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	<updated>2026-08-12T12:58:10Z</updated>
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	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Astrid_Myriad&amp;diff=830</id>
		<title>Astrid Myriad</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Astrid_Myriad&amp;diff=830"/>
		<updated>2026-07-25T21:06:14Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox character&lt;br /&gt;
| name        = Astrid Myriad&lt;br /&gt;
| image       = Astrid(ascended).png&lt;br /&gt;
| race        = [[Tiefling]]&lt;br /&gt;
| class       = [[Warlock (Great Old One)|Warlock — Great Old One]]&lt;br /&gt;
| titles      = Survivor of the [[Soul Harvest]]; Archon of Hope; Custodian of the [[Ethereal Realm]]&lt;br /&gt;
| birthplace  = [[Corinth]]&lt;br /&gt;
| affiliations = [[The Runaways]] • [[Corellite Empire]] (formerly)&lt;br /&gt;
| patron      = [[Lord of Faces|The Lord of Faces]] (formerly)&lt;br /&gt;
| family      = [[Cryo]] (father), [[Mina]] (mother), [[Lear Myriad|Lear]] (sibling)&lt;br /&gt;
| significant_other = [[Jane]] (estranged)&lt;br /&gt;
| tutor       = [[Myth]]&lt;br /&gt;
| realm       = [[Ethereal Realm]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Astrid Myriad =&lt;br /&gt;
&#039;&#039;Blue Tiefling • Great Old One Warlock • Survivor of the Soul Harvest and Archon of Hope&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Astrid(ascended).png|thumb|center|400px|Astrid&#039;s current appearance as the custodian of the Ethereal Realm]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Astrid Myriad is a tiefling warlock whose pursuit of forbidden knowledge brought catastrophic consequences to his homeland of [[Corinth]] and nearly to all of [[Westwynd]].  &lt;br /&gt;
His brilliance, curiosity, and arrogance drove him deep into occult study — ultimately binding him to the entity known as the [[Lord of Faces|Lord of Faces / Microphone]].&lt;br /&gt;
&lt;br /&gt;
With the effort of the [[The Runaways]], Astrid was able to separate the yolk of Microphone from Westwynd and break free of the pact that once defined him.&lt;br /&gt;
&lt;br /&gt;
His powers previously manifested violently: when casting spells, his body would erupt in unstable, violent &#039;&#039;&#039;black flame&#039;&#039;&#039;, a visible sign of the warped magic flowing through him when he was tethered to the Lord of Faces.&lt;br /&gt;
&lt;br /&gt;
Today, Astrid is debatably ascended to the status of an Archon. At this time, there has been no confirmation or further follow up on the nature of his endeavors in the Astral Realm.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Astrid appears in their early twenties, slight of build, with distinctly fiendish tiefling features and faint arcane scars burned into their skin from the failed ritual that cursed him.  &lt;br /&gt;
Their eyes glow with an unnatural intensity, and when channeling eldritch power, they become engulfed in roiling black fire that distorts the air around them.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Astrid began as a quiet, intensely introspective figure whose pursuit of knowledge often overrode caution and empathy.  &lt;br /&gt;
He valued precision and truth above diplomacy, and early on he was intentionally cruel and emotionally withdrawn.&lt;br /&gt;
&lt;br /&gt;
Meeting [[The Runaways]] challenged both his worldview and his emotional detachment. Forced to trust others to survive, Astrid learned that the true worth of people was not in knowledge, skill, or power — but in the ability to endure hardship, confront fear, and continue forward.&lt;br /&gt;
&lt;br /&gt;
He ultimately came to live by the philosophy:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“This too shall pass.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
[[File:myth.jpg|thumb|right|200px|Myth around the time of Astrid’s fall to the Lord of Faces.]]&lt;br /&gt;
&lt;br /&gt;
Astrid was born in [[Corinth]] to loving parents, [[Cryo]] and [[Mina]]. He grew up beside his younger brother, [[Lear Myriad|Lear]], whose small but natural magical talents Astrid envied yet adored.  &lt;br /&gt;
Their days spent fishing at the lake and experimenting with Lear’s dancing lights remain Astrid’s most cherished memories.&lt;br /&gt;
&lt;br /&gt;
Astrid’s insatiable curiosity led him to topics most considered dangerous: gods, forbidden histories, and the nature of mortal belief.  &lt;br /&gt;
Under the influence of his enigmatic classmate [[Myth]], Astrid pursued knowledge outside the [[Weave]], unknowingly inching toward the being that would destroy his home.&lt;br /&gt;
&lt;br /&gt;
== The Catalyst Event ==&lt;br /&gt;
Astrid’s desire to comprehend what should not be comprehended brought him into contact with the [[Lord of Faces]].  &lt;br /&gt;
This first brush shattered his worldview and began the spread of the [[Soul Harvest]] across Corinth.&lt;br /&gt;
&lt;br /&gt;
His parents fell ill, and Lear’s magic — then his mind — dissolved before Astrid’s eyes.  &lt;br /&gt;
Astrid alone survived, burdened with guilt that would shape every choice that followed.&lt;br /&gt;
&lt;br /&gt;
== Abilities &amp;amp; Powers ==&lt;br /&gt;
* **Former Thrall of the Lord of Faces:** Astrid was bound involuntarily through exposure and forbidden study.  &lt;br /&gt;
* **Black Flame Curse:** Not a weapon, but a catastrophic self-inflicted curse from a ritual born of arrogance. When casting spells, Astrid erupted into unstable black flame that harmed his body, mind, and surroundings.  &lt;br /&gt;
* **Vast knowledge of rituals, curses, and forbidden runes:** Much of this knowledge was gathered under Myth’s guidance or through fragmented eldritch texts.  &lt;br /&gt;
* **Resistance to Soul Harvest corruption:** Not immunity, but a hardened tolerance that allowed him to survive exposure that killed others.  &lt;br /&gt;
* **Ascended Insight:** After becoming custodian of the [[Ethereal Realm]], Astrid created a vast library recording the lives and stories of mortals, observing without interfering — a deliberate rejection of the Lord of Faces’ possessiveness.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
* **Cryo &amp;amp; Mina:** Astrid’s loving and inquisitive parents, both lost to the Soul Harvest.  &lt;br /&gt;
* **[[Lear Myriad|Lear]]:** Astrid’s younger brother, whose fall to the corruption remains Astrid’s deepest wound.  &lt;br /&gt;
* **[[Lord of Faces|The Lord of Faces]]:** His former patron, captor, and cosmic tormentor.  &lt;br /&gt;
* **[[Isaac Blackburn|Isaac Neeman Blackburn]]:** Astrid once saved him from suicide. Isaac now carries a watch that preserves an aspect of Astrid’s soul.  &lt;br /&gt;
* **[[Jane]]:** Astrid’s lover. Her tethering to the Soul Harvest and their final encounter haunt him.  &lt;br /&gt;
* **[[Myth]]:** Tutor, betrayer of the Lord of Faces, and Astrid’s closest intellectual companion. Previously known as Milston.&lt;br /&gt;
&lt;br /&gt;
= Major Story Arcs =&lt;br /&gt;
&lt;br /&gt;
== The Journal Years (Ages 17–20) ==&lt;br /&gt;
Astrid’s journals detail his descent from prodigy to cursed warlock.&lt;br /&gt;
&lt;br /&gt;
=== Early Obsessions ===&lt;br /&gt;
At seventeen, Astrid questioned the nature of gods, fate, and mortal worship, believing truth could be grasped through study alone.&lt;br /&gt;
&lt;br /&gt;
=== First Contact ===&lt;br /&gt;
Through Myth’s teachings, Astrid sought deeper comprehension of the entity that empowered them. Curiosity became fixation; fixation became infection. &lt;br /&gt;
&lt;br /&gt;
Although what Myth was doing was objectively dooming Astrid, it was a necessary evil.&lt;br /&gt;
&lt;br /&gt;
=== Lear’s Fall ===&lt;br /&gt;
Lear loses his magic, then his autonomy, then himself. Astrid witnesses the Soul Harvest consume his brother — a trauma central to his character.&lt;br /&gt;
&lt;br /&gt;
=== Study of Wards &amp;amp; the Black Flame ===&lt;br /&gt;
Astrid learned to hide thoughts from the Lord through Wards taught by Myth. He later discovered fragmented texts describing the ‘‘Black Flame’’ — a ritual he arrogantly believed could free him.&lt;br /&gt;
&lt;br /&gt;
== The Jane Incident ==&lt;br /&gt;
A defining tragedy in Astrid’s life.&lt;br /&gt;
&lt;br /&gt;
=== Tethering ===&lt;br /&gt;
Jane read Astrid’s tome in desperation while he slept, unintentionally exposing herself to the Lord of Faces. A Soul Harvest parasite attached itself to her.&lt;br /&gt;
&lt;br /&gt;
=== Myth’s Warning ===&lt;br /&gt;
In a vision, [[Myth]] warns Astrid that Jane is tethered and that the Lord despises her influence.&lt;br /&gt;
&lt;br /&gt;
=== The Black Flame Outburst ===&lt;br /&gt;
Astrid attempted to execute a controlled spell to kill the parasite.  &lt;br /&gt;
Instead:&lt;br /&gt;
&lt;br /&gt;
* The curse ignites uncontrollably  &lt;br /&gt;
* His flesh burns to ash  &lt;br /&gt;
* His voice is destroyed  &lt;br /&gt;
* Their home is obliterated  &lt;br /&gt;
&lt;br /&gt;
His final message to her, pushed into her mind:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;+JANE, LEAVE.+&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is the last time he sees her.&lt;br /&gt;
&lt;br /&gt;
== Before Runaways ==&lt;br /&gt;
Astrid wandered Westwynd, cursed and unstable, still tethered to the Lord of Faces.  &lt;br /&gt;
He sought ways to sever their bond, unaware each attempt only deepened his corruption.&lt;br /&gt;
&lt;br /&gt;
== Sparkborough ==&lt;br /&gt;
In Sparkborough, Astrid encounters [[Isaac Blackburn|Isaac]], scarred by the Lord’s influence.  &lt;br /&gt;
This awakens Astrid’s desire to protect others from suffering the same fate.&lt;br /&gt;
&lt;br /&gt;
== World Tree ==&lt;br /&gt;
Astrid learns the metaphysical structure binding the Lord of Faces to Westwynd’s planar fabric.  &lt;br /&gt;
This knowledge becomes foundational to his eventual ascension.&lt;br /&gt;
&lt;br /&gt;
== The Death of Myth ==&lt;br /&gt;
Following events beneath the [[World Tree]], Astrid believes [[Myth]] has been killed by the Lord for his betrayal and replaced by a false tutor named [[Doc]].  &lt;br /&gt;
The loss pushes Astrid further toward self-destruction.&lt;br /&gt;
&lt;br /&gt;
== Myth’s Perspective ==&lt;br /&gt;
In his private writings that Astrid discovered just before his death, [[Myth]] classifies Astrid as a ‘‘3b Warlock’’ — one who knows the truth of the Lord yet continues to struggle against it -- as well as the nature of all of The Lord of Faces kin. &lt;br /&gt;
&lt;br /&gt;
Myth does not view Astrid’s Black Flame ritual as defiance, but as tragic hubris.  &lt;br /&gt;
Yet he admires Astrid’s refusal to surrender his identity, even as he destroys himself.&lt;br /&gt;
&lt;br /&gt;
== The Black Flame Rebellion (Corrected Canon) ==&lt;br /&gt;
Astrid’s final attempt to use the Black Flame was not a rebellion — it was a catastrophic miscalculation.&lt;br /&gt;
&lt;br /&gt;
During the ritual the two realms blurred, geometry distorted which weighted on the sanity of Astrid. In his attempt to cast the spell, the Black Flame surged uncontrollably and left Astrid’s body decayed into living fire.  &lt;br /&gt;
&lt;br /&gt;
The ritual &#039;&#039;&#039;did not&#039;&#039;&#039; harm or even touch the [[Lord of Faces]]. Just as he had always done, he merely watched and pulled the strings of Astrid&#039;s fate. &lt;br /&gt;
 &lt;br /&gt;
This would be the catalyst for Astrid as it left him permanently cursed, broken, and balanced in a state of undeath.&lt;br /&gt;
&lt;br /&gt;
== The Corellite Era &amp;amp; The Error Project ==&lt;br /&gt;
In the [[Corellite Empire]], [[Ovina]] attempted to elevate Astrid to godhood by isolating and amplifying the ‘‘Error’’ — a horrible spawn of The Lord of Faces that was obsessed with Astrid.&lt;br /&gt;
&lt;br /&gt;
While undergoing Ovina&#039;s attempts to ascend him, Astrid wrote mental notes urging himself to:&lt;br /&gt;
&lt;br /&gt;
* Protect [[Ragnar]]  &lt;br /&gt;
* Protect [[Marco]]  &lt;br /&gt;
* Protect [[Ausmund]]  &lt;br /&gt;
* Trust [[Merridoc]]  &lt;br /&gt;
* ‘‘Break the chain, even if it means breaking yourself.’’&lt;br /&gt;
&lt;br /&gt;
This marks the beginning of Astrid’s internal rebellion against destiny.&lt;br /&gt;
&lt;br /&gt;
== Return to Corinth and the Festival of Saint Myriad ==&lt;br /&gt;
&lt;br /&gt;
== The Battle of Greymore Abbey ==&lt;br /&gt;
&lt;br /&gt;
== The Morgana Dilemma and the Dead Wood==&lt;br /&gt;
&lt;br /&gt;
== The Death of Despair and the Rise of Endurance == &lt;br /&gt;
&lt;br /&gt;
== Ethereal Sea ==&lt;br /&gt;
&lt;br /&gt;
Shortly after Astrid&#039;s ascension to the Atheral Sea following the defeat of [[Microphone]] and [[Doc]], Astrid noticed a collection of souls that were not going to their final resting places. In fact, a large amount were stuck in this in between in the Astral Plane, unable to move on. Astrid does what he can to keep these wayward souls comfortable but does not know how he can help.&lt;br /&gt;
&lt;br /&gt;
During his times containing the idea of [[Microphone]], Astrid learned of the real [[Rivers Guangxi]] and that the one serving under [[Venoa]] and the [[Azah&#039;rul|Dragon Empire]] may, in fact, be a farce. The real [[Rivers Guangxi|Rivers]] died 38 years ago in small town on the continent of [[Cassius]]. He allegedly lived a quiet life after defeating an early form of [[Microphone]] amongst other accomplishments.&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Maintaining stability in the [[Ethereal Sea]].  &lt;br /&gt;
He has chosen to refrain from influencing the Material Plane so as not to mimic the actions of the [[Lord of Faces]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
This page reflects only the most commonly accepted version of Astrid’s history. Competing records, magical distortions, and unreliable narrators may alter or contradict certain details.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Microphone&amp;diff=829</id>
		<title>Microphone</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Microphone&amp;diff=829"/>
		<updated>2026-07-24T02:41:58Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: &lt;/p&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
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```&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Microphone&amp;diff=828</id>
		<title>Microphone</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Microphone&amp;diff=828"/>
		<updated>2026-07-24T02:41:35Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: Created page with &amp;quot;```wiki {{DISPLAYTITLE:████████████████████}}  {| class=&amp;quot;infobox&amp;quot; |- ! colspan=&amp;quot;2&amp;quot; | ████████████████ |- | ███████ | ███████████████████████████ |- | ███████ | ███████████████████████████ |- | ███████ | ████████████████...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;```wiki&lt;br /&gt;
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|}&lt;br /&gt;
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████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= █████████ =&lt;br /&gt;
&lt;br /&gt;
* ████████████████████████████████████████████████████&lt;br /&gt;
* ████████████████████████████████████████████████████&lt;br /&gt;
* ████████████████████████████████████████████████████&lt;br /&gt;
* ████████████████████████████████████████████████████&lt;br /&gt;
* ████████████████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= █████████ =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ███████&lt;br /&gt;
! ███████&lt;br /&gt;
! ██████████████████████████████████████&lt;br /&gt;
|-&lt;br /&gt;
| ███████&lt;br /&gt;
| ███████&lt;br /&gt;
| █████████████████████████████████████████████████████████████████&lt;br /&gt;
|-&lt;br /&gt;
| ███████&lt;br /&gt;
| ███████&lt;br /&gt;
| █████████████████████████████████████████████████████████████████&lt;br /&gt;
|-&lt;br /&gt;
| ███████&lt;br /&gt;
| ███████&lt;br /&gt;
| █████████████████████████████████████████████████████████████████&lt;br /&gt;
|-&lt;br /&gt;
| ███████&lt;br /&gt;
| ███████&lt;br /&gt;
| █████████████████████████████████████████████████████████████████&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= █████████ =&lt;br /&gt;
&lt;br /&gt;
████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= █████████ =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; font-size:130%;&amp;quot;&amp;gt;&lt;br /&gt;
████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:████████]]&lt;br /&gt;
[[Category:████████]]&lt;br /&gt;
[[Category:████████]]&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Astrid_Myriad&amp;diff=827</id>
		<title>Astrid Myriad</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Astrid_Myriad&amp;diff=827"/>
		<updated>2026-07-24T02:39:16Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Astral Plane */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox character&lt;br /&gt;
| name        = Astrid Myriad&lt;br /&gt;
| image       = Astrid(ascended).png&lt;br /&gt;
| race        = [[Tiefling]]&lt;br /&gt;
| class       = [[Warlock (Great Old One)|Warlock — Great Old One]]&lt;br /&gt;
| titles      = Survivor of the [[Soul Harvest]]; Archon of Hope; Custodian of the [[Ethereal Realm]]&lt;br /&gt;
| birthplace  = [[Corinth]]&lt;br /&gt;
| affiliations = [[The Runaways]] • [[Corellite Empire]] (formerly)&lt;br /&gt;
| patron      = [[Lord of Faces|The Lord of Faces]] (formerly)&lt;br /&gt;
| family      = [[Cryo]] (father), [[Mina]] (mother), [[Lear Myriad|Lear]] (sibling)&lt;br /&gt;
| significant_other = [[Jane]] (estranged)&lt;br /&gt;
| tutor       = [[Myth]]&lt;br /&gt;
| realm       = [[Ethereal Realm]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Astrid Myriad =&lt;br /&gt;
&#039;&#039;Blue Tiefling • Great Old One Warlock • Survivor of the Soul Harvest and Archon of Hope&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Astrid(ascended).png|thumb|center|400px|Astrid&#039;s current appearance as the custodian of the Ethereal Realm]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Astrid Myriad is a tiefling warlock whose pursuit of forbidden knowledge brought catastrophic consequences to his homeland of [[Corinth]] and nearly to all of [[Westwynd]].  &lt;br /&gt;
His brilliance, curiosity, and arrogance drove him deep into occult study — ultimately binding him to the entity known as the [[Lord of Faces|Lord of Faces / Microphone]].&lt;br /&gt;
&lt;br /&gt;
With the effort of the [[The Runaways]], Astrid was able to separate the yolk of Microphone from Westwynd and break free of the pact that once defined him.&lt;br /&gt;
&lt;br /&gt;
His powers previously manifested violently: when casting spells, his body would erupt in unstable, violent &#039;&#039;&#039;black flame&#039;&#039;&#039;, a visible sign of the warped magic flowing through him when he was tethered to the Lord of Faces.&lt;br /&gt;
&lt;br /&gt;
Today, Astrid is debatably ascended to the status of an Archon. At this time, there has been no confirmation or further follow up on the nature of his endeavors in the Astral Realm.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Astrid appears in their early twenties, slight of build, with distinctly fiendish tiefling features and faint arcane scars burned into their skin from the failed ritual that cursed him.  &lt;br /&gt;
Their eyes glow with an unnatural intensity, and when channeling eldritch power, they become engulfed in roiling black fire that distorts the air around them.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Astrid began as a quiet, intensely introspective figure whose pursuit of knowledge often overrode caution and empathy.  &lt;br /&gt;
He valued precision and truth above diplomacy, and early on he was intentionally cruel and emotionally withdrawn.&lt;br /&gt;
&lt;br /&gt;
Meeting [[The Runaways]] challenged both his worldview and his emotional detachment. Forced to trust others to survive, Astrid learned that the true worth of people was not in knowledge, skill, or power — but in the ability to endure hardship, confront fear, and continue forward.&lt;br /&gt;
&lt;br /&gt;
He ultimately came to live by the philosophy:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“This too shall pass.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
[[File:myth.jpg|thumb|right|200px|Myth around the time of Astrid’s fall to the Lord of Faces.]]&lt;br /&gt;
&lt;br /&gt;
Astrid was born in [[Corinth]] to loving parents, [[Cryo]] and [[Mina]]. He grew up beside his younger brother, [[Lear Myriad|Lear]], whose small but natural magical talents Astrid envied yet adored.  &lt;br /&gt;
Their days spent fishing at the lake and experimenting with Lear’s dancing lights remain Astrid’s most cherished memories.&lt;br /&gt;
&lt;br /&gt;
Astrid’s insatiable curiosity led him to topics most considered dangerous: gods, forbidden histories, and the nature of mortal belief.  &lt;br /&gt;
Under the influence of his enigmatic classmate [[Myth]], Astrid pursued knowledge outside the [[Weave]], unknowingly inching toward the being that would destroy his home.&lt;br /&gt;
&lt;br /&gt;
== The Catalyst Event ==&lt;br /&gt;
Astrid’s desire to comprehend what should not be comprehended brought him into contact with the [[Lord of Faces]].  &lt;br /&gt;
This first brush shattered his worldview and began the spread of the [[Soul Harvest]] across Corinth.&lt;br /&gt;
&lt;br /&gt;
His parents fell ill, and Lear’s magic — then his mind — dissolved before Astrid’s eyes.  &lt;br /&gt;
Astrid alone survived, burdened with guilt that would shape every choice that followed.&lt;br /&gt;
&lt;br /&gt;
== Abilities &amp;amp; Powers ==&lt;br /&gt;
* **Former Thrall of the Lord of Faces:** Astrid was bound involuntarily through exposure and forbidden study.  &lt;br /&gt;
* **Black Flame Curse:** Not a weapon, but a catastrophic self-inflicted curse from a ritual born of arrogance. When casting spells, Astrid erupted into unstable black flame that harmed his body, mind, and surroundings.  &lt;br /&gt;
* **Vast knowledge of rituals, curses, and forbidden runes:** Much of this knowledge was gathered under Myth’s guidance or through fragmented eldritch texts.  &lt;br /&gt;
* **Resistance to Soul Harvest corruption:** Not immunity, but a hardened tolerance that allowed him to survive exposure that killed others.  &lt;br /&gt;
* **Ascended Insight:** After becoming custodian of the [[Ethereal Realm]], Astrid created a vast library recording the lives and stories of mortals, observing without interfering — a deliberate rejection of the Lord of Faces’ possessiveness.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
* **Cryo &amp;amp; Mina:** Astrid’s loving and inquisitive parents, both lost to the Soul Harvest.  &lt;br /&gt;
* **[[Lear Myriad|Lear]]:** Astrid’s younger brother, whose fall to the corruption remains Astrid’s deepest wound.  &lt;br /&gt;
* **[[Lord of Faces|The Lord of Faces]]:** His former patron, captor, and cosmic tormentor.  &lt;br /&gt;
* **[[Isaac Blackburn|Isaac Neeman Blackburn]]:** Astrid once saved him from suicide. Isaac now carries a watch that preserves an aspect of Astrid’s soul.  &lt;br /&gt;
* **[[Jane]]:** Astrid’s lover. Her tethering to the Soul Harvest and their final encounter haunt him.  &lt;br /&gt;
* **[[Myth]]:** Tutor, betrayer of the Lord of Faces, and Astrid’s closest intellectual companion. Previously known as Milston.&lt;br /&gt;
&lt;br /&gt;
= Major Story Arcs =&lt;br /&gt;
&lt;br /&gt;
== The Journal Years (Ages 17–20) ==&lt;br /&gt;
Astrid’s journals detail his descent from prodigy to cursed warlock.&lt;br /&gt;
&lt;br /&gt;
=== Early Obsessions ===&lt;br /&gt;
At seventeen, Astrid questioned the nature of gods, fate, and mortal worship, believing truth could be grasped through study alone.&lt;br /&gt;
&lt;br /&gt;
=== First Contact ===&lt;br /&gt;
Through Myth’s teachings, Astrid sought deeper comprehension of the entity that empowered them. Curiosity became fixation; fixation became infection. &lt;br /&gt;
&lt;br /&gt;
Although what Myth was doing was objectively dooming Astrid, it was a necessary evil.&lt;br /&gt;
&lt;br /&gt;
=== Lear’s Fall ===&lt;br /&gt;
Lear loses his magic, then his autonomy, then himself. Astrid witnesses the Soul Harvest consume his brother — a trauma central to his character.&lt;br /&gt;
&lt;br /&gt;
=== Study of Wards &amp;amp; the Black Flame ===&lt;br /&gt;
Astrid learned to hide thoughts from the Lord through Wards taught by Myth. He later discovered fragmented texts describing the ‘‘Black Flame’’ — a ritual he arrogantly believed could free him.&lt;br /&gt;
&lt;br /&gt;
== The Jane Incident ==&lt;br /&gt;
A defining tragedy in Astrid’s life.&lt;br /&gt;
&lt;br /&gt;
=== Tethering ===&lt;br /&gt;
Jane read Astrid’s tome in desperation while he slept, unintentionally exposing herself to the Lord of Faces. A Soul Harvest parasite attached itself to her.&lt;br /&gt;
&lt;br /&gt;
=== Myth’s Warning ===&lt;br /&gt;
In a vision, [[Myth]] warns Astrid that Jane is tethered and that the Lord despises her influence.&lt;br /&gt;
&lt;br /&gt;
=== The Black Flame Outburst ===&lt;br /&gt;
Astrid attempted to execute a controlled spell to kill the parasite.  &lt;br /&gt;
Instead:&lt;br /&gt;
&lt;br /&gt;
* The curse ignites uncontrollably  &lt;br /&gt;
* His flesh burns to ash  &lt;br /&gt;
* His voice is destroyed  &lt;br /&gt;
* Their home is obliterated  &lt;br /&gt;
&lt;br /&gt;
His final message to her, pushed into her mind:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;+JANE, LEAVE.+&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is the last time he sees her.&lt;br /&gt;
&lt;br /&gt;
== Before Runaways ==&lt;br /&gt;
Astrid wandered Westwynd, cursed and unstable, still tethered to the Lord of Faces.  &lt;br /&gt;
He sought ways to sever their bond, unaware each attempt only deepened his corruption.&lt;br /&gt;
&lt;br /&gt;
== Sparkborough ==&lt;br /&gt;
In Sparkborough, Astrid encounters [[Isaac Blackburn|Isaac]], scarred by the Lord’s influence.  &lt;br /&gt;
This awakens Astrid’s desire to protect others from suffering the same fate.&lt;br /&gt;
&lt;br /&gt;
== World Tree ==&lt;br /&gt;
Astrid learns the metaphysical structure binding the Lord of Faces to Westwynd’s planar fabric.  &lt;br /&gt;
This knowledge becomes foundational to his eventual ascension.&lt;br /&gt;
&lt;br /&gt;
== The Death of Myth ==&lt;br /&gt;
Following events beneath the [[World Tree]], Astrid believes [[Myth]] has been killed by the Lord for his betrayal and replaced by a false tutor named [[Doc]].  &lt;br /&gt;
The loss pushes Astrid further toward self-destruction.&lt;br /&gt;
&lt;br /&gt;
== Myth’s Perspective ==&lt;br /&gt;
In his private writings that Astrid discovered just before his death, [[Myth]] classifies Astrid as a ‘‘3b Warlock’’ — one who knows the truth of the Lord yet continues to struggle against it -- as well as the nature of all of The Lord of Faces kin. &lt;br /&gt;
&lt;br /&gt;
Myth does not view Astrid’s Black Flame ritual as defiance, but as tragic hubris.  &lt;br /&gt;
Yet he admires Astrid’s refusal to surrender his identity, even as he destroys himself.&lt;br /&gt;
&lt;br /&gt;
== The Black Flame Rebellion (Corrected Canon) ==&lt;br /&gt;
Astrid’s final attempt to use the Black Flame was not a rebellion — it was a catastrophic miscalculation.&lt;br /&gt;
&lt;br /&gt;
During the ritual the two realms blurred, geometry distorted which weighted on the sanity of Astrid. In his attempt to cast the spell, the Black Flame surged uncontrollably and left Astrid’s body decayed into living fire.  &lt;br /&gt;
&lt;br /&gt;
The ritual &#039;&#039;&#039;did not&#039;&#039;&#039; harm or even touch the [[Lord of Faces]]. Just as he had always done, he merely watched and pulled the strings of Astrid&#039;s fate. &lt;br /&gt;
 &lt;br /&gt;
This would be the catalyst for Astrid as it left him permanently cursed, broken, and balanced in a state of undeath.&lt;br /&gt;
&lt;br /&gt;
== The Corellite Era &amp;amp; The Error Project ==&lt;br /&gt;
In the [[Corellite Empire]], [[Ovina]] attempted to elevate Astrid to godhood by isolating and amplifying the ‘‘Error’’ — a horrible spawn of The Lord of Faces that was obsessed with Astrid.&lt;br /&gt;
&lt;br /&gt;
While undergoing Ovina&#039;s attempts to ascend him, Astrid wrote mental notes urging himself to:&lt;br /&gt;
&lt;br /&gt;
* Protect [[Ragnar]]  &lt;br /&gt;
* Protect [[Marco]]  &lt;br /&gt;
* Protect [[Ausmund]]  &lt;br /&gt;
* Trust [[Merridoc]]  &lt;br /&gt;
* ‘‘Break the chain, even if it means breaking yourself.’’&lt;br /&gt;
&lt;br /&gt;
This marks the beginning of Astrid’s internal rebellion against destiny.&lt;br /&gt;
&lt;br /&gt;
== Return to Corinth and the Festival of Saint Myriad ==&lt;br /&gt;
&lt;br /&gt;
== The Battle of Greymore Abbey ==&lt;br /&gt;
&lt;br /&gt;
== The Morgana Dilemma and the Dead Wood==&lt;br /&gt;
&lt;br /&gt;
== The Death of Despair and the Rise of Endurance == &lt;br /&gt;
&lt;br /&gt;
== Astral Plane ==&lt;br /&gt;
&lt;br /&gt;
Shortly after Astrid&#039;s ascension to the Astral Plane following the defeat of [[Microphone]] and [[Doc]], Astrid noticed a collection of souls that were not going to their final resting places. In fact, a large amount were stuck in this in between in the Astral Plane, unable to move on. Astrid does what he can to keep these wayward souls comfortable but does not know how he can help.&lt;br /&gt;
&lt;br /&gt;
During his times containing the idea of [[Microphone]], Astrid learned of the real [[Rivers Guangxi]] and that the one serving under [[Venoa]] and the [[Azah&#039;rul|Dragon Empire]] may, in fact, be a farce. The real [[Rivers Guangxi|Rivers]] died 38 years ago in small town on the continent of [[Cassius]]. He allegedly lived a quiet life after defeating an early form of [[Microphone]] amongst other accomplishments.&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Maintaining stability in the [[Ethereal Realm]].  &lt;br /&gt;
He has chosen to refrain from influencing the Material Plane so as not to mimic the actions of the [[Lord of Faces]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
This page reflects only the most commonly accepted version of Astrid’s history. Competing records, magical distortions, and unreliable narrators may alter or contradict certain details.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Astrid_Myriad&amp;diff=826</id>
		<title>Astrid Myriad</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Astrid_Myriad&amp;diff=826"/>
		<updated>2026-07-24T02:38:15Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Astral Plane */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox character&lt;br /&gt;
| name        = Astrid Myriad&lt;br /&gt;
| image       = Astrid(ascended).png&lt;br /&gt;
| race        = [[Tiefling]]&lt;br /&gt;
| class       = [[Warlock (Great Old One)|Warlock — Great Old One]]&lt;br /&gt;
| titles      = Survivor of the [[Soul Harvest]]; Archon of Hope; Custodian of the [[Ethereal Realm]]&lt;br /&gt;
| birthplace  = [[Corinth]]&lt;br /&gt;
| affiliations = [[The Runaways]] • [[Corellite Empire]] (formerly)&lt;br /&gt;
| patron      = [[Lord of Faces|The Lord of Faces]] (formerly)&lt;br /&gt;
| family      = [[Cryo]] (father), [[Mina]] (mother), [[Lear Myriad|Lear]] (sibling)&lt;br /&gt;
| significant_other = [[Jane]] (estranged)&lt;br /&gt;
| tutor       = [[Myth]]&lt;br /&gt;
| realm       = [[Ethereal Realm]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Astrid Myriad =&lt;br /&gt;
&#039;&#039;Blue Tiefling • Great Old One Warlock • Survivor of the Soul Harvest and Archon of Hope&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Astrid(ascended).png|thumb|center|400px|Astrid&#039;s current appearance as the custodian of the Ethereal Realm]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Astrid Myriad is a tiefling warlock whose pursuit of forbidden knowledge brought catastrophic consequences to his homeland of [[Corinth]] and nearly to all of [[Westwynd]].  &lt;br /&gt;
His brilliance, curiosity, and arrogance drove him deep into occult study — ultimately binding him to the entity known as the [[Lord of Faces|Lord of Faces / Microphone]].&lt;br /&gt;
&lt;br /&gt;
With the effort of the [[The Runaways]], Astrid was able to separate the yolk of Microphone from Westwynd and break free of the pact that once defined him.&lt;br /&gt;
&lt;br /&gt;
His powers previously manifested violently: when casting spells, his body would erupt in unstable, violent &#039;&#039;&#039;black flame&#039;&#039;&#039;, a visible sign of the warped magic flowing through him when he was tethered to the Lord of Faces.&lt;br /&gt;
&lt;br /&gt;
Today, Astrid is debatably ascended to the status of an Archon. At this time, there has been no confirmation or further follow up on the nature of his endeavors in the Astral Realm.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Astrid appears in their early twenties, slight of build, with distinctly fiendish tiefling features and faint arcane scars burned into their skin from the failed ritual that cursed him.  &lt;br /&gt;
Their eyes glow with an unnatural intensity, and when channeling eldritch power, they become engulfed in roiling black fire that distorts the air around them.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Astrid began as a quiet, intensely introspective figure whose pursuit of knowledge often overrode caution and empathy.  &lt;br /&gt;
He valued precision and truth above diplomacy, and early on he was intentionally cruel and emotionally withdrawn.&lt;br /&gt;
&lt;br /&gt;
Meeting [[The Runaways]] challenged both his worldview and his emotional detachment. Forced to trust others to survive, Astrid learned that the true worth of people was not in knowledge, skill, or power — but in the ability to endure hardship, confront fear, and continue forward.&lt;br /&gt;
&lt;br /&gt;
He ultimately came to live by the philosophy:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“This too shall pass.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
[[File:myth.jpg|thumb|right|200px|Myth around the time of Astrid’s fall to the Lord of Faces.]]&lt;br /&gt;
&lt;br /&gt;
Astrid was born in [[Corinth]] to loving parents, [[Cryo]] and [[Mina]]. He grew up beside his younger brother, [[Lear Myriad|Lear]], whose small but natural magical talents Astrid envied yet adored.  &lt;br /&gt;
Their days spent fishing at the lake and experimenting with Lear’s dancing lights remain Astrid’s most cherished memories.&lt;br /&gt;
&lt;br /&gt;
Astrid’s insatiable curiosity led him to topics most considered dangerous: gods, forbidden histories, and the nature of mortal belief.  &lt;br /&gt;
Under the influence of his enigmatic classmate [[Myth]], Astrid pursued knowledge outside the [[Weave]], unknowingly inching toward the being that would destroy his home.&lt;br /&gt;
&lt;br /&gt;
== The Catalyst Event ==&lt;br /&gt;
Astrid’s desire to comprehend what should not be comprehended brought him into contact with the [[Lord of Faces]].  &lt;br /&gt;
This first brush shattered his worldview and began the spread of the [[Soul Harvest]] across Corinth.&lt;br /&gt;
&lt;br /&gt;
His parents fell ill, and Lear’s magic — then his mind — dissolved before Astrid’s eyes.  &lt;br /&gt;
Astrid alone survived, burdened with guilt that would shape every choice that followed.&lt;br /&gt;
&lt;br /&gt;
== Abilities &amp;amp; Powers ==&lt;br /&gt;
* **Former Thrall of the Lord of Faces:** Astrid was bound involuntarily through exposure and forbidden study.  &lt;br /&gt;
* **Black Flame Curse:** Not a weapon, but a catastrophic self-inflicted curse from a ritual born of arrogance. When casting spells, Astrid erupted into unstable black flame that harmed his body, mind, and surroundings.  &lt;br /&gt;
* **Vast knowledge of rituals, curses, and forbidden runes:** Much of this knowledge was gathered under Myth’s guidance or through fragmented eldritch texts.  &lt;br /&gt;
* **Resistance to Soul Harvest corruption:** Not immunity, but a hardened tolerance that allowed him to survive exposure that killed others.  &lt;br /&gt;
* **Ascended Insight:** After becoming custodian of the [[Ethereal Realm]], Astrid created a vast library recording the lives and stories of mortals, observing without interfering — a deliberate rejection of the Lord of Faces’ possessiveness.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
* **Cryo &amp;amp; Mina:** Astrid’s loving and inquisitive parents, both lost to the Soul Harvest.  &lt;br /&gt;
* **[[Lear Myriad|Lear]]:** Astrid’s younger brother, whose fall to the corruption remains Astrid’s deepest wound.  &lt;br /&gt;
* **[[Lord of Faces|The Lord of Faces]]:** His former patron, captor, and cosmic tormentor.  &lt;br /&gt;
* **[[Isaac Blackburn|Isaac Neeman Blackburn]]:** Astrid once saved him from suicide. Isaac now carries a watch that preserves an aspect of Astrid’s soul.  &lt;br /&gt;
* **[[Jane]]:** Astrid’s lover. Her tethering to the Soul Harvest and their final encounter haunt him.  &lt;br /&gt;
* **[[Myth]]:** Tutor, betrayer of the Lord of Faces, and Astrid’s closest intellectual companion. Previously known as Milston.&lt;br /&gt;
&lt;br /&gt;
= Major Story Arcs =&lt;br /&gt;
&lt;br /&gt;
== The Journal Years (Ages 17–20) ==&lt;br /&gt;
Astrid’s journals detail his descent from prodigy to cursed warlock.&lt;br /&gt;
&lt;br /&gt;
=== Early Obsessions ===&lt;br /&gt;
At seventeen, Astrid questioned the nature of gods, fate, and mortal worship, believing truth could be grasped through study alone.&lt;br /&gt;
&lt;br /&gt;
=== First Contact ===&lt;br /&gt;
Through Myth’s teachings, Astrid sought deeper comprehension of the entity that empowered them. Curiosity became fixation; fixation became infection. &lt;br /&gt;
&lt;br /&gt;
Although what Myth was doing was objectively dooming Astrid, it was a necessary evil.&lt;br /&gt;
&lt;br /&gt;
=== Lear’s Fall ===&lt;br /&gt;
Lear loses his magic, then his autonomy, then himself. Astrid witnesses the Soul Harvest consume his brother — a trauma central to his character.&lt;br /&gt;
&lt;br /&gt;
=== Study of Wards &amp;amp; the Black Flame ===&lt;br /&gt;
Astrid learned to hide thoughts from the Lord through Wards taught by Myth. He later discovered fragmented texts describing the ‘‘Black Flame’’ — a ritual he arrogantly believed could free him.&lt;br /&gt;
&lt;br /&gt;
== The Jane Incident ==&lt;br /&gt;
A defining tragedy in Astrid’s life.&lt;br /&gt;
&lt;br /&gt;
=== Tethering ===&lt;br /&gt;
Jane read Astrid’s tome in desperation while he slept, unintentionally exposing herself to the Lord of Faces. A Soul Harvest parasite attached itself to her.&lt;br /&gt;
&lt;br /&gt;
=== Myth’s Warning ===&lt;br /&gt;
In a vision, [[Myth]] warns Astrid that Jane is tethered and that the Lord despises her influence.&lt;br /&gt;
&lt;br /&gt;
=== The Black Flame Outburst ===&lt;br /&gt;
Astrid attempted to execute a controlled spell to kill the parasite.  &lt;br /&gt;
Instead:&lt;br /&gt;
&lt;br /&gt;
* The curse ignites uncontrollably  &lt;br /&gt;
* His flesh burns to ash  &lt;br /&gt;
* His voice is destroyed  &lt;br /&gt;
* Their home is obliterated  &lt;br /&gt;
&lt;br /&gt;
His final message to her, pushed into her mind:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;+JANE, LEAVE.+&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is the last time he sees her.&lt;br /&gt;
&lt;br /&gt;
== Before Runaways ==&lt;br /&gt;
Astrid wandered Westwynd, cursed and unstable, still tethered to the Lord of Faces.  &lt;br /&gt;
He sought ways to sever their bond, unaware each attempt only deepened his corruption.&lt;br /&gt;
&lt;br /&gt;
== Sparkborough ==&lt;br /&gt;
In Sparkborough, Astrid encounters [[Isaac Blackburn|Isaac]], scarred by the Lord’s influence.  &lt;br /&gt;
This awakens Astrid’s desire to protect others from suffering the same fate.&lt;br /&gt;
&lt;br /&gt;
== World Tree ==&lt;br /&gt;
Astrid learns the metaphysical structure binding the Lord of Faces to Westwynd’s planar fabric.  &lt;br /&gt;
This knowledge becomes foundational to his eventual ascension.&lt;br /&gt;
&lt;br /&gt;
== The Death of Myth ==&lt;br /&gt;
Following events beneath the [[World Tree]], Astrid believes [[Myth]] has been killed by the Lord for his betrayal and replaced by a false tutor named [[Doc]].  &lt;br /&gt;
The loss pushes Astrid further toward self-destruction.&lt;br /&gt;
&lt;br /&gt;
== Myth’s Perspective ==&lt;br /&gt;
In his private writings that Astrid discovered just before his death, [[Myth]] classifies Astrid as a ‘‘3b Warlock’’ — one who knows the truth of the Lord yet continues to struggle against it -- as well as the nature of all of The Lord of Faces kin. &lt;br /&gt;
&lt;br /&gt;
Myth does not view Astrid’s Black Flame ritual as defiance, but as tragic hubris.  &lt;br /&gt;
Yet he admires Astrid’s refusal to surrender his identity, even as he destroys himself.&lt;br /&gt;
&lt;br /&gt;
== The Black Flame Rebellion (Corrected Canon) ==&lt;br /&gt;
Astrid’s final attempt to use the Black Flame was not a rebellion — it was a catastrophic miscalculation.&lt;br /&gt;
&lt;br /&gt;
During the ritual the two realms blurred, geometry distorted which weighted on the sanity of Astrid. In his attempt to cast the spell, the Black Flame surged uncontrollably and left Astrid’s body decayed into living fire.  &lt;br /&gt;
&lt;br /&gt;
The ritual &#039;&#039;&#039;did not&#039;&#039;&#039; harm or even touch the [[Lord of Faces]]. Just as he had always done, he merely watched and pulled the strings of Astrid&#039;s fate. &lt;br /&gt;
 &lt;br /&gt;
This would be the catalyst for Astrid as it left him permanently cursed, broken, and balanced in a state of undeath.&lt;br /&gt;
&lt;br /&gt;
== The Corellite Era &amp;amp; The Error Project ==&lt;br /&gt;
In the [[Corellite Empire]], [[Ovina]] attempted to elevate Astrid to godhood by isolating and amplifying the ‘‘Error’’ — a horrible spawn of The Lord of Faces that was obsessed with Astrid.&lt;br /&gt;
&lt;br /&gt;
While undergoing Ovina&#039;s attempts to ascend him, Astrid wrote mental notes urging himself to:&lt;br /&gt;
&lt;br /&gt;
* Protect [[Ragnar]]  &lt;br /&gt;
* Protect [[Marco]]  &lt;br /&gt;
* Protect [[Ausmund]]  &lt;br /&gt;
* Trust [[Merridoc]]  &lt;br /&gt;
* ‘‘Break the chain, even if it means breaking yourself.’’&lt;br /&gt;
&lt;br /&gt;
This marks the beginning of Astrid’s internal rebellion against destiny.&lt;br /&gt;
&lt;br /&gt;
== Return to Corinth and the Festival of Saint Myriad ==&lt;br /&gt;
&lt;br /&gt;
== The Battle of Greymore Abbey ==&lt;br /&gt;
&lt;br /&gt;
== The Morgana Dilemma and the Dead Wood==&lt;br /&gt;
&lt;br /&gt;
== The Death of Despair and the Rise of Endurance == &lt;br /&gt;
&lt;br /&gt;
== Astral Plane ==&lt;br /&gt;
&lt;br /&gt;
Shortly after Astrid&#039;s ascension to the Astral Plane following the defeat of [[Microphone]] and [[Doc]], Astrid noticed a collection of souls that were not going to their final resting places. In fact, a large amount were stuck in this in between in the Astral Plane, unable to move on. Astrid does what he can to keep these wayward souls comfortable but does not know how he can help.&lt;br /&gt;
&lt;br /&gt;
During his times containing the idea of [[Microphone]], Astrid learned of the real [[Rivers Guangxi]] and that the one serving under [[Venoa]] and the [[Azha&#039;rul|Dragon Empire]] may, in fact, be a farce. The real [[Rivers Guangxi|Rivers]] died 38 years ago in small town on the continent of [[Cassius]]. He allegedly lived a quiet life after defeating an early form of [[Microphone]] amongst other accomplishments.&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Maintaining stability in the [[Ethereal Realm]].  &lt;br /&gt;
He has chosen to refrain from influencing the Material Plane so as not to mimic the actions of the [[Lord of Faces]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
This page reflects only the most commonly accepted version of Astrid’s history. Competing records, magical distortions, and unreliable narrators may alter or contradict certain details.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Astrid_Myriad&amp;diff=825</id>
		<title>Astrid Myriad</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Astrid_Myriad&amp;diff=825"/>
		<updated>2026-07-24T02:38:05Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Astral Plane */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox character&lt;br /&gt;
| name        = Astrid Myriad&lt;br /&gt;
| image       = Astrid(ascended).png&lt;br /&gt;
| race        = [[Tiefling]]&lt;br /&gt;
| class       = [[Warlock (Great Old One)|Warlock — Great Old One]]&lt;br /&gt;
| titles      = Survivor of the [[Soul Harvest]]; Archon of Hope; Custodian of the [[Ethereal Realm]]&lt;br /&gt;
| birthplace  = [[Corinth]]&lt;br /&gt;
| affiliations = [[The Runaways]] • [[Corellite Empire]] (formerly)&lt;br /&gt;
| patron      = [[Lord of Faces|The Lord of Faces]] (formerly)&lt;br /&gt;
| family      = [[Cryo]] (father), [[Mina]] (mother), [[Lear Myriad|Lear]] (sibling)&lt;br /&gt;
| significant_other = [[Jane]] (estranged)&lt;br /&gt;
| tutor       = [[Myth]]&lt;br /&gt;
| realm       = [[Ethereal Realm]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Astrid Myriad =&lt;br /&gt;
&#039;&#039;Blue Tiefling • Great Old One Warlock • Survivor of the Soul Harvest and Archon of Hope&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Astrid(ascended).png|thumb|center|400px|Astrid&#039;s current appearance as the custodian of the Ethereal Realm]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Astrid Myriad is a tiefling warlock whose pursuit of forbidden knowledge brought catastrophic consequences to his homeland of [[Corinth]] and nearly to all of [[Westwynd]].  &lt;br /&gt;
His brilliance, curiosity, and arrogance drove him deep into occult study — ultimately binding him to the entity known as the [[Lord of Faces|Lord of Faces / Microphone]].&lt;br /&gt;
&lt;br /&gt;
With the effort of the [[The Runaways]], Astrid was able to separate the yolk of Microphone from Westwynd and break free of the pact that once defined him.&lt;br /&gt;
&lt;br /&gt;
His powers previously manifested violently: when casting spells, his body would erupt in unstable, violent &#039;&#039;&#039;black flame&#039;&#039;&#039;, a visible sign of the warped magic flowing through him when he was tethered to the Lord of Faces.&lt;br /&gt;
&lt;br /&gt;
Today, Astrid is debatably ascended to the status of an Archon. At this time, there has been no confirmation or further follow up on the nature of his endeavors in the Astral Realm.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Astrid appears in their early twenties, slight of build, with distinctly fiendish tiefling features and faint arcane scars burned into their skin from the failed ritual that cursed him.  &lt;br /&gt;
Their eyes glow with an unnatural intensity, and when channeling eldritch power, they become engulfed in roiling black fire that distorts the air around them.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Astrid began as a quiet, intensely introspective figure whose pursuit of knowledge often overrode caution and empathy.  &lt;br /&gt;
He valued precision and truth above diplomacy, and early on he was intentionally cruel and emotionally withdrawn.&lt;br /&gt;
&lt;br /&gt;
Meeting [[The Runaways]] challenged both his worldview and his emotional detachment. Forced to trust others to survive, Astrid learned that the true worth of people was not in knowledge, skill, or power — but in the ability to endure hardship, confront fear, and continue forward.&lt;br /&gt;
&lt;br /&gt;
He ultimately came to live by the philosophy:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“This too shall pass.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
[[File:myth.jpg|thumb|right|200px|Myth around the time of Astrid’s fall to the Lord of Faces.]]&lt;br /&gt;
&lt;br /&gt;
Astrid was born in [[Corinth]] to loving parents, [[Cryo]] and [[Mina]]. He grew up beside his younger brother, [[Lear Myriad|Lear]], whose small but natural magical talents Astrid envied yet adored.  &lt;br /&gt;
Their days spent fishing at the lake and experimenting with Lear’s dancing lights remain Astrid’s most cherished memories.&lt;br /&gt;
&lt;br /&gt;
Astrid’s insatiable curiosity led him to topics most considered dangerous: gods, forbidden histories, and the nature of mortal belief.  &lt;br /&gt;
Under the influence of his enigmatic classmate [[Myth]], Astrid pursued knowledge outside the [[Weave]], unknowingly inching toward the being that would destroy his home.&lt;br /&gt;
&lt;br /&gt;
== The Catalyst Event ==&lt;br /&gt;
Astrid’s desire to comprehend what should not be comprehended brought him into contact with the [[Lord of Faces]].  &lt;br /&gt;
This first brush shattered his worldview and began the spread of the [[Soul Harvest]] across Corinth.&lt;br /&gt;
&lt;br /&gt;
His parents fell ill, and Lear’s magic — then his mind — dissolved before Astrid’s eyes.  &lt;br /&gt;
Astrid alone survived, burdened with guilt that would shape every choice that followed.&lt;br /&gt;
&lt;br /&gt;
== Abilities &amp;amp; Powers ==&lt;br /&gt;
* **Former Thrall of the Lord of Faces:** Astrid was bound involuntarily through exposure and forbidden study.  &lt;br /&gt;
* **Black Flame Curse:** Not a weapon, but a catastrophic self-inflicted curse from a ritual born of arrogance. When casting spells, Astrid erupted into unstable black flame that harmed his body, mind, and surroundings.  &lt;br /&gt;
* **Vast knowledge of rituals, curses, and forbidden runes:** Much of this knowledge was gathered under Myth’s guidance or through fragmented eldritch texts.  &lt;br /&gt;
* **Resistance to Soul Harvest corruption:** Not immunity, but a hardened tolerance that allowed him to survive exposure that killed others.  &lt;br /&gt;
* **Ascended Insight:** After becoming custodian of the [[Ethereal Realm]], Astrid created a vast library recording the lives and stories of mortals, observing without interfering — a deliberate rejection of the Lord of Faces’ possessiveness.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
* **Cryo &amp;amp; Mina:** Astrid’s loving and inquisitive parents, both lost to the Soul Harvest.  &lt;br /&gt;
* **[[Lear Myriad|Lear]]:** Astrid’s younger brother, whose fall to the corruption remains Astrid’s deepest wound.  &lt;br /&gt;
* **[[Lord of Faces|The Lord of Faces]]:** His former patron, captor, and cosmic tormentor.  &lt;br /&gt;
* **[[Isaac Blackburn|Isaac Neeman Blackburn]]:** Astrid once saved him from suicide. Isaac now carries a watch that preserves an aspect of Astrid’s soul.  &lt;br /&gt;
* **[[Jane]]:** Astrid’s lover. Her tethering to the Soul Harvest and their final encounter haunt him.  &lt;br /&gt;
* **[[Myth]]:** Tutor, betrayer of the Lord of Faces, and Astrid’s closest intellectual companion. Previously known as Milston.&lt;br /&gt;
&lt;br /&gt;
= Major Story Arcs =&lt;br /&gt;
&lt;br /&gt;
== The Journal Years (Ages 17–20) ==&lt;br /&gt;
Astrid’s journals detail his descent from prodigy to cursed warlock.&lt;br /&gt;
&lt;br /&gt;
=== Early Obsessions ===&lt;br /&gt;
At seventeen, Astrid questioned the nature of gods, fate, and mortal worship, believing truth could be grasped through study alone.&lt;br /&gt;
&lt;br /&gt;
=== First Contact ===&lt;br /&gt;
Through Myth’s teachings, Astrid sought deeper comprehension of the entity that empowered them. Curiosity became fixation; fixation became infection. &lt;br /&gt;
&lt;br /&gt;
Although what Myth was doing was objectively dooming Astrid, it was a necessary evil.&lt;br /&gt;
&lt;br /&gt;
=== Lear’s Fall ===&lt;br /&gt;
Lear loses his magic, then his autonomy, then himself. Astrid witnesses the Soul Harvest consume his brother — a trauma central to his character.&lt;br /&gt;
&lt;br /&gt;
=== Study of Wards &amp;amp; the Black Flame ===&lt;br /&gt;
Astrid learned to hide thoughts from the Lord through Wards taught by Myth. He later discovered fragmented texts describing the ‘‘Black Flame’’ — a ritual he arrogantly believed could free him.&lt;br /&gt;
&lt;br /&gt;
== The Jane Incident ==&lt;br /&gt;
A defining tragedy in Astrid’s life.&lt;br /&gt;
&lt;br /&gt;
=== Tethering ===&lt;br /&gt;
Jane read Astrid’s tome in desperation while he slept, unintentionally exposing herself to the Lord of Faces. A Soul Harvest parasite attached itself to her.&lt;br /&gt;
&lt;br /&gt;
=== Myth’s Warning ===&lt;br /&gt;
In a vision, [[Myth]] warns Astrid that Jane is tethered and that the Lord despises her influence.&lt;br /&gt;
&lt;br /&gt;
=== The Black Flame Outburst ===&lt;br /&gt;
Astrid attempted to execute a controlled spell to kill the parasite.  &lt;br /&gt;
Instead:&lt;br /&gt;
&lt;br /&gt;
* The curse ignites uncontrollably  &lt;br /&gt;
* His flesh burns to ash  &lt;br /&gt;
* His voice is destroyed  &lt;br /&gt;
* Their home is obliterated  &lt;br /&gt;
&lt;br /&gt;
His final message to her, pushed into her mind:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;+JANE, LEAVE.+&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is the last time he sees her.&lt;br /&gt;
&lt;br /&gt;
== Before Runaways ==&lt;br /&gt;
Astrid wandered Westwynd, cursed and unstable, still tethered to the Lord of Faces.  &lt;br /&gt;
He sought ways to sever their bond, unaware each attempt only deepened his corruption.&lt;br /&gt;
&lt;br /&gt;
== Sparkborough ==&lt;br /&gt;
In Sparkborough, Astrid encounters [[Isaac Blackburn|Isaac]], scarred by the Lord’s influence.  &lt;br /&gt;
This awakens Astrid’s desire to protect others from suffering the same fate.&lt;br /&gt;
&lt;br /&gt;
== World Tree ==&lt;br /&gt;
Astrid learns the metaphysical structure binding the Lord of Faces to Westwynd’s planar fabric.  &lt;br /&gt;
This knowledge becomes foundational to his eventual ascension.&lt;br /&gt;
&lt;br /&gt;
== The Death of Myth ==&lt;br /&gt;
Following events beneath the [[World Tree]], Astrid believes [[Myth]] has been killed by the Lord for his betrayal and replaced by a false tutor named [[Doc]].  &lt;br /&gt;
The loss pushes Astrid further toward self-destruction.&lt;br /&gt;
&lt;br /&gt;
== Myth’s Perspective ==&lt;br /&gt;
In his private writings that Astrid discovered just before his death, [[Myth]] classifies Astrid as a ‘‘3b Warlock’’ — one who knows the truth of the Lord yet continues to struggle against it -- as well as the nature of all of The Lord of Faces kin. &lt;br /&gt;
&lt;br /&gt;
Myth does not view Astrid’s Black Flame ritual as defiance, but as tragic hubris.  &lt;br /&gt;
Yet he admires Astrid’s refusal to surrender his identity, even as he destroys himself.&lt;br /&gt;
&lt;br /&gt;
== The Black Flame Rebellion (Corrected Canon) ==&lt;br /&gt;
Astrid’s final attempt to use the Black Flame was not a rebellion — it was a catastrophic miscalculation.&lt;br /&gt;
&lt;br /&gt;
During the ritual the two realms blurred, geometry distorted which weighted on the sanity of Astrid. In his attempt to cast the spell, the Black Flame surged uncontrollably and left Astrid’s body decayed into living fire.  &lt;br /&gt;
&lt;br /&gt;
The ritual &#039;&#039;&#039;did not&#039;&#039;&#039; harm or even touch the [[Lord of Faces]]. Just as he had always done, he merely watched and pulled the strings of Astrid&#039;s fate. &lt;br /&gt;
 &lt;br /&gt;
This would be the catalyst for Astrid as it left him permanently cursed, broken, and balanced in a state of undeath.&lt;br /&gt;
&lt;br /&gt;
== The Corellite Era &amp;amp; The Error Project ==&lt;br /&gt;
In the [[Corellite Empire]], [[Ovina]] attempted to elevate Astrid to godhood by isolating and amplifying the ‘‘Error’’ — a horrible spawn of The Lord of Faces that was obsessed with Astrid.&lt;br /&gt;
&lt;br /&gt;
While undergoing Ovina&#039;s attempts to ascend him, Astrid wrote mental notes urging himself to:&lt;br /&gt;
&lt;br /&gt;
* Protect [[Ragnar]]  &lt;br /&gt;
* Protect [[Marco]]  &lt;br /&gt;
* Protect [[Ausmund]]  &lt;br /&gt;
* Trust [[Merridoc]]  &lt;br /&gt;
* ‘‘Break the chain, even if it means breaking yourself.’’&lt;br /&gt;
&lt;br /&gt;
This marks the beginning of Astrid’s internal rebellion against destiny.&lt;br /&gt;
&lt;br /&gt;
