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[ Skraag ] Angau Vow

TagTeamChampion

Metaiyyehmorphosis Master
Legend
Retired Staff
Pronouns
He/Him
TagTeamChampion
TagTeamChampion
Legend




IG Name: PurpleKnoife
Character: Angau Vow of Clan Clawheart
Profile: [X]

Patron: Skraag
Tier: Blessed (Tier One)
Spell Points: 2SP
Artefacts: N/A
Trinkets: Ply
Passives:

Universal Passives:


|| PROVIDENCE ||

The blessed’s soul is warded by their faith in their Divine. If something tries to possess them, or they’re targeted by an effect that is functionally identical to possession, the blessed may roll a d6 save to resist it. If they roll their tier or lower on the d6, the possession fails and has no effect. They are additionally fully immune to any attempts to lay claim to their soul (in terms of it being trapped, imprisoned, or otherwise by some entity. This is not expected to come up much in RP, but exists for flavor). For curses or afflictions like Vyrism or Spiritblessed, they may resist it outright or optionally roll a possession save against it.
Current Providence Save: 1


|| NATURAL ALLIES ||

Certain creatures recognize the Blessed of certain gods and behave differently than they would to other mortals, so long as hostility isn’t shown to them.
Skraag: Mindless undead aren’t hostile to Skraag blessed.

TIER ONE


|| SPIRITUAL WEAPON ||

By ritually praying over a weapon for one hour, the blessed may imbue it with some measure of the divine influence. The weapon will glow with the strength of torchlight in a color thematic to the divine, and intangible foes or foes that are otherwise immune or resistant to attacks from mundane weapons always take some amount of damage from successful attacks with it. Only one weapon may be imbued at a time. For bows, the effect applies to all arrows fired from it.

Aesthetic: The ends of their clothing take on the appearance of ragged strips and wisps of smoke, making them appear ethereal. If the clothing is removed, it is normal.

Quirk: They are able to audibly detect heartbeats within whisper range.

The Mantle of Decay | Skraag
Cult members are immune to infection, and can smell or sense the faintest traces of blood within a three block radius even if it has been scrubbed clean.
Source: Children of the Wight

Cult Graces:
[x]
Rain appears blood red when it lands on them, though fades to normal within a few moments.
[x] Small insects are occasionally found upon or near them, such as locusts, flies, or maggots.
[x] Their touch can remind others subtly of a bad memory or nightmare.

Status: Conviction driving him ever forward

DIVINE LOG

1. A Simple Task: Angau’s Father and Oracle of the Wight, Branko Callas, showed the young Greyling how to craft Effigies of Bone in order to spread Decay and Pestilence across the land. The boy took on this task with much pride, eager to please his father and grandfather. As of (8/12/21), Angau is responsible for the creation of at least sixteen separate effigies, significantly effecting the landscape
2. A Good Night for you to Die: Angau begins down his dark path at the tender age of 8; staying out late at night, axe gripped tightly in his hands, he waits for foolish travellers to pass by close to his charge; the temple grounds. There, he pounces upon them, splitting them apart, murder without hesitation. One fateful evening, he goes to murder another traveller, the same as any other; only this time, he recognises the face as they clatter to the ground; Hellmann Kegheart, his teacher and Aunt. As the boy leaves Hellmann to breathe her last, a dark figure rises from her lifeblood; Vyreism. It tells him to not fret, for Hellmann’s work is not yet done. It picks up her corpse, like one would a bride, retreating into the pool before the stunned and distraught boy.
3. Family Meeting at a Crossroads: A chance meeting at the Crossroads Tavern with Eren Vow; a mysterious man who bore a striking resemblance to the boy’s own father. After a long conversation with the man regarding family and religion, Angau very bluntly asked if the shady figure knew how to pick locks. Eren was more than happy to oblige his ‘nephew’, heading to the jetty of the Crossroads, instructing the boy how to feel out the pins and set them in place. After a few tries, he had developed a basic understanding, that he continues to nurture with daily practice on the locks around his temple. With this, he would endeavour to go on to pilfer in the name of the Wight.
4. Patience, Brother: He shares this knowledge he has obtained on locks with his brother, Targ, conspiring with him, the beginnings of a grand heist. Hellmann informs the pair about the Compendium; within which lies the helmet of Dum’ni Plug; the once Exalted of Skraag, aswell as an alleged dragon skull. Despite his sibling’s penchant for the dazzling and sparkling objects of the world, Angau echoed the teachings of Skraag; Learn Patience. Proper preparation would be needed to ensure their efforts were not wasted, and their prize secured. Of all of Skraag’s tenets, to Learn Patience has guided Angau’s actions the most. He is meticulous in his approach to stacking the odds in his favour; he has the rest of his immortal life to devote to the Wight, so it matters not whether he acts immediately or in due time; measure twice, cut once.

Tier Two Journey

Show extended worship, with one month OOC since achieving Blessed status.
Describe the two most prominent relevant deeds they've done since their last rank up.
The character should keep something on them that represents their Divine personally. (Items, Clothing, etc)
Must create a small shrine to their Divine, and grant it an offering. (Must be an item, check notes at the top of the page.)
Must have at least five instances in their divine log where they have personally done something significant seen favourably by their Divine separate to the event(s) above.
 
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TagTeamChampion

Metaiyyehmorphosis Master
Legend
Retired Staff
Pronouns
He/Him
TagTeamChampion
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Legend
Spells

PURIFY
Divine: Universal
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.

ILLUMINATE
Divine
: Universal
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
Divine
: Universal
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.

