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croiduire:refuge:characters:imirie:nimluiiel_vanrina-cuvanthor

Nimluiiel Vanrina-Cuvanthor

Full Name Nimluiiel Aryante Vanrina-Cuvanthor
Player Jerry Ugrina
Game (Context) Refuge (Imirie)
Race/Species Elven (Arvandorian)
Gender Female
Height 5 ft 2 in
Weight 100 lbs
Age DOB: DC6410626
Apparent Age 357 (human equivalent: late 20s, early 30s)
Hair Blonde
Eyes Green
Skin Blushed porcelain

Character Sheet

Class and Level Mage (Invoker) 9
Kit Militant Wizard
Alignment NG

Tracking

Current Base Notes
Hit Points 30 30 No current injuries.
Spell Points 45 45
Experience (Mage) 152500 135000 Next Level 250000

Ability Scores

Score Current Base Notes
Strength 13 13 Attack Adj.: +0; Damage Adj.: +0; Weight Allowance: 45 lbs; Max Press: 140 lbs; Open Doors: 7; Bend Bars/Lift Gates: 4%
Dexterity 16 16 Missile Adj.: +1; Reaction Adj.: +1; Armour Class: -2
Constitution 12 12 Hit Point Adj.: +0; System Shock: 80%; Resurrection Chance: 85%; Poison Save: +0
Intelligence 18 18 Bonus Languages/Proficiencies: 7; Max. Spell Level: 9th; Chance to Learn New Spell: 85%
Wisdom 14 14 Magic Defense Adj.: +0
Charisma 17 18 Comeliness Modifier: +1; Initial Reaction Adj.: +7; Loyalty Base: +8; Max. Number of Henchmen: 15
Perception 12 12 No adjustments.
Comeliness 15 15 Charisma Modifier: +1

Combat Statistics

Current Base Notes
THAC0 18 18 Melee: 18; Missile: 17
Armour Class 3 10 Full armour, elven chain: -5; Dexterity: -2

Attacks

Weapon Init. Attacks THAC0 Damage Range
Melee Missile Short Medium (-2) Long (-5)
Longsword 2 3/2 16 N/A 1d8 N/A
Shortbow 3 2 N/A 16 1d6 70 yds. 140 yds. 230 yds.
Dagger 1 1 18 17 S/M 1d4; L 1d3 10 yds. 20 yds. 30 yds.

Saving Throws

Mage: 9th Level

Paralysation, Poison, & Death Magic 13
Petrifaction & Polymorph 11
Rod, Staff, & Wand 9
Breath Weapon 13
Spell 10

Weapon Proficiencies

Proficiency Level Slots Notes
Longsword Specialised Kit bonus
Short Bow Proficient 1
Dagger Proficient 1

Nonweapon Proficiencies

Proficiency Level Score Slots Notes
Astronomy 18 Intelligence +0 (1)
Dancing 16 Dexterity +0 (1)
Direction Sense 14 Perception + Wisdom, averaged +1 (1)
Endurance 12 Constitution +0 (0--Kit Bonus)
Navigation (Space) 16 Intelligence -2 (2)
Planetology 17 Intelligence -1 (2)
Reading/Writing 19 Intelligence +1 (1)
Spacemanship 17 Dexterity + Intelligence, averaged (1)
Spellcraft 16 Intelligence -2 (1)
Spelljammer 16 Intelligence -2 (2)
Swimming 13 Strength 0 (1)
Tactics of Magic 17 Intelligence -1 (1)

