NPC Ideas
Magic Mentor
Race: Naerrik
Date of Birth: 657 Cylus 23rd
Languages Spoken: Gernevoir, Common (Fluent), Grovokian, Euthic Sign (Basic)
Skill Table
| Skill | XP | Level |
|---|---|---|
| Empathy | 51 | Expert |
| Attunement | 51 | Expert |
| Glamour | 51 | Expert |
| Intelligence | 51 | Expert |
| Linguistics | 26 | Competent |
| Teaching | 26 | Competent |
Appearance/Biometrics:
Height: 5'7"
Weight: Light
Build: Frail
Hair: Light Blonde
Eyes: Green
Complexion: Fair
Tattoos/Scars/Features: Tattoos that are often covered by illusion or clothing. Eye-motifs.
Typical Attire: She often wears conservative clothing that conceals the Naer tattoos. She has a pair of silver-rimmed spectacles which are for show/fashion.
Personality: A studious and quiet woman, while she's assigned to magical research at the Spire, even as a fairly advanced mage herself she does not throw her weight around, but prefers those who study magic more than practice it to lead the way. A definite follower by all appearances, she's actually very observant, watching and internally recording everything she sees. She's a highly intelligent woman, but patient with those who wish to learn from her.
Quirks: Avoids eye contact.
Backstory: Nobody in the spire knows she's actually a Naer. She has evaded detection, as a one-time mole for Augiery, sending magical research back to the Motherland from Rharne. She evaded detection largely over the last few decades by virtue of her magical talents, and ability to slide by the radar with a combination of attunement, empathy, and glamour, as well as good old fashoined spycraft and intelligence manipulation. When Augiery fell, she suddenly found herself drifting in purpose without an anchor. In the absence of Augiery, she's turned her attention full time to the work she does for Rharne, which is to contribute small finds to the magical research at the Spire, while teaching those who are assigned to her.
She also serves as a library guide for those looking for infromation, as a mundane service to the Spire.
In-Game History Thus Far:
Relationship to PC: Diana, knowing about Naerrik from her past experiences, will be able to sus out her origin, and perhaps either hold it against her, or try to save her from exposure. I haven't decided which way I'll go. But either way Godeleine will be obliged to Diana and Diana will pursue magical training from her when she learns about what she can do.
Eventually a bond may form, about their mutual history in Augiery, with Godeleine's being more recent, and Diana's being far in the past.
Approval: Not yet.
Alailesin
Race: Tunawa Male
Date of Birth: 24th of Saun 767
Languages Spoken: Common (fluent), Treetalk (Fluent), Xanthean (Basic)
Skill Table
| Skill | XP | Level |
|---|---|---|
| Bookbinding | 76 | Master |
| Woodworking | 76 | Master |
| Art | 51 | Expert |
| Writing | 51 | Expert |
| Business Management | 51 | Expert |
| Logistics | 51 | Expert |
| Linguistics | 51 | Expert |
| Socialization | 51 | Expert |
Appearance/Biometrics:
Height: 18 inches tall.
Weight: Negligible as a tunawa.
Build: Thin, spinidly, thorny.
Hair: Whitish Sea Foam colored floral hair. With wooden twiggy horns.
Eyes: Orange/amber.
Complexion: Peach
Typical Attire: Often wears clothing as a concession to big-folk expectations. Simple trappings of a scribe usually, with humble clothing, usually wears a green waistcoat.
Personality: A nose-to-the-grindstone sort of person, he enjoys working and keeping to his current task without distractions. Friendly enough to those who share in his passion for print-work, art, and chronicles.
He enjoys studying the history of various big-folk, as well as the other newly emerging races in the world. Has a favorable disposition toward Pier and Pre, as Immortals, that borders on worship.
Backstory: He's lived in Rharne for quite a while, having arrived from a tribe that lives deep within Ywyngyll forest. There's little that he will speak on in terms of his past in the tribe, as he's a forward facing individual, but suffice to say his upbringing was typical of a tunawa. He left his tribe at an early age to satisfy his curiosity about the wider world.
He's worked at various clerical roles for this business or that, usually settling the books and recording their transactions, keeping ledgers, that sort of thing. He scrounged until he was able to finally afford going to a educational institute, which he did upon its opening in Rharne under the auspices of Faith and Padraig Augustin's Institute of Innovation. There he studies history, and plies his trade of printi-making, with dreams of someday setting into print the great works of future journalists, historians, and even novelists.
In-Game History Thus Far: N/A
Relationship to PC: They meet in the Institute, as Diana will be taking classes in common with him. My plan is to eventually have them go into business with each other. The goal being to open up a global newspaper/chronicle.
