BurgerWise (talk | contribs) (→Personality: MORE TYPOS) |
|||
(26 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
{{DISPLAYTITLE: |
{{DISPLAYTITLE:Four}} |
||
{{Infobox_character|name=Three|image=-ai-Seven.jpg|alt="An albino warrior with a melancholy expression stares at the viewer. A large sword is held in their grasp."|caption="These old bones have some life left!"|playerName=Josh|languages=Common, Draconic, Elvish, and others as the need arises|alias=Hero of Manquel, Professor of Environmental Science|birthPlace=Northern Osugbo|deathPlace=Seven - Ice field outside of Ravel |
|||
{{Infobox_character|affilliation=affiliation|name={{PAGENAME}}|image=image.jpg|caption=caption|relatives=relatives|languages=languages|alias=alias|marital=marital status|birthPlace=birthplace|deathDate=deathdate|deathPlace=deathplace|species=species|gender=gender|height=height|weight=weight|eyes=eyes}} |
|||
Six - The CCC |
|||
Five - The frozen bay between Ravel and Tusgrer |
|||
Four - The Tusgrer coast|species=Human|gender=Androgynous (Female)|height=6' 0"|weight=211|eyes=Almond in shape, red in color}} |
|||
'''Three '''is a [[human]] [[Accursed|Hexblade]], present during the ongoing events of the [[The Fantasial Freeze|Fantasial Freeze]]. |
|||
'''Seven '''is a human Battlemaster, |
|||
(Seven was killed by a [[wendigo]] during Episode 8. Six was lost in the Veil during Episode 13. Five was killed by a chest bump from [[Mundy]] in Episode 19. Four was killed by Kiyoni quietly after combat in Episode 30.) |
|||
== Physical Appearance == |
== Physical Appearance == |
||
Three is a 6-foot-tall human with platinum blonde hair and pale, [[dusky]] skin, akin to quartz. Their appearance is neatly groomed and their clothing style is very simple, cream and burgundy-colored fabrics over leather. Three's eyes are red, their teeth are straight and white, and their default expression is a wild gaze at their surroundings, youth coursing through their veins. |
|||
== Personality == |
== Personality == |
||
Three is a grandmotherly type with fierce and honed opinions. She cares about your independence, but also you should take better care of yourself and listen to your elders. She is a patient listener and a good cook, having learned in the last century how important it is to nourish body and soul. |
|||
Seven's personality is that of an adolescent, and there is no hate in their heart. They are curious about most things they do not know, and have a particular love of flowers. Seven is content to stare at people in public places and take in the hubbub, but not approach without an invitation. |
|||
Three is also very delighted to be in a body that is not old, tired, and pained. She relishes in testing its physical limits and working tirelessly in a way she never got to do before. Being bipedal is also a strange new set of motor skills to learn! Let's go for a run and chat about Quelmar's political history, or underwater plants, or ancient scraps of Ta-Shedet magic! |
|||
== History == |
== History == |
||
Born in 290 PR, Three is the child of the [[Pearl Dragon|pearl dragon]] Hatlantlcoatl and a centaur shaman of northern Osugbo, whom the dragon briefly courted during his "midlife crisis" as he romped through the eastern waters of Quelmar. The child was raised by its centaur mother and her tribe, the Lochairon, until it came of age. The child’s fortune turned dark as a superstitious tribe of bandits attacked the Lochairon, driving them out of their homeland and leaving few survivors. Three managed to escape by diving into the sea, swimming from fear until collapsing from exhaustion, far from home. |
|||
⚫ | Seven is the child of Malcolm and Bertha Jenkins, a farm couple from Manquel. They tended the animals and harvested the crops, as many farmer children do. They were smaller in childhood, with dark brown hair, crooked teeth, and the weary look that only poverty and effort may impose on a face. Seven wasn't wholly deterred by the circumstances of their life; they enjoyed sneaking away to nearby places to be alone and listen to the sounds of nature. One winter, Seven |
||
It was a young Three’s good fortune to be discovered the next morning by Dr. Tumeric Livermore, a professor and healer from the [[University of Xyrneiros]]’ College of Restoration, Medicine, and Botany. She was fascinated by the young drakkotaur, tended its wounds and held it as it cried. Dr. Livermore promised Three that she would find the child a proper home and spirited Three to a hidden place on the far coast of Xyrneiros’ border. Three spent several weeks laying low, regaining her strength and learning bits about the University from spying on students and faculty down by the water. Three would later meet all the department heads in a private setting, where then-dean Dr. Aleister Blackthorn would grant Three permanent asylum and construct an underwater lair for the [[Drakkotaur (Player Race)|drakkotaur]] to reside. So it was that over the years Three grew to love the island where Xyrneiros lay, coming to view the University, its faculty, and its student body as a sort living, breathing, beautiful hoard. This created a budding rivalry with the Archivist, which grew to mutual respect after the Disappearances of 321 PR. |
