Re: Characters Thread
Posted: Sun Jun 13, 2010 2:41 am
((tis a bit of a bigun, but I'm pretty proud of it))
Name: D' Aricht
Age: 26
Species: gecko
Gender: Male
Job: Ranger/free agent
Class: D' Aricht is an outcast among his own clan, and an outlaw in most wolf clans to the east. Since his race is not seen by many other races outside of the wolf territories, the gecko is an oddity or a spectacle to other races. Those educated individuals who know of the gecko clan, would probably view D' Aricht as a simpleton before they knew him personally, as his clan is considered a 'lesser race' than even the most simple of kiedran.
Weapon: The weapon of choice by the young gecko would have to be a longsword he retrieved from the holds of the ancient dragon his clan worships. The two handed sword has a plain, silver blade with a gold guard, encrusted with a red ruby on the pommel. Most of the time it sits strapped to his back. His secondary weapon was given to him at his initial inception as a border guard. Chosen for it's balance, the short sword is kept at his right side, and is charmed to glow if Kiedran were near. D' Aricht's backup weapon is a simple bow made of yew. A steadying charm placed on it makes it easier to reach targets from afar. As a last resort, the gecko keeps a dagger in a leather sheath, stashed inside his tunic. the dagger is strong enough to use for utilities, but the top of the tang was made to break off if enough force was used, allowing the blade to be broken off at the hilt, if the need arose itself.
Appearance: With a shock of gray hair clashing with his pale green complexion, orange eyes, and the presence of the large sword on his back (among other weapons), the gecko was an intimidating-looking fellow from afar. Most of the gecko clan have the same characteristics, and D' Aricht had a lot of similarities to his fellow geckos; but, standing at a height of 6'2, the gecko towered over a majority of his brethren. Apart from their scaly green complexion, the floppy ears, their tapered tails, and their digitgrade legs, geckos physiology resembled that of a kiedran's for the most part. One main thing that set them apart from their furry neighbors besides their physical appearance however, was their behaviors. Whereas most Kiedran are easy to read because of their body movements, Geckos are not. D' Aricht is no exception. Though he is different from his clan in many ways, he held the same basic behaviors that defined the cool, seemingly calculating aura of his race. D' Aricht is mostly seen in a long brown cloak with a hood, a sand-colored tunic with dark breeches. He keeps his feet wrapped in linen. Most of his clothes he keeps charmed with a vitality charm to keep them fresh and new, and an aversion charm to keep pests and dampness away from his body.
Skills and charms: Because of his time serving the gecko clan as a border guard, his involvement in the Eastern Wolf civil war, and the training he had as a hunter, D' Aricht is proficient in all of the weapons he carries, as well as other weapons available to him. He is mainly defensive in nature, striking only when the opportunity arises, especially in swordplay.
There are three charms that he uses on a regular basis, in combat and out. The most important charm he has learned would have to be the Vitality charm. The vitality charm is useful because of it's applications on living and inanimate things, preserving whatever state the thing happens to be in at the moment of casting. The charm is limited in that the charm degrades to nothing over a period of two hours on living things, and needs more mana than average to cover anything larger than a palm wide area. However, on inanimate objects, the charm can last indefinitely, as long as the object is not torn or damaged very much. Like living things, more mana is used for larger objects.
The barrier charm is another important charm to D' Aricht. While a weak barrier charm can be used to repel water or pests, a strong one can turn the flimsiest of hats into an iron helm. Unless the charmed object is struck with a direct blow, the charm will hold, otherwise the charm will deflect the blow to some extent, and dissipate afterward. The barrier charm is very useful in that it can turn thick foliage into a seeming wall, among other uses.
The last main charm that D' Aricht has a mastery over is the Illusion charm. While the charm can be useful in that it could make his cloak look like a boulder, or mask his satchel from the eyes of his foes if he drops it in combat; this charm is especially useful in combat to make himself look more intimidating, to mock the casting of magics, or even making a 'clone' of himself to confuse the enemy.
Charms have basically the same complexity and variations of magic, and can be cast directly (time and mana consuming), but can also be cast in advance and applied later, much like mana necklaces. Most charms can be cast onto folded paper ornaments or carved wood mementos.
