Medieval & Fantasy Minecraft Roleplaying

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[Skraag] Karn Clawheart

Catanomical

Lord of Altera
Staff
Catanomical
Catanomical
Evil

[From studio_squish on Instagram.]

Blessed Profile

Minecraft name: Catanomical
Character name: Karn Clawheart
Link to normal character profile: Link!

Patron: Skraag

Overall Tier: Exalt

Spell Slots:

[] [] [] [] [] [] [0] [0] [0] [0] [0]

Religious Organization
Children of the Wight

Passive
The blessed appears pale and a little gaunt, but holds the same strength as a perfectly healthy individual. They are now immune to mundane sicknesses and diseases. They no longer require food, drink, or sleep - including supernatural means of sustenance, such as blood. They find that at this point they no longer age, paused entirely at the age they were upon hitting this tier. They are able to move small bones or blood droplets around at will in RP chat range.





[Mantle of Decay]- Cultists find themselves aging in rapid course. Within days of joining a cult, they would find themselves in a peculiar state of advanced age. Though their bodies are as though they were young and powerful, and they should never die of their advanced state of age should they remain a member of the cult. If they leave on bad terms, however...

T1 Aesthetic: They get a ring of sickly green around the pupil, glowing in moments of spellcasting, high emotions, or adrenaline, up to the player.
T1 Quirk: Surface wounds that do not require stitches no longer bleed nor can they fester or get infected, sealing over with a black scab within five minutes. Scars are optionally black or fade entirely, up to the player.


T2 Aesthetic: The ends of their clothing take on the appearance of ragged strips and wisps of smoke, making them appear ethereal. If the clothing is removed, it is normal.
T2 Quirk: They are able to shrug off most bruises and find themselves more intimidating, +1 Intimidation.

T3 Aesthetic: They become up to an inch taller and become more lithe, their features becoming defined and bones seeming more pronounced (skull, ribcage, collarbone, etc). They are not frail as a result of this, and are as they usually would be.
T3 Quirk: They are able to summon small skeletal pets that like to linger around them and can do mundane things (like playing dead, passing small items, etc), though they cannot be used in combat. Up to the size of a rat and up to five at any one time. They vanish into black soot if they are taken out of a ten block radius.

Acolyte of Undeath

Spell List

NECROMANCY I [Casts:1]
Divine: Skraag.
Tier: 1
Action: Prayer, the ritual of blood around the remains, and the offering of flesh or bone.
Cost: 1 SP
Duration: One week.
Spell: The caster encircles the remains of a creature up to the size of a mid sized dog (<50 pounds) with blood, and upon an offering, returns it to life for a duration of time. This creature will follow the caster like a lost puppy, seem a little too needy for attention, and eagerly eat raw meats without needing to be directed. Directing them to do anything else takes full concentration, the caster doesn't get to act simultaneously and must be within sight. These creatures are weaker, undead versions of their living counterparts, and should the head be severed it falls limp (and if the head is destroyed/brain stabbed, it dies). All creatures at this rank have the equivalent of one success in all contested actions (i.e you need to beat 1 to beat it).


DEPOSE [Casts:3]
Divine: Skraag.
Tier: 1
Action: Touch, must maintain unbroken contact for five minutes.
Cost: 2 SP
Duration: Permanent.
Spell: The caster blesses a corpse which will rise as a weak mindless undead under the sway of Skraag on the next night. It is hostile to all living things, including the one who raised it, the soul which once inhabited it taking the form of a non-sentient ghoul that seeks out to devour all living flesh. This can be cast within the wards. It can be played by the caster but it should be kept in mind they are slow, weak, and likely easy to cut down.

CURSE OF ROT [Casts:0]
Divine: Skraag.
Tier: 1
Action: Prayer, and the offering of some part of the target: Flesh, Blood, Bone.
Cost: 2 SP
Duration: One day.
Spell: The caster curses an individual with rot, one of their hands beginning to rapidly decay over the span of a day before it abruptly returns to normal. This is an agonising process, and it renders them unable to use the hand to any real ability without sections of flesh peeling off. It does not bleed, but oozes dark ichor, the veins blackening up into the forearm. Once the duration is over, their hand returns to normal over the span of minutes, with no further effects but, should the target want it, a fever.

