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Active [Theodra] Jacob - T2

Sir Saltington

Lord of Altera

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General Information
(Will finish updating later.)
IG NAME: Sir_Saltington​
CHARACTER: Jacob​
PROFILE: { Link }
PATRON: Theodra​
TIER: 2​
SPELL POINTS: 5 SP​
ARTIFACTS: ✗​
TRINKETS: ✗​
AESTHETICS:
T1: Their bodies appear somewhat more defined, with their facial structure appearing sharper or their shoulders broader.​
T2: (Still debating!)​
QUIRKS:
T1: They become very good at climbing, keeping a sturdy grip, and they can jump an extra two feet upward or across than the average person.​
T2: Superficial wounds that do not require stitches can be licked or cleansed with herbs to heal them. Scars will appear silver or fade entirely, and their choice. Only applies to themselves, and not others.​
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.​
|| 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.​
- Jishrim: Spiders aren’t hostile and treat the Blessed as allies.​
- Shalherana: Non-predatory wild animals aren’t bothered by the Blessed’s presence.​
|| 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.​
|| MARTYR ||
By placing hands to either side of a recent injury and focusing/channeling for a minute the blessed may remove an injury from another and take it upon themselves instead, making their body whole at the cost of their own. This does not replace lost limbs or body parts; it’ll stem the bleeding, but at cost of opening a similarly grievous wound upon the blessed’s limb. It doesn’t apply to conditions like being poisoned, only flesh wounds, and the target must be living for this to work.​

STATUS: Got lost in the woods, mostly on purpose.​

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Spell List
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. The traits of baptism can fade at a time decided by the player of the one baptised, with the mark remaining or similarly fading.​
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.
Theodra; Mark of the Huntress​
The offering disperses into a cloud of wild grasses and leaves that float about the area for a while before vanishing entirely. A mark appears upon them as a silver feather or arrow that shimmers slightly. Children who grow up with this mark may show traits of being a little explorative, climbing things more often than others of their age. Stray leaves often appear in their hair or clothes, with little explanation.​
DETECTION
Divine: Theodra.​
Tier: 1​
Action: Prayer & Touch.​
Cost: 1 SP​
Duration: 30 minutes.​
Spell: The blessed places their bare hand on the ground and utters a soft prayer, willing all footsteps and tracks made within the past 48 hours to reveal themselves in a 15 block radius. The prints will glow a soft silver hue to the blessed only, and any blood/hair/fur will glow similarly if it was left there in the same two day span. The glow will fade after the duration.​
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 message to another through divine means. It can travel any distance and be heard moments after the spell is cast, but it must be on the mortal planes and will similarly only work on mortal beings. The caster must know vaguely the person they are communicating with, be it their name, face, or alias. It works on who it is intended for, unable to be accidentally sent to another. This is a universal language, heard and understood by each as clearly as their native tongue. Should it be used on the dead, they hear only silence.​
Rank I - T1
The caster can send one single word to their target. They cannot be given a word in response.​
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.​
Theodra; Feast of the Hunt​
Carved tableware of various wood types forms, with cups made of animal bone and utensils of pure silver. It sits upon a thin grey pelt. A modest meal, but a gamey one, with meats served using the same herbs found growing nearby. Refreshing water is served.​
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.​
NATURE’S DEN
Divine: Theodra.​
Tier: 1​
Action: Touch.​
Cost: 0 SP​
Duration: 12 hours.​
Spell: The blessed can will an area to become a more advanced and comfortable place to reside when out in the wilderness. Dense foliage moves up as a roof and draps down to the ground, forming a sort of tent of natural materials or even furs and leathers depending on what would be more of a camouflage in the area. In some cases it forms out of rock if that is the better material for its location. It is large enough to comfortably fit two people, and stays insulated enough to ward off the cold of an autumn night, but will require a fire for wintry settings.​
NATURE'S ILLUMINATION
Divine: Theodra.​
Tier: 1​
Action: Prayer.​
Cost: 1 SP​
Duration: 30 minutes.​
Spell: The caster utters a brief prayer and wills an area of 10b to be influenced by Theodra for a duration of time. Leaves float downwards of either green hues or those thematic to fall, dispersing within a minute of being on the ground. Silver feathers linger in the air above emitting a soft glow on par with the light of a candle. The caster and one other designated target are given a sense of clarity and clear thoughts, and may reroll any saves against mind-altering effects. The target may roll a Soul+Determination check against the caster's AoE DC if they wish to avoid being calmed.​
Note: At each tier of the divine system, you may add one more target to be protected in this radius.​
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, Fiends, 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. (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.)​
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.​
QUIVER
Divine: Theodra.​
Tier: 1​
Action: Touch.​
Cost: 0 SP​
Duration: Immediate.​
Spell: While wielding a bow, the caster may summon an arrow from thin air to fire from it. This arrow can only be used to shoot from the bow, and vanishes shortly after landing. Only one may be summoned at any given time, and the arrow counts as silver when striking its target.​

