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Well, I rolled Parcan with the one intention of trying to Imm him, and I picked invoker because there would always be something to do even when I couldn't fight, so I could keep the hours I needed. I did very well for the first few months, but then I came to a turning point. I realized that Parcan would not fight Warders as much as he did, or even Villagers. To Parcan, Jhard and Gherian were basically maran in Warlocks coats. So, after trying to bring peace from within the Tower, I decided to leave it and bring peace from outside the Tower even though I knew it would destroy any possibility of Imming. I bet nine out of ten of the Warlocks wanted to stop fighting the Warders, but I couldn't get a peace agreement to be made because Then I had to be gone for a while and when I came back, I started travelling with every Fortress member I could find. From the moment I logged on, I would group with any Fortress member I could find. Even though I didn't treat him any different, I got in trouble for permagrouping with Kalirf because he's from the same town as me, even though I grouped with him for probably less than fifteen total hours and less than five times. That really ruined this character for me, after 350 hours of solid roleplaying, the only Immteraction I had gotten was to be summoned to the realm of the dead for permagrouping. I mean honestly, whoever the Imm was should really do his homework before summoning people to the Realm of the Dead because it takes the fun out of a character. It destroyed Kalirf too, because I saw him around a couple of times after that, then he disappeared. Then with about five con, I tried to put the fun back into Parcan by joining the Acolytes. I was going to con kill him before I left on a vacation, as he only had one death left, but I didn't have time, and for that I apologize very sincerely to Vorondel. I truly knew so many people in Parcan's long life that I know I would miss some very important people if I wrote goodbyes to everyone, so if you read this and knew Parcan, please say goodbye, and I'll respond. Goodness knows I spent enough time on it, so here is my practice list and role.
Here's his description Before you is a wizened looking avian creature. He has legs and arms like all humanoid creatures, but also has several distinct differences. His entire body is covered by yellow feathers that appear to be taking on a slightly gray hue. His wings are constantly flapping at an incredible rate that you can barely follow. Over his armor he wears a white robe that bears symbols that many would attribute to the Tower of the Warlocks, and of Moudrilar's Monastery. His beak is sharp and pointed, and you notice a slender build, even for his Arial race, and as you notice several scars all over his face and wings, you conclude that this male has seen his share of fighting. You seem to sense energies crackling around this Arial, and it is easy to tell he is a master of the elements. As you lock your of this creature. His eyes readily show the characteristics of wisdom, peace, caring, and most of all, determination. As you come closer to this creature, you can sense his friendliness as his beak is nearly always somehow curved into a friendly smile.
62 perfected skills, my best so far airshield 100%(100%) 159cp armor 100%(100%) 45cp avalanche 100%(100%) 104cp buffet 100%(100%) 121cp cancellation 100%(100%) 90cp channel heat 100%(100%) 32cp charge weapon 100%(100%) 73cp conglaciation 78%( 78%) 176cp controlled fireball 100%(100%) 131cp create spring 100%(100%) 66cp create water 100%(100%) 32cp cyclone 100%(100%) 32cp detect invis 100%(100%) 39cp detect magic 100%(100%) 36cp dispel magic 100%(100%) 93cp earthquake 100%(100%) 32cp earthshield 100%(100%) 159cp faerie fire 100%(100%) 49cp faerie fog 100%(100%) 76cp fireball 100%(100%) 100cp fireshield 100%(100%) 159cp forked lightning 100%(100%) 131cp frost fingers 100%(100%) 32cp frostshield 100%(100%) 159cp geyser 100%(100%) 182cp iceneedles 100%(100%) 155cp iceshards 100%(100%) 104cp identify 100%(100%) 80cp immolation 100%(100%) 182cp improved invis 100%(100%) 179cp infravision 77%( 77%) 59cp invis 100%(100%) 42cp lightning bolt 100%(100%) 100cp pass door 100%(100%) 110cp teleport 100%(100%) 73cp word of recall 100%(100%) 114cp dagger 100%(100%) 32cp mace 100%(100%) 32cp whip 95%( 95%) 32cp hand to hand 89%( 89%) 108cp parry 100%(100%) 80cp second attack 100%(100%) 125cp lash 1%( 1%) 97cp fast healing 100%(100%) 80cp haggle 80%( 80%) 56cp meditation 100%(100%) 45cp scrolls 90%( 90%) 32cp staves 72%( 72%) 32cp wands 97%( 97%) 32cp recall 100%(100%) 32cp trance 100%(100%) 73cp cone of cold 100%(100%) 138cp wind wall 100%(100%) 83cp spellcraft 100%(100%) 32cp wall of fire 100%(100%) 70cp