OOC Info Ravok Development Center

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A city floating in the center of a lake, Ravok is a place of dark beauty, romance and culture. Behind it all though is the presence of Rhysol, God of Evil and Betrayal. The city is controlled by The Black Sun, a religious organization devoted to Rhysol. [Lore]

Moderator: Prophet

Ravok Development Center

Postby Crow on July 28th, 2016, 11:20 pm

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All submissions are subject to editing in whole or in part before implementation with or without consulting the original author. Primarily this is for grammar and spelling, but theme, skill level or anything else may be fixed before going in. If a submission is denied, the player may resubmit at any time. Please be sure to heed any advice in regards to denied submissions if there are to be more submissions. Please note that NPCs and Locations intended for personal use require an HD approval.

NPCs


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    [tab=NPC NAME,black,white]
    [img2=left]Must Be 200 x 200 px or smaller[/img2]
    [b]Name:[/b]
    [b]Race:[/b]
    [b]DoB:[/b]
    [b]PoB:[/b]
    [b]Title:[/b]
    [b]Skills:[/b]
    [b]Gnosis:[/b]
    [b]Additional Info:[/b]

    [i][b]Developed[/b] by YOUR PC NAME[/i]
    [/tab]


Locations

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    [frame2=#000000][color=#FFFFFF]
    [center][size=200][webfont=Gemerald]Location name[/webfont][/size][/center]

    [center][img]Location main image[/img][/center]

    [indent]

    The main body of the location. This should include where it is at, what it looks like inside and out. Who works or owns the location as applicable. Typical set ups vary.

    [size=120][b]Price List and NPCs[/b][/size]

    [tabset=300][tab=Price List,black,#FFFFFF]Notes here

    [b]Product table name here[/b]
    [table]Name | Price
    Product 1 | # GM
    [/table]
    [/tab]

    [tab=NPC 1,black,#FFFFFF][img2=left]NPC avatar here[/img2][b]Name:[/b]
    [b]Race:[/b]
    [b]DoB:[/b]
    [b]PoB:[/b]
    [b]Title:[/b]
    [b]Skills:[/b]
    [b]Additional Info:[/b] NPC description here[/tab][/tabset]

    [spoiler=Moderation Note]Moderated by all Storytellers of Ravok.
    Feel free to self-moderate!

    [i]Location credits to [b]Your Name[/b][/i][/spoiler][/indent][/color][/frame2]


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Postby Joanna Arbor on August 5th, 2016, 8:02 pm

 
Jessica Lazarin
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Name: Jessica Lazarin
Race: Human
DoB: 486 AV
PoB: Ravok
Title: Commander
Skills: 50 Interrogation, 40 Longsword, 35 Shortbow, 29 Investigation, 20 Intimidation, 20 Unarmed Combat, 10 Hypnotism
Gnosis: 1 Chaon
Additional Info: Jessica was adopted into the Lazarin family when she showed great promise during her trial as an Initiate and has served the Ebonstryfe faithfully since childhood. Not only her name but also her skills as a warrior and interrogator garner fear and respect from her inferiors, and the high regard of their superiors. Some say that it was Rhysol himself that chose Jessica to join the Lazarin house, and even more whisper that she may be the bastard daughter of the family's Druvin patriarch, though none would dare wonder this aloud.

Developed by Joanna Arbor

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Orestar Matthews
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Name: Orestar Matthews
Race: Human
DoB: 491 AV
PoB: Ravok
Title: Soldier
Skills: 39 Rapier, 30 Negotiation, 25 Boxing, 16 Politics, 10 Poison
Gnosis: 1 Chaon
Additional Info: Though a faithful servant of the Lord and a dedicated soldier, beyond this there is little that stands out about the young man when compared to his thousands of comrades. He fights well, but they all fight well. He strikes fear in the hearts of nonconformists, but they are all as intimidating or more so. Although he does his job and does it efficiently, many of his superiors doubt he will climb any higher through their ranks. Every side needs its expendables after all.

Developed by Joanna Arbor

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Ravok Development Center

Postby Evarista on August 11th, 2016, 11:28 am

These are meant for the Nitrozian estate.

