Valis Kirkchoff Urik
Wizard Quest Dice Sheet
Copyright © Author J.A. Dempsey, 2002
OOC Info
Terms of Play: Mun is experienced Role Player and RP does not flow between a character with 4-6 word posts and posts that span 40-300+ word entries (depending on whether character is being newly introduced). If my character attacks, descriptive defenses are absolutely necessary. I do NOT speed sim. Content of post counts. Terms of Conflict: In conflict I play attack, defense style sim and free form. With WQ dice: POSTS count! If attack or defense fails clearly in post, dice roll is forfeited and post fails. I only use WQ dice.
Player: JD
Date Character was Created: May 3rd 1995
General Information
Name: Valis Kirkchoff Urik
Years Lived: Born in An Morendor Morashtar-8642 in the Age of the Nasguol, 10th Age. Poisoned on his 30th birthday, sired before death, and Reborn out of the Temple of Vampires in Acheron in the year 8672 during ûnmíal Ogham (the month of study-the 8th month) the winter solstice, An Morendor, and has lived for 11,428 years in and out of the Shadowlands, walking the paths of time in other worlds ever since.
Age: Appears 27. True Age: 11,428
Race: Astraeus Vampire Demon - 1st Generation
Class: Battlemage and Assassin
Occupation: Arms and Drug Dealer, specialized slave trade, King and Assassin.
Living Progeny: Victor Greed, Maria Vistani, 'The Twins'- True Borns Sons-Ivan and Ansted out of Maria.
Locations: An Morendor: Castle Urik-Lonely Deeps Mountains, Castle of Shadows-Overlooking Lake of Shadows from crator ridge. Earth: Savannah Plantation-America.
An Morendor - The Shadowlands
Shadowlands Pages
Wards
Palace: Lake of Shadows; Necromantic Creation warding-Causes rapid degeneration (+280 critical damage, +56 normal damage) if un-permitted entry is attempted, and if person not selected to access castle enters, subject trespassing is turned into a Death-Slave, Bonded by blood evisceration transfer to Valis. Fortress of Shadows-Makes castle invisible, intangible, and accessible only by the Shadow Plane on a select command path.
Plantation: Shadow Phasing Wards-Anyone trying to break into plantation will phase through shadows to phase out through a fixed path which lands them in the middle of the Savannah River mid-town Savannah.
Castle Urik: Warding Stone -- The Oromasz -- Anyone not selected to enter its warded perimeters would find themselves taking a forward step two feet back from the warded boundary they attempted to enter. This effect would occur as many times as a trespasser vied to invade its periphery. The same puzzling effect would occur to those attempting to fly, or even tunnel through its field above or below the castle and its warded grounds. Only a superior power could break through, and the Oromasz was an arch power. See Magic Items at bottom of page for more details.
Time Line: Medieval/Modern
Nature: Aggressive, Poised-Temperamental, Apathetic. Many would say, crazy.
Alignment: Lawful-Evil {with strong chaotic tendencies.}
Gold {GP}: $352,585,600
Appearance: Human in appearance. Dense, shoulder length, brunette hair, Ruggedly Chiseled, handsome facial features, deep violet eyes, Muscular, 5'11, Black levis, Black leather, full length Trench Coat, Chain belt, Engineer boots, Black T-shirts or Tank tops, Large silver rings, Tattoo of sword, hilt down, coiled with snake on left hand.
Vampiric Form: Tall, VERY Bestial, part wolf (face, and soft grey fur), part dragon (massive wings, retractable boney spines; underside of limbs, shoulders, clavical, back), part lion (mane, fangs, claws), part bat (incisors, nose, ears) and part human (basic build and stance). Height can be anywhere from 6'4 to ten feet. With partial shifts he can combine vampiric and human aspects.
Willing Servants of Urik
base levels also cover inborn abilities.
Stormguard Knights:
Dunngoth – Nether Elf: 31 base, medieval and elven martial – snow white hair, rose colored eyes
Mordregal - Nether Elf: 30 base, medieval combat and shadow, air, fire – freaky pale pink eyes, snow white hair
Savaeil - Nether Elf: 29 base, martial combat – light flaxen hair, pale lavender eyes
Diogil - Nether Elf: 22 base, martial and dark elementalism - bright pink eyes
Malidan - Nether Elf: 18 base, medieval combat – pink eyes, white hair
Methtala - Nether Elf (f): 24 base, martial combat, shadows and phantasmancy – bubblegum pink eyes
Chrosan - Nether Elf: 21 base, medieval combat, spectremancy and chronomancy – bizarrely pale blue eyes, braided white hair
Saedvan - Nether Elf: 22 base, wizardry, shadow and earth – red eyes, yellow-white hair
Esschador - Nether Elf: 18 elven martial and archery – bright blue eyes, white hair
Others
Oberan – Maelvanor Demonkin: 21 base, thief, archery, knife and melee combat -- retained from prison as blood serf for Valis – blood red eyes
Khaesze Rafkah: 26 base, bestial and medieval combat, beast master, earth, water, and plant elements – trusted servant of the knights – Khahmaa therianthrope lion
Erad Duciru: 18 base, medieval combat, inborn powers – Valis personal servant – Neffari Thrall.
