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[Valiant] Jorvun

GhostKairo

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Pronouns
He/Him
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Hero
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GENERAL INFORMATION
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Patron | Valiant
Overall Rank | Tier 3
Spell Points | 6 per day


SPELL LIST
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PURIFY
Divine
: Universal
Action: Prayer and the holding of a container of water.
Cost: 1SP
Duration: One day.
Spell: The caster blesses the equivalent to one cup’s worth of water and changes it’s qualities. It must remain in a container, and contact with said container must be held for at least ten seconds to fully turn its contents. The contents may be poured into another container but will turn back into water the next day. This cannot be stockpiled, for any liquid will revert back after the duration. The following can be made by any Blessed:

Holy Water: Undead, Vyres, Mages, Fiends, and Heretics (those who worship something not of the Pantheon) are burnt by this water like it has the same properties of boiling water. It causes nasty burns, but these burns will heal over the span of three days and leave behind no markings, not can the burns become infected. If consumed by any individual not those it burns, it eases and heals: headaches, minor bruises, stomach upsets, scratches.
Lifeblood: This blood can be used to satisfy any Vyre as sustenance, tasting wonderful and lightening their mood. This blood does not burn anyone, not holding the same properties as Holy Water. A small circle made of this liquid has been known to ward away supernatural entities such as ghosts/wraiths for a limited time, as if the blood itself reminds them of the living. It can be smelt as normal blood would be, and may trigger Feral Vyres in the same manner. (Note: Vyres cannot live on this blood, it will satiate half their feeding requirement at most. This is in the same category of Bloodvine, for example.)
Divine Oil: This oil cannot be used to harm another, but it becomes scented and ideal for the use of anointing in ceremonies. If the container is lit, it will burn for one day as a small fire with hues thematic to the specific divine (up to the player), though will extinguish if removed from the container and return to water.

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

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

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

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DIVINATION
Divine
: Universal
Tier: 3
Action: Prayer, and ritual/offering themed to the Divine.
Cost: 3SP
Duration: As long as it takes to ask a question and receive an answer.
Spell: With a ritual based around their chosen divine(such as lighting candles or incense, giving an offering, etc), a blessed may ask a question, and receive a response. This is limited to once per OOC month and can be done either via a ticket or in-game at an event. This is only available to T3 and upwards.
Divine Request Thread: [ x ]

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DIVINE WORD
Divine
: Universal
Action: The prayer of, “[Divine], carry my words.”
Cost: 1SP
Duration: Must be asked and answered in the same day.
Spell: The caster is able to send a message to another through divine means. It can travel any distance and be heard moments after the spell is cast, but it must be on the mortal planes and will similarly only work on mortal beings. The caster must know vaguely the person they are communicating with, be it their name, face, or alias. It works on who it is intended for, unable to be accidentally sent to another. This is a universal language, heard and understood by each as clearly as their native tongue. Should it be used on the dead, they hear only silence.
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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ANGELIC
Divine
: Universal
Tier: 4
Action: Prayer
Cost: 3SP
Duration: 1 hour
Spell: Wings thematic to the caster’s deity sprout from their back over the course of a turn, granting them the ability to fly at the pace of a full sprint. The wings are large, about six meters from tip to tip, and while they can be folded up against the caster’s body they can’t be used at all indoors or in confined spaces. Clothing and armor does not interfere with the growth or function of the wings; while otherwise physical and prone to damage and injury, they seem to phase through the caster’s worn garments without issue.

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

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BAPTISM
Divine
: Universal
Action: Prayer, an offering to the divine, and touch.
Cost: 1 SP
Duration: Permanent.
Spell: The caster offers something thematic to their divine (an animal, a corpse, golden goblet, sword, etc - It should be notable) and prays whilst marking a symbol upon an infant anywhere from newborn to three years old. This marking can be in water, ash, blood, etc. and does not denote where a marking (no bigger than an inch long/wide) will form. The marking location is at the choice of the parents OOC, and whilst most markings will be replaced by another, it is possible for a secondary mark to be present as a 'birthmark' only (in the cases of two parents of different faiths). Clarify with Divine staff if it is applicable. The traits of baptism can fade at a time decided by the player of the one baptised, with the mark remaining or similarly fading.
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.
REDIRECT
Divine
: Valiant.
Tier: 1
Action: Vocal prayer.
Cost: 0 SP
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: 1 SP
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: 0 SP
Duration: Immediate.
Spell: The caster can 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. This functions as a mundane shield for all intents and purposes. The hand must be empty, and blocking in this manner counts as their action for that turn.

