Teldryn Marethi

Discussion in 'Character Sheets' started by Blackfiish, Sep 26, 2020.

  1. Blackfiish

    Blackfiish Fortunes Always Hiding, I've Looked Everywhere Supremium

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    Full Name: Teldryn Edraynas Marethi
    Known As: Teldryn Marethi​
    Age: 50
    Visual Age: 25
    Date of Birth: 23rd October 257 A.C
    Star Sign: Scorpio ♏​
    Gender: Male
    Race: Moon Vault Isldar
    Sexuality: Heterosexual
    Preferred Weapon(s): Sorcery, Sword & Javelins

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    ❈ Engraved Silver Pendant around his neck
    ➣The pendant bears the signet of the Undead Dragon Frisit who guides the Soul Rivers and most of Isldarrin Faith. He keeps it at all times upon him, and uses it to perform the spell ‘Cast away impurity’.​

    ❈ 2 Silver Rings spread across both hands
    ➣ The first ring adornes a sapphire gemstone. The band of the ring is engraved with Sulvaley Elven runes, a gift from his parents when he left the hold of Essälejollona.
    ➣ The second ring bears no gemstone, however is shaped like a dragon's tail, and was given to him when he joined the ranks of the Wind Watchers.​

    ❈ Pouch of Regals
    ➣ Contains anywhere from 25 to 75 regals, depending on where and what has happened throughout the day.​

    ❈ Silver band across left wrist
    ➣ The band has arcane runes engraved into it, as a sign of his ability to utilise sorcery.​

    ❈ Personal Journal
    ➣ Contains notes on his incantations and thoughts, however is all written in Sulvaley Elven.​
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    Total Points: 75 = 50 Proficiency Points (45 Age + 5 free) + 10 Talent Points + 10 Hobby Points + 5 Racial Boost
    ➣ +15 Sword Combat (+15 from Proficiency Points)
    ➣ +15 Javelin Combat (+15 from Proficiency Points)
    ➣ +12 Sorcery (+12 from Proficiency Points)
    ➣ +10 Perception Training (+5 from Talent Points & +5 from Racial Boost)
    ➣ +10 Writing Art (+10 from Hobby Points)
    ➣ +10 Stealth Rogue (+5 from Talent Points & +5 from Proficiency Points)
    ➣ +3 Linguistic Science (+3 from Proficiency Points)​

    Body Shape:
    Physical Stat: 25 (15 Sword Combat + 15 Javelin Combat = 30. Isldar Physical Stat Cap at 25)
    Body Build: Athletic Body Shape
    Body Fat: Low Body Fat​


    Languages:
    ➣ Sulvaley Elven║ (Fluent - Native-Tongue)
    ➣ Wyrmtongue║(Fluent - Frost Voice)
    ➣ Modern Altalar ║ (Fluent - Learnt while a mercenary)
    ➣ Common║ (Fluent - Learnt over the years of travelling)​

    Racial Abilities
    Frost Voice (Racial Passive)
    ➣ The Character can hear and use Wyrmtongue, the Dragon language. Additionally, they can hear Dragons speak Wyrmtongue from miles away.​
    Frost Song (Racial Passive)
    ➣ The Character can see Soul Rivers, materialize them to other races to see, and steer them around aesthetically.​
    Frost Ward (Racial Passive)
    ➣ The Character is immune to the sensation or damage of extreme cold, hypothermia, and is also immune to any and all ice-based entrapment, stunning, rooting or otherwise impairment causing Abilities, including Magical ice.​
    Frost Summons (Racial Spell)
    ➣ The Character can materialize a weapon out of Soul Essence and wield it. This weapon can also be ranged, which then has infinite Soul Essence ammunition, however it does not cause harm, instead tiring out whoever it hits.​
    Frost Harrowing (Racial Spell)
    ➣ The Character can sing the Song of the Dead, allowing a Soul to peacefully pass to the afterlife, preventing them from becoming an Undead. This ability can also be used to cleanse Poltergeists, but not those already Undead.​
    Crescent Arrow (Racial Spell)
    ➣ The Character can summon a bow or javelin out of Soul Essence with a crescent tipped point. They can then proceed to shoot/throw this weapon, and if hit, the projectile causes a moonlight prison around the target, which roots them in place. Hitting this projectile is based on a dice roll (regardless of Proficiency Points), requiring a /dice 1 20 by the Isldar, which if the roll is above 8, causes a hit. This Ability can be used once per hour, and lasts for up to 3 minutes, unless the Isldar breaks it prematurely.​
    Crescent Light (Racial Spell)
    ➣ The Character can summon celestial moonlight (even during the day) to light up to an emote distance area around themselves. The effect will remain active, centered on the Isldar, for up to 5 minutes, and then goes into an hour cooldown. This Ability breaks through any forced darkness Abilities in the area around them. This Ability can also be used in a lesser non-cooldown manner by summoning a candle-sized crescent of light in their hand, however this lesser form only lights up 3 blocks around the Isldar, but this candle-sized light can be removed and re-summoned as many times as the Isldar likes.​

