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Siorey Z. Val'Maranthy

Posted: Tue Feb 02, 2021 9:07 pm
by Siorey
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Siorey Val'Maranthy
Given Name: Siorey Zyel Val'Maranthy
{See - Or - Ray} {Zai - El} {Val - Mah - Ran - Thee}
Race: Mixed Race {Human/Hytori}
Sex: Male
Age: 20
Height: 5' 9"
Weight: 165 lbs

Birthdate: 33rd of Glade, Year 101, A.o.S
Birthplace: Dalquia

Profession: Personal/World Mage, Torturer
Housing: A standard room within the Tower of Lore
Partners: N/A
Sexuality: Sexually Curious {Has not had the opportunity to do anything with anyone, not even a kiss}, Sapiosexual {Is extremely attracted to intelligence}

Titles: Kozoku
Factions: Circle of Spells

Fluencies: Common, Mythrasi
Conversationals:
Ineptitudes: None

Racial Ability: Raella’s Grace - The Hytori are blessed by the Dragon Goddess of Life and are thus rendered completely immune to mortal diseases. They are resistant to most poisons but they are not immune to them as they will still suffer poisonous effects albeit to a lesser degree depending on that poison’s potency. Magical afflictions affect them just as much as they would any other person. Hytori enjoy longer periods of youth and vitality and only suffer the ill-effects of old age when nearing the final stages of their lives.
I'm an Enigma
Siorey is a very blunt and straight-forward young man. Known to be a highly logical & inquisitive individual who can come off as cold and dispondant, although it is not intentional. Even so, he never lets his emotions muddle his judgment, and often belittling those who are less knowledgeable than him no matter the situation.

Rather, he serves as a source of enlightenment and information to those he deems in need of it. Because of his logical and pragmatic nature, people tend to gather around him, allies and supporters alike as they often feel he knows the best course of action. He is aloof the majority of the time to those around him but, that changes whenever he makes a breakthrough in whatever he finds himself researching.

Siorey has a fine-tuned logical mind, with an obsession for knowledge and invention, believing that societal evolution can be accelerated and propelled through discovery. Despite his aloofness, he can be extremely observant when not absorbed in his work, picking up on things others miss and retaining information casually gathered through conversation. This, however, is the secret to his albeit terrifying logical mind. Underneath all that obsession with knowledge and discovery is a sharp cunning and intellect.



I'm Nothing Special
Siorey is a slim but athletically muscular young man. He has butter pecan brown skin, and has a near-flawless complexion, save for his face which has freckles of a darker brown. He has an athletic build sporting a very visible set of abs and a semi-pumped-up chest and well-toned arms and legs. His thighs and glutes are a little thicker than his arms and chest are, due to running and climbing on things. Etched into his back is an eldritch looking tattoo to which many have reported moves if you look long enough at it.
How it all Began

Siorey's parents were excited to have him, and unbeknownst to him, there was an otherworldly reason. He was always a curious child, asking questions, exploring the limits of his own knowledge, and even experimenting with whatever he could get his hands on. He was a stoic and inquisitive child and Haldir & Cereza Val'Maranthy couldnt have been any happier with him.

From a young age, he learned how to wield magic, seeing who his parents were, both serving under House Briathos. Of all the magics known, Siorey took to the mechanics of Summoning rather quickly and showed promise in the art even as a young child with his innate talent for the arcane. When he wasn't training with his parents, he spent many days of his youth being educated in reading, writing, mathematics, and understanding his heritage, both human & hytori.

Siorey didnt really want for much, having been loved and appreciated since he could remember. He found his love for his parents and older brothers just as strong as their love for him. But as the inquisitive soul he was, he knew something was wrong the older he got. With every day that passed, he found that his mother & father seemed different as if expecting something to happen.

He couldnt put his finger on it, and when he asked them, they would change the subject, opting to go on research or experiment with him on something. He didnt like not knowing what was going on, and sought the answers his parents wouldn't give him. He looked through old letters, and journals, and even asked those within the circle of spells who knew his parents best.

After exhausting all his options he found it frustrating not knowing what was going on with them, and why they were acting so weird. Until he could uncover their secrets, he would just keep it in the back of his mind.

It was around his 15th year he started realizing his parents were not normal. It started off with little things, whispers behind closed doors, strange figures coming and going in the middle of the night, and even a strange symbol he found scribbled on one of his father's notes. After some time, he would notice everyone held this sort of crazed smile whenever he was around as if infatuated with simply being in his presence. Something about them wasn't adding up, and he was determined to figure out what they all could be up to.

