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[Visage] Irradiant Reflection - T2

TheDeester

One so Bereft of Light
Lore Staff
Server Outreach
Evil
Staff
Shadow Hedgehog
Pronouns
He/Him
GrapeFlavDragons
GrapeFlavDragons
Evil
1616278979788.jpeg

IG NAME: TheDeester.
CHARACTER: -
PROFILE:
{ Link }

PATRON: Visage.

TIER: II

SPELL POINTS: 5 SP.

ARTIFACTS:

NAME: Ringer.
DESCRIPTION: A baton of black metal with a leather binding, unremarkable.
PASSIVE: The baton is buoyant enough to hold 300lbs. of weight at the surface of water.
[ABILITY]: The attuned may surround the baton with a mirror image of a nearby weapon's shape twice a day, cast in black and lacking any of the other attributes--the baton acting as the handle. Metal components of the weapon are treated as refined steel, with wooden components treated as eastlander chestnut or yew wood. The copy lasts for up to thirty minutes, or until a combative encounter is over. It takes one turn to conjure, and can be done twice per day.
ATTUNED TO: Wielder.

NAME: Stormbreaker
DESCRIPTION: A circular shield of rusted bronze, hued in coppers and greens, enameled with blue.
EFFECT: Channelling while this shield is in hand, the user may part water immediately around them for no more than a minute. This effect may be used to dry objects near instantly, or part streams to allow passage, the water in a one block radius around the caster displacing for the length of the effect. (Such as the block in front, behind, side to side and diagonally at one time.) This only works on water.
ITEM HOLDER: Wielder.

TRINKETS:

NAME: Mistcall
DESCRIPTION: A simple waterskin of dark leather.
EFFECT: It can be drunk from as usual, but if poured elsewhere it falls as dark mist within whisper range, lingering upon the ground for as long as water would take to dry.
ITEM HOLDER: Irradiant Reflection.

PASSIVES:

AESTHETIC
[
x ] He can change their eye colour to be any other natural colour applicable to his race at will. This does not replace or remove other effects to the eyes (Vyre, Spiritblessed).
[ x ] His eyes become like a mirrored surface at will, reflecting his surroundings and obscuring exactly what he is looking at.

QUIRK
[
x ] He can see through natural smoke, mist, and fog, as if it is hardly there at all.
[ x ] He is able to read any common language (Elven, Common, Mok’ra, etc).

SHRINE ABILITY: NULLIFIED
[ ]
"They are able to speak telepathically to others and be replied to with as many words, providing the targets are within RP range."


STATUS: Cultivating.

__________________________________________

SPELL LIST



Purify
- 0 Casts
Illuminate - 0 Casts
Vision - 0 Casts
Divine Word - 4 Casts
Baptism - 0 Casts
Feast of the Gods - 3 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.

__________________________________________

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

__________________________________________

DIVINE WORD
Action
: The prayer of, “[Divine], carry my words.”
Cost: 1SP 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.

__________________________________________

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.
Visage; Mark of the Watcher
The offering disperses into small, harmless shards of mirror before vanishing entirely. A mark appears upon them like an inky smudge or eye shape, of either grey or blue hues. Children who grow up with this mark may show traits of being particularly curious, learning how to read and write easier than others of their age. Some tend to find water almost fascinating.​

__________________________________________

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.
Visage; Feast of Whispers
Plates and glasses form of cracked glass, though smooth enough to act as if they are unbroken, with utensils of simple silver. It forms upon a type of thin sea fog that only disperses when the spell ends. Foods from all cultures are found on this table, not sitting to any one type. The drinks vary.​

Illusion - 8 Casts
Suggestion - 28 Casts
Watchful Gaze - 3 Casts
Mirror Mimicry - 1 Cast


ILLUSION I
Divine
: Visage.
Tier: 1
Action: Prayer.
Cost: 1 SP
Duration: 30 minutes or until touched.
Spell: The caster creates a small illusion that is no larger than a dog, capable of emitting basic sounds but disperses into smoke upon being touched (or touching a living thing) by anything aside from the caster themselves. It has the ability to give off no more light than a candle, regardless of if it is an illusory campfire. Up to two illusions may be active at a time within a range of 10b. Illusions react to other illusions at the casters’ discretion, but cannot be dispelled by them.

__________________________________________

SUGGESTION
Divine
: Visage.
Tier: 1
Action: Prayer or Touch.
Cost: 1SP
Duration: 5 minutes.
Spell: But murmuring a prayer or touching their target, the caster plants a small idea in their mind, if it is too unlike them to think of doing it then they will dismiss it but it has the potential to become something of their own (this is heavy on the target and how they wish to proceed). This spell can almost be used to give a suggestion of emotions to a target, a flare of anger or a touch of sadness. They are fleeting, but enough if used in the right circumstances to become their own until they rationalize it.

