Pre-Game: Last Days of Weissen

Name: an-Nur bint Duniya

Race/Ethnicity: Kalmarian

Primary Stats:
STR&BLA: 5 (+0)
AGI&SHA: 7 (+2)
WIL&KNO: 11 (+6)
CHA&TON: 9 (+4)

Background: Once, the woman now known as an-Nur was the humble priestess of a relatively remote parish in a backwater part of al-Kalmar, nestled in the foothills of the Serpent's Spine. Her mother, a university scholar who had been expelled and forced into hiding over a dispute involving a murder investigation, taught an-Nur all the philosophy and wisdom she knew, including a great deal of magical knowledge. an-Nur made no secret of the fact that she used this knowledge to help her parish.

Her life was relatively peaceful - and then the War ended with a great trauma. With changing political climates, an-Nur was suddenly a target, especially due to her mother's wanted status, even though an-Nur had few qualms with the new order and in another life might have been a vocal supporter. Nonetheless, at her elderly mother's urging, an-Nur took a "sabbatical" into the neighbouring foothills, closer to the abode of the dragons.

She is mum about what happened next - one can only make educated guesses, and for her part she only says that she underwent a strange "obliteration of the self." What is known is that she emerged back into civilisation about a year later, her name altered and her words proclaiming one thing: the Faith was wrong. The Nameless God, she told, was not dark at all. Rather, the Nameless God was really a twisted perception of All-Wisdom, the body of knowledge that the Faith had long tried to suppress from mortal understanding. The dragons, then, were peaceful vessels of knowledge, and only through harmonic communication could peace (and enlightenment) be achieved.

Such a unique no doubt, and she soon moved to the capital. But in the rationalist and methodical intellectual atmosphere of the new order, her quite esoteric work, though widely disseminated, only found a fringe, often less-than-reputable audience. With that, an-Nur has left Kalmar in search of an outlet to the demon realm, such that she might spread her revelations and her new way of life to a more receptive audience.

Equipment: A black leather book, pages edged with shimmering silver and iridescent embroidery wound through the cover. It has been passed down through an-Nur's family for generations. Within it is contained the dictates for a number of spells.

Companion: Juliya Abd al-Ulum is a demon whose family had been settled in the Kalmarian capital for generations. Most of them had been university scholars, and Juliya is no different; she had been first a student, then a scholar investigating the foundations of the moribund Faith and historical, alternative interpretations of the Nameless God in particular. Then, she had accidentally come in contact with an-Nur, and her world changed.

Believing that an-Nur had actually stumbled upon a recreation of an ancient esoteric cult that had been supressed, Juliya began working with an-Nur. Some time later, with shifting politics beginning to infringe upon her academic sphere, Juliya decided she needed a temporary exit, and agreed to join an-Nur in the latter's quest into the other lands.
 
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Name: Cathyra

Race/Ethnicity: Beast(wo)men

Primary Stats: 12
STR&BLA: 10 (+5)
AGI&SHA: 7 (+2)
WIL&KNO: 9 (+4)
CHA&TON: 6 (+1)

Background: Cathyra is tall, athletically built Beastwoman, easily identified as such by her bronze slitted eyes, long tail, and the scalelike patches running from her cheeks down her neck, giving her a distinctly reptilian look. For a beastwoman, however, she is exceptionally well-dressed and groomed, leading many to believe she's a well-off adventurer hailing from Anz or the newly liberated Al-Kamar. Few would believe that she instead comes from one of the poorest districts of Terma.

Fewer still would believe she is a slave.

Indeed, while Cathyra was fortunate not to be born into enslavement as much of her kind was, that fortune proved to be incredibly short lived. Her single mother, destitute and impoverished, was forced to sell her child into indentured servitude when she was barely a year old, leaving nothing to her daughter but a name. Not wanting to train the child from birth to perform hard labor, the contracting agency instead gave her contract to the Swiftdanes, an old and wealthy family of nobles held in good regard by the Imperial family, in the hopes that she would be raised as a good and loyal house servant of the great Swiftdane estate.

As Cathyra quickly learned, however, the relationship between servant and master was not as simple as it seemed in the Swiftdane house. Much like the imperial court, the Swiftdane family had long ago descended into sloth and decadence, bragging about their earlier days as great warriors and statesmen while contributing little more then lavish parties and inbreeding. Taken in by the elderly steward of the house, Cathyra learned that with the actual members of the family rendered paranoid by their dynastic feuds and court politics, there were few in the estate considered more trustworthy then the lowly servant class, and that with a little bit of tact a slave could rise to a position of power with that trust.

The lizardlike beastwoman took this lesson to heart and soon became a master in the art of manipulating the Swiftdanes to achieve her ends while playing the part of the happily devoted housemaid. Convincing the senile head of the house to let her tutor the children gave her influence over them as well as access to the Swiftdane library so she could educate herself, and encouraging older members to take part in duels gave her a crash course in swordplay and fighting. Her mentor couldn't have been more proud of his young protege as she clawed her way to the top, vying for the title of chief steward of the Swiftdane estate, a position from which she could have unprecedented control over the affairs of the family.

