[Verified by Sentinel] Wrenmae Sek

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Wrenmae Sek

Postby Wrenmae on April 17th, 2011, 2:32 pm

Wrenmae Sek
A copper for your story?
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About
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APPEARANCE
A master morpher often forgets details of themselves in the transitions between shapes. What can always be said of Wren is that he remembers (and most often is) a man of 5 feet and ten inches, lithely built for speed and flexibility but not in raw force or muscle. A scar crosses his face from eyebrow across his nose, faded now but a decisive line...split with a dagger in punishment. Smaller marks cling to his hands, cheek, and chin, small incidental scars of his journeying and he often carries the shadow of a mustache and beard along his skin. He most often has brown eyes, the doleful soft of dark wood and his hair is often managed at a shaggy shorter length, lank across his brow. There is an almost eerie allure to him, a certain glow of health and vitality that is not easily matched by those around him. Often smiling his nose shows the barest crook to the right, where he once broke it in a bar fight.

Often he wears a bandage across his neck, hiding the mark of Rhysol, an angry red thumprint across his throat. His body is a map of purposeful scars too designed to be anything but torture and various other marks where his body was marred with blade or magic. On his right shoulder and breast lie the angry black waves of Laviku's curse mark, always seeming to shift and move. On the inside of his left arm, a spiral, Sagallius' mark and there are two black diamonds...one at the base of his spine and the other on the back of his skull.

Wren often carries himself confidently, but with the guarded caution of a man who has been in many battles.

 
PERSONALITY
A personality? Hmm. I’m never usually entreated to describe a character so thoroughly. Very well, the boy. Let us begin with the boy. Curious by all accounts he had a love of words transcending even the innate love we have of it now. He basked in hard consonants or marveled at the lull between letters. There is power in story, in spoken word, in tales. There is the moment of concentration, the outpouring of knowledge, the understanding, the smiles. Spread too thin, too few, the sentient of the world limit themselves with different words. But from these lands, these people, there comes tale and stories and history unwritten. So yes, the child was a bit loquacious…one could scarce expect a storyteller to begin meek, unless that would imply the practice of listening. Of course, of course he had that…but forgot himself so oft one may consider he hadn’t learned it at all.

But men are so much more than their desires are they not? He lived and breathed as we all do, easy smiles and easier friends to follow. Hardworking, caring, a bit naïve perhaps…but weren’t we all? There was a spark about him, a charm. I suppose that’s how we would all like to be remembered, charming and full of promise.

Did he have his flaws? Of course. Sticky fingers and stickier trouble seemed to follow him like gnats. He was never one for patience, not in the days after he was civilized. The more suspicious folk found ways to dislike him, mannerisms strange to the hardy folk of village life. His eyes always seemed to linger on people too long, sizing them up perhaps, maybe he was getting his fill of the people gone from his wilder days. Cats and dogs went missing sometimes, never could lay a finger on the boy, but there were whispers. Never any formal accusations, never any trials…even after that little girl vanished beyond the edge of the woods after dark. No one fathomed a child capable of killing, even one raised by root and thorn beyond the ken of society. Sure, no one perfect in all of Mizahar, Wrenmae among them…but what kind of hero has no flaws?

What kind of hero isn’t a little dark?

What kind of hero isn't a little twisted? And by Hypnotism and heavy handed torture, four distinct selves have risen from the shattered remains of his mind. The first is himself, largely unchanged, the second Shroud, a ruthless killer and devoted to Vayt's principles of power through strength. Weaver, an erratic storyteller obsessed with narrative form. He is perhaps most dangerous and finally Egyptus, a child left in the mountain, innocent, alone, frightened, and unbearably wise. The triggers to them are few, but dramatic in effect.

And What kind of a Hero does not seek Redemption? By the power of a magical manacle given to him by Rhysol, his personalities were pulled together into one again, setting him to a great task for the god sometime in the future. This Wrenmae is a bit more ruthless than the last, amiable, but with an ever-present hint of powerful menace.

 
BELIEFS
Wren believes in the laws of the wild. The strong live and the weak die. He's adapted that Vayt belief to be his mantra. He does not mourn the fallen, not truly, instead he laments that they had not the stamina or ability to continue living in the harsh world around them. He grows close to few and tries to purge weakness from his being. Beneath that, Wren seeks family. He has few who can get close to him and so the ones who do are all the more dear to him. Wren believes that humanity, as it is, is flawed. The way the city states refuse to join only separates the ability to rejoin in an empire. Wren believes the gods are for the best of humanity, but that they are out of touch with the human existence. So it is that the gods should be worshiped, but their servants should be given tantamount respect for being the bridge between their divine nature and the mortal nature that they seem so vested in.

 
INJURIES
Wren has been marked during his hard journey. His chest is a network of torture scars, he has two scars on his face, one that swoops down from his forehead toward his lip, and a harsh scar on his left arm.

Wren has ten distinct marks across his chest, as if sharp fingers tore them.

Wren's voice has a permanent rasp, raising his voice too high will cause him to cough. A third marked healer of Rak'keli can heal this.

Wren's right eye is a blank milky white, with no other feature

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General
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Alternative Name Egyptus, Murdock, Hound
RaceHuman
GenderMale
Age22 years
Birth date15th Summer 491 AV
Birth Place Syliras
HeightVaries
WeightVaries
ProfessionMercenary
LocationSylira
Beliefs Vayt, Sagallius, Rhysol,
Likes The Strong, Ambition, Confidence, Humans
Dislikes Zith, Kelvics, Dhani, Symenestra, The Weak, The Stupid
Aspirations To build a new Alahea
Fluent LanguageCommon
Basic LanguageNader Canoch
Poor LanguageFravata
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Principles
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  • The Strong Live. The Weak Die
  • Magic is a muscle. Overuse it and you will die. Train it, and you will command others
  • Rely on yourself first, it's the only thing you can truly count on
  • Live vibrantly, Survive, and Make something of your life
  • It takes little effort to kill a disarmed enemy, it takes a mixture of competence, arrogance, and courage to leave that enemy alive.
  • Those who allow themselves to be enslaved deserve to be slaves
  • Protect what you hold dear with your life. If it is taken from you, you never meant to have it
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HISTORY
Fit for remembrance.
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In the past
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Act One
Stories oft begin with a protagonist, some plucky hero to web the story from a listener’s heart. Some prefer the burly men of legend, cutting aside tyranny and evil or beasts as legendary as they. But those men rarely show weakness, rarely stumble, rarely live in the true sense that people do. Others prefer the romantic and caring hero, sword in one hand and flower in the other it is a hero to pluck the heart like a lute and smile with the dazzle of suns. But those characters are shallow, blinded by single goals and petty romances turned sour and dusty. Few prefer the child, cold and alone in a wild world with nothing but a knife to guard him from the night. People do not seek weakness in their heroes, only the man beyond it. There is little call for the knight errant with dreams of grandeur or the curious woodland girl before she becomes master of forest and air. Save for the lowest echelon of entertainment, comedy, rare few favor the bungling wizard with backfiring spells. But every story has a beginning, and it begins with fire and glory. It begins, as most stories do, with light…either the burning of candlelight over the moans of a tired mother or the bright glancing fire of the sun as it touches iris for the first time. All stories come down to light and darkness, beginning and ending. But no one wants to hear the beginning…

Frightening, to die in the cold. One is capable of terrible things in such cases. A child may be brought to sell out a sibling, a parent, those who they hold close for a chance to live. Vayt, that scoundrel of a defiler, he hears those calls and responds to them. He promises life, but at a terrible cost. Two lives were lost among the snow, two lives that needn't be.

But few wish to hear about that...

 
Act Two
The haunting allure of the Unforgiving is a siren’s call of deadly efficiency. The brave and foolish perish beyond the protection of stone walls, leaving their stories unfinished in the belly of some beast. But it was from the jagged peaks he came, rusty weapon and tattered clothes to meet the unfiltered dawn with suspicious eyes...to the city of Alvadas. There was no family then, no sign of lineage nor origin. Mystery was the only language he spoke. A strangely coincidental fit for the City of Illusions. Shown kindness by an elderly couple, far too aged to create a son of their own, they brought this boy into their hearts, their home, their lives. At first it was met with resistance, savage manners and mistrustful eyes…but with like most things, it was Time that invisible river, which wore away the bedrock of the forest and fostered care in return.

But few want to hear of those times.

He held a fondness for stories, tales, lore, the imaginings of minds across the nation. His lilting tongue was persuasive, casting family and strange to silence with equal magnitude. It was simple. He talked, they listened. There was no harm in hearing the imagined tales of a child, nor that of a young adult. As he called upon his tongue more often, they began to pay him.

But few want to hear of those times.

 
Act Three
Misfortune followed him, like a plague or horde of flies. Beginning before he could remember, it relented only in his deliverance to the city...his adoption by a kindly couple. But there was plague upon him then, as there is now. Since they took him into their home, fate itself seemed to spoil and rot around them. First came their respective jobs, replaced by younger, brighter souls. Next came the death or distance of friends and family, as though they were being pulled apart. Could they have blamed the child? Never. His smiles were all they needed to assure themselves that life went on, that no one could know the face of fate. But then health began to fail, a wasting unlike any sickness seen before by the doctor, the man who attended them. Their bodies simply stopped feeling, stopped taking nutrients and vitality. It wasted away. Chance? Perhaps. Who could blame a mere child for their troubles. Certainly he, growing up in the winding streets of Alvadas, had no notion of trouble. So maybe it was all coincidence, a cruel flip of coin from some omnipotent hand. They passed away close to each other, the wife cursing the adopted son on her deathbed...cursing him for existing, for bringing ruin on their heads. The boy, shocked by such admissions, endeavored to leave the city shortly after...despite being comforted by the doctor, assured the woman was mad with fever and not knowing what was said. Still, the die had been cast, and his path would take him from the city gates.

