[center][b]Appearance:[/b] [img]http://orig09.deviantart.net/eb17/f/2012/299/b/8/dwarf_fighter_level_01_by_zirofalcao-d5iy52n.jpg[/img] [b]Personality:[/b] [i]- Wanderlust - Good-natured - Daring - Impulsive -[/i] [b]Name:[/b] [i]- Andrik Nordin -[/i] [b]Age:[/b] [i]- 105 (which is about 30 in human years) -[/i] [b]Origin:[/b] [i]- Long ago some great long forgotten cataclysm destroyed all the dwarf surface cities on their home island, the only dwarfs that survived are the ones who fled to the deep, in tunnels that took generations to excavate they survive what befell those above. Many are still there, living simple lives tending to underground farms from the light of magma. but some, some wanted to be free, to regain the surface. Over many generations knowledge turned to faith, faith that there was a land further up where there were no cavern walls, where a great ball of magma sat in the ceiling and gave its light across the entire world. A thousand years later dwarfs walked dazed into the sunlight, emerging from the ruins of their former capital city, dropped to their knees and praised the sun. And they took to their new found freedom with vigor, becoming travelers, journeying till they reached the ocean, learning the art of sailing from the humans and then just kept going. There are therefore a trail of dwarf types: those that still dwell in the dark, those that reached the sun and retook their homes, those that travel the land and finally those that took to the ocean. Many dream of the sky. Our dwarf is one of the sea.-[/i] [b]Life:[/b] [i]- Andrik was born in the later days of the ascension, he learned the art of druidry down in the dark, with his bestial forms he assisted with the digging upwards and fending off the monsters that came to disturbed their holy work. Then he and his family breached the surface and began their travels till they reached the sea. For a people who had scrounged for every drop deep below such an expanse was enrapturing, the ability to travel so far so fast on ships a boon to their freedom. His family became sailors and traders as he learned the creatures of the salty air, the clear waters and the abyssal depths. While some were content to stay in one group of islands or one trade route Andrik roamed far and wide, using his shape shifting to spend time away from people and explore places where they couldn’t go or acting as a guard, merchant or navigator on trade craft traveling to lands far away. He has become that seldom seen uncle who sometimes shows up out of the blue with gifts from far away lands for his nieces and nephews-[/i] [b]Talents:[/b] [i]- Sailing - - way-finding - - brewing - - bartering -[/i] [b]Flaws:[/b] [i]- hates being confined - - turns to Alcohol when stressed. -[/i] [b]Combat:[/b] [i]- Andrik has done quite a bit of fighting over the years, first against monsters from the deep as a young dwarf and later against pirates or aggressive sea creatures, though these events where more uncommon. In all these things he has the tactic of a beast, be big and scary and if you must fight hurt your enemies till they get it in their heads that it’s a good idea to run. There is little finesse, either be big and scary, fast and vicious or flee to find some lads to help you with the problem. Druid Shapeshift: up to about the size of an orca and down to the size of a bat. Only gains physical attributes and not magical, if he turned into a basilisk he couldn’t turn people to stone but he would be big scary snake. Similarly turn into a magically or psychically gifted race does not let him use their skills. Shape changing is almost instant but rapid shifting is tiring and depending on how tired (or drunk) he is he might not get the right shape. Injuries persist from one form to the next. Can turn into creatures from the sea and the underground, into Domesticated animals and can lean new forms through study of specimens-[/i] [/center]