SWARM [Casts:1]
Divine: Skraag.
Tier: 1
Action: Prayer, and touch of the ground.
Cost: 1 SP
Duration: One hour.
Spell: The caster kneels and presses a hand to the ground, summoning a small cluster of locusts and other insects that eat away at any flora in a five block radius for one hour, leaving the land barren. Any living creatures in the area, including people, will find they get bitten and harassed. These bites are irritating, and not lethal nor poisonous.


Fear [Casts:0]
Divine: Skraag.
Tier: 2
Action: Prayer, and the consuming of blood of the target.
Cost: 2 SP
Duration: One day.
Spell: The caster curses their target with fear upon consuming even a drop of their blood and uttering a prayer. This fear manifests over the next 30 minutes, not applying instantly, but becomes gradually worse and lasts for the rest of the day. They imagine all of their worst fears, unable to shake the sensation that any moment something is going to happen, be it attacked by an animal they fear most or lose a loved one. They hallucinate, though the degree of this is up to the player, and they find themselves marked with a black skeletal hand print upon their chest that feels heavy and cold until the spell ends.



NECROMANCY II [Casts:3]

Divine: Skraag.
Tier: 2
Action: Prayer, the ritual blood circle around the remains, and the offering of flesh or bone.
Cost: 4 SP
Duration: Permanent until destroyed.
Spell: The caster offers flesh and brings back anything up to the size of a large wolf (<250 pounds). They can be commanded to follow, stay put, or carry something up to 50lbs, but any combat follows a different set of rules. Directing them to do anything takes full concentration, the caster doesn't get to act simultaneously, and must be within sight. These creatures are weaker, undead versions of their living counterparts, and should the head be severed it falls limp (and if the head is destroyed/brain stabbed, it dies). All creatures at this rank have the equivalent of two successes in all contested actions (i.e you need to beat 2 to beat it).


MIRE OF THE NECROMANCER [Casts:0]
Divine: Skraag.
Tier: 2
Action: Prayer and touch for 30 minutes.
Cost: 3 SP
Duration: Permanent, until another location is created.
Spell: With a kneel and verbal prayer, over half an hour the Blessed curses an area of land over a 15 block radius, slowly warping it into a boggy marsh over the next two OOC days. This area will make those in its radius feel anxious and fearful unless they are Blessed of Skraag, and it will be an active breeding ground for insects and disease. The waters and rotting matter will sicken those who ingest it.
This spell has a cooldown of 2 weeks OOC if it is not in an existing region, and you are able to contact event staff to request a pre-built area be added into the world for you.


GLIMPSE OF IMMORTALITY [Casts:3]
Divine: Skraag.
Tier: 2
Action: Ten minutes of prayer and anointing with the blood of a sentient creature.
Cost: 2 SP
Duration: Permanent.
Spell: The blessed leaves a black skull marking the size of a palm upon the body of a willing target, branding them with a glimpse of immortality. For one week the target will be cursed with ‘unlife’, having no need to eat, drink, or sleep, but also find they feel no warmth and less sensation. In turn find that they will not physically age for the next year. This can stack up to five times, but each time will require a week of ‘unlife’.


SOULSWAP [Casts:1]
Divine: Skraag
Tier: 3
Action: Prayer, and the ritual described.
Cost: 3 SP
Duration: 5 hours.
Spell: The caster marks the body of a Zombie with a smear of their own blood, forming a bond between the two. Once per day the caster may leave their own body forcing it to be unresponsive and seemingly in deep sleep, and inhabit the marked target for a maximum of five hours. Whilst in this state, they view the world through hues of red, their eyes becoming clouded over with a crimson film. They are able to control the body of the Zombie they inhabit, moving and interacting with things as a normal sentient being, but limited with decomposition and a degree of weakness. If the marked target is killed, the soul of the caster is pulled back into their original body over a span of ten minutes, their bodies aching terribly for the next hour.
Note: This spell can be cancelled at any time in advance, leaving the Zombie to aimlessly wander as normal, but can be re-inhabited the next day unless no longer animated.



