Nwalmaer
02-19-13, 01:31 PM
**Art by ursulav; found on deviantart.com as Azaezelbunny (http://fc01.deviantart.net/fs6/i/2005/097/9/3/Azaezelbunny_by_ursulav.jpg)**
Updates in RED. Changed to the new Althanas format for characters, changed and made the soul cage easier to understand
Name: None.
Assumed Name: “Nwalmaer” (elven for Forsaken One)
Gender: Male
Age: 1 year
Race: Homunculus
Hair: Platinum/white
Eyes: Pure White (no pupils)
Height: 6’ 4.5”
Weight: 240 lbs.
Skin (hair) Tone: Covered in hair—pure white/platinum
Home Nation: Alerar
Current Location: Alerar – except when on mission
Languages:
Understands Elven (Alerar), speaks conversationally very little.
Understands Common (Corone), speaks very little.
Occupation: Slave – Nwalmaer is little more than a tainted bioengineering masterpiece created by the brilliant and devious minds of the new Aleraran government. As such, those that created him are his owners, and above them are yet others. Nwalmaer, the chimera, is a slave to his owners and does what they require in part because they offer food and shelter… the other part because he knows no other way of life.
Class: “Sereg'wethrin”, meaning assassin in elven. Nwalmaer acts on behalf of the new government, killing where his masters command. As an assassin he is expected not only to be secretive and dedicated to the mission, but also to be powerful. Assassins meant to kill and destroy dark elves also have to be extra special, since the gray elven name is synonymous with the quick handed and sly tongued.
Appearance
Nwalmaer is quite literally a nightmare come true… in vague and general terms, the assassin appears to be a humanoid rabbit with horns.
Head – The head of the assassin is short and slender. His jaws are cut perfectly in the shape of a hare, and his bottom jaw is slightly receding when compared to the upper jaw. His nose is small and round, a slightly off-white color, with the perfect split running from its bottom tip to the top of the mouth. Nwalmaer’s eyes are a pure white, no pupils or any other color run in them. Most are bothered by the fact that there is no distinction of an orb, nor any lines that run through the smooth milky iris.
On top of the rabbit’s head is a pair of long, ridged horns. They run from just above his bushy eyebrows to past the rear of his head. They are only attached at the very front, and once they pass the back of the skull they part outward and curl inwards. The tip of each one is rounded off, unable to be used as a weapon. Each horn is ridged like the horn of a Khu’fein buffalo, each band supposed to represent the age of animal (though not in Nwalmaer’s case).
Directly below those long horns are the ears that make all species of hare famous. Each one is long and elegant, thick and well rounded. At the end of each are three golden studs (earrings) that signify him as a third tier slave (warrior class). Below those, on the backside of the curved ear, are three golden hoops signifying him as a slave to the lesser nobles of Alerar.
Body – The assassin’s body is sleek and taunt. His muscles are all covered by the thick layer of silver hair, but are rigid and firm. His arms look a bit lanky, each one about three inches longer than what would be considered normal. The extra reach is only truly pronounced when he moves to attack or spreads his arms enough to actually see the difference. Though the chimera’s legs are almost always covered, they are very long and firm. Just like his arms, they don’t look impressive but are often underestimated.
Weapons:
Aleraran Blade –
The infamous blades of Alerar are prized not because of their peculiar style, but because of their strength and endurance. The sword is made of highly processed steel. It is a deep black, darker than the reclusive Delyn, but looks much less brittle, and reflects no light. The overall shape is that of the curved swords of Akashima, but the blade is sharpened differently, giving it an almost serrated blade surface, but still only on one side.
-Armor:
Banded Leather –
The Banded leather armor that Nwalmaer dawns is comprised of boiled bull leather. It is blackened and then highlighted with a frosty purple coloration. The overall leather covers his upper torso and his shoulders and extends to his wrists. The leather is softer than normal leather found in the Bazaar of Radasanth, offering less protection against firm blades than average.
