Jasper

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Jasper
Approved Character
Posts: 305
Joined: Tue Feb 26, 2019 3:38 am
Race: Human
Profession: Aesir
Renown: 295
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Wealth Tier: Tier 5

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Jasper














Jasper
Lynond
Rel Ardeichy

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Last edited by Jasper on Wed Jan 04, 2023 8:00 pm, edited 35 times in total. word count: 28
User avatar
Jasper
Approved Character
Posts: 305
Joined: Tue Feb 26, 2019 3:38 am
Race: Human
Profession: Aesir
Renown: 295
Character Sheet
Character Wiki
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Point Bank Thread
Wealth Tier: Tier 5

Featured

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Basic


















. . . . . . . . . . . . . . . . . .
Basic Information

Name:

Jasper Lynond Rel Ardeichy

Gender and Race: Male Human
Age: 24 Arc
Date of Birth: Vhalar 25th Arc 698
Hometown: Alivilda
Currently Living: Sweetsong
Height: 6'3
Weight: 205 lb
Mother: Asatia Rel Alivilda
Father: Lynond Rel Ardeichy
Siblings: Lynond,
Rewan,
Bryil,
Aurelius,
Samuel,
Hatenia,
Asatia

Partner: Astra
Children: Asmund,
Jasper,
Joq'an

Jobs: Shaman
Factions: Aesir (Shaman)
Forged (Song)

Marks: Loshova
Language Spoken: Fluent = Common.
Broken = Rakahi
Broken = Scalveen


Face Claim: Pietro Boselli
Last edited by Jasper on Thu Jun 08, 2023 4:14 pm, edited 29 times in total. word count: 92
User avatar
Jasper
Approved Character
Posts: 305
Joined: Tue Feb 26, 2019 3:38 am
Race: Human
Profession: Aesir
Renown: 295
Character Sheet
Character Wiki
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Wealth Tier: Tier 5

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Apperance


















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Description

When Jasper Rel Ardeichy walks into a room the first thing that most people notice is his height and large frame which depending on the crowd can be a bit intimidating. Jasper has an easy smile and mischievous brown eyes that can put people at ease if they talk with him long enough. The young human male is in his early twenties and stands six feet and three inches tall. He has dark brown hair that is almost black depending on the light. His eyes are recessed under a thick eyebrows, and brow ridge. His eyes are a chocolate brown and seem to have a mischievous spark to them. The next most prevalent feature on his face his he full lips.

Jasper had been raised working in the fields and had always taken after his mother side of the family and so was naturally muscular, and has continued to keep up with his conditioning. He is well built without being excessively muscular. The young Aesir also has an equal balance between the length of his torso and legs so that neither seems excessively long when compared to the other.

As an Aesir Jasper wears and black open robe over colorful linen shirts, and always wears black leggings. He always wears a leather belt that is sent to him from his home village. Lastly he wears mid-calf boots that area his only nice piece of clothing.

Jasper coming of age Embla is a set of three slashes on his left arm that match the scares on his right from when he faced a Grendel. His Aesir Embla is a sun on his right palm and a moon on his left palm.

As of this thread. Jasper's hair now reacts to his emotions. Approved


EmotionReaction
Negative Rises
Relief Curls
Angry Rises
Wistful Waves
Passion Waves
Worried Clings
Positive Waves
Curiosity Curls
Amused Curls
Afraid Rises
Hurt Rises
Hopeful Waves
Conflicted Curls
Happy Waves
Sad Clings
Shock Rises
Restful Waves
Despairing Clings


Last edited by Jasper on Tue Jan 17, 2023 8:44 pm, edited 19 times in total. word count: 347
User avatar
Jasper
Approved Character
Posts: 305
Joined: Tue Feb 26, 2019 3:38 am
Race: Human
Profession: Aesir
Renown: 295
Character Sheet
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Wealth Tier: Tier 5

Featured

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Personality


















. . . . . . . . . . . . . . . . . .
Personality

The primary way that anyone describes Jasper Rel Ardeichy is friendly. Jasper always has a smile and a laugh at hand. He is easy going, pleasant and likable, but that sometimes makes people believe that he isn't overly intelligence. Japer doesn't really care what the average person thinks so he doesn't go out of his way to change there view.

Jasper got his humor from his father and his intelligent from his mother. Jasper was always smart, but learned young not to be a smart mouth. His older brother was like their father, but lacked the ability to laugh at himself. He tormented his young brother because of his jealousy. Jasper just learned to be a prankster and keep his intelligence to himself.

He has also always been spiritual and knew when he was young that he wanted to work with the spirits as an Aseir. He believes in peace and likes things to be tranquil. That isn't saying he is lazy, far from it, he likes to be up and about doing stuff.

Because of his his sensitivity he is finding the corruption in the Aesir as disturbing.

Likes Dislike
Spirits Pointless Fighting
Singing Cold Cycles
Peace Laziness
Outdoors Waste
Reading Thoughtlessness
Being Active



Strength Weakness
Friendly Self Effacing
Intelligence Stubborn
Active Active

Last edited by Jasper on Mon Oct 03, 2022 7:43 pm, edited 17 times in total. word count: 234
User avatar
Jasper
Approved Character
Posts: 305
Joined: Tue Feb 26, 2019 3:38 am
Race: Human
Profession: Aesir
Renown: 295
Character Sheet
Character Wiki
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Point Bank Thread
Wealth Tier: Tier 5

Featured

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History


















. . . . . . . . . . . . . . . . . .
History

Jasper Rel Ardeichy was born to on the 25th trial of Vhalar in 698, to Lynond and Asatia. He was the second child and son to the couple. He was born in the Alivilda Hold even though his family name is Ardeichy. His father Lynond is the seventh son of the Ardeichy patriarch and married the only daughter and child of Jasper Rel Alivilda, Patriarch of the Alivilda clan, and they moved in as heirs. His parents had been happily married in 696, and gave birth to their first child and son Lynond Rel Alivilda-Ardeichy.

Jasper was a much loved baby especially by his grandfather Jasper. Which actually led to some of the animosity that would develop between him and his older brother. Lynond was Jasper Rel Alivilda’s heir, and as such was spoiled by his parents and maternal grandparents. Jasper was born on his grandfather’s birth trial and was given his name, and won the patriarchs heart.

The next arc his younger brother, Rewan was born. Jasper dotted on his young brother, and took to protecting him from Lynond’s childish wrath. A fourth boy, Bryil, was born in 700 and Aurelius in 702. All through this time the boys where raised in the Alivilda hold, and were given free reign of the place by their grandfather who was proud to see such a brood of boys. He took Jasper with him anywhere he could. So it was that Jasper at an early age, when children are often don’t leave the hold, was well known around the village.

When Jasper was six years old his grandfather was killed, by an old rival from another village who lost his temper during a trade interaction. It was at that time that the boy believed that he felt his Grandfather’s spirit with him, and began to learn more about the spirits. He tried to share it with his family, but his older brother, how never could control his feelings or his temper, pummeled him about it, and so Jasper kept it to himself.

Japer brother Danesia was born later in 705. Despite Jasper’s closeness with his grandfather he was still very close with Rewan, and became good friends with his cousin Asmund. The three boys became known as a traveling group of pranksters. Despite the occasional pranks they brought laughter and happiness with them.

The Arc’s passed blissfully as Jasper and his brothers grew older. Like other boys they helped at their homes and also worked in the fields. They stayed active and Jasper especially grew stronger as he discovered ways to work off his extra energy and also found ways to kept his mind active. One more brother joined them in 709 when Hatenia was born. Jasper’s parents finally got their daughter in 712. Jasper was the only one at home at the time his mother went into labor, and his sister came so quickly that Jasper was the one to deliver his sister on the kitchen floor.

