Darkening Skies - Characters




  • Tell your fortune for a 'Scrip? You look like a lucky one to me, just a small 'Scrip or piece of amber and we can see, yeah? Wouldn' you like to know if you'll be rich? (Course, they never want to hear the real fortunes that don't turn out so good. Call you a croaker and chase you out, but that's life, that is.) Let


    Me? Pffft. No, I weren't born of one them high-minded nobs. They'd soon as fry me with their fancy magic as look at me twice. Truth is, they don't like Mages who ain't all noble-blooded like they, innit? 'Specially those who come from near the ground.


    Effie was born to a 'mundane' working-woman on the lower-levels of Kaiden's Spire, who abandoned her as soon as she could get away unnoticed and claimed that her infant had died. She survived off of the kindness of a church of followers of the Old Way, and grew into her Pattern under their thumb. Euphemia--named thus by the church--began stealing because it was fun and she was able to get away with it. The church kicked her out and she began living off of the 'street' running scams and gambling whenever she got the chance, which was her favorite way to make money, mostly because she won a lot which brought her attention from some interested parties who groomed her in the art of drama to build up her fortune-telling persona (and skills) and foster her natural talent at thievery thievery. Eventually she managed to pull a job on the people who trained her, and started making her own way through the seedy underbelly of lower-class Politicking in the Spire She steals unashamedly from the richest people she can find, stealing from poor people isn't any fun, and will do her best to also talk them into a game of chance to earn some things 'legitimately'. She'd go up against a Djukanim in a game of chance for fun and would sincerely believe she'd win.


    Appearance

    Small from a life of undernourishment and general scuttling about for survival, Effie stands at approximately 5'0" with an extremely delicate-looking frame which belies her litheness. She has dark red curly hair which goes to her waist and dark skin with eyes that are more gold than brown.


    Personality

    Loud. In an abrasive way that attracts people's attention so that all they remember of her later is her loudness. She can shed it for a while when pulling a larger job, but loud, and arrogant, is her default. She'd go up against any of the Lords of the Spires in a game of chance, and dearly wants the chance to steal from one. The tougher the game, the higher the stakes, the better, and she always knows that the tide will turn in her favor. Eventually.


 
Last edited by a moderator:
Fire-Engulfs-Forest Style


Linked Skills: Unarmed, Parry, Athletics.


Rank 1: Consuming Blaze Stance


While in this stance, the martial artist gains +1 Dodge and +2 Offence: Unarmed.


Rank 2: Flames Burn Bough Technique


The martial artist can Parry attacks with weapons and turn them into Grapple attempts.


Rank 3: Brush-Clearing Firekick


A sweeping kick which can be used low, for no damage and a knockdown, or high for a penalty-free shot to the head.


Rank 4: Smoke Drowns Sky Approach


A tackle which can be used to knockdown and grapple an enemy following a successful dodge using a standard attack roll.


Rank 5: Flames-Devouring-Men


A technique used by expending all CP during a successful Grapple and locking the enemy in a submission hold which will choke them to death at a rate of 2 Health per Turn.


Current Rank: 3
 



  • Tsiuri is not what you would typically think to picture of a Pirate Captain. She is well-spoken, well-dressed and more alike in manner to a naval officer than leader to a crew of typically villainous scum. Tall, standing at 5'10" in bare feet, her build is willowy and her movements graceful yet purposeful. Her dark-skin does not hide the faint violet glow from beneath, her black hair cut fashionably short and out of her three striking violet eyes. She wears close-fitting white shirts and tan breeches, knee-high heeled Scalemail boots of black and silver with matching greaves. Her black and silver jacket hugs tight to her figure but for the flowing tails down to the backs of her knees.


    Her mother was a Djuke warmonger, her father a high-ranking, respected man of the Inquisition sent after her. The Inquistor and the Djukanim fell in love, the warmonger cast out of her House and led to both fleeing to Shaydensea.


    Tsiuri was young when the Inquisition fell upon them, pointed to their location by Djuke Mandalthraxas, King of Pirates, in return for some deal or other. She was taken in by Mandalthraxas after the execution of her parents but the truth was never kept from her. She knew he was how they had been discovered and executed. He raised her well, taunted her with the knowledge, goading her into trying to rise against him.


