The Anti-Sorcerer
12-17-07, 11:07 PM
I warn you now, this is over 6 pages worth of material, so...be afraid...be very afraid...
Name: Wilhelmhar von Scrunas Crinasi Tronarki Altrusin Nuskara
Age: 10,211(apparent age: 21)
Race: Daemonic
Gender: Male
Hair Color: Deep Purple
Eye Color: Purple
Height: 5'5"
Weight: 154 lbs
Occupation: Sorcerer/Poisonist/Necromancer
Personality: Evil, though not so much that he hunts people for the fun of it. This is primarily because he's focused on finding and killing a certain girl with flame-red hair, pointy ears, a danger(and temper) streak the size of Corone, and an affinity for Daimonic spell-casting, especially with fire. He's likely to kill anyone who gets in the way of this goal, but he seems quite cordial to most people. He is intelligent to a fault, and can logically work his way through most circumstances without much difficulty.
Appearance: He has long-ish hair of deep purple, and his eyes are quite...interesting. They are purple like lighting, or a purple star. Whenever he utilizes his powers, the iris changes color into a blue like a pure-magic flow. He is always seen in an elegant robe of red and black, something you would expect of a High-Priest to a diabolic deity, which fits comfortably and allows freedom of movement.
History(don't read the whole thing if you don't want to. It's quite long and simply adds some to the history of Althanas. It really just is to show who the Daemonic and Daimonic people were. So feel free to skip straight to Wilhelmhar's biography-type bit whenever you like.)
note: This history is long and somewhat detailed, depicting a time that almost none living on Althanas is aware of. It describes two tribes, each intimately aware of the Thaynes, though not of them, who grew to become great civilizations and then later clashed in a cataclysmic war that eradicated both, leaving almost no survivors or traces. The following excerpts, found in a ruins near the frozen wastes of Berevar, describe some of what occurred at the beginning and was lost, how the one fell into a collectively evil mind, how the Great War and the Sundering threatened to tear Althanas itself apart, the origin of the Daimonic language, and the derivation of some modern names and places. Pay attention, for these texts are not for the faint of heart, or for the close-minded...
The Great Forming
Back in the time when the Firmament had been created and subjected to the treachery of the evil Thayne N'jal, two infant peoples were born of the Firmament; not of the Thaynes, but of the Firmament, which, in its infancy, was more fertile than it ever has been since. The Thaynes were made aware of this occurrence when they noticed the flow of magic fluctuating.
One of the peoples were fair beyond even the most beautiful of elves. They revered the light and the beauty of V'dralla, and were fascinated by the magic that flowed across Althanas. The other people were strong, outstripping even the Giant King in most cases. They were tactful and very much like a solid kingdom, organized and militaristic. The Thaynes blessed the two peoples, giving both longer life. The People of Light, later called the Daimonic peoples, were blessed with a great understanding of magic and the world about them. The People of Power, later named the Daemonic(possibly the origin of "Daemon", and later "Demon") people were blessed with hardiness to match their strength and a great understanding of the Siring, the Days of Torrent, and the Thaynes themselves. The Thaynes watched over the two peoples and saw that they were good.
The Culmination of the Ancients
The Daimonic people and the Daemonic people, who are also known as the People of Light and the People of Power(respectively), grew from the blessed infant peoples. The two peoples grew into great civilizations that, while they remained separate from each other, held each other in higher esteem than any two nations of today. The Daemonic people had built a city so great that if war existed in that time, it would have been nigh impenetrable. It was named Haedea(possibly the origin of Haidia) by its people, who had become aware that they should prepare for war that would strike should N'jal return. They began to study the arts of combat and tactics.
Smithies sprouted all over Haedea, run by a cooperation of a Daemonic smith and his apprentices, and a Daimonic enchanter and his students, who, together, were able to forge armor that could not be pierced by sword or arrow, and could turn all but the most deadly of hammers and axes. Their swords were sharper than the sharpest of today as a rule, and could not be snapped. Their shields were hardier than even some rocks and could not be sundered.
