Fenrir, Windling Shaman

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abishaij1
Posts:63
Joined:Tue Jan 30, 2018 2:07 am
Fenrir, Windling Shaman

Post by abishaij1 » Sun Jun 20, 2021 12:00 am

Roll20 Name: haksanlulz
Discord ID: haksanlulz#9820
Character Name: Fenrir
Race: Windling

ECR: 2 (600-2,299 Legend)
Lifetime Legend Total: 840
Unspent Legend: 40
Thread Item Points: 3
Silver: 158

Discipline: Shaman
Circle:2
Discipline Abilities

Shaman Half-Magic
These adepts may use half-magic to recognize different animals, animal tracks, and abnormal behavior among animals and creatures. The Shaman may make a Perception-based Half-Magic test to detect the presence of beast spirits within 30 yards. The difficulty for detecting the beast spirit is the spirit's Mystic Defense. If the test succeeds, the adept can sense the presence of the beast spirit and use spells or talents, such as Spirit Hold or Spirit Talk, to communicate and interact with it. The gamemaster can choose to make the test on behalf of the adept at any time, as this innate sense is always active.

Characteristics
Dex: 14 (6/d10)
Str: 4 (3/d4)
Tou: 11 (5/d8)
Per: 19 (8/2d6)
Wil: 13 (6/d10)
Cha: 13 (6/d10)

Karma Mod: 6
Karma Step: 4/d6
Karma Max: 12
Uncon: 28
Death: 35

Init: 6
PD: 11 (8 + 2 Windling +1 Buckler)
PA: 4 (+4 Armor)
MD: 12 (11 +1 Shaman)
MA: 2
SD: 8

Movement: 6/16*
Carrying Capacity: 13/25
Wound Threshold: 8
Recovery tests per day: 2

Shaman Talents
Spoiler:
First Circle Discipline Talent: Awareness (2)
First Circle Discipline Talent: Patterncraft (2)
First Circle Discipline Talent: Thread Weaving (Shamanism) (2)
First Circle Discipline Talent: Spellcasting (3)
First Circle Discipline Talent: Wilderness Survival (1)
Second Circle Discipline Talent: Astral Sight (0)

First Circle Talent Option: Animal Bond (2)
Second Circle Talent Option: Enhance Animal Companion (0)

Free Talent: Standard Matrix (2)
Free Talent: Standard Matrix (2)
Other Talents
Racial Talent: Astral Sight (Shaman)

Talent Knacks
Talent Knack Name

Spells
1st Circle Grimoire
Spoiler:
Alarm
Threads: 2
Weaving: 5/10
Casting: 6
Range: 50 yards
Duration: Rank hours
Area of Effect: 4-yard radius
Effect: Creates an intruder alert
This spell alerts to the presence of intruders. The magician points where they want the alarm, gives a small shriek, and makes a Spellcasting (6) test. If successful, they compare their Spellcasting test result against the Mystic Defense of any physical living being passing through the perimeter of the area of effect. If successful, the alarm goes off and shouts out a loud warning for a full minute, alerting anyone within earshot. The magician determines the exact warning, which may not exceed a number of words equal to their Spellcasting rank. The alarm continues to function for the duration after being sounded. The spell must be cast on a location and cannot be cast on living targets.
Success Levels: Increase Duration (+1 hour)
Extra Threads: Increase Duration (+1 hour), Increase Range (+10 yards), Increase Area (+2 yards)

Hunter’s Sense
Threads: 0
Weaving: 5/ 10
Casting: 6
Range: Touch
Duration: Rank + 5 minutes
Area of Effect: 20-yard radius
Effect: Sense nearby creatures
Pack. This spell senses nearby animals and their general type. The magician touches the willing target’s eyes, ears, and nose with water or dust, then makes a Spellcasting (6) test. If successful, the Spellcasting test result is used against the Mystic Defense of any creatures in range. They sense the type of animals and the general direction in which they lie if the Spellcasting result is equal to or greater than the creature’s Mystic Defense. The spell does not detect Namegivers, undead, Horrors, or Horror constructs.
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Area (+10 yards), Additional Targets (+Rank)

