[Sunberth] NPC/Location Requests

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[Sunberth] NPC/Location Requests

Postby Kynier on June 22nd, 2018, 8:03 pm

Adjustments have been made. Thanks!
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[Sunberth] NPC/Location Requests

Postby Bruce on June 23rd, 2018, 4:41 pm

City location write-up as part of the location challenge. :) Hope it's okay! I'm perfectly willing to make changes if need be.

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The Song's Rest

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The Song's Rest is a small haven of relaxation in an otherwise hedonistic, bloody, and dangerous world. Within its walls beer flows, bards mingle among citizens, and stories and legends of Sunberth are sung as a way to remember brave deeds and daring adventurers. It is used by gang members of any side to pass stories on into song and get word of their victories to the general public through catchy and memorable tunes. Although it isn't common knowledge, it is also a hangout of Rhaus' favoured, and opens its doors to allow those bards passing through Sunberth to stay awhile and share their stories. As such, the Song's Rest is somewhat of a cultural melting pot, with a collection of songs and tunes from various places across Mizahar.

The Song's Rest can be found tucked just within the Gated Community [C5], overlooking a narrow alleyway. Compared to the rest of Sunberth, the Rest is a tall building. It is comprised of three storeys, and its walls are constructed with a rag-tag jumble of stone, crumbling brick, and timber, dotted with an assortment of different windows. Nevertheless, the building has a welcoming façade, helped by the strains of good-hearted song that occasionally stray from within.

There have been many different owners over the years it has existed, but they have all shared the same title and the same responsibilities: The Songson of Sunberth. This individual is the lifeblood of Sunberth's music, tasked with a momentous job- to fully memorise all of the notable ballads of Sunberth, from since the city emerged after the Valterrian, to the present day. The training takes years to master, and can only be passed down person to person. The songs are never written down, but they are practised and recited every day to keep them fresh in the mind. Unfortunately, due to the volatile nature of the city, there are some breaks in the Songson's mental history book, but otherwise each successive Songson has learnt Sunberth's music through the oral tradition, and can recount any at leisure.

Floor Descriptions :
First Floor (or Ground Floor): A wooden double door opens outwards to reveal the main hub of the building. A bar runs along one wall, with barrels and bottles kept stacked behind, ready to serve. Tables and chairs are dotted throughout the building, and a large fireplace keeps the building warm in Winter. The ceiling is soot black from smoke of years gone by, and the floor is paved in cracked and broken stones, but it is swept clean and the flagons are washed. Several wooden pallets are stacked in the corner, ready to be dragged out and turned into a moveable stage whenever requested. As any type of person can frequent the Rest, the owner hires a couple of bouncers to keep the peace, but usually the atmosphere is relaxed and the people mellow.

Second floor: A narrow flight of stairs leads up to the rented rooms, which are available for musicians and occasionally visitors to the city if there is space. The rooms are drab but comfy enough, with the standard bed, chest, desk, and chair crammed in.

Third Floor: Another narrow staircase leads up to Maurice's own quarters, and then up onto the roof. The roof area is off-limits to anyone except those who have gained Maurice's favour, as it is where he teaches the next Songson the songs of Sunberth's past. A perilous balcony is shaded by a wooden lean-to shelter, but it allows excellent views out across the rooftops of Sunberth, and down at the people milling in the streets. A small family of thrushes nest in the eaves, and it is said that these birds can sing almost as sweetly as Maurice himself.


 
NPCs
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Name: Maurice Wultz
Race: Human
DoB: 60th Autumn 470 AV
PoB: Sunberth
Title: Songson of Sunberth
Skills: Singing: 80xp, Musical Instrument (Lute): 75xp, Storytelling: 75xp, Weapon (Shortsword): 70xp, Teaching: 70xp, Negotiation: 65xp, Acting: 60xp, Music Composition: 60xp.
Gnosis: Rhaus lvl 2
About: Maurice Wultz is a cheerful man on the surface. He is often found within the tavern attached to the Song's Rest, humming a myriad of tunes, helping his staff to serve their customers with a grin and a wink. However, he is a man of many talents and many subtleties. He is prone to wistfulness for a life he never had, a life of freedom from the burden of Sunberth's history recorded in song. At the same time he is rambunctious and boyish, and regards beautiful women with an artist's admiration.

