Name: ***, First Doormaker
Appearance: A human with square features.
Personality : A solemn man who is nearly always serious and calm. He busies himself with work and the things between legs.
PHYS: PS: 1 AS: 2
SPIR: EGO: 0 SS: 0 W: 1
Myths:
1. Wiseman From the East (Associated with the East, Wisdom, Architecture)
2. Prophet of the Dead God (Associated with Funerals, Dead God Du-Ur)
Initiative: High
Orders:
1. Build Houses and most importantly, DOORS! for your people!
2. Spread the love of DOORS and DU-UR!
3. Use the stone remnants of the mountain to build stuff!
Traits:
1. Door maker!
2. Masonry and Architecture Knowledge
Misc:
-Respected Senior Councilman of Durham
-Celebrant of Du-Ur's Death Cult
Assets:
- UNHINGEDNo Hinge, Frameless Door of Du-Ur
--The Chain of Leadership
Name: Coraglai
Appearance: Small, with white and ginger fur.
Personality: Jovial and playful, right up until someone tries messing with Sarkyran's stone. Then it's caerbannog all over again, only with a dog instead of a rabbit.
PHYS: PS: 3 AS: 0
SPIR: EGO: 0 SS: 0 W: 0
Myths: N/A
Initiative: High
Orders:
-Defend Sarkyan's physical form.
-Ensure the flint around Sarkyran leads to no conflict near it
-Don't cause unnecessary harm.
Traits: ?
Misc:
-Is a good boy
-Retired
Name: Fire-marked
Appearance: Mountain whale, but with a black brand in the shape of a ball of fire upon the forehead and upon its pseudopodia. The Fire-marked also has a faint fiery aura in darkness.
Personality: The Fire-marked is chosen as one with great internal fire and strength of spirit, embodying the virtues of bravery and cleverness.
PHYS: PS: 3 AS: 2
SPIR: EGO: 2 SS: 0 W: 1
Myths:
Myth of Conquering Hero(Feared by enemy mountain tribes. Beloved by allied tribe(s))
Myth of the Fire-Marked (Associated with fire, Midan)
Myth of Ascendance (Associated with the divine)
Initiative: High
Orders:
- Teach the living things to righteously worship Midan.
- Bring the worshippers of Midan to greater heights of civilisation and ability.
- Protect the worshippers of Midan from external harms.
- Train the greatest of the living things to become preachers and heroes of Midan.
- Wax greatly with progeny for the glory of Midan.
- Invent and perform rituals and sacrifices for the veneration of Midan.
Traits:
- loves Midan
- understands the great desires of Midan that all people love him and all hearts be warmed by his hearth, and that his followers shall wax fecund and form a vast and advanced empire, eventually
- can reproduce with most things
- has an innate, though initially vague, awareness of engineering and scientific advancement
Misc:
-Prophet of Midan
-Protector of the Holy Summit
-Lost and bewildered
Assets:
-Pillager of the Earth, Bounty of the Peoples
-Ever-Radiant Spear Advancing Eternally
Name: Diwata
Appearance: Originally a mundane human of the flatlands nourished by the riverbeds, this young female of brown skin and raven-dark hair carries herself with a gait of finery and poise--wearing colorful wrappings and adornments.
Personality [optional]: Pretty much like Ernalda given this game is based on Glorantha A curious and sharp-witted individual who is patient to consider and highly-trusting, tempered by her spiritual resolve and insight or wisdom of the world despite her age.
