Arthus Silverwind
From Valwiki
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| Player: | Spit_Fire99, Formerly Trooper43G | |
| Age: | 47 | |
| Race: | Elven | |
| Eye Colour: | Piercing Green | |
| Hair: | Red | |
| Skin Tone: | A Strong Tan | |
| Height: | 6'0" | |
| Weight: | 223 lbs. | |
| Alignment: | [Neutral Good]. | |
Personality
Arthus is often found rather passive or silent, listening with little speech back, but Generally, He will do whatever it takes to help someone in need of Setengar's Wisdom. He's a stalwart man, having grown up in the Valikorlian Military, and only being discharged after the war against Dalmar.
Fighting Style
Arthus has two Fighting Styles he employs, yet his more Common is when he's wearing his Heavier Armor and his weights, he uses a long sword attached to his back with the sheath, in which case he Practices Knightly Swordsmanship.
Since the time skip, Arthus has been more often using a hip sword and no armor, though he still occasionally practices the first method. His fighting styles are mostly based on defense, though he may occasionally lash out with an attack.
(In the second form, He Removes the weights he wears, along with his heavy armor, revealing lighter armor beneath it, and he pulls his dual swords from his pack, strapping them to his back while dropping his normal sword with his armor. In this form, he uses one sword to attack, and the other to defend normally, while His movement without Armor or weights, is already augmented by his Elven Speed to reach nearly unseeable Speeds for a short time.) -Unused, only kept for history purposes.
Since his voyage, He's also learned to use a pole arm adeptly.
Weapons
Arthus uses three weapons, while two are part of a set. The first and most used weapon is his Reinforced Steel Long blade, and the other two are Steel Dual Blades that he uses when He can't fight someone with the first. He's since learned to wield a pole arm with much proficiency as well.
Armor
Arthus Wears both Very Heavy Armor, Along with Weights inside it that add extra protection as well as slow Arthus down, and he wears light armor under that similar to the Cavalier Outfit which he uses only when he truly needs speed. As of late, he's been fighting in his bartending garb, except occasionally when he feels the need to suit up.
Abilities
Arthus, being a Former Paladin and Present Cleric, has an assortment of divine power.
Create Holy Oil
(Approved by Draack)
Usually made from olives and a combination of chemicals it is produced in a way similar to holy water. It can be used to anoint the just, or in conjunction with another ability. Create Sanctus Farina: A small piece of bread, meat, or vegetable that is blessed by a Priest and administered to the sick and the wounded moments before their deaths. When consumed, it gives a revitalizing feeling, and small wounds are closed as if the flesh of a God had taken its place. (Heals minor wounds, can keep the dying conscious, heal lesser illnesses.)
Create Holy Water
(Approved by Dornan)
With a prayer, an ounce of faith, and a saying, a pint of holy water can be blessed, giving it properties similar to weak acid against things that oppose your god or it's dogma.
Treat Minor Wounds
(Approved by Sulukra)
1 turn cast
The most basic of healing spells. Bruises and small cuts can be mended almost immediately, but still risks a chance of infection, as it seals bacterium within the flesh. Best if used in conjunction with a sterilizing agent, such as alcohol. Has little effect on larger wounds, but may speed healing process if injury is also properly treated with first aid. All “Treat” spells require the caster to lay their hands on the afflicted area.
Sterilize
(Approved by Dornan)
1 turn cast
Sterilizes an object or wound. This spell is useful for preventing infection if no other sterilization agent is available. It also causes no pain, unlike the application of alcohol. Still, most casters would prefer to save their energy if other means of cleaning a wound are available.
Armor of Prayer
(Approved by Draack)
1 turn cast
The leading cause of death on the battlefield is incompetence. The second leading cause is faulty equipment. A priest can mend the rifts and tears in armor with this spell.
Consecrate Weapon
(Approved by Dornan)
2 turn cast
Using a flask (pint) of holy water, a Priest can coat a weapon in the fluid, giving it certain lethality against foes. It burns them with an acid-like consistency. This ability lasts one battle.
