Avanthal Community Development

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This northernmost city is the home of Morwen, The Goddess of Winter, and her followers who dwell year round in a land of frozen wonder. [Lore]

Avanthal Community Development

Postby Valkyrie on September 6th, 2012, 1:12 pm

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I love the image you drew for the stadium! I added it. I will add Eyrwen and the other NPCs into the NPC Library when I get a chance later today.

The tattoo parlor looks great! The only change is lowering Zarryn's tattooing to 70. And on second thought, lets just take Drakal out of the mix. His wiki lists him as an individual who is a bit of a shut-in so lets leave him that way.
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Postby Ilhor Skyglow on September 6th, 2012, 10:33 pm


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Name: Peric
Race: Vantha
Date of Birth: Summer 1, 452 AV
Place of Birth: Avanthal
Title/Occupation: Teacher of the Fine Arts








Skills:
Secret :
Carving 45
Drawing 45
Painting 45
Sculpting 45
Teaching 85

Gnosis: (1) Ice Reaving

Personality/History:
Secret :
Peric started off as a typical Skyglow, taking lessons in carving, sculpting, drawing, and painting. Although his parents made sure that he had the highest possible level of education, he seemed reluctant to learn, and really struggled trying to increase his skills. After becoming an adult, his path was already chosen by his parents, who found him a spouse and arranged for a job at the Aurora Showcase. Peric did his best to adapt to this lifestyle, but, deep in his heart, he longed to be free. Indeed, for almost 30 years, he was doing ok, at least on the outside. He was a moderately successful artist, and a moderately successful husband, if we exclude the fact that he and his wife didn't seem to be able to have children. Although this would be devastating for any couple, for Peric it was simply unbearable. In truth, the main reason he had hanged on his lifestyle was the hope that one day he would have a child, one that he would raise with everything he didn't have: freedom of choice, and a correct education in the fine arts, one that harmoniously blended self-expression and correct technique.

When Peric realized that there was no hope in having a child, he found the strength, in a moment that all has faded to nothing, to be free. He left his house and his Hold, and for days slept in taverns and parks. Of course, his decision to leave his Hold was not taken lightly, and he would have been expelled from Avanthal all together, if not for his decaying health, which meant he was unfit for any kind of travel. Finally, he was allowed to occupy a small, windowless room in the Aurora Showcase, which, for all purposes, could be regarded as his "artistic prison cell". Although the living conditions in the Showcase were far from ideal, they presented him with the great chance to come in contact with many fledgling artists. And although he was frowned upon by most Vantha, especially the residents of his former Hold, there were a few people over the years that approached him in good faith. In them, Peric found the opportunity he always wanted, to be a teacher, to influence people, to help them find their true potential, and give them everything that had been deprived from him: the strength to be free, and the way to achieve that through art.

Those that had the chance to study under him hold him in the highest regard, and talk in awe of his inspirational teaching and his ability to bring out the true artist in everyone. Nevertheless, up to this day, almost 10 years after Peric first came to the Showcase, there are still many that look down on him for his decision to abandon his Hold, and most parents won't even consider sending their children to learn under him. These negative views are reinforced by those that had approached him to study under him and Peric has turned them down. They don't hesitate in describing him as a snob and a lunatic, and upon a quick investigation, he might actually be perceived that way.

Indeed, Peric is very selective of his students, and rarely accepts more than two or three per season. Before accepting a student, he submits them to a weird interview, during which he asks them all sorts of seemingly irrelevant questions, such as their favorite food and song, the place they visit most often or like the best, who their friends are and why, what is the color of the sky or the snow, what glows brighter, the sun or its reflection on a lake, which is colder, swimming on a frozen sea or standing naked in a blizzard. Peric continues the interview as long as needed for the potential student to eventually protest against the irrelevancy of the questions to her purpose there, being taught the fine arts. By then, Peric has already decided if the potential student has what is needed to be an artist: the deep will to live life in all its aspects and the ability to interpret it with artistic freedom. Unfortunately, fewer and fewer fledgling artists seem to be able to hold on to these vital traits after the many years of traditional technique-based teachings they have been submitted to. Nevertheless, when a student is accepted, she very soon finds out that Peric is a great, deeply-caring teacher, and although his artistic skills might not be exceptional, he has the ability to bring out an excellence in his students that he himself might not possess.

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Avanthal Community Development

Postby Valkyrie on September 7th, 2012, 2:47 pm

This looks great Ilhor :) I will add him to the NPC Library today and hopefully get him a lovely wiki page soon. Good work!