PHYS: PS: 0 AS: 1
SPIR: EGO: 3 (+2) SS: 3 (+1) W: 2 (-1)
Myths:
1. She who Keeps the Law (Associated with law, Tala)
2. Establisher of Law Magic (Associated with Law Magic)
Initiative: High
Orders:
1 - Consider and listen to Tala's words and ideas, for we are in a fiduciary relationship [/Worship me, also I'ma talk to you and other champions]
2 - Please safeguard the humans and advance them for progressive, gradual learning--focus them under me and I will do my best in giving you all protection [/current order is to focus them in my hex, but this is generally to get my influence about]
3 - Tend and teach tending for the animals under you (e.g. aurochs), and act and create a peaceful culture [/basically make it that we have some manner of understandable communication and you have a food source, and you're thematically peaceful]
4 - Sacrifice what aurochs you can to stabilize their population in my name--sacrifice any of those beyond possible care (e.g. sacrifice to me--ONLY WITH THEIR INFORMED CONSENT AND WILL--those with chronic disease, fatal wounds, etc) I teach protection in spirit and shall aid the herd as well as people [/anti overgrazing or overpopulation of predominant beast and worship Tala through...uh, euthanasia?]
5 - Communicate with Tala before or during any personal action in meeting others in the physical or the spiritual realm, knowing that you have the freedom to do so (Basically also feel free to train other shamans or spiritually inclined people and with other potential Champions) [/I dedicate my time with you and you with me, for we will form culture and relationship]
6 - Understanding and knowledge create the foundations of surviving in life--with communication brings knowledge, and with danger brings cautioun--never let fear become control, because you will not be alone: live with a critical mind, and with foresight rather than impulse; focus on the skills and potential of communications, for they bring strength of spirit and awareness of mind, and are as good as any weapon [/basically feel free to grow your own skills and plan your own plan in life--but be aware that we're basically talking about stuff and the times ahead are going to need our mutual relationship. I'm also personally communicating what while you're a thematically Peace clan, still hone weapons to hone martial and physical prowess]
Traits:
Misc
-Lawyer of Innol
-Hegemon-Lawyer of the Lawful Lawyeries
-Maintains an army of soulless husks.
Assets
-The Konseil (+2EGO -1W)
-Kanty's Eye (+1 SS)
Name: Stoneye
Appearance: A large eagle with rune-engraved pebbles as its eyes (the runes glow prismatically), and its left wing, like Metalhand’s left arm, is formed of an engraved twisting combination of metal and stone.
PHYS: PS: 3 AS: 0
SPIR: EGO:0 SS:0 W:0
Myths: N/A
Initiative: High
Orders: (in order of importance)
1. Keep yourself alive to return to me every time I awaken
2. Scout the surrounding area and remember the area to relay the information to me
3. Keep memory of me alive among the mortals while I slumber
Traits: Exceptionally keen eyesight
Good dodging ability against projectiles
Photographic memory
Can communicate with humans
Misc
-Successful father of many chicks.
-Enjoys breeding desert shrubs
-Hates lizards
Name: Aea, The Right Claw
Appearance: looks like one of the pygmies that offer things to Shelldon, but has a crab tattoo that goes across their body
Personality [optional]: Aea is a content and likeable women.
PHYS: PS:3 (+3) AS: 1
SPIR: EGO:0 SS:0 W: 3
Myths: N/A
Initiative: very high
Orders: protect your tribe, ensure Shelldon is still being worshiped, sacrifice your tribes enemies in Shelldon's name, protect crab life
Traits: high speed adaptation, regeneration, shell armor, immortal(only to age and time), all descendants have crab based mutations
Misc
-Enjoys fishing.
-Stronk.
-Warleader
-Crab Fetishist
-Disapproves of Piracy
Assets:
-The Right Claw of Crushing (+3PS)
Name: Ortile
Appearance: A human-sized stone golem, consisting of smooth flint. Appearance-wise, They are built to look non-threatening, so as not to instill fear in the humans upon sight. Gifted a large volume of knowledge of relevance to the humans, Ortile not only possesses knowledge but has the ability to demonstrate said knowledge, if to further help his role as a teacher. Is painted in a variety of hues.
Personality: Calm, Kind, Patient & Mentorly.
PHYS: PS: 1 AS: 1
SPIR: EGO: 0 SS: 0 W: 0
Myths: N/A
Initiative: Moderate
Orders:
-Teach the tribes all that you know, in exchange for recognising the gifts provided to them by Sarkyran (including himself) and making small offerings to Sarkyran as thanks.
-Favour no one individual tribe or student, and ensure all learn equally and apply that knowledge.
