Nizu Nestrin

Nizu Nestrin

Physical Description

Identifying Characteristics

Messy brown hair, green eyes.

Apparel & Accessories

Often wearing goggles; no one is entirely sure what they do, and Nizu is happy to propagate the mystery (he just likes how they look). Usually covered in dirt and grime from his latest experiment; the teachers have tried to teach him prestidigitation, but he doesn't mind it.

Mental characteristics

Personal history

Nizu lost his family when he was very young. He survived on his own in the forest for a time, but eventually crossed paths with travelers that brought him to the refugee camp. Surrounded by tools and devices completely foreign to him, he immediately became fascinated. Looking for excuses to be near the objects of his curiosity, he volunteered to help wherever he could, and quickly became a reputable handy-gnome. Pestering half the camp for odd jobs, his magical abilities didn’t escape notice for long, and he was brought up to the school.

Employment

Handy-Gnome. Will repair or improve anything. Not liable if the pieces don't fit back together after being taken apart.

Failures & Embarrassments

His inventions sometimes look better in his head than they turn out. Nizu has destroyed some of his friends' cherished belongings trying to 'improve' them.

Mental Trauma

Too young at the time, Nizu doesn't remember exactly what happened to his family. He often has nightmares about it.

Intellectual Characteristics

Easily distracted by his own curiosity. For every project completed, several remain unfinished.

Morality & Philosophy

Nizu wants to help everyone, but it isn't hard to convince him to be involved in mild shenanigans -- for science, of course! Loyal to his friends. He remembers being alone in the forest, and he doesn't want to feel like that again.

Taboos

Uncomfortable talking about his past before the refugee camp.

Personality Characteristics

Motivation

Insatiable curiosity. Nizu hopes his curiosity leads to things that can help everyone, but he's usually led by whatever is interesting rather than a moral goal.

Virtues & Personality perks

Good-natured

Vices & Personality flaws

Disorganized (swears he knows where everything is)

Personality Quirks

Frequently lost in thought, completely unaware of what's happening around him.

Hygiene

Often covered in dirt and grime from his latest experiment.

A gnome tinkerer fascinated by... nearly everything. Wants to be helpful, but is usually led by whatever is most interesting at the moment.

View Character Profile
Alignment
Neutral Good
Age
15 years old
Birthplace
Unknown
Children
Current Residence
Tarslemoor
Gender
Male
Eyes
Green
Hair
Brown
Height
3ft 4in
Weight
35lb
Quotes & Catchphrases
explosions and gnomish cursing
Known Languages
Common, Gnomish, Halfling

Tips From Tana

Stayed after class to ask Tana if she had any advice for Ice Cream Delivery System #7. I've been having trouble with the projectile's spell matrix, it's more complex than I've dealt with before. She had some good suggestions, but kept pestering me about whether I'd remembered anything more about what happened before the refugee camp yet... I don't know why she always pushes on this. Why does it matter? I tried to change the topic and asked if she knew anything about what's been happening at the school lately, why all the wardens are on edge. She looked concerned but just tried to reassure me and wouldn't elaborate. I think we were both happy just going back to talking about stabilizing spell matrices.

Older Entries

Entries transferred from an earlier journal. There's a lot of text here, but it appears inscrutable without a cipher.

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