[hider=Master] [center][img]https://i.gyazo.com/4343af5af2074f765ce7b40cbc00cb57.png[/img] [b]Name:[/b] Santo [b]Gender:[/b] Male [b]Age:[/b] 14 [b]Personality:[/b] You'd not think Santo a fourteen year old with how he acts, but that is a side effect of his nature and upbringing. Level headed and thoughtful, Santo watches situations unfold with an aware and critical edge to his gaze. While a hint of the child he is/was shines through every now and then, he may as well simply be an adult in a small body. [b]Biography:[/b]As one of the last shaman of the Shuar with a connection to the founder, Tsunki, Santo's life is hardly his own. It belongs to the land its self, and to the primordial shaman. Fighting against Church and Association influences is a role which the shaman of Peru have been acting on for years, rarely in actual direct confict but resisting them none the less, and Santo is simply the continuation of the tale the Spanish started. Born before the Sacred Waterfall, his fate was sealed before he could take his first breath. He was birthed into the system established by the Tsunki, going through the trials and training designed to turn boys like him into a fully fledged Shaman by their teens. Rather than spend his life in the isolation of the amazon, Santo eventually chose to live in Cusco, setting himself up in the slums of the city. Taking up the mantle of a healer, Santo became rather invested in the city of Cusco, and with news of the Second Owner's passing it presented an opprtiunity for Santo. The oppritunity to return the land to its rightful owners. [b]Family History:[/b] The line of Shaman Santo was born into is pretty long, but it's not too important considering they all do the same thing with varying degrees of strength. [b]Origin:[/b] Tsunki* [b]Elemental Affinity:[/b] Water [b]Number of Magic Circuits:[/b] D [b]Quality of Magic Circuits:[/b] A [b]Od:[/b] B [b]Magecraft: [/b] Shuar Shamanism- A near enough lost practice in the world, the once powerful shamans of the Shuar people have all but moved on with only few remaining as they once were: [i]Tsentsak -[/i] Spirits of death and illness, able to inflict both unto humans. Shuar shamans both contained these spirits within their own body and controlled them, using them to make conceptual darts enforcing the concepts of "suffering" and "death", resulting in a weapon which kills any target it hits within three to seven days. Alternatively, the Shuar shaman may remove an already present Tsentsak from another, removing them of any illness, suffering and harm they may be enduring. Injesting "Ayahuasca", a psychoactive brew, allows the Shuar shaman greater control of Tsentsak, enabling them to send Tsentsak after a target directly rather than through a dart - this is also the best time for a Shuar shaman to heal another. While sorcerers may use tsentsak for malevolent purposes, healing shamans use these magic darts to create a barrier of protection around their body. [i]Tsantsa Creation -[/i] You know how you see shrunken heads in things about voodoo and other weird magic stuff? Yeah, well, thank the Shuar for that. They're the people who did that stuff - and they did it for good reason. The Tsantsa of the Shuar capture the soul of the "departed" inside, keeping them in a perpetual state of "living" to use the power of the individual soul towards their own end. It can effectively make a mystic code out of a magus' head, allowing them use of the circuits and crest, recreating the craft they employed through themselves, able to do so as long as the shaman has the shrunken had. [i]Tsantsa -[/i] The process for making a Tsantsa is rather gruesome and difficult, especially in the modern area. As such, any remaining Shuar shaman are likely to only have one at hand. In Santo's case, it's the head of the magi who he took his catalyst from. A bigwig from "some important forgein clock family" who was, in their own right, a rather impressive magus - now just a shrivelled head. The magus once specialized in mental interference, placing powerful illusions upon and hyponotizing others with his family's craft. While deception of the senses is simple enough, hypnosis only really extends to normal humans, animals and low-level magus - including Santo, oddly enough. [i]Arútam Wakaní -[/i] The spirits (wraiths) of powerful Shuar dwell in certain locations through out