But few want to hear of that time.

The tale truly begins when he leaves the city, scarcely a man but no more a boy than he began. A story always has a beginning, but it is rare that a tale begins with the true beginning. So en medias res we shall begin, the middle of, the center…or perhaps just before the center. Past obscured, present unfolding, future only written at the edge of the present’s page, we will follow his story (In the way some tavern dwellers often do) and find if this is a tale fit for entertainment.

Fit for remembrance.

It begins…or rather…it continues.

 
Gnosis
To awake without feeling is a curious sensation. Sight was unhampered, nose sought the cool draft of winter air, sharp in the new morning light, the sound of wind passing over the covered wagon was haunting, as though a chorus of voices singing hauntingly of nothing. But there was no feeling, no sense of warmth or sensation in his arms or body. Looking up, craning his thin neck, the Boy tried to assess where he was, what was going on.

The details.

The memories.

He was swaddled in blankets, a small nub of face in an otherwise wild chaos of fabric and color. Even five blankets had not adequately warded the chill of the Kalea ranges, or perhaps it was simply that his body could not produce enough heat. He had always been a thin boy, worrying his father with his sickly exterior. It wasn’t until around four that he began putting on the hints of weight, a godsend for the small family. Of these early times, the Boy knew little. He knew he had a name, Gyptus, but the last name eluded him…now more than ever with a chorus of ghosts singing nonsense into his ears. Clasping both unfeeling hands to the side of his head, the child willed the voices to stop, the cold to stop, the world to stop where it was and turn back to where he’d been safer, warmer, happier. There were memories of these, a field of waving green grass, the feeling of leaf blades between his feet. He had run then, different from now as the frigid touch of ice had crawled up his bony legs and froze them in place. But when he did run, oh how free he’d felt. The world itself was lifted from the rigid landscape and sent tumbling across his feet like the back of some emerald beast galloping toward the horizon.

It was warmer then

Keeping the blankets close to him, a sort of makeshift shelter against a chill he could scarcely feel, Gyptus crawled from the back of the covered wagon. The wind had begun to die when he looked out, an icy world of crystalline beauty awaiting his wide eyes. Ice had formed off the walls of the canyons, the cliffs, and the plateau tops. In the space of an evening the mountains of the Unforgiving had been spirited away and replaced with ice-made replicas, like diamonds. He was drawn from the vision by a sense of movement, his body tipping forward on unsteady legs such that his entire body pitched out of the back. Hung briefly in nothingness, he imagined he was flying.

The earth firmly brought him to his senses.

Cold, the first sensation to return to his body was the overwhelming sense of cold. His teeth chattered a wild rebellion and his body wouldn’t obey his thought commands. All he seemed capable of was laying there, likely dying. What, then, did death feel like? Was it this cold? Would Dira come to take him away and leave his body to lay pitifully where it fell? Death had always been something told to him with honor, glory. Death was a word laughed at, spoken about haughtily around an oaken table laden with food. His Inartan father, Vord, always sat at the head, his own bearded maw the brightest color in the room, a fiery red ‘blessed by fire’ so he said, ‘Because my family has fire in their blood!”. He’d clapped along to this then, only slightly quieter than his brother and sister, both as bright headed as their dad. Gyptus, the outcast, took after a mother he never saw…never knew. But those days were not days of loss, but gain. Business…trading, yes, the art of trading objects father made for shiny coins. It wasn’t the art of a warrior, but it did his father proud and his siblings along with it. Two, elder creatures of adolescent age, comprised the rest of his small family and they were well talked about as loud and abrasive, but comical and endearing. He, the odd brown haired boy in a tassel of red heads, was only seen as the quiet ward who was quick to smile or run, but otherwise minded his manners and kept his tongue held. “Listener,” His father had called him with a hearty chuckle, slapping the slight boy on the back on summer day “You’re a listener boy, but when you’ve heard enough I doubt you’ll ever stop talkin!”

That day had not come.

The Unforgiving, desolate land of cold opportunity. Vord had decided to venture in early despite the warnings. His path was set for Alvadas, a location he had nearly made before a winter storm had penned him into a canyon. For a week he sat, impassible wind shearing along the canyon like a screeching banshee. For weeks he’d assured his progeny that no storm could last forever, that luck would hold out to the end. The horses fared the worst. Not quite used to such extreme weather, ice gently lulled them into slumber, stealing their breath as they slept and leaving their bodies cold an inert beside the wagon.

Vord, unquenchable spirit, mourned them in his own quiet way, but assured his children there was little to worry about, that they could unload their gear and buy another two horses straightaway once they reached Alvadas.
Gyptus was the first to fall sick.

He felt it now, the harrowing coughs that whooped in his lungs. He feared death, and he heard its barking commands in every shuddering expulsion of blood and wind from his mouth. The snow was hungry, tinted the color of darkness. Gyptus felt his heart beat faster, frightened by the sight of it. His mother was dead, he knew that, otherwise father would not have spoken highly of her. Even at the age of five, Wrenmae was subtly more perceptive than his elder brother and sister. It was an edge that came with his listening, his lack of words. But now it seemed like he would never share a story, not with anyone.

Struggling to his feet, he heard the muted moans his bones made, more content to remain still and freeze than move. They frightened him, it all frightened him. It was in that instant he knew he did not want to die. He did not want to cough to death here on some forsaken mountain, pawn of a larger parent with more brawn than brain. He was helpless, weak, pathetic…and the tiniest ember of hatred stirred his heart against his family…the family that now lay sick themselves, (All but two) wrapped in blankets and awaiting the return of their father. Bright bearded father with fire in his veins. He had left them yesterday, taking what supplies he could in an attempt to reach Alvadas for help. The promise had been for a return before they awoke…if they awoke. But Gyptus could hear the coughing and wheezing from the back of the wagon. His sister was ill, the coughs taking her faster than they took him. She scarcely breathed now, more a wheezing apology for life, a whistling in her throat as though some tiny creature was playing an instrument inside. She was pale and slow breathing, not longer waking, and his elder brother remained her steadfast guardian.

Although he, too, slept.

The wind howled again, carrying with it a deadly promise.
Their father would not return.

They were going to die here, alone and in sickness…all save perhaps his brother, who’s exterior held together in the face of the wind and storm. He was strong, stronger than Gyptus anyways. Of the three, he stood the most chance to live.

“Quite the frigid chill, but that’s the Unforgiving for you.” The voice was so startling, so complex in its rich and haughty tone, so unexpected that Gyptus almost dismissed it, the likely side effects of his declining health. Fantasies and mind games. There was no help coming. No one cared.

“Rude little swine, aren’t you?” the voice continued, an edge of annoyance creeping into the words “Am I to understand you always practice such amiable welcomes?” Trying to rid himself of this illusion was more troublesome than Egyptus had envisioned. He wished it would leave him alone, alone to die. He didn’t want to, would do anything not to, but he was simply not strong enough to survive. To live. To breathe.

It wasn’t the voice, in the end, that caused Gyptus to turn and accept reality. It was the cigar smoke, a rich and tantalizing smell the boy had never scented before. Too sharp and acrid to be an illusion, to new to be a memory. Turning, Gyptus stared up at a richly dressed stranger, garbed in fine furs and a traveling cloak, all a-glitter with the hint of fresh purchase. The man himself was breathtakingly handsome, a bit thin but otherwise striking. He was looking down at Gyptus with a mixture of satisfaction and contempt, the two emotions warring in his peerless visage.

“I-I’m sorry” Wrenmae offered the stranger, bending his thin knees to accommodate a rigid bow. It was custom to show men of station your back, to proffer them with your weakness to their rank. Gyptus, desperate to live, would have gladly kissed his feet. Coughing, blood stained the corners of his mouth and made his vision swim.

The stranger leaned down, mockingly concerned, “Dear me, such a frail specimen I’ve stumbled across…and do I detect the hint of pneumonia?” At once a wave of agony bloomed in the boy’s body, his throat tortured by a thousand little legs tickling his trachea. He coughed, blood steaming the quiet beauty of the ice. “A most advanced condition, poor boy.” Stepping over Gyptus, the stranger peered into the wagon. His elder brother sat quietly, a single blanket over his person but his breathing normal. His sister was pale, dun really, her skin resembling that of a corpse more than anything else. It was only by the slight rise and fall of her chest that she indicated life.

The stranger paused, staring hard at Gyptus’s elder brother before frowning. “Resilient worm, king pup of your litter, I imagine?” He directed the question at the Boy, though he never turned around.

“Y-Yessir” he spluttered, crawling toward him, “P-Please sir I-“

“Spare me your theatrics, your pandering for assistance. Lie still like a good dog and let your illness run its course, there’s no remedy I’m afraid.” More and more the stranger seemed annoyed at the elder brother. He did not cough nor show signs of weakness, slumbering quietly besides his sister. Gyptus, on the other hand, continued hacking limited to the movement of one arm in a slow inexorable crawl toward the stranger. Nonplussed by the boy’s efforts, the stranger simply stepped beyond the reach of his pale fingers, giving the child a sidelong glance, “I applaud your tenacity but little else,” pausing briefly he took another puff of his cigar, relishing in the smoke wafting around him before turning his attention back on the brother, “Why won’t you succomb?” There was tension there, the slight edge of dislike and perhaps…hatred?

“I…want…to live…” Gyptus gasped, snatching for the hem of the stranger’s traveling cloak, only succeeding in falling prey to another bout of wrenching, blood coloring his teeth the color of death.