NECROMANCY III [Casts:3]
Divine: Skraag.
Tier: 3
Action: Ten minutes of ritual prayer, and the blood of a sentient being smeared upon the remains.
Cost: 5SP
Duration: Permanent.
Spell:
Spell: The caster marks a fallen humanoid corpse with blood from something sentient, and instills in it the power of Skraag. Within ten minutes, the corpse awakens, with the sentience and memory they had pre-death, though the details of their death are unclear. Wounds feel as real as if they were living for the initial hour until the memory of pain fades, but they will not bleed much as their hearts do not bleed, and they cannot be healed unless by Skraag spells that specialize in knitting undead flesh back together. The only way to kill them in this state is by damaging the brain, and they appear as a Ghoul with the state of decomposition up to the player though they will always be at least 'very pale' and cold to the touch. They may have optionally glowing green eyes (fully green, no whites to the eyes).This can be used on player characters or NPCs, though a DM may be required if they are event NPCs.
Note: An individual who no longer wishes to be 'undead' may force their soul into the river of souls to await true revival, the body crumbling to dust behind them and leaving it unable to be animated again.

ACOLYTE OF UNDEATH [Casts:3]
Divine: Skraag.
Tier: 3
Action: Ten minutes of ritual prayer with blood anointed upon the target, with one hour of maintained contact.
Cost: 4 SP
Duration: Permanent until the links are broken.
Spell: The caster imparts upon their target a physical stasis, a band of dark green markings around each wrist like tattooing. So long as both these links are unbroken, their body will never age nor grow, remaining as it was upon the spell being cast. It also will never heal, and any wounds sustained must be healed through magical means or [UNHALLOWED FLESH]. They are also immune to all mortal diseases and ailments, as their body is in effect dead and they are suspended simply through the will of themselves and their god. They are classed as a Lich, a state of undeath but not a type easily removed from spells of other deities.
Note: The spell is broken if the links are, and they can be cut through by simply cutting into the flesh over the band, or even the more drastic removal of the hand above the marking.

Two slots: One slot is taken by Karn. The other slot is Hellmann.

UNHALLOWED FLESH [Casts:15]
Divine: Skraag
Tier: 3
Action: Touch, five minutes.
Cost: 3 SP
Duration: Permanent.
Spell: The blessed is able to heal deep gouges, broken bones, and wounds of the undead, sealing them up as if they are sewn together. One cast of the spell will heal any minor scratches and burns, as well as one deeper wound (stab wounds, long gouges, broken bone, etc). This will not re-grow limbs or parts beyond repair (destroyed eyes, brains, hearts, etc) though most undead do not require sight and so on to continue un-living. It will restore rotting flesh to a state more intact, though will never restore them to be unrotten completely. Magical means are still able to be used to regrow parts of the undead beyond this spell. It will not restore sight if the eyes have been blinded

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CURSE OF DECAY [casts:1]
Divine: Skraag.
Tier: 4
Action: Touch.
Cost: 5 SP
Duration: One day

Spell: The caster curses their target through touch, and instils in them a type of decay. Instantly they feel a sickly heat from the point of contact even through clothing/armour, with a growing sickness and increase in body heat after one round/10 seconds. Within another one round/10 seconds their veins will show as blackened, their eyes become yellowed, and their faces become gaunt. Within the hour they will be physically weak, drained, and their hands and feet lose their nails and blister painfully to the point the skin becomes dark and blotchy. This state cannot be cured by any medical means, and the fever must burn itself out on its own. People cursed this way will be unable to fight effectively, and any flora where they linger too long (five minutes or more) will wither and decay. By the end of the day, they will find themselves returned to normal.

