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[The Grey Lady] Raelur Fen'Shal

AzureKnights

Lord of Altera
Hero
AzureKnights
AzureKnights
Hero
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"Upon the ledger writ, and to death returned. Lead us to find balance"
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In-Game Name: AzureKnights
Character Name: Raelur Fen'Shal [Link]
Divine Patron: The Grey Lady | Valiant (Secondary)
Divine Tier: Oracle [Tier 4]
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Exact penance upon the sinful with judgment clear and unclouded by emotion.
Beware the Soul Stealer, and cut down those dead that rise in his image.
Do what must be done to assure the safety of the Realms.

Respect the dead, and those who mourn their passing.

Hold true to thy given word.
Fester not thy body to disrepair.
Do not abandon diplomacy out of lust for war.
Defend those who cannot defend themselves.
Do not betray thy companions, people, or traditions.
Tremble not upon the field of battle, but always remember the better part of valor.

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Spell Points [SP]: 8
──Spell List──
REPOSE
Action: Prayer and Touch, with the offering of something that once belonged to the individual.
Cost: 0SP
Duration: One week.
Spell:
The caster blesses either a living individual or the corpse of someone who has died within the last two weeks, placing a light grey hand-print upon their chest that lasts for the duration stated. This will prevent the target from rising again as undead upon death, and keeps their bodies intact, no parts being able to be removed or tampered with. Blood may be washed away and wounds may be stitched and clothing changed to prepare a body, but malicious grave robbing results in the individual being unable to physically remove anything. Dead bodies with this spell cast upon them are protected until they revive through a revival system, effectively permanent, but it must be re-cast weekly for living individuals.
Note: Should this spell be cast upon a staked Vyre, the stake can then not be removed until Repose is no longer present. This means the target must revive, cured, or wait an indefinite length of time for an opportunity to arise. This is permanent unless Depose is cast upon it, but can also be cast over Depose in turn.

MARK OF PASSING
Action: Prayer and the offering of something that belongs to the target.
Cost: 0SP
Duration: Permanent.
Spell: The caster offers an item belonging to their target in a sort of ritual, and makes a bond with them in turn, the offering dispersing into mist upon spell completion. They will feel if their target is near death, an uncomfortable sensation washing over them and giving them a sense of it but not the specifics to why their target is this way. Should their target perish, they will feel a brief sting of the heart and a bitter chill, instinctively knowing they have died. This spell applies for one person at a time, but it can be cast on three individual targets at any one time, and it must be recast on a target if they die and revive. The caster knows which is which.
TOUCH OF WINTER
Action: Touch.
Cost: 1SP
Duration: 30 minutes.
Spell: The caster touches a surface with their hands or feet, regardless of shoes or gloves covering them, and wills ice to form in the rough size of their hands/feet. If this is over slow moving or calm water they are able to walk over the surface of it, with the ice they leave behind fading after they take another step. This ice forming is instant, but it creates a layer of it and does not freeze what is already there (no freezing part of a person, for example). The ice melts away into mist after the duration if not used for water walking.
MUTE
Action: Whispered prayer.
Cost: 1SP
Duration: One hour.
Spell: The caster wills an area to fall under the influence of the Grey Lady. All sounds are dampened in a ten block radius, resulting in soft words and whispers at maximum. All light here becomes a faint grey-purple hue, and an area of fog lingers on the ground below knee height. Those in the area feel calmed unless they are feeling extreme emotions.
HAILSTORM
Action: Prayer.
Cost: 1SP
Duration: Ten minutes.
Spell: The caster summons the touch of winter and calls down a hailstorm in a ten block radius of themselves, bringing a bitter chill and biting wind. It is enough to irritate foes and urge them to leave the radius, as well as put out flames within it. The caster and those within 1-2 blocks of them are not touched by the hail, even if it is cold. All ice melts to water upon the end of the duration, conditions otherwise returning to normal.
HALLOWED GROUND
Action: Prayer and touch for 30 minutes.
Cost: 1SP
Duration: Permanent, until another location is made.
Spell: With a kneel and verbal prayer, over half an hour the Blessed wills an area of a 15 block radius to become a safe haven from the supernatural or unholy, pillars of grey stone rising from a layer of light grey fog that never leaves, with an altar to the Lady. Any who enter the area feel themselves vaguely chilled, but calmed, capable hearing the comforting whispers of dead loved ones. All light here takes on a purple hue. Any Vyre or Skraagite who enters this area will feel themselves unwelcome and the cold is bitter and biting. Supernatural entities (ghosts, wraiths, ghouls, etc) are simply unable to enter the area, as if the boundaries scorch and repel them. This includes any creature of Skraag’s making, and undead cannot rise here. Should this be cast again elsewhere, the old one fades.
BECKON I
Action: Prayer, the forming of sacred ash via burning bone and birch wood, and incense to cleanse to area before placing the ashen boundaries.
Cost: 1SP
Duration: One hour.
Spell: The caster performs a small ritual, forming a circle of ash no larger than 10b radius, and wills the soul of the deceased to take an ethereal form within it for a period of time even if they are unwilling. It can see, speak, and hear, and it holds its memories aside from the details of its own death. They may recall the ship they were on but not that it sunk in a storm and they drowned, for example. This ethereal form can interact with items and people within the boundaries set, and after the duration has elapsed, they will retain this memory regardless of them reviving or not. The ash will not move by winds or natural types, but can be disrupted by mortal intervention in which the apparition disperses abruptly.
REPEL UNDEAD
Action: Vocal prayer and the motion of thrusting a hand out or a foot down.
Cost: 1SP
Duration: One hour.
Spell: The caster sends out a rippling wave of purple light that drives back undead around them. For the next hour, any undead will avoid the area within five blocks of the caster. Weaker undead (ghouls and below) are instilled with a primal fear, and will do nothing but try and flee. Sentient undead, including Vyres, may roll Soul+Determination against the caster's AoE DC to resist the effect; otherwise, they experience the same fear and compulsion to flee as their lesser cousins.
OMEN
Action: Prayer, and the lighting of a candle.
Cost: 3SP
Duration: One hour.
Spell: The caster forms a circle of ash around them and lights a single candle that they hold in both hands. Upon sitting down and closing their eyes, focusing for one round/10 seconds, they can transport their soul to any other region that contains a public shrine or church of the Grey Lady. They will be able to walk (not run) the region bounds as a spectral, misty form, carrying an ethereal version of the candle in their physical hands. They cannot interact physically with anything for they are intangible akin to an illusion, but they can see, speak and listen, with their sight being a dull greyscale. They will be forced back to their body once the candle burns out, at the end of the duration. Their physical bodies during this time will be unresponsive and vulnerable.

