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Woman of Faith

...by faith I am saved.
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Jacob Arthur Colin Errol Athenuel "Jace"; a lieutenant in Eyrel's Paladin Order
Thread: A Grain of Sand


Physical Description:
Ht: 5'11", Wt: 209, Age: 24, Hair: Dark Brown, Eyes: Ice Blue, Skin: Tan, has a strange scar on inside of left forearm which looks like half an S, as if the letter had been cut in half vertically
Jace is broad in the shoulders and narrow in the hips with strong arms and powerful legs. His is a physique that is a natural result of having worn heavy armor much of the day for most of his life. He is the shortest of all his siblings, something they have never failed to tease him about. His thick brown hair falls just past his collar, a bit longer than his mother would like it to be. His smile is bright, wide and lights up his handsome face. Jace's ice blue eyes can smolder in the heat of battle, but are sparkling in good humor most of the time.
Jace wears the typical uniform of a holy knight, a blue tunic under his armor. And, a white mantle with royal blue trim over his plate mail armor. The emblem of Eyrel's Paladin Order is prominently displayed on the mantle in the middle of Jace's chest and his back. It is a shield with a white field, a black cross centered on it, making four sections. A single, black stock of wheat resides in the upper right section of the shield. The insignia on his shoulders marks his rank as a lieutenant.

Personality: Lawful Good
Jace is honest and forthright, his is a man who seeks to do his best in all things. From the time he was a child he has wholeheartedly embraced the Code of Chivalry and is a model of honor and valor. Jace is well-educated, but not street smart. He is wise, but not wordly-wise. Jace believes socio-economic status is not a factor in determining a person's worth. He bases his opinions of others by their character. Jace doesn't really listen to what others have to say about a person, preferring to reserve his judgements about people until he knows their character. Because of this he doesn't get very close to many outside his family. In fact, he can count his true friends on one hand. Jace is always friendly with most people, he simply doesn't allow very many into his heart.

Abilities
Jace has all the abilities a Paladin of his level of training would have. (These I have based on Paladin Dave's model of the Paladin class, which he has taken from the game Diablo II.) Jace is an exceptionally skilled fighter who prefers to use sword and shield. Like most other elite warriors, Jace is able to use other weapons and fighting styles, but he is most proficient with a sturdy blade in his left hand and stout shield on his right arm.

