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22: Difference between revisions

(Numerous minor corrections and additions)
(→‎Revelations of the ArchCrystal Tower: Many links, new subsection header, and other small changes)
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===Lost in the Tower===
===Lost in the Tower===
Having their will overridden by that of another had distressed 22 when they were captured by [[Bluestone]], and no sooner had Professor Birwubart resolved this threat than had 22's mind been overtaken again -- this time by [[The One That Waits]]. The first time, 22 had killed their friend Scope, and the second they had helped to enslave or kill countless others. 22 needed a way to protect their mind from such assaults in the future.
Having their will overridden by that of another had distressed 22 when they were captured by [[Bluestone]], and no sooner had Professor Birwubart resolved this threat than had 22's mind been overtaken again -- this time by The One That Waits. In the first instance, 22 had killed their friend Scope, and in the second they had helped to enslave or kill countless others. 22 needed a way to protect their mind from such assaults in the future, and after a brief attempt to learn such skills by studying the ''Path of the Mind'' under Professor Wright at Katharda Academy, they decided to seek more esoteric knowledge, and they embarked for [[Galik]] and the ancient [[The ArchCrystal Tower|ArchCrystal Tower]].
After a brief attempt to learn such skills by studying the ''Path of the Mind'' under Professor Wright at Katharda Academy, they decided to seek more esoteric knowledge, and they embarked for Galik and the ancient ArchCrystal Tower.


The tower vast vast and incredible, like Galik itself. As a non-member, 22 was generally allowed only one inquiry per tenday. (Technically they were allowed 24 hours of research time and so could try for a second item if the first one was easily found, but it never took fewer than 15 hours for 22 to find a single item, so this distinction was nominal.) For months, no book met their needs and they decided to hide in the library to get more time.
The tower vast vast and incredible, like Galik itself. As a non-member, 22 was generally allowed only one inquiry per tenday. (Technically they were allowed 24 hours of research time and so could try for a second item if the first one was easily found, but it never took fewer than 15 hours for 22 to find a single item, so this distinction was nominal.) For months, no book met their needs and they decided to hide in the tower to get more time.


Weeks earlier they had discovered a moving bookshelf in a particular room. Now they navigated back to this room and snuck into the passage beyond. From there they found another room where the guards would not know to look for them. -- But the rooms of the ArchCrystal Tower reposition themselves relative to one another as scholars seek various resources, and 22's room shifted to a very inconvenient location where neither the moving bookcase nor the doors led anywhere.
Several weeks earlier, they had discovered a moving bookshelf in a particular room. Now they navigated back to this room and snuck into the passage beyond. From there they found another room where the guards would not know to look for them. -- But the rooms of the ArchCrystal Tower reposition themselves relative to one another as scholars seek various resources, and 22's room shifted to a very inconvenient location where neither the moving bookcase nor the doors led anywhere.


===The Scrolls of Pythia===
===The Scrolls of Pythia===
The room did not shift to another new location for almost a year, and when it did, the exits still all led to solid, magically reinforced walls. The second time the room moved, one of the doors provided an exit, and 22 walked into the adjacent room to find themself still trapped. This pattern continued for years during which 22 moved from room to room and read whatever materials were available until they stumbled upon a collection of scrolls penned by a diviner named Erin. They were titled ''The Scrolls of Pythia'', and they claimed to offer prognostications originating in the distant past. 22 wanted to keep this information and so created an internal log to store a curated and abridged subset of of it.
The room did not shift to another new location for almost a year, and when it did, the exits still all led to solid, magically reinforced walls. The second time the room moved, one of the doors provided an exit, and 22 walked into the adjacent room to find themself still trapped. This pattern continued for years during which 22 moved from room to room and read whatever materials were available until they stumbled upon a collection of scrolls penned by a diviner named Erin. Titled ''The Scrolls of Pythia'', they claimed to offer prognostications originating in the distant past. 22 wanted to retain this information and so created an internal log to store a curated and abridged subset of of it.