It was the following arc that Jasper entered his 15 arc and would need to choose his profession, or have it choose him. Jasper had known for a while that he wanted to be a Aesir, but was nervous about telling his parents about it. He knew that it would take him away from home. Jasper worked in the different crafts and it was discovered that with his likeable personality he really did have his pick of choices. Finally he did talk with his parents who after some surprise supported his decision, and they decided to make the announcement when he received his Embla.

Jasper planned to participate is some of the coming of age test for the Hesterfor but he knew what he wanted to do so didn't feel a pressing need to compete to find himself. His friend Gorm, a retired ydalir had other plans and took him out to do the Test of Resolve. While out on his test Jasper found himself in the middle of battle between a pregnant sleipnir and a Grendel. Jasper joined in the fight in time to help kill the Grendel but not before the sleipnir was mortal wounded. Jasper helped to deliver the foal, and gained a lifelong friend and companion.

Him and Gorm returned back to the village, and the then Jasper was awarded not only the Test of Resolve, but also of Mind, life, and Ferocity. Later he would also take the test of Spirit. He was given his Embla marking him as an adult, and choose at that time to become an Aesir. The Aesir who had come to give him his test also accepted him into the Order.

Jasper departed from his friends and family and travels to the capital. He was accepted as an adapt and processed to learn about what was necessary to become a full Aesir. He carefully looked over the different branches and new that he needed to work with the spirits and knew that meant becoming one of the Shamans. After a couple cycles he made his commitment and joined the Shaman and received his Embla marking him as a speaker for the spirits.

It was then that he continued his studies. He maintained a well rounded education, being outside and exercising as well as studying. It was during his 18th year that he meet with Eadrick Tamas a fellow Aesir with training in Rupturing. Jasper talked with him and he agreed to initiate Jasper as a Rupturer. He had been one of Jasper’s instructors in charge of teaching the boys the importance of discipline in magic and the importance of the Aesir magic training of mages in Melrath. It took the young man six jumps before he was able to get them to return to Eadric’s home where they had started. As is normal the two became connected and good friends.

After that Jasper was assigned as a junior Aesir serving in house Veldaris. He was serving under the Herald Halfdan with a couple other Aesir. He began to see while other’s did their job as Aesir, they weren’t committed to it as much as they should be. There was something in the order. They had gained to much wealth and privilege. He felt a need to bring it back to the roots of the order.


Plot Threads

Memory - Jasper's Coming of Age

Jasper is about to become an adult. He must decided what he wants to be and prove that he is capable to become an adult during the Hesterfor Trials. He succeeds and eventually gains honors and when he becomes an adults gains his first Emblas.

Threads:
12th Trial of Ymiden 713th Arc The Ranger Departing into the forest
14th Trial of Ymiden 713th Arc
The Beast Battles a Grendel.
[20th Trial of Ymiden 713th Arc The Mother Return Home from the Forest
22th Trial of Ymiden 713th Arc The Ceremony Jasper completes the Hesterfor

Quests

Jasper is requested to assist an Aesir Lore Master in a field trip for a group of Raelian children. The Lore Master asks him to explain the various spiritual landmarks in the area they visit. While the tour is going on, however, a mischievous Anak decides to play pranks on the kids. One of the children, the youngest son of a wealthy family, ruins one of the pranks and offends the Anak. The Anak’s pranks turn mean-spirited, meant to scare, and the children aren’t sure what’s happening. Can Jasper calm everyone down to figure out what is going on and make amends with the Anak?

Last edited by Jasper on Mon Oct 24, 2022 6:00 pm, edited 26 times in total. word count: 1293
User avatar
Jasper
Approved Character
Posts: 305
Joined: Tue Feb 26, 2019 3:38 am
Race: Human
Profession: Aesir
Renown: 295
Character Sheet
Character Wiki
Templates
Point Bank Thread
Wealth Tier: Tier 5

Featured

Milestones

RP Medals

Miscellaneous

Events

NPC

Family, Friends and Mentors

Wife :
Astra Alivilda Rel Ardiechy

Children :
Asmund Lynond Rel Ardeichy
Jasper Rewan Rel Ardeichy
Joq'an Dasjat Rel Ardiechy

Parents:
Lynond Rel Ardeichy Sr
Asatia Rel Ardeichy (Alivilda)

Siblings:
Lynond Rel Alivilda-Ardeichy Jr
Rewan Rel Ardeichy
Bryil Rel Ardeichy
Aurelius Rel Ardeichy
Samuel Danesia Rel Ardeichy
Hatenia Rel Ardeichy
Asatia Rel Ardeichy

Mage Mentor:
Eadric Tamas

Friends:
Dasjat












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Astra Alivilda Rel Ardiechy

Name: Astra Alivilda Rel Ardiechy
Race: Human
Date of Birth: Vhalar 26 699 - 23 years old
Skills: Cooking 50,
Unarmed Combat 10,
Business Management 20,
Needlework 50
Leadership 10
Textile Production 50
Caregiving 50
Medicine 45
Endurance 30
Logistics 30
Art 20
Appearance: When you look at Astra she strikes most people as pretty. Her oval shaped face most striking features are her green eyes and full lips. Her pretty face is flanked on either side by rich brown hair. Astra stands 5'11" and while shorter then the men in her clan is the tallest of the women in her clan. She is thin, but in the way some woman are before they had children. She is tough and her body shows that she has spend years working on both the farm and in the home.

Notes: Astra has the personality of a matriarch in the making. She knows what she wants and goes for it, but she works to bring others along with her to her goals. What actually makes her happy is seeing people well feed, and life in order. Astra has always known that she would marry Jasper. Partly because she picked him when younger, and because both of their parents have pushed for it. Astra was raised by her mother to run a house hold which included cooking, mending clothing and balancing the budget. She has found that she liked it. She also refuses to take guff from anyone so as a child and young woman she learned some of the basic to protect her self which given the attacks on settlement in recent arcs was proved sound.

Relationship to PC: Wife
Update
10 XP to Medicine
5 XP to Medicine










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Asmund Lynond Rel Ardiechy

Name: Asmund Lynond Rel Ardiechy
Race: Human
Date of Birth: 9th of Cylus 723
Skills: Baby
Appearance: A smaller baby often wrapped in swaddling clothing. The baby boy has a fair amount of brown hair already on his head. He wears a blue colored anklet marking him as the eldest. The quietest boy, he has an intense gaze when he isn't sleeping.

Relationship to PC: Son










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Jasper Rewan Rel Ardiechy

Name: Jasper Rewan Rel Ardiechy
Race: Human
Date of Birth: 9th of Cylus 723
Skills: Baby
Appearance: A smaller baby often wrapped in swaddling clothing. The baby boy has a fair amount of brown hair already on his head. He wears a green colored anklet marking him as the second born. The loudest of the three boys.

Relationship to PC: Son










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Joq'an Dasjat Rel Ardiechy

Name: Joq'an Dasjat Rel Ardiechy
Race: Human
Date of Birth: 9th of Cylus 723
Skills: Baby
Appearance: A smaller baby often wrapped in swaddling clothing. The baby boy has a fair amount of brown hair already on his head. He wears a red colored anklet marking him as the youngest. Joq'an is the most alert baby but also sleeps the least.