|||
After these disappearances, Three realized she could be more present in the lives of the students and faculty. WIth the dean's permission, Three became the first drakkotaur student of the University, making a public debut to the student body that was already more of an open secret. With powerful innate magic, a love for the University that saved her and a lifespan exceeding generations of students, Three's efforts bore fruit as a long-serving Professor of [[College of Conjuration, Natural history, and Environmental Studies.|Conjuration, Natural History, and Environmental Sciences]] and a blind scroll-runner for the [[Order of the Dreaming Eyne]]. |
|||
Late in life, Three sought retirement from teaching and left to act as an ambassador of the University, assisting independent mages with research that was difficult to achieve results on alone. It was in a small village in Pteris that Three met an Illumian wizard armed with a [[Anchoring of the Breeze|rare ritual]], a list of names, and a piece of prophecy, warning of a great cataclysm to come. Three agreed that something need be done, but the Illumian's lack of connections and selfish tendencies gave Three pause as to her true intentions. In the end, Three agreed to assist with the ritual so as to keep an eye on her compatriot. When the two reunited on Osugbo years later to complete the ritual, Three was the only member of their entourage to see a change in the Illumian's list of names and an additional layer of magic added to the ceremony - one of forgetfulness and magical binding. It was too late to halt the process, but this wizard was clearly not here to benefit the world. And so Three undid what she could in the moment; she twisted the Anchoring of the Breeze to her own ends, reading a name associated with light, fire, and life rather than the intended entity of darkness. Despite this realization, the Illumian, stuck casting her own complex ritual, could do nothing but glare from inside the magic circle and chant harder. The two masters of magic, locked in mental combat, were on their last few repetitions when an unforeseen presence warped the ritual to a breaking point. The last thing Three remembers is the Illumian's eyes glaring into hers, and a chuckle at this fateful twist at how their best-laid plans went awry. Who knows what might become of the vessel? |
|||
(Previous: Four's original domicile is a wind-scraped cliff in the [[Gulfithorp Isles]]. It is lucky that this is so, for the communities of [[aarakocra]] in the Pepper Isles do not follow the warring way of rest of their people, and physically weak chicks may survive to adulthood where they otherwise would not. Four was a bookish and curious child, interested in the world of magic more than the open air or farming peppers. He studied hard in school, amassing knowledge in transmutation and divination, and was rewarded with a scholarship to the [[Galik]] Arcane University. He was thrilled to be a part of such a prestigious school. |
|||
After several years of study, Four had become an apprentice within the University and a pen pal to several other notable wizards and historians across Quelmar. He leveraged these connections to deepen his study on ley lines, where he was most intrigued. Ley lines, if real, would map deep threads of pure magic running across the world. If one could then read them and understand their flow, otherwise unexplainable magic events would be understood, and disasters could be prevented. |
|||
In his efforts to solve this riddle, Four journeyed to Pteris to investigate the desert sands - perhaps ancient civilizations had unlocked the secrets he now pursued! In was on sabbatical that he met an [[Illumian (Player Race)|Illumian]] doing similar research on the ancient elves of [[Ta-Shedet]]. In turned out she was also originally from Galik, and her knowledge of weather patterns led Four to a breakthrough, linking the movement of Quelmar's constellations to the flow of ley lines beneath their feet. This meeting and mutual benefit led to being fast friends and collaborators. This wizard would go so far as to steal a book from [[The ArchCrystal Tower]] to further Four's research. "I believe in what you're doing," she told him, warming his feathered heart and spurring his mind onward. |
|||
