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Hope Never Dies - Characters
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<blockquote data-quote="Festy_Dog" data-source="post: 1753447" data-attributes="member: 2561"><p><span style="color: green">Saxon Nusmaar 5th-level Druid</span></p><p>Neutral Good Medium Humanoid (Human)</p><p>Hit Dice: 5d8+5 (45 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 12</p><p>Base Attack/Grapple:+3/+4</p><p>Attack: +4 melee (scimitar, d6+1, 18-20)</p><p>Full Attack: +4 melee (scimitar, d6+1, 18-20)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Spellcasting</p><p>Special Qualities: Human traits, Wild Empathy +9, Nature Sense, Animal Companion, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape 1/day</p><p>Saves: Fort +5, Ref +6, Will +8</p><p>Abilities: Str 12, Dex 14, Con 12, Int 14, Wis 19, Cha 14</p><p>Skills: Concentration +9/8, Diplomacy +10/8, Handle Animal +10/8, Heal +12/8, Knowledge (nature) +12/8, Listen +10/4, Spellcraft +10/8, Spot +10/4, Survival +14/8, Swim +9/8</p><p>Feats: Track, Spell Casting Prodigy, Alertness, Trathka, Endurance</p><p>Environment: Fesethk, Icemourne Mountains</p><p>XP: 10000/15000</p><p>Weight: 166lb</p><p>Height: 5'10'</p><p>Age: 25</p><p>Languages: Common, Druidic</p><p></p><p>Spells/day:</p><p>0th: 6</p><p>1st: 4+2</p><p>2nd: 3+1</p><p>3rd: 2+1</p><p></p><p>Spells Prepared: (DC 15 + spell lvl)</p><p>0th- Create Water, Cure Min. Wounds, Detect Magic, Detect Poison, Light, Mending, Read Magic</p><p>1st- Cure Lgt. Wounds, Entangle, Faerie Fire, Lesser Vigor, Pass Without Trace, Produce Flame, Silvered Claws, Summon Nature's Ally 1</p><p>2nd- Bear's Endurance, Briar Web, Bull's Strength, Flame Blade, Fog Cloud, Summon Nature's Ally 2</p><p>3rd- Call Lightning, Cure Mod. Wounds, Greater Magic Fang, Spike Growth, Summon Nature's Ally 3</p><p></p><p>Companion:</p><p>Mzarem (Riding Dog - Big Wolf) Medium Animal</p><p>Hit Dice: 6d8+18 (66/66 hp)</p><p>Initiative: +3</p><p>Speed: 50 ft. (10 squares)</p><p>Armor Class: 20 (+3 dex, +7 natural), touch 13, flat-footed 17</p><p>Base Attack/Grapple:+4/+7</p><p>Attack: Bite +7 melee (1d8+4)</p><p>Full Attack: Bite +7 melee (1d8+4)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Trip</p><p>Special Qualities: Low-light Vision, Scent, Link, Share Spells, Evasion, Devotion</p><p>Saves: Fort +8, Ref +8, Will +3</p><p>Abilities: Str 17, Dex 17, Con 16, Int 2, Wis 12, Cha 6</p><p>Skills: Jump +9, Listen +5, Spot +5, Swim +5, Survival +4 (+4 racial bonus when using scent)</p><p>Feats: Alertness, Track, Improved Natural Armour, Improved Natural Attack</p><p>Tricks: Attack (2), Come, Defend, Down, Fetch, Heel, Track, Work</p><p>Weight: 192lb(char)</p><p></p><p></p><p>Equipment:</p><p>prisoner's uniform</p><p>scimitar</p><p>owl trinket</p><p>holly & mistletoe</p><p>backpack</p><p>+1 adamantine longsword</p><p>rowboat</p><p></p><p>Description (prior to imprisonment, not much has changed really except for his possessions):</p><p></p><p>Saxon's hair is long, thick and dark brown. He usually keeps it tied behind his head though a small multitude of strands usually escape and fall across his face. His eyes are a greyish blue and he smiles a lot, very talkative with animals but gets shy around people. His leather armour is light grey in colour and fairly elaborate, over the top of it is worn a thick, woolen, ankle-length coat which is loose so as not to hinder mobility. His backpack has his shield and longsword strapped to it in addition to many little trinket like objects he has collected while travelling. His scimitar, a prized possession, is worn on his belt with a few other miscellaneous items which he uses in everyday functions. Though he keeps himself very tidy and neat, he seems to carry a feint smell of pine trees and snow. </p><p></p><p>Mzarem is a male albino wolf, and a big one at that. He is missing a couple of small patches of fur here and there, and carries a lot of scars, but otherwise he's very friendly with Saxon. Mzarem has a certain gleam in his eye, like that of a seasoned warrior, and is known to unnerve people he travels with by looking at them as though he were sizing them up for a fight.</p><p></p><p>History:</p><p></p><p>Saxon doesn't like to think about his history much, its not an incredibly happy tale, it can be summarised as follows:</p><p></p><p>Saxon's parents were teenagers who ran away from their home in the south, their travels took them to the tiny village of Fesethk where they found a little place in the outskirts to live. Fesenthk was a northen frontier town, set in a harsh mountainous place where it snowed all year round. To their misfortune they had a child, and because of their struggling income they knew they couldn't afford such a thing. Unfortunately again, his mother died shortly after giving birth from falling to illness in her weakened state.</p><p></p><p>With what felt like his other half gone and all to replace it was another mouth to feed Saxon's father was incredibly unhappy. He worked himself to the bone trying to earn enough to raise a child but could hardly do so as a single parent and still care for his son. Also during this time Saxon and his father became aquainted with the druids of the region, and for a short period Gunther and a half-elf druid, Silnir, had a relationship. Though short-lived, when the relationship ended they left on good terms and remained friends. Silnir was like the mother Saxon never had. </p><p></p><p>A decade passed slowly and painfully into history and though only ten years old Saxon had learnt of true hardships of life and to treasure and care for what little he had. He was very mature for his age. His father realised that and thought that to turn their life around he could now safely go off adventuring and leave Saxon to look after himself, if not under the care of Silnir herself. Thus after a while, there had been no adventurer parties come through recently which he could join, Saxon bid his father fairwell as he went off towards the unknown to bring back great riches.</p><p></p><p>Time passed by and in his waiting Saxon wandered the wilderness around Fesethk, taking an interest in the terrain and its occupants. About three years sit themselves between when his father left and the current moment when Saxon finds that a female wolf whom he was friends with has had a litter of pups, he helps care for the somewhat large litter for a few months until they all are able to do their own thing. One whom he gained a special bond with was the albino of the litter whom he thought was a miracle of nature, this wolf had grown to be bigger than its siblings. It remained with Saxon through thick and thin and for another two years they managed to maintain themselves from the surrounding lands, and having very little contact with the actual inhabitants of Fesethk.</p><p></p><p>Soon enough though a greying man, almost oozing with righteousness and honour, showed up on his doorstep claiming to be his father's father. He was a paladin. After Saxon told him of his history that he could remember, his grandfather, named Taurreyl, said that he would stay here and help him out. It had taken him this long to track his son here so he would just wait now for him to return from his adventures. After some time getting used to the presence of such a person in his humble home, Saxon was advised by Taurreyl to inquire into joining the druid grove nearby, an opinion shared by Silnir who had always liked the thought of having Saxon apprenticed to her. He did so and was very happy about finding a group of people he could get along so easily with.The apprenticeship worked quite well and Saxon was very interested in learning the ways of magic, it fascinated him to no end. With his fervour for his new found faith he was soon initiated into the group, and their tattoos were applied to him all in the one sitting. Painful but a testiment to his determination. </p><p></p><p>Soon it became obvious that his father wasn't coming back, so Taurreyl gave Saxon a sword which was intended to be inherited by his father, it had been in the family for generations and though his beliefs barred him from using it Taurreyl implored that he carry it with him until he either found someone suitable to carry it or has a son who could take it from him.