EDIT: All locations should be up and NPCs have been added to the NPC Library. Please let me know if I have forgotten anything. :)
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Postby Sliver on September 11th, 2012, 12:15 am

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Name: Stoneback Badger

Common Locations: Northern Taldera, Northern Wastes

Frequency: Uncommon

Characteristics:
Heavyset and bulky, Stoneback Badgers (Also referred to as Stonebacks) vary from 3.5 to 5 feet in length and around 2.5 to 3 feet in height. Like their namesake suggests they are generally heavier then their furrier cousins and can weigh anywhere from 40-70 lbs depending on the size of the growths on their back. This variety of badgers was discovered shortly after the spring Djed storm of 512 A.V. and somehow they seemed to have fused together with the substance known as Icestone. It is speculated that several groupings of badgers had made their homes in abandoned Icestone quarries and the Djed bound the two entities together during the height of its onslaught. The Icestone seems to vary in its shade from badger to badger, with larger growths appearing on older members of the species. These growths start as a sort of spine between the shoulder blades and widens out as it forms over the back and legs, ending in a block of ice that completely encompasses the badger’s tail stubs. Other growths have been seen over the muzzle and on the eyebrows, but these smaller ones seem to vary from badger to badger. The mineral seems to be fused to the skin, and acts as a very effective layer of armor for the creatures. For now this new mutated breed seems to age and reproduce identically to its stoneless brethren, the only trait other noticeable trait alteration being a sizable increase in aggression levels.

Social Structure: Stonebacks have already begun to assert their authority in Northern Taldera as the dominant badger species. They are more aggressive and better defended then their cousins, as well as being larger, another apparent effect of the Djed storm on their physiology. Their behavior is more befitting a predator then a burrowing foraging mammal, for they will react violently at the slightest provocation. While it is not uncommon for a badger to digest meat and fish in their diets, Stonebacks seem to consume a much larger quantity of it. Another change to their behavior has been the formation of pods. Generally badgers are solitary creatures, but it seems that Stonebacks prefer each other’s company even if most of their social time is ramming each other or clawing each other’s backs.

Miscellaneous: Frostfawn Hold has a bounty of 30 GM to hunters who can capture young Stonebacks, and bring them back alive and well. There are several concerns as to what the species means for the future of Taldera’s ecosystem because of their aggressive and expansive nature. Frostfawn is also very keen to discover the nature of the wild Djed that twined mineral to creature, for some suspect that the Icestone being fused to the badger’s body is causing them intense pain, a reason for their apparent violent and angry nature.
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Postby Valkyrie on September 12th, 2012, 11:00 pm

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This looks awesome Sliver! The only note I have is that the mineral in Avanthal is called 'icestone'. As long as you edit in that quick change I approve this. :)
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Postby Anton on September 24th, 2012, 9:27 am

ImageName: Frostworm

Common Locations: Northern Taldera, Northern Wastes

Frequency: Varies - Uncommon for juveniles, very rare for Fatherworms and beyond.

Characteristics: The Tunneling Peak. The Landwhale. The Quakeworm. The Valterworm. Worldbreaker. The Worm who is Morwen. The Frostworm has many monikers, and all of them point towards its vastness of size or the damage such great size can inflict, even if unwittingly. While Frostworms vary in colouring, girth size and demeanour during the course of their insanely long, indefinite lives, biology keeps a few things consistent: They are blind. Like the common earthworm, they sense through vibrations caused by sound and movement. Their skin is rubbery, thick and tough, even in the smallest of worms, giving them a great deal of resistance, though by no means impenetrability, towards a large variety of weapons. Frostworms are fast tunnellers and adept swimmers, though they gradually lose some speed as they continue to amass bulk. While younger worms have no problem maintaining a respectable level of speed above ground, the larger worms can end up stuck for dead if they beach themselves on the surface, and usually won't even risk showing too much of themselves out on the surface.

Frostworms are extreme omnivores, with a digestive tract that laughs at the concept of inedibility. Only one factor matters as far as durability is concerned: Time, time and time and nothing else. Flesh, snow, ice, stone, mineral ores, steel, even the less volatile forms of djed like shields and the products of certain types of World Magic can be swallowed whole and processed. In fact, eating magic is closer to the worm's true natural diet, for the digestive track takes whatever comes into it and wrings out all the latent djed inside for the worm to draw strength on, to move it oft titanic mass through the ice, earth, stone and water alike with surprising speed. The hundreds upon hundreds of rows of grindingly sharp teeth within its many mouths are used mainly for easing through and lending haste to the tunneling process, though smaller worms will also use them for intimidation and self-defence.

