• Sherwin has the ability to command plants and trees to do his bidding. While this ability can be draining if used multiple times in a day, it is deadly when his enemies are treading among the forest. • His long time among the flora of the land has allowed him to effortlessly meld into the landscape like a stick insect amongst the branches, practically invisible when he chooses to be. • Any clean water that Sherwin comes across can be granted healing properties when it passes over his body, so dipping his wounds in streams means a quick fix when he is injured. • Being a master of the bow, Sherwin can fire multiple arrows at once, in quick succession and with deadly accuracy. His knowledge of plants and their properties means he carries many poisons and concoctions of his own to add to the tips of his arrows.
Sherwin was left as a babe at the foot of his tribe’s ancient Birch tree when his mother fled, their village being burnt to the ground by raiding Orcs from the high peaks above the forest. He lay on the soft bed of leaves as his mother was cut down in front of him by a pursuing pillager.
On the first day it rained and he cried, his sharp screams breaking over the forest and bouncing from rain drop to rain drop. On the second day he slept, as still as the trees around him, his tears dried while he dreamt of his mothers and fathers faces. On the third day he was silent, peering up into the canopy above him and at the butterflies as they passed over his head.
On the fourth day, the Birch tree reached down with its old bark arms and picked Sherwin up, holding him to its moss covered chest.
On the fifth day, the Ancient Ent heaved out its feet, its great roots breaking through the earth then walked slowly and steadily deeper into the forest.
On the sixth day they arrived at the Burrow of Arbre, the oldest of the Ent Rada. Leaving the babe Sherwin at the caves entrance, the Ent entered and did not return for many days.
During the 6 days that he was left by the cave entrance, Sherwin was visited multiple times by the fey creatures attracted to great magic radiating from the cave. They brought him food and drink, sang soft lullabies to him and one dryad even took him in her soft arms and rocked him slowly to sleep as she pranced among the flowers. When the Birch finally returned it took him in its arms once more and returned into the cave. For the next 40 years Sherwin was taught the ways of the forest and trained himself if the use of a bow – his tribes weapon of choice.
His time among the Ents and Fey creatures has earned him the name Barkson. When he eventually left the safety of the Ambre, he was given a small black wolf cub Jrieka, named after his lost village.
For the 13 years that followed up until the present day he has been roaming the forests of the land with Jrieka, looking for evil to crush beneath nature’s green boot. As the sole survivor of his tribe, Sherwin holds the name Darkmoss with great pride.
Description- Mal'Blod stands at 7'4" and weighs as much as a Darkpelt bear. When he speaks it is with deep tones, slow and calculated speech and a slight reverberation from his metal shell - his words seem to come from his chest. He moves like an elf, fast and agile, his weight not getting in his way. The only elven skin that remains is on in his hands, as the Ordom who rescued him tried to pull the metal from his flesh - his screaming made them stop at his wrist. He wears thick leather gloves as the flesh is mottled and uneven.
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Powers/Skills-
Mal'Blod will usually use his shield (Broad) and halberd (Edge) when he engages in combat, able to keep his distance and protect himself from missile attacks.
When he feels the need Mal'Blod will also use his duel hammers to crush his foes.
Sometimes he will take his crossbow from his hip and strike his enemies from afar.
Mal'Blod can fire steel chains from his hands, use them as weapons or to pick stuff up with them. As many as three per hand.
Mal'Blods Elven form, beneath his Warforged exterior, gives him capacity for magical knowledge - which he has used to master many destructive and conjuring spells.
His Warforged chain/plate skin grants him extra protection against sharp peircing strikes - this also allows him to add to his own body with metal scraps or spare armour. The down side is mobility and flexibility.
Bio- Mal'Blod vaguely remembers a life among the trees, chasing his Elven friends through the tall grass. His family were of noble heritage and his mother was a powerful mage. His many siblings were all older than him and some of them he had never met. His home in the Grey Leaf was large and the lands around it filled with magic and adventure. All of this is a hazy past - but he distinctly remembers the torture and pain.
Captured at a young age when he was alone on the road home, a vile warlock tortured and altered his body with dark magic, turning him into his cruel experiment. His skin and flesh was bonded to a chain and plate mail exterior much like a Warforged outer layer. His eyes, pointed ears and nose were taken from him and teeth pulled from his mouth, his lips forced together.
His heart was replaced by a Warforged essence within an enchanted steel orb, his blood replaced with a magical gaseous substance and all of his other organs removed. Somehow he survived (by magical means) and can see and hear as he could before, even though he has no visible means of sensory awareness.
Rescued from the dark warlocks lair by a patrolling Ordom unit, he chose to join their ranks. After many years of struggling past prejudice and learning the ways of their society, he reached 'Hammer' status. 20 years on from his joining, he is the right hand of the Ordom General 'Oretick' and takes care of foreign issues as well as internal issues.
He has recently learnt that his father died searching from him in the Low Swamps around the Grey Leaf. A bounty was placed on the warlocks head as well, a substancial chunk of the familes wealth. He has made plans to travel all the way home in the next few years, attempt to rebuild the old and collapsed bridges that he once had between himself and his family, and mourn with his mother as well as his siblings .
Age 3570 years in the mortal realm. How they fit in Zealtor was banished from his realm of light for not following the orders of his superior. Choosing to come to the mortal realm, he lives among the clouds, floating down and donning armour in the name of good whenever he can.
Demigod Trickster -
Age 94 How they fit in Juilon Son of Asitas, 'The Storm Cloud' shifts around the land in wisps of crackling mist, jumping between the planes and appearing behind his enemies. He is given kidnapping targets by his father, mostly those who do not please him, taking them to his fathers realm for judgement. Asitas, his father, is God of blood and is displeased when it is spilled coldly.
Halfling Assassin -
Age 41 How they fit in Jeold Cleanboots is so called because his small legs move so fast, that it is said his feet never touch the floor. He likes to slice the tendons on the back of his contracts legs, slitting their throats when they drop to his height.
Mortal mage -
Age 67 How they fit in Skarion lives in various caves around the land, moving every year or so, he preys upon travellers - using his snake minions to kill them and taking their items. He is adapt in conjuring spells connected to snakes, and also knows a few basic destruction spells. His staff can bite at his foes, and spit poison.
Demonic warlock -
Age 138 How they fit in Narion is the blood spawn of the lesser demon Luk Blacktooth. He dabbles in his own demonic magic, but keeps himself to himself, staying within his tower in the marshes. He is an excellent swordsman, specifically duel wield rapiers.