    She has no respect for authority other than her own, despising while still rather respecting the man who raised her and the Inquisition in equal measures. Since coming of age, she has striven out on her own to seek her fortune in the manner many pirates do and making a name for herself to ensure she strikes fear into the hearts of those who stand in her way. When she strikes, she much prefers to be up close and personal about it.


    She is a highly-skilled Pilot, her ship said to be an extension of herself when she takes the helm. Many a battle has been turned due to her skills at pulling off seemingly impossible maneuvers.


 
Last edited by a moderator:
I probably did some of this incorrectly, but hey, pretty impressive for jumping right in no?





  • Do not fear the mother....she knows all...she sees all...she is our Mother.


    This is what Synk always heard in his oversized and often blank spaced cranium. Constant stories of old about the Trollkin goddess of the Mother, worshiped by Trolls and Goblins alike, a singular yet omnipotent entity that is said to calm, protect, and guide her children. Goblins were often not very intelligent, and many didn't bother to worry about them or their decisions due to their Hive Mind characteristics and devotion to Trollhaven. The Orcs worshiped her too, but lately it seemed such a brute race had others things on their mind. Many Orcs descended all across the lands as if it was a freedom that no one cared to truly detest, but when a Troll would leave the mighty realm of Trollhaven it was almost instantly questioned and detested. Many Troll kind only left due to shame or interest in the flooding world beyond filled with mystery and pregnant with life of every sanction. There was also the temptation of practicing magic, which was passionately discriminated against and unnatural for Trolls to dare dabble in. Orcs lacked imagination, they were warrior brutes who fight for Trollhaven until the bitter end, but what did they really know about the way of Mother and her Song? In Synk's mind, they loved the idea of battle and many would leave Trollhaven given the chance to find greed and war with an itch for adventure; at least from those that Synk knew. For now, Trollhaven was at peace, there was no need for the soil to be riddled with blood presently, not yet anyway. Did this bore the Orcs? Synk often contemplated such ideals after what had happened to his family.


    There was a rebel group of Orcs that had left Trollhaven not long ago being stripped from their guard posts after inadvertently allowing Black Market goods into the kingdom from outsider criminal Orcs. The guardsmen claimed they were charmed by these criminals, but due to the nature of the incident with the intruders being of the same race, the verdict was conspiracy and the Orcs would not be forgiven for their treachery. So the former Trollhaven guards were left unemployed and eventually starved. Enduring the cruelty of the streets far too much, the two had enough of scavenging for survival and left the kingdom to pursue fruition of what they were built to do; fight for honor and be strengthened. Among the path these Orcs took to find communion within an obsolete district of a nearby kingdom called The City, they came across a Troll couple, the mother and father of Synk.


    Synk's family was returning from a resource journey for Trollhaven working as employed servants of their kingdom when the Orcs stumbled upon them on the dirt ridden trail. Angry, tired, hungry and filled with madness the Orcs grew envious of their ranks and supplies attacking them like savages. Because Synk's family was not specifically built to fight and the Orcs were well trained, his family was killed rather quickly as the Orcs went for their throats and tore them open with their claws. They were eaten and left to rot.


    Their corpses were found by a traveling Human looking for trade and immediately reported it to the guards at Trollhaven. The guards unfortunately could not locate the rebellious Orcs and gave up on the justice for the dead Trollkin. Synk was very young when this happened and was informed of his family's demise shortly after their finding; he was an only child. The Human merchant, as fate would allow, was a little bit...more though. He found out Synk was the child of the deceased Trolls and was strangely intrigued. He sought Synk out and offered him a proposal. Although a traveling merchant by trade, it was merely a cover up for his true nature. This Human mentioned to Synk that he was a Necromancer, a devout follower and inheritor of the Leaden Skull; a devious magic of the dead.


    The man took out a specialized potion smelling of the flesh and filled with forbidden ingredients to test whether Synk had Magi blood in him. Synk was instructed to drink the salve and when he did, his breath into the air changed color, signifying he possessed magic within his blood. Delighted, the Human proclaimed that he could not bring Synk's parents back to life due to how little of their bodies were left, but with time and patience he would teach Synk the glamor of Necromancy and train him to be a great disciple. This would take many years and was against everything Trollhaven stood for, but filled with remorse and blinded by fury due to his family's end, he agreed.