Equipment:
Clothing – Other than the armor, the assassin is covered from the waist down by an intricately designed pair of pants. They are wide and baggy, and just slightly frayed. It takes a keen eye to spot the split between the legs, otherwise most believe that they are seeing a skirt. The only special properties of the pants are that they are somewhat shadowed, with a minor enchantment, which allows the wearer to hide their legs.
The enchantment does the following: 1) When walking or running, it appears that the wearer is gliding over the ground as opposed to moving their legs. The affect is nothing more than an illusion. 2) The pants offer the wearer a little secrecy as to where their legs are pointing, offering very little advantage on the field of battle.
Soul Cage – The cage is small, a mere four inches tall with a base of three inches in diameter. It is a unique little cage, used to capture pieces of a beings soul of those that the assassin catches. Mostly, those with souls that are directly linked to a higher power (magicians of all sorts) are the easiest to catch and the most useful. To catch a soul from a being that uses magic means, he must place the base of the cage against the fallen creature. However, the soul captured must be ‘caught’ before it can pass through to the anti-firmament.
Nwalmaer’s favorite prey is the pixies of the Southern rainforest, Luthmor, which split Alerar and Raiaera from Dheathian.
((A soul must be ‘caught’, by casting a seal spell, as the character is dying, or very closely to its departing. If it is not, the soul cannot be caught. When the seal is created it taps into the soul of the fallen being, skimming the surface of their magic and using a small portion of the soul to make a copy of the ability. This skimmed and trapped sliver of the soul captured can be called on whenever Nwalmaer concentrates on an ability, releasing it. Depending on the amount of soul skimmed and trapped, the ability can be used anywhere between once and fifty times. It depends on how strong the soul is, what level the ability is, as well as how much of the soul is trapped.
The only way to remove the captured element is to break the cage and release the seals. Seals must be released individually, and none of them are marked (so if there are a lot it could take a long time). Each seal is placed at a level higher than the portion of the soul caught (so a level 4 character killed and soul snatched would have a level 5 seal for it), meaning that a person would have to cast a spell of equal or greater level than the seal to release it. This generally can be used as a means by which to rid Nwalmaer of any external abilities that he might use.))
Skills:
Swordsmanship {Master} – Nwalmaer is an extremely well versed swordsman. He relies more on his abilities than his sword, often never bringing the blade out of its sheath unless absolutely necessary.
Small Arms Usage {Adept} – The assassin is very good at using small, single hand weapons (i.e. daggers, hatchets, and chakram)
Crossbow {Above Average} – Mostly extremely strong, long range, and accurate crossbows are what he knows best. Sniping for assassinations is what he uses crossbows for; Nwalmaer is not good with in combat usage with medium or small versions.
Racial Augmentations (magic/abilities)
[Regeneration] – Stolen From Lorenor here (http://www.althanas.com/world/showthread.php?18775-The-Dawns-Hate-%28Open-to-1%29/page2&highlight=Nwalmaer)
The stolen ability allows Nwalmaer to slowly regenerate only minor wounds over a period of 5 minutes, scratches and nicks almost instantly. This ability can only be used once in battle, or once a day.
((requesting this slight alteration to the spoil reward due to the reorganization and clarification of the soul cage))
Note: Due to the fact that Nwalmaer is a creation, genetically created instead of born, the currents of magic seem to miss him at most times. However, as a scientific experiment, the assassin has certain genetic advantages. Each of these is in no way magic, but instead strictly biological. As such, spells that can stop other spells would not work on these, but those that can stop physical advantages would work on the assassin’s abilities.
- Self Only
The ability for the assassin to manipulate his own bones is something that is purely physical. Nwalmaer is only able to manipulate two strands of bones at a time. One is going to be covering his vital organs, from mid-chest to waistline, unless otherwise (and explicitly) stated. The second manipulation is what the assassin uses to fight with most often. When created, the bones used can be projected no further than nine inches from the assassin, and are slightly stronger than ordinary bones.
[Increased Senses] - Self Only
Nwalmaer’s senses are in tune with the sharpest and quickest of Alerar. He is a step above the normal sense of the dark elf, who created him. This augmentation governs only the five major sense (hearing, smelling, taste, sight, and touch) and only to a minor degree.