Upon his 16th year, he began to see the other side of his family was showing, often hearing them humming an eerie tune to themselves. Siorey found it weird at first, hearing this tune, but soon found that he was hearing it everywhere within the halls of Moonveil Manor. The weird and strange didn't stop there as he swore he could see things, shadowy things around the estate, always out of the corner of his eyes, but never being able to place what it was he saw.

Everything seemed to come to a head when one night he was shaken from his slumber by an otherworldly call, forcing him to investigate the source. To Siorey, the voice held no gender, yet familiar, soothing, but tinged with a sense of dread. He didn't want to go looking, but his body seemed to have a mind of its own as he walked the halls of his home.

His search led him to the sacred river behind his home, the place where he was initiated and met his first eldritch spirit. It was here that he saw it for the first time with his own eyes, his family, and what they were up to. It seemed to be some odd ritual they were performing, as they were sacrificing people, and in the distance as if rising from the water was something. its silhouetted presence sent chills down his spine and watching his family kill innocent people, tossing their bodies into the river made Siorey sick to his stomach.

He gasped out of shock and was discovered by his family. His mother tried to soothe a hysterical Siorey. Rejoice, my sweet child, there is nothing to fear. These sacrifices are necessary for our work, for you. You are the chosen one, the harbinger of his will, and will bring forth an age of new discovery and advancement for the world. his mother explained. This revelation only served as the nail in the coffin for Siorey, tearing away from his mother's arms.

Having seen enough, Siorey made a drastic move, and ran from home, vowing to never turn back or return home for that matter. He couldn't believe what he had seen, that horrid memory forever etched into his mind and soul, his dreams. He found a way out, however, seeking refuge within the Circle of Spells. They were his last hope of salvation from whatever twisted fate his family held for him, and he desperately needed them to accept him into their fold.

He didn't have much, and he was desperate to give them anything they would have asked of him just to have refuge within one of their towers. He spent the next few days meeting with officials of the Tower of Lore, and after several of these meetings, he found himself accepted into the Tower of Lore as a student.

With his safety secured he set out to do one thing and one thing only....erase any ties he had with his family. He would work even harder within the circle and ascend till even they wouldn't be able to touch him. Within the next two years, Siorey busted his ass with his studies, making sure to soak up every bit of knowledge he could for his trial. He didn't want to waste that chance. He learned any and everything his instructors could offer, often spending countless hours practicing what he learned in order pass his trial.

When the day came he couldn't help but be nervous, but he went forward with it regardless. They put his morality to the test, but more so, it made him come to terms with things he never thought he would have to deal with in his life, make difficult decisions, and accept the consequences. Though he came to the realization that if he was to truly distance himself from his family he only had one path in order to do so.

He would have to become stronger, more powerful than even his family if he was to advert the fate they had designed for him. To this, he would have to strive for more power and if it meant toppling over others in his path then so be it. With that mindset, he crushed the trial before him, taking down every obstacle in his path. By the end of the day, his trial was over. Staring up at the overseers of his trial, he found that only one had remained, a woman in a black robe. On that day he graduated, obtaining his own black robe.



Siorey Z. Val'Maranthy

Posted: Tue Feb 02, 2021 10:13 pm
by Siorey
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₪ Mastered Skills: n/a

₪ Unskilled
SkillSkill LevelLores
Pursuasion(0/100) 2
Stealth(0/100) 2
Acting(0/100) 1
Deception(0/100) 1
Intimidation(0/100) 3
Torture(0/100) 4
Leadership(0/100) 5
Running(0/100) 1
Biology(0/100) 2
Etiquette(0/100) 5
Negotiation(0/100) 5
Resistance(0/100) 2
₪ Novice
SkillSkill LevelLores
Affliction(20/100) 0
Acrobatics(10/100) 1
Research(20/100) 10
Meditation(10/100) 2
Swordplay{Broadsword}(20/100) 11
Investigation(5/100) 8
Tactics(5/100) 5
Bodybuilding(10/100) 6
₪ Apprentice
SkillSkill LevelLores
Whips{Dwarven Steel Whip}(25/100) 5
Axes{War Axe}(49/100) 12
Necromancy(25/100) 11
₪ Journeyman
SkillSkill LevelLores
???(???/100) ???
₪ Expert
SkillSkill LevelLores
Summoning(85/100) 30
₪ Saved XP
SkillSkill Level
Saved XP(30/X)
Saved Affliction XP(0/X)
Saved Necromancy XP(0/X)
Saved Summoning XP(0/X)
ThreadPoints AwardedRunning Total
Combatant SP+1000
CS Approval+150
Something Eldritch This Way Comes ⓵+50
Way of the Umbral Sword Ⅰ+50
Something Eldritch This Way Comes ⓶+50
The Stygian Eye+50
Inviting Madness+50
Eldritch Theory Ⅰ+50
Eldritch Theory Ⅱ+5Save Summoning +5
Shamblers On the Horizon+5Save Summoning +5
You Poor Unfortunate Soul+50
Into The Thick of It Ⅰ+50
Bandits In The Wind+5Save Summoning +5
An Eldritch State of Mind+5Save Summoning +5
Way of the Umbral Sword Ⅱ+80
Vaguely Familiar Faces+80
Beauty Within the Demon's Eye Ⅰ+80
Website Update 6/16/22+500
A Dark Compact+1010
A Meeting of Minds+1510
The Runeforger's Apprentice+1020
A Chance Meeting+1020
Written in the Glyphs+1030

