Background: Duban has just recently turned 19. He was rather young in his studies and has recently completed his apprenticeship as a practitioner of the arcane arts. While he knew of the children in the neighborhood, he didn't really get a chance to develop close friendships as he was constantly studying or working in his childhood. Even though he was warned not to trust people, he has a yearning to have a friendship like what he often saw through the windows of his master's shop. Many an evening found Duban wandering through the Nightstall market while on errands. He would often assist shopkeepers with small errands. It was during these frequent forays at night that he developed his skills of talking his way out of situations he found himself in.
Hareen was something of a mother figure to him, though he often tried her patience as Duban was always getting into things he shouldn't have. One of the stories he frequently heard from Hareen was how she had a premonition and based on that vision went out in the early morning and found Duban as a babe, left in the proverbial basket on the door step of a baker's shop. Seeing that the babe had a strong aura, Duban was taken in and later apprenticed to a wizard. Over the last few months, Duban has searched for any information or clue as to the disappearance of Haleen. Running out of funds, Duban hopes this latest lead concerning Kelmarane will bear some fruit. With the unexpected disappearance of Haleen, Duban is torn between taking off for sites heard of and unseen, or staying with what he knows. Description: Duban stands just under six feet in height, is rather lanky, and has a somewhat disheveled appearance, he is clean, but staying neat is not a priority. He will attempt to straighten up when he thinks it is needed. He usually has a book of some sort tucked into a pocket someplace, and is often found reading, or mixing up some concoction in the apothecary. Duban has midnight black hair, and brilliant emerald eyes. While his clothing is kept clean, it often has a slightly unkept appearance, as if it is a only a second thought to attempt to straighten up when needed. Most of his clothing he has made. His preferred materials, cotton and silk, are well suited to the environment as well as to maintain the fluidity of movement that he needs to safely cast his spells. His supple leather boots have hand sewn pockets in the tops. His underrobe was specially designed to provide numerous pockets while hanging loosely about his frame, followed with a light coat also varying from tradition with several pockets sewn on the inside and outer folds. A wrapped kufeya completes his wardrobe. Soft leather gloves are kept sticking out of his belt when not worn, and for those times when he works at night, he has a dyed balaclava in a pocket. Duban's tailoring experience is evident in the belt harness he wears around his waist and over one shoulder. The belt provides a convenient pockets for his coin and spell components, leaving them easy to reach. In addition, he has built in a sheath for his dagger across the chest strap. His crossbow and quiver hang from his hip, providing easy access when traveling.
His clothing has been dyed a in shades of browns and tan. He frequently places a renewed prestidigiation on his clothing that provides a slow rotation of a hint of emerald green strips rotating slowly around his body, alternating with a dark grey. When in public, or around strangers, Duban will often use the prestidigitation to match colors with the current trend, helping him to blend into the background. Personality: Duban is a curious and studious practitioner of arcane arts. He will happily engage in debates with any other arcane practitioner, regardless of their method of accessing the arcane. While he works to follow the traditions and laws, he isn't above bending them for the greater good. For the most part Duban is a kind heart-ed wizard willing to help those in need or unable to help themselves. The deity of your choice help those that attempt to take advantage of him, for when called upon Duban will show a viciousness that will ensure that an abject lesson is provided to future individuals. Duban is not above playing the occasional practical joke on his friends, though he does take care that the joke is not injurious, or that his friend will lose face from the joke.
"No my good sir, I can not allow you to set up stall here. Why you ask? As told to you by the Duskwalkers, any item is allowed to be sold within the Nightstalls, unless such item places a person's life or property in peril. You wish to sell unstable alchemical materials without them being in a proper container. This goes against what you were told, as such, you must pack up and leave or face sanctioning by the Duskwalkers."
