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Fantasy Malleus Haereticorum - WiP

Carl

Not A Llama...
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Character Sheet Framework:


Name: (Your name, or whatever should substitute for it, goes here)


Age: (Self exaplanatory)


Race: (You're relatively free to create a race ranging from humanoïde to most known fantasy races as long as they're capable of at least basic communication skills, including daemonbrood.)


Gender: (Self explanatory)


Appearance: (Include a picture and/or a short description, no anime pictures preferred but allowed if one really fits the ideal appearance for your character.)


Misc Details: (Anything you feel like adding that you couldn't place in any of the other sections / e.g: Important racial info / etc. )


Standing: (Your social standing, if any. It can range from nobility to outlaw, to even N/A depending on race and backstory.)


Connections: (Your pre-creation established connection/relationship with another PC; Feel free to type N/A or contact someone you already know OOC and feel like having a pre-creation connection with IC. Note this is not required at all, I would even only advise to do so when you know the person OOC and are sure he/she will keep up with you in terms of activity and such)


Attitude: (Your outlook in life, usual behaviour or how you'd react in different situations, your attitude towards others.)


Misc Details: (Anything you feel like adding that you couldn't place in any of the other sections / e.g: Unique connections or standing circumstances, etc.)


Backstory: (A short history or synopsis of important events in your life.)


Event leading to capture: (The direct events that lead to your capture and your one-way trip in the convoy with the others.)


Misc Details: (Anything you feel like adding that you couldn't place in any of the other sections / e.g: Any relevant information you feel needs to be known/added about your history.)


Talents: (Talents you were born with or any Racial Traits linked to your race, or both.)


Skills: (Proficient, potentially culminated, skills that you trained yourself in.)


Magic: (Any magic you're skilled in, skill in the magic can range from born with it to unaware aptitude towards the relevant magic or negligible skill to high proficiency in it.)


Misc Details: (Anything noteworthy you feel should be added/known.)


Notes:: (Anything extra you want to note about your character, or even Character Sheet itself.)


Please note that most information described in the Character Sheets are, unless specified or hinted to in the CS, not known to your character and shouldn't be played out IC as such. (Try to make sure not to meta-game = Roleplay your character knowing of Out Of Character information, that your character hasn't learned about through In Character Roleplaying, simply because you read it in the other person's Character Sheet.)


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The above framework should suffice for anyone to apply with a character as in-depth as they'd like their character to be. Can't wait to see what kind of gems will be created.


Will add my own character sheet shortly, no need to wait for my CS though; Go nuts! ^^
 
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Name: Alisa Farres


Age: 22


Race: Human skills, including daemonbrood.)


Gender: Female


Appearance:


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Misc Details: Her armor is homemade. Crafted to withstand high temperatures, helping Alisa working at the warmest of forges. This is a necessity when it comes to bringing shape to the strongest of metals.


Standing: Respected member of the middle class.


Connections: N/A


Attitude: She used to be optimistic and joyful, yet lately it's been hard for her to even fake a smile. Can appear as stuck-up or hotheaded because of her confidence, often tackling problems head-on and with a rush.


Misc Details: Though her works were often favored by noblemen, she was never able to raise herself to a richer style of life. ''They may love to buy my wares, but they sure hate parting with their coin.''


Backstory:

As the single daughter in a long generations of blacksmiths Alisa felt more comfortable at the forge rather than school. She trained for many years to become among the best smiths the world has known of, confident with herself to say that she was.


In her mind though, she took the old-arts of smithing one step forwards. Where her ancestors often scuffed at the thought of mixing magic with the arts of working steel, Alisa reveled in it. It took her the better part of 12 years before she successfully managed to magically enhance a breastplate. Since then she have managed to translate this over to swords and shields. Tools with a more abstract shape are proving more difficult, the magic running rampant before shattering the steel.

Event leading to capture:

A few weeks past Alisa had a big order of daggers and short swords. The man asking for them said that they'd need 'em soon, he even paid extra for her to work longer days. Nice man, if not a bit shady. As it turns out he was shady. Three days after the weapons had been picked up a slaughter had ensued in a church dedicated to Senecae. Alisa shortly after had a not-so-pleasant visit by Senecae's royal guard, charged with arming the heretics.


