**CS for Vter Vashkov**
**Name:** Vter Vashkov
**Race:** Sylph
-Sylphs are Born from the descendants of humans and beings of elemental air such as djinn. They can up to 300 years and reach adulthood at 50.
**Description:** Tall and thin with hint of toned muscle from years of hard work with emphasis on lightness of foot rather than the brute way of doing things. Pale skin with short swept back white hair coupled with deep grey eyes which seemingly come off as cold and calculating as if measuring you both externally but also internally, judging you for every move you make so can figure what type of person you are. His tattoos , blue that look like wind that swirls that almost seem like they moving from time to time, that cover his right arm and onto his chest. His face strikes a more handsome side with a bit of rugged features (if you want the face look at the young version of Clint Eastwood). The wind always seems to be blowing around him no matter where he is as if he had is own personal wind. When he gets angry it will grow from a simple and gentle blowing to harsh and biting. He dresses in loose fitting clothing almost like a sailor rather than a soldier. He appears to be in his early twenties but seemingly acts older than he is. Actual height 6'3 and actual age 56.
**Backstory:** Vter was born into a shipbuilding district to the son of a carpenter who worked was a ship builder. With the intentions of eventually becoming both a master ship builder and merchant with the ability of sailing from port to port. Unfortunately fates intention went the other direction on the young Vter and soon he lost his father to an accident which involved a mast falling on top of him after a block and tackle snapped. Vter was forced upon the streets at the age of 12 and grew up there with petty theft and stealing. He would work odd jobs as a ship builder's apprentice or a carpenter's apprentice until he found passage (*see running from town guards for stealing*) and became a deck hand for a ship captain. The ship captain Gretter the Grey took a liking to the young boy and taught him how to sword fight on a ship and using improvised weaponry. Learning the trades of the privateers he grew tired of sailing and searched for something more permanent after serving faithfully under Gretter and his son James for 44 years. He found the mercenary group the White Guard and saw they were hiring talent and tried his hand it. His more dexterious style of sword fighting and dirtier tactics intrigued recruiters and hired him on. He has only been apart of the White Guard for scant few weeks.
**Goals / Fears: ** His short term goal is to live long enough to retire. His long term goal is retire into the woods and make exquisite wood items such as long-stemmed pipes, statues, etc. His fear is that he will die before retiring and loosing his good looks in battle from scaring.
**Personality:** While initially coming off as cold and calculating he is actually warm and cheery with a little too much of a cocksure attitude. When around women he will flash them a quick flirtatious smile. Under pressure he is quick to re-adapt his cold personality and goes into a calm rationalized state. He thinks of himself as a bit cocky but reliable when needed. He can be a bit of a bleeding heart but will never show it. Ultimately cares for others but is self preservation first.
**Mastery:** Dual Wielding Swordsman
**Equipment:** Light leather armor, roughly 6 knives hidden about his person, two knives openly carrying on the front of his armor, two Shasquas', a set of carpenters tools, a back pack, leather sewing needle, thread roughly 10ft, 50 feet of rope, a carving knife, three bandanas, a book with an ink pen with two vials of ink, and his White Guard surcoat.
**Totem:** A bone whistle flute ,made from some mythical winged creature, that summons wind spirits to allows the wielder to converse with them and tell him secrets. The secrets can be anything from rumors or certain truths to dirty limericks and horrible puns. It will always depend on the mischievous wind spirits kindness. Though it can be used the cost of fraction of the life force of the user to have the wind spirits stir up the winds, from anywhere of a light breeze to a hurricane like winds. If used to summon powerful wind storms it will cause the user to become unconscious for a period of 1 hour to 2 days depending on the strength of the wind (Obvious GM discretion).