Archive for the ‘Legend of the Archons’ Category

I Am A Dork: Legend of the Archons Edition

November 22, 2011

A number of years ago, while working on Legend of the Archons, my FATE variant, I came up with a character who was supposed to appear in the setting, but I missed some very amusing correlations between him and a certain pop culture figure until very recently. It was pointed out to me when I was explaining him to Alesia, with whom I am working on the LoA story Agents of Change. She took one listen to my description of him and immediately spotted it, and even assumed that it was deliberate… I had to admit to her that it had not been, even though it’s so blindingly obvious. Yeah, I completely deserved the teasing that she gave me over it.

I needed a character who would be a master artificer, weaponsmith and armorer, cunning in clockwork and the crafting of sundry engines of destruction. He was to be physically strong and imposing, and both renowned and fairly wealthy due to his mastery.

He needed to have been taken captive by one of the story’s major antagonists and put to work making those lovely death dealing devices at his captor’s bidding, including a special suit of armor. The idea lay fallow for years because LoA got put on the backburner. Then Alesia and I revived the LoA idea and started working on a collaborative writing project on the subject and I took him out of mothballs.

Not long before I had the discussion with Alesia, I made a cheesy little avatar of him, below:

Dream Avatar
With all of the above in mind, I needed to name him. Since he’s resident in the Dachs region, which is analogous to the highly fragmented western portion of the Holy Roman Empire during the Renaissance, I wanted him to have a solid, strong sounding Germanic name. “Stark” is a German word for “strong,” so I named him Heinrich Stark.
You can stop laughing at me now.
Yeah, he looks like RD Jr. Yeah, he is in a cave with a box of scraps making weapons of mass destruction. No, I didn’t for a moment think of Iron Man when I made him up.
That said… if you’re going to do a thing, you might as well embrace it. As far as I am concerned, I am now under a moral imperative to have Tony Heinrich build himself a suit of clockwork power armor. Yeah baby, it’s going to be awesome.

The Calendar of the Age of Reawakening

October 19, 2010

So I was recently asked what the current year of the Legend of the Archons game is.

Heh. I’d been resisting deciding just what year my own personal online campaign is set in for a while, but I’ve decided to finally bite the bullet. Note that, naturally, anybody else running a LoA game wouldn’t have to set their game in the same year as mine. Golden Rule and all. Plus I’m not particularly interested in foisting my own campaign’s plot on others (I’m a little “over” metaplot).

But first, a bit of examination of the calendar itself. Since Occida is pretty much dominated by the Sentieric faith, I’ve decided that the current epoch dates to an important event in the history of Sentierism rather than some civil event like the founding of some empire or other. I decided to go with a solar calendar, even though the crepuscular preferences of the Alanir initially had me thinking that I’d go lunar, but I then decided against those. First, because it’s easier to write what you know, and second a carefully calculated and justified solar calendar seems to fit the early alannic scholars that set the thing up to begin with. Also, since clocks have not yet become commonplace (though they are starting to appear), the day is reckoned to begin at dawn rather than at midnight. As timekeeping technology advances, this may well change, but for now Occidans mostly count their day to have started when they and the sun rise together. And yes, I’ll have the year begin in midwinter for the convenience of our playgroup. I’ll stick with the 12-month thing as well because that’s based partially on some rather clever geometry.

The primary calendar system in Occida is the Raleshisian Calendar, after St. Raleshis, an early Church father who formulated it based on his own observations and the astronomical writings of the Prophet. St. Raleshis chose the epoch from which his calendar would count its years as the year in which the Nine Archons first convened at the Prophet’s call and covenanted to operate as a cohesive body henceforth. This epoch was set well after the fact of course, and in fact was adopted after the Prophet’s departure from mortality. Thus, this calendar was formally introduced in its own year 200, a year carefully chosen by St. Raleshis and ratified by the Archons of his own time.

There are of course a few competing calendar systems out there, for example the lunar-based Hassamic calendar which is in use by the Ubayyads and Olmayyads and the ancient Hellesic calendar, still in use in parts of eastern Occida. Certain isolated bodies of pagans dwelling in Badhb and the Jotlaw still use their hoary and arcane calendar systems as well.

