[Verified by Verilian] Miro

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Miro

Postby Miro on May 25th, 2011, 9:31 pm

Miro


 
Basic Information
Race: Undead (Chained One)
Birthday & Age: 20 years, 1st day of Winter, 493 AV
Gender: Male


 
Physical Description
Miro was once a Mixed Blood, half Vantha and half Symenestra. His life was sparred by Uldr, and his body was broken apart and rebuilt by the god's hand. He is a Type II Chained One, and as such has no blood and will slowly regenerate from damage. Due to this lack of fluid, he looks dry and gaunt. His new body has matured to his once living body's prime. He is 6 feet tall, with an athletic build, and he still retains many of his former traits, though obscured by his undead features. He has long black hair that hangs down past his shoulders and his eyes are a dull gray with a red mark in each. His fangs and claws are enhanced in length and sharpness, making them deadly weapons.

The undead still retains scars from the fatal wounds that lead him to Uldr. They are on his chest under both armpits and on the calf of each leg. These scars are usually hidden behind a red and azure trench robe, under which is a white shirt and tan breeches. Due to the consequences of wishing on the Kasai-Dala Mirror, his left arm has blackened completely and become dead. He keeps it wrapped in bandages to keep the damage concealed, and held in a sling underneath his robe. The Mask of Many, a gruesome work of Malediction, is usually worn to cover his face. Often a white and red bracelet can be found on his right wrist near his Familiar. The wizard usually aims to keep his hair from resting on his face.


 
Concept
Miro's life was to be training to create a powerful and disciplined wizard. He would not be tainted by the corruptions of power and overgiving, and in time would master the Flux and Reimancy. But he was a wild child, and given the power to kill, the life of others lost value. Due to a magic tantrum, Miro killed his mother, and his disciplining was left unfinished. The wizard however had a fine control over the power, and in the following years began working to perfect the skills given to him. They carried him far and made him powerful, but ultimately he fell in battle. Uldr the god of the undead gave him a second chance. He gave the him the choice to accept the mark of Returning and survive in unlife.

Miro without any other choice accepted. His body was enhanced beyond that of his living, making him exceedingly dexterous and immortal. Along with the enhancements to his body, his mind was also gifted, but in the form of corruption. The Chained One seeks power and domination. He craves anything that would make him more powerful, so that he might use that power to put more people under his control. And he seeks to issue control over people and use them as a means to gain the power to take everything he wants. He has retained some ability to resist, if he must, but rarely does. His Familiar, Ender, constantly fights to tame the wild nature of his master, though it is often a losing battle.

Due to the consequence of wishing on the Kasai-Dala Mirror, Miro absorbed the corrupt essence of Drysalla into his soul. This corruption takes refuge in his left arm, blackening it and severing his control of it. The corruption is a constant presence in his mind, whispering dark thoughts to him so that he might cause harm and act in a destructive way. Constantly it urges him to do bad things and derive pleasure from doing so. This taint within him is a constant source of strife and misery in his life. His mind is constantly at war with this other personality within him that seeks to dominate him and use his power to bring suffering to those around him.

Miro once dreamed of seeing the world and traveling it with the ones he loved. The world took all he loved, and now that he has the power to take everything for himself, he will not lose anything more. He aims to gather people around him who will help him further his research of magic. Those who he sees potential for an ally in are often treated with respect and trust, but he is quick to judge against others. Often he finds himself feeling a superiority to these people, acting arrogant and almighty. Those who are not able to feed his craving for power are meant to satisfy his other craving, and be dominated.


 
History
Miro was born in Taldera nearest to Avanthal and the Spires. Due to his Ice Reaving mark, he found great joy and comfort in the frozen wilderness. But when he was 12, his mother passed, and the young wizard was left alone. A traveler, Kinneas Avain, found him and saved his life. Together they journeyed to Alvadas. The boy was happy to be settled, until the city took Kinneas' life. Not long after it took Miro's own, but Uldr gave him another chance. He became Returned, and continued his existence as an immortal undead. The consequences of that day would leave him with the title of hero, but also with several scars that would remain with him for the rest of his life.

Done with Alvadas and its games, he crossed the Suvan to settle in Zeltiva for a time. The allure of the University and the power it might offer brought him to try and make roots in enlightened city. Lhex however had different plans for the wizard. Miro left on a quest to assist Syliras, and eventually landed in Sahova. The Undead Isle offered him a greater chance at power, and the opportunity to climb to the top and dominate all. Unlife for him is the continued pursuit of perfecting his magical skills. He aims to use their influence to rise to true immortality.

Miro owe's his life to Uldr. He awaits the time where his patron will return to him with a divine task. The undead god saw a potential in Miro that none would acknowledge. By furthering Miro's journey on Mizahar, the Chained One's loyalty was cemented to the god. For now he gathers the resources to bring Uldr's will to the world.


 
Damages
Kasai-Dala Mirror Wish Consequences :
Miro has lost control of his left arm completely. Miro cannot use projection or the flux with that arm, and his djed pool is cut in half. The black mark is sustaining itself like an infection, absorbing Miros djed and trying to dominate his body. He will hear whispers about people and places he see, usually negative and untrue things. Temptations and negative emotions are almost impossible not to act upon. The whispers will say things like “hate him… don’t trust him… kill him… etc” and make Miro extremely paranoid about meeting new people. The whispers get more intense the more stressed Miro is, and harder to ignore.

Basically Miro absorbed the negative and corrupt leftovers of what was once Drysalla. It proved too much for his body and has started to slowly infect him. The more Miro ignores the negativity building up inside him the smaller the infection will get, but the more djed it will take from Miro. It doesnt want to die or leave and so it will absorb more and more power from the mage. Eventually, if he ignores it long enough he will have no djed to cast with ever, sealing off his magic. Though the more the mark covers, the more of his body he cannot use.

The more his actions 'agree' with what the mark tries to get him to do the more the black will spread, allowing him more access to his Djed pool as it doesnt need to fight so hard to 'stay alive' within him.

The benefits of having the mark is unknown, and so far only is a stain upon Miros very soul.

Miro has overtaxed his Djed to high levels through Self-Hypnotism and initiation into Auristics. Miro is now farsighted due to the damage in his eyes and will require spectacles. Even then his vision will still be a little blurred, enough to make reading hard. This made worse whenever he channels Hypnotism or Auristics through his eyes. When using either of those disciplines, his vision will swiftly muddy to the point where everything will appear shapeless and indistinct. These temporary consequences to his vision will fade roughly two bells after he uses the magic, but his farsighted nature is permanent.