“Yes, you all do…don’t you?” the stranger responded absently, “All your breed endeavor to do is survive, merry that you aren’t all as resilient as this creature-“ he gestured sharply into the wagon “Else your number grow and my art be tarnished.” He seemed to have had his fill, annoyed and fuming, the stranger stepped over Gyptus and strolled toward the mouth of the canyon, his eyes dark and mouth downcast. “W-wait, please, I-I’ll do anything. I w-want to l-live.”

It was with a sigh, an afterthought found lodging in his brain, that brought the stranger back. He stood over the tortured child, watching his struggle in much the same way a boy may watch the perils of a dying mouse. It was all glittering fascination there, something alien and unknowable in that handsome face, those piercing eyes. “Anything? To what lengths does your word travel, boy?” The sickness seemed to abate in him some, but the cold pressed in as hauntingly familiar as ever.

“I will do anything to live.” It was not a question, a suggestion, or a supplication. In that instant he really would do anything. His heart beat inside him, the sky, the ground, this man, the world around him…he could see and fathom it all. When he died? Nothing. Perhaps not even a ghost would remain. No, life was everything at the moment. He would do anything to preserve it.

The stranger smiled, a cocky grin of ideas and devious thought “As it so happens, child, I may be in the market for an agent of your…desperation. Tell me, and do be truthful, I abhor those who waste my time, what do you think of your condition? That of your sister?”

Gyptus was quiet a moment, finding it easier to breath now that he had the attention of the odd stranger upon him. There was something decidedly off about the man, but Gyptus was too desperate to consider consequences…not yet anyways. “She…err..We are weak.” It was an admission he had always known. But it was true. “I’m not as strong as my father or brother, I w-w-want to be but I j-just can’t-t.” He pounded his fist against the earth, punctuating his end words with rage. How dare they be stronger, how dare they survive. Was he not as important? Was he not as precious?

“Precisely dear boy, precisely.” The stranger stood and smiled, a bright and altogether uncomforting expression despite his handsome face. “Mizahar as a whole is suffused with weakness, delightful really, but not nearly enough to keep me jovial. Tell me, would you say…be willing to appropriate the health of your brother and sister to preserve your own life?”

“I…” the decision had been made, but the thought brought the child a mixture of fearful reprisals. He had known his family all his life, they had raised him and treated him as their own. Even though he did not fit with them, he was one of them.

But he also wanted to live, and that burning need to continue breathing began overtaking his sense of loyalty. A child’s greed knew no bounds, and certainly he did not think of the consequences of his approval. There was only the intangible darkness of ‘death’ a poorly understood cavern where all souls go quietly to meet their ends. It sounded much more frightening when he thought about it, especially to die here, alone.

“Yes.” He answered, biting the word from his mouth and looking up at the stranger with wide eyes.

“Of course,” Vayt grinned, “What self preserving youth would turn down such a generous offer?” He sucked in a cloud of acrid smoke and released it down onto Gyptus, bathing him in it, drowning him in it. “You will be one of mine then, spreading misfortune and plague to the deserving wherever you go…Ah but I doubt a child would have a clear mind for consequences and deals,” He shook his head, scowling, “The young are foolish.”

Reaching down, he grasped the boy roughly by his arm and yanked him up. With his touch came the sudden sense of airy floating, something incredible happening in the space of many moments. When he relinquished Gyptus, the boy was stronger now than he had been ever before. His sickness was gone, the ache from his limbs receded, and the cold curled against him with less vigor than before.

“Now,” Vayt said with an upturned eyebrow, “Fulfill your end of the bargain, sacrifice them for yourself, a choice worthy of my service.” With hesitant fingers, Gyptus touched the forehead of his sister, knowing almost instinctively how to impart the dark curse. He kissed her gently on the forehead, the edges of the imprints his lips had left flaring lightly before vanishing. She moved in her sleep, a beauty of long red hair and gentle features. Now that the deed was done, all the memories of her kindness…the little and the large things roared back into his mind. Next his brother, a larger man of no small ambition with a ready laugh and smile. They had been the only family he knew, the only pretense of home. With a kiss he sealed his fate, the tumbling beginning of a cough shuddering his body. Horrified, mortified, his entire body trembling with the weight of his decision, his actions, his unforgivable murder, Gyptus slipped out of the wagon and stared, wide-eyed at Vayt.

The god frowned, still not satisfied with the sniveling weakling, but with some practice the child may make a delightful bit of plague. “Are you crying?”

Gyptus shook his head.

“Marvelous. Now three miles past the portal to this canyon is a faint deer trail, follow it. You should arrive at the gates of Alvadas at dawn.” Gyptus nodded quietly, his eyes still wide, unseeing. He was back in the grass with his family. They were running along the galloping beast, they felt the grass beneath their feet. There was only peace.

“Before I go,” he seemed to be pondering something, as though preoccupied, “You should know me better, I think.” Taking another drag from his cigar, an item that had not diminished in the slightest since he began smoking it, “Vayt, God of Pestilence, Disease, Poison, and Drought.” the words were proud and he smiled in his curious way, the kind of bright eyed charisma sending spiders along Gyptus’s nerves “Now, care to introduce yourself? I’ve a plague to continue not far from here and all this insipid blathering has grown dull.”

“G-…” he paused. No…that name was not his anymore. That child should have died, died with his family. “Wrenmae,” he introduced, liking the way the word flowed off his tongue and honestly looking for any syllables to distance himself from what he used to be, “Wrenmae Sek.”

He was not met with approval, only the irritation of one who has spoken to a being far beneath his presence. Vayt was gone in an instant, leaving nothing but the snowy range and Unforgiving peaks behind.

Wrenmae stood there a moment, staring back at the wagon where his sister was dying and his brother would soon follow. His father had never returned and with that, the last of his worries…and his past life were gone. Already he could feel it slipping away, grief overwhelming his sensibilities in a tidal wave of mourning. He was not crying, had not been. The tears were frozen in his eyes, trapped behind a wall of betrayal and guilt.

He was leaving them to die. He, their brother.

His sister coughed, a long choking sound of too much fluid.

Biting down into his skin, keeping the sobs from alerting his brother, waking him, Wrenmae…Gyptus no longer, set out just as his god had instructed him.

Alone.

Condemned and alone.
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In the present
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FIRST
With his sister traveling beside him, Wrenmae has left Syliras for Sunberth. Here he intends to create a gang and an organization called the Scars or Dalat Radjud (To Fix that which is Broken). He has new purpose, strength of will, and intends to earn the wish that the Keeper of the Vault in Sahova promised him should he effect change on Mizahar.

 
SECOND
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THIRD
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FORTH
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Last edited by Wrenmae on January 21st, 2014, 3:09 pm, edited 17 times in total.
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Sig by Shausha


This PC has the Blight gnosis. As such, you as a player need to be aware of what that consists of. Wrenmae has an invisible aura that amplifies sickness and disease. Wounds may become infected, small sneezes may become coughing, and a slight fever may become more serious. A nuit's body will also break down faster in the presence of the Blight. These effects may not be immediate, but within the few days following your encounter, the symptoms will manifest. Some sooner than others. I cannot control your character, so creativity will be left up to you. Best wishes and stay healthy!

Special shoutout to Fallon for my new CS
User avatar
Wrenmae
Taleweaver
 
Posts: 1806
Words: 1276299
Joined roleplay: April 15th, 2011, 6:34 am
Location: Searching for a Tale worth Telling
Race: Human
Character sheet
Storyteller secrets
Scrapbook
Medals: 9
Featured Contributor (1) Featured Thread (1)
Trailblazer (2) Overlored (1)
Donor (1) One Thousand Posts! (1)
One Million Words! (1) 2012 Mizahar NaNo Winner (1)

Wrenmae Sek

Postby Wrenmae on April 17th, 2011, 2:38 pm

POSSESSIONS
Tools for the performance.
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Equipment
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Clothing
  • 1 Leather armor (10 gm)
  • 1 Hat (Broad rim) (8gm)
  • 1 Manacles (15 gm)
  • 2 Leather Dublets (6 sm)
  • 2 Leather Pants (16 sm)
  • 2 Wool Pants (10 sm)
  • 1 Riding Boots (1 gm)
  • 1 Leather Belt and Plain Buckle (4 sm)
  • 3 Cotton/Linen shirts (3 sm)
  • 1 Velvet Shirt (5 gm)
  • 1 Velvet Pants (4 gm)
  • 1 Full Cape (2 gm)
  • 1 Set of Clothing (cloak/coat & footwear included)

 
Weapons
  • 1 Long Knife/Long Dagger (Valued at a short sword (10 gm)
  • 8 steel throwing daggers
  • Mancatcher
  • Breaker's Torture kit (Includes Cheese Grater, Spiked Wheel, Joint Crushing Screw, Thumb Screw, Heretic's Fork, and Cat's Paw)
  • 1 Rapier

 
Survival
  • 1 large tent (4 person)
  • Large tarp (Green)
  • 100 ft of rope
  • Flint & steel
  • Lantern
  • 2 torches
  • Bedroll
  • Blanket
  • Fishing tackle & hooks
  • 1 Food for a week
  • 1 Eating knife
  • 1 axe, Woodsman (4gm)
  • 1 Shovel (2 gm)
  • Speaking Horn (4 gm)
  • 1 Small Animal Snare (5 gm)
  • 2 Blankets, Winter (10 sm)
  • 1 Hammer (5 sm)
  • 1 Flask (3 cm)
  • 2 Iron pots (10 sm)
  • 1 Whetstone (2 cm)
  • 1 Rucksack (2 gm)

