Narel of Arthedain
Character Name: Narel of Arthedain
Alternate Identities:
Player Name: JJ Moore
CHARACTERISTICS
Val Char Base Points Total Roll Notes
20 STR 10 10 20 13- HTH Damage 4d6 END [2]
22 DEX 10 42 22 13- OCV 7 DCV 7
22 CON 10 28 22 13-
18 BODY 10 16 18 13-
28 INT 10 26 28 15- PER Roll 18-
23 EGO 10 32 23 14- ECV: 8
20 PRE 10 10 20 13- PRE Attack: 4d6
16 COM 10 3 16 12-
8 PD 4 4 8/13 8/13 PD (0/5 rPD)
8 ED 4 4 8/13 8/13 ED (0/5 rED)
4 SPD 3.2 8 4 Phases: 3, 6, 9, 12
10 REC 8 4 10/20
50 END 44 3 50/150
50 STUN 39 11 50
6" Running 6 0 6"/16"
2" Swimming 2 0 2"/4"
4" Leaping 4 0 4"/24" 201 Total Characteristics Points
CHARACTER IMAGE

QUOTE
"Fire Ball!"
EXPERIENCE POINTS
Total earned: 445
Spent: 466
Unspent: 0
Base Points: 100
Disad Points: 237
Total Points: 803
MOVEMENT
Type Total
Run (6) 6"/16"
Swim (2) 2"/4"
H. Leap (4") 4"/24"
V. Leap (2") 2"/12"
DEFENSES
Type Amount
Physical Defense 8/13
Res. Phys. Defense 0/5
Energy Defense 8/13
Res. Energy Defense 0/5
Mental Defense 0
Power Defense 20
 
COMBAT INFORMATION
OCV: 7 DCV: 7
 
Combat Skill Levels: +4 with the Strike of Eldarion , +4 with Fire Bolt
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
25 DNPC: Blaze; son: 14- (Frequently), Incompetent (-20 points or lower)
20 Normal Characteristic Maxima
25 Berserk: If Neko or Blaze Attacked: Uncommon, go 14-, recover 8-
20 Hunted: Court of Ardor: 8- (Occasionally), More Powerful, NCI, Harshly Punish
10 Hunted: the Wind: 8- (Occasionally), As Powerful, Harshly Punish
2 Package Bonus (Wizard)
25 Psych. Lim.: Over protective of family: Very Common, Moderate
20 Psych. Lim.: In Love with Nekoru: Common, Total
20 Psych. Lim.: Curious: Common, Total
15 Public Identity: Frequently (11-), Major
15 Reputation: Powerful Mage: , Almost Always (14-)
20 Vulnerability: Cold-based Attacks: 1 1/2 x STUN Common
20 Vulnerability: Cold-based Attacks: 1 1/2 x STUN Common
237 Total Disadvantages Cost

Character Name: Narel of Arthedain
Alternate Identities:
Player Name: JJ Moore
SKILLS
Cost  Name
2 Animal Handler (Equines) 13-
3 Climbing 13-
3 Combat Driving 13-
3 Concealment 15-
3 Jack of All Trades
7
1) PS: Flutist 17-
3
2) PS: Mage 14-
3 Linguist
3
1) Language: LS: Aduniac (Completely Fluent, w/Accent; Literacy)
3
2) Language: LS: Duneal (Completely Fluent, w/Accent; Literacy)
2
3) Language: LS: English (Westron) (Fluent Conversation; Literacy)
3
4) Language: LS: Quenya (Completely Fluent, w/Accent; Literacy)
5
5) Language: LS: Runes (Imitate dialects; Literacy)
1
6) Language: LS: Signaling (Fluent Conversation)
4
7) Language: LS: Sindarin (Idiomatic, native accent; Literacy)
15 Magic Skill 21-
3 Paramedics 15-
3 Riding 13-
3 Scholar
4
1) KS: Air Magic 17-
2
2) KS: Chess 15-
2
3) KS: Circle Lore 15-
2
4) KS: Cookery 15-
4
5) KS: Courts of Ardor 17-
2
6) KS: Demon/Devil Lore 15-
2
7) KS: Dragon Lore 15-
4
8) KS: Earth Magic 17-
4
9) KS: Elemental Magic 17-
2
10) KS: Famous Mages 15-
4
11) KS: Fire Magic 17-
2
12) KS: Herb Lore 15-
4
13) KS: Illusion Magic 17-
2
14) KS: Items of Power 15-
2
15) KS: Magic Rituals 15-
2
16) KS: Music 15-
2
17) KS: Racial History 15-
6
18) KS: Spell Research 19-
2
19) KS: Symbol Lore 15-
2
20) KS: Transporting Magic 15-
2
21) KS: Warding Lore 15-
2
22) KS: Water Magic 15-
2
23) KS: Weather Watching 15-
3 Scientist
2
1) SS: Alchemy 15-
2
2) SS: Philosophy 15-
2
3) SS: Psychology 15-
3 Shadowing 15-
11 Sleight Of Hand 17-
11 Stealth 17-
3 Streetwise 13-
10 Survival (Temperate/Subtropical, Tropical, Desert, Mountain, Underground) 15-