GRAVEWALK
Action: Prayer and an offering to the Grey Lady.
Cost:
2SP
Duration: 15 minutes.
Spell: The caster offers an item to their divine and prays, allowing themselves to drift into the river of souls with the blessing of the Grey Lady. They are given safe passage from one area to another so long as death has known them both (graveyards, cemeteries, battlefields, etc) but will feel weak, cold and somewhat drained after emerging, and cannot linger in the river less they be lost to it. They may take what they wear and up to 100lbs with them, and they may take another so long as they do not let go of them, but doing so doubles the SP cost of the spell. The time it takes to appear at their destination varies, at least fifteen minutes but the time beyond that is up to the player.
UNWELCOME
Action: Prayer and the anointing of the boundaries.
Cost: 3SP
Duration: One week.
Spell: The caster marks an area with either holy oil or ash that becomes immovable upon the spell completion. This spell protects either a private room, average home, or church, but not overly large builds such as manors or castles. Private quarters within larger buildings can be blessed in this way, but not rooms with no clear primary occupant like dining halls or entryways. It makes it so that all who seek entry must be given an invitation from one of the primary home owners/occupants, or they are unable to get inside, as if an open door has an invisible wall. Invites can be rescinded, but once an individual is inside they must be removed from the premises before the rescinded invitation takes hold. This spell stops supernatural entities as well as mortal ones, those strong creatures at at DM discretion. Must be recast after a week.

SANCTUARY
Action: Prayer, the outlining of the area with holy oil.
Cost: 4SP
Duration: One hour.
Spell: The caster forms an area within a sacred ring of ash or oil to a 10b radius. Those within it see the world in greyscale for as long as they're inside, their eyes (iris and whites of the eyes both) glowing purple. The minds of those within are calmed, including giving them a reprieve from spells that tamper with the mind of T3 or lower. Vyres or Mages are unable to alter the emotions of those within the circle. It is akin to spells all mind altering spells being turned off temporarily for the duration of the spell or until they leave the circle in which it will resume if applicable. Once the circle is made, only the caster may dispel it.
DEATH WARD
Action: Prayer, and a ritual in which sacred ash is marked upon four points of the body.
Cost: 3 SP
Duration: One week.
Spell: The caster imparts a blessing upon their target that wards them from an untimely death. Should they die of unnatural cause, their fallen body disperses into ashes upon their final breath and they reform in the nearest temple or shrine to the Grey Lady up to one day later. (4 hours OOC, no need to enter revival queue). There is a singular bell toll to announce when they have reformed within its grounds, and they will remember their death, carrying it as a burden. Upon their return they will feel cold to the touch and unable to speak above a whisper for the next several days (up to the player). This spell can be cast upon themselves. The spell expires after one week OOC, and they may have up to their Soul score of targets warded at any one time.

ETHEREAL SIGHT
Action: Prayer.
Cost: 3 SP
Duration: One hour.

Spell: The caster calls for their patron's aid in searching for anomalies within visual range for both themselves and one ally. Their eyes turn pure white with wisps misting outwards, their vision changing to see in greyscale. They become somewhat sensitive to light, but for the duration certain entities are clear to them providing they are within sight. Invisible spirits are outlined in a spectral and glowing blue, undead and entities raised via necromancy appear with a sickly green outline. Vyres appear in a shade of red, the outlines blurring into mist. Demonic entities, including possessed, appear as burning infernos of orange and yellows showing something more akin to their true form. For powerful beings, it is at a DM's discretion whether they are seen or in what capacity. They must otherwise be able to see the entities mundanely. i.e., no looking through dense smoke/fog, cannot see them in pitch black, and cannot be seen through opaque barriers. This does not work as night vision.
BANISH
Action: A vocal prayer / Touch
Cost: 3 SP
Duration: One Hour / One Week
Spell: The caster banishes a supernatural entity within RP chat range. They will vanish into limbo for an hour before reappearing to their original position. This includes supernatural entities, figments, undead and other-worldly entities (at DM discretion on both time and target). With a touch, the caster can banish a player character or other mundane target. The target feels the clutch of death taking them away before they appear in either the Grand Cathedral or the nearest Grey Lady shrine, or just outside the region the caster is in, at the Caster's choice. A purple hand-mark appears upon their chest. For one week, they are dissuaded from harming another person, fearing death may come from it. This doesn't prevent them from hurting another, but makes them think twice of it. The mark will fade away once the spell ends. For observers, it appears as if the target has dispersed into grey mist and vanished with a flicker of purple light. The target may roll Soul+Determination against the caster's Soul+Determination to resist being banished.

IMPRISONED SOUL
Action: Prayer, the marking of ash about the wrists of the target, and the marking of the boundaries which will glow a faint purple to the target and caster.
Cost: 3 SP
Duration: One week.
Spell: The caster puts a binding spell upon their target, tying their soul to a location for the duration of the spell. If they leave this designated area, the soul stays behind, and their body dies the moment they separate. They feel a pang of warning if they near the boundary, as if their very soul wants to keep them back, but they cannot be pushed or dragged through the line and it is a willing choice. For the duration of this spell, ethereal shackles appear upon the wrists of the target, and their eyes appear entirely grey. The location must be large enough that the target can move around, and clearly defined by walls or tall fencing. An example would be a graveyard, a home, or a temple to the Grey Lady. This cannot be cast upon the same target for another 2 weeks OOC. This spell does not have a saving throw.
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──Divine Passives──
[Aesthetic I] Divine markings thematic to their divine form (in color as well as design) upon the body. This can be as simple as bands around the wrists, or an entire intricate design across the back, left up to the player.
[Aesthetic II] The eyes take on a ring of color about the pupil thematic to their Divine, intensifying in spellcasting or heightened emotional states.
[Aesthetic IV] Frost appears upon their person in subtle ways, and their breath appears as a cold mist.
[Aesthetic III] A purple glow appears in areas of the body in times of heightened emotion, adrenaline, or during spell casting. This can be the eyes, the veins of the body, or the hands/fingertips.

[Quirk I] They are untouched by the cold and suffer no ill effects from it regardless of intensity; Chills are of no concern, frost is a pleasant day, and even wandering the tundra they can manage in a shirt. This applies to natural cold, as well as arcane and divine spells that cause it.
[Quirk II] They no longer need to sleep, finding themselves fully rested after only a few hours of doing something less intensive (reading, lounging, so on.)
[Quirk III] They are no longer negatively affected by the smells of death or decay; it still registers, but it does not bother them at all
[Quirk IV] A glance over a grave or tomb will provide them with a sense of if the remains are still within or not, at a range of six feet.

──Universal Passives──
[Inherent Passive: 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.

[Tier 1: 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.


[Tier 2: Imbued Weapon] Any weapon wielded by the blessed is touched by their Divine, imbuing it with greater ability to smite their foes. This offers no additional mechanical effect beyond causing extra damage; it’s less significant than the weapon itself, but adds enough punch to be tangible. The fire does not ignite, the poison does not kill, etc. For creatures or summons with a set number of 'hits,' it counts as dealing an additional hit.

[Tier 3: Resilience ] Allies within 5 blocks gain one step of advantage on saves against the effects of poison, disease, and other toxins.