Mordûgoth - Netherelf: 17 base, elven martial and sword, and Alarai (f) – Netherelf: 17 base, sorcery, specialization -- Dunngoth and Methtala’s twins, born in the 11th age
Urik Clan Members and Residents
Victor Greed - Namas Astraeus: base 26, 30 MA, 22 PA
Andreas - Romanian Astraeus: 22 base, medieval and modern combat and inborn powers
Maria Vistani - Romanian Astraeus: 16 base, combat, 12 base paths
'The Twins' - True Borns Sons-Ivan and Ansted
Djivan (Ivan) Urik - son of Urik: martial combat (18), inborn (18) (Ivan is with Valis)
Anstead - son of Urik: plant (12), earth (14), and inborn (16) (Anstead is missing)
Aari - Astraeus Fiance (Aari Web)
Arioch - Deluvian Ward (Arioch Web)
Physical Advantages
Vampiric Fortress-{extreme Physical Strength in human form, stronger in Bestial form, Tough Hide in Vampiric form.} Roguishly handsome in human form. Retractable Dagger Claws. Muscular. Fitness. Keen Senses-{Visual-Olfactory-Auditory} Resists Holy and Light Powers-70%. Shape shifting-{Wolf, Lion, Bestial Vampiric, Storm of Bats, Partial Shifts, Vaporous, and Shadow forms) Immunities to: Sunlight (though weak by half in direct sunlight.) Holy artifacts, and water. Silver. Wood. Garlic. Venonmous Blood-(resists Immunities and Neutralization) Blood Purification - Clan Only. Improved Stealth. Vampiric Haste. First Generation Advantages-{Sun tolerance, +100-LP, High Regeneration-L-30} HIGH Pain Tolerance-{has been conditioned to pain.}
Mental Advantages
Intelligent-(18) Acute Perception-(Telepathic-Supernatural Insight-Acute Intuition-Augary) Charismatic-{when he wants to be}. Vampiric Charm. Domination. Possession. Presence. Stone Tower of Will-(Shuts himself off from emotion and willpower becomes impermeable +20 WP.) Supernatural Instincts. Acute danger sense. Clan honor and Lawfulness. Phlematic Logic. Resourceful. Quick Thinker.
Skills and Knowledge
Sense Traps: +1 perception, range of +1 yard radius per success, with +2% chance per success.
Acute Danger Sense: +5 perception, range of +1 yard radius per success, with +2% chance per success.
Precise Aim: +2 HB to crit.
Tracking: +1 perception
Sharp shooter: +1 HB firearms
Excellerated Weapons: while hasted, +1 AR, +1 per ace
Master Swordsman: +3 HB
Master Thrown Weapons: +3 HB
Master Assassin Bonus: +5 HB death blow, for use in any death attack.
Martial Arts: Ju-jitsu and Elven Martial
Sight of Darkness: true sight
Paths: Necromancy, Conjuration, Invocation, Sorcery, Enchantment, Quantum Arcane, Blood Magics, Abysmal Commands, Elements,
Spell Craft: mark (locks), seal (make permanent and defends), signature (trace power), loop, contingency, enchant, catalyst, multi-targeting fork, smart enchantment, layer/combine, seal, dedicate
Innate Arcane: learn all arcane paths innately at 50XP cost or when a spell is practiced successfully 3x.
Arcane Lore: +2 HB arcane paths, +1 init, set--make--read--runes and glyphs, enchant scrolls, items, and artifacts.
Quantum Gate Commands: travel through any known plane or dimension via planes walking, phases, shifts, leaps, or an invoked gate (dead realms, abyss, acheron, and spectral realm; all elemental planes but light and water)
Plant Lore: identify, collect, grow, and use herbs and plants for various arcane, medicinal, apothecary, and nutritional uses.
Languages-Romanian, Russian, English, French, Esurian-(the language of the gods, sidhe and elves), Mythemyn-(the language of demons)
Follower of Chaos: Chaos Lore and Knowledge, Knowledge spans many ages in many worlds
Outdoor Survival
Street Survival
Drive Car: very skilled driver
Equestrianship: including combat riding
A Decent Cook: even though he cannot eat it, he remembers how and uses his nose to 'taste' with!
Trait Disadvantages
Bonded to Hell-Mark of Lucifer: His soul is possessed [as in owned] by Lucifer. His power, his will can be stripped by his Lord, and he is obliged to obey his overlord.