He fiercely defends the musicians and singers under his roof, and yet he has good relations with several different gang members, those that could pose a threat at any moment. Maurice loves stories, and storytelling especially. Late at night, once the doors have shut but before the last stragglers have left, he dims the lights and puts on a one-man show telling tales from Sunberth's lost past. Tales of the everyday hero are often revered more than the stereotypical bravery of Sunberth's 'finest'.

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Name: Franco Poulter
Race: Human
DoB: 45th Spring 498 AV
PoB: Sunberth
Title: Bartender
Skills: Musical Instrument (Drum): 65xp, Weapon (Dagger):65xp, Negotiation: 60xp, Socialisation: 60xp, Brawling: 55xp, Leadership: 50xp.
Gnosis: N/A
About: Franco is disarmingly nice. He is willing to entertain even the most annoying of louts, but once anyone starts threatening his patrons, his no nonsense attitude kicks in and they are promptly uninvited from the Song's Rest tavern. He is dedicated to keeping the music flowing, and even joins in on his drum from time to time, weaving complex patterns through even the most dull music. Franco lives above the bar and has done since Maurice found him with his ear pressed to the door, roughly eighteen years ago. He is always interested in your stories, and has a wealth of dirty jokes squirrelled away to amuse his guests.

 
Services
The food and drink served in the tavern is not the finest, but Maurice never willingly provides the usual pigswill that other establishments try to get away with.

Those seeking accommodation merely enquire at the bar, where Maurice will sort you out with a room. Musicians who wish to perform in the tavern are only required to organise with the other performers in the room as to what order they go in, and otherwise they have free reign over the entertainment in the tavern.

Food and Drink Price
Ale, Gallon 2 sm
Ale, Mug 4 cm
Bread, per loaf 2 cm
Wine, Common (pitcher) 2 sm
Room Price per day
Room (Common) 5 sm

**All prices taken from the price list**

[tab=Permissions,#35322d,#e0ce98]The Song's Rest is a self-moderated location. Moderator permission must be sought before learning any Sunberthian history that wouldn't be common knowledge, or being taught by Maurice.
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Last edited by Bruce on July 23rd, 2018, 1:11 pm, edited 1 time in total.
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[Sunberth] NPC/Location Requests

Postby Regime on July 3rd, 2018, 6:47 pm

@Bruce: The songs rest is a great location, however the NPC Maurice needs a new image. That face is already used for Old Max at the Hot Springs.

@Kynier: Ashara is all good to go :thumbsup:

Still thinking about your location though. So, that is still undecided.
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[Sunberth] NPC/Location Requests

Postby Bruce on July 3rd, 2018, 8:02 pm

I'll get on that as soon as I'm able! Thanks. :D
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[Sunberth] NPC/Location Requests

Postby Guri Burak on July 14th, 2018, 11:36 pm

Sergeant Hogan's Dragoon Squad

WIP


 
Sgt Hogan
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Name: Sagar "The Boar" Hogan
Race: Human
DoB: 10th fall 475 AV (42)
PoB: Sunberth
Faction: Dragoons of the Sun's Birth
Title: Sergeant
Skills: Weapon (Broad Sword): 71xp, Weapon (Shield): 49xp, Leadership: 45xp, Tactics: 40xp, Unarmed Combat: 50xp, Intimidation: 48xp, Weapon (War Axe): 35, Weapon (Cudgel): 30
About:


 
Tolley
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Name: Izaak Tolley
Race: Human
DoB: 21th Spring 485 AV (32)
PoB: Sunberth
Faction: Dragoons of the Sun's Birth
Title: Guardian
Skills: Weapon (Longbow): 38xp, Weapon (Shortsword): 35xp, Leadership: 26xp, Tactics: 25xp, Unarmed Combat: 26xp, Weapon (Dagger): 27, Hunting/Tracking: 37
About:


