Abhorsen

[Purple text= In the living world] [Grey= In death] Also if you know what his concept is from please poke me regardless of gender!

Five Great Charters knit the land

together linked, hand in hand

One in the people who wear the crown

Two in the folk who keep the Dead down

Three and Five became stone and mortar

Four sees all in frozen water.


It's a childhood rhyme everyone from the old kingdom knows and one of Eric's favorites. The five great charters refer to charter magic, which was created by the seven bright shiners to contain and control free magic which is corrosive and dangerous. Eric is currently the Abhorsen. Abhorsen are the opposite of necromancers in that they put dead to rest rather than raising them to do their bidding. They do this through the use of the seven necromantic bells which are named after the seven bright shiners.

History: Ever since his childhood Eric has been fascinated with death, not because he's morbid but because its in his blood. Eric never went to school in the traditional sense but he is more than capable of reading writing and all the other fun stuff. Eric knows charter magic but it never took his interest, instead he practiced with the bells and reading about the proper techniques for using them. Eric has seen everything from zombies to vampires to serial killers so it's pretty hard to scare him. He usually is wearing his Bell Bandolier across his chest because he's honestly, pretty helpless without it seeing as he's rubbish in melee combat. His only spell he has mastered is the diamond of protection which stops anything from entering the diamond as well as protecting against physical and magical harm.


Bells:

Ranna: The first of the bells and the smallest, known as the Sleeper. Any who hear Ranna's sound become drowsy and have the desire to sleep, lesser undead return to death upon hearing her call.

Mosrael: The second of the bells and most used by necromancers, known as the Waker. When rung, all dead spirits in the area are called from death, in the park this also allows reformation.

Kibeth: The third bell and arguably the most musical, known as the Walker. When rung the ringer must direct their target for the desired effect or the bell could turn on it's user. Those captivated by Kibeth are forced to walk where the ringer desires, usually into death.

Dyrim: The fourth bell which likes to ring of it's own accord, known as the Speaker. Ringing this bell can return speech to those without the ability or appendage to do so and can also silence them.

Belgaer: The fifth bell which likes to try and control the user, known as the Thinker. When rung it can return thoughts and memories to the dead or erase them.

Saraneth: The sixth bell and one of the Abhorsen's favorites, known as the Binder. When rung it can make the dead and living alike submit to your will, when rung with other bells it can be extremely powerful. It takes more focus and energy to control a living being then it does to control a dead one.

Astarael: The seventh and final bell, Known as the Weeper or the Sorrowful. This bell is forbidden to ring and is dangerous to even remove from it's bandolier. All who hear it's sound are thrown into the lowest level of death enemies and allies, even the ringer. Never to be used except when all hope is lost. This bell has been used two times in the history of the Abhorsen and is not looking to be used a third.



A Guide To Navigating Death

Death consists of Nine Precincts divided by Nine Gates, through which a grey river flows. The river's current threatens to pull any traveler under- dexterity and great willpower are required to resist the pull, which is psychological as well as physical. There exists a Free Magic spell by which Abhorsens and Necromancers can easily pass back through Gates; Dead cannot do so unless they are very powerful. Each Precinct contains a different peril.

The First Precinct is mostly knee deep water, but has eddies and pools that will trip the unwary and carry them through the gate. It can be thought of as the entrance to Death. Its Gate is a huge waterfall.

The Second Precinct has pitfalls throughout its domain and low visibility; its Gate is a whirlpool.

The Third Precinct has slightly warmer ankle deep water and visibility is slightly improved. However, it has huge, periodic waves, which will pick up and carry creatures through the gate, a wall of mist. Creatures caught by the waves this way are often too stunned to resist the water's current and are carried beyond the Ninth Gate.

The Fourth Precinct has a low concentration of Dead, as most of those who reach it have been stunned by the Third Precinct's waves, and are carried easily through the current to the dangerous and deceptively short waterfall that is its Gate.

The Fifth Precinct is too deep to wade through, and would change a necromancer's body and spirit for the worse. It must be crossed by a thin black bridge that frequently attracts dead creatures. The Gate is a waterfall that goes up instead of down.

The Sixth Precinct has no current, and the water is present as a shallow pool. There are many Dead creatures that dwell in this Precinct, some of whom are Greater Dead. The Gate has no substance and can appear anywhere –it appears as a lift bordered by a cylinder of water.

The Seventh Precinct is not described, though presumably it is similar to the first and fourth precincts. Its Gate is a line of fire that stretches across the river.

The Eighth Precinct has patches of floating fire that rear up at random. The Eighth Gate is a wall of darkness, which needs a spell to send a necromancer into the Ninth Precinct.

The Ninth Precinct is a starry sky; when the Dead look up towards it, most are overcome by its call, and they rise up to the Gate and pass through it forever.

Apart from the Gate and the Dead, there are no perils in the Ninth Precinct, and the current ends. The water is ankle deep warm and the fog lifts, allowing a necromancer to see across a wide and immense expanse of water. Only an extremely strong will can overcome the call of the Ninth Gate if it is their time to die, most who resist are not yet at their time. No dead soul may return from beyond this Gate.
 
Roleplay Preferences (Click here for explanation)

As Prey

Being PredBeing Prey Always/Love
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Never/Dislike Get him without his bells and he's at your mercy.
Soft Vore Always/Love
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Never/Dislike Preferred.
Hard Vore Always/Love
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Never/Dislike Not a fan of this one really.
Digestion Always/Love
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Never/Dislike I have no problems with it.
Fatality Always/Love
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Never/Dislike It's literally in his job description XD.
Reforming Always/Love
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Never/Dislike Not necessary but fine.
Oral Vore Always/Love
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Never/Dislike A classic.
Unbirthing Always/Love
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Never/Dislike One mother is bad enough >.<
Cock Vore Always/Love
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Never/Dislike Though he is partial to this one
Anal Vore Always/Love
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Never/Dislike Hmmm this is mood dependent.
Tail Vore Always/Love
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Never/Dislike Why not? o.O
Breast Vore Always/Love
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Never/Dislike I think I'll pass.
Vampiric Vore Always/Love
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Never/Dislike I like vampires even if he doesn't, you'll have to convince him.
Soul Vore Always/Love
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Never/Dislike Once again gotta convince him.
Unconventional Vore Always/Love
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Never/Dislike I never rule this one out.
Stretchy Always/Love
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Cooking Always/Love
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Transformation Always/Love
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Magic Always/Love
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Willing Always/Love
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Micro/Macro Always/Love
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Same Size Always/Love
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Male Partner Always/Love
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Never/Dislike He's more comfortable with males.
Female Partner Always/Love
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Never/Dislike Not for sex but sometimes vore.
Herm Partner Always/Love
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Never/Dislike Depends on the herm.
Human Partner Always/Love
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Plants Always/Love
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Animal / Non-morphic Always/Love
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Non-Sentient Partner Always/Love
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Verbose Posts Always/Love
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Never/Dislike I like a balance here.
Quick Posts Always/Love
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Evolving Character Always/Love
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Surprise Me Always/Love
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Grab and Gulp Always/Love
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Group Roleplay Always/Love
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Whisper Always/Love
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Never/Dislike I'm shy...
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Never/Dislike But getting better.
Private Always/Love
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