Invoke Crow Tear
Threads: 0
Weaving: 5/10
Casting: TMD
Range: 10 yards
Duration: 2 rounds
Effect: WIL+4/Physical and causes Partial Blindness
Spirit. This spell summons a crow spirit with a blood-stained beak and talons to strike at the target’s eyes. The magician raises their arms out and caws, stretches their hands like talons toward the target as their call finishes, and makes a Spellcasting test against the target’s Mystic Defense. If successful, the summoned spirit flies from the magician’s hands toward the target, manifesting as it strikes and claws at their eyes, causing Partial Blindness. The Effect test determines how much damage is inflicted.
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 Effect Step), Increase Range (+10 yards), Additional Target (+1)

Invoke Leopard Pounce
Threads: 0
Weaving: 5/10
Casting: TMD
Range: 10 yards
Duration: Instant
Effect: WIL+4/Physical and causes Knockdown
Spirit. This spell summons a leopard spirit with gleaming eyes to takedown a target. The magician crouches and makes a low growl, then makes a Spellcasting test against the target’s Mystic Defense.If successful, the summoned spirit pounces from above at the target, raking and knocking them down. The Effect test determines how much damage is inflicted and the Knockdown Difficulty the target must resist. This spell can only cause one Knockdown test, regardless if a Wound is inflicted.
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Effect (+2 Effect Step), Increase Range (+10 yards), Additional Target (+1)

Moonglow
Threads: 0
Weaving: 5 / 10
Casting: TMD (6)
Range: 10 yards
Duration: Rank × 10 minutes
Area of Effect: 10-yard radius sphere
Effect: Creates sphere of light from center
This spell creates a small sphere of light. The magician points where the spell is centered and makes a Spellcasting (6) test if the target is willing or an area. or the higher of 6 or the target’s Mystic Defense if an object. Otherwise, use the higher of 6 or the target’s Mystic Defense. If successful, a globe of softly glowing light fills a 10-yard radius sphere. The light is bright enough to see by at night or in complete darkness—equivalent to torchlight. It does not provide adequate illumination to read or execute precise work for an extended period. The light produced is extremely difficult to see at a distance.
Success Levels: Increase Duration (+10 minutes).
Extra Threads: Increase Duration (+10 minutes), Increase Area (+4-yard radius), Increase Range (+10 yards)

Pack Tactics
Threads: 0
Weaving: 5 /10
Casting: 6
Range: 10 yards
Area of Effect: 4-yard radius (special)
Duration: Rank rounds
Effect: Designates an opponent for a takedown
Spirit. This spell enables allies to work more effectively together against a single opponent. The magician points at a willing target within 10 yards and howls, making a Spellcasting (6) test. If successful, wolf spirits emerge from the surroundings and leaps into the target and their allies within 4 yards to imbue them. All affected allies gain +1 to Attack and Damage tests against the designated opponent (this does not affect spells). The magician cannot have multiple castings of this spell in effect at a time, but it can be ended by the magician as a Simple action.
Success Levels: Increase Effect (+1)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+1), Increase Area (+2 yards)

Prey Senses
Threads: 1
Weaving: 5/10
Casting: 6
Range: Touch
Duration: Rank minutes
Effect: +3 bonus to Awareness and Danger Sense
Pack. Spirit. This spell heightens the target’s senses. The magician draws their fingers down the target’s head, first, the face, then the sides, and along their palms, then makes a Spellcasting (6) test against a willing target. If successful, the magician summons an appropriate prey animal spirit to imbue the target, the target takes on small animal features, such as mobile, furred ears, a slightly black nose, bird-like eyes, etc., and gains +3 to any Awareness and Danger Sense tests for the duration of the spell.
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+1), Additional Targets (+Rank)