Forge Holy Symbol
(Approved by Draack)
With the proper metals, normally Gold, Silver, or Iron, a Priest may forge a symbol of his/her god. These can be mounted on weapons, armor. Staves, etc. depending on the size.
Treat Wounds
(Approved by Draack)
1 turn cast
The standard for healing spells. Fair-sized gashes and minor bone fractures can be repaired with this spell. Though the injury is closed almost immediately, the mending is very tentative and the healed wound can reopen if put under strain and not accompanied by proper medical aid and rest. The risk of infection still exists.
Purify Food and Drink
(Approved by Draack)
1 turn cast
As the name implies, this spell will cleanse food and drink tainted by impurities. Water that has been dirtied with sand or oversaturated with unhealthy minerals will become crystal clear. Food that is rotting will be restored to a more pleasant state. However, completely rotted food is sometimes unsalvageable. Also, it is important to note that this does not remove strong poison from food and drink, the kind used deliberately by assassins. That would require the more powerful spell “Remove Poison”. The spell purifies about one average meal per casting.
Smite
(Approved by Draack)
Three times per (OOC) day
The trademark strike of the Paladin. This spell can be instantly added to any blow the paladin makes against a before it hits; if the blow misses, then the effect dissipates. (The fact that it is a smite must be declared beforehand.)
Setengar-Undead and outsiders have fear struck into their hearts as holy light surrounds the weapon of the paladins of Setengar; the strike itself will disable undead for two turns, and outsiders for one. It will also lend extra force to an attack against a worshiper of an evil-aligned deity.
Turn
(Approved by Draack)
1 turn cast
The divine follower's best defense. After one turn of prayer, a ten foot circle (diameter is ten feet, not radius) springs into being around the caster and anyone inside the circle. As to what the circle is constructed of, that depends on the patron god of the caster.
Setengar-Divine light shines down upon the circle. The barrier of light will singe the flesh of enemies attempting to enter.
Photomancy
(Approved by Dornan)
2 turn cast
In the Darkness, a priest of good intent will be the light. In the light, a bringer of chaos will be the darkness. Through a combination of weighed and measured chemicals, Divine favor, and luck, a Holy man will be able to generate an aura of Light or Darkness, capable of dispelling darkness or light, magical or mundane. In this way, Photomancy is a manipulation of the light in a Holy man’s world. His faith need be the only beacon the world sees. A neutral priest can decide to dispell either.
(Lasts for three turns, causing all magical and regular light sources. You, and followers of your God are able to see through the spells effects, but those not of your faith see only the Light or Darkness you generate.)
Alleviate Pain
(Approved by Dornan)
2 turn cast
This spell, while having no actual healing properties, will dull even the most crippling pain. From a severe headache to an open wound weeping blood, the caster can allow the target to ignore the agony almost completely. Though it may be a quick fix, one must keep in mind that pain exists for a very good reason. If a target insists on continuing to battle after receiving the benefits of this spell, but still suffers from a threatening wound, they will likely make their condition worse and may die. Also, cut muscles and tendons may not function properly and will not respond quickly in the heat of battle. The spell lasts one hour, at which point the pain will return in full if the injuries possessed have not been cared for. This spell may also be used to give mortally wounded or terminally ill targets a peaceful passage unto death. Drunkards with bad hangovers are notorious beggars for this spell.
Remove Poison (Lesser)
(Approved by Draack)
1 turn cast
Poison of a lesser magnitude is immediately purged from the target. This includes toxic substances created via natural means, or from, say, a novice alchemist. This spell may be cast upon an object, such as food or a weapon, or it also may be cast upon a person or creature, to detoxify them of a poison that actively courses through their veins. If someone has been under the effects of a poison for a long period of time, any damage done by the poison will still remain, the target in question will simply be free from the toxin.
Consecrate Weapon - Greater
(Approved by Draack)
1 turn cast
More devout holy men are able to consecrate weapons to greater effect. Through use of a mixture of holy oil, herbs, and faith, a holy man can place a thick coating of god blessed fluid upon a weapon. When a prayer is said to a deity, it coats the weapon is white hot, holy flames that burn opponents—and possibly the wielder. This ability lasts one battle.