    Synk and this man had left Trollhaven in fear of exile for practicing such accursed magic and the connection with Mother Synk once had was lost forever. He felt a strange disconnect in his soul, deep within his veins, and nestled into his mighty beating heart, and eventually....he couldn't sing, he could no longer keep to the Song. He was far out of tune. This was the price he had to pay. The two of them became traveling companions never looking back, and never questioning their choices. Eventually the man took Synk to his hidden shelter within The Awakened Wood, so well guarded by magic and tucked away the Treefolk and forest creatures nearby never bothered to seek it out nor could they. This is where Synk was given the remainder of his training as well as a new home after some time with the Human on the road.


    It was a choice that Synk made to manipulate a dark and sinister Etheric Weave producing magic under the guidance of this strange man, whose name was only given to Synk in a short verse; "I am a man of many, but a reason of one." So Synk had chosen to call him the Man of Many and learned the ways of Necromancy until the mystic Human grew far too old to teach any longer and died in peace among his own personal graveyard of his ancestors underneath the soil within the outskirts of the wood. This was the man's dying wish. Now alone and fresh to the world beyond Synk felt free to do what he wishes, but there was only one thing he truly wished, a wish so corrupted he would never speak it publicly....to become a Master Necromancy and give his life no longer to please Mother....but to worship the dead and keep to the loyalty of The Leaden Skull and the Magi. To avenge his parents.


 
Last edited by a moderator:
Alright, I've just read the Chronicle part. This has been useful in illustrating where I must be clearer and/or more detailed with the next edit.


We'll also have to make some small changes. I'll go tab-by-tab in case of many things needing an edit.


Synk's Chronicles





Entirely fine, but I'm going to take the part of the Orcs and build that into the plot - what you might believe is not what really happened...


Importantly, though, is that Magic is part of your soul - you don't choose to a Magus, nor your Pattern. Synk would have been born a Necromancer, and the power could have manifested as young as eight years old. But that would make him an exile once it was discovered anyway.


The rest is fine until the stats.


Synk's Skills & Attributes





Alright, common mistake here.


All nine Attributes start at 1. That means you have the other three at 1, at least, and all the others increase by 1 where applicable (but a couple of those can't go to five, IIRC, have to check my notes). Skills can't be higher than 3 at creation (that caveat might have been lost in editing), unless I give you the freebie points for it. Thaumic Science can absolutely be 4, though, assume you got a free point there. Also... +1 Survival, Athletics, and Awareness. So drop your Survival to 4, and get two extra Skill points to put in other places.
 
Hmm I may have not made things clear enough in the plot. So what you suggest is that I change his background story? Because the man made the potion to determine Synk had magic inside him, but Synk was unaware of this until the Human traveler made him aware. And Synk was a child when the man visited him. As for the Orc part I am not sure if you are asking me to change it or not, it sounds like you think it's fine but you want to implement it for Synk plot purposes later? A bit confused there.


And the skills and attributes have been fixed to your suggestion.


EDIT: I have rearranged the skills to be 25 total, but also, did you say I get extra points to spend elsewhere on top of the total in skills?
 
Last edited by a moderator:
No, the 25 in skills is fine now.


I was just trying to make sure you understood about the Magic. In which case it's fine.


I'll just be bringing in the part about the Orcs for later plot purposes, and it will likely be very different from what you expect.
 
That sounds good to me. For now then Synk will just assume what he knows about his parents now is what happened.
 



  • History


    Child of a family of couriers, a delivery to the Hell's Teeth proved a fateful one, with an Uthar hopping on board and feasting on all those within. Ruben was left to "pass on" the beloved line. As a fledgeling a long time was spent in what was left of the ship, hunting the mountain's wildlife for nourishment. But the loneliness came to be too great.


    His life thereafter is nomadic. Beginning in the City Engine where he learned his trade in crafting and archanotech, each time when his cover was found out and the death threats started, he was forced to move on and find work elsewhere. Numerous spire cities followed, each one only staying for so long before the bloodhunters, monks and bountyhunters found out.