Traits:
-Focused: Ortile doesn't end a lesson until it is finished, and the lesson is finished only when the students understand the subject well.
Name: Murdus
Appearance: A darkskinned human youth with eyes of gleaming bronze and a smile full of sharp teeth.
Personality [optional]: Murdus finds herself loving statues, and wishing to make more of them. She reacts aggressively to threats, and wishes to destroy them.
PHYS: PS: 3 (+4) AS: 1
SPIR: EGO: 0 SS: 0 (+1) W: 0 (+1)
Myths:
Myth of Ascendance (Is associated with the divine)
Myth of Savagery (Is associated with reckless combat styles, ruthlessness)
Initiative: High
Commandments:
1. Thou shalt spread the worship of the Shattered Statue among the many peoples far and wide, and maintain among the people the continued worship towards him(her?).
2. Thou shalt defend the faithful worshippers of the Shattered Statue from attack and kidnapping and other harm.
3. Blood shalt be spilt to the glory of the Shattered Statue, the sacrifice of lives. Blood and souls are demanded by the Hungry Statue, and must be given.
Traits:
- Murdus has an innate knack for sculpting various raw materials into exquisite sculptures.
- Murdus can eat the flesh of humans and elephants and vomit it up as a mercury like substance that can be sculpted into statues by the power of her mind before hardening into a solid mercury shape.
Misc:
-Lugal of the SevenGreat Tribes of Ulkai
Assets:
Bronze Heart of Power (+1W, +1SS, +4PS)
Name: Jus
Appearance: A short, stocky golem of steel given a feminine anthropoid form.
Personality: A calm, stoic individual.
PHYS: PS: 1 AS: 1
SPIR: EGO: 0 SS: 1 W: 3
Myths: N/A
Initiative: Moderate
Commandments:
-Ensure peace and justice prevail amongst Sarkyran's followers.
-Establish and maintain a priesthood dedicated to Sarkyran.
Traits:
Judge of Character: Imbued with the ability to see into the souls of mortals, Jus can see the personality of sapient mortals brought before them.
Misc:
-High Priest of Sarkyran
Name: Ninsar, Miko of the Water.
Appearance: A single sky-blue swirl on their face. Appearance in the prime of their life.
Personality:
(Mortal's Previous Personality)
PHYS: PS: +0 AS:+3
SPIR: EGO:+0 SS:+0 W:+3
Myths:
1. Establisher of River Magic (Associated with River Magic)
Initiative: High Initiative
Orders:
Bless the Land of our People: The first, and arguably most important of your Duties. Once every twenty years, you must travel to bless the water of the land. See to it that the People are given this gift.
Teach the People, and Thyself: Learn. Be it Magic, Reading and Writing, Arithmetic, Medicine & Healing. See to the development of Magic and the People, and always keep Learning yourself.
Kindness: I am told by your mother you are kind. See to it you remain that way, for your own kindness does you credit. Just don't let others fool you, and be careful.
Academia: Make sure to see to the recording of history and other subjects, so others may learn from it.
Direction: This is more of a secondary task, but make sure the areas our people settle are properly sanctified to me. This way, those whose homes are there will return to me, rather than their souls be destroyed by others. This way, they may pass on freely to their afterlife. You should also make sure they send their foes to me too, when they die, so they may also be sent to the afterlife, by force; there is no reason we should not also spare our foes' souls from destruction.
Freedom: The last of my Laws. One day, you may pass down the duty to another. If such a time comes, make preparations for your successor, and teach them what you know. The Freedom of Yourself, as well as the People of the Land.
Traits:
Mortal Self's Previous Positive Traits, and none of the negative traits(if any).
Miko of the Water: Another of Fu's Miko, the Miko of Water has complete control over water and it's processes. From turning air to water, and water to ice, and back again and between. This is her magic. She does have a certain purpose though, in being able to bless the water of the land with magic. By doing so, for 30 years, those who live and partake of the water, be it water itself, or the water in food, will gain Mana in them, and be able to manifest their own elemental magics, as well as learn magic easily, should they focus on it.