0 TF: Carts & Carriages, Equines
3 Traveler
2
1) AK: Anduin Valley 15-
2
2) AK: Arda 15-
2
3) AK: Arthedain 15-
2
4) AK: Dol Amroth 15-
2
5) AK: Forenost Erain 15-
2
6) AK: Linhir 15-
2
7) AK: Mirkwood 15-
2
8) AK: Rivendale 15-
2
9) AK: San Francisco 15-
2
10) AK: Umbar 15-
1 Weapon Familiarity: Staffs
32 +4 with All Combat
15 +3 with Knowledge Skills
252 Total Skills Cost
PERKS
Cost  Name
15 Money: Filthy Rich
3 Well-Connected
8
1) Contact: Elrond of Rivendale (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 11-
8
2) Contact: Galadriel of Lorien (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 11-
8
3) Contact: Gandalf the Grey (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 11-
42 Total Perks Cost
TALENTS
Cost  Name
3 Absolute Time Sense
15 Combat Sense 15-
30 Danger Sense (general area, out of combat) 15-
5 Eidetic Memory
53 Total Talents Cost
 
POWERS
Cost  Power END
120 Archmage Magic Pool: VPP, 100 base + 20 control cost, Only for spells he has studied or created (-1/4); all slots Cannot wear armor or carry heavy burdens (-3/4), Gestures (-1/4), Incantations (-1/4)
0
1) Chill the Blood: Drain 5d6 Real Cost: 22
5
0
2) Cloaking: Invisibility to Sight Group ; Can be seen in reflective surfaces (-1/4) Real Cost: 8
2
0
3) Detect Movement: Detect A Single Thing 15- (Hearing Group), Increased Arc Of Perception (360 Degrees); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 3
1
0
4) Dispel Magic: Dispel 13d6, One Power At A Time (+1/4) Real Cost: 22
5
0
5) Earth Passage: Tunneling 7" through 12 DEF material Real Cost: 22
5
0
6) Falling Leaf: Gliding 10"; Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 4
1
0
7) Feather Foot: Flight 8" Real Cost: 7
2
0
8) Fire Ball: Energy Blast 5d6, Area Effect: Radius (+1) Real Cost: 22
5
0
9) Fire Bolt: RKA 3d6+1; Gestures: Instant Power (-1/4) Real Cost: 20
5
0
10) Fire Shield: Force Field (10 PD/10 ED), Costs END Only To Activate (+1/4), Fully Invisible (+1) Real Cost: 20
4
0
11) Fire Sight: Clairsentience (Sight Group); Limited Power: Fire to fire only (-1) Real Cost: 6
2
0
12) Flying Disk: Flight 9", Usable Against Others (+1 3/4) Real Cost: 22
5
0
13) Heavenly Bridge: Force Wall (10 PD/2 ED; 11" long and 1" tall); Horizontal Only (-1/2) Real Cost: 18
5
0
14) Hynotic Flames: Mind Control 8d6, Telepathic (+1/4); Target Must See The Flame (-1) Real Cost: 15
5
0
15) Ice Ball: Energy Blast 6d6, Explosion (+1/2) Real Cost: 20
4
0
16) Ice Glitter: Sight Group Flash 3d6, Explosion (+1/2) Real Cost: 10
2
0
17) Ice Shards: RKA 2d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) Real Cost: 27
2
0
18) Iron Will: Power Defense (20 points); Costs Endurance (-1/2) Real Cost: 7
2
0
19) Light Spell: Sight Group Images Increased Size (4" radius; +1/2); Only To Create Light (-1) Real Cost: 5
1
0
20) Lightning Bolt: RKA 1 1/2d6, Area Of Effect (10" Line; +1) Real Cost: 22
5
0
21) Long Step: Superleap +20" (4"/24" forward, 2"/12" upward) Real Cost: 9
2
0
22) Mud Trap: Entangle 3d6, 3 DEF, Entangle Damage: Entangle Takes no Damage From Attack (+1/2) Real Cost: 20
4
0
23) Night Sight: Ultraviolet Perception (Sight Group), Usable By Others: Simultaneous Use (+1/2); Costs Endurance (-1/2) Real Cost: 2
1
0
24) Sense Magic: Detect A Class Of Things 15- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range; Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 8
2
0
25) Skin of Flame: RKA 1d6+1, Damage Shield (+1/2), Continuous (+1) Real Cost: 22
5
0
26) Sprint: Running +10" (6"/16" total) Real Cost: 9
2
0
