TulkasOfIvorySplendor
From EryriWiki
Character Name: Tulkas of Ivory Splendor
Player Name: Matt M.
Game: Age of Dragons: Library of Dreams
Contents |
[edit] Character Description
Reborn of the Ivory God
[edit] Starting Location
Balor and New Sambay
[edit] Character Background
These days, your youth seems like but a distant dream. You grew up in Balor, the terraced city, its houses and monuments built into the side of the great chasm. Your parents were successful merchants, traders who dealt with the Alachi caravans that came over the mountains, linking Balor to the rest of the continent. You were told young about the missing stars, about the terrible war that was to come: but it was no tale of terror to frighten small children. No, it was a tale of faith, of how you knew "the Ivory God' would see your people through this threat as he had so many others in generations past. Many times in history, foes assembled against Balor; undead led by the foul necromancer Nagre'Tha, cactus-like warriors and the desert sands themselves led by the Wizards of Mahareen, violent rogue dragons. Ever since Balor himself led the rebellion against the necromantic slavers of old (an obscure bit of historical trivia you once read), no foe has ever been able to destroy your homeland, and you knew they never would.
When your parents grew old, you took over their business. The Alachi seemed a familiar people to you; their mercantile instincts matched your own, and the Ivory God has always taught that their faith in Eos was kin to his own worship. Still, you could not help but envy their dominant position, their continent-spanning network and their mobility. Such envy is unbecoming of the faithful, though, and you prayed for forgiveness for your small-mindedness; a small sin, but a sin nonetheless. You were a gentle and unassuming soul in those days, always ready with a smile and an offer of hospitality. One day, your endearing charm caught the eye of a foreigner, a woman who had traveled far from her homeland in the Greater Dominion. Haran was cheerful but brave, a warrior who was journeying the world as part of her training for the Invasion. She stayed in Balor to study under the Witchhunters, but she also stayed with "and perhaps even for- you. Your relationship was more gentle than torrid, but it was all the more perfect for that, a match made in the Ivory Paradise. When the global portal system was built, she was ordered to return home, but with those portals in place you both knew you'd be together again soon.
Despite all the stories you had heard, little could prepare you for the terrible day of the Time of Madness. You killed three of your employees in your own rampage, a great axe in your hands as you charged out of your bloodied halls and into the street. There you struck at a young woman, hacking at her struggling body as it fell" and then you felt a sharp pain pierce through you, then darkness.
But darkness is merely a gateway for those who have faith in the Ivory God. You saw paradise, a white city of the spirit, where all live in union with the Ivory God himself, becoming part of him and sharing in his glory. Its beauty and light suffused your soul, and when you found yourself awakened again in mortal flesh, the bright splendor of that purpose remained with you.
You were no longer merely Tulkas; you were Reborn, one of those lucky enough to be resurrected by the Ivory God himself after your death. You were no longer the humble merchant you had been, for now you have seen paradise with your own eyes, and you know beyond a shadow of a doubt what waits for you when you die in the service of the Savior.
While many were resurrected after the deaths of the Time of Madness and the War, your skills were noticed, and you were given a position in the government. Your skills as a trader apply quite well to the problems of governance, of rebuilding Balor's strength and influence after the War. The Alachi somehow managed to limit the damage they underwent in the Time of Madness, and now their influence grows apace, with their position of relative strength. They are your friends and allies, even your relatives (your grand-uncle was one, after all), but that does not mean you wish to see Balor's position decline to their gain. Their advantages are not insurmountable, since the Savior's resurrections left your people well-spared at the end of things as well. Many other peoples, such as your Sambayan neighbors and the Kyum to the south, and more distant nations on far continents, have far worse positions than you. Balor has enough strength to aid those in need, and in doing so you may be able to stop the dawning of a world in which every state stands indebted to the Alachi.
This strange gathering may be an excellent place to speak to those from distant lands, and bring them solidly into Balor's network of allies. It seems Haran is here as well" which is a complication. You still feel for her just as you once did, but you know you are a different person now, and you worry that she might react out of fear, that she might reflexively reject those changes. Perhaps you can convince her to die and be reborn through the Ivory God as well, so that she will understand and share the truth with you. Other distractions linger at the edges of your mind; rumors persist of mysterious spies seeking to learn the depths of Balor's post-war strength, and the presence of both a Witchhunter and the Archbishop himself lead you to worry as to their purpose, as to why they have been brought here: more likely than not, the threat of necromancers is about. You know to be careful, but you do not fear: after all, you have faith.