The Daimonic people, however, built a citadel of many towers which they named Alcesera. Each tower was filled with elaborate laboratories, great class rooms, and storerooms filled to the ceiling with magical reagents, concoctions, and herbs. They had become so knowledgeable about magic, that they could even heal with it the mortal wounds that people received from experiments gone wrong or wrong steps on the stairways. They had more types of potions than one could shake ten sticks at and knew more about the properties of even one herb than most of what the most renowned botanist of today knows. The two were indeed great civilizations that thrived and co-existed in relative peace.
The Daemonic Fall
The Daimonic and the Daemonic civilizations thrived. Each lived peacefully. But as the Daemonic people geared up for what they knew to be an impending war with N'jal and her followers, some of them began to wonder why she would break away from the other Thaynes and have so much contempt for them. Some began to doubt, their thoughts turning against the Thaynes and the Daimonic people who so revered them, even if they didn't fully understand them.
These "heretical" thoughts spread until the "heretics who believed such lies" were so copious that they ceased to be hunted. The Daemonic people were in an uproar, long-lasting relationships between smith and enchanter breaking as they quarreled over what size the tongs should be. Some Daemons, as they would all too soon be named, began to study the negative energies of the world, in contrast to the positive magicks the Daimonic people loved so much. The magicks could destroy and assault and create such suffering as the Daemons had never seen before. Some began to change in appearance into something similar to the Demons of today as their souls rotted from the use of the dark magicks. And so the Daemonic people fell into darkness, never to return.
The Great War, the Sundering, and the Eternal Interment
The Daimonic and Daemonic civilizations had worked for so long, side by side. But the Daemonic people fell to a wave of heresy in which N'jal was heralded as the greatest of the Thaynes, while the other Thaynes and the Daimonic people were defamed as evil persecutors and the cause of a great suffering. Fights broke out between the two peoples, and eventually the fights were so fierce and often that the Daimonic elders called the Daemonic leaders to the Council of Restitution in an attempt to repair the broken ties between the two peoples. But the Daemonic people were treacherous and had several of their finest warriors kill every one of the Daimonic elders.
The Daimonic people, outraged, threw out all Daemonic people from their Magic-City of Alcesera. A long time passed, and nothing happened between the two peoples. Then, with a gruesome and bloody battle at the gates of Alcesera, the Daemonic people began the Great War. Many titanic battles took place between them, and many people died in the attempt to overthrow the what they thought was the evil reign of their enemies.
The new Daimonic elders, afraid that their knowledge and the events up to that point would be forgotten, crafted a series of tomes that, when used in conjunction, would reveal a text that would reveal their greatest secrets. The text was named the Grand Libram-Arcanum(Ratusr Kisrat-Tarcanus in Old Daimonic)and the tomes were sent through a portal to a city in the north of the Great Salvarian Federation. Those tomes, or at least some of them, have since been found and reside in Corone.
But as they sent the tomes away, the Daemons, as they had come to be called, had been working too. The Daemon warlocks had pooled their power and knowledge for a focused attack on Alescera. Just as the tomes were sent away, the attack was not so much launched as unleashed, and the entire city of Alescera, along with almost all the remaining Daimonic people was annihilated. The Daemons, seeking to exact revenge for fallen friends, hunted and murdered the remaining survivors. None are known to have survived.
But the Thaynes, who were already very late in intervening, noticed the sudden imbalance of magic in and of the Firmament. The sudden loss of positive magical energy from the total genocide of the Daimonic people, along with the catastrophic magical destruction caused by the battles, threatened to tear the Firmament itself apart. This event, in which so much had been thrown out of balance and out of place, is known by all as the Sundering.
The Thaynes knew they had to do something, or the Firmament would be sundered. So in a last-ditch effort to save it, they flooded the Firmament with positive magical energy to counterbalance the great predominance of the negative magic. The flood of energy killed most of the Daemons, who were so entrenched with negative energy that the sudden flood of positive energy ripped them to pieces. Few remained alive, and the once great city of Haedea was thrown into ruin. As an afterthought, the Thaynes decided to exact one final punishment upon the Daemons and threw down them and their city into the depths of the Firmament. This is how the Demon-realm of Haidia came to be, and how no traces of the Daemonic civilization remain where Haedea and Alescera once stood.
