Name: Auger Windspeare (Nicknames: “Augie” or “Ogre”)
Age: 35
Bloodline: 100% Oro
Appearance: 9ft tall and weighing 300 pounds, Auger has dark brown and green scales on his wings and skin that grow lighter the further from his hands, feet and wings they are. He wears ragged clothing for an Oro, a short beard and has unkempt shoulder length hair tied into a messy ponytail.
Physique: Broad shoulders and big boned, Auger tries to make himself seem smaller by hunching over. He often walks with a large, stone shepherds crook that doubles as a weapon if rock/blunt weapon if necessary.
Pet: Tiberius “Tibby” Windspeare, a normal goat that mainly eats and produces milk with no other abilities. She’s comically small next to Auger and has a simple collar with a simple rope tied to it.
Faction: Taxis affiliation
Job: Mender who works as a low-salary potion maker and gopher.
History:
Born to a simple village on the outskirts of Gaia’s territory, the Windspeare family name is synonymous with simplistic living and ideals. The village Auger was born in is mainly suited to providing food and resources from their grazing animals to larger settlements.
While Auger was raised to tend the goats, he was surprisingly smarter than his siblings and less inclined to physical prowess. He tried to study as much about the mystical arts as he could, even going so far as to attempt to open his own apothecaries shop to pay the bills. Unfortunately, he found he had no sense for business and was soon run out of town by the debts that he owed. His family, who had treated Auger like a black sheep after he refused to help with the family’s flock, helped ease the debt with a deal that Auger leave and only come back if he was willing to completely give up on his research or had the money to pay back his debt with interest.
After leaving the village, he wandered for sometime until he was tricked into a job working for merchants, mixing herbs to make simple (and often dubiously ineffective) potions for profit. Due to his size, he is often forced to do the manual labor and is treated like a lumbering giant instead of the intellectual he views himself as. He used the spare funds to further study the mystical arts and focused his pursuits on researching potions that would change the world and integrate his research into the foundation of magical studies.
His research is mainly focused on understanding the relation between a magic user’s personality and their ability within different fields of magic. He hopes to understand the link between emotional states of mind and magical proficiency and improve this with herbs and potions to bring forth a new age of mystical studies.
Max Wounds: 7
Soul: 8
Stamina: 22
Earth: 33
Wind: 30
Poison: 38
Fire: 15
Water: 15
Blunt: 26
100% Oro - Affinity
Element: Earth / Wind
Schools: Abjuration 7, Conjuration 5, Enchantment 4, Evocation 3, Transmutation 7
Weakness- Water 5/ Sinking, Striking 7/ Shatter , Plant 5/ Binding, Fire 3/ Melding , Steel 3 / Chipping , Telepathy 8/ Confusion , Insect 3/ Swarmed
Resistance- Rock 8 , Wind 8, Ice 5, Poison 4, Electric 7, Blunt 7, Divine 3, Dark 3, Chaos 3, Light 3
Abilities:
Potion Making (Transmutation) - Has extended knowledge of chemical drink crafting. Particularly in the field of Transmutation. If given the right materials they can try to make potions that.
-Remove Toxins - Reverses Poison Type effects below 50 ER. )
-Heal Wounds/Soul/Stamina - Recover up to 1 wound rapidly, up to 3 slowly. Recover up to 16 Soul/Stamina.
-Poison - Can make poison-type potions that have various effects such as below.
-Alter Mental State - Can make potions that alter basic mental functions.
-Alter Physical Abilities - Can increase or decrease basic physical functions.
Air Control (Wind) - Can move the air around as they wish within a 15 foot radius. (Costs 5 Stamina to activate. Lasts for up to 5 minutes.)
Earth Control (Earth) - Can move small rocks and stones within sight up to a 10 foot radius. Capable of levitating them and throwing them with mind alone. Can move general earthly matter such as sand or gravel as well. (Costs 5 Stamina to activate. Lasts for up to 60 seconds.)
Spells:
Shielding (Abjuration / Earth) - Summons a medium to small-sized transparent emerald green shield made of the user's earthly essence. (Costs 5 Soul to activate. Lasts for 30 minutes. Can only have one active at a time and vanishes if the conjurer is not holding it.)
Golden Pumpkin of Spectral Conjuring: The Golden Pumpkin is a rare and enigmatic artifact, fashioned from solid gold and intricately carved with ghostly motifs. Its exterior shimmers with an eerie, ethereal glow, and it is just the size of a real pumpkin. This mystic pumpkin is said to have been created by a powerful spirit binder from a bygone era. When activated, it conjures ghosts from the spirit realm to serve its possessor.
Vampire's Knowledge - Can more easily decipher and learn Dark/Spirit/ and Necromancy Spells, Crafting, and abilities.
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