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Played Character Uriel Astalan / Valos, The Bright Hand

This character is actively played.

Broskiis

Self-Certified Dumbass
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  • Full Name: Uriel Mancel Astalan Bel-Aechir Alloneï / Valos, The Bright Hand
    • Aliases: Caliban
  • Race / Culture: Teled (Neo-Allorn)/Isldar / Mystech, Invaded Spirit

  • Age: 166 (Born 147 AC)

  • Gender / Pronouns: Masculine

  • Occult: Hollow Mage (Magewise) / (Demon)| Harmony: 100% | Schools: Summoning, Specter / Mind, Luminance
Core Concept
A necromancer with a vendetta against the Mortis Cult, who will stop at nothing to meet his goals.

Appearance Information

  • Height: 6'8"

  • Hair Color: Blond

  • Skin Color: Fair

  • Eye Color: Green
  • Notable Markings/Mutations: Scarred brow, torn ear, dark, prominent veins localized around eyes and hands
Proficiencies/Fighting Style


  • Strength: 5
    • Weapon Throw (Free)
      • No wonder you carry so many knives...
    • Technique Parry
      • Like a dance...
    • Concussive Blow
      • A rather inelegant solution.
    • Chaining Throw
      • No escape.
    • Tangle Strike
      • Stand your ground, wretch.
    • Heavy Throw
      • Tossed aside...
  • Dex: 4
    • Disguise Pack
      • Ever so paranoid...
    • Sharp Reflexes
      • Good to have eyes on the back of your head.
    • Improvised Attack
      • Aiqueuos!
    • Smokescreen
      • A blinding light from beyond...
  • Magic: 6
    • Mindcontrol Pack
      • You are ours.
    • Arcane Snare
      • The dead tend to cling to anything they can...
    • Conjurer Bolt
      • Eiansas, aiansar!
    • Conjurer Bleed
      • Suffer, dog!
    • Conjurer Garrotte
      • Choke.
    • Conjurer Plague
      • Bring them to their knees.
Languages
Common (Fluent)
Altalar (Fluent) [Mother-tongue]
Sulvaley (Fluent) [Father-tongue]
Kathar (Proficient) [Spirit's knowledge]
Droque (Fluent) [Extremely similar to Altalar]
dÍthanian (Proficient) [Interactions with Peylon]
Natl (Proficient) [Spirit's Knowledge)
Zahram (Proficient) [Spirit's Knowledge]
Ibeth (Fluent) [Asha servants]
Traits/Mechanics
  • Lanlath do not need to sleep, but can do so if they wish, or enter into a trancelike state of meditation that approximates sleep but leaves them watchful. (Lanlath 3)

  • Lanlath can see things from incredibly far away if they focus, able to spot an eagle landing a kilometer away or a coin being flipped across a town. Ask DM for Event use. (Mechanic 4)

  • Isldar hold power over the passage of life and death. If they are near a person who is about to die, they can either ensure that the soul passes into the afterlife and is not stolen by other entities or prevent it from even detaching from their body, thus turning that person into an Undead forcibly (keep in mind, doing either has moral weight and is judged by Religions). Additionally, Isldar can see the Soul Rivers, the natural pathways souls take to reach the afterlife, and can tell if a person has died if they know their true name. (Isldar 2)

  • Isldar who follow the Evolist Religion can use a Monster Transformation that turns them into a monster of flesh and bone that counts as a Disguise (but is an Evolism worshiping Isldar). Isldar who do not follow the Evolism Religion can put security incantations and prayers on their homes, making them naturally impervious from being spied upon, or broken into. With the OOC consent of other players, they can also use spy equipment to discover what is happening in their Rental Regions. (Isldar 3)

  • Isldar have natural suppressants in their own mind against interference and meddling from the outside. Even with OOC consent given, Isldar minds have stronger protection against any form of Mind Control. Their emotions are also not readable by those who can read and change emotions, unless they specifically let their mind be entered. Finally, Isldar minds also hold strong protections against the prying of Spirits. While they are not immune to a Spirit's influence, Spirits cannot easily detect their vices and ambitions to seduce them. (Isldar 4)

  • Invaded Mechanic III: Invaded Spirits gain the Wardrobe Pack Magical Variant Pack for free. Additionally they can sense residual Magic Alignment in an area during Events.
  • Invaded Mechanic IV: Invaded Spirits are immune to anything that would read/alter their emotions or conscience, and if killed, can always respawn in a different place 1 hour later, but must find a new host body.