Of course she wasn't the only one with aspirations for greatness in the household. While much of the family was content with wallowing in their splendor, Nolan Swiftdane was not one of them. Easily more competent and upstanding then much of the family despite being a bastard of the dynasty, Nolan was furious that the family would fall under control of his (allegedly) inbred half-brother Quincet and secretly sought to depose his half-brother when their father finally passed. Much to Nolan's surprise, he found an ally in the ambitious beastwoman Cathyra, who felt that supporting this bastard son would allow her to finally get the title of chief steward she so craved. Nolan had little to work with if he wanted to seize power, so he decided that the best way to secure the resources necessary for his planned usurpation was to journey to Wiessen and work as an adventurer, biding his time and preparing to march home and overthrow Quincet when the time came. Cathyra agreed not just to the plan but to accompany him on his journey, using her considerable influence to convince the other family members to ignore anything suspicious and making sure Nolan didn't die before the time came to seize control.

Equipment: House Servant's Slave Collar, designed to resemble jewelry rather then an ugly metal shackle to keep servants looking resplendent in front of the guests. Cathyra's collar resembles a leather choker with a jade gemstone set in the center, looking innocent enough to pass for a simple decoration to anyone unfamiliar with the tech.

Companion: Nolan Swiftdane, a bastard of the Swiftdane family seeking to overthrow his imbecilic half brother when their father passes away and leaves the estate to him. Stocky and reasonably handsome, Nolan is not particularly gifted, but he's competent enough with a blade and knows how to interact with the nobility. While he's not clever enough to realize that Cathyra is more interested in putting herself in power then she is helping him get to power, he's savvy enough to let her handle all of the details and to take the lead when she's the best one for the task at hand, not enough to make him forget she's still his servant, though.
 
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Name: Valeska Til

Ethnicity/Race: Kalmarian/Demon (Elf, to be specific.)



-Strength and Blades: 5

-Agility and Shadows:
11 (+6)

-Will and Knowledge:
5

-Charisma and Tongues:
11 (+6)

Weapon: A steel rapier, taken off the corpse of a minor noble she personally killed with her own two hands, it has become her symbol of her faith in the Revolution's inevitable success.

Backstory: Born as a demon in Al-Kalmar, Valeska was what one would call a "patriot". Proud of her nation's freedom from the clutches of the Church, as well as the fact she was unlikely to be lynched by the masses the moment anyone noticed her ears. So, from an early age, she had a loyalty to the kingdom.

However, as the Holy War raged on, she started to have her doubts. She saw all of her brothers (and sisters) being sent off to war in a show of zealotry that was completely pointless. The King was surrounded by the Church fanatics, and he increasingly began to lose his sight of what's truly best for the state. But what broke the camel's back for her, as well as for the entirety of Al Kalmar, was the notorious manuscript, detailing the ways to stifle the republican opposition and curtail the non-human minorities. As she learnt of that, she joined the revolution, and upended the status quo.

Life in post-Revolutionary Al Kalmar was exciting. But also dangerous. Valeska was an outspoken ideologue for spreading the Revolution into other countries as to liberate them from the oppressive kingdoms that keep them under the thumb of the nobility and priesthood. Perhaps too outspoken, as a change in opinions, meant she was marked for a purge.

And she would probably be none the wiser about it, was it not for her human friend, Andos Kugrer, a 2m tall warrior, with a very sharp greatsword, and perhaps her only friend, as it is now. He told her to flee for her life. She never thought that the Empress would want her dead; it was inconceivable. No, it must be someone close to her, that hates her and wants her out of the picture...

They went to Weissen. It was a popular place for someone like them. It was in a state of a certain lawlessness, lying in the twilight between chaos and order. Perfect for blending in. However, even now, Valeska hasn't abandoned her dream. The Revolution will come here, too, and there's no man or woman or creature that's going to stop her.

All in the Empress's name, of course.
 
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View media item 4113
Very quick and dirty map that I drew with pencil and paper because I hate technology and artistry in equal measure.
 
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Name: Bernd Baltzar

Race/Ethnicity: Human/Weissen

Spoiler :
Primary Stats:

STR&BLA: 5 (+0)

AGI&SHA: 5 (+0)

WIL&KNO: 5 (+0)

CHA&TON: 17 (+0)


Equipment&Perks:

  • Helm/Hat:
  • Clothing/Armor:
  • Shoes/Greaves:
  • Gauntlet/Gloves:
  • Weapon/Tools: Yato - Ancient ancestral sword of House Baltzar. Symbol of Bernd's birthright.
  • Offhand Weapon/Tools:
  • Accessory 1:
  • Accessory 2:
  • Companion 1: Dieter Strunz, loyal rabbit beastman servant. Has a few tricks up his sleeve.
  • Companion 2:
  • Companion 3:
  • Companion 4:
  • Perk Slot 1:
  • Perk Slot 2:

Qualities:
  • Charity and Hope: 0
  • Heartless and Cruel: 0
  • Ruthless and Cynical: 0
  • Melancholy and Tears: 0
  • Brave and Daring: 0
  • Honorable and Just: 0
  • Clever and Subtle: 0
  • Gleam and Zeal: 0
  • Gloom and Silence: 0
Bringer of Death: 0. Your hands, and your conscience, is clean.