</p><p></p><p>Time passed by and the two became best of friends, though Saxon thought Taurreyl was too rigid and Taurreyl thought Saxon was too laid back. Eventually age caught up with Taurreyl and he died peacefully in his sleep, this was very distressing for Saxon despite it being painless. After a brief and heartfelt burial conducted by Saxon and fellow druids he went back to his normal way of life.</p><p></p><p>Briefly after his grandfather's death he was shaken by the death of his mentor, Silnir. To Saxon's understanding she fell prey to an unlikely foe, her brother Horlaen. Silnir and Horlaen had become druids at the same time and the bonds between them seemed strong. After Silnir took upon a student though Horlaen began to jest about her being too soft, or too merciful. These accustaions started to become serious, and Horlaen blamed Saxon for Silnir's change of heart, saying that Saxon should not have forced his weakling moral code upon her. It was quite the contrary though as Silnir saw a pleasant and refreshing train of thought in Saxon which didn't conflict with druidic teaching, she chose to adopt that attitude. Ultimately it led to her downfall as Silnir and her brother had to compete for a higher position. Horlaen had no qualms with disposing of his competitor, and thought best to cull her from the pack because he considered her weak. At a friendly meeting between the two siblings he challenged her to a fight to the death, she refused to fight her own brother and he subsequently killed her.</p><p></p><p>Saxon buried her as well, not far from his grandfather's grave. He went to see Horlaen and demanded to know what happened. Horlaen explained calmly what he had had to do, Saxon rebuked him for such heartless actions and though Horlaen defended his actions with his beliefs it was obvious he was pained by what he had done. Saxon swore vengeance and Horlaen had him expelled from the grove. Having no reason to stay he decided to wander away from it all, partly to put his past behind him and partly to find someone worthy of his grandfather's blade.</p><p></p><p>His travels took him far and wide, and for four years he wandered, learning, teaching and helping as he went. At one point, around the age of 21, Saxon was fortunate to make the acquaintance of the nymph Shenyalla, who lived in some woods near the town of Lowver. He made sure to keep in contact with the nymph as she always had a wealth of information concerning the condition of the region's environment. It was through Shenyalla that Saxon first met George Wilder, as the nymph saw benefit from the two knowing one another. It was at this point that Saxon discovered that the special connection he had with lupines had name. Shenyalla explained to him what being a Trathka was, and Saxon was pleasantly surprised that such significance was placed within what he thought was simply a talent. In exchange for enlightening him to his gift Saxon agreed to give George a tattoo of a bear's head, signifying his own connection with bears. Saxon had no real training in the area of crafting tattoos, but Shenyalla was aware of the tattoos involved in becoming a member of the grove of Fesethk, so she was inclined to request it of him. The process went quite slowly to ensure Saxon wouldn't make any mistakes, and during that time George and Saxon had the opportunity to get to know one another and speak of their travels. The two became good friends, and though their paths were not the same, travelling about the same region caused their paths to cross on occasion and they took these opportunities to update one another on the latest happenings over the campfire.</p><p></p><p>Saxon's first era of travel came to a close though in the city of Karanarr. He was only passing through, as the place was notably large and there was little for a druid's attentions there, but it was a brilliant place for tourism and there were some amazing things there he'd always wanted to see. Saxon did find use for his skills and magic while he was in the city, but unbeknownst to him there had been a string of grizzly murders by what people described to be a wolfen monster.</p><p></p><p>Saxon took it upon himself, being a Trathka, to investigate this string of murders before taking some well deserved leisure time. This turned out to be a bad choice, as the moment his afinity with wolves became known he came under the suspicion of the others who were working on the case. He made good progress nonetheless, but his results were tainted by the suspicion which surrounded him and his animal companion. In time he was basically working independant of the others, who had distanced themselves from him, but he didn't need their help anyway. After a couple of weeks (twice as long as he had originally intended to stay) he had tracked down the killer through the use of a number of his druidic techniques.</p><p></p><p>A young woman, cursed with lycanthropy, and who had no control over it. Her mother had been a prostitute and after becoming pregnant decided to keep the child, though she didn't know who the father was. As it turns out the father had contracted lycanthropy somehow, and the mother died of venereal disease leaving the child to fend for herself since her early teens. She had no idea what was happening to her as her lycanthropy had only surfaced recently. She would sometimes go wake up somewhere, covered in blood and unable to remember the past few hours. She had her suspicions, and as Saxon explained the situation to her it struck home with chilling clarity. She was mortified by what she had done. Saxon said there was a way to deal with it, but she would need to travel in order to consult druids more experienced than Saxon. He was willing to help her get there.</p><p></p><p>Little did Saxon know, another independant investigator was trailing him, having realised he was the best bet at finding the killer she discreetly kept track of his movements. The private investigator, a halfling woman by the name of Bel Firgate, had stumbled upon the conversation between Saxon and the werewolf, Jenna, and had listened in from the shadows. She was sympathetic to the situation, and herself undecided at what action to take next. But not an hour after they had the discussion, Saxon and Jenna were prepared to leave the city. Bel came to the decision she couldn't let Jenna escape, as the potential within for harming others was too great. A complex chase ensued, resulting in the escape of Jenna and the capture of Saxon and his companion Mzarem. Saxon was under the impression he had imparted enough knowledge into Jenna to get her to a druids' grove without incident.