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<div><strong>22's view of nature |
<div><strong>22's view of nature is iconoclastic</strong> not only in that it views living constructs like themself as natural, but also in that it conceives of nature as that which underlies all things, not only in [[The Quelmar Realm|Quelmar]] but in the [[The Quelmar Great Wheel|planes beyond]]. |
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According to this view, nature is the foundation that allows the entire cosmos to exist, with all its distant stars and its many planes of reality. All beings arise from it, deities and mortals alike. Although mortal creatures would not exist without their respective creator deities, they are nonetheless a part of the vast collection of naturally occurring phenomena, albeit a part that is at least one step removed from the existence of nature itself. When a being is created by mortals rather than deities, that being is merely one additional step removed from nature's mysterious origins, but, like their creators, they remain as much a part of the whole as are the deities or the planes. |
According to this view, nature is the foundation that allows the entire cosmos to exist, with all its distant stars and its many planes of reality. All beings arise from it, deities and mortals alike. Although mortal creatures would not exist without their respective creator deities, they are nonetheless a part of the vast collection of naturally occurring phenomena, albeit a part that is at least one step removed from the existence of nature itself. When a being is created by mortals rather than deities, that being is merely one additional step removed from nature's mysterious origins, but, like their creators, they remain as much a part of the whole as are the deities or the planes. |
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<div><strong>On their own |
<div><strong>On their own after leaving Sneerwell,</strong> 22 soon discovered that being alone on the road was not safe, but neither was spending time in large population centers, where the judgement of many of the organic citizens was that 22's metal body was sufficient cause for them to be enslaved. So they soon took up caravan guarding, a vocation that allowed them to be left to themselves for the most part, but also to interact with organics enough to begin building a knowledge base regarding the complex and endlessly nuanced protocols governing social interaction. Before this time, 22 did not have a name, but names were important when coordinating activities with organics, and one of their fellow guards proposed the name "Bob", which they accepted after several milliseconds of consideration on the grounds that it should function at least as well as the longer names most organics used. |
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After a time, 22 assessed that the curve describing the benefits they had been gaining over time from caravan work, measured in terms of knowledge and useful personal alliances, had flattened sufficiently to warrant seeking an alternative pattern of experiences. An opportunity presented itself shortly, after a group of adventurers came on as guards for a trip south, two of whom were a dragonborn sister and brother, Tacciath and Uldil. |
After a time, 22 assessed that the curve describing the benefits they had been gaining over time from caravan work, measured in terms of knowledge and useful personal alliances, had flattened sufficiently to warrant seeking an alternative pattern of experiences. An opportunity presented itself shortly, after a group of adventurers came on as guards for a trip south, two of whom were a dragonborn sister and brother, Tacciath and Uldil. |
Revision as of 23:47, 12 June 2023
22
Not pictured: | force cannon, chainmail bikini |
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. . | |
Type — | Autom |
Operator — | Cat |
Created — | Sneerwell, 705 PR |
Height — | 166.14 cm |
Weight — | 118.10 kg |
Gender — | Non-binary (they/them) |
Aliases — | M2-5U22, Portal, Fursona, Bob |
22 is an autom druid; a natural philosopher; an anti-racist activist and agent of People Are People; and a resident of The Sky Net.
History
Early Days
, in which 22 witnesses a key event in the rise of the machines, gains sapience through a freak event, and becomes enthralled with the majesty of nature22's Philosophy
, in which 22 views all of The Great Wheel as a manifestation of nature, champions creative endeavors, and loathes fire and annihilationThe Path to Jadenhill
, in which 22 finds work and community, takes up arms against Draconic Crusaders, and is inspired to seek power by the death of a friendLearning the Magic of the Land
, in which 22 studies under the unconventional druid Grandmush, aids the forest, visits the Underdark, and learns to take organic formThe Rise of the Machines
, in which 22 migrates to Gearguage, works as a smuggler during the War of the Forged, and acquires additional namesSettling Down
, in which 22 establishes a long-term home among syntheticsKidnapped!
, in which 22 learns a terrible lesson and helps an enemy to kill a friendMeeting Their Maker
, in which 22 discovers that a stranger is actually their oldest acquaintance, whose fate has become unpleasantly intertwined with their ownColin Quietly Saves Zugs McFlair
, in which 22 becomes a mind reader, and Colin hopes his desperate measures to save Atnas will also spare Zugs from never having been bornIn the Before Times
Lessons of Kathartha
Mysteries of the ArchCrystal
Languages
22 can speak and write Common, Druidic, Draconic, Infernal, and Troverthian.