Age of Ruin| OOC

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We sit upon the precipice of greatness. Such was my thought when I received word the King agreed to the Archbishop's proposition. Never had the order been given such an opportunity to present itself to the world. A solemn chance to exhibit the merits and degrees to which it excelled above all else. The Inquisition was my great hope. It was not until the first burning in Caelrida that I realized my folly. Behind our faith, our oaths, our discipline, we were still men. And in war men do terrible things. The Inquisition revealed the darker side of my order. It shown light and that which I wished was hidden still. If I had known truly what would come to pass perhaps I would have argued this course. Far too late now to turn back to such things however. We must see our mission done for the honor of the Ring, and glory of the Pale Lord.
-Exert from the writings of Grandmaster Gerrad Bullen​

  • Introduction
    In the late summer months of 1236 SE, Nothlodar commenced the second full-scale invasion of Caeldeth to the north. A series of long and bloody engagements followed. With superior forces Nothlodar maintained a steady push into Caeldeth. As the war progress fatigue for both kingdoms mounted yet neither wavered. The sacking of Caelrida, Caeldeth's capital, appeared the push Nothlodar needed. By winter's peak the war had ended, and occupation had began.

    The early months showed little in the way of discord, yet as time passed fear gave way to resentment. Natives of Caeldeth began to speak out against their overlords. Protests gave way to riots. Not six months after Nothlodar's occupation had began open revolt had set in. Putting it down was no great task but a distinct problem had arisen. Too many men had been lost in the fighting. If proper garrisons and patrols were to be maintained more would have to be brought in. With it's own forces dismal and still recovering, Nothlodar made request to the Church. It called on the forces of the Pale Ring.

    The Church of the Pale Lord had been the dominant faith in Nothlodar for centuries. It held sway in court, ruled it's own lands, and most importantly; commanded it's own forces. The Pale Ring is compromised of knights in service to the Church. Though their number does not count near the number of Nothlodar's forces, it is significant. A few had fought in the war but the majority remained in Nothlodar. The hope was for them now to march north and help maintain peace in Nothlodar's newest territory. Yet the King was no fool. He knew the Archbishop would not so readily squander the Church's resources. So a decree was made by the High Council. The Church of the Pale Lord would have full authority in the apprehension and conversion of heretics in the lands of Caeldeth.

    Now the forces of Nothlodar await the arrival of the Pale Ring, the Archbishop having dispatched the bulk of the Church's military north in a Grand Inquisition. A war of a different sort is soon to begin in Caeldeth.

    The Story So Far
    The Grand Inquisition is progressing smoothly. With it's forces bolstered by the presence of the Church, Nothlodar has been able to successfully lock down potential problem areas in Caeldeth's larger cities. The city of Tybalt was one such place, however; unlike many of it's king it presented little resistance to the invading forces. Instead, it's lord Duke Ulliam tentatively embraced his new overlords. Due to this Tybalt was reinforced with a hefty number of Nothlodar regulars of the forces of the Pale Ring. Quickly becoming the headquarters of the occupation for southern Caeldeth. Now a new governor has arrived from Nothlodar to oversee the new territory, and the forces of the Church continue their hunt for any remaining that refuse to convert.

  • Creation
    Character creation is fairly straightforward. Very few restrictions are placed upon writers when developing their concepts, other than what is outlined on the Character Sheet itself. It is important to note that Age of Ruin is set in a Low Magic World, therefore only Humans are playable. It is also important to note that there are three separate designations for the characters of this Role-Play. Primary; which must be Knights of the Pale Ring and are our initial protagonists of the story. Secondary; which can be anyone within reason, are meant to bolster the story and sub-plots or transition to primary characters at a later date. Then lastly NPC's; which are mostly unimportant characters used only for fleshing out a scene. More about them will be outlined below, as well as a few rules regarding them.
    • You may only create one Primary Character.
    • Your first character must be a Knight of the Pale Ring.
    • You may create up to two Secondary Characters.
    • Both Primary and Secondary Characters need approval.