Relationship to PC: Son










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Lynond Rel Ardeichy Sr

Name: Lynond Rel Ardeichy Sr
Race: Human
Date of Birth: Ashan 31 679 - 43
Skills: Brewing 60,
Gardening 60,
Leadership 10,
Unarmed Combat-Brawling 10,
Strength 10,
Endurance 10
Appearance: Lynond stands 6 feet tall, and is broad shouldered. His is dark brown hair, and brown eyes. He is fair skinned but by the end of the summer is fairly tanned on his face and exposed arms. He is missing part of his pointing finger from the knuckle.

Notes: Lynond Sr. is a proud family man who spends much of his time during growing season tending to the family farmland and brewing meads and ales. Together with his wife he helps keep the peace in Alivilda Hold and heads maintains a good relationship with other holds. Lynond is a happy man and he shows his affection through making jokes. When he stops joking is when he gets serious and stern. While he has a decent understanding what goes on in his children's lives, he depends on his wife for some of the information.

Relationship to PC: Father
General Update









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Asatia Rel Ardeichy (Alivilda)

Name: Asatia Rel Ardeichy (Alivilda)
Race: Human
Date of Birth: Ymiden 4 680 - 42
Skills: Cooking 60,
Leadership 60,
Animal training 20,
Needlecraft 20,
Appearance: Asatia stands 5 feet and 9 inches tall. She is still fairly slendor, but her body has some weight that just won’t leave after each of her children. She has brown hair with streak of blond, and had hazel eyes.

Notes:A loving Matriarch, nurturing and protective. Asatia knows exactly what is going on with her children and many of their cousins. She keeps the babies and toddlers with in reach of her at all times. Once they become children she gives them free reign of the House and eventually the hold. As the children grow older she is always present to lend a hand or ear, but hands more of the parenting responsibilities over to her husband to prepare them in a trade for adult life.

Relationship to PC: Mother
General Update









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Lynond Rel Alivilda-Ardeichy Jr

Name: Lynond Rel Alivilda-Ardeichy Jr
Race: Human
Date of Birth: Ashan 9 697 - 25
Skills: Brewing 40,
Unarmed – Brawling 10,
Gardening 30,
Seduction 30
Appearance: Lynond stands 6 feet tall. He isn’t as broad and his father and some of his brother, but is strong. He has the same dark hair as his father but has his mother hazel eyes. He regularly frowns and his face is beginning to show such marks.

Notes:Short tempered and somewhat resentful toward Jasper and Rewan and ignores the younger children. Often considered. dangerous to be around by the middle brothers. His wife is nice, but often acts in her own self-interest and general distrusted by the family at large. Jasper thinks she is little better then mud. They have one child who is often found in the care of Asatia.

Relationship to PC: Brother
General Update









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Rewan Rel Ardeichy

Name: Rewan Rel Ardeichy
Race: Human
Date of Birth: Vhalar 1 699 - 23
Skills: Brewing 30,
Animal training 30,
Smithing 55,
Unarmed 30
Larceny 30,
Jewelry Crafting 30,
Socialization 30
Musical Instrument (Wind-General) 30
Appearance: Rewan stands 6 feet and 1 inches tall. He has medium brown hair with matching brown eyes. He has a scare on his calf that runs from knee to ankle. He has let his beard grow out which is brown like the hair on his head. He wears traditionally Melrathian apparel of colored shirt and black pants with wide worked leather belt. His hair is trimmed short, but often has a haphazard appearance like he cut it himself.

Notes: Rewan was raised with Jasper, and they were very close friends. Rewan was the one willing to sneak into pantries and raid them for there goods. He has since grown out of that, but can pick a lock in necessary. Like the others he was out and about the village and often pranked with his brother and cousin. When he came of age he was taking on as a blacksmithing apprentice. He has worked and learned the skill, but his master was young enough that it would be many arcs before he retired. Rewan worked with him but took the chance to travel with Jasper when it came up.

Relationship to PC: Brother
10 XP to Smithing
5 XP to Smithing









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Bryil Rel Ardeichy

Name: Bryil Rel Ardeichy
Race: Human
Date of Birth: Ymiden 23 700 - 22
Skills: Brewing 45,
Ranged 30,
Hunting 30,
Field Craft 30,
Woodworking 30
Appearance: Bryil stands 5 feet and 10 inches. He has a similar build as his brother, but his hair is light brown even blond in certain light. He is fair skinned and heavily freckled. He tends to wear his hair a bit longer then others. He tends to wear more natural colors as he spends time out in the forest.

Notes: Bryil when younger didn't spend as much time with his older brothers as they spent together, but was always welcomed. When he got older he found himself more often in the forest around the village, but when he was in town spent more time with his older brothers, especially after Jasper left, he and Rewan became closer, and when Jasper would come into town he grew closer to his brother. He eventually became a hunter, but several being in the village his need was in high demand so was happy to join his brothers on the expedition.

Relationship to PC: Brother
10 XP to Brewing
5 XP to Brewing









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Aurelius Rel Ardeichy

Name: Aurelius Rel Ardeichy
Race: Human
Date of Birth: Cylus 10 702 - 20
Skills: Brewing 20,
Writing 10,
Storytelling 20
Appearance: Aurelius is 6 feet tall and looks like his father with his brown hair and brown eyes. He is less physical fit then others in his family.

Notes:

Relationship to PC: Brother









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Samuel Rel Ardeichy

Name: Samuel Danesia Rel Ardeichy
Race: Human
Date of Birth: Suan 2 706 - 16
Skills:


Appearance:

Notes: THIS IS AN INACTIVE PC. INCLUDES HERE BECAUSE HE IS A BROTHER. NOT PLAYABLE.

Relationship to PC: Brother









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Hatenia Rel Ardeichy

Name: Hatenia Rel Ardeichy
Race: Human
Date of Birth: Ashan 25 709 - 13
Skills: Brewing 5,
Gardening 5
Appearance: Hatania is 5 feet 3 inches, and skinny as a pole. His hair is light brown with a hint of red in it.

Notes:

Relationship to PC: Brother









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Asatia Rel Ardeichy

Name: Asatia Rel Ardeichy
Race: Human
Date of Birth: Zi’da 9 712 - 10
Skills: Cooking 5,
Singing 5,
Needlecraft 5
Appearance: Asatia stands 4 feet and 6 inches. She is thine little girl. Her hair is brown and grows all the way down her back.

Notes:

Relationship to PC: Sister









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Eadric Tamas

Name: Eadric Tamas
City Location:[/b] Raelia
DoB: [/b]Suan 18 687
Race:[/b]Human
Organization [/b](: Aesir lore master
Skills:[/b]
 Rupturing 75/100
 Hone 50/100
 Grafting 25/100
 Discipline 50/100
 Research 30/100
 Endurance 20/100

Bio: Eadric Tamas was raised in the Vaettir Hold of Raelia. His grandfather had been a powerful mage and Aesir. Eadric’s father hadn’t been able to learn magic and so had become an Aesir Druid. He was taught the importance of being an Aesir from his youth, but he didn’t particularly care to play with spirits but he was interested in magic and so when he was old enough his grandfather mentored him to help find his hone spark. It was a success and he began to learn. He still did become a Aesir but became a lore master and taught the classes required of the Aesir for all registered mages. During this time he was also gained a spark in Rupturing which he used more in his calling and eventually became a grafter. He enjoys teaching and his life as it allows him to live comfortable and do what he loves. He will occasionally introduce young Aesirs to magic when he finds a student who catches his eye.

Appearance: Eadric is medium height and stands at 5’11” tall. His build is also average as he is neither fat, thine or muscular. He has an open face, but his expression often seems faraway as if he is in his own thoughts. He has blond hair that is regularly trimmed but not kept close cropped. He has green eyes and his face is clean shaven. Eadric always wears the current fashions for the middle class of Raelia.

