Medieval & Fantasy Minecraft Roleplaying

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[Valiant] Bennett

TheDeester

One so Bereft of Light
Lore Staff
Server Outreach
Evil
Staff
Shadow Hedgehog
Pronouns
He/Him
GrapeFlavDragons
GrapeFlavDragons
Evil
__________________________________________

- B E N N E T T -
E45B6527-B595-4952-A7D5-72474A40C97D.png
(Artist Sara Kipin)

IG NAME: GrapeFlavDragons
CHARACTER: Bennett
PROFILE: { Link }

PATRON: Valiant.

TIER: IV

Spell Points: 9SP.

Artifacts: -

Trinkets:


Name: Shackle
Description: A small length of metal chain with a broken link at either end, both bent as to not fall off.
Passive: While worn on the attuned's person for longer than a day, the body reacclimates to appear as an earthspawn, though the resemblance is a bit off to true Eark. The attuned is also given their strength while their height remains unchanged. While worn, the holder can also understand their tongue. If removed for more than a day, their body returns to normal.

Universal Passives:

  • || BLESSED FORM ||
  • The blessed’s patron grants some form of enhancement to their body directly. This can be taken multiple times, but only once for each skill. Fortitude, Determination, and Awareness are universally available, and certain gods offer other options.
  • || BLIND FAITH ||
  • The blessed relies wholly and unquestioningly in their faith in times of confusion, and may substitute Soul for Mind when rolling to resist mental effects.
  • || INSPIRATION ||
  • The blessed serves as a beacon of hope to their allies, bolstering their resolve. Allies within 5 blocks may substitute the blessed’s Soul score for their own on checks to resist effects or conditions.
  • || 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.
Valiant Passives:
Quirks:
  • ][ Their shoulders get a little broader, and they grow up to an inch taller.
  • ][ Their features become more defined, muscle seeming more pronounced and facial features becoming more chiseled or sharper in appearance.
  • ][ 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.
  • ][ Arms and/or armor upon their person appear as a dark steel, glinting red or blue hues. When they're struck or their weapons clash against another, some harmless arcs of lightning may flicker between the metals.
Aesthetics:
  • ][ In times of adrenaline (such as conflict or battle) they are able to lift up to 150lbs with ease for a limited period of time, such as hauling someone’s body from a place of danger or pulling something up that pins an ally down. This cannot be used in combat scenarios against another player.
  • ][ They have an easier time inspiring others and when they shout they give allies who can hear it a mild sense of courage and adrenaline.
  • ][ In times of conflict, they can will the sound of war drums to be heard within RP chat range for the duration.
  • ][ They provide a sense of safety and assurance to those feeling vulnerable with a moment of prolonged eye contact.

Status: Intermediary. Somehow.



GradiantBladeThankyouZoslore.png

SPELL LIST

[Universal Spells]
Purify
- 16 Casts
Illuminate - 16 Casts
Vision - 2 Casts
Divination - 0 Casts
Divine Word - 42 Casts
Baptism - 0 Casts
Feast of the Gods - 9 Casts

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.
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ILLUMINATE
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
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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DIVINATION
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 must be at an event in game to be given. This is only available to T3 and upwards.
Divine Request Thread:
[ x ]

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DIVINE WORD
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 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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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.
Valiant; Mark of the Brave
The offering disperses into flakes of blue and maroon before vanishing entirely. A mark appears upon them like a healed light scar, in the vague shape of a sword or shield. Children who grow up with this mark may show traits of being a little brave, finding they shrug off those bumps and bruises they get through the early years.

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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.

Valiant; Feast of the Brave
Simple wooden tableware and cups with iron utensils form upon a dark blue cloth. Healthy, hearty foods form, like stews, soups, and bread, but seem a type commonly available to all. Water is served.

[ Tier I - Valiant ]
Redirect
- 7 Casts
Shared Burden - 13 Casts
Shield of Faith - 2 Casts
Call of the Banner - 0 Casts

REDIRECT
Divine: Valiant.
Tier: 1
Action: Vocal prayer.
Cost: 1SP
Duration: 5 minutes.
Spell: The caster commands the attention of a violent foe, providing it is not a murderous rage. Events beasts and monsters will focus on the caster at the discretion of the DM, and player characters may lose the attention after a pause.

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SHARED BURDEN
Divine
:
Valiant.
Tier: 1
Action: Prayer and touch of the target.
Cost: 2SP
Duration: One hour.
Spell: The caster touches a target and after uttering a soft prayer over one turn/10 seconds, takes the pain from them upon themselves enough that the target feels only a dull ache for the duration and the caster feels it not quite in full (up to the player how severely). Phantom wounds mirroring the targets appear upon the caster, though the wounds do not bleed. After the duration, the pain returns to the target and the caster feels drained. Should the target die whilst this spell is active, the caster feels it intensely, but does not die themselves.

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SHIELD OF FAITH
Divine
:
Valiant.
Tier: 1
Action: Prayer.
Cost: 1SP
Duration: One day.
Spell: The caster wards themselves for the rest of the day, enabling them to lift an arm as if holding a physical shield to deflect one physical blow, blue lightning arcing in the form of a shield before fading away. Cannot exceed the force of the average Earthspawn using a weapon. Can only be used once per day.

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CALL OF THE BANNER
Divine
:
Valiant.
Tier: 1
Action: Vocal prayer.
Cost: 2SP
Duration: One day.
Spell: The caster calls to the skies and wills for light blue lightning to arc about the clouds in something of a light show, before willing it to strike the ground anywhere around them in RP range, so long as it is hitting open ground (no buildings nor individuals). Wherever it strikes leaves behind a banner showing Valiant's sigil, the sigil of the caster, or a simple red/blue banner. This banner cannot be removed or tampered with by anyone but the caster for the duration, and the radius around it of 5b gives a sense of calm focus, protecting the caster and up to two allies from tampering of the mind.
Note: This spell only protects against T1/Apprentice level spells that would interfere with the mind (emotion manipulation, for example).

[Tier II - Valiant]
Reinforce
- 0 Casts
Stronghold - 0 Casts
Suit Up - 14 Casts: Bennett's Platemail Cuirass, Chokevine Gambeson, Bennett's Greaves, Bennett's Gauntlets.
Bolster - 5 Casts

REINFORCE
Divine: Valiant.
Tier: 2.
Action: Prayer while wielding a shield or with Shield of Faith active.
Cost: 3SP
Duration: Ten minutes.
Spell: The caster’s shield radiates either a red or pale blue aura, enshrouded in semi-visible force. For ten minutes, attacks that would strike the shield bounce off it before contact can be made—sending them reeling back with just enough force to do so. Excessive force (i.e. high level magic, superhuman strength, powerful monsters, siege weapons) may pierce through this effect at a DM’s discretion.

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STRONGHOLD
Divine
:
Valiant.
Tier: 2
Action: Prayer and touching of the ground.
Cost: 3SP
Duration: Permanent, until a new location is made.
Spell: With a kneel and verbal prayer, over half an hour the Blessed wills an area of a 15 block radius to flatten out and form simple wooden palisades and a gatehouse. Any entering this area are given a general feeling of safety, protection, and may take the time here to rest in various tents and ready themselves for the outsides once more. Sleeping within will let them awaken well rested and invigorated. Anyone with ill intent finds the gatehouse shuts before they can get inside. 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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SUIT UP
Divine: Valiant.
Tier: 2
Action: Prayer, and the touching of a set of armour that will disintegrate upon ritual completion. This armour becomes their ‘ritual armour’ to be called forth in the future. To swap out which armour is used, the same process must be completed on a new set, the old set taking its place.
Cost: 4SP for the ritual cast, 2SP to summon, free to dismiss.
Duration: Permanent, until re-cast.
Spell: The caster makes a brief, vocal prayer, and over the span of three turns/15 seconds (whichever is shorter) their ritual armour forms around them clipping into place with faint arcs of lightning as the pieces join. The caster must stay still during this process or all armour will dematerialise and the spell will fail. Cannot be cast if armour is already worn. Only one set of armour can be active at a time.

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BOLSTER
Divine
:
Valiant.
Tier: 2
Action: Prayer.
Cost: 2SP
Duration: 30 minutes
Spell: The caster emits a battle cry thematic to Valiant, and all in a fifteen block radius (so long as they are not working against the caster) feel themselves fearless and energised, to pick up their weapons and continue onward. Even those physically exerted and injured will manage to power through their pains for the next half hour (roughly) unless they are fatally wounded. Once this time has elapsed, they will feel their pains in full and must tend to their wounds.

[Tier III - Valiant]
Expose Armour
- 0 Casts
Lightning Arc - 2 Casts
Heroic Recall - 0 Casts
Spectral Armory - 1 Cast

EXPOSE ARMOUR
Divine: Valiant.
Tier: 3.
Action: Prayer and touch.
Cost: 4SP.
Duration: 30 minutes.
Spell: The caster is able to, after physically touching an area (with or without gloves) render an area vulnerable on another in order to let weapons or healing hands access the area beneath it. It cannot exceed the area of say, the average chest plate, but it lasts for up to thirty minutes even if the caster is no longer in contact. The area, once the spell is cast, appears to be a glimmering blue hue, arcing with small arcs of harmless lightning in order to show all the exposed section. This can be used on creatures if they have a natural thick armour. It only exposes the layer touched, meaning if there is a gambeson beneath that must be gotten through.

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LIGHTNING ARC
Divine:
Valiant.
Tier: 3.
Action: Prayer & Touch.
Cost: 3SP.
Duration: One hour.
Spell: The caster blesses a weapon, causing dark vaporous clouds to coat it—with arcs of lightning dancing between the small clouds and the metal. The first thing struck by a weapon with this spell active will suffer a sudden surge of pain through that general area in an instant if struck upon metal armour, and a minute of numbness and lacking coordination if contacting flesh directly. Distracting, but not lethal. The clouds fade after an hour without use.

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HEROIC RECALL
Divine:
Valiant.
Tier: 3.
Action: Ritual.
Cost: 4SP.
Duration: One day.
Spell: The caster prepares a spell in advance with an offering of something steel in dedication to Valiant. For the rest of the day, they may use the cast upon a willing target to be pulled from a dangerous situation (in physical or emotional peril) and placed within five blocks behind or beside the caster, so long as they were within RP chat range. The target must announce the cast via pointing or shouting their name. The spell is an instant cast, the target flickering away with arcs of lightning, and reforming with a crack of thunder. The target will feel like their skin is stinging, and their body aches all over with the sensation of bruises for all of five minutes.

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SPECTRAL ARMOURY
Divine:
Valiant.
Tier: 3.
Action: Prayer.
Cost: 3SP.
Duration: One hour.
Spell: The caster’s eyes become a full electrical blue for the duration of the spell, matching the colour of the spectral weapon they may will into being. They take a minute to focus, and a weapon forms in hand from the following options: Arming sword, Longsword, Greatsword, War Axe, Battle Axe, Spear and Halberd.
The weapon is a spectral blue, but can be physically held and used as any usual weapon of its type providing it is held by the caster. If they are disarmed, the weapon disperses in a flicker of blue energy. After an hour the weapon will vanish from the caster's possession, though if they are in the middle of combat they will be alerted to the weapon's timer, and granted one more minute to prepare. Only one can be summoned at a time.

[Tier IV - Valiant]
Relentless
- 0 Casts
Barrier - 0 Casts
Enfouldred - 0 Casts
Armistice - 0 Casts
RELENTLESS
Divine: Valiant.
Tier: 4
Action: Prayer
Cost: 5 SP
Duration: 6 rounds/60 seconds.
Spell: For the next minute, the caster is relentless in their determination. Bleeding slows to half the usual rate of blood loss, and pain is temporarily dulled (unless it is extreme, this does not make them able to shrug off everything). They cannot become exhausted, able to hit hard enough they can almost fracture bone or lift up to 200lbs. Fatal blows are still fatal, however, they are not immune to death. Once the minute has elapsed, they will feel their aches and pains intensely, as a result of pushing their bodies to the absolute limits.

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BARRIER
Divine
:
Valiant.
Tier: 4
Action: Prayer while kneeling, a hand touching the ground.
Cost: 5SP
Duration: Five minutes.
Spell: A shield wall is summoned by the caster, composed of five warriors of translucent armour; each wielding a large tower shield. While the shields are indestructible and immovable during the duration of the spell, each of the warriors is vulnerable, fading (shield in tow) after a single strike upon each of their figures. The warriors may be positioned in accordance to the caster's wishes, guarding as a 10b wide shield wall, a 5b wide phalanx, or guarding five individual choke-points like doors or archways.

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ENFOULDRED
Divine
:
Valiant.
Tier: 4
Action: Prayer, arcing an arm back.
Cost: 5SP
Duration: 10 seconds.
Spell: A javelin composed of blue lightning materializes in the caster's hand with an initial crack of thunder as it is conjured. The weapon may be thrown, flying as fast as an arrow toward a target. Upon contact, the javelin will fry through armour and shields and leave a hole in its wake akin to an arrow. Skin contacted will be blistered and burned, but will otherwise be unaffected. Conversely, the caster may stake the weapon into the ground, applying the effects of the Lightning Arc spell to up to 2 allies in a 5b proximity.

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ARMISTICE
Divine
:
Valiant.
Tier: 4
Action: Prayer over a weapon, and the offering of something metallic.
Cost: 4SP
Duration: 30 minutes.
Spell: The caster designates a 10x10b area under armistice for diplomacy. Within the armistice, no weapons may be drawn—those in-hand will be moved into sheaths or knocked out of their wielder’s grasp entirely. Spells and other powers don’t seem to function within this area either, nor are any within affected by them. Projectiles cannot be shot into the area, dispersing into flecks of iron.


[Archived Spells - Valiant]
Blessing of Steel
- 0 Casts
Shield of Faith II - 4 Casts

REDIRECT
Divine: Valiant.
Tier: 1
Action: Vocal prayer.
Cost: 1SP
Duration: 5 minutes.
Spell: The caster commands the attention of a violent foe, providing it is not a murderous rage. Events beasts and monsters will focus on the caster at the discretion of the DM, and player characters may lose the attention after a pause.

SHARED BURDEN
Divine
:
Valiant.
Tier: 1
Action: Prayer and touch of the target.
Cost: 2SP
Duration: One hour.
Spell: The caster forms a bond with another for a period of one hour and takes half of their injuries and pains upon themselves in order to lessen it. Does not protect the target from lethal injuries nor die themselves from being connected, the caster feeling the blow but not taking the physical wounds.

SHIELD OF FAITH I
Divine
:
Valiant.
Tier: 1
Action: Prayer.
Cost: 1SP
Duration: One day.
Spell: The caster wards themselves for the rest of the day, enabling them to lift an arm as if holding a physical shield to deflect one physical blow, blue lightning arcing in the form of a shield before fading away. Cannot exceed the force of the average Earthspawn using a weapon. Can only be used once per day.

BLESSING OF STEEL
Divine
:
Valiant.
Tier: 1
Action: A short prayer uttered as the caster nicks themselves with the metal, and the submerging of the weapon in flowing water.
Cost: 3SP
Duration: Permanent, until re-cast.
Spell: Once per week the caster may, upon the completion of the ritual, imbue a weapon with the blessing of Valiant. The metal will darken to a dark greyish blue, glinting red in lighting. Crafts with this blessing will remain sharp and be twice as resilient to most damage, be it rust, brute force, or bluntening. If this weapon is used upon an innocent or in an act unfitting to Valiant’s tenets, it shatters completely and loses all the qualities stated.
Can only have one active at a time. If cast upon another weapon, the previous one reverts back to its former state.


SHIELD OF FAITH II
Divine
:
Valiant.
Tier: 2
Action: Prayer.
Cost: 2SP
Duration: One day.
Spell: The caster wards themselves for the rest of the day, enabling them to lift an arm as if holding a physical shield to deflect up to three physical blows throughout the day, blue lightning arcing in the form of a shield before fading away. Cannot exceed the force of the average Earthspawn using a weapon, but all three charges can be used at once to deflect one hit from something with more force ie cannonfire or the hit from a giant. However in these instances the caster is still repelled backwards and will be injured (survivable).

STRONGHOLD
Divine
:
Valiant.
Tier: 2
Action: Prayer and touching of the ground.
Cost: 4SP
Duration: Permanent, until a new location is made.
Spell: With a kneel and verbal prayer, over half an hour the Blessed wills an area of a 15 block radius to flatten out and form simple wooden palisades and a gatehouse over a period of two OOC days. Any entering this area are given a general feeling of safety, protection, and may take the time here to rest in various tents and ready themselves for the outsides once more. Sleeping within will let them awaken well rested and invigorated. Anyone with ill intent finds the gatehouse shuts before they can get inside. Should this be cast again elsewhere, the old one fades.
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.

SUIT UP
Divine
:
Valiant.
Tier: 2
Action: Prayer, and the touching of a set of armour that will disintegrate upon ritual completion. This armour becomes their ‘ritual armour’ to be called forth in the future. To swap out which armour is used, the same process must be completed on a new set, the old set taking its place.
Cost: 4SP for the ritual cast, 2SP to summon, free to dismiss.
Duration: Permanent, until re-cast.
Spell: The caster makes a brief, vocal prayer, and over the span of roughly a minute their ritual armour forms around them clipping into place with faint arcs of lightning as the pieces join. The caster must stay still during this process or all armour will dematerialise and the spell will fail. Cannot be cast if armour is already worn. Only one set of armour can be active at a time.

BOLSTER
Divine
:
Valiant.
Tier: 2
Action: Prayer.
Cost: 2SP
Duration: 30 minutes
Spell: The caster emits a battle cry thematic to Valiant, and all in a fifteen block radius (so long as they are not working against the caster) feel themselves fearless and energised, to pick up their weapons and continue onward. Even those physically exerted and injured will manage to power through their pains for the next half hour (roughly) unless they are fatally wounded. Once this time has elapsed, they will feel their pains in full and must tend to their wounds.

