Find Your Way
Melrath Cold Cycle 719 Event
Melrath Cold Cycle 719 Event
IRP Start: 121 Vhalar 719 | End: 50 Ashan 720
Group Summary
Overview
As the 121st of Vhalar rolled into the 122nd of Vhalar, four unfortunate prisoners of Niflheim known as Praetorum, Victor, Navyri, and Amaris found themselves in a precarious situation.
Confronted by a young woman known as Charlotte, she interrupted the attempted escape led by the Becomer, Ferret, and his allies the twin biqajs, Zourvy and Vy, and the sneaky Ithecal, Sneabru. Though you all tried valiantly, the odds simply were not in your favor...
...the attempt to escape on 121 Vhalar failed.
Each of you have your own consequence that stems from the last actions given, in combination with the attitude that your PC had through-out the entire event since waking up in the cells.
The following is what happened to your characters AFTER the failed escape.
Confronted by a young woman known as Charlotte, she interrupted the attempted escape led by the Becomer, Ferret, and his allies the twin biqajs, Zourvy and Vy, and the sneaky Ithecal, Sneabru. Though you all tried valiantly, the odds simply were not in your favor...
...the attempt to escape on 121 Vhalar failed.
Each of you have your own consequence that stems from the last actions given, in combination with the attitude that your PC had through-out the entire event since waking up in the cells.
The following is what happened to your characters AFTER the failed escape.
! | Message from: Strange |
If anything here doesn't work with something you already had in mind, whether a certain interaction you think would go differently, or if you had some sort of impact you wanted your character to make that got missed, contact me and we can edit it to something more suitable. The point of this summary is so you can know what happened, but also you have the choice to self-mod any parts that might interest you, with similar mod-approval as in the Melrath Plot Request thread. Rather than post in isolated threads, because this is an event that would have kept going anyway, please post any solos here in this thread (minimum totals for a review: 1500 words); and I (or a Melrath mod) will review them from time to time. This thread will close/lock at either the end of Hot Cycle 720 - or when all participating players have decided to be finished. The following will be split between:
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121 - 123 Vhalar
After being captured, the last days of Vhalar were spent with your PC being fed, either by force or by coercion (depending on your PC's circumstances) drinks, soups, and breads. At worst, a feeding tube would have been forced down the PC's throat. At best, a lovely meal would have been expertly crafted for nourishment. On average, you got some extremely unappetizing bread and watery soup.
The group was separated from one another, either voluntarily or by force, and then placed in solitary isolation for ten days (from 123 Vhalar to 10 Zi'da).
During this time, each of you were interrogated by Spellweaver Angud. You may self-mod her in any solos, and she would have asked about any and all circumstances around your PC's life, any magic/marks/oddities they had, and whatever else she could acquire.
The group was separated from one another, either voluntarily or by force, and then placed in solitary isolation for ten days (from 123 Vhalar to 10 Zi'da).
During this time, each of you were interrogated by Spellweaver Angud. You may self-mod her in any solos, and she would have asked about any and all circumstances around your PC's life, any magic/marks/oddities they had, and whatever else she could acquire.
10 - 50 Zi'da
You are no longer kept in the cells during this time. For each of you, you find yourselves in very different circumstances at first. Please read your specific PC's accommodations below. Regardless of where you are kept, you are still made to eat (even if by force), and you are each brought into a laboratory. This is not the alchemist laboratory found by Navyri and Ferret, but a huge space for experimentation run by what appears to be the Syns.
This can be described however you like; as long as it is kept within ST fantasy genre - has lots of experiment/surgery tables, medical supplies, arcane oddities, cages/containers that hold prisoners within them. There are chains for holding people in spots, as well. There are almost always six guards present, if not a Spellweaver or similar mage at all times.
As you spend more and more time in the laboratory, many of you (if not all) will realize and/or learn that everything that is going on has nothing to do with the Melrathi government or military. Though Renate Grimnir is discovered to be an Archmage of the Syns, she has been operating unethical experiments without oversight for the last year or so.
During this time, you are interrogated by Grimnir herself. She is a Maven Empath, so this should be extremely strenuous for your PC if you choose to self-mod it. Depending on your PC's attitude, this will have varying effects. Behave and cooperate, you will be treated very well. Resist and cause trouble, you will be treated extremely harsh. It is up to your PC which this ends up being.
Eventually information is further extracted from you and Grimnir learns of your PC's deepest and darkest secrets. What she will use it for, however, remains unknown to your PC.
This can be described however you like; as long as it is kept within ST fantasy genre - has lots of experiment/surgery tables, medical supplies, arcane oddities, cages/containers that hold prisoners within them. There are chains for holding people in spots, as well. There are almost always six guards present, if not a Spellweaver or similar mage at all times.
As you spend more and more time in the laboratory, many of you (if not all) will realize and/or learn that everything that is going on has nothing to do with the Melrathi government or military. Though Renate Grimnir is discovered to be an Archmage of the Syns, she has been operating unethical experiments without oversight for the last year or so.
During this time, you are interrogated by Grimnir herself. She is a Maven Empath, so this should be extremely strenuous for your PC if you choose to self-mod it. Depending on your PC's attitude, this will have varying effects. Behave and cooperate, you will be treated very well. Resist and cause trouble, you will be treated extremely harsh. It is up to your PC which this ends up being.
Eventually information is further extracted from you and Grimnir learns of your PC's deepest and darkest secrets. What she will use it for, however, remains unknown to your PC.
50 - 93 Zi'da
The rest of Zi'da is spent in the laboratory for all of you, no matter where you were in the previous phase. After this point, most of you are kept in cages/cells, with a front-row seat to the laboratory itself.
Your PCs are kept in a stasis-type of daze for most of these trials, sedated between experiments to be kept easy-to-handle (especially Navyri and Praetorum) and you experience a surreal blur of witnessed horrors and terrors while kept in the laboratory cells. You see monsters, mages flayed to death by other mages, initiations gone wrong (in this, you can choose any domain (or all of them if you wish) and have your character actually witness a failed initiation in that domain), and incredibly unethical issues that are only limited by your own imagination of what you'd like to self-mod (within the lore of the site).
This is also when a great deal of major changes occurs to specific PCs; primarily Victor and Navyri.
During this time: It is revealed that Ferret has been stuck in a mirror the whole time. None of you have seen Ferret since the escape attempt (though you have seen the biqaj twins in the laboratory, often experimented on together, it has been too difficult to communicate with them).
On 87 Zi'da, Ferret is brought forth in order to be experimented on with Victor. He is released from the mirror, during this experiment. The Spellweavers and Archmage use a pyramid-shaped artifact to draw Victor's Tarouz Blessing to cancel Ferret's Tarouz Curse. This causes a great deal of pain for Ferret, which you all may witness, and it is revealed then that he is not only Cursed by Delroth, but also an Adored Blessed of Lisirra. Victor finds himself strained, having to fight off disease. It is uncertain exactly what is happening to him though. (Victor, please check your personal summary for details on this).
Afterward, it seems as if the experiment has worked and Ferret is no longer cursed.
On 88 Zi'da, they try to replicate the procedure with Navyri and Charlotte through Belaera's Blessing and Curse.
This... to put it simply... goes horrifically wrong. The pyramid artifact shatters during the ritual experiment. Charlotte breaks from her restraints, and attempts to kill Navyri while under the state of the Curse - Navyri, however, finds herself also freed due to the Blessing as the two opposing energies wage against each other, tied up in the artifact's released charge. The Spellweavers and Archmage are distracted, however, because it is realized that the pyramid artifact was the main source of the suppression of marks - or so it sounds, as Angud rushes away to "check the sphere".
Navyri must choose here whether to kill Charlotte, to remove the curse, or not - but whichever she chooses, when it is over, she discovers that she has lost Belaera's Blessing entirely.
During this, however, while the artifact breaks and Belaera's Blessing is removed: Navyri finds herself teleported through what can only be described as a massive ether-tornado that jettisons from the pyramid artifact. When it vanishes, so too has Navyri disappeared.
No one knows where Navyri went, but all of the group witnessed this.
On 88 Zi'da 719: Navyri has exited the event.
Your PCs are kept in a stasis-type of daze for most of these trials, sedated between experiments to be kept easy-to-handle (especially Navyri and Praetorum) and you experience a surreal blur of witnessed horrors and terrors while kept in the laboratory cells. You see monsters, mages flayed to death by other mages, initiations gone wrong (in this, you can choose any domain (or all of them if you wish) and have your character actually witness a failed initiation in that domain), and incredibly unethical issues that are only limited by your own imagination of what you'd like to self-mod (within the lore of the site).
This is also when a great deal of major changes occurs to specific PCs; primarily Victor and Navyri.
During this time: It is revealed that Ferret has been stuck in a mirror the whole time. None of you have seen Ferret since the escape attempt (though you have seen the biqaj twins in the laboratory, often experimented on together, it has been too difficult to communicate with them).
On 87 Zi'da, Ferret is brought forth in order to be experimented on with Victor. He is released from the mirror, during this experiment. The Spellweavers and Archmage use a pyramid-shaped artifact to draw Victor's Tarouz Blessing to cancel Ferret's Tarouz Curse. This causes a great deal of pain for Ferret, which you all may witness, and it is revealed then that he is not only Cursed by Delroth, but also an Adored Blessed of Lisirra. Victor finds himself strained, having to fight off disease. It is uncertain exactly what is happening to him though. (Victor, please check your personal summary for details on this).
Afterward, it seems as if the experiment has worked and Ferret is no longer cursed.
On 88 Zi'da, they try to replicate the procedure with Navyri and Charlotte through Belaera's Blessing and Curse.
This... to put it simply... goes horrifically wrong. The pyramid artifact shatters during the ritual experiment. Charlotte breaks from her restraints, and attempts to kill Navyri while under the state of the Curse - Navyri, however, finds herself also freed due to the Blessing as the two opposing energies wage against each other, tied up in the artifact's released charge. The Spellweavers and Archmage are distracted, however, because it is realized that the pyramid artifact was the main source of the suppression of marks - or so it sounds, as Angud rushes away to "check the sphere".
Navyri must choose here whether to kill Charlotte, to remove the curse, or not - but whichever she chooses, when it is over, she discovers that she has lost Belaera's Blessing entirely.
