sharmat: β–Έ CLOSE YOUR EYES AND SLEEP (Default)
π˜“π˜°π˜³π˜₯ 𝘝𝘰𝘳𝘺𝘯 π˜‹π˜’π˜¨π˜°π˜΅π˜©. ([personal profile] sharmat) wrote2022-12-04 07:19 pm

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LORD VORYN DAGOTH
The Elder Scrolls III: Morrowind CANON 508 AGE Meridian FACTION Tier 3 HARMONIZATION LEVEL
30 years post-death at The Battle of Red Mountain CANON POINT Male (He/Him) GENDER Savant ASPECT Tier 2 DISCORD LEVEL
FIRST IMPRESSIONS
She's a rich girl She don't try to hide it Diamonds on the soles of her shoes He's a poor boy Empty as a pocket Empty as a pocket with nothing to lose Sing Ta na na Ta na na na She got diamonds on the soles of her shoes She got diamonds on the soles of her shoes Diamonds on the soles of her shoes Diamonds on the soles of her shoes People say she's crazy She got diamonds on the soles of her shoes Well that's one way to lose these walking blues Diamonds on the soles of her shoes She was physically forgotten Then she slipped into my pocket With my car keys She said you've taken me for granted Because I please you Wearing these diamonds And I could say Oo oo oo As if everybody knows What I'm talking about As if everybody here would know exactly what I was talking about Talking about diamonds on the soles of her shoes Wooo... Woo-woo Wooo...

Voryn is an above-average height of 183 cm (6'0") and weighs 90 kg (190 lbs). He is larger than his personality and interests would suggest, with firm muscle from rigorous training. His shoulders are broad and his hips are narrow, which makes him a true blue Dorito, and while his extravagant clothes hide his figure a vast majority of the time, he isn't afraid to strip down and wear next to nothing.

SHARD
Voryn's shard is centred vertically on his forehead. It is a thin, 2.5 cm garnet cut in the shape of an eye. While its surface is polished, its raw interior gives it a milky appearance. It gives off a glow from its core that may shift with the movement of Voryn's eyes.

ASPECT TATTOO
Voryn's aspect tattoo is located around the circumference of his upper forearm, as though his hand was passed through the centre of a gear and the ink folded itself into his skin near his elbow.

PERSONALITY
Voryn Dagoth is the clannish Lord High Councillor of House Dagoth. He is a vital member of the isolationist Chimer race faithful to their ruling body, known as the First Council, of their home province of Resdayn. As he was born the eldest son of eight brothers and raised to be Grandmaster of the secular Great House Dagoth, he is intensely familial and protective of his people and their culture, which has made him subversive in the eyes of the orthodox Great Houses of Resdayn. Despite these differences, he adheres strictly to the traditional values of the majority of his peers. This does not preclude him from acting selfishly or in the interests of others. Often, he would sacrifice the honour and reputation of his own family to serve Lord Nerevar, leader of the Chimer. He was his most loyal general and closest friend before their wartime deaths at the hands of their allies.

A politician in title and spirit, he is shrewd and enterprising with a very patient, practical opinion of the world. This shrewdness does not immediately make him malicious, always courteous to those who pay him the same respect, though he does have a cruel streak, as Chimer infamously hold slave trading, legal assassination, and necromancy in high esteem. But while he is a vain politician first, Voryn is a proud soldier second; his long life has afforded him experience and the powerful sorcery borne from that makes him a fierce combatant. When these core values act in conjunction with his patient nature and intelligence, they enable him to unravel even the mysterious and futuristic creations and artifacts of the Dwemer race and understand their functions.

BACKGROUND
I can't type this out again... I'm crying...

FACTION RETAINER
Louis is a star sprite who once represented Meridian as its mascot. As there was no demand for the role, he was able to retain his position for years. Unfortunately, being seen as a lucky emblem of Springstar's ever-present day wasn't enough without the personality to go along with it; his gloomy demeanour and scalding touch were too poor a combination, which eventually led to his layoff. He struggled for years to get by without the only role he knew how to play. His wife left him and took the children, and his home was foreclosed on after too many missed mortgage payments. He lived with his parents until he was able to save up enough money to take hospitality classes uptown as he heard that there was a demand for retainers who could assist the new Shard-Bearers in their navigation of Kenos. Lending a helping hand didn't sound too different from what he was accustomed to, and so he obtained the necessary skills in order for him to be successful in taking on a servile role to someone who finally needed him.