    Lightness Sorcery Spells & Aesthetics
    Ability: Healing Grace [Sorcery Spell]
    ➣ By channeling the Incantation and holding their hands on or near a wound, the Sorcerer is capable of healing fresh wounds on others, excluding undead. This Spell functions as an Immobile Channel. To begin the Channel, the Sorcerer must hold both hands up to the wound and speak the incantation, wherein their hands will begin to glow with light (of any color). Surface tissue wounds like cuts and bruises can be fixed within 30 seconds of continued channeling, while deeper cuts and gashes take up to two minutes. If further healing is required, the Sorcerer can enact a second variation of the Channel. In this case, the target must be submerged in a pool of water, and the Sorcerer must place their hands into the pool, speaking the incantation. The pool will light up, and the healing process will begin for the next hour. This process can slowly repair internal tissue and physical organ damage, but only if it is non-fatal. It can also, additionally, remove any Ability based curse or effect that would prevent or inhibit healing, and will restore cartilage and skin that has been removed through aesthetic maims, even if the wound is not fresh. The Sorcerer will be completely exhausted after this hour, close to the point of passing out entirely. Either channel can be interrupted easily by disrupting the Sorcerer and their grip on the individual, or the water. The healing process will not leave a scar unless the healed individual wills it, and both versions of the channel cannot heal scars or weeks old wounds. In either case, Healing Grace has no effect on the healing of bones, the re-attachment of limbs, mundane infections, diseases, toxins or poisons, or returning function to damaged nerves, such as if the eye is damaged.​
    Ability: Cast away Impurity [Sorcery Spell]
    ➣ The Sorcerer, by holding up choice religious symbol of their own making (for example a Unionist eye pendant or Estel statuette) in the direction of someone of Infested or Higher Void Aberrancy (Void Silven, Mage, or Vampire) can inhibit the target. This spell functions as a Mobile Channel. To begin the channel, the Sorcerer must speak the Incantation and hold the symbol up to the target, that they must be able to see, within emote distance. During the Channel, the target is entirely prevented from approaching the Sorcerer, only capable of moving sideways, backwards, or around. Secondly, the object will, to the target alone, appear as a searing blinding light, a golden sun radiating intense heat and blinding light that makes it impossible for them to target or see the Sorcerer. They will also experience a slight singeing and smoking of their skin that is directly exposed to the light. The effect only applies straight forward on the target, and when turned away from the target, will no longer affect them. Another way to disrupt the Spell is by attacking the Sorcerer or knocking the edifice out of their hand, though in any and all cases, the person directly affected cannot counter or stop the effect, so someone else will have to. In the case that the target cannot move anywhere but towards the Sorcerer, they can only move as close as necessary to be able to move backwards or to the side again, preventing the ability from keeping someone permanently trapped in place.​
    Aesthetic: Orb in Darkness [Toggle Passive]
    ➣ The Sorcerer can passively cause an Orb of Light (with any chosen light color) to appear in their hand, which will always hover between an inch and a foot away from their hand, though in any position. This means that they can move the orb to levitate off the back or the palm of their hand, or at the tip of their finger, as long as it never moves more than a foot away. This Orb will light up as well as a torch, but provide no heat and can go through objects as if it is not physical.​
    ❈ Aesthetic: Light’s Sustenance [Constant Passive]
    ➣ The Sorcerer is able to feed off of light, no longer needing to eat or sleep, and even being able to recover spell-fatigue in sunlight. Sorcerers with this spell can still eat normally but don’t need the sustenance of it if they are near the light. This effect remains so long as enough light exists, but also has an opposite effect. Sorcerers with this ability become extremely uncomfortable in badly lit areas like dark alleys and dark caves. If they become affected by a darkness spell at any time, they experience almost crippling anxiety and fear in the absence of the light.​

