Athulwin of Queensrock (written by Tortoise) Terilu (written by Tortoise) Ilyana the Half-Human (written by Expendable) Malleck Freepaw (written by Enigmatik) Gadri Abzan (written by Enigmatik) Madame Morvanne (written by Enigmatik) Knossos Dreamwalker (written by Crusader Lord) Galaxor Stoneclaw (written by Timemaster) Gruyere Emmentaler Caerphilly Yarg (written by Lugubrious) Ivraan Valdo (written by Twannyman) Vorex Lector (written by Twannyman) Nemeia (written by Abstract Proxy) Hoshitsune Fumiko (written by Antediluvixen)
Past Pilgrims:
Those who have, sadly, left the Pilgrim's Caravan; but surely made a mark while they were here
Lynn and Pietro (written by OliveYou) Mergoux (written by Overlord Thraka)
Race, Age, Time in the Caravan: Human, 37, 8 years in the Caravan
Appearance: At 37, Athulwin looks older than he should. He knows it. People already take him to be in his forties, early fifties, with the lines around the mouth and that star-silver hair. It used to be blonde, he swears. He thinks himself lucky to be on the tall side. His back, stomach and most of his lower body is marked up with faded old burn scars, like stretched-thin fabric. Up above them, between the shoulder blades, are dozens of thin, white stripes- ancient whip-scars.
History:
Vampires of the Old Marshes rarely take prey. They are like their marshland home: calm, silent creatures, who do not often lust for blood. Nor does the sun much bother them, if they can stay to the twilight hours. An Old Marshes vampire can often be sighted lurking at sunset, sunrise, unbothered by the half-light. And though they are masters of powerful and cruel Curses, they do little magic besides. They are only true vampires in that they can neither eat nor die- for they are not among the living- and that sometimes, on bright nights when the midnight moon speaks to them, they do crave the Red Drink.
On a very clear night, that craving awoke in one Gareth of Queensrock, a man who died twelve months earlier and was still trying to live like he hadn't. He had fought off his new, awful desire for blood as long as he could, distracted himself from it with anything he could think of; but still, the part of him that was now a vampire demanded satiation. It took over him as tried to lay in bed with his human wife, Renalda, one night. She was pregnant, he didn't want to drain her, but the craving-
Three days before Athulwin was due to be born, his mother Renalda stabbed through his father Gareth's heart. She had awoke just as he had gone for her neck.
He was buried that night, in an empty funeral attended only by Renalda and three Uttering Monks. The monks did not know him; their order considers it a duty to arrive for the funerals of the unloved. At least someone, they say, should mark the end of a life. They closed Gareth's eyes and lowered him into the soaking, marshland earth. Renalda wept. Then they begin to talk to her, and revealed another purpose in their coming: that they knew Athulwin would be born a half-vampire, would carry some of his father's curse all his life with none of his power.
A wretched existence, they said. No life at all, they said. But the Uttering Monks, in their dark, private monasteries, know a great many strange things, they assured Renalda, for they spend their days speaking fire and their nights talking to the stars. They knew of a ritual to cure him. Her son would be a man- not half of a man, not an almost vampire, but a whole and mortal and pure man, accepted in the eyes of the world. Their price was only this: that he would be their man. That soon as he was old enough to be weaned off of his mother's breast, she would give her firstborn son to them, and they would raise him in their monastery according to their own traditions.
An awful trade? No doubt. But... Renalda was a widow twice over, with no craft of her own. In a village the size of a bloated thumb. Her nightmares were already filling with fears on how she could possibly care for this son-to-come so, with tears, she agreed. They sealed the promise in the way men of the Old Marshes do, by carving it in stone. A small but heavy stone was stuck, struck deeply, with ancient symbols to represent that weighty price. Renalda has it in her home to this day.
The sun rose and set two more times; Athulwin came into the world. He was a boy born into fire. Literally: the ritual of the Uttering Monks, to cleanse a child of vampirism, was to set a pyre burning, and to let the child be birthed right onto the flames. The child would not burn alive, a nun named Sister Alyn promised Renalda, for the monk's sisters too can speak to fire, and they will teach the flames how to only burn away that which is evil in her young son. His self will be untouched.
It was a half-truth; the burn scars Athulwin still has testify to that. But it calmed her enough to let the monks and nuns do what was needed. The infant screamed. It was a dark scene. We should not dwell on this subject-
Suffice to say, Renalda's baby was alive, all human, left to her until such a time as he could be weaned safely. Came and went. Athulwin was taken up into the Monastery at Queensrock before he was old enough to remember his mother. There he was raised, there is where he thinks of when he hears someone ask him about home. Those stone walls, those cramped passageways.
The aura of an Uttering Monks monastery is hard to describe. They are one of three monastic orders native to the Old Marshland, a land already filled with history and deep tradition. They are the oldest of the orders- and the strictest. Silence is kept at meal time, silence for the first hour after waking, silence for the first three hours before bed. All the space between is filled with a deep, growl-like muttering: the sound of the monks practicing their art. In a monastery of a hundred souls, like Queensrock's was, every corridor and common room and walled-in garden is filled with men's muttering, so that it bounces off the stones and becomes the background noise of the entire monastery. It is a bit like the sound of a distant ocean or a dying fire. It'll get into your bones.
They aren't speaking to each other, of course, of course. They'd raise their voices for that. They are speaking, if you can believe it, to the raw elements of nature: the sacred art of the Uttering Monks is to learn the natural languages of things like stone, wind, thunder and fire, and to spend their lives practicing those strange tongues. In the meantime, they study much philosophy, much history, much religion, so that they form the spiritual and academic backbone of Old Marshes culture. Everyone outside those dark walls was uneducated, agricultural- but within them? There shown all the knowledge of the greater world.
This academia was learned before magic, for new students; by the age of four, Athulwin was already reciting religious history, between his dragging classes on writing, reading, languages. There was little arithmetic, and that was the one thing to be grateful for.
Many long years would pass this way. So many so that it would be better not to cover them all. One pattern emerged: Athulwin was a brilliant pupil, but only when he applied himself. He did not, as a rule, apply himself. Sister Alyn joked that they should have told the flames to burn out all his laziness, too. Nobody guessed at the true cause. It was that same thing which caused his straw pillow to come to the cleaners wet with tears, which caused other children to complain that he never laughed along with them. Young Athulwin had the condition which the people of Sinverland might have called "chronic melancholia," or what other cultures in other places might have deemed Depression- but what was here, in the Monastery at Queensrock, just a stark lack of work ethic.
He was flogged often.
It was perhaps inherited from his mother; it did not improve with age. He would've been outcast from the order altogether, if it weren't for his saving grace: Athulwin truly is a prodigy with languages. Monks learn mortal languages before magical ones, to prepare the mind. It was with an uncharacteristic eagerness that he tackled the words of the Wandering Elves, the rumblings of the Forrestal Dwarves, and the odd language of the Eld Fae- fairy folks who lived in the Old Marshes before humanity drove them out. He'd only been required to learn one.
Soon, with the blessing of the order, he was speaking to the stars. Now when he went wandering the swamps alone at night, he had a good excuse to be doing it.
And that was how he met Alder.
Alder, a man who only seemed to live at night and twilight. He appeared out of the fog to speak to the young monk whenever the swamp was dark and lonely- he claimed to be a Lord, but one without any land, and claimed that he had known Athulwin's father.
Athulwin knew he was a vampire. Alder knew that Athulwin knew, but why he kept coming out so late for conversations with a blood-sucker- that was the mystery. Still, they talked. The night hours were passed together. Alder never once tried to drink from him. It became a kind of unspoken alliance, this secret friendship between a vampire and a monk.
Their friendship formed over common interests. Language, history, philosophy. Alder always knew more than he should; it made you wonder how old he was. Athulwin learned secrets from the stars- he tried to impress Alder with them. Years passed, and they knew everything about one another.
Uttering Monks will temporarily take Vows of Silence, to meditate on the natural elements. Alder bore that time with patience, filling the air with only his words, while the dutiful monk nodded along. Something about the chatter made Athulwin's constant sorrow part, if only for a while. Time would be passed the same way as he prepared himself to learn to speak to fire, then to wind. He was becoming a true Sayer.
Alder asked often how his studies came. In the times where he was not shackled by a vow, Athulwin answered, never wondering why his friend would ask so much. It only became clear when, on a clear night with the moon swaying over their words, Alder made his proposal.
He wanted Athulwin to become a vampire, like his father, and of the same clan. It made sense now why he would play so long at friendship; vampires cannot participate in the monastery, so none ever learn Utterance except by turning a monk, and learning it from them. He promised Athulwin a very high position in the clan, for his part.
But he, perhaps drawing on something of his mother, was repulsed. He spat at the suggestion, almost literally. He demanded that the vampire unhand him- for he had now grabbed him by the wrist, and was tugging him closer. The moon was singing to Alder, he was going to turn him, he would try to drink from him as Gareth had tried from his mother, and-
In rare cases, a gifted Sayer who speaks the language of fire can go further than only talking to fire; they can breathe fire, like a fairytale dragon. That's what Athulwin did then. For the first time. Alder was left with half his body burnt from the flames; he staggered backwards. He wasn't dead, thankfully- but then Athulwin heard the words that would change his life.
Alder, with that kind of bitter, dripping rage that only vampires have, pronounced a Curse on Athulwin. The words of the spell were not in any tongue men could recognize. Hearing it felt like a hearing Utterance in reverse, upside-down; there was nothing natural about it. And though it was incomprehensible and unnatural, Athulwin found that he instinctively knew what it meant: that he was cursed to die. That the sorrow and sadness which has always been inside him would gradually work its way outwards, graying his hair and aging him too fast, working in him until it rotted his bones and brought him to a young death.
There was a possible release from this curse- if he would become a vampire. If he would one day embrace the gift Alder tried to give him, the Curse would break. Until then, he was doomed to grow weaker, and weaker, and then die.
With those words ringing in his skull, he fled.
The next two years at the monastery passed too slowly. Every day, it seemed, Athulwin found another gray hair in his head, felt his body seeming a little heavier even as he lost weight. He knew what was taking hold. One day, without warning, he ran for good from the monastery, leaving his vows behind him. It was an impulse decision, probably the only one he's ever made. All he knew- that he had to see the world before his ended.
That was how he found the Caravan. He has stayed for eight years, never knowing how long he has left before Alder's curse finally comes due. With his power to speak to the stars, he's become the official navigator, and so a kind of leader. It put more responsibility on him, more than he would normally like, but he doesn't altogether mind. It lets him leave a mark. Before the Curse comes due.
Personality: Still and calm. A contemplator. A hearer, not a talker.
Through his long time in the Caravan, Athulwin has gained a reputation as someone you come to when you need someone to talk to. He is the one who will actually listen to you speak, pouring out whatever is on your mind, and only answer back once you've said all you need. He'll look you in the eye, tilt his head towards you; he really cares. And, a true Uttering Monk, his words back towards you are chosen carefully, with a surgical kind of precision. A habit coming from the Vows of Silence that he once held. Words are precious.
When he's not charting out the Caravan's next course or hearing out caravanners problems, Athulwin is usually somewhere silent, deep in meditation or reading or simply thinking. There is a flaw here: he almost never helps with the physical work of the caravan. Nobody has ever seen him chop wood. Maybe it's because of weakness from his curse, some say. Or maybe got used to trying to skip out on work back in the monasteries, and avoiding it like the plague became a habit.
Motivation: What is he looking for, life? But he's given up on that. Instead, Athulwin most wants to seek knowledge before his death. Not knowledge of the world, of things. But spiritual wisdom. All this journeying is only a path to that greater goal. He hopes that, by experiencing and seeing all that creation is filled with, he can glimpse something of the hand of the creator.
Skills, Strengths and Weaknesses, and Tools:
Skills:
Utterance has been described as a kind of cross-breed between druidism and elemental magic. It is a form of language, allowing one to speak (literally, with their voices) to the non-living aspects of nature, like stone, or sunlight. The obvious use for such a power would be to control natural elements; to tell a fire to cook or to burn down, to teach ice to freeze itself around a threat, to call on rain for the crops. It can do those things, though not so often or effectively as a true wizard might. (Reason being: the elements can say "no" to one using Utterance.)
Instead, the main reason the Uttering Monks study it is for learning from nature. Nature, after all, witnesses and knows many things mankind does not. One who speaks to the stars may learn from them the correct paths to travel, may hear of ancient history those stars' eyes have seen, may be told of great and secret things that happen in the heavens. Those who whisper to the wind may hear it whisper back, telling them of news from far-off lands, of secrets said in a king's chambers while the window was open and the night breeze whistling by. They cannot control the elements with the same precision as a mage, maybe, but a Sayer (that is, one who practices Utterance) knows far more.
And this learning goes deeper than head-knowledge, too. Finally, a Sayer has an Aura. Their Aura is based on the elements of nature they most often speak too, because as you commune with something such as fire, you will find that burning power seeping into your own soul. The Aura a Sayer has is felt almost tangibly around them, and heard in their voice, giving most of them a kind of unnatural charisma. One who speaks to stone seems strong and unbreakable, one who speaks to ice becomes coldly intellectual. All of them feel impossible to argue with. A good Sayer tends to get their way in conversations. Their voice carries much weight.
As a last note: Utterance isn't one language, it's many. Each part of nature speaks its own tongue, after its own form. All these things have a secret language; twilight, shadows, thunder, time. But these tongues are not like the languages of men, that anyone can learn them if they just study enough. They are stranger.
Take the language of the stars, for one example: to hear it spoken feels like fire, like a burning light, full of wisdom and cold fury. It feels like you're hearing something from another world, something straight from the cold void of space. It is so much more than just sounds. So when someone speaks it, they do indeed form actual words with their tongue, but there's something deeper happening that everyone who hears it can sense.
That's no accident. Before one can speak the language of, say, water, they must spend months or years in silent and intense meditation, learning to think like water. The same goes for any other natural language. Someone who wishes to speak to the wind must think as quick and surely as the wind. And during this time, the student must take a vow of total silence; they cannot speak a word in any language, even an ordinary one. This can take much focus. Only after a long time has passed is the student ready for a proper Sayer-Teacher to be brought in, who will finally show them the real words and syntax of the language that they wished to learn. After that, their vow of silence can be broken, and it becomes like learning any mortal language.
Each natural language is different, so this process has to be repeated for every Utterance one learns. You may already know how to speak to lightning, but if you want to speak to thunder, you still have to go back and start your meditations from scratch. So only the very old or very dedicated can know more than a few Utterance languages.
Athulwin is a Sayer; one who uses Utterance. Specifically, he speaks the languages of Fire, Wind and Starlight.
Starlight teaches him many things, though it has no use beyond that. As it says above, "one who speaks to the stars may learn from them the correct paths to travel, may hear of ancient history those stars' eyes have seen, may be told of great and secret things that happen in the heavens." He uses this knowledge to aide the Caravan on its journey, keeping them away from places where the stars speak of danger. The knowledge is not always perfect; stars are not like you and me, and their words are like riddles born from an alien's mind. Much of what Athulwin hears from them has to be... interpreted.
Fire is an opposite to starlight, having little to say but much it can do. There's not a lot a fire can tell you; its spirit, if it has one, cares for nothing but to burn. But then, that is the use. Speaking fire is good for a fight, good for removing obstacle's in the caravan's path, or even just good for cooking a meal and warming you on cold nights. Like many Sayers who have spoken this tongue a long time, Athulwin is not harmed by fire, and can breathe it as a dragon does.
Wind is somewhere between the two, having some practical use and sharing some knowledge. A Sayer can speak wind to push things and people out of the way, or speed sail-boats along. It can also carry messages across long distances, so that Athulwin is able to speak something into the wind, and another Pilgrim will hear it a mile off as clear as if he were standing beside them. Among the people of the Old Marshes, the language of the wind is associated with spy-work, because of the way Sayers use it to hear other people speaking from far away. In the Marsh, they say never to speak a secret when the wind is blowing, because it will carry your precious words to a Sayer, who might turn and use it against you. Before the Pilgrimage visits a new city, Athulwin will always stop to listen, to hear what sort of people live there- and to guess if the Caravan will be welcomed.
Outside of Utterance, Athulwin has little physical or practical skills, and relies on his charisma to get through situations that can't be burned or blown away.
Strengths: Knowledgeable: A strong knowledge of philosophy, history, geography and- of course- theology was drilled into Athulwin from a young age, and his own caravan has as many books and scrolls as it can practically store. He also hears news via the wind, and receives cryptic messages and esoteric knowledge from the words of the stars. Unnatural Charisma: Although not the most outgoing fellow on his own, Athulwin's connection to the raw elements of the world gives him a constant feeling of power and authority that clings to him. His tongue is as if it's enchanted; he gets his way in conversations even when his words are plain. Fights with Fire and Wind: Although not a pyromancer in the arcane sense, Athulwin's connection to fire allows him to control it. He can walk through fire with only moderate pain, wrap himself within flames like a cloak, and command fireballs to leap at foes. But, unlike a true wizard, he cannot summon flames from nothing, except for when he breathes them. So before a fight, you'll likely see Athulwin spit fire onto his own hands, and command the flames out from there; and this is still painful for him. He can also push the bad guys around with gusts of wind, or hover himself a few feet over the ground.
Weaknesses: Cursed: The Curse that is on Athulwin makes him age faster, and makes his body both weak and heavy. He is very frail. To boot, one who has lived long under a curse such as this one has a way of becoming more vulnerable to dark energies. Foul magics and other curses hurt him even more than they would hurt others, and he can resist them less. Impractical: Athulwin scorns physical labor, both because of his weakness and because of his own personality, and he rarely cares for the day-to-day necessities of life. If he had to fully look after himself for a month, he'd be a beggar by the second week. His head is always in the clouds, you might say. Or, as it were, in the stars. Melancholic, Impersonal: Few things bring joy to Athulwin. Even those things that should make a man happy can scarcely bring a smile to his face, and this impacts his relationships with others. He is hard to befriend. And, because of the impractical mindset mentioned above, he doesn't care to talk about 'ordinary' things with ordinary people. All conversations with him somehow end up being about magic and nature and the gods, or else they end up being about nothing at all. He has few friends among the less educated of the caravan, who cannot follow his meandering thoughts.
Tools: -Maps, quills and scrolls, various cartography equipment -The Eld Breviary, a book of chants that focus the mind before Utterance. -The Moiling Chain. A heavy, iron chain given to Uttering Monks who serve in a monastery for ten years, reminding them of the weight and burden of their holy duty. It is enchanted never to rust, and each link is engraved with shockingly detailed images of religious history. In a pinch, it can be used as a whip.
What They Most Want: Wisdom. Knowledge. Insight.
If They Had a DnD Alignment, It Would Be: Lawful Neutral.
Three Likes: Utterance, wisdom, crisp air that clears the mind.
Three Dislikes: Dark and occult magics, those who live without a code, and vampires.
Do They Follow Their Heart or Their Mind?: He used to follow his heart. But somewhere, in all those silent and contemplative years in the monastery, re-reading scriptures and philosophical texts again and again and again for new interpretations, the mind took dominance.
Worst Fear: That he will break, and become a vampire.
Favorite Color: Silver.
Most Like The Animal: Raven.
Favorite Time of Day: Deep dusk, when the stars are just coming out, and the last rays of sunlight sinking down below the horizon.
How They Dress: Back home, a brown robe was the standard. Sometimes spruced up with a small hat, or- for festivals and other such rare occasions- a necklace.
But after eight years of travel, Athulwin keeps a variety of clothes stuffed into his caravan, ready for most any environment. He's learned that, when he has the choice, he likes softer and neutral colors: grays, off-whites, almost-blacks. It goes with his hair. Robes, cloaks and other flowy, wizard-y fare is the usual ensemble.
Favorite Season: Winter. Crisp air, chill wind, early sunset.
What Gods/Spirits/Whatevers They Worship (If Any): The Uttering Monks, and those marshlanders whose villages are sprinkled amidst their monasteries, worship the ancient god Eld Frowen. They teach that it was him who Spoke all things into being at the beginning of time, and their practice of Utterance is but a pale imitation of that great act. Eld Frowen sits in the Unseeable Throne at the center of the earth, far underneath the sunlit lands, and He is still Speaking today. Every word that He says keeps the world in motion, keeps the sun rising every morning and breath in our lungs. All the universe is like a story told by Eld Frowen. (In fact, Uttering Monks often call the world of Alwyne "The Great Story.")
Other gods and deities are seen as Echoes of Eld Frowen's words, which form when the words He says echo off the walls of the great cavern that is his throne room, being changed and distorted in the process. So, in Authwin's eyes, every other god is an echo or a perversion of something Eld Frowen once said. He tries to keep that opinion to himself.
In art, Eld Frowen is often depicted as half man, half fae, and either blind or eyeless. Blind, because the monks teach that He is a bit of an absent creator, "an unmovable mover," who keeps the universe in motion but does not otherwise interfere in people's lives or the events of history. In a sense, He is a god both blind and deaf, neither watching over the world nor much hearing prayers- only speaking His great story, ad perpetuam.
Terilu
Ascendant of the Third Caste and Called by the Reaching Hand, in Form of Baítudatu-Thumilie, of New Dawnlit
Race, Age, Time in the Caravan: Eratie, Nineteen, Two Weeks in the Caravan.
The Eratie are considered a beastrace: humanoid creatures that bear some of the features of animals, or else (depending on who you ask) animals that speak and walk on two legs. For Eratie, the animal they take after is undeniably the bat. They have all the expected features: chiropteran faces ending in a snout, with dark eyes for seeing at night, black and light fur covering their bodies, and huge ears for picking up on echolocation. And, of course, there's that huge set of huge leathery wings sprouting from their shoulders- hard to miss that one.
At least, that's the stereotypical Eratie. The way an Eratie looks varies much depending not upon their genetics, but upon the mystical energies in the air when they are born. An Eratie may or may not be born with wings; they may or may not have fur; their faces may resemble that of a common fruit bat, or may be more that of an ugly Natalidae. It varies by the stars that are overhead, and by the poorly understood Powers that swirl around them when first they come into this world. Even the time of day plays a role: Eratie born at the stroke midnight often have tiefling-esque horns. They call these variations in their bodies their "Forms," and as they are a people who categorize everything, they of course have a name for each. The most common form is the one they call "Baítudatu-Thumilie," and that is the stereotypical one described above.
Most of the world population of Eratie exists in the land of Tureiamú, which is considered their homeland: it is a small peninsula that stretches out somewhere south of the lands of the Old Marshes and Trist, almost approaching towards the coastal kingdom of Ordos. But, historically, the Eratie who live there have had little traffick or trade with the humans, who they consider a brutish and dangerous bunch, and their culture shows this. Over thousands of years living in the same places and rarely varying their way of life, the Eratie-Tureiamú have been built into a complex, strict culture that prioritizes tradition and orderly behavior. Their caste system is enforced, and unquestioned. Their houses and clans are maintained by blood and by ritual. The lives of those who are born under Tureiamú's sun are set out both by the station of their birth and by their astrological signs. Even the shoes that an Eratie puts on in the morning may as well have been pre-planned according to three thousand years of tradition. Who is there to argue with it?
Each Eratie is meant to behave after their own kind, after all, following their destiny as their Form, Calling and House would dictate it, and this is the only way. Those who break from their destinies are shamed or outcasts. They have walked the Unsteady Path, that winding road which leads to decay, and cannot be made clean again.
Appearance:
Terilu is a rather common kind of bat, and this has always irked him. He wishes that he had the horns of the Detiastu-Tiatietu Form, something all dark and imposing to frighten the bigger races. But, alas, he does not. He is in every way what the human imagines when he thinks of an Eratie: something small, maybe three or four feet tall, with a cute fruit bat's face. His fur's all black except for a ring of brown around his shoulders, worn just like you'd wear a scarf.
His eyes are young, and full of burning potential.
History:
Terilu's path to necromancy began with a plague. He was less than eight years of age, and some vile disease was sweeping through New Dawnlit- the stone, crumbling old city where he was raised.
Like most Eratie, the young Terilu was living deep within a crowded "nest-" a single massive home where dozens of Eratie (all of the same caste, of course) reside communally under one roof- when the sickness began. In a normal year, a nest is meant to be a warm, busy place, where every child has as many mothers as there are women, and has as many fathers as there are men.
All the children of the same age were Terilu's nest-siblings, and he shared meals and jokes and conversation with them all throughout the nights. All in the nest were related, all of the honorable Third Caste, and this made them as good as brothers and sisters. Each of them would be one day trained in the approved professions for ones such as they: meaning that for most of them, they would have educated, upper-middle class jobs. The Third Caste was considered the caste of the artists, the writers, the scribes, the wizards, the architects, the scientists; the thinkers and the feelers of their world. Young Terilu and his nest-siblings were lesser gentry, the lower part of the aristocracy- wealthy and privileged, though not in charge.
But, in a year like this, with this strange plague in the city, their crowded nest became a vector of disease.
The women of the nest, the mothers, were struck the hardest. Nobody understood why. The disease made them shrivel and rot, losing weight while they vomited up their meals. It was rabidly infectious; a nest that caught the plague could be hollowed out in a matter of weeks. It killed fast, and that was the only mercy. The first to fall in Terilu's nest was an old woman he knew as Mother Deatta. As is Eratie custom, the nests' many children were brought in to see the body- to say their last goodbyes.
Little Terilu looked down at the Mother's corpse. Staring at this skull-like face, shrunken down to nothing by this starving, blind plague, the young child was struck with something. He was too young and not bright enough to articulate just what he was feeling, but suddenly he was aware that this is how all life ends. Plague or no plague. He was understanding for the first time, that this is what will eventually happen to the rest of his mothers, and to his fathers, and his friends, and then to him. They will all one day be like the body laying on the table.
Tears rolled down his face. They thought he was crying for Mother Deatta. He wasn't.
It was the next morning that he declared to everyone in the nest, with the confidence that only children have of the future, that he was going to become a powerful necromancer. This, he said, was his chosen path. The nests' elders did not much question it. Necromancy was indeed an acceptable profession for the Third Caste by the ancient laws of their people, and the child had certainly seen enough death in his life that it was no great mystery why his mind should be on this track. They assented. The lad was to be trained in the ways of undeath. When the disease had passed from the city, they assured him that they'd search for proper tutors and dig up the proper spellscrolls for his study.
But the plague, meanwhile, tore on through the nest like a flame through paper. Half of them died, especially the mothers. Terilu almost became numb to all the funerals, to watching his sisters and teachers and mothers pass away. Until six months later, he lost the one- Mother Terria.
Mother Terria was his birth-giver: the very one he came from. Unlike the other women of the nest, he came out of her. That made her death feel... different. When the messenger boy came sprinting through the narrow, long little stone halls of the nest to tell him that she'd died, he began to shout and scream. He isn't even sure if the shout was one of grief or anger. He could not distinguish which emotion this was. It was simply wrong: wrong for another one, and this one, of all, to be taken from him. He cursed and he spit, something that would've gotten him in real trouble if the wrong adult overheard. (The messenger boy, in sympathy, swore himself to silence.) He declared aloud to a room of fellow mourners, when they took him to see her body, that he'd see her rise again. By the necromantic power that he was going to learn. Nobody took it seriously- he hadn't even been trained yet- but the uncomfortable silence that followed was real enough.
It was later that afternoon when he found out that the nests' elders were having the corpse cremated. There would be no resurrecting her.
Little Terilu was heartbroken, and confused. He thought this move a random, mean injustice to him, and to his mother. Only later did one of the fathers sit him down and explain. There's no real bringing someone back from the dead, he told him. The dead rise when a necromancer tells them to, yes, but it's not the whole person. It's either just the body, hollow and rotting, or just the soul, ethereal and tormented. Either way, there is no having Mother Terria back, whole and healthy and herself. That time has now passed.
It nearly killed young Terilu's desire to become a necromancer, hearing that. But changing course is extraordinarily hard in the uncompromising Eratie culture. Already his name has been marked down as a future necromancer. Already, here come the tutors assigned to teach him this sacred art, and here are the relatives bringing gifts of dried bones for their favorite youngling to practice on. The many mothers and fathers of Terilu's nest forbid him from changing course. It would be embarrassing for the family. So he continued.
His first tutor in the art of necromancy was an old, wrinkled bat named Master Earídu, a fellow member of the Third Caste but who came from some far-off nest in a city that Terilu had never heard of.
The lad instantly disliked him. He never appreciated the young lad's jokes and jests, for one thing. Just looked at him with that ancient face. "He looks as much like a dead body as the ones he brings back," young Terilu said to his friends. It was funny, because resurrecting the dead seems to be the one thing the aged necromancer was unable to teach. Terilu has many blurry memories of long hours wasted listening to Master Earídu talk about the theory and philosophies behind necromancy. There was much he had to say about the symbolic meaning of a person who is kept both alive and dead, and why this is important to their culture. When he didn't feel like talking (that was rare, but did- occasionally- happen), he'd sentence Terilu to many long nights of drawing out body charts and complicated diagrams of rituals. He'd review the drawings, mark where Terilu had made a mistake, and send him back to rework the entire thing.
But only rarely would he let the young pupil put any of this into practice. Perhaps it was because of the Master's failing health: he was nearing sixty, an incredible age for an Eratie, and seemed to have no more energy for real spellcraft. The grave was drawing near to him. During a particularly dry lecture on the nature of arcane energies, he once lamented aloud that he wished he had learned more when he'd been Terilu's age. Then, maybe, he could've ascended into something like lichdom, and kept himself alive for centuries more, as some few of the greatest Third Caste necromancers indeed have.
Terilu whined to him that he wouldn't achieve lichdom either- or anything else- if he wasn't shown some real magic soon, but the master would not hear of it. When he predictably died of old age some five years later, Terilu felt more annoyed about it than anything else. This dotting academic had wasted his entire education! In a fit of irritation, he snuck into the Mausoleum with a necromantic spellbook snuck under his arm, and found where they had buried the master.
He probably would have failed if, ironically, it weren't for the excellent theory and form he'd learned from all those lessons. Dragging out the man's casket with both hands, he cast the most powerful Resurrection Spell he could find on Earídu's own corpse. And it rose to life as his slave. Laughing with genuine delight, he made Earidu's body dance and juggle for him. It was the first thing he'd ever brought to life bigger than a rabbit! It was the eve of his 13th birthday.
And that is, of course, the age of adulthood for Eratie.
He decided now that the Art of Necromancy really was the path for him. If, for no other reason, so that he could escape the fate of so many others in his young life: so that he could use this dark power to stop himself from dying. He wouldn't allow himself to just be another funeral. But he had also decided that his homeland was not the place to learn. The necromancers here were all like Earídu: academic scholars concerned with getting their names on books, not with achieving real things. He is utterly repulsed by them.
So it was that he had many tearful goodbyes with his family and friends. The now adult bat was going to venture out into the "Wilder World," as Eratie called the savage universe outside their safe little peninsula of culture and knowledge. His mothers were convinced he would get himself killed. There, they warned him, necromancy was hated as an evil and black art, and any who discovered what he was would murder him. But no, he reassured them: he would follow the rumors of wicked necromancers in distant lands until he came upon one himself, and there he would beg to be their apprentice. He would learn all they had to teach. If he came back, it would not be in a casket, but as a lord of the dead. Powerful, wise, and ascendent.
It took three years of hard, long travelling and searching, but he did find his teacher. She was an elven woman, Aryyna. Oh, he loved her. She was the opposite of the old bat. The image of a classic necromancer, complete with an undead army and plans to conquer the world. Sensing the presence of her many undead servants from afar off, he had tracked her to her hideout in an abandoned watchtower mounted just at the mouth of a bloody and forsaken old battlefield. Many wars were fought in that land in ages long past and, cleverly, she was raising the corpses that had fallen in battle to build an army of her very own. She was preparing herself for an all-out invasion against the local villages- there was some petty grievance that she had against them; Terilu didn't care what it was. When she saw that he was ready to serve her no matter the cost, Arynna gladly took him under her wing. It helped that he proved to be rather magically gifted. He learned from her how to raise skeletons and ghouls to follow one into battle, and how to seek wisdom from the spirits of those long gone. In time, he was the lieutenant of her dark forces. Just her, him, and a few hundred sword-wielding corpses.