Background
Jace is the youngest child of Lord Sir Lawrence and Lady Victoria Athenuel, the Viscount and Viscountess of Akhonne. He is glad to be the youngest as his place in the birth order has allowed him to pursue his greatest desire, to serve the Lord, and Ithyria, as a Paladin. Growing up, Jace was surrounded by fine men in his father and brothers, but he always felt something was lacking. Not that these men were less than honorable, only that Jace felt there must be something more. His father and mother raised him to love and respect God, Jace accepted Christ as his Savior at an early age. He attended the church services in Akhonne and it was there that Jace's desire to serve God was born.
He knew he didn't want to be a clergyman, but the desire to serve God burned in his heart. Then, one fateful day, his Auntie Asha visited with her good friend, Sir Manfred Gottenkrieger and his daughter. On that day Jace realized his calling, he would be a Paladin. All through their visit Jace questioned Sir Manfred about what it was like to be a Paladin. The boy knew he must have been bothering the holy warrior terribly, but such was Jace's obsession to be a holy knight that he took the risk of irritating such a powerful looking man as Sir Manfred. Instead of rebuffing the young boy, as many normal knights might do, Sir Manfred seemed to welcome Jace's keen interest. He told Jace how hard he would have to work and of all the sacrifices he'd have to make. Sir Manfred told him of the Code of Chivalry and the importance of honor. The generous Paladin shared that the most important thing was to love God with everything he had and to put others' needs above his own. Jace had lapped it all up like a hungry kitten at a saucer of milk.
From that moment Jace began working toward becoming a Paladin; he prayed and studied the Bible daily, he worked hard at his lessons, he trained with his father's knights and he ate all his vegetables. After two years of such intense labors as these his father surprised him with an amazing offer. He had the opportunity he'd awaited so long! A very good friend of Sir Lawrence's, who was from Eyrel, was willing to foster the young boy. If, after a year, the man felt the boy was ready he would give him an endorsement for Eyrel's Holy Paladin Order. So, at seven years of age, Jace left his home and family to begin his quest to become a Paladin. After only four months, and a week past his eighth birthday, Jace impressed Sir Ector so much that he immediately made the request of the Eyrel Paladin Order to consider the boy's acceptance there. Jace honestly didn't know what he had done that was so outstanding, all he'd done was stop a bullying blacksmith from attacking another man. That blacksmith had been a three hundred pound behemoth with a branding iron, who was terrorizing a stableboy who'd accidentally spilled water on on the hot coals. No real damage was done, but the need to restart the fire enraged the behemoth of a man and he went after the stableboy with a hot iron. Jace saw the attack and stepped in, putting himself between the branding iron and the stableboy. The result was a nasty burn for Jace, and banishment for the blacksmith. Sir Ector was impressed with Jace's sense of honor and his valor in trying to help the stableboy, who was almost twice Jace's age. Jace's humility also impressed the old knight. Jace had thought nothing of the incident and hadn't even mentioned it to Sir Ector. The knight found out from his physician, who had doctored the boy's wound.
As soon as Sir Ector received the response from the Paladin monastery he packed up young Jace and brought him to the order. After four years of intensive study and practice of the Paladin ways Jace realized his dream and became a Paladin novice, a squire to an elite holy knight. He was only twelve years old. Jace then traveled with his mentor, a Sir Godric Ethelmere. The man was fairly adept as a warrior and did his best to teach Jace the art of war, but the man's skills did not really lay with battle. Sir Godric was more of a diplomat and scholar so Jace did learn some useful skills at the warrior's hands, just not swordplay. Fortunately for Jace there were plenty in the Order who could teach him weapons and warfare. Sir Godric taught him the more esoteric skills of the Paladin, the auras, defensive and offensive skills these fine holy warriors call upon to defend Eyrel and the Church. Jace learned well from all his teachers and distinguished himself in battle on more than one occasion. Sadly, when Jace was but fourteen Sir Godric was slain in combat, he and the others of his unit outnumbered hopelessly by orcs. They'd been raiding on the border of Anserak and the paladins were sent to investigate. Jace defended the body of his knight and managed to save the lives of two others with his valiant use of both his spiritual and physical gifts. He was rewarded for this valor with his spurs, he was made a fully fledged Knight of the Order of the Paladins of Eyrel. Now, ten years later, Jace is still as proud to be able to call himself a Paladin as he was on the day he took his vows.

Family:
Father - Lord Sir Lawrence Tiberius Michael Acheron Athenuel III, Viscount Akhonne
Mother - Lady Victoria Alana Claudette Marcella Athenuel, Viscountess Akhonne
Siblings- Sir Marcus (deceased), Michael (42) has finally accepted his birthright and will be his father's heir, is a Ranger at the moment, Ly. Lydia (36) married to a nobleman from Sal Kadedin and has 5 children, Ly. Giselle (34) married to nobleman from Eyrel and has three pre-teen children, Sir Nicholas (33) Colonel in Perian Royal Army , Ly. Francesca (32) married to an elf from Laurelda and has two children, Sir Tobias (31) Captain in Perian Royal Army, Ly. Bianca (29) Commander in Peria Royal Navy

Jace's Special Items:
The Sword of Bravery
This mighty blade was given to Jace's oldest brother, Marcus, by the King of Lumloria. Sir Marcus had saved the king's son in battle. Sir Marcus was killed while protecting the king and though his youngest brother was only four years old at the time Sir Marcus knew he'd one day need a blade so fine as this one. He had bequeathed it to Jace in his will and it was presented to him by his father on the day he took his vows. The sword has served him well and Jace has worked hard to be worthy of such a fine gift.