    Elemental Sorcery Spells & Aesthetics
    Ability: Elemental Slide [Sorcery Spell]
    ➣ Elemental Slide can only be used to disengage from a combat scene, and cannot be cast again for an hour after that. To cast this spell, the Sorcerer must shout the Incantation, which will then shoot them forward or backwards in the blink of an eye up to 10 blocks distance while leaving a linear trail of their element behind them. This trail is not large enough to harm anyone should they walk over it and dissipates after a few minutes. While the movement is almost instant, the Sorcerer still has to travel the distance, and if some object impedes that travel, they will smash into it with the force of an Url hoof to the face, which is not recommended to experience. This spell can only be Cancelled by a Counter Mechanic if the counter or stopper is applied before the spell is used, but if Reflected, will cause the Sorcerer to travel in the opposite direction.​
    Ability: Elemental Orb [Sorcery Spell]
    ➣ The Sorcerer can produce an elemental projectile traveling in a linear fashion from their casting point to their target. In order to cast this spell, the Sorcerer must recite the Incantation, after which they can shoot the projectile from their hand towards their intended target that they can see. Only 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 can be blocked by any wall or other stationary object, and will only travel as far as emote distance. The orb will hit its intended target if the Sorcerer rolls above an 8 on a /dice 20. When making contact with a person or object, it will primarily knock that person or object back by 2 blocks, and create a painful bruise in the location where they were hit. The Element chosen determines the visual aesthetics of the projectile but has no other effect. This spell can only be cast once every 30 seconds.​
    Aesthetic: Elemental Bending [Sorcery Spell]
    ➣ The Sorcerer can magically manifest the elements at will, which they can then use for a variety of visual feats. The Sorcerer must speak the Incantation, after which they may draw a visual version of their chosen element out of their hand. The element can then be moved through the air, and also take shape as the Sorcerer wills, but these shapes can be no larger than an adult person. The elements will appear as if they are real but have no tangible effects; for example, lightning will not arc to metal objects, a fire will not burn, and water will not make anything wet. Should the element come into contact with any person or object, it will simply flow through it without leaving any feeling. This can be maintained for as long as the Sorcerer wants to, or until they drop their hand to their sides which will cause the spell to end.​
    Aesthetic: Elemental Carving [Toggle Passive]
    ➣ The Sorcerer can form tattoos of their chosen element, in the color of their chosen element, which can take any shape but should be generally shaped reminiscent of their chosen element. These tattoos can be changed or removed at will, but cannot be animated. They may also have a faint glow to them, start glowing when the Sorcerer starts casting their other spells, or may remain inert.​
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    Eye Colour: Ice Blue
    Hair Colour: Snow White
    Hair Style: Wavy, short-length
    Skin Colour: Pale White
    Clothing: Frosty Blue and Grey robes
    Height: 6’1​
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    Alignment: Chaotic Good​
    ➣ A chaotic good character does what is necessary to bring about change for the better, disdains bureaucratic organizations that get in the way of social improvement, and places a high value on personal freedom, not only for oneself, but for others as well. Chaotic good characters usually intend to do the right thing, but their methods are generally disorganized and often out of sync with the rest of society.​
    Personality Type: Virtuoso ISTP-A​
    ➣ A Virtuoso is someone with the Introverted, Observant, Thinking, and Prospecting personality traits. They tend to have an individualistic mindset, pursuing goals without needing much external connection. They engage in life with inquisitiveness and personal skill, varying their approach as needed.​
    Religion: Frisit Dragon Worship - 7/10​
    ➣ Like most Isldar, Teldryn believes the Dragons to be divine beings and grandfathers of all creation, fervently supporting the Undead Dragon of Frisit, like most within the hold of Essälejollona. Teldryn remains faithful and to Frisit, even though he has lived outside Ellador for many years, due to her protection of the Soul Rivers and as a sign of support carries an engraved dragon pendant of Frisit with him at all times, and bares the sign of the dragon upon most of his jewellery, clothing and even the pommel of his blade.​
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    257 A.C:
    Teldryn was born on the 23rd of October 257 A.C, to Moon Vault Isldar parents, named Alandras and Virmena, who were both Frost Watchers within the ancient hold of Essälejollona, and Teldryn was raised to follow in his parents footsteps.

