Post by sarah on Jan 1, 2015 17:42:15 GMT -5
Character sheet
Name: Armil Chastan
Race: Human
Age: 19
History: Armil has lived in Blackdawn for his entire life. After losing his parents at a young age, he was taken into an orphanage where he spent the next several years. He was given a very basic education - the slightest taste of knowledge that only made him thirsty for more. He decided to teach himself instead, snatching every spare minute between chores to read. After making his way through every book in the orphanage, he begged, borrowed, and even occasionally stole more volumes. It was in these readings that he learned of the almost limitless possibilities of magic, the mystery of the arcane world, and the mystical figures who could control the very substance of the universe. Lacking any innate ability, he started trying to teach himself a few cantrips with moderate success, all the while staring hopefully towards a small magic school in the city.
When he was 13, Armil successfully petitioned to join the school, relying on his limited savings, the generosity of a few friends, and leniency on the part of the headmasters. Inside he was blissful, surrounded by more books and scrolls that he had thought existed, and by people just as eager to learn as he was. He threw himself into studying not only magic but history, herbalism, religion, and any other topic he could.
Armil would have happily stayed at the school for his whole life, but circumstances interfered with his plans. An old noble with no children and more money than he knew what to do with had supported the school for the last two decades. However, he caught wind of a few scholars who were dabbling into dangerous and forbidden magics. He was offended enough by their projects that he abruptly withdrew his support, leaving the school with nothing. Armil, desperate to help the place he considered home and those he considered family, hatched a plan. He would leave Blackdawn, venture out into the world, and win prestige in order to lure in new patrons. He planned to unearth ancient tomes, track down powerful artifacts, and complete daring feats all in the name of his school. Without consulting anyone, he decided his plan was completely solid and set out, leaving behind everything familiar for a world he had only ever read about.
Name: Armil Chastan
Race: Human
Age: 19
History: Armil has lived in Blackdawn for his entire life. After losing his parents at a young age, he was taken into an orphanage where he spent the next several years. He was given a very basic education - the slightest taste of knowledge that only made him thirsty for more. He decided to teach himself instead, snatching every spare minute between chores to read. After making his way through every book in the orphanage, he begged, borrowed, and even occasionally stole more volumes. It was in these readings that he learned of the almost limitless possibilities of magic, the mystery of the arcane world, and the mystical figures who could control the very substance of the universe. Lacking any innate ability, he started trying to teach himself a few cantrips with moderate success, all the while staring hopefully towards a small magic school in the city.
When he was 13, Armil successfully petitioned to join the school, relying on his limited savings, the generosity of a few friends, and leniency on the part of the headmasters. Inside he was blissful, surrounded by more books and scrolls that he had thought existed, and by people just as eager to learn as he was. He threw himself into studying not only magic but history, herbalism, religion, and any other topic he could.
Armil would have happily stayed at the school for his whole life, but circumstances interfered with his plans. An old noble with no children and more money than he knew what to do with had supported the school for the last two decades. However, he caught wind of a few scholars who were dabbling into dangerous and forbidden magics. He was offended enough by their projects that he abruptly withdrew his support, leaving the school with nothing. Armil, desperate to help the place he considered home and those he considered family, hatched a plan. He would leave Blackdawn, venture out into the world, and win prestige in order to lure in new patrons. He planned to unearth ancient tomes, track down powerful artifacts, and complete daring feats all in the name of his school. Without consulting anyone, he decided his plan was completely solid and set out, leaving behind everything familiar for a world he had only ever read about.