Starting Package:
100 points
  • Whips{Eberrite Metal Whip} - 25
    Summoning - 20
    Affliction- 20
    Research - 10
    Meditation - 10
    Acrobatics - 10
    Necromancy - 5

CS Approval:
15 points
  • Swordplay{Broadsword} - 15

Way of the Umbral Sword Ⅰ:
5 points
  • Swordplay{Broadsword} - 5

Something Eldritch This Way Comes ⓵:
5 points
  • Investigation - 5

Something Eldritch This Way Comes ⓶:
5 points
  • Tactics - 5

The Stygian Eye:
5 points
  • Research - 5

Eldritch Theory Ⅰ:
5 points
  • Summoning - 5

Inviting Madness:
5 points
  • Research - 5

Eldritch Theory Ⅱ:
5 points
  • Saved Summoning - 5

Shamblers On the Horizon:
5 points
  • Saved Summoning - 5

Bandits In The Wind:
5 points
  • Saved Summoning - 5

You Poor Unfortunate Soul:
5 points
  • Axes{War Axe} - 5

Into The Thick of It Ⅰ:
5 points
  • Axes{War Axe} - 5

An Eldritch State of Mind:
5 points
  • Saved Summoning - 5

Way of the Umbral Sword Ⅱ:
8 points
  • Axes {War Axe} - 8

Vaguely Familiar Faces:
8 points
  • Summoning - 8

Saved Summoning XP:
20 points
  • Summoning - 20

Beauty Within the Demon's Eye Ⅰ:
8 points
  • Summoning - 8

Website Update 6/16/22:
50 points
  • Summoning - 14
    Necromancy - 5
    Axes {War Axe} - 31

A Dark Compact:
10 points
  • Saved XP - 10

A Meeting of Minds:
15 points
  • Necromancy - 15

The Runeforger's Apprentice:
10 points
  • Saved XP - 10

A Chance Meeting:
10 points
  • Summoning -10

Written in the Glyphs:
10 points
  • Saved XP - 10



Re: Yavyra Elmaranthy

Posted: Tue Feb 02, 2021 11:05 pm
by Siorey
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Strength

Bodybuilding | 6

  • Bodybuilding: Tensing your muscles during exercise is a good method of isolating muscles for working out
    Bodybuilding: Repetition of movement to build muscles
    Bodybuilding: Holding your arms above your head and working for a length of time builds muscles
    Bodybuilding: Training forges the body
    Bodybuilding: Muscle Memory
    Bodybuilding: Practicing with a weapon till exhaustion

Endurance

Running | 1

  • Running: Pick up the pace

Resistance | 2

  • Resistance: The pain of combat training
    Resistance: Going beyond tired limits

Intelligence

Research | 10

  • Research: Control vs Variable groups
    Research: Gathering source material from your mentor
    Research: Sharing your notes with another
    Research: Reading old text and tomes for your subject
    Research: All things Eldritch
    Research: Going over research notes
    Research: Examining unknown Symbols
    Research: Determining between Scrivening
    Research: Noble Houses, Families, and Factions
    Research: Test and retest hypotheses

Meditation | 2

  • Meditation: Entering a place of mental zen
    Meditation: Clearing your mind

Tactics | 5

  • Tactics: Sometimes dirty ploys yield good results
    Tactics: Coordinating attacks with the summons
    Tactics: Using your Summon to find spiritual places
    Tactics: Working in tandem with another Summoner
    Tactics: Fight with another warrior