<h3 style="margin-bottom: -0.5em">TLDR Quelmar</h3>
<h3 style="margin-bottom: -0.5em">TLDR Quelmar</h3>
Twenty-two's Log of Divinations Regarding Quelmar
Twenty-two's Log of Divinations Regarding Quelmar
<br />
<br />
<small>(documenting the peculiarly precise prognostications of the Oracle of Athenaeum)</small>
<small>...documenting the peculiarly precise prognostications of the Oracle of Athenaeum</small>


<br />
<br />
====Meta Divination====
====Meta Divination====
Erin, an early human in Quelmar, performed a powerful divination (with the rest of Connor's Six). This magic revealed the firsthand experiences of six particular settlers of [[Athenaeum|Athenaeum (The First to be Forgotten)]] (said to be the first colony in Quelmar), including those of its oracle Pythea.
Erin, an early human in Quelmar, performed a powerful divination (with the rest of [[Athenaeum_(The_First_to_be_Forgotten)#Connor's_Vision|Connor's Six]]). This magic revealed the firsthand experiences of six particular settlers of [[Athenaeum|Athenaeum (The First to be Forgotten)]] (said to be the first colony in Quelmar), including those of its oracle Pythea.


Erin found that the oracle's own divinations had shown her the broad history of Quelmar with remarkable precision -- even to the point of revealing myths that would evolve, indicating names that would be given to major conflicts, specifying dates for defining events, and charting the evolution of the calendars which would give those dates their meaning.
Erin found that the oracle's own divinations had shown her the broad history of Quelmar with remarkable precision -- even to the point of revealing myths that would evolve, indicating names that would be given to major conflicts, specifying dates for defining events, and charting the evolution of the calendars which would give those dates their meaning.
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<br />
<br />
====The Big Picture====
====The Big Picture====
* Quelmar is not a spheroidal world but instead forms a shallow bowl.
* Quelmar is not a spheroidal world but instead closely [[The Quelmar Realm#Shape|resembles a flat plane]].
* Quelmar and all of its [[The Quelmar Realm#About|secondary planes]] compose the vast [[The Quelmar Great Wheel|Amitere Nebula]], an anomalous section of greater Galactic Space.
* The sky is orange-red but turns blue when magic eventually leaves the realm.
* The sky is orange-red but turns blue when magic eventually leaves the realm.
* Quelmar's land originally comprises a single landmass that scholars come to call [[The_Quelmar_Realm#Ywrought|Ywrought]].
* Quelmar lies within the vast Amitere Nebula, an anomalous section of Galactic Space.
* Several myths arise regarding the origins of the world, its people, and its magic:
* The original Quelmar gets claimed by Asmodeus and becomes [[Hellmar]], the Tenth Circle of Hell; the Gods [[The_Infernal_Emergence#The_New_World|reboot the realm]] with most of its inhabitants none the wiser.
** [[Tiamat]] and [[Sardior]] gave rise to the world but Tiamat later sought its destruction, opposed by their grandchildren, [[Chronepsis]] and [[Bahamut]], and Tiamat absconded, heartbroken, when the gods shattered Sardior.
* Quelmar's prehistory may be long, but its history lasts only 2885 years before an apocalypse from which the Gods offer no deliverance
** Six original gods created six races: Dwarves, Gnomes, Centaur, Dryads, Orcs, and Rakshasa
** New gods arrived to [[List_of_Major_Conflicts#The_Giving_and_The_Plane_Wars|compete for followers]], largely through bribing Quelmartians with gifts, which gave rise to Quelmar's magic (as well as the moon, elves, the continent of [[Isonhound]], and the island of [[Kiston]]).
* The original Quelmar world gets claimed by [[Asmodeus]] and becomes [[Hellmar]], the Tenth Circle of Hell; the Gods generously [[The_Infernal_Emergence#The_New_World|reboot the realm]] with most of its inhabitants none the wiser.
* Quelmar's [[Prehistory|prehistory]] may be long, but its history lasts only 2885 years before an apocalypse occurs from which the Gods offer no deliverance.