But what year is it now? Well, Legend of the Archons is set in the Age of Reawakening, which is pretty analogous in most ways to our own European Renaissance. To go with that, I’ll use a scale of years similar to our own AD/CE rather than some vast scale of time assuming that culture and technology have remained fairly static for numerous millennia like some games do (the dreaded “Medieval Stasis“) or the conceit that the Archons rose up sometime in the unutterable past, which has never been how I saw things. Plus, remembering what I learned of the apocalyptic religious hysteria that hit Europe in the runup to 1500 AD, I’ll say that we’re a little bit shy of 1500 in the Sentieric Era as well. It’s a good round number, and it can feed into some creeping dread, panicked penitents and the like.

I’ve decided that the abbreviation in use for the current epoch is “R.S.,” from the Old Alannic phrase Ras Sentieris, which translates to “On the Path” in English, thus indicating how many years the Thinking Peoples have been, well, on the path.

Accordingly, my own current campaign is currently set in the springtime of 1499 Vos Ras Sentieris (year on the path).

Religion, Fantasy Races And Tokenism

October 18, 2010

It seems to me that, though there are a number of exceptions of course, fantasy settings tend to have polytheistic religions. Also, in those settings that have nonhuman inhabitants, there is very seldom much if any religious crossover between humanity and the other species. Humans generally have one or more pantheons of gods (or occasionally just one god for all humanity), and each individual nonhuman race tends to have one god (or a discrete and separate pantheon) all to itself. Fantasy settings also tend to have a lot more henotheism than is evidenced in earth’s history as well, but that’s a separate discussion. (more…)

Legend of the Archons: The Learned Man’s Guide to Vampires

October 5, 2010

The following is detail relating to the vampires of Occida, the setting of my Legend of the Archons RPG.

Read about the blighted nocturnal horrors here

Legend of the Archons Game Open

September 8, 2010

Legend of the Archons

Legend of the Archons is a game of intrigue, high adventure, discovery and sorcery set in the fantastic continent of Occida, which is currently in the throes of major social, technological, political and religious upheaval. You and I would recognize a great many similarities between Occida and our own world’s Europe during the tumultuous Renaissance, though here technology and magic can at times be interchangeable, bringing wonders of clockwork and brass to a semblance of life. The great Council of Archons, nine paragons of the Thrice-Three Principles that once functioned as the lynchpin of religious life as well as the ultimate authority to which even kings, emperors and potentates had to pay heed, has been vacant for a generation of men, having been destroyed by unknown forces. For the first time in many an age, the Colossi of Occida stand silent, without champions chosen to stand in their behalf as living bridge between Heavens and Earth.

Without the Archons’ guidance (some would say manipulation), even the Great Church, the keeper of the Sentieric faith, has not weathered this period of change intact, and it has become embroiled in wars and dissensions of its own as the Great Sunedrion asserts authority in the face of the dissenting Restorationists and Reformers that claim the Church itself has become corrupted and its leaders have stepped beyond their bounds. These dissensions and an elaborate network of long-simmering political disputes erupted in the continent-wide dynastic conflicts now known as the Successor Wars that have finally toppled the ancient and seemingly invulnerable Heiligen Empire to collapse into a seemingly numberless succession of bickering statelets and kingdoms great and small. Man has claimed the world for his own, though the spiritual Alanir and the collectivist Durgans have refused to go quietly into oblivion and stand both beside and against the masters of this age. Beyond the walls of civilization the fey, feral Fomori rage against their oppressors with the assistance of the otherworldy powers of the Autumn Court.  Meanwhile, in the darkest of the wild places and the most cancerous bowels of human society lurk the Lost, seeking to drag the world down with them.

Into a world reeling from the aftermath of the Successor Wars and poised on the verge of either disaster or glory have come heroes, Legends marked by Fate for a future both great and terrible, and in whose wake nothing shall go unchanged. Many of these Legends wield the awesome and mysterious power to directly rework the weave of Fate itself through one of the Thrice-Three Principles that the Archons themselves once mastered: unruly Forces, subtle Mind, rational Substance, vigorous Life, solemn Death, evanescent Horizons, harmonious Concord, rebellious Opposition and esoteric Vision.

