Checked material possessions for boat ticket, and found, few boat rides to Norwick.
"very well... i'll get back in shape someday... If i live."
Boat ride was not too long, i passed quickly farm boy who spat and cursed as i went.
"To gate, to howling woods..." i thought... then this woman in colors of wood appeared, i wasn't able to be suprised or show it.
Norwick gate, outskirts of Rawlins, few goblin kills then deeper.. into Howling Woods, name well deserved. I heard them when they ran toward me, wolves.
Used magic tricks to protect myself and kill alpha with aid of dancing knife sign.
So bad shape... i didn't clear whole area before i had to retreat. From wounds.
I returned. Will sleep outside gate for in Norwick they do not love me. Thankfully i have ability for lucid dreaming, i'll start fire and do rest.
Name: Anheim. Gender: Male. Alignment: Lawful Neutral. Race: Human. Classes: Monk (15) - he's westerner who follows eastern mysticism, yogin ... not monk.
(Used Monk Class only because in nwn:ee there is no martial artist yogin class). Age: about 27.
Deity: follows God of War and Fighters (Tempus), and Moon Godess (Selune). He also worships Kelemvor, and considers this deity as an important part of cycles of deaths and rebirths.
He thinks, feels & believes that Tempus is also Sun god.
He meditates and seeks Enlightenment on the Martial Arts Way - challenging gods by meditation and service - also by serving gods.
He is meditating in an attempt to escape the seemingly endless cycle of deaths and rebirths, and studies Kelemvorite lore about death and afterlife - trying to integrate these lessons with kara-turan lore of reincarnations and rebirths.
Home Town: Peltarch (sympathizes with Norwick and Oscura).
Description:
Quiet and aware person, his mannerism shows discipline, calmness, patience and focus of mind.
'a Warrior of the Sun & Moon, of Tempus & Selune ... Unafraid of the Day, Reflecting Light in the Dark'.
Background Story:
Anheim's childhood is unknown to him, for some reason he forgot his family and youth.
He remembers being raised in a Monastery where he learned basics of meditation, lucid dreaming, arcane magics, unarmed & armed combat.
He served there as a grave Guard.
He was called 'Black Cloak', perhaps for Inspiration.
Later he met Chea Allin and they are more than friends, she gave him few arcane lessons to practice.
In Narfell he was enlisted as a Legion Recruit.
He fought for a while with random weapons & common style, then meditated, cast all that hinders away & started training anew.
Patiently, calmly training ... winning battles before they come.
Languages:
* Common,
* Chondathan (language of Cormyr),
* Shou (language of Far East, Kara-Tur).
Statistics:
Weapons:
-=- For unarmed combat without enhancements such as Greater Magic Weapon. -=-
-=- Pure damage enhancements as Flame Weapon or Darkfire are still useful. -=-
-=- For unarmed combat with magical enhancement such as Greater Magic Weapon. -=-
-=- Also, some creatures are immune to piercing or bludgeoning weapons. -=-
-=- (skeletons can't be destroyed by using bow/arrows... unless properly enchanted). -=-
-=- For unarmed combat with magical enhancement such as Greater Magic Weapon. -=-
-=- Also, some creatures are immune to slashing or bludgeoning weapons. -=-
/ Bo Staff with Power of Coral /.
/ Works well with Potions/Crystals of Divine Power, with Potions/Crystals of haste, etc. /
/ Well-made Steel Katana Sword, to be enchanted /.
/ Can be useful against creatures vulnerable to slashing damage /.
/ Works well with Potions/Crystals of Divine Power, with Potions/Crystals of haste, etc. /
Armour:
Equipment:
/ for combat & for acrobatics /.
/ for combat & for acrobatics /.
/ for defense in combat /.
/ for combat & for acrobatics /.
/ this cloak is useful during desert trips or in certain hot caves, allowing wearer to not die to overheating too easily /.
/ this cloak is useful during iceland trips or in certain cold caves, allowing wearer to not die to freezing too easily /.
Valuables:
- about 115 700 gold pieces in his coinpurse (in narfell, gold pieces are small and light to carry).
- 10 gp in Peltarch's Bank.
I went to Realm of Death again, 50 steps downwards, leaving trail of Loving Eyes Mantras behind.
Then i walked around in the path of Form Tri 108, feeding hungry ghosts as i progressed, so they guard each place. This way i laid foundation for fortress in the Realm of Death.
I left gestalt against sticky and other curses there.
Then people appeared, and duel began. I spoke Mantra for fight. Then it happened automatically. They bombarded me with delusions, i responded with Nullify Mantra. They repeated, again, again and again. I had to create Nullifying Gestalt to combat them. Fight was over.
I talked with someone, then i knew, gradually, that i have to go to Realm of Death to help them, to cleanse them from taint.
I walked downwards through 7 gates, leaving Loving Eyes Mantras for hungry ghosts to make them allies and help. I left wards and called Mandalas for help to not make any mistake.
It was slow silent walk downwards, world started to be little more deathlike each step.
At 7th gate i stopped found the clue, and cleansed taint.
Silent walk up was easy, i called Death Guard to close gates behind, regenerating wards and feeding hungry ghosts with Loving Eyes Mantras. Then i called Mandalas to share accomplishment, spoils, experience, to secure what was gained, to not make any mistake.