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CALL OF THE BANNER
Divine
: Valiant.
Tier: 1
Action: Vocal prayer.
Cost: 1 SP
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 mental tampering; they may attempt to reroll the save against any ongoing effects that affect their mind.
REINFORCE
Divine
: Valiant.
Tier: 2.
Action: Prayer while wielding a shield.
Cost: 1 SP
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: 1 SP
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: 1 SP for the initial cast and to summon it, 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: 1 SP
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.
EXPOSE ARMOUR
Divine: Valiant.
Tier: 3
Action: Prayer and touch.
Cost: 2 SP
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. The target may roll an opposed Soul+Determination check against the caster to resist this effect.

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LIGHTNING ARC
Divine
: Valiant.
Tier: 3
Action: Prayer & Touch.
Cost: 2 SP
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. The target may roll a Body+Fortitude check against the caster's Soul+Determination to resist this effect.

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HEROIC RECALL
Divine
: Valiant.
Tier: 3
Action: Ritual.
Cost: 2 SP
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: 2 SP
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. All weapons are equivalent to steel, basic in appearance.
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.


ARTIFACTS
– — ————————==[ ]==———————— — –

Name: None
Description: A left-handed gauntlet of hardened steel and fine leather, that covers the arm and reaches up to the elbow. The metal appears to have subtle tones of crimson and azure when it catches the light. It is otherwise undecorated.
Passive: The armour is indestructible, articulated and cast perfectly to the attuned's form.
[Ability - FIST]: Three times a day, the gauntlet can be imbued with the strength much greater than that of a normal strike—akin to a mace or warhammer. The attuned's hand must be closed into a fist for at least one turn of preparation, wherein the steel glows a colour thematic to Valiant, before it can be used for an enhanced attack.

† Additional Gifts

Longsword of Valiant
A longsword of dark blue steel with a ruby pommel, given to Jorvun by Valiant's messenger 'Gerard'.
Purpose
A locket upon a sturdy chain, the material a dark steel. Within, two images of both the wearer and the one they care for most appear as small portraits.
When the two are near one another within whisper chat, they feel more secure and find the potency of fear and trauma is lessened. When held in hand with intent, both linked individuals feel the brief presence of one another, for comfort.


PASSIVES
– — ———————==[ ]==——————— — –
† Universal
[ I ] Providence | The blessed’s soul is warded by their faith in their Divine. If something tries to possess them, or they’re targeted by an effect that is functionally identical to possession, the blessed may roll a d6 save to resist it. If they roll their tier or lower on the d6, the possession fails and has no effect. They are additionally fully immune to any attempts to lay claim to their soul (in terms of it being trapped, imprisoned, or otherwise by some entity. This is not expected to come up much in RP, but exists for flavor). For curses or afflictions like Vyrism or Spiritblessed, they may resist it outright or optionally roll a possession save against it.
[ II ] Blessed Form Determination | Valiant grants some form of enhancement to his body directly.

† Aesthetics
[ I ] Their shoulders get a little broader and they grow up to an inch taller.
[ II ] Their features become more defined, muscle seeming more pronounced and facial features becoming more chiselled or sharper in appearance.

† Quirks
[ I ] Superficial wounds that would not require stitches seal over with a metallic sheen within five minutes, leaving scars or fading entirely, at the choice of the player.
[ II ] 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.



ADVANCEMENT
– — ———————==[ ]==——————— — –


–= Introduction =–
Jorvun was a commoner from the plains and sloping hills of the North. A herdsman by profession, his childhood and teen years were dedicated to tending the cattle of his family and living off the land, and so his affinity to Shalherana came naturally.
However, the Blight forced him to seek a livelihood elsewhere, and eventually led to him meeting Raalvara Varyn, who changed his life by offering him a new home and career. The young peasant then made his living as a shepherd and horsemaster in the village of Blackrush Crossing, where he had – for a long time – dutifully prayed to Valiant, although mostly as a formality.
Yet, this relative peace did not come to last; turbulent events made him reconsider his faith. Soon, he would become a victim of war, spurring him on towards a newfound devotion for the God of Justice and Defense.



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{ Songs of Blood and Thunder }
The Kilrox War broke out; Jorvun and his village were at the mercy of the raiders, who brought destruction and suffering without mercy. Through it all, Raalvara – ever compassionate in her ruling and tenacious in her defense – remained an inspiration. The attacks took heavy tolls on the village's defenders and inhabitants, every loss leaving a lasting scar in Jorvun's memory. Yet still, he was inept at fighting, merely doing his best as a farmer to provide for his people.