In following years, Four's theory on ley lines deepened. A map of Quelmar's ley lines now existed! He could calculate locations where magic swells across Quelmar could be tapped into and rituals would become more potent - but this was all theory. It had to be tested. Luckily, there was a location in southern [[Osugbo]] that would be the nexus for ley line power in a few weeks time. He would be remembered for this! Four's Illumian friend was also travelling to Osugbo, and was happy to help him test his theory. She even offered to introduce him to a friend from the [[University of Xyrneiros]] who could attest to his success. Four was thrilled, and began to dream of the future. |
|||
So it was that Four did not look too closely at the exact nature of the ritual being performed by the two masters, nor the runes at his feet as he chanted in an ancient tongue. His mind was on what came after he was back in Galik - the acclaim, the promotion at Galik Arcane University, the chance to be cataloged and remembered for ages after. The greatest aarakocra wizard ever! And then, a tug at the edge of his consciousness - some warp in the arcane fabric approaching their summoning circle. Four's head turned belatedly to see a small farm girl with dark brown hair and crooked teeth approaching the ritual, awe in her face. Before he could even think, "She's too close," the swell from the ley lines came rushing forth. Four snapped from elation to horror in the span of a breath, for the magic was too much, and the farm girl was disrupting the flow by presence alone. The last thing Four remembers is being washed away in the arcane torrent. |
|||
Five hails from [[East Levinkan]], south of [[Osugbo]]. His father was a tailor to the ruling [[class]] of the [[Levinkan Dynasty]], and his mother was an educated [[gnome]] who worked as a healer. Five was spoiled rotten by his doting parents, allowed to stay up late, eat whatever he wanted, and enjoy the good things in life as much as gnomishly possible. In addition, a chance meeting with the [[Levinkan]] of the time left a powerful impression on him, and Five strove to be a good and capable person, just like his new role model. Still, by the time he was an adult, Five's appetite for wine, women, and stories had exceeded the bounds of the island, and he took a jaunt north to Osugbo on a lark for further chivalry, but mostly debauchery. |
|||
The adventure Five went on through Osugbo lasted many months and included many rollicking and jolly tales, full of interesting strangers. One of the most memorable was an [[Illumian (Player Race)|Illumian]] from the great southern city of [[Galik]], who caught Five's eye in a crowded bar. She pined to him of her plight; she was a [[wizard]] needing an escort for herself and her companion, as they did magical research on the ley lines that ran through the continent. Five was charmed and happy to oblige the alluring stranger, although the other people in the wizard's group left him rolling his eyes - a boring half-elf bodyguard and a bumbling apprentice were nothing special compared to a ravishing master of magic. |
|||
So it was that, driven by his heart and not his brain, Five was a bit too close for safety when a powerful magical ritual was attempted near a small farm town. Captivated as he was, Five did not spot a small human girl tumbling down the nearby hill until it was too late. The ritual went awry, resulting in an immense explosion. The rest of his memory is fuzzy.... |
|||
Six was born in the city of [[Ravel]] to an elven noble and his human concubine. He and his mother, Florina, lived in a quiet part of the residential district, as Six's father would not approve of his illegitimate child's discovery, yet could not bear to see one of his deep loves sent away. Florina raised Six with tender care and encouraged him to make the most of his life. Six took those words to heart, and as a child was entranced by the bright-colored ships daily coming and going from Ravel's port. He decided his path in life was to become a sailor and trained into adulthood to get his sea legs and sail the oceans. |
|||
His path led to many ups and downs, as Six could not manage to hold down a steady job on one of the merchant vessels within the larger shipping companies. He grew dejected and frustrated, taking out his frustrations on his fellow (more successful) sailors, earning a reputation as a good hand with a blade. Six started taking bodyguard work for various individuals, and one night was contacted to accompany a small group days out of the city to a secluded grove near [[Manquel]]. Six didn't pay much attention to the purpose of their journey, so when a magical ritual blew the surroundings to bits, he was caught off-guard and lost... for a time. |
|||
