Fires alight in the crystal spires of the most high, and night falls once again upon our world
Know that the Creator, Baz'Auran, fathered many creatures in accordance to his whims
From dream rose the Spirits, blazing like the sun as they travel the avenues of his White City
From nightmare rose the Beasts of Chaos that roam the known world, ever hungry, ever enraged by their Creator's scorn
From consciousness rose the race of man, ever seeking to surpass Nightmare, aspiring to the court of Dreams
And from meditation rose the Gods, greatest of Baz'Auran's children, whose names would come to be inscribed upon the very pattern of reality
Follow now, as we recount the tales of these beings, neither Spirit not Man, infused with the boundless energy of creation and tempered by the wisdom of reality
Follow, as they face the rising world with new dreams, and weave new stories in the hearts of men
Follow, as they delve into secrets left long-undisturbed, and challenge the mastery of the tyrannous stars
Welcome, one and all, to the newest incarnation of the Heroes series of god games, first pioneered by Ipphli and further perfected by Raz_Fox and KaiserOmnik. This is Heroes of the Fall, and I shall be your storyteller for the duration.
Those of you familiar with the Heroes games will find little different here, but we are always welcoming to new blood. To those of you unfamiliar with Heroes, this is a collaborative God Game where we attempt to weave an epic mythology together from humble beginnings. Imagination and creativity abound, and the only hard limit on what you can create and play is the ability to mesh with what already exists. Here is a game where a tortured werewolf god can have tea with a construct god powered by the spirit of elemental fire, a game where a god can seek to walk the path of humanity or revel in the intoxicating power of their bloodline.
In terms of Flavor, the game is inspired by all forms of mythology - your hammer wielding god of winter can easily be brother to an alligator-headed goddess of fertility. Magic suffuses the world and its creations, so anything is possible. However, while inspiration can be drawn from anywhere, please keep in mind the genre we're going to try and remain within is High Fantasy - floating towers powered by magical crystal are good, combustion engine aircraft not so much.
An Introduction:
Spoiler
You are the children of Baz'Auran, lord of the White City and immortal creator of the world. For decades, you have lived in the White City floating above the world, tutored by spirits of knowledge and war loyal to the Creator. You are unique among all the City's inhabitants, for unlike any of them you hold a spark of reality within your body, a corporeality that those creatures of belief can never match.
Beneath you, the known world roils in the crucible of creation. Ever shaped by the will of Baz'Auran, mountains rise and fall upon its perfect disk while vast oceans plunge in a torrent into the abyss of chaos. For all your lives, you have known that it will be your destiny to conquer that virgin soil, to enforce the divine will of your bloodline on the creatures that have sprung fully formed from the sheer creative energies gripping the plane. Meanwhile, the first emerging dregs of humanity look up from their hovels and offer supplication to the glistening white disk that is the White City itself.
Know, that while you are divine you are not alone. You live apart from both man and spirit, but you and your siblings share a bond beyond simple blood. For you are united by a purpose, a purpose that while still unknown to you sends a constant drumbeat through your soul. You have laughed and loved together, fought and hated together, for more time than a mortal could ever hope to have, and it is inevitable that you will rely on each other greatly in the days and years to come.
Know, that long before your intended hour of descent to a waiting world, a doom will come upon the White City, an alien presence of unmatched malevolence forcing itself through the very stars. You shall be spirited away in a panic, to a primordial world that has not been made ready, infested by monsters that hold no love for the creator, or his children.
The First Turn:
Spoiler
As typical in the Heroes games, you will not have your domain and full divine power in the first turn. It will be awarded to you, based on the actions that you take in your quest for divinity in the first turn. You may invent locations, monsters, peoples, anything you wish. Remember that those are not creations of your gods; they already exist in the world and the characters explore them/meet them for the first time. The only other thing I ask of you is to make the quest epic, yet challenging. Your character can do great things, but he still has to earn his power.
Also, you may make an Artifact during the first turn for free. This must be connected to the domain you are attempting to earn, and will probably be incredibly important to the god and their followers - like the sword of the god of war, or the never-ending cornucopia of the fertility goddess.
Character Creation:
Spoiler
Name: (Add titles/nicknames here if you want.)
Domain: (You start with one.)
Abilities: (You start with two.)
Themes: (Archetype, concept, core. Sum up your character, give me a feel for him in a couple of words. Trickster God; Proud King; Fertility Goddess; Airship Pirate God, etc.)
Description: (You get anywhere from one to five paragraphs to make me excited about your character. The skirt rule applies here - short enough to keep me interested, long enough to cover the important parts.)
This is all that's necessary to begin a character. However, I'd like to mention some general guidelines before we get started.
First, please think twice before you try making a character that can't interact with the other characters. This extends to evil psychopath gods (try it and they'll die before the end of the first IC thread, trust me), jerkface selfish loners (it sounds cool and badass now, just wait till you don't have anyone to talk to), and alien unknowable gods (no one can know me, so I'll just sit at the bottom of the ocean and sulk). Now, this doesn't mean you can't make a character that will clash with others - this is mythology, not Strawberry Shortcake - but when push came to shove, even Ares could stand being around the other Olympians, and Loki was actually a pretty cool guy before the death of pretty-boy Baldur. Just make sure that the character isn't unplayable.
Second, I don't want to see blatant rip-offs of other fictional characters. That doesn't mean you can't base your character off other characters, just don't make it obvious. Mix character traits from several characters, come up with new ways to spin familiar mythology. There is absolutely nothing new under the sun, just new ways of putting together old stuff. However, I reserve the right to shoot down cyborg ninja elves and other such extreme creations. This is epic fantasy people - please try and keep the tone consistent.
Third, I want to see some flawed, imperfect characters. Don't make them unplayable - see point one - but I don't want to see Mary Sue perfect unbeatable gods. If you can't stand your characters ever losing - or worse, being wrong - this is not the game for you.
Fourth, even though this seems to go against the grain, don't map out everything about your character right at the beginning. Let him (or her) grow and surprise you as the game goes on. Don't let the original characterization disappear, but leave room for character development.
Fifth, when considering your god, please create a character first, then try and select a domain. I've seen many a god who was molded to fit a domain, rather than given one as a result of actions, and they are invariably less interesting than characters who also happen to be gods.
Sixth, and perhaps most importantly, if I can't read what you've written, your chances of getting in drop like a stone. I'm sorry, but that's just the way it is. Play-by-post is a textual medium, and if you can't write well, how am I supposed to believe you can write the story well?
I know this may sound overly strict. Trust me, this is for your own good. These are the points and warnings of someone who's been through a god game or two, and the sum total of everything I've learned playing god games. Follow the guidelines, and I can assure you your experience will be more rewarding.
The Rules:
Spoiler
Original rules by Ipphli, modifications by Raz_Fox and Omnik
*Every player gets 3 Major Acts, 3 Minor Acts and 1 Ceremony every turn. These can be saved up from turn to turn. However, only 6 unused Major Acts, 7 unused Minor Acts and 3 unused ceremonies can be saved at a time.
* Turns begin every week, more or less. The time a turn lasts will depend on the pace of the game and my own judgment.
* Gods have mortal bodies. They can be killed like any other mortal, but they do not age any more than they want to. Their innate magic makes their physical abilities more-than-human, but they still tire and bleed like mortals - it's just harder, as befits the gods made flesh.
A Single Major Act can be used to:
* Gain a Domain (once/week). Domains are your sphere of influence, and the way your magic expresses itself. Having a domain allows a god to claim that it is definitively the "God of X". See below for Domain Ranks.
* Gain an Ability (once/week). Abilities are specific ways that magic works, innate powers of the gods that express themselves in a variety of ways. Though Domains define the power of the gods, Abilities define their knacks and supernatural skills.
* Up a Domain. Each domain starts at Rank 1. (once/domain/week) Ranks are rough rankings of power; a Rank 2 God is more attuned to their domain than a Rank 1 God. The higher a Rank rises, the more powerful and focused the god becomes. (In short, Ranks are just there to measure relative power. It will be especially useful if two gods have the same domain or opposite domains (such as creation and destruction).)
* Create an Artifact. Artifacts are the tools and weapons of the gods, each unique and possessing supernatural powers. Though they are made through the wielding of a god's will, they can be stolen or given away, used by rivals or by mortals. This can be dangerous, as Artifacts are powerful things indeed.
* Create an Exarch. Exarchs are divinely-empowered mortals, champions and companions of the gods. At the moment of their empowerment, they gain an Ability of the god's choice. Though they do not possess enough power to battle a god and win, they are far superior to any mortal.
* Alter an existing race. Whether the changes are purely cosmetic or deeply intrinsic to the race's being, the gods are capable of shaping the bodies of an entire population however they wish with a mere expediture of power.
* Create a new monster race. Though few would admit to doing so, the gods are capable of creating entire new species of monsters. They spread quickly, but tend to hunt mortals whether or no they are ordered to do so.
* Change landscape, major (no more than the size of Texas if on land, or raise an archipelago about the size of Indonesia)
Two Major Acts can be used to:
* Create a Realm. A Realm is a magical place created by the gods, much like Valhalla or the underground cities of the Tuatha de Danann. You specify the environment and supernatural traits that the Realm has - anything goes. Some Realms are of the world, while others are truly portals into other worlds, but no world seems to have the balance and spark of divinity that the Central World has.
* Create a completely new sentient race. Life, true life, is a precious gift indeed. The created race is immediately created in numbers ranging from a hundred to thousands; they typically have a strong tie to the domains of their creator, though they are not intrinsically bound to him.
* Create a type - or school, or path, or technique - of Magic. Magic is incredibly powerful in the right hands, and the creation of a new type of magic is a complex and demanding art. Though a type of magic must have weaknesses, it is still a reality-warping force.
Three Major Acts can be used to:
* Beget a demigod. Though the children of a god are destined to become great heroes, only by expending great amounts of divine power can a Demigod be created; they are to Exarchs what Exarchs are to normal mortals. At creation, a Demigod gains two Abilities. It is the god's choice whether to bestow the power directly after birth or to wait to ignite the power within their blood within their youth or even older ages.
* Create a divine sanctum. A divine sanctum is a special type of Realm, attuned only to you, and has the following attributes:
Spoiler
- Your domains are increased by 1 while in your sanctum; other gods have their domains decreased by 1 (to a minimum of 1).
- You may send a god away from your sanctum as a free action (you cannot in a Realm).
- Divine servants need the permission of the master of a sanctum to enter it.
- A Sancum is infinitely mutable, and it can be whatever you wish it to be, whenever you want it to be that way.
One Ceremony can be used to:
* Have two or more gods collaborate to do anything requiring one or two minor or major acts together. They can add in a bonus to whatever they do based on their domain, but all gods involved must sacrifice one ceremony to do so. Ceremonies are more powerful than Major Acts, representing the amazing heights a god can achieve in perfect unity with his fellows, forming something greater than the sum of its parts. Of course, a god can also taint or manipulate his Ceremony without the knowledge of his fellows, so it is something done only with full trust.
Minor Acts can be used to:
* Minor changes in the landscape (scorch an entire forest, fill a valley with water, etc.). With but a wave of their hand, the gods impose their will on the very land around them, and it changes easily to meet their wishes.
* Bless the population of a mortal land. In addition to increasing the mortal population, the population that finds themselves under the pleasure of a god will find their crops prosperous and their ways smoothed, as the subtle magic of the god is worked in their favor.
* Curse the population of a mortal land. In addition to decreasing the mortal population, the population that finds themselves under the curse of a god will find their crops barren and their land blighted, as the subtle magic of the god works against them.
* Teach a population, for example, spreading a philosophy. Also used to increase (slightly) skill in magic, as well as create religions.
* Create out of magic anything that isn't strongly magical or sentinent. Tea, for instance.
* Create a city or several towns. The gods create the citadels of their servants, raising up stones and forming streets with all the ease a mortal would paint a picture. They are not inherently magical, but the god may craft them however they wish.
* Create a small number of servants of moderate power (around lvl 6 in D&D 3E).
* Create one servant with greater power (around lvl 14).
* Teach your followers a magic not of your own creation.
* Anything else not on the list - just ask me first.
Every God can do/have the following:
* Grant magical spells within their domains - any spell, as long as it's thematically tied to their domains - in any magic their people know, and cast from any type of magic that they have come into contact with and studied.
* Remote Sensing - My god-senses are tingling. Basically, sense the location of anyone with a divine spark. It must be noted, however, that this power can be blocked or led astray by the divine spark in question, should they turn their will to eluding your own divine senses.
* Send messages to each other via divine magic - unlike earlier versions of this, I am requesting that all such communication be thematically tied. No immediate telepathy, please.
* Send divine servants (those created by minor acts only) anywhere. Divine servants, unlike gods, need a permission from the master of a sanctum to enter it.
Complete list of Abilities:
Spoiler
Rank 2 abilities are unavailable at the beginning, and are prefaced with a "-" symbol. They also have the ability directly above them as a prerequisite. If a Rank 2 you want doesn't exist and you see an opening for it, feel free to ask.
Rank 3 abilities are the stuff of divine legend, and will not be available for some time.
Melee Expertise (Weapon): You are a master of one melee weapon and are especially skilled in taking down single opponents.
- True Master: You can achieve incredible feats with your chosen weapon and can apply powerful magical effects to your blows.
Ranged Expertise (Weapon): You master one ranged or thrown weapon type and are especially skilled in taking down single opponents.
- Supreme Archer: You can achieve incredible feats with your chosen weapon and apply powerful magical effects.
- War God: When you fight alongside legions of mortals or supernatural servants, you inspire greatness and strength in them. You are a master tactician and general, and none can hope to oppose your might in war. (This requires either Melee Expertise or Ranged Expertise.)
Bloodlust: You fight like a beast. Divine rage overcomes you in battle, enabling you to ignore injury and rip apart your foes.
- Blood Curse: You may instill the supernatural rage that flows through your veins into others at your whim.
Divine Athletics: Your endurance and skill in movement is unparalleled. You may make "impossible" feats of acrobatics or athletics with ease.
- Mightiest Athlete: You leave even other gods in the dust behind you; if you wish, you may run as fast as the wind, climb mountains in moments, or even lift them and move them out of your way.
Divine Inspiration: Like a Muse, you inspire your followers to make great works of every art.
Divine Charm: Mortals admire you and will do whatever pleases you. Other gods are more prone to listen to you or even fall in love with you.
- Mass Euphoria: One word out of your mouth may cause chaos in the population of an entire city, if you so wish. This effect is temporary and will disappear immediately if the god or goddess leaves the area.
Reality Manipulation: You alter the perception of mortals and gods alike, whether it be beguiling them with illusions and dreams or reaching into their heads and adjusting their view of the world.
Nature Affinity: You are a powerful druid/shaman who a link to some inhabitants of the natural world. You may also take the shape of animals or plants (magical beasts are excluded).
- Spirit of the Land: You are one with the earth. You feel what it feels; mass deforestation, pollution are some of the things that hurt you. You may manifest in any natural environment whenever you wish, and command any natural environment as you will.
Sorcery: A catch-all term for special branches of magic, such as Healing, Psychopompy or Oneiromancy; Sorcerers master one type of magic and can wield it as they wish with expertise that beggars even the creators of such a magic. (For direct offense/defense, see below. This is "utility" magic.)
Battle Magic: You have mastered the offensive magics, whether they be of lightning or fire or other, stranger ways. Your spells have one purpose: to kill. In this, they are unparalleled.
Warding Magic: You have mastered the defensive magics, whether they be of air or force or other, stranger ways. Your spells have one purpose: to protect. In this, they are unparalleled.
Item Creation: You are a master creator. Your items are of a superior quality, even by the standards of the gods.
- Formidable Artisan (prerequisite: 3+ artifacts created): You can create greater artifacts which are nigh-impossible to destroy and have world-shaking powers. Speak with the GM before making greater artifacts.
Elemental Mastery (choose an element: air, earth, fire or water): You are extremely at ease in your chosen element, and can call it to obey your wishes.
- Elemental Purity (choose an element, the same as you EM skill; you may not take Elemental Purity if you have more than 1 EM skill): A god with Elemental Mastery controls one element. With Elemental Purity, you are that element. You cannot be harmed by that element.
- Celestial Mastery (prerequisite: all four Elemental Mastery skills): You understand that the four classic elements cannot exist without the highest power. The Celestial Element is the ultimate force, where the four elements meet and mix.
Polymorphy: You are a master of many forms. You shapechange at will, partially or wholly, and be undetectable until you so wish to be discovered.