NAME: Bennett's Smithing Hammer
DESCRIPTION: A simple blacksmith's hammer, weathered and beaten from constant use. The handle is leather-wrapped, but nothing about the iron head seems to be special.
PASSIVE: The item is perfectly weighted for the user, regardless of the form it takes. The blade is unbreakable and always retains an edge, but the hammer and handle are of regular vulnerability--appearing entirely ordinary.
[ABILITY]: [Predestined]: At the wielder's discretion, the hammer emits a spectral blade and crossguard in the shape of the Valiant Artifact "Unyielding", the aspects solidifying into a physical form of the weapon after a few seconds. Even in its physical state, the summoned components of the weapon appear somewhat transparent--an evident facsimile of the original item. The form can be reverted freely, but will require another turn to summon again. It cannot be summoned inside another object.
ATTUNED TO: Bennett
No longer held, returned to Valiant.

Shrine Ability:
[
x ] They can call down a flash of red or blue lightning within 5b, forming a spear that is equivalent to a mundane steel spear in the ground over two rounds/20 seconds.
Only one at a time, a second summon disperses the first.

With the "Life" Crisis concluded, the power of the shrine has receded.

Aesthetics:
[ x ] Bennett's shoulders get a little broader and he grows up to an inch taller.
[ x ] Bennett's features become more defined, muscle seeming more pronounced and facial features becoming more chiseled or sharper in appearance.
[ x ] Divine markings thematic to Valiant form upon the body, in hues of dark blue, red, or metallic steel. This can be as simple as bands around the wrists, or an entire intricate design across the back, left up to the player. Some parts can glow a blue hue in certain conditions.

Quirks:
[ x ] Wounds that would not require stitches seal over with a metallic sheen within five minutes, leaving scars on occasion.
[ x ] Bennett's bones get a little stronger and harder to break. He is somewhat more resilient, +1 Fortitude.
[ x ] They find that they can stand their ground with twice the strength they’d usually have, such as holding closed a door or keeping their shield raised against force.
 
