"Azalore.. the land of peace and harmony. A place where cities and towns thrive upon such traits. However times have changed and in this instance the world is being set anew with a path of uncertainty and chaos. Cities are being felled, Kingdoms are being toppled, and those we once looked too are now turning on us all at once."
Azalore is a land of wonderment, beauty, and grace. It has marvels and wonders that would make the gods themselves look in awe of their own creation a second time-over. But even in beauty there comes danger, and this is often a natural danger, as beasts still inhabit the lands and beings of otherworldly forces are spawned seemingly from all manner of ways. This combined with the nature of sentient races eventually gave birth to fighting and war, and over time strife had a common-place in Azalorian life, but it was this trait of Old Azalore that bore us our greatest achievements..
Chosen of the Aegis.
Those warriors and women, Knight and Mage alike, any who proved themselves skilled and worthy of notice, those who gained achievement under the whisper of their name.. They were chosen by the Gods for their achievements and granted an Aegis of Honor. These Chosen became the Guardians of Azalore and all it's people. The Guardians protected every town and kingdom, they took stopped their wars and they ended the fights. They were often given thrones and made Lords of the Lands, others did their duty until Azalore knew only peace and they went to slumber. Chosen grew dormant in meditation or great sleep upon their thrones and in the solitary crevices of the world where they may rest peacefully themselves.
However they have awoken, and now they seek to wreak havoc. The Chosen have been corrupted through their Aegis, a force unknown to Azalore has touched the very Hearts of Azalore and turned them against us.. no one is safe from the power of a twisted Chosen.
Howdy! As it goes this will be a rather gritty, grim-dark, fantasy Rp in which the players participate as adventurers and warriors who are nowhere near the level of a Chosen, but must ascend to the duty of helping protect the Lands against the new threat. This Rp will have perma-death as a possibility, and it will not be nice to the players. It will also feature some Dark Souls-esque mechanics.
"Azalore needs the help of you, you few who truly stand against the odds. However, who are you in the end? Adventurers? Travelers? You aren't much to look at honestly..." - The Caretaker
As it goes, the Rp will take place at the climax of the corruption. It has been slowly developing for a couple years and now the Chosen have risen up and have began an onslaught. Only a few have actually left their solace and have been ravaging the land. These few are the immediate threat, but to reach them alone will not be an easy task. They are wide-spread and they affect the world around them in the worst of ways. It will be up to the players and their beginning adventurers of characters to stop them, as players progress they will grow in character and strength. However they may also die or become mortally wounded, as this is a Grim-Dark Rp.
Azalore is a massive continent, one containing many diverse biomes and lands. There are four major points, the Northern Tundra Wastes, the Western Marshes, the Southern Steppes, and the Eastern plains and coast. These diverse lands bear many biomes in and around the four points, with other major points of interest and smaller territories in-between and all around.
The location in which you will start is:
Silvershire
Silvershire is a Human origin Kingdom, and it's king was just assassinated by a group believed to be under the command of a corrupted Chosen. It lies to the east in the great plains of Azalore atop a cliff made a former chosen, one of the few non-plains landscape features in the east. Our Players will be already collected at Silvershire's most infamous tavern, the Bloodied Wolf, and it is here that they will be met with an employer. A man who has secretly meddled in their affairs to ensure that no matter what they did, they ended up at this location at this very moment. This man will reveal himself once the moon rises to the full of the sky, and it is in this ramshackle town that the adventures across Azalore will begin, for the better.. or the worse.
Humans- Humans are diverse and adaptable, the epitome of those willing to do whatever it takes to live on. They can survive in environment with enough hard work and dedication. However, their flexibility stems past the lands and is said to be the same for their skills. They can become skilled in all forms of combat, knowledge, and trade, making them among the most suited for world population, and thus is the reason why they swallowed the realm in their kin.
Elves- Elves are an ancient species, but aren't exactly noted. They are said to be racist themselves, viewing themselves as better than all others due to their age and knowledge of the world around them. They live to be roughly centuries old, and even then they aren't disabled or bed-ridden at such an age. It is said they mostly desire to stop their "journey" whatever it may be, and they grow tired of all they have done. They are more common than some races, but even then at most you will meet fifteen in a whole kingdom. Their true numbers are unknown, but what is known is that the Elven race is agile, dexterous above most others, and are naturally attuned to several forms of magic. Despite them not be on par with the Human's level of adaptability, it has been studied that Elves might be changing based on regional location. However there isn't proof in this currently.
