Post by Deleted on Jul 11, 2013 21:49:41 GMT -5
*Name:
Ghor Fourhorn
*Age:
Appears as a mature adult. An actual age is difficult to pinpoint, but he is most certainly fully grown.
*Gender:
Male
*Race:
Satyr
Location:
Ghor was sired and raised in his herd somewhere within the sprawling wilderness. He was originally brought up in Guerre, but having gained independence has travelled across the lands in search of his destiny and, more importantly, his worthy adversary.
Guild:
Optional. If your character is accepted into a guild by the guild leader(s), then place the group name down here. If not, either put N/A or nothing at all here. For a list of guilds go HERE.
*Class(es):
Ghor is a naturally skilled fighter and a natural warrior, though he tends to use his natural weapons as opposed to his crafted one.
*Appearance:
Ghor Fourhorn is, at first glance, a monster. Standing at roughly six feet tall, he is humanoid as all satyrs are, although his legs are covered in thick brown hair, ending in large, cloven hooves. From the stomach up to his chest he has a muscular but bare body, until you reach his chest which is once again shrouded in matted fur. He sports a mane of a dark brown hue which covers his chin, running up the sides of his face to join wild, long, unkempt hair. His facial features are angular and strange, his arms half-fur, half flesh, ending in large, human hands. He stands tall at almost any circumstance, his posture as regal as a beast like himself can be.
However, his most distinguishing feature are what give him his name: his four horns. Two of them sprout from his temples, curving backwards before doubling back in front of the sides of his head, not unlike a ram. His second set are truly majestic, starting just above the first set and pointing about a foot high, sharpened to vicious points and ivory coloured. These horns, while impressive to behold, are equal parts weapon, status symbol and identity.
Ghor does not care for armour, opting instead to wear just enough clothing to hide his modesty. The only other telling feature that Ghor carries are his axes. They are wicked creations, carved from stone and weighted perfectly. They are inscribed with inert runes simply for show, but Fourhorn believes them to carry his glory into every fight he heads into.
*About:
When you think of a satyr, you normally think of a shy, timid, reclusive creature who spends its time basking in the glory of nature and befriending any who cross its path. Not so Ghor. Ghor is a natural at solving problems violently, and revels in doing so. He is bold, brazen and unafraid of most things. In fact, his motto in life is "You don't know someone until you've fought them". Lacking in diplomatic skill yet witty and clever, Ghor forgoes kindness and timidity in favour of raucous revelry and sparring.
That's not to say it's impossible to befriend him. He will gladly share a bottle or seven of mead with anyone who wishes to revel with him. However, his short temper and penchant for violence are almost always a recipe for disaster. He is not a complete brute, but he can be slightly (well, moderately) difficult to reason with.
When
*Weakness/Fear:
Ghor's main weakness is his own audacity. He doesn't care whether you're a king or a pauper; if you do something he doesn't agree with, or worse, that interferes with his fun, he will call you out, no matter what horrible state it will leave him in. He is tactless, reckless, and at times downright stupid, and this can be exploited by those who know how to manipulate a punch first, question later beast.
As for fears, his major bugbear is fire. He doesn't understand its uses at all. Meat can be eaten raw, so why would you unleash the Devil's own creation upon the world? Warmth comes from the sun, so why risk setting an entire forest ablaze? Anything fire related, and it's not unheard of for Fourhorn to flee.
Weapons:
His horns are his main weapon, but he carries two runed stone hand axes with him. They have no magical properties, but are crafted extremely well and would be incredibly difficult to even splinter, let alone break.
Magic:
Being a satyr, Ghor's connection with nature has given him two innate abilities that he calls upon at times of need. His geomancy is primitive at best, but it has its uses:
Brayscream: Calling upon the wrath of the wilds, Ghor brays loudly, his voice calling forth all manner of stinging insects to assail the unfortunate target.
Grasping Vines: The roots of nearby plants and trees heed Fourhorn's call, rising up to entangle the target's feet and hold them still while his horns and axes do their bloody work.
History:
It was said that when Ghor Fourhorn was birthed, he brayed so loudly that his father left him with his mother for the first day of his life, opting to hunt instead. Ghor's mother was everything the stereotypical satyr should be: kind, timid, shy...yes, she would raise her calf to be an artist. A poet. A musician.
Ghor had other plans.
By the time his first horns had sprouted, he left the herd to pursue his own destiny. He claimed a moderately large territory for himself, hunting game and earning callouses and scars along the way. Some say it was his diet of raw meat and his violent disposition that caused him to grow to the size that he did, but nobody is really sure. However, soon, he tired of the near harmless game in his bounds, and soon he began to travel in search of worthy prey.
It was then that he met a mystic of unknown race who did not fear Fourhorn at all. In fact, she welcomed the satyr in to predict his destiny. Gleefully, Ghor swigged a flask of mead and awaited the glorious conquests before him. However, the cards spoke of a quiet death and a long life. Furious, Ghor stormed out, calling the mystic a liar and set out to prove her wrong.
He hunted down monster after monster, hoping his next fight would be his last, but every time he was lost to his lust for battle and before he knew it, the opposition was defeated. And so, Ghor Fourhorn still stalks, waiting for the day where he will be bested in combat.
