Name : Sir Garpha
Species : Human
Age : 39
Gender : Male
Height : 176 cm (5'8”)
Appearance:
An adult human male with a lean physique and defined muscles, broad shoulders, smooth ashen skin, long-and-pepper textured wavy hair. An eerily attractive complexion with a flat expression, his deep bright amber eyes gave a piercing stare. Older than he seems, he looks like someone in his late twenties.
For his usual occasion he uses a simple shirt under form-fitted neck-length collared doublet with over-extended shoulder padding with removable sleeves tied with intricate cords and dark-colored leather jerkin on top. Wear reinforced trousers, a small satchel bag, and strapped with utility belt and knife rolls. Use boots just under knee-length with sturdy soles and wrist-length gloves. His all-black attire was covered with a calf-length dark hooded robe to conceal it all.
Bio:
During scavenging of destroyed village they stumbled upon; some nomadic mercenary group found a dying female in the middle of child labor. They helped her labor and then born a wailing baby tightly grabbing his nuchal cord. Just after the baby born before passing away from child labor, she says the word “Garpha” and so the baby is named after her last word. Unbeknownst to anyone, the baby that has just born has the innate talent—a blessing—of a truth seer. Someone who can differentiate what’s lies and what’s not.
Years passed by, young Garpha was raised as a mercenary. With mediocre skill using standard weaponry, Garpha filled the role of one who takes care of the group’s well being along with other members. Later they discover Garpha’s unusual talent for ropes and whip after playing with vines and later uses snake whip as his weapon of choice. Through many experiences they share, the group grows attached to him that they consider him as their family. And after many more, they realized that Garpha can exactly tell who’s lying and who’s not.
After some time, they enter a kingdom in decline between Tretagor and Varenheim. This mercenary group is called upon by the king to perform missions. On the go, they talk about young Garpha’s truth seeing ability to the King. The king thought that’s amusing and played along with him. Sometime after a couple moments of kicks-and-giggle, the King realizes Garpha’s potential and eventually takes him seriously. After he swears loyalty to the king and an agreement that if he ever crosses the kingdom they will hunt and execute his whole group including him, which fortunately never happened, the kingdom takes him in as the youngest squire ever in the kingdom’s history. With basic knowledge about fighting and weaponry he already got from his group, the kingdom molded him from a young age to be a special unit of the black-ops team and later as an interrogator.
After going through the ranks to the top, he once again solidified his loyalty to the royal family through consensus emasculation and was later appointed as personal bodyguard of the royal family. After serving directly under the king for decades with great accomplishments helping the kingdom from its ruin, he’s given the highest knightly title along with a unique imperial armament that only suits him and later became his majesty’s closest advisor.
Years passed by. After the death of the king, his eldest son rose to position substituting his father's throne. There are some changes to the kingdom’s rule for the better or worse. Continuing the role of his late father as a client king to the now Nation of Kindeance, his new majesty accepts Fredericus's invitation and orders Garpha to assist Kindeance in any way possible.
Passives and Skillsets:
- Truth Seer:
Garpha’s innate ability. Able to distinguish truth from deceptions from his interlocutor’s statements whether verbally or non-verbal gestures and expressions. He does not make other says truthful statements unwillingly, so he still needs to extract information by other means. It has no effect on machinery like an automaton. Less effective in written statements, a person with memory loss or ones that is brainwashed in the sense that he cannot determine their quality of information but knew something was off. Also bound to the interlocutor’s culture, for example, such as in a certain region a nod meant as a disagreement or disapproval will register to Garpha as an approval or agreement instead. Therefore, verbal statement is the most ideal. Unfavorable side effect of this ability is people become wary to say anything to him. This leads to most people staying away from him and makes him detached from social interactions. He copes with this condition by talking and playing with animals.
- Chronic Insomnia:
Due to the emotional and psychological toll from his intense service as leading interrogator, Garpha has trouble initiating sleep and have a hard time getting into deep sleep. With the use of his weapon ability, his quality of sleep and time spent on sleeping could be further worsened with the extreme use of his unique weapon. A lower immune system leads to increased pain sensitivity and is more susceptible to infections. Undisturbed full deep sleep session awakens him in peak condition, usually lasts 16 hours and even 24 hours if extremely exhausted. Awakened mid sleep results in lower performance and difficult to stay alert, and hallucination if extremely exhausted.
