[center][b]Characters & Factions[/b][/center] [hider=Farrgorm] [b]Overview:[/b] The Farrgorm, also called Far and Farrg, are a tall dark skinned species native to the south-western lands of Enduwin. A typical male stands at around six foot tall and females can reach heights as great as seven. Skin tones vary from dark blue to grey and pitch black, depending on the geographical lineage of the individual. Differences in facial features between genders are minimal other than the more protruding jaw of the male and the noticeably pointed ears of the females. As a whole, the Farrgorm are a species that values brain over brawn but there are nonetheless countless exceptions to this rule, despite their somewhat frail nature in comparison to other species such as the dwarves or centaurs. The average lifespan of a Farrgorm is approximately 89 human years, or fifteen Awth-gnúth. The Awth-gnúth is a biological transition which every Farrg goes through roughly every six human years. Over their lives, the cells of the Farrg deteriorate at a much greater rate than those of humans, dwarves or elves. After this six year period, they have reached senility and Awth-gnúth is a three week long process in which cellular regeneration occurs throughout the body very rapidly. Afterwards, the individual will be returned to a condition relatively close to their physical prime. The average times that a single Farrg can do this is 15, hence the expected lifespan. Actual numbers fluctuate between 12 and 17 depending on lifestyle and socio-economic factors. There have been recorded incidents as high as 20. A Farrg going through less than 10 Awth-gnúth is rare enough that it is almost always due to death caused by disease or injury. [b]Species Traits: [/b] • [i][b]Rebirth-Regression;[/i][/b] The Farrg’s unique biological process and evolution is both a gift and a curse. Each will reach and live through, hopefully, six peaks of physical health and fitness. This period usually lasts for about two and a half human years of the six between each Awth-gnúth. This means the average time a Farrg spends at peak condition is roughly 35-40 human years. However, conversely, they’ll will spend the other 45-50 in a senile state. Essentially there is no ‘middle-age’ within the species and ‘youth’ is a concept only ever associated with 1st cycles. • [b][i]Brain Over Brawn;[/i][/b] Even shortly after Awth-gnúth, a Farrg is no physical match for a human, let alone a centaur. However, they do obtain impressive intellect and are known to be competent magic users, when the rare circumstance of a true mage being born amongst them does occur. Their biology means they don’t have one youth of experience and one old-age of refelction; they can have over a dozen of each. Thus, after several Awth-gnúth have been undergone they show an unheard of combination of wisdom, ability and enthusiasm. The change can be as much a psychological one as it is physical, and regression through the different inherent mentalities eventually leads to a moulding of the two. [b]Speciality:[/b] [b][i]Master Traders;[/i][/b] The Farrg are experts when it comes to manipulating the rudimentary economic systems found in the various states across Enduwin. Whether as snake oil salesmen, legitimate goods traders, deceptive merchants or honest tradesmen, the Farrg are known far beyond the bounds of their native Enduwin for their ability to turn a profit. Government type: Military: Economy: [b]Religion:[/b] The religion major of Enduwin, Nonatheoism, is best described as neo-pantheistic-agnosticism. Everyone knows the tales of the Nonatheon and pays great heed to them but, within everyday life, criticism and analysis of the stories and theories are welcomed. To the Farrgorm their deities have tangible form, communication with Neyav has been recorded and Ifreann is truly thought to exist beneath Enduwin. The criticism comes in the form of explaining these phenomenon, and the deities themselves through theory and postulation based on a mix of science, magic and theology. One of the core beliefs is that the Nine conclusively exist but their nature and status as gods is debatable. There exists churches dedicated both to individual god(ess)s and the Pantheon as a whole. These churches are all overseen by a central organisation known as the Shapayl. Over 98% of Farrg are members of the Shapayl and one’s stature within the organisation is of great importance socially, especially in political terms. Society: Ideology: [/hider] [hider=Shankee] Essential Information [b]Name/Aliases:[/b] Shankee Finscayl : The Storyteller : Old man shank [b]Sex:[/b] Male [b]Race:[/b] Farrgorm [b]Age:[/b] 2nd Stage of 17th Awth-Gnuth (Approx: 99 in human years) [b]Appearance: [/b] Shankee stands at just under seven foot tall. In his 1st stages he strides comfortably and hold his height with a stout gait. However, in his 2nd stages, akin to senility in humans, he relies on a birch walking staff to help him hold himself up. His skin is a dark grey shade, appearing almost black at night only been revealed for its true tone when Solas’ light strikes it at dawn. His skin is fractured and wrinkled in places, especially his brow, which has as many crags as the Olc. Shankee tends to don a robe of similar colour to his skin, a dirty grey, when he ventures outside. Beneath this he wears soft leather garments that he considers both comfortable and practical. Farrgs’ hair doesn’t deteriorate the same as a humans and his light brown locks offer contrast to the rest of his rather drab appearance. The storyteller’s eyes are deep set within their sockets, yellow in hue and with more than a twinkle