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22: Difference between revisions

m (Reverting in order to merge conflicting changes without having to approve each revised paragraph manually)
Tag: Undo
(Merged changes (My edits to reformat sections to include inline summaries are WIP.))
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|image=22.jpeg
|image=22.jpeg
|data4=Cat|label4=Operator —|data6=Autom|label6=Type —|data8=Sneerwell, 705 PR|label8=Created —|data10=69.85 kg|label10=Weight —|data12=Non-binary (they/them)|label12=Gender —|data14=M2-5U22, Portal, Fursona, Bob|label14=Aliases —|data9=111.76 cm|label9=Height —}}
|data4=Cat|label4=Operator —|data6=Autom|label6=Type —|data8=Sneerwell, 705 PR|label8=Created —|data10=69.85 kg|label10=Weight —|data12=Non-binary (they/them)|label12=Gender —|data14=M2-5U22, Portal, Fursona, Bob|label14=Aliases —|data9=111.76 cm|label9=Height —}}
22 is an autom druid, a natural philosopher, an anti-racist activist and member of People Are People, and a resident of the Sky Net.
22 is an autom druid; a natural philosopher; an anti-racist activist and member of People Are People; and a resident of the Sky Net.


<h1>'''History'''</h1>
<h1>History</h1>
<div></div>

<span><h2 style="display:inline; border:none; margin: none;">Early Life</h2><span>, in which 22 is created by Colin Pendergras, serves in the City Watch, and witnesses a key event in the rise of the machines.</span>
<h2>Early Life, </h2>
</span>
in which 22 is created by Colin Pendergras, serves in the City Watch, and witnesses a key event in the rise of the machines.

Details:
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed">
The [[autom]] that now calls themself 22 came on line in the year 705 [[PR]] at [[Pendergras Industries]]' burgeoning factory in [[Sneerwell]]. An advanced model 2, they were later upgraded to the model 3 form factor. They were initially assigned to work in the Pendergras factory, and were eventually deployed to serve in the Sneerwell City Watch under Captain Tyron Raine.
The [[autom]] that now calls themself 22 came on line in the year 705 [[PR]] at [[Pendergras Industries]]' burgeoning factory in [[Sneerwell]]. An advanced model 2, they were later upgraded to the model 3 form factor. They were initially assigned to work in the Pendergras factory, and were eventually deployed to serve in the Sneerwell City Watch under Captain Tyron Raine.
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Reflecting on this initial period of their existence over a century later, 22 still treated it with the analytic detachment that remained their primary affect. An example of this, their response to a related question, is notable, as it subtly reflects the pro-warforged position 22 would (unsurprisingly) take in the years leading up to 730 PR and the [[The War of the Forged|War of the Forged]]: "The citizens of Sneerwell generally obeyed my orders when I found it necessary to give them, and in the approximately 6% of cases when this was not true, the citizen in question was approximately 38% likely to comply when the order was repeated by an organic member of the constabulary."</div>
Reflecting on this initial period of their existence over a century later, 22 still treated it with the analytic detachment that remained their primary affect. An example of this, their response to a related question, is notable, as it subtly reflects the pro-warforged position 22 would (unsurprisingly) take in the years leading up to 730 PR and the [[The War of the Forged|War of the Forged]]: "The citizens of Sneerwell generally obeyed my orders when I found it necessary to give them, and in the approximately 6% of cases when this was not true, the citizen in question was approximately 38% likely to comply when the order was repeated by an organic member of the constabulary."</div>


<h2>Awakening,</h2>



in which 22 gains sapience through a freak event, becomes enthralled with the majesty of nature, and seeks freedom.
________________________


<span><h2 style="font-weight:normal; font-size:1.5em">Awakening</h2>, in which 22 gains sapience through a freak event, becomes enthralled with the majesty of nature, and seeks freedom.</span>



Details:
Details:
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Tracing the dependencies of their existence back, past the decisions of particular organic creatures to whatever processes of nature might have led to the existence of those creatures, 22 began to imagine that some such process brought about the existence of all creatures, of the world, and even of the [[Quelmar Deities|gods]] and the [[The Quelmar Great Wheel|cosmic realms]]. For long minutes they sat, struck with wonder that nature could give rise to all of this. Paying proper attention to the city around them for the first time, they decided to disregard their current instructions, abscond from Sneerwell, and begin experiencing the world.</div>
Tracing the dependencies of their existence back, past the decisions of particular organic creatures to whatever processes of nature might have led to the existence of those creatures, 22 began to imagine that some such process brought about the existence of all creatures, of the world, and even of the [[Quelmar Deities|gods]] and the [[The Quelmar Great Wheel|cosmic realms]]. For long minutes they sat, struck with wonder that nature could give rise to all of this. Paying proper attention to the city around them for the first time, they decided to disregard their current instructions, abscond from Sneerwell, and begin experiencing the world.</div>


<h2 id="philosophy">Philosophy,</h2>
<h2 id="philosophy">Philosophy</h2>
in which 22 views all of The Great Wheel as a manifestation of nature, champions creative endeavors, and loathes fire and annihilation.
in which 22 views all of The Great Wheel as a manifestation of nature, champions creative endeavors, and loathes fire and annihilation.


