Description/Role

October 09, 2009 11:07AM
DESCRIPTION:

A cloaked figure of a man stands before you. Pale skin appears sickly and transparent showing an intricate networks of veins. Multiple tattoos adorn the skin displaying epic sea battles, the most prominent one being a tattoo of a boat being swallowed by the tentacles of a giant squid.

Neatly-trimmed hair is pitch-black with streaks of pure-white. Pleasant face features are contrasted by fiery eyes filled with what appears like madness. High cheek-bones, straight nose, thin lips, distinguished chin - all point to the signs of nobility.

Mutilated ears are missing their top tips, though the earlobes are adorned with numerous mithril earrings.

A string of prayer beads is tightly wrapped around this man's wrist. Each bead contains an strange symbol, though all beads appears to share the same theme.

Left leg has been neatly severed at the knee and replaced with a finely crated wooden peg.

ROLE:

Chapter I: Childhood

Artenno Maq'tur was born in Hamsah Mu'tazz. His father, an ambassador to the Jewel of the East from Galadon and a priest of Lord Marcatis, belonged to long-lived line of diplomats. His mother, a noble maiden from Darsylon, belonged to the ancient line of Darsylon nobility. The blessed union between Artenno's parents did not excite either side of the family but was civily tollerated in public and ruthlessly criticized behind the closed doors. Artenno was left an orphan in late childhood, his parents disappearing without a trace, nowhere to be found. At a young age, Artenno wondered whether his parents were murdered or simply left, unable to bear the scrutiny of raising a half-blood. He often prayed to Gods of Thera, for his parents to return and even chose to follow the path of the robe that was once walked upon by his father, but, alas, none of his prayers were ever answered.

Chapter II: Adolesence

Shortly after Artenno Maq'tur become a young lad, during one of his casual walks on the Docks of Hamsah Mu'tazz counting prayer beads in quiet contemplation, he was kidnapped and sold into slavery by, at the time, a well-known profiteer. By the fortunate alignment of stars, after some time, Artenno found himself as a stowaway on a pirate ship, the "Elven Blood", led by Dishonorable Captain "Thirsty Rah", a descendant of the Rah Clan of Kiadana. Through impeccable service and dedication to the "Elven Blood", Artenno moved through the unstable ranks of the crew, quickly finding himself as "Thirsty Rah"'s first mate. The violent battles on the Underdark Seas, in which the "Elven Blood" often engaged, have ripped Artenno's once pristine robe into the bloody bandages of the oceans. The years of slavery and service on the "Elven Blood" erased any signs of his comfortable life as child and have turned a scrawny lad into a formidable sailor.

Chapter III: Disappearance

One day, during the greatest storms ever known to mortal men, in the Underdark Sea, the "Elven Blood" encountered a cliff. The rough stone and reefs pierced the ship's hull, sinking the once impenetrable vessel and dispersing its rugged crew. The treasure that "Thirsty Rah" accumulated over the last century sunk with the ship, dispersed across the darkest corners of Thera by the strong currents of the Underdark Sea. By the will of Gods of Thera who never answered Artenno Maq'tur's prayers as a child, Artenno found himself ashore, not far from his once home port of Hamsah Mu'tazz, without a ship, without a crew, without a treasure.

Having heard the legends of the "Thundering Maiden", Artenno searches the seas for the legendary Captain Neltouda with the offer of service upon her ship, hoping one day to lead the crew in the search of "Thirsty Rah"'s dispersed riches.

Chapter IV: Vocabulary

Artenno's vocabulary is largely reflective of the
time that he spent on "Elven Blood" in the company
of "Thirsty Rah". His language is not foul but
certainly smells of brine and the sea and sailor
ways. Below is a list of a few terms and their
meanings commonly seen in Artenno's speech:

Overseas - surface seas like Sea of Despair or
Aryth Ocean.

Underseas - underground seas like Underdark sea.

Mates/Big Fish/Small Fish - creatures of Thera.
Mates is gender neutral but lady-mate is often
used as a sign of respect.

Salts - supplications.

Sprinkling - praying.

White Salt - sanctuary.

Nightmare Sleep - healing sleep.

Lighthouse - Tribunal's spire.

Ports - Galadon, Hamsah Mu'tazz, Voralian City and Seantryn Modan.

Law of Ports - Tribunal laws of Thera.

Law of Seas - Laws of nature, at times Chaos,
outside of the protected walls of Galadon, Hamsah
Mu'tazz, Voralian City and Seantryn Modan.

Ahoy - a way of greeting.

Argh - meaning is truly unknown, could mean a
different number of things in different
situations.

Chapter V: Law of Port vs. Law of Sea

A wise sailing duergar once said "For there to be a storm, there's gotsa to be a calm." Artenno Maq'tur's life follows this saying. To see a true storm, one must experience a true calm. The Sea (be it forest, ocean or non-Port cities such as Udgaard) is filled with adventure and challenge. The Ports (consisting of Galadon, Hamsah Mu'tazz, Voralian City and Seantryn Modan) exist to store treasure and to provide rest from Sea-faring adventures. The Lighthouse exists to guide the tired travelers to the calm and to enforce the Law of Port (the Tribunal law). The Law of the Sea is the law of the storm, free and boundless, full of passion, betrayal, blood and tears. The two are the opposite of each other, yet one cannot exist without the other.

Chapter VI: Demon-Sharks of Mergulla or How to Lose a Leg in One Day

Artenno awoke from citizens of Galadon screaming bloody murder. The city appeared infested with demons of the horned variety. Remembering the days of hunting demon-sharks on Elven Blood and the Dishonorable Thirsty Rah's advice, Artenno gathered the guards and dove into the storm. The guards fought bravely but were forced to retreat. The smell of brine and sweat dominated the port of Galadon, reminding Artenno of an open sea. Continuing his onslaught, feeling the wind of Neltouda behind his back, Artenno, backed by the citizens of Galadon, fought off the demons and smiled in gloating satisfaction. Before his lips stretched in the final grin, a devil of great power appeared in Market Square instantly slaying Artenno's guards. Praying to go home and salting his wounds, Artenno retreated, gathered more guards and fought back. Writhing on Market Square under the Halberd of Cleansing Fire wielded by Arrna, the devil of great power reached with his tentacle for Artenno's leg and cut it off at the knees as the devil gasped its last breath.

Crippled and wailing, Artenno retreated into the Spire. Cursing the name of Mergulla who sent such demon-sharks of Storm into the Port of Calm, Artenno was handed a wooden peg by the shadows of darkness surrounding him.

Now... learning to walk and hop on one foot... Artenno begins his search for the Demon Queen's Temple to determine the price in treasure that it will cost to re-claim his limb from the Demon Queen.
Subject Author Views Posted

Artenno's Deaths, Desc, Etc. - If you care nt

Noone of significance 408 October 09, 2009 11:05AM

Deaths (Not sure why I keep track, but I do!)

Noone of significance 392 October 09, 2009 11:14AM

You just love wandering around without Sanctuary. LOL nt

BattleCharmed 170 October 09, 2009 01:46PM

Description/Role

Noone of significance 257 October 09, 2009 11:07AM

Half-elf/Half-drow Healer per level gains

Noone of significance 331 October 09, 2009 11:06AM



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