(Note that only those who follow Fu can gain this blessing, and it becomes a permanent trait. This trait can not be passed down if those with this trait do not follow Fu.)
{This may give rise to magical plants, given water is needed for all life.}
Progenitor of Mana: Ninsar, the Miko of Water, has a natural grasp on magic, and what systems can be applied to it, as well as writing, arithmetic, and reading/decoding other systems. She also has a resistance to magic and mind/spirit-alteration. Through study, others shall learn from her teaching. And in time, she shall grow stronger, and Master Magics.
Assets:
Name: Nusku
Appearance: A wiry, lanky child, with eyes like burning coal and skin the colour of blood, his teeth gleam golden and his hair is the colour of an elephant's hide.
Personality: Cautious and methodical, constantly trying to keep his burning, divine given, thirst for blood and violence under his own control.
PHYS: PS: 0 AS: 2
SPIR: EGO: 1 SS: 0 W: 0
Myths: N/A
Initiative: High
Commandments:
- Survive
- Search for lost fragments of the Shattered Statue and gather them up and keep them safe for his/her eventual return.
- Recruit mortals to search for fragments of the Shattered Statue in dangerous locations like the City of Err.
- All elephants must be conquered and made to serve the people of the Statue.
- Obey the Lugal of the Statue, especially in matters of war and conquest, when this does not conflict with your other duties.
- Spread and protect the worship of the Shattered Statue.
Traits:
- He must drink elephant blood once a month or suffer terrible wracking pains.
- Nusku has a gift for locating, finding and sensing lost fragments of the Shattered Statue
- Nusku has an extradimensional stomach that can only store fragments of the Shattered Statue, keeping them safe until the return of the Shattered Statue, when they can be vomited up and offered to him/her. To allow for the swallowing of larger fragments, Nusku's jaw can unhinge and his mouth and throat are hardy and tough, allowing him to swallow fragments of stone larger than his head. If he should try to store something that isn't a fragment of the Shattered Statue, it doesn't work, possibly causing some stomach pains and complications.
-Mentally broken.
Misc:
Name/Title: Allwissendes Auge
Appearance: A Basdreenin with Dark red eyes- Upon their back a Stylized tattoo of an eye lies.
Personality [optional]:
PHYS: PS: AS: 1
SPIR: EGO: 1 SS: W: 1
Myths: N/A
Initiative: High
Commandments:
-To bring strength to the clans
-To keep peace among their race
-To Serve Basderieen Faithfully
Traits:
-Third Eye Power, All Sight: Allows this Disciple to see "everything" within one tiles distance with perfect clarity- at the cost of slowly blinding them every time it is used.
-Bloodline Immortal: upon death- the status of being a disciple is transferred to the eldest Living descendant of the last user OR their closest living relative
-Ancestral Memory: The current holder of this power has access to the minds and personalities of all previous holders
Misc:
-Engaged in the service of the Tree Lovers
Name/Title: Augljós Sjónarhorn
Appearance: A Basdreenin with Dark Blue eyes, Upon their back a stylized tattoo of an eye Lies.
Personality [optional]:
PHYS: PS: AS: 1
SPIR: EGO: 1 SS: W: 1
Myths: N/A
Initiative: High
Commandments:
-To bring strength to the clans
-To keep peace among their race
-To Serve Basderieen Faithfully
Traits:
-Third Eye Power, Ever Sight: Allows this disciple to See predictions of the future, or Read Echos of the past off objects and people- at the cost of forgetting little bits of their own past every time its used.
-Bloodline Immortal: upon death- the status of being a disciple is transferred to the eldest Living descendant of the last user OR their closest living relative
-Ancestral Memory: The current holder of this power has access to the minds and personalities of all previous holders
Misc:
-Last known to be wandering the desert.
Name/Title: Occhio D'intesa
Appearance: A Basdreenin with Deep Green eyes, Upon their back a Stylized tattoo of an eye Lies.
