0.1: DM approval does allow one to get around certain rules, but only express permission.
1: No invincibility, immortality, invisibility, psionic powers (these just tend to be generally powerful with few drawbacks), or flight. Use common sense, and ask if you're uncertain if something is allowed or not.
2: This is common sense, but no godmodding or metagaming.
3: Unlisted abilities or equipment are assumed to not exist. If you want your character to have an item or ability you did not list on your character sheet, ask me for permission first.
4: One character per player, PM me if you want more characters.
5: If you wish to keep parts of your character sheet secret, PM the full sheet to me for approval.
6: If you want a character that isn't one of the primary races, ask.
7: Really, just ask on the thread or in a PM if you want to do unique things
Name: Gender: Species: Age: Nationality: (Optional, either pick an existing nation or create your own) Appearance: (Image or Description, or both!) Equipment: (If Any) Backstory: (Optional) Abilities: (Physical, Magical, or Both) Other: (Optional)
Appearance: Standing at 5'7", he has a naturally lithe build. His body is covered in a layer of dark grey fur with black spots. His hair is black, and forms a shaggy mane, with his ears sticking out the side. His face looks mostly human, though with a cat nose instead of a human one and catlike green eyes. His left hand has an amulet made from a diamond encased in silver embedded in his palm, and some of the fingers on that hand are crooked like they've been badly broken in the past. His legs are digitigrade, like that of a cat, and he refuses to wear shoes. In terms of clothing, he wears a pair of brown pants that are cut off below the thigh, a green long sleeved tunic, and a brown cloak, with a belt holding his bolt quiver, his hand crossbow, and his sword sheath. His armour consists of a pair of knee pads, a leather cuirass, a pair of leather shoulderpads, a leather bracer, and the Gauntlet of the Hunt. The cuirass also has a bandolier to hold his knives.
Equipment: -Artificial Mana Heart: A coin sized amulet found in a ruin that stores magical power which the wearer can then draw on, similar to a Mana Heart. Due to circumstances involving an idiot and a crushing trap, the Artificial Mana Heart is now embedded into his left hand. -Gauntlet and Sword of the Hunt: A paired set of magical items, a silvered shortsword with a design of a wolf's head on the guard, and a steel gauntlet with a mechanism to stab the user. By drawing blood from the user, via the gauntlet, the sword becomes imbued with a magical aura that increases the damage it deals. -4 Regular Daggers -Silvered Dagger -Hand Crossbow -Quiver with 20 Regular Bolts and 5 Silvered Bolts -A Set of Leather Armour with Metal Reinforcement -A Set of Travelling Clothes -Spellbook -Backpack -Rope -Lockpicks -Crowbar -Coinpurse
Backstory: Jack was orphaned at a young age. His family were travelling merchants, but on their way through Levis they were caught in a rock slide. He only survived due to the actions of his mother, who threw him under a thorn bush which prevented him from getting crushed. Later he was found by the dwarves who were clearing the road. Seeing as he was an orphan, one of the dwarves in a happy, but childless, marriage decided to adopt him. They named him Droigheann, or Thorn in their tongue, after where he was found. Raised in the dwarf way, a lot of alcohol and fighting, Thorn grew up with both a high endurance and an appreciation for the past. For a time, he tried becoming a priest of Rava, but the wanderlust he inherited from his birth parents made staying in one place unappealing to him. The head priest informed him of a job he could take, that of a treasure hunter. Retrieving fragments of the past and shedding new light on it. He was 15 at the time. Over the next 14 years, he made a name for himself as a Treasure Hunter. He began to refer to himself as the Jack due to the size of his magical heart being too small to be more than adapt in magic. Due to some errors in literacy, The Jack Thorn became Jack Thorne when he signed up to the League. Seeing as dealing with the paperwork would be too much effort, he decided to keep the name. He felt it suited him. During one of his excursions, he came across an artifact designed to mimic a Mana Heart, allowing him to be a more effective caster. It became a permanent part of his body during a delve into a ruin with a greenhorn. The idiot activated a crushing trap, killing him and trapping Jack's arm. Though he managed to disarm the trap with his Legerdemain spell, his hand had been crushed and the amulet forced into it. While not the first time he had failed, it was the closest he had come to death so far, and it wasn't even down to his actions. Since the incident, he has been working alone, unwilling to put up with the bullshit of other people.
