[@Odin] Love your deity, so I'm just gonna steal him ^-^ Hope you don't mind my take on an undead champion. [b]Name:[/b] usually goes by Ashra, or 'the Damned' [b]Age:[/b] 4 or 57, depending on how you count [b]Appearance:[/b] [img]https://s-media-cache-ak0.pinimg.com/originals/96/fa/a1/96faa19f5b13c67f4385ef8191ce2a8f.png[/img] [b]Race:[/b] undead abomination [b]Gender:[/b] technically, all of them [b]Sign/Mark:[/b] a 'brand' upon the soul [b]Skills/Blessing: [/b] [A Hundred Souls, A Hundred Minds] Due to her rather extraordinary origin, Ashra's 'body' contains over a hundred mortal souls. These souls grant her great power and are the source of her supernatural abilities, but also come with great costs. All these souls come with fragmented minds and memories, all of which churn within her form, fighting for dominance. She's constantly attempting to maintain what sanity she retains, and personality traits can change in an instant as a new soul takes control. While it becomes nearly impossible to read or control Ashra's mind, mental attacks or interference will often throw Ashra's mind into turmoil, requiring some time for her to regain control of her body. Even a well-placed jab or jest can throw her off balance. The souls inside of Ashra possess vast combined knowledge and skills, although Ashra is not capable of accessing much of this due to her insanity, and the information she does access is often muddled or twisted. Should Ashra sustain enough damage she will begin 'leaking' souls, who will escape to the realm of Morsay. [Form of Darkness] Incapable of containing so many souls, Ashra's original form has long since shattered. But her magic and sheer willpower was able to hold her together as a being of shadow and magic, an undead abomination. Physical attacks mostly pass through Ashra, but the touch of Iron burns her. The purer the iron the more dangerous, and pure 'cold' iron burns her the worst. The touch of sunlight hurts her as well, although this is a dull ache that she can endure. Bright lights can damage her directly, as well as magic of both the divine and necromantic nature. Her body is capable of altering itself, slipping through small cracks in the floor or spontaneously sprouting claws. Despite being made of shadow, after all, it remains Solid unless seriously damaged. Ashra is virtually immune to poisons and diseases, as well as requiring no oxygen or sleep, but cannot stay in sunlight indefinitely without taking damage. [Blades of Shadow] In addition to being able to manipulate her physical form, Ashra is capable of forming solid shadow constructs. Lances of solid darkness can arc across the room to impale enemies, and even constructs entirely separate from her body can be created. Her ability to project and manipulate solid shadows is severely limited in direct sunlight, and can be weakened by light, clerical/necromantic magic, and exposure to iron. Seperated constructs can act independently of Ashra, imbued with several of her souls, but share her weaknesses. In addition these separate constructs are not directly controlled by Ashra and may act in odd ways. Often separated constructs will attempt to 'possess' a nearby corpse, puppeteering it from the inside. This protects them from sunlight to some extent, and makes them feel 'comfortable'. It's the closest these disembodied souls can come to being alive again. The disembodied souls cannot travel further than 100m from Ashra, or they will be pulled back into her body. [b]Weapons:[/b] none, besides her natural abilities. [b]History:[/b] Once, Ashra was a powerful necromancer who claimed to serve Morsay. Despite seeming to act as a servant of Morsay on this world, however, she sought to take that which was only Morsay's to give, the gift of eternal life. And when Morsay did not return her prayers or answer her rituals, she strove to take it herself. To become an eternal being, to transcend death by becoming one with it. And to this goal she continued to study death, and the mortal soul. As her flesh began to give way to the relentless passage of time she gathered the knowledge she needed to master death itself. Although her knowledge and skill were certainly up to the task it seemed like her strength simply was not enough - although her spells could extend her lifespan, no mortal magic could hold back Morsay's reckoning forever. Unrelenting in her pursuit, Ashra concluded that she would simply have to gain power beyond that of a mortal soul. A skirmish between the neighbouring nations of Tourmaline and Domer provided her with the chance she was waiting for. Although Tourmaline was far smaller than the militaristic Domer Empire, internal strife had begun to shatter the latter. In an effort to unite their people, the dual emperors of Domer sent forth an army to conquer Tourmaline and reassert their strength. Unable to bring it's full forces to bear and faced with the united strength of the fierce Tourmaline nomad tribes the legions of Domer suffered heavy losses. The fields were strewn with corpses and the rivers ran red with blood. But Morsay would not reap the souls in this great harvest. Instead Ashra bound those unfortunate fools to this world, gathering the fallen to her own form. Death would fuel her, and through death she would achieve eternal life. Over a hundred mortal souls were bound to her failing mortal body, granting her access to untold arcane power. Enough power to shatter the bonds of life and death, and to become a true immortal. To take by force the gift that her deity denied her. But she had not counted on all those thoughts and memories flooding over her own mind. Her self became lost in a torrent of fear and anguish, the words of power twisting and slurring in her mouth as the pain of a hundred deaths ravaged her thoughts. The ritual that would have made her an immortal saint failed, and her body was ripped apart by the very forces she had summoned. Despite this, her sheer will to live, as well as the power of these souls combined, allowed her to forge a new body from solidified shadow. The twisted remains of her mind refused to admit defeat, and clung onto life with whatever power they possessed, straining to the limit under the strain. In the end the creature that was created was indeed immortal, a being that would never age and die only if killed. But in truth it was no longer Ashra, the necromancer who had sought eternal life. Whatever remained of Ashra had been torn apart and roughly pieced together, combined and mixed with hundreds of other souls. Perhaps it was pragmatism, perhaps it was a cruel sense of humour. But when Morsay manifested to the heretical creature, he did not simply smite her, nor did he retrieve the souls that were rightfully his. Instead he marked the creature with his brand, declaring that it would need to serve him in order to pay for the years it had stolen. Unable to resist the lord of death's command, and too broken to understand truly how to try, this new creature became one of Morsay's dread champions. Ashra would indeed live forever, trapped within a prison of her own mind, drowning in a sea of twisted sorrow.