Darshan[WIP]

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Darshan
Posts: 8
Joined: Thu Apr 20, 2023 9:30 am
Character Sheet: viewtopic.php?f=43&t=2765

Thu Apr 20, 2023 12:02 pm

Darshan
Snake Eye Dead Guy

“When in a fight to the death, one wants to employ all one's weapons to the utmost. I must say that to die with one's sword still sheathed is most regrettable.” - Miyamoto Musashi
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Full Name: Darshan

Race:Dunash( Formerly Druskai (50%) - Human (50%)

Gender: Male

Age: 170

Height:6'0

Weight: 185

Birthdate:15th of Frost , 4453

Birthplace:Kisei

Location:The Badlands

Raw Magic:Summoning, Bane


Profession(S):Artificer, Engineer, Warrior

Titles:Ferrier

Factions: Snake Eyes

Enemies:None yet

Religion:Atheist

Partners: None Yet

Sexuality:Heterosexual

Languages:
Fluent: Common
Fluent: Runic Script
inept: Valgoth

DETAILS



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Darshan possesses a rather idiosyncratic appearance; a lean-frame with dense-compact muscle structure. He is more often than not mistaken for a Druskai-human rather than recognized as a Dunash. His flesh as opposed to some “Living-dead” is not dry or gaunt. He sports a fulll head of lengthy jet black hair; silky and composed of gossamer thin strands. His visage is adorned with a strange combination of flesh, and the scales of fish. A result of his Druskai-blood in tandem with the mutations associated with his preferred Summoning archetype.

His typical garment focuses on function rather than being fashionable. He is often draped in a traditional Hitatare. The color schemes lean toward the darker-scale of the spectrum; often deep crimson, onyx, azure, and amber hues. When he is preparing for extended journeys, or combat his choice of clothing is limited to Gusoku, Tatami or the lighter variety Do-maru. His feet are often covered with Kogake, or Wooden Sandals. Under normal circumstances he carries a Katana on his right hip, always restrained within the confides of it’s scabbard.

Marks of Control


Mark of Summoning - There exists series of marks and symbols depicting the twelve patrons on Darshans' left hand. There are several intricacies which exist within the idiosyncratic symbols representative of each patron. However there are at the moment three which stand out among the other nine. Being a structure that at first glance remains in constant motion despite said symbol being etched into his flesh. It represents the first Patron that chose Darshan; Veravend, a Patron he has always given praise as he was born a mixed-blood Korkann Druskai. The strange symbol appears as two colliding waves, yet upon closer inspection they have a ghastly, unnatural appearance; rather than remain the hue associated with water, often blue these waves shimmer with an iridescent midnight-blue black hue; reminiscent of the void. While the others appear in comparison rather subtle; two more shapes such as a small flame, and two lines with deep "u" shaped curves one atop another are equally distinct. The remaining nine have indistinguishable shape in his opinion. As the Artificer is only aware of the other two Patrons who chose him, Lotheric and Tyrnac.
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Mark of Bane - Darshan lacks a visible marking on his flesh from Bane. However, following the initiation he experiences far more "Paranormal" encounters. Spirits are attracted to the Ethos wrapped around him. He always finds himself speaking to them; even if it is aloud, or in the middle of a conversation with another individual.
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MENTALITY

Likes:Water, Research, Technology, Combat, Women
Dislikes:Large social gatherings, Antimagic, Brand, Bandits
Merits: Tactful, Strategic, Analytical, Kind-hearted
Flaws: Greed, Vengeful, Antisocial
Archetype:Rebel
Alignment:Chaotic Neutral


Personality



Alexithymia - Darshan has the difficulty with the recognition, expression of, or identification of emotions.

Dedicated
- Darshan when he has made a commitment is compelled to do all that he is capable of, to ensure that he achieves results. Which in turn can be a double-edged sword, as he has a tendency to be overzealous and loyal to causes that may or may not benefit him, or the person/duty/people he is so unconditionally loyal to.

Methodical - Darshan pays attention to every single detail, and always prefers to think with tact. He approaches virtually everything with a strategy in mind, and diligently studies every-thing that may be of interest to him. He carefully plans, and then takes action.


