Trahearne (
necrocabbage) wrote2020-07-15 08:05 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
☘ Application for Erku
Player Info:
Name: Ashley
Over 18?: Yes
Contact:
Characters Currently In Game: Apollo Justice
Character Info
Name: Trahearne
Canon: Guild Wars 2
Canon Point: Post Heart of Thorns
Age: 26; looks ageless
Background: Here
Personality:
Trahearne is a calm, thoughtful sort of person, who proves himself as reliable either in peace or in times of war. As the first sylvari to be born of a race that doesn't experience childhood, Trahearne often comes across as wise beyond his years, making him ideal as a mentor figure or a source of knowledge. Despite his personal doubts, he tends to be very supportive of his friends and loved ones no matter how difficult the situation. Though he's seen his fair share of battle, Trahearne is both a scholar and an introvert and vastly prefers sticking to his books rather than taking action - but he will fight when when his people or his friends are in danger, and his talents as a necromancer make it unwise to cross him. It can be difficult to rouse his ire, but when Trahearne becomes angry is one of the few times he'll act without stopping to consider his actions first.
To understand Trahearne, it's important to know that he was given a nigh-impossible quest literally before he was born. He emerged from his pod with a quest called a Wyld Hunt - a task given by the Dream that becomes something they feel compelled to do, like a mental itch. Had he not been given a Wyld Hunt, Trahearne would have still become an important figure simply by being the eldest of a brand-new race of people. Instead, he was tasked with what was widely regarded as the most difficult Wyld Hunt given to anyone - to cleanse the dead nation of Orr from corruption caused by the immensely powerful elder dragon Zhaitan. Trahearne was forced to rise to a monumental task, and in the aftermath he's become more self-assured, but not without going through his fair share of triumph and tragedy.
His initial approach to his Wyld Hunt involved doing a great deal of travel, learning everything he could about Orr and even walking the undead-infested shores himself on multiple occasions. Trahearne spent nearly 25 years studying Orr, and became known as the foremost expert on the nation as well as an accomplished necromancer - because you have to know your enemy to fight it, and learning how to manipulate the magic that tainted Orr was essential. He views death as a natural part of the cycle that all of nature adheres to, and Zhaitan's influence was interrupting that cycle on Orr to terrible effect.
Despite being one of the Firstborn, in an unused voice line he speaks of how the Grove didn't feel like home, and was a place where he had very few friends thanks to his pursuit of his Wyld Hunt. The devastation of Orr haunted his mind, and yet for all of his study he feared failure and wasn't brave enough to face such a monumental task until his destiny is thrust upon him in a way he couldn't refuse. While Trahearne does adjust to leading the Pact armies, it's a slow process and he admits to acting more confident than he feels. Trahearne often spoke of the responsibility as a burden, not only thanks to the possibility of failure but for each mistake made and every soldier that dies under his leadership. He second-guesses himself constantly and wonders if dragging his feet only made Orr's problems worse, but the Commander is often there to raise his spirits. Trahearne quickly grows close to the Commander, who becomes a staunch ally and is one of his closest friends at this point in time.
Trahearne fulfills the demands of his Wyld Hunt shortly before Zhaitan's defeat, but continued to lead the Pact army, never getting the chance to reinvent himself like he wanted to. The elder dragon Mordremoth emerged as a dire threat to both the world and sylvari themselves, especially after the dragon put the Pale Tree into a coma. His anger roused, Trahearne lead the failed push into the Maguuma jungles, where he was subsequently captured by the enemy and sacrificed his chance at escape to free a group of captured soldiers. He started to undergo corruption from Mordremoth as the dragon attempted to take over his mind and body to further its destructive goals, and to his credit Trahearne doesn't break under Mordremoth's immense mental assault until the last moment before the Commander strikes him down to destroy the dragon completely.
To die in such a horrible manner and then come back to life will seem like a perversion of the natural order to him, and Trahearne will be left with plenty to sit back and process. He only lived a single year of his life without the driving force that lead him to completing his Wyld Hunt, and now he'll finally have a chance at some sort of a retirement.