[Tier 4: Anathema] Divine power courses in the vicinity of the blessed, scouring their non-mortal foes. Unnatural beings within five blocks that the caster is hostile to suffer as though the presence of the blessed is actively harming them, and tangibly suffer damage as such. The nature of this damage can be flavored to God; Ignis might feel like standing right against a fire and cause flesh to burn, etc. It deals about as much damage as ‘a solid but not grievous hit’ per turn; for summons or creatures with a set number of ‘hits,’ it deals the equivalent of two hits per turn. This affects extraplanar creatures such as figments and fiends, supernatural creatures such as ghosts, and magical or otherwise unnatural constructs such as undead, elementals, and summoned creatures. It does not apply any physical condition other than harm; it doesn’t physically ignite anything, etc.
──Artifacts──
Name:
Veilbreaker
Description: A silver circlet, inlaid with a cut amethyst at the front and etched in Mok’yra runes along the back; “Guk Embrak Zik”.
Passive: The attuned is more emotionally resilient; situations that would normally evoke fear or anger do not affect them as much. (One step of advantage for Determination rolls.)
[Ability - Phantom Aspect]: Twice per day, the user is able to take one round/ten seconds to turn into mist and traverse the veil of life and death for a moment. They may take one round/ten seconds to move, after which they re-appear out of this veil and reform from the mist over a duration of two rounds/20 seconds anywhere within ten blocks from where they entered the veil. The user needs to be able to see where they intend to go, unable to pass through solid objects.

Name: Hand of Winter
Description: A steel gauntlet lined with fur. Atop the hand with inlaid silver is a snowflake pattern, the center of which is fitted with a purple gemstone surrounded by smaller, teal ones.
Passive: A cold aura emanates from the gauntlet in a 10 block radius, keeping those who are within the radius comfortably cool in hot environments.
[Ability - Sculpture]: Up to three times a day, the attuned is able to form ice imbued with divine power from the gauntlet. The ice can take any shape as long as there’s space for it and it doesn’t exceed a height and width of a block (1 cubic meter). The ice reverts into mist after an hour, or prior if the user wills it. Bearing the strength of refined steel, attacks made with summoned ice uses Soul + [Ranged/Melee/Grappling] depending on whether it is thrown or held to attack with.


Name: Sorrow Staff
Description: A quarterstaff made of steel that shines purple under light, at the edge of it sits a small lantern that when lit, emits a purple flame.
Effect: When the light from the flame is emitted, spirits within a 10 block radius find their emotions lowered, turned to a more neutral state.
──Trinkets──
Name: Death's Chill [Offered]
Description: A skull of light grey quartz, matching the size and proportions of the average human. Streaks of purple run throughout the material.
Effect: It is always cold to the touch, and exudes a cold chill within whisper range.


Name: Ribbon of the Dead
Description: A large red ribbon, giving off a soft shimmer from it's silky texture. It's held together with a small golden scale.
Effect: The ribbon is like a small beacon to spirits, a comfort of reassurance that the living will communicate with them, or even convey what they want. The wearer is able to hear whispers of spirits in a five block radius. This often makes the wearer a target by aggressive spirits.

Name: Frozen Flower [Offered]
Description: A crystal translucent flower of ice shaped to a rose.
Effect: This iced flower glimmers under bright light. The ice is cold to the touch and does not seem to melt.

Name: Amethyst Ring
Description: A silver ring with a marking of an hourglass upon the inside. A deep purple amethyst is set upon the band.
Effect: Will glow a lighter purple hue when undead are near (RP-Chat Range). Does not detect for Vyres.

Name: Essence of Archon [Offered]
Description: A small feather that can sit in the palm of a hand, colored pure white but always shifting with flickers and streaks of teal hues. It leaves a faint glowing trail through the air when moved, and can be willed to dim entirely or emit teal light at the strength of a candle.
Effect: Those clutching the feather may find their positive emotions heightened and that they are more prone to caring about things that were once considered 'beneath' them or too small to care for which can bring them moments of great joy.
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──Current Status──
Current Member: [Realmsguard]
Returning Member: [Ministry of the Grey Lady]
Returning Cultist: [Sect of the Grave-Ward]
Oath of Exile: For a time, he had chosen to quit the Ministry and depart from Linlea, swearing off from returning until all the Skraag effigies across the continent are destroyed, in the Lady’s name.
For Sword and Scale: As a member of the Realmsguard, he’s begun to immerse himself with the teachings and practices of Valiant, out of respect for his peers and to test if a relationship with the Grey Lady is possible.
──
Habits──
Crafter:
Has made use of his skills to produce anti-Vyre commodities and religious objects.
Learned: Studied both Vyres and Spirits through reading and lectures, aware of their abilities and how to counter a few.

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AzureKnights

Lord of Altera
Hero
AzureKnights
AzureKnights
Hero
───────────⋄Duty of the Exorcist───────────
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At this stage, the Grave-Ward has a fair reputation within their circle and has the ability to help individuals plagued by magical curses.
They use their abilities to purge, release or cure - of or related to death: Curse by Undeath, Vyres, Possessed Spirits, etc.

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──Acts of Purging──
Deed #1: Assisted in a fight against three Ghouls who were killed and brought back accursed, eventually cutting them down and destroying their remains with a spell [DM-Encounter]
Deed #2: Cut down an idol of Jishrim that had been placed among the festival grounds [DM-Encounter]
Deed 3#: Encountered with a group a horde of undead alongside an undead giant, working together to destroy them and dispose of the remains properly [DM-Encounter]
Deed #4: Assisted a Bwabo settlement by cutting down their former people risen as undead, locating a Skraag effigy nearby and destroying it [DM-Encounter]
Deed #5: Traveled north of Queensport to deal with the undead threat, slaying a great number [DM-Encounter]
──Acts of Releasing──
Deed #1: Released a Wraith's presence on Linistel as it held a grudge on the populace, solved through burial of its remains and a prayer [DM-Encounter]
Deed #2: Oversaw the purification of a Skraag Artifact with Marian Olliran, slaying the Possessor Spirit within it [DM-Encounter]
Deed #3:
Released a spirit's presence nearby Bol'th'thar by discovering their body and preparing it for burial [DM-Encounter]
Deed #4: Settled down several spirits in the Eldpoint crypt after clearing a section of it from a spider infestation [DM-Encounter]
──Acts of Curing──
Deed #1: Provided a cure for two Vyres, Aleksander Kane and Candice Kane [Player-Encounter]
Deed #2: Performed a ritual to cure a group of Vyres by transforming them into Gravewalkers, which included Granny, Valtae, Frost and Aki [Player-Encounter]
Deed #3: Performed an exorcism on Sylvia, succeeding in removing the Demon's hold on her [DM-Encounter]
Deed #4: Assisted in an exorcism on Ezmith, performed by Blessed of Theodra [Player-Encounter]
Deed #5: Cured the Vyre Adda Horym [Player-Encounter]
Deed #6: Transformed the Vyre Freia Flortel into a Gravewalker [Player-Encounter]
Deed #7: Transformed the Vyre Laicelem into a Gravewalker [Player-Encounter]
Deed #8: Performed an exorcism on Matt [Player-Encounter]
 