Besides his combat oriented skills and charms, D' Aricht knows a few others, including the knowledge of how to play some stringed instruments. He's not much of a bard, but the soft warbling lilt of his native tongue easily compliments any tune he has learned along his travels, sometimes dispelling the unease and distrust that follows him in most places he goes. Carving wooden mementos or practicing origami is also another skill he possesses, coming in handy with casting charms in a hurry as well as giving parting gifts to those he has met on the road.
History: The history of the gecko clan is a long and arduous one. The lesser beings scratched a living off rocks for ages, while the more adept and prosperous wolf clans thrived in the lush eastern territories along the barrier. They were nomads for most of their existence, traveling up and down the mountains until they knew it better than the billy goats they hunted for food. occasional territorial skirmishes with the wolves were unavoidable, and the hard life in the mountains kept their numbers in check. Lacking a proper purpose, just struggling to survive was a morale dampening plight that hung over the gecko clan for almost an age.
With almost every rock in the mountains stepped over, climbed on, or otherwise traversed over, it never occurred to the nomads to turn one over. One faithful day; however, a small group of geckos encountered something that would change their stars. Nestled at the cusp of a valley close to wolf territories, was an ancient dragon hold. the elder with the group instantly realized the potential of the find, and sent as many of the small group that he could, to gather their clan together. Over the next few decades, the small nomadic camp developed into the first community the gecko clan ever had. Rudimentary charm skills that the gecko clan had used to keep them alive in the mountains developed into more and more diverse and complicated forms, thanks to the ancient treasures found in the holds. However, the paradise the nomads had found was not without danger. As Wolf territories expanded and clans fought each other for control of the other, they got closer and closer to the gecko settlement.
Worried and weary of the skirmishes of old times, the gecko clan took what little knowledge it had in defense and combat and applied it to the first young few that stepped forward to wield the weapons found in the dragon's hold. These few nomads were the best hunters and the wisest charmers that the development had spawned. Using charms of illusion to keep their numbers and traps hidden, they were successful in keeping most of the wolves back. More time passed, almost an age, but the wolves eventually found out about the gecko settlement. The young few had grown into a force of many. Deeming themselves 'border guards', rather than an all out army, they were able to defend the gecko clans from their expansionist neighbors.
Though their numbers never grew more than a small town or village, the gecko clans were able to survive in the settlement they had created for themselves, even against the threat of wolves to the east. Eventually their holdout proved itself useful, and the wolves proposed a truce of sorts. Valuing the charmed items that the gecko clans could produce, the wolf clan holding territories directly east of them, proposed a trade of charmed goods for 'protection' from other wolf clans. Though the gecko clans had advanced considerably from what they had been, their level of society was still on par with that of simple peasant farmers. A lack of conflict and the incentive of protection for a contribution of goods was a deal that the elders found almost irresistible. They agreed, and the first diplomatic transaction between the gecko clans and a kiedran entity was completed. It would not last...
Bio: D' Aricht was born shortly after the trade agreement between the eastern wolf clan and the gecko clans had been established. Coming from the ancestral line of the elders that had established the settlement, he would be looked upon to become an elder at some point in his lifetime. His childhood was unnoticed by most at first, his daily life full of the make-believe adventures of his ancestors. He would even drag a gaggle of many other children in his adventures, something unheard of among most children. They would regularly get together when some children started challenging the others to fights with sticks or rocks, but D' Aricht would rally them together with make believe tales of their nomad ancestors. This eventually drew much attention to himself, his father mistakenly recognizing his son's bright imagination for superior leadership skills (usually gained by force, instead of imaginary tales). With high hopes for his son, he started training D' Aricht earlier than most children as a hunter, a precursor to becoming a border guard, like himself.
The young gecko was sad to leave his friends so early, but he quickly adapted to the extra attention his father was giving him, soaking up the teachings of the old border guard like a sponge. He taught him the ways of the hunter, how to track, how to move silently, how to mask and avert one's scent with natural sources and charms, and most importantly, how to wield and construct a bow. However, when the time came to teach his son traps, D' Aricht surprised his father with his quick thinking. The old border guard had hardly taught his son how to construct a snare, and the young gecko was already making swing traps. He had taken the ideas behind the snare and applied the same principles towards his new trap. furthermore, the young gecko had constructed the trap with no help at all.