During this, however, while the artifact breaks and Belaera's Blessing is removed: Navyri finds herself teleported through what can only be described as a massive ether-tornado that jettisons from the pyramid artifact. When it vanishes, so too has Navyri disappeared.
No one knows where Navyri went, but all of the group witnessed this.
On 88 Zi'da 719: Navyri has exited the event.
1 - 30 Cylus
In the aftermath, the laboratory is shut down. Whether it is permanent or temporary, remains to be seen. Additionally, after this time, you all discover that you are able to dream again and the following marks are able to work again:
During this time, Praetorum, Amaris, and Victor can all speak with one another. In addition, any living NPCs still around (this includes Zourvy and Vy) are able to talk as well. The general sentiment is a mixture of traumatic responses, tortured exhaustion, and desperation. Many of the prisoners have reached some sort of (hopefully, temporary) insanity and because of this, it is difficult to find cohesion among the individuals.
Three prisoners vanish in their sleep... dreamwalkers, it's assumed... and for two entire trials, it's all the prison populace (so strong of mage and blessed that talk of emea happens easily) can talk about. How they escaped, and maybe if everyone just could slip into dreams then they could all escape.
Until the three prisoners return, from the ceiling, with a hurried warning - that is cut short by a trio of nightmarish Emean monsters that follow them through. The monsters slaughters a handful of prisoners too weak to fight, and those who can fight and those with working Blessed Marks do what they can. During this incident, the guards join the prisoners in the fight.
After that, the entire dynamic of Niflheim changes. Guards and prisoners bond, deeply, from the horrific tragedy and the terror of having to take down the monsters. One could try to coordinate a plan during this time as the guards have started to not care about such discussion while the Spellweavers are busy with searching the prison. It is the guard sentiment that makes the major difference, here.
And it is also when Spellweavers Angud and Melrathius approach the PCs in very specific ways (see your individual summaries for details).
On 24 Cylus 720: Victor exited the event.
- Nalos (Xiur)
- Ezere (Ziell)
- Vinyza (Ymiden)
- Xypha (Yvithia)
- Loshova (Ashan)
- Celarion (Qylios)
- Sombran (Chamadarst)
- Vaelus (Vhalar)
During this time, Praetorum, Amaris, and Victor can all speak with one another. In addition, any living NPCs still around (this includes Zourvy and Vy) are able to talk as well. The general sentiment is a mixture of traumatic responses, tortured exhaustion, and desperation. Many of the prisoners have reached some sort of (hopefully, temporary) insanity and because of this, it is difficult to find cohesion among the individuals.
Three prisoners vanish in their sleep... dreamwalkers, it's assumed... and for two entire trials, it's all the prison populace (so strong of mage and blessed that talk of emea happens easily) can talk about. How they escaped, and maybe if everyone just could slip into dreams then they could all escape.
Until the three prisoners return, from the ceiling, with a hurried warning - that is cut short by a trio of nightmarish Emean monsters that follow them through. The monsters slaughters a handful of prisoners too weak to fight, and those who can fight and those with working Blessed Marks do what they can. During this incident, the guards join the prisoners in the fight.
After that, the entire dynamic of Niflheim changes. Guards and prisoners bond, deeply, from the horrific tragedy and the terror of having to take down the monsters. One could try to coordinate a plan during this time as the guards have started to not care about such discussion while the Spellweavers are busy with searching the prison. It is the guard sentiment that makes the major difference, here.
And it is also when Spellweavers Angud and Melrathius approach the PCs in very specific ways (see your individual summaries for details).
On 24 Cylus 720: Victor exited the event.
1 - 50 Ashan
After Cylus, Niflheim is in a state of utter disarray and chaos.
A contingent of banded prisoners and guards make another escape attempt. This time, everyone involved is foiled when they reach the outside and find it to be so cold that one cannot survive outside for longer than a handful of bits. Unwilling to risk the group, everyone retreats back into the safe warm confines of the prison.
The confiscated stores are opened up, and a war begins in Niflheim.
On one side, Archmage Grimnir, her elite guard of trained (and empathetically manipulated) soldiers (seen in the first chapter during Grimnir's introduction), and a small army.
On the other side, the Spellweavers (provided Praetorum didn't scorn Melrathius beforehand), the ragtag Melrathi guards who turned to protect the prisoners instead (including Rolf), and nearly all the prisoners (there's always a few exceptional sorts that take the other side anyway).
Praetorum and Amaris soon find themselves in leadership positions, however, as it is well-known they were involved in the first initial escape attempt (and that their companions, Navyri and Victor, seemed to have already escaped). People start to go to them for advice, start to look to them for direction, and place their loyalty and faith in the two.
The issue has not become whether to escape, though, but to take control of the prison until the winter clears up enough to travel or other transportation is figured out.
During this time, it is discovered that without being forcefed and eating from their own supplied rations (taken out of the stores), magic starts to return in full to those who have it... in certain spots in the prison, not all. It quickly is realized that the portions of Niflheim that have wood or wooden furniture is where magic diminishes and fails. Travel through the many levels and halls of Niflheim have many dangers though, including a flesh-eating Mimai that stalks the halls. Amaris will know this to be Charlotte's father and Renate's husband, Anton Grimnir, who must eat of flesh to survive and who Renate feeds when she can. It is not safe to travel the halls alone, and parties of three to four tend to stay together.
Skirmishes are common, things going wrong happen...
...but what exactly happens will depend on the tactical choices made by Praetorum and Amaris during this time.
On some date in Ashan (decided by the players): Praetorum and Amaris will exit the event.
Between 20-40 Ashan 719 (depending on whether Victor speaks to the Skadiri): Outside forces arrive, the Ragnari led by Skadiri agents of a secret "mage-control" military force. If needed, they join efforts with Praetorum and Amaris to subdue Renate Grimnir.
On 50 Ashan 719: All NPCs who remained within, are set free by the Ragnari after the Circle declares a ruling on the future of mages in Melrath.
A contingent of banded prisoners and guards make another escape attempt. This time, everyone involved is foiled when they reach the outside and find it to be so cold that one cannot survive outside for longer than a handful of bits. Unwilling to risk the group, everyone retreats back into the safe warm confines of the prison.
The confiscated stores are opened up, and a war begins in Niflheim.
On one side, Archmage Grimnir, her elite guard of trained (and empathetically manipulated) soldiers (seen in the first chapter during Grimnir's introduction), and a small army.
On the other side, the Spellweavers (provided Praetorum didn't scorn Melrathius beforehand), the ragtag Melrathi guards who turned to protect the prisoners instead (including Rolf), and nearly all the prisoners (there's always a few exceptional sorts that take the other side anyway).
Praetorum and Amaris soon find themselves in leadership positions, however, as it is well-known they were involved in the first initial escape attempt (and that their companions, Navyri and Victor, seemed to have already escaped). People start to go to them for advice, start to look to them for direction, and place their loyalty and faith in the two.
The issue has not become whether to escape, though, but to take control of the prison until the winter clears up enough to travel or other transportation is figured out.
During this time, it is discovered that without being forcefed and eating from their own supplied rations (taken out of the stores), magic starts to return in full to those who have it... in certain spots in the prison, not all. It quickly is realized that the portions of Niflheim that have wood or wooden furniture is where magic diminishes and fails. Travel through the many levels and halls of Niflheim have many dangers though, including a flesh-eating Mimai that stalks the halls. Amaris will know this to be Charlotte's father and Renate's husband, Anton Grimnir, who must eat of flesh to survive and who Renate feeds when she can. It is not safe to travel the halls alone, and parties of three to four tend to stay together.
Skirmishes are common, things going wrong happen...
...but what exactly happens will depend on the tactical choices made by Praetorum and Amaris during this time.
On some date in Ashan (decided by the players): Praetorum and Amaris will exit the event.
Between 20-40 Ashan 719 (depending on whether Victor speaks to the Skadiri): Outside forces arrive, the Ragnari led by Skadiri agents of a secret "mage-control" military force. If needed, they join efforts with Praetorum and Amaris to subdue Renate Grimnir.
On 50 Ashan 719: All NPCs who remained within, are set free by the Ragnari after the Circle declares a ruling on the future of mages in Melrath.
NAVYRI
Overview
Navyri did her best to comfort Ferret, but it did nothing to keep the Becomer in the room with them. The Tarouz woman refused to hand over the vials, collected the domain bag, and threw a femur bone at Rolf - ready for a fight.
Meanwhile, Navyri was a bit more volatile... Unlike the others, it took three trials for the Spellweavers to hunt her down and find her. While the "concoction" did get out of her system, this made no difference for her marks (and probably, frustrated the poor dear). While she could have found some moss to eat, she began to starve.
During her solitary attempt to escape (provided she just didn't give herself over), in the depths of the maze-like prison without windows, she ran into a horrendous monster of melting flesh that tried to eat her. It got her scent and hunted her for as long as she tried to remain on her own... until Angud found her. After that, she was brought to the confinement of the cells.
Meanwhile, Navyri was a bit more volatile... Unlike the others, it took three trials for the Spellweavers to hunt her down and find her. While the "concoction" did get out of her system, this made no difference for her marks (and probably, frustrated the poor dear). While she could have found some moss to eat, she began to starve.
During her solitary attempt to escape (provided she just didn't give herself over), in the depths of the maze-like prison without windows, she ran into a horrendous monster of melting flesh that tried to eat her. It got her scent and hunted her for as long as she tried to remain on her own... until Angud found her. After that, she was brought to the confinement of the cells.
10 - 50 Zi'da
THE LABORATORY 10 of Zi'da to 50 Zi'da
Navyri was brought to the laboratory and placed in a special thick-glass cell just for her. The glass is so thick that it is nearly sound-proof and even if Navyri screams, it sounds like a whisper to people outside of it. Runes etch the glass from top to bottom, in wards to keep out magic as well as keep Navyri inside. Everyone in the laboratory can watch Navyri for this entire time, in full view without any privacy, and various light sources (mostly candles) are kept around her cell at all times so there is rarely pure darkness.
From this vantage point, Navyri can watch the others (especially Victor if he assists with the research) but she is not experimented on herself. Instead, Grimnir occasionally visits to simply look at her, doesn't say much, then leaves. The experiment for Navyri seems to be entirely psychological-based, in this sense.