    His first sleep came and went, giving him much more freedom of work and movement. His skills caught the attention of the Infernal Houses, namely the young Djuke Tsiuri. She took him on, despite her knowing his true nature.


    He excuses the dislike of sunlight and water to being "albino" Taking an umbrella with him when forced to be outside. Terrible sunburn afterall.


    To everyone else, he is simply a Mutant from the City Engine, or if they are more savvy, a very shy spider-totemed Beastkin Elemental from the World Cap. It changes depending on what new group he is with.


    He intends to keep it that way.


    Appearance


    He doesn't appear imposing. Given what he is. Just over average height, but compact, wiry, skin pale as death. His hair is a shock of white-blonde worn shaggy and swept away from his features. His eyes are red tinted per the norm, hidden among dark circles. Both his hands and feet are tridactl, ending in small sharp claws, and he frequently likes wandering the Ship barefoot. Unnoticeable under his clothes, his shoulder-blades and hipbones possess small thickened spurs. A sign of commencing mutations early in motion.


    Clothes are simple white patterned shirts, suspender bracers, and long dark trousers. When not barefoot about the ship, he wears knee high leather boots, and a simple long coat tailed coat with elaborate threaded patterns inside.


    He has a habit of hording scarfs, hats and mittens. He likes them.


    Most of his ensemble is designed to be unnoticeable and easily glossed over, not to draw attention.


    When outside, he always carries a long handled umbrella.


    Personality



    Years of being hated, ranging from simple distaste at his presence to flat out murder attempts have made him withdrawn and cynical. He has learned over time how to move and act in the least threatening way possible. Keeping his voice soft and clear, his movements slow and open, aggression to a minimum, face placid and friendly. Eventually it just became a part of him. He almost believes it sometimes.


 
Last edited by a moderator:



  • She has a shape that will make you shudder in a volatile mixture of need and revulsion. A pinch at the waist that just doesn’t seem quite human – but then, she isn’t quite human. Her hips are made for grabbing – not for walking, or bending, or supporting her weight, or any other anatomically important function, it seems. That she moves with such grace is… unsettling.


    Her face is a masterpiece of a sculpture, thick brows over thick eyelashes by a thin nose by high cheekbones over sloping cheeks by pouting lips. A long, bored, thoroughly aristocratic countenance. Her hair behaves in ways hair is not supposed to, draping around her and clinging to her curves like black honey.


    It’s like someone took a portrait of a beautiful woman and turned it up to eleven. There’s something grotesque about it.


 
Last edited by a moderator:



  • dg4kNv1.jpg


    Name: Flaem'Kkar (Fla-Em-Kar)


    Origin: The Wildlands


    Race: Elemental, Fireheart


    Height: 6'1"


    Weight: 75 kgs/165 lbs


    As a Fireheart Elemental, Flaem'Kkar has very distinguishable marks that give away his lineage quite clearly. For one, his eye's iris is of an glowing ember-like color, forever shifting, as if a fire was burning within his eyes. His hair is short, cinder-black colored and scarlet lines that run all over his arms, becoming more brighter the closer they get to the hands. Normally, his hands are very hot, and can burn on contact. He usually rolls the sleeves of his clothing up, so it doesn't ignite, and also wears special fireproof-enchanted gloves. Usually dresses in dark colors. Due to his secondary attunement being Metal, his skin is much more harder to penetrate than usual and subtly shines in strong daylight.


 

Heresh Morrikin's Totally Awesome Workshop Post






In which we get shit done. This post will henceforth contain the crafting rolls for any stuff which Heresh makes and/or enchants during downtime or otherwise 'offscreen'.


Projects for the rest of the journey to Puddleglum, effectively taking place offscreen during the
Interlude: Between Places thread.


Heresh has Schematics, as listed above. Her Dexterity is 4, and her Craft [Manatech] is 3, with a Specialty in Stormtech. Thus, most of the construction rolls will be five dice at eight difficulty, plus one die for the schematics, whoops.



Urral's Flight Frame


Construction and enchantment for the power core, the maglev core, the left wind manipulation wing, the right wind manipulation wing.






