Viatri, Daughter of Webs
Viatri was born one of twelve children. Not granted name nor title until her tenth life-day, the young woman who would be dubbed Daughter of Webs grew up in fiercely competitive and violent society.
Her father was the Kingof Nagarythe, a city once located on the furthest southern Isle of the continent of Malakath. Though many would expect her life to have been a lap of luxury, it was almost the direct opposite. Her family structure was an extremely complex one, with the King having multiple wives and several children with each one.
In Nagaryne tradition a true heir can only be chosen in competition, and it was in this competition that Viatri grew up in.
Her life was not an easy one. She was taught to fight, kill, and use her magics far earlier than most would think. She was a quick study and excelled quickly. Throughout the years she bested many of her elder and younger siblings, though strategically tended to never outright win nor lose.
Viatri learned early on that it did not pay to be the front runner, and while being the strongest often earned the most praise and luxury, it was not the way to ultimately 'win'.
Through the years she maintained her middling position among her siblings. As they all grew older their numbers began to thin. Some died through accidents, others through outright assassination and murder. As time wore on, the competition narrowed to only five our of the twelve. Viatri, two of her sisters, and two brothers remained.
The King declared his favorite, Viatri's brother, and the final word was said.
There would be no more games. No more vying for power. Her strategy had failed, and she was to be a loyal servant of the Kingr's throne and nothing more.
Until the Great Ones came.
When the earth shattered and the dragons rained fire upon the world, chaos reigned in Nagarythe just as it did in the new world. Though they survived better than most, yet through the infernos and blood, Viatri found her opportunity. Using her magics she stoked the ire of the great beasts, pulling them to her and guiding them to burn a path directly through the palace.
By their breath, and her will, Viatri seized what should have been hers.
Her father, her favored brother, and both of her remaining sister were burnt to ash within seconds. Half her prize along with it.
Now claiming her throne, and seeing the New World opened up to her, Viatri seeks to regain the former glory of her forefathers. She wishes to form new relations, seek alliances, and rebuild her once great city.
Skills and Abilities
Viatri is an incredibly gifted fighter and killer. She was trained from a young age as a combatant and spent decades as the target of assassins and killers. She is an excellent fighter and warrior, preferring to use two twin shortswords in combat, each with a slight curve.
Even without magic, she is incredibly dangerous.
Her magics however, make her even more so.
Not exactly a combat magic, Viatri is able to use a magic that she herself has dubbed 'weaving'.
Though it's origins are a near complete mystery, Weaving is a technique that allows one to manipulate, change, and influence the emotions of another being. This Discipline is exceedingly rare, and mere knowledge of it is considered forbidden in Nagarythe.
Not as direct or obvious as other Disciplines, Weaving functions by the caster essentially knitting and crafting complex latices of their own emotions and using them to effect their chosen target. This allows the caster to influence and change how their victim feels, pushing and prodding them into the direction they want. A skill that is incredibly effective against Empaths in particular.
Weaving is not mind control, one cannot force their victim to do anything through a simple lattice. However, the ability allows one to manipulate and change a state of mind. This, added with the right push, can often be just as good as direct control of another being.
Of course, like every other Discipline Weaving has it's drawbacks. The complex lattice works of energy take their toll, and as one attempts to effect the state of another mind, they will find the effect lashing back. In simpler terms, affecting someone's mind will also effect yours. Each time a user effects the emotion of another, that emotion is burned away within their own mind.
After prolonged use, Weaving will lead a user into becoming little more than an emotional husk. They will be entirely incapable and unable to feel any emotion, leaving them as ready victims for that which brought this Discipline into Arethil.
Even without magic, she is incredibly dangerous.
Her magics however, make her even more so.
Not exactly a combat magic, Viatri is able to use a magic that she herself has dubbed 'weaving'.
Though it's origins are a near complete mystery, Weaving is a technique that allows one to manipulate, change, and influence the emotions of another being. This Discipline is exceedingly rare, and mere knowledge of it is considered forbidden in Nagarythe.
Not as direct or obvious as other Disciplines, Weaving functions by the caster essentially knitting and crafting complex latices of their own emotions and using them to effect their chosen target. This allows the caster to influence and change how their victim feels, pushing and prodding them into the direction they want. A skill that is incredibly effective against Empaths in particular.
Weaving is not mind control, one cannot force their victim to do anything through a simple lattice. However, the ability allows one to manipulate and change a state of mind. This, added with the right push, can often be just as good as direct control of another being.
Of course, like every other Discipline Weaving has it's drawbacks. The complex lattice works of energy take their toll, and as one attempts to effect the state of another mind, they will find the effect lashing back. In simpler terms, affecting someone's mind will also effect yours. Each time a user effects the emotion of another, that emotion is burned away within their own mind.
After prolonged use, Weaving will lead a user into becoming little more than an emotional husk. They will be entirely incapable and unable to feel any emotion, leaving them as ready victims for that which brought this Discipline into Arethil.
Nagarythe
Located on the southern most island of the Continent of Malaketh, Nagarythe is an ancient city.
No one is quite sure who originally built the old halls of the palace or what created the catacombs beneath the city, the legends state that Nagarythe has existed in one form or another for thousands of years. The tales tell that it was not always a place of progress and ingenuity, but rather speak of tradition and practices that date back generations.
