Hans Grish


Joined:
Nov 12, 2021
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Name:
Hans Grish
Age:
27 Years
Race:
Human
Gender:
Male
Class:
Knight of the Raven (Paladin)
Alignment:
LG
Silver:
126
Gold:
0
The real Hans Grish
Name:
Degant 123 Degant 123
Gender:
Male
Country:
Unspecified
Birthday:
Unspecified

All About Hans Grish



Additional info:
- Height: 177cm
- Weight: 68 kg
- Hair color: Ashen Grey
- Eye color: Hazel

Born as the 6th child of a peasant family in a land far, far away from Revaliir, Hans Grish would be acquainted with death from his very birth, as he began his life in a premature fashion. Which almost killed him and his mother. His entire family prayed, day and night to all gods of their world, first to patron of their country to preserve the lives of a woman and the child of the country they would serve, then to wolf like warrior god, to give this newborn and his mother a chance to fight on through life, then they pleaded with goddess of life for the salvation for the two and then finally they turned to begging for mercy from the God of the Dead, Morr. So he would not take them to his garden, so he would allow the young one to live, and then as if by a miracle, the condition of the two would stabilize on the next day. However it would seem the miracle wasn't without a price, though the mother would remain as she was, the young Hans seemed to be marked by Morr. He was deathly pale and sickly, didn't eat much and no matter what he ate he never seemed to gain any weight. He was skinny, gaunt even with his cheeks sunken and dark rings under his eyes that made them look as if they were set deeper into his skull than they really were. And on top of that he didn't have a natural hair colour, at least for his age, for as he grew up, and his hair with him, it would take on an ashen grey color. In the village it was said that as he came out of the womb early, that he would then age early too, and his peculiar appearance was proof of that to the villagers. Due to that he was ostracized by the village and even bullied by some kids that were "brave" enough to get close to "Early Grave Grisha" as he was called. However his family stood up for him, his siblings were never far and they would protect their sickly, quiet younger brother. Eventually, when Hans was 10, his parents decided that for his own good and the good of the family, that the youngest member of the Grish household would be taken to the nearest temple of Morr and left for the monks to raise. To his parents it was clear that their child was different, destined for what they believed to be a higher purpose, they thought they would be holding him back from. So they left the village with him and took him to the city, where they met with priests of the local Gardens of Morr and presented them their son. After brief deliberation, the priests of the Garden would agree to take him in and raise him among their numbers. It was when he lived with the monks that he learned of the significance of the circumstances of his birth, and of the possible meanings they held. He would be taught all they knew, how to write and read, prepare bodies for the burial and how to conduct the last rites, the customs and the beliefs of the Church of Morr, of the sanctity of the gravesites and the importance of burying the dead. When he was 15, as was customary within the church, he would be given the role of an acolyte in one of the paths of his choosing, would he be a Priest? Conducting the last rites and taking care of the spiritual needs of those who lost people close to them? An Embalmer? The one who made sure that the bodies were in the best state they could be after death, to give the departed one the dignity of being buried in a state that was as close to what he was when alive? Or… the Blackguard? Those whose mission was to protect the Gardens from those who sought to defile the dead. From the Grave Robbers, Necromancers and other nefarious groups. After some deliberation, and prayer time Hans decided to follow the Path of the Blackguard, seeing that he wasn’t much of a people person, not well suited to care for the spiritual needs of those that grieve and not a good public speaker either. He also felt he was too much of a clutz to work as an Embalmer since that profession required steady hands and precise movements for many of its operations. So guarding graves as a devout warrior-priest seemed like the best option for him at the time. So over the course of 5 years he was brought under the wing of the Blackguards of Morr, the order of knights templar of the Church. Under their tutelage, he would learn how to fight against myriads of opponents with an equal number of various weapons, however he found himself best suited to a polearm, to keep his distance between him and his foes, that often could tear him to shreds with their bare hands if they got too close and sword and shield, to become the staunch defender of the Dead. However during his time in training, he was patrolling the gardens at night, as part of his duties as the acolyte of the Blackguards of Morr, when he stumbled upon a disheveled man who clutched in his hands a small sack, which rang out with metallic clanging. When inspected the sack was full of coins, rings and jewelry the man looted from a grave of a noble. The man pleaded with Hans to let him go, that he needed valuables as he was a poor man with a family he needed to feed. That they could starve if he was jailed and executed for grave robbing and that the dead person didn’t need those valuables anyway. Hans…was moved by what he heard, for he was a man with a soft heart. So he did let him go and he would cover for him. However this would have proved to be a bad decision as the grave robber was later caught and the full extent of his crime was revealed. He didn’t have a family, he was a lonely street rat that lived for himself. And he didn’t loot a grave of just any noble, but of a noble lady he was obsessed with, so he