Virgil Ekalis

Virgil Ekalis

Biographical information
A small village in the Aberresai Savannah. 31 The Road
Physical description
Human and Kavosh Male 6'3 244lbs Black Pale Grey White
Political information
Odd Jobs
Out-of-character information
Leviathan 9/6/2020 https://www.artstation.com/artwork/the-seer-2914b17d-1ffd-4b38-80ba-53fa95bc2bdf

Virgil is the son of a human father and a Kovash mother. As such he has a greater affinity for magic though much less so than a pureblooded Kovash would. From a young age, he was taught to wear a mask at all times to prevent people from seeing his pale eyes. Having grown up in a world in which most would fear him if they knew him, he can be a bit untrusting. Though he tries to be as friendly as possible to make himself more trustworthy.

Appearance

Virgil is a rather large man standing taller than most other humans and having a pretty muscular body. His most visible piece of clothing is a large dark red hooded cloak that goes down to his ankles. The cloak closes in the front by way of a metal armor chest piece which can be used as a brooch. It's highly unlikely to ever see Virgil with the hood of his cloak down as he aims to obscure as much of himself as possible. The cloak by itself does a good job of this leaving only his hands, leather boots, and brown pants visible. Though his face would be visible as well if it were for a metal mask he wears at all times. The mask is solid steel with only a few decorative lines etched into its surface. Its most noticeable feature is the two lines which run from the bottom below the mouth and up over the eyes. Virgil finds they are just wide enough to provide mostly unhindered vision while preventing people from noticing his pale grey eyes. The only other accessories he wears are a metal belt of sorts which hold his cloak tight to his waist and thick cloth wraps around his forearms to help block blows.

Skills and Abilities

Physically Capable- Virgil is strong and has relatively high endurance from having to defend himself most all his life. He is especially good at running for long periods due to running from so many angry mobs. Lastly, Virgil has great skill with unarmed combat as he needs a free hand to use his magic.

Swords Skill- Virgil has pretty decent skill with using a sword as his magic occasionally gives him one to use.

Chaos Card Magic- Being part Kovash Virgil has a greater affinity for magic in his case specifically chaos magic. Though to counteract the volatility of both chaos magic and his own bloodline he has learned to use a unique type of magic. Chaos card magic involves the use of tarot cards as a magical focus to impose rules and some stability on an otherwise very unstable type of magic. This magic is able to narrow down the effects of normal chaos magic to a certain degree but still maintains its random nature. For a caster of chaos card magic like Vergil understanding the rules of the magic are very important. The most important of which are the rules of timing and capacity. The rule of timing states that a certain amount of time must pass from the use of a spell with one hand before another spell can be used with the same hand. (Virgil can only cast one spell per hand every post.) The rule of capacity states that one hand can only maintain a single spell at a time and casting another spell with the same hand will dispel the effects of the first. Of course, there are other rules as well such as only being able to use the spell of one face card at a time, one cannot use two of the same card at once, and some spells only work under certain conditions. With those rules in mind, the caster can conjure, or draw, a card with either hand which will then cast a spell according to which card is drawn. The caster has no choice in which card is drawn as it is chaos magic and no matter the result whichever card is drawn will cast its spell.