- Eunuch:
Through emasculation due to the roles of personal bodyguard of the royal family, Garpha becomes a eunuch. A status of absolute loyalty to the royal family and trusted by the king. Other than lacking deepening of the voice, little to no body and facial hair, and other development of secondary sexual characteristics, he has no sexual drive and is not capable of any sexual activity. Less muscle mass results in lower strength compared to men with just as much training as him, but increased stamina and durability.
- Whip Mastery:
Peak proficiency in the use of whip and elongated objects that can be used to restraint such as ropes, chains, and vines. His degree of mastery includes grabbing intricate things with delicate use of the whip, disarm of enemies’ weaponry, move from one place to another like climbing buildings by grabbing a protruding foundation of a house and arboreal movements like swinging from one tree to another by grabbing its branch, also capable of deflecting multiple arrows about half a dozen projectiles that shoots at him with relative ease. Effective area is as long the whip itself.
- Advanced Martial Arts:
Because of the ineffective range of whip at under 6 feet, Garpha needs to have some counter measure and that is a unique martial art similar to standing throw as well as ground wrestling that use techniques including but not limited to throwing an opponent, immobilize them with a pin, or force an opponent to submit with a joint lock or a choke. Also, some underhanded techniques like tripping, eye gouging, and other vital point strikes like crotch area, jab to the neck, etc. This martial technique is further reinforced by using his whip not to lash at enemies but to immobilize and restrain them by shackling their limbs with intricate tying technique to capture them. Can also uses his unique weapon to mitigate incoming attacks by covering the body surface area just before an impact or straight up blocking the attack point blank with his durable whip.
- Intermediate Multiple Language Fluency:
As an expert interrogator, he expected to be familiar with other languages. Known languages other than his native language and languages from the kingdom he was raised in and its proximity areas, it includes the language of urban area around Kindeance and Mechedonia.
- Intermediate Lip Reading:
Learned to further improve the use of his Truth Seer ability. Effective within 7 meters (23 ft).
- Lesser Trap Detection:
With his experience as a part of a special squad directly under the old king by observing other member that were adept at trap detection, he gained some knowledge to detect one. Able to detect simple traps within 10 meters (33 ft).
- Lesser Knife Throwing:
Act as range weapon. Not adept nor particularly strong attack. Not lethal except hitting vital organs. It can also be used as a distraction.
Spells:
- Serpentine Subjugation:
Manipulate any elongated object that can naturally bend into a serpent-like thing that slithers away. Active upon physical skin body contact with the object. Used to bind and constrict enemy movements. The constricting power is comparable to the user’s current physical power and the object’s material durability. The serpentines can give a pseudo-sensory feeling they experience to the user upon the user’s mind focusing. It can be remotely controlled with the user’s mind focus. Up to 3 serpentines can be controlled this way at the same time. Up to 50 serpentines can exist at the same time with uncontrolled simple commands like “restricts anyone that’s not an ally”. Also used as distraction. Effective control within the range of 50 meters (164 ft). Loses the effects when the user stops focusing, losing consciousness, the serpentine objects destroyed, dispeled, etc. Automatically lose effect after 5 minutes except with continuous mind focus. If cast into his unique weapon, Járnormur, the user can still use its abilities as if he directly touches it.
- Dispel Magic:
This spell ends ongoing spells that have been cast on a creature or object, to temporarily weaken the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spell. A dispelled spell ends as if its duration had expired. Some spells can’t be defeated by Dispel Magic. Magical enchantment that physically alters the object cannot be disenchanted.
- Spell Suppression:
Prevents a target creature or object from casting active spells for a while. Does not remove spells that are currently applied or taking effect. Could only cast Spell Suppression to a person currently restrained by Serpentine Subjugation.
- Vision Link:
This spell allows the user to have a vision of what the creature he physically touches see from their perspective. Also, allows the creature he touch to perceive the experience he stored in his memory.
Equipment:
Depends on the trip taken, at most he brings this equipment:
- Secondary snake whip. An average whip with a flexible handle.
- A rope. A thin durable rope made from common natural fibers. 12 meters (39 ft) in length.
- Linen sack. Hold his needs.
