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Old April 12, 2006, 07:02 AM   #1 (permalink)
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Xyltha Thanole


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Old April 12, 2006, 07:04 AM   #2 (permalink)
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Overview

Brief PC Descriptione: Xyltha Thanole is a Silrosian Elf of 45 Ordinances.

Physical Description:
Physical traits: thin and slender frame. Soft, straight blonde hair, matted with tangles. Long fingers.

Fashion: Commoner-class
Personality: Laid back, avoids unnecessary physical confrontation
Habits:
Speech Pattern:

Xyltha is clothed in shabby clothing, no longer resembling its former beauty and value. Thankfully he inherited his Father’s genes, and never seemed to grow any more rotund regardless of the quantity of food consumed, in contrast to his mother. Though he endlessly bemoaning his slim frame and gangly features of his elfish youth. His mop of ruffled sandy blond hair, rarely encountered the foreign touch of grooming instruments. When speaking to strangers to Silrosia, his speech sounded – like most elves undoubtedly as well – a touch melodic.

Optimistic by nature, Xyltha holds no religious affiliation, finding the typical Sylvan affinity to Carmelya and Phedos somewhat tiresome. His interests lie in the Arcane, inspired by various anecdotes relayed to him by his sister, and also playing at the beach; his fondest memories of his past life was being taken on a family outing to the nearby coastal region of Silrosia and enjoying the whole Brightening he was there.


Skills:
-Basic Schola
-Initiate Sorcery
-Basic Horse-riding
-Basic Persuasion
-Basic Politics
-Basic Survival (in progress)
-Basic Herbalism (in progress)

Major Items/Equipment:
-Imperial Visa
-Dagger
-Adventurer's Kit

Companions:
-Bason, the Husky Puppy
-Lance, the Lon'Hair mount
-Chompy, the Goat

Titles/Positions/Jobs:
Arconis: Assistant Aedile (Kalendryas, Winter, Era I)

Location:
Arconis
Vers
High Peak
Jaedaxia
The Veil

Last edited by Xyltha Thanole; September 19, 2008 at 04:20 AM.
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Old April 12, 2006, 08:40 AM   #3 (permalink)
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Biography

Background History

Secrets :
Xyltha Thanole was born in Silrosia, 42 Patterns ago to one Cynthia and Whyl Thanole. His mother, the family matriarch, was a rather amiable elderly elfin female, with a known penchant for gourmet vegetarian food, never seen without some nibbles on hand. Voluptuously plump, an unusual trait in elven females, she manages the household tightly. His father was a harsh, money-minded salt merchant in Silrosia who likes to shore up his manly pride with jewelry and heavy clothing – often leaving him with little time to care for his family; which was exactly has he had planned it centuries ago.

Xyltha has two siblings. Maewar, Xyltha’s older sister by 122 Ordinations, was the family black sheep; a keen traveller by nature who spent most of her time traipsing around Aelyria, though currently her whereabouts are unknown. She cuts a fine motherly figure for Thanole, often playing with her younger brother and treating him like a son she never had. Of course, this sort of behaviour was frowned upon in the family, deemed to be bordering almost on incestuous, and causing some strain between her and her mother, the matriarchal Cynthia.

Dylantar, his older brother by 200 Ordinations, was a respectable merchant in his own right, currently working under the direction of Whyl Thanole. Like his father, he is also often away on business, rarely home. On the rare occasions he did visit, the two siblings never seemed to get along.

Having spent his childhood running carefree without the benefit of parental influence and supervision, with his matriarch being at that stage too old to bear another period of child-rearing, this temperamental elfling grew up rather lonely, surrounded with no-one except several household staff to terrorise. His basic education was undertaken by a private tutor, who took to his young charge after Xyltha demonstrated an aptitude for scholarly pursuits. Xyltha’s sole role-model growing up was his older sister, who only infrequently visited the Thanole house, often imparting tidbits of anecdotes of her travels and bearing gifts that young children everywhere would find delightful. Then, several patterns ago, she mysteriously lost contact with the family, leaving the young Xyltha to think the worst possible scenario.

Perhaps his most traumatic experience to date, however, was his forceful expulsion from the Thanole residence. His cumulative history of household terrorism and refusal to follow the mercantile footsteps of father and brother lead to a family ostracisation and subsequent banishment. Since then, he has been wandering about, trying to follow in his sister’s footsteps, and keeping a constant eye and ear out for her possible whereabouts.



Recent History

Shortly after his departure from the Thanole household, he briefly encountered the mysterious elf known as Erenthril Mael'tharias at Blackbarch Forest. After a few patterns of loafing around, he decided to visit Paxia, and sought to buy a house for himself there, but due to the devastation of the city, lived in the tent city while helping clear the rubbles. Deciding that Paxia was not for him, he visited Nexius Prime and studied Initiate Sorcery at the Arcane Rainbow Towers. Shortly after, he moved once more to Port Alyxandrya in his southward migration, and learned the basics of Horse-riding at the Lockheart stables. During his time there, he was also involved in the investigation of a gangland murder of a renowned artist. He briefly visited the magical city of Vers also, and attempted to take up a position as an apprentice Alchemist, to no avail.

