Editing Character:Silk

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Athletics 5, Awareness 5, Dodge 5, Larceny 4, Stealth 5 (In Plain Sight +2)
 
Athletics 5, Awareness 5, Dodge 5, Larceny 4, Stealth 5 (In Plain Sight +2)
 
===Favored Abilities===
 
===Favored Abilities===
Martial Arts 5 (Rope +2), Thrown 3, Performance 5 (Dance +2), Resistance 3, Investigation 3
+
Martial Arts 5 (Rope +2), Thrown 3, Performance 5 (Dance +2), Resistance 2, Investigation 3
 
===Unfavored Abilities===
 
===Unfavored Abilities===
Integrity 2, Lore 2, Linguistics 3 (''Firetongue'', Low Realm, Riverspeak, Old Realm), Occult 2
+
Integrity 2, Lore 2, Linguistics 2 (''Firetongue'', Low Realm, Riverspeak), Occult 2
  
 
==Backgrounds==
 
==Backgrounds==
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When his flight from the past brought Silk to Nexus he was astounded by the enormity and attitude of the Riverlands' greatest city. Originally he meant only to stay long enough to fade into the chaos and let the thousands and thousands of people trample over any trails he might have left behind. But then while spying on a merchant of information he caught wind of something greater, something that brought up memories not his own. An item had allegedly surfaced in the inheritance left behind by an old and successful scavenger lord, an item of a material shining like gold but impervious to all harm. Gripped by a previously unknown fascination Silk pursued the artifact's trail from the old grave robber to his heir, sold to a Guild merchant, bought at extraordinary expense by the Immaculate Order seeking to destroy the unholy thing and finally stolen by a Merchant Prince's retainer. In the prince's heavily guarded palace finally he clashed with a strange green-eyed woman who apparently also sought the same item. It quickly became clear that her skill in the arts martial was greater than Silk's but in the end his own mastery of subtlety and shadows won out and he was able to disappear into the night with the much sought-after artifact.<br>
 
When his flight from the past brought Silk to Nexus he was astounded by the enormity and attitude of the Riverlands' greatest city. Originally he meant only to stay long enough to fade into the chaos and let the thousands and thousands of people trample over any trails he might have left behind. But then while spying on a merchant of information he caught wind of something greater, something that brought up memories not his own. An item had allegedly surfaced in the inheritance left behind by an old and successful scavenger lord, an item of a material shining like gold but impervious to all harm. Gripped by a previously unknown fascination Silk pursued the artifact's trail from the old grave robber to his heir, sold to a Guild merchant, bought at extraordinary expense by the Immaculate Order seeking to destroy the unholy thing and finally stolen by a Merchant Prince's retainer. In the prince's heavily guarded palace finally he clashed with a strange green-eyed woman who apparently also sought the same item. It quickly became clear that her skill in the arts martial was greater than Silk's but in the end his own mastery of subtlety and shadows won out and he was able to disappear into the night with the much sought-after artifact.<br>
 
Besides the usual powers of hearthstone bracers this pair has has an immensely useful additional power: It can spin new clothes of every possible sort - be they rags or courtly robes of the most exotic kind - from the Essence of its wielder at the cost of merely 1m. This has benefited Silk greatly as disguising himself has become much easier since he now always has the exactly right clothing for every possible situation and disguise at hand.
 
Besides the usual powers of hearthstone bracers this pair has has an immensely useful additional power: It can spin new clothes of every possible sort - be they rags or courtly robes of the most exotic kind - from the Essence of its wielder at the cost of merely 1m. This has benefited Silk greatly as disguising himself has become much easier since he now always has the exactly right clothing for every possible situation and disguise at hand.
===Resources 4===
+
===Resources 3===
Much of Silk's money stems in part from the coffers of Harama's Dancers and the many hide-away caches prepared for its agents. Upon leaving all of that behind Silk took a good sum of unmarked silver and jewels with him, considering it payment for his long service and arguing that with the cult's destruction his would likely be the best hands the money could fall into. The rest comes from private deals he has made in the last few months. Coming up with capital to work with is easy when there is no burglar and few confidence men to match him. And knowing where to invest is a lot more comfortable as well, when taking a look at a merchant's book takes no more effort than a stroll in the park. All of this together means that there is a wide range of resources at Silk's disposal, from a few overtly in his many names to those impossible to trace.
+
The merchants' payment was a nice bonus but of course that wasn't the reason why Silk participated in the operation against the Barrow King. Even before the recent influx of silver his Guild accounts - of the 'no questions asked' variety - weren't too bad off. His money stems in part from the coffers of Harama's Dancers and the many hide-away caches prepared for its agents. Upon leaving all of that behind Silk took a good sum of unmarked silver and jewels with him, considering it payment for his long service and arguing that with the cult's destruction his would likely be the best hands the money could fall into. The other part comes from private deals and contracts he's made since his flight, sometimes a pittance, sometimes enough to get by for weeks without touching his fallback options. Working as a blade for hire, a mercenary, is something Silk despises but it has been necessary a few times. Now thankfully it will be some time before anything like that will be required again.
 