- A shirt for change and two clean pieces of long cotton cloth.
- Special cooking equipment. Small skillet, utensils, and some seasonings. Specially made for the reckon teams. Compact, doesn’t make a lot of noise.
- Waterskin. Holds fresh water.
- Leather side bag. Hold his other necessities.
- Knight of the Royal Family Insignia. A metal insignia to identify oneself.
- Utility belt. Contain potions and other trinkets.
- Knife rolls. Strapped to his chest diagonally under his cloak. With many types of knives equipped, from throwing knife to utilitarian knife.
- Simple first aid kit. To patch wounds, etc.
- Fire starter kit. It consists of steel, flint rocks, char cloth, hemp tow, and a couple of short candles.
- Soap. A bar of soap made from natural ingredients.
- Dry compass.
Other:
- He thinks of any animals as cute because they’re straightforward.
- The fact that Garpha's a eunuch is not publicly known.
- Does not drink alcoholic beverages.
Species : Human
Age : 39
Gender : Male
Height : 176 cm (5'8”)
Appearance:
An adult human male with a lean physique and defined muscles, broad shoulders, smooth ashen skin, long-and-pepper textured wavy hair. An eerily attractive complexion with a flat expression, his deep bright amber eyes gave a piercing stare. Older than he seems, he looks like someone in his late twenties.
For his usual occasion he uses a simple shirt under form-fitted neck-length collared doublet with over-extended shoulder padding with removable sleeves tied with intricate cords and dark-colored leather jerkin on top. Wear reinforced trousers, a small satchel bag, and strapped with utility belt and knife rolls. Use boots just under knee-length with sturdy soles and wrist-length gloves. His all-black attire was covered with a calf-length dark hooded robe to conceal it all.
Bio:
During scavenging of destroyed village they stumbled upon; some nomadic mercenary group found a dying female in the middle of child labor. They helped her labor and then born a wailing baby tightly grabbing his nuchal cord. Just after the baby born before passing away from child labor, she says the word “Garpha” and so the baby is named after her last word. Unbeknownst to anyone, the baby that has just born has the innate talent—a blessing—of a truth seer. Someone who can differentiate what’s lies and what’s not.
Years passed by, young Garpha was raised as a mercenary. With mediocre skill using standard weaponry, Garpha filled the role of one who takes care of the group’s well being along with other members. Later they discover Garpha’s unusual talent for ropes and whip after playing with vines and later uses snake whip as his weapon of choice. Through many experiences they share, the group grows attached to him that they consider him as their family. And after many more, they realized that Garpha can exactly tell who’s lying and who’s not.
After some time, they enter a kingdom in decline between Tretagor and Varenheim. This mercenary group is called upon by the king to perform missions. On the go, they talk about young Garpha’s truth seeing ability to the King. The king thought that’s amusing and played along with him. Sometime after a couple moments of kicks-and-giggle, the King realizes Garpha’s potential and eventually takes him seriously. After he swears loyalty to the king and an agreement that if he ever crosses the kingdom they will hunt and execute his whole group including him, which fortunately never happened, the kingdom takes him in as the youngest squire ever in the kingdom’s history. With basic knowledge about fighting and weaponry he already got from his group, the kingdom molded him from a young age to be a special unit of the black-ops team and later as an interrogator.
After going through the ranks to the top, he once again solidified his loyalty to the royal family through consensus emasculation and was later appointed as personal bodyguard of the royal family. After serving directly under the king for decades with great accomplishments helping the kingdom from its ruin, he’s given the highest knightly title along with a unique imperial armament that only suits him and later became his majesty’s closest advisor.
Years passed by. After the death of the king, his eldest son rose to position substituting his father's throne. There are some changes to the kingdom’s rule for the better or worse. Continuing the role of his late father as a client king to the now Nation of Kindeance, his new majesty accepts Fredericus's invitation and orders Garpha to assist Kindeance in any way possible.