She managed to give one of the guards a good taste of her hammer before overwhelmed, stripped of all her possesions and put in a cart.



Misc Details: Highly curious about half-breeds and other mystical creatures, especially ones with an affinity for magic.


Traits:

Blood of a Smith;

Alisha is strongly built from generations of smith's on both sides of her family.



Human;

Though weak and frail compared to other races, it's the race grandest in numbers and favored by Senecae.

Skills:

  • Smithing of weaponry and armor.
  • Magically enhancing plainly-shaped metal works. (Breast plates, swords etc.
  • Much stronger than the average human, even hardened soldiers have a hard time matching her strength.
  • Basic herbalist and caretaker. Her parents grew frail at a young age, meaning Alisa took care of them. She feels confident in making green tea, but much else than that and she is as clueless as any other fool you'd meet.


Magic:

  • By engraving a glyph into metal she can summon magical attributes to the tool it was attached too. Requires concentration, propper tools and leaves her weak for the next couple of days.


Misc Details:

  • Though strong, she lacks any real combat experience. No grace, easily predictable and a poor stance is few among the many problems impairing her ability to beat someone.
 
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Name: Caroline Mathews


Age: 12


Race: Cambion (Half-Human Half-Demon)


Gender: Female


Appearance:


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Misc Details:


Her hair is platinum blonde and her eyes are a silvery blue.


She takes more after her absent father.


She has a tail, and small horns that look like bumps on the sides of her head.


Standing: Child (N/A)


Connections: N/A


Attitude: Due to being spoiled for most of her early life in her mother's attempt to have her child emote, Caroline was put under the assumption that you can get just about anything you'd like whenever you'd want it.


Misc Details: Her mother used to be close to her.


Backstory:


Mary, Caroline's mother, had given birth within her own home. She knew she committed a terrible crime; she was intimate with the daemonbrood... And if any found out she would be executed indefinitely. When her daughter had been born, she almost cried out in sorrow; her daughter was pulseless, not a breath from her lips. The only signifying life from her, was the movement of her arms, the gentle twitching of the baby's tail, and the blinking of her eyes. Her mother cried that night, both because her baby was alive, and that she had borne a monster.


The years went by, her daughter did not show any signs of life. She had a blank expression always, didn't breathe, didn't speak. Just sat around like a life-like doll. Her mother urged her to stay inside, for her tail was becoming more prominent and small nubs that would be horns were present. She was obediant, she was quiet, it was like no one else was in the house. Her mother constantly gave her toys, trying to get her daughter to smile, but no matter how many she got, not even a twitch at the corner of her lips.


Her mother only became more and more distraught, but by time she was seven, she breathed her first breath of life. She became more excitable and happy, though her mother was deep within depression, too broken to even notice her daughter's happy state. Her daughter continuously nagged her, trying to get her mother's attention for the next five years. And then came the urges... She soon started getting closer with her contact with her mother, one day kissing her on the lips.


That day, she accidentally killed her mother.


She drained her dry of her life force, killing her within an hour. She still tried to get her mother's attention, but she unknowingly was her first victim.


Event leading to capture: Days later, a woman who knew her mother came in and screamed; she saw the girl next to her mother's rotting corpse; saw her horns, her tail, and immediately ran from the house. Later that day, guards stormed the house, capturing the girl, putting a gag on her so she couldn't speak.


Misc Details: N/A


Talents:


Natural Deceptionist


Alluring Beauty


Skills:


Currently N/A


Magic:


Life-Draining - With a kiss or intimacy, Caroline can drain the life force of a living being. During this process, Caroline's veins pulse black, and this rises through her body before spreading to the victim. The longer intimacy is held, the more energy is taken. This can make the victim feel sick, to fainting, and in worse cases, death.


Persuasion - She is able to prod others into doing her bidding, but for fellow demons or the strong-willed, it's much harder. This can be compared almost to mind control, but it's mostly the other's choice to listen to her or not.


Superhuman Strength - Caroline is much stronger than the average human. She can lift boulders and throw someone a distance.


Superhuman Speed - Caroline is much faster than the average human. She can move at the blink of an eye, even faster than sound, but as for everything, she isn't faster than light.