Background: The Baltzar family used to be a major house in Weissen, but that changed centuries ago. They were scattered to the winds by a rival house, which now rules over the lands the Baltzars owned. One of Bernd's more recent ancestors was enslaved by demons, who kept him and other humans as slaves, and cut off the tops of their ears for the sake of cruel irony. Bernd escaped from the wastes when his captors were killed by another band of demons with his silver tongue and Dieter's aid. The Baltzars had orally passed down the hidden location of their family sword, Yato, and tablets proving their claims to nobility. The pair have shown up in Weissen hoping to reclaim Bernd's birthright.
 
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Name: Alaric

Race: Half Human-Half Demon

Primary Stats

STR&BLA: 11

AGI&SHA: 5

WIL&KNO: 9

CHA&TON: 7

Equipment: Damocles (Sword)

Background:

Alaric is a bastard scion of the Most Noble House of Von Salza. His father was a strange man for the times, a Marcher Lord for the King of Weissen with a strange fetish for demons. The Lord’s appetites were not without consequence though; after one of his escapades, one such woman gave the Lord a son: Alaric. In spite, or perhaps because of, his other failings, the Lord felt it would be improper to condemn his son to the frozen wastes of the north. He brought Alaric into his household, hiding his ears and passing him off as human. Alaric learned the ways of a page, and then those of a squire. During his training, he became close with his trueborn brother, Hermann. Life consisted of horse riding, sword fighting, and strength training until the advent of the Great Holy War, when Lord Von Salza went to aid humanity in its struggle. It was there when Alaric came upon the sword spirit Damocles, and they became bound to one another. Fearful that his son might fail to control the sword, Alaric was given a magical tutor to not only strengthen his magical will, but also to teach him how to control the spirit. Alaric was particularly proficient with body magic, using his will to make him stronger and faster.


Alaric was happy with his upbringing for the most part, but the constant threat of demons made life challenging. One day, when Lord Von Salza went out to battle against the demon threat, he never returned, making Hermann the new lord of the house. Alaric became a trusted advisor to Hermann, but this stoked jealousy at court. Perhaps it was idle gossip, or perhaps one of the few that Lord Von Salza trusted decided to betray his memory, but it came to Hermann that his brother Alaric was a half demon. Hermann confronted Alaric in private, but Alaric confirmed his fears. Hermann declared this a betrayal and attacked him, but without thinking, Alaric pulled out Damocles and stabbed his brother through the heart. Stealing a horse from the stables and his father’s (and then brother’s) ring, Alaric fled from Castle Von Salza.


Now, Alaric wanders the countryside of Weissen, unsure of what he should do next. His entire life, Alaric has lived among humans; he knows no other life nor lands. And yet he is in constant danger here. He has heard rumors of a Queen in the North, gathering demons under her rule; perhaps he would be safe there? Or perhaps his parentage might make him an enemy….

Companion:
Damocles

Race: Spirit

Background: A spirit bound to a sword, Damocles was carried in the Great Holy War, being held by a demon until said demon was slayed. Damocles was picked up by Alaric, and wielded by him ever since. Generally, Damocles is friendly and has a good relationship with Alaric, but can be rash and hot-headed, greatly enjoying egging Alaric on to fighting. Damocles is a spirit of flames, and when he is wielded by Alaric, both the blade and the swordsmen is covered by a blue flames.

Equipment:
Signet ring-The symbol of the most noble house of Von Salza
Necklace-A blue jewel whose properties are unknown. Said to have belonged to Alaric's mother.
 
List of NPC Persons of importance added here:

Pre-Game: Last Days of Weissen

I will be adding people from other realms as time goes on, with Weissen being last. Al Kalmar is next.
 
Spoiler Alis :
Alis was born to a peasant family in Weissen near the frontier, where she grew up in fear that she will one day simply be taken by demons in a raid to the frozen north... or simply die of hunger after a poor harvest. Her fortunes changed, however, when a traveling sorcerer discovered her incredible talent for magic and brought her to the Academy of Magic at Vidos. There, before a panel of certified mages, she received a full scholarship, with many of the members who tested her talent declaring boldly that she will become the next Archmage of the continent. This was the first time anybody had ever acknowledged her talents in anything.