 
Nestor Olcott
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Name: Nestor Olcott
Race: Human
DoB: 72nd of Spring, 465 A.V.
PoB: Ravok
Title: Chamberlain
Skills: 66 Subterfuge, 63 Intelligence, 48 Organization, 31 Rhetoric, 26 Weapon: Dagger
Gnosis: None.
Additional Info: Olcott is the chief of staff at the estate. An icily calm and composed man, he never lets anything affect his good manners. His formal duties include organizing servants at the estate itself, as well as keeping books on the family's formidable continegent of slaves, scattered on various posts all over Ravok. His less formal duties include being Sitanos' confidant and caretaker of various dirty work. While the family is not particularly involved with Ravok's criminal underworld, such contact is unavoidable and has to be handled correctly. Espionage, bribery, blackmail, disposal of evidence, unfortunate "accidents", all are employed to keep the Nitrozian business image squeaky clean, or at least as clean as it possibly can be. He's not only an intelligent planner and strategist, but is also uncannily street-savvy and fast to react to emergencies. If a family member needs anything or anyone quickly hidden or erased, they come to him. Close acquaintances of the man can tell that he's lived through a dirty and dangerous youth, despite his flat denials of it.

Developed by Evarista Nitrozian

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Bryony
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Name: Bryony
Race: Human
DoB: 5th of Summer, 497 A.V.
PoB: Ravok
Title: Slave
Skills: 40 Intelligence, 39 Observation, 37 Socialization, 37 Housekeeping, 15 Organization
Gnosis: None.
Additional Info: Born a slave, Bryony has been owned by the family her entire life. She is a general (non-personal) servant, looking after family members and guests alike. She serving meals, tidies up, provides them with news around the city, or just entertains them with conversation. Raised to be a maid from a young age, she has proven talented and charismatic in this role. She is not only competent in her duties, but also has good personal relations with most of the family members, making her a valued asset at the estate. She is used to being treated well and has a big ego for a slave, considering herself to have a higher status than her peers. Other slaves tend to accept her attitude as justified, but some resent her for it. Bryony is also one of Olcott's primary informants, keeping him updated about the social status quo at the estate. Sorting out the tangled webs of familial intrigue is no easy task, but Bryony performs it well, and perhaps most importantly, she does it without stepping on anyone's toes.

Developed by Evarista Nitrozian

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Romero Baratieri
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Name: Romero Baratieri
Race: Human
DoB: 72nd of Spring, 481 A.V.
PoB: Ravok
Title: Ebonstryfe Commander, Envoy
Skills: 52 Weapon: Longsword, 44 Persuasion, 31 Intimidation, 27 Unarmed Combat, 26 Rhetoric, 17 Politics, 12 Subterfuge
Gnosis: Chaon L1
Additional Info: Baratieri is an Ebonstryfe Commander and the official contact of the Ebonstryfe and the Black Sun at the estate. Any formal business between the family and the two organizations is handled through him. Baratieri has been a permanent fixture at the estate for almost a decade now, and developed friendships with many of the family members. He is something of a snob and enjoys being part of the high culture, regularly attending family events and paying visits to the family businesses. However, this doesn't come at the expense of his duties and training. Most of the slaves dislike him because he's rather demanding and expects to be pampered. However, he has also been known to arrange buyouts of slaves who he deems to be good candidates for joining the Ebonstryfe. Occasionally, he may invite a martially inclined family member as well, or at least try to pique their interest in the career by introducing them to his prominent colleagues. Baratieri himself is a formidable swordsman and a devout follower of Rhysol, while also having gained many influential contacts during his stay at the estate. While he has every basis to seek a promotion to Paladin and receive his second mark of Chaon, this would likely mean his removal from the estate in favor of a more active position, which is something he does not want. This has left him somewhat ambivalent in regards to his future career, as he keeps discretely looking for ways to both have the cake and eat it as well.

