Kalsgrim Lodovka's page

1,383 posts. Alias of markofbane.


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I can't think of anything else for her. I think we are ready to mobilize defenses against the raiders (making sure troops have tools against regenerating trolls and flying wyverns) and scry on the 'ruins' so we can teleport in.


"While I appreciate your enthusiasm, Kriger, I think Oberlin is right." Kalsgrim's fists clench as he continues. "We've been blindsided too much as it is. If we can have a better idea of where we are going and perhaps what we are facing, we should give them time."


Oberlin wrote:

Oberlin thought for a few moments, silent and eyes lost in thought.

[dice=knowledge geo, a certain ruin]1d20+13
[dice=know local]1d20+16
[dice=know history of a ruin]1d20+15

He cleared his throat, turning back to the group, "I think I recall something about a settlement in that region."

"Well enough to transport us there?"


"Oberlin, do you know of this place?" I am guessing knowledge (geography), which Malaswyn and Kriger could both roll for too, but he's directing the question to the scholarly Oberlin because he suspects he's poured over maps in his travels and studies.


And here I was expecting a comeback where "Kriger's platinum bar" was a euphemism.


I was thinking less "Kriger's platinum bar" and more "Kriger," but we could try it your way. :)


Does anyone have an idea of a good offer, or should we just let it go. I admit, I'm drawing a blank.


"I'm not sure what we have to offer in exchange for a second question. Do the people you represent have a preference of outcome in the region? Stable growth and expansion or volatile dictatorship?"


Kalsgrim shakes his head. Looking down, he says "It is hard to know what to ask when there is so much we do not know." He looks up and meets her eyes. "I guess my question would be this. Knowing what you know, what would you ask if you were on this side of the conversation?"

Diplomacy 1d20 + 23 ⇒ (13) + 23 = 36


I don't have a preference myself.


Spells and scrolls of spells. If you didn't have a specific use in mind for the ring, that would make sense.


"I wish we could have met under better circumstances. I am Kalsgrim Lodovka, Duke of Frieland. These are my most trusted advisors. You know Marcel. Oberlin, Kriger and Malaswyn." he says, indicating each in turn.

We've discussed your terms, and I think we are close to being able to agree. My main concern is the choice of item. We can agree with that, as long as Oberlin and Malaswyn can confirm the item has no..."[/b] He hesitates, looking for the right wording. "Apocalyptic potential? We've already crossed paths with artifacts that have spurned on war. I suspect the belligerence we are facing is merely the man's ego, but if it is an evil artifact at the root of it, we cannot allow it to remain in circulation." He looks to the others to see if he is missing anything.


Kalsgrim nods mutely as Marcel lays out his thoughts.

"Well reasoned, and sound." He'll take back the signet ring long enough to stamp the numerous decrees and diplomatic letters that he'll have to prep that evening, and then he'll give it back to Marcel for his meeting in the morning.


I agree, 2 seems most inline with what we should do. We'll muster forces and call up our allies, but only to gather intelligence and prepare to defend.


We have a lot of NPC diplomats that we can send to our allies. We shouldn't need to send PCs to the boggards, kobolds, etc. The only exception is the Tiger Lords; that clearly needs to be Kriger.


And the boggards. They may be scattered, but they can still provide intelligence. And since Ivoretti would have to go through or around their territory, that could be valuable.


"Should we warn citizens that they may need to evacuate north?"

"At a minimum, we should send overtures to our allies."


Assuming Oberlin doesn't come up with an opposing view that is persuasive...

"The devil we know or the one we don't?" Kalsgrim muses. "Regarding the items, I am inclined to agree with one caveat: no apocalyptic items will be surrendered to them." For example, if there is an artifact behind this like the sword Kriger is lugging around, it won't be an option for them to take.

"If we survive this, I plan to annex Pitax and ensure that this does not happen again. I am willing to work with the Szcarni to agree upon a new ruler, starting with their candidates. I cannot give them carte blanche to decide, however. I would hope they would be reassured that, for the welfare of all, I have been willing with a wide array of atypical allies. Boggards, Gorumites..." He pulls off his ring, and passes it to Marcel. "In case they doubt that you truly speak for us." It is the signet ring of Frieland, which is also enchanted as a ring of protection +2, a ring of sustenance, and a constant endure elements on its wearer.


"We should talk to the children, and see to their safety." For the first half of that sentence, he is looking at Malaswyn. For the second half, Marcel.

"We need to have advanced notice of any movement of enemy forces. We need scouts deployed near the border." He looks to Kriger when he says that.