World Alteration: You may shape the world with more ease. You may use two Change Landscape, minor as part of one minor action.
- Cataclysm: You may now use a major act to create a greater cataclysm. This includes turning a fertile country into desolate earth, flooding an entire island, create a living storm that spans many miles, etc.
Lifegiver: Your goal is to protect all life from corruption, and an aura of life and plenty surrounds you. Once a week, for the the cost of only one minor action, you may increase two separate populations.
- Great Creator (prerequisite: 1 monster race or 1 full race created): You master the complex magic that allows the creation of life. Each race you create is empowered (equivalent of one additional major act).
Harbringer of Death: Either you understand the necessity of death or you revel in murder. Once a week, for the the cost of only one minor action, you may blight two separate populations.
The Map:
Spoiler
Note: The world is circular, with a diameter of 100,000 kilometers. Edges beyond the square map are open ocean until the great waterfall into the Abyss.
Real world references to compare these numbers to
Surface Area of the Earth: 510,065,600 km^2
Area of the USA (including Alaska): 9,826,630km^2
Area of Africa: 30,221,532 km^2
Guess I better get a Map Update up soon. I'll work it out sometime tonight or tomorrow. Post here if there is a town name/land mass name that you want added that I don't already have.
__________________
Spoiler
"Fear the Gerbils, lads! For they will destroy you!" ~ DOOM
BladeofObliviom said:
Quote:
I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.
"What-the-Jongo?"
Before you insult someone, walk a mile in their shoes.
That way, you'll be a mile away, and have their shoes!
To avoid harming the sanity of the DM I can no longer:
* Cast flesh to stone on a annoying Druid
** Cast Rock to mud on a Druid statue
*** Scoop mud into little ceramic pots
**** Plant tree's in individual ceramic pots
***** Claim that I have helped them become one with nature
Name: Contragh
Titles: Devourer of Nations, The Axe of Subdual
Domain: Domination
Abilities: Melee Expertise (Axes), Bloodlust, War God, True Master (Axes)
Themes: Perfectionist Warlord, Dark Executioner, Divine Conquerer, (Bipolar D-baggery) Description:
Spoiler
Contragh is a menacing visage. His face pale and gaunt, his mouth lined with sharp curved teeth, and his eyes red. His rather tall height only adds to the foreboding figure. Contragh wears his hair short and amess, his hair drooping down in spikes. The only piece of hair he maintains being his soul patch. He adorns himself in heavy black and gold armor that covers everything but his head. Depictions of battles, legions marching to war, and victory celebrations are carved all along the armor. His body leans towards the muscular side alot, but not on a freakish scale. In his right hand he grips a bloodied executioners axe.
Contragh is a nice enough fellow outside of war. He fanatically reveres Baz'Auran and sees him as what he strives to become in the future and sees everything Baz'Auran does as perfection. This extends towards Contragh's brethren since if they are creations of father then do they not deserve a great amount of respect and loyalty?
Contragh seeks perfection in all he does, finding flaws and mistakes irritating. He constantly seeks out to be better at things then others, creating a competitive spirit with whoever he is up against. The one area where he seeks the most perfection is in combat. Often using his rage to empower himself and his expertise to not leave himself vulnerable.
He believes heavily in the concept of order, thinking that if he let's it go then the world will crumble around him. It is from this pursuit that his war side comes out, because from his point of veiw the universe needs to be conquered if there is to be order. Peace is merely giving up on order and allowing chaos to run free in a confined area. But it is a virus, and it must be purged with Fire and Fury before it infects others.
Despite his attitude he does not despise citizens or gods that do not wage war, to the contrary he see's them as the sole reason for order and war. He must fight so that they don't have to, so that they may taste the rewards of order. Although he will not be able to rest and enjoy life he will fight, butcher, and die so that they can. It is a sad existence but it is one that he has come to accept, because that's what he does best; die fighting.
Pre-Godhood:
Spoiler
Through out his life, there has nary been a moment more sad then his last duel with Tulen-kar.
Contragh was molded at the same time as Tulen-Kar, creating a bond between them from the start. Near the beginning of there creation they fought and dueled each other. Constantly trying to prove who was superior to the other. They grew up together and became the closest of friends, doing nearly everything together.
They found lessons from Tezzerin to be boring and a waste of time and so they sought out the Chambers of Creation, where they would use a room inwhich A device to create war scenarios existed. It was a medium sized room with a flat long table in the center. Upon it you could create very basic miniature worlds. With it they created fortress' and warbands to see who could best who. Often times creating nations run by representations of themselves in a contest to see who could conquer the world first.
You see while Contragh was the god of Domination, Tulen-Kar was the god of Pillaging (Or slaughter as others saw it). Meaning Contragh would use legions and fortress', Tulen-Kar would use barbarian hordes and guerilla forces. Together they were either revering Baz'Auran, studying from Elliat, or fighting each other in some way shape or form. But one day Tulen-Kar stopped coming with Contragh to see Baz'Auran, or go to Elliat's lessons, or even fight Contragh.
After a while Contragh began to do things by himself up until Tulen-Kar reunited with Contragh. While he didn't visit Baz'Auran anymore he atleast fought Contragh, took Elliat's lessons, and everything was good again. That was until Tulen-Kar presented him with a challenge, to find a way to conquer a powerful city. Contragh was stumped, and spent many nights and days studying the city and the forces within. But no matter what strategy he used no feasible army could capture the city, the forces within and the cities defences were to powerful.
As he studied the city he kept thinking that it was familiar, but he dismissed it as his mind playing tricks on him from the amount of time he spent on the city. Finally, after countless days of plotting and trying he found a possible plan. It was a very slim plan, with 1 in 14 times succeeding. But atleast it could potentially work. Presenting the discovery to Tulen-Kar thrilled him and Contragh went away to rest from his victory. On the next day while entering the Chambers of Creation he studied a map of the White City. He nearly fainted when he realized his instincts were right.
The scenario was invading the White City.
His jaw agape he approached Tulen-Kar about this in there special room. He refused at first, claiming Contragh was scheming against him in an attempt to dispose of him. But it was obvious he was lying. Contragh dug deeper and it soon escalated into an argument. Voices were raised, things were said that Contragh wishes he could take back, and several things were smashed onto the floor in rage. Eventually after enough yelling and spit Tulen-Kar socked Contragh across the face, sending him against the floor.
He admitted to the accusation, saying that he had seen the light and knows that what Baz'Auran is doing is wrong. That existence was meant to be chaotic and dark like the outside. He looked at Contragh with tear filled eyes and begged his friend to come with him, extending a hand to him. It was obvious now that chaos had gotten to Tulen-Kar, and only one option could be taken; to kill Tulen-Kar. Slapping his hand away Contragh told Tulen-Kar that he was insane and a heretic that must die. He lunged at Tulen and bite like a crocodile into his arm, while Tulen-Kar kicked him like a mule off of his body.
They began to fight like hell, punching each other, smashing things on the others head, bashing the others head against the floor/wall/other things, and using any weapon they could gt there hand on. Eventually Contragh beat Tulen-Kar into subdual and rolled his bloodied body over face up. Leaning down he whispered "I'm sorry", grabbed hold of an axe embedded in the wall from there fight, and executed Tulen-Kar in the Chambers of Creation. Afterwords he aproached Baz'Auran and told the tale of Tulen-Kar's betrayal and death.
How Contragh thinks of the other gods:
Spoiler
Faden: He spends alot of time in his books but he's not that bad, it's always interesting watching him solve a complicated problem. If only he could apply that to the battlefield.
Khalen-Het: Ah, a fellow law man! One of my favorite kin, his honesty is refreshing to say the least, and while I must conquer new lands for order he must stay behind to ensure that it stays in place. I feel for his pain, and wish him the best.
Carolinus: I never did interact with Carolinus much, most of his time being devoted to Ciero and all. But the few moments I did spend with him were good. Despite our philosophical differences the love of Baz'Auran is shared.
Roselia: Hmmmm, how do I put it. She's annoying, to say the least. It's mostly from her manipulation, lying, and the fact that if a problem comes her way she wouldn't stand up to it and instead take the cowards way. It's partially because she mopped the floor with me and Tulen-Kar at Yurgle, how does she get 5 of the same card in a row!
Jongo: Jongo is.... interesting to say the least. While her antics are hilarious and I enjoy the time I have with her she is just a little...off. Just a little too random, to the point where I wonder if she's one step away from becoming tainted, crossing the border, and becoming a threat. Could Baz'Auren make something imperfect?.... But then she starts clapping her hands and barking like a seal and I realize how impossible that is.
Soreal: Soreal spends far too much time away from order and society, instead delving into the unruly wilderness. But still, she is a creation of Baz'Auran and shall be treated like one.
Lossethir: Lossethir is lazy and arrogant, and oftentimes I find myself wanting to punch him in the face. He thinks merely because he is strong and quick that he doesn't have to work or do anything, it's people like Lossethir that drag down the progress of order and civilization.
Kalandor: Kalandor is the apex of a citizen, his exploration and thirst for more push forward society and expand order.
Rumel: I actually enjoy Rumel, his continual perfection process is not too far off from my own, and often times I would come to him to forge weapons and armor (Even aiding him on the creation process from time to time).
Brandis: I don't really know Brandis at all, considering I go to few enough celebrations and of those few none of them had him. But I have heard good things of him.
Frellon: Ahh Frellon, quiet the fighter. I really need to duel him again some time. His bravado and skill has netted alot of respect from me, and I hope to incorporate him as a knight in one of my armies some day. His love for the dramatic is inspiring aswell, I really need to go on an adventure with him some day. Slay some monsters and all that jazz.
Haramhold: Unlike Rumel, Haramhold is a bit of a bore to be around. He has a less spontaneous process, focusing more on slow laborious work. Not to say that that's bad, but it gets boring after a while, not to mention the fact that I usually use Rumel instead of him anyway. Sometimes I'd ask for something crafted, forget about it, and then weeks later find it to be complete only for him to move onto something else. Not even bothering to tell me it's done.
The Weaver: Outside of sleeping I don't see much of The Weaver. Still his tapestries are works of true art and I hope I can someday accompany him on a dream, to relax and let down my blade, if only for a fleeting time.
Shirvan: Some people have grace, others have skill, and some hav tact. Shirvan has none of these. The fact that he believes in himself is great and all but it seems that he believes a little too much. I can't wait for him to be hit, only to come to the realization that he can feel pain and isn't so great as he thinks.
Dasque: Another sparring partner of mine. Rather hard to fight a spear with an axe, word of advice, don't try and split the spear in half like a banana. Won't work. However there's something about Dasque that is wrong. Something about the cold calculated murderer style of combat and the hidden second personality under another that reminds me of Tulen-Kar. It disturbs me, and I worry sometimes of what I might have to do to my sister in order to keep order.
Aerin: I hope people don't think I act like Aerin when it comes to my reverence of Baz'Auran. Because if they did I would execute myself on the spot with my own axe. I am dead serious. Aerin is like Jongo on her worst days, annoying, except that Jongo can be funny while Aerin just makes me want to strangle and or punch him in the face (Which I have tried repeatedly, for varying levels of success).
Avyra: Avyra oh Avyra........she's....nice........ No further questions please.
Nieve: Aaah, truly a sight to behold. She's a good fighter, if a little... unsavory. I find myself confused when the matter of her...expertise comes up. On the one hand she is bloodthirsty, and on the other hand I find myself not really caring..... Caution should be exhibited from now on, until a further assessment can be made.
Fayruz: She's.... perfect. The physical representation of Baz'Aurans great mastery of the universe, as beautiful as Nieve but far more gentle and graceful; the perfect citizen to go to war for. She may not be much of a fighter, but I don't feel too obligated to duel or train when she's around either. It's the equivalent of fighting in front of a child. Which I guess is where he one flaw is present, she is naive like a child, making her vulnerable and a further testament of the physical manifestation of his mastery. She is but a reminder, nothing more nothing less, and I doubt that Baz'Auran put much more then that into her.
Act Expenditure:
Spoiler
Dark Halo
The Dark Halo is an artifact formed from the slayed dragon Pikep's very teeth. It is bonded to the wielder and floats above his/her head no matter what (Day and night, in any position or situation it remains floating 2 or so inches above), if one tries to contain it in a box (Or keep it away from the wielders head in anyway such as chaining it to a wall) it finds it's way back over on top of the wielder's head in some way shape or form. The halo is pitch black with a red hue surrounding it. Held within it is Pikep's very mind, body, and soul. Acting much like a prison to the beast of chaos, never letting him truly die. With it under his control Contragh (Or who so ever wields it) may turn into a ferocious, big, monster mashing, Zombie Dragon. He is for all accounts like a dragon and a zombie (Flying, roaring, groaning, pain resistance, lack of need for organs, and breathes forth putrid green dark fire). Here is a picture of Contragh while in dragon form, doing his prettiest laugh. Here
The Conqueror's Axe
This axe has seen far more executions and blood shed then any axe should ever see. This axe is the very same axe that executed Tulen-Kar upon his rise to insanity. It had tasted divine blood, the divine spark, the very soul of a god, and it thirsted for more from that day on. This same axe has carved and butchered it's way through Pikep, his savage barbarian chiefs, lesser beasts of chaos, and spilled the blood of countless rebellious tribes in a horrible two man rampage lead by Contragh. With each kill it grows stronger, it seeks more powerful blood and souls to dominate and consume. It is a horrid tool of destruction, stealing a bit of all those it kills and fueling itself on the how powerful the defeated foe was, making it a little bit stronger each fight. It is because of this that it constantly seeks to reach the same rush that it met upon murdering Tulen-Kar, as he was a shot of pure divine power injected into the axe. A part of Contragh's spark has been held within the Axe aswell, a twisted dark corner of himself that he would rather stow away in a dark bloody weapon then face it and try to overcome it. The slaughter and power that comes with the slaughter has garnered the axe a aura of majesty, inspiring allies around it to fight as ruthlessly as they can, whilst demoralizing whatever stands at the business side of it.
Revenants
Alternative Names/Titles given to the race: The War that never ends, Spectre's, Dem Bones, Rattlers, The Silent Butchers.
Skeleton Figures that have defied death and walk amongst the living again. Their flesh, muscle, and organs have all fell off, with the few rare exceptions of bits and pieces sticking on (The occasional heart, hair, or intenstine). The main definitive trait (Beside them being made of bones) being the light blue energy that visibly courses through their bones like veins and forms dots where the eyes should be.
Personality
Most Revenants are the reanimated remains of humans (Or other dead things, humans are just the most numerous) and thus have just as many different personalities as mankind. However, the process of facing death in the eyes and being ripped away from it changes them in a universal way. For starters they grow a slight resentment towards the living, envying them for not being stuck in the juxtaposition they are in. How evident it is is based upon how strong of a will the Revenant has during life. And yet, they have an almost contradictory haughtiness secured by the fact that they are immortal and cannot feel the same pains and death as the mortal races can.
However you would rarely learn this from Revenants themselves as there hearts have hardened and closed up. They guard secrets well and are hard pressed to tell non Revenants anything about themselves. What few allies they do come to trust however are thought in the highest regard. Still, each Revenants is different with their own interpretation of the effects and their own personalities like other mortal races.
Physical Description
Revenants are the reanimated bones of predominantly humans given free will, meaning they keep the same shape as their past lives. Their forms are cleaned upon rising, making their bones a bright white, they are also tightly connected together with a strange black energy in the place of tendons. Their teeth are sharp and curved like the god that created them and are able to grow replacement teeth despite lacking flesh or a metabolism.
The Gift of Undeath
The gift of Undeath has granted Revenants many traits and benefits. The most iconic trait being the light blue energy that visibly flows through their body, the left over energy that was used during their reanimation. The energy also pools up at the eye sockets, forming dots in the place of eyes. As a Revenant becomes older and more powerful, it accrues more of the blue energy pulsing through it's form, and thus causes the pupils to get bigger and more vivid. Eventually the pupils turn into miniature (Non burning, it's not real fire) fireball dots and expand from their until the whole eye socket is flowing with flames, but this is only possible in the oldest and most powerful of Revenants. Now, for the benefits of Undeath. The most obvious one being Immortality, Revenants never age, never need to eat, never need to breathe or sleep (Albeit some do it out of habit or just to latch on to their past lives), never need to eat, never need to dispose of excrements, and never experience natural wear and tear (Atleast on a small scale, hurricanes, sandstorms, and tsunamis can still wear down their bones. Rubbing up against a rock, walking through flowing water, and hard breezes less so). They can no longer feel natural pain or Irritations. Lastly their movement has been altered aswell, as it looks and sounds like they never truly walk, merely glide over an inch of the dirt, unheard.
