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Ragn Hemlin ✝ The Cleric ([personal profile] deusexclericum) wrote2026-04-07 02:44 am

Character Sheet

Ragnar Hemlin
Lv 7 Arcane Cleric
Human, Urthfolk     Male     27 Years     Neutral Good

 
Background
Born on Chronus 13th, 0 PWE—the seventh month, the first summer at the turn of a new era. The first year following the death of Urth, the last of the Walking Gods and the once-ruler of Norvik. Ragn was a farmer's son, living a peaceful life in the Hills at the outskirts of Norvik. From a young age he struggled to connect with his peers. At the age of seven he witnessed a brutal troll attack on his village. His father was one of ten men who died fending it off, a sacrifice Ragn would internalize for years to come. His mother refused to speak of it.

The two of them moved to the city to start anew. Now a single mother in the city, his mom was rarely around. At age ten he was forced to take a part time job at a newsstand, to "keep out of trouble." His mother became highly involved in the suffragette movement, taking part in protests and writing books on the topic. The movement would eventually become successful, granting her some fame among feminists and Azgalists. Ragn, in the meantime, was once again an outcast among his peers, now because he was a farm boy living in the city. He spent most of his days holed up in the library, reading history books and old legends. Every night he would pray to Urth, asking for the same thing: one friend. Nothing more, nothing less.

Eventually, he made some "friends." He was desperate for approval, willing to do nearly anything for their attention. They treated him like a novelty, but he didn't care—it was the closest thing to real friendship he'd ever had, so he ignored all the ways they used him. Surely, if he just did everything right, played the part of a good and loyal friend, they'd start seeing him as one. He just had to try harder. They drew him into political activism in his teen years, eventually leading to him taking part in a protest. When the protest suddenly turned violent and the guards pushed back, everyone scattered—except for Ragn.

He was arrested and forced to join the Urthguard. In the three years of grueling training, he showed a knack for scribing and ended up with a promotion into clerical duties. It was at this point that he suddenly became aware of his talent for magic: during a lecture he memorized and cast a spell on the spot, something that would take even the most talented of his peers days to master. He quickly began to climb the ranks, though this also came with the drawback of getting used as a pawn and caught up in the internal politics of his superiors. He was, once again, treated as an outcast, though now it was because his unusual talents inspired fear and jealousy. But he was used to it. He spent his time studying magic, which lead to him further specializing into esoterical research—the study of Wild Magic, unpredictable events caused by instability in Jor's Strings.

It's unclear when, exactly, he started to hear the Chimes. After his first breakthrough with magic? During his esoterical research? Were they always there, listening, speaking, from the very beginning? Whatever the case may be, he never spoke of them to anyone—not out of secrecy, but of a belief that surely this must be normal. Doesn't everyone hear the cryptic, esoterical voices in their internal monologue? He would be the weird one for bringing it up, and no one ever asked. He kept them to himself.

At some point during his studies he managed to find a tome of high-level magic. He attempted to cast a Power Word from the book, miraculously exploding his own eyeballs. It was only due to his rising talent that his vision was healed, though the incident would leave him with permanent scars and more trauma. He stopped showing his face in public, insisting on keeping his Urthguard helmet on at all times. It eventually spread to his private life. He developed a fear of his own face—being seen, or even just looking at himself, filled him with an insurmountable dread.

As he continued his work in the Towers, witnessing corruption and injustice from within, he started to grow disillusioned with the system. He turned his focus to politics, writing democratic propaganda in support of the growing Freestrider movement in Norvik. He was eventually caught using the Urthguard printing press and promptly demoted. Again, it was only due to his talents that he wasn't outright exiled, but he was still kicked from the Towers and forced to move back in with his mother. His demotion lead to more grunt work, going out into the city to investigate esoteric events, solve civilian disputes, keep the peace, and so on.

But despite the anger of his superiors, the Freestrider movement was a massive success. On March 28th of 27 PWE, Norvik would have its first ever democratic election. On March 22nd, six days prior, a tea shop in the center of Tolstad exploded. Political unrest was suspected. The Magistrates in charge wanted it swept under the rug, fearing it might lead to further chaos, but the goblins that held jurisdiction over the underground demanded an investigation—the tea shop, conveniently, landed in a gray area. The two parties agreed to send for a cleric—a neutral cleric, who had no strong ties to the Nationalist party. Preferrably one who specialized in esoterics.

