Neronin (Deceased)
"That is not dead which can eternal lie, and with strange aeons even death may die."
Stats | History | Possessions | Skills |
Knowledges | Marks | Ledgers | Threads |
Relations | Necromancy | Rupturing | Abrogation |
Alchemy | Ensorcellment | Other |
Appearance
"Magic may be a double edged sword, but I bear my wounds willingly."
Full Name: Neronin
Aliases: Nero, Marrow
Race: Human
Gender: Male
Age: 25
Height: 5' 10"
Weight: 195 lbs
Origin: Etzos
Religion: Shuns worship of any kind.
Blessings: None
Location: Etzos
Profession: Wizard
Factions Joined: Al'Angyryl
Business: The Whisper
Likes: Conflict • Magic • Freedom • The Brave and Intelligent • Power
Dislikes: Arrogance • Oppression • Dictators • Privilege • Naivety
Merits: Observant • Creative • Indepentent • Studious
Flaws: Audacious • Callous • Power-Complex • Violent
Languages: Common - Fluent, Ith'ession - Conversational
Aliases: Nero, Marrow
Race: Human
Gender: Male
Age: 25
Height: 5' 10"
Weight: 195 lbs
Origin: Etzos
Religion: Shuns worship of any kind.
Blessings: None
Location: Etzos
Profession: Wizard
Factions Joined: Al'Angyryl
Business: The Whisper
Likes: Conflict • Magic • Freedom • The Brave and Intelligent • Power
Dislikes: Arrogance • Oppression • Dictators • Privilege • Naivety
Merits: Observant • Creative • Indepentent • Studious
Flaws: Audacious • Callous • Power-Complex • Violent
Languages: Common - Fluent, Ith'ession - Conversational
Human AgeAdulthood bears the traces of childhood experience in many ways. A happy childhood can reflect itself in a brightness of the eye, the lines of laughter around the eyes, a certain trusting gaze. Neronin possesses none of these. His eyes bear the dark flinty look of one who has grown to adulthood by being as untrusting as possible. Instead of laugh lines, his eyes bear dark circles, red and agitated from lack of sleep. His skin is pale and waxy from constant night-time activity. Though he is dark and macabre in appearance, he does possess a subtle attractiveness and a well crafted charisma cultivated by necessity in a city where talking yourself out of a situation could be life or death.
Necromancy Witchbrand (Deadstench): Neronin gives of a distinct smell of decay and dust, leaving the impression of long dead things and all manner of the end of life. In the open it is not as noticeable as in enclosed places, but still detectable. Animals who rely on scent detection can sense this much more.
Rupturing Witchbrand (Rupture Gleam): Like all Rupturers, Neronin’s eyes gleam with the vile green light of his corrupted Rupturing spark whenever he gazes out over long distances.
Abrogation Witchbrand (Stoneclaw): Neronin’s skin has formed a rough and rigged callus on the back of the fingers of his left hand, making them appear disfigured. While they still function normally, the callus makes each knuckle appear larger and more pointed. This gives a reptilian, claw-like appearance to his left hand.
The Kennings
Necromancy Witchbrand (Deadstench): Neronin gives of a distinct smell of decay and dust, leaving the impression of long dead things and all manner of the end of life. In the open it is not as noticeable as in enclosed places, but still detectable. Animals who rely on scent detection can sense this much more.
Rupturing Witchbrand (Rupture Gleam): Like all Rupturers, Neronin’s eyes gleam with the vile green light of his corrupted Rupturing spark whenever he gazes out over long distances.
Abrogation Witchbrand (Stoneclaw): Neronin’s skin has formed a rough and rigged callus on the back of the fingers of his left hand, making them appear disfigured. While they still function normally, the callus makes each knuckle appear larger and more pointed. This gives a reptilian, claw-like appearance to his left hand.
Necromancy
Competent Awakening
Mortisvein Creep: At Competent, Neronin’s veins turn black on his right arm. When casting using his necrotic spark they glow and flicker with a vile green light. At the same time, the area affected by this becomes gaunt and undead. This kenning grows as he gains strength in the discipline, creeping up his arm and eventually across his entire body by mastery. At revelation Neronin is permanently in the state of the undeath visage. The extensive growth of this awakening makes it difficult to blend in in public. Most assume Neronin is diseased, though the learned may suspect the truth.
Expert Awakening
Dualshadow Haunt: At expert, Neronin’s shadow appears as a dark aura around his feet, shifting and moving as if alive. The shadow will reach out and attack other shadows with clawed limbs and occasionally green eyes can be seen there. This mutation has infused Neronin’s shadow with residual necrotic ether which gives him the capability of summoning from it two separate Haunts rather than the traditional one haunt. It also makes it very hard for him to blend in to public, forcing him to take care where he goes. This second haunt counts against Neronin’s thrall count.