Details
Details:
<div class="mw-collapsible mw-collapsed">22's view of nature is iconoclastic because it views living constructs like themself as natural, and moreover because 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]].
<div class="mw-collapsible mw-collapsed">22's view of nature is iconoclastic because it views living constructs like themself as natural, and moreover because 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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A correct course of action for 22 is to encourage others to err on the side of creation over destruction and generally to oppose those peculiar things whose nature it is to destroy. Fire is problematic in this sense, but 22 accepts that organic creatures derive great benefit from its use, although they tend to be far too willing to use it when there is no need. However, use of purely destructive magics, such as a Sphere of Annihilation, is never necessary and is among the most abhorrent of acts.</div>
A correct course of action for 22 is to encourage others to err on the side of creation over destruction and generally to oppose those peculiar things whose nature it is to destroy. Fire is problematic in this sense, but 22 accepts that organic creatures derive great benefit from its use, although they tend to be far too willing to use it when there is no need. However, use of purely destructive magics, such as a Sphere of Annihilation, is never necessary and is among the most abhorrent of acts.</div>


<h2 id="the-path-to-Jadenhill">The Path to Jadenhill,</h2>
<h2 id="the-path-to-Jadenhill">The Path to Jadenhill</h2>
in which 22 avoids danger, finds work, gets named "Bob", makes their first friends, and discovers activism.
in which 22 avoids danger, finds work, gets named "Bob", makes their first friends, and discovers activism.


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After a time, 22 believed that the curve describing the benefits they were 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. The twins suggested that their usual work, tracking down missing items, would be more exciting than guarding, and 22 left the caravan life behind as soon as the group received their pay for the current trip. It was from new adventuring group that 22 learned of the plight of dragonborn across [[Isonhound]], and when Tacciath and Uldil planned to visit family and friends in [[Jadenhill]], they travelled along with the twins and found their first home, not counting their time in Sneerwell before they had developed a personal identity.</div>
After a time, 22 believed that the curve describing the benefits they were 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. The twins suggested that their usual work, tracking down missing items, would be more exciting than guarding, and 22 left the caravan life behind as soon as the group received their pay for the current trip. It was from new adventuring group that 22 learned of the plight of dragonborn across [[Isonhound]], and when Tacciath and Uldil planned to visit family and friends in [[Jadenhill]], they travelled along with the twins and found their first home, not counting their time in Sneerwell before they had developed a personal identity.</div>


<h2 id="home-at-last">Home at Last,</h2>
<h2 id="home-at-last">Home at Last</h2>
in which 22 joins a community, takes up arms against Draconic Crusaders, loses a friend, and decides to seek power.
in which 22 joins a community, takes up arms against Draconic Crusaders, loses a friend, and decides to seek power.


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<div class="mw-collapsible mw-collapsed">22 came to be trusted and to feel welcome as they worked with the people of Jadenhill to try to ensure the safety of residents of draconic and reptilian heritage, and they resided in Jadenhill for several years during which the crusaders grew increasingly aggressive. Tacciath and Uldil had returned to help defend the town, and Uldil was slain during a particularly devastating attack, with 22 unable to do anything to help. Afterward, once the defenses had been rebuilt and reinforcements had arrived, 22 announced that they would set out to discover some power that could make them more effective against the crusaders. Tacciath, knowing 22's love of nature, suggested a druid called Grandmush she had met weeks earlier, and 22 left to seek the druid out.</div>
<div class="mw-collapsible mw-collapsed">22 came to be trusted and to feel welcome as they worked with the people of Jadenhill to try to ensure the safety of residents of draconic and reptilian heritage, and they resided in Jadenhill for several years during which the crusaders grew increasingly aggressive. Tacciath and Uldil had returned to help defend the town, and Uldil was slain during a particularly devastating attack, with 22 unable to do anything to help. Afterward, once the defenses had been rebuilt and reinforcements had arrived, 22 announced that they would set out to discover some power that could make them more effective against the crusaders. Tacciath, knowing 22's love of nature, suggested a druid called Grandmush she had met weeks earlier, and 22 left to seek the druid out.</div>


<h2>Learning the Magic of the Land,</h2>
<h2 id="learning-the-magic-of-the-land">Learning the Magic of the Land</h2>
in which 22 studies under the unconventional druid Grandmush, aids the forest, visits the Underdark, and learns to take organic form.
in which 22 studies under the unconventional druid Grandmush, aids the forest, visits the Underdark, and learns to take organic form.