Read more: avaleurcityrp.proboards.com/thread/790/creating-character#ixzz2YpArKUQE
Ghor Fourhorn
*Age:
Appears as a mature adult. An actual age is difficult to pinpoint, but he is most certainly fully grown.
*Gender:
Male
*Race:
Satyr
Location:
Ghor was sired and raised in his herd somewhere within the sprawling wilderness. He was originally brought up in Guerre, but having gained independence has travelled across the lands in search of his destiny and, more importantly, his worthy adversary.
Guild:
Optional. If your character is accepted into a guild by the guild leader(s), then place the group name down here. If not, either put N/A or nothing at all here. For a list of guilds go HERE.
*Class(es):
Ghor is a naturally skilled fighter and a natural warrior, though he tends to use his natural weapons as opposed to his crafted one.
*Appearance:
Ghor Fourhorn is, at first glance, a monster. Standing at roughly six feet tall, he is humanoid as all satyrs are, although his legs are covered in thick brown hair, ending in large, cloven hooves. From the stomach up to his chest he has a muscular but bare body, until you reach his chest which is once again shrouded in matted fur. He sports a mane of a dark brown hue which covers his chin, running up the sides of his face to join wild, long, unkempt hair. His facial features are angular and strange, his arms half-fur, half flesh, ending in large, human hands. He stands tall at almost any circumstance, his posture as regal as a beast like himself can be.
However, his most distinguishing feature are what give him his name: his four horns. Two of them sprout from his temples, curving backwards before doubling back in front of the sides of his head, not unlike a ram. His second set are truly majestic, starting just above the first set and pointing about a foot high, sharpened to vicious points and ivory coloured. These horns, while impressive to behold, are equal parts weapon, status symbol and identity.
Ghor does not care for armour, opting instead to wear just enough clothing to hide his modesty. The only other telling feature that Ghor carries are his axes. They are wicked creations, carved from stone and weighted perfectly. They are inscribed with inert runes simply for show, but Fourhorn believes them to carry his glory into every fight he heads into.
*About:
When you think of a satyr, you normally think of a shy, timid, reclusive creature who spends its time basking in the glory of nature and befriending any who cross its path. Not so Ghor. Ghor is a natural at solving problems violently, and revels in doing so. He is bold, brazen and unafraid of most things. In fact, his motto in life is "You don't know someone until you've fought them". Lacking in diplomatic skill yet witty and clever, Ghor forgoes kindness and timidity in favour of raucous revelry and sparring.
That's not to say it's impossible to befriend him. He will gladly share a bottle or seven of mead with anyone who wishes to revel with him. However, his short temper and penchant for violence are almost always a recipe for disaster. He is not a complete brute, but he can be slightly (well, moderately) difficult to reason with.
When
*Weakness/Fear:
Ghor's main weakness is his own audacity. He doesn't care whether you're a king or a pauper; if you do something he doesn't agree with, or worse, that interferes with his fun, he will call you out, no matter what horrible state it will leave him in. He is tactless, reckless, and at times downright stupid, and this can be exploited by those who know how to manipulate a punch first, question later beast.
As for fears, his major bugbear is fire. He doesn't understand its uses at all. Meat can be eaten raw, so why would you unleash the Devil's own creation upon the world? Warmth comes from the sun, so why risk setting an entire forest ablaze? Anything fire related, and it's not unheard of for Fourhorn to flee.
Weapons:
His horns are his main weapon, but he carries two runed stone hand axes with him. They have no magical properties, but are crafted extremely well and would be incredibly difficult to even splinter, let alone break.
Magic:
Being a satyr, Ghor's connection with nature has given him two innate abilities that he calls upon at times of need. His geomancy is primitive at best, but it has its uses:
Brayscream: Calling upon the wrath of the wilds, Ghor brays loudly, his voice calling forth all manner of stinging insects to assail the unfortunate target.
Grasping Vines: The roots of nearby plants and trees heed Fourhorn's call, rising up to entangle the target's feet and hold them still while his horns and axes do their bloody work.
History:
It was said that when Ghor Fourhorn was birthed, he brayed so loudly that his father left him with his mother for the first day of his life, opting to hunt instead. Ghor's mother was everything the stereotypical satyr should be: kind, timid, shy...yes, she would raise her calf to be an artist. A poet. A musician.
Ghor had other plans.
By the time his first horns had sprouted, he left the herd to pursue his own destiny. He claimed a moderately large territory for himself, hunting game and earning callouses and scars along the way. Some say it was his diet of raw meat and his violent disposition that caused him to grow to the size that he did, but nobody is really sure. However, soon, he tired of the near harmless game in his bounds, and soon he began to travel in search of worthy prey.
It was then that he met a mystic of unknown race who did not fear Fourhorn at all. In fact, she welcomed the satyr in to predict his destiny. Gleefully, Ghor swigged a flask of mead and awaited the glorious conquests before him. However, the cards spoke of a quiet death and a long life. Furious, Ghor stormed out, calling the mystic a liar and set out to prove her wrong.
He hunted down monster after monster, hoping his next fight would be his last, but every time he was lost to his lust for battle and before he knew it, the opposition was defeated. And so, Ghor Fourhorn still stalks, waiting for the day where he will be bested in combat.
Read more: avaleurcityrp.proboards.com/thread/790/creating-character#ixzz2YpArKUQE