===Contacts 3===
 
===Contacts 3===
 
His old networks of informants don't reach into the East, but Silk has been well trained and despite his otherwise poor social graces he has a knack for finding the right people for the right job. Whether it is someone familiar with the games of the high and mighty or just someone who knows the street and will talk in exchange for a free drink, whether it is an honest moneylender, a corrupt guard, a learned scholar or just a few guys who will bash in anyone's head for a few pieces of silver - Silk knows them or at least where to look for them.
 
His old networks of informants don't reach into the East, but Silk has been well trained and despite his otherwise poor social graces he has a knack for finding the right people for the right job. Whether it is someone familiar with the games of the high and mighty or just someone who knows the street and will talk in exchange for a free drink, whether it is an honest moneylender, a corrupt guard, a learned scholar or just a few guys who will bash in anyone's head for a few pieces of silver - Silk knows them or at least where to look for them.
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Invisible Statue Spirit ''(5m, defy all perception except touch as long as he stays perfectly still)''<br>
 
Invisible Statue Spirit ''(5m, defy all perception except touch as long as he stays perfectly still)''<br>
 
Hidden Sun Prana ''(5m, 1wp, extends ISS, perfect stealth for one scene unless attacking)''<br>
 
Hidden Sun Prana ''(5m, 1wp, extends ISS, perfect stealth for one scene unless attacking)''<br>
Concealing Mind Shadow ''(4m, impose (Ess) as external penalty on Awareness rolls or add (Ess) sux to Stealth. +1wp to extend the penalty to attacks, invalid target to ranged attacks)''<br>
 
Vanishing from Mind's Eye Technique ''(10m, 1wp, roll Wits+Stealth +(Ess) sux, vanish from all memory unless someone gets more sux than that on Wits+Lore, one roll per day)''<br>
 
Memory Prism Method ''(--, spend 2m to allow a person partial memories or even exclude them from VfMET entirely)''
 
  
 
===Athletics===
 
===Athletics===
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Phantom-Conjuring Performance ''(--, allows the creation of ghostly images, ethereal music and strange sensory effects)''<br>
 
Phantom-Conjuring Performance ''(--, allows the creation of ghostly images, ethereal music and strange sensory effects)''<br>
 
Memory-Reweaving Discipline ''(10m, 1wp, create a specific belief up to the overwriting of memories, UMI, instant magical intimacy takes 1wp/scene to erode)''
 
Memory-Reweaving Discipline ''(10m, 1wp, create a specific belief up to the overwriting of memories, UMI, instant magical intimacy takes 1wp/scene to erode)''
 
===Resistance===
 
Tireless Sentinel Technique ''(3m, go without sleep for up to 5 days or until a set task is accomplished)''
 
  
 
===Martial Arts===
 
===Martial Arts===
 
Crimson Dance of Shadows Style
 
Crimson Dance of Shadows Style
 
*Shadow Dancing Concentration ''(2m, add 4d to shadow dance, 2d to actions requiring physical contortions)''
 
*Shadow Dancing Concentration ''(2m, add 4d to shadow dance, 2d to actions requiring physical contortions)''
*Flowing Darkness Counterpoint ''(3m, Reestablish Surprise as a reflexive action, can be used no more than Ess times per action)''
+
 
 
==Combos==
 
==Combos==
 
===World-Shaping Song===
 
===World-Shaping Song===
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===Ineffable Symphony of Shadows===
 