Abilities: (Physical, Magical, or Both) As a Panther Half-Beast, Jack has the natural bonuses that come with his race. Namely he has enhanced reflexes and flexibility, claws that allow for easy climbing, and enhanced night vision. He is also ambidextrous. His constitution is higher than average for his species, due in no small part to being raised by Dwarves and their lax stance on alcohol. He was trained to play to his strengths, being weaker but more agile than the Dwarves, coming up with an aggressive style that aims to keep opponents off balance. As a treasure hunter, he has a wide knowledge of history, able to identify the purpose and the builder of most ruins he enters. He also has a vast knowledge of magic, born out of necessity considering the sheer amount of magical bullshit he finds himself encountering in his profession. Initially he had some training as a Priest of Rava, but with his decision to become a treasure hunter he moved into learning more generically useful magic. He has a series of spells he can cast, along with a few rituals. His magical heart is about 70% the size of his heart, with the artificial one he has being about 33%. Combined, he has enough power to be considered a magus, but he lacks the training of others with a naturally larger heart.
List of Spells: -Spare the Dying A spell designed to stabilise a wounded person. It won't cure the wounds, but will prevent death by bleeding out. -Legerdemain Summons a green spectral hand that can turn invisible, work lockpicks, and lift up to 10lbs. -Chill Touch A borderline necromancy spell. Creates a ghostly hand that drains vitality, dealing damage and preventing healing on the target temporarily. -Prestidigitation This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical Effects. • You create an Instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odour. • You instantaneously light or snuff out a Candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a colour, a small mark, or a Symbol appear on an object or a surface for 1 hour.
[The Following are more Energy Intensive and can only be used a few times a day]
-Cure Wounds Imbuing holy magic into a person, the caster enhances the users healing ability, allowing them to more quickly recover from injuries. This magic does deal damage against creatures who are unholy, such as undead. -Feather Fall The Caster causes up to 5 targets to slow their descent to a quarter of their speed and acceleration. -Shadow Blade The user forms a blade out of darkness. This weapon deals more damage than a regular weapon.
List of Rituals -Identify Takes ten minutes to complete. When used on a magical item, it can reveal what it can do. -Detect Magic Takes ten minutes to complete. Creates a magical pulse that heads out 300 meters. For an hour, any magical items and spells within the range are revealed to the caster. -Find Familiar Takes an Hour to complete. Binds either an elemental or a demon into the form of an animal that is bound into the service of the caster. The user can telepathically communicate with the familiar while it is within 100ft and can share it's senses.
Other: Edgar: Jack's familiar, a minor demon trapped into the form of a raven. Practically indistinguishable from a normal raven save for the fact that instead of cawing it goes "SOULS".
Name: Unknown. Perhaps she had one at one point, but it is lost to time.
Gender: Female
Species: Snow Spirit, previously descended from a halfbeast (cat).
Age: Appears to be in her mid twenties or so. Actual age unknown.
Nationality: A bit of a wanderer, though her current life started high up in the mountains of Isilra
Appearance:
Equipment: She wears a mixture of fur and leather armor, frosted over, lending it to just a bit more impact compensation than typical, although anyone who examines the armor would find that it's clearly not been well maintained for years, though it isn't breaking down either, frozen in moderate wear. In terms of weaponry, she carries a heavy metal greatsword, and a small steel shield. Though she can wield them with either hand, she tends to prefer to wield the shield in her left hand, and sword in her right. Greatsword: Once a well maintained and sharpened weapon, it has since been encased in several inches of ice, leading to it losing a bit of its edge. Still just as heavy (heavier, actually) than it was, though the nature of the icy shell encasing it lends to the weapon being more of a heavy club than a sword. Shield: Nothing really to speak of, like the sword, it has since been encased in ice, which does protect the shield from wearing down over time. Primarily used to deflect blows, given that the small size doesn't lead to absorbing blows particularly well. She also holds a shattered pendant around her neck, only one large piece of the previous design visible, which holds a strange warmth contrasting the rest of her.
