For Players
Setting Information
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System Information
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For GMs
Real World
For Players
Setting Information
Factions
System Information
Classes
For GMs
Real World
Glassinger recently arrived from Liarus, fleeing ahead of the Sarradic invasion. He claims to be a former resident of Junnes and is apparently searching for 'The Immaculate', though whether that's an object or some sort of abstract good is a bit unclear.
In truth he is The Glass Singer, part of a dragon cult devoted to the destruction of the world so that The Immaculate (dragons) may be freed from the current bonds of existence, and a new, possibly greater world might be formed. To this end he is seeking knowledge of the fabled Song of Ruin, a incantation of such potency that all creation will be shattered by its invocation.
In the demi-plane of the Archmage Vulstragorn he recovered the Dragon's Eye, and through it contacted Carlaeon, pledging his commitment to end the existence of all non-draconic life. This pleased the cosmic evil, who took the young mage as a willing tool.
But this individual is not the Glass Singer, although he has heard of the man and is heartened to hear of another on this most holy of quests. This man bears whatever name is pleasing to his master, whatever guise is useful to his mission: to bring true freedom into reality, freedom for the only beings that matter. He is a cracking vessel for the Song of Ruin, and he has but a few more fragments to learn before his work is done.
Class:Mage
Background #1:Great Weapon
Background #2:Two Weapon
Skills
Spells
Primary
Secondary
Arcane Curse
Primal
Hits: 9+2
Calls:
DOUBLES
2x Wound 10, 6x Strikedown, 2x Shatter
4 Protomana
Acceptance of Fate
You have stolen power from the Immaculate, and now you reject the very bonds the world places upon you. You exude a strange aura, as if the very air were trying not to touch you. As well as frightening strangers, this also means that you are slightly easier to track than most people as the talented see subtle signs that the very earth tried to avoid your footsteps.
Mundane bonds that you touch melt away in green fire (ropes on your arms, a lock in a door). This ability cannot be turned off, and can have wide and varying definitions of a bond at the whim of the GM (e.g., shoelaces).
Once per an adventure you may turn your attention to destroying a more potent bond (be it a magical door, a mind control spell, or the “rights” of a slave owner).
Bonds you have over others will be destroyed over time, they will not remember they owe you a favour, or an item you purchased, or (given enough time apart) even that you were once friends. Of particular note, this means that if you attempt to collect payment for adventuring separately from the rest of the party, your employer will not pay up.
If you have it, you may use the spell “Fault of Power” to destroy an item related to one of the dragons in order to engage in a short dialogue with them. The more strongly related the artefact, the longer the dialogue will be. As per the usual rules for the spell, purchasing these between adventures is possible, but this will only allow a short dialogue (1 or 2 responses tops).
Resources- Gang of Hoodlums
104R