Miro will feel a minor increased inclination to trust others, and will in turn feel as if they trust him. It takes several bells of meditation to see through the illusion.

Miro's right arm will not always move correctly. It has acquired a small permanent tremor that grows more exaggerated the longer he uses it in a combat or strenuous situation. This tremor grows more pronounced when utilizing flux, as he has damaged his own pathways.

Miro can no longer recall his mother's true face, nor any beloved female figure, not without those red mars across the memory which he will be aware are perversions of what they actually look like. Seeing these women again can help lessen and nullify this consequence.

Miro has permanently bonded with Mask of Many.


 
Skills
Leadership-21 (5 Starting Package)
Observation-74
Rhetoric-68
Teaching-42
Persuasion-37
Negotiation-20
Socialization-18
Philosophy-17
Tactics-14
Drawing-14
Planning-13
Intimidation-12
Storytelling-9
Investigation-7
Interrogation-6
Acting-6
Intelligence-4
Subterfuge-4
Stealth-4
Construction-4
Architecture-3
Seduction-3
Detection-3
Copying-2
Mathematics-2
Organization-2
Politics-1
Logic-1
Calligraphy-1
Writing-1
Navigation-1
Praying-1


 
Magic
Reimancy-100 (26 Starting Package)
Flux-78 (10 Racial Bonus)
Glyphing-64 (9 Starting Package)
Animation-7 (5 Starting Package)
Familiary-94
Hypnotism-87
Auristics-28
Leeching-16
Morphing-7
Summoning-7
Magecraft-3
Voiding-2


 
Combat
Weapon: Sword Cane-19 (5 Starting Package)
Unarmed Combat-21
Brawling-5
Weapon: Gladius-7
Weapon: Snowball-1


 
Training
Meditation-38
Acrobatics-26
Running-16
Bodybuilding-9
Climbing-4


 
Gnosis
Ice Reaving Gnosis of Morwen: Rank One Mark- A blue snowflake centered between his shoulder blades.

Returning Gnosis of Uldr: Rank One Mark- Miro's body has been recreated by Uldr, making him a Type II Chained One with enhanced dexterity and a craving for power and dominance.

 
Languages
Common: Fluent
Symenos: Fair
Vani: Poor


 
Social
Hero of Alvadas
Saving Alvadas
Vick: Master of Sahova
Rayage: Sage
Rayage: A Motherly Instinct
Rayage: A Commanding Presence
Ray's Memories- Valterian Chaos
The Joy of Revenge on Rayage
Fighting Bob
Swearing a Binding Oath
Sevris: Ebonstryfe Paladin
Sucking Up to a Paladin
Mienskil
Gyatt: Artur's Master
Artur: Cowardly Bear Kelvic
Artur: New Slave
Venser Rush: A Short History
Venser Rush: Maledictor
Venser Rush: Fluxist
An Arrangement with Venser
Russell Wood: New Apprentice
Russell Wood: Voider
Ari: Traveling Storyteller
Ari: Vantha
Ari: Not Marked by Morwen
Vien: Symenestra
Vien: Potential Apprentice
Vien: Returned Apprentice
Vien's Aura
Ensuring Vien's Loyalty
Thomas Cosa: Animator
Cid: Talented Gadgeteer
Marlay: Kindred Spirit
Alric (Acquaintance)
Belaya Smert (Basic)
Yasminy (Basic)
Yagame (Basic)
Delanie (Poor)
Shazvagrimkon (Poor)
Nowa
Shazvagrimkon is a Dhani
Kakashi
Gregory: Pit Fighter
Old Lady: Can Disappear Without a Trace
Meeting Ricky
The Ever Curious Odis
Pavani is a Konti
Vani is Better
Alric in Ravok
Alric: Story of Afterwards
Alric: Brazen Hypnotist
Alric and Rayage: Independent
Lessomm: Morphing Butler
Lessomm: Brief History
Lessomm: A Remarkably Strong Servant
Lessomm: The Perfect Apprentice
Garine: A Gordios
Garine: Lessomm's Familiar
Clark: Also Known as Nolan Parnell
Clark: A Dark Haired, Shady Accomplice
Clark: Wanted Man from Nyka
Nolan: Part of the Second Edict in Nyka
Alendrus: Summoner and Voider
Scarlett: Marked by Krysus
Renzy: Ravosalaman Lark Spy
Larks: Traitors
Ender: May Act to His Own Ends
Ender: Still Determined
Ender: Not Above Threatening To Get What It Wants
Ender: He Thinks You Are Odd
Ender: Likes to Participate in Projects
Ender: Has a Keen Eye for your Mistakes
Ender: Starting to Feel More Accepted
Ender: Enjoys his Peace and Quiet
Ender: Becoming Possessive
Ender: Is Uncomfortable Too Far Away from Miro
Ender's Complaints Against Magic
Ender's Loathing of Ray
Ender's View of Mizaharians
Ender is Sometimes Right
Ender Finds You Weak
Ender Wont' Bind Young Girls
Let's See You Open a Door Ender
Evalin: A Mystery Child
Forus: Stole from Sahova
Thea: Grateful for Repairs
Taking Ender's Name
Setting Rules to Teach Magic
Planning a Downfall Via Magic
Persuasion: Manipulating to Earn a Kelvic
Persuading an Apprentice
Can't Trust a Mage
Selling Yourself
The Roar of the Crowd: Recognition of Power
Learning to Listen to Ender
Hiring a Servant
Fake History of the Mask of Many
Being Hospitable
Generous Hosting
Introducing Yourself
Other Ways to Show Compassion
Teaching About Your Past
Teaching: Lesson Directed by Questions
Teaching: Praise is Useful
Teaching: Using Auristics to Assist
Attracting Attention
Susceptible to Praise
Boasting to a Fault
Safe from Prying Eyes and Judging Minds
Blatant Disregard for Elder of Nature
Manipulating Friends
Degrading Co-Dependence
Pride Beyond Question
Fear: A Solitary Existence
Fashion Police
Agreeing to Help Mienskil
Arrogance Towards the Nuit
Dressing a Nuit
Delivering a Letter to Karash
Making a Deal with Shale
Striking a Deal
Offering Services
Planning Subtle Destruction
Negotiation: Flattery is Key
A Partnership of Minds
Pain is in the Mind
A Life for Knowledge: A Deal Readily Made
Finding a Victim
Choosing a Victim
Scolding With A Fist
Mimicking Bones Accent
Insulting Bones
Do NOT Sneak up on Bones
Letting Go of the Past
Coming Clean
Being Inspired by His Students
Sharing Secrets
The Invention of a Lie
Looking for Strangers
Loosening Up
Being Saved
A Talking Bird
Gawking at Girls
Bewildered by the Fairer Sex
Nervousness, a Profound Experience
Trust No Ravosalaman
Searching for Forus
Forus Quest: Drag Him Back to Sahova
Forrest: A Ravokian Quirk?