Developed by Evarista Nitrozian

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Imhon
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Name: Imhon
Race: Akalak
DoB: 72nd of Spring, 432 A.V.
PoB: Riverfall
Title: Slave
Skills: 32 Endurance, 28 Gardening, 26 Carpentry, 19 Masonry, 10 Unarmed Combat
Gnosis: None.
Additional Info: Imhon is a slave, and has been in the family's possession for around half a decade. He's mainly kept at the estate, but periodically sent out to any family business that needs of a pair of strong hands. His primary duties include the upkeep of the hanging garden, fixing minor damage on furniture and ravosalas, and do all sorts of heavy lifting around the estate. Imhon is a taciturn man, completely unwilling to talk about his past and about how he has ended up in his current situation. He always does his work thoroughly and without complaint, earning the adoration and respect of other slaves by lending them a hand whenever he can. The reputable slave merchant who sold him offered a complete guarantee that the Akalak is not dangerous, but many of the family members are still a little afraid of him. He's usually not allowed inside of the blooded family residence, spending most of time outdoors or in his tiny carpentry workshop.

Developed by Evarista Nitrozian

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Victor Licentas
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Name: Victor Licentas
Race: Human
DoB: 72nd of Spring, 489 A.V.
PoB: Ravok
Title: Guard
Skills: 39 Weapon: Halberd, 31 Intimidation, 26 Detection, 22 Unarmed Combat, 20 Storytelling, 7 Singing
Gnosis: None.
Additional Info: Victor is part of the familial guard, employed at the estate. He guards the front entrance and also acts as a portier, welcoming guests and shooing away beggars. With a background in mercenary work, he's a rather rugged fellow who has been far and wide. He secretly resents the pretentious atmosphere at the estate and feels much more at home relaxing among his old friends. His favorite haunt is The Spot, where he goes as soon as his shift ends. After having a little to drink, Victor is happy to share the tales of his past adventures, but is clever enough not to prattle about his current work too much. After having a little more to drink, he may also display his love of singing. While having a good voice, he has no ear for music, something he's very self-conscious about.

Developed by Evarista Nitrozian

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Postby Evarista on September 24th, 2016, 7:25 pm

Short writeup for daddy. Credit to me is not necessary if not found appropriate; I just couldn't bear to see his NPC tab so empty and lonely.

 
Sitanos Nitrozian
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Name: Sitanos Nitrozian
Race: Human
DoB: 2nd of Spring, 465 A.V.
PoB: Ravok
Title: Nitrozian Family Head
Skills: 85 Leadership, 77 Persuasion, 66 Rhetoric, 62 Subterfuge, 57 Hypnotism, 45 Politics, 29 Mathematics.
Gnosis: None.
Additional Info: Sitanos Nitrozian is the patriarch of the Nitrozian family. A man of nigh-supernatural talent and charisma, he is the most influential person in the Ravokian business world, and many strings that are being pulled in the city can be traced back to him. He always knows exactly what to say, when, and to whom. Sitanos is the rare individual that can maintain both a cold head and a warm heart without letting the two come into conflict. Besides being an ideal businessman, he also strives to be a good father to his large family, regardless of the fact that it mostly consists of capricious brats. While formally loyal to Rhysol, Sitanos is not one for overt displays of piety. He maintains close contact with the city's governing bodies through his children and relatives, but oddly avoids getting personally involved in their affairs. If it were not for this, he would likely have gained a considerable rank within the Black Sun and claimed complete control over the city's finances with relative ease. Those privileged enough to form a close friendship with him will find this strange reluctance to be his greatest weakness, though the reasons for it are known only to himself.

Extended by Evarista Nitrozian
Last edited by Evarista on September 24th, 2016, 8:26 pm, edited 2 times in total.
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Postby Benare Nitrozian on September 24th, 2016, 8:03 pm

These are meant for the Nitrozian Laboratory


 
NPC 1
ImageName: Fredrick Nitrozian
Race: Human
DoB: 494av 22nd Summer
PoB: Sunberth
Title: Alchemist
Skills: Alchemy 25, Poisoncraft : 35, Magecrafting: 40, Larceny 5 Dagger 10.

Additional Info: Fred grew up in the slums of Sunberth. He grew up living with his mother who was earning wages as the usual prostitute. She raised him for as long as she could until she had a gambling addiction and she ran out of having enough money to having barely any to get by. Fredrick understood that he needed to earn money somehow and he adapted to stealing and larceny. After a few years, his mother grew ill and he fled Sunberth not having to worry about her death. He didn't have to bear it. He fled to Syliras, there he discovered interesting items at the Bazaar and found a teacher willing to teach him Alchemy. Throughout that time, Fredrick studied Alchemy and had grown an interest for poisons. He tested a few creations on people and had to flee Syliras, there he found Ravok. His now true home, he practices Alchemy and poison crafting under the safety of the Nitrozians. Well, he was only a teen when they found him alone, and they've brought him in as a slave. He still works under the safety of the Nitrozians.

