Appearance:
Long shoulder length unkept dirty tarnished blond hair, slightly unshaven and electric violet coloured eyes, a nose that tells the story of being broken numerous times and lips and scars that tell of many bust ups, cuts and lessons. At his side, sheathed and guarded at all times is a strange silvery blade with no leather wrap around the handle, the entire weapon is as if cast from polished silver etched with three runes that glow ominously. To the magical creatures the blade resonates at an audible tone but at no detriment, in some areas of wandering souls its rumoured that all souls resonate the item that houses them.
Thick heavy robes adorn Uldrans body, a mixture of red, yellow, black and browns with various signs of repair, fading from time and weathering from sweat. Under that is a singlet, trousers that are cynched at the waist by a belt, the trousers in areas are almost worn through from time. Holes from embers, wear on the road and dirt. Lastly his boots, which probably are the most well kept due to his rather long journeys. Within the robes are a number of pockets, each housing either coin, items, notes and much more.
For those who may get to know him deeply, along his back are deep tissue scars - surgical scars and the most notable of all, three deep scars at the base of his neck. These he hides under his clothes, he keeps his hair bound back. Each hand has tattoos marking up like sleeves along both arms. Standing at a modest height of 6.1ft, well built and toned he breaks the mould of what people expect of a warmage. For those of keen eyes, the robes hide a layer of padded mail which help prevent him from being inflicted with fatal wounds from swords.
Name: Uldran Markincil
Age: 33
Species: Human
Class/Job: Warmage / Arbitrator
Owner: None
Personality:
Being a warmage makes many question if there is any humanity under such a eerily calm, centered individual and while calm in first impressions hides a explosive nature one hair trigger short from unleashing itself. The anger is deep set and smoulders like embers in his eyes, though in such a continuous state of strife, Uldran has found ways to ensure to take out his agression most on those who he has been charged to pursue. Rumours say it was the training that burned away the traces of what childhood he had left, marked by the stony silence when questions around his origins of stories. In most cases he's a man who stalks the underworld for criminals in both the highest and lowest of society - an often thankless role.
This anger he's found is better used with his actual art - warmagic, though in most circumstances even using the first gate has caused problems and hence caused him to take on assignments investigating corruption, illegal slavery and just one war mage has their share of enemies who would rather see him dead and buried twelve feet under. From having been betrayed by someone he would never have expected, its made him much more closed off to others. However - under all that fire and embers - his vulnerable side is towards animals and hence owns a number of stray cats and dogs which through some careful asking has granted him a chance to learn to commune with animals to a degree.
Special Abilities/Powers:
War magic: Where most wizards resort to grand gestures and spells, this magic is guarded and taught to a select few who show promise to ensuring to adhere to the laws of such a profession. The war mage undergoes an embodiment which some humans deem immoral, stating that those who have such power in their veins are damned to a life much longer than humans and the price for the burden is their human soul. In truth, their souls are fused to an object given to them containing significant value not in wealth but emotional or spiritual connection. For some its natural - a tree that they bond their soul with or a necklace or weapon. In doing so bestows them with power but is also their greatest weakness. Should another say kill the tree their soul is bound to, they die, if the weapon is touched by anothers hands they die and if the necklace is worn by another or kept they too are bound or limited.
Warmagic is magic combined with the arts of close to medium range fighting, fast casting of somatic gestures from hands, verbal or mental triggers of concentration to unleash the spells against their target. Though while powerful, strong and destructive these come at the cost of other things, War mages are in a constant dance with the physical limits of their bodies and minds, exhaustion and self management while doing so they are fast burning mages. Preferring to keep a fight short, brief and tactical. War magic has also two gates a war-caster has to unlock before being able to handler tier spells. Each comes with a price for doing so and most prefer to never even dare unlock them even in the most dire of circumstances.
Gate 1 - The very air around the caster ripples like heatwaves upon a road during a hot summer, clothes and flammable objects even small insects combust in proximity and the very air itself becomes charged with sporadic crackles of energy. For those who never knew the arts of war magic, this display is not subtle nor quiet either and in all cases intimidating. Gate 1, amplifies their cantrips, quick casts, gesture and somatic non vocal magic. Ranging from bolts of energy that crack armour, cause wounds or are more for utility and defence. In most cases this is used in combination with an actual weapon relying upon the skill of the war mage. Other spells are mostly minor and utility based to augment the caster in defence or offence.
Gate 2 - Rarely if ever used and most war mages refrain from daring to use the second gate of magic, this ranges from using elemental magics, kinetic forces as well as attempts at dispelling other magics used in an area along with the most arsenal a war mage can muster. The cost being that this can tax the war mage if even used one to complete exhaustion which can span weeks, more potent spells can leave war mages spent for months or bedridden requiring healing and if mistakes are made where most meet their end. Most if not all require components, some can break gates and sunder the strongest of arms.
Gate 3. If the world was ending, no war mage in present history has dared to open such a gate. Most are theorised and written essays, articles though the desire to even open the third gate none would dare for the cost would be too great and the repercussions or horrors enough to reduce most war mages to husks. The laws around war magic is only at most dire, would the third be granted permission and even then it would have to be world ending. Even in controlled environments, no war mage has been permitted to open gate three and while there serves only as a warning as no war mages have survived long enough to even cast a Gate 3 spell.
------------------------
As a warmage, you are trained in a mixture of physical hand to hand fighting, brawling and use of simple weapons as in most cases the most simple of weapons are the more versatile from start to graduation all are trained, graded and its rare to find a warmage out of employment.
Relationships: (If you want to discuss any before hand with other people)
Backstory:
Uldran - his story is short. Found alone one long cruel winter at the gates of a war mage academy far from home with nothing but the clothes on his back and bare feet. Raised in such a place meant few and rare attachments, his education started the moment when he was being bullied he unleashed his first latent talents of magic. Beaten within an inch of his life for wounding of another, he was then pressed into the training and horrors of the warmage paths. Here he endured the deaths of his classmates, his sorrow didn't stop there when on a routine lesson he watched as a classmate he was close with was forced into slavery and abducted.
His hatred was tempered when he discovered that one of the instructors had been behind the action, again, beaten within a inch of his life for daring to disrespect a teacher it took Uldan longer to complete his training and even after doing so. Dared to challenge the same instructor only to ruthlessly behead the man in battle reaching climax. The aftermath left him bedridden for months at the cost of such a spell, after graduating he left and found work in pursuing criminals and his own version of justice. Now employed as someone who hunted criminals, the corrupt and the treacherous - eight years in the game has been fun for him. Its only lately has his sights turned to the rumoured blood from the Church of Florence. Already enduring a plethora of old wounds, he sought to pursue if this was a lie or an answer for a miracle.
Theme Song:
Extra: 3 kittens, an older dog named Boots.
Weapon Focus - imbued with his soul.