Personality [optional]:
PHYS: PS: 1 AS: 1
SPIR: EGO: SS: W: 1
Myths: N/A
Initiative: High
Commandments:
-To bring strength to the clans
-To keep peace among their race
-To Serve Basderieen Faithfully
Traits:
-Third Eye Power, The Eye of Wisdom: Allows this disciple to "see" Emotions and Flaws, as well as generally understand things, this power is quite exhausting to use but otherwise harmless.
-Bloodline Immortal: upon death- the status of being a disciple is transferred to the eldest Living descendant of the last user OR their closest living relative
-Ancestral Memory: The current holder of this power has access to the minds and personalities of all previous holders
Misc:
-Engaged in the service of the Ankan lugals.
Name: Dirugulatl
Appearance: Dirugulatl is a person of mundane features and a light brown complexion. A symmetric arrangement of aesthetic carvings is woven into their hair. They have a soft yet wizened face, a body wrapped in simple clothes adorned with many woven bands--like a sash or a scarf--of diverse patterns and origins, telling stories of many travels.
Personality [optional]: A person who highly values choice and life, Mariposa prizes communication and its different mediums, having a charismatic and witty personality, supported with an avid interest in others. Their personality has qualities of an overall good parent, a practically-minded perspective, and a healthy attachment to those they value--foremost, with an incurable optimism.
PHYS: PS: 0 AS: 3
SPIR: EGO: 0 SS: 1 W: 2
Myths: N/A
Initiative: High
Commandments:
- Listen: Consider and communicate to appraise the situation best (e.g. with Tala; be present whenever she calls, and try to gather other champions and people to do the same--her direct orders are very important to act upon or give counsel to, and she needs your presence); no being is omnipresent, merely having many sources of information at hand, and there are many ways to consider what can be and what is, to build upon and create a better life for future generations--you are her prophet and must ensure they know where the teachings came from, that they be included in worship and mind of the people.
- Teach and Teach the Teachers: Generations of people will pass, but what will carry them onwards is knowledge, culture, action, and communication being passed from people to people; being able to work appropriately with knowledge is of primary importance in furthering understanding for present and future generations.
- Guide the Champions and the People: Tala's champions (subsouls), herself, and other people need guidance through feedback--listening is as important a power as speaking and questioning, should people progress in order to survive; only very few entities will act without goodwill, but they exist and must be understood--everything in general can be at an understandable level if given concepts and thought, and their structuring contributes to a lot of what you sense and see.
- Understand Value, Time, and Strength: Despite apparent differences, all things have inherent value, every being gets to act and do with what is around them, being affected by what is around them and their past, and work with what is present within them and their minds, just as Tala may only do as much given her time, the time for people is very important to understand and add into teaching; everything has a basis--with foresight, communication, and understanding, you can see the inherent self-worth within people and be able to speak to the depths of thought and trust, and because of experience, people can build themselves up and just as well deconstruct themselves as lesser; what you can do takes time to grow and nurture to fruition, and you are not alone with these capabilities--ensure there are working systems for people to be accommodated and not divided.
- Language is Power: Generations and ideas will pass--people will grow from experience, and ideas are a never-ending process; work first with whom you can, and spread understanding through the many to build a helpful lasting culture--people are built up to best act with the world they are in by the start of their lives and change along the way--and for every thought, there is first an action in the self and then an action to the surroundings.
- Empower in Perception: There will always be consequences to actions, people will fail and continue onwards, and the love of things is brought by the understanding--and how much understanding--is present with things; nothing is deterministic, everyone has agency, and everyone at any one time has their own inner self, thoughts, and emotions to work with the world around them; try to provide the best for people by helping them provide for themselves and others, even if their needs are met, as many things rely on others to do what they may--act first in your vicinity, and then to, or alongside others, once things are stable.
Traits:
Creative/Insightful Learner: The importance of mental exploration and the power of listening, questioning, and communication is learned: They are able to connect and dredge important applications and hypotheses from a deep memory--from experiences of their own, of others, of abstract ideas, and of the world around and within them, as well as forward those ideas by questioning and communicating; characterized with a considerable patience and creativity in working with thought and proactivity by experience--bolstered by Tala's subsoul.
