Race: Human
Gender: Male
Nation: The Republic of Garrom
Class: Black Mage
Weapon Type: Mage's Staff (Staves)
Age: 18
Zodiac: Leo (jul 23 – aug 22) - Key Traits: Proud, romantic, charismatic, ambitious, self-assured, idealistic, cruel, conceited, childish.
Blood Type: Type O - Key Traits: Ambitious, robust, self-confident, vain, insensitive, ruthless, arrogant.
Level: 4
EXP:
Attributes
HP: 92
MP: 78
P.ATK: 16 P.DEF: 13
M.ATK: 36 M.DEF: 20
Strength: 6/15
Vitality: 7/15
Agility: 6/20
Speed: 7/20
Magic: 10/25
Spirit: 7/25
Level 1
Intuitive Magic
Though his primary powers are offensive, the Black Mage can use his command of the elements in more subtle ways.
Level 1
Fire – 7 MP
A burning sphere of fire rushes towards the target, exploding on impact. Fire inflicts (1.5 x M.ATK) Fire Elemental damage.
Level 3
Sleep – 5 MP
Clouds of light mist play around the target as the apparition of a moon appears overhead to shower soft starlight upon it. The target will sleep for 6 post unless hit at any time. If GM rolls a odd, It is resisted.
Level 5
Thunder – 7 MP
A brilliant bolt of lightning tears down from the sky, striking the target with barely-contained energy. Thunder inflicts (1.5 x M.ATK) Lightning Elemental damage.
Level 7
Poison – 9 MP
A frothing cloud of sickly violet bubbles swarms over the target with suffocating force. Poison inflicts (2 x M.ATK) Bio Elemental damage; in addition if GM rolls a 1-2, it is infected with condition of poision dealing 2x M.ATK over 5 post.
Level 9
Dark – 18 MP
A sphere of utter blackness launches at the target, dissipating into a dark mist as it strikes. Dark inflicts (3 x M.ATK) Shadow Elemental damage.
Level 11
Element Spikes – 16 MP
The target is surrounded by a shimmering barrier of elemental energy capable of solidifying into cruel spikes at the touch of a weapon. Element Spikes inflicts the Status Condition Element Spikes.declare which element the Spikes will be tied to – Fire, Ice or Lightning – when casting this Spell. It will deal 1x caster's M.DEF as damage once struck by a melee hit for 5 post.
Level 13
Water – 18 MP
Water begins to filter out of the air, forming a solid ball around the target that lifts it off the ground before bursting in a shower of liquid. Water inflicts (3 x MAG) Water Elemental damage.
Level 15
Rasp – 15 MP
Inexorably drawn by the lure of magical power, translucent spheres of violet energy spiral in towards the target, sapping all mana out of the surrounding area before rushing away. Rasp reduces the target’s current MP by (8 x MAG)
Level 17
Fira – 22 MP
A furious explosion tears through the air as a column of incandescent fire erupts under the target. Fira inflicts (4.5 x M.ATK) Fire Elemental damage.
Level 19
Thundara – 22 MP
Electric-blue thunderbolts crash into the ground, creating a deadly array of ball lightning to encircle all targets. Thundara inflicts (4.5 x M.ATK) Lightning Elemental damage.
Level 21
Fear – 30 MP
A sinister, screaming visage wavers into life above the target, letting loose a bone-chilling howl before fading away. If GM rolls a even when this spell is used. The target will be afraid for one post not letting him use any actions. Does not work on bosses.
Level 23
Zombie – 30 MP
The target disappears, swallowed by a wave of miasmic green smoke seeking to steal away its life force, If the target looks as though it survived he/she is now a zombie.. If he or she is a target of cure for example she'll take that much damage instead of being healed. This can be cured by Esuna. If gm rolls a 1 it will basically kill the target. does not work with bosses.
Level 25
Drain – MP 34
Blood-red orbs circle the target, growing larger and more livid as they draw out the very essence of the target's life; once full, the orbs return to the caster, releasing their payload of stolen vitality on contact. Drain inflicts (6 x M.ATK) Magical damage; the caster regains a number of Hit Points equal to the amount lost by the target.
