Askandr Korotkov Stryzga

Askandr Korotkov Stryzga

Biographical information
Vel Anir Physically in his 20s. True age unknown, possibly over 100. None (Formerly Vel Anir )
Physical description
Human (Vampire) Male 6'3 Athletic Reddish Brown Red Pale
Political information
Wandering Knight (Formerly a member of the Vel Anir army)
Out-of-character information
FrenSeeker https://ik-minis.com/products/black-knights-1/ and https://www.patreon.com/Lykon275 for the picture in appearance

He was a hero once. Before that very night, before his soul was stained red, before the thirst. Askandr, once a paragon of light, now corrupted by the shadows, a walking horror of fang and fury. Despite his new thirst for blood, that honor he had in life still clings upon his cold and unbeating heart. With the urge to uphold the code of chivalry strong still in his soul, Askandr has been able to hold off from letting this thirst consume him though he knows in his heart that it is only a matter of time until he succumbs to the cruel hunger from within.

Appearance

Askandr stands taller than most, with a lean build that shrouds the strength and endurance of his body. He has pale skin, now paler, and his eyes bright red. His hair is a deep reddish brown, messy, wavy, and medium length.

He is often seen wearing the still pristine remains of his black armor, obscured still by a black fur coat. Whenever he can find that rare moment of reprieve, he dons a fine set of noble clothes, kept clean and well-maintained.

Skills and Abilities

Martial Prowess: Trained since childhood in the art of war, Askan wields a wide array of skills in combat. His dabbling included horsemanship, archery, and all manner of weapons. However, these skills are average at best, far lesser than a full-fledged knight of the realm. However, this is because he chose to specialize in one way of fighting. Shock Combat.

At the forefront of every skirmish he has ever fought in, Askandr built his skills and body upon weathering the strongest blows and repaying them tenfold. His strikes are vicious, swings brutal, meant to crush bone and rip flesh with every hit. Askandr has developed a sense for inflicting violence; he has an instinctual knowledge of how and when to attack to produce the most damaging blow possible.

Break Upon Me: A shock combat specialist before succumbing to the curse, Askandr is armed with the thickest plate and heaviest blade, his newfound powers allowing him to move faster, strike quicker, and hit faster without sacrificing durability.

The Blood Curse

A gift from a vampire, this is a strain rarely studied as those who succumb to it often go mad with frenzy, dying in a nova of carnage and violence. Its nature is rawer and more visceral than more common strains. Every aspect it augments focuses on one concept: Ease of feeding. It enhances strength to overpower prey, speed to catch it, endurance to weather any defense, and senses to track food. It hones its bearers into apex predators, more monstrous in its abilities than the more traditional powers gifted to a vampire.

Enhanced Physiology: The blood curse of vampirism corrupted Askandr, giving him the dark gifts of immortal unlife. His strength and speed in life are now grotesque in their brutality, each strike able to inflict carnage at a prodigious rate. His body is its armor beneath the slabs of plate mail he now effortlessly wears, able to withstand blows that would have killed him before he turned. Askandr now possesses strength beyond the realm of mortals. He can throw spears with the force of a ballista, rocks like a trebuchet, and his sword blows are likened to a battering ram. Direct combat with Askandr without proper preparation is ill-advised.

Freed from Life: His wounds no longer sway his constitution, only the most maiming causing considerable damage. And even if one would inflict a disastrous blow upon Askandr, the ancient blood that dwells within grants him the boon of regeneration, able to close wounds and heal from blows that most would need months or years to recover from if it did not outright kill them. Naturally, poisons and venoms are more subdued now in their effect, able to take doses that would kill with minor annoyance.

Sharpened Senses: His mind has also been honed into a singular knife's edge. His reactions are quicker, with lighting reflexes and hair-trigger awareness. His senses have also been sharpened, his sense of smell, now that of a wolf, enhanced this way to track blooded creatures. His eyes now glow bright with a hunter's intent, able to see farther with finer details and no longer unhindered by darkness.

Weaknesses

While the blood curse grants many boons, it is still a curse at its very core.

One-Trick Pony: While facing Askandr would be a death sentence to most, he is ultimately too specialized to excel in anything outside of his ken. Askandr only knows how to fight one way and does not do well with team-based tactics. During his tenure as a knight, his commanding officers often referred to him as "a lion without a pride among a pack of wolves."

Come Hither: Askandr's range of effectiveness is very short, only as far as his sword swing can reach. While proficient with ranged weaponry and throwables, it leaves much to be desired compared to his swordplay and close-combat prowess.

Fire: Flames from any source burns Askandr like any mortal man. Wounds inflicted by or with flame take much longer to heal.

Divine Magic: Magic blessed by the gods and other holy entities causes immense pain and damage to Askandr. So much so he could no longer wield his holy blade without it singing his flesh. This weakness's effectiveness scales with the number of blessings an object or effect has. Holy water ordained by a priest is enough to feel like boiling water on his skin, whereas if it were sanctified magically by a paladin or powerful clergyman, it would melt his flesh.

