Mizzrym
Well-Known Member
Faction: Exodite
Faction Name Dalharen L'telanth Ugul Sharorr--Children of the whispered throne.
Faction Adjective: Telanth
National Symbol: Icons of She of the left, He of the right. (image varies)
Succession: Dynasty.
Government: Theocratic Dynasty
Slavery: The Telanth have no formal system of slavery rather they have "Rite of Chains" where those who have lost in battle or fall to prey to the Telanth in some way are and there in pose no value in keeping their sanity. Once the rite is done they are turned into thralls of flesh and bone for use in the Telanths foul use of magic, mindless and dull they may be "programed" for simple task or armored and use in battle as cruel fodder. Only effects living creatures.
Culture: Life within the realm of the Telanth is zealous and driven, They are a people devote to the Dynasty and faith taking a near obsessive pride in anything they do. Towns and cities alike are over taken with the bustle of purpose and design dizzy with thought and action. While there is a caste system in place a long history of violence and hostility from outside forces have filled them as a whole--a people united, sealed with brazen faith. Other races an fractions are not allowed into cities without a pass or invite and if unable to get either or must settle with the outpost.
Religion:
Agriculture: Make use of a colorful array of fungi farmed within their tunnels kept deep and secret, Fish nursery, Flesh thrall keeps(thralls of creatures be them animals or other intelligence species)
Population: 485k
Magical Affinity: 7%
Magic:
Class Demographic:
Theocratic/Religious Caste: 20%
Agriculture/Mason/General population miscellaneous Caste 42%
Military/Magi caste :28%
Specialized Caste: 10%
Species Demographic:
Children of whispers: 97%
Thralls:3%
Species Description:
Children of Whispers: They, Children of the whispering gods, are folk with skin bled to shades of black/blue too purple/red from the long coexistence of a unique fungi that dwells in their tunnels. Elfish ears that can hear the earth stir, hair while starting out a sickly white often becomes dark yet colorful due to their diets. Long was it since the majority of their people care to venture into the sun, moving only at night when forced to leave their caves. They command unequal night vision at the cost of being nearly blind within the heat of the sun without something to dim its rays. Eyes do give yellow white/greenish sheen reflection when light hits their eyes. Some what equal in a standard human in length but most Telanth are shorter in and around 4-5 feet with 6 feet being a rare encounter.
Spite being shorter in most cases the Telanth are more heavy due to a dense skeleton.
The Telanth coat their dark hides with Tattoos that range in color and shape, flay tattoos that peel a finely cut part of skin away and treated to scar. Both state their placement in the caste system, Theocracy, Marks of approval/disapproval, Knowledge, Magical runes and recognized deeds. To be smooth skinned in adult hood, no tattoos or scars, is often considered ugly and undesirable.
Thrall: Thralls are magically enslaved beings, they look as they were before the rite of chains but with horrific runic script and other markings flayed, burnt and bound to the body. Thralls can take on many rolls, be it working a pick axe or welding a blade or even magical items if not just harvested for flesh, bone and blood. While complex and costly to make their appearance can be changed, adding or exchanging limbs and the such.
Faction Strength:
Zealous Focus: The absolute faith in their leaders and their gods fills them with a desire to please both allowing the Telanth to bleed, sweat and stay loyal well beyond others. Mixed with the malice they have had to deal with in their past they also tend to be more alert and Suspicious of other races.
Faith and magic is one in the same: With their faith reflected in magic and its uses it has allowed for a deep understanding of entropic and enchantment magic allowing their magi to forge and weld magic in a far more physical sense turning out highly prized metals, weapons and armor.
Great defenders, keen masons, Network: The deep and fortified capital, towns and cities each--even the smallest out post is a sure death trap to the unwary be it fungi, spiders, traps, dead falls, false paths not to even mention the tight constriction of tunnels. logistical life lines hidden and weave between each other allowing for fast reaction to would be attackers. Tunnels and cities are made to break up forces, lead them to kill pits and pincers. Why even the humble civilian structure is rewarded with enforcement and binding enchantments to ensure its sturdy enough to withstand siege--needless to say that most buildings help keep the cave interior hard to crack.