 
Magic
Lore of Crafting Joints Using Ice Reaving
Lore of Daek-nuit
Ender- Familiar
Ender Understands Miro's Magic
Using Ender as a Guide
Familary: Training Ender in Combat Reimancy
Using Hypnotism to Persuade Ender
Taming Staff: Ionu's Light
Sensing Ionu's Light
Casting Magic Through Ionu's Light
Instinctual Magic
Magic: Pacing Yourself
Covert Casting
Reimancy: Creating Snow
Reimancy: Creating Mud
Reimancy: Creating Steam
Reimancy: Creating Lightning
Reimancy: Creating Lava
Reimancy: Creating Smoke
Reimancy: Creating Ash
Reimancy: Creating Dust
Reimancy: Fluid Mastery of Res
Reimancy: Res Manipulation (Basic)
Reimancy: Res Experimentation (Basic)
Reimancy: Res Control (Advanced)
Reimancy: Ice Shard Field
Reimancy: Magical Ice Traps
Reimancy: Shaping an Ice Shield
Reimancy: Moving Earth with Res
Reimancy: Scupling with Res and Ice Reaving
Reimancy Special Attack: Diamond Dust
Reimancy Special Attack: Ice Shuriken
Reimancy Special Attack: Flash Freeze
Reimancy Technique: Fire Breathing
Reimancy Technique: Res-Pent
Reimancy Technique: Perfect Ice Sphere
Reimancy Technique: Ice Sculpting
Reimancy Rampage: Emotional Release
Reimancy: Blending Stone
Reimancy: Flashy Techniques Are Draining
Ice Reimancy: Blades
Ice Reimancy: Boots
Using Reimancy for Relaxation
Performing Reimancy Initiation on Rayage
Teaching Reimancy
Crafting a Brace of Ice For a Sprain
Augmenting a Blades Size with Ice
Fire: A reckless Element
Fire: The Heat of Passion
The Creation of Fire
Reimancy for Parlor Tricks
Using Reimancy to Clean Wounds
Using Reimancy and Flux Together
Crash Course in Reimancy
Reimancy Initiation
Res Not Feeling Right
Entranced by Rayage
Miro and Rayage: Joint Hypnotism
Miro and Rayage: Masters of a Zith
Hypnotism: Imparting Your Will
Hypnotism: Making a Suggestion
Hypnotism: Self Hypnotism to Aid Meditation
Using Hypnotism to Ease Reimancy Initiation
Hypnomancy: Combining Reimancy and Hypnotism
Combining Reimancy and Hypnotism in Glyphing
Using Obsessions in Glyphing
Glyphing with Res
Forming Runes with Reimancy
Using Leeched Djed for Reimancy
Flux: Harmony
Flux: High Jump
Flux: Increased Ear Sensitivity
Flux: Redirecting Djed from the Head to the Body
Flux: Overgiving
Reading one's Flux
Teaching Flux
Teaching About Flux
Flux Endurance
Resisting Flux Euphoria (Basic)
Contract with Familiar
Familiar Troubles
Leeching: The Urge to Take
Metaphor: The Leecher's Water Glass
The Beginner's Leeching Inefficiency
Argument for Leeching
The Leeching Nightmare
Mastering the Fear of Leeching
Morphing 101
Morphing: Use of "Models"
Morphing Model: Blood
Basics of Simple Hypnotism
Magecraft Basics
Animation (Basic)
How to Purpose a Golem (Basic)
Making a Golem (Basic)
Glyphing: Flower Sigil
Glyphing: Enhancing a Summoning Circle
Glyphing: Wall of Flames
Rose Sigil
Mural Glyph
The Glyphing Process
Augmenting Magic Using Glyphs
Glyphing Oneself
Dangerous Glyph
Crafting Traps for the Heist
Importance of Glyphing in Magical Endeavors
Creating Hypnomancy Scrolls to Defeat Gru'tral
Creating a Hypnotism Scroll for Alric
The Aura of a Diverse
Diverse: Able to Learn Magic
Diverse: Too Weak to Handle Two Initiations
Auristics: Overgiving Effects
Auristics: The Nature of an Aura
Auristics: Whan an Aura can Reveal
Auristics: An Item's Changing Aura During Magecrafting
Auristics: Witnessing the Flow of Djed Along the Astral Body
Auristics: Leeched Djed is Darkened, Tainted
Magecraft: A Reimantic Flame Lantern
Morphing: Basic Theory
The Sensation of Voiding
The Void: An Empty World
Voiding: The Basics
Voiding: Pushing Creates Empty Space
Voiding: Opening Doorways to the Void
Voiding: Using Glyphing to Assist
Voiding: The Other Side
Voiding: The Risks
Shielding: Shields Deteriorate
The Basics of Summoning
The Risks of Summoning
Lore of Common Worlds
Planning to Summon a Diverse
Overgiving: Discord
Overigiving: Injuries from Overcasting
Suffering Overgiving Side Effects
Heavy Overgiving
Overgiving Effects
Fear of Overgiving
Feeling Immortal
The Role of Magic
Using Incantations to Better Focus Magic
Showmanship Is Half the Magic
Explaining Magic Basics
The Balance of Magic and Discipline
Magical Applause
Suggestion to Rayage: Using Alchemized Djed for Leeching