Relationship: Jasper and Eadric first meet as a student teacher relationship. Eadric was impressed with Jasper’s determination and commitment so when Jasper approached Eadric about being awaken he agreed. Since then the relationship has become more like a grad student and his mentor professor. As an Aesir Jasper has obligations as does Eadric but they regularly get together to talk and make sure that the Jasper is progressing as a Rupturer.










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Dasjat

Name: Dasjat
Date of Birth: Saun 3 696 (25)
Skills: Animal Husbandry – 20 (Novice)
Caregiving – 30 (Competent)
Engineering – 30 (Competent)
Field Study – 30 (Competent)
Gardening – 40 (Competent)
Medicine– 40 (Competent)
Meditation – 30 (Competent)
Musical Instrument (Wind) – 30 (Competent)
Height: 20 Inches
Weight: 1 lb.
Description: Dasjat is on the taller side for a Tunawa at just under 2 feet. He has oak color skin, with streak patterns across it. With eyes the color of Autumn leaves, and matching hair in the various autumn colors. Tall and skinny the Tuwana also wears wrap made of animal hair that was collected from shedding. After the events of the Creep in Melrath it now has a strip of white running down the middle of the back and up his neck.
Personality: Dasjat is a energetic Tuwana. He likes to work his his hands, but isn't very craft focus, but instead likes to see a garden growing, and animals happy. He has become friends with Jasper and also Eldloga as they helped awaken him, but also the fact they like to be out and about doing things.
Relationship to PC: Friend/Follower

Last edited by Jasper on Wed May 03, 2023 4:16 pm, edited 80 times in total. word count: 2345
User avatar
Jasper
Approved Character
Posts: 305
Joined: Tue Feb 26, 2019 3:38 am
Race: Human
Profession: Aesir
Renown: 295
Character Sheet
Character Wiki
Templates
Point Bank Thread
Wealth Tier: Tier 5

Featured

Milestones

RP Medals

Miscellaneous

Events

Skills

List of Companion
Family, Friends and Mentors

Spirit Companions :
Eldloga
Wynthir

Animal Companions
Lanquin















. . . . . . . . . . . . . . . .

Eldloga The First Light

Name: Eldloga The First Light
Description: A Diri Companion bonded to Jasper, a spirit of fire that lives in an aspergillum that he may carry with him to keep the flame going. The spirit takes the form of a tiny fiery humanoid male, with wings three times his height. He gives off enough light to illuminate a large room. The Aspergillum is a masterwork item, made of embersteel. It is resistant to flames and ordinary rusting/corrosion by dint of housing Eldloga. If you should decide to use it as a weapon, it is considered among the Axes & Bludgeon family of weapons. Otherwise, you have a sturdy and ever-burning torch.

Purpose: Eldloga wishes to propagate the gifts of fire by lighting Hearths. Especially preferred are Hearths that have not been lit or have laid cold for a long time. Celebration around the fire sustains him, as does the feeding of fires and warming those who need it. Eldloga does not participate in fighting/battles, as that is not aligned to his purpose. He exists to support life and civilization, not to destroy it.

Abilities: Telepathic communication with Jasper. Incorporeal, and harmed only by intentional dousing (immersion in water or sand).

Drinking in the Blaze: Once a trial, Eldloga can absorb a flame that is burning out of control, an area roughly the area of a huge room.

Warming the Hearth: When lighting a Hearth, Eldloga's warmth alone is enough to sustain those who gather around it. They will experience healing about 3x the normal rate, and not require sustenance for as long as they're in the Hearth's orbit.

Far Beacon: Whenever someone who wishes to communicate with Jasper is in front of a controlled blaze (a closed campfire, or a well kept beacon, or a hearth) they may speak to Jasper by whispering Eldloga's name to the fire, and then speaking their message. Their voice will be heard only to Jasper, through his telepathic link to Eldloga.

Who Warms the Sun: While this ability doesn't warm Jasper himself or offer him any protection against the cold, others around him, especially those who are allied with him or share a friendship with him, will experience a pleasant warmth, regardless of how cold it gets.










. . . . . . . . . . . . . . . .

Lanquin

Name: Lanquin
Height: 6ft at the shoulder. These creatures are about the size of a large horse.
Length: 8-10ft from chest to tail.
Weight: 1000lbs
Appearance: The Sleipnir is a large equine species that comes in a variety of colors, although most appear in a midnight black , dark brown, or gray. It is rare to sight a white Sleipnir, those that do consider it a favorable omen. Rather than possessing four legs the Sleipnir is graced with eight legs, making it especially sturdy and surefooted when climbing mountains or covering rough terrain. They also possess a pair broad wings that compare closely with the wings of a hawk or eagle, rather than the narrow angular wings of a falcon. This is to ensure that the Sleipnir can stay aloft for long periods of time with less of a need to expend energy flapping. It is common for these equines to even sleep on the wing when flying at high altitudes in the mountains. Their eyes are always pitch black, and have no visible corneas or “whites”. This gives the Sleipnir a fearless appearance as they are incapable of showing fear or panic like a normal horse typically would. As for their bodies, they have a robust musculature and a heavyset, bony chest that can tolerate a substantial amount of wounds before succumbing to damage. Unique to this breed of equine is the presence of short fangs that are hidden just beneath their lips. These are not revealed unless they are eating or attacking prey.
Habitat: Found within mountain valleys, commonly on the western side of Melrath. These equines prefer the “highlands” of Melrath although they can survive perfectly fine in the lower altitudes of the area. Due to their prefered habitat the Sleipnir can live quite comfortably even in areas where the air is quite thin due to their enormous lungs.
Lifespan and Development: Sleipnir spend about two Cycles within the womb before being born. The foals are all born pure white and will slowly gain their true colors over the next Cycle of life. Only a rare few remain white for the full length of their lives. It takes roughly a Cycle for a Sleipnir to reach their full size. The lifespan of these beasts is roughly forty to fifty arcs when domesticated and close to thirty five arcs in the wild due to predation.
Diet:As for their diet, the Sleipnir are able to eat a variety of different foods. Most of their diet is composed of plant life, such as grasses and hay. However they do require a moderate amount of protein at least once every ten-trials in order to maintain their dense musculature. As this is the case, Sleipnir prey upon small to medium sized mammals that can range from as small as a rodent to as large as a goat or sheep. Killing their prey is almost always accomplished by flying in low to the ground before executing a fanged bite to the back of the neck of their prey that instantly severs the spine. Kills are shared with the rest of the herd in order to ensure the survival of the group.
Temperament: Fearless to a fault, Sleipnir will charge nearly anything without ever thinking to retreat. They possess a unique predatory intelligence and makes them well suited for tolerating combat. The trait that makes these horses well suited as steeds is that they form very strong social bonds with their herd mates. Those that have been raised from birth in a domesticated environment will only ever see their handlers as their fellow family members.. Bonding with a Sleipnir is almost like gaining a sibling. They will desire to always be with you and can be quite mischievous with their handler; nipping at ears and toppling their riders over with a gentle nudge if left to their own devices for too long. It is because of this close knit relationship that they will always defend their riders to their last breath. If one wishes to tame a wild Sleipnir they will be faced with a difficult challenge. When captured in the wild, these equines must be broken before they can be trained and ridden. This often means exhausting them to the point that they finally give in. As these beasts rarely give up it is entirely possible to unintentionally kill them in an effort to tame them.
AbilitiesFangs, flight, durability in combat, and surefootedness.