Fraction Weakness:
Magic and faith is one in the same: This doubles over as a weakness as well, such a long standing and generational focus on these schools of magic have nearly culled the ability to cast outward magic without the aid of magical items or the blood cost.
Light and Sound: With unmatched sight and hearing, a life lived in the dim haze of shadowed caves have made the Children of whispers vulnerable to bright lights and loud sounds, while they have means to protect themselves for such catching them off guard is sure to reward a few seconds of free action.
History:
Military: The official standing military has never been large as much of the persons are in fact an arm of the Theocracy and thus spend their time acting in defense not offensive and as law enforcement, The military forces that are not apart of the religious aspects of the Dalharen L'telanth Ugul Sharorr are all headed by a mage of some sort. They as a whole are not large and have made deathly use of their caves to ward would be invaders, the complex network of tunnels mixed with traps and unpleasant cave elements. Outside their homes they make heavy use of traps, poisons, Fungal spores, Ranged weapons such as bows and magic.
Military Might:
Theocratic forces:58200
Standing Army: 135800 (9506 of this number command magic)
Military Strength:
Light and often magical gear allow for long marches, fast flanking and hit and run tactics. Heavy use of Bladebows, a unique weapon to the Telanth empowered to fire puncturing shots and make full use of magic arrows among other things, its design allows it to be used as a sickled sword giving it the power to steal shields, catch weapons and cut other lightly armored foes.
Night warriors: living in the perfect black of the cave lit only by the dim glows of fungi and withered fires give the Telanth unmatched hearing and night vision, while this inborn skill can back fire they have designed a unique helmet that dims light and dulls sound when needed.
Chemical warfare: The use of entropy magic has allowed the crafting of cruel hemotoxins, Diseases that waste the flesh with abscesses and lesions. Fungi that blur the mind in rage or fear and even alchemical stones that lure ill omens for sabotage.
Military Weakness:
Heavy use of ranged attacks, traps and flanking tactics. They do poorly if forced into direct combat.
No mounted forces, weak to light and sound attacks when without protection.
No navy
Very few heavy forces
Some magical items have a chance of failing or breaking.
Faction Leader/s: Qhymareth, Heavens listener
Overview: Qhymareth was the man who lead his people after a proclamation that the ruin of the last world was brought on by the stealing of mana (the dishonor of using magic without forfeiting blood to pay for it) and must save the world by uniting the world under the faith, They play a long game and plot silently keeping their grand design hushed away acting under the guise of "the true peace"
Species: Children of Whispers
Gender:Male
Personality: Calm and relaxed, commanding a near omissive of presence that melts into the tranquil black silence of the cave temples he calls home. This gentle guise hides well his twitching mind utterly enthralled with the vision of his grand design to sweep this new world under the rule of Vok ulu Venorsh
Appearance: Tall and Withered with tattoos and scars, magical scars paint his warped flesh hiding under a single robe jeweled with stones and raw ores that glisten with a matted gleam, a face ghastly and skeletal socketed with eyes veiled under a torn cowl. Of the cowl wept a length of cloth at each side bound from the inside weighted with a black stone, Qhymareth himself is 5'9'' in height . The robe hides his feet dragging along the floor as the sleeves reach out to the hand itself cuffing with a messy binding of leather that cloak the hand and fingers. The robe itself a deep shade of purple that washes out to blue near the ends. A Heavy, long bladebow is always at his side if not his stone mage stave.
