Garner Cinderbrooke (
whisperedone) wrote2022-02-17 03:34 pm
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INFO
FULL NAME
Garner Cinderbrooke
BIRTH DATE
Cuersaar 12
AGE
28
CLASS
Bloodhunter (Ghostslayer)
CANON
D&D OC
PRONOUNS
he/him
RESIDENCE
ADI C-1
ENTITY AFFINITY
The Hunt
APPEARANCE
HEIGHT
6'3" (190.5 cm)
HAIR
dark brown/almost black, wavy
BUILD
Very muscular, especially arms/shoulders
EYES
clouded white (blinded)
PERSONALITY
Driven: Both a positive and a negative trait, Garner has a single-minded focus on whatever he’s set his mind to, from his duties as a Chosen, to learning how to live with his blindness, to finding the trail for his vengeance, his goals are always near in his mind, even when doing other things. Once he’s on a task related to that goal, however, he’ll put aside almost anything else in favor of pursuing whatever lead or trace of information.
-Kind: A relatively new development, but one he took to well, was to try and offer kindness to those who deserve it. Pelor, the god he follows for his own attempts at penance, teaches to “help relieve the suffering of the innocent wherever it exists” and it’s a teaching Garner took into himself and wrapped his entire new persona around. He’s not infallible, there are times he’s prone to wrath or a cutting remark, but generally he prefers to offer a friendly ear or word of optimism to those around him. His companion Raleigh alienated most of the group the first day they met him due to his abrasive nature and cowardly tactics, but Garner always stopped to listen to him or give him the benefit of the doubt. It bit him in the ass a couple times, but slowly Raleigh has started to open up to him, proving to Garner that kindness is a worthwhile endeavor with most kinds of people.
-Patient: A hunter must have patience while they wait for their prey to be in sight. First it was his hunt for knowledge and secrets in the name of Vecna, then his hunt for those that followed Vecna, but Garner’s patience has had to be put to the test for whiny party members, annoying nobles, and pushy guards. Nothing has broken his steadfast patience. Yet.
-Humorous: “A man who can laugh at himself will never run out of things to laugh at” This saying is the core of Garner’s humor. He’s always had a sort of wry humor throughout his life, but with his blinding, his go-to jokes tend to be sight based, quickly followed by puns, when he spots them. Morale is important when dealing with cultists and slavers, even if it’s just his own he’s keeping up, Garner prefers to find humor in any situation.
-Manipulative: Garner very rarely lies to people. He’ll give half-truths to avoid full ones and often to spare himself or others, but he almost never lies. He’s not especially good at it, even if he tries, but what he can do with those half truths is manipulate. It’s not a tool he pulls out of his arsenal often, but always for his own benefit when he does.
-Kind: A relatively new development, but one he took to well, was to try and offer kindness to those who deserve it. Pelor, the god he follows for his own attempts at penance, teaches to “help relieve the suffering of the innocent wherever it exists” and it’s a teaching Garner took into himself and wrapped his entire new persona around. He’s not infallible, there are times he’s prone to wrath or a cutting remark, but generally he prefers to offer a friendly ear or word of optimism to those around him. His companion Raleigh alienated most of the group the first day they met him due to his abrasive nature and cowardly tactics, but Garner always stopped to listen to him or give him the benefit of the doubt. It bit him in the ass a couple times, but slowly Raleigh has started to open up to him, proving to Garner that kindness is a worthwhile endeavor with most kinds of people.
-Patient: A hunter must have patience while they wait for their prey to be in sight. First it was his hunt for knowledge and secrets in the name of Vecna, then his hunt for those that followed Vecna, but Garner’s patience has had to be put to the test for whiny party members, annoying nobles, and pushy guards. Nothing has broken his steadfast patience. Yet.
-Humorous: “A man who can laugh at himself will never run out of things to laugh at” This saying is the core of Garner’s humor. He’s always had a sort of wry humor throughout his life, but with his blinding, his go-to jokes tend to be sight based, quickly followed by puns, when he spots them. Morale is important when dealing with cultists and slavers, even if it’s just his own he’s keeping up, Garner prefers to find humor in any situation.
-Manipulative: Garner very rarely lies to people. He’ll give half-truths to avoid full ones and often to spare himself or others, but he almost never lies. He’s not especially good at it, even if he tries, but what he can do with those half truths is manipulate. It’s not a tool he pulls out of his arsenal often, but always for his own benefit when he does.
BACKGROUND
FAMILY
Cazriel Cinderbrooke, friend, savior;
female tiefling, bloodhunter
Fig, friend, party member;
female halfling, bard/monk of the Changebringer
Raleigh Salvazza Gianetta IV, friend, party member;
male human, warlock (pact of the talismen)
Rory Heliolis, friend, party member;
female moon elf, cleric of the Everlight
Every action and goal of the Remnant cult is to aid Vecna in his goal of godhood and rulership over creation as, in their minds, if everyone serves Vecna, there is no need for war or strife. This impression meant individuality and self-examination were not highly prioritized in the Grey Valley, so a lot of Garner’s time was spent studying or praying or helping in the Valley’s main export of goods for their resources: the shadegrass that grows only in the Umbra Hills, gathering pieces of the petrified wood from the valley itself, or hunting rare wildlife in the mountains.
