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Full Name: Geralt of Rivia
Associated Names: The White Wolf(not to be confused with the Knightly Order of the same name), The Gray Wolf
Age: 110+
Bloodline: N/A
Sire: N/A
Generation: N/A
Place of Birth: Ostland

Physical Description
He has the physical profile of a soldier in his late twenties. He has an oddly pale complexion, a shoulder length white mane of hair, eyes the color of flint, and a long scar running down one side of his face.

Personality
Though cynical and gruff on the exterior, Geralt is in fact a normal man perpetually tormented by the paradox of saving mankind from the monstrosities he was raised and trained to face despite the fear and hate the unwashed masses reserve for any not like them. He tends to remain silent when amidst the Council(not inclusive of Todd, Mrs. Lovette and Toby). However on the rare occasion he does have a casual conversation he tends to speak with a caustic wit on his tongue.

Brief History
The order of Witchers were created by a splinter faction of Imperial Witch Hunters, who saw the clear superiority in individual combat prowess of the Warriors of Chaos as compared to their Old World counterparts, and wished to turn that kind of strength for the cause of good. In collusion with renegade Elf sages and alchemists, the radicals eventually suceeded in creating a new breed of warrior, though the process was not without inadvertently creating dangerous monstrosities as well.
These warriors are possessed of unusually long life spans, more than double that of a normal man(though they are still not as long lived as an Elf or Dwarf), have combat prowess well beyond that of even the most experienced Greatswords, are given specialist training in hunting down and slaying monsters, and even possess limited spellcraft. They are called 'witchers' or 'hexers' to differentiate between the ordinary Witch Hunters sent by the various churches of the Empire, and these unusual sellswords. The witchers roam the lands, ridding the countryside of monsters in exchange for payment, although folk whisper behind their back that the witchers themselves are not quite human. To become one is no mean feat, as not only do the witchers only accept those with few worldly ties, the induction trials(which involves quantities of wyrdroot, warpstone and various reagents) kills off all but the toughest and most compatible.
Geralt of Rivia is perhaps the most famous of the witchers. He started off as an ordinary child in Ostland, but survived the harrowing initiation of the witchers to join their ranks. Honing his trade on killing the abominations that his own order created during their experiments, he wound up carving a reputation for himself and his order over the years, and is known throughout several states of the Empire. While witchers can be considered to be tainted by Chaos, and those who helped create them to be dangerous heretics, the Churches, as well as the higher government and the Knightly Orders turn a blind eye to their existence and deeds. This is due in no small part to Geralt's contributions. Considering some of his equipment it is likely he even has the tacit goodwill of the High Elves.


Basic Stats
Speed: 5(7)

Agility: 5(6)

Weapon Skill: 5

Ballistic Skill: 5

Raw Strength: 4(5)

Technique Strength: 6(8.5 including his swords)

Toughness: 4(5)

Tactical Knowledge: 3

Magic
Magical Lores Known: Witcher Magic

Raw Magical Power: 3

Magical Skill: 6

Technology
Skillset: Alchemy
Skill Level: 6

Equipment
Witcher Armor
An exotic form of composite armor intended to provide as much protection as possible while not limiting the wearer's mobility
The armor does not protect the lower arms, legs and head, however. His personal set has magical dampening capabilities

Moonfang
A finely balanced, unnaturally keen enchanted silver sword of elf origin that burns with the power of the elven moon goddess Lileath
The sword is wreathed in pale eldritch flames that wax strong in the presence of moonlight. It smites its victim with divine power, which amongst other things stop the remarkable regenerative capabilities of Trolls and other such monsters. It is highly effective at slaying the undead and those bearing the touch of Chaos(like Beastmen, Daemons, and Skaven), Such victims will quickly find divine flame consuming their entire form if impaled, leaving behind nothing but a pile of purified ashes.

Mahamakan Rune Sihill
This is a powerful Dwarf-made runeblade that is also a priceless relic of the early days of the Empire
This sword is virtually indestructible, carves through flesh and armor alike like a hot knife through butter and is brutally effective at slaying ordinary flesh and blood creatures. In Geralt's experience even most magical armor simply cannot stop the deadly edge of this blade

Witcher Potions
Geralt carries various witcher potions about himself. These are used to enhance his capabilities in many different ways
An assortment of potions that are mostly highly toxic, but are used to boost his fighting capabilities in various ways. They can temporarily grant superhuman reflexes, the keen senses of a Vampire, the resilience and magic resistance of a Stone Troll and many more different benefits. A wise witcher will brew and drink the right mix of potions before combat, allowing him to defeat foes previously beyond his ken. However only a few can be consumed in a short span of time or he will die of poisoning, due to their high toxicity. They have also never been tested on anyone else other than the witchers, so are not guranteed to work with them.

Witcher's Medallion
A silver necklace bearing the emblem of Geralt's Witcher School, the image of a snarling wolf
This necklace which Geralt wears at almost all times is proof that one has completed Witcher training. However these necklaces are no mere symbolic trinkets. They vibrate in the presence of enemies and high concentrations of magic(as would be found at an Elven Waystone, for instance), with increasing proximity likewise increasing the strength of the vibrations until they thrash about under Geralt's armor like miniature beached fish

Other Abilities
Fieldcraft
Geralt's job scope includes finding, tracking down and getting to his prey(preferably undetected to make the job easier). While not an assassin or stealth specialist, he is adept at tracking foes through practically any kind of terrain as well as moving about unseen and unnoticed. Essentially, he has had a lot of practice to hone his huntsman's skills.
As mentioned above. This family of skills includes wilderness survival, tracking, infiltration, camouflage and concealment, and covert takedowns.

Sixth Sense
Geralt seems to have developed a finely tuned sixth sense which makes him extremely hard to blindside.
Geralt can parry surprise attacks from behind, mostly negating the advantage gained from striking at his back. Also, so finely tuned is his danger sense that his presence alone has fouled many an otherwise perfect ambush simply because 'I had a bad feeling about this'.

Essence of the Wolverine
As a side effect of the mutations he has underwent Geralt seems to have become a pseudo-lycanthrope of sorts. At night the lupine aspect takes over the set of his jaw, lending him greater strength, speed and vitality
Geralt becomes stronger, faster and tougher when fighting in the moonlight. His face(particularly his jaw) will also begin to take on a wolf-like aspect. This effect(including the change in appearance) is especially strong in the presence of a full moon. However, this does not make him a true werewolf and he does not share any other traits or weaknesses of theirs.

Strengths
Slayer - Witchers are specialists at slaying monsters like Trolls, Wyverns, Ogres and even lesser Vampires. Typical threats can be taken down by a group of novice witchers working in unison, or a single master witcher like Geralt. The White Wolf is a veteran of his profession, and has survived numerous attempts by his erstwhile employers to kill him(and hence not need to pay), so his experience also extends to dealing with and killing mortals.

Battle Mage - All Witchers use 'Signs', a form of safe, fairly low-powered magic that are very quick to use. Because each spell is nearly instantaneous, taking a few moments at most they are very difficult to dispel(surprise factor). Geralt uses this to complement his blades and can use his Signs even between individual blows. Such is the safety of using a Sign that it is impossible to miscast.

Witcher potions - An assortment of potions that are mostly highly toxic, but are used to boost his fighting capabilities in various ways. They can temporarily grant, amongst other things, superhuman reflexes, the keen senses of a Vampire, and the resilience and magic resistance of a Stone Troll. A wise witcher will brew and drink the right mix of potions before combat, allowing him to defeat foes previously beyond his ken.

Field Alchemist - Geralt is practiced at creating his potions without needing any alchemical equipment. Just a fireplace would do(which conveniently provides him somewhere warm to rest as well).

Not A Vampire - Geralt does not have any of the classic weaknesses of Vampires, and will probably laugh in the face of anyone trying to use holy water on him.

Weaknesses
Young One - While Geralt's enhanced physique gives him physical capabilities on par with battle-hardened Chaos Warriors and lesser vampires he is nowhere near as old and experienced as the elder vampires, and cannot match their capabilities without using his potions.

Tainted - The assertion of commoners that witchers are 'unwholesome', 'tainted' etc are in fact true. Witchers are actually mutants created through a crude form of genetic engineering and tampering with the forces of raw magic. This brings him closer to the forces of Chaos than anyone (including Geralt himself) would like.

Not A General - Geralt has neither the experience nor the knowledge in leading an army. He is used to working either alone or with a small band of capable allies.
 
Full Name: Aurelius von Carstein
Associated Names: The Dark Apprentice
Age: 485
Bloodline: von Carstein
Sire: Simon von Carstein
Generation: 4th generation.
Place of Birth: Unknown

Appearance and Bio: Slightly shorter than Simon with long dark hair tends to dress as a Dandy or noble Fop however he is neither of these and is probably Simon's most dangerous servant unlike his master Aurelius was only able to master a tiny part of necromancy however he has made up for this by mastering the lore of fire which he taught himself after much experimentation. He is now an accomplished Pyromancer. During the first war of the vampire counts Simon and Sariah were very thorough wiping out entire towns and raising the corpses then finally Aurelius would destroy the town with fire he is also an excellent fighter and his loyalty to Simon's new order is without question making him Simon's heir should the need arise.

Aurelius was born during the first war of the vampire counts. A distant descendant of Simon on his father's side. This connection came in handy when Vlad's forces came to call on his home town. Simon bonded with the ten year old Aurelius finding that they had a lot in common especially as Aurelius had discovered his power over fire and was being forced to hide it from his family. It was for this reason that when the time came to move on Simon disobeyed orders and left the town standing on the condition that Aurelius was released into his care when he came of age. Over a decade later Simon returned to make good on this arrangement and sired Aurelius making him his lieutenent.

He does not hide himself like other vampires and often attends parties in Altdorf as he is a superbly skilled violinist he is very popular amongst the nobility sometimes he attends with Simon and Sariah who are introduced as Aurelius's sister and Brother in Law.

Secretly he is the Leader of the Order of Vashanesh founded by Simon centuries before and controls a network of agents through the cult who keep an eye on the royal court and other cults such as the Purple Hand. Like Simon he has the ability to speak through Ravens and Bats and this is how he keeps in constant communication with his Sire on a regular basis.

Basic stats
Speed:5
Agility:6
Weapon Skill:6
Ballistic Skill:4
Raw Strength:5 (7)
Technique Strength:6
Toughness:5
Tactical Knowledge:5

Magic

Magical lores known: Lore of Fire/Necromancy
Raw Magical Power: 6
Magical Skill Fire: 7
Magical Skill Necromancy: 3

Technology

Skillset: Violinist
Skill Level 10

Equipment
The Flayed Hauberk
Rod of Flaming Death
Gem of Blood
Black Periapt

Strengths
Immunity to Fire - Aurelius cannot be harmed by fire due to his power over it.


Weaknesses
No Weapons - Aurelius relies on his magical sword of Rhuin to protect himself.
He finds it difficult to raise the dead en mass.

Additional notes
Aurelius uses a more permanent version of Sword of Rhuin to fight with this increases his strength.
 
Full Name: Harindir, valarion, Vaskatchi
Associated Names:
Age: 772
Bloodline: Lahmian
Sire: Jason Nightwere
Generation: 4th
Place of Birth: Luccini, Telia

Description
Harindir is a tall mountain of a man at a height of approximately 7 feet; he was sired at the age of 20 by the infamous Jason Nightwere. His dark brown hair drapes over his board thick shoulders, his stare is one of both nobility and destruction sealed within is a heart of black steel which knows knows bounds. He is usually attired in fine silk and linen clothing and is usually accompanied by a fine metal long sword to his side. He adores the theater and is usually seen wearing a porcelain mask inlayed with white gold, this is a powerful magical item gifted to him by his sire as a token of favor to the young Nobel and scarcely leaves his darkly handsome face.

Personality

Harindir is considered by most of normal aristocracy as some what of an arrogant brat. His tone is usually smooth and confident, although he is usually only thinking of how best to stab the empowered in the back to acquire something of value to him or his house. He prizes respect over all and will quickly run through any who do not greet him with such. As a human noble he was mainly confined to a dinning hall and forced to be seen not heard and rarely spoke a word to any in his mother’s court. Until of course he was sired and became a lord of the night, becoming a commanding leader and noble commanding lesser creatures to do his will.

Brief History

Born in Telia in around the 1800's he was born into a power full noble family. He lost his father early on due to a strange disease which affected none but the Nobel, and in years to come would never be explained. His mother was a shrew of a woman and refused him to venture too far from the castle keeping him under careful watch at all times, and in later years Harindir resented her presence greatly. he was brought up around the wealth of his family and many others his love interests were brief and secretive and little in his life had any meaning and it seamed it never would. His mother controlled the estate and the treasury while Harindir was left simply to watch his mother squander his father’s riches on connections and diplomacy.

On his 21st birthday as the nobles drank and danced in his families manor, he walked the battlements, as a shadow descended upon the keep wind roaring behind it the form of the creature moved up right and peered into the young nobles terrified eyes as he held fast to a dull sword whimpering at the abomination before him. Jason's Dark voice spoke inside of the counts head
“Be silence boy, I mean you little harm"
The stern voice echoed through his mind, as Harindir froze with fear, the feral Yellow eyes fixed on his.
"Who are you?"
the frightened youth managed to whisper out as the creature came closer towards him, a small chuckle in his voice.
"The question should be who you are" He fought back the fear and spoke clearly to the fiend
“Harindir Vaskatchi, my mother owns this castle"
A long chuckle escaped Jason's lips, as he came even closer towards the noble
“My name is Jason Nightwere; I have lived many hundred of years and never found something as delighting as you. Tell me boy, do you enjoy, living..."
The cold rasping voice choked the courage in Harindir as he panicked and thrust his blade into Jason missing its mark it was grabbed by some unknown hand and ripped form Harindir’s hands as Jason grabbed him by the neck and brought him towards him grinning with glee at him as he did.
"Then, perhaps it is time you stopped wouldn’t you think..." Jason said before his fangs bit deep into Harindir’s neck as blood shot from his wound Jason continued.
“And see how dying suites" Jason said grimly as he turned the young noble right then and there.