Torture | 1

  • Torture: Inflicting pain to assert dominance
    Torture: Breaking fingers
    Torture: Cutting tendons in the hand
    Torture: Inflicting pain to make a point

Dexterity

Acrobatics | 1

  • Acrobatics: Jumping whilst running

Stealth | 2

  • Stealth: Crouching helps to stay out of the line of sight
    Stealth: Shadows are important allies

Perception

Investigation | 8

  • Investigation: Eavesdropping is the best way to learn the juicy bits
    Investigation: Looking into strange behavior
    Investigation: Gaining details about a raiding party
    Investigation: Learning about a rare artifact
    Investigation: Asking people questions about their research
    Investigation: Looking through someone's home for clues
    Investigation: Realizing looking into eldritch things leads one to madness
    Investigation: Following up on leads

Psychology | 1

  • Psychology: Nightmares that feel real

Charisma

Deception | 1

  • Deception: No one ever suspects the Drunk

Leadership | 5

  • Leadership: Issuing commands to your summons
    Leadership: Taking control of the situation
    Leadership: Not faltering when other people are in danger
    Leadership: Moving to protect others
    Leadership: Ordering your summons to find someone

Intimidation | 3

  • Intimidation: Raising your voice to command attention
    Intimidation: Using an infant as a hostage
    Intimidation: It's not a threat, but a promise

Negotiation | 5

  • Negotiation: Bargaining prices
    Negotiation: Working out details for an order
    Negotiation: Making requisitions
    Negotiation: Asking for an apprenticeship
    Negotiation: Offering yourself in exchange for their knowledge

Etiquette | 5

  • Etiquette: Talking about magic
    Etiquette: Asking the ambitions of others
    Etiquette: Getting to know others within the Circle of Spells
    Etiquette: Introductions are key
    Etiquette: Complimenting to try and garner favor

Pursuasion | 2

  • Persuasion: Trying to convince someone to teach you magic
    Persuasion: Asking someone for their expertise


Combat

Blades{Broadsword} | 11

  • Blades{Broadsword}: Practice makes perfect
    Blades{Broadsword}: Can deliver quick yet strong attacks
    Blades{Broadsword}: Parrying
    Blades{Broadsword}: Practicing different attack techniques
    Blades{Broadsword}: Practice builds familiarity
    Blades{Broadsword}: Are light and well-rounded blades
    Blades{Broadsword}: Slice & Stab
    Blades{Broadsword}: Cutting down Shinaegri
    Blades{Broadsword}: Piercing the Chest
    Blades{Broadsword}: Clashing with another weapon
    Blades{Broadsword}: Cutting tentacles

Whips{Dwarven Steel Whip} | 5

  • Whips{Dwarven Steel Whip}: Need to practice your accuracy
    Whips{Dwarven Steel Whip}: A warning crack on the Street
    Whips{Dwarven Steel Whip}: Striking at shadows to create light
    Whips{Dwarven Steel Whip}: Whipping monsters
    Whips{Dwarven Steel Whip}: Using the reach to keep monsters at bay

Axes{War Axe} | 12

  • Axes{War Axe}: Good for hacking up a body
    Axes{War Axe}: Chopping at the knee
    Axes{War Axe}: Planting an axe in a grounded target
    Axes{War Axe}: Basic swing
    Axes{War Axe}: Basic hold
    Axes{War Axe}: Basic stance
    Axes{War Axe}: Timing your swing
    Axes{War Axe}: Targeting the largest target on a body
    Axes{War Axe}: Momentum is key, don't stop moving
    Axes{War Axe}: Parrying the strike of a sword aimed at your leg
    Axes{War Axe}: Light & quick swings
    Axes{War Axe}: Handling it like its a sword

Artistry

Acting | 1

  • Acting: Playing a role to avert suspicion

Biology

Biology | 2

  • Biology: The amount of pressure needed to break finger bones
    Biology: Finding and severing tendons in the hands

Craft
Merchantilism

People, Places, & Things


Sivan | 8

  • Is a summoner too!
    Works for a master alchemist
    Is intriguing
    Knows something about magic
    Has an ability to walk with spirits naturally
    Looks Hytori but isn't
    Is Dratori
    Is helping me with my endeavor

Circle of Spells | 3

  • History: The Circle of Spells
    Arcana: The Known Cardinal Runes of Magic
    Arcana: The Known Schools of World Magic