The Academy's standard policy forbade bringing of external politics and status into the school halls, but there were still significant number of students who touted their royal and noble status to bully others. Alis's talents, social status, and meek submissive personality singled her out for harassment from these students. She may have simply became another tragedy, a young woman who never found her true talent due to society's mistreatments, but then, she found Geld and ______.

Geld was then a brilliant young student, whose essays on magic had already begun reverberating through the magic community. ______ was a charismatic leader then still, arguing for further secularization and limitation of noble power, even when she was in the Academy. Both Geld and ______ had acknowledged her power and strength and inducted her to the Bookclub, led by professor Jacques Lovelace. The Bookclub was a group of like minded students in the Academy, recognized both for talent in magical talent and political leanings. Lead by ______, the Bookclub sought to limit noble influence upon the Academy of Vidos and maintain its independence from the Faith.

As time went on, however, two factions began developing inside the Bookclub as the friendly rivalry between Geld and ______ devolved into open hostility. Despite Alis's attempts to reconcile the two former friends, the rivalry between the two leadership of the Bookclub continued. Despite this, Alis maintained hope that she could rescue them from meaningless conflict between friends, just as they rescued her from mediocrity and harassment from other students. She believed in this, until she lost her life to an unauthorized experiment of Geld gone awry during one fateful night.


Not all stories are uplifting nor have a happy ending. Alis' story is just one such thing. She was buried in her home, Weissen, by grieving ______ who survived that faithful night that slaughtered majority of the member of the Bookclub. ______ would then go on to become the Empress of Al-Kalmar, bringing the theories and lessons that she learned with her friends in the Academy into her homeland. The Empress never quite forgot her days in the Academy.



Spoiler Francine :

Francine was never intended to grow as a person.

While any other children her age would learn basic arithmetic and letters, she was already being tutored on how to best kill another man.

While any other children her age would learn how to socialize and interact with other humans, she was already defeating trained warriors in single combat.

While any other children, through discipline and guidance, learned to distinguish right from wrong, and what was just and unjust, she defeated her father in single combat. Afterwards, she became quite uncontrollable.

Even in the current crisis that face Weissen today, Francine and her family seem content to be building personal prestige and honor through defeating other human combatants and swordsmen. The fate of Weissen, to Von Cien family, is not of their concern.

After all, it is the work of armies to prosecute war. It is the work of assassins like her, to kill rulers.


Spoiler Lyra :

Lyra was a female beastman slave within the territories of Samanos. Such women are often doomed to be domestic slaves, used for simple cleaning and other household chores if they are fortunate, and much more ignominious deeds if they are not. The one who purchased her that day was the archmage Geld.

The first action he did as her master was to deactivate and destroy the slave collar, reducing it to dust before her eyes. The auctioneer complained, claiming that the beastman could not be controlled otherwise, but Geld would not be swayed otherwise. He had no need for slaves, he claimed. He needed employees for what he had in store for the world.

After all, slaves are not masters of their own destiny. They cannot enter into a compact or agreements, and Geld only took with him those willing to follow him to the very depths of hell by their own free will.


Spoiler Garuma :
We all live in terror, our eternal companion, for the shadow of the black dragon, Garuma, hangs deep over the continent. This creature has killed more than a dozen million souls in its life span, and have ruined more kingdoms and nations than can be counted with one's fingers.

We all live in terror, our constant companion, for we all know that all of our efforts, our petty struggles and wars, and our desires and dreams, may all disappear in a single night when Garuma takes to the sky. No force under this heaven can stop this mad dragon once it is in flight. No force under this heaven can hope to even delay their inevitable doom once the dragon deems you a threat.

We all live in terror, our constant companion, but perhaps, with time, some may find a way to finally bring peace to the tortured dragon, bringing an end to the era of Termarian domination of the continent, once and for all...
 
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finally able to post
wont join yet bc have to clean haus first may join tomorrow yes
 
Wow I should make an icon. Eventually.

Name: Reiza Morav

Race/Ethnicity: Dwarf

Primary Stats:

STR&BLA: 6

AGI&SHA: 9

WIL&KNO: 11

CHA&TON: 6

Formerly a talented seamstress, after the destruction of Lymilark, Reiza turned her focus to the study of magic. The power and inscrutability of the archmage who destroyed an entire civilization seemingly on a whim, despite the vast forces arrayed against him... It reminded her of the dragons who had destroyed her people so long ago, except this was something potentially doable for a small dwarf, and Reiza wanted that kind of godlike power for herself. The life she had worked to build, the numerous competitors she had driven out of business (or, failing at that, out of town): all of it seemed mediocre in the face of Geld's overwhelming might.

Reiza spent the next several months saving up before closing down her small storefront in the capitol of Al-Kamar, leaving just weeks before the revolution would have made travel impossible, and set off for the Academy of Vidos. While she has experience with simple charms, and uses them in her embroidered designs, charms ranging from strengthening fine threads to affecting the item's wearer, Reiza could no longer be satisfied by such trifling enchantments. The Academy she sees as only a stepping stone, and she is forever on the lookout for the next step in her quest for ultimate power.