Wilhelmhar Nuskara
Wilhelmhar was a Daemon-survivor who managed to avoid being exiled along with the rest of his people. In despair, he crawled into a dark cavern and willed himself into a great slumber. Since the Sundering and the Eternal Interment, he has woken several times for very short periods in order to eradicate any living being who used Daimonic tools, words, or spells. He has lived in and out of his long slumber for a long eon, somehow managing to keep his soul fairly intact, and now wakes again to hunt down a new target. From what he's gathered, she's a dangerous flame-headed girl with pointy ears, emerald eyes and a very short temper. No one has had a name for her, but he feels like he's getting close to a lead. He's currently taking shelter for a night in an inn in the middle of a forest-clearing-village...
Skills
1. Dark Magic-Daemonic people utilize negative energy in order to work their spells. They do not seem to care much about its effects on their souls. Wilhelmhar seems to be somewhat immune to the soul-eating effects of negative magical energy...
-Fireball of Suffering: A small fireball that is not very hot, but when it strikes, the victim is thrown into a fit of horrible agony. The fireball will make only light burns, but it will wrack the victim with pain for a few seconds, likely hindering them. Wilhelmhar can use this spell twice before resting and needs a pinch of sulfur powder to cast it. This spell will cause longer periods of suffering and a hotter, larger fireball as he becomes stronger.
-Cold Breath of Death: An aura of negative energy engulfs the victim, making them feel as though it is choking them, and blacks out all of their senses for a couple of seconds. The victim feels as though they are dying alone and in the dark, and so are usually struck with a wave of terror afterwards. Other than the fear effect, however, this spell has no harmful effects to the victim. Wilhelmhar can use this spell twice before resting, and must be able to speak to cast it. The "death" period will last longer and victims will be more susceptible to the terror effect as Wilhelmhar grows stronger.
-Frozen Heart: Wilhelmhar can focus frozen water energy at any point within 20 feet, so called because Wilhelmhar usually targets the heart with it. Any thing at that point is frozen solid for a few seconds. Internal organs are only chilled, but warm completely and function as normal afterwards. Skin will be susceptible to frostbite after the freeze effect ends, but it can be healed with even the most basic of medicines or a little vigorous warmth. Wilhelmhar can use this spell once before resting and must be able to move and see in order to cast it. The freeze effect will last longer and organs may eventually freeze as well as he grows. The frostbit to skin will become worse and harder to heal as Wilhelmar gains strength.
-Undead Companion: Wilhelmhar can call forth a body or skeleton from the grave with this spell, giving it a small fragment of his soul temporarily. The undead companion can speak but is very unintelligent and hard to understand. Also, the companion is too weak to defend itself in combat and so is useless for anything more than a meat/bone-shield. Wilhelmhar can un-animate the companion at any time. Wilhelmhar can only have one undead companion animated at anytime. Undead companions "die" after 30 minutes(quest) or 3 posts(battle) have past or Wilhelmhar dismisses them. Because the spell uses a fragment of Wilhelmhar's soul, he is more vulnerable to soul-attacking magic while a companion is animated, as well has having his thoughts and actions slowed slightly. Wilhelmhar can use this spell once before resting and not if he has any undead companions animated, or if he is unable to properly reason. The undead companion will become stronger and more intelligent as Wilhelmhar becomes stronger. Wilhelmhar will be able to animate more companions as he grows stronger. Wilhelmhar's soul will be less effected by the spell as he grows stronger.
2. Poisonist: Wilhelmhar is able to create a variety of concoctions that range anywhere from a sleeping draught to a heart-stopping poison, though they probably won't be very effective. As Wilhelmhar gains more practice with them, he will learn other recipes and be able to make his current ones stronger. All poisons may be negated by a moderator at any time.