Then he was assigned to Lord High Councillor Voryn Dagoth.

Louis specifically chose Voryn to be his master. His track record of burning children with hugs as the Meridian mascot was rumoured to be too grim, and his higher-ups issued him a warning: He needed to either find someone suitable with a high tolerance for heat or he'd be sacked again and wind up on the street, bag in hand. His stint grappling with his crushing depression almost sent him spiralling somewhere dark the first go-round, and he knew he couldn't survive it twice. So, with nothing left to lose except the hope of sharing custody with his children in the future, Louis signed on with the only person who demanded in a Help Wanted ad titled "Seeking Slave" that their hot beverages be made "extremely hot."

SPECIALTIES
COOKING. This man knows how to toss a salad! He is an incredible cook, which is his main skill and passion. He's a real provider, too; if the meal isn't good enough, he'll incinerate the whole thing with his head and try again. That's perseverance! Great job, Louis!

NEEDLEWORK. Louis is an expert with a needle. He had to sew his own costumes back in the day, so sewing anything of Voryn's doesn't require much more than some thread and heat-proof gloves.

SKILL HERE. DETAILS HERE.

ABILITIES & SKILLS
TIER 0 COMMUNION. Communion is the process of using a Shard to establish a psychic bond with another Shard. This bond is strongest within a shared Aspect and then secondarily within the Shard’s faction but can be used to communicate with any other Shard in Kenos, so long as all parties agree to the connection. By thinking of the person or the people that you wish to reach out to, you are then able to psychically transmit information. This can be voice, images, text, and with practice can be used to transmit more complex information like physical sensations and memories. Emotion is also transferred, and this similarly takes practice to not send along with any other information. OOC, this is the "network" functionality.

TELEPORTATION. The world of Kenos is one of endless floating landmasses in an equally endless sea of stars and nebula, which presents a slight difficulty in navigation on its face. Luckily, just by virtue of being a soul here, you’re able to access a network of teleportation! Souls can teleport between pre-determined locations marked by Cornerstones. Cornerstones are rocks infused with the essence of either faction’s force and create a focus point for its energy. All inhabited landmasses tend to have a network of Cornerstones, which allows for quick and easy travel. By placing a hand on a Cornerstone and envisioning another, the magical energy immediately jumps you to the envisioned Cornerstone. People new to the process often find that it can cause mild nausea until you get used to it. Similarly, teleporting to a Cornerstone infused with energy of your opposite faction very minorly increases the level of Discord in your Shard.
TIER 1 PURIFICATION. Now imbued with your faction's power, you're able to minorly channel it into others. By doing so, you can affect the level of Discord someone is experiencing. This process requires skin-to-skin contact, and the amount of Discord you can affect depends on the Aspects of those participating in the process (see here). The more Discord you reduce, the more tiring the process, however.

ALTERATION: SLOW MOVEMENT. Voryn can slow the path of 1 person or 1 object within 60 feet for up to 10 seconds. The person or item must be in the air at the time of casting or this spell will not function (e.g., if a baseball is thrown, its trajectory can only be slowed once it leaves the pitcher's hand; if a person jumps or falls, their path can only be slowed once they have left their previous surface). This spell has a magicka cost of 10-25 points depending on the duration of the spell.

CONJURATION: DANCING LIGHTS. You create up to four torch-sized lights within 120 feet/36.5 meters, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of medium size. Whichever form you choose, each light sheds dim light in a 10-foot/3 meter radius. You can move the lights up to 60 feet/18 meters to a new spot within range. A light must be within 20 feet/6 meters of another light created by this spell, and a light winks out if it exceeds the spell's range.

