizing the Lathander's book of prayers. At the end of his month long best rest the boy had memorized several of Lathander's most sacred texts.

The boy spent the next few years in service of the priests. He learned the ways of the Morninglord and trained as a holy champion for the order. Over these years Thalsar's damaged mind began to heal and he became a little more personable but still a little withdrawn from the world around him. That is until, while on a task for the abbey, he was captured by a secret necromantic cult.

The cult led by an insane cleric and his wizard lover, kept the champion of Lathander chained in a dark for their own private torture sessions. These sessions fractured Thalris's recovering mind. Eventually the young holy man was unable to distinguish the hell hole of his reality from the delusions of his addled mind.

However, in the darkness of this place something amazing did happen at least according to Thalris. By the young man's accounts an avatar of his god, the Morninglord, visited him. The avatar declared that it was not the for Thalris to die in this dark hole but to be free and to reestablish the order of the faithful as they had strayed from the true path. It was the task of Lathander's faithful to provide order and bring about peace in the order not simply to protect the good and rightetous. The avatar declared that Thalris would help restablish the order of Lathander's former self, the mighty Netherese sun god Amunautor. With this the avatar left and Thalris broke free of his bonds and slew the cult leaders before escaping into the wilderness once more.

He briefly returned to the abbey at Temple Crest to discover more about this new order of Amunautor. He learned that the ancient god hailed for the lands near the deserts of Anauroch and that some of the abbey's more cryptic tomes spoke of mystical relics that would help the chose of Amunautor reestablish the church and bring about the New Dawn that many of Amunautor's faithful claim is coming.

Needless to say the faithful of Lathander were less than pleased with Thalris's new look on life and his desire to establish a world of peace and order in the image of the Morninglord, or more accurately of some forgotten deity that is similar to the Morninglord. With a heavy heart Kaldarin cast Thalris out of the Order of Temple Crest, and the young man began to journey the North in search of those willing to aid him in his holy quest.

Eventually he made his way to Luskan where he met the trader Dalren. Eager to find a way east and even those who may be able to assist him in search for clues about Amunautor, Thalris eagerly signed on to the caravan departing for the wastes of Anauroch.


Thalras has been recounting in detail the Rituals of Com'Lorret, the entrance rituals for certain elvish sects of the church of Lanthander. When he finishes he observes that no one in particular was listening to him in the first place. He decides maybe he should talk about something more pertinent so he comes rituals involving one odd drow sect that supposedly worshiped Lanthander hundred of years ago. When he gets about half through the ritual, he realizes that no one is listening again so he decided that perhaps he should listen in.

Apparently, though Thalras finds it much less interesting, the topic of this evening's discussion was what the plans were going to be for resting. He pondered the topic for a moment before responding: "I would more than happily take the last shift. I require the rising sun in order to garner my magic from my lord. You see when..." The young priest goes into a long winded explanation of prayer rituals and divine magic.

Eventually he clues in that perhaps once again his comrades have lost interest in his ramblings. "Perhaps one day I shall be sane." He comments to no one in particular. When Liana brings up rest, Thalras jumps up. "Yes that sounds lovely! I think I shall join you...errhmmm...well not join...errhmmm...you know in 'that' sense of the word...but erhhmmm in the erhhmmmm more....you know...that sense of the word."
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"What frightens us about the carnival, I think, is not that it will come to town. Or that it will leave town, which it always does. What frightens us is the possibility that it will leave forever, and never come back, and take us with it when it goes." ~Charles Unwin, The Manual of Detection

Last edited by Timeless Prophet; May 12th, 2010 at 05:23 AM.
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  #8  
Old May 12th, 2010, 05:43 AM
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Character
Name: Tethost Gedreghost
Race: Human with an Intermediate Air Elemental Bloodline
Alignment: Chaotic Neutral
Gender: Male
Age: 19
Class(es): Nomad 1
Future Prestige Classes: Psion Uncarnate (Pg. 149XPH)

Physical Description- Tethost stands roughly five feet and elven inches tall. He has a muscular wirey build that is more common among the elves than the human heritage he hails from. His hair is snow white and it always seems to be dancing in the wind. His skin, however, shows no signs of his heritage and is in fact quite normal by human standard. He weighs only 155 lbs and has fairly long arms, legs, and fingers.