__________________________________________

WATCHFUL GAZE
Divine
: Visage.
Tier: 1
Action: Prayer, and the marking of a location in white chalk.
Cost: 2SP
Duration: Three days.
Spell: The caster marks out an area or item with the symbol of an eye at least as big as a palm, and they may close their own eyes to focus for several minutes and see through that symbol. They see in a black and white spectrum, and whilst they can see people talking they cannot hear them. They may focus on it whenever they like, but the mark will fade after three days and must be recast. The mark can be mobile, but looking through it rends horrible nausea onto the caster until the object stabilizes. The mark is waterproof, and provides perfect vision underwater if the mark is lowered into the depths.

__________________________________________

MIRROR MIMICRY
Divine
: Visage.
Tier: 1
Action: Prayer and the touch of the mirror in question.
Cost: 2SP
Duration: One week.
Spell: The caster blesses a mirror to become a mimic for any natural sound, so long as it is something the caster has experienced themselves. It can replay this sound until the mirror is broken or up to a maximum of one week. They apply a trigger to it of their choosing, but it must be one of the following: A set timer, when light shines upon it, when in total darkness, when movement is detected, or when a key word is uttered.

__________________________________________

Lexicon
- 0 Casts
Shroud of the Watcher - 0 Casts
Illusion II - 2 Casts
Obscurity - 1 Cast

LEXICON
Divine
: Visage.
Tier: 2
Action: Prayer.
Cost: 2SP
Duration: One hour.
Spell: The caster whispers a short prayer to Visage, and grants themselves the ability to understand all spoken words regardless of the tongue used for a period of time. They cannot use this ability to learn the language, though may pick up on the occasional words and know what languages are spoken outside of the spell.

__________________________________________

SHROUD OF THE WATCHER
Divine
: Visage.
Tier: 2
Action: Prayer and touch for 30 minutes.
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 become veiled with a dense sea fog, seemingly endless once entered. Any entering this area are unable to be detected in any capacity, as if they are both there, but not, but also someone else. All colours become a muted black and white, whispers sound from each direction among the sound of waves, and those blessed of Visage may control what is said. Mirrored surfaces float and linger without walls, and bookshelves hold books held in any common library that are publicly accessible. These books cannot be removed from this location, and can only be read by those of Visage. 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).

__________________________________________

ILLUSION II
Divine
: Visage.
Tier: 2
Action: Prayer.
Cost: 2SP
Duration: 30 minutes or until dispersed.
Spell: The caster can create an illusion of something no larger than a horse within 10b of them, capable of basic sounds but also able to give the brief impression of touch before it disperses. This includes the faint sting of a bite or stab, though it will leave no physical wounds. These illusions are capable of giving off as much light as a torch if desired. Up to two illusions may be active at a time, though will disperse into smoke if a more forceful touch is given with a delay of a minute. The caster is able to touch and hold them with no issue. The illusion responds to other illusions at the caster’s discretion, and is capable of dispelling those created by Illusion I—but cannot be dispelled by other illusions itself.

__________________________________________

OBSCURITY
Divine
: Visage.
Tier: 2
Action: Prayer.
Cost: 3SP
Duration: 30 minutes.
Spell: The caster wills an area to be obscured by a dense sea fog up to the size of the average tavern. Those within struggle to make out the faces or voices of those around them, the caster included, but may be able to recognise those they are close to by way of colours or words spoken. The caster may whisper a single sentence that will be repeated throughout the fog from multiple sources in voices unrecognisable, and beyond these whispers the sounds of the ocean are distracting enough to muddle other conversation. The fog fades after 30 minutes. It is dense but players can see one another up to a maximum of four blocks away. Can not be used if it is nowhere near the coastline (ie middle of the continent).
 
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TheDeester

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

Show extended worship, with two months OOC since achieving T2. [Since 07/28/2021]
Must significantly contribute to (by attending) or host at least five events which are of thematic significance to their divine.