Master Awakening
1. Curse of the Decayed: This Master level mutation manifests as a rotten and decaying digestive tract. Neronin will swallow bits of intestines he has reanimated and they will fester inside him. After three trials he is capable of regurgitating the undead matter to create Blights, Pestilents, and Plaguemen at reduced rates. It will then enter the corpse’s mouth and begin the process of converting it to the desired thrall. A Blight will cost 2 thralls, Pestilents will be 1.5x thrall modifier, and plaguemen will cost 5 thralls. This undead gut can be seen sliding under his skin, searching for flesh to consume. Its presence inside him makes Neronin hunger for more undead flesh to feed it.
2. Command of the Cryptlord: At mastery, Neronin’s voice becomes ethereal and rasps with arcane energy, as if he is speaking from the spirit world. His words are clearly corrupted by his arcane spark. Because of this kenning, Neronin’s Rotknights cost 7 thralls, but each is specialized moreso than other Rotknights. Each can only cast one necrotic spell, and raise a single type of thrall. These three subsets are:
1)The Leech: Sap and Husks
2)The Decayor: Wither and Marrows
3)The Corruptor: Restore and Blights
Mortisvein Creep: At Competent, Neronin’s veins turn black on his right arm. When casting using his necrotic spark they glow and flicker with a vile green light. At the same time, the area affected by this becomes gaunt and undead. This kenning grows as he gains strength in the discipline, creeping up his arm and eventually across his entire body by mastery. At revelation Neronin is permanently in the state of the undeath visage. The extensive growth of this awakening makes it difficult to blend in in public. Most assume Neronin is diseased, though the learned may suspect the truth.
Expert Awakening
Dualshadow Haunt: At expert, Neronin’s shadow appears as a dark aura around his feet, shifting and moving as if alive. The shadow will reach out and attack other shadows with clawed limbs and occasionally green eyes can be seen there. This mutation has infused Neronin’s shadow with residual necrotic ether which gives him the capability of summoning from it two separate Haunts rather than the traditional one haunt. It also makes it very hard for him to blend in to public, forcing him to take care where he goes. This second haunt counts against Neronin’s thrall count.
Master Awakening
1. Curse of the Decayed: This Master level mutation manifests as a rotten and decaying digestive tract. Neronin will swallow bits of intestines he has reanimated and they will fester inside him. After three trials he is capable of regurgitating the undead matter to create Blights, Pestilents, and Plaguemen at reduced rates. It will then enter the corpse’s mouth and begin the process of converting it to the desired thrall. A Blight will cost 2 thralls, Pestilents will be 1.5x thrall modifier, and plaguemen will cost 5 thralls. This undead gut can be seen sliding under his skin, searching for flesh to consume. Its presence inside him makes Neronin hunger for more undead flesh to feed it.
2. Command of the Cryptlord: At mastery, Neronin’s voice becomes ethereal and rasps with arcane energy, as if he is speaking from the spirit world. His words are clearly corrupted by his arcane spark. Because of this kenning, Neronin’s Rotknights cost 7 thralls, but each is specialized moreso than other Rotknights. Each can only cast one necrotic spell, and raise a single type of thrall. These three subsets are:
1)The Leech: Sap and Husks
2)The Decayor: Wither and Marrows
3)The Corruptor: Restore and Blights
Rupturing
Competent Awakening
Sigilcrown: At Competent, flickering green runes appear in a language he does not know on his temples. These runes glow at all times with the chaotic light of his rupturing spark. As he progresses in strength more runes appear in a crown-like circle around his head. They make it very difficult to blend into polite society since their flickering light can be seen through make-up if not careful.
Expert Awakening
Firemark Rune: At Expert, vivid and painful runes of the same type as the Sigilcrown appear at random, at random times, all over Neronin’s body as burned into flesh. These runes last a trial and fade. This effect causes discomfort (until undeath) to Neronin and can signal to the casual observer that he is a mage.
Master Awakenings
1. Corrupted Portals: At master, Neronin’s portals are corrupted by his necrotic spark. They appear surrounded by the black miasma that makes up his Sap and Siphon spells. This corrupted ether often manifests momentarily into skulls and other bony limbs. This does not affect the function or cost of abilities.
2. Thrall Network: Neronin’s portals cost less ether to create when he has a thrall he controls within ten feet of the destination area. On the other hand, casting long range portals without the presence of a thrall costs more ether for Neronin.
Sigilcrown: At Competent, flickering green runes appear in a language he does not know on his temples. These runes glow at all times with the chaotic light of his rupturing spark. As he progresses in strength more runes appear in a crown-like circle around his head. They make it very difficult to blend into polite society since their flickering light can be seen through make-up if not careful.
Expert Awakening
Firemark Rune: At Expert, vivid and painful runes of the same type as the Sigilcrown appear at random, at random times, all over Neronin’s body as burned into flesh. These runes last a trial and fade. This effect causes discomfort (until undeath) to Neronin and can signal to the casual observer that he is a mage.