Despite the benefits their are drawbacks to their new form. The most noticeable being a lack of smell and taste, as they can no longer enjoy food or many of the pleasures the world has to offer. Insanity as well is a constant threat to Revenants, as the infinite time they have can slowly erodes at their minds and snap weaker willed ones (Unless they keep themselves pre occupied and annually take philosophical journeys to keep their psyches in check). Lastly, the idea of immortality often acts as an ego boost among the more sinister Revenants, and can cause them to become corrupted and evil more easily then they did in life.
Relations and Society
Revenants are spurned by most of humanity, as they see them as an affront to nature and connect them with a host of bad mojo. Revenants walking into more primitive tribes will find themselves blamed for and connected to a host of superstitions, bad luck, and horrible events. If they are not spurned away from one tribe they are normally attacked on sight by another due to their gruesome appearance and generally bad connection. The few civilizations where they are considered people are Contragh's nation and some of his siblings estates.
This hatred has caused many spurned Revenants to become bitter and mistrusting of the living, often times sticking together in large groups called Sieges. This tight connection between them often leads to the Revenant saying "The only person you can trust, is a dead man." Often times acting for both loner Revenants (To whom a dead man is no one) and for the Siege Revenants (To whom other Revenants are "dead"). Among these Revenant clans their are 2 main titles. A "Carn" is the war leader and controller of the Siege, hir word is law and all Revenants must prepare for war the instant the Carn says so. The "Jongo" is a confusing job, acting as a mixture between Law man and town fool. Most Jongo's are insane, or at the very least ridiculously silly, and are prone to mood swings. They act as the headsmen, rooting out insubordinates and chopping their heads off, and will laugh and prance about all the while doing it before returning to their splendid ways. This unpredictability found in them acts as a way to instill fear and mystery behind the law, so as to ensure none break it.
Religion
Contragh is, of course the main god among the religion, with the other War based gods (Excluding Shirvan) acting as a Pantheon entitled "The Council". The other gods (Such as Fayruz and The Weaver) are instead treated as lesser gods or as mythical beings, enough to warrant a prayer and respect but not enough for worship and following. The two gods excluded from either of these is Jongo and Roselia, who are fused together in the Revenant religion as "The Mad Trickster" and is treated with a mixed response and disdain. Some view him as a necessary part of the balance of the disk, others as a chaotic menace only allowed to live due to his status as a god. Yet none would dare get on the bad side of either forms of the Mad Trickster.
War
Revenants are not an openly violent race, preferring to settle down and build cities rather then sack others. But they will retaliate brutally at intrusions, often times declaring war on those who would try to eek into their territory. Standard protocol for warfare is to starve the opponents out, stripping them of any and all supplies, with regular battle forces marshaled up and sent in as waves to hit them while their weak and continually grind them down. When facing opponents that are fellow Revenants or not as food dependent as humans the battle plan changes drastically. Instead of a long siege it changes to a full out blitzkrieg at the middle of night, often times accompanied with a special surprise attack of some kind, and several days of Revenant spies crippling the enemies defenses.
Reproduction
As Revenants are not of the living they do not have a natural way of reproducing. Instead Revenants have two ways of artificial reproduction. The first way is for a Wraith to raise a Revenant from a dead corpse. The second way is for the creation and usage of a Soul Pool (Only one exists as of yet, and a way of making. Ore Soul Pools is not yet known). Soul Pools are, as the name says, large pools of energy and life (Not inherently the souls of the living, despite the name) consumed and twisted in one place. The ground is blanketed in a swirling mass of black mist, ankle high, and swirling towards the center like water down a drain. Light, translucent blue vapors rise out of the pool and dissipates as it reaches high into the sky. Soul Pool's are always located upon places of battles fought or carnage unfurled, and their very presence is easily marked. Trees and plants around them darken and seem almost stripped of life, animals are more aggressive or even violent, and the rate of albinos or mutations being born increases tremendously (More so then a normal human or animal being born). When a corpse is dragged into the inner part of the Soul Pool in the dead of night the corpse's soul is reinstated into it's body and is revived as a Revenant with free will. Their are however some requirements for a corpse to be revived as a Revenant. The corpse must have been a warrior or soldier of some kind, must have died fighting (This is not completely necessary, but Revenants born this way are weaker then they would be normally), and must have participated in a battle or war of some kind (A mere drunken brawl will not do as this is the most essential part). As of such all Revenants are warriors, fighters, or leaders of some kind. This is a double edge sword, as friendly soldiers may be revived to fight another day, enemy soldiers may be dragged into the pools as well. Control of the pool (And pools in the future) is key in the strength and survival of Revenant Siege Clans.
Wraiths
Wraiths are empowered Revenants, blessed with greater speed, strength, durability, and a myriad of divinely blessed abilities. They are the Vanguard of Contragh, the heralds of the doom his marching armies bring, and they are the guardian angels that watch over his provinces. They are his most blessed children, and they act on the behalf of the god himself.
Physical Description
The divine power infused into the Wraiths has permanently mutates their bodies. Some of them retain the skeletal form of the Revenants, with bloody red fire and energy coursing through them. Most however grow grey, withered, skin pulled tightly over their bones. Their organs and body parts are reformed in their bodies, yet are embalmed and rotted, their eyes even have the strange ability to disappear and leave only the black empty sockets known amongst Revenants. Their forms, although seemingly fragile, are incredibly resistant to harm, and are able to survive losing limbs and even decapitation (But quickly die afterwards from the loss of a head unless attended to). They have unnatural speed, able to outmaneuver normal humans with ease. Covering their frail forms is a tattered grey and black robe, with a hood that conceals their face in darkness. Their feet are hidden away under the cloak, and are not even used as the Wraiths merely hover over the ground instead of walk. Piercing through the robes is the wraiths most striking and iconic feature: the large, black as midnight, angel wings that cast a foreboding shadow on all who face it. Lastly, skulls and trophies are tied to the Wraith via leather for all to see and sense dread upon their arrival.
Powers
Wraiths, as the vanguards of Contragh, have been granted mystical powers, as to inflict psychological damage upon the enemy and keep themselves safe. The first and most iconic power is their impressive aerial capabilities with their wings. They are also bound with strange black weapons formed of the same energy that creates Soul Pools, their weapons are as strong as metal and lighter then wood. They range from Claymores, duel swords, swords and shields, and even Scythes (among the more brutal Wraiths). Wraiths, alongside their weapons, are semi spectral beings meaning they may harm and interact with the world and may be hit back, albeit with a good chance of the weapon missing them (The only weapons guaranteed to hit Wraiths are ones that are magical, made of glass, or forged from iron. With the last one not even a sure guarantee, as the rare event has occurred of a iron war hammer phasing through a wraiths cheat). One of the final books granted by Contragh for Wraiths is an increase in the skill that they weld their weapons.
Reproduction
As of yet, a way for Wraiths to create more Wraiths has not been made yet. Instead, Wraiths act as a way for reproduction among their fellow Revenants. For you see, the bound energy within them (and their weapons) act as miniature, focused, Soul Pools. If a Wraith kills someone who fit the requirements of a Revenant while using their bound weapon they may raise that person forth from the grave as a Revenant (No matter the time of day). Alternatively, Wraiths may hold back a bit of their power and keep it from the resurrection process (in the event that it is an enemy being revived) *and instead create a lesser Revenant, without a soul bound to it and with no free will. A "Wraithling". Essentially nothing more then bones being controlled by the will of the Wraith. They look like Revenants but without any of the magical side effects and no blue energy coursing through them. How many Wraithlings a Wraith can control varies on Power, with an average Wraith managing 10 while a very powerful Wraith may command up to 100.
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Spoiler
Previous Avatars
All Spoiler Images made by SmuchSmuch and Emperor Ing and Kasanip
Name: Jongo, the Everchanging aliases: Lord Namer, The Alternator, Master and/or Mistress of Chaos, Lady Karma
Domains: Chaos (3) Abilities: Polymorphy, Wild Magic (Sorcery), Air Mastery, Water Mastery Themes: Ruler of Misrule, Whimsical Wonder
Acts: 5 Major, 4 Minor, 2 Ceremony
Description:
Spoiler
Jongo is - like all of her siblings - an oddity. As the eldest, Jongo was born with the very First Question. But only when Baz'Auran knew everything, and was no longer curious, did Jongo come out, full of curiosity himself. So in a way, Jongo is the youngest as well.
She could never settle on one thing. His appearance changes constantly, and she is sometimes very confusing and difficult to comprehend. Extremely playful, and a little mischievous, Jongo can be a bit annoying. But he never forgets a debt, and always seems to have surprisingly good ideas.
Her ability to change things - and himself - was remarkable, and even Jongo doesn't really seem to know what she looks like. One day, Jongo could look entirely like the others, in a semi-humanoid form, and the next day? Look like a horse. Or a monkey. Or a spider. Or all three at once, mashed together. The only thing that remains constant is the eyecolor; one eye grey, the other eye green.
Unable to maintain a single form bothers Jongo a little, but he soon forgets about it. Entirely flighty, Jongo seemed to inherit all of Baz'Auran's curiosity... and a good deal of extra curiosity from someone else in the universe. Jongo moves from place to place, never really settling, always restless.
She doesn't really seem to have a goal - or at least, not one anyone can tell - but one look in Jongo's grey and green eyes, and most can guess there is something. A need. A desire. But, it would take the Lord of Luck himself to pry it out of Jongo.
Pre-godhood
Spoiler
Getting Jongo to sit still and learn things was difficult. Spirits - even great spirits like Tezzerin and Eliat - had trouble keeping Jongo's attention for long. Tezzerin finally figured out that if you kept introducing new topics, and switching back and forth between them, Jongo's curiosity would make him an excellent pupil. Eliat just gave Jongo a polite thump on her head until Jongo learned to pay attention.
Jongo got a lot of polite thumps from Eliat.
When not learning lessons, Jongo would explore all of the White City. Jongo always seemed to pop up in the most interesting places, and soon was an expert on winding his way through the back alleys and through living quarters.
Spirits would suddenly find that their work was momentarily interrupted as Jongo - in the shape of something odd or strange - would walk right through their work rooms, or appear behind them and just watch and see what they were doing. Sometimes, she would ask questions. The spirits got used to it, and that - ultimately - was how Jongo learned things.
Lessons were boring. Asking about interesting things and getting answers? MUCH more fun.
The only place that seemed to hold Jongo's attention for any length of time was near Baz'Auran's dias. Watching his divine father as the great creator molded and shaped the universe, Jongo would stare for hours, even days, sometimes weeks if Baz'Auran would allow it.
Though Jongo would smile and bicker pleasantly with his siblings, with Spirits, with even Eliat and Tezzerin, Jongo would only answer Baz'Auran with "Yes, Father", "No, Father", or whatever the shortest answer was to the creator's question. There was never dissent or disagreement. In Jongo's eyes, Baz'Auran was right, no matter what.
...because the worst punishment would be to never be allowed to watch the universe change.
Jongo's appearance is Everchanging. But the form most commonly seen while in the White City is that of a small human child, wearing only a white shift. The sandy blonde hair and playful grin hide the mischief within the grey and green eyes. Still, it is unsurprising to walk into a room and find a weird animal sitting and watching someone work; asking questions with Jongo's distinctively gleeful voice.
How Jongo Perceives His/Her Siblings
Spoiler
Faden - Jongo has always thought that Faden is incredibly smart. And funny! But Faden seems to lack the imagination that Jongo has. Why bother with things that are written down already, when you can make it up? Jongo rates Faden as a Duck.
Roselia - Lying is bad. But lying is like using words to change what happened, which is neat. Jongo doesn't know how to feel about Rose. She once tricked him into changing into a moose for a week. Jongo still doesn't remember why, only remembers that she couldn't change out of being a moose for a whole week. Very cautious around Rose. Jongo rates Roselia as a Twelve out of Chipmunk.
Carolinus - Jongo likes Carolinus. But he's so mopey. One time Jongo made himself look like Cireo to try and cheer Carolinus up. It... it didn't work out so well. Carolinus knew his beloved too well, and knew it was Jongo by the eyes. Jongo just wishes Carolinus would feel better. The Protector just isn't as much fun as he used to be. Sometimes feels that Carolinus is a total grassblade.
Khalen-Het - The Falling Gavel will change. He will see the error of his ways, and understand that with every Judgement... there is FISH.
Aerin - Jongo knows of a Storm that blows with such sophistication, it wears a monocle and top hat. And Jongo has no clue what either of those things are! But every time he looks at Aerin, Jongo can only giggle and smile. She finds her sometimes pretentious brother amusing.
Soreal - It's so easy to get along with Soreal. She's a veritable monkey! Jongo has explored the city many times with Soreal, and is almost never bored in the presence of the Wind's Primogen.
Lossethir - Some of Jongo's siblings call Lossethir a sloth, but that's simply not true. Jongo knows that Lossethir is actually quite the sober Hyena.
Kalandor - Kalandor is nice. He tells good stories. Too bad some of them are too long, and can be a little boring. But Kalandor is the most fun to explore with. He always seems to know just the right places to Goose.
Aramar - Aramar has doggies! DOGGIES!
Rumel - Jongo worries for Rumel. The reclusive Hippopotamus stays indoors too much, and is far too easy to have his nose picked. And Rumel glares at Jongo sometimes, in an unusual way. Still, it's fun to just watch Rumel work.
Brandis - When in doubt, shout for Brandis. Jongo relies on The Smiler to keep entertaining everyone. And quietly watches for when Brandis makes his move. Of all Jongo's siblings, Brandis is the one Jongo trusts the least. How can you get close to a Porcupine?
Frellon - Another sibling who enjoys exploring and adventure is never a bad thing. Frellon is someone that Jongo adores. The Lord of Arms gives good hugs. Like a squid!
The Weaver - The Weaver has all the greatest qualities of an Emu. But not having a name other than "The Weaver" is weird. Jongo calls this sibling "Rodney".
Avyra - Avyra is scary.
Haramhold - Twin to Rumel, and constantly fighting the very teeth of his own Butterfly, Haramhold's work is beautiful to behold. Jongo likes to watch new things take shape from his brother's hand.
Shirvan - If Carolinus is sometimes a grassblade, Shirvan is always a grassblade. Pride has it's place, but Jongo finds it hard to get along with someone who is that concerned with his own toucan, like Shirvan is. Still, for Dasque's sake, Jongo tries.
Dasque - Ever ready to listen, easy to get to laugh, and overall fun to be around. Never seems to visit Jongo when the mood takes him to Baz'Auran's Dias, which is odd... but Jongo understands. After all, you can only stare at The Ceiling for so long before losing yourself to it. Dasque is a lakespittle, and Jongo loves her.
Contragh - Jongo respects Contragh for what her younger brother has had to go through. Something about Tulen-kar always seemed off. What was done was needed to be done; but Contragh's constant need to stamp out chaos - all chaos - and create order also seems off. You just can't tickle a bunny when it's wings are made of rock.
Nieve - Nieve seems to be full of passion in a way that only a pineapple can be. Jongo loves the way his sister learns from other people, and tries many new things. She has followed Nieve around many time within the White City, just watching his warrior-sister have fun.
Fayruz - How best to describe a flower that blooms in dusk? Run from it, and you find pain. Run towards it, and you find Fayruz. Jongo finds it easy to get along with his sister, and when Jongo can't be bothered to fight one of her more combatant siblings, has often run to hide behind Fayruz's skirts in a calculated move that allows one to stick out one's tounge and go: "Nee-ner-nee-ner-nee-ner!"
Llassar - Cookies! Cookie cookie cookie cookie cookie cookie cookie cookie cookie COOKIE! Llassar is delicious with milk.
Sonata - The contrast of the sun's grace upon the disk's face. Beauty is in the eye of the beholder, and a Beholder has many eyes. Blink quickly, and the Maiden of Dawn, the Iris of Songs, will be gone. Jongo loves Iris.
Jongo talks with Sienna/Burnt Orange, speaking in Comic Sans Font.
__________________
Spoiler
"Fear the Gerbils, lads! For they will destroy you!" ~ DOOM
BladeofObliviom said:
Quote:
I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.
"What-the-Jongo?"
Before you insult someone, walk a mile in their shoes.
That way, you'll be a mile away, and have their shoes!
Name: Kalanndor
Aliases: Delaria Notania, Lucas Greyhand, Mordon Grimstaff, The Travelling God, The Travelling Storyteller, The Adventurers Friend.
Godly Abilities/Theme
Spoiler
Domain: Travel.