  1. The Fool- Caster chooses any two major arcana cards and uses their effects.
  2. The Magician- Caster chooses any two minor arcana cards and uses their effects.
  3. The High Priestess- Creates a beam of healing light that can heal an ally or damage an enemy.
  4. The Empress- Gains the effect of one of the four Queen face cards chosen randomly.
  5. The Emperor- Gains the effect of one of the King face cards chosen randomly.
  6. The Hierophant- Allows the caster to have a vague idea of the target's weakness.
  7. The Lovers- Two people of caster’s choice become magnetically attracted to each other and are pulled closer to each other.
  8. The Chariot- Gives the caster greatly increased movement speed and the ability to glide through the air.
  9. Strength- Allows the caster to give someone else increased physical abilities and mental strength. Only works if the caster has allies with them.
  10. The Hermit- Summons the Hermit’s staff and bestows the caster with the ability to use it with deadly proficiency. Also keeps the caster’s mind calm and clear of outside influence. Only works if the caster has no allies with them.
  11. Wheel of Fortune- Roll a D6 for varying effects.
    1. Nothing happens.
    2. Double power for the next spell used.
    3. Binds the caster’s hand behind their back for a turn
    4. Summons the Wheel of Fortune an indestructible barrier with a diameter equal to the caster’s height.
    5. The card spins wildly creating a strong vortex of razor winds in front of it.
    6. Caster’s choice of wheel effects.
  12. Justice- Launches a single sword at an enemy which gets larger the more damage the target has done to the caster. Only works if the target has already caused physical harm to the caster.
  13. The Hanged Man- Creates a rope trap in front of the caster which will ensnare and drag an opponent by the leg if triggered. The caster can also trigger the trap.
  14. Death- Ghostly hands rise out of the ground and attempt to grapple onto a target to prevent them from moving.
  15. Temperance- Slowly heals a target of all damage provided the caster maintains contact. The caster can heal themselves but must keep their hand placed firmly on their chest. Can’t revive the dead or bring back lost limbs.
  16. The Devil- Card bursts into blue flames and prevents the caster from using one of their hands during the post drawn.
  17. The Tower- Creates a shockwave that sends the caster and others nearby backward and off their feet. If drawn while in a structure, part of an exterior wall will crumble and the caster will be blasted out of the building.
  18. The Star- Creates a small star that can illuminate a space or be thrown to blind and damage those in a small blast radius. During the night this creates blood stars that shine red and leave flames in the wake of their blast.
  19. The Moons- Summons small versions of the two moons of Arethil which orbit around the caster just above their head. They exude light and can be made to crash into nearby objects or people.
  20. The Sun- Launches a fireball with a size dependent on the time of day being powerful during midday and nigh useless at night.
  21. Judgment- Six knives will be launched at either the caster or the target depending on who is eviler. Does not work if they are both the same. (Random chance if it can’t be agreed upon)
  22. The World- Launches a large rock at a target with properties depending on the surrounding area.
  23. Ace of Swords- Creates a large greatsword that attempts to hit the target with a downward slash.
  24. Two of Swords- Sends an X shaped slash towards a target.
  25. Three of Swords- Sends three average swords blade first towards a target.
  26. Four of Swords- Sends two rapidly spinning double-bladed swords towards a target.
  27. Five of Swords- Creates five swords connected side by side to block an attack.
  28. Six of Swords- Launches six swords in a horizontal line straight forward in a chosen direction.
  29. Seven of Swords- Causes seven swords to fall into the ground very close to the caster inhibiting their movement.
  30. Eight of Swords- Creates eight swords in the air in whatever places and orientations the caster chooses. The swords will stay fixed in these spots no matter what forces act on them.
  31. Nine of Swords- Lobs nine swords in a square formation into the air so that they fall around a target.
  32. Ten of Swords- Creates ten swords in a circle around the caster which makes a single quick rotation around him before disappearing.
  33. Jack of Swords- Summons an average sword with no special qualities.
  34. Knight of Swords- Summons a large greatsword which is slow but powerful.
  35. Queen of Swords- Summons an elegantly designed rapier that lacks in defense but is quick and deadly.
  36. King of Swords- Summons a sword of the highest quality capable of cutting through almost anything.
  37. Ace of Cups- Creates a very large tankard over the target which will attempt to fall and trap them.
  38. Two of Cups- Creates two large cups that will redirect a projectile or magic attack.
  39. Three of Cups- Causes three very large chalices to fall around the Caster one of which falls on top of them. The caster will then be blinked into one of the other cups.
  40. Four of Cups- Creates four normal tankards that float in a circle around the caster’s head obscuring their vision.
  41. Five of Cups- Creates five chalices that spray jets of water at a target.
  42. Six of Cups- Creates six cups in a horizontal line in front of the caster which release a thick wall of mist.
  43. Seven of Cups- Creates seven cups of water on the ground around the caster that contain healing water.