. . . . . . . . . . . . . . . .

Wynthir

Diri Name: Wynthir
Appearance:Wynthir for many purposed looks like a fairy. He has gauzy wings that seemed to shift color in the life. He looks human, but has leaf like growth of various sizes all over his body, including a large one that appears as a cloak. He has messy hair with horns growing out of it giving the impression of wearing a crown. He is not the size of Fairy, but stands three feet tall. His voice is very deep sounding like the deep breath of the winds.
Personality:Wynthir is extremely polite, until he get pushed to far. Stupidity is the only thing that will really crack his politeness. He does like to learn things, and if he see's someone reading he will read over their shoulder, and isn't above asking Jasper to get him some books to read. He is also very loyal, but a bit isolationist. He is friendly with other Forged, their Dirri, Jasper's family, but not to strangers.
Last edited by Jasper on Thu Jun 29, 2023 7:49 pm, edited 54 times in total. word count: 1333
User avatar
Jasper
Approved Character
Posts: 305
Joined: Tue Feb 26, 2019 3:38 am
Race: Human
Profession: Aesir
Renown: 295
Character Sheet
Character Wiki
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Wealth Tier: Tier 5

Featured

Milestones

RP Medals

Miscellaneous

Events

skills

Skill and
Knolwedge

Grand Master
Meditation

Master
None

Expert
Detection
Discipline
Endurance
Mount
Socialization
Strength

Competent
Brewing
Combat: Unarmed
Gardening
Leadership
Research

Novice
Animal Training
Athletics
Combat: Blades
Dance
Politics
Rupturing
Swimming

Untrained
Cooking
Engineering
Etiquette
Field Craft
Investigation
Larceny
Logistics
Medicine
Navigation
Psychology
Singing
Storytelling
Tactics






Novice
XP 25 / 25 (250)
6 Knowledges
Animal Training

Traveling with a foal Nursia
A thrashing animal is an injured animal. Nursia
Paying attention for warning signs the animal gives. Jackalope
Showing affection back when it has been given by the animal. Jackalope
Knowing a sliepnir's strengths. Pig Boy
Understanding the herd nature of the sleipnir. Bas





Novice
XP 10 / 25 (250)
4 Knowledges
Athletics

Athletics Avalon
Athletics Avalon
Athletics Avalon
Athletics Avalon




Competent
XP 30 / 75 (250)
12 Knowledges
Brewing

Reciept for Alivilda Golden Ale
SP
Brewing
Brewing
Brewing
Brewing
Brewing
Brewing
Brewing
Brewing
Brewing
Brewing
Brewing




Novice
XP 5 / 25 (250)
1 Knowledges
Combat: Blade

The eye cavity is excellent access to the brain.




Competent
XP 30 / 25 (250)
15 Knowledges
Combat: Unarmed

Don't just stand still when being punched
How to hold your fist when punching
Dodging should be a controlled movement
Some people fight more with anger then skill
Don't give opponent time to get into position
Be aware of what the other appendages are doing in a fight.
Unarmed
Unarmed
Unarmed
Unarmed
Unarmed
Hitting people while on the back of a mount makes it hard for them to hit back
Unarmed
Unarmed
Unarmed




Untrained
XP 0 / 25 (250)
1 Knowledges
Cooking

Making a stew with what you have in the almost bare cupboard.





Novice
XP 10 / 25 (250)
5 Knowledges
Dance

Dance Caprice
Dance Caprice
Dance Doran
Dance Doran
Dance Doran




Expert
XP 79 / 150 (250)
48 Knowledges
Detection

Children laughing
The glow of the lantern
Recognizing why someone is interested in you.
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Observing details of a group at a distant.
Paying attention to peoples motives for a visit.
Sensing when someone wants to be alone with you.
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
Detection
eliminating what isn't the problem
Using evidence around you to tell if the world is affected by a spirit
Using Fire Manipulation to monitor fires on a ship
Detection
Detection




Expert
XP 80 / 150 (250)
36 Knowledges
Discipline

Being brave to protect vulnerable animals.
CS
Controlling your expressions while in a negotiation.
Being polite, but firm
Controlling the panic when discover Spark is asleep.
Discipline
Discipline
Discipline
Not lecturing your brother when it won't help
Not panicing when unexpected visitors arrive.
Don't let yourself get goaded into a fight..
Discipline
Discipline
Discipline
Discipline
Discipline
Discipline
Discipline
Discipline
Discipline
Discipline
Pushing past minor pain while trying to meditate
Discipline
Discipline
Discipline
Discipline
Discipline
Trusting your previous observations in the face of something different.
Discipline
Discipline
Discipline
Discipline
Discipline
Discipline
Discipline
Discipline
Discipline




Competence
XP 80 / 150 (250)
23 Knowledges
Endurance

[/tr]
Exercises everyday increase endurance.
SP
Setting a good pace while hiking
Fighting through pain when in an fight.
Hiking with an injured leg.
Resting an Injury is important
Your attitude can help.
Endurance
Endurance
Endurance
Endurance
Endurance
Endurance
Endurance
Endurance
Walking out Soreness after riding.
Endurance
Endurance
Controlling bodily function while trying to extract yourself from a situation.
Endurance
Endurance
Endurance
Endurance
Endurance




Untrained
XP 0 / 25 (250)
3 Knowledges
Engineering

A latch and lever controls a hidden door.
Knowing that the hardware is beyond your ability to understand.
tipping point on a ship hanging precariously




Untrained
XP 0 / 25 (250)
4 Knowledges
Etiquette

Etiquette
Etiquette
Etiquette
Etiquette




Untrained
XP 0 / 25 (250)
6 Knowledges
Field Craft

Always check your supplies before you leave
Fieldcraft
Fieldcraft
Fieldcraft
Fieldcraft
Fieldcraft




Competent
XP 29 / 25 (250)
12 Knowledges
Gardening

Gardening
Gardening
Gardening
Gardening
Gardening
Gardening
Gardening
Gardening
Gardening
Gardening
Gardening
Gardening




Untrained
XP 0 / 25 (250)
8 Knowledges
Investigation

Investigation
Investigation
Investigation
Investigation
Investigation
Investigation
Investigation
Investigation




Competent
XP 0 / 25 (250)
1 Knowledges
Larceny

Tomb Raiding: Finding a way to open a hidden door.





Competent
XP 30 / 25 (250)
16 Knowledges
Leadership

Protecting friends from another's wrath
Willingness to handle a dangerous and delicate situation
Knowing the rules about the Mages Trial.
Speaking the truth to those who look up to you.
Leadership
Leadership
Leadership
Trusting others to act when supplied a warning
Sharing information about Anoks in context
Showing urgency as you instruct others
Having a system set up before the crises comes.
Leadership
Leadership
Stepping forward to help when not asked to
Leadership
Leadership





Untrained
XP 0 / 25 (250)
4 Knowledges
Logistic

Using a make shift vehicle to carry supplies
Logistics
Logistic
Logistic





Untrained
XP 0 / 25 (250)
5 Knowledges
Medicine

Medicine
Medicine
Medicine
Medicine
Contractions can be a sign of false labor.





