.

Name: Szhearzhnarzani Elpirizel aka "Sheer" (SHEER zhu nar zah nee ell peer ree ZEL)

Gender: Male

Age: 24, will live at least 500 and even then can be brought back by family...

Species: Necromancer

Racial Oddities: possibly has Ravencourt blood but displays more or less normal traits from Necromancers (6 fingered hands, long pointed ears, green colors)

Family: mostly undead, they aren't entirely on board with his adventuring mindset but they won't stop him

Origin/Current Location: Necropolis born, currently has a residence on the Never-Ending Grotto, but is shipboard on the True Star when they know they'll be traveling through Fey-infested areas

Height/Build: 6'1" / slender and long like any given Necromancer, quite muscular for the build but doesn't look overburdened

Hair: pale white-mint green, very straight and silky, typically will be loose but when he's working on the ship or doing anything of importance he'll tie it back with fancy looking yellow cords

Eyes: dark green, over very high cheekbones, close-set, and somewhat small, with darker mint colored brows

Appearance: this is a good example of why Necromancers are 'popular among other races' in Barony brothels... He has pale green skin without any markings, though he claims his mother's line had gentle grey-green spots. He carries himself with confidence and class, but if you see him in motion you know why he's chosen the profession of Fey Hunter. He likes having stylish clothing of silk and fine leather, in greens, cream, and blue as shown, though not all of his wardrobe is in those colors of course. Likes high neck lines, though, because he's been attacked by Infector Vampires as well as Fey sprites and nasties alike on his journeys. His face is heart-shaped with a pointed chin, he likes having an assortment of earrings though not at the edges of his ears, they are through the middle... ow! He does look more serious than not, but don't be fooled, he likes to enjoy his down time. If you see him scowling like this it's because he's preparing himself for a Fey battle. His voice is lower than you would expect, too, resonant, after all those long lungs of the Necromancers can hum deeply or shriek high. He does have the scent of the sea as well as the weird aroma that many Necromancers seem to carry around on their skin, of a cloyingly sweet herb or slightly-burnt hair

Doll from Rinmaru (flashpoint used because rin has removed all their work... sigh)

Dragondeep Specs

Stats and Bonuses (racial roll special final)
Mods Light/Medium/Heavy
Stat / r+-l/roll
spc
f#
Mods Stat / r+-/roll
spc
f#
Mods
Strength - 16
16
1/2/4
Willpower +1 14
^
17
2/3/5
Dexterity +1 13
14
/1/2
Magnetism - 16
16
1/2/4
Agility - 16
^
18
2/4/6
Perception +1 16
^.
18.
2/4/6
Speed - 17
^.
18.
2/4/6
Appearance .9 13
12
/ /1
Constitution -1 11
^
12
/ /1
Instinct - 14
^
16
1/2/4
Intelligence +1 15
16
1/2/4
Civility +1 8
^
11
/ /
Tracks
Fighting Duelist
Survival Dodger
Skills Fey Hunter
Inherent Magic Necromancy (Family/Ritual)
**  
potential points 16 / 12 used
Level 6
Movement

(ground) Average
(air) Ride only
(water) Deliberate Swim
underground nav Average

Fighting Track Abilities
 
Prog
Base
Mod
Final
Hit
G
9
Fire
E
7
Parry
H
11
Dodge
G
15
Order
D
6
Art
F
1
Damage
6
  Finesse
1
MGW
1
HR
D5+1
Weapon and Combat Masteries || MP/Level 3.5
Swords (all used with ease no matter their style)
Dual Blade Wielding (+2 to specific blades only)
Acrobatic Fighting (no penalty for tricks)
Unusual Location Fighting (opportunistic dodge/parry)
Survival Track Abilities
(base+mod final)
Valor
8/17
13
Spirit
10/17
14
Toughness
8/15
12
Awareness
17/17
17
Reaction
20/18
19
Savvy
11/14
13
Fortune
14/14
14
Surval Points
D5+2
Special Survival Mods
no HR or SP used vs Fey, automatic success
Skills *apply +3 to final if Fey/Dead
Skill
Prog
Base
Mod
Final
Acrobatics
D
4
12
12
Act/Lie
-
0
9
4.
Basic Lang
A
1
4
3.
Bribe/Haggle
C
3
7
8
Climb
C
3
8
8.
Command *
E
6
8
13
Detection *
C
3
14
11.
Disguise
-
0
5
2.
Fast Talk
-
0
6
3
First Aid
C
3
10
9.
General Lore
C
3
4
6.
Make Contacts
D
4
3
7
Pick Lock/Trap
A
1
5
4
Pick Pocket
-
0
7
3.
Ride
C
3
12
10.
Sentry *
C
3
11
11
Sneak
F
7
14
17.
Strike Lethally *
G
9
4
13
Survival
C
3
7
8
Tail *
D
4
14
13
Track/Scout *
D
4
14
13
Unarmed Block *
D
4
11
11.
Unarmed Grapple *
D
4
14
13
Unarmed Strike *
C
3
10
9.
Escape
C
3
9
9
Tactics
D
4
8
10
Fey Lore *
E
6
2
8
Ship Crew
B
2
8
7
Spell Magic
Style Knowledge Level Insight Points
Necromancer 6 90
Spells Effects, Casting Time, Duration, Requirements, etc
* Necromancy is all ritutal except for detection which is automatic
* Doesn't practice this unless he's on land
 