Currently, that next step is Weissen, and Alis' grave.

Equipment:
Reiza is rarely seen without her gloves. The original fabric is almost entirely obscured by layers of delicate, multi-colored embroidery, but rather than reduce her mobility, the gloves make her fingers seem even more agile, and her sewing becomes almost a blur. Reiza claims they just protect her fingers from needle pricks, but the designs appear more like sigils than decoration.

Companion
Thanks to her blatant disregard for the welfare of Lymilark, Reiza is not always entirely... welcome among other dwarves. In fact, unless you have something to offer her, whatever your species, Reiza is unlikely to take much of an interest in you. Her soft side seems entirely reserved for the small rat she keeps in her beard. His name is Satin, and he likes leftovers and scritches. He has an unfortunate (?) tendency to bite people who try to pet Reiza's beard. She would call this a perk.


Equipment&Perks:

  • Helm/Hat:
  • Clothing/Armor:
  • Shoes/Greaves:
  • Gauntlet/Gloves:
  • Weapon/Tools:
  • Offhand Weapon/Tools:
  • Accessory 1:
  • Accessory 2:
  • Companion 1:
  • Companion 2:
  • Companion 3:
  • Companion 4:
  • Perk Slot 1:
  • Perk Slot 2:

Qualities:
  • Charity and Hope: 0
  • Heartless and Cruel: 0
  • Ruthless and Cynical: 0
  • Melancholy and Tears: 0
  • Brave and Daring: 0
  • Honorable and Just: 0
  • Clever and Subtle: 0
  • Gleam and Zeal: 0
  • Gloom and Silence: 0
Bringer of Death: 0. Your hands, and your conscience, is clean.
 
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Name: Troo Goodman

Race/Ethnicity:
Termarian

Primary Stats:
STR&BLA: 11 (+6)
AGI&SHA: 8 (+3)
WIL&KNO: 5 (+0)
CHA&TON: 8 (+3)

Background: Troo is the youngest of three brothers in the noble Goodman family. While the House of Goodman is not the most powerful, respectable, wealthy, or especially recognizable House in Termaria, Tori's mother and Matriarch of the family, Lyn Goodman, runs the small House as if it was first in line to succeed the crown (it is in fact 174th in line, give or take a few depending on the time of day). The Goodman brothers were (and with the exception of Troo, still are) drilled every day, all day, and most nights, on how to think, breath, eat, walk, talk, look down their noses at the rabble, sleep with their eyes open while smiling and nodding during mind numblingly long and boring balls with other noble families related through a cousin eighteen times removed, and sleep like proper nobles. To Lyn's credit, her sons have turned out just as insufferable as she could have ever hoped, with the exception of Troo.

Troo is what most polite noble-born would call 'simple,' and what honest folk would call 'very stupid.' He is also what the higher class would call 'unfit for his station,' while regular people would call him 'well-intentioned, but still pretty dumb.' He never quite grasped the intricacies of court politics, or even the most basic tenant of being disgusted by commoners. What he did understand, and indeed what he built his entire self-identity around, was the idea of noble chivalry. Such a thing of course has never existed beyond the stories, as Lyn tried time and again to beat into her sons, but Troo believed that Doing Good is his Holy duty as a noble. Knowing that her son would never be the despicable creature she wanted him to be, and thankfully was the youngest of three healthy boys, Lyn eventually softened up on Troo's noble training. Being the loving mother she was, she allowed him to pursue his desire to be a Chivalrous Knight by getting her house guards to beat the daylights of him hourly for a decade until he could fend off the fully-grown armed soldiers as a teenager.

As Wessen descended into chaos, Troo, only barely two decades old (though scarred as a veteran of two decades) knew that there was only one thing that could solve the Badness threatening the poor neighbouring people's. They needed Good Men to Do Good. And if there's one thing a Goodman can do, it's Good. While some may see Lyn as a wretched human (she is) who mistreated her sons (she did), no one could say she didn't care for them (people still did though, and honestly weren't completely incorrect). Knowing her son's naivety would get himself killed in some wholly ignoble way, she handed down the family heirloom to Troo rather than his brothers. It begged not too be bound to the idiot, but such is the life of a sentient inanimate object.

And so Troo Goodman set out for Wessen, with only the clothes in his back and the grumbling heirloom on his arm, ready to take on all the Bad in the world.

Equipment/Companion: If you saw the heirloom of the Goodman family, you could be forgiven for thinking it was a simple wooden buckler. Because it is. It would also slander you, your mother, your grandmother, your gods, and anyone else that happened to be walking by and wondering what reason a wooden buckler had for being so distressed. The heirloom has been with House Goodman since the foundation of the House, and no Goodman is quite sure where it came from, and it isn't very forthcoming of its past. Indeed, it won't even give its name, or explain what it is or can do. Some say it doesn't even know itself. Others say it's just an arsehole. In any event, it's saud that no Goodman wearing the buckler has been ever died a violent death (it used to be said that no Goodman wearing the buckler has ever died, but after after Gareth Goodman was found dead on his chamberpot with a complaining buckler strapped to his arm, the statement was revised).