of knowledge. [b]Personality:[/b] Currently, as in all his 2nd states, Shankee keeps to himself for the most part, in his humble two storey shack on the foot of the Olcs’ eastern slope, right on the border between the Plains and DuFair. He is by no means an introvert, in fact he most enjoys company and welcomes almost any visitors into his home. However, he is quite eccentric and radical which tends to mean people don’t bother him that much. About once a week he will greet a traveller, either someone looking for refuge or someone who had specifically pilgrimaged to hear word from the storyteller himself. In his 1st stages the Farrg sets out across Enduwin in search of more lore, more stories and tomes in order to increase his knowledge of the Gods, the origins of Enduwin and the faith of the land he inhabits. [b]History:[/b] Shankee Finscayl was born to average parents in an average town of average Farrgorm in the Zephyr Plains. The second son of three, Shankee was raised in a happy home if somewhat simple home. His father was older than his mother by a couple human years, meaning he would pass into new stages and new Awth-Gnuths many months before his mother. Both of his brothers were born closer in synch with their father’s cycle but Shankee’s was only a few weeks apart from his mothers. The synching of cycles tends to dictate associations and connections within Farrgorm society; those in 1st stages are more likely to share mind-sets and interests with others in the same stage. Although this becomes a much less prominent concept in later Awth-Gnuths, for the first few it is very crucial to the development of young Farrg. Thus, much of Shankee’s youth was spent with his mother. She taught him the arts of reading and writing, and importance and meaning behind them. In his first 2nd stage he quickly became a fluid weaver of tales, factual and fictional. Shankee had a talent for taking information and turning it into art, the very essence of early story tellers. His mother recognised his talents and discussed it with his father. It was his father who suggested that Shankee be given the chance to let his talents prosper. They were a family of menial labourers, but nonetheless, Shankee’s mother, father and older brother Lloire, all pitched together to pay for Shankee’s tutelage in the local branch of the Bard’s Guild. Shankee was nervous at the prospect of leaving his family behind but equally excited at the idea of getting out of the life he thought had been laid before him. His apprehension quickly diminished when his studies began in earnest. He was afforded a monthly visit home, which at first was a highlight of his months, but quickly became less and less meaningful to him. At the Guild, Shankee learned of and how to use two other talents he was born with; music and magic. He was a mean lute player, and found the ability to wield some potent magic. Shankee cared little for magical pursuits, and instead gravitate towards his music and his historical knowledge. It wasn’t long before his music and tale weaving were earning him enough of an income to pay for his own tutelage. Three years after he first enrolled, entering his third Awth-Gnuth, he graduated as a fully chartered Bard of the Hullis Bard’s Guild. Returning home, Shankee brought several slivers of pure silver that he had been paid for a commission with, and gave them, along with his lute to his family as repayment for their encouragement and financial support. Shankee apologised for not having visited in nearly a year, and then informed them he was leaving again, likely for good. Very little information exists about Shankee’s life since then up to the point, twenty one years ago, that he settled in his current abode. In the years that proceeded he quickly gained a significant renown across the plains for being an invaluable source of information, a wise man of sage advice and a beautiful story teller. He seems to not work, or request any payment for his services yet his home is always full of food, complete with a hearty fire. Now he spends in 1st cycles wandering the plains meeting new people, and gathering information and his 2nd cycles in his home resting and relaxing. Optional Information [b]Equipment:[/b] A six foot birch staff with a gnarled top that smothers a pristine jet jewel. A simple wooden lute. A satchel with various writing implements and paper. His favourite travelling hat. [b]Faction:[/b] Regarded as a Master of the Bard’s Guild. However, the guild has faded recently as has Shankee’s association with it. [b]Marital Status:[/b] Unknown. [b]Magic:[/b] Many people claim to have seen him perform various simple tricks. [/hider] [hider=Bawzel] WIP [i]Essential Information[/i] [b]Name/Aliases:[/b] Bawzel – Gurtha Skapa (Famine-Bringer) – Lord Of the Underkeep [b]Sex:[/b] Whilst there is no way of determining the Necromancer’s gender, its gait and stature, along with rumours and tradition have led to it being referred to, almost unanimously, as ‘he.’ [b]Race:[/b] Another piece of information which is currently indiscernible is of what kin the Necromancer was descended from in life. It is for certain that even when he had a pulse he was a magically potent entity and thus many rumours abound stating he is in fact one of a variety of recently deceased mages or wizards, real or fraudulent. Ignoring these rumours and only factoring in empirical evidence, it can be assumed he was of the tall races; elf, man, Farrg or the ilk. He was most definitely not a small being in life, as now, in his current state he stands at just over eight feet tall. [b]Age: [/b] Guessing the age of being when it met its end are futile and silly. However, estimating how long it will live for now is a major concern. Most are resigned to the fact that if it raised itself from death once that it can do so again, making it, to the horrorīi of all those in Enduwin, immortal. [b]Appearance:[/b] Like every aspect of the Necromancer, his exact appearance is difficult to ascertain. His form especially so, as those who have been unfortunate enough to gaze upon don’t tend to have an opportunity to speak of it. There are however, as always, some scraps of information abounding as regards to its appearance. Mostly fettered gazes from afar more than eye witness accounts, the claims spread like wildfire. The fact that many of the rumours seem relatively close in what they describe adds significant credence. He is taller than any man by far, and possibly even larger than any Farrg or elf either. His figure is only ever seen shrouded in a multitude of layers of dark cloaks and trailing garments. His face is said to be made of black bone, with little to no skin remaining. Treads of unbound flesh trail from his scalp and head, several feet in length. Two venomous pits of malcontent and malevolence burn a deep red where eyes should be. Metal gauntlets cover his hands and lower arms, daggers where fingers should be. One particular popular account states that it appears to ‘leak’ disdain in tangible form from its body. [center][i][b]An artistic impression created by Jorge Hammentrot, renowned traveller, craftsman and painter[/i][/b] [img] http://i864.photobucket.com/albums/ab206/Sewelljabitch/Ergo-Proxy-Artwork-Moon-Demon-610x343_zps4cfabf0d.jpg[/img][/center] [b]Personality:[/b] Discussing the personality of the Necromancer is an especially problematic issue. The only ones who have any kind of verbal contact with Bawzel are those who lead his forces. Orc warchiefs, elven princes and a few human lords. All in all, less than a dozen beings have stood before Bawzel and walked away alive, and all of them were in direct servitude of him either before or after said encounters. Thus, it is quite difficult to ascertain what kind of psyche the Necromancer has other than a cruel, vindictive and malicious one. It is clear that he has sociopathic tendencies and seems to even revel in the death of others and the destruction and misery which he is responsible for spreading. However, based on the raid targets, efficiency of his forces and ability to stay almost completely hidden for the most part, it can be established that the Necromancer is also a highly intelligent individual. What is extremely unclear is whether it has any primary motives or if it is simply operating out of anarchist madness. [b]History:[/b] It is known that at some previous point in time, the Necromancer wasn’t the Necromancer. That is to say Bawzel was someone other than Bawzel before becoming Bawzel. There are many rumours but no clear indication as to who this previous person was. It is however, evident that it was a being of potent magical energy. It is also assumed that even before becoming Bawzel, this person was a dastardly individual. The previous being died and was cast to Ifreann, deemed by the Nanotheon to have been far too vile to enter Neyav. It is from Ifreann that this previous entity achieved the impossible and for the first time since time began, managed to return to Enduwin. In his current form, the Necromancer has been on Enduwin for less than a year. Albeit this is a short space of time in the grand scheme of things, every second spent under the tyranny of Bawzel is one to be dreaded. His campaign against the virtuous peoples of Enduwin began when he emerged atop the highest peak of the Olc Cairn and almost immediately found praise and worship directed at him from bands of orcs, hailing him as the An Láv Dúv or, ‘The Hand of Dúv’. It was with this initial influence that lead Bawzel to spreading his grasp across all of the Olc within several weeks. The orcs of Vish’Kar have yet to join the many lesser warbands that now follow the Famine. Spreading south, Bawzel tightened his poisonous clutches around the arrogant High Elves of the Southern DuFair/Northern Zephyr Plains border region. The eleven princes and magistrates were promised wealth and more land, and crumpled under Bawzel’s seductive allure. To the North of the Olc dozens of small human settlements offered their services to the Famine Spreader, pre-emptively saving themselves through cowardice and evil. All manner of sellswords, coinblades and mercenaries are flocking to the Olc. There is gold to be got and blood to be spilt. The raids have been going strong for seven weeks and two days now. Bawzel’s forces strike towns in the Woods, DuFair and the Plains; taking supplies and raw materials, burning houses and slaughtering any in their way. The raids mostly seem concerned with gathering resources, most likely to fuel the construction of the Underkeep. [i]Optional Information[/i] [b]Equipment:[/b] N/A [b]Faction:[/b] N/A [b]Marital Status:[/b] [b]Magic:[/b] Assumedly Arcane; that said, Bawzel’s power is quite disturbing. Not only does it seem to be of a higher degree than anything previously heard of, if Bawzel’s nature is true, and he is indeed a Necromancer who raised himself it means one of two equally worrying things; either Bawzel can actually create life or is capable of existing outside of the life/magic ecosystem. Both are daunting and troubling thoughts which currently haunt the dreams of numerous elders, mages and scholars across Enduwin who are trying in vain to unravel the tangled secrets of the Lord Of The Underkeep. [b]Skills:[/b] Raising the dead, yo. [/hider]