Languages

Elven; Common; Dwarven; Lizardman; Gnomish

Spells

Schools of Magic
Primary Universal, Invocation/Evocation and Necromancy @ 1 sp/lvl
Secondary Divination, Alteration, Abjuration and Conjuration/Summoning @ 2 sp/lvl
Opposition Enchantment/Charm and Illusion/Phantasm @ 5 sp/lvl
0th Level Spells Cost School Components Notes
Cantrips 1/10th Universal V, S, M* Some cantrips require components; most do not
1st Level Spells Cost School Components Notes
Detect Magic 1 Universal V, S, M Material component: a coloured crystal or mineral prism (reusable)
Read Magic 1 Universal V, S, M Material component: a clear crystal or mineral prism (reusable)
Wizard's Mark 1 Universal V, S, M Material component: ink and freshly blended tempera in red, yellow and blue, gold leaf and crushed mica, all in quantities sufficient to draw the runes, and a pen or brush
Alarm 1 Invocation/Evocation V, S, M Material component: a tiny bell and a 1' length of very fine silver wire (bell reusable, wire consumed)
Magic Missile 1 Invocation/Evocation V, S The spell, Shield, totally negates Magic Missile attacks
Wall of Fog 1 Invocation/Evocation V, S, M Material component: 1 t. of dried split peas
Detect Undead 1 Necromancy V, S, M Material component: a handful (1 oz or more) of graveyard earth
Comprehend Languages 2 Alteration V, S, M Material component: 1/4 t soot, 1/4 t salt
2nd Level Spells Cost School Components Notes
Stinking Cloud 2 Invocation/Evocation V, S, M Material component: a rotten egg or fresh large skunk cabbage leaf
Web 2 Invocation/Evocation V, S, M Material component: spider silk compressed into a ball no less than 1/2" in diameter
Melf's Acid Arrow 4 Conjuration/Summoning V, S, M Material component: a dart, a whole rhubarb leaf, and an adder's stomach
3rd Level Spells Cost School Components Notes
Fireball 3 Invocation/Evocation V, S, M Material component: a 1/2" ball of bat guano and sulphur kneaded together
Lightning Bolt 3 Invocation/Evocation V, S, M Material component: a piece of fur no smaller than 1" x 1" and an amber, crystal, or glass rod (rod reusable)
Melf's Minute Meteors 3 Invocation/Evocation V, S, M Material component: round beads between 1/4" and 3/8" in diameter made of 15 parts saltpetre and 2 parts sulphur, well mixed then bound together by 3 parts pine tar, and shooter (shooter reusable)
Hold Undead 3 Necromancy V, S, M Material component: 1/2 oz sulphur and 1 clove of garlic
Vampiric Touch 3 Necromancy V, S
4th Level Spells Cost School Components Notes
Fire Shield 4 Invocation/Evocation V, S, M Material component: (1) 1/2 oz of phosphorous; (2) a live firefly or glow worm
Ice Storm 4 Invocation/Evocation V, S, M Material component: a silver coin and 1/2 oz of water
Shout 4 Invocation/Evocation V, S, M Material component: 1 t of honey, 1 t lemon juice, mixed together and sipped from a miniature 1 oz capacity horn megaphone (horn reusable)
Wall of Fire 4 Invocation/Evocation V, S, M Material component: 1/2 oz of phosphorous per 20 sq ft of wall
Wall of Ice 4 Invocation/Evocation V, S, M Material component: a piece of quartz or similar rock crystal no smaller than 1/2" x 1/2" x 1/2"
Contagion 4 Necromancy V, S, M Material component: wizard's wand (reusable)
Enervation 4 Necromancy V, S, M Material component: wizard's wand (reusable)
5th Level Spells Cost School Components Notes
Bigby's Interposing Hand 5 Invocation/Evocation V, S, M Material component: a soft leather glove (reusable)
Cloudkill 5 Invocation/Evocation V, S, M Material component: wizard's wand (reusable)
Cone of Cold 5 Invocation/Evocation V, S, M Material component: a crystal or glass cone 2" tall x 1" diameter at the bell
Sending 5 Invocation/Evocation V, S, M Material component: 2 tin cylinders, 2" long x 1" in diameter, each with one open end, connected by a 1' piece of fine copper wire (cylinders reusable, wire consumed)
Wall of Force 5 Invocation/Evocation V, S, M Material component: powdered diamond worth 500 gp.
Summon Shadow 5 Necromancy V, S, M Material component: a piece of jet or obsidian, carved with the runes of the spell, worth 100 gp
Dream 25 Illusion/Phantasm V, S