  1. Hidden Hand.: Defended the Visage shrine from Jaxites. Killed for Visage, the first time he had ever taken a human life.
  2. All for Naught - The Door. : Utilized his ability to parse multiple languages to aid in opening the door.
  3. Those Late.: Sought answers for the whereabouts of the dead god Laets, in attempt to further the goals of the Apostles of the Sea and gain the knowledge for himself.
  4. All for Naught - Eternal Slumber.: Aided the crew in dealing with the spirits' unrest. Monitoring of the cult in both efforts to help distinguish Visage away from the sea as well as keep an eye on it.
  5. Astrakhan Ball.: Won the costume contest with his zombified guise.
The character must have earnest and genuine faith to their Divine.
  • It is by the grace of Visage that he remembers himself at all.
Evidence of a more unique understanding and outlook towards their own faith.
  • Emphasis is put on memory—legacy—more than anywhere else. Knowledge and documentation play a part in this.
Must show evidence in their log of teaching another something thematic to their Divine.
  • Taught Luna about Silas and Laets among the other fallen divines.
Must have at least five instances in their divine log where they have personally done something significant in the name of their faith separate to the event(s) above. [5/5]
  • Discerned another follower of Visage, Kadhab of Sool, without letting slip his own faith.
  • Killed to defend Visage's shrine--the first deaths he has ever directly inflicted. The bodies were cast out into the sea. The spells Obscurity and Illusion II were used. - Luna discovered his blessing as a result. She swore to secrecy when such was asked of her.
  • Copied the riddle upon the door to the Selthi Tomb, providing Luna with the notes afterward. Luna was able to find the last word, otherwise unresolved without their collaboration.
  • Created a separate identities for himself, with only a trusted few let in on the secret. Whilst generally shed since, "Braes" and "Sir Elam" still make occasional appearances.
  • Spoke with Ardaric about plans to intercede in Visage's court--and the creation of another sea god or goddess. Present for the formation of the Apostles of the Sea, he was able to meet some version of their patron.
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.
  • Sailed to the Wreck of the Meridain, manning the ship and providing the designs for the diving bell used to salvage the wreckage.
  • Attended Eliss' declaration, discerning and ousting Briarwood as a Visagite and designate himself as the "unbiased" intermediary between the Jaxites and Visagites.
  • Attended the "Know" summoning in Candlewood, gathering the information the figment put forward and beliefs of those present. Managed to insert himself within the circle of trust for those that would try and revive Silas.
  • Attended a meeting of the Candlewood minds, listening in on their plans as well as external proposals to unseat knowledge from Visage and grant it to Korog.
  • Inflated the value of items at Marigold's Auction in order to heighten charity donations in turn. Used "Suggestion" on a stranger to make them increase their bid.
  • Summons "Feast of the Gods" on the regular to serve to those none-the-wiser. The act is both intended as goodwill as well as blatant touting of his secret blessing.
  • Commissioned Laisa's talents for architecture in the construction of the Barental cathedral. Whilst shrines to the "Good" and "Neutral" Gods are present, none of the Dark Gods are given shrines. Visage is given one in a basin by the entrance, with no indication that such would belong to the divine.
  • Housed Connor Hayden when he fled the law.
  • Distantly supplied ships to the Cor Votum naval blockade without any personal involvement.
  • Shared his research and theory with Connor Hayden and Veldric Alraun-Dugald regarding the methods of culling Qlippoth. Whilst unable to divulge his plans fully, he means to call upon Visage to starve it of water and then destroy its hivemind.
 
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TheDeester

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

Names: Braes Redwood.
Titles: Lord Redwood.
Nicknames:
Divine or Mage Profile: [
x]

Theme:



Update color is scarlet. #B31900



KEY INFORMATION:

Status:
Trained.

Age: 25.

Gender: Male.

Race & Culture: Human.

Social Status: Lord-Heir to Barental.

Profession: Potioner, Alchemist and Physician.

Current Home: Barental, the Narrow Merrow.

Frequents: Storm's Landing, Barental, the Eastern Sea.

Quick Info: Taller than average, Braes holds himself nobly to further bolster his stature.

Currently: At sea.



PHYSIOLOGY:

Build:
Strong, broad. Mesomorph.

Height: Considerably tall at 6'5.

Weight: Heavy, but not hefty.

Hair: Auburn.

Eyes: Brown.

Physical Features: Nothing visible.

Signature Clothing: -

Weaponry: Sword and shield.

Inventory:
  • Armor
  • Sword
  • Shield
  • Vials
  • Wraps
  • Herbs

Hygiene: Well groomed, often smelling of lavender.

Seen By Others As: -


QUALITIES AND FLAWS:

Personality:

  • Quiet
  • Pragmatic
  • Dutiful
Strengths:
  • Physically Strong
  • Weapon-Savvy
  • Intelligent
  • Tight-lipped
  • Kind
Weaknesses:
  • Sins of the Father
Fears:
  • Forgetting
  • Death
  • Penance
Intelligence: Educated and studied. High.

Character’s soft spot: Nostalgia. Love.

Values:
  • Strength
  • Honesty
  • Loyalty
  • Honor
  • Ingenuity
General Sociability: Medium.

