Difference between revisions of "Artemis Eburi"

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Revision as of 19:10, 28 March 2012

This character is a hybrid based on R.A. Salvatore's characters Drizzt Do'Urden and Artemis Entreri. The characters are equals in skill throughout the books but have dramatically different personalities. The image and physical appearance is based on Artemis Entreri, though very similar to the appearance of the author as well. The personality of the character is based on a mix between the author and Drizzt Do'Urden, creating a relatively young man who aspires for an idealistic world and lives his life by virtue. This is defined by a piece of Salvatore's writing that explains how it is not just the actions that people take that should be considered in the analysis of good and evil, but the intent behind the act as well. The character is designed around this notion, where the reason for his actions are more important than the actions themselves, though those weigh heavily on him as well. His most important weapon, a sentient bow named Judicis, is based on the Latin term for Judge and is inspired by yet another of Salvatore's quotes: "Only there, where virtue sits as judge, are heroes born."


Much of my writing, in general, is strongly influenced by the writing of Salvatore. My love for dwarves stems from the Battlehammer clan, especially Bruenor, as does my admiration of metalwork and smithing. This is what lead to the creation of the Norlond brothers as well as Harki. The NPC named Hawk is based on Zaknafein and Drizzt in a few ways as well. Jay is a dark elf version of Catti Brie and Daros is based on an eccentric magic family called the Harpell's that Salvatore created as well.

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Artemis Eburi - Art done by Aditya777 from DeviantArt

Character Profile

Name: Artemis Eburi
Age: 25
Race: Human
Hair Color: Dark Brown with some grays
Eye Color: Piercing Blue
Height: 5'8"
Weight: 165 lbs
Occupation: Blacksmith


Personality

Artemis has opened up. He is friendlier in conversation and is more willing to be himself, the person he was before the incident with his father. After coming to terms with his past and meeting a few people in Knife's Edge who have become his good friends, things have begun to settle into a good flow.

He is still somewhat emotionally guarded, though more comfortable with a select few. He exerts an aura of confidence and power, though sometimes it does not appear as much. He is kind, though his gestures may sometimes be misinterpreted because they do not always fit into the social norm. He keeps to himself while looking for ways to distract himself, and is known to admire craftsmanship of metalwork, blades in particular. The only sparkle people see in Artemis' eyes is when someone walks by with a fine blade. It is not a look of greed, simply one of admiration. He can often be found conversing with local smiths and is always available for helping others out. Though he does seem cold at times, he helps with almost any task. These task range from putting up laundry or getting a kitten from a tree, to hunting and extermination missions. His sheltered youth has also left him somewhat naive of certain things, but that is also beginning to change given his varied experiences.

Appearance

Artemis has well refined muscles though they are not bulky. His blue eyes are a piercing shade of blue as if his iris is constructed of ice itself. He wears a very dark blue full body leather armor that fits very snug and allows for fluid movements, and looks black unless light hits it perfectly. He also occasionally dons a black cloak when in towns, but mostly wears only his leather armor, which has an emblem located on the front and back that have become his mark of a smith. The hood is attached as an extra accessory to the robe. His face is scruffy, but he keeps his facial hair somewhat groomed – though rarely clean-shaven. His facial features are very handsome, and though women seem to be quite attracted to him, he does not seem to notice.

After unlocking his magical potential, his eyes seem to almost emit a glow, and have gotten a brighter blue. His left hand has also been marked with tribal-like markings that start on his hand and make their way up to the middle of his forearm. The markings are black.

History

At a young age, Artemis admired his father's craft. His father was the town smith of Pylos, a small village southwest of Underwood on Corone, and was very much liked and respected. Artemis would often times watch his father work the entire day and take in as much as he could. At the young age of 12, he was already smithing small blades as toys for himself, though they were very crude and low quality. His father enjoyed watching his son fall in love with the craft, because he knew that soon he would be able to apprentice his son and continue the family tradition of smiths.