Navyri was brought to the laboratory and placed in a special thick-glass cell just for her. The glass is so thick that it is nearly sound-proof and even if Navyri screams, it sounds like a whisper to people outside of it. Runes etch the glass from top to bottom, in wards to keep out magic as well as keep Navyri inside. Everyone in the laboratory can watch Navyri for this entire time, in full view without any privacy, and various light sources (mostly candles) are kept around her cell at all times so there is rarely pure darkness.
From this vantage point, Navyri can watch the others (especially Victor if he assists with the research) but she is not experimented on herself. Instead, Grimnir occasionally visits to simply look at her, doesn't say much, then leaves. The experiment for Navyri seems to be entirely psychological-based, in this sense.
EXPERIMENTS (50 - 93 Zi'da)
THE EXPERIMENTS 50 Zi'da to 93 Zi'da
After the experiment between Ferret and Victor on 87 Zi'da - in which Ferret seems cured of his Tarouz curse, but he remains a Yithnai, and also passed out from the pain of the ordeal.
On 88 Zi'da, they try to replicate the procedure with Navyri and Charlotte through Belaera's Blessing and Curse.
This... to put it simply... goes horrifically wrong. The pyramid artifact shatters during the ritual experiment. Charlotte breaks from her restraints, and attempts to kill Navyri while under the state of the Curse - Navyri, however, finds herself also freed due to the Blessing as the two opposing energies wage against each other, tied up in the artifact's released charge. The Spellweavers and Archmage are distracted, however, because it is realized that the pyramid artifact was the main source of the suppression of marks - or so it sounds, as Angud rushes away to "check the sphere".
Navyri must choose here whether to kill Charlotte, to remove the curse, or not - but whichever she chooses, when it is over, she discovers that she has lost Belaera's Blessing entirely.
During this, however, while the artifact breaks and Belaera's Blessing is removed: Navyri finds herself teleported through what can only be described as a massive ether-tornado that jettisons from the pyramid artifact. When it vanishes, so too has Navyri disappeared.
No one knows where Navyri went, but all of the group witnessed this.
Navyri: It is your choice what happened to Charlotte (whether death or not), you may try to act as you wish as Navyri was free for a short time between the start of the experiment and the teleport. You may also choose where you were teleported to. The teleport must be somewhere within Melrath. It is also up to you when Navyri fully realizes she has lost Belaera's Blessing.
On 88 Zi'da 719, You Officially Exited This Event!
After the experiment between Ferret and Victor on 87 Zi'da - in which Ferret seems cured of his Tarouz curse, but he remains a Yithnai, and also passed out from the pain of the ordeal.
On 88 Zi'da, they try to replicate the procedure with Navyri and Charlotte through Belaera's Blessing and Curse.
This... to put it simply... goes horrifically wrong. The pyramid artifact shatters during the ritual experiment. Charlotte breaks from her restraints, and attempts to kill Navyri while under the state of the Curse - Navyri, however, finds herself also freed due to the Blessing as the two opposing energies wage against each other, tied up in the artifact's released charge. The Spellweavers and Archmage are distracted, however, because it is realized that the pyramid artifact was the main source of the suppression of marks - or so it sounds, as Angud rushes away to "check the sphere".
Navyri must choose here whether to kill Charlotte, to remove the curse, or not - but whichever she chooses, when it is over, she discovers that she has lost Belaera's Blessing entirely.
During this, however, while the artifact breaks and Belaera's Blessing is removed: Navyri finds herself teleported through what can only be described as a massive ether-tornado that jettisons from the pyramid artifact. When it vanishes, so too has Navyri disappeared.
No one knows where Navyri went, but all of the group witnessed this.
Navyri: It is your choice what happened to Charlotte (whether death or not), you may try to act as you wish as Navyri was free for a short time between the start of the experiment and the teleport. You may also choose where you were teleported to. The teleport must be somewhere within Melrath. It is also up to you when Navyri fully realizes she has lost Belaera's Blessing.
On 88 Zi'da 719, You Officially Exited This Event!
VICTOR
Overview
Victor tried to recover the alchemical potions from Navyri, offered in an expressed attempt to get to Grimnir's private quarters and "finish it", to take the vials for his own purposes. He did not get the vials.
10 - 50 Zi'da
THE LABORATORY 10 of Zi'da to 50 Zi'da
During this time, depending on how Victor spoke with Angud, it is highly likely that Victor was returned to the comfortable room that he spoke to Angud in before. While technically a cell, as it is locked from the outside, it is comfortable, warm, and he is well-fed. He continues to find odd warnings in the books that exist, as well as the painting of what he learns is Angud and her passed-on wife - which seems to watch him at all hours of the day, though he is never quite sure why it feels that way.
Victor is kept in fair respect to the Spellweavers, who treat him well in turn as long as he remains respectful. On the tenth of Zi'da, Archmage Grimnir visits (and informs him that she is an Archmage of the Syns). She offers him a chance to help again, and acquire more good standing with the military organization.
If he accepts, he is granted temporary membership with the Syns as an Acolyte - and he is shown to the Laboratory as a Research Assistant to Angud. Here, he spends the next forty trials experimenting on the other three PC prisoners, and many NPC prisoners. He is made to hold tools, take notes, and help administer things like feeding tubes, bizarre artifacts, and restraints to the prisoners.
If he rejects the offer, he is taken to the Laboratory and tossed in a cell there where he will be experimented on instead.
During this time, depending on how Victor spoke with Angud, it is highly likely that Victor was returned to the comfortable room that he spoke to Angud in before. While technically a cell, as it is locked from the outside, it is comfortable, warm, and he is well-fed. He continues to find odd warnings in the books that exist, as well as the painting of what he learns is Angud and her passed-on wife - which seems to watch him at all hours of the day, though he is never quite sure why it feels that way.
Victor is kept in fair respect to the Spellweavers, who treat him well in turn as long as he remains respectful. On the tenth of Zi'da, Archmage Grimnir visits (and informs him that she is an Archmage of the Syns). She offers him a chance to help again, and acquire more good standing with the military organization.
If he accepts, he is granted temporary membership with the Syns as an Acolyte - and he is shown to the Laboratory as a Research Assistant to Angud. Here, he spends the next forty trials experimenting on the other three PC prisoners, and many NPC prisoners. He is made to hold tools, take notes, and help administer things like feeding tubes, bizarre artifacts, and restraints to the prisoners.
If he rejects the offer, he is taken to the Laboratory and tossed in a cell there where he will be experimented on instead.
EXPERIMENTS (50 - 93 Zi'da)
THE EXPERIMENTS 50 Zi'da to 93 Zi'da
Regardless how Victor goes about the Laboratory, whether as a research assistant or as an experiment subject, as soon as 50 Zi'da hits, everything changes. Archmage Grimnir seems to get impatient, and Victor becomes one of the main subjects for constant experiments. He is no longer kept in his other accommodations, and is moved to the laboratory cells. Here, he is fed differently than the others, and almost exclusively fowl meat of various different birds. He is poisoned a few times, to test his resistance and endurance of different types of sicknesses.
Overall, this time passes in a haze for Victor and it is incredibly uncomfortable to say the least. When he looks back on these trials, it'll all seem like a surreal fever dream. His resistance, endurance, and meditation skills are tested but he manages to pull through...
...except on 87 Zi'da, when everything changes.
Victor is strapped to a standing table, and it is then revealed that Ferret - or "Bastian" - has been trapped in a mirror this whole time. None of you have seen him since the escape attempt.
During this grand experiment, Ferret is released from the mirror and brought forth to stand in front of Victor. The Spellweavers and Archmage use an artifact in the shape of a pyramid to draw Victor's Tarouz Blessing in an attempt to cancel Ferret's Tarouz Curse. This causes a great deal of pain for Ferret, and it is revealed then that he is not only Cursed by Delroth, but also a Blessed of Lisirra.
Victor finds himself strained, having to fight off disease. It is uncertain exactly what is happening to him though.
Afterward, it seems as if the experiment has worked and Ferret is no longer cursed.
(Victor, if you would like to get rid of your Tarouz Blessing that is an option, but only if you want. Otherwise, he may keep it).
In aftermath: Victor discovers that he is now diseased. This disease is unknown to you, at first, but you may OOCly choose any disease or develop your own - it should be something that has to be cured, but it is likely not fatal - just annoying and will bring down his quality of life on a daily basis (e.g. a cough that won't go away). The cure doesn't have to be elaborate, just acknowledged.
Regardless how Victor goes about the Laboratory, whether as a research assistant or as an experiment subject, as soon as 50 Zi'da hits, everything changes. Archmage Grimnir seems to get impatient, and Victor becomes one of the main subjects for constant experiments. He is no longer kept in his other accommodations, and is moved to the laboratory cells. Here, he is fed differently than the others, and almost exclusively fowl meat of various different birds. He is poisoned a few times, to test his resistance and endurance of different types of sicknesses.
Overall, this time passes in a haze for Victor and it is incredibly uncomfortable to say the least. When he looks back on these trials, it'll all seem like a surreal fever dream. His resistance, endurance, and meditation skills are tested but he manages to pull through...
...except on 87 Zi'da, when everything changes.
Victor is strapped to a standing table, and it is then revealed that Ferret - or "Bastian" - has been trapped in a mirror this whole time. None of you have seen him since the escape attempt.
During this grand experiment, Ferret is released from the mirror and brought forth to stand in front of Victor. The Spellweavers and Archmage use an artifact in the shape of a pyramid to draw Victor's Tarouz Blessing in an attempt to cancel Ferret's Tarouz Curse. This causes a great deal of pain for Ferret, and it is revealed then that he is not only Cursed by Delroth, but also a Blessed of Lisirra.
Victor finds himself strained, having to fight off disease. It is uncertain exactly what is happening to him though.
Afterward, it seems as if the experiment has worked and Ferret is no longer cursed.
(Victor, if you would like to get rid of your Tarouz Blessing that is an option, but only if you want. Otherwise, he may keep it).
In aftermath: Victor discovers that he is now diseased. This disease is unknown to you, at first, but you may OOCly choose any disease or develop your own - it should be something that has to be cured, but it is likely not fatal - just annoying and will bring down his quality of life on a daily basis (e.g. a cough that won't go away). The cure doesn't have to be elaborate, just acknowledged.
