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[Theodra] Candice Kane - T2

Galaxy

Lord of Altera
Lore Staff
Hero
Staff
uhavebeengalaxyd
uhavebeengalaxyd
Hero
———————————————————————──┚ ۝ ┖──———————————————————————


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—──────────────────────────—

↞• DAUGHTER OF THE HUNTRESS •↠

—────۝ ────—

|| Name: Candice Kane
|| IGN: uhavebeengalaxyd
|| Cult/Faction: The Silver Conclave [Guardian]
|| Tier: T2
|| Patron: Theodra

—────۝ ────—

.•∴•.

——————──────———═╬═———──────——————

1638203705072.png

.•∴•.

—─────────—
↞•◆ || Spell List || ◆•↠
[5 SP]
—─────────—

DETECTION
Divine: Theodra.
Tier: 1
Action: Prayer & Touch.
Cost: 1 SP
Duration: 30 minutes.
Spell: The blessed places their bare hand on the ground and utters a soft prayer, willing all footsteps
and tracks made within the past 48 hours to reveal themselves in a 15 block radius. The prints will glow
a soft silver hue to the blessed only, and any blood/hair/fur will glow similarly if it was left there in
the same two day span. The glow will fade after the duration
.


NATURE'S ILLUMINATION

Divine: Theodra.
Tier: 1
Action: Prayer.
Cost: 1 SP
Duration: 30 minutes.
Spell: The caster utters a brief prayer and wills an area of 10b to be influenced by Theodra for a
duration of time. Leaves float downwards of either green hues or those thematic to fall, dispersing within a
minute of being on the ground. Silver feathers linger in the air above emitting a soft glow on par with
the light of a candle. The caster and one other designated target, so long as they remain in the area, will have
their minds unable to be tampered with by divine or arcane means for the duration (at DM discretion in events), given
a sense of clarity and clear thoughts. This only applies to T1/Apprentice level spells, including calming ones.
Note: At each tier of the divine system, you may add one more target to be protected in this radius
.

NATURE’S DEN

Divine: Theodra.
Tier: 1
Action: Touch.
Cost: 0 SP
Duration: 12 hours.
Spell: The blessed can will an area to become a more advanced and comfortable place to reside
when out in the wilderness. Dense foliage moves up as a roof and draps down to the ground, forming a sort
of tent of natural materials or even furs and leathers depending on what would be more of a camouflage
in the area. In some cases it forms out of rock if that is the better material for its location. It is large enough to
comfortably fit two people, and stays insulated enough to ward off the cold of an autumn night, but
will require a fire for wintry settings.


QUIVER

Divine: Theodra.
Tier: 1
Action: Touch.
Cost: 0 SP
Duration: Immediate.
Spell: While wielding a bow, the caster may summon an arrow from thin air to fire from it. This arrow can
only be used to shoot from the bow, and vanishes shortly after landing. Only one may be summoned
at any given time, and the arrow counts as silver when striking its target.



HUNTER’S MARK

Divine: Theodra.
Tier: 2
Action: Prayer, and sight of the target for half a minute.
Cost: 1 SP
Duration: One week.
Spell: The blessed can target an individual or creature that is in their sight for at least half a minute, and deem
them marked. For the next OOC week they will be able to sense their direction and distance accurately enough to
pinpoint them as being within a town or location as big as the average village. They may mark two individuals
at any one time, and the caster is instinctively aware of which is which. The target feels unnerved and on
edge for the duration at a degree up to the player (can be very subtle, or very intense).


ADAPTATION

Divine: Theodra.
Tier: 2
Action: Prayer.
Cost: 1 SP
Duration: One hour.
Spell: The blessed takes on one of three aspects that imbue them with a heightened senses for the
next hour. Only one may be active at any one time, these effects do not stack.


Hound -
They gain a superior sense of smell akin to a bloodhound for the duration,
able to follow trails less than an hour old.


Bear -
The cheekbones become more defined, the shoulders seem broader. They find it
easier to keep going, better able to endure pain, and are bolstered enough to carry
another adult with relative ease.