 
Training
Meditation: Finding One's Center
Meditation: Focusing on One Thing
How to Meditate
Leadership: Coordinating Reimancers
Training with Ender
Initiation Quest: Kill Harold Borivan
Vitrax: Where Training Begins
What Explosions Do
Restraining Power
Shroud One's Skills
Destroying the Enemy: Keido
Lore of Self: Keeping Courage through the Crucible
Cliche: Fueled by Youth
The Sweet Release of Rage
Bodybuilding 101
Haggling 101
Unarmed Blocking (Basic)
Evasion (Basic)
Working with Ender
Working with Lessomm when Summoning
Bodybuilding Exercises
Life: A Game with Ever Changing Rules
Fire of the Soul
Fools Fooling Fools
Teaching: Motivation Through Insults
Dark Reflections
Reaping Enjoyment out of Research
Pumped for a Fight
Prepared for Battle
Stretching Before a Workout
Practice Punches
Pushing Yourself
Visualizing Your Actions Helps Follow Through
Using Frustration to Focus
Verbal Orders to Keep Pace
Using Reimancy to Train with Griever
Combining Magic with Swordsmanship
Wounded by a Djed-Warped Ram
Dressing for Work
Removing Wreckage Does not Help in Repairing Homes
Architecture: Creating a Stone Pillar (With Reimancy)
Construction: Making Stone Walls Using Reimancy
Construction: Making Stone Stairs Using Reimancy
Facing Off Against Aello
Taking Down a Bear
Being a Professor
Defending One's Honor
A Ghost's Presence
Losing Patience
Begging Mercy
Turning Coat
Training with Mother
Training with Bones
The Obstacles of Alvadas
Tie is Better Than a Loss
Lessons on Flashy Attacks
Bones Fighting Philosophy
Relying on ‘Cheap Tricks’
Feeling True Fear
Being Punched
Becoming a Ragdoll
Knowing when to Quit
Sprained Ankle
Being Stabbed by Griever
Drowning in the Emerald Pond
Faceplant Fail
Losing Balance
Feeling Fatigue
What Power Is
The Pain of Loss
Swearing Revenge
Staring Pointless Fights
Friendly Fisticuffs


 
Religion
Rhysol
The Voice
Krysus: Goddess of Pain and Murder
Vexation: The Mark of Krysus
Vexation: Appealing
The Bloody Hand Print: The Symbol of Krysus
Praying to Morwen
Divine Envoy Isaac
Dira Doesn't Give Up
Isaac Is a Priest
Being Reborn as a Chained One
Returned Can Sense Eiyon
Returning: The Body Regenerates


 
Misc.
Alvadas’ Underground
Free Access to IHL
The Black Sun
The Ebonstryfe
Initiation into the Ebonstryfe
Badge of the Ebonstryfe: Proof of Status
Different Benefits for Apprentices and Soldiers
Wishing on the Kasai-Dala Mirror
Zeltivan University A Let Down
University: Teaches Discipline and Theory
Lore: Zith
Okana's Warning
Taunting Drysalla
Drysalla's Power
Zeltiva Appreciates You
Being Killed by Drysalla
How Drysalla Died
The Elementals of Alvadas
The Aftermath of the Djed Storm of 512 on Alvadas
The Akeldama Colosseum
The Colosseum Blown Up
To Insult the Arena is to Die!
Alvadas: Ms. Morcer
Verlyna's Emerald Pond
The Hypnotists Water
The Garden of No Return
Lagool: Guardian of Sahova
Lagool: Weak Against Lightning
Sahovan Location: Lab 45E
Sahovan Location: Lab 37B
Sahovan Location: Lab 15: Noisy Golem Building Central of Sahova
History of the "Final Peace"
The Ring of Flame
The Ring Reacts to Fire
Murder at an Execution
The Reason for the Attack at the Execution
Plague-bearer
Martyrdom
Standing Up for the Healthy
Zeltivan Society: Distrustful of Wizards
Goal: Gain Power Through Wealth
The Farson Home for Orphans: Layout
Orphans: You Have Empathy for Them
My First Flame
Making Sparks
Burn From the Bottom Up
Water Adds Weight
Alvadas Is Plain
Edges on Edges
Laying Out the Law
Deal or No Deal
A Forgetful Kiss
Love is a Battlefield
Memories of Snow
Nightmares
Buying for Yourself
Doing Math in your Head
Daydreams of Fame
Lucky Number 3
Team Tiger Awesome Go
What Monkeys Look Like
Thinking on the Tournament
Peace with Night
Everything Going as Planned...Kinda
Naps...They Do Sound Good
No Such Thing as a ‘lazy day’
Making a List
Putting it All Together
Cages Left Open
Listen to the Voices of Darkness

Grave Points: 5


 
Equipment
Clothing
White Shirt, Tan Trousers, Black Cloak, Sandals, Arm Sling, Waterskin, Backpack, Weapon Harness, Gladius Scabbard, Belt Pouch, Leather Belt X4

Glyphing
Artist's Kit, Set of Brushes, 1/2 gal Red Paint, Inscribing Paint X10 (10-foot radius each), Chalk, Vial of Ink, Scroll (Parchment) X20, Scroll (Parchment, Large) X2, Scrollcase (Leather) X3
Rose Sigil + Scrollcase (Watertight)
Mural Glyph + Scrollcase (Watertight)


 
Stored Gear
Clothing
Black Cloth Shirt, Black Leather Trousers, Winterbane Robe, Steel Cloth Cloak

Books
Treval Codex, Beginner's Guide to Herbalism, Beginner's Guide to Philtering, Beginner's Guide to Summoning, Beginner's Guide to Spiritism, Beginner's Guide to Animation, Notes on Auristics, Notes on Morphing, Notes on Projection, Notes on Spiritism, Notes on Summoning

Herbalism & Philtering
Botanist's Kit
Philtering Kit

Weapons
Staff (Hollow Core)

Misc
Fine Doll
Soaps and Creams (10 gm worth)
Vial of Isaac's Soulmist
Corpse of a Diverse
Tsana Skull
Manacles
High Quality Chest
High Quality Small Chest (Very Simple Lock)
1 pt Bottle X6
4 oz Vial X4


 
On Person
Cold Iron Gladius (Izentor 1) :
A cold iron forged gladius crafted by the Isurian smith in the Yachluria forge in Sahova. Izentor's first mark has been imparted onto the blade, enhancing its quality. The double-edged blade is just under two feet in length and comes to a deadly point. The handle bears grooves for his fingers, a knob at its end and no crossguard. Encrusted on the end of the handle just below the blade is the symbol of the Yachluria. Earned


Alluvia's Battle Robe :
An Isurian Battle Robe of red, patterned with azure triangles, the symbol of Ionu. It fits his form quite snugly and appears as a long trench coat. It has been forged with Izentor's second mark, giving it superior quality as well as the ability to inspire confidence in its owner. Earned


Ionu's Light :
A plain looking white staff, polished and rather old looking. It has the unique quality that it returns to its owner almost like its attracted to him/her magnetically. This ability is activated by a vocal stimulus "Return". Earned


Mask of Many :
This mask has a rather frightening appearance being made up of bones from both monsters and of many people of different races. It is like nothing which has ever existed. Many fragments of skulls, blended into one mask. In the shape of a general human skull, the mask always fit its wearer, no matter the size of his head. The once smooth surface is dotted with little spikes, barely resembling a human skull.

