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 Terith Jaethan, Leader of The Knights of Solace

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OnlyDream

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Posts : 8
Join date : 2012-08-24

PostSubject: Terith Jaethan, Leader of The Knights of Solace   Tue Oct 09, 2012 10:09 am


"Compassion, patience, bravery--these things mean as much to a paladin as strength in battle."

Basic Profile

Real Name: Terith Jaethan

Age: 2604 Years Old

Race: Elf

Gender: Male

Class: Paladin

Alignment: Lawful Good

Height: 6' 1"

Weight: 150 lbs

Hair color: Blonde

Eye color Brilliant Emerald

Skin color: Pallor Caucasian

Blood type: O+

Attributes

Strength: 5
Perception: 6
Endurance: 6
Charisma: 8
Intelligence: 7
Agility: 4
Luck: 5

Attribute Breakdown

Strength: Terith isn't particularly strong, he won't be splitting mountains or smashing holes in the ground anytime soon, but he's still more than capable of running and fighting in full plate, bearing a heavy shield, a mace, and several hundred pounds of equipment.

Perception: Adventuring is quite dangerous, and Terith developed a good eye for danger, but not perfect, as he frequently relies on his team to look for danger.

Endurance: Terith is a veteran of several campaigns of open warfare, and clearly, survived all of them. Although he fought through many of these campaigns unscathed, he had his share of scars and wounds.

Charisma: Terith is exceptionally charismatic. Born the heir of the illustrious and royal Jaethan family, he gave it all up to pursue a life of a devoted paladin. Even so, most of his life, he had personal tutors to teach him etiquette, law, leading a nation, etcetera etcetera.

Intelligence: Terith is more of a scholarly paladin than a battle hardened one. His long lifespan had granted him several benefits, such as having enough time to study the entirety of the Jaethan family vault, granting him much insight to the inner workings of the world, and allowing him near unparalleled mastery over the light.

Agility: If you had not noticed, being clad in plate armor doesn't exactly benefits your agility. With decades of training and a little magical help, Terith is able to move quite more agile than most other plate wearers.

Luck: Terith isn't one to rely on luck, but he had been observed to be quite lucky at times.

Signature Abilities

Holy Light:
Terith calls upon the light to mend an ally's wound, causing the wound to reseal itself rapidly and completely cure most ailments. However, the ability is not potent enough to heal internal bleeding or mend broken bones. This ability should be treated as a stopgap solution rather than a panacea.

Divine Light:
Terith beseeches the light to bathe an ally in it's divine light, purging negative effects and regenerating their wounds at a unbelievable speed, or even bring back allies from the brink of death.

Judgement:
Terith unleashes a heavenly attack that utilizes the power of his holy seals to judge the purity of his enemies, and fill them with doubt and guilt. Chaotic Evil Aligned foes take quadruple damage from this attack, while chaotic, or evil aligned enemies take double damage from this attack.

Redemption:
Terith redeems an deceased ally's soul from the grasp of the afterlife and returns it to it's body, provided their time had not yet come, and that the body is in good condition. Terith can only utilize this ability when he has the correct reagents and enough time and concentration.

Lay on Hands:
Terith behests the light to bring an ally back to perfect condition, wiping away fatigue, diseases, wounds and everything else. This ability comes with an extremely high cost, and Terith is only able to utilize it once every day.

Divine Shield:
Terith shields an ally or himself with a barrier of holy energy that is impenetrable by any mortal means for a few minutes. Whist shielded by this barrier, any action taken by the individual will be approximately 200% quicker, for example, they will run at twice the speed whist shielded. Terith is too only able to utilize this once per day.

Denounce:
Terith casts down an enemy from the eyes of the light for a few seconds, causing it to be unable to regenerate, or receive healing. On the contrary, any healing, or regeneration factor will work the opposite way that is intended, causing them to hurt the individual.

Turn Evil:
The power of the light compels any evil aligned creature around Terith to flee from him for a minute. Stronger evil aligned creatures might not be affected, but they will feel uneasy, weaker or disgusted by this ability.

Stay of Execution/ Execution Sentence:
Terith executes, or pardons an individual, marking them for execution or a pardon. They will be damaged, or healed in tiny amounts for 10 minutes, before culminating in a massive burst of healing or damage. He is only able to use this powerful ability once per day.

Divine Favor:
Terith pleads the light to fill him with divine spirit, allowing him to be able to cast his healing abilities and damage abilities faster, with higher frequency and potency. As with most powerful spells, he is only able to utilize this once a day.

Light of Dawn:
A surge of light bursts from Terith's form, healing all allies nearby, as well as blinding the eyes ,and burning the skin of any enemy who would be unlucky enough to be nearby.

Guardian of Ancient Kings:
Terith draws upon the lost lore of the land and summons a powerful guardian to aid him and his allies in battle. In battle, any damage directed to him and his allies will be directed to the Guardian instead, who would also rejuvenate allies and damage Terith's foes.

Hands:
At any time, Terith is able to place a hand on an ally, granting them unique benefits. Terith is only able to place a single hand on the same ally at any time.

  • Hand of Freedom: Terith Places a hand on an ally, causing it to be immune to movement impairing effects, such as being knocked back, stunned, slowed, or snared.

  • Hand of Protection: Terith places a hand on an ally, causing the ally to kneel and pray to the light in devotion for the duration of the ability. Whilst kneeling, they are unable to be damaged in any way possible.