Hare -
They are far more alert, and yet more lithe. They can run twice as fast
but are hit twice as hard in return.


NATURE'S REPRIEVE

Divine: Theodra.
Tier: 2
Action: Prayer and touch for 30 minutes.
Cost: 1 SP
Duration: Permanent, until another location is created.
Spell: With a kneel and verbal prayer, over the course of half an hour the terrain
around the caster shifts to provide a small concealed area (10 block radius) shielded from prying eyes. This affects the
surroundings in a way that's appropriate to the area; bushes may grow, snow may accumulate, or the ground may
sink to form a small depression, but the end result is to create a camouflaged area suited to hide a small campsite.
People and creatures outside the area have a hard time detecting those within, and those inside
find their senses more alert and survival instincts heightened. Should this be
cast again elsewhere, the old one fades.


HEALING SALVE

Divine: Theodra.
Tier: 2
Action: Brief prayer.
Cost: 1 SP
Duration: One day.
Spell: The caster gathers a collection of herbs native to the area, and either chews them or mixes them
into a paste. Upon a simple prayer, the salve takes on a silver colour that can then be spread over any deep wound
that has been stitched to seal it over protectively and keep it clean of infection. The wound will heal within
the day though remain sensitive for a day longer as it heals below the surface, leaving behind a neat scar
(optionally silver in hue). This salve can be used over any one wound, or one
bitemark, and will lose its properties if not used within a day.
PURIFY
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. 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. The following can be made by any Blessed:


Holy Water:
Undead, Vyres, Mages, and Heretics (those who worship something not of the Pantheon)
are burnt by this water like it has the same properties of boiling water. It causes nasty burns, but these
burns will heal over the span of three days and leave behind no markings, not can the burns become infected.
If consumed by any individual not those it burns, it eases and heals: headaches, minor bruises,
stomach upsets, scratches.


Lifeblood:
This blood can be used to satisfy any Vyre as sustenance, tasting wonderful and lightening their mood.
This blood does not burn anyone, not holding the same properties as Holy Water. A small circle made of this
liquid has been known to ward away supernatural entities such as ghosts/wraiths for a limited time, as if the blood itself
reminds them of the living. It can be smelt as normal blood would be, and may trigger Feral Vyres in the same manner.


Divine Oil:
This oil cannot be used to harm another, but it becomes scented and ideal for the use of
anointing in ceremonies. If the container is lit, it will burn for one day as a small fire with hues thematic to
the specific divine (up to the player), though will extinguish if removed from the container and return to water.



ILLUMINATE

Action: An uttering of; “Theodra, 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 instil 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

Action: Touch, or the offering of an item thematic to the divine
(holy symbol, coin, bone, letter, etc).

Cost: 1SP
Duration: One minute.
Spell: By touching the target or offering an item, the caster wills the scene of something vaguely thematic
to their divine in the mind of another, though it is not distracting enough to hinder them in combat or tense situations.
With enough focus, the target can try to tune it out, but it cannot be entirely ignored. Can only
be used on the same target once per day.



DIVINE WORD

Action: The prayer of, “[Divine], carry my words.”
Cost: 1SP
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 their target in some manner, be it name,
face, or alias, the spell will work based on intention for who it is for and cannot be accidentally sent
to another. This is a universal language, heard and understood by each as clearly as their native tongue.


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.


FEAST OF THE GODS

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.


Feast of the Hunt

Carved tableware of various wood types forms, with cups made of animal bone and utensils of pure
silver. It sits upon a thin grey pelt. A modest meal, but a gamey one, with meats served
using the same herbs found growing nearby. Refreshing water is served.



BAPTISM

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.


Mark of the Huntress

The offering disperses into a cloud of wild grasses and leaves that float about the area for a while
before vanishing entirely. A mark appears upon them as a silver feather or arrow that shimmers
slightly. Children who grow up with this mark may show traits of being a little explorative, climbing
things more often than others of their age. Stray leaves often appear in
their hair or clothes, with little explanation.