Superhuman Agility - Caroline can jump off buildings or around walls without doing much harm to herself.


Superhuman Stamina - She can keep a fight going, or for when she's older, "Make love" vigorously for hours.


Healing Factor - She can heal quite fast


Longevity - As other demons, she ages slowly and can last a long time.


Telekinesis - She is able to make objects float and do her bidding at will, though it takes extreme concentration to lift heavy things or crush hard or moving objects.


(Note: She doesn't know she can use all of these just as yet. She'll slowly discover them as the roleplay goes on)


Misc Details:


Along with her amount of powers, she DOES have weaknesses.


- Sunlight


When the sun is at it's highest point, she is as weak and easy to take out as a human.


- Cold


As for all Cambions, she cannot do well in the cold. Her mind, powers, and overall physical presence becomes sluggish and lax.


- Hallowed Ground


She cannot enter holy places


Notes: N/A
 
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Name: Buras


Age: 25


Race: Beastman. Minotaur.


Gender: Male


Appearance:


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Misc Details: The tattoos seen are from a tradition of his tribe signifying he is a man and the deeds he has accomplished.


Standing: Proud warrior of his tribe. Lowly beastman to the rest of the world.


Connections: N/A.


Attitude: A Minotaur with anger management problems. When he is fighting, he's a bellowing, stomping mess that will not stop until either you or him are dead. He does try his best to not completely freak out when he's not fighting, often through the form of meditation and/or ignoring the cause of his anger.


Backstory: Buras like most other beastmen, was born into a nomadic tribe. Constantly on the move, he learned that to stay in one place for to long guaranteed the death of his people (by people I mean tribe). No where was safe forever, and so he did everything on the move. Eat, sleep, train, nothing was done in one place for long. All men were expected to protect the tribe when the time came, and he was no exception. His manhood was gained when he wrestled a Shadow Ursa, basically a really large black bear, to the ground and broke it's neck with neither protection or weapons. The size of his tattoo reflects the size of this feet, and sprawls across his body.


But they stayed in a glade for to long, and that was when the humans ambushed them. He fought as hard and as long as he could, but a lucky sling knocked him unconscious. When he awoke, he was in a cage and hearing whispers of how his entire tribe was wiped out.


Event leading to capture: The defense of his tribe. He was knocked unconscious and captured.


Misc Details: He is fighting for vengeance, no more no less.


Talents: The strength of a bull and the brains of a man, when he decides to use it. Rather unpredictable combat style.


Skills: Two handed weapons use. If he can grip it with both hands, he's going to bash you with it. Whether a club, ax, or broad sword, he knows how to use it.


Magic: Tribal magic, often involving rituals and many unorthodox materials. He knows only a few of them, and those aren't very powerful.


Misc Details: He's a berserk-er on the battlefield.
 
Mara Vanth - WORK IN PROGRESS


Name:
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Mara Vanth


Age: 247


Race: Daemonbrood


Gender: Female


Appearance: Mara appears physiologically human. She stands at an unassuming five feet, six inches and has a lithe, attractive form. Her eyes are a piercing yellow-green set within a face of mythological beauty. Her skin is flawless and fair and her lips entice all but the most strong-willed of mortal men. Her body is voluptuous to behold, slim and toned as that of a warrior, though with overgenerous female compensations. Mara's hair falls in waves to below her shoulders, an eerie dark shade of deep brown that is difficult to capture in words. It seems to shimmer with a dim incandescent light that has no source. Mara's face bears an elegant laurel marking over her left eye, a brand indicative of her fealty to the daemonbrood of Morx.


Misc Details: Mara has inherited the talents and giftings of a succubus due to her mother's heritage. As such, she is capable of altering her appearance in subtle ways in order to tempt, deceive, and seduce others. She instinctually takes on the form of that which her audience finds most attractive. This alteration of her appearance is never detectable and tends to draw others to trust and desire her without explanation.