⚫ | Seven is the child of Malcolm and Bertha Jenkins, a farm couple from [[Manquel]]. They tended the animals and harvested the crops, as many farmer children do. They were smaller in childhood, with dark brown hair, crooked teeth, and the weary look that only poverty and effort may impose on a face. Seven wasn't wholly deterred by the circumstances of their life; they enjoyed sneaking away to nearby places to be alone and listen to the sounds of nature. One winter, Seven tumbled into a magical ritual taking place in a grove of trees near their home. Their disturbance of the ritual caused a great burst of light and energy to blast the surroundings to bits. When Seven came to, their appearance had changed to its current form; they were taller, stronger, and could swing the sword they found next to them with practiced ease. In awe of their new strength, Seven bid their parents goodbye, unperturbed by their strange looks, and set out to see more of the world.) |
||
== Languages == |
== Languages == |
||
Four speaks and reads Common, Aarakocra, and Sylvan. They know enough to chant magic spells in other languages, but they are not conversational in any others. |
|||
Seven speaks both Common and Dwarvish. They cannot, however, read. |
|||
== Powers and Abilities == |
== Powers and Abilities == |
||
A good sense of tactics and combat. |
A good sense of tactics and combat. Four is able to channel an internal fire in two ways; one as a source of luminescence in dark places, and the other as a scorching fire on their blade. They have since gained the ability to manifest a blade of their own without the need for weapons. |
||
Due to some magical awakening within their blood, Four has gained the ability to resist the cold of the Freeze without any need for other clothing. Additionally, they no longer need to eat, drink, or sleep. |
|||
Four's weapons are: "The Way Forward" - a magical longsword Four carries at all times, and "Blood Dart" - A red lance, looted from a pirate ship off the coast of Ravel |
|||
== Notable Events (Fantasial Freeze) == |
|||
They have a henchman named '''Dark Silvio.''' Seven does not get along with Dark Silvio, and wonders why he continues to follow them around. His standard answer is "Don't worry - everything will soon be clear." |
|||
# '''The Party at the Xeo Estate'''. This is a night of Revelry as the FFreeze exits Act 1. Five is hosting a giant bash as Kiun Xeo is holed up in the Manquel Bastion, fearing the wrath of Xilas LaCroix. He invites all those who come - Otto Bremer, the Ravel council, The Unravel's spies, as many PCs as will come, and some lucky townsfolk. It is a great success, with a Balabag spy outed at the apex (the war is fast approaching Manquel at this point). Five trounces the spy in "glorious combat", then has a moment where he loses himself in the warmth of it all. To onlookers, Five is in a state of mania - he definitely smooched Luv a bit, arm wrestled Kludzu, and other things that may come to light in he future. Internally, Five connects with Six and Seven in the inner domain, what Seven calls "the centre". They talk briefly, and the proximity to magical fire (externally) causes Five to overcome the magical geas placed on them all. He intones: ''Six little kindle strips, bundled in an hour. The borders of their souls blurred over ideals, greed, and power.'' ''Seven sparring entities, one vessel to be claimed.'' ''We have not yet uncovered the one who took our names.'' ''All the others after me are prodigous in spell,'' ''Their actions were together, but their hearts? I cannot tell.'' ''Together makes the hero, through the triumphs and the pains.'' ''I pray we can reclaim ourselves when only One remains.'' Five comes to in the master bedroom the morning after. All is forgotten, save those last few stanzas. He ponders them, though his part of the journey does not last much longer. |
|||
== Attacks and Weapons == |
|||
Seven has one sword they carry with them at all times. It is a longsword with a keen blade and a sturdy hilt. Engraved upon the hilt are the words "The Way Forward". |
|||
[[Category:Player Characters]] |
[[Category:Player Characters]] |
||
[[Category:Fantasial Freeze]] |
[[Category:Fantasial Freeze]] |
||
{{Worldbuilders}} |
{{Worldbuilders}} |
||
{{DEFAULTSORT:Four}} |
Latest revision as of 16:54, 20 September 2025
Player Name | Josh |
---|---|
Languages | Common, Draconic, Elvish, and others as the need arises |
Aliases | Hero of Manquel, Professor of Environmental Science |
Place of Birth | Northern Osugbo |
Place of Death | Seven - Ice field outside of Ravel
Six - The CCC Five - The frozen bay between Ravel and Tusgrer Four - The Tusgrer coast |
Species | Human |
Gender | Androgynous (Female) |
Height | 6' 0" |
Weight | 211 |
Eye Color | Almond in shape, red in color |
Three is a human Hexblade, present during the ongoing events of the Fantasial Freeze.
