Description
It's ya boy, Trash Dragon.
I'm still learning brushes and settings in CSP, so this boy may eventually get a BG change or reference update later down the road once I know more, but fOR NOW- THIS.
For information on RP, breeding, and plotting, see this journal here! - Anomalous - RP and Breeding Season Stuff
Basic Information:
Name: Asher
Nicknames: Red, Ash, Degenerate, etc...
Gender: Drake
Breed: Anomalous Equine
Bloodline: 100% Scybilline
Age: 17 yo as of 2004
Birth Season: Summer, Year 1987 of the New Age
Eye Color: Blue (Mutated Gold - Reptile Eye)
Build: Medium
Height: 15 hh
Phenotype: Dominant Dyed Sooty Perlino Partial Tiger Dun (Solis and Flaxen Carrier)
Genotype: Ee/Aa/CrCr/nD/nTs/nSty/DyDDyD/nSol/Ff
Design Sheet: Starter Design | Red Fella
Mutations:
- Bioluminescent Scales (Automatic)
- Elongated Neck (Starter)
- Elongated Spine (Starter)
- Reptile Mouth (Starter)
- Carnivorous Digestive System
- Modified Spine - Snake
- Modified Limbs - Reptilian Forelegs
- Modified Limbs - Reptilian Hindlegs
- Magic-Based Mutations
- Acroris: Because of some miscommunication on how the magic is displayed, his Acroris based mutations will not glow gold until he reaches master level! Until then they glow a purple hue, with shades varying based on mood and health. His eyes glow while his magic is being used, leaving trails of psychic energy that are usually gold in color (but may alter depending on mood; darker hues for sadness, blinding light hues for severe stress, anger, anxiety, etc...)
- Foresight: His eyes also glow while using foresight magic - occasionally showing faint images of whatever he is witnessing (if it is a strong/vivid vision) on the surface.
- Teleportation: His eyes also glow while using this magic - but that's practically it. When especially alarmed, startled, or frightened - parts of his body may briefly "glitch" out of "existence" - but nothing more extreme than that.
- Reptile Eyes
- Reptilian Tail
- Reptilian Earholes
- Horns
- Spines
- Colored Keratin
- Wings
Salamander Rewards/Tokens Used:
- Token #1255 - Dye Design
- Token #1327 - Double Cream Scybilline (Extra Rare) (Black/Bay/Chestnut base + CrCr + 1 Additional Modifying gene (Sooty))
- Token #1371 - Chocolate Bat (+10 Strength)
- Token #1513 - Candy Corn (+10 Agility)
- Token #1601 - 20 Point Skill Boost (Magic - Foresight)
- Token #1786 - Magic-Based Mutations
- Token #1788 - 20 Point Skill Boost (Magic - Acroris)
- Token #1842 - Mutate Token (Modified Limbs - Reptilian Forelegs + Secondary Ability (Spellbound))
- Token #1976 - ‘XOXO’ Card (Magic +5)
- Token #2012 - 'Bee Mine' Card (Strength +5)
- Token #2014 - 'XOXO' Card (Magic +5)
- Token #2025 - 'Kiss Me' Card (Agility +5)
- Token #2026 - 'XOXO' Card (Magic +5)
- Token #2052 - 'Kiss Me' Card (Agility +5)
- Token #2079 - Portrayed Gene (Tiger Dun - nD/nTs)
- Token #2084 - Legendary Additional Magic (Add Tertiary Psychic Strain (Teleportation))
- Token #2107 - Basic Mutation (Reptile Eyes)
- Token #2296 - Mutate (Modified Limbs - Reptilian Hindlegs + Legendary Skill (Strength))
- Token #2120 - 20 Point Skill Boost (Magic - Teleportation)
- Token #2645 - Solis Carrier
- Token #4036 - Basic Carrier Gene (Flaxen)
- Token #4342 - 20 Point Skill Boost (Magic - Teleportation)
- Token #4780 - 40 Point Skill Boost (Magic - Acroris)
- Quest Item #996 - Eye of the Viper Guardian (Worn as Charm)
- Quest Item #997 - Dagger of the Viper Guardian (Worn as Charm)
- Quest Item #2063 - Booming Blunderbuss
- Quest Item #2247 - Swashbuckling Spurs
- Quest Item #2128 - Sea Biscuit (+3 Agility)
- Quest Item #2134 - Sea Biscuit (+3 Agility)
- Quest Item #2992 - Hunter's Pendant
- Reptilian Tail (Basic Reward)
- Reptilian Earholes (Basic Reward)
- Horns (Basic Reward)
- Spines (Basic Reward)
- Wings (Extra-Rare Reward)
- Carnivorous Digestive System (Extra-Rare Reward)
- Modified Spine (Snake) + Tertiary Ability (Ranger) (Legendary Reward - Mutate)
Herd Information:
Herd: Renegade
Herd Rank: Treasure Hunter/Dungeon Crawler - Also a Trader
Current Location: Currently wandering!