  44. Eight of Cups- Creates eight large chalices that spill water on the area in front of the caster. The water freezes into a thin layer of ice as it touches surfaces.
  45. Nine of Cups- Scatters nine upright chalices in the surrounding area which burst into watery blasts when knocked over.
  46. Ten of Cups- Lobs ten large tankards into the air to fall on a target.
  47. Jack of Cups- Summons a very plain wooden cup filled with simple water. Whoever the drink is poured on becomes deeply average at all things.
  48. Knight of Cups- Summons a large wooden tankard filled with a hearty beer. Whoever the drink is poured on gains stone-like skin becoming heavier and slower, but defensively stronger.
  49. Queen of Cups- Summons a beautiful golden chalice filled with the finest wine. Whoever the drink is poured on becomes light on their feet but is easily blown away by attacks.
  50. King of Cups- Summons a masterfully made tankard filled to the brim with the finest brew. Whoever the drink is spilled on gains increased physical capabilities and radiates an inspirational aura.
  51. Ace of Wands- Fires a wand with force similar to a magic missile at a target.
  52. Two of Wands- Creates two large wands that will attempt to pinch a target and lift them into the air.
  53. Three of Wands- Sends three sharp spear-like wands towards a target.
  54. Four of Wands- Creates a square of wands around the caster’s feet to trip them.
  55. Five of Wands- Sends a star made of sharp-pointed wands spinning towards a target.
  56. Six of Wands- Sends six large log-like wands rolling across the ground in a chosen direction.
  57. Seven of Wands- Lobs seven arrow-like sharpened wands into the air to land around a target.
  58. Eight of Wands- Creates a ladder made of eight wands at a target spot.
  59. Nine of Wands- Creates a five-foot pit at a target destination which has nine sharp ended wands in it.
  60. Ten of Wands- Creates a square prison made of ten large wands around a target. Though it is both easy to climb out of or break if one has the means.
  61. Jack of Wands- Summons a simple wooden wand that can send forth a forceful blast of water at an average distance.
  62. Knight of Wands- Summons a longer wand of sturdy oak wood that can create spires of stone at a short distance.
  63. Queen of Wands- Summons an ornately carved wand of rosewood that can send slashes of air at longer distances.
  64. King of Wands- Summons an exquisitely carved wand of red oak that can create pillars of fire at short distances.
  65. Ace of Coins- Creates a normal-sized silver coin that when flipped turns into a barrier to block a single attack.
  66. Two of Coins- Creates three large silver coins that will attempt to smash a target in between them.
  67. Three of Coins- Sends three large coins flying forward like discs with cutting power similar to a thrown chakram.
  68. Four of Coins- Sends four large silver coins spinning across the ground towards a target.
  69. Five of Coins- Creates five large coins in the air that can be used as platforms to walk on.
  70. Six of Coins- Launches six golden coins into the air to fall on a target area.
  71. Seven of Coins- Creates a pile of seven copper coins under the caster's feet that they can slip on.
  72. Eight of Coins- Creates a ring of eight copper coins that float around the caster in a circle. When someone touches the coin it will repel them back forcefully and disappear.
  73. Nine of Coins- Creates a square barrier in front of the caster composed of nine large coins stuck together. There are small holes in between the coins.
  74. Ten of Coins- Sends ten large coins rolling forward in front of the caster.
  75. Jack of Coins- Summons a shield with the appearance of a round copper coin. It has average durability, weight, and size.
  76. Knight of Coins- Summons a large shield with the appearance of two round silver coins joined together at the side. It is large and cumbersome but has impressive defensive capabilities.
  77. Queen of Coins- Summons a beautiful buckler shield with the appearance of a round gold coin. While not the strongest defensively, it is light and its lustrous appearance can be used to blind opponents.
  78. King of Coins- Summons an average-sized shield with the appearance of a round gold coin with a king’s crown on its face. It is masterfully made and provides excellent defense from both physical and magical attacks.

Personality

Virgil is generally an untrusting person as he knows most would see him as a demon if they who he truly was. Though as long as he has his mask on he will do his best to maintain a friendly attitude with those around him. He mainly does this to make himself seem like a better person to others, though truly he also seeks companionship from people even if its fake. Ultimately he'd like to make a true friend who would accept him for who he is, but it would take a lot to get him to truly let someone close enough to do so. Virgil does his best to keep his emotions in check as extreme bouts of anger can be devastating on him and the area around him even though he is only a half Kavash. Though if his mask is taken away from him this becomes difficult as he begins to feel as if the world is closing in around him.

Biography & Lore

<This is where your detailed biography will go. Feel free to complete this section later and add to it as your character develops>

References

This page has been seen 354 times.

Recent Activity

Icon Legend

  • Normal page
  • Color code

    • Content has new updates
    • Content has no updates

Share This Page