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[Theodra T1] Torbjörn

Arcana

Daedric Prince
Pronouns
She/Her
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IG NAME: Wildegroll
CHARACTER: Torbjörn Kveldulf

· · ─── ·⊰ - ⊱· ─── · ·

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Theodra, Goddess of the Hunt.
Across the wild plains and forests of the continent are denizens that know no frontiers or rulers; beasts that traverse the realm in veritable freedom, where one’s only purpose is Survival. Where many preach the importance of virtue or the consequence of sin, Theodra ( pronounced THEE-OH-DRA )is of a different insight—Her Wisdom guides the path of hunters, and tells of lessons that many would rather omit. There is no pretense of nobility or righteousness, of malice or benevolence, or any trivial diversions. She sees both futility and merit in various beliefs, though ultimately stands for few yet vital ideals. She is the callous nature of the wild, the adversity that ensues, the wayward essence of life beyond civilization.
· · ─── ·⊰ - ⊱· ─── · ·

TENETS
» You shall pray before each hunt and pray upon each meal.
» You shall defend your family and home, and teach them well the ways of the world.
» You shall resist temptation, the allure of gluttony and the urge to kill without need.
» Let not your body fall into disrepair, for the way of the sloth is a disrespect to the lands that allow you to live.
» Do not give mercy, and do not expect it.
» Do ensure to perform your duties unwaveringly, and to completion.
» Do not sit idle in the face of a threat. Take up your bow and track it to the source.


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TIER I

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THREE
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CULT |
MANTLE OF THE HUNT : Members are acutely aware of the smell of blood, and can usually smell fresh injuries or trails of it within three blocks unless it's overpowered by another strong smell.
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.

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.
IMBUED WEAPONS |
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.

AETHERSIGHT |
The blessed can see the presence of magic as a faint aura outlining spells, artifacts, or similar magical items and effects. This aura appears purple for arcane spells, and white for divine spells. They gain a bonus die on rolls to discern illusions, and have no penalty on awareness checks to detect invisible foes.

ETERNAL |
The blessed’s injuries heal at an unnatural rate and in unnatural ways. Nonlethal injuries tend to heal fully within one day OOC, and particularly severe injuries may take several. Any full limbs the blessed loses regrow fully over the course of a week; extremities may take a few days. If the blessed is slain, they may opt to repair and regrow where they fell and revive after 48 hours instead of going through standard revival methods, though they do not revive fully healed and their injuries will continue to heal at the rate mentioned above. Any healing done by this effect leaves scars where the original injury was.
Revival in this method does not count towards the standard revival count, but post on the thread with 'Eternal' specified as the method for record keeping. The usual memory loss mechanics apply to revival through this method; the details of their death are hazy, and they remember little of the actual deed.
AESTHETICS |
T1 ][ Their bodies appear somewhat more defined, with their facial structure appearing sharper or their shoulders broader.
T2][ Their shouts can be altered to take on more animalistic traits, as if amplified and joined by the sound of the animal equivalent.
T3][ Their pupils become slitted, and/or the teeth can appear sharper. This may also only apply in moments of heightened emotion, adrenaline, or spellcasting instead of a constant.
T4][ 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. Optionally, these markings may glow faintly in colours of their divine.
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][ They are able to eat any raw meats without the risk of sickness.
T3][ They are able to see clearly in the dark, their eyes reflective like a cat's when active.
T4][ They instinctively seem to know what direction North is.