 
NPC
Name:
Race: Human
DoB: 10th fall 475 AV (42)
PoB: Sunberth
Faction: Dragoons of the Sun's Birth
Title:
Skills: Weapon (Broad Sword): 71xp, Weapon (Shield): 49xp, Leadership: 45xp, Tactics: 40xp, Unarmed Combat: 50xp, Intimidation: 48xp, Weapon (War Axe): 35, Weapon (Cudgel): 30
About:


 
NPC
Name: Sagar "The Boar" Hogan
Race: Human
DoB: 10th fall 475 AV (42)
PoB: Sunberth
Faction: Dragoons of the Sun's Birth
Title: Sergeant
Skills: Weapon (Broad Sword): 71xp, Weapon (Shield): 49xp, Leadership: 45xp, Tactics: 40xp, Unarmed Combat: 50xp, Intimidation: 48xp, Weapon (War Axe): 35, Weapon (Cudgel): 30
About:


 
NPC
Name: Sagar "The Boar" Hogan
Race: Human
DoB: 10th fall 475 AV (42)
PoB: Sunberth
Faction: Dragoons of the Sun's Birth
Title: Sergeant
Skills: Weapon (Broad Sword): 71xp, Weapon (Shield): 49xp, Leadership: 45xp, Tactics: 40xp, Unarmed Combat: 50xp, Intimidation: 48xp, Weapon (War Axe): 35, Weapon (Cudgel): 30
About:


 
NPC
Name:
Race: Human
DoB: 10th fall 475 AV (42)
PoB: Sunberth
Faction: Dragoons of the Sun's Birth
Title: Sergeant
Skills: Weapon (Broad Sword): 71xp, Weapon (Shield): 49xp, Leadership: 45xp, Tactics: 40xp, Unarmed Combat: 50xp, Intimidation: 48xp, Weapon (War Axe): 35, Weapon (Cudgel): 30
About:
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[Sunberth] NPC/Location Requests

Postby Crylon Stonecraft on July 22nd, 2018, 10:51 pm

The Shroom Shack


Located in the Riverside area in the Night Eyes territory lies an odd Sunberthian restaurant. Not having a formal name but locally called The Shroom Shack due to its humble beginnings, though it is not clear how long ago those beginnings were as the establishment has not looked like a shack in most Sunberthian's living memory.

It is owned and run by the oddly long lived Karan Shroom, who took on as her last name the plant she is so well known for.

For quite a few years it has been a respectable multi-roomed structure, and in rather decent repair considering its in Sunberth. The owner is said to handle its upkeep herself, along with numerous tiny hands who are constantly running in and out of the business through its numerous doors and assisting the elderly woman.

It has one area above ground for seating guests eating, a kitchen area where the cooking is done, and a few small cramped rooms where workers on occasion will bunk. The kitchen dishes out a mix of mushroom based dishes, which are the main fare served. Mushrooms are either the central item in a given dish or its only component.

Officially that is all that is known about the business, beyond that are the area of rumors...

It is assumed the basement is rather large and holds the source of the mushrooms, along with a supposed underground steam vent which keeps the basement hot and humid, along with holding an entrance into the underground tunnel networks below Sunberth.

Karan supposedly grows the mushrooms herself with the aid of numerous homeless street children who are deadly loyal to their matron. They are her eyes, ears, and hands, going about the city and gathering bits of biological refuse which are used to feed and grow the mushrooms at such an alarming rate, along with bits of information.

And Sunberth being Sunberth, there is a never ending supply of food for her favored plants, additional rumors claiming that this biological waste sometimes includes dead bodies for the right fee which are safely disposed of and used as feed to make more mushrooms... Along with her possibly preparing and selling poisons, drugs, and hallucinogenic mushrooms on the side.

Regardless of the truth of this, everyone in her establishment always keeps the utmost respect when dining there. Various factions are forbidden from fighting inside her business, and to the surprise of many they generally keep to this peace accord... Inside the business.