Blade-Proficiency: All Daemonic people are trained how to fight in battle and with weapons, especially blades. Wilhelmhar can wield any blade of appropriate size and weight confidently, though he would be no match for a skilled attacker.(effective combat ability: below average)
Staff-Proficiency: All Daemonic people are trained how to fight in battle and with weapons, and Warlocks are trained vigorously how to fight and identify with staves. Wilhelmhar can wield any staff of appropriate size and weight with some ability and can tell if a staff as a magical enchantment or effect, and so may find staffs with some magic enchantment on them. They are not tradeable and are lost by the end of the thread unless otherwise allowed by a moderator.(effective combat ability: fair)
Polearm-Proficiency: All Daemonic people are trained how to fight in battle and with weapons. Wilhelmhar can wield any spear, halberd, or other long weapon, though he is clumsy and ineffective with them.(effective combat ability: poor)
Inventory
Dark Bloodelm Staff-Made of dark bloodelm with three glowing red runes engraved at the top
Iron Shortsword-the blade is 17 inches in length and 2 1/2 inches wide at the hilt, tapering to a point at the end. The hilt curves so that the ends come back on either side of the hand, giving another swordsman less chance of tossing the sword. The handle is 6 1/2 inches long with a small blue stone for the pommel. It is of
Iron Dagger-Techinically, a dagger, but used mostly as an all-purpose knife.
5 empty glass vials-perfect for holding potions or poisons.
herb pouch-holds herbs and powders too.
pouch of powdered deathroot-in the hands of an expert, an extremely deadly poison ingredient, but in the hands of an amateur, only a fraction of its potential: it will probably only give the victim chest pain, slowed reflexes, and labored breathing
pouch of powdered snalpis-snalpis is an herb that's perfect for drugging guards, a pretty young lass... or anybody else, for that matter. Anyone can use it, but it probably won't last very long...
flask of purified water-1 liter of water, purified by boiling, is perfect for drinking, making draughts with, or anything else that needs clean water.
tin pot-perfect for making anything requiring mixing, cooking, or brewing.
iron hatchet-great for chopping timber
tinderbox-light fires with it
Warlock's Robe-black and red, wouldn't an evil priest wear something like this?
Whetstone-for sharpening blades with.
Daemonic Tome of N'jal-A book written by a scholarly old daemon on the topic of N'jal, her place in the universe, and her probable thoughts on the works of the Daemons. Written in Old Daemonic, of course.
Daemonic Warlock's Shadow Libram-A book of complex Daemonic texts. The words inside are difficult for even a Daemon-scholar to interpret. Full of negative energy, this book almost seems to disappear into a dark aura. An old Daemonic spell book, maybe?
Name: Wilhelmhar von Scrunas Crinasi Tronarki Altrusin Nuskara
Age: 10,211(apparent age: 21)
Race: Daemonic
Gender: Male
Hair Color: Deep Purple
Eye Color: Purple
Height: 5'5"
Weight: 154 lbs
Occupation: Sorcerer/Poisonist/Necromancer
Personality: Evil, though not so much that he hunts people for the fun of it. This is primarily because he's focused on finding and killing a certain girl with flame-red hair, pointy ears, a danger(and temper) streak the size of Corone, and an affinity for Daimonic spell-casting, especially with fire. He's likely to kill anyone who gets in the way of this goal, but he seems quite cordial to most people. He is intelligent to a fault, and can logically work his way through most circumstances without much difficulty.
Appearance: He has long-ish hair of deep purple, and his eyes are quite...interesting. They are purple like lighting, or a purple star. Whenever he utilizes his powers, the iris changes color into a blue like a pure-magic flow. He is always seen in an elegant robe of red and black, something you would expect of a High-Priest to a diabolic deity, which fits comfortably and allows freedom of movement.
History(don't read the whole thing if you don't want to. It's quite long and simply adds some to the history of Althanas. It really just is to show who the Daemonic and Daimonic people were. So feel free to skip straight to Wilhelmhar's biography-type bit whenever you like.)
note: This history is long and somewhat detailed, depicting a time that almost none living on Althanas is aware of. It describes two tribes, each intimately aware of the Thaynes, though not of them, who grew to become great civilizations and then later clashed in a cataclysmic war that eradicated both, leaving almost no survivors or traces. The following excerpts, found in a ruins near the frozen wastes of Berevar, describe some of what occurred at the beginning and was lost, how the one fell into a collectively evil mind, how the Great War and the Sundering threatened to tear Althanas itself apart, the origin of the Daimonic language, and the derivation of some modern names and places. Pay attention, for these texts are not for the faint of heart, or for the close-minded...
