Jaques Guillaume

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 Jaques Guillaume
Jaquesicon.jpg
'A drink? Maybe next time. I've got a job I should start on.'
'Recovering alcoholic'
Gender Male
Race Elezen
Clan Duskwight
Citizenship Unaffiliated
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Character

General

Full Name: Jaques Guillaume

Goes by: Jaques

Pronunciation (listen to the french version): [1]

Birthplace: - The Clan Marécage caverns are located in southern Coerthas. In the mountains just north of the Yafaem Saltmoor.

Current Residence: Homeless

Relationship Status: Single.

Religion: "May Byregot ever build you up."

Appearance

Height: 6 fulm 10 ilms

Weight: ~215 ponz

Hair: Thick and unruly. He keeps it braided back away from his face. If it's unbraided think 'Einstein hair'.

Age: Appears middle aged.

Typical expression: Serious.

Clothing: Nothing fancy or high end. Prefers light armors that give him freedom of movement. Carries a battered and patched cloth backpack that holds the majority of his traveling gear.

Voice: Deep, masculine.

Build: Lean like most of his race. Well muscled.

Behavior

When sober: He is quiet, preferring to let others do the talking. He will offer his opinion when he sees fit. Is very goal oriented and has a 'fix-it' approach to problems. Tends to be quite guarded, especially when questioned in personal matters. Can be quick to anger, especially early in the morning. Has a dry and occasionally sarcastic sense of humor. Can be on edge and irritable around children.

When drunk: Louder, more outgoing. Wears his emotions more on his sleeve and can be quick to cycle through them. Still doesn't talk about personal matters. Is prone to gamboling and/or a drunken brawl.

Tendencies

Likes

  • Working and being active.
  • Training.
  • When he finally understands something about overland culture.
  • Being drunk.

Dislikes

  • Money.
  • Wildwoods/Wood Wailers
  • Being on boats or extended wagon rides. (He gets motion sick.)
  • Being drunk.

Strengths

  • Excellent at close quarters hand-to-hand combat.
  • Fairly good shot with a bow.
  • Good at picking out edible plants vs. unedible ones.

Weaknesses

  • Bias against Wood Wailers and by extension the Wildwoods for continually "escorting" him out of towns and to the very outskirts of the Shroud for "poaching" and begging in the small settlements and towns around Gridania.
  • Alcohol. He tries to avoid alcohol as he doesn't know moderation. Once he starts he usually doesn't stop until his body makes him.
  • Is very bad at judging item/service values and is bad with his money.
  • Can be very ignorant of the workings of overland society.
  • Has nightmares and doesn't sleep well.

Hobbies/Talents

  • A pretty good cook.
  • Tracking.
  • Coin/slight-of-hand tricks.


Personal history

Prior to exile

To be updated

After exile

To be updated

Clan Marécage information

General information

  • The caverns were discovered by a group of 12 extended families. The Guillaume were one of those families that makes up their clan.
  • The community is highly insular, communal, and are a fairly self sufficient hunter/gatherer society.
  • They have no monetary system.
  • At the time of Jaques exile there were ~350 individuals that called the caverns their home.
  • Cave structure and development. Originally the caves where three large connected caverns. With hard labor (and explosives...) over the centuries they have added additional large caverns as well as smaller branches leading to private living quarters. The living quarters are pretty much just for that. They are fairly small spaces and used for sleeping/intimacy/privacy. When a couple newly wed, they will take up a spare living quarter. If none are available then one would have to be hollowed out. Of the original three caverns: The first cavern, the one leading to above ground, is the smallest of the caverns. It is used primarily as a staging and receiving area. Goods that are brought in are processed here. DWs heading out of the caverns use this area to equip, supply and prepare. The second cavern is the largest. This is where games/the arena/festivals/the school/general socializing can be found and is held. Most of the living quarter branches start off from this cavern. The third cavern, still fairly large in size, is the community mess hall. Most of the storage and mushroom crop passages lead off from this cavern. The clan created a fourth cavern deeper than the original three. This one is where the council members convene and work. The only passage from that cavern is the one linking it to the third.
  • During one of their early living quarter expansions, they blasted into a small crevice that extended deeper down into the earth. Right into an underground river. This is where the community's fresh water is now supplied from. When things shifted during the calamity, the crevice apparently deepened and the clan had to rework their mechanical pump to reach their fresh water supply.
  • The caverns are not just rough cut walls. Stoneshapers (sculptors) are highly prized for their artistry. Patterns and gems have been carved and inset into the walls, columns and passages. The floors are polished smooth. Sculptures representing Byregot are common.
  • Just over a malm away there is another cave structure that this tribe actively mines for gems and other earth commodities.
  • The clan has been and remains to be fairly successful due to the community's continued sweat blood and tears.
  • For religion they acknowledge the Twelve. But they have strong leanings to Byregot, the Builder. They have rituals and such they perform before excavating a new area in order to ensure a safe excavation and divining where to dig. They also have a few religious holidays in his honor.

Politics/laws

Show text


Growing up in the clan

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Punishment

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Outside interactions/contacts

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You might know him from...

To be updated

Relationships

To be updated.

Annotations

More Duskwight clans on the Duskwight Clans list.


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