Of course that might be in small part to the fact that the last time several men got into a scuffle, breaking a few chairs and tables and injuring one of her child helpers, the lot of them vanished without a trace shortly after and the food served for the next few seasons was oddly plentiful... Not that Misses Shroom had anything to do with it.

 
NPCs
Name: Karan Shroom, AKA “Misses Shroom”, “The Shroom Lady”, “Grey Shroom”, and “That old as petch Mushroom Lady.”
Race: Mixed blood (Half Human, Half Isur)
DoB: 17 Spring 368 AV
PoB: Sunberth
Title: Owner of The Shroom Shack
Skills: Agriculture 65, Construction 42, Cooking 37, Foraging 48, Gardening 32, Intelligence 52, Herbalism 28, Philtering 45, Poison 40, Wrestling 58, Leadership 38
Gnosis: Cultivation (Single Marked)
History: Born in Sunberth and initially raised by her human mother, Karan was orphaned at a young age and grew up on the streets when he mother was stabbed in a home invasion.

She never knew her father, gone before she was born, and while she knows little of her mother she knows she was not from Sunberth originally nor did she get pregnant there, simply having the misfortune to give birth in the city. Perhaps she planned to tell Karan the truth of her background when she was older or to move them away, but she died long before this could happen.

Karan has since learned of the Isur and what her slightly blue tinged skin and one arm hued slightly red means, and is not overly bitter. Instead she has focused on the good of her mixed blood, such as the properties it gave her which allowed her as a child to get by where other street children wouldn't have.

While she was smaller than others her age she was also a bit stronger and sturdier, and could see better in the partial darkness of the tunnels below the city than full humans. She also along with being small seemed to age slower, not as slow as an Isur but slower certainly than a full human. She managed to survive off a mix of thieving and scrounging, and harvesting mushrooms she found growing in the tunnels.

When she was old enough she decided to build a small home above one of the entrances to the tunnels, where she had found an underground steam vent rising to the surface in a partially caved in tunnel. By herself she dug out a basement so as to properly harness the vent. She then built a staircase and a roof which served as a floor to the structure above, on top of which she built a small shack.

Befriending some of the street children she grew up with, she had them harvest waste from around town. Refuse, half degraded food thrown out, and other garbage no one wanted or could use. In exchange she let them bunk in her shack and share in her food once it was grown.

Before long she had more food than she knew what to do with, a rare problem in Sunberth, more food than she and her friends could use. She decided the best thing to do was to sell it, and began making and selling dishes from the excess food stuff.

Over time her operation grew, in a few decades she expanded and fortified the basement and her growing operation. Her child friends grew up, going on to do other things both illegal and legitimate, some even joining gangs. She in turn took in more children and gained their support which in turn meant more waste and more mushrooms. Once grown however they never forgot her, and like the children to come after them who grew up they never spoke of her secrets or lost their respect for her as they grew into adults.

She also expanded her shack, turning it into a proper building, making a proper place to cook, another for people to sit and eat instead of standing outside her shack holding the food, and a proper place for her small friends to sleep.

Using her knowledge of the tunnels below ground and her personal entrance in the basement, she would send her street children about town to gather resources or information in time. Sometime during all of this she introduced herself to the Night Eyes, rather than them introducing themselves to her. She did this by having one of her street kids drop off a note at the home of one of the higher ranking members of the group, at their actual residence rather than one of the fronts or business they worked through.

A deal was brokered in which Karan worked with, not for, the Night Eyes. She would help with information and using the tunnels, along with serving as a point of contact and front for the organization to use. What she got in return was less clear, though it was said she got the better end of the arrangement afterwards by those few who were aware of it.

Over the decades Karan continued on in this fashion, slowly expanding her business into poisons and drugs and some simple plant based medicines, and deepening and strengthening her basement and the surrounding tunnels. She is sometimes seen inside the building, working in the kitchen or serving food, but seems to spend most of her time in her basement tending her crops where no one but her and a few of her select child helpers ever go.