[Tongue of Flame] - Ranged
Not without his own little tricks, Nwalmaer has the ability to superheat his lungs (due to the flame sack of a dragon that was implanted next to his chest) and literally ignite the air that comes from them. This ability creates a fire no hotter than any ordinary fire. It projects in a cone shape, away from the assassin. The cone extends to no further than six feet away, no wider or taller than three feet.
If the flame does not ignite, for whatever reason, than the expelling of the lungs will be nothing more than a slightly strong wind. Either way, with or without the fire, it is like being struck by a wind of ten miles per hour.
[Spiders Touch] – Self Only
Nwalmaer has thousands of tiny hairs much like a spider’s, which project slightly through the coat of hair on his body. This allows him a much better hold on walls, making it easier to climb walls almost without trying.
[b]History:
((With up to date calendar))
Approx. 3 years ago [CP 1801][DW 2001]
-- The remaining militaristic factions of Alerar have caused numerous problems across the face of the drow nation. However, order is slowly reviving as the leadership of the nation is put back together. The Rangir have fallen in battle against the united forces, formed and led by Torin Reahkari. The Resistance has been nearly forgotten, and the rise of the Kyorl has marked it as the new Aleraran military. The old Aleraran Army has crumbled under the defeat of the once great general, Thoracis Rakarth.
However, beneath the surface a trouble boils. The promising new general of the Kyorl, Praenuntio, seems to have connections with the infamous elite assassin’s guild known as The Banishment. Many, including the good queen, see the Kyorl as nothing more than an unorganized collective of cutthroats and mercenaries, controlled by a sinister hand. In truth, the Kyorl is mostly comprised of rogue officers and soldiers that had seen the devastation at Valinatal. Most had watched their fellow comrades die under the leadership of Thoracis, and still hold a grudge towards the human. Whether it is true or not that a sinister hand controls them, none can quite seem to make out. But it is known that Praenuntio was once an assassin of reputable skill.
Approx. 2 years ago [CP 1802][DW 2002]
-- All hail the return of the great general Thoracis Rakarth!
Finally, the time has come for the great general of the Alerar nation to rise again and return from his time in exile. With him comes the promise for a better tomorrow, the promise of a settling of the internal strife and the reunification of the old Aleraran Army. However, it will not come without a price.
Praenuntio had not yet left Alerar, and with him the strength of the Kyorl waits. Should the army of old return and become stronger, the new army under the hands of the drow assassin will become obsolete. Many fear that if they do not immediately surrender themselves to the reforming Aleraran Army they will be hunted down, given no mercy. The Banishment, unofficially the shadow cast by the might of the Kyorl, also wishes for the Aleraran Army to not be reformed. Their profit was directly connected to their relations with the militaristic powerhouse of Alerar.
Present Day [CP 1804][DW 2004]
-- Unfortunately the rise of the Aleraran Army under the legendary banner of Thoracis remains only a dream for the nation of Alerar. The recent and shocking assassination of the queen has left the drow nation with a new king. Under his firm grasp the drow are quickly being subjected to a new form of government, one supposedly going to give Alerar a more firm grasp in Althanas.
However, with the war between Raiaera looming once again, this time with Salvar allied with Alerar, things are not looking so well for the drow. Over the past two years the strength of the Kyorl had dwindled to a point of having no power. As soon as it reached that point, the general Thoracis ordered any yet faithful to the detestable faction to be hunted down and killed or captured for trial.
Many of the Kyorl fled, but many did not escape. As such, a secretive practice has been started by the Alerar king. In an attempt to create soldiers, much like assassins, the King has ordered the creation of new and better creatures. These bioengineered masterpieces are to be Alerar’s answer to the loss of The Banishment. They are to be the shadow that binds and kills, the dagger that none saw coming. But the program is very secretive, only a few select officials know of it, and none of the public is to ever find out.
~*~
Of the many ‘abominations’ (as many call them) that have been created, Nwalmaer is one. He was part of the second string, the more stable string that has quickly become the example for all other strings to follow. Only basic instructions in the blade and minor practice with his abilities have been allowed, and he is yet awaiting instruction for his first true mission.