Many people question when they see the mask if it is not just part of a human skull cut and shaped into a mask. The eye sockets to the mask are exaggerated and leave more than enough room to see almost unhindered. The jaw of the mask unhinges, lining up and going under the jaw of the bearer. The piece of art is always bearing teeth, some human, some not, but it moves in accordance to the wearers speaking. Most importantly it still allows the wearer to eat and drink normally.

The mask is black, filled with red etchings that swirl and frame the skull. Some see shapes and forms, and looking over it swear to seeing a story unwind before their eyes. Other however see only the agony that it caused its craftsman, having far too much detail to make any sense.

When worn the mask grants the user quite the unique ability: The bones and skin of the wearer is harder to break and cut, taking three times the usual force. However, when the mask isn’t worn the wearer will find himself twice as ‘fragile’, and fatigues twice as fast. United they stand, strong in their unity, but weak and broken when separated.

The longer the mask is worn the more apparent the effects are. However, it has to fully bind to the person to get the full effect. Binding happens rather fast, and the user finds the mask harder and harder to take off with each use. When they put it on for the tenth time the binding is complete. To take it off, the mask will have to be literally broken off the person's face, and even then the effects are permanent, for good or for ill. Earned


Final Peace :
This glove once belonged to Keido. It is now attracted to Miro, ownership inadvertently passing from one man to the next.

The tsana skin glove has appropriate black and brown specks on it. Bone lines the glove and adorns the fingertips, capping them. On the bone there are many circles etched into each piece. The circles would make up a quite impressive design, lines of all sorts criss-crossing, forming an image or two if looked at closely, but without close inspection simply look decorative.

Through use of the glove it will slowly bond to Miro's hand, getting harder and harder to take off. If this is just a trick of the mind or a real symptom is left up to debate. The user will find that the effects of the glove are gradual. The more he uses the glove, the stronger the bond gets, the more power he will receive. One will find that strength in the gloved hand is almost double once the item is fully bonded, but with the strength comes a gradual lust for human flesh. Once fully bonded the appetite for humans will become almost irresistible. Earned


Yagame's Charm Bracelet :
A Maledicted charm bracelet made of bone and detailed with blood. The finely crafted red circles stand out boldly against the pearly white of the bone. The Legacy has an effect to enhance focus and cruelty both. It is typically worn upon Miro's left wrist. Earned


Ring of Flame :
This ring is made of gold with a small ruby encrusted on top. Miro wears it on the ring finger of his right hand, and does not easily come off. When near a source of fire it begins to grow warm, getting hotter the closer to the flame one gets. Earned


Ebonstryfe Apprentice Badge :
Proof of apprenticeship into the Ebonstryfe, used to gain access to the IHL and Vitrax. Miro keeps it safely tucked into his sling beneath his robe.
Earned


 
Heirloom
Griever-A sword cane with a straight handle made of bone. At the end of the hilt is a carved knob that allows it to be used as a cane, and remains in its matching white sheathing made also of bone until drawn. It has a small double-edged blade that is surprisingly dull, and is crafted from the remains of a very remorseful person. The man vowed never kill again after taking a friend's life in a heated battle that spurred due to rivalry. He was a proficient swordsman rumored to accept and win any duel issued to him. It was the innocent life taken due to his hubris that haunted him.


 
Buildings
Avain Manor-Miro's abandoned home in Alvadas. It was once the property of the once powerful Avain family, and it was inherited after the death of Kinneas Avain. Only a few scorched rooms remain of this dying building.

The Foundation of the Elemental Mind-Miro's magical services shop in Ravok. It is tucked away in a dark corner of the Docks and known to few. Here Hypnotic and Reimantic teachings and services are provided, as well as access to a magical laboratory, at a cost.


 
Ledger
600 gold mizas (Starting Package)

-600 gm Avain Manor
-45 gm Summer 511 Expenses
+316 gm Summer 511 Pay
+20 gm Rent from Belaya
+4 gm Colosseum Pay
-10 gm Tournament
-250 gm Magic Supplies
-5 gm Front Row Seating (Grimkon V Bones)
-45 gm Fall 511 Expenses
+1092 gm Fall 511 Pay
+20 gm Rent from Belaya
-45 gm Winter 511 Expenses
+1000 gm Quest Reward
-5 gm Spring 512 Expenses
-53 gm Buying Shale's Favor
-500 gm Mask of Many
-150 gm Final Peace
-100 gm Treval Codex
+5460 gm Summer Pay
-60 gm University Cost
-15 gm Nuit Clothes
-5 gm Donated to Orphanage
-5 gm Summer 512 Expenses
-5 gm Fall 512 Expenses
-5 gm Winter 512 Expenses
-5 gm Spring 513 Expenses
-50 gm Heist Supplies
-360 gm Cold Iron Gladius (Izentor 1)
-21 gm Tips
-45 gm Housing Cubicle (Summer)
-30 gm Lessom's Pay (Summer)
-5 gm Summer 513 Expenses
-45 gm Housing Cubicle (Fall)
-180 gm Lessomm's Pay (Fall)
-5 gm Fall 513 Expenses
-85 gm Odds and Ends Expenses
-430 gm Black Tar Expenses
+70 gm Spot Pay (Waste of Paint)
+70 gm Spot Pay (Bad for Business)
-5 gm Winter 513 Expenses
-45 gm Housing Cubicle (Winter)
-180 gm Lessomm's Pay (Winter)
-5 gm Spring 514 Expenses
-45 gm Housing Cubicle (Spring)
-700 gm Ownership of Artur
-3350 gm The Foundation of the Elemental Mind
-162 gm Summer 514 Expenses
-162 gm Artur's Living Expenses (Summer 514)
-54 gm Redd's Living Expenses (Summer 514)
+30 gm Payment for Reimancy Services

