Post by Ninmast on Jan 27, 2011 16:26:27 GMT -5
Name: Attira Solosch
Age: 32 (Dagahasi equivalent of roughly 24 human years due to a slightly slower aging rate and slightly longer life span)
Gender: Female
Race: Dagahasi -
A semi-demonic mortal race, self-contained but thought to have been the result of a curse by the divine (or blessing, if you ask them) combining the blood of humans, dark elves and a now-extinct lower-echelon race of demons whose exact details have been lost to time. The truth of this creation myth is unknown but widely accepted, as all Dagahasi bear the marks of their demonic heritage, including a slightly larger build than their human counterparts (averaging a foot taller and somewhat greater muscle tone), the look of their dalsiriyu ancestors (at a glance, anyway), as well as fangs with a venomous bite, fringe scales, horns (nubs on females) and vestigial talons. Universally evil, but otherwise diverse, they are the most populous race in the Imperial North of their homeland of M'dhoria, and often held synonymous with its power and danger. They are extremely prideful and consider themselves a chosen race, superior to all others.
Alignment: Lawful Evil
Power Level: High-tier Medium (6), but with the melee combat abilities of only a Low-tier Medium (4)
Timeline: Medieval Fantasy
Appearance:
Personality: Seductive and manipulative, Attira is often viewed as a very sexy snake in the grass. Her silver tongue and deliberately non-threatening demeanor (as well as her willingness to assist others outside the dark capitol, though she draws the line at traitors) earns her a markedly better reception than many of her dark brethren. Her pursuit of knowledge rather than bloodshed allows her to hold civil discourse even with the archmage of the city-state directly opposed to the Dark Jewel of the North, sharing, as they did, a religion between the two of them. Nevertheless, her search for knowledge is not benign. She views it as the ultimate source of power and seeks to utilize it for herself, and in the process, for king and country.
History: Like the vast majority of Dagahasi, Attira was born a citizen of the imperial city-state of Cranezmore, and like all citizens of Cranezmore and its surrounding territories, military service was mandatory. From a relatively young age, she displayed both a knack for and love of the arcane, in awe of the sheer power that could be commanded through simple knowledge. This more literal and direct interpretation of the classic adage became the defining principle of her life and her studies gravitated toward powers over life and death, themselves.
Upon graduation from the academy with a basic knowledge of necromancy that she would continue to build upon, she enlisted with the Enclave as required by law and used the resources they readily provided to further her research. Though loyal to the Dark Lords that rule as divine patrons over Cranezmore, and willing to do whatever they ask of her, this is an extension of her loyalty to the throne, and so long as a citizen keeps that dedication, they are permitted to seek other religions. While most that do this simply choose one of the Dark Lords to devote themselves to more thoroughly, Attira's hunger led her, instead, to venerate Chirrondin, the neutral god of magic and knowledge.
It was under Chirrondin that she published two volumes of knowledge, the first an evaluation of the nature of Power, and the second a compilation of seasonal constellations. The former found endorsement by her own emperor, who honored her by adding it to his personal library.
On the military front, though she never personally led a campaign, she served in many high-performance missions for the throne, including raids on the grothtalian cities beneath the mountains to capture some of the many powerful magical artifacts the dwarves there crafted. Her abilities to conquer death through the channeling of demons also kept her frequently on call for the royal house, and she raised to high-ranking positions within the arcane division of the Enclave. It was rumored at one point that the emperor, himself, once had his eye on her when considering a candidate for a wife, though he instead chose another who was thought to be a close friend of hers.
Powers: In addition to her vast necromantic spells, Attira possesses the hardy constitution of her race, as well as a venomous bite. Though not as trained in melee combat as a warrior, she also has extensive military training with the dagger and the whip, as well as basic military hand-to-hand. Core magi training also ensures that she is familiar with the use of magical items such as scrolls, wands and staves.
Magic is organized by order of complexity, not necessarily by order of magnitude.