After exhausting days of toiling and long, sleepless nights, the youth feared the worst—that the bodies wouldn't stop piling up. Bearing witness to the horrors of war, time after time, made him question his purpose. Despite his strong aversion to violence, he was compelled to ask Raalvara to teach him to fight, and the ways of Valiant. She was reluctant, wishing for him to remain innocent and continue his peaceful lifestyle. Furthermore, it was a glaring reminder of her shortcomings. Of her failure to defend her people, and how it had led to such extremes from even the most gentle soul.
Jorvun was determined however, so he insisted. Eventually, she conceded.

A long, grueling period of training began, in preparation for the next battle. In the interim, he started to pray with genuine devotion, doing his best to ward off the overbearing fear of death and suffering at the brigands' hands. He found solace in faith, and a divine response – however minor – reassured him further. Things were going relatively well.

[...]

Jorvun fought in his first battle. He rode in the vanguard, and took his first life. For a week, the vivid memory left him shaken and disturbed his sleep most nights. The guilt weighed heavily upon him, but even so, he was intent on seeing the war through. To deliver justice unto the marauders—but, mostly, to bring an end to the suffering.
Another battle ensued, this one even more hard-fought and harrowing. Jorvun was barely able to survive the chaotic fight, amid the volleys of arrows, the melees in the rain-soaked earth, narrowly evading lethal strikes at every turn. Despite the blood loss, and the dull ringing in ear, he emerged victorious. Alive. And with the blood of three, no, four men staining his blade and armour. There he stood, a slight tremble overtaking him as bleary eyes looked over the desolation. Jorvun struggled to grasp the sight, before he succumbed to his injuries. At death's door, he is spared only thanks to the combined efforts of Raalvara's sacred magic, and the spells of arcanists.
Traumatic, terrifying, and tragic—but a demonstration of valour.

Throughout and after the war, many disputes were had amongst Blackrush's defenders, contributing to and creating political turmoil. Despite his social shortcomings, he did his best to be a voice of reason in a chorus of fragile pride and misguided passion. The pretense was diplomacy, but he admittedly did it for the sake of peace and quiet, longing – with desperation – for a return to normalcy.

As recognition for his continued devotion and courage, Jorvun is blessed.

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–= Echelon I =–
{ Augury }
– A figment lures the order of Valiant into eavesdropping on a commune of the gods, despite Bennett's reservations. The boy's suspicions were right; it had been a ploy, resulting in Jishrim sending more figments as punishment for their transgression. Repelling the incursions was a difficult task, but was completed with the aid of the mages, the Hakiaz Clan, and others. Though parts of Blackrush and its outlying lands had been destroyed, and the populace suffered from pandemonium during their displacement, they had been spared from much worse fates.

– There are several more battles throughout Augury that Jorvun fights in, notably the one in the Blightlands and at Archon's Fall, felling many of Qlippoth’s abominations.



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– Branko was mandated by Skraag to poison three blessed of virtuous gods. Jorvun was one of the victims, and consequently became undead over an onerous, agonizing month. Despite his affliction, a manhunt begins; he finds and slays Branko. Jenette, likewise burdened with the strange substance's effects, takes him to Ashna for them to be cured through a ritual.
(Unbeknownst to him, Ashna tried to discreetly kill him by drowning, but by then he was unaffected by what would normally harm a living soul. Fortunately, she proceeded with the ceremony, and thus lifted the curse.)


{ Sons of Jishrim }
– Soon after catching word of Kralak's barbarism, Jorvun and his brethren in faith ride south to fight in the war. Casualties are suffered on both sides, a funeral is hosted to commemorate them—as well as to honour Skeira's memory, who had recently fallen in fighting Qlippoth's forces. Eventually, Skeira ascends to the heavens once more, in a brilliant arc of crimson light. Jorvun returns her armour to her, which had been entrusted to him by Thordil for safekeeping.

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–= Echelon II =–

– A Blood Pilgrimage {Link}
A continuation of his campaign against the Mad One. A place of worship dedicated to the Spider and one of his warlords, Kralak, was found and then raided. Several injuries were sustained, but the expedition proved to be a breakthrough in the war against Jishrim’s adherents.

{
Restoration }
– Armament {Link}
Jorvun fought at the Fall of the Cathedral, suffering grievous wounds whilst in combat against the archangel of Evil and in his efforts to save civilians and healers from falling rubble. He also used magic to help ease the refugees’ panic, and counter the Jishrimites’ mind-alterations. With blades and spells, he aided in the archangel’s initial defeat, and once again in his weaker iteration, after it separated itself in thirds.