Updates in RED. Changed to the new Althanas format for characters, changed and made the soul cage easier to understand
Name: None.
Assumed Name: “Nwalmaer” (elven for Forsaken One)
Gender: Male
Age: 1 year
Race: Homunculus
Hair: Platinum/white
Eyes: Pure White (no pupils)
Height: 6’ 4.5”
Weight: 240 lbs.
Skin (hair) Tone: Covered in hair—pure white/platinum
Home Nation: Alerar
Current Location: Alerar – except when on mission
Languages:
Understands Elven (Alerar), speaks conversationally very little.
Understands Common (Corone), speaks very little.
Occupation: Slave – Nwalmaer is little more than a tainted bioengineering masterpiece created by the brilliant and devious minds of the new Aleraran government. As such, those that created him are his owners, and above them are yet others. Nwalmaer, the chimera, is a slave to his owners and does what they require in part because they offer food and shelter… the other part because he knows no other way of life.
Class: “Sereg'wethrin”, meaning assassin in elven. Nwalmaer acts on behalf of the new government, killing where his masters command. As an assassin he is expected not only to be secretive and dedicated to the mission, but also to be powerful. Assassins meant to kill and destroy dark elves also have to be extra special, since the gray elven name is synonymous with the quick handed and sly tongued.
Appearance
Nwalmaer is quite literally a nightmare come true… in vague and general terms, the assassin appears to be a humanoid rabbit with horns.
Head – The head of the assassin is short and slender. His jaws are cut perfectly in the shape of a hare, and his bottom jaw is slightly receding when compared to the upper jaw. His nose is small and round, a slightly off-white color, with the perfect split running from its bottom tip to the top of the mouth. Nwalmaer’s eyes are a pure white, no pupils or any other color run in them. Most are bothered by the fact that there is no distinction of an orb, nor any lines that run through the smooth milky iris.
On top of the rabbit’s head is a pair of long, ridged horns. They run from just above his bushy eyebrows to past the rear of his head. They are only attached at the very front, and once they pass the back of the skull they part outward and curl inwards. The tip of each one is rounded off, unable to be used as a weapon. Each horn is ridged like the horn of a Khu’fein buffalo, each band supposed to represent the age of animal (though not in Nwalmaer’s case).
Directly below those long horns are the ears that make all species of hare famous. Each one is long and elegant, thick and well rounded. At the end of each are three golden studs (earrings) that signify him as a third tier slave (warrior class). Below those, on the backside of the curved ear, are three golden hoops signifying him as a slave to the lesser nobles of Alerar.
Body – The assassin’s body is sleek and taunt. His muscles are all covered by the thick layer of silver hair, but are rigid and firm. His arms look a bit lanky, each one about three inches longer than what would be considered normal. The extra reach is only truly pronounced when he moves to attack or spreads his arms enough to actually see the difference. Though the chimera’s legs are almost always covered, they are very long and firm. Just like his arms, they don’t look impressive but are often underestimated.
Weapons:
Aleraran Blade –
The infamous blades of Alerar are prized not because of their peculiar style, but because of their strength and endurance. The sword is made of highly processed steel. It is a deep black, darker than the reclusive Delyn, but looks much less brittle, and reflects no light. The overall shape is that of the curved swords of Akashima, but the blade is sharpened differently, giving it an almost serrated blade surface, but still only on one side.
-Armor:
Banded Leather –
The Banded leather armor that Nwalmaer dawns is comprised of boiled bull leather. It is blackened and then highlighted with a frosty purple coloration. The overall leather covers his upper torso and his shoulders and extends to his wrists. The leather is softer than normal leather found in the Bazaar of Radasanth, offering less protection against firm blades than average.
Equipment:
Clothing – Other than the armor, the assassin is covered from the waist down by an intricately designed pair of pants. They are wide and baggy, and just slightly frayed. It takes a keen eye to spot the split between the legs, otherwise most believe that they are seeing a skirt. The only special properties of the pants are that they are somewhat shadowed, with a minor enchantment, which allows the wearer to hide their legs.