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AzureKnights

Lord of Altera
Hero
AzureKnights
AzureKnights
Hero
───────────⋄Tier Logbook⋄───────────
The Grey Lady: Tier 1Raelur [X]
Show worship of a Divine for at least one month OOC from the creation of a divine profile/thread:The definitive start was on [6/26/21] therefore minimal requirement is reached on [7/26/21]
The character must be at least two months old OOC:Character Profile created on [5/1/21] although initially began some time earlier, therefore meeting requirement
The character must be at least sixteen years of age:The Character is over sixteen years old therefore meeting requirement
Must significantly contribute to (by attending) or host an event which is of thematic significance to their divine:Attended the event [Midsummer's Night of Spirits], participating in a ceremony devoted to The Grey Lady which finalized the Isles of Linlea becoming a Divine Ground. Afterwards, defended the Priestess who conducted the ceremony from an Assassin.
Three notable acts in line with their Divine (Hunting, Healing, Bartering, etc) separate to the event(s) above:[Undawn] [Link]
-Stopped a plot to poison one of Linistel's water wells with undead rats
-Fought against a group of ghouls with help, slaying them and participated in their cremation
-Helped to discover a secret entrance full of undead, fending them off to be sealed away for later disposal
-Fought against a Wraith, although forced to flee to deal with it later
-Fought the Wraith again, buying time to entrap it in a salt barrier and recover its body, burying it in a prayer to free the spirit
[Crawler] [Link]
-Fought a large spider with help, slaying it, coinciding with the Reclamation campaign and the Grey Lady's attempts to preserve life and preventing Jishrim's spread of influence
[Reclamation] [Link]
-Uncovered items from the Grey Lady shrine in the ruins of the Grand Cathedral
[Miscellaneous]
-Offered a Vyre cure to two people who were turned
-Buried his first body in a Crypt
-Began the production of items such as stakes to deal with Vyres
One offering of an item to their Divine at a shrine/church/etc (Log its OOC location for collection.):With the Grand Cathedral in ruins, Raelur returned to Linlea's Church of The Grey Lady, offering an item recovered from the shrine there. [Coordinates: 5577, 64, -9757] [Location: In the donation/offering hopper]
A cut Amethyst, engraved with an hourglass.
The Grey Lady: Tier 2Raelur [X]
Show extended worship, with one month OOC since achieving Blessed status:Blessed status achieved on [7/29/21] therefore minimal requirement is reached on [8/29/21]
Must significantly contribute to (by attending) or host at least two events which are of thematic significance to their divine:[From Dawn till Dusk] [Link]
-Aided in the transmogrification of a small group of Vyres through a ritual, allowing them to arise once more as Gravewalkers
[Traverse] [Link]
-Defended a Shrine of the Grey Lady from an undead horde
The character should keep something on them that represents their Divine personally. (Items, Clothing, etc):-Wears a silver medallion bearing a symbol of the Grey Lady, a scale held by a skeletal hand
-Wears a silver ring fitted with an Amethyst bearing a carving of an hourglass
-Wields a longsword, bearing skeletal iconography
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.):Raelur has setup a small shrine area in his home, including a sizeable statuette of the Grey Lady of his own design. In the middle of trying times, he as placed some offerings to appease the divine.
[Coordinates: 5830, 39, -9311]
A blooded silver feather, representing his fight against the undead
An Archblossom fruit, representing their fight to preserve the cycle of life and death from interference
Must have at least five instances in their divine log where they have personally done something significant seen favorably by their Divine separate to the event(s) above:[Undawn] [Link]
-Recovered a little over two dozen bodies from Linistel's Palace
-Coordinating a plan to investigate and return to the city with supplies, continuing his fight with the undead
-Securing a citadel from an undead infiltration through silver, gold, salt, mirrors and more.
[Miscellaneous]
-Conversed with the spirits of children until they passed into the afterlife [8/10/21]

-Conversed with a Gravewalker on a basic introduction to the Grey Lady [8/21/21]
-Refined his knowledge of Vyres through various individuals and their conversations, ensuring the information is promoted accurately and across the land [Various Dates]

[Uncover] [Link]
-Accompanied a group in search for a fragment of life, securing it in safe hands whilst fending from spiders influenced by Jishrim
The Grey Lady: Tier 3Raelur [X]
Show extended worship, with two months OOC since achieving T2:Blessed status achieved on [9/21/21] therefore minimal requirement is reached on [11/21/21]
Must significantly contribute to (by attending) or
host at least five events which are of thematic significance to their divine:
[Frozen Garden] [Link]
-Traveled with a group to retrieve the final life fragment

[Eclipse] [Link]
-Fought back against Jishrim's final attempt at Life, returning her whole
[Cleansing of Storm's Landing] [Link]
-Tracked down ghouls and their accursed idol, destroying them
[Festival of Haunts] [Link]
-Sold items for dealing with Vyres and promote worship of the Grey Lady
-Fought against a sudden attack of undead upon the festival grounds
-Destroyed a Jishrim idol

[Given New Form] [Link]
-Oversaw the purification of a Skraag Artifact
-Fought and destroyed the harmful spirit that resided within
The character must have earnest and genuine faith to their Divine:Raelur has chosen to pledge his allegiance with the Grey Lady, forever and always, traveling the land to undo the corruption of Skraag and other devious Gods. He proves his loyalty through his countless actions, slaying all manner of undead with blooded silver and holy machinations.
Evidence of a more unique understanding and outlook towards their own faith:As of [12/2/21] Raelur had made the decision to quit the Ministry of the Grey Lady due to a personal dispute, however he still believes in the Goddess strongly and seeks to continue spreading her influence. Believing he can do more abroad, he closed his business in Linlea and departed, making a vow that he will only return to his homeland once he travels the continent and destroys every effigy of Skraag he can find.

He never had a proper teacher to guide him through the nuances and teachings of the Grey Lady in a time of peace. Instead, he was thrusted in serving her during the sudden rise of Skraagite activity that appeared in Linistel, having to battle undead and spirits alike woefully underprepared. While faltering at first as a new believer, he eventually endured and continues to survive today, spending a great deal to prepare himself with weapons, armor and tools that have grown as he has. Hardened by his troubles, he perceives death as a brutal necessity, bringing change in all manner of things, uncaring of who meets the Reaper's scythe. Through change, there can be progress, the passing of the seasons, and room for new life to grow and flourish. With this in mind, he has also come to appreciate life itself as courting with death has reminded him of his mortality. He views life as something in constant motion, beautiful yet fleeting, knowing that all living beings are destined to die, yet it is through a finite lifespan that he believes provides an incentive for many to appreciate their fortunes and promotes good deeds, while greedy and sinful are bound for damnation, seeking to half their inevitability through attempts of immortality. He has come to accept his sins and faults, knowing he will atone for them upon reaching Limbo.
Must show evidence in their log of teaching another something thematic to their Divine.
(Hunting, Fighting, Dancing, etc):
Over many occassions now, Raelur has found himself amongst the company of Anwar Attia, a follower of Sallana. Most notable to Raelur, however, is that Anwar is an afflicted Vyre, and thus finds himself with a unique opportunity to debate with someone about their condition and the nature of their turning. As their strenuous relationship has progressed, Raelur has sought to convince Anwar about the the necessity of death and how it affects the living. He only needs to wait as the seeds of doubt are planted within the Sallanite. Aside from this struggle, Raelur has also recounted to Anwar of his previous experiences battling all manner of undead and spirits, providing advice if only to prevent the grounds of Sallana from becoming another foothold for Skraag.
Must have at least five instances in their divine log
where they have personally done something significant in the name of their faith separate to the event(s) above:
[Undawn] [Link]
-Casted [Beckon I] to perform a séance, attempting two and succeeding one, conversing with a spirit [10/15/21]
[The Glade] [
Link]
-With a group, fought Undead and a giant abomination [11/21/21]
[The Armiger] [
Link]
-Traveled into the Nether to search and retrieve an artifact of Kilrox, embracing the risk of death [11/28/21]

