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Bean-tsí
07-05-07, 01:35 AM
Name: MÃ*ghreann dar Léann / (An) Amharc Dubh / (An) Súil Dubh (N.B. - A note on pronunciation. The names are pronounced (respectively) : MEEK-raan dawr LAY-un / ahn AHW-ark doov / ahn SHOOL doov)
Age: 657
Sex : Male
Race: Draconian
Marital Status : Single
Hair Color: Black, streaked with silver
Eye Color: Black (see 'Appearance' below)
Height: 7' 1"
Weight: 275 lbs

Appearance: MÃ*ghreann dar Léann is almost a skeletal figure, hard muscle and tendon stretched over bone, with a scaled hide of shimmering black to cover it. His large black wings look almost withered, folded in tightly against his back, protruding through holes in the rough jerkin that garbs him, but generally hidden under his cloak, giving him a decidedly hunchbacked appearance. In MÃ*ghreann, the dragon half of his physiology appears to have taken the fore, giving him, apart from his all-over scales, an elongated muzzle and a mouthful of sharp fangs, with long pointed ears curving back from his head. His legs are also dragonlike, hinging in the opposite direction to those of a human and ending in claw-hooked feet, complete with backwards-jutting "thumb". His hands and fingers are also large, long, and bony, with slightly curved claws. MÃ*ghreann's right eye has a curious scar, scoring down from above the eye and through to the center of the actual eyeball, then continuing below the eye. The scar has the same silvery appearance on the eye as it does the hide above and below, but does not seem to impair his vision. His left eye remains always tightly closed, despite the fact that no injury or disease is evident from the outside. MÃ*ghreann's hair is manelike, beginning in a strip between his ears on top of his skull and continuing down the back of his reptilian neck.

Personality: Being a hermit has left MÃ*ghreann with little use for happied manners- not that he was ever a social butterfly. Thoroughgoing mystic that he is, he is sometimes a cryptic speaker, though may wax exceedingly eloquent when the mood takes him, or when convincing a body of some matter. MÃ*ghreann does generally not make friends, per se, as he makes acquaintances, encounters, or resources. There are very few with whom he has close personal interaction outside of his magist activities.

History: Born to Léann dar Cumhacht (LAY-un dawr koo-vakt) and Millteanas dar SÃ*ochán (mill-tey-nass dawr SHEE-kAAw-un) in the outskirts of Suthainn in Florair, MÃ*ghreann's unusual physiology was evident from a very early age; it was at first thought that perhaps the reptilian tendencies would recede, but it was not so. He was raised in the manner of a warrior as was the wont of his clan. However as MÃ*ghreann grew, it became clear that though his prowess in the fighting arts was matched by few about him, it was not his calling. Drawn increasingly to the murky aspects of the Fuileadán, he vanished from beneath the eyes of his family with a group of wandering Draconian Priests- and, curiously, a small, female Fae.

When next MÃ*ghreann emerged to the Dheathain, it was alone, and changed. Though young and strong as he had been when he went, he now seemed to exist in a different plane than those around him, the talisman-carved and trinket adorned staff he carried and leant upon adding years to his frame that did not belong. Adding also to the changes were his eyes- before both clear and bright, the right was now scarred, and the left seemed as sewn shut.

As the years passed, whispers would pervade through many places -not just the Dheathain- of a Draconian mage who's skills were unwarranted and strange in their variety. Because of the hit-and-run variety of his actual appearances, much of MÃ*ghreann's past is unclear, but he is more widely known -to those who have heard of him, or heard rumours of him, not necessarily believing him to exist- as An Amharc Dubh, the Dark Sight, or An Súil Dubh, the Dark Eye.

There are those who have met MÃ*ghreann who regard him as a wise counsel; others who describe him as an idiot savant- or simply insane, depending on the circumstances of their meeting. He moves outside the traditional structure of governance (neither challenging nor approaching the Ceann Cath) and religion. A devoted of Folaireis, MÃ*ghreann lives high in the mountains past Florair, given less and less to wandering as he ages.

Skills: MÃ*ghreann's skills are many and varied, especially in the area of magery, but there are some fields at which he is more adept than others, such as :

Combat Magick -

º Blade Lengthen : The extension of weapons or claws by way of magick, to cause their range to increase, unbeknownst to an opponent. This magick is limited to, apart from the caster's own hand and foot claws, a weapon with which they have formed a magickal bond; this is not however something that can be done quickly, requiring many years of practice with the same blade or blades. Additionally, the higher the number of weapons the caster is bonded with, the weaker the spell becomes to each individually (the exception to this rule being claws, as they are a part of the caster's body, and therefore bonded by default). At present MÃ*ghreann has two weapons to which the extension magick may be applied : his staff, and the longblade known as Diamhair. The extension is not something such as adding another sword onto the end of an existing one; it is but a matter of inches.

º Stealth : the gathering or procuration of fog by means of magick, to either confuse an opponent or provide a means of escape. This is dependent of course upon the atmospheric conditions at the time and location- the drier and hotter the air is, the more effort it takes to gather the moisture necessary for the creation of such phenomena.