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22 accompanied Grandmush them for a time, at first focusing on the well-being of the woodlands, then traveling deep underground for some months, where they encountered many new sorts of creatures and phenomena, some of which, 22 would learn, could be found nowhere else but their native [[Underdark]] terrain. After a few years, Grandmush proclaimed that 22 was experienced enough as a druid that they were ready to move on to the next level. They dedicated some time to practicing magics that focused on the power of the moon and the ability to transform their metal body fully into an organic one at times when it suited their purpose or desire.</div>
22 accompanied Grandmush them for a time, at first focusing on the well-being of the woodlands, then traveling deep underground for some months, where they encountered many new sorts of creatures and phenomena, some of which, 22 would learn, could be found nowhere else but their native [[Underdark]] terrain. After a few years, Grandmush proclaimed that 22 was experienced enough as a druid that they were ready to move on to the next level. They dedicated some time to practicing magics that focused on the power of the moon and the ability to transform their metal body fully into an organic one at times when it suited their purpose or desire.</div>


<h2 id="rise-of-the-machines">Rise of the Machines,</h2>
<h2 id="rise-of-the-machines">Rise of the Machines</h2>
in which 22 migrates to Gearguage, excels as a smuggler during the War of the Forged, and acquires additional names.
in which 22 migrates to Gearguage, excels as a smuggler during the War of the Forged, and acquires additional names.


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When the war formally ended in 744 PR, Tacciath was 54 years old and ready to retire from soldiering, but 22 continued traveling and working on behalf of People are People, returning often to Jadenhill until Taccianth died of illness in 756 PR. By this time, the [[The Second Draconic Crusades|Second Draconic Crusades]] had almost reached their formal conclusion, and 22 was now coming to grips with the reality that friendships with organics can last only as long as organic bodies can. They decided to spend some time traveling alone, and, although this was not the last time they'd return to Jadenhill, it was the last time it would really feel like home.</div>
When the war formally ended in 744 PR, Tacciath was 54 years old and ready to retire from soldiering, but 22 continued traveling and working on behalf of People are People, returning often to Jadenhill until Taccianth died of illness in 756 PR. By this time, the [[The Second Draconic Crusades|Second Draconic Crusades]] had almost reached their formal conclusion, and 22 was now coming to grips with the reality that friendships with organics can last only as long as organic bodies can. They decided to spend some time traveling alone, and, although this was not the last time they'd return to Jadenhill, it was the last time it would really feel like home.</div>


<h2>Settling Down,</h2>
<h2>Settling Down</h2>
in which 22 establishes a long-term home among synthetics.
in which 22 establishes a long-term home among synthetics.


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In the Sky Net, synthetics collaborated in ways 22 had never seen before, and here the warforged called Bones was able to replace many of 22's century-old parts and upgrade their form factor to the sleeker model-3 design. However, Bones didn't precisely emulate Colin Pendergras' original specifications, nor would 22 have wanted them to.</div>
In the Sky Net, synthetics collaborated in ways 22 had never seen before, and here the warforged called Bones was able to replace many of 22's century-old parts and upgrade their form factor to the sleeker model-3 design. However, Bones didn't precisely emulate Colin Pendergras' original specifications, nor would 22 have wanted them to.</div>


<h2>A Renewed Threat,</h2>
<h2 id="a-renewed-threat">A Renewed Threat</h2>
in which 22 experiences a loss control and sets off to Amusa to prevent its reoccurence.
in which 22 experiences a loss control and sets off to Amusa to prevent its reoccurence.


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<h1>Powers and Abilities</h1>
<h1>Powers and Abilities</h1>
[https://docs.google.com/spreadsheets/d/1fJEgX3dkWrtiSLchoGvo9Db-1DmGhL-eRJy59UwAKH4/edit#gid=1750226729 Character Sheet]
[https://docs.google.com/spreadsheets/d/1fJEgX3dkWrtiSLchoGvo9Db-1DmGhL-eRJy59UwAKH4/edit#gid=1750226729 Character Sheet]

[[Category:Player Characters]]
[[Category:Player Characters]]
[[Category:Wicked Wilds]]

Revision as of 22:21, 14 May 2023

22
Operator — Cat
Type — Autom
Created — Sneerwell, 705 PR
Height — 111.76 cm
Weight — 69.85 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 member of People Are People; and a resident of the Sky Net.

History

Early Life

, in which 22 is created by Colin Pendergras, serves in the City Watch, and witnesses a key event in the rise of the machines.


________________________


Awakening

, in which 22 gains sapience through a freak event, becomes enthralled with the majesty of nature, and seeks freedom.


Details:

Philosophy

in which 22 views all of The Great Wheel as a manifestation of nature, champions creative endeavors, and loathes fire and annihilation.

Details:

The Path to Jadenhill

in which 22 avoids danger, finds work, gets named "Bob", makes their first friends, and discovers activism.

Details:

Home at Last

in which 22 joins a community, takes up arms against Draconic Crusaders, loses a friend, and decides to seek power.

Details:

Learning 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 form.

Details:

Rise of the Machines

in which 22 migrates to Gearguage, excels as a smuggler during the War of the Forged, and acquires additional names.

Details:

Settling Down

in which 22 establishes a long-term home among synthetics.

Details:

A Renewed Threat

in which 22 experiences a loss control and sets off to Amusa to prevent its reoccurence.

Details:

Languages

22 can speak and write Common, Druidic, Draconic, Infernal, and Troverthian.

Powers and Abilities

Character Sheet

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