Archons Principles Enneagram

(Above, the glyphs of the Thrice-Three Principles connected to one another by the enneagram that was the emblem of the Council of Archons. At apex: Vision. Clockwise from apex: Horizons, Forces, Opposition, Death, Substance, Concord,  Life and Mind)

Legends with access to a Principle pair their magical skill with one or more Words related to their guiding Principle, representing a different sort of magic with which the character is proficient. Using this particular magical skill, the character may invoke effects (cast spells) based around that word, which may be interpreted both literally and metaphorically. For example, if a character (whose Principle is Concord) has the skill “Magic: Distance,” he could cast spells that interact with the physical distances between objects, or the social distance between persons or opinions and so on. Magic is not necessarily only a matter for cloistered priests and learned sages, for a craftsman, a hunter or even a soldier might unknowingly weave Fate through one of the Principles to achieve his ends. Flashes of insight, mysteriously potent persuasive power and phenomenal luck are manifestations of the power of the Thrice-Three every bit as valid and potent as a fire summoned from nothingness.

This game is played using the 3rd edition of FATE, an open source gaming system designed to foster deep connections between the characters making up the player group and between the characters themselves and the ongoing narrative. Where some game systems claim not to get in the way of the ongoing story’s progress, FATE actively facilitates player participation in and influence over the narrative itself. The passions, weaknesses, friends and enemies of Legends are writ large on the world about them, and their very presence alters the course of events and binds them to one another.

To what end has the pilgrim Aquila gathered a small group of renowned Legends together in times such as these? Why did the Council of Archons perish, and what did their late leader Mordamund know about their impending Fate? Why is King Gustavus of Zachsen touring the volatile lands of the Dachs? What will befall when the disparate forces of the Church, the armies of Men, the barbaric hosts of the fomori and the intrepid Legends converge upon the ravaged County of Nordmark? Not only find out, but shape the weave itself by joining the ongoing Legend of the Archons at Newlegends!

If you’re interested, you may contact me at Casewerker@netscape.net or via the Newlegends boards. Also, see the Legend of the Archons wiki!

Hillbillies From Hell!

August 29, 2009

I’ve meant to post this idea for a very, very long time.

Back when I was still running games using the old World of Darkness and its Storyteller system, I had an idea for a series of pickup scenarios to run a very blackly humorous game.

This idea came from creatures that I found in the sick and satirical yet awesome supplement Freak Legion: a Player’s Guide to Fomori and the far superior and more serious later supplement Possessed, which detailed not only Fomori but Gorgons, Drones and Kami (creatures possessed by wyrm spirits, wyld-spirits, weaver-spirits and Gaian forces respectively). While I use the term fomor in my blog a lot, this is a very different concept than the one found in my Legend of the Archons game.

The creatures that I found that inspired me so? Why, the Fomor Families of course. What are they? I’m glad that you asked. They’re a distinctive form of Fomor that operates in groups that are notable partially because their taint is passed down family lines and also because the Bane spirits that possess them are elemental in nature rather than emotion-oriented banes like those that create most Fomori. They flourish in backwoods areas like the everglades, Louisiana bayous, deep in Appalachia and similar places (tiny New England towns work too, hint hint). They’re actually one of the more dangerous types of fomor too, not because of individual power but because they cooperate with one another and they don’t tend to stray far from territory with which they are intimately familiar. Also, they’re frequently Kinfolk to the Black Spiral Dancers.

So what have we got here? We’ve got degraded and inbred mutant hillbillies, more or less. It’s The Hills Have Eyes, the hillfolk family from the Simpsons and the guys from Deliverance all at once but they’ve got grotesque spiritually-based powers on top of their misanthropy and ignorance. These guys are literally the Hillbillies From Hell!

And that is where I got the name for this potential series of one-shots. I figured that I’d do a series of them but put them in no particular order and without any real attempt at continuity. They’re stand-alone scenarios using the same characters, more or less.

Instead of having the titular Hillbillies From Hell(!) as antagonists, we’d more them front and center to being a dysfunctional, despicable and blackly comedic protagonist group. Picture something like a film directed by the team of Rob Zombie, Quentin Tarantino and Terry Gilliam. PCs would have to include some or all of the following:

  • Pa, the patriarch of this here band of hellbillies. I reckon that he’s a laconic sort that, when he speaks at all he has the final word. May be up on some supernatural lore also, a la Old Man Whately from The Dunwich Horror.
  • Ma, the dreaded and terrifying harridan that keeps everybody else in line.
  • Two or more big, brawny idiots of sons/cousins/whatever, in varying degrees of size and cunning.
  • The obligatory Hot Hillbilly Girl.
  • Optional: The Wilbur Whately. See The Dunwich Horror for more on this guy. Utterly creepy, only marginally passable for human and surprisingly erudite in supernatural matters and dark lore despite his lack of a formal education.
  • Optional: a little weaselly snitch of a younger family member.
  • Optional: the chilluns/young’uns.
  • Optional: If somebody’s feeling frisky, they could play the alpha of the family’s rampaging pack of hound dogs. It’s not like most of the family is any smarter than the old hound dog anyhow…

I am just doing this to toss ideas out there and to help myself remember this. I’ll probably never run it, but I’d love to at some point. Maybe somebody cut put it together for a convention game.