Finally, he looks to Oberlin. "I do not know what powers you command, but anything you can do to forewarn us or help prepare for assaults, be they en masse, surgical or diplomatic, would be much appreciated."

To all, he says "We need to consider what forces we can muster, and what allies we can call upon. Also, we need to take note of who or what may try to take advantage of our involvement in a potential conflict. Whether they may ally with Ivoretti or lash out when we are seen to be weakened or distracted, we should prepare."


Unless Oberlin or Kriger has a coherent reason we should stay, we will blink out of here, unless Oberlin's fears are realized.


"Ivoretti seeks war. To give him the youth now would just be a matter of appeasement."

"He has no right to hold us for trial. The children are not now, nor have they ever been, subjects of his domain. Nor are we his citizens."

He meets Jamandi's gaze directly. "We will leave and prepare ourselves for his next inevitable plot, overture, or blatant assault. The question, Lord Jamandi, is what will the Swordlords do. As a duke, I am still subject to their command. Will they order me to relinquish the children? Or will they support the sovereignty of the Duchy of Frieland? There is no place for their neutrality as long as our fledgling nation is their vassal. As you said, the other states in the region have their eyes on us."

"So, what will it be? Give in to Ivoretti? Support your duke? Or grant us independence to wash your hands of obligation in the matter?"

"Before you decide, I must tell you that my path is clear. Whether I am a duke,a king, or an outlaw, I must oppose Ivoretti."


Happy Holidays all!


With his voice low, Kalsgrim speaks to Jamandi. "We will not relinquish the children. Lady Drelev has not pursued reclaiming them or even inquiring after them. In any case, she is clearly unfit. When the children are of age, they can decide if they wish to reach out to her."

"Ivoretti seeks war with us. For what purpose beyond greed, I cannot guess. If these children would not be his declared purpose, something else would be."


Kalsgrim whispers to his team Deception seems to be the strong suite of Ivoretti. I doubt that is Jamandi. If it is, he's either beguiled or deceived. Regardless, we should regroup elsewhere." He looks to the spellcasters to see if they have a way to make for a rapid exit.


No worries! I'm pretty swamped with work and holiday stuff, so some time to get Marcel worked back into the stream is great! :)


Malaswyn Tyddewi wrote:
Anyone got any questions for Sarenrae?

I guess I wouldn't know what to ask.


Kalsgrim nods. "Very well then. We'll stay, and we will continue to participate. After the day's activities and the evening's festivities, we will regroup and see what we've learned. Remember: Ivoretti is no longer our audience. I'm sure he has malicious intent towards our fledgling nation. But among the other attendees, there may be prospective allies."


Marcel D' Anjou wrote:
Kalsgrim Lodovka wrote:
If he hasn't reported in by the time you are ready with the spell, we'll reach out to him. Kriger, if you want to prowl around some, I trust your skills to be discreet."
Did you just say you trusted Kriger's ability to be discreet? Either I missed something while I was away, or my definition of discreet is very different from yours.

I should have been more clear. I trust his stealth, not his diplomacy!!! But I guess we'll see how Kriger interprets that! :D


Kalsgrim frowns. "And that is why I need trusted advisors so much. I'm ignoring the tiger pouncing over concern for the viper at my feet." He considers, and then says "We'll stay for now. Malaswyn, can you ask your Lord for the ability to send a message across the distances? I'm sure Marcel has been where ever he can do the most good for our cause, but we need to check in with him. If he hasn't reported in by the time you are ready with the spell, we'll reach out to him. Kriger, if you want to prowl around some, I trust your skills to be discreet."

With that, Kalsgrim settles in to here from their elusive spymaster.

No rush, Marcel! We're glad to have you back, and we understand it takes some time to get ramped back up. :)


"That wasn't as diplomatic as I had hoped, but I don't know that it matters. In some way, they are going to be moving against us. The question is, do we stay here and try to learn what we can to prepare ourselves, or do we go home and prepare there?"


"Yes. After you and your husband engineered an alliance with dark forces and invaded Frieland. You conveniently omit that instigation."

I am assuming he has time to say that since they are walking away and not running.


Kriger Eilifsson wrote:
Or should I go take care of 'the tiny problem'? I can you know. Just say the word, Chief,"[/b][/smaller] he says, internally hoping he can go bash some heads.

For just a moment, I thought you were referring to Pavetta's little dog. I was like "Dude, that's cold! 'You can't see your children, and we're going to murder your little dog while you watch.'"

To Kriger, he murmurs "Go see who it is. Brush them back if you can, but avoid an incident."