Level 27
Bio – MP 44
A frothing cloud of sickly violet bubbles swarms over the target with suffocating force. Poison inflicts (6 x M.ATK) Bio Elemental damage; in addition if GM rolls a 1-2, it is infected with condition of poision dealing 6x M.ATK over 10 post.
Level 29
Osmose – MP 10
Orbs of blinding pink energy form around the target, growing larger and more luminous as they draw mana from the target; once full, the orbs return to the caster, transferring the stolen energy upon contact. The target’s current MP is reduced by (1 x M.ATK) MP; the caster regains a number of MP equal to the amount lost by the target.
Level 31
Debarrier – MP 30
A beam of dazzling blue light strikes the target, blasting away all protective magics in the blink of an eye. This ability does no damage but if the GM rolls 1-3 It cancels all Barrier-type Status Conditions except Shield currently active on the target.
Level 33
Firaga – MP 60
A colossal sphere of white-hot fire crashes onto the target, sparking a furious explosion that engulfs it in a cloud of ash and cinders. Firaga inflicts (7.5 x M.ATK) Fire Elemental damage.
Level 35
Thundaga – MP 60
A deafening peal of thunder rolls across the battlefield as lightning bolt after lightning bolt crashes to earth, trapping all targets in a sizzling sphere of electrical energy before dissipating again. Thundaga inflicts (7.5 x M.ATK) Lightning Elemental damage.
Level 37
Curse – MP 55
A sinister black circle materializes under the target, streaming multicolored lights and gases before winking shut. You can slow your targets down for casting speed.
Level 39
Stone – MP 65
Fingers of stone burst forth from the ground, snatching shut around the target in a shower of flying stones and dirt before shattering. The combatant is turned into solid stone: impervious to all damage and Status Conditions, but unable to make any Actions or Zero Actions until Stone has been cured. If necessary, the
combatant’s body can be carried by an ally until Stone wears off. Last 10 post
Level 41
Death – MP 80
A decaying, hooded figure emerges from the ground in a cloud of dark smoke, raising a massive scythe to cleave the target’s life force in twain before fading away with a blood-curdling laugh. If the gm rolls a 1 the target will die. Can not be used on bosses.
Level 43
Flare – MP 86
Globes of pure magical energy blast into the target in a relentless stream, setting off one chaotic explosion after another before rushing out again. Flare inflicts deals (9x M.ATK) Magical damage.
Level 45
Quake – MP 70
A violent tremor tears through the length of the battlefield, breaking up the ground into shuddering, crumbling fragments and yawning crevasses. Quake inflicts (8 x M.ATK) Earth Elemental damage; Floating and Flying targets are immune to its effects.
Level 47
Syphon – MP 70
Orbs of golden energy surround the target, growing larger and more brilliant as they sap at its vital and magical forces; once large enough, they return to the caster, dissolving in a shower of pale light. The target suffers (8 x M.ATK) damage, split evenly between HP and MP; the caster regains an amount of HP and
MP equal to that lost by the target. If the target has no MP, all damage defaults to the target’s HP instead.
Level 49
Pain – MP 85
Oily clouds of black and violet smoke engulf the target, obscuring it from view entirely. This can inflict Poison for (10xM.ATK), Blind and silence all over 10 post. Each status condition will be rolled seperately by the gm. All going by 1-3.
Level 51
Nuke – MP 115
Spheres of orange flame rush towards the target, engulfing it in an ever-growing explosion with the heat and fury of a newborn star. Nuke inflicts (10.5 x M.ATK) Fire Elemental damage; in addition, if the gm rolls a 1-2 It will inflict the Status Condition Heat (2). Dealing 6x M.ATK each post for two post.
Level 53
Venom – MP 100
A pool of vile ooze begins to form, steaming toxic gases as bubbles of liquid venom rise up to shower all targets. Venom inflicts (8 x M.ATK) Bio Elemental damage. If gm rolls 1-2 will grant the effect of Venom.
Level 55
Toad – MP 75
The combatant is turned into a slimy, croaking toad. While in this state, the combatant’s ARM and M. ARM are both reduced by 50%; all successful Attack Actions made by the combatant inflict 1 damage, regardless of Strength. This can be canceled by Esuna. The target can still cast spells.. This ability will not work with bosses and only last 5 post.
