Character Information
Full Name:
Heather Evergreen
Heritage / Culture:
Half-Kathar Half-Solvaan [ Solvaan Dominant ]
- Divine Cult Kathar worship the transformative powers of Magic, Mutations, the Void Gods, and Politics. They dream of a world controlled and left to the whims and vices of Mages and the Magically gifted, to create a legacy for themselves and achieve immortality or fame. The strongest Kathar are Divine Cult, as well as many of the leading politicians of Rokhaval where Magical might often makes right. In Regalia, they often seek out other Mages to bring about this world, or seek new ways to gain Magical power. Divine Cult Kathar often work with Vampires and other Void Mages.
-
The Delveborn Solvaan hail from the sulfuric and smog-choked Firemarble Mountains, a place where the Sollerian Mists mix with the volcanic ashes and plumes of the thermal vents in the area, covered in a near constant coal-fire smoke. Delveborn Solvaan are the most secretive and secluded of the Solvaan, skilled rogues but also surprisingly capable infiltrators with their inherently disarming debonair and suave demeanors. Whenever a Delveborn grins, one is quick to make a new best friend, or lose one's family fortune.
Delveborn Solvaan, much to their chagrin, are sometimes mistaken for Sihndar. Though, a world-wise person can quickly tell Delveborn from Sihndar apart, as Sihndar tend to be more purple-toned, while Delveborn appear more charcoal or midnight-blue toned with their dark skin. Their hair is usually raven or charcoal black or gray, with small hints of blue hues here and there, as well as very dark shades of teal and blue. The Delveborn are more on the short side for Solvaan, though because Solvaan are on average tall, this means they range more into the average for Ailor, as opposed to being as short as Dwarves.
Age:
28
Birthday:
Birthday: 4 October
Year born: 284
Gender / Pronouns:
Female, She/Her
Orientation:
Straight
Partner:
Unknown
Religion:
Unionism
Occult:
Exist Mage, True Magic
Affinity: Belialus Godborn [ 4 October 284 ]
Affliction: Sanguine [ 16 November 312, 2024 ]
-
Belialus is a Demon of the Abyss, one which has sought out Unionism in an attempt to join the faith, accepting the dogma and serving the Everwatcher's vision on its terms. Belialus is a God of the Evintarian Schism which believes that society as a whole should advance not only materially and spiritually, but metaphysically through contact with Demons and Magic to overcome otherwise natural limitations. Belialus's children are not born through conventional contact but by the use of something called Divine Countenance.
When a child of Belialus is born, to their parents and those of Evintarian beliefs, this is usually a blessing. Belialus offers child-birth to those who are unable to for whatever reason, whether it is barren-ness same-sex incompatibility, or solitude. Outsiders however see Belialus Godborn as nothing but Demon-children, no better than Arkenborn but only protected by technical legal distinctions between Demon-spawn and Evintarian theological concepts. Belialus Godborn are not treated like Arkenborn legally, even if Purists would like them to be. - Belialus's Divine Countenance is called the Mask of Amandaros, which is a divine blessed mask created by Belialus and preserved by the Evintarian priests. For Belialus, the idea that all inhabitants of the world of Aloria should be allowed to experience the full complexities of life extends itself to the thought that Demons should also be allowed to feel the joy of intimate encounters, and child-birth. It furthermore extends onto the idea that even the world of Aloria itself inflicts this cruelty of denying the joys of childbirth onto random couples who are unable to conceive, or unwilling to perform the act for whatever reason. Belialus believes that everyone should be able to enjoy this aspect of life, and so the Mask of Amandaros is worn to invoke his Spirit and use him as a proxy to conceive. Such a child will always be a Belialus Godborn.
- The Vintgast (pronounced: Vey-nt-gah-st) Bloodline was created when Desprince Shirva fled to the borderlands between Osteiermark, Tirgunn, and Lorenthaus. While in the modern day the Darkwald Lothar mostly fight Silberfeder Vampires, the Vintgast Bloodline was the original reason why the Sarnan people turned so heavily against Vampires, and why so many of them were killed before the Lothar Order took up their cause. Vintgast Vampires are banquet masters, able to conjure the greatest of feasts, most delectable food, and above all addictive and perfect wines. They are known as vintage distillers and brewers, who favor the countryside and winery to get up to their Vampiric business in peace and away from the chaos of large urban settings. Vintgast Vampires spoil and charm their victims with large dinners and endless delectables, only to get them into a food-coma and become easy prey. Vintgast usually avoid Covens, but can make powerful allies for Covens, as well as a great party-hoster for any Vampiric community due to their ability to be social with anyone, have a deep understanding of preferences and tastes, and being able to weaponize them to enamor anyone. The Vintgast take efforts to hide their identity but aren't as capable at it as the Voilenigme, resulting in a reclusive lifestyle, content to experiment with the fine flavors and delectable aromas of rare blood types for special wines. The Vintgast are however unique in their ability to survive off very little blood for extended periods of time, and can even brew extended elixers from their wines that can satiate other Vampires, creating addiction among their own kin.
