1. What is your character’s name?
Alvra Drag'or of minor house Drag'or of Irrisen
2. How old is your character?
Twenty four years of age good narrator!
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Taller than the folks of most of the Inner Sea, Alvra stands a little over six feet in height. Her skin is a light pink from travel on the road, while her straw colored hair is tied in a simple ponytail while still reaching the small of her back. Taking a bit more of her mother's Ulfen traits, Alvra's eyes are a vibrant green, always darting about to take in her surroundings. Walking about in her traveling clothes, the woman keeps a small dagger at her side while her well traveled walking stick is always in her hand. Dressed in hues of blues and greens, and with the butterfly pendant around her neck, it would be safe to assume she followed Desna's teachings.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Fairly outgoing, Alvra tends to speak what's on her mind before thinking about what comes out of her mouth.
5. Where was your character born? Where were you raised? By who?
Born in Halgrim, Alvra was raised on the Ironbound Islands by her panrents and keepers.
6. Who are your parents? Are they alive? What do they do for a living?
Helrod and Sarken Drag'or, retainers of the Linorm King White Estrid, oversee the workings of the ports of Halgrim.
7. Do you have any other family or friends?
Alvra was born as an only child, but had quite a few friends, with a few of them being the guards of the palace.
8. What is your character’s marital status? Kids?
Alvra is currently single with no children of her own, though she will temporarily adopt children during her travels until their parents or guardians can be found.
9. What is your character’s alignment?
As a traveler of Desna, traveling where she feels, is Chaotic Good
10. What is your character’s moral code?
Be good towards others, especially other travelers.
11. Does your character have goals?
Alvra would love to be a part of someone's epic, or at least record a hero's stories to literature for future generations.
12. Is your character religious? what deity?
Desna guides Alvra on her journey thoughout Galorion.
13. What are your character’s personal beliefs?
Be good onto others, and they should show you the same. Slavers should be put to justice, as no one should own a sentient creature.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Alvra is overly optimistic, even in the gravest of times.
15. Why does your character adventure?
Adventure lets her see the world, and learn the stories of her traveling companions!
16. How does your character view his/her role as an adventurer?
She views herself as the optimistic storyteller, with a talent of knowing or learning of things through talking to the people or hearing of rumors.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
There is a birthmark on her left shoulder, almost looking like an odd shield or a one winged butterfly.
18. How does your character get along with others?
She is accepting of most people, letting them do what they please for the most part, as it isn't her place to dictate what they do. If she believe something might hurt someone, she'll offer advice or try to talk them out of doing harm.
19. Is there anything that your character hates?
Alvra abhores slavery with a passion.
20. Is there anything that your character fears?
Her main fear, is becoming a slave or trapped in a way that she can not travel.
Beyond just this, you need to make sure you explain why your character is in Kenabres (Mendev) on Armasse (on 16th Arodus, 4712)
Alvra Drag'or was beginning to find merchants who were on their way to Tian-Xia after visiting Numeria, yet became interested in the temples of Kenabres. Specifically, the temples of Desna, as it was odd to find followers who had stayed in one location long enough to create a permenant structure, especially large enough of one to house a library of tales of the crusades against the worldwound.