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Jackob Aar

Backstory

Jackob grew up the anxious heir to the Aar clan. Especially when his younger brother Vyth was born and was everything Jackob was meant to be but wasn't: a leader, a warrior, and deeply religious, he began to have doubts about his place in Draconia. Jackob enjoyed working on the farms, where he developed his interest in herbology, but found the slim choice of plants limiting. When trying to study he found the overwhelming focus on Draconic history and wars to be too narrow.   So Jackob left when trouble arose, and headed in search of somewhere to gain a wider understanding of the world, eventually reaching Illuven. Here he learned elvish, amongst other subjects. His focus on plants and nature eventually led to druid craft and Jackob began to study small bits of magic to help him grow his plants.   At last after several years, Jackob set out to get some hands on experience of the world he had read so much about, and to find opportunities to practice his druid craft and botany. He heard about Windyvale, a new commune in the Pinkwater forest.   One day, though, a Windyvale farmer was kidnapped by a gang of goblins. Heading out alongside neighbours Ip and Sareth, Jackob rescued the farmer from a goblin hideout but discovered something off. The leader was mutated by a purple portal and in a backroom a dead warrior held a lotus compass, a purple stone, and a rose staff. Jackob took the items, and went for the leader, closing the portal with the stone, but losing Ip to a fey curse at the same time.   Jackob and Sareth promised Ip's wife they would find a way to recover Ip and followed the lotus compass in hope of answers.   Jackob and Sareth followed the compass to Qarton, where Jackob encountered his brother, Vyth Aar, Knor Ti Knockarz, Terry Tinkle, and Larry Tinkle. From there, the Bonk Squad was formed and began their adventure into the fey.

Education and Employment

Growing up in the Aar clan, Jackob found his love of herbology working on the farms. Frustrated by the lack of scientific knowledge, he left and after travelling found himself in Illuven, where he studied in a library learning about herbology in wider detail and eventually magic, becoming a druid. He is essentially self-employed in subsistence farming.

Appearance

Jackob is tall but looks as though he is small, normally because he is stood next to his 6"9 brother Vyth Aar. He is a paleish blue colour. Despite his youth, he looks very sage, old and reserved. He slouches a lot and sort of looks like he's constantly trying to withdraw into himself.   Jackob has amber eyes set into his narrow, long face. His horns grow out of the back, an enamel brown, bending over and not particularly sharp.   Jackob tends to wear fairly plain clothes that match his own scales in colour. He is often found in his straw hat, with his satchel bag, as well as with his rose wood staff. Jackob does not wear shoes.   Jackob specializes in plants, turning into animals, potions and quarterstaffs. Jackob stumbles over words and objects but his spellcasting, herbology and alchemy would be described by himself and his companions as his strong points.

Personality

Motivation

Jackob wants to get Ip and Sareth back and remove the invasive fey species from the ecosystems of the material plane.

Savvies and Ineptitudes

Jackob knows plants, animals and spells but he is physically and socially lacking.

Likes and Dislikes

Jackob likes plants, serenity and books.   Jackob dislikes loud things, his brother (but he loves him really) and restrictions.

Virtues and personality perks

Practicality, logic, peacefulness.

Vices and personality flaws

Anti-social, clumsy, sometimes condescending.

Personality quirks

Jackob cannot shut up about plants. Jackob enjoys sarcasm, caves and being away from people.

Hygiene

Jackob washes, when he feels like it. Jackob does not like being dirty, but sees no purpose in being actively clean.  

Social

Jackob Aar, of the Aar clan, botanist, scholar and druid, was born in the Aar clan in Draconia. He then moved to Illuven for a while to study before moving to Windyvale, in the middle of the Pinkwater forest. Jackob is not one for money, so gives it away quite readily but will still pick it up.   Jackob is not a small talk person. He does attempt to show kindness and a welcoming attitude to people, but remains fairly quiet, even amongst people who he is very close with. Jackob is used to plants: quiet; stationary; requiring regular but minimal care- it takes him time to realise that this approach does not work with most living things. Jackob generally speaks quite slowly and in a calm manner, if at all.  

Religious views

Jackob has never given much time to religion. By his upbringing he believes in the goodness of Bahammut and the dark forces of Tiammat, but this has practically no impact on the way he lives his life.

Family Ties

  • Vyth Aar - Brother
  • Daddy Aar - Father
  • Mummy Aar - Mother
  • The Aar clan are a form of family to its members and Jackob does feel loyalty towards it.

Other Ties

Jackob Aar

Age: 27   Date of Birth: 10th Wintersebb, 658VD   Race: Dragonborn (Blue)   Gender: Male   Sexuality: Plants   Eyes: Amber   Scales: Blue   Height: 6"2   Weight: 112kg   Known languages: Common, Draconic, Elvish
Children

Accomplishments and Achievements

 
  • Sailormooning up and moonbeaming the hell out of anything that moves
  • Research into the fey
  • potion brewing and being Master Griz's favourite
  • sneaking around as a beetle
  • Closing one of Siara's gates
  • Studied in Illuven

Failures and Embarrassments

  • Never rolling a high initiative when it matters
  • So bad with a shortbow that he gave it away
  • Not getting into the Mage's guild of Viseria 
  • Not being able to protect Ip or Sareth
  • Not able to help or save Draconia

Quotes & Catchphrases

"I cast shillelagh"     "She's not my girlfriend"     "I'm good with plants not bones"     "Bahammut, is that you?... I know we don't talk much..."     *bear noises*

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Character Portrait image: by Gioia Varago

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