STEED
Divine
:
Universal
Tier: 2
Action: Uninterrupted prayer lasting one minute.
Cost: 2SP
Duration: 24 hours
Spell: The blessed summons a mount thematic to their divine. For all intents and purposes it
functions as a well-trained horse, with no additional abilities or unusual movements, and no particular
utility other than for getting around. It can only be summoned outside, or in a place
otherwise open enough for it to be readily ridden around.


Theodra:
A giant wolf.


—─────────—
↞•◆ || Passives || ◆•↠
—─────────—
—─────────—
↞•◆ || Universal Passives || ◆•↠
—─────────—

PROVIDENCE
The blessed’s soul is warded by their faith in their Divine. If something tries to possess them,
or they’re targeted by an effect that is functionally identical to possession, the blessed may roll a d6 save
to resist it. If they roll their tier or lower on the d6, the possession fails and has no effect. They are
additionally fully immune to any attempts to lay claim to their soul (in terms of it being trapped, imprisoned,
or otherwise by some entity. This is not expected to come up much in RP, but exists for flavor). For curses
or afflictions like Vyrism or Spiritblessed, they may resist it outright or
optionally roll a possession save against it.


RESILIENCE
Allies within 5 blocks gain one step of advantage on saves
against the effects of poison, disease, and other toxins.


IMBUED WEAPONS
Any weapon wielded by the blessed is touched by their Divine, imbuing it with greater ability to smite
their foes. This offers no additional mechanical effect beyond causing extra damage; it’s less significant
than the weapon itself, but adds enough punch to be tangible. The fire does not ignite, the poison does
not kill, etc. For creatures or summons with a set number of 'hits,' it counts as dealing an additional hit.

Spectral Thorns

.•∴•.

—─────────—
↞•◆ || Aesthetic Passives || ◆•↠
—─────────—

Their shouts can be altered to take on more animalistic
traits, as if amplified and joined by the sound of the animal equivalent.

The roar of a mountain lion accompanies her shouts,
growling when her voice is breaching into a yell.


Their pupils become slitted, and/or the teeth can appear sharper. This may also only
apply in moments of heightened emotion, adrenaline, or spellcasting instead of a constant.


.•∴•.

—─────────—
↞•◆ || Quirk Passives || ◆•↠
—─────────—

They are able to will their fingers to extend into small claws at
will, or in certain situations decided by the player.


They become very good at climbing, keeping a sturdy grip, and they can jump
an extra two feet upward or across than the average person.


.•∴•.

—─────────—
↞•◆ || Cult Passives || ◆•↠
—─────────—

THE MANTLE OF THE HUNT
Members are acutely aware of the smell of blood, and can usually smell fresh injuries
or trails of it within three blocks unless it's overpowered by another strong smell.

Feathers and leaves can be found in their hair from time to time.
They take on a natural smell, such as pine, mint, or even floral scents.
Their touch can instill a subtle sense of clarity and focus.

.°•⊶———───════───———⊷•°.

.•∴•.

—─────────—
↞•◆ || Artifact || ◆•↠
—─────────—

PURSUIT
Description:
A small talisman in the shape of a polished silver
arrowhead, engraved with ferns.


Passive: The wielder is able to smell different dangers in their environment. If a hostile
entity event creature is within 10b of them, regardless of if they can see or hear it, the
wielder is able to make an awareness check to detect their presence by their
smell. Different entities smell differently (demons smell different

from animals which smell different from vyres, et al).

Effect: The wielder is able to declare a hunt on someone. The person they declare a hunt on is aware
of a sense of being stalked. The wielder can only declare a hunt if they possess something of their target's
upon declaring the hunt (a personal item, a strand of hair, blood, etcetera). Once a day, the wielder is able to
hold their talisman in hand, and the arrowhead will point them in the direction of their target.

If their target is in a different plane, the arrowhead spins in a circle listlessly.


——————──────———═╬═———──────——————

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.•∴•.