DARKNESS (1 - 30 Cylus)
DARKNESS 1 Cylus - 30 Cylus
During this time, Victor deals with the after-effects of the experiment. He realizes that he has likely contracted something, but he is not sure what yet.
While kept in the group hall, he is able to speak directly with any prisoner NPCs, as well as Praetorum and Amaris.
After the Emean monsters incident, Spellweaver Angud takes Victor away to the suite that he'd been staying in before. She talks with him some, and admits that she is concerned about the direction Niflheim has gone in. She admits that she does not like how many Syn have died under Grimnir's experiments already (Lyngheid included - and it is revealed that Lyngheid is who occupied Victor's room before him, and who wrote the messages such as help on the books). Angud apologizes though, and it seems sincere, and she makes (another) a deal with Victor.
She will release him, with a teleport that will go into Ashara Citadel. From there, he will be sent to deliver some scrolls to a Skadiri operative. The Skadiri will then in turn relay the scrolls to the Circle, and Victor will be required to serve as witness in a closed hearing about Niflheim and the Syns. What he chooses to say, will be up to him, but Angud reminds him that if she has any say in the matter, she will try to make sure he is recognized for the risk he's taken in doing so.
Whether he agrees to the deal or not, Angud decides to teleport him to Ashara Citadel because she does not believe it to be safe in Niflheim any longer and in the hope that it might bring in the Circle's involvement to Niflheim's operations. She seems sorrowful and concerned about this betrayal of her friend, Renate Grimnir, but considers it something that must be done for the people kept prisoner. Angud does not allow Victor to take anyone along with him, though, as the artifact (a form of portal boots) can only teleport one.
On 24 Cylus 720, You Officially Exited This Event!
During this time, Victor deals with the after-effects of the experiment. He realizes that he has likely contracted something, but he is not sure what yet.
While kept in the group hall, he is able to speak directly with any prisoner NPCs, as well as Praetorum and Amaris.
After the Emean monsters incident, Spellweaver Angud takes Victor away to the suite that he'd been staying in before. She talks with him some, and admits that she is concerned about the direction Niflheim has gone in. She admits that she does not like how many Syn have died under Grimnir's experiments already (Lyngheid included - and it is revealed that Lyngheid is who occupied Victor's room before him, and who wrote the messages such as help on the books). Angud apologizes though, and it seems sincere, and she makes (another) a deal with Victor.
She will release him, with a teleport that will go into Ashara Citadel. From there, he will be sent to deliver some scrolls to a Skadiri operative. The Skadiri will then in turn relay the scrolls to the Circle, and Victor will be required to serve as witness in a closed hearing about Niflheim and the Syns. What he chooses to say, will be up to him, but Angud reminds him that if she has any say in the matter, she will try to make sure he is recognized for the risk he's taken in doing so.
Whether he agrees to the deal or not, Angud decides to teleport him to Ashara Citadel because she does not believe it to be safe in Niflheim any longer and in the hope that it might bring in the Circle's involvement to Niflheim's operations. She seems sorrowful and concerned about this betrayal of her friend, Renate Grimnir, but considers it something that must be done for the people kept prisoner. Angud does not allow Victor to take anyone along with him, though, as the artifact (a form of portal boots) can only teleport one.
On 24 Cylus 720, You Officially Exited This Event!
PRAETORUM
Overview
Praetorum thought strategically in the fleeting moments, and he instructed Zourvy without hesitation, as well as to the ithecal. Sneabru followed with ease, making after Navyri ,though Zourvy gave a quiet noise of discontent - but followed anyway. The ithecal darted past with a flurry of jabs with his scythe that sent Rolf and charlotte on the defense. This allowed Navyri out and away... for the time, while Praetorum shut the door and locked Rolf, Charlotte, Victor and Zourvy inside (or tried).
Praetorum was caught with no small amount of fight about the matter. He killed four guards in the process, but eventually got shackled by the ithecal abrogant, Melrathius.
Praetorum was caught with no small amount of fight about the matter. He killed four guards in the process, but eventually got shackled by the ithecal abrogant, Melrathius.
10 - 50 Zi'da
THE LABORATORY 10 of Zi'da to 50 Zi'da
Melrathius took a liking to Praetorum during the interrogation phase... and one could even call it a bit of an infatuation. It wasn't long until Angud stepped aside to allow for Melrathius to interrogate Praetorum instead. And not long after that, Melrathius started to bring Praetorum little treats that were clearly not allowed: snacks of seeds and berries from outside, hints as to what time and date it actually was, even mentions that the Melrathi government wasn't completely aware what was going on in Niflheim. That others thought it was just a place to keep safe the vulnerables during the chaotic time while the rest of the Ragnari took care of the cultists. That was what had been approved anyway, not all... this other stuff.
It wasn't long after that Praetorum learned exactly what all that other stuff was, when he was moved to the Laboratory cells. Placed in a cell with a familiar face, Sneabru, they shared the semi-private alcove between experiments that often involved peeling their scales off (and then using the scales in alchemy potions and the like), removing some teeth.
One Syn Research took a great deal of interest in Praetorum's tail, often trying to get Sneabru to mimic the same movements as Praetorum seemed capable of... to varying effect.
Sneabru schemed to escape again, though, and tried to run through various plans with Praetorum during this time. However, the experiments hit Sneabru far harder - whose smaller body and weaker constitution did not have the same endurance as Praetorum did. It became clear that Sneabru was starving and the food they kept giving him seemed to only make him weaker and sicker. But it was necessary, insisted Melrathius upon one visit, who informed that Sneabru was a filthy necromancer after all and they couldn't risk him having his magic returned to him. Sneabru, however, cursed the other ithecal and threatened her for sharing his secrets with Praetorum, who he'd come to consider a friend.
After one force-feeding after an experiment, Sneabru went mad. Praetorum had to handle this, however he could, and either chose to kill Sneabru or to try and save him from what he later would learn was overstepping due to too much of the concoction given to him. (Praetorum: You may Choose which Route you would like. If you chose to save Sneabru, then there is the potential that you might acquire him as a Personal NPC).
Melrathius took a liking to Praetorum during the interrogation phase... and one could even call it a bit of an infatuation. It wasn't long until Angud stepped aside to allow for Melrathius to interrogate Praetorum instead. And not long after that, Melrathius started to bring Praetorum little treats that were clearly not allowed: snacks of seeds and berries from outside, hints as to what time and date it actually was, even mentions that the Melrathi government wasn't completely aware what was going on in Niflheim. That others thought it was just a place to keep safe the vulnerables during the chaotic time while the rest of the Ragnari took care of the cultists. That was what had been approved anyway, not all... this other stuff.
It wasn't long after that Praetorum learned exactly what all that other stuff was, when he was moved to the Laboratory cells. Placed in a cell with a familiar face, Sneabru, they shared the semi-private alcove between experiments that often involved peeling their scales off (and then using the scales in alchemy potions and the like), removing some teeth.
One Syn Research took a great deal of interest in Praetorum's tail, often trying to get Sneabru to mimic the same movements as Praetorum seemed capable of... to varying effect.
Sneabru schemed to escape again, though, and tried to run through various plans with Praetorum during this time. However, the experiments hit Sneabru far harder - whose smaller body and weaker constitution did not have the same endurance as Praetorum did. It became clear that Sneabru was starving and the food they kept giving him seemed to only make him weaker and sicker. But it was necessary, insisted Melrathius upon one visit, who informed that Sneabru was a filthy necromancer after all and they couldn't risk him having his magic returned to him. Sneabru, however, cursed the other ithecal and threatened her for sharing his secrets with Praetorum, who he'd come to consider a friend.
After one force-feeding after an experiment, Sneabru went mad. Praetorum had to handle this, however he could, and either chose to kill Sneabru or to try and save him from what he later would learn was overstepping due to too much of the concoction given to him. (Praetorum: You may Choose which Route you would like. If you chose to save Sneabru, then there is the potential that you might acquire him as a Personal NPC).
EXPERIMENTS (50 - 93 Zi'da)
THE EXPERIMENTS 50 Zi'da to 93 Zi'da
Praetorum gets to have the joy of witnessing all this while restrained/caged up. He is filled with absolute rage at the injustice of it all. Never in his entire life has he ever felt this degree of furious anger before. He has hit his limit at enduring the lack of his magic, marks, and freedom. Yet he caught word about the sphere when the pyramid was destroyed... and he is clever enough to make the link with everything else he has heard, that these artifacts must be the reason why marks (and maybe magic) are unable to work.
He channels his rage and he starts to plan...
Praetorum gets to have the joy of witnessing all this while restrained/caged up. He is filled with absolute rage at the injustice of it all. Never in his entire life has he ever felt this degree of furious anger before. He has hit his limit at enduring the lack of his magic, marks, and freedom. Yet he caught word about the sphere when the pyramid was destroyed... and he is clever enough to make the link with everything else he has heard, that these artifacts must be the reason why marks (and maybe magic) are unable to work.
He channels his rage and he starts to plan...
DARKNESS (1 - 30 Cylus)
DARKNESS 1 Cylus - 30 Cylus
Praetorum is able to find a great deal of opportunity to discuss matters with fellow prisoners, and even sympathetic guards. Additionally, he is involved with the fight against the Emean interlopers who come through due to the dreamwalkers.
After this, Spellweaver Melrathius approaches Praetorum and tries to offer herself to aid in any escapes or efforts... to one specific request: that Praetorum duels her when everything is done, so she can practice her abrogation with a proficient mage-fighter.
Most details of what occurs with Praetorum during this phase will be up to the player (just PM/ask if you're wondering about something specific!)
Praetorum is able to find a great deal of opportunity to discuss matters with fellow prisoners, and even sympathetic guards. Additionally, he is involved with the fight against the Emean interlopers who come through due to the dreamwalkers.
After this, Spellweaver Melrathius approaches Praetorum and tries to offer herself to aid in any escapes or efforts... to one specific request: that Praetorum duels her when everything is done, so she can practice her abrogation with a proficient mage-fighter.
Most details of what occurs with Praetorum during this phase will be up to the player (just PM/ask if you're wondering about something specific!)
