Mneme Havess

Kolo

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3 years, 2 months ago
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MNEME 

About...

A refugee from Verebriva, Mneme was caught at the border into the Holy Empire, near the Jasmine Pine Range. Though generally welcoming of immigrants, Mneme's refusal to identify himself or register for citizenship meant the Empire elected to turn him away at the border. Were it not for Tyche, a powerful Flamed entrepreneur offering sponsorship, he would've been returned to the tundra.

Of course, Tyche's grace does not come cheap. Mneme has spent the last few years working away at his debt in Tyche's inns, typically engrossed in housekeeping. As Tyche is a soot-seer, however, he recognized Mneme's Harbinger Flame - not something easily acquired in the Flame-antagonistic Verebriva - and has been pressuring Mneme into revealing more of his history.

Mneme dodges the questions. And, as soon as his debt's paid, he's going to buy a Sendrean boat ticket and get the fuck off the continent.


Personality...

Pessimistic and cynical, but keeps it to himself. Wary of people and paranoid of things catching up to him. Has already learned not to trust anything or anyone, and tries to fend for himself at all costs. Secretly thinks the Empire is a beautiful country and would like to stay and just be a peasant, but is too terrified of inviting trouble from its proximity to Verebriva.


Flames...

  • Harbinger of Worms
    • Snowy Pale Flame, Harbinger of Worms
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Index

Click a title to expand definitions. Note that the "People" and "Countries" have been trimmed to only relevant entries.


Flame hereditary boons that are specific to bloodlines and individuals, supplementing their natural magic with various unique powers. Most mortals of this universe have Flame too weak to use.

Heat • how "hot" a Flame burns; dictates how powerful it is and how often its powers can be called upon. From strongest to weakest, the heats are: Dominion > Harbinger > Throne > Glory > Pillar > Wings > Servant.

Passion • the unique powers of a Flame - what its conceptual wavelength resonates with, broadly describing the powers it bestows. Passions can be incredibly specific, or very broad (ex. the Blue Flame of Victory). Every passion has a unique color associated with it.

Stoking • the act of making a Flame stronger, potentially enough to increase its heat into another. Not all Flames can be stoked. 'Stoking' generally involves doing things that align with the Flame's Passion (ex. a Flame of art is stoking by creating, appreciating, or collecting art). 

Shearing • the act of passing a Flame on, usually by having children (though there are other means of separating someone from their Flame). The process 'shears' and weakens the original Flame, usually almost completely.

Soot-seeing • the practice of reading an individual's internal Flame to understand its color, and therefore its Passion. Soot-seers can also vaguely tell if a Flame is capable of being stoked. It is a difficult and imprecise art.


Mene Herne
A powerful Dominion Flame hiding in Verebriva's giant pine forests, whose followers occasionally attack villages and kidnap citizens. Her capture (and death) is a top priority for Saen and the Verebrivan military.

Tyche
The founder and owner of many inns, stables, and taverns along many of Lacraya's roads, with ventures extending from the Holy Empire into neighboring Sendrea. With his expansive company, the Nest Egg Inns, also offering guarded toll roads for trade caravans, he has risen in the Lacrayan sphere as an important businessman.

The Ardor
One of the major belief systems of the world, which believes that ten Dominion-Flamed individuals crafted the world from their Flame and bestow their blessings on certain individuals.

Fervor
One of the major belief systems of the world, which says that four creator deities unite to defeat the world-eater at the end of days. Pleasing one of the four creators can ensure a beneficial reincarnation in the next era.


Lacraya
A southeasterly medium-sized continent comprised of tundra, mountains, and barren scrublands with some minor forests. On its surface are the nations: Holy Empire, Verebriva, and Sendrea Kingdoms.

Verebriva
The northernmost nation on Lacraya, made up of cold, harsh snowlands and dense pine forests. Verebriva has historically been abused by powerful Flames and is incredibly adverse to their presence. They are self-sufficient and value independence. Verebriva is ruled by the Crown, a title passed to the winner of a decennial tournament of duels.

The Holy Empire
The largest nation on Lacraya, encompassing the land from Verebriva's southern mountains to the continent's southern coastline. Most of its cities and towns hug the Savalla River. The use of Flame to supplement its peoples' lives has enabled small villages to thrive. It is ruled by its Emperor, who passes down the nation's sacred Blue Flame to a chosen heir after their reign.

Sendrea Kingdoms
A western coastal nation comprised of many small duchies that unified over taxation and trade. One of the wealthier countries in the world, it boasts a strong navy and numerous trading fleets. With dazzling cities on stunning beaches, money and ambition flow freely. Its leaders are the Crown Council, the heads of the twelve founding noble families.