Abilities: Polymorphy and Nature Affinity
Themes: Wandering Storyteller/Heroic Adventurer.
Discription
Spoiler
Physical Description: When Kalanndor appears in his ‘normal’ form he appears as an unassuming human, without any distinguishing features, the sort people forget straight away. He is well toned, but not much more than normal; his dark brown hair is cropped to the side of his head, with sideburns linking a beard and moustache of the same short length. His is clothed in either a simple brown robe with a cowl bunched up around his neck, or in a thick dark brown leather tunic with similar leggings and worn boots.
Personality (Pre-Ascension): As a person, whenever something isn’t of much import, he is the life of the party, bubbling over with enthusiasm, mingling and making friends. However whenever things take a turn for the serious, he is very deep of thought, very rational and practical preferring to work around problems, and working from the back of the group as a leader, preferring to lend support. And his suggestions are often of import; however few words are behind him, often getting into trouble from his many adventures in attempts to sate his wanderlust, honing both his intuition and his skill. In fact it is his wanderlust that most defines him. It makes him act, do whatever he can to keep on moving, to keep learning, it is because of this he has become a great actor, among other less favourable things. During his time of learning he only rarely paid attention to subjects he considered interesting, and often wasn’t in class, rather exploring, or learning other things from others people, often subjects that any ‘respectable’ person wouldn’t be learning, like just how to open a stubborn door without waking everyone.
Personality (Post-Ascension): After ascension Kalanndor’s personality (didn’t/won’t) change much, except in its intensity. His wanderlust has become an overwhelming, so he is almost constantly on the move. He has become more sedated, up until he gets drunk, something gods normally can’t become with mortal brew, but when he does he becomes the centre of attention, almost no matter who else is there. When serious what used to be just a rational view that is rather accurate has become a view of man many times the age he looks, able to analyse more in a glance then most do with focused study over a day. He has decided to experience the best the world has to offer, becoming a full time adventurer, often alone or leading small groups, focusing more on improving himself then gathering followers, and being a ‘god’. As an adventurer he has become more of a leader and taking initiative, leading small groups from the front, and taking risks while staying just shy of rash, but this speed for him is like an adventurer being cautious but not overly so.
Notes: Some aliases don’t appear to be Kalanndor at all, being assumed personalities he uses while travelling, but they are still him. (Delaria Notania (Adventuring Warrior, Female), Lucas Greyhand (Adventuring Historian/Mapmaker), Mordonn Grimstaff (Brigand), The Travelling Storyteller (Old Man in a Rickety Cart))
Oppinions on siblings
Spoiler
Thoughts about Siblings (Last Game, Kept for re used.)
Spoiler
Carolinus:
Were friendly, I just hope he manages to keep his heart from morning when we depart, he feels so much sorrow.
Fayden:
To serious and yet to mystical. He needs to look beyond magic, however I wouldn’t mind learning some of his tricks…
Rose:
Very fun to be around, as long as you make sure you don’t get too tripped up. I like playing her at dice and cards, it’s fun to see which wins out, her sleight of hand or my luck. I really hope she doesn't land near Khalen-Het, that would cause much trouble.
Alodar:
I’ll keep this simple, I don’t like him…
Dasque:
He thinks too far ahead, and never does anything. It might just be me, but he is too static.
Drohnen:
Too rash, often aggressively so. Just got to make sure I don’t confuse him to much or annoy him and I’m fine, but it seems I do it to easily.
Casmir:
Like Dasque, yet different, not much though.
Marwaen:
Kinda like Drohnen, except not. Same sort of comparison as Casmir to Dasque.
Daire:
Very practical, Shes the sort of person I’d like to go travelling with, baring that too much thinking can make her rash. I modelled Delaria after her, just don’t tell her that.
Mahan:
I pity him, how he doesn’t feel at home here, it is unfortunate, especially combined with his melancholy. I do like him though, and think he would be more fun once we have left the city. We have had some good travels through the city though…
Aurenel:
Just a little too perfect outwardly, needing to settle. However I might like to accompany him where he thinks to go but would dare not, only partially for the travel, but I’m not sure I would go…
Caromagica:
I don’t like how he looks down on me as flawed, and I don’t need to stay with him, so I won’t.
Rui:
I like her. She can be very practical and straightforward, and we both share a passion for the wilder places. It might be better if she could release herself more…
Khan:
Hmmm. I’m honestly not sure what to think, I like him in how even handed and reasonable he is, but he is always, well, I want to say cold, but that’s not right.
Jongo: He's fun to be around, and when he does what he calls focusing, where very simerler. I think life would be intresting near him.
Thoughts On Siblings (New)
Spoiler
Khalen-Het:
If you do not bend you will break, and Khalen-Het will not bend, I am somewhat surprised he hasn't pestered me more....I hope he doesn't land near Rose, or any tribe that has its own religous history that isn't the true religon, or even the most basic of magics....
Lossethir:
Lazy and arrogant..... I hope he gets sense beaten into him, repetitively. However, He does know how to throw a party, perhaps he can become a god of excess.
The Weaver:
He is good for a calm day, and is very thoughtful, however his ability to be exciting is limited to battle scenes in tapestries...
Aramar:
He would be a good friend in any travel, both for keeping you on your toes around merchants, and as a shield arm. I might land near him....
Rumel:
He's fun to work with, when he isn't concentrating to hard. I hope the world doesn't knock him to far from his shell. Given his industriousness I would like to land near him, if at all possible, since my knack for technology is limited.
Aloysius:
A very physical man, almost at one with nature, something I would help him with should he chose, and I would like to keep him as a friend. A pity about his conversation technique....
Brandis:
He is very entertaining to be around, but is a little naive.It's also good to keep him near you once someone realizes what you've done, as its easy to shuffle it off on him the trouble you've done.
Frellon:
I like him, he is a good brother. I just wish he would let me know before he goes on adventurers, I would like to join in. To bad he suffers from such Naivity, however it does get funny whenever he and Rose get together.
Haramhold:
The Difference between him and Rumel is so minor their almost the same person, they could well be twins, or twin idea's... He lacks a bit of the outgoing streak and spends more time alone, if he has a people they will be of less number but about as caperble. If I cant land near Rumel, Haramhold will do nicely...
Avyra:
I feel she looks to closely at the end of things, Yet she looks so in the cycle of life. Mayhap If I can draw her veiw forward, she may to see the journey, and mayhap one of beginings.
Shirvan: I don't know how someone can be so haughty, and yet not be so grating, but he pulls it off. However, he could do with just a little bit of a hard landing on the disk.
Contragh: He Is like a better version of Khalen-Het, with a preference to warfare. I like his dedication and his striving for perfection, and he would make a good neighbor and a great ruler for mortals. It would be good to land near him.
Ming Ryu: Very studious, and heals through a stange power, and very careful not to step on peoples toes. He should produce something intresting down on the disk, or he will create a country of academics, I don't know.
Nieve: I like her, and it is always good being with her, such a bubling personality, and her unpredictibilty is good to keep my mind alert. If she becomes a goddess of pasion as I believe, I can imagine her being visited often by my nomads.
Fayruz: She is a good sister, and a great helper. I hope her landing is soft.
Also, didn't I up my travel domain. I will look for it later, but if not it looks like I will be spent up for the turn after this battle...
In which case, as I plan on cursing the titans, Demidos, would you mind dropping an act for your staff of monster control? (Possibly let you slightly change Haramhold's gem/necklace to let your 'light' slightly control things of your domain. (However, that gem may hurt Silvar (being a being of shadow.)))
And again, either I am blind or it again wasn't answered, Kalandor's staff is still with the big bad possession guy? probably in/at the platau still....
To avoid harming the sanity of the DM I can no longer:
* Cast flesh to stone on a annoying Druid
** Cast Rock to mud on a Druid statue
*** Scoop mud into little ceramic pots
**** Plant tree's in individual ceramic pots
***** Claim that I have helped them become one with nature
I think I'm going to have to withdraw from the game, at least temporarily. It's a combination of time constraints and a lack of ability to think of interesting things for Faden to do. Please use him as a handy plot device in the meantime.
__________________ "Never pick a fight with people who buy ink by the barrel."
- Mark Twain
"Life is too short for [manuals], but occasionally much too short without them."
- Randall Munroe, xkcd.com (paraphrased)
Name: Fayruz. Titles: The Maiden of Dusk, Fayruz Dragonslayer. Domains: Healing (1). Abilities: Divine Charm, Sorcery (Healing). Themes: Princess of the White City, the Healer of Body and Soul, the Lover Who Sings.
Pre-Ascension:
Spoiler
One of the youngest of Baz'Auran's children, Fayruz was much more interested in those around her than studies of war or craftsmanship. She could hardly lift a sword, much less swing it at a training dummy, and certainly not at an instructor - her aim with a bow was atrocious, and she fared no better with the axe or the rapier, the long knife or the spear. No, she was not made for war. She did show some quiet aptitude in both crafting and magecraft, but displayed little interest in learning the secrets of both, despite her keen intellect.
Rather, where she could most often be found during her days in the White City was speaking with the spirits she loved, or with a sibling who needed her. If one of her siblings was depressed, she would just so happen to be nearby to cheer their spirits with a ballad of the harp she'd learned from Sonata, or an innocent smile that would brighten their day, or even - if necessary - a willing ear for troubles and a gentle shoulder to cry upon. And she genuinely loved them all. She loved Khalen-Het just as much as she loved Jongo, and she loved Sonata just as much as she loved Nieve, and was always happy to provide whatever is asked for. It was an innocent love, unlike the passionate affair between her brother Shirvan and her sister Nieve; some might even have questioned if she knew how to have sex, or that mortals did it to reproduce.
Girded in splendor, gold and turquoise and sapphires, her dark curls spilling down her shoulders, she was the beautiful trophy at Baz'Auran's left hand, his cupbearer and his harpist, chosen over Sonata for her gentle nature and her skill with the harp. She was as beautiful as Nieve but gentle where she was forceful, calm and patient where she was manic and energetic, and naive and trusting where her big sister was clever. Her innocence was both her strength and her weakness, the source of her beauty and the source of her irrelevance to Baz'Auran's great plans.
Post-Ascension:
Spoiler
Fayruz Dragonslayer, the Maiden of Dusk, is no longer a mere trophy at Baz'Auran's side, but has matured into a bringer of solace and healing, both from the ills of the body and the discontents of the soul. In a dark world, she seeks to bring light to the weak and the downtrodden, and to care for those who have been hurt by the forces of chaos and darkness. This task she takes on without expectation of reward, or even thought of how much it costs her in strength and time; the Maiden of Dusk still cares more for those around her than she does for herself.
She remains a regal figure, but instead of dressing herself in the gaudy finery that she wore in the White City, she wears the humble robes and veil of the fool, masking her pretty face and covering her wine-dark hair. She rarely rests, either, but continues to travel from place to place, wherever her balm is needed. She still refuses to fight, even against monsters or soldiers, and especially not against her siblings, although she will stand between them and those weaker than she is.
If she has a desire, it is that her siblings would live together in harmony, no matter their differences, and that they would all seek to alleviate the suffering of mankind. It is a dream that, unfortunately, may not be fulfilled, but she still hopes to guide her siblings as a daughter of Baz'Auran should, a light in the dusk to those who have lost their way.
Acts and Deeds:
Spoiler
Turn 0:
Spoiler
- United the feuding tribes of the Rocklands.
- Healed the Mother's wound, earning the talisman known as the Amulet of the River.
- Ascended at the baptism of the chieftains of the five tribes.
The Amulet of the River:
Spoiler
Once the poisoning spear of a foul Nuckelavee, the artifact known to the Fayheran simply as the Amulet of the River was taken up and reshaped by Fayruz, made into a magical artifact of purity and cleansing. It passed from the hands of the goddess to her consort, Saven, and from his hands to help heal the Scarred King, Gamesha Tekeza. When asked about its whereabouts several days after the Baptism at the Olm, where Fayruz made the tribes whole and mended their wounds, Gamesha told the goddess that he had 'given it to some folk who needed it more than me'. This, it is said, pleased Fayruz greatly.
It now is an elusive artifact, traveling from tribe to tribe. It has a knack for arriving just when it is needed, found in a hunter's pack or in a traded bundle of goods; some say the Amulet of the River itself seeks out filth and madness, so that it may be useful once more. It rarely stays in one place long, however – if it is not used within the day, it always is lost or misplaced, and woe betide the ones it came to help!
As Fayruz wielded it to make the river pure once more, so too does the Amulet of the River purify and make sweet any water which it is submerged fully in, and it has saved many a life by making even sea water wholesome for men to drink. As it healed Saven who had fought the Nuckelavee and been cursed by it with leprosy, so too does it purge leprosy from a leper's body, nevermore to return. And just as it was worn by the Scarred King, it will alleviate madness and bring solace to the troubled.
Turn 1:
Spoiler
- Established the Fayheran, whose seat is at the Olm, who spread out across the desert sands; from the northern copper mines and the western glass mines to the southern frontier they settled.
- Was assailed by the servants of the Puppeteer, which spilled black sand from their mouths; purified her brother, Kalandor, from the Puppeteer's taint.
2 MA - Taught her servants the Blessed Art of Fayruz.
The Blessed Art:
Spoiler
The Blessed Art is a magic with secrets passed down through songs from the White City, a magic that – like its greatest practitioners, the Kindly Ones – does not ever harm, but instead restores, purifies and heals. Its spells always exact a price from the mage, for his strength must flow from his soul into that which is not right to make it right once more. While this is merely temporary, a fatigue akin to a day's hard work or hard run that vanishes with surprising speed, it makes the practitioners of the Blessed Art often stereotyped as being weak and feminine.
The spells of purification not only clean disease and filth from wounds, but also make spoiled foods edible again and diseased water pure to drink – although it is said only the Amulet of the River can make the sea's water wholesome for men, for that is its pure nature, and the Blessed Art restores such things to their pure nature. The spells of restoration return vigor to the lame, sight and hearing to the blind and deaf, and make withered limbs whole again, returning men to their original pure state. The spells of healing, meanwhile, close wounds and knit flesh apart again, and return health even to those on the brink of death, if the mage is strong enough.
All of these are spells taught and cast through songs of the White City, given to mankind by the Maiden of the Dusk. They require the mage to touch whoever or whatever he wishes to affect, and to sing the proper song as he focuses his will on his subject. Without that touch or song, the spell will not work properly, although some have reported doing minor miracles without singing, simply through a pure will – a rare event, indeed.
The drawbacks of the Blessed Art, beyond the fatigue that makes casting spell after spell in quick succession a dangerous prospect, are that it can never be used to harm another, but for the blasphemous creatures of sickness and filth such as the ghouls or the walking dead – for their nature is in direct opposition to purity and health, which is the power of Fayruz wielded through the Blessed Art. Similarly, there are no spells of the Blessed Art which allow the mage to defend themselves in their weakness or their health.
The last weakness is often said, by the Kindly Ones, to be the greatest strength of the Blessed Art: to use it requires not only great will and strength, and the willingness to sacrifice one's own strength so another can be whole, but love. Those without love cannot grasp the true power of the songs of Fayruz, and cannot bring the power of the Blessed Art to bear. Some say it is because healing and purity cannot come about without love, and some say it is because mortals were taught the Blessed Art by Fayruz, who – of all the children of the White City – loved most and loved dearest.
Turn 2:
Spoiler
- Was deceived by her licentious sister, Elanna, and enslaved in the darkness of Uluuvatar, only to be rescued by Khalen-Het and her twin sister, Sonata.
- The Olm was assaulted by the barbarian and ghoul horde of the Ghoulking, who sought to break the Fayheran and conquer Fayruz's magic; only the three heroes of the Fayheran managed to stand before him, and slay him in the end.
2 ma - Established the three orders in her service: the Smiling Ones who are skilled in smithcraft and battle, the Artful Ones who are skilled in all the arts and traditions of the Fayheran, and the Kindly Ones who heal using the Blessed Art.
3 MA - Blessed the three heroes of the Fayheran - Gamesha, Saven and Shyreza - with Exarchhood. Gamesha has Divine Athletics, Saven has Sorcery: The Blessed Art, and Shyreza has Divine Inspiration.
The Orders:
Spoiler
Ever since their inception, the Orders of Fayruz have been bound together. They all seek to protect mortals – not just the people of the rocklands, ever since the famous Sermon of Teti upon the subject, but all mortals. They all seek to bring cures to the woes of mankind, whatever they may be. And they all have their own identifying marks, making them obvious to suspicious men. In addition, the three Orders work together at a very intimate level – for every Kindly One to heal and bring guidance, there is a Smiling One to protect them, and for every Smiling One, there is an Artful One to guide their hand.