didn’t just defile the body by stealing from her, he also did unspeakable things to the cadaver. And when he was being interrogated he did mention a young, pale skinned blackguard acolyte that let him go. Hans would later find himself at a trial by his superiors from the church, he was found guilty of gross negligence and dereliction of his duties. He was almost kicked out of the Church if it wasn’t for the fact that his superiors were merciful, they understood that Hans was deceived and that he was a good man at heart. So instead of excommunicating him, they placed upon him a penitent vow, to never show his face to any living being with a sapient soul and in essence, exiled him to far away northen country of Kislev to continue his training and strengthen his character in the frozen north. There he would train until he reached the age of 27 when he finally became the full member of the Blackguard of Morr and just right in time as his services were needed, as a nefarious cult took root in the city where Hans worked, a cult that sought to use the dead from the Gardens, as an army to bring about the end of Kislev and thus secure the way for the demonic invasion from the deep north of Norsca and Realms of Chaos. He, with a party of adventurers, managed to stop the nefarious plot of the cultists, but along the way he had to ally with a Vampire, which was a big no-no for his Church and…due to negligence on his part, allowed a convicted agitator, that was the member of his party, to cause a riot which lasted for 3 days and almost destroyed the capital city of Kislev before it was put down. The only reason why he was not put to death was due to a jury finding him to be of upstanding character and because he did save the city from a cult. However he would still need to be punished, so he was stripped of his rank as a Blackguard, and he was made to take a vow of a penitent crusade, originally with only what he had on him at the time but he revealed something that caused the verdict to be amended. Namely, during his fight against the cult and necromancers that led them, Hans’ polearm would become blessed by what seemed to be Morr himself and it would transform into a fearsome magical scythe, with a ghostly blade whose shape was determined by his will. The same happened with his sword and shield which were blessed and transformed into a weapon set known as Morr's Rose, with the shield being the The Flower and the sword, the Thorn. Additionally those blessed weapon were bound to him in such a way that he could seemingly summon them whenever he needed them from thin air. Seeing this obvious blessing from their God, it was decided that, while Hans would not be acquitted, his sentence would be amended. He would still take part in a lonesome penitent crusade in the North, but not as a mere follower of Morr but a Knight of the Raven, a member of an order of crusading knights who swore themselves to Morr. He would be given armor, a horse and supplies he needed…but also a purpose. For they gave him an out of sorts, a mission that if it was fulfilled, he would be free. In the north, there was a Warlord, a pagan who was nonetheless an ally of the southern nations. Who sought to slay the Everchosen of Chaos, whose armies were said to bear responsibility for the actions of the cult. With this in mind he moved up north and met up with the Warlord known as the Everfather Turir. Everfather, in time, would reveal his own ambitions to take the place of the Everchosen and civilize the North and turn it into an Empire and that he wanted Hans to be his right hand man. Eventually, both of them managed to slay the everchosen, but moved by what he learned and by visions given unto him by Morr himself, Hans made a decision and betrayed Turir. For he foresaw Turir turning south after his conquest of the North, and becoming the new Everchosen. Their battle took place in the deep north, at the border between reality and the malignant realms of chaos itself. Their fight was a harrowing one, as not only Turir and Hans fought, but also their armies fell into chaos. It is said that they violence agitated the already thin veil of reality, and the bloodshed would eventually cause a rift to open, a rift that at the culmination of the battle, when Hans delivered the final blow unto Turir, opened in such a violent manner that it consumed all who fought. And it was the last that the Old World had seen of Father Hans Grish, the Knight of the Raven…but his story did not end there. For the young knight, would be eventually spat out by the tides of the immaterial void in an unfamiliar world, where the visions from Morr were but vague, fog covered images and his guiding words were naught but muffled whispers.
Lacriamium
A silvery blue metal with diamond like properties. It was once strong chains created by the Goddess Angela to hold back the Goddess Dalanesca. Now the metal has all but lost it's magical properties but is still the strongest metal in all of Revaliir.
Synth Ingredient
1
Bastard Sword
A sword with a grip long enough to allow for two-handed or one-handed use. This blade is used to cut into enemies.
1
Shrunken Head
No one is entirely sure how the natives have figured this out. I just hope I'm not next.
Alchemy Ingredient
1
Shadow Cloth
Cloth tainted by copious amounts of spectral energy, shadow cloth comes from banshees and other, higher wraiths. Few are the people that can acquire it, for the fabric must be extracted from the subject while it is still “alive,” and the process almost never occurs with a willing subject.
Apothecary Ingredient
1
Leather
A piece of leather. Maybe it can be used for something?
Synth Ingredient
2
Star Sapphire
A star sapphire is a rare version of a regular sapphire. It appears with a very rare star across the top of it. It is highly coveted and often used in references for light magic.
Synth Ingredient
4
Arcane Empower
This spell supernaturally enhances the target's magickal ability much like the similar spells Strength and Lesser Agility.
