Character for the Merry Mabari Online RP group.Background
: Born in Antiva, in a small village in the outskirts of the Arlathan forest, Callan was abducted by Tevinter slavers when he was ten years old and sold to a wealthy magister family in Carastes, the Pompinii. He soon became the favourite pet of both Arbax and Clelia, and when he showed to possess magic talents (he was in his mid-teens, quite late for a new mage) they decided to teach him themselves in secret, denying him his Laetan status and the freedom that comes with it.
Disgusted by their teaching methods and their abuses, and angry for being still a slave when law granted him (in theory) freedom, he decided to run away to his motherland, exploiting the trust his masters had in him, and clandestinely boarded a ship that brought him to Seere in Rivain.
From there he traveled south, surviving with petty thieveries, until he was caught in Alfsaana by a pirate captain that "liked his style" and decided to recruit him as part of the crew. He was 20 at the time.
When his captain discovered he was a mage, Callan was instructed in using his talents to help the boarding, the pillaging and plundering as well as some practical knowledge to heal the injured while at the sea. Due to the special relationship with Rivaini culture and magic, no Rivaini pirate had a problem with his being apostate, in fact he took his shore leaves to learn new spells and techniques with local mages and seers. Despite he was considered a valuable asset to the crew, he often changed ship to keep difficult for the Pompiniii to track him down, since they never got over his escape.
After five years raiding across the Waking Sea (mostly in the channel between Ferelden, Antiva and the Free Marches), his ship was attacked and destroyed by a dragon and he shipwrecked on the Fereldan coast, leaving few survivors. The crew split, and he decided it was time to stop running and settle on the dry land, at least for some time.Character, Personality and other oddities
: Having always practiced freely his magic, he has a hard time living in a land where mages are supposed to be locked up in Circles, and he wishes all of them were like the one in Dairsmuid, where mages are living freely with their families and local traditions are endorsed and passed on.
He is always afraid to lose his freedom, and often considers the possibility to return to Tevinter or Rivaini, but he doesn't want to be too close to the Pompinii and their lackeys.
Despite he was abused and forced into unspeakable practices and unnatural acts by his former masters, he has no quirks about sex and sexuality and embraces it with
He has been sent a few times in the Fade (entering through rituals, not through sleeping) and it makes him sick: each time he has puked both in his fade body and in his corporeal one once returned. It's probably because of a trauma related to his first time entering it while awake: let's say it was in Tevinter with his masters and there was a lot of blood, other slaves and body fluids involved and let's keep it at that...
He likes drinking and he can hold alcohol very well.
His facial tattoos are not real Vallasslin though they mimic a Dalish design: Callan had his face tattooed after he fled the Pompinii for two reasons: hide his features to a certain extent and fool templars since he'd been told that most of them are likely to leave Dalish mages alone, mostly for fear of elven clans swooping down on chantries and circles if they would take their keepers or their firsts (swooping is bad, even if it's not Chasinds doing it...)Memes: Character Data
(4 Quests, 2 Events, 4 Memes)
JINX: Wanted Person by the Pompinium magisters’ family in Carastes (Tevinter) for being a runaway slave. Bounty hunters and slavers to be expected.
Talents & Spells:
- Nautical Knowledge – The character has notable experience with large ships, and is capable of commanding even an inexpert party into steering a ship of any size into basic maneuvers. The character may also be able to gain more information by looking at a vessel.
- Proficient Stealing – The character can pickpocket distracted targets, and otherwise steal little items when eyes turn away with little chance of getting caught. Alert and hostile targets are still likely to catch the character.
- Proficient Bluff – With an unshakeable belief in human stupidity, through bold theatrics, and brazen-faced lying, the character is often able to convince others of many untrue facts.
Arcane Shield – The mage puts up a magical shield around themselves, gaining a good chance of shrugging off physical attacks. The shield lasts for the remainder of the combat scene it's cast in. It may be dispelled. Casting: Instant, Visible.
Fireball – The mage casts a highly pressured little ball of fire at a target. The ball explodes on impact. Weak targets can be knocked down by the blast. Light clothing and extremely dry material may catch fire. Wood, leather, thick cloth, etc. is usually just singed. If used in very tight spaces, the pressure may stun targets. Friendly fire possible! Casting: Quick, Obvious [Visual].
Stone Fist – The caster hurls forward an stone projectile, about the size of a human head. The projectile impacts with great force, knocking down most human sized targets. Casting: Quick, Visible [Visual].
Combat Heal – The mage channels magic to stop a target's open wounds from bleeding, but does not actually heal them. Ineffective against anything but superficial flesh injuries. Provides minimal pain relief. Leaves heavy scars if used as the only method for closing a wound. CAN be cast in combat. Casting: Quick, Inconspicuous.
Alleviate Illness – The healer places a long lasting soothing spell on a character, alleviating the symptoms of any common disease. Casting: Slow, Visible [Touch gesture].
Mend Flesh – The mage squeezes the wound closed, and channels healing energy into it to cleanse and mend the wound. This spell can heal even deep flesh wounds, but has no effect on broken bones, blood loss, or anything else. The thorough healing provides moderate pain relief, however with a severe injury the freshly regenerated tissue will still ache for a week or two. The mage must touch the targeted wound to use this spell. Likely to leave smooth and pale scarring. Casting: V. Slow, Visible [Touch gesture].
Quick Thwacks – The mage makes a series of quick swings and thrusts with the staff/spear, possibly hitting an enemy up to 2 times. If both attacks land, weak enemies may be discouraged from further attack.
Bludgeon – The mage attempts to strike the enemy on the head with a single hard swing of the staff, or the blunt butt-end of the spear. If it hits, the attack may stagger or disorient an enemy, letting the mage step back and defend better. Skilled enemies are likely to parry the attack.
Basic Cuts – The mage swings the weapon twice, making 2 light attacks at the target. Ineffective against armor.
Basic Block – The mage tries to keep the weapon's edge between themselves and incoming attacks, possibly blocking up to 2 incoming melee attacks. Strong enemies may just pummel through anyway.
Magey Thrust – The character stabs the weapon forward with both hands. The attack may - on a good hit - pierce light armors and chainmail.
, Arcane Scrapper
Force Throw - The mage throws a dagger and telekinetically recovers it once it has landed. The throwing itself doesn't get any bonus in accuracy and aim, and the weapon doesn't deal any additional damage. Casting: Instant, Obvious [Visual].
Sense Alcohol – The Alcomancer knows you've got that bottle there, missy. The Alcomancer emits an near imperceptible magic pulse that resonates back from nearby sources of alcohol. The sensing can be used for finding stashed and hidden booze. The pulse is very faint, and likely to go unnoticed by average mages and templars.
Purge Alcohol – The Alcomancer purges alcohol from the body of themselves or a willing target, rapidly restoring sobriety and clearing up foggy thoughts. Casting: Quick, Inconspicuous.
Banded leather plackart (light)
Dalish-styled leather boots
Tevinter leather vambraces
Dalish-styled leather jacket
Leather brown hoses
Leather brown vest
Thin leather black boots (cloth rating)
Deep green long-sleeved button-up linen tunic
Trinkets and misc:
Amulet of comfort (brooch)
Kinky leather harness
"Sister": Rivaini dagger (Jafar's gift) - Red Steel
"Hooker": Quarterstaff - Iron
a couple of rolls of dark purple "Orlesian" velvet
97 sp 20 cp