"Redemption borne by brigand’s blood. A blight upon the darkness. The pact embraced, a road unsought, The Maiden of Death won't be unwrought." Pinterest | Music Basic Information Full Name: Riviel Laralta Age: 65 Gender: Female Race: Wolathar Kathar Affliction: Crimson Witch Sexuality: Bisexual Weapons of Choice: Dagger and magic Minecraft Account: Wolathar Skill Information Total Points: 50/50 Skill Points 10/10 Hobby Points 9 Sorcery (+9 Skill Points) 3 Genetics (+3 Skill Points) Paleblood 6 Arcanology (+6 Skill Points) Artifact Knowledge Ward Knowledge 3 Roguery (+3 Skill Points) Rogue Gift 4 10 Dagger Combat (+10 Skill Points) 5 Vocal Singing (+5 Hobby Points) 5 Dancing Art (+5 Hobby Points) 6 Volacorum (+6 Skill Points) 3 Linguistics (+3 Skill Points) 5 Husbandry Art (+5 Skill Points) Cobravv 4 Light Bow Combat Skill (+4 Skill Points) Body Shape 10 Dagger Combat + 2.5 Dancing Art + 4 Light Bow Combat = 16.5 -> 17 Athletic Body shape Moderate body fat Languages Wyld Altalar Dialect Zasta [Linguistics] Common Racial Abilities Dread Rebirth Dread Binding Dread Tampering Dread Linking Dread Pact Beast Warp Woldwalking Crimson Witch Abilities Arken Sense 1 Arcane Mastery 1 Inth Gift 3 Mind Wall 2 Magic Sight 3 Mind Surge 4 Sorcery Skill 1 Darkness 4 Darkness 5 Darkness 6 Abyssal Body 1 Abyssal Body 2 Riviel appears simply as herself without the traits of a Crimson Witch Sorcery Spells Darkness III Magic Bolt 1 The bolts appear like black lightning being shot from her finger tips with a solid black cystal as the actual projectile. During the dueling phase of this ability, her attack simply looks like the black lightning. True Path 1 Riviel turns into a cloud of locusts and flies, along with shadowy mist when this is used. World Shift 1 [Sorcery Skill 1] Riviel's voice takes on an ethereal composure to it, as if many are singing with her as she uses this ability. Volacorum Packs Void Threlwar Mutations Monster Cro'roq Mutations Volacorum Mutations Void Rot: black blood Void Tears: Black liquid Exist Carry: Licorice Exist Bite Spoiler: Abilities Racials Dread Rebirth - Racial Spell: A ritual requiring 3 Kathar, performed on a Nelfin or Half-Elf, allowing them to transform the person into a Kathar. The transformation is temporary for 3 days, and if the target was unwilling, it will revert after 3 days. Players who are consenting however may also make it permanent. This Ability can be reused on those who have had it used once on them already, but it can never be used on Manathar. Dread Binding - Racial Spell: A less intense version of the Dread Rebirth, requiring only one Kathar. This ritual allows the Kathar to produce a 7 day lasting Target Curse totem (which can be an object of any kind that can be worn or kept on a person) that when accepted by a person as a gift (or forced on a person), gives them visual similarities to the Kathar who gifted them the totem (skin, hair color, eye color, Body Build). They can additionally also graft mentality changes onto the gift receiver, particularly making them more favorable to the Kathar for the duration of the totem’s effects. After the effects wear off, a new totem can be applied. Additionally, the Curse also gives the target loyalty to the Kathar who made the totem. Dread Tampering - Racial Spell: A ritual allowing a Kathar to infuse a piece of jewelry or decorative accessory with a specific feeling. If the item is accepted as a gift by the (unsuspecting) receiver, it will cause their character’s personality to change with the change imparted on the item for 5 days. For example, a ring can cause a person to become more slothful, or to become less kind, or to become more lustful. After the time is over, the item becomes mundane. Items infested by Dread Tampering are considered an Object Curse. Dread Linking - Racial Spell - Direct Touch: Any Kathar can target another person and touch them, giving them (and themselves) a Target Curse of Dread Linking. This Curse causes any physical sensation felt by either person to be also copied and transferred to the other. This is not only limited to pleasant feelings (such as the mouth-watering in anticipation of good food, or the butterfly stomach feeling of a passionate kiss) but also unpleasant feelings such as pain from being struck with a weapon. This Curse can be removed any time by the caster, or broken with any Exorcism or Possession