FINAL ESCAPE (1 - 50 Ashan)
THE FINAL ESCAPE 1 Ashan - 50 Ashan
Praetorum is able to lead a contingent of about 150 prisoners, and 40 guards, as well as Spellweaver Melrathius (as long as he didn't scorn her). He will still have to be very careful and tactical, otherwise he might lose that amount very quickly. He will find Archmage Grimnir and her smaller army to be far more experienced and strong in almost all regards.
He is able to realize very quickly that the issue has not become whether to escape, though, but to take control of the prison until the winter clears up enough to travel or other transportation is figured out.
Skirmishes are common, things going wrong happen...
...but what exactly happens will depend on the tactical choices made by Praetorum and Amaris during this time.
You may choose the dates in which the major points of the Prison Escape/Take-Over happens, and the level of success it had (if you would like to randomize it, we can roll a dice for impact and go from there).
Upon completion, when Praetorum leaves Niflheim, he has the choice of acquiring any of the following NPCs and converting them to a Personal NPC with skills adjusted (please PSF and tag/notify me when you do):
Praetorum is able to lead a contingent of about 150 prisoners, and 40 guards, as well as Spellweaver Melrathius (as long as he didn't scorn her). He will still have to be very careful and tactical, otherwise he might lose that amount very quickly. He will find Archmage Grimnir and her smaller army to be far more experienced and strong in almost all regards.
He is able to realize very quickly that the issue has not become whether to escape, though, but to take control of the prison until the winter clears up enough to travel or other transportation is figured out.
Skirmishes are common, things going wrong happen...
...but what exactly happens will depend on the tactical choices made by Praetorum and Amaris during this time.
You may choose the dates in which the major points of the Prison Escape/Take-Over happens, and the level of success it had (if you would like to randomize it, we can roll a dice for impact and go from there).
Upon completion, when Praetorum leaves Niflheim, he has the choice of acquiring any of the following NPCs and converting them to a Personal NPC with skills adjusted (please PSF and tag/notify me when you do):
- Vy & Zourvy (they are a package deal)
- Sneabru
AMARIS
Overview
Amaris tried to wager with words, tried to convince that she was not meant to be here.. to distract Charlotte and about research; to be set free. Amaris tries again and again to make them understand that she is neither mage, nor marked, nor has any reason to be at the prison.
Except she gradually realizes that this doesn't matter. That she is wanted anyway.
Except she gradually realizes that this doesn't matter. That she is wanted anyway.
10 - 50 Zi'da
THE LABORATORY 10 of Zi'da to 50 Zi'da
Amaris does not stay in the laboratory, though they are brought to it for a handful of hours every trial that passes. Instead, they stay in the secluded hall with Charlotte. They are informed by Archmage Grimnir (and if empathy magic is required, then it will be used) that they are to remain as Charlotte's friend and protector - and that if they do so, then they will be released with great reward.
There is little room to accept or deny this, as they are left in the multi-room quarters with Charlotte regardless. During this time, Amaris learns as much as they'd like to about Charlotte - about her family situation, or her past, but mostly about the curse that she has. Charlotte was cursed by Belaera in the recent arc, and as such, she spends half her trials as the opposite of her natural self. Which one is her true self and which one is the cursed self, however, is difficult to tell and Amaris will have to decide whether the generous, compassionate and caring young woman is the curse or the true one - or if the sadistic, cruel, and violent Charlotte is the curse or true self.
Regardless, during the "good" half of the trial, Charlotte treats Amaris as a friend and makes sure they are well taken care of. On the "bad" trials, however, Charlotte treats Amaris more like a toy and sometimes chases them around the private quarters and tries to stab them with a knife (but she always apologizes for it later - it's not her, it's the curse!)
Amaris does not stay in the laboratory, though they are brought to it for a handful of hours every trial that passes. Instead, they stay in the secluded hall with Charlotte. They are informed by Archmage Grimnir (and if empathy magic is required, then it will be used) that they are to remain as Charlotte's friend and protector - and that if they do so, then they will be released with great reward.
There is little room to accept or deny this, as they are left in the multi-room quarters with Charlotte regardless. During this time, Amaris learns as much as they'd like to about Charlotte - about her family situation, or her past, but mostly about the curse that she has. Charlotte was cursed by Belaera in the recent arc, and as such, she spends half her trials as the opposite of her natural self. Which one is her true self and which one is the cursed self, however, is difficult to tell and Amaris will have to decide whether the generous, compassionate and caring young woman is the curse or the true one - or if the sadistic, cruel, and violent Charlotte is the curse or true self.
Regardless, during the "good" half of the trial, Charlotte treats Amaris as a friend and makes sure they are well taken care of. On the "bad" trials, however, Charlotte treats Amaris more like a toy and sometimes chases them around the private quarters and tries to stab them with a knife (but she always apologizes for it later - it's not her, it's the curse!)
EXPERIMENTS (50 - 93 Zi'da)
THE EXPERIMENTS 50 Zi'da to 93 Zi'da
Amaris witnesses everything while restrained/caged up as well. Whatever they have come to think about Charlotte, they are unable to stop Navyri from her decision. Amaris descends into complete despair at the profound horrors and possibly madness depending on their Discipline and Endurance skills. However, Amaris now understands that the reason it doesn't matter that they have no magic, marks, or the like is because the spellweavers are using them as a Control Subject to experiment with.
Amaris witnesses everything while restrained/caged up as well. Whatever they have come to think about Charlotte, they are unable to stop Navyri from her decision. Amaris descends into complete despair at the profound horrors and possibly madness depending on their Discipline and Endurance skills. However, Amaris now understands that the reason it doesn't matter that they have no magic, marks, or the like is because the spellweavers are using them as a Control Subject to experiment with.
DARKNESS (1 - 30 Cylus)
DARKNESS 1 Cylus - 30 Cylus
During this time, Amaris can choose whether to stay close to Praetorum (and if they do, they will also eventually be seen as a sort of leader/lieutenant to the cause) or whether to distance herself from everything. She witnesses the Emean monsters like anyone else, but it is likely best that she stays back and out of the way if possible.
The details of this are completely open to how Amaris wants to interact, and her choices from the previous sections. If they descended into madness in the previous one, they might find herself talking to invisible friends or similar. It is up to you, but if you need ideas or would like to be provided with specific types of madness, simply PM me! Also, PM me if you have any questions or want to know direction for anything in specific.
During this time, Amaris can choose whether to stay close to Praetorum (and if they do, they will also eventually be seen as a sort of leader/lieutenant to the cause) or whether to distance herself from everything. She witnesses the Emean monsters like anyone else, but it is likely best that she stays back and out of the way if possible.
The details of this are completely open to how Amaris wants to interact, and her choices from the previous sections. If they descended into madness in the previous one, they might find herself talking to invisible friends or similar. It is up to you, but if you need ideas or would like to be provided with specific types of madness, simply PM me! Also, PM me if you have any questions or want to know direction for anything in specific.
FINAL ESCAPE (1 - 50 Ashan)
THE FINAL ESCAPE 1 Ashan - 50 Ashan
Amaris is reunited with Fiver when the animal companions and similar are all released during this time. They are able to lead this task, as well as reclaiming any lost property of the other prisoners. Amaris is able to find out almost any information during this time, and the previous, and they can use it however.
They can choose to escape when Praetorum does, or wait until 50 Ashan when the entire prison is officially released.
Upon completion, when Amaris leaves Niflheim, they have the choice of acquiring any of the following NPCs and converting them to a Personal NPC with skills adjusted (please PSF and tag/notify me when you do):
Amaris is reunited with Fiver when the animal companions and similar are all released during this time. They are able to lead this task, as well as reclaiming any lost property of the other prisoners. Amaris is able to find out almost any information during this time, and the previous, and they can use it however.
They can choose to escape when Praetorum does, or wait until 50 Ashan when the entire prison is officially released.
Upon completion, when Amaris leaves Niflheim, they have the choice of acquiring any of the following NPCs and converting them to a Personal NPC with skills adjusted (please PSF and tag/notify me when you do):
- Charlotte (if Navyri left her alive)
NPC INFORMATION
Ferret
Ferret, also called Bastian, is a High-Expert Becomer (73/100). His actual age is unknown, though the body he exists in seems to be around the mid-20s.
Cursed: Delroth (despised).
got cursed by Delroth because he was fairly happy being poor and accepting his lot in life and came across a band of Delroth followers, who he gave his possessions willingly too without any fight at all about it or attempt to recover it. Curse progressed when he didn't seem to care that he couldn't own belongings due to the Hatred tier. He does care that he can't look at himself in mirrors, now, and wants to rid himself of Delroth's antagonistic attention if possible.
Blessed: Lisirra (adored).
Ferret is actually a carrier of plagues and is a fully developed Yithanai to the point that he has antenna. He came to Melrath to spread illness and disease, but got picked up by Renate Grimnir soon after due to him being suspected of being the Becomer who force-initiated her husband.
Top skills (Master): Resistance, Endurance, Deception.
Mid skills (Master/Expert): Stealth, Chemistry, Unarmed Combat, Pickpocket, Lockpicking, Mathematics, Discipline, Engineering.
Low skills (Competent): Meditation, Alchemy, Acting, Intimidation.
Appearance: Black hair, bright turquoise eyes, Mage's Mark on his left cheek.
Personality: Dangerous.
Weaknesses: Restraint, doesn't have a great deal of empathy/uses other people (prone to betrayal) thus doesn't make strong trusting connections, wild.
Strengths: Stealth, Deception, Chemistry.
Quick Reference:
Cursed: Delroth (despised).
got cursed by Delroth because he was fairly happy being poor and accepting his lot in life and came across a band of Delroth followers, who he gave his possessions willingly too without any fight at all about it or attempt to recover it. Curse progressed when he didn't seem to care that he couldn't own belongings due to the Hatred tier. He does care that he can't look at himself in mirrors, now, and wants to rid himself of Delroth's antagonistic attention if possible.
Blessed: Lisirra (adored).
Ferret is actually a carrier of plagues and is a fully developed Yithanai to the point that he has antenna. He came to Melrath to spread illness and disease, but got picked up by Renate Grimnir soon after due to him being suspected of being the Becomer who force-initiated her husband.
Top skills (Master): Resistance, Endurance, Deception.