 
Services
Meals- Various mushroom based meals, such as: Mushroom soup, Whole steamed mushrooms on a stick(large single mushrooms), Mystery Mushroom & Fish Chowder (are the mushroom the mystery? The fish? Nobodies knows!) -5sm/meal (common quality)

Dried Mushrooms- 1 gm/lb

*Drugs- Various mushroom based drugs, mainly hallucinogenic shrooms.
*Poisons- Various mushroom based poisons
*Herbs- Various mushroom based plant medicines.
**Body Removal/Disposal- Body removal by small children(taken at night through tunnels), and disposal by using as mushroom compost/food.

* Moderator Permission Required for purchasing poisons, drugs, or mushroom based plant medicine, along with prior lore of such services being offered at the business.
** Body removal/disposal requires prior lore of said services, befriending Karan the owner, or membership in Night Eyes, along with Moderator Permission being required.

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[Sunberth] NPC/Location Requests

Postby Bruce on July 23rd, 2018, 1:15 pm

I've changed the faceclaim for Maurice- hope this one's okay. :D
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[Sunberth] NPC/Location Requests

Postby Kelski on July 25th, 2018, 3:01 am

Image

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Sunberth is a serious place to live. Life and death battles on a daily basis takes its toll. And to deal with this sort of life, new industries and new businesses crop up all the time. Once such business is The Bolt Hole. Ran by twins that narrowly escaped a very mundane life in Wind Reach, Desden and Desre were the chosen of their Gods. Priests and Priestesses in their own right, they saw an opportunity and took it. People love music. People love dancing. When life is hard, party harder. But the twins don't like the same scene day in and day out. So they set up a party that circulates Sunberth, moving every few days into abandoned buildings so that one location doesn't experience the noise and crowds as the party happens. So every third day The Bolt Hole opens. Word spreads quickly as to where it is. And it just costs a simple silver to get in.

Once there, liquor and drugs are always for sale. But they aren't truly necessary. Because both Desden and Desre are marked by a plethora of Gods that give the overall experience of The Bolt Hole a unique flare. Illusions happen regularly, causing the place to fill with wispy mist or a multitude of colored lights. The music is loud, always driven by drumming, and the people that crowd the space love it. They dance freely and hard, bodies mashing bodies, and while it makes great pickings for thieves, the majority of people have a good time and leave The Bolt Hole unscathed.

Everything in The Bolt Hole changes. Some days in some locations there are fixed bars. Other times, the bar is just along plank set up on barrels with servers serving liquor on the other side. Sometimes there is a stage, and sometimes the drummers and singers are down in the crowd. One never knows what one will find in The Bolt Hole. All are welcome, and at the end of the day all go home safe. For the one hard fast rule in every party is that no one gets hurt. Bouncers, both mysterious and frightful, police the area keeping crime and violence to a minimum. Rumor has it they are members of their own gang, or perhaps even a cult that worships parties. Regardless, their presence smooths out operations for The Bolt Hole and keeps their customers coming back.

The Bolt Hole was initially funded by Goldfinger. However, the twins paid off their business loan incredibly fast and since then have done nothing but rake in the funds. As a personal favor to Goldfinger, they often produce private parties for him and his associates as well as some of the more affluent members of Sunberth.

 
Desden
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Name: Desden
Race: Inarta
DoB: 491 (27yo)
PoB: Wind Reach
Title: Master of The Bolt Hole
Skills: Play Musical Instrument (Drum) (85), Tonfa (80), Dual Wield (78), Hostessing (68), Play Musical Instrument (Violin) (54), Bartending (60), Singing (58), Dancing (56), Play Musical Instrument (Trumpet) (52), Music Composition (45)
Gnosis: 3 Marks Sivah, 2 Marks Ionu, 1 Mark Rhaus

Desden seems serious, but hes the classic moody musician. He can open up a party and get it started in a heartbeat. But he often reads as unapproachable and godly. He likes fostering that persona because he keeps his life private and The Bolt Hole his public image. When among friends, he relaxes and is quick to smile. Dresden is laid back, creative, and .