--Badi speaking to a non-compliant merchant
Description: Badi, weighing in at 165 pounds and standing at 5'11", is rather average for a half-elf. However, his thin frame has a bearing that speaks of confidence. His blue eyes hold a sharp intellect that serves him well during disputes in the ill-famed Nightstalls and his slightly tanned but healthy skin, demonstrates the life he has lived within the bustling city of trade. His clothing, the light, blue colored robes and the red scarves common to those who live in Katapesh, are of a fine quality and embroidered with images of the janni and elementals that fill Kelishite mythology. Holding his layer of thin robes closed is a fine belt which has a scroll case hanging from it. Adorning his head is a turban the same color as his robes which covers his light brown hair and is held together with a broach of simple bronze. Walking in black boots and bearing a dark, polished cane of Chelaxian origin, Badi seems to win people over with his well kept appearance and knowledge of Duskwalker rules and practices.
Background: Badi al'Mukhabbat Nabih Ka'im, born to the union of an elven slave and her human master, had grown up not knowing his parents and surviving in the world of Katapesh's Nightstalls. Living for a short time as a street rat in the dangerous markets, Badi's elven gifted eyes and natural charisma had saved him from many instances where it could have meant trouble. Fortunately for the young half-elf, his keen intelligence was noticed by Jalim al'Fahir Akil, a minor magician and representative for the Duskwalkers. Taking up a job as an errand boy and near indentured servant to the infamous Duskwalkers, Badi was able to eke out a living. One day, while Badi was on an errand for Jalim, he met a young girl named Haleen, who would later help him to shape his life and become more than just a lost soul of the Nightstalls. The two became close as they survived the terrors and wonders of the Nightstall together, Haleen often protecting them when Badi's attempts at diplomacy failed. Though Badi was older than Haleen, Haleen matured much faster and soon Badi learned to look up to the blossoming woman. As she took up the blade and decided to become an adventurer, she encouraged Badi to follow his heart and not follow in her footsteps. Because of this advice, Badi put his intellect and charm to use as he worked his way up to a minor position in the Duskwalkers and devoted himself to learning magic to aid him in his profession.
As the years passed, Haleen would occasionally return to Katapesh and the two would sit and swap stories of their lives; Haleen would recount the dangers which she had faced while traveling and Badi, of the mysteries and wonders one could find in the Nightstalls. However, when Badi returned home from the Nightstalls one day, Haleen's things were gone and all that was left was a note. While this in itself was not out of the ordinary, as Haleen had often left without saying goodbye, what was strange was that the note told him to forget about her. Reading over the note, Badi noticed that something seemed forced about the writing. Had Haleen been kidnapped? Or possibly enchanted to leave? With that conclusion drawn, Badi decided to focus his growing magical ability on finding out what happened to Haleen.
Giving up his minor position with the Duskwalkers, Badi devoted the money he saved and his skills to finding Haleen and ensuring she was alright. One day, after a long day of casting divinations and speaking with his contacts in the Nightstalls, Badi discovered that someone matching Haleen's description had been seenheaded towards the city of Solku. Buying passage on a caravan, Badi arrived to the city to find out that Haleen wasn't their, but had been spotted near the gnoll-infested city of Kelmarane. Badi becoming disheartened in his search, fortunately learned that Garaval, a domo, was heading up an expedition to Kelmarane. Tracking down the domo, Badi convinced Garavel that his magical expertise would be useful to the caravan. Garavel, unsure why Badi wanted to join, was still not one to refuse magical aid in this endeavor, so allowed Badi to join the expedition.
Background:
Born and raised in Katapesh, Aziza lived with her human gladiator mother. Raised to believe that she should be strong and dignified, Aziza wanted to follow in her mother's footsteps. Certain factors kept her from succeeding in that goal - namely that The-Powers-That-Be decided to make her into an oracle. While she did not discover that she was an oracle until later in life, she has had extremely bad eyesight since the day she was born. At the age of 17, Aziza struck out on her own and traveled to Solku. She lived there three years, dividing her time between studying the fighter arts and learning more about this curse the gods had bestowed upon her. Finally, Aziza returned to Katapesh to make a reputation for herself as a fighter, taking whatever quests she may. She hides her curse from others, only using it in less obvious circumstances or as a trick she "picked up somewhere."