===Ineffable Symphony of Shadows===
''All lights dim and reality becomes fluid around Silk, allowing him to easily evade all attacks. His every motion is part of a beauteous dance, of a transcendent composition that no merely human mind can grasp, and shapes the malleable nature of that which is only half seen into the sequence of events desired by the architect of the ineffable masterpiece.'' (Surprise-Anticipation Method+Shadow Over Water+Seven Shadow Evasion+Flowing Darkness Counterpoint)
+
''Description here.'' (Surprise-Anticipation Method+Shadow Over Water+Seven Shadow Evasion)
  
 
==Thaumaturgy==
 
==Thaumaturgy==
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==Essence==
 
==Essence==
 
Essence: 3<br>
 
Essence: 3<br>
Peripheral: 37/47 (43+20)<br>
+
Peripheral: 13/23 (43)<br>
Personal: 18/18<br>
+
Personal: 7/18<br>
Committed to Charms: 10 peripheral (Perfect Impenetrable Disguise, Tireless Sentinel Technique)<br>
+
Committed to Charms: 11 personal (Foe-Vaulting, Monkey Leap, Shadow Dancing, Keen+Unsurpassed Hearing), 8 peripheral (Perfect Impenetrable Disguise)<br>
Committed to Artifacts: 8 peripheral (Nameless Weapon), 8 peripheral (Harness of Infinite Utility)<br>
+
Committed to Artifacts: 8 peripheral (Nameless Weapon), 4 peripheral (Hearthstone Bracers)<br>
 
Anima Status: None
 
Anima Status: None
  
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==Willpower==
 
==Willpower==
OOOOO OOOO (Willpower 9/9)
+
OOOOO OOOO (Willpower 5/9)
  
 
==Virtues==
 
==Virtues==
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Temperance: 4 - <i>To those who walk the path of the assassin absolute discipline is ever the harshest mistress.</i><br>
 
Temperance: 4 - <i>To those who walk the path of the assassin absolute discipline is ever the harshest mistress.</i><br>
 
Valor: 2 - <i>You may call me a coward, I know that I'm the smart one. Meeting a stronger opponent in a straight-up fight, that I call suicidal.</i><br>
 
Valor: 2 - <i>You may call me a coward, I know that I'm the smart one. Meeting a stronger opponent in a straight-up fight, that I call suicidal.</i><br>
(Virtue channels used: None)
+
(Virtue channels used: 1 Conviction, 1 Temperance)
  
 
===Limit Break===
 
===Limit Break===
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Limit: <b>XX</b>
 
Limit: <b>XX</b>
  
==Equipment & Combat==
+
==Equipment==
Soak: 1L/2B (+7L/+5B for 1m/attack from Essence Weave, +1L/+2B for 2m, up to +5L/+10B, Hardness 5, from Sheathing the Material Form) 
+
Perronele: Up to 5L/10B Soak, 5L/5B Hardness when materialized
  
 
Hand: Spd 5, Acc 11, Dmg 4B, PDV 6, rate 3<br>
 
Hand: Spd 5, Acc 11, Dmg 4B, PDV 6, rate 3<br>
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Cold Iron amulet (2)<br>
 
Cold Iron amulet (2)<br>
 
Cold Iron knife
 
Cold Iron knife
 
Miscellaneous possessions of note:<br>
 
1 Yasal Crystal (Max Ess 3, filled with Perronele)<br>
 
1 Yasal Crystal (Max Ess 3, empty)<br>
 
1st key fragment (cloudy orb)<br>
 
2nd key fragment (golden rod)<br>
 
 
 
==History==
 
==History==
 
''"Sort of man they're like to send believes hard. Kills, and never asks why."'' -- Shepherd Book, "Serenity"
 
''"Sort of man they're like to send believes hard. Kills, and never asks why."'' -- Shepherd Book, "Serenity"
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===Alraune===
 
===Alraune===
 
For his return to Nexus Silk has assumed the appearance of a small, elderly man wearing an embroidered jacket over a severely cut white shirt and black pants. Behind silver-rimmed glasses gray eyes examine the world with dispassionate intelligence. All in all he looks more like a successful mortal accountant or a lawyer than like a powerful Solar Exalt.  
 