(Seven was killed by a wendigo during Episode 8. Six was lost in the Veil during Episode 13. Five was killed by a chest bump from Mundy in Episode 19. Four was killed by Kiyoni quietly after combat in Episode 30.)
Physical Appearance[edit | edit source]
Three is a 6-foot-tall human with platinum blonde hair and pale, dusky skin, akin to quartz. Their appearance is neatly groomed and their clothing style is very simple, cream and burgundy-colored fabrics over leather. Three's eyes are red, their teeth are straight and white, and their default expression is a wild gaze at their surroundings, youth coursing through their veins.
Personality[edit | edit source]
Three is a grandmotherly type with fierce and honed opinions. She cares about your independence, but also you should take better care of yourself and listen to your elders. She is a patient listener and a good cook, having learned in the last century how important it is to nourish body and soul.
Three is also very delighted to be in a body that is not old, tired, and pained. She relishes in testing its physical limits and working tirelessly in a way she never got to do before. Being bipedal is also a strange new set of motor skills to learn! Let's go for a run and chat about Quelmar's political history, or underwater plants, or ancient scraps of Ta-Shedet magic!
History[edit | edit source]
Born in 290 PR, Three is the child of the pearl dragon Hatlantlcoatl and a centaur shaman of northern Osugbo, whom the dragon briefly courted during his "midlife crisis" as he romped through the eastern waters of Quelmar. The child was raised by its centaur mother and her tribe, the Lochairon, until it came of age. The child’s fortune turned dark as a superstitious tribe of bandits attacked the Lochairon, driving them out of their homeland and leaving few survivors. Three managed to escape by diving into the sea, swimming from fear until collapsing from exhaustion, far from home.
It was a young Three’s good fortune to be discovered the next morning by Dr. Tumeric Livermore, a professor and healer from the University of Xyrneiros’ College of Restoration, Medicine, and Botany. She was fascinated by the young drakkotaur, tended its wounds and held it as it cried. Dr. Livermore promised Three that she would find the child a proper home and spirited Three to a hidden place on the far coast of Xyrneiros’ border. Three spent several weeks laying low, regaining her strength and learning bits about the University from spying on students and faculty down by the water. Three would later meet all the department heads in a private setting, where then-dean Dr. Aleister Blackthorn would grant Three permanent asylum and construct an underwater lair for the drakkotaur to reside. So it was that over the years Three grew to love the island where Xyrneiros lay, coming to view the University, its faculty, and its student body as a sort living, breathing, beautiful hoard. This created a budding rivalry with the Archivist, which grew to mutual respect after the Disappearances of 321 PR.
After these disappearances, Three realized she could be more present in the lives of the students and faculty. WIth the dean's permission, Three became the first drakkotaur student of the University, making a public debut to the student body that was already more of an open secret. With powerful innate magic, a love for the University that saved her and a lifespan exceeding generations of students, Three's efforts bore fruit as a long-serving Professor of Conjuration, Natural History, and Environmental Sciences and a blind scroll-runner for the Order of the Dreaming Eyne.
Late in life, Three sought retirement from teaching and left to act as an ambassador of the University, assisting independent mages with research that was difficult to achieve results on alone. It was in a small village in Pteris that Three met an Illumian wizard armed with a rare ritual, a list of names, and a piece of prophecy, warning of a great cataclysm to come. Three agreed that something need be done, but the Illumian's lack of connections and selfish tendencies gave Three pause as to her true intentions. In the end, Three agreed to assist with the ritual so as to keep an eye on her compatriot. When the two reunited on Osugbo years later to complete the ritual, Three was the only member of their entourage to see a change in the Illumian's list of names and an additional layer of magic added to the ceremony - one of forgetfulness and magical binding. It was too late to halt the process, but this wizard was clearly not here to benefit the world. And so Three undid what she could in the moment; she twisted the Anchoring of the Breeze to her own ends, reading a name associated with light, fire, and life rather than the intended entity of darkness. Despite this realization, the Illumian, stuck casting her own complex ritual, could do nothing but glare from inside the magic circle and chant harder. The two masters of magic, locked in mental combat, were on their last few repetitions when an unforeseen presence warped the ritual to a breaking point. The last thing Three remembers is the Illumian's eyes glaring into hers, and a chuckle at this fateful twist at how their best-laid plans went awry. Who knows what might become of the vessel?