[Miscellaneous]
-Began amassing a collection of trinkets and items that could relate to the faith [10/3/21]
-Defied an undead controlled by a Skraagite, striking it down [10/15/21]
-Offered a funeral rite to Elmon Valleth, casting [Repose] on the body [11/13/21]
-Casted [Mark of Passing] on Milah Sicarus-Freyr [11/18/21]
[To Great Lengths] They must showcase ten additional instances of significance in the name of their Divine.
These should be of importance, be it through protecting a group, hunting down something of significance, the poisoning of a town, or some other action.
Why these actions are considered significant should also be added to your logs, how your character personally feels them necessary or important:
Raelur has taken to undergo an independent crusade against the forces of Skraag. Traveling abroad in order to reflect on the past and ponder the future. A vow of exile amidst leaving the Ministry bars him from returning to Linlea, deciding instead to leave the safety of the Grey Lady's holy grounds in order to walk amongst the filth and corruption of the dark gods, embracing the hardships that lie ahead of him. Between his travels, he intends to enjoy his nights of respite as if they're his last, so that he may find little to regret once his end comes.

[Oath of Exile]
-Fought a roving horde of Undead, slaying the Cultists animating them [11/14/21]
-Defeated a spectral horror of Skraag [11/14/21]
-Dismantled a Skraag effigy [11/14/21]
-Performed a consecration ritual in Gardens of Endearment, confirming no presence being detected [11/29/21]
-Performed a consecration ritual in Compendium, detecting a far presence [11/30/21]
-Performed a consecration ritual in Mockingbay, detecting a presence [12/2/21]
-Performed a consecration ritual in the Taproom, detecting a far presence [12/5/21]
-Performed a consecration ritual in Eldpoint, detecting a presence and uncovering an exposed crypt [12/6/21]
-Sanctified a Skraag effigy beyond the outskirts of Eldpoint [12/7/21]
-Sanctified a Skraag effigy beyond the outskirts of Mockingbay [12/7/21]
-Performed a consecration ritual in Storms Landing, detecting a nearby presence [12/8/21]

[Hidden From Sight] [
Link]
-Searched and located another effigy, hunting down undead and saving a small settlement [12/12/21]

The Grey Lady: Tier 4Raelur [X]
Show extended worship, with three months OOC since achieving T3:Blessed status achieved on [12/21/21] therefore minimal requirement is reached on [3/21/22]
Must have a significant presence in the world as an embodiment of the virtues of their divine.
Must make a constant effort to guide and foster their faith through either significant personal acts or active participation in events:
[Caretaker of the Temple of Rest]
Newly appointed as the Caretaker of the Temple of Rest in Queensport, he strives to represent the faith of the Grey Lady within the Kalstaat while defending its people from the threats of the undead as a Vyre uprising stirs in the north.
[Realmsguard Member] [Taken Oath]
As a member of the Realmsguard, his reputation has expanded throughout the land as the organization has acted to defend places and people abroad, fighting enemies of both Valiant and the Grey Lady whilst ensuring the safety of those that deserve it across the political landscape. He makes sure that the men and women he serves with are educated on the undead and supernatural, as he's come to find that they experience such entities frequently.
[Exorcist]
Over time, he has accrued experience observing and handling spirits on his holy journey, being able to put a few at rest whether it be summoning them or encountering them by chance. His duties have also involved recording the activity of both Vyres as well as Demons that wish to influence people for later reference, whether it is to ensure they’re cured or hunted down eventually when judgement comes. With the achievement of his first exorcism of a Demon-possessed, his merit of such a role will only increase.
Must hold at least one sermon in which they explain their own unique views and understanding of their Divine:[Sword and Scale] [Link]
Taught a lecture in Blackrush Crossing which included members of the Realmsguard attending. He had spoken on certain types of Undead regarding their origins religiously and how to combat them, such as Zombies and Ghouls. Later on, he delved into the topic of the supernatural with a brief recollection of Archon and the events leading up to the planar tear to display a primary cause to their presence, offering a warning for things from others realms crossing over. Finally, he discussed Spirits and the types discovered, with solutions to put them as ease and send them into the afterlife rather than destroying them outright. Afterwards, he passed along copies of a book on Spirits for people to keep and refer to later on in the field.

[Infernal Insight] [Link]
In the Cathedral of Eldpoint, Raelur held a meeting to inform the public of the ongoing crisis involving the spread of corruption and demonic possessions, alongside the cult which is instigating it. With his past experience and insight on the matter, he explained how the Demons behave and how they interact with people, later explaining the solution of exorcisms and how to perform them in his opinion. He was able to answer questions from a few as well, providing his own input and collaborating with others to seek out improved methods and ideas.
An event held to sanctify an area/region in the name of their Divine, or the creation of a larger secondary shrine/church:[Keg's Hearth Crypt]
Has established a shrine within his established crypt in Keg's Hearth. He intends to expand upon it over time as fresh dead are collected and properly buried to ensure a safe, eternal rest.
Must be part of or create an organization dedicated to their Divine:[Ministry of the Grey Lady]
Over some time, he has begun to repair relations with the Exalt of the Grey Lady to become reacquainted with the Ministry of the Grey Lady.
Must show further evidence of having a unique view and understanding of their Divine and their faith.
To truly show how they differ, and what faith means to them personally:
[Experience With Faith]
After learning of the past events of Archon, alongside his experience with threats that originate beyond the mortal world, he's come to believe that the Grey Lady should represent not just the passing of souls into the afterlife, but also the sanctity of how similar entities may travel between the planes and the security that should be provided to ensure harmful things are kept out while repairing the damage of the veil between said planes. His travels to the Nether has also cemented his belief that there are worlds beyond our own that shouldn’t be tampered with lightly. Whether it be entities of the Nether, or the various figments that come and go, having them or others manipulate the veil is a matter that faces judgement.

With this in mind, he's grown a distrust with Animancers, which he believes are either irresponsible or unworthy in the handling of spirits and souls, considering their practices have been known to cause harm despite the best intentions of a few. It also brings him concern with Magic and their ascendance which has stirred the Pantheon into action and deliberation on what to do. He travels to inspect when he can on the dubious works of magic-users, keeping a close eye on places such as Candlewood, participating in their activities to remain close and earn their trust should he discover something damning.

