Categories: "Roleplaying games"
Hiiso
Hiiso are a species of bipedal lizards that hail from the far reaches of the Erberus Sector. They once possessed an advanced star-faring civilization. But the Hiiso were also highly aggressive, and proved unable to co-exist with the Old Republic. Millennia ago a full-fledged war broke out, and the Hiiso were defeated by the Republic and the Jedi. Today the Hiiso can be found on planets around the Erberus Sector. They are strong and enduring, but surprisingly docile. This combination of traits makes them ideal laborers.
Erberus Sector
Outer-Rim sector located to the far galactic south. Situated between the Corellian Run and the Rimma Trade Route, the Erberus Sector it is something of a backwater in galactic terms. Its immediate neighbors include the independent Helios system, the Confederacy-dominated Elrood Sector and the Republican Minos Cluster (both of the latter tenuously connected to the Rimma Trade Route). There is also a secondary route linking the Erberus Sector to the Corellian Run by way of Tatooine (in Hutt Space). The Erberus Sector remains a largely unaligned part of the Galaxy. The Clone Wars have yet to fully reach this part of space, and many systems think that they can just wait out the conflict. The most prominent system is Hexan, which is the only world in the sector to have a representative in the Senate.
Clone Trooper First Class 'Heavy'
Heavy weapons specialist CT-4001-136372-24551 aka ‘Heavy’ is one of the most colorful clone troopers aboard. It is possible that a slight defect in the cloning process is the reason why he is less obedient and efficient that his batch brothers. He is, however, very good at what he does, and his sense of self means he is more cautious and more likely to survive a battle than your average clone. Heavy seems particularly attached to E'tan for some reason.
Clone Sergeant 'Stone'
Sergeant 'Stone' is the highest-ranking clone aboard the Light of Reason following the droid assault on the ship. Stone was among the first batch of clones ready for battle, and took part in the attack on Geonosis. He was severely injured and spent several months in a medical station, then served in various capacities for the rest of the first year of war, before being reassigned to guard Jedi.
Jedi Padawan Janna Deshler
Janna is an unlikely Jedi candidate, having been born on a remote world in the Outer Rim, far from the influence of the Jedi and the Rebulic. Moreover, her birthplace, Muunilinst, is also the homeworld of the Muun, the architects of the InterGalactic Banking Clan, a key supporter of the Confederacy of Independent Systems. Nevertheless, Janna was found by Jedi and taken to Coruscant for training.
When she was old enough Janna was selected by the Council to become Master Dio’s personal apprentice – her Padawan. It was tought that Janna had need of strengthening her combat skills, while Master Dio needed an apprentice that was mature, balanced, and always seeking alternate solutions to aggressive negotiations.
Janna fights with a single yellow-bladed lightsaber. Her style is defensive in nature; focusing on blocks and parries, then lashing out when her opponent exposes himself, using either her blade or the Force. Janna is rather strong in the force, but she is weaker in the telekinetic disciplines.
She is rather attractive and tends to attract unwanted attention from amorous males. Oona has urged her to take advantage of the fact, but Janna remains too dedicated to the Jedi Code.
Jedi Master Oona Dio
A Twi'lek native of Ryloth taken from her home by slavers, Oona had the good fortune to be freed by Jedi master Trisko Drall during his anti-slavery campaign in the Outer Rim. When the Master sensed her force potential, he asked her if she wanted to return to her home or come with him to Coruscant. Oona chose the latter; but it is a choice that has haunted her ever since – visions and dreams of other Twi'lek suffering the ignominies of slavery continues to haunt her even today, and she has been known to react very harshly indeed against slaves – even suspected slavers. Master Oona Dio has spent much of her life away from Coruscant, ceaselessly bringing justice to the Outer Rim and beyond – she does not feel that the Force is limited by political borders, and has in the past taken actions in systems not affiliated with the Republic.
Oona is very tall for a Twi'lek. Her lean frame is covered by supple muscle, which is further enhanced by the tight-fitting black body-suit she wears. She is a true Jedi Guardian - a master of the lightsaber and a staunch defender of the Republic and the values of democracy and freedom.