Focused/Self-Disciplined: They have a deep awareness of self, and ability to communicate that sense to themselves and others through word or work is very pronounced and stands out by their expressed potential, such as their communication through gestures, ability to administrate, organize, manage, govern, or advance understanding in a progressive manner--with empathy, consideration, and insight, such as into the importance of self-endurance and foresight of actions, words, and consequences--alongside a very strong and practiced voice; they basically have a well-rounded and organized self and are both aware of and can control personal wants, needs, and reasonings in a mature and upright way.
Hale in Body and Soul: Tala's subsoul restored their vigor and overall health despite their time of turning into a champion at 70 years of age--this action combined with the revelation of foresight and hindsight affects them positively.
Misc:
-Senior Lawyer of the Chiefs' League.
Assets:
-Dawn-Threader
Name: Moska
Appearance: Moska can easily pass off as human in appearance, given the nature of lightroot being able to adapt or be tolerant of the surroundings, with minor physical features varying to their will--appearing as having bland to colorful clothing, and with "tattoo markings" for bio luminescence and nonverbal communication (alongside their appendages). Their surface is finely textured, able to conceal apparent non-human characteristics. Their facial appearance is remarkably androgynous, but not unsettling--their "face" or facial area is shaped like itself, but whole, distinctively affected by their own bioluminescence to show expression.
Personality [optional]: Moska has a personality brimming with potential, trust, solidarity, and open-mindedness, with a passion to learn and an innate drive to consider, connect, and assess. They are also very aware of the powers of meanings, and seek to reflect this in their enthusiasm for pro-activity, being highly altruistic and empathetic, while tempered by a sense of thought and context.
PHYS: PS: 0 AS: 3
SPIR: EGO: 0 SS: 0 W: 3
Myths: N/A
Initiative: High
Commandments:
- Listen: Consider and communicate to appraise the situation best (e.g. with Tala; be present whenever she calls, and try to gather other champions and people to do the same--her direct orders are very important to act upon or give counsel to, and she needs your presence); no being is omnipresent, merely having many sources of information at hand, and there are many ways to consider what can be and what is, to build upon and create a better life for future generations--you are her prophet and must ensure they know where the teachings came from, that they be included in worship and mind of the people.
- Understand Diversity: Every living being has to work with their environment, and all have strengths and weaknesses--even in mind and in process of thought; there will be life and death--differences in culture, thinking, and perception are important to understand, rather than accept only conformity, as these build up attitudes, actions, ideals, and perspectives of the people you meet and the possibilities you see.
- Support the Champions and the People: Lightroot is meant as a blessing and as their own beings--to work alongside life as no life can stand alone; what potential is present in lightroot must be expressed and taught, respectively with help from others in teaching, and like all other life, is free to work with the environment as it is--to never imbalance but protect the ecosystem of the biosphere, and to preserve the lives of what may be present.
- Tend to lightroot: As first of the tenders, you have the duty to train, teach, and communicate with lightroot and the people with them; ensure the safety of sapient lightroot, but also efficient use of its potential and workings with other life.
- Praise to Tala: Tala had created lightroot to help life and to be life itself--never to be alone, but always to be with others, although never towards backwards stagnation or domination over others; always communicate with Tala your plans in working with what is present or work with her champions here and elsewhere--wherever lightroot may flourish, take care of what is present for future generations, and acknowledge the creator, but do not forget to forge your own path in guidance.
- Respect Agency, Awareness, and Temperance: You are the first of many, and are your own being--any abilities you learn, gain, or are taught, should be used properly with respect to others receiving them, inasmuch as any entity may act, so too does that action have meaning to the entity; communication is the most powerful tool to forward action and preface future action, and should be mastered along empathy or consideration of others and the self in balance.
Traits:
Telepath: Moska is able to transfer vivid meaning, imagery, or received messages to others and is able to construct, structure, and give meaning to their sequencing towards other beings (sentient, sapient, etc), having bolstered qualities of and from their lightroot ancestry.