He is rarely ever seen without a fine silver circlet about his brow. Tethost's dress is a site to truly behold. He wears tattered leather bracers and two brass rings. It is rare to see Tethost in a shirt or having any short of chest covering what so ever. This allows his toned muscles to show and portrays the scars of his many 'accidents'. He wears a red long kilt with a deep green embroidery down the center that extends along the bottom edge.

Mental Description-Tethost is a highly inquisitive young man. He desires to know everything he can about the people, plants, animals, rocks, and buildings that litter the landscape of Faerun. He at times is a tad naive but his recent experiences have begun to change and harden him to the ways of the world which at times can leave him very jaded about the people around him.

In addition to his inquisitive side, Tethost enjoys nature, music and children. He appreciates nature as he grew up deep within the mountains and nature was often his only company. He loves the great music of bards and the tales they weave, especially of his native Dragon's Coast. He loves children for their natural sense of adventure and innocence.

He finds that he gets along well with adventurers, drunkards, foreigners, and the outcasts of society. Tethost appreciates the stories adventurers and foreigners bring to his land, while the drunkards and that outcasts have an appreciation for never being too serious and are always willing to share their perspective no matter how jaded.

History:
Now let me tell you a tale. A tale of magic, grandeur, mystery, dragons and battle. Once upon a time, a wandering mage lord came from a far off place to the Dragon Coast. He wandered amongst the fields, valleys, hills and forests of this land; and decided that among all things on the Dragon Coast, he loved the vast granite peaks the most. He decided to build himself a grand palace deep within one of the granite ranges. He spent weeks and months travelling the peaks in search of a suitable site for his new home. However, on this journey, he came across a small village that was being besieged by a great dragon. The mage lord used his mighty magic to slay the beast with one swoop of his hand (The bard jumps up on the table at this point and makes dramatic gestures with his hands). The town folk were so grateful they offered one of their young maidens as compensation for what the mage lord had done. The mage took the young woman as his wife, and together they wandered into the snow capped mountains.

Some years later the woman returned with a child whose skin was white as freshly fallen snow, and the woman told her people that the mage lord of the mountain required a new wife. Not wishing to anger the powerful mage the people sent a new bride into the mountains to be wed to the powerful magician. However, the mother and child were cast out from the village. This process repeated many times over the years, until one day the women stopped returning all together.

However, it is rumored that some of the mage lord's line so angered at their rejection, stormed their father’s Palace and slew everyone inside. Some say these creatures and their offspring still wander the mountains in search of this great castle so they may plunder its riches. It is said that these monstrous children still haunt the old palace, eager to exact revenge on the world that has cast them out."
~Karagos the Quick, Traveling Bard

The tale Karagos tells isn't entirely true. There is no palace, no mass slaughter, and no crazed horde of demon children plaguing the mountain of the Dragon's Coast. In fact, the mage lord was actually a powerful wizard Air elemental. It wandered for centuries lost and confused, until in discovered the beauty of the mountains of the Dragon's Coast. Within these mountains, it came across a small town being attacked by a young drake. The Air Elemental assumed a human form and slew the beast. As reward the village elder offered his daughter’s hand in marriage. The Air Elemental amazed at the girl’s beauty accepted and lived amongst the people for many years. However, eventually its wife and children all died while it lived out eternity. The creature chose instead to become a protector and watcher of the village it had grown so fond of.

Its protection did come with a price though. Every time it saved the village (always in a human form) it would simply demand a maiden for one night. These ‘blessings’, as the djinn liked to refer to them, caused a great many of child to be born with unusual powers, however, when these pairings resulted in very odd qualities (off colored skin) the children would be killed. But many times healthy human looking children would be born.

And that is the story of Tethost's beginning. 19 years ago, his small village of Kardenshal was being assaulted by a particularly cruel winter. The Air Elemental appeared and offered his services for the usual price. The village fearing destruction submitted and the young betrothed Anara Velghastin was chosen to receive the blessing of the Air Elemenal. After the Elemental had taken Anara's virginity, he rescued the town and left again. 9 months later Anara gave birth to a small young baby boy, naming him Tethost Gedreghost. However, Anara's husband could not bear the knowledge the child was not his and left the village one dark winter’s night and was never heard from again.

In spring, village hunter’s discovered the young man’s body in a thawing ice path a few days travel from the village. The village elder, Tethost's grandfather, was infuriated at his son's death and banished both mother and son from the village. For weeks the pair wandered the mountains seeking another place to call home, yet they could not find one. One particularly cold night, Anara collapsed and would go no further. Tethost ran with all his might and the more he ran the farther his mind and body seemed to allow him to go. He discovered a small village, one known as Kespur, and was able to get aid to his mother. It was too late to completely save her though. Anara had lost both her sight and her ability to walk.