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TheDeester

One so Bereft of Light
Lore Staff
Server Outreach
Evil
Staff
Shadow Hedgehog
Pronouns
He/Him
GrapeFlavDragons
GrapeFlavDragons
Evil
DIVINE PROGRESS I:
Key divine progression components will be added in red.
Key Charity components will be added in
cerulean.
Key Murkztob components will be added in
black.
Key war on Jishrim components will be added in
white.
  • Thorne: The first major divine interaction Bennett had, and was witness to. Valiant stopped him from being beaten by those he loved under the influence of Jishrim. He had been vomiting locusts and crying as he was attacked—but Valiant answered his prayer and freed him. He starts to believe in the divine. His hatred of Jishrim takes root.
  • Blackrush: Bennett is witness to multiple divine events and judgements for Valiant at his home of Blackrush, where he begins to devote himself—age 10. He is taken under the tutelage of Greis Ironheart, the town Blacksmith.
  • Antone Rosenthal: Bennett and Isla find a man attacked by a vyre. He confronts the man in public—but isn’t trusted to be truthful. When Bennett tells his mother, she doesn’t believe him either—and when Antone hides his bite Bennett is dismissed entirely.
  • Blade: At Thordil’s sermon to Korog, Bennett constructs his first edition of his “divine blade” that he had hoped to create. Though satisfied with it, he hands it over to Thordil as an offering.
  • Karn: Bennett confronts Karn under suspicion of vile worship in Blackrush—Bennett’s concerns are not humoured. Karn casts an illusion on him that makes him feel as though he’s being swallowed whole. Cherysh comforts him. He finds out that Karn was a known follower of a dark divine, but was tolerated due to an understanding that he wouldn’t do harm in town. Bennett’s trust is hurt. He develops a fear of mouths.
  • Birthday: A party is thrown for Bennett and Ingrid’s shared birthday. He commemorates Valiant at the celebration. He is gifted knuckledusters and smithing tools. He sees Karn once more this day and attacks him on sight, getting use out of his knuckledusters in immediate. He faces his fears.
  • Inkwell: The figment Inkwell appears to the people of Blackrush, and Bennett is the lone member of the group to distrust him. All others believe in his intent.
  • Wilhelm: The man Bennett knighted as to follow as a squire abruptly leaves the service of him and his mother to serve the Kane throne.
  • The Cognitive Realm: The followers of Valiant head with Inkwell to the cognitive realm—he is not permitted along at first, but refuses to go along with Inkwell’s plan when asked. Bennett’s mother departs rather than return, leaving him in charge.
  • Jorvun: Bennett asks to squire for Jorvun in the stead of Wilhelm’s absence. Jorvun agrees.
  • Penalty: For the group’s trespassing in a divine trial, figments are beset upon Blackrush. Bennett watches his town suffer due to actions he campaigned against. By Jishrim's hand.
  • Departing Blackrush: Bennett leaves Blackrush for his own sake. He feels alienated and unheard there.
  • Stoltfar: He visits Eleanor in Stoltfar after briefly meeting her a few times in Blackrush. She takes him in. He meets Axex of Hawklight during a hunt. Their views on religion are made known to him—bad experiences. He begins to take the wrong lessons from their examples.
  • Throne: Bennett has his cards read by Maebh—he asks about if he will be famous or lost to history. He is told that if he wishes to be known he has to strike out from the comfortable path set ahead of him and make his own difficult journey. His ambitions change.
  • Storm’s Landing: Bennett moves out to Storm’s Landing and begins to take on vices. He takes up brawling for the rush it provides. He refuses to stay down when fighting—developing an unhealthy addiction to pain that manifests in self-harm when unsatisfied with a won scrap.
  • Cathedral Arson: Bennett finds out about Jishrim’s possession of the “Life” domain. He is unimpressed by the lack of organized effort against Jishrim and is even more unimpressed by the shrine remaining in the Landing Cathedral. He attempts to burn it down, and draws his blade to fight Jishrim’s "pawn", Bok’ra inside. All within the Cathedral are dispelled—Bok’ra is killed. [Act against Jishrim]
  • Cursed: As a result of his actions, Bennett is cursed by much of the pantheon. He dreams each night of Valiant deflecting Jishrim’s attempts to curse him as well.
  • Jishrim Campaigning: Bennett takes to discussion about stopping Jishrim to raise awareness. This includes speaking up after the sermons of others. [Act against Jishrim]
  • Council: Bennett attends the meeting of which the Valiant Order is dissolved and reformed as the Court of Conflict. The discussion includes details of the other members he finds disappointing. He does not join them, deciding he needs to find his own way.
  • Exaltation: The first four Exalted are named. Bennett is displeased by the pageantry. As he speaks out, he is told of the Ashen Truth by his cousin Richard. He forgives those he feels wronged by in order to make as much alliance against Jishrim as possible. He finds Isla again and promises to look out for her. [Act against Jishrim]
  • New friends: Bennett hears of the taking of Oren. When venturing to Queensport to try and find a way to his cousin Richard, Bennett encounters new faces Glenn and Gunter—alongside the known Maebh and Kinsey. He is dragged along on their adventures and attempts to behave youthfully with them. Gunter breaks Glenn’s lute and Bennett cracks him over the head with it. He fashions Glenn a shabby new lute and makes Kinsey a sword.
  • Reyne: Bennett meets with Richard and the two have a religious dispute—but remain amicable to an extent. He challenges the beliefs of Richard and his compatriot Reyne, and Reyne resolves to duel him. Bennett believes Reyne allowed him to win and feels robbed of a beating. He takes out his frustrations beating his hands bloody on rocks. Glenn sees.
  • Accepting aid: Bennett and Maebh have a close discussion, and he shows her his broken hands. She calls in a connection to look after him and help heal him proper—Jane Eisen. He is displeased when she uses the “numb” stitch. He begins to stay at the abandoned Queensport Cathedral with his friends.
  • Oren: Bennett joins his cousin Asher’s cause to retake Oren. He defends his kin and kills four men. He refuses aid for his injuries until the battle is done, collapsing by Richard—who patches him up some. Bennett finds his way back to the Cathedral, still badly injured. He makes a comfortable seat for himself and passes out, content to die there. He is found by Maebh and Nikolche, who patch him up some. He is tended to by Isla as well.
  • Hurt: Bennett talks to Maebh about his inclination to feeling harm, about his issues lacking closure with his father—and so on. Glenn and Gunter get into trouble with Doggett and Iskvandar, and Bennett heads to resolve the dispute despite severe injury. He stops feeling good about hurting.
  • Gift: Bennett requests Maebh be able to have a relationship with the pantheon at the 'gift of giving' box. It is rejected and he repeatedly attempts to shove the parchment back in. It doesn't work.
  • Truth: Bennett is informed of a painful detail by Wolfgang, who he resents for revival the same as his father. He initially doubts the claim but Maebh corrects a detail—showing she knew of it when they spoke of things before. When he opened up to her. He resolves not to do so again. He breaks his foot on Wolfgang’s memorial in an angry tantrum, and is content with the pain of it. He talks to Glenn and they both discuss their problems. He starts to admire his friend.
  • Schism: Bennett decides to leave the group at Queensport—however the other members follow him to his surprise. He elects it is because of Glenn’s accompaniment. They head to Linistel, but while Bennett takes time to himself Glenn gets in a fight with Kinsey and Gunter. The group splits again and Bennett and Glenn head to Storm’s Landing to live with Isla.
  • Losing Glenn: Bennett arrives home to find Glenn missing. Gunter and Kinsey arrive at the invitation of Glenn to a scavenger hunt--the journal at the end includes an entry that says "apologize to Maebh", which angers Bennett, under the assumption it was for him. He does not join the others as they head to Queensport to find Maebh.
  • Sixteen: Bennett celebrates his birthday alone.
  • Reunion: Bennett finds out about Glenn's kidnapping from Maebh, who re-recruits him back into the party. He is disparaged by the revelation and feels defeated by his inability to help his friend. He and Maebh make up, and while he attempts to put trust in her again he cannot entirely bring himself to do it. He attempts to request a way to find Glenn at the box, but narrowly missed the deadline for it.
  • The Eye of Charity: Maebh reads the figment Charity's cards. She apologizes for being unable to grant Bennett's wishes. As her cards are read, Glenn appears--beaten and without an eye. Bennett begs Charity to heal Glenn's eye. To grant his wish. Others ask the same. She complies, healing him and sacrificing her own eye so he may see with both of his once again. Bennett tells her he owes a debt--but she pardons it as an act of charity. He vows to be charitable from then on, to the best of his ability.
  • Graves: Bennett and Maebh see Ashna in the Storm's Landing graveyard, and he opens a parlay between Maebh and Ashna--the latter of whom dismissed the former as a heretic. Their discussion doesn't resolve everything, but it seems to lighten relations between the two.
  • Scuffle: Maebh and Bennett take umbrage with Branko's presence in a tavern as others in the group look on or try and stop an altercation. The group leaves, and Maebh causes a fight in her wake. Bennett hides everyone at Isla's. Izhmoz and Bennett are on particularly bad terms by the end of the night--and Izhmoz is left to fight Branko alone.
  • The Totem: Bennett and some others find out about an effigy stored under the tavern giving others paranoia and madness. He is initially numb to it, dismissing it as a nostalgic fit. Eventually, there is a search party in the sewers including Bennett, Glenn, Gunter, Marian and Lura. When they find the effigy, Bennett destroys it under the assumption that it works as the heart in Thorne had--and would kill him for it. He does not die from it, but was prepared to sacrifice himself to purge this "evil thing" from the world. [Act against Jishrim]
  • Dark Day: Glenn scratches Bennett’s eyes while under the effects of a Skraagite curse. He is blinded, but aided by Maebh and her magic. His sister Ingrid finds him at this time and helps look after him as well as take care of his friends. Maebh calls in a favour to have him healed, but Bennett spends a day blind. She guides him around instead. Glenn and the others leave Bennett and Maebh to go to Mathieu’s castle.
  • Vyres: Atrus approaches Bennett in a tavern asking if he has seen Isla. Bennett says he has not, and when asked about Glenn, cannot place his location either. Three other alibis are given for Glenn's location, in turn. The following morning, Atrus approaches Maebh (and Bennett, who is present) for help freeing captives under a vyre's home. Bennett busts the glass in and "lockpicks" the doors to the chambers others are held in--they find both Isla and Glenn. Izhmoz is also found present, but the vyres have fled. The trio help the captives escape and get them to the White Willow Hospital to recover. Bennett gets in an argument with Glenn about getting kidnapped again, especially since his last time seeing him had Bennett blinded by his curse-addled paranoia.
  • Brawl: Bennett and Izhmoz fight outside the hospital--each getting two hits in before being broken up. Bennett knows he was going to lose, but a mutual respect seems to develop between the two afterward. Bennett fought an injured earthspawn while he used his remaining metal knuckleduster--but essentially lost after a clothesline.
  • Feathers: Bennett meets Aala Goldhardt, also called "Feathers", who refers to herself as a storyteller. She tells a story to Cliff, Bennett and Ingrid. He tells her the story of Thorne in return. He tells her she'd make a good guard. Later in the night, Clifford returns without Ingrid, who had walked home alone. In lieu of the recent kidnappings, Bennett runs to check on her and Maebh with the company of Clifford and Aala. Both are fine. Bennett admires Cliff's coming along, and regrets berating him about it.
  • The Angel of Madness: Bennett holds a rally in the Storm's Landing Cathedral, attempting to gather the blessed and devout behind a common cause of defeating Jishrim. An angel appears, claiming to be the one that will replace Jishrim--offering him power that would allow such. Bennett is tempted, even committing to it until he is told to abandon Valiant in order to do so. There is dissent amongst the crowd, and an entrancing madness. Uriel expels him from the Cathedral, and when outside, Bennett is struck by lightning--given the blessing of Valiant, Tier I. He joins the Storm's Landing Guard. [Act against Jishrim]
  • Wolfgang: Bennett duels Wolfgang for Sigmund's crown, intent on melting it down for gilding if he wins. He doesn't. His jaw is dislocated by the loss and his shoulder is damaged. Audience members commend him for lasting as long as he had, but he considers this a failure.
  • Guard: A ghoul attacks Kinsey and Aelyth in the tavern, coming from an untraceable location. Bennett fills his first report as a Storm's Landing guard.
  • Stupor: Bennett arrives to find his friends’ drunken celebration of his duel at Isla’s to have resulted in her new home being wrecked. Isla is unhappy. He helps with damage control in his own way, and retrieves Maebh. He feels guilty for the part he played in her taking him in.
  • Breakdown: The following day, Bennett takes care of Candice after she drops and ruins some of her flowers, going to buy her new ones to give to Fi, a baker left in the hospital. She seems to be exceptionally clumsy that day, even spilling cider on her clothes. She says her dad bought them for her and it hits a personal note with Bennett. As she goes to clean up, Glenn and Gunter arrive with Cassius--reveling once again. Bennett yells at them for being irresponsible and not helping clean up Isla's place. Mathieu makes a comment about swindling Candice's money from her, and Bennett's anger flares. Gunter and Cassius goad Bennett into a public breakdown and he throws a tantrum at Glenn in particular. Glenn tells him he had already warned Maebh it would take "one thing" to set Bennett off. He is especially hurt by that comment, alongside a comparison to the rest of his family. He heads home and beats his knuckles bloody on the walls.
  • Interrogation: Bennett and Cliff (mostly Cliff) find Gabriella cut after an altercation of which she didn't get to see the attacker. Bennett attempts to track down anyone in the area to check for witnesses or culprits, and has a run-in with a familiar vyre. He feels bad for profiling him as a vyre and assuming guilt. He is compliant in the interview. He discusses potential offenders with the tavern, going over Aala's notes with her. Bennett devises a census for members of the city to narrow down suspects. He speaks with Stella about reconciling things with Glenn.
  • Mediated: Bennett and Glenn reconcile the argument. A drunk makani lands on Glenn's roof and spews.
  • Kinsey's Promise:
  • Chandelier: The group of amassed friends head out to a secret locale to drink and revel together. As they do, Bennett's judgement becomes increasingly crowded and he brings Maebh with him in a leap onto a chandelier. They swing in spectacular fashion. He breaks his leg. The entire story is far more embarrassing for him.
  • Talos: Bennett finds the end of a dispute between Uriel and a deceased Construct. One Bennett had himself argued with and taken umbrage with over philosophical matters. He takes the witnesses, composed almost entirely of his friends (the exception being Hakovi) to the guardhouse to speak and give their reports of it all.
  • Investigation: [To be added]
  • Tavern Disputes: [To be added]
  • Mut: [To be added] [Act against Jishrim]
  • Candice's Hand, Candice's Arm: [To be added]
  • Gabriella: Gabriella is turned to a vyre after another attack, and Bennett is not present. He is upset with himself over the injuries he has accrued.
  • Crush the Mad: An Earthspawn expedition to save captives of a Jishrim cult sends Bennett to the swamps. The group raid the camp, and Bennett uses his newfound Illuminate spell to stifle their fear for calm. He then helps the others run down the rest of the cultists, and rounds up their articles to repurpose as a blade of Valiant. Bennett and Izhmoz have to fish the bodies of women tortured to death out of the water. He resolves to clean this place of Jishrim's taint, somehow. [Act against Jishrim]
  • The Death of Rolland Schiff: Bennett is told of Gunter's involvement in Rolland's death. He is angered, but preoccupied by the legal matters of it all.
  • Spirit: When the time comes for him to grieve, Bennett cuts to bargaining in immediate, owing Lilith Alraun a favour in exchange for a chance to speak to his fallen brother. Rolland is seanced. Bennett garners information about the circumstances of Rolland's death. He finds out that a body is not necessary for a seance in the most embarrassing possible way. He finds out that Gunter killed Rolland after yielding in a duel.
  • Teachings: Daeron looks after Bennett's leg, finishing the healing work started by Glenn, Gabriella and most importantly Valtae. He requests Bennett teach Gabriella how to defend herself, and Bennett vows to help find a way to cure her vyrism without religious upheaval of what she believes in. Bennett broaches this to Gabriella, and begins to give her lessons in smithing and rudimentary tips on fighting. [Act in Valiant's favour]
  • The Hammer of Hysteria: Gunter arrives to turn himself in, and Bennett is given a full explanation of the hammer used on him when he committed the murder of Rolland. When Bennett and Dietrich arrest him, Bennett elects to have the hammer tested on him in order to find the effects of it. He beats his face to a state of horrible bruising attempting to get to Dietrich in his hysteria. Dietrich and Bennett clear Gunter's name of guilt. [Act against Jishrim]
  • Astreia: Bennett takes on Astreia as a student, teaching her swordfighting and helping her get back on her feet proper. He offers for her to follow him in faith and to join the guard as well, but she does not elect to agree in immediate--she does not refuse, however. Bennett is given relics of her old life to repurpose as parts of a knife. Despite her insistence that she is a bad person, Bennett teaches her in the belief that she will do good with it. [Act in Valiant's favour] [Act against Jishrim]
  • The Arrest: Jurgen and Dietrich approach Bennett about his case notes regarding Uriel/Talos, saying that he shouldn't be permitted to walk free until it's known that he's innocent. Bennett doesn't have an argument, and agrees none of the guard are above the law. The following days the posters are put up and Uriel summons Bennett to his home in the winery. Bennett arrives, and then finds from Uriel that the rest of the guard has been summoned. The rest of the guard appear, and Uriel states that he will not be arrested in a cell. Jurgen protests, coming forward with cuffs. Uriel hands off his child and immediately attacks Jurgen, prompting the other guards to come forward and detain him. Uriel casts relentless on himself, and conjures a spectral blade to fight further. Jurgen and Dietrich seem to be targeted with fatal intent. Bennett gets him on his back and the others (Jurgen, Vidar) club him until he is unconscious. During the fight, Bennett pleads with Uriel to yield. Uriel refuses and says he cannot, and implies Bennett wouldn't either. Bennett refuses this. Uriel is escorted to the guardhouse where Podric and Milah stand outside. Podric orders for Uriel's release and the guard refuses. Podric berates Bennett personally, telling him that he lacks honour and has "stained his soul". Bennett protests this, but Podric makes away adamant on it. Bennett bashes his own hands bloody on the walls outside the guardhouse in anger. Uriel summons him to speak. When Bennett arrives, Uriel states that the guard never gave him the option to talk, and Bennett said that the cuffs wouldn't stop him from explaining--citing "Do not abandon diplomacy in lust for war". Uriel requests that Bennett check in on his family. Bennett tells him his sentence and trial will likely be worse due to the circumstances of his arrest. Uriel insists that he should not have been taken from his wife and child. Outside the guardhouse, Sophie Velour arrives and berates Bennett, saying that Uriel would never attack his fellow guards first. Apparently word had already travelled that the guard troupe had incited the fight. Bennett went to check on Uriel's family (Florence, and the children they looked after, Anisar and Byrne), explaining the situation in full to them and offering to help. It just makes Florence sad, although the children seem to benefit from it. Bennett leaves. [Act in Valiant's favour]
  • The Trial of Uriel: Prior to the trial, Bennett feels horrible guilt and doubt about the entire event, until Valiant speaks reassurance to him (and requests he stop getting himself hurt on purpose). When heading down to the cells to retrieve Uriel for his trial, Bennett finds and joins Jurgen in watching an exchange between Valiant and Uriel. He watches as Uriel is stripped of his Exalted status. Uriel refuses to attend the trial thereafter, so the proceedings begin in immediate. There is tension between Podric and Bennett before the official trial even begins. Bennett's requested witnesses and other important testimonies are given--including Felsummer, who states in no uncertain terms that Talos was a Jishrimite, but was a novice with no real idea of what the divine was. He was not given a chance to know, because Uriel killed him sooner than he could attempt to show him the way. Bennett gives his own testimony. Podric and Bennett become heated in their tensions, and begin to argue within the courtroom. Florence and others close to Uriel in the audience jeer him. Bennett eventually loses his temper, but is talked down by Dietrich. He remains near-silent for the rest of the trial, until the verdict is given--a sentence which restricts Uriel from a chance to redeem himself in Valiant's eyes as easily. Bennett grows frustrated at the result. Frustrated at the situation. He is excused from the courtroom, and given some condolence by Dietrich and Vidar. He retires for the day, exhausted and unable to physically take out his frustrations properly. [Hosted Thematic Event]
  • Swimming Lessons: Maebh takes Bennett back to their secret locale to cheer him up, and he gives her a lesson in swimming. She helps put his mind at ease after the trial. They plot for ways to make things difficult for Gunter's surprise lesson on the morrow.
  • Gunter and the Great Escape: Bennett and the others are instructed to hide for Gunter to find with the use of a new spell--one that allows him to see the thoughts of others. Bennett intentionally thinks of disturbing things to prank Gunter, drawing him up to Bennett's location. Upon Gunter's arrival, Bennett tossed Feast of the Brave stew at him, then used a spell of Maebh's before jumping out a window. From there, he attempts to get him even moreso by reliving traumatic experiences. He gets lost in his own head. Bennett has a PTSD episode and forfeits the "game".
  • Falling: Maebh finds Bennett after the game concludes, and takes him back to the familiar Chandelier, with the aid of wards this time. They go chandelier-swinging once more, and end up unhurt due to magical aid this time. Maebh cheers him up.
  • Florence: Bennett begins to drop food off for Florence and Valkyrie: meats, breads and cheeses [Act of Charity]. Bennett speaks to Florence about the effects of the trial. About the hurt, and about what can be done for Uriel in the wake of his arrest. Bennett agrees to take on Byrne in Uriel's stead, but opts to not openly tell the boy as though he's been handed off as a chore.
  • The Painter: Bennett gives Astreia a proper sword, and teaches her a stance and the essentials of parrying. Afterward, the duo get a drink with newcomer Merrick. Bennett provides a divine meal for Luna Crow [Act of Charity], who seems to be without a guardian. When the others subside, Bennett and Astreia get drunk together. She tells him she'll paint him when his bruises and cuts heal.
  • Orders: Nursing a hangover, Bennett finds Byrne at the Cathedral and the two talk about Valiant and the trial. Bennett refuses to cast a divine spell on him to help him "see", explaining he could show whatever he liked. Byrne asks what to do--how to find out what to do, and Bennett tells him he needs to decide for himself. If Uriel or himself were to tell him, it wouldn't be his faith in Valiant. He tells the boy to become his own person instead of striving to be someone else. Then he leads the boy in a prayer, asking for Valiant to illuminate Byrne on matters of what he could do--but not what he must. [Act in Valiant's favour] He has Byrne drop off that day's basket of foodstuffs to Florence for him. Byrne gives him a hug.
  • Promotion and the Riot: Dietrich is named new Captain of the guard, and he names Bennett as one of his Lieutenants, leaving the other spot open. There is a discussion of new laws and what to do of the old ones, with Ulric von Hardanger seeming to be at odds with everyone else. The meeting is cut short by a riot, where Bennett addresses the group from the gatehouse. They protest against the guard's previous efforts, and the new force attempt to ease their concerns. Bennett is pelted by rotten fruit. A new recruit and Kinsey are each made to patrol the slums as per request of the crowd and volunteers. Bennett gives Kinsey a lecture over her wording.
  • Politics of Crime & Punishment: The riot is punctuated by the reveal that Bennett's sister, Ingrid, punched a woman that was rude to Cliff. Bennett and Ulric set off to confront Ingrid about it, and she confirms--giving no resistance and leaving her weapons at home. Bennett sentences her to a fine, reparations and an apology--but Ulric insists on handcuffing and detaining her anyway against Bennett's protests. Ulric insults Bennett's integrity over not recusing himself due to his relation to the suspect, and claims to know better. Ingrid is kept overnight in the cells. Bennett and Ulric speak to Dietrich about the conduct, and Bennett's judgement for punishment was elected to be fair--sterner than Dietrich would have given, even. Ulric is made to clean the latrines for a week as punishment for insubordination (he doesn't, instead paying someone else to do so). Bennett releases his sister and speaks to Dietrich afterward, asking if he was too lenient on Ingrid or harsh on Ulric--Dietrich and him discuss the politics of the guard from there.
  • Lessons: Bennett gives Gabriella and Taelin lessons in swordfighting before Gabriella's departure, teaching them rudimentary lessons on holding a blade, what to watch for and how to maintain a strong stance. He intends to teach her more as they venture on the boatride North.
  • Pecked by Crows & Spiders: On patrol, Bennett finds a groaning body in a field--he takes the woman to the hospital only to find it was Astreia, his now-pupil. Wounds through her chest and back, like she was clamped by teeth. He cast "Shared Burden" on her to mitigate pain, and used "Divine Message" to summon others to the hospital. Cymic helped stitch her wounds shut--causing Bennett bleeding. He is exhausted, but Maebh's aid helps ease him among other things. He speaks with Astreia afterward, and she reveals that she had been a Jishrim worshipper for the extent of his knowing her. He offers to help redeem her, rather than condemn her to being just another dying Jishrimite. His resolve to help rebuild her life becomes a much larger undertaking. She seems to renounce Jishrim worship. [Act in Valiant's favour] [Act of Charity] [Act against Jishrim]
  • Righteous War: Bennett adjoins Rolland's efforts to kill Kilrox Cultists remaining from the war upon Blackrush. He takes part in the gruesome dismembering and killing of several men, but requests they yield constantly--until something consumes him by the end. When the dust settled, Bennett reflected on his eventual bloodlust in shame. He collects their religious symbols. [Act in Valiant's favour]
  • The Forest: The warband makes way to Aelyth's festival coated in gore and dirt. Bennett dances with Maebh and fails to mud-wrestle Eimar. Too eager, perhaps.
  • Jurgen, Uriel and a postponed burial: Jurgen is killed, and enough clues are in the report to leave Bennett believing Branko is responsible. Going through the phases of bargaining, Bennett and Maebh believe that Jurgen could be subject to an arcane-revival. As they head to the guardhouse in pursuit of something belonging to Jurgen, Rolland requests to see Uriel at the gates. Bennett takes Rolland to see him, requesting a favour from him in-turn: aid in stealing Jurgen's body for revival. When Uriel hears word of this in the cells, he offers to revive Jurgen himself. Knowing Jurgen was a follower of Valiant, and wishing a chance for Uriel to redeem himself, Bennett and Rolland bring him the body. Uriel casts Lifeblood upon Jurgen's body and he returns to life. Bennett takes his slumbering form to the Lieutenants' room. Uriel returns to his cell and Bennett turns himself in afterward, even filing a report to do so. [Act in Valiant's favour? - Questionable] [Act of Charity]
  • Mending Astreia: Queen Sugar Silveira is called upon to help heal Astreia with her arcane talent. Bennett sees her soonafter as a neighbour to Lady Lilith.
  • Guardwork: The bells ring, and something dwells in the Kraken's Culling that a group of friends (including Bennett) are made to suss out. Bennett fights off the undead rats, finding them to be so via use of Holy Water. The bells toll once more by the end, after the threat was dealt with. The following day, undead attacked the inn just the same. Bennett arrived to track down the escape route of the flighting creatures.
  • Murkztob: Bennett speaks to Kam about building a shrine in the land that was taken by Jishrimites ("Crush the Mad")--making it in the name of Valiant and Murkztob, the Earthspawn Patron. Raised on stories about the Earthspawn religion from his mother, and the bond between the group and Valiant, Bennett speaks to Kam and Izhmoz separately about what they think of the divine--what he means to them and in general. He finds much of the topic resonant, and something he would want to learn more about. [Act of Murkztob] [Act against Jishrim]
  • Attack at the Cathedral: At the sound of bells, the group prepares properly for a fight with undead. Bennett and Glenn fend off undead birds as Gwen and Ingrid are attacked. Bennett is among the group that heads to the Cathedral, searching for the bells. Bennett is required to open the doors, and the others split off as he checks rooms. Taelin and Alfonso are attacked. Bennett, Iskvandar and Myrthe find nothing, and when the latter heads down with him, they find undead hounds outside. Mourin, also outside, is sent in by Bennett, who is prepared to fight them himself--but Myrthe assists, as does a distant Xozu. The group fight the hounds, but Bennett is bit in the calf by one. The conflict is ended by a strike of red lightning in the sky. A construct, Flourish, helps Bennett clean the mess of undead bodies. [Act in Valiant's Favour]