Abilities: Physical: As a snow spirit, she does have a somewhat otherwordly strength, allowing her to wield her greatsword easily in one hand. She does have resistance to the ill effects of being in cold environments, but she can feel every second of it, leading to a rather miserable existence. Her senses have been dulled, leading to her being nearly unable to taste or smell, while her touch is numb from the constant cold that surrounds her. While her hearing has been dulled, her nature as a Halfbeast still leads to it being slightly sharper than a normal humans. Unique among snow spirits due to strange circumstances surrounding her death, she is able to move freely around the world, though this comes at the cost of being unable to float, and she does require food and water, albeit at a much lower rate than most mortals. Additionally, while her body is resistant to damage from constant exposure to bone-chilling temperatures, she can still be hurt as usual, and nonmagical healing is rather slow, unless she has a source of snow or ice, which can be used to speed the process. Magical: Though in life she had no skill with magic, nor a large enough Mana Heart to use magecraft, her nature does bring with it... Isilra's Chill: In a sphere around her, about five feet in radius, there is a constant chill in the air, slowly freezing things that remain around her too closely, leading to objects sometimes being covered in a thin layer of frost when she leaves. This chill is certainly below freezing, approximately 0°F (-18°C), and absolutely constant, remaining that precise temperature whether atop the highest mountaintop, or in the heart of a volcano. This aura does not, however, protect her in the slightest from any fire, only slightly weakening it before it would reach her, and she holds a certain fascination with the warmth of the fire, and its flickering motions.
Backstory: While the events before her death are an unknown to her, the events afterwards are not particularly interesting, mostly wandering aimlessly around Isilra for years, before eventually happening upon a raiding nation of humans, living with them for a few years, never taking on an identity, but learning of how the world has changed, and heading to the south, to explore, and potentially find... why she had lived. Who she had been before. Or perhaps even discover secrets before even her.
Avala, standing at 6 feet 3 inches, is built more like a bear than man. Born into the harsh North, he learned at a young age that if one was to survive, they have to be stronger than the elements. Thus he trained, and trained, and trained. Taken in by the Winter's Claw, he was put through intense physical and metaphysical trials. Having triumphed through them all, he returns to the known world a changed man.
PSYCHOLOGY
"Reserved. A man of focus, and commitment."
MAIN GOAL ⫻ To seek the truth..
PHILOSOPHY ⫻ The world isn't fair. The strong can pick on the meek with little to no consequence.
SECRETS ⫻ He doesn't believe in keeping secrets
SEXUALITY ⫻ Heterosexual.
FEARS ⫻ Losing control of his life.
BACKSTORY
Not much is known about him prior to his time training with the Winter's Claw. All that is known is that he is rumored to have been born a prince of the Kingdom of Jord (Yord) in Isilra. Their crown jewel, named aptly the Frozen Heart, has been passed down for generations and is rumored to be the frozen heart of a god-like primordial giant.
The jewel shone with brilliant light, no matter the surrounding condition. It is rumored to be so cold that prolonged touch can render one's limbs completely frozen. It is also rumored to be the key of re-summoning and thus subjugating the primordial giant.
One day, during his youth, it was discovered that he was born on of his clans' Si Xiang. A shaman-like figure that can invoke the primordial animal spirits. He was in the throne room, like usual, just playing around. He happened to sneak past the guards as he does and entered the Jewel Guard. There it was, the Frozen Heart. He has always been a curious boy and that day his curiosity peaked. He reached for the Frozen Heart, feeling it's call. Upon holding it, the boy felt a sharp cold unlike any he has felt before and his arm slowly turned an unnatural black. The boy was frightened and dropped the jewel. The colors did not return to his arm as he started panicking. Approaching the guards outside the Jewel Guard, he was immediately taking to his father the king, and then to a healer. The healer, tried as they might, could not cure him. His arm remained the same color as the darkest obsidian.
When medicine did not help, his parents enlisted the help of spirits. They called upon the high shaman, and she approached the boy. With one look, she knew what had happened. Using her own powers, she channeled the Cloak of the Tortoise into the boy's arm. Color, and function, returned almost immediately. The high shaman then spoke to his parents in private as he recovered.