== Return to Corinth and the Festival of Saint Myriad ==&lt;br /&gt;
&lt;br /&gt;
== The Battle of Greymore Abbey ==&lt;br /&gt;
&lt;br /&gt;
== The Morgana Dilemma and the Dead Wood==&lt;br /&gt;
&lt;br /&gt;
== The Death of Despair and the Rise of Endurance == &lt;br /&gt;
&lt;br /&gt;
== Astral Plane ==&lt;br /&gt;
&lt;br /&gt;
Shortly after Astrid&#039;s ascension to the Astral Plane following the defeat of [[Microphone]] and [[Doc]], Astrid noticed a collection of souls that were not going to their final resting places. In fact, a large amount were stuck in this in between in the Astral Plane, unable to move on. Astrid does what he can to keep these wayward souls comfortable but does not know how he can help.&lt;br /&gt;
&lt;br /&gt;
During his times containing the idea of [[Microphone]], Astrid learned of the real [[Rivers Guangxi]] and that the one serving under [[Venoa]] and the [[Azha&#039;rul|Dragon Empire may]], in fact, be a farce. The real [[Rivers Guangxi|Rivers]] died 38 years ago in small town on the continent of [[Cassius]]. He allegedly lived a quiet life after defeating an early form of [[Microphone]] amongst other accomplishments.&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Maintaining stability in the [[Ethereal Realm]].  &lt;br /&gt;
He has chosen to refrain from influencing the Material Plane so as not to mimic the actions of the [[Lord of Faces]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
This page reflects only the most commonly accepted version of Astrid’s history. Competing records, magical distortions, and unreliable narrators may alter or contradict certain details.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Astrid_Myriad&amp;diff=824</id>
		<title>Astrid Myriad</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Astrid_Myriad&amp;diff=824"/>
		<updated>2026-07-24T02:37:12Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Astral Plane */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox character&lt;br /&gt;
| name        = Astrid Myriad&lt;br /&gt;
| image       = Astrid(ascended).png&lt;br /&gt;
| race        = [[Tiefling]]&lt;br /&gt;
| class       = [[Warlock (Great Old One)|Warlock — Great Old One]]&lt;br /&gt;
| titles      = Survivor of the [[Soul Harvest]]; Archon of Hope; Custodian of the [[Ethereal Realm]]&lt;br /&gt;
| birthplace  = [[Corinth]]&lt;br /&gt;
| affiliations = [[The Runaways]] • [[Corellite Empire]] (formerly)&lt;br /&gt;
| patron      = [[Lord of Faces|The Lord of Faces]] (formerly)&lt;br /&gt;
| family      = [[Cryo]] (father), [[Mina]] (mother), [[Lear Myriad|Lear]] (sibling)&lt;br /&gt;
| significant_other = [[Jane]] (estranged)&lt;br /&gt;
| tutor       = [[Myth]]&lt;br /&gt;
| realm       = [[Ethereal Realm]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Astrid Myriad =&lt;br /&gt;
&#039;&#039;Blue Tiefling • Great Old One Warlock • Survivor of the Soul Harvest and Archon of Hope&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Astrid(ascended).png|thumb|center|400px|Astrid&#039;s current appearance as the custodian of the Ethereal Realm]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Astrid Myriad is a tiefling warlock whose pursuit of forbidden knowledge brought catastrophic consequences to his homeland of [[Corinth]] and nearly to all of [[Westwynd]].  &lt;br /&gt;
His brilliance, curiosity, and arrogance drove him deep into occult study — ultimately binding him to the entity known as the [[Lord of Faces|Lord of Faces / Microphone]].&lt;br /&gt;
&lt;br /&gt;
With the effort of the [[The Runaways]], Astrid was able to separate the yolk of Microphone from Westwynd and break free of the pact that once defined him.&lt;br /&gt;
&lt;br /&gt;
His powers previously manifested violently: when casting spells, his body would erupt in unstable, violent &#039;&#039;&#039;black flame&#039;&#039;&#039;, a visible sign of the warped magic flowing through him when he was tethered to the Lord of Faces.&lt;br /&gt;
&lt;br /&gt;
Today, Astrid is debatably ascended to the status of an Archon. At this time, there has been no confirmation or further follow up on the nature of his endeavors in the Astral Realm.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Astrid appears in their early twenties, slight of build, with distinctly fiendish tiefling features and faint arcane scars burned into their skin from the failed ritual that cursed him.  &lt;br /&gt;
Their eyes glow with an unnatural intensity, and when channeling eldritch power, they become engulfed in roiling black fire that distorts the air around them.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Astrid began as a quiet, intensely introspective figure whose pursuit of knowledge often overrode caution and empathy.  &lt;br /&gt;
He valued precision and truth above diplomacy, and early on he was intentionally cruel and emotionally withdrawn.&lt;br /&gt;
&lt;br /&gt;
Meeting [[The Runaways]] challenged both his worldview and his emotional detachment. Forced to trust others to survive, Astrid learned that the true worth of people was not in knowledge, skill, or power — but in the ability to endure hardship, confront fear, and continue forward.&lt;br /&gt;
&lt;br /&gt;
He ultimately came to live by the philosophy:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“This too shall pass.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
[[File:myth.jpg|thumb|right|200px|Myth around the time of Astrid’s fall to the Lord of Faces.]]&lt;br /&gt;
&lt;br /&gt;
Astrid was born in [[Corinth]] to loving parents, [[Cryo]] and [[Mina]]. He grew up beside his younger brother, [[Lear Myriad|Lear]], whose small but natural magical talents Astrid envied yet adored.  &lt;br /&gt;
Their days spent fishing at the lake and experimenting with Lear’s dancing lights remain Astrid’s most cherished memories.&lt;br /&gt;
&lt;br /&gt;
Astrid’s insatiable curiosity led him to topics most considered dangerous: gods, forbidden histories, and the nature of mortal belief.  &lt;br /&gt;
Under the influence of his enigmatic classmate [[Myth]], Astrid pursued knowledge outside the [[Weave]], unknowingly inching toward the being that would destroy his home.&lt;br /&gt;
&lt;br /&gt;
== The Catalyst Event ==&lt;br /&gt;
Astrid’s desire to comprehend what should not be comprehended brought him into contact with the [[Lord of Faces]].  &lt;br /&gt;
This first brush shattered his worldview and began the spread of the [[Soul Harvest]] across Corinth.&lt;br /&gt;
&lt;br /&gt;
His parents fell ill, and Lear’s magic — then his mind — dissolved before Astrid’s eyes.  &lt;br /&gt;
Astrid alone survived, burdened with guilt that would shape every choice that followed.&lt;br /&gt;
&lt;br /&gt;
== Abilities &amp;amp; Powers ==&lt;br /&gt;
* **Former Thrall of the Lord of Faces:** Astrid was bound involuntarily through exposure and forbidden study.  &lt;br /&gt;
* **Black Flame Curse:** Not a weapon, but a catastrophic self-inflicted curse from a ritual born of arrogance. When casting spells, Astrid erupted into unstable black flame that harmed his body, mind, and surroundings.  &lt;br /&gt;
* **Vast knowledge of rituals, curses, and forbidden runes:** Much of this knowledge was gathered under Myth’s guidance or through fragmented eldritch texts.  &lt;br /&gt;
* **Resistance to Soul Harvest corruption:** Not immunity, but a hardened tolerance that allowed him to survive exposure that killed others.  &lt;br /&gt;
* **Ascended Insight:** After becoming custodian of the [[Ethereal Realm]], Astrid created a vast library recording the lives and stories of mortals, observing without interfering — a deliberate rejection of the Lord of Faces’ possessiveness.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
* **Cryo &amp;amp; Mina:** Astrid’s loving and inquisitive parents, both lost to the Soul Harvest.  &lt;br /&gt;
* **[[Lear Myriad|Lear]]:** Astrid’s younger brother, whose fall to the corruption remains Astrid’s deepest wound.  &lt;br /&gt;
* **[[Lord of Faces|The Lord of Faces]]:** His former patron, captor, and cosmic tormentor.  &lt;br /&gt;
* **[[Isaac Blackburn|Isaac Neeman Blackburn]]:** Astrid once saved him from suicide. Isaac now carries a watch that preserves an aspect of Astrid’s soul.  &lt;br /&gt;
* **[[Jane]]:** Astrid’s lover. Her tethering to the Soul Harvest and their final encounter haunt him.  &lt;br /&gt;
* **[[Myth]]:** Tutor, betrayer of the Lord of Faces, and Astrid’s closest intellectual companion. Previously known as Milston.&lt;br /&gt;
&lt;br /&gt;
= Major Story Arcs =&lt;br /&gt;
&lt;br /&gt;
== The Journal Years (Ages 17–20) ==&lt;br /&gt;
Astrid’s journals detail his descent from prodigy to cursed warlock.&lt;br /&gt;
&lt;br /&gt;
=== Early Obsessions ===&lt;br /&gt;
At seventeen, Astrid questioned the nature of gods, fate, and mortal worship, believing truth could be grasped through study alone.&lt;br /&gt;
&lt;br /&gt;
=== First Contact ===&lt;br /&gt;
Through Myth’s teachings, Astrid sought deeper comprehension of the entity that empowered them. Curiosity became fixation; fixation became infection. &lt;br /&gt;
&lt;br /&gt;
Although what Myth was doing was objectively dooming Astrid, it was a necessary evil.&lt;br /&gt;
&lt;br /&gt;
=== Lear’s Fall ===&lt;br /&gt;
Lear loses his magic, then his autonomy, then himself. Astrid witnesses the Soul Harvest consume his brother — a trauma central to his character.&lt;br /&gt;
&lt;br /&gt;
=== Study of Wards &amp;amp; the Black Flame ===&lt;br /&gt;
Astrid learned to hide thoughts from the Lord through Wards taught by Myth. He later discovered fragmented texts describing the ‘‘Black Flame’’ — a ritual he arrogantly believed could free him.&lt;br /&gt;
&lt;br /&gt;
== The Jane Incident ==&lt;br /&gt;
A defining tragedy in Astrid’s life.&lt;br /&gt;
&lt;br /&gt;
=== Tethering ===&lt;br /&gt;
Jane read Astrid’s tome in desperation while he slept, unintentionally exposing herself to the Lord of Faces. A Soul Harvest parasite attached itself to her.&lt;br /&gt;
&lt;br /&gt;
=== Myth’s Warning ===&lt;br /&gt;
In a vision, [[Myth]] warns Astrid that Jane is tethered and that the Lord despises her influence.&lt;br /&gt;
&lt;br /&gt;
=== The Black Flame Outburst ===&lt;br /&gt;
Astrid attempted to execute a controlled spell to kill the parasite.  &lt;br /&gt;
Instead:&lt;br /&gt;
&lt;br /&gt;
* The curse ignites uncontrollably  &lt;br /&gt;
* His flesh burns to ash  &lt;br /&gt;
* His voice is destroyed  &lt;br /&gt;
* Their home is obliterated  &lt;br /&gt;
&lt;br /&gt;
His final message to her, pushed into her mind:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;+JANE, LEAVE.+&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is the last time he sees her.&lt;br /&gt;
&lt;br /&gt;
== Before Runaways ==&lt;br /&gt;
Astrid wandered Westwynd, cursed and unstable, still tethered to the Lord of Faces.  &lt;br /&gt;
He sought ways to sever their bond, unaware each attempt only deepened his corruption.&lt;br /&gt;
&lt;br /&gt;
== Sparkborough ==&lt;br /&gt;
In Sparkborough, Astrid encounters [[Isaac Blackburn|Isaac]], scarred by the Lord’s influence.  &lt;br /&gt;
This awakens Astrid’s desire to protect others from suffering the same fate.&lt;br /&gt;
&lt;br /&gt;
== World Tree ==&lt;br /&gt;
Astrid learns the metaphysical structure binding the Lord of Faces to Westwynd’s planar fabric.  &lt;br /&gt;
This knowledge becomes foundational to his eventual ascension.&lt;br /&gt;
&lt;br /&gt;
== The Death of Myth ==&lt;br /&gt;
Following events beneath the [[World Tree]], Astrid believes [[Myth]] has been killed by the Lord for his betrayal and replaced by a false tutor named [[Doc]].  &lt;br /&gt;
The loss pushes Astrid further toward self-destruction.&lt;br /&gt;
&lt;br /&gt;
== Myth’s Perspective ==&lt;br /&gt;
In his private writings that Astrid discovered just before his death, [[Myth]] classifies Astrid as a ‘‘3b Warlock’’ — one who knows the truth of the Lord yet continues to struggle against it -- as well as the nature of all of The Lord of Faces kin. &lt;br /&gt;
&lt;br /&gt;
Myth does not view Astrid’s Black Flame ritual as defiance, but as tragic hubris.  &lt;br /&gt;
Yet he admires Astrid’s refusal to surrender his identity, even as he destroys himself.&lt;br /&gt;
&lt;br /&gt;
== The Black Flame Rebellion (Corrected Canon) ==&lt;br /&gt;
Astrid’s final attempt to use the Black Flame was not a rebellion — it was a catastrophic miscalculation.&lt;br /&gt;
&lt;br /&gt;
During the ritual the two realms blurred, geometry distorted which weighted on the sanity of Astrid. In his attempt to cast the spell, the Black Flame surged uncontrollably and left Astrid’s body decayed into living fire.  &lt;br /&gt;
&lt;br /&gt;
The ritual &#039;&#039;&#039;did not&#039;&#039;&#039; harm or even touch the [[Lord of Faces]]. Just as he had always done, he merely watched and pulled the strings of Astrid&#039;s fate. &lt;br /&gt;
 &lt;br /&gt;
This would be the catalyst for Astrid as it left him permanently cursed, broken, and balanced in a state of undeath.&lt;br /&gt;
&lt;br /&gt;
== The Corellite Era &amp;amp; The Error Project ==&lt;br /&gt;
In the [[Corellite Empire]], [[Ovina]] attempted to elevate Astrid to godhood by isolating and amplifying the ‘‘Error’’ — a horrible spawn of The Lord of Faces that was obsessed with Astrid.&lt;br /&gt;
&lt;br /&gt;
While undergoing Ovina&#039;s attempts to ascend him, Astrid wrote mental notes urging himself to:&lt;br /&gt;
&lt;br /&gt;
* Protect [[Ragnar]]  &lt;br /&gt;
* Protect [[Marco]]  &lt;br /&gt;
* Protect [[Ausmund]]  &lt;br /&gt;
* Trust [[Merridoc]]  &lt;br /&gt;
* ‘‘Break the chain, even if it means breaking yourself.’’&lt;br /&gt;
&lt;br /&gt;
This marks the beginning of Astrid’s internal rebellion against destiny.&lt;br /&gt;
&lt;br /&gt;
== Return to Corinth and the Festival of Saint Myriad ==&lt;br /&gt;
&lt;br /&gt;
== The Battle of Greymore Abbey ==&lt;br /&gt;
&lt;br /&gt;
== The Morgana Dilemma and the Dead Wood==&lt;br /&gt;
&lt;br /&gt;
== The Death of Despair and the Rise of Endurance == &lt;br /&gt;
&lt;br /&gt;
== Astral Plane ==&lt;br /&gt;
&lt;br /&gt;
Shortly after Astrid&#039;s ascension to the Astral Plane following the defeat of [[Microphone]] and [[Doc]], Astrid noticed a collection of souls that were not going to their final resting places. In fact, a large amount were stuck in this in between in the Astral Plane, unable to move on. Astrid does what he can to keep these wayward souls comfortable but does not know how he can help.&lt;br /&gt;
&lt;br /&gt;
During his times containing the idea of [[Microphone]], Astrid learned of the real [[Rivers Guangxi]] and that the one serving under [[Venoa]] and the Dragon Empire may, in fact, be a farce. The real [[Rivers Guangxi|Rivers]] died 38 years ago in small town on the continent of [[Cassius]]. He allegedly lived a quiet life after defeating an early form of [[Microphone]] amongst other accomplishments.&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Maintaining stability in the [[Ethereal Realm]].  &lt;br /&gt;
He has chosen to refrain from influencing the Material Plane so as not to mimic the actions of the [[Lord of Faces]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
This page reflects only the most commonly accepted version of Astrid’s history. Competing records, magical distortions, and unreliable narrators may alter or contradict certain details.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Astrid_Myriad&amp;diff=823</id>
		<title>Astrid Myriad</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Astrid_Myriad&amp;diff=823"/>
		<updated>2026-07-24T02:36:45Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox character&lt;br /&gt;
| name        = Astrid Myriad&lt;br /&gt;
| image       = Astrid(ascended).png&lt;br /&gt;
| race        = [[Tiefling]]&lt;br /&gt;
| class       = [[Warlock (Great Old One)|Warlock — Great Old One]]&lt;br /&gt;
| titles      = Survivor of the [[Soul Harvest]]; Archon of Hope; Custodian of the [[Ethereal Realm]]&lt;br /&gt;
| birthplace  = [[Corinth]]&lt;br /&gt;
| affiliations = [[The Runaways]] • [[Corellite Empire]] (formerly)&lt;br /&gt;
| patron      = [[Lord of Faces|The Lord of Faces]] (formerly)&lt;br /&gt;
| family      = [[Cryo]] (father), [[Mina]] (mother), [[Lear Myriad|Lear]] (sibling)&lt;br /&gt;
| significant_other = [[Jane]] (estranged)&lt;br /&gt;
| tutor       = [[Myth]]&lt;br /&gt;
| realm       = [[Ethereal Realm]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Astrid Myriad =&lt;br /&gt;
&#039;&#039;Blue Tiefling • Great Old One Warlock • Survivor of the Soul Harvest and Archon of Hope&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Astrid(ascended).png|thumb|center|400px|Astrid&#039;s current appearance as the custodian of the Ethereal Realm]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Astrid Myriad is a tiefling warlock whose pursuit of forbidden knowledge brought catastrophic consequences to his homeland of [[Corinth]] and nearly to all of [[Westwynd]].  &lt;br /&gt;
His brilliance, curiosity, and arrogance drove him deep into occult study — ultimately binding him to the entity known as the [[Lord of Faces|Lord of Faces / Microphone]].&lt;br /&gt;
&lt;br /&gt;
With the effort of the [[The Runaways]], Astrid was able to separate the yolk of Microphone from Westwynd and break free of the pact that once defined him.&lt;br /&gt;
&lt;br /&gt;
His powers previously manifested violently: when casting spells, his body would erupt in unstable, violent &#039;&#039;&#039;black flame&#039;&#039;&#039;, a visible sign of the warped magic flowing through him when he was tethered to the Lord of Faces.&lt;br /&gt;
&lt;br /&gt;
Today, Astrid is debatably ascended to the status of an Archon. At this time, there has been no confirmation or further follow up on the nature of his endeavors in the Astral Realm.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Astrid appears in their early twenties, slight of build, with distinctly fiendish tiefling features and faint arcane scars burned into their skin from the failed ritual that cursed him.  &lt;br /&gt;
Their eyes glow with an unnatural intensity, and when channeling eldritch power, they become engulfed in roiling black fire that distorts the air around them.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Astrid began as a quiet, intensely introspective figure whose pursuit of knowledge often overrode caution and empathy.  &lt;br /&gt;
He valued precision and truth above diplomacy, and early on he was intentionally cruel and emotionally withdrawn.&lt;br /&gt;
&lt;br /&gt;
Meeting [[The Runaways]] challenged both his worldview and his emotional detachment. Forced to trust others to survive, Astrid learned that the true worth of people was not in knowledge, skill, or power — but in the ability to endure hardship, confront fear, and continue forward.&lt;br /&gt;
&lt;br /&gt;
He ultimately came to live by the philosophy:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“This too shall pass.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
[[File:myth.jpg|thumb|right|200px|Myth around the time of Astrid’s fall to the Lord of Faces.]]&lt;br /&gt;
&lt;br /&gt;
Astrid was born in [[Corinth]] to loving parents, [[Cryo]] and [[Mina]]. He grew up beside his younger brother, [[Lear Myriad|Lear]], whose small but natural magical talents Astrid envied yet adored.  &lt;br /&gt;
Their days spent fishing at the lake and experimenting with Lear’s dancing lights remain Astrid’s most cherished memories.&lt;br /&gt;
&lt;br /&gt;
Astrid’s insatiable curiosity led him to topics most considered dangerous: gods, forbidden histories, and the nature of mortal belief.  &lt;br /&gt;
Under the influence of his enigmatic classmate [[Myth]], Astrid pursued knowledge outside the [[Weave]], unknowingly inching toward the being that would destroy his home.&lt;br /&gt;
&lt;br /&gt;
== The Catalyst Event ==&lt;br /&gt;
Astrid’s desire to comprehend what should not be comprehended brought him into contact with the [[Lord of Faces]].  &lt;br /&gt;
This first brush shattered his worldview and began the spread of the [[Soul Harvest]] across Corinth.&lt;br /&gt;
&lt;br /&gt;
His parents fell ill, and Lear’s magic — then his mind — dissolved before Astrid’s eyes.  &lt;br /&gt;
Astrid alone survived, burdened with guilt that would shape every choice that followed.&lt;br /&gt;
&lt;br /&gt;
== Abilities &amp;amp; Powers ==&lt;br /&gt;
* **Former Thrall of the Lord of Faces:** Astrid was bound involuntarily through exposure and forbidden study.  &lt;br /&gt;
* **Black Flame Curse:** Not a weapon, but a catastrophic self-inflicted curse from a ritual born of arrogance. When casting spells, Astrid erupted into unstable black flame that harmed his body, mind, and surroundings.  &lt;br /&gt;
* **Vast knowledge of rituals, curses, and forbidden runes:** Much of this knowledge was gathered under Myth’s guidance or through fragmented eldritch texts.  &lt;br /&gt;
* **Resistance to Soul Harvest corruption:** Not immunity, but a hardened tolerance that allowed him to survive exposure that killed others.  &lt;br /&gt;
* **Ascended Insight:** After becoming custodian of the [[Ethereal Realm]], Astrid created a vast library recording the lives and stories of mortals, observing without interfering — a deliberate rejection of the Lord of Faces’ possessiveness.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
* **Cryo &amp;amp; Mina:** Astrid’s loving and inquisitive parents, both lost to the Soul Harvest.  &lt;br /&gt;
* **[[Lear Myriad|Lear]]:** Astrid’s younger brother, whose fall to the corruption remains Astrid’s deepest wound.  &lt;br /&gt;
* **[[Lord of Faces|The Lord of Faces]]:** His former patron, captor, and cosmic tormentor.  &lt;br /&gt;
* **[[Isaac Blackburn|Isaac Neeman Blackburn]]:** Astrid once saved him from suicide. Isaac now carries a watch that preserves an aspect of Astrid’s soul.  &lt;br /&gt;
* **[[Jane]]:** Astrid’s lover. Her tethering to the Soul Harvest and their final encounter haunt him.  &lt;br /&gt;
* **[[Myth]]:** Tutor, betrayer of the Lord of Faces, and Astrid’s closest intellectual companion. Previously known as Milston.&lt;br /&gt;
&lt;br /&gt;
= Major Story Arcs =&lt;br /&gt;
&lt;br /&gt;
== The Journal Years (Ages 17–20) ==&lt;br /&gt;
Astrid’s journals detail his descent from prodigy to cursed warlock.&lt;br /&gt;
&lt;br /&gt;
=== Early Obsessions ===&lt;br /&gt;
At seventeen, Astrid questioned the nature of gods, fate, and mortal worship, believing truth could be grasped through study alone.&lt;br /&gt;
&lt;br /&gt;
=== First Contact ===&lt;br /&gt;
Through Myth’s teachings, Astrid sought deeper comprehension of the entity that empowered them. Curiosity became fixation; fixation became infection. &lt;br /&gt;
&lt;br /&gt;
Although what Myth was doing was objectively dooming Astrid, it was a necessary evil.&lt;br /&gt;
&lt;br /&gt;
=== Lear’s Fall ===&lt;br /&gt;
Lear loses his magic, then his autonomy, then himself. Astrid witnesses the Soul Harvest consume his brother — a trauma central to his character.&lt;br /&gt;
&lt;br /&gt;
=== Study of Wards &amp;amp; the Black Flame ===&lt;br /&gt;
Astrid learned to hide thoughts from the Lord through Wards taught by Myth. He later discovered fragmented texts describing the ‘‘Black Flame’’ — a ritual he arrogantly believed could free him.&lt;br /&gt;
&lt;br /&gt;
== The Jane Incident ==&lt;br /&gt;
A defining tragedy in Astrid’s life.&lt;br /&gt;
&lt;br /&gt;
=== Tethering ===&lt;br /&gt;
Jane read Astrid’s tome in desperation while he slept, unintentionally exposing herself to the Lord of Faces. A Soul Harvest parasite attached itself to her.&lt;br /&gt;
&lt;br /&gt;
=== Myth’s Warning ===&lt;br /&gt;
In a vision, [[Myth]] warns Astrid that Jane is tethered and that the Lord despises her influence.&lt;br /&gt;
&lt;br /&gt;
=== The Black Flame Outburst ===&lt;br /&gt;
Astrid attempted to execute a controlled spell to kill the parasite.  &lt;br /&gt;
Instead:&lt;br /&gt;
&lt;br /&gt;
* The curse ignites uncontrollably  &lt;br /&gt;
* His flesh burns to ash  &lt;br /&gt;
* His voice is destroyed  &lt;br /&gt;
* Their home is obliterated  &lt;br /&gt;
&lt;br /&gt;
His final message to her, pushed into her mind:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;+JANE, LEAVE.+&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is the last time he sees her.&lt;br /&gt;
&lt;br /&gt;
== Before Runaways ==&lt;br /&gt;
Astrid wandered Westwynd, cursed and unstable, still tethered to the Lord of Faces.  &lt;br /&gt;
He sought ways to sever their bond, unaware each attempt only deepened his corruption.&lt;br /&gt;
&lt;br /&gt;
== Sparkborough ==&lt;br /&gt;
In Sparkborough, Astrid encounters [[Isaac Blackburn|Isaac]], scarred by the Lord’s influence.  &lt;br /&gt;
This awakens Astrid’s desire to protect others from suffering the same fate.&lt;br /&gt;
&lt;br /&gt;
== World Tree ==&lt;br /&gt;
Astrid learns the metaphysical structure binding the Lord of Faces to Westwynd’s planar fabric.  &lt;br /&gt;
This knowledge becomes foundational to his eventual ascension.&lt;br /&gt;
&lt;br /&gt;
== The Death of Myth ==&lt;br /&gt;
Following events beneath the [[World Tree]], Astrid believes [[Myth]] has been killed by the Lord for his betrayal and replaced by a false tutor named [[Doc]].  &lt;br /&gt;
The loss pushes Astrid further toward self-destruction.&lt;br /&gt;
&lt;br /&gt;
== Myth’s Perspective ==&lt;br /&gt;
In his private writings that Astrid discovered just before his death, [[Myth]] classifies Astrid as a ‘‘3b Warlock’’ — one who knows the truth of the Lord yet continues to struggle against it -- as well as the nature of all of The Lord of Faces kin. &lt;br /&gt;
&lt;br /&gt;
Myth does not view Astrid’s Black Flame ritual as defiance, but as tragic hubris.  &lt;br /&gt;
Yet he admires Astrid’s refusal to surrender his identity, even as he destroys himself.&lt;br /&gt;
&lt;br /&gt;
== The Black Flame Rebellion (Corrected Canon) ==&lt;br /&gt;
Astrid’s final attempt to use the Black Flame was not a rebellion — it was a catastrophic miscalculation.&lt;br /&gt;
&lt;br /&gt;
During the ritual the two realms blurred, geometry distorted which weighted on the sanity of Astrid. In his attempt to cast the spell, the Black Flame surged uncontrollably and left Astrid’s body decayed into living fire.  &lt;br /&gt;
&lt;br /&gt;
The ritual &#039;&#039;&#039;did not&#039;&#039;&#039; harm or even touch the [[Lord of Faces]]. Just as he had always done, he merely watched and pulled the strings of Astrid&#039;s fate. &lt;br /&gt;
 &lt;br /&gt;
This would be the catalyst for Astrid as it left him permanently cursed, broken, and balanced in a state of undeath.&lt;br /&gt;
&lt;br /&gt;
== The Corellite Era &amp;amp; The Error Project ==&lt;br /&gt;
In the [[Corellite Empire]], [[Ovina]] attempted to elevate Astrid to godhood by isolating and amplifying the ‘‘Error’’ — a horrible spawn of The Lord of Faces that was obsessed with Astrid.&lt;br /&gt;
&lt;br /&gt;
While undergoing Ovina&#039;s attempts to ascend him, Astrid wrote mental notes urging himself to:&lt;br /&gt;
&lt;br /&gt;
* Protect [[Ragnar]]  &lt;br /&gt;
* Protect [[Marco]]  &lt;br /&gt;
* Protect [[Ausmund]]  &lt;br /&gt;
* Trust [[Merridoc]]  &lt;br /&gt;
* ‘‘Break the chain, even if it means breaking yourself.’’&lt;br /&gt;
&lt;br /&gt;
This marks the beginning of Astrid’s internal rebellion against destiny.&lt;br /&gt;
&lt;br /&gt;
== Return to Corinth and the Festival of Saint Myriad ==&lt;br /&gt;
&lt;br /&gt;
== The Battle of Greymore Abbey ==&lt;br /&gt;
&lt;br /&gt;
== The Morgana Dilemma and the Dead Wood==&lt;br /&gt;
&lt;br /&gt;
== The Death of Despair and the Rise of Endurance == &lt;br /&gt;
&lt;br /&gt;
== Astral Plane ==&lt;br /&gt;
&lt;br /&gt;
Shortly after Astrid&#039;s ascension to the Astral Plane following the defeat of [[Microphone]] and [[Doc]], Astrid noticed a collection of souls that were not going to their final resting places. In fact, a large amount were stuck in this in between in the Astral Plane, unable to move on. Astrid does what he can to keep these wayward souls comfortable but does not know how he can help.&lt;br /&gt;
&lt;br /&gt;
During his times containing the idea of [[Microphone]], Astrid learned of the real [[Rivers Gangxi]] and that the one serving under [[Venoa]] and the Dragon Empire may, in fact, be a farce. The real [[Rivers Gangxi|Rivers]] died 38 years ago in small town on the continent of [[Cassius]]. He allegedly lived a quiet life after defeating an early form of [[Microphone]] amongst other accomplishments. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Maintaining stability in the [[Ethereal Realm]].  &lt;br /&gt;
He has chosen to refrain from influencing the Material Plane so as not to mimic the actions of the [[Lord of Faces]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
This page reflects only the most commonly accepted version of Astrid’s history. Competing records, magical distortions, and unreliable narrators may alter or contradict certain details.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Astrid_Myriad&amp;diff=822</id>
		<title>Astrid Myriad</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Astrid_Myriad&amp;diff=822"/>
		<updated>2026-07-24T02:35:58Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox character&lt;br /&gt;
| name        = Astrid Myriad&lt;br /&gt;
| image       = Astrid(ascended).png&lt;br /&gt;
| race        = [[Tiefling]]&lt;br /&gt;
| class       = [[Warlock (Great Old One)|Warlock — Great Old One]]&lt;br /&gt;
| titles      = Survivor of the [[Soul Harvest]]; Archon of Hope; Custodian of the [[Ethereal Realm]]&lt;br /&gt;
| birthplace  = [[Corinth]]&lt;br /&gt;
| affiliations = [[The Runaways]] • [[Corellite Empire]] (formerly)&lt;br /&gt;
| patron      = [[Lord of Faces|The Lord of Faces]] (formerly)&lt;br /&gt;
| family      = [[Cryo]] (father), [[Mina]] (mother), [[Lear Myriad|Lear]] (sibling)&lt;br /&gt;
| significant_other = [[Jane]] (estranged)&lt;br /&gt;
| tutor       = [[Myth]]&lt;br /&gt;
| realm       = [[Ethereal Realm]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Astrid Myriad =&lt;br /&gt;
&#039;&#039;Blue Tiefling • Great Old One Warlock • Survivor of the Soul Harvest and Archon of Hope&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Astrid(ascended).png|thumb|center|400px|Astrid&#039;s current appearance as the custodian of the Ethereal Realm]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Astrid Myriad is a tiefling warlock whose pursuit of forbidden knowledge brought catastrophic consequences to his homeland of [[Corinth]] and nearly to all of [[Westwynd]].  &lt;br /&gt;
His brilliance, curiosity, and arrogance drove him deep into occult study — ultimately binding him to the entity known as the [[Lord of Faces|Lord of Faces / Microphone]].&lt;br /&gt;
&lt;br /&gt;
With the effort of the [[The Runaways]], Astrid was able to separate the yolk of Microphone from Westwynd and break free of the pact that once defined him.&lt;br /&gt;
&lt;br /&gt;
His powers previously manifested violently: when casting spells, his body would erupt in unstable, violent &#039;&#039;&#039;black flame&#039;&#039;&#039;, a visible sign of the warped magic flowing through him when he was tethered to the Lord of Faces.&lt;br /&gt;
&lt;br /&gt;
Today, Astrid is debatably ascended to the status of an Archon. At this time, there has been no confirmation or further follow up on the nature of his endeavors in the Astral Realm.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Astrid appears in their early twenties, slight of build, with distinctly fiendish tiefling features and faint arcane scars burned into their skin from the failed ritual that cursed him.  &lt;br /&gt;
Their eyes glow with an unnatural intensity, and when channeling eldritch power, they become engulfed in roiling black fire that distorts the air around them.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Astrid began as a quiet, intensely introspective figure whose pursuit of knowledge often overrode caution and empathy.  &lt;br /&gt;
He valued precision and truth above diplomacy, and early on he was intentionally cruel and emotionally withdrawn.&lt;br /&gt;
&lt;br /&gt;
Meeting [[The Runaways]] challenged both his worldview and his emotional detachment. Forced to trust others to survive, Astrid learned that the true worth of people was not in knowledge, skill, or power — but in the ability to endure hardship, confront fear, and continue forward.&lt;br /&gt;
&lt;br /&gt;
He ultimately came to live by the philosophy:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“This too shall pass.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
[[File:myth.jpg|thumb|right|200px|Myth around the time of Astrid’s fall to the Lord of Faces.]]&lt;br /&gt;
&lt;br /&gt;
Astrid was born in [[Corinth]] to loving parents, [[Cryo]] and [[Mina]]. He grew up beside his younger brother, [[Lear Myriad|Lear]], whose small but natural magical talents Astrid envied yet adored.  &lt;br /&gt;
Their days spent fishing at the lake and experimenting with Lear’s dancing lights remain Astrid’s most cherished memories.&lt;br /&gt;
&lt;br /&gt;
Astrid’s insatiable curiosity led him to topics most considered dangerous: gods, forbidden histories, and the nature of mortal belief.  &lt;br /&gt;
Under the influence of his enigmatic classmate [[Myth]], Astrid pursued knowledge outside the [[Weave]], unknowingly inching toward the being that would destroy his home.&lt;br /&gt;
&lt;br /&gt;
== The Catalyst Event ==&lt;br /&gt;
Astrid’s desire to comprehend what should not be comprehended brought him into contact with the [[Lord of Faces]].  &lt;br /&gt;
This first brush shattered his worldview and began the spread of the [[Soul Harvest]] across Corinth.&lt;br /&gt;
&lt;br /&gt;
His parents fell ill, and Lear’s magic — then his mind — dissolved before Astrid’s eyes.  &lt;br /&gt;
Astrid alone survived, burdened with guilt that would shape every choice that followed.&lt;br /&gt;
&lt;br /&gt;
== Abilities &amp;amp; Powers ==&lt;br /&gt;
* **Former Thrall of the Lord of Faces:** Astrid was bound involuntarily through exposure and forbidden study.  &lt;br /&gt;
* **Black Flame Curse:** Not a weapon, but a catastrophic self-inflicted curse from a ritual born of arrogance. When casting spells, Astrid erupted into unstable black flame that harmed his body, mind, and surroundings.  &lt;br /&gt;
* **Vast knowledge of rituals, curses, and forbidden runes:** Much of this knowledge was gathered under Myth’s guidance or through fragmented eldritch texts.  &lt;br /&gt;
* **Resistance to Soul Harvest corruption:** Not immunity, but a hardened tolerance that allowed him to survive exposure that killed others.  &lt;br /&gt;
* **Ascended Insight:** After becoming custodian of the [[Ethereal Realm]], Astrid created a vast library recording the lives and stories of mortals, observing without interfering — a deliberate rejection of the Lord of Faces’ possessiveness.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
* **Cryo &amp;amp; Mina:** Astrid’s loving and inquisitive parents, both lost to the Soul Harvest.  &lt;br /&gt;
* **[[Lear Myriad|Lear]]:** Astrid’s younger brother, whose fall to the corruption remains Astrid’s deepest wound.  &lt;br /&gt;
* **[[Lord of Faces|The Lord of Faces]]:** His former patron, captor, and cosmic tormentor.  &lt;br /&gt;
* **[[Isaac Blackburn|Isaac Neeman Blackburn]]:** Astrid once saved him from suicide. Isaac now carries a watch that preserves an aspect of Astrid’s soul.  &lt;br /&gt;
* **[[Jane]]:** Astrid’s lover. Her tethering to the Soul Harvest and their final encounter haunt him.  &lt;br /&gt;
* **[[Myth]]:** Tutor, betrayer of the Lord of Faces, and Astrid’s closest intellectual companion. Previously known as Milston.&lt;br /&gt;
&lt;br /&gt;
= Major Story Arcs =&lt;br /&gt;
&lt;br /&gt;
== The Journal Years (Ages 17–20) ==&lt;br /&gt;
Astrid’s journals detail his descent from prodigy to cursed warlock.&lt;br /&gt;
&lt;br /&gt;
=== Early Obsessions ===&lt;br /&gt;
At seventeen, Astrid questioned the nature of gods, fate, and mortal worship, believing truth could be grasped through study alone.&lt;br /&gt;
&lt;br /&gt;
=== First Contact ===&lt;br /&gt;
Through Myth’s teachings, Astrid sought deeper comprehension of the entity that empowered them. Curiosity became fixation; fixation became infection. &lt;br /&gt;
&lt;br /&gt;
Although what Myth was doing was objectively dooming Astrid, it was a necessary evil.&lt;br /&gt;
&lt;br /&gt;
=== Lear’s Fall ===&lt;br /&gt;
Lear loses his magic, then his autonomy, then himself. Astrid witnesses the Soul Harvest consume his brother — a trauma central to his character.&lt;br /&gt;
&lt;br /&gt;
=== Study of Wards &amp;amp; the Black Flame ===&lt;br /&gt;
Astrid learned to hide thoughts from the Lord through Wards taught by Myth. He later discovered fragmented texts describing the ‘‘Black Flame’’ — a ritual he arrogantly believed could free him.&lt;br /&gt;
&lt;br /&gt;
== The Jane Incident ==&lt;br /&gt;
A defining tragedy in Astrid’s life.&lt;br /&gt;
&lt;br /&gt;
=== Tethering ===&lt;br /&gt;
Jane read Astrid’s tome in desperation while he slept, unintentionally exposing herself to the Lord of Faces. A Soul Harvest parasite attached itself to her.&lt;br /&gt;
&lt;br /&gt;
=== Myth’s Warning ===&lt;br /&gt;
In a vision, [[Myth]] warns Astrid that Jane is tethered and that the Lord despises her influence.&lt;br /&gt;
&lt;br /&gt;
=== The Black Flame Outburst ===&lt;br /&gt;
Astrid attempted to execute a controlled spell to kill the parasite.  &lt;br /&gt;
Instead:&lt;br /&gt;
&lt;br /&gt;
* The curse ignites uncontrollably  &lt;br /&gt;
* His flesh burns to ash  &lt;br /&gt;
* His voice is destroyed  &lt;br /&gt;
* Their home is obliterated  &lt;br /&gt;
&lt;br /&gt;
His final message to her, pushed into her mind:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;+JANE, LEAVE.+&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is the last time he sees her.&lt;br /&gt;
&lt;br /&gt;
== Before Runaways ==&lt;br /&gt;
Astrid wandered Westwynd, cursed and unstable, still tethered to the Lord of Faces.  &lt;br /&gt;
He sought ways to sever their bond, unaware each attempt only deepened his corruption.&lt;br /&gt;
&lt;br /&gt;
== Sparkborough ==&lt;br /&gt;
In Sparkborough, Astrid encounters [[Isaac Blackburn|Isaac]], scarred by the Lord’s influence.  &lt;br /&gt;
This awakens Astrid’s desire to protect others from suffering the same fate.&lt;br /&gt;
&lt;br /&gt;
== World Tree ==&lt;br /&gt;
Astrid learns the metaphysical structure binding the Lord of Faces to Westwynd’s planar fabric.  &lt;br /&gt;
This knowledge becomes foundational to his eventual ascension.&lt;br /&gt;
&lt;br /&gt;
== The Death of Myth ==&lt;br /&gt;
Following events beneath the [[World Tree]], Astrid believes [[Myth]] has been killed by the Lord for his betrayal and replaced by a false tutor named [[Doc]].  &lt;br /&gt;
The loss pushes Astrid further toward self-destruction.&lt;br /&gt;
&lt;br /&gt;
== Myth’s Perspective ==&lt;br /&gt;
In his private writings that Astrid discovered just before his death, [[Myth]] classifies Astrid as a ‘‘3b Warlock’’ — one who knows the truth of the Lord yet continues to struggle against it -- as well as the nature of all of The Lord of Faces kin. &lt;br /&gt;
&lt;br /&gt;
Myth does not view Astrid’s Black Flame ritual as defiance, but as tragic hubris.  &lt;br /&gt;
Yet he admires Astrid’s refusal to surrender his identity, even as he destroys himself.&lt;br /&gt;
&lt;br /&gt;
== The Black Flame Rebellion (Corrected Canon) ==&lt;br /&gt;
Astrid’s final attempt to use the Black Flame was not a rebellion — it was a catastrophic miscalculation.&lt;br /&gt;
&lt;br /&gt;
During the ritual the two realms blurred, geometry distorted which weighted on the sanity of Astrid. In his attempt to cast the spell, the Black Flame surged uncontrollably and left Astrid’s body decayed into living fire.  &lt;br /&gt;
&lt;br /&gt;
The ritual &#039;&#039;&#039;did not&#039;&#039;&#039; harm or even touch the [[Lord of Faces]]. Just as he had always done, he merely watched and pulled the strings of Astrid&#039;s fate. &lt;br /&gt;
 &lt;br /&gt;
This would be the catalyst for Astrid as it left him permanently cursed, broken, and balanced in a state of undeath.&lt;br /&gt;
&lt;br /&gt;
== The Corellite Era &amp;amp; The Error Project ==&lt;br /&gt;
In the [[Corellite Empire]], [[Ovina]] attempted to elevate Astrid to godhood by isolating and amplifying the ‘‘Error’’ — a horrible spawn of The Lord of Faces that was obsessed with Astrid.&lt;br /&gt;
&lt;br /&gt;
While undergoing Ovina&#039;s attempts to ascend him, Astrid wrote mental notes urging himself to:&lt;br /&gt;
&lt;br /&gt;
* Protect [[Ragnar]]  &lt;br /&gt;
* Protect [[Marco]]  &lt;br /&gt;
* Protect [[Ausmund]]  &lt;br /&gt;
* Trust [[Merridoc]]  &lt;br /&gt;
* ‘‘Break the chain, even if it means breaking yourself.’’&lt;br /&gt;
&lt;br /&gt;
This marks the beginning of Astrid’s internal rebellion against destiny.&lt;br /&gt;
&lt;br /&gt;
== Return to Corinth and the Festival of Saint Myriad ==&lt;br /&gt;
&lt;br /&gt;
== The Battle of Greymore Abbey ==&lt;br /&gt;
&lt;br /&gt;
== The Morgana Dilemma and the Dead Wood==&lt;br /&gt;
&lt;br /&gt;
== The Death of Despair and the Rise of Endurance == &lt;br /&gt;
&lt;br /&gt;
== Astral Plane ==&lt;br /&gt;
&lt;br /&gt;
Shortly after Astrid&#039;s ascension to the Astral Plane following the defeat of [[Microphone]] and [[Doc]], Astrid noticed a collection of souls that were not going to their final resting places. In fact, a large amount were stuck in this in between in the Astral Plane, unable to move on. Astrid does what he can to keep these wayward souls comfortable but does not know how he can help.&lt;br /&gt;
&lt;br /&gt;
During his times containing the idea of [[Microphone]], Astrid learned of the real [[Rivers Ghangxi]] and that the one serving under [[Venoa]] and the Dragon Empire may, in fact, be a farce. The real [[Rivers|Rivers Ghangxi]] died 38 years ago in small town on the continent of [[Cassius]]. He allegedly lived a quiet life after defeating an early form of [[Microphone]] amongst other accomplishments. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Maintaining stability in the [[Ethereal Realm]].  &lt;br /&gt;
He has chosen to refrain from influencing the Material Plane so as not to mimic the actions of the [[Lord of Faces]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
This page reflects only the most commonly accepted version of Astrid’s history. Competing records, magical distortions, and unreliable narrators may alter or contradict certain details.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Main_Page&amp;diff=804</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Main_Page&amp;diff=804"/>
		<updated>2026-07-19T22:54:28Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Diki! A passion project for the DnD world created by all of us. &lt;br /&gt;
&lt;br /&gt;
== Continents ==&lt;br /&gt;
&lt;br /&gt;
[[Westwynd]]&lt;br /&gt;
&lt;br /&gt;
[[Cassius]]&lt;br /&gt;
&lt;br /&gt;
== Player Parties ==&lt;br /&gt;
&lt;br /&gt;
[[Silver Spear]]&lt;br /&gt;
&lt;br /&gt;
[[The Runaways]]&lt;br /&gt;
&lt;br /&gt;
[[The Living Martyrs]]&lt;br /&gt;
&lt;br /&gt;
== Campaign Settings ==&lt;br /&gt;
&lt;br /&gt;
[[Campaign 2]]&lt;br /&gt;
&lt;br /&gt;
[[Campaign 3]]&lt;br /&gt;
&lt;br /&gt;
[[Jack Campaign]]&lt;br /&gt;
&lt;br /&gt;
[[Cole Campaign]]&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=MediaWiki:Common.css&amp;diff=289</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=MediaWiki:Common.css&amp;diff=289"/>
		<updated>2026-07-10T04:16:09Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: Created page with &amp;quot;/* CSS placed here will be applied to all skins */ /* Prevent images from being color-inverted in DarkMode */ .client-darkmode img, .client-darkmode svg, .client-darkmode video {     filter: invert(1) hue-rotate(180deg); }&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
/* Prevent images from being color-inverted in DarkMode */&lt;br /&gt;
.client-darkmode img,&lt;br /&gt;
.client-darkmode svg,&lt;br /&gt;
.client-darkmode video {&lt;br /&gt;
    filter: invert(1) hue-rotate(180deg);&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Campaign_3&amp;diff=288</id>
		<title>Campaign 3</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Campaign_3&amp;diff=288"/>
		<updated>2026-07-10T02:16:23Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Arcs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intro ==&lt;br /&gt;
&lt;br /&gt;
== Hook ==&lt;br /&gt;
== Arcs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arc 1 ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arc 2 ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arc 3 ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arc 4 ===&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
* &#039;&#039;&#039;[[List NPC|NPCs from C3]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Villains ==&lt;br /&gt;
== Ending ==&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Campaign_3&amp;diff=287</id>
		<title>Campaign 3</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Campaign_3&amp;diff=287"/>
		<updated>2026-07-10T02:16:09Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Intro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intro ==&lt;br /&gt;
&lt;br /&gt;
== Hook ==&lt;br /&gt;
== Arcs ==&lt;br /&gt;
&lt;br /&gt;
The Fuckening&lt;br /&gt;
&lt;br /&gt;
=== Arc 1 ===&lt;br /&gt;
we fucked&lt;br /&gt;
&lt;br /&gt;
=== Arc 2 ===&lt;br /&gt;
they fucked&lt;br /&gt;
&lt;br /&gt;
=== Arc 3 ===&lt;br /&gt;
they fought&lt;br /&gt;
&lt;br /&gt;
=== Arc 4 ===&lt;br /&gt;
we fucked&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
* &#039;&#039;&#039;[[List NPC|NPCs from C3]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Villains ==&lt;br /&gt;
== Ending ==&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=MediaWiki:Sidebar&amp;diff=276</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=MediaWiki:Sidebar&amp;diff=276"/>
		<updated>2026-07-09T04:46:14Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|Main Page&lt;br /&gt;
** recentchanges-url|Recent Changes&lt;br /&gt;
** Special:Watchlist|Watchlist&lt;br /&gt;
** randompage-url|Random Page&lt;br /&gt;
** Special:Special&lt;br /&gt;
&lt;br /&gt;
* Campaigns&lt;br /&gt;
** Campaign_2|Campaign 2&lt;br /&gt;
** Campaign_3|Campaign 3&lt;br /&gt;
** Jack_Campaign|Jack Campaign&lt;br /&gt;
** Cole_Campaign|Cole Compaign&lt;br /&gt;
&lt;br /&gt;
* SEARCH&lt;br /&gt;
&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Campaign_3&amp;diff=243</id>
		<title>Campaign 3</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Campaign_3&amp;diff=243"/>
		<updated>2026-07-06T03:42:59Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intro ==&lt;br /&gt;
== Hook ==&lt;br /&gt;
== Arcs ==&lt;br /&gt;
=== Arc 1 ===&lt;br /&gt;
=== Arc 2 ===&lt;br /&gt;
=== Arc 3 ===&lt;br /&gt;
=== Arc 4 ===&lt;br /&gt;
== NPCs ==&lt;br /&gt;
* &#039;&#039;&#039;[[List NPC|NPCs from C3]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Villains ==&lt;br /&gt;
== Ending ==&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Campaign_3&amp;diff=242</id>
		<title>Campaign 3</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Campaign_3&amp;diff=242"/>
		<updated>2026-07-06T03:42:40Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intro ==&lt;br /&gt;
== Hook ==&lt;br /&gt;
== Arcs ==&lt;br /&gt;
=== Arc 1 ===&lt;br /&gt;
=== Arc 2 ===&lt;br /&gt;
=== Arc 3 ===&lt;br /&gt;
=== Arc 4 ===&lt;br /&gt;
== NPCs ==&lt;br /&gt;
* &#039;&#039;&#039;[[NPC For C3|List NPC]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Villains ==&lt;br /&gt;
== Ending ==&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Campaign_2&amp;diff=241</id>
		<title>Campaign 2</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Campaign_2&amp;diff=241"/>
		<updated>2026-07-06T03:40:40Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: Created page with &amp;quot;== Intro == == Hook == == Arcs == === Arc 1 === === Arc 2 === === Arc 3 === === Arc 4 === == NPCs == == Villains == == Ending ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intro ==&lt;br /&gt;
== Hook ==&lt;br /&gt;
== Arcs ==&lt;br /&gt;
=== Arc 1 ===&lt;br /&gt;
=== Arc 2 ===&lt;br /&gt;
=== Arc 3 ===&lt;br /&gt;
=== Arc 4 ===&lt;br /&gt;
== NPCs ==&lt;br /&gt;
== Villains ==&lt;br /&gt;
== Ending ==&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Jack_Campaign&amp;diff=240</id>
		<title>Jack Campaign</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Jack_Campaign&amp;diff=240"/>
		<updated>2026-07-06T03:40:31Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: Created page with &amp;quot;== Intro == == Hook == == Arcs == === Arc 1 === === Arc 2 === === Arc 3 === === Arc 4 === == NPCs == == Villains == == Ending ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intro ==&lt;br /&gt;
== Hook ==&lt;br /&gt;
== Arcs ==&lt;br /&gt;
=== Arc 1 ===&lt;br /&gt;
=== Arc 2 ===&lt;br /&gt;
=== Arc 3 ===&lt;br /&gt;
=== Arc 4 ===&lt;br /&gt;
== NPCs ==&lt;br /&gt;
== Villains ==&lt;br /&gt;
== Ending ==&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Campaign_3&amp;diff=239</id>
		<title>Campaign 3</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Campaign_3&amp;diff=239"/>
		<updated>2026-07-06T03:40:23Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: Created page with &amp;quot;== Intro == == Hook == == Arcs == === Arc 1 === === Arc 2 === === Arc 3 === === Arc 4 === == NPCs == == Villains == == Ending ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intro ==&lt;br /&gt;
== Hook ==&lt;br /&gt;
== Arcs ==&lt;br /&gt;
=== Arc 1 ===&lt;br /&gt;
=== Arc 2 ===&lt;br /&gt;
=== Arc 3 ===&lt;br /&gt;
=== Arc 4 ===&lt;br /&gt;
== NPCs ==&lt;br /&gt;
== Villains ==&lt;br /&gt;
== Ending ==&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Silver_Spear&amp;diff=238</id>
		<title>Silver Spear</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Silver_Spear&amp;diff=238"/>
		<updated>2026-07-06T03:37:48Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Silver Spear Campfire.jpg|thumb|center|1200px|Painting of the party from atop a mountain in front of a root of the World Tree. Unbeknownst to them, they were only feet away from a dragon at this moment &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From left to right: Rudder (and his Grung companion B&#039;leep), Rivers, Carter, Enzo and Morgan]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Party Members ==&lt;br /&gt;
&lt;br /&gt;
*[[Rivers Guangxi]]&lt;br /&gt;
*[[Carter Baldrick]]&lt;br /&gt;
*[[Enzo Boidae]]&lt;br /&gt;
*[[Morgan]]&lt;br /&gt;
*[[Captain Margery “Maggs” Whitlock]]&lt;br /&gt;
*[[Killian]]&lt;br /&gt;
*[[Rudder]]&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
== Key Players ==&lt;br /&gt;
&lt;br /&gt;
== NPC Members ==&lt;br /&gt;
&lt;br /&gt;
== Villains ==&lt;br /&gt;
&lt;br /&gt;
== Whereabouts Today ==&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Silver_Spear&amp;diff=237</id>
		<title>Silver Spear</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Silver_Spear&amp;diff=237"/>
		<updated>2026-07-06T03:37:21Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Party Members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Silver Spear Campfire.jpg|thumb|center|1200px|Painting of the party from atop a mountain in front of a root of the World Tree. Unbeknownst to them, they were only feet away from a dragon at this moment &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From left to right: Rudder (and his Grung B&#039;leep), Rivers, Carter, Enzo and Morgan]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Party Members ==&lt;br /&gt;
&lt;br /&gt;
*[[Rivers Guangxi]]&lt;br /&gt;
*[[Carter Baldrick]]&lt;br /&gt;
*[[Enzo Boidae]]&lt;br /&gt;
*[[Morgan]]&lt;br /&gt;
*[[Captain Margery “Maggs” Whitlock]]&lt;br /&gt;
*[[Killian]]&lt;br /&gt;
*[[Rudder]]&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
== Key Players ==&lt;br /&gt;
&lt;br /&gt;
== NPC Members ==&lt;br /&gt;
&lt;br /&gt;
== Villains ==&lt;br /&gt;
&lt;br /&gt;
== Whereabouts Today ==&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=The_Living_Martyrs&amp;diff=236</id>
		<title>The Living Martyrs</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=The_Living_Martyrs&amp;diff=236"/>
		<updated>2026-07-06T03:36:50Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Party Members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Party Members ==&lt;br /&gt;
&lt;br /&gt;
*[[Bart &amp;quot;Jams&amp;quot; Weakfoot]] (MIA)&lt;br /&gt;
*[[Johnathan Hightower]] (Deceased)&lt;br /&gt;
*[[Thrain]]&lt;br /&gt;
*[[TWEAK]]&lt;br /&gt;
*[[Green]]&lt;br /&gt;
*[[Durin Calderwood]]&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
== Key Players ==&lt;br /&gt;
&lt;br /&gt;
== NPC Members ==&lt;br /&gt;
&lt;br /&gt;
== Villains ==&lt;br /&gt;
&lt;br /&gt;
== Whereabouts Today ==&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=The_Runaways&amp;diff=235</id>
		<title>The Runaways</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=The_Runaways&amp;diff=235"/>
		<updated>2026-07-06T03:36:22Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Party Members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Party Members ==&lt;br /&gt;
&lt;br /&gt;
*[[Astrid Myriad]] (Ascended)&lt;br /&gt;
*[[Isaac Neeman Blackburn]]&lt;br /&gt;
*[[Lucius Ironhand Von Glaur]] (MIA)&lt;br /&gt;
*[[Ragnar Giantsblood]]&lt;br /&gt;
*[[Ausmund Elsifson]]&lt;br /&gt;
*[[Marco Silvermane]]&lt;br /&gt;
*[[Artemis Von Glaur]] (MIA)&lt;br /&gt;
*[[Calgari Albion]]&lt;br /&gt;
*[[Gobannus Steelgrave]]&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
== Key Players ==&lt;br /&gt;
&lt;br /&gt;
== NPC Members ==&lt;br /&gt;
&lt;br /&gt;
== Villains ==&lt;br /&gt;
&lt;br /&gt;
== Whereabouts Today ==&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=The_Duke&amp;diff=234</id>
		<title>The Duke</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=The_Duke&amp;diff=234"/>
		<updated>2026-07-06T03:31:25Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: Redirected page to Lucius Ironhand Von Glaur&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Lucius Ironhand Von Glaur]]&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Isaac_Blackburn&amp;diff=233</id>
		<title>Isaac Blackburn</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Isaac_Blackburn&amp;diff=233"/>
		<updated>2026-07-06T03:30:18Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: Redirected page to Isaac Neeman Blackburn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Isaac Neeman Blackburn]]&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Enzo&amp;diff=232</id>
		<title>Enzo</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Enzo&amp;diff=232"/>
		<updated>2026-07-06T03:29:51Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: Redirected page to Enzo Boidae&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Enzo Boidae]]&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Ausmund&amp;diff=229</id>
		<title>Ausmund</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Ausmund&amp;diff=229"/>
		<updated>2026-07-06T03:27:34Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: Redirected page to Ausmund Elsifson&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ausmund Elsifson]]&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Artemis&amp;diff=228</id>
		<title>Artemis</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Artemis&amp;diff=228"/>
		<updated>2026-07-06T03:26:47Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: Redirected page to Artemis Von Glaur&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Artemis Von Glaur]]&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Bart_%22Jams%22_Weakfoot&amp;diff=222</id>
		<title>Bart &quot;Jams&quot; Weakfoot</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Bart_%22Jams%22_Weakfoot&amp;diff=222"/>