Re: Siorey Z. Val'Maranthy

Posted: Wed Feb 03, 2021 12:24 am
by Siorey
Image
Summoning

Theme

Theme - Heir to the Eldritch Court
Image
  • The Rune of Summoning etched into Siorey's flesh is unique as it fuses with his soul by the denizens of the abyss. Fascinated by such unfathomable mysteries and things unknown to the world, the rune will invoke Siorey to seek and conquer the mysteries of the unknown. As Siorey grows in proficiency he will soon begin to exhibit instincts innate to an eldritch creature such as the ones he summons. His thinking patterns and tactics will now mimic that of these otherworldly entities, both grand and unfathomable. By the end of his journey, Siorey will find himself becoming an aristocrat among the strange and unnatural, groomed to become the Hier of the Eldritch Court
Image

Rune Location: The Rune of Summoning sits on the nape of his neck. It glows with a subtle light, its hues shifting from amethyst, gold, & black.

Quirks

Apprentice - Uninvited Minds
  • Siorey's eyes now glow a chilling amber in nature. Siorey will find that whenever he summons an eldritch entity their thought process lingers with his own mind. This varies depending on the rank of the spirit summoned, minor spirits leaving faint traces whereas a moderate or higher spirit's way of thinking could last several days.
Journeyman - Otherworldly Grasp
  • At this level of awakening, Siorey finds that the tentacle spirits he tends to summon have manifested themselves in this awakening. He is able to sprout four amethyst scaled tentacles from the back around the waist. Using Siorey's aether as a fuel source, they hold regenerative abilities, and with enough aether feeding into them some could even survive the most critical of damage. These tentacles can be maintained for up to an hour.

    Reaching lengths of 10ft, 4ft in thickness, they can yield formidable striking power being able to pummel, constrict, or pierce foes. He can also bind them together to fashion two larger, stronger tentacles. Because they are made of aetheric energy, it makes them comparatively weak to aether canceling items or forces. This will disarm Siorey no matter how much aether is poured into them, leaving him at a disadvantage when using them on the defensive.
Expert - ???
  • TBA
Master - ??? & ???
  • TBA
  • TBA

Techniques

Novice
► Show Spoiler
Apprentice
► Show Spoiler
Journeyman
► Show Spoiler
Expert
► Show Spoiler
Master
► Show Spoiler

Summoned Spirits

Taberu
► Show Spoiler

Kimyona Kiba
► Show Spoiler

Ja'akuna Me
► Show Spoiler

Lores - 30

Summoning: The Initiation is intricate
Summoning: The Four Spheres{Wild, Infernal, Celestial, Eldritch}
Summoning: The Basic Techniques {Circle of Spells}
Summoning: Minor spirits don't need much aether to be contracted
Summoning: Using aether & intentions as a lure
Summoning: Technique - Summoning
Summoning: Entering the Summoning Place
Summoning: Technique - Concordant
Summoning: Making verbal contracts with spirits
Summoning: Contracting a lesser spirit
Summoning: The Kimyona Kiba
Summoning: Hearing the language of Eldritch spirits
Summoning: Becomes easier to enter the summoning place
Summoning: Controlling more than one spirit at once
Summoning: Calling forth spirits becomes easier as you progress
Summoning: Experiencing the midset of the spirits you summon
Summoning: Technique - Gilded Summon
Summoning: Technique - Awakening
Summoning: Becoming familiar with your spirits
Summoning: Aidolon are more personal than other spirits
Summoning: Technique - Spherebind
Summoning: Declaring intent to the Eldritch
Summoning: The power of a spirit's name
Summoning: Summoning familiar spirits
Summoning: Using your summon as a guide
Summoning: Conversing with your Summon spirit
Summoning: Knowing when other summoned spirits are present
Summoning: Calling upon multiple summons at once
Summoning: Fighting alongside your Aidolon
Summoning: Recurring spirits you call upon

Aidolon - Ma'ar Vokun

₪ Ma'ar Vokun ₪

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Sphere: Eldritch
Current Level: Moderate
Length of Contract: Permanent - Aidolon

Description:
[*]
  • At this level, Ma'ar Vokun evolves its form to that of a bipedal raptor from the void, becoming an eyeless predatory creature. Its translucent, almost jelly-like skin of it turns more to the consistency of a tough leathery exoskeleton. Standing at 5.5ft, the aidolon is at the perfect height to be considered a mount of sorts.