At the age of 16, as Artemis began to apprentice for his father, he also began to pay more attention to some of the customers and visitors. He learned that his father was part of a group of fighters, but did not know much more. Artemis wanted to join and learn to fight. However, his father was a big and burley man and was known to fight with a two-handed maul. Artemis had a fancy for shorter blades. So Artemis' father asked his closest friend, a dark elf who went by the name Hawk, to train his son. Hawk was a somewhat young yet wise dark elf who was skilled with dual wielding, and began to teach Artemis everything he knew. Artemis was so passionate that he impressed Hawk, and so Hawk would go above and beyond in trying to teach Artemis. The training was often long, and would go into the night. Though it was clear that the hours were taking a toll on Artemis, he refused to slow down his training. At the age of 19, he had mastered working with two blades, and after a mere 3 years, Hawk had nothing left to teach. In fact, it seemed that despite his youth, Artemis' raw talent and youthful creativity would allow him to surpass even Hawk soon enough. Artemis then crafted himself the finest daggers he could, and after years of apprenticing with his father and training with Hawk he knew exactly what he needed. He crafted two daggers for himself out of steel, the finest his father could get his hands on. He spent nearly a month on each dagger, folding the steel over on itself repeatedly. Artemis felt the blades were extremely durable and well worked.

On his 19th birthday, Artemis started to believe that his father's group of fighters was a small branch of a larger group of assassins who killed innocent people for the sake of a contract. In anger, he charged his father, and the emotion quickly escalated. The battle became a death-match, and Artemis' agility defeated his father's strength. However, standing over his beaten father, unarmed and hurt, a tear shed from his eye and fell on his father's face, mixing with the blood of a cut that Artemis himself inflicted. He denounced his relations with his father, and said that they were no longer family. He packed up his necessities and prepared to leave. Right before leaving, he visited his father's smith one last time to engrave two words on his finely crafted daggers. For his right hand, he engraved the blade with the name Virtue, and for his left hand, the name Violence. The engravings were meant as reminders to himself of the conflict he would forever face. That conflict was the challenge of balancing a virtuous life with the one of violence that he intended to live.

He left that same night, blades in hands, with the white of his knuckles showing as he gripped them so tightly. He left with no direction, but only wanted to find a place that reminded him of how cold the world could really be, and so he left for the north – for Salvar.

Upon his arrival, he encountered a single orc, and fear that it may be something more resulted in leading a small scouting mission to the area. During that journey, he met Steppenwolf Orlouge, though he does not know the man's last name and famous relations. He also met a dark elf named Jhaelkah, who he is beginning to develop feelings for, though he does not understand them yet, as if he is a teenage boy.

When in Knife's Edge, he had met a few individuals who were old adventuring friends of Jhaelkah. There is the bowyer and old human man, Axel. There are the dwarven Norlond brothers, Bazzak and Nalin. Bazzak is the one who has taken Artemis as an apprentice after breaking his dagger violence to show how poorly made it was, while Nalin does most of the merchanting.

After meeting these adventuring friends and going with them to clear out a small cave of orcs south of Knife's Edge, he actually learns that the group used to be known as Salvar's Silent Sentinels. From the cave, the group also collects a cartload of mythril ore and Artemis goes to living a somewhat normal life as a smith's apprentice in the city. However, occasionally he takes trips to The Citadel for some combat training and keeps his skills honed. During one of these trips, his other original steel dagger is stolen, leaving him unarmed. He then purchases a pair of mythril daggers from the Bazaar to hold himself over.

On his journey back from purchasing these daggers he passes through the town of Vardta, where he encounters a man named Adolph Gretzel, a Knight of the Apocalypse serving Sei Orlouge. After helping to protect the town from an invading army and risking his life, and after barely coming out victorious, Sei invites Artemis to join the Ixian Knights whenever Artemis feels that he is ready to do so.

Also during his time in the town, he meets a woman named Tanya. She is the first woman Artemis is ever intimate with and within days of losing his virginity, Tanya dies while protecting him during one of the battles to protect the town. The emotional pain and rage that he feels at this loss results in an incredible desire to bring peace to the world in a virtuous way.

Sometime later The Trap Master kidnaps Artemis, though he is unaware of his captor's identity. The Trap Master brings Artemis to The Citadel and forces him into passing several tests. During this time, Artemis is unaware of his captor as well as of his location. In the final chamber, Artemis confronts an image of his father being killed by Jay, the dark elf that he is beginning to have feelings for. However, just as he sees this image, he passes out due to excessive blood loss, a consequence of the earlier chambers. He wakes back in Knife's Edge as if nothing happened and just as he thinks it was all just a dream, the barkeep of the inn he stays at comments that he has not seen him in two weeks.

