[hider=Jangar, Khan of Bomba] Name: Jangar Title(s): Khan of Bomba Class: Lancer Gender: Male Attribute: Earth Era: Age of Man Alignment: True Neutral Personality: Jangar’s wish for the Grail is to recreate the kingdom of Bomba and once again become it’s Khan and protector. Appearance: Spear not to scale [img]https://i-h2.pinimg.com/564x/b3/ee/ac/b3eeacd03c6333b6cdb16d94f818d16a.jpg[/img] Bio: The circumstances on Jangar’s birth are somewhat unusual. His father was Ujung Aldar Khan of Bomba, his mother was a woman from another tribe; the two had tried for a child for two years unsuccessfully, they tried various medicines and cures but nothing worked and eventually sought the advice of a herdsman who had 19 children. They called the herdsman in and he explained his secret: when the horses began to rut, he and his wife would watch them mate, then go mate themselves. Promising to reward the herder if the trick worked, Ujung Aldar Khan agreed to try it. The couple secretly stole out to the steppe and hid behind a large rock so that they could watch a stallion and mare mate. Afterwards, they returned to their palace and tried for a child. The trick worked, and several months later it became apparent that Urmaa was pregnant. Ujung Aldar Khan sent the herdsman 100 cows as a reward. Urmaa was pregnant for 10 months, but could not give birth. When she finally did give birth, it was to a strange red mass. Ujung Aldar ordered a servant to throw it out, but then a voice cried from within, "I'm suffocating! Let me out of here!" They tried to cut the red mass open with a sword, but the sword merely chipped. Master Choirom came and recommended that they use Sword given by the Jade Emperor, and with this sword they were able to cut the red mass and free the large baby boy within. The baby's skin had auspicious markings: a red mole and a birthmark on his butt. The child was strong and kicked his leather swaddling cloths to pieces, making Urmaa afraid that her son was ill-fated to cause destruction. She begged Ujung Aldar to let the child die, but he appreciated his son's strength and refused. The tribe celebrated the baby's birth together. Ujung Aldar became so preoccupied with his new son that he began to neglect the affairs of the tribe, particularly the defenses. A Manggus, or devil, called Goljing had long been an enemy of Bomba. Seeing Ujung Aldar's weakness, he attacked with 10,000 warriors on black horses and easily captured Bomba. Ujung Aldar Khan and his wife and son were besieged in their palace. Seeking to save his son's life, Ujung Aldar put a piece of white jade in his son's mouth, placed him on the horse Aranjagaan, and sent his servant Menhbayar to take the child to safety. He also gave the servant the Aram spear, a weapon that had been passed down for generations. Then Ujang Aldar fought the invaders until he and his wife were cut down. The servant took the child to Big Black Mountain and hid him in a cave, then walked back to the palace to see what had happened. Discovering everything destroyed and the Khan dead, he decided to take his revenge by attacking some of the invaders as they sat around a fire. He killed one of them, but was soon killed himself. In the mountain cave, the boy sucked the white jade to keep himself from growing hungry or thirsty for a few days. But eventually he began to cry. A man named Mengen Xigxirge was hunting nearby, and he noticed the horse Aranjagaan grazing. Wanting to see what the horse was doing there, he went closer, and heard the baby crying. He followed the noise and discovered the cave. At first Mengen Xigxirge wanted to adopt the boy, so he decided to give him the name "Jangar." The boy immediately agreed that this should be his name and declared that he would become master of the world. This frightened Mengen Xigxirge, who was worried that Jangar might dispossess his own son, Hongor. So he decided to leave Jangar there with some food and water and left. Jangar went outside and roared, and all the animals living nearby came to see what the noise was. He befriended them and they fed him and taught him their skills. She-wolves suckled him, and deer brought him fruit. He learned to roar from a tiger, to hunt from an eagle, and to run from an antelope. Jangar lived in the wild for two years, soon attaining the age of three. One day an old man appeared while Jangar was sitting under a tree. The man told him about what had happened to his parents and trained him in martial arts and magic. But no sooner had Jangar learned these things than he woke up—it was morning, and it had all been a dream. Nonetheless, he felt strong, and discovered that he could uproot a tree and smash a camel-sized rock with it. He mounted Aranjagaan and went home to kill Goljing. Three-year-old Jangar fought his way to Goljing's palace, destroying three strongholds on the way, and thrust his spear into the Manggus' chest, killing him. Then Jangar climbed up on the roof of the palace and called back all the people who had fled after the invasion. He became Khan and Bomba flourished again. Meanwhile, another ruler named Shar Durdeng began raiding the outskirts of Bomba for livestock, women and children. Jangar was upset, and the three-year-old Khan took up his spear and rode alone to face his new enemy. To reach Shar Durdeng's palace, Jangar had to fight for seven months and 19 days. He overthrew four strongholds, and finally reached the crystal palace by the sea where his enemy dwelt. He snuck inside and found everyone drunk. Taking hold of the intoxicated Shar Durdeng, Jangar threw him off his throne, and proceeded to break ribs and spinal bones until Shar Durdeng agreed to leave Bomba in peace and pay taxes and tribute. By the age of five, Jangar had defeated five Mangguses and quintupled the size of the Bomba's territory. Parameters: Strength: B+ Endurance: B Agility: B Mana: D Luck: E Class Skills: Magic Resistance – C Cancel spells with