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Hunzuu - You. Orphan turned abomination.

Hunzuu - You. Orphan turned abomination.

The Great Priests - the leaders of Ligish's priestly caste, the masterminds behind your transformation.

  • The Blood Priest - The unofficial leader, trusts sorcery more than people, carefully hides his vices. His real name is Ubar-Sin.
  • The Bronze Priest - Doting father, powerful but disliked by the other priests.
  • The Gold Priest - Takes a long view of things, survives by avoiding attention
  • The Rain Priest - very old, probably the most reasonable of the bunch.
  • The Sand Priest - Acts almost comically sinister, might be a woman disguised as a man or a man disguised as a woman disguised as a man.

Friends

  • Nakurtum, your combat instructor. Member of the Adventurers' School. Owed a debt of service to the Blood Priest after he saved her from a mortal wound and regrew her arm. Sees you as like family.
  • Nergal-Edir - The cook. Sullen hunchback, pretty cool toward you.
  • Tabni-Ninsun - The Bronze Priest's daughter. A little overweight, kind of a brat. Possibly upset that she's just lost two of her best friends.
  • Mr. Clicks - your pet scorpion. Likes locusts. Dislikes your hissing. Can be a naughty scorpion.
  • Dadanum - a guard in the pyramid. Son of an important member of the Archers' School, who hates him. Acquired an ancient set of leather armor. Afraid it might not look manly enough.
  • Soul-of-Lightning - centaur. Lived before the Great Flood, recently resurrected by the priests. Enjoys simple pleasures, mostly drinking.
  • Ettu - blind nursemaid who helped raise you in a city poorhouse. Fell in love with a Footman while being held hostage, or so they say.
  • Meluku - 8 years old, a boy from your old poorhouse. Was subjected to some kind of magical transformation that turned his body gray and "half-created."
  • Kullaa - a blood acolyte. Nearsighted, good with children, hopes to master blood magic without becoming evil

Acquaintances

  • The King - 18, skinny, beardless, not a public speaker, considered weak by nearly everyone. Has a serious memory problem, which his advisors keep secret.
  • Buth-Shamash - commander of the Archers' School. Ancient, unsophisticated, almost blind, but respected by his fancy peers for his practical skills in combat and commerce.
  • Fancy Man - Member of the Archers' School. Flirty. Very fancy.
  • Rabi-Tammuz - A slave you purchased. Trained as a tailor, caught practicing amateur surgery.

Enemies

  • Ku-Aya - Spy, probably for Turtak, who tricked you into leaving the city while she robbed the priests' workshop and killed some guards. 10 years old, or at least looks 10.
  • Iltani - "Farmer's daughter" with a strange amount of power in the Footmen's School. Might see prophetic visions of an attack by a monster called Pazuzu. Freakishly strong and skilled with blades. Currently held prisoner in the pyramid.
  • Ninurta-Nasir - Commander of the Footmen's School. Hot-tempered war hero.
  • The Lammasu - envoy of the city of Turtak, recently attacked and demanded reparations from Ligish.

Dead People

  • Your Mother - deceased. Alcoholic prostitute who was probably executed for gouging out a man's eye in a brawl.
  • Pazur-Ea - deceased. A promising young acolyte of the Blood Priest. Killed in battle with a giant mole-woman.

The War Schools of Ligish

  • The Footmen's School - the most populous and powerful school, have effectively declared martial law, answering to no other force in the city. Patrol the streets at night.
  • The Charioteers' School - loyal to the king, even guarding the king's palace, even though it doesn't involve chariots.
  • The Archers' School - small but fabulously rich. Rivals of the Slingers' School. Made a deal with the priests to help guard a dig site where magic relics are found.
  • The Adventurer's School - loyal to the priests. Train small units of scouts, assassins, treasure hunters, thieves, and kidnappers. Recently scattered and broken after the giant maggot attack.
  • The Petty-Wizards' School - loyal to the priests. Train magic-users. Lose more members to madness than war.
  • The Slingers' School - considered low class and ineffectual, consider themselves champions of the people. Recently made a truce with the Footmen and agreed to lift the curfew and share the streets.
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Page last modified on December 19, 2013, at 07:10 AM