Profile: Qhymareth rose to power at the death of his father who fell during a battle on within the other world Sonnafer, he roused his forces and fell upon his foes using the undead thrall of his own father, how he did this was unknown but was used to seal his connection to He and Her. Many battles fought as he over extended himself to inspire his forces leaving him in his scared and near broken state, while still able to fight he must mind his limits less risk unearthly debasement. Upon the entry into this new world a he and his clawed their way to the mountains and bore into its side slowly but surely rebuilding their power, forced to make an uneasy contract with another like minded off-worlder. (ill add more later)
Faction Name Dalharen L'telanth Ugul Sharorr--Children of the whispered throne.
Faction Adjective: Telanth
National Symbol: Icons of She of the left, He of the right. (image varies)
Succession: Dynasty.
Government: Theocratic Dynasty
Slavery: The Telanth have no formal system of slavery rather they have "Rite of Chains" where those who have lost in battle or fall to prey to the Telanth in some way are and there in pose no value in keeping their sanity. Once the rite is done they are turned into thralls of flesh and bone for use in the Telanths foul use of magic, mindless and dull they may be "programed" for simple task or armored and use in battle as cruel fodder. Only effects living creatures.
Culture: Life within the realm of the Telanth is zealous and driven, They are a people devote to the Dynasty and faith taking a near obsessive pride in anything they do. Towns and cities alike are over taken with the bustle of purpose and design dizzy with thought and action. While there is a caste system in place a long history of violence and hostility from outside forces have filled them as a whole--a people united, sealed with brazen faith. Other races an fractions are not allowed into cities without a pass or invite and if unable to get either or must settle with the outpost.
Religion:
She of the Left, He of the Right : Telanths observe the Faith "Vok ulu Venorsh" or simply Venorsh, it teaches that heaven sent its speaking hand to guide them to their home away from the what they call the overworld[surface of planet] as well as granting the insight to the magical gate that allowed them to flee their ruined home. Teaching all beings big and small have in them heaven itself as mana, or soul and thus should they have heard the whispers of He or Her may command it. By nature souls/mana lust for a body and one must pay respect to it by offering it blood or placing it into an object/body [enchantment] were as to openly cast magic is to use it without the trade of blood/as to respect the gift. The goddess and god of left and right share the image of passive and aggressive natures, thought and action, honesty and lies. The practice of Venorsh entails song and hymn, the observation of silence once a day, the forfeit of blood upon the guise of He and She. Is said within the womb of a mother they whisper to the child and gift it their boons should the child be able to listen where as those that don't or cant are born meek and uninspired. She of the left is rarely shown in full form and is often a depicted as an open left hand turned knuckles away, when she is shown in full is a muscled beauty with hair reaching pass her rear, nude and welding a staff. He of the right likewise is shown in full body rarely and is seen as a nude male with a muscled and toned welding a bow, seen far more as a closed fist with knuckles facing forward. Each to the side of a person be it male or female whispering in their ears.
Agriculture: Make use of a colorful array of fungi farmed within their tunnels kept deep and secret, Fish nursery, Flesh thrall keeps(thralls of creatures be them animals or other intelligence species)
Population: 485k
Magical Affinity: 7%
Magic:
Magic runs deep but due to the strangling vice of their zeal has bloomed in single mastery of enchantments upon weapons and armors, objects of all nature and the refinement of metals and stone to be farm ore robust or abnormal pending on their needed use. Much of their magic needs sacrificial elements, be it a blade across the hand or the more extreme--a whole other person. Their faith as inadvertently made the Telanth master the means of stealing life and energy from others to pour it unto themselves or objects harvesting the very core of beings to fuel their madness but such things need massive complex temples, many hymns and many more tools, runes, countless lives and other crafts to turn out a single enchantment.
The nature of defensive magics last till the item is broken or the magic is perverted. Holds only value when touching the naked skin of its wearer and is somewhat vampiric on that persons standing energies while offensive enchantments are imperfect and must be recharged to be used after so many uses with blood/life energies giving up the most.
The nature of defensive magics last till the item is broken or the magic is perverted. Holds only value when touching the naked skin of its wearer and is somewhat vampiric on that persons standing energies while offensive enchantments are imperfect and must be recharged to be used after so many uses with blood/life energies giving up the most.