</p><p></p><p>During the trial the prosecution attempted to pin Saxon as the murderer, he didn't argue with the charge, and when the time came he even convinced Bel to testify that he was guilty. He was sentenced to Hopeless Island, and Mzarem was supposed to be killed, but managed to escape. Saxon spent a year on Hopless Island before orchestrating an escape with a few others. </p><p></p><p>The first inmate he met was an elf who had spent the past five and a half decades within the boundaries of Hopeless Island. Everyone only knew him as 'the elf', and tended to steer clear of him, so Saxon was at first a tad concerned at sharing a cell with the fellow. Upon meeting him though he seemed a perfectly reasonable individual, much to Saxon's surprise, as he didn't expect to meet a decent soul during his lifelong stay. He introduced himself as Peregrin, and Saxon found himself able to get along with him. As chance would have it, he was fortunate to find himself sharing a cell with fairly nice people, certainly not the kind of people you'd expect to find on Hopeless Island. Indeed it would appear that Nature's good will had a hand in his fate still.</p><p></p><p>It was especially surprising when George showed up on Hopeless Island a few months after Saxon's arrival. Unfortunately George's enquiries in Karanarr into Saxon's fate weren't appreciated, and to prevent the public discovering an innocent man had been sentenced to Hopeless Island they framed George for a series of fictional murders which supposedly had been performed by a bear. The city was still reeling from the previous serial killings and were all too willing to grant George the same fate as Saxon.</p><p></p><p>Saxon didn't declare his own innocense readily, and spent some time contemplating whether he deserved to stay, because even though he did not do the crime he was put here for it was not as though his hands were clean. In his own mind, he was certain he deserved some kind of punishment. Back in Karanarr, was he seeking the lesser evil, or the greater good? The two were not mutually exclusive to him, grey was always to be found between black and white as it were. Eventually he came to the decision that he would not solve any problems caused by his actions by sitting in a cell dwelling on things past. Saxon desired to escape.</p><p></p><p>Equipment. If Peregrin, George, Braedon and himself were to get out, it was likely they'd require some equipment to accomplish that. Once again it was Peregrin to the rescue, possessing a wealth of information that one could only acquire in an elf's life span. That and he looked younger than any of the other cell mates, which for an entity of over a hundred years age, Saxon was rather jealous of.</p><p></p><p>The Archives was the building they were looking for, and according to the fellow who had mentored Peregrin during his time here, it was the best bet for equipment. Apparently while the fellow was still alive he had snuck into the place and had a poke around. Saxon couldn't help but wonder whether sneaking into places he shouldn't got the old fellow onto Hope Island in the first place, but regardless was thankful for it. Once again he couldn't help but thank Nature for orchestrating things for the better.</p><p></p><p>Saxon's interactions with other inmates were disappointing at best, most viewed his lack of desire to be promoted from surfacer to miner as a weakness, thus he was often viewed as a means for others to get promotions. These people were sorely mistaken, as all four cell mates were experienced individuals in their own right, it soon became a wise move not to cross any of them, as that was equivalent to crossing the four of them. More often than not, when Saxon was forced to fight, summoning a flame blade or some wild animal was enough to scare off any would-be attacker, anyone who wasn't put off by that was put off by the nasty injuries.</p><p></p><p>The time came to get what possessions the group could back into their possession before their escape. To Saxon's pleasant surprise he was able to recover his backpack and collection of trinkets in addition to the most valuable prize, Taurreyl's sword. Something was different though, not long after donning his wooden owl pendant, he received a vision, the key to their escape. It so happened that to get onto the island one had to pass under a great marble arch, and anyone who had tried to flee the island through the arch had been turned to stone. In his vision raven's were attacking doves, but when the doves passed through the arch, followed closely by the ravens, it was only the ravens who turned to stone. It seemed innocence was the key to getting off the island.</p><p></p><p>Saxon explained his vision to the others, trying to remain confident about their escape. He felt that were he to doubt his odds of escape they wouldn't trust his vision, and he wouldn't wish for them to stay in this cursed place simply because of his own faults, so he tried to convince them. Peregrin turned out to be the most difficult to convince, something which Saxon could understand. After staying on Hopeless Island so long, how could it be that the means of escape was so simple? Even he was doubtful, but didn't show it.</p><p></p><p>That same evening they made their attempt to pass through the arch, and with the others he walked solemnly towards it. Oddly enough, Peregrin was the first one through, he threw himself through the arch joyously- to no effect. He landed on the other side unharmed and Saxon smiled, but his turn was next. He closed his eyes, calming himself before taking the critical step. Saxon opened his eyes on the other side, finding the arch had found him innocent. Saxon determined that whoever created that arch in times before memory had set criteria for the guilt of a crime, and either he was found innocent of the crime he wasn't sure he commited, or judged rightly innocent of the crime he was judged to be guilty of. He wasn't sure that he'd ever know.</p><p></p><p>His experiences on Hopeless Island taught Saxon of a different kind of nature. The primal and basic savagery within the sentient races, dark aspects of nature drawn out by the conditions of the island. He has incorporated his observations into his faith, widening his perspective and allowing him to grow in his wisdom. His first thought upon setting foot on the mainland was pondering Jenna's fate. To his surprise he found Mzarem waiting for him on the mainland, having followed him all the way to the coast and resided nearby waiting for Saxon's return. It was just one more thing in Saxon's book to be thankful for.</p><p></p><p>1. What is your full name? </p><p>Saxon Nusmaar</p><p></p><p>2. Where is your place of residence? Give a description of the place you live.</p><p>Saxon lived near Fesenthk, a frontier town which tends to have snow all year round. </p><p></p><p>3. Where were you born? Where did you grow up?</p><p>A cave outside of Fesenthk. Grew up in a modest hut which was continually extended upon for about a decade.</p><p> </p><p>4. What are your father and mother's names? Are they still living?</p><p>Gunther Nusmaar and Ophelia Ittrik. Ophelia died of illness due to her weakened state and their poor living conditions shortly after Saxon's birth. Gunther left home when Saxon was ten and never returned from his adventures to find he and his son a fortune to live happily ever after on.</p><p></p><p>5. What are your siblings names? Are any deceased? For sisters, are they married? To whom?</p><p>Gunther had a brief relationship with a member of the local druids grove but no child came of it. It was extremely unlikely there would be older siblings because Saxon's parents were teenagers when he was born.</p><p></p><p>6. Any other relatives of note?</p><p>His deceased grandfather, Taurreyl, a paladin who was of some renown in warmer regions south. The closest thing to a relation he has which he knows of is his wolf animal companion, Mzarem, who is best described as a brother.</p><p></p><p>7. How do your relatives view you?</p><p>Before dying of old age his grandfather got along with Saxon quite well, nonetheless Taurreyl thought Saxon lacked a little in his discipline. All his relatives whom he knew thought kindly of him.