Spells:
Equipment: Though lightly (and suggestively) clad, almost everything Attira wears is enchanted in some way, from her necklace and headdress that enhance her focus and combat abilities to her boots that magically enhance her ability to travel without rest. Of greatest note is her ornately-crafted dagger sheath that she wears at her side. Formed of cold iron and darksteel, it is an extremely coveted item outside of Cranezmore. Though expensive, it is readily available in the shops to the citizens, but trade with outsiders is heavily restricted. Most popular with mages who lack the training or physical aptitude for heavier weapons, the sheath is forged with magicks woven into it that enhance the strength of the wearer. Though she keeps a whip coiled on her other side (though Cthuhlu-ish poisonous tentacle lash might be a more appropriate description), her far-preferred weapon is the dagger she keeps in this sheath. Ornate in design and heavily enchanted for effectiveness in battle, it is absolutely unbreakable and bleeds acid along the blade edge that eats into the opponent's flesh or armor with every strike.
Weakness: Though a debuff/summon specialist with utility as a rezzer (Lots of fun gaming terms there, eh?), she's essentially extremely squishy, and when caught unprepared will fall in direct conflict quickly against experienced melee specialists. Under the threat of a surprise attack, she will often summon demons to hinder chase and flee rather than remain and fight. In the brief time it takes her to do even this, she will likely take serious injuries that will prevent her from immediately re-engaging. In addition, all Dagahasi have a racial weakness to silver. The substance is toxic to them. Ingestion can be anything from debilitating to deadly in anything more than very small doses, and weapons crafted from silver deal more damage as its contact burns their flesh.
Age: 32 (Dagahasi equivalent of roughly 24 human years due to a slightly slower aging rate and slightly longer life span)
Gender: Female
Race: Dagahasi -
A semi-demonic mortal race, self-contained but thought to have been the result of a curse by the divine (or blessing, if you ask them) combining the blood of humans, dark elves and a now-extinct lower-echelon race of demons whose exact details have been lost to time. The truth of this creation myth is unknown but widely accepted, as all Dagahasi bear the marks of their demonic heritage, including a slightly larger build than their human counterparts (averaging a foot taller and somewhat greater muscle tone), the look of their dalsiriyu ancestors (at a glance, anyway), as well as fangs with a venomous bite, fringe scales, horns (nubs on females) and vestigial talons. Universally evil, but otherwise diverse, they are the most populous race in the Imperial North of their homeland of M'dhoria, and often held synonymous with its power and danger. They are extremely prideful and consider themselves a chosen race, superior to all others.
Alignment: Lawful Evil
Power Level: High-tier Medium (6), but with the melee combat abilities of only a Low-tier Medium (4)
Timeline: Medieval Fantasy
Appearance:
Personality: Seductive and manipulative, Attira is often viewed as a very sexy snake in the grass. Her silver tongue and deliberately non-threatening demeanor (as well as her willingness to assist others outside the dark capitol, though she draws the line at traitors) earns her a markedly better reception than many of her dark brethren. Her pursuit of knowledge rather than bloodshed allows her to hold civil discourse even with the archmage of the city-state directly opposed to the Dark Jewel of the North, sharing, as they did, a religion between the two of them. Nevertheless, her search for knowledge is not benign. She views it as the ultimate source of power and seeks to utilize it for herself, and in the process, for king and country.
History: Like the vast majority of Dagahasi, Attira was born a citizen of the imperial city-state of Cranezmore, and like all citizens of Cranezmore and its surrounding territories, military service was mandatory. From a relatively young age, she displayed both a knack for and love of the arcane, in awe of the sheer power that could be commanded through simple knowledge. This more literal and direct interpretation of the classic adage became the defining principle of her life and her studies gravitated toward powers over life and death, themselves.
Upon graduation from the academy with a basic knowledge of necromancy that she would continue to build upon, she enlisted with the Enclave as required by law and used the resources they readily provided to further her research. Though loyal to the Dark Lords that rule as divine patrons over Cranezmore, and willing to do whatever they ask of her, this is an extension of her loyalty to the throne, and so long as a citizen keeps that dedication, they are permitted to seek other religions. While most that do this simply choose one of the Dark Lords to devote themselves to more thoroughly, Attira's hunger led her, instead, to venerate Chirrondin, the neutral god of magic and knowledge.