HISTORY

A child chiseled by the tides; Darshan was born in Kisei a stalwart young man. Molded by both parents, to be cold, calculative and tactful. His father was a fisherman who sailed from Kisei to Lukhan consistently. He always traded with the Druskai as they were seafarers. One that he both respected and feared as he often encountered pirates while at sea. He was no warrior, and often paid for safe passage back and forth into Lukhan. In one such instance he encountered a woman named Alathea; a pirate, and a well-known woman who took part in several raids.

His Mother was a highly intelligent woman gifted at Artificing, and a devout servant of Veravend . She spent most of her son's childhood at sea. Darshan would be brought along for many raids, and experienced Druskai culture first hand in his youth. The young man had a knack for research, and a naturally strong physique. He underwent initiation for 'Summoning' early in the year 4466, and continued to study the Runic script throughout the rest of his life. Consequently, he was forced to fight alongside his mother until she died in 4471 53rd of Frost. Darshan watched, as an adversary opened his mother's chest cavity with a scimitar. While his father had been away for an extended period of time trading fish.

The loss of Alathea; his mother had a dramatic effect on his life. For several years he hadn’t heard a word from his father. Darshan continued to live a violent life from then on. All he knew was to remain a pirate much like his Mother. He aspired to be respected and feared. He became exactly what his Father hated. One who stole from others, destroyed homes, and took parents away from their children.

Which is why it didn't take him long to understand that his father hadn’t simply “disappeared”. Darshan was abandoned for fear that without his mother, he would join the brutish, barbaric behavior of her Kin. The assumption made by his Father was absolutely correct. On the 31st day of Glade, 4603, Darshan faced the same fate as Alathea; felled by a superior swordsman during a raid. His corpse was taken from the battlefield, and he was raised from the dead by a mage. One that called himself a “blacksworn” greeted him, and helped him stand again. How was this possible? Darshan had no clue, but he was thankful. He could breathe again, but became immortal; a gift and a curse. In the years that followed the pursuit of knowledge became an obsession for him.

The second initiation took place in 4610, for another form of raw magic called 'Bane'. One he has deep regret for undertaking; as he received a chronic-illness despite being undead. Over time he learned to dampen all of his emotions. After being reanimated he understood that immortality was not a pleasant state of existence. Darshan accepted that he would forever remain alive; only to watch everything and everyone else wither away. Eventually he moved to ‘The Badlands’; a lawless place filled to the brim with opportunity. Where he could openly display his magical prowess, and worry not about consequences from a ‘ruling class’.
Darshan still has a large scar across his chest. It is the very same sort of wound his mother passed away from in 4471, and has remained there since his reanimation in 4603. A ghastly reminder of the fact that he truly isn't supposed to be "Unalive".
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Last edited by Darshan on Sun Apr 23, 2023 6:38 pm, edited 9 times in total. word count: 1910
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Darshan
Posts: 8
Joined: Thu Apr 20, 2023 9:30 am
Character Sheet: viewtopic.php?f=43&t=2765

Sun Apr 23, 2023 7:54 am

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TRAITS
Racial Ability - True Undeath: Unlike all other races on Atharen, the Dunash are truly immunized from the consequences of death and aging. They may have their organs cut through, their arms and legs dismembered, and may live for a thousand years; in all cases, they continue to survive. The two reliable ways to kill a Dunash are to decapitate them, or to set them on fire. Few other things can truly kill them, and many have learned to repair their bodies with Necromancy.

MUTATIONS


Summoning
Apprentice

Due to contracting with his primary Archetype, Vesj'vakar and perhaps because he was chosen by Veravend. Darshan has patches of his skin replaced with scale akin to a creature of the depths. His skin has a strange azure tint; only noticeable either at a distance or very close. Not only is this scale heavy, but it is dense much like armor composed of steel and pulls taught the surrounding flesh. it constantly akin to the way hair grows gathers layers over short periods of time(1-3 days). Which will require consistent care and shaving leaving large amounts of scale scattered wherever it is he so chooses to maintenance his flesh. Though the scale is useful to a degree, much like chain or scale-mail it is resistant to cutting; however blunt force trauma can easily break the bones beneath the hard-scale on his forearms. If he does not maintain care of his scales within three days, they will become cumbersome and far too heavy for him to maintain mobility, or so much as walk.

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Journeyman

Darshan has horns made of what appears to be Coral that protrude from just above his forehead, hidden within his long jet black satin hair. The coral can reach lengths between four to six inches depending on the length of time they have remained unscathed. If broken, or removed the Coral over a period of seven to ten days will regenerate, and change color; needless to say the process of having them disturbed to begin with causes severe pain for him. Despite him being living-dead, and experiencing pain in a different fashion than most mortal-born.

