Name: Adalhelm Waldron
Species and race: Atronachi
Age, gender and element: 25 , Male, Unholy Void
Faction: Freelancer
Appearance: His body marks, as black as a moonless night, appear on his torso and upper arms, and look like cracks carved into his body.
Under his eyepatch is just an empty eye socket, nothing interesting.
If you look under his hair, you will see two heavy scars at the places where his horns once were.
Background:This story is about a young and naive Atronachi. It tells what he did before that fateful week, as well as what he did after. The events unfolding during this week are also told, and what is happening in the present too.
More importantly, this story is a tale that speaks of the death of innocence, and of a broken sprit.
Now, let us begin.
Five years and a week ago, a young Atronachi going by the name of Adalhelm was strolling leisurely across the streets of his hometown. Birds were singing, flowers were blooming… All in all a beautiful day.
If one were to look at Adalhelm's life up to this point, all they would see is a banal, happy life with no bigger issue than what he would wear the day after. One fact that needs to be precised is that he had never left this district, where he was born and raised.
"If your grass is green, why would you go see if the neighbor's is greener? Why seek elsewhere what you already have?"
Whether these thoughts are correct or not isn't the reason why this story is told, so I shall continue.
Indeed, he had never left his district or cared to see the rest of the city, and he had no plan to change that. Had his horizons been wider, maybe he could have avoided what would happen to him
On this day, he noticed that people were slowing down when passing in front of a specific shop. That in itself isn't unusual, after all, people love to do window-shopping. However, this time, more than usual were showing this same behaviour, and this made Adalhelm curious. He went in front of the shop, and immediately understood the people's reaction : indeed, it is not every day that a shop selling miniatures of Viro species and body parts opens…
Now it makes sense why people were slowing down : out of morbid curiosity. This type of shop should obviously be avoided at any cost, unless you're the type of person that prefers the company of the dead to that of the living.
Unfortunately, the boy didn't understand that, and was simply glued to the glass, watching the miniatures.
It was then that the shop's owner, a man appearing to be in his late thirties, noticed the young man and invited him inside.
Seemingly unaware of the good sense that is to not follow strange people, Adalhelm entered the shop as the owner started a conversation with him.
He introduced himself as an artisan, sculpting both miniature and real-sized representations of the people he sees.
They talked about a lot and not much for a while, and they appeared to have a lot in common.
As time passed, the sun slowly set, and there were less and less people in the streets. Then, the shop owner offered the young Waldron to show him his workshop in the back, an offer that the boy gracefully accepted. The owner opened the way, and as the Atronachi followed through the door… Nothing.
When he regained consciousness, Adalhelm was laying on the ground of a bathroom (which, as a side note, didn't seem to have been washed for a very long time) in a puddle of blood, with bandages loosely tied around his head and no idea of how much time had passed (about 5 days).
Coming from an adjacent room, were the voices of several people, men and women, among which he recognised the voice of the shop owner.
He was feeling a sharp pain throughout his whole body, scars and stitches visible everywhere. Upon scratching his head, he accidentally touched an open wound, which made him realise :
His horns were gone.
In their place were two holes, almost untreated. This realisation made him lose the slight amount of calm he still had. All alone in an unknown place, sitting in a puddle of his own blood, hearing the scary voices of bad persons nearby, the very mark of his species ripped off, he had put his hands on his face and was about to fall into a cathartic state of unending tears and sobs, when he noticed something that immediately made him snap out of it.
His right hand was out of his sight. If he were to look directly at it, he could see it just fine, but otherwise, it was completely invisible. He tried putting his hand on his left eye, and came to understand.
His hand isn't the thing that disappeared. His right eye is.
He couldn't see a single thing on his right side.
At this point, his mind reached its limits. It was too much. He broke into madness, and lost control over his body.
When he came back to, he was on the outside, under a pouring rain, still alone, scared and in a critical condition, with no idea of where he is and where his home is.
Unknowing of what was to come, he went into a dark alley and disappeared.
How he survived in this state, where he went and what he did are unclear, but one thing that is certain is that he fueled a deep aversion against those who mutilated him so, and he swore to obtain his revenge by mutilating them in his turn.
Five years later, and still a week ago, a young adult with a black eyepatch is notified of a gig in London in which he would participate. Ever in need of funds and intel in order to make his objective a reality, he decides to go without any second thought.