</p><p></p><p>8. What is your current marital status?</p><p>Saxon is single, not looking but gets lonely at times.</p><p></p><p>9. What is your occupation? What made you choose your present occupation?</p><p>He wanders aimlessly through settled areas, doing good deeds where he can. He did this to put Fesenthk and his unhappy past as far away from himself as possible, though he'll never admit to running from his past and tells people his only reason for leaving is to find a person worthy to wield his grandfather's long sword.</p><p></p><p>10. How important is success in your occupation? How successful are you?</p><p>He assists farmers where possible to help crop growth, tend to livestock and other animals, odd jobs sparsely sprinkled with bits of adventure. He is surprisingly successful at these tasks but asks very little from those requiring his services.</p><p></p><p>11. How old are you? What is your birth day? 25 years old. </p><p>Born (I don't know how chronology works here so i'll just use numbers) 16th day of the 3rd month</p><p></p><p>12. Describe your general personality. What do you count as your own personal honor & morals?</p><p>Saxon is easy to get along with and pleasant to be around but doesn't talk about himself much. He enjoys a casual drink and chat on general subjects with anyone who'll share a table, but never reveals his personal history. After living with his paladin grandfather he has strong morals and a good sense of honour which are very similiar, but notably different, from the ones a paladin would have.</p><p></p><p>13. Do you have any fears or phobias?</p><p>Saxon fears people becoming close to him, because all people who have done so thus far have ended up dead, this includes the druid his father had a relationship with, though his grandfather recommended he join the grove it was Silnir who taught him their ways. Nonetheless, constant travel helps prevent extended relationships.</p><p></p><p>14. List some good qualities about you. List some bad qualities/vices/weaknesses.</p><p>Saxon is quite a bit of a good samaritan, always willing to help where he goes simply for the good feeling he gets from helping those in need. He also has very good hygeine. He is confident in his abilities and knows his own limits, though he can get quite agitated should he be pressed for information on himself. He's quite secretive, and this can lead to stubbornness on his part. He also can become shy and dislikes a lot of attention.</p><p></p><p>15. Is there anything you absolutely will not do?</p><p>Murder and theft are definitely things he doesn't look kindly upon.</p><p></p><p>16. What is your greatest triumph? Failure? Describe any personal tragedies.</p><p>What he believes is his greatest achievement is assisting his animal companion's mother in raising a whole litter of pups, all survived to become strong healthy adult wolves. His greatest failure, he believes, is being unable to prevent Silnir's death at the hands of a rival druid, simply because he thought the other druid to be an ally of hers.</p><p></p><p>17. What are your interests?(sports, music, art, hobbies)</p><p>Saxon collects small trinkets from places and likes to pin them onto his backpack. He also has an interest in magic in general.</p><p></p><p>18. Who has had the most direct influence on your life?</p><p>During the few years he was living with Saxon, his grandfather had the greatest impact upon him, because he had seen so much and had learnt some amazing things from it.</p><p></p><p>29. Who is your best friend? Who is your worst enemy?</p><p>Saxon's best friend would be his animal companion Mzarem, a large albino wolf. His worst enemy would be Horlaen, the druid who killed his mentor Silnir in competition for a place of power.</p><p></p><p>20. What do you do to relax?</p><p>To relax Saxon may play with Mzarem, read any kind of text he can borrow, ponder things or just sleep.</p><p></p><p>21. How were you educated? Did you go to a village tutor? Monastery? University? Apprenticed? </p><p>Apprenticed to Silnir</p><p></p><p>22. What skill do you feel you do best? What skill would you like to improve on?</p><p>Saxon feels he can do most things he knows fairly well. He'd like to know more about magic.</p><p></p><p>23. What skills do you have that you think are profitable? What skill(s) would you like to learn?</p><p>Being able to train animals, and heal the injured are his main sources of income. He doesn't think he needs to learn any totally new skills. </p><p></p><p>24. What is your religion? How do you view your religion? How important is it to you? How do you view other religions?</p><p>Saxon doesn't follow a specific diety but reveres nature in general. He won't go out and actually preach his faith to people but, and relies on people coming to him </p><p></p><p>to find out by their own choice.</p><p></p><p>25. Have you ever considered your own death? What sort of afterlife is in store for you?</p><p>Saxon has no real fear of death, though he would prefer not to and avoid it where possible, this acceptance of death comes mostly from his druidic teachings.</p><p></p><p>26. Any fears about traveling? Do you get seasick?</p><p>Saxon has had extensive experience in the area of travel and doesn't mind it at all, though he has never gone on an extended voyage over water so he doesn't know whether or not he would get seasick.</p><p></p><p>27. What are your long term goals? </p><p>Saxon's long term goals: Find out the fate of his father. Find a person worthy of Taurreyl's sword. See as much of the world as is humanly possible.</p><p></p><p>28. What are your short term goals?</p><p>Earn enough money to support himself and Mzarem.</p><p></p><p>29. What are you willing to do to attain these goals?</p><p>He'll use just about any ability at his disposal, within reason and his own moral code, to achieve his goals.</p><p></p><p>30. What is the most important thing to you?</p><p>Allies. Saxon looks after lose who look after him.</p><p></p><p>31. What is your height and weight? </p><p>5'10", 166lb</p><p></p><p>32. What do you consider your most valuable physical asset?</p><p>His spellcasting ability (if that can be counted as physical) followed closely by health in general.</p><p></p><p>33. What sort of clothing do you typically wear? What quality is it?</p><p> Clothing size (S, M, L, XL) = M</p><p>(before imprisonment) Saxon wears leather armour which is light grey in colour and fairly elaborate, over the top of it is worn a thick, woolen, ankle-length coat which is loose so as not to hinder mobility. His backpack has his shield, longsword and club strapped to it in addition to many little trinket like objects he has collected while travelling. His scimitar, a prized possession, is worn on his belt with a few other miscellaneous items which he uses in everyday functions. Though he keeps himself very tidy and neat, he seems to carry a feint smell of pine trees and snow.</p><p></p><p>34. Hair color, length, and style-</p><p>Saxon's hair is long, thick and dark brown. He keeps it tied behind his head though a small multitude of strands usually escape and fall across his face.</p><p></p><p>35. Eye color-</p><p>His eyes are a greyish blue.</p><p></p><p>36 Handedness-</p><p>Right handed</p><p></p><p>37. How attractive do you consider yourself to the opposite sex? How attractive are you really?</p><p>Saxon is a handsome man in his mid-twenties, but is too withdrawn to socialise on a romantic level.</p><p></p><p>38. Any birthmarks or scars? For scars, how did you get them?</p><p>A few scars from living it rough, nothing big.</p><p></p><p>39. Do you have any tattoos? Where? Why? What do they look like?</p><p>Upon joining the druids grove of Fesenthk he was given three tattoos, one which takes up most of his back and one on each arm, halfway between the elbow and the shoulder. The one on his back depicts a complex tangle of vines, growing from the base of his back up, these vines are dark green, extremely thorny and savage looking at the base but become lighter and 'nicer' in appearance as they progress eventually ending in red rose buds, except for one blue rosebud on the back of his neck. The tatoos on his arms are intricate celtic-like patterns which run around his arm and are aproximately an inch wide, they resemble a complex arrangement of thorns. These tatoos were all done in the one sitting.</p><p></p><p>40. Do you wear jewelry? What?</p><p>He wears a necklace composing of a leather string upon which is a small wooden owl of basic craftmanship. A gift from a child whose cat he had saved from being trampled.</p></blockquote><p></p>