  • Avalyn at Verdant: Bennett and Avalyn immediately come to verbal dispute at the Verdant Valley Craft Fair. Bennett is told off by Aelyth, and attempts to be nicer with his "niece". He buys her taffy. Aryn mends his leg.
  • A Nice Meal: Astreia, now able to walk, is taken to the parts of the Cathedral Bennett has now found he can access. They share a "Feast of the Brave" that Bennett casts for them each, and share a toast to new beginnings.
  • Guardhouse Training: Drills are run at the guardhouse to help prepare citizens for the undead menace that had started to plague the Landing.
  • Guildhouse: Taelin's proclivity to violence unsettles Bennett, and seeing her around his drunk friends unsettles him further. The group elect to talk to her father about it before she heads down a dark path or gets hurt. Bennett and Maebh have a long talk about a conspiracy within the Landing--something known only to them. The following day, Fronslin is spoken to about Taelin--then, as they absconded, ghouls attacked the guildhouse. Bennett supplied holy water to the others and kept watch over the door. Afterward, the bodies of the ghouls were taken to the guardhouse to be spoken with by Ashna, when she arrives.
  • Retribution: Bennett builds a shrine using rebranded idols from the Jishrimites and Kilroxians, reforged and repurposed for use as a shrine to Murkztob & Valiant. Metals are melted to be reworked as broken chains--representative of Murkztob aiding the Earthspawn in breaking their own shackles. The daggers of Jishrimites are melted and built into a shortsword in Valiant's name, and it is offered to the shrine. The figment of Storms appears, and tells Bennett to halt his pursuit of battling the Angel of Madness. Bennett is illuminated on how best to procure the Life Domain once more. He resolves to set upon it. [Hosted Thematic Event] [Created a shrine and made an offering] [Act of Murkztob] [Act against Jishrim]
  • Conspiracy Theory: Bennett and Maebh talk about the politics of Storm's Landing.
  • Antone's Focus: Cliff and Bennett are commissioned to make Antone a focus. Bennett designs one intended to extend his reach in a clash--a shotel.
  • Jorvun's Duel: Jorvun challenges Richard to a duel.
  • Jorvun's Death: Richard triumphs over Jorvun.
  • Jorvun's Denial: Jorvun refuses to allow his own revival.
  • Another Fallen Brother: Coping with the loss of Jorvun is brought to another level when he is seanced.
  • Archon's Feather: After delivering Antone's focus, Bennett is granted one of Archon's feathers and an ingot of Arachian Steel.
  • Speaking with Jenette: Bennett and Jenette discuss divine politics.
  • Astreia & Alfonso: Glenn and Bennett play good cop bad cop.
  • Open Seas: The gang go sailing.
  • The Ashen Truce: During a stop for repairs and recooperation, Bennett proposes a truce between arcane and divine groups for the sake of killing Jishrim. The Ashen Truth appears to agree, but requests time to think it over. [Act against Jishrim]
  • Dance-Off: Maebh and Bennett engage in another goofy dance.
  • Fights you can't Win: Avalyn and Bennett have a talk about fears of being replaced. Avalyn quotes him.
  • Stubborn Oak: Jenette and Bennett have talks about the truce with the Ashen Truth--about Bennett's efforts to stave off war.
  • The Star: Bennett gifts Glenn a Starblood knife, telling him to investigate who it bothers as subtly as possible. He tells Glenn to use it on him if he gets out of hand.
  • The Court Extends: Bennett is witness to the Earthspawn divine Murkztob joining the Court of Conflict. He vouches for why he follows Valiant. [Act of Murkztob]
  • Judgement: Ashna heads to the Guardhouse to render judgement upon Branko.
  • The Wildegroll: Bennett joins Ellie, Ardaric and Avalyn on a hunt--finding a massive Wendigo-like creature. It nearly kills Ellie, and Bennett & Ardaric cannot save her. She dies on the trek back.
  • Bennett awakens stronger, given the blessing of Valiant, Tier II.
  • Grief and Blame: Maebh arrives to see Ellie.
  • Training Interrupted: Bennett's training session with the guard is interrupted.
  • The Second Effigy: Bennett finds and destroys an effigy outside of the Cathedral (in the Silas memorial). [Act in Valiant's Favour]
  • The Alrauns: Bennett has dinner with Lilith and Maebh.
  • Soul-Stealer and Soul-Weaver: Maebh and Bennett visit Branko in jail.
  • Flourish: Bennett, on what was supposed to be his day off, finds Flourish had an eye taken out during an attempted escape attempt.
  • Reckoning: Ashna curses Branko. [Act in Valiant's Favour]
  • Hand over Fist: Bennett cuts off Branko's hand.
  • No good memories in this house: Glenn checks on Bennett.
  • Frayed Strands: Ellie is found to have returned.
  • Hollow Victories: Maebh is displeased with the results of her acquiring Branko's hand. They have a fight.
  • Missing Persons: Bennett is informed of people being taken from the Landing.
  • Nemesis: Bennett crafts a blade for Rolland's use--for use to kill Bok'ra. [Act against Jishrim]
  • Captain Dietrich: The Guard Captain's absence is noted.
  • Weapon: Bennett has a discussion with Podric about devotion--Podric tells him to not commit to the same degree he had.
  • Halvar: Bennett's mail to his cousin is met with the arrival of his adopted son.
  • Tour: The youth is given lessons in swordsmanship before a trip to the Cathedral is taken. Bennett shows Halvar around, teaching him about each divine. He has a chat with Rolland about his curse, and about making amends between him and Valiant. [Thematic Lesson] [Act in Valiant's Favour]
  • The Undead Web: The guardhouse is attacked while Ashna visits Bennett. Ashna and Halvar speak afterward.
  • The Exalted Spider: Bennett attempts to arrest Bok'ra at his Exaltation--seeming to aid in the resulted release of hostages in turn. [Significant Contribution to Event] [Act in Valiant's Favour] [Act against Jishrim]
  • Under the wings of Ravens: Lilith and Lothaire take Halvar in.
  • Skipping Stones:
  • Arcane Rejection: Bennett refuses permission for Jorvun to receive an arcane revival--concerned for him suffering the same fate as his father. He promises to pray, next he can. Quill applies a spell to his face to regrow his nose.
  • Grievances: Bennett and Ellie sort out his blaming himself.
  • New Captain: Bennett hosts a meeting to discuss appointing a new Captain of the Guard rather than appointing himself without approval.
  • Weeds and Pests: Bennett attends Jenette's sermon.
  • Spider's Eyes: Sophie and Bennett reflect on her kidnapping.
  • Slithering: Tampering regarding the election is made known to Bennett. The meeting is interrupted.
  • Evacuation: Bennett and Councilman Tideborne evacuate Storm's Landing. [Act in Valiant's Favour]
  • Those that Remain: The hospital is found to be host to a group of stragglers, including Bennett's stubborn sister. The group decide to make a plan to pray for the protection of those remaining.
  • The Trinity: The twins and Sophie lead a prayer to their respective divines for aid. [Hosted Thematic Event]
  • Garrison at the Guardhouse: Bennett leads the efforts to defend the guardhouse and the people within--those that stayed to help fight and those that refused to leave. Valiant aids in the protection of the gate. [Act in Valiant's Favour]
  • Reparations: The calm that ensued after the battle is met with discussions of repairs to the guardhouse as well as what to do next.
  • Aala's Feather: Bennett and Aala have a long discussion about leadership. She gives him her own prized feather--Archon's Feather. Bennett is in posession of two at this point.
  • Gratitude: Bennett prays a special thanks to Valiant for his aid during the events of "The Flood".
  • Blight-Touched: Discussion between some camaraderie in the empty tavern leads to a reminder that Bennett is bodily aligned to Qlippoth in some fashion. He leaves, perturbed.
  • Stella's Spell: Bennett encounters an injured Erwin in the Guardhouse, and Stella arrives on the scene at a convenient moment in discussion. She heals him at Bennett's request--though she likely would have anyway.
  • Heart of the City: Candice makes Bennett aware of his missive preventing her from venturing into the sewer even though her dreams had beckoned her there. He is further encouraged to head down and try to deal with things properly.
  • Reconciling Differences: Bennett petitions Valiant to remove Rolland's curse--and asks if he would be allowed back within the blessed ranks. He argues for Rolland when the emissary is abrasive to him, and resolves to keep trying to find redemption for his friend. A way to bring Rolland back to the faith. [Hosted Thematic Event]
  • Delusions: Bennett has a confusing discussion with Alfonso about his apparent impasse between love and justice. Bennett attempts to suggest he be fond of both, but it doesn't seem to find purchase to the other. He also brings up his reservations about Alfonso shooting a ballista bolt right next to himself and Izhmoz.
  • Handing things off: Bennett decides to leave the guard officially after the Landing's undead situation concludes. Glenn, Stella and Bennett find a human hand in the guardhouse.
  • Into the Depths: Bennett, Izhmoz, Ashna, Ventare and Aala head into the sewers, as do other groups. Bennett does his best to brief the parties before they venture below the city. He is heckled, frequently. He details the undead situation, attempts to tell people of Storm's Sickness, and so on. When the groups disperse, Bennett's quickly comes to encounter Bok'ra below the city, having to weigh between the priorities of their exploration and the nuisance of the spider. They opt to head deeper, coming to blows with a wraith that quickly sent Bennett down cascading blackwater. Ashna was stung by a cursed blade from Bok'ra's hand, sending her into a paranoid state as Ventare fought off the wratih himself. Bennett helped his hand as Ventare delivered the final blow. The group then makes an escape before the area floods with them in it. A prayer to Valiant is offered when a way out isn't visibly available at first. They reach the surface. Bennett collapses from a claw wound afterward, and Izhmoz takes him to the guardhouse. Glenn mends him after Izhmoz keeps him from dying. [Significant Contribution to Event]
  • Responsibility & Righteousness: Bennett and Cliff get into an argument about whether or not Bennett should remain on duty.
  • Glow in the Dark: Bennett has a minor scrap with Ingrid over guard politics and heads home--she comes after him and they resolve their sibling spat. The duo watch as Maebh exorcises a shadow from Candice--then Maebh leaves the Landing with the Rangers.
  • Cliff's Pyre: Glenn meets Bennett outside of Clifford's sermon, and the duo are soon accompanied by their other friends. Bennett helps Ashna load bodies onto the pyre, then locks into conversation with Arielle du Lavoyarde to avoid the glance of his father across the way. The councilwoman turns out to be his cousin. He avoids his father even as his sister goes to confront him.
  • Fate: Clifford and Bennett talk about the "perfect follower" of their respective Gods. Bennett declares there to be no such thing, and tells Cliff not to follow other followers. Just to follow the divine himself. They talk about worth and fate--Bennett says to take command of it rather than resign to letting the past define them.
  • The Passage Eater: The city rallies at the entry to the sewers, and Ventare leads the charge into the location they had found prior. Bennett, Marian and Ingrid are quickly separated from the group and come to blows with a monstrous bear-headed beast. Bennett does what he can to fight it off but is wounded and knocked unconscious. Ingrid tends to him as the others resolve the machinations under the city.
  • Unfinished Endeavour: Bennett holds a funeral for Jorvun. The spectre of the Knight is brought about, and given time to speak to the group in attendance. Bennett tries to petition he return, and returns the fragments of Sunderspear to him. [Act in Valiant's Favour]
  • Generational: Following the funeral, Bennett figures out his artifact--one made in the same likeness as Raalvara's. He is offered some degree of reunion with his mother, who had come to tell him about her own renewed faith. [Act in Valiant's Favour]
  • Family Ties: Arriving home to Maebh and Raalvara having discussion, Bennett is told some unsavory facts about a threat Maebh was given.
  • Names: Bennett brings Halvar to meet his mother. She tells the boy about who he shares a name with, and offers to help him with his upbringing. Bennett is protective of Halvar's person, preventing him from being brought into politics early in his life.
  • Gala: The Storm's Landing Gala requires a guard out front--a responsibility Bennett takes upon himself. He is met by Erak's arrival and introduction as a new hire. He is given a brief name mention during one of the speeches.
  • Vindications: Bennett adjoins Ulric and Vidar's interrogations within the guardhouse, giving his case before the latter two are drawn in. Vidar attempts to justify his smear campaign as spurred by Bennett lying to him--which ultimately hinged on Vidar misunderstanding him in the first place. Vidar then took lengths to mention Bennett as impulsive, saying it was vindicated by Bennett's revealing his act to the city. Vidar's failures as Quartermaster and distracting other guards and council from their jobs during an evacuation is dragged into light. Vidar's attempts to defend his actions as anything but insidious only further dig the trench he has set himself within.
  • Disgrace: Rolland arrives at Blackrush to show Bennett Eimar's severed head. Bennett and Raalvara seem to talk him down from pursuing a fight with Uriel, and Bennett says he will continue to try and save Rolland's soul. He and his mother pray for him, but Valiant rebukes their intent. Bennett refuses to give up.
  • Dishonour: Jorvun is found to be alive, and Bennett summons him to Blackrush to speak. As he and Jorvun attempt to sort things, Anisar, who came with, begins to heckle Bennett over her continued misperceptions of Uriel's arrest. Bennett reacts angrily, which angers Byrne in turn. Raalvara attempts to appease the group of youths (and a child) and takes them to do a team-building exercise, which quickly devolves. Bennett speaks to Byrne afterward to try and sort things out, and gives him his Flambard in the absence of Sparksong--Byrne's sword, taken by Bok'ra. They resolve to get Sparksong back, but Byrne is allowed to keep Bennett's sword, dubbed "Stormguard" until then. Anisar refuses Bennett's attempt to try and make amends after their respective outbursts. He refuses to try further with the child.
  • Tournament: Blackrush hosts a jousting tournament. With the entry of the young Byrne Valhart, Bennett pairs him with Uriel in the hopes that Uriel will remove him from the tourney gently. Byrne kills Uriel instead, leaving Bennett and the others to try and amend things--and call off the remainder of the tourney.
  • Nameday: Maebh and Bennett privately exchange gifts for their 'shared' nameday. Bennett gives her a set of twin charms, made of Glimmersteel. Maebh gives him an enchanted Glimmersteel shield. They behave affectionately, but fortunately no one is there to see.
  • Water Spirit: Bennett attempts to help Avalyn with her faithful pursuits. They talk about Ellie and Raigo's wedding, about family, about Bennett's mother. There is a brief verbal skirmish regarding Vidar with Fronslin.
  • War within the Woods: Bennett hears reports of strange wildlife activity near Barental and advertises a request for a hunting party to help deal with it.
  • Hat's Off to You: Bennett reunites with Glenn for the first time in a while. He roasts his friend's goofy hat just like everyone else.
  • Phantoms: Bennett and Maebh head to Linlea to resolve Maebh's ongoing venture in putting spirits to rest. Bennett proposes that whatever differences he has with Vidar, also present, be put aside. They encounter a wounded child--Bennett casts Shared Burden to relieve him of pain and Illuminate to ease his fear--Maebh cauterizes his wound. He purifies Aelyth's wound from Krowlers. The group comes across a wraith, which Bennett draws upon himself with Redirect in order to spare the others of attacks. The group defeats the thing and the other child is saved. [Act in Valiant's Favour]
  • Emptiness: The ghost that they seemed to be aiding is left in tears over the fate of the wraith. Bennett attempts to soothe her to no avail--Aryn offers to grant a final wish. Bennett elects to ask Ventare or Ashna about the best way to put spirits to rest.
  • Legality: There is a brief exchange in the Kraken's Culling where Bennett hears of the next move that the Kilroxians may make. He speaks up to offer aid to Thure--who believes he will be besieged. Maebh indicates Thure had threatened her with a sword and never paid reparations. Thure states they were waived by Uriel. The day following, Bennett speaks to Uriel about it all (via divine word) to resolve what should be done. He finds that Maebh had waived the fines due to them being paid by Uriel himself.
  • Pilgrimage: Bennett leads his mother, Halvar, Gunter, Glenn and Clifford into the mountains--to the site of the battle with the Kilroxians. He appeals to Valiant and any other figments that would listen in an attempt to gain some way of pushing back against Jishrim--and specifically "Evil". The Angel of Conflict arrives to berate Bennett for distracting from their efforts. He is told that he has been informed of what he should do--how he should be acting. Bennett argues that there isn't any sign of effort--that people are without hope, and there should be something that can be done for them. Raalvara raises her sword against the angel. The Angel leaves, but Valiant seems to personally contact him about making a change afterward. He asks that something be done for the people that "come back"--that revive. Valiant declares he will see what can be done. [Act in Valiant's Favour?] [Act against Jishrim]
  • Merriment: The group reconvenes at the Frog and Ferry Inn & Tavern (Blackrush's establishment) to revel after the eventful morning. Bennett joins late. There is a brief moment that reminds Bennett of when they were younger. Glenn alludes to being beset upon by Branko again--proving the curse was not enough to stop the Skraagite from reverting to his old ways. Halvar tells Bennett he was briefly contacted by a voice he recognized as "Magic". Before Bennett could speak to him further, he was called away by Clifford.
  • What is Rightful: Clifford offers to formally join Bennett, presumably in form of house--Bennett accepts. They talk about religion, and what Bennett had told him about making his own path in Ignis rather than following others. Clifford tells him he has cut ties with the Hardangers because Thure deemed him unworthy of Ignis' blessing for not being born noble--he then tells Bennett that Ignis blessed him anyway.
  • Manhunt: Ingrid tells Bennett she'll be setting off to kill Branko--he says he'll be joining, refusing to let her face it down alone.
  • Laid to Rest: Bennett writes to Ashna about the perturbed ghost and the state of the crypt they saved the child from--she mentions a missing item in her responding letter.
  • Challenge: In the wake of hearing about the treatment of Clifford, Maebh and Gunter, Bennett issues a challenge to Thure in order to address the rightful friction he feels for the man despite still intending to help him with the Kilroxians. He as well does so for the sake of his friends' honour, refusing to help someone that would slight them while still grappling with needing to help. [Act in Valiant's Favour]
  • The Conditions: A representative of Thure's arrives to discuss the circumstances and terms of the duel. Bennett does not rescind but offers to speak to Maebh about grievances between the two.
  • Nostalgia: Bennett joins Maebh's expidition into the Queensport Abyss. They travel down an abandoned mine and find a ghost after some backtracking. Bennett tackles it before it can reach Maebh with a lunge, getting raked and clawed. He attempts to draw it away and block it with Shield of Faith, but the group pacified it momentarily afterward. He and Maebh head off to find what would appease the ghost's wayward soul, coming across a decapitated bat and a deceased child. Bennett delivered the child with Maebh's prompt, giving the ghost peaceful rest.
  • Dividing the Spoils: The group reconvenes at Bennett and Maebh's home, going through what was found in the depths as well as the contents of items Maebh won in an auction. Bennett combines a skull with the bat skeleton for decor on their mantle.
  • The Anvil: Among the items was a book Maebh nearly threw in the fire. The book contained details of an "Anvil of Despair" that contains an evil to it. It provides the start of an idea for a collaboration with Clifford to create an anvil that can dispel evil from items forged upon it. He means to test it with Arachian Steel.
  • Brokering: A letter arrives from Thure that requests a private discussion of things in his estate. Bennett responds curtly that he doesn't want to resolve things quietly and that the realm should be made aware of his decision.
  • Praes: Bennett arrives late to the opening of Praes Divina, meaning to speak to Uriel about Rolland--as they do, Bok'ra's presence sets them both off. There is a stand-off and a verbal spar before Bok'ra crawls away.
  • The Trial of Rolland: Bennett speaks in defense of Rolland after he is put on trial for murder, among other crimes. He states Rolland's guilt, arguing for a fair trial and civil service as a punishment, rather than execution--which he fears will put him at risk of worsening as a vyre or in his evil state. [Act in Valiant's Favour]
  • The Armor of Kilrox: The armor Rolland wears is intended to be turned over to Bennett, who is intent on having it reforged to rid of the evil within it. Instead, it is sent to Milah before he can be told why.
  • At your age: Bennett tells Aerith Brynn about his experiences with Thorne and Valiant alongside Rez. Antiquity, an open Visagite, joins and captures their attention despite Bennett's warnings. He stomps off when it becomes clear to him that the Visagite will hurt the young Aerith and she seems content with it regardless.
  • Knives Out: Ashna commissions a pair of blooded silver knives from Bennett after she is shown his own blade of the same material.
  • I didn't know: Halvar inquires about being Asher's squire before Bennett throws a fit at him, telling the youth that Asher killed his father. Bennett's tantrums continue until Halvar punches his jaw out of place, forcing him to click it back in once more. Halvar storms off.
  • Blooded Silver: Bennett confronts Eliss about a vyre cure, only to find out how Eliss' strand of vyrism works distinctly. Eliss refuses other cures, and turning altogether. Bennett lobs holy water on him for it and attempts to cut out his heart to stake it. The blooded silver knives he had made for Ashna were used in an attempt to cut the vyre, but Marian's love for Eliss caused her to turn as well. Lura stabs Bennett. Ingrid puts everyone back together.
  • Scenes of Conflict draw my Ear: Bennett is confronted by an elderly man that asks about Eliss in the tavern. He offers to turn himself in, the man responds that "No intervention will come from the Father or his Court. Not today."
  • Once More: Bennett attempts to rally people into the belief that they could make a dent in Jishrim--that the Spider is afraid of them as much as it stokes fear. The crowd is receptive until Sophie and Illy begin to make a fuss, but Bennett talks them down after offering compromise. Bennett is told that Skraagites and Jishrimites aren't working together, and that he's misleading people. A skraagite in the audience earns his ire, but Illy seems to be defensive of her for reasons beyond him. Bennett grows too frustrated to continue and 'adjourns', hoping that the message still found purchase with some of the audience. [Act in Valiant's Favour] [Act against Jishrim]
  • But when is the universe ever so precise?: Daeron comforts Bennett for the things gone awry. They talk about the fate of someone special and Bennett is told that he is allowed to meet said "someone". A woman entertaining discussions of change and flow seems squeamish when Daeron raises that they wish to retaliate against Jishrim, causing him to suspect her as a Jishrimite. Bennett asks Astreia for help in possibly talking her down if she is a Jishrimite.
  • Her own Madness: Bennett finds Aloura in a tavern, speaking to her briefly--trying to tell her not to head down Jishrim's path. She confirms she is one, and he doesn't seem to get through to her--but he isn't intent on stopping his attempts. [Act against Jishrim]
  • Squires are lackeys: Halvar finds Bennett just after the conversation and the two make up over the ordeal in Queensport--Halvar says he has decided to decline squireship, but hasn't given up on Asher. Bennett tells him details of his father that he had kept from the boy. Halvar is sent to find James. They are briefly interrupted by Luna asking about the whereabouts of her father, with neither knowing.
  • Nothing's Gone Forever: Astreia is found at the Cathedral, talking to Aelnic. Bennett speaks to her about Aloura, giving some small details for a lack of knowing her name. There is some discussion before a woman screams outside--another lacerates her over a stolen flower. Bennett tackles the woman with a knife, then Nuvan bashes her on the head. The crowd sorts out that one woman stole a flower from the other's garden--and the other lopped off her pinky for it. The latter was released, her price 'paid'--the former claimed to have heard her child in the flower. The sound returned briefly as it was replanted. An infant. Soonafter, a butterfly with black ink landed on Bennett's arm, where he was cut during a scuffle. He took it to Shalherana's shrine, where she purged the darkness from the insect--and healed his arm. As such was done, Aislin told him of Maple's death. He asked Shalherana for help with it--then Maple's voice rang out from the transplanted flower. Bennett and Aislin went outside to find Maebh and others equally confused. A nearby tree stole Maple's face as they spoke, then spoke in a horrible, raucous tone--demanding blood sacrifice in order to stop Maple's suffering. Maebh nearly burnt it down, but Bennett gave some intervention in his anger, electing that another divine can help them handle it rather than them needing to work with Jishrim's demands. Maebh and others head off to seance Maple as Bennett hears more screams--heading to comfort Luna, who has confirmed her father to be dead. He attempts to comfort her for a time, but she takes off. [Act in Valiant's Favour] [Act against Jishrim]
  • Punishing Criminals: Bennett finds Aislin's burial in the Storm's Landing graveyard. When he mentions a seance of Maple, Illyrana, present, threatens to confront Maebh about it. Bennett tells her anything she does to Maebh will be done unto her and her husband as punishment, and she, with little awareness, tells him he should be punishing criminals instead. Among her rant, Illy claims to clean up her mistakes and that Bennett leaves only more in his wake. He doesn't know how to respond and leaves for the Ashlands. Maebh is illuminated about the confrontation on the way.
  • Web and Ash: Bennett, Maebh, Raelur and Umbra head into the Ashlands to fight off a spider, the group dispatching it with precision. Bennett receives a burn on his right arm, boiling blood finding contact on it. [Act in Valiant's Favour] [Act against Jishrim]
  • Incite: Bennett and Maebh are present for another of Jishrim's happenings in Storm's Landing, which Maebh interrupts. Bennett briefly meets Nwalme during, shortly before Aloura arrives once more. Before they can talk properly, Bok'ra arrives and uses Jishrim's influence to prompt him to violence--which causes Bennett to lob Aloura's newly adopted malformed frog at him like a projectile. Aloura scratches his face--but his retaliation is stopped. Stella cuts off the effect with a spell encasing them in a dome of stone--preventing Bennett from reaching a fleeing Bok'ra and Aloura. He comforts Luna, who was nearly stabbed as a result of his not being active in the combat--or so he believes, at least.
  • Archon: Bennett and Ingrid's trek to see Archon is allayed by Archon's appearance in the Landing. Bennett, Ingrid and Maebh formally meet the titan--Maebh relays information on the status of Life to Archon and the others, and they elect to make movements to take on Jishrim soonly. Archon is given the feathers Bennett once gleaned from Fronslin and Aala, as well as the petal left behind by the butterfly he came to understand as part of the Life domain. [Act of Charity]
  • No More Waiting: Bennett writes to the other Valiant followers, Murkztob followers and others with stake in the balance of things to organize for a meeting with the divines to plan strategy for their justice rendering upon Jishrim.
  • The White Lady: Bennett finds Valtae injured and Aislin somehow alive. She accredits a 'White Lady' that Bennett assumes to be Shalherana. Fronslin educates him on how to best deal with vyres.
  • Quarrel: Blackrush holds a summoning for Valiant's strategy regarding a coming push against Jishrim to reclaim Life. An angel utters a plan to them, but Uriel argues with the angel--intent on fighting it to see Valiant. There is debate about if Archon is ready, with Uriel saying he isn't. Bennett and the angel argue that he has to be. [Act in Valiant's Favour]
  • Bickering: Rolland arrives and prompts a spat between himself and Uriel that Bennett needs to defuse. Bennett is notioned as the one needed to lead during the crisis.
  • Noble & Feral: Bennett and Ashna speak to Alexandra about her vyrism, all three intent on curing her. He hears of the dynamics between some of the vyre groups, as well as Astreia's part in turning her.
  • The Safety of Others: After Alexandra leaves, Bennett speaks to Ashna about Jishrim holding souls hostage, and Maebh's managing to wrestle one from his grasp. They talk about Illy's conduct, and Bennett warns to keep an eye on her.
  • Law & Order: Bennett and Erwin talk about Ignis--Erwin seems intent on changing faiths and requests to follow Bennett's tutelage. He accepts. A "granny" is also met at this time, and Bennett forges an axe and shield for her in exchange for the white petals found around the landing. She tells him to be careful about getting involved in the dangerous life business.
  • Love Lost: Candice is turned into a Lover Vyre due to a long chain that ties back to Marian and Eliss. Bennett decides he's going to round up the Lover Vyres and see about Sallana removing their curse.
  • Last Call: Bennett has fond chats with Quill, Fronslin and Erwin in the tavern.
  • The Child: Bennett adjoins the group tasked with returning the child. He saves Maebh from a spider, then makes to battle Bok'ra--only to be jumped by Leviathan and Nameless. He is stabbed in the side and groin, then in the face several times. He guards against Bok'ra as Daeron arrives, then Bennett's borrowed time runs out. He dies. [Act in Valiant's Favour]
 