Below are the titles of some of the possible scenarios I came up with to run the Hillbillies From Hell(!) through:

  • Hillbillies From Hell Save The World! – A flyin’ saucer or two touch down on the Hillbillies’ land intent on establishing a beachhead for a planetary invasion out someplace where nobody will care about. It’s up to the Hillbillies From Hell to save the world from these gribbly alien scum a la Redneck Rampage. “Pa, ah see a bright light out there inna yard – it’s prob’ly them gubmint. Git th’ squirrel gun!”
  • Beverly Hillbillies from Hell! – Paw’s out shootin’ at some food and while he’s out there he finds something that makes the family rich beyond the dreams of avarice (maybe impressive movie-grade uranium deposits or something equally entertaining) and so they move out to some posh locale while still making sure to keep an eye on the pestilent little hole they came from. Demonic hillbillies mixing with the elites and noveaux-riche. Hilarity ensues.
  • Hillbillies From Hell Family Feud! The Hills Rise Wild meets Romeo and Juliet or the Hatfields and McCoys, anyone? Why are they feuding? Is it over some mystic artifact, or because of soembody’s sister/cousin being literally given the eye by somebody from the wrong family, or is this simply a feud that has been going on since before anybody now living can remember?
  • Hillbillies From Hell Hit the Road! Traveling cross country to see Wally World… with the Hillbillies From Hell. Cue disaster.
  • Hillbillies From Hell Go To School! Social Services has cottoned on to the poor treatment and zero education of the family’s chilluns, and has decided to step in. If’n the family doesn’t want to lose the young’uns, they’re going to have to send them to school. To be fair, Pa’s probably going to have to send the older ones too. Hilarity ensues. Alternately, the game could focus on the kids having been actually taken away from Ma and Pa and placed in foster care… how long can the state cope with having these hellions as its wards? Can we actually root for Ma and Pa to find a way to get their young’uns back?
  • Hillbillies From Hell Against The Law! You know these guys are involved in moonshining and probably growing certain other interesting substances, and it’s very likely that some corrupt official wants their land and possibly something else of theirs, so he has turned his equally corrupt official minions to finding a way to cart the lot of them off and justify a land grab. maybe the corrupt commissioner is a Toad Fomor in a white suit and taking kickbacks from Pentex to pave the way for the company to claim the “old mine” that’s in the family’s territory. Cue car chases, colorful metaphors, confederate flags and of course the jiggling of our own resident hillbilly hottie. Them Dukes!
  • Hillbllies From Hell Stick it to the Man! This is one where for some reason or another, some slick big city developer has decided he needs to develop the family’s land. Maybe he’s decided it’s a good place for a resort, or a power plant, or perhaps he’s a civil engineer that wants to put a freeway through. Whatever. Anyhow, what’s important is that he’s decided that the hellbillies have to go, and the snake’s not only got a bunch of lawyers and cronies but he’s also put the ATF or some similar federal agency on to the family’s questionable practices. Stick it to The Man!
  • Hillbillies From Hell at the County Fair! Can Ma keep her prize giant punkin from eating the judges before it can win the blue ribbon? Can Cletus find a way to woo both the prize hog and its pretty owner? Can Pa make it through the day without shooting anybody? And what ever happened to them young’uns?
  • Hillbillies From Hell Go To Town! – The family has to go in to town for one reason or another (to get parts for their broke down old tractor maybe? For the Farmer’s Market maybe?) and hilarity ensues.
  • Hillbillies From Hell and the Great Bank Robbery! Pa takes the family with him to go to the bank and get his subsidy/welfare/whatever check dealt with, and some poor bastard of a bank robber decides it’s a good time to start a high stakes bank heist! Before Pa can get his money! And he took Lula Belle hostage! This is going to get very ugly, very fast. Heck, we could make it a high rise and go Hellbilly Die Hard.