NECROMANCY IV [Casts:1]
Divine: Skraag.
Tier: 4
Action: One hour of ritual prayer.
Cost: 7 SP
Duration: Permanent.
Spell:
The caster offers flesh and brings back anything up to the size of the average bear (<900 pounds). They can be commanded to follow, stay put, or carry something up to 150lbs, but any combat follows a different set of rules. Directing them to do anything takes full concentration, the caster doesn't get to act simultaneously, and must be within sight. These creatures are weaker, undead versions of their living counterparts, and should the head be severed it falls limp (and if the head is destroyed/brain stabbed, it dies). All creatures at this rank have the equivalent of four successes in all contested actions (i.e you need to beat 4 to beat it).​
Note: This can be used on bestiary entries such as Wendigo, Fluich, Wutgeist etc if they follow the weight limitations, though ensure them being weaker versions is kept in mind.



DESECRATE
Divine: Skraag.
Tier: 4
Action: Prayer and touch for fifteen minutes.
Cost: 6 SP
Duration: Permanent.
Spell: The caster desecrates a corpse and steals the required part for themselves. With a prayer and prolonged touch, a limb can be pressed to the stump of the target and blood red threads move out to stitch it securely. Over the next four weeks OOC this limb will gradually restore, from the first week of no movement and looking decayed to the last week being as their own limb once was. This can only be used on arms and legs, with extremities (fingers, hands, eyes, etc) taking half the time to restore. Eyes may be restored by stitching the eyelids closed for the duration, but be completely blind until the two weeks have elapsed. This will only work on undead/vyres/acolytes and blessed of Skraag. One cast of the spell is for one limb.
Note: Eyes restored may be optionally red, green or cloudy.



SIPHON
Divine: Skraag.
Tier: 4
Action: Prayer.
Cost: 4 SP
Duration: Two rounds/20 seconds
Spell: The caster siphons all blood within ten blocks of themselves for ten minutes back into their bodies, purifying it in a way to not sicken them. Whilst they will feel satiated from doing so, all wounds become as healed as day old wounds, no longer bleeding but vulnerable to tearing open again at too much strain (though this should be at least half a pint to do any healing). They can also move this blood into containers or draw up to one pint of it from any wound deeper than one inch on another individual.



Universal spells:

PURIFY [Casts:0]
Action: Prayer and the holding of a container of water.
Cost: 1SP
Duration: One day.
Spell: The caster blesses the equivalent to one cup’s worth of water and changes it’s qualities depending on the deity worshipped. It must remain in a container, and contact with said container must be held for at least ten seconds to fully turn its contents. The contents may be poured into another container but will turn back into water the next day. This cannot be stockpiled, for any liquid will revert back after the duration.

Jishrim, Skraag or Visage: It becomes blood that is able to be consumed by any Vyre to the same standard as a healthy individual, and is also able to burn any Mage, and any individual who worships not of the Pantheon with the same heat and effect of boiling water. The burns shall heal over the span of three days. Has been known to repel supernatural entities.

ILLUMINATE [Casts:2]
Action: An uttering of; “Skraag, let them hear me.”

Cost: 1SP
Duration: Five minutes.
Spell: A halo of light forms behind the caster’s head, the colour thematic to their deity. For up to five minutes, those in RP chat range will be able to hear them clearly (providing they are not behind a wall or so on) and consider them paying attention to. They may instill a faint sense of Calm, Fear, or Courage within the audience.
Note: Should a higher tier blessed cast this spell in the same radius, it will over-ride the lower one.

VISION [Casts:3]
Action: Prayer and touch of the target.
Cost: 1SP
Duration: One minute.
Spell: The caster wills the vague imagery of something themed to their own divine into the minds eye of another. This may be blinked away or shaken off if considered too disturbing, but is more akin to an unwanted thought or brief daydream than a forced visual.

DIVINATION [Casts:1]
Action: Prayer, and ritual/offering themed to the Divine.
Cost: 3SP
Duration: As long as it takes to ask a question and receive an answer.
Spell: With a ritual based around their chosen divine(such as lighting candles or incense, giving an offering, etc), a blessed may ask a single simple question - And are given a sign of some kind in return. This is limited to once per OOC week and may take several days for a response. At the lowest tier, it can be very vague and the response may not be given, verbal, or clear that one was granted at all. As the blessed grows higher in tier, the responses may become clearer.