[dice]4387[/dice]



[dice]4388[/dice]



[dice]4389[/dice]



[dice]4390[/dice]



[dice]4391[/dice]



[dice]4392[/dice]



[dice]4393[/dice]



[dice]4394[/dice]



[dice]4395[/dice]



Attunement for each piece has an auto +2, due to gems, and is made at difficulty 8.



Enchantment roll for each piece is made at 8 difficulty.



[dice]4396[/dice]



[dice]4397[/dice]



[dice]4398[/dice]



[dice]4399[/dice]



Enchantment!



[dice]4400[/dice]



[dice]4401[/dice]



Enchanting the power core to the limits of its Attunement, relying on a warded workshop space to absorb the blowback of redundant successes.



[dice]4402[/dice]



[dice]4403[/dice]



[dice]4405[/dice]



Took 3 rolls to generate enough Enchantment successes to tap out the maglev core's Attunement, but no blowback!



[dice]4406[/dice]



[dice]4407[/dice]



[dice]4408[/dice]



[dice]4409[/dice]



[dice]4410[/dice]



Again, multiple enchanting rolls to completely fill out the available Attunement. One point of blowback, again in a warded workshop.



[dice]4414[/dice]



And, done.



Works out this way.



Build power core: 2 successes



Build maglev core: 3 successes



Build left wing: 3 successes



Build right wing: 4 successes



Attunement on power core: 4



Attunement on maglev core: 6



Attunement on left wing: 5



Attunement on right wing: 5



Each component enchanted to maximum capacity of its Attunement, right up to the limit.



Final sealing and operation spell/enchantment: 6 successes



Macrus' Coilbow


Construction and enchantment for the power core and the magnetic acceleration ring.







Schema for a bonus die, 5 dice, 8 difficulty.


[dice]4416[/dice]


[dice]4417[/dice]


[dice]4418[/dice]


[dice]4419[/dice]


[dice]4420[/dice]


[dice]4421[/dice]


[dice]4422[/dice]


[dice]4423[/dice]


[dice]4424[/dice]


[dice]4425[/dice]


[dice]4426[/dice]


Translated from pure dice rolls with the rules:


Construct Power Core: 2 successes.


Construct accelerator ring and bow mechanism: 1 success.


Attunement and enchantment: 7 dice at 7 difficulty (starts at 10, reduced by 1 for handmade by enchanter, made of steel, made as a bow [sacred to her Path].)


+2 Attunement per component due to focus gems.


Attune power core: 6 Attunement


Attune accelerator ring: 4 Attunement


Enchant Power core: (upon recalculation, the enchantment rolls should have cut out one roll earlier) Fully enchanted to 6, blowback of 2.


Scrub and reset the workshop for the next round of enchanting:


Enchant accelerator ring: Fully enchanted to 4, blowback of three.


Take nap, wash, calm down, have some tea, scrub the scorch marks out of the workshop, reset the warding.


Assemble and seal, final roll to make it all work together: 5 successes.


Srikha's Coilbow


Construction and enchantment for the power core and the magnetic acceleration ring, then turned over to the capable paws of Mr. Colby for the heat treatment.



















Construction done with 7 dice at 8 difficulty.


[dice]4437[/dice]


[dice]4438[/dice]


[dice]4439[/dice]


[dice]4440[/dice]


[dice]4441[/dice]


[dice]4442[/dice]


[dice]4443[/dice]


[dice]4444[/dice]


[dice]4445[/dice]


[dice]4446[/dice]


Translated from raw rolls:


Power Core constructed with 2 successes.


Accelerator Ring constructed with 5 successes.


Power Core maximum Attunement: 8


Accelerator Ring maximum Attunement: 6


Both main components enchanted to the limit of their Attunement, with a total of 3 successes of blowback.


Final assembly and seal to make a functional bow: 2 successes.


Lenore's Coilbow


Construction and enchantment for the power core and the magnetic acceleration ring...except bigger.










As above, Dex 4, Specialty, 2 bonus dice from schema, 7 dice at difficulty 8 for construction. It's a bow, made of steel, by hand, by the enchanter, incorporating 4 sapphires, meaning that attunement and enchantment rolls are at difficulty 7, with a +2 to each component Attunement.