This sword imparts a super-natural boost to the strength of the bearer using his/her naturally existing courage. The level of the boost is dependent upon the holder of the sword (a coward would feel a negative effect, and would thereby grow weaker). In addition, those fighting on the side of the owner of this sword gain an advantage as well. In combat, any true ally within 10 yards of the wielder gains a 30% boost to his/her morale and willpower. This sword may never be wielded by an evil character or else it will lose all its power immediately and turn to ash.
 
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Woman of Faith

...by faith I am saved.
Jul 16, 2004
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Jace pictures

1) Lt. McDreamy! He's probably thinking about Mina.

2) Jace charging into the fray!

3) A more realistic look at Jace's face.
 

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Woman of Faith

...by faith I am saved.
Jul 16, 2004
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Ooooooklahoma!
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Jace's Cantrips

His father being an archmage, and Sir Lawrence hoping at least ONE of his children would follow in his footsteps, Jace has learned many, useful cantrips. Unfortunately for Sir Lawrence, Jace wanted to pursue a life of service in the Paladin Corps, but he DOES put his cantrips to good use.

USEFUL CANTRIPS

1. Bath: (Abjuration) Area of Effect: One creature, large or smaller. Giants may need several such cantrips.

This cantrip causes the caster or the willing target creature to enjoy similar benefits of a nice bath with warm, soapy water. The target must be nude to employ this cantrip and receive full benefits; otherwise dirt and odors from clothing may simply reapply themselves to the skin. Thus, by casting this cantrip, external body odors are eliminated from the target. This cantrip, however, will not clean one's clothing, nor freshen one's breath or clean one's teeth. If the caster is well trusted, even a dumb animal may benefit, such as one's mount (horse or other) being cleaned and bathed, a pet (dog or cat or other), etc. This cantrip does not actually use soap or water but simply removes the offending soils, excess oils, and odor causing substances as effectively as soap and water. Thus, one could wash vegetables, for example, and not leave a soapy residue. The cantrip usually doesn't bother target creatures (as a cat might be bothered by a real bath). Substances that will not readily wash off with warm, soapy water will also not be well affected by this cantrip. Skunk spray, for example, will not be completely removed, but the cantrip may help, and several applications will begin to take its toll.

2. Breath: (Evocation) Area of Effect: 10x10x10 or 1,000 cubic feet.

This cantrip will summon air to the caster if there is some available with 100 yards/level. Poisons in the air will not be summoned, but only nitrogen and oxygen will be brought forth. Such air will fill the area around the caster up to 1000 cubic feet (enough air for one man sized, resting creature, to last 24 hours before the carbon dioxide build up would be sufficient to kill him, assuming no other air source is handy and the room or cavern or whatever is hermetically sealed). Any other non-magically summoned poisonous air already in the vicinity of the caster will be removed on a one-to-one basis (by volume). If the mage fell into a pit of methane, this may save the caster's life. Trapped in a cave in or sealed in a portable hole or other hermetically sealed room, it may prolong it. It will not, however, affect dragon breath, Cloud Kill, Stinking Cloud, or other such spells. On the other hand, the cantrip may simply freshen a room's air, removing smoke and lingering odors and replacing them with fresh air from outside.

3. Brush: (Abjuration) Area of Effect: One mouth and its contents.

This cantrip removes foreign materials from one's teeth, gums, and tongue, removes plague and bacterial build ups, tarter, food particles, and helps eliminate bad breath. Furthermore, a flavored residue may remain in its place (minty, cinnamony, or plain). Finally, this residue may even slightly strengthen teeth. Such a cantrip may be employed on friendly animals. Used once per day, it is so effective it will prevent cavities and gum diseases such as gingivitis. It will not, however, reverse the effects of preexisting cavities.

4. Chill: (Evocation) Area of Effect: 1 cubic foot.

Nonliving, non-magical liquid or solid materials may become up to 40 degrees F lower in temperature (not to be lower than 32 degrees F). The duration is instantaneous and then nature reigns. i.e. the target will warm up or cool down as normal from that point due to ambient temperature. Thus, a tepid or warm drink may be chilled to a frosty temperature.