It was under Chirrondin that she published two volumes of knowledge, the first an evaluation of the nature of Power, and the second a compilation of seasonal constellations. The former found endorsement by her own emperor, who honored her by adding it to his personal library.
On the military front, though she never personally led a campaign, she served in many high-performance missions for the throne, including raids on the grothtalian cities beneath the mountains to capture some of the many powerful magical artifacts the dwarves there crafted. Her abilities to conquer death through the channeling of demons also kept her frequently on call for the royal house, and she raised to high-ranking positions within the arcane division of the Enclave. It was rumored at one point that the emperor, himself, once had his eye on her when considering a candidate for a wife, though he instead chose another who was thought to be a close friend of hers.
Powers: In addition to her vast necromantic spells, Attira possesses the hardy constitution of her race, as well as a venomous bite. Though not as trained in melee combat as a warrior, she also has extensive military training with the dagger and the whip, as well as basic military hand-to-hand. Core magi training also ensures that she is familiar with the use of magical items such as scrolls, wands and staves.
Magic is organized by order of complexity, not necessarily by order of magnitude.
Spells:
Cloak of Night - Forming a magical cloak about the mage's form composed of dark magic, this spell increases their defense comparable to leather armor, even if they are already wearing armor, as well as slightly raising their resistance to offensive positive-energy magic.
Chill Touch - Enveloping a hand in frigid negative energy, the mage then simply reaches out and touches their victim, dealing cold damage and sapping their strength. Though not particularly potent damage-wise, repeated use of this spell compounds the weakening side effect.
Spirit Speak/Spirit Vision - These spells enhance a medium's hearing and eyesight respectively, granting them vision into the overlapping spirit realm and the ability to see the otherwise invisible ghosts of the recently departed and hear their attempts at communication, which would otherwise be naught but screeching.
Demise - This spell mortally wounds a helpless victim, but does not kill them immediately. Instead, it smothers them in a noxious, unbreathable cloud until they suffer to their death.
Detect Poison - As the name states, this spell detects the presence of poison in food, drink or the general atmosphere.
Identify - The classic spell, known by practically all mages worth their salt, it identifies the unusual or magical qualities of an object.
Soul Search - Through their familiarity with spirits, a necromancer can peer into the soul of another to determine their general alignment.
Infravision - This spell grants the user clear vision even in absolute (or magical) darkness.
Blood Spring - From the long-dead and recently deceased buried within the bowels of the earth, a necromancer draws up this wellspring of blood. Though it can satiate both the thirst and hunger of those bold or hardened enough to consume it, its thick and metallic nature causes the consumer to grow thirsty again that much faster.
Blindness - As per the name, this spell strikes the sight from the victim for its duration.
Embalm - Because studies in death were hindered by the rapid progression of decay, necromancers developed the embalm spell to prolong the life of a corpse or severed limb by covering it in a viscuous fluid.
Possession - Despite the usual connotations with the name, this is actually a relatively benign spell, though still scorned heavily by those of better alignments. It channels a minor demon into the caster or a target of their choice that boosts their physical strength. More powerful demons would result in a more powerful boost, but would be more difficult to control and could override the will of the host.
Raise Corpse - The more basic of the two ways in which a necromancer may return a recently-deceased being to life, but also the more reliable. By returning the spirit to its original body, it has a lesser chance of coming back weakened, but headless bodies may not be restored and the more the body has decayed, the less likely the spell is to be successful or without negative side-effects.
Levitate - A basic spell that lets the user defy gravity.
Exorcism - With this spell, a spirit medium, be she necromancer or cleric, can banish a spirit from her presence, sending it flying to somewhere else in the same general, but not immediate, area.
Sacrilege - This necromancer spell calls demon spirits from the depths of the Abyss to come forth and attack everyone around them in a localized area. The more experienced the necromancer, the more powerful the spirits that can be summoned, and thus the more powerful this Area of Effect attack spell becomes.
Nocturnal Shield - This spell protects the caster inside a shield of darkness, but isn't as effective when formed out in the daylight.