—─────────—
↞•◆ || Path to T3 || ◆•↠
—─────────—

Show extended worship, with two months OOC since achieving T2.
[May 5, 2022]

Describe the three most prominent relevant deeds they've done since their last rank up
TBD







The character must have earnest and genuine faith to their Divine.

Evidence of a more unique understanding and outlook towards their own faith.

Must show evidence in their log of teaching another something thematic
to their Divine. (Hunting, Fighting, Dancing, etc)








Must have at least five instances in their divine log where they have personally done something significant
in the name of their faith separate to the event(s) above.


Candice is in the process of developing a hamlet which she is dedicating towards Theodra. While
it currently sports two shrines, Candice plans to install more to represent
each of Theodra's tenets and major domains.


[A Trek Of Faith] Participated in a journey amongst the northern
tundras in order to seek out a shrine to Theodra.


[Broken Monastery] Led a northern journey to investigate a long
abandoned monastery, unveiling a foul demonic presence within.


After thinking long and hard about Somnastra's advice, Candice adopted two
puppies in an attempt to understand Theodra's connection
to hounds, as well as her own ability to remain calm and patient.


Candice crafted her first two official bows (outside of half-hearted
attempts), dedicating them to Theodra.


[Gateway] When kidnapped for the sake of sacrifice, Candice was offered mercy at the expense
of giving up Theodra to become possessed. She refused the offer, dying as a result.


[Trail of the Crone] Accompanying Jacob and co. to the northern tundras, she helped to intercept
a demonic ritual, sustaining a grievous stab wound to the chest.


[The Ivory King] Participated in the confrontation of the Ivory King and Prince, breaking one of
his soul jars and assisting in the takedown of the Arch-fiend, before
sustaining grevious injuries to her back.


In an effort to track down a renegade vyre, Candice was tasked with aiding in the tracking down and detaining
of the woman, so the victim of the vyre's attack could stake her.


After finding him in the undertavern, Candice was thrust into a brawl with Branko. After he fled, she followed him
and fought him until he could no longer fight, finding it pointless to kill him when he would simply return.


[Beast Encounters] Candice accompanied a group to hunt some monsters rumored to be terrorizing locals nearby a swamp.
Finding sympathy for a man who had lost his son to the creatures, she promised to find his kin and hunt down the
creatures who had almost inevitably hurt him. Her group found and killed two fluiches, before she used Pursuit to
find the child, who was able to be patched and sent back to his father.


.•∴•.

They must also pick one of the following paths:
[To Guide Another]
Ultimately they must guide another into the rank of T1 and showcase at least ten ways they assisted
doing so. This can be through lessons, discussions, or other ways you feel are significant in the journey
of the student. They must reach T1 before you can apply for T3.

[To Great Lengths]
They must showcase ten additional instances of significance in the name of their Divine. These
should be of importance, be it through protecting a group, hunting down something of significance, the
poisoning of a town, or some other action. Why these actions are considered significant should also be

added to your logs, how your character personally feels them necessary or important.
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[Dusk] Helped the others shoot down a giant bird-woman creature with poisoned feathers for wings.

She has moved on from just bone-carving to wood carving as well, to prepare herself for bowmaking.

[My Request] Hosted/was the sole attendant of the event My Request, where she hunted a deer and found an odd fae note.

After receiving a translation for the note that she found, Candice decided to follow the instructions listed. Hunts incoming.

Finding herself in a state of mental unrest, Candice decides to try to do her best to rekindle old relationships
whilst finding a new meaning of self.


Candice joined the [Silver Conclave], headed by Aelyth Ithildran.

[Blightlands Excursion] Attended the event Blightlands Excursion, fighting a wormy monster man and getting a new head wound.

[Fledgling Outing] Attended the event Fledgling Outing, going along a sort of natural obstacle course and hunting a boar.

[Elimination] Attended the event Elimination, shooting down multiple mercs and getting shot in return.

[Casual Hunting] Attended the event Casual Hunting, getting impaled by a boar.

Has begun praying every morning and evening, as well as before she eats.

Helped Thryss catch a fox to use in her spell [Truesight].

Participated in a hunt for Aelyth and Aryn's wedding.