Yet this experience seemed to bless the pair in a way. The mother had a keen insight into the minds and intentions of others after these events (effectively becoming a telepath) and her son could manifest amazing feats of speed and agility. Kespur welcomed these gifts as the boy served as an advance scout for hunting party, and the mother proved invaluable at determining which mountain travelers were truly trustworthy. The two's power continued to grow within the deep mountain pass. However, Tethost's gift came with a price. He saw much more the mountains then his comrades and desired to know everything about them and the lands beyond.

He would often leave the village for weeks, exploring mountain crevices and deep gullies, examining plants and animals. On one such journey he discovered a strange hermit. The man seemed to possess similar powers to Tethost and his mother, but he was more powerful and he could even cause himself to become like a ghost. The man introduced himself simply as Ghast and explained to Tethost that a world lied beyond those mountains, and a vast one at that. But there was not only this world, but an entire multiverse to explore and the teachings Ghast could offer through the Path of the Golden Mind could take Tethost farther than he had ever gone before. Tethost sat memorized by what he heard for weeks.

He eventually returned to Kespur and declared on his 18th birthday, and the day of his mother's election to post of village leader, that he would be leaving to explore the world around him. Although saddened to hear the news, the village and its elder wished Tethost good luck and offered him what they could from the treasures of the village.

And so the travels of Tethost had begun. He spent years wandering the interior of the Dragon Coast, studying all the people, plants, animals, geology and geography of his native land. He eventually made his way to coastal port cities where he saw the ocean for the first time. And this is where he would come to spend the last year of his life. He spent time working all sorts of odd urban jobs, using his skills as a nomad to aid him and he would even spend time on fishing vessels. His greatest pleasure came, though, when he got a job as a deckhand on a trading vessel from Ormen.

The sea and the travels alone provided vast amounts of valuable knowledge about Dragon Coast and sated Tethost's wanderlust for a while. He, now however, seeks more knowledge of the Golden Mind and wishes to explore every inch of the Dragon Coast from every angle possible.

Motives: Most would describe Tethost as a free spirit. One to wonder the paths of this world and discover everything he can. And this may be true one day. Tethost is still in his youth and by no means has he discovered all of his nomad powers that may one day aid him in his travels. For now he is content to leave no rock unturned and no experience unfelt on the Dragon's Coast. He desires nothing more than to seek out and discover everything his home has to offer and the richness that is obviously contained within its borders. After all, only a year ago Tethost's world was no larger than the borders of the mountains that were his home. There are numerous possibilities and mysteries to be uncovered on the Dragon Coast, and Tethost plans to uncover them all.
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"What frightens us about the carnival, I think, is not that it will come to town. Or that it will leave town, which it always does. What frightens us is the possibility that it will leave forever, and never come back, and take us with it when it goes." ~Charles Unwin, The Manual of Detection
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Old Aug 13th, 2011, 11:14 AM
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Name: Leila Hollowbrooke
Race: Human
Class: That Girl (Bard using the Court Bard variant)
Age: 13
Alignment: Neutral
Description: Leila is a gangly adolescent girl of approximately thirteen years of age (or at least that is how old she is). She has pale skin and nearly platinum blonde hair. She braids the long golden locks into intricate patterns usually (if she can find some spare ones in the park) with some sort of flower. Her facial features are sharp and pointed giving the young girl a near elf-life appearance (minus the ears, naturally). Her thin lips rarely curl into a smile but are constantly on the move. Her eyes are a deep shade of emerald.

She often wears a slightly tattered and dirty white frock that is probably one size too small for the young woman. When not wearing that dress, she is often seen in a pair of tan trousers with a red linen shirt that clearly was made for a young man. In this outfit, she often rolls the sleeves up and wears a white sash tightly around her waist. She is rarely seen without some sort of footwear; however, she loves a pair of simple brown flats the most.

Notably, she also almost always cares a stuffed pig doll. Often she tucks the trinket into her sash or she carries it in the crook of her arm. The doll itself is a strange amalgamation of cloth patches. Originally a soft pink, the pig’s color has mostly faded and tears have been covered with an assortment of odd colored patches. Leila refers to the doll as Truffle, but many of the younger children that surround her call him Mr. Piggy. A long time ago, Leila removed the back stitching and inserted several sizable rocks into the doll. When need be, Leila wields the doll like a club. More than one disrespectful little brat has learned to respect Mr. Piggy.

