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Played Character Uriel Astelan / Valos, The Bright Hand

This character is actively played.

Broskiis

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  • Full Name: Uriel Mancel Astelan Bel-Aechir Alloneï / Valos, The Bright Hand

  • Race / Culture: Lanlath/Death Isldar / Mystech, Invaded Spirit

  • Age: 164 (Born 147 AC)

  • Gender / Pronouns: Masculine

  • Status: Occult
Core Concept
A necromancer who will do anything to meet his goals, and stop at nothing to spread his dominion over the dead.

Appearance Information

  • Height: 6'8"

  • Hair Color: Blond

  • Skin Color: Fair

  • Eye Color: Green
Proficiencies/Fighting Style


  • Strength: 2
    • Technique Parry
    • Concussive Blow
  • Magic: 6
    • Mindcontrol Pack
    • Magic Smog
    • Magic Resist
    • Magic Revive
    • Wardrobe Pack (Free, Invaded Spirit)
    • Magic Reduce
    • Magic Isolate
    • Magic Revenge (Free, Invaded Spirit) (sinistral only)
  • Faith: 6
    • Hex Plot
    • Hex Aura
    • Hex Madness
    • Hex Bloodlet
    • Hex Guide
    • Hex Apocalypse
Languages
Common (Fluent)
Altalar (Fluent)
Sulvaley (Fluent)
Ibeth (Proficient [Spirit's knowledge])
Natl (Proficient [Spirit's knowledge])
Breizh (Proficient)
Zahram (Proficient [Spirit's knowledge])
Vasar (Proficient)

Traits
  • Teledden can see things from incredibly far away if they focus, able to spot an eagle landing a kilometer away or a coin being flipped across a town. Ask DM for Event use.
  • Teledden do not need to sleep, but can do so if they wish, or enter into a trancelike state of meditation that approximates sleep but leaves them watchful.
  • Teledden when choosing to use Radiant or Sinistral Magic, cannot be forced by an Ability/Mechanic to use the opposite. (ex. If they use Sinistral, it is always Sinistral, and vice versa)
  • Death Isldar can perform the Death Song on a recently deceased person of any heritage or culture, forcibly turning them into an Undead (with OOC Consent).
  • Death Isldar can steal non-Player Spirits from other Characters, and force them to be servants. They can only be taken back if the Death Isldar is KO'd.
  • Invaded Mechanic I: Invaded Spirits are the exception to the norm, as they do have Heritage Traits. They inherit the Heritage Traits from the host they are possessing, but never the Free Packs.
  • Invaded Mechanic II: Invaded Spirits can choose one Magic Point Buy Pack for free. This specific Pack is always cast as the Sinistral Variant, but Magic Point Buy Rules apply for other Packs.
  • Invaded Mechanic III: Invaded Spirits gain the Wardrobe Pack Magical Variant Pack for free. Additionally they can sense residual Magic Alignment in an area during Events.
Plot Hooks/Bulleted Bio
Uriel is the bastard child of a minor noble, specifically an Isldar Baron on a trip to Aechir, and raised solely by his mother.

Uriel always had a strong connection with spirits, particularly remnants, when learning his trade of war-magic at Sollandë Aëssar.

Uriel was married at the age of 80, his wife dying of illness when he was in his 100's. Although, as stated, the official cause was illness, there were rumors that a cult of Malefica worshippers had a hand in his wife's death when he refused to join them.

Uriel, in his grief and desperation, fully turned to the necromantic aspects of death magic to find ways to restore his lover, but upon failing, took to warring against the Malefica itself, as well as finding faith in Iorwerth.

Uriel spent some time in Ellador with the bene Rexit to better hone his study of the Beyond, as well as contact his paternal roots.

Uriel left Ellador after learning all he could, warring against Malefica cults and scouring for more knowledge, finding an unlikely ally from Bintaar.

During his personal crusade against the Malefica, Uriel found himself joining the Ranger Order in the Ranger Crisis, as well as in the Long Elven War, and the Dread War, using the money gained from his service as finance for future pursuits

[/Their age? Unkown, most likely very old, given they appear as an Altalar from the old Alorn Empire. The shade bound to Uriel remembers very little of it's life before death, knowing only two things: One, they were an architect once, long ago. A master in fact; so great were their works that a small sect of the Children of Kruphos abducted, tortured, having their faith in the Estelley Gods broken, and forced them to create a temple. Two, upon it's completion, they were sacrificed, being turned into an Ordial shade as they were cats into Bintaar, the foul darkness of the realm warping Valos into an agonized demon.]

[/Uriel stumbled upon the temple, searching through it for ancient works on necromancy and death magic. While searching, he noticed patterns; hidden messages set in the stones and pillars. Something, no, someone, was in this temple. Trapped in the Beyond, and trying to break back into Aloria. Uriel attempted to summon the spirit, with him and the shade finding that their desire for vengeance aligned with one another. The shade possessed Uriel, but due to their aligned goals, has settled into a symbiosis with the necromancer ]
 
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Valos, The Bright Hand (Spoilers)

The name it-​
The name he remembers now, is Valos. His surname was too old, too lost, too unimportant now... but it was important once, surely. Undoubtedly. He had been an architect for the Allorn Empire, one who's works had gained him respect.
Works that had gained him the epitaph of Bright Hand.
He had children once, had he not? Yes, yes indeed he had. Hundreds, in fact. Some related through blood, others through trade. He had servents, yes; servents and slaves alike. He had faith once, a strong, undying faith to the Estelley.
He had been proud, once.
The shade does not remember how he ended up in that infernal chamber. He remembers a party, a cup, a drink too sickley sweet to be safe. He remembers a smile too big to be true.
He remembers oblivion following soon after.
The Children of Kruphos. Twisted souls of a twisted faith. A twisted reflection of the light of Estel. They had gotten a hold of him, they had demanded a monument, a place to worship their foul heresey.
But Valos was proud.
They tortured him. They flayed his skin and scratched his bones; they turned his screams into their hymns. For days and nights, they pierced his flesh with crude nails, enthralled his heart with bitter magick. Eventually, the architect's spirit wavered.
He had a cowardly pride.
He had believed, so niavely, that if he drew up their drafts, he would be released. He was not, of course; he put their malignant temple to parchment.
They told the great architect, then, to build.
Not with stone, no. With blackened, bitter bone. They brought to him his children, each and every one. They kept him in chains as he watched their blood become mortar, their fingers nails. They continued to shatter him, body and mind, day and night. Of course, Valos had long since lost his ability to track time.
Where were his gods?
One hundred of his kin, forged into a temple by his once shining, now muddied hands. He believed that as he lay the last stone, he would be released. If not of his chains, then his suffering. He would die, and join his kin in Merjan.
He was not given such mercy.
He did not know how long it lasted, each second felt like eternity. His skin scarred beyond recognition, body starved beyond recovery, mind splinterred beyond hope.
His gods had abandoned him.
He was brought to their altar, half dragged, half carried. He recanted his gods, cast away all faith he had for them. His voice hoarse, lips split and cracked, he recanted. On that dark altar, in that dark chamber, in that dark temple to that dark faith, the Bright Hand's light was snuffed out in a ritual to the Beyond. The Children had broken his body and mind.
Bintaar broke his soul.
 
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