(his "family" has set up shop in Valeville as of 1997, so he heads back there every so often to unload goods and wares to sell! A stash file with their inventory will be added soon (once they have stuff to sell!) Other than that, he likes to wander about and look for adventure! I try to keep my Anomalous Plot Journal updated on his location, so check there for more info on where he is now!)
Personal Information:
Sire: Unknown Scybilline (Status Unknown)
Dam: Unknown Scybilline (Status Unknown)
Adoptive "Parents":
- Borvir (Renegade Linx Merchant - Former Omega) (Born 1976 - Alive)
- Carwen (Renegade Austerian Trader - Former Commoner (Hoofmaiden)) (Born 1974 - Alive)
- Aravi (Renegade Sarpah Pickpocket) (Born 1980 - Alive)
The "Gang" he traveled with has a few more NPC members to it, but these are the most "Notable" in his upbringing. They were the ones he was closest to, and he'd consider them to be parents, in a sense. They helped raise him/teach him important things!
Siblings/Other Family:
- Potentially some unknown full or half-siblings out there, but since he never knew his biological parents, he wouldn't know these fellas, either!
- Other members of his group of merchants he'd consider to be family, too!
Mate(s): None! He loves adventure too much to settle down right now (but he does enjoy the company of a pretty lady and/or fella from time to time). Might be looking for a more permanent partner at some point in the future tho! Some of his previous "flings" include:
Offspring:
Note - he knows that he has kids, but is not aware of how many, who they are, etc... Unless he is explicitly introduced to them, he's pretty clueless-
- Vega (Apprentice Nest-Raider) (Daughter, Out of Skrauth "The Bruiser") (alive, born Summer 2001)
- Slaine (Bait Kit) (Daughter, Out of Skrauth "The Bruiser") (alive, born Summer 2001)
- Visus (Bait Kit) (Son, Out of Skrauth "The Bruiser") (alive, born Summer 2001)
- Viatrix (Hatchling) (Daughter, Out of Natrixa) (alive, born Spring 2002)
- Brom (Hatchling) (Son, Out of Natrixa) (alive, born Spring 2002)
- Cassiopeia (Hatchling) (Daughter, Out of Natrixa) (alive, Born Spring 2002)
- Tavarius (Hatchling) (Son, Out of Natrixa) (alive, Born Summer 2002)
- Searle (Hatchling) (Son, Out of Natrixa) (alive, Born Summer 2002)
- Philotimo (Hatchling) (Son, Out of Natrixa) (alive, Born Summer 2002)
Personal Inventory:
Due to length, I had to move this massive section off to his loot stash file, so to see all his gear, click here! ( Asher's Inventory )
Once he gets enough items, he will eventually make the trip back to Valeville to "dump" them at his family's shop - where they may be traded away or bartered for! This shop will have it's own inventory stash file set up as soon as he gets stuff to give them, so stay tuned for that!