  • Hand of Sacrifice: Terith places a hand on an ally, causing all damage directed to him to be directed to Terith for the duration of the ability. Terith cannot die from this ability.

  • Hand of Salvation: Terith places a hand on an ally, causing his ally to be diregarded by the enemy, as if he was not a threat for the duration of the ability. This effect breaks when the ally kills something.


Seals:
Terith has a variety of holy seals attached to his armor and weapons that enhances his abilities, some inscribed by himself from lost lore he discovered, some inscribed by other powerful holy figures.

  • Seal of Command: Terith invokes the seal of command, causing his attacks to deal halved damage, but whenever he attacks, he marks his target with a magical rune that would amplify the damage his allies cause.

  • Seal of Insight: Terith invokes the seal of Insight, giving his magical abilities a boost in exchange for higher magical power cost. However every strike he does with melee with this seal invoked restores a small amount of mana.

  • Seal of Righteousness: Terith invokes the seal of Righteousness, causing his weapon to burn with a holy flame, causing his attacks to do an area of effect damage.

  • Seal of Truth: Terith invokes the seal of truth, causing his attacks to slow down his opponents.

  • Seal of Justice: Terith invokes the seal of justice, causing his attacks to deal 30% more damage to evil aligned and chaotic aligned enemies, but 60% less to good and lawful aligned enemies.

  • Seal of Clemency: Terith invokes the seal of clemency, which causes him to be able to cast Divine shield, Lay on hands, Stay of Execution/Execution Sentence and Divine Favour as many times as he wishes a day. In exchange that he is unable to utilize any of those spells for the day to come.


Signature Weapons

Mace of the Radiant Crusader: A beautiful mace crafted from folded adamantium and adorned with gold and gems, crafted exclusively for Terith when he was initiated into the paladin order. Aside from being adorned with holy purity seals, there is nothing notable about this weapon, aside that it had crushed it's fair share of skulls.

Bulwark of the Righteous: A shield crafted from silverite and inscribed with protective runes made specifically to resist magic. A gift from the princess of Delfrene for rescuing her kitten from the clutches of the evil tree, the party was confused when she bought out the shield almost instantly and stressed that the shield was specifically for Terith.

Personality

Calm and collected, good natured and friendly, Terith is more or less a born leader, one that you would die fighting for. In many ways, he represented the strength of the Paladin Order: steadfast, selfless, and modest. Terith is optimistic, and wise beyond his years, which is saying quite a lot. His humble and soft-spoken demeanor belied his warrior prowess. Terith often thought out plans and strategies rather than leaping into action. He would usually place his hand on his chin or stroke his chin as he thought. His skill at resolving disputes without a single battle would earn him the sobriquet The Negotiator. He carefully measured his actions in any situation, garnering him the aforementioned nom de guerre.

Background

Sired by Lord Harlan Jaethan and his beloved wife, Terith was the oldest of his 5 siblings, as was expected to lead the family after his father had passed on. He accepted those responsibilities at a extremely early age, working hard studying on how to govern the land, on proper etiquette, the lore of the land, and literature. He loved to study, and even when he was given free time, he would spend it studying the lore of the land, in preparation to be the man his parents expected him to be.

His first exposure to the beauty and the grace of the light was when he was at the age of 20, where his parents forced him to leave his studies for a day and visit the local cathedral. He was captivated by the notion and the grace of the light. When he returned to his home, he was a changed man. He still loved studying, but he loved to study the light more than anything else.

As he grew older, he slowly realised that his path was not to be a King, or a lord, but to be a simple servant of the light, to that end, he prepared his brother and sisters for the role that he was about to vacate. He did this in secret, for fear of the repercussions that might follow. Slowly but surely though, his parents noticed his change in attitude, no longer would he bury his nose in books discussing economics and finance. Rather, most of the time, he would be reciting prayers, and learning about the light. His parents confronted him, and he discussed the subject with them. Ultimately, they accepted their child's path, and allowed him to be initiated into the paladin order.

After years and years of unnecessary grueling training and studying, (The senior paladins were sure that his physical abilities and devotion surpassed some of them) he was accepted into the paladin order. It was a proud moment, when Terith stood on the place where thousands and thousands of paladins were initiated before him. He spoke briefly to the highlord, about his doubts, and his fear of being unworthy. The highlord told him something that he would keep close to his heart even untill now.

"Lad, no one feels ready. No one feels he deserves it. And you know why? Because no one does. It's grace, pure and simple. We are inherently unworthy, simply because we're human, and all human beings--aye, and elves, and dwarves, and all the other races--are flawed. But the Light loves us anyway. It loves us for what we sometimes can rise to in rare moments. It loves us for what we can do to help others. And it loves us because we can help it share its message by striving daily to be worthy, even though we understand that we can't ever truly become so. So stand there today, as I did, feeling that you can't possibly deserve it or ever be worthy, and know that you're in the same place every single paladin has ever stood."

After years and years of battling the unyielding forces of darkness, he eventually grew tired of the red tape of politics holding him back from his pursuit of justice. He eventually decided to leave the employ of his kingdom, and decided to travel around the world, where he would meet his lifelong friends, and form an adventuring guild, "The Knights of Solace". After a twist of events, Terith would embark on a journey with his friends, to the Land of Asuras, where they would do what they do best. Solving problems, and causing trouble.
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