 
Personal
  • A full set of tack
  • Large set of saddlebags
  • 1 Waterskin
  • 1 Backpack
  • 1 Set of Toiletries (comb, brush, razor, soap)
  • Dice set (Bone) (5 cm)
  • 2 Vials, Ink (2 gm)
  • 2 Books, Blank (6 gm)
  • 5 Quills (25 cm)
  • Feed 50lbs (25 cm)
  • 2 Clay Mugs (4 cm)
  • 1 Common Animation Book (5 gm)
  • 1 Animal Grooming Kit (10 gm)
  • 1 Sewing needle (5 sm)

 
Ledger
Purchase and Date Change Link Total
Starting Package +100 gm N/A 100gm
Clothes -20gm 39sm N/A 76gm 1sm
Weapons and Armor -20 gm N/A 56gm 1 sm
Tools -36 gm 20sm 31 cm N/A 17 gm 7 sm 9 cm
Traveling Supplies -5 gm 3sm 3cm N/A 12 gm 4 sm 6cm
Slavery wages +600 gm A Warm Welcome to Sunberth 612 gm 4 sm 6cm
Bounty wages +50 gm Blood by Moonlight 662 gm 4sm 6cm
Seasonal expenses Winter and Spring -90 gm N/A 572 gm 4sm 6 cm
Rapier -26 gm 6 sm N/A 545 gm 8 sm 6 cm
Zeltiva donation -100 gm N/A 445 gm 8 sm 6cm
Seasonal Wages (Winter, Spring) +953 gm 5 sm N/A 1398 gm 11sm 6 cm
University expense -90 gm N/A 1308 gm 11 sm 6 cm
Auction +500 gm N/A 1808 gm 11sm 6 cm
Seasonal Wages (Spring) +455 GM N/A 2163 gm 11 sm 6 sm
Seasonal Expenses-Poor (Fall) -45 gm N/A 2118 gm 11 sm 6cm
University Expense (Winter) -90 gm N/A 2,028 gm 11 sm 6 cm
Seasonal wages (Spring) +430 GM N/A 2,458 gm 11 sm 6 cm
Seasonal Expenses-Poor (Spring) -50 gm N/A 2,408 gm 11 sm 6 cm
Seasonal Expenses-Poor (Summer) -50 gm N/A 2,358 gm 11 sm 6 cm
Seasonal wages (Summer) +400 gm N/A 2,758 gm 11 sm 6 cm
Seasonal Expenses-Poor (Fall) -50 gm N/A 2,708 gm 11sm 6 cm
Seasonal Expenses-Poor (Winter) -50 gm N/A 2,642 gm 11sm 6 cm
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Oddities
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Malediction
Article About Received
1 Malediction Fang NecklaceThis item will make the wearer’s canine teeth elongate over a period of hours, causing mild soreness. They will remain elongated until the fetish is removed, at which point they will retract over the period of hours. This effect is similar to Morphing, and will conflict with any Morphing the wearer tries to do while under its influence.A Mite of Trouble
1 Maledicted StarfishWhen the trigger word 'Regenerate' is uttered, the user of the starfish will immediately begin to lose their Djed. The Starfish uses the Djed to regenerate any wounds on the user at an accelerated rate (maximum: 3x normal healing rate). The drawback is that, if not careful, a mage could be killed by accidentally tasking too much Djed into healing. The command word 'Cease' will stop the process.Twinkle, Twinkle, Little Starfish
1 Malediction Armadillo ShellWhen wearing the armadillo shell, say as a sort of pack or a sort of hat, Wren will find that his flesh hardens to the consistency of the shell. The price of this however, is that he will move at a slightly slower rate than most humans, (about 1/5 slower), and his flesh will feel and look bunched up for about an hour after the item's removal.Flashback: To Void or to Carve?
1 Malediction bone ringThis rough, unpretty ring of deer bone makes the wearer half again as fast as normal, but with this speed comes blindness in one eye and the overpowering need to flee from danger, real or perceived.Lost in Translocation
1 Maledicted Bear SkullIncreases user's hearing and sense of smell by 10%, but user has insatiable urge to consume raw meat.Bones and Feathers
1 Maledicted shark jawsGives the user powerful shark jaws that can only go away after he's tasted blood.Morphing on the High Seas
1 Maledicted Bear claw fetishIncreases user's strength by one and a half, At the cost of forcing them into a state of constant anger and irritation. Also leaves the user on the brink of exhaustion for a few bells.Bones and Feathers
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Divine
Article About Received
Beard hair of SagalliusWhen worn around a finger, The user can tell how suspicious a person is about them by making eye contact.You are not Alone
1 Blessed Cold Iron Long Knife(Long dagger) Blessed Long dagger infused with an L3 poison that goes into the blood stream of a victim will slowly shut down their organs over the course of several hours leading to death. A L3 Healer or above would be able to heal the effects of it if treated quickly.Lost and the Damned
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Other
Article About Received
1 Black Steel cloth CloakAlchemy item made by Rayage, has durability similar to steel but acts like cloth.To Craft, Enlighten, and Change
Iron KeyWhile leaving Sahova Wrenmae will just happen to find a small key laying abandoned in the dust along the path to the docks. The key is simple copper, completely unremarkable except for the large space at the base that seems to made to hold a gem of some sort. Carved into the side is the number XXVII.Holiday Thread Award
Camouflage CloakWhen worn in a city setting the cloak is just that, a cloak. However when brought into the wilderness it becomes something much more. Its surface ripples and begins to reflect the environment around it, creating a camouflage that can help one blend into their surroundings. The effect only takes effect after one remains still for 10 seconds, giving the cloak enough time to absorb the colors from its surroundings, and it is broken with the slightest movement. The cloak does not mask sounds or scents, and it only aids in visual camouflage. It is best used coupled with several skills such as stealth and wilderness survival.Sahova Holiday Thread
Magic Staff (MC2)Name unknown. Created to control the Balnag. If the Balnag is within range, it will listen to the staff's wielder. It is also a conduit for personal magic. Wrenmae will have to go through all the steps and learn how to use the staff through hard work and acquiring the right lores. Responding to emotional stimulus, the staff shifts into another type of weapon when its wielder is at risk (takes three seconds to shift). In Wrenmae's case, it shifts into a rapier. This too must be discovered in-game.(Flashback) What Lies Beneath
#--

 
Mirror of Akash
Received: Arrival
About:
This item is a reflection of Wrename's true heart and soul, and its appearance will change over time. The item is often thought to be 'cursed', because no matter what is done to it, it will always return to the wielder's side. One can toss it in the ocean, leave it in their room, lock it in a chest buried 10 feet down, yet still the item will appear within a few feet of the wielder at random intervals. This occurrence can give the illusion that the item is following its master, a symbol of their true nature that they cannot escape. The Mirror cannot be used as a weapon, and will simply pass through other objects it is used against. It can, however, be held by another person, but if done so it causes the owner to feel increasingly uncomfortable, like someone is examining their soul completely laid bare. The Mirror of Akash is simply a reflection of the person's soul, and nothing more.

he dagger had only a single blade, but runes began to etch themselves upon its surface. Designs like vines began to creep along the blade, wrapping around and forming blooms down to the hilt. The end product was a beautiful hand and a half sword, flawless in every way, beautiful to the point of being breathtaking... but this was not to last. A crack appeared in the blade, marring the designs and streaking down to the hilt. Chips began to fall off creating jagged edges in the blade itself. The beautiful silver became tarnished and green, and what looked like mold started to grow along the grip. The face of the woman split into several parts, each taking on a slightly different expression, each ghastly and horrible to look upon as the feathers of her wings cracked and fell to reveal bone beneath. A dagger appeared in the woman's hands, stabbing through her chest as green mold served to represent blood that would be spilled were she real, living and breathing.

After The Plagueman Cometh, The dagger changes. One of the angel/demons hands will no longer grasp the dagger piercing her heart. Instead it will be held against her chest, a half blooming rose clutched and smears of green indicating the thorns pierced her hand. A few of the smaller cracks in the blade itself would repair themselves as well

After Truths the largest crack that runs down to the hilt repairs itself, leaving behind a mark similar to a scar that runs through the beautiful carvings on the blade. The molding moves as well, spreading from the hilt to coat the edge of the blade itself.

After The Strong Survive the split face changes its expression going from screams of pain to more somber determination. the rose she clutches in her hands then becomes a set of scales that balances in her palm

After Returning Home the amount of mold along the blade lessens, leaving only traces along the outer edge and what little was left on the hilt has vanished. The division between the three faces becomes smaller, their expressions resolving into one that showed a thoughtful expression, though not a kind one. Along with the scales in her left hand, in her right a sword appears and the two are crossed over her chest

After Birds of a Feather the last of the mold disappears and the tarnished green color becomes more of a greenish tinted silver. The design along the blade has shifted as well, no longer flowers in bloom but vines with thorns springing down the length. The wings of the would-be angel now has feathers once more, but they hang limp and look feeble, stunted and unable to fly.

After Speaking with the Dead the face of the woman becomes whole once again, eyes steely and determined while she holds the sword and scales over her chest. the last of the cracks along the blade seal themselves, and the scar from the largest crack disappears.

After Wounds and Worries the woman's expression softens ever so slightly, still determined though some of the harshness disappears. The sword shrinks to the size of a long dagger, the edge curved. the wings fill out more, becoming full and powerful and they flow back over the handle as if she were in full flight. The entire blade is dark green, like decaying leaves, and upon the blade the carving of the thorny vines grows a single bloom.
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Companions
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Weaver
ImageGildling horse of riding age, though fairly young. Possessed of a mischievous spirit, it will scatter belongings or ‘hide’ certain items if left unattended. It tends to dislike weapons and scatters them from unwatched luggage first. Weaver was the foal of the horse Wrenmae's adoptive parents once owned. On their death, most of their belongings were divvied up among the tax collectors and hungry scavengers of Alvadas. Weaver was the only animal of their property Wrenmae could save.