Group-Skill - Hallow
(Approved by Dornan)
Before a church is erected in honor of a god, the ground must first be purified—whether it be sewn with bones of the dead or prayers and holy water. A group of especially skilled priests are often tasked with consecrating the grounds, and it is a process that takes a day of rituals and devotion to the goods; a task both physically and mentally taxing. The exact ritual varies from church to church, but the end result is a plot of land that is divinely attuned. Undead, Demons, or the followers of evil gods cannot penetrate purified ground, on the same hand; Divine Outsiders, and the followers of good and neutral gods cannot step on desecrated soil.
((This ability can only be undertaken under RPA supervision. It is physically demanding on your character, and exhausts those who attempt it. The end result is a consecrated plot of land that repels a certain type of divine or undead creature—based on the alignment of the group doing the ritual. You need at least four people to use Hallow.))
Hierophant
(Something he brought from his Paladin time)
Not a skill so much as a bodily state, when a Holy man reaches a state of Hierophancy, he is immediately recognized as an extremely devout follower of a certain god. This presence could make itself known through an aura of light couple with an emotional output, small horns, or other such visual traits. This skill is immediately available to Paladins, but must be gained by other classes of Holy men.
Treat Dire Wounds
(Approved by Dornan)
2 turn cast
An improved healing spell. Long, nasty gashes or shattered bones that would normally put a warrior out of a fight can be patched quickly through application of this ability. However, the risk of reopening the wound is greater than ever, and proper medical attention and rest after casting is recommended. The chance of infection stands as well.
Cure Disease
(Approved by Draack)
1 turn cast
Almost any natural or magical disease can be cured by this spell.
Remove Poison (Greater)
(Approved by Draack)
1 turn cast
As Remove Poison (Lesser), except poison of any magnitude is immediately purged from the target.
Hallow
(Approved by Draack)
Hallow can now be cast by one caster alone.
Permanent Consecrate Weapon
(Approved by Draack)
Permanently blesses a weapon. The blessed item will now do improved damage to entities that break your god's dogma or are enemies to it. Wounds inflicted upon these creatures will also cause the same agitation as holy water. The blessing also allows the blade to remain sharper longer and makes it much less susceptible to breaking. However, if it is broken, the enchantment is dispelled and must be reconsecrated. This spell must be cast on holy grounds and a vat of holy water large enough to completely submerge the item is also required. This spell may also be used to remove a curse from an item.
Treat Mortal Wounds
(Approved by Draack)
The highest level healing spell. Almost all injuries, even ones that would assure the death of any mortal man, can be mended with miraculous speed through application of this ability. If a character is already dead, however, it has no effect. Dismembered limbs, if fresh, can be held to the stump and reattached by this spell. It cannot simply regenerate arms and legs. The target, if not unconscious from the pain of suffering a mortal wound, will still be in great agony even after receiving the benefits of this treatment. The wound WILL reopen if any strain is put on it, so extended bed rest and medical care is generally REQUIRED if the injury is to ever completely heal. Fortunately, this spell also sterilizes the wound, so there is no longer any risk of infection.
Regeneration
(Approved by Draack)
Target’s limb is almost immediately regrown, even if the appendage has been missing for years. The process is painful, but not unbearable. Regeneration of long-gone parts hurts more than those freshly dismembered, as the stump actually tears open again to make room for the new limb. This ability can only be cast on consecrated ground. For multiple limbs, the Grand Archbishop requires holy men or women to aid him or her in the task.
Resurrection
(Approved by Draack)
Any target that is considered medically dead can be revived through application of this ability IF and ONLY IF it is cast within twenty-four hours of their death. This spell must be cast on consecrated ground and a pool of holy water large enough to completely submerge the deceased is also required. ALL bodily parts required for sustaining life must be present, even if they aren’t necessarily attached. Any parts missing, such as an arm and a leg, will not be regenerated. If vital organs cannot be found, the ritual cannot take place. Aside from that, even if the person is completely in pieces but fully gathered, the gory mass will reassemble back into its former state. This spell also does not work one hundred percent of the time. If the person does not wish to return to life, they cannot be forced. Further more, if their god judges them as undeserving of resurrection, the ritual will fail. Any and every resurrection must be overseen by an RPA. A resurrection requires three holy men or women including the Grand Archbishop to perform.