[QUOTE="Festy_Dog, post: 1753447, member: 2561"] [color=green]Saxon Nusmaar 5th-level Druid[/color] Neutral Good Medium Humanoid (Human) Hit Dice: 5d8+5 (45 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 12 Base Attack/Grapple:+3/+4 Attack: +4 melee (scimitar, d6+1, 18-20) Full Attack: +4 melee (scimitar, d6+1, 18-20) Space/Reach: 5 ft./5 ft. Special Attacks: Spellcasting Special Qualities: Human traits, Wild Empathy +9, Nature Sense, Animal Companion, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape 1/day Saves: Fort +5, Ref +6, Will +8 Abilities: Str 12, Dex 14, Con 12, Int 14, Wis 19, Cha 14 Skills: Concentration +9/8, Diplomacy +10/8, Handle Animal +10/8, Heal +12/8, Knowledge (nature) +12/8, Listen +10/4, Spellcraft +10/8, Spot +10/4, Survival +14/8, Swim +9/8 Feats: Track, Spell Casting Prodigy, Alertness, Trathka, Endurance Environment: Fesethk, Icemourne Mountains XP: 10000/15000 Weight: 166lb Height: 5'10' Age: 25 Languages: Common, Druidic Spells/day: 0th: 6 1st: 4+2 2nd: 3+1 3rd: 2+1 Spells Prepared: (DC 15 + spell lvl) 0th- Create Water, Cure Min. Wounds, Detect Magic, Detect Poison, Light, Mending, Read Magic 1st- Cure Lgt. Wounds, Entangle, Faerie Fire, Lesser Vigor, Pass Without Trace, Produce Flame, Silvered Claws, Summon Nature's Ally 1 2nd- Bear's Endurance, Briar Web, Bull's Strength, Flame Blade, Fog Cloud, Summon Nature's Ally 2 3rd- Call Lightning, Cure Mod. Wounds, Greater Magic Fang, Spike Growth, Summon Nature's Ally 3 Companion: Mzarem (Riding Dog - Big Wolf) Medium Animal Hit Dice: 6d8+18 (66/66 hp) Initiative: +3 Speed: 50 ft. (10 squares) Armor Class: 20 (+3 dex, +7 natural), touch 13, flat-footed 17 Base Attack/Grapple:+4/+7 Attack: Bite +7 melee (1d8+4) Full Attack: Bite +7 melee (1d8+4) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light Vision, Scent, Link, Share Spells, Evasion, Devotion Saves: Fort +8, Ref +8, Will +3 Abilities: Str 17, Dex 17, Con 16, Int 2, Wis 12, Cha 6 Skills: Jump +9, Listen +5, Spot +5, Swim +5, Survival +4 (+4 racial bonus when using scent) Feats: Alertness, Track, Improved Natural Armour, Improved Natural Attack Tricks: Attack (2), Come, Defend, Down, Fetch, Heel, Track, Work Weight: 192lb(char) Equipment: prisoner's uniform scimitar owl trinket holly & mistletoe backpack +1 adamantine longsword rowboat Description (prior to imprisonment, not much has changed really except for his possessions): Saxon's hair is long, thick and dark brown. He usually keeps it tied behind his head though a small multitude of strands usually escape and fall across his face. His eyes are a greyish blue and he smiles a lot, very talkative with animals but gets shy around people. His leather armour is light grey in colour and fairly elaborate, over the top of it is worn a thick, woolen, ankle-length coat which is loose so as not to hinder mobility. His backpack has his shield and longsword strapped to it in addition to many little trinket like objects he has collected while travelling. His scimitar, a prized possession, is worn on his belt with a few other miscellaneous items which he uses in everyday functions. Though he keeps himself very tidy and neat, he seems to carry a feint smell of pine trees and snow. Mzarem is a male albino wolf, and a big one at that. He is missing a couple of small patches of fur here and there, and carries a lot of scars, but otherwise he's very friendly with Saxon. Mzarem has a certain gleam in his eye, like that of a seasoned warrior, and is known to unnerve people he travels with by looking at them as though he were sizing them up for a fight. History: Saxon doesn't like to think about his history much, its not an incredibly happy tale, it can be summarised as follows: Saxon's parents were teenagers who ran away from their home in the south, their travels took them to the tiny village of Fesethk where they found a little place in the outskirts to live. Fesenthk was a northen frontier town, set in a harsh mountainous place where it snowed all year round. To their misfortune they had a child, and because of their struggling income they knew they couldn't afford such a thing. Unfortunately again, his mother died shortly after giving birth from falling to illness in her weakened state. With what felt like his other half gone and all to replace it was another mouth to feed Saxon's father was incredibly unhappy. He worked himself to the bone trying to earn enough to raise a child but could hardly do so as a single parent and still care for his son. Also during this time Saxon and his father became aquainted with the druids of the region, and for a short period Gunther and a half-elf druid, Silnir, had a relationship. Though short-lived, when the relationship ended they left on good terms and remained friends. Silnir was like the mother Saxon never had. A decade passed slowly and painfully into history and though only ten years old Saxon had learnt of true hardships of life and to treasure and care for what little he had. He was very mature for his age. His father realised that and thought that to turn their life around he could now safely go off adventuring and leave Saxon to look after himself, if not under the care of Silnir herself. Thus after a while, there had been no adventurer parties come through recently which he could join, Saxon bid his father fairwell as he went off towards the unknown to bring back great riches. Time passed by and in his waiting Saxon wandered the wilderness around Fesethk, taking an interest in the terrain and its occupants. About three years sit themselves between when his father left and the current moment when Saxon finds that a female wolf whom he was friends with has had a litter of pups, he helps care for the somewhat large litter for a few months until they all are able to do their own thing. One whom he gained a special bond with was the albino of the litter whom he thought was a miracle of nature, this wolf had grown to be bigger than its siblings. It remained with Saxon through thick and thin and for another two years they managed to maintain themselves from the surrounding lands, and having very little contact with the actual inhabitants of Fesethk. Soon enough though a greying man, almost oozing with righteousness and honour, showed up on his doorstep claiming to be his father's father. He was a paladin. After Saxon told him of his history that he could remember, his grandfather, named Taurreyl, said that he would stay here and help him out. It had taken him this long to track his son here so he would just wait now for him to return from his adventures. After some time getting used to the presence of such a person in his humble home, Saxon was advised by Taurreyl to inquire into joining the druid grove nearby, an opinion shared by Silnir who had always liked the thought of having Saxon apprenticed to her. He did so and was very happy about finding a group of people