Level 57
Scathe – MP 175
A fiery agglomeration of rock flashes into existence above the battlefield, gathering fragments of onyx and dark energy to it before beginning its descent to earth, crackling with malevolent energy as it crashes down. Scathe inflicts (15 x M.ATK) Shadow Elemental damage.
Level 59
Doomsday – MP 175
A wall of dark smoke sweeps across the battlefield, cloaked shadows and glowing eyes visible through the oily tendrils before the dark scene fades away. Affected targets will be reduced to 0 HP, regardless of current HP, P.DEF or M. DEF values If the GM rolls 1-2. The gm will roll separately for each eligible target. Does not work on bosses.
Level 61
Meltdown – MP 150
A high-speed stream of heat and energy assails the target,
immersing it in furious, bone-searing temperatures. Meltdown inflicts
(13.5 x M.ATK) Magical damage; in addition, If a gm rolls 1-3 it will add the Status Condition
Meltdown (4). The targets P.DEF and M.DEF are reduced to 0 for 4 turns.
Level 63
Ultima - MP 250
An eerie calm falls over the battlefield as the sky grows dark, shading the combatants in blue and black. Only one sound breaks the silence; a single note, gaining in pitch as a dome of purest blue energy forms underneath the targets, growing outwards in an unstoppable, destructive rush that engulfs the area whole. As the sound reaches ear-splitting frequencies, the dome flashes out of existence, and all becomes still once more. Ultima inflicts (18 x M.ATK) Magical damage; unlike other Black Spells, Ultima is not affected by the Damage Cap and may exceed 999 damage.
ART - 19
Defaults Attribute: Spirit (SPR) Type: Learned
This Skill embodies a general appreciation and knowledge of the arts: painting, sketching, sculpture, architecture, and all techniques and practices associated with the like. A character with this Skill may create her own art, attempt to identify the works of others, or even forge an existing piece to pass off as the original.
DANCING - 13
Defaults Attribute: Agility (AGI) Type: Intuitive
A character with this skill can tell a waltz from a gavotte, and knows enough of the general etiquette and required steps to avoid mashing people’s toes in the process.
INSTRUMENT - 8
Defaults Attribute: Spirit (SPR) Type: Learned
This Skill allows a character to play, tune, and maintain an instrument, as well as giving him a repetoire of songs for any occasion. It is also used as a Weapon Skill for Instruments. (Do give the type of instrument if you choose this skill)
SINGING - 15
Default Attribute: Spirit (SPR) Type: Intuitive
While not everyone is born with the voice of an angel, careful training can make all the difference. Characters with this Skill know all about projection and range, and have at least a few melodies memorized at any given time.
COOKING - 21
Default Attribute: Magic (MAG) Type: Learned
Knowing haute cuisine may not improve one's reputation as a fearsome warrior, but when the alternative is another week's worth of dried meat, nobody's liable to complain. A character with this Skill knows how to prepare and identify all types of dishes with a successful Task Check. Often you can control this yourself but if a task check ever comes into play I'll let you know.
TRADE - 15
Default Attribute: Magic (MAG) Type: Learned
A character with this Skill knows her way around the art of buying cheap and selling dear. A successful Task Check can be used to locate merchants and shops in the immediate area, or can be used to appraise the authenticity and value of an item.
INQUIRY - 18
Default Attribute: Magic (MAG) Type: Intuitive
The location of an ancient tomb, an obscure local legend, the address of the nearest inn in town – characters with the Inquiry Skill are adept of digging up the information they need as quickly and painlessly as possible. One Task Check must be made for each piece of information the character wishes to locate; the amount of time spent searching can vary between half an hour and several days, depending on the breadth of resources available to the character. A failure simply means the character isn't able to locate the information and may continue trying, while a Botch means the information just isn't available – or that the search has ended in serious trouble. (I'll lead you through this as GM)
LANGUAGE: Common Tongue - 19
The standard Human tongue, lingua franca on most worlds. Most, if not all, adventurers will be fluent in this language to one degree or another. This Skill is given to all starting characters, regardless of Job.
LORE: Magic (Black Magic) - 23
Default Attribute: Magic (MAG) Type: Learned
Magic Lore gives the character a fundamental understanding of the principles of sorcery as well as the training to identify individual spells and enchantments. Further specialised by type: Black, White, Time, Spellblade, or Blue.