Troo calls it Loomy.
 
Name: Devid

Race/Ethnicity: Human/Weissener

Primary Stats:

STR&BLA: 5

AGI&SHA: 6

WIL&KNO: 12

CHA&TON: 9

Background:
Born into a family of healers, Devid enjoyed a childhood with some material wealth. He was also privately educated in a Lymilark shrine, for free, even, as the shrine head priest Maldec had a soft spot for his mother. However rather than picking up on healing, he found a friend in one of the scrollkeepers, Master Canaras. Canaras was originally from a small tribe in the borderlands between Weissen and the frozen north. Canaras was something of a grim person, as his tribe was first raided by demons, then burned to the ground by the Weissener unit that was sent to repel the demons. The scrollkeeper was versed in cthonian magic, a northern tradition where summoners bonded with the voice of the earth, drawing power from this harmonic holisticism. This results in learning how to make the earth itself performing violent outbursts such as lightning, quakes and rapid funghal growth into monstrous guardians. Canaras took Devid under his wing because Devid showed so much skill in both magic and poetry, eventually becoming the de facto teacher for him. Devid spent most of his time studying his "earthvoice", the so-called "muldral", instead of the healing techniques.

However, the happiness didn't last. When Devid was about 12, his mother fell into a deep depression, followed by bursts of rage. In the next couple of years, she became increasingly violent, and his father grew complacent with it, not wanting to hurt his family's reputation among the Faithful. However her bursts of anger became directed at Devid, who was repeatedly hurt by her, first from punches, then to being cut open by her, Devid's father healing himafterwards. This became a part of the family's normal life. The shrine covered up the violence, as Maldec started having an affair with Devid's mother. Not wanting her to be taken away from the area, he instead assisted her in her outbursts against Devid, healing him afterwards with help from his father. Eventually Devid ran away to Canaras' home, beckoning Canaras to take him somewhere far away. Canaras agreed, and after ordering Devid to organize the cthonian literature for the journey, Canaras murdered Maldec and Devid's parents, so that they would not be followed by them. Then they left the shrine to travel Weissen, improving Devid's earthvoice as they visited natural sites of great resonance.

The next many years were spent traveling. Devid took Canaras' philosophy to himself. Canaras hadn't engaged Devid fully in his ideas about civilization, but during this trip Devid was educated not only in magical prowess, but in cthonian philosophy. Canaras' tribe had always had a strong tie to the earth, their voices and songs properly aligned with it, however in the face of greater nations and armies, they were destroyed. To cthonians, however, the solution was not to strengthen the tribes into nationhood, but to level everything to a natural state. Cthonian philosophy looks at the history of civilization as a narrative of creatures increasing their abilities to destroy. This went hand in hand with godhood; the interests of Lymilark as well as Garuna was to poison naturality and virtue by enhancing intent over earthsong. Only the Nameless God understood the darkness of the buried earth. However, cthonians did not want Lymilark herself to die. Rather they are constantly looking at Lymilark's continuous work of increasing the destructive power of intent as heralding an apocalypse in the near future. This is where balance is being restored as the earthsong supercedes civilization, and after this destruction, murders and cruelty among the civilized races will be restored to a natural, much less horrible state.

Devid took cthonian philosophy to heart. He looked at the recent destruction of the world, the impending demonic invasion and the very cruelty he had suffered himself as a result of the tyranny of intent and enabled destruction. In fact, his mastery of his earthvoice was no less than prodigal according to Canaras. And when Canaras told him he had murdered his parents and Maldec, Devid didn't even flinch; it was all part of the larger path to harmony. However, their journey wouldn't last forever... Eventually Canaras was arrested and exectued by the Weissener authorities for his murder.

Devid utilizes magic that draws from elemental earth magic, lightning and summoning plants, funghal creatures and beasts to fight for him. Most of this is performed by using his voice, such as humming, rhyming and singing in strange tones. He's also a skilled poet and writes almost constantly, songs as well. For his daily bread, he sings in taverns, courts and marketplaces. He often meditates up to hours on end, engaging himself with earthsong.

Equipment:
Devid has fashioned a traditional cthonian coat of red ravenfeather and furs which protect against the elements. He also wears a walking staff with earthvoice carvings in it, enhancing the resonance of the surrounding earthsong. However the enhancement isn't about sound, rather the intricate carvings have strange geometric patterns drawing unseen power from the buried earth.

Companions:
Before Canaras died, he used his powerful earthvoice to summon a spore fiend called Pglyhglvar, which is still protecting Devid along his travels.