The enchantment does the following: 1) When walking or running, it appears that the wearer is gliding over the ground as opposed to moving their legs. The affect is nothing more than an illusion. 2) The pants offer the wearer a little secrecy as to where their legs are pointing, offering very little advantage on the field of battle.
Soul Cage – The cage is small, a mere four inches tall with a base of three inches in diameter. It is a unique little cage, used to capture pieces of a beings soul of those that the assassin catches. Mostly, those with souls that are directly linked to a higher power (magicians of all sorts) are the easiest to catch and the most useful. To catch a soul from a being that uses magic means, he must place the base of the cage against the fallen creature. However, the soul captured must be ‘caught’ before it can pass through to the anti-firmament.
Nwalmaer’s favorite prey is the pixies of the Southern rainforest, Luthmor, which split Alerar and Raiaera from Dheathian.
((A soul must be ‘caught’, by casting a seal spell, as the character is dying, or very closely to its departing. If it is not, the soul cannot be caught. When the seal is created it taps into the soul of the fallen being, skimming the surface of their magic and using a small portion of the soul to make a copy of the ability. This skimmed and trapped sliver of the soul captured can be called on whenever Nwalmaer concentrates on an ability, releasing it. Depending on the amount of soul skimmed and trapped, the ability can be used anywhere between once and fifty times. It depends on how strong the soul is, what level the ability is, as well as how much of the soul is trapped.
The only way to remove the captured element is to break the cage and release the seals. Seals must be released individually, and none of them are marked (so if there are a lot it could take a long time). Each seal is placed at a level higher than the portion of the soul caught (so a level 4 character killed and soul snatched would have a level 5 seal for it), meaning that a person would have to cast a spell of equal or greater level than the seal to release it. This generally can be used as a means by which to rid Nwalmaer of any external abilities that he might use.))
Skills:
Swordsmanship {Master} – Nwalmaer is an extremely well versed swordsman. He relies more on his abilities than his sword, often never bringing the blade out of its sheath unless absolutely necessary.
Small Arms Usage {Adept} – The assassin is very good at using small, single hand weapons (i.e. daggers, hatchets, and chakram)
Crossbow {Above Average} – Mostly extremely strong, long range, and accurate crossbows are what he knows best. Sniping for assassinations is what he uses crossbows for; Nwalmaer is not good with in combat usage with medium or small versions.
Racial Augmentations (magic/abilities)
[Regeneration] – Stolen From Lorenor here (http://www.althanas.com/world/showthread.php?18775-The-Dawns-Hate-%28Open-to-1%29/page2&highlight=Nwalmaer)
The stolen ability allows Nwalmaer to slowly regenerate only minor wounds over a period of 5 minutes, scratches and nicks almost instantly. This ability can only be used once in battle, or once a day.
((requesting this slight alteration to the spoil reward due to the reorganization and clarification of the soul cage))
Note: Due to the fact that Nwalmaer is a creation, genetically created instead of born, the currents of magic seem to miss him at most times. However, as a scientific experiment, the assassin has certain genetic advantages. Each of these is in no way magic, but instead strictly biological. As such, spells that can stop other spells would not work on these, but those that can stop physical advantages would work on the assassin’s abilities.
- Self Only
The ability for the assassin to manipulate his own bones is something that is purely physical. Nwalmaer is only able to manipulate two strands of bones at a time. One is going to be covering his vital organs, from mid-chest to waistline, unless otherwise (and explicitly) stated. The second manipulation is what the assassin uses to fight with most often. When created, the bones used can be projected no further than nine inches from the assassin, and are slightly stronger than ordinary bones.
[Increased Senses] - Self Only
Nwalmaer’s senses are in tune with the sharpest and quickest of Alerar. He is a step above the normal sense of the dark elf, who created him. This augmentation governs only the five major sense (hearing, smelling, taste, sight, and touch) and only to a minor degree.