Magi: Magic is the gift of heaven, its boon upon the mortal Telanth and demands an exchange of Spoken word, body, flesh and blood. To imbibe energies to stone and steel is the contract, the exchange between gods and the mage, magic is given body, shape and through the eyes of the Telanth--life. This inward mastery of magic robs the mage of outward magic, they can hardly spell spin a spark out of their fingers but instead enchant powerful staves and scrolls, weapons and armor and anything else that can suffer the binding rite. Leading the other caste into battles or operations is normally only one to three within the force, They are well protected and cared for.
All active magic is on a counter of some sort and once used up must under go a lengthy rite to recharge it, after they do so often physically taxed and need rest. Prolonged fights are undesired. Mages are often made brittle or harmed while learning magic, they miss fingers and limbs, blind in one or both eyes, finger nails rooted from the finger and many other problems. Bodies in ruin from the schooling of faith that tells the Telanth of the blessed exchange between magic and Telanth, They must be subjected to the elements they would master as to show they are worthy. All mages have detailed full body tattoos boldly stating what type of magic they use ad their level of mastery.
Tattoos : (This is for other players) The Visual aid to persons who have dealt with the Telanth before and their mages: Fresh mages have only a line like tattoo along their bodies and limbs while more powerful and learned/tested mages have far more complex skin filling tattoos. Pictures/Image: left hand, fist pointing away [you see fingers] A passive type mage, some one that enforces and empowers their troops, A right hand and fist forward [seeing back of hand] is offensive and welds powers to harm others. Many colors and designs but the ones that rank highest or those of the personal guard and religious orders, have tattoos that make their ears black, from the black ink on the ears reaches hands that hide the eyes in a wash of many colors, very beautiful but shows this is some one of extremes.
All active magic is on a counter of some sort and once used up must under go a lengthy rite to recharge it, after they do so often physically taxed and need rest. Prolonged fights are undesired. Mages are often made brittle or harmed while learning magic, they miss fingers and limbs, blind in one or both eyes, finger nails rooted from the finger and many other problems. Bodies in ruin from the schooling of faith that tells the Telanth of the blessed exchange between magic and Telanth, They must be subjected to the elements they would master as to show they are worthy. All mages have detailed full body tattoos boldly stating what type of magic they use ad their level of mastery.
Tattoos : (This is for other players) The Visual aid to persons who have dealt with the Telanth before and their mages: Fresh mages have only a line like tattoo along their bodies and limbs while more powerful and learned/tested mages have far more complex skin filling tattoos. Pictures/Image: left hand, fist pointing away [you see fingers] A passive type mage, some one that enforces and empowers their troops, A right hand and fist forward [seeing back of hand] is offensive and welds powers to harm others. Many colors and designs but the ones that rank highest or those of the personal guard and religious orders, have tattoos that make their ears black, from the black ink on the ears reaches hands that hide the eyes in a wash of many colors, very beautiful but shows this is some one of extremes.
Class Demographic:
Theocratic/Religious Caste: 20%
Agriculture/Mason/General population miscellaneous Caste 42%
Military/Magi caste :28%
Specialized Caste: 10%
Species Demographic:
Children of whispers: 97%
Thralls:3%
Species Description:
Children of Whispers: They, Children of the whispering gods, are folk with skin bled to shades of black/blue too purple/red from the long coexistence of a unique fungi that dwells in their tunnels. Elfish ears that can hear the earth stir, hair while starting out a sickly white often becomes dark yet colorful due to their diets. Long was it since the majority of their people care to venture into the sun, moving only at night when forced to leave their caves. They command unequal night vision at the cost of being nearly blind within the heat of the sun without something to dim its rays. Eyes do give yellow white/greenish sheen reflection when light hits their eyes. Some what equal in a standard human in length but most Telanth are shorter in and around 4-5 feet with 6 feet being a rare encounter.
