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Kmar, the Prowling

"To be perfectly honest with you all, I do not believe I was lucky enough for you to spare me. I could've fought against you all after that battle, but I didn't. I hadn't even vowed to fight, yet I was there. I was meant to provide resources to them as they fought, but alas, I was there. I'm not going to stay here. Please, take me with you,"
 
- Kmar, to the adventurers that spared him.
Kmar is a Chitine from the Morta Mountain's second dungeon layer, where his Broodmother had formed a society in an old den of a cultist. Kmar was a member of one of the most recent generations, and had spent his life before being forced into becoming a defender of the settlement, after being exposed for his constant attempts to explore the upper and lower regions of Morta Dungeon. He was ordered into defending the entrance to their layer from above, the same one he tried to escape through weeks before. Kmar, unlike his more feral siblings, is quite a charismatic individual, as well as being quite patient. He had learnt the efforts of stalking prey, instead of mindlessly attacking them. He was also the one to find out about the hidden Gorgon beneath his Drider Broodmother's home, one that had been feasting on any traitor to their home. Before the entrance of his allies of Grog, Riree, and Gormand, poor Kmar was forced into being a part of the warriors that'd have to fight them. As the only survivor on their side, Kmar had pleaded for his life to be spared. 
  Luckily for him, the adventurers were surprisingly kind to him. Kmar was given a chance to follow them, as the Chitine society was quite dangerous for newcomers, for it's extensive traps and chances to be brought into a coliseum to fight against different monsters and champions. However, Kmar did miss one himself, having to go against a parasitic adventurer, along with his newfound allies. For his efforts to help them before, he was able to be saved by them from being decapitated. Kmar, now indebted to them a second time, would travel with them, doing anything he could find himself able to do to help. Until the end of their descent, and return to the surface, Kmar found two daggers made of cobalt. He used them to slay a Barlgura, and aid the others in returning to the surface. With them, he finally found himself underneath the freedom of day. All of this, done by people that were practically strangers. Kmar had to pledge himself to good, away from the evils of his old home, and in a world where his purpose was not designated to him by beings outside of his control, but instead himself. 
  Kmar went on to aid as many as he could, within the settlement known as Townsville. His actions were done quietly, but his work continued on until his next meeting with his adventuring friends. He was offered to come to Elfar, which he gladly accepted. He journeyed in the Fresar Badlands and had joined up with a hireling group known as Sell-Sword Sanctuaries . Working alongside the likes of Merric , Henk & Krissa , and Nog Kai. His work was much more hidden than the other adventuring party. Where they preferred working with chaos and dumb luck, Kmar would begin learning how to properly hunt both the prey he was taught of in his childhood, and the predators of evil regions on the surface. The Chitine is said to be one of the greatest assassins of his time, and the most moral one as well. His targets have only been monsters, and his costs are known to be quite cheap. Kmar does things for the thrill and enjoyment, and would not dare do something that his saviours, his first party, would find bad. 
  As an assassin, and a Chitine, Kmar is a stealthy warrior, his attacks are deliberate and only made few and far between. Due to being in the dark so long, Kmar has a sensitivity to the sun, and prefers to do his job within the shades of the world. It is why he decided not to go to the Thevagon Isles. A series of tropical islands with what seemed to be little-to-no dangers from what Salar, the Great Battle Master had told him? He passed on the occasion. But since then, he has been desperate to find out why his closest friends have not returned from their journey on over yet. He fears the worse with every passing minute. 

Relationships

Kmar, the Prowling

Friend

Towards Henk & Krissa

2
0

Henk & Krissa

Friends

Towards Kmar, the Prowling

2
0

Kmar, the Prowling

Friend

Towards Merric

4
0

Merric

Friend

Towards Kmar, the Prowling

3
0

Alignment
Neutral Good
Current Location
Species
Age
16
Spouses
Siblings
Children
Sex
Male
Gender
Man
Presentation
Masculine
Eyes
Glowing, Yellow
Skin Tone/Pigmentation
Pale, Soft, but Scarred
Height
5'6
Weight
56 kg
Aligned Organization
Other Affiliations

Kmar's Daggers

Weapon (Dual Daggers), Very Rare (Requires attunement by a Rogue) 
  The magical daggers used by Kmar on most of his jobs, which are said to have come from a legendary assassin in many ages previously. 
  If you roll a critical hit with Kmar's Daggers, whilst using your Sneak Attack feature, double the dice rolled for calculating your Sneak Attack damage. 

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