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Jennifer Oakley
01-02-11, 01:20 AM
Name: Jennifer Nye
Gender: Female
Race: Human
Age: 23yrs
Height: 5’10”
Weight: 123lbs
Eye Colour: Jade
Hair Colour: Dark Brown
Religion: Nomadic Shaman
Place of Birth: Concordia, The Guyana Tribe
Class/Occupation: Summoner/Pathfinder Initiate

History/Premise: Jennifer is gifted with prophetic dreams of another being (http://www.althanas.com/world/showthread.php?t=20050), one who lives in the skeins of time itself. Through these revelations, she guides her people through harsh times and bitter seasons, embattled by the constant scourge of the half-light between fabrication and reality. The nomadic shamans of Concordia life a peaceful and reverent existence, one which is broken perhaps only by nature’s rampaging behemoths; the great Anya and the Deep Wood Fervid who slumber until the wild spring hunts. For centuries, they have lived in tree top villages and lived on the harmonious existence between fae and flora without being exposed to the realities beyond the tree line, and it is no doubt that they shall remain in this equilibrium for many centuries more.

Their ways are hereditary, and their children are taught to hunt, craft balms and ointments and prepare clothing and tools from the dead roots and leaves at their feet. Religion, the shamanism to which many are accustomed across Althanas is faith, strength and community amongst the nomadic tribes, and all the druids exhibit some sense of connection with the Deep Wood herself. The Outsiders call her Y’edda, or Concordia, but she has no title that can be recalled in the tomes of the fae, who worship her form as well as her metaphor.

At an early age, Jennifer exhibited a deep connection to this sentient being, and entered the teaching of the Elder Mother Hunan at the age of nine. As the Pathfinder of her tribe, Hunan was the spiritual connection to the Deep Wood, as well as the receptacle of all the knowledge, spoken word tales and traditions of her tribe and all the communions of the Nina, the Fae-bonded. For two centuries she has learnt these ways, and she is still enduring the long trials before she becomes Pathfinder, and leads her people into a new renewal and season of discovery and belonging to the heart of the forest. They are a people who live along side sprites and pixies as if it were the everyday, and the mystical is normal to their sparkling eyes.

She still wonders, and harbours the secret of her dreams. Who is the Summoner, the High Priestess that bears her name? Is this vision of her own life, a future potential sent to enlighten her on a path that will lead her to glory, or perhaps, is this a taunt from the Deep Wood, a test to see if she is noble enough to be Pathfinder, noble enough to learn the secrets of the Tomb Glades, or tame the True Beasts such as Dumlaught (http://www.althanas.com/world/showthread.php?t=21178) and Faustus (http://www.althanas.com/world/showthread.php?t=20767), the Legendary Guardians of Heart and Mind…only time can tell.

Skills & Abilities:

Call Beast: Some bare great connection to the life force that flows between the roots of the Concordia forest, and are able to draw on that connection to speak to the animals and ancient fae that slumber unseen beyond the veil. Whilst still young, Jennifer has begun to capitalise on this deep-seated connection and as a sign of her talent, it is her foray into summoning that has earnt her respect amongst her people and with it, she gathers support to be the next Pathfinder. At present, she can summon the following creatures or fae, but only one being at a time and with at least a post cool down between attempts.

The Flock: Jennifer can, with a moment’s thought, cause birds in the immediate area to perch on nearby branches and cast her furtive glances. This has no other affect than visual or psychological, or to inform her of nearby terrain features, or aid her in divining locations and landmarks based on her ornithological knowledge. Up to six birds can be affected in this manner.

• As The Crow Flies: After summoning a full flock (at present, six) Jennifer can meditate and connect to the flock itself, and then see as they see whilst she remains still for three posts. She can submit minor 'suggestions' as to where the Flock should go, though the range of the connection only allows visibility for up to half a mile from her present location. She is utterly vulnerable in this state.

Shansi, Wolf Queen: With a flick of the wrist and a furtive whistle, Shansi can be conjured from the ether, appearing in a timely fashion from around the nearest tree trunk or similar natural terrain feature made of rock or wood (and only these materials). For up to two posts, Shansi will fight or defend or track as a real wild wolf, with the exception that Jennifer and she share senses, most potently sight and smell, and any pain inflicted on one, will be transposed to the other. Shansi is Jennifer’s spirit guide, found in her first months of training under the tribe’s pathfinder, and such is the bond, that she can be summoned three times in any one cycle of the sun.

• Deep Wood Resonance: When summoned, Shansi has a calming aura that radiates fifteen feet, and weakens the anger of any creature resident of the forest, be it mortal or one of the fae spirits which rampage in Spring. It has a mildly euphoric impact on humans, though to what extent depends on the affected and their state of mind/ability to feel such emotions.