As soon as he tells Kriger to avoid an incident outside, Kalsgrim turns back to where he and Malaswyn are creating an incident inside.


"Oh? By sunrise? You should have said so earlier. Then the answer is simply 'no'. My concern for the children's welfare far outweighs all other considerations."


Kalsgrim holds a hand out to Malaswyn and Oberlin, indicating they should wait. "We will talk to them about it. We will let them know you are alive. And we'll let them know what your" he looks over at Ivoretti as he says "circumstances are."


How old are the kids now? Are they of the age of consent in these parts?


Sense Motive 1d20 + 16 ⇒ (16) + 16 = 32


With great intensity, Kalsgrim says "I am sure that Erastil's ever-aware gaze shall keep watch over you both and all of your activities." Someone with a low sense motive roll might mistake that for a blessing rather than a warning!


Kalsgrim says nothing, though his face probably says plenty. His mind reels with the implications, including possible contested claims to the captured lands between Pitax and Frieland....

Kalsgrim touches his temple where a headache is rapidly blossoming. I just wanted to clear some of the bandits out for the good of the local people.


Malaswyn's diplomatic statement snaps Kalsgrim out of his growing anger. He too looks to the broader gathering as he says "I hope our host can overlook my outburst, born of the pride that any ruler has regarding their own realm. There are many good people here, and that is not something to be taken for granted."

Diplomacy 1d20 + 23 + 2 ⇒ (14) + 23 + 2 = 39


"I do not claim to outclass the 'rest of us.' Just you. You'd punish an artist for doing your bidding? What sort of misdirected cruelty is that? I have my doubts that you could understand your shortcomings no matter how articulately I could name them."


[smaller]"Indeed. It is time to see if we can't push this along."/smaller]

"Congratulations, Ivoretti. Alas, your Oberlin is just a pale reflection of my Oberlin. Just like everything else between our nations. Perhaps that is the gods' reward for achievement through hard work and honesty. I can see why you are so hard pressed to try and best us in frivolous contests when it seems you are outclassed in the ways that are truly important." Kalsgrim lifts his glass and drinks, without waiting to see if anyone else joins him in the 'toast'.


Kalsgrim hesitates for a moment, clearly confused. Then he leans over and tells Oberlin "Just because I am a follower of Erastil doesn't mean I disapprove of your lifestyle. Why didn't you tell us?"


Yes, I think so. I think we need to see how the feast and the betrothal announcement go before we can decide more.


Kalsgrim considers. "I think we should remain here tonight. We'll do what we can to see what's going on. Kriger and I don't need much sleep. Perhaps I can keep watch here while he scouts out the camp after hours."


How long to town via flying broomstick? I was thinking maybe Kriger could scout it, since he only needs two hours of sleep. Unless it was a task we could assign to Marcel.


When the team has done their best to ensure some privacy, Kalsgrim will draw them close. "I was told that there are secret meetings happening. Special envoys arriving after dusk and leaving before dawn for them. Strange lights coming from the castle, too. I think we need to investigate. Marcel may already be doing so, but until he reports back, I think we need to look as well."


Shortly before the feast starts, Kalsgrim will connect with his counselors. "We should refresh ourselves before the feast."

When they are at the tent, he'll glance about and ask the others "Do we have privacy?"


Kalsgrim will be memorizing different spells in the morning.

spells:
1st: Divine Favor, Longshot, Steady Saddle, Wartrain Mount.
2nd: Litany of Warding, Litany of Warding, Weapon of Awe, Weapon of Awe.
3rd: Burst of Speed, Litany of Sight, Magic Weapon, Greater.
4th: Mighty Strength.

Kalsgrim will wander the grounds, looking for dignitaries from other nations/territories. He'll try to figure out if they might know anything about why Ivoretti is singling out him and his council, or even basic background information on Ivoretti (where he came from, how he rose to power, etc.).

Rolls:
Assuming six hours before the feast and an hour per attempt to win over a dignitary.[/ooc]
Diplomacy 1d20 + 23 ⇒ (2) + 23 = 25
Diplomacy 1d20 + 23 ⇒ (1) + 23 = 24
Diplomacy 1d20 + 23 ⇒ (12) + 23 = 35
Diplomacy 1d20 + 23 ⇒ (16) + 23 = 39
Diplomacy 1d20 + 23 ⇒ (19) + 23 = 42
Diplomacy 1d20 + 23 ⇒ (20) + 23 = 43

If an individual he approaches is hostile or unfriendly, he gets +2 to the roll.

