NameOrshean White-Blood
Age27
RaceDwarf
AllegianceFollower of Erthantis
ClassMage
ProfessionMerchant/Inventor
PersonalityInnovative/CreativeOrshean enjoys putting his mind to the test and thinking up new inventions and enchantments, or simply combinations of the two. He tries his best to put this aspect of himself to work whenever he can, including while he fights.
Quick to AdaptOrshean's fighting style has lead to him to be able to react to almost any situation in a variety of ways. This also leads to him being much more open minded and tolerant towards others and their ideas. He is never one to dismiss anything thoughtlessly, and listens to what others have to say (though this may lead to time being wasted.) However, being caught in one situation for too long tends to bored Orshean.
SkepticAs a man who makes a living using his intuition to create new goods and haggle with impatient customers, Orshean is less likely to simply go along with something someone says, and is willing to start arguments over the flaws in others ideas or beliefs. Though he is ultimately tolerant towards others, he does like engaging in these debates, even if wouldn't take them too far. He has a sense for when something can go wrong, and actively uses it in the form of sarcasm and dry quips.
DepressionOrshean was in a state of recovering from his wife leaving him when he had received the letter from Fingar, and is thus much more pessimistic about life. While in a state of depression, however long it will continue to last, Orshean is anti-social, and isn't as willing to help others when asked.
BiographyOrshean was born in the mountainous region of Sythis facing the Whispering Woods in a small town called Granten. Here it was that he lived a normal life with his parents and younger brother, opting to work in the towns blacksmith as an apprentice (though not having a true passion for the craft.) As a child, Orshean would watch the roads leading up to and away from Granten near the base of the island, searching for any merchants that might come that way. He wished to learn all that he could about the outside, and would use what meager money he made to purchase books and various oddities from these people, always exited to bring back and show off what he would find. Unfortunately, when he was 15 his father died in hunting for food, ravaged by a pack of wolves. This left the duty of supporting his family and being the man of the house to Orshean, a duty he solemnly accepted, putting a stop to his hopes of getting out of town.
He grew to despise the town, seeing it as a cage. Had his father still been alive, he would have been out by the age of 18, but it was not so. His only hope lay in his younger brother, who he would eventually bestow the responsibility of taking care of their mother when he came of age, but that would not be until at least five more years, which was equal to their age gap. He continued to work as the towns blacksmith after the original had died, and was able to bring in a bit more money, even though he began to hate the job as much as he did the town. The man had essentially no free time, and worked long hours to provide for his family. He spent his nights lazily lying in bed, looking out the window, imagining the world outside of his despicable town.
It was in this state of misery that Orshean made a decision that would become is one shame in life. One day he was able to break free from work and take a break during a festival in Granten celebrating the Immortal Nine. Orshean did not attend, instead taking the opportunity to see if he could get a taste for the world again. Instead of heading towards the base of the mountain though, Orshean decided to head up, towards the shadow lands. He was constantly told that it was a dangerous area, but on that particular night Orshean did not particularly care for danger. In fact, he hoped something would happen, anything that may break him free from the rut he was currently living in.
His wish came true in the form of Erthantian raiders. He was captured near the top of the mountain, where the group of raiders demanded to know the location of his village. Though he refused at first, Orshean quickly realized that this was it. If he were to get out of his home town, now may be his only chance. He guided the group to Granten himself. There he watched as the raiders attacked his home, destroying building, setting fires, and killing citizens. Only a few survived, his family being among them, who ran into the whispering woods. Orshean stood in the ruins of his town when a smile crept onto his face. He began to to maniacally laugh and kicked the rubble, any guilt for what he had done fading fast.
It seems that I've slipped through the bars of my cellOrshean was completely alone now. His family was gone into the woods, and Orshean knew little of the outside world. Luckily, the raiders forced him to make a decision: join the Erthantians or be killed. Orshean immediately agreed to join, and went with them, attacking various towns within the mountain. At the age of 23, Orshean broke off from the group and traveled alone to Kathar, where he met and married Alara. The two lived happily, though Orshean kept the beliefs forced upon him by the raiders. Orshean learned his magic during this time, and set up a shop within the town, selling goods he would craft and offered temporary enchantments for a cost. Though their first child died at infancy, they were granted one healthy daughter, whom Orshean loved. It was at the age of 26 that he confided in her his past sins.
His wife ran from him the night he had done so, taking their daughter with them, horrified that the man she had married was capable of committing such atrocities. Orshean turned to drinking for the next year, but painfully continued his existence. That is, until he received a letter from the High Priest Fingar.
Weapon of ChoiceAlthough Orshean carries a mace, he isn't completely proficient in it's use, and thus doesn't always use it in combat, adopting a combat style in which Orshean "improvises" during each fight, using his enchantment magic on whatever he has with him and whatever he could find. This is obviously not one hundred percent effective, which is why Orshean does his best to keep out of fights whenever possible.The restult is mostly random, for example: Orshean carries around pre-enchanted, pieces of paper crumpled into a ball. The property granted to them is that of "Personification", and so he is able to toss them at people in whatever animal form he chooses.
Artifacts enchanted beforehand are much more potent than those enchanted on the spot, can have a larger variety of properties, have no time limit to them, and can be thought out better. There are many attributes that Orshean can only grant as long as he does so before hand, since it takes time to do so. Orshean must perform a ritual in which he fuses the artifact with a chunk of his own mana, which only returns upon it's destruction, which means that he can only have as many pre-enchanted artifacts as he has mana. In his current sate, Orshean is able to carry four pre-enchanted objects: The paper mentioned before, salt stuffed into a bag that is able to heal wounds, the previously mentioned mace is reinforced so thoroughly that smashing it on the ground could leave a crator, and ink, which he uses to sort of pseudo-enchant his own body, since it is impossible to do so conventionally. Only one attribute can be applied to any given artifact.
When in the heat of combat, Orshean is able to apply a few attributes to objects he finds or whatever he has on himself. Since these are done without a ritual, they have a time limit of one hour, have a limited amount of applicable attributes, are generally weaker than those done with a ritual, but take significantly less mana to create.
Powers & AbilitiesHaggleWorking as a merchant, Orshean is used to discussing prices with customers, and knows the best way to get a fair trade. This also leads to him being able to apply this to other situations, like dealing with contracts, negotiations, and even talking down muggers.
MagicOrshean is a powerful mage, but only when it comes to enchantment magics. Enchantment is the art of granting new aspects to fairly ordinary objects, allowing them to became far more useful. Not only can Orshean apply this to combat, but it is very useful utility wise as he has near limitless possibilities for the world around him.
CraftingAs an ambitious inventor, Orshean is able to craft various goods, such as cloth, leather, some basic armors/weapons (or repairs), and various other things.
RelationshipsTavin White-Blood: Father/Deceased
Mavra White-Blood: Mother/Alive
Holden White-Blood: Younger Brother/Alive
Alexenn Hammerfall: Best Friend/Deceased
Ajara Thoughrell: Divorced/Alive
Kendrid White-Blood: Son/Deceased/8
Leandra White-Blood: Daughter/Alive/5/With Mother
OtherAs a dwarf, Orshean's hardiness and resistance to disease are above average.