Spite being shorter in most cases the Telanth are more heavy due to a dense skeleton.
The Telanth coat their dark hides with Tattoos that range in color and shape, flay tattoos that peel a finely cut part of skin away and treated to scar. Both state their placement in the caste system, Theocracy, Marks of approval/disapproval, Knowledge, Magical runes and recognized deeds. To be smooth skinned in adult hood, no tattoos or scars, is often considered ugly and undesirable.
Thrall: Thralls are magically enslaved beings, they look as they were before the rite of chains but with horrific runic script and other markings flayed, burnt and bound to the body. Thralls can take on many rolls, be it working a pick axe or welding a blade or even magical items if not just harvested for flesh, bone and blood. While complex and costly to make their appearance can be changed, adding or exchanging limbs and the such.
Faction Strength:
Zealous Focus: The absolute faith in their leaders and their gods fills them with a desire to please both allowing the Telanth to bleed, sweat and stay loyal well beyond others. Mixed with the malice they have had to deal with in their past they also tend to be more alert and Suspicious of other races.
Faith and magic is one in the same: With their faith reflected in magic and its uses it has allowed for a deep understanding of entropic and enchantment magic allowing their magi to forge and weld magic in a far more physical sense turning out highly prized metals, weapons and armor.
Great defenders, keen masons, Network: The deep and fortified capital, towns and cities each--even the smallest out post is a sure death trap to the unwary be it fungi, spiders, traps, dead falls, false paths not to even mention the tight constriction of tunnels. logistical life lines hidden and weave between each other allowing for fast reaction to would be attackers. Tunnels and cities are made to break up forces, lead them to kill pits and pincers. Why even the humble civilian structure is rewarded with enforcement and binding enchantments to ensure its sturdy enough to withstand siege--needless to say that most buildings help keep the cave interior hard to crack.
Fraction Weakness:
Magic and faith is one in the same: This doubles over as a weakness as well, such a long standing and generational focus on these schools of magic have nearly culled the ability to cast outward magic without the aid of magical items or the blood cost.
Light and Sound: With unmatched sight and hearing, a life lived in the dim haze of shadowed caves have made the Children of whispers vulnerable to bright lights and loud sounds, while they have means to protect themselves for such catching them off guard is sure to reward a few seconds of free action.
History:
Under that black place found in the tunnels of earths spine, the mountain that kept us, His hand that held us, Is home to all Telanth. Fathers had fled from the over world--from the filth that plagued it, those heretics that thieved from the gods themselves their gift of magic and the arcane. They who abuse it, waste it with out gifting it flesh to feast--yes, is them that drive the world mad. Yet weep not oh Telanth for he has come, he with ears nipped by She of the left and He of the right, the shuddered murmurs of heavens whisper guide us now, Turn now oh Telanth, your hand, your head, bow ears and shut mind to the lies from false light. He who listened to heavens whisper turned his hand and spoke unto all Telanth "Reach with hand and cup the mountain, flay its flesh with iron tools, let us sink to its heart and home shall be found, peace immortal from the fiends above" Thus they dug. [Song of home, first verse]
The Telanth have lived so long both in tunnels and atop their mountains slopes that how it came to be is now part of the standing faith for them seeding a deep sense of ownership and pride in their home they view is the steadfast protection from the overworld. War and mad uncontrolled magic tore the land apart and the lust for more and more with blind desire dove the world unto ruin. As war broke out between other powers cities were razed for their resources and mountains side fought over for powerful defensive grounds made the Talanth spill out into the overworld and fight off their invaders, they would take a bliss in harvesting the general population even keeping small breeding stocks of what they viewed as the lesser races for sacrificial uses among other things.