Temperment:
  • The Ma'ar Vokun considers itself a vicious predatory creature with no higher goals than the protection of their summoner and the destruction of any life that could pose a threat to them. Shedding its impish nature the Ma'ar Vokun, as it wishes to be called, takes on the temperament of a guard dog, vigilant and observant, always on the prowl around the vicinity of their summoner.
Abilities

Apprentice
  • Eldritch Bolt:
    • The main ability of the Nil Thur is being able to launch a bolt of eldritch energy{Roughly the size of a baseball} at enemies. Unlike what one would think of it, these energy bolts cause enough of an impact to knock a man off their feet. The bolts of energy can easily be deflected or avoided by normal means and act more as a distraction as well as seeking a harmful effect having enough force equivalent to a concussive grenade.
  • Cloaked Hunter:
    • As a lesser spirit Aidolon, it is able to cloak itself by employing an optical camouflage using the chemicals and aether of its translucent body. This natural camouflage is able to render the spirit nearly invisible to the naked eye. This form of camouflage warps light around the Aidolon's body in such a fashion that surfaces behind the spirit are visible through the translucency of its body. The effect is not perfect, often leaving a visible silhouette similar to heat haze, but in certain environments or when the spirit remains motionless, it can effectively help it hide in plain sight.
  • Unity:
    • Acquired at Apprentice. The beginnings of a conversation and a true bonding between the summoner and their aidolon, this is what Unity begins as. The power of unity allows the summoner to open themselves up to being fully possessed by their spirit. This possession is a symbiotic one that grows over time. At first, it is clumsy, inefficient, and quickly taxing upon the summoner and the spirit as both work toward finding a balance between themselves and acting in a united manner toward whatever goal prompted the unity. As the summoner and aidolon grow in their dynamic, however, unity is a powerful tool wherein the summoner and the aidolon can occupy the wizard’s body simultaneously thus allowing the spirit to empower the summoner with their abilities directly for a short time.
  • Investiture:
    • Acquired at Apprentice. Spirits are bound to the dominion of their nature. A spirit of fire can only manifest powers and abilities related to that element. A demon is bound to manifesting powers tied deeply to the concepts at the core of their identity just as a celestial is bound to the same. Through Investiture, a summoner can loosen these restrictions. If the wizard is in possession of other runes of magic, they can perform an investiture of the power of that rune into their aidolon. While at first this is limited to giving them singular abilities, it can grow exponentially as the summoner and aidolon grow in their dynamic. Conversely, if the summoner is not in possession of other runes of magic, they can perform an investiture of other magical sources. Gifting an aidolon with the powers of a dragonshard or even imbuing them with the abilities of an artifact.
Journeyman
  • Corrosion Bomb:
    • Initially the Ma'ar will gather eldritch energy into a ball, infusing it with a double coating of its aether as. When fired, once it makes contact with a solid object it will then stick to it and begin to corrode through the material slowly with the eldritch energy stored inside it. It will remain sticky until it is finally detonated which the Aiodolon or its summoner can do anytime within a 40ft radius of either of them. It holds the explosive strength of a landmine.
  • Raptor's Edge:
    • Being that it takes on the form of a raptor, the large talons on its feet can be used to slice and tear into flesh with relative ease. It has the ability to pounce on its prey with its strong hind legs which will allow it to disable small creatures and unarmored enemies as well as survivors. While the aidolon is on top of its prey, it can freely attack its victim repeatedly for a period of time, allowing it to kill those unfortunate enough to be beneath its foot.
  • Unsetting Aura:
    • Those unfortunate to be in the presence of Ma'ar Vokun find that they become unsettled. The unnerving feeling that something bad will happen will cause those of weak fortitude to cave under the creeping fear. Those of stronger constitution find that they become jumpy at the littlest things, and those of impeccable mental strength feel the hairs on their skin stand up.
  • Myrmidon:
    • The summoner empowers their aidolon and through this empowerment the aidolon can call forth others from the same sphere of influence which they are derived. These spirits are lesser in power than the aidolon but through the empowerment of the summoner, obey them without question for a short duration. This ability is taxing upon the summoner but can prove invaluable in certain situations.
Affliction

Theme

Theme - ???
  • TBA
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Rune Location: The Rune of Affliction sits on the right shoulder. It glows with a subtle light, its hues shifting from amythest, dark red, & black.

Quirks

Apprentice - ???
  • TBA
Journeyman - ???
  • TBA
Expert - ???
  • TBA
Master - ??? & ???
  • TBA
  • TBA

Techniques

Novice
► Show Spoiler
Apprentice
► Show Spoiler
Journeyman
► Show Spoiler
Expert
► Show Spoiler
Master
► Show Spoiler

Jinxes/Hexes/Curses

Lores - 0

    Necromancy

    Necromantic Path

    Image
    Way of Souls
    • Perhaps one of the most renowned, and hated, forms of necromancy is the Way of Souls. The world magic is famed for its ability to enable the practitioner to directly manipulate not just the aether of the body or parts of carcasses but the very soul of subjects. In the most benign use of this form of necromancy, the practitioner is an exorcist who uses their skills to combat the presence of malignant spirits, ghosts and other less desirable entities. Controversially, the practitioner of soul-based necromancy is capable of binding souls, trapping them in vessels of their choosing, fusing them together to form new essences altogether and even using souls as a source of power to boost their own.