27) Steal Breath: Energy Blast 3d6, No Normal Defense (+1), Continuous (+1) Real Cost: 20
4
0
28) Strobe: Drain DEX 3d6+1, Ranged (+1/2) Real Cost: 22
5
0
29) Sun Bolt: RKA 2d6+1, Armor Piercing (+1/2) Real Cost: 23
5
0
30) Wall of Flame: Force Wall (6 PD/6 ED; 7" long and 1" tall) Real Cost: 19
4
5 Bracers of Ranging: Penalty Skill Levels: +6 vs. Range Modifier with All Attacks; Independent (-2), IIF (-1/4)
10 Burning Through: Find Weakness 11- with Fire Bolt 0
9 Enhanced Senses: +3 PER with All Sense Groups 0
5 Wizard's Robes: Armor (5 PD/5 ED); Independent (-2), IIF (-1/4) 0
Ring of the Archmage, all slots Independent (-2), IIF (-1/4)
15
1) Enhanced Endurance: +100 END
6
2) Enhanced Recovery: +10 REC
Staff of Eldarion, all slots Independent (-2), OAF (-1)
5
1) Accuracy: +4 with the Strike of Eldarion
10
2) Fire Amplifier: RKA 3d6; Linked (Fire Bolt; -1/2)
4
9
3) Fire Reflection: Missile Deflection (Any Ranged Attack), +8 OCV with Reflection, Missile Reflection; vs. Fire-based Attacks Only (-2)
0
22
4) Invulnerability to Fire: Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1); Only To Protect Against Fire-based Attacks (-1), Cannot Move through Solid Objects (-1/2)
0
5
5) Light of Eldarion: Sight Group Images Increased Size (8" radius; +3/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2); Only To Create Light (-1)
0
7
6) Strike of the Staff: Hand-to-Hand Attack +6d6, Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Hand-To-Hand Attack (-1/2)
0
5
7) Targeting: +4 with Fire Bolt
Wizard's Stone, all slots Independent (-2), IIF (-1/4)
1
1) Double Lifespan: Life Support (Longevity: 400 Years)
0
19
2) Enhance Attack Spells: Aid Any Attack Power 5d6 (standard effect: 15 points), Only works against an opposite Element (+0), (any Elemental Special Effect; +1/4)
0
2 Swimming +2" (2"/4" total) 1
255 Total Powers Cost

Character Name: Narel of Arthedain
Alternate Identities:
Player Name: JJ Moore
APPEARANCE
Hair Color: Auburn
Eye Color: Hazel
Height: 5' 7"
Weight: 165 lbs
Description:
As he has aged, Narel's fire red hair has darkened to a deep auburn and his yellow eyes have developed a certain intensity. He is not a large man and his many years of study have not allowed him to develop his body but he is blessed with a well-toned physique that has stood him in good stead throughout his eventful life. Even though Dunedain he has a marked elvish cast to his features that give him a fey look. His face is narrow and sharp featured but well put together. At all times, save in bed with Neko it is assumed, he is dressed in the flame red robes of a Fire Mage. He never carries a backpack and rarely even a pouch at his belt as heavy objects, particularly metals, tend to foil his magic. Neko has taken to hiding his pointy red hat as she thinks it clashes terribly with his hair. She has been trying out different hats over the last few month but as yet she has found none that satisfy Narel. When he goes out, he always manages to find his hat no matter where she hides it
BACKGROUND