The Great Forming
Back in the time when the Firmament had been created and subjected to the treachery of the evil Thayne N'jal, two infant peoples were born of the Firmament; not of the Thaynes, but of the Firmament, which, in its infancy, was more fertile than it ever has been since. The Thaynes were made aware of this occurrence when they noticed the flow of magic fluctuating.
One of the peoples were fair beyond even the most beautiful of elves. They revered the light and the beauty of V'dralla, and were fascinated by the magic that flowed across Althanas. The other people were strong, outstripping even the Giant King in most cases. They were tactful and very much like a solid kingdom, organized and militaristic. The Thaynes blessed the two peoples, giving both longer life. The People of Light, later called the Daimonic peoples, were blessed with a great understanding of magic and the world about them. The People of Power, later named the Daemonic(possibly the origin of "Daemon", and later "Demon") people were blessed with hardiness to match their strength and a great understanding of the Siring, the Days of Torrent, and the Thaynes themselves. The Thaynes watched over the two peoples and saw that they were good.
The Culmination of the Ancients
The Daimonic people and the Daemonic people, who are also known as the People of Light and the People of Power(respectively), grew from the blessed infant peoples. The two peoples grew into great civilizations that, while they remained separate from each other, held each other in higher esteem than any two nations of today. The Daemonic people had built a city so great that if war existed in that time, it would have been nigh impenetrable. It was named Haedea(possibly the origin of Haidia) by its people, who had become aware that they should prepare for war that would strike should N'jal return. They began to study the arts of combat and tactics.
Smithies sprouted all over Haedea, run by a cooperation of a Daemonic smith and his apprentices, and a Daimonic enchanter and his students, who, together, were able to forge armor that could not be pierced by sword or arrow, and could turn all but the most deadly of hammers and axes. Their swords were sharper than the sharpest of today as a rule, and could not be snapped. Their shields were hardier than even some rocks and could not be sundered.
The Daimonic people, however, built a citadel of many towers which they named Alcesera. Each tower was filled with elaborate laboratories, great class rooms, and storerooms filled to the ceiling with magical reagents, concoctions, and herbs. They had become so knowledgeable about magic, that they could even heal with it the mortal wounds that people received from experiments gone wrong or wrong steps on the stairways. They had more types of potions than one could shake ten sticks at and knew more about the properties of even one herb than most of what the most renowned botanist of today knows. The two were indeed great civilizations that thrived and co-existed in relative peace.
The Daemonic Fall
The Daimonic and the Daemonic civilizations thrived. Each lived peacefully. But as the Daemonic people geared up for what they knew to be an impending war with N'jal and her followers, some of them began to wonder why she would break away from the other Thaynes and have so much contempt for them. Some began to doubt, their thoughts turning against the Thaynes and the Daimonic people who so revered them, even if they didn't fully understand them.
These "heretical" thoughts spread until the "heretics who believed such lies" were so copious that they ceased to be hunted. The Daemonic people were in an uproar, long-lasting relationships between smith and enchanter breaking as they quarreled over what size the tongs should be. Some Daemons, as they would all too soon be named, began to study the negative energies of the world, in contrast to the positive magicks the Daimonic people loved so much. The magicks could destroy and assault and create such suffering as the Daemons had never seen before. Some began to change in appearance into something similar to the Demons of today as their souls rotted from the use of the dark magicks. And so the Daemonic people fell into darkness, never to return.
The Great War, the Sundering, and the Eternal Interment
The Daimonic and Daemonic civilizations had worked for so long, side by side. But the Daemonic people fell to a wave of heresy in which N'jal was heralded as the greatest of the Thaynes, while the other Thaynes and the Daimonic people were defamed as evil persecutors and the cause of a great suffering. Fights broke out between the two peoples, and eventually the fights were so fierce and often that the Daimonic elders called the Daemonic leaders to the Council of Restitution in an attempt to repair the broken ties between the two peoples. But the Daemonic people were treacherous and had several of their finest warriors kill every one of the Daimonic elders.
The Daimonic people, outraged, threw out all Daemonic people from their Magic-City of Alcesera. A long time passed, and nothing happened between the two peoples. Then, with a gruesome and bloody battle at the gates of Alcesera, the Daemonic people began the Great War. Many titanic battles took place between them, and many people died in the attempt to overthrow the what they thought was the evil reign of their enemies.