Powers:
Trahearne is a learned man, particularly when it comes to Orr and necromancy, but also in more general information including how magic works in Tyria. His knowledge of necromancy is suitable for minor non-combat applications like dispelling curses, analyzing magical sigils, interrupting other forms of necromancy, and the like (depending on player agreement or mod permission; other rituals done in-game that don't mimic his combat abilities will be nothing but lights and noise). He's also skilled in using various kinds of medieval weaponry, particularly those ones that act as a focus for his magic.
Trahearne is said to be an extremely competent necromancer, but uses this magic sparingly in GW2 itself thanks to his possession of a magical sword - a sword that he will not have in Erku. These listed abilities are a mixture of the basic GW2 skill set of a necromancer using a scepter, and also what necromancer skills we see him use. Many of these have also been simplified for use in an RP environment.
REGULAR ATTACKS: By focusing his magic through a weapon, Trahearne can inflict bleeding wounds on an opponent or summon skeletal hands that emerge from the ground to grasp at an enemy's feet. While none of these attacks require him to actually hit his opponent with the weapon, he does need to be within 25 feet of his target and have a clear line of sight to them.
SUMMONED MINIONS: Trahearne is capable of summoning different types of minions from the Tyrian underworld. They are unintelligent undead constructs, similar to golems, which will follow Trahearne around when not given express mental or vocal commands. They turn to dust when they are killed, when he dismisses them, or if he's rendered unconscious. While Trahearne can summon a number of them at once, each one requires a certain amount of concentration and the more he summons the more difficult it'll be to handle them all - not to mention it's dangerous for him personally if he's too distracted to pay attention to his surroundings.
Bone minions are small, capable of fighting but rather weak. The primary function of bone minions is to explode in the face of their enemy, which does some damage thanks to bits of bone flying everywhere.
Shadow fiends are ghost-like minions who drain energy from their victims, chilling them to the bone and shrouding their eyes in a dark mist. Despite their spectral appearance, their 'bodies' still have mass and can be damaged by physical attacks.
The flesh wurm is a larger, stationary minion. While it can't move, it can spit mildly corrosive gunk at enemies at a fairly large range. This one does unsummon itself if Trahearne moves too far away from it.
The flesh golem is the most difficult for him to summon, yet by far the most effective. It's a large creature, with claws for hands and a bone horn on its head, capable of charging foes.
LIFE FORCE/DEATH SHROUD: Necromancers can draw upon their own life force to a certain degree, but they also naturally suck up the life force of animals and people that have recently died. Some smaller amounts of life force are granted from using other necromantic abilities. This is used to power their death shroud.
By using the death shroud ability, a necromancer draws upon the life force they have collected to become a dark, ghost-like form. This allows Trahearne to blast an enemy with energy bolts, inflict a temporary fear-inducing effect via an otherworldly scream, or to pull more life force from them directly. Trahearne can only use this form for a short amount of time using his own life force, or longer if he is using recently-absorbed extra life force to power it. Any damage taken while using the death shroud will drain from his stored life force instead of harming his physical body - the death shroud effect isn't intangible and it does still feel like something's there if someone makes contact with it.
SYLVARI PHYSIOLOGY: As a living plant, Trahearne has no heart, sap instead of blood, and can heal from all but major injuries without scarring. This makes it harder for him to bleed out and gives the possibility that he could survive extreme wounds and regrow lost limbs. It's not very much more difficult to kill a sylvari, they're just hardier than you would expect. Sylvari also do not age physically and have not yet been seen to die from old age.
Additionally, all sylvari are empathic with each other via their connection to the Dream, which is a sort of mental link to the plane of consciousness that they experience before being born. Not being on Tyria means that Trahearne will no longer have this connection to the Dream, thus he'll lose this empathic ability entirely.
Inventory:
Just two items, a rather plain scepter and focus. Neither of these are enchanted, but they are designed to channel magic for combat purposes.
Samples:
Here and here.
Augury
Opt-In Kinks: Anal, authority figures, bloodplay, cuddling, hurt/comfort, prostitution, messy, oral fixation/oral sex, ritual, strip tease, water, xenophilia
Opt-Out Kinks: Adultery/cuckolding, bodily secretions, competition, flogging/whipping, humiliation/degradation, immobilization/mummification, latex/rubber, medical play, objectification, pain play, snuff/necrophilia, writing