(Previous: Four's original domicile is a wind-scraped cliff in the Gulfithorp Isles. It is lucky that this is so, for the communities of aarakocra in the Pepper Isles do not follow the warring way of rest of their people, and physically weak chicks may survive to adulthood where they otherwise would not. Four was a bookish and curious child, interested in the world of magic more than the open air or farming peppers. He studied hard in school, amassing knowledge in transmutation and divination, and was rewarded with a scholarship to the Galik Arcane University. He was thrilled to be a part of such a prestigious school.
After several years of study, Four had become an apprentice within the University and a pen pal to several other notable wizards and historians across Quelmar. He leveraged these connections to deepen his study on ley lines, where he was most intrigued. Ley lines, if real, would map deep threads of pure magic running across the world. If one could then read them and understand their flow, otherwise unexplainable magic events would be understood, and disasters could be prevented.
In his efforts to solve this riddle, Four journeyed to Pteris to investigate the desert sands - perhaps ancient civilizations had unlocked the secrets he now pursued! In was on sabbatical that he met an Illumian doing similar research on the ancient elves of Ta-Shedet. In turned out she was also originally from Galik, and her knowledge of weather patterns led Four to a breakthrough, linking the movement of Quelmar's constellations to the flow of ley lines beneath their feet. This meeting and mutual benefit led to being fast friends and collaborators. This wizard would go so far as to steal a book from The ArchCrystal Tower to further Four's research. "I believe in what you're doing," she told him, warming his feathered heart and spurring his mind onward.
In following years, Four's theory on ley lines deepened. A map of Quelmar's ley lines now existed! He could calculate locations where magic swells across Quelmar could be tapped into and rituals would become more potent - but this was all theory. It had to be tested. Luckily, there was a location in southern Osugbo that would be the nexus for ley line power in a few weeks time. He would be remembered for this! Four's Illumian friend was also travelling to Osugbo, and was happy to help him test his theory. She even offered to introduce him to a friend from the University of Xyrneiros who could attest to his success. Four was thrilled, and began to dream of the future.
So it was that Four did not look too closely at the exact nature of the ritual being performed by the two masters, nor the runes at his feet as he chanted in an ancient tongue. His mind was on what came after he was back in Galik - the acclaim, the promotion at Galik Arcane University, the chance to be cataloged and remembered for ages after. The greatest aarakocra wizard ever! And then, a tug at the edge of his consciousness - some warp in the arcane fabric approaching their summoning circle. Four's head turned belatedly to see a small farm girl with dark brown hair and crooked teeth approaching the ritual, awe in her face. Before he could even think, "She's too close," the swell from the ley lines came rushing forth. Four snapped from elation to horror in the span of a breath, for the magic was too much, and the farm girl was disrupting the flow by presence alone. The last thing Four remembers is being washed away in the arcane torrent.
Five hails from East Levinkan, south of Osugbo. His father was a tailor to the ruling class of the Levinkan Dynasty, and his mother was an educated gnome who worked as a healer. Five was spoiled rotten by his doting parents, allowed to stay up late, eat whatever he wanted, and enjoy the good things in life as much as gnomishly possible. In addition, a chance meeting with the Levinkan of the time left a powerful impression on him, and Five strove to be a good and capable person, just like his new role model. Still, by the time he was an adult, Five's appetite for wine, women, and stories had exceeded the bounds of the island, and he took a jaunt north to Osugbo on a lark for further chivalry, but mostly debauchery.
The adventure Five went on through Osugbo lasted many months and included many rollicking and jolly tales, full of interesting strangers. One of the most memorable was an Illumian from the great southern city of Galik, who caught Five's eye in a crowded bar. She pined to him of her plight; she was a wizard needing an escort for herself and her companion, as they did magical research on the ley lines that ran through the continent. Five was charmed and happy to oblige the alluring stranger, although the other people in the wizard's group left him rolling his eyes - a boring half-elf bodyguard and a bumbling apprentice were nothing special compared to a ravishing master of magic.