810 gm


 
Flashback
5th day of Summer, 499 AV-[Flashback]Making Waves in Animation
3rd Day of Spring, 509 AV-[Flashback] Smoke on the Water (Kinneas)


 
Summer, 511 AV
10th day of Summer, 511 AV-[Alvadas Location] Gaping Maw
12th day of Summer, 511 AV-Respect Renown & Reward (Grim & Moon)
15th day of Summer, 511 AV-Waiting for a Stranger (Belaya)
16th day of Summer, 511 AV-New Magic Headaches (Kinneas)
17th day of Summer, 511 AV-A Familiar Face (Delanie, Belaya, Kinneas)
22nd day of Summer, 511 AV-[Garden of No Return] On the Hedge of Sanity (Bones & Miro)
25th day of Summer, 511 AV-Finding Excitement (Bones)
40th day of Summer, 511 AV-Curious Calamity (Fela)
51st day of Summer, 511 AV-Showdown at Sunset (Bones)
81st day of Summer, 511 AV-the night the towers cried


 
Fall, 511 AV
1st day of Fall, 511 AV-Picnic Time (Bones & Nowa)
2nd day of Fall, 511 AV-Trial and Error (Fallacy)
4th day of Fall, 511 AV-[Solo] Breath Born Blind
5th day of Fall, 511 AV-[Solo] Training Time
6th day of Fall, 511 AV-[Avain Manor]Miro the Magician (Ricky)
7th day of Fall, 511 AV-Another Encounter (Miro & Moon)
8th day of Fall, 511 AV-[Solo] Tangible Discipline
10th day of Fall, 511 AV-[Akeldama Colosseum] The Beast Inside (Miro & Keido)
12th day of Fall, 511 AV-[Solo] The Transition
13th day of Fall, 511 AV-[Avain Manor] A Shadowy Reflection (Grim & Miro)
15th day of Fall, 511 AV-Taking Risks in the Ristage
16th day of Fall, 511 AV-What sorcery be this (Miro & Grim)
17th day of Fall, 511 AV-[Solo] Mind & Body
18th day of Fall, 511 AV-[Verlyna's Emerald Pond] Dying to Meet You (Pavani & Miro)
19th day of Fall, 511 AV-The Creation of Fire (Miro & Grim)
20th day of Fall, 511 AV-[Solo] Technique & Strategy
21st day of Fall, 511 AV-[Avian Manor] A Vain Meeting (Miro & Alric)
22nd day of Fall, 511 AV-[Avian Manor] Initiation Day (Miro & Alric)
23rd day of Fall, 511 AV-[Avain Manor] Time Standing (Miro & Kinneas)
24th day of Fall, 511 AV-[The Akeldama Colosseum] Double Down Dueling (Miro & Kinneas)
25th day of Fall, 511 AV-Tournament Sign Up
26th day of Fall, 511 AV-[Solo] Control & Power: Theory & Practice
26th day of Fall, 511 AV-[Solo] A New Element! Raging Fire, Arcane Affinity
27th day of Fall, 511 AV-[Solo] Resolved and Relentless
28th day of Fall, 511 AV-[Solo] Time Lies Still
29th day of Fall, 511 AV-[Solo] Skill Flux
29th day of Fall, 511 AV-[Solo] Night Before the Fight
30th day of Fall, 511 AV-[Solo] Elemental Knowledge
32nd day of Fall, 511 AV-An Open Performance
33rd day of Fall, 511 AV-[Alvadas Event] Team Keido V. Team Miro (Match 1)
34th day of Fall, 511 AV-[Alvadas Event] Team Keido V. Team Miro (Match 2)
40th day of Fall, 511 AV-[Solo] King of All Trades
41st day of Fall, 511 AV-[Avain Manor]I'm bored let's fight! (Miro & Almech)
44th day of Fall, 511 AV-A Stroll in Alvadas (Almech & Iliana)


 
Winter, 511 AV
13th day of Winter, 511 AV-[Towers' Idol Slanderer] Killing Time
17th day of Winter, 511 AV-[Avain Manor] Twice Over (Miro & Iliana)
30th day of Winter, 511 AV-[Seasonal Quest] Upon a Star
32nd day of Winter, 511 AV-[Seasonal Quest] Upon a Star
37th day of Winter, 511 AV-SYMmetry (Miro & Shai)


 
Spring, 512 AV
2nd day of Spring, 512 AV-Unfamiliar Territory
5th day of Spring, 512 AV-Rite of Sight
18th day of Spring, 512 AV-[Avain Manor] Elements of Change
19th day of Spring, 512 AV-Heart Void


 
Summer, 512 AV
1st day of Summer, 512 AV-[Zeltiva Entrance] The Rolling Waves
3rd day of Summer, 512 AV-Breathing Fire
4th day of Summer, 512 AV-Crystalized Shards
18th day of Summer, 512 AV-State of Ruin
39th day of Summer, 512 AV-The Heist
45th day of Summer, 512 AV-Allegiance to the Dead
55th day of Summer, 512 AV-A Charitable Foundation
66th day of Summer, 512 AV-Mixing Magicks (Tock)
74th day of Summer, 512 AV-[Wright Memorial Library] Conjured Familiarity (Evalin)
80th day of Summer, 512 AV-[West Street] Fashion Disaster (Ray & Eva)
80th day of Summer, 512 AV-[Regional Quest] Beyond the Waves
90th day of Summer, 512 AV-An Unavoidable Discussion


 
Fall, 512 AV
1st day of Fall, 512 AV-The Zealots
5th day of Fall, 512 AV-Rite of Right
6th day of Fall, 512 AV-Confidence's Call
7th day of Fall, 512 AV-The Right way to do Wrong
10th day of Fall, 512 AV-Fear the Reaper
47th day of Fall, 512 AV-SRQ: Danger from the Deep


 
Winter, 512 AV
1st day of Winter, 512 AV-[The Testing Grounds] Ice Trapped Memories
11th day of Winter, 512 AV-Elementary
15th day of Winter, 512 AV-Fire and Ice
16th day of Winter, 512 AV-Reimancer's Legacy
25th day of Winter, 512 AV-Magic is in the air
31st day of Winter, 512 AV-Come with me...
32nd day of Winter, 512 AV-Awakening
34th day of Winter, 512 AV-Prairie Dogs