Soon after he left the castle and went aboard with the vamperic lord learning as much as he could until one day 200 years later he returned to his home to find it abandoned by all until is sang with dreaded grim music which floated down into the surrounding city which attracted many noble guests, some never leaving the hallowed halls as bright arcane fires burned through out the night and rested at the days break. Harindir grew in power and influence and hosting the most exclusive parties of the court. Many a noble and royal has passed thought the doors of the Vaskatchi manor and few are wise to the true horrors of the house Vaskatchi’s powers over the weak willed are powerful indeed and few can resist his charms and illusions.

Basic Stats
Speed: 6
Agility: 6
Weapon Skill: 6
Ballistic Skill: 7
Raw Strength: 4
Technique Strength: 5
Toughness: 4
Tactical Knowledge: 4

Magic
Magical Lore’s Known: Necromancy / Vampire
Raw Magical Power: 3
Magical Skill: 3

Technology
Skill set: Bard magic
Harrindir is a exceptionally skill musician and entertains at many of his social gatherings. even to those of rival counts ( pretending to be a clasical musican he has instead developed his own brand of the Vihuela using Dark magic to create a powerful entertainment device that can have insane effects on the lesser willed.
Skill level:10


Equipment

Vihuela
This contraption was created by Vaskatch himself allows him to entertain and invigorate his guests using back magic, which course's through the black stone the Vihuela is made from. It channels and amplifys the sound made by the metal strings which reach up towards a select few powerful gem stones at the top of the neck causing it to emit enjoyable sounds to those around.

Sample of the Vihuela's abilities...

The mental mask
This mask was given to the noble by Jason Nightwere its powers enhance the will power of its wearer and Harindir uses it to control the weak minded individuals he comes across.

The Black Death

His sword is light and quick. Harindir uses it to quickly cut down any who should have the misfortune to disrespect or underestimate this vamperic lord and is also enchanted to cut through thick armor.

Bow of the black
Another creation of Jason Nightwere this bow requires no arrows it is bond with a spell which shoots magical shards of dark magic.

Other Abilities

Mind manipulation
has the ability to create convincing illusions and trick the weak minded into obeying him and becoming his mortal slaves.

The Dark hunter

He can see through the darkest of night, is silent as the grave sneaking through the night to ambush his prey.

Strengths
Powerful will - can control others with low will
Excellent swords man
Summon creatures - can summon dark creatures to do his bidding
Lahmian Bloodline -Harindir is fast and agile due his bloodline.

Weaknesses

Arrogant - At times he can be clouded to unseen danger.
Not a powerful with magic.
Requires respect- with out respect he can become hostile, even attempting to kill anyone who disrespects him.

Additional Notes
Lasers go, pew pew.
 
I've finally got round to finalising my character .. so here we go.

Saul Delegardt

Full Name: Saul Phillipe Delegardt
Age: Exact age unknown. Believed to be between 323 & 327 old
Bloodline: Von Carstien
Sire: Unknown
Generation: 4th
Place of Birth: A small village some 9 miles north-east of Gisoreux (Brettonia)

Physical Description

6 ft 2 ins in height. Well built but with narrow shoulders. He has been described as having patrician features and bearing a resemblance to some Brettonian nobility. His dark hair is shoulder length and appears unkempt, a look which is enhanced by his rough stubble.

Personality

By nature he is a self-styled loner, he prefers to work in solitude but is quick to broker short-term alliances where they might be of benefit. He is quick to anger, like most of his kind, and this usually results in the focus of his rage being swiftly sent to the realm of Morr; when in good spirit however, he is often generous, merciful and has been describe as quick-witted and humorous (usually macabre humour) Having spent centuries wandering down south, most of the time without humanoid company, he has become an expert tracker and developed an affinity for manipulating wildlife; in particular wolves and snakes. Has a strong distrust of Lahmian vampires.

Brief History

Background Details can be found in full here.


Basic Stats

Speed: 6
Agility: 6
Weapon Skill: 5 (6)
Ballistic Skill: 4 (5)
Raw Strength: 5
Technique Strength: 5
Toughness: 5
Tactical Knowledge: 4


Magic

Magical Lores Known: Lore of Shadows, Lore of Beasts
Raw Magical Power: 4
Magical Skill: 5 (LoS), 3 (LoB)

Technology

Skillset: Blacksmith, Weaponsmith
Skill Level: 6

Equipment

Saul's Twin Blades
A pair of sharp edged swords that Saul forged himself many years ago before he became a vampire. Whilst neither sword is imbued with any magical ability, Saul's favour and familiarity with his twin blades means that when fighting with them his weapon skill is increased. (+1 WS)

Saul's Black Knife
A short dagger made of Black Iron, gifted to Saul by his father. This blade is imbued with Saul's own shadow magic and as a consequence it is almost impossible to see. For this reason Saul uses it as a short ranged missile weapon. Such is Saul's skill with this knife that when using it his ballistic skill is increased. (+1 BS)

Other Abilities

Summon Creatures of the Night
Saul may have no love for the art of Necromancy or the Lore of the Vampires but he is still able to bind the dread creatures of darkness to his will; in particular, wolves.

Strengths
Expert scout and tracker. His ability to track even the lightest of foot through the densest forests is a priceless asset to an employer.
Affinity for beasts. Saul is able to bind all manner of creatures to his will, providing him with eyes and ears from beneath the ground to high in the sky.
Master of tongues. Saul is well travelled and well versed in many languages across the old world; an ability which is put to good use when negotiating a price.

Weaknesses
Loner. Saul is not very good at socialising. His people skills are not brilliant and he is never one to be trusted to calm hostile situations. In truth he gets nervous around others and tends to fall back on his sense of humour as a defense. This often leads to people thinking him the joker and not taking him seriously
Necromantic Ability. Like most of his kind, Saul has a rudimentary grasp of necromancy and he can raise the dead to his will but he has turned his back on the pursuit of knowledge in this area and so his control over the dead is weak and drains him imensely. His control over the undead can be subverted easily and such occurances will leave him in a weakened state.
Unreliability. Saul has a strong sense of self-preservation, this makes him unlikely to do anything which may result in him getting seriously hurt. Therefore when hiring Saul's services to do anything dangerous it would be wise to invest in a backup plan.

Additional Notes
Saul shows an intense distrust towards Lahmians. This is due to a love-hate feud between him and a Lahmian vampiress who betrayed him. This relationship is being played out elsewhere and as such his attitudes towards Lahmians may get better or worse over time.
 
Name - Njal Stormcaller
Age - 40ish
Race: Human Norscan
Place of Birth: A village in Norsca
Hair/beard color: Fiery Red
Height - 7'6"

Description - Njal is a large man with an impressive mane of hair and a full grown beard.
He is massive, and strongly built, as are most men of Norsca. He has large armor, that fits to his build, and a huge axe and staff.

Basic Stats - Speed - 3
Agility - 3 (speed and agi due to heavy armor as well as a heavy build)
Weapon skill - 5(7)
Ballistic skill - 4
Raw Strength - 5(7)
Technique Strength - 5
Toughness 5(6)
Tactical Knowledge - 2

Magic - Magical Lores Known - uhhh... lore of storms?
Raw magic power - 2(6)
Magical Skill - 2(6)

Equipment - The Staff of Storms - A gift from his father before he died, it amplifies his magic abilities. It is the source of most of his magical powers. It increases his raw magic power and magical skill to 6

The Axe of Morkai - Once an unholy Axe of Khorne, Njal killed the champion that owned it and took it, using his superior magic to cleanse it of its chaotic influence. He adopted the name of the
deathwolf his tribe believed in for the axe. While not retaining its old tendancy to guide itself to the enemy's neck, it does increase his strength and skill in close combat, allowing him to fight the toughest and most skilled of enemies and win. It increases his Weapon skill and raw strength to 7

The Armor of Ice - Also taken and cleansed from the champion he killed, this armor is extremely tough, as well as making Njal nigh impervious to Cold. It increases his toughness to 6

Nightwing - Nightwing is a familiar that takes the form of a raven. It aids him by warning him of impending ambushes and such.

Fangir - Fangir is a very large wolf that Njal met while wandering the wastes of the north. When they met, they each saw something in each other, and he has been a companion to Njal ever since. Fangir could be seen as something of a "lesser lesser" monstrous mount (bigger than standard mounts such as horses, smaller than lesser monstrous mounts such as griffins and abyssal terrors).

Brief History - Born to the chief sorcerer of a Norscan tribe dedicated to chaos, Njal was picked by the Chaos Gods themselves to be groomed into an excellent champion. While he was quickly rising
in his sorcerous power, it became clear that he would be no ordinary sorcerer. He was built as strong as stronger and tougher than the largest of warriors in the tribe, and quickly rose to glory.
However, he saw the horrors that chaos caused, and deep inside, no matter how he tried to fight it, he knew that following Chaos was wrong. After one particular raid against an Empire town, Njal
saw his own father die at the hands of a Warrior Priest of Sigmar, protecting defenceless children.
After he watched marauders slaughter the priest and the children, something inside him snapped.
He took up his father's staff and summoned a massive storm, one strong enough to rip the marauders to shreds and stop the raging fires in the town. Walking through the storm, Njal came to the champion,
the leader of his tribe, and summoned more might than ever before. Willing his storm on, he cast the champion to the ground with his storm, and leapt on the champion, holding his axe down
and tearing the helmet from his head. Staring into the face of his once leader, he let out a roarof defiance and ripped the champion's throat out. Donning his Armor and taking up his sword,
Njal aided the rest of the villiagers in burying the dead, and set on his way.


Strengths - powerful wizard ,also very strong and skilled in close combat

Weaknesses - Flies into a rage when fighting Chaos, this could cause him to make a fatal error.Staff powers magical powers. Brash, and will do foolish things. He is also quite average without the aid of his magic items, though they are slightly harder than normal to be nullified through magic due to him being a powerful wizard.
 
Nar-Zuul

Full Name: Nar-Zuul
Associated names: Formerly known as the Judge.
Age: 4000+
Bloodline:N/A Wraith
Loyalties: Vashanesh/Vlad von Carstein and Simon von Carstein
Place of Birth: Khemri

Physical Description:
Nar-Zuul wears a black hooded cloak like any other Wraith carries a scythe and has rotting angelic wings protruding from his back. His voice has a distinct english accent. With his wings outstretched and his cloak billowing he is a terrifying figure to all even vampires.


Personality:
Nar-Zuul is a very polite and patient individual in normal circumstances. If the life of his young charge Simon is threatened however he will take on the mantle of the ancient deity of death in many legends whom he closely resembles.

Brief History:
Nar-Zuul lived in Khemri as a member of the Mortuary Cult during the reign of Kings Khetep, Thutep and Nagash. He was one of the last people to join Nagash's immortals and assisted his master in his research his main claim to fame was designing part of the Black Pyramid. When Nehekhara rebelled and drove Nagash away Nar-Zuul vanished to escape the purges that claimed the lives of many of the immortals. He turned up at Nagashizzar just before the fall of Lahmia and was promoted to the rank of Dreadlord due to the fact that those who had been better qualified had perished. Nar-Zuul's tenure as a Dreadlord would go down in history as the shortest on record until the tenure of Milosh Cromwell. When Nagash began his war with Alcadizzar the Great Nar-Zuul went forth with to fight. Striking up a relationship with Vashanesh the former king of Lahmia and the present king of all the vampires Nar-Zuul grew to share the kings disillusionment with Nagash and they lost the war. Rather than return to face Nagash's wrath Nar-Zuul chose to flee alongside Vashanesh northwards. Unfortunately now that he had no access to his elixir of life Nar-Zuul's body slowly rotted away so that by the time they reached the lands that would be known as Kislev he was just a spirit. In this form he remained with Vashanesh as an advisor. Much of his original powers left him with his body but he soon found ways to cope and found he could converse with other spirits more easily than before and use the ghost roads to travel around the world much faster than he could have done before. It was Nar-Zuul who discovered the land of Sylvania and brought it to Vashanesh's attention as a source of Dhar making it ideal as a source of power. Though they wouldn't actually take advantage of this for another thousand years when the land was ruled by the van Hal family. Eventually Vashanesh now going by the name of Vlad von Carstein took over the running of Sylvania and Nar-Zuul remained at his side until one day in 1906 when the count exiled the newly sired Simon. Nar-Zuul was intrigued by the arrogant and fearless vampire and chose to join him in exile recognising that the winds of magic gathered around Simon strongly and forseeing great things in the future for both him and the von Carstein line. Nar-Zuul has remained with Simon since then traveling the world and finally settling down with him as his chamberlain and the rest of the faction he had created. His skills in architecture came in handy as he designed the great tower of Nexeternus for Simon and taught him much of what he knows about Necromancy.

Basic Stats:
Speed:10
Agility:7
Weapon Skill:6
Ballistic Skill:0
Raw Strength:3
Technique Strength:5
Toughness:3
Tactical Knowledge:5

Magic:
Magical Lores Known: Necromancy and Lore of Death
Raw Magical Power:6
Magical Skill:8

Technology:
Architecture:8

Equipment:
Two handed scythe

Other Abilities:
Aura of Death: Nar-Zuul's aura causes terror in all beings even those normally immune to psychology feel fear when they go up against him for he resembles death itself.

Strengths:
Ethereal: Can only be effected by magic and magical weapons.
Nar-Zuul is one of the fastest and most agile members of the council not to mention the oldest.

Weaknesses:
Nar-Zuul has no magical items and his magical and physical abilities have been limited by his lack of body.
 
Here is my NPC character, I've based him off somewhat from Night Dark Masters and the army book depiction.[/u]


Walach Harkon Grand Master of Blood Keep

Full Name: Walach Harkon
Associated Names: Son of Abhorash, Lord of the Blood Knights
Age: Unknown
Bloodline: Blood Dragon
Generation: Unknown, most likely 2nd
Place of Birth: Unknown

Physical Description: Walach is a tall muscular man with grey-white skin and blazing red eyes. He usually wears ornate red plate armor fashioned into dragon’s heads and batwings.

Personality: Walach is a proud man who is almost solely concerned with the perfection of his combat skills and vengeance on the Empire. He respects little save bladework and the will of the individual. He despises and hates the humans of the Empire for destroying his beloved Blood Keep.