Recently, he has gotten into the dilemma of demons and their ability to posses people, which he believes is the result of a rising influence stemming from the Nether. He hopes to establish more research on those affected so that he may succeed in an exorcism of one of these possessed, so that this can lead the way for followers after him to lead by his example.

To him, his journey of faith is the representation of order uncompromised by emotions and personal feelings. He's come to accept that as he ascends with the Grey Lady's favor, he must carry out her will despite his own personal reservations, a price to be paid to receive the powers of a blessed. There may come a time when former friends become enemies, when the Goddess will be his closest ally left, for he has given up both home and comfort to reach his current heights.

His experience learning and witnessing the works of Valiant have also left an impact on him since his introduction with the Realmsguard. It has become a realization that the mortal capacity of violence cannot be contained, it is a force of nature that has always been there, as reflected in the Grey Lady’s representation of Necessity, for death cares not for who it reaps. While chivalry and honor are seldom found in war, he tries to uphold the War-God’s gentler tenets as best he can, as acting on one’s emotions hardly ends well.
Must have at least ten instances in their divine log where they have personally done something significant in the name of their faith separate to the event(s) above:[Finale III: Sieging the City] [Link]
Fighting alongside the Realmsguard to liberate Eldpoint, he infiltrated the city walls and fought his way through mercenaries and guards. As the fighting had nearly concluded, a citizen was slain unjustly by another, and so he kneeled before the poor soul and offered a small prayer unto them, before carrying their body towards the hospital.
[Finale IV: Treating the Injured] [Link]
After the siege of Eldpoint, he arrived to the city's hospital to rest and recover from his sustained injuries. After which, he made his way downstairs where a temporary morgue was set up, where bodies were lining the hallways by the dozens. For that night, he held his holy amulet aloft, kneeling before every corpse to say a prayer to ease the souls into the afterlife, hoping they depart with little grudge or reason to linger among the living.
[Helm] [Link]
During a Valiant ceremony, Bennett sought to purify the Helm of Kilrox by striking it down. In the process, he purified the artifact from its entity, however he continued to strike the armor down out of frustration, calling out the War-God. Eventually, both Byrne and Raelur sought to intervene, seeking to convince him of the necessity of violence and its innate nature that lies in mortal men before divine punishment could be cast down a second time.
[A Final Flight] [Link]
Held a funeral for the lost crew of the Airship Godcrest, and casted [Beckon I] to speak with Ivy, the ship's captain to pay respect and preserve their memory.
[Nid Arach: Exploring New Land III] [Link]
An exploration through Nid Arach led to the discovery of a group of Candlewood Scholars who were assaulted during the night by the region's creatures. They pled for help as the bodies of their compatriots were scattered across the area. With assistance from the group, all five bodies were located and returned to camp to bury in graves, offering a prayer to ease the lost souls and guide them to limbo.
[Nid Arach: Twelve Angry Men] [Link]
Some time prior, he and members of the Realmsguard had been searching across Nid Arach for any signs of slaver activity to defy the activities of The Necromancer. They were able to speak with the city's denizens as they looked for clues, eventually figuring out that the forested outskirts were being harvested for lumber. Upon their approach, they encountered a group of armed slavers forcing slaves to work, with one of these armored men being an undead. A fight broke out, and in the end he and his compatriots killed off these would-be oppressors, with one of the Realmsguard beheading the undead slaver and another taking a living one as captive to face their crimes. The undead corpse was burned appropriately, while the other bodies were taken back to camp for a proper burial. Expecting a response from the Arachian Lord, The Necromancer, they setup defenses around their camp over the coming days. During a routine post in the night, their camp was suddenly attacked, damaging the walls with fire and ballistae bolts. The defenders scrambled as he focused on dousing the flames to prevent them from raging. Amid the chaos, he opted to stay behind, weary of the attacker's capabilities while the rest followed suit, never to see them alive again. Alone among the dead, he performed [Gravewalk] to retreat as he sensed the death of one of his compatriots through [Mark of Passing].
[What flies above] [Link]
Conducted his first [Divination] with an attendee, giving feathers containing Archon's essence as an offering, having recovered some from the reclamation of Life. He Summoned an Emissary of the Grey Lady in the form of a floating Skull, listening intently as it answered his question about the source of Blooded Silver found throughout the realm. He learned that they originated from the Goddess of the Hunt, Theodra.
[In Search of Answers] [Link]
The investigation into the kidnapping and murder of a citizen of Mockingbay had led them to follow a trail of clues towards an island directly east of the city. Upon landing ashore with a group, their travels uncovered a hidden passageway that when unlocked, led to a vast dungeon beneath the ground. Through a selection of rooms and halls, were both puzzles and traps that needed to be traversed with some difficulty, uncovering along the way items dedicated to Jishrim, such as knives and holy symbols. Nearing their final destination, they came across caged Ash Hounds that were unlocked by one of the party members, revealed to be a conspirator as they attacked the group. Through skill and determination, Raelur and the rest slew the hounds and the would-be assassin, making their way to the final puzzle, a room that slowly flooded with their only exit lined with skulls and familiar symbols. Recalling his previous study of the clues, he unlocked the final puzzle to reveal their exit, making their way to the surface. Amid their relief, a stranger with a crossbow had left a final riddle for them, making their escape. With some effort, both he and another managed to reach and tackle the stranger to the ground to send back to the Mockingbay dungeon, solving the issues that plagued the Queen, for now.
[Blood in the Snow] [Link]
Hearing the call for aid in Queensport, he travels to the cold north to support the city. He and and handful of others are chosen to join a convoy of the Kaalstat military as they travel with the intent to battle a hostile band of Vyres whom settled down with plans to claim the land and insight terror. On their trip, they encounter a snowstorm which forces them to setup a campsite, only to be met with a massive horde of undead and Vyres attacking during the night. With his blessed powers, he's able to keep the undead at bay for a time, only to be eventually surrounded leading to a great fight for survival. Through a fierce battle, only a handful of men managed to survive the ordeal.
[Bannerlord Arc Act I - An Act Of Justice] [Link]
While accompanying the Realmsguard to patrol the southern roads of Blackrush, the group had stumbled upon the scene of a murder that took place. Two suspects were apprehended by local authorities for questioning, whom asked for assistance from himself and his compatriots in order to solve the case. Through a combined effort, they were able to examine the victim’s body and question the suspects for any motive, eventually coming to the conclusion that both were guilty of murder, casting fair judgement on the verdict.
[Distress] [Link]
As Bol’tn’thar is troubled by sightings of a ghost in the area harassing travellers, the Realmsguard are called in to investigate, wading through the swampy region to encounter a weeping spirit. With his prior knowledge, he deduced this wasn’t an overly harmful spirit, rather, one which was tied to the area by some personal matter. Eventually, they discovered the remains of a hut, filled with bodies and signs of a dark ritual, one of the remains belonging to the spirit in life as they were unfortunately sacrificed for some unknown end. Casting [Repose] on the woman’s corpse, he granted her spirit peace, allowing her to finally cross over into the afterlife. However, there was more to follow, as they found a trail leading from the hut, the very ground warped by growing crimsonwart, ending with the sighting of a large Hoglin. With teamwork, their blades slew the beast, ending its influence on land. Afterwards, the mortal remains were taken back to Bol’tn’thar for burial.

