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View Full Version : [Unapproved] Master of the Knights of Vulkar, Orvar Den Odin Level One



Orvar
01-19-16, 04:03 PM
~Main~

Name: Orvar Den Odin
Age: 70
Race: Drow
Height: 6ft 8inches
Build: Muscular
Occupation: Master of the Knights of Vulkar

~Appearance~

Handsome and elegant, Orvar stands at a height of 6 feet and 8 inches, towering far above his comrades. With short hair as white as snow and piercing bright green eyes he was cited from a young age to be an excellent match for any eager drow noble woman. His build is strong and muscular, with a wide chest and firm arms, created after constant training over the past few years. He dresses in black mostly, though uses grey, to gives himself a firm and dominating demenour, inclusive of arm wraps, a pair of trousers and a tunic. Rarely also is he seen without his damascus mask, that takes the form of a plain face with eye holes, flawless silvery flesh and a tapering snarl of a mouth.

~History~

It is said that Orvar is the descendent of the infamous warrior Guisisnautar, a drow who was said to possess a magical bow and magical arrows, that when set off could fly ten miles and pierce a man's heart. Guisisnautar, in his time, was key to the wars with the high elves of Raiaera, and added much to their victories. With his ancestor in mind Orvar was brought up to be a proud and forthright young drow by his good father Odin in the northern riding of Alerar. A son of a minor noble it seemed it was set out to achieve much, to marry well and continue on the legendary line. They lived in a large and peaceful town, where magic was more or less unheard of and the majority of work was associated with farming the tough northern land they lived in.

However, in his 20th year their quiet town was disturbed by the sudden arrival of brigands. Dressed in black these men rode horses of dark hide and red eyes, and were terribly scarred. They destroyed much of the peaceful habitations. They seemed to have no purpose, but to murder and steal - that was until they came to Orvar's house. They dragged Odin out to the middle of the town, and whilst all the other townsfolk were held at bay and forced to watch, they scalped him and flayed his skin.

Orvar, full of rage then, and previously hidden in the stables, took up the first weapon that came to him, which was a thick iron chain, and ran towards the men who had tortured his father. They laughed, however, and easily overpowered him having twice his strength each. They took the confused and lost soul, tied the same chain around his neck and dragged him away, forcing him to run as they galloped on their fierce horses.

It was only later, when he was brought to their camp, that Orvar learnt the truth of the men's mission. They were called the Knights of Vulkar, "of the forge" their ancient tongue said, and their master, a great man called Jalmar, a man who himself was scarred almsot beyond recognition, had an ancient feud with Orvar's father. He claimed that Odin was a mass murderer in his past, and that the thick blood stemming from Guisisnautar, who himself was a well-known killer, had poisoned their entire line for all generations to come. Jalmar told Orvar that the only way that it could be purged was for Orvar to undergo a transformation and realise the truth.

Naturally, Orvar told Jalmar to go to the hells. Jalmar laughed and sent Orvar on a series of torments that he would never forget. The young drow essentially became a slave to the Knights of Vulkar, tied by the chain at night and bound by it during the day as he was continuously tortured and forced to go through unspeakable horrors. He was made to do many seemingly impossible tasks, such as rolling a boulder up a cliff, and feeding man-eating horses. It remained like this for more than a year before he learnt and realised that all the scars he had seen on the men were down to the fact they each had beeen through this torment.

Orvar suffered but thrived for the next thirty years under the burden of the Knights of Vulkar. In his 50th year he realised what he notes as 'the truth' and went to Jalmar, telling him he was ready to undergo the transformation. Jalmar, seeing the drow being turned from weakling to overpowering knight, smiled and told Orvar that he had undergone the transformation already, that he had healed the damage that his family had created all those years ago, and broken the curse.

It was then that Orvar was invited to serve as a Knight of the Vulkar. He was appointed as Jalmar's right hand man, a token of pride for the Master as after all Orvar was the son of his hated enemy, Odin. When Jalmar went to go and seek the temple of the forgotten one, Denebriel, he took Orvar with him. They travelled to the ruins near Knife Edge and met there an old wise sage by the name of Thornal. She told Jalmar that the power he sought to learn could be found within the ruins, though he would have to remain there for many years.

Orvar was as confused as the rest of the Knights, however, Jalmar's mind seemed to be set. He placed Orvar as the new Master of the Knights of Vulkar, telling him that he had to continue the legacy of the knights, to grow in number and continue to seek for revenge for all past wrongs. He did not tell him what he planned to learn in the ruins, but only that it had to do with the ancient Forgotten One. Lost, but given orders and responsibility, Orvar returned to the Knights and became Master. He expanded their numbers with desecrations of churches and villages, with killing and deception, but all in his mind in the knowledge he was purging his bloodline and others.