    Methods

    ► Show Spoiler

    Tools

    ► Show Spoiler

    Lores - 11

    Necromancy: Way of Souls
    Necromancy: Tools of Necromancy
    Necromancy: Slowing decay in corpses
    Necromancy: Reshaping facial features
    Necromancy: Reshaping Skeletal Structure
    Necromancy: Reshaping Bone structure
    Necromancy: Grafting tissue in humanoids
    Necromancy: Transplanting organs in humanoids
    Necromancy: The art of Elegant Possession
    Necromancy: Using Ghost Wine
    Necromancy: Potency of my ichor grows with proficiency


    Re: Yavyr Z. Elmaranthy

    Posted: Thu Feb 04, 2021 5:13 pm
    by Siorey
    Image

    1. Combatant Variant
    Basic Items

    Items

    1 Fine Cloak
    1 Pair of Black Leather Boots
    1 Waterskin
    1 A backpack which contains:
    - 1 Set of Toiletries
    - 10 days of rations
    - 1 Set of Eating Utensils (i.e. tin plate, cup, fork, spoon, knife)
    - Flint & Steel
    2.
    3.
    4.
    5.
    6.
    7.

    Weaponry

    Kulshreda{Ranged}

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    Strange Edge{Broken}

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    Void Fang

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    Outfits

    1 Set of Casual Clothing

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    Circle Robe{Black}

    ► Show Spoiler

    Armors

    Mysterious

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    Treasures & Artifacts

    Circle Signet Ring

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    Circle Staff{Chaos Scepter}

    A staff that Siorey uses for Summoning {A runeforged object capable of rendering (4) Novice level effects before going inert. It will then recharge at a rate of (1) use every sunrise until fully restored.}
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    Secret Knowledge

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    [/googlefont]
    Ledgers
    ReasonDeposit/PurchaseBalance
    Starting Gold +150 GP 150 GP
    Searing Wages +1,151.50 1,301.50 GP
    Website Update 6/16/22 +1,000 2,301.50 GP

    Re: Yavyr Z. Elmaranthy

    Posted: Thu Feb 04, 2021 5:29 pm
    by Siorey
    Image
    Year 120

    Frost

    TitleDateTypeStatus
    A Storm in the Distance 53rd Open/Collab Ongoing
    Something Eldritch This Way Comes ⓵ 2ndSolo Graded
    Something Eldritch This Way Comes ⓶ 4thSolo Graded
    Way of the Umbral Sword Ⅰ 1stSolo Graded



    Year 121

    Glade

    TitleDateTypeStatus
    A Meeting of Minds 8th Modded Ongoing
    The Stygian Eye 10th Solo Graded
    Way of the Umbral Sword Ⅱ 10th Collab Ongoing
    Inviting Madness 12th Solo Graded

    Searing

    TitleDateTypeStatus
    The Runforger's Apprentice 12th Collab Ongoing
    Written in the Glyphs 13th Collab Ongoing
    Beauty Within the Demon's Eye Ⅰ 25th Collab Ongoing
    Eldritch Theory Ⅰ 1st Solo Graded
    Eldritch Theory Ⅱ 2nd Solo Complete
    Into the Thick of It Ⅰ 15th Solo Ongoing

    Re: Yavyr Z. Elmaranthy

    Posted: Thu Feb 04, 2021 5:32 pm
    by Siorey
    Image

    Mariette

    Image


    Details
    Race: Hytori
    Age: 135
    Height: 6'
    Weight: 155lbs

    Occupation: Sorcoress, Researcher, Assassin
    Relation to PC: Mentor
    NPC Type: Personal
    Influence: 4

    Description: Mariette Laveau has a perceptive yet course personality despite her outwardly harsh appearance and obvious disdain for most individuals. She is known to be a woman with a sharp tongue, shrewd mind, and cruel tone when addressing anyone, including her subordinates{if any} and the poor souls who cross her. She rarely shows any signs of panic or distress and has a great sense of calm about her, so much so it's unsettling.