Brief History:
Many years ago, the people of the Empire would have named the knights of the Order of the Blood Dragon amongst the noblest of warriors defending their lands. Their great fortress, Blood Keep, guarded the passes to Bretonnia and was famed for the strength of its walls and the valour of its defenders. As the Tome of Lamentations records, one night a man of great stature and noble bearing appeared before the gates and demanded entrance. He named himself as Walach of the Harkon family, and when the knights opened the gates, they sealed their doom.
Walach challenged the knights to combat. He slew them with ease, for he was a Vampire who had learned his war craft from the great Abhorash. Though no knight could hope to defeat the Undead monster, Walach spared those who fought bravely and with honour. To these knights he passed on his vampirism, the others he slew without pause and fed on their blood. Blood Keep became a Vampire lair, from which the deadly knights preyed upon those they once protected. Many decades later, the witch hunter Gunther van Hel discovered the truth and attacked Blood Keep with an army sent from Wissenland and Reikland, and supported by four Knightly Orders. The siege lasted for three years, during which the bloodshed was like nothing the men of the Empire had seen. Van Hel and his soldiers destroyed many Vampires when they finally stormed the castle, and hunted the survivors through the wilds for years to come. Blood Keep fell into ruin and its evil masters passed into myth.
But recently, Walach has returned and rebuilt Blood Keep for his vengeance. However he has lost his old set of armor while fighting at Grim Moor alongside Konrad von Carstein, and had to journey to the legendary Necromancer Larkan the Red to forge a new set of armor. He still searches for his old armor, woe betide anyone who has lost it.

Basic stats

Speed: 5 on foot, 7 on his Nightmare

Agility: 5 [6]

Weapon skill: 9

Ballistic skill: 4

Raw Strength: 6 [7]

Technique Strength: 8[9]

Toughness: 5 [7] when fully armored and barded

Tactical Knowledge: 7

Magic: Necromancy

Magical Power: 5- Walach holds much power due to his age, but he only uses it for a very narrow field of purposes, like healing and raising his troops.

Magical Skill: 2

In the RP this enhanced his strength and power of his blows.

Technology: Armor and Weapons Maintenance: 6

Equipment:

Sword of Harkon: This ancient blade shimmers with magical power and blazed with a blue light, when it strikes it strikes with the power of the dammned

In the RP it enhances his strength and speed

Walach’s Bloody Hauberk Mk 2: This enchanted suit of full plate enhanced Walach’s toughness and casts a veil of magical protection over him.

In the RP it helps to enhance his toughness.

Walach also wields a high-quality Lance and Shield. He rides a Nightmare named Karavas that was raised from a high-quality Averland warhorse. He also has normal high-quality barding.


Strengths:

God of Battle: Walach as one of the oldest and most skilled Blood Dragons is an almost unrivalled swordsman and warrior.

Grand Master of Blood Keep: Walach commands the largest force of Blood Dragons in the old world, only the Red duke and his forces begin to rival Walach’s order.

Expert Tactician: As one of the oldest Vampire Lords in the Old World Walach has seen and fought in many battles and is a skilled commander.

Weaknesses:

Not a skilled Sorcerer: Beyond raising new troops and healing himself Walach is not very skilled at magic. He only considers maintaining his army the only use for Magic.

Standard Vampire Weaknesses: He has them except for a resistance to Sigmarite symbols and some resistance to daylight.
 
Once more, with feeling...

Full Name: Loekazn Bloodborn
Associated Names: The Ravager
Age - In his 60s, but the power of chaos warps his age so that it is more like he is in his prime
Bloodline: None.
Sire: None.
Generation: None.
Place of Birth: Unknown. Somewhere in the Chaos Wastes, likely.


Physical Description - being born of the chaos tribes of the north, Loekazn is a hulk of a man.
He is very tall and muscular, and it is unknown what he wears beneath his armor.

Personality - Loekazn is usually calm, only letting himself loose in the heat of battle.
He is very stubborn, but will retreat when absolutely necessary. He will always follow the will of the gods.

Brief History - Loekazn's early history is unknown, as is the case with many Champions of Chaos.
What is know, however, is that he was one of the strongest of his tribe, and united them.
Leading his small warband, he began raiding ancient ruins. It was on one of these raids that lead him to
the crown of eternal conquest. It was this crown that gave him a message from the gods.
They gave him their blessing, and told him that before his true rise to glory began, there was another power
he would have to deal with. He will do whatever he has to to begin his rise.

Basic stats

Speed - 3 (large build and armor weighs down alot)
agility - 4 (still slow, but has trained himself to react faster)
Weapon skill - 6 (Being a champion of chaos, he is naturally skilled)
Ballistic Skill - 4 (he does not focus on ranged combat, but is not a poor shot)
Raw Strength - 5(being a champion of chaos as well as a warrior of the north, he is quite strong)
Technique Strength - 6(7) (he is very skilled at using his weapons to their best)
Toughess - 4(5) (Again, being a champion of chaos ensures that he is tougher than normal)
Tactical knowledge - 4 (His main way of fighting battles is to attack against the front. Even if the flanks or rear seem undefended, it is probably a trap.
He realises when an enemy is attempting to flank him however, and will counter it as best as he can.)

Magic

Magical Lores known - The changer of ways has granted Loekazn a small portion of magic power, allowing him to use the lore of tzeentch to a limited level.
Raw magical power - 2
Magical skill - 2

Technology - none

Equipment - Loekazn is clad in Chaos armor and wields a shield, in addition to his magic items. He also rides a chaos warhorse.

The crown of eternal conquest (oh how I love the name) - Loekazn found this Chaos artifact in an ancient ruin he and his warband raided.
It grants him good regeneration skills (increases his toughness to 5, also makes it hard to permanently damage him)

The Blade of Chaos - Found in another ruin the Gods of Chaos revealed to him, this ancient blade
burns with a daemonic black fire that increases his strength, and each hit saps the strength from his foes. (This adds 1 to his technique strength)

Other Abilities - Bloodcurdling roar - The gods have granted Loekazn a voice so powerful that in the heat of battle, the very sound of his warcry can stun and deafen his enemies.


Strengths - Loekazn is naturally strong and tough due to being a champion of chaos. He also has strong magic items and is blessed by the gods.
He also commands a small warband, as well as having small magical power.

Weaknesses - Loekazn is very slow, as well as not being very sound as far as military tactics go. He will act recklessly, and is sometimes too stubborn to realise what he is doing is a very bad idea.

Additional Notes - Loekazn, being a champion of Chaos, may be rewarded additional gifts from the gods during his rise to glory.
Loekazn has a small warband from his tribe, that while having been diminished in number, are now more trained. He has 30 veteran chaos marauders (TT wise they would be WS 4 instead of 3), 15 chaos warriors, 10 chosen of chaos, and 5 chaos knights.
He also has a few smiths capable of repairing armor and providing small enchantments on swords for the more elite of the warband.
 
The Red Duke

Full Name: Unknow to anyone but himself
Associated Names: The Red Duke
Age: 1257
Bloodline: Blood Dragon
Sire: Abhorash
Generation: 2nd Generation
Place of Birth: Bretonnia

Physical Description
Broad of shoulder and just over six foot tall, the Duke has the typical well muscled form of a warrior. Though not naturally bald, he crops his dark brown hair close the scalp. His face is stern, with angular looks and cold eyes that can flare with anger. Normally he wears crimson armour befitting of his line, however this has been master forged by himself.

Personality
Far and wide the Duke is known as a bloodthirsty murderer, a person who will fly into a rage at the slightest whim, and who shows no mercy.
To those who truly know the Duke, they know this is not the full or complete story. Taught by Abhorash himself, the Duke places honour above all else. He will not attack the weak or defenceless unless there is no other course of action, and is always honours his oaths or promises. He can come across as harsh at points, but this is not intended as rudeness. He simply believes there is no point creating white lies or half truths. He will always speak bluntly and to the point.
Like wise, if someone deserves punishment, for things such as cowardice or betrayal, he will make sure it is carried out without question, as was the case with his daughter Katrina.
He does however have a temper. After many years he has a measure of control over it, and has buried it deeply. However now and again it can surface, though this has not happened for many years.

Brief History
See the Duke's history as per the VC book. In the course of the TVC it has turned out the Duke, Walach Harkon and Vekarin are all brothers, sons of Abhorash.


Basic Stats
Speed: The whilst heavily armoured, wears a plate that he has forged himself. He has trained for many years in it, and as such can still move with relative speed. He has a speed rating of 5.

Agility: As per his speed rating: 5.

Weapon Skill: The Duke was one of the deadliest warriors whilst alive. In death he was trained by Abhorash and his brother Vekarin, making him incredibly fast and skilled in combat. He has a Weapon Skill of 9.

Ballistic Skill: As a Bretonnian knight the Duke abhorred ranged weaponry, and this has not improved in death. He has a BS of 1.

Raw Strength: The Duke is powerfully muscled, as are all the lords of his kind. He has a Raw Strength of 5.

Technique Strength: The Duke has trained extensively to target weakspots on his enemies. His refusal to use magical weapons means he has gained skills in this area that surpass others who have become complacent with the benefits they gain from such weapons. He has a Technique Strength of 8.

Toughness: As everyone of his generation and standing, his body is naturally touch, and able to sustain a lot of damage. He has a basic toughness of 5. (6)

Tactical Knowledge: The Duke commanded crusades before his death, and waged war after his siring. He has learnt much from his defeats, and is now a truly deadly commander. He has a tactical skill of 9.

Magic

Magical Lores Known: Lore of Vampires
Raw Magical Power: The Duke abhors all magic. He only has the innate abilities he was sired with to control the dead. The Duke has a raw magical power of 1.
Magical Skill: The does not know any spells whatsoever. The Duke has a magical skill of 0.

Technology

Skillset: Smithing (mundane only)
Skill Level: The Duke spend many years learning this art, and the gift of his immortal life has allowed him to perfect it. His skill in forging armour and weapons rivals that of the Dwarfs. He has a skill level of 10.

Equipment
Master Forged Blade
Made by the Duke himself, this swords edge will never blunt. With the Duke’s skill it can pierce armour or hide, the perfect balancing allowing him move with surprising speed.
This weapon whilst mundane, will not break. It also allows the Duke to perform certain feats that would normally be impossible with such a large weapon, such as flicking it from one hand to another.

Master Forged Armour
As with his sword, the Duke’s armour has been forged by his own hand. It is has resistant has gromril, yet stills allows him to be flexible and move.
The armour allows the Duke to retain his normal speed and agility whilst still providing immense protection. This increase his overall toughness to 6.

Strengths

Combat Master – The Duke is incredibly skilled in combat, only possibly Vekarin would be able to best him in combat.
Tactical Master – The Duke’s grasp on tactics means he can be a deadly adversary in war.
Mundane Equipment – His equipment means that in the event of magical items being nullified the Duke’s overall abilities are not lessened.
Honourable – The Duke is honourable and will stand by his allies.
Level headed – After his previous defeats, the Duke is very level headed and generally makes good informed decisions. He does not give in to his pride or arrogance like he once did.

Weaknesses
No magic: The Duke has no magical skill and cannot cast any spells.
No magical items: The Dukes items, whilst superbly made, are not magical and thus are not as potent as their magical counterparts.
Temper: Though it very rarely happens, the Duke can loose his temper now and again, resulting in an out of control rage.
 
Name: "Master" Marc
Title: Teufhof’s guardian.
Origin: Bretonnia.
Age: Unknown
Sire: Walach Harkon.
Generation: 3rd
Current Location: Teufhof-Castle Teufhof to be exact.


Appearance:
Approximately 6’5 to 7’0, appears to be about thirty and has brown hair, he often wears blood red armour, rarely dressing in casual clothes, he always has two blades with him, one granted to him by Walach the other by Karl.

Mentality:
Seemingly to serve Karl forever. Apart from this and a good fight he seems to have little ambition.

Whilst pleasant on a daily basis, but usually less than honourable when under the pressure of true fighting he seems to lose control and can be highly dangerous to be around, as such Karl has swore to stand with him when his blood lust takes over to protect him and those around him.

Background:
Unknown apart from being born in Bretonnia and a get of Walach, he dislikes talking about it, Ademus speculates loudly that he lacked the chivalry Blood Dragons may be looking for.

Basic stats

Speed: 5 on foot, 7 on his Nightmare

Agility: 5

Weapon skill: 6 [7]

Ballistic skill: 4

Raw Strength: 6

Technique Strength: 6 [7] when wielding both of his swords due to familiarity with their use.

Toughness: 5 [6] when fully armoured

Tactical Knowledge: 6

Magic:
Necromancy

Magical Power: 4- Marc holds a fair amount of power but uses it for little more than commanding the dead.

Magical Skill: 1-He doesn’t even raise the dead only takes command of those already raised for him.

Technology:
Armour and Weapons Maintenance: 6

Equipment:

Walach’s Gift
A masterfully crafted blade able to cut through most armour even enchanted.
When used with his other sword it boosts his WS and TS by 1

Sword of Teufhof-
A heirloom of the lords of Teufhof castle, it was granted as a gift from Karl and Emilie to Marc, it is believed to have some dark magic within.
When used with his other sword it boosts his WS and TS by 1

Armour of Blood Keep-
A standard suit of masterfully crafted blood red armour.
Boosts toughness by 1.

Other Abilities

Bloodfury
Marc is susceptible to the Blood fury far worst than any other of his kind, it provides great strengths but also great weaknesses.
This happens if he loses any sort of control on his angry or blood thirst, this causes his stat line to
Speed: 5
Agility: 6 [moves with animalistic instinct]
Weapon skill: 7 [with or without swords]
Ballistic skill: 0
Raw Strength: 7 [strength increases by 1]
Technique Strength: 3 [technique skill vanishes under the madness]
Toughness: 5 [6] but can ignore even the worst wounds.
Tactical Knowledge: 0 [can not think rationally]

Pros:
Master Swordsman- A very talented warrior with a sword.
Great Warrior- Has mastered the Art of Battle to a fine degree.
Vampiric- Has many vampire gifts.
Blood Fury- Easily falls into this, has a great deal of power when he does so.

Cons
Vampire- He holds the weaknesses of his vampiric nature, he can not enter a place a mortal calls home unless invited, can’t stand symbols of religions and hates sunlight although can easily walk in it when he must.
No time for books- The vampire has little interest in learning magic and as such has absolutely no ability in this area, Ademus believes he doesn’t even have the strength to command Undead even if he learnt the spells.
Fragile Mind- Whilst normal on a day-to-day basis he quickly loses all rationality in the middle of battle and this can lead to stupid or frenzied actions.
 