the Amazon, most notably at a place simply known as the "Sacred Waterfall", a supposed gateway to the realm of spirits which a Shuar boy must visit and interact with at the age of six in order to be called an adult. If the boy is brave enough to reach out and touch such a spirit, then he would become powerful - to make contact with several would make the boy invincible. Naturally for a boy currently living in Cusco, maintaining upkeep on the Arútam Wakaní usually entails quite a trip. Currently he contains two Arútam Wakaní, the wraiths empowering him physically to the point where he could easily crush bone with single blows, small firearms bruising him more so than actually making him bleed. Possession, and enduring the act without being consumed by the spirits/wraiths, is a key element of South American magecraft, and the ability to resist the usual downsides of it lays in how the Shuar shaman come into being and their origin. [i]Tsunki -[/i] An integeral part to Santo's shamanism is the entity known as Tsunki. Before his birth, Santo has the potential to be many things - but when he was presented to the Sacred Waterfall at birth, his destiny was set in one direction. Any origin he had before was meaningless, for he began with Tsunki and he would end with Tsunki. The entire system of Shuar shamanism was created by the Tsunki, a Holy Spirit (or several, depending on who you ask) which has come to define the South American system of Magecraft. It is everpresent in their practice, and all practicioners of it/her art carries within them the Tsunki its self. The shaman's alignment with the Tsunki makes them almost inherently adept at spiritual magecraft, their minds and body naturally grown to be capable of containing several spirits at once with no issue. It dwells at the bottom of the waters before the Sacred Waterfall. [b]Equipment:[/b] Tsantsa: Magus - The shruken head of the magus who was intending to take part in the grail war. Not anymore, evidently. [i]Slum Home -[/i] Santo has a home in the slums of Cusco, hidden among the run down, half constructed buildings along the hills. It's a good hiding spot. [i]Inner City Home -[/i] Wait, what? How'd he get tha- oh, the shrunken head. Right. In a much nicer spot where people with money live. Stocked kitchen, television and everything. [i]Funds -[/i] Thanks for the dosh, magus head. [i]Reagents -[/i] Santo keeps a stock of plantlife and other bits and bobs which are used in his rituals [i]3x Death Darts[/i] [b]Skills:[/b] Cooking, local savviness, navigation and map reading, keeping a low profile, counselling, detecting dishonesty and negative intents.[/center][/hider] [hider=Rider] [center][img]https://i.gyazo.com/b7201592a4a3f38a2bd705c28369692d.png[/img] [b]Name:[/b] Pellinore, King of Listeneise [b]Class:[/b] Rider [b]Gender:[/b] Male [b]Alignment:[/b] Lawful Neutral [b]Personality:[/b] Rider's a naturally mad servant, but he is not an evil one - nor is he unkind. Pellin's madness manifests its self in a zeal which emerges when he is given a goal or an enemy in the name of another - in life it was the Questing Beast for his family, and the enemies of Arthur. [b]Likes:[/b] Fishing, loyalty, bards, jousting, just relaxing with some friends [b]History:[/b] WIKIPEDIA IT [b]Paramaters:[/b] [i]STR –[/i] B [i]END –[/i] B [i]AGI –[/i] C [i]MP –[/i] B [i]LCK –[/i] C [b]Class Skills:[/b] [i]Magic Resistance –[/i] B [i]Riding –[/i] C [b]Personal Skills:[/b] [i][b]No Sane King:[/b][/i] C Castle Adventurous has a rather bad history with kings, and it would seem it was cursed to have that luck. Maimed and mad kings who were seemingly destined to bring ruin to Corbonek - at least until Percival & Galahad broke the cycle Pellin's line was stuck in. Hunting the beast, and suffering the fall of their nation, only to rebuild it as a cripple - the charge of monarch to Listeneise could surely only belong to the unstable. Once the Noble Phantasm 'Corbonek' has been used, Rider's STR and END stat are one rank higher, granting him the body of one who is to survive the dolourous stroke, and in Pellinore's case the strength of one who would break Caliburn. [b]Name:[/b] Beast Glatisant [b]Title:[/b] So End Our Fantasy [b]Rank:[/b] A [b]Type:[/b] Anti-Unit [b]Range:[/b] - [b]Targets:[/b] 1 A phantasmal beast born of woman and devil, the Questing Beast came to impact Britain far more than