Passives and Skillsets:
- Truth Seer:
Garpha’s innate ability. Able to distinguish truth from deceptions from his interlocutor’s statements whether verbally or non-verbal gestures and expressions. He does not make other says truthful statements unwillingly, so he still needs to extract information by other means. It has no effect on machinery like an automaton. Less effective in written statements, a person with memory loss or ones that is brainwashed in the sense that he cannot determine their quality of information but knew something was off. Also bound to the interlocutor’s culture, for example, such as in a certain region a nod meant as a disagreement or disapproval will register to Garpha as an approval or agreement instead. Therefore, verbal statement is the most ideal. Unfavorable side effect of this ability is people become wary to say anything to him. This leads to most people staying away from him and makes him detached from social interactions. He copes with this condition by talking and playing with animals.
- Chronic Insomnia:
Due to the emotional and psychological toll from his intense service as leading interrogator, Garpha has trouble initiating sleep and have a hard time getting into deep sleep. With the use of his weapon ability, his quality of sleep and time spent on sleeping could be further worsened with the extreme use of his unique weapon. A lower immune system leads to increased pain sensitivity and is more susceptible to infections. Undisturbed full deep sleep session awakens him in peak condition, usually lasts 16 hours and even 24 hours if extremely exhausted. Awakened mid sleep results in lower performance and difficult to stay alert, and hallucination if extremely exhausted.
- Eunuch:
Through emasculation due to the roles of personal bodyguard of the royal family, Garpha becomes a eunuch. A status of absolute loyalty to the royal family and trusted by the king. Other than lacking deepening of the voice, little to no body and facial hair, and other development of secondary sexual characteristics, he has no sexual drive and is not capable of any sexual activity. Less muscle mass results in lower strength compared to men with just as much training as him, but increased stamina and durability.
- Whip Mastery:
Peak proficiency in the use of whip and elongated objects that can be used to restraint such as ropes, chains, and vines. His degree of mastery includes grabbing intricate things with delicate use of the whip, disarm of enemies’ weaponry, move from one place to another like climbing buildings by grabbing a protruding foundation of a house and arboreal movements like swinging from one tree to another by grabbing its branch, also capable of deflecting multiple arrows about half a dozen projectiles that shoots at him with relative ease. Effective area is as long the whip itself.
- Advanced Martial Arts:
Because of the ineffective range of whip at under 6 feet, Garpha needs to have some counter measure and that is a unique martial art similar to standing throw as well as ground wrestling that use techniques including but not limited to throwing an opponent, immobilize them with a pin, or force an opponent to submit with a joint lock or a choke. Also, some underhanded techniques like tripping, eye gouging, and other vital point strikes like crotch area, jab to the neck, etc. This martial technique is further reinforced by using his whip not to lash at enemies but to immobilize and restrain them by shackling their limbs with intricate tying technique to capture them. Can also uses his unique weapon to mitigate incoming attacks by covering the body surface area just before an impact or straight up blocking the attack point blank with his durable whip.
- Intermediate Multiple Language Fluency:
As an expert interrogator, he expected to be familiar with other languages. Known languages other than his native language and languages from the kingdom he was raised in and its proximity areas, it includes the language of urban area around Kindeance and Mechedonia.
- Intermediate Lip Reading:
Learned to further improve the use of his Truth Seer ability. Effective within 7 meters (23 ft).
- Lesser Trap Detection:
With his experience as a part of a special squad directly under the old king by observing other member that were adept at trap detection, he gained some knowledge to detect one. Able to detect simple traps within 10 meters (33 ft).
- Lesser Knife Throwing:
Act as range weapon. Not adept nor particularly strong attack. Not lethal except hitting vital organs. It can also be used as a distraction.
Spells:
- Serpentine Subjugation:
Manipulate any elongated object that can naturally bend into a serpent-like thing that slithers away. Active upon physical skin body contact with the object. Used to bind and constrict enemy movements. The constricting power is comparable to the user’s current physical power and the object’s material durability. The serpentines can give a pseudo-sensory feeling they experience to the user upon the user’s mind focusing. It can be remotely controlled with the user’s mind focus. Up to 3 serpentines can be controlled this way at the same time. Up to 50 serpentines can exist at the same time with uncontrolled simple commands like “restricts anyone that’s not an ally”. Also used as distraction. Effective control within the range of 50 meters (164 ft). Loses the effects when the user stops focusing, losing consciousness, the serpentine objects destroyed, dispeled, etc. Automatically lose effect after 5 minutes except with continuous mind focus. If cast into his unique weapon, Járnormur, the user can still use its abilities as if he directly touches it.