-The boy is special. His arm was black because the Cloak of the great Zhu was coursing though it. He held onto to the Frozen Heart for far too long. His arm should have been frozen to its core. But, alas, it wasn't. If I may be so direct as to suggest you allow him to be trained at The Winter's Claw, it would be of great benefit to the boy, and our Kingdom.-
With those words, the high shaman left the palace. His parents were left to contemplate for themselves.
Ultimately, they decided that the boy's mana is better left trained. He was sent off into the Northern wastelands, to the home of The Winter's Claw.
In the temple, the boy became a man. Training, trials, tests and tribulations were a daily occurrence. In the beginning, he resented his parents for doing this. For sending him from the comforts of the palace to the harsh world. Slowly, he adapted. He learned to live on meager rations. To find sustenance through prayer and to embrace the spiritual world. His body grew strong, and his mind grew sharp.
His grasp on the art of invoking the Great Spirit was such that he learned them, one at a time, with relative ease. Understanding their meaning, their principles, and their purpose came naturally to the boy. Through daily prayers and meditations, he opened his mind to the spiritual world, and peering within was all that he needed to be engulfed by it.
One day, the grand maester of the temple took him aside and said to him
-Pupil, your understanding of the spiritual world is at a point where my words and the words recorded on these tomes can no longer satisfy your hunger for knowledge. You have my permission to enter the inner sanctum, to seek the knowledge you crave. A word of warning. The inner sanctum is unforgiving. One misstep, and you may never be the same.-
With those words, the grand maester gather a torrent of mana onto his right fist and sent it towards an unseen doorway. With a shake and a booming echo, a doorway slowly revealed itself to the pair. The grand maester then inhaled a deep breath and revealed his true image. At first, he looked no more than 60 years old, grey as he should be, but otherwise in good physical form and health. However, as his true form is revealed, his warning rang ever more true in the mind of the boy. A weathered, beaten old man, barely a husk of his former self, holding himself together with incredible strain.
-Enter, and prepare yourself for the harshest of truths.-
Was all that the grand maester said to him. He bowed deeply and strode through the gates.
How many years have past? Decades? Centuries? Eons? One could not say. As he emerged through the Gate Of No Gates, his physical appearance has not changed much. The outside world, however, could not be more different. The temple is essentially a ruin. The shamans and maesters were no longer. The tomes seemingly burnt. With a worried look, he channeled the Cloak of the Great Voli and moved with such speeds that an untrained man would not comprehend. He charged ever forth, heading towards the Kingdom that once was.
Upon his return, he found similar sights to what he had witnessed at the temple. Ruin, and desolation. Was this an act of war? He could not tell. It seems like it had been so long since he had been back that even the bones have faded to nothingness.
This is where his story begins. The Frozen Heart is missing. His home is in ruins. His bloodline missing. He is out to find truth to all of this.
Equipment
Prayer beads⫻He keeps these with him, though it is never actually seen being used during combat. Blessed Faulds⫻About the only piece of armor he wears. These are rumored to have been forged by the legendary Norse blacksmith Orrn using volcanic metal and Norse magic. Lightweight, unassuming but very durable. Gauntlets of The Moonlight Vigil⫻A set of gauntlets he wears if he was to enter physical combat, but want to refrain from using his spiritual power. Rumored to be forged by Orrn as well, these gauntlets are attuned to magic that without precise control, it can drain one of all of their mana. Staff of Voli⫻An unassuming walking stick made of twisted Isilra wood. There are runes inscribed into the staff that despite the weathered look of the staff, looks as if they had just been inscribed hours ago. He can channel his magic through this staff, as a source of amplification but he rarely does so. Pouch⫻Nothing special about this. Just a pouch where he keeps his medicinal herbs and ointments. Coin Purse⫻As spiritually attuned as he is, one cannot get around this world without some coins. Leather pack⫻A leather pack he sewn together himself. He keeps his pouch, coin purse, emergency rations and various other items in it. The symbols 'XIV' is scratched onto one of the straps.
Abilities
"Its funny. My powers are so warm yet the world is so cold."
-Note- He does not invoke the names of these skills when he casts. These names are used for academic purposes only and are not accurate translations from his language.
Five Flashing Lock⫻ The caster overlaps their palms, facing them towards their intended target. Five orbs of green light is generated on the inside of wrists, the ankles, and the center of the target's chest, sealing most major magic ports and limiting the use of of their mana lest they are willing to immolate from the inside out because of it.