		<updated>2026-07-06T03:05:03Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;Half Hafling• College of Lore Bard • Living Martyr&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Jams.png|center]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Provide a short introduction summarizing who the character is, what they are known for, and their overall role in the world.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Describe their appearance, mannerisms, clothing, and any distinctive visual traits.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Describe their temperament, values, flaws, motivations, fears, and social habits.&lt;br /&gt;
&lt;br /&gt;
== Before the Living Martyrs==&lt;br /&gt;
&lt;br /&gt;
Jams Weakfoot was born and raised in the town of Troford, where he spent much of his childhood alongside his closest friend, Jonathan. The two were inseparable from an early age, filling their days with imaginative games of knights, sword fights, and make-believe adventures that fostered Jams&#039;s lifelong fascination with heroes, history, and legendary tales.&lt;br /&gt;
&lt;br /&gt;
Unlike the stories he admired, Jams&#039;s home life was far less idyllic. His father, a wealthy but abusive halfling, and his distant, judgmental human mother created a household that Jams would eventually grow to resent. As he matured, he found greater comfort in books, ancient history, and the mysteries of civilizations long forgotten than within his own family.&lt;br /&gt;
&lt;br /&gt;
=== Early Fascination with Antiquity ===&lt;br /&gt;
&lt;br /&gt;
From a young age, Jams became captivated by the world that existed before the Spellplague, believing the era of unrestricted magic represented the greatest period in Westwynd&#039;s history. His fascination soon expanded beyond mythology into archaeology, relic hunting, and the recovery of forgotten artifacts.&lt;br /&gt;
&lt;br /&gt;
During his adolescence, Jams became convinced that an artifact known as the Companion represented an ill omen whose discovery would only bring disaster. At the age of twelve, he secretly stole the anchor ropes belonging to a group of dungeon explorers, trapping them inside a cave in an attempt to prevent them from retrieving the artifact.&lt;br /&gt;
&lt;br /&gt;
The expedition ended in tragedy when one of the explorers died after encountering a mysterious force within the cave. Although Jams viewed the death as an unfortunate necessity to prevent the artifact from being recovered, he concealed his involvement for years.&lt;br /&gt;
&lt;br /&gt;
The failed expedition devastated his father, who lost his trusted exploration crew and largely abandoned archaeological expeditions for an extended period.&lt;br /&gt;
&lt;br /&gt;
=== Academic Pursuits ===&lt;br /&gt;
&lt;br /&gt;
As large expeditions became less common, Jams focused increasingly on research and personal exploration. Realizing that independent study alone would never satisfy his ambitions, he enrolled at Lathander&#039;s Institute of Arts in Sparksborough to formally study history, archaeology, and lore.&lt;br /&gt;
&lt;br /&gt;
Jonathan followed him to Sparksborough despite having little direction of his own, choosing to remain beside his lifelong friend. During their time at university, Jams finally confessed his role in the cave expedition and the death that had resulted from it, trusting Jonathan with the secret he had carried since childhood.&lt;br /&gt;
&lt;br /&gt;
Jams excelled academically, eventually earning a bachelor&#039;s degree in College Lore while pursuing advanced studies toward a master&#039;s degree. His greatest academic influence was Professor Lionel, whose teachings inspired Jams to seek history not only through books but through firsthand experience. Lionel&#039;s belief that &amp;quot;the best way to experience history is to live within it&amp;quot; became one of the defining philosophies of Jams&#039;s life.&lt;br /&gt;
&lt;br /&gt;
=== Debt and the Search for Adventure ===&lt;br /&gt;
&lt;br /&gt;
By his early twenties, Jams had accumulated significant debt while continuing his education and chose to take a year away from his master&#039;s program in search of practical experience.&lt;br /&gt;
&lt;br /&gt;
Inspired by the legendary stories he had spent years studying, Jams resolved to become part of history rather than merely document it.&lt;br /&gt;
&lt;br /&gt;
During this period he incurred a personal debt to Jonathan after stealing an artifact from a lord in Troford. Jonathan covered for him, an act that ultimately contributed to the lord&#039;s downfall and left Jams owing his closest friend a favor.&lt;br /&gt;
&lt;br /&gt;
At the same time, Jams accepted a quest from Marston, setting him upon the path that would ultimately lead him toward the Living Martyrs.&lt;br /&gt;
&lt;br /&gt;
== The Living Martyrs ==&lt;br /&gt;
&lt;br /&gt;
=== The Wilting Fortress ===&lt;br /&gt;
&lt;br /&gt;
While traveling with the Living Martyrs through the Black Sand Desert, Jams and his companions discovered the hidden city known as the Wilting Fortress, an isolated dragonkin civilization concealed beneath the sands. There they learned of the Dragonturtle Sovereign, Azalor, whose people had survived since the Spellplague after the Rill dried up and Black Sand consumed the region.&lt;br /&gt;
&lt;br /&gt;
The discovery immediately captivated Jams, who eagerly researched the mysterious shards recovered throughout Azah&#039;rul and questioned the fortress&#039;s historians about the city&#039;s origins. Although many questions remained unanswered, he learned that the shards possessed unique properties and that little was known about how the Dragonturtle itself had arrived beneath the desert.&lt;br /&gt;
&lt;br /&gt;
During an audience with Azalor, Jams suffered a magical episode that nearly overwhelmed him. To stabilize himself, he willingly drained the magic from one of his enchanted possessions, sacrificing its power in exchange for his own safety. Before departing the fortress, he continued refining his spellcasting alongside Jonathan as the Living Martyrs prepared for their journey toward Ashenholt.&lt;br /&gt;
&lt;br /&gt;
=== Ashenholt ===&lt;br /&gt;
&lt;br /&gt;
The Living Martyrs eventually reached Ashenholt, known to outsiders as the Holiday, where Jams found himself immersed in the history and politics of Azah&#039;rul. His attention quickly shifted toward the city&#039;s archives, where he searched for information concerning the mysterious Colorless Peaks and the ancient history of the region.&lt;br /&gt;
&lt;br /&gt;
While in Ashenholt, Jams reunited with TWEAK, an automaton connected to the late archmage Rary. Through conversations with TWEAK and other scholars, he became increasingly interested in the Circle of Eight, Mordenkainen, and the Blue Breath. These mysteries would gradually become central to his investigations throughout the campaign.&lt;br /&gt;
&lt;br /&gt;
As the party continued its work in the city, Jams spent much of his time discussing morality and history with Jonathan, ultimately concluding that understanding the past carried little meaning unless one also tried to improve the present. During this period he also witnessed the worsening condition of Red, whose mysterious illness deepened Jams&#039;s concern for his companions.&lt;br /&gt;
&lt;br /&gt;
=== Azah&#039;rul ===&lt;br /&gt;
&lt;br /&gt;
As the Living Martyrs ventured deeper into Azah&#039;rul, Jams devoted himself to uncovering the truth hidden within its libraries and forgotten laboratories. His investigations revealed that Professor Lionel, the mentor who had inspired his academic career, was in fact Bixby, one of the delegates connected to the Circle of Eight. The revelation fundamentally changed Jams&#039;s understanding of both his mentor and the history he had spent years studying.&lt;br /&gt;
&lt;br /&gt;
Further research uncovered disturbing accounts of the Blue Breath and its connection to children hunted by the Inquisition decades earlier. Jams also learned that the dragon egg recovered by the party had likely survived only because it had remained frozen for years, preserving the Blue Breath within it.&lt;br /&gt;
&lt;br /&gt;
As these discoveries accumulated, Jams gradually accepted responsibility for protecting the egg. What had begun as another archaeological curiosity slowly became something far more personal, and he came to view its survival as one of the party&#039;s most important responsibilities.&lt;br /&gt;
&lt;br /&gt;
=== The Center ===&lt;br /&gt;
&lt;br /&gt;
The Living Martyrs eventually entered the ancient jungle known as the Center, a region consumed by the lingering decay of the dragon Xanorad. Traveling through forgotten villages, ruined temples, and dragon sanctuaries, Jams found himself surrounded by remnants of the civilization he had spent years studying.&lt;br /&gt;
&lt;br /&gt;
While meeting with the people of Reedwhistle and later exploring the Basilica of Null, Jams witnessed firsthand how myth, history, and faith had become inseparable throughout Azah&#039;rul. The journey reinforced his growing belief that history was not confined to books, but survived through traditions, stories, and the choices of those still living.&lt;br /&gt;
&lt;br /&gt;
Despite these remarkable discoveries, the expedition took an emotional toll on him. As the mysteries surrounding the Blue Breath, Venoa, and the Colorless Peaks continued to grow more complex, Jams found his enthusiasm for adventure beginning to fade beneath the weight of the truths he continued to uncover.&lt;br /&gt;
&lt;br /&gt;
=== The Emeraldine ===&lt;br /&gt;
&lt;br /&gt;
Disguised beneath a mask, Jams infiltrated the Emeraldine alongside the Living Martyrs in an effort to uncover the political schemes surrounding Venoa&#039;s court. While navigating the masquerade, he gathered information from nobles, merchants, and members of the Chroma Conclave while maintaining the group&#039;s false identities.&lt;br /&gt;
&lt;br /&gt;
The gathering revealed increasingly troubling connections between the Platinum Cadre, Sental Narev, and the coming Platinum Eclipse. During the festivities Jams also confronted Blue, learning more about the Chroma Conclave&#039;s interest in the dragon egg and their belief that it represented a child rather than a weapon.&lt;br /&gt;
&lt;br /&gt;
As the private auction unfolded, the Living Martyrs obtained valuable artifacts and intelligence that pointed them toward Dazhi Island, setting the stage for the conflict that would soon follow.&lt;br /&gt;
&lt;br /&gt;
=== Bridge of Belief ===&lt;br /&gt;
&lt;br /&gt;
The expedition to Dazhi Island culminated in the Bridge of Belief, where the Living Martyrs confronted Stanis before representatives of both Bahamut and Tiamat. Rather than becoming a simple battle, the confrontation evolved into a struggle over the future of Azah&#039;rul itself.&lt;br /&gt;
&lt;br /&gt;
Although fierce fighting erupted, the Living Martyrs ultimately prevailed. The conflict exposed deception surrounding the Lady and weakened the influence she held over many of her followers. In the aftermath, Stanis survived the encounter, but the fragile peace collapsed as Venoa declared war after learning of the Silent Sister&#039;s involvement.&lt;br /&gt;
&lt;br /&gt;
For Jams, the events of the Bridge of Belief demonstrated that history was no longer something he merely studied. He had become an active participant in shaping it.&lt;br /&gt;
&lt;br /&gt;
=== Serven Grah ===&lt;br /&gt;
&lt;br /&gt;
Returning to Azah&#039;rul, Jams assisted in investigating the Serven Grah and the operations surrounding their slave mines. Rather than focusing solely on the conflict itself, he devoted much of his attention to helping free the captives and preserving the archaeological discoveries hidden beneath the mountains.&lt;br /&gt;
&lt;br /&gt;
Within the ancient ruins below the mines, Jams uncovered evidence of long-forgotten dragons and learned that the mysterious ore being extracted was in fact composed of ancient shards. The discovery represented one of the greatest archaeological finds of his life, affirming the passion for exploration that had first inspired him as a child.&lt;br /&gt;
&lt;br /&gt;
The expedition also revealed growing connections between the Serven Grah, the Colorless Peaks, and the Blue Breath, convincing Jams that these mysteries were all pieces of a much larger history waiting to be uncovered.&lt;br /&gt;
&lt;br /&gt;
=== Rockport ===&lt;br /&gt;
&lt;br /&gt;
When the Chroma Conclave threatened Rockport, Jams joined the Living Martyrs in preparing the settlement&#039;s defenses and helping evacuate its citizens before battle.&lt;br /&gt;
&lt;br /&gt;
During the preparations he studied Professor Lionel&#039;s journal, eventually deciphering enough of its contents to master the spell &#039;&#039;Bixby&#039;s Hand&#039;&#039;. Learning the spell directly from his mentor&#039;s writings became one of the defining moments of Jams&#039;s magical career, symbolizing how Lionel&#039;s teachings continued to guide him long after their time together at the Institute.&lt;br /&gt;
&lt;br /&gt;
Following the battle, Jams witnessed Rary&#039;s return and learned more of the long conflict between Rary and Mordenkainen. The revelations surrounding the Circle of Eight convinced him that the history he had spent years pursuing remained far larger and more dangerous than he had ever imagined.&lt;br /&gt;
&lt;br /&gt;
=== The Astral Plane ===&lt;br /&gt;
&lt;br /&gt;
The Living Martyrs&#039; pursuit of the Hag eventually carried them beyond the Material Plane and into the Astral Plane itself. Within forgotten chambers and ancient shrines, Jams uncovered murals and relics depicting the origins of the Hag, the Featureless Man, and the dragon queen whose influence had shaped so much of Azah&#039;rul&#039;s history.&lt;br /&gt;
&lt;br /&gt;
Although many questions remained unanswered, the journey reinforced Jams&#039;s conviction that every legend, no matter how impossible it first appeared, possessed a historical truth waiting to be discovered.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Jonathan&#039;&#039;&#039; — Jams&#039;s childhood friend, closest companion, and the person he trusted with his darkest secret.&lt;br /&gt;
* &#039;&#039;&#039;Professor Lionel&#039;&#039;&#039; — Jams&#039;s mentor at Lathander&#039;s Institute of Arts and the scholar who inspired his pursuit of living history.&lt;br /&gt;
* &#039;&#039;&#039;Bari Weakfoot (Father)&#039;&#039;&#039; — A wealthy but abusive halfling whose relationship with Jams deteriorated throughout his youth.&lt;br /&gt;
* &#039;&#039;&#039;Mother&#039;&#039;&#039; — A distant and judgmental presence whom Jams likewise came to resent.&lt;br /&gt;
* &#039;&#039;&#039;Nissy&#039;&#039;&#039; — A tiefling librarian and member of the Green Cloaks with whom Jams maintained a cordial relationship.&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Troford&#039;&#039;&#039; — Jams&#039;s hometown, for which he retains deep affection despite his troubled upbringing.&lt;br /&gt;
* &#039;&#039;&#039;Sparksborough&#039;&#039;&#039; — Home of Lathander&#039;s Institute of Arts, where Jams pursued higher education.&lt;br /&gt;
* &#039;&#039;&#039;Rolling Hills&#039;&#039;&#039; — A region where Jams frequently adventured during his youth.&lt;br /&gt;
* &#039;&#039;&#039;Corelite&#039;&#039;&#039; — Viewed by Jams as an enemy due to its role in the wider conflict.&lt;br /&gt;
&lt;br /&gt;
== The Catalyst Event ==&lt;br /&gt;
Describe the major turning point (event, tragedy, discovery, transformation) that set them on their current path.&lt;br /&gt;
&lt;br /&gt;
== Abilities &amp;amp; Powers ==&lt;br /&gt;
List their magical abilities, combat skills, supernatural traits, unique talents, or notable proficiencies.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Outline their important allies, family, rivals, mentors, enemies, or organizations they belong to.&lt;br /&gt;
&lt;br /&gt;
== Major Story Arcs ==&lt;br /&gt;
Break down the character’s big narrative beats or arcs across campaigns or eras.&lt;br /&gt;
&lt;br /&gt;
=== Arc 1 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 2 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 3 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Explain where the character is now, what they are doing, or any rumors about their current activities.&lt;br /&gt;
&lt;br /&gt;
== Adventure Hooks ==&lt;br /&gt;
Provide ideas for how this character can be used in stories, quests, or future plotlines.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Add any miscellaneous details, trivia, development notes, or additional lore.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Bart_%22Jams%22_Weakfoot&amp;diff=221</id>
		<title>Bart &quot;Jams&quot; Weakfoot</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Bart_%22Jams%22_Weakfoot&amp;diff=221"/>
		<updated>2026-07-06T03:02:45Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Notable Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Name =&lt;br /&gt;
&#039;&#039;Half Hafling• College of Lore Bard • Living Martyr&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Jams.png|center]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Provide a short introduction summarizing who the character is, what they are known for, and their overall role in the world.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Describe their appearance, mannerisms, clothing, and any distinctive visual traits.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Describe their temperament, values, flaws, motivations, fears, and social habits.&lt;br /&gt;
&lt;br /&gt;
== Before the Living Martyrs==&lt;br /&gt;
&lt;br /&gt;
Jams Weakfoot was born and raised in the town of Troford, where he spent much of his childhood alongside his closest friend, Jonathan. The two were inseparable from an early age, filling their days with imaginative games of knights, sword fights, and make-believe adventures that fostered Jams&#039;s lifelong fascination with heroes, history, and legendary tales.&lt;br /&gt;
&lt;br /&gt;
Unlike the stories he admired, Jams&#039;s home life was far less idyllic. His father, a wealthy but abusive halfling, and his distant, judgmental human mother created a household that Jams would eventually grow to resent. As he matured, he found greater comfort in books, ancient history, and the mysteries of civilizations long forgotten than within his own family.&lt;br /&gt;
&lt;br /&gt;
=== Early Fascination with Antiquity ===&lt;br /&gt;
&lt;br /&gt;
From a young age, Jams became captivated by the world that existed before the Spellplague, believing the era of unrestricted magic represented the greatest period in Westwynd&#039;s history. His fascination soon expanded beyond mythology into archaeology, relic hunting, and the recovery of forgotten artifacts.&lt;br /&gt;
&lt;br /&gt;
During his adolescence, Jams became convinced that an artifact known as the Companion represented an ill omen whose discovery would only bring disaster. At the age of twelve, he secretly stole the anchor ropes belonging to a group of dungeon explorers, trapping them inside a cave in an attempt to prevent them from retrieving the artifact.&lt;br /&gt;
&lt;br /&gt;
The expedition ended in tragedy when one of the explorers died after encountering a mysterious force within the cave. Although Jams viewed the death as an unfortunate necessity to prevent the artifact from being recovered, he concealed his involvement for years.&lt;br /&gt;
&lt;br /&gt;
The failed expedition devastated his father, who lost his trusted exploration crew and largely abandoned archaeological expeditions for an extended period.&lt;br /&gt;
&lt;br /&gt;
=== Academic Pursuits ===&lt;br /&gt;
&lt;br /&gt;
As large expeditions became less common, Jams focused increasingly on research and personal exploration. Realizing that independent study alone would never satisfy his ambitions, he enrolled at Lathander&#039;s Institute of Arts in Sparksborough to formally study history, archaeology, and lore.&lt;br /&gt;
&lt;br /&gt;
Jonathan followed him to Sparksborough despite having little direction of his own, choosing to remain beside his lifelong friend. During their time at university, Jams finally confessed his role in the cave expedition and the death that had resulted from it, trusting Jonathan with the secret he had carried since childhood.&lt;br /&gt;
&lt;br /&gt;
Jams excelled academically, eventually earning a bachelor&#039;s degree in College Lore while pursuing advanced studies toward a master&#039;s degree. His greatest academic influence was Professor Lionel, whose teachings inspired Jams to seek history not only through books but through firsthand experience. Lionel&#039;s belief that &amp;quot;the best way to experience history is to live within it&amp;quot; became one of the defining philosophies of Jams&#039;s life.&lt;br /&gt;
&lt;br /&gt;
=== Debt and the Search for Adventure ===&lt;br /&gt;
&lt;br /&gt;
By his early twenties, Jams had accumulated significant debt while continuing his education and chose to take a year away from his master&#039;s program in search of practical experience.&lt;br /&gt;
&lt;br /&gt;
Inspired by the legendary stories he had spent years studying, Jams resolved to become part of history rather than merely document it.&lt;br /&gt;
&lt;br /&gt;
During this period he incurred a personal debt to Jonathan after stealing an artifact from a lord in Troford. Jonathan covered for him, an act that ultimately contributed to the lord&#039;s downfall and left Jams owing his closest friend a favor.&lt;br /&gt;
&lt;br /&gt;
At the same time, Jams accepted a quest from Marston, setting him upon the path that would ultimately lead him toward the Living Martyrs.&lt;br /&gt;
&lt;br /&gt;
== The Living Martyrs ==&lt;br /&gt;
&lt;br /&gt;
=== The Wilting Fortress ===&lt;br /&gt;
&lt;br /&gt;
While traveling with the Living Martyrs through the Black Sand Desert, Jams and his companions discovered the hidden city known as the Wilting Fortress, an isolated dragonkin civilization concealed beneath the sands. There they learned of the Dragonturtle Sovereign, Azalor, whose people had survived since the Spellplague after the Rill dried up and Black Sand consumed the region.&lt;br /&gt;
&lt;br /&gt;
The discovery immediately captivated Jams, who eagerly researched the mysterious shards recovered throughout Azah&#039;rul and questioned the fortress&#039;s historians about the city&#039;s origins. Although many questions remained unanswered, he learned that the shards possessed unique properties and that little was known about how the Dragonturtle itself had arrived beneath the desert.&lt;br /&gt;
&lt;br /&gt;
During an audience with Azalor, Jams suffered a magical episode that nearly overwhelmed him. To stabilize himself, he willingly drained the magic from one of his enchanted possessions, sacrificing its power in exchange for his own safety. Before departing the fortress, he continued refining his spellcasting alongside Jonathan as the Living Martyrs prepared for their journey toward Ashenholt.&lt;br /&gt;
&lt;br /&gt;
=== Ashenholt ===&lt;br /&gt;
&lt;br /&gt;
The Living Martyrs eventually reached Ashenholt, known to outsiders as the Holiday, where Jams found himself immersed in the history and politics of Azah&#039;rul. His attention quickly shifted toward the city&#039;s archives, where he searched for information concerning the mysterious Colorless Peaks and the ancient history of the region.&lt;br /&gt;
&lt;br /&gt;
While in Ashenholt, Jams reunited with TWEAK, an automaton connected to the late archmage Rary. Through conversations with TWEAK and other scholars, he became increasingly interested in the Circle of Eight, Mordenkainen, and the Blue Breath. These mysteries would gradually become central to his investigations throughout the campaign.&lt;br /&gt;
&lt;br /&gt;
As the party continued its work in the city, Jams spent much of his time discussing morality and history with Jonathan, ultimately concluding that understanding the past carried little meaning unless one also tried to improve the present. During this period he also witnessed the worsening condition of Red, whose mysterious illness deepened Jams&#039;s concern for his companions.&lt;br /&gt;
&lt;br /&gt;
=== Azah&#039;rul ===&lt;br /&gt;
&lt;br /&gt;
As the Living Martyrs ventured deeper into Azah&#039;rul, Jams devoted himself to uncovering the truth hidden within its libraries and forgotten laboratories. His investigations revealed that Professor Lionel, the mentor who had inspired his academic career, was in fact Bixby, one of the delegates connected to the Circle of Eight. The revelation fundamentally changed Jams&#039;s understanding of both his mentor and the history he had spent years studying.&lt;br /&gt;
&lt;br /&gt;
Further research uncovered disturbing accounts of the Blue Breath and its connection to children hunted by the Inquisition decades earlier. Jams also learned that the dragon egg recovered by the party had likely survived only because it had remained frozen for years, preserving the Blue Breath within it.&lt;br /&gt;
&lt;br /&gt;
As these discoveries accumulated, Jams gradually accepted responsibility for protecting the egg. What had begun as another archaeological curiosity slowly became something far more personal, and he came to view its survival as one of the party&#039;s most important responsibilities.&lt;br /&gt;
&lt;br /&gt;
=== The Center ===&lt;br /&gt;
&lt;br /&gt;
The Living Martyrs eventually entered the ancient jungle known as the Center, a region consumed by the lingering decay of the dragon Xanorad. Traveling through forgotten villages, ruined temples, and dragon sanctuaries, Jams found himself surrounded by remnants of the civilization he had spent years studying.&lt;br /&gt;
&lt;br /&gt;
While meeting with the people of Reedwhistle and later exploring the Basilica of Null, Jams witnessed firsthand how myth, history, and faith had become inseparable throughout Azah&#039;rul. The journey reinforced his growing belief that history was not confined to books, but survived through traditions, stories, and the choices of those still living.&lt;br /&gt;
&lt;br /&gt;
Despite these remarkable discoveries, the expedition took an emotional toll on him. As the mysteries surrounding the Blue Breath, Venoa, and the Colorless Peaks continued to grow more complex, Jams found his enthusiasm for adventure beginning to fade beneath the weight of the truths he continued to uncover.&lt;br /&gt;
&lt;br /&gt;
=== The Emeraldine ===&lt;br /&gt;
&lt;br /&gt;
Disguised beneath a mask, Jams infiltrated the Emeraldine alongside the Living Martyrs in an effort to uncover the political schemes surrounding Venoa&#039;s court. While navigating the masquerade, he gathered information from nobles, merchants, and members of the Chroma Conclave while maintaining the group&#039;s false identities.&lt;br /&gt;
&lt;br /&gt;
The gathering revealed increasingly troubling connections between the Platinum Cadre, Sental Narev, and the coming Platinum Eclipse. During the festivities Jams also confronted Blue, learning more about the Chroma Conclave&#039;s interest in the dragon egg and their belief that it represented a child rather than a weapon.&lt;br /&gt;
&lt;br /&gt;
As the private auction unfolded, the Living Martyrs obtained valuable artifacts and intelligence that pointed them toward Dazhi Island, setting the stage for the conflict that would soon follow.&lt;br /&gt;
&lt;br /&gt;
=== Bridge of Belief ===&lt;br /&gt;
&lt;br /&gt;
The expedition to Dazhi Island culminated in the Bridge of Belief, where the Living Martyrs confronted Stanis before representatives of both Bahamut and Tiamat. Rather than becoming a simple battle, the confrontation evolved into a struggle over the future of Azah&#039;rul itself.&lt;br /&gt;
&lt;br /&gt;
Although fierce fighting erupted, the Living Martyrs ultimately prevailed. The conflict exposed deception surrounding the Lady and weakened the influence she held over many of her followers. In the aftermath, Stanis survived the encounter, but the fragile peace collapsed as Venoa declared war after learning of the Silent Sister&#039;s involvement.&lt;br /&gt;
&lt;br /&gt;
For Jams, the events of the Bridge of Belief demonstrated that history was no longer something he merely studied. He had become an active participant in shaping it.&lt;br /&gt;
&lt;br /&gt;
=== Serven Grah ===&lt;br /&gt;
&lt;br /&gt;
Returning to Azah&#039;rul, Jams assisted in investigating the Serven Grah and the operations surrounding their slave mines. Rather than focusing solely on the conflict itself, he devoted much of his attention to helping free the captives and preserving the archaeological discoveries hidden beneath the mountains.&lt;br /&gt;
&lt;br /&gt;
Within the ancient ruins below the mines, Jams uncovered evidence of long-forgotten dragons and learned that the mysterious ore being extracted was in fact composed of ancient shards. The discovery represented one of the greatest archaeological finds of his life, affirming the passion for exploration that had first inspired him as a child.&lt;br /&gt;
&lt;br /&gt;
The expedition also revealed growing connections between the Serven Grah, the Colorless Peaks, and the Blue Breath, convincing Jams that these mysteries were all pieces of a much larger history waiting to be uncovered.&lt;br /&gt;
&lt;br /&gt;
=== Rockport ===&lt;br /&gt;
&lt;br /&gt;
When the Chroma Conclave threatened Rockport, Jams joined the Living Martyrs in preparing the settlement&#039;s defenses and helping evacuate its citizens before battle.&lt;br /&gt;
&lt;br /&gt;
During the preparations he studied Professor Lionel&#039;s journal, eventually deciphering enough of its contents to master the spell &#039;&#039;Bixby&#039;s Hand&#039;&#039;. Learning the spell directly from his mentor&#039;s writings became one of the defining moments of Jams&#039;s magical career, symbolizing how Lionel&#039;s teachings continued to guide him long after their time together at the Institute.&lt;br /&gt;
&lt;br /&gt;
Following the battle, Jams witnessed Rary&#039;s return and learned more of the long conflict between Rary and Mordenkainen. The revelations surrounding the Circle of Eight convinced him that the history he had spent years pursuing remained far larger and more dangerous than he had ever imagined.&lt;br /&gt;
&lt;br /&gt;
=== The Astral Plane ===&lt;br /&gt;
&lt;br /&gt;
The Living Martyrs&#039; pursuit of the Hag eventually carried them beyond the Material Plane and into the Astral Plane itself. Within forgotten chambers and ancient shrines, Jams uncovered murals and relics depicting the origins of the Hag, the Featureless Man, and the dragon queen whose influence had shaped so much of Azah&#039;rul&#039;s history.&lt;br /&gt;
&lt;br /&gt;
Although many questions remained unanswered, the journey reinforced Jams&#039;s conviction that every legend, no matter how impossible it first appeared, possessed a historical truth waiting to be discovered.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Jonathan&#039;&#039;&#039; — Jams&#039;s childhood friend, closest companion, and the person he trusted with his darkest secret.&lt;br /&gt;
* &#039;&#039;&#039;Professor Lionel&#039;&#039;&#039; — Jams&#039;s mentor at Lathander&#039;s Institute of Arts and the scholar who inspired his pursuit of living history.&lt;br /&gt;
* &#039;&#039;&#039;Bari Weakfoot (Father)&#039;&#039;&#039; — A wealthy but abusive halfling whose relationship with Jams deteriorated throughout his youth.&lt;br /&gt;
* &#039;&#039;&#039;Mother&#039;&#039;&#039; — A distant and judgmental presence whom Jams likewise came to resent.&lt;br /&gt;
* &#039;&#039;&#039;Nissy&#039;&#039;&#039; — A tiefling librarian and member of the Green Cloaks with whom Jams maintained a cordial relationship.&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Troford&#039;&#039;&#039; — Jams&#039;s hometown, for which he retains deep affection despite his troubled upbringing.&lt;br /&gt;
* &#039;&#039;&#039;Sparksborough&#039;&#039;&#039; — Home of Lathander&#039;s Institute of Arts, where Jams pursued higher education.&lt;br /&gt;
* &#039;&#039;&#039;Rolling Hills&#039;&#039;&#039; — A region where Jams frequently adventured during his youth.&lt;br /&gt;
* &#039;&#039;&#039;Corelite&#039;&#039;&#039; — Viewed by Jams as an enemy due to its role in the wider conflict.&lt;br /&gt;
&lt;br /&gt;
== The Catalyst Event ==&lt;br /&gt;
Describe the major turning point (event, tragedy, discovery, transformation) that set them on their current path.&lt;br /&gt;
&lt;br /&gt;
== Abilities &amp;amp; Powers ==&lt;br /&gt;
List their magical abilities, combat skills, supernatural traits, unique talents, or notable proficiencies.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Outline their important allies, family, rivals, mentors, enemies, or organizations they belong to.&lt;br /&gt;
&lt;br /&gt;
== Major Story Arcs ==&lt;br /&gt;
Break down the character’s big narrative beats or arcs across campaigns or eras.&lt;br /&gt;
&lt;br /&gt;
=== Arc 1 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 2 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 3 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Explain where the character is now, what they are doing, or any rumors about their current activities.&lt;br /&gt;
&lt;br /&gt;
== Adventure Hooks ==&lt;br /&gt;
Provide ideas for how this character can be used in stories, quests, or future plotlines.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Add any miscellaneous details, trivia, development notes, or additional lore.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Bart_%22Jams%22_Weakfoot&amp;diff=220</id>
		<title>Bart &quot;Jams&quot; Weakfoot</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Bart_%22Jams%22_Weakfoot&amp;diff=220"/>
		<updated>2026-07-06T03:02:31Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Relationships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Name =&lt;br /&gt;
&#039;&#039;Half Hafling• College of Lore Bard • Living Martyr&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Jams.png|center]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Provide a short introduction summarizing who the character is, what they are known for, and their overall role in the world.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Describe their appearance, mannerisms, clothing, and any distinctive visual traits.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Describe their temperament, values, flaws, motivations, fears, and social habits.&lt;br /&gt;
&lt;br /&gt;
== Before the Living Martyrs==&lt;br /&gt;
&lt;br /&gt;
Jams Weakfoot was born and raised in the town of Troford, where he spent much of his childhood alongside his closest friend, Jonathan. The two were inseparable from an early age, filling their days with imaginative games of knights, sword fights, and make-believe adventures that fostered Jams&#039;s lifelong fascination with heroes, history, and legendary tales.&lt;br /&gt;
&lt;br /&gt;
Unlike the stories he admired, Jams&#039;s home life was far less idyllic. His father, a wealthy but abusive halfling, and his distant, judgmental human mother created a household that Jams would eventually grow to resent. As he matured, he found greater comfort in books, ancient history, and the mysteries of civilizations long forgotten than within his own family.&lt;br /&gt;
&lt;br /&gt;
=== Early Fascination with Antiquity ===&lt;br /&gt;
&lt;br /&gt;
From a young age, Jams became captivated by the world that existed before the Spellplague, believing the era of unrestricted magic represented the greatest period in Westwynd&#039;s history. His fascination soon expanded beyond mythology into archaeology, relic hunting, and the recovery of forgotten artifacts.&lt;br /&gt;
&lt;br /&gt;
During his adolescence, Jams became convinced that an artifact known as the Companion represented an ill omen whose discovery would only bring disaster. At the age of twelve, he secretly stole the anchor ropes belonging to a group of dungeon explorers, trapping them inside a cave in an attempt to prevent them from retrieving the artifact.&lt;br /&gt;
&lt;br /&gt;
The expedition ended in tragedy when one of the explorers died after encountering a mysterious force within the cave. Although Jams viewed the death as an unfortunate necessity to prevent the artifact from being recovered, he concealed his involvement for years.&lt;br /&gt;
&lt;br /&gt;
The failed expedition devastated his father, who lost his trusted exploration crew and largely abandoned archaeological expeditions for an extended period.&lt;br /&gt;
&lt;br /&gt;
=== Academic Pursuits ===&lt;br /&gt;
&lt;br /&gt;
As large expeditions became less common, Jams focused increasingly on research and personal exploration. Realizing that independent study alone would never satisfy his ambitions, he enrolled at Lathander&#039;s Institute of Arts in Sparksborough to formally study history, archaeology, and lore.&lt;br /&gt;
&lt;br /&gt;
Jonathan followed him to Sparksborough despite having little direction of his own, choosing to remain beside his lifelong friend. During their time at university, Jams finally confessed his role in the cave expedition and the death that had resulted from it, trusting Jonathan with the secret he had carried since childhood.&lt;br /&gt;
&lt;br /&gt;
Jams excelled academically, eventually earning a bachelor&#039;s degree in College Lore while pursuing advanced studies toward a master&#039;s degree. His greatest academic influence was Professor Lionel, whose teachings inspired Jams to seek history not only through books but through firsthand experience. Lionel&#039;s belief that &amp;quot;the best way to experience history is to live within it&amp;quot; became one of the defining philosophies of Jams&#039;s life.&lt;br /&gt;
&lt;br /&gt;
=== Debt and the Search for Adventure ===&lt;br /&gt;
&lt;br /&gt;
By his early twenties, Jams had accumulated significant debt while continuing his education and chose to take a year away from his master&#039;s program in search of practical experience.&lt;br /&gt;
&lt;br /&gt;
Inspired by the legendary stories he had spent years studying, Jams resolved to become part of history rather than merely document it.&lt;br /&gt;
&lt;br /&gt;
During this period he incurred a personal debt to Jonathan after stealing an artifact from a lord in Troford. Jonathan covered for him, an act that ultimately contributed to the lord&#039;s downfall and left Jams owing his closest friend a favor.&lt;br /&gt;
&lt;br /&gt;
At the same time, Jams accepted a quest from Marston, setting him upon the path that would ultimately lead him toward the Living Martyrs.&lt;br /&gt;
&lt;br /&gt;
== The Living Martyrs ==&lt;br /&gt;
&lt;br /&gt;
=== The Wilting Fortress ===&lt;br /&gt;
&lt;br /&gt;
While traveling with the Living Martyrs through the Black Sand Desert, Jams and his companions discovered the hidden city known as the Wilting Fortress, an isolated dragonkin civilization concealed beneath the sands. There they learned of the Dragonturtle Sovereign, Azalor, whose people had survived since the Spellplague after the Rill dried up and Black Sand consumed the region.&lt;br /&gt;
&lt;br /&gt;
The discovery immediately captivated Jams, who eagerly researched the mysterious shards recovered throughout Azah&#039;rul and questioned the fortress&#039;s historians about the city&#039;s origins. Although many questions remained unanswered, he learned that the shards possessed unique properties and that little was known about how the Dragonturtle itself had arrived beneath the desert.&lt;br /&gt;
&lt;br /&gt;
During an audience with Azalor, Jams suffered a magical episode that nearly overwhelmed him. To stabilize himself, he willingly drained the magic from one of his enchanted possessions, sacrificing its power in exchange for his own safety. Before departing the fortress, he continued refining his spellcasting alongside Jonathan as the Living Martyrs prepared for their journey toward Ashenholt.&lt;br /&gt;
&lt;br /&gt;
=== Ashenholt ===&lt;br /&gt;
&lt;br /&gt;
The Living Martyrs eventually reached Ashenholt, known to outsiders as the Holiday, where Jams found himself immersed in the history and politics of Azah&#039;rul. His attention quickly shifted toward the city&#039;s archives, where he searched for information concerning the mysterious Colorless Peaks and the ancient history of the region.&lt;br /&gt;
&lt;br /&gt;
While in Ashenholt, Jams reunited with TWEAK, an automaton connected to the late archmage Rary. Through conversations with TWEAK and other scholars, he became increasingly interested in the Circle of Eight, Mordenkainen, and the Blue Breath. These mysteries would gradually become central to his investigations throughout the campaign.&lt;br /&gt;
&lt;br /&gt;
As the party continued its work in the city, Jams spent much of his time discussing morality and history with Jonathan, ultimately concluding that understanding the past carried little meaning unless one also tried to improve the present. During this period he also witnessed the worsening condition of Red, whose mysterious illness deepened Jams&#039;s concern for his companions.&lt;br /&gt;
&lt;br /&gt;
=== Azah&#039;rul ===&lt;br /&gt;
&lt;br /&gt;
As the Living Martyrs ventured deeper into Azah&#039;rul, Jams devoted himself to uncovering the truth hidden within its libraries and forgotten laboratories. His investigations revealed that Professor Lionel, the mentor who had inspired his academic career, was in fact Bixby, one of the delegates connected to the Circle of Eight. The revelation fundamentally changed Jams&#039;s understanding of both his mentor and the history he had spent years studying.&lt;br /&gt;
&lt;br /&gt;
Further research uncovered disturbing accounts of the Blue Breath and its connection to children hunted by the Inquisition decades earlier. Jams also learned that the dragon egg recovered by the party had likely survived only because it had remained frozen for years, preserving the Blue Breath within it.&lt;br /&gt;
&lt;br /&gt;
As these discoveries accumulated, Jams gradually accepted responsibility for protecting the egg. What had begun as another archaeological curiosity slowly became something far more personal, and he came to view its survival as one of the party&#039;s most important responsibilities.&lt;br /&gt;
&lt;br /&gt;
=== The Center ===&lt;br /&gt;
&lt;br /&gt;
The Living Martyrs eventually entered the ancient jungle known as the Center, a region consumed by the lingering decay of the dragon Xanorad. Traveling through forgotten villages, ruined temples, and dragon sanctuaries, Jams found himself surrounded by remnants of the civilization he had spent years studying.&lt;br /&gt;
&lt;br /&gt;
While meeting with the people of Reedwhistle and later exploring the Basilica of Null, Jams witnessed firsthand how myth, history, and faith had become inseparable throughout Azah&#039;rul. The journey reinforced his growing belief that history was not confined to books, but survived through traditions, stories, and the choices of those still living.&lt;br /&gt;
&lt;br /&gt;
Despite these remarkable discoveries, the expedition took an emotional toll on him. As the mysteries surrounding the Blue Breath, Venoa, and the Colorless Peaks continued to grow more complex, Jams found his enthusiasm for adventure beginning to fade beneath the weight of the truths he continued to uncover.&lt;br /&gt;
&lt;br /&gt;
=== The Emeraldine ===&lt;br /&gt;
&lt;br /&gt;
Disguised beneath a mask, Jams infiltrated the Emeraldine alongside the Living Martyrs in an effort to uncover the political schemes surrounding Venoa&#039;s court. While navigating the masquerade, he gathered information from nobles, merchants, and members of the Chroma Conclave while maintaining the group&#039;s false identities.&lt;br /&gt;
&lt;br /&gt;
The gathering revealed increasingly troubling connections between the Platinum Cadre, Sental Narev, and the coming Platinum Eclipse. During the festivities Jams also confronted Blue, learning more about the Chroma Conclave&#039;s interest in the dragon egg and their belief that it represented a child rather than a weapon.&lt;br /&gt;
&lt;br /&gt;
As the private auction unfolded, the Living Martyrs obtained valuable artifacts and intelligence that pointed them toward Dazhi Island, setting the stage for the conflict that would soon follow.&lt;br /&gt;
&lt;br /&gt;
=== Bridge of Belief ===&lt;br /&gt;
&lt;br /&gt;
The expedition to Dazhi Island culminated in the Bridge of Belief, where the Living Martyrs confronted Stanis before representatives of both Bahamut and Tiamat. Rather than becoming a simple battle, the confrontation evolved into a struggle over the future of Azah&#039;rul itself.&lt;br /&gt;
&lt;br /&gt;
Although fierce fighting erupted, the Living Martyrs ultimately prevailed. The conflict exposed deception surrounding the Lady and weakened the influence she held over many of her followers. In the aftermath, Stanis survived the encounter, but the fragile peace collapsed as Venoa declared war after learning of the Silent Sister&#039;s involvement.&lt;br /&gt;
&lt;br /&gt;
For Jams, the events of the Bridge of Belief demonstrated that history was no longer something he merely studied. He had become an active participant in shaping it.&lt;br /&gt;
&lt;br /&gt;
=== Serven Grah ===&lt;br /&gt;
&lt;br /&gt;
Returning to Azah&#039;rul, Jams assisted in investigating the Serven Grah and the operations surrounding their slave mines. Rather than focusing solely on the conflict itself, he devoted much of his attention to helping free the captives and preserving the archaeological discoveries hidden beneath the mountains.&lt;br /&gt;
&lt;br /&gt;
Within the ancient ruins below the mines, Jams uncovered evidence of long-forgotten dragons and learned that the mysterious ore being extracted was in fact composed of ancient shards. The discovery represented one of the greatest archaeological finds of his life, affirming the passion for exploration that had first inspired him as a child.&lt;br /&gt;
&lt;br /&gt;
The expedition also revealed growing connections between the Serven Grah, the Colorless Peaks, and the Blue Breath, convincing Jams that these mysteries were all pieces of a much larger history waiting to be uncovered.&lt;br /&gt;
&lt;br /&gt;
=== Rockport ===&lt;br /&gt;
&lt;br /&gt;
When the Chroma Conclave threatened Rockport, Jams joined the Living Martyrs in preparing the settlement&#039;s defenses and helping evacuate its citizens before battle.&lt;br /&gt;
&lt;br /&gt;
During the preparations he studied Professor Lionel&#039;s journal, eventually deciphering enough of its contents to master the spell &#039;&#039;Bixby&#039;s Hand&#039;&#039;. Learning the spell directly from his mentor&#039;s writings became one of the defining moments of Jams&#039;s magical career, symbolizing how Lionel&#039;s teachings continued to guide him long after their time together at the Institute.&lt;br /&gt;
&lt;br /&gt;
Following the battle, Jams witnessed Rary&#039;s return and learned more of the long conflict between Rary and Mordenkainen. The revelations surrounding the Circle of Eight convinced him that the history he had spent years pursuing remained far larger and more dangerous than he had ever imagined.&lt;br /&gt;
&lt;br /&gt;
=== The Astral Plane ===&lt;br /&gt;
&lt;br /&gt;
The Living Martyrs&#039; pursuit of the Hag eventually carried them beyond the Material Plane and into the Astral Plane itself. Within forgotten chambers and ancient shrines, Jams uncovered murals and relics depicting the origins of the Hag, the Featureless Man, and the dragon queen whose influence had shaped so much of Azah&#039;rul&#039;s history.&lt;br /&gt;
&lt;br /&gt;
Although many questions remained unanswered, the journey reinforced Jams&#039;s conviction that every legend, no matter how impossible it first appeared, possessed a historical truth waiting to be discovered.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Jonathan&#039;&#039;&#039; — Jams&#039;s childhood friend, closest companion, and the person he trusted with his darkest secret.&lt;br /&gt;
* &#039;&#039;&#039;Professor Lionel&#039;&#039;&#039; — Jams&#039;s mentor at Lathander&#039;s Institute of Arts and the scholar who inspired his pursuit of living history.&lt;br /&gt;
* &#039;&#039;&#039;Bari Weakfoot (Father)&#039;&#039;&#039; — A wealthy but abusive halfling whose relationship with Jams deteriorated throughout his youth.&lt;br /&gt;
* &#039;&#039;&#039;Mother&#039;&#039;&#039; — A distant and judgmental presence whom Jams likewise came to resent.&lt;br /&gt;
* &#039;&#039;&#039;Nissy&#039;&#039;&#039; — A tiefling librarian and member of the Green Cloaks with whom Jams maintained a cordial relationship.&lt;br /&gt;
&lt;br /&gt;
=== Notable Locations ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Troford&#039;&#039;&#039; — Jams&#039;s hometown, for which he retains deep affection despite his troubled upbringing.&lt;br /&gt;
* &#039;&#039;&#039;Sparksborough&#039;&#039;&#039; — Home of Lathander&#039;s Institute of Arts, where Jams pursued higher education.&lt;br /&gt;
* &#039;&#039;&#039;Rolling Hills&#039;&#039;&#039; — A region where Jams frequently adventured during his youth.&lt;br /&gt;
* &#039;&#039;&#039;Corelite&#039;&#039;&#039; — Viewed by Jams as an enemy due to its role in the wider conflict.&lt;br /&gt;
&lt;br /&gt;
== The Catalyst Event ==&lt;br /&gt;
Describe the major turning point (event, tragedy, discovery, transformation) that set them on their current path.&lt;br /&gt;
&lt;br /&gt;
== Abilities &amp;amp; Powers ==&lt;br /&gt;
List their magical abilities, combat skills, supernatural traits, unique talents, or notable proficiencies.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Outline their important allies, family, rivals, mentors, enemies, or organizations they belong to.&lt;br /&gt;
&lt;br /&gt;
== Major Story Arcs ==&lt;br /&gt;
Break down the character’s big narrative beats or arcs across campaigns or eras.&lt;br /&gt;
&lt;br /&gt;
=== Arc 1 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 2 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 3 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Explain where the character is now, what they are doing, or any rumors about their current activities.&lt;br /&gt;
&lt;br /&gt;
== Adventure Hooks ==&lt;br /&gt;
Provide ideas for how this character can be used in stories, quests, or future plotlines.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Add any miscellaneous details, trivia, development notes, or additional lore.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Bart_%22Jams%22_Weakfoot&amp;diff=219</id>
		<title>Bart &quot;Jams&quot; Weakfoot</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Bart_%22Jams%22_Weakfoot&amp;diff=219"/>
		<updated>2026-07-06T03:02:12Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Name =&lt;br /&gt;
&#039;&#039;Half Hafling• College of Lore Bard • Living Martyr&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Jams.png|center]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Provide a short introduction summarizing who the character is, what they are known for, and their overall role in the world.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Describe their appearance, mannerisms, clothing, and any distinctive visual traits.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Describe their temperament, values, flaws, motivations, fears, and social habits.&lt;br /&gt;
&lt;br /&gt;
== Before the Living Martyrs==&lt;br /&gt;
&lt;br /&gt;
Jams Weakfoot was born and raised in the town of Troford, where he spent much of his childhood alongside his closest friend, Jonathan. The two were inseparable from an early age, filling their days with imaginative games of knights, sword fights, and make-believe adventures that fostered Jams&#039;s lifelong fascination with heroes, history, and legendary tales.&lt;br /&gt;
&lt;br /&gt;
Unlike the stories he admired, Jams&#039;s home life was far less idyllic. His father, a wealthy but abusive halfling, and his distant, judgmental human mother created a household that Jams would eventually grow to resent. As he matured, he found greater comfort in books, ancient history, and the mysteries of civilizations long forgotten than within his own family.&lt;br /&gt;
&lt;br /&gt;
=== Early Fascination with Antiquity ===&lt;br /&gt;
&lt;br /&gt;
From a young age, Jams became captivated by the world that existed before the Spellplague, believing the era of unrestricted magic represented the greatest period in Westwynd&#039;s history. His fascination soon expanded beyond mythology into archaeology, relic hunting, and the recovery of forgotten artifacts.&lt;br /&gt;
&lt;br /&gt;
During his adolescence, Jams became convinced that an artifact known as the Companion represented an ill omen whose discovery would only bring disaster. At the age of twelve, he secretly stole the anchor ropes belonging to a group of dungeon explorers, trapping them inside a cave in an attempt to prevent them from retrieving the artifact.&lt;br /&gt;
&lt;br /&gt;
The expedition ended in tragedy when one of the explorers died after encountering a mysterious force within the cave. Although Jams viewed the death as an unfortunate necessity to prevent the artifact from being recovered, he concealed his involvement for years.&lt;br /&gt;
&lt;br /&gt;
The failed expedition devastated his father, who lost his trusted exploration crew and largely abandoned archaeological expeditions for an extended period.&lt;br /&gt;
&lt;br /&gt;
=== Academic Pursuits ===&lt;br /&gt;
&lt;br /&gt;
As large expeditions became less common, Jams focused increasingly on research and personal exploration. Realizing that independent study alone would never satisfy his ambitions, he enrolled at Lathander&#039;s Institute of Arts in Sparksborough to formally study history, archaeology, and lore.&lt;br /&gt;
&lt;br /&gt;
Jonathan followed him to Sparksborough despite having little direction of his own, choosing to remain beside his lifelong friend. During their time at university, Jams finally confessed his role in the cave expedition and the death that had resulted from it, trusting Jonathan with the secret he had carried since childhood.&lt;br /&gt;
&lt;br /&gt;
Jams excelled academically, eventually earning a bachelor&#039;s degree in College Lore while pursuing advanced studies toward a master&#039;s degree. His greatest academic influence was Professor Lionel, whose teachings inspired Jams to seek history not only through books but through firsthand experience. Lionel&#039;s belief that &amp;quot;the best way to experience history is to live within it&amp;quot; became one of the defining philosophies of Jams&#039;s life.&lt;br /&gt;
&lt;br /&gt;
=== Debt and the Search for Adventure ===&lt;br /&gt;
&lt;br /&gt;
By his early twenties, Jams had accumulated significant debt while continuing his education and chose to take a year away from his master&#039;s program in search of practical experience.&lt;br /&gt;
&lt;br /&gt;
Inspired by the legendary stories he had spent years studying, Jams resolved to become part of history rather than merely document it.&lt;br /&gt;
&lt;br /&gt;
During this period he incurred a personal debt to Jonathan after stealing an artifact from a lord in Troford. Jonathan covered for him, an act that ultimately contributed to the lord&#039;s downfall and left Jams owing his closest friend a favor.&lt;br /&gt;
&lt;br /&gt;
At the same time, Jams accepted a quest from Marston, setting him upon the path that would ultimately lead him toward the Living Martyrs.&lt;br /&gt;
&lt;br /&gt;
== The Living Martyrs ==&lt;br /&gt;
&lt;br /&gt;
=== The Wilting Fortress ===&lt;br /&gt;
&lt;br /&gt;