As frostworms continue to age and grow, they begin to feel the strain of being a sub-terrestrial animal whose size is far, far more suited for the depths of the ocean. They find that even their biological adaptations and massive djed intake cannot continue to support their huge bulks and perpetual, fast-paced tunneling. This drives them to dive deep into the earth, crunching through frost and and stone, and going into a deep state of hibernation, gathering djed from its surroundings all the while, awakening only for brief periods of activity; periods that become increasing brief as the worm continues to swell through the ages. A frostworm can lay dormant through even the most thundering of disturbances, as evidenced when the Djed Storm didn't suddenly cause an eruption of angry, post-slumbering worms to rise up and ravage through Northern Taldera. Short of a substantial direct injury, Frostworms will not deign to awaken before its cycle of sleep comes to an end. The period between a worm's re-emergence and subsequent re-hibernation is known as a rampage, and the area where it roams is known as a rampage zone.

Frostworms are separated into 4 age classes: Frostworm, Fatherworm, Elderworm, and Morwen's Fury. Thus, Frostworm refers to both the species as a whole, as well as the smaller, more commonly - and at times solely- encountered juvenile members.

Frostworms are the babies of the species; babies that still manage to tower over a good portion of the creatures within the Northern Talderan ecosystem. The Frostclass class covers worms who have yet to pass their third decade. Newborns are no more 5 feet long and half a feet wide, while those bordering on Fatherworms can grow up to 50 feet long and 5 feet wide. The creatures bear a snow-white coloring in their first two decades for camouflage, for the youngest of them are vulnerable to Sabertooths and Wolves, and even the oldest of them, despite their size advantage, will fare badly against their dire variants. Curiously, it is only in this age class that Frostworms display active hunting behaviour, as opposed to the indifferent eat-everything-in-our-path attitude displayed by Fatherworms and beyond. They are deadly ambush predators, with a certain sense of devious cunning lost to their older kin, and will snag anything that will fit into their jaws. Frostworms do not need to hibernate, and thus, are not on a constant feeding frenzy. They can move at speeds of up to 40 mph below ground, and a 1/2 of that on land.

Fatherworms are mature specimens that have yet to pass their second century of life. The oldest of them can reach lengths up to 400 feet and a width of 60 feet. At this stage of life, the Fatherworm gradually loses its snow-white coloring over the course of its first year as an adult, and takes on a more light brownish hue, for the predators that have plagued it as an infant can no longer harm it. The only thing a Fatherworm fears is a significantly larger Fatherworm, or one of the fabled Elderworms. Hibernation begins around their 5th decade of life, and a Fatherworm will slumber for an average of 5 years before emerging for a two week long period of activity. By the time the Fatherworm is on the verge of becoming an Elderworm, its hibernation period would have extended to a decade long, with activity levels dropping to a single week. Depending on size, they can move anywhere between 20-35 mph.

Elderworms are exactly what their name implies: They are the oldest of the worms, those who have lived beyond their second century. It is said that the Frostworm never stops growing, and the largest Elderworms do little to disprove this theory, with a scale of 1000 feet and 95 feet in width. The hibernation periods for the greatest of them can reach as much as a century, with 3 days of activity before returning to rest. There are rumours that seafaring Elderworms can even swallow whales whole. Depending on size, they can move anywhere between 10-15 mph.

An angered frostworm is a physical threat, but no more so than entering Sabertooth territory or encountering a pack of Wolves. A Fatherworm is an ecological disturbance on par with a sudden, disproportionally massive influx of Sabertooths in an area, but temporary and only within its relatively small rampage zone. An Elderworm is a phenomena, a vicious earthquake that tears at the earth and reshapes the landscape, that grates at the land for miles beyond its rampage zone, but one that passes quickly enough. Morwen's Fury...

There have been no post-Valterrian sightings of a Morwen's Fury.

Or The Morwen's Fury, as the case may very well be, for many believe there to be only one such king titan in existence. If it even still exists, that is.