Standing: Mara's social standing is best characterized as "Urban Legend." She lives a withdrawn life in the mortal realm, choosing to maintain a low profile. Her father and the rest of the upper-echelons of Morx's daemonbrood whisper of a day, swiftly coming, of liberation. Mara has chosen to remain in the mortal world in part as a spy, in part to experience a degree of humanity. Throughout her centuries, she has occasionally unleashed the murder that ever draws upon her spirit and has thusly developed something of a reputation that is whispered of in folklore, though none know her to be that daemon that haunts their imagination.


Connections: N/A


Attitude: Mara tends to keep to herself somewhat. Desiring to live amongst Mankind, Mara has maintained an attitude of distant interaction with most others. Internally, her daemon spirit assaults her daily with a bloodlust that she cannot satisfy. Her distance from others serves the dual purpose of protecting them from her own desires. She is capable of close intimacy but chooses her friends and lovers with great discernment.


Misc Details: Mara is the daughter of a highborne daemon, Berith and is consequently well-versed in the lore and contemporary events surrounding the followers of Morx.


Backstory: The high daemon, Berith, once laid with a seductress of Morx's realm and conceived a child. Sensing that his own murderous spirit and penchant for calamity had been made manifest in the infant girl, Berith slaughtered the succubus that bore her and took her as his own. Mara Vanth was raised without the daemonic leaning for magic and sorcery. Instead, her daemon-father, Berith, cultivated her killer's instinct and bred Mara to become a master of combat, as he was. As her physical age drew on, her apparent age halted at that of a young lady. Realizing the destructive potential of such violent finesse beneath a visage of such grace, Berith dispatched Mara to live amongst Mankind as his ambassador. Throughout her short history, Mara has taken part amongst significant moments in history, bringing genocide and death with her. Only recently, Mara has desired to experience a human life and has accepted a role geared more toward the gathering of information, living quietly and observing as the mortal realm goes on.


Event Leading to Capture: In addition to the bloodlust handed down to her by her father, Mara also feels an inexplicable pull toward physical intimacy. Often, she will select a human male with whom to share life and love - killing and disposing of him when her inability to age or other events reveal her true heritage. Most recently, a young man with whom she laid became acutely aware of her daemonic nature and escaped under cover of night, reporting Mara to the clergy. She was subdued before she was able to fully awaken as her home was ransacked by a fully armed guard. Mara has been bound appropriately for a suspected pure-blooded daemon, her arms rendered useless behind her by chains and a witch's gag in her mouth to prevent the utterance of incantations.


Talents: Mara is the only pure-blooded child and daughter of the infamous daemon, Berith. Her daemon-father has gifted her with the ability to tap into his own life-source and while channeling this gift, Mara possesses a pair of glaive weapons imbued with significant destructive force. Mara Vanth is perhaps the most expertly trained young warrior and killer within the ranks of those loyal to Morx. She has been instructed in the art of killing since birth and is naturally gifted in the arts of subterfuge, temptation, and persuasion, due to her mother's heritage.

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Skills: Aside from her extensive training in various arts of combat and assassination, Mara has trained long and hard in the culinary arts. She fancies that she is the most proficient chef in the mortal world, having had several lifetimes to perfect her craft.


Magic: Mara has never exhibited a proficiency for magic of any kind aside from her passive, natural ability to alter her appearance subtly in order to tempt, deceive, and seduce.


Misc Details: Mara is unnaturally strong and durable. Though by no means superhuman, Mara has significantly greater strength, speed, and energy than the average man in his peak shape. She is also rather difficult to damage with conventional means.
 
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Name: Silas Nosferat


Age: 56


Race: Damphir (half-vampire)


Gender: Male


Appearance: Very pale with prominent blue veins, silver eyes bald, pointed ears. Teeth are elongated and sharp (particularly the canines), and nails are slightly curved and yellow. His body is fairly gaunt with a tall, slim build. Generally wears a black leather coat, and a wide brimmed hat with a classic "plague doctor" mask when in public, an outfit that hides him from the sun and people.


Standing: Outlaw


Connections:N/A


Attitude: Fairly distrustful of aristocratic and religious figures, and willing to sacrifice others for personal gain, Silas is a criminal through and through. Tends to make friends with others who are running from the law. Copes with stressful situations by making jokes.


