Character Info
CHARACTER INFO
NAME: Chauncy Morior
AGE: 438
SPECIES: Elf
CANON: DnD campaign ("Xinteas" campaign by Sara)
HOUSE: Cloud
Appearance
As an elf, he has pointed ears, but contrary to most elves, his physic isn’t tall, thin, or willowy. He’s approximately 5’9”, has green eyes, and despite his royal appearance, he does have a bit of muscle to him. Typically his hair is coifed and dark brown (with a few grey strands), and he wears a regal looking outfit like this one but in deep blues, with white and gold accents, and even more minor red accents. His PB is Raul Esparza.
Setting
Edol is a world that had been upheaved over a thousand years ago by the Celestomachy. The event of the Celestomachy was so cataclysmic, that the fallout of it still lives in the world of Edol to this day, but whatever civilization existed before it is overshadowed now by what developed in the aftermath. Edol is a high-fantasy world where magic can be learned, born with, or obtained through pacts. Fighters and magic users regularly band together and travel in groups often called “warbound” as they traverse through the monstrosity-ridden land of Xinteas, where the story takes place. Now that it’s 1323 AtC- short for After The Celestomachy- there’s order to a degree. It only took hundreds of years of war with Haleveig (the rivaling continent just over the sea), and two industrial revolutions to get there. The continent of Xinteas for the most part follows under the reign of the Virtandian Dynasty, ruled by the Imperian Cypria. Beneath her is the Prince Paramount, and beneath that are dozens of Princes of their respective families. To be a Prince has nothing to do with gender, but a title that means they hold a great amount of power over those beneath them. All Princes keep a strict hierarchy in place within their city-states, all serving the Xintean throne.
In Edol, there are gods that are acceptable, and Gods that aren’t. Gods like Septeem, She of Restraint, and Rooyun, the Capture Flame, are seen as acceptable because they were always a part of this world, however transformed some may be by the Celestomacy. The “unacceptable” Gods, known as The Unorthodox, are ones that have come from another world through the apocalyptic Celestomacy, which they themselves are responsible for. They are the ones who caused such destruction to Edol, and that is why they are hated. Their arrival in the world had devastating affects, including the death of a handful of “natural” gods, and the corruption of a few as well. The cults and believers in these Gods are usually seen as social outcasts, or outright traitors to the Xinteas empire. Anyone in any position of power found out to be a believer in any of these would executed. Chauncy, in private, worships the Unorthodox god The Sunrise Prince, who is enemy to the other Unorthodox god known as the Bloodied Snarl.
Additional note: The “Raith” campaign is the "past" of the “Xinteas” campaign. In Raith, Ishaq Duvainor became The Sunrise Prince when he entered the Xinteas universe and caused the Celestomachy.
Background
Chauncy Morior, Prince of House Deneb was born in 885 AtC. The world is still recuperating from that devastation, but seems to be getting back onto it’s feet. Until recently that is.
As a child, his mother held the title of Prince for the Morior family, and he has two older twin siblings, Vik and Tori. Due to Chauncy’s interest in her job, she sometimes took him with her on diplomacy missions, once even over to the opposite continent, Haleveig. The diplomacy mission wasn’t successful, but it solidified Chauncy’s interest in diplomacy as well as in trying to unite the continents.
Centuries later, Chauncy was visited by a man, or rather, a God shaped like a man. His name is The Sunrise Prince, and he personally sought out Chauncy to convert him to his religion. Most in positions of power worship Septeem, She of Restraint, and she is generally seen as the most acceptable choice for people to worship. Chauncy was never devout in his belief, but going to church regularly for Septeem was just the thing people in his position did, so that’s what he also did. He rebuffed the Sunrise Prince’s requests multiple times, but every time did leave him questioning why he would stay with Septeem (who is known for her strictness, severity, and aloofness towards mortals), and not this God who was seeking him out personally. The Sunrise Prince tells him that he also wants unification, but specifically of Salai-Kuros, the Edol equivalent of heaven and hell. Right now, Salai-Kuros is segregated, and the dead go to the respective heaven and hells of the god they believe in. Septeem’s heaven was believed to be a bright and sacred place, while those who didn’t appease her were sent to her hell, where they were tormented for eternity. However, if a family was separated by their beliefs, they would not see each other in death. A couple split by a love of Rooyun by one, and a love of Septeem by the other, even upon all going to “heaven” would not see each other. The Sunrise Prince wants to abolish the separations keeping everyone apart in death. Eventually, Chauncy decided he did prefer the Sunrise Prince, and converted to his belief, and along with it became a warlock to his God. An unorthodox approach, but it’s a running theme. He knew full well that execution awaits him if his true belief is known, Chauncy’s become a lot more private with his life and throws himself into his diplomacy work more than ever before to cover for it. For many Princes throughout the Xinteas empire, most use their position to relax and just forge political alliances between the houses through marriage, taking the steps to staying in power by expanding their family’s influence. Chauncy’s own older siblings were happy enough to party, revel, and eventually plan on settling down by getting married to people that is best for their family. Because Chauncy was allowed to take the title of Prince from his mother (with her permission, she retired and lives now on the family estate) while he continued her work of making negotiations on the behalf of his family and his House.