Bane
Apprentice
Following his initiation into bane and becoming an apprentice; Darshan has a subtle illness that seems to never go away. The symptoms are physical exhaustion, and he experiences increased fatigue after having expended too much physical energy. His physical stamina is effectively halved in comparison to the average human male, and he has a persistent cough.
ADDENDUMS
World Mage Addendum
Artificer's Kit: 2500 df (SP)
Author's Crucible Writer's Quill Socket Binder
Borer Mapper The Lapidarist
Coater The Skimmer Strainer
The Maker's Mold
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Last edited by Darshan on Sun Apr 23, 2023 9:34 am, edited 6 times in total. word count: 694
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Darshan
Posts: 8
Joined: Thu Apr 20, 2023 9:30 am
Character Sheet: viewtopic.php?f=43&t=2765

Sun Apr 23, 2023 7:59 am

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SKILLS
Skill List

Skill List

SkillSkill LevelProficiency
Blades 75/100 Expert
Artificing 50/100 Journeyman
Summoning 50/100 Journeyman
Bane 25/100 Apprentice
Writing 25/100 Apprentice
Unarmed Combat 25/100 Apprentice
Engineering 25/100 Apprentice
Stealth 25/100 Apprentice
Linguistics 25/100 Apprentice

Skill Ledger

ThreadPoints AwardedPoints SpentRunning Total
Starting Skills+150(SP)(50 Blades , 50 Summoning , 25 Bane, 25 Stealth) 0
Skill Debt+200(SP) (Artificing 50, Blades 25, Writing 25, Unarmed combat 25, Engineering 25, Linguistics 25, Acrobatics 25 ) -200

Starting Package:
150 Points
Summoning - 50
Blades - 50
Bane - 25
Stealth - 25


Skill Debt
-200 Points
Artificing - 50
Blades - 25
Writing - 25
Unarmed combat - 25
Engineering - 25
Linguistics -25
Acrobatics - 25

Approval Rewards
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Last edited by Darshan on Sun Apr 23, 2023 6:01 pm, edited 6 times in total. word count: 135
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Darshan
Posts: 8
Joined: Thu Apr 20, 2023 9:30 am
Character Sheet: viewtopic.php?f=43&t=2765

Sun Apr 23, 2023 8:00 am

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KNOWLEDGE
Skill Lores
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Non-Skill Lores
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Last edited by Darshan on Sun Apr 23, 2023 6:36 pm, edited 1 time in total. word count: 142
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Darshan
Posts: 8
Joined: Thu Apr 20, 2023 9:30 am
Character Sheet: viewtopic.php?f=43&t=2765

Sun Apr 23, 2023 8:06 am

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BELONGINGS
Items
1 Set of Clothing (Traditional Hitatare)
1 Waterskin
1 Backpack which contains:
1 Set of Toiletries
10 days of rations
1 Set of Eating Utensils (i.e. tin plate, cup, fork, spoon, knife)
Flint & Steel
1 Set of Armor (Tosei-gusoku)
1 Longsword: Katana(SP) - (Iron)
1 Shield: Tate (SP)
All of Darshans armor and weaponry were obtained in Kisei. Including the Kusarigama purchased in the ledger(Priced myself being that it does not exist on price list, willing to adjust)


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Housing

(SP)1 basic 20x30 single room cottage (600 sq. ft.) complete with a hearth (or heat source equivalent), bed, chest, chair, small table and rug.

Description: Darshan resides in 'The Badlands', and enjoys simple living conditions. He cares not for the extravagant; all of the 'exquisite' things in his opinion are only temporary. He would very simply outlive them anyway he is isolated far from any 'neighbors'. He has to travel quite far to do simple things in the area. Simply because there is a large distance between himself, and anything but sand dunes.