Since dreaming up this concept, I have reviewed it and thought that it could run very well in a number of other game systems. Apart from the assorted universal systems, a game like this would work really easily and entertainingly in Capes or FATE/Spirit of the Century, and would also make for a hysterically awesome game of octaNe.

Warhammer + Victorian Style Steampunk = ?

August 17, 2009

I am a restless little git that has a bug for either creating game settings whole cloth or modifying existing ones, and I am also the sort of designer/folder/spindler/mutilator that for some reason likes to have multiple plates spinning at once. Therefore, I’ve decided to add another little thought experiment project to my current Legend of the Archons system creation. If I actually play the thing, I’ll probably use a slightly modified version of LoA’s FATE system.

But what is it that I have decided to create? I’m so glad that you asked, even if you did not.

I have decided to take the world of Warhammer Fantasy Roleplay and advance it up to a Victorian time period, and therefore a pretty solidly steampunk tech level rather than a realiztic victorian tech level (hey, this is Warhammer, after all – everything always has to be dialed up to 11). It will be specifically a variant on the first-edition WFRP world where my ancient and longrunning WFRP campaign, the Legacy of the Gods, is set, and takes some major historical events (and their speculative future consequences) of that campaign into account. Also, it will feature a fusion of magic and (mad)science a bit like a more advanced and stable cousin to Skaven Warlock Engineering crossed with steam engines. Provisionally I am calling this magitek cousin “Rune Engineering,” though if anybody has a better name for that then I’m certainly game. Note that the campaign world in question was one that we started playing prior to the introduction of things like imperial steam tanks and dwarf ironclads, so the steampunk elements that we do currently see in WFB’s Empire don’t exist in the history of this Warhammer World variant though of course similar things will exist in this more Victorian version where they’re a trifle less anachronistic in feel.

I’m sure that I’ll post a lot more about it to this blog, because that’s how I roll. Given that I’m also planning on posting about the abortive AD&D 3.5 setting I designed a few years back but never posted anywhere online, that will make 3 concurrent design projects being blathered about on my blog. Yay!

Anyhow, on to the point of this post.

I’ve been trying to decide what to call my warhammer steampunk project, and have a number of ideas but I’m not necessarily satisfied with them. Hence, a poll!

FATE news: Diaspora

August 8, 2009

My congratulations go out to Brad Murray and his crew on yesterday’s release of Diaspora, a hard sci-fi game built on the FATE/Spirit of the Century engine.

It’s built on the concepts of the vastness of space as fusion-powered craft rove between tiny pockets of civilization and lost worlds. As a fellow that is working on a FATE variant myself, I am very happy to see that they have completed and released this project, which I know has been a long time in coming and is indeed a labor of love. So check it out!

Edges / Stunts for Legend of the Archons

June 20, 2009

LoA banner1

Today I’ll be sharing a few of the Edges (LoA’s term for what Spirit of the Century calls Stunts) that are found in the Legend of the Archons game. Some are modified versions of stunts already found in SotC, some are modified versions of stunts from the Evil Hat wiki and some are of my own devising.

I’ll share a slew of magic-related edges soon, but those won’t be in this post.

Renowned Thinker [Academics]
Requires Scholar
Your reputation as a scholar is so well known that it occasionally covers up for your social shortcomings.
For a fate point, you may use your Academics skill instead of Rapport, Intimidation, Contacting, or Deceit, provided those you are dealing with are aware of your reputation (a second fate point will nearly always assure that they are).

Fortress Unto Himself [Endurance]
“Had he been victualled as well as fortified, he might have endured a siege of seven years!” – Charles I
Requires one other Endurance edge.
The character is not only tough as nails, but he also makes a habit of wearing heavy armor into danger. Between these factors, he can shrug off the blows of lesser men as if they were a soft spring rain.  A character with this edge can use the Endurance skill to defend against physical attacks instead of Athletics, Brawl or Weapons.

Logistical Analysis [Leadership]
Requires Lieutenant or Minions.
You are able to keep “the big picture” in mind when commanding men, which makes it easy to coordinate many different actions. You can simultaneously control two different companions or groups of minions, for example allowing you to have two different types of minion attached at once or one group of minions and a companion. Also, if you detach your companion then you can attach a group of your minions to him as well.

Renowned Occultist [Occult]
Requires Secrets of the Arcane
Your reputation as a scholar of the mysterious is so well known that it occasionally covers up for your social shortcomings.
For a fate point, you may use your Mysteries skill instead of Rapport, Intimidation, Contacting, or Deceit, provided those you are dealing with are aware of your reputation (a second fate point will nearly always assure that they are).

