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 Yendris - Stalwart and Stoic

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Xarat
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Join date : 2017-10-14

Yendris - Stalwart and Stoic Empty
PostSubject: Yendris - Stalwart and Stoic   Yendris - Stalwart and Stoic EmptySun Oct 04, 2020 10:35 am

Name: Yendris
Sex: Male
Species: Altered Human
Height: 5'7
Weight: 142lbs
Age: 5000
Age in appearance: late 40's
Hair Color: Grey
Eye Color: Brown
Skin Color: Lightly tanned
Personality: Yendris is a quiet individual, preferring to meditate and contemplate on most things. When he does speak, he often has ver wise words and guidance for those he speaks to. Not very trusting of humans, he does tolerate their prescence however. There are a few humans he has more time for, such as Simone, as they have proven themselves in his eyes. While Guennaen is technically the leader, he considers it his duty to guide the younger ones of his people, to ensure they follow the right paths. Very traditional, he sticks to the things he knows, and is reluctant to try new things.
Weakness: Bunnies (don't ask), Bear traps (again, don't ask), Cute animals, people trying to harm the forest
Profession: Druid
Weapons: Wooden Staff
Armor: None
Items: None
Skills: Weapons Specialist: Staves +1CS Fighting.

Herbalism - +1 CS to Intuition to finding herbs, and +1 CS to Reasoning for identifying herbs for various purposes, including but not limited to medicinal or poison making.

Communion With Nature - The animals and creatures of the forest consider you to be one with them, and you are naturally aware of everything around you in the forest. +1 to Intuition rolls in the forest, and +1 to reasoning to trying to calm an angry animal.

Cooking - Know how to make the best gumbo. +1 CS to reasoning.

Farming - Skilled in either growing crops or taking care of animals. +1 CS to reasoning.

Description and/or Picture: Yendris - Stalwart and Stoic Yendri10



Stats:
Human/Stag

Fighting: Excellent / Good
Agility: Good / Excellent
Strength: Good / Good
Endurance: Good / Good

Reasoning: Incredible
Intuition: Remarkable
Psyche: Remarkable


Running Speed (as a Stag): Good

Hit Points: 50
Stamina Points: 75
Mana: 100

Spells / Special Abilities:

Nature Spells Circle 1:

Communication with Animals
Cost: 5MP
Uses: Reasoning/Psyche ( whichever is higher )
Description: Allows you to speak to forest creatures such as deer, foxes, wolves and more for one hour. Once you learn your first fourth circle spell, cost becomes none and a roll is only required when something is resisting it.

Nature's Touch
Cost: 2MP
Uses: Psyche ( Only if there is something in the area attempting to block this spell )
Description: Reaches into the heart of a dying tree or plant, giving it energy to help it heal and repair itself.

Sense Life
Cost: 2MP
Uses: Psyche ( Only if there is something in the area attempting to block this spell )
Description: Allows the caster to sense all living beings in the nearby area. At first circle this is about a block within a city, or a mile if within an area strong of nature. At level three this spell has no MP cost and can sense life up to three blocks away, or an entire forest if within one.

Nature Spells Circle 2:

Companion to Animals
Cost: 10MP
Uses: Psyche
Description: Can turn any hostile animal into an ally, convincing it that the caster is one with the forest and will not harm them. This spell will only work on non-sentient animals and is broken only when the animal is harmed or if the spell is released.

Woodland Gaze
Cost: 10MP
Uses: Psyche ( See Below )
Requirement: Whisper In The Woods
Description: Allows the caster to 'see' through the trees and plants of the same forest they are in, though they will see as a tree sees. This means more shapes, emotions and noises, from fixed points. At circle 4 this spell requires half MP. At circle 5 this spell is further reduced to no MP and no roll.
Special Considerations:
1. This spell only needs a green to roll unless there is someone else viewing through the same tree, or if the tree is 'sentient' ( such as a treant ), in which case a yellow is needed.

Mind Spells Circle 1:

Empathy ( Basic )
Cost: N/A
Uses: Psyche
Description: The mentalist attempts to sense, aided by a person's words, general demeanor, and their very top-most feelings, if they are being truthful or not. Once you reach circle 3, this does not have to be rolled for unless contested.

Mind Spells Circle 2:

Telepathy ( Basic )
Cost: N/A
Uses: Psyche
Description: Allows the mentalist to talk to someone  in their mind, or read someone's mind. The target has to be within visible range with no obstructions between the two. Do note that even if you just read their mind there is a chance a non-mentalist can sense someone in their mind ( roll psyche and get a yellow or highr ) though they will not know who did it. Once the mentalist reaches circle 4, it is impossible for a non-mentalist to know if someone is in their mind unless they speak or reveal themselves.
Special Considerations:
1. The mentalist is allowed 1 mental link per circle level they know in this skill beyond second ( at third circle they'll be able to make two links, at fourth circle three, etc ). A roll must be made to establish it. A green roll is required for willing targets and yellow for unwilling.. Maximum range is 2 miles times the maximum circle known.  At circle 2 this would be anywhere within the city of Oceandia itself.

Biography:

Yendris was the leader of the druids in Celtic Britain. He knew about the stories of their homeworld, but believed they had faded into legends and myths. His duty was to the cairn and to the druids. There were several younger druids who embraced the old ways, and some who felt they needed to change. Being the pragmatic man he was, he realised there was a need to adapt, but he believed this could be done without losing their ways. He set about teaching the next generation the ways of leadership and of the old traditions. He intended to retire, as the elders of his people had done. He planned to settle somewhere peaceful and live out his days quietly. That was not going to happen, as war arrived in their homelands.

An ancient evil had been stirred up, and had taken root in the land. It wanted to stamp out the deity Andraste, but not to kill her. It wanted to use her energy to grow stronger and cover the world in darkness. It had taken hold of several fae, dragons and other friends of the forest. Slowly whispering evils in their ears, it turned them towards its goal. Many humans joined the fight, as they were more easily swayed.

The years to come were hard on the group, and many of the druids were killed. Yendris gathered the remnents of their people, and set out to repair the damage to the forests. He worked hard to maintain hope, but as he only knew of 3 young druids here, and a handful scattered around the world, he was resigned to their eventual demise. He knew the evil was not vanquished, only sleeping. It was only a matter of time before it reawakened, and this time there would be not enough of them to fight back.

However when they were found in the modern days by Megan and Simone, on the eve of the evil dawning again, Yendris was filled with hope. Together they were able to stop it once and for all, saving the land and also their deity. Yendris finally could retire, once he put the lands to rights. Thankfully Megan once again came to their rescue, offering them a comfortable retirement home on a tropical island
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