LORE: Folklore (Vidaria) - 21
Default Attribute: Magic (MAG) Type: Learned
An understanding of an area's popular mythology, ranging from ancient sagas to contemporary 'urban legends'. Further specialised by country or region.
ETIQUETTE - 16
Default Attribute: Spirit (SPR) Type: Intuitive
This Skill gives a character the ability to act and speak diplomatically regardless of the circumstances, observing and respecting the sensibilities of others. A successful Task Check allows a character to discern the most appropriate code of conduct in a given situation, and act accordingly; a failure results in the character misinterpreting the situation, with potentially disastrous results. Botches will almost always result in a diplomatic gaffe of the first order.
LEADERSHIP - 17
Default Attribute: Spirit (SPR) Type: Intuitive
A character with this Skill knows how to coordinate large groups of people effectively, be it in engineering, business, or battle. A successful Task Check is required to carry out a given activity, such as a construction effort, battle plan, or project. Multiple Task Checks may be needed for long-term collaborations. In addition, a character can use his Leadership Skill to motivate or encourage others; this does not necessarily have to be restricted to those under the character's direct control.
ALCHEMY - 10
Default Attribute: Magic (MAG) Type: Learned
Knowledge of compounds and chemical principles allows a character with this Skill to brew up a wide variety of useful mixtures, potions and tinctures.
CUDGELS - 19
Default Attribute: Agility (AGI) Type: Intuitive
This Skill covers weapons that inflict blunt as opposed to piercing or slashing damage, including Rods and Staves.
KNIVES - 6
Default Attribute: Agility (AGI) Type: Intuitive
This Skill covers smaller bladed weapons such as Knives and Ninja Blades.
RIDING - 13
Default Attribute: Agility (AGI) Type: Intuitive
A character with this Skill knows the basics of staying on and controlling a mount like a Chocobo. One Task Check is required to mount up and begin riding; depending on the conditions, additional Task Checks may need to be made during the course of the ride.
SURVIVAL - 14
Default Attribute: Magic (MAG) Type: Intuitive
A character with this Skill is able to locate drinking water, forage food and avoid natural hazards that could easily take the life of an inexperience traveller. One successful Survival Task Check is required for each day a character attempts to sustain herself in the wilderness; if the character is foraging for others, additional Task Checks may be needed. Survival can also be used to weather natural hazards. (As a GM – I will keep you informed of course)
SWIMMING - 13
Default Attribute: Vitality (VIT) Type: Intuitive
A character with this Skill has the training to float, swim, and dive in water and other liquids. Normal swimming requires a successful Task Check to stay afloat and get to a destination, while more Task Checks may be required for long or difficult stretches of swimming. Failed Swimming rolls leave the character in danger of drowning – he must make another Task Check with additional modifiers to pull himself back up. If he fails the second Test, outside intervention may be necessary. Botches always have disasterous consequences. Diving requires a Task Check if a character is attempting to reach a particular location underwater, if he remains submerged for longer periods of time, and if he attempts to take an action underwater.
You may have all 3 but it will require some discussing upon the matter and these I will definitely have control over so no one has too much power in their background. Know these are some of the traits that required to be in your history too.
Ally
Effect: The character has an ally – a partner, a mentor, a loyal servant, or simply a good friend – they can lean on in times of trouble. Specify who the ally is and what their relationship is based on when choosing this Trait.
For an ally, Jaspon fell under a mentor who's known as Mototo-Koroko, A tarutaru black mage who taught him personally, and took him under his wing as a pupil. He resides in Vidaria's tree or better known as the mage college, Studying and teaching others. He still holds Jaspon as his pupil and will assist him in all he can.
Nemesis
Effect: Overzealous stalkers, hard-headed military men with a grudge, purple octopi with attitude – whatever their identity, the character’s Nemesis just keeps popping up to cause trouble. Decide who the nemesis is – and why they are after the character – when choosing this Trait.