 
Spring, 513 AV
2nd day of Spring, 513 AV-Yachluria Forged
4th day of Spring, 513 AV-Restless Dead
5th day of Spring, 513 AV-Dastardly deeds in the name of knowledge
7th day of Spring, 513 AV-Confident to Competent
9th day of Spring, 513 AV-Forbidden Ground (Mirage)
11th day of Spring, 513 AV-Dark of a Zith Night
13th day of Spring, 513 AV-Drawing the Future
17th day of Spring, 513 AV-Edge of Independence
20th day of Spring, 513 AV-Qiao's Quest
21st day of Spring, 513 AV-Field Tested
22nd day of Spring, 513 AV-Almost Dead
27th day of Spring, 513 AV-First Favors
33rd day of Spring, 513 AV-Yachluria Forged
44th day of Spring, 513 AV-Make War


 
Summer, 513 AV
66th day of Summer, 513 AV-The Southern Trading Post
66th day of Summer, 513 AV-Method Acting
66th day of Summer, 513 AV-False Advertising
68th day of Summer, 513 AV-The Offices of the NHC
72nd day of Summer, 513 AV-The Spot
72nd day of Summer, 513 AV-Cold Pursuit
74th day of Summer, 513 AV-Will work for...
75th day of Summer, 513 AV-Habits of a Wizard
77th day of Summer, 513 AV-Waste of Paint


 
Fall, 513 AV
32nd day of Fall, 513 AV-The Price of Dreams
38th day of Fall, 513 AV-A Drop of Chaos
40th day of Fall, 513 AV-Doorway to Chaos
51st day of Fall, 513 AV-Reunited at Last
53rd day of Fall, 513 AV-Reporting Back
60th day of Fall, 513 AV-A Meeting of Magic
63rd day of Fall, 513 AV-Buying, Selling and Plotting
64th day of Fall, 513 AV-Drawn to Perfection
64th day of Fall, 513 AV-Hypnomantic Design
70th day of Fall, 513 AV-Throwing the Distance
75th day of Fall, 513 AV-Reimancy Intervention
76th day of Fall, 513 AV-The Herald of Hypnosis
82nd day of Fall, 513 AV-Summoning Servant


 
Winter, 513 AV
3rd day of Winter, 513 AV-Bad for Business
4th day of Winter, 513 AV-(Winter SQ) Confusion
7th day of Winter, 513 AV-The Hunger
8th day of Winter, 513 AV-The Den of the Undead
9th day of Winter, 513 AV-The Entrancement Enhancement
15th day of Winter, 513 AV-Access and Balance
28th day of Winter, 513 AV-Sometimes you just need more friends
42nd day of Winter, 513 AV-Chance Encounter
45th day of Winter, 513 AV-The Edge of Chaos
49th day of Winter, 513 AV-A Painful Lesson
79th day of Winter, 514 AV-An Understanding of Res


 
Spring, 514 AV
2nd day of Spring, 514 AV-Djed to Rights
4th day of Spring, 514 AV-Slave to Secrets
12th day of Spring, 514 AV-The Undead and the Pitfighter
13th day of Spring, 514 AV-Undeadly Attraction
14th day of Spring, 514 AV-Highest Order of Betrayal
17th day of Spring, 514 AV-Flipping the Switch
18th day of Spring, 514 AV-Swift Hand and Fierce Demand
18th day of Spring, 514 AV-Fool me once
22nd day of Spring, 514 AV-Negotiations in Blood
24th day of Spring, 514 AV-Falling on Hard Times
26th day of Spring, 514 AV-Watch Me Flux!
29th day of Spring, 514 AV-The Slip
32nd day of Spring, 514 AV-Friendship in a Bottle
50th day of Spring, 514 AV-Fateful Reunion
55th day of Spring, 514 AV-Magic Man and Brown Bear Too
65th day of Spring, 514 AV-Fellowship in Numbers
68th day of Spring, 514 AV-Excursion (Right)
77th day of Spring, 514 AV-Familiar Connection


 
Summer, 514 AV
6th day of Summer, 514 AV-When the two meet...
7th day of Summer, 514 AV-Life in a Glass House
8th day of Summer, 514 AV-Stray Fists
9th day of Summer, 514 AV-The Trial of Gladiator
32nd day of Summer, 514 AV-The Return Home
40th day of Summer, 514 AV-The Darkness Within
78th day of Summer, 514 AV-Captivity
82nd day of Summer, 514 AV-Past the Brink
88th day of Summer, 514 AV-A Hungry Wolf is a Bad Wolf
Last edited by Miro on October 10th, 2014, 6:53 pm, edited 173 times in total.
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Miro
Not quite Nuit, just a little undead.
 
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Ender

Postby Miro on March 10th, 2013, 1:42 am

Ender


 
Basic Information
Race: Irylid (Familiar)
Bond Date: 2nd day of Spring, 512 AV
Homeworld: Fyrden (Darkface)


 
Familiar Shapes
Natural :
Image

In his natural form, Ender is a reflective silver orb two feet in diameter. He often floats several feet off the ground to increase his range of sight and keep out of easy striking range. With his abilities in magic well matured, he is very comfortable in this form and prefers it for casting Reimancy. He can modify the form on a whim using Ice Reimancy as needed.

Sealed :
Image

In his sealed form, Ender takes the shape of a highly reflective silver bracelet. Though the bracelet is made of ice, most would suspect it to be metal. This is the form most often taken, as it hides his form. As well it can often be easy to watch targets, and create an opening for a sneak attack. Though unable to communicate vocally while sealed, often this form is employed to lend the Irylid to others.

Replicant :
Image

In his replicant form, Ender assumes the guise of Miro. However there are a few notable differences that may be observed. Ender does not possess a blackened arm, nor have any impaired bodily function. He also rarely assumes the same clothing as his master, and instead dons a shirt, pants and cloak, all of black. His voice is also a dead giveaway, always monotone, with carefully articulated words.

In this form Ender's face appears as that of a mature man in his prime, although somewhat gaunt and dry. He has shoulder length black hair that is constantly a mess. The straight locks hang to the side of his head and often fall to his face. His silver eyes bulge, wide and unblinking, and dark bags cause him to look as if he is unrested. It is rare for him to hold any expression but a blank passionless stare.

Released :
Image Pending

In their released form, Ender and Miro merge into a single entity of great power. The released form possesses a combination of the mental and physical strengths of both parties and possesses whatever natural abilities the Familiar does. This form is undiscovered still.