DIVINE WORD [Casts:19]
Action: The prayer of, “[Divine], carry my words.”
Cost: 1SP per rank.
Duration: Must be asked and answered in the same day.
Spell: The caster is able to send a word or sentence depending on the rank it is used, which become available as your rank higher in divine tier. It can travel any distance, and the target will hear it spoken in their mind with the voice of the caster. The caster must know the name and face of the target they commune with.
Rank I - T1
The caster can send one single word to their target. They cannot be given a word in response.
Rank II - T2
The caster can send up to ten words to their target, and they can hear a response of up to as many in response.
Rank III - T3
The caster can send a far more cohesive message, and they can hear one in return. The word limit here is one single PM, so whatever you can fit into that box.

FEAST OF THE GODS [Casts:5]
Action: Prayer. They must keep their hands on the location on which to summon it for one minute.
Cost: 1-3SP
Duration: One hour.
Spell: The caster summons forth a platter of food that can feed up to three people. It can be cast upon an existing surface (table, for example), or the floor. Eating divine food will restore some energy, ease minor pain, and give a sense of warmth and comfort from the divine in question. Once the spell ends, everything flickers away.
This spell can be cast at 1SP per person, up to three.

Skraag; Feast of the Undead
Tableware, chalices and utensils form out of a dark green metal, detailed with skulls and dead trees, laid out on a deep red tablecloth that when pressed firmly, leaves blood upon the finger. Goblets of blood form to satiate any Vyre company, with platters of raw meats from no known source that are just as edible to them.

BAPTISM [1]
Action
: Prayer, an offering to the divine, and touch.
Cost: 3SP
Duration: Permanent.
Spell: The caster offers something thematic to their divine (an animal, a corpse, golden goblet, sword, etc. - It should be notable) and prays whilst marking a symbol upon an infant anywhere from newborn to three years old. This marking can be in water, ash, blood, etc. and does not denote where a marking (no bigger than an inch long/wide) will form. The marking location is at the choice of the parents OOC, and whilst most markings will be replaced by another, it is possible for a secondary mark to be present as a 'birthmark' only (in the cases of two parents of different faiths). Clarify with Divine staff if it is applicable.
Note: This can be cast on a pregnant mother instead, in which the child will be born with the marking already applied, automatically applying to both twins/triplets if applicable.

Skraag; Mark of the Wight
The offering disperses into a cloud of flies before vanishing entirely. A mark appears upon them as a dark green or black skull or a bloody smudge that can’t be wiped clean. Children who grow up with this mark may show traits of being a little peculiar, morbidly curious, and a little difficult to frighten. They do not get sickly with mundane illnesses, but don’t seem entirely healthy.





Old Spell list

Divination [1]
Tier: 1
Divine: Universal
Action: Ritual
Components: S, V, M
Cost: 1sp
Duration: C
Spell: With an offering and divine magic of the divine, the Blessed may contact them and ask a single question. If the question appeals to their favor, there may come a reply with a sign, phrase or omen. This can be used once a week. The player must contact the God Event Staff at least a week prior to using it so they may know what question is being asked.

Vision [16]
Tier: 1
Divine: Universal
Action: Incantation
Components: S, V
Cost: 1sp
Duration: One minute
Spell: Enact a divine vision that is thematic to your deity in the mind of another. It creates vivid imagery within their imagination, urging thoughts of glory or terror depending on alignment. The recipient must be conscious and without aggression.



Depose [20]
Tier: 1
Divine: Skraag
Action: Touch
Components: S, M
Cost: 1sp"
Duration: Permanent
Spell: Taint a corpse with intention of it turning undead. It begins to decay faster, yet vital parts remain intact. It will rise within a few days. It cannot be used inside the wards. (Keep a record of which corpses are marked).