Backstory: Silas is a Damphir, the bastard son of a human mother and vampire father. His was gone after his conception, and his mother died in childbirth. He was raised in a nunnery, where he was well fed and taught how to read and write. However, the nuns in the monastery raised him out of obligation rather than love, and Silas was regularly beaten for acting out of line. When he was 10, he ran of with a roving band of gypsies. He stayed with them until he was 36, when their camp was razed to the ground under the crime of heresy. Since then, Silas has been traveling from city to city under the guise of a doctor, proclaiming the "life changing" affects of bloodletting, purposely draining oneself of blood to be purged of illness. In reality the practice does nothing, but it has provided Silas with a steady supply of blood.


Event leading to capture: After staying in one city for to long due to the gullibility of it's citizens, Silas was ordered to help the local lord, who was dying. When he discovered that his son was slowly poisoning him in order to take the throne, Silas's secret was revealed in order to keep him from revealing the prince's secret.


Talents:


-Abnormal strength considering how thin his body is, particularly in his fingers and jaws


-Vision in the dark


-Spectacular sense of smell


-Very flexible and agile


-Hard to kill


-Saliva is a natural painkiller and prevents blood from clotting


-Drinking blood can increase his healing rate and reduce fatigue


-Slowed aging


Skills:


-Handy with a bastard sword


-Medical knowledge


-Good street-smarts


-Unusual charisma


Magic:


-He's heard he should be able to use blood magic, however he has never gone too far into the subject


Weaknesses:


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Direct exposure to sunlight, sliver, and religious symbols burns his skin about as much as boiling water would


-His eyes are built for the dark, making most bright lights blinding to him


-Going without blood for long periods of time will make him sluggish


-Finds it hard to stay awake during the day
 
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Name: Myrrl of the Redclaw


Age: 19 years


Race: Gnoll


Gender: Male


Appearance:
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Misc Details: See below.


Standing: Among the more civilized races, Myrrl has no standing, for they do not even know that he exists. Within his tribe however, he was a renowned warrior and hunter who was in training to become a warrior elite in the service of Morx.


Connections: None, except for among his tribe, the Redclaw.


Attitude: Everything in life is merely a part of the Great Hunt, to which one is either predator or prey. Myrrl is always learning who is what, though understands this is not limited to expressions of physical strength or shows of violence.


Backstory: Myrrl had been raised according to the tenets of his people. In all things pursue aggressively. Expect no easy prey. Take what you deserve. If a pack member is in service to you, reward them only what they deserve. Enjoy the hunt, and the screaming and the warm rush of sweet crimson.


They had been a pack that could hunt anything, or so they boasted. Their tactics changed accordingly. It was this society closed off from the world at large which Myrrl grew up in. He proved himself on the Hunt time and again, eventually learning all the skills of their trade, to trap and to hunt as a pack, to be vicious and quick or persistence hunting when appropriate. Myrrl learned to fashion weapons with what the earth offered. He sought little else than to be a great hunter, and to take for himself a few females deserving to his status when he had risen as high as he could.


These ambitions were tempered by one of the sages who noticed him, a wise old Shaman by the name of Gruh. He spoke with the young one, encouraging him to be something more than a vicious machine of destruction. After some years, he offered to Myrrl the opportunity to become a warrior for Morx, one of the greatest honors they could achieve. He agreed, and they sent one of their finest warriors out on a test to join the ranks of the elite. Myrrl eagerly chased the opportunity to prove himself.


Event leading to capture: During the Great Hunt to prove himself as worthy of becoming a warrior of Morx, Myrrl persistence hunted for days. He barely ate, drank what little he needed, and walked relentlessly with only enough sleep to keep moving. He was hunting a creature of great strength and with skin like stone, but the thing understood that it was prey. That was why it fled.


Myrrl refused to give up the chase and cornered the creature not far from a public road. The ensuing struggle was titanic, and the Gnoll battled until the creature collapsed. However, as the worn out Gnoll curled up to finally get a well-earned sleep, he was not aware the sounds of the battle had drawn attention. He was subdued quickly and easily in his weakened state.