For his return to Nexus Silk has assumed the appearance of a small, elderly man wearing an embroidered jacket over a severely cut white shirt and black pants. Behind silver-rimmed glasses gray eyes examine the world with dispassionate intelligence. All in all he looks more like a successful mortal accountant or a lawyer than like a powerful Solar Exalt.  
===Griid===
 
After having his Alraune-persona exposed to the Abyssals Silk has become Griid, a tall, well-muscled northern woman of noble bearing.
 
 
==XP==
 
==XP==
XP gained: 232<br>
+
XP gained: 164<br>
XP spent: 220 (Compassion 2: 3 XP, Thrown 2, Resistance 2, Investigation 2: 3 XP, Foe-Vaulting Style: 8 XP, Invisible Statue Spirit: 8 XP, Essence 3: 16 XP, Hidden Sun Prana: 8 XP, 3rd Awareness Excellency: 8 XP, Thrown 3: 3 XP, Investigation 3: 3 XP, Keen Hearing and Touch Technique: 8 XP, Lore 2: 2 XP, Occult 1: 3 XP, 4 Procedures: 4 XP, Performance 4: 5 XP, 1st Performance Excellency: 8 XP, Heart-Compelling Method: 8 XP, Phantom-Conjuring Performance: 8XP, Performance 5: 7 XP, Memory-Reweaving Discipline: 8 XP, World-Shaping Song (Memory-Reweaving Discipline+1st Performance Excellency): 6 XP, Ineffable Symphony of Shadows (Surprise-Anticipation Method+Seven Shadow Evasion+Shadow Over Water): 12XP, Valor 2: 3XP, Integrity 2: 2XP, Occult 2: 2XP, Unsurpassed Hearing and Touch Discipline: 8 XP, Observer-Unveiling Meditation: 8 XP, Concealing Mind Shadow: 8 XP, Flowing Darkness Counterpoint: 8 XP, Add FDC to Combo: 3 XP, Linguistics 3: 4 XP, Vanishing from Mind's Eye Technique: 8 XP, Artifact 3->4: 3 XP, Resistance 3: 3 XP, Tireless Sentinel Technique +1 submodule: 10 XP, Memory Prism Method: 8 XP, Resources 3->4: 3 XP)<br>
+
XP spent: 162 (Compassion 2: 3 XP, Thrown 2, Resistance 2, Investigation 2: 3 XP, Foe-Vaulting Style: 8 XP, Invisible Statue Spirit: 8 XP, Essence 3: 16 XP, Hidden Sun Prana: 8 XP, 3rd Awareness Excellency: 8 XP, Thrown 3: 3 XP, Investigation 3: 3 XP, Keen Hearing and Touch Technique: 8 XP, Lore 2: 2 XP, Occult 1: 3 XP, 4 Procedures: 4 XP, Performance 4: 5 XP, 1st Performance Excellency: 8 XP, Heart-Compelling Method: 8 XP, Phantom-Conjuring Performance: 8XP, Performance 5: 7 XP, Memory-Reweaving Discipline: 8 XP, World-Shaping Song (Memory-Reweaving Discipline+1st Performance Excellency): 6 XP, Ineffable Symphony of Shadows (Surprise-Anticipation Method+Seven Shadow Evasion+Shadow Over Water): 12XP, Valor 2: 3XP, Integrity 2: 2XP, Occult 2: 2XP, Unsurpassed Hearing and Touch Discipline: 8 XP, Unserver Unveiling Meditation: 8 XP)<br>
XP unspent: 12
+
XP unspent: 2
  