Personality:
Curious | Friendly | Sharp | Good-Humored | Self-Interested | Dishonest
Asher is a very friendly sort of guy - fairly easy to talk to (if you can get past his very odd appearance) and good humored at that. There really isn't much that can get this fella down (except maybe staying in one place for too long, or migranes). He's a great listener and loves to hear about your day - but, of course, mostly only to see if there's anything useful there he can work with. He's a thief merchant, after all - and his sharp senses and self interest dictate much of his decisions in life. Kingdoms, ranks, titles, loyalties, orders, wars, deaths, etc... - it doesn't mean much to him - not unless there's something worthwhile to be made in there. Not to say he ISN'T naturally a friendly guy - no, he really is by heart! He enjoys meeting new faces and seeing new things - it's just that the way he was raised (and part of his own curious nature), it's him and his family against the world, almost - so that always takes top priority. Granted, if he made a good friend or two, they'd probably be included in that "Family" as well - but since he hardly sticks around long enough to make good friends with anyone, it hasn't really been an issue.
History:
Asher was a very, very fortunate case. Born to two scybilline parents who quickly left him at the furthest corners of Scybilline's territory, (Most likely intending for nature to "reclaim" the unfortunate hatchling) Asher's story probably should've ended there. But, for whatever reason, it did not - and rather than becoming some larger carnivore's lunch - he was instead stumbled upon by a band of travelling "merchants". A young, oddly shaped scyb hatchling sporting a pair of wings? By all means -the traders could've easily made a good buck selling him to saraph slavers - but once again, Asher was fortunate. Rather than selling the kid or abandoning him altogether, one of the merchants, a Linx bjorn by the name of Borvir, took pity on the young kid and suggested they take him in. After all - surely having a young blood would do some good for the gang, right? The others agreed, and so the hatchling was saved, given his name, and quickly brought into the fold of things.
For the first years of his life, Asher grew up travelling place to place, learning the lands, learning the markets, and more importantly - learning the art of making deals. When it became apparent the kid had a knack for magic (whether it be his weird psychic stuff, or his affinity towards magical items) - the gang KNEW they made the right call keeping him around. At first, one of his mentors (the saraph hen, Aravi) had him try and pick up pickpocketing; which the small hatchling was fine with, at first at least. Once he began to get bigger (and a bit more well known around the markets as "the weird red scyb kid", "that thieving dragon") - it suddenly became much harder to make it as a thief; at least without getting into trouble. Instead, the gang had him learn shop-keeping and vending alongside Borvir and his Austerian associate, Carwen; learning how to manage money, how to appraise goods, how to manipulate and rip off gullible travellers, that sort of thing. With Asher's friendly demeanor and desire to make his family proud, he picked it up with relative success. For a kid who loved to be praised, he enjoyed learning this helpful skill - not really bothering to ever think about the moral implications of it (After all - he never really was taught that stealing was really all that 'immoral' to begin with. Survival of the fittest and all that, right?).
Even so, as the gang traveled back and forth between the shores of Lake Vesta and the Beryl Bay, the young drake found his heart wandering elsewhere. He loved to travel, yes- but there was so much more to the world out there besides the same several markets their little group visited. Traders from all corners of the world would pass through their markets, telling stories of their homelands- and he desperately wanted to spread his wings and see it all himself- but, of course, that just wasn't possible. Whenever it got brought up, his mentors were quick to remind him that the world was just too big and too dangerous for a young kid like him - he'd get eaten up out there! Supersized predators, rogues, slavers, you name it! Asher understood the danger and the concern from his caretakers, but it still never stopped him from dreaming.