Approval: not yet.
Template
Race:
Date of Birth:
Languages Spoken:
Skill Table
| Skill | XP | Level |
|---|---|---|
| Skill | 30 | Competent |
| Skill | 30 | Competent |
| Skill | 20 | Novice |
| Skill | 20 | Novice |
Appearance/Biometrics:
Height:
Weight:
Build:
Hair:
Eyes:
Complexion:
Tattoos/Scars/Features:
Typical Attire:
Personality:
Backstory:
In-Game History Thus Far:
Relationship to PC:
Approval:
Dyffre
Race: Ellune male
Date of Birth: 81st of ZI'da 510
Date of Death: 24th of Cylus 559
Languages Spoken: Fluent Common, Broken Common Sign
Skill Table
| Skill | XP | Level |
|---|---|---|
| Fieldcraft | 30 | Competent |
| Navigation | 30 | Competent |
| Combat: Ranged | 20 | Novice |
| Leatherworking | 20 | Novice |
Appearance/Biometrics:
Height: 7'8"
Weight: Slightly heavy for his height.
Build: Muscular.
Hair: Frosty
Eyes: Light gray
Complexion: Frosty white.
Tattoos/Scars/Features: Bladed scars around his mouth and parts of his neck.
Typical Attire: The furs and hides of his trapped quarry.
Personality: Gruff, silent, and protective. On the other side, grumpy, incommunicative, and paranoid.
Backstory: Dyffre had ranged on the southern continent for much of his life. He was born to a couple of ellune merchants/travelers. When he came of age, he set out into the world to find his fortune, but ended up settling for the life of a quiet woodsman in the south. He lived for many years in this way until he ran afoul of a group of Naer. He met a pair of the women on his travels, finding them in peril and helped them out of it. When the rest of the Naer came looking for their stragglers, they didn't take kindly to Dyffre, and it ended poorly for him.
In-Game History Thus Far: TBD
Relationship to PC: TBD
Approval: TBD
Despona
Race: Naerrik
Date of Birth: Cylus 23rd 395
Date of Death: Unknown
Languages Spoken: Fluent: Euthic Sign, Grovokian. Basic: Common, Common Sign.
Skill Table
| Skill | XP | Level |
|---|---|---|
| Combat: Blades | 30 | Competent |
| Tactics | 30 | Competent |
| Intimidation | 20 | Competent |
| Endurance | 20 | Competent |
Appearance/Biometrics:
Height: 6'
Weight: Average for her height.
Build: Average, toned.
Hair: Brown
Eyes: Blood red
Complexion: Light-skinned.
Tattoos: A wisp of shadow running up her left arm.
Typical Attire: She oft wears the battle-gowns of the Naer, with armored portions on top of the layers of sumptuous fabrics.
Personality: Despona is renown for her cruelty toward the charges that are left to her. She's a drill-sergeant of sorts for the Naerrik, often relegated to reeducation for those who are deemed to need it. She enjoys inflicting pain on her charges, with little regard for their 'comfort level'. Pain is a lesson to be learned, in her world.
Backstory: Despona is a trainer of Naerrik warriros, who lived in Augiery in ages past. She ran a small finishing school in some of the less affluent portions of the city, instilling attributes in the Naer under her 'care' that will ensure their survival on the surface world. Having lived a long time, and taken part in many raids, she is uniquely positioned as a tutor for young Naer in Augiery who wish to leave the city and infiltrate the wider world.
In-Game History Thus Far: TBD
Relationship to PC: Occasional disciplinarian and teacher.
Approval: tbd
Rufion Perfeita
Race: Human
Date of Birth: 17th Ashan 698
Languages Spoken: Fluent Vahanic, Fluent Common, Basic Euthic Sign, Basic Rakahi.
Skill Table
| Skill | XP | Level |
|---|---|---|
| Combat: Blades | 51 | Expert |
| Smithing | 51 | Expert |
| Linguistics | 26 | Competent |
| Teaching | 26 | Competent |
| Intimidation | 6 | Novice |
Appearance/Biometrics:
Height: 5'11"
Weight: 170 lbs.
Build: Lithe
Hair: Black
Eyes: Brown
Complexion: Tanned
Tattoos/Scars/Features: Scars on his face, criss crossing his cheeks and brow.
Typical Attire: He often wears ostentatious clothing, appropriate for the weather of the moment. From colorful longcoats to simple breeches boots and blouse. He favors the color red and darker shades.
Descriptoin: : Known as a daring duelist, who has championed several nobles in hundreds of successful duels, he is among the first to test any sword that is bequeathed to whatever client enters the forge of his father. While the swords are ordinarily designed with the capabilities of the person using them in mind, Rufion is one of the better judges of a blade's balance. Any sword that is found inadequate by Rufion, is cast into the foundry for smelting, to be poured out into another piece of metal, and forged anew.