Gnomes- Gnomes are the smallest Folk in all the realm, barely reaching a couple feet tall with a few inches to spare, they are often the center of racism and cruel jokes, on the other hand they are often the center of intellectual advancement and progression. It was thanks to the Gnomes that many ages ago that the realm of Azalore took to the nature of advancing itself slowly, not reaching a level of wooden mechanics and devices. Objects and workings such as drawbridges and Windmills have had their inner-workings study to produce much more interesting designs, such as snapping traps that slam together from the floor, or that crank hidden gears until massive blades emerge to slaughter the trapped. They are often found in the largest cities, usually in good numbers and with snooty noses high, in their minds, to those who would chastise them for their size.
Dwarves- Dwarves are often mistaken for Kin of the Gnomes, when in truth they aren't kin. They are similar, but share no blood or ancestry. What they do share is a particular sphere of attributes, as in the case of Gnomes being master tinkers and intellectuals, the Dwarves are more heated and boisterous, but they excel at Blacksmithing and any craft or trade that involves metal. Whether it be a Dwarf who wishes to be a Farrier for a Farm, or one who wishes to forge beautiful Jewelry, they are the masters of metal and earth. They often stick to their own cities and don't like to mingle all that well with the other races, as the proud Dwarvish people can sometimes cause an uproar. However some Dwarves do take to small villages and towns of other races where peace is kept and metal-craft jobs are needed out of necessity.
Sylvari- Sylvari are a mysterious race, begging at numbers reaching only a handful if you are generous. Almost nothing is known of their origin outside of their obvious connection to plants. Outside of that, they are completely unknown. They often give off a "lost puppy" vibe when you encounter one who hasn't been around people or is "Fresh" as their species seems to come out of nowhere in a fully matured form with no knowledge of the world or it's workings as designed by the races of the Realm. This makes them blank slates, and capable of mastering singular trades or arts, but it also makes them easily manipulated by the world. Many Sylvari are often hunted and captured by under-handed groups and Black Markets to use as slaves, trained hands, and easily shaped minds of the underbelly of Azalore.
Magic comes in three major forms:
Ability- Ability Magic is that of the natural forces and body, it is magic that can wielded without the use of long-term rituals, or enchantments, or magical items that produce the spell for the wielder. This is the roughest form of magic to utilize as it drains the user. This drain can cause fatigue, ranging from minor to major, and if continued use persists it can even cause bodily harm and potentially death. As well as if a particular type of spell is used well into this level of over-exhaustion the body becomes less and less protected against it's own magic. This form of magic also makes it harder to learn numerous spells, but the few that are learned will be very powerful and considered "Mastered." Once they reach their full training with such a spell, however only a handful of mages have ever mastered all of their spells as an Ability Mage.
Item/Enchantment: This form of Magic is a bit less harmful for the users, as they utilize a focus with spells already forged within it, or a special item with a unique enchantment to achieve their goal. Many Magi, even of other types, carry a Staff or Wand of this category with a spell of their particular style of magic to ensure they can always combat their foes. Though this type of magic still has it's down-falls, which would be the magic within the item. A magical object can only store so much magic within itself, and as it is used it expends it's magic overtime. For a mage to replenish this magic it must either give the item a prolonged period of time to gather it back naturally, or take it to an Enchanter who will use his own stores of Magic to replenish the object.
Ritual- Ritual Magic is that comprised mostly of ritualistic tendencies and ceremonies, with some minor shortcuts. Most of the Ritual Magic can be done over a few short moments for the spell to be completed, and the spells are among the most powerful. However they require absolute concentration, special materials, and knowledge of Magic circles and runes. Should a ritual be preformed hastily, without the proper materials, or with a lapse in concentration.. then the Spell will backfire in the most extreme of ways without mercy.
What is an Aegis of Honor? - An Aegis of Honor is an Orb, granted to the Chosen upon the day they prove themselves to the gods. The Orb is made of a perfectly clear crystal and is roughly the size of a Basketball. It stays dormant and acts like a crystal until the Chosen lifts it and desires to see through it. Upon such a desire the Chosen can re-watch any part of their life upon a whim. An Aegis of Honor also becomes connected to the Chosen's life, and the Aegis grants the Chosen biological immortality. This means a Chosen cannot die by old age or sickness, but can be slain by blade or spell, but due to the biological immortality, Chosen have ages to perfect their skills and expand them. This makes the Chosen as powerful as the Gods intended them to be.. nearly invincible.