Gaseous Poison [7]
Tier: 1
Divine: Alignment Evil
Action: Incantation
Components: S, M
Cost: 1sp
Duration: 24 hours
Spell: Poison a litre vial of liquid with an incantation. Inside, a gaseous poison will form- taking on the color of the Caster’s Deity. The vial can be tossed within a 10b radius, in which it will disperse a gas within a 3b radius of its location. If inhaled, the targets will feel nauseous and mildly poisoned. If it touches the skin, targets will feel an acidic, burning sensation. The effect of the gas lasts for one combat round. The gas becomes expired and loses vigor if not used within 24 hours.

Madness [1]
Tier: 1
Divine: Alignment Evil
Action: Thought
Components: S
Cost: 1sp
Duration: 1 combat round
Spell: Choose a target within speak range. The caster makes a hysterical action that another is forced to display. You laugh, they laugh. One has the ability to laugh, scream, cry, be angry, or fearful. Must have intent on only one person of madness. If there is an attempt at physical harm on the subject, the spell breaks.

Ruin [5]
Tier: 1
Divine: Alignment Evil
Action: Touch
Components: S
Cost: 1sp
Duration: Permanent
Spell: Touch one object to ruin it with the following effect: break, rust, crack, shatter. Limit: Must be something one can lift or hold. Cannot be anything imbued by Enchantments, Arcane or Divine magic.

Aura of Unease [4]
Tier: 1
Divine: Alignment Evil, Neutral
Action: Thought
Components: S, V
Cost: 1sp
Duration: Concentration
Spell: A glow emits around the Caster’s head for the duration of a speech, or held conversation. It can be visually thematic to a color of whichever neutral/evil god they worship. Players around in speaking range will feel uneasy and unsettled. Effect doesn’t work on characters feeling extremely violent.

T2

Arcane Glyph Ward
Active Slots: [2/2] [7]
Tier: 2
Divine: Universal
Action: Reaction
Component: S
Cost: 2sp
Duration: One Week
Spell: Embed a glyph of your divine on a small object. Arcane spells cast within a 3 block radius of its placement are forced to roll with an additional DC 10 check for failure. Passive spells are not included. This cannot be used on Artifacts. It works so long as the caster is on the same plane, and not dead. As a ritual, the caster may deactivate this glyph, regardless of proximity.

Rot [8]
Tier: 2
Divine: Skraag
Action: Touch
Component: S
Cost: 2sp
Duration:
Spell: The Caster will cause non-mortal organic matter to rot and wither away. Decays up to 1b of inert material that was once living (damages structural integrity of wood, etc), or threatens up to 3b of non-mortal living material.

Skeletal Minion [2]
Tier: 2
Divine: Skraag
Action: Ritual
Component: S, V, M
Cost: 2sp
Duration: 24hours
Spell: Animate up to a humanoid sized skeleton minion that is otherwise mechanically capable of movement (joints that could be moved manually, etc). The minion obeys basic commands to the best of its ability. The construct moves at a walking pace and can’t aid in combat, as it will freeze up, but may otherwise function as an assistant in various tasks. They can exist inside the wards, but are vulnerable to attacks against undead or blunt damage. Arcane magic takes no effect. Explicitly does not aid in scenarios against other players, in order to stay in line with NPC rules.

T3


Send Message [6]
Tier: 3
Divine: Universal
Action: Incantation
Component: S
Cost: 2sp
Duration: N/A
Spell: The Caster may send a message of up to 20 words in any language to a single familiar person to you, in the same plane of existence as yourself. They may send a response within the same limitations.

Change Weather
Tier: 3
Divine: Universal
Action: Ritual
Component: S, V, M
Cost: 2sp
Duration: 1 hour
Spell: The caster may temporarily choose to change the current weather in the atmosphere around a region to the following, natural, weather choices: Sunny, Rain, Windstorm, Hail.