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TheDeester

One so Bereft of Light
Lore Staff
Server Outreach
Evil
Staff
Shadow Hedgehog
Pronouns
He/Him
GrapeFlavDragons
GrapeFlavDragons
Evil
FF87FA05-C1AD-47DD-A99C-0573760F9486.jpeg
(Artist Celia Lowenthal)

"Big, ornery ox." - Maebh Alraun
Updates are in red. #E25041



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Bennett
Names:
Bennett Varyn
Titles: Vagrant Lord, Blessed, Lieutenant,
Nicknames: “Net”, “Benny”, “Ben”, “Nettle”, “Ass”, "Stormspeaker", "Lordling",
Divine or Mage Profile: [x]

Theme:

KEY INFORMATION:

Status:
Physically beaten, mentally bolstered.

Age: 18/19.

Gender: Male.

Race & Culture: Human - Varyn subsect of Anhalder.

Social Status: Lord, though he denies the title.

Profession: Blackrush Blacksmith, Storm's Landing guard.

Current Home: Blackrush, thatched roof by the river.

Frequents: Blackrush, Storm's Landing and Storm's Landing accessory areas. He travels between home and the Landing frequently, only going with purpose when he does.

Quick Info: Bennett displays a battered face and features, and a disposition to fit, typically. Even when exchanging pleasantries, there seems to be something sour on his mind. His features are ill-proportioned and unattractive but draw a gaze second to his glowing blue eyes, given asymmetric silver scratchmarks along and around the cerulean scalera that blends into a darker iris. His posture is commonly straight, a practice learned from his lack of height compared to his compatriots.

Currently: Doing the best he can to improve Storm's Landing.




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"Don't know if there's many of them left now. You heard the boy earlier--he's the last." - Wolfgang von Harrister
PHYSIOLOGY:

Build:
Stocky. Bennett is short but built—even moreso after procuring his blessing.

Height: 5’7.

Weight: 177 lbs.

Hair: Blond.

Eyes: Pale cerulean—the iris leaks into scalera and is only properly defined by a darker colour toward the centre. Silver scratchmarks run through his eyes and around his eyelids. They carry a faint dim glow, as well.

Physical Features: Bennett’s aforementioned glowing eyes are only a portion of his attention-grabbing visage:
• His skin is pale with blackened, dark veins.
• His lip is a repaired cleft up to his left nostril—though poorly repaired for the era. The lip gives him a faint lisp.
• His face is also disproportionate and unattractive. His eyes are sunken in at the flanks of an almost-hook nose. His cheekbones fold down in a way that especially exemplifies the bags under his eyes from a frequent lack of sleep.


Signature Clothing:

Weaponry:

• Rowley’s Longsword
• Knuckleduster


Inventory: TBA.

Hygiene: Bennett has a scent of must and dirt on him at all times—he bathes frequently, but takes care of himself poorly enough that it hardly matters.

Seen By Others As: Angry, broody, arrogant and inclined to outrage.

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"Even if it hurts."
QUALITIES AND FLAWS:

Personality:
Bennett is headstrong and flawed--but he wears it as who he is. Something he cannot change about himself. He is quick to anger, and eager, but adheres to responsibility and obligation as a priority above all else, including his own feelings. He feels a stern sense of duty, and doesn't allow for much indulgence proper beyond it. He is quick to point out the things he finds wrong and unrighted, and impatient to solve them. His attitude to others is crass and harsh, especially when having first met them.

Strengths: Bennett is a doer, and is fast to act when he is certain he knows the right solution and the steps to take as he pursues it. He is persistent, and knows his strengths and weaknesses. He is capable of empathizing to a severe degree, and can recognize and read when others take issue; unfortunately this can instead be used as a way to jab at the emotions of others just the same as it can help. He is excessively protective of those close to him, and will take the concerns of others on his shoulders in stride.

Weaknesses: Bennett has a reputation for his rampant anger issues. He is arrogant, narcissistic even, thinking himself the ultimate authority on whatever issue faces him--which couples with the negative life experiences of being perceptively ignored regarding an issue when he was ultimately correct. Bennett feels remorse, but will feel little of it if he cannot understand the offended party. If he cannot understand his mistakes. Bennett as well has horrible masochistic tendencies, using his own pain and harm as a method of distracting himself from his trauma and feelings. He dislikes when spells like "numb" are cast upon him for this reason. Among his other unhealthy coping mechanisms, he is prone to addiction to drinking and smoking. He picks fights for the same adrenaline rush of inducing harm and pain on himself and others. Bennett's anger tends to manifest visibly in tantrums and self-destructive behaviour, and he is prone to doing so at the drop of a pin; even in public. He has a problem with pyromania.

Fears: Mouths, gore, locusts, spiders, dead bodies, vyres, restraints, sickness, body deformations, greylings, undead, Jishrim, Jishrimites, Skraag, Skraagites, being forgotten, being like his family, authority figures, madness, rot, becoming what he hates.

Intelligence: Varying. His vocabulary is well-versed, however he seldom finds reason to say anything complex. His wisdom is entirely lacking, and his judgement before leaping into danger ranges from being oblivious to a belief that he is safe from harm.

Character’s soft spot: He has a soft spot for children, and has taken a habit of charitable action.

Values: Bennett's most defining moments have been brought about by the noble acts of others at the expense of themselves. He deeply values the actions of others, but frequently places them on pedestals as though they are just the ideals he sees from them. It sets himself up for disappointment, and he is aware of it--however, rather than fight it, he has accepted that he will be disappointed by the ones he holds to high standard eventually.

General Sociability: Bennett is outgoing, and will allow himself to play the villain if it will let someone open up to his more sociable friends. He is the most prone to taking time to himself in his sphere, needing breaks from others frequently. He speaks bluntly, often, for reasons both intentional and otherwise.

Religion or Cults: Bennett follows Valiant independently of the ones who taught him--believing his way to be the most puritan and noble of the Valiant blessed. He frequently requests advice of Valiant, and even without regular response as of late, he is content to wait for the divine.

Affiliations: He is a friend held at a safe distance with many groups. His friends are generally well-connected, but Bennett's own personal connections lie with the Court of Conflict, the Storm's Landing Guard, most divine followers.

Alignment: NG: Bennett's perspective on lawfulness varies on the setting, but he generally acts as selfless as he is able.

Motivation: Bennett's motives vary, with selfless wants to do right by others for nothing back masking a selfish desire for validation, power and control. He fights his temptations routinely. He will spend himself doing as much as he can for others not out of love, but often a perceived obligation--the narcissistic belief that if he doesn't do something, it won't be done or won't be done properly. Bennett is prone to doing things the hard way to make himself better believe he deserves what he gains as a reward. He thrives on adrenaline.


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((Credit goes here!))



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"Sentiment isn't the worst thing to keep."
BELONGINGS

Rowley's Longsword - "Rowley’s Longsword": Rowley’s longsword. It seems to have his Blessing of Steel on it.
"I’m not giving it a name."
[Image!]

Knuckleduster: One of a set of iron knuckles worn over the fist. The other long gone from some manner of conflict. Bennett has refitted and maintenanced the weapon frequently, refusing to give it up for sentimental reasons. He remembers the day Sofia gave them to him, and he remembers using them to fight back Karn amid that.
"Hit harder than you get hit."
[Image!]

Smithing Tools: A combination of gifts from Eimar and Greis Ironheart. They are more than weathered from use, but Bennett keeps even the useless components around for sentimental value.
"You can always make use of something, no matter how broken."
[Image!]

Woven Cloak: A dark blue cloak Bennett frequently has on him. A gift from his mother, he remembers her by it each time he sees it.
"Remember to make it yours."
[Image!]

Fur Blanket: A gift from Ingrid, not long after she started to appear in his life again. Bennett keeps it as a solace with every slumber if he can help it.
"A comfort regardless of circumstance."
[Image!]

Maebh's Ring: A ward that pacifies undead near Bennett's person. He wears it all hours of the day, and it serves as a reprieve from his nightmares on the nights he sees the undead.
"Mates share."
[Image!]

Feather of Archon: Payment from Fronslin for building Antone's focus. He keeps it nearby if not on him.
"I will remake you."
[Image!]

Mended Blade Charm: A gift from Glenn, constantly kept on him--near his heart. "ON OUR TERMS" is etched into the hilt of the charm's blade--which trails into roses.
"Keep us together."
[Image!]

Skiff: Bennett's childhood skiff sailboat, made for one or at most two passengers. It requires some maintenance to sail again, but it isn't the worst option if he needs it. It resides in storage in Blackrush.

"I'll be the best sailor on the seas, one day."
[Image!]


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Art by Myrthe (The talented ForestRose)!

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"I know my strengths, I know my weaknesses."
SKILLS

  • [★ ★ ★ ★ ★ ★ ★ ★ ★ ★] Swimming (10/10) - Raised in a river-city, Bennett is an expert swimmer. He takes the time to practice once a week in Storm's Landing, and feels comfortable in the water far more than most. He has taken to giving some lessons, even.
  • [★ ★ ★ ★ ★ ★ ★ ★ ★ ★] Swordfighting (10/10) - Taught by myriad warriors over his youth, and tested in battles and duels alike since. Bennett is confident in his ability to handle a blade more than any other weapon. He has taught others and fought great beasts many a time, and uses a fighting style suited to his stature: take hits if you have to and deliver harshly back as you do.. Perhaps fostered by strength or sheer force of will, Bennett has come from a troubled but talented youth fighting to become one of the better warriors in the realm.
  • [★ ★ ★ ★ ★ ★ ★ ★ ★ ★] Blacksmithing (10/10) - Bennett is a taught and practiced blacksmith, and uses the trade as an outlet to productively focus his anger on--which means he does it near daily. First taught by Greis Ironheart, Bennett has worked with many other notable smiths--even being given a boon from Korog at one point in time. Bennett is among masters in the craft, and is known and sought by many for arms and armour.
  • [★ ★ ★ ★ ★ ★ ★ ★ ★ ★] Faith (10/10) - His God has been good to him, and Bennett trusts Valiant's decisions over his own at every interval he can. The faith he has in the God has rewarded him with a blessing, but even without it Bennett would have remained steadfast at Valiant's side all he could. He is not perfect and has doubts, but Bennett does all he can to live by Valiant's creed--even if it includes dying for it.
  • [★ ★ ★ ★ ★ ★ ★ ★ ] Common (8/10) - Raised with the language by his parents, Bennett still encounters words he does not know and misuses ones he does--but he is more than functionally fluent in the tongue and unafraid to converse, but his dialect has become somewhat convoluted from all of the accented influences in his life.
  • [★ ★ ★ ★ ★ ★ ★ ★ ★ ★] Rede (8/10) - Raised with the language but unpracticed for a large period of his life, Bennett once felt shame in his ability to speak and understand Rede. He still does not eagerly use the tongue, but will respond back with it if spoken to.
  • [★ ★ ★ ★ ★ ★ ★ ★ ★ ★] Elvish (1/10) - Bennett has picked up on swears in the Elven tongue thanks to Cherysh. He knows when someone speaks Elven and can tell the language apart when written--however the words are gibberish to him.
  • [★ ★ ★ ★ ★ ★ ★ ★ ★] Courtesy (6/10) - Bennett has difficulty sincerely apologizing when he believes himself to be in the right, which is often. Over time he has been humbled enough to pick up on cues that keep him from immediately unsettling everyone around him. Sometimes.
  • [★ ★ ★ ★ ★ ★ ★ ★ ★ ★] Tact (8/10) - More than self-explanatory, Bennett's nature is volatile and often precedes him in reputation. He has a temper that is constantly waiting to go off, but has grown accustomed to simmering and allowing cooler heads to prevail. He is somehow viewed as decent to good reflection of the Valiant faith, so he must have grown somewhat.
  • [★ ★ ★ ★ ★ ★ ★ ★ ★ ★] Legal Procedure (6/10) - Always at odds with himself in how best to enforce mortal law, Bennett has had some trials and tribulations regarding justice applied and ignored in the past, but he remains firmly on the side of legality.
  • [★ ★ ★ ★ ★ ★ ★ ★ ★ ★] Guardwork (10/10) - Bennett is a capable guard, and has experienced some harrowing cases. He is nowhere near perfect, but he has the experience behind him in most positions regarding leadership that he can take command if needed.
  • [★ ★ ★ ★ ★ ★ ★ ★ ★] Public Speaking (9/10) - Fervent prayer eventually turned to rallying cries, and Bennett is more than comfortable and able to draw attention to himself. He is more than capable of making himself heard, and his points known--even if those listening would prefer not to hear. This has been evidently not limited to mortals, with divines giving counsel often.
  • [★ ★ ★ ★ ★ ★ ★ ★ ★ ★] Marksmanship (4/10) - Bennett knows how to align a shot with a crossbow, and nock an arrow with a regular bow--but he doesn't care to use either as much as he would a sword.
  • [★ ★ ★ ★ ★ ★ ★ ★ ★ ★] Sailing (7/10) - Far from perfect, Bennett is versed in skiff-sailing from his time in Blackrush. Since settling back in Blackrush, he takes the beaten thing out for leisure from time to time.