Adolescence was eye-opening for D' Aricht. As a hunter, he was in the wilds more than he was at home most of the time, and he began to make observations about the world around him, and how things worked, much like he had done with the snare. Though the clan had already established an active horticultural community that had a close relationship with the medicine man, D' Aricht began to notice what plants the animals would eat when they were sick, or had injuries. Without any knowledge in medicine making, he made his own deductions about the plants he was observing, and began to make his own poultices and tonics when he needed to, as the hunter's life was too busy to go running to a medicine man every time he had cut or ache. One of the most important observations that he would recall, was the contempt that their supposed allies, the eastern wolf clan, held them in. His fellow geckos did not seem to realize it, not even the elders. But he did. He saw the look on their faces, the body language they displayed. it was the same type of body movements he made himself, when he was to treat younger gecko than himself as young 'adults'. The observation would dwell on his mind for quite some time.
Adulthood would change D' Aricht's life forever. The gecko entered the final stage of his life with his initiation into the border guard. Where he had been hunting with a spear and a bow, his primary weapon would now be a shortsword, the weapon of choice for all guard. He personally thought that the weapon was a bit short, but he was glad to be a part of something that would help his clan defend itself, no matter what weapon he would be using. His daily life became more structured and disciplined, and in his first years of service he was appointed a file of guards and promoted to pathfinder because of superior leadership skills. Looking back, D' Aricht would remember it as easy as playing childhood games. The guards listened to inspiration and stories of their valorous ancestors more than they wanted to battle it out for the leadership position. They respected D' Aricht more than they feared him, and were proud to serve under him. Things were going well, until a civil war between the eastern and northern wolf clans broke out.
Demands for charmed armor or clothing were high from the eastern wolf clan, but the sentiments towards the gecko people were still the same. The wolves held the gecko in contempt, more so than they did when D' Aricht was only a hunter. They never thanked their neighbors for any of their contributions, or let up on their high demands.
It was around D' Aricht's 24th birthday, when the wolves asked for a small contingent of guard to bolster their numbers against the northern wolf clan. Naturally D' Aricht's file was chosen to fight alongside their allies, but the young pathfinder did not think it so. As they marched along with the wolves to their initial destination, the way the wolves observed their movements, the way they carried themselves... it was as if they were gauging their abilities. Even as they set up their field camp, the wolves watched them. It did not sit well with D' Aricht at all. As they moved to surprise the wolves from the north, the pathfinder saw the eastern wolves hang back, watching their every move into battle.
Combat changed the way D' Aricht viewed the wolves. Most of them were brawlers, ones who attacked with reckless abandon. They were merciless in their attack, but careless. D' Aricht and his file fought with measured blows, efficiently eliminating most of the opposition. after the rest were mopped up by their wolven reinforcements, the allied force went back to camp. D' Aricht could not help but feel that the wolves leading them back were smug, almost as if they were anticipating something profoundly entertaining. He didn't trust them.
The night before they went back, D' Aricht went alone to the wolven tent, sneaking around to the back as he avoided the guards posted there. He waited for quite some time, listening to conversations, before he overheard what he had expected: The wolves were planning to attack them.
Sneaking back to his encampment, the pathfinder told his file about what he had heard, and told his troops to mount a surprise attack on the tired wolves just outside of their camp, as D' Aricht rushed back to the gecko clan to rally more guard for the cause.
Everything seemed as if it would be alright, until the gecko returned to his home. Explaining himself to the elders, he was astonished to find that the elders did not believe a word he said. Trying to explain himself to the captain of the guard did nothing to help, either. They did not see the contempt the wolves held them in! D' Aricht was not even permitted to return to his troops to see the outcome of the battle...
Most of his file returned the next day, along with a force of wolves behind them. The wolves did not breach the guard's trapped border, fearing for a significant loss in their numbers, but the report from D' Aricht's file did not sound well. The wolves near the encampment were routed, but they returned with reinforcements. As they sat waiting for blood, the wolves demanded an explanation to the routing of their troops. Envoys came and went, demanding answers, and they finally found one; the root of the problem.
Even with most of the guard behind him, there was nothing they could do to stop the banishment of their best pathfinder. The elders wanted peace to remain in the settlement, and the wolves wanted blood. to keep the peace, the elders had done what they thought was right. The guard would never let the guard down now, however.
***
Two years of wandering around without a purpose had cooled the pathfinder down. Though exile was not a situation anyone would not like to find themselves in, D' Aricht made the best of it, learning new skills and meeting interesting people along his travels....