Menhutep the Blessed
Full Name: Menhutep III
Associated Names: King of Mehkat, Ruler of the Sun, Enlightened of the Gods, Master of the Secret words, Servant of the Great One, Chosen of Ptra, Menhutep the Blessed!
Age: 4000+
Place of Birth: Mehkat

Description
Menhutep is what the people of the empire refer to as a Tomb King, in life he had been a man of average height and lithe built, he had been of average looks. However now he stands as a mummified husk of what he once was, dressed in the armour of ancient Nehekhara he still has an authoritative presence, even if twisted in a grotesque fashion.
In life he had been Priest King of Mehkat, which was a small city which had been a Vassal City of Mahrak.
In death he is Tomb King of Mehkat, a vassal city of Khemri.

Personality
Menhutep burns with a deep hatred for any who would intrude upon his domain but his hatred is greatest for the one known as Nagash whom he despises before all others. His strongest remaining feelings are those of pious devotion to the gods and unlike many other Tomb Kings he shows a scholarly interest in the incantations of the Tomb Kings which has served him well when having to go visit Settra due to his distrust of the Liche Priesthood.

Brief History
Menhutep III grew up in Mehkat; he was the second son of King Ranthept. When he was only twenty two he was crowned as king due to his father’s death in the war against the Great Blasphemer, once crowned he found the truth of his city, it was in a poor way due to the rise of Nagash. Since Mehkat had survived being a servant of Mahrak for many years it had become severely weakened when Mahrak had to withdraw most of its support for the smaller city due to the war with Nagash.
The minor city was well known for its Priesthood and during Menhutep’s reign he decided to strengthen this belief by investing in the cities Priesthood and by trying to re-strengthen its ties to the great city of Mahrak. To this end he mastered the Incantations of the Liche Priests for himself in many ways to show his support. During life he was exceeding strong of body despite his light build and was said to be blessed of Ptra.
Surviving the war with Nagash he died of natural causes still strong and able.

Since rising from the dead due to Nagash’s great spell he has ensured his dominance over the city of Mehkat and now commands a considerable army, all others who believed they had the right of king to the city now lie truly dead or serve as officers for Menhutep.
After seeing Settra’s advance he, at first, attempted to hold back the Lord requesting assistance from Mahrak, but none was fore coming. In bitter anger he bowed to Settra and now helps the Great Kings battle against King Phar.

Basic Stats
Speed: 4
Agility: 4
Weapon Skill: 7 (8)
Ballistic Skill: 4
Raw Strength: 4 (5)
Technique Strength: 7 (8)
Toughness: 6 (7)
Tactical Knowledge: 8

Magic
Magical Lore’s Known: Nehekharan Incantations
Raw Magical Power: 4
Magical Skill: 5

Technology
Skill set:
Rituals: Preparing Rituals for the worship of the Nehekharan Gods
Skill Level: 6


Equipment
The Sword of Ptra
A large Khopesh blessed by the Sun God, the blade cuts through armour and flesh with Equal ease burning flesh as it does so, it was gifted to Menhutep by Mahrak.
When used this blade increases Menhutep’s Weapon Skill and Technique Strength by 1
Shield of Ptra
The Shield flickers and glows with the blessed light of the Sun God.
Unleashes blinding flashes of light at the wielder’s foe.
Armour of Mehkat
A shining Golden suit of the armour of Kings which has never became tarnished or dented throughout the ages, it is said that the armour was created by the Great Father himself for the first king of Mehkat; it was gifted to Menhutep’s Grandfather by the city of Mahrak.
Increases the wearers toughness by 1.
Crown of Light
The golden crown represents Menhutep’s kingship of Mehkat, the front of the ornate crown has a Golden Serpent engraved around the outside of it.
Increases the wearers strength by 1.
Spear of Mehkat
A well made Spear which is used by the King when on his Chariot.
Increases the wearers Weapon Skill by 1.

Other Abilities

My Will be Done!
By the Formidable Will and Personality of the Tomb King he drives his army onwards instilling in them the invigoration he himself possesses
Menhutep can invigorate his army by will alone.
The Curse
A Powerful Curse hangs over the Royalty of Nehekhara and strikes down upon any who would do them wrong.
Mortals who have raided Menhutep’s city have died later due to the terms of the curse however the greatest power of the curse strikes on any who would strike the Tomb King down.
Blessed of Ptra
Menhutep is the chosen of the Great Father and as such is stronger and a greater fighter than the average Tomb King he also is blessed with a limited ability in invoking the incantations of the Gods. Lastly and Greatest of his blessings is that if he is killed in battle his physical form will reform back in Mehkat as long as Sun Light Shines upon him.

Pro's
Scholar-In life he delved greatly into the divine texts and has mastered the incantations of the priesthood to great effect.
Blessed of Ptra-Blessed by the Great Father he has been gifted with superior swordsmanship abilities and the skill of invoking incantations.
Curse-Any who strike him down will be in turn struck by an ancient and fatal curse.
Undead-He needs never rest nor eat.
Horrifying-His appearance strikes fear into the living.
King-Has a great Warhost at his time including other Lesser Tomb Kings, Princes and Liche Priests.

Con's
Flammable-Like all Tomb Kings he has a weakness to fire although at times Ptra will protect him from this.
Worried- Due to his new loyalties to King Settra he now fears Phar’s retribution.
Subservient- Despite his status as “king” he must bow to Settra’s will.
Sibling love- If anything happens to his brother he will become enraged and lose his ability to think logically.


Liche High Priest
Full Name: Amenakht
Associated Names: High Priest of Mehkat, Keeper of Secrets, Lord of the Divine Word, Prophet of the Awakened One, Bearer of the Serpent Staff, Amenakht the Everlasting
Age: 4000+
Place of Birth: Mehkat

Description
As a Liche Priest he looks nothing like he did in life, his appearance is similar to his brother, perhaps slightly shorter.
He carries a staff at all times along with other artefacts, he was known as the greatest priest of Mehkat throughout all the ages.
Still alive when Nagash cast his great spell that ended all life in the land he was the Liche that awoke his older brother’s forces.

Brief History
Amenakht grew up in Mehkat; he was the first son of King Ranthept and as tradition dictated he was given to the priesthood. At first he was a slow learner and due to lazy inclination did little work, however at the age of twenty three his brother became king and realising that his brother needed a lot of help with his reign he decided that he had to help his sibling.
Once he put the effort in Amenakht began to rise through the ranks of the Mortuary Cult with astonishing speed and by the time he was thirty he had reached a senior rank in the Cult and then with his Brothers help he was granted the position of High Priest of the city. Most believe that if not for his brother’s influence he most likely would have had to wait at least two more decades for the chance at this position.
Once at this rank he delved heavily into the incantations of the order and became a powerful Priest and despite the insignificance of his city he was one of the greatest of his order.
He continued life, or at least a Liche’s version of it, until Nagash turned his land into one of the dead.
He also was the one who awoke his brother and his army.
He has since served as the main Hierophant of his brother, and kings, forces.

Basic Stats
Speed: 3 (8)
Agility: 3
Weapon Skill: 3 (4)
Ballistic Skill: 4
Raw Strength: 3
Technique Strength: 4
Toughness: 3
Tactical Knowledge: 6

Magic
Magical Lore’s Known: Nehekharan Incantations
Raw Magical Power: 9
Magical Skill: 10

Technology
Skill set:
Rituals: Preparing Rituals for the worship of the Nehekharan Gods
Skill Level: 10
Alchemy: In the creation of Alchemic Concoctions.
Skill Level: 5
Artificer: The creation of magical constructs and maintaining of the city is the affair of Priests
Skill Level: 7

Equipment
Serpent Staff of Mehkat
It empowers the wielder by drawing on the winds of magic; it also has the ability to unleash a horde of flesh-eating locus. Also any physical attack with the staff will cause the poisoning. Gifted to Amenakht by the City of Mahrak.
Also in Terms of RP increases Weapon Skill by 1
Golden Ankhra
The Ankhra surrounds the wielder with Protective energies.
Increases Toughness by 1
Brooch of the Great Desert
A beautiful Golden Brooch sculpted in the image of a Scarab.
Can be used to dispel a single spell, must be reenergised by the Liche after its use.

Other Abilities

Hierophant
The most skilled of the Great Liche Priests of Mehkat it is he who awakens the sleeping dead of his City.
The High Liche Priest is, alongside his brother, the force which empowers and holds their army together.
Master of Scabs
Not only can the Priest summon scabs but he can transform into a swarm of them to travel long distances over short periods of time.
Transforming into scabs can be a quick mode of transport increasing his speed greatly to 8 and to evade attacks.

Pro's
Greatest of Mehkat-The greatest priest that the city has ever produced; he is amongst the most powerful and gifted of the Liche Priests of Nehekhara.
Scholar-Due to his academic nature and his access to the Mortuary cult’s texts he holds a great deal of knowledge both common and secret.
Staff User-He has some skill with fighting with a staff against average opponents.
High Priest-He has a number of lesser priests at his command.
Undead- He needs never rest nor eat

Con's
Wasted Strength-Amenakht is potentially a powerful wizard but due to his lack of knowledge of anything outside the incantations of his priesthood he is not as versatile as most magi.
Sibling love-If anything happens to his brother he will become enraged and lose his ability to think logically.
Fragile-In comparison to a vampire he is quite weak.


//The Characters for the Nehekhara Roleplay, they are a vassal city of Settra. Original ones can be found in the old sign up thread.//
 
Full Name: Manruss
Associated Names: Prince of Straigos, the Avatar of Raze'kharn
Age: 790
Bloodline: Strigori
Sire: Raze'kharn
Generation: 3rd
Place of Birth: a small town in Nordland

Physical Description
Hight: 7’0
Weight: 250
Eyes: Red
Skin: a purplish grey color
Hair: black and worn in a topknot
Claws: 30 inchs
Clothing: a pair of tattered pants and a sleeveless trenchcoat he took from a Witch hunter

Personality:
Manruss is nothing short of devious, by far the most intelligent and also the most arrogant of Raze'kharns offspring, Manruss believes that the Strigori are perfection and that humans are vermin and the other Bloodlines are lower then the Strigori

Basic Stats
Speed: 5 when running 4 on the wall
Agility: 6
Weapon Skill: 6
Ballistic Skill: 5
Raw Strength: 8
Technique Strength: 7
Toughness: 7
Tactical Knowledge: 4


Magic

Magical Lores Known:
Lore of Vampires

Magical Skill: 3

Technology
None

Equipment
The Daemons Eye
The Daemons Eye is an amulet Manruss wears, magic items within a ten foot radiance around him are basically turned off- and casting spells becomes near impossible.

Strengths

Wall Climbing: Manruss can climb walls or anchor himself to the ceiling

Great Strength:Manrus has all the strength and ferocity that the Strigori line is known for

Unholy Endurance: Manruss's hide as decayed and hardened to the point where only the most powerful of blows can pierce it.

Devilishly cunning: Manruss is unlike many strigori in that he often plans ahead in his endevors and more often then not has multiple backup plans

Weaknesses:

Sunlight: Manruss is vulnerable to sunlight though he does not combust he is weakened and put through extreme pain as his skin blackens and burns.

Silver: Silver is harmful to all Vampires to a certain extent, but Manruss is especially vulnerable the mere presence of it causes him nausea and when it pierces his skin it sapps at his strength slowly and painfully destroying him.

Insucer:
as the second sired son of Raze'kharn, Manruss is holding a title that in all reality Belongs to Graveclaw and knows that should Graveclaw stake his claim he would have no choice but to back down something that Manruss has no intention of doing, he will savagely hunt down and destroy anything that threatens his rule.

Obsessive: Manruss is Obsessively organized and unexpected factors incense him to no end, in battle if his forces fail to do as ordered or suacer an objective Manruss will fly into a berserk rage and become little more then a beast.

****************************************************************************************************************

Full Name: Garrag
Associated Names:
Age: 700
Bloodline: Strigori
Sire: Raze'kharn
Generation: 3rd
Place of Birth:Wissinland

Physical Description
Hight: 5'0
Weight: 98
Eyes: Yellow
Hair:none
Claws: 30 inchs
Cloths: nothing he is completely nude

Personality: Garrag is completely insane driven so by the Blood Kiss. incapable of speech Garrag has developed a hysterical garbled form of speech that only his siblings and sire manage to understand.

Basic Stats
Speed: 6
Agility: 6
Weapon Skill: 5
Ballistic Skill: 1
Raw Strength: 5
Technique Strength: 3
Toughness: 5
Tactical Knowledge:0

Magic – None

Magical Lore Known:
None

Magical Skill: 0

Technology:
None

Equipment:
None

Strengths:
Strangle Them: Garrag is the runt of Raze'kharn's brood but still possess great strength once Garrag gets a grip on opponent’s throat he is near impossible to remove

Wall Climbing: Garrag can cling to any surface.

Swift: Garrag is incredibly fast and agile, easily capable of running even the swiftest prey into the ground

Weaknesses:
Coward: thou a fearsome fighter when cornered, Garrag does not do well against professional Warriors and much rather attack when the Enemy has their back turned.

Sunlight:Garrag is vulnerable to sunlight though he does not combust he is weakened and put through extreme pain as his skin blackens and burns.
****************************************************************************************************************


Full Name:Nagaina
Associated Names: The Shadow Queen, Sssssshadow bitch (Graveclaw is the only one who calls her this), Banshee Queen
Age: 760
Bloodline: Strigori
Sire: Raze'kharn
Generation: 3rd
Place of Birth: a small Strigany caravan long since vanished

Physical Description:
Hight: 6'1
Weight: 140
Eyes: Red
Skin: Sickly White when solid. Pitch black when Ethereal
Hair: white when solid, Grey when Ethereal
Claws: 6 inches and retractable
Clothing: a Grey tattered dress

Personality: Nagaina is usually in a dark depression, she is extremely sarcastic towards her siblings. She is attracted to Graveclaw but angered at his continues spurning of her advances and has spitfuly joined up with Manruss and Garrag.


Basic Stats

Speed: 6
Agility: 6
Weapon Skill: 4
Ballistic Skill: 1
Raw Strength: 7
Technique Strength: 4
Toughness: 5
Tactical Knowledge: 3

Magic –
Magical Lores Known:
Lore of Vampires, Lore of Shadow
Magical Skill: 3 for Vampire lore 8 for lore of Shadows


Equipment
None
Strengths
Ethereal form: Nagaina possesses the ability to enter an ethereal state where no solid object can hurt her but magic and other Ethereal creatures she can also turn invisible in this state.