Discription:
Aziza is a rather short woman by human standards due to her Elvin blood. Her features are thin but very square. She has page cut red hair, matching amber eyes, and her skin is darkly tanned from hours spent in the hot sun. Her leather armor is covered in thorny vines, the green showing up bright against the brown. On her back is all her worldly possessions in a backpack and on her hip is an empty scabbard she hopes to replace with an actual sword.
Sample PC Intro:
Nothing had changed, not really. The Daystalls were still there, of course. The merchants who were hawking their goods would hardly let it fall to ruin as long as there was still an honest sale to be made. The crowded and loud canvas town just on the outskirts of Katapesh had the air of a festival, as people traveled from tent to tent examining both the exotic and mundane wares. Aziza Kamau joined the press of bodies, allowing them to envelop her. Even after all this time, it felt like coming home.
Three years previously
Aziza dropped her broken sword, both panting for breath and trying not to inhale the rancid odor coming from the still bleeding body on the ground before her. Sweat poured off her in rivulets, hissing as it hit the hot earth. She was tired but the look of pride in the eyes of her mother was worth it. At the end of the arena, the judges were casting their votes. Aziza could barely see them. Her vision was foggy at short distances and blind at longer ones, but there was no chance they would turn down her application to the guild. At least not after a battle like this, she had gutted her opponent!
Glancing back at the body, she looked again at the clean cut, the intestines spilling out onto the ground...Suddenly her mind wrenched forward, and her stomach twisted. She hurled all over the ground and remained on her hands and knees long after the shaking subsided. "How shameful," she heard the audience say, "That one will never be a warrior like her mother."
By morning it was all over town, how the child of a well renowned gladiator was a weakling. Her mother disowned her and Aziza packed up her belongs and left for Solku, vowing to return and prove her worth to the city.
The powerfully built man stalks through the bazaar with a deadly grace. His loose-fitting robes and face-concealing turban mark him as a member of the nomadic Badawi people; and his spear case, buckler and scimitar mark him as a warrior. He stops to speak with a cutler, asking not of knives and scissors but of a woman who once lived nearby. The cutler sneers a reply at the man when he is suddenly bumped by a dirty child running through the street. He turns with an annoyed growl and his veil drops revealing grey-green skin and irregular, sharp tusks. The man's hand shoots out and grabs the terrified boy by his ragged, dirty sleeve and hauls him in close, kneeling to eye level. He takes a breath and in a rough voice, he utters, "I'm sorry if I frightened you, Boy." His hand flashes with the glint of gold, which he presses into the urchin's hand, "Find something good to eat, and don't despair. You are the master of your fortunes." With that, he releases the boy, adjusts his veil and melts into the crowd to continue his search.
Background
Haram was born to an unknown mother in the city of Katapesh and lived the first years of his life as little more than an animal, running wild underfoot among the sprawl of the bazaar. His only friend was an older girl named Haleen, who took pity on the half-orc and occasionally played with him and taught him to read. One day, sometime in his 7th or 8th year, a spice merchant spotted Haram and shouted, "That's the one who stole my purse!"
Despite his innocence, Haram fled, knowing that the Pactmasters would never side with a homeless urchin against the word of a merchant. He ran through the choked streets and narrow alleys until he reached the home of his friend Haleen. Explaining what had happened, Haleen arranged for the boy to leave the city to live with a tribe of Badawi. Life among the Badawi was hard but Haram was eventually adopted by a childless widower, Kurianni al'Zabaar. Kurianni saw the goodness in Haram's heart and taught him the ways of the desert and as Haram grew into a powerful young man, he was taught to be a warrior, hardening his skills against the gnolls that haunt the Katapeshi countryside.