In the days after the great ruin the stood fearing the end of days crept near as a dead world withered. The events that allowed Qhymareth, the crowned head of the Telanth and listener to heavens whisper to lead his people to a strange new world gaining a worthy alliance He returned from praying at the sunken alter and proclaimed the ruin was brought on by the Stealing of mana without paying the blood price
The Telanth have lived so long both in tunnels and atop their mountains slopes that how it came to be is now part of the standing faith for them seeding a deep sense of ownership and pride in their home they view is the steadfast protection from the overworld. War and mad uncontrolled magic tore the land apart and the lust for more and more with blind desire dove the world unto ruin. As war broke out between other powers cities were razed for their resources and mountains side fought over for powerful defensive grounds made the Talanth spill out into the overworld and fight off their invaders, they would take a bliss in harvesting the general population even keeping small breeding stocks of what they viewed as the lesser races for sacrificial uses among other things.
In the days after the great ruin the stood fearing the end of days crept near as a dead world withered. The events that allowed Qhymareth, the crowned head of the Telanth and listener to heavens whisper to lead his people to a strange new world gaining a worthy alliance He returned from praying at the sunken alter and proclaimed the ruin was brought on by the Stealing of mana without paying the blood price
Military: The official standing military has never been large as much of the persons are in fact an arm of the Theocracy and thus spend their time acting in defense not offensive and as law enforcement, The military forces that are not apart of the religious aspects of the Dalharen L'telanth Ugul Sharorr are all headed by a mage of some sort. They as a whole are not large and have made deathly use of their caves to ward would be invaders, the complex network of tunnels mixed with traps and unpleasant cave elements. Outside their homes they make heavy use of traps, poisons, Fungal spores, Ranged weapons such as bows and magic.
Military Might:
Theocratic forces:58200
Standing Army: 135800 (9506 of this number command magic)
Military Strength:
The power of these enchantments is equal to the prayer, sacrifice and time given to them with military grade war staves and gear needing a massive session of persons to chant and well over twenty plus living beings to be given up.
Should note not all life is equal, folks with more magic, powerful creatures etc reward more power. [numbers are counted as if a Dull farmer is being used for sacrifice] 10 being the minimum, levels of clear difference in power being, 20,40,60,100,250,500,1000+1 special. Power meaning both Charge on stave and level of spell meaning you could have stave with alot of charges with an "ok" spell or a boom stick that fires like two times but does something impressive/useful. Most mages like the middle ground.
Military staves are just 30-60 with some higher ranked/older mages being 80-100. Staves have a chance to break pending on the materials used and spell use, on grounds sacrifices and prays are organized and ready the hardest and longest part of the staves creation is making it pass the insanely high standards of the forging of the stave itself, lesser staves are given or sold to others or bound with more passive spells so they don't break. Passive or rather unoffensive spells need far less to be made.
Staves typically are blessed stone or highly prized metals, both have a mix of stone work or metal binding on them, Crystal and bone glass [forged bone meal] generate the best staves. Feathers, bones and all matter of tick nacks are added to personalized them.
Scrolls are much of the same as above however they are all single use, what the spell is bound to hints to its power--Going from weakest to strongest. Parchment, leather, Stone, Metal, Metal wrought Stone, Crystal/gemstone, Chemical potion, Bone[Usually the skull] wrought with metal/gems, Must be the bones of some one powerful either physically or mentally if not magically. Once the spell is cast it will consumed the object and the caster will have to give it a order, if the object is made poorly or the user is to slow giving a command will over charge and explode or simply fizzle out, less risky for non offensive spells.
Should note not all life is equal, folks with more magic, powerful creatures etc reward more power. [numbers are counted as if a Dull farmer is being used for sacrifice] 10 being the minimum, levels of clear difference in power being, 20,40,60,100,250,500,1000+1 special. Power meaning both Charge on stave and level of spell meaning you could have stave with alot of charges with an "ok" spell or a boom stick that fires like two times but does something impressive/useful. Most mages like the middle ground.
