Difference between revisions of "Yolsei"

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|'''Element(s)'''  || [[Air]]
 
|'''Element(s)'''  || [[Air]]
 
|-
 
|-
|'''Home(s)'''      || An Overwhelming Chaos (vnum 1255)
+
|'''Home(s)'''      || The Great Crossroads (vnum 1255)
 
|-
 
|-
 
|'''Alignment'''    || [[Chaotic Neutral]]
 
|'''Alignment'''    || [[Chaotic Neutral]]
 
|-
 
|-
|'''Symbol(s)'''    || A golden wheel
+
|'''Symbol(s)'''    || A lightning bolt
 
|-
 
|-
|'''Portfolio'''    || Air, chaos, fortune, change, disruption, x
+
|'''Portfolio'''    || Wind, electricity, illusion, trickery, transmission, roads
 
|-
 
|-
|'''Worshippers'''  || Nefortu, gamblers, visionaries, x, x
+
|'''Worshippers'''  || Nefortu, air casters, rogues, messengers, porters
 
|}
 
|}
  
 
==History in Avendar==
 
==History in Avendar==
* Live on paradise island with Ayaunj.
+
* Life on paradise island with Ayaunj.
* Everything changed when Bayyal attacked.
+
* Everything changed when Bayyal ???
* Tzajai's role in the War of Fire
+
* Yolsei's role in the War of Fire
* Tzajai's guiding hand post War of Fire: Rahh-Nefor, others
+
* Yolsei's guiding hand post War of Fire: Rahh-Nefor, others
 
* Reappearance of Ayaunj
 
* Reappearance of Ayaunj
 +
* Time spent as a dust goose
 +
* Underling "Tzajai" left in charge of the portfolio
 +
* Tzajai's buffoonery
 +
* Re-emergence
  
 
==Goals and Methods==
 
==Goals and Methods==
* Prove the foolishness of wisdom, and the wisdom of fools
+
* Protect the roads
* Mess around, break rules, experiment
+
* Move shit around
* Annoy everyone with paradoxes
+
* Gotta go fast
* Stir up established power structures, disruption, anti-stagnation
+
* But also chillax
* Jokes, riddles
+
* Trickery: riddle, cheat, lie, steal
* Games (cheating at them), short-term lies, flim-flammery, outright theft
+
* Air magic: teleport, electrify, conceal, fake it
* Parties and having fun, blowing off steam, not holding grudges, keep the mood easy-going, release tensions
+
* Not concerned with keeping possessions; ownership is a lie
+
  
  
* Breath
 
 
* Wind
 
* Wind
* Motion
+
* Lightning
* Travel
+
 
* Trickery
 
* Trickery
 
* Illusion
 
* Illusion
* Experiential Learning
+
* Transmission
 +
* Communication
 +
* Transport
  
 
==Organizations and Followings==
 
==Organizations and Followings==
  
=====xxx=====
+
=====the Pugnacious=====
''"quote"''
+
''"Is it really currency if it's stagnating in a vault? Let it flow, or I'll make it flow!"''
  
Text.
+
The Pugnacious make fools of those who would hoard wealth and power. Be it by violence or other, more embarrassing means, they seek to prove the folly of clinging to material things. This creed includes themselves as potential hoarders--should a Pugnatious discover they have "too much," they must part with it, allowing the flow of items to stay in motion. Traditional power structures do not impress them, and they disdain markers of hierarchy. Many prefer the anonymity of the crowd and a clean get away, while others make use of attention-grabbing displays in their capers, the better to humiliate their foes.
  
=====xxx=====
+
=====the Windbags=====
''"quote"''
+
''" Always the floating disc in the end..."'' - Zilba Gralci
  
Text.
+
Tricksters, illusionists, and soothsayers, the Windbags vow to turn assumptions on their head. Their primary concern is communication--and the lack thereof--making them a less overtly belligerent group than the Pugnacious. However, they are no less dangerous to their enemies, likely to confuse their foes with paradoxes, riddles, and outright lies. In a supportive role, they might clear up misunderstandings, expand mental horizons, or entertain with imagery and mischief. They do Yolsei's work when they surprise, blowing cobwebs from the minds of their friends and enemies alike.
  