[edit] Roleplaying Notes
You have utter, unshakeable confidence in your faith: after all, you have seen the Ivory Paradise with your own eyes. You do evangelize, but only carefully; any faith that follows the sun's light is close enough to your own to be better as a friend than as a foe, so you focus your efforts on the more distant faiths. Your faith can get a bit arrogant sometimes, but you're enough of a diplomat to recognize that and try to keep it in check. As for Haran, you want to stay together, but you need her to understand and accept the "new you" in order for it to work.
[edit] Goals
- Expand Balor's network of political influence
- Convince Haran to stay with you, ideally as a Reborn herself
- Watch out for spies and necromancers
- Spread the faith of the Ivory God to those who do not know light
[edit] People
- Haran (Kendra T.): Your lover from before the War. You have not seen each other since you were Reborn, so you fear that she may try to reject you, but you feel no different about her. Surely she will see that your heart remains true, though it may take some work.
- The Archbishop of the Ivory God, Kan'Gar (Peter N.): The Ivory God's most trusted servant, who has been travelling afar spreading his worship overseas since the War. You place a great deal of respect and trust in this man. He's not usually one to meddle in politics, in any case.
- Torlas (Nathaniel F.): A Witchhunter, one of those sworn to protect Balor from necromancers and other dark magics. A highly capable warrior, Haran studied with him for a time. You met him briefly then; a no-nonsense man who places Balor itself above even its patron deity.
- Korima Sparkling River (Larissa W.): A woman from the neighboring city of New Sambay, whom you met once when you were a simple merchant. The Time of Madness devastated New Sambay, turning almost all its population into an undead horde that was led to attack Balor, only saved by the Ivory God's intervention. The necromancer responsible for the mass reanimation was never caught.
- Jarenai (Eric dR): A diplomat from the Alachi Confederation. He's almost certainly the one with whom you'll be competing on the geopolitical stage.
- Koranna (Jamey P.): A wise man of the Kyum, the nation to the south. They have been allies, though they remain distrustful of the Ivory God.
- Istali (Isabel K.): You know that the Seers receive true visions from Eos, so trust her words.
- Perfection's Legacy One Step Removed (unplayed): The Artificers are conundrum about which you wish you knew more. They act with great holiness, yet you know little about their actual faith.
- Mordan (Ilya M.): A noble from House Kilgor, the most powerful house in the Greater Dominion. You have heard since your rebirth that "the Mistress of the Masses' is a bitter rival of the Ivory God, which may complicate your attempts to involve yourself in the diplomacy of the Dominion. Still, theirs is a vast and complex but battered nation, and their internal politics are rife with opportunity if you're clever.
- Redallos (Jerry S.): A noble from House Lebosh, the second most powerful house in the Greater Dominion. Another person involved in his nation's internal politics.
- Jared (Joey B.): A noble from House Dalan, the fourth most powerful house in the Greater Dominion. Another person involved in his nation's internal politics.
- Flitwizz (Suzanne G.): If you wish to be involved in Dominion politics, talk to her too. The Tontu have recently become restive, after generations as loyal citizens.
[edit] Key Information
- While necromancy is forbidden in Balor, the Ivory God and his Archbishop secretly train some of their most trusted in using those arts to fight against the undead. You have learned the very basics, the ability to strike at a spirit.
[edit] Character Sheet
- Symbols: B, M, W
- Preferred Gender: Female
- Texture: M
- Attributes
- Body: 3
- Mind: 3
- Spirit: 4
- Fate
- Influence
- Personal: Paradise (Magical) 2
- Cultural: Ivory (Ideological) 4
- Legend: Faith (Ideological) 1
- Recoveries
- Give someone reconstruction aid in the form of Cultural Ideological influence (+3 Karma, reversed if someone returns it)
- Have a private conversation with your lover (+1 Mind Karma, once per hour)
- Reprimand a sinner for his unholy ways (+1 Spirit Karma, max 2/hour)
- Abilities
- Conversation, Motivate, Charm/Seduction, Calm, Spirit Bolt, Battle in Dreams, Convince, Penetrating Insight, Merchant
Note: Most abilities are described on cards. These are formatted to be read by the target, so "you" refers to the target. Abilities that do not require cards are described below:
- Merchant
- Explanation: Any time you give a Cultural Influence to someone else, you gain an additional Personal Influence of the type you started game with (see GM for cards). This does not apply if the other person gives you other Influence directly in trade for your Cultural.
- Items:
- Sword