Mid skills (Master/Expert): Stealth, Chemistry, Unarmed Combat, Pickpocket, Lockpicking, Mathematics, Discipline, Engineering.
Low skills (Competent): Meditation, Alchemy, Acting, Intimidation.
Appearance: Black hair, bright turquoise eyes, Mage's Mark on his left cheek.
Personality: Dangerous.
Weaknesses: Restraint, doesn't have a great deal of empathy/uses other people (prone to betrayal) thus doesn't make strong trusting connections, wild.
Strengths: Stealth, Deception, Chemistry.
Quick Reference:
- Has an accent from the east, either Etzos or Yaralon, or a nomadic blend of both.
- Mage's Mark on left cheek that goes through all his totems.
- The Biqaj totem is not his self-totem but it is the one he is stuck in, and the only one he has left.
- dialogue color: #87d3f8
- the 19th of Cylus, 719 is when he got taken into Niflheim.
- Has a complicated relationship with Charlotte, but they see each other as prison-siblings.
- Charlotte calls him Bastian because he admitted his "original name" to her. He has regretted this ever since.
- His race is Yithanai (thus the brilliant blue eyes and antenna).
Charlotte
Charlotte Grimnir is the only daughter of Renate and Anton Grimnir. She used to be a starry-eyed scout in the Ydalir, but was cursed by Belaera while living in Niflheim with her mother. She is not a mage. She is 21 arcs old and human.
Cursed: Belaera.
Other than having something to do with Niflheim and her mother's role in converting the facility into a prison, the circumstances around this became warped and confused over the last arc.
Top skills (Master): Resistance, Endurance.
Mid skills (Master/Expert): Meditation, Hunting, Field Craft.
Low skills (Competent): Medicine.
Appearance: 5' 11". Charlotte Grimnir is a comely young Melrathi woman with dark brunette hair. She takes after her father, though has a fair blend between the features of her mother and him. She has an athletic build, if not a bit gangly due to her height. Her skin is slightly more tan, though it has paled from staying indoors. She has nearly no tattoos to be seen, though she does have the markings of Belaera's curse upon her.
Personality: Poor Charlotte Grimnir is a sweet girlish woman. She is generous, compassionate, and kind to anyone - no matter species, or where they are from, or likewise. She is simply one of the kindest people you could ever meet. But she is also young, gullible, and naive in many things about the world. Charlotte Grimnir would recoil at the thought of hurting or tormenting anyone......
...which is why the Despised Curse of Miirduz creates another Charlotte for half the trial. A Charlotte who seeks to do the opposite; who torments and hates and wishes to murder all that she can. Charlotte is afraid of this side of her, and seeks her mother's help to assure that she doesn't hurt anymore people.
Weaknesses: Her Gullibility, Her lack of discernment, Her Love for her Mother.
Strengths: Her Compassion, Her Endurance, Her Love for Melrath.
Quick Reference:
Cursed: Belaera.
Other than having something to do with Niflheim and her mother's role in converting the facility into a prison, the circumstances around this became warped and confused over the last arc.
Top skills (Master): Resistance, Endurance.
Mid skills (Master/Expert): Meditation, Hunting, Field Craft.
Low skills (Competent): Medicine.
Appearance: 5' 11". Charlotte Grimnir is a comely young Melrathi woman with dark brunette hair. She takes after her father, though has a fair blend between the features of her mother and him. She has an athletic build, if not a bit gangly due to her height. Her skin is slightly more tan, though it has paled from staying indoors. She has nearly no tattoos to be seen, though she does have the markings of Belaera's curse upon her.
Personality: Poor Charlotte Grimnir is a sweet girlish woman. She is generous, compassionate, and kind to anyone - no matter species, or where they are from, or likewise. She is simply one of the kindest people you could ever meet. But she is also young, gullible, and naive in many things about the world. Charlotte Grimnir would recoil at the thought of hurting or tormenting anyone......
...which is why the Despised Curse of Miirduz creates another Charlotte for half the trial. A Charlotte who seeks to do the opposite; who torments and hates and wishes to murder all that she can. Charlotte is afraid of this side of her, and seeks her mother's help to assure that she doesn't hurt anymore people.
Weaknesses: Her Gullibility, Her lack of discernment, Her Love for her Mother.
Strengths: Her Compassion, Her Endurance, Her Love for Melrath.
Quick Reference:
- Losing her father to a Becoming Initiation caused a great deal of anguish in her.
- Belaera Cursed her roughly 1 arc ago.
- Lives in the "Prison"
- Dual-Personality Flips Between: Honesty / Lies. Compassion / Cruelty. Generous-Abundant / Selfish-Hoarding. Naive / Cynical. Pacifist / Murderer.
- dialogue color: #c84f68
Sneabru
Sneabru, or a name that is something like that, is a sneaky mischief-maker who acts far older than he is considering he's only in his mid-20s. He is a disgraced ex-Skadiri. He is a mid-Expert Umbral Hone mage and a Competent Necromancer. He is Ithecal.
He has no known marks.
Top skills (Master): Combat: Blades (dual daggers), Stealth, Deception, Lockpicking.
Mid skills (Master/Expert): Pickpocketing, Endurance, Discipline.
Low skills (Competent): Resistance
Appearance: He's not a pretty ithecal...... short and ugly.
Personality: He's not nice either....
Weaknesses: He looks as sneaky as he is and hasn't figured out disguises, he doesn't understand magic very well and his sparks confuse him (he doesn't have any mentors), he's very sensitive about his privacy.
Strengths: Highly masterful with dual daggers, great at sneaking and stealing when he isn't noticed, can work with a team and actually proves to be fairly loyal (he isn't a snitch).
Quick Reference:
He has no known marks.
Top skills (Master): Combat: Blades (dual daggers), Stealth, Deception, Lockpicking.
Mid skills (Master/Expert): Pickpocketing, Endurance, Discipline.
Low skills (Competent): Resistance
Appearance: He's not a pretty ithecal...... short and ugly.
Personality: He's not nice either....
Weaknesses: He looks as sneaky as he is and hasn't figured out disguises, he doesn't understand magic very well and his sparks confuse him (he doesn't have any mentors), he's very sensitive about his privacy.
Strengths: Highly masterful with dual daggers, great at sneaking and stealing when he isn't noticed, can work with a team and actually proves to be fairly loyal (he isn't a snitch).
Quick Reference:
- Sneabru will never snitch on someone he considers part of his team, even under torture.
- Was exiled from the Skadiri for some reason unrelated to his magic. Likely he stole from the skadiri stores themselves.
- Was brought in a short time before 112 Vhalar.
- dialogue color: #a5a545
- He met Ferret early on, and quickly got along with the other sneaky type.
Zourvy & Vy
Vy and Zourvy are not twins, but close together in arcs. They are siblings. Their last name is Vy'Akor, and Vy's actual first name is Quenaj but she keeps that secret. They are not originally from Melrath and are considered Outlanders. Vy has no magic, but she is marked. Zourvy has no magic and is only marked by proxy through Vy.
Vy is an incredibly compassionate soul who only wishes to help when and where she can. She has a hard past, though, of where this wasn't always the case but after devotion to Ymiden resulted in his blessing of her, she has gotten more steady on her path to atonement. Vy is in her late-20s and biqaj.
Blessed: Ymiden (Favored). Qylios (Favored).
Vy has been praying to both these Immortals ever since she decided she didn't want to cause pain to other people. Ymiden granted her forgiveness and his blessing, which changed her life. She came to Melrath to try and strike forward and lessen suffering. Qylios took notice of her afterward, especially how loyal Vy was to those in need - as well as her sibling, Zourvy, and thus blessed her as well.
Top skills (Master): Medicine, Surgery.
Mid skills (Master/Expert): Discipline, Meditation, Logistics.
Low skills (Competent): N/A
Appearance: Scarred and stern, has the telltale coloration of hair that is Ymiden.
Personality: Her younger sibling means a lot to her, and she is bonded to Zourvy. She works hard to go away from evil/selfishness and cowardice to choose courage and the like, but struggles with how she used to be - before she met Ymiden after arcs of devotional prayer and was "saved" by his blessing while in a life-and-death situation.
Weaknesses: Would do absolutely anything for Zourvy, Ymiden, or Qylios (sacrificial-minded). Is easily controlled by her bond to Zourvy.
Strengths: Compassionate and highly knowledgeable about injuries and how to treat them.
Quick Reference:
Zourvy, also known as "Sour", is an androgynous biqaj, younger than Vy by a few arcs. They are sadistic, and enjoy killing, but it comes very naturally to them. They like being difficult to read, as well. They are biqaj.
No known marks, nor is Zourvy a mage.
Top skills (Master): Combat: Blades, Intimidation, Lockpicking.
Mid skills (Master/Expert): Stealth, Combat: Unarmed.
Low skills (Competent): N/A
Appearance: An androgynous biqaj, the younger sibling to Quenaj. They dye their hair white.
Personality: Unhinged, to put it lightly. Mischievous, to put it favorably. Has been working as an assassin since the age of fourteen and it has taken a toll on their psyche.
Quick Reference:
Vy is an incredibly compassionate soul who only wishes to help when and where she can. She has a hard past, though, of where this wasn't always the case but after devotion to Ymiden resulted in his blessing of her, she has gotten more steady on her path to atonement. Vy is in her late-20s and biqaj.
Blessed: Ymiden (Favored). Qylios (Favored).
Vy has been praying to both these Immortals ever since she decided she didn't want to cause pain to other people. Ymiden granted her forgiveness and his blessing, which changed her life. She came to Melrath to try and strike forward and lessen suffering. Qylios took notice of her afterward, especially how loyal Vy was to those in need - as well as her sibling, Zourvy, and thus blessed her as well.
Top skills (Master): Medicine, Surgery.
Mid skills (Master/Expert): Discipline, Meditation, Logistics.
Low skills (Competent): N/A
Appearance: Scarred and stern, has the telltale coloration of hair that is Ymiden.
Personality: Her younger sibling means a lot to her, and she is bonded to Zourvy. She works hard to go away from evil/selfishness and cowardice to choose courage and the like, but struggles with how she used to be - before she met Ymiden after arcs of devotional prayer and was "saved" by his blessing while in a life-and-death situation.