Perma-death is a thing in this Rp? - Yes it is, and it will always be a thing, but it won't just be: "You got chopped up, you died, ok make a new one." It will actually be harder to die permanently in this Rp than it would be to just "Die." As it goes death has two "rounds" when an Adventurer is slain in this Rp, their Soul Lantern will cause their spirit to stay long enough to find it's body. However a Soul lantern cannot spawn a spirit directly over a body. Soul Lantern's Flames can only connect a spirit to a nearby shrine. The Spirit has a limited time to return to it's body. The further a Lantern travels from a Shrine that the wielder knows of, the more likely it is for a spirit to be unable to reach the body of the deceased. Should a Soul Lantern be extinguished before death, the deceased's spirit will not be sent to a shrine to find the body, it will simply pass on and the player will die.
Wait... what are Soul Lantern's and Shrines? - Soul Lanterns are magical items that, when lit by a person, connect the flame and the soul together. These Lanterns were discovered by one of the first Chosen in the earliest age of Azalore. The Chosen was a Magi who felt undeserving of his immortality and tried to offer a similar power to the people, but in turn only forged a path for those who seek to follow a Chosen's footsteps in combat and adventure. The Shrines are small locations dotted across the lands in towns, cities, roads, ruins, and many other locations. These shrines retain appearances similar to the area but the the benefit of having something that can be lit. Whether it be candles, incense sticks, or some other flammable long-burning object. These objects are lit with the Lanterns, and this ties the Soul to the shrine, but only the last shrine lit. This allows for adventurers and warriors to give themselves a fighting chance to survive even after a defeat at the hands of their enemies.
Misc:(Place anything here that you feel didn't belong in the others, and you want to note.)
Rules: -No Godmodding -No Power-playing -No Bad stereotypes -No Angsty Stereotypes -Be respectful -Please keep in mind, a balanced party is always the most powerful party.
Will it be possible to have spells in all three categories of magic? I mean, I'm only thinking of one spell on the enchantment category that's directly connected to the two spells under the ritual category. My character - an Elf - will be mostly an Ability Mage though. If you want me to explain in detail, I can PM you.
βWhat use is a shield if I no longer have anything to protect? I would rather focus on killing with both hands."
Saga Berenike
Age: 41
Sex: Male
Race: Human
Personality: Disgruntled, paranoid, distant. These words, and many more similar terms describe Saga in a fairly accurate way. After deserting his former kingdom, he developed an intense distaste for people who abided by codes of honor, etiquette, and other such rules because he believes that people use these codes to mask their true feelings and manipulate others. Because of his mannerisms, or lack thereof, he usually is not looked upon favorably by others because of his brashness and blunt honesty. The only companion he trusts is the one inside his head.
Backstory: Saga hails from a faraway kingdom, in fact, so far away, that whether one goes north, south, east, or west, it makes no difference in the duration of the unhindered journey. This particular kingdom was known for its Knights; their honor, their chivalric values, and their loyal devotion to the cause. He was one of them: Diligent in his service, unyielding, and a stalwart soldier. However, Saga was betrayed by the very values he had treasured so much. He casted away his shield, no longer content with protecting himself. Instead, he now wields his sword with both hands. Fleeing to Silvershire to escape his former kingdom, he took his newfound safety to be a rare blessing. But then again, maybe it wasn't.
Equipment
His old plate armor, once shining with a proud gleam and polish, an armor once thought to be impenetrable by his old enemies, is now dirty, rusted, and worn with age. It holds well against most attacks, but it is still very far from what it used to be.
His sword, a sturdy blade as tall as himself, is the only piece of his equipment he still keeps in relatively good shape. Useful for beating back the opposition, it is just as you would expect from a sword, and often, the ordinary blade is all a soldier needs.
When he was a child, he was given a βmind companionβ, a certain voice only he can hear. This voice has a personality of its own, and is meant to act as a βsixth senseβ, telling him relative information in regards to his surroundings.
Magic- Is listed above, and while you can use all three types, doing so diminishes over all mastery of the categories, where as if you focused in one, you would obviously be more equip to master and progress in one form.
One character for now, but potentially be ready to make more if you wish to stay should your RPC die.
As for their strength, it states above that all players are "beginning adventurers of characters" so the players RPCs won't be over-board power-houses, but they will be decent.
I'll finally have a character up in the next 12 hours. A human monk. I couldn't find a Sylvari img I was happy with and have burnt through at least two different concepts that I just wasn't 'feeling'.