Unknown Sith Lord
Nameless Sith Lord accompanying the Trade Federation Envoys to the Turin Ranch meeting. Wears strange red battle armor that seem resistant to lightsabers. Metal collar covers his neck and lower face. Has not yet spoken. Fights cunningly, using a combination of lightsaber attacks and advanced Force techniques. When angered abandons Force use in favor of an aggressive lightsaber style. Far stronger in the Force than Master Dio, and more than a match for her with a lightsaber.
Damage and healing
Star Wars is a cinematic game where heroes can dodge blaster bolts and fight through hordes of minions. The rules for damage and healing reflects this – not only is it possible to avoid blaster fire; you could actually survive multiple hits from a weapon that can kill and armored trooper with a single blast. It’s not realistic, but it’s heroic.
VITALITY
Vitality is an abstract measure of how tough you are to kill. The common people you meet on the street won’t have very many vitality and are easily killed by blaster or lightsabers, whereas heroes have that little extra something that keep them from getting killed or incapacitated.
Damage: How much damage you’ve taken from various sources. You track this on your character sheet. Damage remains until healed. Base vitality minus damage equals current vitality.
Bloodied: When you’ve taken damage equal to or greater than half your vitality you are bloodied; you’re a bit bruised and battered, but basically still OK. Some feats, talents, and action are only applicable if you’re bloodied (such as using healing surges).
0 vitality: Characters reduced to 0 vitality (you can’t have negative vitality!) moves -5 steps on the condition track and fall unconscious. If the hit that reduced you to 0 vitality equals or exceeds your damage threshold you are instead dying (minions are killed instead). Spending a Force point will prevent you from dying in this manner; you’re just knocked out and down to 0 vitality.
Dying: Heroic characters that are ‘killed’ expire after 1d6 rounds. If the GM deems it appropriate a dying character could come around for long enough to utter some dying words. Successful first aid (Medicine DC 25, bonus if using advanced medical gear) can prevent a dying character from dying; he remains at 0 vitality and his condition is unchanged, but he doesn’t die.
Death: Dead characters normally remain dead; unless resuscitated or brought back using the Force for example.
SURGES
Every character (be it a PC or NPC, minion or heroic) has a number of surges per day (based on your classes and your CON bonus). Each surge normally heals damage equal ¼ of your total vitality. You can only use surges if you are A) resting or B) bloodied. After a good night’s sleep you regain spent surges (it’s also a good time to expend unspent surges if you have taken damage). Less than full night of comfortable uninterrupted rest will give you less surges back.
Second wind: If you’re in a fight and bloodied you can use a surge by taking the Second wind swift action. You can normally (unless you’ve a feat or talent that allows for more) use Second wind only once per fight! Spending a Force point will also allow you to use an additional Second wind. Non-heroic characters do not usually have a Second wind unless they have a feat/talent that allows it.
Resting: Whenever you’re out of combat you can spend healing surges more freely; as long as you have time to rest the GM will allow you to use 1 or more surges (10 minutes of relative peace and quiet should be a minimum for one surge). Even minions can heal in this way (the Minion class as 2+Con bonus surges/day).
CONDITION TRACK
Hits that cause a lot of damage, plus some other sources (such as Force lighting and blasters set on stun) can slow you down or even knock you out even if you have vitality left. You use (literally) the condition track to keep track of your condition; it goes from no penalty at all down to unconscious/incapacitated (0-1-2-5-10Incapacitated). Use tick marks to keep track; add once each time you move down and erase one each time you move up
Damage threshold (DT): If a single attack does a lot of damage you could be in trouble even if you have vitality left. Each hit that does damage equal to or greater than you DT drops you one level on the condition track. Your DT is based on Fortitude Defense + modifiers (such as the Improved Damage Threshold feat).
Recover: You can spend three Recover swift actions to move up one step on the condition track; these three swift actions can be spread out over several rounds or take all in the same round. Spending a Force point while recovering allows you to do Recover as a single swift action.
Being incapacitated: If you drop to the bottom of the condition track you’re incapacitated; you fall unconscious and drop prone. After 1 minute (10 rounds) made a DC 10 Constitution check. If you succeed you move +1 step on the track and regain vitality equal to your surge value (but expend no surges). If you fail you remain unconscious for 1 hour, after which you repeat the test (failure by 5 or more means you die instead). You must continue retrying each hour until you succeed, but each time you fail one condition level becomes persistent. You can use a Force point to avoid becoming incapacitated, except if you were also reduced to 0 vitality by the same attack.