If they don't want to cooperate and help Kals out, he'll see if he can figure out why (i.e. are they afraid, are they allied with Ivoretti, etc.
Sense Motive 1d20 + 16 ⇒ (3) + 16 = 19
Sense Motive 1d20 + 16 ⇒ (1) + 16 = 17
Sense Motive 1d20 + 16 ⇒ (9) + 16 = 25
Sense Motive 1d20 + 16 ⇒ (3) + 16 = 19
Sense Motive 1d20 + 16 ⇒ (9) + 16 = 25
Sense Motive 1d20 + 16 ⇒ (8) + 16 = 24


Kalsgrim claps Kriger on the shoulder and says "Well done. But I'm sure if those were trolls and not logs, you would have waded right through them!"


Kalsgrim smiles. "He is outnumbered because he has such a hard time keeping friends. But that's okay. I'm sure we'll find these challenges tailored to their particular strengths, so it should balance out. Though how you'd engineer a challenge to demonstrate one's ability to betray is a mystery to me."

About Dr. Cyrill Collingsworth III

Advancement Choices:

1st: Alchemist (beastmorph); alchemy, brew potion, bombs, throw anything, improved initiative, extra evolution

Dr. Cyrill Collingsworth II

M Human (Taldan) Alchemist (Beastmorph) 1

N Medium Humanoid (Human)

Init +5; Senses ; Perception +4

--------------------
DEFENSE
--------------------

AC 15, touch 11, flat-footed 10 (+1 dex, +2 armor, +2 NA)

HP 10 (1d8+1)

Fort +3, Ref +3, Will +0

--------------------
OFFENSE
--------------------

Speed 30 ft.

Melee +2 slam (2d6+3), +4 (2d6+6) (Mutagen)

[dice=Slam]1d20+2;2d6+3[/dice]
[dice=Slam (Mutagen)]1d20+4;2d6+6[/dice]

Ranged bomb +1 (1d6+4 fire; 5 splash) 20’ range increments, light crossbow +1 (1d8 19-20x2) 80’ range increments

Space 5 ft., Reach 5 ft.

--------------------
FORMULAE (CL 1st)
--------------------
Formulae Known:1st Level: Cure Light Wounds, Enlarge Person Expeditious Retreat Shield Ant Haul Anticipate Peril

Extracts Per Day

1st (2/day) -Enlarge Person, Cure Light Wounds

--------------------
SPECIAL ABILITIES
--------------------
Alchemy (Su): When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.

Anatomist: You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You gain a +1 trait bonus on all rolls made to confirm critical hits.

Bomb (Su) (1d6, 7/Day): You are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that you can hurl at your enemies. You can use 7 bombs each day. Bombs are unstable, and if not used in the round they are created, they degrade and become inert - their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, you must use a small vial containing an ounce of liquid catalyst - you can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day - once created, a catalyst vial remains usable for years. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+4 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (5). Those caught in the splash damage can attempt a DC 14 Reflex save for half damage.

Focused Mind: Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Mutagen (Su): You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 14 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex): You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

--------------------
STATISTICS
--------------------

Str 14, Dex 12, Con 12, Int 18, Wis 10, Cha 8

Base Atk +0; CMB +2 ; CMD 13

Drawback:
Pride

Traits:
Accelerated Drinker
Alchemical Prodigy
Pragmatic Activator

Feats:
Brew Potion
Improved Initiative
Extra Evolution
Throw Anything

Skills:
Appraise +8
Craft (Alchemy) +8, Craft (Alchemy/Create item) +9
Disable Device +5
Disable Device (Traps) +7
Heal +8
Knowledge (Nature)+8
Perception +4
Spellcraft +8
Stealth +2
Survival +4
Use Magic Device +8

Racial Modifiers: +2 int, skilled, bonus feat

Languages:Celestial, Common, Draconic, Kelish, Taldane

--------------------
GEAR/POSSESSIONS
--------------------

Location: On Persons
hat (common); bandolier (x2); leather; bolt, crossbow (x15); candles (10); flint and steel; foaming powder; grooming kit; iron spike (x10); journal; magnet; mess kit; oil (1 pint flask) (x2); piton (x5); potion of enlarge person; potion of mage armor; powder (x5); rations (trail/per day) (x7); rope (hemp/50 ft.); smoked goggles; smokestick; snorkel, common; string (50 ft.) (x2); sunrod (x3); thieves' tools (steel); tindertwig (x10); torch (x2); acid (flask) (x2); air bladder; alchemist's fire (flask); ball (2 in) (x5); bedroll; formula book; outfit (explorer's); bomb; Backpack, Common ; Canteen ; Scroll Case ; Flask (Empty) ; Hip Flask ; Sack ; Vial ; Waterproof Bag ; Waterskin ; Wrist Sheath ; Bottle (Glass) ; Light Crossbow ; Pocketed Scarf ; dagger

Carrying Capacity Light: 58 lbs. Medium: lbs. Heavy: lbs.