Ragn would arrive in Tolstad later that same day... only to "fall" in the river and drown. A resurrection paid for by an unknown benefactor; an assassin desperate to end the investigation, at any cost; a goblin assigned to "assist" him, if only to make sure he does the job, while the Magistrates demand the whole thing be covered up. A witness, an owner on the run, a missing paladin, a smoking man, a corpse.

And the most important question of all: who is he voting for?
 
Strength
14   +5
Passion, chivalry, masculinity. Pure muscles and a long, hard appendage. The call to action and the want to improve oneself, to do better, to be better. Commanding and zealous and full of energy. Yet, when Strength fails to measure up, he demands to be dominated and controlled by those greater than himself. And also, maybe, he's kind of into that? So aggressively heterosexual it feels like he might be overcompensating.

Nationalist, and perhaps a little fascist. He places his belief in Urth, who placed his belief in the current governmental structure, so clearly the people in charge must know what they're doing better than anyone else. The needs of his people must always come first, no matter how he chooses to define them.

Works together with Charisma when dealing with terrifying (but attractive) women. Frequently at odds with Wisdom despite their similarities. Clashes with Intelligence and Dexterity.
Dexterity
10   +0
Cunning, wit, self-preservation. Quick fingers with a long reach. Always looking out for the needs of number one, but quick to cut and run when things get difficult. Still, a little selfishness is necessary if you want to survive in the world. A pragmatist and an opportunist, acting on impulse and rarely considering the long-term. Suspicious of everyone and everything. Crass. Generally kind of a dick.

Capitalistic supporter of the Freestriders. Dexterity believes in freedom above all else, and what's more free than democratic rule, pulling up your own bootstraps, and depending on no one but yourself? Money can't buy happiness, but it sure can buy everything else, baby!

Gets along with Charisma and Constitution. Clashes with Strength, Wisdom, and Intelligence.
Constitution
15   +2
Physical needs, fortitude, intuition. The gnawing gut-instinct. Speaks in as few words as necessary, only when necessary. Cryptic and grievous in tone. Constitution demands respect in the way that one cannot survive without food or water or air. When it holds, it holds, and when it falls, it falls hard.

Supporter of the Agrarians, the voice of the farmers and the needs of all living folk—but the Agrarians dropped out of the election and it's still kind of salty about this, so now it's just the voice of dissatisfied indifference that nonetheless must persist. Politics are exhausting.

Gets along with Wisdom in a vague and ominous sort of way, and Dexterity in a survival sort of way. Maintains a professional but distant work relationship with all of the Chimes, really.
Intelligence
13   +1
Comprehension, memory, confidence. A brain too big for its own skull. The ego in its purest form, for good and for worse. Intelligence is the collective of all factual knowledge Ragn carries. Boastful and pretentious, and absolutely refuses to consider the possibility that it might be wrong. Massive superiority complex. Never shuts up.

Honestly, truly, sincerely believes that the best form of government would be for Ragn to rise up and become the wizard-god-king of Norvik and rule over the people as Urth once did. Which is frankly an insane opinion to have, but at least one-sixth of him believes it unironically.

Gets along with Wisdom (most of the time) and Charisma (...most of the time). Clashes with Strength and Dexterity.
Wisdom
13   +4
Empathy, selflessness, femininity. A bleeding heart that sees all. The calm voice of reason that believes in the good of all folk. The connection to nature, magic and the divine. Always polite and prefers a flowery, long-winded style of speech. Wise, but also naïve, and also a bit arrogant; she is not true Wisdom, but Ragn's Wisdom, including all of his flaws and misconceptions. Still, she means well and tries only her best to understand.

A communist, obviously. Fully supports the Azgalist movement and chastises anyone who disagrees with her. It is the only choice that is truly good, after all.

Gets along with Intelligence and Constitution, clashes with Dexterity and Charisma. At odds with Strength in matters of gender.
Charisma
7   -2
Social awareness, persuasion, the want for love. Masks within masks, hidden hands. Willing to lie, cheat, and bend over backwards for the sake of being liked by literally anyone. Constantly worried about appearances and detests vulnerability. Treats every interaction like a game that must be won. Though Charisma may come off as manipulative and completely lacking in true opinions, it cares deeply for protecting Ragn's feelings in its own way. Definitely the one that screams the most whenever Ragn is fucking up and making a fool of himself, though.