The experience with the trap master starts giving Artemis nightmares and one day, concerned, Jay convinces him to visit his father and confront his past. She introduces him to a friend of hers, a mage named Daros, who teleports the trio to Artemis' home town of Pylos. Artemis then confronts his father, learning about his mother and his past, and learning of a magical seal that had been placed upon him at an early age by her in order to protect the young boy. The father informs Artemis that he has a ring that will unlocked Artemis' magical potential, though it may be risky, and Artemis puts on the ring. Upon donning the signet, the ring merges into Artemis' flesh and creates tribal-like markings of black upon his hand and partially up his forearm. His eyes also shift to a brighter blue hue and seem to almost emit a glow. Removing the magical seal has also allowed Artemis the ability to openly communicate with the sentient spirit of his bow, Judicis.

As time had passed during his life in Knife's Edge, Artemis was approached by Cydnar Yrene and asked to aid in their plight to arm the Hummel. The Norlond brothers, the employers of Artemis, agreed to the contract in hope that the payment would be enough to begin a project that has been in waiting for some time. As such, Artemis and Jay helped seek out a mythril deposit of sufficient quantity to arm the Hummel, and Cydnar's connections and their magic were successful in this goal. However, the Norlond brothers are responsible for training the Hummel in the art of blacksmithing as part of the contract, so while they remain underground (estimated for many months), Artemis is on his own.

While waiting for the dwarves' project to finish, Artemis decided to visit his father in Underwood, but on his way, a stop in Radasanth and an attempt to aid a troubled-looking man resulted in a gunfight that cost the lives of several. Victor Callahan, a gunslinger seeking revenge on the one who took his wife, nearly killed an innocent woman, and the intervention of Artemis and the concealed hero, Sei Orlouge, acting under the alias Silas, prevented her death. As such, Artemis decided it was best to flee the city and avoid the gunslinger, seeking out the first chance he could, which happened to be joining a mercenary vessel leaving Radasanth. Little did he know that the vessel was heading to a magical and hidden land known as Se'Lutia, which he is currently voyaging to, and will likely not return for months as well.

Attributes

Increased Strength: Hours working at an anvil and hammering away at resistant metal has given Artemis more strength than average. His muscles have become more powerful and refined.

  • (1.5x normal strength)

Keen Senses: as a result of his training, as well as his fear that his father will send people after him, he is always very in tune with his surroundings. He is very perceptive of sounds, smells, and has a very strong intuition that has saved his life before.

  • (1.5x normal perceptiveness)

Increased Agility: After years of training, as well as a continued focus on movement, Artemis has an above-average degree of agility that allows him to move very quickly, as well as change direction quickly. His body can bend and move in ways that most people are not capable of.

  • (2x normal level of agility)

Increased Balance: Due to his incredible agility and refined muscles, Artemis has a very good center of gravity, and is even able to fight effectively while on difficult terrain.

  • (2x normal balance)

Increased Endurance: Due to his years of training, years of working as a smith, as well as his continued cardiovascular training, his stamina has increased.

  • (2x normal level of stamina)

Increased Pain Tolerance: Due to some painful combat experiences in The Citadel, Artemis has become more tolerant of pain and able to ignore some minor and potentially medium wounds, or if not ignore, cope with more effectively.

  • (1.5x more tolerant of pain)


Professions and Skills

Expert Dual Wield Proficiency: Years of training have given Artemis the ability to act as if his two arms are fluid companions to one another that can work individually or in unison without any interruption. With new experiences in life-or-death encounters, both in The Citadel and also out in the Salvarian tundra, Artemis has begun to feel more confident with his own abilities and takes more risks, though still calculated.

Archery Proficiency: After thorough practice and experience in using his bow, Judicis, Artemis has achieved a solid proficiency in archery. Of course, this is partially limited, as his proficiency is impacted by the guiding magic of Judicis, and he would struggle a bit if using a non-magical bow.

Proficiency of Dark Elf Language: Years of training with his mentor, Hawk, has resulted in a conversational understanding of the Dark Elf language.

Minor Mining Knowledge: Artemis saw mining in action for the first time and paid attention to what was going on as best he could. Though he has not tried it himself, he gets the general idea of it.

Very Advanced Blacksmithing: Years of apprenticeship and travel have given him a fair grasp of blacksmithing, especially with blades. His experience as an apprentice for the Norlond Forge have begun to improve his skills. His knowledge of blacksmithing also is the source of his Anti-Armor skill.