 
Ket
ImageYoung tabby cat. Recent addition, found as a stray and seems to enjoy relaxing in the sun or among the winter blankets. Has become accustomed to riding horseback with Wrenmae and has learned good enough sense not to wander away from its feeder. Its story was a little stranger. The cat made itself known shortly after Wrenmae journeyed out of Alvadas. Sitting near the gate, it was staring at the stone face, almost enraptured with its construction. When the boy passed it, the tabby glanced his way and followed...never looking back at the city, eyes always forward. (2 sm)

 
Zan
ImageA Sarawanki familiar, Zan has a spirit for adventure without the foresight to measure consequences. Upbeat, comical, and helpful, the familiar really does seem to want the best for Wrenmae, despite his personality splits and his mark, and thinks he can have fun with the guy regardless. Zan has been known to take on different roles depending on the personalities Wren cycles through, but has yet to reveal to either what the one before or after did or accomplished. He finds it more fun that way.

 
Onaga
ImageA rare black frostmarch horse delivered to Wrenmae by Vayt. This horse is immune to the Blight by the blessing of the Plague god himself. The horse is not as full of personality as Weaver was, but it moves with an equine grace and seems to understand its rider's attitude and desires. It seems to have a straightforward demeanour and has a rather proud gait to it, as if showing off.
(Received in thread "The Lost and the Damned")
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Last edited by Wrenmae on April 4th, 2014, 12:48 am, edited 47 times in total.
Image


Sig by Shausha


This PC has the Blight gnosis. As such, you as a player need to be aware of what that consists of. Wrenmae has an invisible aura that amplifies sickness and disease. Wounds may become infected, small sneezes may become coughing, and a slight fever may become more serious. A nuit's body will also break down faster in the presence of the Blight. These effects may not be immediate, but within the few days following your encounter, the symptoms will manifest. Some sooner than others. I cannot control your character, so creativity will be left up to you. Best wishes and stay healthy!

Special shoutout to Fallon for my new CS
User avatar
Wrenmae
Taleweaver
 
Posts: 1806
Words: 1276299
Joined roleplay: April 15th, 2011, 6:34 am
Location: Searching for a Tale worth Telling
Race: Human
Character sheet
Storyteller secrets
Scrapbook
Medals: 9
Featured Contributor (1) Featured Thread (1)
Trailblazer (2) Overlored (1)
Donor (1) One Thousand Posts! (1)
One Million Words! (1) 2012 Mizahar NaNo Winner (1)

Wrenmae Sek

Postby Wrenmae on December 7th, 2011, 6:23 pm

THREADS
Let me weave you a tale.
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YEAR 511 AV to 513 AV
  • Sweet Breezy Times
  • [Surya Plaza] All Stories Start Somewhere Observation +2, Hypnotism +3, Morphing +2
  • A Dip in Kelp Beer Stealth +1, Philosophy +3, Familiary +1, Brawling +1, Socialization +1, Reimancy +1
  • Hypnotist's Delight Intelligence +2, Persuasion +4, Familiary +3, Subterfuge +3, Intimidation +1, Negotiation +1
  • Of Plague and Sight Rapier +1, Teaching +3, Dagger +1, Acting +1, Auristics +1, Familiary +1, Persuasion +1, Rhetoric +4, Storytelling +2
  • Oddities Morphing +5, Hypnotism +4, Wilderness Survival +5, Glyphing +2, Dagger +3, Land Navigation +5, Hunting +5, Malediction +2, Meditation +2, Skinning +2
  • Sea with your EYES Investigation +2, Storytelling +1, Gambling +1, Land Navigation +2, Hypnotism +3, Morphing +2
  • [Surya Plaza] Weaving an Encounter Socializing +2, Hypnotism +2, Horsemanship +1, Riding +1, Listening +1
  • Framed Dagger +3, Socializing +2, Rhetoric +4, Intimidation +1
  • Shipping out to Syliras Philosophy +2, Hypnotism +1, Rhetoric +1, Observation +1
  • Contracted Killers Leadership +3, Voiding +1, Reimancy +2, Dual Wield +1, Logic +3, Planning +2, Unarmed combat +1, Negotiation +2, Intimidation +2, Glyphing +1
  • An Uneventful Evening Philosophy +2, Familiary +2, Storytelling +3, Observation +1, Interrogation +1, Auristics +1, Rhetoric +2, Observation +1
  • Foiling a Smuggling Morphing +4, Familiary +2, Reimancy +2, Auristics +1, Stealth +3, Rapier +2, Shield +2, Acrobatics +3, Unarmed combat +1, Brawling +1, Torture +3, Voiding +1, Dagger +2, Interrogation +2, Swimming +2, Climbing +3, Stripping +1, Observation +2
  • Friends made in the most odd of ways Hypnotism +2, Storytelling +2, Interrogation +1, Familiary +1, Rhetoric +3, Observation +1
  • [Surya Plaza] Roadblock Riding +1, Hypnotism +2, Socializing +2
  • Men Who Scheme Together...Profit Together Rhetoric +1, Interrogation +1, Persuasion +3, Socializing +2
  • Birds of a Feather Rapier +1, Interrogation +1, Philosophy +2, Auristics +1, Morphing +1, Socializing +4, Storytelling +2, Drawing +1, Endurance +1
  • A Matter of Opinion Intimidation +2, Seduction +1, Auristics +1, Rhetoric +1
  • Glyphing Practice Glyphing +2, Voiding +2, Familiary +1, Drawing +1
  • A Warning Signed in Blood Auristics +1, Rapier +2, Rhetoric +1, Unarmed +1
  • Scars Rising Dual wield +2, Intelligence +1, Investigation +1, Interrogation +1, Tactics +1, Writing +1, Acrobatics +1, Butchery +1, Morphing +1
  • Discretion Auristics +2
  • [url=http://www.mizahar.com/forums/topic41593-10.html]Can't Shield from Sickness/url] Auristics +2, Storytelling +1, Intelligence +3, Interrogation +3, Persuasion +1, Philosopy +1, Socialization +2,
  • Sparring and Stories Body Building +1, Hypnotism +1, Daggers +3, Rhetoric +1, Acrobatics +1, Brawling +1
  • Duo Land Navigation +2, Observation +2, Daggers +1, Rhetoric +3, Tactics +2, Intimidation +2, Philosophy +3, Rapier +4
  • Brat Negotiation +2, Teaching +2, Summoning +2, Glyphing +1, Research +2, Larceny +1, Intimidation +2, Philosophy +3, Persuasion +1
  • When Suspicions Arise Acting +1, Familiary +1, Rhetoric +1, Interrogation +2
  • You are a Mouse, not a Man Rapier +1, Intimidation +3, Rhetoric +1, Logic +1, Stealth +1
  • You are not alone Familiary +2, Morphing +2, Tactics +3, Subterfuge +1, Persuasion +2, Stealth +1
  • Letting go of the Past Daggers +2, Unarmed +3, Rapier +3, Familiary +4, Acrobatics +1, Intimidation +2, Flux +2, Reimancy +3, Rhetoric + 3, Subterfuge +1, Intelligence +2, Tactics +3, Interrogation +3
  • A Tale to Lift your Spirits Body Building +2, Story Telling +2
  • Familiary +3, Running +1, Brawling +1
  • Breaking Point Hypnotism +1, Dagger +2, Familiary +3, Unarmed +2
  • Funeral of Kip Drawlins Hypnotism +1, Persuasion +3, Rhetoric +3, Acting +1
  • And so the Rain comes Down Research +2
  • To Craft, Enlighten, and Change Alchemy +2, Observation +2, Auristics +2, Negotiation +1, Interrogation +1
  • A New Day, Another Slave Hypnotism +1, Rhetoric +2, Familiary +2
  • Hurting a Petcher, Painfully and Horribly Morphing +1, Interrogation +1, Familiary +2, Brawling +1
  • The Dirty and Blue Stealth +1, Auristics +1, Observation +3, Intelligence +2, Dagger +1, Shield +1, Rapier +2, Familiary +2, Swimming +2, Acrobatics +1
  • Freedom's Delusions Observation + 3, Hypnotism +2, Daggers +2, Cosmetology +1, Storytelling +3, Rhetoric +1, Philosophy +3, 15 gm 6 sm
  • Echoes of a Past Life Observation + 3, Hypnotism +3, Tracking +1, Persuasion +2
  • Shattered Daggers + 4, Reimancy +3, Unarmed +1, Familiary +2
  • Home Invasion Familiary + 3, Morphing +1, Brawling +2, Subterfuge +2, Reimancy +2, Intelligence +1, Persuasion +1
  • Skirmish with Destiny Philosophy +1, Stealth +1, Subterfuge +1, Morphing +1, Daggers +3, Dual Wield +4, Reimancy +2, Tactics +3, Intimidation +2, Running +1, Unarmed +2
  • Falling Observation + 1, Teaching +1, Rhetoric +2, Hypnotism +1, Familiary +1, Persuasion +2
  • Ale Stains and Honor Reimancy + 2, Familiary +3, Rhetoric +1, Acrobatics +2, Shield +2, Morphing +1, Dagger +2
  • Fear the Reaper Reimancy + 1, Familiary +5, Tactics +2, Persuasion +2, Shielding +2, Subterfuge +4, Observation +2
    Stomping Grounds Dagger + 1, Unarmed +2, Flux +3, Shield +2, Intimidation +1
  • Blood by Moonlight Dagger +2, Reimancy +2, Rhetoric +3, Negotiation +2, Investigation +2, Interrogation +3, Observation +1, Brawling +1, Hypnotism +2, Intelligence +2, Persuasion +2
    Oh the Weather Outside is Frightful Observation + 5, Morphing +5, Wilderness Survival +3, Reimancy +3, Hypnotism +3, Cooking +2
  • What's that Sound? Intimidation + 1, Morphing +2, Unarmed Combat +2, Long Knife +2, Hypnotism +1, Duel Wield +1
  • Dueling Oneself Reimancy + 1, Familiary +3, Unarmed Combat +4, Rapier +3, Acrobatics +2
  • How to Get Lost Unarmed + 2, Flux +1, Listening +1, Rhetoric +1
  • An Unavoidable Discussion Interrogation + 1, Observation +2, Rhetoric +2, Familiary +3
  • From Clay to Life: An exercise in Creation Rhetoric +4, Philosophy +3, Body Building +2, Observation +1
  • A Not so Warm Welcome to Sunberth Hypnotism +2, Daggers +2, Tactics +1, Intimidation +2, Interrogation +2, Persuasion +2, Rhetoric +2, Observation +1
  • Well Well, What do we have here? Voiding +1, Persuasion +3, Escape Artist +1, Intelligence +1, Investigation +1, Observation +2, Rhetoric +4, Intimidation +3, Reimancy +3
  • Zith Hunting, Predator or Prey Rhetoric +2, Long Dagger +2, Hypnotism +1
  • Animal Rescue Intelligence +1, Observation +2, Hypnotism +1
  • Setting Foot Rhetoric +3, Flux +1, Familiary +1, Interrogation +2, Observation +1, Long Dagger +2, Hypnotism +1
  • Snake in the Grass Long Dagger +3, Unarmed combat +2, Familiary +2, Rhetoric +3, Intimidation +4, Interrogation +3, Reimancy +2, Long Dagger +2, Auristics +1
  • Searching for Gold Storytelling 1, Persuasion +1
  • Unworthy Unarmed 3, Rapier 2, Dagger 2, Acrobatics +1
  • What is Alchemy Alchemy 3, Organization 1, Philosophy +1
  • Auction Intimidation 1, Observation 1, Logic +1
  • Dark Covenant Morphing +3, Teaching +3, Persuasion +2
  • Familiary +2, Rhetoric +2, Glyphing +2
  • Noise and Shadows Hypnotism +3, Interrogation +2, Investigation +1, Long Dagger +1, Negotiation +2
  • What the Tide Brings Glyphing +1, Observation +2, Voiding +1
  • A Reunion of Brothers Familiary +1
  • Just a Job (solo) Hypnotism +1, Acrobatics +1, Daggers +1, Rhetoric +1
  • Encountering the Raconteur Hypnotism +1, Familiary +2, Interrogation +1, Observation +2, Driving (wagon) +1
  • Craft of Bone and Djed Morphing +1, Persuasion +2, Intimidation +2, Teaching +1, Interrogation +1
  • Deadly Attraction Hypnotism +2, Auristics +2, Intimidation +2, Philosophy +1, Familiary +2, Investigation +2, Long Dagger +2, Negotiation +1, Interrogation +1, Intelligence +2, Rhetoric +2
  • A Primal Experiment Meditation +1, Rhetoric +1
  • A Feast for a Liar's Tongue Rhetoric +2, Negotiation +1, Investigation +1, Morphing +1
  • Words Like Plague (solo) Hypnotism +1, Observation +1, Writing +1, Philosophy +2, Logic +1, Familiary +1
  • Lost and Damned Morphing +1, Observation +2, Investigation +2, Shielding +1, Reimancy +1, Persuasion +1, Rhetoric +2, Persuasion +2, One Black Frostmarch Horse, Immune to the Blight, Blessed Long dagger infused with an L3 poison that goes into the blood stream of a victim will slowly shut down their organs over the course of several hours leading to death. A L3 Healer or above would be able to heal the effects of it if treated quickly.
  • Beginning with Poisons Investigation +3, Observation +2, Philosophy +1, Poison +3, Socialization +2
  • Sick Until the End Morphing +1, Swimming +1, Stripping +1, Seduction +3, Unarmed Combat +1, Subterfuge +1
  • Questions answered and Answers unquestioned (solo) Familiary +1, Interrogation +2, Intelligence +2, Weapon: Rapier +3, Shield +2, Weapon: Long Dagger +2, Acrobatics +1
  • Saving our Hides Familiary +2, Interrogation +2, Intelligence +2, Weapon: dagger +3, Voiding +2, Flux +1, Hypnotism +2, Brawling +3, Persuasion +1, Reimancy +2, Tactics +1, Leadership +2, Escape Artist +1, Rhetoric +2, Observation +2, Acrobatics +2
  • Practice Makes PerfectHypnotism +2, Morphing +3, Observation +2, Rhetoric +1, Leadership +1, Intimidation +1
  • ArrivalReimancy +2, Land Navigation +2, Wilderness Survival +1
  • A Warm Welcome to Sunberth Rhetoric +4, Observation +3, Intimidation +2, Long Dagger +1, 600 gold
  • [Dust Bed] Licking your Wounds Auristics +1, Observation +2, Intelligence +1, Rhetoric +1
  • By Word or By String , Storytelling +4, Hypnotism +1
  • Whoops Observation +2, Interrogation +2, Investigation +2, Hypnotism +3
  • [Streets of Zeltiva] The Resident and the Tourist Sociology +1, Observation +2, Familiary +2, Leadership +1

