RP forum and collaborative fiction community - Daireem

RP Home - Join - Play - The Universe - Encyclopedia - Species - Vehicles - Items - Staff
Expand Active Plots (Alphabetical) - Updated 8/21/2010
Login | Create User | List UsersYou are not logged in.
Daireem - Join
AuthorComment
Terenn Blackfield
Gun-mage
Dominion Master
7/30/2007 2:35:23 AM

Level: 229
Experience: 50000000

Total Posts: 7
Terenn Blackfield

Character Name: Terenn Blackfield

Age: 27

Gender: Male

Race: Halfling (Human/night elf. Appears to be mostly human.)

Description: Stands 5' 9"; weighs 134 pounds; thin, not muscular; white skin, not pasty, but not tanned; dark brown hair; turquoise eyes; bony cheeks; the only visible element of his night elf blood is his pointy ears, which aren't particularly long, and a tinge of purple beneath the skin, giving him almost a bruised look in certain lighting, and only visible if you look just right.

The only clothing he has with him after finding himself in Daireem is a white button-up shirt, gray slacks, a gray blazer, and a pair of black shoes, suitably dressy-looking so as not to clash with his suit, but supportive and comfortable enough for running, hiking, and combat. He carries his Heckler & Koch USP45 in a Blade Tech IWB holster at 4 o'clock. By some fluke of his body shape, the long grip of the USP45 does not print at this position. He also carries two Fobus double magazine holders at 9 o'clock and 7 o'clock, with the 7 o'clock holding a magazine of ghost bullets, marked with a green "G" on the floorplate, and a magazine of conflagration bullets, marked with a red "F" on the floorplate.

When roaming, as is his nature, he wears a large, black backpack containing the following: extra ammunition; his now-unused Glock, with its respective holsters; a set of mage wrappings, warm clothing issued by the academy of white magic which he attended, which he only wears in cold weather; his book of magic; and an unopened bag of horse feed, the sole reminder of his horse, Treaty, whom he sadly left behind on Chronicia.

As a traveling healer, Terenn was a soft-spoken and gentle soul, rendering aid to all who needed it, even the cretins of society. Upon meeting Vladimir Wolfe, however, and living through the ensuing events in his life, Terenn became hardened, more cynical, and certainly more paranoid. Even his magic abilities have taken on a violent side, learning and developing enchantments for firearms ammunition, as well as spells of trickery and deception, such as Illusion and Far Sight. Certainly, killing as many people as he has due to his unfortunate circumstances will do that to a man.

Since his sudden arrival in Daireem and his first experience of space travel and visiting other planets, the beauty of the universe has struck him and he has tried to return to his roots. Still, it can be hard to escape your past.

History:
Terenn Blackfield was born in a different universe altogether, on the medieval-ish planet Chronicia. From an early age he had an interest in magic, and longed to enter a magic academy far away from home. During his teenage years, he did, focusing on passive and defensive "white" magic.

After graduating from the academy, he began traveling the world with the intent of putting his magic skills to use helping people. However, he mostly just accomplished being a tourist.

Randomly, he met one Vladimir Wolfe somewhere in the kingdom of Savaxcn. Though the man scared him initially, by some fluke they crossed paths multiple times and decided to hang out, for whatever reason.

Totally lost for what to do, they decided to go to a local barracks and take up a bounty, involving scoping out an active mine with which the owner had lost contact. Discovering that bandits had taken over the mine for themselves, Terenn and Vlad disposed of them and took their reward. Little did they know that a business tycoon named Terry Yslev hired the bandits to do this work, and was now not very happy with Terenn and Vlad. The two spent several months running from mercenaries and bounty hunters hired by Terry to kill them, eventually finding their way to Terry's estate off the coast of Savaxcn and killing him, stopping all further disputes with the hired killers.

Shortly afterward, the airship they had stolen from Terry, as well as many others at the dock, was bombed for reasons unknown. Their only lead was a female elf they met in the woods near the airship dock, who claimed her brother, located in the far away country Odeon, was likely to blame for this. Having lost their airship, and having no money to speak of, they began searching for some job that would pay for tickets to Odeon. As luck would have it, they found a job which required delivering a small crate--whose contents were undisclosed--to Zhidara, a country near Odeon. The pre-paid reward happened to be the airship tickets required to take the crate to Zhidara.

Before leaving for the trip, being absolutely nuts for barbecued ribs, they stopped at the best barbecue in town to chow down. In a flash of utter brilliance, Vlad opened the crate, discovering it was filled to the brim with perfectly rectangular stones that were otherwise nondescript.

For reasons unknown, Vlad took the crate to the front counter of the restaurant and managed to sell it to one of the employees, claiming they were magic runes.

After Vlad returned to their table with a bag of coins, three screams came from the kitchen area.

They soon discovered that the stones were, in fact, magic runes, and an invisible creature was summoned to strike down anyone who touched them. Three people were already dead, and the duo narrowly escaped their own demises, determining to nail the crate shut--with about three thousand nails--and deliver it, no questions asked.