Alma, The Briar King: With a whistle, and a thud of the chest, Jennifer can reach into the heart of the woods to call upon the penitent fae Alma. Truth be told, this creature was once named Faustus, in the days of old when the Nina were one tribe, and their temple ziggurats rose high above the tree tops in splendorous refinements. Whatever crime the creature committed is buried in his heart, and it is only the ancestral memory passed down from High Priestess Jennifer to her distant daughter that ties him to her so. From the flash of energy that summons him, he appears only to defend the forest or his mistress. Whilst he is present, he shares thoughts and pain with Jennifer, and they speak in a deep voice that crackles with time and hatred. When summoned, the Pacifism skill is revoked, and Alma will fight with ferocious hand to hand tenacity, enacting adept dexterity and quick-witted reflexes to his combat that will outwit those not more trained than guardsman and common thieves - he can remain thus for up to two posts, twice per thread. If the need is great, he will sometimes appear with an elfin short sword and light white armour and fur, though this is only when Jennifer is risen to the cause of war, and all else in her heart is dying. He wields such a blade with above average skill, outmatching those not well-seasoned in combat with his strength and roar.

• Pulse of The Tangle: When Alma dies; the creature that killed him suffers a sudden wave of excruciating pain and is lashed by energy vines which rupture outwards from Alma’s fading corpse. These are magical and light aligned in origin, and last for no more than a minute, depending on the cruelty and ferocity and malice enacted in the death of the fae.

Poultices: All of the Nina people are taught how to heal and bind wounds using the resources at their disposal. This is especially true of the chosen few, who learn from a Pathfinder as a course of their heritage and potential. She can, given time, skill, much luck and fortune, aid and abet the symptoms of natural poisons and bites which originate within Concordia. Using leaves, blanching wounds and basic techniques, she can heal singular puncture or cutting wounds, and speed the healing process of broken bones that would heal naturally. She is still a pupil beneath her Pathfinder, so her ability is reminiscent of an eager apocathery, but is burgeoning quickly into being of use.

Pacifist: Although she possesses a staff, Jennifer has no training with weaponry. Her use of her staff is for walking or ornamental purposes only. She is quick, agile and can skitter between the trees to make her escape, but cannot endure great physical trauma beyond any normal woman of her age.

Pathfinder Initiate: Of the forest, the Nina know a great deal, but they know nothing of the outside world beyond what is told to them by sympathetic travellers and observed through the divining pools at the heart of the trees. On matters of nature, and the lands covered by trees, Jennifer is considered to be domesticated and wise, but on matters beyond basic social interaction and superstition of the outside world, she is uneducated at best. She can also find magnetic North with ease, and track as an expert and well versed hunter could through any forest-like or foliage based terrain. She is an excellent cook and weaver, and a thatcher too, eager as ever to build her village when it moves with the seasons.

Equipment/Items: Robes, clothing of leather and padded blouses. She has tough walking boots, suitable for climbing, and various delicate shoes and slippers of simple material and colour for civil duties amongst the tribes. A leather belt and component bandolier, to carry herbs and simple cotton bandages through her travels, and a small anathema wrought of a steel handle and iron blade. Candles, pestle and mortar, jugs and various domestic utensils, a backpack, walking stave and ornamental staff; black heart wood, hard as oak, with a quartz tip and bronze adornments. Spell book, spell pouch and crystal wand, as well as a small collection of dried herbs found in abundance in the forests. Amber jewellery, dress rings, nothing valuable to outsiders.

Jennifer Oakley
01-02-11, 01:24 AM
This has been a long time coming, and as such, requires further explanation. I have decided to redact Jennifer almost completely, and use the history developed during her first profile and level up to establish an 'ancestor' for this version. In effect, she is the great great granddaughter.

All the improvements to Faustus have been carried into the new description for Alma, and she has lost all of the abilities and resistances connected to the fae/duality her former self possessed. I expanded on the summoning ability and switched Quickalli for Shansi, and gave Faustus the Pulse of the Tangle as a sort of homage to the lost Briacha upgrade.

I am not sure how this fares for character power progression, so if there's scope to improve her slightly more within the limitations of the power level and Realm of Greeting, please give me a heads up to do so before approving/moving, thank you!

Letho
01-03-11, 08:54 AM
A couple of things.

First, I would like you to make it so you can summon only one beast at a time. Also, I need to ask you, if the summon is killed in combat, can she instantly re-summon it or is there a cooldown period of sorts?

Second, I need to know how long can Alma stay in combat once summoned and how many times can you summon her per day. Two or so posts would be acceptable. That goes for Shansi too, so you can have her for two posts per summon if you want to instead of just one.

Finally, I can allow you another mildly strong ability (or two weak ones) if you want to seeing as you are level one. Just keep in mind that if you opt for a summon which has its own ability like those two you already have, I'll count it as two abilities.

Jennifer Oakley
01-03-11, 09:13 AM
Edits made, changed the length of the summons and added a 'one at a time' clause, and a post cool down at least before re-summoning.

I added an ability to 'The Flock,' that should suffice.

All good?

Letho
01-03-11, 10:48 AM
All good. You are approved. Thank you for your cooperation and welcome to the next level.