As he is a Necromancer even as a very young child he had been trained in the detection, maintenance, command, and eventually the raising of older family members or just plain dead things.

His skill, while typical for a young Necromancer, is not going to get much stronger and he usually only has access to non-intelligent dead creatures such as deer or fish, but if he has encountered a dead sentient creature of any sort, be it humanoid or monstrous, or just 'something that isn't an animal', he is capable of reviving it long enough to ask questions, and if the body is reasonably fresh (under 7 days dead and not eaten/damaged beyond repair) he can cause it to walk, talk, or perform basic movement.

Deer or horses can be used to haul items, for instance, and even fish or other sea life might serve a purpose such as picking up treasure or things under the waves. Humanoids are much easier to work with since most will understand language and not need an insight-point expenditure to cause commands to be heard/followed.

Non-human entities that are also not Fey, can be questioned but not commanded. However, Fey entities that are recently killed he has absolute dominion over, and will work with local folk to collect information out of the ones they may have killed during attacks, to infiltrate or otherwise locate their source groups.

Weapons and Armor Skills:

Melee Weapon
Damage
2x Chance
W Finesse
Hit Mod
Parry Mod
Order Mod
Hit Type
Parry Type
Mastery Points / Notes
Crystal Blades
2d6*
6
1
+3/*
+3/*
+3
Cut
Block
*3x dam & +3 H/P vs Fey
Swords
2d6
7
1
+1
+1
+1
Cut
Block
or as per other stats
Opportunistic
1d4
8
2
+1
+3
-
Bash/?
?
as per item at hand
Ranged Weapon
Damage
2x Chance
W Finesse
Fire Mod
Order Mod
Reload
Point Blank
Close
Normal
Long
Mastery Points / Notes
Thrown ??
1d4
-
2
-
+1
n/a
10
20
30
50
opportunistic items
Armor
Blockage
Absorb
Dodge Mod
Order Mod
Max Speed
Shield
Rating
Parry Mod
Dodge Mod
Order Mod
Ench. Bracers
2
-
+3
-
-
??*
var.
+2
-2
-1
Skills and Profession: Fey Hunter, equally up for the summoned or otherworldly creatures that wind up in the Mire or other locales, as well as Infector Vampires that might be wandering around causing trouble for the Necropolis and surrounding regions. His skill at this was notable even as a toddler, when he put up a fuss whenever one of their distant relatives shambled around - they had been revived by the family but were being controlled by an Infector Thrall that lived nearby, and once this was understood by the adults his family he was given training and support. Fey do not frighten him, he cannot be surprised by them, and as such the moment he gets a 'ping' of any sort, he pays attention to that and assesses what the next move should be. His family also sought out swordsmanship training for him, as they themselves are anything but active in that regard.

Possessions: His grandfather located and gifted him a pair of extremely sharp and enchanted 'fey hunting' blades for his 18th birthday. He trained with them after having been good enough with any other bladed weapon, and will only really pull them out when they're needed. Because he is also what one might say 'an opportunistic fighter', he is very easily able to just pick up whatever is at hand, and use it for either hitting or cutting, or to shield himself and dodge away from attacks. He loves actually finding a new tool such as a broken piece of rebar in a ruin or a tattered burlap bag in a store-room, because he could use either of those things to subdue those pesky fey that have been stealing your grain... Otherwise, he has a set of nice clothing and gear, packed carefully in his ship-carried chest.

