Off topic:
All of the following information is information that one can either see of Jericho right away, or is information that Jericho has revealed, either directly or indirectly. This is not an all-inclusive sheet.
Jericho has a country drawl. Jericho has since dropped the country drawl and adopted a film noir detective diction.
Jericho is physically allergic to Sirens but still attracted to them.
Despite looking what most term a 'farmer', synonymous with someone technologically ignorant or otherwise of an unfulfilled education, Jericho grasps higher mathematical concepts with ease and is well-versed in advanced technology, magical theory and spellcraft.
Jericho is a master swordsman and skilled hand to hand technician.
Jericho, though generally well-reasoned and amiable, has a pattern of dangerous temerity. Some call it bold, others call it reckless, but the man does not seem particularly responsive to fear. Note this is only in respect to fear, rather than caution, care or concern.
Jericho is a Majestic Sorcerer, familiar with the 8 schools of magic, specializing in 3 (abjuration, evocation, transmutation), and also familiar with Deep and Truename magic.
Jericho can 'jump good'. 'Jump good' is a skill that Jericho learned from a distant culture of aboriginal natives outside of the Valucre world. Their leaping ability is such that Jericho can leap straight up over five stories with what seems like practiced ease. It is important to note that Jericho cannot fly.
A golden retriever, one often assumed blind for it has peculiar eyes that resemble a stormy sky, can be seen following Jericho around on occasion. This dog is telepathic, wields great power, and calls itself the Guardian.
Jericho is known as an Arbiter in some circles.
Jericho has a leather satchel where he keeps his most prized possessions, containing as of now a feather, a necklace, and a chunk of star-metal.
Jericho technically has no 'past' and no 'future'. While he has impacted the past, and he exists in people's memories, to a diviner searching in the past, they will find no imprint of Jericho and looking to the future, it seems as if he has no destiny.
|Cultural Knowledge|
Jericho has visited a dozen cultures.
Jericho has visited a hundred cultures.
Due to his cosmopolite nature, Jericho long ago had a slightly modified version of the spell Tongues cast on him (with augmented spell permanency), allowing him to communicate across any language barrier without being able to cerebrally comprehend the language itself. A working example would be that he can speak with a merfolk, but not write their language. This does not grant him knowledge of cultural mores or social norms of the culture in question.
Inventory
A broken spell-watch
A pack of holding (with provisions)
Sally, his sword
Purchased
Spoiler:
Acquisitions
1. Star-metal, enough to gild the edge of a sword.
2. Ash from an exploded spaceship
Accomplishments
See: Jericho Joshua Jordan, a personal history
Credits: Carlos, for information.
Karen, for picture.




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