he could get along so easily with.The apprenticeship worked quite well and Saxon was very interested in learning the ways of magic, it fascinated him to no end. With his fervour for his new found faith he was soon initiated into the group, and their tattoos were applied to him all in the one sitting. Painful but a testiment to his determination. Soon it became obvious that his father wasn't coming back, so Taurreyl gave Saxon a sword which was intended to be inherited by his father, it had been in the family for generations and though his beliefs barred him from using it Taurreyl implored that he carry it with him until he either found someone suitable to carry it or has a son who could take it from him. Time passed by and the two became best of friends, though Saxon thought Taurreyl was too rigid and Taurreyl thought Saxon was too laid back. Eventually age caught up with Taurreyl and he died peacefully in his sleep, this was very distressing for Saxon despite it being painless. After a brief and heartfelt burial conducted by Saxon and fellow druids he went back to his normal way of life. Briefly after his grandfather's death he was shaken by the death of his mentor, Silnir. To Saxon's understanding she fell prey to an unlikely foe, her brother Horlaen. Silnir and Horlaen had become druids at the same time and the bonds between them seemed strong. After Silnir took upon a student though Horlaen began to jest about her being too soft, or too merciful. These accustaions started to become serious, and Horlaen blamed Saxon for Silnir's change of heart, saying that Saxon should not have forced his weakling moral code upon her. It was quite the contrary though as Silnir saw a pleasant and refreshing train of thought in Saxon which didn't conflict with druidic teaching, she chose to adopt that attitude. Ultimately it led to her downfall as Silnir and her brother had to compete for a higher position. Horlaen had no qualms with disposing of his competitor, and thought best to cull her from the pack because he considered her weak. At a friendly meeting between the two siblings he challenged her to a fight to the death, she refused to fight her own brother and he subsequently killed her. Saxon buried her as well, not far from his grandfather's grave. He went to see Horlaen and demanded to know what happened. Horlaen explained calmly what he had had to do, Saxon rebuked him for such heartless actions and though Horlaen defended his actions with his beliefs it was obvious he was pained by what he had done. Saxon swore vengeance and Horlaen had him expelled from the grove. Having no reason to stay he decided to wander away from it all, partly to put his past behind him and partly to find someone worthy of his grandfather's blade. His travels took him far and wide, and for four years he wandered, learning, teaching and helping as he went. At one point, around the age of 21, Saxon was fortunate to make the acquaintance of the nymph Shenyalla, who lived in some woods near the town of Lowver. He made sure to keep in contact with the nymph as she always had a wealth of information concerning the condition of the region's environment. It was through Shenyalla that Saxon first met George Wilder, as the nymph saw benefit from the two knowing one another. It was at this point that Saxon discovered that the special connection he had with lupines had name. Shenyalla explained to him what being a Trathka was, and Saxon was pleasantly surprised that such significance was placed within what he thought was simply a talent. In exchange for enlightening him to his gift Saxon agreed to give George a tattoo of a bear's head, signifying his own connection with bears. Saxon had no real training in the area of crafting tattoos, but Shenyalla was aware of the tattoos involved in becoming a member of the grove of Fesethk, so she was inclined to request it of him. The process went quite slowly to ensure Saxon wouldn't make any mistakes, and during that time George and Saxon had the opportunity to get to know one another and speak of their travels. The two became good friends, and though their paths were not the same, travelling about the same region caused their paths to cross on occasion and they took these opportunities to update one another on the latest happenings over the campfire. Saxon's first era of travel came to a close though in the city of Karanarr. He was only passing through, as the place was notably large and there was little for a druid's attentions there, but it was a brilliant place for tourism and there were some amazing things there he'd always wanted to see. Saxon did find use for his skills and magic while he was in the city, but unbeknownst to him there had been a string of grizzly murders by what people described to be a wolfen monster. Saxon took it upon himself, being a Trathka, to investigate this string of murders before taking some well deserved leisure time. This turned out to be a bad choice, as the moment his afinity with wolves became known he came under the suspicion of the others who were working on the case. He made good progress nonetheless, but his results were tainted by the suspicion which surrounded him and his animal companion. In time he was basically working independant of the others, who had distanced themselves from him, but he didn't need their help anyway. After a couple of weeks (twice as long as he had originally intended to stay) he had tracked down the killer through the use of a number of his druidic techniques. A young woman, cursed with lycanthropy, and who had no control over it. Her mother had been a prostitute and after becoming pregnant decided to keep the child, though she didn't know who the father was. As it turns out the father had contracted lycanthropy somehow, and the mother died of venereal disease leaving the child to fend for herself since her early teens. She had no idea what was happening to her as her lycanthropy had only surfaced recently. She would sometimes go wake up somewhere, covered in blood and unable to remember the past few hours. She had her suspicions, and as Saxon explained the situation to her it struck home with chilling clarity. She was mortified by what she had done. Saxon said there was a way to deal with it, but she would need to travel in order to consult druids more experienced than Saxon. He was willing to help her get there. Little did Saxon know, another independant investigator was trailing him, having realised he was the best bet at finding the killer she discreetly kept track of his movements. The private investigator, a halfling woman by the name of Bel Firgate, had stumbled upon the conversation between Saxon and the werewolf, Jenna, and had listened in from the shadows. She was sympathetic to the situation, and herself undecided at what action to take next. But not an hour after they had the discussion, Saxon and Jenna were prepared to leave the city. Bel came to the decision she couldn't let Jenna escape, as the potential within for harming others was too great. A complex chase ensued, resulting in the escape of Jenna and the capture of Saxon and his companion Mzarem. Saxon was under the impression he had imparted enough knowledge into Jenna to get her to a druids' grove without incident. During the trial the prosecution attempted to pin Saxon as the murderer, he didn't argue with the charge, and when the time came he even convinced Bel to testify that he was guilty. He was sentenced to Hopeless Island, and Mzarem was supposed to be killed, but managed to escape. Saxon spent a year on Hopless Island before orchestrating an escape with a few others. The first inmate he met was an elf who had spent the past five and a half decades within the boundaries of Hopeless