Well I can offer that for the most part Nebel's Family has been members of Ispar, serving from Knights, Guards, Merchants, even civil servants. Yet they have all been Hexer's. From day one they start learning till they are in there twenties.
From what I understand Nebel and Aarkenhan are currently outside. Nebel is sitting on the stares to the entrance while Aarkenhan is currently just crowd watching.
Looking up from his current seat, a bench from the looks of it, in the middle of this gods forsaken town, the man with the metal deer head looks up at the courier. Without a word he takes the letter opening it up and looking it over. In that moment of silence he just shakes his head, another asking for his power it seems. Yet this time it was for a good reason as it seems someone lost a child.
With a silent nod he takes out a coin and hands it to courier, but grabbing his hand firmly. "Take this, but don't lose it." With that said he stood up and started walking away. "That is your lucky coin after all, but it's just a normal coin if you put it with the rest." The sound of his boots slowly marching away with the soft rattling of bones being the only merrier each step. In his left hand a Slightly longer longsword (Better known as a Basterd Sword) was held, in a soft case of Leather and wood with Steel Loops to hold its form.
Dismounting from his Pale Horse outside of the Castle Nebel slowly went over the events that led him here. Looking around he couldn't help but let out a muffled growl of agitation at all the 'corruption' he saw. Another cesspool where this worlds evils lie and wait to claim another for its horror's. Still he marched on after Tying his horse down. Reaching to one of the saddle bags he pulled out a brush and started cleaning her up. all the while taking in the sights around him.
Despite his perspective Nebel had to admit it was a nice looking town. Outside of the expected nooks and crannies of side street gambling and petty crimes that always seem to happen in back alleys, the normal things for a city, nothing seemed off. Still what danced in his mind was how did they find him and more importantly, why did they want him to go back to his long fallen home. That hell whole that he left behind after seeing how it feel to the temptations of this world. It might of been his home at one point, but now it seemed to match what his mind always said it was a true cesspit of the corruption of this world.
Putting the brush away after cleaning his Pale Horse's hide and mane Nebel grabbed the Stirrup and hooked them to their respective keepers. One he was done with that he turned to the palace, heeding no mind to anyone but the two who seem to be waving at the Knight. With a respective nod he holds out the letter to them, remaining mute for the moment. After a short confirmation he leaves them behind going to the main entrance steps and taking a seat after removing his weapon from his back. Once siting down, with the weapon resting on his shoulder and the tip touching the ground in front of him, Nebel slowly starts to hum an old Ispar Lullaby. A simple one, about a Hunter who wondered too far and befell to his own trap, a warning to those who do not heed their step lest they wish to be trapped by their own doing.
No a sit-rep makes since, the King in this moment would not be in the best mind set because of the stress of running a kingdom, dealing with his child being taken, and on top of that now having to take MORE time out of his life to talk with a group of knights to go over the details of what happened despite it already being common knowledge of whats going on would be a little much to ask. Sure the King might come for inspection/roll call, maybe say a word or two but otherwise leave it to the current knight incharge of getting back his child to give the sit-rep.
Well, as statecraft wait to see this thing start rolling.
Also as far as Nebel is concerned, anyone from Ispar would know OF him, perhaps not know him personally but would of at least heard of him at some point.
Description: -Head: Deer Skull shaped helm made of reinforced Steel, hollowed out for ones head to fit in. The antler are made of bone taken and slotted into the top(Currently a 8-point buck). Eye sockets kept shaded to keep sun out of the eyes. The skull has a large cross carved in it with runic circles going around the X shape. Despite looking like a large male dear skull it's canines are longer and sharper, like it was taking from something supernatural. The jaw is is split in the middle but held attached at the hing joint via leather straps that fit into hand carved holes in both skull and joint, while the front is given more room to move around it is held in place via leather straps making it look like its mouth is open.
-Torso: Chest plate over top made of Steel, with a Chain-mail short which covers the exposed parts of the arm and lower torso around the pevices area. Codpiece to protect the family jewels.
-Arms: Steel Plates on the upper and lower arm to protect the body but noting cutting off movement. The upper piece acts more like elongated shoulder pardons, leaving the lower half of the upper arm exposing the Chainmail under garment. Forearms are covered in Gauntlets that cover the outer side of the arm.
-Hands: Warn leather gloves that have fingers cut off to give better range of motion with fingers. Leather gloves are clearly warn but seem to be kept well oiled.
-legs: Upper legs covered in Steel around the outside of the leg connected by leather straps around the inside of the leg and to the belt. Lower legs are completely incased in Steel coverings that have runes carved into them, while they hold no power its more or less just for looks.
-Feet: Standard boots.
-Overcoat: A overcoat that fits over that hangs low to around the knees. The coat is made of a leather outer and a wool and linen inner lining. The outside has fur around the neck which covers the neck alone. The inner lining is able to be removed to keep from getting over heated. It has many stitch marks from the amount of times it has been repaired. Colored a light brown, it looks to be a compliment for what ever supernatural beast the skull was based on.
-Belt: Made of leather with Steel Studs. On both hips are pouches and on the back covering the backside is a larger pouch like pack that holds his main cleaning supplies. Each step he takes the sound of bones raddling very softly is heard.
Weapon:
-Short Claymore/elongated Long sword that has a fat core but evens out on both sides. Near the handle it is serrated section consisting of mainly five hook like tops, around six inches long. (Not named)
-Knife slightly longer then a normal hunting knife. Tied to the belt and just the hilt of the knife is seen around the coat when it is open.