CONJURATION: PRODUCE FLAME. A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot/3.1 meters radius and dim light for an additional 10 feet/3.1 meters. The spell ends if you dismiss it or if you cast it again. You can also attack with the flame, although doing so ends the spell.
TIER 2 CORNERSTONE CREATION. By placing your hands on a stone or crystal that's at least a meter tall or wide, you can push your energy into the stone and have it activate as a Cornerstone for teleportation. This process takes five minutes of concentration. Cornerstones cannot be "purified", but they can be destroyed in whatever way would destroy a rock.

CORRUPTION. By acting as a conduit, you can force a substantial amount of your faction’s energy into another and increase their Discord by up to a full level. This requires skin-to-skin contact and can only be done once per day easily. Doing so twice in one day can be done, but will immediately render the user unconscious.

ALTERATION: ENLARGE/REDUCE. You cause a creature or an object you can see to grow larger or smaller for 1 minute. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling and the target is a higher attunement than you, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes in size with it. Any item dropped by an affected creature returns to normal size at once.
ENLARGE. The target's size doubles in all dimensions, and its weight is multiplied by eight. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. The target's weapons also grow to match its new size.

REDUCE. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. The target's weapons also shrink to match its new size.
ILLUSION: FEAR. You reach into a person’s mind and project a phantasmal image of a creature's worst fears. This spell should be discussed with other players to determine whether they are able to see through the illusion. Characters with a high "will" or a higher attunement are more likely to be able to do so.

RESTORATION: GENTLE REPOSE You touch a corpse or other remains. For ten days, the target is protected from decay and can't become undead. This also prevents someone with a shard from dissipating. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
TIER 3 TRUE SIGHT. By choosing to look, you can now see the truth of others’ souls. By activating this ability and seeing even a small part of someone’s Shard, your character can perceive any character with a Shard’s faction alignment and their level of Harmonization. Their alignment is expressed as light for the Meridian and as darkness for the Zenith, and their level of Harmonization is expressed by the intensity of each. The effect emanates from their Shard.

RESTORATION: REINCARNATE. You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which you will decide using a d100 roll for the table below. If the target is a Shard-Bearer, their new body will eventually refashion itself to its original form (how long this takes is up to the target). If not, they will permanently stay in this new form. The target retains all of their abilities, save for any that were based on the physical properties of their old body.

MYSTICISM: REFLECT. Incoming hostile spells will be reflected back at their caster. The caster will be immediately subjected to its effects, regardless of the means the spell was cast. Reflected spells cannot be dodged or avoided since they have no projectile or range. Spells can only be reflected once.
OVERVIEW Most of the following abilities cost magicka/magic to cast or, in the case of enchanted items, have specific charges that are able to be depleted. Without magicka, a spell cannot be cast and when its charge has been used up, an item cannot function. When magicka is totally depleted, a Restore Magicka potion must be drunk by Voryn or he must rest for a long period to recover. When an item's charge is fully deleted, it must be charged by Voryn or repaired by any blacksmith with metaphysical capabilities. Additionally, where some of the spells have DND-style point gains and deficits that only make sense in the game, I will discuss with thread partners how much or how little these spells fortify or damage their character's attributes or skills. We love a good "case-by-case basis" moment. (Note: Based on the 200-point magicka pool of another House head in Morrowind, Gothren, who is a powerful sorcerer but weaker than the level Voryn would've been at during his canon point, Voryn's magicka will be capped at 300 points. Item charges will be set at a maximum of 5 full-duration uses.

Magicka costs will be reflected in brackets beside all listed spells. The higher the cost, the stronger the spell.
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RACE TRAITS SANCTUARY. This is an active skill that costs no magicka to cast, but it can only be used once in a 24-hour period. For 60 seconds after activation, Voryn is more difficult to hit with physical attacks.

FIRE RESISTANCE. This is a permanent, passive skill that is always active. As the majority of Resdayn/Morrowind is a volcanic island, Voryn and his people have developed a natural resistance to fire. Heat, fire, and lava do 75% less damage to him than they would an average human being.
MINOR SKILLS ALTERATION MAGIC. Voryn can levitate for 30 seconds at a time, and he creates shielding auras that reduce damage from incoming magical and physical attacks. They last for 30 seconds depending on their purpose and durability and can protect the shielded party from varying damage depending on how specific a spell is chosen. This includes the following spells: Levitate (45), Shield (15), Fire Shield (45), Frost Shield (45), Lightning Shield (45), and First Barrier (30).