The center of the Fayheran Orders – and not, it must be said, any offshoots that may have sprung up in foreign lands – is the Olm. It is here that apprentices to the three Orders are trained and taught the philosophy and practical teachings of the Orders, which together make up the closest thing that Fayruz Dragonslayer has to a church and clergy. From the Olm, companions are sent out, a Kindly One and a Smiling One and an Artful One, to walk the wild roads for a time and ply their trade wherever they go, until they return to the Olm to explain what they had done and seen in that time. The Orders, naturally, have a sympathetic connection with the Wanderers, and many a Wanderer has been saved by a Kindly One who happened to be traveling their way, or given an important story or message by an Artful One.
These are the identifying marks of the Kindly Ones: they have been given training in not only the Blessed Art, but also rigorous education on herbcraft and natural medicine, and in haggling with lost spirits and sinful men alike. The Kindly Ones can not only cure a sickness or close a wound through their songs, but they can – and will – use a tea made from the petals of a desert rose that they carry, or loose bandages and thorns to sew up a wound. Their skill with herblore makes them popular in remote camps, where they often are happy to trade tea-leaves and herbal remedies to cure small ills for provisions, to sustain them on their journey. They wear the uniform of their goddess, the fool's robes and mask, whether they be men or women, as well as a belt festooned with herb-pouches and purses. This is their constant garment, and they are rarely seen out of it. Before being inducted into the Order fully, and being assigned a guardian and boon companion, a Kindly One must swear an oath of pacifism and dedication to his sacred trust, to bring both healing and guidance to mankind, on the Name of Fayruz. This has no supernatural compulsion behind it, but the fact that Fayruz often teaches a prospective Kindly One at least once in their apprenticeship makes them less likely to break the oath. An even more pressing concern is that there is one who will watch the Kindly One, and will not be pleased should they break it.
These are the identifying marks of the Smiling Ones: they have been given training not only in hammercraft, the weapon with which their founder declared they would train with, but in brawling, knifecraft and slingcraft, so that they might never find themselves unable to defend their charge. They all wear warpaint to varying degrees, some painting smiles upon their faces in accordance with their name, and all tracing red lines across their faces to show their dedication to their order's founder; they leave their faces bare, whether men or women, as their founder did. They all carry hammers, and most a small assortment of other weapons. However, at the behest of their founder, the Smiling Ones know much more than merely the art of battle, though it is there that they are peerless among any in the rocklands. Their knives can be used not only as weapons but to work with skins and wood, and their slings are more often used for hunting than to crack open the skulls of their foe. And most famously of all, the Smiling Ones all know, to some extent, the art of the forge. Their great hammers are as much the blacksmith's tool as the warrior's weapon. The Smiling Ones, too, swear an oath on the Name of Fayruz, theirs to never let another harm their ward while they still draw breath, to defend the weak and the wounded with all of their strength, and to value peace above war.
These are the identifying marks of the Artful Ones: they carry a harp, the sacred instrument of Fayruz, and know not only the ballads composed by such great musicians as Sonata, Fayruz and Shyreza, but also merry tunes and sad requiems, and the dances that lift men's hearts as well as the dances that entrance women's hearts. Their cunning is not only in those arts, but also in weaving, in storytelling, and in matchmaking. All wear a sash with all the colors of the phoenix woven into its pattern in pale imitation of her majesty, to set them apart as the historians and the lovers; all carry a glass blade and a curved bow, in honor of Shyreza, who saved the lives of her blood-brothers in battle with but her sword and her bow. All, too, wear their hair long, and while the women veil themselves, the men go about without masks; in this way, all three orders trespass against the clothing of normal men and women.
The bonds between the three companions are often forged through fire; their travels together often teach them that their survival in the desert depends on how much they can trust their companions. Not all such companions are well-matched, however, but since Fayruz herself helps to choose them, clashes are few, and true tales of true camaraderie and romance between the healers, the warriors and the singers spring up in their wake. These stories have made offers to join the Orders very enticing and prestigious, although the invitations are rare and only extended to the extraordinary and the truly devoted. Becoming a Kindly One means giving up violence and one's own comfortable life to spend instead giving up their strength for others; becoming a Smiling One means giving up one's selfish concerns and instead spending one's life protecting another; becoming an Artful One means setting aside one's own story to pick up the thousand stories and secrets of one's people.
All are blessed by Fayruz, the tribes say, and they understand: one shows love through compassion unveiled, one shows love through strength restrained, one shows love through cunning tempered.
Turn 3:
Spoiler
To be continued...
And I will continue my affinity for Sea Green text with Fayruz.
__________________
-build that wall and build it strong-
Kasanip - best artist; Rarity - best smile; Thanqol - good Question
Spoiler
Quote:
Originally Posted by PhoeKun
Raz, you scoundrel! You planned this!
Quote:
Originally Posted by BladeofObliviom
Great, and now I'm imagining what Raz's profile on a dating site would look like. "Must be okay with veils."
Quote:
Originally Posted by Kasanip
I don't think there is such a time to have veils that it is not the fault of Raz_Fox.
Quote:
Originally Posted by Dervag
It's a freaking Romulan dump truck. The Romulans are no more likely to build an unarmed warp-capable ship than they are to become a hippy commune.
This is the record profile! I will always update with actions of Sonata, so it can be remembered and seen clearly.
~*~ Sonata
Statistics:
Sonata Domain: Rain (1) Music (1) Abilities: Divine Charm, Divine Inspiration (Music), Reality Manipulation, Sorcery: [Aria], Divine Music: Mass Euphoria, Symbol: Iris, Rainbow, Foxes, Songs Home: The White City, Ecchr, at Lake Madako of Gozan, Themes: Rain (and Rainbows), Music, Wealth/Bounty (Greed and Altruism)
Character Profile
Spoiler
"Sonata"
Spoiler
Name: Sonata Titles: Lady Sonata, Domain: Wealth, Music, Rain Theme: Music, Rain (and Rainbows), Wealth (Greed and Altruism) Abilities:
Divine Inspiration (Music)
Divine Charm
Spoiler
Turn 1, to gain [Nature Affinity: Rain] probably
Appearance:
Spoiler
Spoiler
Sonata's long black hair is worn straight down her back. It is adorned with gold accessories and jewels. Her bright eyes are turquoise colored. The clothes she wears reflects the culture she appears in, but always in royal purple and red, with gold accessories, and always in a way to show her beauty. She wears the rainbow about her like a halo. She is always barefoot and rarely without a musical instrument.
The air around her smells fresh like after rain and often there is a faint sound almost like music.
Personality:
Spoiler
Sonata is the goddess of rain, music, and wealth. Of these, it is the flowing, never-ending passion of music, the memories and feelings that come with it which she is lost within. Life is always a song, and there is passion in every moment. She is fickle like fortune can be, but loves to be in the middle of things. Gracefully flowing from one thing to the next.
Her greatest passion is music. Music is divine from the White City, and the one thing that cannot be hoarded or stolen. It must be given freely, and so for Sonata, it is the most treasured and close to her heart. In this way, she is a goddess of music, and travels far and wide, touching musicians and giving them a taste of the White City's purest songs and the nostalgic memories of that place.
Of musical instruments, she is most prayed to for flutes and woodwinds, while Fayruz, her twin sister, is prayed to for harp and strings.
She is also the goddess of wealth, holding treasured things, and teaching admiration and respect for value and worth. All things have value, is the thought of her, though the meaning of [treasure] may differ to each. She calls on mortals to think about what they value dearly, and encourages them to obtain and protect, and always to seek the greatest perfection of these things. Those who lose important valuables may pray to her to find them.
Her vices are clearly greed and lust, that is to say [desire] for treasured things that are not one's own. Wealth is wonderful, but too little and too much both have problems. Valuing something too much leads to failure to see other, perhaps more important things. But, it would be wrong to try to deny greed and lust, of course one must learn to control these desires properly. Happiness can be found with balance, would be the idea of Sonata.
Sonata however, often fails of these too. She is fickle, and as often as she gives wealth in blessings, she also may take it away jealously or as punishment. The fast or short rainstorm, floods and droughts are acts influenced by her. Though she values her family, she has times of selfishness, jealously or uncontrollable desire. She likes to be in the middle of things, to be seen and heard, and so this also can cause her to seem arrogant or too proud.
Of the rain, it's nurturing waters help give life and beauty to the world. The sounds of rain were most like the fountains of the White City, and so Sonata brings the rain with her music as well. Pray to Sonata, tempt the rain-bringer to come with music.
Of the animals, the noble wolf and the cunning fox are both friends of hers.
Background
Spoiler
In the White City, Sonata was the most skilled at the workings of music. A beautiful maiden dressed in purples and reds, always adorned with gold, Sonata was beautiful amongst the god children, and she knew it.
The twin sister of Fayruz, Sonata treasured her more than anything in the world. She taught her sister music, and together they often played near the great fountains in the gardens.
Relationships with Siblings (summary in song):
Spoiler
Faden, have you yet mastered your secrets, where have your thoughts turned, but from me?
To Faden, the song stirred a memory, of Sonata laughing lightly while listening to some puzzle explained. A wry and mischievous smile, but with love in her eyes.
Khalen-Het, what has become of your stern figure and thoughts?
To Khalen-Het, an unrepentant Sonata, sullen after some argument with Nieve, seeking his support as she complained.
Carolinus, are you still my loyal brother unchanged?
To Carolinus, a memory, of Sonata watching the training from the side, with Nieve and Fayruz. Though she feigned disinterest, there was a look of excitement when Carolinus won his duel.
Jongo, eldest brother, what form do you wear, is it still joyous or now tear-stained?
To Jongo, a myriad of images, of pranks shared and traded, but mostly the exasperated look of admiration, when she was outdone by her elder brother.
Soreal, my free sister, where do you walk now, no longer the gardens of eternity?
To Soreal, the memories of sitting by the fountains as Sonata played her flute, coaxing the trees and flowers to the two in moment of natural harmony.
Lossethir, far brother, what songs of victory do you make now?
To Lossethir, a distant memory, of Sonata at a banquet, and meeting her eyes. A questioning look of concern, but hidden quickly by a smile and a passed moment.
The Weaver, named brother, do you still weave your visions truly?
To The Weaver, an admiring but childish Sonata tugging on his arm, begging him to weave another picture of Fayruz and her playing music together.
Kalandor, where have you wandered, is it beyond my ear and voice?
To Kalandor, an image of Sonata now, preparing for her own journey, standing upon the mountains and looking far off.
Rumel, over the hammer songs, can you hear me?
To Rumel, the drums of the symphony, played before Sonata as she winked slyly before her solo began.
Aramar, I cannot see you, but under the moon do you still walk?
To Aramar, a memory of the two looking down at the disk, guessing at the future.
Brandis, fair brother of joy, do you keep the memories of the white city strong?
To Brandis, a memory of the great parties and song in the banquet. Sonata sharing a moment of laughter.
Frellon, honorable brother, what songs are sung of you now?
To Frellon, a memory of Sonata demanding to place a wreath of flowers on his head before a practice fight. And then her loving laughter as Nieve chased Sonata from the room.
Haramhold, my brother, what new thing have you built today?
To Haramhold, a memory of Sonata's eyes in delight and wonder, as he showed her some new creation of his.
Shirvan, dear brother, does the confidence still burn in your eyes?
To Shirvan, a memory, of some fiery argument with Sonata, just reaching it's height, when a feeling of guilt is shared in their eyes.
Avyra, my sister, what color is the moon from your eyes?
To Avyra, a distant memory of Sonata, playing by herself by the fountains, and looking lonely.
Dasque, dear sister, does your light bless these lands in father's place?
To Dasque, an image of Sonata cheering for her sister to not give up, when she was tired from battle practice.
Contragh, my brother, do you remember your proud ambitions?
To Contragh, a memory Sonata playing her flute passionately, chasing her own goals strongly.
Nieve, elder sister, what song do you dance to now, that our moon home is gone?
To Nieve, a nostalgic image of Sonata, for once looking guilty, and hugging Nieve as Fayruz looked on with approval. A song that smelled of spice and rain.
Fayruz, dearest sister, where are you? When will we be together again?
To Fayruz, uncounted memories, of those times playing music together in the fountains, of secret smiles at banquets, of silent times of sleeping together upon the grass, of too many memories to be counted.
Creations/Actions:
Ar Maen - the Divine Song
Spoiler
Ar Maen is a language which is closest to that which was spoken in the White City. It's essence resonates with the disk, which like the White City, are creations of Baz'Auran. Ar Maen is a language that is meant to be sung, though it can be spoken (but doesn't have the same power of resonance if just be spoken). As a [magic], it is Aria, capable of a great variety of powers and reality changing effects. But those who learn the language of Ar Maen most often become servants of Sonata, for she is the goddess who taught the Divine Song to the humans of the disk, and most aria start with praise to her blessing, and prayer for her aid (as invocations).
Religion of [Ar Maen]
Spoiler
The religion of Sonata, that is to say, a reverence for music and a focus on singing of the stories of the disk and the heaven. In song, things can be changed or shared. Memories of a Goddess' world in the sky can be turned into emotions and pictures for people of the disk. Sharing a dream of a future that is unified of spirit and emotion, that is the hope of this religion.
But it does truth in emotions, which are real, and can become song. A world that can move fluidly, like the falling sounds of the rain, or the duality of red and white moons. These are things that have been taught, and can be manipulated with proper hymns of Ar Maen. Study, practice, and mastery of beauty and song are important.
Also taught is respect for foxes, whom the greatest are white and gold, and messengers of Sonata (though most live in the mountains at shrines and temples around the town. Greatest respect for musicians and the greatests for the Lequera, whom are the high priestesses of Sonata, and most skilled in [Ar Maen].
Artifacts
Quest Artifact: The Rainbow Crown
Spoiler
The rainbow crown commands the rain, and sparkles with a halo of light like the rainbow about the wearer. The air around the wearer smells fresh, like after a spring rain. Often it is worn as a halo or silk scarf, for the rainbow crown may change it's shape and length to the desire of it's master. Commanding the rain to be heavy or light, long or short, the rainbow crown is a remnant of the ancient age, a treasure rewarded from Baz'Auran himself to his worthy subject, a sign of authority for Sonata.
Peoples
Humans, the Walasye - The people who live on the coast and down into the central lands of the center east island, who know Lady Sonata, and some of whom speak [Ar Maen].
The Fox Tribe, of Kodama Mountain (3 Minor Acts of Divine Servant)
Dragon lord of Madako, and his daughters Shito, Para, Bisho
7 clans of the Hymmnoi (Aria, Ciela, Elysia, Tenoi, Presia, Partih, Sarla)
Spoiler
The Hymmnoi
The Hymmnoi of Sonata are very nearly humans, but always graceful and beautiful, with pure features and piercing voices. They were created from human, and combined with fox and with a jewel to set their heads alike to Sonata.
Called in this way, the legend says that Aria Nel, the first song, was turned into the first Hymmnoi by Sonata, her singing of [Ar Maen] reaching the highest level of skill of a mortal. To be a Hymmnoi is to be a song. Their existence is the mastery of [Ar Maen], singing the records and sagas of the past and present, and through these songs preserving images of the White City, as well as the histories of the world. [Ar Maen] as a magic is powerful, and of the mortals who sing [Ar Maen], none are better than the Hymmnoi, for they are truest to the song of Sonata.
Appearance:
Hymmnoi appear as beautiful and graceful human girls, a rainbow colored gem on their forehead, and their hair often makes tufts, as if they were fox ears. Their hair color is black, red, or blonde, and always like silk. Generally the hair color and appearance of each clan is different, but within the clan it is the same.
Life
The passion and power that the Hymmnoi sing with burns out their human-like lives very quickly. The average life expectancy of a Hymmnoi is about 25 years. They are able to produce with human partners, or together, but all Hymmnoi are organized into 7 clans, and once every generation, a child becomes the chosen of Sonata, and that clan is held in great respect for this time. This Hymmnoi is the blessed of Sonata, and bears the responsibility of unite the sagas and songs of her ancestors, as well as carry out Sonata's will and continue the [Ar Maen] in the image of the White City. She is the greatest singer of the Hymmnoi, and the Exarch of Sonata.
These clans are Aria, Ciela, Elysia, Tenoi, Presia, Partih, and Sarla.
. They do grow up a little faster than normal humans, but most only sing a period of about 10-12 years of their lives, at which times they are hailed as priestesses, the closest connection to Sonata save for the fox messengers.