Master
XP 100 / 100 (100) - Fast Track
63 Knowledges
Meditation

Pausing to detect a sign from Myrkvior.
Focusing on an object to detect a Anok.
Recognizing that silence of the spirit means they are waiting on you.
Focusing on the world around you despite distractions
Detecting a Anok away from an any physical manifestations
Regulating breathing
CS
Clear your mind.
CS
Listening to the world around you
You can meditate anywhere.
Excellent way to prepare yourself for a big event.
Way to fight physical pain.
Immersing in the water when seeking to talk to water spirits..
Meditation some times requires talking.
Drawing the attention of water spirits.
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Dancing with the wind spirits
Meditation
Meditation
Physical discomfort can prevent meditation.
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Allow the Meditation to end before what you seek overwhelms you.
Meditation
Meditation
Pushing out the world around you when it is literally changing around you.
Meditation
Sensing a Happy emotion from a Anok can be a danger sign
Sensing when a lot of similar Anoks are approaching
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation
Meditation




Expert
XP 76 / 150 (250)
23 Knowledges
Mount

Air: Raising your sleipnir from birth
CS
Air: Taking a running start for flying.
Air:
Air:
Air:
Air:
Air:
Air:
Air:
Air:
Air:
Land: Land Riding a Sleipnir
Land: When traveling by land Hooves hit the ground
Land: Adjusting for Different muscle movements when traveling by land
Land:Preparing for when the sleipnir starts running
Dodging elemental attacks while in the air.
Using your mounts bulk in battle.
Charging a object that is teetering on the edge
A Mounts speed is more important when racing through an enemy
A Mounts speed is more important when racing through an enemy
Mount
Mount
Mount




Untrained
XP 0 / 25 (250)
3 Knowledges
Navigation

Navigation
Navigation
Navigation




Untrained
XP 10 / 25 (250)
4 Knowledges
Politics

Politics
Politics Pig Boy
Politics Pig Boy
Politics Pig Boy




Untrained
XP 0 / 25 (250)
3 Knowledges
Psychology

Psychology
Psychology
Relating to someone else loss.




Competent
XP 26 / 25 (250)
11 Knowledges
Research

There are multiple methods to research.
SP
Looking at supplies to determine point of trip.
Using past events to judge why a spirit is present.
Research Pig Boy
Research Pig Boy
Research Pig Boy
Research Pig Boy
Research Pig Boy
Research Pig Boy
Research
Finding our which Immortals one worships





Competent
XP 30 / 75 (250)
12 Knowledges
Rupturing

Technique: Phasing
SP
Initiation
CS
Phasing: Dispersing the phase portal, after you've seen all you wish to.
Phasing: Looking through a wall fixture to see if it had a trap connected to it.
Phasing: seeing through obstacles to determine amount of enemies
Using snapshot to try and eliminate an enemy before a fight
Using the portal to deliver a critical message
Phasing is limited on the information you can gather due to small size of portal.
Recognizing when you have reached you ether limit.
Novices need large hand cutting motions to open a egress and ingress.
Positioning the egress and Ingress strategically for desired results.
Closing your portal once its need is done to save ether.




Untrained
XP 0 / 25 (250)
1 Knowledges
Singing

Following along as best you can to a specific song.




Untrained
XP 0 / 25 (250)
2 Knowledges
Smithing

Smithing
Smithing




Expert
XP 80 / 150 (250)
26 Knowledges
Socialization

Socialization
Socialization
Socialization
Socialization
Negotiation: Convince another Party to provide a distraction
Recognizing when another part is in a more powerful position.
How to offer gift to Myrkvior for safe passage.
Importance of offering gifts to spirits in thanks
Understanding where the other party is coming from
Helping the other Party see where We are coming from
Persuasion: Presenting the different factors
Convincing the other person they have a good hand
Socialization
Socialization
Explaining your experience to others.
Socialization
Socialization
Socialization
Socialization
Socialization
Socialization
Socialization
Socialization
Finding about local traditions
Socialization
Socialization




Untrained
XP 0 / 25 (250)
3 Knowledges
Storytelling

Alivilda founding story
Melrath Bard storytelling style
Adjust tempo to affect feel of story






Expert
XP 80 / 75 (250) - Racial
25 Knowledges
Strength

Exercising a specific part of the body helps muscle growth
SP
Carrying a pack while hiking.
You have more power to you attack when you use you whole body weight
Fear Produces Adrenaline
CS
Strength
Strength
Strength
Strength
Strength
Strength
Strength
Strength
Strength
Strength
Strength
Strength
Strength
Strength
Strength
Strength
Strength
Strength
Strength
Strength
Strength




Novice
XP 10 / 25 (250)
0 Knowledges
Swimming





Untrained
XP 0 / 25 (250)
10 Knowledges
Tactics

Tactics
Tactics
Distributing forces based on skills.
Paying attention to allies movements while in battle and reacting.
Choosing between two forces.
Don't leave dangerous weapon for the enemy to use..
Tactics
Tactics
Tactics
Tactics
Last edited by Jasper on Mon Sep 11, 2023 4:18 pm, edited 112 times in total. word count: 2275
User avatar
Jasper
Approved Character
Posts: 305
Joined: Tue Feb 26, 2019 3:38 am
Race: Human
Profession: Aesir
Renown: 295
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Wealth Tier: Tier 5

Featured

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. . . . . . . . . . . . . . . . . .
Ledger of Experience Points

Thread Skill Point Adjustment Running Total
Racial +25 25
Strength -25 0
Starting EXP +50 50
Brewing -5 45
Discipline -5 40
Endurance -5 35
Animal Training -5 30
Negotiation -5 25
Meditation -5 20
Research -5 15
Rupturing -10 5
Mount -5 0
CS Approval
Animal Training 5 0
Mount 3 0
Meditation 2 0
Stories of the Past - Alivildia +10 10
Discipline 5 5
Animal Training 5 0
The Hesterfor 1: The Ranger +10 10
Meditation 5 5
Mount 5 0
The Hesterfor 2: The Beast +10 10
Negotiation 5 5
Endurance 5 0
The Hesterfor 3: The Mother +10 10
Meditation 5 5
Mount 5 0
In the Dark of the Night +15 15
Meditation 5 10
Discipline 5 5
Endurance 5 0
A Snake Shaman +15 15
Negotiation 5 10
Discipline 5 5
Brewing 5 0
The Hesterfor 4: The Mother +10 10
Meditation 5 5
Mount 5 0
The Fall of the Emea +10 10
Meditation 5 5
Endurance 5 0
Home For The Holidays +15 15
Animal Training 5 10
Brewing 5 5
Endurance 5 0
Getting Ready for the Road +15 15
Research 5 10
Meditation 5 5
Discipline 5 0
The First Heavy Snow +15 15
Research 5 10
Animal Training 5 5
Swimming 5 0
New In Town +15 15
Research 5 10
Meditation 5 5
Swimming 5 0
Well That’s A Big Punishment +15 15
Negotation 5 10
Meditation 5 5
Strength 5 0
Death of The Prophet +15 15
Meditation 5 10
Detection 5 5
Mount 5 0
The Visitors +10 10
Meditation 5 5
Detection 5 0
Dances of Hooves +15 15
Meditation 5 10
Detection 5 5
Mount 5 0
When the Defender needs Protection +10 1
Combat (Unarmed 10 0
The Sleeping Heart +20 20
Meditation 20 0
Ruins Dawn +40 40
Detection 20 20
Endurance 10 10
Discipline 10 0
Updating Starting Skills +32 32
Brewing 15 17
Strength 5 12
Socialization 2 2
Meditation 2 2
the Joining +15 15
Gardening 15 0
Saoire Winter Event with Azrael +15 15
Leadership 15 0
Plans, Farewells, and Blessings +10 10
Politics 10 0
Saoire event with Vega +15 10
Detection 15 0
Arrival and Departure +10 10
Detection 10 0
Don't Mess with the Country Boys +10 10
Rupturing 5 5
Combat: blade 5 0
Departing Feelings +10 10
Unarmed 10 0
Dancing with Wind and Fairies +10 10
Dance 10 0
Taming the Storm +15 15
Detection 15 0
Immortals and Morse Code +10 10
Detection 4 6
Unarmed 6 0
Immortals and Morse Code +20 20
Meditation 16 4
Unarmed 4 0
The Fire Classroom +10 10
Discipline 10 0
The Cycle Continues +10 10
Discipline 10 0
A Hazy Shade of Winter +15 15
Discipline 15 0
The Sweetsong of Pirate Doom +15 15
Discipline 10 5
Leadership 5 0
The Calling of the Aesir +10 10
Leadership 10 0
Temporary Promotion +10 10
Socialization 10 0
Almund: Fire and Ash +15 15
Rupturing 15 0
Sweetsong Strikes Back +20 20
Strength 20 0
Dreams of Home +10 10
Socialization 10 0
The Scalvhearth Scavenger Hunt Part 1 +10 10
Strength 10 0
Friends Among the Weavers +15 15
Strength 15 0
Collective Living +15 15
Endurance 15 0
Storys End +15 15
Endurance 15 0
To Forge My Soul +10 10
Endurance 10 0
Pirate Rewards +23 23
Endurance 5 18
Mount 18 0
Dedicating the Hearth +15 15
Gardening 5 10
Mount 10 0
[Saoire Event 722] Kisaik/Jasper +15 15
Gardening 9 6
Research 6 0
Last edited by Jasper on Mon Sep 11, 2023 3:42 pm, edited 68 times in total. word count: 618
User avatar
Jasper
Approved Character
Posts: 305
Joined: Tue Feb 26, 2019 3:38 am
Race: Human
Profession: Aesir
Renown: 295
Character Sheet
Character Wiki
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Wealth Tier: Tier 5