Scream of Banshees: Nagaina is capable of unleashing an unearthly scream that can shatter glass and cause an enemy’s nervous system to seize up rendering them Helpless.

Pass as human:due to her smaller frame, and retractable claws Nagaina can pass as human at a casual glance.


Weaknesses:
Light:Nagaina is a creature of the shadows, The wind of Shadows is as much apart of her as her own arm and bright light is poison to her the, brighter the light the weaker she gets.

Note: When in her Nagaina invisible state only Powerful Wizards and other ethereal creatures can tell she is nearby as they can sense her
 
Oops, I forgot to write a bio for:

Requarah

Name: Requarah Cromwell
Associated Names: Juliet de Veldenwald
Age: 476
Sire: Lesa Cromwell
Bloodline: Lahmian
Place of Birth: Sylvania

Description
Requarah is about 5'6, possessing an attractive, curvy body Requarah wears expensive dresses and revealing clothing in the latest Imperial fashions. Her dark hair is always done up in these fashions and she wears extensive make up.

Personality
Requarah is seductive and beguiling, using her attractiveness to gain an edge in and out of battle. She works for herself, and herself alone, and will use any means to achieve her ends.

Brief History
Requarah was born in a small imperial village just outside of Sylvania and sired at the age of 21 by Lesa Cromwell, who was passing through the village and was intrigued by her beauty and manipulative personality. She delighted in her new found physical abilities, being able to overpower the strongest mortal men and with vampiric grace and speed that far outmatched that of any she had met. But what she delighted most in was the hunt for blood. Requarah's family had always been poor, and she had long since learned to use her physical attractiveness to her advantage, selling herself out to men in taverns and bars. Fortunately for her, her family was killed in her feeding frenzy as a newborn and she was able to carry on her work alone, seducing men into her home before killing them, sucking them dry of blood and taking whatever valuables they possessed. She had gained a fair stockpile of wealth but the murder of a dozen young men did not go unnoticed and she was arrested as a thief and murderer. She would have been killed that day were it not for the intervention of Lesa, who passed through the town a second time as the young woman was to be burned for her crimes. Lesa drove away the crowds calling for Requarah's blood and took the girl with her to her home with Milosh. There, she was fed and cared for until she regained her strength. Lesa and Milosh also taught her the ways of Vampires and the history of her race. After several years of living with Lesa and Milosh, Requarah expressed a desire to return to the Empire, and she was given capital enough to buy a large estate and start living as a privileged aristocrat among the Altdorf elite. However, a single woman owning a great estate was something unheard of within the Empire, and she married into a powerful family. Over several hundred years, Requarah lived within Altdorf, becoming skilled in seduction and politics. She pretended to be in various positions within powerful Altdorf families, gathering a large occult following and small army of Undead in secret over the centuries. Eventually, when she was posing as beautiful the daughter of the late Baron de Veldenwald, she decided to make a real grab for power. Using several of her gets, she infiltrated the power bases of the von Carstein family, subtly manipulating their decisions with false advice from the lips of her spies. It was a masterful plan, but some were aware of it. During a formal ball in her large Altdorf home, Requarah was called upon by Vekarin who evidently killed her, sucking the life force out of her body with the insidious powers of the Dark Blade. However she survived with the use of a crude, yet effective incarnation of a Carstien ring, and through the political manipulations of her spies within the Altdorf elite, Requarah set an army of Witch Hunters and many knights of Morr upon the Violet Citadel. The attack was defeated, and Vekarin infiltrated her home again in the guise of a priest of Morr. He tracked Requarah to a base within the sewers of Altdorf, where she was gathering a number of Undead. Vekarin killed Requarah yet again by cutting off her head with a silvered knife. Believing her dead, Vekarin left for the Violet Citadel, crushing her ring so that she would not rise for a second time. However Requarah was not that easy to destroy, and has lain low since her apparent 'death.' Several years ago, she felt the need to take power again, but this time from a different source.

Basic Stats
Speed: With the legendary speed and grace of Lahmians, Requarah is very fast. She has a basic speed of 7.

Agility: Being of the Lahmian bloodline, Requarah is quick and graceful. She has a basic agility of 7

Weapon Skill: Although she has studied the art of swordplay extensively and is possessing of vampiric grace and speed, Requaurah does not excell at the art. She has a basic weapon skill of 5

Ballistic Skill: Requarah has learned to fire weapons extensively over her long tenure as a human in Altdorf. She has a basic ballistic skill of 6.

Raw Strength: Requarah is fast, but not strong in any way, despite having a vampire's natural strength. She has a basic raw strength of 4.

Technique Strength: Requarah is quick and agile, but not strong or proficient in combat. She has a technique strength of 5.

Toughness: Requarah is not used to feeling pain or dealing with injury, and cannot sustain wounds very well. She was a basic toughness of 4.

Tactical Knowledge: While learned in tactics, Requarah has little experience on the battlefield. She has a tactical knowledge of 4.

Magic
Magical Lores Known: Necromancy
Raw Magical Power: Requarah, while skilled in the magical arts cannot command them in the volume that more powerful casters can. She has a raw magical power of 4.

Magical Skill: Requarah has studied the art of Necromancy for many years and has become quite skilled. She has a magical skill of 6.

Equipment
Ring of Regeneration
A ring that Requarah no doubt obtained through the black market with the expenditure of a considerable sum of money, this ring functions in the way that the von Carstein ring does, although is of a great deal less power. After it was destroyed by Vekarin, it was repaired by Requarah's latest master.
The Ring of Regeration allows Requarah to heal grevious wounds done to her as long as there is a spark of life within her. It can do things like regenerate limbs or heal mortal wounds, but takes a great deal of time to do so (several days) and cannot return Requarah to life.

Strengths
Seductive: Requarah uses her looks masterfully to achieve her goals.
Politically Manipulative: Requarah has manipulated the actions of humans and Vampyre for hundreds of years and she is quite proficient at it.

Weaknesses
Jill of all Trades, Mistress of None: Requarah, while proficient in the basics of magic using and combat, is not a master of either and prefers let her thralls do her work for her.
Fickle: Requarah will pledge allegiance to someone only when and if it suits her to do so. She cannot be trusted and will often work for the highest bidder.
 
The Huntress

Full Name: Trinity Lorcas-Galliona
Associated Names: The Huntress
Age: 22
Bloodline: N/a (Human)
Sire: N/a
Place of Birth: Trantio, Tilea

Physical Description

Trinity is a tall, lithe lady with shoulder-length auburn hair; though it is usually done up into some fashionable hair-do. She has soft facial features with cerulean eyes. A toned figure is testament to the rigorous military training she endures on a day to day basis.


Personality

Trinity is an independent person and will not suffer fools gladly. She strives to prove herself to others.. especially men who treat her military ambitions with contempt. She is often cold and austere towards strangers but is unquestioningly loyal to those whom she counts as friends. Intelligent and witty, she has inherited her father’s curiosity and thirst for the unusual.


Brief History

Born in Trantio, Tilea, to an ex-military captain and his younger wife; who died during child-birth. Her father joined the Library of Trantio shortly after she was born and so spent less time with her as she grew up. This led to her becoming an independent and self-sufficient person. She spent her childhood amongst the decadent, aristocratic nobles that ruled over the city; though she inherited her father’s distaste for these people, she is still quite happy to count them as acquaintances when it suits her.

She spent many years helping her father in the library and as such has become an intelligent person, well versed in the histories of many nations. But she always seemed more eager to learn about his military experiences, and under his tuition learnt to use many of the tools of war.. whilst she showed promise with all of them she excelled at ballistics.. her favourite, a pair of her father’s pistols.

Aged fifteen, she joined the Trantion Army and was quick to prove that she was as capable as any of the other new recruits. At a disadvantage because she was a lady and because of her background, she was often overlooked in favour of her, often less accomplished, male colleagues; she has spent the years since pushing herself to the limits to prove that she is just as capable, if not more capable than the soldiers she envies.

Like her father, she shares a friendship with a vampire called Saul Delegardt. In truth, their relationship is more than a friendship but both of them seem reluctant to build any further bridges.


Basic Stats:

Speed: 5
Agility: 5
Weapon Skill: 3
Ballistic Skill: 5 (6)
Raw Strength: 4
Technique Strength: 3
Toughness: 4
Tactical Knowledge: 5


Technology:
Skillset: Black Powder, Bowery, Fletching
Skill: 4 (BP), 4 (B), 5 (F)

Equipment:
Ceremonial Sword
A sword gifted to her father in commemoration of his ascension to Commander of Trantio’s Palace Guard. Since her father no longer has any need of the weapon, it is up to Trinity to carry its legacy on.

Dual Pistols
A pair of pistols inherited from her father; the very first she ever learned to shoot with.. when using these pistols her ballistic skill is increased (BS +1).

Hunting Bow
A lightweight recurve bow constructed of yew. Trinity prefers this weapon over a more powerful crossbow because it’s easier to reload and is easier to use in dense terrains.


Strengths:
Loyalty: Trinity is extremely loyal to those she trusts.. or indeed those that Saul trusts. She will never abandon them not matter what.
Ranged Weapon: Trinity is an exceptional archer (for a human)
Tactician: Many years spent accruing her father’s tactical wisdom, Trinity has become a tactician disproportionate to her age.


Weaknesses:
Independence: Trinity is often unwilling to accept aid from anybody.. even her father. She will firmly stand by her principle that she must be tough enough to achieve what she needs to achieve on her own.
Close Combat: Whilst Trinity is a competent sword fighter (for a human) she seriously lacks the physical strength that others can muster in a fight.. this often leaves her at a severe disadvantage should she have to fight at close quarters.
 
Full Name: Valach Raventar
Associated Names: Dementia
Age - 426
Bloodline: Necrarch
Sire: Count Victor of the Black Marsh
Place of Birth: Bretonnia


Physical Description - Valach was a jester for the count. Reaching just under 6ft Valach is skin and bone, his face is sunken to create large dark cirlces around his eyes, his lips and cheeks are pulled tight against his skull. In fact it is as though he is just wearing a very tight mask the skull revealed underneath. Valach wears a jester's costume black and red with bbells on his hat and shoes which curl up. He carries with him a torch which is his wand also a small dagger attatched to his belt.

Personality - Valach is utterly insane, he has lost his humanity as his features were changed to that of the Necrarch. Cannot seem to connect with reality, he steals corpses to take back with him to wherever he is currently staying at the time and has conversations with them. Constantly hears his sire's voice in his mind urging him on to complete various tasks for him.

Brief History - As a peasant in Bretonnia things were not looking good for Valach from the start. His family killed from constant plague and sickness Valach's youth was as a stable boy for the nobles. Count Victor lead a vast army across Bretonnia in search of tomes, ingrediants and the sort entire villages were put to the torch. When the Count came across Valach's village his army had grown to an unfathomable size but by this time word had reached the nobles and a defence force had been spirred to the aid of the peasants. Among the noble's army were potent holy men, experienced in fighting against the dead. The village's inhabitants were being evacuated as the noble's army brought those under Victor's command to an open field. It was during the evacuation of Valach's village that he met eyes with the dark lord himself. Terror and absolute fear were not the only emotions filling Valach at this time. A sense of belonging and lost purpose was mounted right before him upon a steed from hell. Victor just looked down on Valach unkown to Valach what the reason was for this Victor cast a spell upon him, causing him to fall into unconciousness Victor took him atop his steed. And seeing the holy men on the field, readying themselves for what was to come Victor hissed miserably and ordered a hasty retreat back to the marsh. From then on Valach was taken on as Victor's personal jester, whom of which he would teach the basics of alchemy to.
It was during one of these private sessions that Victor unleashed a suprise attack upon Valach, draining him entirely of his life force and throwing his empty case of a body to the side. When Valach came to he knew exactly what had happened from looking down at his hands and how he felt. His master had turned him into a monster, like so many of his experiments in the cellers. Valach screamed, he screamed in terror, in hate, in fear of never being able to die and find peace. His master had taken all the aspirations of a simple peasant away. Valach searched the castle for his master, but to no avail. No vampire, no creations no nothing. Victor had cleared the entire castle and moved on without him. Then as Valach reached the top of the tower, ready to throw himself off in hopes of destroying himself on the defensive stakes at the bottom he heard a faint voice in his head. His master's voice, telling him he had work to be done.

Basic stats

Speed - 8 (9) (Jester outfit)
agility - 6 (Extremely skinny and able to manouver in and out of enemy flurries)
Weapon skill - 4 (Being a Necrarch peasant Valach is not used to using weapons, using a more reckless approach to combat)
Ballistic Skill - 4 (Used to juggling for the Count and other techniques used for accuracy)
Raw Strength - 4(Even though Valach is Necrarch he relies on insanity and hate to fuel his strength)
Technique Strength - 5 (is able to use basic weapons to mediocre ability)
Toughess - 5 (Valach's vampiric resilience is strong within his frail form)
Tactical knowledge - 6 (Valach is constantly aware of what's around him, extremely paranoid it is hard to get the drop on him.)

Magic

Magical Lores known - Necromancy
Raw magical power - 7
Magical skill - 4 (6)

Technology - none

Equipment - Valach is full clad in his jester's outfit, before leaving Victor had it enchanted making Valach more flexible in times of need he may move as if he had no bones.

Wand of Dementia - A sort of patong, a wooden shaft wit a metallic skull atop it which blazes when Valach is in combat boosting his magical capabillities.

Other Abilities - Maniacle Laughter - Victor has destroyed Valach's mind, in combat Valach emits a shrill cackle which chills the blood and whitens the hair. Scaring mortals to death.


Strengths - Valach is flexible and extremely fast. A lack of knowing when and where to quit He will fight to the end only rarely fleeing.

Weaknesses - Valach is a poor fighter, when it comes to skill and finesse. He will act recklessly, and does not think his plans through. Going out of his way to gorge on blood and flesh. (despite being Necrarch)
Insanity, this leaves Valach to submit to fits or to just run off screaming bloody murder. Giving away positions for amubush or gaining unwanted attention.

Additional Notes - Valach is in eternal service to Victor, whenever Valach pleases his master he may be rewarded with certain gifts that appeal to him. Such as bulging his muscles to formidable proportions at the cost of speed, or giving him mental relief by returning some peaceful memories in which case Valach will sit down and ponder on these thoughts in a dazed fashion.
 