Abilities

Ocular Infra-Vision: Ability to use infra-vision. This ability allows Artemis to view the world as a spectrum of heat sources rather than based on reflection of light. After unlocking his magical potential, he can now use this ability at will.

Combat Style

Anti-Armor Combat: With his increasingly excessive knowledge of metalwork and blacksmithing, Artemis has gained an advantage when fighting individuals who wear metal armor. When attacking these individuals, he can find the weak points and attack them in order to inflict more damage.

  • (2x damage modifier for attacks that land)

Ambush: When attacking a target that is either engaged with another enemy, or that is simply unaware of his presence, Artemis attempts to attack critical points to inflict either fatal wounds or debilitating wounds, depending on if he wants to kill the target or not.

Counter: Artemis' preferred method of inflicting damage is to wait for his enemy to attack, and in the same motion of his enemies attack, Artemis strikes.

Precision: Not a single attack is wasted. Thinking through every strike and waiting for the right opportunity, as well as with a thorough knowledge of anatomy, Artemis is able to find critical points quickly and effectively. His knowledge of armor smithing has also allowed him to find weaknesses in enemy armor.


Equipment

Leather Body: A very dark blue full body leather armor with an Emblem on both the front and back stitched in black - the emblem is also Artemis' smithing mark.

Justice & Virtue: Artemis crafted himself a pair of masterwork mythril daggers as a final project for his apprenticeship with Bazzak Norlond, using some of the mythril acquired during their mining expedition. He engraved his seal on each of the hilts as well as their respective names: Justice & Virtue. They were made in honor of his original steel daggers that he no longer has, Justice replacing the old one named Violence. Later, after bi-layer enchanting his blades, Tinker Rythadine then alchemically coated the twin blades with a thin coat of dehlar, thus sealing in the magic of the enchantments permanently as well as providing the weapons with some magical defense. The new name of the material is Rythadine, in honor of the creator, and is as light as mythril but as resistant to magic as dehlar, while still enchanted. The surface of the blades is also no longer the typical reflective white of the mythril, but rather it is a black matte finish that prevents refraction of light, further making the blades into dangerous tools of death.

  • Keen Vampirism: Upon the blade of Virtue, his main hand weapon, Artemis has placed the keen enchant, which permanently ensures that the edge of the blade is not lost. It will forever remain sharp. Not only this, but it has also imbued the weapons with extreme effectiveness against organic substances, including both living and once-living materials (such as hide armor or wooden staves as well). The enchant does not grant him any bonus against fighting metals, except for the edge-retention. The second layer enchantment upon his primary weapon is vampyrism, which allows him to seep life-energy out of his enemies while the blade is in contact with them. It is a sapping process and takes time, so cuts will only slightly affect the target, causing them to feel the pull on their life force only slightly, but enough to potentially instill fear into opponents. This allows the weapon to be used for intimidation in order to avoid conflict as well. If the weapon is stabbed into someone and held onto by Artemis, it can draw on their energy and heal him, granting him more strength. This only works on things still living.
  • Keen Elements: Upon the blade of Justice, his offhand weapon, Artemis has placed the keen enchant, which permanently ensures that the edge of the blade is not lost. It will forever remain sharp. Not only this, but it has also imbued the weapons with extreme effectiveness against organic substances, including both living and once-living materials (such as hide armor or wooden staves as well). The enchant does not grant him any bonus against fighting metals, except for the edge-retention. The second layer enchantment upon his secondary weapon is a trio of elements, including shock, frost and fire. He is still unable to do much with the elements, and at best summoning one element at a time to a minor strength. In time, he will be able to summon two, even three of the elements at once upon the blade simultaneously in greater strength, creating a much more powerful weapon.

The Twins: Artemis wields a pair of twin mythril daggers of excellent quality that he purchased at the Bazaar. After having one of his old steel daggers broken and the other pilfered, he found himself in need of replacements.

Steel Armguard of Anglekos: A steel armguard enchanted so that the wearer, no matter how much equipment he is carrying or how much armor is upon his being, moves in utter, complete silence. Gained as a gift from Eric Anglekos Here, who had earned the item Here.