ILLUSION MAGIC. Voryn is shit at illusion magic but despite that, he has a couple of tricks for escaping a battle that both last 30 seconds. Chameleon is only a weak 10% concealment that makes him temporarily more difficult to see, while Sanctuary is the same as his race trait that makes him more difficult to hit. This includes the following spells: Chameleon (15) and the effectively useless Sanctuary (15).

MYSTICISM MAGIC. Voryn can seal "white" and "black" souls into gems upon the host's death. White souls are derived from animals or creatures that are not sapient. Black souls are derived from men, mer, beastfolk, and Daedra who are sapient. (Note: Capturing black souls is blasphemous and considered a form of necromancy, which is practiced casually by Voryn and his people. This will be nerfed, as it would obviously be ludicrous in a game setting.) The gem's size and purity determine its holding capacity and magical potency, which is also contributed to by a soul's inherent strength. For example, a dime-sized piece of raw quartz with feldspar inclusions could hold the soul of a diseased mudcrab, but a pinky-sized, piece of pure, cut quartz could hold the soul of an animated skeleton. A gem must be on Voryn's person for any of this to work. He also has the ability to dispel magic on contact and absorb spells cast at him for 5 seconds, which both only occasionally work based on chance. This includes the following spells: Soultrap (6), Spell Absorption (25), and Dispel (25).

RESTORATION MAGIC. Voryn can buff others or himself using fortification spells. Fortification spells have a duration of 60 seconds while resistance spells have a duration of 30 seconds. This includes the following spells: Fortify Strength (30), Fortify Attack (30), Fortify Agility (30), Fortify Speed (45), Fortify Fatigue (9), Fortify Unarmoured (45), Fortify Magicka (38), Fortify Conjuration (45), Fortify Hand-to-Hand (45), Resist Fire (5), Strong Resist Fire (20), Resist Frost (5), Strong Resist Frost (20), Resist Shock (5), Strong Resist Shock (20), Resist Poison (10), Strong Resist Poison (20), Resist Paralysis (300, Jesus tap-dancing Christ), Resist Magicka (5), and Strong Resist Magicka (20).
MAJOR SKILLS DESTRUCTION MAGIC. Damaging attributes with a flame medium is one of Voryn's specialties. He's able to cast the majority these spells repeatedly on others to cripple them due to their low magicka cost, but they require a touch of his hand to activate. These are predominantly melee skills that bring him in for close-quarters combat, which is dangerous for him without protection from shields or other fortifications. The is also pure, unadulterated fire damage that can be applied by touch or from a distance of 10 feet that may last up to 10 seconds. This includes the following spells: Fire Bite (6), Cruel Firebloom (7), Greater Fireball (10), Damage Health (4-12), Damage Strength (4), Damage Speed (4), Damage Endurance (4), Damage Agility (4), Damage Willpower (4), Damage Luck (4), Damage Fatigue/Stamina (1-5), Damage Magicka (4), and Drain Personality/Charisma (28).

ENCHANTMENT MAGIC. Voryn is able to imbue items with spells that he already knows how to perform using trapped souls. These spells are able to be cast on oneself or another person at a distance or by touch. (Note: Enchantment itself will be limited to one item with one minor ability per individual, which shouldn't make the appearance of enchanted trinkets overwhelming, as Voryn is incredibly selective. As mentioned above, these items' charges will be set at a maximum of 5 full-duration uses.)

Abilities listed above that are available for item enchantment:
ALTERATION MAGIC. Levitate, Shield, Fire Shield, Frost Shield, Lightning Shield, or First Barrier.

ILLUSION MAGIC. Chameleon or Sanctuary.

MYSTICISM MAGIC. Soultrap, Spell Absorption, or Dispel. (Note: Soultrap will never be used in the enchantment process; Voryn is distrustful and will not enable others to capture souls of any kind.)