Akarin Von Carstein

Full Name: Akarin Von Carstein
Associated Names: The Shadowed Advisor.
Occupation: Noble, Count’s Apothecary (Cover), Counts personal Advisor (A more recent Cover), Count’s Arch-Assassin.
Age: 613 (Sired in 1909)
Bloodline: Von Carstein
Generation: 3rd
Sire: Fitz Von Carstein
Place of Birth: Sylvania

Description
Standing at about 5”10 foot and with a slim build Akarin is not the most frightening figure in the ranks of the von Carsteins. A pretty, perhaps charming man, he has long black hair which is usually either loose with the fringe covering his left eye or pulled back into a ponytail. He is often garbed in the nobleman’s guise of the empire or in black hooded garments with armour strapped over it and a cloak of similar colour thrown over his left shoulder
He looks to be about twenty five or twenty six years of age and when he speaks the slightly cultured accent of a Sylvania nobleman can be heard.
In battle he will often try to get the jump on his enemies and kill them as quickly and silently as possible. When a fight on more equal terms is required the vampire often fights with two identical swords, moving at supernatural speeds even beyond most vampires.
His most unique ability is his vampiric hypnosis, which is quite useful against mortal and immortal alike. It requires eye contact with his right eye which turns Crimson Red when active.

Personality
Personality wise he is a rather friendly and polite although withdrawn man, when involved on duty to his master he can however become ruthless and cold.
Most mortals in Sylvania do not know he is an Assassin instead originally believing him to be the Count’s Apothecary and in the last two decades he has been known as the Sylvania's Financial Advisor.
He spends most of his free time reading or practicing his various talents.

Brief History
Akarin Von Carstein was born Akarin Von Haulf, a noble of the Sylvanian Banking Family. He was the second son of his family and as such was never expected to inherit much, instead his father raised him for a specific purpose-To Kill His Political Enemies. For many years Akarin did this and grew better as he did, he had no wish for the responsibilities of being a noble and was happy in his place. For the next few years he continued to increase his killing skills whilst developing his abilities in fighting, infiltration and with chemicals, elixirs and medicines taking on the appearance of a young apothecary he also spent much time learning the banking trade from his father more from interest than any real need. At the age of 26, in 1909, his father set him another target, a powerful noble by the name of Vlad Von Carstein.
For the first time Akarin failed in his mission, he was caught by a man called Fritz Von Carstein. However this was a lucky turn impressed by the mortal assassin and made him into one of the living dead.
Akarin's first mission for the Count was a simple one he killed his father and brother without hesitation, for his steadfast loyalty he was given the title of head of the von Haulf family.
Over his many years Akarin has achieved many things, one of the greatest of which is training and leading small groups of vampiric assassins out against the counts enemies. He has always served the Counts of Sylvannia, although the time of Konrad was turbulent.
His private life is rather quite although it is believed he somehow lost someone he cared deeply for.

Basic Stats
Speed: 7
Agility: 8 (As an lightly armoured fighter he has trained his ability to evade attack to its fullest on top of this he has always been naturally gifted with agile grace)
Weapon Skill: 6 (7)
Ballistic Skill: 5
Raw Strength: 5
Technique Strength: 6 (7)
Toughness: 4 (5)
Tactical Knowledge: 1 (He does not lead armies and never has, as such he has no knowledge in the command of anything larger than his Assassins.)

Magic
Magical Lores Known: Lore of Vampires/ Necromancy, Lore of Shadow
Raw Magical Power: 6
Magical Skill: Necromancy 2 and Lore of Shadows 6

Technology
Skill Set: Apothecary (Herbs and the concotion of different chemical mixes, used mostly to make poisons but can make mortal medicines.)
Skill Level: 8
Skill Set: Economist (Highly trained in financial book keeping and investments he has on more than one occassion been put in charge of Sylvania's treasury)
Skill Level: 9

Equipment
The blades of Day and Night
Two identical slim swords, one the darkest black and the other the brightest white.
Each blade bears a different blessing, the blade of day is potent against the Undead whilst the blade of night inflicts greater damage on the living. However even without their enchantments both swords are well crafted.
When using these swords his weapon skill and technique skill are increased by 1 due to his familiarity with the blades.
Drakenhof’s Shadow
A cloak gifted to Akarin by Vlad, its true origins are unknown but its abilities are quite obvious. The wearer more easily melds with the darkness around him.
A Cloak that makes moving quietly all the more easier for the wearer.
Akarin’s Dagger
A finely crafted dagger with a silver blade.
A dagger Akarin uses mostly for dealing with vampiric foes.
Throwing Knives
Well balanced blades
A few throwing blades
Akarin’s Armour
Light Armour wore over a Black hooded garment, the black leather armour was crafted by a vampire artificer and it consists of a light Chest Plate, Greaves, pauldrons and gauntlets.
Increases Toughness by 1
Akarin’s Bracers
The Bracers are specifically designed for the Assassin for within each is a hidden blade, also attached to the bottom of the left Bracer is a small one shot pistol.
Various Poisons
An Assassin should always have a few
Poisons which work against the living and the dead

Abilities
Ranald’s Eye
Akarin’s right eye can, upon eye contact, trap another in a formidable illusion.
Akarin can trap others in illusions, the ultimate effect could cause them to stand still as they believe they are still fighting or to attacking an ally for seeing them as an enemy. It does however require a significant amount of Dhar to use and can tire Akarin out especially if he is badly injured.
Only when this advanced illusionary power is activated will the eye become Crimson, at all other times it is pitch black like his other eye.
Even when not activated his hypnotic abilities are superior to many other vampires.
Shadow-Dancer
Akarin has lived in the Shadows for all his life and unlife, they protect and guide him
Akarin can teleport through shadows, he is also able to become a shadow himself to avoid attack but in turn can not attack others this also leaves him indistinguishable from the darkness around him.
Life-Long Assassin
Akarin has spent his entire existence perfecting the art of killing in silence he has also learnt how to use his talents to fight to the best of his abilities
Akarin is extremely silent and can hide in plain sight with ease, he also possesses great acrobatic abilities and is exceedingly agile. He also has the odd ability of being able to change his hair colour at will.
von Carstein
Akarin possesses only a few of the von Carstein traits, he can turn into a lean black wolf at will and with a greater effort a bat.
Akarin can shape shift into a black wolf with dark eyes or a normal bat.

Pro's
Stealthy
Stealth is Akarin’s greatest asset as he can move silently in almost any situation.
Quicksilver Speeds
Akarin’s speed is greater than even many Lahmians which makes him perhaps the quickest of all the living Von Carsteins.
Trained Killer
A skilled fighter with swords, daggers or hand-to-hand that also employs the use of more underhanded techniques and Illusions makes Akarin quiet dangerous.
Arch-Assassin
Akarin stands high in the ranks of the von Carstein family
Day Walker
Akarin feels no weakness against the Light of Day nor do religious Symbols repel him
Vampire
Akarin is a hunter of the night and bears the dark gifts that come with it. Such as advanced strength, speed, endurance and things such as hypnotic abilities and the ability to defy gravity allowing him to merely walk up walls and on roofs.

Con's
No Head for Command
He is not a leader and does not command any armed force other than his vampiric assassins.
Agile Fighter
His armour is far lighter than what others might wear.
Tiring Gaze
His eye-ability uses up a great deal of Dhar and can severly tire him.
Necromantically Challenged
Akarin is known amongst the von Carstiens for being amongst the worst Necromancers of the family although he is a highly trained illusionist
Not Ambitious
As a high assassin to the count of Sylvania, Akarin is quiet happy with his lot in life and is very unlikely to ever try and rebel against his masters.
High Birth
Despite his training Akarin is a noble, and never forgets this. As such he is prideful, naturally arrogant and believes himself better than those of peasant origins.
 
The Shade

Full Name: The Shade
Associated Names: None
Age: ???
Bloodline: ???, it’s unknown if he is even a vampire or even exists at all.
Sire: ???
Generation: ???
Place of Birth: ???


Physical Description
The Shade is a humanoid figure, shouldered completely in black robes. Only a blank grey mask is visible, the eye sockets are shadowed and appear to be covered in darkness.

Personality
The Shade is mocking and mysterious, it is friendly one moment, yet launching hateful barbs the next. The personality of the Shade is one dedicated to twisting out the painful truths of a person.

Brief History
It’s unknown exactly what or who the Shade is, it appeared one day cryptically to taunt Mircea and left just as soon as it arrived, since then uit had haunted the Vampire Count for unknown reasons. It’s unknown whether this being truly a ghost, or simply one of Mircea’s hallucinations.


Basic Stats


Speed: 4 normally, however the Shade has the ability to seemingly disappear and teleport great distances.

Agility: 5

Weapon Skill: 0 (the Shade cannot harm anything)

Ballistic Skill: 0 (again, the Shade cannot harm anything)

Raw Strength: 2

Technique Strength: 0

Toughness: 10 (Requesting more than 10 here, the Shade is completely Ethereal to the point where not even magic can harm it, it’s drawback is that it has no offensive abilities or power at all, it’s unknown whether the Shade is this impossible to kill, or simply does not exist in the first place)

Tactical Knowledge: 0


Magic – you can have different power level and skills for different lores

Magical Lores Known: None, except for an ability to disappear, it’s unknown if this is magic at all.

Magical Skill: None shown

Technology –None

Other Abilities
If the character has additional abilities that are not covered by the above sections then list them here using the following format:

Invulnerability
The Shade cannot be harmed in any way, including magic, enchanted blades pass through like the Shade was made of air and magical missiles seem to disappear into the being like a black hole
The Shade cannot be harmed in any way, however the Shade has absolutely no offensive power whatsoever, although it can react to the physical world seemingly to some degree.

Transportation
The Shade can turn into a miasma of shadows, disappearing into the darkness of night, regardless of any barrier
The Shade has the ability to disappear and travel great distances at night, this cannot be blocked or contained by any means.

Shapeshifting
The Shade appears in the forms of other people and beings, both dead and living, he can appear as a perfect doppelganger of a person, or as a twisted revenant
The Shade can assume the form of other beings, although this ability is restricted to man-sized beings



Strengths
Cannot be harmed in any way shape or form
A sharp tongue
Can teleport great distances
Shapeshifting

Weaknesses
Has no offensive power or magic at all, a crippled, blind goblin has more combat ability than the Shade.

Additional Notes
The Shade is a character I have discussed with DoN, he is intended to be something of a personal daemon for Mircea, I want to make it unclear to whether the Shade even exists, or is the result of insane hallucinations.
 
Rick

Full Name: Rick
Associated Names: Moonbeam
Age: 442
Bloodline: Lahmian.
Sire: Jason Nightwere
Generation: 4th
Place of Birth: A small village on the border of the Border Princes, almost going into Athel Loren.


Physical Description
Rick is a average sized Vampire, weghing about 150 pounds, and standing at a height of 6 feet, 4 inches. He has a lean figure, which further enhances his Lahmian speed. The moonbow hangs over his shoulder, and a blood-dyed cape billows up behind him when he is angry.

Personality
Rick is a wicked Vampire, and will have his way. He has grown slightly stubborn and arrogant, due to the constant intrusions of the MoonBow, and is often regarded as insane. That is because he often mutters to his bow, telling it to stop commanding him. a non-imposing figure, many underestimate Rick.
During his time in Athel Loren, he has learned well the values of patience and control, and, unlike other Vampires, can control his temper.


Brief History
Rick was sired at the early age of 15, then was planned to be bought to the Silver Pinnacle, but rescued by his sire in the means of rescuing a certain Magic Item posessed by Neferata. He was never told if this was brought to finality.

Jason to him to the house of Vaskatch, where he helped Jason's Get's with the wars against the Lahmians. After the second and third Vampire Wars, he was sent by Jason to the wilds to get and train his powers there.



Basic Stats
Basics

Speed: 8 (Lahmian)

Agility: 8 (Lahmian)

Weapon Skill: 4 (He has never trained in his Weapon Skill exestinvly, but he has learned to protect himself to a certain extent.

Ballistic Skill: 7 (8) (He has trained long and hard with his Moonbow, and the living bow enhances his ability to hit)

Raw Strength: 4 (He has developed strength from pulling back his bowstring, so can throw a pretty hard punch)

Technique Strength: 5 (See WS)

Toughness: 4 [5] (He is average for a Vampire Lord.)

Tactical Knowledge: 0 (He has no knowledge whatsoever, even a Strigoi can command better than him.


Magic –

Magical Lores Known: Necromancy, Shadow, Beast, Death,
Raw Magical Power: 5 (N)... 5 (S)... 4 (B)... 5 (D)

Magical Skill: 4

Technology.
Skillset: Dwarven Runes.
Skill Level: 3.

Equipment
The Moonbow.
A magic bow cut from the wood of Athel Loren, this living bow influences its owners movements.
In RP terms, this increases Rick's Ballistic Skill by 1, making it 8.

Shade Armor
A armor made out of woven shadow, made by Rick's Sire, many spells and weapons have vanished into its deepest depths.
This increases Rick's toughness by 1, making it 5. It also shifts to reflect its surrondings.

Other Abilities

Moondancer
Rick always had a power over the moonlight, and it weaves through his being.
In RP terms, Rick can summon Moonlight in shard. He may only summon one at a time. The shards act as a transforming weapon, sometimes shifting into a sword. These shards drain magic, but they drain magic from Rick, too. If he leaves them in being for to long, it could kill him

Strengths
Good Archer.
Fairly Balanced.
Lahmian speed.

Weaknesses
Not good at Swordfighting.
No Tactical Knowledge.
Hated by the Lahmians.
 
Full Name: Markus Kruelghar
Associated Names: The Cold, The Withering, The bastard
Age: 201
Bloodline: Lahmian
Sire: Jason
Generation: 4th
Place of Birth: A town close to The northern tribes


Physical Description
6'2'' long Blonde hair Cold blue eyes

Personality
He is arrogant and at times quiet, he is fairly young in being a vampire and is learning. He is often welcoming but at the same time paranoid, he is reliable to have on your side until his intrest runs out.