Featured

Milestones

RP Medals

Miscellaneous

Events

Abilities

Abilities, Magic and Marks

Personal Abilities :
Spirit Meld
Water Anok Friend
Action Hero
Bravery
Pacifist
True Colors
Minor Verdant Protection

Magic:
Rupturing (Competent)

Forged:
Song - Primus Centurion

Marks:
Loshova
Taithir





















. . . . . . . . . . . . . . . . . .
Abilities

Name: Spirit Meld
Gained: Joining the Aesir
Ability: When near any Anak and even an Induk, the Aesir is able to mentally sense the emotions of spirits. This is a form of empathy allowing them to discern the emotions of nearby spirits to try and deduce if they have been offended in any way. This ability is passive and is always active however it is possible via meditation near the spirit that the Aesir can begin to discern why they are feeling those emotions. (It can take anywhere from ten bits to a full break of meditation to deduce what sort of reasoning is behind a spirit’s emotions. The more powerful the spirit, the longer this process takes). Additionally it is possible to use this ability to lead the Aesir toward nearby Spirits by feeling for their intense emotions. This ability is not exact and will only indicate a general direction. One must be within a mile of the spirit in question in order to sense their emotions. The further away, the weaker the emotional signal shall be.

Name: Water Anok Friend
Gained: the Fall of The Emea
Ability: Water spirits are more friendly towards Jasper and more willing to talk with him.
Name: Spirit Sight
Gained: Ruins Dawn
Ability: The ability to perceive all spiritual forms in Idalos within a ten foot proximity of himself. This does not allow Jasper to peer into the Beneath.

Name: Lead the Charge
Gained: Ruins Dawn
Ability: Jasper is able to empower and bolster the morale of those who follow them. If he is at the head of any group of individuals, they and any mounts they ride are less likely to flinch during a charge. The number of targets affected by the aura is equal to his leadership skill.

Name: Bathed in Light
Gained: Ruins Dawn
Ability: Jasper's wounds heal faster while in a bright area. This ability requires Jasper to meditate in an area of bright light, and focus on their body and wounds to function. Jasper's healing is dependent on their Meditation skill. x 2 for competent, x 3 for expert, x 4 for master, and x 5 for grandmaster (xp cap).

Name: Elemental Manipulation
Gained: Ruins Dawn
Ability: Elemental Manipulation -Fire- Moderate: Jasper is now able to control a larger amount of fire, and at greater distances. They are now capable of controlling flames roughly the size of a large house fire, and at distances up to 100 feet out. At this level, Jasper is also able to change the heat of the fire, increasing it's temperature to those often found in forges, and it's color to a bright yellow. Metals subjected to this fire for enough time will begin to heat and eventually melt, unless protected in some way. The effective range of these hotter flames is equivalent to those of Minor Manipulations. Can wrest away the control of fire from expert Defier or below.

Name: Minor Verdant Protection
Gained: Scalvoris Snow Storm
Ability: Jasper protected by the new life they bring. All that is verdant and green bends to give them safe haven. During the spring seasons, a Loshova will suffer no discomfort sleeping in a forest. In every other season, plants rise to protect the blessed. Roots curl around the feet of attackers, acorns drop from above, clouds of pollen and seeds blow to obscure an attacker’s gaze. Even the trees themselves will bend and creak to put themselves between the marked and their enemies. While the plants are by no means quick, this power can prove incredibly difficult to overcome when summoned in a forest.




















. . . . . . . . . . . . . . . . . .
Magic

Name: Rupturing
Theme: Jasper’s spark likes to be active and travel. Staying home and taking a day off would drive this spark crazy. It wants to be out and about going out and doing something, because actually moving will help encourage Jasper to actually use the spark where just sitting around bores it and it doesn’t get used. Most trial getting out and just being active for much of the trial will satisfy it, but a few times a season that just isn’t enough. It needs to go somewhere farther away. At this point since Jasper hasn’t traveled farther then with in the country it is good traveling within the country, but if ever realizes there is much more it might bush for more. If Jasper needs to spend a day researching he will need to mediate to really focus on his research.

Persona: “The Road Home”
The sparks believes that just sitting is wasting time. It likes to go be moving and going places. Distance isn’t always important, though it has discovered that Jasper is very open to visiting his home in Alivilda and so periodically it will really push for them to return home so it gets the joy of traveling, and Jasper gets to see his family. Even now it also uses that to push its agenda suggesting that if he was more skilled he would be able to make the trip faster and more often.

Witchmark: Rupture Gleam
The Rupture Gleam afflicts all Rupturers. When a Rupturer attempts to perceive any distance over 200 feet from away from them, their eyes spark with motes of light reminiscent of their Rupture portals. It is as though the Spark prepares to leap within them. This brand will not trigger casually. The Rupturer must actively focus on something outside a safe 200 foot range in order to active this brand. However, any focus at all will do so.

Competent: "Home Brewed"
When Jasper reaches Competent the sound of rendering sound changes from a ripping sound to the sound of room of very drunk men fighting with each other. Its volume will be as loud or soft as the rendering sound would have. In the ability of Roar itself it affects people differently so that they feel like they have just survived a bar fight. Glass will still break, and stuff will vibrate off tables. People will find themselves bleeding from noses, ears and even eyes. Jasper when he uses the ability though will always walk away with his own ears ringing and a soar jaw like he had just been in one of the barfights at home.

Expert: “Home Smells”
At Expert level when every Jasper opens a portal the area around either side of the portal is suddenly filled with the smells of homecooked food. It has the effect of making the country boy think of his mother’s kitchen, If Jasper doesn’t focus he will find his thoughts on that kitchen, and he is at risk of opening his next portal to said kitchen. If he is in a battle or making and escape it won't necessary steel his attention, but the longer he stays within 10 feet of the portal, the more the smell will work on Jasper to open a portal home. Depending on his distance if he does it will open as close as possible to the said kitchen.




















