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Fantasy Ust Natha: City of Curtains [Signups]

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Bone2pick

Minority of One
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Character Signups

Welcome to the Ust Natha: City of Curtains character signup thread! In case it's not clear from the lore thread and interest check: this roleplay will feature violent, wicked, vulgar, and horrific subject matter. Nothing explicitly erotic of course (that's not my cup of tea) but drow bedroom activities (and dangers) will likely be hinted at. If you're still considering submitting a character here are some more points to keep in mind: (1) You're required to read all content in the lore thread, (2) in-character entries will be casual to detailed, and posted at least once week (3) you'll be expected to occasionally participate in OOC planning, and (4) you'll be encouraged throughout the roleplay to create and pursue goals for your character.

If none of the above conditions and warnings scared you off—and I hope they didn't—then I encourage you to read the lore thread and then ask me any questions you might have. The character sheet below can be adjusted to suit your taste, but please keep it mobile friendly.^_^


  • Name:
    Race:
    Gender:
    Age:
    (likely between 30 and 200)
    Years in Ust Natha:
    Alignment:
    (select any non-good D&D alignment)

    Appearance: (brief written description required, artwork picture allowed)

    Personality: (this can be very brief if your character's backstory communicates their personality)

    Languages: (drow commonly know three languages, including their own. It's less common for drow to know four. And five or more known languages is exceptional. The following is a language list to choose from—both drow and undercommon are strongly recommended.

    • drow, undercommon, common (human), dwarvish, gnomish, elvish, goblin, orc, infernal, draconic, giant, sylvan, and celestial)

    Skills:

    Flaw(s):

    Magic or Innate Abilities:

    Equipment: (your initial equipment should have very few, if any, magical abilities. But don't worry, you'll earn better gear later!)
 
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Basic Info Name: Scheyana T'uan
Race: Drow
Gender: Female
Age: A lady never gives out her age (however her age is believed to be between 50 and 100 years)
Years in Ust Natha: Scheyana has lived in Ust Natha for all of her life
Alignment: Chaotic Neutral
Languages: Drow, Undercommon, Elven
Skills: Athletics, Acrobatics, Intimidation, Armed Combat, Unarmed Combat, Local History, Drow Politics (House T’uan)
Flaw(s): Overwhelming Arrogance and Complacency (Scheyana will often be prone to underestimating her opponent or the gravity of a situation), Mercy (Scheyana will not kill unless circumstances absolutely demand it -- sometimes to her own detriment).
Magic or Innate Abilities: Faerie Fire and Levitation
Equipment: Chain Mail Armour, Scimitar, Rations (1 weeks worth of food), Waterskin (Full), Bedroll, Backpack, Torches (x5), Flint and Steel, Rope with Grappling Hook


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Appearance Long flowing hair as white as snow frame eyes of steel grey -- eyes that would tear your soul out as readily as her own hands would tear your heart out. Dressed in armour of obsidian, and standing at an atypical height of almost six-foot tall, Scheyana certainly stands out amongst a crowd. This can either be a benefit or a hindrance depending on her mood and her objectives at any given time.

She is certainly beautiful, and her beauty carries with it an almost exotic aura. There is a tantalising hint of the enigma that is Scheyana swirling around her and carrying itself with her as she travels. Yet there is certainly no hiding her almost perpetual sneer as she looks at you as one would look at a gnat or insect with barely concealed contempt. Despite her fall and exile from the T'uan family, Scheyana still carries herself with the aura of one who demands that you obey her every whim and command.

Scheyana always ensures that she is fully clothed at all times with her armour or through other appropriate clothing. On the rare occasions that her skin is not fully covered, there can be seen faint traces of scar tissue on her back. Any attempts to learn more about the scars though are met with stone cold silence -- and indeed there are few better ways to alienate the proud warrior than to attempt to question her on things that she does not desire to divulge.

She carries at her side a curved scimitar made of obsidian. This blade has bathed itself in the blood of her enemies on many occasions -- it will bathe itself in the blood of many many more before its mistress's life ends.


Personality You would think that given the circumstances that have led Scheyana to this point, exiled and houseless irrespective of the name that she continues to carry at her own risk that she would have learned the fine art of humility.

However, she has not.