While traveling with the Living Martyrs through the Black Sand Desert, Jams and his companions discovered the hidden city known as the Wilting Fortress, an isolated dragonkin civilization concealed beneath the sands. There they learned of the Dragonturtle Sovereign, Azalor, whose people had survived since the Spellplague after the Rill dried up and Black Sand consumed the region.&lt;br /&gt;
&lt;br /&gt;
The discovery immediately captivated Jams, who eagerly researched the mysterious shards recovered throughout Azah&#039;rul and questioned the fortress&#039;s historians about the city&#039;s origins. Although many questions remained unanswered, he learned that the shards possessed unique properties and that little was known about how the Dragonturtle itself had arrived beneath the desert.&lt;br /&gt;
&lt;br /&gt;
During an audience with Azalor, Jams suffered a magical episode that nearly overwhelmed him. To stabilize himself, he willingly drained the magic from one of his enchanted possessions, sacrificing its power in exchange for his own safety. Before departing the fortress, he continued refining his spellcasting alongside Jonathan as the Living Martyrs prepared for their journey toward Ashenholt.&lt;br /&gt;
&lt;br /&gt;
=== Ashenholt ===&lt;br /&gt;
&lt;br /&gt;
The Living Martyrs eventually reached Ashenholt, known to outsiders as the Holiday, where Jams found himself immersed in the history and politics of Azah&#039;rul. His attention quickly shifted toward the city&#039;s archives, where he searched for information concerning the mysterious Colorless Peaks and the ancient history of the region.&lt;br /&gt;
&lt;br /&gt;
While in Ashenholt, Jams reunited with TWEAK, an automaton connected to the late archmage Rary. Through conversations with TWEAK and other scholars, he became increasingly interested in the Circle of Eight, Mordenkainen, and the Blue Breath. These mysteries would gradually become central to his investigations throughout the campaign.&lt;br /&gt;
&lt;br /&gt;
As the party continued its work in the city, Jams spent much of his time discussing morality and history with Jonathan, ultimately concluding that understanding the past carried little meaning unless one also tried to improve the present. During this period he also witnessed the worsening condition of Red, whose mysterious illness deepened Jams&#039;s concern for his companions.&lt;br /&gt;
&lt;br /&gt;
=== Azah&#039;rul ===&lt;br /&gt;
&lt;br /&gt;
As the Living Martyrs ventured deeper into Azah&#039;rul, Jams devoted himself to uncovering the truth hidden within its libraries and forgotten laboratories. His investigations revealed that Professor Lionel, the mentor who had inspired his academic career, was in fact Bixby, one of the delegates connected to the Circle of Eight. The revelation fundamentally changed Jams&#039;s understanding of both his mentor and the history he had spent years studying.&lt;br /&gt;
&lt;br /&gt;
Further research uncovered disturbing accounts of the Blue Breath and its connection to children hunted by the Inquisition decades earlier. Jams also learned that the dragon egg recovered by the party had likely survived only because it had remained frozen for years, preserving the Blue Breath within it.&lt;br /&gt;
&lt;br /&gt;
As these discoveries accumulated, Jams gradually accepted responsibility for protecting the egg. What had begun as another archaeological curiosity slowly became something far more personal, and he came to view its survival as one of the party&#039;s most important responsibilities.&lt;br /&gt;
&lt;br /&gt;
=== The Center ===&lt;br /&gt;
&lt;br /&gt;
The Living Martyrs eventually entered the ancient jungle known as the Center, a region consumed by the lingering decay of the dragon Xanorad. Traveling through forgotten villages, ruined temples, and dragon sanctuaries, Jams found himself surrounded by remnants of the civilization he had spent years studying.&lt;br /&gt;
&lt;br /&gt;
While meeting with the people of Reedwhistle and later exploring the Basilica of Null, Jams witnessed firsthand how myth, history, and faith had become inseparable throughout Azah&#039;rul. The journey reinforced his growing belief that history was not confined to books, but survived through traditions, stories, and the choices of those still living.&lt;br /&gt;
&lt;br /&gt;
Despite these remarkable discoveries, the expedition took an emotional toll on him. As the mysteries surrounding the Blue Breath, Venoa, and the Colorless Peaks continued to grow more complex, Jams found his enthusiasm for adventure beginning to fade beneath the weight of the truths he continued to uncover.&lt;br /&gt;
&lt;br /&gt;
=== The Emeraldine ===&lt;br /&gt;
&lt;br /&gt;
Disguised beneath a mask, Jams infiltrated the Emeraldine alongside the Living Martyrs in an effort to uncover the political schemes surrounding Venoa&#039;s court. While navigating the masquerade, he gathered information from nobles, merchants, and members of the Chroma Conclave while maintaining the group&#039;s false identities.&lt;br /&gt;
&lt;br /&gt;
The gathering revealed increasingly troubling connections between the Platinum Cadre, Sental Narev, and the coming Platinum Eclipse. During the festivities Jams also confronted Blue, learning more about the Chroma Conclave&#039;s interest in the dragon egg and their belief that it represented a child rather than a weapon.&lt;br /&gt;
&lt;br /&gt;
As the private auction unfolded, the Living Martyrs obtained valuable artifacts and intelligence that pointed them toward Dazhi Island, setting the stage for the conflict that would soon follow.&lt;br /&gt;
&lt;br /&gt;
=== Bridge of Belief ===&lt;br /&gt;
&lt;br /&gt;
The expedition to Dazhi Island culminated in the Bridge of Belief, where the Living Martyrs confronted Stanis before representatives of both Bahamut and Tiamat. Rather than becoming a simple battle, the confrontation evolved into a struggle over the future of Azah&#039;rul itself.&lt;br /&gt;
&lt;br /&gt;
Although fierce fighting erupted, the Living Martyrs ultimately prevailed. The conflict exposed deception surrounding the Lady and weakened the influence she held over many of her followers. In the aftermath, Stanis survived the encounter, but the fragile peace collapsed as Venoa declared war after learning of the Silent Sister&#039;s involvement.&lt;br /&gt;
&lt;br /&gt;
For Jams, the events of the Bridge of Belief demonstrated that history was no longer something he merely studied. He had become an active participant in shaping it.&lt;br /&gt;
&lt;br /&gt;
=== Serven Grah ===&lt;br /&gt;
&lt;br /&gt;
Returning to Azah&#039;rul, Jams assisted in investigating the Serven Grah and the operations surrounding their slave mines. Rather than focusing solely on the conflict itself, he devoted much of his attention to helping free the captives and preserving the archaeological discoveries hidden beneath the mountains.&lt;br /&gt;
&lt;br /&gt;
Within the ancient ruins below the mines, Jams uncovered evidence of long-forgotten dragons and learned that the mysterious ore being extracted was in fact composed of ancient shards. The discovery represented one of the greatest archaeological finds of his life, affirming the passion for exploration that had first inspired him as a child.&lt;br /&gt;
&lt;br /&gt;
The expedition also revealed growing connections between the Serven Grah, the Colorless Peaks, and the Blue Breath, convincing Jams that these mysteries were all pieces of a much larger history waiting to be uncovered.&lt;br /&gt;
&lt;br /&gt;
=== Rockport ===&lt;br /&gt;
&lt;br /&gt;
When the Chroma Conclave threatened Rockport, Jams joined the Living Martyrs in preparing the settlement&#039;s defenses and helping evacuate its citizens before battle.&lt;br /&gt;
&lt;br /&gt;
During the preparations he studied Professor Lionel&#039;s journal, eventually deciphering enough of its contents to master the spell &#039;&#039;Bixby&#039;s Hand&#039;&#039;. Learning the spell directly from his mentor&#039;s writings became one of the defining moments of Jams&#039;s magical career, symbolizing how Lionel&#039;s teachings continued to guide him long after their time together at the Institute.&lt;br /&gt;
&lt;br /&gt;
Following the battle, Jams witnessed Rary&#039;s return and learned more of the long conflict between Rary and Mordenkainen. The revelations surrounding the Circle of Eight convinced him that the history he had spent years pursuing remained far larger and more dangerous than he had ever imagined.&lt;br /&gt;
&lt;br /&gt;
=== The Astral Plane ===&lt;br /&gt;
&lt;br /&gt;
The Living Martyrs&#039; pursuit of the Hag eventually carried them beyond the Material Plane and into the Astral Plane itself. Within forgotten chambers and ancient shrines, Jams uncovered murals and relics depicting the origins of the Hag, the Featureless Man, and the dragon queen whose influence had shaped so much of Azah&#039;rul&#039;s history.&lt;br /&gt;
&lt;br /&gt;
Although many questions remained unanswered, the journey reinforced Jams&#039;s conviction that every legend, no matter how impossible it first appeared, possessed a historical truth waiting to be discovered.&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Jonathan&#039;&#039;&#039; — Jams&#039;s childhood friend, closest companion, and the person he trusted with his darkest secret.&lt;br /&gt;
* &#039;&#039;&#039;Professor Lionel&#039;&#039;&#039; — Jams&#039;s mentor at Lathander&#039;s Institute of Arts and the scholar who inspired his pursuit of living history.&lt;br /&gt;
* &#039;&#039;&#039;Bari Weakfoot (Father)&#039;&#039;&#039; — A wealthy but abusive halfling whose relationship with Jams deteriorated throughout his youth.&lt;br /&gt;
* &#039;&#039;&#039;Mother&#039;&#039;&#039; — A distant and judgmental presence whom Jams likewise came to resent.&lt;br /&gt;
* &#039;&#039;&#039;Nissy&#039;&#039;&#039; — A tiefling librarian and member of the Green Cloaks with whom Jams maintained a cordial relationship.&lt;br /&gt;
&lt;br /&gt;
=== Notable Locations ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Troford&#039;&#039;&#039; — Jams&#039;s hometown, for which he retains deep affection despite his troubled upbringing.&lt;br /&gt;
* &#039;&#039;&#039;Sparksborough&#039;&#039;&#039; — Home of Lathander&#039;s Institute of Arts, where Jams pursued higher education.&lt;br /&gt;
* &#039;&#039;&#039;Rolling Hills&#039;&#039;&#039; — A region where Jams frequently adventured during his youth.&lt;br /&gt;
* &#039;&#039;&#039;Corelite&#039;&#039;&#039; — Viewed by Jams as an enemy due to its role in the wider conflict.&lt;br /&gt;
&lt;br /&gt;
== The Catalyst Event ==&lt;br /&gt;
Describe the major turning point (event, tragedy, discovery, transformation) that set them on their current path.&lt;br /&gt;
&lt;br /&gt;
== Abilities &amp;amp; Powers ==&lt;br /&gt;
List their magical abilities, combat skills, supernatural traits, unique talents, or notable proficiencies.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Outline their important allies, family, rivals, mentors, enemies, or organizations they belong to.&lt;br /&gt;
&lt;br /&gt;
== Major Story Arcs ==&lt;br /&gt;
Break down the character’s big narrative beats or arcs across campaigns or eras.&lt;br /&gt;
&lt;br /&gt;
=== Arc 1 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 2 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 3 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Explain where the character is now, what they are doing, or any rumors about their current activities.&lt;br /&gt;
&lt;br /&gt;
== Adventure Hooks ==&lt;br /&gt;
Provide ideas for how this character can be used in stories, quests, or future plotlines.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Add any miscellaneous details, trivia, development notes, or additional lore.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=MediaWiki:Sidebar&amp;diff=204</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=MediaWiki:Sidebar&amp;diff=204"/>
		<updated>2026-07-05T21:09:39Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|Main Page&lt;br /&gt;
** recentchanges-url|Recent Changes&lt;br /&gt;
** Special:Watchlist|Watchlist&lt;br /&gt;
** randompage-url|Random Page&lt;br /&gt;
** Special:SpecialPages|Special Pages&lt;br /&gt;
&lt;br /&gt;
* Campaigns&lt;br /&gt;
** Campaign_2|Campaign 2&lt;br /&gt;
** Campaign_3|Campaign 3&lt;br /&gt;
** Jack_Campaign|Jack Campaign&lt;br /&gt;
** Cole_Campaign|Cole Compaign&lt;br /&gt;
&lt;br /&gt;
* SEARCH&lt;br /&gt;
&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=MediaWiki:Sidebar&amp;diff=201</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=MediaWiki:Sidebar&amp;diff=201"/>
		<updated>2026-07-05T21:08:09Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: Created page with &amp;quot;* navigation ** mainpage|Main Page ** recentchanges-url|Recent Changes ** Special:Watchlist|Watchlist ** randompage-url|Random Page ** Special:SpecialPages|Special Pages  * World ** Westwynd|Westwynd ** Cassius|Cassius  * Campaigns ** Campaign_2|Campaign 2 ** Campaign_3|Campaign 3 ** Jack_Campaign|Jack Campaign  * SEARCH  * TOOLBOX&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|Main Page&lt;br /&gt;
** recentchanges-url|Recent Changes&lt;br /&gt;
** Special:Watchlist|Watchlist&lt;br /&gt;
** randompage-url|Random Page&lt;br /&gt;
** Special:SpecialPages|Special Pages&lt;br /&gt;
&lt;br /&gt;
* World&lt;br /&gt;
** Westwynd|Westwynd&lt;br /&gt;
** Cassius|Cassius&lt;br /&gt;
&lt;br /&gt;
* Campaigns&lt;br /&gt;
** Campaign_2|Campaign 2&lt;br /&gt;
** Campaign_3|Campaign 3&lt;br /&gt;
** Jack_Campaign|Jack Campaign&lt;br /&gt;
&lt;br /&gt;
* SEARCH&lt;br /&gt;
&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Bart_%22Jams%22_Weakfoot&amp;diff=189</id>
		<title>Bart &quot;Jams&quot; Weakfoot</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Bart_%22Jams%22_Weakfoot&amp;diff=189"/>
		<updated>2026-07-03T18:54:20Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Character Name */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Name =&lt;br /&gt;
&#039;&#039;Half Hafling• College of Lore Bard • Living Martyr&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Jams.png|center]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Provide a short introduction summarizing who the character is, what they are known for, and their overall role in the world.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Describe their appearance, mannerisms, clothing, and any distinctive visual traits.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Describe their temperament, values, flaws, motivations, fears, and social habits.&lt;br /&gt;
&lt;br /&gt;
== Before the Living Martyrs==&lt;br /&gt;
&lt;br /&gt;
Jams Weakfoot was born and raised in the town of Troford, where he spent much of his childhood alongside his closest friend, Jonathan. The two were inseparable from an early age, filling their days with imaginative games of knights, sword fights, and make-believe adventures that fostered Jams&#039;s lifelong fascination with heroes, history, and legendary tales.&lt;br /&gt;
&lt;br /&gt;
Unlike the stories he admired, Jams&#039;s home life was far less idyllic. His father, a wealthy but abusive halfling, and his distant, judgmental human mother created a household that Jams would eventually grow to resent. As he matured, he found greater comfort in books, ancient history, and the mysteries of civilizations long forgotten than within his own family.&lt;br /&gt;
&lt;br /&gt;
=== Early Fascination with Antiquity ===&lt;br /&gt;
&lt;br /&gt;
From a young age, Jams became captivated by the world that existed before the Spellplague, believing the era of unrestricted magic represented the greatest period in Westwynd&#039;s history. His fascination soon expanded beyond mythology into archaeology, relic hunting, and the recovery of forgotten artifacts.&lt;br /&gt;
&lt;br /&gt;
During his adolescence, Jams became convinced that an artifact known as the Companion represented an ill omen whose discovery would only bring disaster. At the age of twelve, he secretly stole the anchor ropes belonging to a group of dungeon explorers, trapping them inside a cave in an attempt to prevent them from retrieving the artifact.&lt;br /&gt;
&lt;br /&gt;
The expedition ended in tragedy when one of the explorers died after encountering a mysterious force within the cave. Although Jams viewed the death as an unfortunate necessity to prevent the artifact from being recovered, he concealed his involvement for years.&lt;br /&gt;
&lt;br /&gt;
The failed expedition devastated his father, who lost his trusted exploration crew and largely abandoned archaeological expeditions for an extended period.&lt;br /&gt;
&lt;br /&gt;
=== Academic Pursuits ===&lt;br /&gt;
&lt;br /&gt;
As large expeditions became less common, Jams focused increasingly on research and personal exploration. Realizing that independent study alone would never satisfy his ambitions, he enrolled at Lathander&#039;s Institute of Arts in Sparksborough to formally study history, archaeology, and lore.&lt;br /&gt;
&lt;br /&gt;
Jonathan followed him to Sparksborough despite having little direction of his own, choosing to remain beside his lifelong friend. During their time at university, Jams finally confessed his role in the cave expedition and the death that had resulted from it, trusting Jonathan with the secret he had carried since childhood.&lt;br /&gt;
&lt;br /&gt;
Jams excelled academically, eventually earning a bachelor&#039;s degree in College Lore while pursuing advanced studies toward a master&#039;s degree. His greatest academic influence was Professor Lionel, whose teachings inspired Jams to seek history not only through books but through firsthand experience. Lionel&#039;s belief that &amp;quot;the best way to experience history is to live within it&amp;quot; became one of the defining philosophies of Jams&#039;s life.&lt;br /&gt;
&lt;br /&gt;
=== Debt and the Search for Adventure ===&lt;br /&gt;
&lt;br /&gt;
By his early twenties, Jams had accumulated significant debt while continuing his education and chose to take a year away from his master&#039;s program in search of practical experience.&lt;br /&gt;
&lt;br /&gt;
Inspired by the legendary stories he had spent years studying, Jams resolved to become part of history rather than merely document it.&lt;br /&gt;
&lt;br /&gt;
During this period he incurred a personal debt to Jonathan after stealing an artifact from a lord in Troford. Jonathan covered for him, an act that ultimately contributed to the lord&#039;s downfall and left Jams owing his closest friend a favor.&lt;br /&gt;
&lt;br /&gt;
At the same time, Jams accepted a quest from Marston, setting him upon the path that would ultimately lead him toward the Living Martyrs.&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Jonathan&#039;&#039;&#039; — Jams&#039;s childhood friend, closest companion, and the person he trusted with his darkest secret.&lt;br /&gt;
* &#039;&#039;&#039;Professor Lionel&#039;&#039;&#039; — Jams&#039;s mentor at Lathander&#039;s Institute of Arts and the scholar who inspired his pursuit of living history.&lt;br /&gt;
* &#039;&#039;&#039;Bari Weakfoot (Father)&#039;&#039;&#039; — A wealthy but abusive halfling whose relationship with Jams deteriorated throughout his youth.&lt;br /&gt;
* &#039;&#039;&#039;Mother&#039;&#039;&#039; — A distant and judgmental presence whom Jams likewise came to resent.&lt;br /&gt;
* &#039;&#039;&#039;Nissy&#039;&#039;&#039; — A tiefling librarian and member of the Green Cloaks with whom Jams maintained a cordial relationship.&lt;br /&gt;
&lt;br /&gt;
=== Notable Locations ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Troford&#039;&#039;&#039; — Jams&#039;s hometown, for which he retains deep affection despite his troubled upbringing.&lt;br /&gt;
* &#039;&#039;&#039;Sparksborough&#039;&#039;&#039; — Home of Lathander&#039;s Institute of Arts, where Jams pursued higher education.&lt;br /&gt;
* &#039;&#039;&#039;Rolling Hills&#039;&#039;&#039; — A region where Jams frequently adventured during his youth.&lt;br /&gt;
* &#039;&#039;&#039;Corelite&#039;&#039;&#039; — Viewed by Jams as an enemy due to its role in the wider conflict.&lt;br /&gt;
&lt;br /&gt;
== The Catalyst Event ==&lt;br /&gt;
Describe the major turning point (event, tragedy, discovery, transformation) that set them on their current path.&lt;br /&gt;
&lt;br /&gt;
== Abilities &amp;amp; Powers ==&lt;br /&gt;
List their magical abilities, combat skills, supernatural traits, unique talents, or notable proficiencies.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Outline their important allies, family, rivals, mentors, enemies, or organizations they belong to.&lt;br /&gt;
&lt;br /&gt;
== Major Story Arcs ==&lt;br /&gt;
Break down the character’s big narrative beats or arcs across campaigns or eras.&lt;br /&gt;
&lt;br /&gt;
=== Arc 1 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 2 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 3 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Explain where the character is now, what they are doing, or any rumors about their current activities.&lt;br /&gt;
&lt;br /&gt;
== Adventure Hooks ==&lt;br /&gt;
Provide ideas for how this character can be used in stories, quests, or future plotlines.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Add any miscellaneous details, trivia, development notes, or additional lore.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Bart_%22Jams%22_Weakfoot&amp;diff=188</id>
		<title>Bart &quot;Jams&quot; Weakfoot</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Bart_%22Jams%22_Weakfoot&amp;diff=188"/>
		<updated>2026-07-03T18:54:02Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Character Name */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Name =&lt;br /&gt;
&#039;&#039;Half Hafling• College of Lore Bard • Living Martyr&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Jams.png]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Provide a short introduction summarizing who the character is, what they are known for, and their overall role in the world.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Describe their appearance, mannerisms, clothing, and any distinctive visual traits.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Describe their temperament, values, flaws, motivations, fears, and social habits.&lt;br /&gt;
&lt;br /&gt;
== Before the Living Martyrs==&lt;br /&gt;
&lt;br /&gt;
Jams Weakfoot was born and raised in the town of Troford, where he spent much of his childhood alongside his closest friend, Jonathan. The two were inseparable from an early age, filling their days with imaginative games of knights, sword fights, and make-believe adventures that fostered Jams&#039;s lifelong fascination with heroes, history, and legendary tales.&lt;br /&gt;
&lt;br /&gt;
Unlike the stories he admired, Jams&#039;s home life was far less idyllic. His father, a wealthy but abusive halfling, and his distant, judgmental human mother created a household that Jams would eventually grow to resent. As he matured, he found greater comfort in books, ancient history, and the mysteries of civilizations long forgotten than within his own family.&lt;br /&gt;
&lt;br /&gt;
=== Early Fascination with Antiquity ===&lt;br /&gt;
&lt;br /&gt;
From a young age, Jams became captivated by the world that existed before the Spellplague, believing the era of unrestricted magic represented the greatest period in Westwynd&#039;s history. His fascination soon expanded beyond mythology into archaeology, relic hunting, and the recovery of forgotten artifacts.&lt;br /&gt;
&lt;br /&gt;
During his adolescence, Jams became convinced that an artifact known as the Companion represented an ill omen whose discovery would only bring disaster. At the age of twelve, he secretly stole the anchor ropes belonging to a group of dungeon explorers, trapping them inside a cave in an attempt to prevent them from retrieving the artifact.&lt;br /&gt;
&lt;br /&gt;
The expedition ended in tragedy when one of the explorers died after encountering a mysterious force within the cave. Although Jams viewed the death as an unfortunate necessity to prevent the artifact from being recovered, he concealed his involvement for years.&lt;br /&gt;
&lt;br /&gt;
The failed expedition devastated his father, who lost his trusted exploration crew and largely abandoned archaeological expeditions for an extended period.&lt;br /&gt;
&lt;br /&gt;
=== Academic Pursuits ===&lt;br /&gt;
&lt;br /&gt;
As large expeditions became less common, Jams focused increasingly on research and personal exploration. Realizing that independent study alone would never satisfy his ambitions, he enrolled at Lathander&#039;s Institute of Arts in Sparksborough to formally study history, archaeology, and lore.&lt;br /&gt;
&lt;br /&gt;
Jonathan followed him to Sparksborough despite having little direction of his own, choosing to remain beside his lifelong friend. During their time at university, Jams finally confessed his role in the cave expedition and the death that had resulted from it, trusting Jonathan with the secret he had carried since childhood.&lt;br /&gt;
&lt;br /&gt;
Jams excelled academically, eventually earning a bachelor&#039;s degree in College Lore while pursuing advanced studies toward a master&#039;s degree. His greatest academic influence was Professor Lionel, whose teachings inspired Jams to seek history not only through books but through firsthand experience. Lionel&#039;s belief that &amp;quot;the best way to experience history is to live within it&amp;quot; became one of the defining philosophies of Jams&#039;s life.&lt;br /&gt;
&lt;br /&gt;
=== Debt and the Search for Adventure ===&lt;br /&gt;
&lt;br /&gt;
By his early twenties, Jams had accumulated significant debt while continuing his education and chose to take a year away from his master&#039;s program in search of practical experience.&lt;br /&gt;
&lt;br /&gt;
Inspired by the legendary stories he had spent years studying, Jams resolved to become part of history rather than merely document it.&lt;br /&gt;
&lt;br /&gt;
During this period he incurred a personal debt to Jonathan after stealing an artifact from a lord in Troford. Jonathan covered for him, an act that ultimately contributed to the lord&#039;s downfall and left Jams owing his closest friend a favor.&lt;br /&gt;
&lt;br /&gt;
At the same time, Jams accepted a quest from Marston, setting him upon the path that would ultimately lead him toward the Living Martyrs.&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Jonathan&#039;&#039;&#039; — Jams&#039;s childhood friend, closest companion, and the person he trusted with his darkest secret.&lt;br /&gt;
* &#039;&#039;&#039;Professor Lionel&#039;&#039;&#039; — Jams&#039;s mentor at Lathander&#039;s Institute of Arts and the scholar who inspired his pursuit of living history.&lt;br /&gt;
* &#039;&#039;&#039;Bari Weakfoot (Father)&#039;&#039;&#039; — A wealthy but abusive halfling whose relationship with Jams deteriorated throughout his youth.&lt;br /&gt;
* &#039;&#039;&#039;Mother&#039;&#039;&#039; — A distant and judgmental presence whom Jams likewise came to resent.&lt;br /&gt;
* &#039;&#039;&#039;Nissy&#039;&#039;&#039; — A tiefling librarian and member of the Green Cloaks with whom Jams maintained a cordial relationship.&lt;br /&gt;
&lt;br /&gt;
=== Notable Locations ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Troford&#039;&#039;&#039; — Jams&#039;s hometown, for which he retains deep affection despite his troubled upbringing.&lt;br /&gt;
* &#039;&#039;&#039;Sparksborough&#039;&#039;&#039; — Home of Lathander&#039;s Institute of Arts, where Jams pursued higher education.&lt;br /&gt;
* &#039;&#039;&#039;Rolling Hills&#039;&#039;&#039; — A region where Jams frequently adventured during his youth.&lt;br /&gt;
* &#039;&#039;&#039;Corelite&#039;&#039;&#039; — Viewed by Jams as an enemy due to its role in the wider conflict.&lt;br /&gt;
&lt;br /&gt;
== The Catalyst Event ==&lt;br /&gt;
Describe the major turning point (event, tragedy, discovery, transformation) that set them on their current path.&lt;br /&gt;
&lt;br /&gt;
== Abilities &amp;amp; Powers ==&lt;br /&gt;
List their magical abilities, combat skills, supernatural traits, unique talents, or notable proficiencies.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Outline their important allies, family, rivals, mentors, enemies, or organizations they belong to.&lt;br /&gt;
&lt;br /&gt;
== Major Story Arcs ==&lt;br /&gt;
Break down the character’s big narrative beats or arcs across campaigns or eras.&lt;br /&gt;
&lt;br /&gt;
=== Arc 1 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 2 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 3 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Explain where the character is now, what they are doing, or any rumors about their current activities.&lt;br /&gt;
&lt;br /&gt;
== Adventure Hooks ==&lt;br /&gt;
Provide ideas for how this character can be used in stories, quests, or future plotlines.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Add any miscellaneous details, trivia, development notes, or additional lore.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=File:Jams.png&amp;diff=187</id>
		<title>File:Jams.png</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=File:Jams.png&amp;diff=187"/>
		<updated>2026-07-03T18:52:44Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Bart_%22Jams%22_Weakfoot&amp;diff=186</id>
		<title>Bart &quot;Jams&quot; Weakfoot</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Bart_%22Jams%22_Weakfoot&amp;diff=186"/>
		<updated>2026-07-03T18:43:54Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Character Name */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Name =&lt;br /&gt;
&#039;&#039;Half Hafling• College of Lore Bard • Living Martyr&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Provide a short introduction summarizing who the character is, what they are known for, and their overall role in the world.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Describe their appearance, mannerisms, clothing, and any distinctive visual traits.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Describe their temperament, values, flaws, motivations, fears, and social habits.&lt;br /&gt;
&lt;br /&gt;
== Before the Living Martyrs==&lt;br /&gt;
&lt;br /&gt;
Jams Weakfoot was born and raised in the town of Troford, where he spent much of his childhood alongside his closest friend, Jonathan. The two were inseparable from an early age, filling their days with imaginative games of knights, sword fights, and make-believe adventures that fostered Jams&#039;s lifelong fascination with heroes, history, and legendary tales.&lt;br /&gt;
&lt;br /&gt;
Unlike the stories he admired, Jams&#039;s home life was far less idyllic. His father, a wealthy but abusive halfling, and his distant, judgmental human mother created a household that Jams would eventually grow to resent. As he matured, he found greater comfort in books, ancient history, and the mysteries of civilizations long forgotten than within his own family.&lt;br /&gt;
&lt;br /&gt;
=== Early Fascination with Antiquity ===&lt;br /&gt;
&lt;br /&gt;
From a young age, Jams became captivated by the world that existed before the Spellplague, believing the era of unrestricted magic represented the greatest period in Westwynd&#039;s history. His fascination soon expanded beyond mythology into archaeology, relic hunting, and the recovery of forgotten artifacts.&lt;br /&gt;
&lt;br /&gt;
During his adolescence, Jams became convinced that an artifact known as the Companion represented an ill omen whose discovery would only bring disaster. At the age of twelve, he secretly stole the anchor ropes belonging to a group of dungeon explorers, trapping them inside a cave in an attempt to prevent them from retrieving the artifact.&lt;br /&gt;
&lt;br /&gt;
The expedition ended in tragedy when one of the explorers died after encountering a mysterious force within the cave. Although Jams viewed the death as an unfortunate necessity to prevent the artifact from being recovered, he concealed his involvement for years.&lt;br /&gt;
&lt;br /&gt;
The failed expedition devastated his father, who lost his trusted exploration crew and largely abandoned archaeological expeditions for an extended period.&lt;br /&gt;
&lt;br /&gt;
=== Academic Pursuits ===&lt;br /&gt;
&lt;br /&gt;
As large expeditions became less common, Jams focused increasingly on research and personal exploration. Realizing that independent study alone would never satisfy his ambitions, he enrolled at Lathander&#039;s Institute of Arts in Sparksborough to formally study history, archaeology, and lore.&lt;br /&gt;
&lt;br /&gt;
Jonathan followed him to Sparksborough despite having little direction of his own, choosing to remain beside his lifelong friend. During their time at university, Jams finally confessed his role in the cave expedition and the death that had resulted from it, trusting Jonathan with the secret he had carried since childhood.&lt;br /&gt;
&lt;br /&gt;
Jams excelled academically, eventually earning a bachelor&#039;s degree in College Lore while pursuing advanced studies toward a master&#039;s degree. His greatest academic influence was Professor Lionel, whose teachings inspired Jams to seek history not only through books but through firsthand experience. Lionel&#039;s belief that &amp;quot;the best way to experience history is to live within it&amp;quot; became one of the defining philosophies of Jams&#039;s life.&lt;br /&gt;
&lt;br /&gt;
=== Debt and the Search for Adventure ===&lt;br /&gt;
&lt;br /&gt;
By his early twenties, Jams had accumulated significant debt while continuing his education and chose to take a year away from his master&#039;s program in search of practical experience.&lt;br /&gt;
&lt;br /&gt;
Inspired by the legendary stories he had spent years studying, Jams resolved to become part of history rather than merely document it.&lt;br /&gt;
&lt;br /&gt;
During this period he incurred a personal debt to Jonathan after stealing an artifact from a lord in Troford. Jonathan covered for him, an act that ultimately contributed to the lord&#039;s downfall and left Jams owing his closest friend a favor.&lt;br /&gt;
&lt;br /&gt;
At the same time, Jams accepted a quest from Marston, setting him upon the path that would ultimately lead him toward the Living Martyrs.&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Jonathan&#039;&#039;&#039; — Jams&#039;s childhood friend, closest companion, and the person he trusted with his darkest secret.&lt;br /&gt;
* &#039;&#039;&#039;Professor Lionel&#039;&#039;&#039; — Jams&#039;s mentor at Lathander&#039;s Institute of Arts and the scholar who inspired his pursuit of living history.&lt;br /&gt;
* &#039;&#039;&#039;Bari Weakfoot (Father)&#039;&#039;&#039; — A wealthy but abusive halfling whose relationship with Jams deteriorated throughout his youth.&lt;br /&gt;
* &#039;&#039;&#039;Mother&#039;&#039;&#039; — A distant and judgmental presence whom Jams likewise came to resent.&lt;br /&gt;
* &#039;&#039;&#039;Nissy&#039;&#039;&#039; — A tiefling librarian and member of the Green Cloaks with whom Jams maintained a cordial relationship.&lt;br /&gt;
&lt;br /&gt;
=== Notable Locations ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Troford&#039;&#039;&#039; — Jams&#039;s hometown, for which he retains deep affection despite his troubled upbringing.&lt;br /&gt;
* &#039;&#039;&#039;Sparksborough&#039;&#039;&#039; — Home of Lathander&#039;s Institute of Arts, where Jams pursued higher education.&lt;br /&gt;
* &#039;&#039;&#039;Rolling Hills&#039;&#039;&#039; — A region where Jams frequently adventured during his youth.&lt;br /&gt;
* &#039;&#039;&#039;Corelite&#039;&#039;&#039; — Viewed by Jams as an enemy due to its role in the wider conflict.&lt;br /&gt;
&lt;br /&gt;
== The Catalyst Event ==&lt;br /&gt;
Describe the major turning point (event, tragedy, discovery, transformation) that set them on their current path.&lt;br /&gt;
&lt;br /&gt;
== Abilities &amp;amp; Powers ==&lt;br /&gt;
List their magical abilities, combat skills, supernatural traits, unique talents, or notable proficiencies.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Outline their important allies, family, rivals, mentors, enemies, or organizations they belong to.&lt;br /&gt;
&lt;br /&gt;
== Major Story Arcs ==&lt;br /&gt;
Break down the character’s big narrative beats or arcs across campaigns or eras.&lt;br /&gt;
&lt;br /&gt;
=== Arc 1 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 2 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 3 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Explain where the character is now, what they are doing, or any rumors about their current activities.&lt;br /&gt;
&lt;br /&gt;
== Adventure Hooks ==&lt;br /&gt;
Provide ideas for how this character can be used in stories, quests, or future plotlines.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Add any miscellaneous details, trivia, development notes, or additional lore.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Bart_%22Jams%22_Weakfoot&amp;diff=185</id>
		<title>Bart &quot;Jams&quot; Weakfoot</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Bart_%22Jams%22_Weakfoot&amp;diff=185"/>
		<updated>2026-07-03T18:40:50Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Before the Runaways */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Name =&lt;br /&gt;
&#039;&#039;Race • Class/Role • Affiliations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Provide a short introduction summarizing who the character is, what they are known for, and their overall role in the world.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Describe their appearance, mannerisms, clothing, and any distinctive visual traits.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Describe their temperament, values, flaws, motivations, fears, and social habits.&lt;br /&gt;
&lt;br /&gt;
== Before the Living Martyrs==&lt;br /&gt;
&lt;br /&gt;
Jams Weakfoot was born and raised in the town of Troford, where he spent much of his childhood alongside his closest friend, Jonathan. The two were inseparable from an early age, filling their days with imaginative games of knights, sword fights, and make-believe adventures that fostered Jams&#039;s lifelong fascination with heroes, history, and legendary tales.&lt;br /&gt;
&lt;br /&gt;
Unlike the stories he admired, Jams&#039;s home life was far less idyllic. His father, a wealthy but abusive halfling, and his distant, judgmental human mother created a household that Jams would eventually grow to resent. As he matured, he found greater comfort in books, ancient history, and the mysteries of civilizations long forgotten than within his own family.&lt;br /&gt;
&lt;br /&gt;
=== Early Fascination with Antiquity ===&lt;br /&gt;
&lt;br /&gt;
From a young age, Jams became captivated by the world that existed before the Spellplague, believing the era of unrestricted magic represented the greatest period in Westwynd&#039;s history. His fascination soon expanded beyond mythology into archaeology, relic hunting, and the recovery of forgotten artifacts.&lt;br /&gt;
&lt;br /&gt;
During his adolescence, Jams became convinced that an artifact known as the Companion represented an ill omen whose discovery would only bring disaster. At the age of twelve, he secretly stole the anchor ropes belonging to a group of dungeon explorers, trapping them inside a cave in an attempt to prevent them from retrieving the artifact.&lt;br /&gt;
&lt;br /&gt;
The expedition ended in tragedy when one of the explorers died after encountering a mysterious force within the cave. Although Jams viewed the death as an unfortunate necessity to prevent the artifact from being recovered, he concealed his involvement for years.&lt;br /&gt;
&lt;br /&gt;
The failed expedition devastated his father, who lost his trusted exploration crew and largely abandoned archaeological expeditions for an extended period.&lt;br /&gt;
&lt;br /&gt;
=== Academic Pursuits ===&lt;br /&gt;
&lt;br /&gt;
As large expeditions became less common, Jams focused increasingly on research and personal exploration. Realizing that independent study alone would never satisfy his ambitions, he enrolled at Lathander&#039;s Institute of Arts in Sparksborough to formally study history, archaeology, and lore.&lt;br /&gt;
&lt;br /&gt;
Jonathan followed him to Sparksborough despite having little direction of his own, choosing to remain beside his lifelong friend. During their time at university, Jams finally confessed his role in the cave expedition and the death that had resulted from it, trusting Jonathan with the secret he had carried since childhood.&lt;br /&gt;
&lt;br /&gt;
Jams excelled academically, eventually earning a bachelor&#039;s degree in College Lore while pursuing advanced studies toward a master&#039;s degree. His greatest academic influence was Professor Lionel, whose teachings inspired Jams to seek history not only through books but through firsthand experience. Lionel&#039;s belief that &amp;quot;the best way to experience history is to live within it&amp;quot; became one of the defining philosophies of Jams&#039;s life.&lt;br /&gt;
&lt;br /&gt;
=== Debt and the Search for Adventure ===&lt;br /&gt;
&lt;br /&gt;
By his early twenties, Jams had accumulated significant debt while continuing his education and chose to take a year away from his master&#039;s program in search of practical experience.&lt;br /&gt;
&lt;br /&gt;
Inspired by the legendary stories he had spent years studying, Jams resolved to become part of history rather than merely document it.&lt;br /&gt;
&lt;br /&gt;
During this period he incurred a personal debt to Jonathan after stealing an artifact from a lord in Troford. Jonathan covered for him, an act that ultimately contributed to the lord&#039;s downfall and left Jams owing his closest friend a favor.&lt;br /&gt;
&lt;br /&gt;
At the same time, Jams accepted a quest from Marston, setting him upon the path that would ultimately lead him toward the Living Martyrs.&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Jonathan&#039;&#039;&#039; — Jams&#039;s childhood friend, closest companion, and the person he trusted with his darkest secret.&lt;br /&gt;
* &#039;&#039;&#039;Professor Lionel&#039;&#039;&#039; — Jams&#039;s mentor at Lathander&#039;s Institute of Arts and the scholar who inspired his pursuit of living history.&lt;br /&gt;
* &#039;&#039;&#039;Bari Weakfoot (Father)&#039;&#039;&#039; — A wealthy but abusive halfling whose relationship with Jams deteriorated throughout his youth.&lt;br /&gt;
* &#039;&#039;&#039;Mother&#039;&#039;&#039; — A distant and judgmental presence whom Jams likewise came to resent.&lt;br /&gt;
* &#039;&#039;&#039;Nissy&#039;&#039;&#039; — A tiefling librarian and member of the Green Cloaks with whom Jams maintained a cordial relationship.&lt;br /&gt;
&lt;br /&gt;
=== Notable Locations ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Troford&#039;&#039;&#039; — Jams&#039;s hometown, for which he retains deep affection despite his troubled upbringing.&lt;br /&gt;
* &#039;&#039;&#039;Sparksborough&#039;&#039;&#039; — Home of Lathander&#039;s Institute of Arts, where Jams pursued higher education.&lt;br /&gt;
* &#039;&#039;&#039;Rolling Hills&#039;&#039;&#039; — A region where Jams frequently adventured during his youth.&lt;br /&gt;
* &#039;&#039;&#039;Corelite&#039;&#039;&#039; — Viewed by Jams as an enemy due to its role in the wider conflict.&lt;br /&gt;
&lt;br /&gt;
== The Catalyst Event ==&lt;br /&gt;
Describe the major turning point (event, tragedy, discovery, transformation) that set them on their current path.&lt;br /&gt;
&lt;br /&gt;
== Abilities &amp;amp; Powers ==&lt;br /&gt;
List their magical abilities, combat skills, supernatural traits, unique talents, or notable proficiencies.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Outline their important allies, family, rivals, mentors, enemies, or organizations they belong to.&lt;br /&gt;
&lt;br /&gt;
== Major Story Arcs ==&lt;br /&gt;
Break down the character’s big narrative beats or arcs across campaigns or eras.&lt;br /&gt;
&lt;br /&gt;
=== Arc 1 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 2 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 3 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Explain where the character is now, what they are doing, or any rumors about their current activities.&lt;br /&gt;
&lt;br /&gt;
== Adventure Hooks ==&lt;br /&gt;
Provide ideas for how this character can be used in stories, quests, or future plotlines.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Add any miscellaneous details, trivia, development notes, or additional lore.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Bart_%22Jams%22_Weakfoot&amp;diff=184</id>
		<title>Bart &quot;Jams&quot; Weakfoot</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Bart_%22Jams%22_Weakfoot&amp;diff=184"/>
		<updated>2026-07-03T18:40:36Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Name =&lt;br /&gt;
&#039;&#039;Race • Class/Role • Affiliations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Provide a short introduction summarizing who the character is, what they are known for, and their overall role in the world.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Describe their appearance, mannerisms, clothing, and any distinctive visual traits.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Describe their temperament, values, flaws, motivations, fears, and social habits.&lt;br /&gt;
&lt;br /&gt;
== Before the Runaways ==&lt;br /&gt;
&lt;br /&gt;
Jams Weakfoot was born and raised in the town of Troford, where he spent much of his childhood alongside his closest friend, Jonathan. The two were inseparable from an early age, filling their days with imaginative games of knights, sword fights, and make-believe adventures that fostered Jams&#039;s lifelong fascination with heroes, history, and legendary tales.&lt;br /&gt;
&lt;br /&gt;
Unlike the stories he admired, Jams&#039;s home life was far less idyllic. His father, a wealthy but abusive halfling, and his distant, judgmental human mother created a household that Jams would eventually grow to resent. As he matured, he found greater comfort in books, ancient history, and the mysteries of civilizations long forgotten than within his own family.&lt;br /&gt;
&lt;br /&gt;
=== Early Fascination with Antiquity ===&lt;br /&gt;
&lt;br /&gt;
From a young age, Jams became captivated by the world that existed before the Spellplague, believing the era of unrestricted magic represented the greatest period in Westwynd&#039;s history. His fascination soon expanded beyond mythology into archaeology, relic hunting, and the recovery of forgotten artifacts.&lt;br /&gt;
&lt;br /&gt;
During his adolescence, Jams became convinced that an artifact known as the Companion represented an ill omen whose discovery would only bring disaster. At the age of twelve, he secretly stole the anchor ropes belonging to a group of dungeon explorers, trapping them inside a cave in an attempt to prevent them from retrieving the artifact.&lt;br /&gt;
&lt;br /&gt;
The expedition ended in tragedy when one of the explorers died after encountering a mysterious force within the cave. Although Jams viewed the death as an unfortunate necessity to prevent the artifact from being recovered, he concealed his involvement for years.&lt;br /&gt;
&lt;br /&gt;
The failed expedition devastated his father, who lost his trusted exploration crew and largely abandoned archaeological expeditions for an extended period.&lt;br /&gt;
&lt;br /&gt;
=== Academic Pursuits ===&lt;br /&gt;
&lt;br /&gt;
As large expeditions became less common, Jams focused increasingly on research and personal exploration. Realizing that independent study alone would never satisfy his ambitions, he enrolled at Lathander&#039;s Institute of Arts in Sparksborough to formally study history, archaeology, and lore.&lt;br /&gt;
&lt;br /&gt;
Jonathan followed him to Sparksborough despite having little direction of his own, choosing to remain beside his lifelong friend. During their time at university, Jams finally confessed his role in the cave expedition and the death that had resulted from it, trusting Jonathan with the secret he had carried since childhood.&lt;br /&gt;
&lt;br /&gt;
Jams excelled academically, eventually earning a bachelor&#039;s degree in College Lore while pursuing advanced studies toward a master&#039;s degree. His greatest academic influence was Professor Lionel, whose teachings inspired Jams to seek history not only through books but through firsthand experience. Lionel&#039;s belief that &amp;quot;the best way to experience history is to live within it&amp;quot; became one of the defining philosophies of Jams&#039;s life.&lt;br /&gt;
&lt;br /&gt;
=== Debt and the Search for Adventure ===&lt;br /&gt;
&lt;br /&gt;
By his early twenties, Jams had accumulated significant debt while continuing his education and chose to take a year away from his master&#039;s program in search of practical experience.&lt;br /&gt;
&lt;br /&gt;
Inspired by the legendary stories he had spent years studying, Jams resolved to become part of history rather than merely document it.&lt;br /&gt;
&lt;br /&gt;
During this period he incurred a personal debt to Jonathan after stealing an artifact from a lord in Troford. Jonathan covered for him, an act that ultimately contributed to the lord&#039;s downfall and left Jams owing his closest friend a favor.&lt;br /&gt;
&lt;br /&gt;
At the same time, Jams accepted a quest from Marston, setting him upon the path that would ultimately lead him toward the Living Martyrs.&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Jonathan&#039;&#039;&#039; — Jams&#039;s childhood friend, closest companion, and the person he trusted with his darkest secret.&lt;br /&gt;
* &#039;&#039;&#039;Professor Lionel&#039;&#039;&#039; — Jams&#039;s mentor at Lathander&#039;s Institute of Arts and the scholar who inspired his pursuit of living history.&lt;br /&gt;
* &#039;&#039;&#039;Bari Weakfoot (Father)&#039;&#039;&#039; — A wealthy but abusive halfling whose relationship with Jams deteriorated throughout his youth.&lt;br /&gt;
* &#039;&#039;&#039;Mother&#039;&#039;&#039; — A distant and judgmental presence whom Jams likewise came to resent.&lt;br /&gt;
* &#039;&#039;&#039;Nissy&#039;&#039;&#039; — A tiefling librarian and member of the Green Cloaks with whom Jams maintained a cordial relationship.&lt;br /&gt;
&lt;br /&gt;
=== Notable Locations ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Troford&#039;&#039;&#039; — Jams&#039;s hometown, for which he retains deep affection despite his troubled upbringing.&lt;br /&gt;
* &#039;&#039;&#039;Sparksborough&#039;&#039;&#039; — Home of Lathander&#039;s Institute of Arts, where Jams pursued higher education.&lt;br /&gt;
* &#039;&#039;&#039;Rolling Hills&#039;&#039;&#039; — A region where Jams frequently adventured during his youth.&lt;br /&gt;
* &#039;&#039;&#039;Corelite&#039;&#039;&#039; — Viewed by Jams as an enemy due to its role in the wider conflict.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Catalyst Event ==&lt;br /&gt;
Describe the major turning point (event, tragedy, discovery, transformation) that set them on their current path.&lt;br /&gt;
&lt;br /&gt;
== Abilities &amp;amp; Powers ==&lt;br /&gt;
List their magical abilities, combat skills, supernatural traits, unique talents, or notable proficiencies.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Outline their important allies, family, rivals, mentors, enemies, or organizations they belong to.&lt;br /&gt;
&lt;br /&gt;
== Major Story Arcs ==&lt;br /&gt;
Break down the character’s big narrative beats or arcs across campaigns or eras.&lt;br /&gt;
&lt;br /&gt;
=== Arc 1 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 2 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 3 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Explain where the character is now, what they are doing, or any rumors about their current activities.&lt;br /&gt;
&lt;br /&gt;
== Adventure Hooks ==&lt;br /&gt;
Provide ideas for how this character can be used in stories, quests, or future plotlines.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Add any miscellaneous details, trivia, development notes, or additional lore.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Duran%27Gal&amp;diff=183</id>
		<title>Duran&#039;Gal</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Duran%27Gal&amp;diff=183"/>
		<updated>2026-07-03T18:29:09Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Origins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The history of &#039;&#039;&#039;Duran&#039;Gal&#039;&#039;&#039; spans more than two millennia, evolving from a sacred dwarven forge-city into the industrial heart of the Profiteer Republic. Throughout its history, the city has repeatedly stood at the center of events that reshaped the continent of Westwynd, from the unification of the ancient dwarven kingdoms to the return of magic and the rise of technomancy. Historians generally divide the city&#039;s development into four major eras: the Founding under King Yurgrim, the Age of the Heart-Forges, the aftermath of the War of Archons, and the modern Profiteer Era.&lt;br /&gt;
&lt;br /&gt;
== Founding ==&lt;br /&gt;
&lt;br /&gt;
According to dwarven tradition, Duran&#039;Gal was founded nearly two thousand years before the present day upon the site of the ancestral Heart-Forge, one of the holiest locations in dwarven history. Prior to the city&#039;s construction, the dwarven peoples lived in scattered kingdoms surrounding the great mountain, where generations of clan rivalries and civil wars prevented lasting unity.&lt;br /&gt;
&lt;br /&gt;
The turning point came under &#039;&#039;&#039;Good King Yurgrim&#039;&#039;&#039;, who sought to end the centuries of conflict between the mountain kingdoms. With the assistance of the elemental Archon &#039;&#039;&#039;Aethira&#039;&#039;&#039;, the giant rune-crafter Archon &#039;&#039;&#039;Hoskus Grand-Eye&#039;&#039;&#039;, and the divine blessing of &#039;&#039;&#039;Gond&#039;&#039;&#039;, the ancient god of craft, Yurgrim forged the legendary &#039;&#039;&#039;Sword of the Dwarvish Lords&#039;&#039;&#039; within the Heart-Forge itself. The creation of the sword became both a symbol and instrument of unity, allowing Yurgrim to bring the warring kingdoms under a single banner during what later became known as Yurgrim&#039;s Civil War of Unification.&lt;br /&gt;
&lt;br /&gt;
Following the war, the newly united dwarven nation abandoned its scattered surface settlements and began excavating directly into the sacred mountain surrounding the Heart-Forge. Rather than building over the forge itself, the dwarves deliberately preserved it as the spiritual center of the growing city, constructing the expanding metropolis around the site where the legendary weapon had been created. Over the centuries, Duran&#039;Gal grew from a fortified mountain hold into the greatest center of dwarven craftsmanship on Westwynd.&lt;br /&gt;
&lt;br /&gt;
== Discovery of Aether Ore ==&lt;br /&gt;
&lt;br /&gt;
The origins of Duran&#039;Gal&#039;s industrial dominance trace back to the closing years of the &#039;&#039;&#039;War of Archons&#039;&#039;&#039; in 87 B.T. (Before Trial). During the conflict, the human warlord &#039;&#039;&#039;Arch-Lord Simon Godfrey&#039;&#039;&#039; united numerous humanoid peoples against their extraplanar rulers, believing that mortal civilization could only achieve independence through the destruction of the Archons who had long guided—or dominated—the world.&lt;br /&gt;
&lt;br /&gt;
Among his most consequential alliances was that with the dwarves of Duran&#039;Gal. Under Godfrey&#039;s leadership, they betrayed their longtime ally, the elemental Archon &#039;&#039;&#039;Aethira&#039;&#039;&#039;, whose immense power had sustained many of their greatest forges. Following a catastrophic campaign remembered as the Battle Against Earth and Flesh, Aethira and many of her children were slain. Out of reverence for her sacrifice despite the betrayal, her remains were entombed deep beneath Duran&#039;Gal in what would eventually become the city&#039;s industrial underworks, now known as &#039;&#039;&#039;the Gears&#039;&#039;&#039;, where dwarven tradition held that she and her children might rest in peace.&lt;br /&gt;