Description
Haram is tall and broad with slightly bowed arms and legs. His black hair, grey-green skin and tusked lower jaw marks him as a half-orc but his black eyes glitter with a keen wisdom, forged in the heat of the desert sun. He wears the loose-fitting robes of the Badawi people over his armour and keeps his inhuman face veiled behind his loose turban most of the time, fearing the reaction of city-bound people. He carries a spear that is almost as tall as he is in one hand and a small round buckler in the other. He wears a pack over a spear-case that is pierced by a trio of javelins, points bristling over his shoulder, and has a scimitar in a sheath at his side.
Haram is scarred by his experience as a child and often misunderstands social subtleties, lashing out with a quick hot temper that belies his generous and good heart. He is in his element when he is among the dunes where he is a subtle master of the winds and the hunt, and is completely self-sufficient. Haram is very guarded when interacting with new people but once he is accepted as a friend, he is loyal almost to a fault.
Haram has returned to the maze of streets that was his childhood home but it is a foreign land to him now. He searches for a friend who once showed him a kindness long ago.
The woman is tall. Taller than all the Keleshite women around her in the Bazaar. Some Kellids and Ulfen women, and some Bekyar rivaled her, but not those of Katapesh. She leans against the side of the shop, a hood pulled up over her head despite the heat. Beneath that hood, two intense eyes stare out, watching the bustle of the caravaners as they prepared the supplies and wrestled with the camels. One of the eyes was dark brown, but the other stood out like a light in the dark - it was a clear green. She watches you intently for a moment, until one of the caravaners cries out in frustration as the pack he has been attempting to secure begins to unravel. She steps forward and is quickly giving the man a hand, but you see that her nails are black and pointed like claws. The caravaners, despite her odd appearance, seem to tolerate her, and she moves as one of them.[/color]
Description: Standing well over six feet tall, this woman is difficult to place ethnically. Her hair is black and wiry, but her skin is pale. Unusually so, for her attire and equipment suggests she is used to traveling with the caravans. She possesses several other more striking features. First is her eyes - one is dark brown and the other a clear green. Second is her hands, which are not terribly unusual in themselves, with long fingers, rough and callused, but at the end of each one the nail is black and pointed like a claw. But the most striking thing about her are the scars that cross her face, as though someone carved them into her flesh with a red-hot hook. Her clothing is strurdy and meant for traveling, featuring the flowing white cloth typical of desert travelers. She keeps her face shadowed most of the time by a loose turban. She carries a battleaxe and a shield, as well as a dagger, shortbow and a quiver of arrows.
Kalistrine was always considered odd. She had a strange way of looking at things, and a sullen demeanor that brought trouble. Then there was her appearance. Pale, even under Katapesh's burning sun, and dark wiry hair, but it was her eyes that were the most striking. One was dark brown, almost black, like those of other Keleshites, but the other was a pale green. She often struck others as not quite right. She grew up with a poor family but received no familial warmth from them. Kalistrine was left to her own devices by her brothers and sisters, and used as a drudge by her parents. Few in her village doubted that she was a foundling. He parents never denied it either, but never admitted she was not theirs. The truth was that she was left by a kindly-looking woman who claimed that her husband had died of a fever in the vicinity of the Vargas Swamp and could no longer care for her baby. The woman paid the family to take Kalistrine in, and suggested that she would one day return to reclaim her child. Kalistrine's adoptive parents gave the woman's promise not another thought and spent the money she gave them while leaving Kalistrine to be neglected for years.
Kalistrine, who started off puny and sickly, began to quickly outgrow this tendency at a young age. She became bigger and stronger than all the other girls - and some of the boys. She had a tendency to scratch the other children with her nails when fighting and became quite adept at deterring bullies who didn't fancy nasty gashes. As she established some autonomy, she gained in confidence and in belligerence. Soon she was taking over as the primary bully among her siblings and peers. Her father stood for none of this, however, and beat her occasionally when she was insolent or defiant. Never a pretty girl, she took to using intimidation to get what she wanted from others, boys included.