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ACCOMPLISHMENTS

Short Term Goals:

  • Get hitched.
  • Hear what to do about Magic's "Ascension" in Valiant's eyes.
Long Term Goals:
  • Rally the Divine and Arcane together, reconcile mages in the eyes of the Gods.
  • Give mortals more stake in the divine world..
  • Keep Candice safe for her father.
Completed Goals:
  • Became a competent blacksmith.
  • Became able to defend the weak.
  • Became Blessed.
  • Gained friends.
  • Grew close.
  • Hurt less.
  • Build a shrine to Valiant in place of the destroyed Jishrimite camp.
  • Make good impressions with the Hakiaz clan.
  • Journey with Maebh and Lady Lilith.
  • Look after Uriel's family while he's imprisoned.
  • Forge his radiant, divine blade.
  • Keep Storm's Landing safe.
  • Redeem Uriel.
  • Be heard.
  • Show the Ashen Truth the err of their ways.
  • Reclaim the Life Domain.
Incomplete Goals:
  • Become the strongest of Valiant's faith: Undesired.
  • Depose Jishrim: Undesired at this time.

Other Content

Rally on Hallowed Ground
Guardhouse Training
Consecration & Retribution
Storm's Landing Missive, 7th of Springrise
Storm's Landing Missive, 8th of Springrise
Storm's Landing Missive, 9th of Springrise
Storm's Landing Missive, 11th of Springrise
Reconciling Differences
Evacuation of Storm's Landing
Storm's Landing Missive, 28th of Springrise
Vigil for Jorvun Aersvar
Of Lance and Shield
Seeking Aid from on High
Storm's Landing Guard Recruitment Drive
The Pack
Steel and Fire
Once More
Quarrel
Resanctification
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"I can go it alone."
RELATIONS
Bennett has a habit of holding people at a distance--even the ones he likes. He is determined to not be a lecherous part of their lives, and knows he can be hard to handle. He would rather spend time on his own knowing they're safe than burden them with his presence constantly. In a perfect world, he can keep them safe and be celebrated in what few visits he makes. Then his time with them can be that much sweeter.
Stainless
Those Bennett is most reliant on, who he is most protective of--but most susceptible to. A stab in the back hurts more than just physically.


Three Sisters
Found family from his childhood to youth. Bennett is very protective of each of them--manifesting in different ways. He tries to be the best he can be for each of them, but keeps some distance under the assumption that even his best isn't good enough. They're the three pillars he trusts to hold him up when he's near collapse.

Eleanor Strand - Samiwashere - Resolute
“I just...I worry you’ll...become like me.”
Bennett leans on Eleanor for advice, even if they don't see each other as often as they used to. He's taken on some of her worst traits--but some of her best ones too. He can rest easy knowing that she'll always be there if he needs to take a step back from the rest of the world again. He worries about the toll he takes on her, especially if she is too proud to tell him the full effects of it.
Theme: []
Cherysh Godfrey - Ruu Darling - Fearless
“[insufficient quotes]”
Bennett remembers Cherysh being there when he was at his worst, and she was a tether that kept him from succumbing to the horrors that stuck with him in their shared experiences. It helps to remember she was there at Thorne, at Blackrush, and even at Queensport briefly.
Theme: []
Isla Vawdrey - Fluffy Bristle - Caring
“[insufficient quotes]”
Isla is there to keep Bennett together when he's on the brink of collapse--physically, emotionally, or mentally. He tries his hardest to be the same for her, but something eats away at the back of him whenever he attempts it: he'll never be able to pay her back for what she's done for him or his friends.
Theme: []
Blood Ties
Not all family is loyal, and Bennett refuses to abide by the antiquated belief that he owes anything to the people he is related. There are only a few within his actual family that he considers such. The rest are just a formality.
Ingrid - Sophe - Counterpart
“[insufficient quotes]”
Bennett's twin sister is incredibly important to him, but he also needs to maintain an appearance with her. In the absence of their father he feels he needs to be the prominent male figure to suffice, and he refuses to let his thin facade fall for her. He won't allow it of himself.
Theme: []
Raalvara - Raal - Virtue
“[insufficient quotes]”
Bennett hears of his mother like a mythic figure, and still has trouble distinguishing who she was from what she is to others. He wonders if she has pride in what he's become, or if he's all the things she feared he could be.
Theme: []
Seraphine, Goddard, Leofric - @unplayed - Left Behind
“[insufficient quotes]”
He's gone without them for so long, but there are nights where he still dreams of them. Of if they miss him at all.
Theme: []

Support
When his confidence waivers, Bennett's closest friends always seem to be there--and they always seem to care. Even undeserved sometimes. They bicker and they fight, but Bennett would rather bicker the rest of his life with his nearest, dearest friends than go without them. The thought keeps him up at night.
Maebh Alraun - Magic Intern - Seer
“Yer too bloody honest. It's distracting.”
She changed the course of his life, and he's happy he knows her. Bennett feels security by Maebh's side, and wants the best for the seer but isn't back to entirely trusting her yet. He still thinks of the fortune of her cards, and what it might spell for his own fate. He doesn't mind the tradeoff so much. Bennett has come to decide there is no one he would rather weather crisis with. She has been in his corner even when he has not. He doesn't care who sees so long as she doesn't. He appreciates her independence and does what he can to maintain his own--he will not fall into the same rut as the other followers of Valiant have; he'll be the one to build the bridge over it.
Glenn Louvel - Zoslore - Muse
“I didn't want to, but if it helps you, I'll do it.”
Glenn denies it frequently, but Bennett sees something to be admired in him. He has a zest for life and joy and relishes in his youth in a way that Bennett never could; he envies him for it. He has a loyalty and a leadership in him that Bennett cannot match, and only aspire to reach. They support each other in times of crisis, held tight like a rope in rapids. Through thick and thin, Glenn is his best friend. Even if they fight, or fall out. They'll always be close as can be. Bennett believes himself and Maebh have a duty to keep Glenn from drowning in the concern he has for the group of strays he has taken in, and Bennett has entrusted Glenn with the duty of ensuring he stays on the right path.
Izhmoz Hakiaz - Tideborne - Blunt Weapon
"[insufficient quotes]"
Bennett has come around on his view of the young Earthspawn, and has a deep appreciation for the sometimes gentle-giant. Their introduction was exceptionally rocky, and Bennett had the most time to spend simmering in his distaste while the rest of the group reconciled. He is grateful that they've moved past it, and has come to deeply admire Izhmoz; valuing his friendship and perspective (even when they disagree). The duo have withstood enough together (with Izhmoz seeing some of the worst of him) for Bennett to consider him part of his closest circle.
Theme: []
Gunter Schmidt - Philipe - Least Favourite Close Friend
"[insufficient quotes]"
Bennett doesn't hate Gunter, but if he shows that then it's as though he's admitting a fault. He knows he can rely on him, but he'll be damned if he ever says it. Bennett will rib him endlessly, but can hardly take it when Gunter dishes back. He can't handle the thought of Gunter not putting up with him. He would take on the effects of hysteria as many times as he must for Gunter's sake, and finds himself concerned for the part he may have played in his friend's crisis of self. Like it or not, they've fallen in place as support for one another, or at least both for Glenn.
Theme: []
Aala - WaifuToast - Feather
"[insufficient quotes]"
Her stories perplex him, but Bennett sees a kindred hurt in the woman. He sees a good deal of strength in the woman, and relies on her studious assessments in the back of his mind; both something to be admired, and something he knows he can fall back on. The two have a friendly bond of trust, and he intends to maintain it. He is happy to have met her.
Theme: []

Divine Backing
Bennett has interacted with multiple divines in his life, and holds a select few in the highest regard he can. They are as close as friends or family in his eyes, even if they cannot commune directly. Something wells within him when he feels their influence, whether it be direct or not.
Valiant - Elz - Inspiration
"You are young yet, but strength will come with dedication. Practice, and prepare, and one day you will find the strength you seek."
Valiant and Bennett have had a close relationship since he was still a child, and Bennett has done all he can to foster this since. He has a great amount of respect for many, but none will ever surpass his tremendous admiration for the God of Justice. Valiant has not let Bennett down, and has been gracious when Bennett makes missteps. He has listened to him and done good by others who would be thought alone otherwise. Bennett believes his relationship with the God is something truly special--sometimes to a point of fantasy. He believes he is entwined with the divine for a grander purpose, and will do all he can to ensure the divine is given the due respect that his deeds warrant.
Theme: []
Charity - Elz - Aspiration
"[insufficient quotes]"
Meeting Charity was a major turning point in Bennett's life, and the acts of grace committed by she are something he can never repay her--because they were acts of Charity herself. The best he can do in the absence of this is try all he can to be charitable himself. To give up parts of himself for others, even if he loses them forever. He aspires to one day meet her again, and for her to find solace in his greater attempts to be selfless. He will do good by her. He must. Perhaps then, others will do the same in her name.
Theme: []
Murkztob - Elz & Kamaoe -
"What battles have you fought?"
Bennett was given the grace of not only seeing Murkztob, but speaking with him--even if seen as lesser. He was allowed to represent Valiant and be heard. Much of Bennett's understanding of Murkztob is basic--surface. But he finds his story resounding and important, and thinks the angel to represent things worth following. He cannot ever truly be an Earthspawn, but he can do his best to do right by the race and religion they follow--especially if it can benefit them and Valiant's faith at the same time.
Theme: []

Scuffed
Reliable, but not his first choice to have at his hip--Bennett will gladly take or extend a hand to these people. He does not expect perfection from them, and holds them in a healthy regard.

Daeron - Jstar - Deeply Rooted
"[insufficient quotes]"
Daeron has seemed to overcome a rightful dislike of Bennett, but he worries that it will ultimately not do any favours for the elf. He respects his noble views, and agrees with much of his religious stances as well. Bennett worries about disappointing the expectations stated of him.
Theme: []
Ashna - Solus - Recursive
"[insufficient quotes]"
The Priestess' views seem to be very much a binary with little tolerance for what lies between--or so Bennett thought. He is fortunate to have discovered that some of their views of magic and the divine are shared, and that she has done work to stem the tide of vyres. He has a respect for the Exalt, and takes pride in every chance he's had to work at her side.
Theme: []
Ventare - Shao - Fatal
"[insufficient quotes]"
Another follower of the Grey Lady that has already made his aid and ability known in the short time Bennett has known him formally. He remembers the elf from something in Blackrush, but finds that even being considered to be a help at Ventare's side an honour. His opinion of the Grey Lady is made even more reverent in the wake of her two devoted followers.
Theme: []
Stella - Mudpaw11 -
"[insufficient quotes]"
A childhood friend that has resurfaced in Bennett's life recently. She is more dependable than she realizes--to him, at least. She is willing to listen and give advice without it seeming patronizing or burdensome. He hopes her recent endeavors lead to good things in her future, but it places her among the others he will be trying to advocate for with the divine.
Theme: []
Lady Lilith - Arcana - Mystic
"[insufficient quotes]"
The woman has been more hospitable and receptive to Bennett than he deserves. He holds a great deal of respect for her, and is incredibly grateful for her mothering Maebh. He does his best to stay out of her way, but is more than willing to repay debts owed to her when he is called on.
Theme: []
The Guard
Bennett's recent colleagues in Storm's Landing Law Enforcement. Though their closeness can differ, Bennett feels a security with any in-uniform taking active part in helping put the city back together.
Dietrich von Eisen - Rygan - Captain
"[insufficient quotes]"
Bennett feels an appreciation from Dietrich that he is still somewhat unsettled by--awaiting some additional detail that would tear them apart. Despite this paranoia about trusting, Bennett has a deep trust and gratitude for the other guard, and hopes against his instinct that this is a good man. In the recent trying times, Bennett finds Dietrich's words a comforting reprieve from his own doubts. He is determined to make up for his temper and lack of composure around him--to repay the debt of self-confidence that Eisen has forwarded in him. His duty as Lieutenant is how he means to start proving Dietrich's judgement worthwhile.
Theme: []
Jurgen - Arken - Comradery
"[insufficient quotes]"
The first friend Bennett found in the new guard, and a religious peer. Bennett knows he is not truly much a senior to the youth, but wishes to help show him the path he has carved in his faith. Whether or not Jurgen would follow, Bennett will remain pleased to stand by another follower of Valiant. They have already shared an experience with the divine together--a sobering one, but one Bennett believes to be a strong foundation of faith in the law and the divine that represents it. Jurgen has helped him formally recognize his prejudice against a people that have not earned poor judgement. He is working on overcoming such. Bennett is proud to have put his job on the line for Jurgen to live once again.
Theme: []
Briarwood - Retro Hagrid - Marked
"[insufficient quotes]"
She has a facial deformity about as pronounced as his own, and he knows his staring has already made her uncomfortable once. He feels bad about it. Otherwise, Bennett has had few encounters with Briarwood proper, the least of the new guard hires; despite this, he has an inherent trust for another on the force. Her views on Skraag worship are concerning, if not just uninformed.
Theme: []
Griff Talon - Mitch - Of the People
"[insufficient quotes]"
Among the voices to speak up for others at the riot, Bennett is appreciative of Griff's stepping forward for the sake of others. He hopes to do well by the young man the same as the other guard, and keep them trained as best as he can.
Theme: []

Splintered
Obligations. Bennett does not wish to see these people discarded the same as one would not scrap material that could be reforged to something greater. Bennett sees potential bonds in these people, but will not let his guard down so easily.