He stayed with her for several more years. It was, he would have to say, the most valuable time of his life. There is nothing like being shown the tricks of the trade by a true expert. He never came close to her power, but she assisted him where he was lacking. She helped him create an undead slave to bathe him every morning and clothe him every night. She had the ghouls bring him wine on a platter. She showed him how one communicates with the undead telepathically, only thinking and having your will accomplished. He could soon sit on the balcony of the tower and watch the dead go out to war at his unspoken command, raiding the villages by night until the powerless peasants were forced to offer tribute. He and her took the very best of their goods: their wines and fabrics, clothes and foodstuffs, their gold and oil. He felt like a warlord.
He was lonely, that was the only thing. In his crowded nest back home, he never wanted for company, and so he never realized how much he relied on it. But now Terilu was beginning to know himself better. He looked back with fondness on the many hours of conversation that he had with his nest-siblings, and the ways that they laughed at his jokes. He tried conversing with Arynna, but she was cold. And her dead weren't for talking.
But he could have continued in this way. Being the second-in-command. He still could have kept on until they conquered a small kingdom's worth, gladly, even though the occasional bloodshed made him chafe. He did not know he could be a killer- but then, it wasn't him doing the killing, he told himself. And the villagers were only hurt if they fought back. Nobody made them fight back, he told himself. And his magic was growing so much! And so, still, he would have continued. But, alas.
He found Aryyna dead one night at the hands of an assassin. To this day, Terilu still doesn't know exactly who it was who did it, or how they got past her undead guards. The best guess: that someone from the villages climbed in through the window. The assassin killed her while she was in the bath, whoever it was. They got a knife in her throat before she could rise to throw a spell at him, or call for help. Even the greatest mage can be taken down by someone quick and suicidal enough.
The blood ran down her body turned the bathwaters red. It reminded Terilu, in a funny sort of way, like wine. It was a disgusting comparison, but that's what it looked like. He's not sure how long he spent looking at her body. He felt grief, of a kind, but it wasn't only that. His steady life here had just been pulled out from under him. Without her, he knew with a sinking feeling in his gut, he wasn't strong enough to keep command of the undead servants. He was not a true master, not yet. Most of the undead soldiers would just crumble apart, becoming immobile corpses again. But some of them, the ones who did not just return to the grave...
With only a few bags of needful things strapped around himself, he fled. He flew out the window, escaping from the old tower before the dead could realize that his magical hold on them was gone. He did not want to discover what kind of vengeance they could bring onto him. For all he knows, they still haunt that old battlefield, restless.
He joined the Caravan not long after. At first, it was just to lay low for a while. With the Caravan's endless roving, it's a place where anyone who knows his recent past as a necromancer's apprentice might have trouble finding him. But after only a few days aboard, he realized that he's going to stay. It's not just that it's the perfect hiding spot. It's that... well, he was lonely under Arynna, and the Caravan has many souls. He's dearly missed belonging to a nest.
Plus, its adventures give him many opportunities to practice his magic. If he is to be as accomplished as his beloved teacher one day, he needs practice.
Personality:
Bubbly. Humorous. Outgoing, bright and immature.
Were these the words you were expecting?
It has seemed strange to many of those who have known Terilu that he seems so... unbothered. So completely unbothered. He does not have the spirit you would expect of a necromancer. There is no edge to him. Or if there is, it's so deep inside that one can rarely find it. He flies down to you with a smile, ready to jest and talk about nothing at all. For him, conversation is a great pleasure in and of itself.
He does tend to show that more aristocratic side of himself: he takes most everything for granted, and gently assumes the service of those around him. The kind who will get the room to laugh with a joke, and then make you the butt of his next joke, and never consider that it could have hurt you. If you held a grudge about it, he'd be genuinely shocked. He's just a rich, laughing boy. He likes having power, and he likes it when people do what he says; but he also likes company, the thing he was most lacking under Arynna's tutelage.
So you wouldn't think that he practices a school of magic as stereotypically dark as he does. That's probably because, in Terilu's mind, it isn't dark. The other necromancers that Terilu previously studied under were all of a kind: brooding, crushed, and weighted down with hate. Of the world, of their victims, of- at least a little- themselves. But there is no such guilt on Terilu's conscience. He sees his form of necromancy as being perfectly fine, after all, and he's still quite young and energetic, so he maintains something of the charisma of a puppy dog even while he may blackly defile the rotting bodies of the dead. Why should they care, anyway? They're dead already.
Perhaps due to his dark nature, he also has an unfortunate love of puns.
Motivation: Impatient from a lack of progress under his many tutors, and believing there is no more he can learn from the lectures of old men, Terilu has turned to the Caravan. He does not imagine there is anyone in such a place who can teach him necromancy- but then, he has learned all the theory that he can stomach. The young bat now seeks to gain experience. To put his knowledge into practice, and to hone his power by using it. To do that, he reasons, one must live.
Skills, Strengths and Weaknesses, and Tools:
Strengths:
Bat Traits: As a winged, bat-esque creature, Terilu can fly, has excellent vision in the dark, and- when vision proves not enough- uses echolocation. The echolocation is too high for human hearing, but another Eratie (or anything else with above-average hearing) can pick up on it, making for a kind of secret signal. Eratie talk in ultrasonic sounds when they don't want the lesser races overhearing them.
Necromancy: This one is obvious. Terilu can raise the dead, and bend them to his own will. He can sense and communicate with any undead, even if they aren't his, and he can take command of the weaker-willed ones. He knows how to reach beyond the veil, tampering and communicating with the souls of those who have left their mortal coils, to various ends. If he's pulled into a fight, he can rip and tear at his enemies' soul, torturing it with dark magic. He can even try to pull a soul wholly away from a person's body, capturing their disembodied spirit as his servant and living their body a husk.
Aspiring Lich: Although he still has a very long way to go, Terilu has begun learning how to become a form of lich. He has a connection to the forces of undeath that lets him sometimes act as if he were already a corpse himself: he can stop breathing for a while when he needs to, and survive things that should kill a living creature because, in a sense, he is not fully a living creature anymore. He's partially on his path to lichdom. As a rule of thumb: if an undead could do it, Terilu might be able to as well.
Weaknesses:
Bat Traits: It's not all good being a bat. He's half-blind during the day, when his nocturnal eyes can't adjust to the sunlight. But most people would've guessed that much. No, the real disadvantage is actually his body type. He's made for flying, but getting a humanoid form off the ground is no easy feat. An Eratie is therefore incredibly small and light. He's only 3 and a half feet tall, his bones are hollow, his whole form is designed to be as weightless as it can possibly be. It's shocking how little he weighs: coming in at only 35 pounds on the scale. He's therefore weaker than a human child, and if any strong man so much as shoves him, he'd go flying. Literally!
Prejudiced: In spite of his studies under a bright elf, and though he has made the acquaintance of many races through his journeys across the Wilder World, Terilu has always found them all to be very simple compared to the shining order and complexity of his own people. Anything non-Eratie is a bit of a barbarian in his mind. They're too often unlettered, backwards, and ignorant of deeper truths. He's (pleasantly) surprised when a human can read.
Dark Connections: Terilu counts his brand of necromancy as, if not ethical, at least Not So Bad. He avoids torturing souls and tries to avoid harming innocents. Nonetheless, he touches on many dark magics and things that very much are bad, and it's impossible to escape the consequences of messing with these forces. He's been tainted by it. Magics meant to drive out evil creatures, demons and undead and the like, bother him more than they rightfully should. He is a little beacon for evil things. There are abominations from beyond the veil who know his name.
Tools: Aside from basic survival, living and cooking supplies, Terilu has a special collection of prizes given to him by his family, before the outset of his journey. Most of them are a little magic, to be sure, but the real benefit is that they keep him from forgetting his true home, and his true purpose.
Mother Terria's Ring: A silver ring he stole out of his natural mother's urn after her passing. He fished it right out of her ashes. It has a slight bit of magic to it that helps out in the tougher moments of spellcasting, but Terilu mostly keeps it out of sentiment.
Mother Haula's Earring: Ear piercing has a significance in Eratie culture. The ring you wear is a way of marking yourself. The earring Mother Haula gave him is a hollow silver circle that hangs from Terilu's left ear on a short, golden chain. This is, to those who understand the meaning of such things, the mark of a necromancer. He has a bad habit of tugging at it when he's nervous.
Father Siámie's Staff: Once a walking staff that eased his birth father's hurting joints, Terilu has carved and enchanted this family heirloom into a conduit for magical powers. Unlike the ring, when he wields it, he's truly more powerful.
Grandmother Hal'teura's Recipe Scroll: Look, no self-respecting Eratie is going on a long journey without a taste of his grandmother's fruit pie. You might say this one isn't magic, but Terilu would ask you to try saying that after you've tasted some.
What They Most Want: To escape the cycle. To Reach Beyond.
If They Had a DnD Alignment, It Would Be: Lawful Evil
Three Likes: Poetry, fun, and necromancy.
Three Dislikes: Disorder, aging, ignorance.
Do They Follow Their Heart or Their Mind?: Mind.
Worst Fear: Sinking down into the same kind of base, meaningless life that most others beings already live. Becoming caught up in the degrading cycle of animal instincts and desires, until he grows old and unachieved.
Favorite Color: The color of dawn and dusk.
Most Like The Animal: Bat. Not only because of his appearance, but because of his nocturnal habits, his love of moonlit flight and his hunting at night.
Favorite Time of Day: Deep dawn, when the stars are fading out from the sky, and the first rays of sunlight crowning over the horizon.
How They Dress:
Clothing among the Eratie is rather complex, dictated highly by class, sex and age, not to mention the natural limiting factors of one's Form, and it's shameful to deviate from the traditional style of dress.
For one such as Terilu, expected clothing is an all-leather robe that flows long in the back, down to the ankles, but is cut short in the front, revealing trousers and black shoes. There's a high, stiff leather collar to the robe, giving the ensemble an official if slightly dramatic air. There are slits for ones wings.
Through the last two years of travelling, Terilu has refused to give up this manner of dress. He left home with several outfits of this kind, and has learned to mend them when they are damaged so that he can keep on rotating through them even as he travels through hot summers and freezing winters. It's become a point of pride that he still dresses like a proper Ascendent of the Third Caste. Even if, by now, the robes are both torn and beaten down by the weather, and his shoes worn as old rat's skin.
Favorite Season: Winter. He likes the feel of flying through cold air. And besides, Winter is the season of death for many lesser creatures, so he can gather up his forms to work with. There is something very apropos about a necromancer descending on black wings out of a cold winter morn, harvesting up a body from the chilled earth. The ice keeps the corpses fresh.
What Gods/Spirits/Whatevers They Worship (If Any): The 8th Person and the Diviner.
The 8th Person is one of the nine aspects of Ad'itie, Goddess of Twilight, and the ancient patron deity of the Eratie people. Each aspect of Ad'itie represents a part of Eratie culture, has a different name and form, and corresponds to a different hour of either dusk or dawn. The 8th Person is called Eru-atie, and is the one most associated with necromancy and the darker forms of magic.
The Diviner is the emperor of the Tiatietu peninsula, and is worshipped as a mortal vessel of Ad-itie.
Race, Age, Time in the Caravan: Half-elf, 29, 2 months
Appearance: Ilyana is below average height for a half-elf, standing at 5' 3" with short-cropped sandy blonde hair and dark tanned skin from her time at sea. She's thin and wiry, but looks youthful, so sometimes mistaken for a boy. One cannot help but notice the pink scar that divides her left eyebrow and travels down on an inward slope to her cheek. The artificial eye she wears on the left has an amber iris that contrasts with her natural jade green right iris. She has an eye patch she wears to hide the socket when its out.
One looking closer can see signs of other scars, and perhaps a peep at her skull tattoo on her chest neatly transected by another scar running from her right shoulder to her left hip. Few would ever see what looks like a second naval just under the ribs is actually a scar from a puncture wound, but anyone who rubs her back may feel the raised ridges of the scars from her flogging. Her right palm has an "L" branded there for "Leshere (thief)".
Born on the 13th of Uktar in a brothel, where her mother took shelter. Unfortunately she died shortly afterward, so nothing is known of her human father. She was raised by the the staff of her Aunt Pol and Uncle Glyberos' house, largely ignored by the family, including their eldest daughter Sylna and their youngest son Keras.
Many visitors assumed the young girl was a child of one of the staff, as she would be frequently seen doing various servant chores. But when Marquis Muleho, friend to the judge and frequent visitor, discovered she was their neice, her Aunt and Uncle, deeply embarrassed, moved her to a private room and forbade her from doing any more domestic work. They also hired a private tutor to address her neglected education.
Marquis Muleho showed up one day with a spell book that he brought for Aunt Pol to examine, leaving it in the library. Later, when it was discovered missing, her uncle, his face burning red, went to her room first and found the burned out cover in her fireplace. Keras, who'd been checking her chest of drawers, turned around and presented the jewels that had adorned the cover. Glyberos flogged her until she confessed to taking the spell book (she hadn't), then used his authority as a judge to have her branded and imprisoned for five years.
It was in prison that she learned how to be a thief, a necessary skill to survive in that place. During her third year, diseased ravaged the prison and she spent long hours tending to both guards and prisoners before finally succumbing to illness herself. While she couldn't say for sure, there were times afterward that guards and the other inmates gave her some grudging respect and the occasional blind eye.
On her release, now fully an adult, she was immediately pressganged into the Royal Navy as a sailor, handed over to the crew of galleon The Golden Falcon. The next four years were spent in hard labor. Crew were not permitted ashore except in the company of an officer, who was authorized to execute them on the spot should they attempt to desert.
Her five years in prison had already inured her to the lack of privacy under close quarters. When Ilyana slung her hammock, it was in the middle of the group, rather than on the edges. She also realized that the thief mark on her palm would make others reluctant to trust her, while others would use it as an excuse to rob her blind by claiming she stole their things. Ilyana therefore kept most of her money on the ship's books, avoided gambling, taking care to mark her few possessions and to keep careful receipts with witness signatures.
In her fourth year at sea, the Golden Falcon was one of a squadron of ships whose job was to blockade the harbor entrance to contain the ships of the Pretender. Under cover of darkness, the enemy launched some of their ships with skeleton crews to go out with the evening tide, creeping up unaware on the blockading ships before setting them alight before escaping as the fire ships, drawn out by the tide, smashed into the blockading ships. In the confusion, the Pretender and the remainder of his fleet made their escape. Ilyana was the only survivor from the Golden Falcon.
Desperate to pull some sign of victory from this disaster, Ilyana was hailed as a hero for her survival - but instead of being released from service, her wounds were treated and she was transferred aboard the galleon The West Wind. Because of her 'lucky' status, she was given the 'honor' of leading the boarding crews - which led to the loss of her left eye in battle. It was the first of many battle scars she'd earn aboard the West Wind.
An arrow wound messed up her stomach - and wasn't helped much by the diluted healing potions they'd been supplied with, which made her very queasy and sick all over the place at the least sign of stress. They finally decided to discharge her from service in the Royal Navy, giving her a handful of medals, her silvered cutlass and dagger, the scarred leather cuirass she'd wear in battle, and all of her back pay on the books.
Personality: Ilyana is always wary and reserved, keeping a weather eye not just on the horizon but the other pilgrims as well. In an open room, she prefers to have her back in a corner. A bit of a loner, she can be quick to anger, especially if pressed. Her speech is often blunt and profane, much to the dismay of others.
She works hard at being self-reliant - at sea, it's hard to find something left ashore. She's always ready to lend a hand, but Ilyana avoids seeking help from others. Many assume it's her pride holding her back, but really it's to avoid debts as not everyone seeks repayment in coin. She knows well the reputation that half-human girls have among her people.
Ilyana is also aware what people will say about a known thief in their midst, so she keeps a careful inventory on her ledgers, recording each sale or purchase to fight any claims on her purse or property.
Motivation: Finally free, she decided to join the pilgrimage, since that would mean crossing over wide stretches of dry land that didn't pitch and roll from the sea and the wind, and allow her to see something other than a lot of water from horizon to horizon.
Skills, Strengths and Weaknesses, and Tools:
Animal Handling - good with donkeys, ponies, horses. Archer - average skill with shooting a bow and arrow. Works best with a bow and arrows. First aid - experienced in the basic treatment of wounds and illness. Needs bandages and medicinal herbs. Lockpicking - some experience in the opening of locks without using a key. Usually requires lock picks, although some tools can be improvised on the scene. Navigation - sufficient ability to navigate using a map, compass, and/or sextant to get to their destination. Maps, compass, sextant required. Rigger - Experienced with ropes, knots, blocks and tackle, and rigging. Requires rope, fid, sail twine, pully blocks, serving mallets, etc. Sailing - experienced in the basics of sailing. Requires a boat with sails. Sailmaking - skilled in the crafting of sails and other articles of canvas work. Requires canvas, sail twine, needles, and rope. Swimming - allows them to cross bodies of water. Swordswoman - above average skill with her cutlass, especially in close quarters. Requires a bladed weapon.
Strengths - Right eye can see in the dark like it was dim light - Right eye can see in dim light like it was bright daylight - Speaks Elvish middle-tongue, thieves' cant, a few human languages. - long lifespan (just shy of two centuries)
Weaknesses - Trust issues - Bears a thief mark - blind in one eye when not wearing her prosthesis - Visibly scarred - Mixed race with reputation of promiscuity (they grow up faster than elves, so many think they're older than they are) - Underdeveloped body
An artificial eye that carries an enchantment that allows the wearer to see through it as if it was their own natural eye. Does not work in mana-depleted zones.
a canvas bag with a wooden bottom and several interior pockets that hold various rigger tools - sewing palm, needles in a needle case, sail twine, serving mallet, fids, wood rasp, metal file, whetstone, various hanks of cords, bundles of oakum, screw eye auger, small hatchet. This also holds her lockpicks, a pouch of tobacco, and a smoking pipe.
A gray donkey harnessed to a small cart carrying her few possessions for the trip. Barrels of water, grain, & flour. A chest containing cooking gear, mess gear, lantern, a few flasks of oil, a small tea chest, and few spices. A sea chest holding spare clothes, bedroll, 50' of rope, hammock, some ledgers, a wooden comb, a lockbox with some gold and silver, and a few well-wrapped bottles of her medicine. A couple small casks of rum. A canvas tarp to cover it all while traveling. This also holds her bow, quiver of arrows and her armor while traveling.
a bronze stem that unscrews at one end to reveal a dipping pen inside, while a small covered pot on the opposite end has a length of silk wadded inside, soaked in black ink so that it will not spill. It can be tucked into a pocket in the interior of her jerkin or slipped onto the belt.
A whistle that makes a shrill sound when blown, can be heard over high winds and far distances. A trained user can make a variety of sounds with one.
leather belt pouch holding two rolled bandages, two bundles of dried herbs to use as a poultice, other medicinal herbs.
----- Optional Details
What They Most Want: Freedom
If They Had a DnD Alignment, It Would Be: Chaotic Good
Three Likes:
A sharp blade
Rum
A good smoke
Three Dislikes:
A dull blade
Storms
Hardtack
Do They Follow Their Heart or Their Mind?: Their mind. Heart's been betrayed too often
Worst Fear: Imprisonment
Favorite Color: Sky blue
Most Like The Animal: A fox
Favorite Time of Day: Daybreak and the promise of a new day, the sun shining warm on her face.
Brown tricorne hat
Red bandana covering her hair
Cream-colored peasant's shirt
white bandana tied loosely around her neck
Lined Brown leather jerkin with her medals stitched on the left breast, a dolphin embroyered in aquamarine beads on the right breast.
Brown breeches
Green Hose
Brown leather boots with the tops folded down
Wide brown leather belt
[Nested]
knife with a broken tip (keeps from punching holes in sails and officers) in a leather sheath
Fid in sheath
Belaying pin tucked into belt
Belt pouch with some coins, flint, small pouch of pipe tobacco.
Flask containing medicine for her stomach
Cutlass with a silvered blade and scabbard.
knotted lanyard that holds a bosun's pipe
Leather cuirass
Leather Bracers
Favorite Season: Summer
What Gods/Spirits/Whatevers They Worship (If Any): Fãrryn, goddess of the sea. She appears as a young elvish woman with wavy blue hair who reminds you of a playful dolphin. She has deep-set eyes the color of milk. She has an Amazonian build. Her skin is white. She has thick eyebrows and small hands. Their icon is a conch shell.
Fãrryn possesses two powerful items - a magical conch shell that allows her to control sea creatures; and Kŷiriŏn - a magic boat that can go anywhere at command (it is actually her son from a drunken trysk with a sailor, her father Ievis of the Forest thought her son was a degenerate and transformed him).
Name: Siri
Race, Age, Time in the Caravan: Human, 67, 5 years
Appearance: This woman puts you in mind of a mysterious raven. She has narrow, dark, disapproving eyes that are like an upright executioner's axe just before it falls. Her thick, straight, salt & pepper hair is worn in basic bun. She is very tall and has a wiry build. Her skin is like alabaster - to her shame, she has never managed to grow so much as a wart on her nose or a hairy mole on her chin. She has hollow cheeks.
History: A country farm girl who became an apothecary under the tutelage of Esmeralda Le Blank. She's spent fourty years as an apothecary before deciding to become yet another penitent soul joining the Pilgrim's Caravan - and a new profession, as a Wanderer cleric, companioned by her raven Zephyr and her black cat Spooky.
Not that she seems to be all that penitent. Or priestly, wearing a black skirt instead of breeches, and giving anyone asking why the hairy eyeball. You get the impression if the Wanderer himself showed up, she'd do the same to him. But she does maintain the boxes and shelters set up by the previous Wanderer, and holds services on every rest day. However, if you want a cookie after the service, remember to leave a donation in the box. It'll help you sleep at night....
Nor does she walk the road like the other Wanderers. She'll hold up her cane, and tell you a wagon makes sense for an old woman to have (despite never seeing her so much as stumble) - but there's a lot of strangeness about her wagon.
For a start, it's pulled by four jet-black horses with glowing red eyes, who look more carved than born. And in the front seat is a scarecrow with a painted face, but its eyes glow red, too. Sometimes, she gives the reins to the scarecrow while she goes to tend to something in the back - and it's a better driver than she is. The wagon is also carved like a stone fortress, with carved and painted eyes on the front, sides, and back (nobody seems to notice the one on top or below the dromedary box).
Rumors in the caravan says late at night, the scarecrow climbs down for a stretch. Of course, they also say Zephyr can grow as big as a horse and Spooky is sometimes a panther. It doesn't stop there, of course. Some who've been inside claim the inside is bigger than the outside, with all sorts of rooms. But if you ask Siri, she gives you the hairy eyeball and demands to know what you've been drinkin' of late that you'd listen to such tom-fool stories like that? She's just an old country apothecary and it's just a plain old wagon needin' a lick of paint. And why would she want more to clean inside?
But iffen you need any doctorin', medicen', birthin', marryin', dyin', or prayers, let her know.
Personality: Siri seems to have a vast knowledge of a lot of things and places, with an over-abundance of common sense and old-fashioned wisdom and personal opinions she's willing to impart as needed. Nor is she afraid to be blunt or to knock anyone down a peg, but will when necessary keep private matters private.
The knockin' of heads (or parts lower), she remarks, is a free service she provides on an at-needed basis. But if you use your head first, you'd might not be needin' it.
Motivation: She's seeing the world and tending to her ever-changing flock, with the occasional late night visitor.
Skills, Strengths and Weaknesses, and Tools:
Animal handling - has a way with animals Apothecary - Master in the art of combining various medical herbs into pills, powders, and tinctures. Cooking - a five-star chef in the kitchen. Might be best to wait a few days before asking what it is you ate? Fortune-telling - it's almost like she's got a direct line with Fate, with a very large collection of Tarot cards. Herbology - knows many uses for many plants, always eager to examine new ones. Knitting - it may not be the prettiest sweater or whatever it turns out to be, but it will be warm with room to grow. Medicine - a master at the craft of tending to illness and injury, can perform surgery. Mimicry - she can make realistic animal calls. Needlework - keeps her fingers nimble. Orphic Line of Ikalis - a master in the Orphic Laws of Sacrifice (these spells often have some nasty costs) - Automata, Dowsers, Elementalism, Familiars, Furies, Wyrd Tech, Poltergeists. Orphic Line of Idaqiohne - a master in the Orphic Laws of Sympathy (like calls to like) - Basic, Battle Magic, Constructs, Golems, Magic Eyes, Rune Magic, Wards, Zombies. Painting - Don't touch the paintings, sometimes they touch back.... Potion-making - a master in the creation of potions, explosions are rare. Singing - good singer, knows a lot of songs. Violin - very good musician with the violin.
°Strengths - Clever - Dedicated - Caring
°Weakness - Fondness for alcohol and sweets - Sense of duty - Blunt
°Tools - Four Horse constructs that pull her wagon - "Scarecrow" construct that drives her wagon - Fortified & warded living wagon that uses glyphs and other magic to allow itself to expand its interior as needed; only people she names can enter - not even if they try the cat flap. - Magic eyes around the exterior of the wagon that allows her to observe what's going around it. - A small library of books, maps, and papers (she is not a lending library, some of these are chained for a reason.) - A small library of unique Tarot decks - A moderate library of glyphs - Painting easle, brushes, canvases, and various jars of paints in trays - Knitting basket with balls of yarn and long knitting needles of wood and bone - Needlework basket with various threads - Black medicine bag - Small distillery - Potion brewing stand - A large apothecary chest - A small crystal ball kept in a padded box or covered when not in use to prevent fires (and peeking) - Orphic reservoir - a pet cat and a pet raven - various boxes with various impliments like trowels, hand saws, hatchets, etc. - a kitchen - a small stove - other fittings that might be found in a living wagon (bed, etc)
What They Most Want: Knowledge and new horizons
If They Had a DnD Alignment, It Would Be: Neutral Good
Three Likes: - Books - Music - Alcohol
Three Dislikes: - Needless violence - Abusers of the weak - Stubborn stupidity
Do They Follow Their Heart or Their Mind?: Their head. If she uses her heart, there could be a lot more craters in this world.
Worst Fear: To be trapped
Favorite Color: Red
Most Like The Animal: A Raven
Favorite Time of Day: Sunset
How They Dress: - A green cloak, patterned like bricks, with eye-shaped cloak clasps. Pockets can be seen on the inside. - A tan tunic - A multi-colored scarf (it's warm) - A dark skirt (breeches? Aren't you the odd bird, wantin' ta see an old woman wearin' those.) - Sandals - Socks (needs to keep me toes warm) - A slouched, wide-brim pointed leather hat that's seen better days, with willow-reinforcement inside to protect the head. The embroidered hat band is magic eyes, allowing her to see all what's around her. - Walking stick with a brass ferrule. Some claim if she thumps it hard on the ground, it makes sparks... - A Calabash pipe and a pouch of tobacco.
Favorite Season: Spring, the renewal of the world
What Gods/Spirits/Whatevers They Worship (If Any): The Wanderer (You have to wonder when she's preaching if his ears are burning)
Race, Age, Time in the Caravan: An Ainok of 20 years, having travelled with the caravan for three of them.
Hunters and storytellers, Ainok are a canine beastrace indigenous to the savannahs and grasslands that form the borders of Dinnin lands. Ainoks are usually shorter than humans, with a typical specimen standing between 4’11” and 5’6”, they have tough and compact bodies covered in a heat-regulating layer of blotched and multi-hued fur that gives them the name ‘Painted Folk.’ No two Ainok have exactly the same pattern adorning their fur, and the colours can range from deep blacks to pale cream and sandy khaki to russet red, allowing them to blend in with tall grass and lightly dappled groves alike.
Ainoks bear litters of children that can include anywhere from two to eight pups, who grow and mature slightly faster than humans do – reaching physical maturity at fifteen and being culturally recognised as full adults at sixteen. Well-adapted to a fast-paced hunting lifestyle, Ainoks are natural born sprinters, but this same fast-paced lifestyle claims many of them before their time. An Ainok’s natural lifespan typically ends at around sixty years of age, but many fall before their fortieth birthday, and those who make it to fifty are considered unusually venerable.
Appearance: Malleck has dusty fur, blotched with natural camouflage in hues that range from sandy khakis to deep blacks, with a noticeable cross pattern that stretches from his muzzle to his nose, the crossbar reaching to the ends of his brows. He has a shaggy plume of hair that's been braided and tied with baubles and other accessories in an attempt to tame it, and bright amber eyes with black sclera. He stands at around 5'5", and thanks to his regulating fur, usually eschews more clothing than a simple tunic, covered in straps and bags to help him carry anything he needs on the road.
History & Personality:
The Ainok are, to the surprise of many, part of the loose confederation of peoples known as the Dinnin: self-declared ‘chosen people’ of the God known as the Light-and-Flame, who they believe manifests itself as the sun. The Ainok are the most heterodox of the Dinnin, having adapted their old beliefs into the framework gifted to them by Dinnin preachers in order to form a fusion where the stars are individual gods, yet still each a part of the Light-and-Flame whose worship can be the key to a higher understanding.
Unlike the settled Great Clans, the Painted Folk maintain a semi-nomadic lifestyle revolving around the savannah’s dry and wet seasons. During the former they range extensively in familial tribes or packs to hunt, while during the latter they encamp at regular gathering grounds, forming large communities that take advantage of regular animal migrations to swell their food stocks. A fractious people, the Ainok are prone to intra and exopack conflict that forms the backbone of their unique system of adoptive slavery. Because of this, Ainok packs often include non-Painted races who have become Dinnin.
The Ainok also have a unique relationship with magic. Having traditionally had no written language, they do not have wizards, but instead ‘star-speakers,’ shamanistic astrologers and storytellers who not only commune with their astral deities, but also pass down the history of the Ainok people through ancient oral traditions.
A true-blood Ainok through and through, Malleck has grown up with the cycle of dry and wet seasons from his time as a pup on his mother's back to an adult of fifteen, expected to be able to hunt and provide for his family.
Despite these unremarkable beginnings however, Malleck always sought out more than this. He was born under the light of Otota the dancing star and his paws always itched during the wet season, eager to be on the road again eating up the dusty miles. He bade farewell to his family when he was sixteen, departing alongside a merchant caravan returning from trade with one of the Great Clans deeper into the desert. Although he had had brief interactions with outsiders before- the Ainok are no strangers to traders, caravaners, hunters and hostile bands, this was the first time he had been truly exposed to different cultures and ways of thinking, and he loved it.
He drank in the diversity and the uniqueness, adding their tales sand stories to his own mind, and whenever he could take the opportunity to tell them and retell them at the fire, enhancing his own tales as he did so. It is one thing to have a firm grasp of a single method of storytelling- quite another to begin to understand the universal traits that sapient species use in their myths and legends, and to weave them together.
Soon after the caravan arrived in settled lands however, one of the guards informed him that there was an even better option out there. The Pilgrim's Caravan was, coincidentally, in the same city they were, and with thanks to his previous travelling companions, he joined up, bringing with him his stories, while being always eager to learn more.
Motivation: Malleck is a classic example of someone filled with wanderlust, and travels both out of a desire to see the world and to imitate the passage the Dancing Star of Otota makes across the skies. He knows not when his wandering will end, or if it even will at all, but is more than happy to stick with the Pilgrim's Caravan for as long as it stops his feet from itching.
Skills, Strengths and Weaknesses, and Tools: As an open and gleeful follower of Otota, Malleck is expected to be able to bring cheer wherever he wanders. to this end, he has immersed himself in the entertaining arts- music, singing, storytelling and dance. He can work his magic with only a willing audience, but any instrument is obviously a boon. A not-insignificant part of his memory is dedicated to the countless tales he's heard and repeated across his pilgrimage, but for all this knowledge, he is undoubtably rather 'book dumb.' Coming from an oral culture, Malleck can neither read nor write, and he has neither inclination nor patience to dedicate himself to learning how to do so. He also cannot swim and easily and violently becomes motion sick, preferring to walk if at all possible over sitting in a caravan or boat.