Weather Cloak
Threads: 1
Weaving: 5/10
Casting: 6
Range: Touch
Duration: Rank × 30 minutes
Effect: Provides protection against weather
Pack. This spell creates a cloak that provides protection against the elements. The magician holds their hands over their head, then makes a Spellcasting (6) test against a willing target. If successful, a shimmering blue-silver cloak is woven around the target, protecting them from the elements. The target gains a +3 bonus to any Action tests they make to resist the effects of heat or cold caused by weather. The weather cloak also provides protection against the effects of supernatural weather, such as the Death Rain spell (Player’s Guide p. 289), providing a +3 bonus to Action tests or Armor as appropriate.
Success Levels: Increase Duration (+10 minutes)
Extra Threads: Increase Duration (+10 minutes), Increase Effect (+2), Additional Target (+Rank)
Skills
Knowledge Skills
Spoiler:
Knowledge Skill: Botany (1)
Knowledge Skill: Creature Lore (1)
Knowledge Skill: Name (Rank)
Artisan & Language Skills
Spoiler:
Read/Write Language: (2) (Windling, Throalic)
Speak Language: (2) (Windling, Throalic)

Artisan Skill: Tattooing (1)
Artisan Skill: Name (Rank)
General Skills
Spoiler:
General Skill: Alchemy (1)
General Skill: Animal Handling (1)
General Skill: Avoid Blow (3)
General Skill: Danger Sense (1)
General Skill: Disarm Trap (1)
General Skill: Stealthy Stride (1)
General Skill: Name (Rank)
Equipment:
Spoiler:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Buckler
Dagger
Firefly Chalk
Grimoire
Hooded Mask
Padded Leather
Tattoo Kit
Trail Rations (1 week)
Traveler’s Garb (soft boots, shirt, belt, robe, traveler’s cloak)
Windling Arrows, 20 (2)
Windling Bow
Windling Net

2 Days of Feed for Poof-Poof (Carried by Poof-Poof)
Threads Tied:

Animal Companions:
Ouroboros, The Venomous Snake
Spoiler:
Venomous Snake
This represents venomous species, such as asps, black adders, cobras, and the like. They are found all over Barsaive, but most of them live in forests and jungles.
Snakes are extremely variable in appearance, size, and lethality. Some species will have a higher Dexterity Step, others may be more venomous, or may be semi-aquatic. The statistics provided here are for an arboreal, venomous variety.
Snakes are suitable as animal companions.
Challenge: Novice (First Circle)
DEX: 6 Initiative: 8 Unconsciousness: 14
STR: 3 Physical Defense: 9 Death Rating: 17
TOU: 3 Mystic Defense: 6 Wound Threshold: 4
PER: 4 Social Defense: 6 Knockdown: Immune
WIL: 5 Physical Armor: 1 Recovery Tests: 1
CHA: 4 Mystic Armor: 1
Movement: 6
Actions: 1; Bite: 10 (7, Poison)
Powers:
Awareness (7): As the skill, Player’s Guide, p. 129.
Climbing (8): As the skill, Player’s Guide, p. 134.
Enhanced Sense [Sight]: Heat Sight
Enhanced Sense [Smell] (2)
Enhanced Sense [Taste] (2)
Poison (6): If a snake’s bite causes damage, the victim must resist a damaging poison
(see Poison, p. 171). The poison is Step 6 [Onset: 1 round, Interval : 5/1 round].
Stealthy Stride (8): As the skill, Player’s Guide, p. 170.
Poof-Poof, The Riding Goat (Pet)

Brief Backstory:
Spoiler:
Fenrir left the city of Throal with his mother, father, and newborn sister at the age of ten on an expansionary expedition to form a new settlement. A year later, misfortune struck his household, his sister had been afflicted with a life-threatening illness. He had attained considerable knowledge of the flora due to his exploration of the wilds and the teachings of his mother and knew deep within himself that he could cure her. Being the spirited sort and stopping at nothing to protect his young sister he set off into the wilds to find ingredients to concoct the medicine.

