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Lands of Mirithin :: General :: Characters :: Non Player Characters
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Non-Player Characters
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 Non Player Characters
« Thread Started on Oct 23, 2006, 10:28pm »

The list of all of the Non Player Characters that have been used here. This list will be updated as more characters are needed and roleplayed.

The Characters
Mixteca:
-Nikore , Katara, and Sath
Varinos:
-Tormon and Navren
-Valena
-Nomgarath and the Refuge Bandit Camp
-Navra

Other:
-Maxen
« Last Edit: May 14, 2007, 9:25pm by Non-Player Characters »Link to Post - Back to Top  IP: Logged
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 Tormon
« Reply #1 on Oct 23, 2006, 10:34pm »

Name: Tormon
Race: Half-merman Half- Human (Favors the human side)
Patron God: Unknown
Homeland: Varinos
Location: Lerai Village

Physical Characteristics:
Age: 29 years
Hair Color: Dark green with yellow in a salt-and-pepper effect
Eye Color: Green
Skin Tone: Pale white with a slight green sheen on bright days
Height: 5'10"
Weight: 210 lbs
Additonal Physical Attributes: He is part merman, so his ears are pointed.

Personality: Tormon has a big heart. He genuinely cares about the people he meets, whether he's known them for years or has just met them. He loves the sea, but he loves the people in Lerai Village even more.

History:(cumulative)The Varin is a cautious and very pios man. He was sent as an emissary to the violent bandit tribe at the South Cove where he spent many weeks uselessly trying to convert the band to pacifism. He was the first man in Varinos to have the dubious pleasure of meeting Stranon.
Tormon is a member of the small village of Lerai near the South Beach, about fifty miles from Rilan.
Tormon has a companion half sea-horse, half land-horse named Navren who can shift from one form to the other.
He is the son of a Lerai villager and a mermaid princess, in line for the succession of the South Beach mer-clan leadership. However, he prefers life in Lerai to life below the sea. He cannot fully shift his shape to one of a merman, and therefore feels excluded from that life.
Occupation: Fisherman

Abilities and Skills:
Magical: None
Race-based:Limited form-shifting ability. He can grow gills.
General/Nonmagical: None

Items
Weapons: None
Charms: He owns a few water-repulsion and air-bubble charms for when he takes perishable items underwater
Misc. Items: Navren's enchanted cart, a boat with wheels

Companions/Pets:
Name:Navren
Race/Species: Half-Horse, Half-Sea Horse
Appearance: He is a blue-green horse with yellow markings
Magic: He can fully shift between horse and sea horse forms

First Seen: 10-23-06, Shipwrecked, page 1

[image]
« Last Edit: Nov 12, 2006, 11:26am by Non-Player Characters »Link to Post - Back to Top  IP: Logged
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 Maxen
« Reply #2 on Nov 5, 2006, 12:59am »

Name: Maxen

Nationality: Wanderer

Race: Wolf Shapeshifter

Skin: (Human) Caucasian

Height: 5' 11"

Weight: 146 lbs

Hair: Black

Eyes: Green

Patron God: Unknown

First Seen: 11-4-06, Shadows from Above page 1 (and in Four Forests)

History:Maxen is a werewolf at odds with himself. His human and wolf halves war for control of their single body. He is emotionally unstable due to his rejection by the human community, and he has a fear of large mobs of humans with torches. Torches in general scare him.
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 Nikore
« Reply #3 on Nov 7, 2006, 10:18pm »

Name: Nikore

Nationality: Varinos

Race: Human

Skin: Caucasian

Height: 6'10"

Weight: 157 lbs

Hair: Black

Patron God: Unknown

First Seen: 11-7-06, Mage's Tower: Fieldwork, page 1
--Born:April 30, 2005. Elements of Nature

History: Nikore is a powerful elemental mage, and though relatively young, he has taken the position of Head Mage at the Mage's Tower. He has two companions. Katara, a Selmigan Mountain Cat, is an intelligent, large, saber-toothed feline who provides a helpful dose of common sense when he starts to think too much. Sathalis, a Spirit dragon. Although he is well-situated in his position as Headmaster, he is not comfortable with the responsibility and pressure of the position.
« Last Edit: Nov 8, 2006, 12:26am by Katolin »Link to Post - Back to Top  IP: Logged
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 Re: Non Player Characters
« Reply #4 on Nov 12, 2006, 1:22am »

Name:Valena
Race:Centaur
Patron God:Unknown
Homeland:Varinos
Location:Lerai Village

Physical Characteristics:
Age:86 years
Hair Color:Roan
Eye Color:Reddish brown
Skin Tone:Light Brown
Height:6'5" (Too small to carry all but children, unless a weight-lifting charm or enchanted saddle is used)
Weight: A woman never tells! Especially a half-horse one.
Additional Physical Attributes:
Valena is a centaur; part woman, part horse. Her horse half is stocky, with more of a pony appearance than horse. She has white socks and feathering on her feet. Her hair/mane extends down to her withers. She wears clothing over her 'human' portion in public, but on her annual visits to the herds she follows their customs.