Jaspon had a good friend, a very good friend, when he was a student in the mage college. As the two studied together he always noticed him with a slight dark intention. This friend, now nemesis, was named Mauvalent Valtorie, a male elvaan black mage. As days passed he noticed his desire for power growing which was one thing a mage should never wish for and although Jaspon tried to stop him, after one final night he left the mage college in hopes of finding this power. He will no doubt someday see this fellow again, and perhaps he will be more powerful then Jaspon remembers...
Obligation
Effect: The character has to split her world-saving activities with another obligation – a sickly sister, the security of a small village, personal favors owed to a monarch. Decide the nature of the character’s obligation when choosing this Trait. This could go away depending on character/story progression. If you reach a point to where your character just wont move for whatever reason then tell yourself its time to make a new character...
Now he feels obligated to find his old friend and stop him in his tracks, wherever he may be, but at the same time, his mentor desires him to wonder the world and explore life as Jaspon improves on his magic.
Charismatic
Effect: Whether it’s through good looks, riveting oratory, or blind animal magnetism – a Charismatic character has the uncanny ability to wrap people around her little finger in no time flat.
Eidetic Memory
The character is blessed with an unusually sharp memory, being able to recall almost anything read, seen or heard during the course of their life – even minute details are retained precisely and completely.
Divination (Black Mage Or White Mage Only)
Effect: The character can foresee tiny fragments of the future or inklings of a destiny yet to come. How the character derives this knowledge varies from person to person; some may use Tarot cards or palmistry, others swear by smoke and tea leaves, and others still see the future through natural talents alone.
Malady
Effect: The character has a minor ailment – shooting cramps, sleeping sickness, or generally poor health – that tends to incapacitate them at inopportune moments. This trait may go away later.
Jaspon suffers from a sleeping disorder, this being that he has frequent nightmares and sleepwalks - often into dangerous situations. Due to his sleep being interrupted with nightmares he usually has a somewhat sleepy expression on his face, sometimes worse or better than the normal face. Along with his expression, it can be a little difficult to stay focussed on casting his spell when he is tired causing it to terminate before he finishes.
Jaspon is an adventurous 18 year old standing at the typical height for humes of 5' 10", always being quite taller for his age, and weighing around 195lbs though this is primarily due to his past habits remaining in some form within his mind and the lifestyle he lives, that being of a Black Mage. While there have always been some exercises to keep Jaspon and his fellow Black Mage students who attend the Mage's College in Vidaria healthy enough, there is little more to encourage them to be overly dedicated to honing their physical attributes such as strength. Despite this, Jaspon kept in shape and exercised when he could find the time to improve his physical skills should the situation ever call on them, whether it be in a fight or carrying books for his mentor - and friend - Mototo-Koroko, the Tarutaru black mage who taught him personally after he showed strong potential for the subject. Because of this, Jaspon has stayed slim and his muscles adequately defined under his sun kissed skin, the tan betraying his half truth of being stuck inside reading books all day long. Jaspon has brown hair, slightly darker than Arc's, that falls to just before his shoulders and calming hazel eyes, which can often contrast with his temper. He is handsome enough in his figure and face to be noticed but does not overly flaunt it, though still is very concerned about what he looks like.
(There are some differences between the picture of Arc from Final Fantasy 3 and Jaspon's appearance, particularly that he is a lot older. Also, he doesn't have the freckles. Along with the differences just mentioned, the description above is also explaining the alterations).
Equipment-wise, Jaspon's is very similar to Arc's own in the picture. However, there are a number of differences. For example, the coat that he wears is a dark green instead of light and the scarf around his neck is a darker yellow. The white fabric areas are a dull, faded white in contrast to the bright colour in Arc's picture. The final difference from Arc's picture is that Jaspon has a dull red-purple top under his jacket mostly. Jaspon also has the black mage's hat (though instead of it being straight it folds over like Vivi's) but he doesn't wear it as often as people would expect him to due to the suspicious looks and distrust some have shown him in the past because of his magic. His mage staff is a basic wooden staff with a small crystal in the top where the wood branches out and spirals around to hold it.