[dice]4447[/dice]



[dice]4448[/dice]



[dice]4449[/dice]



[dice]4450[/dice]



[dice]4451[/dice]



[dice]4452[/dice]



[dice]4453[/dice]



[dice]4454[/dice]



[dice]4455[/dice]



Translation from raw rolls:



Construct Power Core with 3 successes.



Construct Accelerator Ring with 3 successes.



Power Core maximum Attunement: 4



Accelerator Ring maximum Attunement: 5



All components enchanted to maximum Attunement. Fitting for Lenore, her bow's construction caused the most blowback of any project thus far, at 7. Heresh probably had to put out a couple of fires and degauss half the workshop space.



Assembled and sealed with 5 successes.



Heresh's Rail Rifle


Construction and enchantment for the power core and the acceleration rails built into a barrel.










7 dice, 8 difficulty. Same numbers for attuning and enchanting.



Constructed Power Core with 5 successes.



Constructed Accelerator Rail and Chamber Assembly with 1 success. Deemed likely to blow up.



Rebuilt, (using more materials and time, all noted in the workshop expenditures sheet) with 5 successes.



Each component has maximum Attunement of 5. Each component is enchanted up the hilt, hitting maximum Attunement with 2 points of blowback.



Final assembly and sealing done with 3 successes.



[dice]4469[/dice]



[dice]4470[/dice]



[dice]4471[/dice]



[dice]4472[/dice]



[dice]4473[/dice]



[dice]4474[/dice]



[dice]4475[/dice]



[dice]4476[/dice]



[dice]4477[/dice]



[dice]4478[/dice]



[dice]4479[/dice]



[dice]4480[/dice]



Expense Sheet!


To be issued to Lenore's office regularly.



















Shocksword (1)



- Six pounds of steel, cobalt, copper wire. 2 currency grade sapphires.



Urral's Flight Frame (1)



- Twenty pounds of steel, cobalt, copper wire, brass and bone inlays. 8 currency grade sapphires.



"Dandelion Seed " Drop Cores (8)



- Total fab costs include forty pounds of steel, several pounds of cobalt, and about fifty feet of copper wiring. 3 currency grade sapphires per core, total 24.



Short Coilbow (1)



- Seven pounds of steel, cobalt, copper wiring. Used some bone from the skybeast, ridged and inlaid, for grip. 4 currency grade sapphires.



Long Coilbow, heat treated (1)



- Eight pounds of steel, cobalt, copper wiring. No bone on this model. 4 currency grade sapphires.
Maybe 1 currency grade topaz, depending on what Colby does with it.


Outsize Coilbow, for the discerning Infernal (1)



- 12 pounds of steel, commensurate increases in cobalt and copper. 4 currency grade sapphires.



Rail Rifle (1)



- 16 pounds of steel, cobalt, copper wiring. Beechwood furniture. 4 currency grade sapphires.



Total thus far:



50 currency grade sapphires,
maybe 1 topaz.


109 pounds, steel.



2.5 pounds, cobalt.



100 feet (approx.), copper wire.



5 pounds, quality beechwood.



4 pounds, skybeast bone.



Note that expenditure weight may not speak to end weight of finished item.



Planning More Cool Shit


For starters, making the schematics for the flight modifications to her armour.



Intellect 2, adding in half of her Intuition (for +1), and her Stormtech specialty (for another +1), against her Craft [manatech] 3.



4 dice, difficulty 8.



[dice]4891[/dice]


Dang. Hopefully Mr. Colby can salvage something from this.
 
Last edited by a moderator:
Wings unit is mad nimble, but the core will want upgrading at the first opportunity - it works, but the whole rig could make use of more power than it can provide.


Marcus' coilbow will need regular maintenance - the physical components can't handle the stress of the mechanism as well as one would hope. Better get Colby to reinforce it.


Srikha's is all good.


Lenore's is going to be able to wreck small ships. That's an anti-ship weapon.


You have never felt a more deep and abiding respect for anything as you do for this rifle right now. It's functionally got a semi-auto burst function, with rolls like that.