The new Daimonic elders, afraid that their knowledge and the events up to that point would be forgotten, crafted a series of tomes that, when used in conjunction, would reveal a text that would reveal their greatest secrets. The text was named the Grand Libram-Arcanum(Ratusr Kisrat-Tarcanus in Old Daimonic)and the tomes were sent through a portal to a city in the north of the Great Salvarian Federation. Those tomes, or at least some of them, have since been found and reside in Corone.
But as they sent the tomes away, the Daemons, as they had come to be called, had been working too. The Daemon warlocks had pooled their power and knowledge for a focused attack on Alescera. Just as the tomes were sent away, the attack was not so much launched as unleashed, and the entire city of Alescera, along with almost all the remaining Daimonic people was annihilated. The Daemons, seeking to exact revenge for fallen friends, hunted and murdered the remaining survivors. None are known to have survived.
But the Thaynes, who were already very late in intervening, noticed the sudden imbalance of magic in and of the Firmament. The sudden loss of positive magical energy from the total genocide of the Daimonic people, along with the catastrophic magical destruction caused by the battles, threatened to tear the Firmament itself apart. This event, in which so much had been thrown out of balance and out of place, is known by all as the Sundering.
The Thaynes knew they had to do something, or the Firmament would be sundered. So in a last-ditch effort to save it, they flooded the Firmament with positive magical energy to counterbalance the great predominance of the negative magic. The flood of energy killed most of the Daemons, who were so entrenched with negative energy that the sudden flood of positive energy ripped them to pieces. Few remained alive, and the once great city of Haedea was thrown into ruin. As an afterthought, the Thaynes decided to exact one final punishment upon the Daemons and threw down them and their city into the depths of the Firmament. This is how the Demon-realm of Haidia came to be, and how no traces of the Daemonic civilization remain where Haedea and Alescera once stood.
Wilhelmhar Nuskara
Wilhelmhar was a Daemon-survivor who managed to avoid being exiled along with the rest of his people. In despair, he crawled into a dark cavern and willed himself into a great slumber. Since the Sundering and the Eternal Interment, he has woken several times for very short periods in order to eradicate any living being who used Daimonic tools, words, or spells. He has lived in and out of his long slumber for a long eon, somehow managing to keep his soul fairly intact, and now wakes again to hunt down a new target. From what he's gathered, she's a dangerous flame-headed girl with pointy ears, emerald eyes and a very short temper. No one has had a name for her, but he feels like he's getting close to a lead. He's currently taking shelter for a night in an inn in the middle of a forest-clearing-village...
Skills
1. Dark Magic-Daemonic people utilize negative energy in order to work their spells. They do not seem to care much about its effects on their souls. Wilhelmhar seems to be somewhat immune to the soul-eating effects of negative magical energy...
-Fireball of Suffering: A small fireball that is not very hot, but when it strikes, the victim is thrown into a fit of horrible agony. The fireball will make only light burns, but it will wrack the victim with pain for a few seconds, likely hindering them. Wilhelmhar can use this spell twice before resting and needs a pinch of sulfur powder to cast it. This spell will cause longer periods of suffering and a hotter, larger fireball as he becomes stronger.
-Cold Breath of Death: An aura of negative energy engulfs the victim, making them feel as though it is choking them, and blacks out all of their senses for a couple of seconds. The victim feels as though they are dying alone and in the dark, and so are usually struck with a wave of terror afterwards. Other than the fear effect, however, this spell has no harmful effects to the victim. Wilhelmhar can use this spell twice before resting, and must be able to speak to cast it. The "death" period will last longer and victims will be more susceptible to the terror effect as Wilhelmhar grows stronger.
-Frozen Heart: Wilhelmhar can focus frozen water energy at any point within 20 feet, so called because Wilhelmhar usually targets the heart with it. Any thing at that point is frozen solid for a few seconds. Internal organs are only chilled, but warm completely and function as normal afterwards. Skin will be susceptible to frostbite after the freeze effect ends, but it can be healed with even the most basic of medicines or a little vigorous warmth. Wilhelmhar can use this spell once before resting and must be able to move and see in order to cast it. The freeze effect will last longer and organs may eventually freeze as well as he grows. The frostbit to skin will become worse and harder to heal as Wilhelmar gains strength.