EDIT
Alrighty I just got updated on the cosmology of LDoW, and apparently I misunderstood Lymilark quite a bit. Seon is aware what's going on, and you can ask me or him about it. I'm going to properly expand on my views in some "treatises" in the actual thread ^^
 
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Currently Working Item Shops

Exact variations/type of the weapons and armor purchased may vary per character--this is solely to show you the price needed for the various bonuses.

All prices are as listed. No discounts.

Ancient dwarven civilization had extremely advanced weapons, with which the first dragon slayers destroyed many of the dragons that burned their homeland after the fall of their kingdom...
Spoiler Bentham Dwarven Forges :

Tier 1
-Shortsword (+1 STR): 12.5 Gold
-Buckler Shield (+1 STR): 12.5 Gold
-Leather Helm (+1 STR): 12.5 Gold
-Leather Cuirass (+1 STR): 12.5 Gold
-Leather Greaves (+1 STR): 12.5 Gold
-Leather Gloves (+1 STR): 12.5 Gold​
Tier 2
-Longsword (+2 STR): 25 Gold
-Kite Shield (+2 STR): 25 Gold
-Iron Helm (+2 STR): 25 Gold
-Iron Armor (+2 STR): 25 Gold
-Iron Greaves (+2 STR) 25 Gold
-Iron Gloves (+2 STR) 25 gold​



"I tore time and space asunder," Geld shouted from on high to the Most Light. "I created a crack in the fabric of this very reality. Let us see who among us is more fearsome."

Spoiler Ci-Alen Magic Shop :

Tier 1
-Cheap Crystal Staff (+1 WIL): 12.5 Gold
-Focusing Bracelets (Accessory. +1 WIL): 12.5 Gold
-Apprentice Robes (+1 WIL): 12.5 Gold
-Slave Collar (Why you would ever need a slave collar is beyond me, but it's here): 12.5
Tier 2:
-Crystal Staff (+2 WIL): 25 Gold
-Nullification Stone (Slightly makes combat checks against mages easier. Accessory): 25 Gold
-Mage Robes (+2 WIL): 25 Gold​



Evelyn's Creed: Always carry healing potions, antidotes, and poisons.

Also remember to label them too, for goddess's sake.

Oi, stop that writ-

Spoiler Honest Dominic's Potion Store of Potrac :

Tier 1
-Questionable Healing Potion (Allows a second chance at missions that involve combat for difficulty rating <15. Single use only): 12.5 Gold
-Questionable Potion of Strength (Temporary +2 STR): 12.5 Gold
-Questionable Poiton of Agility (Temporary +2 AGI): 12.5 Gold
-Questionable Potion of Mana (Temporary +2 WIL): 12.5 Gold
-Honest Dominic's Enhancer. Effects not guaranteed. (Temporary +2 Cha): 12.5 Gold
Tier 2:
-Weak Healing Potion (Allows Second chance at missions that involve combat for difficulty rating <20. Single use only): 25 Gold
-Weak potion of Strength (Temporary +4 STR): 25 Gold
-Weak Potion of Agility (Temporary +4 AGI): 25 Gold
-Weak Potion of Mana (Temporary +4 WIL): 25 Gold
-Honest Dominic's Enhancer (Temporary +4 CHA): 25 Gold. The owner remains sufficiently coy about what it actually enhances, if anything.​


"Very impressive," ______ said. "But it could use more guns."

Spoiler Bentham Bowry :

Tier 1:
-Hunting Shortbow (+1 AGI.): 12.5 Gold
-Hunting Dagger (+1 AGI): 12.5 Gold
-Hunter's Tunic (+1 AGI): 12.5 Gold
-Hunter's Gloves (+1 AGI): 12.5 Gold
-Hunter's Shoes (+1 AGI): 12.5 Gold
-Quiver of Darts/Arrow (+1 AGI): `12.5 Accessory slot. May only equip one quiver.

Tier 2:
-Shortbow (+2 AGI): 25 Gold
-Steel Daggers (+2 AGI): 25 Gold
-Worn Greatcoat (+2 AGI): 25 Gold. Worn, but suspisciously good at moving around in.
-Worn Gloves (+2 AGI): 25 Gold
-Worn Shoes (+2 AGI): 25 Gold
-Quiver of Darts/Arrows (enchanted. +2 AGI): 12.5 gold. Accessory Slot. May only equip one quiver.​


"It really shouldn't take you that long to decide on your dress, ______," said Alis.

"That's because you've never been to a dance before, my dear," said ______. "Everyone knows that it is a war zone in there. Trust me, I'm a veteran."