As she neared puberty, she began to dream of a kind woman who would return for her some day. She suspected she was not related to her so-called family, and she would be proven right when one day the woman who had left her all those years ago returned. Now a girl of thirteen, Kalistrine was happy to leave dubious home that had sheltered her since her infancy, and she departed with the woman who called herself Mag and claimed to be her mother. As they began to travel North, the friendly demeanor of Mag changed gradually, as did her appearance. Kalistrine grew more and more apprehensive as her mother's attitude became more cruel and unpleasant. Finally, within sight of the Vargas Swamp, Mag turned to Kalistrine and said, "Little Girl, you have suffered, haven't you? Well, fear no more, for your mother and aunties have called you home. You're going to be just like us." Mag's limbs bent and cracked, elongating, her skin taking on a bark-like texture, darkening to the colour of aged leather. Her nails became black claws and her face grew horrible and cruel. Mag was an Annis Hag, and she had some to reclaim the daughter she had birthed thirteen years before. Kalistrine was terrified and attempted to flee, but emerging from the twilight were two more Hags, Mag's sisters and Kalistrine's aunties. They grasped her with their iron grips and cooed words of encouragement to Kalistrine. "Oh, don't be afraid of your Aunties. Hehehehehehe! You'll soon know no fear." One said, cackling. "You'll be one of us, dearie. Won't that be better than being a soft, pink thing, hated by pitiful humans." the other growled. Kalistrine screamed as they carried her into the swamp, eliciting delighted cackles from her Aunties as Mag led the way.
The grim lair of the Hags was a bower of twisted roots, covered by lichens and woven throughout with horrible fetishes of bones and sticks. At the center was a cauldron of ancient make, more a part of the blighted ground. The Hags bound Kalistrine with roots and set about their work of preparing the ritual to convert her into a Hag like them. Kalistrine screamed and screamed, but that merely caused her Aunties to laugh. They tore her clothes off and anointed her with horrible substances, forced drugged elixirs down her throat and burned herbal incenses that clouded her mind. When all was prepared, Black Mag, Kalistrine's true mother, began the terrible curse that was to make her an Annis Hag. By then, Kalistrine was almost completely addled by the preperatory concoctions, but she found room for one emotion - Fear. She could feel her nails hardening into cruel, razor sharp claws, her skin beginning to harden, her limbs growing strong like twisted iron. But then something happened. Kalistrine saw a flash of fire and heard screams from her Aunties. There was a horrifying sound of tearing flesh and cracking bone. Images of visages even more gruesome and appalling than those of her mother and aunties swam in her eyes. A burning pain began to clear the fog from her mind, and when she gained a moment of clarity, a visage of wrath appeared before her. With the head of a terrible carrion bird, the being eyed Kalistrine with the intent of tearing out her belly and leaving her to die a horrible death, but something stopped it. Instead, it traced a claw across her forehead and face. Wracked with burning agony that penetrated into her very mind, Kalistrine screamed and passed out.