Three years later he returned to Jalmar to seek the man he considered as close as a father. He was surprised to find him looking young and youthful, not scarred like all the Knights were, even Orvar himself. Jalmar told him that he had discovered powers beyond any other, and that with a price he could give them to Orvar. The price was Orvar's loyalty to follow Jalmar's orders, even into death, and Orvar, undyingly loyal already, gave it willingly. He was then taken to Thornal, and shown into an artefact known as the Well of Tears, and granted visions and dark magic beyond comprehension, as well as his youth back.

Orvar returned to the Knights once more, with a promise to Jalmar he would return once a year to receive training in the dark arts. The other Knights were surprised to see Orvar looking young and well, and he goaded to them that they could receive such a gift, should they prove their worth. In this way he became a more powerful and controlling leader. Since that year he has returned, without stopping, to Jalmar and spell by spell received gifts and magical abilities.

~The Knights of Vulkar~

The Knights of Vulkar are a band of Knights located in the north region of Alerar, though they have been known to camp in Salvar many a time. They are distinct in the fact they wear almost complete black, along with hoods and cloaks and gloves, and choose to wear steel masks that cover their faces. Most of this is to cover their many scars, which are created during their decades of initiation. Their mission is to firstly obey the orders as given to them by their High Mage Master Jalmar, and secondly to purge the earth from any that they deem unworthy. They are in a sense brigands, but with a firm intent on killing light wherever it is found. When their Master, Orvar, is not around, the second in command, Freyya, is in charge. They ride dark horses with steel armour, and feed the horses a chemical cocktail to ensure the horses have red eyes.

~Skills~

Master swordsman
Master horseman
Is capable of fighting with many weapons, but not proficient with any ranged weapons
Leader of Men
Survivalist, capable of being on his own for more than a month and surviving
Has a high knowledge of the geography of Alerar and Salvar

~Abilities~

Blood Manipulation:
When Orvar draws blood for an opponent, he can, for a post after that draw, force pain/aching where he drew blood. The blood must be on his sword or chain after contact, and it requires him to concentrate. Using this he can do one of several things, including turning a minor wound into a major one, causing pain enough to cripple, or cause involuntary movement. It is restricted to one single action, and this cannot be used for any fatalities. It does not cause any more bleeding, and the involuntary movement can be resisted by a person with high will power, and is not able to be anything that will cause further damage (such as ripping ones arm out of one's socket).
Uses per Thread: 3

Blood Dance:
When Orvar himself is cut he can use the power of the blood to throw himself into a frenzy. This grants him 2x speed and 2x durability/endurance for a space of one post (by the writer), allowing him to move and make twice the amount of attacks another would.
Uses per Thread: 2

Blood Boil:
Once per thread Orvar can over exert himself, causing his blood to boil. With this his skin becomes fiery on contact, and his sword or weapon becomes capable of causing minor burns. He is mostly covered from head to toe, however, and it is only skin to skin contact, or the magical energy through his weapon that causes the burn, not a touch with his glove.
Uses per Thread: 1

~Equipment~

Weapons and armour:
An iron sword
An iron chain 3ft long with a leather handle, with the last foot's edges sharpened. Is used very much like a flail and is the same chain used to capture and imprison Orvar in his childood.
A mask that covers his entire face, currently with the strength of iron
Leather armour that is dyed black and covers most of his torso and upper legs
Leather boots with iron caps

Other:
A black horse with a black mane and white eyes. Her name is Death.
Enough provisions to keep him alive and sated for a week.
Spare clothes and arm wraps.
One spare mask.

Hysteria
01-30-16, 05:54 PM
Howdy and welcome!

With Blood Manipulation, can you clarify what do you mean 'turning a minor wound into a major one'? A scratch into a large gash would seem fine, as would a gash into a large cut. A three inch cut into a 10 inch and deep wound would be too much.

For this level, can you limit Blood Dance to either strength or speed?

Otherwise this looks good!

Philomel
02-15-16, 12:25 PM
Description wise, the first suggestion for Blood Manipulation is fine. I will change the wording to say something like "a small gash into a bleeding large cut"

Blood Dance... but its my major one Hysteria. I am a cute faun and this is my new alt *cute face*.

Hysteria
02-21-16, 04:14 AM
I understand it might be important to the character, so lets work it out.

You can remove one of the other abilities, and crank Blood Dance up to three uses.

OR!

You can remove endurance and RP it like a normal frenzy (where someone would have higher durance than normal due to being in said frenzy [just not 'double']).

OR!

Something else I can't think of :p

Max Dirks
03-14-16, 09:18 AM
I'm moving this to the archive as unapproved. Please let me know if you'd like it reopened.