Description
A squat humanoid figure stands here, thickly muscled but standing no
taller than a pre-pubescent human boy. Any similarities to the appearance
of youth end there, however, as this male is scarred, grizzled, and appears
rather grumpy.
Brown eyes glare around from under bushy brown eyebrows, the only true
hair on his head. His face is relatively clean-shaven, and what you can
see of his head is bald, the shine making it clear that it, too, is
the product of a razor, not age.
His arms are corded muscle, his legs thicker than the head of a human
male, and his entire body structure speaks of endurance and stamina.
He wears his clothing and armor well, and it is kept clean and well-oiled.
Though it is likely he exerts himself regularly, he does not smell bad,
rather the clean smell of hard-earned sweat, making it clear that he
bathes often.
As you begin to realize this man is a dwarf, it occurs to you that he bears
no smell of wine, ale, or other alcohol. Unusual for a dwarf.
Role
The Expedition and the Precepts
Added Wed Jan 11 19:39:25 2012 at level 5:
In an age long past, an expedition was sent forth to distant shores. An
expedition of the Light, followers of Lady Bria all. Huge greatships carrying
excessive numbers of holy warriors (along with all that might be required to
support them - farriers, smiths, craftswomen and men, and so on) sailed in
search of new lands to defend and, if necessary, conquer in the name of the
Light.
The expedition consisted of all races not shunned by the Light - elves,
humanity, arial, felar, dwarfkin, storm giants and the half-races. Nordewin
worshippers all, and all united, dispensing with old racial enmities.
The group did, in fact, find far shores. The lands they found were much like
our own, but more primitive, with no connection to the true lords and ladies
of the heavens. Those that submitted were educated in the glories of Lady
Bria those that did not were typically eradicated, or conquered and interned
to re-education.
Over the years, the initial inquisitors grew old and died. As did their
children, and their children's children, and so on. With each generation,
less and less of their original home was remembered (accurately), and the
religion of the Lady Bria adapted itself as well. Eventually, these people
were not truly worshipping Bria at all, and soon found themselves without any
divine blessings.
Yet they continued to act as a church dedicated to Bria, and the tenets of
the religion persisted even as they evolved to encompass more aspects of
other religions. This religion eventually came to be defined by Thirteen
attributes. Twelve of them seeming "normal":
Courage Order Beauty
Mercy Judgment Love
Justice Purity Dedication
Protection Wisdom Healing
And one seeming abnormal: Death.
Merciful Death, Zealots, and the beginning of the Return
Added Wed Jan 11 19:45:00 2012 at level 5:
Originally, the Thirteen Precepts included Death as a merciful trait. One who
was tainted was granted a choice to convert to the ways of the Light, and if
they refused, the mercy of Death was bestowed to them.
Over time, though, the more zealous of the ranks of the initiates
began to blame the lack of divine blessings (and therefore no priests) on
those who had taken the mercy of Death, and those who still evaded them. They
became even more fervent in the hunt of those who would not embrace their
Order. Eventually, one particularly rabid zealot called out to the Council
that additional Precepts should be adopted. War. Passion. Anger. Rage.
This call ended in civil war amongst the Order. Faction lines were drawn -
those who wished to hunt down and eradicate any who were not currently
members of the Order, and those who wished to continue as they had -
educating and granting the mercy of Death when necessary.
The faction of zealots were less unnerved by the prospect of inter-Order
violence, and it appeared the war would be brief indeed. They had nearly
destroyed the defenders of the Thirteen Precepts, when something unusual
happened. One of the most staunch defenders of the Thirteen Precepts was
suddenly bathed in a white aura, protecting him as one of the zealots was
about to strike a killing blow.
Such a sign from the heavens (as it was perceived) ended the
hostilities immediately, and appeared to be a sign that the Thirteen Precepts
were favored among the Gods. The zealots were punished but allowed back in,
and for years after the Order was ever watchful of passion, aggression, and
anger.
So it was, two generations later, with the war still fresh in the
minds of the Order, that a return to the old lands was planned. Scouts were
dispatched, and brought back detailed maps of the lands, but little was known
about the people.
It is into this that Furhyk was thrust - he is one of few of the Order who
has spent many years traveling by sea to the old lands, to see what he can
learn about its people, organizations, and to try to reconnect with Lady
Bria.
Traits, Whiysdan, Beliefs, Speech
Added Wed Jan 11 19:53:26 2012 at level 5:
Furhyk is a dour individual, in general. His actions and mannerisms are not
unfriendly, but one would not mistake him for an optimist. Upon reaching our
shores, he took residence within Hamsah Mu'tazz, as it seemed to be the most
diverse populace, which would allow him to blend in.
