Maevyn Grey Character in Eddur | World Anvil
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Maevyn Grey

Maevyn Grey

Physical Description

General Physical Condition

Healthy looking, except for the paleness she shows often because of her bloodletting. Covered in scars from opening her self up.

Special abilities

She is a Haemomancer (see below for details)

Mental characteristics

Personal history

Brought up by a Thrall to vampires, she was given some of their power as a means to fight more effectively for their Lord.   As she grew up in the army, she found a brotherhood in her particular unit. Her captain, in particular became closer and the two soon begat a baby. This child was sent away and never seen since. Her captain appealed for her release some time after this, but she doesn't know how or why, as she wasn't given a choice in the matter. Ejected from the Demonic planes, she now treats her companions as children to make up for the friends and family she can't have.

Accomplishments & Achievements

Dealt the final blow to a Bone devil her whole company engaged. Kept one of it's horns as a trophy.

Relationships

Gralnum

Party Member (Important)

Towards Maevyn Grey

2

Honest


Maevyn Grey

Party Member (Important)

Towards Gralnum

2

Frank


History

They met before, but that hasn't been decided yet.

Nicknames & Petnames

No nicknames

Relationship Reasoning

Convenience?

Commonalities & Shared Interests

They both like to hit things.

Shared Secrets

They both have a love of squid.

Shared Acquaintances

Suze the Ooze

Legal Status

LEGAL?

Species
Spouses
Siblings
Children
Gender
Female


Haemomancer


Hit Points

Hit Dice: d10 per Haemomancer level
Hit Points at first Level: 10 + Constitution Modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Haemomancer level after 1st

Proficiences

Armor: Light Armor
Weapons: Simple Weapons, Blood Weapons
Tools: Medicine Kit
Saving Throws: Constitution, Strength
Skills: Choose two from: Arcana, Intimidation, Medicine, Nature, Perception, Religion; you also gain proficiency in persuasion against Vampires

Overview & Creation

A sturdy dwarf woman charges through battle, crimson axes in each hand. She cuts through the enemy like butter, blood everywhere. They thirst for it. With every swing the dwarf appears stronger, unbridled by her weapons. As the battle comes to a close, her axes fall to the floor, splatters of blood. She kneels by a fallen enemy, and the blood drains from it's body. The dwarf walks away, unscathed beyond two scabbed palms.
A haemomancer has mastered the art of blood. Using the natural energy of life to control blood, she sculpts the world to her liking. They concentrate on either self-preservation via the stealing of others' blood or manipulation via control of the enemy's blood. They damage themselves in order to maximize damage on the enemy. The original hemomancers studied vampires and monks in order to develop their techniques. Since then, small groups have taught one another and the field of pseudo magic exists in small doses.
This is a dangerous foe, wielding their own blood as a weapon and armor, the haemomancer is born of evil rituals. While not necessarily evil themselves, it requires the fell influence of a vampire's magics to produce such a creature. They are permanently marked by undeath and cannot be touched by healing magic. These cursed individuals are rare, and all the deadlier for it.  

Creating a Haemomancer

Hemomancers are usually good. However, rogue hemomancers take on an evil alignment and will be hunted down by society. When creating a hemomancer, think about how your character developed their techniques. Did they study alongside a monastery of other hemomancers, or were they a vampire's plaything that escaped. Are they shunned from their society for practicing hemomancy? What drives you to the adventure? Are you wanting to spread the use of hemomancy? Were you driven from your home village for experimenting on animals? Were you drafted in the military for your deadly skill?
Quick Build
You can make a Hemomancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Hermit or Outlander background.

Haemo-Concentrations


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Dungeoneer's Pack --OR-- (b) An Explorer's Pack
  • Dagger
  • (a) 3 Glass Vials or (b) Medicine Kit


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