- Integral to the physical and mental state of being of the Solvaan are the Sollerian Mists. The Sollerian Isles in the Regalian Archipelago are covered in incredibly dense mists that defy normal weather phenomena, while dangerous and Mythical Beasts lurk within. What originally started as a curious expedition to research these mists, eventually became a society-defining feature of the Solvaan, who have adapted to the Mists and even been changed by them to feel at home on Solleria, and master the aspects of the Mythical Beasts. The famous Mist Walkers and Mist Wardens of the high mountains are envied across the Empire for their skill with the blade, and respected for their willingness to teach others, even outsiders, without as much as a smidge of pride.
- While the Sollerian Mists are home to many mysterious creatures, the four Mythical Beasts are the most famous, and perhaps most dangerous ones, which the Solvaan have taken to become cornerstones of their personal identities. The four Mythical Beasts are the wise and subtle Elysian, the courageous and honorable reptilian Surian, the deadly and precise Haic-Mantis, and the fiercely loyal and territorial Alond-Hound. The Solvaan can transform into anthropomorphic versions of these Beasts, and see many qualities in them worth envying. They however also never forget that Mythical Beasts still are unpredictable and often violent carnivores, and thus that respect and reverence is mixed with a healthy dose of reverent fear.
Character Title:
None
Family:
Unknown
Aristocrat:
Commoner
Nicknames:
To be Determined
Appearance Information:
Eye Color:
Brown
Skin Color:
White
Hair:
Brown
Height:
6 ft
Body Type:
Muscular
Additional Features:
To be Determined
Skill Information:
Hobbies and Talents:
-
Medical Hobby:
Medical Hobby covers broadly things done to heal, treat, and diagnose people and animals. This includes but is not limited to diagnosing ailments, prescribing medicine, performing check-ups, and other basic medical roleplay. While "realistically" non-magical medical healing is slower, we do not enforce this on players, and can treat people with medicine and technology just as good as you can with magic. -
Magical Talent:
Magical Talent covers broadly things done with magic or that have a magical feel to them. MassiveCraft does not in theory limit the creative freedom of magic roleplay. A mage can create autonomous lights or brooms, give magical effects to drinks, or ignite and douse fires with a simple gesture. Mages can also use their magic to heal and cleanse, so magically closing wounds and restoring lost limbs or healing magical rot of the world can be done. Healing cannot be done before or in combat. Alternatively, mages can use their magic to corrupt and harm.
Magic talent has no morality, but to use magic talent a character must be considered a mage of some alignment, and some uses of magic Talent can be considered sinistral magic. - Herbalism
Mechanics:
-
Mechanic 1: Kathar can change the alignment of any Spirit to that of Void, so long as the possess/own/control the Spirit. Void Spirits are always symbiotic for them also.
Mechanic 2: Kathar are not affected by the mental characteristics or changes of any Affliction or Affinity and are always in control of their own mind from them.
Mechanic 3: Solvaan can use the Mist Form Transformations (found below), which does not count as a Disguise, and uses a variety of weather effects on their appearance.
Mechanic 4: Solvaan can use the Mist Beast Transformations (found below), which allows them to change appearance to that of the classical Mist Beasts, which is a Disguise.
Mechanic 5: Solvaan can see through low visibility conditions of any kind (sand storm, blizzard, fog, ash clouds, dust etc), but must still protect from choking hazards. -
Light Manipulator
You can produce bright lights in your hands, at your fingertips, or in the air that will light up large areas like rooms or large open caverns. This light can be used to make an area that is conventionally dark as night appear bright as day, but does not have any Combat applications, and some Magical forms of darkness overrule Light Manipulation.
Emotion Sense
You can sense the emotional states of others, even when they are trying to hide it with their expression or body language. This will not detail why or how they came to such an emotion, you will just be able to feel it by looking at them. You can also try to telepathically heighten or lessen these emotions, though it is up to the other person whether this succeeds.