Nagarythe claims to be a Kingdom, though in reality it is little more than a husk of a civilization within the ancient ruin of a long lost city.
The people who occupy the great city are but a shadow of those who created it. It's population barely cresting a thousand and it's walls protected only by those who dare dwell within. The Nagaryne fight a constant struggle to survive and grow, battling great monsters of both sea and land in order to take more of the city and become something more.
Despite this, the Ruler of Nagarythe still calls himself an King. His word is absolute within his city. There is no law made without his will, no act that takes place without his knowledge.
The city itself sits upon the very edge of the Island, it's great onyx walls rising against the sea and acting as a barrier against the tide. Ships flow through a great seagate to enter the harbor, and although it could hold many hundreds of vessels, the sparse population of Nagarythe itself makes such things nothing but a call for a possible future.
Nagarythe is a bright city, despite its Black Stone. The sun shines down upon it often, and there is a certain air of joy to what people dwell within the ancient walls. The architecture of the city is reminiscent of the erams, great stone mosaics worked into the streets and buildings themselves, huge archways and massive towers decorating the skyline of Nagarythe.
Despite it's great and hallowed halls much of the city remains empty still, occupied only in small droves as more folk are brought from the Great Black Ships. Only the 'inner-city' nearest to the Harbor contains any true sign of life, and exploring any further can be both dangerous and deadly.
For as long as anyone can remember the Nagaryne have been a seafaring society. They take a great amount of pride within their ships, boats made of wood coated with an unknown metal that are said to be able to withstand even the greatest of storms. It is said that a Nagaryne ship can sail around the world and back without having to stop for repairs, a feat most ship-builders would yearn for.
This seafaring nature has lead to the Nagaryne being raiders for most of their existence.
Though their vessels are rare in the southern oceans of Liadain and Epressa, the Nagaryne have for centuries preyed upon the people of Malaketh and even the people of Kiva. Those who stumble upon one of the great black ships of the Nagaryne often find themselves swiftly captured and taken.
Slavery is a distinct function within Nagarythe society, the city almost being unable to function without a constant influx of free labor. This source of free labor is used to it's utmost, though comes with a caveat. Within Nagaryne society slaves are not always held within their position, but instead work for a three years and a day. When this service is complete they are granted land and citizenry, often offered a position within the very family they served.
Though sometimes these slaves seek passage back home or abandon Nagarythe for their own journeys, more often than not they remain. It is through this that the Nagaryne grow their population and stem the tide of death against the monsters of Southern Malaketh.
This practice is said to be born of Nagarythe's first Queen, a slave who rose to be a Ruler.
No one is quite sure who originally built the old halls of the palace or what created the catacombs beneath the city, the legends state that Nagarythe has existed in one form or another for thousands of years. The tales tell that it was not always a place of progress and ingenuity, but rather speak of tradition and practices that date back generations.
Nagarythe claims to be a Kingdom, though in reality it is little more than a husk of a civilization within the ancient ruin of a long lost city.
The people who occupy the great city are but a shadow of those who created it. It's population barely cresting a thousand and it's walls protected only by those who dare dwell within. The Nagaryne fight a constant struggle to survive and grow, battling great monsters of both sea and land in order to take more of the city and become something more.
Despite this, the Ruler of Nagarythe still calls himself an King. His word is absolute within his city. There is no law made without his will, no act that takes place without his knowledge.
The city itself sits upon the very edge of the Island, it's great onyx walls rising against the sea and acting as a barrier against the tide. Ships flow through a great seagate to enter the harbor, and although it could hold many hundreds of vessels, the sparse population of Nagarythe itself makes such things nothing but a call for a possible future.
Nagarythe is a bright city, despite its Black Stone. The sun shines down upon it often, and there is a certain air of joy to what people dwell within the ancient walls. The architecture of the city is reminiscent of the erams, great stone mosaics worked into the streets and buildings themselves, huge archways and massive towers decorating the skyline of Nagarythe.
Despite it's great and hallowed halls much of the city remains empty still, occupied only in small droves as more folk are brought from the Great Black Ships. Only the 'inner-city' nearest to the Harbor contains any true sign of life, and exploring any further can be both dangerous and deadly.
For as long as anyone can remember the Nagaryne have been a seafaring society. They take a great amount of pride within their ships, boats made of wood coated with an unknown metal that are said to be able to withstand even the greatest of storms. It is said that a Nagaryne ship can sail around the world and back without having to stop for repairs, a feat most ship-builders would yearn for.
This seafaring nature has lead to the Nagaryne being raiders for most of their existence.
Though their vessels are rare in the southern oceans of Liadain and Epressa, the Nagaryne have for centuries preyed upon the people of Malaketh and even the people of Kiva. Those who stumble upon one of the great black ships of the Nagaryne often find themselves swiftly captured and taken.
Slavery is a distinct function within Nagarythe society, the city almost being unable to function without a constant influx of free labor. This source of free labor is used to it's utmost, though comes with a caveat. Within Nagaryne society slaves are not always held within their position, but instead work for a three years and a day. When this service is complete they are granted land and citizenry, often offered a position within the very family they served.
Though sometimes these slaves seek passage back home or abandon Nagarythe for their own journeys, more often than not they remain. It is through this that the Nagaryne grow their population and stem the tide of death against the monsters of Southern Malaketh.
This practice is said to be born of Nagarythe's first Queen, a slave who rose to be a Ruler.