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[Theodra] Marian Olliran - T5

mageaegis

Lord of Altera
Lore Staff
Staff


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IGN
mageaegis

Character Name
Marian Olliran

Character Profile
[x]

Patron

Theodra


Tier:
Blessed, Tier 5

Spell Points:
8SP

Divine Passives:
Quirk:

  • They instinctively seem to know what direction North is.
  • They are able to will their fingers to extend into small claws at will, or in certain situations decided by the player.
  • They are able to see clearly in the dark, their eyes reflective like a cat's when active.
  • 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.
Aesthetic:

  • The eyes take on a ring of color about the pupil thematic to their Divine, intensifying in spellcasting or heightened emotional states.
  • 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.
  • They take on a distinctly more feral appearance in certain scenarios, at the choice of the player. These may include more pointed features, sharper teeth, animalistic eyes, etc, but these effects are not a constant.
  • Divine markings thematic to their divine form (in color as well as design) upon the body. This can be as simple as bands around the wrists, or an entire intricate design across the back, left up to the player.
    • Tribal markings of a silver hue that trail from the base of the spine up the back ending at the neck. The markings spiral out from the spine to wrap around the shoulders and the back of the arms, ending at the knuckle of both hands.

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.
  • SPIRITUAL WEAPON
    • By ritually praying over a weapon for one hour, the blessed may imbue it with some measure of the divine influence. The weapon will glow with the strength of torchlight in a color thematic to the divine, and intangible foes or foes that are otherwise immune or resistant to attacks from mundane weapons always take some amount of damage from successful attacks with it. Only one weapon may be imbued at a time. For bows, the effect applies to all arrows fired from it.
  • MARTYR
    • By placing hands to either side of a recent injury and focusing/channeling for a minute the blessed may remove an injury from another and take it upon themselves instead, making their body whole at the cost of their own. This does not replace lost limbs or body parts; it’ll stem the bleeding, but at cost of opening a similarly grievous wound upon the blessed’s limb. It doesn’t apply to conditions like being poisoned, only flesh wounds, and the target must be living for this to work.
  • AETHERSIGHT
    • The blessed can see the presence of magic as a faint aura outlining spells, artifacts, or similar magical items and effects. This aura appears purple for arcane spells, and white for divine spells. They gain a bonus die on rolls to discern illusions, and have no penalty on awareness checks to detect invisible foes.
  • ETERNAL
    The blessed’s injuries heal at an unnatural rate and in unnatural ways. Nonlethal injuries tend to heal fully within one day OOC, and particularly severe injuries may take several. Any full limbs the blessed loses regrow fully over the course of a week; extremities may take a few days. If the blessed is slain, they may opt to repair and regrow where they fell and revive after 48 hours instead of going through standard revival methods, though they do not revive fully healed and their injuries will continue to heal at the rate mentioned above. Any healing done by this effect leaves scars where the original injury was.

Divine Spells:

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.

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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 are given a sense of clarity and clear thoughts, and may reroll any saves against mind-altering effects. The target may roll a Soul+Determination check against the caster's AoE DC if they wish to avoid being calmed.
Note: At each tier of the divine system, you may add one more target to be protected in this radius.

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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.

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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.

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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).

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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.

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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.
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).

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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.

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PACKMASTER
Divine
: Theodra.
Tier: 3
Action: Maintained contact and prayer for fifteen minutes.
Cost: 2 SP per individual.
Duration: Permanent.
Spell: The blessed can form a bond with three other willing individuals that creates a link which enables the caster to sense their direction, location, and general health. They will know if they have come to harm, if they have fallen sick, or if they feel great fear. The bond does not work between those not the caster, nor can they have the same understanding of location or wellbeing of the caster. Those bonded will find that the light mark of a crescent moon forms upon their body at the choice of the caster, akin the the appearance of a birthmark. This lasts until the caster willingly dispels it.
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BEASTFORM I
Divine
: Theodra.
Tier: 3
Action: Prayer, and holding a totem in line with the animal of choice.
Cost: 2 SP
Duration: Up to five hours.
Spell: The blessed grasps the totem of the animal they wish to shift into, and over the period of two turns/20 seconds they will feel their bones move, muscles pull, and bodies contort until they takes its form in full. They are able to remain in this form for up to five hours before they are forced to return to normal following the same time of discomfort. They can be injured in this form and not be forced to change back, but any injuries sustained will scale with size to their normal body upon shifting back. They cannot shift if they are wearing armour, and belongings such as weaponry, cloaks or satchels are left behind from where they changed. The totem remains on the animal, be it tooth or feather or claw, and is back in their hand upon returning.
The following forms are available: Mouse, Bird, Snake, Cat, Dog, Fox, Deer, Boar, Wolf