As with most long-time travellers, Malleck can defend himself- after all, he comes from a community of hunters and herdsmen, frequently in conflict, but fighting against other sapients always sat ill with him. It felt wrong- dirty, almost undivine in a way, and so instead he much prefers to laugh off an insult than to take a swing. For self-defence, he prefers anything that can extend his reach and put some distance between himself and his foe- be that a spear, stave or simply a sufficiently long and durable stick. When it comes to magic, Malleck's powers are extremely limited- he is neither a shaman nor wizard- although he practices the Ainok's typical astronomical fortune-telling and can produce a few minor illusions, mend a broken rope or help seal a small cut, anything greater than this is beyond his abilities.
What They Most Want: They'll figure it out at some point!
If They Had a D&D Alignment, It Would Be: Chaotic Good
Three Likes: The sound of laughter, a well-cooked meal, a new story to learn.
Three Dislikes: Gnolls, betraying his trust, being unable to see the stars at night.
Do They Follow Their Heart or Their Mind?: Heart! Part of the job, honestly.
Worst Fear: Forgetting
Favourite Color: All of them!
Most Like The Animal: 'Dog' would be pretty stereotypical, but also wrong. Malleck's more like a songbird of some kind.
Favourite Time of Day: Deepest night- where the stars shine the clearest, and the fire seems that much brighter.
How They Dress: As minimally as possible so other peoples aren't offended. He has fur for a reason.
Favourite Season: The dry season! What do you mean most places don't count a 'wet' and 'dry' season?
What Gods/Spirits/Whatever They Worship (If Any): The Ainoks of the savannah worship the stars- which come into view so brightly and clearly each night when the sun sets. They believe that these stars are each Gods in their own right, and that those born under the light and influence of various celestial bodies are favoured or disfavoured by these Gods. Malleck was born under the light of the so-called 'Dancing Star,' otherwise known as the Goddess Otota. One of the brightest stars in the sky, Otota is also unusual in that it is never stationary, swaying across the sky from night to night. Because of this, Otota holds a special place within the Ainok pantheon as the Goddess of gaiety, enjoyment, fertility, pleasure, and so on and so forth. Malleck considers himself a staunch follower of Otota's light, and it is under her auspex that he travels.
Ainok do not traditionally use last names, as by and large they stay within small familial groups, and even during interactions between groups, misunderstandings are easily avoided. 'Freepaw' is a rough translation of the Ainok term for a wanderer who has willingly left their family, distinguishing Malleck from a banished and disgraced Ainok.
Gadri Abzan
Race, Age, Time in the Caravan: Dwarf, 237 years old, caravaneer for some 70-odd years.
Appearance:
Gadri stands at a squat and broad 4'6", with the powerful muscles and roughened hands of a craftsdwarf. They complete the look with a heavy toolbelt and many of their own crafts dotting their appearance. To accompany this, they usually don a padded and reinforced turban, covering up short-cropped hair. As with all dwarves, they lovingly take care of their beard, which is carefully braided and knotted around silver rings. In the forge they don a thick apron, heavy duty gloves and sturdy boots, which they trade for finer robes and heavy khohl when out and abour.
Many of the intricacies of Dinnin-dwarvish appearance can easily be missed by those who are not used to the desert-dwelling branch of the race, from how they braid their facial hair to the precise location of jewellery and clothing folds. To those in the know, the braiding of their beard and the cut and manufacture of their clothes tell that Gadri is a tetra- a 'third gender' that Dinnin-dwarves recognise, believing some to be closer to the stone that formed the race than others. Additionally, they are clearly not only a craftsman, but one of the rare scriptsmiths, a unique dwarven trade- as evidenced by the words intricately woven across much of their jewellery.
History:
Gadri's story begins in one of the holds of the Great Clans that litter the desert who settle within valleys and crevasses among great mountains in order to minimise the effects of the ancient Covenant made between the Dinnin and their God. The dwarves who lived in these territories were slowly incorporated into the Clans, being neither strictly Dinnin, nor exactly Kaffin, much as the Ainok are.
It was here, as part of Clan Abzan, that Gadri was born. Apprenticed as a smith at a young age, they grew up in the hold, working with steel and flames, directing the kaffin that laboured under the watchful gaze of their betters, and being brought up in all the ways a true dwarf was supposed to behave. Their skill with smithing earned them the attention of a scriptsmith (what other dwarves would consider 'runesmithing,' although using the Dinnin script rather than an indiginous dwarvish one, lending it certain unique attributes.) This was no small thing- becoming a scriptsmith takes a significant portion of a dwarves young life- lasting almost a century, including several decades of their dwarvish adolescence.
Hard, delicate and precise toil forged a dwarf meticulous over details and extremely proficient in their craft, but alas, Gadri was not destined to bring honour to their clan and forge great crafts for the emir. Instead, fate took a different path. As so often happens with the delicate web of politics that make up the Holds, skullduggery and backstabbing reared its ugly head up, and as the mess settled, Gadri's hammer was stained with the blood of a fellow Abzan.
Kinslaying, regardless of reason, is a dire crime within the Holds, and although their skill as a scriptsmith was enough to save their life, Gadri could no longer stay in the holds. The back of their right hand was marked with a heavy brand and they were cast out of the hold.
Of all the groups that make up the Dinnin people, it is the Great Clans who are the best-known by outsiders. Empire-builders, architects and warmongers, they are the most civilised and settled of any of the Dinnin groups. Born not long after the first Dinnin formed the Covenant with the Light-and-Flame, the first of the Great Clans were nothing more than bands of conquered humans who converted to the faith and rose up in the standings of the nomadic desert tribes, but as their numbers grew and their lands became more and more inhospitable, they were forced to leave behind their Baraka brethren, striking out in search of fertile lands.
Large united migrations of these sun-worshipping peoples threatened those who had already been struggling against the mysterious desertification of their realm, and the nascent clans quickly found themselves embroiled in conflict as they tried to settle and grow their population. Clan founders – many of whom were direct descendants of the original Baraka, led their people in a serious of great wars, carving out city-states that would form the basis of the modern Great Clans.
Personality:
Gadri is a dwarf. A rather dwarfish sort of dwarf, although one tinged by their Dinnin faith and life experiences on the road. They abstain from intoxicants (other than coffee and nutmeg, both of which are rare to encounter on the road,) dedicate themselves to their craft, and are generally rather taciturn and stoic. Despite this, they've travelled with the caravan and had a long enough life to be a valuable source of information.
As any craftsdwarf ought to, Gadri is protective of the unique skills that their species have developed, but eager to share the fundementals of working with steel and silver. When in the forge they are strict, serious and focused, expecting orders to be followed quickly and correctly, and harsh on those that dissapoint them, although they'd argue this is the best way to learn.
Motivation: An exile from their people, Gadri has no real home to turn to. For them, the almost seventy years they've spent within the caravan makes it as good as their home. One day, perhaps, they would like to wash the blood from their hands and return to their homeland... But until that day comes, they serve as the caravan's premiere smith and metalworker.
Skills, Strengths and Weaknesses, and Tools:
A dwarven smith is always in high demand no matter where they go, and Gadri happily serves as the Caravan's main arificer. Most of the time, this is little more than mending wagons or repairing old tools, but they also tinker with some of the metals purchased along the road, turning them into new crafts that can fetch a higher profit than just their base ingredients. In addition, they take great pride in maintaining any weapons or armour entrusted to them, and those willing to pay the dwarf's (sometimes extortionate) fees can find themselves with some truly beautiful pieces of art. In order to facilitate this work, Gadri's wagon has been extensively personalised and customised to turn it into a true rolling smithy, able to be set up and taken down in only a few hours, less if others assist them with it.
Even with all this though, Gadri is still falliable. Most obviously is their position as an exile - something they've kept carefully disguised from all but a tiny minority among the caravan. Then there is the natural peccadillos of dwarves - slow over long distances (but natural sprinters) water-averse and prone to nurture grudges for decades.
Like all dwarves, Gadri is unusually magically resistant- both to the hostile effects of magic cast upon them, and for the purposes of channeling magic themselves. Dwarves are not immune from magical effects- a fireball still scorches them and some can indeed channel arcane power, but dwarves as a whole have instead developed their own system of bending the immaterial to their will- Scriptsmithing. Known by several other names- runesmithing, glyphcrafting, and so on and so forth, the core of scriptsmithing is the same. With strike of hammer and bloom of flame, dwarves can imbue items, thereafter elevated to 'artifacts' with potent magical power. Each scriptsmith goes through decades of their life training in scriptsmithing- from days as a journeyman apprentice, writing and reciting the words, to a proficient student, capable of wielding the hammer themselves, to finally a fully qualified smith, each hammerblow pulling from sources beyond to fill their crafts with power.
By now, Gadri is a more than competent scriptsmith, capable of forging great artifacts for others, should they have the time and ingredients to do so. The very finest of scriptsmith crafts are made from the legendary 'starmetal,' believed to be leftover fragments of ancient Gods that came before the Light. In its raw form, starmetal is fantastically magically unstable, throwing out wayward energies that sicken and even kill those handling it unprotected- but the dwarves, with their natural resistances, are able to forge and refine it, creating artifacts with a beautiful damascene finish. Fantastically rare, Gadri has only three precious artifacts made from this stuff- their hammer, chisel, and a single ring, each one with its script woven with their own hands.
Scriptsmithing's potential, in the hands of a master smith, is almost unlimited. So long as one knows the words with which to express their intent, a scriptsmith can create anything from wondrous automata to staves capable of stopping a rampaging oliphaunt dead in its tracks. Alas, such a thing requires a dwarf far more ancient and far more competent than Gadri, whose crafts, while still potent, are greatly limited by not only their resources but also their age. One simply does not become a master scriptsmith in a century or two.
What They Most Want: A grand piece of starmetal, to return home.
If They Had a DnD Alignment, It Would Be: True Neutral.
Three Likes: Nutmeg-infused coffee, a roaring forge, a well-made craft.
Three Dislikes: Politics, their beard being mussed, the biting cold.
Do They Follow Their Heart or Their Mind?: Once, their heart. Once.
Worst Fear: Never returning home.
Favorite Color: The damascene sheen of starmetal.
Most Like The Animal: The humble termite. Hardworking, fastidious, and capable of raising crafts that will long outlive themselves.
Favorite Time of Day: The early morning, with a fresh-brewed cup of coffee, and a freshly-awoken forge, a day of work stretching ahead.
How They Dress: Like the merchant that they are.
Favorite Season: Autumn - before the nights become freezing in the desert, but where the midday sun is cool enough to allow forgework.
What Gods/Spirits/Whatevers They Worship (If Any): Although the dwarves of the Dinnin mountains traditionally worshipped their own pantheon, increasingly they've turned to the way of the Covenant, and the faith of the Light-and-Flame.
The Dinnin people are characterised, first and foremost, by their relationship with their patron deity, known as the Light-and-Flame. The Dinnin believe that their God manifests as the sun, and thus set aside time each day for prayers at dawn, midday and dusk… But this connection goes far deeper than merely structured worship. Before there was the Dinnin, the people of the world existed in a state of ignorance and barbarism, having forgotten the truth and power of the Light-and-Flame. Those who would become the Dinnin were a group of desert-dwelling nomads, pushed to the outskirts of inhabitable lands. It was here that they began to rediscover the Light-and-Flame, until eventually they made a great pilgrimage to the Jabal Ilah, the most sacred of mountains, and the Light-and-Flame spoke to them.
It offered them a Covenant – their souls would be indelibly marked by their God, and they would forever need to worship none but it. In exchange, they would be gifted new forms and new powers, and the people forced to the margins would once again rise triumphant. Those that accepted became the first of the Baraka, made righteous and true. These forms were scaled and cool, to resist the desert heat better. Their legs were changed to tails, to scale the dunes and clamber across the rocks quicker, and they were granted swiftness, strength, and wisdom. Those that rejected the offer were marked as ‘Kaffin,’ and driven out by the Baraka. But the Covenant had other effects than merely creating the Baraka. The searing of Dinnin souls granted them a fragment of the Light-and-Flame’s unrestrained power, and wherever a large group of Dinnin settled, the deserts would soon follow with them. As the Dinnin expanded, fertile plains began to dry out, riverbeds became sunbitten dirt and green grass wilted replaced by blowing sand. The only thing that seems to restrain this desertification is major geographical barriers – oceans and mountains in particular.
Madame Morvanne
Race, Age, Time in the Caravan: A human of 32. Or so she thinks at least. A pilgrim within the caravan for four years.
Appearance: A tall, slender, willowy woman, who looks as if a stiff breeze would cart her up into the air and carry her away, into places unknown. The good madame has long locks of flowing, wispy flaxen hair kept neatly tucked inside a full set of modest bonnets, a milky complexion and pale eyes that can never quite decide if they should be blue, grey or green, depending on the condition of light or shadow forces beyond the day or how wide her pupils are.
Her clothing is common for Trist burghers – warm colours, good hearty fabric like wool and linen, with minimal but present details. In other words, clothes of good quality and pleasant make, but not overly expensive, accented with well-made but unexceptional jewellery. She does have more practical garbs for hard treks or blending into foreign cities, but much prefers her comfortable homely wares. In Trist, makeup is considered the purview of either the very wealthy or ladies of the night and she’d be horrified at the implications should someone suggest she should be wearing it.
Trist is an old, forgetful land, somewhere to the west and somewhere to the north, not terribly far from the Old Marshes. It is a land of stone, earth, and bones, tilled and toiled upon by peasants, ridden hard upon by nobles, and settled extensively by wave after wave of migrant, invader and coloniser. Out in the oldest of its places, villages that once proudly stood for generations have been covered by the silt of time, and in their place are barrows and tombs... Yet in its beating heart stand proud citadels of heavy stone and sloped roofs, gutters near-overspilling from the rain that frequently drizzles down.
The earth of Trist is fertile and rich, fine fodder for the peasant folk to divide into hedgerow-split fields or to allow sheep and cattle to ramble over. Although few would call it the most blessed place on Alwyne, only a fool would deny that the people of Trist feast more often than they experience famine.
This was the land where Madame Morvanne was born to, as wind and rain crashed against sturdy stone walls, where the cries of her mother were drowned out by the crack of lightning and boom of thunder. She had a first name, once, of that she is sure, but she has found that whatever it was has become quite superfluous now.
In fact, many things about Madame Morvanne have turned out to be quite irrelevant over the years. Even to herself, her life is a patchwork thing, stitched together from threads of recollection around memories who have found new uses. Yet just because she does not remember them does not mean they never happened.
A child to a family of burghers - those who learn crafts like the peasantry yet live behind high stone walls, she was raised to be a lady-in-waiting, as it is the custom in Trist for wealthy women to have a learned assistant to help with managing their house in ways mere servants cannot. She learned to read, to write, to stitch together flesh so a doctor might not be needed, to count coins and tighten a purse, and to dress and undress another faster than they could do so themselves.
She was apprenticed to a family of minor nobility, but she quickly learnt that little was well within her new home. Her mistress was a weak-willed woman and she had a husband who used this against her and the rest of his household, heavy with his hand, harsh with his tongue, and prone to strong wine that made him all the worse for it. Morvanne learnt quickly that the one place her master rarely bothered to tread was the library of the house - a marvellous thing, but left neglected in the basement, where it secrets had been forgotten beneath the slowly gathering dust.
As she spent her time down there, blowing away cobwebs and parting parchment that had not seen candlelight in far too long, she began to read of things that perhaps ought to have been forgotten. She read of the Sun, and the splendour it once had. She learnt of the Flame, the Tenfold Essences of the soul, of how autumn did not lead to winter, but instead the Silence, and then she learnt of the Threshold, and she began to understand enough.
One day, her mistress noticed that she had not seen the young madame Morvanne around for an unusual while. Nor had her servants, and the master of the house could not remember a young woman by the surname Morvanne having ever worked at their estate before. Soon enough, the servants could no longer remember a madame Morvanne either. When the master of the house passed away - a tragedy for a sleeping sickness to strike like that, it truly was, all memories of Morvanne had left the house entirely, along with the quiet library buried in the earth.
But not all are as susceptible to such things as unwitting nobles, and not all are pleased by the twisting of shoulds and should-nots. Among Trist's people are those wise to the ways of ancient memories, and Movanne, with no tutor to guide her beyond the books, was not terribly apt at disguising the profession in which she found herself. When Wych-Finders came to her new abode she was forced to flee, and then flee again, until at last she realised that, for now, Trist was unsafe for her to say in. The Pilgrim's Caravan came at an apt time to allow her to quietly slip away, but she knew more than most that Trist is an old, forgetful land. She will return there, one day. Of this she is certain.
Personality: The good Madame is a quiet, studious sort, who tends to travel alongside unusual companions wherever she can - the more unusual the better. She is the sort to listen, long and hard, the kind of listening that can rarely be feigned and she seems to take great and legitimate interest in the things that others have to say. She is fond of books and tea, of long strolls to nowhere in particular, of the houseplants she tends to in her wagon and in the careful sorting of the many curiosities and knick-knacks she has accumulated. In short, she is a regular homebody, except one whose home now rolls along the road.
Motivation: If she had her way, Morvanne would be back in Trist, sat beside a small hearth in a pleasant house nestled firmly behind a set of thick walls. Perhaps she would even have a husband and let herself grow heavy with child, but above all she would have her library. Until Trist has forgotten her, she works on this last objective most of all. At every stop along the journey, and indeed between stops as well she goes about, gathering literature, cataloguing it and then, most of the time, selling it or gifting it onwards. Most of the caravan probably knows her best as a book merchant and librarian, which suits her just fine.
Skills, Strengths and Weaknesses, and Tools: Morvanne is an occultist - but mind how you refer to such a thing around her, because to Madame Morvanne, the 'occult' is not the domain of fussy old fellows in Hermetic Lodges or tentacle-wielding scholars muttering at skulls. Her practices are easy to miss. She does not read the cards or cast the bones, nor do her spells pour forth darkness or sunder skin from bone. She reads, and she writes, and things that oughtn't ought, and things that ought oughtn't and peculiar bargains lead to peculiar happenstance.
In plain English, Morvanne is a spellcaster dedicated to the various powers who those in the know refer to as the Oblitarchy, and the Tenfold Essences that Obliturges categorise. Morvanne in particular found herself predisposed to the Oblitarch known as the Threshold, associated with the essence of Hypist. This is the essence of the sleeping mind - where experiences become memory and memory engrained, and thus the Threshold is a peculiar thing - gifting and taking away knowledge in equal parts, and reigning over all that has been murmured in twilight.
Because of this, Morvanne is unusually well-educated considering her age in matters both of and not of this world, but this comes with it not only a forgetfulness of her own past, but also with remembering things that are not true, at least not within this Time. Outside of the Threshold, she also dabbles in the essences of Syis and Senopy: Change and Silence. Her lucky escapes and the sudden sickness that took her employer have not been entirely happenstance or accident.
To call upon these powers Morvanne must conduct rituals: long-winded things requiring careful preparation, the right ingredients, and potentially hours of tongue-twisting work to complete. Calling upon an essence requires items, people, times or places strong in that essence: A bloody knife for Ravume, a lover’s assistance for Percus or the deep midwinter for Senopy. For more complex rituals other, occasionally conflicting essences must be called upon and the more powerful the ritual, the more intense the essences going into it must be. A small Hypist ritual might only require twilight, but for the greater rituals… Well, a city on wheels is rather liminal, is it not?
The ‘Gods Before Gods,’ the Oblitarchy are a lost pantheon of deities who have, according to their believers, existed before anything else. Before there was Alwyne there were two of them: The Nowhere and The Glory, consisting of existence and everything outside of it, locked in an eternal dance which neither could overcome. The Nothing however, begot The Sunderer, and living up to their name they slew The The Glory and usurped The Nowhere, and from this calamitous beginning, all other Oblitarchs would rise, each one domineering an aspect of the mortal world that had formed with their struggles.
The Ten Oblitarchs and their Essences are typically depicted around a ten-pointed star, showing their relation to the other Oblitarchs. Clockwise, from the top:
The Sun Divided is the truest form of the slain Glory, heading the triarchy known as the Gods ex Solari. It is the rising sun – a peerless, wrathful, and unforgiving deity that seeks to bring forth the hours of The Glory once again and to gather all other essences within itself, to remake the universe as it once was. Its essence is Ejas, and it consists of the waking mind – higher intelligence, the drive of knowledge for knowledge’s sake, and the unrelenting progress of mortals.
The Chalice is the second of the Gods ex Solari: Once the warmth and comfort of the sun that nurtured life, the Chalice still holds that benevolent spirit. Its essence, Prist, is the only of the ten essences that can be physically touched, for it consists of the physical body – bones, muscle, sinew and blood.
The Threshold heads the diarchy of the Gods Obsucras. The Threshold is twilight – it is soft and dimly lit, existing between day and night, and holds dominion over all that is liminal. Its essence is Hypist, and where Ejas is the waking mind, Hypist is the dreaming mind. It is a master of irrationality and illogic. It holds memories and recognition, half-truths and lies, and shares freely, although not without cost.
The Prism is the other of the Gods Obscuras and one of the more esoteric of an already esoteric lot. Shunning one form, the Prism is ever-changing and ever-formless, refusing to be neatly categorised or pinned down. Much like itself, its essence, Syis, is the constant drive for change and evolution, although it cares little for the direction that this change takes.
The Nowhere is the oldest of the Gods ex Nihi, and is the only of the Oblitarchs to have lasted unchanged from the dawn of nothingness. If the Oblitarchs can indeed dwell in our reality, The Nowhere holds itself somewhere far beyond the comfort of Alwyn, out in the unforgiving darkness where nothing dwells and nothing can ever dwell. It exists in contrary to anything else, and has created only once – its greatest mistake. The Nowhere’s essence is Nihi, and it is true illogicality. Things which must not be known and cannot be known, places where life itself has been banished, never to return, - these are where Nihi is strongest. Those few mortals brave enough to try to master Nihi are known as apocalypsists and almost inevitably meet untimely demises.
The Sunderer heads the Gods ex Nihi, having overthrown its parent and shattered the Glory. It measures itself not on its own merits, but on how effectively it contrasts the Sun Divided, the pair locked in eternal enmity just as the Glory and the Nowhere once were, long ago. The Sunderer’s essence is Ravume, and although often categorised as nothing more than hatred, jealousy, ego and anarchic rage, is far more about contest and competition, thriving where there is conflict, and quick to raise a blade when offended or challenged.
The Silence is an oft-forgotten member of the Gods ex Nihi, which is ironic, for it is the ultimate fate of all mortal life. The Silence reigns in the ice of deepest winter, at the bottom of the darkest caves and in the endless abyss deep beneath the ocean’s surface. Its essence, Senopy, is the quiet death that comes to all mortals not slain in piques of Ravume – old age, sickness, cancer and frailty, those things that linger deep within the bones of mortals that comes out one day to claim them – this is Senopy.
The Constant is the lesser of the diarchy known as the Gods Exertus, and is as much a contrast of the Prism as the Sunderer is the Sun Divided. It not static, but instead driving ever-forward, an unrelenting force that refuses to allow others to slow or divert it. Its essence, Effiv, is willpower and fortitude, and sheer dogged determination – the drive to climb the highest peaks and cross the deepest valleys for no other reason than that they are there, and therefore should be conquered.
The Flame heads the diarchy of the Gods Exertus, and is one of the most intimately mortal of all the Oblitarchs. The Flame is ingenuity and skill, progress not for progress’ sake, but for improvement and inspiration. Its essence, Emiv, was there when mortalkind first learnt to make sparks to tame the flames, and has been there for every subsequent step of the way. It is technology, learned skills and craftwork, and it will only grow stronger.
The Delight is the last of the Gods Ex Solari, and is the rawest form of the Glory – its explosive force, its pulsing rhythm, its undulating colours. Its essence, Percus, is lust and gluttony, sloth and pride, but also delight, love, happiness and all the other of the myriad emotions that swell a mortal’s heart.
Possessions: Morvanne’s Wagon: A comfortable and cozy construction, Morvanne’s wagon is carved from hardy oak and stuffed with all manner of scrolls, books, trinkets and of course, plenty of tea. It even has its own sleeping area so she does not need to pitch a tent every night.
Unending Odds-And-Ends: Although Morvanne is best known for her trading of books and scrolls, she is also a well-known oddities merchant. Family heirlooms, archaeological artifacts, coins from dead kingdoms and sometimes genuine magical items are all collected and categorized. Most of these she sells on, but some she keeps, and puts away for her own uses.
An Ancient Whisper: It is said that once upon a time there was a winter that refused to end. At the ends of Alwyne, where the temperature never goes above freezing, there is water that has never known a form other than ice. Now it refuses to melt even when thrown into fire. A gemstone-sized piece of this ancient whisper resides in a small dish atop Morvanne’s hearth.
A Bell-Jar of Moths: On hazy nights, when the sky is dark and the air is fresh and clear, moths are irresistibly drawn to the small drop of incense left at the bottom of the bell jar. They always find their way home, in the end.
A Hand of Glory: Stolen from a gibbet, prepared in a mixture of nitre, salt, ashes and incense, dried in the days where the red star hangs low in the sky, hung from an oak tree to see three nights, then impaled to a temple to a false deity for a day. It takes a ritual to make such a powerful tool.
A Conclave of Candles: Each one embraced in its own case, each one a different peculiar colour. They smell of old books and fresh blood, of newly minted coins and fresh flowers. Morvanne lights them sparingly and always burns them to completion when she does.
A Lethey Concoction: Anaesthetic and amnesiac both, the waters of the Lethe are found best in one’s deepest slumber. Only a drop must be stolen from a dream to brew a full pot of sweet-smelling oblivion.
An Ironwood Wand: Not all Morvanne’s tools are connected to the Oblitarchy – some would be common to any studious spellcaster. Ironwood is known for its strength and sturdiness, and makes perfectly functional, if unimpressive wands. This one has been imprinted with a simple force spell, suitable for bowling down foes, blowing heavy objects about and helping shift a stuck wagon from a rut. It serves as Morvanne’s main defensive option should she be accosted.
An Unending Ledger: Average to look at, this plain leatherbound ledger holds a peculiar trait to it: perhaps an enchanter’s first project or an attempt at a truly endless book that ended poorly. Once the last page of the ledger is filled up the first page will lose its ink, allowing for one to write over ancient transactions with fresh ones. Very convenient for a woman like Morvanne.
What They Most Want: Secrets, Safety, Eternity
If They Had a DnD Alignment, It Would Be: True Neutral
Three Likes: A fresh set of tea samples, a well-loved tome, a lost secret rediscovered.
Three Dislikes: Uninvited guests, being left out of the loop, unfortunate reminders.
Do They Follow Their Heart or Their Mind?: Mind. One cannot blindly follow their heart in her field of study – it never ends well.
Worst Fear: In her darkest dreams, where the line between The Threshold and The Nothing are too blurred, she sees an unlit pyre, surrounded by high-collared hunters with manacles at their waists and torches in hand.
Favorite Color: Isn’t it obvious by now?
Most Like The Animal: Perhaps a little stereotypical for someone as fond of books as she is, but an owl suits Morvanne quite nicely. She is quiet, wise, and does all her greatest work under the cover of darkness.
Favorite Time of Day: Twilight. How They Dress: See appearance. Favorite Season: She should like Winter the most, as it’s very easy to weave with Senopy when snow lies heavy on the ground, but in reality she’s particularly fond of early autumn. What Gods/Spirits/Whatevers They Worship (If Any): Cough
Appearance: Jason is tall and lean, standing at exactly six feet tall. He does a lot of time doing physical labor on his family’s farm, and while he is not as big as his dad is, he still has a slender build with defined muscles that he is proud to show off. He spends plenty of time out in the sun, and thus has a tanned skin complexion. He has a boyish face, though he still possesses a firm jaw. He has a small nose, and large, expressive almond shaped eyes, which are a bright electric blue color. He has short dirty blonde hair which is always a mess, and frankly he likes it that way.
He dresses fairly simply. His family isn’t rich, so they don’t have nice clothes. Besides, fancy outfits are impractical for farmers anyway. To be honest, he spends most of his time shirtless. He’s seen books with pictures of how mages dress, and adapted the style to suit his own tastes. He wears a sleeveless light blue hooded cloak. He leaves it open all the time revealing his chest and abs. As bottoms he wears a pair of matching blue pants, that are held up by a beige belt. As footwear he wears a pair of sturdy beige boots that are comfortable to walk around and work in.
History: Jason was born into an average family. The family worked on a farm. His father did all the physical labor that running a farm involves, his mother sold the stuff they produced on the farm at the market as well as ran the home, and Jason and his twin brother, William were expected to help out around the farm. They lived a fairly average life. Jason and his twin brother were very close. The two played together all the time, and got along great. They rarely fought, and when they did have a disagreement, they made up fairly quickly. Jason’s parents hated magic. They believed that relying on a dangerous and unpredictable force could lead to nothing but trouble. For a while, the brothers shared those feelings.
One day, while the boys were playing one day, away from the eyes of their parents. In their playing, William got hurt. He tried diving into a lake, and ended up cutting himself on a rock. Jason panicked. His brother was hurt, he had no idea how to make him not hurt anymore, and more importantly he didn’t want to have to tell his parents that his sibling got hurt on his watch. Fortunately for them, an older gentleman happened to be passing through. He saw what happened, and helped out. The man was a doctor. He used mysterious magic and his own medical knowledge to fix the boy right up. After that, the boy’s opinions on magic changed.
Life continued on after that, but now something was different. Now Jason was fascinated with magic. It had saved his brother, and now he was curious about what other things it could do. Whenever he had free time away from doing farm chores, Jason did all he could to learn about magic. He read every book on the subject he could get his hands on, and at night would practice spells. He wanted to learn the mysterious magic that man used, but at some point discovered he had more of an affinity for lightning magic, and soon changed course. He wasn’t sure what he was going to do with this power, but it was still cool all the same.
At some point, William left to go on his own journey. He wanted to become a knight, and help out his country. Jason stayed behind to help out on the farm. For a while the brothers exchanged letters. Then, the communication stopped. Now, Jason is going on an adventure to find out what happened to his brother, and possibly learn more about magic in the process.
Personality: Jason is a farmer. He is often seen selling stuff at the local market, and does plenty of work on his family’s farm. He actually doesn’t hate farm work. It’s exhausting work yes, but at the end of the day there is nothing more satisfying than a job well done.
Jason has a fascination with magic. He greatly appreciates good displays of magical power. It started as a curiosity about the subject. Ever since the disappearance of his brother, grew into a desire to gain power for his own needs.
Jason is brave, daring, and extremely determined. He can be very impatient, wanting to get stuff done as soon as possible. As such, he will often charge straight into danger, and often prefers to zap first and ask questions later. As such, he can be reckless and get himself into danger if he thinks he is right. Jason is also very blunt. He says exactly what he thinks no matter who he hurts. He lacks patience for people he deems to be slow.
Jason can be very stubborn, and it’s difficult to get him to admit when he’s wrong about something. He can also be hostile to people who have different opinions than him. He doesn’t like to accept help for things he knows he can do on his own. He’s confident in his own skills, and believes he can handle his own problems himself. The upside to this though, he doesn’t give up easily when things get hard. He also has no problems giving help to others when they need it.
Motivation: 3 things. To find out what happened to his brother, Learn more about magic, and find his own adventure.
Skills, Strengths and Weaknesses, and Tools: Lightning Magic: Jason has an affinity for Lightning magic. He can summon lightning for various purposes. Including shooting electricity out of his hands, and delivering lightning punches. That’s pretty much the extent of his magic.
Farmer Skills: Jason is familar with all the ins and outs of running a farm. Planting and tending to crops, raising livestock, etc.
Cooking: Jason has learned how to prepare the food he grows on the farm.
Hoe: When magic doesn’t work, Jason whacks enemies with his trusty farming hoe. Not as potent as an actual weapon, but it does hurt!