Weaknesses: Would do absolutely anything for Zourvy, Ymiden, or Qylios (sacrificial-minded). Is easily controlled by her bond to Zourvy.
Strengths: Compassionate and highly knowledgeable about injuries and how to treat them.
Quick Reference:
- Cares about her younger sibling, Zourvy, a lot and is Celarion-bonded to them.
- she was brought in with Zourvy shortly before 112 Vhalar.
- dialogue color: #cfbae1
Zourvy, also known as "Sour", is an androgynous biqaj, younger than Vy by a few arcs. They are sadistic, and enjoy killing, but it comes very naturally to them. They like being difficult to read, as well. They are biqaj.
No known marks, nor is Zourvy a mage.
Top skills (Master): Combat: Blades, Intimidation, Lockpicking.
Mid skills (Master/Expert): Stealth, Combat: Unarmed.
Low skills (Competent): N/A
Appearance: An androgynous biqaj, the younger sibling to Quenaj. They dye their hair white.
Personality: Unhinged, to put it lightly. Mischievous, to put it favorably. Has been working as an assassin since the age of fourteen and it has taken a toll on their psyche.
Quick Reference:
- Has had a difficult life with a hard upbringing.
- wouldn't let the Ragnari take Quenaj away from them, so got brought along with.
- they were brought in with Quenaj (Vy) shortly before 112 Vhalar.
- Qylios bonded to their sister.
- old dialogue color: #dafeb7 | new dialogue color: #aee17d
Rolf
Rolf Ludwig is a filthy traitor, to both sides. He is a Ragnari Valkyrion Slayer, though he sure doesn't act like it. He is in his late-30s and human as human gets, though one can hardly tell by how he keeps himself bundled up most of the time. He has no magic, no marks, and no oomph. But he is a married man, and his wife is unfortunately a mage.
Top skills (Master): N/A
Mid skills (Master/Expert): Interrogation.
Low skills (Competent): Discipline.
Appearance: Chainmail, longer hair.
Weaknesses: Doesn't always follow orders, has his wife in the prison currently.
Quick Notes:
Top skills (Master): N/A
Mid skills (Master/Expert): Interrogation.
Low skills (Competent): Discipline.
Appearance: Chainmail, longer hair.
Weaknesses: Doesn't always follow orders, has his wife in the prison currently.
Quick Notes:
- doesn't approve of what is going on, but hides that best he can.
- The Valkyrion purposefully put him in place to internally spy on the Syns.
- dialogue color: #eee600
- Met Ferret outside of Niflheim, doesn't like him, but willing to work with him.
- His wife's name is Cyntia, she is a mid-30s Aesir who is a Competent Grafter who works exclusively with plants.
- He is not as amazing as Gary is.
SECRET UNLOCK NPC
Gary is the best NPC of the entire event. He is 150% amazing and you should have made him your best friend. His full name is Garold Nils but everyone calls him Gary, including his mom. He is presumably a Ragnari Valkyrion Knight, but even so he's better than Rolf in every way. No one knows for sure what race he is, no one has ever seen him without his armor.
Top skills (Master): Blades (Longsword), Blades (Short sword), Blades (Dagger), Basketweaving.
Mid skills (Master/Expert): N/A
Low skills (Competent): N/A.
Appearance: No one ever really sees Gary as he wears armor most of the time. It is rumored he has red hair though.
Personality: Blunt, sometimes awkward, often in a perpetual state of boredom.
Weaknesses: N/A
Strengths: Follows his commands to the letter, knows somewhat about magic, proficient fighter who chooses to disarm rather than kill but he could kill if he wanted to.
Quick Notes:
Top skills (Master): Blades (Longsword), Blades (Short sword), Blades (Dagger), Basketweaving.
Mid skills (Master/Expert): N/A
Low skills (Competent): N/A.
Appearance: No one ever really sees Gary as he wears armor most of the time. It is rumored he has red hair though.
Personality: Blunt, sometimes awkward, often in a perpetual state of boredom.
Weaknesses: N/A
Strengths: Follows his commands to the letter, knows somewhat about magic, proficient fighter who chooses to disarm rather than kill but he could kill if he wanted to.
Quick Notes:
- Dialogue Color: #ffb239
- All of you met him. He was the first guard you met as a group.
- He also punched Victor.
Angud
Angud is a Spellweaver of the Syns. She is also a Broadcast (Revealed Attunement) as well as master in Abrogation (nemesis: Rupturing, Transmutation, Empathy). She is a Loshova and has a very strong relation with spirits/ghosts. She has been Renate's closest friend since they were young Syn recruits. She used to be married to an Aesir woman, but her wife died around 717 and she revealed shortly thereafter. She is most likely to be sympathetic to the prisoners; and has grown wary whether their experimentation will produce results. She is in her mid-to-late 40s and is mixed Qi'ora/Human.
Blessed: Ashan (adored).
Angud has always been close with spirits and she got Blessed by Ashan as a young woman.
Top skills (Master): Meditation, Discipline, Detection, Persuasion, Endurance.
Mid skills (Master/Expert): Resistance, Psychology, Torture, Navigation, Leadership, Interrogation.
Low skills (Competent): N/A
Appearance: 5' 9". Eyes are stitched together, she sees through a blend of attunement and her revealed eye in the center of her forehead.
Personality: Calm.
Quick Notes:
Blessed: Ashan (adored).
Angud has always been close with spirits and she got Blessed by Ashan as a young woman.
Top skills (Master): Meditation, Discipline, Detection, Persuasion, Endurance.
Mid skills (Master/Expert): Resistance, Psychology, Torture, Navigation, Leadership, Interrogation.
Low skills (Competent): N/A
Appearance: 5' 9". Eyes are stitched together, she sees through a blend of attunement and her revealed eye in the center of her forehead.
Personality: Calm.
Quick Notes:
- Angud is Renate's best friend and companion.
- Renate and Angud rose up in the ranks of the Syns together in the past 20-25 years.
- They are familiar and comfortable working together.
- Angud has a deep bond to the rhythm of life and the spirits.
- She used to be married to an Aesir woman, but she recently died.
- She revealed shortly after her wife died (est. 717/718)
- Renate has helped her acclimate to revelation. One could question whether it was Renate who encouraged Angud to reveal.
- Loshova always carry a distinct fragrance of wild flowers and pollen that is always noticeable, even through layers of perfume.
Melrathius
Melrathius is one of the the youngest Spellweavers (at 36 years), and is the youngest Spellweaver in Nifleheim. She is a master in Abrogation (nemesis: necromancy, empathy, and becoming); transmutation and rupturing, and expert in attunement.
She is a very straightforward Melrathi ithecal and so far, follows whoever takes charge of the prison without much complaint. She has no marks and is an Paltharnum Ithecal. Her life has been mostly fair and gentle. She came to know Angud because Angud was her mentor, and initiated her into Attunement and facilitated her Abrogation initiation.
Personality: Professional... to a point.
Quick Notes:
She is a very straightforward Melrathi ithecal and so far, follows whoever takes charge of the prison without much complaint. She has no marks and is an Paltharnum Ithecal. Her life has been mostly fair and gentle. She came to know Angud because Angud was her mentor, and initiated her into Attunement and facilitated her Abrogation initiation.
Personality: Professional... to a point.
Quick Notes:
- Born in Melrath, Proud Melrathi Ithecal.
- Incredibly Proud Mage/Magister.
- Four Sparks (Abrogation, Transmutation, Rupturing, Attunement).
- low-key female
- scorpion tail mutation (abrogation related)
Renate Grimnir
Overseer Renate Grimnir is in charge of Niflheim. Her ancestors constructed the very structure of what had once been a fortress. She is an Archmage of the Syns (at late-40s, she is the youngest of Three Archmages), and a Maven (revealed Empath); she also is a Master in both Attunement and Abrogation (nemesis: hone, defiance, rupturing). After her Revelation, she was driven to create the current use of Niflheim in an attempt to research ways to save her family (her daughter, Charlotte, and her husband, Anton).
She has no marks.
Top skills (Master): Discipline, Meditation, Research, Intelligence, Endurance, Resistance, Logistics.
Mid skills (Master/Expert): Torture, Detection, Politics, Leadership, Investigation, Rhetoric, Psychology, Etiquette.
Low skills (Competent): Persuasion, Interrogation, Chemistry, Mathematics, Medicine.
Appearance: 5' 8". Renate Grimnir is a pale Melrathi woman with raven-black hair and a lineage of human bloodlines. She has a thick-set jaw and wide cheekbones, her bones fairly broad though she has the average build of someone who carefully monitors what she eats. She is cold in demeanor, wears a bare amount of makeup, and most of her tattoos are hidden beneath her robes. She wears strictly grays, silvers, and blacks. She has what looks like a thin scar on her cheek, but upon extremely close examination and even touch, one might find out that it's a sliver of string - the strings that make up her flesh and body. For Renate is a Maven, a Revealed Empath, and as such her body is woven tightly together.
Personality: What can be said of her personality is that it is less of Renate, now, and more of her Spark. Ambitious to a fault, Renate revealed in a moment of weakness 2-3 arcs ago when she found out about her husband's Mimai status. Renate both despises and envies the Immortals degree of power in Idalos over mortals. Her Empath Spark has always encouraged this part of her, and thus, she has been led down a path of obsessive and strict control over the research and discovery of handling mystical elements.
Weaknesses: Her Arrogance, Her Ambition, and Her Emotions (especially in regard to her daughter).
Strengths: Her Discipline, Her Magical Knowledge, and Her Courage.
Quick Reference:
Anton Grimnir will be seen in the laboratory when he is fed flesh by Renate. He used to be a Ydalir preserver who got his start in the Syns (where he met Renate) but then transferred. He has 5 sparks of varying levels: Empathy (novice) hone - lucis (comp), attunement (expert), defiance (expert); and then he failed a forced Becoming initiation.
Appearance: He takes on the appearance of whatever flesh he eats, but as the third day rolls around, the flesh starts to melt and distort until he eats more.
Personality: Once a man of fair mind and polite manners, he met Renate as an Acolyte in the Syns when they were both young adults. They fell in love quick, and remained with each other after Renate gave birth to Charlotte. He helped raise Charlotte.
He is Irrational and Feral due to Mimai Status.
Weaknesses: Feral, Barely capable of Rational Thought, Needs to Devour every 2-3 Trials.