Personality: Leila is whoever Leila wants to be. She has learned from an early age that people can be manipulated, conned, cajoled, persuaded, or straight ridiculed into doing what you want them to do. One minute Leila can be a perfect little angel and the next she’ll be cheering the fire starters on. She is rarely the first one to jump into anything, but she follows closely on the heels of those who do so she can offer helpful advice or bully the reluctant into coming along. She is rarely truly invested in what is going on. When the winds of changes (or adults) seem to be blowing, Leila will abandon ship the minute things are no longer looking favorable for her. Leila’s team is always the winning time because she rarely sticks around long enough to lose.

Despite her what may seem to be a callous heart, Leila has a soft spot for children, animals, and the downtrodden. People who get stabbed in the back by Leila often deserve it. They were probably troublemakers to begin with (ignoring the fact Leila may or may not have coaxed them along); however, she truly cannot tolerate a bully (after all, that is her shtick..or so she would have people think).

She holds a passionate interest in the world of adults as well. Although much of the conversation may be beyond her comprehension for the moment, Leila holds onto everything she hears and even mimics some of it in conversation with her peers. The world of grown-ups is slowly starting to fall into place for young Leila. As it does, she is more eager to listen in and pick up more and more information. She often weaves the bits she picks up into the stories that she tells and has gained a bit of a reputation among the children as an excellent storyteller.

History:Leila Hollowbrooke was born to a scullery maid, Emma, in a wealthy manor on the outskirts of Tillagiltchuck. No one ever came out and explicitly stated how Leila was conceived, but everyone in the house believed the lord of the manor, Emery Thistle, to be the father. Leila spent these early years in household that was less than receptive to her. The servants (besides her mother) treated her rather poorly and the noble’s family ignored her for the most part. She clung to her mother’s and watched as the world marched right along.

Eventually, a nephew of Emery’s came to live with his aunt and uncle. Mikah was the young boys name, and Leila observed that he was able to get basically whatever he by throwing a tantrum or being a sweet angel at the right moment. Leila detested Mikah. He never received the ridicule nor disdain that she did and was by far a more obnoxious child than Leila could hope to be. He also had a nasty habit of terribly mistreating smaller children and the house cat.

Leila, however, would not have to live with Mikah for long. Shortly after his arrival and somewhere around Leila’s seventh birthday, Emily died from fever. Leila was quickly sent out of the house and to a small village outside the manor. Leila becomes a little vague with details about her life during the next three years. She may offhandedly mention an incident with a fire-breathing chicken or a how a monstrous bathtub, but rarely will she reveal anything of particular substance. She does mention that she learned very clearly that people are much more willing to help a lost little girl than an orphan. She claims that she liberated Truffles from a particularly tyrannical noble child during this time as well.

By the age of eleven, Leila had found her way to Tillagiltchuck. She spent a few months on the streets telling stories to people for the occasional copper. She eventually just walked into the Ringworm Orphanage for Ugly and Unwanted Children. She sat down and started telling her stories to the children and was generally very well received. It took the staff a day or two for the staff to notice they had a particularly popular new resident (at least with the young children). Although a little older than the average resident, Leila was allowed to stay for a year or so before she was once again turned out onto the street. She has been invited back by Headmaster Ignovart on numerous occasions to share her stories with the children. She gladly has accepted every invitation and other odd job she can, but Leila spends most of her days telling stories in taverns for coins.
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"What frightens us about the carnival, I think, is not that it will come to town. Or that it will leave town, which it always does. What frightens us is the possibility that it will leave forever, and never come back, and take us with it when it goes." ~Charles Unwin, The Manual of Detection
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Old Aug 21st, 2011, 02:47 PM
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Name: Namcor Glorspindle
Race: Gnome
Class/Build: Wizard (Control).
Alignment/Deity: Lawful Neutral/ Unaligned Boccob/Raven Queen

Concept: Namcor is a spin on your stereotypical forgetful mage. He at times can be a daring Casanova or a bumbling scholar. I have been playing him as a man who enjoys a joke whenever he can get it in and he often uses humor to lighten a situation. However, when it comes down to it Namcor is willing to use all his tools to protect his friends and himself.