Inventory

Item Quantity Type Description & Notes
Elven Chain 1 Armour Haulberk, Chausses and Coif (AC 5); Nimluiiel's most valuable possession, a priceless family heirloom
Arming Coif 3 Arming Clothes Of linen and hemp canvas, dyed clear yellow
Chausses 3 Arming Clothes 2 pr close-fitting, knitted of soft, undyed wool; 1 pair linen and hemp canvas, to be worn over the woollen chausses, dyed clear yellow
Gambeson 1 Arming Clothes Multi-layer linen and linsey-woollsey, stuffed and quilted with wool, dyed clear yellow
Pourpoint 1 Arming Clothes Linen and hemp canvas, lined with linsey-woollsey, dyed clear yellow
Surcoates 3 Uniform Mid-calf, very full skirted, unisex officer's uniform, worn over armour or a simple pale yellow undertunic, in heavy cornflower blue linen with trim and devices worked in clear yellow; the service uniform of the Constitutional Dominion Navy
Undertunics 4 Uniform Ankle length, very full skirted; part of the unisex officer's service uniform, worn under a surcoate in place of armour and arming clothes
Dress Uniform 2 Uniform Ankle length, very full skirted, unisex officer's mess uniform, of cornflower blue silk-wool embellished with braid, worn over a pale yellow, floor-length, silk undertunic. Worn with all ribbons, insignia and authorised jewellery
Chemise and Drawer Sets 6 Underclothing Snug fitting, of knitted silk, in white, cream, pink, pale blue and medium blue; worn under arming clothes
Hosen 6 Underclothing Soft lambswool and silk hosen in black, white, cream, primrose and scarlet
Chainses 6 Underclothing Of fine white linen or silk, embellished with lace, embroidery and ribbon
Corsets 3 Underclothing One of pink leather, two of heavy linen
Corset Covers 3 Underclothing Of fine coloured linen or silk, embellished with lace, embroidery and ribbon
Petticoats 6 Underclothing One of woollen, two of linen-hempen cloth for daily wear; one of lightweight sprigged muslin for summer wear; two of heavy silk for formal wear, one black, one scarlet
Cotehardies 6 Formal Wear In blue silk charmeuse, scarlet silk velvet, black lambswool, gold brocade, green embroidered jacquard silk, ruby wool embroidered brocade
Kirtles 3 Everyday Wear Of lustrous linen-hempen cloth, 1 ea of marigold, flax-flower, and sap green
Skirts 2 Everyday Wear One of dark blue woollen broadcloth, the other of linsey-woolsey serge in grey
Bodices 2 Everyday Wear One of dark blue woollen broadcloth, the other of linsey-woolsey serge in grey
Mantuas 2 Everyday Wear Undress gowns for lounging, to wear after bathing, etc. Of absorbent linen-hempen cloth, 1 ea of flax-flower and sap green
Coifs 6 Everyday Wear Of fine white linen or silk, three plain, three embellished with lace, embroidery and ribbon
Ankle Boots 2 prs Everyday/Service Uniform Oak tanned leather, dyed black
Evening Slippers 2 prs Formal Wear One pair of soft kidskin, one of embroidered heavy silk
Turnshoes 1 pr Mess Uniform Fine leather, highly polished, for formal wear
Cloak 1 Outerwear - Uniform Long, very warm, sleeved and hooded cloak made of heavy, very thick, waterproofed woollen twill that has been heavily napped and fulled, dyed regulation navy blue. Outer garments of the same fabric are used by all ranks; the officers' cloak is full and long, coming down past the calves (to a hand-span above the service uniform surcoate) and fastens down the front with handsome frogged closures
Cloak 1 Outerwear Long, warm, woollen winter cloak, hooded, of fine Loden (a thick, soft, waterproof, windproof, wool with a characteristic green colour) lined with fur
Gloves 1 pr Outerwear Soft leather lined with fur; black
Muff and Tippet 1 Outerwear Ermine
Chests 2 General Oaken, iron bound, that fit under Nim's bunk
Belt Pouch 1 General Large, high quality, leather
Eating Set 1 General Crown antler, steel and silver
Mess Kit 1 General Pewter plate, bowl and tankard
Tinderbox 1 General Fine quality, embossed, waterproof tin box, with space for candle stubs, a lens, and char cloth as well as wood shavings and flint and steel; in belt pouch
Perfume 3 General Exotic floral fragrances, very costly and rare
Personal Toiletries Kit 1 General Includes fine soap, basin, towels, cosmetics, brushes, mirror, and a limited assortment of healing items: salve, powder, etc
Sewing Kit 1 General Leather etui, silver needles, thread, paper of pins, emery cloth; in belt pouch
Weapons Care Kit 1 General Containing: whetstone, linseed oil, emery and linen
Assorted Books 18 General An eclectic collection of general information and favourite fiction
Mapcases 9 General Each containing eight detailed star charts
Reference Books 10 Magic A library of arcane lore
Spellbooks 9 Magic Nim's own grimoires
Shooter 1 Magic A small, flawlessly made, hollow tube, fashioned from gold and magically engraved, costing no less 1,000 gp to construct, required to cast Melf's Minute Meteors
Perfume of Beguiling 1 Magic The heady scent of jasmine and musk is innately pleasant and attractive, but this particular perfume does much more. Any creature of a similar race who approaches within 5 ft of the wearer becomes thoroughly enamoured with the wearer as if under the effect of a powerful charm. Potential victims are allowed a saving throw vs. spell. If the roll is successful, the victim suffers no effects and may remain near the wearer without need of further saving throws. If the save is failed, the creature is charmed as long as he or she remains within 5 ft of the wearer (as long as the aphrodisiac is still potent) plus 2d4 turns outside that area. An affected creature regards the wearer as a trusted friend, ally, and, if of an appropriate sexual orientation, romantic interest to be heeded and protected. The charmed individual does not behave as if he were a mindless automaton, but any word or action of the wearer is viewed in the most favourable way. This attitude does not extend to others, and it is possible for the person so enamoured to be overcome by jealousy, viewing all others (especially other victims) as potential rivals. An application remains potent for 3d4 hours, with the final hour allowing a +4 bonus to a potential victim's saving throw as the scent dissipates. After this time, the perfume has fully evaporated and must be reapplied if the wearer wishes to renew the effect.
Suspiriant Aura Apparatus 1 Magic Navy Issue
Longsword +1, flame tongue, +2 vs. cold-using, inflammable, or avian creatures 1 Weapon This sheds light when its possessor speaks a command word or phrase. When activated, the flame tongue sword's fire illuminates the area as brightly as a torch. The flame from this sword easily ignites oil, burns webs, or sets fire to paper, parchment, dry wood, etc. Cold-using creatures are those whose attack mode involves cold (ice toads, white dragons, winter wolves, yeti, etc.).
Short bow 1 Weapon Red oak, linen backed
Shoulder Quiver 1 Weapon Containing 24 arrows, kept with bow