[Tongue of Flame] - Ranged
Not without his own little tricks, Nwalmaer has the ability to superheat his lungs (due to the flame sack of a dragon that was implanted next to his chest) and literally ignite the air that comes from them. This ability creates a fire no hotter than any ordinary fire. It projects in a cone shape, away from the assassin. The cone extends to no further than six feet away, no wider or taller than three feet.
If the flame does not ignite, for whatever reason, than the expelling of the lungs will be nothing more than a slightly strong wind. Either way, with or without the fire, it is like being struck by a wind of ten miles per hour.
[Spiders Touch] – Self Only
Nwalmaer has thousands of tiny hairs much like a spider’s, which project slightly through the coat of hair on his body. This allows him a much better hold on walls, making it easier to climb walls almost without trying.
[b]History:
((With up to date calendar))
Approx. 3 years ago [CP 1801][DW 2001]
-- The remaining militaristic factions of Alerar have caused numerous problems across the face of the drow nation. However, order is slowly reviving as the leadership of the nation is put back together. The Rangir have fallen in battle against the united forces, formed and led by Torin Reahkari. The Resistance has been nearly forgotten, and the rise of the Kyorl has marked it as the new Aleraran military. The old Aleraran Army has crumbled under the defeat of the once great general, Thoracis Rakarth.
However, beneath the surface a trouble boils. The promising new general of the Kyorl, Praenuntio, seems to have connections with the infamous elite assassin’s guild known as The Banishment. Many, including the good queen, see the Kyorl as nothing more than an unorganized collective of cutthroats and mercenaries, controlled by a sinister hand. In truth, the Kyorl is mostly comprised of rogue officers and soldiers that had seen the devastation at Valinatal. Most had watched their fellow comrades die under the leadership of Thoracis, and still hold a grudge towards the human. Whether it is true or not that a sinister hand controls them, none can quite seem to make out. But it is known that Praenuntio was once an assassin of reputable skill.
Approx. 2 years ago [CP 1802][DW 2002]
-- All hail the return of the great general Thoracis Rakarth!
Finally, the time has come for the great general of the Alerar nation to rise again and return from his time in exile. With him comes the promise for a better tomorrow, the promise of a settling of the internal strife and the reunification of the old Aleraran Army. However, it will not come without a price.
Praenuntio had not yet left Alerar, and with him the strength of the Kyorl waits. Should the army of old return and become stronger, the new army under the hands of the drow assassin will become obsolete. Many fear that if they do not immediately surrender themselves to the reforming Aleraran Army they will be hunted down, given no mercy. The Banishment, unofficially the shadow cast by the might of the Kyorl, also wishes for the Aleraran Army to not be reformed. Their profit was directly connected to their relations with the militaristic powerhouse of Alerar.
Present Day [CP 1804][DW 2004]
-- Unfortunately the rise of the Aleraran Army under the legendary banner of Thoracis remains only a dream for the nation of Alerar. The recent and shocking assassination of the queen has left the drow nation with a new king. Under his firm grasp the drow are quickly being subjected to a new form of government, one supposedly going to give Alerar a more firm grasp in Althanas.
However, with the war between Raiaera looming once again, this time with Salvar allied with Alerar, things are not looking so well for the drow. Over the past two years the strength of the Kyorl had dwindled to a point of having no power. As soon as it reached that point, the general Thoracis ordered any yet faithful to the detestable faction to be hunted down and killed or captured for trial.
Many of the Kyorl fled, but many did not escape. As such, a secretive practice has been started by the Alerar king. In an attempt to create soldiers, much like assassins, the King has ordered the creation of new and better creatures. These bioengineered masterpieces are to be Alerar’s answer to the loss of The Banishment. They are to be the shadow that binds and kills, the dagger that none saw coming. But the program is very secretive, only a few select officials know of it, and none of the public is to ever find out.
~*~
Of the many ‘abominations’ (as many call them) that have been created, Nwalmaer is one. He was part of the second string, the more stable string that has quickly become the example for all other strings to follow. Only basic instructions in the blade and minor practice with his abilities have been allowed, and he is yet awaiting instruction for his first true mission.