 
FLASHBACKS
  • [Pied Piper Pipeless Hypnotism +2, Morphing +1
  • A Stolen Book Running+2, Morphing +1
  • A Mite of Trouble Riding +4, Land Navigation +3, Mountaineering +3, Wilderness Survival +4, Fishing +5, Gadgeteeting +1, Tracking +2, Cooking +2, Morphing +4, Dagger +3, Horsemanship +2, Hypnotism +3, Food Preservation +3, Maladiction +3, Carving +3
  • Looking Death in the Eye Riding +2, Land Navigation +1, Mountaineering +2, Hypnotism +1, Horsemanship +1, Morphing +2, Wilderness Survival +2, Climbing +2, Philosophy +2
  • Lost in Translocation Riding +1; Land Navigation +1; Wilderness Survival +1; Morphing +3; Hypnotism +2; Knife +1; Body Building +1; Negotiation +1; Teaching +1; Animal Husbandry +1; Philosophy +1; Skinning +3; Butchery +3; Malediction +1
  • Finding the Void Running- 1, Acrobatics- 1, Voiding- 1, Morphing- 2, Glyphing- 1
  • On the Road Hypnotism 4, Riding (horse) 2, Storytelling 2, Persuasion 1, Wilderness Survival 2, Socialization 3, Morphing 2
  • Rooftop Reimancy Climbing: 1, Hypnotism: 2, Interrogation: 1, Rhetoric: 3, Socializing: 2, Voiding: 3
  • An Eye for an Eye Philosophy 2
  • Bones and Scales Hypnotism 2, Morphing 5, Long Dagger 2, Unarmed 2, Riding (Horse) 1, Wilderness Survival 1, Cooking 1, Skinning 3, Carving 2, Malediction 1, Stealth 2, Teaching 4, Storytelling 2
  • The Art of Drowning 2 Observation, 3 Swimming, 1 Seduction, 1 Morphing, 1 Reimancy
  • Worlds Beyond These Morphing- 2, Reimancy- 2, Observation- 2, Negotiation- 2, Familiarity- 3
  • Burial Rights Reversed +1 Intimidation, +1 Unarmed, +1 Dagger, +1 Observation, +2 Rhetoric, +1 Negotiation, +1 Persuasion, +1 Familiary
  • The Eagle and the Serpent Composition 1, Detection 5, Reimancy 3, Glyphing 3, Morphing 4, Shielding 2, Long Dagger 2, Unarmed 2, Wilderness Survival 1, Stealth 3, Leadership 5, Auristics 4

 
514 AV
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Spring 514 AV
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Last edited by Wrenmae on July 29th, 2014, 5:44 pm, edited 33 times in total.
Image


Sig by Shausha


This PC has the Blight gnosis. As such, you as a player need to be aware of what that consists of. Wrenmae has an invisible aura that amplifies sickness and disease. Wounds may become infected, small sneezes may become coughing, and a slight fever may become more serious. A nuit's body will also break down faster in the presence of the Blight. These effects may not be immediate, but within the few days following your encounter, the symptoms will manifest. Some sooner than others. I cannot control your character, so creativity will be left up to you. Best wishes and stay healthy!