Candice - Galaxy - Candlelight
"[insufficient quotes]"
Candice has many traits that Bennett recalls of himself at her age, and wants to ensure she grows out of them to the best of his ability. His relationship with the child is similar to an older/younger sibling and can be draining as a result, but he maintains it out of obligation to her father. He is angry with himself for not being there to protect her, and nearly as upset that she put herself in the situation that led to her pain. He can take some solace in knowing she's somewhere safer. Somewhere away from him. Away from the Landing.
Theme: []
Astreia - Ressplendent - Restoring
"You matter to me too. Don't do anything dumb."
Astreia is among Bennett's newest friends, and their relations are the lone good thing he has found to come out of a horrible situation. He intends to help her become self-sufficient. To graduate beyond his help; however he intends to always be there to provide it still. He believes in her, even as she says she is a bad person. He's a bad person too. Although recent revelations would end their friendship if Bennett was not stubborn enough to believe in redeeming her, he is happy that their bond has withstood. Bennett stands by his choice.
Theme: []
Gabriella - Ruu Darling - Unforsaken
"[insufficient quotes]"
Gabriella has been hurt--damaged by the horrors of Storm's Landing. Bennett intends to help her overcome it, but her work will be her own. Her successes will be her own. He feels a kinship with her regarding her craft, and intends to be as half-decent as he can be until she moves on from his skill level. They will work together until they get it right, and he intends to retain a bond beyond that.
Theme: []
Maple - Opal - Firebrand
"[insufficient quotes]"
Bennett takes some umbrage with Maple's methodology--she is eager and able, but sometimes to such a degree that it impedes her or others around her. She is still his friend, and he would put his life at stake for her the same as he would his others, but he wishes to find some common ground with her regarding how she conducts herself. He is happy whenever she is around, and remembers his promise. He's her 'safety net'. He intends to help her learn to fight and find virtue in herself, wherever she is.
Theme: []
Clifford Raymond - Dragondusty - Kindred
"[insufficient quotes]"
They aren't much alike, even opposites in some ways, but Bennett feels complimented by Cliff's decidedly soft heart. He hopes that working together will give time for them to formally bond--as hard as it is for him. He would prefer that Ingrid not spend time with him as much as she does. He heard him stand up to Podric in his stead, even despite his religious inclination, and listened to him babble on about the need to rest--even if he protested against. Bennett won't forget the concern.
Theme: []
Gwen - abirosse - Demure
"[insufficient quotes]"
Gwen is shy, and Bennett resolved that she would have an easier time opening up to others if he was particularly boisterous around her. Though it seems to have worked, he's needed to do work on letting her know he doesn't have any actual problems with her. Likes her, even. Her friendship with his sister is incredibly important to him as well--and he hopes that he can be as supportive as he can in his limited ability. The moment he helped her with his limited ability seems to have put her forward quite a bit, but he finds himself frustrated that he cannot maintain it for any longer than his spells. Her flustered episode led to an unbelievably difficult encounter where Bennett attempted to let her down easy over perceived affections. He is unhappy with the result of it.
Theme: []
Avalyn McKerras - Juvix_ - Crabby
"Don't pick fights you can't win."
The kid is scornful and lashes out in anger and frustration so frequently that it's caused Bennett to introspect some. He thinks he understands Avalyn, and wants to give some manner of guidance so she doesn't end up like him--but it doesn't manifest in the most healthy ways. They scrap and fight, but Bennett is determined to let her grow on him for Ellie's sake. She's made clear that she listens to the things he says--or one thing, at least.
Theme: []
Marian - mageaegis - Vigilant
"[insufficient quotes]"
After a difficult introduction and several hurdles since, Bennett has formed some amount of trust in the woman. He does not see her as a friend entirely, partly due to doubt that she sees anything in him at all. She is good to his other friends however, and he cannot begrudge her for that. He's not always there for them, and if she can be in his absence, then he is grateful. He is wary of her proclivity to alcohol, and concerned about the gravity she gives his negative comments over his positive ones. She seems far too focused on revenge, to the point that she doesn't care about the greater conflicts of others. It's all for her and her alone.
Theme: []
Jenette - Ruu Darling - Puritan
"[insufficient quotes]"
Like many, Bennett met Jenette on sour terms--but she is kind enough to give him the time of day. He is grateful that she and Daeron have trusted him with their secret, and means to prove himself worthy of the trust placed upon him.
Theme:
Iskvandar - Vincentius - Interlinked
"[insufficient quotes]"
Iskvandar--or "Uncle Virnaak" has had more time with Bennett's parents than he had himself, and it is a constant curiosity to him what they were to the man. What they were when things had not fallen apart. He finds himself willing to ask questions, but unable to find the words--and he is uncertain if he can even form another bond with someone that knew his parents. He could just disappoint him too.
Theme: []
Mathieu - BoredBrit - Bluff
"[insufficient quotes]"
Bennett and his cousin have an open distaste for one another, but he attempts to not go off on him at every occasion because he recognizes what Mathieu has done for his friends. He recognizes the hurt he must feel over Kinsey too, but explanation cannot condone action. His tolerance is one of obligation, but every so often some sign of virtue or sentiment slips through the cracks enough for Bennett to reconsider.
Theme: []
The Hakiaz Clan - Kamaoe (let me know who else to tag) - Barbarous
"[insufficient quotes]"
The earthspawn family is more closely knit than Bennett's own, and he envies them. He envies their strength too, and is grateful that they would have him along and trust him to join them in battle. Their power is impressive to him, and part of Bennett wishes he could stand among them as an equal some day. He feels he could do more to bolster a bond there, but is content to just be close with Izhmoz for the time.
Theme: []
Rolland - Sky_Crasheur - Eversharp
"[insufficient quotes]"
Rolland was the one member of his senior Valiant followers that gave Bennett the acknowledgement he sought from the others. He listened. He sought advice. Even in the absence of his place in the order, Rolland has been a part of Bennett's life prominently. It wasn't until he was séanced that Bennett realized how significant a part of him had been taken away by his death. Beyond Uriel, Rolland was the only member of the faith Bennett would comfortably call a brother--and he is impressed by the maturity that the man showed in resolving his conflict with Gunter. He was proud to fight by his side against the raiders that plagued his mother once upon a time.
Theme:
Byrne - Adam/Byrne - Reflective
"[insufficient quotes]"
Bennett sees much of himself in the boy. Naiveté and an optimistic in his worldview. He hopes that it withstands, rather than being beaten down as it was for him. If he can make even the slightest positive difference for the child, then Bennett will consider his efforts a success; however thus far all he has done is strip him of a father figure. He does his best now to help the boy understand how to make his own decisions moving forward, rather than fall in-line with what he believes he needs to be. Bennett is all too familiar with what that sort of thought can do to someone.
Theme: []
Taelin - Lillaxxx - Spritely
"[insufficient quotes]"
The girl is far too eager and bound to get herself hurt, the same as Candice. Bennett strives to mitigate that for her and her parents' sake, but it isn't something simply done. Training her to defend herself is a start, at least. He thinks her inclination to the group of friends he's been lumped along with is bound to lead to trouble and bad habits--or worse. For now, all he can do is try and teach her right from wrong as others do the same.
Theme: []
The Valiant Order, The Court of Conflict
The perceived heroes of Bennett's youth, knights he was raised around and once saw as the standard of what he needs to be. He has since had time for the facades to fall, and Bennett has already overcome the sting of disappointment in finding out that these vaunted individuals are indeed, almost as flawed as him.

Eren - DraKonum - Licentious
"[insufficient quotes]"
Eren has been absent from his life the longest, but Bennett definitively recalls a discussion they had in Blackrush long ago. The one where Eren asked what the other followers of Valiant were to Bennett. He said his "mother's knights" in defiance, anger. He regrets it, and considers it to be part of the reason he works apart from the others. Bennett considers his proclivity for love and women to be a weakness that he refuses to see in himself.
Theme: []
Rowley - Philipe - Defeatist
"[insufficient quotes]"
Bennett thinks himself the reason Rowley is alive at all. If he is doing well, that is only because he had Bennett there to push him away from the edge when others would just mutter empty platitudes. Rowley insists he and Bennett are brothers, and perhaps they are in some ways--but since the meeting on Aegis, Rowley is not a brother to be proud of.
Theme: []
Alexandra - Lovelyninja567 - Astray
"[insufficient quotes]"
Alexandra and Bennett shared a long discussion about faith after she joined the Valiant Order--but in the absence of all their meetings since, she has seemed to grow against his idea of faith, evidenced by her disapproval at his rally. He hopes to lead her back on the right path, rather than allow her to slink further and further away.
Theme: []
Scale
Obstacles. Things and people to be navigated around, or that Bennett needs to steer to a solution. The ash on a heated blade that must be hammered away before work can begin on it proper.


Alfonso - Gloonkey - Delusional
"I do trust you."
Bennett thinks the man processed by something far worse than Jishrim's touch: his own lies to himself. He attempts to pawn off his actions on 'another self' but continues to act as reckless or worse than prior. He considers the man far too eager to prove himself, and wants to show change he sees in himself that evidently isn't there. Change that may never be there. If he does anything further, there will be harsher judgement rendered upon him than before.
Theme: []

Spalled
Broken steel. Bennett would not find himself trusting these few, but does not believe their relationships to be beyond repair. The damaged pieces can be reforged, and the chips can be refined--but only if the metal and the maker are in the rhythm to resolve.


Uriel Valhart - BoredBrit - Faltered
“[insufficient quotes]”
Bennett looked up to Uriel in the same way that many seem to praise his mother. The standard that he held Uriel to was a strict one; a consequence of seeing him more as a set of ideals than a man at times. He considers himself as a burden to Uriel, but the man is the closest thing he's had to a father. He is his brother, even if the term in the Valiant faith is so loosely used. He feels guilt-ridden and responsible for what has become of the man, and worries for what will come of him going forward. Even if Uriel has said he was proud of him, Bennett feels naught but shame. He feels they have made strides toward Uriel's redemption in Valiant's eyes together, and is beyond appreciative of what has been done for Jurgen.
Theme: []
Florence Valhart - Celestea - Somber
"[insufficient quotes]"
Hurt as a result of Uriel's actions--as a result of Bennett's. He feels immense guilt over her plight, but finds himself obliging Valiant's word over the dread the experiences in law enforcement place upon him. He promised her that he would look out for her family--but he is uncertain she would even allow that of him. The best he may be able to do is support them from afar. He knows the effect that losing a husband has on a mother--and he prays that she is able to stay strong until hers is returned to her. Bennett has taken to looking after her from afar. She has been amenable since the trial, but Bennett still feels he is naught but bad for the Valhart family.
Theme: []
Podric Flanders - Luam - Tempered
"[insufficient quotes]"
Bennett had a deep appreciation of Podric--he still does, even. He regrets his outburst in the courthouse at the Exalt, his emotions having gotten the better of him. The chastising he and his fellow guards were given outside the guardhouse in the events following Uriel's arrest have left a dent on Bennett's belief in his cause. His resolve is not broken--instead bolstered by Valiant and his colleagues since the feud. He wishes to repair his relations with the man, but fears that the bridge has already been burnt. The worst of starts in their next encounter could leave Bennett abandoning this want.
Theme: []
Kinsey Sawyer - Fluffy Bristle - Hot Air
"[insufficient quotes]"
He told her not to go, made her promise, and she agreed--yet still she took off on a fool's errand to die--even still causing issues for the others in the wake of it. He is done giving her a chance, and would not trust a word she said if she came to him repentant. She must prove herself again if she truly cares, but something in Bennett's mind tells him she never did. He finds some solace in being the most distanced from her before she had done wrong, but with their respective positions on the guard, he finds himself among the closest as she tries to redeem herself.
Theme: []
Mourin Keese - TidalTerror - Tenebrous
"[insufficient quotes]"
Bennett has no significant distaste for the caparii, but a growing concern regarding the shadow that resides within him. He advocated in the man's favour regarding his spat with Mathieu, but has reservations over his departure with Kinsey. He remembers their time together fondly at least, if a bit laden with debauchery from the vagrant.
Theme: []

Shattered
Irreparably broken, mangled pieces that cut to try and grasp. These are the few that Bennett finds no respect for, nor is it likely he ever will. He is on edge at their mere presence.


Skraagites:
Karn - ironassassin - Goblin
"[insufficient quotes]"
It stews in the back of Bennett's mind that so much of his fear comes from this creature. He hates the greyling, even as attempts are made to bridge the gap. He will vanquish Skraag just the same as his followers if he can help it. His mother's tolerance of the worship is one he will never understand.
Theme: []
Branko - Kostadim - Pestilent
"[Untranslated elvish]"
One who would hide among his people and pretend to be an ally as he commits heinous acts when eyes are averted. Bennett is disgusted by the man, if he could even be seen as such in his eyes. When they next come to arms, Bennett will not allow his friends to be hurt any longer. Every day their encounter delays is another day someone is hurt.
Theme: []

Jishrimites:
Jishrim - Elz - Fearful
"Godslayer, godslayer!"
The reviled God of whom Bennett mounts his efforts against. Thief of Life, Cause of Chaos, Horrid Heart. Bennett is determined to destroy the divine, and finds more and more sympathy to his goal in others. He will see the Spider is lanced through, by his hand or another. He knows the God fears him. It plucked Bok'ra away because it knew he would destroy the Exalt in seconds. He'll destroy all of the Mad God's Madmen.
Theme: []
Bok'ra - Retro Hagrid - Infestation
"I have her."
Bennett loathes the mere concept of this being and what it has done to detriment the world. All those subject to a tainted life. Glenn. Kinsey. The innocents left in ruin over a desire only to cause distraught and chaos. He has heard more than enough dissuasion from hasty action on the Exalt, and is aware enough to tread the line between justice and revenge.
Theme: []
Mut - Jase - Vile Dog
"[insufficient quotes]"
The woman who would torment Glenn and harass the others around Storm's Landing will be given no mercy nor chance to atone. Her death came from self-defense after an excessive attack on his fellow guards, but Bennett will pass a sentence on her himself next they meet.
Theme: []
Irritants:
Vidar - blargtheawesome - Snake
"[insufficient quotes]"
Whatever pithy justifications he flounders to muster just further prove what a self-aggrandizing buffoon he is. Vidar would sooner attempt to justify his failures than atone for them, and his mentioned reluctance regarding Bennett's knowing more about him inclines him to believe there are further layers of treachery beneath his initial one. Anyone stupid enough to fall into the man's league at this point is more concerning than Vidar is himself.
Theme: []

Salvage
Those Bennett has failed. The most he can do for them now is pick up the pieces they have left behind and try to build something good of them.


Talos - FizzyDrinks - Shortsighted
"[insufficient quotes]"
Bennett has severe regrets regarding the treatment of the construct, and wishes he had not been ignorant to the signs portrayed by the being's worship. He could have tried to show the err of the path Talos followed--and if he were rejected then Bennett could at least solace in what became of an irreparable situation. But he cannot. All he can do now is make good on his promises for Astreia. Recent revelations have poisoned the belief that Talos was well-intended, but Bennett cannot truly be certain.
Theme: []
Flourish Joseph12Q - Ironheart
"[insufficient quotes]"
Recent talks of Flourish's death makes Bennett wish he had been there for his friend and colleague. He blames himself, and hopes that the construct can be rebuilt.
Theme: []
Jorvun - GhostKairo123 - Failed
"You're not just a weapon, Ben."
Jorvun was Bennett's knight, the one that he was to take after--but he feels like his thoughts were cast aside at every instance. Yet still, Jorvun came to him to tell him he was right in the past only to tell him he is wrong in the present once more. When Bennett proves once more that his knowledge and initiative is greater than Jorvun's, he'll show him once and for all that his voice was wasted on words to a man that squandered them. Even in death.
Theme: []
GradiantBladeThankyouZoslore.png
 