Persistent conditions: Some injuries are too severe to just go away like this; they are called persistent conditions. Mark persistent conditions on the track using a cross instead of a tick mark. It you already have non-persistent conditions; add the persistent condition on top of the track and make an equal number of non-persistent ticks further down.
STUN/ION DAMAGE
Setting a blaster on stun/using another stun weapon (ion weapons for vehicles/ships/droid) can incapacitate without killing. After rolling damage halve the result. There may be an additional effect: If the target is reduced to 0 vitality it moves -5 on the condition track it knocked unconscious, but without any chance of dying. Even if the target isn’t reduced to 0 vitality there is a -2 move on the track if rolled (before halving) damage equals or exceeds DT.
Damage and healing example: E’tan encounters some droids. There is a brief, but violent struggle before the droids are dispatched. During the process E’tan takes a few hits, including one that exceeds his damage threshold. As a result he drops -1 step on the condition track and has a -1 penalty to his actions and defenses. With 55 damage vs. 72 vitality he is also bloodied. He decides to play it safe; on his next turn he uses his sole Second Wind (swift action) for this scene. His surge value is 18 so he recovers 18 vitality, leaving him with 37 damage. Still bloodied (half of 72 is 36). He opts to use a Force point for another second wind. That’s another damage removed, leaving him with only 19 damage. That’s two swift actions this far this round. He uses another Force point to Recover as a Swift single action, concluding his actions for this turn. On the next turn one of the droids gets in a lucky shot with a blaster set on stun. It rolls 3d6 for 18 damage, halved to 9. Not nearly enough reduce E’tan to 0 vitality. But 18 (rolled damage) is greater than E’tans DT, so he moves 2 steps down the track. Good thing he recovered; he would have been a -5 rather than -2 had he not! E’tan dispatches the last few droids. He’s used 2 Force points and two surges, leaving him with 6 FP and 7 surges. After a brief rest he uses another surge, putting him at only 10 damage (19+9-18) and with 6 surges to go. He has no persistent conditions so he erases all marks on his track. E’tan is ready for his next fight.
Allandra
Allandra is the fourth consort encountered by Shaedan. You first met her while taking a bath in the hot springs of Torain in the Five Peaks. Retuning from a long and spiritually taxing journey to the Hidden temple, you thought to relax and recover a bit before going back to Daulton. But the Dragon had other plans for you, so you ended up finding an elf maiden bathing naked in the springs, her Dragonmark plain for you to see. She immediately gave herself into service to the Dragon – as if she had been waiting for this moment all her life.
Allandra is eternally young and ageless, like all her kin. She is tall and lithe, with impossibly smooth white skin and dark brown hair and green eyes. Her beauty is almost unearthly, combining feminine allure with the unfading freshness of adolescence and the innocence of youth. It is the eyes that betray her, for within their green depths can be sensed experience and resolve far beyond that possessed by the girl she superficially resembles on the outside. She usually dressed in Sidhe clothing that reveal little, but hint at everything.
Allandra is calm and composed most of the time, but can be very passionate if provoked or enticed. Few people, the Emperor included, can stand up to her when her feelings get the better of her and an enraged Allandra can be a truly terrifying experience. It is during these spells of passion that her beauty truly shines and no male goes unaffected while in the presence of an Allandra in full bloom. Most of the time, however, she seem distant and aloof, barely registering the lesser creatures populating the world around her. Her beauty then becomes something less tangible and largely devoid of sensuality.
Alien and enigmatic like all Sidhe, more distant from Shaedan than any of the others, Allandra still has a very important place in the group, since she is the only one except Shaedan who can feel the bond with the other women. While Shaedan can sense each of his consorts, and they him, only Allandra can sense the other women (but they cannot sense her in return). This, and her considerable wisdom and diplomatic skills, has made her something of a leader among the other consorts. Little of importance is decided without Allandra having a say in the matter, which is a good thing for the Emperor, as he would otherwise have been swarmed with suggestions and demands from each of his eight consorts!