Last edited by Xyltha Thanole; July 22, 2008 at 04:17 AM.
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Old April 26, 2008, 07:59 AM   #4 (permalink)
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Acquaintances

PCs:
Erentheril
Roland
Er'Heim
Lyssoryl
Korgar Kinslammer
Lindy
Mn'dharrowrynn
Odile Raelia
Motito Gildae
Theldor
Pescado
Altriak
Bladewyn
Riconus Xind'ell
Lurvark Shelph
Kel'tha Raveti
Eyvind Redbeard
Viniece
Dego Mernoff
Karl Armodsson
Velese Avalon
Keeva Lasant Kaldres
Ebramson de Lylles
Zaenaeyrs
Amarillo

Last edited by Xyltha Thanole; August 31, 2008 at 03:27 AM.
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Old May 11, 2008, 05:27 PM   #5 (permalink)
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Skills and Experience


Herbalism, Medicinal 0 exp
- Basic Training - 0 exp


Persuasion 1 exp
- A Portrait of Elanara Al'Lende - 1 exp (Mimesis)


Politics 1 exp
- To be Assistant Aedile - 1 exp (Mimesis)


Riding (Horse) 1 exp
- Basic Training - 1 exp (Hush/Penny)


Schola 0 exp
- Basic Schola


Sorcery 2 exp
- Initiate Training - 2 exp (Skay/Self-mod)


Survival 0 exp
- Basic Training - 0 exp


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Old July 19, 2008, 03:10 AM   #6 (permalink)
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Spell List

Techniques

Initiate:
MeditateThis technique is essential for doing anything Arcanomechanical. Through Meditation mages can clear their minds of unwanted thoughts and reach a heightened state called Clara. Since it is a very hard task for lower proficiency mages, they usually use comfortable sitting positions, calming drinks, relaxing perfumes and Wands. Higher level mages learn to reach Clara faster and easier, even under high stress situations. In this state mages can sense the presence of Arcana in a relatively close proximity and can begin interacting with it to cast spells. (Initiate: 5-10 Minutes)
Focus While in Clara the mage has to Focus on Ara and merge it with his Vis to create an arcane reaction called Arcalysis, which takes the mind to the Astral Plane. When the mage’s mind is flowing freely in the Astral Plane, time loses its meaning till the mind returns back to the Material Plane. Here the mage has to Focus again, this time on his sphere’s Essence Plane, which is located in the Astral Plane.
ChannelOnly from the Essence Planes can mages acquire the vital component of any spells called Essence, which turns into Mana when brought to the Material Plane. When the mage has successfully Focused on his Essence Plane, he can begin Channelling that Essence out of it into the Material Plane. The amount of Essence that the mage can Channel depends on how much Vis he had merged with Ara. In order to cast a more powerful spell, the mage has to Channel more Essence and thus sacrifice more Vis earlier. The mage has a limited amount of Vis therefore he can only cast a limited amount of spells per brightening. Upon channelling that certain amount of Essence, the link to the Astral Plane is broken, the mage’s mind returns to the Material Plane, Essence becomes Mana and the mage can begin shaping it into a spell. While the mage’s mind is in the Astral Plane time has no meaning, therefore Focusing and Channelling happen instantaneously, while Meditation and Shaping take time.
Imparted ShapingWhen back in the Material Plane, the mage still has to keep Clara through the Shaping process till he can release a spell. All Initiates and Apprentices cannot create unique spells or cast ones that have not been Imparted for them by their Master. Imparting gives mages the knowledge of the shaping of a certain spell and the ability to copy that shaping to cast it. Even if the mage might not understand the Arcanomechanics of the spell, he simply needs to copy the Imparted Shaping and release the spell. When the Imparted Shaping is complete the mage can release the Mana and the spell shall be cast. After casting a spell the mage always drops out of Clara and has to Meditate all over to cast another spell.
DispelMages can undo non-permanent effects of a spell by slowly Unweaving the spell’s components with a portion of their Vis or by hastily breaking the spell with a larger amount of their Vis to the spell which is being Dispelled. This technique usually only works on spells cast by mages of the same proficiency level or lower. Over time and with practice, mages can become gifted and attuned to advanced Dispel techniques and develop countercurses that are capable of undoing the work of spells that were seemingly permanent, but in actuality had just long-lasting effects. Dispelling a spell of the same sphere hastily costs as much as casting one of the same level, Dispelling it slowly costs only half as much. Dispelling a spell from a different sphere costs twice as much as Dispelling one of the same sphere.