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TheDeester

One so Bereft of Light
Lore Staff
Server Outreach
Evil
Staff
Shadow Hedgehog
Pronouns
He/Him
GrapeFlavDragons
GrapeFlavDragons
Evil
Divine Progress II:
  • Chosen Wrong: Bennett duels a champion of Valiant in the afterlife--taking as many hits as he delivered. He finds himself revived by Uriel, who expresses discontent at his revival at a higher level of the faith. He tells Bennett Valiant had chosen him wrongly--that he never should have been blessed. When Bennett attempts to follow him to speak, Uriel has vanished. He limps back toward the guildhouse.
  • Recuperating: Ruckus intercepts Bennett and goes with him as he finds where Maebh died. They convene at the Guildhouse before Uriel and Valiant arrive. Bennett and Uriel have a heart-to-heart, ending more amicably. Erwin visits, Marian and Bennett talk about a vyre cure.
  • Worthy: Bennett steadily brings Archon more petals--Archon refuses the latest batch in favour of Bennett healing his eye. He says Bennett is "more worthy than he thinks". He talks about what they must do if he can't swing the sword.
  • Heartless: Bennett confronts Alek about his adamant stance on staking himself, intent on keeping Candice from losing her father like he did. He seems to talk the man down.
  • Life & Death: Bennett adjoins the stand against "Evil" at the Cathedral. Refusing to kill for life's sake, Bennett sits with Broodmother as she slowly dies, casting Shared Burden as she weeps to let his enemy pass in peace.
  • In the footholds of Giants: Archon falls, just as Bennett had spoken to him of. He lifts the titan's sword, casts Lightning Arc on it, then swings it into Evil's form, twice. The second splits him open in the chest, but Jenette is present to put him back together. He, Jorvun, Thordil, Podric and Erwin stand against Evil--fragmenting it. His shoulder is dislocated. Erwin dies killing a piece. Life tells Bennett to "find her again". He leaves through the Jax shrine to cut off the last piece with the group. Jenette is told of it. [Significant Act of Faith]
  • Pandora's Box: A box is left in the wake of the final piece of Evil. Bennett argues that it should be locked away, but relents as the group seems intent on destroying it. He watches Podric destroy it, hidden behind the pillar Maebh made. The annihilation of the box destroys the area around them, implanting an evil seed inside Bennett that clouds his mind. He becomes evil for a week, beginning with the group's attack on Maple.
  • Exile: Following Maple's death, Bennett takes her body and gives a ritual burial near where he had died himself. He then sets off to find the fragments of Life, still prioritizing it in his evil state.
  • See you around: Recovering from his evil affliction, Bennett finds Astreia at the Kraken's Culling. She seems to be in a grim mindset, so he attempts to talk her down from that point. [Constant Effort] He feels like he's made progress, but moments after he leaves she removes her own eyes.
  • Bloody Maple: Bennett finds and cures Maple of her vyrism with holy water, taking the pain upon himself. [Constant Effort] He apologizes for what happened, promising to make things up to her.
  • Pandemonium: During a vigil at the Landing cemetery, Bennett finds Thryss and Lamia, recently afflicted by the same bugs that darkened his judgement. [Constant Effort] He sent Thryss out of the city and convinced Lamia to surrender her weapon. Attempts to appeal to the latter are made difficult, but he tries regardless.
  • Uncle: Alek's will arrives with the information on his and Candice's death.
  • Trial of Nature: Bennett adjoins a group set on finding a fragment of Life. He sustains a lot of damage from the wolf guarding the place, but does so in order to keep the others from getting hurt. [Significant Act of Faith] By the time the other sects of the trial start, Bennett is worn down greatly.
  • Ward: Bennett sits with Erwin as he heals to ensure he has his sword when he wakes. He starts to build a helmet for him. [Constant Effort]
  • Not Candice Anymore: Candice approaches Bennett in a new body, needing to eat her father's heart to be cured. Bennett has difficulty even wrapping his head around this woman being Candice at all. He sends her on her way, not keen on watching Alek's body be defaced.
  • Higher Cause: Bennett is contacted by Eren about fighting Jishrimites with Thure. Initially hesitant, he is talked into putting his intent on a duel aside to help with the shrine attack. [Constant Effort]
  • Ruins: A woman in the tavern mentions a curse from a Jishrimite, capturing Ben's attention. He meets Valerie and guides her (and eventually Aki) through the ruins of the Cathedral, giving lessons on each of the Gods. He prays for Valerie to try and help dispel her curse. [Constant Effort]
  • Making An Effort: Bennett gives Erwin his helmet and talks about the guard with Byrne and Valerie. They elect to push for a Cathedral clean-up. Maple shows up and tells him she now has a magic teacher--a direct result of her grisly death. It brings him some peace, but Bennett still feels unwell about it all.
  • Sister Swords: Erwin gifts Bennett a sword from his family and they talk about Valiant with another taverngoer--Miya.
  • Strengthening: A brigandine cuirass is made for Valtae, with Bennett refusing payment. He tells her to pay it forward. [Act of Charity]
  • Do it Right this Time: Bennett joined Axex and Kharn on a venture to fight another Wildegroll terrorizing Strand lands. Bennett went out of his way to get its attention, then inflicted a particular wound that ensured he kept it. He took a beating to his head, ribs, arm and legs--but especially the former two.
  • Fester Not: In his injured state, Bennett receives a divine word from Valtae asking his help. He cannot--still in the late stages of reassembly.
  • Bloodletting: Bennett accompanies the group pursuing the Evil fragment, bit by a leech early on that corrupted his mind and engorged on his blood. He had enough energy to dispose of one in the company of an Evil Wielder, and as well managed to subdue Mut for a few moments--however an unrest amongst the group drew Bennett's attention, and he was glanced by her sword before her death. Bennett made to secure the man he had defeated to keep him from dying. [Significant Act of Faith] [Act against Jishrim]
  • Trust: Bennett enters an argument with his colleagues as they make to secure the fragment--angered that they don't trust him to keep it himself. They use longer methods of saying it is a difference of experience, but Bennett only hears the foundation of all the arguments: he isn't to be trusted with this, with whatever excuse taken.
  • Aggressive Negotiations: Bennett and Monty "diplomatically" end a conflict--a siege on the Valiant shrine that they would train in was ended after one death and an offer to spare the others on the opposing side. Neither Bennett nor Monty wanted to fight, with a bargaining phase pre-fight taking a while and nearly costing Monty his family heirloom. The siege is short. Bennett wounds a man, Monty kills one. It's enough to dissuade the oncoming wave. [Significant Act of Faith]
  • Reverence: The two bury the lone casualty, given a name by one of the other brigands. Lawrence. His grave is marked just outside the shrine. They talk about what it means to kill. [Constant Effort]
  • Rebuilding From Rubble: Erwin tells Bennett about his exploits in the guard, including the transfer of power from Vidar to Briarwood, and the rooting out of corruption within the ranks. Erwin shows Bennett the shrine he has built to Valiant, and Bennett briefly meets Storm there to talk about 'the old days'. Bennett is proud of Erwin, and offers to help if he's doing martial drills outside the city. [Constant Effort]
  • A Just Cause: Bennett joins Erwin's training lessons with the sword, talking with Jeron about the other Valiant followers. About justice, and so on. He gives Andrew some pointers in particular. [Constant Effort]
  • Frozen Garden: Bennett is among the group to head to find the final fragment of Lady Life, managing to call that the group would fight a Wildegroll. He regrettably doesn't do a plunging attack on it, and ends up knocked out of the fight until he can get somewhere with a vantage point to draw the creature's attention with "redirect". The party kills it before he properly can--Bennett falls out of a tree. The fragment is found and Bennett convinces them to at least try to use the thing before they lock it away. It works, summoning a wall of defensive vines. [Constant Effort]
  • Declination: Bennett requests to use the fragment for a Blackrush ceremony, to coat the sword-shrine in vines. Podric declines with "is your name Daeron?" so Bennett requests it of Daeron too, who also declines. Bennett recalls the sword ("Trust") and is further enraged that he cannot be trusted to even hold this thing for a day.
  • Resanctification: Bennett speaks to Valiant on behalf of Blackrush about stepping out of his mother's shadow, the grounds are formally blessed as "divine ground". He speaks also of Life, and of Charity--about the good that they do for nothing in return. [Constant Effort]
  • Good Hands: Bennett speaks to Byrne afterward, who is outed for thinking highly of him--Bennett is unsure how to handle this information, but it becomes apparent that he is thought highly of within the Valiant faith--by Erwin and Storm and Byrne and possibly Mylohk. Bennett is told of his good representation of Valiant and those faithful to him. He is told of Uriel and Podric's apparent "bullying" of others in order to procure one of the other fragments of Life, and Bennett is distressed over what it would mean. Byrne is offered stay within the hall with his friends, as is Erwin. Soonafter Bennett provides Aryn and Marian with training swords as he leaves. [Constant Effort]
  • Built Upon: Bennett speaks about the importance of moving on from tradition, and trying to be like others. He leaves his sash and artifact at the shrine as offerings, and Erwin sets his sword taken from the shrine back at it. Bennett and others resolve to rebuild the shrine. [Evidence of Unique View] [Offering] [Significant Act of Faith]
  • Lingering Curses: Milah speaks to Bennett about the armor worn by Rolland. About the remaining pieces out in the world, and the hands that grab for them. Bennett says he intends to destroy the pieces. Rid the world of that evil before it is allowed to linger another generation.
  • Reforging Fury: Bennett destroys the weapon hosting the remnants of Hysteria, aided by Valiant in his removal of the Figment's influence. There is a horrible screeching, but the deed is done, finally revoking the Figment unleashed by his forebears upon Blackrush--by Bennett within Blackrush. The weapon is built into Holy Symbols as a result. [Significant Act of Faith]
  • The Bard Washes Up: Glenn reappears after a long absence. Apparently he and Gunter have broken things off. Bennett is gentle with him. As much as he can be.
  • Eclipse: Bennett is among those that see the end of the Life crisis. He defends with his shield, refusing to draw blood in a sacred place. There is a long argument about the morality of actions taken afterward between Bennett and Daeron. [Significant Act of Faith]
  • Celebrate: Bennett eventually unwinds with the help of Glenn, Maebh and Marian.
  • Tribute: Bennett offers his last white flower to Archon, hoping for others to come and do the same--but is greeted by Uriel instead. They talk about justice--about Daeron and the fragments of Evil. Bennett says that there isn't a 'just' result in response to Daeron's actions, and the two ponder on it with Marian. Uriel mentions wanting to hear Bennett's grievances, which gives him a platform to champion how he feels. That he doesn't dislike Uriel, but he hears troubling things. Troubling things that make him stop and reflect on whether or not Uriel would hear of him instead, were their positions reversed. The discussion is amicable, and Bennett and Marian have a small chat afterward about "heroism", representing ideals, and fighting urges to do wrong by others. [Significant Act of Faith]
  • Fragments: Bennett asks Valiant’s aid in finding the final piece of Rolland Schiff’s Kilroxian armour, and attempts to barter some manner of armistice between Milah and Uriel, also in attendance. [Significant Act of Faith]
  • Perspective: Milah tells Bennett that Magic destroyed the armor. He is concerned about Kilrox’s touch upon it as well as the general attempts to assuage his playing into things.
  • Ready: Bennett is asked to make a commission for an old ranger, Somnastra. During this, he hears of his brother Leofric's fate and fights to contain his anger. His feeling of helplessness. He reflects on his past of self-destructive harm after he cools off, given a moment to reunite with Cherysh and Leofaren. (Frost and Marian are also there).
  • The Armiger: Bennett accompanies Milah, Kharn, Kethron, Bliss, Raelur and Ventare into the nether to find the final piece of Rolland's armour. They are taken into a past perspective of where it has been, how it came to the current host. Bennett is present as Ventare singles out the culprit of a murder, then engages in a melee with the past inhabitants of the armour, laying the final blow on the helmet itself with the aid of Milah and Ventare combating it primarily. Bennett finds he is the only one that suffers ill effects from touching it, and throws it off the deck of the ship they did battle in. The group takes the piece back, where Bennett begins preparations to end the Kilrox fanatics where the conflict seemed to initially draw from. [Significant Act of Faith]
  • Keep Your Chin Up: Bennett finds Erwin in the cathedral ruins, hearing of his deaths at the hands of Branko and Uriel. The latter perturbs Bennett in particular, and he sets out to find Uriel's perspective so he may understand what went wrong.
  • Scouting for Skulls: Somnastra alerts Bennett
  • Charity & Reverie: Maebh's festival of Charity not only draws in a large crowd--it draws Charity herself. Bennett tells the figment of the impact she has had on him and many others, and how pleased he is to see her again. When Maebh bestows the eye from the day of the Eclipse to Charity, there is a feeling of pride and completion to it all for him. [Act of Charity]
  • Threat: Amid the celebrations, there is a wrestling game wherein Maebh turns dirt around Uriel to mud. The Exalt tells Bennett afterward that he will treat Maebh as aggressive and respond in kind if it happens again. Bennett elects not to ask about Erwin after this, wary of the man.
  • Severed Arm: Bennett meets Leofric formally in his new body, initially mistaking him as someone looking for a prosthesis. He is distraught to see what he was told happened to his brother was true, and felt horrible for not being there through his brother's vyrism nor cure.
  • The Realmsguard: Bennett authorizes Byrne's formation of a guild in Blackrush that he later joins himself. There are discussions with the other group members of a good many issues until the moment arises that they discuss the news of Uriel and Podric removing the heretic Athryl's tongue. Bennett says he will not remain in the guild if it absorbs into Uriel's without recourse for the actions taken without sanction.
  • Helm: The day comes to purify the helm of Kilrox that gave so much grief to so many. In a symbolic gesture, Bennett made to sunder the headpiece with a sword forged in the name of Murkztob--and it was indeed lifted of its curse. But such was not enough for him. He continued to beat the thing harshly, anger pent up over years of being accosted by Kilrox's followers, and the justifications used in the war god's name. He and the crowd are accosted by a brutal storm, with a loud shouting match between Bennett and the divine audience culminating in the physical appearance of Valiant's emissary. The shouting turns to talking. A plea to remove Kilrox from the Court of Conflict. An intent to act as Murkztob would. The discussion eventually ceases, but he is heard by man and God alike in this moment. What they think as a result is not yet known. Bennett is cursed to bear this helmet with him at all times, followed by it as a constant lesson as to not grow too zealous in his passions. It retakes the visage of its cursed self should he do so--but with the curse lifted proper it serves only as a reflection as to what he may become if he is not careful. He must be mindful of the dragon he has slain, lest he wish to become one. [Act of Valiant] [Act of Murkztob]
  • Over the Hill: Bennett reunites with Axex and Ellie for a drink. They talk about history--Bennett's newfound binding with the helm of Kilrox, as well as other servants of the evil war god from Axex's time. He is given some solace in this after the grief of realizing the helmet will be following him for the immediate future.
  • Over the Horizon: Bennett and Ellie attend a funeral for the crew of the Godscrest, wherein the captain is informed of her fate and laid to rest. Ellie is initially apprehensive enough to almost convince Bennett to dislike the gesture, but as the captain's shade came around, so did he in turn.
  • Ascent: Bennett is informed by Milah of Magic's "Ascent". This goes over his head, and he tells her that the entity should have a proper name instead of "Magic" as it confuses him. He is also informed of the true nature of Kilrox's armour being destroyed, and is upset to have not been given the full story up until this time. He tells Milah he will speak to Valiant and report back as to what the divine's feelings are regarding Milah and Magic over the devouring of the Kilroxian Armour. He as well fears what ill effects it may have on the "ascended" being.
  • Glorious Combat: Bennett and Maple duel, but his fighting style is less than suited to the formality of the fight. Maple is much too fast for Bennett, triumphing over him and the rest of the bracket. He is proud of his friend--and Valiant shows pride in him, elevating Bennett to Tier IV. [January 16th]
  • Show extended worship, with one month OOC since achieving Blessed status. [Since January 16th.]
  • Must significantly contribute to or host at least two events which are of thematic significance to their divine. [3/2, "The Trial of Uriel", "Guardhouse Training", "Retribution".]
  • The character should keep something on them that represents their Divine personally. [Bennett carries Rowley's longsword, imbued with a Blessing of Steel, and maintains a blue cloak given to him by his mother.]
  • Must create a small shrine to their Divine, and grant it an offering. [A shortsword forged from the Jishrimite ritual daggers and holy symbols, "Crush the Mad", "Righteous War", "Retribution".]
  • Must have at least five instances in their divine log where they have personally done something significant seen favourably by their Divine. [5/5, "Teachings", "Astreia", "The Arrest", "Orders", "Pecked by Crows & Spiders", "Righteous War", "Jurgen, Uriel and a postponed burial".]
  • Show extended worship, with two months OOC since achieving T2. [Since March 1st.]
  • Must significantly contribute to or host at least five events which are of thematic significance to their divine. [5/5, "Guardhouse Training", "The Exalted Spider", "The Trinity"/"Garrison at the Guardhouse", "Reconciling Differences", "Into the Depths".]
  • The character must have earnest and genuine faith to their Divine. [Bennett speaks of Valiant like a role model--the only one that hasn't faltered. The only one that can't.]
  • Evidence of a more unique understanding and outlook towards their own faith. [Bennett's faith differs from the other followers of Valiant in a rejection of the decided 'fatherly' aspects. He holds the values of Murkztob closest of the Court of Conflict.]
  • Must show evidence in their log of teaching another something thematic to their Divine. ["Tour".]
  • Must have at least five instances in their divine log where they have personally done something significant in the name of their faith. [18/5, "The Second Effigy", "Reckoning", "Tour", "The Exalted Spider", "Evacuation", "Garrison at the Guardhouse", "Unfinished Endeavour", "Generational", "Phantoms", "Pilgrimage", "Challenge", "Praes", "The Trial of Rolland", "Once More", "Nothing's Gone Forever", "Web and Ash", "Quarrel", "The Child".]

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] [13/10]
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.

  1. "Garrison at the Guardhouse": Led the resisting forces at the gate and walls of the guardhouse fighting to ensure that the Landing's undead don't overtake them. Bennett is by no means the one to tilt the scales, but he coordinated the effort to the best of his ability.
  2. "Unfinished Endeavour": Brought together the remnants of the Valiant Order, including his mother--and Jorvun--for Jorvun's funeral. He returns Sunderspear to him.
  3. "Generational": Bennett brings his mother back to believing in Valiant.
  4. "Phantoms": Aided in helping a wounded child, and distracted a wraith that would have otherwise attacked others in the party.
  5. "Pilgrimage": Led a trek into the mountains where the Kilroxian battle had once been had, engaged in an argument with the Angel of Conflict about what to do about the Life schism--Valiant tells him something will be attempted for the sake of the people hurt in the wake of the divine politics (the revived) by Bennett's prompt.
  6. "Challenge": Issued a challenge to someone that had previously antagonized his friends to defend their honour and help put aside issues to help the man.
  7. "Praes": Confronted Bok'ra with Uriel at Praes Divina.
  8. "The Trial of Rolland": Bennett defends Rolland's right to fair trial and attempts to find a more just punishment for his actions than putting him to death.
  9. "Once More": Bennett attempts to rally people into the belief that they could make a dent in Jishrim--that the Spider is afraid of them as much as it stokes fear. The crowd is receptive until Sophie and Illy begin to make a fuss, but Bennett talks them down after offering compromise.
  10. "Nothing's Gone Forever": Among other things, diffused a knife attack and refused to buckle to Jishrim's demands.
  11. "Web and Ash": Bennett, Maebh, Raelur and Umbra kill a Jishrimite spider together.
  12. "Quarrel": Bennett hosts a summoning of the Angel of war, discussing plans to fight back Jishrim with it.
  13. "The Child": Bennett is stabbed in the side and groin, then in the face several times. He guards against Bok'ra as Daeron arrives, then Bennett's borrowed time runs out. He dies trying to save the child from evil hands.
  • Show extended worship, with three months OOC since achieving T3. [Since July 10th, as of October 10th.]
  • Must have a significance 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.
  • See you Around. [July 24]
  • Bloody Maple. [July 25]
  • Pandemonium. [July 25]
  • Ward. [July 29]
  • Higher Cause. [August 7]
  • Ruins. [August 8]
  • Sister Swords. [September 1]
  • Do it Right this Time. [September 4]
  • Reverence. [September 19]
  • Rebuilding From Rubble. [September 22]
  • A Just Cause. [October 1]
  • Frozen Garden. [October 2]
  • Good Hands. [October 3]
  • Must hold at least one sermon in which they explain their own unique views and understanding of their Divine.
    • Resanctification: Bennett speaks about working as an extension of his mother and of Valiant, and about his becoming more than just that along the way.
    • Built Upon: Bennett talks in the rubble of the Cathedral about time. About the forebears of Valiant and his forebears in Valiant's faith. About the people that will succeed him. About the fallacy of tradition, and using it as a foundation for new ideas instead of restricting to only the old.
  • An event held to sanctify an area/region in the name of their Divine, or the creation of a larger secondary shrine/church.
    • Resanctification. [Blackrush Crossing]
  • Must be part of or create an organization dedicated to their Divine.
    • Bennett is the lone remaining member of his mother's organization, the Valiant Order--its leader, in that sense. The only one not to join the Court of Conflict when asked.
  • 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 events above.
    1. In the footholds of Giants.
    2. Trial of Nature.
    3. Bloodletting.
    4. Aggressive Negotiations.
    5. Built Upon.
    6. Reforging Fury.
    7. Eclipse.
    8. Tribute.
    9. Fragments.
    10. The Armiger.
  • 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.
    • Bennett gave the last of the cloak his mother gave him--reduced to a sash of blue fabric, as well as his artifact. Both are representative of his attempt to be like his mother--of holding on to her memory in his faith and abiding by it. Both highly sentimental.
  • The character will also be contacted via a divine servant in some form when they are T3, and an Oath will be sworn. Include this in your T4 rank-up application:
    • Oath sworn: "I will stay my anger before it betters my judgement."
 
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Zoslore

Note-Taker
Patron
Retired Staff
Pronouns
He/Him, She/Her, They/Them
Been a long time coming!
Also finish your character profile before I have a stroke
 

TheDeester

One so Bereft of Light
Lore Staff
Server Outreach
Evil
Staff
Shadow Hedgehog
Pronouns
He/Him
GrapeFlavDragons
GrapeFlavDragons
Evil
Relations update. Divine progress will be next. Skills added. Prod me if I should add you to relations, I definitely missed people. I'm just too tired to keep at it right now.
 
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