Name: Naream Baenre Age: 211 Race: Drow Sex: Male Appearance: [img=http://drowcampaign.roleplaynexus.com/images/MDrow13.jpg] Homeland: Underdark History: Once a apprentice to his uncle Harrad Baenre a Arch Mage of the Drow and a master of Necromancy, thanks to him owning a particular potent and very dangerous Necromantic Tome, the envy of a great many necromancers who have even heard mere rumors of it, so naturally Naream wanted to claim the tome for himself... that and the rather menial tasks his uncle set him out to do... clean his uncle's robes, clean out the privy and for some reason sing to him when he was sick was making Naream to just want to stab the old bastard. So when Harrad attempted to murder Kouri the 'loyal' apprentice that he was saw his chance and stabbed his master literally in the back a number of times. Taking his amulet and was about to take the Necromantic Tome when Harrad, a spark of life remaining, smirked at his apprentice, murmuring that he was proud of such a excellent betrayal, before hurling Naream to his extra-planar laboratory, leaving the tome behind. He spend years in that hell-hole, figuring a way to return and when he did he learned that the tome had been taken, to Renalta to be exact in safekeeping with a certain archmage. That tome was his legacy, his inheritance and he would be damned if it would rot away while it was in the hands of someone who would not use it, figuring that Kouri owed him for his service of foiling his former master's plans he made his way to Renalta, meeting old acquaintances along the way... Motivation: He wants the grand Necromantic Tome which belonged to his master and unlike that foolish Harrad, use it's power to become a powerful lich mage and perhaps, if he feels like it, help fighting off the invading demon hosts. [b]Stats & Traits[/b] Strength: 2/10 Agility: 3/10 Charisma: 3/10 Magical Endurance: 6/10 Fighter: 0/10 Sniper: 0/10 Leader: 5/10 Seducer: 0/10 Sneak: 0/10 Mage: 5/10 --Magic School 1 - Necromancy --Magic School 2 - Golemancy Experience Traits --Trait 1 - Subtle Magician: This character is able to repress their own inherent magical talent in order to avoid triggering the senses of other mages nearby. The higher their magical endurance, the faster they can regain their full magical capacity when not suppressing it. Note, that while this prevents ranged auto-detection by other mages, there are still certain, more intensive and less accurate ways to “detect” mages. --Trait 2 - Invisible Friends: Summoned and bound creatures, as well as certain undead, demons, and supernatural creatures, are more loyal towards your character when recruited or summoned, and opposing creatures of such ilk may be convinced into betraying their own to aid you if you are clever enough about it. Conditions --Trait 1 - Powerful Connection: This character has a connection with one of the most powerful characters in the world, be they powerful through politics or powerful through sheer force of arms, and for one reason or another has earned their attention and perhaps even their care. Either way, in times of great need or upon request, said character might appear to help them, delivering information, or saving them from a particularly nasty spot... All for reasons that only they know. [b]Mikan the Green Fox[/b] Effect: Grants your character a special connection with a legendary hero or villain of the realm, whom may come to your aid in times of great need or upon request. --Trait 2 - Ancestral Ghosts: When entering new areas, there is a chance that an ancestral ghost will appear to aid your character in some manner. Be that something as simple as being a guide, to something as crude as slitting the throat of a guard, or unlocking a locked door. Once used, the ancestral ghost leaves the area and may or may not reappear later. Ancestral ghosts have their own personalities and histories, and as such, it is worth noting that since most people do not lead evil lives, evil characters may have a harder time convincing their ancestors to aid them than good ones. On the other hand, good characters may have a harder time convincing their ancestors to do perturbing or morally questionable acts, even if it’s for the greater good. Effect: Gives a chance for family ancestors--ghosts--to appear and aid the character based on their request. --Trait 3 - You Lucky Bastard: Some characters have abnormally fantastic amounts of luck, maybe they’re great gamblers, or untouchable thieves, or that one guy who found the key to the brothel right when they were all ready to give out free services. Regardless, your character’s past is riddled with examples of incredible luck. Effect: Sometimes any action may randomly have a slight bonus thanks to luck, and if struck with a wound that would normally kill them this character can instead take a minor version of that wound once per battle. EX: A head shot instead results in a cut open cheek, or a heart piercing blow results in gash on the torso which can be treated, etc. Unique: Extra Planar Amulet, taken from his uncle's corpse after repeatedly stabbing it in the back, this amulet allowed Harrad to teleport from the mortal coil to his extra-planar laboratory where he toiled on undead abomiantions, wights, etc. Naream seems to be able to use it to go there at will, at least when he is not under stress of battle so it is not a escape method, however... it's halls and many rooms are filled to the brim with perfectly preserved skeletons and corpses of various races and beasts... now if one had a certain Necromantic Tome with the right spells... one could raise a rather sizable undead host with these materials... Personal Section Romance: Makes for interesting rping opportunities... that and potentially sacrificing those you love for some decent necromantic rituals so by all means.... Play style: Action, intrigue, dialogue and general wacky situations are always fun. Does the Kouri Plushie exist?: Witnessed it so yes it does.... or is the plushie a lie and therefore life itself? Signature: *signs with blood* Sarzu