Some time later, she awoke to a scene of carnage. Still bound in place where her mother and aunties had placed her, she beheld the lair of the Hags strewn with blood and gore. The cauldron at the center of the hollow had been wrenched free, and no sign but the unidentifiable globs of flesh and splintered bone remained of her 'family'. Moreover, Kalistrine felt a burning pain in her head. She struggled against her bonds, and after some time, the pain became so great, she succumbed to it, but instead of passing out again, she was overcome with a towering rage. Her fury was so great that she was able to pry herself free, haul herself out of the hollow and into the swamp. She crawled and staggered South until she reached the edge of the mire, where she was discovered at the edge of a camp of caravan guards. They were alarmed by the naked, gore and mud-caked thing with the burning eyes, but one of them stepped forward and somehow saw the child beneath. When Kalistrine next awoke, she was in a tent, wrapped in linens, with a soothing balm being applied to her face. Gazing down at her with great compassion was the face of a beautiful young woman. Kalistrine began to cry, and the woman, who introduced herself as Haleen, comforted her. The pain in her mind remained, though her cuts and scratches had been tended to. Kalistrine healed under the ministrations of Haleen, and emerged from the tent into an Oasis camp, where she was subjected to the horrified stares of the women and children of a nomad group. She walked to the edge of the water where she went to dip her hands in, only to find the claws on her fingers remained. She hadn't imagined that. Then she leaned forward to look at her face to see the jagged scars that marred her face. Seemingly with no pattern, they nevertheless invoked in her a cold horror, and then a slowly growing anger. Haleen found her as she turned on the staring Keleshite nomads, covering her head and shoulders with a shawl and taking her back to the tent before Kalistrine could cause any harm, or be hurt in turn by the nomads. Haleen packed up and left on camel-back with Kalistrine before the nomads' men returned from hunting, and made her way to Katapesh where the girl's appearance would attract less attention.
Life for Kalistrine in Katapesh was better. She was indeed accepted more readily. Most barely batted an eye, for all the strange inhabitants of that most cosmopolitan of cities. Haleen's business often took her away, but the steady care and affection she gave to Kalistrine softened her belligerence and muted the rage that still burned within her. There were instances of her temper getting the better of her, and she quickly became a pariah among the children of the Lower City. She fell in, however with a small band of Tiefling children, who instead of being put off by her claw-like nails and scars, bore similar marks of cursed parentage and so felt kinship with her. They drew her into some questionable pursuits among the bazaars and docks of the lower city, but Haleen managed to keep her out of danger for the most part. Kalistrine grew into an imposing young woman, strong, tall, and still hot-tempered. That pain in her mind was always on the verge of driving her into a fury. By the time she was sixteen, she grew interested in the martial ways of the warriors and soldiers she saw in the city, and Haleen indulged her by getting her training. Her instructors, however, were displeased with her progress - she was too reckless, too violent. One time, she took a blow to the head durring sparring and nearly beat a fellow student to death with a training sword, her anger taking over and granting her a furious strength that allowed her to batter down the defenses of the boy who opposed her. She was thrown out of several fighting schools, but picked up a smattering of skills that helped her develop her own style. Haleen was at a loss as to what to do with her, but through her caravaner contacts, she managed to get a job with a merchant by the name of Barak'u Bakr. Kalistrine was off on her first job as a caravan guard at eighteen. She took to the wilderness immediately, and though she had not the patience or seriousness of mind to truly excel, she learned some few tricks of getting by in the wild. She grew to love her first experience on the trail, and the cameraderie and tolerance of the other guards allowed her to come out of her shell. She grew enamored of one particular man, a Half-Orc named Ombur, who the others considered ugly, but to Kalistrine, he bore the burden of his birth with such grace, a burden she bore herself with considerably less acceptance, that he inspired in her feelings she had thought never to share. They began a short relationship. She was heartbroken when she was forced to part with him as their jobs took them in opposite directions, and they promised to reuinite when their paths crossed again in Katapesh the next year.
Kalistrine returned to Katapesh with a feeling of peace she had never experienced before. But when she went to find Haleen at their home, she instead found a note. "Please forgive me, Trina." it began. "But I must leave. Forget me. You have taken your first steps on a path to a better life. Follow it. I will always love you, but please don't think of me anymore. I have left you what little I could to help you on your way. You may continue to live in the home we shared. It pains me that I could not say goodbye properly. Your friend always, Haleen."