Psychosis: caused by Taint of Blood Evisceration - Causes Dangerous Paranoia under certain circumstances.
Prone to Frenzy: 25%, 50% if in need of blood, 75% if badly wounded.
Physical Disadvantages
Hideousness in Bestial Form: if seen in this form by humans, he runs a HIGH risk of being attacked on sight.
Left Handed: needs custom items, 0 or max of +3 HB right hand when HB reach +6.
Weaker in Sunlight: In direct sunlight he loses -5 Levels, under indirect sunlight subtract -3 Levels (MA & SA)
No drink blood of the dead: vampires or other Undead, unless from clan, damages him level of undead he drinks from per swallow per turn until blood is purged from his body (lasts +1 turn per success)
Mental Disadvantages
Cold Hearted: he can kill without feeling any remorse whatsoever, but does feel regret from time to time if he actually knows and cares about the one he kills.
Lack of morality: Valis can be utterly immoral when it comes to how he values life, while he IS very ethical towards those he commits himself to, they alone encourage his concern, mercy or empathy. If crossed he can be utterly ruthless.
Insanity: mental scores drop -3 when psychotic, -5 if he grows delusional.
Detachment: if Valis has a task to perform he can become utterly detached to endeavor it, and can risk friends and allies in such a way.
Phlegmatic Logic: he can look at things utterly logically with a very cool head.
Cold Temper: has a bad temper but not explosive, cold and calculating when his temper is provoked.
Places Valis can be Found
- Castle Urik - Urik Territory - Lonely Cavern Mountains, southern reach of the Eternal Wilderlands.
- Lake of Shadows - northern reach of Eternal Wilderland
- Castleguard Kingdom - Westguard Kingdom
- Castleguard – Hawker’s Fort
- Castleguard Palace - Taera Cadarn
- Arcador – City of Vampires, Acheron
- Tir Cûdra – Temple of the Moon, Castleguard
- Erisetki Diru – Mountain Shrine of Chaos, Lonely Mountains, Aglloth-Namas Priest who lives at the shrine.
- Acheron - various places
- Gothhelm – Fortress Mendorin took
Anrhi Warehouse Facility - Hawker's Forte - Westguard Kingdom
Urik Shipping Company - Ileán Dúrdainen - Stronghold Island - Westguard Kingdom
Urik Shipping Warehouse - Hawker's Forte - Westguard Kingdom
Urik Shipping Warehouse - Ocean Canal City - Mephais
Urik Shipping Company - Savannah Georgia
The Lonely Deeps Mountain Kingdom of Urik
- Bien Diru – shrine mountain (or northern fang)
- Bien Raura Laorser - roaring tiger mountain (or western fang)
- Ulanrûith Sephriael - devil's tongue waterfalls
- Bien Tarcràigh - alpha rock mountain (or eastern fang) – home of Erûgoth’s demon pack, later home of Erûgoth II werewolf pack.
- Glen Tros Cusdah - three fangs valley - where castle Urik lies against the southern slope of shrine mountain with roaring tiger and alpha rock to the south.
- Ruith Aerlevrys - silverload river, east of the
- Ruith Trosenga - trident river
- Bienae Sûventis – nether-deep mountains, group of 4 mountains in the Morisetis range, n, s, e, w, where Gothhelm’s fortress and city lie, controlled later by Mendorin.
- Bien Morgoth – Oubliette Mountain, catacomb of Gothhelm the Wraith
- Bien Talshivaus – Lava Pit Mountain, home of the Vengoath.
- Bien Baradur – Labyrinth Halls Mountain, kingdom of the Maelvannor
- Bien Morgelûil – Demon Witch Mountain, nagina territory
- Bien Baphomir – Goat Horn Mountain
- Bien Shivengo – Flaming Skull Mountain, Vengoath cannibal tribe territory
- Bien Pelirian - Iron Forge Mountain
Miscellaneous
- Brennpraga – Valis’s favorite Escion liquor
- Languages: Cenys, Esurian, Griddaen, Romanian, English, some Mythemyn.
- Mordur Guards – 8 wraith guards, levels 18-25
- Morsefûs – morbid knight demons, levels 20-28
- The Evening Star – Valis’s clipper ship
- The Sea Devil – Valis’s merchant caravel
- The Seahammer - Valis's merchant galley (for large shipments)
- Ahnri – Ahnri is the resinous dung of the caterpillar of an orchid moth (two feet in diameter), found only in tropical mountains and desert oases. The caterpillars feed only on the milk and soft flesh in Ahnrhos orchid seed capsules, spitting the seeds back out to germinate them, and the moths feed only on Ahnrhos orchid nectar. The resin is very strong, opium like, but stronger, and like the orchid it comes from; its flavor and scent is sweetly floral, comparable with Mimosa. Resin gathered from the orchid capsules of Ahnrhos itself is also a potent narcotic, but milder than Ahnri. It is simply called Anrhos, after the orchid, just with different spelling.
