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Name: Tyr Vythari

Nickname/Alias: -----

Age: 23

Race: Human

Height: 6’ 1”

Weight: 190 lbs

Occupation: Adventurer/Mercenary

Alignment: Chaotic Good



Personality


By nature, Tyr is highly energetic and ready to head off toward the next adventure fairly quickly. Kind, lighthearted and up to lend a hand whenever the need arises. He usually lives by a code of honor and respect to a jagged point, and can be a good friend to those that follow a similar path. He is approachable, and his attitude is usually level. Having fun is certainly in his wheelhouse and known to enjoy good ales and lagers. In times, he is quite capable of meandering off, and delving deeply into the dark side when the need arises. In such occurrences, he rather enjoys the more sadistic side of things.



Appearance


With a height of 6’ 1”, Tyr stands tall with a T-framed posture and blessed in mass. Deeply aware almond-shaped eyes set emblazoned in wild maelstroms of what can be perceived as wicked cauldrons molten with brown obsidian. Cascading abundance of chestnut laded hair flow to brush teasingly the top portions of wide shoulders, framing a strong unforgettable face rich with defined cheekbones, and a slight pout of wind-torn lips normally drenched with thought and caution. Choice of garb usually preferred regularly consists of a dark leather tunics and intricately woven black breeches. Simply crafted tattered black leather field boots protect his feet from the harsh terrain so chosen to tread over.



History


Born under the dappled canopy of the Concordia Forest, Tyr Vythari found himself in the throes of its dangers early on. Only a short time was spent in the care of his mother, for fate had other plans for his upbringing. She did the best she could for him, finding shelter in places such as ruined structures, and among abandoned campsites under the densest of canopies provided by the forest they inhabited. She had been a fierce defender, but misfortune met her at the hands of a few of the many bandits roaming Concordia. Tyr was but an infant at this time. Fortunately for his sake, the bandits overlooked his existence. Shortly thereafter, a group of Rangers had passed through during a sweep of the area and the haggard head of the group took the baby in.

Within the Rangers is where the young boy was raised. He trained among the ranks and had been mentored by the seasoned Ranger, a loud and uncensored Dwarf by the name of Zegron. Over the years Zegron became more than just a mentor to the young one, he became a father-figure to the boy and questions began to arise that the ol’ Ranger couldn’t answer. Of which concerned the little Tyr knew of his lineage, outside of the belongings Zegron recovered from his mother during his rescue. At the cycle age of 19, Zegron provided Tyr with his inheritance and helped the young one try to piece together what could be of his bloodline. Mid those belongings, a journal and an ordinate ring had been found within a snug cutout hidden betwixt the latter pages. Few years had passed since the mysteries of his bloodline had surfaced, and Tyr chose to leave the thicket of Concordia to unravel the stories of his past and future.



Skills


Master Survivalist- Two skills honed throughout life were those of survival and tracking. Never has there been a person or creature that Tyr couldn't track through the thickest of forest, or over wind-swept stone. He seems to have a sixth sense when it comes to seeing things a normal eye may disregard. This is based at the higher end of the human spectrum, as his training and upbringing had been among the Rangers.


Expert Bladesman and Polearms- Although trained moderately in several weapons, Tyr has always felt more comfortable with the mass of blades or polearms gracing his palms. He took quickly to blades and polarms and continues to hone his ability to improve skill, control, and strength.


Expert Throwing- Tyr’s training also consisted of weapon control and battlefield preparation. He became relentlessly dangerous with axe and dagger throwing (after many moons of frustration and immeasurable amounts of obnoxious cursing), but his personal favorite of the two is the dagger. His aim and ambidextrous arm strength are unfathomable in ties with his strength. With a clear pathway, he could split the trunk of a five-inch tree from thirty feet away. Even the best of talents waver from targets the further out they become, as so does Tyr.