"Watch your mouth. The dark has ears only the light can destroy."
Name: Grimlock Lifesbane (Formerly Randolph Beuller) Age: 32 Sex: Male Race: Human
Personality: Charismatic and light hearted, trained to honor the living and dead alike, Grimlock strives to uphold the values of the temple even after he has walked away from it. While he is often considered an angry or violent individual at first glance due to the appearance of his armor, Grimlock is a very friendly person. Self sacrifice and determination are the cornerstones of his life now.
Rarely backing down from an opponents challenge, Grimlock is known to be a bit of a boaster.
Backstory: A denizen of the underground city known as 'Avernus', built in a massive cave system below the fetid swamps far to the north. Rarely do people venture from to/from this place teeming with monsters and brigands. It is one such being that changed the path of Randolph when the weakened man wandered into the cavern systems. Found collapsed on the smooth stones covered in wounds, young Randolph ignored the dangerous looking armor and focused on the dieing person inside. Three months it took for this silent man to heal from the many terrible wounds, every day he was treated with respect and no judgement by the clergy. Their talks often became one of the darkening skies outside their home. Deaths on the roads, blades clashed on the regular, and assassins were hired to kill what an army could never approach.
Clad in armor made of wood, steel, and bone, Grimlock was one such assassin who had taken life for coin. In the darkness of the caverns is where the light had finally found him. Indebted to the kindness of the people and those of the faith in their slumbering gods he would teach the willing to wield a blade to defend their home, protect their families. Randolph studied the way of the sword alongside the ways of his faith. When the man in strange armor fell silent for good he mourned the loss as one would a brother.
When the same fate took the life from his father it was time to make a decision. The temple needed a new high cleric to fill the position and it was Randolph left to decide what path he would walk. The path of his father or the advice of his father.
Randolph dawned the outsiders strange armor and left the city under the mans name, determined to make the world remember a good mans name. Armed with the miracles of his faith and the strength of his arms he would meet destiny many times on the road.
Equipment:
Faithful - More of an executioners chopping blade than a true sword but as Grimlock shows, it can be put to deadly use. Heavy as it is sharp this weapon can just as easily crush a foe as split them. Can be used effectively in one hand but is slower without two hands.
Eternal Sun - A sacred piece of holy cloth worn by the highest ranking members of the sunken temples. It is their symbol of status, easily distinguishing them in the crowd with the pure white silk and gold thread. The piece of cloth is stained with dirt and a bit of old blood around its edges but retains its color. Grimlock can cast two spells with the use of his sacred cloth.
Blessed blade - swiping the edge of his blade with Eternal Sun activates the holy magic imbued into the weapon, creating a trail of dancing sparks across its surface that shock enemies hit.
Blessed body - Kneeling down and placing the Eternal Sun against his forehead, Grimlock releases a portion of the stored energy to increase his own strength temporarily along with a very minor regenerative effect.
Only one of these two spells can be cast at a time.
"And Odin's wisdom guide you, and though if you should falter, I will wield Thor's strength, and Loki's cunning, to try and help you, may Odin's wisdom guide us all."
Personality: Low Openness, low neuroticism, medium agreeableness, high conscientiousness, low extraversion.
Reverent, chaste, and even-tempered, Broggan is an oddity of a dwarf, however he's always liked reading books, performing rites for the gods, and preaching their wisdom to those who need it. Broggan is also not opposed to having a good time, however he strongly disapproves of letting loose, and would prefer people indulge in their vices and passions with a measure of respect for what is dignified, and civilized. He is a strong proponent of civilization, and good decent manners, and believes that because the potential to maintain civility over savagery exists in the sentient races, one of his duties is both to set an example for that very thing, as well as to engender and encourage it in others.
Backstory: Born and raised in a secluded farmer's temple, became a devout novice of the cult of the Γsir when he was still a child. Eventually became the Head Priest when his uncle died. Broggan was very aware of the beginnings of corruption when it started to seize the land, and he was not surprised when a crew of brigands burned down his chapel.
Ever since then, Broggan's been the wandering preacher. The lost soul, trying to gather other lost souls into the welcoming arms of the gods. A holy man by trade, practice, and demeanour, he has never allowed himself to sink into destitution, and has no qualms about getting dirty doing good honest hard work. Many's been the time he's weeded a garden for a copper, or cleaned the stables, or emptied chamberpots. Broggan's philosophy has taken him all the long way from his idyllic childhood into the grim present day, where the man of faith occupies himself currently as both a street-preacher and waiter at the Bloodied Wolf.