Summon Demon Band - A necromancer can summon a small band (one to three) of demons to aid them in combat with this spell. While the more powerful and experienced necromancer can summon more powerful demons, the inherently violent and traitorous nature of demons also makes it likely that one or more of them may turn on the caster who isn't powerful enough to keep them in line.
Locate Spirit - This divination spell permits the caster to glimpse the location at which a specific ghost is in the world, including the immediate surroundings and people. The caster must be ale to see spirits (see Spirit Vision) and have at least a basic understanding of the ghost's appearance for this spell to work properly.
Plague - This self-explanatory spell infests the target with a magical disease of great virulence, sapping its strength and causing horrific suffering, possibly leading to death if the victim isn't hardy or healthy enough to endure it. It is a risky spell to use, as the contagion can spread like wildfire if the victim makes it to a populated area.
Animate Dead - NOT a revival spell, a necromancer uses this to animate a fallen corpse into a zombie, bound to serve the caster until it dies in battle or rots away. The stronger the creature was in life, the stronger it will be as a zombie and the longer it will last before decaying away.
Gale - This spell conjures up the great forces of the winds to send a gale-force blast against the victim, with damage dependent on the ability level of the caster.
Sleep - Exactly what it sounds like. The target immediately fades into a deep slumber, only awakening early if attacked. Jostling, dragging and even slapping them will do nothing to rouse them. It's also very handy for mages who are suffering from a bout of insomnia, and sees as much use there as in the field, as the benefits of the magically-induced slumber are no less effective than that of natural sleep.
Enervation - This spell saps the stamina of its target, while returning a small portion of vitality back to the caster. Though the caster is healed, the spell causes no actual physical damage to the target, itself.
Summon Void - Through the use of a magically-imbued warpstone, the caster can open a gateway to another location for instantaneous travel. While the portal is stable and will remain open for a period of time, permitting anyone else to follow through, as well, it is only one-way.
Dispel Good - This spell strikes those with good hearts, growing more potent the greater the gulf is between the caster and the target.
Death Ward - This spell creates a barrier on the local area or room to prevent spirits from entering. Though spirits, normally able to pass through anything, will find the wall impenetrable, living beings cannot see or feel it and can pass through it without hindrance.
Mist Walk - The caster transforms herself into tiny tendrils of mist that float near the ground. Being in mist form renders one invulnerable to attacks, as well as incapable of launching attacks on anyone else. Additionally, the user is greatly weakened due to losing all of their mass, and must spend time recovering once reconstituted.
Raise Dead - The more powerful ressurection spell available to necromancers, no body is necessary for it to be used. Instead, the caster channels massive demonic forces into the spirit, itself, to return them to a living form. This is a double-edged sword, however, as it has a higher risk that the spirit will return to life slightly lesser in some way, and the presence of the powerful demonic possession leaves them bound in service to the necromancer for a somewhat brief time after their resurrection or until the necromancer specifically releases them, whichever comes first.
Dispel Magic - As the name describes, this spell strips magical effects from the target, though it doesn't differentiate between positive and negative effects, so while it can be used for healing or hindering, care must be utilized in concern for timing.
Darkness - This spell blankets an area in magical darkness, too deep to be illuminated by mundane means. The duration of its presence is dependent upon the power of the caster. Weak magi may leave a shroud that passes in mere minutes, while particularly mighty casters can blanket a city for days.
Harm - The inverse of a healer's incredibly potent 'Heal' spell, it inflicts terrible damage on the victim by causing cuts and injuries to open up on their body.
Seance - This spell commands the spirits to locate a specific object for the caster. Once cast, the spirits will whisper to the caster its location.
Ball and Chain - The caster creates a magical ball and chain that impairs the victim's agility and ability to move. The weight of the ball grows greater with the strength of the caster.
Weaken - This spell saps the physical might of the victim, moreso the more powerful the caster grows.
Word of Recall - The ability to Recall to a very specific location, usually one's hometown or headquarters, is typically a divine gift accomplished through prayer, though is still immensely draining on the user's stamina and can only be done with complete concentration and a steady mind. 'Word of Recall' is the high-level mage's answer to this and essentially duplicates the ability. It retains all of the original ability's weaknesses, however.
