ABILITIES | POWERS: Anduin's abilities as a priest are many and varied. His most powerful connection being with the Light, his specialty remains being a healer and protector above all else. This strong connection and his faith allow him to repair even mortal wounds and revive his allies, as well as provide shielding and barriers against blows that may fall against them. Of course, when all other opportunities exhaust themselves, the Light is a mighty weapon as well, particularly effective against undead or demonic opponents.
(He's also canonically managed to bring someone back from the dead a couple of times now, but we're just. Gonna nerf that for the game. Since it would be pretty game-breaky.)
He's also able to use Shadow magic as well, the other side of the Priest coin. While he avoids using those abilities where possible, he has managed to Mind Control his guards into looking the other way when he needed to get past despite his father's orders, and he's able to use Psychic Scream to disorient his enemies and send them fleeing in fear for a few seconds.
Throughout his life Anduin has trained and become proficient with a number of martial weapons, including swords, bows, guns, and throwing weapons.
This power doesn't really have a name (and I refuse to call it Bone-sense), but when Anduin was near mortally wounded in Pandaria by Garrosh, the intense healing he underwent to save his life and repair his broken body seemed to have a side effect. Now that Light magic lies residually in his bones themselves, which will ache in warning when Anduin is being cruel, thoughtless, or courting danger.
A list of the abilities he’s used thus far in-game can be found here, if helpful!
PERSONALITY: Anduin's greatest strengths are easily embodied in the principles of the most influential part of his life -- his training as a priest of the Church of the Holy Light. The Church believes in The Three Virtues: respect, compassion, and tenacity. No three principles could better embody the King of Stormwind. Anduin believes in honor, the power in one's word and that even an enemy may be found worthy of respect and dignity. His willingness to do so has earned him allies across factions, including notable members of the Horde such as High Overlord Saurfang and Baine Bloodhoof. Consequently, if a person ever proves dishonorable beyond the pale, or breaks their word, Anduin tends to pass judgment as final and treat them accordingly.
Compassion is one of his more notable qualities as well, though some of his allies see his gentler side as a weakness, or naivety that must be grown out of. His father once believed this as well, though Anduin gradually convinced him over time of its importance, especially in wartime. He seeks to understand those who stand in opposition to him in the hopes that they may find common ground, and bridge the divides between them. He also feels strongly for the plight of the common people who suffer most during the war, and for the soldiers who give their lives to the cause. Any loss of life is a painful one, and though some principles must be fought for, it is a last resort as far as he is concerned.
His tenacity might not be immediately apparent, considering. But Anduin was a precocious and curious child, constantly seeking to learn more about the world around him despite his father's protective stance. This would often result in him sneaking out from under his father's watch -- or those of the guard assigned to him -- or outright refusing to listen to his father when his mind had been made about a certain matter. The two notoriously had a falling out when Anduin chose to take up the path of the priest rather than that of a warrior, and though they did reconcile years later it was clear that Anduin was committed to doing what he felt was right over anything else. Some might consider that stubbornness and more of a failing than a virtue, and it's telling that most of his enemies don't just want him dead, but want to find a way to break his will.
Alas since the death of his father, the weight of ruling the kingdom and also commanding the various factions of the Alliance has fallen quite heavily on his shoulders. While Varian ruled mainly through respect earned in battle and a reputation as a valorous but tenacious warrior, Anduin struggles to follow in his footsteps while still striving for more peaceful solutions. He's aware his people like him, even respect him, but they don't believe in him quite as much as they did the former king. Anduin's insecurity lingers well into the Fourth War as the potential for a bloodless solution grows scarcer by the day. He is aware that all eyes are on him, waiting to see what sort of leader he will turn out to be, and that some of his allies are unhappy with the fact that he is not as quick to aggressive action as his father before him. Far more a diplomat than a warrior, he still finds himself desperately trying to live up to the legacy left by his father, grandfather, and so on, even donning armor and wielding his father's sword in the front lines of the battlefield, despite clearly not being as well-suited to that style of battle.