Island. Everyone only knew him as 'the elf', and tended to steer clear of him, so Saxon was at first a tad concerned at sharing a cell with the fellow. Upon meeting him though he seemed a perfectly reasonable individual, much to Saxon's surprise, as he didn't expect to meet a decent soul during his lifelong stay. He introduced himself as Peregrin, and Saxon found himself able to get along with him. As chance would have it, he was fortunate to find himself sharing a cell with fairly nice people, certainly not the kind of people you'd expect to find on Hopeless Island. Indeed it would appear that Nature's good will had a hand in his fate still. It was especially surprising when George showed up on Hopeless Island a few months after Saxon's arrival. Unfortunately George's enquiries in Karanarr into Saxon's fate weren't appreciated, and to prevent the public discovering an innocent man had been sentenced to Hopeless Island they framed George for a series of fictional murders which supposedly had been performed by a bear. The city was still reeling from the previous serial killings and were all too willing to grant George the same fate as Saxon. Saxon didn't declare his own innocense readily, and spent some time contemplating whether he deserved to stay, because even though he did not do the crime he was put here for it was not as though his hands were clean. In his own mind, he was certain he deserved some kind of punishment. Back in Karanarr, was he seeking the lesser evil, or the greater good? The two were not mutually exclusive to him, grey was always to be found between black and white as it were. Eventually he came to the decision that he would not solve any problems caused by his actions by sitting in a cell dwelling on things past. Saxon desired to escape. Equipment. If Peregrin, George, Braedon and himself were to get out, it was likely they'd require some equipment to accomplish that. Once again it was Peregrin to the rescue, possessing a wealth of information that one could only acquire in an elf's life span. That and he looked younger than any of the other cell mates, which for an entity of over a hundred years age, Saxon was rather jealous of. The Archives was the building they were looking for, and according to the fellow who had mentored Peregrin during his time here, it was the best bet for equipment. Apparently while the fellow was still alive he had snuck into the place and had a poke around. Saxon couldn't help but wonder whether sneaking into places he shouldn't got the old fellow onto Hope Island in the first place, but regardless was thankful for it. Once again he couldn't help but thank Nature for orchestrating things for the better. Saxon's interactions with other inmates were disappointing at best, most viewed his lack of desire to be promoted from surfacer to miner as a weakness, thus he was often viewed as a means for others to get promotions. These people were sorely mistaken, as all four cell mates were experienced individuals in their own right, it soon became a wise move not to cross any of them, as that was equivalent to crossing the four of them. More often than not, when Saxon was forced to fight, summoning a flame blade or some wild animal was enough to scare off any would-be attacker, anyone who wasn't put off by that was put off by the nasty injuries. The time came to get what possessions the group could back into their possession before their escape. To Saxon's pleasant surprise he was able to recover his backpack and collection of trinkets in addition to the most valuable prize, Taurreyl's sword. Something was different though, not long after donning his wooden owl pendant, he received a vision, the key to their escape. It so happened that to get onto the island one had to pass under a great marble arch, and anyone who had tried to flee the island through the arch had been turned to stone. In his vision raven's were attacking doves, but when the doves passed through the arch, followed closely by the ravens, it was only the ravens who turned to stone. It seemed innocence was the key to getting off the island. Saxon explained his vision to the others, trying to remain confident about their escape. He felt that were he to doubt his odds of escape they wouldn't trust his vision, and he wouldn't wish for them to stay in this cursed place simply because of his own faults, so he tried to convince them. Peregrin turned out to be the most difficult to convince, something which Saxon could understand. After staying on Hopeless Island so long, how could it be that the means of escape was so simple? Even he was doubtful, but didn't show it. That same evening they made their attempt to pass through the arch, and with the others he walked solemnly towards it. Oddly enough, Peregrin was the first one through, he threw himself through the arch joyously- to no effect. He landed on the other side unharmed and Saxon smiled, but his turn was next. He closed his eyes, calming himself before taking the critical step. Saxon opened his eyes on the other side, finding the arch had found him innocent. Saxon determined that whoever created that arch in times before memory had set criteria for the guilt of a crime, and either he was found innocent of the crime he wasn't sure he commited, or judged rightly innocent of the crime he was judged to be guilty of. He wasn't sure that he'd ever know. His experiences on Hopeless Island taught Saxon of a different kind of nature. The primal and basic savagery within the sentient races, dark aspects of nature drawn out by the conditions of the island. He has incorporated his observations into his faith, widening his perspective and allowing him to grow in his wisdom. His first thought upon setting foot on the mainland was pondering Jenna's fate. To his surprise he found Mzarem waiting for him on the mainland, having followed him all the way to the coast and resided nearby waiting for Saxon's return. It was just one more thing in Saxon's book to be thankful for. 1. What is your full name? Saxon Nusmaar 2. Where is your place of residence? Give a description of the place you live. Saxon lived near Fesenthk, a frontier town which tends to have snow all year round. 3. Where were you born? Where did you grow up? A cave outside of Fesenthk. Grew up in a modest hut which was continually extended upon for about a decade. 4. What are your father and mother's names? Are they still living? Gunther Nusmaar and Ophelia Ittrik. Ophelia died of illness due to her weakened state and their poor living conditions shortly after Saxon's birth. Gunther left home when Saxon was ten and never returned from his adventures to find he and his son a fortune to live happily ever after on. 5. What are your siblings names? Are any deceased? For sisters, are they married? To whom? Gunther had a brief relationship with a member of the local druids grove but no child came of it. It was extremely unlikely there would be older siblings because Saxon's parents were teenagers when he was born. 6. Any other relatives of note? His deceased grandfather, Taurreyl, a paladin who was of some renown in warmer regions south. The closest thing to a relation he has which he knows of is his wolf animal companion, Mzarem, who is best described as a brother. 7. How do your relatives view you? Before dying of old age his grandfather got along with Saxon quite well, nonetheless Taurreyl thought Saxon lacked a little in his discipline. All his relatives whom he knew thought kindly of him. 8. What is your current marital status? Saxon is single, not looking but gets lonely at times. 