Scheyana is the very essence of hubris, distilled into its most potent form and injected into the drow blood that courses through her veins. You see, Scheyana believes herself both possessed of, and entitled to, greatness. Never one for machinations or subtlety, Scheyana interests have always lain with martial pursuits, particularly that of the blade. Scheyana was always keen to study and train with the Soldier Captains of her house, and under their tutelage she learned well, up to the point she could hold herself in combat with one of them.

Whatever she wanted, she took through brute force -- her desires were her very right. What Scheyana asked for, she got, as her arrogance and the force of her personality demanded it so.

Yet there was something different about Scheyana -- something that she did not possess that the others in this wicked society did have in spades. Deep down, Scheyana was different from her kin, though she would never recognise, or admit it, even if she did. Scheyana was not inherently evil. She did not have the killer spirit that those around her did have. When her enemies were beaten, Scheyana would often stay the killing blow and show unexpected compassion and mercy. She only killed out of necessity, rather than from the pleasure in doing so.

And as much as she expected to be obeyed, her gargantuan sized ego demanding no less, deep within her there was a heart of compassion and gentleness that others around her did not have.

Scheyana has no compunctions in putting herself first in all things -- yet beneath her rough exterior, she does care and she would never genuinely put someone she considers a friend in any danger if it could be avoided.


Backstory Scheyana was the firstborn daughter of the T'uan family. Being the heir apparent of Matron Mother T'oyal T'uan, great things of Scheyana were expected within the Court of Chaos. And, for a time, it looked like Scheyana would fulfil those expectations. Being both bright and talented, Scheyana was a protege. No matter the ask, she picked it up and learned quickly. It seemed like the girl had the favour of Lolth herself.

The first of the cracks came just after she reached her twentieth naming day. Scheyana's mother expected her daughter to begin to come into Lolth's power through the form of divination magic, as she had herself and as was expected of the first born of the T'uan family as generations had done likewise previously. Yet, the years continued to go by and Scheyana, for all her skill-at-arms, never showed or developed any magical gifts of divination beyond those that were the heritage of her family and her birthright.

Secondly, and even more concerningly for the Matron Mother, Scheyana did not seem to possess the sort of fire that she would expect one of her station to have. She showed mercy and compassion to the fallen, and empathy to the weak. Despite T'oyal's attempts to drive these weak qualities out of her daughter, she could not do so, and indeed, the scars from said attempts Scheyana still hides on her back under armour or clothes carefully chosen to conceal her skin save her head and neck.

Yet, irrespective of her perceived weaknesses in others eyes, Scheyana still possessed the arrogance and ego that one of her station should possess. That arrogance, combined with her penchant for mercy and the lack of ruthlessness, plus her general disinterest in drow politicking and maneuvering were a truly dangerous combination -- and one that would perhaps inevitably lead to her downfall.

Over time, Matron Mother T'oyal grew increasingly frustrated with her daughter, and embarrassed in the light of Scheyana's perceived weaknesses. When rumours began to spread of the weak-willed heir of the T'uan family, and those rumours began to turn into plots against the family, T'oyal knew she had to act. First and foremost she had to preserve her family's status in the eyes of the other drow, and in the eyes of Lolth herself. What was initially seen as Lolth's favour for the girl had changed -- now it was believed that the capricious and whimsical Spider Queen had lost her faith in the eldest child of the T'uan family. T'oyal stripped Scheyana of her right of succession, instead bestowing it on her youngest child, a malicious and unstable woman by the name of Mileena. Scheyana was cast out of the T'uan family. Ironically enough, T'oyal herself could not find the heart to kill her firstborn child, instead casting her out into the shadows of Ust Natha in the belief that Scheyana would not last long before she was killed.

For all her flaws though, Scheyana was not a foolish woman. She recognised the fact that alone and now houseless, she would not last long in Ust Natha. Being the former heir apparent of a particularly powerful drow house would only make things worse for her. She would surely be targetted by many who would like to see her dead.

Yet she was not friendless. Her love of military pursuits afforded her some contacts in the city. It was one of these, a one-armed drow called Zeerith, that she turned to. Knowing Scheyana, and having some empathy from her plight which was not entirely dissimilar to his own, he accepted her into the Smiles and Tears mercenary company. And Scheyana thus began a new chapter of her life in East Outward.