a chant below two verses. Cannot defend against magecraft on the level of High-Thaumaturgy and Greater Rituals. Despite being versed in shamanism, Jangar does not have much experience fighting against magically inclined opponents and as such has negligible resistance against such attacks. Personal Skills: Animal Dialogue – C While in hiding on Big Black Mountain after the destruction of Bomba at the hands of the Manggus Goljing, Jangar befriended many of the animals living nearby and was taught their skills; She-wolves suckled him, and deer brought him fruit. He learned to roar from a tiger, to hunt from an eagle, and to run from an antelope. Jangar lived in the wild for two years and during this time learned to communicate with animals of all kinds. Shamanism – D One day an old man appeared while the young Jangar was sitting under a tree. The man told him about what had happened to his parents and trained him in martial arts and the shamanistic magic of his homeland. Jangar is proficient with common shamanistic skills just as communication with spirits, healing sickness caused by malevolent spirits and the usage of spirits as guides or messengers. He can also perform simple divination rites such as dream interpretation. Natural Body – A As a baby Jangar was able to kick apart his leather swaddling clothes and possessed the ability to speak from the moment he was born. By the age of three he had defeated the monster who had killed his father and reclaimed his kingdom. By five he had killed four more similar monsters and quadrupled the size of the Bomba’s territory. Grants a plus modifier to his STR. Furthermore, even without training, he's still beyond brawny. No matter how many calories he ingests, his body shape will not change. Noble Phantasm: Name: Aram Spear Title: The Spear that protects Bomba Rank: B NP Type: Anti-Unit (Self) Range: 1-20 Maximum Number of Targets: 1 Description: A weapon passed down the line of Khan’s for generations; carried by Jangar’s father, his grandfather and those before them, the spear carries the aspirations and desires of Jangar’s ancestors to found and create a place where no suffering or pain exists. The nation of Bomba was that place, founded by Jangar’s grandfather, destroyed by his father’s negligence and resurrected and protected by Jangar throughout his life; it is a place where there are no orphans or widows, where no one grows old and is remembered today both as a golden age and as a land of the future the people of Mongolia continue to aspire towards. As the Khan and protector of Bomba, Jangar wielded the Aram Spear in its defence many times and against many foes, as did his ancestors before him and his descendants after him. The Aram Spear has been a constant throughout the entirety of the kingdom’s history, no matter who the current Khan is or what befalls them; it is the symbol of the Khan and the defender of Bomba. Bomba will continue to exist as long as this spear and its defender exist to protect it. This long history has given rise to the Aram Spear as a conceptual weapon which sublimates its myth into an ability that protects the wielder from death; Bomba will exist as long as the wielder of this spear lives, and the wielder of this spear will live as long as he holds this spear. This effect fortifies the user against death itself making even great wounds a negligible factor. Healing abilities will also have their efficiency drastically raised. It is particularly useful against status effects, and grants resistance alongside advantageous checks to resist or clear them each turn. By activating the true name of this spear Jangar is able to establish a territory that will be designated as the new Bomba wherever he is standing in a radius around him. This removes the Aram Spears protections as a conceptual weapon and instead brings that protection across a wider area; any citizen of Bomba, which in this case includes the Khan and anyone the Khan considers a citizen, will be protected while standing within the borders of Bomba established by this effect. This protection acts as the passive ability of the Noble Phantasm albeit at reduced power. Even without taking its powers into account it is a monstrous weapon; twelve feet in length, as wide around the haft as a small tree and with a weight to match, the Aram Spear requires superhuman strength to even lift, let alone wield effectively, and crushes those it is used against as much as it pierces them. Name: White Jade Title: Stone of Purification and Healing Rank: C NP Type: Anti-Unit (Self) Range: N/A Maximum Number of Targets: 1 Description: When the Manggus Goljing attacked Bomba, Jangar’s father Ujung Aldar Khan sought to save his son’s life by sending him away. He placed a piece of white jade in his son’s mouth, placed him on the red steed Aranjagaan and sent him away with his servant Menhbayar to take the child to safety. He also gave the servant the Aram spear, a weapon that had been passed down for generations. Then Ujang Aldar fought the invaders until he and his wife were cut down. The servant took Jangar to Big Black Mountain and hid him in a cave before returning to Bomba to find out what had happened. The jade sustained Jangar for several days, keeping him from feeling hunger or thirst. Years later, when Jangar was fighting the archer Altan Gheej and was struck by his arrow, Jangar placed the same piece of white jade in his mouth to stave off the poison it carried. The White Jade is an item given to Jangar by his father as a child to keep him safe. It is abundant in healing and purifying energy and was used by Jangar several times during his life to keep himself alive or to fight off harmful effects, whether that is poison or even starvation. When this Noble Phantasm in placed in the owners mouth it boosts their natural healing abilities, allowing them to recover from wounds faster than they would otherwise, and grants extra resistance