Will give you more detailed stats after work/over lunch
 



  • Djuke Tamerlane lives in peace, a peace with borders of bitterness, guarded by spite. A sad dragon lady, she dwells in a Torchbearer commune in the south of the Stormcircle, earning her way with file and chisel. Her sculptures sell for Cloudscrip in silver and pouches of gems to patrons further afield, while she keeps to her lonely lair, a sunlit studio with sheets of marble and blocks of alabaster.


    She is a grand-daughter of Imperus, but to tell the truth, the study of her family tree does not interest her. Djuke Tamerlane wants as little as possible to do with her relations, regarding their boundless ambitions, driving hatreds and feuds, and endless posturing and manoeuvring as symptoms of a bloodline deep poison.


    Not that she is free of such toxicity herself. Even in self imposed exile, Tamerlane cannot resist stirring the pot. Her education and knowledge come to light in her work, as increasingly her sculptures resemble innocent works of art, while sheltering truly vicious subtexts and references, works of satire and criticism of the excesses and acts of her cousins, both within House Djuke and in other Houses Infernal.


    Tamerlane is a somewhat lonely person. She can speak on several academic topics, but dislikes addressing crowds. If she feels she has a point to make, she would rather sketch a caricature and then carve it into wood or stone.


    She rather enjoys playing games of strategy, and if one wanted to attempt to befriend her, the best way of doing so would be to sit across a chessboard from her for over an hour without saying a single word.


    In practice, Tamerlane is physically a very gentle person. No-one gets raised as a Djuke without learning to fight, but while she stays in shape, Tamerlane would genuinely rather break her own arm than hit another living person....unless the dragon living in her is stirred to hateful consciousness. One of the things which she hides even from herself is the well of bitterness and hate within her. Tamerlane would much rather pretend that she is a better person than the other members of her rather fucked up family, even as she hides from her own flaws.


    Tamerlane is a quiet presence. She stands at six feet tall, and is not frail or skinny, but habitually stands so still, with so self effacing a posture, that one might not realise how big she is. She has a curtain of dark brown hair which she keeps brushed back from the pale oval of her face. Her heritage manifests physically in the talons of her hands and feet, and the almost black scales of her eyelids, which spread over her brow and sweep up to her temples like the beginnings of a dark coronet.


    From her back spring wings, scaled in black and webbed in violet. They are not for flight. Not yet. They are a function of her hatred and defiance, and they spread to control the space she calls her own.


 
Last edited by a moderator:

Dellebron Enzri
The Eternal Weeping









  • Across the vast shipping lanes, merchant highways and occasional pirate thermals lives softly whispered tales of an Infernal least expected. Enzri, the Crying Wife, lives here. A youthful forty years of age, she's survived past the normal point of Dellebron by avoiding plotting and action, instead letting her envy seethe below the surface. It wasn't until about two decades earlier, to the surprise of many, that Enzri married. A Spirelord no less, one with the impeccable lineage of a Shaydensea Spire too. The near polar opposite of the pitted face suitors that called themselves servants of Castle Dour.


    Moonlight nights in the great Guest houses of nearly all the spires of the Stormcircle, drifting lazily through the night air, hurried nights of passion inside houses of entertainment and bawdy alike. The cold bitterness of dour was nearly worn off as Enzri and her husband caroused unchecked. Eventually, passion manifested in the desire for a home of their own. Enzri's own political machinations allowing her to outfit a modest Villa inside the spires which she maintained dutifully. The days at first were busy and full of promise, a large peach bearing tree even planted as the centerpiece to her garden. But time began to drag on and less and less did Enzri see of her husband. When he did come home from his visitations and business, words were brief and affairs just as frigid as the ones she'd thought to have left behind.


    Then came the day of laundering.


    While directing cleaning duties, she noted the distinct lack of her own scent upon her intimates. No musky male pheromone but the cloying feel of a doe eyed harlot. And on her very own undergarment too. It was said that Enzri tutted once before throwing the clothing to the servants for cleaning and leaving the villa.


    One truly always notes the absence of a Dellebron and word traveled quickly that Lady Enzri was not at home. Her husband, gaining knowledge of her sudden departure, grew greatly concerned as the Scions of Envy do not trust lightly and having broken that trust he knew his life was at stake. Quickly he gathered supplies and began to make preparations for a near siege. It was then he received word that the Lady had returned home and seemed no worse for wear.