Being the typical Leo that he is, Jaspon Morgan has been known to be rather outspoken at the best of times, never one to let many chances go by without giving his opinion on them. Even if it is only to a friend or colleague. This aspect of his personality has landed Jaspon in much more trouble than he would have liked with both his fellow black mage, along with non-black mage, students of the Mage College and also his teachers and superiors. Along with this, his methods of getting a point across to someone can be seen by others as occasionally somewhat insensitive. Insensitive, but effective. This rather blunt, and sometimes childish, nature he shows often tends to push many away from him, whether he is meaning it or not, as he is mostly not afraid to speak his mind to people giving the most honest opinion he can (although given certain circumstances this could easily change to a degree, particularly times when good etiquette is key). He has lost potential and long standing friends thanks to his rather open opinion of them and their actions which lead many to believe he was intentionally trying to hurt their feelings, which was untrue, or that he was acting like he was greater than everyone else, despite the fact that they were doing something wrong or against the law (once he lost three at the same time due to defending a child they were bullying with magic). However, this aspect of his personality has already drawn many towards him, such as his own mentor, Mototo-Koroko. This being said, Jaspon is not harsh and blunt all of the time, nor on purpose for the most part. Not only does he have nothing to say on a topic many times, but he also is trying to change his ways a little. He loves that his personality allows him to be so open to people, but just once it would be fun to keep a friend for more than a few days. Although, Jaspon does know from experience and just plain common sense when it is best, put frankly, to shut up.
While many consider Leos to be natural born leader's, Jaspon doesn't always agree. Quite often he has seen himself as more of a teacher than a leader, someone to guide people to their full potential. However, he has many of the qualities within him that a leader would so his theory is a little untrue. Though, while he has the qualities of a leader, he doesn't often step up for the job, usually leaving it to others until his services are required. If something were not going the way it should or taking too long then he would willingly participate to help increase the workflow or keep it running smoothly. It's same with arguments and fights: if it does not seem fair on one side or if the fight is just going too far he will step in and try to quell the violent actions through magic or words. Along with these roles he takes upon himself, Jaspon is typically left with the bulk of the research and information gathering due to his many years having to search endless amounts of books and scrolls for the right ingredients or spells for the situation (giving him plenty practise in fast reading), and along with this skill he has a rather quick mind for connections and recalling knowledge (with the rare exception where the word or piece of information completely eludes him). It also help the sarcastic remarks he is very fond of using.
There are a few things that people, friends or not, also criticise about Jaspon's personality, and these are that while he is a strong black mage who is rather gifted in the art, he can sometimes have a little too much confidence in his own abilities. Jaspon is a rather confident man who is reasonably good looking and a strong mage, but his self-confidence reaches the point where most would consider it arrogant or even a little vain, despite how much he protests to the fact, on occasion, and is often a little too proud. However, there are many more positive traits within him to balance this out such as that he is passionate, romantic, ambitious and idealistic.
While some would consider Leos to be ruthless to an extent in their approach to a problem, this is where Jonathan's personality differs slightly from the traits placed on him due to the star sign he was born under. He is no more ruthless than any other normal human being, or other race. In fact, sometimes he cares a little too much about someone's feelings. Due to him learning to depend on his family and his past, Jaspon has learned a great deal about humility and relying on others in times of need. It can take a little time to fully gain his trust with some people, but when they do gain enough of it he becomes a little too trusting and always makes excuses for those who treat him badly and such. His one greatest weakness is those he loves. Even though he can be quite open and blunt about his views, with his friends there is often a gentleness that he only shows for the ones who truly deserve it making him one of the few people that everyone comes for advice or consolidation from. Trustworthy, with a good sense of what is morally right and wrong who will give an honest opinion in a gentle manner if required and willingly be the shoulder to cry on. His friend's are definitely his weakness. Not only because he would do almost anything for his true friends (who take his personality for what it is and accept it) but also because he is a completely different person around them, becoming even more caring than he usually is for those who need it and also more defensive, ready to give his in their place.
