Tadgh (Anathema)

LANDSEERS

Info


Created
3 years, 25 days ago
Creator
LANDSEERS
Favorites
15

Profile


  • Tadgh Donnacha Ruaidhrí Mac Conchobhair


  • pronouns he/they
  • species Bovine
  • background Wild
  • age 20
  • height 10 hands

ALL THAT I'VE BEEN TAUGHT
AND EVERY WORD I'VE GOT
IS FOREIGN TO ME

Pronounced: Taig Don-a-kah Roar-ee Mack Con-oh-var

From a secluded clan who preferred to embrace their wild instincts. Now struggling to embrace modern society.

Is a very good boy, actually.

Personality


Raised without any formal education, Tadgh struggles with complex topics like math, history, geography, or how to operate anything more complicated than a tent. He is kind to a fault, though, always seeking to help those around him. Due to the nature of his powers he tries to avoid any and all form of exciting or stressful activities, and usually tries to keep his own mood somewhere between sullen and neutral, out of fear that becoming too happy could have tragic consequences.

81wc


History


  • Clan Mac Conchobhair were not true natives of the south, but that did not prevent them from thriving. Donnacha Mac Conchobhair had gathered mages from all corners of Ivras, all twisted in some bestial way by their magic, all longing for freedom from the oppressive gaze of society. And with Mac Conchobhair, they found it. There, deep in the Sunless Jungle they lived as free as the beasts they resembled, hiding their gifts from no one. It was pure, total and utter freedom, all any of them wanted. Except for Tadgh.
  • Tadgh was the first child born into the motley pack, and it was nearly immediately apparent that he did not mesh. Where the older mages preferred freedom and chaos, Tadgh craved structure and certainty. When his magic manifested at ten, and the boy grew to twice his size and shredded a tent into pieces, his family celebrated his newfound "freedom" while Tadgh felt only terror. There was little education to be given to the boy, aside from feel-good platitudes about "finding" himself and "embracing his true nature".
  • It all came to a tragic head at 19 when, while roughhousing with another member of the clan, Tadgh's magic triggered itself in the excitement. He doesn't remember what happened that morning, only waking to the screams of his family and the foul, metallic taste of blood on his lips. His playmate, a hind barely younger than himself would never walk again, not without expensive prosthesis imported from Faline, something the clan had utterly no means to acquire.
  • Horrified with both himself and the damage he'd caused to a fellow person, in one night Tadgh packed everything that he owned (which wasn't much) and left the clan, heading north towards the city of Faline. He hopes to somehow join the Mage Order and learn to properly control his magic, or rid himself of it entirely.

313wc

WEREBEAST

Power 10

Discipline3

Cost 04

Corruption00


In times of great stress, Tadgh can transform himself into a canine-esque beast, around 2-3 times larger than his true form. While in this beast form he is significantly stronger than the average sheep, but is extremely unpredictable and struggles with differentiating friend from foe. He can maintain this form for around 9-10 minutes before reverting.
(Note: Tadgh will not harm any player characters without player permission)

Costs

  • Magic slightly impairs the caster's memory : Tadgh typically cannot remember any time spent in his beast form, and when he can, it's usually only vague glimpses.
  • Magic use has a short-term adverse effect on the caster's mood/frame of mind. : Tadgh has very limited self control in beast form, ultimately ruled by feral instinct. May behave for treats.
  • Magic is weakened under specific circumstances. : Tadgh has a weakness to weapons or objects comprised of (or mostly comprised of) silver. Contact with it can either force him out of his beast form or prevent him from transforming in the first place



Purchase history & STAT CHANGES


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