    However, while she may be standoffish to others, she shows a true disregard for life while performing her magical experimentation and research. She has been known to warn people of possible dangers when they present themselves, in order to save them from unwanted casualties. As a world mage with a fervent thirst for knowledge, Mariette despises anything that is perceived to be perfect as she believes that achieving such a state leaves nothing more to strive for.

    Even as a loner, Mariette is still a woman who is always looking for power. Reluctant at first she never wanted to take Yavyr as a protege' but there was something about him, something about the desperation in his voice when nagging her to teach him or the sparkle in his eye when he read her notes that seemed to intrigue her. She figured he'd be a nice little tool in her pursuit of power.

    It wasn't an easy choice, but after he visited her three more times, persistent that she take him under her wing, out of mere annoyance and a budding curiosity for the young man she accepted him. Their relationship is not like most, as Yavyr is the one person she finds herself at ease around, being that in some way she sees him as the child she could never have.

    She treats him in a very mother fashion despite how she treats everyone else, and delights in his fervent reverence of her, fearing what she might do to him if he were to ever cross the line. At first, she was fearful of taking on a student, but being a woman on a quest for greater power, she has taken a gamble on the young man, and from what she's gathered, it was a gamble well played.

    Skills
    • Alchemy: Master
      Affliction: Master
      Chemistry: Expert
      Research: Expert
      Necromancy: Expert
      Kinetics: Journeyman
      Stealth: Journeyman
      Blades{Twin Daggers}: Journeyman
      Intimidation: Apprentice
      Investigation: Apprentice
      Torture: Novice

    Dhasali

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    Details
    Race: Human
    Age: 25
    Height: 6' 4"
    Weight: 200lbs

    Occupation: Bodyguard, Advisor
    Relation to PC: Guardian, Confidant
    NPC Type: Companion
    Influence: 3

    Description: Dhasali is a complex man, known to many as being serious, calculating, and always planning far in the future. He acts as though he feels nothing for human sympathy and ethics, believing that the absolute truth of the world is only achieved through throwing one's self beyond the limits placed on themselves. While his blunt and unconventional honesty may not make him popular among other people, his keen insight and cunning are what earn him bitter-sweet respect with others.

    Showing no mercy to those who cross him and believing that every instance is apart of his plan, Dhasali fervently strives to obtain his goals regardless of the risks. He is often seen as a very grim individual. He accepted all news, good or bad, mockery or praise, with a stoic attitude. As pragmatic as they come, he has had to make some harsh decisions, some resulting in casualties, and some resulting in mutual allies. He will do anything within his power to obtain what he sets his mind to achieve. Underhanded tactics are not above his stature; if he feels they give succor to his cause he will use them.

    Skills
    SkillPointsTier
    Summoning70Journeyman
    Alchemy50Journeyman
    Transposition30Apprentice
    Blades{Nodachi}70Journeyman
    Animal Handling{Snakes}10Novice
    Animal Husbandry{Snakes}10Novice
    Poisons{Snake Venom}10Novicc

    Re: Siorey Z. Val'Maranthy

    Posted: Fri Mar 05, 2021 9:11 pm
    by Siorey
    Image
    My Belief System

    Thutltu

    “Everyone wears a mask. We hide the truth from anyone who would seek it. The difference between a Saint and a Sinner is that one revels in the truth of their own existence. The other hides from it. We go to wars for the pleasure of carnage in a quest for pointless supremacy and then have the audacity to call that which is different from us monstrous. Know this truth; every memorial to a martyr is also a monument to a murderer. For in this world there are no heroes. No, we’re all monsters here.”

    Of all the Mistlords, none are more none to Siorey than that of Thutlu. His entire upbringing was built around this deity and his ways. Ever since he could remember he could see shrines dedicated to this particular Mistlord and making efforts to appease him. Despite this, Siorey has held a fondness for Thutlu given that he, like Siorey seeks to dive into the unknown of this world. Though no openly, he will often send a prayer to the Mistlord.

    Myshala

    In rage and sorrow, I threw myself at the mercy of our gods, begging for our people to be saved. But still our lands burned. Our cities toppled. So, I screamed. Why? I asked. Why had we been forsaken so? Tearing at my flesh in grief, I spilled blood seeking answers. And on the winds there came her voice, speaking softly.

    "You shall have them."


    As the goddess of bargains and wishes, Myshala is a being Siorey keeps close to his heart. More so for the fact that he craves power and his lust for knowledge and discovery pushes him forward. He feels that if push comes to shove he would gladly strike a bargain in order to save crucial knowledge.