Name: D' Aricht
Age: 26
Species: gecko
Gender: Male
Job: Ranger/free agent
Class: D' Aricht is an outcast among his own clan, and an outlaw in most wolf clans to the east. Since his race is not seen by many other races outside of the wolf territories, the gecko is an oddity or a spectacle to other races. Those educated individuals who know of the gecko clan, would probably view D' Aricht as a simpleton before they knew him personally, as his clan is considered a 'lesser race' than even the most simple of kiedran.
Weapon: The weapon of choice by the young gecko would have to be a longsword he retrieved from the holds of the ancient dragon his clan worships. The two handed sword has a plain, silver blade with a gold guard, encrusted with a red ruby on the pommel. Most of the time it sits strapped to his back. His secondary weapon was given to him at his initial inception as a border guard. Chosen for it's balance, the short sword is kept at his right side, and is charmed to glow if Kiedran were near. D' Aricht's backup weapon is a simple bow made of yew. A steadying charm placed on it makes it easier to reach targets from afar. As a last resort, the gecko keeps a dagger in a leather sheath, stashed inside his tunic. the dagger is strong enough to use for utilities, but the top of the tang was made to break off if enough force was used, allowing the blade to be broken off at the hilt, if the need arose itself.
Appearance: With a shock of gray hair clashing with his pale green complexion, orange eyes, and the presence of the large sword on his back (among other weapons), the gecko was an intimidating-looking fellow from afar. Most of the gecko clan have the same characteristics, and D' Aricht had a lot of similarities to his fellow geckos; but, standing at a height of 6'2, the gecko towered over a majority of his brethren. Apart from their scaly green complexion, the floppy ears, their tapered tails, and their digitgrade legs, geckos physiology resembled that of a kiedran's for the most part. One main thing that set them apart from their furry neighbors besides their physical appearance however, was their behaviors. Whereas most Kiedran are easy to read because of their body movements, Geckos are not. D' Aricht is no exception. Though he is different from his clan in many ways, he held the same basic behaviors that defined the cool, seemingly calculating aura of his race. D' Aricht is mostly seen in a long brown cloak with a hood, a sand-colored tunic with dark breeches. He keeps his feet wrapped in linen. Most of his clothes he keeps charmed with a vitality charm to keep them fresh and new, and an aversion charm to keep pests and dampness away from his body.
Skills and charms: Because of his time serving the gecko clan as a border guard, his involvement in the Eastern Wolf civil war, and the training he had as a hunter, D' Aricht is proficient in all of the weapons he carries, as well as other weapons available to him. He is mainly defensive in nature, striking only when the opportunity arises, especially in swordplay.
There are three charms that he uses on a regular basis, in combat and out. The most important charm he has learned would have to be the Vitality charm. The vitality charm is useful because of it's applications on living and inanimate things, preserving whatever state the thing happens to be in at the moment of casting. The charm is limited in that the charm degrades to nothing over a period of two hours on living things, and needs more mana than average to cover anything larger than a palm wide area. However, on inanimate objects, the charm can last indefinitely, as long as the object is not torn or damaged very much. Like living things, more mana is used for larger objects.
The barrier charm is another important charm to D' Aricht. While a weak barrier charm can be used to repel water or pests, a strong one can turn the flimsiest of hats into an iron helm. Unless the charmed object is struck with a direct blow, the charm will hold, otherwise the charm will deflect the blow to some extent, and dissipate afterward. The barrier charm is very useful in that it can turn thick foliage into a seeming wall, among other uses.
The last main charm that D' Aricht has a mastery over is the Illusion charm. While the charm can be useful in that it could make his cloak look like a boulder, or mask his satchel from the eyes of his foes if he drops it in combat; this charm is especially useful in combat to make himself look more intimidating, to mock the casting of magics, or even making a 'clone' of himself to confuse the enemy.
Charms have basically the same complexity and variations of magic, and can be cast directly (time and mana consuming), but can also be cast in advance and applied later, much like mana necklaces. Most charms can be cast onto folded paper ornaments or carved wood mementos.