    Primary
    These are the initial protagonists to our story. All Knights of the Pale Ring adapting to their current situation in Caeldeth. They come from many walks of life, in all shapes and forms. United solely by their dedication to the Pale Lord and their oaths to the Church. Some may relish their new positions, hunting down heretics and forcing their to convert. Others may loath their new lot in life, having to put innocents to the sword for refusing the Pale Lord's grace. Regardless of their view on things, they will have committed many acts in the name of the Pale Lord since the occupation of Caeldeth began. Generally speaking these characters tend to stay the focus of the Role-Play throughout it's run, however; it is possible for characters to be added or removed from their ranks.

    Secondary
    These characters are initially less important than our main heroes but more so than an NPC. They will mainly be used to liven up the scenes of others, or otherwise flesh out more of the Role-Play. They can be Caeldeth citizens fleeing the Inquisition, Nothlodar nobility conducting themselves, or anything in-between. A Secondary Character would be someone that makes a reoccurring appearance in the Role-Play, and who's presence serves a distinct purpose in advancing the plot. They should not be someone made with the intent of directly steering the plot as a normal character would. It is, however; important to note that a Secondary Character may become a Primary Character if the plot calls for it.


    NPC's
    These are typically unimportant characters that serve only as plot devices. Depending on the direct importance of a character the DM may create a sheet to flesh out a character.
    (Image Here. Realistic Only, no Cartoon/Anime.)
    Name: (Medieval Fantasy Style Names.)
    Rank: (Knight or Initiate.)
    Gender: (21 or Older.)
    Birthdate: (Current Year is 1238 SE.)

    Height: (In Feet and Inches.)
    Weight: (In Pounds.)
    Eyes: (Blue, Green, etc.)
    Hair: (Red, Brown, etc.)

    Skill-Set: (One Paragraph Description of the Character's talents. Fighting style, thievery, etc.)
    Equipment: (One Paragraph Description of the Character's Current Tools and Gear.)

    Appearance: (One Paragraph Description of the Character's Appearance.)
    Personality: (One Paragraph Description of the Character's Personality.)
    Biography: (Three Paragraph Description of the Character's background.)

  • Greetings
    Hello all, and welcome to Age of Ruin! Many years ago and friend and myself started piecing together a custom tabletop campaign that stood apart from the good-time fantasy romps that most sessions seemed to consist of. We settled on a world where there were no clear good or bag guys. Where choices were often morally grey, and someone nearly always suffered because of them. A tale of Holy Knights that struggled to keep their faith while following questionable orders. That was Age of Ruin. Deciding to transition that to free-form play-by-post wasn't a hard one. We had always ran it very openly anyhow, so the lack of dice or defined stats doesn't hurt progression. In fact I would hazard a guess and say they it might even open up a greater flow of Role-Play. My sincere hope is that every has as good a time as I did the first time I stepped into this realm.

    Going forward I will update this from time to time to reflect the status of the Role-Play, and various other goings on in our game world. For those participating, most of this information will be posted on Discord first so you can check there as well. Right now I am working on updating the various lore pages and setting up the Discord. An official start date has yet to be chosen, but I can say it will be next week.

  • General
    • No OOC in IC.
    • No OOC bickering.
    • Respect fellow writers.
    • Discord use is mandatory.
    • All Site-Wide Rules Apply.

    Posting
    • Must proofread posts.
    • Must post 3 paragraphs minimum.
    • Must post once every 24 hours or be skipped.
    • After 7 days without posting writers are booted.
    • Any RP done on Discord must be summarized and posted when finished.

    Role-Play
    • No Godmodding.
    • No Metagaming.
    • No Lore-Breaks.
    • No Mary-Sues.
    • Fade-to-Black for 18+.
    • When in doubt refer to DM.

  • General
    Interest Check
    In Character
    Out of Character
    Discord

    Lore
    The Church
    Locations
 
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Name: Jericho Kel'Darrian
Rank: Knight
Age: 33
Birthdate: Winter Solstice 1205 S.E.

Height: 6'2
Weight: 190 lbs.
Eyes: Pale Hazel
Hair: Black

Skill-Set: Jericho is a warrior of the highest proficiency. He is a master swordsman as well as tactician. His reflexes, focus, and skill at hand to hand combat are lethal and almost border on the unnatural, indeed even many of his fellow knights fear him. He has a keen an analytical mind and despite his religious fervor, approaches every problem from a firm basis of mathematical science.

Equipment: Despite his standard issue armor, Jericho carries his two prized weapons, a battle axe named Covenant and his straight sword named Ascendance. He also carries a belt of throwing daggers.