Allandra’s position within the Administratum (meaning ‘bureaucracy’ in Anuirean) is as First Advisor to the Emperor. She holds no special powers of office, but given the fact that Shaedan listens more to her counsel that anyone else’s means her influence is widespread (and by default the influence of the consorts as a group).
Allandra seems as committed to a cause as a sidhe can become, yet her insistence that the Dragon is a cosmic force, likened to shadow and life, tasked with ensuring the turning of the world, can be a bit tiresome. Countless times Shaedan has tried to explain to her that she’s talking about gods, and that the Dragon may well be ‘a cosmic force’ but that is the same as being a god. Yet Allandra just smiles and shakes her head at the ignorance of humans.
Early during their relationship Allandra gave Shaedan a golden ring cunningly crafted to resemble a dragon biting its own tail. The ring had passed from generation to generation within her family, since the day one of her ancestors had been taken it from a dead human warrior during the days of the human-elf wars. With your discovery of the second ring in the ruins of Kalah, the City of the Dragon, and you trip back through time that allowed you to speak with Anduiras-the-Dragon, you are starting to think the sidhe may have been right all along.
Draco surely is a god, no doubt about that, but apparently there have been many dragons in other times and places, and he is but the last incarnation of a cosmic force greater than any deity. Much like good and evil are concepts far larger than any god, for the deities are only reflections of the greater whole, the Dragon is the ultimate representation of the Laws of the Multiverse. It is the force that brings order out of chaos, renewal after death, and death after life.
Capabilities: Allandra is a skilled Bard when Shaedan meets her, with a strong emphasis on social skills (but she is far better at persuasion than subterfuge) and spells of illusion and enchantment, and a certain knack for healing. She continues to gain levels and power in this class as time passes, eventually reaching very high levels. When in her drakeform she is the match for many lesser warriors, but she is not the most martially inclined of the Consorts. In addition she retains the basic affinities of her race, including a penchant for the wild and uncanny perceptiveness.
Yamela
Yamela was the last (the eight) of the Dragonmarked to be found by Shaedan, and the first one you had Marcus locate rather than encounter by ‘chance’. You first met her in Sendoure, when you travelled there to seek out the last of the Dragontouched (as revealed by Marcus’ scryings). Having the last one be a priestess of Laerme was a surprise, even though the other consorts had certainly been unique in their won right, this was almost too much.
Yamela is probably the most physically attractive of all the Consorts (although it is hard to tell with only other beauties to compare her to; and it all depends on the eye of the beholder anyone). She is all curves and softness, bright smile, beckoning eyes, moist lips, swaying hips, smooth belly, round breasts, and sweet smells. Add to this natural beauty all the tricks that women use to enhance their allure and the divine enhancements bestowed upon a high servant of the goddess of beauty and lover, and what you get is something irresistible. The good Yamela is oftentimes scantily dressed (to Anuirean eyes at least), but on her it looks just natural and not promiscuous as with say Kieyra. As a side note; not only men, but many women are affected by her presence.
Her personality is just as attractive as her appearance. Once again her allure is a combination of her natural characteristics and so many years in the trade that they have become second-nature to her. The combination is without compare and you cannot spend time with Yamela and not like her. When she desires she can entertain any man (or woman) in any imaginable way, from small talk to the full seduction routine and everything in between, and in return get him or her to do anything in return.
Despite Yamela being a priestess of the insidious Corruptor goddess Laerme, she is the woman Shaedan has connected most closely with. Kieyra may be his favoured companion for travel and bed sport, but it is to Yamela he goes when he needs comfort and compassion. It may be that it is all some wicked plot to weaken Shaedan’s resolved, and if so it may well have succeeded. It might not be ‘love’, but it is as close as Shaedan is likely to get.
Yamela has good relations with most of the other consorts, including both Allandra and Arthane (which is no mean feat), but she is closest to her companion Ingrid. They have between them something more than the other consorts do, but it doesn’t appear to have any influence on her influence with Shaedan.
Since the awakening of the Kiervon deathless, Yamela has spent much time up in the mountains acting as an ambassador. It appears she is much more suited to the task than Maccabeus, and also frees the old Keeper up for more arcane duties.