against the effects of poison or other harmful substances. [/hider] [hider=Cleo Forsberg] Name: Cleo Forsberg Title(s): Weaver of Fate Appearance: [img]https://i-h2.pinimg.com/564x/e2/b0/91/e2b091c5f407bf7fac27641a186cc534.jpg[/img] Gender: Female Age: 25 Alignment: Lawful Neutral Rank: Cause Objective for the Grail: To use the power of Paris and the Grail to become strong enough to guide fate. Command Seal: Three crossed staves Personality: A quiet and taciturn individual, Cleo often comes across as cold during personal interactions due to the fact that she treats most people she meets with a kind of indifference. The Forsberg heir always seems like she is preoccupied with something else, like there is somewhere else she would rather be or rather be doing, like her mind is elsewhere; a side effect of having the ability to see the future, having knowledge of things yet to come to pass and feeling an obligation to make sure they play out as intended. There are times when Cleo’s gaze sharpens however, moments where she seems laser focused on what is happening around her; she becomes serious and takes on a more forceful and commanding personality while her actions become urgent. This usually happens when she is at a crossroads of events, a place and time where things are happening that have the chance to decide the course of things to come. Bio: The Forsberg’s are an old family from Scandinavia which can trace their lineage back to the days when Vikings still ruled that part of the world with members hailing from Most of Northern Europe and now based in Sweden. They have a long standing reputation among practitioners of magecraft of Nordic origin for being some of the premier experts in Seidr, a style of magecraft that is less common or even tolerated compared to the more well-known runic style. They are known to the Association but are not a part of it or even on particularly good terms with them; the Forsberg’s proficiency with and occasional usage of curses to meet there goals mean that the Association has a somewhat low opinion of them. Seidr magecraft seeks communion with the spirits and, in the past, the gods themselves. The Forsberg’s use it to view the course of fate, viewing multiple intertwining futures, before holding council between their higher ranking members to determine what to do with this information; whether it would be beneficial or prudent to intervene, or leave events to play out as they will. If they decide the latter then a member, often the heir or even the current head in some situation, will be selected to take care of such things. Such interventions are usually only made in scenarios that directly affect the family or local matters, as fate is not something to be idly toyed with even if you have the power to do so. Over time the declining state of magecraft in the world has caused the Forsberg’s ability to change fate to wane even as continuing improvements to their crest have increased their proficiency to view the future. When news of the upcoming Holy Grail War reached them, it was decided that the current Heiress would be sent to Paris to participate, and that if she won then Cleo was to use the Grail’s wish and the staging ground of Paris to once again give their family the ability to weave the threads of fate. --- Magic Circuit Switch: The sensation of falling Number of Magic Circuits: C Quality of Magic Circuits: B --- Elemental Affinity: Water and Earth Origin: Fate Magecraft: General Magecraft – Although not a student of the Clocktower she knows the basics of general magecraft as taught to her by her family and buried in her crest. Seidr Magecraft – The core of her family’s magecraft, built up over centuries and passed down through their crest. A form of Norse shamanism and divination used to discern and even guide the course of fate, working within its structure to bring about change. Seidr is mostly focused on forging connections with spirits in order to carry out a variety of tasks such as viewing the future and creating blessings or curses. With experience practitioners of Seidr can use various rituals to enter an ecstatic trance and interact with the world of spirits in a more direct manner to produce greater effects; however this leaves the user completely defenceless. • Divination and clairvoyance – See the future, see the present. Search for answers and find what you are looking for both inside the mind of others and in the physical world. • Blessing – Heal the sick and bring good luck. • Cursing and Hexing – Induce illness, bring bad luck, injure, maim and even kill. Shamanism – As Seidr magecraft primarily deals with spirits, as well as the rituals and divinations that are their specialty, the Forsbergs are also skilled at more general shamanistic practices such as contracting, binding, modifying, and processing spirits. Crest: Her families crest can be traced all the way back to the days of the Viking kings, i.e. over 900 years. Weapon: Ceremonial Distaff – A distaff is a tool used for spinning fibres, a short staff around which fibres are wrapped to keep them separate, which also has a connection to Seidr magic and its usage in “spinning” the threads of fate. The distaff Cleo has in a mystic code passed down in her family for generations, even centuries, which has the effect of easing her passage into the world of spirits and strengthening her connection with it, thereby allowing her to enter a trance quicker as well as making the effects of her magecraft stronger. It is a three feet long staff made of wood with a rounded knob at the tip; it is decorated in brass and the wood shows signs of once having been painted, but any colour it once had has faded with time. Necklace of Protection – A charm necklace holding a number of pendants each carved with a different rune, the combined effects of which grant Cleo protection from bewitchment and curses of rank D or lower. Exceptional Benefit: Finality [/hider]