As he returned to his settlement something was wrong, things got more and more silent as he got closer — eerily so. He entered his village to find nothing but carnage, everything had been eradicated. He immediately took flight for his home, his family had to be okay he had thought to himself, but this was sadly not the case. In his sorrow, he had wept deeply for the loss of his family, his friends, his neighbors and the land itself; and in his mourning brought the attention of the destructor.

A Horror, he had now been able to put an image to the rumored creatures he had only heard of before now. He put no thought his next steps, instinct took over, and he merely fled, he flew as fast as he could leaving a trail of tears as corruption incarnate chased behind him. While fleeing for his life, he found another, a baby snake. At the risk of his own life, he slowed down to pick it up before continuing his breakneck flight. Due to skill, chance, fate or dumb luck he and the snake both survived. He would name his new companion Ouroboros.

Wandering the wilderness, Fenrir and Ouroboros watched out for each other for over a year in the wild before Fenrir found himself captured by an ogre slavemaster, hiding Ouroboros away before he could have the chance to be taken from him, he was separated from his only family once more. A year in servitude passed, and on the day of his naming, during the year he would officially come of age as an adult, he was fatefully rescued by a group of explorers. After spending weeks tracking down Ouroboros, finally reuniting with his only family left in the world, he found his way back to his birthplace; though, he didn't have plans to stay there long.
Last edited by abishaij1 on Fri Jun 25, 2021 4:00 am, edited 4 times in total.

abishaij1
Posts:63
Joined:Tue Jan 30, 2018 2:07 am

Re: Fenrir, Windling Shaman

Post by abishaij1 » Fri Jun 25, 2021 3:24 am

Original Character Build
Spoiler:
Roll20 Name: haksanlulz
Discord ID: haksanlulz#9820
Character Name: Fenrir
Race: Windling

ECR: 1 (0-599 Legend)
Lifetime Legend Total: 0
Unspent Legend: 0
Thread Item Points: 0
Silver: 8

Discipline: Shaman
Circle:1
Discipline Abilities

Shaman Half-Magic
These adepts may use half-magic to recognize different animals, animal tracks, and abnormal behavior among animals and creatures. The Shaman may make a Perception-based Half-Magic test to detect the presence of beast spirits within 30 yards. The difficulty for detecting the beast spirit is the spirit's Mystic Defense. If the test succeeds, the adept can sense the presence of the beast spirit and use spells or talents, such as Spirit Hold or Spirit Talk, to communicate and interact with it. The gamemaster can choose to make the test on behalf of the adept at any time, as this innate sense is always active.

Characteristics
Dex: 14 (6/d10)
Str: 4 (3/d4)
Tou: 11 (5/d8)
Per: 19 (8/2d6)
Wil: 13 (6/d10)
Cha: 13 (6/d10)

Karma Mod: 6
Karma Step: 4/d6
Karma Max: 6
Uncon: 25
Death: 31

Init: 6
PD: 11 (8 + 2 Windling +1 Buckler)
PA: 4 (+4 Armor)
MD: 11
MA: 2
SD: 8

Movement: 6/16*
Carrying Capacity: 0/25
Wound Threshold: 8
Recovery tests per day: 2

Shaman Talents
Spoiler:
First Circle Discipline Talent: Awareness (1)
First Circle Discipline Talent: Patterncraft (1)
First Circle Discipline Talent: Thread Weaving (Shamanism) (1)
First Circle Discipline Talent: Spellcasting (3)
First Circle Discipline Talent: Wilderness Survival (1)

First Circle Talent Option: Animal Bond (1)

Free Talent: Standard Matrix (1)
Free Talent: Standard Matrix (1)
Other Talents
Racial Talent: Astral Sight (0)