Capabilities: Yamela was a priestess of Laerme before meeting Shaedan and has continued to pursue that path ever since. She most definitely isn’t a warrior (though she could probably defend herself to good effect), but very few people would want to fight with her anyway. Her social skills are second to none, but run along different paths than do those of say Allandra and Arthene.
Serrissa
Serrissa is the second of the consorts found by Shaedan. You first met her in the Temple of Haelyn in the small town of Casiere in Fairfield, Roesone. She accompanied you as you made your way towards Aerele, and you two spent many hours debating the virtues of Haelyn as opposed to those of Draco. The only thing you seemed to agree about was that you didn’t agree about anything else. It was quite some time before the mark was revealed to you, and during those days you had no idea that there would be many marked women, and did not actively look for them.
Serrissa is an extremely attractive woman, or at least should would be is she had not looked so dammed stern all the time. Her long honey-blonde hair is tightly bound and often covered under a helmet. Her strong cheekbones, full mouth and finely chiselled nose would be stunning if some effort was made, but now her face is only forbidding. She has a beautiful feminine figure despite being incredibly fit, but who can tell when she is always wearing armour? Of course, Shaedan occasionally gets to see the woman beneath, so he has learned to appreciate that her beauty is more than just skin deep.
Her manners and way of speaking are equally stern; she always blunt and to the point. She does not intend to offend or antagonize, but she believes that the truth must always be spoken and that everything should be direct and to the point. Despite signs to the contrary she has a well-developed sense of humour, which is centred on her not inconsiderable self-insight.
Serrissa’s origins remain a mystery to all. That she has some celestial heritage is not in doubt, but tracing her lineage has proven impossible. Born to common peasant parents, with several quite human siblings, there is no indication whatsoever as to where her divine blood comes from. Indeed, when she was very young her village priest discovered her to be unusually pure of soul and devout to the gods, but never suspected she was more than human. Even after being inducted as a paladin her true nature remained undetected.
Serrissa is utterly dedicated to the Pillars of Haelyn and will likely only follow the will of the Dragon as long as his goals coincide with those of the Allfather. So far this doesn’t seem to be any problem, and you are confident that she would not hurt the Dragonholds in any way, even if she is sometimes somewhat reluctant in her service.
Lady Serrissa doesn’t really have any friends among the other consorts, and usually seeks her companions outside the palace. She is very popular among the templars, who for some reason doesn’t end up debating the finer points of religion with her. She is the one of the Consorts Shaedan usually prefers to send if there is any troubleshooting or arm-twisting that needs to be done.
Capabilities: Serrissa is a holy warrior without peer, unflinchingly upholding the Pillars of Haelyn. The holy powers granted to her makes her a terror for all Shadowspawn, traitors or criminals. She is quite clever and insightful as well, gifted with considerable powers of reason and intuition, which may come as a surprise to many. Her social skills are not quite her best feature – but this is more a result of choice than inability.
Melissandre
Melissandre was the first of the Dragonmarked consorts Shaedan encountered, but it took some time for her mark to be revealed. You first met her on the road heading north from Casiere in Fairfield, Roesone. She was accompanying a caravan of wandering halflings that has come under attack by what appeared to be brigands. Shaedan’s intervention saved both the halflings and Melissandre, for even though she and the Halflings had fought bravely, they were badly outnumbered and outmatched (especially as the “brigands” were really the armsmen of a local lord who were out to avenge a slight to heir masters “honour”).
Melissandre has the classic Vos look, tall and proud, with pale skin, raven hair and eyes almost as dark. Melissandre is slender to the point of almost being thin, all muscle and sinew, with not an ounce of fat to her name. Yet she is not without feminine grace; she might not be curvaceous, but there is something definitely enticing about her. She almost always dresses in dark colours with heavy embroidery, but never wears any jewellery. Her clothes are of modest cut, but are invariably of light fabrics and a cut to allow her maximum freedom of movement (incidentally often revealing hidden curves or flashes of smooth white skin).