-Undead Companion: Wilhelmhar can call forth a body or skeleton from the grave with this spell, giving it a small fragment of his soul temporarily. The undead companion can speak but is very unintelligent and hard to understand. Also, the companion is too weak to defend itself in combat and so is useless for anything more than a meat/bone-shield. Wilhelmhar can un-animate the companion at any time. Wilhelmhar can only have one undead companion animated at anytime. Undead companions "die" after 30 minutes(quest) or 3 posts(battle) have past or Wilhelmhar dismisses them. Because the spell uses a fragment of Wilhelmhar's soul, he is more vulnerable to soul-attacking magic while a companion is animated, as well has having his thoughts and actions slowed slightly. Wilhelmhar can use this spell once before resting and not if he has any undead companions animated, or if he is unable to properly reason. The undead companion will become stronger and more intelligent as Wilhelmhar becomes stronger. Wilhelmhar will be able to animate more companions as he grows stronger. Wilhelmhar's soul will be less effected by the spell as he grows stronger.
2. Poisonist: Wilhelmhar is able to create a variety of concoctions that range anywhere from a sleeping draught to a heart-stopping poison, though they probably won't be very effective. As Wilhelmhar gains more practice with them, he will learn other recipes and be able to make his current ones stronger. All poisons may be negated by a moderator at any time.
Blade-Proficiency: All Daemonic people are trained how to fight in battle and with weapons, especially blades. Wilhelmhar can wield any blade of appropriate size and weight confidently, though he would be no match for a skilled attacker.(effective combat ability: below average)
Staff-Proficiency: All Daemonic people are trained how to fight in battle and with weapons, and Warlocks are trained vigorously how to fight and identify with staves. Wilhelmhar can wield any staff of appropriate size and weight with some ability and can tell if a staff as a magical enchantment or effect, and so may find staffs with some magic enchantment on them. They are not tradeable and are lost by the end of the thread unless otherwise allowed by a moderator.(effective combat ability: fair)
Polearm-Proficiency: All Daemonic people are trained how to fight in battle and with weapons. Wilhelmhar can wield any spear, halberd, or other long weapon, though he is clumsy and ineffective with them.(effective combat ability: poor)
Inventory
Dark Bloodelm Staff-Made of dark bloodelm with three glowing red runes engraved at the top
Iron Shortsword-the blade is 17 inches in length and 2 1/2 inches wide at the hilt, tapering to a point at the end. The hilt curves so that the ends come back on either side of the hand, giving another swordsman less chance of tossing the sword. The handle is 6 1/2 inches long with a small blue stone for the pommel. It is of
Iron Dagger-Techinically, a dagger, but used mostly as an all-purpose knife.
5 empty glass vials-perfect for holding potions or poisons.
herb pouch-holds herbs and powders too.
pouch of powdered deathroot-in the hands of an expert, an extremely deadly poison ingredient, but in the hands of an amateur, only a fraction of its potential: it will probably only give the victim chest pain, slowed reflexes, and labored breathing
pouch of powdered snalpis-snalpis is an herb that's perfect for drugging guards, a pretty young lass... or anybody else, for that matter. Anyone can use it, but it probably won't last very long...
flask of purified water-1 liter of water, purified by boiling, is perfect for drinking, making draughts with, or anything else that needs clean water.
tin pot-perfect for making anything requiring mixing, cooking, or brewing.
iron hatchet-great for chopping timber
tinderbox-light fires with it
Warlock's Robe-black and red, wouldn't an evil priest wear something like this?
Whetstone-for sharpening blades with.
Daemonic Tome of N'jal-A book written by a scholarly old daemon on the topic of N'jal, her place in the universe, and her probable thoughts on the works of the Daemons. Written in Old Daemonic, of course.
Daemonic Warlock's Shadow Libram-A book of complex Daemonic texts. The words inside are difficult for even a Daemon-scholar to interpret. Full of negative energy, this book almost seems to disappear into a dark aura. An old Daemonic spell book, maybe?