*There are three historical [[Quelmar Timeline|eras]]:
====Historical Times====
** Bekilip Rekisix, meaning Destructive Time (aka Before the Reckoning)
Quelmar has three historical [[Quelmar Timeline|eras]]:
*** Lasts 995 years
* [[BR|Bekilip Rekisix]], meaning Destructive Time (aka Before the Reckoning)
*** Begins when humans appear and start tracking time
** Lasts 995 years
*** Named for the ongoing conflict with dragons (from their emergence until their banishment)
** Begins when [[Human|humans]] appear and start tracking time
*** During the 7th century BR, Quelmar develops four seasons (4 years each)
** Named for the ongoing conflict with dragons (from their emergence until their banishment)
** Petranasul Rekisix, meaning Pleasant Time (aka Post-Reckoning)
** Quelmar develops four seasons (4 years each) during the 7th century BR
*** Lasts 1295 years
*** Begins when the dragons are imprisoned on Kiston
** Ends when [[The Holy War]] against the dragons is won
* [[PR|Petranasul Rekisix]], meaning Pleasant Time (aka Post-Reckoning)
*** Dragons return in the 8th century PR and the conflict lasts almost until the end of the era
** Lasts 1295 years
*** Ends when the Weave is fractured and magic is lost
** Begins when the dragons are imprisoned on Kiston (and its [[Kiston_Guardians|orbital Isles]] appear)
** Cyber Renaissance
** Dragons return in the 8th century PR and the conflict lasts almost until the end of the era
*** Lasts 595 years
** Ends when the Weave is fractured and magic is lost
*** Begins when Kiston returns from the Astral Plane (and sinks into the sea), unraveling Quelmar's magical Weave and cutting the realm off from its neighboring planes of existence
* [[CR|Cyber Renaissance]]
*** This compresses the seasonal cycle (from 16 years to 1 year), renders the sky blue, and fatefully releases all of Quelmar's bound horrors, ushering in a new period of struggle
** Lasts 595 years
*** Ends when an apocalypse terminates the organized documentation of history
** Begins when Kiston returns from the [[Astral Plane]] (and sinks into the sea), unraveling Quelmar's already-compromised magical Weave and cutting the realm off from its neighboring planes of existence
** This compresses the seasonal cycle (from 16 years to 1 year), renders the sky blue, and fatefully releases all of Quelmar's bound horrors, ushering in a new period of struggle
** Ends when an apocalypse terminates the organized documentation of history


</div>
</div>

Revision as of 02:00, 22 July 2023

22
Not pictured: force cannon, chainmail bikini
. . .
Type — Autom
Operator — Cat
Created — Sneerwell, 705 PR
Form Factor — 166.14 cm, 118.10 kg
Gender — Non-binary (they/them)
Aliases — M2-5U22, Portal, Fursona, Bob
Associates — Tacciath (xx), Uldil (xx), Bones, Scope (xx), Colin Pendergras


22 is an autom druid; a natural philosopher; an anti-racist activist and agent of People Are People; a resident of The Sky Net; and a player character from the Within the Wicked Wilds campaign.

History


Early Days

, in which 22 encounters an influential warforged, works for the man, gains sapience, and becomes enthralled with Nature

Philosophy

, in which 22 takes a broad view of Nature, champions creative endeavors, and shuns fire

Finding Jadenhill

, in which 22 finds work and community, fights crusaders, and loses a friend

Explorations with Grandmush

, in which 22 studies druidic magics, explores the Underdark, and takes organic form

Rise of the Machines

, in which 22 continues fighting, laments the frailty of organics, and decides to move on

22 and the Time War

, in which 22 gets kidnapped, surprises Colin Pendergras, and intends to kill Zugs McFlair

Lessons of Katharda

, in which 22 attends school, serves dark forces, loses a bet, and dons a chainmail bikini

Revelations of the ArchCrystal Tower

, in which 22 seeks answers, gets lost, and synopsizes Quelmar's history


Languages

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


Powers and Abilities

TODO: Describe this stuff

Character Sheet

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