XP spending plans: Hypnotic Shadow Seal (8 XP), Add HSS to Combo (3 XP), Crimson Dance of Shadows Form (8 XP), Soaring Crane Leap (8 XP), Essence 4 (24 XP), Stepping Between Sunbeams Approach (8 XP), Blinding the All-Seeing Eye (Combo: Observer-Unveiling Meditation+Stepping Between Sunbeams Approach: 9 XP), Performance Essence Flow (8 XP), Unseen Army Method (8 XP), Dodge (Unarmored +1) (3 XP), Martial Arts (Rope +1) (3 XP), 3rd Martial Arts Excellency (8 XP), Supernal Hearing and Touch Understanding (8 XP), Spirit-Detecting Glance (10 XP), Feather Foot Technique (8 XP), Capturing the World's Song (8 XP), Perfect Poise Stance (8 XP), Integrity 4 (10 XP), 3rd Integrity Excellency (10 XP), Epic Zeal of Conviction (10 XP), Avatar of the Night (8 XP), 1st Investigation Excellency (8 XP), Judge's Ear Method (8 XP), Occult 5 (18 XP), All-Encompassing Sorcerer's Sight (10 XP), Larceny 5 (7 XP), Perfect Mirror (8 XP), Vile Anathema Shroud (8 XP), 1st Stealth Excellency (8 XP), Stealth Essence Flow (8 XP)
+
XP spending plans: Stepping Between Sunbeams Approach (8 XP), Avatar of the Night (8 XP), Unseen Army Method (8 XP), Dodge (Unarmored +1) (3 XP), Soaring Crane Leap (8 XP), Supernal Hearing and Touch Understanding (8 XP), Spirit-Detecting Glance (10 XP), Linguistics (Old Realm) (4 XP), Feather Foot Technique (8 XP), Capturing the World's Song (8 XP), Perfect Poise Stance (8 XP)
  
 
BP used: Abilities 11 + specialties 3 + virtues 6 = 20 (15 +5)
 
BP used: Abilities 11 + specialties 3 + virtues 6 = 20 (15 +5)
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One benefit of this peculiar modus operandi to those engaging in subtle operations is that the wounds left by it can point to any kind of weapon its wielder can imagine. It can even kill without leaving any mark at all. Who would suspect foul play when there are no signs of a violent death and who would halt the man carrying a rope when a murder victim was obviously cut by a heavy blade? The greatest power of the Nameless Weapon however, one that isn't immediately obvious yet particularly dangerous, is that those slain by it are destroyed entirely, just as if the Ghost-Eating Technique had been used on them (though with none of the other benefits of that Charm). <br>
 
One benefit of this peculiar modus operandi to those engaging in subtle operations is that the wounds left by it can point to any kind of weapon its wielder can imagine. It can even kill without leaving any mark at all. Who would suspect foul play when there are no signs of a violent death and who would halt the man carrying a rope when a murder victim was obviously cut by a heavy blade? The greatest power of the Nameless Weapon however, one that isn't immediately obvious yet particularly dangerous, is that those slain by it are destroyed entirely, just as if the Ghost-Eating Technique had been used on them (though with none of the other benefits of that Charm). <br>
 
Finally it can also be used in the way its appearance suggests, in which case it follows the intent of its user almost as if alive, changing its length seemingly without limit and even moving on its own, granting its wielder three automatic successes on every non-combat action for which a rope is of use.
 
Finally it can also be used in the way its appearance suggests, in which case it follows the intent of its user almost as if alive, changing its length seemingly without limit and even moving on its own, granting its wielder three automatic successes on every non-combat action for which a rope is of use.
===Harness of Infinite Utility (Artifact 4)===
 
''Attunement: 8m (for Solars), Repair: 1''<br>
 
While many in the First Age had the resources to keep and maintain an Armor of the Unseen Assassin, not every Night Caste was so inclined. There is something to be said for subtlety and flexibility over the sheer power of a full magitech powersuit. In its complete form the Harness of Infinite Utility looks like a harness of black cloth inscribed with orichalkum designs and bracers of similar design. Worn under the right clothes it is hardly noticeable. The Harness' features are as follows:<br>
 
'''Hearthstone Bracers:''' Incorporated into the overall design are a pair of bracers, each with a hearthstone slot. This provides the usual benefits of the common orichalkum version, a +3 dice bonus to Dodge and +2 to damage.<br>
 
'''Essence Weave*:''' With but a thought the Exalt can weave any sort of clothing he can imagine from ambient Essence, from rags to royal robes, from waterproof suits to the most exotic of camouflage clothing. The magical properties of this weave increases the bonus to Stealth or Larceny to +4 (instead of the usual +2 for perfect equipment). By temporarily increasing the output of the Harness' Essence projectors the Exalt can strengthen the weave to provide a +7L/5B soak against a single attack by reflexively spending 1m.<br>
 