[Note on Appearance]
When in beastform, the Theodran blessed finds that their new animal form bears striking similarities to their mortal form. Scars are carried over, along with one's eye colour and even the tint of fur or scales being as close to the blessed's own as naturally possible for the chosen animal form- e.g bears cannot have blonde hair, but they will be a lighter brown as they default to the closest natural shade for that animal.
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TRUESIGHT
Divine
: Theodra.
Tier: 3
Action: Prayer, and touching of an animal.
Cost: 2 SP
Duration: One week.
Spell: The blessed forms a bond with a creature from the following: Owl, Fox, Bat, Hawk, Hare. Wherever the blessed goes, their familiar is not far behind, seemingly materializing at will after spanning great distances. The blessed may connect to their familiar and see through its eyes for up to one hour per day, and during this time may control where it travels to. If it is killed whilst the caster is looking through its eyes, the blessed is temporarily blinded for one minute and must make a new bond. The animal is not hostile once the spell is cast, becoming a close companion that is content to linger near the caster, but the animal goes on its own way after a week.
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NATURE TRAIL
Divine
: Theodra.
Tier: 3
Action: Prayer, and an offering from a hunt, such as a tooth, claw, pelt, etc.
Cost: 2 SP
Duration: One hour.
Spell: The caster offers something hunted to Theodra with prayer over five minutes, and she permits passage through the Wilderness. Upon the offering being accepted it fades away into silver dust, and a section of the trees becomes a dark green, near black, remaining this way for up to one hour or until the caster or any other Theodra blessed walks through, able to take an unplayed infant up to the age of five or an animal no larger than a dog with them. The caster may walk into this and emerge in any other dense forest or woodland they choose, seemingly stepping through the foliage. This spell only works if cast within equally dense woodland or forest. They keep whatever they are wearing on them.

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BEASTFORM II
Divine
: Theodra.
Tier: 4
Action: Prayer.
Cost: 3 SP
Duration: One day.
Spell: The blessed decides on an additional form that cannot be changed once decided upon. This spell requires no totem, but they do take two turns/20 seconds to somewhat painfully shift into it, their bones snapping into place and bodies contorting over the duration. This form can be retained for an entire day or night (12 hours), and as before, any injuries will not force them to return but will scale in size upon their normal form once they do shift back. In this form they may communicate telepathically with those who would usually be in range of speech, their voice sounding as their human form in the mind of their targets.
The following forms are available: Direwolf, Bear, Unicorn, Shark

[Note on Appearance]
When in beastform, the Theodran blessed finds that their new animal form bears striking similarities to their mortal form. Scars are carried over, along with one's eye colour and even the tint of fur or scales being as close to the blessed's own as naturally possible for the chosen animal form- e.g bears cannot have blonde hair, but they will be a lighter brown as they default to the closest natural shade for that animal.

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SPECTRAL HOUND
Divine
: Theodra.
Tier: 4
Action: Prayer, and the offering of something bone which disperses once used.
Cost: 3 SP
Duration: Six hours.
Spell: The blessed may summon a large spectral hound that, if given the scent of someone or something recent (within the last OOC week), can lead the way to them with frightening accuracy. It will not however enter any confines, no building or home, and will remain outside and consider its task done. If it is attacked, it will disperse. It will also optionally follow the caster around and snarl at anyone's approach if they mean the caster ill. It may also be commanded to stay at a location (such as outside doors) and will bark at the approach of any other individual.

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MELD
Divine
: Theodra.
Tier: 4
Action: Prayer.
Cost: 3 SP
Duration: One hour.
Spell: For one hour, the caster is undetectable by any arcane or divine means. They hold no scent and make no sound while moving, and seem to subtly blend in to their surroundings to aid with hiding. This does not allow them to hide in plain sight, but helps fill in the blanks when otherwise mostly concealed.

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PREYSENSE
Divine
: Theodra.
Tier: 4
Action: Prayer.
Cost: 3 SP
Duration: One hour.
Spell: For one hour the caster is acutely aware of specific sounds in their vicinity; they sense any heartbeat, breathing, or movement of a creature within RP chat range (50 blocks) as though the sound was right beside them. This sense is accurate enough to tell each source apart and conditionally determine the location of each. If there's a clear path to the source within the radius, even if indirect, the caster can tell the location with pinpoint accuracy. Any sources in a separate closed room can be heard well enough to know that they're in that room, but not where they are within it. They are unable to hear anything through five or more blocks of stone, such as those in the sewers from above ground.

PURIFY
Divine
: Universal
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. (Note: Vyres cannot live on this blood, it will satiate half their feeding requirement at most. This is in the same category of Bloodvine, for example.)
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.

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ILLUMINATE
Divine
: Universal
Action: An uttering of; “[Divine], 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.

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VISION
Divine
: Universal
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.

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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.

