The Moose -> RE: =Elemental Championship= Sign ups now open. (6/18/2010 16:28:53)
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Well, here goes my first ever stab at one of these EC applications. Name: Duncan Tideforge Element: Water Race: Dwarf Appearance: Duncan is, like most dwarves, a short fellow, he stands around 4' tall when he straightens his spine. His career choice has made him slightly more limber than the average dwarf though, he isn't all muscles and fat that is, and so his limbs and more slender and flexible while still maintaining a rough dwarfish look. He has coarse black hair that he keeps trimmed short on his head, this includes his beard which runs under his chin in the Greek style. His thick eyebrows nearly cover muddy brown eyes set close to a nose that has been repeatedly broken. His skin is a darkened tan from prolonged exposure to the sun. He generally wears blue clothing; shirts, pants, and shoes, but is more than happy to opportunistically wear anything that comes along. In battle the only consistent addition is a dark blue magical amulet he discovered on the high seas. Personality: Duncan brought most of his culture with him when he went to sea. He's a jovial fellow who finds that making friends is achieved best over a few tankards of ale. Much of his life was inspired by the idea that his race in general was searching far too narrowly for treasure. The ocean harbored vast quantities of loot that would never be reached through digging alone. He plans to get all the treasure he can through any means necessary. Getting in the way of valuables is one of the few ways to truly infuriate this dwarf and once he becomes enraged it doesn't matter whether you were friend or foe before. Quirks, Phobias, and Interests: As stated above Duncan is mainly interested in treasure, specifically gold, he'll go out of his way to obtain it in all but the most serious situations. As a follower of The Elemental Lord of Water and a Dwarf Duncan is also moderately terrified of uncontrolled fire, he can handle dealing with it but he doesn't like to at all. Equipment: Trident: One of the downsides of leaving the mountain for the seas was abandoning typical dwarfish weaponry. Axes and hammers just weren't practical at sea so Duncan adapted. This is just your run of the mill trident. Net: Duncan has a large sized net, capable of restraining something even larger than a man, on his belt. The threads are very strong and difficult to cut or burn. Braken Tentacle Whip: On the other side of his belt Duncan has a whip made of the tentacles of a young braken. There are 4 tentacles attached to the end of the handle and it has a reach of about 8 feet. The weapon was enchanted for durability and so that the tentacles would attempt to restrain and injure an enemy on contact. Amulet of Healing Waters: This Amulet heals the wearer at a slow but steady rate. The bigger the injury the longer it takes to heal. For example, about five minutes and scrapes or minor cuts are healed, large gashes take hours, missing appendages can't be regrown, death cannot be reversed. Abilities: Water Breathing: Fairly simple, Duncan knows enough magic to allow himself to breathe underwater. Mist: Duncan can concentrate the water in the air into a vision-impairing mist that he and others aligned with water can see through. The longer he takes to cast the spell the larger and more concentrated the mist becomes. If he were allowed a few hours it could even become suffocating. Aquamancy: Duncan can manipulate and absorb water within 10 feet of him. Bio: Duncan was born in a small dwarven mining colony located in a seaside mountain. No great symbol in the heavens shone on his birth nor had his fate been predicted by some bizarre oracle the night before. Duncan was just another child and another mouth to feed for a colony that was already struggling with the difficult results of the colony's mission. The expedition had for the most part been a failure with only a few small pockets of silver and no gems of even a semiprecious variety. Duncan's father was the leader of this unfortunate expedition and, being a stubborn and prideful dwarf, he refused to pull out preferring to maintain that the workers just weren't trying hard enough. With such a difficult atmosphere one can see why Duncan's arrival was particularly unwelcome. With less precious metal came less food and many of the worker dwarves didn't appreciate their abrasive leader bringing another drain on resources into the world. As a child Duncan was ostracized by the other few children in the colony. This helped to build Duncan's evasive tactics when it came to conflict since he found it easier to just avoid his opponents. Even without much social contact Duncan still managed to inherit a lust for gold from his parents though. This proved pivotal later in his life. During his adolescence the colony Duncan lived in was doing even worse than the time he was born. His father was very ill and there was a good deal of mutinous sentiment among the workers. When he wasn't working himself Duncan took to taking treks to the seashore to avoid the other dwarves. One day during one of these trips Duncan noticed a chest washed ashore with the lock broken. He went to investigate and found it roughly a quarter full of gold bars, he assumed the rest must have fallen out during the chest's trip to the beach. This sparked an idea in Duncan's mind, there was plenty of treasure in the ocean the rest of his kinsmen just hadn't recognized that yet. He quickly rushed home to his parents but once he arrived he found that his father had died and the workers were rioting. Duncan quietly slipped into his house to obtain his possesions and left, never to return. Duncan used that treasure chest to fund his first expeditions on the sea and over the years came to collect a respectable amount of wealth and a few magical artifacts. He has come to the Elemental Championships in hope of gaining the reward at the end. All right then. Hopefully that wasn't too incredibly horrible, Approved. ~Kell
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