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Myk

Sword-and-Sorcery·by Myk

Myk

RACE

Human

GENDER

Male

LIFE STAGE

Young Adult

BODY SIZE

Large

BUILD

Muscular

Role- an ecaped assassin/warrior hybrid Personally - smart ,slow to trust, observant charming and manipulative has own unique code of honor(does not kill kids won't rob poor and never breaks his word) very good at stealth and archery and sword play What he is doing-adventuring the world as he in naive to world

GOAL & MOTIVE

Goal try to live a normal adventure life and disappear from the cult

NEMESIS

Child hood friend/rival from former life her name anessa she is a beautiful young woman with blood red hair emerald eyes pale skin warrior with enhancement magic along with healing magic absolutely ruthless and is tasked with bring him back she id a great tracker who wields a broadsword and a small wand

QUESTS COMPLETEDTotal quests completed with this hero by the creator and everyone who recruited them

1

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Skills and Stats

ATTRIBUTES

Good

Health

Superb

Agility

Good

Strength

Good

Reasoning

Good

Willpower

Superb

Perception

SKILLS

Stealth

Legendary

Survival

Superb

Tracking

Good

Acrobatics

Superb

Intimidation

Good

Melee Weapons

Legendary

FAULTS

Marked by Sorcery

Be hunted by assassins

Can't lie

Horrible at Accents

Inventory

Short sword long bow

Dagger

WORLD & RULES

Cinder-Reach is a dying realm of perpetual ash-fall, where bloated God-Engines hum in the dark earth and human survival is an expensive, blood-taxed commodity The 10 Defining Rules of Cinder-Reach • 1. Magic Eats the Soul: Casting spells requires sacrificing a part of your memories, emotions, or physical senses. Fireballs cost your ability to taste food or remember your mother's face. • 2. The Currency is Bone: Standard coin has failed; trade is conducted via "Marrow-Tokens"—carved, sanctified bones of consecrated saints or executed heretics that hold residual divine charge. • 3. Death is Not an Exit: When a mortal dies without a paid passage-rite, their consciousness remains chained to their rotting corpse, fully aware until reanimators harvest them for fuel. • 4. No Gods Walk Here: The celestial pantheon is dead, bloated, and rotting in the firmament. Prayers do not draw miracles; they draw the attention of blind, hungry things in the void. • 5. Iron is Sin: Unnatural metals like refined steel rust overnight unless regularly quenched in fresh, uncoagulated blood. Peasants fight with fire-hardened wood and chipped flint. • 6. Trust is Treason: Every major guild, church, and noble house operates as an extortion racket. Altruism is legally classified as a mental illness and treated with lobotomy. • 7. The Wilderness is Parasitic: The forests do not just harbor beasts; the trees grow thorns that drink shadow, and the soil swallows footprints to prevent travelers from finding their way back. • 8. Justice is an Auction: Courts do not judge guilt or innocence. Trials are bidding wars where the highest bidder buys the right to decree the verdict and choose the punishment. • 9. Dawn is a Lie: The sun broke centuries ago; the sky is a yellowed ceiling of thick smog and ash-clouds that casts a permanent, sickly twilight over the jagged mountains. • 10. Hope has a Weight: Despair is a tangible physical pressure. Staying in areas of extreme misery slows your reflexes, dulls your blade, and rots your gear faster than clean air.

LOCATIONS

CHARACTERS

HISTORY & EVENTS

Captured as a young boy ,the child was taking in to a hidden village where he was ruthlessly trained almond with anouther orphaned girl(anessa) life was brutal the where trained in many things the boy in assassination and the way of the warrior he was only 13 when he was forced to kill his 1st person with many more to come unlike anessa the boy did not take to the cults ideals he was 19 when he seen his chance to escape jumping on a boat he hiding from his pursuers he ends up in a brand new land full of wonders he never seen

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