Kit: Militant Wizard

The Militant Wizard is skilled in both magical and military arts, making him an extremely formidable opponent. They can come from aggressive, warmongering cultures bent on the conquest of weaker nations, or from cultures continually under siege from their more warlike neighbours, making military preparedness vital to their defence. In any case, the Militant Wizard considers a trained body as important as a trained mind, and prides himself on keeping his combat skills as sharp as his magical talents.

A character must have a Strength of at least 13 to be a Militant Wizard. Though male Militant Wizards will be more common, female Militant Wizards are allowable as well, unless the DM's world specifically forbids them.

Abandoning this kit is difficult. A Militant Wizard must abstain from using both of the weapons he has chosen for his Weapon Proficiencies for three full experience levels. Once he reaches the third experience level, he loses the use of his two Weapon Proficiencies. If he then renounces his citizenship from his home culture, he can successfully abandon this kit.

For example, consider a 5th-level Militant Wizard with Weapon Proficiencies in short sword and long bow. If he abstains from using both of these weapons (and the corresponding Weapon Proficiencies), he loses his Weapon Proficiencies in short sword and long bow when he reaches 8th level. If he then renounces his citizenship from his home culture, he can abandon this kit. If he uses these weapons before reaching 8th level, he must begin again, abstaining for an additional three levels of experience (for instance, if he uses his long bow Weapon Proficiency when at 7th level, he'll have to abstain until he reaches 10th level in order to abandon this kit. )

Preferred Schools: Militant Wizards prefer schools with an excess of offensive and defensive spells, such as abjuration, alteration, conjuration/summoning, invocation/evocation, and necromancy.

Barred Schools: Militant Wizards are barred from specializing in the schools of enchantment/charm and illusion, as their cultures tend to consider them relatively useless in combat. Though greater divination has uses on the battlefield, particularly in the area of reconnaissance, Militant Wizards are discouraged, but not barred, from divination specialization.

Role: Militant Wizards are among the most honoured and respected citizens in their societies, since their powerful magic makes them exceptionally able soldiers. Depending on his background, the Militant Wizard may be a brutal, savage killer, wallowing in the violence of the battlefield, or he may be a heroic warrior, fighting with honour and taking lives only when necessary.

A Militant Wizard might have a variety of reasons for joining an adventuring party. Perhaps he shares the party's goal of defeating a force of evil, or he might be seeking treasure to finance his own army at home. He might wish to study the fighting techniques of other cultures, or he might hire on as a mercenary.

Whatever his reasons, the Militant Wizard's fighting skills should greatly benefit any party. He makes an excellent leader, but he is also capable of following orders to the letter, assuming the orders are issued by a commander he respects. The Militant Wizard tends to prefer action to inaction and combat to negotiation. He is sceptical of scholarly and philosophic types, and is unlikely to form close relationships with such characters.

Secondary Skills: No particular Secondary Skill is recommended or required. He receives his Secondary Skill either by choosing or rolling randomly, whatever method is normal for the campaign.

Weapon Proficiency: Required (choose one from of the following): Battle axe, bow (any), crossbow (any), dagger, javelin, sling, spear, sword (any), warhammer. These are different from the weapons normally associated with wizards, but they are common for Militant Wizards. Also, see the Special Benefits section below.

Nonweapon Proficiency: Bonus: (Warrior) Endurance. Recommended: (General) Animal Handling, Direction Sense, Riding (Land-based), Swimming;(Wizard) Languages (Ancient); (Warrior; these take 2 slots only) Blind- fighting, Tracking, (Warrior; these take 1 slot only) Mountaineering, Running, Set Snares.

Equipment: The Militant Wizard may buy any equipment he chooses, keeping whatever money he might not use.

Special Benefits: The Militant Wizard receives a bonus Weapon Proficiency free of charge; this is in addition to his normal Weapon Proficiency. This bonus Weapon Proficiency does not use any of the wizard's proficiency slots, but he must choose it from the weapons listed in the Weapon Proficiency entry above. Additionally, a Militant Wizard can acquire any of the Warrior's Nonweapon Proficiencies given on Table 37 on page 55 of the Player's Handbook at the listed number of slots; for instance, if a Militant Wizard wants the Animal Lore proficiency, it costs him only 1 slot instead of the normal 2 for a wizard.

Special Hindrances: The Militant Wizard mage is forbidden to learn 8th-level and 9th-level spells from any school.