- Dispel Magic:
This spell ends ongoing spells that have been cast on a creature or object, to temporarily weaken the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spell. A dispelled spell ends as if its duration had expired. Some spells can’t be defeated by Dispel Magic. Magical enchantment that physically alters the object cannot be disenchanted.
- Spell Suppression:
Prevents a target creature or object from casting active spells for a while. Does not remove spells that are currently applied or taking effect. Could only cast Spell Suppression to a person currently restrained by Serpentine Subjugation.
- Vision Link:
This spell allows the user to have a vision of what the creature he physically touches see from their perspective. Also, allows the creature he touch to perceive the experience he stored in his memory.
Equipment:
Main Weapon: Járnormur
An ancient armament in the form of a peculiar snake whip made of unknown material. Once one of many sacred weapons of the old king's royal armory. Adorned with a serpent head on its knot and an unknown inconspicuous runic inscription, 4 meters (13 ft) in total length, it has the color of matte silver covering from end to end. Remarkably durable to physical and magical attacks, even to extreme heat change. Able to withstand strong gastric acid of most foul beasts. Due to its unique properties, Járnormur can transfer the spell that needed its caster physical contact through it instead, acting as if it's one’s limb.
Járnormur chooses its user and will continuously drain mana of the person it makes physical contact with if it deemed them unworthy. Unworthy users cannot use any of its abilities. It can consume mana of its user on their command to further enhance its durability. Whenever it is damaged, it slowly drains its user mana to repair itself from any physical damage. It won't repair itself if the user is in grave danger and in dire need of mana to heal themselves.
If the user chooses to do so, at the expense of the mana and stamina of its user, Járnormur and its shockwave can hit the intangibles, ranging from elemental substances or matter with relatively dense mana, usually from cast spells to things like concentrated souls of once a living being. If the elemental substance or matter gets hit, it will vanish. If the intangible souls are lashed at and touched with the whip's tip, it gives an equivalent feeling to the target of getting hit with a kick from an adult wild stallion at full force to their unprotected face. Less of that if they get touched with another part of the whip comparable to the force of the whip applied. Cannot hit the soul of a living being.
Instant activation and deactivation of this ability upon the application of mana to the whip. In this state, the physical exhaustion is comparable to anaerobic exercise. Will drains a significant pool of mana upon each successful strike. Prolonged use of this state in a ceaseless uninterrupted whole 2 minutes causes exhaustion, with even further use causing the user to constipate and eventually faint. Daily usage of these abilities causes hallucinations and instills fear directly into the user's mind. The user can grab Járnormur's unique handle and effortlessly untangle it and resembles separating a thread into strands, revealing a pair of identical looking flexible thin blade strips each resembling a whip. Can be as easily fused again from the handle or the tip as both parts naturally coiled into a singular whip upon contact. It has a distinct sound like a ferocious blade when it goes through air space with great speed, giving intimidation to enemies but lose its silent properties. Each whip is double-edged and significantly more agile, making them specialized for offensive use while still maintaining its innate durability. It's so thin that it seems invisible if looked at from a certain angle, like directly at the front of the blades, making it difficult to visually detect an incoming attack. There are two other modes other than the regular mode to it when used in this way:
- Tvíbura Járnormar:
Have significantly longer reach due to it uncoils and sharp enough to cut bodies in a breeze. Even sharper to the point of slicing regular armor with more mana applied to it. It is difficult to be used for grabbing things without slicing the target in the process. Need to be wielded two-handed. Excellent for mid-range combat. Not recommended for indoor use.
- Tvíhöfða Járnormur:
After the user separates the handle, they reattach it upside down, then after a swing the thong unravels, making it a "double bladed" whip. Rather than for offensive usage, it provides a more balanced striking and defensive ability with front and back coverage. Due to its unique design, it provides a different attack pattern than that of a normal whip, which makes it hard to deal with. Excellent choice for getting grouped by enemies from all sides. Unsuitable for indoor usage especially when getting cornered.
