Peth

Peth is a gnome character played by Kalitu. He is currently Guildmaster of the Adventurers Guild.

Appearance
Facial Features: Peth has a round, smooth, child-like face with small, plump lips and a celestial nose. Bright, energetic green eyes are almost always beaming with happiness. His fleshtone is caucasian, much like a humans', and bares no scars. He has messy, spike-trap, black hair styled into a sort of fringe. Peth almost always wears a watery blue gnome hat, as this is his favorite article of clothing (see trivia).

Physical Features: In full 2'6" glory, Peth is often clad in traditional gnomeish archers' style clothing. However, his clothing differs in the untraditional coloring. His hat and shirt are both the same watery blue tinge and his trousers are a deeper green. Aside from this, the outfits are very similar. His shirt is accented with leather sash from which he delicately hangs his bow and quiver.

History (Pre-RP)
Peth was born in the Tree Gnome Stronghold on the 16th of Fentuary, Year 94 of the Fifth Age. He was a single child born into a small but proud family. His father was a combatant gnome; frequently he was shipped off on multiple tours to fend off the beasts and humanoids that threatened the Stronghold's existence. His mother was much more peaceful and a known pacifist. He was nurtured by his mother and still holds great admiration for the things she taught him. Among them: tree-climbing, gardening, cooking, and the art of public speaking. Whenever his father was on leave, Peth would often spent most of his time with him. His father was the "cool warrior" type, the man who'd been to faraway lands and weaved long tales about them, one Peth looked up to with adoration. He hoped to become just like his father. His way of telling tales about humans, packs of vicious wolves, the hordes of goblins, made Peth want to see them himself.

However, Peth was sheltered in the iron fist of the Tree Gnome Stronghold. He was not able to see any of the beasts described. One comfort, was the occasional stream of adventurers. Peth often spoke to these men and women, telling them the ways of his people and them of theirs. He was always curious about these far away cultures, such as the people who lived in the desert (Peth had never seen a desert, nor heard of one), the people who lived by the sea (He hadn't seen this either), and their odd dwellings of buildings. Sometimes they brought or made pictures of these buildings. He was always captivated by the odd building materials like brick, clay, or wood. When they spoke of wooden buildings, he grew sad. He, like many gnomes, though of trees as sentient beings and was upset to hear about their massacre. He was even more upset to hear about the genocide of the White Wood tree.

Although upset with some of their customs, he listened like he listened to his father when he was there. He was particularly interested in the stories about dragons, fairies, and unicorns. These human "myths" were exciting to hear, spoken through the eyes of a person well accounted with their origin.

During his mid-childhood, equal to about the age of 12 to humans, Peth ran away from the security of his family tree and smuggled himself out by hiding inside a crate. Inside the crate, he was taken far south. He liked to look around at his surroundings, the changing landscape of farms, hills, and rivers, hiding in his crate. Once a day the cart he traveled in stopped for the driver to sleep. It was during this time Peth snuck out to eat from the food supplies and to relieve himself. During his month journey, one of the most traumatic events on his life took place.

The Incident
It had started out as any other day but during high noon, the driver encountered humans on the path. These were not the happy, funny, and joyful humans Peth knew before. They were dark and hateful. These humans jumped the driver, stabbing him about twelve times, before cutting open him hip-to-hip. His entrails spilled in a gory pile on the floor, but these humans weren't finished. They mutilated his body. They cut him from ear-to-ear, scalped him, separated his head and limbs from his torso. Peth watched these events with silent horror. He had never seen a person die, indeed, he could never have imaged such an awful scene. He listened to them, paralyzed with fear, as they casually remarked what fun it was to kill gnomes. How they were such tiny and weak creatures, unfit for the world, their world. Peth started crying from the fear and tried as he might, he was unable to hide his tearful gasps.

They opened the crate and carried out the crying Peth. They beat him for several moments, punching and kicking until he was near unconsciousness. Instead of finishing the job quickly, the trio wanted to scalp him and watch him die. Only by a hair did he narrowly survive. His father, who had been following the trail, jumped out at just the right moment. He, armed with his halberd, easily dispatched the humans who were unprepared for a battle hardened gnome. The humans were buried and Peth brought back to the Stronghold.

During these years - his childhood and teen years, he gained and lost several girlfriends, though none went farther than a kiss.

Becoming an Adventurer
Before this incident, Peth wanted to a peaceful job and life, such as a scholar or diplomat. After this, he made sure he would always be able to protect himself. He learned to do archery with a fervent finesse and when Peth was of age he joined the guard. It was difficult at first, learning to fight in the bulky armor, but he learned to do so as well. He liked his job, as it was simple enough. He was able to work alongside his father at times and he had fun laughing and joking. The only downside to this was the heavy halberd and armour he had to lug around. Even the most experienced guard can find armour uncomfortable. He also didn't like not being able to move around. He was stuck in one position, one post. After the excitement wore off, his job got monotonous and dull. Peth wanted to explore the world, to see the places other adventurers had seen. When his father decided to retire early, Peth took the opportunity to spring his dream of being an adventurer and explorer upon then.

They were both resentful at first, but his mother always supportive of him and his choices. She brought his father round and they both took pride in what marvelous discoveries he might make, the famous lands he might explore and the things that might make him famous. They gave him the necessary supplies, cleared his job, and gave him his fathers' prized terrorbird, Joob-Joob.

From here he rode through the land-scape, going off on adventures. He went through Kandarin, over White Wolf Mountain into Asgarnia, and over the simple wall to Misthalin. He learned much of human culture, changing his outfit, and making friends. For several more years he completed quests in the human kingdoms. Over time, he observed how all adventurers were unorganized and sought to make them whole; a union. From this idea was born the Adventurers Guild.

History (RP)
Peth did several more quests and brought together some adventurer friends. With their combined treasure, they purchased an old island castle from the early feudal days of Kandarin. It was repaired another level was added on. Defenses and aesthetics made it a monument to the profession of adventure were added. All was complete but official recognition from the Kandar Crown.

Peth made the journey to the capital of Ardougne and spoke to one Magus Concendo about gaining guildship status. During the meeting, a wave of green energy seemed to disrupt Anima Mundi. While Magus sensed the magical disturbance, Peth sensed the disturbance in the Anima Mundi. Magus and the adventurers rushed off to mountain top during a blizzard, at which point Magus teleported off, leaving the adventurers to die and promising them the money and status if they returned.

Peth returned to the capital after a few days and retrieved the money, which went to more upgrades and the addition of three boats. Several more adventures ensued, including exploring a mine for adamantite. The expedition proved a bust when the emergence of a titan came about. None of the adventurers were able to defeat him and they were forced home, back to the guild, empty handed. On another occasion, the adventurers went to rid a nearby coastal fishing settlement of the orge menace. This adventure turned sour too, as one adventurer, a rookie named Dane, was killed. A funeral was held following his death.

Recently, Peth declared his love to a human woman in the guild. Trouble ensued when it was revealed she was a lesbian.

Trivia
• Peth, being a virgin, sometimes "uses" his hat as a woman.

• A running gag with Peth is him frequently falling in love with most women he meets.

• Peth, although trained in halberd melee, prefers to use ranged combat, such as archery when fighting.

• He is currently writing a book about his travels and explorations in the human lands.

• He has a running theory on the actions of the people in the Rising Sun and blames a tainted water supply.

• Peth likes to call things he finds disagreeable or things that make him angry "Tolly".

• He dislikes human alchohol.

• He knows basic first aid and several herbal remedies.

• Peth is very intune with nature and loves it.