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    MassiveCraft will be implementing an inventory split across game modes to improve fairness, balance, and player experience. Each game mode (Roleplay and Survival) will have its own dedicated inventory going forward. To help players prepare, we’ve opened a special storage system to safeguard important items during the transition. For full details, read the announcement here: Game Mode Inventory Split blog post.

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    Important Dates

    • April 1: Trunk storage opens.
    • May 25: Final day to submit items for storage.
    • June 1: Inventories are officially split.

    Please make sure to submit any items you wish to preserve in the trunk storage or one of the roleplay worlds before the deadline. After the split, inventories will no longer carry over between game modes.

Played Character Sefankh

This character is actively played.

tarodox

guy of the world
Premium
Joined
Mar 5, 2023
Messages
9
Reaction score
21
Points
33
Age
22
Location
EST
SEFANKH
(sef-ONK), (sef-AHNK)

(wip placeholder)
1748044446343.webp

Heritage/Culture
Remet Asha
Age
31 Years Old
Gender, Pronouns
Nonbinary, They/Them
Religion
Khama, Fornoss Affiliations
Occult
Fornoss Norn Godborn, Nature-Cursed Marken
Currently deciding what type of Marken Sefankh will be.
Occupation
Medic and Coroner


Skill Information

Hobbies and Talents

Medical Hobby
Mechanics
Remet Asha, Norn Godborn, Marken
Languages
Native: Common, Skodje, Ibeth
Fluent: Sign
Learning: Altalar



Appearance

Sefankh is a 6'2" canine Asha, specifically resembling a Podenco Canario dog. They are androgynous and possess a thin, muscular body and long limbs. The skin beneath their fur is black, as are their nose and paw-pads, and their fur is a dusty beige-brown with black points on the nose, ears, forearms, lower legs, and tail. In the top middle of their chest and the tips of their toes, there are small white patches.
Their eyes are orange, with black scleras and pupils. Their right eye gives off a soft glow, and around that eye are glowing markings, mirroring those of their father, Norn.
Apparel-wise, Sefankh wears primarily Ashal clothing, though it's not uncommon to find Velheim influence in their fashion sense, or something they've picked up from various Regalians.

1748044522068.webp








  • Attack Stat: N/A - Support

    Defense Stat: Faith (5)

    [15/15 points spent]



    Proficiency Points:
    STRENGTH - 1

    [ATH] Steady Body
    WISDOM - 7
    Medical Stance—
    [MED] Buff
    [MED] Revive
    [MED] Extension
    [MED] Purge
    [MED] Resist
    [MED] Rescue
    [MED] Sweep
    FAITH - 6
    [PRAY] Sanctity Prayer
    [PRAY] Theological Prayer
    [PRAY] Feeble Prayer
    [PRAY] Kneeling Prayer
    [PRAY] Warding Prayer
    [PRAY] Binding Prayer
    CHARISMA - 1
    [SP] Undisclosed Presence​

    • Remet Asha can control a special substance called Living Metal, which is a solid Metal that becomes liquid by their thought and imagination, and can be reshaped to whatever they can imagine, and telekinetically moved around.
    • Remet Asha have perfect night vision, capable of seeing in dark and low-light environments without needing external lights. Additionally, their claws when struck together create flint and steel like sparks that light up.
    • Remet Asha have a natural bodily reaction to non-combat Magic in their proximity. This can for example cause the fur in their neck to stand upright. It can also be used to warn of a magical presence before it is spotted.
    • Remet Asha have a heightened sense of smell, sight, and hearing out of Combat. This is fairly flexible and should be discussed with people in a scene in terms of what advantages this may give an Asha in varying scenarios.

    • (Fornoss) Element Hearing - You can hear stories or histories from the elements, for example, feeling battles that were witnessed by mountains, suffering felt by burnt forests, or cries for help carried by the wind. This cannot be used to metagame the actions of other players but can give you unique story insights in storied locations at the behest of an Event DM, Progression, or your own Lore Story Writing.
    • (Fornoss) Natured Marken - You are a non-infectious Marken by nature, meaning from birth, but unlike conventional Marken, you are fully in control of yourself and never transform involuntarily. Anytime you do transform, you are still able to speak in humanoid languages. You however do not gain access to Marken Mechanics unless fully Transformed and lose them when transforming back into non-Marken form.
    • (Norn) Long Living - You live much longer than the average lifespan of your heritage. You can live up to three times as long, and visually stop aging at a chosen age (must be at least 21). Additionally, you are immune to non-magical diseases and Afflictions.