Normally someone of his age should be focusing on getting married, but his position has afforded him the ability to stall doing that. Doesn’t mean he still isn’t asked about it though, frequently. He rebuffs it every time with a wave of his hand, explaining how busy he is, and how he’s so devoted to Septeem (he isn’t) that he’s considering staying celibate (he’s not).
He’s doing the very opposite of that, actually, because another thing Chauncy Morior does a lot, is lie. Along with being now the chosen favorite of his God and patron, they’re sleeping together. If that became known, he’d probably have something worse done to him than execution.
At some point in canon, an item called the “Blood-Red Dagger” was found and held in the care of the party. It is actually an item associated with The Bloodied Snarl, one of the other Unorthodox Gods who’s only goal seems to be the destruction of The Sunrise Prince. Chauncy was informed by his God to intervene with the party to find out who has the dagger, and how to ensure it won’t attune to them. Within the party, there was a young wizard named Artaeus, who had already tried to attune to it once, and now was marked as a possible target for the Bloodied Snarl. Chauncy finds this out, and privately convinces Artaeus that if he converts to the Sunrise Prince, the Bloodied Snarl can no longer attune to him. Artaeus agrees, and also becomes a warlock to the Sunrise Prince in secret.
Chauncy then travels with the party from Rhokos Bay to Ankyria, traversing with the Warbound group through a dangerous forest and helping defeat a basilisk. Upon arriving in Ankyria, he leaves the party for a while to attend personal matters.
OOC note: The way the DnD campaigns I’m involved in relate, is that the “Raith” campaign is the “past” of the “Xinteas” campaign. In Raith, Ishaq Duvainor became The Sunrise Prince when he entered the Xinteas universe and caused the Celestomachy.
Personality
The title “Prince” can hardly be separated from Chauncy’s real name, because his privilege is a part of what makes Chauncy who he is. He’s used to getting what he wants by virtue of his position, or if not handed it directly, he will find a means of getting it much more easily than others could. Through this, he’s very much of the mindset that if he wants something, he just has to reach for it, and eventually he’ll grab it. It’s because of this attitude that his ambition, grown by his ability to get what he wants and his previous successes in his diplomacy career, have put him on a very specific path. Said path is much more wild than maybe even he can truly handle, but he’s convinced through the reassurance of the Sunrise Prince, that he can help change the world for the better. In turn, he would be the one responsible for making everyone’s lives better. That sounds like something he’d like to be known for, for sure.
Which leads to, of course, that he’s always very insistent he knows what’s best. Commanding, controlling, being a leader is what he always thinks he’s best at. He tends to travel with warbound groups rather than use teleportation circles to go from city to city, as most royals do. It’s unsafe to do otherwise, due to the precarious environments of Xinteas. He claims it’s because he likes the adventure of it, as well as to prove that he isn’t “like those other Princes, who don’t know what it’s like to live without their luxuries.” …But anyone who’s travelled with him even once knows how much he complains if he’s inconvenienced at all during travel. It fails to impress most warbound groups, but to the royals who don’t travel, it’s seen as a very unusual (and slightly impressive) act. Along with the publicity it provides him amongst higher social circles, the real reason he likes to travel with warbound is because usually he’s paying them to take him places, and likes to be the “leader” of the group, even if he isn’t. This isn’t meant in a malicious or bullying way, he just likes to show off his ability to command.