Talents:


-Sprint (35 miles per hour when on all fours)


-Superhuman Strength


-Superhuman Agility


-Superhuman Stamina


-Enhanced Scenting/Hearing


-Nightvision


-Claws


Skills:


-Weaponscrafting (Wood/Sinew/Stone)


-Hunting


-Tracking


-Meditating


-Outdoorsmanship


-Trapping


-Combat (Team and Solo)


-Weapon Proficiency: Axe/Bite/Bow/Claws/Mace


Magic:


-None


Misc Details: N/A


Notes:: N/A
 
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Name: Moloch


Age: 683


Race: Daemonbrood


Gender: Male


Appearance:


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Moloch is about eight feet tall, with eyes like burning coals, huge, black wings, claws, two big horns and the hooves of a goat. When he needs to go out and walk among humans without revealing himself, he drapes his wings about him like a cloak, moves hunched over and wears a hood, which is usually enough to deter suspicion.


Misc Details: (Anything you feel like adding that you couldn't place in any of the other sections / e.g: Important racial info / etc. )


Standing: Moloch is revered as one of Morx's dark Messiahs among his fellow worshipers of Morx, and reviled for the same reasons among the loyal followers of Senecae. He is rather infamous, and finds it harder and harder to go about raising his secret cults and evading the notice of Senecae's inquisitors as time goes on. Among Daemon-kind, Moloch is regarded as a fanatic, even for a daemon - he has not walked in the realm of Daemon-kind for 200 years, preferring to continue his crusade for Morx in the human realm rather than interact with his less zealous brethren, constantly risking death, banishment or binding at the hands of Senecae's followers. Despite being decently powerful for a daemon, powerful enough to raise his own offspring, Moloch has refrained from doing so. In his zealotry for Morx, Moloch disregards the customs and social hierarchy of the rest of demon kind, making himself into a voluntary outcast.


Connections: N/A


Attitude: As Senecae's followers view Morx and Senecae, Moloch views Senecae and Morx. To Moloch, Morx is the ultimate good, and Senecae the ultimate evil. Those humans who fear Morx because of Senecae's influence are simply misguided, and can be shown the true righteousness of Morx easily enough.. Moloch has helped humans realize Morx's full glory many, many times in the past. Those who worship Senecae and persecute the righteous followers of Morx of their own will and volition, though.. the clergy, the inquisitors.. they deserve the full wrath of Morx! And Moloch has shown them Morx's wrath many, many times in the past.. To Moloch, everyone is either a fellow believer, a lost soul to whom the purity of Morx must be revealed, or a vile, wretched, evil heretic of Senecae.. Moloch conspires with his fellow faithful as though they share his extreme zeal, viewing them as fellow paladins and messiahs in Morx's service. With those who have yet to see Morx's glory, Moloch is far more subtle.. Moloch knows that displaying his full zeal for Morx to those who do not yet believe in Morx as he does would only drive them farther away from Morx's light, so they must be shown the boons of Morx slowly, given the answers to their problems in return for their worship until they see the generosity of Morx, and the evils of Senecae.. and then they must be tested to see if they can do what must be done in Morx's service, and strike down the heretics of Senecae! If not, then they may be spared, as long as they give their labor in support of those who can.. but if they try to flee from Morx's brilliance, then they must be struck down. As for those who can do what must be done.. they are now fellow believers! And then, those heretics of Senecae, those who voluntarily deny Morx's benevolence.. they deserve the full wrath of Morx, and it is the duty of his paladins to strike them down with all of their might! If one cannot slay these heathens, then they must aid those who can! Senecae deserves nothing but the hatred of the faithful, and her followers deserve death..


Misc Details: (Anything you feel like adding that you couldn't place in any of the other sections / e.g: Unique connections or standing circumstances, etc.)