Disbelief gave way to desolation. For the first time in years Kalistrine began to cry. Her tears began to burn as they ran down the scars on her face. The pain in her head grew, and the next thing she knew she had torn the place apart with her bare hands, shredding the curtains, pillows, tapestries and smashing everything she could. She collapsed among the shards of her life, despair settling over her. After some time and regaining some sense of calm, she looked over the letter again, and something struck her as wrong. She knew in her heart that Haleen would not leave her like this unless it was to protect her. Something terrible must have come to pass to force Haleen to leave. With a new purpose, Kalistrine set about assembling whatever she could salvage from the ruins of her home. She gathered her things and a few surviving keepsakes and the coin Haleen had left, and went out among the merchants and caravaners in Katapesh, asking after the woman who had become her sister, if not her new mother. Months passed, but she eventually heard reports coming from one caravan to the next that Haleen had been spotted near a place called Kelmarane. The name had ominous events attached to it, but Kalistrine gave it little thought. Finding an advertisement for mercenaries to join an expedition to Kelmarane gave her the excuse she needed to set out in search of Haleen.
Kalistrine is a Changeling, a race from Pg. 84 of the Haunting of Harrowstone, the first book in the Carrion Crown AP.
She is Chaotic Neutral, tending towards Chaotic Good from the influence of Haleen (and presumably the PCs later on), and Chaotic Evil from the Demonic mark she bears.
She will be taking the Fiend Totem Rage Power at L2 (Pg. 75, Advanced Player's Guide). What she takes after that will be dependent on character development.
Background: Vast leathern wings cleaving the wide, heat-rippled sky, he bells a battle-challenge; a scream of visceral fury that rings across the empty sands below.
Sinuous and fell he is; coal black are his scales; jewel hard and battle-tested. Serpentine, he twists and coils in avid pursuit of his fleeing foe, feeling that glorious black ire ignite in his gullet, roaring, spewing unquenchable to sear, scar and conquer.
Talons, a-glitter with obsidian hate, serrated and cruel, built to rip bellies and crush bones reach out for panicked prey... They strain, clutch, squeeze... fluid spatters violently, amid the too-loud clatter-clack of... shattered pottery!?
Thick fingers, still clumsy with sleep, grind the tepid water from his faded, ice-chip eyes and white-whiskered cheeks. Ink stained, acid-pocked, stiff and all too familiar, they are a far cry from the magnificent, terrible talons of his dreams. He greets his familiar aches with a offhanded grumble, gingerly swinging his legs over the edge of his low cot and easing his feet into once-luxurious slippers.
Surely Dragons, unlike aging alchymists, needn't worry about slippery flagstones and cracked ceramics, he thinks peevishly, twitching away the shards of his second-to-last fired-clay drinking bowl. He moves slowly to light the brazier under yestereve's cauldron of spiced sweetbroth, allowing himself a scowl at the surrounding disarray of his small home.
Selecting the cleanest of his several patterned robes, he eases his bulk into it, then opens his lone, small window, gazing out stoically at the squalor, filth and glory of Katapesh, the city that stole his youth.
Fifty-eight years, he thinks, is too long in a city's belly. It only took twelve to bury a wife, another four to drink her memory away. What had he to show for the remaining two-score and two but chymicals, some few coins and one (recently-bereaved) enameled drinking bowl? He absently fills and lights a long, slender pipe, closing his eyes and drawing deep as he once again fights a battle that he has lost many times before.
Nearly a full candle later, his eyes open and the old dwarf re-orients himself amid the evening bustle of a city he loves and hates. A faint smile creases his face. Long dormant embers dragonfire smolder fitfully to life in the shadowed depths beneath his heavy brows as he begins to pack up the last fifty-eight years of his life.
He has finally won his battle. Out in the deep sands, the dragons of his dreams await, and he will find them.
Intro:
Move, wretched beast! Naugrim glares balefully up at the grizzled gray burro that stands placid and immobile at the mouth of the dim alley. Putting his substantial bulk to work, the dwarf tugs hard on the lead rope, his face steadily reddening at the exertion, for several long moments. BAH! You'd think I hadn't come to visit you for a year, or some such nonsense. Sighing, he drops the rope and dredges into one of many hidden pockets. I've only enough sugar remaining to get four more blocks, at this pace. Step it up, you ungrateful lout.His words are tempered by his actions, as he reached up to scratch Stumbles between his eyes. The laden burro nuzzles the proffered sugar crystals contentedly before ambling forward as if it was his own idea.