Special shoutout to Fallon for my new CS
User avatar
Wrenmae
Taleweaver
 
Posts: 1806
Words: 1276299
Joined roleplay: April 15th, 2011, 6:34 am
Location: Searching for a Tale worth Telling
Race: Human
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Wrenmae Sek

Postby Wrenmae on November 14th, 2012, 12:51 am

KNOWLEDGE
Learning is vital.
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Image
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Skills
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Physical
Skill Experience Total Proficiency
Weaponry: Daggers (long) (5 SP, 76 exp) 81 Master
Unarmed (44 exp) 44 Competent
Rapier (30 exp + 4 seasonal) 34 Competant
Acrobatics (27 exp) 27 Competant
Riding (12 exp) 12 Novice
Brawling (13 exp) 13 Novice
Stealth (16 exp) 16 Novice
Body Building (6 exp) 6 Novice
Swimming (10 exp) 10 Novice
Dual Wield (15 exp) 15 Novice
Fishing (5 exp) 5 Novice
Hunting (5 exp) 5 Novice
Shield (7 exp) 7 Novice
Mountaineering (5 exp) 5 Novice
Horsemanship (4 exp) 4 Novice
Running (8 exp) 8 Novice
Climbing (6 exp) 6 Novice
Torture (3 exp) 3 Novice
Driving (wagon) (2 exp) 2 Novice
Escape Artist (2 exp) 2 Novice
Medicine (1 exp) 1 Novice
Tracking (1 exp) 1 Novice


 
Mental
Skill Experience Total Proficiency
Observation (77 exp) 77 Master
Wilderness Survival (26 exp) 26 Competent
Intelligence (30 exp) 30 Competent
Philosophy (35 exp) 35 Competent
Land Navigation (16 exp) 16 Novice
Investigation (18 exp) 18 Novice
Detection (7 exp) 7 Novice
Meditation (5 exp) 5 Novice
Logic (7 exp) 7 Novice
Tactics (21 exp) 21 Novice
Acting (2 exp) 2 Novice
Gambling (1 exp) 1 Novice
Drawing (2 exp) 2 Novice
Writing (1 exp) 1 Novice
Research (4 exp) 4 Novice
Acting (1 exp) 1 Novice
Sociology (1 exp) 1 Novice


 
Social
Skill Experience Total Proficiency
Rhetoric (86 exp) 86 Master
Storytelling (10 SP, 35 exp) 45 Competent
Interrogation (48 exp) 48 Competent
Persuasion (50 exp) 50 Competent
Intimidation (48 exp) 48 Competent
Socializing (25 exp) 25 Novice
Teaching (18 exp) 18 Novice
Leadership (16 exp) 16 Novice
Negotiation (19 exp) 19 Novice
Seduction (5 exp) 5 Novice
Subterfuge (9 exp) 9 Novice
Stripping (2 exp) 2 Novice
Listening (2 exp) 2 Novice


 
Craft
Skill Experience Total Proficiency
Carving (24 exp) 24 Novice
Skinning (9 exp) 9 Novice
Cooking (5 exp) 5 Novice
Butchery (4 exp) 4 Novice
Food Preservation (3 exp) 3 Novice
Construction (2 exp) 2 Novice
Trapping (2 exp) 2 Novice
Sailing (1 exp) 1 Novice
Drawing (2 exp) 2 Novice
Animal Husbandry (1 exp) 1 Novice
Gadgeteering (1 exp) 1 Novice


 
Magic
Skill Experience Total Proficiency
Hypnotism (15 sp, 15 RB, 70 exp) 100 Master
Morphing (20 sp, 66 exp) 86 Master
Familiary (90 exp) 90 Master
Reimancy (Wind, Fire) (58 exp) 58 Expert (Air, Fire, Earth, Lightning, Magma, Smoke)
Malediction (26 exp) 26 Competence
Voiding (37 exp) 37 Competent
Auristics (31 exp) 31 Competent
Glyphing (26 exp) 26 Competent
Alchemy (6 exp) 6 Novice
Flux (10 exp) 10 Novice
Shielding (5 exp) 5 Novice
Summoning (3 exp) 3 Novice
Gnosis-1 Vayt Black Diamond Back of Head Marked
Gnosis-2 Vayt Black Diamond Base of Spine Favored
Gnosis-1 Rhysol Red mark Neck Marked
Gnosis-1 Sagallius Blue Spiral Inside of right arm Marked
Gnosis-1 Oceanus Black moving waves Right Arm Cursed
Lores
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People
  • Ana’s Real name
  • Matthew: A Magic User
  • Matthew: Harlot
  • Matthew: Sharp Churning Mind
  • Fallon: The Girl is real
  • Fallon: Blood Related sister
  • Fallon: Projectionist
  • The Contrast between real Fallon and Dream Fallon
  • Fallon's Mark: Similar to Hadrian's
  • Chabiza Taru: Groundskeeper of the Testing Grounds
  • Chabiza's Promise
  • Sagellus Merlus: Keeper of the Vault
  • Wrenmae's Task: One Year to Change the World
  • Professor Marvin: Authority on Magecraft
  • Professor Alana: Archaeologist
  • Professor Alana: Now Deceased
  • The Wardens: Keepers of the Testing Grounds
  • Jeremiah: A Necessary Casualty
  • Mok- Blood Brothers
  • Kyodaija: Murderer, Mercenary, And New Employee
  • Kalila- More than Meets the Eye
  • Kalila is predator, but acts like prey
  • Kalila's Transformation
  • Drink Kalila's Fang: Payment for Proof
  • Crypt: The Poet
  • Natalie the Blighter
  • Kirvan: Svefra of the Deepseekers
  • Eridanus: A man without rules
  • The Balnag's aura
  • K'mavia: Priestess Of Vanti Island
  • K'mavia's Dissapointment
  • The Balnag, A Monstrous Weapon
  • Hadrian’s Business proposal
  • The Nature of Pycons
  • History: Rupert Pycon
  • Defusing a MIro Bomb
  • Divine Envoy Isaac
  • Isaac is a Priest
  • Wyatti the Scared Girl
  • Wyatti the Homeless
  • Lance Tycan: The Liar
  • Lance Tycan: The Homeless
  • Valo: the Observant
  • Li: Bearer of Unburied Secrets
  • Robert Tremel: Historian of Magic without magic
  • Robert Tremel: A Brief History
  • The Strains
  • Armond
  • Ximal: Partial
  • Randall the Netmender: Mikey’s Uncle
  • Sarawanki Zan
  • Rayage is a filthy liar
  • Rayage is seven hundred and frickin fifty
  • Rayage is a Man
  • Rayanne's Locket
  • Rayage's True Face
  • Questioning a Nuit
  • The Real Meaning of Dedication
  • Rayanne's Peerless Skill
  • Valo knows the Truth
  • Nuit are Still Human
  • Mikey: Too sick for visitors
  • The Vantha girl at the Tattoo Place
  • Symenestra (Basic)
  • Trente Ostentatoire-Criard Eclatante (acquaintance)
  • Member of the Martial Association
  • Eridanus' Plans
  • Nira'lia's suspicions
  • Thomas: an Animator
  • Thomas: Marked with Vision
  • Watching an Ethaeful fall (Star)
  • Talk of Cole
  • The Basics of Chaktawe
  • Trident Champion
  • Sable the Reimancer
  • Race: Inarta (incomplete)
  • Svefran Families
  • Loyal Mooks
  • Ana Sol Starris (Her real name)
  • Skipper/Splinter of the Waveguard
  • The Waveguard Challenge
  • Anselm, Fortune Teller
  • Kaeson, Acquaintance
  • Kaeson Dakano: Classmate
  • Evalin (Acquaintence)
  • Professor Moara: Glyphing Instructor
  • Massacre the Zith
  • The care of a woman's touch
  • Ana Sol Starris (Partial)
  • Surprised by a Charoda
  • Making love to a Charoda

 
Places
  • Twists and Turns in Alvadas
  • Kalinor (Basic)
  • The difference of weather of Ekytol and Avanthal
  • A short history of Ahnatep
  • Sunberth: Only the Wretched Survive
  • Hadrian’s Office
  • Location: Aylasa Caves
  • Hauling Clay: The Clay Mines
  • The Difference between Zeltiva and Sunberth
  • Tock’s Home
  • General Layout of Tock’s Home
  • Automations in Tock’s home
  • Alahea's Perfection
  • Nyka is Trippy
  • Nyka is competant
  • Secret Entrance to the Vault
  • The Vault: A Well Kept Secret
  • Noktal: Scavengers of Sahova
  • The Ranks of Zeltiva
  • Dreamscapes: The Dreamers Four
  • Dreamscapes: Lore of the Dream Turtle
  • Dreamscapes: Deadly Creatures Haunt the Dreaming
  • Dreamscapes: Regrets prove dangerous in a Nightmare's Embrace
  • Pig’s Foot Tavern
  • Patrolling Zeltiva
  • Storm Shrine (Location)
  • The Tunnels beneath Vanti Island
  • Fyredens Tourism Industry
  • Intensity of the Library
  • The darkside of Sunberth
  • Alvadas Underground
  • Alvadas: Bigger than it Seems
  • The Strands
  • Lore of Sunberth (Incomplete)

 
Combat
  • Decisive Strike
  • Rogues do it from behind
  • Ethics of the Blade
  • Positioning when Using the Rapier
  • Svefran Wisdom: Awareness, Balance, Wit
  • Stabbing a Nuit
  • The pros and cons of Darkness
  • Deadly Dodging
  • Brawling with Grovald
  • Neutralizing the capacity to spit on a uniform
  • Being Badass
  • Flying
  • Two Edges, One Crimson
  • Analyzing a harlot's body language
  • Near Death Experience: Stab Wound
  • Passing out from Blood Loss
  • Dhani Fighting Tactics (incomplete)
  • What Choking Feels Like
  • Disarming an Opponent
  • Playing at the Hero
  • A rapier is a mosquito’s Mouth
  • Being Outmatched
  • Using a Child as Leverage in Combat
  • Evading Pursuers
  • Surviving an attack by Slavers
  • Tortured
  • Being left Battered and Broken
  • Kidnapped
  • Block where the sword will be
  • Fencing: Disarm
  • Breaking down a door
  • Zan: Slither and Kill
  • Dagger technique: Undercut

 
Mental
  • A force of steel within the shadow
  • Ever Testing
  • Motivating a Man to Murder
  • Enjoying Murder
  • Never Again
  • Using Panties for Evil
  • Father of Revenge in a Sacrificial Birth
  • Never Know Death
  • Knowing Fear
  • Coordinating with Zan
  • Lingering and Listening
  • Nira'lia and Imass' conversation
  • An Ultimatum
  • The Valterrian
  • The Real Meaning of Dedication
  • What nothing is
  • Secret: Zeltivan Nightshade
  • Patince: Virtue of the Effective Villain
  • The weight of conscious
  • Haggling with a Merchant
  • Brinksmanship: Fire and Blade
  • Holding a Captive audience
  • Putting a Paranoid Mind to Good Use
  • Medicine: Severe burns
  • Montaine’s Sickness
  • Waveguards: Recruited
  • Tale of the Sparrow
  • Being a Lone survivor in a Shipwreck
  • Cutting Away Bone
  • Learning to Hunt in the Wild
  • The Good luck of finding Shelter
  • Surviving an Attack by a wolf pack
  • Sunberth: The Slave Trade
  • Historians vs Storytellers
  • Dedication to Following a Myth: Even at ones potential peril
  • Shroud: One half of the whole
  • The Mystery of Laon
  • Reliving the past
  • Being Interrogated
  • A Profitable eye for slavery