Black Chain Fire Sealing Destruction⫻ With the index and middle finger of either hand, the user draws a circle in the sky, summon several thick black chains. The chains are seared into the body of the target, binding them to the nearest solid surface. The chains and the surface are then essentially melted together, causing the target to be bound to the surface completely.
Purple Lightning⫻ With the index and middle finger of either hand, the user draws a circle in the sky. A channel of mana swirls around user's arm. Lightning is then channeled through the same index and middle finger.
Hundred Steps Grand Wheel Frozen Heaven Blast⫻ A beam of frozen mana is summoned from the palm of the user. Any target contacted by the beam has their mana frozen from the inside out, slowing taking away their ability to channel it for a time period.
Hand-to-Hand Combat prowess⫻ Having relied on his body to survive for so long, his survival instincts will show through when engaged in combat.
Spirit Cloak⫻ Perhaps his most important skill, he can call upon the primordial spirits of the North to aid him. -Bear- He invokes the great Voli, the spirit bear of the North. This cloak grants him enhanced mobility overall and his physical attacks are enhanced as well.
-Tortoise- He invokes the sturdy Xuánwǔ, the black tortoise of the North. This cloak give him enhanced durability against physical attacks.
-Phoenix- He invokes the mighty Zhu, the fire bird of the North. He is typically in this form. This cloak allows him to channel mana throughout his body, warming it from the inside out and invigorating his body and soul.
-Dragon- He invokes the ferocious Aurelion, the dragon that rules them all. This cloak combines the previous three and grants him all three at once, for a short period of time.
OTHER
"You can't outrun the sunrise"
He plans on joining the League of Explorers, using their considerable resources to find the ones responsible for the murder of his village.
Appearance: 6'1" with short black hair and blue eyes. White-skinned. Sports a black, stylized white-trimmed long coat. Thin layer of gambeson found beneath the coat with a single plate of armor covering the upper-chest area. Grey leather pants. Leather boots that go up to the knee.
Cutlass (Sheath worn at her left hip. Passed down to her by her father.)
Spellbook
Mechanical Gauntlet (Worn on her left arm. The gauntlet may from a buckler and houses her spellbook beneath an armored frame.)
Pack Belt (Worn around her waist. Several smaller packs are positioned along the belt, meant to hold a number of small items and tools.)
Mana Crystals (Pre-charged crystals imbued with mana. Used as a battery of Victoria to siphon mana from. Carries a total of ten.)
Backpack
Coin Purse
Backstory:
Victoria's childhood was mostly uneventful for a good ten years. She was raised between two caring parents, both of them respected within their former careers. Her mother was a well-known adventuring mage and her father, a witty privateer. Both of her parents, upon marrying, settled down somewhere along the coast, away from the hustle and bustle of everyday society. And away from their previous institutions. They lived their lives peacefully as farmers though as they raised Victoria, it was later found out she possessed a well-sized Mana Heart, a factor that would easily allow her to become a mage. Added to her ever-developing curiosity and the ramping up in expedition requisitions by the League of Explorers at the time, both parents believed their daughter would inevitably show interest in the League.
As she grew, both her parents revisited their trade experiences and taught her what they knew. Her father trained her on how to use a sword and the workings of economics while her mother taught her how to use magic and how to survive in the wild. Even though they trained her every day, one little aspect at a time, they were still a bright and happy family. However, at the age of eleven, Victoria's mother was called back into the League regarding an important expedition westward. She initially refused at first but for reasons unknown, she eventually accepted. She never came back from the expedition, and the entire thing was hushed. Victoria's father resented the League of Explorers ever since.
While she and her father tried to get along, it was never truly the same without her mother being around. Victoria ended up picking up the slack maintaining their farm with her father. Training still continued but as she became of age, she would eventually enroll into the Lapuria Academy to study magic and eventually become an adventurer like her mother. Victoria's father strongly opposed this but after she voiced her interest, along with the backing of her father's relatives, he eventually conceded to allow her to go.