- Orchid Moths - The moths have a two foot wingspan, velvet silver wings with rich burgundy and amber patterns, their fern-like antennae are deep amber.
In later years, Valis set up habitats in large warehouses for the orchids, moths, and caterpillars to establish and control the mass production of Ahnri. Valis is the first to have done this successfully.
Magic Items
Oromasz -- Level 35 -- warding stone - It is a perfect sphere of crystal and when evil is near black clouds form within, white clouds form when good is near, grey clouds form when those who are neutral are near, and red clouds appear when chaotic sorts are near. When placed on a pedestal of white marble where the sun touches it its power become active and it protects all which surrounds the pedestal in a cubic mile. To allow someone protection who is not within its warding boundaries when the oromasz is activated; the one who placed the stone on the pedestal must touch the stone as someone approaches its boundaries. Enemies can gain protection if one is not careful when placing or touching the stone. When power is inactive, its power cannot be unlocked unless carried by foot the way once came to get it from where its last master laid it to rest. While dormant, it can be cracked, chipped, scratched, and even broken, while it nearly indestructible while active. Once placed on a pedestal and activated by direct sunlight, it is locked to that pedestal until removed by the one who placed it there (the warding master).
The powers of the Oromasz do not affect the passage of non-sentient, non-magical animals, only of sentient and magical creatures. The Oromasz itself is a sentient object with a phylactery at its center, and the moment it is activated its physical strength mirrors its tremendous power.
Anyone not selected to enter its warded perimeters would find themselves taking a forward step two feet back from the warded boundary they attempted to enter. This effect would occur as many times as a trespasser vied to invade its periphery. The same puzzling effect would occur to those attempting to fly, or even tunnel through its field above or below the castle and its warded grounds. Only a superior power could break through, and the Oromasz was an arch power.
Vambraces of Gothhelm: Absorbs and assimilates power to make Valis immune to any power it captures until he removes the vambraces. Chance of power being captured and assimilated is 80%. Vambraces are black diamthrill lined with rows of sharp, white diamthrill spikes, and equipped with razor sharp leaf-shaped blades which extended back past the elbows.
Sovor – Level 28 -- the shadow ring, black stone like obsidian as hard as diamond, speak avhàist sgaithae and twist the ring to command the shadows
Dagrhaak – Level 45 AC - Scale covers over body as a jewel is turned on this bronze dragon scale choker Gothhelm gave Valis
Solirhas – Level 35 -- lightning elemental sword Valis was given by Gothhelm, its name translates to the light impaler. Speak its name as it is unsheathed and the power of lightning flows through it. It can also be recalled it at will.
Phûilgaer – Level 28 -- blood giver, restores +1 stamina per ace, and +1 HP per success when activated. Takes two turns to use. If hit while using, blood transfer fails.
Cimusefis – Level 30 -- ring of paragons – invigorates each day by +1 stamina per level.
Morning Star Swords – level 29 -- possessed by Valis and his knights, elemental-morphing and command, 1 spell per path per level, soul banishment to Acheron on death blows, or to chosen plane non-acheronians-200 years
Elemental Morphing
Size Chart
Stamina 1 (1-3): bullet, ring, quarter, pencil, pebble sized
Stamina 2 (4-6): large bullet, small dagger, necklace, silverware, large pebble sized
Stamina 3 (7-9): small rock, plate, large bullet, belt, knife sized
Stamina 4 (10-12): cloak, short sword, long dagger, sized
Stamina 5 (13-15): large rock, battle shield, sword, shrub, window sized
Stamina 6 (16-18): boulder, door, suit of amour, bush sized
Stamina 7 (19-21): car, wagon, gate, boat, small tree, huge boulder sized (Base MA backlash dmg.)
Stamina 8 (22-24): large tree, small ship, house, tower, hill sized (Base MA backlash dmg.)
Stamina 9 (25-27): mountain, lake, ocean liner, small island sized (Base MA backlash damage.
Stamina 10 (28-30): Multiple Morph – morph up to +1 targets per success at one time.
Stamina 11 (31-35): Formulation of Commands - create wards, magic items, spells, catalysts and contingencies with morph commands. (Base MA backlash damage on failures)
Stamina 12 (36-40): Live Morphs - morph animals, humans, creatures with elements or other living things. (Base MA backlash damage on failures)
Elementalist can alter one Element into another of specific kind -
Stone to water, Mud to wood, Metal to air, etc. The larger the morph
target is, the more stamina it uses. Very large morphs cause damage to
caster but as Morphomancer masters this path, damage occurs only on failures.