tsunami 100%(100%) 125cp drown 100%(100%) 117cp icicle 100%(100%) 73cp engulf 91%( 91%) 176cp nova 100%(100%) 148cp shield of flames 92%( 92%) 159cp shocking touch 100%(100%) 32cp pillar of the heavens 93%( 93%) 179cp lightningshield 100%(100%) 159cp shield of electricity 84%( 84%) 159cp shield of winds 91%( 91%) 159cp shield of waves 95%( 95%) 159cp shield of ice 83%( 83%) 159cp vortex 100%(100%) 169cp quicksand 76%( 76%) 186cp pebble to boulder 100%(100%) 138cp stoneshatter 100%(100%) 76cp shield of earth 81%( 81%) 159cp watershield 100%(100%) 159cp incendiary cloud 72%( 72%) 189cp noxious cloud 1%( 1%) 144cp iceslick 82%( 82%) 162cp siltscreen 1%( 1%) 93cp dig 84%( 84%) 169cp pen 1%( 1%) 97cp grease 100%(100%) 70cp acidic secretion 100%(100%) 32cp adhesive web 100%(100%) 108cp gel 100%(100%) 127cp vitriolic stream 100%(100%) 152cp oozeshield 100%(100%) 159cp shield of slime 71%( 71%) 159cp rain of stone 79%( 79%) 193cp earth ripple 72%( 72%) 121cp whispering wind 71%( 71%) 66cp elemental attunement 91%( 91%) 80cp You have 9 practice sessions left.
And the Role
Added Tue Feb 25 13:16:02 2003 at level 17: If there's one thing I have learned since leaving the Monastery, it is that the world is a crazy place. There is such peace in some places, and such anger and fury in others. I once thought anger and hatred was something limited to the minority, but the longer I am out here, the more I realize that perhaps the Monastery is the exception, rather than the rule. From the moment I left, I was instantly attacked by goblins as I traversed through the woods. The second principle of our teachings may be true for people, but I do not believe the same to be true for beasts. They are either inclined toward violence, or not. After leaving the Monastery, I was hired out by several people to do favors for them, and I learned my way around Thera. I am currently attempting to become a member of the Tower of Sorcery, but for some reason, the person who was to sponsor me is reneging on our agreement after I got him his items. I do not know why my parents left the Monastery and me, but I will find them one day. I also decided to join the guild of invokers, as I have decided that there are many who use the powers of the elements in ways that could bring harm to all of Thera. Though I do not enjoy fighting this is a matter that cannot be avoided, or all of Thera will be at risk from the misuse of magic.
<326hp 1066m 550mv> (12 PM) outdoor waning wilderness Subject: Previous role Added Wed Mar 12 05:22:15 2003 at level 28: Today is a sad day for me, as I killed for the first time in anger. I have previously slain a friend to help him dodge the vengeance of the law, for the crime of claiming things from my corpse. It is sad to see the willingness of others to fight over so little. While I agree with the teachings of my youth, and still am an advocate for peace, most people are so immersed in the life of violence that they will not even listen to what I try to teach them. Still though, I have never slain any creature or person who is considered neutral except for my friend who I helped with his criminal status, and no lightwalkers have I even fought. I met a duergar today who attacked me a few times, but he seemed receptive towards peace, and I'm not one to slay people just because of their race, or because some see red when they look at them.
<326hp 1066m 550mv> (12 PM) outdoor waning wilderness role read 5 Subject: Previous role Added Sun Apr 27 23:03:41 2003 at level 48: Much time has passed since I last scrawled in my journal, and with the passing of time, much has occured during my life. I don't feel that I am the naive youngster that left the monastery long ago, though there is nothing wrong with who I was. I have come to be a true member of Warlock, contributing to it's betterment with all that I am. I have come to notice it's strengths, and it's weaknesses through my time within. I will go into these strengths and weaknesses in my next journal entry.
Subject: Previous role Added Wed May 21 16:45:21 2003 at level 51: These weaknesses center around a general bloodthirstyness by many of its members. They are more than willing to kill a king of the Svirf's, just to attain a bracelet to wear. But, in our history, we have rarely held any of our foes items. Warlocks seem content to let the Warders attack our angel and Sorceress whenever they want, without care. In some ways we are very bloodthirsty, for example, many of us attack people merely because of red auras around warriors, and thieves. We are not Maran to go hunting every red aura we see. But, in the ways of attacking our enemies, we have become lazy. Several times I have tried to rouse us into action but found that a trip to the Tower of Trothon is deemed more important.