In their normal activity, they sing the [Ar Maen], instruct humans in the way, and use their songs to help spread the image of the White City. Generally this is by artfully helping to shape the world around them, and using their talents to make the world a richer place.
The Repeat
The short lives of Hymmnoi is woven into song. Much like how a song can be played many times and in many ways, but it is the same song. Though the lives of the Hymmnoi are short, they will always leave behind the jewel on their forehead, in which the song of their life is recorded. It is the duty of the next generation to learn this song, and in this way, they receive an imprint of those memories and feelings of their ancestor. However, they are not the same.
An example would be: if a character was friends with Aria Nel (0), the successor Aria Nnoi (1) would recognize the character and maybe know some of the memories, but in the way that reading Aria Nel's diary or to see the movie of Aria Nel's life.
Because of this, the Hymmnoi are very acutely aware that their lives are tied to their clans, and it eases the pain and tragedy of their short lives. It also unites them very closely. The history of the clan is a shared history, and each Hymmnoi feels like they are one stanza of the song.
The greeting style of a Hymmnoi is always "My name is [clan] [lineage number], but I am the only one song of [clan], so I may be called [clan]."
For example: "My name is Aria Deji (Aria 12), but I am the only one song of Aria, so I may be called Aria."
Or "My name is Presia Virade-Vira (Presia 55), but I am the only one song of Presia, so I may be called Presia."
Incidentally, numbers are included:
Nel
0
Nnoi
1
Ji
2
Dri
3
fef
4
Vira
5
Ixe
6
Hept
7
Oct
8
Nei
9
Hec/he
10
Kik/ki
11
Mik/mi
12
Personality
All Hymmnoi personalities are like humans, but they are very sensitive to emotions and sound. They are rather curious like foxes, but can be quiet like Jewels. But they always have the feeling of time is moving. Even when enjoying a quiet moment, for them it is only like [rest note] in a song. But they live entirely in the present, while carrying the past.
They love histories and especially sagas and songs, and are always ready to learn new ones. Though they sing in the [Ar Maen] almost always, if a Hymmnoi is abroad, she delights in learning languages and the songs of those tongues.
Foxes
When a Hymmnoi is 'born', she is delivered in secret by the foxes in service to Sonata, and always appears with a fox companion. They grow up together, and so this fox is a messenger to the Hymmnoi, though they will go to the service of Renard and the other foxes of Sonata when they become adults. If there is a message to be delivered to the Hymmnoi, this fox will go, and will return messages as well. They are like a guardian companion for the Hymmnoi, and they have deep relationships of trust. When the Hymmnoi dies, it is often the case that the fox will retire from service.
Because most Hymmnoi only live short lives, this is why many lazy foxes can be seen in Ecchr. But they are well respected by the Walasye and Hymmnoi (especially the younger generations). Sometimes they become mentors to the young foxes.
Exarch:Lightning Wolf (divine athletics)
Spoiler
In the East, the lightning and thunder heard in storms is from the lightning wolf, who leaps and dances across the sky-paths. His howls are like thunder.
Sonata tamed him and earned his loyalty with cunning words and a race. Now the Lightning Wolf is a proud and majestic mount for Sonata.
Domains
Spoiler
Gozan - The five mountains that guard a valley of five lakes, ever blessed with rainbows and beauty. Within the center is the lake Madako
Ecchr - The Blessed City of Resonant Song, the city built at the center, over Lake Madako. It is the center of Ar Maen, where the songs of the White City are mimicked and sung beneath rainbows and mists.
Spoiler
Within Gozan, the five lakes and five human villages are named such:
Hifu
Fumara
Mittara
Yocchi
Itsanu
Kodama Mountain - The mountain of three peaks: Echo, Mane, and Reverb and home of the Fox Tribe.It is said that a voice can be thrown and returned here easily, such is the magic of giving and taking.
History:
Spoiler
Turn 0:
Spoiler
Met the foxes of Kodama
Traveled to Madako and tricked dragon princesses
Recovered voice and purpose, and earned loyalty of the dragon lord
Received Rainbow Crown
Turn 1:
Spoiler
Created the Divine Song of Ar Maen
Gained domain of Nature Affinity: (Rain, Foxes, Wolves, etc)
Spread the teaching of Ar Maen and the memories of the White City as a religion, to the people known as Walasye
Created the Blessed City of Resonant Song (Ecchr)
Established the fox messengers, the order of Lequera (the dragon princesses),
acquired the two jewels Sekiunju and Seiunju
Called out to her family in song and memory
Turn 2
Spoiler
1 Minor Act: Create a small number of servants of moderate power: Establish the 7 clans of the Hymmnoi (Aria, Ciela, Elysia, Tenoi, Presia, Partih, Sarla)
1 Major Act: Create Exarch: Lightning Wolf (divine athletics)
1 Major Act: Gain Ability: Reality Manipulation
1 Minor Act: Teach Shyreza and the Feyheran the Ar Maen (to start teaching it now, maybe it will take some posts)
1 Major Act: Free Fayruz
Spoiler
Sonata is tricked by Renard, becoming trapped as Kis, a Maiden of the Olm.
Cursed into Glass, she is saved by Fayruz.
Together with Fayruz, create the Flute of Dawn and the Harp of Dusk (1 Ceremony)
Gain Domain: Music (1 major act)
The death of the only one song of Aria, Aria Nnoi, the death of the only one song of Elysia, Elysia Nel, the repeating melody of the only one song of Aria, Aria Ji, the repeating melody of the only one song of Elysia, Elysia Nnoi, and the founding of Shiraaoa with the only one song of Tenoi.
In 50 years Walayse expand around Girasasa on the coast. And so this province is called Irae.
1 Minor Act - [Create a city or several towns] Organize the lands to the south/tribes who worship Sonata as Fox Goddess
The Hymmnoi Tenoi Nel travels with Tenoi Foxes to the south of Gozan to organize this province to be called Shiraaoa.
1 Minor Act - Strengthen Magic of Ar Maen in Ecchr/Walasye [Teach a Population]
These are Sonata's followers, and with the Ar Maen, they are the only and masters of [Ar Maen], the Hymmnoi. This is to show the continuing of Hymmnoi influence to help bless and improve Sonata's followers.
Sonata returned to Ecchr, to learn and rescue her foxes and walasye people. However, she was defeated by Melos, who made her unlock a door, to retrieve a staff.
Gains ability Sorcery [Aria] (1 major act) after to be comforted by Renard.
Turn 4
Spoiler
Sonata arrives at Salus
with the foxes and Renard, she adds her song to the ceremony while the foxes delay the forgeborn until the Nexus can finish.
Renard becomes demigod (3 major acts)
More Fox servants are created (2 minor acts)
Ability: Mass Euphoria (Sonata) is gained.
I think I'm going to have to withdraw from the game, at least temporarily. It's a combination of time constraints and a lack of ability to think of interesting things for Faden to do. Please use him as a handy plot device in the meantime.
Huh. Well, I understand about time constraints.
But Faden is - to my understanding - quite literally MAGIC. You could conceivably do ANYTHING.
If you needed to jump start something, you could:
(1) help Sonata find Fayruz
(2) go find Jongo. Why? Who knows. But Jongo would be happy to have you!
(3) work on your Island - it doesn't have too many details about it's people yet
(4) work with Rose
(5) create tap dance
Just some ideas!
Oh, and I'm afraid I became quite busy >_< So the MAP will update ASAP, but not tonight, sorry.
__________________
Spoiler
"Fear the Gerbils, lads! For they will destroy you!" ~ DOOM
BladeofObliviom said:
Quote:
I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.
"What-the-Jongo?"
Before you insult someone, walk a mile in their shoes.
That way, you'll be a mile away, and have their shoes!
Name: Carolinus
Titles: The knight of White City, The Watchman, The first bereaved
Domain: Protection
Abilities:Warding Magic, Lifegiver
Themes: The solitory knight, lost love, loyalty
Description: Carolinus was one of Baz'Auran's middle children, created with him was his sister-wife Cireo. She was to him what he was to her, perfectly designed to be his perfect partner, his perfect love. Every second with her would be bliss, he knew instinctively.
But Baz'Auran warned them, that the day would come when Carolinus would be separated from his love and his home. The creator was sorrowful as he spoke, but he could only be obeyed. At first they reveled in each other and put thought of the future far from their minds but as time passed it began to bother Carolinus more and more. The time came when he spoke to Baz'Auran. He asked him, why was I created to be bereft?
'Because if I created you alone you would not know loss. Because an immortal that rules mortals should know loss. If I had shown you nothing but the training halls of White City for the last 40 years, given you no company but Tezzerin and Eliat there would be no value in your loyalty to me. It would be only spoken words. At no point did you not know the day is coming. You understand that each day is a gift, you do not take Cireo for granted. Because of this every day is ecstasy instead of banality. One day you will understand this necessity.' Then Baz'Auran would speak no more.
And so it was that Carolinus became the first of all his father's creatures to be bereft. The day did come when he watched the White city shrink until it was a white dot, and then until it disappeared. For hours he continued to stare, picturing Cireo's face, knowing she was doing the same. They he got to work. For Baz'Auran was right. It was necessity, he understood now why he suffered so violently the cruel rending of one soul in two bodies. The pain sanctified his vow of service, it authenticated his destiny.
what he thinks of his siblings:
Spoiler
Faden: Many think brother Faden is but a reader of books and weaver of spells. I suspect one day they will find he has dedication to his craft beyond their ken, and more grit and steel then even he realises. We both value his opinion.
Khalen-Het: The title falling gavel is fitting, for poor brother lives with the impeding dread of the single time he broke the law. His iron resolve is understandable, if sometimes trying. We both respect his dedication.
Arkennok: Arkennok feels a great affinity in creatures to which I am neutral at best. However he is driven to protect them, in this we are alike. We both find him unpredictable.
Roselia: Deal rarely with Roselia, and only then with great caution. We both consider this wise advise.
Jongo: It is typical of Jongo that Ciero does not like him, and yet I do. It remains, I think, the only time I have ever disagreed with my sister-wife. Jongo is difficult to discuss in simple terms. He can alter from affable to sorrow to scalding indignities within seconds. One must be very much on one's toes when dealing with my youngest brother.
Soreal: There is a spark to Soreal. My first instinct is to call it innocence, although I think simplicity or humility are closer to the mark. I would be greatly saddened were that spark to fade. We both trust her implicitly.
Lossethir: He is utterly unprepared for the great trials of his inheritance. While a great and certain knowledge of my fate has hung over me since my creation brother knows no such doubt or dread. For now this brings him peace, but his fate is coming, just as mine is coming, of this I am certain.
Aloysius: Dealing with him can be... trying at times, but he's really a sweet natured man. We both have a lot of time for him, although sometimes we require a break.
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Spoiler
The Human Spirit also by KP. The Raynnverse lives!
Vagrant and Seal by Smuchmuch
Vagrant by Darth Raynn
Sentient #6 Avatar by kpenguin. Clearly the best picture of a M&M character named after a Nevermore song there has ever been.
Aramar is a reserved god, although less so after his split with Silvar. Both share Aramar’s determination and patience, but Aramar consists of the lighter portions of his original self – all the happiness and kindness that Aramar had stayed with his original self. Aramar, while not a pacifist by any means, dislikes war as needless killing, as opposed to the hunting that is required for the survival of the community. Peace can be negotiated Starvation cannot. He also hold true to family under any circumstances, often to the point of idiocy. The community must be sustained, like packs. Crow wings spring from his back. He identifies with wolves and the Nightborn.
Silvar:
Spoiler
Silvar is just as driven as Aramar, but far less friendly or cheery. Much of Aramar’s sarcasm and bitterness ended up in Silvar. He is far less likely to make friends, a loner in contrast to Aramar’s familial nature. However, he holds his few friends just as closely, if not more. Silvar is long and handsome, with pinkish eyes and a pale face that somehow seem to fit in with his slight fangs, despite everything. He is fiercely protective of Aramar, even to the death, considering him somewhat of a naïve younger brother. However, the two rarely interact. Like Aramar, crow wings also spring from his back, but viewed at the right angle, they become the wings of a bat. He identifies with bats and the Silviari.
Acts:
Spoiler
Acts Available: 6 Major, 6 Minor, 2 Ceremonies
Acts Used:
1 Major: Change certain Nightborn into Silvariar. Though all Nightborn venerate Aramar as their protector, those that give in to their darker sides and pledge themselves to the Night Hunter gain mystical powers. Among the powers gained is the power to discompose themselves into swarms of bats, and the power to absorb the powers of their fallen foes by drinking their memories and experiences. These dark Nightborn become known as the Silvariar. Drinking memories makes them more powerful, but also imbues them with the quirks of their victims for a short period, perhaps a few days, before the persona can be completely assimilated. Those who partake overmuch of memories can also be driven insane, and have to be hunted down -- as such, it is no light matter to intake an experience. The Silvariar make use of special medallions for this purpose, known as Tran'wai, or Mind-keys. These medallions can each contain the mind of a creature, and when full a glyph appears on their surface, denoting the memories contained within to one who knows the runes. These benefits come with several drawbacks, however -- the most noticeable of which is the need to drink memories -- if they do not drink for a long enough period of time, their own power slowly saps their own memories, leaving them mindless and cataconic. (If youre confused, think vampires, but they drink memories, and are imbued with the strength of their victims.)
1 Major: Gain Ability (Battle-Magic)
1 Minor: Blight Population: Blind-Folk
1 Minor: Bless Population: Silvariar
1 Minor: Split personality: Aramar managed to escape the timefield, but only in part. The part of him that escaped is formed of his desire for revenge and his more dangerous side (with respect to other creatures). The Night Hunter is an assassin, stalking his prey, and many claim that he enjoys the screams of his prey as he closes in. Aramar is at some level aware of the other's existence, but it exists in the fringes of his (as of yet still frozen) mind. The Night Hunter is fiercely protective of his more naive half, and as such can be bargained with independently. (Note: I wasn't sure on the act count here. Correct me if it needs fixing.)
Acts Left Over: 4 Major, 3 Minor, 2 Ceremonies
Sibling interactions will be up in a bit.
@ Eric Vale: An act would be fine.
__________________
Avatar by Sgt. Pepper
Former Avatars by
Can't believe Amanda's finally made it and Carolinus isn't even there to see her as she lands the ship. I fear he must seem a very bad uncle so far.
__________________
Spoiler
The Human Spirit also by KP. The Raynnverse lives!
Vagrant and Seal by Smuchmuch
Vagrant by Darth Raynn
Sentient #6 Avatar by kpenguin. Clearly the best picture of a M&M character named after a Nevermore song there has ever been.
Name: The Weaver Domain: Dreams Abilities: Reality Manipulation, Divine Inspiration Themes: Eternal Watcher, Maker of Dreams Description: There exists, far beyond the White City, far beyond the Great Disk, far beyond the sight of even Baz’Auran, a great tapestry. Woven by what, I know not, nor out of what it has been woven. But it tells the story of everything that has ever been, and ever will be. I have dreamed of this tapestry. I can only pick out small snatches of the work-no, it is too far large for me to comprehend the whole, to great to make sense to my frail senses. But it is beautiful, far more beautiful than anything I have woven before. It is the World Weave. A history of the world.
I shall weave this tapestry. I have already started. But all I see, all I hear, all I sense, shall be woven into a great work of art. A never-ending tapestry of the world. It is my life’s work now. It will never be finished, of course. And I shall weave other works. But always, the World Weave will be close at hand, ready for new images to be added. It is our story, my brothers and sisters. It is the story of the great Baz’Auran. It is the story of the mortal world below our city.
The World Weave is the story of The Weaver.
The Weaver is the patron of the arts, and the maker of dreams. He was one of the more reclusive of Baz’Auran’s children, preferring to observe from a distance and weave tapestries of what he saw. He enjoys the arts in all their forms, with woven tapestries being his favorite, hence his moniker. The Weaver, oddly enough for one of such brilliantly colorful works, wears a simple brown robe, and a gray cloak which obscures his face. He can frequently be seen with a sketch pad, drawing simple pictures to remind him of what he has seen in the day.
The Weaver loves nothing more than to sit within a grove of trees and allow his thoughts to wander. Though some of his siblings might interpret this as laziness, those who are close to The Weaver know that when he sits, his mind is whirling at immense speeds. The Weaver constructs entire worlds in his imagination, and not all of them reach even his sketch pad. The daydreams he imagines, however, are not nearly so vivid as the true dreams he creates at night. There The Weaver is king, a ruler with pure power over his surroundings. Sometimes, he fancies that he can draw other gods into his world, and show them wonders unlike anything ever seen in the real world. That others have said they have seen The Weaver in their dreams only strengthens that obsession in him, and The Weaver has begun to wonder if there exists a second world, a world of fantasy and nightmare, where his will holds sway.