Brief History
He was the son of a norscan prince and a peasant woman, from a young age he enjoyed fighting and other leisure activities, though his father worshipped the dark gods he didn't care for gods or tales of them, he wanted to be the one having stories told about to children he wanted to be the one thing that would make norse children cry. From the age he could hold a sword he fought, He joined a band of marauders and pillaged and rape the countryside and became a proud warrior, before his black rebirth. Markus was his fathers pride, being his only son and being such a great warrior made him swell with pride, until one day markus returned from a siege With a new blade and a new suit of armour, he entered the house and as his father rose to greet him and markus slew him in cold blood and decapitated his screaming mother, he was only 27. His fate was sealed and he fled to the mountains were his transformation was completed, the armour and sword which had been sealed in the mountain bore the esscence of a long dead Lahmian vampire and in that cold place with the blood of his mother and father covering the ancient blade and armour he felt himself change, he emerged from that place eternally damned and soon one came apon him who would complete the ancient blood ritual. Jason Nightwere saw in him a brute force and deadly ambition that would one day serve him, Now a lord of the undead Markus has been traviling the cursed lands, a mysterious figure shrouded in darkness, He journeyed north once more to the mountainside were the events of 154 years ago had led to his damnation and there in the old dwarven keep he rebuilt it as his own bastion, The Shadow vault. He has sat back for 174 years watching the vampires and the rest of the world, he is ready now to stride forth and show the vampires the brute strength that has laid dormant so long in that mountain.


Basics

Speed: 5 (reduced due to Armour and his more brutish inclinations)
Agility:5 (same as above)

Weapon Skill: 5 (6)

Ballistic Skill: 1

Raw Strength: 5 (6)
Technique Strength: 5
Toughness: 5 (6)

Tactical Knowledge: 4

Magic – you can have different power level and skills for different lores

Magical Lores Known: Lore of vampires and Necromancy()
Raw Magical Power: 5

Magical Skill: 5
Technology – none

Equipment
Wraith
Markus's keen edge blade, he won it after a battle with dwarves, they had locked it away in their vaults but the mauraders broke them down and ransacked the keep, Markus was the only one to emerge from that keep, and Wraith was in his hand, now it whispers to him at night and in battle
Increases his weaponskill and raw strength, also it allows him to use the lore of necromancy

Armour of bitter cold
A suite of armour That he returned from the mountains with, it is cold to touch and unnaturally tough
+1 to toughness

Strengths
A brilliant fighter and a solid tactician

Weaknesses
Not used to aristocracy , and is easily distracted with Wraiths whispers

((hope its ok))
 
Ra'lak, The Necromantic


Full Name: Ra'lak, The Necromantic.
Associated Names: The element of Nagash, The SunBeam.
Age: 47-50, judging by sight. His actual age is 31, but the Curse of Years aged him premature.
Bloodline: Human Necromancer.
Sire: Human Necromancer.
Generation: Human Necromancer.
Place of Birth: One of the many villages of the Empire.


Physical Description
Perfectly tailored green clothes complement a golden trim, and a blood red hood hang on Ra'lak. The cape of Spectrum hangs loose from his neck, and the metal Mortem staff is slung over his back. The bleeding gem hangs from his waist, and the Book of Death hangs next to it. The radiant wand is encansed at the top of the Mortem. A signature magic aura surrounds him.

Personality
Ra'lak is a human completely dedicated to serving Rick. Any insults will be met with a zombie. He's half insane, half wise. His random ramblings put away all but the most dedecdated. Extremely hostile. Completely subservant to Rick.

Brief History
Origin of Slvi, a small town outside Slyvania, Ra'lak's parents left him in the Chaos wastes. Found by the Chaos Dwarves, he was brought up as a slave. One day Ra'lak, and his fellow slave the Fire, were fed up. They blasted a hole in the minor Dawi Zharr stronghold, escaping to the World Edge Mountains. Found there by Rick and the Metal, they fought against the Vampire and the Chaos Dwarf. A complete report is on the notes page of the Book of Death.

World Edge Mountains- 2250 was the last time I saw a calender.
As we rested, The Fire saw two figures running at us. As I let out the words for a fireball, a snap of golden energy rendered Mortim useless. The Fire let out the chant of Wall of fire, halting them in their tracks. I threw one of my goblin slaves at the one with the bow. I couldn't believe it! He grabbed the greenskin and snapped its neck, then sent a surge of some color into the body... I memorized that pattern and words of his spell, but was rudely broke off as the Golden Wizard sent a lashing whip of silver at me. I blocked it, and with the most strength that I ever mustered, sent a Conflagration of Doom! at the Gold wizard, throwing him off the mountain. The one with the bow sent another bolt of magic as a horde of tattered goblins burst from behind him. Two fireballs were sent at the -Blood is splattered- the goblins got back up -page is torn- every thing went black-knowledge-Nagash-Necromancy-Dhar, SLYVANIA!, Vlad von Carstien, coucil, JASON JASON JASON!, Markus -Waters splashed, making unreadable- I rose slowly, as Rick's Necromancer. The gold wizard climbed back up. BLOODDRAGONVONCARSTIENSTRIGOILAHMIANNECRACRH. I'm better then them ALL! My master yells the Curssssse of Yearssss. No Honour! Pfft... Amatuer! Faster than light. I feel like I'm fifty. HE'S MY MASTER!

As you can see, insanity is prevalent. He rose with the knowledge of Necromancy, as a loyal servant. However, the curse of years cast on him aged him.


Basic Stats

Speed: 3. [He's a old human necromancer with a metal staff]

Agility: 3.

Weapon Skill: 1. [Ever get hit by a light branch?]

Ballistic Skill: 2. [He tried to shoot with the MoonBow.]

Raw Strength: 1. [He's a old human]

Technique Strength: 1.

Toughness: 3. 4 with the cape of spectrum, due to the ward.

Tactical Knowledge: 6. [He is always put into control of Rick's forces.]

Magic –

Magical Lores Known: Death and Vampire. Industry with Mortem. {See below}

Raw Magical Power: 5- all his human life was put into the necromantic research. 4- Death is a secondary pursuit. 3- Metal and fire combined is deadly.

Magical Skill: 5-

Due to Mortem, two new spells are available to Ra'lak.
Smokescreen.
A billowing cloud of smoke bursts from the casters form, hiding him/her in the mist.
Summons a cloud of smoke.
Searing Metal.
A spear of golden energy bursts out from the Wizards hand, covered in golden flames.
A combo of Fireball, The Hunter's spear, and Law of Molten Gold


Technology –
Fleshcrafting/Necromancy constructs: 3. He Created the Makil warriors.

Equipment

The cape of Spectrum
A cape that shows every color of the spectrum, its fabric is imbued with a hypotism spell.
Increases toughness by 1, making it 4. Humans, and, to a lesser extent, Vampires will be locked in the cloaks intricate twists. Strong willed people can resist.

Mortem
A piece of metal stole straight from Zhar-Naggurund, this glows with the indrustial personality of the Chaos Dwarves.
This allows Ra'lak to use the Lore of Industry, which is the lore of Metal and Fire combined, plus 2 new spells. Smokescreen and Searing metal. See their effects at the magic section.

The Bleeding gem.
Some of Slyvania's natural magic is in this gem, drawing Dhar to it.
Enhances Dark magic, Power of Darkness available.

The book of Death
The wind of Shyish leaks from every page in this book.
Ra'lak may not Miscast death spells.

The Radiant Wand
Golden runes twist on this Wand
Oramentel, but can light up the area.

Other Abilities.
The Blast.
Magic MAgic MAGIC! TOO MUCH!
-The Book of Death. Notes.

Too much magic will put Ra'lak in a comatose state.


Strengths
Magic items... A LOT.
Fairly powerful magic.

Weaknesses
Really bad combat.
Magic relies on items.
The blast.
 
Name: Toby
Associated Names: N/A
Age: 600+
Bloodline: Strigoi
Sire: Mrs. Lovette
Generation: 5th
Place of Birth: Pre-secession Marienburg

Physical Description
In terms of build and looks he is no different from the average 12 year old boy on the streets. Always seen wearing a simple set of shirt and shorts, a floppy cap, as well as running about barefoot. He is also often spotted wearing a billboard advertising Mrs. Lovette's wares.

Personality
On the infrequent occasion that he shows any sign of personality at all, he behaves as though he were still a 10 year old child, displaying mischief as well as a sense of wonder towards many things in the world(including other vampires).

Brief History
Toby was originally but one of the lads Mrs.Lovette employed to assist her in her booming meatpie business. After inadvertantly discovering the gruesome truth behind the contents of the meatpies, Toby attempted to singlehandedly put an end to the evil by seizing one of Sweeney Todd's razors and stabbing him in the neck after he had an argument with Mrs. Lovette. Todd was not so easily slain however, and nearly killed him in vengeance. He had Mrs. Lovette sire him unwillingly into undeath, and since then Toby has been their adopted son of sorts cum servant.

Basic Stats
Speed: 6(10)

Agility: 6.5

Weapon Skill: 4.5

Ballistic Skill: 0

Raw Strength: 4

Technique Strength: 4(6)

Toughness: 4(5)

Tactical Knowledge: 0

Magic
Magical Lores Known: Necromancy

Raw Magical Power: 4

Magical Skill: 4

Equipment
The Billboard
Always worn by Toby in battle, this simple lightweight sandwich board advertising Mrs. Lovette's meatpies and the catch of the day is more than it seems. Quite often those that fall prey to Toby after reading it become the next catch of the day themselves.
The very honest scrawl on the sandwich board seems to disgust and repel any who make the mistake of reading it and possess sufficient intelligence to understand what is written, often providing Toby a split second advantage. In addition the magic within the softwood makes it as tough as gromril although it remains no heavier and no more cumbersome than before. Last but not least the sandwich board allows Toby to take off from the ground and glide after he has accumulated sufficient speed from a sprint, allowing him a limited form of flight. The sandwich board flaps as Toby propels his running legs in thin air, giving his gliding a comical appearance.


Warpstone daggers
This pair of long knives pulse with destructive energies, and woe betide those struck by these warpstone-laced blades
This pair of 'daggers' are in fact closer in length and size to short swords than actual knives. Warp-lightning seems to be bound within these blades, allowing it to cut through armor with unnatural ease as well as blackening and corroding the flesh of those wounded by it as though they were struck by a Skaven Warp Lightning Cannon.


Chain of Dominion
This simple, unassuming chain like that commonly found on a necklace is always worn by Toby, though where it is worn varies. However it is in fact a powerful artefact of mind control that is used to enforce his "parents' " control over him when necessary
It is unknown how this chain of mysterious origin works exactly, though it provides Todd and Lovette total control over Toby. They use it as a failsafe of sorts, for the bond between get and sire is usually enough. The chain has the side effect of supressing the bearer's true personality and rendering them like an automaton much of the time, thus causing the way he behaves.

Other Abilities
We Are Family
Despite the centuries, Toby has never shaken off the hold that Sweeney Todd and Mrs. Lovett have over him, forever remaining their obedient 'son'
As mentioned above Toby has not shaken off the hold that the sire has over the get, thus remaining subservient to Sweeney Todd and Mrs. Lovette. Strangely enough, in Toby's case his grandsire Todd also has a direct rather than indirect bond with him, allowing both 'father' and 'mother' to rein him in. However, he is less powerful,skilled,etc than other vampires of his age.

Stealthy
Toby has a gift for hiding, staying hidden and moving silently like many other children of the streets. Over the centuries he seems to have had some practice with this as well, making him a good infiltrator
Self-explanatory. This works well in tandem with his small stature.

Strengths
Small Profile - Having the physical stature of a young boy on the cusp of adolescence makes him smaller in size than the vast majority of other vampires. In addition to being difficult to hit or shoot at, this often allows him to go to places that others can't fit into as well.

Nimble - Toby seems to have inherited Todd's unusual speed and dexterity, though his is not as well-honed as his grandsire.

Stealthy - Toby has a gift for hiding, staying hidden and moving silently like many other children of the streets. Over the centuries he seems to have had some practice with this as well, making him a good infiltrator

Weaknesses
Lesser Vampire - Despite his centuries of age Toby still remains a lesser vampire comparable to those much younger, making him less tough, powerful or skilled than he should be

Subservient - The drawback of Todd and Lovett's complete control over him is that he does not exercise much capability for independent thought.
 
The Betrayer

Name: Laharch von Dragoi
Age:3728
Bloodline: None (For he is one of the first generation)
Sire: Queen of Lahmia
Generation: 2nd Generation
Place of Birth: Khemri

Physical Description
Laharch tall man at six feet and his age looks as though he is in his mid-twenties. He has cold, sharp, piercing blue eyes. Unlike his eyes, his face is featureless. That is to say, his face is so ordinary that people have trouble describing his it. He also has shortly-cropped, black hair that contrats his ivory skin. Though he is not overly muscular, Laharch has a lean, well-built body. When it comes to clothes, Laharch dresses for the occation and to remain in disguise. Wether its a nobleman's robes for a party, or patched, handspun clothes of a farmer to enter a city.

Personality
Laharch was an assassian and the assention into vampirism has only increased his abilites. As such, he was also capable of disguise and had superior control over his emotions. His personality changes to fit the situation. As a result, no one is sure what he truly is like. One thing is known for sure; Laharch is merciless and cold hearted. Over the centuries, he has become quick witted, smooth tounged, cunning, and brillinatly tact. After his incident with the Queen of Lahmia, Laharch has sworn revenge on the queen and all of her vampire desendents. He would form alliances with unknowing vampires and then later betray them to their doom. Or hunts them down after much planning. Laharch, unlike others of his kind, has very limited necromatic skill and, as a result, doesn't use armies. Instead, he develops his own weapons and uses his highly attuned skills as an assassin.

Brief History
In life, Laharch was an assassin for the Priest Kings. Once they had discovered the truth of Lahmia they sent Laharch to steal the instructions of the Elixer of Life and destroy them. Also he was sent to kill the vampires' queen so by the time the armies had struck the command chain of Lahmia would be in shambles. Alas, he was cought before he could perform either of his tasks. Instead of killing him outright, Neferata had a more gruesome idea. She performed the Blood Kiss on Laharch and sealed him in a magical sarcophagus that dipped just enough blood to stave death off of his new form, buried in the endless sands of the desert. For over 2500 years, Laharch was trapped, unable to do anything, but over the millenia the winds of the desert had slowly shifted the sand, exposing the sarcophagus to the world. Still he wasn't free until he was released unwittingly by crusaders of Bretonia, who stumbled across his tomb looking for riches. After draining them of blood, Laharch journied home only to find his place of origin in ruins. From then on, he vowed death to all vampires, and by his hand he will have his revenge. Over the centuries, Laharch continued his practices as an assassin and traveled north to the Empire to further his persuits of knowledge to gain an advantage over his kind. To compensate for his lack of magic, Laharch turned to technology. Observing both Empire and Skaven designs, Laharch improved many designs of guns and contraptions to aid him in a mission. For example, he has taken the Skaven's warplock pistol and converted to by safer, although slightly less powerful, and to fire up to eight rounds before he has to reload.