Developed by: Benare Nitrozian


 
NPC 2
ImageName: Belirious Frostfawn
Race: Vantha
DoB: 476av Summer 33rd
PoB: Avanthal
Title: Nitrozian Weaponsmith
Skills: Weaponsmith 20, Armorer 15, Metalsmithing 10, Negotiation 5
Additional Info:
Born within the frozen state of Avanthal, Belirious Frostfawn had a normal Vantha childhood growing up he heard the casual adventures of other newcomers and local hunters during those times he was unique in a way, well, not completely unique the man had an interest in smithing and so he managed to be taught how to work as a Weaponsmith within Avanthal, though after a few years if being an apprentice, he managed to earn enough Mizas to travel and bring a few of his items with him. He wasn't sure where to begin his Weaponsmith skills, so over time he began to learn how to be an Armorer, as well as learning how to Smith basic metals. Belirious Frostfawn traveled his way down to Ravok, there where he managed to earn his first business crafting weapons and armor for the Nitrozians and in return gain protection from the Mercenary's of the Nitrozian family, as well as a little pay on the side.

Developed by: Benare Nitrozian
Last edited by Benare Nitrozian on September 30th, 2016, 2:34 pm, edited 1 time in total.
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Postby Evarista on September 27th, 2016, 10:12 pm

Formal writeup submission. Proofread, improved formatting and added a picture.

Children of E


ImageName: Children of E, or Spawn of E, is the official designation given to the monsters by the Black Sun. Generally, 'E' is believed to stand for 'Entropy', and the creatures are colloquially known as 'Chaos Children'. However, the deliberately ambiguous title actually refers to Evarista Nitrozian, the original human identity of the monster who gave rise this chaos-touched species.

Habitat: Children of E can primarily be found in and around Ravok. They are not extremely common in the city proper, but present a hazard on the lakeshore, as well as the surrounding roads, swamps and forests in northern Sylira. Unlike most other arachnids, they have no particular preference for a type of environment, and live wherever they can reliably hide and hunt.

Origin: The creatures began appearing after the city of Ravok was attacked by an arachnid monster in the late autumn of 516 A.V. The creatures are the offspring of said monster, left behind before the parent vanished as suddenly as it had appeared. All of this is common knowledge in the city, hence the name of the creatures.

Physical Characteristics

All Children of E are arachnid invertebrates with a vague resemblance to golden silk orb-weavers. Most of them have eight legs with yellow and black stripes, a similarly striped abdomen and a black cephalothorax. However, the similarities end there, and so does the uniformity. The chaotic energies involved in their original conception has scrambled their genetic makeup, often far beyond common sense. Each specimen possesses one or more strange and unnatural characteristics. The diverging features can range from subtle and inconsequential to outright reality-defying. No two Chaos Children are the same.

On average, a Child of E is about 5 cm long, excluding legspan. The smallest specimens are less than 1 mm in length, while the largest are about 10 cm. Most females fall above the 5 cm average, while most males fall below. The tiny spiders are in practice more dangerous because they can enter a person's body unnoticed, usually when the person is asleep, at which point the victim is at the complete mercy of whatever abilities the Spawn has.

Their diet depends on the size of the spiders. Larger specimen tend to be carnivorous, while smaller lead parasitic lifestyles on, or in, something else. The Children have a voracious appetite and will target the largest prey they can afford to attack. Single hunters usually do not target humans or other large creatures, but groups of several cooperating Children with a diverse set of abilities do so eagerly.

They reproduce as most spiders do, but gestation and incubation periods are somewhat shorter. Depending on the size of the spider, it can take a Child from one week to one year to reach maturity, with larger specimens developing slower.

Social Structure

Children of E do not have any patterns of social behavior and no social hierarchy. If two or more spiders meet, they tend to cooperate loosely when hunting or protecting offspring, but would generally not make any last stands for anyone other than themselves. Most spiders have at leas one sharp sense that they can use to detect potential mates, sometimes over large distances. In the wild, Children integrate themselves into any ecosystem that can accommodate for them, pushing out any other arachnids and claiming the niche for themselves.