On the way, he keeps reminiscing about the events of that day in order to fuel his motivation to do this work, as it is for the sake of his vengeance. Everything is for the sake of his vengeance.
Personality :Adalhelm acts in a seemingly nonchalant and uncaring way most of the time, but it is actually just a facade. In truth, he cares deeply about people's well-being and health, but is too scared to be honest about it and fears to be hurt once again if he opens up to others like that day in the shop.
That being said, when he fights, there is neither a facade or a gentle side. Everyone he fights is someone covering for his targets, and must thus suffer the same fate as them.
Birth magi:Retribution - Receiving damage temporarily increases Adalhelm's damage. The boost is proportional to the amount of damage taken.
Profession: Master Enchanter
Level and experience: LVL6 EXP 885/1.725 3SP
- STR : 4
- DEX : 5
- PER : 5
- VIT : 4
- INT : 11 +1
- EMO : 4 +3
- SAU : 10
Inventory:Novice staff - A staff wielded by the beginning mage. Made from twisted oak branches. Primary weapon.
+1 INT. Novice enchanter catalyst.
Master's catalyst glove - A glove, with tips and palm-pad made from either ebonite or solite metal alloys, which depends on what type of magic the user intends to cast. This glove is often wielded by masterful spellswords and warlocks.
Takes no weapons slot. +2 EMO. Journeyman enchanter catalyst.
Journeyman's wand - A birch branch with twisted black ends. This wand is wielded by the more practiced mage. Secondairy weapon. Somehow looks like a book.
+2 EMO. Journeyman enchanter catalyst.
Perks:Intervention: Start at apprentice level enchanter if selected as its profession
Blessing: +2 SAU and +1 INT.
Curse: -1 STR and VIT when targeted by physical damage.
Multi-lingual - Your character has studied the languages other than their mother's tongue. By getting this perk, you can speak an additional language of your choosing. This does not include old draconic. Can be gotten multiple times.
LVL 1 perk
(Additional language : French)
Specifical targetting - With your precise ability to influence your magic, none of your 'area of effect' or group-targetting spells will now have a negative effect on allies, or positive effect on enemies.
LVL 5 perk. Requires 7 EMO
Lucky - You just generally have more luck. Gambling, or any other things that involve luck, are generally more likely to go your way.
LVL 5 perk. Requires 6 SAU.
Touch of destruction - The auretical fragment has touched you through its destructive powers. But you remain unharmed. Live to fight another day.
Automatically gained upon first contact with the enigma.
Actor - You know well how to manipulate and lie. With this perk, you're more likely to be successful when tricking people.
LVL 3 perk. Requires 5 EMO.
Known skills:None
Skill slots: 1 LVL 1
Known spells:Ripple - Creates small ripples within the fabric of reality and sends them towards your enemies to do some basic damage. A very basic void magic that can be used by any beginner.
LVL 1 projectile spell. Performs better with low EMO.
Sentry portal- Open a small rip in reality that fires off small beams of pure void. Appears above or beside the caster.
LVL 1 projectile spell. Performs better with low EMO.
Blink - The caster teleports instantly to the targetted location. As long as the caster has a direct line of sight with absolutely no obstacle, the caster will be able to relocate to said position. The caster will seem to step in and out of existence during this spell.
LVL 2 spell. Requires 6 INT and 6 EMO.
Attunement to the void - The caster spends a round summoning dark streaks from nothingness, which surge around the caster with tremendous force. The next round, the dark streaks will cause resonance of an eerie sound, alike to violin strings playing in reverse, after which the black streaks will surround the casters hands. This allows the caster to use void spells at greater efficiency, boosting their damage whilst lowering their required time to cast. Attunement lasts 3 rounds.
LVL 4 spell. Requires 8 INT. All spell slots increase by a level for 3 rounds.
Eraser - The user imbues their hand with an unstable energy and swipes at an enemy, erasing everything that is touched without fail. If the user swipes at the air, it can bring an enemy or object nearer and open them for closer ranged attacks. Mid range (50 meters)
LVL 5 spell. Requires 7 INT and 7 EMO..
Spell slots: 22 LVL 1
18 LVL 2
15 LVL 3
12 LVL 4
9 LVL 5
6 LVL 6
3 LVL 7