Talent Knacks
Talent Knack Name

Spells
1st Circle Grimoire
Spoiler:
Alarm
Threads: 2
Weaving: 5/10
Casting: 6
Range: 50 yards
Duration: Rank hours
Area of Effect: 4-yard radius
Effect: Creates an intruder alert
This spell alerts to the presence of intruders. The magician points where they want the alarm, gives a small shriek, and makes a Spellcasting (6) test. If successful, they compare their Spellcasting test result against the Mystic Defense of any physical living being passing through the perimeter of the area of effect. If successful, the alarm goes off and shouts out a loud warning for a full minute, alerting anyone within earshot. The magician determines the exact warning, which may not exceed a number of words equal to their Spellcasting rank. The alarm continues to function for the duration after being sounded. The spell must be cast on a location and cannot be cast on living targets.
Success Levels: Increase Duration (+1 hour)
Extra Threads: Increase Duration (+1 hour), Increase Range (+10 yards), Increase Area (+2 yards)

Hunter’s Sense
Threads: 0
Weaving: 5/ 10
Casting: 6
Range: Touch
Duration: Rank + 5 minutes
Area of Effect: 20-yard radius
Effect: Sense nearby creatures
Pack. This spell senses nearby animals and their general type. The magician touches the willing target’s eyes, ears, and nose with water or dust, then makes a Spellcasting (6) test. If successful, the Spellcasting test result is used against the Mystic Defense of any creatures in range. They sense the type of animals and the general direction in which they lie if the Spellcasting result is equal to or greater than the creature’s Mystic Defense. The spell does not detect Namegivers, undead, Horrors, or Horror constructs.
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Area (+10 yards), Additional Targets (+Rank)

Invoke Crow Tear
Threads: 0
Weaving: 5/10
Casting: TMD
Range: 10 yards
Duration: 2 rounds
Effect: WIL+4/Physical and causes Partial Blindness
Spirit. This spell summons a crow spirit with a blood-stained beak and talons to strike at the target’s eyes. The magician raises their arms out and caws, stretches their hands like talons toward the target as their call finishes, and makes a Spellcasting test against the target’s Mystic Defense. If successful, the summoned spirit flies from the magician’s hands toward the target, manifesting as it strikes and claws at their eyes, causing Partial Blindness. The Effect test determines how much damage is inflicted.
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 Effect Step), Increase Range (+10 yards), Additional Target (+1)

Invoke Leopard Pounce
Threads: 0
Weaving: 5/10
Casting: TMD
Range: 10 yards
Duration: Instant
Effect: WIL+4/Physical and causes Knockdown
Spirit. This spell summons a leopard spirit with gleaming eyes to takedown a target. The magician crouches and makes a low growl, then makes a Spellcasting test against the target’s Mystic Defense.If successful, the summoned spirit pounces from above at the target, raking and knocking them down. The Effect test determines how much damage is inflicted and the Knockdown Difficulty the target must resist. This spell can only cause one Knockdown test, regardless if a Wound is inflicted.
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Effect (+2 Effect Step), Increase Range (+10 yards), Additional Target (+1)

Moonglow
Threads: 0
Weaving: 5 / 10
Casting: TMD (6)
Range: 10 yards
Duration: Rank × 10 minutes
Area of Effect: 10-yard radius sphere
Effect: Creates sphere of light from center
This spell creates a small sphere of light. The magician points where the spell is centered and makes a Spellcasting (6) test if the target is willing or an area. or the higher of 6 or the target’s Mystic Defense if an object. Otherwise, use the higher of 6 or the target’s Mystic Defense. If successful, a globe of softly glowing light fills a 10-yard radius sphere. The light is bright enough to see by at night or in complete darkness—equivalent to torchlight. It does not provide adequate illumination to read or execute precise work for an extended period. The light produced is extremely difficult to see at a distance.
Success Levels: Increase Duration (+10 minutes).
Extra Threads: Increase Duration (+10 minutes), Increase Area (+4-yard radius), Increase Range (+10 yards)