    • (Fornoss) Natured Marken - You are a non-infectious Marken by nature, meaning from birth, but unlike conventional Marken, you are fully in control of yourself and never transform involuntarily. Anytime you do transform, you are still able to speak in humanoid languages. You however do not gain access to Marken Mechanics unless fully Transformed and lose them when transforming back into non-Marken form.
    • (General) Greater Strength - You are stronger than the average normal person when it comes to out-of-Combat tests of strength. Whether it is in arm-wrestling, or other power competitions, you always gain bonus Dice. You can also carry much heavier loads than other normal people.
    • (General) Greater Hunter - You are an apex hunter in the wilds, capable of greater sense of the hunt, sight, and hearing in nature. You can effortlessly capture animals in the hunt, and may receive additional benefits during Monster Hunt Events or Monster encounters in the forests of Regalia.
    • (General) Fauna Bane - Animals generally fear you. Birds fly away, squirrels hide, and insects run away. Some predators like wolves or mountain cats will think twice before challenging you. This effect even applies to domesticated animals and familiars. This does not apply in Combat.
    • (General) Greater Smell - You can smell things in great detail. While out of Combat, you can smell any poison or substances that have been added to drinks or food, and you can identify any medicine or alchemy's ingredients by smelling it. This cannot be used to discover identities of the disguised.






  • Feel free to approach them about any of these topics, or arrange to meet up sometime!
    • Sefankh is a medic and a coroner, and have acted as a stand-in mortician in the past for Khama faithful.
    • Sefankh is involved in both Asha/Khama and Velheim/Fornoss communities to an extent, having grown up in both cultures, and having ties to both religions.
    • Sefankh isn't a therapist, but they can provide guidance and advice in regards to future endeavors, and enjoy doing so. They always encourage others to follow their destinies and work with fate, not against it.
    • Sefankh welcomes discussion about fate and destiny in general, even those pertaining to what their purpose might be, as Norn Godborn are created as a divine solution to a future problem.
    • Sefankh wishes to be a source of information for those learning about Asha and Khama.
    • Sefankh is not hard to get along with, but it may take some time to form a deeper bond with them. You are welcome and encouraged to try.
    • Sefankh considers themself to be of the Hedjet Asha, though only by a small margin. They take great care to educate themself of the deeds done against the Asha in the past, and they hold a deep detestation for Oblation magic and heavy distrust for the Allorn Empire, which increases in intensity the further back into Allorn history you go. What differentiates them from the Deshret Asha, though, is that they do not hate most Elves. They tolerate them and will willingly befriend them, something a Deshret Asha almost certainly would not do. These Elves were not responsible for the deeds of their ancestors, and Sefankh cares only for what they choose to do now and in their futures.

  • Thirty-five years ago, an omen spawned, cradled in the southern claws of Nordskag.
    On this day, an Asha family, located in the tight-knit near-coastal town of Kuriveska, welcomed a shocking addition to their home: a newborn Asha bearing the eye markings of Fornoss' Norn. Being a child of a fate-weaving God, one destined to act as a correction for some future catastrophe, they were named Sefankh— 'Living Sefruati', the Khamic Deity of Legacy. Sefankh considers Sefruati to be their patron God of the Khamic Pantheon for this reason, though they later developed an affinity for the God of Death, Mauthek, as well.

    Kuriveska and its neighboring towns were used to the sight of Asha, as a few families had ventured north and stuck to these places. While some of these families adopted the Fornoss religion, others have since held onto Khama. Sefankh's family was a blend. It was this mix of Fornoss and Khamic cultures that Norn chose to place one of his children into that led the family, and Kuriveska at large, to believe that this Godborn's fate lay in the overlap between them.

    Sefankh and their family lived in Nordskag for about 16 years after their birth before they moved to the Ashal States— specifically, Sefankh and their immediate family, as well as grandparents, their aunt and uncle, and two cousins, made their way to the town Nekhety in the Ashal State of Kharkoor— where Sefankh spent the next 15 years of their life.

  • Over this time period, Sefankh became both a medic and a coroner, taught to mundanely treat wounds and to identify causes of death. They don't consider themself to be a mortician, but they can act as one if necessary, and have done so before. They began to offer guidance to the Asha around them, reassuring them that they were on the right path and encouraging them not to run from their fate, while also providing comfort to grieving families as they went about their medical and coroner work.

    Sefankh enjoyed Kharkoor and they had integrated well into the Ashal State. However, though they felt they'd found purpose in their work and community, Sefankh felt a building itch to go elsewhere. They felt they'd completed what they needed to do in this place and the next stages of their fate did not lie in the region. Additionally, it didn't go unnoticed that their presence unsettled many of the Asha around them. They never cast any magic– they lacked the ability to do so– but they were an Occult, born from a God of a different religion. Not only that, but they were a walking omen, a promise of a future catastrophe not yet known. Having Sefankh amidst their community felt like they were inviting it— certainly if this being was born to aid a disaster, the disaster is bound to happen where this being walks.

  • They wished to find a place where their roots overlapped– Fornoss and Khama both. Thus, they were drawn to Regalia, a merge of many cultures, including the two they sought to live amidst. Sefankh considered making the move there for the few recent years, and now, upon hearing about the Walk of Remembrance being held in the honor of those lost in the Pearl Wars, they could not deny the tug of fate, and have arrived on the day of the event to accompany the procession.

    Whether Regalia is their final destination or a mere stepping stone on their path to fulfill their divine purpose, they call it home, at least for the time being. They believe that the purpose of their creation, their fate, has to involve Fornoss and Khama, or at the very least, the Velheim and the Asha. Why else would Norn choose to place them into such a unique bridge between two cultures?