Tactics of Magic: For many wizards, the principal use of their art is on the battlefield. Knowing which spell to employ at any given time and creating the greatest effect for one’s effort is a skill that can be learned with practice and experience. A wizard with the tactics of magic proficiency can attempt a proficiency check to gauge the range to a target, estimate how many enemies will be caught in a given area of effect, or determine whether or not he may be in danger of a rebounding lightning bolt or a fireball cast in too small a space.
In addition, a character with this skill may recall subtle effects or interactions that are not immediately apparent. For example, if the wizard is about to cast magic missile at an enemy wizard protected by a shield spell, the DM may allow the player a proficiency check to see if he suddenly recalls that the magic missile will fail--especially if the wizard also knows shield, but the player has just forgotten about the special effects of the spell. However, if there's no way the character could know of a special immunity or property of a monster, spell, or magical item, this proficiency will not be of any help. |

Background & Notes

Religious Notes: ”I pray to you Clangeddin, Please hear me. I am your shield to protect the weak. I am your blade to smite the wicked. I am your armor to defend your virtues. I am your temple to house your everlasting light. I am Nimluiiel, and I am not worthy. I seek your guidance, and your strength. Please help me to see that my path is just, and that I walk it with your blessings. This is my prayer to you. Amen." - Opening Prayer to Clangeddin.

Laiquatauri

Nim comes from Laiquatauri (green forests), a kingdom of extraordinary natural beauty. It is located far south of the equator; along the coast it has a maritime subpolar climate, dominated all year round by the polar front, leading to changeable, often overcast weather. Summers are cool due to strong ocean currents, but winters are milder than other climates in similar latitudes and usually very cloudy. Further inland it changes to a hemiboreal and then a boreal climate yielding, at its furthest reaches, to tundra, and the spectacular Ardavametta Oronti (land's end mountains).

The country is the 17th largest in the world geographically, but ranks 53rd in population, with an average population density of only 30 people/sq mi. However the population is not evenly distributed; there's a lot of uninhabited wilderness--virgin forests in the north, rugged snowy mountains and tundra further south--while most of the people live along the coast and in the temperate, more arable, lowlands; the urban population is about 10% of the total. Varnakopa, the capital and only large city, is a major southern port, and ship building is an important industry; the principle exports are wood, fish, and furs.

The difficulties of the climate have led to a distinctive regional cuisine, heavily utilising the abundant fish and seafood, wild game, mutton, kid, and the outstanding dairy products the flocks of sheep and goats produce, nuts, fruit, especially berries in all forms, root vegetables, including carrots, celeriac, parsnips, potatoes, orange turnips, radishes, and beets, cole crops, such as cabbages, broccoli, cauliflower, collards, cabbage sprouts and kale, herbs like dill and parsley, and the fast -growing, highly prized Laiquatauriva peas. Barley and oats are grown, but on a smaller scale; they don't do as well in cool, cloudy Laiquatauri as they do in the more temperate lands further north, so grains never became as integral a part of their diet.

Of the "Big Twelve" nations, only two, Luurefalassi and Swyrelnórië, are located in the southern hemisphere. Over two-thirds of the people of Arvandor live north of the equator, and almost all of the power is concentrated there; despite the long-established magicka that makes communication between governments and captains of industry effortless and almost instantaneous, and travel only slightly harder, the south half of the world is frequently ignored, almost forgotten. Luurefalassi and Swyrelnórië have frequently complained about this in eloquent, reasoned speeches presented in the Thanye Omientie, they are always seconded by cosmopolitan (and equatorial) Mankatierende, but nothing ever really changes; they have to fight to stay "in the loop"; smaller countries like Laiquatauri and Sarne long ago gave up trying. It's hard to blame them…the green dragon that just moved into Silmaerynir (the silver woods) is of far more moment than the squabbles of kings and courtiers half a world away. (Incidentally, Laiquatauri has a recurrent problem with green dragons; most of the Laiquatauriva knights won their spurs fighting them, including Nim's cousins Balamaethor and Daeron, and her brother Urúvion. Every five to ten years a young green, 50 to 60 years old who has just reached adulthood and left its parents' den, will try to move in and claim a territory. Those vast forests are so tempting!)

Perhaps because of its isolation, perhaps because of its relatively small population where the work of everyone is needed and valued, perhaps because of the many dangers of that beautiful land that can only be overcome by cooperative endeavour, most probably because of all three in concert, Laiquatauri is the most equitable kingdom on Arvandor. The king and the nobles command respect and obedience, but Tar Rimedur thinks nothing of going out, shaking hands, and speaking pleasantly with even the lowliest of his subjects. The differences can be illustrated in many ways, but one of the most obvious is hunting. In most lands hunting is the sport of the aristocracy; if a commoner were to bring down a deer--or in some countries, even a bird or a rabbit--they would be guilty of poaching, for all the lands and the game thereon belong to the wealthy and powerful; in some places--Aksanda, Ferenarda, and Windenande, to name just three--the penalty is death. In Laiquatauri there are laws governing hunting--for example, it is a crime to slay a doe heavy with her fawn or while she is in milk--but the forests are freely available to all the people, excepting only small demesnes around the noble estates; trespassing is a crime, although usually a relatively minor one, poaching is not.