The Shaper's Signet: As a gift, Bazzak Norland has entrusted Artemis with his enchanted signet ring, a powerful relic of his dwarven past that he had found during his many travels. Now, Artemis wears it, giving him enhanced metalworking ability. The ring allows the wearer to work metal one skill level higher than they normally would. Meaning average metalwork would result in above average quality goods, above average would be excellent, and excellent would be masterwork. Once you reach masterwork level, the ring is ineffective, which is why Bazzak no longer needs the ring, given his masterwork ability with every metal.

Judicis: A sentient bow made of a white wood-like material (yew in quality) that is slightly larger than a shortbow. Artemis is able to communicate openly with the spirit. Communication can occur either in Judicis' personal realm of magic or in the real world, but in both cases, time passes normally. When not in its weapon form, Judicis takes the shape of a bracer upon Artemis' left wrist. It is approximately three inches long and runs around his entire wrist, appearing as leather of whatever color Artemis wills of it (a black by default). It cannot be removed, unless Artemis wills the bow back into its original form.

--The bow will not fire if the act of its wielder is not virtuous.
--It may aid the wielder if the attack is deemed exceptionally virtuous by increasing the accuracy and/or strength of the shot.
--The bow's color can change depending on the user's will.

Magical Projectiles:

  • Fatigue Projectile: This magical projectile takes the form of a crimson arrow of energy. When it strikes an opponent, it does not do direct damage. The arrow's effects cause the enemy to feel fatigued, lowering physical attributes by one half (strength, agility, dexterity, etc.) and mental attributes by one quarter (intelligence, wisdom, charisma, etc.).
    • ((Works at half efficiency in pvp))
  • Incapacitating Projectile: This magical projectile takes the form of a black arrow of energy. When it strikes an opponent, it does not do direct damage. The arrow's effects cause a stunning effect that causes the target to become unconscious, as if knocked out with a concussive blow. This does not depend on the area where the projectile strikes.
    • ((Does not work in pvp))

(Later, it will shoot an increased variety of arrows that are created using the magic of the bow and will of the wielder).


Campfire Cubes: He has a pair of cubes that were created by Steppenwolf Orlouge. The larger cube is just smaller than an average man's fist, the smaller cube approximately a fifth of the size. The small cube unfolds down the middle and creates a rectangle, upon which there is a red and black button. When the large cube is placed upon the ground and the red button is pressed, the large cube begins to unfold in a spiral patter, dropping off small layers until it creates a flat square about twenty inches on each side. Then, it bursts into a blue and green flame that can act as a campfire of sorts. The cubes are gadgets that use fuel, which Artemis now knows how to produce. When finished with using the cube, or when out of fuel, the black button is pressed on the small cube and the process reverses, the larger cube reverting back to its original form.


The Lock Plunger: This magical trinket is approximately two inches long and half an inch wide. The main body of the cylinder is made of calli glass and is wrapped in a mythril shell. The shell acts almost like a skeleton for the glass container, wrapping it as if the metal were poured gently around it, creating an unpredictable web. At one end of the cylinder is a plunger, also made of calli, that when pulled back, fills the chamber with a magical black gel. When the plunger is pushed back in, the gel is ejected through the opposite end where a small conical tip allows the fluid to travel. Upon exiting the chamber, the gel will expand and solidify in less than two seconds, creating a makeshift key to most generic tumbler locks. The gel also has a life of approximately 15 seconds from creation, and after reaching that point will disappear back into the immaterial realm from which it was summoned. The conical tip, if willed to by the user, has the potential to thin and/or elongate like a syringe, making injection of the gel easier.


Boots of Triton: These magical boots are made of sea serpent scale and appear black. They are incredibly light and given the material, provide excellent resistance to cold as well as slashing damage. The enchantment that was placed upon these boots allows the wearer to manipulate the material in countless ways, turning the boots into the most versatile traveling footwear. If willed to by the wearer, the boots can morph to accomodate the individual's needs. However, they do not fundamentally alter in form - that is to say, the boots remain in the form of boots, they just slightly alter their function as boots.




Major NPC's

Harki

Age: 337
Race: Dwarf
Hair color: Charcoal
Eye Color: Gray
Height: 4'8"
Weight: 200 pounds
Occupation: Owner and bartender of The Bearded Gnome, an inn located in Knife's Edge, Salvar


Personality:

Harki is a dwarf who is past his prime youth and days of travel. He enjoys conversation and ensuring people are well fed and content. He is a care-free individual who does his best to remain optimistic and enjoy every moment as if it were his last, always laughing and making jokes to make others smile. He retains a thick Dwarven accent.