Opinions on Siblings
Spoiler
The Weaver enjoyed the company of Faden in their youth, when both were smitten with curiosity about the world around them. In recent years, the two have grown apart, as Faden grew colder in his interest and The Weaver concerned more about the beauty inherent in the world.
The Weaver finds Khalen-Het’s seriousness puzzling, though he sympathizes concerning the loss he suffered.
Carolinus he finds more tolerable, as though he has a similar melancholy to Khalen-Het, Carolinus has a certain artistry in his soul The Weaver can see.
Roselia is a bit of a challenge to The Weaver. They both create works of art, but The Weaver sees his as more permanent, and thus superior to Roselia’s illusions. But Illusion and Dreams are close in nature, and the two often exchange cleaver banter.
Jongo is a constant source of subject matter for The Weaver to make art of, but he cannot handle Jongo’s energy for more than a little while.
Soreal and The Weaver never had reason to interact much, though the nature Soreal loves has given The Weaver much inspiration for his tapestries.
The Weaver finds Lossethir shallow and detestable. Laziness has no place in the world of the artist, and Lossethir’s reliance on the drink is foreign to The Weaver. Why use a substance to alter one’s perception, when a good night’s sleep provides the same pleasure?
Aramar, like Soreal, has never been close to The Weaver, but neither have any real reason to dislike each other.
Kalanndor has great potential as the subject matter for beautiful art. The Weaver just wishes he would sit still for a little bit so he can get a good picture.
Rumel is another rival of The Weaver's, though one he regards with far less good will than Roselia. Rumel is all function, all focused on the creation, not caring for the process of creation, where The Weaver knows that in the process is where the beauty lies.
Brandis shares The Weaver's joy for the world, though Brandis is more likely to be dragging The Weaver to the party than The Weaver convincing Brandis to sit down and paint awhile with him.
Frellon's instinct for the dramatic is a source of great amusement for The Weaver, and often The Weaver has proposed the two of them, Roselia, and Brandis perform a play together. This has never come to fruition, mostly because Frellon's interests lie more in the physical trial, something The Weaver has always bemoaned.
Haramhold holds even less of The Weaver's esteem than Rumel. Both of them focus overly much on the finished product in The Weaver's eyes, but at least Rumel has imagination. Haramhold has no desire to expand his horizons. So sad.
Also had some ideas for my Turn 2 Expenditures I'd like to run by everyone.
The Loom of Fate
The Weaver can create normal tapestries simply by willing them into existence. He can touch individual dreams when walking in his realm, and calm them or rile them as he chooses. But when The Weaver needs to create something which has the essence of the Dream-Time within it, when The Weaver needs to work with many dreams at once, he goes to the Loom of Fate.
A giant weaver’s loom, made of the branch from Eldest Brother which once made The Weaver’s staff of power, the Loom of Fate can spin hopes and thread nightmares. With it, lodged securely in the Castle Rhudfir, The Weaver can create huge impacts upon the world of dreams. He can connect an entire population’s dreams together, and work them all simultaneously, as he might a single dream. The Loom of Fate can draw people together, building hope upon hope and desire upon desire. It can also inflict terrible nightmares upon an entire people, drawing them into the grip of Revaew-na.
Ultimately, however, the Loom of Fate is a construct of the Dream-Time, and can only affect dreams. What the mortal peoples choose to do with those dreams is outside of The Weaver’s purview.
Breuddwydirhodiwr Alternate Names: The Artists, The Dreaming Ones, Shepherds, Double-Lifes
Servants of The Weaver and artists all, the original Breuddwydirhodiwr were chosen after The Weaver first did battle against the Puppeteer. Now a fully-fledged race, the Breuddwydirhodiwr guard the Dream-Time against the forces of the Chaos Beasts, and are ready to lend aid to those who live in the waking world.
Personality
The Breuddwydirhodiwr are generally a jovial people. For the most part content to live out their second lives shepherding dreams through the Dream-Time, the Breuddwydirhodiwr are given to contemplation and philosophy. Generally, they continue to practice their chosen craft, learning new ways to explore the art they engaged in during their previous life. Using the energies of the Dream-Time to expand their abilities, the Breuddwydirhodiwr are eager to share new works with others.
Despite their generally easy-going attitude, the Breuddwydirhodiwr are highly defensive of their home. If there is a perceived threat to the stability of the Dream-Time in a given area(say, a Minor Chaos Beast finding its way into a dream-bubble and bursting it), that threat can expect to be descended upon by a swarm of angry artists. And in a world fueled by imagination, that can be the most dangerous thing imaginable. Beings of emotion, Breuddwydirhodiwr are quick to rise to anger-but just as quick to return to their normal, gentle selves.
Physical Description
The Breuddwydirhodiwr are drawn from all races, though because the world contains mostly humans, the majority do have a human base. However, due to the process of the second birth, a Breuddwydirhodiwr does appear far different from its first incarnation. Breuddwydirhodiwr are vibrant, having multicolored skin and hair. The shades can range anywhere between dark green and a bright neon pink, though many chose to follow a red and blue color scheme, similar to the Castle Rhudfir. Lacking any need for physical ability in a world controlled by the mind, the Breuddwydirhodiwr are almost unnaturally thin, lacking much muscle at all. Gifted with gossamer wings that shine with rainbow iridescence, the Breuddwydirhodiwr look as though they come from another world-which, of course, they do.
Relations and Society
Because of the second birth, the relations of the Breuddwydirhodiwr are complicated. There is the First Family, the mother, father, and siblings that a Breuddwydirhodiwr leaves behind after accepting the second birth. Most Breuddwydirhodiwr still feel a connection to these people, and tend to watch over them and their dreams. However, along with their second birth, a Breuddwydirhodiwr is gifted with a Second Family-the rest of the collective Breuddwydirhodiwr. To be chosen for the second birth, a potential Breuddwydirhodiwr must have two sponsors, and these two often become the Breuddwydirhodiwr’s closest friends. However, all Breuddwydirhodiwr recognize each other as siblings, an idea reinforced by the fact that Breuddwydirhodiwr share a sort of empathic language. They can pick up feelings and ideas from other Breuddwydirhodiwr-thus, when one feels sorrow, all nearby feel sorrow.
For this reason, Breuddwydirhodiwr is remarkably free. Because it is in everyone’s best interests not to harm each other, no laws are required to regulate Breuddwydirhodiwr behavior. Occasionally, loose collectives form to exchange ideas and aid each other with a particularly difficult dream, but for the most part, each Breuddwydirhodiwr associates with whom they choose, does what they choose, and nobody has any problems with it. The one exception to this is when a Breuddwydirhodiwr receives a direct order from The Weaver. Regarded as something between an Elder, High Priest, and a King, The Weaver is the heart of the Breuddwydirhodiwr. He is responsible for the creation of the Rite of Second Birth, and is the true master of the Dream-Time. All Breuddwydirhodiwr respect him, and most would lay down their lives for him.
Religion
The Breuddwydirhodiwr, as said before, hold The Weaver in high regard as a progenitor and as a leader-but they do not worship him, nor any other God or Goddess. They recognize these beings as immensely powerful, and either view them with respect or fear. However, the idea of worship is a foreign one to the Breuddwydirhodiwr, who devote themselves wholly to their responsibilities as shepherds of dreams, and to the pleasures of art. If the Breuddwydirhodiwr worship anything, it is the concept of Art, but even that would be a stretch.
The Breuddwydirhodiwr are, by their nature, wary of Khalen-Het. He is the only god which has been seen to affect permanent, irreversible change on the Dream-Time(Through the crystal eye atop the Tower of Baal), and as such, is one of the few beings who could pose a threat to their way of life. Still, as he and The Weaver are on good terms, they are not hostile towards him, nor his creations.
Reproduction
As has been said, the Breuddwydirhodiwr are chosen from mortal stock. When a suitable candidate has been found and chosen by two sponsors, they are taken from their dreams and brought to the Castle Rhudfir. There, they undergo the Rite of Second Birth. Wrapped in a cocoon of threads from the Loom of Fate, a group of Breuddwydirhodiwr meditate and focus on their new sibling’s form for three days and three nights. On the sunrise of the fourth day, the cocoon opens, and the transformation has been wrought. One of two things has occurred during the three days. One, the candidate has become a full Breuddwydirhodiwr, and a small party is held in their honor. Two, the candidate has not fully completed their transformation, and is still in flux. Their dreaming form has not solidified, and is much like the terrain of the Dream-Time, easily controllable. This usually clears up in a few days. If not, the malformed creature is sent into the depths of the Dream-Time, where hopefully it will disturb no one.
__________________
ATTENTION ANYONE WHO I'M PLAYING WITH:
No news is good news.
Name: Khalen-Het
Titles: The Falling Gavel, The Judge
Domain: Law
Abilities: Sorcery (Law), Sorcery (Divination)
Themes: Judgement, Binding Law, Chastisement
Description:
Spoiler
Khalen-Het is a tall, imposing figure dress in a grey robe. The hood conceals his eyes, which are completely black with no identifiable pupils or irises. Long, silver hair flows from the top of his head to the level of his waist. It features no ornamentation or particular styling. His body, while not overly muscled, does not lean towards frailty either. He carries a quarterstaff with a lantern on the end. In the lantern is a glowing light that almost appears to resemble the world....
Personality:
Spoiler
Khalen-Het is truly incorruptable and despises illusion and artifice*. He adheres strictly to the rule of law and will punish those that deviate from it, even with the best of intentions. He is willing to acknowledge that laws must be changed from time to time but only with the consensus of a majority. Those seeking justice from him will truly receive it but his blind adherence to the rule of law leaves him vunerable to those that would twist it to their own ends.
*artifice as in falseness, not as in technology.
Pre-Godhood:
Spoiler
Even now, in the dark of night, he never forgets....
Father was always busy these days, shaping the new world that they would call home. Khalen had only a passing interest in it, preffering to spend time in the Great Library of the White City. Something of a recluse, he did not see his siblings particularly often, save for one. Elanna was one of the youngest of his siblings but Khalen found her cheerful optimism and curiousity to be very pleasant company.
On that fateful morning, Khalen and Elanna were on their way to the library when they were approached by four elder spirits. The spirits had grown impatient with the slow progress Father was making with the new realm and longed to see it themselves.
"But Father has forbidden us to leave," said Khalen "and we know little of what walks beyond."
Elanna had found her curiosity peaked however and after much pleading, she and Khalen went with the group. They slipped through a crack in one of the walls and saw for the first time the infinite majesty of the Great Disk. Mighty oceans stretching as far as the eye could see, forests that shifted in the breeze and colossal stone mountains reaching up towards stars that burned in a dark sky. However, as the group moved closer to the edge of the Disk, the land began to change. Twisting and contorting, constantly changing shapes and hues as creation itself was being ripped from the great and terrible void that was the Abyss.
Khalen was fearful. "I do not like this place - the constant changes will get us lost." The elder spirits wished to explore further and, although with less enthusiasm than before, Elanna and an ever more reluctant Khalen followed.
Suddenly dark shapes swooped at them from the sky and the ground beneath them trembled. One of the shapes enveloped Elanna and she screamed in agony.
"ELANNA!"
More shapes swirled around her and she was soon lost to sight. The spirits and Khalen fled, yet only he looked back to see his beloved sister dragged away by shadows and darkness.
As they returned to the City, the elder spirits made a pact not to tell Father what had happened. Khalen was appalled. "You would leave your young sister to the darkness?!"
"But Father will destroy us for disobeying him!"
Khalen too knew that Father would be wroth but he steeled his nerve and told him what happened. Baz'Aurans's rage was terrible to behold and the entire City shook. The four spirits fled back beyond the walls of the City, beyond the edge of the Disk and into the void beyond, knowing that even Baz'Auran would not seek them there. Khalen called down ancient and unspeakable curses on each of them. Then, Father spoke:
"Khalen, you disobeyed my word."
"I know, Father. Punish me as you see fit but bring back Elanna to me."
Father sadly shook his head. "I cannot. The lands around the Disk are the stuff of Chaos - I know not what took Elanna, nor where I could seek her."
Khalen wept as Father continued, "You have lost that which was dearest to you and that is punishment enough. My word was for the protection of you and your siblings and now you know that you do not break a law without consequence."
.......
Khalen knows that somewhere out beyond the confines of the world, the four spirits live still, warped and twisted as the realm they inhabit. One day, he knows they will come for him. And he will relish that day as he delivers his judgement upon them.
Khalen-Het and his siblings:
Spoiler
The Weaver: While there is no malice in what The Weaver does, Khalen-Het has little time for him. Building castles in the air does not protect people on the ground and is at best a distraction.
Faden: Something of an engima to Khalen-Het. Keen to help and keen to work at his craft yet all to eager to twist words and deeds purely for the joy in it. Although Khalen-Het doesn't see Faden as a potential threat, he is permanently baffled by him
Carolinus: Khalen-Het feels a close connection to Carolinus. Not only because they both know the terrible sadness of losing that which is dearest but also because Carolinus is a stalwart protector and warden of that which matters to him. Khalen-Het will often seek his guidance when in pursuit of justice. He is the closest thing that Khalen-Het has to a friend.
Roselia: Khalen-Het has a strong dislike of his sister. Illusions and deceptions are but mere tools that criminals use to evade justice and Roselia is a mistress of both. A standard conversation between the two will usually consist of a few pleasantries and a lot of glaring. Each gives the other a wide berth.
Jongo: Khalen-Het is slow and cautious in his judgments of others, yet if there is only one that can reduce him to utter rage in a matter of seconds, it is Jongo. A being without reason, without logic and completely unpredictable, Khalen-Het takes great pains to avoid going anywhere near him, if only out of consideration for others nearby that would get caught in the ensuing fight.
Soreal: Soreal is wild and wilful yet Khalen-Het senses something inside his sister that prevents him from dismissing her outright. Soreal does not follow the normal rules of civilisation and order but has a strict code of her own. He finds that she can sometimes provide an alternative way of looking at a problem, one that would normally never occur to him.
Lossethir: While Lossethir does show loyalty, a trait Khalen-Het finds commendable, his frequent drunkeness has often put him on a direct collision course with Khalen. He sees Lossethir as a somewhat trying, slightly exasperating pest, as opposed to a potential danger like Roselia or Jongo.
Aramar: The attitudes of Aramar greatly please Khalen-Het. Logical, reasoned approaches and a keen sense of justice, Khalen-Het feels that Aramar could be greatly beneficial when applying the rule of law to his siblings. Perhaps he may even make a potential student....
Kalandor: Kalandor is largely neutral in Khalen-Het's dealings. His wanderings take him far and wide and while Khalen is naturally mistrustful of shapeshifters, he does not sense any overt desires in Kalandor to intentionally cause chaos or confusion.
Haramhold: Khalen-Het approves of the way Haramhold is always keen to construct and develop in a precise and measured manner and his constructions always hold benefit for those around him. A good man.....
Rumel: ...unlike Rumel. Whereas Haramhold takes a sensible approach to his work, Rumel's approach seems to be more along the lines of "Add random element A to random element B and if people are still standing afterwards, chalk it up as a success." The pursuit of knowledge is an admirable goal but should never be done at the cost of the law. Another sibling that Khalen-Het keeps a close eye on.
Brandis: A stupid little hedonist. Doesn't his permanantly fogged mind realise that messing around with "boyhood pranks" can result in tragedy. An utter fool and one that Khalen-Het will have no dealings with.
Frellon: Although Frellon does not always follow the rule of law to the letter, Khalen-Het respects his focus and determination and can see a great advantage in having a martial skills master as a potential law enforcer, if he can be persuaded it is the right thing to do.
Shirvan: Khalen-Het worries about his brother. His pride and that he shares in those around him could so easily be a shining beacon for justice in the world but could also be manipulated to darker ends.
Avyra: While largely reserved with his emotions, Khalen-Het has a fondness for Avyra. Not in a romantic sense but in her eyes he sees a gentleness that reminds him of Elanna. Her peaceful domains are a refuge from the troubles of the world and Khalen-Het will use the full force of the Law to protect them.
Dasque: A kindred spirit with Khalen-Het, as both go to great lengths to seek the truth of a situation. Her martial skills make her a formidable ally.