=====xxx=====
+
=====the Drifters=====
 
''"quote"''
 
''"quote"''
  
Text.
+
Vagabonds, voyagers, and adventurers, the Drifters are on a pilgrimage to the road. Some may bounce between a handful of familiar locations, while a rare few make a life-long journey to every road in existence. They are constantly on the move, and rarely stay in one place for long. Any road, street, or path is a sacred space to them, with crossroads being of particular import. They may defend or attack other people on the road at their whim, but they will not abide the destruction of the road itself.
  
 
==Individual Followers==
 
==Individual Followers==
Followers.
+
Despite all the trickery, they must relay any message entrusted to them accurately, word for word, and deliver parcels to their intended destination. They may not harm messengers or couriers, though they are not mandated to protect them. They must abide by the rules of sacred hospitality: do not harm or steal from their host when a guest or their guest when a host (insults on the other hand are ok!).  
  
 
==Relationships==
 
==Relationships==
* On-and-off Thing with Ayaunj
+
* Ayaunj: On-and-off Thing (Yousei tries to play it cool, but he is very much obsessed with Her)
* REALLY hates Bayyal
+
* Nariel & Alil: fellow partiers
* Has probably stolen from or cheated every deity, including self
+
* Alajial: loves to entertain that kid
* Throws great parties with Nariel and Alil
+
 
 +
* Has probably stolen from or cheated every deity, including self. No hard feelings though!
 +
 
 +
* Iandir, Chadraln & Jalassa: favorite targets for pranks (the state of the Earendam library is one of Yolsei's master strokes)
 +
* Arkhural & Serachel: Hoarders of things and secrets, get em!
 +
* Bayyal: no comment
  
 
==Shrines, Sigils, and Mobs==
 
==Shrines, Sigils, and Mobs==
Line 76: Line 83:
  
 
=====Rooms=====
 
=====Rooms=====
:[4139] The Game Room (Zilba's Wheel)
+
:The Brintor Crossroads [Room 8845]
 +
:The Game Room [4139]  (Zilba's Wheel)
 
:A Corner in the House of Games [Room 7350] (old roulette - now golden wheel you spin for blessings)
 
:A Corner in the House of Games [Room 7350] (old roulette - now golden wheel you spin for blessings)
 
:Something in Rahh-Nefor
 
:Something in Rahh-Nefor
Line 82: Line 90:
  
 
=====Sigils=====
 
=====Sigils=====
 +
 +
DEPRECIATE THIS
 
:'''Tier 1 - the Sigil of the Golden Wheel''' (vnum 1202)
 
:'''Tier 1 - the Sigil of the Golden Wheel''' (vnum 1202)
 
:* AC 10/10/10/10
 
:* AC 10/10/10/10
Line 89: Line 99:
  
 
=====Mobs=====
 
=====Mobs=====
 +
:[[Zilba]] (vnum 35) - THE Windbag
 
:[[Atzak]] (vnum 18071) - Apparently an interaction mob for Tzajai followers
 
:[[Atzak]] (vnum 18071) - Apparently an interaction mob for Tzajai followers
 
:[[Eyrenic]] (vnum 13655) - Barkeep for the Wanderers of Avendar
 
:[[Eyrenic]] (vnum 13655) - Barkeep for the Wanderers of Avendar
 +
 +
Need new mobs
  
 
====God Mark====
 
====God Mark====
 
:You sense a decidedly capricious air about [him|her].
 
:You sense a decidedly capricious air about [him|her].
 
:''+4 Luck modifier''
 
:''+4 Luck modifier''
 +
 +
Need new god touch that doesn't give you a useless luck bonus.
  