Motivations 1) Scheyana believes herself still entitled to her place in the T'uon Family. She will do whatever it takes to regain the favour of her Matron Mother and Lolth.

2) Zeerith. Her friendship with him, and the mercy he showed her by accepting her into the mercenary company have stayed with her. Her loyalty is to him and she will do all within her power to help him and his mercenary company.
 
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Name: Malli Elenhar; sometimes called Malli E. or Pale Malli, as her first name is very common.
Race: Drow
Gender: Female
Age: 102; a drow young adult.
Years in Ust Natha: Four months; previously lived in the nearby cities of Rivaulen and Icharyd.
Alignment: True Neutral

Languages: Drow, Undercommon, Goblin, Orc. She knows phrases in other languages that are common to enslaved peoples in the Underdark, but isn't fluent.
Skills: Archery, armed combat, tracking, hunting, navigation, wilderness survival/general nature knowledge, lizard riding, languages.
Flaws: Paranoid, aggressive, and impulsive. She’s quick to judge and will carry a grudge forever. She cannot read very well.
Magic abilities: Only those that all drow can use—faerie fire and creating lights.
Equipment: Bow and arrow, mace, general survival gear, hunting and cleaning knives. Leather armor.


Appearance: Malli is albino, a common enough mutation among drow. She has red eyes, white hair that she wears pinned in a bun, and extremely pale skin. She is slightly taller than the average drow, thin, and fairly plain.

Like most drow, she wears long, dark clothes that help her blend into the shadows. This is especially important for Malli, who also wears black gloves and a cloth mask when hunting.

Personality: Driven, paranoid, and wound tighter than a box spring. Malli has had a short and violent life that’s left her virtually unable to relax when she’s not on the hunt. When she is hunting or working, she is much calmer and more confident. Secretly, she still clings to folk tales about brave drow explorers and adventurers. She would like to add detail to her maps of the Underdark, or maybe even discover a new cavern on her own.

She has seen more of the Underdark and its people than most, and lived alongside non-drow for years. Because of this, she’s not as disgusted by them as others (of course, orcs and the like are still inferior to drow—but they can’t help it, the poor dears.) However, she has a deep fear and hatred towards surface-dwellers.

Backstory

Malli was born in the city of Rilauven, some fifty miles north of Ust Natha. Her mother, Hion, was the loyal bodyguard of a minor merchant lord; herself born Houseless, she proved herself a talented warrior and was adopted into House Elenhar shortly before Malli’s birth. If Malli had a father, he was never spoken of.

She grew up traveling with her mother, who guarded House Elenhar’s trade caravans, and learned to shoot and ride almost as soon as she could stand. Although not high-ranking, she was nonetheless expected to be a brave soldier as any drow girl of her status, and she did her best to live up to these expectations. Her mother was perhaps more protective than was really proper, but she was the only child, so such things could be forgiven.

As she grew older, Malli became working for House Elenhar in her own right, hunting game for their feast tables and following her mother on longer journeys close to the surface. This took them away from the conflict brewing between Rilauven and the more powerful city of Icharyd. During one such trip, Rilauven was overtaken by the Icharyd. When Malli’s party returned, they found their employers dead (along with most of Rivaulen’s nobility) and their home burning. They were quickly captured and sold into slavery.

Malli was separated from her mother and sold to a powerful house in Icharyd, whose youngest daughter had recently murdered several slaves in a fit of pique and demanded new ones. After three years, Malli managed to escape, running away to Ust Natha. She lay low in the Outward for several months, terrified of being found. But when it became clear that she wasn’t being followed, she decided to take a risk and join Smiles and Tears. They take dirty jobs, but it should keep her away from high society and Icharyd, until she can buy both her and her mother’s freedom.