Contragh: Judgment takes many forms. Sometimes a stern word, other times confinement. For the gravest of sins, the falling gavel and the falling axe are one and the same. It is an uncomfortable truth but only Khalen-Het and Contragh truly appreciate its significance.
Aerin: While Lossethir may become slightly trying for Khalen-Het, Aerin is a man that will test even Khalen's patience. He keeps trying to ingratiate himself with everyone and often makes enemies in the process. For example, Aerin will attempt to play a practical joke to appeal to Jongo or Brandis, yet in doing so will earn the ire of Contragh or Soreal. Doesn't he realise that only by building strong alliances with *RATIONAL* thought can true progress be made?
Nieve: What's worse than a bloodcrazed hedonist that serves only her own pleasures? A bloodcrazed hedonist that inspires others to do the same. The flame is wild, dancing, beautiful but the moths that dance with it are doomed. Nieve is dangerous and Khalen-Het marks her out as a potential threat like Jongo or Roselia.
Fayruz: Much like Arvya, Fayruz represents a lost time of innocence, kindness and genuinely cares for others. Khalen-Het will never let this pure and kind spirit be despoiled or corrupted.
Sonata: Being a wild and playful soul, Khalen-Het finds Sonata causes a veritble rainbow of emotions within him. She always finds time for others and can be a soothing presence at times but shares more than a few traits with Jongo when it comes to being silly.
Khalen-Het, devoted follower of the Law will, of course, speak in Bright Pink....I mean like this.
Peoples, Places and Powers
Spoiler
Earth Mastery: Following Khalen-Het's ascension, he rose from the core of the Disk to the vast flowing dunes of the southern desert. The process left its mark on him, granting him the ability to manipulate sand and stone as he saw fit. Does not have any providence over things such as soil, however.
The First One: A huge stone golem created by Khalen-Het shortly after his ascension. Standing 20 feet high, it has the strength of a hundred mortal men and possesses a grace and dexterity that is lacking in its smaller brethren. Like the others, it is voiceless and while aware of its surroundings and the actions of others, it is capable of only limited thought and lacks true sentience. It serves as both a prototype for the golem race and an Exarch.
The Crown of Khalen-Het: A heavy stone circlet with four small stone masks around it. The crown resonates with the golems, as stone speaks to stone. The crown is necessary for Khalen to issue commands to his golems and allows him to see through one golem's eyes at a time. Whether the destruction of a golem has any negative feedback through the crown has yet to be established.
Golems: While not technically sentient, being under control of Khalen's crown, Golems are classed as a race of beings. The race of golems is a diminutive version of the First One, an Exarch golem under Khalen's control. Golems are strong, being able to lift a stone block of approximately equal size to themselves and being able to travel for long distances without feeling tired, hungry or thirsty. While Khalen is aware of where a golem is and what it is doing, he is unable to see through a golem's eyes or speak through a golem. Golems are also somewhat clumsy, lacking in dexterity what they have in strength. A golem is strong in combat but wields no weapons and carries no armour as these interfere with the signal from Khalen's crown. A group of humans that are able to knock down a golem and attack it with sledgehammers or similar are quite capable of destroying it.
The Tower of Baal: A towering fortress a tenth of a mile high, Khalen constructed this fortress with the assistance of his golems and a small amount of magic. Comprising of a central council chamber on the ground floor, a library on the second floor, the uniquely magical section are the 22 floors above it. Each floor is dedicated to one of the children of Baz'Auran, with each floor shaped to that siblings wishes. The staircase also has magical properties - when climbing or descending, it brings the user out at the floor they wish to be at.
The Eye of Khalen: At the top of the Tower of Baal, there is a huge crystaline sphere with hundreds of facets. It is filled with swirling mists, some form of essence from The Weaver's Realm and at the centre is a large oaken throne. The Eye serves as a means of enhancing Khalen's divination abilities but also allows anyone else in the room to see and experience Khalen's divination as if they were actually at the place being scryed.
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Proof that avataring standards in the Playground have reached an all-time low:
- @Raz: Can you point me to a post that describes the Olm better? I tried to find one but I think I might be blind to it's existance. Either that, or could you send me a better description somehow? (On the east side is the river, and to the north is the Temple, ect. ect.)
- @TecRobo: How would you feel about being jumped randomly be a small child? I'm gonna do something with Lors, darn it, and you're in the perfect position for it, lol. Raz wouldn't take the underage minor to the World of Lust that is Uluuvatar, cause Fayruz is a meanie like that
- @Snark: Has Nieve... moved? From her island, I mean? I see you going into the Quiet Lands, but... I'm confuzzled, lol. Or is that up to himitsu?
- @Dark: Should I resend my PM concerning the Name Domain? I don't think I ever got a reply.
- @The Succubus: What is Jongo's floor like, within the Tower of Baal? Or are the rooms not "attuned" until someone visits?
- @NefXid: Did you want to bring Lossethir's party directly above the Sea of Jongo? I'm headed that way. You could meet with someone, lol
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Spoiler
"Fear the Gerbils, lads! For they will destroy you!" ~ DOOM
BladeofObliviom said:
Quote:
I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.
"What-the-Jongo?"
Before you insult someone, walk a mile in their shoes.
That way, you'll be a mile away, and have their shoes!
That is a very good question and it's not one I know the answer to. I thought about having them as basic rooms to begin with but I think it'd be more fun if the door only opens when the sibling in question turns the handle.
It might be handy, once people develop their various realms, as having the rooms act as a gateway to their various planes e.g, The Weaver's room would still serve as a room in the Tower but you could also travel to his realm from his room and possibly vice versa. Aryva's room could also double up as a room in her cottage, as another example.
Whatever Jongo's room looks like, I expect it to be very untidy.
As a side note, it's curious that the Tower shares a few traits with the Green Morningstar, in terms of layout, despite them coming from very different creators.
@DarkDM
Can Sonata and Khalen get an update as to what they see when they look at Fayruz?
....now that's got me wondering as to whether Elanna has a hidden room in the Tower somewhere....
__________________
Proof that avataring standards in the Playground have reached an all-time low:
- @Raz: Can you point me to a post that describes the Olm better? I tried to find one but I think I might be blind to it's existance. Either that, or could you send me a better description somehow? (On the east side is the river, and to the north is the Temple, ect. ect.)
I don't have that much of a detailed description of the Olm; most of the details are along the lines of, simply, the river faces the south and there are several paths to the plateau on the top of the Olm, where the Fayheran have settled in the weather-beaten, shattered ruins of what might once have been a Titanic temple. Haramhold made three walls about it, and the Riverfane is set above the river, on the plateau. Other than that? The visual I've had is that the Fayheran settlement is still trying to establish where exactly they're going to build more permanent structures.
__________________
-build that wall and build it strong-
Kasanip - best artist; Rarity - best smile; Thanqol - good Question
Spoiler
Quote:
Originally Posted by PhoeKun
Raz, you scoundrel! You planned this!
Quote:
Originally Posted by BladeofObliviom
Great, and now I'm imagining what Raz's profile on a dating site would look like. "Must be okay with veils."
Quote:
Originally Posted by Kasanip
I don't think there is such a time to have veils that it is not the fault of Raz_Fox.
Quote:
Originally Posted by Dervag
It's a freaking Romulan dump truck. The Romulans are no more likely to build an unarmed warp-capable ship than they are to become a hippy commune.
I don't have that much of a detailed description of the Olm; most of the details are along the lines of, simply, the river faces the south and there are several paths to the plateau on the top of the Olm, where the Fayheran have settled in the weather-beaten, shattered ruins of what might once have been a Titanic temple. Haramhold made three walls about it, and the Riverfane is set above the river, on the plateau. Other than that? The visual I've had is that the Fayheran settlement is still trying to establish where exactly they're going to build more permanent structures.
For what its worth, I've always pictured the Olm rather like Edoras.
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Avatar by Sgt. Pepper
Former Avatars by
To avoid harming the sanity of the DM I can no longer:
* Cast flesh to stone on a annoying Druid
** Cast Rock to mud on a Druid statue
*** Scoop mud into little ceramic pots
**** Plant tree's in individual ceramic pots
***** Claim that I have helped them become one with nature
Name: Llassar Domain: Fertility Abilities: Nature Affinity, Earth Manipulation Themes: Humble Farmer, Giver of Corn Description: Pre-Ascension:
Spoiler
Tall and lanky, looking more like a scarecrow than a man, Llassar was the cook extraordinaire of the White City. He dodged chores and lessons, preferring to hang around the kitchens, experimenting with and cooking food. He was blunt, indiscreet, and preoccupied with his food most of the time. He quickly got a reputation as a sloth, a lazy person who wouldn't put out your house if it was on fire. (Which wasn't strictly true, but uncomfortably close enough to make certain people uneasy)
Llassar didn't pay all that much attention to his siblings, not caring whether they liked his food or not or anything. He was focused, preoccupied, moving on the next big thing. He never took much stock in this 'great mission' thing; he figures the others have prepared so much, there's nothing for him to do anyway.
Post-Ascension:
Spoiler
Tall and brown and as thin as a scarecrow, sporting a golden head of hair, Llassar is a changed man these days. Gone is the time spent dodging work, wasting time lazing about. Nowadays, his diligence and hard work shame his former, lazy self; he has seen the mortal's plight, their inability to even grow crops, and he has taken it upon himself to teach them. There is simply so much work to do, he wonders how he could have let so much time slip through his hands! He now spends his time tending to the fertile fields where he landed, making sure the mortals get enough to eat every Summer, and teaching them how to farm.
@Gengy: I would love for a small child to come out of nowhere and begin bothering Llassar. Totally fine with that.
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Wishes he were a member of the Midnight Crew...
Avatar by Thanqol!
Signatures, man. @@
Name: Haramhold
Domain: Crafting
Abilities: Item creation, World Alteration
Theme: The builder
Description: Haramhold has broad muscled shoulders with thick iron hard muscles from his labors. Haramhold, loves to create things, whether it smithing, cobbling, carpentry or even the landscape around him. His hands bring forth wonders of beauty and awe. Haramhold love for his creations is second to nothing else in his mind. They are precious to him, if they are lost he will weep, if they are destroyed he will rage.
Haramhold's love for his creations comes of as miserly to his siblings for he rarely gives them away; although Haramhold has been known to trade his creations for favors or the like, he does so with a specific purpose in mind. If one would use a sword of his that was meant to protect, used in a war of aggression then that being would risk his wrath.
Among the mortal races Haramhold favors only those individuals which share his love for crafting no matter the discipline.
Personality:
Spoiler
Haramhold loves to work, and only those that he is fond of can pull him away from a project once he has started it. This often gives the impression of shyness, but this is not the case. Haramhold loves companionship as much as any of siblings, he just loves making things more.
Pre-Godhood
Spoiler
Haramhold loved the white city, He loved its architecture, he loved its beauty. It was his inspiration to devote his life to creation. His fondness childhood memory was building that little fort with Rumel. carving every plank every brick with careful detail, while Rumel ran about, coming up with new and better designs faster than Haramhold could build. Haramhold has never been as happy as he was during that day.
Haramhold's opinions of his siblings(updated, if I missed anyone pm me)
Spoiler
The Weaver: Haramhold puts little stock in dreams that fade away upon waking leaving the dreamer with less than nothing. Thus he sees The Weaver as one who has devoted his life to trying to grasp that nothingness. Although Haramhold admires The Weaver's devotion to his great work, and even envies the creativity needed to create it, he sees it as an ultimately futile effort.
Faden: Faden is the master of magic, his powers do not create things of substance. Thus Haramhold does not value Faden's opinion, but nor does he disregard it either for Faden's honesty has won him a grudging respect.
Khalen-Het: Without law there cannot be civilization, and without civilization one would not have the luxury or the ability to devot one's time to the making of things. Thus Haramhold see's Khalen-Het as a positive influence in the world and will listen to his council with an open mind.
Carolinus: Haramhold grieves his brother's loss. Loosing Cireo would be like Haramhold loosing a hand, he would be incomplete. Haramhold is glad that Carolinus's burdens are not his own for he could not imagine his own life if he could no longer craft his wonders.
Arkennok: Arkennok has knowledge that is beyond Haranhold's. When discussing things that fall within Arkennok's expertise Haranhold will believe him. But acknowledgement of ability does not equate to fondness.
Roselia: Roselia is the master of lies and illusions, and thusly is not worthy of respect. Haramhold is openly unfriendly to her although he is not hostile.
Jongo: Jongo is to whimsical for Haramhold's tastes. But Jongo is one of the few who has been known to ease a laugh out of Haramhold.
Soreal: Soreal is honest and has a solid sense of justice, those are the only things of merit that she posses in Haramhold's eyes.
Lossethir: Lossethir's arrogance and laziness galls Haramhold. Lossethir's skills in war does not curry any favor either. The only thing which keeps Haramhold from grouping Lossethir with the likes of Roselia is Lossethir's outward friendliness and loyalty to his family.
Aramar: Aramar has little in common Haramhold, thus Haramhold thinks little of Aramar if he bothers to think of him at all.
Kalandor: Haramhold hardly knows Kalandor, he spends too much time wondering in Haramhold's opinion.
Rumel: Haramhold values Rumel above all his other siblings. He is the only one to whom Haramhold has given one of his creations to rather than trade. There is always a place of honor at Haramhold's table for Rumel and he will listen to Rumel's council before all others.
Brandis: There is a time and a place for celebration and mirth. But to devote ones life to such a thing seems silly to Haramhold.
Frellon: There will always be a need for those skilled in the arts of combat, Haramhold knows this and does not hold it against Frellon.
Shirvan: Shirvan takes pride in his actions, while Haramhold takes pride in his creations; in this way they are similar. Shirvan is likable enough but he sometimes arrogant, which annoys Haramhold.
Nieve(pre): Nieve has never seemed to appreciate the effort it takes to make everything she takes for granted. Haramhold has tried to teach her the finer points of several different trades but her attention inevitably wandered before any mastery could be obtained. These flights of fancy tire Haramhold's patience, as he cannot wait for her to settle down and begin a worth while task.
Nieve(post): Nieve revels in death, that alone makes Haramhold uneasy. But it is the unbiased way she delivers it which truly frightens Haramhold. No friendship or kinship would stay her hand. Haramhold has no illusions about who would win in a fight between them, and thus if he does treat with Nieve he does so in the company of his brethren.
Fayruz: She is a god of healing she mends what is broken and restores what is sick. Haramhold finds her dear to his heart, on more than one occasion after a long days work Haramhold had collapsed exhausted and sore he would find himself in her company. Fayruz would chase away his exhaustion and restore his strength. Haramhold is the molder of unliving things, stone, steel and crystal; while Fayruz is the molder of the living. Haramhold values her skills and will always make room at his table for her.
Contragh: Haramhold views Contragh as an overly aggressive protector. He will tame the wilds which Haramhold would need to settle. For this Haramhold is grateful, but do not take it to mean that Haramhold values Contragh's skills only his actions.
Avyra: Avyra taught Haramhold that nothing can last forever, no madder how much care and effort goes into its creation. Haramhold took that lesson hard, but is grateful for its wisdom. After the fall Haramhold misses her smiles and worries about her. Perhaps he could make something which would make her smile again...
Dasque: Another of his siblings which revels in their strength at arms. Haramhold values the protection she can give, and likes her accepting nature. But combat prowess is a lesser task to devote oneself to in Haramhold's opinion.
Picture
Spoiler
__________________
Sometimes it is useful to know how large your zero is. ~Author Unknown
- @Snark: Has Nieve... moved? From her island, I mean? I see you going into the Quiet Lands, but... I'm confuzzled, lol. Or is that up to himitsu?
She's in the Quiet Lands and about to start sailing south, yes. Currently working on a post with hi-mi (or at least, we will be once she has Internet access again).
Quote:
Originally Posted by THEChanger
Also had some ideas for my Turn 2 Expenditures I'd like to run by everyone.
Breuddwydirhodiwr Alternate Names: The Artists, The Dreaming Ones, Shepherds, Double-Lifes
Although the idea is neat, might I suggest you pick a more, er, pronounceable name? It's long and not very intuitive, so my brain sort of glazes over after the first couple syllables and leaves me with "Breuddawuddahudda" whenever I read it, which is probably not what you're aiming for.
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Avatar by Kasanip; see her sketchbook here!
Last edited by The_Snark : 06-12-2012 at 03:08 PM.
It reads as a Welsh name to me, or possibly Scandinavian. Couldn't tell you what the translation is but I keep reading it as "Brues" which immediately makes me think "Brewski".
This probably doesnt help.
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Proof that avataring standards in the Playground have reached an all-time low: