The Angels...newcomers to Invaria, and the inhabitants of one
of the most inhospitable regions of the world -- the mountains around the Tower
at Spire.
History
The Angels, in addition to being very real and very dangerous
denizens of the Arcas Mountains, have a very pronounced place in Invaria's
mythology. Long, long ago, when the world was still young and when men and
elves had barely begun to settle rather than wander, the Demons of Light fought
the Black Angels in the skies above Invaria, eventually bringing their fight to
the planet's surface. Somehow, at some point during the fighting, the
angels and the demons fundamentally altered the world, creating the
Balance. Since those times, the angels and the demons have been used to
frighten small children into behaving and in curses.
Officers of the Andes |
Mynrei, Captain
Ikara, XO
Justen, Chief Engineer
Layne, Communications
Wendil, Security/Tactical
Maret, Helm
Zachariah, Logistics
Ophelia, Marine CO |
Thirty years before the reign of Sean Jistani, the angels
returned to Invaria when the Andes crashed in the Arcas Mountains,
stranding a crew of eighty angels near the highest peak in the mountains,
Hibernia. This was the Fall. There, on a plateau overlooking
one of the few roadways through the mountains, the angels built Tower Black, the
first building in what would become the city of Spire, designed by Justen, the
famed engineer-smith of the angels. The city that followed, also of
Justen's design, and the society created through blood and toil in the Arcas
Mountains is ruled to this day by the Marshal of Spire, Mynrei.
Throughout the first six years of their lives on Invaria, the
angels faced many attacks by the White Armies and rampant distrust, which made
their survival difficult. The majority of individuals at Spire are, in
fact, either half-angel or bear no angel blood at all. From the first
eighty angels came twenty-nine full angel children. As those first few
years passed and humans came to live at Spire, angels and humans began to
interbreed, begetting a thriving population of half-angel youth to populate
Spire.
The fighting prowess the angels demonstrated during those
first few turbulent years drew the attention of many Black mages and followers
of Order, but only the young Sean Jistani dared to request their aid in fighting
against the White Armies twenty years after the Fall. The angels fought
side-by-side with Jistani's armies, helping him to forge the nation of Myst and
confine the White Armies to Nanu and Portus. Jistani granted the Arcas
Mountains to the angels, leaving the area under their control, despite its
location within the borders of Myst.
Since Jistani's war against the White Armies, Spire has grown
from a few black stone buildings into a thriving city of several thousand
residents, all ruled by Mynrei and the Code she set down in those earliest days
after the Andes fell.
Social Structure, Observations, and Notes
While angels can now be found across Invaria, the heart of
all Invarian angels is inevitably at Spire, from where all angels on Invaria
came. Angel society is matriarchal and follows the Code as set down by
Mynrei in the first years after the Fall. Spire is ruled by the Marshal,
Mynrei. Her second and heir apparent is the Marshalle, Katrine, her
daughter by Justen.
Despite the matriarchal nature of angel society, many angels,
whether publicly or secretly, look up to Justen, the former chief engineer of
the Andes and now one of the most powerful engineer-smiths in the
world. All angels owe to Justen the creation of the black steel short swords
they wield, for it was he who found a way to create them. He was also the
first of the surviving men of the Andes to take a human wife.
Dayala, the full angel daughter of Ophelia and Zachariah, is
the nominal liaison between Spire and the rulers of Myst. She married the
younger brother of Sean Jistani, Rowan, and has since become a respected figure
at Castle Mirdreth, capital of Myst, both for her tactical expertise and her
prowess in combat.
Notable Angels
- Mynrei - former commander of the Andes, now Marshal of Spire.
Mynrei is known for being cold, hard, and relatively unforgiving. She
is the mother of two children, a daughter, Katrine, by Justen and a son,
Alexander, by artificial insemination (she will not reveal who the donor
was, but most speculate that Alexander is Zachariah's son). She is
well-versed in combat and wields the angels favored twin short swords with
deadly prowess. It is speculated that she has the gift of prophecy,
although she will neither confirm nor deny this fact. During Jistani's
war, she led angel forces against the White Armies in several daring
strikes and fought side-by-side with Sean Jistani in the Battle of Revale,
thus helping close the borders between the White nations and the Black
nations. Mynrei resides at Spire, still actively participating in the
training of new troopers who come to Spire. Recently, she has had a
falling-out with her only son, Alexander, who now resides at Castle
Mirdreth.