So it was that, driven by his heart and not his brain, Five was a bit too close for safety when a powerful magical ritual was attempted near a small farm town. Captivated as he was, Five did not spot a small human girl tumbling down the nearby hill until it was too late. The ritual went awry, resulting in an immense explosion. The rest of his memory is fuzzy....
Six was born in the city of Ravel to an elven noble and his human concubine. He and his mother, Florina, lived in a quiet part of the residential district, as Six's father would not approve of his illegitimate child's discovery, yet could not bear to see one of his deep loves sent away. Florina raised Six with tender care and encouraged him to make the most of his life. Six took those words to heart, and as a child was entranced by the bright-colored ships daily coming and going from Ravel's port. He decided his path in life was to become a sailor and trained into adulthood to get his sea legs and sail the oceans.
His path led to many ups and downs, as Six could not manage to hold down a steady job on one of the merchant vessels within the larger shipping companies. He grew dejected and frustrated, taking out his frustrations on his fellow (more successful) sailors, earning a reputation as a good hand with a blade. Six started taking bodyguard work for various individuals, and one night was contacted to accompany a small group days out of the city to a secluded grove near Manquel. Six didn't pay much attention to the purpose of their journey, so when a magical ritual blew the surroundings to bits, he was caught off-guard and lost... for a time.
Seven is the child of Malcolm and Bertha Jenkins, a farm couple from Manquel. They tended the animals and harvested the crops, as many farmer children do. They were smaller in childhood, with dark brown hair, crooked teeth, and the weary look that only poverty and effort may impose on a face. Seven wasn't wholly deterred by the circumstances of their life; they enjoyed sneaking away to nearby places to be alone and listen to the sounds of nature. One winter, Seven tumbled into a magical ritual taking place in a grove of trees near their home. Their disturbance of the ritual caused a great burst of light and energy to blast the surroundings to bits. When Seven came to, their appearance had changed to its current form; they were taller, stronger, and could swing the sword they found next to them with practiced ease. In awe of their new strength, Seven bid their parents goodbye, unperturbed by their strange looks, and set out to see more of the world.)
Languages[edit | edit source]
Four speaks and reads Common, Aarakocra, and Sylvan. They know enough to chant magic spells in other languages, but they are not conversational in any others.
Powers and Abilities[edit | edit source]
A good sense of tactics and combat. Four is able to channel an internal fire in two ways; one as a source of luminescence in dark places, and the other as a scorching fire on their blade. They have since gained the ability to manifest a blade of their own without the need for weapons.
Due to some magical awakening within their blood, Four has gained the ability to resist the cold of the Freeze without any need for other clothing. Additionally, they no longer need to eat, drink, or sleep.
Four's weapons are: "The Way Forward" - a magical longsword Four carries at all times, and "Blood Dart" - A red lance, looted from a pirate ship off the coast of Ravel
Notable Events (Fantasial Freeze)[edit | edit source]
- The Party at the Xeo Estate. This is a night of Revelry as the FFreeze exits Act 1. Five is hosting a giant bash as Kiun Xeo is holed up in the Manquel Bastion, fearing the wrath of Xilas LaCroix. He invites all those who come - Otto Bremer, the Ravel council, The Unravel's spies, as many PCs as will come, and some lucky townsfolk. It is a great success, with a Balabag spy outed at the apex (the war is fast approaching Manquel at this point). Five trounces the spy in "glorious combat", then has a moment where he loses himself in the warmth of it all. To onlookers, Five is in a state of mania - he definitely smooched Luv a bit, arm wrestled Kludzu, and other things that may come to light in he future. Internally, Five connects with Six and Seven in the inner domain, what Seven calls "the centre". They talk briefly, and the proximity to magical fire (externally) causes Five to overcome the magical geas placed on them all. He intones: Six little kindle strips, bundled in an hour. The borders of their souls blurred over ideals, greed, and power. Seven sparring entities, one vessel to be claimed. We have not yet uncovered the one who took our names. All the others after me are prodigous in spell, Their actions were together, but their hearts? I cannot tell. Together makes the hero, through the triumphs and the pains. I pray we can reclaim ourselves when only One remains. Five comes to in the master bedroom the morning after. All is forgotten, save those last few stanzas. He ponders them, though his part of the journey does not last much longer.