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Song Forged

Principales
Reforged: Forged are not named as they are for no reason. By accepting an Induk's deal their body is filled with their power and tempered by it, making it tougher than it was before. A Forged will find that their skin is like a leather armour and their bones like iron rods, making them more resistant to blunt physical damage

Light Hearted: Music is special to the Songforged. It is an expression not just of the wonders of the air, but also of the inner thoughts and feeling of the one who plays it. With this ability the Songforged is able to replicate the sounds of any instument without needing the instument itself. They still require skill in the insturment in order to make this sound effective, but simply by moving their fingers through the air in the right way they can replicate the sounds of a flute, harp, drum, or any other instrument they have heard before.


Primus Principales
identify: As someone who has developed a close bond with a spirit themselves, the forged in partially connected to the spiritual realm. Not only can the forged see spirits of all kinds, but when they look upon a spirit they will recieve a fairly close, if not entirely accurate, impression of what that spirit's concept is. Please note that this is not a passive ability and must be activated by the Forged in order to work. Care should be taken not to overwhelm the senses, as spirits are everywhere in the world.

Twister: An old classic. The Songforged can conjure a miniture twister the size of their palm in their hand. Though small, this twister is intensely powerful, and once thrown in any direction will continue to expand outwards are grow in size, knocking all objects in its path out of its way. However this wind also grows weaker the further it expands, until it completely dissipates roughly fifteen seconds after being released. The Songforged can hold this twister as if it were a solid object, and throw it at anyone as if it were a baseball. The Songforged can create one twister per trial for every five points they possess in the Order of the Forged.


Centurion
Lesser Incarnation: The diri that accompanies a forged in the conduit to their power. Usually this diri cannot be seen except by other forged or those with the ability to see spirits, however with this ability the diri can temporarily take on the physical form of an animal no heavier that 4kg. They can maintain this phsycial form for 1 minute per point the forged posesses in the forged faction, and during this time can be seen by other physical beings and interact fully with the physical world. They still maintain their intelligence and mental bond to the forged, but cannot use any other forged powers while in this state. If the physical form is killed the diri will experience pain, but instantly return toi being a spirit. This form can possess basic abilities such as flight or sharp claws, but cannot possess any unusual or deadly features such as venom or magical abilities.

Lightning Bolt: By twisting the air in a way tha forces the particles of oxygen and hydrogen in the sky to collide against each other rapidly, the Songforged can generate a charge of electrical energy high in the sky above them. For every point of the forged the Songforged possesses, they can generate 1 million volts per minute (the avergae lightning volt is 300 million volts) and can generate no more that 1000 million volts. When the Songforged wills it, the accumulated charge will decend from the sky upon a target of their choosing. This power can be used once per day, and requires the Songforged to keep one of their arms raised up towards the sky during charging.


Primus Centurion
Limit Breaker: A tricky, but useful ability to have in a pinch. In agreeing to work together, the four Induk of the Forged have created a weak bond between themselves which is further shared between their servants. With this ability the forged is able to replicate an ability belonging to whichever subfactions of the forged that they themselves have not joined that they would have unlocked with their current level of forged points. However drawing the power of an induk they have not fully sworn themselves to carries its own consequences. After using the replicated ability, the forged will find their own bond with their diri temporarily severed for the same number of trials as the forged points needed to unlock the ability they replicated.

Melded in the Music: The Diri of the Songforged is the embodiment of their link to Sweetwine and the source of their power. With this power the Songforged is able to temporarily fuse themselves with their Diri, becoming a hybrid between mortal and spirit. Their appearance will take on some of the features of their Diri, and the air around them will begin to swirl with power. While in this form the Songforged may act as if their strength, endurance and athletics skills are one tier higher than their skill levels (so a novices may act like a competent, a competent may act like an expert, and so on.) Additionally the Songforged is able to physically touch and harm spirits and ghosts, though may be physically harmed by them in turn. They may maintain this form for one trill per day for every point they possess in the Order of the Forged.





















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Loshova Mark

Favored
Springbringer Skills I The character is granted an extra three skill points which may be spent only on the following skills: Meditation, Dancing, Medicine or Gardening. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

Spirit Cloak (Minor) The Favored has the ability to entice a basic spirit of concept into a partnership. The Loshova takes this spirit around their person and has it attached to their soul. The spirit must willingly agree to this and can be released at any time. While the spirit is attached, it can feed off the ambient energies of the Loshova rather than its concept, keeping it strong. The Loshova benefits from a small resistance from the concept and the ability to sense it without hearing or seeing it around them.

Peer Through The Pool A basic ability given to the Loshova at early levels, Peer through the Pool allows a Loshova to look into the Beneath and see the spirits and souls within. While this does not allow them to interact with them, exactly, they can hear and see the activities through the barrier between worlds. Sometimes this can be instructive, as spirits of pain and torture lingering in a location might identify it as a place hiding a dark secret. Beings in the Beneath are only loosely aware of those in the physical world, but when this ability is used the user becomes as clear to them as they are to him/her. This ability also allows a Loshova to instinctively guess the nature or purview of each spirit they see.

Ephemeral Sustenance The Loshova gains the ability to feed as spirits do, by immersing themselves within the concept of whichever spirit is bound to their soul. While this will never completely replace the need of food and water, it allows a Loshova to survive with very little physical sustenance so long as they have an abundance of concept to surround themselves with.

Spring's Bounty The Loshova brings new life wherever they go. In the cities and towns in which they stay longer than a season, the crops will grow at an unprecedented rate. Life explodes around the Ashan Blessed, following them even into the cold of Cylus. Places they have dwelt longer than a few trials begin to show signs of their passage. Flowers, shoots, vines, and roots grow exponentially in the area closest to where they rest. While this power is muted in the colder months, it is far from absent. Even Tunawa can benefit from this aura, healing their bodies much swifter when in the presence of a Loshova.

Broken Shackles (Minor) A Loshova must be free. To protect freedom and those oppressed is a creed they take to heart. This ability imparts some of that mission onto their being. A Loshova can never be bound with simple restraints. Knots will untie, hooks will unclasp, and simple manacles will spring open. If the restraint purpose is to restrict the Loshova’s personal movement and does not include a lock of complex design, the Loshova can free themselves whenever they desire




















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Taithir Mark

Favored
Serpents Hood Named for the technique many snakes use to appear more threatening, Serpents Hood generates an aura around the user that makes them appear like significantly bigger threat than the people around them, drawing the attention of enemy combatants towards the Shield-Bearer and away from more vulnerable targets. This ability lasts until the Shield-Bearer deactivates it or is rendered unconscious or dead.

Enduring Scales The Shield-Bearer's skin takes on a scale pattern, allowing them to absorb more physical damage than they could before. Poisons and toxins also take longer to effect the Shield-Bearer. The effect only lasts for a single Bit, and takes a Break to recharge before it can be used again.

Protective Skills I The character is granted an extra three skill points which may be spent only on the following skills: Any Weapons Skill, Shield Use, or Endurance. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

Honor's Shield A skill that serves as a boost to the Shield-Bearer and their allies, Honor's Shield boosts the capabilities of the users own shield and those of their allies with a fifty yard radius, allowing them to block abilities that might otherwise shatter, pass through, or go around their shields, allowing them to defend against skills and techniques that would otherwise be much more dangerous.
Last edited by Jasper on Fri Jun 16, 2023 3:14 pm, edited 37 times in total. word count: 2957
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