Narel was born in Arthedain in Third Age 1642 during the great plague. On that day five children were born, Narel being the first, and within hours all of the inhabitants but the five had surrendered to the plague. A hunting party of Sindarian elves discovered the children and took them to their home.  The five were not separated, but treated as siblings and raised by the entire village. They were given elvish names: Narel, 'Fire Star' for his red hair. Eardraug, 'Sea Wolf', for his hair like the white foam of the ocean. Kemenannon, 'Earth's Gift', for his earth brown hair and eyes. Lauresul, 'Golden Wind' for her golden hair. And Mithual, 'Grey Twilight' for his dark grey hair. It was foretold by elvish sages that the five had a great destiny and so each was school according to their talents. Narel was ever studious, more interested in the library than the practice field. Early on he displayed a talent for the magic the elves taught and by his late teens had exhausted the skills of his mentors.  On their eighteenth birthday the five learned of their destiny from the dwarven alchemist, Johan, the destruction of the Court of Ardor. He was sent to them by the White Council and instructed to take them in hand as teacher.  Given the knowledge of the location of the Items of Power the five would need, Johan lead them into the world on their quest.  Sadly, Johan's life with the five proved to be very short as he was killed within a month of their departure, the knowledge of the locations of all the Items lost with him. 
     For years now the five, known as the Company, have traveled the world on their quest.  Far and wide across Arda they have traveled.  From Arthedain, their home, to Gondor, to the City State of Umbar, into the Ered Luin in the west to the very gates of Mordor their search has taken them.  Along the way they have helped thousands and save hundred, battling orcs, trolls and even the spawn of Morgoth, a dragon.  One by one the Items of Power have been discovered and taken, increasing the Company's power and improving their chanced to succeed in the destruction of the Court of Ardor.
     As nature is timeless, four have found soul mates.  Lauresul was first.  A solo trip to Moria to further her studies of Alchemy and Metal craft brought her into contact with an elven bard named Tardurn.  The two are inseparable and Tardurn always travels with the Company.  Wolf married a hometown girl, Brittany and they have five children.  Kemen is betrothed to a young noblewoman of the Realm of Gondor whom he rescued from a family of hill giants planning on having her for dinner, complete with an apple in her mouth.   Mith was killed and most of his body destroyed but with the help of Elrond of Rivendale he has been restored through a magical cloning.  This has left him physically twenty years junior  to his 'siblings.  He is still to young to settle down with one woman and is somewhat of a Romeo.
     Ghost Archer has traveled to Arda, many time, in search of his parents.  During his first trip, his memories stripped by the Road, he was found by Lauresul and Tardurn.  With Laure's help his memory was returned and over the years a fast friendship has developed between the three.  Several times the Archer has help the Company on their quest and when the bowman was in dire need of help, he turned to Narel.  Forgoing his studies the mage accompanied Ghost Archer to his world and it is there he met the love on his life, Nekoru.  The couple have wed and have recently been blessed by the birth of their son, Blaze Caranmir. 
Narel's Bachelor Party by Ghost Archer
      Nick laid the pen on the desk, a grin spread across his face.  He stood, catching himself in the mirror.  No, the suit was a cliché.  With a sweep of his hand he was dressed casually in a blood-red silk shirt, neatly pressed cream slacks and moccasins.  Better.  Absently he ran his fingers through his dark hair, his mind wandering to Rogue.
      "Stop daydreaming," he muttered to himself.