An ancient armament in the form of a peculiar snake whip made of unknown material. Once one of many sacred weapons of the old king's royal armory. Adorned with a serpent head on its knot and an unknown inconspicuous runic inscription, 4 meters (13 ft) in total length, it has the color of matte silver covering from end to end. Remarkably durable to physical and magical attacks, even to extreme heat change. Able to withstand strong gastric acid of most foul beasts. Due to its unique properties, Járnormur can transfer the spell that needed its caster physical contact through it instead, acting as if it's one’s limb.
Járnormur chooses its user and will continuously drain mana of the person it makes physical contact with if it deemed them unworthy. Unworthy users cannot use any of its abilities. It can consume mana of its user on their command to further enhance its durability. Whenever it is damaged, it slowly drains its user mana to repair itself from any physical damage. It won't repair itself if the user is in grave danger and in dire need of mana to heal themselves.
If the user chooses to do so, at the expense of the mana and stamina of its user, Járnormur and its shockwave can hit the intangibles, ranging from elemental substances or matter with relatively dense mana, usually from cast spells to things like concentrated souls of once a living being. If the elemental substance or matter gets hit, it will vanish. If the intangible souls are lashed at and touched with the whip's tip, it gives an equivalent feeling to the target of getting hit with a kick from an adult wild stallion at full force to their unprotected face. Less of that if they get touched with another part of the whip comparable to the force of the whip applied. Cannot hit the soul of a living being.
Instant activation and deactivation of this ability upon the application of mana to the whip. In this state, the physical exhaustion is comparable to anaerobic exercise. Will drains a significant pool of mana upon each successful strike. Prolonged use of this state in a ceaseless uninterrupted whole 2 minutes causes exhaustion, with even further use causing the user to constipate and eventually faint. Daily usage of these abilities causes hallucinations and instills fear directly into the user's mind. The user can grab Járnormur's unique handle and effortlessly untangle it and resembles separating a thread into strands, revealing a pair of identical looking flexible thin blade strips each resembling a whip. Can be as easily fused again from the handle or the tip as both parts naturally coiled into a singular whip upon contact. It has a distinct sound like a ferocious blade when it goes through air space with great speed, giving intimidation to enemies but lose its silent properties. Each whip is double-edged and significantly more agile, making them specialized for offensive use while still maintaining its innate durability. It's so thin that it seems invisible if looked at from a certain angle, like directly at the front of the blades, making it difficult to visually detect an incoming attack. There are two other modes other than the regular mode to it when used in this way:
- Tvíbura Járnormar:
Have significantly longer reach due to it uncoils and sharp enough to cut bodies in a breeze. Even sharper to the point of slicing regular armor with more mana applied to it. It is difficult to be used for grabbing things without slicing the target in the process. Need to be wielded two-handed. Excellent for mid-range combat. Not recommended for indoor use.
- Tvíhöfða Járnormur:
After the user separates the handle, they reattach it upside down, then after a swing the thong unravels, making it a "double bladed" whip. Rather than for offensive usage, it provides a more balanced striking and defensive ability with front and back coverage. Due to its unique design, it provides a different attack pattern than that of a normal whip, which makes it hard to deal with. Excellent choice for getting grouped by enemies from all sides. Unsuitable for indoor usage especially when getting cornered.
Depends on the trip taken, at most he brings this equipment:
- Secondary snake whip. An average whip with a flexible handle.
- A rope. A thin durable rope made from common natural fibers. 12 meters (39 ft) in length.
- Linen sack. Hold his needs.
- A shirt for change and two clean pieces of long cotton cloth.
- Special cooking equipment. Small skillet, utensils, and some seasonings. Specially made for the reckon teams. Compact, doesn’t make a lot of noise.
- Waterskin. Holds fresh water.
- Leather side bag. Hold his other necessities.
- Knight of the Royal Family Insignia. A metal insignia to identify oneself.
- Utility belt. Contain potions and other trinkets.
- Knife rolls. Strapped to his chest diagonally under his cloak. With many types of knives equipped, from throwing knife to utilitarian knife.
- Simple first aid kit. To patch wounds, etc.
- Fire starter kit. It consists of steel, flint rocks, char cloth, hemp tow, and a couple of short candles.
- Soap. A bar of soap made from natural ingredients.
- Dry compass.
Other:
- He thinks of any animals as cute because they’re straightforward.
- The fact that Garpha's a eunuch is not publicly known.
- Does not drink alcoholic beverages.