1
Protection
This spell gives the caster supernatural protection against magickal and physical attacks.
1
Summon Companion
Summons an animal pet or npc companion to one’s side. The pet or npc must be in caster’s inventory. Alternatively, one with permission can summon a pc to their side.
1
Copper Ore
A piece of copper ore. Not very useful now, but maybe it can be combined with other things?
Synth Ingredient
1
Quatl Feather
The tail feather from a rare feathered dragon found in the tropical regions of Revaliir.
Alchemy Ingredient
1
Ectoplasm
Ghost boogers. Yuck!
Alchemy Ingredient
2
Prayer Beads
This string of beads has been decorated with symbols representing one or more gods. It is used in religious practice, often as a way of counting prayer repetitions.
Emits a small holy aura around the string.
1
Cure
This spell is used to rid the target of a single curse, nonmagical disease, or status infliction.
1
Summon Item
The caster summons an item, normally armor or weapons, that they own from the aether.
1
Tin Ore
A piece of tin ore. Not very useful now, but maybe it can be combined with other things?
Synth Ingredient
3
Dragon Scale
Pulled off the body of a mighty dragon, this scale can be used for crafting.
Synth Ingredient
6
Iron Ore
A piece of iron ore. Not very useful now, but maybe it can be combined with other things?
Synth Ingredient
10
Banshee Tears
Ethereal essence extracted from banshees and higher wraiths, it possesses spectral energies more powerful than standard ectoplasm. Obtaining this essence is no easy task, as extraction puts the seeker in close quarters with malevolent spirits bent on tormenting the living and cannot be collected once the subject leaves the material plane.
Apothecary Ingredient
1
Riding Equipment
Typically consists of a saddle and reins. Allows one to better ride a mountable companion.
1
Scythe
A long, curved blade attached to a wooden shaft. A variant of this weapon has the blade attached parallel to the shaft, rather than perpendicular.
1
Vampire Dust
Highly sought by alchemists, the price of a handful is almost worth risking one’s neck for it.
Alchemy Ingredient
4
Orichalcum Ore
A piece of Orichalcum ore. Not very useful now, but maybe it can be combined with other things?
Synth Ingredient
3
Canteen
A container typically used to hold drinking water.
1
Backpack
A hardy pack, with two straps that allow it to be worn on one's back. It's ideal for carrying supplies while on the move.
1
Compass
A navigational instrument with a needle that points north and south. Essential when traveling through lesser-known parts of the world.
1
Radiant Saber
A saber with a blade composed of solid, bright light whose alignment changes depending on the wielder’s intent.
1
Lesser Agility
This spell grants the ability to move at heightened speeds.
1
Tailoring Kit
A small box with needles and spools of thread, used for sewing.
1
Basic Medical Kit
A top quality resource for any healer, this basic medical kit requires anything you might need to apply first aid in the field.Some models also have surgical implements, making them a fine investment for any doctor.
1
Greater Heal
An advanced healing spell capable of sealing all but the most grievous of wounds.
1
Fire Ball
The caster summons a ball of fire and hurls it at their target.
1
Belt
A simple piece of material, usually leather, that holds up one's trousers.
1
Lightning Ball
This beginner level spell allows the caster to hurl a ball of raw lightning at a target.
1
Parvpora's Sight
This spell allows the caster the ability to see better in the dark.
1
Gloves
Meant to be worn on the hands, these gloves are sturdy and warm.
1
Hunter's Instinct
Creates heightened senses needed to be a hunter. I.e. Smell, sight, etc.
1
Pouch
A little belt pouch for one to put their coins or jewelry into.
1
War Horse
A large mount, bred to carry a fully armored knight into battle and trained for war.
This horse comes fully equipped with armor.
1
Plate Boots
Boots formed of thin metal sheets, it offers a great deal of protection though at a loss of mobility.
1
Plate Leggings
Armor for the legs crafted of thin metal sheets, it offers a lot of protection at the loss of mobility.
1
Plate Pauldrons
Pauldrons formed of thin metal sheets, it offers a great deal of protection though at a loss of mobility.
1
Plate Vambraces
Thin sheets of metal formed into armor to protect the arms.
1
Dragonscale Chest
Crafted from dragon scales, this protects one's torso. The same piece will fit a man or woman.
1
Plate Helm
Thin metal plates form a helmet to protect the head, though it limits the field of vision.
1
Sunburst
The caster summons a ball of light and hurls it at their target. However, the strength of this holy ball won't do much more than blind those around you.
1
Strength
Increases the physical strength of the user for a short time.
1
Safe Passage
This spell relocates the caster or a target away to a random safe location nearby.
1
Kite Shield
This specially-shaped shield resembles a tall kite, and allows better protection of one's foreleg compared to round shields.
1
Heal
A basic healing spell that will restore an injured person's health.
1
Consecrate Weapon
The caster blesses a weapon, allowing it to deal holy damage for a short time.
1
Common Tunic
A simple garment which might resemble a long shirt that stops somewhere between the wearer's hips and ankles. The sleeves may be long or short, depending on the local climate.
1
Common Trousers
Sometimes called pants, this garment is worn on the lower body, and covers the legs. These trousers are long and extend down to the ankles.
1
Cloak
This heavy, woolen cloak offers its wearer warmth and protection from the elements. It also has a hood, which can be drawn up to make the wearer seem more mysterious.
1
Broadsword
A simple sword of steel construction. Serviceable, if not exceptional.
1
Boots
Simple, sturdy footwear, usually made of leather.
1

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