When she eventually graduated at the age of 23, he applied to become an adventurer for the League of Explorers. As a graduation present, her father passed down to her his own cutlass he had kept with him during his many voyages, along with a collection of tomes and articles her mother had stored away. Since then, Victoria has participated in many expeditions and even lead a few herself with other explorers. Like her mother, she would work her way up to a high enough position to keep a larger portion of loot recovered from exploring, though only for research purposes. Though she maintains a more optimistic view of the Leauge, unlike her father, she is aware of the disappearance of her mother and as a side goal, she discreetly seeks to find out what had ultimately happened to her.
Abilities:
Having been trained at a young age by her father, a former privateer of the Eastern coast, Victoria is skilled in the art of single-hand swordplay.
Being an adventuring scholar, Victoria often documents many magical and scientific discoveries encountered on her expeditions. As such, she could be considered a walking library of knowledge. Her main prowess is through deciphering tomes, runes, and other artifacts recovered throughout her journeys. Through, sometimes rigorous, studying and dissecting of ancient knowledge, Victoria is capable of reproducing some ancient spells and even engineer new ones through modern and efficient methods. Although possessing both a large-sized Mana Heart and a very good understanding of magic, along with a wide range of spells, the spells she however employs is geared primarily as support, both in battles and as a tool when exploring ruins and dungeons. It is rare for Victoria to use offensive spells.
Illuminating Wisp – A common spell that consumes a small portion of mana and once cast, produces a mana-construct, manifesting as a bright flare that follows the castor or the target the caster intends it for. The spell may last for a while, typically up to twelve hours. The spell may be canceled by the caster or when an external light source becomes present.
Mage Blight – An advanced spell that behaves as a curse. The spell consumes a medium to large amount of mana and once cast, creates an area of effect that disrupts the flow of mana within the radius of the spell. Any spells or magical effects caught inside the radius (of four-yards) are negatively affected and can either increase the time a spell can be cast, dampening its effective potency, or potentially outright canceling them out. The spell usually lasts for a minute but can be canceled out by the caster and its radius is determined by the amount of mana used.
Mage Bliss – An advanced spell that behaves as a blessing. The spell consumes a medium to large amount of mana and once cast, creates an area of effect that excites the flow of mana within the radius of the spell. Any spells or magical effects inside the radius (of four-yards) are positively affected and can decrease the time a spell can be cast and the amount of mana needed (the spell essentially acts as an external mana source), as well as enhancing their effective potency. The spell usually lasts for thirty seconds but can be canceled out by the caster and its radius is determined by the amount of mana used.
Transference – The spell subtly, consumes mana in very small amounts and while casted, mana is siphoned from a target and transferred to another. The initial target (can be the caster themselves) must have stored mana for the spell to work and the target that ends up receiving the mana flow must have the ability to store it, such a living being or a device. Note: Victoria typically uses the spell to infuse mana crystals which she can later use to draw from to top her reserves. She can also use the spell to empower a party member who is low on mana. The spell is limited to a maximum range of two yards.
Anatomizing Gaze – An advanced spell that gradually consumes mana and while casted, the target the caster has set their sights to is heavily analyzed down to atomic details. The information varies based on the target the spell is targeting. The spell can identify the building blocks or material of a living being or an object. The spell may also track mana flows, the life essence (and condition) of living beings and decipher ancient texts and spell verses. The spell, however, does require the caster to have knowledge or concepts of the target prior to better translate the details to them.
Burst Flare – The spell consumes a medium to large amount of mana and once cast, creates an explosive anomaly that attaches to a target. The anomaly ignites after three seconds and self-destructs in a series of explosions with a destructive radius of five yards. The destructive potential and the number of explosions that are admitted are based on the amount of mana spent. Victoria uses this spell mainly for demolition purposes but can be used offensively if need be.
Blessed Touch – The spell alleviates any contracted ailments or curses from a target (must be a living being). The spell will also heal the target, regenerating damaged or lost tissue. The amount of mana consumed is based on the effort needed to completely heal the target. The caster, however, may stop the spell at any time to conserve mana if a full heal isn’t necessary.
Angelic Halo – The spell consumes a medium amount of mana and once cast, creates an area of effect that gradually heals the wounds received on any number of recipient targets within a four-yard radius. The spell only lasts for thirty seconds.