Basic Stats

Speed: 6
Agility: 9
Weapon Skill: 9
Ballistic Skill: 8
Raw Strength: 5
Technique Strength: 7
Toughness: 5
Tactical Knowledge: 7

Magic

Magical Lores Known: Lore of the Vampires
Raw Magical Power: 2

Magical Skill: 1

Technology
Skillset: Weaponsmith
Skill Level: 9

Equipment

The Bloodstone of Perpetuating Darkness
Taken form a previous von Carstien victim. It is said that it is powered by the blood of a vampire's victims and that it casts protection of the bearer from the burning light of day.
Basically, while Laharch wears this amulet, he can walk in the light of day without taking damage, but he is weakened slightly until he feeds afterwards.

The Guns of War
Modified form Skaven technology, these gun can fire eight times apiece before he has to reload.
Laharch carries two pistols that fire shots each and he carries enough ammo to be able to reload both of his gun twice.

The Stilletos of Unholy Bane
These knives, forged from enchanted silver and blessed by Sigmar and Morr, its said that unholy flesh is seared upon contact.
The knives burn other vampires and wounds caused by them heal very slowly, but Laharch doesn't burn his hands on them for he wears enchanted gloves that protect him. He may also throw them with considerable accuracy.

Other Abilities

Shroud of Mist and Shadows
Over centuries of discipline and research, Laharch had finally learned to pull the tendrils of shadow and light around him, masking his presence from the world
For a brief amount of time, Laharch can become invisible to the world both magically and visually. Laharch cannot activate this ability if others see him, and he becomes immediately visible if he intreacts with the physical world in any way. From opening a door to brushing against a tapestry, Laharch must be careful where he treads.

Strengths
Quick witted
Brilliant engineer
Very high agility
Cunning
Diguises - Laharch is a fabulous actor and can appear as any order of socitey from a rambunctious noble to a solemn monk.

Weaknesses
Limited armor - for Laharch, to not restrict speed or movement, wears light leather armor
Very limited magical ability
Works solo
Vampires hate him
Backfire - since his designs are a hybrid of Skaven and Empire they have a chance to backfire.
His eyes sometimes give im away.

Additional Notes
Laharch keeps aditional equipment with him. He stores his knives up each sleeve and can release them from their storage area with a flick of the wrist.(Note these are not hidden blades like from Assassin's Creed. Laharch catches the knives in his hands before they touch the ground) he keeps his modified gun in holsters at his waist. Though he doesn't carry it unless he has to, Laharch has a long range rifle similar to Skaven Jezile snipers.
 
The Feral Lord

Full Name: BeastLord
Associated Names: Arrrrrrrgh! (note- few mortals who encounter BeastLord live to call him anything- they just scream!)
Age:
Bloodline: Strigoi
Sire: Unknown (again, not much is known. Probably another strigoi)
Generation: Unknow, but probaby 5th
Place of Birth: A now destroyed village at the foot of Silver Pinnacle


Physical Description
When restrained, a hunchback old man, with red eyes. When fully in combat, Keeps red eyes and looks almost like a Vargulf

Personality
A murdering Lunatic! hates humans, and indeed anything not Vampire (or ghoul). Wont attack a Vampire ever, and protects ghouls.

Brief History
Was born many years ago. Met Sire in a dark forest, and late returned to destroy his village. Now resides (mostly) in the same forest. Went to Chaos Wastes once, and was slightly corrupted. Went and killed his Sire.


Basic Stats
Speed: 8

Agility: 7

Weapon Skill:7(9)

Ballistic Skill: 4

Raw Strength: 6

Technique Strength: 7(9)

Toughness: 6

Tactical Knowledge: 4 (not much of a general)


Magic

Magical Lores Known: Death, Vampire
Raw Magical Power: 6

Magical Skill: 5

Technology – You can have different skill levels for different skillsets
Skillset: Weapon finding (can find a weapon in anything)
Skill Level: 9


Equipment
Sword of Fury
This sword used to belong to a bloodthirster BeastLord found whist in Chaos Wastes, and now he wields it all the time.
Gives Frenzy, and + 2 WS and Technique Strength.

Rage: BeastLord can summon up rage at any time. Technique strength increased to 10. Lasts against one opponent, then cant be used till another 4 opponents are slain.


Strengths
Combat: BeastLord has had hundreds of years to practise his skills.

Weaknesses
Does not use Armour. Will never flee. Hates most ranged weapons, will not use them (other than magic)

Additional Notes
He is a complete Nut case!

Note: I may not be able to post a story very often, so others, please feel free to use BeastLord. The background info isn't very good, i like to think he killed anyone who knew him.
 
The Warden

Full Name: Leo Giusma
Associated Names: Ranger Maxwil
Age: 138
Bloodline: Blood Dragon
Sire: Unknown Blood Dragon
Generation: 3rd
Place of Birth: The Northern border of Salvania.


Physical Description
Leo Gamius maintains his form as a young man, an appearance which he maintains fairly easily since he received his blood kiss while he was still a young man. He stands around 5 foot, 9 inches tall covered in tough, wiry muscle. Due to being turned as a young man he still has his boyish looks, although they have been accented into something terrible by the sinister effects of undeath and battle. His wan face has 4 scar trails that cut diagonally from the top right of his forehead down to his left part of his jaw. In life his green eyes burned brightly with the vibrancy of life, now they smolder like an evergreen dying of thirst only bursting into life when the hunt grows close. The only truly living part of Leo’s body is his hair and its life is borrowed from nature itself. Intermingled with his hair are grasses, fungi, ivy and lichens which now use his hair as a skeleton structure for their continued growth while they use his very body for nutrients. His left side is a huge mass of scars.

Personality
Leo Gamius has spent his entire life in the forests leaving even backwater towns for a life of solitude in the deepest and darkest parts of the world’s great woodlands. Due to his solitary lifestyle Leo Gamius has had very little interaction with any kind of sentient being and as such he rarely speaks. He does not care for dominion over others and the only thing he strives for is martial perfection, but his path differs from that of his sire’s bloodline. Leo believes he can master combat and feed his desire for blood on the most primal of beasts and so he has turned to cleaving and shooting them in a cycle of hunting and killing. Leo lives by one single rule, avoid losing sight of his path to superiority. He believes that if he drinks human blood without a complete and total understanding of himself he will lose that path.

Likes: Hunting, nature and animal bones.

Dislikes: Laziness,





Brief History

Leo Giusma began his life as the son of a woodsman at the northernmost edge of Sylvania. His most distinct memory of those times were the countless hours spent among the hulking trunks of old growth trees as he and his father worked without rest to cut and move the finest wood they could find. With his mother dead at childbirth his father was free to take him deeper into the forests of the old world where he could continue to learn his the trade of his family. There was always the threat of danger and many a day had ended when he and his father were forced to secret themselves away from the threat of Orcs and Beastmen. Then in his 18th year Leo Giusma’s father just disappeared, by this time in his life the two of them were spending less time working together so the first week of no contact did not bother him. However the days continued to pass and Leo grew worried so he began search for his father, drawn instinctively towards Sylvania with the knowledge that if his father had run afoul with anything then it would be from that dark place.

On a dark road at the edge of the land of Sylvania Leo ran into a force that would change his life forever. In the distance the young woodsman saw a huge armored figure riding a horse equally well protected. Without a moments hesitation he drew his bow and set an arrow. The horseman drew closer, moving at a clip just above a trot. Leo drew the arrow back and then froze. The horseman’s armor was the color of dried blood and his horse had eyes of the darkest red, Leo realized that he was facing a creature from the deepest depths of hell and he was honestly more scared then he had ever been before. The Hell Knight spurred his mount forward, a trot transforming into a full on gallop. It wasn’t until the knight was nearly upon Leo, lance ready that the young man let his arrow fly. The metal tipped arrow hit the demon horse in its crimson eye, burrowing deep into its skull and killing the beast instantly. The mount crumbled beneath the knight less than ten feet away from its killer but the knight had braced his legs and now stood bow legged over his dead steed head downcast. Leo’s hands were shaking so badly that he could barely nock his arrow but he did and went for a second shot. The Knight looked up and Leo dropped his bow. Beneath the red helmet was what could only be described as a face of death, pallid flesh and sunken eyes. Then the knight bared his fangs and the young human realized he was dead, soon to be the feast of a most foul undead creature.

What happened next would prove to be the most pivotal moment in Leo’s existence. The young woodsman managed to avoid the vampire’s first sword swing and draw his two long knives. Giusma saw the second strike coming and threw his knives up to parry what he knew would be a powerful blow. Metal hit metal and both fighters heard a resounding crack. Then Leo cried out in pain and his right arm fell to his side, the arm had been broken in the clash of steel. The knight made his third attack and Leo saw that yet again he could not dodge so he threw his left arms blade up and was rewarded with another destroyed arm and being sent flying to the ground. The battle was over; the vampire stood over his fallen opponent.

“You have spirit, don’t squander it.”

The next thing Leo could remember was a sharp pain in his neck and then waking up in the middle of a forest. He was covered in dirt with all manner of plant life growing over him and he was very hungry. Yet he was alive, for some reason that monster of a Knight, that vampire, had spared him. Leo left his resting place in search of some kind of animal to sate his desire for sustenance and in less than an hours time he had run into a lone bear cub. All of his years in the woods told him to avoid such a kill, for the wrath of a mother bear was to much for a mere human to survive. But he was terribly hungry to care beyond his own desire and decided to go for the kill. Then, before he could kill the cub, the mother bear burst forth from behind Leo and a mighty battle ensued.

Leo came to a shocking discovery as he dropped his bow and jumped back from the Bears massive claws. He remembered that both of his arms had been compromised from his fight with the vampire knight and yet from the moment he had awoken he had been using both arms with no discomfort. Both of his long knives left their sheathes and both young man and bear traded blows. The bear would swing her huge paws in wild mockeries of haymakers and Leo would barely react in time to avoid the blows, occasionally he would make superficial slices in the beasts flesh but beyond that the battle was locked in a stalemate. Then the woodsman miscalculated one of the bears arcing claws and took a grazing slash right across his face. Leo was to surprised to react to the second attack, in an instant a huge chunk of flesh was ripped from his side and he was sent flying into a tree. To Leo’s surprise he was no more worse for wear than he had been before taking the side splitting hit and so the battle continued. This time around Leo took control of the fight. A paw flashed out to tear him to shreds and he sliced half of it off in one fluid slash. Then he instinctively lunged in for the kill and surprised even himself when he went straight for the neck with his teeth. The bear roared and flailed while Leo drank greedily, every gulp of blood spurring the frenzy of his feast. The beast put its arms around its opponent but Leo was to intent on drinking to care and his muscles flexed, matching the bears strength evenly. As the minutes passed the bears strength withered away and finally it died.

At that moment Leo Giusma realized what he had become, he had lived long enough near the border of Sylvania to know exactly what had happened. It was clear that things could never return to the way they once were. He knew that he was a feared enemy of humanity now and that his new found strength and desire for blood were the cause of that. Most importantly he knew that he had all the time in the world…






Basic Stats

Speed: 6
Agility: 6
Weapon Skill: 5
Ballistic Skill: 8
Raw Strength: 5
Technique Strength: 4
Toughness: 5
Tactical Knowledge: 2

Magic – you can have different power level and skills for different lores

Magical Lores Known: Necromancy
Raw Magical Power: 4

Magical Skill: 0

Technology – You can have different skill levels for different skillsets
Skillset: Woodsmanship
Skill Level: 8
Leo is an amazing woodsman having been trained from a young age to survive in nature. This skill includes the survival, archery, tracking skills and the ability to create useful items from materials found in nature.

Equipment
Mask of the Wolf
Leo ripped this skull from the body of a great wolf and decided to wear it as a testament to his personal growth, and as a way to remind himself of his most desperate battle.

Bear Hide
This hide is now Leo’s greatest armor, its thick hide protecting his undead flesh from many a death blow.

Maple Bow
A bow made of yew with a range of roughly 100 meters.

Long Knives
Two knives measuring a total of 13 inches with curved blades measuring 7 inches in length.

Arrow Set
All arrows used by Leo are fashioned from either stone, metal or wood. Several of his arrows (3) are dipped in the rotting body fluids of past kills and used to infect his targets. Several (5) of his arrows have metal heads, these have been intentionally rusted so as to kill those hit even if they escape.



Other Abilities


Strengths
Eagle Eyes – Leo Giusma had perfect vision in life and in undeath things have only improved. He can pick out a rabbit at 100 meters in the middle of the night and be confident in his chances at hitting it.

If it Offends then Cast it Aside – Leo Giusma will never turn from his path to martial mastery and will kill himself before he does so. He has an unshakeable will that allows him to look towards one single goal and avoid all temptation.

Wilderness Walker – Leo Giusma is adept at moving through all manner of wilderness terrain, moving unscathed across murky bogs, up and down steep hills and through thick undergrowth. Because of this he can easily navigate through any terrain without slowing down.

Weaknesses
Naïve – Leo Giusma is socially naïve due to more than a century spent in isolation. He can be easily manipulated into doing things if he believes that it follows his path to martial superiority even if in the long run it hurts him.

Martial Honor – Leo Giusma will always go for an opponent who he deems strong, generally he aims for those with the most well made weapons and armor or those who give orders in combat. Until his intended target is dead the Vampire will not kill anyone else.

Uneducated – Leo Giusma can neither read nor write, having no use for such skill as a woodsman’s son he still has not found a use for them in undeath.

Additional Notes
Despite his archaic and bestial environment Leo is not a Strigoi, he still maintains a semblance of sanity in his fighting style. He is simply sticking to something he understands, in this case the wilderness’s of the world. Although he has not come across any of the more bestial vampires he associates them with a path that would lead him towards a perversion of his martial perfection
 
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