Spells

Initiate:
DeflectBends the fabric of space to create a brief energy field that can cause oncoming projectiles to veer off course, or provide basic protection from melee blows
Force BoltBy abjuring a chunk of raw Force essence, the Sorcerer may produce a bolt that can be used to attack distant targets dealing light to moderate damage. At high proficiencies, these bolts of energy may be hurled farther and faster for added damage.
Gate Students of Sorcery learn early on how to charge their homes, or a single place of permanent dwelling, with the essence of energy. When a Sorcerer casts the Gate spell, the field of space breaks open to form an instantaneous and momentary aura that teleports the caster back to the home. The destination of the Gate spell, the Anchor, can only ever exist in a single place that is completely secured and controlled by the caster.
LockBy altering the essence of Force into a contraint of sorts, the Sorcerer may place a magical bind on objects that he wishes to remain closed or locked. Chests, doors, anything can be sealed by this spell for its duration. At higher proficiencies, the spell will be more elaborate thus more difficult to dispel or break via conventional means.
OpenBeing intimately familiar with the binary state of movable objects, the Sorcerer can cause a closed or locked item to give way and open, breaking through simple locking mechanisms. At greater proficiencies, the Open spell may be used to break through more difficult locks or magical restraints.
Sphere of LightReshaping the essence of matter, the Sorcerer can imbue an area with a glowing sphere of cool light which will provide illumination over the immediate near range. The Sphere of Light dissipates either when the spellcaster decided to close down the spell in order to have additional energy for more involved casting, or if the Sorcerer loses his concentration. At greater proficiencies, larger spheres of different colors may be conjured for a greater duration.
Star of ForceThe Sorcerer can conjure forth a refined blade of penetrating energy that can both pierce and slash. By releasing the force blade, it will be sent spiralling towards the designated opponent and cause light to medium damage. At greater proficiencies, the Star of Force can spin at a faster rate and thus cause more damage.

Last edited by Xyltha Thanole; July 22, 2008 at 07:48 AM.
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Old July 19, 2008, 04:10 AM   #7 (permalink)
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Inventory

Possessions

Personal Possessions:

Imperial Visa
Adventurer's Kit:
Secrets :
A small tent, a bedroll, a mess kit, a water skin, a tinderbox, a wood-axe, 60 feet of rope, a grappling hook, a climbing hammer and 10 nails, a lantern, a flask of oil, a sewing kit, 10 small bandages, 4 large bandages, a piece of chalk, a roll of twine, a medical kitsmall roll of bandages, tweezers, syringe, thermometer, sanitizing alcohol, a green rain poncho and 3 cloth sacks (one small, one medium, and one large) in a backpack.


Wardrobe:
Soft green breeches
Soft green fur-lined jacket
Simple white shirt

Weapons:
Dagger

Magical Items:
None.


Animals

Chompy - Goat
Lance - Horse
Bason - Puppy Husky


Real Estate

Arconis:

Xyltha's Bachelor Pad, situated in Vicus Venditorum



Jaedaxia:


Xyltha's Townhouse, situated in Le Rue Felix
Secrets :


First Floor



Xyltha's Farm outside Jaedaxia

Last edited by Xyltha Thanole; August 30, 2008 at 01:52 AM.
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Old July 19, 2008, 04:13 AM   #8 (permalink)
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Financial Ledger


PF XIV

Secrets :
Amount Comments Balance
500 Starting gold 500
+ 1000 from the sale of his house in Silrosia 1500
+ 100 from Roland Moonstar 1600
- 300 for Sorcery Initiate classes 1300
- 100 for basic Horse Riding lessons 1170
- 10 Undertaker Fee in Portrait of Elanara Al'lende 1290
- 20 Morning Star tavern fee in Portrait of Elanara Al'lende 1270
- 450 daily expenditure 720
720 Era Total 

Income: 50 /cycle from 6 Immanis, Spring, Era II, PF XIV
Expenditure: 10 /cycle on necessities




PF XV

Amount Comments Balance
- 250 House in Arconis
- 20 Furnitures in Arconis
- 410 Buying a horse and goat
- 75 Basic Wilderness
+ 100 Income from Assistant Aedile
- 2.5 Given to bratty dwarf-children for information
- 500 House in Jaedaxia
- 80 a new winter outfit
- 100 Herbalism Training
- 200 Adventurer's Kit
+ 1000 Down payment for Mechanical Mayhem
- 40 Trident's Masquerade registration
- 250 Farm repayment
xxx Era Total 
Income: 50 /cycle in Kalendryas
Expenditure: 10 /cycle on necessities
Expenditure: 250 /month from Immanis for Farm repayment



Paying off the Jaedaxian Farm:
Debt Comment Balance
4500 Payment 4500
- 250 Melora, Winter, Era I, PF XV 4250

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Old July 19, 2008, 04:17 AM   #9 (permalink)
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Current Fluid Time, PF XIV

Current Threads:

Future Plans...


Last edited by Xyltha Thanole; August 30, 2008 at 07:40 PM.
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