Females show much ingenuity when choosing a location to lay their eggs, looking for places that are both safe and close to potential food sources. They are also clever enough to exploit the structure of man-made buildings to find inaccessible spots where their young can safely hatch and disperse across the building or settlement. Tiny specimen enjoy climbing inside of a larger creature and lay their eggs there, providing excellent safety and food supply for their young, much to the distress of the host.

Encounter Generation


OOC: To determine the nature of an encountered specimen, first roll 1d100, where the result is the specimen's length in millimeters. Second, roll 1d18 to determine a characteristic feature. Roll more than once for more features. Rolling the same feature more than once results in stacking where applicable (ex. two 4 would give multiple tails, and two 16 would give near-instant regeneration). The current feature list is a starting package of sorts; adding more variants is always encouraged.

1. Improved Silk: This spider can generate more and stronger silk than usual, and is much more generous in its use. It may spin gigantic and extremely sticky webs, booby-trap doorways and objects, and use elaborate silk kites to become airborne even if it would normally be too heavy to do so.

2. Improved Venom: This spider can generate more and stronger toxin than usual, and is much more generous in its use. It may cover its web in venom, deliberately poison food or use other indirect means of getting the venom into its prey, or even fire globs of venom as projectiles. Venomous properties and effects during contact of skin include a burning sensation that slowly eats away the skin if not washed off. Cysts will form and pus often resulting in the venom spreading. The topical area will itch severely. Venomous properties if ingested: very slow internal hemorrhaging which can result in catastrophic organ failure.

3. Improved Legs: This spider has more, longer and stronger legs, which are equipped with a large number of ball joints instead of the usual pin joints. The legs can bend at nearly any place and angle, making them as flexible as tentacles for practical purposes.

4. Tail: This spider has a scorpion-like segmented tail protruding from the back of its abdomen. The tail has a long stinger at the end. The venom glands in the tail are different from the ones in the creature's mouth, and thus its sting will have different effects than its bite. These effects cause temporary paralysis of the area stung. If multiple stings incur it is possible that the full body will be paralyzed.

5. Jaws: This spider has unusually large and strong jaws, with the lower jaw running along most of its torso. By default, it has a set of tiny but razor-sharp teeth that can shave off soft tissue easily. To deal with harder surfaces, the creature can eject a set of four larger fangs, two on each jaw.

6. Claws: This spider has a crab-like pincer at the end of one or more of its legs. The pincer is strong enough to instantly sever fingers, noses and other protrusions. Larger spiders are capable of crushing through armor. It also allows the spider to move and hold onto objects more easily.

7. Voice: This spider can imitate vocal sounds produced by other creatures, usually with impeccable accuracy. When dealing with humans, this is usually used to imitate cries for help to lure prey, roars of intimidation to scare away dangers, or other ways to confuse or misdirect.

8. Smoke: This spider has an organ that can produce smoke of various colors and textures. This is usually used to impair vision, attract or distract attention, or to communicate across large distances.

9. Smell: This spider can release a colorless airborne chemical with an extremely strong odor, usually but not always foul. The odor can be intense enough to cause nausea or even loss of consciousness in humans.

10. Grinder: This spider can produce a horrible grating noise, along with a shower of sparks, by rubbing its legs together. The noise is extremely intrusive and, with enough exposure, deafening. The sparks can be used to misdirect or communicate in the darkness, and also present a serious fire hazard.

11. Bioluminescence: This spider can make any part of its body glow in the dark at will, or produce a series of bright flashes to blind and disorient. More notably, it can spin bioluminescent silk, which it uses to construct breathtaking visual arrangements to deceive or communicate.

12. Breathless: This spider mysteriously doesn't need oxygen to stay alive. It cannot be drowned or suffocated, and the lack of need for respiratory organs leaves more room for muscles and other useful tissue, making it stronger, faster and tougher than an opponent could expect when judging by size alone.

13. Autonomous propagation: This spider can produce offspring without the aid of a mate, and has greatly reduced gestation periods, possibly able to lay several batches of eggs per day.