Appearance:

Harki is slightly above average height for a dwarf and a bit more muscular. His beard is thick and black, completely covering his mouth and giving off the appearance that his beard is speaking rather than himself during conversation. The beard splits into two braids a few inches below his chin, and then pulled behind his back. The strands are then further braided into his pony tail that begins at the base of his neck and is long enough to reach the middle of his back. He wears simple garb that varies day-to-day and always has a thick hide apron slung over the clothes. He is usually in The Bearded Gnome, an inn that he owns and runs in Knife's Edge. Odds are that when you see him, he will be polishing mugs.




Bazzak Norlond

Age: 234
Race: Dwarf
Hair color: Burnt Orange
Eye Color: Blue
Height: 4'6"
Weight: 210 pounds
Occupation: Owns a smith in Knife's Edge with his brother called The Norlond Forge


Personality:

Bazzak speaks surprisingly well for a dwarf, his language resembling that of an educated human and lacking the typical accent. He is a masterful smith who loves to work with metal.


Appearance:

Bazzak Norlond, unlike many dwarves, has forsaken his beard. The beard is very short and neatly trimmed, though he sports a very impressive mustache that hangs just beyond his chin and is tied off by small mythril clamps. The mustache is very well kept, though often needs a good washing. His hair, shortly trimmed and also well kept, matches the mustache in its burnt orange color. His muscles are well refined from the daily work of a smith and more often than not, he is covered in a layer of black soot from his profession. Some might think his hair were naturally black until his hand brushes enough away to reveal the fiery color beneath.


History:

After traveling the world with his brother Nalin, their dark elf friend Jhaelkah and human companion Axel, the group decided to settle down in Knife's Edge after Axel's age intervened with their journeys. Bazzak and Nalin Norlond opened up a forge in their surname, and now produce and sell fine weapons and armor as well as everyday equipment for people to use.




Nalin Norlond

Age: 210
Race: Dwarf
Hair color: Burnt Orange
Eye Color: Green
Height: 4'4"
Weight: 190 pounds
Occupation: Owns a smith in Knife's Edge with his brother called The Norlond Forge


Personality:

Nalin speaks with a slight dwarven accent. He is a metalsmith as his brother is but doesn't mind people as much, which is why he is responsible for the salesman aspect of their business. He appears rather careful and jovial and is quite likable.


Appearance:

Nalin Norlond, to differ from his older brother Bazzak, has completely shaven off his mustache. Instead, he has a neatly trimmed beard that hangs a few inches below his chin. His hair, a burnt orange that matches his beard, hangs a few inches below his shoulders, some of which is pulled into a ponytail while the rest hangs on its own. Though less muscular than his older brother, his experience as a smith is also formidable and leaves his physique well refined.


History:

After traveling the world with his brother Bazzak, their dark elf friend Jhaelkah and human companion Axel, the group decided to settle down in Knife's Edge after Axel's age intervened with their journeys. Bazzak and Nalin Norlond opened up a forge in their surname, and now produce and sell fine weapons and armor as well as everyday equipment for people to use.




Jhaelkah (Jay)

Age: 121
Race: Dark Elf
Hair color: Silver-violet
Eye Color: Blue
Height: 5'6"
Weight: 130 pounds
Occupation: Ranger


Personality:

Jay is an up-beat dark elf who tries to remain optimistic despite her internal cynicism, given past experience. She is soft spoken and caring and tries to make sure that those around her are always smiling. She is an intelligent woman who, given her ranger experience, is very in tune with the natural world. Jay is a somewhat young dark elf, with respect to the race itself. She is not one to be pushed around.


Appearance:

Jay has silver-violet hair that has a slight waviness to it and falls perfectly to cover one eye. Her eyes are a rich and deep blue that contrast her lavender skin. Her appearance varies depending on the situation. She has a magical ability known as re-quip that allows her to reach into another dimension and store many sets of clothing, armor, accessories, and so forth. In warm weather, she could be found wearing summer dresses and the like, while in Salvar, she may be wearing her traditional leather armor for a bit more warmth and combat-effectiveness. Though some are known to live upwards of hundreds of years, she is barely over one hundred, and by human standards, looks no older than a day over thirty, at most. Her body is well refined due to her active lifestyle, and it is common for her to be approached by countless men seeking pleasure. Though none are successful, she still finds it amusing how persistent some human men truly are. Though somewhat admirable, it is also somewhat stupid. The dark elf men are a completely different story, and she finds them to be ruder than the humans. Many of them feel they have a right to choose their mate, and that the woman has no voice. Needless to say, some of these men lost their lives due to such assumptions.