    273 A.C: Following years of training with blade and javelin, at the age of 16, Teldryn self-conscripted himself into the third pillar of Isldar society, the Pillar of War, becoming a Frost Watcher, and helping protect the Hold.

    275 A.C: After a few years in service, at the age of 18, Teldryn began experimenting with sorcery, and wanted to add it to his arsenal of weaponry, learning the ways of Lightness and Elemental magic.

    283 A.C: Around the age of 26, Teldryn had begun to become decent in arcane combat, alongside his other already learnt combat forms, becoming a spellsword within the pillar.

    285 A.C: At 28 years of age, Teldryn wanted to put his skills into practice outside of the hold, and drafted himself over to become a Wind Watcher, and left to fight for Frisit away from Essälejollona.

    290 A.C: Following under a Lessay for several years, who’d Teldryn had respected for their leadership skills and charisma, he found himself waning from believing they had the best interest of the Isldar at heart, and strayed away from service, leaving the ranks of the pillar and from military service entirely.

    292 A.C: Having spent a few years travelling the minor holds of Ellador, Teldryn eventually travelled to the Regalian archipelago, and began working for a mercenary company, due to his advanced skills with sword, javelin and sorcery. However, the Isldar struggled to adhere to the rules and orders given to him at times, as he didn’t believe in the place in which the leader's authority was derived.

    295 A.C: The mercenary band was hired to fight in the Ranger Crisis for the Regalian Empire and helped the Ailor cut a path through the Ularen Wastes, killing many Avanthar on the way. He was also part of the mass encircled force by the Avanthar, and ended up helping the Avanthar fight back the Orcs following the treaty towards the end of the war.

    296 A.C: Following the conclusion of the conflict, Teldryn had found a strange respect for the Ailor, who acted auspiciously and deviated from their original plans in order to gain a better advantage and circumstance during the Crisis.

    305 A.C: Despite remaining out of the Elven and First Songaskian War, Teldryn found that the company he worked under had been hired by the Empire once more to fight in the Second Songaskian War in 305 A.C. Their only contribution was to be part of the Disaster of Altaqq, with only 5 of the 100 within the company surviving the onslaught by the Songaskian Masaya, with the leader being one of the deceased.

    305 A.C: After the events that took place at Altaqq, Teldryn found himself without work, with what little remained of the company going their own separate ways. He instead returned to Ellador, and more specifically Essälejollona, in which he had been born, raised and protected for most of his early life.

    308 A.C: Having spent 3 years back in his homeland, Teldryn grew tired once more of the frozen setting of Ellador, and lusted for the adrenaline-driven action that seemed rife in Regalia, and set forth once more to the archipelago, and this time planned to finally set foot within the capital city itself.
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    #1 Blackfiish, Sep 26, 2020
    Last edited: Sep 26, 2020
  2. Athelois

    Athelois visceral bitch

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    @Blackfiish
    Everything appears to be in order!
    Approved!
     

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