[Verified by Twister] Marone

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Marone

Postby Marone on October 5th, 2014, 2:40 am

Marone


Appearance

Race: Human
Gender: Male
Age: 28
Birthday: 43, Spring, 486
Birthplace: Sunberth

Appearance:
Marone is a person that does his best to not have a bigger presence than other people so that he would not attract any unwanted attention. His wardrobe consists of dull and dark colours easily overlooked by others. That said Marone does not go overboard with his efforts such as concealing his face of overclothing himself as he has observed those may have an opposite effect on some people in Sunberth.

Character Concept
Sunberth means opportunity for some people and for others it means survival. There are many different meanings to the city but for Marone it means loss. The loss that Marone has experienced has caused him to overly attached to things he favors. Sometimes it means Marone would try to keep items he believes rightfully belongs to him and have him mistaken as just another common thief. Other times, the times that may get him into trouble is when he gets attached to pets or other people. Magic was something that people in Sunberth do not approve and with something as misunderstood as malediction it is only prudent that Marone did his best to not get caught practicing.


Character History
Marone's earlier memories was living in the family's farm up in the fields. His earliest interactions not withing the family included the rare person passing by or when he went along to the city to sell the produce. Learning the trade to help his day to day life Marone also learned one important thing. The actual craft the family used to live the better than most lifestyles found in Sunberth which was maledicion.

One wrong deal later brought torches and pitchforks to Marone's door. While he was able to escape he left his parents and brother behind only finding their remains when he returned. Unable to leave them but unable to stay, Marone grabbed a what he could and escaped again. Over the years he tried to craft them as he was thought but found he could not draw out the power as he was not experienced enough. Thinking he failed he forgot all about it.

He continued to work doing what he could to make ends meet and found he was able to work in the smith making weapons. By being initiated to malediction at a young age he was less squeamish compared to the others when making the cheaper weapons for those that could not afford metal. It was then he found out that malediction could actually be used in that specific way and though the end users did not know it, Marone has been using their new weapons as a way to practice his craft until a time he could do it as well as his family.

Language

Fluent Language: Common
Basic Language: Fratava
Poor Language: Kontinese

Skills

Skill EXP Total Proficiency
Malediction 15 RB + 5 20 Novice
Weaponsmithing 15 SP +1 16 Novice
Dagger 15 SP +1 16 Novice
Carving 10 SP + 1 14 Novice
Stealth 10 SP + 1 11 Novice
Larceny 1 1 Novice
Painting 1 1 Novice
Observation 3 3 Novice
Sewing 2 2 Novice
Planning 3 3 Novice
Weaponsmithing 1 1 Novice
Blacksmithing 1 1 Novice
Butchering 1 1 Novice


Lores
Underground trade in Sunberth
Malediction: Drawing a Curse Out of Bone
Snake Bones, Dog Bones.. It’ll All Work.
Maledicting a Dog Skull
Using Gloves While Sewing Reduces Injury
Anatomy: Large Poisonous Snake
Maledicting Snakeskin
Maledicting Snake Bones
Snakes Have Bones
Making a Bracelet out of Snakeskin
Making a Snake Charm out of Snake Bones
Making a Weapon Accessory out of a Snake Skull

Possessions

1 Set of Clothing
-Simple Shirt
-Simple Pants
-Simple Undergarments
-Simple Cloak
-Simple Boots
1 Waterskin
1 Backpack which contains:
-Comb (Metal)
-Brush (Metal)
-Soap
-Razor
-Balanced Rations (1 Week’s Worth)
-1 eating knife
-Flint & Steel
97 Gold Mizas
5 Silver Mizas
-Dagger
-Gloves
-Dog skull: The bearer of this dog skull find that all canines that they come in contact with are immediately aggressive towards the individual. Any contact through sight, touch, or hearing will cause the aggression to initiate..
-Pair of Snake Skin Bracelets: The items are poorly made and will likely fall apart if the wearer puts much resistance on them. The wearer of the items will notice the bracelet slightly squeezing his/her wrist while wearing.
-Snake Charm: The charm is poorly made and will need to be up-kept to prevent it from falling apart. The charm will help to keep snakes away from the area it's in, but isn't foolproof.
-Dagger: The dagger itself is oddly shaped and this may cause problems when using it. The added Maledicted snake skull will cause whoever is injured by it to experience a slight burning sensation when cut, but it isn't powerful.



Heirloom: Carving Kit

Housing

House: Located in the Sun's Birth tunnels.

Ledger

Purchase Cost Total
Starting +97 GM 5 SM 97 GM 5 SM G
Fall (Poor) -45GM 52 GM 5 SM


Thread List

7th Fall 514 AV They came from the water.
8th Fall 514 AV I got bit!
9th Fall 514 AV Snake Charm
10th Fall 514 AV Ropes and Coils
11th Fall 514 AV Another Snake Charm
15th Fall 514 AV That doesn't look good.
16th Fall 514 AV Time to Fight Back
34th Fall 514 AV Daggerhand? Pah!
37th Fall 514 AV Mental Challenges
38th Fall 514 AV Don't get into Bed with rats.
40th Fall 514 AV Kid Naps.
70th Fall 514 AV Training Day.
75th Fall 514 AV The in of the season.
85th Fall 514 AV We drink, and drink, and drink some more
Just got a new job. Will be trying to keep the stuff which I'm doing going at the very least so no one has to wait.

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Marone
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Posts: 65
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Joined roleplay: October 5th, 2014, 2:09 am
Race: Human
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