Appearance: Jericho is tall and of a lean muscular build. He has pale hazel eyes, short black hair and a tanned brown complexion. On his forehead is the sacrificial mark of Uru, a tattoo that was etched into his skin at birth.

Personality:
Jericho is mostly stoic and a man of few words. His outlook on life is pessimistic at best and he sees the dark side to almost every situation. At his core he believes in the total depravity of man and can be described as a Fatalist.

Biography: Jericho Kel'Darrian was born into the small tribe of the Kel'Scraith, one of the heathen barbarian clans to the south of Nothlodar. Jericho was born exactly on the winter solstice which, unknowing to him, marked him immediately for death in the tribe. Kel'Scraith law dictated that any child born at the dawning of any solstice had to be sacrificed to Hybor-Uru, patron god of the Kel'Scraith, for his continued protection of the tribe. Mere moments after his birth, the infant's forehead was painfully etched with the Mark Of Uru, a tattoo that singled him out from the tribe and marked him for death. It was declared that on his fourth birthday he would be sacrificially slain as an offering to Hybor-Uru...and so it was that on his fourth birthday, young Jericho was led before the blood stained altar where so many children had died before him, when out of nowhere, a miracle seemed to emerge. Moments before the boy's throat was cut, a battalion of Nothlodar soldiers, on their way home from a few expansionist skirmishes to the south, intervened just in the nick of time. They launched a surprise attack on the tribe, and in so doing created enough chaos to inadvertently save the boy's life. However this was not the way Jericho saw it, in his mind, the soldiers were divinely sent in his stead. A majority of the tribe was easily dispatched and many women and children, including Jericho, were taken prisoner and brought to Nothlodar as spoils of conquest. Noting the boy's unusual appearance and markings, the soldiers brought him before the Church of the Pale Lord, as they were unsure what to do with him. A sympathetic Paladin named Gareth took pity on young Jericho and decided to unofficially adopt him, bringing him into the fold of the Church and becoming his father figure and mentor.

Over the years Jericho grew strong in both stature and faith, rising quickly through the ranks of the Pale Ring. He became almost fanatical in his religious devotion to the teachings of the Pale Lord, as he believed that the deity had directly saved his life as a child by sending the soldiers to raid his tribal village, preventing him from being sacrificed to a heathen god. He also became obsessive about his regimental combat training and soon became known as one of the most skilled and lethal fighters in the Order. Jericho believes it is his unwavering duty to the Pale Lord to be the absolute best warrior he can be in service to the Church and the Ring. When he was officially knighted by the Arch Bishop, Jericho took the name of Kel'Darrian, deliberately including his former tribe into his name as a reminder of what could have been his fate as a child. In addition to this, he still bears the Mark Of Uru tattoo on his forehead as a physical reminder of where he came from and that he will always owe his life to The Pale Lord.

Jericho has recently been sent to the newly occupied lands of Caeldeth, along with many of his knight brethren as soldiers and peacekeepers. Jericho has been specifically tasked in the conversion arm of the occupying knights, due to his unwavering religious devotion to the Church, an assignment he has taken to with great relish.
 
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Name: Eliza Thorne
Rank: Initiate
Gender: 23
Birthdate: 1215 SE

Height: 5' 3"
Weight: 155 lbs
Eyes: Grey Green
Hair: Chocolate Brown

Skill-Set: Eliza is a consummate duelist, preferring to cut down a worthy opponent one on one rather than over the course of total war. Still capable in a group, Eliza is proficient with tactical diversion, her dueling skills make her ideal for drawing away stronger enemies. What she lacks in raw power, she makes up for in finesse and control, and a heaping pool of stamina as a result of her relatively short stature.

Equipment: Eliza wears heavy upper body armor and plain leathers on her lower body to facilitate her fighting style during major conflicts. She also wears a sallet sans visor, but prefers not to in duels and conversation. Her sword is about as long as her own wingspan, but is balanced enough that she can wield it nimbly and easily.

Appearance: She's relatively short compared to most fighters, and even other women, but her lean, heavy musculature allows her to swing around the heavy, balanced greatsword she carries on her back, and she has no trouble moving in her armor due to its custom make and practical application. Her hair is long, but typically drawn back in a pin, although the shorter hairs of her bangs tend to slip away to her face - she has no issues with them getting into her eyes, however, leaving her looking tousled, yet refined.

Personality: It's hard to say what Eliza is thinking at times due to her resting poker face, but deep down, she is a compassionate, humane person who cares deeply for the bystanders harmed by wars - both the conquered, and the serfs who must increase production to facilitate conquest. She was happy to fight soldiers and kings, but she is deeply unsettled by recent events, causing her to emotionally withdraw.

Biography: The daughter of a landowner, Eliza was afforded many opportunities for education and luxury, but was easily bored by the excess of such a life. She became a bully to other children, beating and picking on other children around her, until she was eventually overthrown and given a lesson in humility. Taking the lesson to heart, she lightened up and started to protect the others instead, even getting into a few fights with adults as a result. Her father quickly realized her potential and enlisted her in officer's school to join the army of Nothlodar. Despite her stature, she was strong from a young age, and so instead, they focused on her skills. Her spare time, once spent cruelly hurting others, was instead directed towards vigil and training, and as she finished out in school, she became renowned among the landowners and generals as an incredible duelist. The confluence of her martial prowess and her protective demeanor led her to join the Knights of the Pale Ring. Having been freshly initiated, she is sent to Caeldeth, and from there, she slowly loses sight of what she's doing there.
 
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Name: Loïc Gerdurson
Rank: Knight
Gender: male
Birthdate: 55 - 1183 SE

Height: 6'1"
Weight: 185 pounds
Eyes: Dark green
Hair: Grey

Skill-Set:
Loïc has had a great deal of experience in combat seeing as he has fought for the better part of his life favouring to swing a mace and turtle behind a shield in combat, and while he can still swing any weapon required he has gotten old and with age his strength and especially his stamina have greatly faded. As such he began to shift his skill-set from combat to logistical support; he knows how to set up troops, properly set up defences and camps, has the knowhow to establish proper supply lines, train the new blood, etc... He is best described as support rather than an actual combat asset.
Equipment:
He wears a segmented cuirass with matching greaves and arm guards over a rough, grey tunic and trousers as well as heavy leather boots built to stand the test of endless marches, though no helmet as neither his eyesight, nor his hearing can accommodate a hindrance. A scarf is also worn to protect his neck from the edges of his armour. Weapons consist of a basic mace and kite shield as well as an emergency dagger. His pack contains the essentials for a soldier; a tinderbox, some money, a pot and pan, a utility knife, spoon, razor, a decent amount of salt, a wooden plate and metal cup, a canteen, some emergency rations (hardtack biscuits and smoked meat strips) as well as some personal belongings like some dice and a wax tablet and stylus.

Appearance:
Loïc is an old man with grey hair and a face weathered from age and combat barely hidden behind a short, grey beard, despite this his body still seems to remember his former strength as he still stands a more than decent height and his arms and body still show signs of serious muscle mass, even if those muscles have gotten softer over the years.

Personality:
Loïc is tired above all else, sometimes physically, always mentally. He has seen a hundred campaigns and even more deaths and it has taken a toll on him more than old age could ever do. In truth he had hoped to live out his twilight years teaching youngsters what little information and experience they were willing to accept and learn and maybe some day go to sleep in his bed after a quiet night and never wake again. He believes he has a sense of righteousness as he has seen his fair share of injustice and silently fears this inquisition is self-righteousness masquerading as justice, though he remains quiet about this, so perhaps his belief in himself is wrong.

Biography: (Three Paragraph Description of the Character's background.)
Loïc always had a penchant for violence, even at a young age he found himself utilising fists and insults more than his mind and knowledge. When he was forced into military conscription from the day he turned of age at sixteen his life was forced into a different direction. The short temper was trained out of him and replaced with discipline, fists were replaced with sword, axe, spear and javelin and insults were exchanged for silence and observation.

Forced conscription meant a military career of twenty-five years and an eventual reward of furtive farming land and a final "generous" commission. In those twenty five years his feet saw many miles and his eyes saw so much more. He was somewhat of a rarity in the army as the poor rarely finished their entire service; their lives were far more expendable than the troops from a richer social status. As such he was forced to start of as a light skirmisher equipped with no armour for the torso or helmet and armed with only several javelins, a short round shield and a short sword. He lived long enough to become one of the regulars, then advanced scout and eventually low ranking officer as commander of the watch.