Currency Ledger
1.)Starting Gold, +1000 df. | 1000 Total
2.) Starting Package( Combatant ) -750 df.| 250 Total
3.) Kusarigama( Priced as Flail) - 200 df| 50 df total

Last edited by Darshan on Sun Apr 23, 2023 6:49 pm, edited 5 times in total. word count: 297
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Darshan
Posts: 8
Joined: Thu Apr 20, 2023 9:30 am
Character Sheet: viewtopic.php?f=43&t=2765

Sun Apr 23, 2023 4:28 pm

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Summoning & NPCS
Patrons
Veravend


Legends tell of a sixth Elven God, ejected from the pantheon so long ago that she is nearly unverifiable. This God, known to some as Veravend, is spoken of in Eldhan tablets from the First Age and in mythical whispers by the Korkann Druskai. While contemporary Hyr'norai scholars tend to deny Veravend's existence, the Druskai - her creation - are undeniable evidence of her former presence in the world.. They say she was the God of the Unknown, who dwelt in the almost opaque black depths of the sea, where she entangled with a darker fate.
Lotheric


Lotheric is often depicted as a partly rotted man, muscular and robust yet afflicted with corrosive disease, wearing a tattered skirt, crown-like bangles above his elbows and a collar of rusted chain mail. In Ald’norai records he is described as a strict, austere being, representing the ocean’s abrasive depths rather than their benign surface.
Tyrnac


Tyrnac holds great power over flame, a Pyromancer only outmatched by an Elemental Lord. In battle, he was brutal to the foes of Silor, charring masses of foes, subduing slave revolts. He was always, though, a shadowy reflection in a mirror - a lurking, watchful force.


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Summoning Contracts & NPC(s)

1. Contract with (Archetype):

Accessible Archetypes & Abilities
Skill Level
Journeyman

A Journeyman Summoner can call upon Vrannik-class Archetypes with much greater ease, and they learn the essential ritual of Intercession, this milestone effectively acting as the point in which Summoning begins to change the Summoner's relationship with their Archetypes, forming a more native, and less alien bond with their 'families'. The bond with the Summoner and their Patrons, who now may number three, grows stronger and they begin to hear whispers and feel the remnants of desires upon them. They begin to gain a sense for their Patron's presence in the world, and following these sensations tends to lead them towards new Archetypes to call and name.

Abilities

Ritual of Binding: This is the foundation on which Summoning is built, obtained at Novice and improving through mastery. It is the thing that allows the conjuring of Archetypes, as well as binding them to the Summoner’s will. This ritual’s duration can vary from seconds to hours, based on the experience of the Summoner and the power of the Archetype. It is generally performed with two hands, positioned based on the Patron’s traditional form and followed through with chanting and whispers to Summons from beyond the seen realm. During this time the Summoner can hear and feel them, mired in their overbearing presence, and can feel them attempting to bargain for more power. The Summoner chooses the amount of ether to expend in the ritual, and from that they connect with Archetype suitors of sorts willing to follow upon their offer. If a Summoner has never encountered the Archetype they are about to commit to, they are given the chance to feel them, to view their contours and hear their voice more clearly.

This is an integral moment in the Ritual, and it is why veteran Summoners advise their students to study and learn of their craft. Sometimes a far more powerful spirit will integrate themselves into these voracious groups, pining for ether, only to manifest and drain the Summoner to near death. As most Archetypes have other spirits identical to them, however, Summoners can learn of the signifiers of these creatures and ignore them as they make their false offers.

Once a spirit is bound, they will remain with the Summoner for as long as they agreed to, based on the ether offered. This is determined in the Archetype’s write-up itself. Once that duration of time ends they will recede, unless they are renewed. To do so requires offering exactly as much ether as before, and agreeing to the same duration. Anything less and they will not remain.

The Archetype will follow commands if given, though more powerful ones tend to interpret these commands based on their own judgment. They will not betray the Summoner so long as they are sustained, unless the Summoner comes into direct conflict with an Apotheotic of their Patron, or the Patron themselves.

Ritual of Unification: The Ritual of Unification is perhaps one of the most inexpensive arcane abilities of any magical tree, requiring almost no expenditure but one nonetheless. It is a ritual cast with a single, meager hand gesture, one that offers all Archetypes bound to the Summoner a demand that cannot be refused. This is typically a method of increasing tactical efficiency within a Summoner's retinue, ordering all Archetypes to get into formation or ordering them to attack specific targets, or perform certain tasks. Due to the speed in which the Archetypes will react to the command, it is often preferable to verbal requests, particularly as the command is interpreted exactly as the Summoner wills it to be interpreted. This does expend slightly more ether with higher numbers of bound Archetypes, as well as stronger Archetypes. This ritual is unlocked at Apprentice.