5. Drink: (Evocation) Area of Effect: 1 quart.

The mage holds his hands in the shape of a cup and utters the words and summons (from the nearest, freely available source) fresh, pure, water. Even a tainted or poisoned source will do as only the water is summoned and not the impurities. Unless pure water is available within 1 mile/level of the caster, the water is rather tasteless (distilled), but provides up to one quart of the required liquid. If NO liquid (or frozen) water (fresh or otherwise) is within 1 mile/level, the cantrip has no effect. As always, spells attempt to bring forth the easiest source, so a friend's water skin is not easy since water in the possession of a creature would get a save. The cantrip will first search for other sources before it even attempts to affect such a "owned" source.

6. Dry: (Abjuration) Area of Effect: 1 cubic yard or 27 cubic feet.

This will dry out the area, render wet or damp clothing dry, parchments crisp, dry up small puddles, dehydrated mud, etc., and in other ways drive off excess moisture. It is especially good for drying herbs and spices or dehydrating meats and fish, vegetables, and fruits. It has no appreciable effect on the inner or natural levels of moisture of living creatures or living tissue, though it may dry off their wet clothing, skin, and/or fur after an unfortunate dunking in the river, for example. While the area must be inside the 1 cubic yard limit, the actual amount of water driven off can be no more than 1 cubic foot (about 8 gallons). This cantrip has no affect on other liquids (pure alcohol, mercury, etc.).

7. Extract: (Abjuration) Area of Effect: 1 small object.

This cantrip will give a surprising strong, sudden yank when directed at a small object within range. There is no direction or control to the object after the initial yank, and it may fly almost in a random direction. Thus, one may yank a small book off a table or shelf, a mug off a table, or even pull a single nail out of a board. This cantrip may be used on WILLING targets (or domesticated animal) to quickly yank a rotting tooth out of their mouth. Yes, it hurts like hell, but it is usually worth it to be free of such a cavity.

8. Fire Finger: (Alteration) Area of Effect: 6-inch line (one half of a foot).

This cantrip causes a 6-inch jet of flame to spring from the caster's finger causing easily combustible objects to ignite. It lasts 6 seconds. The aura of living creatures (of more than animal intelligence or more than 1 Hit Point) can ward of its effects (no damage). The cantrip is handy for starting campfires and the like, or even sterilizing daggers and needles. It is better than Spark, for example, in that it may set aflame harder to burn objects, but worse than Spark, in that it has no "within 10-foot" range and must be used up close.

9. Flavor: (Enchantment) Area of Effect: One object or 1/2 cubic foot.

This cantrip may greatly enhance the flavor of food, perhaps even making bland gruel taste like lobster bisque. Naturally, some people may still not like this flavor. The chosen flavor will reflect the caster's desires and all that eat the flavored food or drink the flavored liquid will taste what the caster intended (unless they make save vs. spell). The more radical or even obvious the change, the more likely it will be perceived as the actual food would normally taste. If this is only a slight enhancement (bland gruel to slightly better gruel or the like), no save is permitted. Moderate changes will afford the taster a normal save vs. spell, and if they succeed, the food will taste as it normally did without the enhancement. If a fantastic enhancement is used - going from a bitter poison to undetectable poison, or bland gruel to lobster bisque - one will get up to +4 to their save vs. spell to detect it (before swallowing). This spell will not affect magical things, nor will it affect wholesomeness. Spoiled food is still spoiled - and will still make one sick - and a poisoned drink is still poisoned. Of course these things may go unnoticed for a time. After the duration expires (one hour/level), the food's normal flavor returns. If consumed before that time, no notice is taken (unless it was spoiled or poisonous). This cantrip, due to the forced saving throw even for willing creatures, is not as good as other cantrips such as Spice, but that cantrip may require some measure of cooking skill so one does not over spice their food. The Flavor cantrip requires absolutely no skill along these lines.