Besides his combat oriented skills and charms, D' Aricht knows a few others, including the knowledge of how to play some stringed instruments. He's not much of a bard, but the soft warbling lilt of his native tongue easily compliments any tune he has learned along his travels, sometimes dispelling the unease and distrust that follows him in most places he goes. Carving wooden mementos or practicing origami is also another skill he possesses, coming in handy with casting charms in a hurry as well as giving parting gifts to those he has met on the road.
History: The history of the gecko clan is a long and arduous one. The lesser beings scratched a living off rocks for ages, while the more adept and prosperous wolf clans thrived in the lush eastern territories along the barrier. They were nomads for most of their existence, traveling up and down the mountains until they knew it better than the billy goats they hunted for food. occasional territorial skirmishes with the wolves were unavoidable, and the hard life in the mountains kept their numbers in check. Lacking a proper purpose, just struggling to survive was a morale dampening plight that hung over the gecko clan for almost an age.
With almost every rock in the mountains stepped over, climbed on, or otherwise traversed over, it never occurred to the nomads to turn one over. One faithful day; however, a small group of geckos encountered something that would change their stars. Nestled at the cusp of a valley close to wolf territories, was an ancient dragon hold. the elder with the group instantly realized the potential of the find, and sent as many of the small group that he could, to gather their clan together. Over the next few decades, the small nomadic camp developed into the first community the gecko clan ever had. Rudimentary charm skills that the gecko clan had used to keep them alive in the mountains developed into more and more diverse and complicated forms, thanks to the ancient treasures found in the holds. However, the paradise the nomads had found was not without danger. As Wolf territories expanded and clans fought each other for control of the other, they got closer and closer to the gecko settlement.
Worried and weary of the skirmishes of old times, the gecko clan took what little knowledge it had in defense and combat and applied it to the first young few that stepped forward to wield the weapons found in the dragon's hold. These few nomads were the best hunters and the wisest charmers that the development had spawned. Using charms of illusion to keep their numbers and traps hidden, they were successful in keeping most of the wolves back. More time passed, almost an age, but the wolves eventually found out about the gecko settlement. The young few had grown into a force of many. Deeming themselves 'border guards', rather than an all out army, they were able to defend the gecko clans from their expansionist neighbors.
Though their numbers never grew more than a small town or village, the gecko clans were able to survive in the settlement they had created for themselves, even against the threat of wolves to the east. Eventually their holdout proved itself useful, and the wolves proposed a truce of sorts. Valuing the charmed items that the gecko clans could produce, the wolf clan holding territories directly east of them, proposed a trade of charmed goods for 'protection' from other wolf clans. Though the gecko clans had advanced considerably from what they had been, their level of society was still on par with that of simple peasant farmers. A lack of conflict and the incentive of protection for a contribution of goods was a deal that the elders found almost irresistible. They agreed, and the first diplomatic transaction between the gecko clans and a kiedran entity was completed. It would not last...
Bio: D' Aricht was born shortly after the trade agreement between the eastern wolf clan and the gecko clans had been established. Coming from the ancestral line of the elders that had established the settlement, he would be looked upon to become an elder at some point in his lifetime. His childhood was unnoticed by most at first, his daily life full of the make-believe adventures of his ancestors. He would even drag a gaggle of many other children in his adventures, something unheard of among most children. They would regularly get together when some children started challenging the others to fights with sticks or rocks, but D' Aricht would rally them together with make believe tales of their nomad ancestors. This eventually drew much attention to himself, his father mistakenly recognizing his son's bright imagination for superior leadership skills (usually gained by force, instead of imaginary tales). With high hopes for his son, he started training D' Aricht earlier than most children as a hunter, a precursor to becoming a border guard, like himself.
The young gecko was sad to leave his friends so early, but he quickly adapted to the extra attention his father was giving him, soaking up the teachings of the old border guard like a sponge. He taught him the ways of the hunter, how to track, how to move silently, how to mask and avert one's scent with natural sources and charms, and most importantly, how to wield and construct a bow. However, when the time came to teach his son traps, D' Aricht surprised his father with his quick thinking. The old border guard had hardly taught his son how to construct a snare, and the young gecko was already making swing traps. He had taken the ideas behind the snare and applied the same principles towards his new trap. furthermore, the young gecko had constructed the trap with no help at all.