Knossos is a man who was born to a small village family in the humble farming village of Aktí within the Kingdom of Ordos, a coastal nation with a large eastern coastline and access to the sea since seemingly time immemorial. A kingdom that had little access to the outside by land, save for a pair of crucial northern and western mountain passes respectively dubbed the "Chióni" (Greek for "ice", aka the 'northern pass' out from the nation's northern border) and the "Fiume" (Italian for "river", named such due to the great river flowing alongside the pass down a steep cliff as one passes through it), it had been in the middle of various issues or conflicts over the years as well as notably involved at sea. Yet even with having the sea so accessible, the growing of crops and rearing of livestock was still very much important. Indeed, this would be the task the family of young Knossos had taken up for many generations within the inner land region of the kingdom proper.
At birth Knossos's surname, as was his family's already, continued on in the same old local tradition of one's surname being taken from the work and job they had. A simple enough matter, as it were, for the region and culture in which he lived. Meanwhile, Knossos' first name was actually somewhat abnormal for common folk.
Whilst the first names of children would originate from anything ranging from figures in legend, to places they were born, to those who the family or parents wished to honor in their lives or pay respects to, and so forth, trends in this naming structure trended toward certain lines of things depending on one's place and status of birth. Farmers and Woodcutters and such would usually use more land and terrain-focused names, whilst those such as scholars and magic users might get names based on famous authors or constellations or other phenomena that sounded fancy and sophisticated to use as a name, etc. So in this vein Knossos' own name was something of an oddity, only chosen when a passing magic scholar was hosted by the family on a journey to the north and assisted in his birth when one of the local midwives or the village doctor would not be able to make it in time.
So grateful were Knossos' parents for the help that the traveling magic scholar was given the chance to name him out of respect. No small honor to be sure, no matter one's class! Thus the newborn was named for the constellation locals called 'Knossos', which looked like a king sitting on a throne, named for the great and wise legendary king who once ruled the region in legend. Though the last of said king’s bloodline had long been assimilated by successors who conquered the area later on, forming the “Kingdom of Ordos” itself that still ruled the land even by the time Knossos was born.
With all of this in mind, Knossos still simply seemed poised merely to inherit the family farm and land in life. He had nothing going for him otherwise, and while pushed to learn to till the land and learn how it worked he still seemed to feel a restlessness within him from a young age. Indeed his young mind would wander to things greater than himself and the old stories of kings and legends long gone, and his parents were often sore with him or given myriad headaches simply trying to deal with him at times. In the end they would not need to worry in perhaps the worst of ways, however, as the new ‘village doctor’ assigned to the village by the crown when Knossos was just five would begin to influence the boy in a different direction.
Secretly a member of a cult dedicated to an alien being from a far-flung dimension/plane dubbed "iL'Thris the Deep Lord". Said cult would influence and draw in the young Knossos (among others) until he was ten, after which he in particular had his death faked in the nearby woods before being spirited off to the cult’s epicenter in the now-former capital of the Kingdom of Ordos proper (Cretia). Here the cult prepared him more rigorously for adulthood and joining their higher ranks, until eventually by the age of twenty one Knossos had grown to become somewhat of a rather adept learner. He had learned all the magic of the cult that he could absorb (acquired from iL'Thris), and reached the upper ranks of the cult as its youngest member. As was fitting for one of his new higher-up station within the cult’s ranks, if not unique to it, he would then be infused with part of the very flesh of iL'Thris as other upper-ranks had received as a ‘gift’ as well before him. All likewise seemed to be going according to plan, though, at least until the time when the long-foretold "Day of Summoning" came along.
The ritual kicked off, and disaster came, but a brave band of heroes formed in those days before the ritual (due to being affected by the cult in one way or another) and began to rise up to combat the cult most heartily as soon as things hit the fan. Not seen as a big threat before, these heroes received the blessings of the local gods and gathered resistance forces together under one banner to inspire and act as their spearhead before destroying the cult in a climactic final battle within the ruins of Cretia. Neighbors of the Kingdom of Ordos had even been about to send in reinforcements to take local lands under the justification of containing the threat, though with the passing of the threat it would lead to other issues in the following decades.
In the end, the leading hero of the group of heroes married the kingdom's princess, who was about his age, after having saved her from being trapped in a magic crystal deep within the ruins of the former royal castle. Such was the reward the old king, whose sons had been lost to the cult’s ritual and ensuing chaos, gave to the younger man in order to establish a successor of sorts. A heroic and popular one at that. Among the scant few people of the cult who managed to escape the bloody final battle somehow, all of such being able to be counted on one hand at the very most, Knossos sought to flee the land rather than stay around for the following years likewise bloody purges of cult sympathizers and members from within the kingdom’s lands the general population was rallied around. Somehow, despite the odds, the man would escape the kingdom’s borders.…and did so questioning everything he had ever known. He had lived and survived another day, but everyone else he’d known and grown up around since being taken to Cretia hadn’t.
But what of the enlightenment the cult had promised? What of the power, the truth, everything? Something like the cult, yes, it had to be true. But if this route to truth did not manifest for them, perhaps the next would? Yes! Another had to work! It had to. There was no other way, it was all he'd ever known. So he would have to find another route! Yes! Truth itself lied beyond the veil of any of this, it had to, and he would find it for the benefit of all this time! He couldn’t give up yet!
Thus Knossos would desperately claw his way to a land far away from his own, that being of the desert Kingdom of Khamsin in the vast and expensive Khamsin Desert. Here a new cult was found by Knossos several years later, being a group dedicating themselves to an Ancient Great Demon Lord named Ashtara who sought to take the region and transform it into a microcosm of where she had come from: A ravaged, dark, horrid demonic plane of sorts that she promised to her followers would be a paradise. A paradise free of struggle, war, and turmoil. Nothing but the best pleasures of life and beyond, and for all eternity. Despite his former affiliation, he did join the cult and manage to rise the ranks to an extent once more as he pursued things with a new zeal for years to come.
From Ashtara, he as well as other mid-rank members would be granted to drink some of her blood to receive part of her power and gain new magics. Meanwhile the higher-ups were turned into mostly demons themselves by also being merged with her flesh. Conjuring/summoning demons, making use of curses, casting red energy attacks of tainted demonic magical energy, and conducting blood rituals would become the things Knossos found he could do using this new 'gift'. Things again seemed to be going on the right track, and if lucky the man felt he could finally manage to see the sort of ‘paradise’ he had been promised for so long. Finally, maybe, the dreams of the sleeping dead could finally be achieved somewhere in the world.
Yet it would be when this cult tried to rise up and cast their big 'summoning ritual' to bring forth their patron that things would eventually turn. Having been stirring up more and more active and open trouble in the desert kingdom leading up to the ritual itself, the local lords and ruler had brought in their own forces to deal with a conflict on the southern border to avoid an attempted annexation of part of its territory…..in that vein, not many were left to help keep order. Thus some adventurers, and even mercenaries, would be hired on to try to help quell the trouble and help with local monster issues as the area dealt with its other major problem simultaneously. Indeed, among these hired swords a plucky band of mixed-bag-mercenaries-turned-good-guy-heroes would eventually stand out among them in rising up to help lead the charge against the cult as it tried to summon its ‘goddess’ into the mortal plane. Barely manifesting an arm of their patron at most to try to crush the heroes, and unable to complete it despite sowing chaos around the ancient ruins the cult had set up in out in the desert, it became clear this cult too was going to lose. Ashtara could see the writing on the wall, and merely withdrew after it was clear the cult could not keep it up, dragging the higher-ups who had been bonded to her flesh and most of the surviving mid-level hierarchy away into her home plane as ‘reparations’ for her failed summoning and leaving the rest of them (Knossos among them) to die or the like without a care in the world for them afterward.
Those living members left behind by Ashtara’s cult, Knossos included, were pursued and killed and slain and put to the sword as they scattered to the four winds. Knossos was only thirty five years old at the time, and barely scraped through the desert with his life before collapsing at an oasis. From here, he would subsist for several months before fleeing the desert altogether by hitching a ride with an outbound but small merchant caravan after hiding or storing away his old cultish clothing and gear. Yet it was also here he began to waver once more, leaning more into desperation to find ‘something that mattered’ and see it through. Two cults were all he had known, and there had to be something….anything to prove that everything he had learned and come to know wasn’t a lie. That such a method to bring peace and paradise to the world was worth it, that it was true, that it meant something! He just had to look again. Such a thing seemed so incredibly rare to run into, so hard to find, and yet he had to just look for the signs. The threads. The traces of something that he could use to find another home, one that perhaps this time he could help ensure would succeed this time.
His journeys would bring him to a land far in the northern hemisphere, farther north than he'd ever been in his life before, to a place filled with verdant pine forests and icy pale wastes that could easily kill one who didn’t come prepared. It was here Knossos came across a group seeking the power of an ancient civilization called the Vilkyn, a grand civilization that had once owned the whole of this particular continent’s far northern reaches and taken tribute from places even far away due to their might. A series of disasters, internal and external and manmade and natural alike, had brought the Vilkyn down into ruin eventually. Yet within those taboo ruins of their, as those peoples who had moved into the area in the passing centuries to live there had deemed them to be, a new operation had been set up by a noble from a nearby kingdom to the east.
Having gotten ahold of some old Vilkyn old records, said noble (whose territory was on the border with this area) discovered there was something of great value that lied where the civilization’s old capitol had once been. He had funded an expedition, began skimming money to help fund it in part, and brought in materials and ‘experts’ to help him seek it out. Knossos, as it were, had a sort of expertise that the noble desired before hiring him on. Even so the operation itself became more and more cult-like over the years despite how it had been set up at first, this being mostly due to the promises of power and eternal life that the ancient Vilkyn ruins and texts promised to grant and showed great promise for. This in and of itself was learned more about as the operation dug up Vilkyn ruins and texts on the occult arts they’d clung to and made use of in their heyday. The use of necromancy had a fine art for them, putting the risen undead to use, alongside their creation and implementation of peculiar magic constructs making use of ‘crystallized mana gems’. Said ‘gems’ were a unique creation of the Vilkyn, solidifying mana itself and shaping it into abnormally ‘mana-dense’ gems that could be used to power a wide array of devices depending on their form. In fact, these occult power sources seemed to almost be ‘alive’ as they doubled likewise as ‘programmable cores’ to imbue with controls and commands etched into them in some form long-lost magical scrawl and arcane occult scripting. Such magic was far from a standard magical practice, or had yet to be developed anywhere else or adopted by them….and why? None could tell, but those delving into the Vilkyn’s secrets did not pay such heed to the signs in any case.
Having joined on at first as a simple 'expert in obscure magical arts', Knossos would rise in the ranks of the expedition-turning-cult as he eventually became the operation’s resident expert in Vilkyn texts and magic over time. Then as the group became more obsessed and cultic, driven by a desire for power and made promises by the noble of becoming immortal ‘living gods’ now, Knossos would hold back and retain his powerful but key position as he watched on this time from within. He would gain the magical knowledge the group sought in full, at least, before things this time went awry as the operation tried to boot up a ‘eternal life machine’ powered by a vast amount of the race’s trademark ‘gems’ in the ruins of the former Vilkyn capital.
No interruptions. No discovery. And yet it all still went horribly, horribly wrong in the end. What was a machine meant to make the living Vilkyn nobility immortal and maintain that, the machine had been shut down by rebels through damaging it enough during the last civil war that saw the Vilkyn Empire of ancient times finally be destroyed. The noble-led operation-cult would work to restore the device, hoping to bind themselves to it, but upon doing this and activating the machine something different happened than they had expected. Originally the souls of those to be made ‘immortal’ had been imbued into the original ‘gems’ used to power the machine, and the ‘gems’ had been modified to encase their souls as ‘phylacteries’ to root them into the mortal plane. What the group had done was miss that step, and instead repaired it and put in standard-type ‘gems’ they had produced into the machine before activating it once more.
As Knossos discovered this facet of things in his latest research, he ran toward the site of the device below the ground in a hurry-....but was too late to stop the repaired machine’s activation. Having been left to monitor research and operations above-ground while the machine was activated, but having been intimately involved in the repair and restoration of the machine itself, Knossos still hadn’t volunteered to be among the first ‘immortals’ to be created by using it. He wanted to see how things went at first in this case, maybe provide help in case things went awry, etc. Meanwhile those who had assembled to ‘test the machine first’ had decided, right before activating it, to be greedy and not let anyone else become immortal by using it. Rather, they thought to kill all above the ground and live as immortal kings and queens over a vast realm of undead. At the same time, the machine had no proper vessel for the souls of those who had newly bound themselves to it….and it was still bound to many of those former Vilkyn nobility who were long dead by now as well.
Knossos arrived to witness those using the machine, the noble included, have their souls sucked out and sent to the afterlife after having nowhere to go. Meanwhile the bodies of these people were left as walking, lifelike-looking immortal undead without minds of their own. Likewise, all across the northern wastes and former Vilkyn ruins, former Vilkyn nobility would ‘rise’ in a way not intended by the machine when it had been originally created. Their bodies were recreated as rotted, angry, and wandering undead whose souls were trapped hopelessly still in the remaining original ‘gems’ of the machine and who bodies were magically-infused and even stronger ancient undead who clung to the ruins or even wandered the open frozen wastes (where ruins did not remain anymore, but where they’d died anyway) to kill any unsuspecting fools who sought to travel off of the beaten path. It was as much as Knossos could do to try to evacuate the remaining cultists above, and then grab and bag all the information on the Vilkyn the cult/operation had before things went wrong.
Soon after, royal forces from the nearby kingdom arrived hoping to arrest the cult members and take them en-masse and by surprise. Because the kingdom the noble had come from did manage to figure out something was going on…..and the noble’s own son and heir had helped them to boot behind the scenes. Instead they captured or killed fleeing cultists, though, the force (including the noble’s son and the kingdom’s crown prince at their helm) would be forced to retreat from the area as the undead appeared before them and around them seemingly out of the blue. From these people Knossos would manage to flee in the opposite direction, albeit not intentionally as much as having done so by sheer chance, managing to escape into the icy freezing cold with what little he had and the clothes on his back once more. Again. For the seemingly impossible third time in his life.
Even so, the thrice-over cultist would only get so far. Through weather and struggle, constantly-returning undead and lack of resources, he would push through until he collapsed on the ground a bit after he entered the first bit of greenery his by-then frostbitten and starving and very weakened body managed to come across. Being near a forest path to the far southwest, away from where the group had finally set up at the old Vilkyn capital's ruins at least, as infused occult flesh and magical power sought to keep him alive somehow. Yet where he was wasn’t really the most used route either. It was well-trod, but as of recent years had seen little traffic at all. Someone collapsed off in a bush just a bit off the side of the road had little to no chances at being found, much less find help. It was thus here that his vision blurred, his wounds continued to worsen, and he would pass out expecting to finally die.
His resolve to find 'truth' in the only way he'd known how, so indoctrinated into it he had become blind, would too finally break as his body seemingly did. Truth? He sought truth, but this path was not it. This way was not the one. None of them had been, in the end, anything but misery and death and woe. And what had he done? Run about seeking all of this like a fool for decades of life? He, a fifty-four year old idiot and murderer and thrice-former cultist, was going to die and be damned for it. He would not see the power of the Deep Lord transform a kingdom into an oceanic utopia of peace. He would not see a glorious paradise of another plane form around him as Ashtara had promised. He would not see the common man gain immortality and power and riches and glory either, as promised by the third and final cult (actually operation-turned-cult) he'd joined. Nothing. And so as he felt himself drift, the aging man would scoff at himself and allow himself to drift away.
….But this was not to be his fate, it seemed.
Waking up, the man found himself in peasant’s clothes and lying in a warm bed. A warm bed located in a northern town farther to the south than where he’d been, and in particular within a shrine to the local god Drothur (God of Travelers, Merchants, Wanderers, Transients, Homeless, and Foreigners). It was here Knossos’ first reaction was to panic, then manage to relax, and then simply and finally laugh aloud like a madman without a care in the world. Alive. He was alive, still, by some impossibility even he couldn’t help but laugh aloud about in this case.
As it were, a passing cleric of Drothur had found him, the clothes on his back, and his magical satchel containing all his things, and brought him to the shrine for care before giving the unconscious and nearly-dead man a change of clothes and getting him in a warm bed. Walking in with a raised eyebrow and small smile on his face, the cleric who had saved Knossos would come into the room and lean against the doorframe until the other man had calmed back down again. As Knossos soon after seemed to drop into a depressed state, though, the cleric began to speak up in turn to explain things.
This cleric had been guided by a dream to take that road, in particular even seeing the location they had found Knossos in, and had felt the hand of their patron deity upon him. But why? Knossos would wonder this and ask as he was forced to heal up for some time at the shrine, talking about everything to the cleric as he tended to him personally after that point. The same cleric who had helped him would leave, returning to travel as was their calling to do again, but would leave him with a parting message when he asked one last time the question that burned so brightly in his mind: "Why?" "Why save me? Why would even a deity care for me despite all the things I've done?". The cleric merely responded, with a smile, that-
"My lord Drothur saw fit to save you, and frankly so did I even after looking into your things. Drothur is a god of travel, and you sir are not yet done with your travels it seems. Most do not survive the sort of life you seem to have led, and yet you are still here and thus it is a sign of my lord’s will I take it. I could never leave a traveler by the wayside, left to wither and die, for such is my calling to travel and provide such aid to those in need and clear the roads of evil.
You have come to see your own folly, and the veil of ignorance has come up from your eyes. This is a most precious gift indeed….a second chance. A rebirth. A time to take on another path, to pave a new road, and perhaps use those gifts of yours for a better reason and purpose.
So go forth, oh Knossos! Oh thrice-walker of dreams broken! Go now with my lord's blessing upon you, and see your new path to its very end without regrets! I shall see you there at the very end, my friend, or perhaps we shall meet again before then. Either way, farewell!"
And so the cleric left….and Knossos would as well some days later as well.
The occult-learned man would in the end find himself joining the Pilgrim's Caravan as it was passing through the same region. Claiming to be a hands-on magical scholar of sorts, he would take his occult expertise and magic and skills and set about to make the world a better place in any way he could. He would also seek to gather knowledge along the way to this end, to keep it safe, and to keep it hidden from unsafe hands. Not that he could do all of this for free, but the funds went into keeping his trade and business alive from stop to stop if nothing else. Allowed him to help others one way or another, even if it meant taking payment in coin or in gems or frankly in crops if it came down to it for his clients. Etc.
Ultimately on the road, and for the next seventeen years, Knossos would peddle his knowledge to assist others as an 'occult expert'. He would care for those dealing with haunted places or cursed items. He would be hired by nobles to investigate ruins, examine eclectic and rather niche 'magic items' for them, or try to assist with afflictions and issues caused by non-standard magical sources or origins. Such was his purpose. He would even buy up cursed items or such to 'contain' them safely, and for that he gained some reputation of a good but also wary sort. He even assisted areas with more 'zealous' beliefs to investigate certain matters relating to his expertise and skills, if only to work with the law and try to form an amicable relationship with such groups to avoid trouble on his part. At the same time, however, it isn't as if he is without potential to get into trouble due to what he is skilled in dealing with. His skills have been of use to the Pilgrim's Caravan itself at times as well, making him a staple of the last decade and a half in regards to certain matters if nothing else, and yet to date he knows the danger never goes away. The next plot, the next oddity, the next obscure magical issue, the next place that could potentially be where he runs into his past again, whatever it may be...
...but he will see his new chosen path to the end, no matter what!
Personality:
An older man usually of a calm, jovial, or relaxed type of mentality and way he holds himself. Even so, he inherently possesses a sober patience and calm in or outside of his work as well. He is generally well-spoken, and is well-read to a sometimes troubling extent when it comes to his area of expertise, but one won't find him being usually unfriendly to others unless they seriously manage to tap into his anger r get him to really not like them to a notable enough extent. Knossos is very meticulous about his work and frankly passionate and serious about it to boot when it comes down to it. Attempting to snatch anything of his is something he will more than sternly lecture someone else on, at the very least, though he truly loathes those who fumble about with the occult or such things with no regards for their lives or others’. Outside of his work, one can find him willing to share a hot meal or drink with others and even have a laugh and talk and such...or a shoulder to rest on if they need to unload something painful or so forth onto someone else. At his heart children do have a soft spot with him as well, due to what happened to him in his own childhood (or lack thereof to an extent due to what happened in his own childhood), and at his heart he truly is a kind man who seeks to do the best he can in regards to himself and others with nothing but sincerity. Yet it is also that same sincerity that sees his anger and other negative emotions being that much more hot, poignant, and fierce whenever they manage to peek out from behind the veil of his usual demeanor.
Whilst he is not of the mind that he knows everything, he’ll amidst that as bluntly as possible with a laugh if asked, he is still a very much knowledgeable man whose talents go as deep as the years of his life have gone on long.
"What is better? To be born good, or to overcome your evil nature through great effort?"
-Paarthunax, Skyim (2011) ((And this is a quote that IC would be something Knossos would actually think to say to be honest)
Motivation:
To assist others regarding matters of the occult.....in a sense, be a ‘guiding light’ to help them understand or deal with or even avoid danger from such things. De-cursing items, storing away dangerous occult objects/relics, advising or counseling people on how to deal with occult matters, keeping tomes of occult knowledge and scrolls of otherworldly wisdom away from others by taking them himself, etc. Admittedly he does charge for his services, mostly so he can afford to get supplies and materials for his work along the way, though based on the client he has been known to adjust his running prices at certain times based on what the client can actually afford to pay him in the first place.
Likewise in this main goal he gets to travel and see the world, something he’s come to enjoy raiding along with the Caravan over the last decade and a half. Perhaps his goal is also evidence of seeking redemption of some kind for the years of woes and miseries he created or participated in prior, to atone for his once-evil life by seeking to do good with what he knows and can do, though he’d deny such a thing if asked about it or it was implied toward him or such.
Skills/Strengths:
-Occult Expertise (Occult Magic/Occult Knowledge): To be more specific about this area, his whole thing here and in general runs on the premise that even in a world of fantasy and magic and monsters and so forth existing there are ‘outliers’ even within the realm of magic itself. Obscure or unique magical arts/practices, forbidden or frankly taboo spells that were spells developed or discovered, magics tied to beings from abnormal otherworlds mages don't usually or haven't made contact with as a standard practice, socially/culturally unacceptable magical practices/arts, etc, along those lines. This realm of things is where Knossos’ expertise falls into the lines of, though even he admits he doesn’t know everything. How could he? He is just one man. What he does know has come from decades of experience and personal study, both during his cult-joining days and since then afterward, and his travels with the Pilgrim’s Caravan has assisted him in this by exposing him to new places and things to study and acquire and so forth along the way.
In terms of applications, his capabilities are more varied than they are specific. He can summon and command tentacled or oceanic-like beings from the space iL'Thris comes from, as well as summon and command demons from wherever Lady Ashtara came from. He can conjure unique magical/twisted alien waters from an alternate dimension to use to attack others, doing so in things like water jets and barriers and so forth, and unleash/conjure unusual black demonic fire that it would take magical means (or a lot more buckets of water than should be required normally for a fire) to put out. He is further steeped in curses and the mechanics of them and things such as cursed objects/items, and has knowledge of some tribal or obtuse/obscure/fringe magics from across the area’s he’s traveled through or learned from in the last one and a half decades. This does include the magic of the Vilkyn (their brand of necromancy and their 'mana gems' at least).
In terms of outright skill and experience and self-discipline he's akin to a veteran old wizard working up in a tower or at some prestigious magical school somewhere in the world, but this is also his one greatest strengths to boot.
-Magic-Infused Body: His body has aged outwardly to the point he looks to be an old man in his 60s before stopping, but internally the quality of his body is still easily at the level of a prime 20-to-30-something year old due to what it has been infused with. He, in other words, isn't as old inside as he is outside. His mind is still rather sharp, his body can handle the exertion, and so forth that a human in their 20-to-30-something prime could without a doubt. That and some minor regeneration capabilities that allow him to heal from a wider range of things than normally is possible and slightly increases his passive natural healing rate to boot.
His durability isn't beyond that of a normal human being, he isn't Wolverine in terms of healing speed or anything ridiculous like that (heck no), and so forth. But whilst his lifespan will be inevitably extended by an unknown amount of time, an extent even he has no idea of the length of, he will eventually in the longer term die of old age with everything just giving out due to the raw amount of time that has passed. Even then it isn't 'eternal youth' that he has either...really just slowed aging in regards to the quality of his body (but not his aesthetic appearance).
-General Survival Skills: Cooking, cleaning, foraging, handling weather, making a fire, creating basic or functioning shelter, fishing, and similar things are array of generalist survival skills he’s refined from necessity over the decades and years before and even during his caravan years. He’s a very well-seasoned hand in this regard without a doubt.
Weaknesses:
-He has no armor to speak of, and his physical capabilities are still very much human. He is just as mortal as anyone else to boot when it comes to being able to be killed.
-No weapons skills to speak of. Best he could use is maybe his knife, but eve then that is just for survival and travel and such general-use purposes.
-Whilst some of his magical capabilities and occult knowledge do overlap with actual standard magical practices or categorizations, don't expect him to know standard magic stuff and standard-type spells and so forth. His knowledge is nuanced and eclectic and frankly niche in nature, so whilst some overlap in how things are categorized and work can occur he is no scholastic wizard who got a proper magical education from some magic university or so forth. He can probably identify some things from being on the road for so long, and doing his own research, but he's no wizard. He's just your friendly caravan-traveling occult expert and magic user.
-Removing his Magic Ring. Knossos' body was fused with part of an alien being and outright demonic power it now produces and can tap into. To any sort of zealous paladin, trained mage trying to detect magical sources, and the like, he stands out like a gigantic bonfire being lit up in the middle of total darkness. It is impossible not to notice him, as in being among the sorest of sore thumbs in terms of standing out in this way.
To this end, he commissioned and purchased said Magical Ring (see "Tools") that hides his magical presence/energy from detection by others. Second to the magical bag he carries his things in, it is the second most expensive item he openly wears or carries on himself. Despite obsessively wearing it all the time on his right hand, no matter what he is doing or in the middle of, it also isn't a perfect thing. High-tier, high-level, and top-tier types of magical detections spells or magics can see past his protection and pick up on him. Likewise, again, if one manages to get the ring off of him that is not good news either for him.
Of course in some areas, this ring might not be needed if no one can detect magic there. But especially in major cities or capitals or areas with magical schooling he has to keep this ring on.
-Due to the above weakness, he also has an inherent weakness to specifically holy magic(s). Healing magic of a holy sort still works on him, he isn't some full demonic being or so forth, but it leaves him feeling odd and lightheaded as an end result. Meanwhile offensive holy magic does hurt him extra to a distinctly noticeable extent. Barriers of holy magic that protect from monsters or demons or such, etc, do not keep him out since he's not fully anything of the sort. On the other hand such things, depending on potency, do make him anywhere from uncomfortable to feeling a sense of passively-throbbing pain or potentially worse depending.
Tools:
-Traveling/Professional Work Clothes (see the appearance picture at the top of his app)
-Water Skin (not seen in picture but he wears it around normally)
-Knife (for cutting rations and food and such, or whittling, or whatever general use thing it could be used for)
-Magical Ring (Hides the magical energies and such within him from being noticed by magical detection methods. This works all the way up to even a moderately strong sort of magical detection capability at most.)
-A Bag of Holding expy type object, one he has had enchanted and reinforced and put more money into than anything else he wears or the like. It stands out like a sore thumb with him, made to last beyond a lifetime and then some, but does look about as well-traveled with all the work done to it. He can withdraw whatever he wishes out of the bag, but if damaged badly enough he has to get it repaired to access his things again. At the same time, between enchantments and runes and materials used to reinforce and augment it, this magical bag can be returned to his person or even into his hands with a thought and is harder to break than most things in the world. This is because he has put a lot of money into it over the years from his mercantile pursuits, as well as some back when he was in cults due to having had this bag as far back as then when he bought it for himself after fleeing the destruction of the first cult he was in.
It took all he had to get the back itself back then, in its original condition no less, but since then it has been a literal staple he even keeps on his person at all times even when bathing and sleeping and otherwise...maybe he's a tad too careful about the thing actually. He is touchy about this thing, and the investment he's made into it alone is, ah, not exactly normal for a person to do.
With this it contains: Food rations, regular clothing, a backup water skin, myriad occult-related magical tomes/scolls, various mundane books related to both the occult and other subjects, clothing from when he was in those three cults in the past, magically-contained cursed items or other such dangerous objects, and all of his money.
Other:
-His surname, "Dreamwalker", was self-appointed and has stuck since. Inspired by the clerics parting words to him and his own reflection back on his own life. A poetic touch, as it were, which also makes him sound rther fancy and well-versed in what he knows (which he is well-versed in regardless of name anywho).
-NOTE: As far as the caravan knows at most, he's a roaming magical scholar who got experience on the road over many decades and is specialized in the occult. Was interested in such magic, and left his hometown to pursue his interest on the road. Wants to help people. Never said where he comes from, told his life story, etc.
-Yes, Knossos' homeland is based in some 'rough' part on Italy/Greece/the Mediterranean in terms of naming and such. No, I have not worked this all out. No, as of submitting Knossos' app I cannot say more than that at the moment.
-His height is 5'10". Height for the height chart, stats for the stat throne. Or something. Idk I am ripping a 40k meme quote here. XD
-
Lore section 1 - "Naming Practices Within the Kingdom of Ordos/Knossos' Family History/Ancestor Stones and a Legend"
Knossos' original surname was "Faermer", but was not without an origin of its own to boot. Farmers would add differentiating spellings or emphasis in their surname to separate themselves, or even use different words related to their occupation that by tradition made their heritage and familial ties clear, meaning the 'simplest' surnames usually are the oldest ones due to being claimed first. Likewise, this has made record keeping in the kingdom easier and more accessible as it has developed over the centuries, though it also brought about legal cases of 'who claimed what surname idea first' at times as well (inevitably) that usually more wealthy families are able to win when brought before one's local nobles (or the local council of ruling elders in ancient times) or such. In the case of Knossos' family of birth, Faermer (a corruption of "farmer") was their particular surname. It is also among one of the oldest family surnames in the Kingdom, and the oldest among farming families who live in their area near the center of the rocky and verdant-valley-filled part of the inland territory of the Kingdom of Ordos. They are a family that, indeed, has stuck about stubbornly as mules and long tilled the land and lived in the same spot in the central region of the kingdom since long before the kingdom itself had even been born into existence.
So long have they been around they are among those in the kingdom's population who still possess what is called an "Ancestor Stone".
An Ancestor stone is a practice and relic from distantly pre-kingdom times, even before the 'legendary king' Knossos was named after, that saw family members were buried around or underneath a great stone or boulder rolled down from the mountains to one's home. Such a stone marked one's place of settlement and the center of their property as well, and the effort of getting one was seen as a labor that showed respect to one's ancestors and the land itself. It also acted as a place where the souls of dead family could watch over their descndants during a certain holiday held around the time of harvesting crops, which is still celebrated today even, called "The ____". The larger an Ancestor Stone was, though, the more awe-inspiring and respectable it was seen to be in the eyes of locals. In that vein the Faermer Family was known more notably in their local area by having the largest one in their region of the kingdom, rumored to have been brought down by an ancestor granted strength by some wild spirit or animistic deity living within the boulder to help him on his way after observing his plight to get such a stone. From this, it is said the Faermer were ever bound to this spirit that in turn still helped their dead watch over the bodies of their dead and the lives/land of their descendants.
Upon Ancestor stones the names of the dead ancestors would be etched and carved, and burials would continue to radiate out from the stone at the 'center' of this impromptu graveyard but would always remain pointed back at it...to point the dead back to those who came before so their spirits may join them in the afterlife and be able to help or watch over their descendants in turn. However, it is also of note that to bring an Ancestor Stone down was once a way of someone 'cutting off' from their parents and starting their own family. Starting anew. Starting fresh. Children of criminals in those rather ancient times would usually be expected to do this before the local community would see them as someone else who wasn't tied to a criminal as well, though one local tale tells of a child who refused to do this and cared for his family's ancestor stone after burying his criminal mother and father underneath it. The locals plagued this person with bad looks, ill-treatment, hiked-up prices for goods, refusing to trade with them, and the like, though when the village where this legend took place in was invaded it would be the ancestors of this child of a criminal who helped them fight back the party of raiding bandits who attacked and tried to destroy the village for loot and plunder. Said child then died after the battle was won, and the locals of this still small and mostly isolated village have continued to revere this 'child of a criminal' and said person's Ancestor Stone (cared foor by the child's descendants and relatives) as some form of locally-revered protectors ever since.