When his time was up he got his land, but fighting was all he knew even if he knew too much of it. Despite this, he did try for a few years to till his soil, but with little success. He could re-enlist in the army, but he was tired of active combat, so he turned to the other fighting force; the knights of the pale ring. He figured that he would be able to make use of his experience and still live out his sunset years in relative peace. He even gave the church ownership of his land as a sweetener when joining as he had no use for it nor did he have sons or daughters to give it to. If he had known he would be dragged to the front anyway, perhaps he would've tried farming a little harder.
 
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Name: Reyner Hallenall
Rank: Knight
Gender: Male
Birthdate: 43 | Spring, 1195 SE

Height: 6'1"
Weight: 195lbs
Eyes: Hazel
Hair: Dark Brown


  • Appearance
    Reyner never bought into the clean cut look. While most of his peers have tight hairlines and shaved chins, Reyner is a man apart. While not wildly long or unkempt, his hair is certainly wild. The times a comb has touched it can be counted the same as the times he had been summoned before the Paladins. When it grows long enough to reach his eyes or become a bother he enlists a member of the order to thin it for him. In stature Reyner is fairly average for a man of Nothlodar, if not on the stout side. He has apparent muscle definition, but the sort that comes naturally from years of labor. His clothing is usually disheveled with no order of reason behind it other than to cover himself. One could most aptly say he simple throws on the first thing he sees when waking come morning.

    Personality:
    To a many of his peers, Reyner is a very casual sole. Rare are the times when rank or status influenced a decision or opinions. Deference is shown to his betters of course, yet even that is done for believed personal merit on their part. Quite often Reyner has been seen rubbing shoulders with the dregs of society. The drunks, the prostitutes, the outcasts, the sort no member of the Pale Ring should be consorting with. He defends these actions by saying good folk can be found in all walks of life, and nothing more. This nonchalant way of going on in a place where honor and reputation are paramount has garnered him no small amount of opponents. However, Reyner cares not. His friends are his friends, enemies his enemies, and all others can sod off. Since the start of the Inquisition not much has changed in him. Even when committing heinous acts, Reyner remains the calm laid back sort he always was.

    Biography:
    Reyner was raised in the south reach of Nothlodar. He was just a boy during the Maztuvan raids. He parents were killed in the first wave by the barbarian hordes, but thankfully Reyner had been sent north to live with his uncle before the incident occurred. Leold, his uncle, had been a sergeant for the local garrison. He had no wife, no children of his own, so he raised Reyner very much the same way he trained the young boys that enlisted. It was not a hard life though. Life was stable, routine, and Reyner grew to appreciate that fact. When he was sixteen he enlisted under his uncle's command as was expected of him. In those days he was perhaps most thankful for his upbringing. While others struggled to adapt to the rigors of military life, Reyner settled in with great ease. For three years his service to Nothlodar amounted to little more than guarding supply lines or patrolling cities. In 1214 SE, all that changed.

    The hordes of Maztuvan began another great incursion into southern Nothlodar. This time preemptive action was taken, and a massive host was moved to the southern border. For Reyner and many like him this was a chance for revenge. Against an organized and disciplined military force the barbarians stood no chance. The idea of war was quickly replaced with one of slaughter as Nothlodar laid waste to the Maztuvan settlements closest to the border. The goal was simple, inflict so much suffering upon them never would they attack again. A task Reyner held no qualms against. For more than a year he fought hardily in this campaign, until the winter of 1215 SE. An ambush was launched in a final act of defiance by the Maztuvan. Leold's command, including Reyner, were all but wiped out. Reyner had fallen at the early stages of combat, a spear piercing his back. He had faded into the darkness watching his allies struggle against insurmountable odds.

    Awaking had come as a shock to him. Surely death had taken him, or so he had thought. He learned shortly after that knights from the Pale Ring had arrived before the battle ended. They managed to inflict enough damage to force the Maztuvan to retreat. Though many had died, a few were brought back from the brink by the order's healers. Reyner had been one of the lucky ones, while his uncle had not. For many weeks Reyner remained in flux. The young man was lost and felt for the second time the loss of a parent. When the offer to join the order came after his recovery, Reyner viewed it as an easy way to lose himself. He immersed himself in the lore of the Pale Lord, in his teachings. Trying to fill the void inside with something greater. Like so many others the Pale Lord seemed to have the answers to all the questions Reyner wished to know. Serving had been part of his life for so long, perhaps serving a God would offer something greater.