For a few more years, life continued on as normal - at least up until 1994. When the news of the Shadows taking over Auster reached their little seaside marketplace, the gang was quick to pick up everything and high-tail it over there. Asher was a bit confused at first; why were they heading into what was almost a warzone - but was quickly given this answer on asking. Profit. War may be dangerous, but it breeds opportunity for brave merchants like them. The Shadows would need goods, the occupied Austers would need goods (maybe even escorts out of the woods, if they paid well enough) - if they were careful enough, they could play both sides and make it out in the gold. Asher supposed he could understand that - and the chance to travel to a new Kingdom was always exciting, too - so he had few complaints about that.
Sure enough, Auster was a beautiful land for Asher to visit (even if he didn't explore much of it while there - thanks to the Shadows). His company settled quickly, earning favor with the shadows by supplying goods and equipment to better aide the occupation, while also working odd jobs every now and then for a few occupied Austerians - undercover, of course - nothing 'grand' or 'self-incriminating' on the gang's part (mostly smuggling small goods in and out, letters, wine, tools, etc... you know - nothing too major). A few members of the gang were sent travelling back to markets every so often to gather more wares and such - although, Asher was kept close to home, as he was needed to work much of their little "store front". Saying that 'war bred opportunity' was a vast understatement for the merchants - they made a KILLING stationed in Auster.
However, not all good things were meant to last - and it wasn't too long before the war came to a bloody end. The shadows were ousted, and peace once again restored to the Forest Kingdom. Despite losing their best customers, the gang was not deterred too much by the sudden change - and instead opted to continue to hang around the area. After all - the Austers they worked for during the occupation could surely vouch for them if their 'honor' was questioned, right? And a war-torn Auster would surely need their goods and services to rebuild, right? As it would turn out, that was true - and so the merchants decided to 'set up shop' almost permanently in the small, budding marketplace of Valeville - not too terribly far from the forest kingdom in question.
Asher wasn't entirely 'happy' about the idea of 'settling down', to say the least.
He was a traveller by heart - he wanted to roam, he wanted to explore. By this point he would have been at least a little happy just making trips back to the old marketplaces from childhood - but settling down in a village? That was something he could not stomach in the slightest. Fortunately for him, his family knew this very well by now -and so they gave him a proposition. Since THEY couldn't go out and travel as much to gather goods anymore (being old did that to ya), perhaps Asher could? They were in the business of selling oddities and useful gear - something Asher had an eye for. He was old enough to make it on his own now; so he certainly could be of use there, right? It was an offer he could not refuse, and so from 1997 on, he became a treasure hunter, wandering the world in search of good finds!
Since 1997, he's been travelling from place to place, scouring markets, dungeons, caves, forests - you name it, looking for interesting things to pawn off and hawk. Besides that, he also greatly enjoys making a profit by "gambling" - or, more accurately, "cheating" at card games by discretely using his foresight magic to count cards and dice rolls, or use his magic to predict winners for races and events (and place bets accordingly). He can't change the outcomes of who wins and who loses, but he can control how much of his own stuff he puts into the pot! He doesn't consider that to be "cheating", of course- but it doesn't stop him from getting in trouble when he's caught! Anything to make a quick buck, though! Recently, upon hearing the stories of these strange "formaris stones" from other wandering merchants, he has become quite interested in finding one of these things for himself. Not that he'd probably use it (or maybe he would?) - but hey - if there's a market for them, maybe he could sell it? Or - if they led to any other interesting loot, it could be well worth taking the risk and investigating it himself!
Skill Points
Ability: Hawkeye (+ 10 Agility Cap)
Secondary Ability: Spellbound (+ 10 Magic Cap)
Secondary Ability redeemed as part of Token #1842 - Mutate Token!)
Tertiary Ability: Ranger (+10 Herbs/Medicine Cap)
Tertiary Ability redeemed as part of a purchased Mutate Reward)
Herbs/Medicine: 0/110 [Basic Level]
Magic Type: Acroris
Magic Level: 80/110 [Master Level] UNCONFIRMED
Magic Type: Foresight
Magic Level: 54/110 [Advanced Level]
Magic Type: Teleportation
Magic Level: 80/110 [Master Level] UNCONFIRMED
Agility: 50/85 [Advanced Level | Build Cap: 75 Points + 10 Hawkeye Bonus = 85 | Age Cap: 100 points max.]
