Difference between revisions of "Yolsei"

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|'''Portfolio'''    || Wind, electricity, illusion, trickery, transmission, crossroads
 
|'''Portfolio'''    || Wind, electricity, illusion, trickery, transmission, crossroads
 
|-
 
|-
|'''Worshippers'''  || Nefortu, air casters, fraudsters, thieves, messengers, porters
+
|'''Worshippers'''  || Nefortu, air casters, rogues, messengers, porters
 
|}
 
|}
  
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==Goals and Methods==
 
==Goals and Methods==
 +
* Protect the roads
 
* Move shit around
 
* Move shit around
 
* Gotta go fast
 
* Gotta go fast
 
* But also chillax
 
* But also chillax
* Jokes, riddles, koans
+
* Trickery: riddle, cheat, lie, steal
* Games (cheating at them), short-term lies, flim-flammery, outright theft
+
* Air magic: teleport, electrify, conceal, fake it
* Razzle-dazzle
+
 
  
 
* Wind
 
* Wind
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* Trickery
 
* Trickery
 
* Illusion
 
* Illusion
* Insight
 
 
* Transmission
 
* Transmission
 
* Communication
 
* Communication
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''"Is it really currency if it's stagnating in a vault? Let it flow, or I'll make it flow!"''
 
''"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 coins and crowns. This creed includes themselves as potential hoarders--should a Pugnatious discover they have "too much," they must part with it, allowing the flow of currency 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 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 Mirage-tellers=====
+
=====the Windbags=====
''"The dice tell me what I know already, and I know that you know nothing."''
+
''"quote"''
  
Tricksters, illusionists, and soothsayers all make use of chance and lateral thinking to turn assumptions on their head. Their primary concern is knowledge--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 help a friend see their problems from another side, open a closed mind, or entertain with imagery and mischief. They do Yolsei's work when they confound and surprise, injecting chaos and confusion into the hum-drum of everyday life.
+
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 Partiers=====
+
=====the Drifters=====
 
''"quote"''
 
''"quote"''
  
Games, booze, chillaxing. Entertainment. Enjoy the moment. Social butterflies.
+
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==
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.
+
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==
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=====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

Revision as of 20:52, 7 January 2024

Overview
Favored Race Nefortu
Element(s) Air
Home(s) The Great Crossroad (vnum 1255)
Alignment Chaotic Neutral
Symbol(s) A lightning bolt
Portfolio Wind, electricity, illusion, trickery, transmission, crossroads
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

"quote"

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

  • On-and-off Thing with Ayaunj
  • REALLY hates Bayyal
  • Has probably stolen from or cheated every deity, including self
  • Throws great parties with Nariel and Alil
  • Clowns around for Alajial's birthday parties
  • Topples Ravioli tyrrany, disrupts Sithean/Serachelean plots, rattles Jalassa, throws Chadraln's libraries into disarray (the state of the Earendam library is one of Yolsei's master strokes)

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
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