Name: Walker
Aliases: The Undying, The Abomination of the Marsh
Title(s): N/A
Role:
Moral Alignment: Lawful Neutral ~ Neutral Evil
Affiliations: Void Born, Rolm
Hometown: Rolm, Drakenvulf Marsh <- Will be in New Eden
Relationships: None as of yet
Race: Undead
Subrace: Human Ghoul
Age: 358
Gender: Male
Sexual Orientation: He's Dead, Jim...
Appearance: At 6'2" and 270 lbs, Walker's muscles fill out his form monstrously. Bulky and lean, Walker moves lumbering, but deliberate. His body is bloodless leaving a pale white skin stretched in tatters over the tissue beneath. His skin and outer tissue is in tatters, and is quite literally rotting and falling off in some places, only to be regrowing beneath. His eyes are sunken deep into his skull, and glow like dull, burning embers. He has a hood, and and cloak, and leaves little skin exposed, but doesn't bother to hide the fact that the's undead. (The smell gives it away.) His voice is low and hoarse.
Equipment:
Plaguebringer: A twisted, warped and rusty single edged longsword coming to a sharp point. It looks more like a sheet of scrap metal with a handle than a sword, but it is deadly effective. Wounds inflicted by the blade don't heal naturally, and fester incredibly quickly, infection setting in in just a few hours. Victims slain by the weapon rot quickly, and attract deadly disease if not disposed of quickly. Magical healing or magical fire, however, quickly dispels the vile magic.
Bulwark of Rolm: This heavy wooden and steel shield is battered and tarnished from years of use, but the dark steel still holds strong. Emblazoned with an antimagic rune, it nullifies all but the most powerful magic it comes into contact with. An imperfect creation, however, it can only absorb so much magic before it becomes saturated, and takes time to dissipate the magic before it's abilities may be used again. Found salvaged in the swamp,
Talismans of the Fallen: Typically small pieces of armor of other trinkets, Walker adorns his armor with trinkets that have long been in the possession of his victims, and carry a small piece of their soul. With the amount he has, soul affecting or scrying magic is thrown off, and requires far more time or power to complete.
Half Plate: Originally dark Rolmish steel, this half plate has corroded and is barely suitable for its purpose. It's been reinforced over the years, and still protects well, but its barely worth its weight as scrap.
Mundane Weapons: Walker carries several daggers and short swords in addition to his primary sword, in the event he can't use his main sword, or doesn't wish to. He also takes with him a hand axe, for both utility and a weapon.
Rope: Everyone can benefit from having a length of rope with them. Strong and sturdy.
Combat Prowess: Although proficient with weapons, and excellent at fighting, he was never formally trained, and fights drastically differently than most knights. It isn't always an advantage, however.
Spells/Powers:
One Of Us: Walker can manipulate undead to some degree, and are never attacked by them unless provoked or commanded to, and even then are often hesitant or confused. He can influence other mindless undead to do his bidding, but his control isn't nearly as good as a necromancer, generally limited to the absolute most basic commands, wait, attack, over there, guard here. He can, on the other hand, influence many at once.
Imperfect Regeneration: Walker's injuries regenerate incredibly quickly. Flesh grows back visibly, fractures close and seal, and limbs can grow back, given enough time. On the other hand, the regeneration is flawed in his undead form. What regenerates does so imperfectly. A wound will fix itself fast, but the injury can take time to heal back to full strength. In the meantime, it is subpar in varying ways, depending on the injury.
Feel No Pain: Rotting flesh fears the sting of no mortal blade. Certain weapons and magic, however, still inflict pain.
Unlife King: Death magic, life drain, and other similar effects are greatly diminished, if not outright useless. Certain other effects, such as those affecting the mind through living impulses, such as seduction or stimulants, are similar.
Flame of Death: Fire manipulation, with explosive results. Extremely powerful fire magic, but unstable and hard to control. Essentially no control between lighting a candle and torching the entire building.
Heightened Awareness: Walker is unusually sensitive in sight and hearing, heightened by his lack of the other three senses.
Free From Mortality: The flesh of the dead may be pushed farther than that of the living. Walker is extremely strong and faster than a normal person, and in addition, doesn't need to breathe.
Being of Rot: Walker is immune to most conventional disease, poison, and similar things. Most that would work on him must be tailored specifically for the dead.
