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Mertan McDaffan

An overly energetic alchemist adept.

0 · 76 views · located in Varnic Universe

a character in “The Chronicles of Varnic: Calitora Prime”, as played by RolePlayGateway

Description



Bios / Facts.


  • Name: Mertan McDaffan.
  • Race: Human.
  • Age: 16.
  • Educated: Is self-education under this? Else no.
  • Proffesion: Tinker, Inventor, smith and alchemist at your dispossal.
  • Specialized Proffesion: Alchemy.



Facial Traits / Description.

  • White blondish hair. Short and croppy. Smells a little like pig fat?
  • Blue eyes. Dreamy and distant. Intelligent, but easily distracted.
  • Meager facial structure. Pale skin.



Body Built / Traits.


  • Thin, actually skinny.
  • About 5 feet 3 inches tall.
  • Weighs about 120 pounds.

Personality



Personality Behaviour.


  • Mertan acts energetic and is hopeful about everything. He likes to be positive, and come with helpful input, although he mostly comes out with a babble of totally irelevant observations. Sometimes he unpurposedly begins mewling about his scientistic discoveries... and he makes them up. He acts as if he was a madman, which he is in some ways. He allways smiles, but his eyes allmost allways divert from people, as he's distracted. He pulls his fingers through his hair, allmost all of the time, combing it with his fingers. He keeps a good distance to most people, and actually makes a show out of doing so. He's shy when meeting new people.



Likes / Interests / Dislikes / Fears.


    Likes.
  • Metal/s.
  • Herbs and potions.
  • Inventing and experimenting.
  • New inventions.

    Dislikes.
  • Combat.
  • Dogs.
  • Hard labor.

    Interests.
  • Invention.
  • Alchemy.
  • Tinkering.
  • Smithing.

    Fears.
  • Horses.
  • Dogs.
  • Cats.
  • Confined spaces.
  • Water.
  • Goblins.

Equipment



Abilities / Skills.

  • Alchemy. [Beginner Level. Non-magical.]
  • Invention. [Beginner Level.]
  • Smithing. [Beginner Level.]
  • Lumber working. [Advanced Level.]
  • Riding. [He can ride his donkey, but that's it.]
  • Mathmatics. [He's a natural talent at mathmatics, with time, he can become a grand master at it.]
  • Reading and writting. [He can read what he's writting himself, but noone else will EVER be able to decipher his awful handwritting.]
[*] A pouch with some coins, some foreign and some actually something worth. Mostly small coins, but he have a single gold coin. [14 Copper, 3 Silver, 1 Gold.]



Magic.


  • No magical abilities so far. But he hopes to get some knowledge about magical alchemy.



Equipment Satchel.


  • Ink, quill and parchment.
  • Some dark bread chunks.
  • A skin bag with water.
  • Wooden cogs, bolts and nails. [Entirely made of wood. Also the nails. Used for building wooden constructions.]
  • A stone hammer. [Wooden handle. Both for working with wood, and smithing.]
  • A knife. [For cutting food, bread and working with wood.]
  • A stone chisel. [Wooden handle. For working with wood.]
  • Tea herbs.
  • Different assorted spices.
  • Some basic herbs used for brewing potions.
  • A copper cookingpot. [Also used for brewing his alchemistry. Wash well after use.]
  • Assorted cooking tools. [A big wooden spoon, three forks and a single silver teaspoon.]
  • A mortar made of granite.
  • Some unused linen, some thread and a needle.
  • Flint and tinder.

History



Family History.


McDaffan is a clan of lumberjacks in the southern forests. Throughout the last pir of decades, the family had become more powerful, as the lumber they gathered was used to expand cities, and build out and stabilize cities. The McDaffans wealth was widely known in their home-region, and many envied their luck. Eventually a renegade magician came by, and robbed them. Using his foul magic, he summoned a pack of rampaging goblins, whom killed most of the McDaffan clan. Today, few McDaffans live. But those whom live are still in the lumbering business. But they take great care in protecting themselves.
The McDaffans golden times were gone.



Homestead History.


The hometown Kvelltan is a small village in the southernmost reaches of the realm.
There is a large forest outside it, providing the good villagers with lumber aplenty.
The city's main source of income, is exports of lumber to the major settlements in the region.
The city is protected by a small militia, lead by chief McTollan.
Population: 130-40 humans. A minority of other races.



Personal History.


Mertan grew up on the family farm, where he played with his nephews, cousins and siblings. It was a good childhood.
When he turned 7 he began helping at the lumbermill, but people soon realized that the boy was simply too smart for that kind of work.
The family hired a teacher, to teach the childrenn of the family, but mainly Mertan.
Mertan showed great potential at mathmatics and engineering, but it was simply too boring to learn for him.
He began gathering mushrooms and herbs, and concocted vile smelling brews. His mother did of course not approve of this.

Mertan was thirteen when something happened that would change his life forever.
- - -
Mertan was lucky to have hiddden in a closet when the magician came by and annihilated his family.
Luckily, justice was met, and a pair of knights took out the rampaging magician, and confiscated all his theft wares and goods.
But Mertan was without family, and his home was taken over by his uncle, who wasn't too fond of him.
So Mertan decided to run away. So he packed his bags, and moved out. Unknowing of what his future might hold.
But he's young, smart and a little insane, so everything will surely work out.

He's now been wandering for 2 years, gathering up a donkey and some basic provisions, so he can live a life on the road.

So begins...

Mertan McDaffan's Story