Personality:
Valena is a middle-aged centaur who has adopted an entire village as her herd. She is slightly eccentric, but she has come to be accepted as she is. Her common sense and advice are respected by the villagers, and her healing abilities are highly valued. She is aloof and to-the-point, never saying more than is necessary. Sometimes her blunt language can be taken as a lack of concern, but really it is an understanding of time. She doesn't like to waste time with unnecessary conversation.
History:
Valena was born into the Ha'verna Herd of plains centaurs. She had no real position within the herd, and recognized that her only value came from the foals she could bear. This, coupled with her love of learning and of the healing arts, finalized her decision to leave the herd when she came of age. Unfortunately, Mirithin is run by bipedal humanoids. The other races are tolerated, but their special needs are rarely considered. Valena found it difficult to receive proper schooling, for invariably the schools had stairs and narrow doorways. Finally, she found an old medicine woman willing to train her in the arts of medicinal herbs. It was here that she found she possessed weak magical healing abilities. Soon she surpassed her mentor in healing ability. The old woman was never jealous; rather, she was incredibly proud of her student. When the medicine woman passed on, Valena traveled around before settling in Lerai.
Occupation: Lerai's Healer

Abilities and Skills:
Magical: Healing, minor telepathy
Race-based: None
General/Nonmagical: She is adept at using herbs and poultices to heal.

Items
Weapons: Sharp hooves
Charms: She has a charmed blanket that she occasionally wears if a person needs transported and there is absolutely no other way. The blanket is charmed to decrease the weight of whatever is placed on it, allowing her to carry adult humanoids on her back.
Misc. Items: She always carries her pouch of various herbal supplies

Companions/Pets:
She has a small companion lemur she liberated from an abusive traveling circus. The lemur responds well to telepathic command, and acts as her hands when she needs the extra dexterity. Namu, the lemur, loves her unconditionally and seldom leaves her presence.

[image]
« Last Edit: Nov 15, 2006, 11:58pm by Katolin »Link to Post - Back to Top  IP: Logged
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 Navra
« Reply #5 on Jun 6, 2007, 10:13pm »

Name: Navra
Race: Some Fela blood runs in her family, but for all intents and purposes she looks like an exotic human.
Patron God:
Homeland: The river docks in Varinos
Location: Refuge, a bandit camp made by Nomgarath the Berserker in Varinos

Physical Characteristics:
Age: 26
Hair Color: Dark brown
Eye Color: Green, cat-slitted pupils
Skin Tone: Tan
Height: 5'7"
Weight: 128 lbs
Additonal Physical Attributes: She has a short (2 ft) tail that she normally keeps hidden under her clothing.

Personality:Navra is a loner by choice and by circumstance. She prefers to watch from the sidelines and only make choices after she's sized up the situation. Because of this, she tends to make her own favorable outcomes. She tends to be soft-spoken and polite, but when the mood strikes she can take charge. Surprisingly, she has a short temper that has gotten her into trouble in the past.

History: Navra was raised on the rivers and docks of Mirithin. Her childhood was one of travel. Her parents were river traders, ferrying goods up and down the great rivers. However, as she entered her late teens her wanderlust created a deep rift between her and her parents. She wanted more; they could not provide it. At 18 she ran away. Life away from the river and the safety of family was rough, and she learned fast in those first few months. It was there that an attack in an alley awoke her latent psychic talent. Over the next year she honed her mental ability until she could completely wipe entire hours from people's minds. She was caught by a shopowner when she began to get careless, wiping the memory of her visit to stores so she could steal outrageously. She made a mistake when stealing a knife from a trader. He caught her off-guard and triggered a containment charm on her. However, he saw potential in her that was wasted in the entirely too 'peace-oriented' Varinos. Skooma, the trader, taught her how to use twin blades in the style of his people. When she had learned all he could teach, she left again. Fate brought her around to Refuge when the berserker Nomgarath was building his barbarian empire. There, she found a new use for her mental abilities. She used them overtly to help Nom extort goods from traveling merchants. But behind the scenes, she was able to nudge Nom's mind in certain directions. She never did anything drastic to avoid distraction, but it was enough for Navra that Nom always forgot her when his mind turned to carnal desires. Now, however, life has grown boring. Refuge was large enough that each resident could begin specializing. And as they grew more self-sufficient, they began to rely on her less and less. It gave her more free time, but in the end she was a creature of action. She began to think of leaving yet again, wandering the world for new experiences. And then the two strangers came to Refuge...
Occupation: Formerly employed as a psychic/fighter bandit in Refuge. Currently a free agent.

Abilities and Skills:
Magical:
-Psychic ability to make people forget a single thought or the past few hours. If she really strains she can affect complete amnesia, but it leaves her completely drained and vulnerable.
-Psychic ability to overwhelm another's mind and make them bend to her will. 'Enhanced Persuasion.' The more uncharacteristic an action for that individual, the harder she has to work to bend their will. She can work on an individual or an area, but it is easier to do one at a time than a group. With an individual, she can even put in complex commands when they are in her power. She can have them hypnotized to follow orders at a certain signal. However, this form is very specific and can only be done on a single person in a trance. It is most useful if the victim is asleep or unconscious.
Race-based: Increased agility/flexibility and slightly increased night vision (compared to a human)
General/Nonmagical:

Items
Weapons:Twin stylized scimitars
Charms: Charm-negating charm - dampens the effects of other charms in the area.
Misc. Items: None

Companions/Pets: None
« Last Edit: Jun 6, 2007, 10:14pm by Non-Player Characters »Link to Post - Back to Top  IP: Logged
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