Demon Kindred
Demons see you as one of them, despite not being a Demon yourself. During Duke Summonings, the Duke will not use anything you say against you or as extra cost. You can Veilwalk without negative consequences, and Demons cannot possess you, or consume your soul under any circumstances, meaning you have some natural protections against Demons that other mortals do not. -
Common Mechanic I: Vampires can use a Court Glamor to hide their Vampire teeth and Red Eyes from anyone but fellow Vampires, except during feeding. This counts as a Disguise, and does not work on those who already know the Vampire is a Vampire.
Common Mechanic II: Vampires, if they have Disguising or Shapeshifting Magic, can hide their Vampire teeth and Red Eyes from anyone but fellow Vampires, but all of their Proficiencies are set to 0, and they cannot use Abilities in Combat.
Common Mechanic III: Vampires can use a Party Glamor at Server Events/Player Events (not Raids), which acts as a Disguise, until the leave the Event Venue. Cannot ever be used outside of Event Venues.
Common Mechanic IV: Vampires can grant immunity to Vampirism to any person willing to bargain with them. In turn, if the bargained person attacks the Vampire or reveals the deal, they take massive damage (discuss in Dm's what this means).
Common Mechanic V: Vampires, when applying Curses via Advanced Roleplay Mechanics can apply minor Curses that last for up to 12 Hours max, without needing OOC Consent, which count as having +1 Magic Stat for dispelling considerations. -
Vintgast Mechanic I: Vintghast Vampires can temporarily (no cost) self-cure for up to 72 Hours. After this period is complete, they are automatically re-infected, and must drink within 24 hours, or half Proficiencies until they drink.
Vintgast Mechanic II: Vintgast Vampires are able to mind-read the preferences of any non-Vampire by focusing on them, reading their preferred color, food, drink, favorite animal, clothing style, etc. (Hidden)
Vintgast Mechanic III: Vintghast Vampires are able to summon endless supplies of real food and drinks with Vampiric Magic, or brew Vampiric Tonic Wine made with Blood which sates the same as actual Blood Feeding. - The Inferno Mist Form represents the simmering charcoal fumes, the smoky mist that envelops the sulfuric volcanoes of the north of Solleria. In Inferno Mist Form, the Solvaan either change their hair, or whole body parts into black smoke, reminiscent of industrial fires, while applying smoky aesthetics to attacks or other actions and activities. Inferno Mist Form also grants the Solvaan aesthetic control over non-Magical fire, both igniting, and dousing at will.
- The Elysian Mist Beast is a Griffin, a quadrupedal animal with the lower body of any variety of canine, feline, or reptilian species, and the front legs, neck, head, and wings of any avian species (though most commonly eagles). Elysians are rare in Solleria, roaming the highlands and swooping down on unsuspecting prey. The Elysian is a hyper-intelligent animal, capable of understanding humanoid language, and not seeking out conflict with the Sollerians, lending to the idea that they are near-sentient, and also making them excellent Mounts for those who are capable of taming these gracious and venerable animals. In Elysian Mist Form, Sollerians are bipedal and take on the lower body of any canine, feline, or reptilian species, while their upper body is covered in feathers, they have feathered wings, and their head is shaped like that of any avian species (for example crow, eagle, hawk, vulture, though mostly eagle-shaped). The coloring is often complimentary to their normal hair and skin tone, but can also have wildly different colors. They can also have feline, canine or reptilian long tails. The Elysian form is far more acceptable than the Surian Form in Regalia.
Languages:
Can understand all languages [ Godborn mechanic ]
Known Languages:
Common
Sign language [ Sign ]
d'Ithanie [ d'I ]
Calem [ Cal ]
Aontaithe [ Aon ]
Kriv [ Kri ]
Lëtz [ Letz ]
Altalar [ Alt ]
Pannarokh/Katharic
Backstory/Plothooks:
- To Be Determined
- To Be Determined
-
- Wandered around most of her life, living off what she could.
- Her magic can usually be seen as more nature oriented, using trees and other forms of plants to aim her when she needs to.