    It is unknown what brought him out of hiding but what is known that upon his return he had several bezoars and a few odd flasks. Dinner was served and Enzri watched with bemused confusion as he tested his food for poison. How odd, she noted to him. After dinner he tested his cigars and decanters in the lounge, his sword and his shock harness in the hall, and even the stationary he handled. Nothing, nothing and not a trace. In his frustration he demanded an answer from his wife. Where had she been, where was the poison?


    Enzri stated she had no idea what he was on about and that he should either calm down or leave, that their love was stronger than the cold grip of Dellebron and passion would again be theirs after such turbulent times. It was then he smiled, kissing Enzri deeply as he went to the closet. Had he been more observant, the rime atop the frame would have been noticed but as Enzri was undressing and courting him, alas he was not. The door opened with a torrent of seawater brought on call from Castle Dour. The shock rendering him fuzzy as a body tumbled atop his.


    The young spiremaiden was to be a fine lady, all she required was a rich lord to siphon wealth and to steal away from the brittle grip of a Dellebron disinterested in Spire politicking. Enzri's husband was an easy target and before long she'd gained ownership of their joint wealth and holdings. The maiden once known for her eyes rested drowned atop her lover and mark. He screamed loudly as her dead body pressed into his with a freezing embrace and kissing him deeply, spiteful essence animating her dead limbs long enough for Enzri to hold a pistol to the dead womans head and fire through both her and her late husband.


    It was now when she began to weep eternally, not out of grief but out of the inability to kill them both twice...


 
Last edited by a moderator:
ATTRIBUTES​
Strength 2 Intellect 2 Bearing 3
Dexterity 4 Intuition 2 Guile 3
Fitness 3 Willpower 3 Composure 2
SKILLS​
Physical
Awareness 2 Athletics 1 Melee 3
Ranged 1 Unarmed 1 Defence 3
Stealth 1 Piloting -
Social
Persuasion 3 Subterfuge 3 Empathy 2
Mingling 3 Perform 1 Animal Handling -
Language 2 Languages Known Pirate's Cant (native) Tradestongue
Mental
Academics 2 Administration 1 Applied Magical Theory 3
Artisan - Medicine 3 Craft 2
Lore 1 Survival - Investigation -
Navigation 1
Skill Focuses
Skill Skill Focus
Defence Parry 1
Subterfuge Lying 1
Mingling Etiquette 1
Applied Magical Theory The Glass Desert 1
Familiarity Shaydensea Pirate Fleets (Awareness, Etiquette, Mingling)
Knowledge The Glass Desert (Applied Magical Theory, Craft, Lore)
Training Doctor (Academics, Craft, Medicine)


Derived Stats


Offence - Melee = Dex (4) + Melee (3)


Offence - Unarmed = Dex (4) + Unarmed (1)


Offence - Ranged = Intuition (2) + Ranged (1)


Defence = Dex (4) + Defence (3) [+ Parry]


Soak = Str (2)


Speed = Fit (3) + Athletics (1)


Combat Pool = Speed (4) + Dex (4)


Ranged Pool = Dex (4) + Intuition (2) + Awareness (1)
 
Last edited by a moderator:
Looks like you still have 3XP left to spend, wherever you like!


You'll need to define the content of your Advantages.


Skill Focuses should be rated 1 or higher, because they're functionally a continuation of their related Skill rating.
 
Duchess Caitlyn Puddleglum


Duke Radcliffe Puddleglum (Deceased)


Castor Puddleglum


Pollux Puddleglum


Sir Lucius Puddleglum


Sir Archibald Puddleglum


Doctor Francesca Puddleglum


Tara Puddleglum


Oswald Puddleglum


Elizabeth Puddleglum


Edwin Puddleglum


Guard Captain Oleander Downspout


Warden Myletica


Harbourmaster Delia von Bursst.


Lily Marlene, Hulbrad Ambassador


Master of Needles, Marcus Hardestadt


Master Haberdasher Tiffani d' Spigot
 
Last edited by a moderator:

Users who are viewing this thread

Back
Top