Difference between revisions of "The Fireside"
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− | The Roving Hearth is an optimistic hour, and rarely fails to see the light in things. He explores the world left behind by the Collision, more often than not with his scribe in tow, and camps under the stars, oblivious and mostly immune to the dangers caused by the abundance of Aspects. The Hearth is a master of survival, and even if he were an average mortal, with no skill in wielding the aspects, the Hearth's knowledge of the world, and how to remain alive in it, would allow him to persevere against all odds. The Roving Hearth does not actively interfere with the paths of mortals, | + | The Roving Hearth is an optimistic hour, and rarely fails to see the light in things. He explores the world left behind by the Collision, more often than not with his scribe in tow, and camps under the stars, oblivious and mostly immune to the dangers caused by the abundance of Aspects. The Hearth is a master of survival, and even if he were an average mortal, with no skill in wielding the aspects, the Hearth's knowledge of the world, and how to remain alive in it, would allow him to persevere against all odds. The Roving Hearth does not actively interfere with the paths of mortals, fearing that they would come to rely on the acts of Hours instead of learning for themselves. But should he come across someone in need during his travels, the Hearth is happy to help in any way he can, and will impart some of his knowledge upon the new friends he has made before leaving. |
==Description== | ==Description== | ||
===History=== | ===History=== | ||
− | The Roving Hearth was created, quite accidentally, from the memories of dying | + | The Roving Hearth was created, quite accidentally, from the memories of mortals whose dying wish was simply to survive. But upon coming into existence, the Roving Hearth found himself with no purpose, lost in the Mansus. With nothing else to do, the Roving Hearth began to wander. The Hearth had no destination in mind, but the more he explored the Mansus, the more disappointed he was. He found the other hours predictable, and the Mansus was too small and dull in its chaotic, damaged state. And so the Hearth turned his attention to the Waking World. And the Hearth was fascinated. The Wake was damaged like the Mansus, yes, but it was damaged in a unique and curious manner. And the mortals! There were so many of them, all different and living in their own ways. |
− | |||
===Appearance=== | ===Appearance=== | ||
It is far too menacing to look at. | It is far too menacing to look at. |
Revision as of 07:31, 18 May 2019
The Roving Hearth | |
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"Sometimes all you can do is keep on living. And sometimes, that's enough." | |
Origin | Flesh |
Titles | The Wild Thing, The Wandering Survivor, The Travelling Druid |
Names | Atticus, the Perceptive Scribe |
Aspects | |
Date of arrival | Not long after the collision occurred. |
Owner(s) | Topdjc |
The Roving Hearth is an optimistic hour, and rarely fails to see the light in things. He explores the world left behind by the Collision, more often than not with his scribe in tow, and camps under the stars, oblivious and mostly immune to the dangers caused by the abundance of Aspects. The Hearth is a master of survival, and even if he were an average mortal, with no skill in wielding the aspects, the Hearth's knowledge of the world, and how to remain alive in it, would allow him to persevere against all odds. The Roving Hearth does not actively interfere with the paths of mortals, fearing that they would come to rely on the acts of Hours instead of learning for themselves. But should he come across someone in need during his travels, the Hearth is happy to help in any way he can, and will impart some of his knowledge upon the new friends he has made before leaving.
Contents
Description
History
The Roving Hearth was created, quite accidentally, from the memories of mortals whose dying wish was simply to survive. But upon coming into existence, the Roving Hearth found himself with no purpose, lost in the Mansus. With nothing else to do, the Roving Hearth began to wander. The Hearth had no destination in mind, but the more he explored the Mansus, the more disappointed he was. He found the other hours predictable, and the Mansus was too small and dull in its chaotic, damaged state. And so the Hearth turned his attention to the Waking World. And the Hearth was fascinated. The Wake was damaged like the Mansus, yes, but it was damaged in a unique and curious manner. And the mortals! There were so many of them, all different and living in their own ways.
Appearance
It is far too menacing to look at.
Principles
Guidance and creation.
Worship
Cult
The Template is worshipped by some strange folks called The Fansus.
Mark
- Temptation: Phrase: I've begun to comprehend the Template's ways.
- Dedication: Phrase: I shall follow the Template's ways.
- Ascension: Phrase: Agh my eyes.
- Ascension: Phrase: Ugh my bones.
- Ascension: Phrase: Gah my legs.
- Ascension: Phrase: But it's gonna be worth it.
- Ending: I have proved myself, and now I teach new hours how to bake cookies.
Servants
Names
The Old Geezer
"Get off my lawn!"
Aspects: 31, 3 (Always two, and usually up to 12, no more); Devourer or deciever (or nothing)
Temptations: 95, 8, 10 (The first temptation is always knock. It ranges from 2 to 5 in the original game, with the lesser undead swapping the knock completely for a corpse. See here for comparison/balancing help.) (this is also where you can state if the Name knows/teaches any languages)
Summon The Old Man of the Template The fat old fellow can't bare to even look at you. Every hair on his body rises at the mention of lawns. Is this truly the best the Template has to offer?
Locations
The Mansus
The Template Temple
The Template spends lots of its free time here.
The Histories
The year was 285124 and the template did a thing that was important.
Items
Tools
Ingredients
Influences
Books
- The Zeroth Indictment (Indictments correspond to hour number. Everyone gets one but you can have more books than just that)
- Description: It's an old book, okay? A dusty old tome? Made out of...flesh? What the.
- Start Text: This is the tale of the skeleton warriors.
- End Text: The skeleton warriors theme song refuses to leave your mind.
- Gives: Stuff goes here. Usually lore. Sometimes languages. Sometimes things get really weird. Feel free to get creative.
Rites
- Making of the Hours
- Description: Ancient ritual conceived by the spooky boys of Uh-Shekel.
- Requires: Rites are the more unique bits of Cultist Simulator. They may require tools, objects, lores, living beings, and so on. Some of the items used for the rite may be destroyed, and proper aspects are needed. Do specify all the details!
- Gives: Glorious boons. From summoning to spawning items to other beneficial effects.
Relationships
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Secrets
- The Template is actually the second coming of Big Clive and your life is a lie.
- It also never liked cookies.
- And it writes steamy fanfics.