Stories
Negotiation
Bielyr offers an exchange of services to Jaseu and his family.
STANDING AT THE CHECKERBOARD BALL

| Name | Jaseu | Gender | Male |
|---|---|---|---|
| Species | Euclides | Pronouns | he/him |
| Age | Adult | Affinity | inspiration |
| Height: | 5'10" (human) | 1'9" at shoulder (feral) | Rank: | Marionette |
| Residence | Anygh, Terra | Occupation | Dealer of fine goods |
Jaseu doles out vengeance with grim stoicism. He has no desire to be cruel toward others, but his image is important. He cannot allow people to double-cross him without facing consequences. In turn, he provides his allies with benefits and luxuries to keep them close. He values honesty and makes it his practice to never lie to business partners - and he expects the same courtesy in return. He doesn't let it be known that his monocle allows him to suss out deceit. He simply... disposes of those who aren't trustworthy. Jaseu is perfectly capable of evasiveness and discretion when the wrong sort come asking questions. He's not backstabbing and it takes a great deal of threat (or promise) to push him into deceiving his clients.
He didn't reconnect with them until the Great Move to Anygh. This was Jaseu's chance to reinvent himself, free from the scorn his past relationships caused him. Jaseu took residence in Terra and set out to make a name for himself. Through experience and an eye for detail thanks to his magical monocle, Jaseu became a trader of illicit goods. Discreet, intelligent, and crafty, he became one of Terra's best dealers - in both artifacts and trading human bodies.
Several years into his enterprise he ran into a grandson he didn't realize he had: Zarujse. A fellow marionette with exceptional shapeshifting abilities, likely bolstered by his vampire/werewolf heritage. Zarujse deliberately sought Jaseu out after learning of the inspiration-euclides exceptional business.
Ashamed at having originally abandoned his family, Jaseu was uncertain how to interact with Zarujse. Zarujse wished to work for his grandfather, and he had all the subtly and ruthlessness someone in his line of business needed to excel. Zarujse produced a few rare artifacts - murdon blessed gems - to prove himself. Jaseu agreed.
Zarujse revealed that at least one of Jaseu's sons was also on Anygh: Nathaniel, Zarujse's uncle. Nathaniel was a treasure hunter who could also benefit their enterprise.
Jaseu left Zarujse in charge of their business in Terra and left to find his son. Few abyss born with humanoid lineage had come to Anygh, so following the whispers of a vampiric hybrid wasn't difficult, now that Jaseu knew to look.
He found Nathaniel in Turacha, the southern ice nation, where strength speaks the loudest. His feral form was nearly identical to Jaseu's and the bright read "Father's Folly" scrip beneath his eye was unmistakable. Nathaniel pit himself against some of Turacha's gladiators in order to win an unbound nakotua - a sapient insect capable of great power once bonded. Very valuable. Jaseu was no fighter, and Nathaniel outranked him in power and ability, but Jaseu found he couldn't stand seeing his son getting bloodied in the pits. Jaseu paid one of the servants to slip Nathaniel an ability enhancing potion - from an anonymous sponsor. This released Nathaniel's vampiric and lycanthropic powers, allowing him to obliterate his opponents.
Jaseu revealed himself at the end of the tournament. Nathaniel was furious. His father had abandoned him, his brother, their other father. Nathaniel spat at him and stormed away. Jaseu couldn't deny a single accusation. He'd hated the children he created. Abominations. But here, on Anygh, anything with a touch of human blood was rare and valuable. Jaseu wanted the prestige that would come with having Nathaniel in his corner.
He apologized profusely, told Nathaniel sweet lies of being afraid, worrying he'd be a terrible father, thinking his sons would be better off without him. Eventually, with coaxing and skepticism, Nathaniel agreed to go back to Terra with Jaseu.
In attending the Checkerboard Ball, Jaseu is eager to make connections outside of Anygh that might help further his fame and prestige. It's been a very long time since he's been around a great number of humans but he's promised to be on his best behavior and mingles courteously with everyone. Truthfully, he's terrified of bonding a dragon - he's relied on himself for so long the prospect of sharing his mind with another person is daunting. What if he bonds someone he can't trust? What if he doesn't remember how to trust? Jaseu will stand with his fellow candidates despite his fear and use all his skills to mask his trepidation.
human, anthromorphic, and feral forms
INSPIRATIONJaseu can provide bursts of creative inspiration up to once per day, directed at a single recipient.
CREATIVE BLOCKJaseu can block creativity and motivation in up to 3 targets, the sensation lasts up to 3 days.
SOUL STRAND MAGICThe euclides were given the power of keeping 'soul strands,' which earned them their ranking system theme of puppeteers. All sentient beings have soul strands, and a euclides may temporarily extract this from an individual's conscious, rendering them immobile and helpless. The euclides may then use these soul strands to puppeteer their victims - giving the euclides full control over their bodies. The individual is conscious of this, and views it as an out of body experience. Higher ranking euclides may have control over several soul strands at a time, for longer periods, but all must eventually be given up.
On average, a soul strand can be held for up to 48 hours. Puppet Master and directors who have had adequate practice can hold them for much longer, but the time takes its toll on the user. The soul strand will be trying to "fight back" against the thief, causing headaches, dizziness, nausea, hallucinations, moments of confusion, and so forth. Too long, and permanent brain damage can occur. The mind needs a rest after taking over a soul strand, and is left raw and open for several hours once the strand has been returned. It is especially open to other forms of mind control and telepathy.
Physical proximity is required in order to obtain a soul strand. Higher ranking and well-practiced individuals do not need to physically touch those they're stealing from, but closeness is required. A soul strand is very rarely taken willingly, and will struggle against a euclide as hard as it can. Individuals weak of mind or temperament (timid, nervous individuals, for example) or those suffering from ill health are much easier to steal from than a healthy, confident individual.
| Siblings
unknown |
Emnib
inspiration marionette lynx |
||
| Pharuje
inspiration director hyena/highland cow patchwork |
|||
Jaseu's hybrid son, abandoned in infancy, only to be "welcomed" back in Jaseu's arms when he determined Nathaniel might be of use to him.
"Beloved" grandson and business partner. Jaseu has something of a blind eye toward Zarujse's own nefarious machinations.
Long-term business partner. As trusted as any of Jaseu's trade associations can be.