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.​



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Divine Progress



Down The Beaten Path [T2]

Show extended worship, with one month OOC since achieving Blessed status.[Complete] May 21st, 2022 [X]
Describe the two most prominent relevant deeds they've done since their last rank up.[Complete]
  • [X] Jacob joined his fellow rangers in hunting down a missing woman. During their journey they came across a secluded village that had summoned a demon and killed the village. With much assistance from his fellow rangers, him and Kharn dealt the final blow on the beast, returning the region to its natural state.
  • [X] Jacob leads a hunting party of rangers up north to assault an Ivory King cultist hideout. Their team moves quickly and efficiently up to the abandoned church, with Jacob throwing his dagger just in time to stop the cult leader from finishing his ritual and opening a rift to the nether. They save a young child and capture four cultists in the end.
The character should keep something on them that represents their Divine personally. (Items, Clothing, etc)[Complete]
  • His Ranger pendant acts also as a representation of Theodra.
  • He also has a bear headdress made from a bear he killed with a knife. (Its a long story.)
  • Jacob, with the help of Halvar, has crafted two bracers. One is the Bracer of the Forest, while the other is the Bracer of the Hunt.
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.)[Complete]
  • Jacob sets up a small shrine to Theodra in his room at Stormhall and crafts a figurine to Theodra made of silver and emeralds.
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. [Complete]
  • [X] Jacob spearheads an assault on the demon forces in an attempt to kill their general and close the rift before the entire army could make it through. Although they make a courageous attempt, the plan fails and the party retreats. Before they leave, Jacob vows to return and kill the demon general.
  • Jacob crafts a blooded silver ring by the name of "Balance" for Som.
  • [X] Jacob arrives late to the defense of Eisenheim and slays a cultist in the fray, before helping the defenders lick their wounds and prepare for future battles.
  • [X] Jacob helps with the defense of the adventurers guild and fights at the front to defend those behind him. When the fighting became dire, the party surrounded by flames, and even seeing one of his fellow rangers fall to the enemy, he shows the virtue of wisdom by calling for a retreat so their deaths weren't in vain.
  • [X] After the loss of Marian to the demon army, Jacob joins his fellow rangers in a hunt to mourn and recover from her death.
  • [X] At the behest of Queen Amelia, Jacob joins his fellow rangers in a search party for a missing Sooleran party. He healed his fellow rangers when they became injured, stays his blade when attacked by guardsman that mistook them for bandits, and eventually the party found the survivors of the caravan. Jacob helps to treat the survivors' wounds and together the party brings them back to safety.
  • Jacob, with the help of Halvar, crafts two bracers for him to use in combat. One is the Bracer of the Forest, while the other is the Bracer of the Hunt. They're made of refined steel and both have an emerald embedded in them, as part of a matching set.
 
