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Kasper Starber

Bio

Kasper is the commander of Rootrun's militia, and Lords over the village of Fortwall on behalf of Duke Arthur Oakthorne. He is a long-time friend of Arthur and was one of his companions in the battle with The Verdant King. Kasper has a no-nonsense attitude and deals with issues as directly as possible.


Kasper lived much of his youth in the shadow of his older brother, Gawain, who was hailed as a prodigy of conjuring in the early decades of the art, even to the point of procuring his own mythic cryture. While he hasn't quite matched his brother in that regard, Kasper still considers his participation in the binding of The Verdant King to be "close enough," to satisfy any feeling of shortcoming.


In recent years, Kasper has taken on an apprentice - his niece, Viveca. Unable to give his daughter proper training, Gawain sent her away to live with Kasper, in the hopes that he could provide Viveca with more direct experience. Although he doesn't show it, Kasper is proud of the conjurer she's become, and he now has her serving as his second in command.

Ambition

Kasper puts the defense of Rootrun and its villages above anything else. He is always on the lookout for strategic positions where fortifications could be built, and often sends teams on expeditions to search for new materials or crytures that can be weaponized. 


Kasper shares Arthur's desire to expand human civilization as well, and often takes steps to further that goal when things are calm.

Strengths

Kasper is level headed and rarely loses his composure. His skills in strategy are top notch, and they extend to subjects well beyond the battlefield. Every problem is a battle to Kasper, and he solves them with the ruthless efficiency of a man who's life is at stake.


In his downtime, Kasper dabbles in artifice, especially construct creation. He is well-versed in the construction of Ragastuffins, and always interested in the potential of newly discovered constructs.


In actual battle, Kasper is a master of melee combat, preferring hefty two handed weapons, and wearing the heaviest armor available to him. He prefers to summon Death, and sometimes Construct or Poison crytures in combat, making him an especially serious threat to Fairy and Psionic specialists.

Weaknesses

Kasper can be rigid in his thinking, and rarely changes his mind once it's made up. His single-mindedness may also cause him to overlook secondary issues that could come back to haunt him.


As Viveca's uncle and mentor, Kasper struggles to balance protecting her, with challenging her. He constantly swings between the two, sending her out on dangerous assignments one day, only to do a 180 as soon as she returns with an injury.


Kasper's Death crytures have a fairly large number of weaknesses, but with Construct and Poison crytures backing them up, only Martial crytures present a consistent threat.

Astral Pocket

Kasper's astral pocket takes the form of a massive castle complex. Several different walled courtyards are stocked with various subcrytures, making good environments for his crytures to live and play in. The weather is always cloudy, with a dampness in the air, although no rain ever falls. A light fog also covers the ground throughout the castle.


At certain points in the castle, doors that appear to lead to lower levels exist. Kasper has not ventured down into them, however, as the pitch blackness and haunting sounds that come from within are enough to make him fear what lies so deep within his subconscious.

Crytures

Gender

Male

Age

45

Profession

Lord

Home

Fortwall

Affiliation

Rootrun Militia

Family
Combat Stats

Health

60

Stamina

Mana

Deflection

Evasion

Speed

7

6

7

3

3

Talents

Fitness

4

Agility

2

Intellect

4

Sense

2

Skills

4

Athletics

Binding

3

Healing

2

History

0

Inquiry

2

Legerdemain

0

Magic

0

0

Mechanics

Melee

5

Observation

3

Persuasion

0

Ranged

1

Reflexes

1

Stealth

0

Survival

3

Zoology

1

Abilities

Armor Proficiency II

Capacity III

Contacts II (League of Magi)

Contacts II (Viridian Order)

Fast Healing

Physical Prowess

Second Wind

Toughness II

Weapon Proficiency (Longsword)

Professions
Equipment

Longsword

Plate Armor


Media

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