Master Awakenings
1. Corrupted Portals: At master, Neronin’s portals are corrupted by his necrotic spark. They appear surrounded by the black miasma that makes up his Sap and Siphon spells. This corrupted ether often manifests momentarily into skulls and other bony limbs. This does not affect the function or cost of abilities.
2. Thrall Network: Neronin’s portals cost less ether to create when he has a thrall he controls within ten feet of the destination area. On the other hand, casting long range portals without the presence of a thrall costs more ether for Neronin.
Abrogation
Competent Awakening
Corrupted Shields: Neronin’s Shields and Barrier Spells manifest with a vile green and black hue as if the necrotic spark has corrupted them. Often the shifting hues of the shields appear to have grisly undead lurking just out of sight. This does not otherwise affect the function or cost of any spells, but acts as a magical signature to let any who know him know the spell belongs to Neronin.
Expert Awakening
Ether Leak: Due to the intrusive relationship between his Abrogation spark and his Necrotic one, when Neronin casts some higher level Necrotic spells there is a leakage of Abrogative ether into the spell which causes the air around the mage to vibrate violently and shimmer with heat, distorting his image slightly with the leaked power. Spells affected are Soul Siphon, Wither, and Legion. This adds no affect to the spells nor provides any benefit. It is a purely aesthetic addition to his casting.
Master Awakenings
1. Necrotic Fount: When Neronin casts Mute on an enemy there is a mist of necrotic energy surrounding them in a small area of about two meter diameter. The energy creates an unnerving chill but mostly served only to obscure vision marginally and cause fear.
2. Deathguard Shields: The shields Neronin casts can now repair his own undead minions upon contact. The effect is limited and will almost fully repair such undead as marrows, husks, and gaunts, but only renew higher level undead by a fraction of the damage they have taken. This ability can diminish the size of the shield after this happens.
Corrupted Shields: Neronin’s Shields and Barrier Spells manifest with a vile green and black hue as if the necrotic spark has corrupted them. Often the shifting hues of the shields appear to have grisly undead lurking just out of sight. This does not otherwise affect the function or cost of any spells, but acts as a magical signature to let any who know him know the spell belongs to Neronin.
Expert Awakening
Ether Leak: Due to the intrusive relationship between his Abrogation spark and his Necrotic one, when Neronin casts some higher level Necrotic spells there is a leakage of Abrogative ether into the spell which causes the air around the mage to vibrate violently and shimmer with heat, distorting his image slightly with the leaked power. Spells affected are Soul Siphon, Wither, and Legion. This adds no affect to the spells nor provides any benefit. It is a purely aesthetic addition to his casting.
Master Awakenings
1. Necrotic Fount: When Neronin casts Mute on an enemy there is a mist of necrotic energy surrounding them in a small area of about two meter diameter. The energy creates an unnerving chill but mostly served only to obscure vision marginally and cause fear.
2. Deathguard Shields: The shields Neronin casts can now repair his own undead minions upon contact. The effect is limited and will almost fully repair such undead as marrows, husks, and gaunts, but only renew higher level undead by a fraction of the damage they have taken. This ability can diminish the size of the shield after this happens.
Personality
Neronin is guarded in his social interactions. He often holds back or outright lies to avoid giving someone any real connection. But he can be starkly frank to those who he deems trustworthy. Born as a common weaver’s son in Etzos, he has grown to be street-smart, using aggression and submissiveness as tools more than personality traits. In truth, he burns with a general loathing of those who let themselves be controlled. This is his defining trait, the need to be in control of himself. He lacks the ability to be truly free of other’s will, living under Vuda’s regime in Etzos, and compensates by trying to exert control over others. He does this by manipulating other’s through sheer charisma, or on a much darker level by reanimating the dead. This sick obsession is as much a product of his weaknesses and decisions as it is a product of the oppressive nature of Etzos.
Coming from an especially harsh background, Neronin possesses a decidedly dark humor, revelling in the misfortunes of others he perceives as better off, or enemies. He gives of an air of apathy, though that is his outward appearance. It is controlled, stylized. Internally he is more disdainful than apathetic. He is capable of empathy, and loyalty, and all the rest of the spectrum of positive human qualities. He is just out of practice. The last person he loved was his mother, who betrayed that love. Bitterness flavors his every motivation, his every decision.
Coming from an especially harsh background, Neronin possesses a decidedly dark humor, revelling in the misfortunes of others he perceives as better off, or enemies. He gives of an air of apathy, though that is his outward appearance. It is controlled, stylized. Internally he is more disdainful than apathetic. He is capable of empathy, and loyalty, and all the rest of the spectrum of positive human qualities. He is just out of practice. The last person he loved was his mother, who betrayed that love. Bitterness flavors his every motivation, his every decision.