Medieval & Fantasy Minecraft Roleplaying

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[Theodra] Marian Olliran - T2


Settling in Altera

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Character Name
Marian Olliran

Character Profile



Blessed, Tier 2

Spell Points:

DETECTION (5 Casts.)
: Theodra.
Tier: 1
Action: Touch.
Cost: 2 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.

: Theodra.
Tier: 1
Action: Prayer
Cost: 2 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 (2 Casts)
: Theodra.
Tier: 1
Action: Touch.
Cost: 1SP
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.

: Theodra.
Tier: 1
Action: Touch.
Cost: 1 SP
Duration: One day.
Spell: The blessed chooses a weapon or item of choice (sword, dagger, arrow, etc) and upon the spell taking hold, it gleams silver. This weapon will, upon its next use, pierce twice as deep if impacting flesh. Only one weapon or item may be imbued at any one time, and it must be something that can be held and considered a ‘weapon’ or ‘ammo’. The effect wears off after one day if it has not been used.

Action: Prayer, and sight of the target for half a minute.
Cost: 3 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).

Action: Prayer
Cost: 2 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, their endurance doubled and finding they can lift twice the weight they would have prior.
Hare - They are far more alert, and yet more lithe. They can run twice as fast but are hit twice as hard in return.

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 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.
Note: You can build this yourself or ask another for help in doing so. This can be removed if placed in a place that conflicts or offends another divine, by a blessed member of said divine. (i.e placing a Jishrim variant in a Shalherana grove).

Action: Brief prayer
Cost: 2 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(2 Casts)
: 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.

: 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(0 Casts)
: 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.

: The prayer of, “Theodra, 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.

: 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.

Theodra; 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(0 Casts)
Prayer, an offering to the divine, and touch.
Cost: 3 SP
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.
Theodra; 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.

Divine Tier Progress:
Tier 1-
Show worship of a Divine for at least one month OOC from the creation of a divine profile/thread.
The character must be at least two months old OOC.
The character must be at least sixteen years of age.
Must significantly contribute to (by attending) or host an event which is of thematic significance to their divine.
Three notable acts in line with their Divine (Hunting, Healing, Bartering, etc) separate to the event(s) above.
One offering of an item to their Divine at the Grand Cathedral. (Place in hoppers.)

Tier 2-
Show extended worship, with one month OOC since achieving Blessed status.
Must significantly contribute to (by attending) or host at least two events which are of thematic significance to their divine.
The character should keep something on them that represents their Divine personally. (Items, Clothing, etc)
Must create a small shrine to their Divine, and grant it an offering. (Must be an item, check notes at the top of the page.)
Must have at least five instances in their divine log where they have personally done something significant seen favourably by their Divine separate to the event(s) above.

Tier 3-
Show extended worship, with two months OOC since achieving T2.
Must significantly contribute to (by attending) or host at least five events which are of thematic significance to their divine.
The character must have earnest and genuine faith to their Divine.
Raised with a combination of Theodra and Shalherana, her faith in both is strong. With her teachings both past and present, she has more firmly decided her faith is with Theodra and the teachings She has provided.
Evidence of a more unique understanding and outlook towards their own faith.
To Marian, Theodra is very similar to a mentor, one that rarely pulls punches. This is both from the original teachings of her ancestors to the twisted mentorship she has shown Marian. She has shown a path to living a truly free life, one that is pure and wild. Outside of the laws and politics of man, should they not interest her.
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.

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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Public Divine Log
+Major Events, with a link to the event.
-Minor Events without an event listing.

Path to Tier One
[+] Began journey to properly understand Theodra with teaching of the tenets. Left family bow under the white wolf statue in Verdant Valley as an offering.
[-] Began proper training in archery with guidance from her mentor.
[-] Began training with the longsword.
[-] Given lessons on tracking by her mentor.
[-] Completed first hunt in Theodras name, hunting a mountain goat with Tylla.
[-] Gained a new mentor in Thryss Vendolyn.

[-] Assisted in Aryn's trial, receiving a lesson that she is still unsure of the meaning of.
[-] Twice in one day, the hunter became the hunted. Defended and fought alongside those considered closest against a group of pirates and spiritblessed bandits.
[+] Completed her first grand hunt, an undead grphon outside of Storms Landing.
[-] Gained a vision in a fire, punctuated with the roar of a bear. Marian has achieved Tier One.

Path to Tier Two

[-] After a stressful few days of undead attacks, Marian talks to Halvar about the importance of faith. And how not every blessed is 'bad'.

[+] Aided in the final stages of lifting Skraag's curse from the Landing by travelling into the sewers to purge the corruption.
[+] After learning that Mut's child hadn't passed, Marian asked Sophie to aid in finding out anything about her whereabouts, and if she was safe.
[+] Went to the crack of Queensport with a group she considers family, encountering a new form of undead in the process. The creature was dealt with amicably, and the soul was put to rest.

[-] After a grave robbing in Linistel, Marian tracked down the location of the culprits, finding them to likely be Skraagites after dealing with minor undead at their hideout.
[+] While spending time in Queensport, aided in tracking down a girl and her father after they went missing on a hunting trip. In the process, a massive wendigo was found and scared off, the girl being returned home safely.
[+] Following up the encounter of the wendigo, set out with a group of Theodrans (and Maebh) to hunt the beast, preventing it from harming others who needed the woods to live.

[+] After a day of unimaginable violence in the Landing, Marian was brought to a sermon for Shalherana. Learning the path forward to aiding in the fight for Life.
[+] Drawn by her dreams, she teams up with the other Theodrans, taking down a strange shadow bird woman abomination. A spear acquired in the process.

[+] Aided in freeing Life, and watched the Grand Cathedral fall in the ensuing battle.
[+] Hired by Ardaric Tideborne to assist in hunting a creature of the seas. While it was not beaten, the crew lived to fight again, and plans are being formed to deal with it properly.

Path to Tier Three

[-] An old grudge of the hunting party. A garulf hunted and slain, proving which was the better hunter.
[+] A long and grueling journey through the frozen tundras of the north, survival skills and hunters awareness tested every step of the way, before culminating in a hike to a mountain peak, uncovering a lost shrine.



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