Money: 5 GP 7 SP 5 CP

Total Weight: 58 lbs.
===================================================

Background:

Cyril was born to very humble beginnings. Near the docks of Abasolone. His father, was a teamster and his doting mother was a seamstress. Grundle, Cyrill's father, was huge and gentle giant of a man. Cyrill's mother, Lucy, absolutely doted on her son. For whatever reason, Grundle and Lucy only had no other children other than Cyrill, Lucy focused all of her attention on Cyrill.

Cyrill was an active and curious child. Getting into the mischief that most children got into as well showing an interest in animals and insects. He collected as many specimens as he could. He dissected, examined, studied where ever he could. His parents realized that his interest should channeled in more productive ways so they tried to apprentice him to an apothecary, barber, butcher and healer. It was clear that Cyril was a gifted child and so the family gathered all of their savings and with some hefty loans from some unsavory characters, he became apprenticed to a local wizard. Then tragedy struck.

Grundle could no longer work when crate of oranges crushed his left leg. Lucy's income was not enough to feed the family much less keep Cyrill's apprenticeship and of course pay off the loan's. Cyrill had a gift with herbs and medicine so naturally he turned to making drugs. Recreational drugs, combat drugs, 'potency' drugs, you name it, he would make it. Of course, this got the notice of the local guild who came him an offer he couldn't refuse. Work for our labs, or more accidents will happen.

As it turned out, it was an excellent opportunity. He learned many useful many useful chemistry skills while at the guild's apothecary. The most important being: be careful. It was here he earned his appellation 'the third'. There were two other workers in his lab at first, the first died from inhalation of fumes, the second died in an explosion. The third was expected to be Cyril. Fortunately for Cyrill, that never happened. It even earned him promotion and opportunity. He never lost is love for dissection, study and experimentation. He improved on many of the process's so that he could make many of the drugs with less effort and cheaper ingredients. The guild was happy to provide him all sorts of specimens for study and disposal. It was quite the education and was making quite a bit of money for the guild, but sadly not a whole for his family.

By this time, Cryill was older, but his family wasn't much better off. The debt was retired, but his mother was getting older and his father was quite depressed in their squalor. This is when Cyrill Collingsworth III was born. He started selling drugs to a more noble audience. It was quite lucrative and he began to experiment with 'designer' drugs. It was here he also began to sample his own wares. He was cooking up product for the guild during the day and special product at night, he was very busy indeed. He often fell asleep at his work bench. He developed a drug that would help him stay awake for long periods at a time.

The money started to pour in. Cyrill was no fool and knew that the guild would be very suspicious. So he cooked up a plan so to speak. His parents would 'inherit' an estate in the countryside with enough money to live comfortably and more importantly, quietly. While he arranged an accident that would 'blind' him making him useless to the guild. It was also important to 'disappear' for a while which is where the Pathfinder's come in.

Perhaps he did not joining the Pathfinders for the right reasons and that caused some tension. He was certainly interested in the libraries, artifacts and facilities the Pathfinders have to offer. The rest he was more ambivalent to. Consistently uninterested in doing many of the tasks set before him, he was often punished. Finally to appease the masters and do the work he was interested in, he started taking drugs again. Hiding his drug use wasn't as hard as might be expected as he was used to fooling the guild, the Pathfinders were a different operation all together. Of course, he was found out. Eventually. Just before his confirmation test.

Since he had such a strong desire to inject, ingest and otherwise imbibe all sorts of things, the three masters have decided to put that desire to good use. As for Cyrill, the temptation to discover what these vials is too strong. Surprisingly, it's one of the first times he is actually becoming interested in the Pathfinder organization beyond its usefulness as cover.

Personality:

A tall lanky man, with a hair line starting to recde and a hint of grey. His trademark, leather coat is covered with weathered stains and singe marks from experiments gone terribly wrong...or terribly right.
His eyes burn with intesity and arrogance and a dissmissiveness of those who do not the wit to see past their noses.

Description
Age:31
Ht: 6' 2"
Wt: 195 lbs
Hair: Dark brown, receding and graying
Eyes: Dark Brown
Skin: pale yellowish palor