The Undoviel Family

Rimedur Idhrenion, the King (Rimedur II), married to Adonnenniel Elarinya, the Queen

  • Their children, in birth order:
  • (I) Thalion Rimedur, Crown Prince, first in succession, married to Anariel Indilwen, Crown Princess, a Princess Royal of Luurefalassi
    • Their children, in birth order:
    • (A) Balamaethor Thalion, Prince Royal, second in succession, not yet married
    • (B) Daeron Arael, Prince Royal, third in succession, married just a year ago to Erulissë Adonnenniel, Princess Royal, a Princess of Sarne
    • (C) Talagand Taurvantian, Prince Royal, fourth in succession, not yet married
  • (II) Adanessa Nostariel, Princess Royal, twelfth in succession, married to Nuharnagil Arbellason Vanrina-Cuvanthor
    • Their children, in birth order:
    • (A) Nimluiiel Aryante Vanrina-Cuvanthor, fourteenth in succession, not yet married
    • (B) Urúvion Rimedur Vanrina-Cuvanthor, thirteenth in succession, not yet married
  • (III) Anessen Erumeldir, Prince Royal, fifth in succession, married to Huoriel Aistaraina, Princess Royal, a Princess of Mankatierende
    • Their children, in birth order:
    • (A) Seere Elarinya, Princess Royal, seventh in succession, married to Heruner (Lord) Adanion Dagorear, a Laiquatauriva nobleman
      • Their children, in birth order:
      • (1) Turoner (lesser lord/baron) Adanion Dagorear, eighth in succession (an infant)
    • (B) Beinion Glandur, Prince Royal, sixth in succession, not yet married
  • (IV) Bellsulion Oar, Prince Royal, ninth in succession, married to Miluiel Anira, Princess Royal, nee Heruni Miluiel en Sinde Falassë, daughter of i Arquen en Sinde Falassë (the Duke of Greyshore), a Laiquatauriva nobleman
    • Their children, in birth order:
    • (A) Aerdrie Ethuil, Princess Royal, tenth in succession, not yet married (still underage)
    • (B) Elanar Lurue, Princess Royal, eleventh in succession, not yet married (still a child)

As was the custom then in Laiquatauri society, Adanessa made her social début when she was 150 years old, not quite an adult (although considered of marriageable age in Laiquatauri). During her first season she met and tumbled into love with the extraordinarily handsome, dashing, and heroic Arbellason Vanrina-Cuvanthor, then a Shaalth in the CDN. While Arbellason was, of course, the son of a gentleman, he was not a nobleman; still, his family was so old, so well connected, so affluent, and so influential that he was welcomed into the highest echelons of Laiquatauri society. Three years later, when Arbellason formally knelt and asked Tar Rimedur for permission to pay court to his only daughter, the king graciously agreed. While not a brilliant match, there was nothing in the least objectionable in it either, and it was obvious to the fond father that his pretty, vivacious little girl had eyes for no other man; the princess was allowed to have her way.

Two years later, on Faradome (summer solstice) morning (the high holy day of Rillifane Rallathil, the god most loved and venerated in Laiquatauri), Arbellason and Adanessa were joined in holy matrimony with rather less pomp and ceremony and considerably more joy, laughter, dancing, and feasting than is commonly found in the celebration of Royal nuptials. Perhaps it was from such an auspicious beginning, perhaps it was a blessing from the Leaflord, perhaps it was merely chance; whatever the reason, Adanessa conceived on her honeymoon. Nimluiiel Aryante was born two years and five days later. (DOB: DC6410626)

Nim was the first, much doted on, grandchild; while he may be known as King Rimedur II to the rest of Arvandor, to her he is still simply her beloved yaaratto (grampa), and Her Majesty, the Queen, is yaaranana (grammy); at her birth Nim was fifth in the succession, she is now fourteenth, and will move further and further away from the throne as her uncles, cousins, and brother have children.

More notes…

Primogeniture is practised throughout Arvandor; one aspect is that titles, dignities, and estates derive from the father, not the mother, which is why Nim and Urúvion (and little Adanion Dagorear) are not considered to be Royal Princes or a Royal Princess Nim's father, Nuharnagil Arbellason Vanrina-Cuvanthor, is still an active duty officer in the CDN (and that last name is very distinctive…)

Nim's mother: Adanessa Nostariel, the Princess Royal, is customarily and properly announced as "Hiril (Lady) Vanrina-Cuvanthor, Haryonni Adanessa en Laiquatauri" (Adanessa, Princess Royal of Laiquatauri).

Undoviel, the Royal last name, is almost never used except in certain official documents.