Lore section 2 - "How The Legendary King Knossos Earned His Kingship"
A great warlord of the Minotaur species, an army in tow, arrived from across the sea and balked at the strength of the inhabitants of the region that would eventually become the Kingdom of Ordos. The future king of the region, then but a young common man, approached him boldly despite others holding back in fear as the enemy had already been raiding the coast. The young man said that, "what we have not in strength of arms, we have yet in wisdom". Amused at this claim, the monster challenged this young man to a game. Three divine riddles, handed down by the gods of the warlord's homeland, would be given to the young man. None had ever solved them, but any who did would be granted great fortune and blessing on their bloodline forever for their wit and wisdom.
...Safe to say, the future king would win this contest and a divine revelation would come down upon the assembled group present at the contest. It was such that the warlord would withdraw from the region to attack another place out of respect for the gods of his own people. This future king would then become a greater leader, possessing almost supernatural wisdom and gifts in whatever he put his mind to. He would thus be named the "many-gifted", or "Knossos" in the local tongue, and eventually gain enough influence and power to found a capital in the same place on the coast he'd won the contest with the warlord.
Lore section 3 - "Cretia/Knossos' Throne"
It would be in this same place he solved the riddles, right there on the coast, the legendary king Knossos would found a new city of his own. It would also be on that same location the man placed the throne of his future palace, and this throne would come to be the throne of all future kings that would rise after him over the land after this Knossos united this coastal part of the area under his rule in a sort of city-state. Even when other invaders eventually came and took over and captured the rest of the region proper, and the Kingdom of Ordos formed from this, the same throne would remain in place and be used by the new royal line as a means to integrate with and gain more of the loyalty of the locals of the area even as bloodlines changed. Yet despite the fact the current Kingdom of Ordos' line was once invaders who have eventtually blended in with locals, they would outright forcibly marry into them the last of the old king's bloodline and keep the tradition in order to help that transition of power go over more smoothly. Not to mention, Cretia itself was a prominent coastal trade area where much wealth came in and out to boot alongside its advantageous position military-speaking.
After the disaster that saw Cretia destroyed, the former and ancient capital of the Kingdom of Ordos remains an accursed set of ruins and death that no one dares enter. Some of the cult magic still lingers there, with some aberrant creatures having made the ruins and nearby coast their home over the last fifty years. It is, however, a place to which access is blocked and monitored by constant watch patrols and a literal wall that blocks the rocky and only viable path down into the ruined city from inland. The Kingdom of Ordos' new capital is the city of Budino, a land-locked city but a surviving one close enough to the coast that it has thrived as a new trade hub. In fact, the Kingdom is now ruled by the hero who led his friends and party to defeat the Cult of iL'Thris' ritual and saved the kingdom from certain destruction, who along with his friends and wife and children watches over the land and seeks to keep it safe to this day.
Knossos' Throne, within the Palace of Cretia, sits directly under where the constellation of Knossos, said to be the legandary king's immortalized spirit in the stars, watches over and grants wisdom to rulers of the land from that place and position. This throne, however, was left within the ruins of what is now called the Old Palace of Cretia, sitting deep within the ruins and half-submerged in water and filled with emptiness, scars of the past, crawling creatures, growing algae, erosion due to time, and the like. It is a seemingly legendary relic and artifact by now that is said to still be sitting there....waiting for one to sit upon it and gain supernatural wisdom from that legendary king once more. Such has led a number of overly-reckless adventurers and criminals to their death, to the point it led to the ruins of Cretia being blocked off and kept on constant watch. Not to mention a royal decree from the current king that likewise mandates a punishment of death for any who enter that accursed place for any reason even these days...
A warped and corrupted ocean that spanned seemingly across infinity and whose true form was imperceptible to mortals and caused them to descend into madness.
The cult's founder was the one mortal the Deep Lord had shown its true and aberrant form to, being curious about mortals after a one in a billion chance it would ever take notice of another dimension/plane at all, but the chain reaction resulting from this had led the maddened cult leader to form and cult and begin spreading it in secret. Indeed the leader of the cult came about with maddened plans to one day overthrow the kingdom and summon a great monster to ravage the land. This cult's founder was the one mortal the Deep Lord had shown its true and aberrant form to, being curious about mortals after a one in a billion chance it would ever take notice of another dimension/plane at all, but the chain reaction resulting from this had led the maddened cult leader to form and cult and begin spreading it in secret...with maddened plans to one day overthrow the kingdom and summon a great monster to ravage the land.
To iL'Thris, it simply saw that the mortals seemed happy and so it was generally pleased as a result. It was an utterly alien being mortal minds could not wholly or safely percieve, but the actions it took and what it gave to the cult was out of a sort of confusion and compassion. Because while it couldn't grasp mortals' minds and most things, it could understand their emotions and responded based off of that alone. A very peculiar situations, as it were.
Lore section 5 - "iL'Thris' reason for imbuing higher-ranking cult members with part of its flesh"
iL'Thris was taking pity on their 'fragile mortal lives', thinking this was their request for help in that sense and it seeking to be merciful to help the seemingly 'good friends' of the one it had made contact with
Lore section 6 - "The History of Realm Between the Rivers, Surrouinded by The Scorching Deserts/Kingdom of Khamsin General Info"
An ancient land on the Theseoran Continent that had begun as a cradle of civilization on the far southwestern region of its home continent, placed right on the equator, it had been inhabited at first only by the ancient Iwiw (a jackal-like canine beastman race) who had built up the original Kingdom of Uat there between the fertile Nilei and Ma'at rivers coming in from the northwestern coast to build up a civilization of their own. The Uat civilization lasted over three and a half thousand years before it would be broken and put under the yoke, though some such foreign-conquering rulers would maintain some of the land's practices and such to help maintain power, and the land saw civilization there going from fledgling kingdom in super ancient times to ancient empire to being subjugated by others and breaking free each a few times over each. Yet ultimately the Khamsin region itself would go about being shattered quite catastrophically into fragments and five centuries of disasterous chaos by a short-term but vast expanding empire from the far north (as punishment for involvement in a certain foreign war). It saw the region vastly depopulated (but not entirely, mind) of its usual natives, scattered in multiple diasporas due to disaster or slavery or the like, many sub-races go literally extinct, and then eventually a group who had controlled areas of land around the capital rising back up to found the new "Kingdom of Khasmin" after 250 years ago shaking off the yoke of the "Taurian Empire". Since then the Kingdom of Khamsin has persisted until now as a modest but notable kingdom by current times, a growing power with a great strength in its wealth and trade without a doubt. A kingdom known for its mix of ancient ways and modern innovations and so forth, and a melting pot of trade and harsh landscape and so forth, the Kingdom of Khasmin was a pale call of the original Kingdom of Uat in ways to be sure. Even so, it was more stable, advanced, and enduring than it had ever been before as a former 'breadbasket territory' of past nations.
The Kingdom of Khamsin itself is a place that currently hosts a number of influences, but unlike its ancient glories it is but a modest kingdom and unlike its days as a mere territory of other nations it is an independent power these days. Its capital city of '____ ____' lies in the fertile land between the Nilei and Ma'at Rivers, being a 'scorched paradise' that sits at the epicenter of land trade in the region as it passes north or south to bypass the rest of the immense deserts surrounding the fertile areas between or otherwise hugging the shores of the rivers.
The kingdom's fertile river lands have mostly been agricultural by nature for all of its history, though foreign conquest and attempts to boost this food production one way or another have reduced the useable land of this former 'breadbasket' of ancient times in a general sense. What remains of farmable land has been more than enough to feed its people, build up large food stores for times of occasional famine or war or other such disasters, and even export a fair bit of food to the outside world in order to build up a more than sizeable amount of wealth. Ancient cermanic pipes once also carried water from the rivers to locations farther into the desert, creating ancient 'lost towns' and even a few 'lost cities' buried in the sands after the Kingdom of Uat came crashing down. None have bothered to replicate these feats for mostly practical reasons ever since, as there's always been other matters at hand to deal with. Even after the "Ashtara Disaster", or what is locally called "The Great Isfet" by the remaining descandants of the Iwiw, these areas have mostly gone abandoned or only taken up in by temporary graverobbers or desperate criminals or bandits fleeing into the deserts. There is a reason these areas out in the middle of the hot desert were left abandoned in the first place!
Even the particular spot "The Great Isfet" took palce in has frankly been abandoned by now once more, left riddled with ancient tombs (both robbed and untouched), collapsed or buried or sun-baked ruins, and ancient burial protective magics and now occasional wandering demons who still exist there by current times.
The Kingdom of Khamsin has very few who even attempt to speak some changed or culture-and-time-warped form of the old Iwiw tongue these days amindst the race's descendants, as it has become a language mostly used in studies by scholars of history who learn to at least read or decipher it to some extent or another or want to sound fancy speaking it. Taurian is the common language of the land, and that is only because it has become so by being the common tongue of the Kingdom's surrounding neighbors after its enforced introduction as a 'common tongue for trade and politics' in particular. Minotaur, who brought in the language with them, are also consequently the large-standing species who form another just over a third of the population of the Kingdom of Khamsin and form either a sizeable part of or a majority of the populations of the kingdom's neighbors as well. The languyage and Minotaur themselves were introducted latest into the region, brought in by the "Taurian Empire", and forced on locals to try to wipe out the local languages that had settled there over the millenia. Tehse efforts were generally sucessful, even if not fully so, though even now the descendants of the Iwiw who remain living in the region form a sizeable third of the population with species-related relatives scattered on the four winds. The only ones who speak a descendant of that original language of the Iwiw are usually very rural places, some of them almost isolated from the outside world, but which have still been well-affected by the changing times over and over again in some capacity. It is also in these most rural of these areas at that where one can potentially find some traditions or ideas that hail back to the time of the Iwiw still, more or less distantly, at that.
Mostly Minotaur have places among the nobility and within the local 'governance', which has left a somewhat shrinking bad taste in the mouth of a number of other local species who have begun to forget the old status quo more and more, but it is also something to note that a minority of Iwiw-descendant noble-bloods have remained stubbornly in place as well as part of the politics that led the Kingdom of Khamsin to break free and become indpendent in the first place. The remaining 'third' of the local population of the Kingdom of Khamsin is generally mixed from different species and places, who either migrated there, took over at some point and sent a lot of their people in to settle the area, or the like over time and led to some kind of assimilation there.
The Kingdom of Khamsin has a ruler and royal family, who especially culturally are still prominent in the local mindset and generally rules. However, outside of certain matters and edicts most laws are passe by the monarch convening with the "Council of Nobles" where the nobility help manage the kingdom proper and have a say of sorts. The council is a sort of medieval 'legislature' in that sense, not having full powers but certinaly taking part in thins and reducing royal power in return for having supported the orignial rebellion that saw the region freed over two centuries ago from the control of the collapsing Taurian Empire. The politics of the Kingdom of Khamsin certinaly are heated at times, though have generally remained stable enough to keep things running and not go into more than one civil war since its independence by now at least. What the future holds for the area, though, only time can tell.
Race, Age, Time in the Caravan: Stoneclaw Giant, 78, 0.3 years in the Pilgrim's Caravan.
Appearance: Galaxor is smaller in comparison to most other Stoneclaw Giants, standing at 3 metres in height. His skin has a grey-ish, stone-like texture, and his hair is a rugged auburn. He bears tribal tattoos across his arms and chest, a mark of his clan. Galaxor's eyes are a piercing shade of grey, and he often wears rugged, grey-toned clothing adorned with furs and bone ornaments.
History: Galaxor hails from the remote Giant's Spire, a high mountainous region. He is a member of the Stoneheart Clan, known for their affinity with mining precious gems from the depths of the Giant's Spire mountains. The Stoneclaw tribe has always lived in relative isolation, focusing on their mining operations and the protection of their mountain home. Galaxor, however, felt a deep curiosity about the world beyond the Spire. He yearned to explore the world and gather knowledge that could potentially aid the Stoneclaw tribe as they considered opening their borders to foreign traders. With the blessings of his clan, he embarked on a journey with the Pilgrim's Caravan to achieve this goal.
Personality: Galaxor is a cheerful giant, known for his boisterous nature and kind heart. Despite his imposing size, he is jovial and friendly, often the life of the party among the caravan travelers. He has a deep connection to the earth and nature and values the sharing of stories and experiences. Galaxor's words are loud and lively, his actions adventurous, and he carries himself with a spirit of curiosity and exploration.
Motivation: Galaxor's motivation in joining the Pilgrim's Caravan is to explore the world, experience its wonders, and learn more about its people and cultures. He wants to bring back this knowledge to his Stoneclaw tribe, which is considering opening its borders to foreign traders. Galaxor's journey is driven by a deep desire for exploration and expanding the horizons of his people, ultimately aiding them in their transition to a more open and diverse society.
Skills, Strengths and Weaknesses, and Tools: Galaxor's giant heritage grants him immense physical strength and resilience, making him a formidable protector. He’s also a born miner and knows his stones quite well. His size and strength make him an ideal guardian in perilous situations. However, his sheer size can sometimes be a hindrance in more delicate or confined spaces. Galaxor wields no traditional tools but relies on his natural abilities and, occasionally, a massive stone-tipped club as a last resort.
What They Most Want: To explore the world and bring back knowledge to the Stoneclaw tribe, helping them consider opening their borders to foreign traders and embracing the diversity of the outside world.
If They Had a DnD Alignment, It Would Be: Neutral Good
Three Likes: 1. Drinking and celebrating with fellow travelers. 2. Stories of legendary heroes and guardian spirits. 3. Being the life of the party and embracing the joy of adventure.
The Stone Clans - They are giant clans which resides on the tallest mountains in the North. Each clans is made up of 6 tribes that have their own leadership. The clans are all specialized in different crafts and trades. Some are great Earth magic users. Some are miners. Some are traders. The Clans are lead by the Giant King, a legendary being that is 20 metres tall and it's said to be older than most races. The tribes are all lead individually by tribe chieftains but all answer to one Clan Chief which is chosen from within the tribes that make up the Clan.
Q&A 1. What are the names of the six tribes within each clan, and what are their distinct specialties or crafts?
The Clans are as follows:
The Stoneclaw Clan - They are all warriors of high demand. Some join up as mercenaries while others serve as the military arm of the Clans. The Stoneheart Clan - They're the miner of the Clans. They live deep within mountains mining different minerals or making space for other giants. The Stonehand Clan - The Earth Magic masters of the clans. The Stonefeet Clan - This Clan is composed of smaller giants. They're the trading arm of the Clans. The Stonemind Clan - They are the thinkers, the inventors, the smart giants. The Stonemouth Clan- They are the farmers, the caretakers of the Clans. Great Yao Guai sheep and Yao Guai goats are being herded, bred, milked and slaughtered for the clans.
2. How do the clans interact with one another? Are there any alliances or conflicts between specific clans?
The clans all answer to the King and his laws. If there's a dispute between tribes, the Clan leader can be petitioned to resolve the issue. If there is an issue between Clans, it'll be up to the King.
3. Tell me about the unique Earth magic abilities of some clans. What can they do with this magic?
The Stone Shapers model mountains to fit their needs. Rituals lasting decades can be done to raise new mountains or rocks can be shaped in any form they wish.
4. How do the clans obtain the resources they need, considering some are miners and traders? Do they trade with outsiders?
Everything done by the Clans is meant to be used by all clans. The traders only deal with their own unless caravans from the other races reach their lands.
5. What's the history behind the origin of the Stone Clans, and why do they live in isolation?
Ancient Conflict: Many centuries ago, the Stone Clans faced a devastating conflict with a powerful neighbouring civilization. This conflict, known as the "War of the Peaks," led to immense loss of life and resources. This combined with their size made them to be seen with suspicion and fear.
6. How do outsiders view the Stone Clans, and do they have any interactions with smaller communities?
Most nations don't know about the existence of the Stone Clans as they live far from most nations. Those that know of them, prefer to let them be than face their wrath.
Race, Age, Time in the Caravan: Human (Supposedly), 34, 2 years 8 months and 1 day
Appearance: Though ostensibly human, Gru possesses an odd assortment of shapes and proportions that make him seem less like a real person and more like a caricature come to life. Standing on the shorter side at a mere 5’7”, Gru possesses a somewhat unimpressive, heavyset physique, with thin arms and legs, a rotund middle, and not much neck, which his hunched posture certainly doesn’t help. His eyes are small, sunken, and a beady black. He bears a very prominent hooked nose, a strong chin made even stronger by his pointed goatee, and what might be termed a triple mustache with three tapered lengths extending to either side. It’s wenge, a dark drab brown, like his somewhat greasy hair, which is worn slicked back with a long, thin ponytail. Large, scruffy eyebrows and sideburns complete the look. His skin is quite pale, though it gets quite pink around his nose, ears, chin, et cetera
History: For centuries, if anyone were to go searching around the world for a place they could call ‘paradise’, they might have very well ended up at Arcadia, the Valley of Plenty. Its famous black soil, rich with minerals and impossibly fertile, can be traced back to the activity of volcanoes that arose long ago thanks to the region’s fault line. Exactly when settlers first arrived to farm the valley is up for debate, but eventually people of all shapes and sizes would flock to the region in an unprecedented gold rush not for metal, but for grain. For a time budding nations fought over the Valley of Plenty, but after almost destroying the area’s natural beauty and abundance forever, wiser heads prevailed in the nick of time to strike a truce. The paradise became Arcadia, a no-man’s land and a shared blessing to all, governed by a council with representatives from various nations and hailed by many as the agricultural capital of the world. It would remain that way for an age, so valuable to surrounding nations that any threat to it would result in action from all the rest, keeping the Valley of Plenty in peace.
During that time, many mercantile guilds would come and go, managing trade both within Arcadia and with foreign countries. With so many competing interests, its economy was in a state of constant flux, but a few guilds endured. One was the Chemists’ Guild. It specialized in investment, repayment, research, and development, with fingers in countless given pies at any one moment despite the rather tight-knit, clandestine nature with which it operated. The Chemists provided miraculous fertilizers and other products that enriched their clients with harvests of unprecedented bounty even for Arcadia, with vegetables and livestock larger than usual, as well as cultivation of crops not typically climate with the region. Other suppliers just couldn’t compete. Despite the whispers about unconventional, even occult methods, official investigators found nothing amiss, and the Chemists became rich. Of course, they new this couldn’t last. In their underground laboratories they pursued ever more ambitious means to combat soil depletion and ensure that the perennial bumper crop never wavered. One day, things went wrong.
That night, there was no massive explosion. No destruction or indication of any calamity whatsoever. Yet in the morning, with no fanfare, the Chemists quietly packed their bags and left. Those who saw them thought nothing of it, for the Chemists often traveled to secure the rare and exotic materials for their craft, but in the weeks afterward things began to change. It began with the soil, as it became slightly discolored, adopting an odd, fuzzy texture. The crops planted at the time began to experience accelerated growth, initially celebrated by the farmers as the Chemists’ latest innovation made free to all in as a mark of respect for the age-old, often-forgotten tradition of Arcadian generosity. But as large as they grew, the crops weren’t quite right. They came out with strange colors and textures, tasting terrible. Livestock experienced madness and premature death. Soon, the people began to curse the Chemists for unleashing a plague upon them. Those with the means began to leave, but the rest did what they could to purge the disease and try again for the better. Instead, things continued to worsen. Strange, fuzzy growths appeared all over the ground. Animals began to experience grotesque deformities, dying or rampaging in large numbers. The people who remained were in denial, eventually to a delusional extent, and evidencing signs of infection themselves. Attempts at stopping the infection failed, and soon the whole valley was under quarantine.
Within months, fungal mold had infested all of Arcadia, taking over and eventually consuming everything that had ever eaten infected food. Few witnesses ever risked going into what would come to be known as Mycelia, the Valley of Blight, but disturbing rumors got out about what happened deep inside. They say that the mold eventually replaced everything that it killed. Mold birds singing in mold trees that bore mold fruits. Mold predators roaming mold woods hunting mold beasts that nibbled mold grass. Mold farmers tilling mold fields and selling mold grains. Mold men worshiping mold gods and dreaming mold dreams about a land of perfect peace and happiness with neither grief, nor disparity, nor greed.
Well before the point that the ruin of Arcadia became known far and wide, a man who called himself Gruyere E.C. Yarg, known to his friends as Gru (if only he had any, as he often jokes), joined the Pilgrim’s Caravan with a small carriage run by rats. Styling himself as a self-made merchant, he used his travels with them to run a small-scale cheese-making operation. Rather than horde money, he put most of his earnings back into his business, either improving his ever-evolving Chuck Wagon or purchasing milk, feed, rennet, grapes, salt, and cheese-making tips from the various farms he visited during his travels. Gradually he’d build up a reputation as a sleazy-looking but reliable itinerant merchant, his quality products (if not his attitude) earning him a good reputation. Like many members of the Caravan, he doesn’t talk about his past much, and if asked only ever mentions a boring and humble beginning in the small village of Stilton, never bothering to mention where it was. The past, as Gru says, is behind him. He wants nothing more than to practice his beloved craft, care for his beloved rats, and live a comfortable, quiet life.
Personality: To most, Gruyere would appear to be the archetypal unsavory businessman or snake oil salesman. He’s greedy, cunning, jocular, and capricious, bitingly sarcastic one moment and an obsequious lickspittle the next. Whatever it takes to make the sale. In fact, his manner sometimes undermines the fact that his products are actually very high quality, made to his exacting standards. In terms of his business dealings, he’s actually pretty honest. He’s just not very nice. Highly secretive and private, both about his trade skills and life, he isn’t very social and minds his own business as much as possible. While he doesn’t like conflict, he’s competitive and vindictive, never forgetting a slight. He cares a lot about his rats, both for their own sake and for the joy they bring him, and he gives them all the love that withholds from his fellow man. A perennial miser, he never does anything for free, and he expects anyone he deals with to honor their word
Motivation: To continue building up his business and ‘family’ in pursuit of a comfortable life
Skills, Strengths and Weaknesses, and Tools:
+ Cheesemonger: Gru’s trade skill. He’s cultivated almost encyclopedic knowledge of how to make cheeses, from the chemistry of their creation to the tools needed to produce them. The cheeses he makes are of very high quality and nutritional value, and he prides himself on their appearances and flavors across a whole host of different styles. This is how he makes his money while in the Caravan; taking and orders while on the road, selling pre-made cheeses or taking orders for clients, then aging the cheeses he makes until the Caravan visits them again and he can fulfill those orders. Somewhat more recently he’s also tried diversifying into wine, a trade that demands even more patience but pairs well with his main craft. He makes these foodstuffs with a speed and efficiency few can match
+ Friend of Animals: Gru is much better with animals than he is with people. This extends to most (domesticated) animals, so whether it’s cows, goats, sheep, or even camels and yaks, they feel comfortable and affectionate around him, and he around them. This means he can often get top yield from whatever animals he encounters, and he’s a surprisingly good companion on hunts
+ Rat Authority - His natural bond with one animal completely transcends all the rest: rats. For whatever reason, he’s so completely in-tune with rats that they lack any fear of or hostility toward him, even in huge numbers. He knows how to take good care of rats, and ‘his’ rats listen to him almost unconditionally, obeying his orders like trained dogs and exhibiting unusual intelligence, strength, and dexterity. This goes double for his four favorite rats: Pepper Jack, Rick Otta, Wensley Dale, and Reggie Ano. If Gru is the general, they are the captains. Working as hordes under his command, his rats are capable of astonishing feats, so much so that one can’t help but wonder if this bond is supernatural
+ The Chuck Wagon: Named after his father Charles, Gru’s personal method of transportation is possibly the most impressive thing about him. It’s one of the largest wagons in the Pilgrim’s Caravan by far, and isn’t just a living space, but a mobile cheese factory that he’s put huge amounts of money into perfecting. It’s divided into ‘wet’ and ‘dry’ halves, each with their own doors on the right side. The wet half is essentially a laboratory, with multiple vats and tanks for liquid storage, milk coagulation, curd separation, brining, and so forth, all watertight and able to be locked down during travel. There’s even vat for the crushing and fermentation of grapes The dry half has shelves for drying and aging cheese (and also wine), and is where Gru lives. The top floor of the Chuck Wagon, about a foot in height and known as the ‘attic’, is a compartment reserved exclusively for his rats. They have little houses in there with straw bedding, food stores, etc, and on good days Gru can open up the top of the wagon to make the little village open to the air. On the left side of the wagon are two large silos, one filled with water and the other with rat food, including grains, seeds, and nuts. Perhaps most interesting is how the wagon moves; instead of being drawn by horses or other beasts of burden, it has eight enormous wheels, four in the front and four in the back. These are hollow and function as giant hamster wheels, making the Chuck Wagon entirely rat-powered. The rats work the wheels (and, under Gru’s supervision, the kitchen) in shifts and go up into the attic to rest
- Noncombatant: Gru isn’t really a fighter. He doesn’t have the constitution for it, nor the interest. He prefers to get others -people or otherwise- to do his fighting for him, especially if there’s serious risk and/or publicity involved
- Something Irreplaceable: Although Gru’s greatest strength, the Chuck Wagon is also his greatest weakness. It’s very important to him, and he’s extremely averse to any damage to it. Losing it is practically out of the question, and there’s very little he wouldn’t do to keep it safe. After all, it’s not just the source of his livelihood; it’s everything he owns, and without it, he’d be almost nothing. The same goes for his rats. While losing them isn’t the end of the world, they’re all his friends, and not just tools for him
- Unlikeable: In contrast to animals, people generally don’t like him, and he doesn’t like them. His generally acerbic attitude makes it difficult for genuine relationships to form, and he prefers businesslike arrangements of give and take where expectations are clear and no strings are attached
Mycomancy Gru isn’t just a businessman. He’s also a practitioner of a dark school of magic that manipulates fungi, especially mold–a fact he’s gone to great lengths to hide. He only ever practices it in the privacy of the Chuck Wagon’s interior, and even then in very small scale, manipulating mold to make cheese and the yeast that ferments wine to speed up the processes. In his time with the Caravan to date, he’s never needed to resort to using it for combat in front of the others, instead relying on his rats for self-defense. However, it’s possible for him to infest living things with mold that corrupt and weaken them from within, reducing their speed and defense so much that even he can kill them easily, let alone his rats. This mold can also be used to break down and dispose of dead organic matter, and create mold creatures under his control
Gru also owns four cheese-making tools that he keeps in his Chuck Wagon which happen to be usable as weapons. This includes:
Two cheese knives the size of scimitars, curved and with double-pointed tips
A cheese fork with a shaft so long it functions as a bident
A spico, a kind of curd-cutting tool about the size and shape of a large mace, but with a head shaped like a round cage of blades
A curd harp, essentially a shovel where the head is a square array of cutting blades
He could try fighting with these if he wanted, but they're mostly wielded by his favorite rats when they become Rat Kings. This is when Gru commands them to use swarms of their fellow rats to create large, bear-shaped rat masses that Pepper, Rick, Wensley, and Reggie 'pilot'. These Rat Kings are very strong, but since at least a few rats die whenever the Rat Kings take a hit, they'll typically fall back to regroup if threatened with serious losses
Greatest Desire: To never face the consequences of his actions
Alignment: Lawful Evil
Three Likes: His rats, his cheese, and his trade
Three Dislikes: Nosy people, unreasonable people, unmanageable people
Driving Organ: After seeing where his mind got him, Gru decided to follow his heart
Worst Fear: His secret getting out
Favorite Color: Wine red
Most Like The Animal: It’s hard to say
Favorite Time of Day: Dinnertime
Style of Dress: Gru dresses in the style of early industrialists, like the archetypal oil baron, with a rough, outdoorsy sort of formal wear. He’s given to large, heavy, long coats, expensive but still highly functional, worn over a pinstriped suit vest and pants with accompanying tie, ascot, or bow tie (his favorite). He prefers dark, desaturated colors, including black, brown, gray, and red. Most often he wears gray, accentuated by wine red. He’s seldom seen without gloves or boots, a mix of function and (perhaps questionable) fashion that nevertheless form a iconic aesthetic. Most iconic of all are his very small dark spectacles and his 'mad hatter' top hat. That hat's brim has upward-turned side flaps that are much larger and rounder than usual which together with its pink underside give the impression of big, floppy ears. One other thing to note is that all of his coats seemingly have a big gray fur collar. On closer inspection, this collar is actually a mass of live rats, so he literally has rats on him at all times (when possible, anyway). He also keeps one of his four favorite rats under his hat at all times, which itself wears a hat while doing so
Favorite Season: Spring, the best season for farm animals to feed on fresh growth, and thus the best season for cheese
Appearance: Six-foot and slender, Mergoux's muscled frame presents as a pillar of strength. Though nearing her nineties, she still resembles a woman in her late twenties. Her shoulder-length coal-black hair is usually worn with braids to keep it from her face but otherwise loose. Her face is plain and unremarkable, neither ugly nor pretty, its most memorable feature being a vicious scar that travels from immediately under her left eye to the edge of her jawline. She has numerous tattoos across her body. Most visible is the word "Vengeance" tattooed vertically down her chin and onto her throat. On her wrists, she has tattooed manacles, which attach to chains that coil up her arm to the elbow, where they shatter and turn into vines. The vines coil up her arms to her shoulders, where they encircle a flower with eight petals on her left shoulder and a stack of eight coins on her right. For clothes, she usually wears a form of leather jerkin or medium armor, prioritizing freedom of movement. She also wears an enormous amount of earrings in her ears, enough so that they'll clink and jingle if she turns her head to quickly. Finally, she is never seen without her helmet, a sleek metal piece that covers all of her face but for around her mouth and chin, and has two jutting metal spikes.
History: Born Thalia Coldstone, Mergoux was the child of a meadow elf Elaina, and a Nordic merchant Jared. Unfortunately in her home country, such couplings were seen with ill-disguised hatred by the majority, for though in that land Meadow Elves were known for peace, their cousins the High Elves were known for quite the opposite. Young Thalia faced such prejudice, that following an incident when she was eight, her father decided it was time for his family to leave. Bundling them into one of his trading caravans, they set off for greener pastures. They did not live to see that happy future.
Partway through their journey, their caravan was attacked by bandits, but this was no mere rabble. Unbeknownst to them, a great Shaman, proclaiming himself the Bandit King, had risen to power in the hinterlands, commanding a crime organization so vast it rivaled some smaller nation's own military might. Young Thalia's parents were killed, and she was captured as a slave, and brought back to the hidden fortress of the Bandit King. There, for the next thirteen years, she worked as a slave. First, as a kitchen wench, then as she grew older, bigger, stronger, they sent her to the mines, then finally to work as a logger to keep the fortress's fires burning bright. There, she finally managed to escape, traveling down the mountainside with no food, no water, and little to account for the bitter chill of a winter's storm. She would have frozen to death had it not been for a chance encounter with a band of mercenaries out for bounties on bandits.
They made their way down the mountain but only barely made it to the capital city, most of their party slain along the way by more marauding bandits, desperate to stop young Thalia from revealing the location of their hidden fortress. It was only by the hand of a god she was spared recapture and her new allies spared death.
When brought before the Queen, she revealed the location of the bandit stronghold and more information about both the mysterious Bandit King and his organization than had ever been known. In return, the Queen offered her whatever she might desire. Thalia asked for three things. A weapon, the training on how to use it, and to be allowed to be the one to kill the Bandit King. The Queen agreed, and Lord Horrus, god of heroes, further agreed to bring her to his training grounds, where the greatest heroes were taught under him.