Pack Tactics
Threads: 0
Weaving: 5 /10
Casting: 6
Range: 10 yards
Area of Effect: 4-yard radius (special)
Duration: Rank rounds
Effect: Designates an opponent for a takedown
Spirit. This spell enables allies to work more effectively together against a single opponent. The magician points at a willing target within 10 yards and howls, making a Spellcasting (6) test. If successful, wolf spirits emerge from the surroundings and leaps into the target and their allies within 4 yards to imbue them. All affected allies gain +1 to Attack and Damage tests against the designated opponent (this does not affect spells). The magician cannot have multiple castings of this spell in effect at a time, but it can be ended by the magician as a Simple action.
Success Levels: Increase Effect (+1)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+1), Increase Area (+2 yards)

Prey Senses
Threads: 1
Weaving: 5/10
Casting: 6
Range: Touch
Duration: Rank minutes
Effect: +3 bonus to Awareness and Danger Sense
Pack. Spirit. This spell heightens the target’s senses. The magician draws their fingers down the target’s head, first, the face, then the sides, and along their palms, then makes a Spellcasting (6) test against a willing target. If successful, the magician summons an appropriate prey animal spirit to imbue the target, the target takes on small animal features, such as mobile, furred ears, a slightly black nose, bird-like eyes, etc., and gains +3 to any Awareness and Danger Sense tests for the duration of the spell.
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+1), Additional Targets (+Rank)

Weather Cloak
Threads: 1
Weaving: 5/10
Casting: 6
Range: Touch
Duration: Rank × 30 minutes
Effect: Provides protection against weather
Pack. This spell creates a cloak that provides protection against the elements. The magician holds their hands over their head, then makes a Spellcasting (6) test against a willing target. If successful, a shimmering blue-silver cloak is woven around the target, protecting them from the elements. The target gains a +3 bonus to any Action tests they make to resist the effects of heat or cold caused by weather. The weather cloak also provides protection against the effects of supernatural weather, such as the Death Rain spell (Player’s Guide p. 289), providing a +3 bonus to Action tests or Armor as appropriate.
Success Levels: Increase Duration (+10 minutes)
Extra Threads: Increase Duration (+10 minutes), Increase Effect (+2), Additional Target (+Rank)
Skills
Knowledge Skills
Spoiler:
Knowledge Skill: Botany (1)
Knowledge Skill: Creature Lore (1)
Knowledge Skill: Name (Rank)
Artisan & Language Skills
Spoiler:
Read/Write Language: (2) (Windling, Throalic)
Speak Language: (2) (Windling, Throalic)

Artisan Skill: Tattooing (1)
Artisan Skill: Name (Rank)
General Skills
Spoiler:
General Skill: Alchemy (1)
General Skill: Animal Handling (1)
General Skill: Avoid Blow (3)
General Skill: Danger Sense (1)
General Skill: Disarm Trap (1)
General Skill: Stealthy Stride (1)
General Skill: Name (Rank)
Equipment:
Spoiler:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Buckler
Dagger
Firefly Chalk
Grimoire
Hooded Mask
Padded Leather
Tattoo Kit
Trail Rations (1 week)
Traveler’s Garb (soft boots, shirt, belt, robe, traveler’s cloak)
Windling Arrows, 20 (2)
Windling Bow
Windling Net

2 Days of Feed for Poof-Poof (Carried by Poof-Poof)
Threads Tied:

Animal Companions:
Ouroboros, The Venomous Snake
Spoiler:
Venomous Snake
This represents venomous species, such as asps, black adders, cobras, and the like. They are found all over Barsaive, but most of them live in forests and jungles.
Snakes are extremely variable in appearance, size, and lethality. Some species will have a higher Dexterity Step, others may be more venomous, or may be semi-aquatic. The statistics provided here are for an arboreal, venomous variety.
Snakes are suitable as animal companions.
Challenge: Novice (First Circle)
DEX: 6 Initiative: 8 Unconsciousness: 14
STR: 3 Physical Defense: 9 Death Rating: 17
TOU: 3 Mystic Defense: 6 Wound Threshold: 4
PER: 4 Social Defense: 6 Knockdown: Immune
WIL: 5 Physical Armor: 1 Recovery Tests: 1
CHA: 4 Mystic Armor: 1
Movement: 6
Actions: 1; Bite: 10 (7, Poison)
Powers:
Awareness (7): As the skill, Player’s Guide, p. 129.
Climbing (8): As the skill, Player’s Guide, p. 134.
Enhanced Sense [Sight]: Heat Sight
Enhanced Sense [Smell] (2)
Enhanced Sense [Taste] (2)
Poison (6): If a snake’s bite causes damage, the victim must resist a damaging poison
(see Poison, p. 171). The poison is Step 6 [Onset: 1 round, Interval : 5/1 round].
Stealthy Stride (8): As the skill, Player’s Guide, p. 170.
Poof-Poof, The Riding Goat (Pet)