Description:
Namcor stands about three feet six inches tall. He has a sharp face (i.e. sharp chin, nose etc.) and typically wears a short brown goatee. His brown hair is usually kept at a neat trim but he has been known to grown it out slightly to allow for a small ponytail in the back. His eyes are a deep jape color and he typically wears one golden and silver hoop in his right ear. He wears several rings varying from silver to platinum on all of his fingers except for his left pinkie which is missing. He typically wears emerald green robes that have a elegant deep sea colored trim. The seal of his house and former business, a large blue spindle, is embroidered on the chest of his robes. He wears boots that are a deep black leather (he claims dragonhide) with well a well polished metal toe. He is rarely ever seen without a small red book which is attached to a metal attached to his red leather belt, or his long blue staff. The staff has elegant runes carved carved all along its shaft and is topped by an elegant blue glass orb at the top.

Personality: Namcor is a cool and collected individual. He was raised in a family that had a head for business and that has served him well over the year. He cares little for the moral concerns of the world, but merely for how things are going to effect his bottom line. He is willing to lend out his services for the right amount of coin to anyone. He, however, never goes back on his word and often expects the same of others. He hate lying as it often leads to bad business practices and shady deals. Namcor is fiercely loyal to those he befriends and is willing to expand any resource he can to help a friend (typically with a structured repayment plan of course).

Background: Namcor was born to Ezera and Nomco Glorspindle of Ladria. His family was known for its service to the throne some centuries ago with the gnomish hero Ercono Glorspindle. Since that time the eldest Glorspindle child has typically served a magical adviser, captain of the guard, or some other capacity for the throne. Well that is Namcon the III (Namcor's grandfather came around). He served as a magical adviser to the king, but had the horrible problem of not knowing when to keep quiet about anything. He would share his opinions on why the king shouldn't raise taxes to why he shouldn't serve pheasant at the state dinner.

Needless to say, Namcon didn't get to stay in the castle in any official capacity for very long. He was appointed director of an Exploration Corps to the Ruins of Anh'Darack. Unfortunately the expedition was largely slaughtered by a band of roaming hobgoblins, and those who returned (including Namcon) were allowed to keep the various magical treasures they had accumulated. Well that sparked an idea in Namcon's head. He started the Glorspindle Magic Emporium and began pedaling his magical goods to the people of Ladria. Needless to say, Namcon was a much better businessman than an adviser. The Glorspindles became incredibly wealthy very quickly.

And then came Namcor. He had the same finesse for business but was often a klutz and broke numerous glass objects within the shop in his childhood. When his father and Grandfather could tolerate it no longer, they shipped Namcor off to the Misty Ridge Magical Academy for him to study magic. There Namcor learned the arts of the arcane and history. He also spent a great deal of time exploring the natural caves and some ancient wizards' tombs around the area as well. When Namcor graduated, he returned home to take over the family business from his retiring father.

It seemed for a while that Namcor has been cured of his cure of breaking magical things and in fact was an even better businessman than his father, that is until the night of the Festival of the Sun Crown. During the festival, Namcor was locking up after a hectic day and placed a candle down a stack of books. Unfortunately for Namcor, he failed to notice that he had bumped the candle and it had indeed set ablaze the pile of books. He went to the back room without having noticed and by the time the smoke drew him to the front again, most of the store was already burning. Namcor tried to control the fire but was unable to and scrambled to get the guard to help him. Unfortunately the revelry of the festival delayed help from arriving and the Glorspindle Magic Emporium burned to the ground. That was just a week or two ago and since that time Namcor has lived in the Merry Weather Inn attempting to peddle his magics to anyone who needs him. Hearing of the Library, Namcor has decided to participate in an effort to regather a fortune to rebuild the legacy of his family from the ashes.


RP Sample"Hey aren't you that gnome who ran the curio shop? *hick* The one that burned to the ground? *hick* DAMN STRAIGHT YE ARE! HAHAHA. Tell me, do you make a point of pissing a vast fortunes down yer leg often?" A fairly drunk man shouted at Namcor. The entire lounge area of the Merry Weather Inn burst into laughter. Namcor clenched his teeth and stared into his mug. "Tell me till man, the drunkard started in again "how does it feel to be the laughing stock of Ladria?"

Namcor slammed his mug into the bar and hopped down from his stool. "Tell me friend have you ever met a wizard before?" The man chuckled lightly and shook his head. The gnome smiled, "Didn't think so because only a fool such as yourself would question the power of a master of the arcane!"