Not knowing who his parents were has gnawed at Parcan his entire life. Though he was always accepted by people around him, he always found it hard to actually fit in. In the Monastery, Parcan was welcomed, though he knew that he would not be content to stay there with all of the problems in the world. In the Tower of Sorcery, they readily accepted Parcan do to his talent, but he could not fit in in a place where necromancy was allowed. Finally, Parcan came to be a member of the Tower, a Warlock of the Golden Grimmoire. Sad as is, Parcan never truly believed that he really fit in. The people around him seemed harsh, as intent to wreak damage upon villagers, sylvans, and dark hearted warriors as to fulfill their true purpose, which is to protect Thera from the use of dark magics. Parcan is as willing as any to fight where it is needed, but unlike others, he takes no joy from fighting people who are merely misinformed such as villagers and warders. Parcan never truly as if he were like everyone else, until he found the truth behind his past. Parcan long sought any clue that could start his quest to find information about his parents, but after decades of waiting, Parcan grew tired of waiting for chance information to fall into his hands. One day, Parcan quietly went to the Warlock towers emmisary from the White Tower, Amayla Sedai. He wished for Amayla to help him find a link to his past, a link to who his parents were. As an Aes Sedai separated from her parents at an early age,
Amayla understood Parcan's desire to learn this information. She also understood why he did not wish the rest of the Warlocks to know of the emptiness within Parcan. Parcan told Amayla what little he knew of his parent's past as they walked up the long flights of stairs to the Scrying Chamber. While this information could have been gleaned with great ease by a darker mage with the use of imps and other beings of the Abyss, the thought of using such a source did not even cross Parcan or Amayla's mind. After a straight day of exaustive research with her mind travelling the valleys and pits of the Abyss battling with minor demons and fiends, Amayla collapsed on the floor, only uttering one word before falling out of consciousness. Even through his feathers, Parcan's face became pale as he rushed over to help Amayla and make sure no fiends could cross into the Prime Plane.The name that he heard come from Amayla's mouth was one of a bloodthirsty bandit, the word uttered was "Bloodbeak." Parcan was shocked into indecision for nearly a week, he continued on in the Tower aiding the young apprentices as he saw the need, and aiding in the daily defenses of the Tower. After a week and a half of indecision and unhappiness, Parcan finally came to a decision. He decided he could not feel whole until he found the truth behind his past. He would leave the Tower until he found the truth behind his past. Once a member of the Emperor's Royal Guards, Resin Yoinic had betrayed the Emperor and the Arial City as he led a coupe against the Emperor. The fighting lasted weeks, but eventually Resin was forced to lead his followers out of the city into the nearby mountains in defeat. Thousands of arials had fallen in the fighting, with many of Resin's followers being imprisoned in the lowest floor of the Palace. Resin managed much success in the battle due to his brutal tactics, often pecking out a prisoner's eyes and finally throaght in front of others to glean information from them, and it was those brutal tactics that led to him being known as Bloodbeak throughout the kingdom of the Arial people.
Parcan set off for the Arial City without his normal cheerful attitude. Though Amayla offered to go with him, he knew that she needed rest, and that the Tower needed her. His normal cheerful attitude had been missing for weeks, causing him to sometimes sink so low as to actually taunt his enemies to some degree, but it was particularly missing as he journeyed to the Arial City to begin his quest. Parcan's journey began with attaining an audience with the Emperor. The Emperor was always a friend to the Warlocks, so Parcan only had to wait for two days before an audience could be arranged. Parcan gained permission to speak with one of Bloodbeaks followers who was being held in the the prison beneath, but the Emperor warned Parcan that he would probably glean no information
from the prisoner as they had been trying to learn the location of Bloodbeak ever since the uprising some fourty years ago. Parcan casted spells upon himself to make himself unseen and he watched the prisoner for nearly a day before attempting anything. He then went and spoke to the Emperor and asked him to release the prisoner. Of course, the Emperor was very unwilling to release one who had been a part such treason, the Emperor was convinced when Parcan said he would follow the man to the hidden camp of Bloodbeak. They arranged for an opportunity for the prisoner to escape to the wilds, when Parcan followed him deep into the wilds of the mountains of Udgaard. After several days of travel, the man approached a large boulder and Parcan followed him into a hidden valley deep in the mountains. Parcan readjusted his ragged cloak and renewed his improved invisibility spells before following the man into the hidden valley. Making his way into the fort, Parcan watched for quite some time before progressing further. At daybreak, fear spread among the camp as Parcan surrounded himself with the energies of the elemental planes. Before he was done, the camp was full of arrows flying everywhere and Parcan had to constantly move when an arrow would strike his shield of flames and reveal his location. Unwilling to strike back out of fear of possibly hitting his father or mother Parcan let loose a fireball and engulfed a large tree in the middle of the camp, utterly destroying it. He then yelled for the man known as BloodBeak to
Lightning flashes in the sky.