The scouts had brought tales of how the Lady Bria was long forgotten, but
Furhyk and the others had assumed that those scouts had simply fallen in with
imbeciles or unwashed heretics. How sad, then, for Furhyk to read texts which
confirmed that the Lady Bria had been simply...gone...for so very long.
Obtaining answers from a beggar while giving him bread, Furhyk learned of the
current Pantheon. His head jerked when the beggar mentioned the Lucky Lord
and his love of the number Thirteen. Coincidence, perhaps. Yet this Whiysdan
seemed to favor the Precept that Furhyk himself carried foremost in his heart
- Courage. He vowed to seek him out.
Furhyk's speech is likely to cause confusion on the part of those he
interacts with. He speaks almost as if human, or elven. Not at all like the
dwarves that inhabit the old lands. No doubt a trait due to
generations of human, dwarfkin and elven missionaries eating, sleeping, and
drinking together. This adds to his dour personality, as those he speaks with
seem to expect him to yell like a pirate and say "Oi!" frequently.
Furhyk has learned of dwarfkin in the old lands who have fallen from the
Light. The same was noted in the lands that the Order had conquered. One
difference is that the "grey dwarves" of those lands were hunted immediately
and, being dwarves, defended themselves. This lead to a belief within the
Order (being the ones who wrote the histories) that grey dwarves were nearly
no better than dark dwarves.
For Furhyk, this means that he will show almost no trust to any dwarf that
does not serve the Light, and if one attacks him he will likely assume that
dwarf to be wicked, or possessed of a wicked spirit and needing to be
cleansed.
In truth, Furhyk does not truly see himself as "dwarven" in the context that
it seems to have become in the old lands. He bears no special pride in a
beard and in fact shaves both facial and head hair regularly.
Paladin, Scribe, Monk, and more?
Added Wed Jan 11 19:57:24 2012 at level 5:
After a few short months within the old lands, something strange
happened to Furhyk. He felt the presence of the Light within him, as
was told in the old texts. Whether due to a return to these lands, or
perhaps the Gods finally smiling upon his Order again he was unsure,
but he found himself able to do things that none of the Order had done
(short of that one fateful day of re-unification) in generations.
He investigated further and decided to apply to the Guild of Paladins
immediately. The guild counseled him to enter the Academy and,
grumbling about not being some "wet-behind-the-ears initiate", he did.
And found that he was indeed "wet-behind-the-ears" as compared to many
former graduates.
He needed more training. And allies in the old lands. His research
taught him of the Fortress of the Light. He has studied deeply, and
intends to join them, but he was troubled by the description of those
termed "Maran." They sounded, to him, much like the zealots who sought
to destroy the Order.
His need for more knowledge and leanings of the Order will likely lead
him to seek the path of the Scribe.
Back in the Guild, the instructors have shown Furhyk many ways of
fighting, but they recommend that his abilities and style lend
themselves to the way of the monk.
Now Furhyk sets out to learn what he can, and perhaps one day report
back to the Order, to initiate the Return. And perhaps that Return can
be the crashing wave upon the shores of the old lands that scours them
clean of the Shadow.
Whiysdan, Temperament Changes, and the Shadow
Added Mon Jan 16 21:23:37 2012 at level 31:
Furhyk has learned much in his short time back in the old lands.
He has met with Lord Whiysdan twice. The first left him bewildered,
searching his soul for answers. Much as the Lord had wanted, no doubt.
His dour temperament seemed to clash directly with that of the followers
of Whiysdan, and of the God himself, yet he found himself enjoying the
...frivolity. For underneath the chicanery, there seemed to lie a pure
heart and good intentions.
A quest later, he met with the God again, and this time felt much more
comfortable. Whiysdan approved of his choices for completing the quest,
and Furhyk found himself smiling. He never smiled in the lands controlled
by the Order.
Other things are different in these old lands. Here, the forces of the
Shadow are much stronger. Furhyk believes that the Order has grown far
too complacent. Bringing them to these lands might simply set them up
to be slaughtered. His new plan is to grow in power and skill, becoming
one who is able to hold his own against the Shadow in these old lands,
before considering sending word to the Order to come themselves.
PK Wins
Jan 13, 2012|Lv 22|Arkham|Demiero vs 3: Furhyk (31%), Kaelril (25%, beating), Laevin (43%)
Jan 15, 2012|Lv 24|Desert of Araile|Jhak vs 1: Furhyk (100%, wrath)