Completely apolitical, because choosing any one political party would mean disagreeing with every other political party, and then all those people would hate him. Probably. It's not worth the risk. Why choose one side when you can just pretend to choose whichever side is listening? It's a win-win for everyone!

Gets along with Dexterity and Intelligence, clashes with Wisdom. Works together with Strength in matters of romance.
 
Spellbook
Cantrips
 
Caelum's Mage Hand
School: Conjuration
Category: Arcane
Range: 30 Feet
Components: Vocal, Somatic
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can control the hand to manipulate an object, open an unlocked door or container, retrieve an item from an open container, or attempt to steal an object in a loose pocket, bag, or on a target's person. The hand can't attack, activate magic items, or carry more than 10 pounds.
Dancing Light
School: Evocation
Category: Arcane
Range: 120 Feet
Components: Vocal, Somatic, Material (a bit of phosphorus, ildwood, or a glowglobe shard)
Duration: Concentration, up to 1 minute

You create a torch-sized light within range, making it appear as a torch, lantern, or glowing orb that hovers in the air for a duration. Whichever form you choose, the light sheds dim light in a 10-foot radius.
Druidcraft
School: Transmutation
Category: Primal
Range: 30 Feet
Components: Vocal, Somatic
Duration: Instantaneous

Whispering to the spirits of nature, you create one of the following effects within range: you create a tiny, harmless sensory effect that follows you, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. This effect allows you to engage with primal entities that would otherwise hide from your presence; you instantly make a flower blossom, a seed pod open, or a leaf bud bloom; you instantly light or snuff out a candle, a torch, or a small campfire.
Thaumaturgy
School: Transmutation
Category: Divine
Range: 30 feet
Components: Vocal
Duration: Up to 1 minute

You manifest a minor harmless wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: you commune with a sacred site or entity within range, granting you a potential minor boon; your voice booms up to three times as loud as normal; you cause flames to flicker, brighten, dim, or change color; you cause harmless tremors in the ground; you create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers; you instantaneously cause an unlocked door or window to fly open or slam shut. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
First Level
 
Bless
School: Enchantment
Category: Divine
Range: 30 feet
Components: Vocal, Somatic, Material (a sprinkling of river water)
Duration: Concentration, up to 1 hour

You bless yourself or another creature with divine guidance. For the duration, grants a minor boost to skills, abilities, talents and spells.
Charm Person
School: Enchantment
Category: Arcane
Range: 30 feet
Components: Vocal, Somatic
Duration: Situational, up to 10 minutes

You attempt to charm a humanoid you can see within range. If you succeed, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
Comprehend Languages
School: Divination
Category: Arcane
Range: Self
Components: Vocal, Somatic, Material (a pinch of soot and salt)
Duration: Situational, up to 10 minutes

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Cure Wounds
School: Evocation
Category: Divine
Range: Touch
Components: Vocal, Somatic
Duration: Instantaneous

A creature you touch is healed of minor wounds, cuts, scrapes and bruises, or a more severe injury is reduced. This spell has no effect on undead or constructs.
Detect Alignment
School: Divination
Category: Divine
Range: Self
Components: Vocal, Somatic
Duration: Instantaneous

For an instant any creatures of an arcane, divine, demonic, or undead nature will be clearly indicated to you. This spell affects all creatures within 30 feet. Additionally, you will be granted awareness of a targetted creature's alignment within range, in accordance to Jor's Strings.
Detect Secrets
School: Divination
Category: Arcane
Range: 50 feet
Components: Vocal, Somatic
Duration: Situational, instantaneous

If there is a trap, hidden cache, or secret door that you are not aware of within range, you create a translucent trail guiding you to its location.
Goodapple
School: Transmutation
Category: Primal
Range: Touch
Components: Vocal, Somatic, Material (a traditional Âppelskrutt, or apple core)
Duration: Instantaneous

Five apples appear in your hand and are infused with magic for the duration. Eating an apple provides a miniscule amount of healing and enough nourishment to sustain a normal creature for one day.
Grease
School: Conjuration
Category: Arcane
Range: 60 feet
Components: Vocal, Somatic, Material (a bit of pork rind or butter)
Duration: Situational, up to 1 minute