come out and speak to him. A tall muscular arial approached lithely from the other side of the camp with many guards, and it was apparent that Parcan's spells of invisibility did nothing to hinder this man as he casted a faerie fire on Parcan's form for the rest of the people to see. As arrows immediately flew towards him, Parcan countered by turning the ground underneath BloodBeak into quicksand, and casted a large adhesive web across Bloodbeak and all of his guards, dropping them unexpectedly into the quicksand. As an arrow flew through his shield of flames and struck him in the shoulder, Parcan threw his hands directly in the air and an immense pillar of lightning flew down from the heavens and stopped directly above him as he yelled for everyone to stop fighting as blood streamed down his shoulder. After everyone immediately stopped fighting, Parcan casted a shield upon Bloodbeak to protect him from the ooze the he was completely surrounded in. Parcan pointed towards a small hut and the two of them went in, where Parcan quickly told Bloodbeak his story and asked Bloodbeak for help. BloodBeak's face became grim as he prepared to tell the story. When the first thing BloodBeak said was that he was not Parcan's father, Parcan let out a sigh of relief. However, BloodBeak followed by saying that Parcan's parents had both died in the coupe. His parents were taken from the city as prisoners when BloodBeak's followers retreated from the Arial City. Their names were Pedic and Rean Perywing. Parcan's father had been another of the Emperor's bodyguards, and had actually
saved the Emperor's life from Bloodbeak himself. It was only after his followers had retreated into the wilderness that Parcan's father had finally shown Bloodbeak the error of his ways, convincing him that rebelling against the Emperor was not the way. Sadly though, Parcan's parents had both died as they were escavating to make way for the village. Now all that BloodBeak wanted was a pardon for what he and those around him had done. Unable to return Parcan to the Arial City, Resin had sent him to a place of peace, to Moudrilar's Monastery, where he would be free from the wars and strife around he was born into.
Parcan immediately felt a large load lifted from his chest. Yes, his parents had loved him. Yes, his parents were good people. Yes, Parcan had been born into the world through love rather than hatred. Parcan immediately went back to the Tower to start his work again, free of the burden that had followed him his entire life.
Subject: Previous role Added Thu Jun 19 16:33:07 2003 at level 51: Parcan recieved a devastating blow to all that he held dear today. Many times, Parcan had gone to the Grove, many times he had given his life in fighting there. He would have done this willingly for the rest of his life, except for the fact that his friendship was prooven not to be returned on this day. Though Parcan had given his life on two occasions to save Gherians, Gherian expressed that he felt Parcan was worthless. Parcan's doubts were rekindled threefold at hearing this. Parcan had left the Monastery to fight dark magic and it's threat to Thera, but as a Warlock, he has spent more time fighting villagers and warders. The weight of years of fighting wars that Parcan did not believe in instantly caught up with Parcan. Parcan thought long and hard about what he wanted to accomplish with his life, then decided to get Cersai's advice. Cersai was a good listener, and let Parcan express his feelings, which was good for Parcan to finally express outloud the things that had been bothering him for his whole life. It was odd that at that time, Parcan recieved an invitation from Corthy to duel. Parcan went, but to speak, rather than fight. After much discussion with Corthy and Blachmianan, Parcan decided that he would no longer fight against those who he had no qualm in order to be a Warlock. While Parcan felt that the Warder's attacks on conjurers were unwarranted, he realized that the Warders actions were out of caring, not of hate.
While the villagers were ignorant, he realized that their chief purpose was the same as his... to stop magic from being used in improper ways. while these two things were viewed in different ways by Parcan than the village, he came to realize that he had a respect for them, and would fight them only in self defense. Parcan decided to speak to Gherian about possibly leaving the Tower, so that Parcan could become the person he wanted to berather than what he had become.
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