Military staves are just 30-60 with some higher ranked/older mages being 80-100. Staves have a chance to break pending on the materials used and spell use, on grounds sacrifices and prays are organized and ready the hardest and longest part of the staves creation is making it pass the insanely high standards of the forging of the stave itself, lesser staves are given or sold to others or bound with more passive spells so they don't break. Passive or rather unoffensive spells need far less to be made.
Staves typically are blessed stone or highly prized metals, both have a mix of stone work or metal binding on them, Crystal and bone glass [forged bone meal] generate the best staves. Feathers, bones and all matter of tick nacks are added to personalized them.
Scrolls are much of the same as above however they are all single use, what the spell is bound to hints to its power--Going from weakest to strongest. Parchment, leather, Stone, Metal, Metal wrought Stone, Crystal/gemstone, Chemical potion, Bone[Usually the skull] wrought with metal/gems, Must be the bones of some one powerful either physically or mentally if not magically. Once the spell is cast it will consumed the object and the caster will have to give it a order, if the object is made poorly or the user is to slow giving a command will over charge and explode or simply fizzle out, less risky for non offensive spells.
Light and often magical gear allow for long marches, fast flanking and hit and run tactics. Heavy use of Bladebows, a unique weapon to the Telanth empowered to fire puncturing shots and make full use of magic arrows among other things, its design allows it to be used as a sickled sword giving it the power to steal shields, catch weapons and cut other lightly armored foes.
Night warriors: living in the perfect black of the cave lit only by the dim glows of fungi and withered fires give the Telanth unmatched hearing and night vision, while this inborn skill can back fire they have designed a unique helmet that dims light and dulls sound when needed.
Chemical warfare: The use of entropy magic has allowed the crafting of cruel hemotoxins, Diseases that waste the flesh with abscesses and lesions. Fungi that blur the mind in rage or fear and even alchemical stones that lure ill omens for sabotage.
Military Weakness:
Heavy use of ranged attacks, traps and flanking tactics. They do poorly if forced into direct combat.
No mounted forces, weak to light and sound attacks when without protection.
No navy
Very few heavy forces
Some magical items have a chance of failing or breaking.
Faction Leader/s: Qhymareth, Heavens listener
Overview: Qhymareth was the man who lead his people after a proclamation that the ruin of the last world was brought on by the stealing of mana (the dishonor of using magic without forfeiting blood to pay for it) and must save the world by uniting the world under the faith, They play a long game and plot silently keeping their grand design hushed away acting under the guise of "the true peace"
Species: Children of Whispers
Gender:Male
Personality: Calm and relaxed, commanding a near omissive of presence that melts into the tranquil black silence of the cave temples he calls home. This gentle guise hides well his twitching mind utterly enthralled with the vision of his grand design to sweep this new world under the rule of Vok ulu Venorsh
Appearance: Tall and Withered with tattoos and scars, magical scars paint his warped flesh hiding under a single robe jeweled with stones and raw ores that glisten with a matted gleam, a face ghastly and skeletal socketed with eyes veiled under a torn cowl. Of the cowl wept a length of cloth at each side bound from the inside weighted with a black stone, Qhymareth himself is 5'9'' in height . The robe hides his feet dragging along the floor as the sleeves reach out to the hand itself cuffing with a messy binding of leather that cloak the hand and fingers. The robe itself a deep shade of purple that washes out to blue near the ends. A Heavy, long bladebow is always at his side if not his stone mage stave.
Profile: Qhymareth rose to power at the death of his father who fell during a battle on within the other world Sonnafer, he roused his forces and fell upon his foes using the undead thrall of his own father, how he did this was unknown but was used to seal his connection to He and Her. Many battles fought as he over extended himself to inspire his forces leaving him in his scared and near broken state, while still able to fight he must mind his limits less risk unearthly debasement. Upon the entry into this new world a he and his clawed their way to the mountains and bore into its side slowly but surely rebuilding their power, forced to make an uneasy contract with another like minded off-worlder. (ill add more later)