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John Wellington Wells

Biographical information
Thiria 31 Thiria, Alliria
Physical description
Half-Human, Half-Dwarf Male
Political information
Sorcerer, Merchant, Inventor
Out-of-character information
https://imgur.com/YAeWd6f

His name is John Wellington Wells, he's a dealer in magic and spells! In blessings, and curses, and ever-filled purses of prophesies, witches, and knells.

Appearance

He wears his golden-blond hair long - usually tied in a braid that hangs down to his shoulders, but sometimes forgoing the braid for a simpler ponytail. He parts his bangs in the middle so that they frame his face on either side as they fall and, in the center of the parting, he leaves a single strand of hair sticking up like an antenna. His eyes, too, are gold, signifying his human ancestry.

Coming from the flying city itself, he wears fine cotton suits and pants. Laced brown shoes, a necktie, white gloves, and a hat in the Thirian manner.

Skills and Abilities

Magic - John learnt various magical spells and potions. He can be predict the future, give blessings and curses, and most importantly is proficient in the ways of alchemic magic. He often uses his magic to create knick-knacks and items that no one has ever seen before.

Intelligence - He is smarter than what most people give him credit for. He is inquisitive enough to become a jack of all trades in a matter of minutes, as long as he is given reading material on said subjects.

Buisiness Skills - He is shrewd in ways of making money. He can sell his products and convince customers to pay at rates that are larger than they should be.

Manipulation - He can gently persuade people to either but his products, or give him mercy from whatever punishment he might be given, often putting burdens or blame on someone unsuspecting.

Performance - He often uses his magic to put on shows for the people wherever he travels. Often putting on fantastical fire shows or setting off small poofs of magic to make some quick cash or attract customers. He sometimes also sings a few songs.

Swimming - Given that he served on a pirate ship, a gondolier, and a press-ganged mariner. He can swim to the deepest parts of the sea, and can swim far distances without having to stop

Insight - Having been given visions of the future world. He can be very insightful of what he could do, introducing new ways of doing things and new inventions to boot, whether they work or not is not up to him.

Personality

As a person of short stature, John displays an array of personalities. He is decidedly stubborn and strong-willed, frequently letting his pettiness and vindictiveness get the better of him and often has to be restrained or reprimanded by whoever else is present. He is somewhat selfish and self-absorbed, generally acting more out of self-interest than any sort of philanthropy. He is also a shrewd and witty merchant, selling whatever magic, spells, blessings, curses, prophesies, witches, and knells.

He has a reputation for being foul-mouthed and is an incurably sarcastic cynic, only too happy to bluntly and harshly relieve others of their comfortable delusions regarding God, reality, or their own self-importance. He has also displayed a propensity towards impatience and an inability to sit still for long, which perhaps contributes to his love of travel. However, for those few people who have made an impact on him, John shows his deeper nature to be one of marked selflessness, unflinching loyalty, and great compassion.

Biography & Lore


Born in the floating city of Thiria to a human father and a dwarfen mother. Tragedy struck early for young John and his brother Ralph when their mother died in childbirth of Ralph and were sent to a baby farm, being bought by different people and separated. He knows what happened to his brother since then, but for he, he became a ward of the lord chancellor of Coraliv. He received a good education, and was set to live his life as a waterman, a harbor pilot or a gondolier. At 10 years old, his maid, illiterate as she was, accidentally sent him to a group of orphan pirates. It was not all bad for the lad. They did teach him how to sail a ship, a boat, to swindle and con, and most importantly he learned a little bit of magic from the captain himself. He served them until his first and twentieth birthday, which he left the band of pirate to pursue being a ferryman in Alliria, selling trinkets of magical items he casted, and the occasional song as a wandering minstrel.

He doesn’t stay around Alliria for long as he saved money to buy a horse and cart and travels the continent. He comes to Vel Anir to sell his magical wears, the though cheap as they are. He happens to sell one to the Lord High Executioner. Instead of executing him for scamming the public, he took him under his wing and taught him more shrewd tactics of the art of buisness, as well as the coveted alchemy. He was then press-ganged onto a merchant ship, sailing the seas for a captain who on the outside was courtesy and well-meaning to his crew, but on the inside was cruel. He ran away with the captain’s daughter Josephine to live happily in Alliria. Unfortunately, John was captivated by a young Angelina, who he wanted to marry as well. Josephine filed a divorce later. He was then hit on the head by Angelina who took all of his money.

During his time blacked out, he saw a vision of the future ruled by steam and sprawling cities, clean and dirty, where people took flight and travel fast. He wakes up with this new vision in mind, presenting himself as a man of the future, and goes around selling his magic and wares all around the land. He bought another horse and cart, which he nicknamed Gilbert O’Sullivan and D’Oyle Carte respectively, and began selling his own wares throughout Alliria and other towns and cities around the continent. He does not stay too long, but he often loves traveling, and often hangs out in the poor throngs of society, as he is more comfortable with the like.

TRIVIA:

The names and the entire biography are references to Gilbert and Sullivan operettas, mostly The Sorcerer

References

Night at The Wayward Rest