AppearanceRace: (Your PC may be any race found on the master race list, including Ghost.)
Gender: (Please keep this to male or female, not, "My PC may or may not be a man or woman, it's
really hard to tell." Really?)
Age: (Has your birthday passed? Many PC's make the mistake of adding a year. For example, if you start in the summer, but your birthday isn't until winter, you're not a full year older yet! Don't cut yourself short.)
Birthday: (You must include the day, season & year, and, no, you cannot say, "My PC forgot." Also, August is a month in the real world - as well as another word for majestic - but it doesn't exist in Mizahar, along with the other eleven months.)
Birthplace: (This should remain consistent with your PC's race and history.)
Physical Details: (A full description goes here and, again, please keep it consistent and based in Mizahar-ality. You cannot be a deaf, snake-skinned, giant, with fangs and dragonfly wings. Kenash may have a Southern-theme, but we're not on the set of
True Blood!)
Character Concept(Your PC's inner workings & outer views, likes & dislikes, loves & hates, whatever, go here. What really makes your PC want to kill
everyone around them?)
Character History(Your PC's past goes here. It does not need to be elaborate. This will probably evolve over time through the use of flashbacks. Also, please remain consistent with your position in life - runaway slave - the skills and languages you have selected, as well as the heirloom you may or may not still possess.)
LanguageFluent Language: (Your most fluent language goes here, which will probably be Common.)
Basic Language: (A secondary language will probably be rare, unless you learned it after your escape. If so, your PC needs to have a valid reason for knowing it and this should be reflected in their history, if possible.)
Poor Language: (Same as above, yet, rarer still.)
SkillsSkill | EXP | Total | Proficiency |
Skill 1 | # SP | # | Novice |
Skill 2 | # SP | # | Novice |
Skill 3 | # RB, # SP | # | Novice |
(The usual rules apply, however, having a skill above Novice will be rare and difficult to obtain, unless your PC has been on the run for several seasons. Even then, the skills gained as a slave may not be useful in the wilds of Kenash. New skills - such as survival skills - will have to be acquired.)
LoresLore of (This should be something from the runaway's past, either before or during their enslavement.)
Lore of (This should be something that the runaway obtained since their escape.)
Possessions(As a runaway, you will possess very little beyond the work clothes on your back. You have your freedom, but that's about it. That said, you may start with either 100 GM or one item from the master price list of that value or less, which you stole. Keep in mind, the item needs to be readily available in Kenash. You cannot have a rare or unusual item only found in Riverfall or Avanthal or wherever. Also, it needs to be portable. You're on the run after all! If you sell off the item you stole, you should reflect this in your ledger below.)
Heirloom: (You may select one item from the master price list that is valued at 50 GM or less and it should hold great importance to your PC. This should be reflected in your history, if possible. Nevertheless, the item may have been confiscated at the time of your enslavement. Therefore, it may be a personal goal of your PC to discover what became of the item and yet another goal to retrieve it if it still exists.)
HousingLocation: (You live in the swamp. Feel free to put the name of the plantation you set up camp near.)
Hovel: (A description of your makeshift hovel or tent goes here. It should fall within the limits of a poor lifestyle, unless you have the Construction skill and are able to build yourself something nicer. If so, you may be asked to elevate your seasonal living expense from poor to common. You are allowed to start with a standard tent and horse package, which has a value of 500 GM. If you wish to trade this in, you can only do so for coin. This should be reflected in your ledger below.)
LedgerPurchase | Cost | Total |
Starting | 0 GM | 0 GM |
(Your starting ledger will be shaped by the choices you make in both possessions and housing. If you opt to take the 100 GM under possessions, as well as opt to sell off the horse and tent you stole, which has a value of 500 GM, you will start with a total of 600 GM. As for your seasonal living expense, you will start with a poor lifestyle, which is 45 GM a season, however, as you gain possessions, housing, etc., you may incur a common lifestyle expense, which is 135 GM a season.)
Thread List(Link your current & flashback threads here, and update this list often. The same goes for the rest of your CS, too. Please keep it current.)