'''Elsewhere Access Points*:''' Virtual pockets into elsewhere provide sufficient storage space to carry up to a ton of assorted items safely out of reach of the world provided the objects could actually fit through a pocket opening no larger than a foot across. These pockets are available only to the attuned bearer of the Harness. Retrieving an object from Elsewhere is a Miscellaneous (Speed 5, DV -1) action.<br>
 
'''Perceptual Augmentation*:''' Bands of pure black cloth without adornment can be worn over the eyes or around the ears to shift the Exalt's perception into the spectra of pure Essence, allowing him to see or hear through darkness, fog and light obstructions without penalty and perceive immaterial phenomena like dematerialized spirits and Charm effects (similar to All-Encompassing Sorcerer's Sight).<br>
 
'''Upkeep:''' Maintenance is required every 100 hours of use; every 50 missed hours randomly disables one of the powers marked with an asterisk.
 
 
 
===Custom Charms===
 
===Custom Charms===
 
[[User:Dakkareth/Custom_Charms|List of all custom Charms]]
 
[[User:Dakkareth/Custom_Charms|List of all custom Charms]]
 
===Things To Do===
 
 
*Gather the five fragments of the Key to Shebeth
 
**Learn more about the Abyssal faction searching for Shebeth. Deflect, evade or eliminate.
 
***Connection to Caran's capture? Mask of Winters? Source of knowledge about Shebeth? Ask Alyssa about (Rose Blossom).
 
***Counterstrike against (Rose Blossom)'s Tepet connection? Use Desane and Neset, reveal Rose Blossom as Anathema?
 
**Find out more information about the Sidereals who watch over Meru, control the Immaculate Order and have their HQ in Yu-Shan
 
**Make preparations for Yu-Shan: Get-away plan, ...?
 
**Find Yu-Shan fragment
 
**Find Meru fragment
 
**Find Speremin fragment
 
**Take back Kaneko's fragment
 
 
*Begin work on the foundations of the Lawgiver Protectorate
 
**Find a good person to become the new Emissary of Nexus
 
**Add Nexus to the Protectorate
 
**Add Northeast Spoke
 
**Commerce: Alyssa will know what to do
 
**Reconnaissance: Work on Contacts, informants, convert to Spies?
 
***Funding: Nexus merchants who hate the Bull, Lanterntown taxes, NEXUS!
 
***Train my own operatives, build spy network with hubs in Lanterntown, Northeast Spoke, Nexus, Lookshy, ...
 
**Military: Find an able general to build and lead our forces. Allied Celestial or indoctrinated Dragonblooded.
 
**General support: Find and make contact with Cult of the Illuminated
 
 
*Arrange for Leah's education
 
**Ask Son about entrance requirements for his academy - done, Son
 
 
===Exceptions from Vanishing from Mind's Eye Technique===
 
*Leah (full)
 
*Leah's foster family (full)
 
*Alyssa (full)
 
*Son of the Metal Flame (full)
 
*Nyara Sunswept (full)
 
*Contacts and informations (partial: Guise, instructions, positive memories)
 
  
 
===The Little Black Book===
 
===The Little Black Book===
 
''A small, thin book bound in black leather which Silk always carries with him. Within written in encrypted Firetongue is a list of names and facts ...''
 
''A small, thin book bound in black leather which Silk always carries with him. Within written in encrypted Firetongue is a list of names and facts ...''
  
 +
Plans:
 +
*Find out what this 'heart' is and whether giving it to the Emissary would be a bad idea.
 +
*Find out more information about the people watching over Meru and controlling the Immaculate Order
 +
*Begin working on the foundations of the Lawgiver Protectorate: Informants and agents.
 +
 +
Enemies:
 
*(drawing of a long haired man with a large hat) -- Most likely Night Caste Solar by the name of 'Sammorath', allied with the Bull of the North
 
*(drawing of a long haired man with a large hat) -- Most likely Night Caste Solar by the name of 'Sammorath', allied with the Bull of the North
 
*(drawing of a large man with blonde hair) -- The Bull of the North, who is looking to claim the First Age city of Shebeth for himself
 
*(drawing of a large man with blonde hair) -- The Bull of the North, who is looking to claim the First Age city of Shebeth for himself

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