one would initially expect from its birth. Where Vortigern was the living embodiment and will of Britain, opposing the Once and Future King and the change they would bring, the Beast Glatisant is the final insitgator and result of Artoria's reign - the decay of Mystery and the ushering in of the Age of Man. In a way, Pellinore and his line were supposed to defend Britain from its final decay, but they ultimately failed. The Beast lived, and Camelot fell for it. The beast was 'slain' by another, but such a creature is difficult to truly kill. The fued of blood between Pellinore and the Beast is so closely associated to the characted of Pellinore that it has been sublimated in the ability to summon the creature from its rest in the World. When called from the World, the Beast Glatisant acts as the antithesis to Mystery and magic, both falling apart in proximity to the serpentine creature, making it effectively immune to the actions of Servants from the Age of Gods and magic from the same era, although this is not the only requirement. Mystery is ultimately the target of the Beasts presence, any anything which is considered blatantly beyond the Age of Man (even if it is used by a man from the same era) would simply break. The Beast is the Age of Man, and the final death of the Age of Gods. As such, only man - through their own human efforts - can truly defeat this Beast. Physically, the creature is leagues stronger, faster and more durable than most individual servants, and with its natrual presence it becomes a presence almost inherently lethal to servants. [b]Name:[/b] Corbonek [b]Title:[/b] The Holy Vessel of Fantasy [b]Rank:[/b] A [b]Type:[/b] Fortress [b]Range:[/b] 1-50 [b]Targets:[/b] 1-150 Welcome to castle resource management, Master. Corbonek, the Grail Castle, was a location of importance in the era of Arthur, so much so that Pellinore, its ruler following the Maimed King, has carried it with him into legend, along with its many curiosities, wonders and minions. Among the residents of Corbonek is a dwarf, monstrous lions, a giant "burning hand" and an order of knights sworn to protecting the Grail Castle. Within the castle its self is a number of traps for intruders to bypass, the traps both mundane and magical in nature (one such notable trap invoking "angels" to strike down invaders). The knights in question have no real identity, but they are capable of thought and speech. They can 'acquire' individual identities through interacting with masters, servants and other who may potentially give a damn about them for a prolonged amount of time (like a bunch of faceless NPCs), but otherwise they are merely a host of footsoldiers who guard Corbonek and come to their kings side. They are a couple of degrees more powerful than the Dragon Tooth Soldiers employed by certain casters, more of a level 10 enemy, but they remain easily dispatched by servants. So long as Corbonek is active and Pellinore wills it, the number of knights which Corbonek can produce is vast due to their cheap individual cost to create. The monstrous lions, while impressive in size, are simply monstrous beasts at the end of the day. Their value is greater than that of a team of knights, but despite being very distracting they pose no threat to a servant on an individual basis lest the lions have the element of surprise. When the lions work together as a group, then there will likely be some issues for a servant. Confined to guarding the entrance to Corbonek is a "flaming hand", a construct of fire with one goal; eliminate or restrain intruders. The hand is likely the only thing which could potentially pose a threat to servants, a conceptual weapon enforcing the idea of "grasping", capable of grabbing projectiles thrown at and redirecting them to the attacker, as well as restraining servants and burning them within its nigh-inescapable grip. Now, the Dwarf. The dwarf is a cool guy, he's stocky, wears a silly hat and has a beard so big you can barely see his eyes, beady and intense stare awaiting for Pellinore and his master to make their request of his storehouse and leave. He's a busy man, keeping stock of all the weird stuff kept in Corbonek - but luckily he was willing to share some of the many magical reagents and with his bushy knowledge craft some items for his king. He's a cool dude. Corbonek, bounded fields included.[/center] [/hider]