Motivation:
-
Earn enough money to bid on her own contract and become a legal citizen.
-Find and free her mother.
-Fully explore the Underdark and learn more about it, maybe even discovering new caverns.
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  • Name: Vrinn
    Race: Drow
    Gender: Male
    Age: 86
    Years in Ust Natha: Vrinn has only been living in the city for about a year, but seems to have an unusually large knowledge of the city's layout and culture for someone who has been living there for such a short time
    Alignment: Chaotic Neutral

    Appearance: Well muscled and strongly built, Vrinn has the build of a warrior, and the scars to prove his chosen path. With his silver hair and rather dour looking face, women often avoid him, thinking him mentally handicapped, heretical, or both, though this doesn't bother Vrinn much, as it just means he's less likely to be taken in the night by a woman, be skinned alive by said woman, then left bloody and skinless at some priestesses door because both women happened to fancy him.
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    Personality: Bullheaded, brash, and aggressive, when there's a barfight and Vrinn is missing, it's more than likely because he caused it, and is currently ending it. Often, he will percieve slights that did not happen, or blow a simple accident out of proportion, not that he believes there's such a thing as accidents. One of his most noticible traits is his reluctance to reveal anything of his life, being as inspecific and generic as possible when speaking of where he is from.

    Languages: Drow, Undercommon, Common, Orcish, and is knowledgeable in some of the signs and symbols of Thieves Cant, due to his experience working in that community.

    Skills:
    Trained for many years to be a warrior of great skill, Vrinn is skilled with many weapons and is knowledgeable in at least three different martial arts, having combined what he likes from the three into a distinct sort of portmanteau style.

    Is somewhat skilled in the arts of murder and thievery, though is more on the level of an apprentice, rather than an adept.

    Surprisingly gifted with speech, Vrinn is usually able to worm his way out of a bad situation without getting killed, or talk someone into doing something that generally wouldn't normally do.

    Flaw(s):
    Like any (average) drow, Vrinn considers both himself an his entire race to be better than every other race, and can be quite... abrasive when it comes to interacting with them, often being quite dismissive and even borderline murderous, depending on the race, with a special hatred for Dwarves, though something of a soft spot for Orcs and some of the other monstrous races.

    Vrinn considers his goals to be of the utmost importance, even at the detriment of his would-be allies and friends. Much like any drow would act.

    Vrinn dislikes most females, even without having ever met them due to how almost every drow female acts.

    Because he has only recently become a citizen of Ust Natha, Vrinn is not completely up to date on the state of the city or it's people, with his only information being a decade old or secondhand and hearsay.

    Magic or Innate Abilities: Beyond his natural abilities as a drow, Vrinn professes that he has no real magical abilities

    Equipment:
    A Simple Steel Longsword
    A Steel Dagger
    Well Made Leather Armor, dyed using various natural methods.
    A Red Spider Silk Cloak
    A Silver and Obsidian Ring

 
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    Name: Ka'rte Thul - Prefers to be called 'Art' or 'Arty'
    Race: Drow
    Gender: Female
    Age: 82
    Years in Ust Natha: 3 1/2 years.
    Alignment: Chaotic Neutral

    Appearance: When it comes to her looks, Art is obsessed with perfection. Her long white hair flows in bundles of thick braids, adorned with various gold accents, including a headpiece. She wears several sparkling earrings on each ear, and rarely walks about without jewelry to match. Her armor, dyed a bright white, is decorated accordingly, with gold filigree and is always clean and polished. She has slim, well-defined features, with high cheekbones and a strong jawline. Her build is thin and toned, walking tall with broad shoulders and decent muscle definition. Wherever she goes, drooling men are sure to follow.

    Personality: Once a devout follower of Lolth, her privilege is often translated through the way she carries herself-- Shoulders back, chin up, and eyes forward. Despite her shameful past, Art makes it a point to hold common drow values; The ends justify the means. Art has no issues pursuing devious or deceptive tactics in order to further a cause or obtain a goal. She feels guilt and regret for ever falling out of The Spider Queen's favor, and has issues of self-worth as a result. Though, she hardly ever let's it show, often coming across as 'no nonsense' at any given moment.

    Languages: Drow, Undercommon, and Elvish.

    Skills:

    - Skilled in hand-to-hand combat/swordsmanship.
    - Knowledge of Lolth rites and rituals.
    - Knows her way around a whip.
    - Knowledge of Icharyd.
    - Both flexible and agile.
    - Knowledge of House politics and affairs.
    - Intimidation. Art is capable of bringing some of the most hardened foes to their knees with little more than a glare.


    Flaw(s):
    - Art spends a lot of time trying to look and be perfect, even a small dose of criticism can set her off.