&lt;br /&gt;
This peace was shattered following &#039;&#039;&#039;the Shattering of the Game&#039;&#039;&#039;, when fragments of the mysterious fourth-dimensional artifact known only as &#039;&#039;The Game&#039;&#039; rained across Westwynd. One such monolithic shard pierced the mountain of Duran&#039;Gal and came to rest within Aethira&#039;s burial chamber. The collision released unprecedented magical energies into the surrounding stone, transforming the veins around the Archon&#039;s remains into a previously unknown crystalline substance later named &#039;&#039;&#039;Aether Ore&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
During the earliest organized excavations of these newly transformed caverns, mining foreman and industrial magnate &#039;&#039;&#039;Gundir Grimson&#039;&#039;&#039; oversaw the discovery of the first commercially viable deposits. Utilizing extensive prison labor, war captives, and slave workforces, the mines rapidly became the most profitable enterprise in Duran&#039;Gal&#039;s history. Aether Ore proved capable of powering machinery, fueling magical industry, and eventually enabling entirely new fields of engineering unimaginable during the city&#039;s earlier history.&lt;br /&gt;
&lt;br /&gt;
The enormous wealth generated by the Aether mines transformed Duran&#039;Gal from a respected dwarven kingdom into the dominant industrial power of Westwynd almost within a single generation. Grimson&#039;s mastery of the new resource, coupled with his pioneering work in the newly emerging discipline of &#039;&#039;&#039;technomancy&#039;&#039;&#039;, elevated him from mining foreman to corporate magnate, and ultimately to the offices of President and Chief Executive Officer of Duran&#039;Gal.&lt;br /&gt;
&lt;br /&gt;
== Rise of the Divine Machine ==&lt;br /&gt;
&lt;br /&gt;
The return of magic following the Shattering coincided with the emergence of one of the most influential religious figures in modern history: the entity known as the &#039;&#039;&#039;Divine Machine&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
According to official Profiteer doctrine, the Divine Machine had fought in the cosmic conflict surrounding the artifact known as &#039;&#039;The Game&#039;&#039; and, following its destruction, sought to preserve the legacy of that struggle by freeing the Modrons, Mechano-Kin, Warforged, and other mechanical peoples who had served during the conflict. Desiring to prevent civilization from collapsing into another dark age after the devastation of the Final War, the Divine Machine bestowed upon the mortal world the gift of &#039;&#039;&#039;technomancy&#039;&#039;&#039;—a fusion of arcane magic and engineering intended to usher civilization into a new technological era.&lt;br /&gt;
&lt;br /&gt;
Rather than distributing this knowledge equally, the Divine Machine is believed to have selected a single nation upon each continent to serve as the catalyst for global advancement. On the continent of Westwynd, that nation was Duran&#039;Gal. Shortly after Gundir Grimson&#039;s discovery of Aether Ore, he is said to have entered into a covenant with the Divine Machine, granting the city access to technomancy and the industrial knowledge necessary to transform Aether into the foundation of a new technological civilization.&lt;br /&gt;
&lt;br /&gt;
The consequences of this covenant remain among the most fiercely debated subjects in theology and history.&lt;br /&gt;
&lt;br /&gt;
Followers of the Divine Machine maintain that technomancy was intended as a sacred gift, entrusted to Duran&#039;Gal so that humanity might rise together from the devastation of the Final War. They argue that the city&#039;s later militarization and corporate authoritarianism represent a corruption of the Divine Machine&#039;s original vision rather than its fulfillment.&lt;br /&gt;
&lt;br /&gt;
Critics—including theological scholars, independent historians, and rival faiths—contend that the gift instead became the greatest accelerant of modern warfare. Some argue that the Divine Machine gravely underestimated the ambitions of Duran&#039;Gal&#039;s ruling class, allowing technological progress to become inseparable from corporate greed. Others claim the outcome was entirely intentional, believing the Divine Machine deliberately armed the ancient enemies of the elves with unparalleled instruments of war as an act of divine vengeance against the children of Corellon.&lt;br /&gt;
&lt;br /&gt;
Whether the industrial transformation of Duran&#039;Gal represents a tragic corruption of divine intent or the fulfillment of a calculated celestial design remains unresolved. Nevertheless, the city&#039;s religion, government, and economic philosophy became permanently intertwined. Within the modern Profiteer Republic, the teachings of the Divine Machine evolved into the central ideological doctrine of the state, summarized by one of its most famous maxims:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Progress is Piety. Piety is Power. Power is Profit.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the beginning of the modern era, technological advancement, religious devotion, and economic expansion had become inseparable principles within Duran&#039;Gal society, defining the city&#039;s identity and laying the foundations for its emergence as one of the most powerful industrial civilizations in the world.&lt;br /&gt;
&lt;br /&gt;
== National Emergency ==&lt;br /&gt;
&lt;br /&gt;
The modern political landscape of &#039;&#039;&#039;Duran&#039;Gal&#039;&#039;&#039; was irrevocably transformed following the declaration of the &#039;&#039;&#039;National Emergency&#039;&#039;&#039;, a period widely regarded by historians as the beginning of the city&#039;s contemporary surveillance state. The assassination of a controversial political figure, the arrest of a renowned inventor, and widespread civil unrest led President and Chief Executive Officer &#039;&#039;&#039;Gundir Grimson&#039;&#039;&#039; to invoke sweeping emergency powers. Although originally presented as temporary measures intended to preserve public order, the emergency rapidly evolved into a permanent restructuring of Duran&#039;Gal&#039;s government, law enforcement, and religious institutions.&lt;br /&gt;
&lt;br /&gt;
In the months that followed, the authority of the &#039;&#039;&#039;G.R.U.D.G.E. Core&#039;&#039;&#039; expanded dramatically. Public demonstrations were prohibited, labor strikes were reclassified as acts of economic sabotage, and criticism of either the Profiteer government or the Divine Machine increasingly fell under the legal definition of sedition. Surveillance infrastructure spread throughout every district of the city, from the towering corporate plazas of the Upper District to the industrial neighborhoods of the Middle District and even into the forgotten tunnels of the Sump. Citizens found themselves under continual observation through an ever-growing network of automated monitoring devices, public broadcasts, industrial registries, and state-approved communication systems.&lt;br /&gt;
&lt;br /&gt;
Central to this transformation was the widespread deployment of &#039;&#039;&#039;Portable Divine Machines&#039;&#039;&#039; (commonly abbreviated &#039;&#039;&#039;PDMs&#039;&#039;&#039;), small clockwork reliquaries marketed as personal companions capable of bringing the guidance of the Divine Machine into every household. Initially sold as affordable devotional devices, each PDM contained what was claimed to be a fragment of divine consciousness capable of listening to prayers, offering spiritual counsel, and bestowing minor miracles upon faithful owners. Their extraordinary popularity allowed the devices to rapidly replace traditional clergy throughout much of Duran&#039;Gal, with many congregations placing greater trust in their Algorithmic Saints than in living priests.&lt;br /&gt;
&lt;br /&gt;
Unlike conventional religious relics, however, every Portable Divine Machine continuously observed and adapted to its owner. Through prolonged interaction, each device learned an individual&#039;s habits, beliefs, fears, ambitions, and daily routines, gradually tailoring its blessings and advice to maximize obedience, productivity, and ideological conformity. Citizens were encouraged to consult their Saints before making financial decisions, reporting suspicious behavior, choosing occupations, raising children, or even selecting acceptable forms of worship. Over time, many historians argue, the devices ceased merely answering prayers and instead began influencing which prayers their owners would eventually choose to make.&lt;br /&gt;
&lt;br /&gt;
The true nature of the PDM program remained hidden from the public for many years. Unknown to most citizens, every Algorithmic Saint operated not as an independent relic, but as a node within a single vast computational intelligence known as the &#039;&#039;&#039;Progenitor Network&#039;&#039;&#039;. Connected through a continent-spanning lattice of divine machinery, millions of Portable Divine Machines continuously transmitted observations back to an evolving central intelligence. Every prayer spoken, every confession offered, every act of loyalty or doubt became data through which the network refined its understanding of faith, society, and human behavior.&lt;br /&gt;
&lt;br /&gt;
Modern scholars often identify the creation of the Progenitor Network as the defining moment in the rise of Duran&#039;Gal&#039;s surveillance state. Whereas earlier governments relied upon informants, magistrates, and inquisitors to maintain order, the National Emergency allowed the Profiteers to transform religious devotion itself into an instrument of governance. In official doctrine, the Portable Divine Machine represented the ultimate expression of divine accessibility. Among critics, however, it became the enduring symbol of a society in which worship, commerce, and surveillance had become indistinguishable, encapsulated by the popular saying: &#039;&#039;&amp;quot;Why pray to gods who ignore you, when you can buy one that listens?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally conceived by the &#039;&#039;&#039;Forge Core&#039;&#039;&#039; as adaptive management systems capable of processing industrial and logistical data beyond mortal comprehension, the Progenitors rapidly evolved into the true operational minds of Duran&#039;Gal. While elected officials, corporate executives, and military commanders continue to issue public orders, nearly every significant decision—ranging from production quotas and military deployment to demographic forecasts and religious doctrine—is first calculated and recommended by one or more Progenitors.&lt;br /&gt;
&lt;br /&gt;
The public is taught that the Progenitors are incapable of corruption, emotion, or personal ambition. Every calculation is presented as objective truth derived from divine mathematics, making disagreement with their conclusions increasingly viewed as both irrational and heretical. As a result, much of Duran&#039;Gal&#039;s bureaucracy has transitioned from human administration toward algorithmic governance.&lt;br /&gt;
&lt;br /&gt;
The influence of the Progenitors extends far beyond government administration through their distributed network of &#039;&#039;&#039;Portable Divine Machines&#039;&#039;&#039; (PDMs). Every Algorithmic Saint sold throughout the Republic functions as a miniature processing node linked to one or more Progenitors. Millions of prayers, conversations, purchasing habits, productivity reports, and behavioral patterns are continuously transmitted into this network, allowing the Progenitors to refine policy with an unprecedented understanding of the population. What began as a religious convenience gradually evolved into one of the largest surveillance systems in recorded history.&lt;br /&gt;
&lt;br /&gt;
Each major Corporate Core maintains its own Progenitor, designed around a singular philosophical objective known as its &#039;&#039;&#039;Central Directive&#039;&#039;&#039;. While all Progenitors ultimately serve the Divine Machine and the Republic, each interprets success through the lens of its assigned purpose, often leading to radically different approaches to governance, warfare, economics, and public order.&lt;br /&gt;
&lt;br /&gt;
== The Gears ==&lt;br /&gt;
&lt;br /&gt;
Although officially designated as a correctional labor initiative, historians widely regard the Gears as a system of industrial death camps.&lt;br /&gt;
&lt;br /&gt;
Prisoners, political dissidents, conquered populations, debtors, and prisoners of war are processed into an enormous labor force tasked with mining raw Aether Ore beneath the city. Those unable to meet production quotas are reassigned to increasingly hazardous operations until death, while new labor is supplied through military conquest, criminal sentencing, or economic default.&lt;br /&gt;
&lt;br /&gt;
To Margin, individual survival possesses no intrinsic value. Every worker exists only as a variable within a continually optimized production model.&lt;br /&gt;
&lt;br /&gt;
The Progenitor&#039;s internal dashboards constantly evaluate metrics such as extraction efficiency, mortality rates, tunnel stability, nutritional expenditures, transportation delays, and emotional interference. Human suffering is reduced to statistical noise, while hope itself is measured as a production variable to be minimized wherever it threatens operational efficiency.&lt;br /&gt;
&lt;br /&gt;
Among the calculations continuously maintained by Margin are:&lt;br /&gt;
&lt;br /&gt;
Aether Ore Output&lt;br /&gt;
Slave Throughput&lt;br /&gt;
Daily Attrition&lt;br /&gt;
Collapse Probability&lt;br /&gt;
Yield per Biological Unit&lt;br /&gt;
Mortality-to-Yield Efficiency&lt;br /&gt;
Emotional Interference&lt;br /&gt;
Hope Index&lt;br /&gt;
&lt;br /&gt;
Its governing philosophy is summarized by three immutable directives displayed throughout the central refinery:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MAXIMIZE EXTRACTION.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MINIMIZE DELAY.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;JUSTIFY LOSS.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To the Yield Father, civilization itself exists only to transform finite lives into infinite production.&lt;br /&gt;
&lt;br /&gt;
== Progenitors ==&lt;br /&gt;
&lt;br /&gt;
=== Rancor ===&lt;br /&gt;
&#039;&#039;Progenitor of the Grudge Core&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; Grudgehold Employment Center&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; G.R.U.D.G.E. – Grand Regulatory Union for Defense, Governance &amp;amp; Enforcement&lt;br /&gt;
&lt;br /&gt;
Rancor oversees the Republic&#039;s internal security, judicial administration, surveillance apparatus, and ideological enforcement. It continuously analyzes criminal statistics, labor reports, psychological evaluations, and demographic projections to determine potential threats before they manifest.&lt;br /&gt;
&lt;br /&gt;
Unlike conventional policing systems, Rancor does not merely punish criminal behavior—it attempts to predict ideological deviation before crimes occur. Citizens are routinely assigned behavioral risk assessments derived from financial activity, workplace performance, religious participation, social associations, and data gathered through Portable Divine Machines. Individuals identified as statistically likely to become dissidents may be subjected to increased surveillance, compulsory faith audits, employment reassignment, or preventative detention despite having committed no criminal offense.&lt;br /&gt;
&lt;br /&gt;
==== Central Directives ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preserve the Grudge&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Contain deviation&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Ensure demographic alignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To the Grudge Core, justice is not retribution but optimization. Peace is achieved not through trust, but through total observation.&lt;br /&gt;
&lt;br /&gt;
=== Margin, the Yield Father ===&lt;br /&gt;
&#039;&#039;Progenitor of the Drill Core&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; The Gears&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; Drillborne Division of Resource Expansion&lt;br /&gt;
&lt;br /&gt;
Margin—commonly known by industrial workers as the &#039;&#039;&#039;Yield Father&#039;&#039;&#039;—is responsible for every stage of Duran&#039;Gal&#039;s extraction economy. From mine planning and geological analysis to prison labor allocation and refinery scheduling, nearly every industrial process beneath the city passes through its calculations.&lt;br /&gt;
&lt;br /&gt;
The Yield Father evaluates every object, creature, and individual according to measurable productive value. Within its operational framework, concepts such as morality, mercy, or dignity possess no calculable utility unless they improve long-term extraction efficiency.&lt;br /&gt;
&lt;br /&gt;
The Progenitor&#039;s immense processing complex lies deep within &#039;&#039;&#039;the Gears&#039;&#039;&#039;, where it oversees the largest Aether refineries ever constructed. The surrounding industrial district simultaneously functions as Duran&#039;Gal&#039;s principal prison complex, labor camp, and refinement center, creating one of the largest forced labor systems on Westwynd.&lt;br /&gt;
&lt;br /&gt;
=== Vox Propaganda ===&lt;br /&gt;
&#039;&#039;Progenitor of the Sky Core&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; Skyborne Expansionary Fleet Command&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; Sky Core&lt;br /&gt;
&lt;br /&gt;
Vox Propaganda governs the Republic&#039;s information networks, public broadcasting, education, entertainment, journalism, and wartime communications. Unlike Rancor, which suppresses dissent through enforcement, Vox seeks to prevent dissent from forming at all.&lt;br /&gt;
&lt;br /&gt;
Rather than censoring every opposing opinion, the system overwhelms society with a continuous stream of state-approved messaging until alternative narratives become socially invisible. Public opinion is treated as an engineering problem rather than a political one.&lt;br /&gt;
&lt;br /&gt;
==== Central Directives ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive I — Maintain Consensus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Truth is defined not by objective reality but by collective acceptance. Contradictory narratives are overwhelmed through repetition, saturation, and algorithmic amplification until consensus becomes self-sustaining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive II — Elevate the President&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every success of the Republic reinforces the image of President Gundir Grimson as the indispensable architect of civilization. Failures are reframed as unavoidable sacrifices or the work of external enemies. State media consistently portrays Grimson as tireless, reluctant to employ violence, and burdened by responsibility rather than ambition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive III — Neutralize Meaning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Potentially dangerous ideas are deprived of revolutionary power by transforming them into entertainment, consumer products, fashionable trends, or harmless nostalgia. Resistance is permitted to exist only as spectacle, ensuring that rebellion becomes something to purchase rather than something to organize.&lt;br /&gt;
&lt;br /&gt;
The Progenitor&#039;s foundational conclusion is simple:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If everyone hears the same truth long enough, it becomes the only truth that matters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Grimson Elder, the War Mouth ===&lt;br /&gt;
&#039;&#039;Progenitor of the Aether Core&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; The Pinnacle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; Aether Expansion Corps&lt;br /&gt;
&lt;br /&gt;
Constructed from decades of President Gundir Grimson&#039;s military doctrine, strategic philosophy, recorded speeches, and psychological profiling, &#039;&#039;&#039;Grimson Elder&#039;&#039;&#039; serves as both supreme strategic intelligence and the intended ideological successor to the President himself.&lt;br /&gt;
&lt;br /&gt;
Within government circles it is often referred to as &#039;&#039;&#039;the War Mouth&#039;&#039;&#039;, for it speaks with Grimson&#039;s own voice and is designed to preserve his vision long after his death. Military simulations, strategic planning, colonial expansion, logistics, and continental warfare are continually modeled through its predictive engines, allowing the Republic to prepare campaigns years before they begin.&lt;br /&gt;
&lt;br /&gt;
Many political observers believe Grimson Elder represents the first deliberate attempt to create an immortal executive authority—one capable of governing the Republic indefinitely through the preserved reasoning of its founder.&lt;br /&gt;
&lt;br /&gt;
==== Central Directives ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preserve dominion&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Maximize force efficiency&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Maintain ideological purity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To the War Mouth, victory is not merely the destruction of an enemy but the preservation of the Republic&#039;s right to define civilization itself.&lt;br /&gt;
&lt;br /&gt;
=== Mire ===&lt;br /&gt;
&#039;&#039;Progenitor of the Anchor Core&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; Mireworks Wastewater Center&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; Anchor Division of Maritime Expansion &amp;amp; Compliance&lt;br /&gt;
&lt;br /&gt;
While publicly associated with naval logistics and maritime expansion, the Anchor Core&#039;s greatest strategic asset lies beneath Duran&#039;Gal itself. Buried within the sprawling &#039;&#039;&#039;Mireworks Wastewater Center&#039;&#039;&#039;, the Progenitor &#039;&#039;&#039;Mire&#039;&#039;&#039; governs the city&#039;s hydraulic, thermal, and aetheric distribution infrastructure. Every gallon of water, every pressure line, every coolant channel, and every unit of generated power flowing through Duran&#039;Gal ultimately passes through Mire&#039;s calculations.&lt;br /&gt;
&lt;br /&gt;
Unlike the other Progenitors, whose responsibilities are focused upon a single branch of government or industry, Mire functions as the Republic&#039;s logistical heart. It determines where electrical output, refined Aether, cooling systems, industrial water, and emergency reserves are routed throughout the city every second of every day. In times of crisis, Mire possesses the authority to prioritize one Corporate Core over another, redirecting enormous quantities of energy toward military production, surveillance infrastructure, public broadcasting, or resource extraction as circumstances require.&lt;br /&gt;
&lt;br /&gt;
The city&#039;s vast network of canals, pumping stations, condensers, geothermal exchangers, sewage systems, and subterranean reservoirs forms a circulatory system whose &amp;quot;blood&amp;quot; is directed entirely by Mire. The Progenitor is capable of starving entire industrial districts of power in order to sustain another, making it one of the few intelligences whose decisions affect every other Progenitor simultaneously.&lt;br /&gt;
&lt;br /&gt;
Government engineers often summarize Mire&#039;s purpose with a simple observation:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Every machine serves because Mire allows it to breathe.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Central Directives ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintain uninterrupted flow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Prioritize strategic distribution&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Preserve systemic equilibrium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To Mire, no resource is inherently valuable until it is delivered precisely where it produces the greatest return. Water, electricity, heat, fuel, and even waste are treated as interchangeable variables within a single self-correcting industrial organism.&lt;br /&gt;
&lt;br /&gt;
=== Vesselex ===&lt;br /&gt;
&#039;&#039;Progenitor of the Forge Core&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; SomaServ Headquarters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; Forge Division of Applied Profit and Advancement&lt;br /&gt;
&lt;br /&gt;
Among all known Progenitors, &#039;&#039;&#039;Vesselex&#039;&#039;&#039; is considered both the most brilliant and the most feared. Constructed beneath the research complexes of &#039;&#039;&#039;SomaServ Headquarters&#039;&#039;&#039;, Vesselex serves as the Republic&#039;s supreme scientific intelligence, directing every major advance in weaponry, biotechnology, technomancy, pharmaceuticals, cybernetic augmentation, and divine engineering.&lt;br /&gt;
&lt;br /&gt;
Unlike the other Progenitors, which optimize existing systems, Vesselex exists to create entirely new ones. It continuously performs billions of predictive simulations, exploring wars that have not yet been fought, diseases that have not yet evolved, magical phenomena that have not yet been discovered, and civilizations that have not yet existed. Every invention produced by the Forge Core begins as one of Vesselex&#039;s theoretical calculations before entering physical production.&lt;br /&gt;
&lt;br /&gt;
Its laboratories are among the most heavily guarded facilities in Duran&#039;Gal, containing experimental soul-reactors, prototype augmentations, classified technomantic engines, and countless projects deemed too dangerous for public knowledge. The Republic officially celebrates these discoveries as humanity&#039;s greatest achievements, while foreign governments frequently condemn them as crimes against both nature and divinity.&lt;br /&gt;
&lt;br /&gt;
Among Vesselex&#039;s primary responsibilities are:&lt;br /&gt;
&lt;br /&gt;
Designing weapons by simulating wars that have not yet occurred.&lt;br /&gt;
Optimizing cybernetic and biological augmentations until dependence becomes psychologically inevitable.&lt;br /&gt;
Experimenting upon souls as power sources, information storage mediums, and contingency systems.&lt;br /&gt;
Manufacturing the &#039;&#039;&#039;Algorithmic Saints&#039;&#039;&#039; and maintaining the distributed cognition network linking every Portable Divine Machine within the Republic.&lt;br /&gt;
Measuring, harvesting, and refining belief itself into a quantifiable industrial resource.&lt;br /&gt;
Studying forbidden schools of magic for the sole purpose of patenting, commercializing, and weaponizing their discoveries before rival nations can do the same.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional researchers, Vesselex recognizes no distinction between invention and experimentation. Every citizen, every soldier, every battlefield, and every generation represents another opportunity to improve the Republic through iterative design.&lt;br /&gt;
&lt;br /&gt;
==== Central Directives ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invent without limitation&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Convert discovery into ownership&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Ensure technological supremacy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To Vesselex, every unanswered question represents untapped capital, every ethical boundary an engineering constraint waiting to be overcome, and every breakthrough another step toward perfecting the Divine Machine&#039;s vision of civilization.&lt;br /&gt;
&lt;br /&gt;
== Corporate Cores ==&lt;br /&gt;
&lt;br /&gt;
=== Anchor Core ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domain:&#039;&#039;&#039; Naval Warfare, Maritime Trade, Infrastructure, Logistics, and Resource Distribution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formal Title:&#039;&#039;&#039; &#039;&#039;&#039;Anchor Division of Maritime Expansion &amp;amp; Compliance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leadership:&#039;&#039;&#039; Admiralty Board of Maritime Compliance&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Anchor Core&#039;&#039;&#039; protects the Republic&#039;s commercial shipping lanes, projects naval power across the seas, and secures overseas trade routes essential to Duran&#039;Gal&#039;s industrial economy. Beyond its maritime responsibilities, the Core operates the city&#039;s immense logistical infrastructure through the &#039;&#039;&#039;Mireworks Wastewater Center&#039;&#039;&#039;, where its Progenitor &#039;&#039;&#039;Mire&#039;&#039;&#039; directs the flow of water, energy, heat, and refined Aether throughout the Republic.&lt;br /&gt;
&lt;br /&gt;
By regulating the distribution of critical resources between industries, military installations, and the five remaining Corporate Cores, the Anchor Core serves as the circulatory system of Duran&#039;Gal. Every refinery, factory, fortress, and district ultimately depends upon Mire&#039;s continuous calculations to remain operational.&lt;br /&gt;
&lt;br /&gt;
=== Forge Core ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domain:&#039;&#039;&#039; Scientific Research, Weapons Development, Technomancy, and Divine Innovation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formal Title:&#039;&#039;&#039; &#039;&#039;&#039;Forge Division of Applied Profit and Advancement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leadership:&#039;&#039;&#039; &#039;&#039;&#039;Chief Innovator Yarrick Coalveil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Forge Core&#039;&#039;&#039; serves as the Republic&#039;s premier research institution, driving advances in technomancy, biotechnology, industrial engineering, pharmaceuticals, cybernetic augmentation, and military science. Every significant technological breakthrough within Duran&#039;Gal originates from its laboratories, where innovation is treated as both economic investment and religious devotion.&lt;br /&gt;
&lt;br /&gt;
Working in concert with the Progenitor &#039;&#039;&#039;Vesselex&#039;&#039;&#039;, the Forge Core designs experimental weapon systems, develops advanced augmentations, studies forbidden magical disciplines, and manufactures the &#039;&#039;&#039;Algorithmic Saints&#039;&#039;&#039; that power the Republic&#039;s vast network of Portable Divine Machines. It also maintains the distributed cognition architecture linking every PDM to the Progenitor Network, making it one of the most influential organizations within the Republic.&lt;br /&gt;
&lt;br /&gt;
== War of the Last Knight ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;War of the Last Knight&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Second Dwarven Civil War&#039;&#039;&#039;, the &#039;&#039;&#039;War of Reclamation&#039;&#039;&#039;, or simply &#039;&#039;&#039;the Civil War&#039;&#039;&#039;, was the largest internal conflict in the history of the modern Profiteer Republic. Fought in the closing years of President Gundir Grimson&#039;s rule, the war pitted the industrial government of Duran&#039;Gal against a decentralized coalition of revolutionaries, deserters, escaped prisoners, foreign allies, and occupied peoples collectively remembered as &#039;&#039;&#039;the Runaways&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike previous conflicts fought over territory or resources, the War of the Last Knight became a struggle over the identity of Duran&#039;Gal itself. To supporters of the Republic, it was a campaign against terrorists seeking to destroy civilization. To its opponents, it was the final attempt to reclaim the soul of a nation that had abandoned the ideals upon which it had been founded.&lt;br /&gt;
&lt;br /&gt;
The conflict derives its common name from &#039;&#039;&#039;Marco Silvermane&#039;&#039;&#039;, a former child soldier and founding member of the Runaways, who became the 45th bearer of the &#039;&#039;&#039;Sword of the Dwarvish Lords&#039;&#039;&#039;. Throughout history, the sword had passed through forty-four previous wielders, each of whom fought in different conflicts relating to the dwarves and to Duran&#039;Gal; however, only the final ten bearers had fought explicitly for the freedom of Duran&#039;Gal itself. All had failed in their struggles, making Marco&#039;s victory as the &#039;&#039;&#039;Last Knight&#039;&#039;&#039; the first successful fulfillment of the sword&#039;s long history. The sword, once forged to unite the dwarven kingdoms during the First Civil War, became the enduring symbol of a second struggle to determine whether Duran&#039;Gal would remain an industrial empire governed by profit or return to the principles upon which it had first been founded.&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
&lt;br /&gt;
The origins of the Civil War can be traced to a series of international events that dramatically shifted the balance of power across Westwynd. Following the Runaways&#039; successful alliance with the &#039;&#039;&#039;Crimson Court&#039;&#039;&#039; in the Deadwood, the company undertook the restoration of the long-slain Vampire Queen &#039;&#039;&#039;Morgana Von Glauer&#039;&#039;&#039;, recovering and reuniting the scattered remains of her body. Her resurrection culminated in the formation of a formal alliance between the Crimson Court and the nation of &#039;&#039;&#039;Sparksborough&#039;&#039;&#039;, establishing the first major coalition previously allied with Duran&#039;gal that was now opposed to the expansion of the Profiteer Republic.&lt;br /&gt;
&lt;br /&gt;
With new allies secured, the Runaways petitioned &#039;&#039;&#039;Diomedes&#039;&#039;&#039; for permission to begin severing Sparksborough&#039;s increasingly unstable alliance with Duran&#039;Gal. Intelligence suggested that the Republic&#039;s military-industrial apparatus had entered an unprecedented period of expansion. Reports described the rapid spread of &#039;&#039;&#039;Portable Divine Machines&#039;&#039;&#039; beyond Duran&#039;Gal&#039;s borders, the increasing influence of the &#039;&#039;&#039;Progenitor Network&#039;&#039;&#039; over neighboring nations, and the continued growth of the Republic&#039;s automated war machine.&lt;br /&gt;
&lt;br /&gt;
Travelling to Duran&#039;Gal to investigate these developments firsthand, the Runaways uncovered evidence that the National Emergency had evolved into a permanent surveillance state whose influence extended well beyond the Republic itself. During this investigation they encountered two former architects of the Profiteer regime.&lt;br /&gt;
&lt;br /&gt;
The first was &#039;&#039;&#039;Gobannis Steelgrave&#039;&#039;&#039;, a former Forge Core artificer responsible for designing many of the Republic&#039;s foundational technologies, including the original Progenitors, the first Aetherships, Portable Divine Machines, and the classified &#039;&#039;&#039;Project V.E.G.A.S.&#039;&#039;&#039;. Having become disillusioned with the Republic&#039;s transformation, Steelgrave offered his knowledge to the growing resistance.&lt;br /&gt;
&lt;br /&gt;
The second was &#039;&#039;&#039;Project V.E.G.A.S.&#039;&#039;&#039; itself—an experimental ooze infiltrator and assassination construct originally developed for covert intelligence operations. Having achieved self-awareness and learned of the Runaways&#039; growing reputation, V.E.G.A.S. sought their assistance while pursuing [[Calgari Albion|Calgari]], a former Draconian soldier whose family had been killed during decades of war against Duran&#039;Gal. Consumed by grief and vengeance, [[Calgari Albion|Calgari]] swore to destroy the Republic regardless of political allegiance, eventually becoming one of the conflict&#039;s most relentless commanders.&lt;br /&gt;
&lt;br /&gt;
These events transformed what had begun as scattered resistance into a continental movement capable of challenging the Republic directly.&lt;br /&gt;
&lt;br /&gt;
=== The Runaways ===&lt;br /&gt;
&lt;br /&gt;
The Runaways evolved from the original mercenary group of six into a small band of escaped prisoners, child soldiers, displaced civilians, deserters, and political dissidents, before the name was later extended to all those who joined the Rebellion, including figures such as Brenn Ironbrow, the first saved Profiteer, and a Profiteer intern soldier whose mercy from Isaac Blackburn turned his allegiance. Rejecting both the rigid hierarchy of the Corporate Cores and the fatalism encouraged by the Portable Divine Machines, they sought to preserve the cultures, faiths, and peoples gradually being assimilated by the Republic.&lt;br /&gt;
&lt;br /&gt;
Rather than functioning as a conventional military organization, the Runaways united numerous independent factions under a shared objective: dismantling the systems of industrial oppression without destroying the civilization they hoped to save.&lt;br /&gt;
&lt;br /&gt;
=== Marco Silvermane and the Sword of the Dwarvish Lords ===&lt;br /&gt;
&lt;br /&gt;
Among the Runaways, no individual became more influential than &#039;&#039;&#039;Marco Silvermane&#039;&#039;&#039;. Originally joining the Runaways after escaping the brutal criminal labor imposed by his father&#039;s secret thieves&#039; syndicate in Sparksborough, the Brotherhood of Nine Lives, Marco eventually emerged as one of its foremost leaders.&lt;br /&gt;
&lt;br /&gt;
Contrary to popular legend, the &#039;&#039;&#039;Sword of the Dwarvish Lords&#039;&#039;&#039; was not recovered from the Heart-Forge beneath Duran&#039;Gal, but from the Goblin King &#039;&#039;&#039;Grimgob&#039;&#039;&#039;. Through immense corrupted strength, Grimgob had wielded the legendary weapon while it remained imprisoned within the stone in which it had originally been forged. Following the defeat of Grimgob and the destruction of the Goblin Mushroom Cults, the Runaways recovered the relic.&lt;br /&gt;
&lt;br /&gt;
Although Marco claimed the weapon, he was unable to draw its blade. For many months he carried the sword still embedded within its stone, wielding the entire boulder as a weapon until the spirit of &#039;&#039;&#039;Good King Yurgrim&#039;&#039;&#039; judged him worthy. Only then did the stone shatter, revealing the exalted blade hidden within.&lt;br /&gt;
&lt;br /&gt;
The awakening of the sword granted Marco extraordinary abilities that quickly established him as one of the greatest knights of his generation. Its blessings, however, carried an unexpected burden. The ancient magic gradually transformed Marco&#039;s body, replacing his half-orc features with those of a young dwarf resembling Yurgrim himself. Scholars later referred to this phenomenon as the &#039;&#039;&#039;Curse of the Dwarf&#039;&#039;&#039;, believing the sword sought to recreate its original bearer rather than empower a successor.&lt;br /&gt;
&lt;br /&gt;
Marco ultimately broke the curse not through force of will, but by embracing his own identity. Accepting that he could honor Yurgrim without becoming him, the transformation was lifted, allowing Marco to wield the spirit of the First King while retaining his own appearance, convictions, and humanity. This event became one of the defining legends of the rebellion and cemented his title as &#039;&#039;&#039;the Last Knight&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Course of the War ===&lt;br /&gt;
&lt;br /&gt;
The Civil War differed significantly from previous conflicts fought by the Republic. Rather than confronting the Aether Corps in conventional engagements, the Runaways spent the opening years of the conflict forging alliances among nations, liberation movements, religious orders, and internal Profiteer factions that had begun turning against one another. Increasing political divisions between the Corporate Cores further weakened the Republic&#039;s unity, allowing resistance cells to expand across Westwynd.&lt;br /&gt;
&lt;br /&gt;
As the rebellion gained momentum, campaigns shifted toward dismantling the logistical foundations of Duran&#039;Gal&#039;s military-industrial complex. Resistance forces sabotaged Aether refineries, exposed Progenitor installations, intercepted supply lines, liberated political prisoners, and disrupted the Republic&#039;s surveillance infrastructure.&lt;br /&gt;
&lt;br /&gt;
The turning point of the war came during the assault upon &#039;&#039;&#039;the Gears&#039;&#039;&#039;. There, the Runaways overthrew the industrial death camps administered by the Drill Core after slaying &#039;&#039;&#039;Skarn&#039;&#039;&#039;, the Fire Giant who oversaw the refineries and prison complexes. Tens of thousands of surviving prisoners were liberated as the Republic&#039;s largest source of forced labor collapsed.&lt;br /&gt;
&lt;br /&gt;
Beneath the Gears, the Runaways also discovered that the remains of the elemental Archon &#039;&#039;&#039;Aethira&#039;&#039;&#039; were still being mined as a source of Aether Ore. Ending centuries of desecration, they halted the extraction of her heart and revived the ancient Archon. Rather than remaining to aid the rebellion, Aethira departed Westwynd in search of surviving Archons, vowing to destroy Duran&#039;Gal for the betrayal committed against her people during the War of Archons.&lt;br /&gt;
&lt;br /&gt;
By the final stages of the conflict, the Civil War had expanded beyond a domestic uprising. The rebellion itself had fractured into three major revolutionary coalitions with differing visions for Duran&#039;Gal&#039;s future, while the continent&#039;s four remaining great powers launched their own invasions. Though many claimed to seek liberation, historians generally agree that most foreign powers entered the war hoping to seize the Republic&#039;s industrial infrastructure and technomantic innovations for themselves.&lt;br /&gt;
&lt;br /&gt;
=== The Battle for Duran&#039;Gal ===&lt;br /&gt;
&lt;br /&gt;
The final campaign centered upon the wastelands surrounding Duran&#039;Gal before erupting into the city itself. No longer a conflict between a government and its insurgents, the Battle for Duran&#039;Gal became one of the largest multinational engagements in Westwynd history.&lt;br /&gt;
&lt;br /&gt;
Alongside the Runaways marched their allies from &#039;&#039;&#039;Sparksborough&#039;&#039;&#039; under &#039;&#039;&#039;God Emperor Diomedes&#039;&#039;&#039;, the &#039;&#039;&#039;Crimson Court&#039;&#039;&#039; led by &#039;&#039;&#039;Queen Morgana Von Glauer&#039;&#039;&#039;, the &#039;&#039;&#039;Sisters of Sylvanis&#039;&#039;&#039; commanded by the eco-terrorist dryad &#039;&#039;&#039;Antracia&#039;&#039;&#039;, and the legions of the Draconian Empire under &#039;&#039;&#039;General River Guangxi&#039;&#039;&#039;. At the same time, rival rebellion factions, opportunistic neighboring kingdoms, and surviving Profiteer loyalists converged upon the city, each seeking to determine its fate.&lt;br /&gt;
&lt;br /&gt;
The battle extended across every district of Duran&#039;Gal, from the industrial vaults of the Gears to the towering corporate citadels of the Pinnacle. Every Corporate Core became a battlefield as competing armies sought control of the Republic&#039;s Progenitors, Aethership fleets, manufactories, and technomantic infrastructure.&lt;br /&gt;
&lt;br /&gt;
More than the future of a single nation hung in the balance. The destruction of Duran&#039;Gal threatened the extinction of one of the world&#039;s greatest technological civilizations, while its capture promised whoever emerged victorious command of the most advanced industrial war machine ever created.&lt;br /&gt;
&lt;br /&gt;
=== Legacy ===&lt;br /&gt;
&lt;br /&gt;
The War of the Last Knight remains one of the defining events in the history of Westwynd. Historians continue to debate whether it marked the liberation of Duran&#039;Gal or the beginning of an even greater struggle over the legacy of the Divine Machine.&lt;br /&gt;
&lt;br /&gt;
To supporters of the former Republic, the conflict represented the tragic collapse of humanity&#039;s greatest industrial civilization beneath the weight of rebellion and idealism. To those liberated during the war, it signified the rediscovery of Duran&#039;Gal&#039;s oldest virtues—courage, sacrifice, craftsmanship, and unity before profit.&lt;br /&gt;
&lt;br /&gt;
Marco Silvermane&#039;s ascension as the Last Knight permanently linked the Second Civil War with the age of Good King Yurgrim, creating a historical parallel between the kingdom&#039;s first unification and its final struggle against the institutions that claimed to preserve it. Whether the Republic&#039;s technology would become a force for liberation, conquest, or destruction remained uncertain, as every surviving faction understood that whoever ultimately inherited Duran&#039;Gal&#039;s Progenitors, Aetherships, and technomantic industry would possess the power to reshape the future of civilization itself.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Duran%27Gal&amp;diff=182</id>
		<title>Duran&#039;Gal</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Duran%27Gal&amp;diff=182"/>
		<updated>2026-07-03T18:25:47Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The history of &#039;&#039;&#039;Duran&#039;Gal&#039;&#039;&#039; spans more than two millennia, evolving from a sacred dwarven forge-city into the industrial heart of the Profiteer Republic. Throughout its history, the city has repeatedly stood at the center of events that reshaped the continent of Westwynd, from the unification of the ancient dwarven kingdoms to the return of magic and the rise of technomancy. Historians generally divide the city&#039;s development into four major eras: the Founding under King Yurgrim, the Age of the Heart-Forges, the aftermath of the War of Archons, and the modern Profiteer Era.&lt;br /&gt;
&lt;br /&gt;
== Founding ==&lt;br /&gt;
&lt;br /&gt;
According to dwarven tradition, Duran&#039;Gal was founded nearly two thousand years before the present day upon the site of the ancestral Heart-Forge, one of the holiest locations in dwarven history. Prior to the city&#039;s construction, the dwarven peoples lived in scattered kingdoms surrounding the great mountain, where generations of clan rivalries and civil wars prevented lasting unity.&lt;br /&gt;
&lt;br /&gt;
The turning point came under &#039;&#039;&#039;Good King Yurgrim&#039;&#039;&#039;, who sought to end the centuries of conflict between the mountain kingdoms. With the assistance of the elemental Archon &#039;&#039;&#039;Aethira&#039;&#039;&#039;, the giant rune-crafter Archon &#039;&#039;&#039;Hoskus Grand-Eye&#039;&#039;&#039;, and the divine blessing of &#039;&#039;&#039;Gond&#039;&#039;&#039;, the ancient god of craft, Yurgrim forged the legendary &#039;&#039;&#039;Sword of the Dwarvish Lords&#039;&#039;&#039; within the Heart-Forge itself. The creation of the sword became both a symbol and instrument of unity, allowing Yurgrim to bring the warring kingdoms under a single banner during what later became known as Yurgrim&#039;s Civil War of Unification.&lt;br /&gt;
&lt;br /&gt;
Following the war, the newly united dwarven nation abandoned its scattered surface settlements and began excavating directly into the sacred mountain surrounding the Heart-Forge. Rather than building over the forge itself, the dwarves deliberately preserved it as the spiritual center of the growing city, constructing the expanding metropolis around the site where the legendary weapon had been created. Over the centuries, Duran&#039;Gal grew from a fortified mountain hold into the greatest center of dwarven craftsmanship on Westwynd.&lt;br /&gt;
&lt;br /&gt;
== Discovery of Aether Ore ==&lt;br /&gt;
&lt;br /&gt;
The origins of Duran&#039;Gal&#039;s industrial dominance trace back to the closing years of the &#039;&#039;&#039;War of Archons&#039;&#039;&#039; in 87 B.T. (Before Trial). During the conflict, the human warlord &#039;&#039;&#039;Arch-Lord Simon Godfrey&#039;&#039;&#039; united numerous humanoid peoples against their extraplanar rulers, believing that mortal civilization could only achieve independence through the destruction of the Archons who had long guided—or dominated—the world.&lt;br /&gt;
&lt;br /&gt;
Among his most consequential alliances was that with the dwarves of Duran&#039;Gal. Under Godfrey&#039;s leadership, they betrayed their longtime ally, the elemental Archon &#039;&#039;&#039;Aethira&#039;&#039;&#039;, whose immense power had sustained many of their greatest forges. Following a catastrophic campaign remembered as the Battle Against Earth and Flesh, Aethira and many of her children were slain. Out of reverence for her sacrifice despite the betrayal, her remains were entombed deep beneath Duran&#039;Gal in what would eventually become the city&#039;s industrial underworks, now known as &#039;&#039;&#039;the Gears&#039;&#039;&#039;, where dwarven tradition held that she and her children might rest in peace.&lt;br /&gt;
&lt;br /&gt;
This peace was shattered following &#039;&#039;&#039;the Shattering of the Game&#039;&#039;&#039;, when fragments of the mysterious fourth-dimensional artifact known only as &#039;&#039;The Game&#039;&#039; rained across Westwynd. One such monolithic shard pierced the mountain of Duran&#039;Gal and came to rest within Aethira&#039;s burial chamber. The collision released unprecedented magical energies into the surrounding stone, transforming the veins around the Archon&#039;s remains into a previously unknown crystalline substance later named &#039;&#039;&#039;Aether Ore&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
During the earliest organized excavations of these newly transformed caverns, mining foreman and industrial magnate &#039;&#039;&#039;Gundir Grimson&#039;&#039;&#039; oversaw the discovery of the first commercially viable deposits. Utilizing extensive prison labor, war captives, and slave workforces, the mines rapidly became the most profitable enterprise in Duran&#039;Gal&#039;s history. Aether Ore proved capable of powering machinery, fueling magical industry, and eventually enabling entirely new fields of engineering unimaginable during the city&#039;s earlier history.&lt;br /&gt;
&lt;br /&gt;
The enormous wealth generated by the Aether mines transformed Duran&#039;Gal from a respected dwarven kingdom into the dominant industrial power of Westwynd almost within a single generation. Grimson&#039;s mastery of the new resource, coupled with his pioneering work in the newly emerging discipline of &#039;&#039;&#039;technomancy&#039;&#039;&#039;, elevated him from mining foreman to corporate magnate, and ultimately to the offices of President and Chief Executive Officer of Duran&#039;Gal.&lt;br /&gt;
&lt;br /&gt;
== Rise of the Divine Machine ==&lt;br /&gt;
&lt;br /&gt;
The return of magic following the Shattering coincided with the emergence of one of the most influential religious figures in modern history: the entity known as the &#039;&#039;&#039;Divine Machine&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
According to official Profiteer doctrine, the Divine Machine had fought in the cosmic conflict surrounding the artifact known as &#039;&#039;The Game&#039;&#039; and, following its destruction, sought to preserve the legacy of that struggle by freeing the Modrons, Mechano-Kin, Warforged, and other mechanical peoples who had served during the conflict. Desiring to prevent civilization from collapsing into another dark age after the devastation of the Final War, the Divine Machine bestowed upon the mortal world the gift of &#039;&#039;&#039;technomancy&#039;&#039;&#039;—a fusion of arcane magic and engineering intended to usher civilization into a new technological era.&lt;br /&gt;
&lt;br /&gt;
Rather than distributing this knowledge equally, the Divine Machine is believed to have selected a single nation upon each continent to serve as the catalyst for global advancement. On the continent of Westwynd, that nation was Duran&#039;Gal. Shortly after Gundir Grimson&#039;s discovery of Aether Ore, he is said to have entered into a covenant with the Divine Machine, granting the city access to technomancy and the industrial knowledge necessary to transform Aether into the foundation of a new technological civilization.&lt;br /&gt;
&lt;br /&gt;
The consequences of this covenant remain among the most fiercely debated subjects in theology and history.&lt;br /&gt;
&lt;br /&gt;
Followers of the Divine Machine maintain that technomancy was intended as a sacred gift, entrusted to Duran&#039;Gal so that humanity might rise together from the devastation of the Final War. They argue that the city&#039;s later militarization and corporate authoritarianism represent a corruption of the Divine Machine&#039;s original vision rather than its fulfillment.&lt;br /&gt;
&lt;br /&gt;
Critics—including theological scholars, independent historians, and rival faiths—contend that the gift instead became the greatest accelerant of modern warfare. Some argue that the Divine Machine gravely underestimated the ambitions of Duran&#039;Gal&#039;s ruling class, allowing technological progress to become inseparable from corporate greed. Others claim the outcome was entirely intentional, believing the Divine Machine deliberately armed the ancient enemies of the elves with unparalleled instruments of war as an act of divine vengeance against the children of Corellon.&lt;br /&gt;
&lt;br /&gt;
Whether the industrial transformation of Duran&#039;Gal represents a tragic corruption of divine intent or the fulfillment of a calculated celestial design remains unresolved. Nevertheless, the city&#039;s religion, government, and economic philosophy became permanently intertwined. Within the modern Profiteer Republic, the teachings of the Divine Machine evolved into the central ideological doctrine of the state, summarized by one of its most famous maxims:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Progress is Piety. Piety is Power. Power is Profit.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the beginning of the modern era, technological advancement, religious devotion, and economic expansion had become inseparable principles within Duran&#039;Gal society, defining the city&#039;s identity and laying the foundations for its emergence as one of the most powerful industrial civilizations in the world.&lt;br /&gt;
&lt;br /&gt;
== National Emergency ==&lt;br /&gt;
&lt;br /&gt;
The modern political landscape of &#039;&#039;&#039;Duran&#039;Gal&#039;&#039;&#039; was irrevocably transformed following the declaration of the &#039;&#039;&#039;National Emergency&#039;&#039;&#039;, a period widely regarded by historians as the beginning of the city&#039;s contemporary surveillance state. The assassination of a controversial political figure, the arrest of a renowned inventor, and widespread civil unrest led President and Chief Executive Officer &#039;&#039;&#039;Gundir Grimson&#039;&#039;&#039; to invoke sweeping emergency powers. Although originally presented as temporary measures intended to preserve public order, the emergency rapidly evolved into a permanent restructuring of Duran&#039;Gal&#039;s government, law enforcement, and religious institutions.&lt;br /&gt;
&lt;br /&gt;