STEED
Divine: Universal
Tier: 2
Action: Uninterrupted prayer lasting one minute
Cost: 2SP
Duration: 24 hours
Spell: The blessed summons a mount thematic to their divine. For all intents and purposes it functions as a well-trained horse, with no additional abilities or unusual movements, and no particular utility other than for getting around. It can only be summoned outside, or in a place otherwise open enough for it to be readily ridden around.
Skraag: An undead horse.


DIVINATION
Divine: Universal
Tier: 3
Action: Prayer, and ritual/offering themed to the Divine.
Cost: 3SP
Duration: As long as it takes to ask a question and receive an answer.
Spell: With a ritual based around their chosen divine(such as lighting candles or incense, giving an offering, etc), a blessed may ask a question, and receive a response. This is limited to once per OOC month and can be done either via a ticket or in-game at an event. This is only available to T3 and upwards.
Divine Request Thread: [ x ]



DIVINE WORD
Divine
: Universal
Action: The prayer of, “[Divine], carry my words.”
Cost: 1SP
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.
Rank II - T2
The caster can send up to ten words to their target, and they can hear a response of up to as many in response.
Rank III - T3
The caster can send a far more cohesive message, and they can hear one in return. The word limit here is one single PM, so whatever you can fit into that box.



ANGELIC
Divine: Universal
Tier: 4
Action: Prayer
Cost: 3SP
Duration: 1 hour
Spell: Wings thematic to the caster’s deity sprout from their back over the course of a turn, granting them the ability to fly at the pace of a full sprint. The wings are large, about six meters from tip to tip, and while they can be folded up against the caster’s body they can’t be used at all indoors or in confined spaces. Clothing and armor does not interfere with the growth or function of the wings; while otherwise physical and prone to damage and injury, they seem to phase through the caster’s worn garments without issue.



FEAST OF THE GODS
Divine
: Universal
Action: Prayer. They must keep their hands on the location on which to summon it for one minute.
Cost: 1 SP
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.
Skraag; Feast of the Undead
Tableware, chalices and utensils form out of a dark green metal, detailed with skulls and dead trees, laid out on a deep red tablecloth that when pressed firmly, leaves blood upon the finger. Goblets of blood form to satiate any Vyre company, with platters of raw meats from no known source that are just as edible to them.
Note: Vyres cannot live on this blood, it will satiate half their feeding requirement at most. This is in the same category of Bloodvine, for example.

BAPTISM
Divine
: Universal
Action: Prayer, an offering to the divine, and touch.
Cost: 1 SP
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.
Skraag; Mark of the Wight
The offering disperses into a cloud of flies before vanishing entirely. A mark appears upon them as a dark green or black skull or a bloody smudge that can’t be wiped clean. Children who grow up with this mark may show traits of being a little peculiar, morbidly curious, and a little difficult to frighten. They do not get sickly with mundane illnesses, but don’t seem entirely healthy.

NECROMANCY I
Divine: Skraag.
Tier: 1
Action: Prayer, the ritual of blood around the remains, and the offering of flesh or bone.
Cost: 0 SP
Duration: One week.
Spell: The caster encircles the remains of a creature up to the size of a mid sized dog (<50 pounds) with blood, and upon an offering, returns it to life for a duration of time. This creature will follow the caster like a lost puppy, seem a little too needy for attention, and eagerly eat raw meats without needing to be directed. Directing them to do anything else takes full concentration, the caster doesn't get to act simultaneously and must be within sight. These creatures are weaker, undead versions of their living counterparts, and should the head be severed it falls limp (and if the head is destroyed/brain stabbed, it dies). All creatures at this rank have the equivalent of one success in all contested actions (i.e you need to beat 1 to beat it).

DEPOSE
Divine
: Skraag.
Tier: 1
Action: Touch, must maintain unbroken contact for five minutes.
Cost: 1 SP
Duration: Permanent.
Spell: The caster blesses a corpse which will rise as a weak mindless undead under the sway of Skraag within five minutes of the spell competion. It is hostile to all living things, including the one who raised it, the soul which once inhabited no longer present, in essence becoming a Zombie. This can be cast within the wards. It can be played by the caster but it should be kept in mind they are slow, weak, and likely easy to cut down.
Note: Should this spell be cast upon a Vyre with Repose on their body, it will remove the effects of it after the five minute cast. Repose can also be cast over with Depose.

CURSE OF ROT
Divine
: Skraag.
Tier: 1
Action: Prayer, and the offering of some part of the target: Flesh, Blood, Bone.
Cost: 1 SP
Duration: One day.
Spell: The caster curses an individual with rot, one of their hands beginning to rapidly decay over the span of a day before it abruptly returns to normal, starting within five minutes of the cast being made and worsening by the hours end (and so on). This is an agonising process, and it renders them unable to use the hand to any real ability without sections of flesh peeling off. It does not bleed, but oozes dark ichor, the veins blackening up into the forearm. Once the duration is over, their hand returns to normal over the span of minutes, with no further effects but, should the target want it, a fever. The target may roll an opposed Soul+Determination check against the caster to resist this effect, or Body+Fortitude to power through it.

SWARM
Divine
: Skraag.
Tier: 1
Action: Prayer, and touch of the ground.
Cost: 0 SP
Duration: One hour.
Spell: The caster kneels and presses a hand to the ground, summoning a small cluster of locusts and other insects that eat away at any flora in a five block radius for one hour, leaving the land barren. Any living creatures in the area, including people, will find they get bitten and harassed. These bites are irritating, and not lethal nor poisonous.
 
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TagTeamChampion

Metaiyyehmorphosis Master
Legend
Retired Staff
Pronouns
He/Him
TagTeamChampion
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Legend
An epic Tier One moment indeed
(Divine Profile is Updated now, please zoink me over to Blessed)
 
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