      The ruby dice appeared in his hand and he shook them. Instantly he stood before the door to Narel's tower.
      "Tsar, I must insist you announce yourself before arrival," Spock's modulated voice chided.
      "No fun in that," Nick retorted, knocking on the door.
      He   waited.  Nothing.  He knocked again, a bit harder.  He waited.  Again nothing.  Brows knitting together in a frown, he pounded on the door causing it to groan at the assault.  Not a sound.
      "Damn Mage," Nick muttered under his breath.
      Straight arming the door open he marched across the living room and stomped up the stairs to the library level.  The door splintering into kindling caused Narel to look up in surprise and shock.  His hand closed on the Staff of Eldarion and he raised it, chanting.
      "Stop that!" Nick bellowed.
      Narel blinked, the spell dying uncast.
      "You are not dressed," the dragon glared at the mage's ink-spotted robe.  "TIRATH NAH BOR !"
      The robe vanished, replaced by Narel's finest robes of rich red velvet.  His wild hair was combed, the ink marks on his face and hands gone.
      "On thy feet, Mage, lest ye land on thy ass," Nick commanded.
      Narel stood hastily.
      "AE ANA ARDA!" the dragon intoned.
     The sun was well down and the golden glow from the windows flickered on the cobblestones of the street.  They stood before a large three story Inn with a sign of five interlocking rings of red, blue, green, black and silver, the sign of the Elemental Inn.  A rumble of laughter and song washed over them as Nick pushed the door open.
      The whole room roared welcome as Narel stepped in, dozens of male voices shouting out best wishes to the groom.  Wolf strode over to his brother and clasped him by the shoulders.
 "At last!" He grinned broadly.  "We were beginning to despair of you ever coming out of the library long enough to notice women and you surprise us with Neko."
      Tardurn stepped up, offering a hand Narel grasp warmly.
      "No more night time study for you, brother,"  Tar said.   "Now you'll find something far more interesting with which to spend your evenings.  Greetings, Tsar!"
      Wolf's arm draped across the Mage's shoulder and drew him into the common room of the inn.  Fritz and Shelly had cleared all the tables from the room and replaced them with a circle of sofas and easy chairs.  Everyone Narel could think of was there.  Aydn Greyshadow played the lute and Cufaen, called Ghost Archer, accompanied on the flute.  Wolf sat and joined in on drums and Tar took up his mandolin.  Narel drew forth his own flute and dropped onto the carpet before the fireplace.  Fritz appeared and set a goblet of elvish wine on a knee table along with a plate of pasties.  Narel nodded in appreciation and put the flute to his lips waiting to join in.  Across the circle from him set the grey wanderer himself, Mithrandir.  Beside him sat Elrond and Gildor Inglorion of Rivendale.  Nearby, SWATpup watched the two elvish Lords with great interest.  Narel jumped into the music as Tar sang a song of new love in the spring, rich love in the summer, comfortable love in the autumn and final love in the winter.  When it was over all clapped and cheered the players.  The mage downed half the cup of wine and selected a few morsels.
      Wolf and Kemen appeared beside him, lifting him to his feet.  Fritz and Mith shoved a divan under him and his brothers dropped him onto the couch.  Shelly said something into the other room and two girls entered each holding a tray of food.  One, a svelte blonde with cornflower blue eyes, and the other, a lithe redhead with green eyes.  A big hand from Wolf pushed Narel over so he lay on the divan.  The girls knelt beside the couch, one on each side, and set their burdens on tables provided by Tar.  In less than five seconds the girls were hand feeding the groom, very much to his discomfort.
      The makeshift band struck up a sprightly tune and from the back room a trio of young elven maidens emerged.  Their long dark hair swirled as they turned, each a near mirror image of the other.  Grey eyes scanned the room and white teeth flashed in warm smiles.  They danced around the circle then stopped before Narel and took turns dancing just for him.  To his left Crusader sat stoically, arms crossed over his chest, an air of disapproval set on his face.  Wolf slapped the mage on the back, Nick noted, and whispered something in Narel's ear.  The mage's shocked look made Wolf laugh.