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Show worship of a Divine for at least one month OOC from the creation of a divine profile/thread.
The character must be at least two months old OOC.
The character must be at least sixteen years of age.
➵ Describe the most prominent relevant deed they've done since their last rank up. This can be a hosted event, a significant achievement, or similar spectacle, but it should tend towards acts that demonstrates their faith to others.
- Hosted a brief sermon before an Arbori pursuit. Somnastra, Yrdl, and Halvar were in attendance.
- Delivered the killing blow to a 13ft angry male Arbori, with the help of Somnastra's good aim wearing the beast down.
➵ Three notable acts in line with their Divine (Hunting, Healing, Bartering, etc) separate to the event(s) above.
- He has taken to collecting the remains of worthy prey and fashioning them into his clothing and jewelry, believing that he will carry their strength. Claws, teeth, bones, hides, scales, etc. Of both beast and man alike, should he come across a challenge of either. Some he may eventually retire and craft into worthy offerings to his Goddess.
- He has forsaken materialistic values and has rejected a civilized lifestyle - in favor of living amongst the wilderness permanently. Every belonging considered personal is able to be traveled with and carried on his person. Any shelter he claims as residence can easily be built up and broken down, with no trace being left. With this, he also tends to only eat things he hunts and gathers himself - away from the grasp of agriculture and civilization - only very occasionally indulging in processed foods such as cheese and bread if it is offered to him in his travels.
- During the Arbori hunt, Torbjorn injured an NPC hunter who had clearly been targeting the young of the Arbori family to stop him from pursuing
the cub who had not put up a fight. The death of this hunter eliminated a portion of weakness from the Everlasting Hunt.
- He is working on crafting the hides of the slain Arbori into armor to honor them in life, so that they may live on through Torbjorn. Their
vengeance will give him strength against those that dishonor the hunt, and kill without need.
➵ One offering of an item to their Divine at a shrine/church/etc (Log its OOC location for collection.)
- The heart of the hunter who brought shame to the hunt in the Arbori event, at a wilderness Shrine.
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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.
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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.
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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.
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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.
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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.
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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.
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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 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.
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.
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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.
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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) and prays whilst marking a symbol upon a willing individual. A simple thematic motif no larger than an average palm forms somewhere on their body and is reflected by a subtle thematic change to their person; more noble bearing, sterner features, or other minor change to their personalities or habits. There are no mechanical benefits, and if you are unsure, contact divine staff to clarify. Being baptized a second time overwrites any effects of the first, and the effects may fade naturally over time if the target chooses to walk a different path.
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HUNTER’S MARK
Divine: Theodra.
Tier: 2
Action: Prayer, and sight of the target for half a minute.
Cost: 1 SP
Duration: One week.
Spell: The blessed can target an individual or creature that is in their sight for at least half a minute, and deem them marked. For the next OOC week they will be able to sense their direction and distance accurately enough to pinpoint them as being within a town or location as big as the average village. They may mark two individuals at any one time, and the caster is instinctively aware of which is which. The target feels unnerved and on edge for the duration at a degree up to the player (can be very subtle, or very intense).
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ADAPTATION
Divine: Theodra.
Tier: 2
Action: Prayer.
Cost: 1 SP
Duration: One hour.
Spell: The blessed takes on one of three aspects that imbue them with a heightened senses for the next hour. Only one may be active at any one time, these effects do not stack.
Hound - They gain a superior sense of smell akin to a bloodhound for the duration, able to follow trails less than an hour old.
Bear - The cheekbones become more defined, the shoulders seem broader. They find it easier to keep going, better able to endure pain, and are bolstered enough to carry another adult with relative ease.
Hare - They are far more alert, and yet more lithe. They can run twice as fast but are hit twice as hard in return.
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NATURE'S REPRIEVE
Divine: Theodra.
Tier: 2
Action: Prayer and touch for 30 minutes.
Cost: 1 SP
Duration: Permanent, until another location is created.
Spell: With a kneel and verbal prayer, over the course of half an hour the terrain around the caster shifts to provide a small concealed area (10 block radius) shielded from prying eyes. This affects the surroundings in a way that's appropriate to the area; bushes may grow, snow may accumulate, or the ground may sink to form a small depression, but the end result is to create a camouflaged area suited to hide a small campsite. People and creatures outside the area have a hard time detecting those within, and those inside find their senses more alert and survival instincts heightened. Should this be cast again elsewhere, the old one fades.
Note: You can build this yourself or ask another for help in doing so. This can be removed if placed in a place that conflicts or offends another divine, by a blessed member of said divine. (i.e placing a Jishrim variant in a Shalherana grove).
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HEALING SALVE
Divine: Theodra.
Tier: 2
Action: Brief prayer.
Cost: 1 SP
Duration: One day.
Spell: The caster gathers a collection of herbs native to the area, and either chews them or mixes them into a paste. Upon a simple prayer, the salve takes on a silver colour that can then be spread over any deep wound that has been stitched to seal it over protectively and keep it clean of infection. The wound will heal within the day though remain sensitive for a day longer as it heals below the surface, leaving behind a neat scar (optionally silver in hue). This salve can be used over any one wound, or one bitemark, and will lose its properties if not used within a day.
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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.
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PACKMASTER
Divine: Theodra.
Tier: 3