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Daros

Daros

Age: 32
Race: Human
Hair color: chestnut brown
Eye Color: hazel
Height: 5'11"
Weight: 160 pounds
Occupation: Mage


Personality:

Daros is a quirky mage with endless curiosity. He is still young and imaginative and is not restrained by social construct. He is good-natured but seems to always say the wrong thing at the wrong time, completely oblivious to peoples' feelings. His home is able to travel as he sees fit, teleporting the entire property to a new location.


Appearance:

Daros wears a fine deep-blue robe and a pair of rectangular spectacles that he continuously pushes up onto his nose. He has chestnut brown hair that is both messy and neat at the same time, a few strands fall over his eyes.



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Judicis

Judicis

Age: Millennia
Race: Sentient Being
Hair color: White
Eye Color: Silver
Height: 5'10"
Weight: 160 pounds
Occupation: N/A


Personality:

Judicis is the sentient entity that exists within a magical bow. He is incredibly wise and relaxed, living for such a long time in the form of a bow and experiencing much of history. He is soft spoken and incredibly patient, given how time moves slowly for him. He also is defined by the essence of virtue, always taking into account not only the actions themselves, but the reason behind that action.


Appearance:

In truth, Judicis is a bow slightly larger than a shortbow. He appears normally as white wood, but is capable of changing that form. When Artemis finds himself in the magical realm of Judicis where they can directly communicate, Judicis always appears as an elderly man. He wears an immaculate suit with pristine black leather shoes, shined perfectly. His short white hair and goatee always appear neatly trimmed and his eyes shine a rich and glowing silver. The only thing that ever changes about Judicis is the tie that he wears over his white button-down shirt. His skin is a very light tan, despite the impossibility of ever seeing the sun. This is the form Judicis most relates to and takes on.




Writing Compilation

Individual Quests

A Cold Coincidence: Part I (56)
This was my first attempt at an individual story, and that can be seen in how I tried to distinguish dialogue and speakers through colors. It was fun to write and I received a decent score for my first attempt, but there was, and still is, much to learn. This was where I created some of my major recurring NPC's, including the Norlond brothers, Harki, and Axel.


A Cold Coincidence: Part II (53)
This was the second installment to my trilogy and included meeting one of Sei Orlouge's siblings, Steppenwolf, though my character was, and is not, aware of it. This is where I introduced yet another major NPC, Jay, as well. The thread had a little less umph than the first installment and left me with a lower score. To be honest, it was terribly disheartening, but I did walk away from it moving in a positive direction and with one of my favorite trinkets that I've devised: the campfire cubes.


A Cold Coincidence: Part III (63)
The third and final installment of my trilogy, this one took four of my major NPCS (Jay, Axel and the Norlond brothers) on a mission to clear the caves found from the second quest. Artemis learns that the four used to be part of an adventuring group called Salvar's Silent Sentinels and watches how efficiently they clear that cave, both of enemies and ore, and head home. It leaves him with a sense of awe at their prowess.


Lifting The Veil (69)
This was an independent writing endeavor that took quite some time to get through, as I took months to develop the proper history for my character that I was happy with. When I began the thread, my goal initially was to score a 70, and I fell just shy with a score of 69. However, I was happy with the outcome and proud of the work. This was also where my character was introduced to yet another major NPC, Daros the mage.



Team Quests

Shinkiro (57)
This thread was initially set to be a battle, but after time, the author and I decided to turn it into a story. This was influenced by my dislike for competition and the fact that when one person loses in a battle, they receive significantly less experience than the other. Duffy, the author, agreed, and so it was treated as a team quest (thanks to the kindness of the judges of course).


All For One (58)
This was a very fun thread to write with Jensen and came out very well. Much happened throughout the story, including Artemis losing his virginity and experiencing his first sliver of love. The grade was lower than I had wanted, partly because we were both writing to have fun and write (Jensen's attempt to inspire me), leaving a lot of mechanical errors and not much planning. Still, a fun thread to write.