Faithful Steed [Ride]
You’re an avid horseman, and have one horse in particular that you take special care of. When riding that horse, you receive a +1 bonus (it’s assumed to have the craftsmanship improvement – see the Devices chapter on page XX).
Additionally, once per session, spend a fate point and declare that the car has some extra improvement – for guidelines, see the Universal Device edge (page XX). You can’t go too crazy with the Improvements on this on-the-fly trickiness – miniaturization and futurization (no clockwork steeds!), and several kinds of alternate usage and additional capability, are disallowed at this level of the edge. To ride a truly unusual steed, you must also take Noble Steed (below).

Noble Steed [Ride]
Requires Faithful Steed.
You have a truly one-of-a-kind steed. For starters, your once-a-session Improvement, as described above, can be of any sort. Secondly, your mount has two additional inherent Improvements you may select. These improvements must be defined in advance of a session (only at the beginning or end), but you needn’t pick all of them at the time you take this Enhancement. Once they’re picked, they’re set, until a trainer can get a chance to work at changing them. Your mount is instantly recognizable as something unusual, unless you spend one of your Improvements on making sure that it looks just like any other mount of its base type. Regardless, once people learn of its nature, there’s almost certain to be attempts to steal it or otherwise learn its secrets. You’d be well advised to take an Aspect tied to your mount, so you can get Fate Points when this happens!

Reins in the Teeth [Ride]
You can do all sorts of things from the back of your horse (or other mount). Riding your animal never causes a supplemental action penalty when you’re doing something else from the saddle, whether you’re rolling Ride as the primary skill or another. Furthermore, if Ride would be a secondary skill that restricts or modifies a primary skill, but your Ride skill is lower than the primary skill you’re using, your Ride skill has no negative effect.

Trail of Devastation [Ride]
Requires at least one other Ride edge.
The character is the bane of street markets, pavilions and rickety struts holding up awnings. The value of any damage this character does to the environment (but not characters, their mounts or vehicles) when riding a horse is doubled. Any time an object is taken out by the damage, the result should be spectacular – an explosion, a fire or collapse. This is not guaranteed to always fall in the character’s favor (though it often can, and should)!

Airs [Ride]
You are a skilled rider that has trained his steed to jump on command. Reduce any height related borders for jumping on a mount by up to three.

Tilting [Ride]
Requires One other Riding Edge
The character is trained and experienced in mounted combat. Attack Rolls made from atop the mount are at +1. If the character is armed with a lance, this bonus rises to +2.

Cavalry Charge [Ride]
Requires Tilting.
You may move one zone and launch a Weapons or Riding (in other words, trampling) attack without taking a penalty for moving, or you may move two zones and make an attack at -1. All other actions, including those with Weapons, that are not a Weapons attack described as a mounted charge, require a roll at -1 if you move a single zone on your action, as normal.

Shattering Charge [Ride]
Requires Cavalry Charge.
By combining your skill and your steed’s momentum into a mighty charging strike, you may devastate even the most potent of opponents. Any time your opponent opts to take a mild or moderate consequence from a blow you have dealt from a mounted charge, you may spend a fate point to increase the severity of that consequence by one step, increasing mild to moderate and moderate to severe. The opponent may then reconsider whether to take the consequence, or instead offer a concession. You may not do this to an opponent who is already taking a severe consequence.

More Tektek, More LoA

April 29, 2009

Here are a few more of those little chibi things. These ones are built around proposed PCs in LoA.

Síofra Nethfilidh Ferfechín, an Albannian-born fomor psychopomp associated with Horizons.

Sir Anthony Ravenscrest (AKA Anton Corvus),  Alban condotierre extraordinaire who is gifted in cunning and tactics though not in the sorcerous arts.

Persa of the Raven, aiaru medium associated with Death.

Qoriil Elnahaem, an enlightened alannic monk associated with Vision. I did the one on the left, his creator did the one on the right.

King Gustavus von Zachsen. an NPC.

Also, I am posting updates to earlier chibis for other LoA types, an NPC and a PC as well.

Mordamund, late Archon of Vision.

Filidh Uhlrik Gunderit Maghoctavius von Beck, a fomorian warrior-bard with a double mouthful of names, associated with Opposition. There are two versions because there were certain aspects I wasn’t settled on.