Melissandra rarely speaks in public, unless she has some very good point to make, preferring instead to watch and to plan. It should not be taken as shyness, but rather as a sign that she does not share her thought with just anybody. What is probably more disconcerting is her apparent lack of any sense of humour; or so it would seem to those who have not taken her to bed, because in that particular setting she is both playful and humorous.
Originally hailing from far-away Vosgaard, Melissandre never knew her parents, for her father died fighting gnolls from the Fell, and her mother was killed when raiders pillaged the village she was born in. The only survivor of the raid, little Melissandre should have perished in the cooling ruins of her home, but somehow she endured. When a Vos priest of Belinik passed through the village and found the girl, he was so impressed that he brought the little girl with him, and traded her to a Krieshan monastery nearby.
Melissandre served faithfully in the temple of Kriesha for many years. Strong and lithe both, she impressed even more with her mental faculties and her unyielding constitution. She eventually came to the attention of the White Sisters, a band of warrior-priests serving the Winter Witch. Never a large society, the Sisters roamed Vosgaard (and beyond) doing the work of their goddess, keeping no company but that of wild beasts. Here Melissandre learned to fight without arms or armor, to endure heat and cold, pain and deprivation, and to call upon the power of the savage beast that roams the wild lands of the north.
One day she found the Mark of the Dragon upon her breast. She did not know its full meaning, except that it was the mark of an Anuirean god, but she realized that she would be killed by her fellow Sisters if the mark was discovered. And so she fled from Vosgaard and into Brecht lands. Several times her life was in peril as her former Sisters sought to track her down and slay her, but each time she managed to slip away. Melissandre eventually ended up in Anuire having determined hat she must learn the true meaning behind her mark. Knowing that the Order was not very friendly with followers of Kriesha, or Vos in general, she wisely chose to keep a low profile – until fate put her into Shaedan’s path.
Melissandre is a hard and humourless woman, who has not fully been able to throw of her Vos heritage or her fifteen years of temple training. Shaedan isn’t sure she has even abandoned Kriesha, although he refrains from pressing the matter. She is utterly dedicated to her master, however, and would give up her own life without regret if circumstances demanded it. She may not understand why she was marked, but she has accepted that she was, and now serves her new master as diligently as she did her old mistress.
Melissandre’s primary task these days are ensuring the safety of the Empress Iliane, a task that she executes with all her usual focus and determination. Indeed, it is a task that she enjoys, for it allows her to speak with the Empress on a regular basis. Melissandre finds these talks intensely stimulation, for the Empress is something very special – a woman filled with boundless mercy and compassion, so unlike Melissandre.
Capabilities: Melissandre is tough, strong and fast by nature and with her drakeform powers she has become a formidable warrior indeed. She has also not forgotten her training at the hands of the Sisters, and continue to commune with nature. She is, however, far removed from the icy wastes of the Vos lands, and so she has learned other uses for her powers unknown the other druids of Kriesha. She is also an accomplished courtier and diplomat, skills aquired over the years.
Kieyra
Kieyra was one of the first consorts encountered by Shaedan, the third one in number. You first met her in the city of Aerele, the capital of the Duchy of Diemed, naked (with the Mark visible) and bound upon a great pyre. It seemed that she had some secret taint that the locals had taken offence to. Apparently she had fled from Ilien some years before, trying to escape that same fate, but her blood finally caught up with her. Demanding her execution stopped, you brought the matter up with the Lord Inquisitor Kermin. What right did the Inquisition have to interfere with the Dragonmarked? Eventually what could have been an opportunity for bad blood between the Order and the Inquisition turned into something good, as Kermin and Shaedan reached an understanding. That understanding would later come close to friendship, and when Kermin became the head of the Inquisition, he became a vital instrument in the fight against the Shadow.
Kieyra has a body to die for; slender and curvaceous in exactly the right places, full breasts and rounded hips yet slender of leg and waist, hard and soft at the same time, with an alluring combination of pale skin and dark hair and eyes. She dresses to enhance her attributes, always wearing garments that are too tight or too revealing for propriety. Moreover she has an attitude to go with her looks, constantly flirtatious and seductive, yet so very cold and unattainable. It is sad that no man can watch her go past without casting a glance at her.