 
Concept
Ender, like most Frydenese, aimed to be bound to a wizard on Mizahar. His dream was realized, but he quickly found this world to be similarly unpleasant when bound to Miro. His master is reckless and often dangerous. Many times he has inflicted damage on them due to carelessness and experimenting with magic. Though this was the theme early in their relationship, much has improved between the duo over time. Much of this due to an obsession and hypnotic session performed on the Familiar however.

For this reason, the Irylid is quite twisted, though extremely obedient. Where he once contested every choice made by his master, now he accepts command without hesitation. Ender still has a mind of his own however, and will only deny his master when acting in a way he believes more beneficial. Though due to the abuse from his master, the Irylid's view of the world is corrupt. He revels at the sight of death, and views magic as a tool for supremacy. His thoughts and advice are usually cold and effective, with little concern to the emotions of others. Though he is not at heart very cruel, and without orders will usually avoid causing others trouble.

Ender found a respect for Miro's lead in their life, and acknowledges his power, but little else. Rather than blindly support the wizard, he retains some independence. Things such as religious outlooks weigh greatly on him, for he is not a supporter of Uldr or Rhysol. Though often working as a agent by accessory, the Familiar has quite radical thoughts against these gods. Indeed the only gods that his master gives praise to that the summon supports are Lhex and Morwen. Apart from religion, there are even a few moral separations between the duo. Ender is likely not to wish harm on those who do not pose a threat, and indeed even may refuse to in extreme cases such as children.

Due to damage done to Miro's eyes, the Familiar's observational skills have become key. Ender often guides the pair with his visual prowess and holds an unspoken position as the duo's defender. Even while only able to use ice, the Irylid's excellent vision and efficient nature make him very useful in a pinch. As well Miro quite respects Ender's clarity of mind and sincerity in helpfulness, which has caused the duo to become much closer. The change in the dynamic of the relationship has indeed caused much growth for him. This maturity has manifested in a confidence and happiness unseen in the Familiar previously.

The Irylid has grown close enough to his wizard that he was able to unlock some abilities previously unavailable. Most notably is the knowledge he has access to. Much of Miro's life before becoming undead is simply known due to the connection between their souls. As well many of the skills trained then are similarly known by Ender. Apart from this their bond has matured in other ways. Both share a natural empathy that is quite accurate for one, and as well each is able to see using the other's sight. The Familiar is even able to replicate his master's form, however not his current one due to their bond being incomplete.


 
History
Ender lived an unknown amount of time on Fyrden before being bonded to Miro. His history after that point consists mostly of advancements in his relationship and journey with his master. They were bonded in Alvadas after a time of struggle for Miro. For a while Ender only observed the world around him, learning of his new master and their life. After some time together, the effect magic had on Miro became apparent, and the Irylid began to worry.

Miro inspired a fear of magic in Ender. His master had hoped to display its benefits, but instead proved just how dangerous the arts of Djed could be. At first the Irylid saw nothing but needless study of dangerous effects. There was little point in becoming more powerful while safe in a city. But Ender began to realize just how dangerous Mizahar could be. Miro was not the only powerful wizard, and the world contained creatures no mortal could stand against. The benefit of being bonded to a master Reimancer were made much easier to see. He has started to acknowledging the path his master has taken, but still wishes to have more influence.

Ender hopes to understand his Miro's magic and regulate his casting for safety. There are plenty of times when the disciplines can be utilized to ensure their safety, but anything beyond that he hopes to abolish. The Irylid shares his master's way of viewing people, and is quite amoral. He will often tempt Miro to do something he shouldn't for the thrill to divert him from a possibly dangerous action. He gives no consideration to the lives of others, only seeing their existence or death as a threat to his own. While Miro inherently is trusting and sure, Ender is conversely paranoid of those who would interact with his master.

This grew with his desire to work with his master and learn magic, and after their bond strengthened, Ender was able to tap into the knowledge of his master. This first manifested through their empathetic bond, and then in magic. The Irylid is capable of wielding Reimancy with proficiency, and this taste of power has caused him to seek more understanding. And despite his will to end some figures, he has yet to take a life with magic. It is one of his greatest wills, after witnessing Miro's capabilities. So many times it has struck awe in the Familiar, he now wishes also to overwhelm with the power. However only being capable of using ice, he knows his master could break any spell cast with ease.

The master and familiar were sent by Lector Qiao with Rayage to Ravok. In this time the Familiar found great joy in having his master to himself. The only company he made were servants and other such underlings, which Ender declared himself the master of. With his accomplishment in Reimancy, any who he deemed unworthy could be disposed of. And due to the growth he had made with his partner, the Irylid was mostly unrestricted in his action. He kept his dark desires and impending betrayals to himself, and worked to gain the trust and respect of his Master.

However an old friend came to see Miro from Alvadas. One Ender had never met and knew Miro from his time living. This man, Alric, he was a master Hypnotist, a fact that eluded the Familiar. His jealous and selfish thoughts built until he saw an opportunity and snapped. The Irylid made an attempt on Alric's life, and was stopped by Miro's hand. As a consequence the Hypnotist put the creature into a trance and modified his will and outlook. Since then Ender has become a dedicated partner to his master, and finally has acceptance in his role in their joined existence.


 
Damages
Shares Physical Damage with Miro
Obsession: Obey Miro


 
Abilities
Exceptional Observation
Excellent Visual Memory
360 Degree Field of Vision
Limited Reshaping
Sealed Form
Replicant Form
Released Form (Undiscovered)
Resistant In Cold
Telepathic Connection to Miro (Unlimited)
Empathic Connection to Miro (Total)
Shared Senses with Miro (All Senses)
Shared Skills with Miro (Same Level)


 
Skills
Ender shares all skills and knowledge with Miro.


 
Gnosis
None


 
Languages
Common: Fluent
Fyrdenese: Fluent
Last edited by Miro on June 24th, 2014, 8:46 am, edited 21 times in total.
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Miro
Not quite Nuit, just a little undead.
 
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Miro

Postby Miro on December 24th, 2013, 9:50 pm

In Development
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Miro
Not quite Nuit, just a little undead.
 
Posts: 798
Words: 1238727
Joined roleplay: May 15th, 2011, 7:52 am
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Overlored (1) 2013 Mizahar NaNo Winner (1)


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