Welcome to the Lands of Arda
Thirteen fragments, beings with vast power, originating from the Divine Realm, traveled to this newly found planet. These fragments, later known as the major gods, live in the Divine Realm together with other fragments. They called themselves fragments as they believe they all originated from one, all powerful being, that created all universes, but then split. The thirteen fragments were close like siblings and always did things together. The planet when it was found was barren, without life or magic, but it had potential. The one that was first to spot this new planet, named Arda, did not hesitate to detach herself from the Divine Realm and imbue with the planet to give it life and magic. That was seen as a great sacrifice by the other twelve, who knew that their sibling Arda would not be able to return until this planet is no more.
The twelve gods split into three groups, which were later known as Gold (Good), Silver (Evil) and Emerald (Neutral). The groups stayed the same, except from three changes. Dominaria switched from Gold to Silver, Iskar from Emerald to Gold and Oromne from Silver to Emerald. The exact dates of those changes are largely unknown but they are approximated at the end of 1st Era or the early centuries of the 2nd.
From that change and onwards no shifts have been reported. The groups are as following:
Gold (Good) | Silver (Evil) | Emerald (Neutral) |
Besides the twelve major fragments, lesser fragments travelled to the world of Arda for various reasons. Other seeking to gain followers, other intrigued by events, other simply by curiosity, others banished from their previous worlds or other seeking refuge from forces that want them perished. These Lesser fragments are not as powerful as the twelve gods and cannot sustain themselves by feeding from multiple plains. They are also referred as "local gods" and such local communities or events is what feeds them. They full extent of their power varies, but many estimate them to be equally strong as the first dragons. Lesser fragments are not widely known, even though they'd wish to be. Even if they could be amassing a large amount of followers, they prefer to be more subtle, to not incur the wrath of major fragments for stealing their energy. Some of the Lesser Fragments work as Patrons, offer power to individuals known as warlocks, in exchange of tasks or worship.
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Overview
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Orrek is a mountain dwarf from a small hold deep in the Ironbeard mountains. He is heavily scarred from an incident that occurred many years ago. That same incident also left him with difficulties learning and communicating. He is often quiet and withdrawn, having faced mocking and ridicule when he tried to participate in conversations. Orrek is fanatically devoted to Iskar, and seeks to follow his teachings by perfecting his craftsmanship and aiding those need wherever he finds them. He is equally devoted to destroying any monstrosities that prey upon the innocent and defenseless and will use every means in his power to defeat them. With hammer and shield in hand he will bring the fires of Iskar's forge to the dark corners of Arda.
Early Life
Orrek grew up with his clan in a small hold deep in the mountains southeast of the Wildlands. He was apprenticed in the forge where his father and brother already worked, while his mother tended to the hearth. He has a natural aptitude for smithing, and was beginning to learn to brew his clan's secret beer recipe. His life changed when the hold was invaded by a beast from below. Although he was too young to fight, the creature broke through the holds outer defenses and rampaged through the halls slaughtering indiscriminately. Orrek was nearly killed, but the timely intervention of the hold's clerics of Iskar finally drove the beast back and brought the onslaught to an end.
Orrek's father Hengram still toils at the forge within the clanhold, while his mother Hedrid continues to care for their home. His brother Orbet, bitter from having lost an arm to the beast from below, left the hold to find his fortune on the surface. After a long convalescence, Orrek joined the temple of Iskar; impressed with how they were able to defeat the fiend that killed so many of the clan. Thradil the high priest of the temple, took a personal interest in guiding Orrek, and helped him to recognize Iskar's will. Finally, when he was not needed at the temple, Orrek spent countless hours back at the forge under the guidance of the forge master Kranog, who gave him the honorific 'Hammerborn' due to how he seemed to come alive at the forge, working with a skill and precision rarely seen, even among dwarves.
STR 17 - Dwarves do not indulge idleness at any age. Early on Orrek worked at the smithy with his father and brother. Years spent hauling ore, pounding with hammers, and shoveling mountains of coal gave him a prodigious strength.
DEX 12 - While he would never be considered graceful, Orrek learned just how to turn the metal and strike it true to achieve the desired shape. His hands are capable of working with delicate metals such as gold and silver as well as hard steel.
CON 17 - A life spent toiling hour after hour in the heat and smoke of the forge left him capable of tremendous endurance. While focused on his work, he often fails to even recognize that a full day has passed with little to eat and no rest.
INT 5 - Dividing all his time between his craftwork and his time at the temple of Iskar has left Orrek with little understanding of other topics. His early injuries only added to this naivety, making it difficult for him to understand even basic concepts that others grasp with ease.
WIS 17 - What he lacks in comprehension, he makes up for in simply being attuned to the world around him. With a mind unencumbered by complex thoughts, he instead pays attention to what is happening around him. At all times he is alert for subtle messages from Iskar that guide him to his next task.
CHA 5 - Orrek's single mindedness in most things leaves little thought for social niceties. He rarely remembers to bathe, put on fresh clothes, or work a comb through his tangled hair. Furthermore, he knows that he often gets lost in conversations and prefers to keep to himself to avoid being ridiculed.
Defining Events
When he witnessed the priests of Iskar driving back the foul beast that killed so many of his friends and clansmen, Orrek made an oath that very day to learn the power of Iskar so that he too could defend those he loves against any who might prey upon them. He will never fail to aid those who need his protection and will never rest while a threat remains to be defeated.
In recent years, Orrek has been finishing his training at the temple. Recognizing that there was little left that he could teach Orrek within the halls of the clanhold, Thradil decided to send him out to experience some of the surface world. Recently traders have mentioned that the mines at Owlreach have been abandoned, but with no mention of why. Seeing an opportunity Thrandil has tasked Orrek with traveling to the small village to find out what happened to the mine, and try to help the small community of dwarves there if they are in need of aid.