(Note: Hexes are made from bone shine/totem's that house a skull floating atop a pile of bones with a dark flame coming from the eyes of the skull. The skill will have a rune caved into it to tell what hex is active. Two Hexes can be activated at once, this can will change over time. More Hexes will be added as Nebel uses/learns more. Hexes persist as long as the totem is still active.)
Skills-
-Deerstalker(Skill): A testament to ones ability to track game from years of hunting. After wounding a target he is able to track them down based on the marks and trails left behind by the pray. --"You though you could get away." -Nebel
-Iron Maiden(Skill): From years of being in the wild open he has learned that being inside a confined space can be a death trap. When in confined spaces he is always on edge, looking for the quickest escape route. --"When you find yourself in a hole the only safe move is escape." -Nebel
-Brutal Straighten(Skill/Training): In a fight speed isn't everything, being slower but hitting harder is some times better then being faster. His training, while not completely lacking speed, is more inline with using his might to his advantage. --"Its more then muscle, it's as if he is driven by the supernatural" -Bystander
(Skills are here and will be added if he learns any new ones. These are the ones that would be of more note.)
Hexes: "This magic, it's both a boon and a curse. Let those who feel its sting pray for a death both quick and merciful, but that is a fleeting hope." -Hexer of the Ispar people.
-Hex: Thrill of the Hunt. (The skull has a Celtic cross carved into it) A Hex that is rooted in hope, false hope. For each victim killed by Nebel's hands his speed increases.First-second kill: 6%. Fourth: 12% Fifth: 15%. Capping out at a max of 15%. Note: if the Totem is destroyed he returns back to normal. --"It's an urge, a primal need that has to be fulfilled." -Nebel
-Hex: Hunter's Lullaby. (The Skull has a music note carved into it) A Hex rooted in despair. While fighting Nebel hums a hunting melody that is carried in the air. All those that hear it feel a since of dread seep into their body causing them tremble. The unlucky people hearing the hollow sound will feel hesitation. Note:Sound is direction in a cone in front of Nebel. --"It's the sound! Don't listen to the sound it will drive you mad!" -Captain, opposition of Nebel
-Hex: On a Pale Horse. (Skill has a Skull engraved in it) A Hex rooted in Hope. ??? --"The beast stood back up, looking at us with a hungry gaze."
Hex: Dying Light. (Skull has a circle with a Flame inside it carved into it) A Hex rooted in Fear. When placed it remains unlit, but after a target is killed made clear by a circle with a flame inside of it on the chest of 1 enemy(This glows through cloth/armor) it lights up. Deep seeded fear is felt when in the presence of the Hexer after the target is killed, making lesser men faultier. Note:This Hex only activates after the target is killed. --"This isn't a man, not anymore." bystander
Hex: The Seventh Seal. (Skull has a skull with a hood over it carved into it.) A Hex rooted in ones own mortality. ??? Note: Once this Totem is deactivated or destroyed the skull used is broken completely. --"We met once, on that long road to Eden. Yet every time I was about to cross over you stopped me." Nebel to someone.
Hex: Death Wish. (The Totem is the Pale Horse, Death.) A Hex Rooted in Primal Fear. The Pale Horse of Death that rides into battle, wounded by others causing them harm instead. When the Pale Horse is struck it beings to give off a deadly aura that causes those that attack it to began theDeteriorationstage. Note: This Effect can only start when the Pale Horse is given a Fatal wound. When active its eyes give off the dark flames like all Totems. --"She was a gift from a very dear friend, and you just had to hurt her. Now suffer her wrath." -Nebel to the one who hurt his Pale Horse.
Bio:
Born in the kingdom of Ispar, Nebel was trained in the way of the Hexers from a young age, but disallowed from wielding them until his twentieth year if age. Though his first hex injured him because of the high level, he learned from experience- both of the hexing arts and of the corruption it brought. Still, he pressed on for another twenty years, until he was granted the title of "Hexer", given only to those who completed the training in this deranged and dangerous field.
Afterward, he applied himself to become a Knight. He thought it was the best way to become a better person, but as he watched corruption and greed fester in the hearts of his so-called friends, the noble allure of knighthood turned vile to him. For ten years he applied himself to become a man of honor, to seek out and get rid of the 'corruption' he saw but alas it was all for not for he could do nothing to stop the flow. He left the city shortly after his eleventh year, but not before beheading its most revered individual and taking his head.
Despairing of ever again finding peace in his heart, Nebel Hexed himself and sought to end his life, had he not used a Hex, he might have succeeded, for when he at last stood at the threshold to the afterlife, he was greeted by a most unlikely visitor;
Death.
With surprising empathy and warmth, she managed to talk him out of it. And as Nebel continued to wander the earth, greeting his imminent demise time and time again, he and Death became friends. In the years after, Nebel underwent a subtle change. Though he still perceived humanity as little more then a cesspool of scum and corruption, he did not so eagerly seek the afterlife as he once did. He started trading his skill for money and food, and his terrifying prowess with Hexes and soon earned him the title of "Hex-Drinker."
---Debuffs Deterioration: Causes anyone effected by it to start to wither and rot away. --- Color legend: -Basic Text/Backround lore (aba000) -Common (fff200) -Uncommon (f26522) -Rare (ed1c24) -Very Rare(Epic) (ed145b) -Legionary(Very hard to use or make happen) (ec008c)