The Man howled with laughter, "Master of the Arcane? HAHAHA*hick*harharha! Why did the little master let his shop burn down then?" The drunkard turned to the lounge at this and laughter erupted once more.

"I don't suppose you recall Timmy Tethrin?" Namcor asked coolly while examining one of the rings on his hand. The man turned to him and nodded, a look of seriousness and concern washed over his face. "Ah yes I bet you two were friends. Same kind of ignorant filth. But Timmy is so much more cooperative now." Namcor waved his hand and in a flash a small brown and white mouse appeared in his hand. The mouse stood on its hind legs and nibbled nervously at something in its paws while surveying the crowd. A collective gasp was released as the crowd stared in awe at the mouse. "Ala jet nom plumbray." the gnome said as he waved his hand again and the mouse vanished. The entire room became silent as all its occupants stared at the gnome. "Now I suggest you return to whatever the hell you were doing before you decided to annoy me, unless you have a burning desire to become the next act in my bag of parlor tricks." The gnome venomously said to the man.

The man turned pale and turned and stumbled away from the gnome as fast as he could. Namcor turned his back to the crowd and smiled to himself. He walked back to his stool hopped up and took a sip from his mug. He reached into his pocket and pulled two gold pieces from it before leaving them on the counter.

The eleven barmaiden leaned in and whispered, "Now you damn well know that Timmy was apprehended trying to break into the castle and they just haven't released him yet."

The gnome smiled back at her, "Dear Alexeria, of course I know that. But they don't and knowledge is power which only demonstrates why I am always going to come out on top of this simple minded mob." He hops down from the chair. "Keep the change." He says as he walks out of the still silent tavern.

Here is an in game postNamcor wanders down the stairs, "Well here I am of course dear, I was getting dressed..." The gnome says, as he rounds the oak banister at the bottom of the stairs. He, however, is unable to finish his comment as his mouth drops open at the sight of the dwarf shoveling down the large plate of biscuits and gravy. "Dear gods man...I don't think any of us plan on taking the plate away from you. You might want to be taking a breathe, lest you have a desire to have the rituals you demonstrated for us last night be repeated on you."

The gnome shakes off his amazement at the dwarf and crosses the common area to the bar. He hoists his small frame up onto a stool and leans in close and whispers to Alexeria. "No offense darling but I think if you feed him that much heavy food he may be needing the services of one of his brethren." He leans in even closer, a look of grave seriousnes comes over his face. He takes a deep breathe before declaring at the top of his lungs. "But least he'll be dieing a happy fellow! HAR HA HA! Oh Alexeria I will kill myself one day I swear...oh...oh..*gasp*...ha...In all seriousness though friends Alexeria's cooking is top notch." He says as he wipes a small tear from his eye as he surveys the bar.

"Now Alexeria down to morning business. I will take your finest cut of dragon steak with a side of goat's cheese and only the best potatoes in the land. I mean the damn good ones. The ones you had to slay the giant for before you could pluck them from his ear." The elven barmaid shoots Namcor a dirty look. The gnome shrugs and shakes his head. "What is an inn without dragon's steak for breakfast?" He sighs seems to reach into the folds of his robes. He pulls out a cookie and looks at it for a moment. "What in the blazes...oh you must have been from that cookie tray I passed out on. You know Alexeria I had prepared the most amazing cookie and tea tray this morning. But I fear I ruined it when I collapsed on top of it. Cookies everywhere in the kitchen though I suppose...least the rats will be my friends. That's it!"Namcor declares as he snaps his fingers. "Perhaps the rats shall crown me their king. Surely the rat kingdom in your kitchen has enough gold to reopen my magic shop. You told me this was a top notch facility when I began renting my room and I would expect nothing but the most lavish of rat kingdoms at a top notch facility." Namcor triumphantly smacks the bar with his fist. Alexeria cracks a smile but continues only to shoot the gnome her sarcastic stare.

"No you say? No worries then, I will simply have to make you that tea some other time and find my fortunes another way. Blasted poor rats."Namcor laments as he takes a nibble from the cookie while idle staring off into some unknown reach of space. "Now then Alexeria, will you be needing around to help clean up after last night or would you prefer if I went and actually made some coin helping the library today?"
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"What frightens us about the carnival, I think, is not that it will come to town. Or that it will leave town, which it always does. What frightens us is the possibility that it will leave forever, and never come back, and take us with it when it goes." ~Charles Unwin, The Manual of Detection
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