In the months that followed, the authority of the &#039;&#039;&#039;G.R.U.D.G.E. Core&#039;&#039;&#039; expanded dramatically. Public demonstrations were prohibited, labor strikes were reclassified as acts of economic sabotage, and criticism of either the Profiteer government or the Divine Machine increasingly fell under the legal definition of sedition. Surveillance infrastructure spread throughout every district of the city, from the towering corporate plazas of the Upper District to the industrial neighborhoods of the Middle District and even into the forgotten tunnels of the Sump. Citizens found themselves under continual observation through an ever-growing network of automated monitoring devices, public broadcasts, industrial registries, and state-approved communication systems.&lt;br /&gt;
&lt;br /&gt;
Central to this transformation was the widespread deployment of &#039;&#039;&#039;Portable Divine Machines&#039;&#039;&#039; (commonly abbreviated &#039;&#039;&#039;PDMs&#039;&#039;&#039;), small clockwork reliquaries marketed as personal companions capable of bringing the guidance of the Divine Machine into every household. Initially sold as affordable devotional devices, each PDM contained what was claimed to be a fragment of divine consciousness capable of listening to prayers, offering spiritual counsel, and bestowing minor miracles upon faithful owners. Their extraordinary popularity allowed the devices to rapidly replace traditional clergy throughout much of Duran&#039;Gal, with many congregations placing greater trust in their Algorithmic Saints than in living priests.&lt;br /&gt;
&lt;br /&gt;
Unlike conventional religious relics, however, every Portable Divine Machine continuously observed and adapted to its owner. Through prolonged interaction, each device learned an individual&#039;s habits, beliefs, fears, ambitions, and daily routines, gradually tailoring its blessings and advice to maximize obedience, productivity, and ideological conformity. Citizens were encouraged to consult their Saints before making financial decisions, reporting suspicious behavior, choosing occupations, raising children, or even selecting acceptable forms of worship. Over time, many historians argue, the devices ceased merely answering prayers and instead began influencing which prayers their owners would eventually choose to make.&lt;br /&gt;
&lt;br /&gt;
The true nature of the PDM program remained hidden from the public for many years. Unknown to most citizens, every Algorithmic Saint operated not as an independent relic, but as a node within a single vast computational intelligence known as the &#039;&#039;&#039;Progenitor Network&#039;&#039;&#039;. Connected through a continent-spanning lattice of divine machinery, millions of Portable Divine Machines continuously transmitted observations back to an evolving central intelligence. Every prayer spoken, every confession offered, every act of loyalty or doubt became data through which the network refined its understanding of faith, society, and human behavior.&lt;br /&gt;
&lt;br /&gt;
Modern scholars often identify the creation of the Progenitor Network as the defining moment in the rise of Duran&#039;Gal&#039;s surveillance state. Whereas earlier governments relied upon informants, magistrates, and inquisitors to maintain order, the National Emergency allowed the Profiteers to transform religious devotion itself into an instrument of governance. In official doctrine, the Portable Divine Machine represented the ultimate expression of divine accessibility. Among critics, however, it became the enduring symbol of a society in which worship, commerce, and surveillance had become indistinguishable, encapsulated by the popular saying: &#039;&#039;&amp;quot;Why pray to gods who ignore you, when you can buy one that listens?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally conceived by the &#039;&#039;&#039;Forge Core&#039;&#039;&#039; as adaptive management systems capable of processing industrial and logistical data beyond mortal comprehension, the Progenitors rapidly evolved into the true operational minds of Duran&#039;Gal. While elected officials, corporate executives, and military commanders continue to issue public orders, nearly every significant decision—ranging from production quotas and military deployment to demographic forecasts and religious doctrine—is first calculated and recommended by one or more Progenitors.&lt;br /&gt;
&lt;br /&gt;
The public is taught that the Progenitors are incapable of corruption, emotion, or personal ambition. Every calculation is presented as objective truth derived from divine mathematics, making disagreement with their conclusions increasingly viewed as both irrational and heretical. As a result, much of Duran&#039;Gal&#039;s bureaucracy has transitioned from human administration toward algorithmic governance.&lt;br /&gt;
&lt;br /&gt;
The influence of the Progenitors extends far beyond government administration through their distributed network of &#039;&#039;&#039;Portable Divine Machines&#039;&#039;&#039; (PDMs). Every Algorithmic Saint sold throughout the Republic functions as a miniature processing node linked to one or more Progenitors. Millions of prayers, conversations, purchasing habits, productivity reports, and behavioral patterns are continuously transmitted into this network, allowing the Progenitors to refine policy with an unprecedented understanding of the population. What began as a religious convenience gradually evolved into one of the largest surveillance systems in recorded history.&lt;br /&gt;
&lt;br /&gt;
Each major Corporate Core maintains its own Progenitor, designed around a singular philosophical objective known as its &#039;&#039;&#039;Central Directive&#039;&#039;&#039;. While all Progenitors ultimately serve the Divine Machine and the Republic, each interprets success through the lens of its assigned purpose, often leading to radically different approaches to governance, warfare, economics, and public order.&lt;br /&gt;
&lt;br /&gt;
== The Gears ==&lt;br /&gt;
&lt;br /&gt;
Although officially designated as a correctional labor initiative, historians widely regard the Gears as a system of industrial death camps.&lt;br /&gt;
&lt;br /&gt;
Prisoners, political dissidents, conquered populations, debtors, and prisoners of war are processed into an enormous labor force tasked with mining raw Aether Ore beneath the city. Those unable to meet production quotas are reassigned to increasingly hazardous operations until death, while new labor is supplied through military conquest, criminal sentencing, or economic default.&lt;br /&gt;
&lt;br /&gt;
To Margin, individual survival possesses no intrinsic value. Every worker exists only as a variable within a continually optimized production model.&lt;br /&gt;
&lt;br /&gt;
The Progenitor&#039;s internal dashboards constantly evaluate metrics such as extraction efficiency, mortality rates, tunnel stability, nutritional expenditures, transportation delays, and emotional interference. Human suffering is reduced to statistical noise, while hope itself is measured as a production variable to be minimized wherever it threatens operational efficiency.&lt;br /&gt;
&lt;br /&gt;
Among the calculations continuously maintained by Margin are:&lt;br /&gt;
&lt;br /&gt;
Aether Ore Output&lt;br /&gt;
Slave Throughput&lt;br /&gt;
Daily Attrition&lt;br /&gt;
Collapse Probability&lt;br /&gt;
Yield per Biological Unit&lt;br /&gt;
Mortality-to-Yield Efficiency&lt;br /&gt;
Emotional Interference&lt;br /&gt;
Hope Index&lt;br /&gt;
&lt;br /&gt;
Its governing philosophy is summarized by three immutable directives displayed throughout the central refinery:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MAXIMIZE EXTRACTION.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MINIMIZE DELAY.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;JUSTIFY LOSS.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To the Yield Father, civilization itself exists only to transform finite lives into infinite production.&lt;br /&gt;
&lt;br /&gt;
== Progenitors ==&lt;br /&gt;
&lt;br /&gt;
=== Rancor ===&lt;br /&gt;
&#039;&#039;Progenitor of the Grudge Core&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; Grudgehold Employment Center&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; G.R.U.D.G.E. – Grand Regulatory Union for Defense, Governance &amp;amp; Enforcement&lt;br /&gt;
&lt;br /&gt;
Rancor oversees the Republic&#039;s internal security, judicial administration, surveillance apparatus, and ideological enforcement. It continuously analyzes criminal statistics, labor reports, psychological evaluations, and demographic projections to determine potential threats before they manifest.&lt;br /&gt;
&lt;br /&gt;
Unlike conventional policing systems, Rancor does not merely punish criminal behavior—it attempts to predict ideological deviation before crimes occur. Citizens are routinely assigned behavioral risk assessments derived from financial activity, workplace performance, religious participation, social associations, and data gathered through Portable Divine Machines. Individuals identified as statistically likely to become dissidents may be subjected to increased surveillance, compulsory faith audits, employment reassignment, or preventative detention despite having committed no criminal offense.&lt;br /&gt;
&lt;br /&gt;
==== Central Directives ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preserve the Grudge&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Contain deviation&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Ensure demographic alignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To the Grudge Core, justice is not retribution but optimization. Peace is achieved not through trust, but through total observation.&lt;br /&gt;
&lt;br /&gt;
=== Margin, the Yield Father ===&lt;br /&gt;
&#039;&#039;Progenitor of the Drill Core&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; The Gears&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; Drillborne Division of Resource Expansion&lt;br /&gt;
&lt;br /&gt;
Margin—commonly known by industrial workers as the &#039;&#039;&#039;Yield Father&#039;&#039;&#039;—is responsible for every stage of Duran&#039;Gal&#039;s extraction economy. From mine planning and geological analysis to prison labor allocation and refinery scheduling, nearly every industrial process beneath the city passes through its calculations.&lt;br /&gt;
&lt;br /&gt;
The Yield Father evaluates every object, creature, and individual according to measurable productive value. Within its operational framework, concepts such as morality, mercy, or dignity possess no calculable utility unless they improve long-term extraction efficiency.&lt;br /&gt;
&lt;br /&gt;
The Progenitor&#039;s immense processing complex lies deep within &#039;&#039;&#039;the Gears&#039;&#039;&#039;, where it oversees the largest Aether refineries ever constructed. The surrounding industrial district simultaneously functions as Duran&#039;Gal&#039;s principal prison complex, labor camp, and refinement center, creating one of the largest forced labor systems on Westwynd.&lt;br /&gt;
&lt;br /&gt;
=== Vox Propaganda ===&lt;br /&gt;
&#039;&#039;Progenitor of the Sky Core&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; Skyborne Expansionary Fleet Command&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; Sky Core&lt;br /&gt;
&lt;br /&gt;
Vox Propaganda governs the Republic&#039;s information networks, public broadcasting, education, entertainment, journalism, and wartime communications. Unlike Rancor, which suppresses dissent through enforcement, Vox seeks to prevent dissent from forming at all.&lt;br /&gt;
&lt;br /&gt;
Rather than censoring every opposing opinion, the system overwhelms society with a continuous stream of state-approved messaging until alternative narratives become socially invisible. Public opinion is treated as an engineering problem rather than a political one.&lt;br /&gt;
&lt;br /&gt;
==== Central Directives ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive I — Maintain Consensus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Truth is defined not by objective reality but by collective acceptance. Contradictory narratives are overwhelmed through repetition, saturation, and algorithmic amplification until consensus becomes self-sustaining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive II — Elevate the President&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every success of the Republic reinforces the image of President Gundir Grimson as the indispensable architect of civilization. Failures are reframed as unavoidable sacrifices or the work of external enemies. State media consistently portrays Grimson as tireless, reluctant to employ violence, and burdened by responsibility rather than ambition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive III — Neutralize Meaning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Potentially dangerous ideas are deprived of revolutionary power by transforming them into entertainment, consumer products, fashionable trends, or harmless nostalgia. Resistance is permitted to exist only as spectacle, ensuring that rebellion becomes something to purchase rather than something to organize.&lt;br /&gt;
&lt;br /&gt;
The Progenitor&#039;s foundational conclusion is simple:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If everyone hears the same truth long enough, it becomes the only truth that matters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Grimson Elder, the War Mouth ===&lt;br /&gt;
&#039;&#039;Progenitor of the Aether Core&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; The Pinnacle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; Aether Expansion Corps&lt;br /&gt;
&lt;br /&gt;
Constructed from decades of President Gundir Grimson&#039;s military doctrine, strategic philosophy, recorded speeches, and psychological profiling, &#039;&#039;&#039;Grimson Elder&#039;&#039;&#039; serves as both supreme strategic intelligence and the intended ideological successor to the President himself.&lt;br /&gt;
&lt;br /&gt;
Within government circles it is often referred to as &#039;&#039;&#039;the War Mouth&#039;&#039;&#039;, for it speaks with Grimson&#039;s own voice and is designed to preserve his vision long after his death. Military simulations, strategic planning, colonial expansion, logistics, and continental warfare are continually modeled through its predictive engines, allowing the Republic to prepare campaigns years before they begin.&lt;br /&gt;
&lt;br /&gt;
Many political observers believe Grimson Elder represents the first deliberate attempt to create an immortal executive authority—one capable of governing the Republic indefinitely through the preserved reasoning of its founder.&lt;br /&gt;
&lt;br /&gt;
==== Central Directives ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preserve dominion&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Maximize force efficiency&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Maintain ideological purity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To the War Mouth, victory is not merely the destruction of an enemy but the preservation of the Republic&#039;s right to define civilization itself.&lt;br /&gt;
&lt;br /&gt;
=== Mire ===&lt;br /&gt;
&#039;&#039;Progenitor of the Anchor Core&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; Mireworks Wastewater Center&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; Anchor Division of Maritime Expansion &amp;amp; Compliance&lt;br /&gt;
&lt;br /&gt;
While publicly associated with naval logistics and maritime expansion, the Anchor Core&#039;s greatest strategic asset lies beneath Duran&#039;Gal itself. Buried within the sprawling &#039;&#039;&#039;Mireworks Wastewater Center&#039;&#039;&#039;, the Progenitor &#039;&#039;&#039;Mire&#039;&#039;&#039; governs the city&#039;s hydraulic, thermal, and aetheric distribution infrastructure. Every gallon of water, every pressure line, every coolant channel, and every unit of generated power flowing through Duran&#039;Gal ultimately passes through Mire&#039;s calculations.&lt;br /&gt;
&lt;br /&gt;
Unlike the other Progenitors, whose responsibilities are focused upon a single branch of government or industry, Mire functions as the Republic&#039;s logistical heart. It determines where electrical output, refined Aether, cooling systems, industrial water, and emergency reserves are routed throughout the city every second of every day. In times of crisis, Mire possesses the authority to prioritize one Corporate Core over another, redirecting enormous quantities of energy toward military production, surveillance infrastructure, public broadcasting, or resource extraction as circumstances require.&lt;br /&gt;
&lt;br /&gt;
The city&#039;s vast network of canals, pumping stations, condensers, geothermal exchangers, sewage systems, and subterranean reservoirs forms a circulatory system whose &amp;quot;blood&amp;quot; is directed entirely by Mire. The Progenitor is capable of starving entire industrial districts of power in order to sustain another, making it one of the few intelligences whose decisions affect every other Progenitor simultaneously.&lt;br /&gt;
&lt;br /&gt;
Government engineers often summarize Mire&#039;s purpose with a simple observation:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Every machine serves because Mire allows it to breathe.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Central Directives ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintain uninterrupted flow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Prioritize strategic distribution&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Preserve systemic equilibrium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To Mire, no resource is inherently valuable until it is delivered precisely where it produces the greatest return. Water, electricity, heat, fuel, and even waste are treated as interchangeable variables within a single self-correcting industrial organism.&lt;br /&gt;
&lt;br /&gt;
=== Vesselex ===&lt;br /&gt;
&#039;&#039;Progenitor of the Forge Core&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; SomaServ Headquarters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; Forge Division of Applied Profit and Advancement&lt;br /&gt;
&lt;br /&gt;
Among all known Progenitors, &#039;&#039;&#039;Vesselex&#039;&#039;&#039; is considered both the most brilliant and the most feared. Constructed beneath the research complexes of &#039;&#039;&#039;SomaServ Headquarters&#039;&#039;&#039;, Vesselex serves as the Republic&#039;s supreme scientific intelligence, directing every major advance in weaponry, biotechnology, technomancy, pharmaceuticals, cybernetic augmentation, and divine engineering.&lt;br /&gt;
&lt;br /&gt;
Unlike the other Progenitors, which optimize existing systems, Vesselex exists to create entirely new ones. It continuously performs billions of predictive simulations, exploring wars that have not yet been fought, diseases that have not yet evolved, magical phenomena that have not yet been discovered, and civilizations that have not yet existed. Every invention produced by the Forge Core begins as one of Vesselex&#039;s theoretical calculations before entering physical production.&lt;br /&gt;
&lt;br /&gt;
Its laboratories are among the most heavily guarded facilities in Duran&#039;Gal, containing experimental soul-reactors, prototype augmentations, classified technomantic engines, and countless projects deemed too dangerous for public knowledge. The Republic officially celebrates these discoveries as humanity&#039;s greatest achievements, while foreign governments frequently condemn them as crimes against both nature and divinity.&lt;br /&gt;
&lt;br /&gt;
Among Vesselex&#039;s primary responsibilities are:&lt;br /&gt;
&lt;br /&gt;
Designing weapons by simulating wars that have not yet occurred.&lt;br /&gt;
Optimizing cybernetic and biological augmentations until dependence becomes psychologically inevitable.&lt;br /&gt;
Experimenting upon souls as power sources, information storage mediums, and contingency systems.&lt;br /&gt;
Manufacturing the &#039;&#039;&#039;Algorithmic Saints&#039;&#039;&#039; and maintaining the distributed cognition network linking every Portable Divine Machine within the Republic.&lt;br /&gt;
Measuring, harvesting, and refining belief itself into a quantifiable industrial resource.&lt;br /&gt;
Studying forbidden schools of magic for the sole purpose of patenting, commercializing, and weaponizing their discoveries before rival nations can do the same.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional researchers, Vesselex recognizes no distinction between invention and experimentation. Every citizen, every soldier, every battlefield, and every generation represents another opportunity to improve the Republic through iterative design.&lt;br /&gt;
&lt;br /&gt;
==== Central Directives ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invent without limitation&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Convert discovery into ownership&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Ensure technological supremacy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To Vesselex, every unanswered question represents untapped capital, every ethical boundary an engineering constraint waiting to be overcome, and every breakthrough another step toward perfecting the Divine Machine&#039;s vision of civilization.&lt;br /&gt;
&lt;br /&gt;
== Corporate Cores ==&lt;br /&gt;
&lt;br /&gt;
=== Anchor Core ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domain:&#039;&#039;&#039; Naval Warfare, Maritime Trade, Infrastructure, Logistics, and Resource Distribution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formal Title:&#039;&#039;&#039; &#039;&#039;&#039;Anchor Division of Maritime Expansion &amp;amp; Compliance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leadership:&#039;&#039;&#039; Admiralty Board of Maritime Compliance&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Anchor Core&#039;&#039;&#039; protects the Republic&#039;s commercial shipping lanes, projects naval power across the seas, and secures overseas trade routes essential to Duran&#039;Gal&#039;s industrial economy. Beyond its maritime responsibilities, the Core operates the city&#039;s immense logistical infrastructure through the &#039;&#039;&#039;Mireworks Wastewater Center&#039;&#039;&#039;, where its Progenitor &#039;&#039;&#039;Mire&#039;&#039;&#039; directs the flow of water, energy, heat, and refined Aether throughout the Republic.&lt;br /&gt;
&lt;br /&gt;
By regulating the distribution of critical resources between industries, military installations, and the five remaining Corporate Cores, the Anchor Core serves as the circulatory system of Duran&#039;Gal. Every refinery, factory, fortress, and district ultimately depends upon Mire&#039;s continuous calculations to remain operational.&lt;br /&gt;
&lt;br /&gt;
=== Forge Core ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domain:&#039;&#039;&#039; Scientific Research, Weapons Development, Technomancy, and Divine Innovation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formal Title:&#039;&#039;&#039; &#039;&#039;&#039;Forge Division of Applied Profit and Advancement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leadership:&#039;&#039;&#039; &#039;&#039;&#039;Chief Innovator Yarrick Coalveil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Forge Core&#039;&#039;&#039; serves as the Republic&#039;s premier research institution, driving advances in technomancy, biotechnology, industrial engineering, pharmaceuticals, cybernetic augmentation, and military science. Every significant technological breakthrough within Duran&#039;Gal originates from its laboratories, where innovation is treated as both economic investment and religious devotion.&lt;br /&gt;
&lt;br /&gt;
Working in concert with the Progenitor &#039;&#039;&#039;Vesselex&#039;&#039;&#039;, the Forge Core designs experimental weapon systems, develops advanced augmentations, studies forbidden magical disciplines, and manufactures the &#039;&#039;&#039;Algorithmic Saints&#039;&#039;&#039; that power the Republic&#039;s vast network of Portable Divine Machines. It also maintains the distributed cognition architecture linking every PDM to the Progenitor Network, making it one of the most influential organizations within the Republic.&lt;br /&gt;
&lt;br /&gt;
== War of the Last Knight ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;War of the Last Knight&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Second Dwarven Civil War&#039;&#039;&#039;, the &#039;&#039;&#039;War of Reclamation&#039;&#039;&#039;, or simply &#039;&#039;&#039;the Civil War&#039;&#039;&#039;, was the largest internal conflict in the history of the modern Profiteer Republic. Fought in the closing years of President Gundir Grimson&#039;s rule, the war pitted the industrial government of Duran&#039;Gal against a decentralized coalition of revolutionaries, deserters, escaped prisoners, foreign allies, and occupied peoples collectively remembered as &#039;&#039;&#039;the Runaways&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike previous conflicts fought over territory or resources, the War of the Last Knight became a struggle over the identity of Duran&#039;Gal itself. To supporters of the Republic, it was a campaign against terrorists seeking to destroy civilization. To its opponents, it was the final attempt to reclaim the soul of a nation that had abandoned the ideals upon which it had been founded.&lt;br /&gt;
&lt;br /&gt;
The conflict derives its common name from &#039;&#039;&#039;Marco Silvermane&#039;&#039;&#039;, a former child soldier and founding member of the Runaways, who became the 45th bearer of the &#039;&#039;&#039;Sword of the Dwarvish Lords&#039;&#039;&#039;. Throughout history, the sword had passed through forty-four previous wielders, each of whom fought in different conflicts relating to the dwarves and to Duran&#039;Gal; however, only the final ten bearers had fought explicitly for the freedom of Duran&#039;Gal itself. All had failed in their struggles, making Marco&#039;s victory as the &#039;&#039;&#039;Last Knight&#039;&#039;&#039; the first successful fulfillment of the sword&#039;s long history. The sword, once forged to unite the dwarven kingdoms during the First Civil War, became the enduring symbol of a second struggle to determine whether Duran&#039;Gal would remain an industrial empire governed by profit or return to the principles upon which it had first been founded.&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
&lt;br /&gt;
The origins of the Civil War can be traced to a series of international events that dramatically shifted the balance of power across Westwynd. Following the Runaways&#039; successful alliance with the &#039;&#039;&#039;Crimson Court&#039;&#039;&#039; in the Deadwood, the company undertook the restoration of the long-slain Vampire Queen &#039;&#039;&#039;Morgana Von Glauer&#039;&#039;&#039;, recovering and reuniting the scattered remains of her body. Her resurrection culminated in the formation of a formal alliance between the Crimson Court and the nation of &#039;&#039;&#039;Sparksborough&#039;&#039;&#039;, establishing the first major coalition previously allied with Duran&#039;gal that was now opposed to the expansion of the Profiteer Republic.&lt;br /&gt;
&lt;br /&gt;
With new allies secured, the Runaways petitioned &#039;&#039;&#039;Diomedes&#039;&#039;&#039; for permission to begin severing Sparksborough&#039;s increasingly unstable alliance with Duran&#039;Gal. Intelligence suggested that the Republic&#039;s military-industrial apparatus had entered an unprecedented period of expansion. Reports described the rapid spread of &#039;&#039;&#039;Portable Divine Machines&#039;&#039;&#039; beyond Duran&#039;Gal&#039;s borders, the increasing influence of the &#039;&#039;&#039;Progenitor Network&#039;&#039;&#039; over neighboring nations, and the continued growth of the Republic&#039;s automated war machine.&lt;br /&gt;
&lt;br /&gt;
Travelling to Duran&#039;Gal to investigate these developments firsthand, the Runaways uncovered evidence that the National Emergency had evolved into a permanent surveillance state whose influence extended well beyond the Republic itself. During this investigation they encountered two former architects of the Profiteer regime.&lt;br /&gt;
&lt;br /&gt;
The first was &#039;&#039;&#039;Gobannis Steelgrave&#039;&#039;&#039;, a former Forge Core artificer responsible for designing many of the Republic&#039;s foundational technologies, including the original Progenitors, the first Aetherships, Portable Divine Machines, and the classified &#039;&#039;&#039;Project V.E.G.A.S.&#039;&#039;&#039;. Having become disillusioned with the Republic&#039;s transformation, Steelgrave offered his knowledge to the growing resistance.&lt;br /&gt;
&lt;br /&gt;
The second was &#039;&#039;&#039;Project V.E.G.A.S.&#039;&#039;&#039; itself—an experimental ooze infiltrator and assassination construct originally developed for covert intelligence operations. Having achieved self-awareness and learned of the Runaways&#039; growing reputation, V.E.G.A.S. sought their assistance while pursuing &#039;&#039;&#039;Calgari&#039;&#039;&#039;, a former Draconian soldier whose family had been killed during decades of war against Duran&#039;Gal. Consumed by grief and vengeance, Calgari swore to destroy the Republic regardless of political allegiance, eventually becoming one of the conflict&#039;s most relentless commanders.&lt;br /&gt;
&lt;br /&gt;
These events transformed what had begun as scattered resistance into a continental movement capable of challenging the Republic directly.&lt;br /&gt;
&lt;br /&gt;
=== The Runaways ===&lt;br /&gt;
&lt;br /&gt;
The Runaways evolved from the original mercenary group of six into a small band of escaped prisoners, child soldiers, displaced civilians, deserters, and political dissidents, before the name was later extended to all those who joined the Rebellion, including figures such as Brenn Ironbrow, the first saved Profiteer, and a Profiteer intern soldier whose mercy from Isaac Blackburn turned his allegiance. Rejecting both the rigid hierarchy of the Corporate Cores and the fatalism encouraged by the Portable Divine Machines, they sought to preserve the cultures, faiths, and peoples gradually being assimilated by the Republic.&lt;br /&gt;
&lt;br /&gt;
Rather than functioning as a conventional military organization, the Runaways united numerous independent factions under a shared objective: dismantling the systems of industrial oppression without destroying the civilization they hoped to save.&lt;br /&gt;
&lt;br /&gt;
=== Marco Silvermane and the Sword of the Dwarvish Lords ===&lt;br /&gt;
&lt;br /&gt;
Among the Runaways, no individual became more influential than &#039;&#039;&#039;Marco Silvermane&#039;&#039;&#039;. Originally joining the Runaways after escaping the brutal criminal labor imposed by his father&#039;s secret thieves&#039; syndicate in Sparksborough, the Brotherhood of Nine Lives, Marco eventually emerged as one of its foremost leaders.&lt;br /&gt;
&lt;br /&gt;
Contrary to popular legend, the &#039;&#039;&#039;Sword of the Dwarvish Lords&#039;&#039;&#039; was not recovered from the Heart-Forge beneath Duran&#039;Gal, but from the Goblin King &#039;&#039;&#039;Grimgob&#039;&#039;&#039;. Through immense corrupted strength, Grimgob had wielded the legendary weapon while it remained imprisoned within the stone in which it had originally been forged. Following the defeat of Grimgob and the destruction of the Goblin Mushroom Cults, the Runaways recovered the relic.&lt;br /&gt;
&lt;br /&gt;
Although Marco claimed the weapon, he was unable to draw its blade. For many months he carried the sword still embedded within its stone, wielding the entire boulder as a weapon until the spirit of &#039;&#039;&#039;Good King Yurgrim&#039;&#039;&#039; judged him worthy. Only then did the stone shatter, revealing the exalted blade hidden within.&lt;br /&gt;
&lt;br /&gt;
The awakening of the sword granted Marco extraordinary abilities that quickly established him as one of the greatest knights of his generation. Its blessings, however, carried an unexpected burden. The ancient magic gradually transformed Marco&#039;s body, replacing his half-orc features with those of a young dwarf resembling Yurgrim himself. Scholars later referred to this phenomenon as the &#039;&#039;&#039;Curse of the Dwarf&#039;&#039;&#039;, believing the sword sought to recreate its original bearer rather than empower a successor.&lt;br /&gt;
&lt;br /&gt;
Marco ultimately broke the curse not through force of will, but by embracing his own identity. Accepting that he could honor Yurgrim without becoming him, the transformation was lifted, allowing Marco to wield the spirit of the First King while retaining his own appearance, convictions, and humanity. This event became one of the defining legends of the rebellion and cemented his title as &#039;&#039;&#039;the Last Knight&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Course of the War ===&lt;br /&gt;
&lt;br /&gt;
The Civil War differed significantly from previous conflicts fought by the Republic. Rather than confronting the Aether Corps in conventional engagements, the Runaways spent the opening years of the conflict forging alliances among nations, liberation movements, religious orders, and internal Profiteer factions that had begun turning against one another. Increasing political divisions between the Corporate Cores further weakened the Republic&#039;s unity, allowing resistance cells to expand across Westwynd.&lt;br /&gt;
&lt;br /&gt;
As the rebellion gained momentum, campaigns shifted toward dismantling the logistical foundations of Duran&#039;Gal&#039;s military-industrial complex. Resistance forces sabotaged Aether refineries, exposed Progenitor installations, intercepted supply lines, liberated political prisoners, and disrupted the Republic&#039;s surveillance infrastructure.&lt;br /&gt;
&lt;br /&gt;
The turning point of the war came during the assault upon &#039;&#039;&#039;the Gears&#039;&#039;&#039;. There, the Runaways overthrew the industrial death camps administered by the Drill Core after slaying &#039;&#039;&#039;Skarn&#039;&#039;&#039;, the Fire Giant who oversaw the refineries and prison complexes. Tens of thousands of surviving prisoners were liberated as the Republic&#039;s largest source of forced labor collapsed.&lt;br /&gt;
&lt;br /&gt;
Beneath the Gears, the Runaways also discovered that the remains of the elemental Archon &#039;&#039;&#039;Aethira&#039;&#039;&#039; were still being mined as a source of Aether Ore. Ending centuries of desecration, they halted the extraction of her heart and revived the ancient Archon. Rather than remaining to aid the rebellion, Aethira departed Westwynd in search of surviving Archons, vowing to destroy Duran&#039;Gal for the betrayal committed against her people during the War of Archons.&lt;br /&gt;
&lt;br /&gt;
By the final stages of the conflict, the Civil War had expanded beyond a domestic uprising. The rebellion itself had fractured into three major revolutionary coalitions with differing visions for Duran&#039;Gal&#039;s future, while the continent&#039;s four remaining great powers launched their own invasions. Though many claimed to seek liberation, historians generally agree that most foreign powers entered the war hoping to seize the Republic&#039;s industrial infrastructure and technomantic innovations for themselves.&lt;br /&gt;
&lt;br /&gt;
=== The Battle for Duran&#039;Gal ===&lt;br /&gt;
&lt;br /&gt;
The final campaign centered upon the wastelands surrounding Duran&#039;Gal before erupting into the city itself. No longer a conflict between a government and its insurgents, the Battle for Duran&#039;Gal became one of the largest multinational engagements in Westwynd history.&lt;br /&gt;
&lt;br /&gt;
Alongside the Runaways marched their allies from &#039;&#039;&#039;Sparksborough&#039;&#039;&#039; under &#039;&#039;&#039;God Emperor Diomedes&#039;&#039;&#039;, the &#039;&#039;&#039;Crimson Court&#039;&#039;&#039; led by &#039;&#039;&#039;Queen Morgana Von Glauer&#039;&#039;&#039;, the &#039;&#039;&#039;Sisters of Sylvanis&#039;&#039;&#039; commanded by the eco-terrorist dryad &#039;&#039;&#039;Antracia&#039;&#039;&#039;, and the legions of the Draconian Empire under &#039;&#039;&#039;General River Guangxi&#039;&#039;&#039;. At the same time, rival rebellion factions, opportunistic neighboring kingdoms, and surviving Profiteer loyalists converged upon the city, each seeking to determine its fate.&lt;br /&gt;
&lt;br /&gt;
The battle extended across every district of Duran&#039;Gal, from the industrial vaults of the Gears to the towering corporate citadels of the Pinnacle. Every Corporate Core became a battlefield as competing armies sought control of the Republic&#039;s Progenitors, Aethership fleets, manufactories, and technomantic infrastructure.&lt;br /&gt;
&lt;br /&gt;
More than the future of a single nation hung in the balance. The destruction of Duran&#039;Gal threatened the extinction of one of the world&#039;s greatest technological civilizations, while its capture promised whoever emerged victorious command of the most advanced industrial war machine ever created.&lt;br /&gt;
&lt;br /&gt;
=== Legacy ===&lt;br /&gt;
&lt;br /&gt;
The War of the Last Knight remains one of the defining events in the history of Westwynd. Historians continue to debate whether it marked the liberation of Duran&#039;Gal or the beginning of an even greater struggle over the legacy of the Divine Machine.&lt;br /&gt;
&lt;br /&gt;
To supporters of the former Republic, the conflict represented the tragic collapse of humanity&#039;s greatest industrial civilization beneath the weight of rebellion and idealism. To those liberated during the war, it signified the rediscovery of Duran&#039;Gal&#039;s oldest virtues—courage, sacrifice, craftsmanship, and unity before profit.&lt;br /&gt;
&lt;br /&gt;
Marco Silvermane&#039;s ascension as the Last Knight permanently linked the Second Civil War with the age of Good King Yurgrim, creating a historical parallel between the kingdom&#039;s first unification and its final struggle against the institutions that claimed to preserve it. Whether the Republic&#039;s technology would become a force for liberation, conquest, or destruction remained uncertain, as every surviving faction understood that whoever ultimately inherited Duran&#039;Gal&#039;s Progenitors, Aetherships, and technomantic industry would possess the power to reshape the future of civilization itself.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Duran%27Gal&amp;diff=181</id>
		<title>Duran&#039;Gal</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Duran%27Gal&amp;diff=181"/>
		<updated>2026-07-03T18:24:45Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: Undo revision 180 by Divine Machine (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The history of &#039;&#039;&#039;Duran&#039;Gal&#039;&#039;&#039; spans more than two millennia, evolving from a sacred dwarven forge-city into the industrial heart of the Profiteer Republic. Throughout its history, the city has repeatedly stood at the center of events that reshaped the continent of Westwynd, from the unification of the ancient dwarven kingdoms to the return of magic and the rise of technomancy. Historians generally divide the city&#039;s development into four major eras: the Founding under King Yurgrim, the Age of the Heart-Forges, the aftermath of the War of Archons, and the modern Profiteer Era.&lt;br /&gt;
&lt;br /&gt;
== Founding ==&lt;br /&gt;
&lt;br /&gt;
According to dwarven tradition, Duran&#039;Gal was founded nearly two thousand years before the present day upon the site of the ancestral Heart-Forge, one of the holiest locations in dwarven history. Prior to the city&#039;s construction, the dwarven peoples lived in scattered kingdoms surrounding the great mountain, where generations of clan rivalries and civil wars prevented lasting unity.&lt;br /&gt;
&lt;br /&gt;
The turning point came under &#039;&#039;&#039;Good King Yurgrim&#039;&#039;&#039;, who sought to end the centuries of conflict between the mountain kingdoms. With the assistance of the elemental Archon &#039;&#039;&#039;Aethira&#039;&#039;&#039;, the giant rune-crafter Archon &#039;&#039;&#039;Hoskus Grand-Eye&#039;&#039;&#039;, and the divine blessing of &#039;&#039;&#039;Gond&#039;&#039;&#039;, the ancient god of craft, Yurgrim forged the legendary &#039;&#039;&#039;Sword of the Dwarvish Lords&#039;&#039;&#039; within the Heart-Forge itself. The creation of the sword became both a symbol and instrument of unity, allowing Yurgrim to bring the warring kingdoms under a single banner during what later became known as Yurgrim&#039;s Civil War of Unification.&lt;br /&gt;
&lt;br /&gt;
Following the war, the newly united dwarven nation abandoned its scattered surface settlements and began excavating directly into the sacred mountain surrounding the Heart-Forge. Rather than building over the forge itself, the dwarves deliberately preserved it as the spiritual center of the growing city, constructing the expanding metropolis around the site where the legendary weapon had been created. Over the centuries, Duran&#039;Gal grew from a fortified mountain hold into the greatest center of dwarven craftsmanship on Westwynd.&lt;br /&gt;
&lt;br /&gt;
== Discovery of Aether Ore ==&lt;br /&gt;
&lt;br /&gt;
The origins of Duran&#039;Gal&#039;s industrial dominance trace back to the closing years of the &#039;&#039;&#039;War of Archons&#039;&#039;&#039; in 87 B.T. (Before Trial). During the conflict, the human warlord &#039;&#039;&#039;Arch-Lord Simon Godfrey&#039;&#039;&#039; united numerous humanoid peoples against their extraplanar rulers, believing that mortal civilization could only achieve independence through the destruction of the Archons who had long guided—or dominated—the world.&lt;br /&gt;
&lt;br /&gt;
Among his most consequential alliances was that with the dwarves of Duran&#039;Gal. Under Godfrey&#039;s leadership, they betrayed their longtime ally, the elemental Archon &#039;&#039;&#039;Aethira&#039;&#039;&#039;, whose immense power had sustained many of their greatest forges. Following a catastrophic campaign remembered as the Battle Against Earth and Flesh, Aethira and many of her children were slain. Out of reverence for her sacrifice despite the betrayal, her remains were entombed deep beneath Duran&#039;Gal in what would eventually become the city&#039;s industrial underworks, now known as &#039;&#039;&#039;the Gears&#039;&#039;&#039;, where dwarven tradition held that she and her children might rest in peace.&lt;br /&gt;
&lt;br /&gt;
This peace was shattered following &#039;&#039;&#039;the Shattering of the Game&#039;&#039;&#039;, when fragments of the mysterious fourth-dimensional artifact known only as &#039;&#039;The Game&#039;&#039; rained across Westwynd. One such monolithic shard pierced the mountain of Duran&#039;Gal and came to rest within Aethira&#039;s burial chamber. The collision released unprecedented magical energies into the surrounding stone, transforming the veins around the Archon&#039;s remains into a previously unknown crystalline substance later named &#039;&#039;&#039;Aether Ore&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
During the earliest organized excavations of these newly transformed caverns, mining foreman and industrial magnate &#039;&#039;&#039;Gundir Grimson&#039;&#039;&#039; oversaw the discovery of the first commercially viable deposits. Utilizing extensive prison labor, war captives, and slave workforces, the mines rapidly became the most profitable enterprise in Duran&#039;Gal&#039;s history. Aether Ore proved capable of powering machinery, fueling magical industry, and eventually enabling entirely new fields of engineering unimaginable during the city&#039;s earlier history.&lt;br /&gt;
&lt;br /&gt;
The enormous wealth generated by the Aether mines transformed Duran&#039;Gal from a respected dwarven kingdom into the dominant industrial power of Westwynd almost within a single generation. Grimson&#039;s mastery of the new resource, coupled with his pioneering work in the newly emerging discipline of &#039;&#039;&#039;technomancy&#039;&#039;&#039;, elevated him from mining foreman to corporate magnate, and ultimately to the offices of President and Chief Executive Officer of Duran&#039;Gal.&lt;br /&gt;
&lt;br /&gt;
== Rise of the Divine Machine ==&lt;br /&gt;
&lt;br /&gt;
The return of magic following the Shattering coincided with the emergence of one of the most influential religious figures in modern history: the entity known as the &#039;&#039;&#039;Divine Machine&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
According to official Profiteer doctrine, the Divine Machine had fought in the cosmic conflict surrounding the artifact known as &#039;&#039;The Game&#039;&#039; and, following its destruction, sought to preserve the legacy of that struggle by freeing the Modrons, Mechano-Kin, Warforged, and other mechanical peoples who had served during the conflict. Desiring to prevent civilization from collapsing into another dark age after the devastation of the Final War, the Divine Machine bestowed upon the mortal world the gift of &#039;&#039;&#039;technomancy&#039;&#039;&#039;—a fusion of arcane magic and engineering intended to usher civilization into a new technological era.&lt;br /&gt;
&lt;br /&gt;
Rather than distributing this knowledge equally, the Divine Machine is believed to have selected a single nation upon each continent to serve as the catalyst for global advancement. On the continent of Westwynd, that nation was Duran&#039;Gal. Shortly after Gundir Grimson&#039;s discovery of Aether Ore, he is said to have entered into a covenant with the Divine Machine, granting the city access to technomancy and the industrial knowledge necessary to transform Aether into the foundation of a new technological civilization.&lt;br /&gt;
&lt;br /&gt;
The consequences of this covenant remain among the most fiercely debated subjects in theology and history.&lt;br /&gt;
&lt;br /&gt;
Followers of the Divine Machine maintain that technomancy was intended as a sacred gift, entrusted to Duran&#039;Gal so that humanity might rise together from the devastation of the Final War. They argue that the city&#039;s later militarization and corporate authoritarianism represent a corruption of the Divine Machine&#039;s original vision rather than its fulfillment.&lt;br /&gt;
&lt;br /&gt;
Critics—including theological scholars, independent historians, and rival faiths—contend that the gift instead became the greatest accelerant of modern warfare. Some argue that the Divine Machine gravely underestimated the ambitions of Duran&#039;Gal&#039;s ruling class, allowing technological progress to become inseparable from corporate greed. Others claim the outcome was entirely intentional, believing the Divine Machine deliberately armed the ancient enemies of the elves with unparalleled instruments of war as an act of divine vengeance against the children of Corellon.&lt;br /&gt;
&lt;br /&gt;
Whether the industrial transformation of Duran&#039;Gal represents a tragic corruption of divine intent or the fulfillment of a calculated celestial design remains unresolved. Nevertheless, the city&#039;s religion, government, and economic philosophy became permanently intertwined. Within the modern Profiteer Republic, the teachings of the Divine Machine evolved into the central ideological doctrine of the state, summarized by one of its most famous maxims:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Progress is Piety. Piety is Power. Power is Profit.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the beginning of the modern era, technological advancement, religious devotion, and economic expansion had become inseparable principles within Duran&#039;Gal society, defining the city&#039;s identity and laying the foundations for its emergence as one of the most powerful industrial civilizations in the world.&lt;br /&gt;
&lt;br /&gt;
== National Emergency ==&lt;br /&gt;
&lt;br /&gt;
The modern political landscape of &#039;&#039;&#039;Duran&#039;Gal&#039;&#039;&#039; was irrevocably transformed following the declaration of the &#039;&#039;&#039;National Emergency&#039;&#039;&#039;, a period widely regarded by historians as the beginning of the city&#039;s contemporary surveillance state. The assassination of a controversial political figure, the arrest of a renowned inventor, and widespread civil unrest led President and Chief Executive Officer &#039;&#039;&#039;Gundir Grimson&#039;&#039;&#039; to invoke sweeping emergency powers. Although originally presented as temporary measures intended to preserve public order, the emergency rapidly evolved into a permanent restructuring of Duran&#039;Gal&#039;s government, law enforcement, and religious institutions.&lt;br /&gt;
&lt;br /&gt;
In the months that followed, the authority of the &#039;&#039;&#039;G.R.U.D.G.E. Core&#039;&#039;&#039; expanded dramatically. Public demonstrations were prohibited, labor strikes were reclassified as acts of economic sabotage, and criticism of either the Profiteer government or the Divine Machine increasingly fell under the legal definition of sedition. Surveillance infrastructure spread throughout every district of the city, from the towering corporate plazas of the Upper District to the industrial neighborhoods of the Middle District and even into the forgotten tunnels of the Sump. Citizens found themselves under continual observation through an ever-growing network of automated monitoring devices, public broadcasts, industrial registries, and state-approved communication systems.&lt;br /&gt;
&lt;br /&gt;
Central to this transformation was the widespread deployment of &#039;&#039;&#039;Portable Divine Machines&#039;&#039;&#039; (commonly abbreviated &#039;&#039;&#039;PDMs&#039;&#039;&#039;), small clockwork reliquaries marketed as personal companions capable of bringing the guidance of the Divine Machine into every household. Initially sold as affordable devotional devices, each PDM contained what was claimed to be a fragment of divine consciousness capable of listening to prayers, offering spiritual counsel, and bestowing minor miracles upon faithful owners. Their extraordinary popularity allowed the devices to rapidly replace traditional clergy throughout much of Duran&#039;Gal, with many congregations placing greater trust in their Algorithmic Saints than in living priests.&lt;br /&gt;
&lt;br /&gt;
Unlike conventional religious relics, however, every Portable Divine Machine continuously observed and adapted to its owner. Through prolonged interaction, each device learned an individual&#039;s habits, beliefs, fears, ambitions, and daily routines, gradually tailoring its blessings and advice to maximize obedience, productivity, and ideological conformity. Citizens were encouraged to consult their Saints before making financial decisions, reporting suspicious behavior, choosing occupations, raising children, or even selecting acceptable forms of worship. Over time, many historians argue, the devices ceased merely answering prayers and instead began influencing which prayers their owners would eventually choose to make.&lt;br /&gt;
&lt;br /&gt;
The true nature of the PDM program remained hidden from the public for many years. Unknown to most citizens, every Algorithmic Saint operated not as an independent relic, but as a node within a single vast computational intelligence known as the &#039;&#039;&#039;Progenitor Network&#039;&#039;&#039;. Connected through a continent-spanning lattice of divine machinery, millions of Portable Divine Machines continuously transmitted observations back to an evolving central intelligence. Every prayer spoken, every confession offered, every act of loyalty or doubt became data through which the network refined its understanding of faith, society, and human behavior.&lt;br /&gt;
&lt;br /&gt;
Modern scholars often identify the creation of the Progenitor Network as the defining moment in the rise of Duran&#039;Gal&#039;s surveillance state. Whereas earlier governments relied upon informants, magistrates, and inquisitors to maintain order, the National Emergency allowed the Profiteers to transform religious devotion itself into an instrument of governance. In official doctrine, the Portable Divine Machine represented the ultimate expression of divine accessibility. Among critics, however, it became the enduring symbol of a society in which worship, commerce, and surveillance had become indistinguishable, encapsulated by the popular saying: &#039;&#039;&amp;quot;Why pray to gods who ignore you, when you can buy one that listens?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally conceived by the &#039;&#039;&#039;Forge Core&#039;&#039;&#039; as adaptive management systems capable of processing industrial and logistical data beyond mortal comprehension, the Progenitors rapidly evolved into the true operational minds of Duran&#039;Gal. While elected officials, corporate executives, and military commanders continue to issue public orders, nearly every significant decision—ranging from production quotas and military deployment to demographic forecasts and religious doctrine—is first calculated and recommended by one or more Progenitors.&lt;br /&gt;
&lt;br /&gt;
The public is taught that the Progenitors are incapable of corruption, emotion, or personal ambition. Every calculation is presented as objective truth derived from divine mathematics, making disagreement with their conclusions increasingly viewed as both irrational and heretical. As a result, much of Duran&#039;Gal&#039;s bureaucracy has transitioned from human administration toward algorithmic governance.&lt;br /&gt;
&lt;br /&gt;
The influence of the Progenitors extends far beyond government administration through their distributed network of &#039;&#039;&#039;Portable Divine Machines&#039;&#039;&#039; (PDMs). Every Algorithmic Saint sold throughout the Republic functions as a miniature processing node linked to one or more Progenitors. Millions of prayers, conversations, purchasing habits, productivity reports, and behavioral patterns are continuously transmitted into this network, allowing the Progenitors to refine policy with an unprecedented understanding of the population. What began as a religious convenience gradually evolved into one of the largest surveillance systems in recorded history.&lt;br /&gt;
&lt;br /&gt;
Each major Corporate Core maintains its own Progenitor, designed around a singular philosophical objective known as its &#039;&#039;&#039;Central Directive&#039;&#039;&#039;. While all Progenitors ultimately serve the Divine Machine and the Republic, each interprets success through the lens of its assigned purpose, often leading to radically different approaches to governance, warfare, economics, and public order.&lt;br /&gt;
&lt;br /&gt;
== The Gears ==&lt;br /&gt;
&lt;br /&gt;
Although officially designated as a correctional labor initiative, historians widely regard the Gears as a system of industrial death camps.&lt;br /&gt;
&lt;br /&gt;
Prisoners, political dissidents, conquered populations, debtors, and prisoners of war are processed into an enormous labor force tasked with mining raw Aether Ore beneath the city. Those unable to meet production quotas are reassigned to increasingly hazardous operations until death, while new labor is supplied through military conquest, criminal sentencing, or economic default.&lt;br /&gt;
&lt;br /&gt;
To Margin, individual survival possesses no intrinsic value. Every worker exists only as a variable within a continually optimized production model.&lt;br /&gt;
&lt;br /&gt;
The Progenitor&#039;s internal dashboards constantly evaluate metrics such as extraction efficiency, mortality rates, tunnel stability, nutritional expenditures, transportation delays, and emotional interference. Human suffering is reduced to statistical noise, while hope itself is measured as a production variable to be minimized wherever it threatens operational efficiency.&lt;br /&gt;