-
Found Family:
To be determined
Close Allie/Friend:
To be determined
Friend:
Henry Windrocker
Neutral:
To Be Determined
Enemy:
To be Determined
Combat Proficiencies and Abilities
Attack Stat: 7
Magic
Defense Stat: 5
Magic
[15/15 points spent]
Proficiency Points:
Magic: 15
-
Wardrobe Pack [ Magical ] [ Free Pack ]
The Wardrobe Pack allows a Character to remain prepared at all times without the need for armor or weapons on their person. The wearer is considered armored at all times, and is able to conceal a ranged or melee weapon that is considered Hidden until used. (Hidden may not apply in places like the Imperial Palace, or during certain events). Lastly, the user is able to conceal a life support system on their person, allowing them to take damage that would normally be fatal. If the user is killed, provided their head and neck are still intact, they are able to resuscitate themselves and seal any lethal wounds they may have taken after 10 minutes.
Magical Variant: The character has inlaid enchantments into their clothing, able to achieve the same effect. Additionally, they are able to pass this enchantment onto other items. While within emote range, the character can extend the benefits of this pack to one other person to prevent them from dying. Finally, the user can create magical items with aesthetic benefits (or curses, removed with Exorcism or by a specific method per item, left up to player freedom) while out of combat, and pass them onto other characters. If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.
Safeguard Pack [ Magical ]
The Safeguard Pack allows the user to become less affected by Afflictions, which has a couple of effects. Firstly, they are unaffected by Vampire Charm or Mortisphage Charm. Secondly, while they can be infected with Afflictions, they are more willing to seek Curing, dampening that influence on their mentality only. Thirdly, while it usually takes 72 hours for a Thrall to turn into a Fledgling, the Safeguard Pack extends this from 72 Hours to 1 Week, giving them more time to seek curing before it costs Divinium. Finally, they cannot be fed upon by Vampires or Mortisphages, as their body becomes caustic to them. This can all be achieved through a combination of mind-guarding nanites or chips, or bloodstream alchemy.
Magical Variant: The Magical Variant of Safeguard Pack additionally grants the user the ability to use Exorcism on anyone (except themselves). Exorcism is useful in a variety of settings, for example, if a Character has had Mind Control established on them, or some other form of magic where the description of the Mechanic specifies that it can be removed with an "Exorcism Ability, or Exorcism Mechanic". If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.
Mimicry Pack [ Magical ]
The Mimicry Pack allows a Character to copy the functional Abilities and Proficiencies of another Character, though only ever at the start of Combat. If a single of their own Abilities has been used, this Mechanic is no longer available until all Abilities are no longer on Cooldown. This can also not be used to Mimic Custom Kits, except in situations where it is used in a 1v1 against a Custom Kit user, who must also give express OOC consent for this to work. Some Custom Kits may also not be copied, due to deep lore functions of how their Custom Kits came about. The Mundane variant of this Ability uses a combination of Ability-mimicking machines and nanites or alchemical imitations. When Mimicry is used in Combat, it cannot be removed until Combat has ended, and if the effect is maintained beyond combat, it cannot be removed until the next Combat ends.
Magical Variant: The Magical Variant of Mimicry Pack also allows the user to mimic the appearance of the person which does count as a Disguise Pack (but only for people who entered late to the scene after activation). Additionally, the Magic Variant of this Ability can also be used outside of Combat, but it cannot Mimic the Mindcontrol Pack from Adapt Point Buy. If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.
Arcane Bolts Pack [ Arcane ] [ Stance ]
You can enter Arcane Bolts without using an Action, but ending it requires one. Arcane Bolts confers the following benefits and limitations: You cannot use Abilities from Melee, Shielding. Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. When you use an Ability from Arcane Point Buy, set the Minimum of your next Attack Roll to 2, if you have a minimum of 9 Points in Magic, set it to 4 instead. Arcane Bolts has an indefinite duration, until ended by you, or until combat is over.
Timer: 20 Minutes, once ended
Range: Self
Arcane Portent Pack [ Arcane ] [ Instant Power ]
Target yourself or an Ally within Range and roll /dice 0 6. For the next 2 Turns, without using an Action, add this result to the final result of either an Attack or Defense Dice Roll made by the Target, but this must be declared before the Roll. Additionally, if you roll a 0, gain an additional use of Arcane Portent.
Timer: Twice per Combat
Range: Emote Range
Arcane Cleanse Pack [ Arcane ] [ Instant Power ]
Target yourself or an Ally and remove 1 Status Effect of choice. Additionally, if Arcane Cleanse is used on yourself, you can apply the removed Status Effect to an Enemy within Range, but if you do, reapply the removed Status Effect to yourself as well, but with a 2 Turn duration (if applicable). This transferred Status Effect cannot Target the same Enemy that applied the initial Status Effect.