 
Desre
Image
Name: Desre
Race: Inarta
DoB: 491 (27yo)
PoB: Wind Reach
Title: Mistress of The Bolt Hole
Skills: Play Musical Instrument (Guitar) (83), Short Sword (78), Dual Wield (75), Hostessing (68), Play Musical Instrument (Flute) (64), Singing (50), Dancing (58), Dancing (56), Play Musical Instrument (Drums) (52), Music Composition (45)
Gnosis: 3 Marks Rhaus, 2 Marks Ionu, 1 Mark Sivah

Desre is Desden's exact opposite. She seems to know everyone in town and is friends with them. One could easily say the party doesn't get started until Desre shows up. She brings light and laughter with her wherever she goes. No one feels excluded if her attention turns to them. She can draw out even the most reclusive or introverted person and have them laughing and dancing in no time at all.
 
Services
There is a 1 silver cover charge to enter The Bolt Hole. Once within the bolt hole, the drinks and drugs available change with the venue. Drugs are all aphrodesiac in nature or relaxants/stimulants that always cost 1GM a hit.

The Bolt Hole does have two signature drink. The Lightening Bolt is a strong tall drink that's guaranteed to get any man feeling fast and loose. The Silk Bolt is a smoother more sophisticated drink the ladies love that tastes like vanilla cream but is equally as strong.

The Lightening Bolt - 2sm
The Silk Bolt - 1sm

And finally, The Hole In The Wall is a small corner area where Hookah Pipes are smoked while dancers rest. Latrine pits are always dug or prepared to service the crowds and keep the immediate area clean.
 
Employment
Musicians, Bartenders, Singers, and people to set up and take down The Bolt Hole are always being hired. Check with the local Storyteller and check pay rates off The Price List.


Credit:
Created by Kelski


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[Sunberth] NPC/Location Requests

Postby Regime on August 12th, 2018, 9:35 pm

Locations

  • The Song's Rest
  • The Shroom Shack
  • The Bolt Hole.

All of the locations are approved. They will be posted & added to the link map shortly.

@Crylon Stonecraft: The Shroom Shack simply lacks artistic npc eye candy. But that's nothing to halt the approval process. You can PM me images to use for the NPCs, but if you don't want to just let me know, and I'll do it myself.

NPCs

  • Hogan & Tolley

@Guri Burak: They will be approved if you add a single paragraph of NPC information. You don't need to go crazy, but some info about their personality is required.
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[Sunberth] NPC/Location Requests

Postby Kelski on September 22nd, 2018, 8:36 pm

NPC Submission


 
Kaltiz
Image
Name: Kaltiz Blackwing
Relationship: NPC Friend
Race: Kelvic Skull Crow
DoB: 517(1) AV
PoB: Sunberth
Title: Run-Away Slave/Member The Shifty Shamus @ Yedra's Fountain.
Skills: Scavenging (43), Begging (38), Stealth (35), Larceny (25), Negotiations (15), Dagger (10)
Gnosis: None

Kaltiz Blackwing is one of Sunberth's lost children. Rumored to be a runaway slave having escaped from the Vino, the Kelvic has been on the loose since his early first year. Kaltiz has managed to stay alive and evade authorities being a Kelvic. Skull Crows are clever and because he can harvest memories from the skulls he wears, Kaltiz has learned faster than most.

Friendly to people who have things for him or want to trade ideas with him, he's vicious when crossed or starving which happens quite frequently on the streets of Sunberth. Kaltiz will do anything for someone he considers a friend. But when it comes to actually being productive in terms of getting a real job or learning a trade, he simply isn't interested. His skull crow nature leans towards laziness and disrespect.

Kaltiz has a broad and colorful vocabulary and hes not afraid to use it... and when conventional swear words fail him, he makes up phrases and thinks himself incredibly clever.

The truth is Kaltiz is entertaining, good company, and normally agreeable if his belly is full or the activity involves food. He can be found near Yedra's fountain, but is quickly outgrowing the youths that live there.
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