Considering that he still hasn't fully recovered from the trauma of losing his father and suddenly shouldering a responsibility to half the world, he is somewhat prone to melancholy as he struggles to find the balance from the way he wants to rule. It's clear he's suffering from depression, but unable to take time to deal with it when so much is still urgently at stake. In the most recent novel, Anduin has been taking more and more time to slip out of the castle in disguise to go among his people unnoticed. He admits to a family friend that he needs those few hours to himself, to not be King for a time, because he feels like he's about to crack under the mounting pressure. Though still fearless in the face of his enemies, Anduin feels some of that resolve slipping from him as the complexity of ruling settles in. He's become more aware of how sheltered he's been during his childhood, the fears and struggles of the common people under his rule, and there's a measure of guilt for not recognizing the suffering just outside the keep walls. Every failure is felt more keenly, and ties in to that feeling of somehow failing his father's legacy.
1. Shalamayne, a two-handed sword that once belonged to Anduin's father. It can split into two one-handed swords, Shalla'tor and Ellemayne. 2. Suit of battle armor 3. A brass compass. 4. A letter from Varian to Anduin, written just prior his death 5. A small carved box containing a set of rings that belonged to his mother, Tiffin
SUITABILITY: Anduin will actually be grateful for a mystery to solve and things that can be done to progress the situation. He's a very pro-active and curious character who is helpful by nature, and he thrives off encouraging collaboration and cooperation. Depending on who all he has to work with, I feel he'll thrive here.
NOTES: Nope, all good.
IF ACCEPTED, WOULD YOU WANT PLOT INVOLVEMENT OFF THE GROUND OR A SETTLING-IN PERIOD? Let's hit the ground running with the plot, go go go!
anduin wrynn | warcraft
CONTACT:
HOW DID YOU HEAR ABOUT THE GAME?: Jack, who plays Wrathion (
CHARACTER: Anduin Wrynn
CANON: Warcraft
CANON POINT: Post Battle for Azeroth, Pre-Shadowlands
BACKGROUND: Here!
ABILITIES | POWERS: Anduin's abilities as a priest are many and varied. His most powerful connection being with the Light, his specialty remains being a healer and protector above all else. This strong connection and his faith allow him to repair even mortal wounds and revive his allies, as well as provide shielding and barriers against blows that may fall against them. Of course, when all other opportunities exhaust themselves, the Light is a mighty weapon as well, particularly effective against undead or demonic opponents.
(He's also canonically managed to bring someone back from the dead a couple of times now, but we're just. Gonna nerf that for the game. Since it would be pretty game-breaky.)
He's also able to use Shadow magic as well, the other side of the Priest coin. While he avoids using those abilities where possible, he has managed to Mind Control his guards into looking the other way when he needed to get past despite his father's orders, and he's able to use Psychic Scream to disorient his enemies and send them fleeing in fear for a few seconds.
Throughout his life Anduin has trained and become proficient with a number of martial weapons, including swords, bows, guns, and throwing weapons.
This power doesn't really have a name (and I refuse to call it Bone-sense), but when Anduin was near mortally wounded in Pandaria by Garrosh, the intense healing he underwent to save his life and repair his broken body seemed to have a side effect. Now that Light magic lies residually in his bones themselves, which will ache in warning when Anduin is being cruel, thoughtless, or courting danger.
A list of the abilities he’s used thus far in-game can be found here, if helpful!
PERSONALITY: Anduin's greatest strengths are easily embodied in the principles of the most influential part of his life -- his training as a priest of the Church of the Holy Light. The Church believes in The Three Virtues: respect, compassion, and tenacity. No three principles could better embody the King of Stormwind. Anduin believes in honor, the power in one's word and that even an enemy may be found worthy of respect and dignity. His willingness to do so has earned him allies across factions, including notable members of the Horde such as High Overlord Saurfang and Baine Bloodhoof. Consequently, if a person ever proves dishonorable beyond the pale, or breaks their word, Anduin tends to pass judgment as final and treat them accordingly.