 
Divine
  • Offering Coins to the Gods
  • Laviku the Father
  • Enemy of Laviku
  • Laviku's Wrath
  • Laviku's Curse
  • Laviku...Adversarial?
  • Sagallius' Game
  • Visited by Sagallius
  • The Truth of the Windoak
  • Beseeched by a God
  • At Vayt's Beck and Call
  • Vayt's Aims: Strengthening the Weak
  • Vayt's Vow
  • Tasked with Destruction
  • Vayt's Choice: Choosing Destruction
  • Creating an Escort
  • Eiyon can sniff returned
  • Dira doesn't give up
  • The Mark of Eiyon gnosis
  • Rhysol Saved Wrenmae's Life
  • Who is Yahal?
  • Rhysol's Task
  • The Secret of Evalin's Eyes
  • A God named Uldr
  • The Identity of the Windoak

 
Magic
  • Immortals
  • Shielding Philosophy
  • Sensing a Ghost's presence
  • The Fine Art of Sarawanki Tossing
  • Using Reimancy to Distract
  • Busting out the Glamour
  • The Power of Alchemy
  • Learning Alchemy
  • Assaulted by Aura
  • Great Throbbing Scarves
  • Malediction: Multiple effects
  • Maladicting a Starfish
  • The Art of Hypnotism
  • The Staff that controls the Balnag
  • Captured by Mage hunters
  • Drawing Glyphs
  • Glyphing: Res triggered glyphs
  • Fuse Glyphs 101
  • Containment Glyph 101
  • Auristics: Locating Astral Limbs
  • Price in Maladiction
  • Reimancy: Air Bullets
  • Starfish: Regenerates
  • Near Death Experience: Touched by a Materialized Ghost
  • Meshing True and Replicant Forms
  • Voiding as a torture tool
  • What can and can't hurt Zan
  • Morphers rule, Zith's Drool
  • Manipulating Air currents with Res
  • Murdering a man with a Familiar
  • Getting rescued by a Familiar
  • Witnessing a nuit body transfer
  • Finding a Voiding Teacher
  • Evoking a Spirit
  • Spiritism (basic)
  • Projection: Magic used by Chabiza Taru
  • Subduing with Soothing Thoughts
  • Interrogating via Hypnotism
  • The extent of the Konti's powers
  • Entering Raven mode
  • Tale of Animation's Beginning
  • Similarities between Voiding and Maladiction
  • Smoldering shirts
  • Want a Magic lesson?
  • The Tactical use of a Shark morph
  • The Tactical use of a Zith morph
  • The tactical use of a Symenestra morph
  • The Tactical uses of an Isur form
  • Morphing: Zith Claws
  • Morphing: Zith Wings
  • Morphing: Zith full body model
  • Voiding (Basic)
  • Glyphs (Basic)
  • Cat Eyes (Model)
  • Hypnotizing a Bear
  • Maledicting a Bear Skull
  • Blood Weeping Eyes will not get you the kind of attention you want
  • Suffering from an addiction: Hypnotism
  • Overgiving: Morphing
  • Morphing Model: Symenestra
  • Morphing Model: Dhani Python Hybrid
  • Morphing Model: Dhani Python
  • Morphing model: Gills
  • Morphing model: Cat eyes
  • Morphing model: Shark Skin
  • Morphing model: Shark eyes
  • Morphing model: Shark Jaws and teeth
  • Morphing model: Octopus Tentacles
  • Morphing model: Blue ringed octopus
  • Morphing model: Great White Shark
  • Morphing Model: Raven
  • Morphing Model: Musculature of horse legs (Incomplete)
  • Morphing Model: Svefran male
  • Morphing Model: Isur male
  • Morphing Model: Ana’s anatomy
  • Morphing Lore: Handlebar Moustache
  • Hadrian’s Aura
  • Fyrden Coordinates: 6701984710485453
  • Summoning: Required Circles
  • Summoning: Stability in Simplicity
  • Magic as a means to an end
  • Beginning Morphing
  • Hypnotizing a Group to Fight
  • Glyphing class: Hands on Activities
  • Overgiving
  • Learning to fly
  • First Maladicted items
  • The horse that died of exhaustion
  • Hypnotism used against a hypnotist
  • Playing with Directional Glyphs
  • Unable to use magic
  • Familiar’s Truth
  • Choosing a Familiar
  • Leeching: The horror
  • The Dangers of Overgiving by Robert Tremel
  • Bonding
  • Familiarity
  • Hypnotizing Tock
  • The Effect of Hypnotism on Rodents
  • Hypnotizing a Crowd
  • Auristics: Examining a Body
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Last edited by Wrenmae on July 29th, 2014, 4:44 pm, edited 31 times in total.
Image


Sig by Shausha


This PC has the Blight gnosis. As such, you as a player need to be aware of what that consists of. Wrenmae has an invisible aura that amplifies sickness and disease. Wounds may become infected, small sneezes may become coughing, and a slight fever may become more serious. A nuit's body will also break down faster in the presence of the Blight. These effects may not be immediate, but within the few days following your encounter, the symptoms will manifest. Some sooner than others. I cannot control your character, so creativity will be left up to you. Best wishes and stay healthy!

Special shoutout to Fallon for my new CS
User avatar
Wrenmae
Taleweaver
 
Posts: 1806
Words: 1276299
Joined roleplay: April 15th, 2011, 6:34 am
Location: Searching for a Tale worth Telling
Race: Human
Character sheet
Storyteller secrets
Scrapbook
Medals: 9
Featured Contributor (1) Featured Thread (1)
Trailblazer (2) Overlored (1)
Donor (1) One Thousand Posts! (1)
One Million Words! (1) 2012 Mizahar NaNo Winner (1)

Wrenmae Sek

Postby Wrenmae on December 24th, 2012, 7:39 pm

RELATIONSHIPS
Faces of the show.
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ImageImage
 
Family
NameMetAbout
FallonIn a Dream Fallon is Wren's blood sister. She carries the same skyglass token as he does and was formerly a squire for the Knights. Marked of Eyris, Wren didn't think the Knights were for her and she's decided to travel with him for a time while she seeks new purpose.
Kit RowanAlvadas Kit is Wren's adopted niece, but their relationship is a bit more similar to siblings. Kit was an acrobatic rogue, much like her Uncle and their relationship has been a bit strained throughout their lives. Wren is protective of Kit and Kit is a bit unnerved about her uncle and the amount of sickness that seems to happen around him. To date, Kit is the first and only person Wren has told about his Vayt mark
Alric WilmotAlvadas Wren's adopted brother, Alric and he both learned hypnotism at the same time. Childhood friends, Alric lived a more noble life while Wren spent most of his time thieving on the streets. Alric convinced his father Alvin to take Wren in and adopt him. Since leaving Alvadas, Wren has seen Alric once in Zeltiva...but the two brothers are a bit distant.
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Friends
NameMetAbout
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Acquaintances
NameMetAbout
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Enemies
NameMetAbout
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tiny filler words
Image


Sig by Shausha


This PC has the Blight gnosis. As such, you as a player need to be aware of what that consists of. Wrenmae has an invisible aura that amplifies sickness and disease. Wounds may become infected, small sneezes may become coughing, and a slight fever may become more serious. A nuit's body will also break down faster in the presence of the Blight. These effects may not be immediate, but within the few days following your encounter, the symptoms will manifest. Some sooner than others. I cannot control your character, so creativity will be left up to you. Best wishes and stay healthy!

Special shoutout to Fallon for my new CS
User avatar
Wrenmae
Taleweaver
 
Posts: 1806
Words: 1276299
Joined roleplay: April 15th, 2011, 6:34 am
Location: Searching for a Tale worth Telling
Race: Human
Character sheet
Storyteller secrets
Scrapbook
Medals: 9
Featured Contributor (1) Featured Thread (1)
Trailblazer (2) Overlored (1)
Donor (1) One Thousand Posts! (1)
One Million Words! (1) 2012 Mizahar NaNo Winner (1)

Wrenmae Sek

Postby Wrenmae on December 19th, 2013, 9:08 pm

Image



*Drawn by the ever-epic Fallon
Image


Sig by Shausha


This PC has the Blight gnosis. As such, you as a player need to be aware of what that consists of. Wrenmae has an invisible aura that amplifies sickness and disease. Wounds may become infected, small sneezes may become coughing, and a slight fever may become more serious. A nuit's body will also break down faster in the presence of the Blight. These effects may not be immediate, but within the few days following your encounter, the symptoms will manifest. Some sooner than others. I cannot control your character, so creativity will be left up to you. Best wishes and stay healthy!

Special shoutout to Fallon for my new CS
User avatar
Wrenmae
Taleweaver
 
Posts: 1806
Words: 1276299
Joined roleplay: April 15th, 2011, 6:34 am
Location: Searching for a Tale worth Telling
Race: Human
Character sheet
Storyteller secrets
Scrapbook
Medals: 9
Featured Contributor (1) Featured Thread (1)
Trailblazer (2) Overlored (1)
Donor (1) One Thousand Posts! (1)
One Million Words! (1) 2012 Mizahar NaNo Winner (1)


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