In-Game History Thus Far:
A Tale Before Leaving Diana and Rufion meet at the Lap of Luxury, and have a conversation.
Down, Down to Scaletown Diana and Rufion have a stroll back to his place, in Little Ivorian.
Relationship to PC: Friend.
Approval: Pending
Miscellaneous Ideas
Storytelling Capstones
Whistleblower: The Storyteller is good at raising the profile of individuals generally through promotion and praise. On the flipside, they can also denigrate a person they mean to defame, causing them all manner of mischief and increased scrutiny from proper authorities or concerned individuals. As such, the Storyteller may have a thread where they spread an exposition story about the misdeeds of any chosen person. Depending on their renown, this may follow them according to the magnitude of their renown. Otherwise, it's limited to the city in which the exposition is spread. During this period, the chosen individual will have a harder time committing crimes or other misdeeds without inviting the attention of those who are ill-disposed toward them by the supposed misdeeds. They can mitigate this effect with expert and above deception,, stealth, larceny or other skills. The period off suspicion lasts for roughly 14 trials, and then will cool off.
PCs so affected are encouraged to incorporate this into their rp, but are not obliged to do so.
Perfect Alibi: The Storyteller has so much experience coming up with excuses for where they were during a troublesome event, that they can breathe the alibi into reality. Their story will check out unless examined by an equally skilled investigator. In the event that the storyteller meets their match, it will still take some time to unravel the alibi, commensurate with the simplicity of the alibi. A simpler alibi will be harder to disprove, while a more complex alibi will take more time to unravel.
Greater Herald: The Storyteller can raise the fame and profile of their tale's protagonist. As such, any story told about a person may turn into a rumor that is available to all within a city, region, or globally, depending on the existing fame of the subject. This also has the effect of raising that person's renown by 5 for every thread where a tale is told about them by the Storyteller. This tale cannot affect alts of the storyteller, or the Storyteller themselves.
Lulling Tale: The Storyteller has already proven they can tell tales that entertain and thrill, yet they remember all too well when their stories were drab, boring, dull, and strained credulity. The Storyteller has grasped what makes a story dull, to the point that so long as they have a momentarily captive audience, they can tell a tale that puts that person into a brief stupor, or else lulls them into sleep. This can be countered by a character with greater discipline and endurance.
Quacian Thorn
Enchantment: Favored Level Item: Diana may key in on her Emptiness domain, using the lifeforce gained from feeding upon creatures and mortals to alter the flow of time for the wielder or an individual within a fifteen foot radius. This can last for up to a bit (a minute),. You can speed up the flow of time to allow for the individual to move and process things more quickly by two times, or you may slow a foe to reduce their reflexes, reactive ability and their speed by half. The effects are notable, and many would say significant, but a foe who outclasses you significantly will not be brought to par with you merely by slowing them down. This can only affect one individual at a time, and can only be cast many times per trial. The sword's wavelength must stabilize for two bits before this can be re-utilized on anyone again. Two motes of life force (emptiness points as per the mechanic) must be spent to so enhance the sword, and the enchantment when used lasts one bits with two bits between potential uses.
Quacian Rose
Enchantment: Favored Level Item: When Diana delivers a killing blow to a living being with the dagger, it feeds her with its lifeforce, the source of which keys into her Emptiness domain. Killing them with the dagger will result in her absorbing 3 units (As per her Emptinesss Exsanguination power). Draining energy in this way does not deal improved damage in any way. Unlike her Exsanguination ability from her Emptiness Domain, this only works on flesh and blood mortal beings. This ability may be used only once a trial, at night.
Based on: Bite of the Spider - One of Lethroda's few directly offensive abilities, the Bite of the Spider allows the user to drain the blood, via a bite, from another mortal and receive both their memory and the energy, the latter of which is used to heal the user.
Item Ideas
Quacian Thorn
Enchantment: Favored Level Item: The Quacian Thorn, for whatever reason, keys in on Diana's Emptiness Domain. It's ability is triggered upon a successful strike with the sword. Should she land a wound on an opponent, she may use to spend her energy collected from her Emptiness Domain, to void any counter attacks of equal severity to the attack she just made. This costs 2 Emptiness motes. This ability may be used only once a trial, at night.
Based on: Bite of the Spider - One of Lethroda's few directly offensive abilities, the Bite of the Spider allows the user to drain the blood, via a bite, from another mortal and receive both their memory and the energy, the latter of which is used to heal the user.