Stamina: 75/75 [Master Level (Unconfirmed)| Build Cap: 75 Points | Age Cap: 100 points max.]
Strength: 48/75 [Medium Level | Build Cap: 75 Points | Age Cap: 75 points max.]
Experience: 7
Breakdown
+5 agility - base bonus
+10 stamina - base bonus
+10 strength - base bonus
+15 agility - starter bonus
+15 stamina - starter bonus
+10 strength - starter bonus
+10 magic (Acroris) - starter bonus
+10 strength - Chocolate Bat (Token #1371)
+10 agility - Candy Corn (Token #1513)
+20 magic (Foresight) - 20 Point Skill Boost (Token #1601)
+20 magic (Acroris) - 20 Point Skill Boost (Token #1788)
+5 magic (Teleportation) - 'XOXO' Card (Token #1976)
+5 strength - 'Bee Mine' Card (Token #2012)
+5 magic (Foresight) - 'XOXO' Card (Token #2014)
+5 agility - 'Kiss Me' Card (Token #2025)
+5 magic (Foresight) - 'XOXO' Card (Token #2026)
+5 agility - 'Kiss Me' Card (Token #2052)
+20 magic (Teleportation) - 20 Point Skill Boost (Token #2120)
+20 magic (Teleportation) - 20 Point Skill Boost (Token #4342)
+40 magic (Acroris) - 40 Point Skill Boost (Token #4780)
+3 agility - Sea Biscuit (Quest Item #2128)
+3 agility - Sea Biscuit (Quest Item #2134)
+3 stamina - Full-body + Detailed BG - This Reference!
Too Many Mangoes - Summer 1989
+3 stamina - Full-body + Detailed BG
Psychic Umbrella - Late Winter 1999
+3 magic (acroris) - Headshot/Partial-body + Detailed BG [Skill Shown]
Search the Shores - Early Winter 2000
+4 stamina - Full-body + Detailed BG [Skill Shown]
Follow the Snuffkin! - Winter 2000
+5 stamina - Full-body + Detailed BG + Collaborative Art
A Minor Detour - Late Winter 2000
+3 stamina - Headshot/Partial-body + Detailed BG [Skill Shown]
Innocent Man Accosted - Late Winter 2000
+5 strength - Full-body + Detailed BG + Collaborative Art
A Deal's a Deal - Late Winter 2000
+3 magic (foresight) - 400-999 Word Lit [Skill Shown]
+1 stamina Point(s) - Sparring/Training (PC - Lower Level)
News from the Market - Spring 2001
+3 stamina - 1000-1999 Word Lit
+1 stamina - Mini-Event Response (Lit)
An Offering - Spring 2001
+2 magic (Teleportation) - Headshot/Partial-body + Detailed BG
+1 magic (Teleportation) - Mini-Event Response (Art)
The Power of Dragons - Spring 2001
+4 stamina - Full-body + Detailed BG [Skill Shown]
+1 magic (Teleportation) - Mini-Event Response (Art)
+1 experience - 'No Stone Left Unturned' Prompt Bonus
The Eye - Autumn 2001
+4 stamina - Full-body + Detailed BG [Skill Shown]
+1 magic (Teleportation) - Mini-Event Response (Art)
+1 experience- "In the Eye of the Storm" Monthly Prompt
WELL Hi There! - Autumn 2001
+1 stamina - Fan Art
Cutting Things Short - Winter 2001
+2 stamina - 400-999 Word Lit
+1 stamina - Mini-Event Response (Lit)
+1 experience - 'The Winter Where the World Held It's Breath' Monthly Prompt Bonus (August 2019)
Something in the Dark - Summer 2002
+2 magic (Teleportation) - Headshot/Partial-body + Detailed BG
+1 magic (Teleportation) - Mini-Event Response (Art)