º Summoning : An appeal to Folaireis to release the spirits of bygone warriors briefly to aid in a battle. This technique may only be performed to summon spirits that have previously created a magick-bond with the summoner. Once summoned, the spirit acts as any ordinary warrior would, not bound to the same actions as the summoner, and cannot be dispelled except by a mage of greater strength who is also adept in the Summoning. However, the summoned spirit, though they cannot be 'killed,' is forced to bear any injury that the summoner takes- not as a substitute, but in addition. If the summoner suffers an incapacitating injury, the spirit is unable to simply continue on. Currently there are three warriors with which MÃ*ghreann had made such a bond before they perished, and only one may be released at a time without exacting a debilitating penalty upon the summoner. Also, the longer a spirit is kept in the world, the less willing Folaireis becomes to allow them back through the Seacht Riocht Sainmhiniu freely; thus the summoner runs the risk of being trapped with a bonded, and likely unhappy because of their expulsion, spirit.

º Apostacy : A blood appeal to the god D. The caster makes a sacrifice of their own blood and pain to D in return for his assistance in battle. Such a request is subject to the will and whim of D, and becomes devalued if used frequently- apart from the fact that the self-inflicted injury done, to attract D, is usually near-mortal, and depending on his whim, D may further drain the caster. The assistance given to the caster is usually the opposite type to that in which they specialise; in the one case in the past where MÃ*ghreann has performed Apostacy, his opponent was consumed in a flaming cocoon of earth and banished to Eadhochas. (N.B. - Apostacy may only be used against NPC opponents)

Assistance Magick -

º Healing : The ability to concentrate magick into a form that speeds the healing process of injury or illness- however, this requires a medical knowledge of the victim's species and the consequences of the injury or illness, and its effects on the body, just as an ordinary healer would require, to implement properly, and is by no means instantaneous. This ability also calls upon the life-force of the healer in near equal portions to what the injury would cause the victim; thus if the healer is attempting to heal a mortal wound, they will bring themselves near the brink of death with the effort required.

Amharc Dubh -

º Dark Sight : the Amharc Dubh is an ability bestowed upon MÃ*ghreann by his devotion to Folaireis. Residing in his left eye, it allows him to see underneath the underneath of a person's manner and speech, allowing him to read their true intentions and anticipate movements and words. It is a deep, old magick, which like all powerful spells, becomes less effective the more often it is used; this is not to say it becomes less powerful by default of being used, but if it is used with frequency over a short period of time, it becomes devalued. (N.B. - Amharc Dubh may only be used against NPC's or with the consent of the player to be affected.)

Equipment: MÃ*ghreann carries little equipment, the most notable piece being his staff. It is of dark hardwood, and carved all-over in designs and talismans, the meaning of which he never speaks of. Attached to the gnarled top of the staff are various charms and amulets, and at his waist he carries a small pouch, the contents of which vary depending on his intent.

Karuka
07-05-07, 02:23 AM
I need you to make just a couple of edits before I can approve you.

Your weapon extension spell needs a limit to what sort of weapons it can affect and how much extra reach is gained.

Don't powergame your fog.

Currently you can summon ONE soul at a time, and I'd prefer a limit like 3 times per day...and with OOC permission from your opponent, and clarify how they help, please.

I need a limit on how much he can heal right now, typically we don't allow more than anything minor unless it takes a lot of time to do.

Also, I need to either know what Apostacy and Amharc Dubh do, or I need a note that you can't use them yet.

Also, you're not allowed to sell your staff, and don't powergame what it can do.

This is a very well-worked profile, if you make the edits requested, I will happily approve you.

BÃ*ir siuthad!

Bean-tsí
07-05-07, 12:56 PM
Haha yeah I was pretty sure I'd get called out on some of those- riding the fine edge between IC and OOC perspective when writing that, beside the fact that I'm overly secretive. XD. No matter!

Updated :

ºBlade Lengthen
ºStealth
ºSummoning
ºApostacy
ºDark Sight

With the healing, I had already put in place the limitation that the healing drains on the life-force of the healer, which seemed like enough of a limitation to me (oh, and I added that it's not instant, just for clarification); however it's a very subjective thing either way, and without something like a system of hitpoints (which I don't like XD) it's hard to put a definite limit on. I hope this will be alright.

MÃ*ghreann would never sell his staff! *gollum gollum* Precious....

Go raibh maith agat!

Karuka
07-05-07, 04:26 PM
All right...

Your bound warriors can be, for now, weaker than the average level 0 character. Don't powergame that.

Healing major wounds takes several hours, minor ones a few minutes, sound fair?

And don't powergame your extending weapons. At level 0, I'm thinking a few inches, maybe a foot for the staff since it was once living.

Maith?

Bean-tsí
07-05-07, 04:39 PM
Oops- I was actually going to put 'by a matter of inches' in the description- knew I forgot something XD. I'll fix that now. As for the healing- sounds excellent, exactly what I had in mind.

I'm not planning on using the bound warriors much- MÃ*ghreann isn't really a battle-orientated character at this stage in his life, but the skills are there, so they're listed.

Tá sé go maith! Ceart go leor?

Karuka
07-05-07, 05:05 PM
Approved!

FÃ*orchaoin fáilte!

Spend your 300 voucher in the Bazaar by the end of a month, and have fun!

Any questions, PM or IM a mod or vet, we're here to help.