However, all was not as it seemed, for while she was away learning to use the weapon she'd been granted, an ancient blade from the Kingdom's history, enchanted and powerful, the Bandit King was toppled, his organization obliterated, and his bandit hordes scattered. Of himself, however, there was no proof of his death. Thalia was furious at this betrayal, wanting to personally avenge her parents' deaths, but there was little else she could do.
Instead, she resigned to take on a role of a soldier in the Kingdom's army, for though the bandit threat was over, there were still many wars to be fought. For fourteen years, she was a soldier, promoted several times until she achieved the rank of Champion, a specialist in the army, promoted for their fighting prowess instead of their skill at command. However, when she was thirty-eight, a controversy occurred, and she was branded a scapegoat. Her time in the army had been hard, for many of her fellow soldiers harbored the same hate in their hearts that had forced her family from their home, but this was the final offense. Booted from the army, she sunk low, her life, her career, taken from her, those few she had found a sort of family in, lost from her again.
Little is known of what happened to Thalia Coldstone after that. Her record vanishes, but half a decade later, there arrived Mergoux. She was a servant of the god of death, now one of her sworn killers, and she was very good at what she did. A lifetime of abuse had turned her into a hateful, vengeful soul. She wanted death, to bring it, and have it brought to her, yet she could not bring herself to throw her life away. She had a new purpose. To slay every bandit, every criminal, every single being who might do to others what had been done to her. To harm them in any way was to earn a death sentence from her. For a time, this brought the mysterious helmeted mercenary a level of fame in her homeland, then a level of infamy, then after murdering a local mayor for unjustly evicting local farmers so that he might claim their land, she was finally branded an outlaw and a criminal herself. From there, she carved a bloody path South and vanished over the border, her stories fading into legend. Yet still, thirty years on, tales come back of a helmeted warrior woman butchering evil-doers. It is these tales that criminals use to scare their children into bed, lest Mergoux the Butcher come and lop off their feet, then make them walk home.
Personality: Outwardly, Mergoux appears more than an empty shell of a person. She finds no personal joy in the world, yet is granted a deep satisfaction by her actions, and what little enjoyment she has in the world she finds most often with a blade in her hands. Yet behind that exterior, she is a broken woman, robbed of family and friends time and time again. Those who did not die by the sword, she was forced to watch grow old while she remained young. She puts all she has into her task, viewing it as the only positive thing she has left that she can do, for all through her life she has buried most of her emotions so deep, she's unsure if she could ever dig them out again. All manner of hope, peace, love are gone, left by a bitterness that leaves her off-putting at best. She is Mergoux, and she is hate.
Motivation: Once again on the run from the law, Mergoux joins the caravan as an escape, and to perhaps further her goals of slaying wicked men on the road. Bandits are those she hates most, and bandits are always on the roads.
Skills, Strengths and Weaknesses, and Tools: Skills/Strengths: Mergoux is a skilled warrior, trained initially under the god of heroes for five years, then further improving her own skills through a long life as a warrior. She is an unmatched master with her enchanted greatsword and to a lesser degree, a master of very nearly every other style of swordswomanship. She is further adept with most weapons and is noted as a proficient markswoman with a crossbow. Through her long life she has also become adept at hunting and tracking. She also possess a keen eye and a cunning mind, often allowing her to outwit her foes, though she's no great intellect. Finally, when she wants to be, she can be highly intimidating, and interrogation was a specialty of hers in the army. She also possesses rudimentary medical knowledge, as she's often forced to patch herself up rather than attend any healers nearby. As a half-elf, Mergoux possesses both a speed both of mind or of movement faster than any human could attain. She also possesses an incredible sense of hearing. Finally, she is talented in the art of 'light stepping' which allows her to do all manner of things from move swiftly without making a sound, to walking atop snowdrifts to falling large distances and landing without injury.
Tools: Mergoux's armory and personal possessions are limited by what she can carry, but she always takes with her two magic items. Her sword, gifted to her by order of the Queen. Vainoth's Bane is a two-handed greatsword nearly as tall as she is. It is indestructible bar for perhaps melting it in magma, and is enchanted so that to the wielder, it weighs near nothing, allowing her to move faster and strike harder with the otherwise extremely heavy blade. The second is her helmet. It covers all of her face and head, except for the eyeholes and the area around her mouth and chin. It is enchanted that it nullifies any force that strikes its exterior. A giant could smash a tree on her head and it would connect as little more than the lightest of taps.
Weaknesses: Social skills. Mergoux is unlikeable, and has a hard time forming bonds outside of those formed in combat. Her elven ears often also present the problem of being overly sensitive to sudden loud noises, occasionally even leaving her disorientated briefly if the din is deafening enough. She also has extreme motion sickness and cannot ride a horse, a wagon, or a boat without extreme discomfort and nausea. Finally, Mergoux received little to know formal education before her 20s. While she'd picked up a lot, including the skills needed to read and write, she lacks a lot of more basic knowledge that someone might acquire through a more standardized education.
What They Most Want: What Mergoux wants most is something she knows is unattainable. True peace. An end to violence and bloodshed and the harm done to those she sees as innocent. But she knows this will never happen, and so merely does what she can to mitigate such occurings.
If They Had a DnD Alignment, It Would Be: I'd say Chaotic Good, but it's up for interpretation.
Three Likes: Her sword, her helmet, and hurting other people.
Three Dislikes: Seeing those she considers innocent hurt, bandits, greed.
Do They Follow Their Heart or Their Mind?: Mergoux follows her heart, using her mind. She's unlikely to act rashly, but she will act decisively.
Worst Fear: Ever being imprisoned or worse yet, enslaved again. Nothing is worse than having one's freedom taken away by others.
Favorite Color: Blue, like her mother's eyes.
Most Like The Animal: A fox.
Favorite Time of Day: Night, dark.
How They Dress: Typically in pants, heavy boots and a sleeveless leather jerkin. In colder weather with a heavy cloak and thick padded gambeson. Her armor is medium, greaves, breastplate, bracers, a pauldron or two, prioritizing movement for her fighting style.
Favorite Season: Summer.
What Gods/Spirits/Whatevers They Worship (If Any): They worship none, but respect all. Having trained under the god of heroes, and later serving under the goddess of death, she knows it is far better to respect them than anything else.
A young half-elf in his early twenties, he has been with the Caravan for 3 and half years now.
Appearance:
The first thing you would notice when looking at this young half-elf is his striking white hair. That coupled with beady white eyes and a sizable slash-scar on his face gives way to a face that is hard to forget. While generally, he keeps his hair unkempt, freely flowing around, on occasion he will bundle them together to form a ponytail. His elven heritage is mostly visible in his ears and length, standing a solid 203cm tall (6'7). His lean and slender build coupled with the fact that he seems to be carrying a spear by his side suggests an agile spearman.
History:
Born to two loving and doting parents who had managed to overcome the boundaries of their race, Ivraan grew up in a loving home. Ivraan was the second child the couple had brought to the world, with Ivraan having an older brother. His mother an elf by the name of Elara was a skilled healer, and his father a human by the name of Alexander a skilled ranger. The oldest, a half-elf by the name of Aelar was being groomed to take over the family tavern. One Ivraan's parents had bought with their earnings as adventurers. This basically meant that both Ivraan and his younger sister Ela were given free rein in what they wanted. For Ela it was simple, she loved chatting, making music and enjoying the tavern life. For Ivraan however, it was a different story. Plagued with indecision since he was young Ivraan decided to join the Caravan as it passed his hometown, hoping to find a way forward in life.
As for how Ivraan got a massive slash across his face, he doesn't like to tell people. All that is really decipherable based on the scar is that it was made with either a blade or a thin wire. For those whom he eventually warms up to, it turns out his former teacher gave it to him to awaken his latent potential in Vitae. Acting as a traitor to Ivraan, it hurt him deeply.
Personality:
Young and optimistic ready to explore the world. Raised with compassion Ivraan took over that virtue. Very chatty, perhaps from being raised in a tavern.
Motivation:
Ivraan is hoping to find his way in life. Perhaps love, adventure, or life as a caravaneer. The mundane tavern was too boring, so adventure lust is the main reason.
Skills, Strengths and Weaknesses, and Tools:
Vitae, also known as the energy of life is a universal force that dwells within every living being. To use it and train in it, you need to unlock it via meditation, training, and often a life-altering event. In general, the use of Vitae is simple, it enhances the body. Be that it's agility, strength, recovery speed or train of thought. It might make you jump higher, run faster, think faster or recover faster. As a source, it is not unlimited and should not be used for prolonged periods of time, if a being fully runs out of Vitae, they cannot access it for at the very least a month.
The way one trains Vitae is mostly by meditation, by transferring and absorbing the Vitae in the surrounding area one's source can grow. However if one kills a being by draining it's Vitae, the energy gets corrupted, turning poisonous unless repelled or extracted.
In simpler terms, think of it as the classic Murim cultivation without it being bound to weaponry.
Strengths Use of Vitae; A magic system meant to enhance physical capabilities. Often combined with skills in weaponry or martial arts for it's full effect. During one of Ivraan's treks in the forest, he met a master that thought him the way after noticing Ivraan's abundance of Vitae.
A tavern lad; Being raised in a tavern made Ivraan a great socializer, both capable of persuasion and deception. However do not mistake his optimism for naivety, as Ivraan has shown to possess a keen mind.
Skilled Spearman; At a young age Ivraan's parents ask their children to experiment with some basic weaponry. As it turned out Ivraan was very talented with the spear and determined enough to train it almost daily. This made him a solid fighter in his own right.
Elven Agility; While not as agile as a full-blooded elf, Ivraan's elven blood has clearly granted him dexterity above what is expected of a common man. Ivraan uses this to support his skill with the spear.
Knowledge of herbology; Raised by a healer, Ivraan was taught herbology of the close forest granting him basic knowledge of the craft. With some common sense and by virtue of reference Ivraan is able to learn what is edible and poisonous rather quickly. Tools Crescent Spear; A spear granted by his parents when Ivraan turned 18. It is forged from a rare metal as strong as cold steel, but as light as a feather.
Well Crafted Leather Armor. A gift from his parents upon leaving with the Caravan. It is tailored to fit Ivraan perfectly and does not constrict his movement at all. A gambeson beneath it provides ample protection, specifically for slashing and blunt attacks.
Weaknesses;
Magically inept; Perhaps as a result of his inherent Vitae, but Ivraan is completely helpless when it comes to using magic. While his parents tried to teach him the basics it never stuck so Ivraan decided to forgo that in favor of training with his spear, and late Vitae.
Easily bored; Ivraan is easily bored and will on occasion just decide to do things for the fun of it. An example could be pranks on fellow travelers. Ivraan also tends to not realize the consequences of his actions as part of him being raised in such a loving environment.
What They Most Want: A purpose in life, enjoyment, and time to hone his skills
If They Had a DnD Alignment, It Would Be:
Chaotic Neutral Three Likes:
Martial Arts, Learning new things, and Herbology Three Dislikes:
People asking him about magic, boredom, and people claiming Vitae is magic.
Ivraan genuinely hates it when people claim Vitae is magic, it is far beyond a pet peeve and more closely an obsession to prove people wrong.
Do They Follow Their Heart or Their Mind?:
Their Heart, the reason to join the Caravan was a spontaneous one and ever since Ivraan has been following his heart.
Worst Fear:
Killing someone by absorbing their Vitae.
Favorite Color: Red Most Like The Animal:
Leopard Seal, cute and bubbly until he needs to hunt or protect.
Favorite Time of Day:
The evening.
How They Dress:
Mostly seen in either his tailor-fit leather armor or in common travelers' clothing.
Favorite Season:
Spring
What Gods/Spirits/Whatevers They Worship (If Any):
Gaia, or something that resembles the Earth Mother as this belief is closely linked to Vitae.
Tiefling, 23 years old, six months in the Pilgrim's Caravan.
Appearance:
Illuminated by pale moonlight, Nemeia is a young woman touched by the abyss and unmistakably marked by her infernal heritage. Taller than most, she moves with grace, and stands with poise beyond her years. Fearful stares follow her, meeting eyes somehow still full of kindhearted cheer, brilliant orbs of gold. Two large horns sit atop her head and curve stylishly backwards. Long blue hair cascades past her horns, resting freely at the whims of her movements and the wind. Her skin is the color of cool sapphire and a gentle smile is spoiled only by pointed canine teeth that have a frightful effect on the unprepared. Nemeia has a thick, long tail that reaches some five feet in length. She has bat-like wings sprouting from her shoulders, politely kept neatly folded against her back so as to avoid frightening strangers.
History:
"In the frozen hell of Morenia, the devils rule with an iron hand. Bound to unholy laws, these cruel creatures deliver creative justice beyond the comprehension of mortals." - Lofyr the Traveler
Born at the stroke of midnight, beneath the dark embrace of a lunar eclipse, Nemeia is a tiefling full of strange destiny. She hails from the distant land of Morenia, far to the north, past the fallen Kingdom of Undast, and across the Sea of Bitter Tears. Said to be ruled by the archdevil Ixelja, remembered by masters of the High Art as the merchant of souls, a fell creature known for offering bargains to those faced with inescapable doom. Whether such forgotten recollections are true, is hard to discern, and some explorers maintain that Morenia is simply a particularly inhospitable kingdom.
Nemeia makes no effort to dispel such horrific notions and cheerfully explains that she is indeed from a land ruled by fiends. Mentioned in a scattering of forbidden tomes thought lost to the ages, Morenia is reputed to be a realm of law and evil, once named by the Sage Belynia as one of the uncountable circles of hell. Questioned about her homeland, Nemeia disagrees, confidentially explaining that Morenia is the fifth hell of a nine, producing infernal mathematics and cartography that fills any observers with a sense of unwelcome dread. While it is clear that the young tiefling is unmistakably and undoubtedly honest in her beliefs about her homeland, the veracity of such claims are difficult to establish. In truth, little consensus can be found in the few remaining records that concern the accused lands of Morenia.
The youngest of seven siblings, Nemeia was born to a happy household. Her father, Etzilal, a dark elf, was a powerful warlock, sworn to a hellish patron. Her mother, Tseyaqa, a devil, was a hell knight, an unholy warrior oathbound to enforce the laws of Morenia. Her siblings were great and terrible fiends, creatures of immeasurable evil, operating in strict adherence to the law. The roots of her family were buried deep in the frozen ground and the branches had grown heavy with the crushing weight of wretched horrors had family had inflicted on others over the ages. Her ancestors were no lesser evils and no middling fiends, but rather monstrous malefactors. An infamous warlord or two, responsible for untold suffering across Alwyne. An infernal crusader noted to have burned the Holy Library of Kinirrak to the ground no less than three times. And a mad sorcerer remembered for the kingdom she sank beneath the cold waves.
For all the purported evil of her family, Nemeia describes a suprisingly loving relationship with her beloved siblings and parents. Her early years were pleasant and full of learning. A promising career as a hell knight was interrupted by a series of divine visions Nemeia experienced in her tenth year. Nemeia joyously recalls that she was visited by Valradun, goddess of Syashkal, the silver moon that shines down on Alwyne, a deity of merciful kindness much hated by damned denizens of Morenia. Forever changed by these encounters, Nemeia turned away from the cruel beliefs of her people, embracing the compassionate faith taught by Valradun. Nemeia admits that she caused her parents grief and heartache with her conversion. Steadfast in her faith, Nemeia dedicated herself to serving Valradun soon after. Her respected siblings expressed confusion and horror at her chosen vocation.
Of course, Faithful fiends were not unheard of, even in Morenia, but to worship a goddess of good was held to be an unacceptable act of rebellion. Despairing for her future prospects and fearing for her life, her parents encouraged Nemeia to travel, to spread the teachings of her kind goddess in lands more receptive to the offer of such gentle benedictions. The price of her passage from Morenia was a deal made with Ixelja herself. An unspoken contract that Nemeia ruefully refuses to elaborate on.
Leaving Morenia behind her, Nemeia traveled to Kyeth Thalore, the jeweled city found in the heart of the Kingdom of Aranthnor. There she made her way to the House of the Brilliant Moon, the greatest and most magnificent temple dedicated to Valradun, and asked to be received as a novice into the Order of the Silver Moon. Although they were sympathetic to her earnest desire, even the open-minded clerics beheld the young tielfing with unrestrained curiosity and notable uncertainty. Undeterred, Nemeia told the clerics about her visions. When this did little to quell the well-intentioned concern of the kindly preachers, Nemeia declared herself ready to submit to an examination on all the points of doctrine so beloved by Valradun and the purity of her devotion.
It was the famed Priestess of the Sacred Chalice, Quillathe Amastacia, who broke the theological stalemate, accepting the spirited infernal youth as her apprentice. Initiated in the mysteries and rituals of Valradun, Nemeia blossomed. Through Quillathe her connection to Valradun grew stronger. She could feel the power of Valradun coursing through her. Invocation came easily to her. The teachings of the order strengthened her. She found comfort in the compassion of Valradun. She found colleagues. She found friends. She found a place where she belonged. And she found unknown happiness.
In time, Nemeia grew into an able student, showing a gift for healing and protective magic. Her temper, fueled only by innocent intentions for good, was a source of occasional concern, and for all her soft admonishments, even Quillathe could not manage to quench the fire that burned deep within Nemeia. Concerned at her increasingly brash behavior, Quillathe saw that Nemeia began to train with the master-at-arms of the order. Among the paladins, the holy warriors, Nemeia found a new calling, a higher calling as she sometimes said. Hers was not the path of quiet contemplation. Hers was not long hours of peaceful reflection. Her way was action. Her purpose was to protect. As the moon traveled across the sky, waxing and waning, she too would travel, and she too would change.
With the blessing of Quillathe and her religious brethren, Nemeia became one of the wandering soldier-priestesses of Valradun. She would set forth from the temples, seeking out those in need of the help, the weak and the oppressed, all those that Valradun wished to help.
Stepping out into the world, wearing the full garb of a priestess, Nemeia encountered the prejudice she had long managed to avoid among the faithful, the bitter hatred held over the heads of tieflings. She heard insults, cruel words and unkind mockery that was hurled at her with evil relish. She listened to ceaseless threats, tireless promises of violence to her person, to her purity, and to her very soul. She suffered undeserved acts of violence, strikes aimed to hurt, blows meant to maim, and deadly attacks intended to kill. Nemeia did not cower. She did not beg. Guided by Valradun's wisdom Nemeia did not struggle to defend herself. Yet, she forgave, treating those who mistreated her with compassion, provided they posed no further danger to her. Through such experiences, Nemeia came to realize that there was much she would have to learn about the Alwyne in order to accomplish her holy mission.
Nemeia does not like to dwell on such sorrowful moments, but there is obvious sadness in her eyes when she is judged by her blood alone, leaving deep wounds that even Valradun cannot easily heal. However, Nemeia chooses to look forward, accompanied by the moonlight she does not fear the long, dark nights, certain that a more radiant dawn awaits.
Driven by such hopes, Nemeia excelled in the tasks that she had been charged with. She felt the gentle hand of Valradun guiding her ever onwards and followed the visions that she was graced with. Far stories speak of a moon maiden, an outsider, a figure emerging from the darkness, and a creature adorned with the vestments of a distant hell. A bright light in the darkness, a winged being bearing the words of Valradun. If such stories are ever mentioned in her presence, Nemeia is quick to explain that there are many devoted seekers of Valradun, and assuredly such tales speak of one of her esteemed colleagues.
As the years unfolded, Nemeia continued her questing, always returning to the House of the Brilliant Moon to reacquaint herself with the others of her order and Quillathe. Convalescing after a long, but ultimately successful campaign to secure peace between a colony of werebats and the Queen of Boryn, a mountain kingdom ruled by strangely tall dwarfs, Nemeia experienced a strange new vision.
She saw countless paths illuminated with bright ink as if by some unseen cartographer. She saw an endless pattern of crossroads. She saw beasts, monsters, and species beyond description. She saw wagons, draft horses, pack animals, and ingenious vehicles that bristled with creative thought. But most importantly she saw people. Strangers she could not name. Travelers of the infinite roads. Beams of light that shone through the darkness.
Nemeia did not need to consult her teachers. She did not need to ask Quillathe for advice. A new journey awaited. More places. More people. More chances to do good. It was the will of Valradun and her own intimate desire. Following the scattered signs, Nemeia found the Pilgrim's Caravan, offering her services as a healer, and keeping her tools of war carefully hidden.
A relative newcomer to the Pilgrim's Caravan, Nemeia has nonetheless found a place among the intriguing collection of merchants and travelers that make up the caravan. Most have come to see her as a benevolent figure, a much appreciated cleric unwaveringly willing to offer her aid and to help those in need. Still, some wayfarers continue to view her with suspicion, finding it unbelievable that someone so touched, so shaped by evil can be so firmly dedicated to the cause of good.
Personality:
Nemeia is a creature of contradictions. She is a devil with religion. She is a being formed in no small part from chaos and evil, yet dedicated wholeheartedly to good. She is a devoted cleric, with not an ounce of regard for chastity. She is a true believer, unbound by orthodoxy. She is a humble servant of moon goddess, held in great favor by her mistress. She overflows with compassion. She is quick to accept and quicker to forgive. She dances in the moonlight, following the inescapable tides of life, bending to the waxing and waning of her reality, recognizing the unmistakable ebb and flow of all forces.
She has a serene and peaceful nature and is slow to anger. She will not fight if she can help it, but will not hold back if she must. She is joyous and good humored, although she reacts with righteous fury whenever she encounters evil. She remains uncorrupted by the far reaching influence of her native land. She is untouched by the constant machinations of her infernal kin. She is kind, friendly, and for all the ill treatment she has suffered, Nemiea possess little of the bitterness that afflicts many other tieflings.
Despite her obvious infernal heritage, Nemeia pursues no evil schemes, and hides no true darkness deep within her. Her heart is kind and her soul is pure, protected by the brilliant light of the moon.
Her heaviest sorrows stem from the poor treatment that she has experienced as a tiefling. Such wounds, run deep, painful injuries of her spirit healing slowly, infected by lingering doubts, and disappointment. Calling out to Valradun, Nemeia fights this sadness with charity and love.
Motivation:
Desiring to do good and much more of good at that, Nemeia has joined the Pilgrim's Caravan in order to more easily travel to new lands and help souls in need of aid that might otherwise be far beyond her reach.
Skills, Strengths and Weaknesses, and Tools:
Skills:
Priestess of the Faint Moonlight
Nemeia is a priestess of the moon goddess Valradun. Imbued with divine magic, she commands lunar energy and powers of the moon granted to her by her deep connection to Valradun. Arising from her belief and trust in Valradun, her magic does not depend on formulaic prayers, ancient rites, or any arcane scholarship. Nemeia is a gifted healer, mending injuries and curing diseases through the manifestation of miracles brought forth by her steadfast faith. She weaves powerful protective spells, affording the blessings of the silver moon to those in need. Dedicated to preserving the natural order of life, Nemeia can channel the radiant light of Valradun to drive away the undead or harm evil creatures.
Dutiful as she is, Nemeia is no sedentary priestess, called to a simple life of temple service. She does not reside within the comfortable safety of temple walls. Her prayers are few and her sacrifices seldom. Instead, she carries out Valradun's will out in the wide world, through acts of faith, divine magic, and her own strength of arms. Although some would call her a soldier-priestess, Nemeia prefers to avoid any such distinction. However, she has been trained by the master-at-arms of her order and her skills have been sharpened through her travels.
Strengths & Weaknesses:
+ Of Fire and Ice: Nemeia is resistant to fire & ice + Forged in Darkness: Part elf and part devil, Nemeia has the superior vision in dark and dim conditions ascribed to both of her bloodlines. + Infernal Linguistics: As a result of her particular familial constellation, Nemeia is a comfortable conversing in the common tongue of the lands, the Elvish of the High Elves, and the black speech of the Infernal domains. + Infernal Magic: Cursed with infernal blood, Nemeia can summon base magic associated with the beings that inhabit the hells that spawned her. + Wings: Decidedly inhuman in her appearance, Nemeia has a pair of pale, bat-like wings that allow her to fly at a modest pace.
- Fanatical Idealist: Nemeia would happily die for her beliefs, certain that she can do nothing else but fight for what is right, to convince her to deviate from her wholeheartedly carried principles is an act of hopelessness. Nemeia will stubbornly refuse any and all entreaties to be pragmatic. - Reckless: Stemming from her faith and idealism, Nemeia is loathe to acknowledge risk and when she does she pays it little mind, especially if the task in question is noble in purpose. - Poorly Perceived and Received: Few readily or easily trust tieflings, convinced that they are no different than their demonic progenitors. At times, mistrust morphs into hatred and Nemeia has experienced no small amount of poor treatment. In some lands, Nemeia has found that even undeserved acts of violence directed towards her very person are to be expected from strangers.
Tools:
* Holy Symbol: Nemeia carries a silver pendent depicting the holy symbol of Valradun (a pale crescent moon adorned with seven stars). * Staff: the symbol of her high office, Nemeia possesses a wooden staff wrapped with silver, including silver flowers and vines, and topped with a moonstone * Robes: For religious ceremony, Nemeia has a meticulously maintained set of white robes embroidered with silver and decorated with moonstones. * Circlet: Before each service, Nemeia will create a circlet of woven flowers that she wears around her head. * Traveling Clothes: Nemeia owns a set of clothes well-suited for travel. Thick boots, a wool skirt reaching past her knees, a sturdy belt, a shirt with a jacket and an ample cloak with hood. * Traveling Pack: Owning only a steady draft horse, Nemeia has a leather backpack containing a blanket, 10 candles, a tinder box, an alms box, 2 blocks of incense, a censer, vestments, several days worth of rations, and waterskin. * Heavy Mace: Although seldom seen in her hand, Nemeia keeps a four-flanged heavy mace hanging from her belt. * Scale Mail: Carefully wrapped in weather proof material, Nemeia hides a suit of armor. Consisting of perfectly circular scales of opalescent appearance that glow faintly with silver light this scale mail armor is clearly of excellent make. * Horse: To ease her travels, Nemeia has used some of her collected alms to purchase a calm draft horse that she has named Sir Thomas.
What They Most Want: Nemeia wants to be good, she wants to do good, and she wants to change the world for the better. She wants to atone for the uncountable sins of her ancestors, she wants to be kinder than her kin, and she wants to be a merciful light in the dark winter of the endless nights.
If They Had a DnD Alignment, It Would Be: Chaotic Good
Three Likes: + A social creature, Nemeia enjoys good food and good company in equal measure. + Steeped in religion, Nemeia appreciates encountering new stories, be they written, spoken, or even sung. + Nemeia is immensely fond of all animals, she absolutely adores cats and other fuzzy creatures.
Three Dislikes: - Violence: Nemeia regards violence with great disdain - Cruelty: Having seen and experienced the cruelty of the abyss, Nemeia has had more than her fill of cruelty and seeks only to spread kindness in the world. - Laziness: Nemeia believes in action, she likes to do things, many things, probably too many things, and she does not take kindly to those predisposed to overzealous inactivity.
Do They Follow Their Heart or Their Mind?: Nemeia unwaveringly and unhesitatingly follows her heart.
Worst Fear: The greatest fear that Nemeia has is that she will one day succumb to the base and cruel desires associated with her infernal heritage.
Favorite Color: Blue
Most Like The Animal: Capybara
Favorite Time of Day: Nemeia has a shifting favoritism towards the ever changing time of day that matches the phases of the moon. She is most fond of the hour, usually late at night, when the moon shines the brightest in the sky.
How They Dress: Traveling Nemeia dresses pragmatically, wearing clothes suitable for long, arduous journeys (thick boots, a wool skirt reaching past her knees, a sturdy belt, a shirt with a jacket and an ample cloak with hood). Performing ritual or ceremony, she dons a white robe embroidered with silver and decorated with moonstones, a circlet of woven flowers worn around her head, and embraces a distinct lack of shoes. Regardless of the context, she wears silver and gold jewelry decorated with brilliant moonstones.
In times of great danger, when violence is expected near and soon, Nemeia will wear her suit of scale armor and wield her heavy mace.
Favorite Season: Nemeia holds Winter as her favorite season. Cold days and colder nights, long hours painted with snow and ice remind her of her distant home.
What Gods/Spirits/Whatevers They Worship (If Any):
Nemeia worships Valradun, serving goddess of the moon, and fervently striving to accomplish her benevolent aims.
A greater goddess, worshiped since the ancient days of Alriel, Valradun is a powerful goddess said to hold sway over the moon and celestial bodies that shine in the sky of Alwyne. Over the ages, the domains she is believed to control have grown in number, and at present she is recognized as influencing a wide range of areas. Valradun's nature, appearance, and mood all change in turn with the phases of the moon. She is generous and freely bestowed gifts and blessings on mortals. She also makes few demands of her followers. When beseeched by her clergy, she is said to readily respond.
Drawn by teachings that emphasize compassion and gentle guidance, her faithful are a diverse group, and come from many walks of life. According to words of Valradun, all on whom the moonlight falls are welcome to join her.
Valradun is believed to control the ebb and flow of the tides. She is said to bring comfort and safety to those in need during the night. She shines light over the darkness, holding evil at bay through moonlight. Some learned scholars argue that Valradun has become the moon itself, infusing the moon of Alwyne with her very spirit, so that she can eternally watch over the world. Through the moon, she is thought to control the powers of lycanthropes.
Those who seek her help and favor are many. She is called by those who are lost, aiding travelers lost in the wild and ships drifting aimlessly at sea. Sailors, navigators, and travelers are known to ask for her guidance. Her protection is sought out by those about to embark on dangerous journey. Ever changing, Valradun is venerated by shapeshifters, especially lycanthropes. Regardless of the quality of their heart or their view of their condition, many of those afflicted with such curses see her as the mistress of their nature. Observing the guidance she graciously offers, some engaged in the endeavor of predicting the future, have come to the conclusion that Valradun might rule fate itself.
Although she cares little for the gender of her followers, Valradun is commonly worshipped by women, who look to her for guidance, courage, and strength. A being concerned with life, Valradun is said to love all those touched by her radiant light. She is believed to be able to deliver love to those who seek it honestly and to bless marriages entered in good faith. She is said to intercede during births to ensure the safety of parent and child. Finding beauty in many places, Valradun blesses all things that she finds beautiful, recognizing that sometimes pleasing the senses can be kindness enough. Conventional as she may seem, Valradun encourages her followers to be self-reliant and to discover their own path. She is therefore popular with adventurers, all those who stand apart from others, and chart their own course.
It has even been said that she is one of the few gods worshiped by non-wicked tieflings. Driven by her dedication to the protecting life and confronting evil, Valradun is known to grant visions to people who desired them for good purposes. As such, even those not dedicated to Valradun will often pay their respects to her, in hopes of gaining her favor and aid.
Finally, those born during the full moon are said to be blessed by Valradun and are often encouraged, if not expected, to worship the moon goddess.
Unlike many gods, Valradun does not chain her followers with heavy ultimatums. She is lenient on issues of alignment and religious observe. To her faithful, to follow one's heart and to do the right thing is viewed as more important than uninspired theological musing or the strict performance of rituals. Her worshipers are encouraged to be compassionate and tolerant of others. They are urged to be humble and self-reliant, to use common sense and practicality.
Followers of Valradun seek out her guidance through observations of the heavens and rituals conducted under the moonlit night sky. They believe that life changes like the moon, waxing and waning with each passing moment. Her clergy suggest that there is a natural cycle to all of existence, arguing that there is an unavoidable ebb and flow to every force found in the world. Valradun and her followers view the undead and evil creatures mournfully, believing that while such unnatural forces must be swiftly opposed and defeated, they are not always beyond redemption.
Human, 28, about two years with the caravan // Human, 6
✴ Appearance: Lynn has curly blonde hair that reaches just below her ears and blue eyes like the autumn sky. She was once young and beautiful, but her innocence has long since been lost, and her beauty has been weathered by years of hardship. Her eyes, once clear and bright, are now sad and tired. Her body bears the marks of abuse, hard work, and motherhood. But past her bruises, scars, and stretch marks is a resolute mother, and that determination has made her hands rougher and her arms stronger. The callouses on her hands are from her weaving.