Another New Beginning (50)
This thread started out as an attempt to introduce a new writer to Althanas and see how things turned out. However, after a couple of posts, she disappeared. A year passed before I decided to just write her out and wrap it up independently, and I just forced out a quick story so that it could be judged and I could get a pair of masterwork mythril daggers before the scheduled Serenti tournament, not to mention completing that was an important part of my overarching plot that I have planned for the character.


That Which Can Never Be Taken (79)
This is a blitz-format thread with one of Letho's accounts, The Cinderella Man, and Sei's character. It was very fun to write and the score was the highest I had received, though I didn't feel it was I who earned it. If anything, Letho brought the grade up and I brought it down - granted, that may just be my cynicism.


United By A Cold Desire (67)
This was a thread written with Duffy on his character Cydnar. It was based on the Hummel race needing to be trained in the traditional art of blacksmithing, and they believed Artemis and the Norlond brothers could help. The story ended up having a few hiccups, as I forced an excuse for spoils into the story that didn't belong. However, we did have a good time after we split up within the thread, writing two simultaneous stories within one. It turned out pretty well, and I got some intense spoils, though it cost me quite a penny...


Price of Passage (60)
This thread is the first installment in a four-part story with Orphans' character, Azza Ambrose. The main role of this thread was to establish their departure from Corone and toward the foreign land of Se'lutia.


In Progress

Songs of the Heart
This thread is the second installment in a four-part story with Orphans' character, Azza Ambrose. This thread will focus on developing some of the history and characters of Se'lutia during the naval journey to the foreign land.



Battles

The Ringing Blades (43/45)
(LOSS)This was my first battle thread attempt and it was written with one of the alternate accounts of a character named Lorenor, a veteran of the Althanas realm. I had no idea what was going on and simply made my battle actions, confused as to how to respond due to Lorenor's introspective events that my character could not react to. Needless to say, I killed his character quickly within the actual battle, but lost subsequently through scoring.


Watching You (59/53)
(VICTORY)This battle was written through one of Silence Sei's many accounts that replicate the style of the Saw movies. The Trap Master will capture the victim, putting them through trials, and never showing his true self. This thread worked as a segue into the writing of Lifting The Viel, one of my independent writing endeavors.


Prayers of Life and Death (58/57)
(VICTORY)This battle was written against Knave and was a fun battle. It did become difficult to write at times and we worked together on much of it, especially with me helping him make mechanical edits, and we were both happy with the outcome. It was in this thread that I had one of my two original daggers, Virtue, pilfered by the character.


Falling Up (48/49)
(LOSS)This was a fun one to write with Caellach. I designed a world where the sky was the ground and the world was the sky and the battle took place in the openness of blue. It was based on my childhood experience of turning my head upside down and pretending I could walk on the sky. Sadly, I don't think I put the environment to use as much as I wanted to, but it was interesting to think of the world falling on top of the combatants as a built in timer of sorts.


What Is Average? (50/16)
(VICTORY)To be honest, I was not terribly invested in this one. I was writing with a legend of Althanas, but not for the reasons one may expect. The writing was easy to win and I hurried the climax just over the ten post minimum for it to be judged. However, it might be amusing for some to read.


Serenti Tournament

Round 1: Inkfinger Vs SirArtemis (74/73)
This was the first round of the Serenti tournament and I was matched up with Inkfinger, a well known and liked writer who was a pleasure to work with. She came up with a wonderful and fun idea for the arena and I came up with the exciting final enemy that we encountered near the end. Thankfully, the story ended as I prefer to have my battles end, and that's on good terms, both IC and OOC. However, my only disappointment is that I feel I slipped by, as we both made a few mistakes that we should not have, but overall, the score itself made me happy. This was the only round I participated in, and I ended up dropping out of the next round.



About the Author

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My name is Boris. I graduated from university in May of 2010 with a Bachelor's of Business Administration in Finance and Operations Management. My primary major was finance, my second major was economics, and I also had a minor in information technology. I'm twenty three years old and currently live in Brooklyn, New York. I grew up in western Massachusetts for nearly all my life, but was born in Kiev, Ukraine. I came to this country when I was just a year old so I don't have an accent, but I do speak fluent Russian. I know Orphans (Azza Ambrose) and Captain On The Wind (Gale Silvers) in real life, and I've also met Lorenor.