Social Structure: Frostworms are creatures of pure instinct, and to their primitive minds, another worm only registers as 2 things: competition or food. The latter is usually the most likely conclusion that a worm would come to, and worm numbers are kept at a reasonable level by both predators attacking the young, as well as copious amounts of cannibalism. Either way, worms are naturally aggressive to members of their own species and live solitary lives. The Worm's reproductive cycle is unknown. No mating has ever been observed, not for the lack of trying on the part of those who seek to know. There are many theories by Helminthologists, but one stands out above all for its outlandishness: That Frostworms as a whole are simply the ever-growing larvae form of the creature that is Morwen's Fury. The Morwen's Fury serves as the 'queen' and the single adult member of the race, producing fertilized eggs even while dormant. When the Morwen's Fury dies, for some reason or another, the largest Elderworm awakens and takes its place, morphing into a Morwen's Fury to begin the cycle anew.

Crazy, really. Absolutely crazy. Rubbish from a deranged mind.

Miscellaneous: Frostfawn Hold has varying bounties for slaughter of Juvenile Frostworms, depending on the size of the specimen slain. The monetary rewards range from 10 gm all the way to 70 gm. There are no regulations for hunting Fatherworms and Elderworms, in the rare moments they appear, in the same way that there are no laws stopping one from running into an avalanche or jumping off a mountain.

Juvenile Frostworms are highly valued by poisoners, for they possess the ingredients to some of the strongest posions within the Lumbricida family. While many different types of poisons can be produced from a single Frostworm, it is the aged brain, the source of the L4 poison Fireice (See poisons list), that Poisoners covet the most. The teeth of a juvenile can be fashioned into prized daggers, and the ones that the larger worms leave behind in the wake of a rampage can be used to make larger weapons.

In the rare event that a Fatherworm/Elderworm has designated Avanthal as its rampage zone, all Icewatch members are to understand that the repeling or killing of the beast takes immediate precedence over everything else. Including their current duties.
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Postby Valkyrie on September 25th, 2012, 2:38 pm

Anton, this is amazingly detailed and awesome. I approve this writeup and will post it in the bestiary shortly. Thank you for your contribution to Avanthal! This beastie looks quite frightening.
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Postby Sliver on November 5th, 2012, 7:51 pm

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Talderan Woollies

Common Locations: Avanthal

Frequency: Common

Characteristics: The Woolly is a large bovine with a silver grey coat of thickImage fur that keeps the cow breed warm in the harshest of Talderan weather. They are a hardy breed that can survive off of eating practically any food, and in harsh times have gotten by on tree bark and paper products when food ran low. Both males and females of the species have horns, but the males sprout a small set of tusks upon reaching maturity that are used to dig under the ice, and female’s horns are usually burnt out as infants. The breed is extremely docile and easy mannered and herds reside along the edges of Avanthal. A full grown bull can reach around 1000 lbs, but the breed itself is not a large one, more stocky and muscled in build. Woollies usually only come to around 4 feet high and 6 feet long. The milk produced by Woollies has a bittersweet taste, but is highly loved by Vantha, while being more of an acquired taste for outsiders.

Social Structure: Like most cows, Woollies prefer to stay in large groups. While males are larger in size and weight, usually a few presiding females, who have been found to have superior intelligence, take lead of a herd, and if the farmer or shepherd of the herd has befriended these females the rest of the herd will do everything he or she bids. Calves are usually born in the more moderate temperatures of winter, and generally come in pairs thought triplets and single calves are not uncommon.

Special Information: A great famine hit the city of Avanthal shortly after the Vantha were just beginning to recover from the Valterrian. The children of the aurora begged their Queen and Goddess to deliver them something to aid their failing bodies and Morwen sought the advice and aid of Caiyha. While the Goddess of Nature may have preferred to dwell in warmer climbs, she never neglected her creations of the colder variety, and saw the hardships the Vantha had fallen upon and agreed to help. She warned Morwen, however, that her gift to the Vantha would come with a price, and though Morwen tried to get the Goddess to reveal the outlying condition of her help, Caiyha remained tight lipped. Seeing that she had no choice, Morwen accepted the deal, and the Vantha of Avanthal gained the Woollies, a hardy cow that could eat anything and still provide fur for clothing, milk, and meat. It wouldn’t be until nearly a solar year later that they would discover the price they had to pay for gaining such invaluable creatures.

Misc: There are two major competing beef organizations within Avanthal between Winterflame and Frostfawn Hold. They have approximately the same head of cattle, but highly laud their own herds over their competitors, and this rivalry is well known throughout the Holds.