+1 experience - October 2019 Monthly Prompt Bonus
Above the Clouds - Summer 2002
+3 magic (Foresight) - Full-body + Detailed BG
+1 magic (Foresight) - Mini-Event Response (Art)
+3 stamina - 400-999 Word Lit [Skill Shown]
+1 magic (Foresight) - Mini-Event Response (Lit)
The Hunt Continues - Summer 2002
+3 magic (Teleportation) - Full-body + Detailed BG
+1 magic (Teleportation) - Mini-Event Response (Art)
+2 magic (Teleportation) - 400-999 Word Lit
+1 magic (Teleportation) - Mini-Event Response (Lit)
Try Asking The Locals - Summer 2002
+3 magic (Acroris) - Full-body + Detailed BG
+1 magic (Acroris) - Mini-Event Response (Art)
+2 magic (Acroris) - 400-999 Word Lit
+1 magic (Acroris) - Mini-Event Response (Lit)
Helpful Strangers - Summer 2002
+3 magic (Foresight) - Full-body + Detailed BG
+1 magic (Foresight) - Mini-Event Response (Art)
+4 magic (Foresight) - 1000-1999 Word Lit [Skill Shown]
+1 magic (Foresight) - Mini-Event Response (Lit)
[Anom] Along The Bay - Summer 2002
+5 magic (Foresight) - Full-body + Detailed BG + Collaborative Art
+1 magic (Foresight) - Mini-Event Response (Art)
More of the Same - Summer 2002
+2 stamina - 400-999 Word Lit
The River's Treasure - Midsummer 2002
+2 stamina - 400-999 Word Lit
+1 stamina - Mini-Event Response (Lit)
Treasure Hunters - Midsummer 2002
+5 magic (Teleportation) - 1000-1999 Word Lit + Collaborative Lit
Heading North - Autumn 2002
+3 stamina - Full-body + Detailed BG
Cold! Cold! Cold! - Autumn 2002
+3 magic (Teleportation) - Full-body + Detailed BG
Dungeon End | Out in the Cold - Autumn 2002
+4 stamina - 2000+ Word Lit
+1 experience - Completing a Dungeon
Soaking Up The Sun - Autumn 2003
+2 magic (Teleportation) - Full-body + No BG/Simple BG
+1 agility - Mini-Event Response (Art)
+1 experience - 'Summer/Autumn Celebrations' First-Time Prompt Bonus
Eggs? - Winter 2003
+2 agility - Headshot/Partial-body + Detailed BG
+1 agility - Mini-Event Response (Art)
+1 experience - 'Egg Hunt' April/May 2020 Monthly Prompt Bonus (First Completion)
...How did they- - Winter 2003
+3 magic (Teleportation) - Full-body + Detailed BG
+1 agility - Mini-Event Response (Art)
Meadow of Eggs - Spring 2004
+3 magic (Teleportation) - Full-body + Detailed BG
+1 magic (Teleportation) - Mini-Event Response (Art)
Good Trouble! - Spring 2004
+2 magic (Teleportation) - Headshot/Partial-body + Detailed BG
+1 magic (Teleportation) - Mini-Event Response (Art)
Face Off - Spring 2004
+5 strength - Full-body + Detailed BG + Collaborative Art
+1 magic (Foresight) - Mini-Event Response (Art)
Seen Anything Unusual? - Autumn 2006
+2 strength - Headshot/Partial-body + Detailed BG
+1 strength - Mini-Event Response (Art)
+1 experience - '' February/March 2021 Monthly Prompt Bonus (First Completion)
Asher's Celestial Dragon - 'Trouble'
(more information about her, including training milestones, history, personality, etc... can be found by clicking that image above!)