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DIVINATION
Divine
: Universal
Tier: 3
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 question, and receive a response. This is limited to once per OOC month and can be done either via a ticket or in-game at an event. This is only available to T3 and upwards.
Divine Request Thread: [ x ]

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DIVINE WORD
Divine
: Universal
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.
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

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FEAST OF THE GODS
Divine
: Universal
Action: Prayer. They must keep their hands on the location on which to summon it for one minute.
Cost: 1 SP
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.

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BAPTISM
Divine
: Universal
Action: Prayer, an offering to the divine, and touch.
Cost: 1 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.

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ANGELIC
Divine
: Universal
Tier: 4
Action: Prayer
Cost: 3SP
Duration: 1 hour
Spell: Wings thematic to the caster’s deity sprout from their back over the course of a turn, granting them the ability to fly at the pace of a full sprint. The wings are large, about six meters from tip to tip, and while they can be folded up against the caster’s body they can’t be used at all indoors or in confined spaces. Clothing and armor does not interfere with the growth or function of the wings; while otherwise physical and prone to damage and injury, they seem to phase through the caster’s worn garments without issue.

Divine Artifacts and Trinkets:

WIP

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.

Tier 4-
  • Show extended worship, with three months OOC since achieving T3. (Complete June 6th)
  • Must have a significant presence in the world as an embodiment of the virtues of their divine. Must make a constant effort to guide and foster their faith through either significant personal acts or active participation in events.
  • Must hold at least one sermon in which they explain their own unique views and understanding of their Divine.
  • An event held to sanctify an area/region in the name of their Divine, or the creation of a larger secondary shrine/church.
  • Must show further evidence of having a unique view and understanding of their Divine and their faith. To truly show how they differ, and what faith means to them personally.
  • Must have at least ten instances in their divine log where they have personally done something significant in the name of their faith separate to the event(s) above.
  • An offering of something of great personal value to the character themselves given to their Divine. Include evidence of why this offering is of importance and significance.
  • An Oath of personal and religious significance must be sworn in the name of their God.



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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.
[+] The party of hunters search for answers to atrocities committed within the wilds. After a long and tense conversation with the village calling the northern wastes home, a deal is struck that their ways would be changed.
[-] Being a relatively well known and accomplished tracker, a favor is called in to find the Earthspawn Suzi who had run away from home. With knowledge of the wilds around the Landing, time, and patience the child is found and returned to her adoptive family.
[+] Strange occurrences began in Sanardu, occurrences that lined up with Jishrimite activity. This culminated in the corpse of a horse being left in the cities residential district, and an ambush enacted. The party survived the ambush with minimal injury, and dealt with the ambushing party efficiently.
[-] During the harvest festival, Skraag and his minions attacked. Sending a large horde of undead to disrupt the festivities, as well as a larger and more powerful undead to cause further mayhem. Fighting alongside Aryn to defend those at the festival, the larger undead was dispatched with relative ease.
[+] The artifact Desiccate which came into Marian's care during the retrieval of Life needed some form of purification, deserved to be reborn underneath Theodra to better serve the realm at large. Through battle with the spirit the weapon held, it was given new form and a new purpose.
[-] Upon meeting a new student within the Storms Landing tavern, Marian was contacted by an Angel of The Grey Lady and taken across the continent to aid Ashna and another faithful to deal with a rising threat of Skraag. The group tracked down an effigy under the protection of cultists, and under the watchful eye of an aspect of Undeath. Through tense battle, the three prevailed against the aspect, and cleansed the land of the Necromancers touch.
[+] A contract was put forward by concerned parties in the Landing for the creature last seen at the Harvest Festival. Along with a party of other hunters, the large undead was dealt with swiftly and without major injury.
[-] Along with the ranger Somnastra, a new form of wildlife was found in the world. A tree believed to be created by the god Jishrim. Study was taken of the odd flora, and information has been spread to relevant individuals of the potential dangers the tree may pose.
[+] Pushed past their hunting grounds by the roaming undead of the Ashlands, Marian as well as a party of trusted individuals track the movements of a pack of Ash Hounds, and take action to thin the herd before they cause problems to the forests past their home territory.
[+] While the pack was thinned, it was still a problem to the wilds they had migrated to. The hunting party bands together again to study their movements, and begin placing traps to deal with a further thinning of the pack.

Path to Tier 4:





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mageaegis

Lord of Altera
Lore Staff
Staff
Gamer time(aka T3)

Passives, quirks, spells ALL OF IT HAS BEEN UPDATED
Will work on artifacts and trinkets soon(ish)


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mageaegis

Lord of Altera
Lore Staff
Staff
This was stealth updated for T4, but now we've hit T5!
Still going to be updated with new artifact, as well as whatever else comes next.
Just about two years for this, kinda crazy. Anyways, below is how I'm feeling right about now.

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