Born in the somewhat less fashionable areas of the Republic of Garrom on the 20th of August, Jaspon Morgan's life was a little difficult to begin with in some areas. His family (a cosy group of 5 including himself, his parents, sister and grandmother) never had enough money to keep up with the latest trends and areas of fashion while everyone else managed to, but they got by. His father worked as a soldier until not long before Jaspon was born, the only reason for him stopping being an injury in the leg that left him unable to walk far without support from a walking stick. His mother was a chef in the houses of the wealthier members of their society, as her mother was before her, which brought a good enough pay into the home to keep them going but left her looking tired and somewhat ill constantly, the long hours and hard work taking all other ounce of energy from her body. While his mother was out of the house, his grandmother, affectionately nicknamed Grams, was the one who looked after Jaspon and his sister, Memora. It is from her that he learned how to both cook and mix herbs into reasonable concoctions. While his skills in cooking were, and are, rather good, his mind understanding what to do at the right moment, the same cannot be said for his alchemical skills. There was a basic understanding of how to make potions or herbal remedies and creams and lotions, but he could never get very far in the area in the past. She always had a smile on her face regardless of whether he succeeded or not, but was rather strict in her ways or teaching depending on what it was for. When it was revealed that he was wanting to go to the Mage's College in Vidaria and develop his magical abilities in the form of Black magic, his family were a little apprehensive. However, after managing to convince them that he was not going to fall into the stereotypically negative view of the black mages that some have, his parents allowed him to leave to pursue his wish.
His life in the college was at first very exciting and fun as it was all new to him, but as the years went by his love for the place gradually decreased. Due to his personality and standing in society back in Garrom, he had never had all too many friends before the Mage's college in Vidaria, a trip that his family had worked even harder for to make sure he could afford the trip which left them in a tight spot for a while, but now there was a small group of people that was ever expending, as slow as it was, of his friends and acquaintances. Although, there were few closer to him than Mauvalent Valtorie, a fellow black mage of Elvaan decent. After meeting in Jaspon's second year there, the friendship which formed was stronger than most (though there were three or four people who came after that got even closer to him than Mauvalent). They studied together, worked together, fought together. He was even considering asking his personal mentor, Mototo-Koroko, a Tarutaru black mage, if he would consider taking on another student. However, he never got around to it given that he felt his mentor did not much like Jaspon's friend. In time, Jaspon could see way. The process was slow, but noticeable if one were to pay attention as Mauvalent slowly became corrupted by the idea of power, one thing that no mage should ever let happen to themselves. He would endlessly search books and scrolls in the library of the Vidaria tree College, often cancelling plans with Jaspon to continue his research, never telling him the true intentions despite his insistence. Jaspon finally decided that enough was enough one day as the darkness corrupting his friend had almost taken over him completely. The short confrontation that the two had, which involved a black magic battle and a hell of a lot of shouting, saw Jaspon as the winner, which surprised him more than Mauvalent (who seemed to be holding back, perhaps only because deep down beneath all that evil he still felt Jaspon was his friend and that he shouldn't hurt him) who was the more experienced mage. It ended with the both ceasing the fight, no longer willing to purposelessly attempt seriously injure the other. Despite everything Mauv had done for him in the past, Jaspon couldn't handle him, or what was happening, any more and told him then and there that he was cutting all ties with his old friend. Having nothing tying him there any longer, Mauvalent left that night as Jaspon watched from his open window, in search of the power he craved more than friendship. Jaspon dreads the day he will meet his old friend again. Not long after this the night mares started. It was just a few every now and then but the times they occurred steadily increased until it reached at least twice a week where it stopped, at least as far as he knows. The constant flow of fear in his dreams usually leaves Jaspon tired from interrupted sleep causing difficulty when casting some spells as he cannot focus on the casting.
Jaspon's family while he lived with them, and after, taught him many things and still try to look after him as if he were living with them, but the college also seems like a home to him as much as Garrom. He learn to dance from his sister (which she insisted upon before he left for the college and continued it after, while his mother taught him how to trade better and find the best deals on what they needed. But the college and his new friends also helped him to both learn new skills and develop his existing ones, such as his passion for art or his love for singing and music. Due to the exercises of the college and errands he had to run for the teachers there, he learned a fair bit about riding and swimming, along with how to use a weapon - namely his staff (though his friends at the college taught him how to use a knife to a small degree). And also how to survive in the wild.
The reason behind Jaspon's arrival in Alexander is because of his mentor, Mototo-Koroko. He felt that Jaspon had trained enough in the college and learned plenty from books or the teachings, but he had no real experience of the world and how to react with magic in it. And so, Jaspon has been sent to rectify this by exploring the world and gaining a little experience in the field, starting in Alexander.