She usually wears long robes and dresses in dark colors--gray, black, dark blue, and dark purple. She tries to hide her figure as much as possible, aware of the looks and judgement it brings.
Her dear Pietro takes much after his father, with short, black hair, wide brown eyes, and a smattering of freckles across his face. His round face is expressive and honest. He wears a dark blue tunic with green lizards on it--hand-woven by his mother.
Lynn was once young. She once lived a modest but happy life in the countryside, surrounded by those who loved her. And she once saw the smoke rising from her neighbor's homes, and the warlord's army descending. As a child, Lynn saw her village razed, her parents murdered, and her friends taken away to become slaves, like her. Barely a teenager and now a slave, Lynn was shipped across seas and carted across plains for more than a year, traded between the hands of merchants who dealt with humans like livestock. At the end of the journey was a city that seemed like paradise--the city of Liva.
Ah, Liva! City of color and light, city of smells and tastes and sights so wonderous one might even call it gaudy! Here, the women dress up for breakfast, then change their outfits at lunchtime, and then again for dinner, evening, and bed. Here, the men parade the streets on majestic black steeds, armor gleaming, glittering, blinding. Here, the children light firecrackers in the streets at dusk, their shouts of joy mixing with the sounds of the city--half melody, half cacophony. In Liva, festivals are held almost every day, and the people are permanently drunk with wild joy, or maybe just drunk.
In loud, blinding Liva, Lynn found herself.
Liva was lively. Yes, even beautiful; but even the most beautiful city has its flaws, and Lynn saw most of them up close. The love of beauty became vanity, the love of celebration became frenzy, and the love of love became lust. And for a city whose appetite for the beautiful, shiny, and spectacular is unending, the supply must be also be unending. With her golden curls and rapidly developing figure--a non-issue to the Lynn Protected, but a dangerous, unnerving thing to the Lynn Captured--Lynn was the perfect product. The madam of the Blue Rose, a well-to-do brothel, immediately recognized the value in the young girl, and purchased her on the spot.
She was sold at the age of 14. By 15, she was a favorite of many patrons across Liva, both important and unimportant, and Madam Rose could not be more proud of her top earner.
Those years were the hardest for Lynn. The people of Liva did everything so loudly, and she struggled to learn their flowery language and extravagant customs. And while not every client of hers was a depraved beast, all were faceless, unfeeling. She grew used to being used. Her blonde curls, once the pride of the village, were now just another reminder of the vanity of Livans. Her body was a nothing more than an encouragement to insult, to catcall, to touch, to judge, to use. She was always being touched, everywhere. Some men would hurt her. Others would barely look at her.
By the time she was 18, though, things had begun to change. Madam Rose and the Blue Rose had prospered, and the prostitutes of the brothel were treated well. Lynn ate well; she was warm and well-groomed. Her beauty had fully blossomed, and she knew how to reel in the customers with a gentle and kind demeanor. The other prostitutes knew her, and while some were jealous, others offered her advice and wisdom. She learned how to navigate Liva, learned how to speak their language like she was born there, learned to love, in least in some small part of her, their festivals, their fashion, their songs.
It was then that she was introduced to the loom. The craft of weaving captured Lynn's heart and mind. The weavers of Liva were proud and skilled craftswomen, and Lynn admired their dedication and their stern countenances--traits so not like Livans, and yet these weavers were behind all the most beautiful outfits in the city. It took time to learn the craft, and longer to convince the weavers to teach her, but soon enough Lynn had a small loom in her room, where she would weave for hours. The detailed, repetitive work soothed her; feeling the threads grounded her mind in the present, the painful memories of the last decade melted away into nothingness, and Lynn could believe she was almost happy.
Things continued like that for years. Lynn continued her work at the loom and at the brothel, dreaming of the day she could sell her work, leave the Blue Rose, and maybe even go home. The turning point came when she met Valentin.
Tall, handsome, and gentlemanly, Valentin was her client only once. Captured by Lynn's beauty and intrigued by what might lie behind her gentle persona, he returned to the Blue Rose again and again, just to catch a glimpse of the "true Lynn." Lynn was struck by Valentin's unbothered manner, his oddly modest dress, and the way he seemed to really care about her. What began as curiosity grew into a friendship, and then, eventually, a romantic relationship. For the first time in more than a decade, Lynn felt respected and loved. For the first time in years, she had hope for a better future.
At 22, Lynn gave birth to her third child, a son.
Finally. A chance at a happy life, a normal life. Away from the Blue Rose, away from Madam Rose, away from her past life. Valentin had wealth, but he was also private; with him, Lynn could spend her days weaving and caring for her son, unbothered by the judgement of society. Just them three, a happy family.
Imagine her surprise, then, when Lynn discovered that Valentin had a wife. Heartbroken and furious, she confronted Valentin, only for him to dismiss, berate, and insult her. It was when he raised his hand against her that she understood: Valentin was not going to give her the happy life she wanted. She returned to her loom in tears, her hopes and spirit crushed.
Yet, when she looked at her newborn son, she couldn't stand the idea of staying in Liva a second longer. Her son deserved better than this vapid, soulless city that had used and abused her for so long. It was clear Valentin didn't care about them and wouldn’t lift a finger to help, and Madam Rose was bound to be just as (or more) merciless.
It was decided, then: She would have to do this herself.
Lynn's departure was as unassuming as her entrance. No Livan paid mind to the woman with a baby boy in her arms, her precious loom strapped to her back, and her curls chopped off. She boarded the caravan without a second thought, refusing to look back at the city she had called home for decades. The Lynn of Liva was no more. And good riddance!
✴ Personality: Tired, so tired. Lynn has spent a lifetime being used by others, and makes one weary.
Outwardly, Lynn will appear quiet, mild, and gentle, but inside, she is a woman of resolute strength and will. She is wary of anybody or anything that could pose a threat to her child, and she's fiercely protective of her son and his happiness. Healing for herself may be impossible, but she'll do anything she can to ensure that Pietro has a long, full life ahead of him. Even if that means lying, manipulating, or seducing (hopefully not!).
Past the secrecy and distrust, though, is a warm and loving mother. Lynn wouldn't think of herself this way, but she is still capable of great love, especially to young women and children. The past year with the caravan has given her some time to relax and perhaps even heal, and her weaving and her son give her something to work for. Maybe, given enough time, she can begin to hope again.
Lynn brings with her Pietro, also called "Pio" by his mother and other children. Pio is a bright and energetic child, endlessly curious about the world. Traveling the caravan at such a young age has given him an endless supply of new things to learn and new people to talk to! He can usually be found asking never-ending questions to anyone who will answer him--under his mother's supervision, of course. Pio has an interest in magic, among many others, but his mother is unsure if he should pursue it.
✴ Motivation: To give her child a better life, and to find the children she's lost.
✴ Skills: Lynn has no magic, but she is a skilled weaver with decades of experience in the art of making clothing, from procuring supplies to dyeing garments to sewing, etc. She speaks several languages (this is to be determined when I know how many languages there are) and possesses a lovely singing voice. She is good with children and often takes care of the caravan's children.
✴ Strengths: Although she's no scholar, Lynn could be called "street smart." She knows her way around people and money and is pretty perceptive.
✴ Weaknesses: Lynn is only human; she isn't going to put up a fight against any physical or magical force. Like many of the caravan, she prefers to keep to herself, and she can't read or write. She is also incredibly touch-adverse, and will freeze up or lash out if touched without warning.
✴ Tools: Her loom and her weaving supplies. Her and Pietro rent half of a wagon from an older woman in the caravan.
What She Most Wants: for Pio to be happy.
If She Had a DnD Alignment, It Would Be: True Neutral
Three Likes: Weaving, Pietro, a long nap
Three Dislikes: Being touched, being stared at, liars
Does She Follow Her Heart or Their Mind?: Heart
Worst Fear: Losing Pietro
Favorite Color: Royal Purple
Favorite Food: Tomato Sandwich.
Favorite Time of Day: Sunset.
Favorite Season: Autumn.
What Gods/Spirits/Whatevers She Worships: Lynn has prayed to them all, and none of them have answered.
Other: Lynn has had two other children in her youth, both daughters, that were taken from her soon after birth. She aches for them.
A Homonculus created by an ancient civilization. Basically it's life-infused clay, but unlike a Golem it has a mind of it's own. 5610 years old. Last seen wandering the Forest of Emerald
Appearance:
As a Homonculus, Vorex has a weird look to it. A singular massive eye is the key feature of its look. However the dark blue skin does not help either, it stands a small 132 cm (4'3) tall with weirdly long arms and hands in the shape of a human.
History: Vorex was granted life eons ago by an ancient forgotten civilization. Even Vorex does not know who, or what created it. It was granted a sole purpose in life, to protect the knowledge within the massive library it was created in. This could be achieved by use of force, persuasion or by sheerly memorizing the books. Which is eventually what Vorex did, as a Homonculus without brain, it was not limited by how much information it could absorb. Thus Vorex started absorbing all the books in the grandiose library, however, it turns out there was 1 caveat. Vorex could not access the knowledge by his own wanting, he could copy books perfectly at the request of others, but not access them himself.
During the fall of the unknown empire, the library was destroyed beyond help. The architecture in shambles, the books burned, forgotten or turned to dust Vorex was left without a purpose and all on its own. It had due to some fortunate accident survived the fall and raiding that went before that. One fateful day it had gotten stuck in a place in the library, a place nobody really checked, thus he sat there waiting... and waiting... waiting for someone to come free it. This took an endless amount of time until enough time had passed for the entire ecosystem around Vorex to change. A small creek had grown into a grand river during the course of thousands of years. This in turn had corroded the place where Vorex was stuck leaving him with a way out. Thus inspecting his surroundings Vorex had concluded his masters were no more. Its last purpose rang in its head, rebuild the library, and with that Vorex set out.
Personality:
Created with one purpose in mind, Vorex will do whatever it deems necessary to rebuild the library he was created in. Currently, that means joining the Caravan to gather new information, new books, and new places to learn. Vorex is amicable to others and willing to help by virtue of creating books.
Motivation:
Gathering of knowledge, finding a way to rebuild the grand Library.
Skills:
Has basically an entire library stuffed away in his head and is inhumanely fast in copying books from it.
Strengths:
Trained in close-quarters combat, to protect itself and the books.
Can divide its mind into 2. This allows it to constantly write while doing other things or double the speed at which it copies books.
A font of knowledge.
Weaknesses:
Has all this insane knowledge but no way to access it by itself.
Basically created for 1 thing and 1 thing only. He does not possess anything beyond that, which leads to it coming off as completely socially inept.
Tools:
A duo of magically enchanted quills that are linked. If one writes in the air the other will write that down in a book. (Credit to @Expendable for coming up with this idea)
What They Most Want:
To find their library or rebuild it.
If They Had a DnD Alignment, It Would Be:
True Neutral
Three Likes:
Knowledge, people asking for books, learning new things.
Three Dislikes:
People disrespecting books, people hoarding knowledge and his past.
Do They Follow Their Heart or Their Mind?:
Their mind, for Vorex has no heart
Worst Fear:
Being unable to rebuild the grand library.
Favorite Color:
None, Vorex was not given one.
Most Like The Animal:
A crow? Since it's linked to knowledge and wisdom.
Favorite Time of Day:
Night.
How They Dress:
Always seen in what seems to be the same jute coat.
Favorite Season:
None, Vorex was not given one.
What Gods/Spirits/Whatevers They Worship (If Any):
Race, Age, Time in the Caravan: Thozna is a Gnoll (or an Uplifted, as they refer to themselves), one of the hyenafolk that live in the plains, swamps, savannahs and deserts. While specific cultural practices vary from clan to clan they're a generally nomadic people, living a lifestyle of hunting, herding and raiding. Gnolls can be found in a variety of environments, their thick pelts and hardy constitutions making them well-suited for mercenary work. Indeed, it's not uncommon for a petty lord to hire a band of them for use as shock troops or terror squads.
They have a reputation for savagery and are even rumored to be demonic in origin, but these stories are not the full truth. Generally speaking Gnolls don't so much revel in violence for the sake of violence as they lack inherent respect for life. They respect people for their achievements and friends, family and pack members are considered highly important but an outsider's life is of no value on its own, and thus Gnolls have no problem snuffing it out if required. It's not too difficult for someone to be accepted by a Gnoll, however, as many of the Gnolls that roam outside their hunting grounds are working as soldiers, bandits, mercenaries, or bodyguards, and those in the packlands are living extremely communal lives. They're very much time players, they just don't care much about those outside the team.
While they can reach the age of 120 or even past that, in rare cases, they generally die far earlier to illness or violence. Scrapblast is fairly old for one still fighting, estimating herself to be somewhere past eighty. She had an earlier stint with the caravan of about four months, and her second tour has just passed the two-year mark.
Appearance: Gnolls are much taller and much broader than humans are, and Scrapblast is no exception. She weighs in at a stocky four hundred-odd pounds of muscle and teeth, standing seven feet and eight inches tall while hunched over in the trademark Gnoll slouch. Her thick pelt is colored in a range of browns, the fur on her back having a reddish tint while that of her front lightens into a creamier shade.
While she has a range of scars across her body the vast majority of them are hidden by the tunics and capes she's taken a liking to, save for the wound running down her muzzle. The nasty gash left by a falchion strike tends to dry out and irritate her, so it's not uncommon to catch her running her long tongue up the channel.
Thozna tries to dress presentably by "civilized" standards on a day-to-day basis but feels she is under no compulsion to do so when she puts on her armor. Her war gear was designed to induce fear as much as it was to provide protection, almost deceptively crude. Harsh, rugged steel plates are layered over thick mail, her helmet hugging close to her skull while leaving her jaw free to bite people with.
History: Thozna was born into the Norplain pack, a Gnollish tribe occupying, unsurprisingly, the Norplain region of the Ashvenkal. At that time the Norplainer gnolls had two main industries: the herding of livestock, mainly cattle and sheep, and raiding. Of course, there were other professions, such as healers to care for the sick or blacksmiths to produce tools, but by and large, they slaughtered animals and enemies. Thozna's mother was a noted warband leader while her father was somewhat infamous in the nearby settlements for his skill with a javelin, and thus her fate was decided.
Gnolls mature quickly compared to humans, becoming adults at around ten years of age. Even before then Thozna accompanied her parents in the field, scoring her first kill in a fight against a party of dog-like Ainok. Thozna likely would have gone on to an impressive but ultimately ordinary career as a warrior, save for one thing.
Gnolls believe that magic is the realm of Mus the Weaver, the mysterious many-eyed patron of seers, tacticians, and clothmakers who was the first hyena given sapience by the dragons of the Ashvenkal. Those marked by her lead auspicious lives and it's considered bad luck to not nurture her gift. Thozna first began to unconsciously levitate objects as a cub. starting with nails before moving knives and pots.
As she got older and gained more control over her magic she chose a personal name in the Gnollish tradition, Scrapblast. It reflected her preferred method of fighting: spraying the enemy with shards of jagged metal. With this power she set out to make a name for herself, battling against rival warbands and raiding the nearby Human and Ainok settlements.
As she got older Scrapblast got bigger, faster and more magically empowered. The months of experience turned into years and the years into decades, Thozna outliving her parents and many of her peers. While Gnolls are naturally long-lived the lifestyle tends to cull the pack, especially those who find themselves on the front. Scrapblast's band, formed when she was fifteen, had seen a complete turnover of members two times over by the time she was thirty.
She was an extremely talented soldier, one with enough stolen wealth to happily retire. But Scrapblast found herself growing bored. The Norplainers had gone through a series of small disasters during her third decade, droughts and outbreaks of disease and pyrrhic victories all adding up. As quickly as they reproduced the pack was still hemorrhaging manpower and those that survived were more cautious. Why throw their lives away when people needed them at home? Scrapblast couldn't blame them for this subtle shift in sensibilities but she couldn't stand by either.
As an accomplished raid leader, she had the right to gather a small band of friends, family and various connected men-at-arms. Scrapblast sewed together her banner and led them to seek their fortunes in service of others. The various headmen and warlords of the Asvenkal always had a need for hired blades and were none too picky about where they came from. Even those whose territory Scrapblast had pillaged in the past were happy to have her on their side.
But by that point in her career, she found those battles boring. Most of the time the band was deployed against disobedient peasants and bandit gangs, only occasionally called to fight against the armies of a rival lord or an outside force that dared to intrude on the Dragon-Sultans' lands. The pay was solid enough to keep her crew interested but Scrapblast was too old to be bought by baubles alone.
Her search for excitement led to her turning to the Dragons, the largely unknowable and inhuman entities whom the Gnolls descended from. It was possible for the Uplifted to ascend to Dragon status with enough strength of spirit and a healthy amount of luck, albiet almost unheard of. There were only twelve who had ever achieved the transformation, but Scrapblast already possessed some of the Dragons' power in the form of magic and was stubborn enough not to let the infinitesimal odds of success dissuade her. A chance find of an old corpse was all the encouragement she needed, Thozna took up the eldritch bones and scales and marched off to search for the ultimate enlightenment.
So she walked out of the Ashvenkal and into wider Alwyne. Scrapblast haggled with merchants in the bustling temple-cities of Velkinir, and searched for abandoned treasures in the ghost towns of the old Costal Elf homelands. One day she was part of a hunting party high in the Ironpeaks hunting for roc eggs, the next she was a guest of a giant who dwelled in a cavern of quartz. She sought to test her mettle so that it would become unbreakable, working to prove to herself that she deserved to join the Forebears in whatever unknown dimension they battled over. When she wasn't moving she was mediating, holding the scavenged pieces of drake-corpse against her as she tried meld her consciousness to the remnants of energy contained within.
This mercenary-monkhood was freeing but still, the passage of time needled at Scrapblast. She was about fifty when she decided to return to the Norplain, having spent so long away from home that she had almost forgotten what it looked like. Her homecoming was awkward, most of those she met having been born too late to know of her save for stories from their elders.
Moreover, in her absence, the pack had elected to settle down entirely. The series of setbacks that they had suffered decades before had put them in a precarious position, forcing them to cooperate more with the nearby settlements. At some point the group stopped traveling their circuit of hunting grounds to move into the outskirts of a trading post, given a place to raise their flocks in exchange for serving as an auxiliary defense.
Once more Scrapblast found herself alienated from her people with no one to blame but poor circumstances. Her half-hearted attempts to form a new warband failed, and she said her final goodbyes.
She planned to make her way to one of the other, more traditional Gnoll tribes and seek entrance on the strength of her storied career, but each time she encountered one, she couldn't bring herself to pop the question. She had left her pack, yes, but she was still too fond of it to renounce her allegiance. So Scrapblast went back to wandering, working as a mercenary at some times and a simple brigand at others. Any battle was an opportunity to improve her sword-arm or her mage's gift, a chance to shift herself closer to her competing goals: Become a dragon, or die trying. In her eyes it would have been a disservice to her legacy to die quietly in a bed somewhere, someone as experienced as she was deserved to die with axe in hand. Her quest continued through her sixties and into her seventies, coming to a pause in a twist of fate.
A cunning, underhanded merchant had passed a tip onto her as part of her payment for services rendered: a competitor of his would be traveling through a relatively empty part of the Sheepshead Isles, and with him he'd have a good stash of gold and some valuables. If Scrapblast were to hit said competitor she'd get his loot and the merchant would have one less problem to deal with.
So hit him she did. It was a simple matter to lay an ambush, his guards merely local toughs he had equipped for that leg of the journey. What complicated matters was the fact that the trader had been accompanied by his family. He and his wife were killed in the initial charge while his eldest child was cut down when she attempted to slash Scrapblast with a razor.
That left the youngest, a boy of not more than three years. While Gnolls don't take issue with the killing of outsiders they're not actively genocidal. Thozna's raids were nearly always smash-and-grab affairs, fatalities would occur but not enough to doom a bloodline or a village to extinction. Moreover, she missed having companions and respected the toddler's now slain family for their attempt at resistance. She adopted the boy as a show of thanks for their noble display and a way to cure her loneliness.
She named him Ryt-kiltu-Sheepshead (roughly translating to "Ryt, found in Sheepshead") and raised him as her own. Scrapblast never hid Ryt's origins from him and he didn't outwardly question her actions, although as he grew up she detected some unspoken angst. Raising a boy meant settling down again, the pair moving into a small farming community named Alstow.
Scrapblast found work as a rancher, having grown up with animals as a cub in the Norplain. The humans she lived among were understandably cautious of her but she proved her good nature the first time a bear strayed too close to the village. After that she was treated with some amount of respect and allowed to raise Ryt in peace. As soon as he was old enough she placed him under the tutelage of the old 'witch' who lived just outside of Alstow.
Another decade passed, Scrapblast finding herself on the wrong side of eighty and once again plagued by restlessness. In her eyes Ryt was an adult, a young man capable of surviving life on the road. There was no need for them to stay huddled up with pigs, not anymore. So they gathered their things and set out in search of his future and her glorious death, whatever forms they would take.
The Pilgrim's Caravan was a natural fit for them, Scrapblast had in fact traveled with it in the past. Rejoining was as simple as falling into line.
Personality: Scrapblast is old in a profession and species that generally die young, so she likes to think that she has a handle on things. Age has tempered her aggression into something more akin to a dry, morbid sense of humor. While she isn't interested in bloodshed for its own sake she is hardly opposed to it either. She's honorable in the Gnoll sense of the word, where practicality is valued as much as bravery. There is a time and place for single combat, just as there is ambushes and sabotage.
Thozna misses the vivid storytelling of her people and thus is drawn to bards, griots, and poets of all types. This love of story extends to art in all its forms, a good painting or interesting sculpture being quick ways to grab her attention.
She has no time for cowards and, despite her being one herself, doesn't care much for mercenaries. In her eyes most sellswords are people who lack purpose, else they would be fighting for a lord or cause they believed in.
Also, she eats corpses. Gnolls are scavengers to the extreme; as far as Thozna is concerned, a dead person is basically the same as a dead pig. She isn't dumb enough to hunt two-legged game for the sake of it but if someone happens to cross her and she's left with a body? Snack time.
While she has the good grace to keep from just ripping into a freshly slain stranger while others are watching sometimes it's best not to question what sort of meat she's eating.
Motivation: Boredom. Scrapblast has lived long enough to watch the rest of the Norplain Gnolls die or become sedentary, giving up pillaging for farming and laboring in the burgeoning human settlements nearby. While she can hardly blame her people for choosing a safer path she does find it dreadfully uninteresting. The Caravan represents an opportunity to keep moving until she finds her final battle, whatever form that takes. If she has to die then she is determined to die fighting, as is proper for a warrior of her stature and experience.
Power. While she knows that death through violence is her likely fate, she is not content to sit and wait for it to come to her. She will fight until she cannot fight, and in doing so seeks salvation in the Gnollish tradition: ascending to Dragonhood. Thozna has no way of knowing if she can ever reach this goal but being dissuaded by improbablity only guarantees that she doesn't deserve the honor, so she'll continue building up her physical and magical prowess and studying the draconic artifacts she's managed to collect over the years.
Skills, Strengths and Weaknesses, and Tools: Gnolls are as intelligent as any other sapient species, capable of building tools and making art. But physically and culturally they are still very much wild animals, capable of running down game and stripping hides from their flesh with claws alone. They're built to survive harsh environments and are quite content to trudge through blazing deserts or frozen tundras.
Her relatively long life has also given her plenty of time to develop skills suiting a professional ravager. Like pretty much every "wild" Gnoll out there she was trained to fight since birth, mastering the use of simple one-handed weapons like hammers, axes and knives. Where she differs from her spear-throwing peers is her training with heavy armor and shields. She can track prey and navigate by the stars, has enough first aid knowledge to keep herself from bleeding to death after a fight and has a keen eye for the value of items she comes across in her travels. In addition to the skills she's gained through practice, her age gives her a distinct physical advantage; as the older Gnolls get, the more their bodies harden. She's notably faster and stronger than the already impressive baseline of her species, able to outrun a horse in a short sprint and then hoist said horse and throw it.
This is something of a mixed blessing, at least among other Gnolls. The general cultural trend of looking for chances to prove one's strength makes elders like Thozna a tempting target for young up-and-comers looking to win duels or achieve fame in battle. Being considered one of the best means that while most Gnolls won't risk challenging her those that do are assuredly just as dangerous, if not more so.
While Scrapblast has a lifetime of experience in the field she's never spent a day in any classroom. She is, by the standards of the civilized world, entirely uneducated. While she can read the common tongue if given time and is capable of the basic arithmetic required for cash transactions don't expect her to chew through epic poems or perform complex calculations. While this wasn't a problem when she's roaming through arid plains and rundown city slums she does suffer a great deal when she has to admit her lack of schooling. She has yet to really understand the civilized world, and she doesn't really care to. She grew up robbing trespassers and forming raiding parties, spent her adult life seeking bigger and bigger bounties and is now expecting a bloody death so that her corpse can feed the carrion birds and other scavengers.
This unrepentant might make right mentality is reigned in for the most part when entering occupied territory but it can lead her to conflict with those who take offense. Similarly, Thozna is nearly entirely incapable of handling accusations of dishonesty, disloyalty, or cowardice. If someone were to call her any of the above her first instinct is to handle it the Gnoll way: knocking them over and stomping their face in. While she can temper this aggressive reaction doing so is never guaranteed.
Her real talent is the magical gift she's worked to nurture throughout her career. Her chosen name of "Scrapblast" reflects her chosen arcane art: the manipulation of magnetic fields. She naturally manipulates objects to her will, pulling them closer to her or launching them away. In combat she makes use of this by disarming opponents and using their own weapons against them, ripping swords out of the enemy's hands before plunging them into their necks.
While such magic isn't strictly limited to ferrous metals that sort of material is much easier to work with. She can lift a few hundred pounds of steel or pig iron without much difficulty and could conceivably lift up a couple tons of the same (provided it was all one solid object, and with great strain) but her capacity is limited with non-magnetic metals such as lead or copper. Scrapblast can even shift non-metal or even organic objects as all things have a magnetic field, but she can only move a tenth of what she could a ferrous metal.
-Armor and Shield: She doesn't actually adorn herself with grisly trophies...usually. -Weapons: Has her axe and a variety of knives for skinning people and animals alike. In addition to proper blades, she likes to carry a grab bag of metal shards and a pair of solid iron ingots to pelt the enemy with. -Net: A blanket of steel rings that she can launch at someone to disable them, now more commonly used for mundane fishing. -Bedding -Mess Kit -Money: A variety of coins, most of them looted or stolen. -Moron: A riding moose, a magically-produced breed originating with the druids of the Tildretti forest. At twenty hands tall he's pretty much the only thing big enough for Scrapblast to ride and he's as smart as any donkey. The problem is that he's just as stubborn to boot, thus the name.
Reliquary: A small box of lacquered wood, lined with lead and treated with magic so that it's stronger than steel. The container itself is purely functional, but the shards of bone and scale within carry personal and religious significance for Thozna. They're pieces of an Ashvenkal dragon, extremely rare and extremely dangerous. Just looking at them can cause those unfamiliar to suffer nausea and a lingering, almost nihilistic dread as the alien energies still suffusing the remains leak into the world. Thozna mediates with these pieces clenched in her hands and jaws, working to overcome the weakness of her current self by communing with the echoes of the now-dead beast.
The reliquary can be used as a focus for her magic and in doing so changes the nature of it from focusing on magnetism to decay. Scrapblast drains the soul from her foes, feeding off their strength to revitalize herself. However, this is an extremely risky maneuver as trying to harness the Dragon's remains can backfire. If she's not careful she'll end up being consumed from the inside out.
It is chained to her at all times.
What They Most Want:: For Ryt to find purpose before she achieves her own.
If They Had a DnD Alignment, It Would Be: Chaotic Neutral
Three Likes:Stories, strong drink, those who are bold
Three Dislikes: Being bored, coffee, cowards
Do They Follow Their Heart or Their Mind?: Her heart
Worst Fear: Dying peacefully
Favorite Color: Brown
Most Like The Animal: Unsurprisingly, hyenas That is, which animal they are most like- not which one they like the most.
Favorite Time of Day: Dawn and dusk, Gnolls are naturally crepuscular.
How They Dress: Practically
Favorite Season: Summer
What Gods/Spirits/Whatevers They Worship (If Any): Primarily Mus the Weaver and Tel the Hunter, the Ashvenkal Dragons as a whole
Ryt-kiltu-Sheepshead
Race, Age, Time in the Caravan: Ryt's actual age is unknown, his best guess is somewhere between 12 and 14. He's a half-Orc, a somewhat rare and not always liked crossbreed. He's been traveling with the caravan with his 'mother' for the last two years.
Appearance: Ryt's mother was an Orc but his father was a Halfing, and it shows. He's only four feet tall, barely weighing above sixty pounds soaking wet. He looks young for his age, much to his chagrin as he tries to grow up into a proper man.
History: Ryt doesn't know his parents' names. He doesn't know where they lived, how they met one another, if they had any family or close friends nearby. He couldn't even tell you if has any surviving relatives. All the information he has is what Thozna gave him: they were merchants who threatened the local monopoly of some rich trader, and the trader had her take them out. His mother, father, and older sister all died within minutes of each other, and she adopted him. The sole survivor.
Wherever he was from originally, his home was Alstow. A quaint farming town, the vast majority of which was human. While there were some Halflings and the odd Dwarf here and there a Gnoll and her Orcish charge stood out. Ryt's earliest memories are of being the Other, not shunned by his peers but regarded with curiosity.
Despite his odd circumstances, Ryt did have a relatively normal childhood. His adoptive caretaker was employed as a ranch hand on one of the larger farmsteads and he helped her with her chores, namely feeding the chickens and mucking out the stalls. When Thozna allowed him to knock off from work early (which was often) he played with his peers, his strangeness not enough to exclude him from circles.
The interesting part of his upbringing was his education. Thozna, embarrassed by her lack of book smarts and wanting better for her charge, arranged for him to be educated by the white witch who lived on the outskirts of Alstow. Old Lady Moira, or Miss Moi as she preferred, was a druid and alchemist. She was the town's healer in addition to providing blessings for the crops, a well-liked if not quite understood figure.
Ryt learned mundane skills like reading and herbalism but was also given instruction in Miss Moi's brand of magic, a subtler, kinder art than that which Thozna practiced. Most of Ryt's lessons were based on working with the flow of magic as opposed to muscling it into doing what he wanted, gently coaxing it into closing small wounds or invigorating sickly animals.
He was a quick study, almost too quick. He was only eleven or twelve when he had learned all that Moi could teach him, the rest he would have to pick up from more experienced teachers and practice in the field. Thozna, already anxious to be on the move, packed up their things without a second thought.
Since joining the caravan Ryt has continued to work on nurturing his gift, supported by an approving Thozna. But as he gets older he chafes under her guardianship. Now a man by the old Gnoll's standards he can't help but feel bitter over his circumstances. Time will tell what, if anything he does about it.
Personality: For a boy raised by a crusty old mercenary with few qualms or compunctions, Ryt turned out remarkably well. He's soft-spoken and polite as can be, greeting most people with a smile. He's mature for his age, level-headed and very careful to avoid confrontation.
He's actually too careful for Thozna's liking which is a point of contention simmering between them. She's never once apologized or even acknowledged wrongdoing in slaying Ryt's family, and he's grown to quietly resent her for it. Thozna knows he does, he knows she knows he does, but she refuses to give him what he wants without him demanding it of her. This attempt to make him man up has failed thus far, only serving to slowly poison their still-loving relationship.
All this to say, he clings to friends. Whether or not he can say it aloud Ryt desperately wants a family of his choosing, not one that's forced on him. Being snatched away from his peers in Alstow had a profound effect on him so any new friends he makes can expect to be doted on.
Motivation: Purpose. He's still hanging around Scrapblast because, as complicated and unhealthy as their relationship is, she's the only constant in his life. Until he finds something else to devote himself to he'll just keep tagging along.
Skills, Strengths and Weaknesses, and Tools: He's a pretty good herbalist and a remarkably talented druid, for his age. While he can't get detailed information out of them he's able to communicate basic thoughts and feelings with animals, a useful trick since he's small enough to look like a snack to a wolf.
