Fang
From Valwiki
"If I advance; follow me! if I retreat; kill me! if I die; avenge me!"
~Fang the Wrathful's Battle Cry
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| Player: | Aroken. | |
| Title(s): | Grand Judge of the Culmination Bishop Blackguard of Dearuhk. | |
| Age: | A year old. | |
| Race: | Forgewrought. | |
| Eye Color: | Red. | |
| Hair: | N/A. | |
| Skin Tone: | Dark Metallic. | |
| Height: | 6'10". | |
| Weight: | 600 lbs. | |
| Alignment: | Lawful Evil. | |
Fang the Wrathful or Rustback as he was originally know was a reject forgewrought who made it down to Kharlia through a series of mishaps. After being found and educated by Arthur Nightstalker he learned the ways of Dearuhk thinking her the goddess of good. In this way he was a misled creature and was a sort of tragic figure in history amongst thousands of other tragic figures.
Contents |
History
Early Infancy
Although his beginning is a fairly murky history, Fang met Arthur Nightstalker who was a Vampiric Dearuhk worshipper. After taking the infantile forgewrought, known as Rustback, under his wing he trained him in the ways of Dearuhk and the powers of darkness. He grew to think Arthur his father and would start to serve him unerringly thinking he was doing all that is good. He befriended two particular Dark Knights in the Nightstalker clan known as Hevill and Dominic. After a few raids Rustback, now known as Fang, joined the Olcas Mearog under Arthur as a Khaosweaver. Arthur so claimed "He (Fang) is like a son to me" as the Dark Knight ruthlessly did his will for the greater good. Fang also was Joe Romane's guard when he was captured and became enraged when Romane was released freely. He continued to with follow every order of Arthur's with out question or hesitation.
Mid Infancy
As his lingual skills improved he learned to write and speak in an eloquent fashion. In addition he had a small diary he would write his thoughts in:
- "Thy ears hath heard the cries of her Dark Majesty. I wonder sometimes, is it possible for my people to dream? Is it possible for my people to see visions? Prophecies? Omens? Perhaps mine form came from the will of her Dark Majesty. Skin of steel adorns my visage with a few revealed patches of cables... am I built for war?"
Fang started to question what he was doing, wondering if what he was doing was really for the good. He was getting closer and closer to realizing what he was doing was nothing but pure evil, slaughter, and destruction. Once he came to this realization he had an emotional crisis, although in his love for Arthur and Arwane, his father and his mother, his lord and his lady caused him to continue to follow their orders with out a moment's hesitation.
As the Culmination grew, so did Fang's power. He continued to search and fight for his father's approval.
Alignment
Fang has a complicated alignment which although it fights for the forces of Chaos and Evil, he tends to act in a way which is Lawful Good or at least what he thinks to be Lawful Good. In the end though he could be seen as an overwhelming force of Chaotic Evil alignment.
Recently though he had gained enough maturity to know what he was doing. Although his conscious battles him he continues to do the actions of Evil for his father figure. And his chaotic view has become that of a lawful view, obeying with out question although as much as he tries he always has second thoughts.
Magic
- Create Holy Water
- Casting time: 1 turn.
- Duration: N/A.
- Prerequisites: Initiate Rank.
- Type: Divine.
- Rank I: 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
- Casting time: 1 turn.
- Duration: N/A.
- Prerequisites: Initiate Rank.
- Type: Divine.
- Rank I: 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.
- Desecrate Weapon
- Casting time: 1 turn.
- Duration: N/A.
- Prerequisites: Acolyte Rank.
- Type: Divine.
- Rank I: Using a flask (pint) of unholy 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
- Casting time: Skill
- Duration: N/A.
- Prerequisites: Acolyte Rank.
- Type: Divine.
- Rank I: 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.
- Armor of Prayer
- Casting time: 1 turn.
- Duration: N/A.
- Prerequisites: Acolyte Rank.
- Type: Divine.
- Rank I: 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.
- Smite
- Casting time: 1 turn. (Declared beforehand.)
- Duration: 1 turn.
- Prerequisites: Deacon Rank.
- Type: Divine
- Rank I: 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 strike of the goddess of true evil is one to be truly feared. Any worshiper of a good-aligned god will have their powers disabled for two turns by this attack
- Treat Wounds
- Casting time: 1 turn.
- Duration: N/A.
- Prerequisites: Deacon Rank.
- Type: Divine
- Rank I: 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.
- Turn
- Casting time: 1 turn.
- Duration: N/A.
- Prerequisites: Deacon Rank.
- Type: Divine
- Rank I: 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. A barrier of pure darkness rises from the circle. Any enemy in contact with it will be paralyzed for one turn as Dearuhk's cold hands grip you...
- Consecrate Weapon - Greater
- Casting time: 2 turns.
- Duration: N/A.
- Prerequisites: Priest Rank.
- Type: Divine.
- Rank I: 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.
- Detection
- Casting time: Passive.
- Duration: N/A.
- Prerequisites: Priest Rank.
- Type: Divine
- Rank I: The Paladin's keen senses are attuned by their god to sense foes nearby. Any enemy within a twenty-foot radius will be able to be sensed by the Paladin; while they will not be able to sense the exact location or identity, they will be aware of their presence.
- Improved Smite
- Casting time: 1 turn. (Declared beforehand.)
- Duration: 1 turn.
- Prerequisites: Archpriest Rank.
- Type: Divine
- Rank I: The strike of the goddess of true evil is one to be truly feared. Any worshipper of a good-aligned god will have their powers disabled for four turns by this attack, and those without divine powers who are struck by the attack will be stunned for two turns.
- Heirophant
- Casting time: State.
- Duration: N/A.
- Prerequisites: Archpriest Rank.
- Type: Divine
- Rank I: 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.
- Permanent Consecrate Weapon
- Casting time: N/A.
- Duration: Until Broken.
- Prerequisites: Bishop Rank.
- Type: Divine
- Rank I: 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.
- Divine Pulse
- Casting time: 1 turn. (3 times per OOC day)
- Duration: 2 turns.
- Prerequisites: Bishop Rank.
- Type: Divine
- Rank I: Pure darkness is released from the Blackguard's hand when this attack is used. It leaves a foe unable to move for two turns.
- Treat Dire Wounds
- Casting time: 2 turns.
- Duration: N/A.
- Prerequisites: Archbishop Rank.
- Type: Divine
- Rank I: 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.
- Divine Cancellation
- Casting time: 1 turns. (1 time per day)
- Duration: N/A.
- Prerequisites: Archbishop Rank.
- Type: Divine
- Rank I: A Paladin or Blackguard can counteract a Divine spell of lesser rank with this ability. If used to counteract an offensive ability, only the Divine effects will be negated; any other effects will remain.