removing Ability on the victim. Only one Curse can be active for the caster, and after it has broken, this Ability goes on a 24 hour cooldown, and the target cannot be re-cursed for another week. Dread Pact - Racial Spell - Direct Touch: Two or more Kathar can make a binding agreement with each other, which can be a goal, set of goals, actions, or clear tasks to be fulfilled. The first person to break the pact is punished directly via Lore Staff. Multiple pacts can be active at the same time, and Pacts must be created on Server, and cannot be backstory’d. Beast Warp - Racial Passive - Self: The Wolathar can summon an extra set of functional arms (normal Wolathar arms, or furred beastly arms) that appear directly under their normal arms. These arms operate at the same Proficiency levels as their normal arms. They are also able to sacrifice these arms for four Void Tendrils appear from their back. These tendrils each operate at 25% of the user’s Proficiencies, rounded down, but are prehensile, and about 1.5 times as long as their normal arms. Woldwalking - Racial Passive - Self: Wolathar are the recognized masters of the woods and walds, and all non-ability summoned, non-magus animals respect this. When a Wolathar, and up to 1 other Character, are traveling in natural environments, no animal will attack them, regardless of if the Wolathar enters their territory. Additionally, The Wolathar can naturally manifest any Mutations from the Monster or Pagan Mutations Category, and can additionally shed them while sleeping, should they choose. Mutations manifested with this Ability do not count as Mutations for the purposes of determining Aberrancy. Roguery Rogue Gift 4 - Toggle Passive - Self: Items held (like Clockwork or weapons) and stationary items used (like doors and hatches) do not produce any sound when used by the Character, and the character no longer makes noise when attempting to remain silent. Additionally, the character does not produce audible footsteps on any surface. Genetics Paleblood: Being a Paleblood means that a Character's hair and skin lack pigment or melanin, always appearing very pale. It also causes their eyes to appear reddish-pink (not crimson red like Vampires). Paleblood Characters also have photosensitivity- bright or flashing lights hurt their eyes. However, all Paleblood Characters can see the Soul-Rivers of Aloria, similar to the Isldar. Palebloods have a strong position in any Old Gods culture, being considered touched by the Gods. Sorcery Darkness III - Magic Spell - Emote Distance: The user can cast this Magic spell at a Target with a projectile that is a guaranteed hit as long as there is line of sight. The Target will sink to their knees into the ground into a 2x2 puddle of Darkness that forms around their feet, and travels with them as they wade around, thus not allowing them to step out of it. The Target can still use their upper body outside of the puddle, however they cannot move faster than a slow walking pace. This Ability starts tapering off after having been in effect for 5 minutes, during which the person can step out of the pond slowly as it stops moving. Magic Bolt I - Magic Spell - Emote Distance: The user can produce a magical projectile traveling in a linear path from their casting point to their target. One projectile per cast can be produced, and all projectiles are the same in terms of their size, appearing about the size of a baseball, speed, and functionality. The orb will hit its intended target if the Sorcerer rolls above an 5 on a /dice 20. This spell can only be cast once every 30 seconds. Magic Bolt I does the same amount of damage as a sword slash or stab (similar to Heavy Bow). The aesthetics of this Ability are not limited to elements, they may also extend to blood, flesh, metal, wood and more. Two users of Magic Bolt I using the Ability at roughly the same time at each other enter a Spell Duel, in which their Bolt becomes more like a constant stream of bolts, Channeled where the users wrestle for power. Each must do /dice 0 20 per round with the highest number winning that round causing the stream to be pushed more towards the enemy. The first to win 3 rounds in a row wins, causing both Magic Bolts to hit the loser for double damage, and Knocking them back by 3 blocks. Prematurely leaving the Channel also counts as losing. Both are still able to walk at a slow-walking