Backstory: Moloch was born to Aeshma, a powerful Daemon of rage, after a dalliance with a minor succubus. Moloch was born full of anger and hate, at everything. As he grew, he was full of hate, and fought and squabbled with whoever he could. Aeshma cared not to raise Moloch, so Moloch was left to fend for himself in the realm of Daemon-kind, often angering much more powerful entities than himself in his reckless, eternal hatred, and earning constant retribution for it, which in turn fed his anger. He slowly learned how to control his hatred and anger, though, and harnessed it towards those who he could safely wreak his malice upon, battling with demons of similar power to him, for he found he had no taste for tormenting the defenseless. Unguided and without direction, he eventually wandered into the realm of mankind, where his anger grew far greater as he witnessed the human's treatment of Daemons and Daemon-kin. Over the decades of ever-repeating punishment for his transgressions against more powerful Daemons in hell, he had gradually developed a special hatred towards those who tormented those weaker than them, and this hatred was fully realized when he traveled to the lands of humanity and witnessed the oppression Senecae wrought over everything and everyone she could. Senecae became the epitome of the strong oppressing the weak, in Moloch's mind, and so, he found himself taking up arms against her, and channeling all of his hate towards her. Viewing Morx as the opposite of Senecae evil, Moloch became a paladin and messiah for Morx, raising humans and Daemon-kin up and showing them Morx's benevolence, while slaying the apostles of Senecae. Over the centuries, Moloch has gone through this process hundreds of times, strengthening Morx's power in the human realm while evading or slaying Senecae's followers, and has forged himself into Morx's dark messiah and chief zealot.


Event leading to capture: Moloch was in the town of Sargoth, building a new cult. He had been driven out of the nearby city of Dhirim just a week prior, fleeing from the inquisitor Sabriel, who had been pursuing him for about two years, after he killed her mentor, the inquisitor named Daroth. Fortunately, his chief confederate, Kalek, a half-blood Daemon/Human crossbreed and Moloch's foremost ally, had managed to escape Dhirim with him. Kalek had been with Moloch for most of his life, born to a cultist couple in one of Moloch cults 25 years ago, and Moloch had taken Kalek with him when that particular cult had been scattered. Moloch hoped to gradually build a retinue of such half-bloods, so as to have a permanent group of priests to travel with him from cult to cult.. Moloch was finally starting to weary of building up cult after cult only to have the inquisitors pursuing him scatter them almost immediately.. he had forged a few lasting cults that had survived to this day, such as the Infinite Eyes.. but such groups were the exception, not the rule.. While Moloch was giving a sermon to the few worshipers he and Kalek had gathered in the two weeks they had been in Sargoth, Sabriel and the city guard attacked the abandoned warehouse they had set up in. They easily shattered the infernal wards of protection and concealment Moloch had set up, and began slaughtering the cultists-to-be. Moloch and Kalek laid waste to the city guards with their magic and inhuman might, but Sabriel and her personal retinue were warded against such things, and they bound Moloch through the use of the holy relics of Senecae they possessed. Kalek managed to escape while Moloch fought them, but Moloch was chained in consecrated silver and put on a wagon to the execution grounds..


Talents:


- Inhumanly durable, much tougher than a normal human


- Berserker, can go into a rage and ignore possibly fatal wounds while in a rage


- Inhumanly strong, not quite as strong as most demons, but stronger than a human


- Magically talented, magic comes easy to Moloch


- Longevity, very long lived


Skills:


- Silver tongue, Moloch has cultivated his oratory skill, so as to convince humans to worship Morx


- Multilingual, Moloch knows the tongues of humans, daemons, and several varieties of beastmen


- Literate, Moloch can read and write in human and daemon


Magic:


- Protective wards, Moloch has learned how to make wards of protection and concealment, with which to protect items, locations and people


- Dominion over shadow, Moloch can manipulate the stuff of shadow, for stealth and concealment


- Dominion over flame, Moloch can manipulate the stuff of flame, for combat


- Morx's boon, Moloch has been empowered to bestow mutations and magical abilities upon loyal cultists to Morx - the mutation is up to Morx's whim, however


- Voice thief, Moloch can bestow a curse upon someone so that they can no longer speak, although the cursed can get around this by writing, if they are literate


- Aura of Dread, Moloch can project an aura of fear and terror at will


Misc Details:


- Allergic to sunlight, sunlight irritates Moloch and worsens his sight


- Weakness to silver, Moloch is as frail as a human when it comes to weaponry and objects wrought of silver


- Weakness to consecrated items, Moloch is extremely vulnerable to items consecrated by Senecae, and cannot use his magic against those warded by Senecae or her artifacts


Notes:: (Sorry for the walls of text, I got carried away a bit)

 

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