Strengths: Ridiculously strong in physical force, Not easily taken down, Fast and Instinctual.
Quick Reference:
She has no marks.
Top skills (Master): Discipline, Meditation, Research, Intelligence, Endurance, Resistance, Logistics.
Mid skills (Master/Expert): Torture, Detection, Politics, Leadership, Investigation, Rhetoric, Psychology, Etiquette.
Low skills (Competent): Persuasion, Interrogation, Chemistry, Mathematics, Medicine.
Appearance: 5' 8". Renate Grimnir is a pale Melrathi woman with raven-black hair and a lineage of human bloodlines. She has a thick-set jaw and wide cheekbones, her bones fairly broad though she has the average build of someone who carefully monitors what she eats. She is cold in demeanor, wears a bare amount of makeup, and most of her tattoos are hidden beneath her robes. She wears strictly grays, silvers, and blacks. She has what looks like a thin scar on her cheek, but upon extremely close examination and even touch, one might find out that it's a sliver of string - the strings that make up her flesh and body. For Renate is a Maven, a Revealed Empath, and as such her body is woven tightly together.
Personality: What can be said of her personality is that it is less of Renate, now, and more of her Spark. Ambitious to a fault, Renate revealed in a moment of weakness 2-3 arcs ago when she found out about her husband's Mimai status. Renate both despises and envies the Immortals degree of power in Idalos over mortals. Her Empath Spark has always encouraged this part of her, and thus, she has been led down a path of obsessive and strict control over the research and discovery of handling mystical elements.
Weaknesses: Her Arrogance, Her Ambition, and Her Emotions (especially in regard to her daughter).
Strengths: Her Discipline, Her Magical Knowledge, and Her Courage.
Quick Reference:
- Many in the Syns actually think that Renate is dead, rather than know about the existence of Niflheim.
- At one point, her family name (Grimnir) had been one of the Melrath Houses in the very early founding arcs of the nation.
- She is the youngest of the Three Archmages that exist within the Syns. Many outside of the "prison" believe her to be dead, arcs ago.
- Her research is "approved" by the Syns, and the Ragnari in general.
- The Aesir know very little about her research.
- The Ydalir do not know of her research.
- The Valkyrion and Syns work together, on limited basis.
- The Skadiri do not approve.
- dialogue color: #d500ea
Anton Grimnir will be seen in the laboratory when he is fed flesh by Renate. He used to be a Ydalir preserver who got his start in the Syns (where he met Renate) but then transferred. He has 5 sparks of varying levels: Empathy (novice) hone - lucis (comp), attunement (expert), defiance (expert); and then he failed a forced Becoming initiation.
Appearance: He takes on the appearance of whatever flesh he eats, but as the third day rolls around, the flesh starts to melt and distort until he eats more.
Personality: Once a man of fair mind and polite manners, he met Renate as an Acolyte in the Syns when they were both young adults. They fell in love quick, and remained with each other after Renate gave birth to Charlotte. He helped raise Charlotte.
He is Irrational and Feral due to Mimai Status.
Weaknesses: Feral, Barely capable of Rational Thought, Needs to Devour every 2-3 Trials.
Strengths: Ridiculously strong in physical force, Not easily taken down, Fast and Instinctual.
Quick Reference:
- Father of Charlotte Grimnir
- Husband of Renate Grimnir
- Once a proficient Syn, then transferred to the Ydalir at the age of 35.
- His Initiations went in this order: Defiance at age 22, Hone - Lucis at age 28, Attunement at age 33 (initiated by Renate), Empathy at age 37 (initiated by Renate)
- Becoming at age 42 (initiated by an unknown Becomer who forced it upon him).
- Charlotte found him in Myrkvior's Forest as a Mimai.
- Renate was determined to figure out how to save him.
- Renate feeds him constant supply of forms to devour and has for the past 3 years.
Niflheim
Niflheim is an ancient Melrathi structure, hidden up in the mountains, and impossible to find unless one knows what they are looking for. It is warded by ancient magic, and whatever its original purpose was meant to be, it got lost to time. The first recorded understanding of the place is that it was utilized as a fortress against beasts of the past. Melrathi ancestors saw it as a sanctuary from the threats of the world around them, but there are also many recordings of how the windowless walls and many similar-looking halls can gradually lead people into madness.
Over time, the wards weakened and warped. The fortress got mostly forgotten except for the descendants of the original founders and caretakers of the building: the main of which is the Grimnir family.
The Grimnirs used Niflheim for all sorts of purposes, ranging from a simple home to a storage facility, until Renate Grimnir offered it to the Syns as a sort of private space for practice where the rest of Melrath (and most notably, the Ragnari) wouldn't meddle like they often do with the towers. Her first two offers were denied. When she made her third, Renate Grimnir was a Spellweaver and soon after, became one of the Archmages. With no one left to deny her, she opened Niflheim up for the purpose of magical research.
As such, Niflheim is home to a great many magical artifacts. When the Fall of Emea occurred, many of these artifacts reacted and Renate realized the significance of the moment. She quickly took advantage of it, especially when she heard of the etherstorms to the nearby Etzori territory of the east. Grimnir, with some other researchers, came up with a plan to imprison mages, marked, and the like within Niflheim - the knowledge granted by what was discovered due to the Fall of Emea.
Portions of Niflheim got reconstructed to suppress magic.
Magic Suppression of Niflheim
Variations of the Livlös Tree in construction and food.
This is the wood that was in the shackles.
Touch with bare skin - single tier reduction in 1 bit, additional tier in 5 bits. Sense of something wrong, but uncertain as to what. 25% ether loss toward overstepping in 5 bits. Tiers regained in 5 bits upon loss of contact. Ether loss recharges normally.
Consumption (a teaspoon's worth, disguised as some vegetable in a bowl of soup, perhaps?) - Instant reduction of 1 tier, 2nd tier in 1 bit. Again, the mage will know, but have difficulty dealing with it. At this point, 100% ether loss puts mage on brink of overstepping. Reduction of 3rd and 4th tier in 5 and 10 bits, respectively. At whichever point of tier reduction the mage is able to vomit the consumed wood up, one additional tier will be lost regardless. Effects remain until wood passes from the body. Ether loss recharges normally. The spark will hunger during the time of recharging.
Mark Suppression of Niflheim
Pyramid Artifact (used primarily in the experimentation to do with removing Curses and Blessings). Unique.
Destroyed during the procedure with Navyri and Charlotte.
Dream/Ether (Mark and Magic) Suppression of Niflheim
The Sphere Artifact. Unique.
Meant to go along with the Pyramid for additional control, its power greatly waned after the Pyramid got destroyed.
It is kept in Renate Grimnir's private quarters.
It reverses the flow of Ether, while it rotates, which essentially shuts down the pathways ordinary outside of its reach.
There are nested spheres instead of the larger sphere until one reaches a very tiny marble sphere.
The direction of their rotation can be changed, and doing so influences which ether pathways are closed off.
Renate had been studying this artifact for a long time, as it was passed down between Archmages, but it wasn't until the Fall of Emea that she discovered linked uses to its rotations and the impact different settings had.
What happens to this sphere depends on what happens to Grimnir, and thus is up to Praetorum and Amaris' choices. It is most likely that it will be destroyed or severely damaged, though.
Over time, the wards weakened and warped. The fortress got mostly forgotten except for the descendants of the original founders and caretakers of the building: the main of which is the Grimnir family.
The Grimnirs used Niflheim for all sorts of purposes, ranging from a simple home to a storage facility, until Renate Grimnir offered it to the Syns as a sort of private space for practice where the rest of Melrath (and most notably, the Ragnari) wouldn't meddle like they often do with the towers. Her first two offers were denied. When she made her third, Renate Grimnir was a Spellweaver and soon after, became one of the Archmages. With no one left to deny her, she opened Niflheim up for the purpose of magical research.
As such, Niflheim is home to a great many magical artifacts. When the Fall of Emea occurred, many of these artifacts reacted and Renate realized the significance of the moment. She quickly took advantage of it, especially when she heard of the etherstorms to the nearby Etzori territory of the east. Grimnir, with some other researchers, came up with a plan to imprison mages, marked, and the like within Niflheim - the knowledge granted by what was discovered due to the Fall of Emea.
Portions of Niflheim got reconstructed to suppress magic.
Magic Suppression of Niflheim
Variations of the Livlös Tree in construction and food.
This is the wood that was in the shackles.
Touch with bare skin - single tier reduction in 1 bit, additional tier in 5 bits. Sense of something wrong, but uncertain as to what. 25% ether loss toward overstepping in 5 bits. Tiers regained in 5 bits upon loss of contact. Ether loss recharges normally.
Consumption (a teaspoon's worth, disguised as some vegetable in a bowl of soup, perhaps?) - Instant reduction of 1 tier, 2nd tier in 1 bit. Again, the mage will know, but have difficulty dealing with it. At this point, 100% ether loss puts mage on brink of overstepping. Reduction of 3rd and 4th tier in 5 and 10 bits, respectively. At whichever point of tier reduction the mage is able to vomit the consumed wood up, one additional tier will be lost regardless. Effects remain until wood passes from the body. Ether loss recharges normally. The spark will hunger during the time of recharging.
Mark Suppression of Niflheim
Pyramid Artifact (used primarily in the experimentation to do with removing Curses and Blessings). Unique.
Destroyed during the procedure with Navyri and Charlotte.
Dream/Ether (Mark and Magic) Suppression of Niflheim
The Sphere Artifact. Unique.
Meant to go along with the Pyramid for additional control, its power greatly waned after the Pyramid got destroyed.
It is kept in Renate Grimnir's private quarters.
It reverses the flow of Ether, while it rotates, which essentially shuts down the pathways ordinary outside of its reach.
There are nested spheres instead of the larger sphere until one reaches a very tiny marble sphere.
The direction of their rotation can be changed, and doing so influences which ether pathways are closed off.
Renate had been studying this artifact for a long time, as it was passed down between Archmages, but it wasn't until the Fall of Emea that she discovered linked uses to its rotations and the impact different settings had.
What happens to this sphere depends on what happens to Grimnir, and thus is up to Praetorum and Amaris' choices. It is most likely that it will be destroyed or severely damaged, though.