Weaknesses:
Searing Light and Life: Like other undead, Walker the affects of light magic are amplified on Walker, and healing magic has the opposite effect, damaging him.
Burning Flame: Walker's flame has a tendency to damage himself when used. Although he's safe from most of the effects, the blowback can be devastating when he expends more energy.
Everyone Must Eat: Walker must eat. While he can go along time without food, depending on how sparingly he uses his powers, he does have to eat. Raw flesh from animals doesn't last long, although it can suffice. Humanoids are the most filling, and fuel his powers the longest.
Exhaustible: Walker's regeneration has its limits. Although a limb can be regenerated, if chopped into enough pieces, or simply damaged enough repeatedly, the regeneration will stop and Walker will die.
Loose Shackles: Undead can be controlled by necromancers, and Walker is no exception. Although resistant to it, powerful necromancers could even go as far as to completely dominate Walker, albeit at some effort. The effects would be similar to over exaggerated mind control, forcing out one will to replace it with another.
Pleasures of Life Lost: Walker cannot smell and is missing his sense of touch. His sense of taste is nearly absent, able to savor the taste of flesh, the only thing he can eat.
Personality:
Unswerving, straighforward, and truthful. Walker doesn't enjoy the formalities of civilized society, and jumps to the point. He's bullheaded and stubborn. He isn't, however, mired in his ways. He'll shift and adapt to multiple strategies to accomplish his goals, ones he won't give up despite the futility. Unabashed and brutal, Walker does whatever needs to be done, and doesn't look back on it.
Skills: Walker might be considered a historian, among other things, due to his extensive amount of time spent delving through ruins. He is excellent at spelunking, and similar activities as well.
Bio/History:
Born to a band of gypsies, Walker spent his adolescence traveling the world with his brother and the rest of their merry band. Things turned sour, however, when they began travelling near Rolm. Harassed and plagued by bandits, drakes, and other monstrosities, the band was forced further and further towards Rolm. Arriving, the band settled on the outskirts, living their same lifestyle.
Walker and his brother joined the Rolman military when they came of age, pressured from the Rolman hierarchy to contribute to the city state's ever growing military need. Along with most of the men of the camp of age, Walker joined the Rolman military as spearman auxiliary.
On the day they left, Walker and the rest of the men leaving were called to see the camps Seer, a mage who tapped into mysterious and occult powers neither of them could divine. The Seer said they would bless the group, gifting them with a long life, a strong arm, and good health, so they may return from combat whole. As the strong magic worked, the crowd was scared, and ran from the Seer and their spell. The die was cast, though, and Walker bore the effects of the spell alone, when it was meant to be distributed among many.
The soldiers from the gypsy camp were sent to aid in Rolm's defense. They were sent to fight in the Drakenvulf Marsh. It was hell. Fighting knee to waist deep in fetid water, where the dead came back to attack the living, and the plants were just as virulent and wild, the poorly trained, poorly equipped soldier were cut down by the hundreds, day by day.
Walker heard the news, one day, that his brother's unit was lost. Cut off and surrounded on all sides, with no one to lead them, they were stranded in the forest. Walker deserted. He waded through the marsh to find his brother, or at least his remains. He wouldn't let him be lost in the swamp, food for a beast, or one of the living dead. He set out, and after a few days, he found himself lost in the vast Drakenvulf Marsh as well.
Walker wandered the marsh for several decades. He survived day to day, scavenging, eating what he could, drinking what was safe. He would have died normally, but he was kept alive by the strong magic of the seer. He died differently instead.
The transformation from human to ghoul was slow and painful. The magic of the seer was slowly warped and changed by the magic of the swamp, Walker's own innate magic twisted and empowered in its own way. He only truly realized he was undead when one day, the living dead of the Drakenvulf Marsh no longer attacked him. It was then when he realized what he had become. His body was not the only thing that changed, though. His mind changed, and he accepted his new state, and lived with it, and embraced it.
Walker never found his brother. He left the marsh one day, and spent his time wandering Oblitus, with no aim, and no purpose. He met other living people, ate other living people, went through ruins, went through towns. Time passed quickly, and one day, he finally found New Eden, the first large humanoid settlement he had seen since Rolm.
Other: Talked it over with ChelonianCommander, he says it works.
Other Other: Drawn to New Eden by the undead.