Timer: Twice per Combat, but only during Health Stage 3/2
Range: 10 Blocks
Arcane Snare Pack [ Arcane ] [ Instant Power ]
Target one enemy within Range and apply the Snared Status Effect. Alternatively, reduce the range of your next Move to 1 Block and apply the Prone Status Effect to the Target instead. When you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.
Timer: Once per Combat
Range: Emote Range
Arcane Shove Pack [ Arcane ] [ Instant Power ]
Target an Enemy within Range and Displace them 6 Blocks in any direction.
Timer: Twice per Combat, Once per Health Stage 3 & 1.
Range: Emote Range
Arcane Sap Pack [ Arcane ] [ Instant Power ]
Target an Enemy within Range, and apply a Stat Reduction based on Health Stage, but also to yourself, until the end of the Target's current Health Stage. Stage 3/2: -2 Attack or Defense for Enemy, -1 Attack or Defense for you. Stage 1: -1 Attack or Defense for Enemy. Multiple instances of Arcane Sap, even from different people, don't stack with each other.
Timer: Once per Combat
Range: 10 Blocks
Arcane Echostrike Pack [ Arcane ] [ Instant Power ]
Target yourself and grant +2 Attack to your next Attack Emote. Instead of dealing -2HP Damage, it deals -1HP Damage this turn, and -1HP Damage the next turn. When you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.
Timer: Twice per Combat
Range: Self
Arcane Eruption Pack [ Arcane ] [ Instant Power ]
You displace all Characters within Range 4 blocks away from you If they Impact, apply -2 Defense for 2 turns. If at least 4 Characters Impact, apply the Prone Status Effect to one of them.
Timer: Twice per Combat, Once per Health Stage 3 & 2
Range: 2 Blocks
Arcane Counter Pack [ Arcane ] [ Counter Power ]
You can only use this when an Enemy within Range uses an Ability from Arcane Point Buy. If it Targets you or an Ally, give the Target +1 Defense for their next 3 Defense Rolls, and remove a Status Effect from them. If it Targets themselves or another Enemy, inflict -1 Defense for their next 3 Defense Rolls and apply the Vulnerable Status Effect.
Timer: Twice per Combat, Once per Health Stage
Range: Emote Range
Arcane Aura Pack [ Arcane ] [ Passive Power ]
Arcane Aura isn't active until you are given the Prone, Fleeting, or Snared Status Effect. When it activates, you can remove the Status Effect and instead grant yourself an additional 5 Blocks on next Move.
Timer: Once per Combat
Range: Self
Arcane Revive Pack [ Arcane ] [ Link Power ]
Target an Ally at 0HP within range and Revive them back at 4HP. Additionally, apply a Link Power and the Bloody Status Effect on them. If the Link Power breaks, deal -3HP Damage to the Ally. The Link Power breaks if they leave Range from you. Multiple instances of a Revive Ability, even from different people, don't stack with each other.
Timer: Once per Combat
Range: Melee Range
Arcane Barrier Pack [ Arcane ] [ Link Power ]
Target an Ally and apply a Link to them that, when targeted by a Ranged Attack Emote, the Ally's Minimum Defense Roll is set to 7 for Ranger Stance Attacks, and 5 for Deadeye Stance Attacks. Additionally, if Arcane Barrier is Link Broken, grant the Ally 1 Block Token. If either of you leave range of the other, the Link's effects are suspended, but it doesn't break.
Timer: Once per Combat
Range: Emote Range
Arcane Puppeteering Pack [ Arcane ] [ Link Power ]
Target an Enemy at 0HP within Range and Revive them back at 4HP, forcing them to be your Ally. They can only make Basic Attacks at Melee Range, and their Attack is set to 5. Additionally, apply a Link Power on them. If the Link Power breaks, deal -2HP Damage to the Target affected by Arcane Puppeteering. The Link Power breaks if they leave Range from you. Multiple instances of a Revive Ability, even from different people, don't stack with each other.
Timer: Once per Combat
Range: Melee Range
Arcane Warp Pack [ Arcane ] [ Movement Power ]
You move to a non-vertical unoccupied space in range, which can include higher ledges. If you use Arcane Warp on yourself, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. Additionally, if used on an Ally, it does not use the Ally's Move but it applies the Snared Status Effect on them. Arcane Warp does not provoke Move Reactions.
Timer: Once per Combat
Range: 10 Blocks
Last edited: