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Played Character Castra Laagveen

This character is actively played.

nearmyth

polite leech
Joined
May 20, 2023
Messages
14
Reaction score
48
Points
33
Location
the depths
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[Cold Hands | Lukewarm Heart]
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art album]
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Character Information

  • Full Name » Castra Laagveen.
  • Heritage » Moeraslander Ailor.
  • Culture » Anglian.
  • Age » 24.
  • Gender/Pronouns » Feminine preferred; she/her.
  • Religion » Draconist, with a strong preference for Umbra.
  • Occult » Eldertide Godborn.
  • Occupation » Apothecary, alchemist, and botanist.
  • Languages »
    ∙ Common [Native]
    ∙ Anglian (Ang) [Fluent]
    ∙ Lëtz (Letz) [Conversational]
    ∙ Calem (Cal) [Conversational]
  • Skills & Hobbies »
    ∙ Alchemy.
    ∙ Medical.
    ∙ Magic Talent.




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Personality & Appearance

  • » Raised in a coven of Anglian Witches, Castra is steeped in moral ambiguity and questionable peace with the world around her. She is self-assured, power-hungry, and simultaneously somewhat enigmatic, believing that certain secrets are best kept for her own good. Stiffly taught principles previously demanded that she do not indulge excessively in magic casting, respect the natural cycles of life and death, and keep an arm's length or three away from demons. However, without the staunch oversight of her mentors and wards, her true wants aren't quite clear anymore.

    » She isn't precisely an instigator, and she isn't precisely a passive bystander. The witch is benevolent - "Just keeping an eye on things" - or at least that's what she insists. She hangs around conflicts like a raven waiting for scraps, and there is not a squeamish bone in her body. Her eagerness to indulge herself and monitor an injury's recovery can sometimes be dysfunctional, simply because it means she won't stop a fight from happening for someone to get to that point. She sees strife as a catalyst to bloodshed, and bloodshed as a chance to learn; after all, everybody is so different, inside and out. The important thing is that she's there in the aftermath to help. What's not to love?

    » Barking dogs seldom bite. Castra speaks in smooth tones and winding reassurances, never finding it necessary to raise her voice. She is gentle until she is not, dotingly soft in some ways and scathingly sadistic in others. For the most part, however, she's motivated by curiosity rather than malice. One can find easy company and conversation with her, if they choose their words right.
  • » Corpse-pale skin, dark lips, and frostbitten-blue extremities render Castra distinctly eerie in appearance, possessing every telltale trait of a Moeras-kusser. Her hair is black, straight, and reaches her lower back, with blunt bangs that vary in neatness by the hour. Her ears are webbed and needly like that of a mudskipper's fins. The only burst of color in her features are found in her eyes; dull grey sclera serve as a backdrop to bright orange irises, ringed and glowing like molten carnelian. A single beauty mark sits beneath her right eye. What would otherwise be agreeable features are overshadowed by a vague smugness that makes her somewhat unbearable to look in the eye for too long.

    » She stands at around 5'11, and deliberately accentuates her form with dramatic, dark attire. Castra has a love for blacks, purples, burgundies, sleek fabrics, draping capes, wide-brimmed hats - anything that she can get away with to appear a degree grander.

    » Pleasantries can only distract for so long from the subtlest of oddities. Castra's shadow can't quite seem to stay put, writhing at odd angles and responding a millisecond too late to light as if the cast of her silhouette itself has a reaction time all of its own. Her fingers might look too long, her hair too fluid, her eyes too bright - but should a second glance be spared, everything is as it should be. Something is off, but it's not enough to do much beyond leaving the faintest impression of wrongness. She is careful to maintain her form, if nothing else.

History & Plothooks

  • » Being born to an Umbra worshipper with Moeraslander blood, the Godborn's existence was by no means expected, nor was it a celebration. "Castra" appeared in her mother's arms as a writhing, soot-black mass of reaching tentacles and inhuman gurgles. When those dozens of eyes opened, they stared up at the woman's stricken face long enough to mimic her appearance. The human face stayed on, and each day it grew more convincing than the last.

