And there it is.
Name: Temer
Class: Mortificator - Unarmed class, similar to Monks. Mortificators usually have several magical abilities focused on the dead, usually with assistance from Divine entities. They serve as a mix between Clerics and Crusaders for the purposes of whatever deity grants them their power, enforcing that deity's will upon the mortal plane.
Race: Human
Age: 33
Height: 6'1"
Weight: 150 Pounds
Weaponry and Armor: Temer is armed merely with two long gauntlets that reach nearly up to his shoulders, with sharp spade-like protrusions jutting from the dorsar side of the hands. They serve as primitive armor and give him some cutting and stabbing power - he is not accustomed with other forms of armor and would not be able to fight effectively using anything else.
Appearance: Wears simple blue and brown robes and pants over his lower body, and is bare chested with a pair of shoulder-length plate-metal gauntlets inscribed with esoteric etchings. Has raven but greying hair, and two glass eyes (but still seems to see just fine, oddly enough).
Alignment: True Neutral with Lawful Evil Tendencies
Temer has an excellent if somewhat morbid sense of humor, and has a weakness for terrible jokes that are not actually funny. He has a cheery disposition and is quick to find the silver-lining for almost any situation. He rarely complains about anything, and enjoys working with his hands and discussing a wide variety of topics with others even if he is not familiar with them. Almost nothing is taboo with him - he will readily talk with you about anything from five kingdom politics to interspecies reproduction to types of chairs and what wood they are made of. He forgives and forgets easily and readily, and will take offense with very little. He will try to keep his word and his vows barring extreme extenuating circumstances, and is occasionally charitable (although he will pointedly withhold pity).
It is only when the dead and those who would manipulate them are brought up when he gets decidedly unpleasant. He has an unfettered hatred for necromancers, graverobbers and tomb-defilers. He would kill a person on the mere suspicion that they have a necromancer as an acquaintance. He also has zero-tolerance for Resurrection magics of any kind. He does not care whether you are a shambling zombie or an innocent child miraculously restored by the divine, holy providence of the god of benevolence, hopeful thinking and rainbows. He will turn you to dust and bury you in the ground regardless of who you are or what you were in life. There is no crime he will commit, no act he will not perform, no sacred or hallowed things he will not break, no decencies or mercies he will allow when it comes to the dead.Temer suffers in the same way as all specialized units do. Outside of his area of specialty, he will only ever be decent at his very best.
Temer's strength lies in his magic. His spells are, for their level, powerful and efficient, and he has mastered of several of them. They are some of the most effective spells of their respective categories, and when used correctly make him utterly peerless. Any fight between him and necromancers, undead or the resurrected is simply a slaughter with a foregone conclusion. However, despite his large number of spells and their level of power, they are largely useless for anything other than countering necromancy. They will have no effect whatsoever on anything that is not and has not been dead and that does not make use of necromancy. Outside of his spells, Temer's reliance on his gauntlets makes his unarmed strikes less effective than those of a Monk, he doesn't have any effective means of circumventing heavy armor, he himself is entirely unarmored with the exception of his arms, and he has no ranged means of attack whatsoever. His biggest advantage is his agility and his ability to deflect incoming attacks as well as subduing targets with takedowns, and as such he will never excel as a frontline fighter. In a conventional fight, he is better off utilized as a support unit used to harass, flank and harry enemies. He will fare poorly if forced to directly engage multiple enemies wielding even simple weaponry. He has high damage output when facing enemies with light armor or chainmail, but they can likely return as good as he gives.
In short, have Temer take point when going into crypts, and have him just behind the meatshield at all other times. Otherwise he'll likely just get in the way.
Magic Level: None - All his magical abilities are derived from his patron deity, who only bestows such powers upon Temer when there is a need for them.
Temer was once an undertaker in a remote, rural forest community. He knew what most people didn't know at the time, that being the village had a bit of a necromancer problem. It is not known how, but Temer is thought to have either discovered his powers then, or to have reverse-engineered and then extrapolated upon the abilities of his necromantic foes. He spent the next several years of his life putting the living dead back in the ground. One day, a priest came to the village and brought a recently deceased hunter back to life using powerful magicks. Temer didn't particularly care for this and killed the priest, and would have done the same to the hunter had she not fled. Temer handed his apprentice the keys to the local barrow and the gravekeeper's official badge of office (a shovel) and then set out into the world at large to put the hunter in his place. He has yet to find the hunter, so he wanders the land in the hopes of hearing about her eventually. And in the meantime, there are plenty of abandoned tombs to keep in check and occult practitioners to keep an eye on...