10. Freshen: (Enchantment) Area of Effect: One object or 1/2 cubic foot.

This will bring freshness to things like beer, milk, meat, raw vegetables, and the like. It may restore freshness to drooping, cut flowers or herbs. Though it will remove the taint of SLIGHT spoilage, it is not as effective as Purify Food & Drink. The freshness will last only a single hour. If the object is consumed before then, no ill effect will come as the duration expires. If cast upon a creature normally harmed by such spells as Purify Food & Drink, they are NOT immune to this cantrip and will receive 1d4 damage if they fail a normal saving throw vs. spell.

11. Gather: (Alteration) Area of Effect: 1 square yard but no more than 1/4 cubic foot.

Numerous small items may be gathered, picked up, or stacked into neat piles. Nails, nuts, coins, papers, etc. are fine examples. One wonderful application of the cantrip may sort items if their differences are readily apparent to the caster. For example, a pile of gold and silver coins can be so separated, just as grains of salt and pepper may be. The caster must be able to readily see this however. He could not, for example, separate the fine gold dust amid the black dirt as it is too well hidden, nor would he be able to separate platinum coins and silver coins unless there was something else besides a difference in metal (i.e. one may be much bigger than the other). Each application of the cantrip will separate out one type of item (all gold coins OR all copper coins, etc., and leave the rest). In essence, if the caster could do it by hand and without special equipment if he had enough time, this cantrip will handle it in less than a minute (even water and a pan while panning for gold is considered special equipment).

12. Salt: (Evocation) Area of Effect: One object, up to 4 square yards, up to 30 gallons.

This spell actually summons salt (Sodium Chloride, NaCl) (pretty impressive really). It salts food for flavor, covers a patch of nasty weeds or an icy walkway, will help salt fish or meats, etc. It is assumed the caster can control this and bring in the desired amount of salt up to the limits, and thus may be able to preserve a barrel of fish (30 gallons or less) for example, or lightly salt his steak. The summoned salt is permanent since there is no duration on this cantrip.
 
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Woman of Faith

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13. Smoke Puff: (Evocation) Area of Effect: 1-foot diameter cloud.

This creates a cloud of colored smoke (caster chooses the color of blue, gray, yellow, red, orange, white, blank, pink, purple, or green) to appear within 10 feet of the caster, and it will behave as smoke would (ascending and dissipating, usually, or flowing with the prevailing air currents).

14. Spark: (Alteration) Area of Effect: a tiny area, fist sized.

This cantrip excites and agitates one small, nonliving, easily flammable substance to kindling temperature. Thin, dry wood, parchment or paper, candle wicks, torches, oil slicks, lanterns, and the like may be so ignited and set aflame. The object must be within 10 feet of the caster and not held at all unless held by a willing target. If no gaseous oxygen is in the area to support the flame, the cantrip will have no effect other than an instantaneous spark of light.

15. Stitch: (Alteration) Area of Effect: Special

This will produce similar results to the work of a seamstress for about 20 yards of cloth or 2 yards of leather. The sewn seam is no stronger or weaker than a normal hand sewn seam. It may be used to repair old work or create new work. If cast immediately, it may save the trouble of casting it nine successive times later on.

16. Sweeten: (Evocation) Area of Effect: One object, up to 1 gallon.

Similar to the Spice cantrip, except the summoned material is a sweetener such as sugar, honey, or even syrup. Up to one gallon of material may be sweetened (it does not summon a gallon of syrup, for example, but may sweeten a gallon of liquid). The sweetener so summoned has no duration.

17. Tanning: (Alteration) Area of Effect: One pelt of size M

This cantrip will help remove blood and bits of flesh from the hide or fur of a recently skinned animal, and further treat the surface with tannic acid to cure it and prevent rotting. The pelt of one medium or man sized creature may be so treated. Two or more applications will be required for larger pelts.