[Uninvited Pests] [Link]
Taking a bounty assignment posted by the Eldpoint Chivalry Office, both he and the Realmsguard ascended into the city's crypt to investigate an apparent spider infestation, encountering drifting spirits along the way, acting as though they were fixed in moments of their past lives, unable to move on. Through narrow tunnels and passages, they eventually uncovered the source of the troubles through a webbed-up door, opening up into a sanctum displaying an angelic statue surrounded by tombs of old. As they lit up the area, they found a whole swarm of spiders threatening to surround them, with a Broodmother watching from above. With the strength of their steel and faith, they slew the vermin one by one, eventually coming face to face with the Broodmother, which too fell by their hands. He hopes that cleaning up the mess had brought the spirits some peace, allowing them to cross over into the afterlife once more.
[Bannerlord Arc Act II - An Act Of Sacrifice] [Link]
Hearing rumors of nefarious activity at the site of a ruined cathedral dedicated to Ignis, the Realmsguard travelled to inspect the location. There, they encountered a strange individual atop a gallows who referred to themselves as The Judge, challenging the members to question their oath, faith and morality as they were forced to cast judgement upon two hostages charged with murder. After some deliberation, they learned that one hostage was a follower of Valiant who murdered to defend a town from bandits, whilst another was a Jishrimite who murdered in the name of their faith. It was eventually decided that by the law of the land, both were innocent, despite personal reservations. The Judge still wanted them to be executed by hanging, and ordered his allies to burn a rope below the gallows, pressing the Realmsguard for time. Through a demanded ultimatum, two would be needed to take the place of the hostages. As two members stepped forth, Raelur chose to take the place for one of the hostages, acknowledging a blood-debt with his brethren, an act of redemption for their fall at Nid Arach. As the noose was tied upon his neck, he accepted the coming of death, yet it did not come, merely another planned trick by The Judge. He had left the scene, but not before explaining other hostages were caged beneath precarious roped debris threatening to fall atop them, held by lackies. Through some creative persuasion, they stepped before each of the men holding the rope and fate of many, showing them the error of their ways and allowing them to tie the rope and let the hostages go free. As the danger was averted, they discovered that the groups of hostages were related to each other, either being bandits which attacked the village mentioned earlier, the villagers themselves or the group of Jishrimites also mentioned. They were sent off or dealt with accordingly, preventing any fatalities from the whole ordeal and casting judgement.
[Bannerlord Arc Act III - An Act Of Assistance] [Link]
Patrolling once more on the roads of Blackrush with his compatriots, they had stumbled upon a broken down wagon set aside with people nearby, as if seeking help to their dilemma. As they approached, they were met with arrows shooting out from the bushes, along with the drawn blades of the carriage folk. It had turned out that both mercenaries seeking their assassination and mere bandits preying on the gullible sought their end, fighting the Realmsguard and each other during the struggle. With some quick thinking, they maneuvered through the terrain and either cut down or arrested those who surrendered, treating the remaining injured afterwards. The bodies of the dead were tended to, casted upon with [Repose] and prepared for burial back to Blackrush upon a pyre.

[What Lies in the Darkness] [Link]
Following the rumors of dragons arising within the territories of the Sorrows, both he and the Realmsguard traveled to investigate. They eventually stumbled upon a campsite, from where its inhabitants pled to them for help, speaking of an unknown force harassing them. Suddenly, a storm had intensified above them as lightning threatened to strike them on more than one occasion. From the outlying forest came the source of the troubles, a group of Wyrms. It was discovered that those at the camp had attacked them and drew their ire, forcing them to flee the scene leaving the Realmsguard to battle them. With some effort, he defended another of his comrades from a potentially lethal end by fighting one of the Wyrms head-on. After some further fighting and a couple shocks later, everyone was able to leave the encounter alive, with the remains of the strange creatures in tow.
[Bannerlord Arc Act IV - An Act Of Liberation] [Link]
Both he and the Realmsguard were called upon once more to Nid Arach when one of the member's family was taken hostage within the accursed city. Seeking to redeem himself once more, he braved the strange terrain with the group, eventually coming to discover the hostage's location in a cave. They proceeded inside, encountering an ambush of crossbowmen seeking their end. By skill and number, they were able to cut a few of them down, arresting the rest of them as they surrendered or attempted to flee. Raelur collected the remains of the dead together to properly burn, preventing them to arise through necromancy.
[Bannerlord Arc Act V - An Act Of Courage] [Link]
Tracking down the movements of the one called The Judge across the land, the Realmsguard managed to encounter them once more in the Ashlands, specifically the fort which surrounds the infamous rift to the Nether. Seeing them retreat through the portal, Raelur and a few others were forced to trail after them, travelling within accursed realm to discover a defensive complex of some kind, guarded by many Fiends. Through their efforts, they managed to sneak inside, evading most of them while cutting down a few which managed to discover them. At the end of their journey, they found a small library of some kind, surrounded by a pit hanging over a great lake of lava. At the center of the pit, was a peculiar scroll suspended by chains. With some quick thinking, one among them took the risk of climbing to the center to recover the scroll, discovering it contained Infernal writing alongside a different language. With the information acquired on the terrain, the Realmsguard depart to prepare their attack in full force.
[Miscellaneous]
-Casted [Omen] to scout Eldpoint ahead of the siege [1/9/22]
-Another corpse found in Nid Arach was brought back to the city camp by Byrne, buried by Raelur in the graveyard and offered a prayer [1/17/22]
-Established a memorial dedicated to the siege of Eldpoint in the city’s graveyard, honoring those who fought and died [2/3/22]
-Established a crypt in Keg’s Hearth [2/15/22]
-Acquired a body of a Precursor during an expedition uncovering their ruins, laying it to proper rest once again in a crypt [2/27/22]
-Casted [Hallowed Ground] within the Temple of Rest in Queensport [3/9/22]
-Performed his second [Divination] in order to ask the Grey Lady a Question about how he can promote the integrity of the planes and defend their sanctity. He received an answer: "The balance of the planes is delicate, disturbed by the ascension of Magic. You can't stop what's capable of passing through by its own power, but in diligence in administering rites to the dead you can stop what souls may rise again." [3/21/22]
-Encountered a pair of armored strangers suddenly firing crossbows at the citizens of Eldpoint, rushing in to tackle and arrest them with help, bringing them to justice and saving bystanders from harm [3/24/22]
-Managed to get Oleg, who’s been possessed by a Demon, to translate a few glyphs written in Infernal for his research. [3/24/22]
-Performed an exorcism on a possessed individual, removing a Demon from them and dispersing it. [3/29/22]
-Discovered corrupted plants appearing in Storms Landing, getting rid of a few patches growing around the Grand Cathedral while clearing out an infected field of wheat with help. [4/3/22]
-Discovered corrupted plants near the Storms Landing docks, casting [Hailstorm] to freeze them. [4/18/22]
An offering of something of great personal value to the character themselves given to their Divine.
Include evidence of why this offering is of importance and significance:
[Frozen Flower]
He would offer a Frozen Flower, a divine trinket recovered during his travels amid the campaign for returning Life to Shalherana. He has kept it up to this point to remind himself of his bond with the Grey Lady, as he strives to embrace the Domain of Winter, smiting his enemies with divine cold.