He’s loyal, in very limited ways; to his God, his immediate family, to his God’s other followers, and to the Xinteas empire, in that order. Naturally he needs to also act the part of being loyal to the Imperian as part of his position, and loyal to his other friends and fellows in the court, but he knows that that particular loyalty and friendliness only exists as long as long as they all remain useful to each other. Seeing as that loyalty can be won and lost in minutes, he knows to play his true feelings and emotions close to his chest. He instead keeps a facade for use in most public situations, of someone who is more naive and focused on the pleasures of life, much like his siblings are. He’ll complain about how busy his diplomacy work keeps him, and how while he does love “roughing it” in his travels, how much he misses getting together with his “cherished” friends of the court. But in all honesty, the more time he spends with those he calls friends, the more he loathes them. While he wants to use his influence to change the world for the better, he’s sure they’re just as content to let their wealth handle their problems for them. Being too outspoken in one’s belief for change and the improvement of social class structure would be considered suspicious, and traitorous even to the upper class echelons.
Even where he wears a mask to keep the facade of where his real loyalties lie and what he gets up to in his spare time, the mask he wears isn’t actually too far from how he acts in his more uncharitable moments. He is truly vain, prideful, and self-absorbed. He has to actively work against those impulses to better himself, but it gets harder to resist those urges when he’s in uncomfortable situations. Even something as simple as missing a meal or not being able to bathe when he wants can easily send his progress rolling backward in becoming a better person. To the warbound who tend to see him at his worst, it’s hard to imagine he’s as skilled a mediator as he actually is, because discomfort ruins his composure often.
The reason why Chauncy would stay in Restoria is because he does care very much about his world, and his plans for it. He’d do anything necessary to save it, and if it means he personally is chosen to help that, he would stay in Restoria. That doesn’t mean however that, like his journeys with the Warbound, he wouldn’t complain about the conditions of his daily life if it lacks his standards of luxury he’s accustomed to.
Powers/Nerfing
As a Warlock, he’s obviously made to fight/use spells offensively, etc. He also has a lot of defensive/utility spells. All the things he can do are as follows:
* Fight with (magic) glaive (his pact weapon). This probably won’t need to be nerfed since a fight between characters is usually negotiated beforehand OOCly.
* Healing powers and the ability to revive people from death. Nerfing this to just be able to bring people back from death as long as it’s within a few minutes, and only being able to heal someone somewhat rather than fully. Basically, emergency medic style rather than a full fledged magical healing.
Offensive spells include:
* Eldritch Blast
Eldritch Blast:
A beam of crackling energy streaks toward a creature within range. He can currently do 3 beams per use.
Defensive/utility spells include:
* Light (cantrip)
* Mage Hand (cantrip)
* Minor Illusion (cantrip)
* True Seeing
* Cause Fear
* Comprehend Language
* Counterspell
* Far Step
* Speedy Courier
* Hold Person
* Invisibility
* Tongues
* Unseen Servant
For these, the best way to nerf them (since they don’t do damage or any reality altering things) is to limit their use to 3 uses per 24 hours, unless a cantrip.
Light - You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
Mage Hand - A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
Minor Illusion - You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
True Seeing - This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Cause Fear - You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect.
Comprehend Language - For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Counterspell - You attempt to interrupt a creature in the process of casting a spell.
Far Step - You teleport up to 60 feet to an unoccupied space you can see.
Speedy Courier - You summon a Small air elemental to a spot within range. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body. As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet. The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.
Hold person - Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. (In this case, OOC communication would be discussed before this is used.)
Invisibility - A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
Tongues - This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Unseen Servant - This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Inventory
Inventory:
Being a dungeons&dragons character, he naturally has a lot of items on him. These include his Pact Weapon (by being a warlock), which I’ll describe more later. Here are the other items he has:
* Amulet of Health: “Your Constitution score is 19 while you wear this amulet.” This probably would just manifest in DWRP as “he can take a beating and won’t die right away.”
* Pearl of Power: “While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot.” This would just mean “he can do more a bit more magic than normal a day.”
* Ring of Mind Shielding: “While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.“ Which just would prevent the things said from happening.
* Pact Weapon, which is called Dusksong, it is a magic glaive he can summon from his hand, as per his pact with his patron. He can use it to cast “Magnify Gravity” as mentioned in the powers section, and uses it to stab things.
Everything else on him aside from Pact Weapon is little knicknacks like ink, a pen, paper, a bag of sand, some books, some identifying rings, and some daggers. The only thing from a distance that he would bring would be a necklace that’s in dedication to his patron.