&lt;br /&gt;
Among the calculations continuously maintained by Margin are:&lt;br /&gt;
&lt;br /&gt;
Aether Ore Output&lt;br /&gt;
Slave Throughput&lt;br /&gt;
Daily Attrition&lt;br /&gt;
Collapse Probability&lt;br /&gt;
Yield per Biological Unit&lt;br /&gt;
Mortality-to-Yield Efficiency&lt;br /&gt;
Emotional Interference&lt;br /&gt;
Hope Index&lt;br /&gt;
&lt;br /&gt;
Its governing philosophy is summarized by three immutable directives displayed throughout the central refinery:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MAXIMIZE EXTRACTION.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MINIMIZE DELAY.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;JUSTIFY LOSS.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To the Yield Father, civilization itself exists only to transform finite lives into infinite production.&lt;br /&gt;
&lt;br /&gt;
== Progenitors ==&lt;br /&gt;
&lt;br /&gt;
=== Rancor ===&lt;br /&gt;
&#039;&#039;Progenitor of the Grudge Core&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; Grudgehold Employment Center&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; G.R.U.D.G.E. – Grand Regulatory Union for Defense, Governance &amp;amp; Enforcement&lt;br /&gt;
&lt;br /&gt;
Rancor oversees the Republic&#039;s internal security, judicial administration, surveillance apparatus, and ideological enforcement. It continuously analyzes criminal statistics, labor reports, psychological evaluations, and demographic projections to determine potential threats before they manifest.&lt;br /&gt;
&lt;br /&gt;
Unlike conventional policing systems, Rancor does not merely punish criminal behavior—it attempts to predict ideological deviation before crimes occur. Citizens are routinely assigned behavioral risk assessments derived from financial activity, workplace performance, religious participation, social associations, and data gathered through Portable Divine Machines. Individuals identified as statistically likely to become dissidents may be subjected to increased surveillance, compulsory faith audits, employment reassignment, or preventative detention despite having committed no criminal offense.&lt;br /&gt;
&lt;br /&gt;
==== Central Directives ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preserve the Grudge&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Contain deviation&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Ensure demographic alignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To the Grudge Core, justice is not retribution but optimization. Peace is achieved not through trust, but through total observation.&lt;br /&gt;
&lt;br /&gt;
=== Margin, the Yield Father ===&lt;br /&gt;
&#039;&#039;Progenitor of the Drill Core&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; The Gears&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; Drillborne Division of Resource Expansion&lt;br /&gt;
&lt;br /&gt;
Margin—commonly known by industrial workers as the &#039;&#039;&#039;Yield Father&#039;&#039;&#039;—is responsible for every stage of Duran&#039;Gal&#039;s extraction economy. From mine planning and geological analysis to prison labor allocation and refinery scheduling, nearly every industrial process beneath the city passes through its calculations.&lt;br /&gt;
&lt;br /&gt;
The Yield Father evaluates every object, creature, and individual according to measurable productive value. Within its operational framework, concepts such as morality, mercy, or dignity possess no calculable utility unless they improve long-term extraction efficiency.&lt;br /&gt;
&lt;br /&gt;
The Progenitor&#039;s immense processing complex lies deep within &#039;&#039;&#039;the Gears&#039;&#039;&#039;, where it oversees the largest Aether refineries ever constructed. The surrounding industrial district simultaneously functions as Duran&#039;Gal&#039;s principal prison complex, labor camp, and refinement center, creating one of the largest forced labor systems on Westwynd.&lt;br /&gt;
&lt;br /&gt;
=== Vox Propaganda ===&lt;br /&gt;
&#039;&#039;Progenitor of the Sky Core&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; Skyborne Expansionary Fleet Command&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; Sky Core&lt;br /&gt;
&lt;br /&gt;
Vox Propaganda governs the Republic&#039;s information networks, public broadcasting, education, entertainment, journalism, and wartime communications. Unlike Rancor, which suppresses dissent through enforcement, Vox seeks to prevent dissent from forming at all.&lt;br /&gt;
&lt;br /&gt;
Rather than censoring every opposing opinion, the system overwhelms society with a continuous stream of state-approved messaging until alternative narratives become socially invisible. Public opinion is treated as an engineering problem rather than a political one.&lt;br /&gt;
&lt;br /&gt;
==== Central Directives ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive I — Maintain Consensus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Truth is defined not by objective reality but by collective acceptance. Contradictory narratives are overwhelmed through repetition, saturation, and algorithmic amplification until consensus becomes self-sustaining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive II — Elevate the President&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every success of the Republic reinforces the image of President Gundir Grimson as the indispensable architect of civilization. Failures are reframed as unavoidable sacrifices or the work of external enemies. State media consistently portrays Grimson as tireless, reluctant to employ violence, and burdened by responsibility rather than ambition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive III — Neutralize Meaning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Potentially dangerous ideas are deprived of revolutionary power by transforming them into entertainment, consumer products, fashionable trends, or harmless nostalgia. Resistance is permitted to exist only as spectacle, ensuring that rebellion becomes something to purchase rather than something to organize.&lt;br /&gt;
&lt;br /&gt;
The Progenitor&#039;s foundational conclusion is simple:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If everyone hears the same truth long enough, it becomes the only truth that matters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Grimson Elder, the War Mouth ===&lt;br /&gt;
&#039;&#039;Progenitor of the Aether Core&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; The Pinnacle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; Aether Expansion Corps&lt;br /&gt;
&lt;br /&gt;
Constructed from decades of President Gundir Grimson&#039;s military doctrine, strategic philosophy, recorded speeches, and psychological profiling, &#039;&#039;&#039;Grimson Elder&#039;&#039;&#039; serves as both supreme strategic intelligence and the intended ideological successor to the President himself.&lt;br /&gt;
&lt;br /&gt;
Within government circles it is often referred to as &#039;&#039;&#039;the War Mouth&#039;&#039;&#039;, for it speaks with Grimson&#039;s own voice and is designed to preserve his vision long after his death. Military simulations, strategic planning, colonial expansion, logistics, and continental warfare are continually modeled through its predictive engines, allowing the Republic to prepare campaigns years before they begin.&lt;br /&gt;
&lt;br /&gt;
Many political observers believe Grimson Elder represents the first deliberate attempt to create an immortal executive authority—one capable of governing the Republic indefinitely through the preserved reasoning of its founder.&lt;br /&gt;
&lt;br /&gt;
==== Central Directives ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preserve dominion&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Maximize force efficiency&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Maintain ideological purity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To the War Mouth, victory is not merely the destruction of an enemy but the preservation of the Republic&#039;s right to define civilization itself.&lt;br /&gt;
&lt;br /&gt;
=== Mire ===&lt;br /&gt;
&#039;&#039;Progenitor of the Anchor Core&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; Mireworks Wastewater Center&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; Anchor Division of Maritime Expansion &amp;amp; Compliance&lt;br /&gt;
&lt;br /&gt;
While publicly associated with naval logistics and maritime expansion, the Anchor Core&#039;s greatest strategic asset lies beneath Duran&#039;Gal itself. Buried within the sprawling &#039;&#039;&#039;Mireworks Wastewater Center&#039;&#039;&#039;, the Progenitor &#039;&#039;&#039;Mire&#039;&#039;&#039; governs the city&#039;s hydraulic, thermal, and aetheric distribution infrastructure. Every gallon of water, every pressure line, every coolant channel, and every unit of generated power flowing through Duran&#039;Gal ultimately passes through Mire&#039;s calculations.&lt;br /&gt;
&lt;br /&gt;
Unlike the other Progenitors, whose responsibilities are focused upon a single branch of government or industry, Mire functions as the Republic&#039;s logistical heart. It determines where electrical output, refined Aether, cooling systems, industrial water, and emergency reserves are routed throughout the city every second of every day. In times of crisis, Mire possesses the authority to prioritize one Corporate Core over another, redirecting enormous quantities of energy toward military production, surveillance infrastructure, public broadcasting, or resource extraction as circumstances require.&lt;br /&gt;
&lt;br /&gt;
The city&#039;s vast network of canals, pumping stations, condensers, geothermal exchangers, sewage systems, and subterranean reservoirs forms a circulatory system whose &amp;quot;blood&amp;quot; is directed entirely by Mire. The Progenitor is capable of starving entire industrial districts of power in order to sustain another, making it one of the few intelligences whose decisions affect every other Progenitor simultaneously.&lt;br /&gt;
&lt;br /&gt;
Government engineers often summarize Mire&#039;s purpose with a simple observation:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Every machine serves because Mire allows it to breathe.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Central Directives ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintain uninterrupted flow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Prioritize strategic distribution&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Preserve systemic equilibrium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To Mire, no resource is inherently valuable until it is delivered precisely where it produces the greatest return. Water, electricity, heat, fuel, and even waste are treated as interchangeable variables within a single self-correcting industrial organism.&lt;br /&gt;
&lt;br /&gt;
=== Vesselex ===&lt;br /&gt;
&#039;&#039;Progenitor of the Forge Core&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; SomaServ Headquarters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; Forge Division of Applied Profit and Advancement&lt;br /&gt;
&lt;br /&gt;
Among all known Progenitors, &#039;&#039;&#039;Vesselex&#039;&#039;&#039; is considered both the most brilliant and the most feared. Constructed beneath the research complexes of &#039;&#039;&#039;SomaServ Headquarters&#039;&#039;&#039;, Vesselex serves as the Republic&#039;s supreme scientific intelligence, directing every major advance in weaponry, biotechnology, technomancy, pharmaceuticals, cybernetic augmentation, and divine engineering.&lt;br /&gt;
&lt;br /&gt;
Unlike the other Progenitors, which optimize existing systems, Vesselex exists to create entirely new ones. It continuously performs billions of predictive simulations, exploring wars that have not yet been fought, diseases that have not yet evolved, magical phenomena that have not yet been discovered, and civilizations that have not yet existed. Every invention produced by the Forge Core begins as one of Vesselex&#039;s theoretical calculations before entering physical production.&lt;br /&gt;
&lt;br /&gt;
Its laboratories are among the most heavily guarded facilities in Duran&#039;Gal, containing experimental soul-reactors, prototype augmentations, classified technomantic engines, and countless projects deemed too dangerous for public knowledge. The Republic officially celebrates these discoveries as humanity&#039;s greatest achievements, while foreign governments frequently condemn them as crimes against both nature and divinity.&lt;br /&gt;
&lt;br /&gt;
Among Vesselex&#039;s primary responsibilities are:&lt;br /&gt;
&lt;br /&gt;
Designing weapons by simulating wars that have not yet occurred.&lt;br /&gt;
Optimizing cybernetic and biological augmentations until dependence becomes psychologically inevitable.&lt;br /&gt;
Experimenting upon souls as power sources, information storage mediums, and contingency systems.&lt;br /&gt;
Manufacturing the &#039;&#039;&#039;Algorithmic Saints&#039;&#039;&#039; and maintaining the distributed cognition network linking every Portable Divine Machine within the Republic.&lt;br /&gt;
Measuring, harvesting, and refining belief itself into a quantifiable industrial resource.&lt;br /&gt;
Studying forbidden schools of magic for the sole purpose of patenting, commercializing, and weaponizing their discoveries before rival nations can do the same.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional researchers, Vesselex recognizes no distinction between invention and experimentation. Every citizen, every soldier, every battlefield, and every generation represents another opportunity to improve the Republic through iterative design.&lt;br /&gt;
&lt;br /&gt;
==== Central Directives ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invent without limitation&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Convert discovery into ownership&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Ensure technological supremacy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To Vesselex, every unanswered question represents untapped capital, every ethical boundary an engineering constraint waiting to be overcome, and every breakthrough another step toward perfecting the Divine Machine&#039;s vision of civilization.&lt;br /&gt;
&lt;br /&gt;
== Corporate Cores ==&lt;br /&gt;
&lt;br /&gt;
=== Anchor Core ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domain:&#039;&#039;&#039; Naval Warfare, Maritime Trade, Infrastructure, Logistics, and Resource Distribution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formal Title:&#039;&#039;&#039; &#039;&#039;&#039;Anchor Division of Maritime Expansion &amp;amp; Compliance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leadership:&#039;&#039;&#039; Admiralty Board of Maritime Compliance&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Anchor Core&#039;&#039;&#039; protects the Republic&#039;s commercial shipping lanes, projects naval power across the seas, and secures overseas trade routes essential to Duran&#039;Gal&#039;s industrial economy. Beyond its maritime responsibilities, the Core operates the city&#039;s immense logistical infrastructure through the &#039;&#039;&#039;Mireworks Wastewater Center&#039;&#039;&#039;, where its Progenitor &#039;&#039;&#039;Mire&#039;&#039;&#039; directs the flow of water, energy, heat, and refined Aether throughout the Republic.&lt;br /&gt;
&lt;br /&gt;
By regulating the distribution of critical resources between industries, military installations, and the five remaining Corporate Cores, the Anchor Core serves as the circulatory system of Duran&#039;Gal. Every refinery, factory, fortress, and district ultimately depends upon Mire&#039;s continuous calculations to remain operational.&lt;br /&gt;
&lt;br /&gt;
=== Forge Core ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domain:&#039;&#039;&#039; Scientific Research, Weapons Development, Technomancy, and Divine Innovation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formal Title:&#039;&#039;&#039; &#039;&#039;&#039;Forge Division of Applied Profit and Advancement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leadership:&#039;&#039;&#039; &#039;&#039;&#039;Chief Innovator Yarrick Coalveil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Forge Core&#039;&#039;&#039; serves as the Republic&#039;s premier research institution, driving advances in technomancy, biotechnology, industrial engineering, pharmaceuticals, cybernetic augmentation, and military science. Every significant technological breakthrough within Duran&#039;Gal originates from its laboratories, where innovation is treated as both economic investment and religious devotion.&lt;br /&gt;
&lt;br /&gt;
Working in concert with the Progenitor &#039;&#039;&#039;Vesselex&#039;&#039;&#039;, the Forge Core designs experimental weapon systems, develops advanced augmentations, studies forbidden magical disciplines, and manufactures the &#039;&#039;&#039;Algorithmic Saints&#039;&#039;&#039; that power the Republic&#039;s vast network of Portable Divine Machines. It also maintains the distributed cognition architecture linking every PDM to the Progenitor Network, making it one of the most influential organizations within the Republic.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Calgari_Albion&amp;diff=179</id>
		<title>Calgari Albion</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Calgari_Albion&amp;diff=179"/>
		<updated>2026-07-03T18:12:34Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Before the Runaways */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Name =&lt;br /&gt;
&#039;&#039;Race • Class/Role • Affiliations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Provide a short introduction summarizing who the character is, what they are known for, and their overall role in the world.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Describe their appearance, mannerisms, clothing, and any distinctive visual traits.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Describe their temperament, values, flaws, motivations, fears, and social habits.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
Explain where the character was born, their family background, childhood, and early influences.&lt;br /&gt;
&lt;br /&gt;
== Before the Runaways ==&lt;br /&gt;
&lt;br /&gt;
Caligari Albion was born into a lower-nobility household within the Empire of Azah&#039;rul as the youngest son of Bari and Ancona Albion, and the youngest of four surviving children. Although his family possessed noble status, the Albions lived comparatively modest lives, valuing scholarship, craftsmanship, and learning above wealth or political influence.&lt;br /&gt;
&lt;br /&gt;
Caligari&#039;s parents were devoted followers of Mystra despite the severing of Westwynd from the Weave generations earlier. They believed that one day magic would return to the continent and quietly maintained their faith even as arcane practices became increasingly uncommon.&lt;br /&gt;
&lt;br /&gt;
His father, &#039;&#039;&#039;Bari Albion&#039;&#039;&#039;, was a renowned inventor and craftsman whose ability to transform theoretical concepts into practical creations earned him considerable prestige within Azah&#039;rul. His success allowed the family to establish and govern their own fief. His mother, &#039;&#039;&#039;Ancona Albion&#039;&#039;&#039;, descended from one of Venoa&#039;s personal advisers and possessed exceptional talents in diplomacy, negotiation, and information gathering. Together they built a respected household founded upon cooperation and shared ideals.&lt;br /&gt;
&lt;br /&gt;
=== The Albion Siblings ===&lt;br /&gt;
&lt;br /&gt;
The eldest sibling, &#039;&#039;&#039;Lazio Albion&#039;&#039;&#039;, embodied the ideals of leadership and public service. Gifted both physically and magically, he rejected the privileges of nobility in favor of serving as a town guard, believing that true leadership required lifting others alongside oneself.&lt;br /&gt;
&lt;br /&gt;
His older sister, &#039;&#039;&#039;Verona Albion&#039;&#039;&#039;, likewise abandoned noble expectations to become a healer. Deeply compassionate and increasingly pacifistic after witnessing suffering firsthand, she became one of Caligari&#039;s strongest moral influences and someone he regarded as the strongest member of the family despite her gentle nature.&lt;br /&gt;
&lt;br /&gt;
Caligari was born alongside his twin brother, &#039;&#039;&#039;Trento Albion&#039;&#039;&#039;. Whereas Trento excelled as an inventor and magical engineer, Caligari developed a talent for observation and adaptability. The two frequently worked together creating enchanted gadgets and harmless magical pranks throughout Azah&#039;rul, with Trento providing the ingenuity and Caligari finding practical ways to execute or escape their schemes.&lt;br /&gt;
&lt;br /&gt;
Among all of his siblings, Trento remained the person who treated Caligari most normally, never viewing him as cursed but simply as someone whose talents differed from his own.&lt;br /&gt;
&lt;br /&gt;
=== The Family Curse ===&lt;br /&gt;
&lt;br /&gt;
Before the birth of the twins, the Albion family had already become the subject of political scrutiny due to the magical gifts displayed by Lazio and Verona. Their abilities frightened neighboring noble families and created continual social and political pressure.&lt;br /&gt;
&lt;br /&gt;
Combined with substance abuse, mounting political stress, and the fear surrounding her magically gifted children, Ancona suffered a catastrophic mental collapse during her pregnancy with the twins. During one particularly traumatic episode she declared that if another child were born after her third, that child should be punished simply for existing.&lt;br /&gt;
&lt;br /&gt;
Unknown to anyone at the time, she was carrying twins.&lt;br /&gt;
&lt;br /&gt;
While Trento was born as expected, Caligari became the unintended recipient of what the family came to regard as a curse. Throughout his childhood he believed himself to be the unwanted child. Although he initially carried resentment toward his mother, he eventually came to understand the circumstances surrounding her illness and forgave her, recognizing that the woman he knew was only a fragment of the person she had once been.&lt;br /&gt;
&lt;br /&gt;
=== The War Against the Profiteers ===&lt;br /&gt;
&lt;br /&gt;
As the continental war intensified and evidence emerged of Profiteer agents operating within Azah&#039;rul itself, each member of the Albion family became increasingly involved in the conflict.&lt;br /&gt;
&lt;br /&gt;
Lazio was the first to advocate military service after watching many of his friends enlist. Although Bari initially opposed the decision, widespread patriotic fervor, fear generated by the Iron Pact Alliance, and Venoa&#039;s call for noble families to raise their own Scale Battalions eventually convinced Caligari, Verona, Trento, and Lazio to enlist together.&lt;br /&gt;
&lt;br /&gt;
Prior to their deployment, Trento designed specialized equipment for each sibling. Lazio received an automated protective carapace, Verona was equipped with concealed medical and combat tools, and Caligari received enchanted devices capable of imitating simple magical cantrips despite lacking innate magical ability.&lt;br /&gt;
&lt;br /&gt;
=== Loss and Purpose ===&lt;br /&gt;
&lt;br /&gt;
The romantic ideals surrounding military service were shattered by the realities of industrial warfare.&lt;br /&gt;
&lt;br /&gt;
During the conflict Caligari witnessed the deaths of Lazio, Verona, and Trento to the overwhelming firepower and machinery employed by the Profiteers. Their deaths fundamentally transformed his understanding of the war. Rather than believing victory could be achieved through conventional battles alone, Caligari concluded that the Profiteer Republic could only be defeated by dismantling the economic and social systems that sustained it from within.&lt;br /&gt;
&lt;br /&gt;
The loss of his family became the defining motivation of his life. Determined to honor the memories of Lazio, Verona, and Trento, Caligari dedicated himself to undermining the Republic through resistance rather than open warfare, believing that true victory would come only when the machinery supporting the Profiteers was brought to a halt.&lt;br /&gt;
&lt;br /&gt;
== Major Story Arcs ==&lt;br /&gt;
Break down the character’s big narrative beats or arcs across campaigns or eras.&lt;br /&gt;
&lt;br /&gt;
=== Arc 1 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 2 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 3 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Explain where the character is now, what they are doing, or any rumors about their current activities.&lt;br /&gt;
&lt;br /&gt;
== Adventure Hooks ==&lt;br /&gt;
Provide ideas for how this character can be used in stories, quests, or future plotlines.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Add any miscellaneous details, trivia, development notes, or additional lore.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Calgari_Albion&amp;diff=178</id>
		<title>Calgari Albion</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Calgari_Albion&amp;diff=178"/>
		<updated>2026-07-03T18:04:15Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Loss and Purpose */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Name =&lt;br /&gt;
&#039;&#039;Race • Class/Role • Affiliations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Provide a short introduction summarizing who the character is, what they are known for, and their overall role in the world.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Describe their appearance, mannerisms, clothing, and any distinctive visual traits.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Describe their temperament, values, flaws, motivations, fears, and social habits.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
Explain where the character was born, their family background, childhood, and early influences.&lt;br /&gt;
&lt;br /&gt;
== Before the Runaways ==&lt;br /&gt;
&lt;br /&gt;
Caligari Albion was born into a lower-nobility household within the Empire of Azharul as the youngest son of Bari and Ancona Albion, and the youngest of four surviving children. Although his family possessed noble status, the Albions lived comparatively modest lives, valuing scholarship, craftsmanship, and learning above wealth or political influence.&lt;br /&gt;
&lt;br /&gt;
Caligari&#039;s parents were devoted followers of Mystra despite the severing of Westwynd from the Weave generations earlier. They believed that one day magic would return to the continent and quietly maintained their faith even as arcane practices became increasingly uncommon.&lt;br /&gt;
&lt;br /&gt;
His father, &#039;&#039;&#039;Bari Albion&#039;&#039;&#039;, was a renowned inventor and craftsman whose ability to transform theoretical concepts into practical creations earned him considerable prestige within Azharul. His success allowed the family to establish and govern their own fief. His mother, &#039;&#039;&#039;Ancona Albion&#039;&#039;&#039;, descended from one of Venoa&#039;s personal advisers and possessed exceptional talents in diplomacy, negotiation, and information gathering. Together they built a respected household founded upon cooperation and shared ideals.&lt;br /&gt;
&lt;br /&gt;
=== The Albion Siblings ===&lt;br /&gt;
&lt;br /&gt;
The eldest sibling, &#039;&#039;&#039;Lazio Albion&#039;&#039;&#039;, embodied the ideals of leadership and public service. Gifted both physically and magically, he rejected the privileges of nobility in favor of serving as a town guard, believing that true leadership required lifting others alongside oneself.&lt;br /&gt;
&lt;br /&gt;
His older sister, &#039;&#039;&#039;Verona Albion&#039;&#039;&#039;, likewise abandoned noble expectations to become a healer. Deeply compassionate and increasingly pacifistic after witnessing suffering firsthand, she became one of Caligari&#039;s strongest moral influences and someone he regarded as the strongest member of the family despite her gentle nature.&lt;br /&gt;
&lt;br /&gt;
Caligari was born alongside his twin brother, &#039;&#039;&#039;Trento Albion&#039;&#039;&#039;. Whereas Trento excelled as an inventor and magical engineer, Caligari developed a talent for observation and adaptability. The two frequently worked together creating enchanted gadgets and harmless magical pranks throughout Azharul, with Trento providing the ingenuity and Caligari finding practical ways to execute or escape their schemes.&lt;br /&gt;
&lt;br /&gt;
Among all of his siblings, Trento remained the person who treated Caligari most normally, never viewing him as cursed but simply as someone whose talents differed from his own.&lt;br /&gt;
&lt;br /&gt;
=== The Family Curse ===&lt;br /&gt;
&lt;br /&gt;
Before the birth of the twins, the Albion family had already become the subject of political scrutiny due to the magical gifts displayed by Lazio and Verona. Their abilities frightened neighboring noble families and created continual social and political pressure.&lt;br /&gt;
&lt;br /&gt;
Combined with substance abuse, mounting political stress, and the fear surrounding her magically gifted children, Ancona suffered a catastrophic mental collapse during her pregnancy with the twins. During one particularly traumatic episode she declared that if another child were born after her third, that child should be punished simply for existing.&lt;br /&gt;
&lt;br /&gt;
Unknown to anyone at the time, she was carrying twins.&lt;br /&gt;
&lt;br /&gt;
While Trento was born as expected, Caligari became the unintended recipient of what the family came to regard as a curse. Throughout his childhood he believed himself to be the unwanted child. Although he initially carried resentment toward his mother, he eventually came to understand the circumstances surrounding her illness and forgave her, recognizing that the woman he knew was only a fragment of the person she had once been.&lt;br /&gt;
&lt;br /&gt;
=== The War Against the Profiteers ===&lt;br /&gt;
&lt;br /&gt;
As the continental war intensified and evidence emerged of Profiteer agents operating within Azharul itself, each member of the Albion family became increasingly involved in the conflict.&lt;br /&gt;
&lt;br /&gt;
Lazio was the first to advocate military service after watching many of his friends enlist. Although Bari initially opposed the decision, widespread patriotic fervor, fear generated by the Iron Pact Alliance, and Venoa&#039;s call for noble families to raise their own Scale Battalions eventually convinced Caligari, Verona, Trento, and Lazio to enlist together.&lt;br /&gt;
&lt;br /&gt;
Prior to their deployment, Trento designed specialized equipment for each sibling. Lazio received an automated protective carapace, Verona was equipped with concealed medical and combat tools, and Caligari received enchanted devices capable of imitating simple magical cantrips despite lacking innate magical ability.&lt;br /&gt;
&lt;br /&gt;
=== Loss and Purpose ===&lt;br /&gt;
&lt;br /&gt;
The romantic ideals surrounding military service were shattered by the realities of industrial warfare.&lt;br /&gt;
&lt;br /&gt;
During the conflict Caligari witnessed the deaths of Lazio, Verona, and Trento to the overwhelming firepower and machinery employed by the Profiteers. Their deaths fundamentally transformed his understanding of the war. Rather than believing victory could be achieved through conventional battles alone, Caligari concluded that the Profiteer nation could only be defeated by dismantling the economic and social systems that sustained it from within.&lt;br /&gt;
&lt;br /&gt;
The loss of his family became the defining motivation of his life. Determined to honor the memories of Lazio, Verona, and Trento, Caligari dedicated himself to undermining the Republic through resistance rather than open warfare, believing that true victory would come only when the machinery supporting the Profiteers was brought to a halt.&lt;br /&gt;
&lt;br /&gt;
== Major Story Arcs ==&lt;br /&gt;
Break down the character’s big narrative beats or arcs across campaigns or eras.&lt;br /&gt;
&lt;br /&gt;
=== Arc 1 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 2 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 3 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Explain where the character is now, what they are doing, or any rumors about their current activities.&lt;br /&gt;
&lt;br /&gt;
== Adventure Hooks ==&lt;br /&gt;
Provide ideas for how this character can be used in stories, quests, or future plotlines.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Add any miscellaneous details, trivia, development notes, or additional lore.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Calgari_Albion&amp;diff=177</id>
		<title>Calgari Albion</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Calgari_Albion&amp;diff=177"/>
		<updated>2026-07-03T18:03:31Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Name =&lt;br /&gt;
&#039;&#039;Race • Class/Role • Affiliations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Provide a short introduction summarizing who the character is, what they are known for, and their overall role in the world.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Describe their appearance, mannerisms, clothing, and any distinctive visual traits.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Describe their temperament, values, flaws, motivations, fears, and social habits.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
Explain where the character was born, their family background, childhood, and early influences.&lt;br /&gt;
&lt;br /&gt;
== Before the Runaways ==&lt;br /&gt;
&lt;br /&gt;
Caligari Albion was born into a lower-nobility household within the Empire of Azharul as the youngest son of Bari and Ancona Albion, and the youngest of four surviving children. Although his family possessed noble status, the Albions lived comparatively modest lives, valuing scholarship, craftsmanship, and learning above wealth or political influence.&lt;br /&gt;
&lt;br /&gt;
Caligari&#039;s parents were devoted followers of Mystra despite the severing of Westwynd from the Weave generations earlier. They believed that one day magic would return to the continent and quietly maintained their faith even as arcane practices became increasingly uncommon.&lt;br /&gt;
&lt;br /&gt;
His father, &#039;&#039;&#039;Bari Albion&#039;&#039;&#039;, was a renowned inventor and craftsman whose ability to transform theoretical concepts into practical creations earned him considerable prestige within Azharul. His success allowed the family to establish and govern their own fief. His mother, &#039;&#039;&#039;Ancona Albion&#039;&#039;&#039;, descended from one of Venoa&#039;s personal advisers and possessed exceptional talents in diplomacy, negotiation, and information gathering. Together they built a respected household founded upon cooperation and shared ideals.&lt;br /&gt;
&lt;br /&gt;
=== The Albion Siblings ===&lt;br /&gt;
&lt;br /&gt;
The eldest sibling, &#039;&#039;&#039;Lazio Albion&#039;&#039;&#039;, embodied the ideals of leadership and public service. Gifted both physically and magically, he rejected the privileges of nobility in favor of serving as a town guard, believing that true leadership required lifting others alongside oneself.&lt;br /&gt;
&lt;br /&gt;
His older sister, &#039;&#039;&#039;Verona Albion&#039;&#039;&#039;, likewise abandoned noble expectations to become a healer. Deeply compassionate and increasingly pacifistic after witnessing suffering firsthand, she became one of Caligari&#039;s strongest moral influences and someone he regarded as the strongest member of the family despite her gentle nature.&lt;br /&gt;
&lt;br /&gt;
Caligari was born alongside his twin brother, &#039;&#039;&#039;Trento Albion&#039;&#039;&#039;. Whereas Trento excelled as an inventor and magical engineer, Caligari developed a talent for observation and adaptability. The two frequently worked together creating enchanted gadgets and harmless magical pranks throughout Azharul, with Trento providing the ingenuity and Caligari finding practical ways to execute or escape their schemes.&lt;br /&gt;
&lt;br /&gt;
Among all of his siblings, Trento remained the person who treated Caligari most normally, never viewing him as cursed but simply as someone whose talents differed from his own.&lt;br /&gt;
&lt;br /&gt;
=== The Family Curse ===&lt;br /&gt;
&lt;br /&gt;
Before the birth of the twins, the Albion family had already become the subject of political scrutiny due to the magical gifts displayed by Lazio and Verona. Their abilities frightened neighboring noble families and created continual social and political pressure.&lt;br /&gt;
&lt;br /&gt;
Combined with substance abuse, mounting political stress, and the fear surrounding her magically gifted children, Ancona suffered a catastrophic mental collapse during her pregnancy with the twins. During one particularly traumatic episode she declared that if another child were born after her third, that child should be punished simply for existing.&lt;br /&gt;
&lt;br /&gt;
Unknown to anyone at the time, she was carrying twins.&lt;br /&gt;
&lt;br /&gt;
While Trento was born as expected, Caligari became the unintended recipient of what the family came to regard as a curse. Throughout his childhood he believed himself to be the unwanted child. Although he initially carried resentment toward his mother, he eventually came to understand the circumstances surrounding her illness and forgave her, recognizing that the woman he knew was only a fragment of the person she had once been.&lt;br /&gt;
&lt;br /&gt;
=== The War Against the Profiteers ===&lt;br /&gt;
&lt;br /&gt;
As the continental war intensified and evidence emerged of Profiteer agents operating within Azharul itself, each member of the Albion family became increasingly involved in the conflict.&lt;br /&gt;
&lt;br /&gt;
Lazio was the first to advocate military service after watching many of his friends enlist. Although Bari initially opposed the decision, widespread patriotic fervor, fear generated by the Iron Pact Alliance, and Venoa&#039;s call for noble families to raise their own Scale Battalions eventually convinced Caligari, Verona, Trento, and Lazio to enlist together.&lt;br /&gt;
&lt;br /&gt;
Prior to their deployment, Trento designed specialized equipment for each sibling. Lazio received an automated protective carapace, Verona was equipped with concealed medical and combat tools, and Caligari received enchanted devices capable of imitating simple magical cantrips despite lacking innate magical ability.&lt;br /&gt;
&lt;br /&gt;
=== Loss and Purpose ===&lt;br /&gt;
&lt;br /&gt;
The romantic ideals surrounding military service were shattered by the realities of industrial warfare.&lt;br /&gt;
&lt;br /&gt;
During the conflict Caligari witnessed the deaths of Lazio, Verona, and Trento to the overwhelming firepower and machinery employed by the Profiteers. Their deaths fundamentally transformed his understanding of the war. Rather than believing victory could be achieved through conventional battles alone, Caligari concluded that the Profiteer Republic could only be defeated by dismantling the economic and social systems that sustained it from within.&lt;br /&gt;
&lt;br /&gt;
The loss of his family became the defining motivation of his life. Determined to honor the memories of Lazio, Verona, and Trento, Caligari dedicated himself to undermining the Republic through resistance rather than open warfare, believing that true victory would come only when the machinery supporting the Profiteers was brought to a halt.&lt;br /&gt;
&lt;br /&gt;
== Major Story Arcs ==&lt;br /&gt;
Break down the character’s big narrative beats or arcs across campaigns or eras.&lt;br /&gt;
&lt;br /&gt;
=== Arc 1 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 2 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
=== Arc 3 ===&lt;br /&gt;
Brief description.&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Explain where the character is now, what they are doing, or any rumors about their current activities.&lt;br /&gt;
&lt;br /&gt;
== Adventure Hooks ==&lt;br /&gt;
Provide ideas for how this character can be used in stories, quests, or future plotlines.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Add any miscellaneous details, trivia, development notes, or additional lore.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Isaac_Neeman_Blackburn&amp;diff=176</id>
		<title>Isaac Neeman Blackburn</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Isaac_Neeman_Blackburn&amp;diff=176"/>
		<updated>2026-07-03T16:54:56Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Leaving Sparks Borough */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Name =&lt;br /&gt;
&#039;&#039;Race • Class/Role • Affiliations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Provide a short introduction summarizing who the character is, what they are known for, and their overall role in the world.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Describe their appearance, mannerisms, clothing, and any distinctive visual traits.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Describe their temperament, values, flaws, motivations, fears, and social habits.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
Explain where the character was born, their family background, childhood, and early influences.&lt;br /&gt;
&lt;br /&gt;
== The Catalyst Event ==&lt;br /&gt;
Describe the major turning point (event, tragedy, discovery, transformation) that set them on their current path.&lt;br /&gt;
&lt;br /&gt;
== Abilities &amp;amp; Powers ==&lt;br /&gt;
List their magical abilities, combat skills, supernatural traits, unique talents, or notable proficiencies.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Outline their important allies, family, rivals, mentors, enemies, or organizations they belong to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid #aaa; background:#f8f8f8; padding:10px; margin:10px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DISCLAIMER:&#039;&#039;&#039; Disclaimer: these notes are based on the words of Isaac himself and likely subject to scrutiny&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Metro Bombing Investigation ===&lt;br /&gt;
Isaac Blackburn&#039;s life changes dramatically after being recruited by the Silent Sister to investigate a series of mysterious collectives believed to have connections to the Brotherhood of Nine Lives and a devastating metro bombing. Although he has built his career investigating supernatural phenomena rather than organized crime, Isaac reluctantly accepts the assignment, recognizing it as an opportunity to step beyond the quiet life he had grown comfortable with.&lt;br /&gt;
&lt;br /&gt;
This investigation ultimately becomes the catalyst that draws Isaac into the events surrounding the Runaways.&lt;br /&gt;
&lt;br /&gt;
=== Joining the Runaways ===&lt;br /&gt;
Isaac joins a small group tasked with transporting magical shards to Axum Tower. Initially overwhelmed by the constant danger and unpredictability of the mission, he struggles to reconcile his peaceful nature with the increasingly violent situations the group encounters.&lt;br /&gt;
&lt;br /&gt;
During the journey he forms his first impressions of the other members:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Marco&#039;&#039;&#039; earns Isaac&#039;s admiration for his optimism, maturity, and compassion, though Isaac suspects the boy&#039;s resilience was forged through significant personal tragedy.&lt;br /&gt;
* &#039;&#039;&#039;Astrid&#039;&#039;&#039; intrigues Isaac due to the unnatural nature of his magic, which reminds Isaac of his own connection to extraplanar forces.&lt;br /&gt;
* &#039;&#039;&#039;Ausmund&#039;&#039;&#039; challenges Isaac&#039;s prejudices toward the people of Völanda through his wisdom, kindness, and unwavering faith.&lt;br /&gt;
* &#039;&#039;&#039;The Duke&#039;&#039;&#039; fascinates Isaac through his apparent origins in another era, his unfamiliarity with modern inventions, and his claimed vampiric ancestry.&lt;br /&gt;
* &#039;&#039;&#039;Ragnar&#039;&#039;&#039; initially becomes the object of Isaac&#039;s greatest distrust due to his violent methods and apparent lack of restraint.&lt;br /&gt;
&lt;br /&gt;
These early relationships establish many of the ideological conflicts that continue throughout Isaac&#039;s journey.&lt;br /&gt;
&lt;br /&gt;
=== The Journey to Axum Tower ===&lt;br /&gt;
The expedition to Axum Tower exposes Isaac to large-scale violence unlike anything he had previously experienced. During battles against the Scrap Gnolls, Isaac freezes in fear before ultimately allowing the spirits connected to his magic to guide his actions.&lt;br /&gt;
&lt;br /&gt;
Following the battle, Isaac begins questioning his own self-worth, believing that the spirits—not himself—deserve credit for saving lives. Nevertheless, his encouragement inspires Morgren to overcome his own fear, leading Isaac to wonder whether he is capable of creating meaningful good through his own actions rather than simply serving as a vessel for supernatural forces.&lt;br /&gt;
&lt;br /&gt;
=== Mercy and Moral Conflict ===&lt;br /&gt;
Isaac&#039;s greatest internal struggle emerges during encounters with the Profiteers.&lt;br /&gt;
&lt;br /&gt;
While many of his companions view enemy soldiers simply as threats, Isaac repeatedly questions whether ordinary dwarves are willing participants or victims of the Republic&#039;s machinery. His decision to spare captured enemies places him in direct conflict with Ragnar after Marco is nearly killed by a prisoner Isaac deliberately allowed to live.&lt;br /&gt;
&lt;br /&gt;
Despite his doubts, Isaac successfully convinces Ragnar to spare another captive. This encounter fundamentally changes Isaac&#039;s understanding of Ragnar, leading him to question whether Ragnar himself is likewise a victim of the culture that raised him.&lt;br /&gt;
&lt;br /&gt;
Rather than seeing only a violent brute, Isaac begins believing that Ragnar may simply be someone who has never been shown another way to live.&lt;br /&gt;
&lt;br /&gt;
=== Mental Friction ===&lt;br /&gt;
The constant stress of travel and violence causes Isaac&#039;s long-standing psychological struggles to resurface.&lt;br /&gt;
&lt;br /&gt;
Old compulsions, intrusive thoughts, and urges toward self-harm begin returning after years of relative stability. During one particularly vulnerable moment, the Duke intervenes and helps calm Isaac before his condition worsens.&lt;br /&gt;
&lt;br /&gt;
Throughout this period Isaac increasingly relies upon the coping mechanisms taught by Leyna while simultaneously recognizing that they are becoming less effective as the dangers surrounding him continue to escalate.&lt;br /&gt;
&lt;br /&gt;
=== The Silvermaine Conflict ===&lt;br /&gt;
As the Runaways become entangled in the struggle between the Silvermaine family, the Handler, and the Church, Isaac learns more about Marco&#039;s past.&lt;br /&gt;
&lt;br /&gt;
Isaac develops a deep sympathy for Marco, believing that separating himself from his family may have saved him from becoming like his siblings. When Marco&#039;s younger brother Lance is kidnapped, Isaac participates in the mission to rescue him from the Church.&lt;br /&gt;
&lt;br /&gt;
The rescue forces Isaac to confront uncomfortable truths about violence. Although he has long believed diplomacy should always come first, he ultimately concludes that Lance could not have been saved peacefully. For the first time, Isaac accepts that violence may occasionally be necessary to protect innocent lives.&lt;br /&gt;
&lt;br /&gt;
Rather than celebrating this realization, he fears it represents the beginning of his own moral corruption.&lt;br /&gt;
&lt;br /&gt;
=== Leaving Sparksborough ===&lt;br /&gt;
Following the events surrounding Lance&#039;s rescue, Isaac is ordered north toward Axum Tower once again.&lt;br /&gt;
&lt;br /&gt;
Although proud that his accomplishments have finally earned him public recognition, he struggles with leaving Sparks Borough behind. At the same time, Isaac realizes that the Runaways have become the closest thing he has to a family, finding comfort in their shared purpose despite the dangers they continually face.&lt;br /&gt;
&lt;br /&gt;
His relationship with Ragnar also begins to evolve. After reflecting upon an argument between them, Isaac concludes that fear should no longer define their relationship. Instead, he resolves to help Ragnar in the same way others once helped him.&lt;br /&gt;
&lt;br /&gt;
=== Curiosity and the Unknown ===&lt;br /&gt;
Isaac&#039;s investigation into Astrid&#039;s patron and the being known as Myth leaves him deeply unsettled.&lt;br /&gt;
&lt;br /&gt;
What begins as intellectual curiosity quickly becomes genuine fear after Myth apologizes for revealing even a small glimpse of the truth. Isaac concludes that some mysteries are simply too dangerous to pursue and deliberately resolves never again to investigate that particular subject.&lt;br /&gt;
&lt;br /&gt;
=== Self-Reflection and Growth ===&lt;br /&gt;
Separated from his therapist for weeks at a time, Isaac begins documenting his own emotional state through structured self-reflection.&lt;br /&gt;
&lt;br /&gt;
These entries reveal worsening anxiety, insomnia, increased alcohol consumption, and growing homesickness. At the same time, they also demonstrate his increasing emotional maturity.&lt;br /&gt;
&lt;br /&gt;
Isaac reconnects with former companions in Axum Tower and discovers that resentment has replaced the guilt he once carried over abandoning them. Rather than apologizing for his past, he accepts that he has grown beyond the person he once was.&lt;br /&gt;
&lt;br /&gt;
He also begins expressing increasing concern over Marco&#039;s emotional well-being, fearing that the prolonged violence of their journey is slowly changing the compassionate young man he first met.&lt;br /&gt;
&lt;br /&gt;
=== The Battle of Windgate ===&lt;br /&gt;
During the defense of Windgate against a large-scale Profiteer assault, Isaac witnesses open warfare for the first time.&lt;br /&gt;
&lt;br /&gt;
While Ragnar, Marco, Ausmund, Astrid, and the Duke each distinguish themselves through extraordinary feats, Isaac contributes by protecting allies, healing wounded companions, conducting dangerous rituals, and coordinating the defense where possible.&lt;br /&gt;
&lt;br /&gt;
The battle reinforces Isaac&#039;s admiration for his companions while simultaneously exposing the horrifying realities of warfare. Although the city survives, Isaac later admits there are aspects of the conflict he refuses to record, believing some experiences are too terrible even for history.&lt;br /&gt;
&lt;br /&gt;
=== The Road to Yggdrasil ===&lt;br /&gt;
As the Runaways travel toward Correlite and the Shadowfell on their approach to Yggdrasil, Isaac increasingly reflects upon the futures awaiting each member of the group.&lt;br /&gt;
&lt;br /&gt;
Rather than focusing solely upon the broader war involving the Profiteers, Dio, and the Sisters of Sylvanus, Isaac becomes increasingly concerned with the personal futures of his companions.&lt;br /&gt;
&lt;br /&gt;
By this stage of his journey, Isaac has evolved from a reluctant investigator drawn unwillingly into events beyond his control into one of the emotional anchors of the Runaways, continually questioning not only how to save the world, but how to preserve the humanity of those fighting to protect it.&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Explain where the character is now, what they are doing, or any rumors about their current activities.&lt;br /&gt;
&lt;br /&gt;
== Adventure Hooks ==&lt;br /&gt;
Provide ideas for how this character can be used in stories, quests, or future plotlines.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Add any miscellaneous details, trivia, development notes, or additional lore.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Isaac_Neeman_Blackburn&amp;diff=175</id>
		<title>Isaac Neeman Blackburn</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Isaac_Neeman_Blackburn&amp;diff=175"/>
		<updated>2026-07-02T23:24:21Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Story Arcs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Name =&lt;br /&gt;
&#039;&#039;Race • Class/Role • Affiliations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Provide a short introduction summarizing who the character is, what they are known for, and their overall role in the world.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Describe their appearance, mannerisms, clothing, and any distinctive visual traits.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Describe their temperament, values, flaws, motivations, fears, and social habits.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
Explain where the character was born, their family background, childhood, and early influences.&lt;br /&gt;
&lt;br /&gt;
== The Catalyst Event ==&lt;br /&gt;
Describe the major turning point (event, tragedy, discovery, transformation) that set them on their current path.&lt;br /&gt;
&lt;br /&gt;
== Abilities &amp;amp; Powers ==&lt;br /&gt;
List their magical abilities, combat skills, supernatural traits, unique talents, or notable proficiencies.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Outline their important allies, family, rivals, mentors, enemies, or organizations they belong to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid #aaa; background:#f8f8f8; padding:10px; margin:10px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DISCLAIMER:&#039;&#039;&#039; Disclaimer: these notes are based on the words of Isaac himself and likely subject to scrutiny&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Metro Bombing Investigation ===&lt;br /&gt;
Isaac Blackburn&#039;s life changes dramatically after being recruited by the Silent Sister to investigate a series of mysterious collectives believed to have connections to the Brotherhood of Nine Lives and a devastating metro bombing. Although he has built his career investigating supernatural phenomena rather than organized crime, Isaac reluctantly accepts the assignment, recognizing it as an opportunity to step beyond the quiet life he had grown comfortable with.&lt;br /&gt;
&lt;br /&gt;
This investigation ultimately becomes the catalyst that draws Isaac into the events surrounding the Runaways.&lt;br /&gt;
&lt;br /&gt;
=== Joining the Runaways ===&lt;br /&gt;
Isaac joins a small group tasked with transporting magical shards to Axum Tower. Initially overwhelmed by the constant danger and unpredictability of the mission, he struggles to reconcile his peaceful nature with the increasingly violent situations the group encounters.&lt;br /&gt;
&lt;br /&gt;
During the journey he forms his first impressions of the other members:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Marco&#039;&#039;&#039; earns Isaac&#039;s admiration for his optimism, maturity, and compassion, though Isaac suspects the boy&#039;s resilience was forged through significant personal tragedy.&lt;br /&gt;
* &#039;&#039;&#039;Astrid&#039;&#039;&#039; intrigues Isaac due to the unnatural nature of his magic, which reminds Isaac of his own connection to extraplanar forces.&lt;br /&gt;
* &#039;&#039;&#039;Ausmund&#039;&#039;&#039; challenges Isaac&#039;s prejudices toward the people of Völanda through his wisdom, kindness, and unwavering faith.&lt;br /&gt;
* &#039;&#039;&#039;The Duke&#039;&#039;&#039; fascinates Isaac through his apparent origins in another era, his unfamiliarity with modern inventions, and his claimed vampiric ancestry.&lt;br /&gt;
* &#039;&#039;&#039;Ragnar&#039;&#039;&#039; initially becomes the object of Isaac&#039;s greatest distrust due to his violent methods and apparent lack of restraint.&lt;br /&gt;