Adolescence was eye-opening for D' Aricht. As a hunter, he was in the wilds more than he was at home most of the time, and he began to make observations about the world around him, and how things worked, much like he had done with the snare. Though the clan had already established an active horticultural community that had a close relationship with the medicine man, D' Aricht began to notice what plants the animals would eat when they were sick, or had injuries. Without any knowledge in medicine making, he made his own deductions about the plants he was observing, and began to make his own poultices and tonics when he needed to, as the hunter's life was too busy to go running to a medicine man every time he had cut or ache. One of the most important observations that he would recall, was the contempt that their supposed allies, the eastern wolf clan, held them in. His fellow geckos did not seem to realize it, not even the elders. But he did. He saw the look on their faces, the body language they displayed. it was the same type of body movements he made himself, when he was to treat younger gecko than himself as young 'adults'. The observation would dwell on his mind for quite some time.
Adulthood would change D' Aricht's life forever. The gecko entered the final stage of his life with his initiation into the border guard. Where he had been hunting with a spear and a bow, his primary weapon would now be a shortsword, the weapon of choice for all guard. He personally thought that the weapon was a bit short, but he was glad to be a part of something that would help his clan defend itself, no matter what weapon he would be using. His daily life became more structured and disciplined, and in his first years of service he was appointed a file of guards and promoted to pathfinder because of superior leadership skills. Looking back, D' Aricht would remember it as easy as playing childhood games. The guards listened to inspiration and stories of their valorous ancestors more than they wanted to battle it out for the leadership position. They respected D' Aricht more than they feared him, and were proud to serve under him. Things were going well, until a civil war between the eastern and northern wolf clans broke out.
Demands for charmed armor or clothing were high from the eastern wolf clan, but the sentiments towards the gecko people were still the same. The wolves held the gecko in contempt, more so than they did when D' Aricht was only a hunter. They never thanked their neighbors for any of their contributions, or let up on their high demands.
It was around D' Aricht's 24th birthday, when the wolves asked for a small contingent of guard to bolster their numbers against the northern wolf clan. Naturally D' Aricht's file was chosen to fight alongside their allies, but the young pathfinder did not think it so. As they marched along with the wolves to their initial destination, the way the wolves observed their movements, the way they carried themselves... it was as if they were gauging their abilities. Even as they set up their field camp, the wolves watched them. It did not sit well with D' Aricht at all. As they moved to surprise the wolves from the north, the pathfinder saw the eastern wolves hang back, watching their every move into battle.
Combat changed the way D' Aricht viewed the wolves. Most of them were brawlers, ones who attacked with reckless abandon. They were merciless in their attack, but careless. D' Aricht and his file fought with measured blows, efficiently eliminating most of the opposition. after the rest were mopped up by their wolven reinforcements, the allied force went back to camp. D' Aricht could not help but feel that the wolves leading them back were smug, almost as if they were anticipating something profoundly entertaining. He didn't trust them.
The night before they went back, D' Aricht went alone to the wolven tent, sneaking around to the back as he avoided the guards posted there. He waited for quite some time, listening to conversations, before he overheard what he had expected: The wolves were planning to attack them.
Sneaking back to his encampment, the pathfinder told his file about what he had heard, and told his troops to mount a surprise attack on the tired wolves just outside of their camp, as D' Aricht rushed back to the gecko clan to rally more guard for the cause.
Everything seemed as if it would be alright, until the gecko returned to his home. Explaining himself to the elders, he was astonished to find that the elders did not believe a word he said. Trying to explain himself to the captain of the guard did nothing to help, either. They did not see the contempt the wolves held them in! D' Aricht was not even permitted to return to his troops to see the outcome of the battle...
Most of his file returned the next day, along with a force of wolves behind them. The wolves did not breach the guard's trapped border, fearing for a significant loss in their numbers, but the report from D' Aricht's file did not sound well. The wolves near the encampment were routed, but they returned with reinforcements. As they sat waiting for blood, the wolves demanded an explanation to the routing of their troops. Envoys came and went, demanding answers, and they finally found one; the root of the problem.
Even with most of the guard behind him, there was nothing they could do to stop the banishment of their best pathfinder. The elders wanted peace to remain in the settlement, and the wolves wanted blood. to keep the peace, the elders had done what they thought was right. The guard would never let the guard down now, however.
***
Two years of wandering around without a purpose had cooled the pathfinder down. Though exile was not a situation anyone would not like to find themselves in, D' Aricht made the best of it, learning new skills and meeting interesting people along his travels....