The Honourable Callum Prosser
17 |
Human |
Male |
5'8" |
144 lbs Goal: Become a knight, make a name for himself; potentially become a royal guardsman, but ideally, be able to earn his own title and fief (since he's too far down the line to hope to inherit his father's, of course).
History: Born the fifth son of
The Right Honourable Seumas Prosser, Viscount of Dinbevin, Callum's prospects for life were not looking the greatest from the outset. "One for the land, one for the war, one for the church, and pray for no more" was taken literally by his father until the last line, where he instead felt it necessary to produce a fourth for the waters and a last to be spare for all the rest. While he still enjoyed a noble's upbringing, wealth, and education, the options left open to Callum were quite limited: Apprentice under a trader and eventually take up a mercantile life helping his eldest sibling in the maintenance of the family estate, follow the next into a military occupation, follow the third and give himself over to the church, or follow the fourth into a life on a boat.
While his father's primary hope was that he would take the first—indeed, that's what he was first educated for—Callum eventually chose to follow the path of his second eldest sibling, hoping that way that he might make a name for himself and perhaps even be granted a title of his own. He spent a period of time afterwards as a page to a local knight, one of his father's retainers, who taught him much of being a knight; a little earlier than perhaps he should have, but the man was already advanced in years, and he wanted to take care of the young lord's education as much as possible. Unfortunately, during Callum's true squireage, misfortune struck and his mentor was killed by a bout of sickness.
Without any heirs, he left his belongings to Callum, including a Seed that he had once claimed after a duel with a former rival; much of the rest of the estate was converted to monetary value and passed into the hands of the Viscount, ostensibly to be held until Callum was officially knighted and came of age. Seeing a possible opportunity in the growing discontent among some of the dukes, Viscount Seumas arranged to have his youngest son's squireage and knighting fulfilled by the Corrin family, perhaps even as the squire of Sir Roland Corrin himself.
Of course, as Callum was soon to learn, even the most secure plans in his life were likely to crumble to dust at a moment's notice...
Seed: An emerald gem and three shards of it carved off in its shaping. The primary, largest stone is simply set in a bronze ring; of the remaining shards, one is roughly half the size of the primary stone and the other two are half again as large as the first shard.
The shards long to return to one another whenever parted; when set in a weapon, the smaller two shards can be called to return to the one who wears the ring, with minimal control over their orientation in flight to try and ensure the wielder doesn't possibly impale themself. The largest offers greater control, with the weapon bearing the largest shard able to be controlled telekinetically. The size also corresponds to the distance at which the effect of the shards works—the smaller pair can be recalled from the distance of a good spear throw, no more than one hundred and fifty feet; the larger stone is only effective out to twenty.
Magic:- Sparks: A stream of electricity arcs from Callum's fingers towards a target. Usually not immediately lethal, but certainly damaging, and accompanying muscles spasms can prove incapacitating for the unaware.
- Ember: Generates a small flame, that can either be thrown at opponents or used for more utilitarian purposes.
- Aegis: Creates a small, ephemeral shield that Callum can wield to protect himself from spells and physical attacks. More limited, perhaps, in size and scope than many more common shielding spells—but the more focused nature of it makes it an exceptionally energy-efficient spell to use.
- Mindblank: As a dedicated spell, Callum is able to focus his energies inward, 'raising the volume' of the constant stream of surface-level thoughts running through his mind. Against an active mental probe, this will make it exceedingly difficult to pick out anything of use amidst all the useless noise filling his brain.
- Compositional Analysis: High level; through careful focus, Callum is able to discern the material make of an item or a small group of like items. Very useful when detecting counterfeit coins, but extends beyond that single use. Best paired with traditional methods to avoid an excessive expenditure of energy trying to divine every last little detail.
Skills: Horsemanship, general weapons use, low-level mental white noise, and a keen mind for trade...despite his desire to avoid a mercantile life.
Faction: None currently; some possible ties to the Corrin Sparrows, though with the death of their leader this is minimal at best, for the time being.
City: The town held by Callum's family, Dinbevin, is situated roughly equidistantly from Odonfield, Tarin, and Nordor, on the western bank of the Shimmering Lake. Founded by a community that used to live nearer the Fey river, a mark that is still evident in the surnames of some of the more prominent families and some of the place names surrounding the area, Dinbevin and the viscounts that have controlled it have been known in the past for a moderately independent sort of mindset—not one that leads them to stake it out entirely on their own, mind, but that they have played fast and loose in the past with which of the dukes surrounding them they'll align themselves with. For the last few generations, their allegiance has been given to the Dukes of Vaili.
Assets: Dinbevin is a town whose native industry is devoted
mostly to farming and fishing, as there is little elsewise of direct economic worth; however, due to its placement, it has a thriving trade industry, with travelers and merchants from around the Fey river, Tarin, Nordor, and Odonfield all stopping through on a somewhat regular basis.