      SWAT eyed the blonde as he downed another mug of wine, his face clouded slightly, a vision in his mind of the beautiful Thistle.  One of the dancers pulled Narel to his feet, upsetting a goblet, and began to dance around him.  The mage's face was redder than his robes.  Tar switched the tune to a very bawdy song of three dancers and a lucky man, a tale filled with innuendo.  Mith was pulled to his feet by another and he joined her with obvious relish.  The two constantly rubbed against each other and Nick wondered how far it would go.  The third girl grabbed Galileo and undulated for him.  His watchful calm never faltered.
      Nick drew the redhead into his arms, spinning her away then back.  SWAT, overcome by the music, offered a hand to the blonde and soon they too, danced around the circle.  Tar changed the tune to an elegant elvish tale and Elrond and Gildor joined him in the haunting "Luthien and Beren".  More than a few wept openly. The dancers fell into the classical elvish style, a slow, precise dance that had been choreographed two thousand years ago.  Even Crusader broke down his reserve and wept, so beautiful and tragic was the song.  Nick leaned over Crusader's shoulder and whisper to him.
      "Do not be such a prude, Paladin," he said.  "Thou art every bit as human as the rest of them.  Remember, thy exploits in a certain ‘house' are now the stuff of legend."
      Crusader blanched, then blushed furiously.  Nick laughed.
      "Get thee hence, Holy Warrior!" he cried and Crusader vanished.
      Casually Nick caught the falling cup the Paladin had dropped, eyed it a second, then drank it down.  From across the room he caught Archer's eye and winked at the bowman.  The dancers, exhausted at last, draped themselves on the nearest laps but Narel would have none of it and sat primly sipping wine.  SWAT commandeered the blonde and was happily feeding her while one of the elvish girls hand fed Kleven.  Wolf stood, holding up a goblet.
      "My friends, I give you Nekoru, Fairy Princess of Cats!"
      All raised their cups.
      "Nekoru, Fairy Princess of Cats!"
      Tar took center stage and nodded to the Archer.  The bowman struck up a tune and Tardurn told the story of the breaking of Grond and Mount Gunderbad . . . 
      Hours sped by, tales of Narel's daring do and the exploits of the company were recounted.  Most got drunk, some fell asleep, SWAT disappeared with the blonde.  In the end, only two remained fully awake.  Nick sat beside Cufaen and the archer looked at him through eyes unclouded by fatigue or drink.  The dragon picked up Tardurn's mandolin and strummed it idly.
     "A good party," he said.
      Archer nodded.
      "Indeed."
      "Will you be at the wedding tomorrow?" Nick asked.
      "I intend to give away the bride," the Archer replied.
      Nick nodded.
      "And I intend to give Rogue away as well," Ghost Archer said with a slight smile.  "Now, shall we take the mage home?"
      They stood together and crossed to the divan.  Narel lay with his head on the lap of the redhead.  She was stroking his hair, her eyes closed.  Nick grabbed the mage's arm and hoisted him over one shoulder.  Archer lifted the girl's legs and laid her out on the couch.  With a few words from Nick they were back in the library of Narel's tower.
      "I'll take care of him," the dragon said.  "You get back to Thistle."
      Nick dropped Narel into his chair like a sack of potatoes.  Standing back, he returned the mage to the condition he had found him in the night before, complete with ink spots on his face.
      "Figure he will believe it a dream?" Archer asked with a smile.
      "Perhaps," said Nick with a wicked grin.
      "Library, Spock," Archer said with a chuckle and vanished.
      Nick teleported to the tree house and Rogue a second later, his laughter ringing through the tower.
POWERS/TACTICS

Narel is a classic Mage, well versed in all forms of his art. On Arda, his home world, he is reckoned as one of the most powerful Mages on the planet.  His specialty is Fire Magic.  The one Item of Power he treasures above all but Neko is the Staff of Eldarion.

PERSONALITY/MOTIVATION

Narel is always curious, always sticking his nose in a book or working on a new spell.  Until Nekoru, his life revolved around the library or the lab, now he at last, he has something that means more to him than his books.  He is quiet and indecisive when it comes to anything not pertaining to magic.  It took Narel and Neko half a year just to set a wedding date.

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