Religion or Cults: A strong belief in Visage.

Affiliations: The Tidebornes, Storm's Landing City Council.

Alignment: Lawful Neutral.

Motivation: Love. Righting wrongs. Personal pride.


BELONGINGS

Sword - "Sword": A longsword he's had for lifetimes. The crossguard holds a basket-hilt made to guard his hand, with parrying loops on either side of the blade.

1616289426817.png


SKILLS

[
★★★★★★★★★★ ] - 10/10 Healing: Practiced and applied, he is one of the better mundane healers on the continent.
[
★★★★★★★★★★ ] - 10/10 Swordsmanship: From years of learning, training and teaching, he is one of the best swords in the Kingdoms, and has fought myriad foes.
[
★★★★★★★★★★ ] - 7/10 Weaponry: Training with weapons of all stripes.
[
★★★★★★★★★★ ] - 10/10 Common: Glib, when spoken.
[
★★★★★★★★★★ ] - 10/10 Rede: A second language, spoken like a first. Or perhaps the other way around.
[
★★★★★★★★★★ ] - 7/10 Lavoye: Taught by his mother.
[
★★★★★★★★★★ ] - 7/10 Piano: Acceptable at playing the keys. Perhaps he was a minstrel in a past life?
[
★★★★★★★★★★ ] - 6/10 Jousting: He has won every joust he has competed in.
[
★★★★★★★★★★ ] - 10/10 Warfare: A good soldier.
[
★★★★★★★★★★ ] - 7/10 Equestrianism: Capable of riding well enough to joust.
[
★★★★★★★★★★ ] - 7/10 Guardianship: Putting in great effort toward raising his prized daughter.
[
★★★★★★★★★★ ] - 7/10 Public Speaking: Glib.
[
★★★★★★★★★★ ] - 6/10 Sailing: He has enough prowess to steer a crew and confidence to sail alone.


ACCOMPLISHMENTS

Short Term Goals:

  • Seafaring.
  • Devotion.
  • Guardian.
Long Term Goals:
  • Understand.
  • Knowledge.
  • Withstand.
Completed Goals:
  • Blessing.
  • Memory.
  • Context.
  • Motive.
  • Kismet.
  • Recalibrate.
Other Content:
-
 
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TheDeester

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

Loved:

  • Laisa: His fiancée. A confidant. A reason to sort himself and persist. He is deeply enamored with her, and Braes leans on her to continue his life.
  • Luna Crow: His daughter. A chance to raise a child. A girl that looks up to him, and that he can trust with secrets. Luna is a brilliant and kind girl. His "Little Moon".
Befriended:
  • Quill Emiryn: Like family. The only true holdover from another time.
  • Connor Hayden: His friend. His peon. Connor's life is in such a degree of shambles that Braes means to amend. Whether Connor knows it or not.
  • Ardaric Tideborne: The councilman is a peer and colleague. The two have been on strange journeys across the sea. An offer of the Tideborne name was made.
  • Raigo Tideborne: The brother of Ardaric, put back together when torn apart by draugr. Raigo has accompanied on their sailing ventures too, a reliable man.
  • Avalyn McKerras: The daughter of Raigo, and among those that would join their travels. The girl is willful and openly speaks her mind.
  • Jin Ellatsir: Another councilman from the adventures aboard the All for Naught--Braes' last sight of him was the man's death by drowning.
  • Aleksandar Kane: A sailor for much longer than Braes. A legacy to look up to in many regards.
Liked:
  • Milah Sicarus: The woman that healed him in many ways. The result of a barter. They fought a monster together in the Landing.
  • Valerie Gerharde: An aspiring young woman. Braes knows her game, and means to collect more clues upon it before settling where he should stand.
  • Kadhab of Sool: Luna's teacher and a scholar. The man's care for his pupil is admirable. Braes minds his worship carefully.
Acknowledged:
  • Erwin Eindriði: A guard. Ernest, in some ways. Perhaps a bit self-important.
  • Rosamonde Desrosiers: A gardener.
  • Candice Kane: An elf claiming ties to Aleksandar.
Disliked:
  • Elise Briarwood: The newest guard captain, eager to pin blame on others to compensate for the guard's general incompetence.
  • Aleksei Ivanov: An ignorant man, bloodthirsty. Others' trust in him is consistently misplaced.
  • Asero Crow: A poor father and husband. Manipulative. Boisterous. Now made to sulk in his consequences.
Detested:
  • Branko Callas: A monster of a man. A brute that should not have been spared--but may still have use.
Hated:
  • Ignis: The divine is vain. Cruel. Claims of justice are cruel daggers from the divine.
 
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