Lightroot Origins: Moska has many of the characteristics that lightroot has--they are also a lot more adaptable in mind and thinking, looking up to Tala as the creator, and capable of verbal, audible communication.
Minor Aspect: Secrets within secrets.
Assets:
-Anathema
Misc:
-Residing in Kralkorqum of the Great Horde; shares apartments with Anjuar.
-Representative of the Lawful People in the Great Horde; operates an intelligence network.
Name: Valtoria
Appearance: A tall woman of imposing stature. She has many of the common features of the Plains people, olive skin, blonde hair, sharp facial features, and lean build. Her form is not unknown to strife, like all of the plainsfolk, she has fought for her life, and her god.
Personality [optional]: Valtoria is one of the ruler's of a section of the Kingdom of Guar. Unlike some warrior princes, she does not fight directly, but serves as a fervent spiritual leader and general of her large war band. She uses her knowledge of spirits and shamanism to improve her people's lives, and give an edge on the battlefield. However, it is her charisma and understanding of tactics which has allowed her to rise above others in this Era of Blood. already she has unified several other war bands under her banner. She sees clearly the path to victory on the battlefield, and the path to unity under Guar.
PHYS: PS:0 AS:1
SPIR: EGO:1 SS:1 W:0
Myths:
1. Myth of Ascendance (Associated with the divine)
Initiative: High
Commandments:
(1) Expand and unify Guar's religion, following, and kingdom.
(2) Expand the kingdom's knowledge of spirits, war, and science.
(3) Increase Guar's power.
Traits:
-Knowledge of tactics
-leadership skill
-high charisma
Misc:
-Sarrat-er-err of the Great Horde
Subsoul
Name: Gladius Vaginae
Appearance: that of a sword's sheath. adapts to hold any blade inside, and reflect the blade itself in appearance.
Personality [optional]: Of Duty, find the one worthy, and aid them. Help heal thee who serve Fū faithfully as well.
PHYS: PS:0 AS: 1
SPIR: EGO:0 SS: 1 W:0
Myths: N/A
Initiative: Moderate
Commandments: Find thee worthy of you and lend you your aid in wielding accouterments. You are to serve those who worship Fū, and be together with the Sacred Blade of Hope. Find one worthy of being a King, Kind and Just. Pious and Faithful. Of Strong Mind, Will, and Soul.
Trait:
Immortality of the Body- Those who wield this sheath are functionally immortal so long as their soul is intact. Poison will not kill, and deadly wounds will heal within the half-hour. Minor wounds take less than a minute. If someone has their head destroyed, this effect does not occur. The Consuming of the Subsoul does not grant this ability, and the sheath can deny this ability to it's wielder if they are not worthy. Can be used by the wielder on others when held over them
Misc:
-Has been granted to a noble of the court of Anka.
Name: Roc
Appearance: A massive vulture made of bronze, large enough to easily snatch and carry away elephants. It's eyes lapis lazuli, it's voice like thunder. Atop it's back is saddle-growth perfectly sized for someone like Murdus.
Personality [optional]: Roc is curious and diligent, but incredibly overbearing and lacking in subtlety.
PHYS: PS: 2 AS: 3
SPIR: EGO: 2 SS: 1 (+6) W: 2
Myths: N/A
Initiative: High
Commandments:
1. Obey the instructions of the Shattered Statue
2. Enslave or destroy all those who harm the the Shattered Statue or his worshippers or servants.
3. Force all spirits within the areas of Influence of the Shattered Statue to submit to the Shattered Statue, or destroy them or drive them away.
4. Study the mysteries of the Spirits, the Spirit World and the City of Err, and report your findings to the Shattered Statue upon each of his awakenings
5. Found, train, manage, and oversee a Priesthood for the Shattered Statue, teaching them the proper rituals to honour the Shattered Statue, the proper designs for shrines and godhouses, and the ways of the spirits and of shamanism and of magic and most important of all, the making of statues of the Shattered Statue.