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Silver Wraith

Commmon Locations: Primarily Northern Wastes, but scattered around Northern Taldera

Frequency: Uncommon

Characteristics: Silver Wraith’s are snakes. This may be counter intuitive to how one thinks of the reptilian species being cold blooded and unable to perpetuate in environments of such frigid cold, but despite a few key fundamental differences between the Silver Wraith and its other snake cousins, biologists from all across Mizahar have confirmed the biological classification of the beast as still belonging with snakes. Wraiths can grow in size from the length of an average corn snake to that of some of the large specimens of Anaconda found in Falyndar. Their coloration varies from snow white to varying shades of grays, but they all share the same silver pupil-less eyes. They are also warm blooded, but many biologists would disagree on this fact for it is not so much as the snake is warm blooded as the fact that it has warm blood. This may seem a very technical point to correct, but it is so discussed because of the Wraith’s ability to change its blood temperature, and thus body temperature at will. This ability allows the snake to melt thick ice and create elaborate burrows beneath the ground, as well as survive in harsh temperatures, and hibernate if it wishes by dropping its body temperature to mimic normal snakes. The snake is not poisonous, but it’s blood is highly acidic, and a potent poison when removed and kept sealed, their skin is also highly prized because of the toughness of the skin and internal systems to the dangerous blood that makes up most of the creature.

Social Structure: Wraith’s have been known to form nests, but this seems to be in the harshest environments where less food and thus energy to manipulate blood temperature make it necessary to group together and stay warm. Usually Wratih’s are discovered alone, unless it is a female nesting. Female Wraiths can lay clutches of up to 100 eggs, but the survival rate of an infant is so low usually only 2-5 young snakes are born and survive the few key months it takes to adapt to the harsh environments. It is during this time that Wraith’s seek out heated homes to lay and hatch eggs, and where Vantha have to be cautious. Wraith’s can live anywhere from 10-50 years old, and are very intelligent creatures.

Special Information: Caiyha is an entity very aware of the necessity for the world to have balance. Death and Life are two sides of the same coin, and no gift comes without a price. So when she agreed to aid Morwen and her Vantha by giving them the Woollies, she asked her daughter Siku, to aid her in creating a creature to balance out her gift. Together the two goddesses made the Wraiths, a snake able to survive the harsh climates of the North with aplomb. While not all Wraith’s grew to dangerous sizes, the larger one could strangulate Woollies, eat children, and at the very least infest homes. Killing them was difficult because of the mess and potential hazard that their acidic blood created, and thus Caiyha was satisfied that a good balance had been found. The Vantha would survive in their snowy palaces, yet would never be free of their new dangerous pests.

Misc: Wraith skin can be sold for 30 gm a foot. The price is so high because even if you have found a snake the art of skinning one would most likely make you lose your hands. The easiest way to dispose of a Wraith is just to take it to the woods and release it, or trap it in the ice without a food source until it descends into hibernation. Frostfawn has made several attempts to tame the creatures and use them to their advantage, but the creatures are extremely vicious and almost always hungry because of the energy they expend on a constant basis.
Last edited by Sliver on November 10th, 2012, 8:18 pm, edited 1 time in total.
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Postby Valkyrie on November 10th, 2012, 3:50 pm

These are awesome and definitely accepted! I love how they complement each other so well. They have been added to the Bestiary.
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Postby Sliver on November 10th, 2012, 8:15 pm

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Varys Iceglaze

Race: Vantha
Date of Birth: 33rd of Spring, 494 A.V.
Place of Birth: Avanthal
Title/Occupation: Iceglaze Architect
Skills:

Carving (Stone): 25
Construction: 30
Drawing (Architectural): 20
Observation: 20
Teaching: 15

Gnosis: 1 Ice Reaving

Personality/History: Varys is a kind and quiet soul who counters the rambunctious and talkative norm of other Vantha. As a child he had a knack for drawing that his Hold encouraged, hoping it would lead to an architectural leaning, which it did. Though relatively frail of body, easily succumbing to illness and sometimes cold even with his mark from Morwen, Varys likes to say that his mind more than makes up for any physical impairments. Despite his introverted manner, Varys is a comely Vantha, and his appearance and reputation have netted him many potential suitors. A man focused on his work, however, Varys is the bane of his parent’s marital arrangements, constantly focused on his work and projects and spending any free time with young Iceglaze children as a babysitter and instructor. The quiet and mysterious Vantha draws many a sigh from young women, yet no one has been able to draw his attention from his work. Many accept this as a challenge.
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