Bulleted Bio
Uriel is the bastard child of a minor noble, specifically an Isldar Baron on a trip to Aechir, and raised solely by his mother.

Uriel has had a few hardships due to his mixed heritage (often being mistaken for a death isldar due to the snowflake patterns on his eyes), and in an attempt to "reclaim" the various expectations put onto him, took to embracing the Hollow while learning his trade of war-magic at Soronissë.

Uriel was married at the age of 80, his wife dying of illness when he was in his 100's. There were rumors that a cult of Malefica worshippers had a hand in his wife's death when he refused to join them.

Uriel, in his grief and desperation, fully turned to the necromantic aspects of death magic to find ways to restore his lover, but upon failing, took to warring against the Malefica itself, as well as finding faith in Iorwerth.

Uriel spent some time in Ellador with the Bene Rexit to better hone his study of the Beyond in Kalam, as well as contact his paternal roots.

Uriel left Ellador after learning all he could, warring against Malefica cults and scouring for more knowledge, finding an unlikely ally from Bintaar.

During his personal crusade against the Malefica, Uriel found himself joining the Ranger Order in the Ranger Crisis, as well as in both segments of The Long Elven War, using the money gained from his service as finance for future pursuits

After Iortwerth's freedom seeing their pact complete, Uriel has had a crisis in faith, relying more on Valos' connection to Bintaar.




Plot Hooks
  1. Mortis Hunter: Uriel has made it his life's mission to be a constant thorn in the Mortis Cult's side, and as such can be reliably counted on for any errands involving their displeasure.
  2. Trained Theurgist: Uriel studied summoning magic and it's application in warfare, and is usually willing to discuss the practice with others knowledgeable in it, or those looking to learn.
  3. Natural Hobbyist: Uriel has a fondness for gardening, and finds pleasure in chatting about, working on, or anything involving plants and their upraising.
  4. Allorn Loyalist: Due to his upbringing and time spent in the Long Elven War, Uriel is firm in his allegiance to the Allorn Empire, even if he's considered to be along the lines of a reformist when compared to its more conservative believers.
 
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Valos, The Bright Hand (Spoilers)










The name it-​





The name he remembers now, is Valos. His surname was too old, too lost, too unimportant now... but it was important once, surely. Undoubtedly. He had been an architect for the Allorn Empire, one who's works had gained him respect.

Works that had gained him the epitaph of Bright Hand.





He had children once, had he not? Yes, yes indeed he had. Hundreds, in fact. Some related through blood, others through trade. He had servants, yes; servants and students alike. He had faith once, a strong, undying faith to the Estelley.

He had been proud, once.





The shade does not remember how he ended up in that infernal chamber. He remembers a party, a cup, a drink too sickly sweet to be safe. He remembers a smile too big to be true.

He remembers oblivion following soon after.





The Children of Kruphos. Twisted souls of a twisted faith. A twisted reflection of the light of Estel. They had gotten a hold of him, they had demanded a monument, a place to worship their foul heresy.

But Valos was proud.





They tortured him. They flayed his skin and scratched his bones; they turned his screams into their hymns. For days and nights, they pierced his flesh with crude nails, enthralled his heart with bitter magick. Eventually, the architect's spirit wavered.

He had a cowardly pride.





He had believed, so naïvely, that if he drew up their drafts, he would be released. He was not, of course; he put their malignant temple to parchment.

They told the great architect, then, to build.





Not with stone, no. With blackened, bitter bone. They brought to him his children, each and every one. They kept him in chains as he watched their blood become mortar, their fingers nails. They continued to shatter him, body and mind, day and night. Of course, Valos had long since lost his ability to track time.

Where were his gods?





One hundred of his kin, forged into a temple by his once shining, now muddied hands. He believed that as he lay the last stone, he would be released. If not of his chains, then his suffering. He would die, and join his kin in Merjan.

He was not given such mercy.





He did not know how long it lasted, each second felt like eternity. His skin scarred beyond recognition, body starved beyond recovery, mind splintered beyond hope.

His gods had abandoned him.





He was brought to their altar, half dragged, half carried. He recanted his gods, cast away all faith he had for them. His voice hoarse, lips split and cracked, he recanted. On that dark altar, in that dark chamber, in that dark temple to that dark faith, the Bright Hand's light was snuffed out in a ritual to the Beyond. The Children had broken his body and mind.

Bintaar broke his soul.

 
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