Rigor Mortis - Necromancers have the ability to put a person into a post-death state, essentially causing all of their muscles to lock up throughout their entire body. This prevents the target from attacking and even doing basic life functions such as eating, but eventually wears off. While the victim can think and is aware of surroundings, talking is impossible, making this spell ineffective for interrogation, but excellent for nonlethal capture.
Spasm - By releasing a small charge into the air, the caster can cause those around her to go into convulsions, making it extremely difficult to remain hidden by any means other than magical ones.
Summon Demon Horde - A more powerful spell than the simpler 'Summon Demon Band,' it can summon more demons (three to six) of greater power, but the same risk of betrayal remains. As with Band, a stronger, more experienced caster has greater odds of maintaining control.
Taint - The caster draws upon the evil surrounding him or her to make object this is cast upon unusable by those of better nature. Those who try will be burned until they release it.
Bind - This spell binds an object to its holder, making it unable to be dropped or removed. Though often viewed as a curse (and only undone by a Remove Curse or similar spell), the fact that this also means that a bound weapon can't be disarmed means that it's often sought after by warriors whose lives depend on that not happening.
Malevolence - When this attack spell is cast, horrible demons are called down upon the target. Only those dark of heart may use this spell without calling the demons upon themselves.
Rot Weapon - Through her understanding of decay and degeneration, a necromancer uses this spell to do exactly what it says, causing the target's weapon to rot away into a useless piece of junk.
Crypt - Due to the necromancer's magical abilities and their close relation with death, it is possible for an adept necromancer to cause a person to imagine their own deathbed. This spell forms the illusion in the victim's mind that they have died and are in their crypt, and all they can see is their own crypt.
Join - Useable only in concert with at least a small group of other necromancers (at least two others), this powerful spell raises an undead army across an entire area.
Scourge - The ultimate debuff, Scourge is a powerful spell that affects the victim with several penalties of other spells, including plague, poison, weakness, blindness and curse, the last reducing a target's ability to aim or connect with hits, making them more susceptible to spells and blocking their ability to channel divine spells.
Narcosis - A narcotic effect takes over the victim's body, causing disorientation and lethargy that makes it more difficult to keep up with rigorous activities and prevents a mage from concentrating on spells. When cast on food, drink or weapons, it is poisoned to inflict this upon exposure.
Demonbane - Demons of Gluttony infest the target's body, inducing a sense of perpetual hunger and thirst and greatly inhibiting the ability to recover. When cast on food, drink or weapons, it is poisoned to inflict this upon exposure.
Equipment: Though lightly (and suggestively) clad, almost everything Attira wears is enchanted in some way, from her necklace and headdress that enhance her focus and combat abilities to her boots that magically enhance her ability to travel without rest. Of greatest note is her ornately-crafted dagger sheath that she wears at her side. Formed of cold iron and darksteel, it is an extremely coveted item outside of Cranezmore. Though expensive, it is readily available in the shops to the citizens, but trade with outsiders is heavily restricted. Most popular with mages who lack the training or physical aptitude for heavier weapons, the sheath is forged with magicks woven into it that enhance the strength of the wearer. Though she keeps a whip coiled on her other side (though Cthuhlu-ish poisonous tentacle lash might be a more appropriate description), her far-preferred weapon is the dagger she keeps in this sheath. Ornate in design and heavily enchanted for effectiveness in battle, it is absolutely unbreakable and bleeds acid along the blade edge that eats into the opponent's flesh or armor with every strike.
Weakness: Though a debuff/summon specialist with utility as a rezzer (Lots of fun gaming terms there, eh?), she's essentially extremely squishy, and when caught unprepared will fall in direct conflict quickly against experienced melee specialists. Under the threat of a surprise attack, she will often summon demons to hinder chase and flee rather than remain and fight. In the brief time it takes her to do even this, she will likely take serious injuries that will prevent her from immediately re-engaging. In addition, all Dagahasi have a racial weakness to silver. The substance is toxic to them. Ingestion can be anything from debilitating to deadly in anything more than very small doses, and weapons crafted from silver deal more damage as its contact burns their flesh.