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Sir Saltington

Lord of Altera
The Divine Log

Stepping Into The Forest [Road to T1]

Jacob returns from a long journey and discovers the existence of the blessed.
Through introspection, he decides to become faithful once more.
He meets Som and clears up his past experiences with the Rangers. He looks into Theodra as someone to worship.
Invited to a hunt, Jacob sets forth. With bow and arrow he slew three undead, and when a bear attacked, he risked his life to protect the others. With fury and steel he jumped onto the back of the bear and repeatedly sunk his knife deep, eventually killing it. In the aftermath he fixed up Cieren who was hurt during their fight with the bear.
Once again invited to a hunt, he joins Velar and Som in clearing out the Eldpoint sewers. In a frenzy he cut his way through a horde of Krowlers, killing their alpha and defending the other two, just as they protected him. The hunt was successful.
Insisted on by Som, Jacob begrudgingly takes part in an archery competition at the last minute, using her bow. He doesn't win the competition but makes a passable attempt.
Jacob and a couple of his friends are attacked by Vymbats in Candlewood. He ends up slaying one with his sword while Aleksandr kills the other.
Jacob takes part in a ritualist hunt for Theodra. During the hunt they were attacked by a herd of boars, with a demonic beast at the head. With much assistance from the other members, they were able to fell the demonic beast, with Jacob landing the killing blow by chopping off it's head using the beast's own axe.
After the hunt Jacob takes part in a divination to Theodra in which the parties prayers were answered. They then proceeded to host a feast in the huntresses honor.
At the end of the feast Jacob took part in the archery competition. Needless to say, he did not win.
Jacob joins the Rangers and starts to learn more of Theodra.
He takes part in a pilgrimage up north with his fellow rangers.
He joins his fellow rangers on a hunt for bandits near Eisenheim, taking upon the mantle of bait and successfully capturing two bandits.
Jacob visits the Theodra shrine in Eldpoint late at night and deposits the dagger he used to kill the bear as an offering.
"He finds himself drawn to the forests, and as he moves through he finds the gaze of an owl watching him pass by. Then a glimpse of a deer in the distance, the sound of the forests almost overwhelming in how lively they are. Finally, the brief appearance of white fur moving through the dense foliage, disrupted by a howl to the North that makes his hackles raise and adrenaline rush. He is now a blessed of Theodra."
The End of Tier One
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The Path Of A Ranger [Road to T2]
Jacob becomes a blessed of Theodra and is surprised at this development. He questions if he is worthy.
Shortly after he takes his test to become an apprentice of the Rangers and is quick to succeed. Once retrieving his mark, Jacob walks off into the woods to find himself.
After a couple weeks he returns back to the Rangers and starts to get well acquainted with them.
He joins his fellow rangers on a request to find a missing person up north. Together they find the site of a demonic ritual and slay the beast that was summoned. Afterward, they deal with the dead.
He spends time around the ranger hall chatting and sparring with the others, while also learning their stories.
Jacob is one of the many who were there when the first rift opened, starting the demonic war. He tries to lead a group into the army in a desperate attempt to slay their leader and seal the portal before its too late. They carve their way up the hill only to be met by stiff resistance by the leader of the army, and are forced to retreat. He vows to slay the general.
During the same fight he is forced to carry off an injured recruit and uses what little medical expertise he has to stabilize her wounds.
Hearing that his old home is soon to be assaulted by demons, Jacob joins the defenders in an attempt to hold the town. They succeed and Jacob tends to the wounded before returning back to the hall.
After some debate, Jacob picks up his old trade and begins the art of jewelry making again.
Jacob, at the behest of Cieren, crafts a blooded silver ring for Som as a symbol of her place in the Rangers.
His questions about if he is worthy to be blessed are settled once he hears the news of Cymic becoming an exalt. If he can be exalted, Jacob can sure as hell be blessed.
Old scars are opened once the news of Candice's death reaches the Rangers and he once again falls into the pits of self-hatred.
Although an apprentice, Jacob leads a party of rangers up north in a hunt for an Ivory King cultist hideout. Through backroom deals, Jacob is able find the location of the hideout and together they efficiently make their way up to the abandoned church and clear the area. Five prisoners are taken, a young girl is saved, and the ritual is stopped before it could be complete. They also retrieve a dagger with connections to the Ivory King.
 
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Somnastra

Puppycat Herder
Events Staff
Lore Staff
Good
Staff
Retired Owner
Somnastra
Somnastra
Good
Edit your thing so I can move this! :p
 
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