Silver: Objects made of silver can weaken Askandr on contact and burn him intensely. The purer the object, the more intense this effect is. Shackles made of silver are enough to restrain him despite his monstrous strength.

Solar Effects: Interestingly, exposure to direct sunlight does not incinerate Askandr upon contact. However, being awake in sunlight causes Askandr to be ravenous, his already esurient appetite growing faster if he is within. Askandr can stay in the sun and conduct light activities such as travel and socializing with only a minor increase in hunger.

Everlasting Hunger: Perhaps the greatest weakness of his curse. The clawing in his mind, the forever empty depths of his stomach, the want and need of blood. His curse is of blood, and he is compelled to seek blood by it. Even his spirit and soul of righteousness bend to this want. Forgoing this desire weakens his body and mind; going without blood for lengthy periods causes his mind to warp as it tiptoes closer to that of a beast. Askandr must feast on blood to maintain his sanity and his powers. The stronger the creature, the more effective in slaking his thirst, preferring the ichor of the sentient creatures.

Equipment and Personal Effects

Armor: Clad in thick black plate, Askandr wears knightly steel regalia. This steel was enchanted, marked with magical runes to enhance its durability against assaults, both magical and physical. It is incredibly durable. However, there are still gaps in its plate that can be exploited.

Magebreaker: A greatsword Askandr pilfered from a bandit chief after tearing out his heart. It is heavy like a maul to crush and sunder armor. It is unwieldy with its size, taking a specialized expert to wield it effectively. Affixed upon the blade is a set of red runes in dwarvish. Aside from being nigh unbreakable, it can interact with magic and disrupt its flow. This allows Magebreaker to crush magical barriers like they were solid walls or block against magical attacks without suffering ill effects. Creatures and entities of paranormal nature are also effected much more by blows from this blade.

Cast Off/On: Magebreaker and his armor have an enchantment that allows it to be summoned onto his person on a whim.

Bottomless Bag: A tiny pouch with the room of an entire storage chest. This allows Askandr to store his belongings in a compact container. Much less unwieldy compared to a backpack.

Flasks: Askandr carries a multitude of flasks meant to store blood for later use. Usually, after feeding, Askandr bottles up any remaining blood to help tide him over for long periods without feeding. The blood grows stale with time, so Askandr would often drink and refill it should a fresh source make itself available.

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Personality

As a human, Askandr was the quintessential paladin. Faithful, resolute, righteous, and most of all, good-hearted. Every waking day he was ready to lay down his life to protect those who stood behind him, sparing no quarter to evil. A man of honor who kept his word and would rather die than succumb to evil.

That man is still there today, except now he is beset on all sides by the Beast within. The Beast now drives him, turning that righteousness he once had into a single-minded vengeance. He still tries to help protect the innocent, but now his actions spur him to spill the blood of the wicked and slake his everlasting want for blood.

The Beast influences every aspect of his personality. Even if its presence is faint, it is still there, itching at the back of his mind, spurring him to give into instinct, into bloodlust. Every waking moment is dedicated to suppressing these urges, causing him great mental strain and exhaustion.

Askandr is gruff and dry in his sparse humor and blunt words. He portrays himself as cold-blooded. It's easier that way. He is analytical and focused, and his patience is little for distractions. He keeps to himself, having avoided socialization for many decades, wishing to avoid the eyes that would turn into a glare if they knew of his true nature.

Beneath this, though, there is still a human side. One that enjoyed nature enjoyed the presence of animals and people, who loved to be among friends. He still cares and wishes to save those he can, but he knows that the warmth he once held for his mortal kin will no longer be reciprocated while he is still a monster.

Biography & Lore

Once a paladin of the kingdom of Vel Anir, Askandr was born to a family of lesser nobles, and trained as a child to become a knight, much like his father and grandfather. He was knighted and taken into the Anirian Guard before his 18th birthday, taking the fight to the kingdom's foes with unmatched fervor. He excelled in combat, always at the forefront of a skirmish and dealing death and destruction to his enemies.

On a fateful night, he was assailed by a bestial entity, its form human but larger and with claws that sliced through steel like it was cloth. He fought this beast, decapitating it and causing it to decay into firey embers. Askandr sustained wounds that would have killed any man twice over, succumbing to them not long after. He would have died in peace were it not for those wounds that infected him, inflicting him with an ancient blood curse and turning him into a vampire.

He tried to return to his home, to his kingdom that he would have given his life for, but he was met with fire and silver, driven away by those he once called friends and allies. They no longer saw him as the paragon of justice he once was. He was now a monstrous abomination to them, a walking mockery of someone they once knew.

His heart, now cold, was wrapped in impervious steel, and he sank into his own darkness. He was as much a beast as he was a man, and he would walk this path alone.

Now he wanders, single-minded in his quest. He lashes out as a man still at odds with the forces of darkness, but with the burdening hunger of a beast, he finds himself excelling in violence, often gorging himself on the blood of the wicked. Bandits, marauders, orc raiders, and the like were once foes to be vanquished. Now, they are all prey to be hunted.

References

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