An Oath of personal and religious significance must be sworn in the name of their God.
[Oath of Exile]
He has sworn from returning to Linlea while the influence of Skraag lingers across the land in the form of effigies, traveling in search for corruption as he offers his services blessing holy symbols and making his own to give out with the power to track effigies of Skraag.

-Sanctified a Skraag effigy beyond the outskirts of Halbed [1/4/22]
-Sanctified a Skraag effigy beyond the outskirts of Blackrush Crossing [1/16/22]
-Sanctified a Skraag effigy beyond the outskirts of Haven [1/20/22]
-Sanctified a Skraag effigy beyond the outskirts of Verdant Valley [1/31/22]
-Sanctified a Skraag effigy beyond the outskirts of Compendium [2/5/22]
-Sanctified a Skraag effigy beyond the outskirts of Queensport [2/6/22]
-Sanctified a Skraag effigy within the city of Ravenport [2/12/22]
-Sanctified a Skraag effigy beyond the outskirts of the Sisterhood Temple [2/18/22]
-Sanctified a Skraag effigy beyond the outskirts of Hawklight [2/22/22]
-Sanctified a Skraag effigy beyond the outskirts of Queensport [3/17/22]

The Grey Lady: Tier 4+Raelur [X]
Notable Acts significant to their Divine.[Bannerlord Arc Act VI - The Final Act Of Shielding] [Link]
Travelling into the Nether once more, Raelur and the Realmsguard sought to put an end to the demonic fiends that seek to break through into the world. Upon reaching the fortress that they had infiltrated before, they eventually stumbled upon the encroaching sight of the Wither and a band of giant skeletal beings wielding swords of black mist. They had managed to set up some defenses with ballistae to support their range, firing from afar and above with brave men and woman standing their ground at the front. With divine might and skill with their weapons, they were able to eventually defeat the infamous Wither and their minions, while suffering no fatalities.
[What Remains Below] [
Link]
Traveled to the Tomb of Melzar in order to sanctify it, pouring holy water into a pool of blood and dismantling part of the shrine devoted to Skraag. Later, he helped to take down the ceiling mural in the shape of a skull, prying off the large emeralds in its eyes to be later offered up to the Grey Lady.
[The Ivory Rift] [Link]
As a great demonic rift opened up above Storms Landing, he flew up to approach a Demon thought to be the Ivory King. With some helpful assistance from an Airship of Rangers and volunteers, they were able to shoot down the Demon from the sky, forcing it to crash upon a rooftop. Taking the initiative, he would dive down to lay the killing blow. Some time later, he would fly back up to help coordinate with the others to dismantle the obelisks placed around the city.
[Strung and Stained] [Link]
Investigating a commotion occurring along villages along the Southern Plains, a mixed group of Realmsguard and Rangers discovered the aftermath of a massacre, leaving behind a trail of slain innocents and corruption. Eventually, they followed clues from the culprit which led them to face a giant demon wielding a menacing hammer. With courage and tactics, they were able to slay it with a mix of arrows, blades and divine power. Raelur was able to detect that its weapon held demonic energy, preventing an unexpected possession.
[Crimson Cries] [Link]
Drawn by curiosity on the condition of the Nether during the ongoing crisis of demonic invasion, Raelur and a handful of others were selected to explore the corrupted realm, using their previous experience to their advantage. While witnessing phenomenon not faced before, they were able to reach a peculiar camp full of demons, which was being used as a mining operation. While they were able to approach these natives without immediate hostility, they soon realized that they were being made to leave given their demeanor. Eventually, the group decided to engage anyway, cutting them down up close and shooting them from afar. With no further signs of life after the battle, Raelur collected one of the bodies for later study, while ordering that the camp and its precious ores be dealt with to prevent their use in the war-effort against the mortal realm.
[Cornish Imps] [Link]
Hearing of a commotion occurring in the Frostwarts Academy at Halbed, Raelur approaches the building alongside a mixed group of curious strangers. Entering within, they soon discovered that the premises was beset by demonic Imps. Taking the initiative, he traveled from room to room, slaying any Imp he could find, whilst denying the capture of any, concerned of their use for ill intentions. Eventually, they discovered the largest of the swarms atop one of the highest lecture rooms, driving them away from the area for good, leaving behind masses of red ash behind.
[Revelation] [Link]
Raelur sought to forgo his Oath of Exile temporarily in order to foresee the Grey Lady's judgement upon the followers of Know and the figment itself. Meeting with the Exalt of the Grey Lady, they both observed as communication with Know was established, overlooked by a divine brought forth through [Divination]. After listening to both sides, it was decided that the followers of Know will be closely looked after, to ensure that the figment won't ascend to challenge the pantheon.
[The Second Wave] [Link]

[The Cerulean Blitz: The Hills of Eisenheim] [
Link
]

[Hellraising] [
Link
]

[Advance of the Harbinger: Candlewood] [Link]

[The Cerulean Blitz: After the Gateway] [
Link]

[Grieving] [
Link]

An Aethellian Defence: Part One [
Link]
Continued oath(s) of personal and religious significance.[Oath of Exile]
He has sworn from returning to Linlea while the influence of Skraag lingers across the land in the form of effigies, traveling in search for corruption as he offers his services blessing holy symbols and making his own to give out with the power to track effigies of Skraag. He had withheld his oath once to help oversee the judgment of Know and their followers.
MiscellaneousSanctified a Skraag effigy in Minerva [5/12/22]
Assisted in performing an exorcism for a possessed [5/9/22]

Performed a curing of a Vyre [6/1/22]
Performed a [Divination] to discuss the situation with Lady Arcane's ascension and the future treatment of both mages and her followers. A set of offerings was delivered, a longsword and falchion, two weapons he had used when he began his journey of faith in Linistel. A divine trinket, [Death's Chill], recovered from the ruined Cathedral of Storms Landing. And lastly, a skull of the Wither, slain in the Nether amid the Realmsguard's mission to protect the realm. [6/14/22]
Removed a patch of corrupted plants in Candlewood by freezing it. [6/15/22]
Turned a Vyre into a Gravewalker [7/1/22]
Sacrificed the head of a T3 undead to the Grey Lady [7/1/22]
Convinced a person to use [Death Ward] rather than take up Vyrism [7/3/22]
Turned a Vyre into a Gravewalker [7/8/22]
Performed an exorcism on a possessed [7/21/22]
Active Spells & Effects Casted [Death Ward] on Lana Wake [8/7/22]
Casted [Death Ward] on Fania Brus [8/7/22]

Casted [Mark of Passing] on Milah Sicarus-Freyr [11/18/21]
Casted [Spiritual Weapon] on his blooded silver greatsword [7/27/22]
 
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