And he supposed an adventure or two wouldn't hurt. Mot knows, he could use the practice.Temer's patron deity is Mot, the entity of Sterility and the Infinite Nature of Death. Mot's alignment is thought to be Neutral Evil with Lawful Evil tendencies.
According to what Temer has been told (which means that all that follows may or may not be true), Mot's throne is a deep pit in the Earth where all the dead and refuse of the world falls, and all things that never were, are not, and cannot be lie within Mot's domain. Mot has an insatiable hunger for all things that live, and to die is to pass through it's maw and enter the world that is Mot's stomach, which is larger and darker than the largest and deepest of oceans, from which there is no escape.
Mot is typically worshiped in order to either ensure or ward off death, or to cleanse life or prevent it from arising. Mot dislikes Necroturgy of any kind, since according to it all the dead belong to it, and reanimation, communication or any other form of Necromancy is equivalent to attempting to steal from Mot. Mot is affiliated with filth and refuse, but is aligned against disease and pestilence, and while Mot is predominantly a god of Death, it prefers to prevent rot, decay and stagnation, but also prevents healing and restoration. It claims to have 'torn the heavens asunder, the corpse of the sky is the darkness between stars,' and that stillborn children on moonless nights are made to become it's servitors - which are centipedes.
Mot can grant a wide array and variety of boons to those who pray to it, although these boons are highly focused and often carry a heavy price. Common forms of 'payment' include being rendered sterile, removal of appendages or digits (and their subsequent burial), bloodletting, ritual sacrifice, prevention of natural healing, loss of sensation and need, ritual scarring, grinding plants into a fine powder, burning of various bodily fluids, rubbing preservatives into open wounds, extraction of organs, etcetera, etcetera. These afflictions ironically serve to prolong overall lifespan, although inflicting hideous pain and lifelong deformity in the process. It is not uncommon for priests of Mot to be missing several limbs or to resemble inexplicably agile mummified corpses.
Mot is a foreign god, distinct from the various deities worshiped within the boundaries of the five kingdoms.Temer is granted a number powerful spells through worship of Mot, all of which are geared explicitly to combating necromancers and the undead, along with ensuring the newly dead remain so. It should be noted that, for the purposes of these spells, any effect that would manipulate the dead in any fashion qualifies as necromancy, up to and including miraculous and divine power.
Novice Spell: Inertia
A simple but effective spell, Inertia severs any and all arcane connections of necromantic nature between multiple entities in a wide radius around the caster. This could result in a horde of reanimated corpses simply falling to the ground, or can result in bound undead becoming unbound and rampaging, free from control. Inertia has trouble disrupting connections that are warded or otherwise protected, does not affect enchantments, and does not affect any connections that are not necromantic in nature. Inertia is a simple spell requiring little concentration, and is easily retained.
Incantation: "He feasts but is not sated, he imbibes but is not slaked."
Concentration: Low
Verbal, Divine Components Required
Novice Spell: Diminution
This spell goes hand in hand with Inertia, and it is similarly simple. It merely weakens and dispells wards and other forms of protection over arcane connections of necromantic nature in a wide radius around the caster. That's it. It does not affect wards or barriers that protect connections which are not at least partially necromantic in nature. This spell, like Inertia, requires little concentration and is easily retained.
Incantation: "The due to the dead is paid in full to he of insatiable hunger."
Concentration: Low
Verbal, Divine Components Required
Apprentice Spell: The Lamb's Exposure
Generates an aura around the caster. All incorporeal beings who enter this field are rendered tangible. The transition of state will momentarily paralyze those affected.
Incantation: "Void shall be ash, darkness shall be dust, air shall be blood, mind shall be sand, and spirit shall be dirt."
Concentration: Intermediate
Somatic, Verbal, Divine Components Required
Intermediate Spell: Vital Upbraid
Causes a shift in the atmosphere of the surrounding area, equivalent to a light breeze. Undead, reanimated, or resurrected entities within range are stunned, and weaker entities are immediately reduced to dust. All necromantic entities within the area of effect become silenced and unable to cast spells.
Incantation: "Feel his presence, feel his power, feel helpless like a lamb before the slaughter, for you shall be carried away in the breech of the windpipe that is the beast of your final demise."
Concentration: Moderate
Somatic, Verbal, Divine Components Required
Intermediate Spell: Stygian Rift
Releases a faint, nearly indiscernible pulse of power from the caster in a wide radius. All undead hit have a chance of being instantly vanquished. Those that resist are instead crushed from all sides by an immense pressure. Warding and various forms of similar protection can help defend against being instantly vanquished, while armor and the like can protect against being crushed.
Incantation: "Time is meaningless, space is meaningless, matter is meaningless, energy is meaningless. He pervades the boundaries and condemns the heel, and with a patience savored unleashes begotten and eternal despair."