18. Tie: (Alteration) Area of Effect: One object

This will cause thread, string, cord, rope, or even cable to make a knot around a similar object or a fixed object within range (10 feet). The knot will be a square knot, half hitch, running bowline, or whatever sort of knots the mage could tie by hand if he could easily reach the object. If they have no knowledge of knots, a granny knot will be tied. Thus, this cantrip is primarily to tie hard to reach things together, though they must still be within 10 feet of the caster. Boot laces may be so tied, but if some unwilling target is wearing those boots, they will get a saving throw at +4.

19. Untangle: (Alteration) Area of Effect: One object, up to one cubic yard.

Similar to Tie, this works on finer material like thread, hair, small grasses, causing them to become untwisted and free of tangles. It may be used to good effect on wind blown hair and will leave such hair free of tangles and looking rather well brushed or combed.

20. Warm: (Evocation) Area of Effect: 1 cubic foot

Nonliving, non-magical liquid or solid materials may become up to 40 degrees F higher in temperature (not to be higher than 212 degrees F, so you may not boil water, (at one atmospheric pressure, anyway)). The duration is instantaneous and then nature reigns. i.e. the target will warm up or cool down as normal from that point due to ambient temperature and conditions. Thus, a cold liquid (cold tea or coffee, for example) may be warmed to a higher temperature. Even a bath may be warmed, though 1 cubic foot only, and then its heat will spread out according to normal laws of physics. This cantrip could easily turn one cubic foot of snow or ice into water (assuming such material was at least -8 degrees F or warmer to begin with in order to reach its minimum melting temperature).

21. Wash: (Abjuration) Area of Effect: 1 set of clothing.

This cantrip will remove odors and stains from one garment or a series of small garments (enough for one person's outfit and under cloths). Particularly dirty or smelling garments (such as sweat and blood soaked leather padding in armor) may take up to 4 applications to totally remove the odors and stains. Naturally, the garments cannot be worn at the time of washing.

22. Wrap: (Alteration) Area of Effect: 1 cubic yard/lvl

A strong sturdy wrapping comes forth and wraps around small targets - a bit of herbs, a heap of coins, a bundle of cloth. The wrap is of excellent quality and may even be waterproof. The wrap may be opaque, translucent, or clear (caster's choice). A living creature may not be so wrapped. The wrappings are easily opened by hand (they may NOT be "willed" open by the caster just by thinking about it). The wrapping material is permanent (i.e. will not wink out at duration's end), but such material may selectively be biodegradable, though it may take a decade or two to fully degrade, or be more durable, taking centuries to degrade. If the caster wishes, old wrapping material may be used again (it is essentially automatically cleaned) or, they may use the cantrip to deliberately dissipate the wrapping material. This is not simply a matter of will, but one of using a cantrip. Finally, it should be noted this cantrip wouldn't vacuum seal an object. However, one may further employ Vacuum (the opposite of Breath ) to create such a vacuum, and the wrap is strong enough to maintain this vacuum.

REVERSE CANTRIPS

23. Dusty: (Evocation) Area of Effect: 10' Radius or 300 square feet.

This will cause a fine layer of dust and grit to settle, or a residue of grime to build up in the area of effect if such debris is handy. If the spell must summon the material, only 1/4 to 1/2 the area of effect will be so dirtied.

24. Knot: (Alteration) Area of Effect: One object.

Similar to Tie, this will simply make the knot a tangled mess and difficult to untie (taking 2d4 rounds). This will not affect taut items (like a bowstring) or magic items. The knot will, however, not accidentally slip apart for at least 8 rounds, so one might climb down a rope knotted to a post if quickly done.

25. Ravel: (Alteration) Area of Effect: Special

If a non-magical garment or object has a lose thread, this cantrip will unravel it and cause it to come apart. Compare Stitch.

26. Spill: (Alteration) Area of Effect: Up to one gallon container.

Simply knocks the container over.

27. Tangle: (Alteration) Area of Effect: One object, up to one cubic yard

Similar to Tie, this works on finer material like thread, hair, small grasses, etc., causing them to become twisted and entangled. It will take 3d4 rounds to untangle such a mess unless one doesn't care if they damage the material.

28. Untie: (Alteration) Area of Effect: One object.

Simply the reverse of Tie.
 
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