He's also extremely tricky to find when he doesn't want to be. His halfling blood has given him near-silent steps and an eye for hidey-holes while his orcish endurance means that he can probably outrun whoever's chasing him if stealth fails.
But being nimble and sneaky means little when you can be hoisted with little trouble. Ryt has all the strength of a particularly ornery kitten, just about capable of carrying small creatures that aren't struggling too much. He'd lose a wrestling match against any reasonably healthy child his age, and if it's an adult grabbing him he's done. Being in his early teens at the oldest also means that he lacks life experience, his worldview still fairly naïve.
Sometimes in situations of extreme stress, he can regress into the primal fury used by Orc berserkers, lashing out like a cornered animal. This can be a good or bad thing depending on the circumstances. Best case scenario the mugger or whoever is warded off by a flurry of scratches and bites. Worst case, they get angry and smash his head against the nearest wall.
The druid-in-training can't perform much in the way of big, showy spells yet, instead relying on more mundane but still useful magic tricks. With a little bit of focus he can restore life to failing crops or sick creatures, giving them some extra strength with which to fight on. Small cuts and gashes can be healed with a quiet song, and he knows how to produce a number of useful tinctures and tonics.
In dangerous situations he can instinctively call upon nature to defend him, although he has little control over the shape it takes. A cloud of flies might suddenly buzz out of nowhere to blind an attack, a shower of sparks might singe their hair or they might find the solid ground they walk on is now a quagmire.
And while he's not hurling around armored knights like Ol' Scrapblast he is really good at skipping rocks. Like, magically good. Sometimes he can bounce one ten times in a row. That counts for something, right?
-Buford: Ryt's pet and almost-familiar, a very friendly and slightly stupid dog. Buford is still a bit too obstinate to be an assistant but his connection with Ryt does make the boy's magic a little more potent when he's around. -Knife: Designed for pruning plants and sawing through small branches as opposed to fighting but Thozna makes him wear it on his belt anyway. -Druid's Kit: Put together by Miss Moi as a parting gift. Contains a mortar, pestle, measuring spoons, vials for samples, seeds and various other bits and pieces. -Money: Thozna gives him a little pocket change here and there. -Trelawney: Thozna's giant horse-moose thing is too smart and stubborn to pull the cart so it falls on the smaller, stupider mule to do so. Sometimes carries Ryt in addition to a million other bits and pieces.
What They Most Want: A family of some kind.
If They Had a DnD Alignment, It Would Be: Chaotic Good
Three Likes: Animals, fresh air, Thozna
Three Dislikes: Cruelty, bullies, Thozna (it's complicated)
Do They Follow Their Heart or Their Mind?: Mind
Worst Fear: Depending on the day, Thozna being disappointed or proud of what direction he takes.
Favorite Color: Purple
Most Like The Animal: Badger That is, which animal they are most like- not which one they like the most.
Favorite Time of Day: Twilight
How They Dress: In simple, loose peasant's clothes
Favorite Season: Spring
What Gods/Spirits/Whatevers They Worship (If Any): A variety of nature spirits and Mus the Weaver No, M., Jesus isn't an option
Eriwyn was raised on stories of the noble hero-kings of ages past by her nursemaid, and the ideals these stories espoused landed and found fertile ground in her young mind. She is the 7th of 11 children of the Duke Aegnor of the Emerald Grove. By the Duke's reckoning, she was the most troublesome by far, caring about more than the family's wealth and power. To the Duke's disappointment, Eriwyn was nearly the polar opposite of her father, caring more for the people of the land than the profits they could produce.
This came to a head when, soon after Eriwyn’s 45th birthday, the capital city of the Emerald Grove was struck by a plague that ripped through the common folk while leaving the noble class relatively untouched. Beg and plead as she might, her father sent little in aid to the commoners who worked his lands, instead sending soldiers to enforce isolation and curfews with brutal authority. While effective at eventually bringing the disease under control, the city and Eriwyn both were devastated as nearly a quarter of the city's population lay dead in mass graves, or drifted away as ash from funeral pyres.
The ravages of the plague, and the shoddy efficacy of her father’s reactive measures, lead to a growing interest in medicine within the young woman, leading her to take up the study of medicine and biology alongside her other studies. This eventually culminated in Eriwyn starting a hobby clinic in the central part of the capital of her father’s Duchy, where she practiced and learned through experience and experimentation. Her father was none too happy, seeing this as below his daughter's station to be working amongst those who needed help but could not pay at a proper facility, or those who had an emergency that she was closest to.
As came to all elven girls of noble birth in their kingdom, on Eriwyn’s 200th birthday she came of age and had her official debut into society, alongside an announcement of her betrothal. Duke Aegnor had arranged a marriage for her that would benefit the family, a marriage to the up-and-coming young Count Beleg of Verdant Lake, whose lands bordered the Duke’s. Unfortunately for Eriwyn, the Count was a callous man whose treatment of his servants and serfs left her aghast.
Soon after learning of her betrothal to Count Beleg, and shortly after meeting the man himself, Eriwyn decided to run away. Over the following months, she carefully arranged for a carriage and horse to be readied through the many friends and connections she’d made through her studies and work in her clinic, before slipping away the night before the wedding and making for the Duchy's border.
Eriwyn traveled under an assumed identity of a well-to-do traveling doctor, charging those who could pay so that she could help those who could not. As she traveled, she heard rumors of the Uttering Monks and their Saying ways, and they reminded her of the whispers she would occasionally hear from her patients' bodies. Thus, she decided to visit them in the hopes of learning more of their arts. She spent nearly 10 years living among them and learning their ways before moving on, as rumors of a missing princess and a search party began to reach the Eld Marshes. With that stop behind her, she continued wandering, stopping wherever there were hospitals and places of learning to be found. During her travels, she supported herself by providing discrete services for nobles for anything from a cure for their son’s sniffles, to a powder to solve their marital issues, while using this money to help commoners and other folk. Eventually found herself in the Hold of Clan Buraq, hoping to learn about their unique biology and medicinal practices from their Shamans.
Personality:
At her core, Eriwyn is an idealist and a pacifist. She is driven by a hatred of suffering in all its forms while craving the knowledge and power to do something about it. As such she has a hard time turning a blind eye to those in need, with little attention for her own safety as she works to save lives.
On the other hand, she also has the long memory and longer lifespan of her people, and is perfectly willing to play the long game to get what she wants, persistently (or stubbornly, depending on who you ask) working towards a goal over the course of years or decades if necessary.
Motivation:
Eriwyn travels to expand her knowledge and help those in need, while also avoiding her betrothed. She knows they were searching for her, but does not know if they still are.
Skills and Strengths:
Eriwyn is a Sayer who speaks the languages of the Body and Plants
Body teaches and does in equal measure, as the body guides and is guided by the mind. A body can tell you what ails it and where the aches and pains are, and can help a doctor figure out the symptoms. It can also stimulate the growth of that once lost, or the modification of what is present. At present, Eriwyn has only used this within the bounds of what is normal for her subjects. She has theorized that going beyond may be possible, but is unwilling to try it on another and nervous about trying it on herself.
Plants speak quickly but do much. A plant may be coaxed to grow faster or out of season if provided with the right conditions and nutrients, or be taught to develop more potent versions of its properties, medicinal or otherwise. If properly prepared, a Plant-speaker can create medicines and rudimentary structures, or root their opponents to the ground with grasping vines.
Medical Professional: Eriwyn has spent nearly 100 years learning, practicing, and refining her medical skills with the knowledge available in her home. She can treat most normal ailments and accomplish other mundane medical tasks with what is on hand, and with her Utterance can even perform surgery and other invasive techniques with lessened risk.
Horticulture: With the help of her magic and many years of practice as a lady's art, Eriwyn has a green thumb and keeps a compact but flourishing garden on/in the roof of her wagon. The centerpiece of this garden is what she calls her rapid growth pots, which she uses to grow medicinal herbs and other useful plants as necessary
Unnatural Charisma: Eriwyn was always an outgoing woman, and learning Utterance only furthered this. She has a natural charisma about her that is bolstered by the vibrant aura of life and growth that flows with her every motion, catching and holding most people's attention and making every doctor's dream of a patient that actually listens come true.
Weaknesses:
Pacifist: Eriwyn refuses to kill any sentient creature, no matter the circumstances, and will only defend herself with what she sees as the minimum amount of necessary force. Her fathers rule over his lands and the effects it had on its citizens left her with a deep-seated distaste for violence in all its forms, though her time on the road has taught her that having to defend oneself is sometimes unavoidable.
Naive: Eriwyn is wise to dark concepts like death and sadness, but is often unaware of the darker uses for many techniques and medicines and the finer points of betrayal and sabotage, and even though she has lived over two centuries most of that was sheltered within the halls of her family's holdings or the Royal court.
Stubborn Pride: Eriwyn can change her mind, and have it changed, but if she has firmly decided on a course of action it is incredibly difficult to change her course without physical intervention.
Tools:
Eriwyn has extensive medical supplies within her wagon, and has a pack she carries with her of the essentials. She also carries small balls of seeds packed in with dirt and fertilizers in a separate pack along with some basic sampling supplies. She also has her garden as part of her wagon, and the main room can also be converted to a doctors office when she is seeing a patient.
What They Most Want: For her family and her betrothed to forget her.
If They Had a DnD Alignment, It Would Be: Neutral Good
Three Likes: Meeting new people Helping others Seeing new sights
Three Dislikes: Violence Greed Suffering
Do They Follow Their Heart or Their Mind?: Heart
Worst Fear: Losing a patient she could have saved, no matter the reason.
Favorite Color: Green
Most Like The Animal: Golden Retriever
Favorite Time of Day: Morning, with dew still upon the leaves
How They Dress: At the intersection of fancy and practical
Favorite Season: Spring
What Gods/Spirits/Whatevers They Worship (If Any): Eriwyn follows the Wanderer, and holds great respect for Eld Frowen.
I FORGOT TO POST HER OVER HERE I'LL FINISH THE ART TOO LMAO
Commander Hoshitsune Fumiko
Image Coming Eventually™
Race, Age, Time in the Caravan: Kitsutamin, 194, <1 day
A race of humanoid, and indeed human-derived, people from a planet far, far away. Best described as animistic spirits, or ‘Kaisa’ in their own language, controlling empty human bodies that shift and alter their physical makeup to match the spirit controlling them. Visually, they look almost like humans - but sport unnatural eye colors, foxlike feet, long claws, large canine teeth, large fox-like ears, and large fox tails. They reproduce normally, and reproduction with humans will produce a Kitsutamin offspring. There are two notable attributes of the people that set them apart from the norm. First is their ability to adapt to new environments over a period of some years, adapting resistance or immunity to any injurious traits of the environment. Second is their lifespans - utterly random, utterly unpredictable. Go to sleep every night, not knowing if this will be the last one. The connection of spirit and host body is a tenuous one that can break easily. Some among them have nine tails, a part of a long and arduous process towards some sort of immortality and gaining immense power along the way. Others, like Fumiko, born to these individuals, do not possess any remarkable powers - but are notably more stable in their spiritual connection to the body, granting them the opportunity to some day gain power like their parents. How humans evolved on another planet, however, is another matter entirely…
Appearance: Fumiko has snowy white hair that reaches well past normal military regulation length down to her waist, with large fox ears and nine fluffy tails of an identical shade. She has two amber eyes - one framed by a thin amount of peculiar black material and a long broad scar that runs across it. How the eye appears to still be fully intact from such an injury is anyone’s guess. She stands at approximately a 171cm and sports a well-muscled physique born of intense physical training and the rigors of combat. She wears her pilot’s suit, and carries her weapons strapped to it, though will rapidly seek a cloak or some other means of obscuring its nature to onlookers.
History:
Commander Hoshitsune Fumiko was born on 12/14/4032, in the city of Akharata, Koshin Prefecture, in the South Kamita Federal District of the Republic of Yatovina. The daughter of an experienced Kyukitsutamin mage who had devoted her life to the practice of art - specifically poetry, she was displayed a marked interest in the subject herself from a young age. Though raised communally, as is custom among the kitsutamin of Yatovina, her fascination with her mother’s work went well beyond what was normal. Many joked that she would follow in her footsteps, another poet bearing the family name on for the next thousand years, perhaps even more.
As she began her secondary education, however, she found an additional love, one that came to surpass that earlier childhood love. Science. She loved science in all its forms, seeing the ways the world around her fit together, learning the mechanisms and laws that governed the world around her. Her mother would take her to the cosmodrome for launches, and she would scream in excitement as she watched the rockets lift into space, silhouetted against the frozen sea beyond. This love never faded away, and in fact only grew stronger.
A change began as the child grew older, however. Her temperament soured. She could be found getting into brawls and arguments. The authorities became involved - the heavy hand of the law of the old Yatovinan regime not as brutish or as strict back in those days. But even so, she fell out of education, much to the dismay of her mother. The child grew more violent, more outspoken - until finally she took it too far. The world of organized crime had never been particularly huge in the republic. Even without the sun’s nurturing warmth, they had found a way to stay alive, supporting themselves in their cities through subterranean hydroponics systems and other, less pleasant sources of food and energy. But as the decades and then the centuries had worn on, this slowly began to fray. The increasing deprivation and hardship felt by some in the nation as others took more than their share wore on them, and the Yatovinan criminal underworld surged back to life, and Fumiko had gotten caught up with them.
When she was released from the penal system, she emerged a changed woman. She was fortunate, so many years ago. The rot had not seeped in where she lived yet, the system still worked as intended. And it was that working as intended that saved her. She had begun a correspondence with a researcher working at a nearby university who re-enkindled in her a love of learning and seeing the function of the world around her. Fumiko emerged determined, disciplined, and with a fresh start on life.
She had rediscovered her love of science, and enrolled in the university with the researcher with whom she had spoken. Certainly, the extra tails had probably helped - having a kyukitsutamin, even if just a born one, attending was always prestigious. But so too did the endorsement of the researcher. Magic was all well and good. But magic could not be understood in the way science could. When a dragon flew - in the unfrozen southern lands, of course, what gave it that ability despite the sheer impossibility of it from a physical perspective? Many had tried to determine what, or how, enabled this process - and all had come up empty. There was a reason research into physics and chemistry was still needed. A mage could, with decades of practice, certainly produce formidable results. Certainly her own mother, a kyukitsutamin of formidable power who had gone through the process of transformation, rather than being born into it, could produce magical effects the likes of which few could dream. But a mage couldn’t be mass produced, and not everyone could train to be a mage.
And so that was how young Hoshitsune Fumiko’s life progressed. She was a natural genius at the sciences, double-majoring in biology and in chemistry, voraciously devouring any information she could get her hands on. With those degrees under her belt, she moved further, into advanced studies, receiving a masters and then a PhD from a new university, and threw herself into the research with gusto. The decades passed in a blur as she devoted herself to her passion. Her old loves manifested, too. She wrote poetry of the wonder of the natural world that learning about the sciences had instilled in her. She fell in love, numerous times in fact, bringing four children into the world who she raised together with the rest of the community, as was custom. She and their fathers always moved on, eventually, but they remained a part of her. Her life was a happy one, working under researchers centuries her senior and learning everything she possibly could from them, and eventually becoming a minor figure in her own right. In her spare time she pursued the study of the magic of the world, too. Though she had devoted her life to science, she could not simply ignore the other side of the world, inscrutable as it was. She never became a true mage, but she did gain a good appreciation of the body of knowledge surrounding the phenomena regardless.
Despite this, the world around her was not so blissful.
The Republic was in crisis. The earned authority it had been built on had been concentrated, abused, used to extort and squeeze the people of the republic dry when they already made do with so little in the ice and snow. The leaders spoke of how under their guidance they would find a way past the heliopause once more and reignite the artificial sun that had once burned bright in their sky. But in truth there was only hardship. Empty bellies. Tightening belts. And eventually it became too much, and the people of Yatovina rose in revolt. The revolt began in the east, in Kamita where she lived, and from its inception it had Fumiko’s unreserved support. She was a believer in tradition, in authority, in the functioning of systems and their mechanisms - for the good of the people. A fervent believer in the rhetoric of the revolution, or returning to the system laid out long ago. She would support the revolution from the backlines, pledging her knowledge of science to the cause.
And then her mother died. Fumiko had not even known she was in the army, let alone fighting. Volunteered to serve a noble cause and an ideal of a nation she remembered from long ago. Using her formidable mages’ skills as a self-created kyukitsutamin.
And she was dead. All those years. Fifteen hundred and thirty six years gone. Gone in an instant. It hadn’t been easy, she’d heard. Her mother had died a hero, her sacrifice saving an entire city. She wasn’t even her only child, far from it. Over fifty living children, many of them centuries older than Fumiko herself. Others dead even before that from the random nature of their lives, born before she had completed the process. All of those years on this world, pushing for its improvement, writing and singing of its beauty gone. Gone in a single act of heroism.
The next week, Fumiko had volunteered for the army. She couldn’t wait behind the lines, now, not anymore. Perhaps it wasn’t what her mother would have wanted - but she didn’t care. She was no formidable mage or experienced soldier, but she didn’t care. Even if simply an armed grunt, one of millions, she would fight, spirits as her witness.
However, she would not be just another footslogger. She was instead funneled into the armored forces, where her educational and professional background initially indicated she serve a backline support role. But that wouldn’t satisfy her - she would fight, one way or another, their arguments against it be damned. Eventually, she won out, and began training as a pilot for the MV-9 assault vehicle.
It all passed in a blur, for her, but what she knew now was that she was a pilot, trained and certified both to pilot the machines and to fight as elite augmented infantry should the situation call for it. And as she entered the war, she found she was an excellent pilot. The war came naturally to her. The fighting, the killing. It came disturbingly naturally. She had never thought herself a truly violent person - her youthful insubordinations had never truly harmed anyone. But now? Now she was violent. Now she had killed many people. Too many people. And yet she pressed on, determined to fight to the bitter end no matter the devastation to her mind, to bring about victory. Slowly the revolution linked up and pushed their way through the snow and ice, with the aid of an unlikely party of intrepid heroes.
But despite her fearsome skills, Fumiko’s time as a pilot with the ground forces was coming to a close. A new generation of brain-computer interfaces was being rolled out, and for whatever reason, they didn’t work with her. Why, how, they didn’t know. A buildup of glial tissue. The words were a blur to her. She had been unable to receive the full suite of augmented infantry implants, but had been given supplementary implants to make up some of the difference. Certainly, they were far less overt than others. But it was not enough, now. To her dismay, she was phased out of the ground forcesr ranks.
Transferred to space and got assigned to captain solo patrol missions in deep space, big downgrade in terms of prestige even if it was way safer and paid better Transferred to the Aerospace Forces, Fumiko reluctantly began this new phase of her career. Flying two-person crew scouting corvettes around the system on routine, uneventful patrol. Three person, if one counted the ship’s spirit. Older vessels, still in service due to the demands of the war on the surface, and perfectly suited to a skilled BCI pilot with an ID-13 interface.
She adjusted to this as well, over time, as her people had done so since they had existed. The cramped walls of the corvette eventually came to feel like a second home. The ship’s spirit helped. A young one, relative to the venerable spirits they had aboard the real warships. She even found an experimental treatment that promised to aid her, perhaps let her rejoin the fight. A part of her jumped at the chance - she wanted to fight, to be a part of the victorious army that would bring about a better tomorrow. But another part of her balked at it, traumatic memories of war flashing across her mind. But still, she accepted it. The treatment showed promise, and she was due to be re-evaluated for compatibility with the new interface.
And then the world came apart around her.
Personality: Fumiko’s personality is in many ways the direct product of her upbringing. She carries herself in a strict, disciplined manner, and seems always to be on the alert for some unseen threat that might be lurking just out of earshot, or just beyond her view. She is a harsh, severe, uncompromising individual who adheres rigidly to an internal code of law and morals that she views as representative of the nation to whom she owes allegiance. And yet she can also be mischievous, teasing, nurturing, and more. She is not an automaton of the state, but rather someone who believes wholeheartedly in the righteousness of the cause for which she fought and the laws and values of her nation. When not in conflict with that, or with her duty, she is as pleasant company as ever one might wish to find. Keen to crack a dirty joke or lend a shoulder to cry on, and just as keen to pass on what knowledge she herself has to others. She is inquisitive, thoughtful, obstinate, righteous, mischievous, indulgent, and many other words besides. (That is to say, I prefer to explore the character’s personality IC).
Motivation: Before she came to this world, Fumiko’s motivation was simple. Victory. Victory over the forces that threatened what she believed in with destruction. Victory in a brutal war that had raged on and off for over four decades. Victory, so that she could find peace, and return to doing what she loved. Now? She does not know, now. It could be said that her motivation is to find out what happened to her - and that is certainly true. Understanding the nature of… whatever strange occurrence it was that brought her to this place does motivate her. But is it the motivation that drives her? What would she do if she found out? There is no returning whence she came - perhaps in someone’s fantastical dreams or stories a ship might be able to simply lift itself off from the planet. But not here, not in this cold, hard reality.
Perhaps it is to find a way to live in this strange new land. To understand its laws and its people and find a place for herself in it. Or to understand other, far more baffling things - how are humans present on this world as on her own? Perhaps she will finally learn magic and try to adapt herself to it. Find a little corner somewhere and settle down. Build a tower and become an eccentric local. Would she start another family here? Certainly, she is liable to long outlive most anyone she would know. Would she want her children here to outlive everyone around them? Without the communal society of home, how would she raise them? Who would they become here?
Perhaps, then, Fumiko’s goal is yet to be decided. Perhaps her motivation is to find a motivation.
Skills, Strengths and Weaknesses, and Tools: Skills: Combat Training: Trained for a period of some years as both a pilot for the MV-9 AMAV and as an augmented infantry soldier, Fumiko is both highly proficient and highly experienced with all manner of weaponry and in both ranged and hand to hand combat. Scientific Knowledge: Fumiko is no ordinary dabbler in science, she holds a PhD in organic chemistry and has over a century of experience working in the field - though almost all of it with reagents and materials far more advanced than would be found easily in her new environ. Nevertheless, her understanding of scientific principles, mathematics, and more is immensely formidable and will prove useful even in this new world. Mechanical Knowledge: Not a particularly strong asset, but an asset nevertheless. Fumiko is, by virtue of her origin and training, a decent hand at understanding and repairing complex mechanical systems. Certainly above the average for this new world. Basic medical training: As a soldier, Fumiko received basic training in medicine and field triage. She is no learned doctor back home - but she knows the aorta from the spleen and knows techniques that, absent some other means of healing, can prove life saving in an emergency. Magical Learning: Though she possesses minimal actual skill in the use of magic, Fumiko herself does hail from a world where it is a commonplace phenomenon - her own people inherently magical. She understands the phenomena to some extent, and this is perhaps her greatest avenue of integrating herself into this new world. She can, if nothing else, always talk at length about the nature of undeath or of pyromancy with the avid practitioner, even if lacking deeper knowledge.
Strengths: Combat Veteran: Fumiko is a combat veteran through and through. She has seen horrors the likes of which few can scarce image. She has killed more people than most will ever encounter in their lifetimes. Almost nothing scares or startles her, and she can be relied upon to stay cool and collected no matter the situation. Disciplined: A product of the many trials her life has put her through, Fumiko is an immensely disciplined individual. If given an order for a plan or scheme to come to fruition she will follow it to the letter. She will not stray from it, will not allow personal whimsy to distract her from it, and will carry it out to the best of her ability. Extremely Knowledgeable: Fumiko’s knowledge, scientific, medical, military, or otherwise, is without a doubt exceptional. While significantly less applicable here than back home, her expertise is undeniably a major asset. Heightened Hearing and Smell: As a product of her nature as a Kitsutamin and in addition to all the other differences it conveys to her, Fumiko has excellent senses of smell and hearing, like that of a fox.
Weaknesses: Stranger in a Strange Land: Fumiko is not from here. Fumiko is not from anywhere NEAR here. And it shows. She is completely out of her element, out of her depth, and out of her mind. Terrified at the alien world she has arrived at, and at what circumstances might have brought her here, she is adrift. She does not understand the native languages or customs, she cannot meaningfully interact, she is without the home and people she has known all her life, and she cannot begin to reason a way out of it. Whatever her formidable strengths and skills, they are fatally undercut by her being cast adrift from everything she ever knew. Overconfident: As an extension of the former, Fumiko is accustomed to being an expert, a skilled professional, confident in her knowledge and grounding in her world. Here? She is nobody. She knows nothing. And she forgets this fact all too easily, speaking down where she ought not, acting as an authority in that which she is not anymore, and so on. Alien: In her own life, her own world, Fumiko is one among millions. Unremarkable except for her skills. Here? There are no others like her. She is unique, a literal alien. She will stick out in any crowd and cannot go unnoticed or unremarked. The strange additions to her body - black, reflective surfaces, an eye that glimmers too much to be wholly natural, and more - these only add to her alien nature. Haunted: Not by ghosts - except perhaps figurative. Fumiko has seen and done horrible, terrible things. She sleeps poorly at night, kept awake by memories of war and suffering, of things she did. Illusions dance in the corner of her vision, pulling at her spirit and threatening to drown her in a yawning abyss. She can still see it. Still hear it. Still smell it.
Both: Hardened: Fumiko is hardened by war. She is callous in the face of death and violence, desensitized and dulled to death’s crimson harvest. This can be both an asset and a liability. Where one might see a resolute defender, another sees a sociopathic monster that has no place in society. Visibly Scarred: Similarly, Fumiko is marked by war in a physical, distinct way. The scar that runs across her eye is not her only scar, and her otherwise beautiful foxlike features are marred by the damage and marks of war. Some might be impressed by these, others intimidated, and others might shun her. Whatever this strange creature did to get scars like that can’t have been good, after all. Cybernetic: Fumiko is not wholly organic. Though her body has not been replaced to the extent of the other pilots, her muscles have still been augmented, the eye she lost was replaced, her mind stores vast sums of scientific data - the bulk of which is now useless. Her heart, too, is synthetic, and she has no pulse, no beating of that life sustaining organ. This gives her many advantages, of course, but also disadvantages. She must eat. She must eat a lot, far more than one might ordinarily expect. Electric currents can prove incredibly disruptive to her, far moreso than normal, and can incapacitate her longer than a normal individual. Should something go wrong, she is the only person who can fix it.
Tools: Revolver: An eight shot high powered 6.5mm revolver she carried as a personal sidearm. Firing a 5.8g boattail bullet at 790m/s the weapon is a fearsome sidearm - as long as she can keep it supplied with ammunition. She came to trust the weapon during infantry operations in the war, preferring it for its ability to reliably punch through enemy armored suits where a normal sidearm might fail. Sword: A sword from her home country in the characteristic slightly curved, two handed pattern and partially made from advanced materials, but also bearing enchantments enhancing its hardness and toughness. Constructed of steel - for even thousands of years in the future, there is little that can surpass steel for a sword. But this blade is no ordinary steel, its metallurgy is tightly computer-controlled for a perfect blend of alloying and inspected via ultrasound for a perfect nanoscopic crystal structure and urther enchanted - for her home is a land possessed both of technology and magic - with enchantments that enhance its strength and penetrating ability. Fumiko is quite skilled with the weapon, having used it numerous times - even in the far future, some times a blade is useful. Flight suit: An advanced ground forces pilot’s suit filling numerous different functions and serving as light armor, and it also has a lot of pockets. Constructed of multiple layers of ultra high molecular weight polyethylene, vital sign monitoring arrays, active heating and cooling systems, able to constrict and relax in response to high g-forces, and more. The suit is a technological work of art - standard for a pilot of her home country, completely unimaginable here. Cybernetics: Fumiko’s body has been enhanced with an array of cybernetic enhancements. From the neural interface that allows her to connect her mind and body to the vehicles she would pilot; the biomimetic cell-actuated artificial muscle hybridized with the natural myofibrils; the miniscule data storage chip implanted in her brain that allows her to recall a vast library of information; the eye that allows her to see in spectra and in resolutions unimagined by a normal human; the artificial heart that keeps her blood flowing - though she has no pulse; the glucose fuel cell and lithium air battery that combine to provide her with sufficient energy to power all of these things, and more. Fumiko is stronger and faster than anyone of her size has any right to be, can recall data with unerring accuracy, and more. This does, however, make her vulnerable - should she be subjected to some form of electric shock she will be significantly worse affected than a normal individual and will require extensive time for automated repair systems to restore damage.
The ruffling of a sheet of paper fills the air as the strangely clad woman sets herself down with a slight grunt, followed by the dim sound of a sword scabbard thumping against the floor. The cracking of someone’s mouth opening, then closing, then opening again. “And you are wanting to ask me questions why, again?”
Her words come slowly, and are stilted, thickly accented, as though only just recently learned and poorly practiced. Certainly, she is not from here. Not from *anywhere* near here. The strange black material in her face and adorning small parts of her body, the contraption strapped securely to a strange pouch on her thigh, the sword and scabbard made of materials wholly unrecognizeable. That enough was sufficient to mark her as an anomaly - but the two large, white, foxlike ears that protruded from the top of her head, and the nine large white fox tails that trailed behind her, unlike anything else seen before, only added further mystery to her origins. She looked almost human, were it not for those ears, those tails, the odd color of her eyes…
“I had questions for you, newcomer.” Comes another voice, and the sound of shuffling paper fills the room again. “You’re clearly not from here. If what I’ve heard is to be believed, not from this world. So what are you? Where are you from? Why are you here?”
The woman sighs, “Hoshitsune Fumiko, Commander, Yatovinan Aerospace Forces, serial number 5-81- [UNTRANSLATEABLE]. Look, I do not know, yes? I am just as confused as you. Can I go?”
“What do you most want, then?”
“To find out what [UNTRANSLATEABLE] happened to me. Failing that? I just want to find place here, getting home is not option.”
“Would you consider yourself more lawful or chaotic, and would you consider yourself more good or evil?”
The woman laughs, “What? [UNTRANSLATEABLE] is this question? I- fine. Lawful Neutral or Lawful Evil? We need structure. We need order. I fight- fought, for order and peace. I have done bad things. Things I think at time were good? I still think are good? But I do not sleep well. Is it evil to kill a hundred innocent people to end a war sooner? If it saves a thousand, or ten thousand others, is it okay? You can decide.”
“Three dislikes?” “Stupid questions, quantitative analysis, selfish people, overcooked vege- that is four, my apologies.”
“Do you follow your heart or your mind?” “My mind. Hundreds are dead because I follow my mind. Thousands w- this language is hard. Thousands are alive because I did not follow my heart. I follow my mind to understand universe, understand cause and effect, I let my heart decide less important things.”
“Worst fear?” “Forgetting my children’s voices, forgetting sight of snow covered mountains in Kamita, forgetting smell of seared tonbama. Never seeing home again. Losing who I am. Forgetting.”
“Favorite color?” “Emerald. Or red.”
“What animal are you most like?” Fumiko simply grins, large shiny white canine teeth glinting in the light as her eyes glimmer with foxlike mischief. “Is it not obvious?” After a moment, she adds, “A raven.”
“Favorite time of day?” “Midnight. Before I joined military, I liked to go to roof and look at stars and listen to sound of generator humming in bac- nevermind. Or afternoon. Is an excellent time for naps.”
“How do you dress?” “You mean, when I am not in pilot suit? What I will wear here as time goes on? Probably something soft, with many pockets. Something soft and fluffy to go around my neck.” She rubs the lining of her suit, visibly made of an incredibly soft and comfortable material. “I will be sad when this is wo- you have mending magics yes? Perhaps I will not need to!”
“Favorite season?” “Oh yes, seasons! We did not have these in my part of world back home. Just eternal nuclear winter. Sun is dead you see an- nevermind. Winter.”
What Gods/Spirits/Whatevers They Worship (If Any): “That is question with very long, very complicated answer. Technically, I am spirit myself, yes? Possessing empty human body, altered,” she gestures to her ears, and to her tails, “by my presence in it. But I will save long answer for later. I do not worship any gods, here or back home. But I miss spirits of home..”