Spoiler Ci-Alen Outfitter :

Tier 1:
Old cloth Coat (+1 CHA) 12.5 Gold
Old cloth Pants (+1 CHA) 12.5 Gold
Old cloth Gloves (+1 CHA) 12.5 Gold
Old cloth Hat (+1 CHA) 12.5 Gold
Old cloth Scarf (+1 CHA) 12.5 Gold. Accessory slot. May only equip one scarf.
Tier 2:
Cloth Coat (+2 CHA) 25 Gold
Cloth Pants (+2 CHA) 25 Gold
Cloth Gloves (+2 CHA) 25 Gold
Cloth Hat (+2 CHA) 25 Gold
Cloth Scarf (+2 CHA) 25 Gold. Accessory SLot. May only equip one scarf.​




List of Proposed/Suggested Minor Actions

The following a simply suggestions and baselines for many of the minor actions--more are available upon request and research. Just ask.

1. Mingle with Marcher Nobles (requires either noble interaction perks, or alternatively the quality Honor of Weissen Nobles at over 1). This will increase your standing with Marcher lords and may provide a special opportunity for a companion or perks
2. Mingle with Coastal Nobles (Requires either noble interaction perks, or alternatively the quality Honor of Weissen Nobles at over 4). This will increase your standing with Weissen nobles and may provide a special opportunity for companions or perks)
3. Mingle with Central Nobles (Requires honor of Weissen Nobles at over 8). This will enable you access to politicking within the Kingdom and may provide special opportunities of many different natures. Come with an agenda, or leave a pawn.
4. Mingle with Southern Smugglers (Requires either Al-Kalmar Imperial Merits at over 3, or Favors from Down Below at Over 3). This may allow you to access hidden stores. Bring plenty of money.
5. Mingle with Hedge Mages (Requires WILL stat at >10). This may improve your WILL stat, although that is not a given. Spend money to improve odds (in forms of lessons)
6. Mingle with Mercenaries (Requires STR stat at >10). This may improve your STR stat, although that is not a given. Spend money to improve odds.
7. Mingle with Pickpockets and Hunters (Requires AGI stat at >10). This may improve your AGI stat, although that is not a given. Spend money to improve odds.
8. Mingle with Gossips (Requires CHA stat at >10). This may improve your CHA stat, although that is not a given. Spend money to improve odds.
9. Pray with the Faithful (Requires Favor of the Church > 1 or Gleam >10). This will increase your Gleam and may provide you a second chance at your next mission. This will increase your standing with the Faithful.
10. Mingle with the Common Folk (requires adulation of the common folk >1). This may result in gifts and special opportunities. Greater your adulation, greater the chances for gifts and companions.
 
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Here is my sign up

Name: Ferira Weymas

Race/Ethnicity: Dwarf

Background:
Ferira grew up an orphan rise among many other under a cruel man name Orban. In the Empire of Terma Orban is known by many as the "Shadow Peddler" the man who many seek if they information. Weather it be which noble is sleeping with which mistress or how many skeletons one has in his/her closet the Shadow Peddler Orban is make it his art to found people secrets. In her youth under the harsh training of Orban Ferira learned the art of subterfuge. She started with pick pocketing in the beginning then as she gained favor with Orban she was trained as part of the Shadow Peddler's assassins. In her later years Orban give Ferira the mission to kill a well known noble of Terma. She along with 5 other assassins (3 humans, 2 beastmen) made plans in how they will implement it. Little did they know that assassins was plot arrange by the Orban and another noble name Draven to rise his statues. Ferira and the others were the sacrificial lamb as after they succeed in there task they were caught at the rendezvous point. Ferira and a female snake beastmen named Athalie were the only two survivors. Ferira and Athalie made a pact in that they sworn that they would make Orban pay for what he done to them. They now make their way to the Kingdom of Weissen for Ferira idea of revenge she wanted to create her own organization to combat the Orban as she see Weissen as the perfect place for opportunities.

Primary Stats:

STR&BLA: 7 (+2)

AGI&SHA: 10 (+5)

WIL&KNO: 8 (+3)

CHA&TON: 10 (+5)


Equipment&Perks: Ferira comes equip with two iron daggers which she dual wield, she wear studded leather armor, has a bag full thief tools (lockpick,etc), and 25 gold

  • Helm/Hat:
  • Clothing/Armor:
  • Shoes/Greaves:
  • Gauntlet/Gloves:
  • Weapon/Tools:
  • Offhand Weapon/Tools:
  • Accessory 1:
  • Accessory 2:
  • Companion 1: Athalie: Former Shadow peddlar assassin now turn ally as both she and Ferira seek the death of the Orban. Just like Ferira, Athalie was an orphan trained by Orban in the arts of subterfuge. Now that they formed a pact Athalie follow Ferira with the goal of getting revenge.
  • Companion 2:
  • Companion 3:
  • Companion 4:
  • Perk Slot 1:
  • Perk Slot 2:

Qualities:
  • Charity and Hope: 0
  • Heartless and Cruel: 0
  • Ruthless and Cynical: 0
  • Melancholy and Tears: 0
  • Brave and Daring: 0
  • Honorable and Just: 0
  • Clever and Subtle: 0
  • Gleam and Zeal: 0
  • Gloom and Silence: 0
Bringer of Death: 0. Your hands, and your conscience, is clean.
 
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