Ritual of Reminiscence
: The ritual of Reminiscence, able to be learned at Apprentice, carries little differentiation from Binding in its visible results. It binds an Archetype to the Summoner, calling them from the Patron's ranks. However, Reminiscence is extremely rapid, cutting down the often lengthy Binding ritual to less than seconds. It requires intimate familiarity with the Archetype in question, and a reasonably accurate visualization of them within the Summoner's mind. To perform the ritual of Reminiscence, one must expend a considerable amount more in ether than with Binding, the penalty for the ritual's immediacy and the lack of preparation.

Ritual of Intercession: This ability is unique in that it directly channels the power of a Patron, opening a spiritual rift through which one of their physical limbs will manifest to perform a task. Most commonly they will attack, lashing out with their fists, legs, tendrils or some other weapon. Other times they may attempt to grab a foe or block for the Summoner, though the greater their deed the more arcane fatigue they will cause upon their channeler. This ritual can be performed very quickly with single hand gestures. For those who have performed Apotheosis it is instantaneous for their chosen Patron, more cost effective in terms of ether expenditure, and the powers may be broadened by the deepened relationship. Intercession is obtained at Journeyman.



1 .) Vesj'vakar: Creatures of the unknown, the Vesj'vakar are the subjects of Veravend, and are the rarest of all Archetypes. They follow after the example of their Queen, dwelling in the deep of the ocean and bearing many uncanny features. They are aquatic and generally dark in color, ranging from gradient azure shades to midnight blues, and even opaque black. They bear fearsome glowing eyes, gold or amber in color, wielding rake-like clutches and a number of tentacled appendages that may lash out with destructive force. The Vesj’vakar draw power from the depths of the unknown. They are seen in Summoner legends as bearers of darkness and the void, often accompanied by doorways connecting to unfathomable chaos. The core of this Archetype’s power is their ability to draw on portals - appearing as a spiraling black void with an amber eye at their core - to pull on Veravend’s power from within the Outlands. While they are few and difficult to bargain with, the Vesj’vakar are terrifyingly strong.

2 .) Viddashan: The spawn of Lotheric, the Viddashan tend to follow one of two overarching characteristics, depending on when they were constructed. The eldest of Viddashan, before the Bleeding and Lotheric's plunge into deranged madness, tend to appear far more spirit-like and benign. They are generally ethereal-looking beings crafted in shades of blue, emanating light from their forms as they swim and float through the air. They tend to be smaller and more delicate in appearance, but possess inherent magical abilities that allow them to generate and manipulate water. Often, they are friendly and helpful, though soft-spoken and somewhat removed from mortal contention.

The latter Viddashan, most often created to war with the Daravinic Empire, are a mixture of sea creatures and blighted humanoid beings. Often, they carry large mutated limbs lined with vile tumors and strange anomalies. They are generally hideous, bloated abominations, but can move deceivingly quickly and exert tremendous physical force. These Archetypes are purely built for direct physical confrontation, their durable forms making them difficult to contend with. They are easily capable of battering through enemy lines and inspiring terror in men, their grotesque features often wielded as weapons. An example is a shark's head as a shoulder, capable of lashing out and gruesomely gnawing through the flesh of an enemy with its teeth. Viddashan are often themselves amalgamations, a reflection of the morbid intricacies of Lotheric's mind. These later Viddashan are characteristically grim and brutal, engaging in the dubious actions of mortals; torture, mutilation, even poorly replicated sexual violence.

3 .) Irothar: Followers of Tyrnac, the Irothar are a strange and reclusive group. They tend to wander the Mirrorlands of Sil-Elaine, and are unmistakable by their radiance. Some of them appear to be pearl-colored glass, or even built from golden mosaics, with multiple intricate parts making up their bodies. These parts float seamlessly, disconnected from one another, yet appearing to bind their forms together. Other Irothar take on the fire-like aspect of Tyrnac, immolated with charred stones making up their forms, brimming with heat and flame. Generally, glass-shaped Irothar tend to act as supportive or defense-focused Archetypes, while the fiery Irothar focus on offense. Due to the nature of fire in shaping their forms, fire-Irothar have some of the most variable appearances of all Archetypes. The Irothar tend to carry a prestigious air about them, as if they are the aristocrats of Archetypes. They speak in meticulous ways and never err in their words. They also like to complain.
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