    » Her mother was not a cruel or hateful woman, but she was decidedly afraid of her daughter. Castra was handed off early on to a local coven that shielded and raised her on the principle of refusing to abandon a prospective student. Nonetheless, the limits placed on her due to her abnormal identity as a spawn of The Eldertide were undoubtedly suffocating. Her obedience was fleeting, acting out semi-regularly as a problem child and later on a particularly unpredictable helping hand with the Wardens' numerous travels. Castra is well-educated in matters of plant life, medicine, experimental alchemy, peat burials, and embalming practices as a result of her unique upbringing.

    » The journey between Regalia City to her home of Dommeburg is short and semi-regular. How truthful she actually is with her coven at home regarding what she does in the city is for her to know. Fellow Anglians may recognize Castra as a semiregular sight in the central and eastern sections of Anglia, often accompanying Archon and fellow Umbra worshipers to witness exorcisms, assist in caring for the terminally ill and fatally wounded, and to tend to neglected bogs.
  • » A lifetime of vilification has done very little to discourage Castra from accepting the basal truth of her identity - in fact, fear and abhorrence only seem to make her that much more prideful about what she is. At will, Castra's shadow may rise to tear her humanoid visage neatly asunder and reveal her true form of a large, tentacled aberration.

    » Its height ever-shifting and its limbs ever-expanding, this form appears almost as if it floats at first glance. Split legs made of inky dendrites carry its otherworldly weight wherever it may walk or swim. Innumerable tentacles, greedy and searching, writhe and float out of its center. The smooth coils of its flesh are made vaguely decipherable only by how the light reflects off of the alien tissue in a faint iridescent sheen.

    » Dozens of luminous orange eyes may stare all at once at anything it deems worthy of its attention, or dart about independently to observe the world from every angle. At the center of its mass sits multiple mouths in split-petal patterns, lined with rows upon rows of sharp, carnivorous teeth. An eerie warm glow emanates from its mouth and eyes at all times.

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Combat Proficiencies and Abilities

Wisdom » 7
Chem | Bolts
Chem | Ignite
Chem | Blight
Chem | Supplier
Chem | Freeze
Chem | Purge
Chem | Technique Parry
Constitution » 5
Training | Fortitude
Training | Breather
Training | Iron Will
Cavalry | Ram
Cavalry | Roar
Intelligence » 2
Oceanic Pack
Safeguard Pack
Magic » 1
Arcane | Snare
Emotion
Sense
You can sense the emotional states of others, even when they are trying to hide it with their expression or body language. This will not detail why or how they came to such an emotion, you will just be able to feel it by looking at them. You can also try to telepathically heighten or lessen these emotions, though it is up to the other person whether this succeeds.
Eldergod
Transformation
You can use an Eldergod Transformation, changing into an eldritch horror that counts as a Disguise. This also counts as a Monstrous Transformation and you will not transform back to normal if you reach 0 HP in Combat. (Monstrous Transformations are illegal in Regalia).
Moeraslander HeritageMoeraslanders are nearly indistinguishable from the Anglian population, but very rarely an Anglian will be born with these blue-tinted lips and fingers. The Anglians call this Moeras-kusser, which refers to them potentially having Moeraslander heritage. If a person has Moeraslander Heritage, they must have this visual trait, and lose their Ailor Heritage Mechanics (but keep Ailor Free Packs) and gain the Allar Heritage Mechanics instead.
  • Allar are immune to any (non Magical) disease or illness, such as viruses or bacteria, though they can become asymptomatic carriers.
  • Allar bodyparts regrow over the timespan of 24 hours when lost, though scars can be left behind if desired.
  • Allar have sensitive taste, their tongue capable of deeply analyzing anything they taste, what the ingredients are, and whether it has alchemical functions.
  • Allar have perfect sight at night and in dark environments, capable of seeing in the dark without needing any external light source.
  • Allar can breathe underwater without any Abilities, and can also see perfectly underwater without it blurring their vision, allowing them to stay submerged indefinitely.
 
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