Slick grease covers the ground in a 10 foot square centred on a point within range and turns it into low friction difficult terrain for the duration.
Inflict Wounds
School: Necromancy
Category: Divine
Range: Touch
Components: Vocal, Somatic
Duration: Situational, instantaneous

A creature you touch is inflicted with a minor necrotic burn.
Shield of Faith
School: Abjuration
Category: Divine
Range: 60 feet
Components: Vocal, Somatic, Material (a small parchment with a bit of holy text written on it)
Duration: Concentration, up to 1 hour

A shimmering field appears and surrounds you, protecting you from damage and softening blows.
Speak with Animals
School: Divination
Category: Primal
Range: Self
Components: Vocal, Somatic
Duration: Situational, up to 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration of the spell. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived with the past day.
Second Level
 
Augury
School: Divination
Category: Arcane
Range: Self
Components: Vocal, Somatic, Material (specially marked sticks, bones, or similar tokens worth at least 25 crowns)
Duration: Instantaneous

By performing a divination ritual, you receive an omen from an otherworldly entity about the results of a specific course of an action that you plan to take. The results will either be WEAL, a positive outcome, or WOE, a negative outcome. If you cast the spell two or more times in one day, there is an increased chance of receiving a WOE response. The effects of WEAL or WOE also end after resting for the day.
Barkskin
School: Transmutation
Category: Primal
Range: Touch
Components: Vocal, Somatic, Material (a handful of oak bark)
Duration: Concentration, up to 4 hours

For the duration your skin has a rough, bark-like appearance that is resistant to all forms of damage.
Enhance Ability
School: Transmutation
Category: Primal
Range: Touch
Components: Vocal, Somatic, Material (fur or a feather from a beast)
Duration: Concentration, up to 4 hours

Tapping into animalistic spirit energy, you enhance your mental and physical abilities. Until the spell ends, you gain a boost to one skill, ability, talent or spell you possess.
Knock
School: Transmutation
Category: Arcane
Range: 60 feet
Components: Vocal
Duration: Situational

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Prayer of Healing
School: Evocation
Category: Divine
Range: 30 feet
Components: Vocal
Duration: Instantaneous

Up to six creatures within range are healed of moderate wounds, cuts, scrapes, or bruises, minor fractures, or a more severe injury is reduced. This spell has no effect on undead or constructs.
Protection from Evil and Good and Etcetera
School: Abjuration
Category: Divine
Range: Touch
Components: Vocal, Somatic, Material (a litre of river water, which must be chugged)
Duration: Concentration, up to 10 minutes

You manifest an aura around yourself, granting protection against creatures that are celestials, elementals, fey, fiends, or undead. The protection grants several benefits. Spells or attacks used by creatures of those benefits will be less effective against you. You also can't be possessed, charmed, or frightened by them through magical means. Until the spell ends your own spells and attacks will also be more effective against those creatures.
Third Level
 
Aura of Vitality
School: Evocation
Category: Primal
Range: Self (30 foot radius)
Components: Vocal
Duration: Concentration, up to 10 minutes

Healing energy radiates from you in an aura with a 30 foot radius. Until the spell ends, the aura moves with you, centered on you. All allies within the aura are invigorated, slowly healing minor wounds over the duration.
Crusader's Mantle
School: Evocation
Category: Divine
Range: Self (30 foot radius)
Components: Vocal
Duration: Concentration, up to 10 minutes

Holy power radiates from you in an aura with a 30 foot radius, awakening boldness in you and all other friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, attacks and spells performed by you or your allies are imbued with holy energy, enhancing their effects by a minor amount.
Revivify
School: Abjuration
Category: Divine
Range: Touch
Components: Vocal, Somatic, Material (300 crowns, or an equivalent value in coins or precious gemstones, which the spell consumes)
Duration: Instantaneous

You touch a creature that has died within the last minute. That creature returns to life in critical condition. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Speak with Dead
School: Necromancy
Category: Divine
Range: 10 feet
Components: Vocal, Somatic, Material (burning incense)
Duration: Situational, up to 10 minutes

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it spoke. Answers are usually brief, cryptic or repetetive, and the corpse is under no compulsion to offer a truthful answer if you are hostile or if it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animation spirit. Thus, the corpse can't lean new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Speak with Plants
School: Transmutation
Category: Primal
Range: Self (30 foot radius)
Components: Vocal, Somatic
Duration: Situational, up to 10 minutes

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your cimple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.