Brief Backstory:
Spoiler:
Fenrir left the city of Throal with his mother, father, and newborn sister at the age of ten on an expansionary expedition to form a new settlement. A year later, misfortune struck his household, his sister had been afflicted with a life-threatening illness. He had attained considerable knowledge of the flora due to his exploration of the wilds and the teachings of his mother and knew deep within himself that he could cure her. Being the spirited sort and stopping at nothing to protect his young sister he set off into the wilds to find ingredients to concoct the medicine.

As he returned to his settlement something was wrong, things got more and more silent as he got closer — eerily so. He entered his village to find nothing but carnage, everything had been eradicated. He immediately took flight for his home, his family had to be okay he had thought to himself, but this was sadly not the case. In his sorrow, he had wept deeply for the loss of his family, his friends, his neighbors and the land itself; and in his mourning brought the attention of the destructor.

A Horror, he had now been able to put an image to the rumored creatures he had only heard of before now. He put no thought his next steps, instinct took over, and he merely fled, he flew as fast as he could leaving a trail of tears as corruption incarnate chased behind him. While fleeing for his life, he found another, a baby snake. At the risk of his own life, he slowed down to pick it up before continuing his breakneck flight. Due to skill, chance, fate or dumb luck he and the snake both survived. He would name his new companion Ouroboros.

Wandering the wilderness, Fenrir and Ouroboros watched out for each other for over a year in the wild before Fenrir found himself captured by an ogre slavemaster, hiding Ouroboros away before he could have the chance to be taken from him, he was separated from his only family once more. A year in servitude passed, and on the day of his naming, during the year he would officially come of age as an adult, he was fatefully rescued by a group of explorers. After spending weeks tracking down Ouroboros, finally reuniting with his only family left in the world, he found his way back to his birthplace; though, he didn't have plans to stay there long.

abishaij1
Posts:63
Joined:Tue Jan 30, 2018 2:07 am

Re: Fenrir, Windling Shaman

Post by abishaij1 » Fri Jun 25, 2021 3:32 am

Pastries, Plagues, Pipers
http://fasagames.com/forum/viewtopic.php?f=55&t=2465

Rewards:
TIPs: 3
Legend Points: 800
Silver: 200
Items: N/A
Other: 50% Off Circle Training

Items used:
N/A

Are you going to write a Journal?
Yes (40 LP, 50 Silver)

Downtime:
N/A

Legend Spent:
Raised Shamanism to 2 (-200)
Raised Patterncraft to 2 (-200)
Raised Animal Bond to 2 (-200)
Raised Awareness to 2 (-200)

Purchases in the Grand Bazaar:
Training Shaman to 2 (-100; Discounted)

abishaij1
Posts:63
Joined:Tue Jan 30, 2018 2:07 am

Re: Fenrir, Windling Shaman

Post by abishaij1 » Fri Aug 20, 2021 3:00 am

Thivanadir
http://fasagames.com/forum/viewtopic.php?f=55&t=2491

Rewards:
TIPs: 3
Legend Points: 800
Silver: 200
Items: N/A
Other: 50% Off Circle Training

Items used:
N/A

Are you going to write a Journal?
Yes (40 LP, 50 Silver)

Downtime:
N/A

Legend Spent:

Purchases in the Grand Bazaar:

Post Reply