 
==Notes, Logs, and Other Documents==
 
==Notes, Logs, and Other Documents==

Latest revision as of 21:07, 7 January 2024

Overview
Favored Race Nefortu
Element(s) Air
Home(s) The Great Crossroads (vnum 1255)
Alignment Chaotic Neutral
Symbol(s) A lightning bolt
Portfolio Wind, electricity, illusion, trickery, transmission, roads
Worshippers Nefortu, air casters, rogues, messengers, porters

History in Avendar

  • Life on paradise island with Ayaunj.
  • Everything changed when Bayyal ???
  • Yolsei's role in the War of Fire
  • Yolsei's guiding hand post War of Fire: Rahh-Nefor, others
  • Reappearance of Ayaunj
  • Time spent as a dust goose
  • Underling "Tzajai" left in charge of the portfolio
  • Tzajai's buffoonery
  • Re-emergence

Goals and Methods

  • Protect the roads
  • Move shit around
  • Gotta go fast
  • But also chillax
  • Trickery: riddle, cheat, lie, steal
  • Air magic: teleport, electrify, conceal, fake it


  • Wind
  • Lightning
  • Trickery
  • Illusion
  • Transmission
  • Communication
  • Transport

Organizations and Followings

the Pugnacious

"Is it really currency if it's stagnating in a vault? Let it flow, or I'll make it flow!"

The Pugnacious make fools of those who would hoard wealth and power. Be it by violence or other, more embarrassing means, they seek to prove the folly of clinging to material things. This creed includes themselves as potential hoarders--should a Pugnatious discover they have "too much," they must part with it, allowing the flow of items to stay in motion. Traditional power structures do not impress them, and they disdain markers of hierarchy. Many prefer the anonymity of the crowd and a clean get away, while others make use of attention-grabbing displays in their capers, the better to humiliate their foes.

the Windbags

" Always the floating disc in the end..." - Zilba Gralci

Tricksters, illusionists, and soothsayers, the Windbags vow to turn assumptions on their head. Their primary concern is communication--and the lack thereof--making them a less overtly belligerent group than the Pugnacious. However, they are no less dangerous to their enemies, likely to confuse their foes with paradoxes, riddles, and outright lies. In a supportive role, they might clear up misunderstandings, expand mental horizons, or entertain with imagery and mischief. They do Yolsei's work when they surprise, blowing cobwebs from the minds of their friends and enemies alike.

the Drifters

"quote"

Vagabonds, voyagers, and adventurers, the Drifters are on a pilgrimage to the road. Some may bounce between a handful of familiar locations, while a rare few make a life-long journey to every road in existence. They are constantly on the move, and rarely stay in one place for long. Any road, street, or path is a sacred space to them, with crossroads being of particular import. They may defend or attack other people on the road at their whim, but they will not abide the destruction of the road itself.

Individual Followers

Despite all the trickery, they must relay any message entrusted to them accurately, word for word, and deliver parcels to their intended destination. They may not harm messengers or couriers, though they are not mandated to protect them. They must abide by the rules of sacred hospitality: do not harm or steal from their host when a guest or their guest when a host (insults on the other hand are ok!).

Relationships

  • Ayaunj: On-and-off Thing (Yousei tries to play it cool, but he is very much obsessed with Her)
  • Nariel & Alil: fellow partiers
  • Alajial: loves to entertain that kid
  • Has probably stolen from or cheated every deity, including self. No hard feelings though!
  • Iandir, Chadraln & Jalassa: favorite targets for pranks (the state of the Earendam library is one of Yolsei's master strokes)
  • Arkhural & Serachel: Hoarders of things and secrets, get em!
  • Bayyal: no comment

Shrines, Sigils, and Mobs

Areas
Raider
Rahh-Nefor (needs work)
Rooms
The Brintor Crossroads [Room 8845]
The Game Room [4139] (Zilba's Wheel)
A Corner in the House of Games [Room 7350] (old roulette - now golden wheel you spin for blessings)
Something in Rahh-Nefor
Something in VB slums
Sigils

DEPRECIATE THIS

Tier 1 - the Sigil of the Golden Wheel (vnum 1202)
  • AC 10/10/10/10
  • Luck +10
  • Mana +10
  • Saves -4
Mobs
Zilba (vnum 35) - THE Windbag
Atzak (vnum 18071) - Apparently an interaction mob for Tzajai followers
Eyrenic (vnum 13655) - Barkeep for the Wanderers of Avendar

Need new mobs

God Mark

You sense a decidedly capricious air about [him|her].
+4 Luck modifier

Need new god touch that doesn't give you a useless luck bonus.

Notes, Logs, and Other Documents

(Fill this in)

Helps
None
Lore
A tiny floating dirk (lore)
Logs
None