Kieyra usually affects an aura of distance and is quick to lash out verbally against those that come too close for comfort. She is on fairly good terms with the other Consorts, but the only person with whom she is intimate is Shaedan. Beneath the surface Kieyra has an ironic and biting sense of humour and secret pride and trust in Shaedan and the Consorts.
Details about Kieyra’s ancestry are not known; not to her, Saedan or anyone else. What is known is that she carries fiendish blood in her veins, most likely demonic. In reality Kieyra is descended from male incubi that passed as one of the Sworn Lovers – two mages that operated in Osoerde several centuries ago. Kieyra’s father is an unknown and her mother was a woman of the streets in Ilien (she died when Kieyra was young).
Kieyra wasn’t very pleased to be Dragonmarked – she railed and accused, and then railed some more. She was pleased to be alive and free, but not exactly thankful either. Indeed, she tested Shaedan’s patience to the limit and beyond many times. Yet in time she came to embrace the changes and her new life, finding a new purpose in the study of the arcane arts and unravelling the weaknesses of the Shadow. Kieyra spends most of her time at court, either in the presence of Shaedan (who seems to spend at least half his nights with her) or busy with her studies.
Kieyra is possibly the consort you are most intimate and connected to. For some strange reason you are irresistibly attracted to her dark and mysterious ways, her haughty bearing, harsh words, and sometimes near-treasonous behaviours. You’ve tried to deny the attraction, but there must be some reason why you spend so much time with her in your chambers and why it is usually she that accompanies you on your travels.
Capabilities: Kieyra was accomplished as a rogue when Shaedan rescued her from the clutches of the Inquisition and continued to gain somewhat in skill within that area as the years went by. She has, however, focused her attention on the arcane and delved deeply into the mysteries of Knowing and Seeming (Divination and Illusion), going as far as experimenting with Shadow Mebhaighl. While not really a warrior, the mix of rogue skills, magic and draconic prowess makes Kieyra extremely lethal in certain situations.
Ingrid
Ingrid is the sixth Dragonmarked consort discovered. You first met her in the Dragon’s Fang, when she came before your throne to demand to be taken into your service. Amused and annoyed at the same time, Shaedan prepared to teach this brash young woman a lesson by bodily removing her from his holdfast. But his hand was stayed when Ingrid with little modesty barred her breast and showed her Dragonmark. Accustomed now to these strange Dragonmarked women, Shaedan relented and took her into service.
Ingrid is tall, almost equal in height to Shaedan, being well in excess of six feet tall. She is lithe and slender, but that is largely an illusion created by her great height. In reality she is broad of shoulder, and her entire body is hard muscle – not the bulky muscle of her male kin, but longer and more slender, but no less powerful for that. Her femininity only shines forth under two sets of circumstances – when she walks around in all her naked glory, or when she is dressed to court and in the company of her lover.
Ingrid is not shy or silent or modest; she grew up in the halls of an Rjruik tribe, and spent most of her adolescence in the company of male warriors. She speaks her mind always, regardless of who she is with, and is never afraid to offer critique. Indeed, many find her overly noisome and outspoken, but do they dare try and ask her to be silent? She accords respect only to proven warriors or women of obvious grace (which tends to include Shaedan and all the Consorts save Kieyra).
Ingrid is a warrior woman, the daughter of an Rjurik tribal chieftain from the wild lands of Hugunmark. The Rjurik had long acknowledged the Dragon, but only as an aspect of Erik, and in this they persisted even after the Dragon’s ascension. Things did not change much until Shaedan’s adventures in the service of the Highland King of Rjuvik, after which young Rjurik warriors took to calling upon the Dragon in battle and the priests of Erik declared that this was pleasing to their god.
Ingrid is a warrior born and bred, and only through her skill at arms does she desire to prove her worth to Shaedan and the Dragon. Not for her the comforts of the palace or the politics and planning. By sword or spear, axe or bow, Ingrid is there to smite the enemies of the Dragon. Ingrid is also the appointed ambassador to the lizard folk, and spends a lot of time in the Ondurnee swamp.
Her only other concern is her companionship with Yamela. They are very dedicated to one another, and take great pains to spend what time they have together. Allandra is pretty certain that they have a special bond between them, that they can sense each other like they do Shaedan, and has told Shaedan this. Shaedan on the other hand is fairly certain that they are lovers of sorts, for bond or no bond they seem very committed.