14. Acoustic vision: This spider has an extremely fine sense of hearing and the ability to produce ultrasound. It can 'see' around corners and obstacles, easily recognize persons by their voice or heartbeat, and otherwise have complete auditory awareness in a large radius around itself. When underwater, this radius expands even further.

15. Electrogenesis: This spider has organs to generate and sense electricity. It projects an electromagnetic field which it uses to detect living organisms nearby, as well as manipulate metal objects in a short radius around itself. It can emit brief but powerful electric discharge to attack anything it touches, or anything close by if underwater.

16. Regeneration: This spider can regenerate lost bodyparts in a matter of chimes. The regenerated organ may have different properties from the original one.

17. Chlorophyll: This spider has a bright green body with green-and-yellow striped legs. It uses sunlight to acquire energy and is not directly aggressive towards humans. This type of spider reproduces not by laying eggs, but by implanting parasitic seeds into other lifeforms. The seeds slowly merge with the host and seize control of various organs, controlling the host's behavior by forcing unnatural physiological needs on them. Once control of the reproductive organs is seized in this way, the offspring of the host will be born with a new seed already in them. Humans usually become victims by accidentally swallowing such a seed.

18. Sapience: This spider is capable of abstract thought. It has a human-like mental capacity and its aura is as large and complex as that of a human. It understands human speech but lacks the means for verbal communication. Someone who can get around this obstacle, such as a telepath, would be able to converse with it. It tends to be less directly aggressive than its feral counterparts, but is perhaps more dangerous than any of them, on account of its intelligence. It can even learn magic if it finds a means to do so.



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Conditions and change logs:
1) Removed the term "Individuals as some players expressed confusion of whether or not they would be considered the Individual. This word was replaced with spider or Spiders.
2) Description of improved venom: "Venomous properties and effects during contact of skin include a burning sensation that slowly eats away the skin if not washed off. Cysts will form and pus often resulting in the venom spreading. The topical area will itch severely. Venomous properties if ingested: very slow internal hemorrhaging which can result in catastrophic organ failure. "
3) Description of Tail: These effects cause temporary paralysis of the area stung. If multiple stings incur it is possible that the full body will be paralyzed.
4) Revision of claws: Claws: This spider has a crab-like pincer at the end of one or more of its legs. The pincer is strong enough to instantly sever fingers, noses and other protrusions. Larger spiders are capable of crushing through armor. It also allows the spider to move and hold onto objects more easily.
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Whose eyes are those eyes?
 
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Postby Benare Nitrozian on September 30th, 2016, 2:31 pm

 
NPC NAME
Image
Name: Damian Trifflefur
Race: Human
DoB: 484av Spring 45th
PoB: Lhavit
Title: Local
Skills: Dagger: 15, Negotiation: 25, Unarmed Combat: 15, Observation: 15, Stealth: 20.
Gnosis: None
Additional Info:

Childhood was simple for Damian, he had all that he needed when he was in Lhavit, the man couldn't wish for more, though he had many twists in his life growing up. Growing up was just like any other, the basics of learning how to survive, wealth, wealth wasn't something easy to come by for Damian and his family, he had two other siblings, who weren't always there for him, and they were literally never there. Damian feared the worst, his parents were worried all of the time as well, but that didn't mean Damian should leave his parents while he was still within his teen years. It was something that was holding him back, though, one unfortunate night, his mother passed due to a heart attack, it took a rough turn for Damian, his mother was the heart and soul of his life, that point on he decided to be grim and depressed. His father took up drinking, but that wasn't the end of it, no, along came abuse and Damian avoided all of this by learning how to wield a weapon, or fight, so he took up Unarmed Combat and the dagger.

Since he had nothing to do with his father, once he felt he was old enough and knew enough outside of Lhavit, Damian purchased a ride to Ravok, well, he didn't really care where he headed as long as it was far away, there he spent pretty much all of his time at Ravok. He spends his life every day as a Local at the Silver Sliver Tavern, mainly drinking and roaming the streets/rivers of Ravok. Maybe even hoping for someone to turn his life right side up, hopefully.


Developed by: Benare Nitrozian
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Postby Prophet on February 12th, 2017, 5:01 pm

This thread will remain locked until all existing notes, plots, requests and suggestions can be processed.
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