- Justen - former chief engineer of the Andes, now a powerful
engineer-smith. Justen gave up the blade just five years after the
Fall after almost being rendered blind almost permanently during one of the
larger attacks launched against Spire. Prior to the Fall, Justen had
been Mynrei's lover, and shortly after their arrival on Invaria, they
conceived a child, Katrine. Justen, however, broke it off with Mynrei
shortly after their daughter's birth and poured himself into his work.
While visiting a human settlement on the road between Spire and Nylan's
capital of Myrdinn, Justen met a young refugee woman, Selene, who returned
with him to Spire. He married her not long after and from the union
came Trinity. During Sean Jistani's war against the White Armies,
Justen briefly took up the sword again to defend the Black armies' fall-back
point, the ancient Castle Mirdreth, from a surprise attack while the
bulk of Jistani's forces were elsewhere. Justen's Stand has since
become a legendary battle, and one that once again, almost cost the
engineer-smith his sight permanently. Since then, Justen has
completely given up the sword except to train others, including his
daughter, Trinity. He is better known now as a smith and resides at
Castle Mirdreth.
- Dayala - daughter of Ophelia and Zachariah, wife of Sean Jistani's beloved
brother, Rowan. Dayala is a skilled fighter who met Rowan Jistani
during the war against the White Armies. She lead the angel garrison
stationed at Castle Mirdreth after the war and within a year married Rowan
Jistani. She has since given birth to a half angel daughter, Kadara,
who shows promise as a Storm wizard and bears the gift of prophecy.
Dayala is a liaison between Spire and Mirdreth, although she is not the
formal one nor is she the only one.
-
Trinity Fletcher (created by Kristie Good) - daughter of Justen and Selene and
member of the original Guard as formed by Sean Jistani. Trinity, an
engineer-smith like her father before her, was selected as a member of Sean
Jistani's elite Guard, which was utilized heavily for various tasks before
and during the Balance War. She has since retired her blades and
married her childhood sweetheart, Alexander, and borne two children.
She and her husband are now the Master Smiths for the Black Armies and
resides at Castle Mirdreth.
- Alexander Fletcher (created by Kristie Good and Erin Klitzke) - son of Mynrei and
an unknown male angel (presumed Zachariah) and former soldier of Spire. Alexander was
identified as a potential engineer-smith at a young age and as such was sent
to learn the craft, despite his mother's reluctance, at the knee of
Justen. It was while he was apprenticed to Justen that he met Trinity,
a half-angel his own age. The pair fell in love despite Mynrei's
attempts to destroy the relationship, but Alexander was lost in a raid on
Spire. He reappeared working on a road crew near the border of Caelum
and Portus and was liberated from his enslavement by the Guard. Since
then, he has had a major falling-out with his mother, Mynrei, and left
Spire, seemingly for good. He married Trinity following the Balance
War and had two children with her. He is now a Master Smith for the
Black Armies, working side by side with his wife, and resides at Castle
Mirdreth.
Game Mechanics
Angel characters are quite powerful and should only be played
by trusted gamers. The major disadvantage to the race is that they have
distinctive characteristics (including strange hair and eye color) and are
relative newcomers to Invaria, and their deadly reputation proceeds them.
Another major disadvantage is the prevalence of order-based powers that the
Angels are gifted with, which often, eventually, makes them give up the blade.
Personality: The angels, as relative newcomers to the world, have
trouble trusting most people. The rigorous training each angel receives at
Spire teaches them to by and large hide what they really feel from everyone
except those closest to them; in extreme cases, they hide their emotions from
everyone. Showing feeling to an enemy, they believe, is a liability and is
quite possibly the most dangerous mistake one can make. Among friends in
relaxed settings, angels tend to be passionate, affectionate, and
expressive. The angels appreciate music, skill, and craftsmanship.
They are undyingly loyal once given to a cause they truly believe in.