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The acrid smell of sulfur stings his nostrils, as it always does, as the tindertwig flares brightly in the dim recesses of the shrine. He lights the candle reverently - as thick as his forearm, it smells of juniper, one of Nara's favorite scents - and sets it carefully on the votive table. He remembers the day she bought it, then spent half of the evening trying to find the spot on her candleshelf that best suited it... her collection was eclectic, and large. He had brought and lit three each year, one on her naming day, one to mark their wedding, and one to mark her passing. One hundred and thirty eight candles in all, and this the last. It's past time, Nara, he mutters softly into his beard. A silent silhouette, as broad as tall, he stands over the flickering candle for a long while, before he notices the priest.
Darian. he murmurs, his gravelly voice flat. My wife loved Sarenrae well, and I come here to honor her faith, not your goddess. The last you'll see of me, I expect. Nog shrugs his broad shoulders, a scowl creasing his forehead. I've run out of candles and there's scant else to hold me here. Should any of Nara's sisters come wondering where I am, a-wheedling for more coin from this old heretic, you tell 'em to come looking for me in the deep sands.
The old dwarf coughs once, drawing himself up to make the most of his short stature. I know you tried to save her, and I know what it cost you. I'd be a liar if I said I wasn't grateful for you trying... His eyes fix on the taller man, ice cold under heavy brows. His words are clipped and terse, barely containing a tumult of emotion. But never think that I don't hate you for failing...
Description:
Short (even for a dwarf) and broad (even for a dwarf), Noekk shambles now, rather than strides as he did in his youth. His blunt, thick fingers often clutch suddenly at some unseen trifle, seemingly of their own volition; occasionally they curl into knobby, cragged fists, still tight and powerful, if not as deft as they once were. Broad shoulders and a thick neck are covered by a wild tangle of white beard and dangling moustachios, one of the few treasures that age has not yet stolen. Above this haphazard pelt, a craggy nose juts from a hard-planed, well-wrinkled face and deepset eyes the pallid blue of a northland frost peer curiously from behind a pair of chipped glass lenses.
Beneath the simple, layered robes of an experienced desert traveler the occasional glimpse of metal can be seen; the cunningly wrought interlocking rings of a chain shirt that seems to be near the point of bursting. Strapped across his wide back is a huge pack festooned with vials, pouches, scroll cases and flasks of varying sizes. Snapped below the pack are a well-secured, dark wooden box boasting silver clasps and corners and a stout, iron mace with several thick flanges.
Lorus is tall (5'10" ) and lean (160 lbs). He is deeply tanned with brown hair and eyes. His face is pleasant to look upon and his youth is evident to any who peer beneath his voluminous robes and turban. Beneath his robes can be seen the glint of a chain shirt and a scimitar hangs from his belt.
Lorus was born to a pilgrim from the coast at one of the holiest sites of Sarenrae, the Everlight Oasis. The birth was difficult to say the least, but the mother survived and the attending priest could see that the child was favored by the Goddess. The family returned to the coastal city a short time later, but the young Lorus always seemed to want to wander to the desert. When he grew old enough, his parents sent him to learn at the feet of the Priest who had helped deliver him, Father Darian, whom was still resident at the Oasis. There Lorus confirmed his holy favor with his better than average abilities and began to rise in the ranks of the church quite rapidly. Prone to independent action (as most young men are), he has on occasion disobeyed
He missed an important ritual while helping a woman find her young son.
protocol and gone to right a perceived wrong or help someone in trouble without permission. This has included pursuit of
Led by One-Eye Rajufah, a bloodthirsty raider of little ability and low repute.