Action: Maintained contact and prayer for fifteen minutes.
Cost: 2 SP per individual.
Duration: Permanent.
Spell: The blessed can form a bond with three other willing individuals that creates a link which enables the caster to sense their direction, location, and general health. They will know if they have come to harm, if they have fallen sick, or if they feel great fear. The bond does not work between those not the caster, nor can they have the same understanding of location or wellbeing of the caster. Those bonded will find that the light mark of a crescent moon forms upon their body at the choice of the caster, akin the the appearance of a birthmark. This lasts until the caster willingly dispels it.
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BEASTFORM I
Divine: Theodra.
Tier: 3
Action: Prayer, and holding a totem in line with the animal of choice.
Cost: 2 SP
Duration: Up to five hours.
Spell: The blessed grasps the totem of the animal they wish to shift into, and over the period of two turns/20 seconds they will feel their bones move, muscles pull, and bodies contort until they takes its form in full. They are able to remain in this form for up to five hours before they are forced to return to normal following the same time of discomfort. They can be injured in this form and not be forced to change back, but any injuries sustained will scale with size to their normal body upon shifting back. They cannot shift if they are wearing armour, and belongings such as weaponry, cloaks or satchels are left behind from where they changed. The totem remains on the animal, be it tooth or feather or claw, and is back in their hand upon returning.
The following forms are available: Mouse, Bird, Snake, Cat, Dog, Fox, Deer, Boar, Wolf
[Note on Appearance]
When in beastform, the Theodran blessed finds that their new animal form bears striking similarities to their mortal form. Scars are carried over, along with one's eye colour and even the tint of fur or scales being as close to the blessed's own as naturally possible for the chosen animal form- e.g bears cannot have blonde hair, but they will be a lighter brown as they default to the closest natural shade for that animal.
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TRUESIGHT
Divine: Theodra.
Tier: 3
Action: Prayer, and touching of an animal.
Cost: 2 SP
Duration: One week.
Spell: The blessed forms a bond with a creature from the following: Owl, Fox, Bat, Hawk, Hare. Wherever the blessed goes, their familiar is not far behind, seemingly materializing at will after spanning great distances. The blessed may connect to their familiar and see through its eyes for up to one hour per day, and during this time may control where it travels to. If it is killed whilst the caster is looking through its eyes, the blessed is temporarily blinded for one minute and must make a new bond. The animal is not hostile once the spell is cast, becoming a close companion that is content to linger near the caster, but the animal goes on its own way after a week.
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NATURE TRAIL
Divine: Theodra.
Tier: 3
Action: Prayer, and an offering from a hunt, such as a tooth, claw, pelt, etc.
Cost: 2 SP
Duration: One hour.
Spell: The caster offers something hunted to Theodra with prayer over five minutes, and she permits passage through the Wilderness. Upon the offering being accepted it fades away into silver dust, and a section of the trees becomes a dark green, near black, remaining this way for up to one hour or until the caster or any other Theodra blessed walks through, able to take an unplayed infant up to the age of five or an animal no larger than a dog with them. The caster may walk into this and emerge in any other dense forest or woodland they choose, seemingly stepping through the foliage. This spell only works if cast within equally dense woodland or forest. They keep whatever they are wearing on them.
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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 ]
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BEASTFORM II
Divine: Theodra.
Tier: 4
Action: Prayer.
Cost: 3 SP
Duration: One day.
Spell: The blessed decides on an additional form that cannot be changed once decided upon. This spell requires no totem, but they do take two turns/20 seconds to somewhat painfully shift into it, their bones snapping into place and bodies contorting over the duration. This form can be retained for an entire day or night (12 hours), and as before, any injuries will not force them to return but will scale in size upon their normal form once they do shift back. In this form they may communicate telepathically with those who would usually be in range of speech, their voice sounding as their human form in the mind of their targets.
The following forms are available: Direwolf, Bear, Unicorn, Shark
[Note on Appearance]
When in beastform, the Theodran blessed finds that their new animal form bears striking similarities to their mortal form. Scars are carried over, along with one's eye colour and even the tint of fur or scales being as close to the blessed's own as naturally possible for the chosen animal form- e.g bears cannot have blonde hair, but they will be a lighter brown as they default to the closest natural shade for that animal.
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SPECTRAL HOUND
Divine: Theodra.
Tier: 4
Action: Prayer, and the offering of something bone which disperses once used.
Cost: 3 SP
Duration: Six hours.
Spell: The blessed may summon a large spectral hound that, if given the scent of someone or something recent (within the last OOC week), can lead the way to them with frightening accuracy. It will not however enter any confines, no building or home, and will remain outside and consider its task done. If it is attacked, it will disperse. It will also optionally follow the caster around and snarl at anyone's approach if they mean the caster ill. It may also be commanded to stay at a location (such as outside doors) and will bark at the approach of any other individual.
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MELD
Divine: Theodra.
Tier: 4
Action: Prayer.
Cost: 3 SP
Duration: One hour.
Spell: For one hour, the caster is undetectable by any arcane or divine means. They hold no scent and make no sound while moving, and seem to subtly blend in to their surroundings to aid with hiding. This does not allow them to hide in plain sight, but helps fill in the blanks when otherwise mostly concealed.
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PREYSENSE
Divine: Theodra.
Tier: 4
Action: Prayer.
Cost: 3 SP
Duration: One hour.
Spell: For one hour the caster is acutely aware of specific sounds in their vicinity; they sense any heartbeat, breathing, or movement of a creature within RP chat range (50 blocks) as though the sound was right beside them. This sense is accurate enough to tell each source apart and conditionally determine the location of each. If there's a clear path to the source within the radius, even if indirect, the caster can tell the location with pinpoint accuracy. Any sources in a separate closed room can be heard well enough to know that they're in that room, but not where they are within it. They are unable to hear anything through five or more blocks of stone, such as those in the sewers from above ground.
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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.
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