Helped Tylla with setting up the Praes Divina Theodra shrine, quietly offering a small bone pendant she made to the goddess.

Participated in a hunt with Leighton. She helped kill her first ever game, taking the bones of the doe to carve on, to offer to Theodra.

Offered a bone carving she made herself, shaped to look like a skull. It's made out of the bone of her first successful hunt.

Came upon some children and Eimar fighting some Maulerkins. Wounded one and killed another.

Snuck behind the party fighting a 15 foot wendigo, and provided medical attention when they got very messed up.

Attended the spider-hunting event in Queensport, and assisted in killing multiple giant spiders.

TENETS:
I. You shall pray before each hunt and pray upon each meal.

+ Candice does so, but quietly. Prayer is a sense of vulnerability, and is innately personal to her, causing her some amount of discomfort to share with others. She doesn't often pray aloud, but when she does, she's alone with her thoughts.

II. You shall defend your family and home, and teach them well the ways of the world.
+ This one is a bit hard for her. Candice is still trying to find her sense of belonging and family, but she fiercely protects those she cares about, and make sure they don't make the same mistakes she did.

III. You shall resist temptation, the allure of gluttony and the urge to kill without need.
+ Candice's practice of restraint can be tested at times, and she's well aware of it. Typical vices do not appeal to her, but she struggles to find a place to stop when she finds a coping mechanism that may not be entirely helpful though she has lately been able to get some help with this. She hopes she will live better under this tenet soon.

IV. Let not your body fall into disrepair, for the way of the sloth is a disrespect to the lands that allow you to live.
+ In a similar vein to tenet III, Candice grapples with this. The body she resides in feels inherently foreign to her, and it causes a great amount of disconnect between how she sees herself and what she sees in the mirror. She regularly works out, and goes for a run each morning, yet she can't escape the feeling that the body is not her own.

V. Do not give mercy, and do not expect it.
+ Candice is working on confidence around this tenet, as she's experienced the short end of the stick many times. She wants to be more proactive, but cycles to mercy if she can humanize the threat at hand.

VI. Do ensure to perform your duties unwaveringly, and to completion.
+ Working on this seems like an easy task in theory, but not so much in practice. There have been times where the situation seems completely inappropriate to continue with, and so she simply... doesn't. She has some critical feelings of this tenet because of this, but still tries her best to abide by it, when possible.

VII. Do not sit idle in the face of a threat. Take up your bow and track it to the source.
+ Candice can do this ... to an extent. She often finds herself underprepared or unable to access resources that her peers seem to find so easily, but it doesn't stop her from trying to find things.. in her own ways.

DOMAINS:

Candice has never met any of the deities, this is simply her feelings on the concepts themselves.
Hunting

+ Hunting is one of the key features that many think of when talking of Theodra. This is true for Candice, as many of her most faith-affirming activities have been centered around hunting and tracking. She admires the amount of patience and strength it can take to hunt down a creature, and she strives to better understand what makes a hunt truly successful.

Wisdom
+ Something that Candice has a notable lack of. Whilst she tries her best to think of things from a wise, logical point of view, her passionate irrationality often takes over. She has taken to grounding herself when she is alone, and reflecting on the things that have set her off in the day. However, it's hard for her when the wisest person she typically sees in a week is Eliss.

Survival
+ A key aspect of life, but an overlooked one nonetheless. Perseverance over death and harm is something which Candice clings to, almost to an obsessive degree. Nothing matters but killing this thing and making sure she, and those around her are are alright. It's imperative that her group at any given moment is safe, for if worse dangers lie ahead, even a small injury could lead to fatality.

Wolves
+ While she thinks that Wolves can be a bit overhyped, Candice understands why wolves mean so much to Theodra, and to her followers. She's had a slightly bad rep with wolf-like beings (never actually encountered a regular hostile wolf) but she offers respect to them, and to the ideas that they represent. After all, the theodran 'pack' got her through much of her adolescence.

Wilderness
+

Traps
+

Silver
+

Beasts
+
 
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