9. What is your occupation? What made you choose your present occupation? He wanders aimlessly through settled areas, doing good deeds where he can. He did this to put Fesenthk and his unhappy past as far away from himself as possible, though he'll never admit to running from his past and tells people his only reason for leaving is to find a person worthy to wield his grandfather's long sword. 10. How important is success in your occupation? How successful are you? He assists farmers where possible to help crop growth, tend to livestock and other animals, odd jobs sparsely sprinkled with bits of adventure. He is surprisingly successful at these tasks but asks very little from those requiring his services. 11. How old are you? What is your birth day? 25 years old. Born (I don't know how chronology works here so i'll just use numbers) 16th day of the 3rd month 12. Describe your general personality. What do you count as your own personal honor & morals? Saxon is easy to get along with and pleasant to be around but doesn't talk about himself much. He enjoys a casual drink and chat on general subjects with anyone who'll share a table, but never reveals his personal history. After living with his paladin grandfather he has strong morals and a good sense of honour which are very similiar, but notably different, from the ones a paladin would have. 13. Do you have any fears or phobias? Saxon fears people becoming close to him, because all people who have done so thus far have ended up dead, this includes the druid his father had a relationship with, though his grandfather recommended he join the grove it was Silnir who taught him their ways. Nonetheless, constant travel helps prevent extended relationships. 14. List some good qualities about you. List some bad qualities/vices/weaknesses. Saxon is quite a bit of a good samaritan, always willing to help where he goes simply for the good feeling he gets from helping those in need. He also has very good hygeine. He is confident in his abilities and knows his own limits, though he can get quite agitated should he be pressed for information on himself. He's quite secretive, and this can lead to stubbornness on his part. He also can become shy and dislikes a lot of attention. 15. Is there anything you absolutely will not do? Murder and theft are definitely things he doesn't look kindly upon. 16. What is your greatest triumph? Failure? Describe any personal tragedies. What he believes is his greatest achievement is assisting his animal companion's mother in raising a whole litter of pups, all survived to become strong healthy adult wolves. His greatest failure, he believes, is being unable to prevent Silnir's death at the hands of a rival druid, simply because he thought the other druid to be an ally of hers. 17. What are your interests?(sports, music, art, hobbies) Saxon collects small trinkets from places and likes to pin them onto his backpack. He also has an interest in magic in general. 18. Who has had the most direct influence on your life? During the few years he was living with Saxon, his grandfather had the greatest impact upon him, because he had seen so much and had learnt some amazing things from it. 29. Who is your best friend? Who is your worst enemy? Saxon's best friend would be his animal companion Mzarem, a large albino wolf. His worst enemy would be Horlaen, the druid who killed his mentor Silnir in competition for a place of power. 20. What do you do to relax? To relax Saxon may play with Mzarem, read any kind of text he can borrow, ponder things or just sleep. 21. How were you educated? Did you go to a village tutor? Monastery? University? Apprenticed? Apprenticed to Silnir 22. What skill do you feel you do best? What skill would you like to improve on? Saxon feels he can do most things he knows fairly well. He'd like to know more about magic. 23. What skills do you have that you think are profitable? What skill(s) would you like to learn? Being able to train animals, and heal the injured are his main sources of income. He doesn't think he needs to learn any totally new skills. 24. What is your religion? How do you view your religion? How important is it to you? How do you view other religions? Saxon doesn't follow a specific diety but reveres nature in general. He won't go out and actually preach his faith to people but, and relies on people coming to him to find out by their own choice. 25. Have you ever considered your own death? What sort of afterlife is in store for you? Saxon has no real fear of death, though he would prefer not to and avoid it where possible, this acceptance of death comes mostly from his druidic teachings. 26. Any fears about traveling? Do you get seasick? Saxon has had extensive experience in the area of travel and doesn't mind it at all, though he has never gone on an extended voyage over water so he doesn't know whether or not he would get seasick. 27. What are your long term goals? Saxon's long term goals: Find out the fate of his father. Find a person worthy of Taurreyl's sword. See as much of the world as is humanly possible. 28. What are your short term goals? Earn enough money to support himself and Mzarem. 29. What are you willing to do to attain these goals? He'll use just about any ability at his disposal, within reason and his own moral code, to achieve his goals. 30. What is the most important thing to you? Allies. Saxon looks after lose who look after him. 31. What is your height and weight? 5'10", 166lb 32. What do you consider your most valuable physical asset? His spellcasting ability (if that can be counted as physical) followed closely by health in general. 33. What sort of clothing do you typically wear? What quality is it? Clothing size (S, M, L, XL) = M (before imprisonment) Saxon wears leather armour which is light grey in colour and fairly elaborate, over the top of it is worn a thick, woolen, ankle-length coat which is loose so as not to hinder mobility. His backpack has his shield, longsword and club strapped to it in addition to many little trinket like objects he has collected while travelling. His scimitar, a prized possession, is worn on his belt with a few other miscellaneous items which he uses in everyday functions. Though he keeps himself very tidy and neat, he seems to carry a feint smell of pine trees and snow. 34. Hair color, length, and style- Saxon's hair is long, thick and dark brown. He keeps it tied behind his head though a small multitude of strands usually escape and fall across his face. 35. Eye color- His eyes are a greyish blue. 36 Handedness- Right handed 37. How attractive do you consider yourself to the opposite sex? How attractive are you really? Saxon is a handsome man in his mid-twenties, but is too withdrawn to socialise on a romantic level. 38. Any birthmarks or scars? For scars, how did you get them? A few scars from living it rough, nothing big. 39. Do you have any tattoos? Where? Why? What do they look like? Upon joining the druids grove of Fesenthk he was given three tattoos, one which takes up most of his back and one on each arm, halfway between the elbow and the shoulder. The one on his back depicts a complex tangle of vines, growing from the base of his back up, these vines are dark green, extremely thorny and savage looking at the base but become lighter and 'nicer' in appearance as they progress eventually ending in red rose buds, except for one blue rosebud on the back of his neck. The tatoos on his arms are intricate celtic-like patterns which run around his arm and are aproximately an inch wide, they resemble a complex arrangement of thorns. These tatoos were all done in the one sitting. 40. Do you wear jewelry? What? He wears a necklace composing of a leather string upon which is a small wooden owl of basic craftmanship. A gift from a child whose cat he had saved from being trampled. [/QUOTE]
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