Thalion was 212, Anessen, only 121, and Bellsulion a mere 82 when Nim was born; she is more contemporaneous with both her younger uncles--and their wives--than she is with several of her cousins; Miluiel, just 47 years older than Nim, was one of her sanctioned play mates when she was growing up--Adanessa tried to make sure that Nim, so surrounded by adults, had other "suitable" children to play with, arranging for three noble daughters to pay frequent visits. Miluiel was the eldest, Nim the youngest, and Miluiel tended to assume a leadership role by virtue of seniority. (The other two girls were Aintithenniel and Seldirima.) Miluiel was a very imaginative child, and rather daring. Not for her the staid adventures of dolls and tea-parties. She was more apt to say enthusiastically, "We need to slay the green dragon! Ain, you're the fastest! You need to be the one to draw him out into the open! Seldirima, you be the holy priest. Nim, I want you to be the archers who fill him full of arrows! I'll be the shield maiden, and move in for the kill, but you all help if you can!" (After that particular game, Adanessa had sighed and ordered her sorely battered green couch be reupholstered in unexceptionable gold brocade…)

Personality Chart

Primary Motivators Sense of Humour
Emotional Disposition Sexuality
Moodiness Orientation
Core Traits Libido
Outlook Expressiveness
Integrity Expressive Style
Impulsiveness Openness
Boldness Promiscuousness
Flexibility Religion & Spirituality
Affinity Adherence
Comportment Tolerance
Interactivity Expression
Disclosure Conversion
Conformity Attitude
Topics of Conversation
Quirks, Habits, & Oddities
Hobbies & Enjoyments
See http://rpg.ashami.com/ for reference

Character Questionnaire

The Basics

What is your full name?
Nimluiiel Aryante Vanrina-Cuvanthor
Where and when were you born?
Lonnath Ernin (The Royal Palace), in Laiquatauri, on Arvando; DOB DC6410626
Who are/were your parents? (Know their names, occupations, personalities, etc.)
Mother: Adanessa Nostariel, Princess Royal. Father: Nuharnagil Arbellason Vanrina-Cuvanthor, Admiral in the CDN.
Do you have any siblings? What are/were they like?
Urúvion Rimedur Vanrina-Cuvanthor, Brother, Younger. Adventurous, mischievous as a boy. Humorous, and occasionally over protective as a man. A knight in our Grandfather (the King's) guard.
Where do you live now, and with whom? Describe the place and the people.
Aboard the Imirie, or where ever the ship makes port.
What is your occupation?
Nukano in the CND, and Executive Officer of the Imirie. Currently serving as the Captain due to the Death of the ship's Kano.
To which social class do you belong?
Royalty
Do you have any allergies, diseases, or other physical weaknesses?
Mild allergy to pollen from Salix hastata, Halberd-leaved Willow.
Are you right- or left-handed?
Right handed.
What words and/or phrases do you use very frequently?
"You cheeky bastards", "I don't make mistakes, you make adjustments."
What do you have in your pockets?
A challenge coin, spell casting ingredients.
Do you have any quirks, strange mannerisms, annoying habits, or other defining characteristics?
Taps her finger against her chin when deep in thought, Known to fly off the handle, Bites her thumb when angry and deep in thought, Likes to dance, Likes to sing (but not great at it)

Growing Up

How would you describe your childhood in general?
Blessed, as a royal family child Nim didn't go without.
What is your earliest memory?
After being scratched by the family pet cat, at a very early age, Nim watched with glee as "Mr. Two-shoes" had his tail hairs singed when he passed too close the the fireplace. It gave her a love of fire, and very little love for cats.
How much schooling have you had?
Nim has had a long career as a student, from general education to the arcane studies. She has always had excellent schooling avaiable to her, and very fine tutors. She loves reading and learning about many topics, but military history and the arcane arts as her favorite.
Did you enjoy school?
immensely.
Where did you learn most of your skills and other abilities?
Nim learned from private tutors, and family mostly. She would later go on to "Vëantur Gûlmen" the University in Luurefalassi. She would later be accepted into the CDN as a Hirao to complete her formal education.
While growing up, did you have any role models? If so, describe them.
Nim idolized her father, and wanted very much to be an officer like him one day.
While growing up, how did you get along with the other members of your family?
Nim was always protective of her family, and got on well with them. The occasional fight between family members not withstanding.
As a child, what did you want to be when you grew up?
Nim wanted to be a Late Harnagil Grand Admiral, in command of the Elenirandír.
As a child, what were your favourite activities?
reading, playing in the snow (sledding was a favorite) and acting out the tales that her Grandfather would tell them.
As a child, what kinds of personality traits did you display?
Inquisitive, fierce, and high energy.
As a child, were you popular? Who were your friends, and what were they like?
Nim's popularity was up and down, but she was always very good friends with her cousins.
When and with whom was your first kiss?
A handsome young lad who was a little older then she was, he was visiting royalty, and that is all Nim ever says on the topic.
Are you a virgin? If not, when and with whom did you lose your virginity?
She is not. Not that it is your business, a Lady is entitled to her secrets.
If you are a supernatural being, tell the story of how you became what you are or first learned of your own abilities. If you are just a normal human, describe any influences in your past that led you to do the things you do today.
Nim always adored her father, and it set her on the path to try and accomplish some of the same successes he has had in the CDN.