Physical Description: The angels have a roughly human-like build,
ranging in height from about 5 to 6 feet on average and weighing 100 to 200
pounds on average. All are a little more wiry than humans, but are more
easily identified as angels or as individuals descended from angel stock by the
unusual color of their hair, and, less commonly, their eyes. Angels have
been known to have hair the color of quicksilver, molten metal, and black as
night, for example. Angel children reach majority at about eighteen years
old, although they are often found among the ranks of Spire's martial forces
around the age of fifteen or sixteen, and live to be over 100 years old, barring
accident, injury, and illness.
Relations: The angels are something of an outcast race.
Having crashed on the world rather than evolved there, they are held somewhat
apart from the other aces. However, they have come to trust the elves
almost unconditionally, and bear no malice toward the gnomes and dragons.
They have never encountered the dwarves. The humans are another sort
altogether -- the angels tend to look at the status and nation of humans rather
than the race as a whole. The angels react negatively to chaos and
positively to order and readily accept refugees of all races at Spire that are
willing to fight for order and Spire.
Alignment: The angels, by and large, live by Mynrei's Code, set
down in the early days after the Fall. Many of the angels serving away
from Spire, however, or who embrace the ideology of Justen over the Code, tend
toward neutrality rather than law. They tend to embrace good -- there have
been no evil angels reported on Invaria since the Fall. They are regarded
as just individuals.
Angel Holdings: The angels hold the Arcas Range of mountains in
northern Myst. Their stronghold is Spire, with the Tower Black as the seat
of the Marshal, the head angel. The angels keep herds of sheep and goats
and some maintain farms growing mostly potatoes and exotic trade items such as
frostspice and iceroot. Their metal goods, in many cases, are highly in
demand, as is the black wool produced by some of their sheep.
Outside of Spire, many angels are found serving in garrisons
or city guards sanctioned by the government of Myst. Some civilian angels
and those retired from combat roles can be found throughout Myst, Caelum, and
Nylan and in more limited numbers in Trinvale and Litus, plying various trades.
Religion: The angels nominally follow the Balance, but their
allegiance is to order above all.
Language: The angels speak what appears to be a root language of
common called Temple. Their primary language, however, is common.
The two languages share the same alphabet, plus or minus a few letters either
way.
Names: In most cases, angels have no surname. Sometimes, they
will adopt one, sometimes that of their consort or a non-angel parent and other
times one that is meaningful to them.
Adventurers: Most angels who leave Spire originally left as part of
a squad of troopers. Some end up falling in with adventuring parties after
their tour is over, if their squad is somehow destroyed, or if they are
separated from their squad.
Angel Racial Traits
- +1 Strength, +2 Dexterity, -1 Wisdom, -2 Charisma. Angels are
trained from an early age as warriors. As such, they do not have much
time to learn the proper social graces or about the new world that they
reside on.
- +1 Reflex and Will saves. Angels are naturally strong-willed and
their reflexes are naturally superb.
- +3 save vs cold. The angels are originally from a very cold climate
and reside in the high mountains where it is cold most of the year.
- Medium-size: As Medium-size creatures, angels get no special bonuses or
penalties due to their size.
- Angel base speed is 30 feet.
- Automatic weapon proficiency: Angel Shortsword. The favored weapon of the angels is a
set of black alloy shortswords in the style first crafted on Invaria by
Justen. The shortswords are a matched pair, usually carried one at the
hip and one across the back or both across the back; one may be thrown and
the angel will not be left defenseless without it. They are trained
from childhood to wield these weapons with precision accuracy.
- Low-light vision: Angels see twice as far as humans in starlight,
moonlight, torchlight and other forms of dim illumination. They retain
the ability to distinguish color and detail under these conditions as well.
- Automatic languages: Temple and common. Bonus languages:
Elven, draconic, and regional dialects.
- Armor restriction: Angels usually do not wear armor, when they do it is
always leather armor consisting of boots, leather pants, a leather vest with
or without shoulder coverings, bracers, and sometimes gauntlets
- 75% change of possessing order/chaos senses. Roll percentile
dice. With a result of 1-75, roll on the following table to determine
type of order powers.
d% result |
Power type |
1-50 |
Healer |
51-75 |
Engineer-Smith |
76-95 |
Air |
96-00 |
Earth (roll on following table - in all cases, the power
type remains Earth, but its not positively identified as Earth) |
d% result |
Identification as... |
1-40 |
Healer |
41-80 |
Engineer-Smith |
81-00 |
Earth |