pace while Channeling, but must remain aimed towards each other, with their arms channeling a stream of Magic Bolt I at each other. True Path I - Toggle Passive - Travel Length: The user is able to begin a charge or running speed in a particular direction. Once reaching a particular block, they may activate TruePath I to scatter their body into a large cloud of non-harmful smaller objects, or flora, or critters, and continue traveling in the same direction as they were running. This allows them to continue moving for up to 10 blocks at sprinting speed, allowing them to pass through any hole, crack or opening. This can be to for example, float through a guard formation, a door, a wall of spikes, etc. After traveling 10 blocks, the character re-manifests, this Ability cannot be ended early, unless met with a solid wall without openings. This Ability has a 15 minute cooldown. World Shift I - Control Power - Self: The user is able to Song-bend any unliving materials (dead wood, stone, metal, glass, bone, etc) into other shapes or a desired shape. This involves the act of singing, and then using one’s hands to bend the material as if it is made of a clay-like substance. This can never result in sharp edges or strong surface that Metallurgy can produce, and is only decorative. Objects cannot decrease or increase in size, and this Ability does not allow the Song-bending of objects that consist of many smaller objects, such as a wall consisting of hundreds of bricks, but does allow the Song-bending of a single wooden pillar in a palisade wall. Volacorum Packs Void Threlwar Mutations: Gives the user the Ability to apply Void Threlwar Mutations on themselves or others. You can read all Mutations on the Mutations Page. Visual Information Eye Color: Pitch Black (Pale pink when using Abyssal Body 2) Hair Color: Pure White with Red tips (Pure White when using Abyssal Body 2) Hair Style: long and wavy Skin Color: Very pale pink, almost white Clothing: Kathar robes or functional combat wear Height: 6'5 Body modifications: Ear piercings Septum piercing Labret Piercing Arcade (Eyebrow) Piercing Bellybutton piercing Split/Forked tongue Rivi has she’llaq tattoo’s all over her body Personality and Abilities Riviel's Alignment Chaotic Neutral Riviel's Personality Type Architect Riviel's Religion The Cult of Evolution 9/10 Riviel primarily worships Odella with Abbados as well. She doesn’t follow the religion perfectly, using opium and drinking alcohol. Life Story Riviel's mother was a Wolathar member of the Crimson Witch Cabal and a Paleblood. Due to this, Riviel was raised as a member of the cabal and indoctrinated into it's practices and beliefs. From an early age she was taught sorcery and arcanology, preparing her for when she would one day become a Crimson Witch. On her 18th birthday, Riviel underwent the ritual to become a Witch, and began training to use her newfound abilities properly. Riviel also learned how to fight with Daggers at this age, utilizing her ability to summon them at will in combat as well as a light bow, though this she only learned the basics of. Once she was fully trained, around her 30th birthday, Riviel began going out on missions to acquire knowledge and return to the Cabal. She did this for decades. On one mission, working for a Saivale Kathar, Riviel worked extensively with the Saivale and for a long time, finding herself falling in love with the Saivale. Riviel first went to Regalia with this Saivale and worked with her. Riviel's loyalty to the Cabal was truly tested here, she finding herself being pulled between her loyalty to the Cabal and the love for the Saivale. After a series of betrayals and shifts in power among the Kathar that Riviel worked with, she abandoned the Saivale and left Regalia. She did not, however, return to the Cabal, instead evaluating herself and her life. Riviel took odd jobs around the Archepelago for some time, working frequently with a pirate captain, Izumi. The two became good friends and Riviel enjoyed working with her. Though Riviel wasn't officially working for the Cabal, she still sought magical knowledge throughout her jobs. Eventually she returned to the Capital City of Regalia, knowing it to be a treasure trove of magical knowledge. Perhaps one day she would return to the Cabal with enough knowledge to remain in their good graces, but for the time being, she is on her own.