Traits:
- Roc can read the minds of those who fall within his shadow
- Roc is very good at finding his target (whether things or people or other)
- Roc is made of bronze
- Despite his great size and weight, Roc can fly, and is faster and more agile than bird or horse
- Roc possesses the relevant knowledge to establish and oversee the Priesthood of the Shattered Statue
- Roc is inordinately fond of devouring Dreamcrocodiles, which may be problematic.
Assets:
-Silver Tongue (+6 SS)
-Eye of the Basilisk
-Eye-Lens of Finding
Misc:
-Has been defeated and imprisoned by the Lady of the Tides.
Name: Anjuar The Steward
Appearance: Anjuar is a fifteen foot tall centaur. He has the common physical traits of the horsemen, and a rather impressive beard.
Personality: Anjuar is a warm presence that seems to belong no matter where he is. He is a gregarious spiritual leader, though he is equally at home among the soldiers, sparring sharing tales. He has one of those personalities that's hard not to like, being both wise and ebullient. Beyond that, he is a planner and detail oriented. He has a mind for logistics and a way of knowing how to motivate people. He is a particularly gifted planner, architect, and diplomat.
PHYS: PS: 1 AS: 2
SPIR: EGO: 2 SS: 3 W: 2
Myths: N/A
Initiative: Moderate
Commandments:
1) Foster Guar’s religion.
2) Oversee construction projects.
3) Orchestrate and oversee religious ceremonies and institutions.
4) Investigate the spirit world.
5) Serve as an advisor and diplomat to both spirits and mortals.
Traits:
- Hard to dislike, highly organized, wise, motivational, good public speaker
- Herald of Guar: Able to activate an innate ability to change the volume of his voice, up to an incredible volume. Similarly, allows Anjuar to be able to listen to things at vast distances, and to understand and sing the Parent Song.
Misc:
-Residing in Kralkorqum of the Great Horde; shares apartments with Moska.
-De facto Second of the Great Horde.
Name: Guisan The Bloodied
Appearance: Guisan appears as a normal person. Guisan is able to change their appearance, but they often appear of prime age, lithe build, and extreme beauty. However, they may undergo a transformation in which their eyes swirl red, their teeth and ears become pointed, and their skin darkens. Though they retain their beauty, they nearly radiate dark energy.
Personality: Guisan is a cunning and dark creature. Sneaky and cunning with a silver tongue that promises dark powers.
PHYS: PS: 1 AS: 0
SPIR: EGO:0 SS:2 W:0
Myths: N/A
Initiative: High
Commandments:
1) Establish secret cults to Guar in foreign lands, known as the Order of the Snake and Grave.
2) Create more vampires.
3) Create and practice dark blood rituals to Guar.
Traits:
+ Drinks Blood, growing in power as they do so.
+ Can convert others into vampires.
+ Can transform into and out of a monsterous form
-Increased hearing, night vision, physical strength, and incredible stealth.
+ Knows dark-magic blood rituals generally related to corruption, subterfuge, necromancy and general dark magics. Always involves blood.
+May change their appearance to blend in with whatever culture they are infiltrating.
+Despises the smell of horse.
Misc:
-Hierophant Supreme of the Cult of Sleeping Fire
Name: The Serpent
Appearance: A massive multi eyed Eel with a human arm for a tongue, its head is a full Badger, beware its deadly bite.
Personality [optional]: Fiercely loyal, with a twisted sense of humor and a somewhat greedy personality.
PHYS: PS: 4 AS:
SPIR: EGO: SS: W: 2
Myths: N/A
Initiative: High
Commandments:
To defend those who belong to Basderieen
To defend the Oasis
To Bring faith upon the faithless
Traits:
Verile (This beast is capable of successfully mating with most other creatures)
Oasis bound (This beast must return to the place it was made or suffer an unquenchable thirst for its own blood each full moon)
Ageless (This beast will not die of old age)
Tongue of the Serpent (Though not truly a sentient creature, this beast is capable of understanding and [simplistically] speaking the language of any creature it crosses paths with.)
Domain of a King (Descendants of this beast are naturally Predisposed to be Subservient to it)
Misc:
-bound to the Badger Tribe Oasis