Lazarus Ascension – An advanced spell that consumes a massively large amount of mana (almost the entirety of Victoria’s reserves) and once cast, a deceased target is brought back to life, with any prior wounds sustained before death having been healed and any alignments or curses lifted. The caster, however, is a recipient to a feedback ailment; similar to that of the effect of a Mana Heat being depleted with the vitality of the cater being diminished though not as harshly in comparison.
First Sphere of Quadraxis – Recently discovered from an excavated ruin and found engraved on an unusual tablet in imperfect condition. Currently, an incomplete spell believed to be a subset of an incantation or even a ritual. Victoria has yet to determine the nature of the spell or what it does. Assuming it does anything. More information is required to unravel the extent of the spell.
Funnily enough, given her recent and occasionally perilous encounters, Victoria has also been seen to be a rather surprisingly athletic runner.
Personality:
Despite practicing a humble demeanor, Victoria is certainly not afraid to speak her mind and express her views when necessary, sometimes comical or sarcastic if it benefits the mood. Being an easily fascinated and curious sort, she takes her role as a scholar by heart (if not seriously) and seeks knowledge whenever she can find it; until it gets her into trouble. Nonetheless, she does show great pride and devotion to her line of work and will always open to offering a helping hand in those in need.
Although being a woman, Victoria’s exhibits a tomboy-like attitude and behavior and is unafraid to commit to any physical-demanding activities when necessary. This is further evident when she becomes flustered (to a certain degree) upon being told to act more feminine or required to wear dresses. Such circumstances she considered both unexpected and embarrassing. Though she does appear to show her feminine side at times when encountering anything considerably ‘cutesy’.
For some strange and almost inexplicable reason, Victoria seems to have a beef with Anubite culture. Might have something to do with the ears…
Appearance: 5'4" tan-skinned, short dark indigo hair, and silver eyes. Her ears are quite tall, while her tail’s length is about average for her race. Her overall form doesn’t have a lot of feminine features which makes her general appearance come over as boyish
She wears a grey vest, a white cloth serving as a skirt of sorts, a white sash with golden engravings on it and a pair of black sandals. She usually wears a regal looking white cloak in case of sandstorms and long journeys. For her jewellery she wears an Egyptian style necklace with an eye medallion, 2 small golden bracers, a gold armlet with a crescent moon engraved in it and a pair of anklets
Equipment: she uses a khopesh as a weapon and has a satchel in which she holds her religion’s holy book, her journal, her flask and a small knife
Backstory: Born into a Mage family that was known to have troubles with the way things ran to such an extend that her father and uncle tried to build a faction in the high caste society large enough to make reforms, but when the faction became known to the high priests the leaders of the faction were taken care of, her father being one of those. The high priests fabricated the story that the faction leaders were heretics and tried to convert others to their way of thinking. Years later Nebra learned the truth about her father’s death and believes that the current government needs to be toppled from outside to not repeat the same fate as her father. Now with her family in constant paranoia and the government monitoring her, she decided that she’d first lay low for a while and found the perfect way through the exploration journeys.
Abilities: Blessing of Virtune: a blessing that allows her to see better in the dark and enhances physical abilities at the cost of being unable to use most to any spells/chants during the night (Effect strengthens or weakens depending of the fullness of the moon)
Sight of Kem: A spell that lets her see through illusions
Blindness of the heretic: a spell that lets her blind someone who has drifted away from the Anubite Faith for a small amount of time
Delusion of the Heathen: a spell which allows her to use illusions on someone who is not of the anubite Faith
Divine Fury of Khonos: a chant that lets her summon a 8 meter in diameter storm of fire and brimstone around her, the eye of the storm is 2 meter in diameter. She is completely stationary during the chant (Effect is weakened for having Virtune as patron god)
Divine water of Virtune: a chant that lets her summon holy water and control the summoned water. It can be used to fight although it’s not very powerful as a weapon as its main purpose lies in its slight healing properties (Effect is strengthened if the target has Virtune as patron god)
Heavenly orbs of rejuvenation: A chant that lets her summon orbs of light that can recover stamina and heal small wounds on her target. There is no limit to how much she can summon although it does tire her out fast and the chant needs to be continued on.
Other: Because she is an Anubite, she has good hearing thanks to her big ears and can use her tail for small tasks such as picking up small lightweight items.