When Garner was just entering his teenage years, his prayers finally paid off and he became one of the few Remnants that actually heard the Whispered One’s voice in his mind, a chosen of Vecna. From then on, his studies became more intense and as his leaders turned to focus him on gathering power and knowledge as a tool for Vecna’s use. Never once did Garner doubt or think anything else could be made of his life. He wasn’t passionate for his cause so much as it was simply the way of his life.
Even the ceremony to permanently damage his left eye at eighteen (a ceremony meant to bring the Remnants closer to Vecna and honor him) didn’t sway his course. What finally caused a stir in him was ---REDACTED---
Outside of the valley, political strife and battle raged in Tal’dorei, but none of it caught Garner’s attention until another sect of the Remnants succeeded in helping Vecna reach his ascension. For a time, the Chosen of the Grey Valley heard, saw, and knew nothing else but the overwhelming presence of their god fully realized and on the Material Plain with them. It was through these borrowed senses that Garner witnessed Vecna’s battle with the land of Tal’dorei’s band of heroes as they eventually defeated and sealed Vecna behind the Divine Gate with the rest of the world’s gods.
In the aftermath, many of the Remnants were angry at the development and redoubled their efforts and dedication, but Garner was left with the memory of what true heroism looked like, the idea that the people his cult were so set on dismantling might just be worth protecting after all. His guilt and doubt came flooding back tenfold and, like a bucket of water to the face, woke him up from his intended path.
A couple months later, Garner enacted his plan to escape the Grey Valley with the intention of gathering enough power to come back and destroy the cult. However, he was caught by one of the other members he’d grown up with, Gate, who fought with him. The resulting fight ended with Gate cutting Garner’s other eye and permanently blinding him. Considering him as good as dead, Gate dumped Garner’s body into a nearby river which took him over the falls and out of the land.
He likely would have died were it not for the intervention of a tiefling in the area named Cazriel Cinderbrooke, a bloodhunter on the trail of a dangerous monster nearby. She saved the human and nursed him back to health. Over the course of the next year, Cazriel taught Garner how to cope with his new blindness, how to fight, and how to utilize his own blood as power in the way of a bloodhunter. Garner never once told her what he’d done or who he was to the Remnants, only that he’d fled them and that he wanted to tear down the Grey Valley cult, as well as any other remnants along the way. She tempered his anger into something cool and functional and taught him the patience of a true hunter as well as helped show him the value of the life of the world around him. “Nature is chaos, as are the people that come from it. Both are beautiful and unpredictable for it and both are worth protecting” were the words he built his new idea of himself on.
When he was finally ready, Garner set out on the only lead he had: a possible remnant force in the town of Stilben and a quiet secondary goal of maybe finding a group of people who would help him in his goal. Through a series of misadventures, Garner met a human noble named Raleigh, a moon elf noble named Rory, and a halfling named Fig who joined with him for their own protection in their mutual travels. The group grew very slowly closer, their goals bleeding into each other to the point that Fig and Rory agreed they would help Garner in his aim to rid the continent of the Remnants they could find and help the people hurt by them.
ABILITIES
Non-Magical
In the non-magical variety, Garner is very strong and very intelligent. What he lacks in just about every other category is made up for in literal brain and brawn. He has proficiency with staff-like weapons like his glaive, rapiers, and nearly any other simple weapon he can get his hands on. He also has experience and proficiency with alchemy, though he hasn’t figured out a way to counteract his lack of sight with needing to measure his supplies or check for color.
Blood Maladict
Garner can cut himself and use the magic of his blood to inflict curses on his targets through their blood. (If the target has no blood, there is no or limited effect.) Currently, he has two curses: Bloated Agony (Target swells and causes damage to itself if it moves too much) and Curse of Binding (Prevents target from moving at all for a few seconds.) He can amplify these curses by doing more damage to himself and cause the curses to hold for a full minute rather than a few seconds. He can inflict these curses three times per short rest (a rest of an hour or more)
Crimson Rite
He can run his blood across the edge of his weapon to increase damage he deals and include an elemental effect. Currently, he has ice and radiant damage available to him.
Brand of Castigation
Whenever he damages a target with his Crimson Rite, he can brand the target with a hemocraft glyph so he always knows the direction of the target. If the target does damage to him or someone he can see close by, the target is dealt psychic damage. He can do this once per short rest.
Chill Touch
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. CURSED- when used, his hands will appear skeletal to any observers and cause fear
Prestidigitation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. CURSED- Whatever effect Garner tries to use just causes the result to transfer elsewhere. For example: trying to clean something just moves the dirt to something/someone else, warming something causes something else to become frigid and the reverse, etc
Earth Tremor
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. CURSED- Has a fifty/fifty chance of either not being as big as he thinks (only a small tremor, no damage) or double the effect outside of his control, either way, Garner at the epicenter will seem more monstrous.
Withering Touch
An ability available to every Chosen of Vecna, Melee spell attack +6 to hit, 37 points of force damage. If this damage reduces the target to 0 hit points, it is disintegrated.
MISC
☾ proficient alchemist
☾ hears a low murmur of whispering in his dreams
☾ he wields a glaive
☾ hears a low murmur of whispering in his dreams
☾ he wields a glaive
AESTHETIC