RESTORATION MAGIC. Fortify Attribute (Strength, Agility, or Speed), Fortify Attack, Fortify Magicka, Fortify Fatigue, Fortify Skill (Unarmoured, Conjuration, or Hand-to-Hand), Resist Fire, Resist Frost, Resist Shock, Resist Poison, Resist Paralysis, or Resist Magicka.

DESTRUCTION MAGIC. Fire Bite, Damage Attribute (Strength, Speed, Endurance, Agility, Willpower, or Luck), Damage Health, Damage Magicka, Damage Fatigue, or Drain Personality.
MISCELLANEOUS MAKIN' BOOZE. Voryn is from a family who really, really enjoys a nice spot of brandy. He is familiar with the processes of distillation and fermentation and knows the recipe for the family's special Ancient Dagoth Brandy. This particular brandy would only be obtainable through item regain, as it is made from plants native to Resdayn, but he can make liquor with any old bullshit in Kenos. The brandy has its own hilarious, powerful effects that last 60 seconds (or however long people want it to last for fun shenanigans): Damage Intelligence and Damage Willpower.

DWEMER WEEB. Due to his stronghold's proximity to Red Mountain, where the Dwemer delved too greedily and too deep, Voryn was one of the Chimer who was closest to and with the Dwemer population. Because of this, their technology was often available for study, and he was fascinated by their science, their culture, and their aspirations. He is considered one of Resdayn's leading experts on Dwemeri devices like their automatons and machines, which, by extension, makes him very good with anything mechanical.

ARMY GENERAL. Voryn is a general of the First Council and has been since its inception; he is a seasoned combatant. Dunmer are proficient in Short Blade and Long Blade, which will be the deciding factor in making Voryn a swordsman. He is far more adept with magic, however, and could easily be felled by a master without an enchanted blade or other spells to assist him.

MUSICIAN. House Dagoth displays a pronounced affinity for sound and music. Poison Song, a fictional story within the world of Morrowind, depicts that the Sixth House had such a strong connection to music that its descendants can still "hear" its songs. Voryn knew how to tap into Lorkhan's Heart's power with Tonal Architecture (manipulation of sound to alter reality), pioneered by the Dwemer, without very little exposure to the magic prior. Furthermore, there are great, ceremonial bells in buildings and areas belonging to House Dagoth, and, as the Lord High Councillor of the House, Voryn would have a responsibility to play them for family and company. He can shred on a lute, too.

RITUALIST. Voryn is more attuned to ghosts and/or spirits than an average human and is able to communicate with them. Chimer/Dunmer famously have strong connections with their ancestors as they honour them in ash pits in their clansteads. They are also able to use the remains of their dead to create spirit wards called ghost fences that protect their "clan's shrine and family precincts." The Sixth House in particular has ritual tables for calling the dead.
PERMISSIONS
PLAYER INFO
Played By: Froot

Contact Info: [plurk.com profile] frooting
OUT OF CHARACTER
Writing Style: Action brackets by default, but perfectly happy with prose.

Backtagging: Yes, please.

Threadhopping: Go for it!

Offensive Subjects: Nothing bothers me, so it'd be extremely hard to make that happen. In my tag style, I range from gratuitous descriptions of gore, body horror, and existential dread to petting a soft fluffy lamb while crying, but I tag my stuff if it gets weird!

IN CHARACTER
Physical Violence: Absolutely, but he'll retaliate. Let's plot!

Death/Dissipation: Definitely on a case-by-case basis. Let's plot!

Physical Affection: Yes. He's shockingly okay with this, but less in public.

Shipping/Sex: Yes and yes. For ships, they'd be one-night affairs or friends-with-benefits scenarios. The sex is going to be all over the place, probably.

Mental/Communion: Yes, go for it. His mind feels like this sounds.

Offensive Subjects: Voryn is from a canon where slavery and drug trades are legal. Their culture approves of hiring government-sanctioned assassins to kill competition. He and his people are extremely racist to even themselves, which will frequently come up in my tags. If any of this bothers you, message me privately and we can discuss working around it or not interacting altogether!
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