Days later, upon the crate's delivery, they began on their way to Odeon. Upon travelling no more than a quarter of a mile from the house to which they delivered the crate, it detonated, taking down several neighboring houses. Against their better judgment, they raced back to the scene, only to find the blackened crater and the rune stones strewn about from the blast, one of which sailed through the air and hit Terenn in the head.

Apparently, the creature didn't care if a person touched the stone or if the stone touched a person. It charged Terenn. Just before the creature could decapitate him, Vlad tackled Terenn and muttered the "Shadow Step" incantation, entering the dark Shadow Realm, safe from the invisible monster.

After leaving the area as fast as they could, Vlad again said the incantation to exit the Shadow Realm. However, from some fluke of the magic of the stones and perhaps the explosion, the spell was disrupted.

They now stood on a strange world known as Perrenor.

Weapons:
  • An old generation 2 Glock 19, with TruDot night sights and grip tape. The barrel is worn from lack of maintenance, and groups have opened up. It mostly shoots low and to the left.

  • A nearly brand new Heckler & Koch USP45, stock everything, looked after much better than the Glock.

  • A military-issued Imbel MD2 that he picked up off of a dead soldier. In good condition, but its sights are not quite zeroed.

  • A hand-made short sword. However, the hand-making was by somebody who didn't really know what he was doing, so the grind is uneven, it hardly holds an edge, and its center of gravity is somewhere several inches up the warped blade.

  • An 11-inch long hunting knife, with a 6.5-inch blade, hand-made, but of much better quality than the short sword, by a night elf blacksmith. Thanks to lack of use and admittedly untrained attempts at keeping its edge honed, it's still pretty dang sharp.

Artifacts:
  • A night elf demon hunter blade. As flashy as it is deadly, however, it was never enchanted with its demon-fighting properties, so it's just a regular old double-bladed weapon, however easily fused with magical elements.

Spells:
  • Mend (Roh des Sorf) - Triples the natural healing speed of any flesh wound. Organ or arterial damage cannot be viably healed this way.


  • Cure (Roh des Jief) - Dissolves most poisons in a target's system in a matter of minutes.


  • Assume Wound (Rohna des Yumun Iol) - Instantly heals any wound, but transfers it directly to the caster. One can't cast Assume Wound on oneself.


  • Null Magic - Creates a magic barrier in front of the caster to nullify some weaker offensive magic, and possibly deflect some stronger ones.


  • Gate (Ties lor Peres Nasa - Ties des Peres Nasa) - Terenn's favorite spell. The caster must set a "gate point" on any object, which allows the caster and any objects, people, or creatures touching him to remotely return to the preset gate point. If used from too far away, however, the caster may not fully reintegrate, killing him. The maximum gate distance decreases exponentially as the number of objects gated at once increases. With clothing and equipment, Terenn is capable of gating up to five miles.


  • Projection (Tiem lor Hauma) - The caster can enchant two objects, enabling them to be used as communication devices. However, the further the distance between the objects, the weaker the link is. As the caster's abilities advance, the effective distance will increase.


  • Far Sight (Tiem lor Vici) - Enchanting an object with Far Sight allows the caster to see from the object's point of view remotely. As the caster's abilities advance, the effective distance will increase.


  • Holy Luminance (Kodu des Lum) - Conjures a sparkling ball of light that can illuminate dark areas and potentially ward off unholy things, such as reanimated dead and demons. There's a small chance that the ball will explode, temporarily blinding the caster and others around him.


  • Illusion (Kodu des Vici) - Conjures an intangible illusion of a creature or object that is impossible for the naked eye to discern from the real thing. Magic exhaustion increases depending on unfamiliarity with the object being projected, as well as the size and intricacy.


  • Force - Does not require an incantation. Manipulates objects remotely. The heavier an object is, the more concentration is required. As the caster becomes more accustomed to the spell, manipulating heavier objects becomes easier. Currently, Terenn is able to lift about 250 pounds.


  • Marking Bullet (Pi lor Cuptul) - Enchanting a marking bullet will cause it to stop instantly in the first solid object it hits, emitting a magic aura that can be sensed by the caster or used in conjunction with other techniques.


  • Ghost Bullet (Pi lor Spect) - Enchanting any firearm ammunition with Ghost Bullet causes the bullet to pass harmlessly through one solid object.


  • Conflagration Bullet (Pi lor Ignis) - Enchanting any firearm ammunition with Conflagration Bullet causes it to ignite any flammable object it hits once fired.

Ship/Vehicle: None.

Stamp of Character Approval
Daireem - Terenn Blackfield
RP Home - Join - Play - The Universe - Encyclopedia - Species - Vehicles - Items - Staff

Affiliates
None right now

Daireem © 2006-Present Clint Blizzard. All rights reserved.
The Furry Trio Message Board™ copyright © 2001-Present Wolf McDog. All rights reserved.
This site is owned by Clint Blizzard.
This site was created by Clint Blizzard and is not maintained very well by Wolf McDog.