I. General Information

A. Name:
Baneri "Hex" Crashfist, XXIII

B. Race:
Elf (High Elf)

C. Gender:
Male

D. Age:
Exceeding 2,000 years. Current age unknown. Youth Elixirs have obscured this information.

E. Alignment:
Chaotic Neutral, historically Chaotic Good.

F. Occupation:
Dragon Guard Mage, Scholar, Spell-Engineer.

G. Home:
Various unoccupied caverns dotted along Snowfather Mountain (Salamander District), formerly Raveloe (Noam District).

II. Character Overview

A. Appearance
Baneri presently looks to be in his early hundreds by means of age modification. He moves decidedly faster than most Frost Knights remember, and his characteristic hobble has left him. The mage now wears deep blue stately robes under a black cloak almost always, and on chance occasions people have noticed new tattoos on his forearms. He bears all characteristic traits of the high elf race: pointed ears, slender features and eyebrows that curve upward at their ends. Baneri stands approximately two meters tall.

B. Personality
Hex is typically cool and calculated, analyzing situations on the fly. He is quick to judge others who are not high elves, even rude and discourteous when he feels the circumstances allow it. However, he is aware of the frailty of others' feelings and often strives to make good first impressions. Regardless of these habits, he is always respectful of those whose rank or power clearly exceeds his.

C. Weapons & Items
The mage wields alternately yew or oak staff, each almost identical to the other: gnarled and shoulder height, with a hand-sized groove about three quarters of the way up, wrapped in long leather strips. Additionally, he wears a mithril dagger either in the folds of his cloak or strapped to his left forearm under his garb. He is often seen these days with a carved wooden pipe which he packs with a mixture of blast powder and shaved Mandrake Root.

Hex formerly commanded a pygmy dragon named "Argo", but this familiar's whereabouts are currently unknown.

He also is in possession of two mysterious orbs named the Ramladu and Balbazak Orbs, after the great wizards who control the orbs' counterparts, which are used for sooth.

III. Abilities

A. Non-magical
Hex has all the abilities granted him by his race, including excellent sight, low-light vision, above average running speed and dexterity, immunity to sleep spells or effects, resistance to charm or enchantment, automatic proficiency with bows and short swords, an understanding of elven and common tongues alike, and superb detection skills (concealed or secret doorways, enchantments, etc).

B. Magical
Hex is, by trade, a professional wizard and mage, comparable in ability to those of Archmage status (though he makes a conscious effort not to be categorized as such himself). He has developed the ability to understand and identify components of latent or active magical spells through focus (this ability is not passive and demands a large amount of energy to use) on his surroundings. Furthermore, he has honed the ability to write new spells as a Spell Engineer, and frequently publishes the less-powerful ones he comes up with. Similarly, he is able to sometimes dispel or disrupt magical spells or abilities.

C. Strengths
Hex possesses incredible intellect and memory abilities, which serve him well for memorizing and casting spells. He has little need for sleep, and can accordingly work throughout the night without any ill-effect.

D. Weaknesses
Baneri is mortally afraid of transfiguration, having once been a were-chicken (transforming randomly, often, and against his will). He possesses little physical strength, and is prone to strong concussive force. His magical ability becomes diminished if he is not permitted full use of his body. Though rare, any opponent that is naturally faster and more dexterous than he has distinct advantage over him in single combat. Hex performs best when not in the front lines, with considerable distances separating him from his opponents.

Hex is perhaps haughty to a fault, and will often refuse any hired help or use of modern weaponry.

IV. Character Story

A. Brief History:
To be included at a later date.

B. Family & Friends:
Hex is the last generation of his Crashfist ancestry and has not been in communication with his kinfolk in nearly a millennium, the official reasons for which remain unknown. He has recently returned to the Frost Knights Fortress after a half-decade sabbatical, and has spent little time socializing with the other, new Knights.

C. Greatest Ambition:
Authority and obedience.

D. Worst Fear:
Unpreparedness. (To wit, see "Time Crystal Raiders")

Edited 2 times by HexadecimalCrsh Jul 16 08 12:56 AM.