Compassion is one of his more notable qualities as well, though some of his allies see his gentler side as a weakness, or naivety that must be grown out of. His father once believed this as well, though Anduin gradually convinced him over time of its importance, especially in wartime. He seeks to understand those who stand in opposition to him in the hopes that they may find common ground, and bridge the divides between them. He also feels strongly for the plight of the common people who suffer most during the war, and for the soldiers who give their lives to the cause. Any loss of life is a painful one, and though some principles must be fought for, it is a last resort as far as he is concerned.
His tenacity might not be immediately apparent, considering. But Anduin was a precocious and curious child, constantly seeking to learn more about the world around him despite his father's protective stance. This would often result in him sneaking out from under his father's watch -- or those of the guard assigned to him -- or outright refusing to listen to his father when his mind had been made about a certain matter. The two notoriously had a falling out when Anduin chose to take up the path of the priest rather than that of a warrior, and though they did reconcile years later it was clear that Anduin was committed to doing what he felt was right over anything else. Some might consider that stubbornness and more of a failing than a virtue, and it's telling that most of his enemies don't just want him dead, but want to find a way to break his will.
Alas since the death of his father, the weight of ruling the kingdom and also commanding the various factions of the Alliance has fallen quite heavily on his shoulders. While Varian ruled mainly through respect earned in battle and a reputation as a valorous but tenacious warrior, Anduin struggles to follow in his footsteps while still striving for more peaceful solutions. He's aware his people like him, even respect him, but they don't believe in him quite as much as they did the former king. Anduin's insecurity lingers well into the Fourth War as the potential for a bloodless solution grows scarcer by the day. He is aware that all eyes are on him, waiting to see what sort of leader he will turn out to be, and that some of his allies are unhappy with the fact that he is not as quick to aggressive action as his father before him. Far more a diplomat than a warrior, he still finds himself desperately trying to live up to the legacy left by his father, grandfather, and so on, even donning armor and wielding his father's sword in the front lines of the battlefield, despite clearly not being as well-suited to that style of battle.
Considering that he still hasn't fully recovered from the trauma of losing his father and suddenly shouldering a responsibility to half the world, he is somewhat prone to melancholy as he struggles to find the balance from the way he wants to rule. It's clear he's suffering from depression, but unable to take time to deal with it when so much is still urgently at stake. In the most recent novel, Anduin has been taking more and more time to slip out of the castle in disguise to go among his people unnoticed. He admits to a family friend that he needs those few hours to himself, to not be King for a time, because he feels like he's about to crack under the mounting pressure. Though still fearless in the face of his enemies, Anduin feels some of that resolve slipping from him as the complexity of ruling settles in. He's become more aware of how sheltered he's been during his childhood, the fears and struggles of the common people under his rule, and there's a measure of guilt for not recognizing the suffering just outside the keep walls. Every failure is felt more keenly, and ties in to that feeling of somehow failing his father's legacy.
SAMPLE: Here!
INVENTORY:
1. Shalamayne, a two-handed sword that once belonged to Anduin's father. It can split into two one-handed swords, Shalla'tor and Ellemayne.
2. Suit of battle armor
3. A brass compass.
4. A letter from Varian to Anduin, written just prior his death
5. A small carved box containing a set of rings that belonged to his mother, Tiffin
SUITABILITY: Anduin will actually be grateful for a mystery to solve and things that can be done to progress the situation. He's a very pro-active and curious character who is helpful by nature, and he thrives off encouraging collaboration and cooperation. Depending on who all he has to work with, I feel he'll thrive here.
NOTES: Nope, all good.
IF ACCEPTED, WOULD YOU WANT PLOT INVOLVEMENT OFF THE GROUND OR A SETTLING-IN PERIOD? Let's hit the ground running with the plot, go go go!