Cult of Γsir Robes
Ashwood Staff
Medallion of Odin (Enchanted; Grants the wearer additional wisdom and mental acuity.)
Ring of Bragi (Enchanted; Charms the wearer's voice to more easily persuade, diminishes in power with every additional attempt to persuade.)
Herb Pouch (Contents; Medicines and Healer's tools)
Trauma Kit (Contents: Bandages, salves, medical adhesive)
Flint & Steel
Magic:
A ritual which brings down a torrential storm which washes away all opposition, striking down resistance by mighty bolts of lightning, and deafening the screams through thunder, while winds tear at all that stands a few scant inches above the earth. Once a ritualmaster activates the storm, they too must flee or else face the wrath of the gods.
Requirements: Fulgurite Crystal, splashed with Pig Blood, taking 10 minutes to prepare. Requires incantation, as well as use of specific activation gestures that resemble a rain dance.
Allows the wielder to transport items and/or people from or to a location of their choosing. Constraints; The ritual needs to have been prepared in both places, so this spell is effectively useless without forward planning. In addition, the odd nature of the ritual means that either items or people can be transported at one time, but not both. The upper limit of this is one's clothes and limited personal effects, but it increases the danger of using the ritual. Furthermore, the magic is not instantaneous, merely much, much quicker than travelling through the physical space and time in reality, thus a cooldown period and re-working of the ritual will be necessary with each additional use.
Requirements: Pentagrams of incense must be drawn up in chalk in two separate locations, and two halves of a Raven's Fingerbone must be divided between the two sites, taking 20 minutes to 24 hours to prepare. Burning the incense activates the ritual, but requires the ritualmaster to continuously chant to keep the portal open.
Ritual restores the energies of an Ability Magic wielder, or reinforces an Enchantment, or prolongs a ritual (other than Elixirs of Vanaheim of course).
Requirements: Poppy Seeds mashed into a pomace and blended with Holy Water, applied to an Ability Magic wielder, Enchanted Object, or Ritual, takes 5 minutes to prepare. Once the mixture is applied, the ritualmaster must activate the substance by burning incense and using activation gestures, and the focal points of the influx of magical energy, be they pressure points on a Magic Wielder, binding points on a Magic Weapon, or the focal item in a Ritual, must all be coated in the substance, and invoked by the ritualmaster's gestures.
A ritual which causes a miniature earthquake in a localized area.
Requirements: Pig's Blood is splashed over Agate Crystal, and then hammered into the ground at a precise angle in time with a chant, takes 5 to 20 minutes to prepare. Once inserted into the ground, the crystal must be covered in incense, and the incense must be burned in time with the chant.
Provides illumination (always, with following options being mutually exclusive to each other), cleanses wounds, repels Draugr (undead), and can provide a weak shield (more dilution) against combative magic.
Requirements: Begin by dousing Yarrow seeds in Holy Water, then rub the seeds on the item in question, takes 2 minutes to prepare. Then a special chant and gesture is performed, and when the item is in close proximity to burning incense, the command phrase is uttered, and the item will activate and the ritual begin.
Ritual unleashes a torrent of wind that blows foes away in a specific direction.
Requirements: Soak Peridotite in Pig's Blood, dust the side from which the Winds are to blast with incense, takes 2 minutes to prepare. Burn the incense, and utter the chant.
Misc: Broggan is intended entirely as a support character, and is incapable of defending himself when casting any of the above rituals. Naturally, some of these rituals have a very offensive potential, however it should be borne in mind that each offensive ability is a ritual that requires ample time and warning to prepare, activate, and re-apply.
Broggan can Hurry his ritual prep, halving the time needed to prepare, but multiplying the chance of the ritual failing by 1.5x. If the ritual fails, the components are still consumed.
Broggan can Rush his ritual prep, quartering the time needed to prepare, but multiplying the chance of the ritual failing by 3.0x. If the ritual fail, the components are still consumed.
Broggan's pouches have room for approximately ten ritual focus components, and their accompanying catalysts.
Quiet, calm, reserved and patient. He is of a kind heart and caring nature. Often lost to thought he can appear aloof or indecisive unless his morals are called into question. In that case he is a steady bastion for virtues. A curious creature, always seeking a deeper meaning yet looking upon the world with optimism and hope. He always sees the good in all things, the light in the dark.