Concentration: Moderate
Somatic, Verbal, Divine Components Required
Intermediate Spell: Potentiate Redshift
A ranged, single-target spell. Exponentially increases the drain required for necromantic spells and effects for as long as the target is under the influence of the spell, but it also converts all drain into heat. Targets that make use of necromancy will (for example) literally be burnt to death as their bone marrow liquefies, boils and cooks them alive from the inside out. Contrary to common opinion, targets will rarely be set on fire, although it is not uncommon for them to be reduced to a sludge-like pile of fossil fuel. More traditional undead will typically become incapable of movement as their weakened ligaments and muscles dissolve into goo. Ghosts tend to evaporate. It's an immensely unpleasant spell to be affected by.
Incantation: "Hasten to the end, see with darkling eyes as light recedes the fate that befalls you as it shall befall all."
Concentration: Moderate
Somatic, Verbal, Divine Components Required
Experienced Spell: Ontological Feedback
An advanced spell, it is specially designed to combat powerful undead or necromantic foes. It is a spell with casting comprised of two Somatic components, a hand gesture and a simple palm strike - the spell requires high levels of concentration, but the fusion of a spell with a physical attack allows for the user to circumvent this problem, since their own muscle memory and the energy put into the strike will allow them to use the spell swiftly while in the heat of battle without having to worry about the spell failing or not being retained. However, for this to work, the attack must be executed perfectly. If it is blocked or deflected, the caster's concentration will inevitably be broken and the spell likely lost, so it is vital that the user be absolutely certain they can land the attack before using this spell. Hitting magical wards, for the purposes of this spell, counts as a direct hit. When connecting with an opponent, this spell causes every necromantic enchantment within the target to almost literally implode, severing all arcane necromantic connections and wrecking immense physical damage in direct proportion to the amount and potency of necromantic enchantment present in the target, and also dispelling all such enchantments. This spell is therefore extremely useful against more powerful undead such as liches, and will vanquish most undead instantly. Necromancers will likely be gravely injured but will survive most strikes, unless they were making use of particularly powerful enchantments. Warding and protection are generally ineffective at preventing this spell's effects from occuring.
Incantation: "Feast upon your sins."
Concentration: Considerable
Somatic, Verbal, Divine Components Required
Experienced Spell: Sterile Visage
An advanced spell, it forms an aura around the caster which serves as protection and warding against necromantic spells, curses and effects, and also repulses disease and pestilence (but notably, not poisons or toxins that are not part of a necromantic spell). However, all living matter within this field will be unable to heal naturally, with healing and regeneration being severely dampened or entirely negated.
Incantation: "His gaze keeps, his breath halts, his voice purifies, and his will decrees. Behold the crystalline certainty of promised oblivion."
Concentration: Considerable
Somatic, Verbal, Divine Components Required
Elite Spell: Eternal Death
By performing the rite of Eternal Death over the corpse or remains of an entity, resurrection, regeneration, rejuvenation, reincarnation, etcetera become impossible. That entity shall lie dead forevermore, with no exceptions - everything from reanimation of the corpse to divine intervention on behalf of other gods will fail. The concentration required for this spell is immense, since one literally calls down a conduit from the divine realm to serve as an extension of that otherworldly plane and momentarily allows a specific deity to work their will upon reality within the confines of the spell's boundaries. In this case, the spell is limited to the boundaries of a single dead entity's remains.
Incantation: "Once but dust from heavens far, as you were forged you shall return! As body fails and spirit wanes, you now shall join the mass of graves, the earth and worm shall have their claim. His hunger seeks and hunger finds the snuffed-out ember of your time. The woesome winds of bearing beast's fearsome visage carries on and carries off, the kidling preykind of your mind - embrace death eternal, and eternal you shall lie."
Concentration: High
Somatic, Verbal, Divine Components



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Fitch is born of an ogre father and ork mother who were both cast out of their respective tribes when it was discovered. He’s tall and stocky. He has two small bone protrusions that almost appear to be tusks of sorts. His eyes are a deep green and his skin is grey with a tinge of green. He’s very somber, dour and quiet, he’ll almost never smile. 




No one would particularly call her imposing, she stands at about five foot two inches and seems to have the build of a willow twig. While her muscles are defined and her slate grey skin tight across them she still has a hint of femininity about her that even her pout can not truly get rid of. Perhaps it is the expanse of snow white hair that falls down her back unless tied upwards in a high tail, or the fact her eyes are the kind of blue even a sky elf would envy after, a kind of blue that belongs to the sky itself rather than contained in such deep expressive eyes. She has a sharp jaw line which belies to her sharp tongue beneath. 