History, Past and Present
But a Soldier
Arthus Silverwind. Not a name you'd be able to pick out among the many hundreds of soldiers employed by the nation of Valikorlia. No more special than the fact that he's an elf raised among humans. He had a talent with his tongue though that kept him from the ridicule of his fellow soldiers, and he trained extra hard to keep up in their world. While he could never gain their bulk he managed to tone his body quite well enough to be able to keep up, and even wear some of the heavier armor, though it took it's toll in time. He always strove to be as great as he could be, pushing his body to their limits without being found out by his peers. Because of this he often seemed gaunt and sickly during training, as those would expect of an elf in a human military. Becoming a fully-trained soldier was an accomplishment he was proud of, and he continued to be so, following the will of the government without question for many years.
The Second Plague
It was here that his life really took a turn of difference. The weak, sickly coughs of those infected by some sort of spreading sickness was permeating the confines of the land. It was in the Crossroads Inn that he met the one known as Rou Uchima. Over the next few weeks, the plague dramatically worsened, those falling to it become deranged zombie-like creatures, intent on spreading. The Quarantine failed over time, and they had to flee to the Greendale church, gathering all they could to hide there. There, Arthus met some who would come to be his closest friends. Jugatse Oleashea, Joe Romane, Levan Telios, Sil'Fer Telios, and Anjou Raiheart. The latter 3 are the ones that he came to admire and respect for their dutiful loyalty to the divine. It was here that he found his own sense of faith. (To be continued.)
Back to soldier work, the start of the Templars
The plague was ending, a cure had been found. Arthus left Sil'Fer, Levan, and Anjou as they hunted for Revenant's Endless Wrath, returning to his post as a soldier once more. Something new was afoot as a new ruling came over Greendale. This was the age of the Templars.
The Fervent Watch
With the age of the templars, Arthus found his job increasingly difficult, and he was constantly assigned gate duty, quarantining and checking those that passed. The Templars ran a strict business, making sure that no peasant dared speak against them for fear of death, and torturing people at random for information about dark god followers. Arthus found his thoughts increasingly on Sil'Fer and the others, worry gnawing at his thoughts. Were they alright? He wondered, watching the gates absent-mindedly. On one such day while there was no Templar on duty at the gates but just him and a few others, a mysterious traveller came to the gates, beckoning for Arthus to come down.The traveller tipped his hood back, revealing the man Arthus hoped to see, Sil'Fer Telios, the half-drow Paladin. Arthus asked another guard to take his place, hurrying from the city with Sil'Fer. He promised Arthus a whole new world if he'd follow him.
By the next day, after long traveling, the pair came to old worn down gates. Sil'Fer led Arthus inside, and there he met many other holy men, devoted to the purpose of bringing peace. The group knew of the actions the Templars commited, and they were dedicated to stop it and save the poor people of Greendale. Sil'Fer invited Arthus to join them in an effort to help, and he readily accepted, eager to work along-side a man he now considered like his brother. (To be continued.)
Five years later, no greater, but more Devout
(To be continued.)
The Early Culmination rescue
(To be continued.)
Is it Love?
By a pure stroke of luck, Arthus chanced on Elwena Nindermil while out on a walk through the forest. (To be continued.)
The Concord
Quiet a time later, Arthus met with his brother-in-arms once more at his pub. The two had a brief exchange before Leonidas Brovell arrived and Caediath abruptly left. About half a week later, Caediath returned with a young Aasimar hybrid named Raphael Alighieri. Caediath embarrassed Arthus in front of the young lad by exaggeratedly praising him on his accomplishments in the past before asking him to join. Arthus accepted shortly after, denying much of what Caediath boasted about, humbly saying that what he did was nothing more than what his God demanded of him. (To be continued.)