When on the Grotto however, he is working on a large, low, and strong stone home and 'landing pad' for his massive dragon. He and others have benefitted from her patrols, so he is looking at towers both on and off shore for their patrols to light up. He keeps a good stock of the ritual components for raising dead things and specific use magic items here, and only a small amount on his person ... though honestly he's considering putting a permanent satchel or something in the form of an earring on his dragon bond. She is absolutely up for this, he has little earrings why can't she have them?

BECAUSE THEY WOULD HAVE TO BE 4 FEET LONG, he says...

Personality: he seems somewhat single-minded, focused on his tasks of ridding the world of the evil Fey that cause terror and damage. He does know that there are summoned or non-local magical creatures that are not bad, and is training himself to understand which creatures are people, and what animals are bad... it's not that easy sometimes, particularly given that some Wyldkin are also Fey, Shifters or Kind that run or fly with less than kind groups. He is not, however, the type to 'kill them all and let the dead gods sort them out'. He can speak with dead things after all, so his
History:

Dragon:

X'naythel

Name: X'naythel ty Thelnath Alamyr ("zuh NAY thel" child of etc - Alamyr is the family name that will continue in her line, while Thelnath is the indication of her direct parents. Offspring of hers will inherit thel- or elth- based on gender, if bred to a drac-centric breed.
Gender: Female
Size: huge! 25' s / 130' l / 200' ws (!!!) She is at least as big as any given fully grown and mature local Dragondeep dragon, and for this reason even if she is seen by said dragons, they just leave her be thinking that she is 'one of them'. Nothing this big would otherwise be so bold, right?
Build: Strong and long, much bigger than
Physical/Breed Features: mutt; Icarian Drak/Mirusii/Flurry/Danachian/Undead/Den as shown; this dragon is not undead but still pings Sheer's radar as her line is quite capable of 'continuing to live' long after they're meant to stop, and her siblings often have no heartbeat... 'born that way'...
Colors: Black Silver Stone "Ore" drak / black boots, rainbow dappled black body; silvery wingsails with rainbow markings; everything has a little bit of rainbow spotting even darker black fur mane and tail
Stats: Strength 6, Speed 5, Endurance 5, Agility 3, Health 5, Intelligence 3
Abilities: Winged Flight, with wings as large as she has, it's a bit of a two-edged sword - she can fly for literally days on end, without pause and without tiring. As long as the weather is reasonably warm with wind, she can soar or sweep around the island or ship hardly even stopping to rest. If the weather has unexpected currents or is very cold, she will take more effort and must rest every few hours, but still just... will fly. A lot. She is fast when she builds proper speed up, but won't necessarily be able to do complicated maneuvers at full speed. Or really at much beyond 50 mph (her top speed is actually around 150...) she doesn't bother doing fancy turns or acrobatics. She's just too large for other more dodge-and-weave types. But then again she doesn't exactly need to? She can carry ... a lot. It's been hinted that she could pull the True Star out of the water and carry it for a ways through bad waves or storms, and with other dragons around to aid, that is absolutely the case. But the other side of all of this is that she does need a lot of space to take off and land, and a landing area or starting point that can withstand a ten-ton weight moving around on it... There are actually parts of the Grotto that she has been forbidden from landing on, for exactly this reason.
Teleportation including nexus travel,
Verbal Speech, Bond-Limited Telepathy
Charm
Acid Spit
Fire Powers - assisted and unassisted Firebreath, and the ability to Influence existing fire, mean that this dragon can soar over the perimeter of a local, and selectively turn torches on, light trees and shrubbery on fire without burning huts and rooftops, and act as a guard that can easily point out where to send troops. Because she can simply breathe flame out, she'll do this as a rule. However when given access to a variety of other substances, some magically treated and others just dug out of the ground, she can use them to aid or change the color, intensity, and type of fire she's using. Then, she can keep those flames burning without being there, manage them to not spread or spread only in specific directions. She's very, very good with fire...
Parents: K'woisirthel ty Neluath Alamyr + Taiveonath
Origin: Rainbow Glitz Mirus Tower Generation 2 clutch 1
Art By: Ktrenal
Bond: Sheer
Meeting Notes:

Dragon Lineage:

Siblings on this page

also all links on it too

K'woisirthel
further lines on page
Taiveonath

Mates and Descendants:

Location / Date Partner Offspring Notes
       
       
 
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