  • Equipment:
    Reyner never favored the thick plate most of his peers employed. It was imposing surely, yet it dulled movement too harshly for his taste. On most occasions Reyner dons himself in the cuirass of the order fitted over chainmail. At the arm one would see bracers in the same fashion as his cuirass running the length of the forearm, over leather gloves. At the leg is much of the same. Both shin and kneeguards in the same style as his cuirass securing him there. The rest of his ensemble is comprised mainly cloth under leather garments. One might described his armor style as medium rather than heavy or light. Other than that Reyner is known to carry a bastard sword across his back, the same one he has possessed most of his career. A dagger, near the size of an adult's forearm, can be seen fastened to his belt. Usually not worn but close by, is a longbow which he likes to have in case a need for one arises.

    Skill-Set:
    Reyner could best be described as an opportunistic fighter. Cutting his teeth in Nothlodar's infantry; he learned that battle is inherently unpredictable, and to survive such one had to be prepared for all outcomes. Unlike many of his peers he cares little for honorable duels or giving foes a fighting chance. If a arrow through the eye or spear through the back ends a conflict sooner rather than later, Reyner is happy to oblige. Most of his skill lies in the use of bladed weaponry, namely the bastard sword. The versatility it provides always thought of as a boon in both individual and group combat. A bow is also commonplace in his hand, mainly when used to pick off fleeing targets.
 
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Name: Malgigi Malovollio
Rank: Knight
Gender: 28
Birthdate: 1218

Height: Six foot three
Weight: 180
Eyes: Green
Hair: Black

Skill-Set: Malgigi's tongue is as sharp as his blade. He's a quick, smart-talking fighter who weakens his enemies with words and, if need be, finishes them off with his sword. He has a set of sultry and frankly criminal skills such as lockpicking, burglary, and pickpocketing. He's a dastardly gentleman who hides his nefarious tendencies behind a set of unnaturally white teeth.

Equipment: A gold-hilted rapier, a set of seven daggers hidden in various locations on his body, a toolkit of lockpicks, grappling hooks, crowbars, and other naughty tools. He also wields a light crossbow and has a quiver attached to his side.

Appearance: Malgigi has an elegant yet subtlely deadly air about him, as if he could have tea with you and then stab you to death on the couch. He seduces women and sheds blood with that same confident look on his face. A pursed lip, a raised eyebrow, and a glimmer in his eye that tells you you've already lost. He dresses nicely and always looks good. In fact, it's rumored he kills his enemies in such a way as to guarantee no blood gets on his expensive robes and armor.

Personality: Malgigi is not a man to be trifled with. That's where he gets you. He seems snobby, overconfident, and indeed, he is, but he has the skills to back himself with. He talks quickly and acts even quicker, always doing his best to think ahead of his adversaries. It's what has made him such a good Inquisitor. He's tenacious, he's vile, he's everything fathers everywhere are scared of as they protectively watch over their daughters. Indeed, if Malgigi has one fault other than being an overall awful person, it is that his lust for women knows no bounds. He's always down for a quick romp, and that may someday be his undoing.

Biography: Malgigi does not speak much of his history. One day, he simply joined the church. And he worked quickly and efficiently to reach the rank of a member of the Pale Ring. He proved his quiet devotion to the Pale Lord through his actions. His natural talent for inquisition was discovered, and it was soon found that he was a prodigy. He became well known as a rising star. Yet inside, his sleaziness knew no bounds.

Malgigi is known to confiscate the precious belongings of those heretics he seizes and then selling them. Some even say he sells the heretics themselves into slavery. Malgigi is driven by a love of all things material, and the Church is a one way path to this desire. He is invincible, he's a god, much like the one he so expertly claims to worship. Malgigi has used the Church to elevate himself to a position of power, and he will continue to do so. Such is his goal.

The quest into this new land full of heretics was a perfect time for the young upstart to prove his mettle. He has already been responsible for several captures of wicked heretics, and as he goes deeper and deeper into the countryside, he plots to become richer and richer, having already confiscated goods of unimaginable value. This Inquisition will be his ticket to the top of the pile. And from there? Malgigi will be unstoppable.
 
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