Abilities


Adamantine Fortitude

Cast: Passive
Duration: Active
Range: Self

Possessing the strength 5x that of a human.


Incessant Vitality

Cast: Passive
Duration: Active
Range: Self

Possessing the endurance 5x that of a human.


Dimensional Physiology


Warp Surge

Cast: Activated
Duration: 5 Per Thread
Success Rate: 100%
Range: Up to 25'

Tyr can emit vibrational energy outward from his body, and manipulate such through his hands in the form of a distortion blast. These wave blasts have the projectile radius of 3' and can be used in close-quarter combat with a range of up to 25' before dissipating. They carry the force to stagger an opponent, blur vision and induce nausea for up to a 25 second period in time. Use expires after 5 per thread.


Resonance Shift

Cast: Activated
Duration: 5 Per Day
Success Rate: 100%
Range: Up to 50'

The physiology of Tyr has transcended to harness the ability to manipulate frequencies of reality, allowing for portals to be created in a vertical radius just large enough that his form can step through and teleport of a range up to 50' 5 times per day. This must be performed within his physical sight, as he needs to see exactly where he's going, or know the exact layout of his destination before hand.


Regenerative Reprieve

Cast: Activated
Duration: 3 Per Day
Success Rate: 100%
Range: Self

The physiology of Tyr vibrates consistently between physical planes although not always visible to the eye. This allows him to harness dimensional energies and manipulate them in different ways to bend reality or harvest inward from the source. In this particular case, regeneration capabilities are harvested and manipulated to heal mild to moderate wounds within a matter of seconds for mild to minutes for moderate, and major wounds would take anywhere from an hour to a day of elapsed time to mend dependent on severity.



Severance of the Vibreli

Cast: Activated
Duration: 3 Per Day - 2 Posts
Success Rate: 100%
Range: Up to 30'

Virational energy is harnessed by Tyr, and erupts in a series of small vibrations to levels of seismic tremors within a 30’ vicinity of the effect disturbing character encounter within self and the surrounding constructs to the level of molecular disruption phasing out of reality. This is used in order to pass through physical objects and magical attacks temporarily in avoidance within the vicinity for the duration of two posts per use.




Equipment/Weapons


Name of Weapon: Hreth [Purchase Link]
Weapon Type: Longsword
Material: Prevalida
Make: Dwarven


Description:

Legend has it that Hreth had been forged within the turbulent depths of the Mountains of Dawn some time during the sordid Demon Wars by a grizzled old dwarf of the Oarhell bloodline renown for their manipulation of metals. It is said that Oarhell crafted the blade with his pure hatred of evil, and even forged a part of himself within the blade, leaving the blade tinted ashen and violet depending on the light that reflects its length. Etched in the ricasso on each side of the blade are four ancient glyphs of a lost Dwarven language, and the Oarhell crest rests within the chappe brilliantly. The fuller and cross guard resembles a traditional make of the period, with the heft wrapped with cured demon skin resembling a coal hue. A likeness of piece of oar lies crafted as the pommel. Hreth itself has a strange unknown hum in the hand, although any dormant power hidden within the blade has yet to awaken and rests with legend.


Specifications:

Weight- 3 lbs
Overall Length- 43 5/8 inches
Blade Length- 33 5/8 inches
Blade Width- 1 3/4 inches at base, tapering to 3/4 inch
Heft- 5 3/8 inches
Guard Width- 7 5/8 inches
Point of Balance- 5 5/8 inches from guard
Center of Percussion- 20 inches from guard


Enchantment Information:

None.


Name of Weapon: Arepne [Purchase Link]
Weapon Type: Greathammer
Material: Dehlar
Make: Alerarian


Description:

A Masterwork Dehlar Greathammer forged by the great Alerarian blackmith Ko'tei.


Enchantment Information:

It is enchanted so that the head is engulfed in a blue fire that cannot burn the wielder, but can cause second degree burns to others.



Iron Dagger
Leather Pack for supplies