Capabilities: Ingrid Odinsdottir is a warrior at heart, forged in the martial tradition of the Rjurik tribes. Devilishly strong, tough and fast she is a match for even the most skilled of the legion’s martially inclined drakes. Before her relationship with Yamela her feminine and social aspects were largely neglected, but one cannot spend time with a priestess of Laerme and not be affected.
Berra
Berra is the fifth of the consorts. You first met her in the Barony of Draco, when you were out hunting wild game, and saw Berra being chased by a pack of Shadowtainted trolls. A furious fight ensued, during which you were in serious jeopardy, but faith in the Dragon carried the day once again. Berra had been wounded during the fighting, and her leather bodice was torn open to reveal the Dragonmark. Upon returning to Riverbend Shaedan asked Lord Estevan if he could release Berra from his service, which he did with little reluctance, for he could see destiny written upon the couple. When Berra was presented with the choice of serving the Dragon by following Shaedan, she readily accepted.
Berra Riordean is half Anuirean and half sidhe, something which is readily apparent to anyone who knows what to look for – she looks just a little too perfect to be real for one, and there is something in the set of her eyes, or maybe in her eyes, that give her ancestry away. Or maybe it is her enchanting voice or the way she almost glides across the floor. Berra is stunningly beautiful, combining the best of both human and sidhe, and has learned to act and dress in accordance when at court. She is, however, still most at home worn leathers and carrying a bow in her hand. And the funny thing is that she looks just as stunning whatever she wears; hers is a natural beauty that needs no enchantments of tricks of allure.
Berra is a silent person, and she rarely speaks when in the company of many people, nor does she try to attract attention in any way. She is not shy or meek, however, preferring to let her actions speak instead of words. It is just that she is not really in her right environment at court; it is out in the wild her skills are of most value, and it is there she shines.
Berra’s origins are not well known, and she rarely speaks about them, save to her two true friends; Allandra and Arthene (and they would never betray her trust). In truth, she is the offspring of an elf woman and a valiant Knight-Templar of the Silver named Riordean. The Knight was mortally wounded fighting in the North many years ago. Berra’s mother found him, but his wounds were beyond her skills to heal. And so she gave him what comfort she could during his last hours, and Berra was the result. When Berra grew old enough, she left her side kin and travelled to the Barny of Draco, where she offered her allegiance to the Lord there. In doing this she felt she was honouring her dead father and by taking up his mantle of service to the Order, she was carrying on his legacy.
Berra is perhaps the least demanding of Shaedan’s consorts; she seems content that she now serves another of the Dragon’s champions. Where she served Estevan and the Barony of Draco, she now serves Shaedan and the Empire. While Berra has always been a faithful and willing servant of the Dragon, she is secretly glad to have been discovered by Shaedan, for although Estevan was also a great man, he did not give her the same feeling of contentment that Shaedan does.
Berra is not at all comfortable with the way the Order separates children from their parents. It tastes too much of her own childhood and the father she never knew. She sincerely believes that the Order would be stronger if another approach could be found. Other than that she supports the Emperor in all things.
She spends much time outdoors doing what she knows best, and in the process she helps the Dragonhold stay safe. Berra assumes the role of ambassador to the fey realm peoples of the Gieannwode, so she is bound to spend much time away from the palace, something which suits her just fine. She is also more than willing to spend time exploring and interacting with the various cultures and races encountered by the Order.
When at Court she is usually in the company of either Allandra or Arthene (but not the three of them together, since Allandra and Arthene do not mix well). An odd choice to some, it is quite natural to Berra, who feels she hearkens to both sides of her ancestry and gets contentment from that.
Capabilities: Berra is a skilled and cunning warrior and a true master at archery and woodcraft. She can hit a gold coin at 400 yards, send her shafts through the finest dwarf-forged armour, and place five arrows in the air before the first one strike its target. She knows the Holds better than anyone else, and has a lot of skill in rooting out Shadowspawn of all kinds. Her social skills and courtly graces leave something to be desired, but exposure to the Allandra/Arthene combination has rubbed of on her to a certain extent.