    - Art has a taste for the otherworldly and taboo. As such, she's often drawn to brothels or bath houses.

    - Harbors deep resentment for those she once called sisters after their betrayal.

    - Overworks herself in whatever she's currently tasked with in an effort to suppress feelings of inadequacy.


    Magic or Innate Abilities:
    None currently.

    Equipment:
    - A silver broadsword.
    - A long, frightening whip covered in various spikes.
    - A leather pouch, containing a small ration of food and currency.
    - Bright white armor.

 
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Name: Apophantic Ravel
Race: Human
Gender: Male
Age: 32
Years in Ust Natha: 1
Alignment: Neutral evil

Appearance: He is a man of unassuming build, average in all facets of his physique save perhaps for a sort of vulture leanness that casts a cruel shadow; his face further reinforces that idea with sunken cheeks, cool but downcast eyes resembling that of a kestrel's and a hooked, aquiline nose, and the hair he wears so long, disheveled mostly, and to the peak of his shoulders. Recent incidents have ensured that use of his left hand be an impossibility: it has long been detached from the wristbone and the arm itself. This coupled with other injuries and the aftermath of a deathly fever have left him with a sickly pallor and hollow eyes.

Personality: In his own eyes, he's as much evil as others in the world are—those heroes or the lawmen in particular, indulging in their own ends too, even, to an extreme, selfishly—and thusly he's no believer in good and evil, having confidence in only himself and his ns and goals. By that definition, one can assume he is evil, and if not that, at the very least a dreadful idiot born without the moral safeguard of the populace. The former assumption, however, goes on farther with his goals' portrait of power, authority, greed and wrath, and if his history is any testament to his character, doubly including the means he employs which are cruel and vicious, involving vile determination and savage cunning, though only for his apathetic disposition towards others and because he simply hasn't much experience with exploring other modes of action. Although by no means is he unreasonable either: he's a scoundrel through and through, a vile gambler, but such affinities also come with a modicum of learned guile and persuasion and reason.

It must be noted that the extent and capacities of his many vices, with the exception of wrath, have died down in recent years; his injuries have humbled him greatly, instilling within him a fixation towards maintaining a moral compound—as he views it, of course—and a thirst for atonement and an ending quest. But these are elements gained with cost: complemented with spurts of insanity and madness, that is. This gangrenous disruption of the mentality, doubtlessly coarse and brutish, serves solely to enhance whatever brutish traits he possess and all his singular and isolated mannerisms: aggression, ill resolve and his tendency to engage in soliloquys and monologues and observations of the average sentient specie and the environments they inhabit, and of course to control those mediums.

Languages: Infernal; undercommon; common; Draconic; drow

Skills: Persuasion/intimidation; gambling; wisdom/intelligence; dexterity; arcane knowledge

Flaw: Lacking proper use of his left hand; fragililty

Magic or Innate Abilities:

  • Spider Climb = Twice per day a creature you touch gains the ability to move like an arachnid along walls, ceilings, or other solid surfaces.
  • Darkvision = Twice per day a willing creature you touch gains 60 feet of darkvision, allowing them to see clearly in dim light and see in the dark like it's only dim light (except black & white). This effect last for eight hours.
  • Alarm = Once per day you may set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends (eight hours), an alarm alerts you whenever a creature the size of a house cat or larger touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
  • Conjure Fire = Three times per day you can conjure fire. You can either summon a small flame in your hand that harms neither you nor your equipment. This small flame sheds 10 feet of bright light and an additional 10 feet of dim light. Or you may conjure a bonfire (within 50 feet) that fills a 5-foot cube. Any creature in the fire's space will need to be sure footed in order to avoid suffering burns.
  • Shield = Four times per day an invisible barrier (ten foot by ten foot) of magical force appears and protects you.
  • Gust of Wind = Once per day you may summon a strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose. Most man-sized creatures will be pushed 15 feet away from you. The gust disperses gas or vapor, and it extinguishes unprotected flames.
  • Acid Arrow = Eight times per day you can conjure and shoot a magical arrow (up to 300 feet) which envenoms acid into its target.