Orrek has very simple aspirations in life, he wants to deliver the message of Iskar to all who are willing to listen, demonstrate his devotion to the god of crafts by perfecting his smithing skills, and provide aid to whomever is in need (particularly fellow dwarves). He dreams of one day building a temple-forge to Iskar and bringing others into the faith, but he is concerned that he isn't smart enough to build such a holy place nor charming enough to lead it.
Relationships
Flaws
Overview
I’m Caeda Strifelamedion, a Shadar-Kai who follows Inatia. I don’t fully understand why she chose me, but I know my goal: to restore the cycle of death by any means necessary. My ancestors’ past influences me, and I’m bound to a greater purpose, despite not having all the answers yet.
Early Life
My early memories are unclear, like fragments of dreams. I don’t remember much, but I know I came from Elanor, where I studied and trained. People like Thalor, Liora, and Elara were once important to me, but now they feel distant, like pieces of a forgotten story.
Becoming an Illrigger changed me. I became faster, more charming, and agile. These new strengths have shaped my journey since then.
Defining Events
Losing my memories was a big turning point, but the powers I gained from becoming an Illrigger gave me a sense of direction. I started exploring new places and solving mysteries, hoping to figure out who I am and where I fit in this world.
During my time in Knightveil, I met River, an individual who also lost his memory. While we share similar struggles, he remains just a connection for now, and I’m not sure where our paths will lead. It was comforting to know someone who understands this burden, but I continue to seek my own answers.
At some point, I had a vision that I needed to follow Inatia, but her presence is still a mystery to me. I feel like my past and future are both pulling me forward, even if I don’t fully understand the path.
Short-term, I seek to unearth the hidden fragments of my past, piecing together the mystery of my identity and the force, possibly Inatia, guiding me. Long-term, my burning ambition is to uncover the truth behind the enigmatic voice that calls to me and understand why she chose me as her vessel. This quest for answers propels me forward, step by step, as I seek to decipher the ancient prophecies and unravel the mysteries of the Illriggers, ultimately reclaiming the lost fragments of my own identity. In a world at peace, my heart would yearn to rebuild bridges with the Blight Elf kin, mending ancestral rifts.
Relationships
Caelum and Lyria, pivotal figures from my post-amnesia chapter, are not with me currently. Caelum, a fellow Illrigger I once journeyed with, shared my quest for purpose and clarity, and his insights still resonate with me. Lyria, a mystic from Arda, provided glimpses beyond my fractured memories. Though physically distant, the impact of their guidance and the memories of our shared moments remain, shaping my path forward.Over time, I’ve forged meaningful connections with others, though not without loss. Marina, a close companion, passed away, leaving a gap that still weighs on me. Dunnage, a cunning human I once trusted, has since left us. Despite these setbacks, I’ve formed new bonds that guide me forward.
Leokas, another trusted companion, adds balance to our journey with his calm perspective.
Flaws
Since the onset of my amnesia, in a town within Unified Caldar, I encountered a distressed woman named Lysa, clutching a pendant eerily similar to one I possessed. Mistaking her plea as a deceptive fragment of my scattered memories, I dismissed her. Later, I learned she sought aid for her ailing child, believing our matching pendants signified a shared fate. My oversight, grounded in my struggle to discern reality from forgotten memories, remains a deep-seated regret.
Backstory
In the bustling city of Javercrest, a Tabaxi orphan named Night found herself and her sister Sylvari abandoned on the streets at a tender age. Left to fend for themselves, they struggled to survive among the shadows of the city's underbelly. It wasn't long before a notorious crime syndicate, known as the Crimson Claw Mafia, noticed the young Tabaxi's potential and took them under their wing.
Within the mafia's ranks, Night was raised and trained to be a skilled assassin. Under the tutelage of a grizzled veteran named Vex, she honed her natural agility, feline grace, and innate knack for stealth. The mafia became her family, and she quickly rose through the ranks, becoming an invaluable asset to their operations.
With her rigorous training and exploits, Night has be accustomed to the nightlife of Javercrest and its hidden secrets. Due to being an orphan she has no friends other than her sister and has a hard time making them.
At the age of 10 Night and her sister were given the option to become thieves or assassins. Naturally, Night chose to become an assassin due to its sheer versatility and bloodshed. Sylvari couldn't handle the violence so she became a thief.
For the past year, Night has been wondering about the continent staying out of sight because of unforeseen circumstances a few years back. Moving from town to town she can't seem to settle down without having to look over her shoulders.
To stay on the move, and now seeks to leave her dark past behind and become a somewhat decent person. She yearns to use her skill to protect the innocent and make amends for the wrongs she committed in the name of the mafia. Night has become an enigmatic figure, a mysterious tabaxi wandering the continent, searching for redemption, and trying to find her place in a world filled with both darkness and light.
The only people Night cares about are her sister and her mentor Vex.
On one of Nights assignments, she ran into Anders Payne a human sailor while traveling.
Ava provided information to Night on a high-value item and made a promise not to mention their interaction.
Night's goals in life are simple, be able to settle down somewhere peaceful without looking over her shoulder and to find her place in the world.
Night is often seen as cold and mysterious but whenever there are kids involved she will stop at nothing to ensure their safety.
Night had her sister, Sylvari, die in her arms on a mission she was sent by Vex. Because of Sylvari's death, Night pinned Vex as revenge.
Night has a record of confirmed assassinations and stolen items. She has a lot of enemies.
- I have done something in my past that others might not forget.