Past Influences

What do you consider the most important event of your life so far?
FIXME
Who has had the most influence on you?
FIXME
What do you consider your greatest achievement?
Being one of the few women in the CND to achieve Nukano, and command of her own ship (even if it was due to special circumstances)
What is your greatest regret?
Losing Cam so suddenly. She respected him a great deal and in her opinion, she did not have a chance to grow under his command.
What is the most evil thing you have ever done?
FIXME
Do you have a criminal record of any kind?
None.
When was the time you were the most frightened?
The first time she was in actual combat aboard a spelljammer.
What is the most embarrassing thing ever to happen to you?
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If you could change one thing from your past, what would it be, and why?
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What is your best memory?
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What is your worst memory?
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Beliefs And Opinions

Are you basically optimistic or pessimistic?
pessimistic normally.
What is your greatest fear?
Failure.
What are your religious views?
they are currently developing.
What are your political views?
She tried to avoid politics in general.
What are your views on sex?
conservative, mostly.
Are you able to kill? Under what circumstances do you find killing to be acceptable or unacceptable?
She is a militant wizard, she knows killing ones enemy is required at times. She is not apprehensive about it.
In your opinion, what is the most evil thing any human being could do?
The murder of children.
Do you believe in the existence of soul mates and/or true love?
Yes.
What do you believe makes a successful life?
Finding the path you need to walk, and seeing the journey to the end.
How honest are you about your thoughts and feelings (i.e., do you hide your true self from others, and in what way)?
Semi-secretive.
Do you have any biases or prejudices?
Yes.
Is there anything you absolutely refuse to do under any circumstances? Why do you refuse to do it?
FIXME
Who or what, if anything, would you die (or otherwise go to extremes) for?
Family, to save her crew, and to protect those who cannot do so for themselves.

Relationships With Others

In general, how do you treat others (politely, rudely, by keeping them at a distance, etc.)? Does your treatment of them change depending on how well you know them, and if so, how?
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Who is the most important person in your life, and why?
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Who is the person you respect the most, and why?
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Who are your friends? Do you have a best friend? Describe these people.
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Do you have a spouse or significant other? If so, describe this person.
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Have you ever been in love? If so, describe what happened.
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What do you look for in a potential lover?
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How close are you to your family?
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Have you started your own family? If so, describe them. If not, do you want to? Why or why not?
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Who would you turn to if you were in desperate need of help?
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Do you trust anyone to protect you? Who, and why?
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If you died or went missing, who would miss you?
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Who is the person you despise the most, and why?
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Do you tend to argue with people, or avoid conflict?
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Do you tend to take on leadership roles in social situations?
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Do you like interacting with large groups of people? Why or why not?
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Do you care what others think of you?
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Likes And Dislikes

What is/are your favourite hobbies and pastimes?
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What is your most treasured possession?
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What is your favourite colour?
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What is your favourite food?
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What, if anything, do you like to read?
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What is your idea of good entertainment (consider music, theatre, art, etc.)?
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Do you smoke, drink, or use drugs? If so, why? Do you want to quit?
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How do you spend a typical non-workday night?
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What makes you laugh?
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What, if anything, shocks or offends you?
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What would you do if you had insomnia and had to find something to do to amuse yourself?
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How do you deal with stress?
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Are you spontaneous, or do you always need to have a plan?
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What are your pet peeves?
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Self Images & Etc.

Describe the routine of a normal day for you. How do you feel when this routine is disrupted?
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What is your greatest strength as a person?
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What is your greatest weakness?
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If you could change one thing about yourself, what would it be?
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Are you generally introverted or extroverted?
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Are you generally organized or messy?
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Name three things you consider yourself to be very good at, and three things you consider yourself to be very bad at.
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Do you like yourself?
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What are your reasons for being an adventurer (or doing the strange and heroic things that RPG characters do)? Are your real reasons for doing this different than the ones you tell people in public? (If so, detail both sets of reasons…)
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What goal do you most want to accomplish in your lifetime?
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Where do you see yourself in 5 years?
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If you could choose, how would you want to die?
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If you knew you were going to die in 24 hours, name three things you would do in the time you had left.
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What is the one thing for which you would most like to be remembered after your death?
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What three words best describe your personality?
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What three words would others probably use to describe you?
FIXME
croiduire/refuge/characters/imirie/nimluiiel_vanrina-cuvanthor.txt · Last modified: 2015/04/27 03:21 by Croi Duire