Equipment: A set of robes, intricately designed and fitting for a man of his stature but it has clearly seen better days; a dire-wolf cloak; a sword; an attachable fake hand

Backstory: Apophantic Ravel's beginning was as much as one could possibly imagine—boring, certainly, but with an uncommon venom. The second child of the Caravaggio family's consular or accountant or something he then simply wasn't well acquainted with, he was to be sent out to the monasteries of the mountains and whatever religions resided there in their temporal stasis and tedium, but he defied that order and escaped with only the clothes on his back and the sword and satchel assigned to every single monk: he managed to survive the subjugation of the vile and delirious slavemasters who presided over the court of theology, by whatever mystery of whatever God, and made way wherever the wind was to take him. In this venture he succeeded too and, subsequently and doubly, he came to adapt to the harsh ways of the ringed cities and their insular societies where he had come to live, what was called the Nibelung, whereupon he learned of the inherent villainy of mankind alongside the gambler's hand and the wide gamut of trickery adopted by the weak and unfortunate. He was taken in by a thief's guild late in his childhood, having survived the streets with a sharp enough aptitude as to incur the interests of the other kind of slavemasters besides theology: the various branches of organized criminal that slithered through the city's roots and around, parasitic but no less different than the city itself. The rest of his childhood was spent there, with attention paid briefly to aimless nothingness.

The first catalyst to his change was one of equal parts shock and disgust: he met his father in the streets this one day, destitute and in the middle of being thrashed by debtors. By some maligned fortune, it seemed to be that he had befallen upon hard times after the Caravaggios ejected him from their household affairs and in turn adopted his less ambitious son. Ravel killed his father, of course not without the miserable drawbacks accompanying most acts of fratricide. But it was the anti-climactic nature of that resolution that impacted him the most—he began to develop nihilistic tendencies, a more jaded view of the societies, and other misanthropic qualities. This would later lead to crimes of a more serious, dangerous and rather grave variety—initiating, by chance more than anything, a reliance on heretical probes, he began to dive into knowledge beyond the pale. Inevitably: the impact was strong enough to dominate his ambition. With a brutish flair, he left his guild, leaving behind several members in grotesque conditions.

Thus came the next phase in his life: his entrance to wizardry was without the flamboyance commonly seen in the stories of the magi and their compatriots, perhaps owing to the fact that his businesses were kept veiled—and for good reason too as what he sought was hardly virtuous. The affliction, the affinity, that rendered him hungry to project despotism and tyranny on others and to sweep his tendril of violence and influence on the paths of the world earned him a position in the infernal cabals, the Vorabend Dynast, followers of Lord Bane and his council of similarly named and similarly evil gods. It was a collective dedicated to maintaining peace, allegedly, from behind the shadows. He changed his name then, shaping his current identity and imposing a self-created stain on his previous one, perhaps out of a wish to not indulge in his pathetic past, all except for gambling however which he saw as a necessity to make small earnings on the road. In this position, and in this occupation, he earned a reputation for his ruthlessness in his many operations, countless many.

There was little anything he hadn't done in his time with the Vorabend: engaging in espionage; murdering; staging riots; stealing documents; and passing false rumors and fabricating documents. However, an operation of unknown origins was compromised by his own sloppiness, his own mistake, though he sincerely believed it wasn't so and it was a mistake of his compatriots which had doomed the mission, which led to them being cornered. He came out alive at the cost of his comrades' death, but not without losses of his own, losing his left hand to an infection caused by injuries. This infection also left him with a deadly fever which lasted for a few months—the guild had him settled on Nibelung to recover. However, there was trouble brimming within the city, and the authorities had learned of heresy in the undergrounds—one of these informations pointed towards Ravel. Simultaneously, he and a couple of others earned the pursuit of those theological slavemasters, them and their swords, earning bounties on their head. The Vorabend, to ensure their structure doesn't drown amidst this mess, sends the root of this problem away to Ust Natha, this forever dark city, alongside a few other members—because it was a place those hunters couldn't pierce, much less even scratch.

Currently, he's in a state of nihilism.

Motivations: Being wrathful, he has acquired a fair amount of hatred towards his masters—this has compelled him to try and carve out of a significant position for himself, perhaps enough to rival this evil cabal, and earn great and significant power for himself, which of course includes the noticeable expense of the city itself.
 
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