Detect Artifact
Tier: 3
Divine: Universal
Action: Ritual
Component: S, V, M
Cost: 2sp
Duration: 10 minutes
Spell: The Caster may detect the presence of a magical object or artifact within a 3b radius. If it’s of Divine influence, they may have an inkling of which Divine and a vague idea of what it may do. If it’s of Arcane influence- they are only aware that it is not of Divine make.​







Artifacts
NAME: Band of Undeath
DESCRIPTION: A dark metal ring with a greenish tint. The ring is a regular band with hammered edges.
PASSIVE: Decaying Touch- Plant matter/ non inert material begin to slowly wither and decay. Mortals who touch the hand feel it as a cold lifeless touch. The attunes hand in appearance is almost skeletal.
[ABILITY - LICH'S TOUCH]: The caster is able to slowly will energy into their hand over the span of one minute and throw it anywhere within a five block radius. If it connects with plant material it makes it wither and smaller plants will rot away entirely. Flesh will begin to decay, an area the size of a hand beginning to burn and ache with sections blackening before peeling away (This can be healed entirely with mundane or magical means). Other non organic matter such as metal will be made to rust and age in the same hand sized area. This can be used up to three times per day.
[] [] []
ATTUNED TO: Karn Clawheart

NAME: Goggles of Gawking
DESCRIPTION: The Greyling's typical goggles as he wears normally, but with a dark and ghastly green sheen when reflecting light.
PASSIVE: The attuned can see the skeletal structure and organs of any creature, through clothing and armor.
[ABILITY - FEARMONGER]: A target meeting the goggles' gaze may be given an implacable sense of fear, that something wrong is imminent. Can be cast once a day per person, up to five people per day.
ATTUNED TO: Karn Clawheart Catanomical


Trinket
Name: Shroud of Pestilence
Description: A ratty, worn cloak dulled by age and weather. occasionally insects crawl out from beneath the hem.
Item Holder: Karn Catanomical

ATTUNED TO: Karn Clawheart
Trinket
Name: Mossy Skull
DESCRIPTION: A human skull, aged and covered in sections of moss. It has a tiny emerald planted into its forehead.
EFFECT: Passively, within five blocks of the skull at any given time, maggots and flies seem more abundant. They can appear in food, clothing, on the ground, and drop from the ceiling once in a while. The holder feels a little more envious than usual
Item Holder: Karn Catanomical


Current Divine Status

Built a shrine in the Sorrows.
Built a shrine in the Frontier.
Dug up graves in Storm's Landing.
Offered a Meteorite with a blood oath.
Snagged a Skeleton in Sanadru.
Murdered a dock worker in Mockingbay.
Added and acknowledged another worshipers work. Adding to it.
Offered the Skeleton from Sanadru and a small crystal from a crash site.
Raising corpses.
Drank from a bone bowl.
Has retrieved the Tear of Skraag.
Trying to reach his goal through his divine worship and prayers…

Log
Sermon [1/16/2021]
Helped Skraag with a gift to his presence in the Landing [3/21/21]
[Redacted] becoming his Acolyte of Undeath. [3/23/21]
-----
Grave robbing of the crypts of Eldpoint [7/23/21]

Oaths
Oath of Blood- Karn will become keeper and defender of Skraag's land at the temple. In this life and after.





Routines

Prayer in the morning, and at night.
Prays when he leaves something to rot. Usually not finishing food, to let it spoil.
Visits his Shrine regularly in the Frontier to be closer to Skraag and pray.
Karn goes to a temple he has been building, prays there and uses his worship to think and clear his mind.

Undead
Dasfat:
A rat, raised at necromancy II. Karn gave his last pinky digit on his right hand.
Eve: A Fluich within the swamps raised with Karn's own flesh from his back. Necromancy II.
Litte Timmy: A monstrous guard, an undead pigmen absorbed the corpse of a wendigo given by Skraag.
Adam: A male Fluich raised with Necromancy II. Karn stripped flesh from around his left deltoid. in order to raise Adam.
Guard- An odd creature given to him to raise. A huge creature that is like a fish [2x2x3]. Not named, but raised with Necromancy IV as a Servant.​
 
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