– Frozen Garden {Link}
Along with other blessed and heroes of Altera, he ventured across the tundra to recover the last fragment of Life, enduring a treacherous landscape, imposing beasts, and an unforgiving cold.

– Eclipse {Link}
As the fragments of the Angel of Life's essence coalesced, an abomination was summoned by Jishrim, threatening to impede on their righteous task. Alongside other warriors, he protected the Sisterhood temple, defeating it with steel and fire.

{ Other isolated acts }
– Heads in the Clouds {Link}
During a trip to collect medicinal herbs in the northern mountains, a pack of wolves befell Jorvun and his friends. Though one of them, Quill, sustained an injury, the beasts were eventually successfully fended off or slain through their collaborative effort.

– Buds & Blossoms {Link}
Whilst his companions hastened to gather valuable materials in the Blackrush highlands, south of the river, a gryphon ambushed them, killing one of their mounts. Injuries on the adventurers themselves were prevented, as Jorvun successfully repelled the beast with his sword and spells.

– Enmity {Link}
A heated dispute arose when Freia’s playful magic tricks earned a very confrontational warning - bordering on threat - from the inquisitor Leonhardt, which Jorvun found to be excessively hostile. Understanding the point of contention - arcane casting and its effects on the Veil - but disapproving of the measures taken against it, he sought a prudent compromise with the use of words. The discourse between him and the Synnovan devolved into shouted threats unfortunately, even having [Unworthy] cast on him for standing his ground rather than concede. Old antipathy was rekindled, an enemy made, but Jorvun’s resistance bespoke his advocacy for forbearance rather than intolerant belligerence.



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{ Nettled Eyes in Dreary Fables }
– Strung & Strained {Link}
In the arid heath to the south of the Hakiaz swamps, word had spread of a daemon wreaking havoc upon vulnerable towns. With his skill in horsemanship and his allies’ coordinated attacks, Jorvun and other Alteran heroes defeated the giant demon. He also casted divine spells to ease the pain of the injured after the battle, and helped the survivors find shelter in Storm’s Landing.

– Crimson Cries {Link}
Another battle, this one beyond the Rift itself. An officer of the infernal armies had drawn Jorvun and his fellow combatants into the hellish wilderness, and assailed them with waves of lesser daemonic pawns. Although the subordinates were all killed, and the officer was debilitated, it was far from a decisive victory—the Alterans withdrew to regather.

– Hellraising {Link}
The blessed made another incursion into the fiendish world, however an encounter with a camp full of ‘Underlin’ miners and guards led to a dilemma among the Alteran contingent. Some wanted to respect the fiends’ boundaries, but Jorvun declared them enemies of the realm, and initiated the offense against the mining camp. A hard-fought victory, which proved to be worthwhile, as it disrupted the Ivory King’s supply lines by raiding valuable gems and ores.

– The Coming Storm {Link}
A hellspawn general announced her arrival in the Storm’s Landing farmland, and made a gruesome display of her execution of mortal prisoners. She evaded capture, and punished the Alterans’ attempts with near-lethal wounds, but Jorvun and others decimated her soldiers.

– A Threat Posed
Some time after the skirmish, the greyling Gwyrthiol began to preach about undeath, claiming it was the preferable fate for those that fell. Adamantly against the meddling of the Soul Stealer, Jorvun confronted the lich and imposed disconcerting visions on him, sharing the memory of defeating Branko in single combat. He did this in hopes of dissuading him from Skraag’s religion; Gwyrthiol fled in a panic and abandoned a crossbow, which has since remained in Jorvun’s possession, as an offering for the future.

– The Last Spire {Link}
An ambitious operation was undertaken by blessed warriors and magic-wielders; death was narrowly evaded on several occasions as a daemonic army besieged them. After slaying a significant portion of the enemy forces, a general arrived and put their martial skills to the test once more. The Alterans escaped before they were overwhelmed by reinforcements, but their mission was a success.

– Riots of War {Link}
Jorvun entered Hell with a detachment of fighters to clear the path between the portals and the Ivory King’s citadel. An arduous battle was fought while a fearsome siege engine pummeled the walls. The legion was soundly vanquished—the prelude for the final encounter.

– The Ivory King {Link}
Altera’s forces advanced into the battered gates of the Ivory King, and saw to his end, though not before encountering some resistance in the castle courtyard. Jorvun provided aid to his allies in the conflict, then stood guard over freed captives until the war’s conclusion.


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–= Echelon III =–
Recovering from conflicts
 
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DraKonum

Lord of Altera
Good
DraKonum
DraKonum
Good
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!
 
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