Backstory:
Having grown up in a small clay temple on the outskirts of Silvershire, Avey was born and raised into a small sect that focused on spirituality and harmony. The monks served the King partly with their superstitious guidance and partly with ancient knowledge. They believed in balance and the power of nature. They passed on secrets of old and kept written ledgers on history and learnings.
The monastery was open for all but did not offer the lifestyle many could appreciate. Due to the many rules promoting a selfless, reflective, non-judgmental lifestyle and the required hours of tedious spiritual chores, it's numbers forever remained low. In recent years it mostly acted as a refuge for lost and rescued Sylvari, as sadly their abuse only grew while times of darkness increased.
As the world continued to sour around them they fought desperately to hold strong to their values and beliefs. With the loss of the King it finally all came crashing down. No longer did they have that Royal support or protection. He was the last of influence to find value in their guidance or see importance in holding onto the past. Soon after his passing the monastery was sacked. Raiders kidnapped weak Sylvari, stole and destroyed their few possessions and killed any who tried to defend themselves.
"In the fires of my hate you will be sundered from this world in body and soul, to be reborn again from the ashes when at last your stained soul is pure again."
Marcus Krueber
Age: 35 Sex: Male Race: Human
Personality: Marcus is a blunt kind of person. Utterly unafraid of confrontation or humiliation, given or received, and will tell you his thoughts when he feels it is appropriate. Most obstacles are approached with a calm mind and a rational train of thought, but anyone who has spent time with him on his travels will tell you there is a darker creature lurking in his heart. It thrashes against his sanity relentlessly when the fighting is over. This is a man who teeters on the razors edge of insanity.
It is manifested in his often self-destructive use of magic.
Backstory: Fate. Everyone wishes to believe they are destined for greatness or dread the idea of wallowing in despair and depravity as they lick the boots of their betters. Your role in this lifetime, this universe, is nothing more than the plaything of a god. A deranged being of unlimited power and knowledge that sees past, present, and future, simultaneously with ease as they determine where you fit on the grand chessboard that is.. Fate. Life and Death. Some come to accept that they are predetermined to die and eagerly run into battle without fear of what will steal their life forever. The corruption of this world has destroyed the fates so it seems, my predictions often speak of ghastly ends and dark times. People have begun to break under the weight of their hopes shattering around them and now rush headlong into their deaths with reckless abandon.
In my youth I have tried to divine my purpose through the cards and rarely was the same answer given, never is the future clear. Circumstances can change in an instant. All it takes is one person. When the corruption took the lands I learned of my future. The cards speak of my fate as the end of fire. Does that mean the magic I wield will be lost forever, or does it mean my life will end? There is no way for me to know. Countless times over the years since this premonition was first shown to me and still the answer has not changed. It is the same cards over and over to the same question..
All it takes is one person to change everything.
I will not fade away quietly.
Equipment:
2 sets of Tarot cards, and one set of standard playing cards. The standard cards are incredibly worn as they have seen the most use over the years, with random cards from other decks found in his travels having been added to it to refill the cards he has literally thrown away.
The first set of Tarot are used to foretell the future of companions and strangers alike. They dance to his command, drawing the eye inevitably to them as he reads of fate.
The second set is more valuable. These cards are relics from history, found on the skeletal remains of some poor soul more than a century ago. Yet whatever magic blessing these ornate cards has kept them pristine through the years and use. Rarely will Marcus allow others to see these beautiful cards. They are used for personal tellings exclusively.
Marcus' armor is incredibly resistant to fire, preventing it from being damaged by his reckless use of wild magic. The same cannot be said for his scarred and burned body.
Spell list: Enchanter / Ability mage
Immolation True to its name, Marcus imbues an item with endless fire that burns the item and everything around it.
Volatile flame Imbues an item with living fire. After a set time, the item will explode dealing fire damage in a small area. Multiple instances of volatile flame can be stacked on top of each other for a greater effect.
True fire A runic enchantment placed on all of the tarot and playing cards in Marcus' possession. The effect is similar to immolation, except it does not injure the wielder and object imbued with fire, but still does a moderate amount of damage to an enemy.
Regeneration An enchantment placed upon both rings he wears. When activated, they will slowly heal his wounds until the magic stored is depleted. At such a point it is a matter of restoring the rings as well.
Attuned cards expending a small amount of his mana, Marcus can control his cards with a few simple hand gestures. The more cards used this way means drains his magical power very quickly so it is usually limited to only a few of his cards at a time.