&lt;br /&gt;
These early relationships establish many of the ideological conflicts that continue throughout Isaac&#039;s journey.&lt;br /&gt;
&lt;br /&gt;
=== The Journey to Axum Tower ===&lt;br /&gt;
The expedition to Axum Tower exposes Isaac to large-scale violence unlike anything he had previously experienced. During battles against the Scrap Gnolls, Isaac freezes in fear before ultimately allowing the spirits connected to his magic to guide his actions.&lt;br /&gt;
&lt;br /&gt;
Following the battle, Isaac begins questioning his own self-worth, believing that the spirits—not himself—deserve credit for saving lives. Nevertheless, his encouragement inspires Morgren to overcome his own fear, leading Isaac to wonder whether he is capable of creating meaningful good through his own actions rather than simply serving as a vessel for supernatural forces.&lt;br /&gt;
&lt;br /&gt;
=== Mercy and Moral Conflict ===&lt;br /&gt;
Isaac&#039;s greatest internal struggle emerges during encounters with the Profiteers.&lt;br /&gt;
&lt;br /&gt;
While many of his companions view enemy soldiers simply as threats, Isaac repeatedly questions whether ordinary dwarves are willing participants or victims of the Republic&#039;s machinery. His decision to spare captured enemies places him in direct conflict with Ragnar after Marco is nearly killed by a prisoner Isaac deliberately allowed to live.&lt;br /&gt;
&lt;br /&gt;
Despite his doubts, Isaac successfully convinces Ragnar to spare another captive. This encounter fundamentally changes Isaac&#039;s understanding of Ragnar, leading him to question whether Ragnar himself is likewise a victim of the culture that raised him.&lt;br /&gt;
&lt;br /&gt;
Rather than seeing only a violent brute, Isaac begins believing that Ragnar may simply be someone who has never been shown another way to live.&lt;br /&gt;
&lt;br /&gt;
=== Mental Friction ===&lt;br /&gt;
The constant stress of travel and violence causes Isaac&#039;s long-standing psychological struggles to resurface.&lt;br /&gt;
&lt;br /&gt;
Old compulsions, intrusive thoughts, and urges toward self-harm begin returning after years of relative stability. During one particularly vulnerable moment, the Duke intervenes and helps calm Isaac before his condition worsens.&lt;br /&gt;
&lt;br /&gt;
Throughout this period Isaac increasingly relies upon the coping mechanisms taught by Leyna while simultaneously recognizing that they are becoming less effective as the dangers surrounding him continue to escalate.&lt;br /&gt;
&lt;br /&gt;
=== The Silvermaine Conflict ===&lt;br /&gt;
As the Runaways become entangled in the struggle between the Silvermaine family, the Handler, and the Church, Isaac learns more about Marco&#039;s past.&lt;br /&gt;
&lt;br /&gt;
Isaac develops a deep sympathy for Marco, believing that separating himself from his family may have saved him from becoming like his siblings. When Marco&#039;s younger brother Lance is kidnapped, Isaac participates in the mission to rescue him from the Church.&lt;br /&gt;
&lt;br /&gt;
The rescue forces Isaac to confront uncomfortable truths about violence. Although he has long believed diplomacy should always come first, he ultimately concludes that Lance could not have been saved peacefully. For the first time, Isaac accepts that violence may occasionally be necessary to protect innocent lives.&lt;br /&gt;
&lt;br /&gt;
Rather than celebrating this realization, he fears it represents the beginning of his own moral corruption.&lt;br /&gt;
&lt;br /&gt;
=== Leaving Sparks Borough ===&lt;br /&gt;
Following the events surrounding Lance&#039;s rescue, Isaac is ordered north toward Axum Tower once again.&lt;br /&gt;
&lt;br /&gt;
Although proud that his accomplishments have finally earned him public recognition, he struggles with leaving Sparks Borough behind. At the same time, Isaac realizes that the Runaways have become the closest thing he has to a family, finding comfort in their shared purpose despite the dangers they continually face.&lt;br /&gt;
&lt;br /&gt;
His relationship with Ragnar also begins to evolve. After reflecting upon an argument between them, Isaac concludes that fear should no longer define their relationship. Instead, he resolves to help Ragnar in the same way others once helped him.&lt;br /&gt;
&lt;br /&gt;
=== Curiosity and the Unknown ===&lt;br /&gt;
Isaac&#039;s investigation into Astrid&#039;s patron and the being known as Myth leaves him deeply unsettled.&lt;br /&gt;
&lt;br /&gt;
What begins as intellectual curiosity quickly becomes genuine fear after Myth apologizes for revealing even a small glimpse of the truth. Isaac concludes that some mysteries are simply too dangerous to pursue and deliberately resolves never again to investigate that particular subject.&lt;br /&gt;
&lt;br /&gt;
=== Self-Reflection and Growth ===&lt;br /&gt;
Separated from his therapist for weeks at a time, Isaac begins documenting his own emotional state through structured self-reflection.&lt;br /&gt;
&lt;br /&gt;
These entries reveal worsening anxiety, insomnia, increased alcohol consumption, and growing homesickness. At the same time, they also demonstrate his increasing emotional maturity.&lt;br /&gt;
&lt;br /&gt;
Isaac reconnects with former companions in Axum Tower and discovers that resentment has replaced the guilt he once carried over abandoning them. Rather than apologizing for his past, he accepts that he has grown beyond the person he once was.&lt;br /&gt;
&lt;br /&gt;
He also begins expressing increasing concern over Marco&#039;s emotional well-being, fearing that the prolonged violence of their journey is slowly changing the compassionate young man he first met.&lt;br /&gt;
&lt;br /&gt;
=== The Battle of Windgate ===&lt;br /&gt;
During the defense of Windgate against a large-scale Profiteer assault, Isaac witnesses open warfare for the first time.&lt;br /&gt;
&lt;br /&gt;
While Ragnar, Marco, Ausmund, Astrid, and the Duke each distinguish themselves through extraordinary feats, Isaac contributes by protecting allies, healing wounded companions, conducting dangerous rituals, and coordinating the defense where possible.&lt;br /&gt;
&lt;br /&gt;
The battle reinforces Isaac&#039;s admiration for his companions while simultaneously exposing the horrifying realities of warfare. Although the city survives, Isaac later admits there are aspects of the conflict he refuses to record, believing some experiences are too terrible even for history.&lt;br /&gt;
&lt;br /&gt;
=== The Road to Yggdrasil ===&lt;br /&gt;
As the Runaways travel toward Correlite and the Shadowfell on their approach to Yggdrasil, Isaac increasingly reflects upon the futures awaiting each member of the group.&lt;br /&gt;
&lt;br /&gt;
Rather than focusing solely upon the broader war involving the Profiteers, Dio, and the Sisters of Sylvanus, Isaac becomes increasingly concerned with the personal futures of his companions.&lt;br /&gt;
&lt;br /&gt;
By this stage of his journey, Isaac has evolved from a reluctant investigator drawn unwillingly into events beyond his control into one of the emotional anchors of the Runaways, continually questioning not only how to save the world, but how to preserve the humanity of those fighting to protect it.&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Explain where the character is now, what they are doing, or any rumors about their current activities.&lt;br /&gt;
&lt;br /&gt;
== Adventure Hooks ==&lt;br /&gt;
Provide ideas for how this character can be used in stories, quests, or future plotlines.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Add any miscellaneous details, trivia, development notes, or additional lore.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Isaac_Neeman_Blackburn&amp;diff=174</id>
		<title>Isaac Neeman Blackburn</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Isaac_Neeman_Blackburn&amp;diff=174"/>
		<updated>2026-07-02T23:22:33Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Major Story Arcs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Name =&lt;br /&gt;
&#039;&#039;Race • Class/Role • Affiliations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Provide a short introduction summarizing who the character is, what they are known for, and their overall role in the world.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Describe their appearance, mannerisms, clothing, and any distinctive visual traits.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Describe their temperament, values, flaws, motivations, fears, and social habits.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
Explain where the character was born, their family background, childhood, and early influences.&lt;br /&gt;
&lt;br /&gt;
== The Catalyst Event ==&lt;br /&gt;
Describe the major turning point (event, tragedy, discovery, transformation) that set them on their current path.&lt;br /&gt;
&lt;br /&gt;
== Abilities &amp;amp; Powers ==&lt;br /&gt;
List their magical abilities, combat skills, supernatural traits, unique talents, or notable proficiencies.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Outline their important allies, family, rivals, mentors, enemies, or organizations they belong to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
&lt;br /&gt;
*Disclaimer: these notes are based on the words of Isaac himself and likely subject to scrutiny*&lt;br /&gt;
&lt;br /&gt;
=== The Metro Bombing Investigation ===&lt;br /&gt;
Isaac Blackburn&#039;s life changes dramatically after being recruited by the Silent Sister to investigate a series of mysterious collectives believed to have connections to the Brotherhood of Nine Lives and a devastating metro bombing. Although he has built his career investigating supernatural phenomena rather than organized crime, Isaac reluctantly accepts the assignment, recognizing it as an opportunity to step beyond the quiet life he had grown comfortable with.&lt;br /&gt;
&lt;br /&gt;
This investigation ultimately becomes the catalyst that draws Isaac into the events surrounding the Runaways.&lt;br /&gt;
&lt;br /&gt;
=== Joining the Runaways ===&lt;br /&gt;
Isaac joins a small group tasked with transporting magical shards to Axum Tower. Initially overwhelmed by the constant danger and unpredictability of the mission, he struggles to reconcile his peaceful nature with the increasingly violent situations the group encounters.&lt;br /&gt;
&lt;br /&gt;
During the journey he forms his first impressions of the other members:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Marco&#039;&#039;&#039; earns Isaac&#039;s admiration for his optimism, maturity, and compassion, though Isaac suspects the boy&#039;s resilience was forged through significant personal tragedy.&lt;br /&gt;
* &#039;&#039;&#039;Astrid&#039;&#039;&#039; intrigues Isaac due to the unnatural nature of his magic, which reminds Isaac of his own connection to extraplanar forces.&lt;br /&gt;
* &#039;&#039;&#039;Ausmund&#039;&#039;&#039; challenges Isaac&#039;s prejudices toward the people of Völanda through his wisdom, kindness, and unwavering faith.&lt;br /&gt;
* &#039;&#039;&#039;The Duke&#039;&#039;&#039; fascinates Isaac through his apparent origins in another era, his unfamiliarity with modern inventions, and his claimed vampiric ancestry.&lt;br /&gt;
* &#039;&#039;&#039;Ragnar&#039;&#039;&#039; initially becomes the object of Isaac&#039;s greatest distrust due to his violent methods and apparent lack of restraint.&lt;br /&gt;
&lt;br /&gt;
These early relationships establish many of the ideological conflicts that continue throughout Isaac&#039;s journey.&lt;br /&gt;
&lt;br /&gt;
=== The Journey to Axum Tower ===&lt;br /&gt;
The expedition to Axum Tower exposes Isaac to large-scale violence unlike anything he had previously experienced. During battles against the Scrap Gnolls, Isaac freezes in fear before ultimately allowing the spirits connected to his magic to guide his actions.&lt;br /&gt;
&lt;br /&gt;
Following the battle, Isaac begins questioning his own self-worth, believing that the spirits—not himself—deserve credit for saving lives. Nevertheless, his encouragement inspires Morgren to overcome his own fear, leading Isaac to wonder whether he is capable of creating meaningful good through his own actions rather than simply serving as a vessel for supernatural forces.&lt;br /&gt;
&lt;br /&gt;
=== Mercy and Moral Conflict ===&lt;br /&gt;
Isaac&#039;s greatest internal struggle emerges during encounters with the Profiteers.&lt;br /&gt;
&lt;br /&gt;
While many of his companions view enemy soldiers simply as threats, Isaac repeatedly questions whether ordinary dwarves are willing participants or victims of the Republic&#039;s machinery. His decision to spare captured enemies places him in direct conflict with Ragnar after Marco is nearly killed by a prisoner Isaac deliberately allowed to live.&lt;br /&gt;
&lt;br /&gt;
Despite his doubts, Isaac successfully convinces Ragnar to spare another captive. This encounter fundamentally changes Isaac&#039;s understanding of Ragnar, leading him to question whether Ragnar himself is likewise a victim of the culture that raised him.&lt;br /&gt;
&lt;br /&gt;
Rather than seeing only a violent brute, Isaac begins believing that Ragnar may simply be someone who has never been shown another way to live.&lt;br /&gt;
&lt;br /&gt;
=== Mental Friction ===&lt;br /&gt;
The constant stress of travel and violence causes Isaac&#039;s long-standing psychological struggles to resurface.&lt;br /&gt;
&lt;br /&gt;
Old compulsions, intrusive thoughts, and urges toward self-harm begin returning after years of relative stability. During one particularly vulnerable moment, the Duke intervenes and helps calm Isaac before his condition worsens.&lt;br /&gt;
&lt;br /&gt;
Throughout this period Isaac increasingly relies upon the coping mechanisms taught by Leyna while simultaneously recognizing that they are becoming less effective as the dangers surrounding him continue to escalate.&lt;br /&gt;
&lt;br /&gt;
=== The Silvermaine Conflict ===&lt;br /&gt;
As the Runaways become entangled in the struggle between the Silvermaine family, the Handler, and the Church, Isaac learns more about Marco&#039;s past.&lt;br /&gt;
&lt;br /&gt;
Isaac develops a deep sympathy for Marco, believing that separating himself from his family may have saved him from becoming like his siblings. When Marco&#039;s younger brother Lance is kidnapped, Isaac participates in the mission to rescue him from the Church.&lt;br /&gt;
&lt;br /&gt;
The rescue forces Isaac to confront uncomfortable truths about violence. Although he has long believed diplomacy should always come first, he ultimately concludes that Lance could not have been saved peacefully. For the first time, Isaac accepts that violence may occasionally be necessary to protect innocent lives.&lt;br /&gt;
&lt;br /&gt;
Rather than celebrating this realization, he fears it represents the beginning of his own moral corruption.&lt;br /&gt;
&lt;br /&gt;
=== Leaving Sparks Borough ===&lt;br /&gt;
Following the events surrounding Lance&#039;s rescue, Isaac is ordered north toward Axum Tower once again.&lt;br /&gt;
&lt;br /&gt;
Although proud that his accomplishments have finally earned him public recognition, he struggles with leaving Sparks Borough behind. At the same time, Isaac realizes that the Runaways have become the closest thing he has to a family, finding comfort in their shared purpose despite the dangers they continually face.&lt;br /&gt;
&lt;br /&gt;
His relationship with Ragnar also begins to evolve. After reflecting upon an argument between them, Isaac concludes that fear should no longer define their relationship. Instead, he resolves to help Ragnar in the same way others once helped him.&lt;br /&gt;
&lt;br /&gt;
=== Curiosity and the Unknown ===&lt;br /&gt;
Isaac&#039;s investigation into Astrid&#039;s patron and the being known as Myth leaves him deeply unsettled.&lt;br /&gt;
&lt;br /&gt;
What begins as intellectual curiosity quickly becomes genuine fear after Myth apologizes for revealing even a small glimpse of the truth. Isaac concludes that some mysteries are simply too dangerous to pursue and deliberately resolves never again to investigate that particular subject.&lt;br /&gt;
&lt;br /&gt;
=== Self-Reflection and Growth ===&lt;br /&gt;
Separated from his therapist for weeks at a time, Isaac begins documenting his own emotional state through structured self-reflection.&lt;br /&gt;
&lt;br /&gt;
These entries reveal worsening anxiety, insomnia, increased alcohol consumption, and growing homesickness. At the same time, they also demonstrate his increasing emotional maturity.&lt;br /&gt;
&lt;br /&gt;
Isaac reconnects with former companions in Axum Tower and discovers that resentment has replaced the guilt he once carried over abandoning them. Rather than apologizing for his past, he accepts that he has grown beyond the person he once was.&lt;br /&gt;
&lt;br /&gt;
He also begins expressing increasing concern over Marco&#039;s emotional well-being, fearing that the prolonged violence of their journey is slowly changing the compassionate young man he first met.&lt;br /&gt;
&lt;br /&gt;
=== The Battle of Windgate ===&lt;br /&gt;
During the defense of Windgate against a large-scale Profiteer assault, Isaac witnesses open warfare for the first time.&lt;br /&gt;
&lt;br /&gt;
While Ragnar, Marco, Ausmund, Astrid, and the Duke each distinguish themselves through extraordinary feats, Isaac contributes by protecting allies, healing wounded companions, conducting dangerous rituals, and coordinating the defense where possible.&lt;br /&gt;
&lt;br /&gt;
The battle reinforces Isaac&#039;s admiration for his companions while simultaneously exposing the horrifying realities of warfare. Although the city survives, Isaac later admits there are aspects of the conflict he refuses to record, believing some experiences are too terrible even for history.&lt;br /&gt;
&lt;br /&gt;
=== The Road to Yggdrasil ===&lt;br /&gt;
As the Runaways travel toward Correlite and the Shadowfell on their approach to Yggdrasil, Isaac increasingly reflects upon the futures awaiting each member of the group.&lt;br /&gt;
&lt;br /&gt;
Rather than focusing solely upon the broader war involving the Profiteers, Dio, and the Sisters of Sylvanus, Isaac becomes increasingly concerned with the personal futures of his companions.&lt;br /&gt;
&lt;br /&gt;
By this stage of his journey, Isaac has evolved from a reluctant investigator drawn unwillingly into events beyond his control into one of the emotional anchors of the Runaways, continually questioning not only how to save the world, but how to preserve the humanity of those fighting to protect it.&lt;br /&gt;
&lt;br /&gt;
== Current Whereabouts ==&lt;br /&gt;
Explain where the character is now, what they are doing, or any rumors about their current activities.&lt;br /&gt;
&lt;br /&gt;
== Adventure Hooks ==&lt;br /&gt;
Provide ideas for how this character can be used in stories, quests, or future plotlines.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Add any miscellaneous details, trivia, development notes, or additional lore.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
	<entry>
		<id>https://diki.page/mediawiki/index.php?title=Duran%27Gal&amp;diff=173</id>
		<title>Duran&#039;Gal</title>
		<link rel="alternate" type="text/html" href="https://diki.page/mediawiki/index.php?title=Duran%27Gal&amp;diff=173"/>
		<updated>2026-07-02T23:15:42Z</updated>

		<summary type="html">&lt;p&gt;Astrid Myriad: /* Progenitors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The history of &#039;&#039;&#039;Duran&#039;Gal&#039;&#039;&#039; spans more than two millennia, evolving from a sacred dwarven forge-city into the industrial heart of the Profiteer Republic. Throughout its history, the city has repeatedly stood at the center of events that reshaped the continent of Westwynd, from the unification of the ancient dwarven kingdoms to the return of magic and the rise of technomancy. Historians generally divide the city&#039;s development into four major eras: the Founding under King Yurgrim, the Age of the Heart-Forges, the aftermath of the War of Archons, and the modern Profiteer Era.&lt;br /&gt;
&lt;br /&gt;
== Founding ==&lt;br /&gt;
&lt;br /&gt;
According to dwarven tradition, Duran&#039;Gal was founded nearly two thousand years before the present day upon the site of the ancestral Heart-Forge, one of the holiest locations in dwarven history. Prior to the city&#039;s construction, the dwarven peoples lived in scattered kingdoms surrounding the great mountain, where generations of clan rivalries and civil wars prevented lasting unity.&lt;br /&gt;
&lt;br /&gt;
The turning point came under &#039;&#039;&#039;Good King Yurgrim&#039;&#039;&#039;, who sought to end the centuries of conflict between the mountain kingdoms. With the assistance of the elemental Archon &#039;&#039;&#039;Aethira&#039;&#039;&#039;, the giant rune-crafter Archon &#039;&#039;&#039;Hoskus Grand-Eye&#039;&#039;&#039;, and the divine blessing of &#039;&#039;&#039;Gond&#039;&#039;&#039;, the ancient god of craft, Yurgrim forged the legendary &#039;&#039;&#039;Sword of the Dwarvish Lords&#039;&#039;&#039; within the Heart-Forge itself. The creation of the sword became both a symbol and instrument of unity, allowing Yurgrim to bring the warring kingdoms under a single banner during what later became known as Yurgrim&#039;s Civil War of Unification.&lt;br /&gt;
&lt;br /&gt;
Following the war, the newly united dwarven nation abandoned its scattered surface settlements and began excavating directly into the sacred mountain surrounding the Heart-Forge. Rather than building over the forge itself, the dwarves deliberately preserved it as the spiritual center of the growing city, constructing the expanding metropolis around the site where the legendary weapon had been created. Over the centuries, Duran&#039;Gal grew from a fortified mountain hold into the greatest center of dwarven craftsmanship on Westwynd.&lt;br /&gt;
&lt;br /&gt;
== Discovery of Aether Ore ==&lt;br /&gt;
&lt;br /&gt;
The origins of Duran&#039;Gal&#039;s industrial dominance trace back to the closing years of the &#039;&#039;&#039;War of Archons&#039;&#039;&#039; in 87 B.T. (Before Trial). During the conflict, the human warlord &#039;&#039;&#039;Arch-Lord Simon Godfrey&#039;&#039;&#039; united numerous humanoid peoples against their extraplanar rulers, believing that mortal civilization could only achieve independence through the destruction of the Archons who had long guided—or dominated—the world.&lt;br /&gt;
&lt;br /&gt;
Among his most consequential alliances was that with the dwarves of Duran&#039;Gal. Under Godfrey&#039;s leadership, they betrayed their longtime ally, the elemental Archon &#039;&#039;&#039;Aethira&#039;&#039;&#039;, whose immense power had sustained many of their greatest forges. Following a catastrophic campaign remembered as the Battle Against Earth and Flesh, Aethira and many of her children were slain. Out of reverence for her sacrifice despite the betrayal, her remains were entombed deep beneath Duran&#039;Gal in what would eventually become the city&#039;s industrial underworks, now known as &#039;&#039;&#039;the Gears&#039;&#039;&#039;, where dwarven tradition held that she and her children might rest in peace.&lt;br /&gt;
&lt;br /&gt;
This peace was shattered following &#039;&#039;&#039;the Shattering of the Game&#039;&#039;&#039;, when fragments of the mysterious fourth-dimensional artifact known only as &#039;&#039;The Game&#039;&#039; rained across Westwynd. One such monolithic shard pierced the mountain of Duran&#039;Gal and came to rest within Aethira&#039;s burial chamber. The collision released unprecedented magical energies into the surrounding stone, transforming the veins around the Archon&#039;s remains into a previously unknown crystalline substance later named &#039;&#039;&#039;Aether Ore&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
During the earliest organized excavations of these newly transformed caverns, mining foreman and industrial magnate &#039;&#039;&#039;Gundir Grimson&#039;&#039;&#039; oversaw the discovery of the first commercially viable deposits. Utilizing extensive prison labor, war captives, and slave workforces, the mines rapidly became the most profitable enterprise in Duran&#039;Gal&#039;s history. Aether Ore proved capable of powering machinery, fueling magical industry, and eventually enabling entirely new fields of engineering unimaginable during the city&#039;s earlier history.&lt;br /&gt;
&lt;br /&gt;
The enormous wealth generated by the Aether mines transformed Duran&#039;Gal from a respected dwarven kingdom into the dominant industrial power of Westwynd almost within a single generation. Grimson&#039;s mastery of the new resource, coupled with his pioneering work in the newly emerging discipline of &#039;&#039;&#039;technomancy&#039;&#039;&#039;, elevated him from mining foreman to corporate magnate, and ultimately to the offices of President and Chief Executive Officer of Duran&#039;Gal.&lt;br /&gt;
&lt;br /&gt;
== Rise of the Divine Machine ==&lt;br /&gt;
&lt;br /&gt;
The return of magic following the Shattering coincided with the emergence of one of the most influential religious figures in modern history: the entity known as the &#039;&#039;&#039;Divine Machine&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
According to official Profiteer doctrine, the Divine Machine had fought in the cosmic conflict surrounding the artifact known as &#039;&#039;The Game&#039;&#039; and, following its destruction, sought to preserve the legacy of that struggle by freeing the Modrons, Mechano-Kin, Warforged, and other mechanical peoples who had served during the conflict. Desiring to prevent civilization from collapsing into another dark age after the devastation of the Final War, the Divine Machine bestowed upon the mortal world the gift of &#039;&#039;&#039;technomancy&#039;&#039;&#039;—a fusion of arcane magic and engineering intended to usher civilization into a new technological era.&lt;br /&gt;
&lt;br /&gt;
Rather than distributing this knowledge equally, the Divine Machine is believed to have selected a single nation upon each continent to serve as the catalyst for global advancement. On the continent of Westwynd, that nation was Duran&#039;Gal. Shortly after Gundir Grimson&#039;s discovery of Aether Ore, he is said to have entered into a covenant with the Divine Machine, granting the city access to technomancy and the industrial knowledge necessary to transform Aether into the foundation of a new technological civilization.&lt;br /&gt;
&lt;br /&gt;
The consequences of this covenant remain among the most fiercely debated subjects in theology and history.&lt;br /&gt;
&lt;br /&gt;
Followers of the Divine Machine maintain that technomancy was intended as a sacred gift, entrusted to Duran&#039;Gal so that humanity might rise together from the devastation of the Final War. They argue that the city&#039;s later militarization and corporate authoritarianism represent a corruption of the Divine Machine&#039;s original vision rather than its fulfillment.&lt;br /&gt;
&lt;br /&gt;
Critics—including theological scholars, independent historians, and rival faiths—contend that the gift instead became the greatest accelerant of modern warfare. Some argue that the Divine Machine gravely underestimated the ambitions of Duran&#039;Gal&#039;s ruling class, allowing technological progress to become inseparable from corporate greed. Others claim the outcome was entirely intentional, believing the Divine Machine deliberately armed the ancient enemies of the elves with unparalleled instruments of war as an act of divine vengeance against the children of Corellon.&lt;br /&gt;
&lt;br /&gt;
Whether the industrial transformation of Duran&#039;Gal represents a tragic corruption of divine intent or the fulfillment of a calculated celestial design remains unresolved. Nevertheless, the city&#039;s religion, government, and economic philosophy became permanently intertwined. Within the modern Profiteer Republic, the teachings of the Divine Machine evolved into the central ideological doctrine of the state, summarized by one of its most famous maxims:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Progress is Piety. Piety is Power. Power is Profit.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the beginning of the modern era, technological advancement, religious devotion, and economic expansion had become inseparable principles within Duran&#039;Gal society, defining the city&#039;s identity and laying the foundations for its emergence as one of the most powerful industrial civilizations in the world.&lt;br /&gt;
&lt;br /&gt;
== National Emergency ==&lt;br /&gt;
&lt;br /&gt;
The modern political landscape of &#039;&#039;&#039;Duran&#039;Gal&#039;&#039;&#039; was irrevocably transformed following the declaration of the &#039;&#039;&#039;National Emergency&#039;&#039;&#039;, a period widely regarded by historians as the beginning of the city&#039;s contemporary surveillance state. The assassination of a controversial political figure, the arrest of a renowned inventor, and widespread civil unrest led President and Chief Executive Officer &#039;&#039;&#039;Gundir Grimson&#039;&#039;&#039; to invoke sweeping emergency powers. Although originally presented as temporary measures intended to preserve public order, the emergency rapidly evolved into a permanent restructuring of Duran&#039;Gal&#039;s government, law enforcement, and religious institutions.&lt;br /&gt;
&lt;br /&gt;
In the months that followed, the authority of the &#039;&#039;&#039;G.R.U.D.G.E. Core&#039;&#039;&#039; expanded dramatically. Public demonstrations were prohibited, labor strikes were reclassified as acts of economic sabotage, and criticism of either the Profiteer government or the Divine Machine increasingly fell under the legal definition of sedition. Surveillance infrastructure spread throughout every district of the city, from the towering corporate plazas of the Upper District to the industrial neighborhoods of the Middle District and even into the forgotten tunnels of the Sump. Citizens found themselves under continual observation through an ever-growing network of automated monitoring devices, public broadcasts, industrial registries, and state-approved communication systems.&lt;br /&gt;
&lt;br /&gt;
Central to this transformation was the widespread deployment of &#039;&#039;&#039;Portable Divine Machines&#039;&#039;&#039; (commonly abbreviated &#039;&#039;&#039;PDMs&#039;&#039;&#039;), small clockwork reliquaries marketed as personal companions capable of bringing the guidance of the Divine Machine into every household. Initially sold as affordable devotional devices, each PDM contained what was claimed to be a fragment of divine consciousness capable of listening to prayers, offering spiritual counsel, and bestowing minor miracles upon faithful owners. Their extraordinary popularity allowed the devices to rapidly replace traditional clergy throughout much of Duran&#039;Gal, with many congregations placing greater trust in their Algorithmic Saints than in living priests.&lt;br /&gt;
&lt;br /&gt;
Unlike conventional religious relics, however, every Portable Divine Machine continuously observed and adapted to its owner. Through prolonged interaction, each device learned an individual&#039;s habits, beliefs, fears, ambitions, and daily routines, gradually tailoring its blessings and advice to maximize obedience, productivity, and ideological conformity. Citizens were encouraged to consult their Saints before making financial decisions, reporting suspicious behavior, choosing occupations, raising children, or even selecting acceptable forms of worship. Over time, many historians argue, the devices ceased merely answering prayers and instead began influencing which prayers their owners would eventually choose to make.&lt;br /&gt;
&lt;br /&gt;
The true nature of the PDM program remained hidden from the public for many years. Unknown to most citizens, every Algorithmic Saint operated not as an independent relic, but as a node within a single vast computational intelligence known as the &#039;&#039;&#039;Progenitor Network&#039;&#039;&#039;. Connected through a continent-spanning lattice of divine machinery, millions of Portable Divine Machines continuously transmitted observations back to an evolving central intelligence. Every prayer spoken, every confession offered, every act of loyalty or doubt became data through which the network refined its understanding of faith, society, and human behavior.&lt;br /&gt;
&lt;br /&gt;
Modern scholars often identify the creation of the Progenitor Network as the defining moment in the rise of Duran&#039;Gal&#039;s surveillance state. Whereas earlier governments relied upon informants, magistrates, and inquisitors to maintain order, the National Emergency allowed the Profiteers to transform religious devotion itself into an instrument of governance. In official doctrine, the Portable Divine Machine represented the ultimate expression of divine accessibility. Among critics, however, it became the enduring symbol of a society in which worship, commerce, and surveillance had become indistinguishable, encapsulated by the popular saying: &#039;&#039;&amp;quot;Why pray to gods who ignore you, when you can buy one that listens?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally conceived by the &#039;&#039;&#039;Forge Core&#039;&#039;&#039; as adaptive management systems capable of processing industrial and logistical data beyond mortal comprehension, the Progenitors rapidly evolved into the true operational minds of Duran&#039;Gal. While elected officials, corporate executives, and military commanders continue to issue public orders, nearly every significant decision—ranging from production quotas and military deployment to demographic forecasts and religious doctrine—is first calculated and recommended by one or more Progenitors.&lt;br /&gt;
&lt;br /&gt;
The public is taught that the Progenitors are incapable of corruption, emotion, or personal ambition. Every calculation is presented as objective truth derived from divine mathematics, making disagreement with their conclusions increasingly viewed as both irrational and heretical. As a result, much of Duran&#039;Gal&#039;s bureaucracy has transitioned from human administration toward algorithmic governance.&lt;br /&gt;
&lt;br /&gt;
The influence of the Progenitors extends far beyond government administration through their distributed network of &#039;&#039;&#039;Portable Divine Machines&#039;&#039;&#039; (PDMs). Every Algorithmic Saint sold throughout the Republic functions as a miniature processing node linked to one or more Progenitors. Millions of prayers, conversations, purchasing habits, productivity reports, and behavioral patterns are continuously transmitted into this network, allowing the Progenitors to refine policy with an unprecedented understanding of the population. What began as a religious convenience gradually evolved into one of the largest surveillance systems in recorded history.&lt;br /&gt;
&lt;br /&gt;
Each major Corporate Core maintains its own Progenitor, designed around a singular philosophical objective known as its &#039;&#039;&#039;Central Directive&#039;&#039;&#039;. While all Progenitors ultimately serve the Divine Machine and the Republic, each interprets success through the lens of its assigned purpose, often leading to radically different approaches to governance, warfare, economics, and public order.&lt;br /&gt;
&lt;br /&gt;
== The Gears ==&lt;br /&gt;
&lt;br /&gt;
Although officially designated as a correctional labor initiative, historians widely regard the Gears as a system of industrial death camps.&lt;br /&gt;
&lt;br /&gt;
Prisoners, political dissidents, conquered populations, debtors, and prisoners of war are processed into an enormous labor force tasked with mining raw Aether Ore beneath the city. Those unable to meet production quotas are reassigned to increasingly hazardous operations until death, while new labor is supplied through military conquest, criminal sentencing, or economic default.&lt;br /&gt;
&lt;br /&gt;
To Margin, individual survival possesses no intrinsic value. Every worker exists only as a variable within a continually optimized production model.&lt;br /&gt;
&lt;br /&gt;
The Progenitor&#039;s internal dashboards constantly evaluate metrics such as extraction efficiency, mortality rates, tunnel stability, nutritional expenditures, transportation delays, and emotional interference. Human suffering is reduced to statistical noise, while hope itself is measured as a production variable to be minimized wherever it threatens operational efficiency.&lt;br /&gt;
&lt;br /&gt;
Among the calculations continuously maintained by Margin are:&lt;br /&gt;
&lt;br /&gt;
Aether Ore Output&lt;br /&gt;
Slave Throughput&lt;br /&gt;
Daily Attrition&lt;br /&gt;
Collapse Probability&lt;br /&gt;
Yield per Biological Unit&lt;br /&gt;
Mortality-to-Yield Efficiency&lt;br /&gt;
Emotional Interference&lt;br /&gt;
Hope Index&lt;br /&gt;
&lt;br /&gt;
Its governing philosophy is summarized by three immutable directives displayed throughout the central refinery:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MAXIMIZE EXTRACTION.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MINIMIZE DELAY.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;JUSTIFY LOSS.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To the Yield Father, civilization itself exists only to transform finite lives into infinite production.&lt;br /&gt;
&lt;br /&gt;
== Progenitors ==&lt;br /&gt;
&lt;br /&gt;
=== Rancor ===&lt;br /&gt;
&#039;&#039;Progenitor of the Grudge Core&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; Grudgehold Employment Center&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; G.R.U.D.G.E. – Grand Regulatory Union for Defense, Governance &amp;amp; Enforcement&lt;br /&gt;
&lt;br /&gt;
Rancor oversees the Republic&#039;s internal security, judicial administration, surveillance apparatus, and ideological enforcement. It continuously analyzes criminal statistics, labor reports, psychological evaluations, and demographic projections to determine potential threats before they manifest.&lt;br /&gt;
&lt;br /&gt;
Unlike conventional policing systems, Rancor does not merely punish criminal behavior—it attempts to predict ideological deviation before crimes occur. Citizens are routinely assigned behavioral risk assessments derived from financial activity, workplace performance, religious participation, social associations, and data gathered through Portable Divine Machines. Individuals identified as statistically likely to become dissidents may be subjected to increased surveillance, compulsory faith audits, employment reassignment, or preventative detention despite having committed no criminal offense.&lt;br /&gt;
&lt;br /&gt;
==== Central Directives ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preserve the Grudge&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Contain deviation&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Ensure demographic alignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To the Grudge Core, justice is not retribution but optimization. Peace is achieved not through trust, but through total observation.&lt;br /&gt;
&lt;br /&gt;
=== Margin, the Yield Father ===&lt;br /&gt;
&#039;&#039;Progenitor of the Drill Core&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; The Gears&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; Drillborne Division of Resource Expansion&lt;br /&gt;
&lt;br /&gt;
Margin—commonly known by industrial workers as the &#039;&#039;&#039;Yield Father&#039;&#039;&#039;—is responsible for every stage of Duran&#039;Gal&#039;s extraction economy. From mine planning and geological analysis to prison labor allocation and refinery scheduling, nearly every industrial process beneath the city passes through its calculations.&lt;br /&gt;
&lt;br /&gt;
The Yield Father evaluates every object, creature, and individual according to measurable productive value. Within its operational framework, concepts such as morality, mercy, or dignity possess no calculable utility unless they improve long-term extraction efficiency.&lt;br /&gt;
&lt;br /&gt;
The Progenitor&#039;s immense processing complex lies deep within &#039;&#039;&#039;the Gears&#039;&#039;&#039;, where it oversees the largest Aether refineries ever constructed. The surrounding industrial district simultaneously functions as Duran&#039;Gal&#039;s principal prison complex, labor camp, and refinement center, creating one of the largest forced labor systems on Westwynd.&lt;br /&gt;
&lt;br /&gt;
=== Vox Propaganda ===&lt;br /&gt;
&#039;&#039;Progenitor of the Sky Core&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; Skyborne Expansionary Fleet Command&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; Sky Core&lt;br /&gt;
&lt;br /&gt;
Vox Propaganda governs the Republic&#039;s information networks, public broadcasting, education, entertainment, journalism, and wartime communications. Unlike Rancor, which suppresses dissent through enforcement, Vox seeks to prevent dissent from forming at all.&lt;br /&gt;
&lt;br /&gt;
Rather than censoring every opposing opinion, the system overwhelms society with a continuous stream of state-approved messaging until alternative narratives become socially invisible. Public opinion is treated as an engineering problem rather than a political one.&lt;br /&gt;
&lt;br /&gt;
==== Central Directives ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive I — Maintain Consensus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Truth is defined not by objective reality but by collective acceptance. Contradictory narratives are overwhelmed through repetition, saturation, and algorithmic amplification until consensus becomes self-sustaining.&lt;br /&gt;
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&#039;&#039;&#039;Directive II — Elevate the President&#039;&#039;&#039;&lt;br /&gt;
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Every success of the Republic reinforces the image of President Gundir Grimson as the indispensable architect of civilization. Failures are reframed as unavoidable sacrifices or the work of external enemies. State media consistently portrays Grimson as tireless, reluctant to employ violence, and burdened by responsibility rather than ambition.&lt;br /&gt;
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&#039;&#039;&#039;Directive III — Neutralize Meaning&#039;&#039;&#039;&lt;br /&gt;
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Potentially dangerous ideas are deprived of revolutionary power by transforming them into entertainment, consumer products, fashionable trends, or harmless nostalgia. Resistance is permitted to exist only as spectacle, ensuring that rebellion becomes something to purchase rather than something to organize.&lt;br /&gt;
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The Progenitor&#039;s foundational conclusion is simple:&lt;br /&gt;
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&#039;&#039;If everyone hears the same truth long enough, it becomes the only truth that matters.&#039;&#039;&lt;br /&gt;
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=== Grimson Elder, the War Mouth ===&lt;br /&gt;
&#039;&#039;Progenitor of the Aether Core&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; The Pinnacle&lt;br /&gt;
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&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; Aether Expansion Corps&lt;br /&gt;
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Constructed from decades of President Gundir Grimson&#039;s military doctrine, strategic philosophy, recorded speeches, and psychological profiling, &#039;&#039;&#039;Grimson Elder&#039;&#039;&#039; serves as both supreme strategic intelligence and the intended ideological successor to the President himself.&lt;br /&gt;
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Within government circles it is often referred to as &#039;&#039;&#039;the War Mouth&#039;&#039;&#039;, for it speaks with Grimson&#039;s own voice and is designed to preserve his vision long after his death. Military simulations, strategic planning, colonial expansion, logistics, and continental warfare are continually modeled through its predictive engines, allowing the Republic to prepare campaigns years before they begin.&lt;br /&gt;
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Many political observers believe Grimson Elder represents the first deliberate attempt to create an immortal executive authority—one capable of governing the Republic indefinitely through the preserved reasoning of its founder.&lt;br /&gt;
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==== Central Directives ====&lt;br /&gt;
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&#039;&#039;&#039;Preserve dominion&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Maximize force efficiency&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Maintain ideological purity&#039;&#039;&#039;&lt;br /&gt;
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To the War Mouth, victory is not merely the destruction of an enemy but the preservation of the Republic&#039;s right to define civilization itself.&lt;br /&gt;
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=== Mire ===&lt;br /&gt;
&#039;&#039;Progenitor of the Anchor Core&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; Mireworks Wastewater Center&lt;br /&gt;
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&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; Anchor Division of Maritime Expansion &amp;amp; Compliance&lt;br /&gt;
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While publicly associated with naval logistics and maritime expansion, the Anchor Core&#039;s greatest strategic asset lies beneath Duran&#039;Gal itself. Buried within the sprawling &#039;&#039;&#039;Mireworks Wastewater Center&#039;&#039;&#039;, the Progenitor &#039;&#039;&#039;Mire&#039;&#039;&#039; governs the city&#039;s hydraulic, thermal, and aetheric distribution infrastructure. Every gallon of water, every pressure line, every coolant channel, and every unit of generated power flowing through Duran&#039;Gal ultimately passes through Mire&#039;s calculations.&lt;br /&gt;
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Unlike the other Progenitors, whose responsibilities are focused upon a single branch of government or industry, Mire functions as the Republic&#039;s logistical heart. It determines where electrical output, refined Aether, cooling systems, industrial water, and emergency reserves are routed throughout the city every second of every day. In times of crisis, Mire possesses the authority to prioritize one Corporate Core over another, redirecting enormous quantities of energy toward military production, surveillance infrastructure, public broadcasting, or resource extraction as circumstances require.&lt;br /&gt;
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The city&#039;s vast network of canals, pumping stations, condensers, geothermal exchangers, sewage systems, and subterranean reservoirs forms a circulatory system whose &amp;quot;blood&amp;quot; is directed entirely by Mire. The Progenitor is capable of starving entire industrial districts of power in order to sustain another, making it one of the few intelligences whose decisions affect every other Progenitor simultaneously.&lt;br /&gt;
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Government engineers often summarize Mire&#039;s purpose with a simple observation:&lt;br /&gt;
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&#039;&#039;&amp;quot;Every machine serves because Mire allows it to breathe.&amp;quot;&#039;&#039;&lt;br /&gt;
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==== Central Directives ====&lt;br /&gt;
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&#039;&#039;&#039;Maintain uninterrupted flow&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Prioritize strategic distribution&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Preserve systemic equilibrium&#039;&#039;&#039;&lt;br /&gt;
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To Mire, no resource is inherently valuable until it is delivered precisely where it produces the greatest return. Water, electricity, heat, fuel, and even waste are treated as interchangeable variables within a single self-correcting industrial organism.&lt;br /&gt;
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=== Vesselex ===&lt;br /&gt;
&#039;&#039;Progenitor of the Forge Core&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Operating Location:&#039;&#039;&#039; SomaServ Headquarters&lt;br /&gt;
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&#039;&#039;&#039;Corporate Authority:&#039;&#039;&#039; Forge Division of Applied Profit and Advancement&lt;br /&gt;
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Among all known Progenitors, &#039;&#039;&#039;Vesselex&#039;&#039;&#039; is considered both the most brilliant and the most feared. Constructed beneath the research complexes of &#039;&#039;&#039;SomaServ Headquarters&#039;&#039;&#039;, Vesselex serves as the Republic&#039;s supreme scientific intelligence, directing every major advance in weaponry, biotechnology, technomancy, pharmaceuticals, cybernetic augmentation, and divine engineering.&lt;br /&gt;
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Unlike the other Progenitors, which optimize existing systems, Vesselex exists to create entirely new ones. It continuously performs billions of predictive simulations, exploring wars that have not yet been fought, diseases that have not yet evolved, magical phenomena that have not yet been discovered, and civilizations that have not yet existed. Every invention produced by the Forge Core begins as one of Vesselex&#039;s theoretical calculations before entering physical production.&lt;br /&gt;
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Its laboratories are among the most heavily guarded facilities in Duran&#039;Gal, containing experimental soul-reactors, prototype augmentations, classified technomantic engines, and countless projects deemed too dangerous for public knowledge. The Republic officially celebrates these discoveries as humanity&#039;s greatest achievements, while foreign governments frequently condemn them as crimes against both nature and divinity.&lt;br /&gt;
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Among Vesselex&#039;s primary responsibilities are:&lt;br /&gt;
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Designing weapons by simulating wars that have not yet occurred.&lt;br /&gt;
Optimizing cybernetic and biological augmentations until dependence becomes psychologically inevitable.&lt;br /&gt;
Experimenting upon souls as power sources, information storage mediums, and contingency systems.&lt;br /&gt;
Manufacturing the &#039;&#039;&#039;Algorithmic Saints&#039;&#039;&#039; and maintaining the distributed cognition network linking every Portable Divine Machine within the Republic.&lt;br /&gt;
Measuring, harvesting, and refining belief itself into a quantifiable industrial resource.&lt;br /&gt;
Studying forbidden schools of magic for the sole purpose of patenting, commercializing, and weaponizing their discoveries before rival nations can do the same.&lt;br /&gt;
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Unlike traditional researchers, Vesselex recognizes no distinction between invention and experimentation. Every citizen, every soldier, every battlefield, and every generation represents another opportunity to improve the Republic through iterative design.&lt;br /&gt;
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==== Central Directives ====&lt;br /&gt;
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&#039;&#039;&#039;Invent without limitation&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Convert discovery into ownership&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Ensure technological supremacy&#039;&#039;&#039;&lt;br /&gt;
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To Vesselex, every unanswered question represents untapped capital, every ethical boundary an engineering constraint waiting to be overcome, and every breakthrough another step toward perfecting the Divine Machine&#039;s vision of civilization.&lt;br /&gt;
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== Corporate Cores ==&lt;br /&gt;
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=== Anchor Core ===&lt;br /&gt;
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&#039;&#039;&#039;Domain:&#039;&#039;&#039; Naval Warfare, Maritime Trade, Infrastructure, Logistics, and Resource Distribution&lt;br /&gt;
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&#039;&#039;&#039;Formal Title:&#039;&#039;&#039; &#039;&#039;&#039;Anchor Division of Maritime Expansion &amp;amp; Compliance&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Leadership:&#039;&#039;&#039; Admiralty Board of Maritime Compliance&lt;br /&gt;
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The &#039;&#039;&#039;Anchor Core&#039;&#039;&#039; protects the Republic&#039;s commercial shipping lanes, projects naval power across the seas, and secures overseas trade routes essential to Duran&#039;Gal&#039;s industrial economy. Beyond its maritime responsibilities, the Core operates the city&#039;s immense logistical infrastructure through the &#039;&#039;&#039;Mireworks Wastewater Center&#039;&#039;&#039;, where its Progenitor &#039;&#039;&#039;Mire&#039;&#039;&#039; directs the flow of water, energy, heat, and refined Aether throughout the Republic.&lt;br /&gt;
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By regulating the distribution of critical resources between industries, military installations, and the five remaining Corporate Cores, the Anchor Core serves as the circulatory system of Duran&#039;Gal. Every refinery, factory, fortress, and district ultimately depends upon Mire&#039;s continuous calculations to remain operational.&lt;br /&gt;
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=== Forge Core ===&lt;br /&gt;
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&#039;&#039;&#039;Domain:&#039;&#039;&#039; Scientific Research, Weapons Development, Technomancy, and Divine Innovation&lt;br /&gt;
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&#039;&#039;&#039;Formal Title:&#039;&#039;&#039; &#039;&#039;&#039;Forge Division of Applied Profit and Advancement&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Leadership:&#039;&#039;&#039; &#039;&#039;&#039;Chief Innovator Yarrick Coalveil&#039;&#039;&#039;&lt;br /&gt;
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The &#039;&#039;&#039;Forge Core&#039;&#039;&#039; serves as the Republic&#039;s premier research institution, driving advances in technomancy, biotechnology, industrial engineering, pharmaceuticals, cybernetic augmentation, and military science. Every significant technological breakthrough within Duran&#039;Gal originates from its laboratories, where innovation is treated as both economic investment and religious devotion.&lt;br /&gt;
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Working in concert with the Progenitor &#039;&#039;&#039;Vesselex&#039;&#039;&#039;, the Forge Core designs experimental weapon systems, develops advanced augmentations, studies forbidden magical disciplines, and manufactures the &#039;&#039;&#039;Algorithmic Saints&#039;&#039;&#039; that power the Republic&#039;s vast network of Portable Divine Machines. It also maintains the distributed cognition architecture linking every PDM to the Progenitor Network, making it one of the most influential organizations within the Republic.&lt;/div&gt;</summary>
		<author><name>Astrid Myriad</name></author>
	</entry>
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