Difference between revisions of "The Fireside"

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{{InfoboxHour
 
{{InfoboxHour
| title  = The Roving Hearth
+
| title  = The Fireside
| card    =  
+
| card    = File:The Fireside.png
 
| quote  = Sometimes all you can do is keep on living. And sometimes, that's enough.
 
| quote  = Sometimes all you can do is keep on living. And sometimes, that's enough.
| origin  = Flesh
+
| origin  = Blood
 
| titles  = The Wild Thing, The Wandering Survivor, The Travelling Druid
 
| titles  = The Wild Thing, The Wandering Survivor, The Travelling Druid
 
| names  = Atticus, the Perceptive Scribe
 
| names  = Atticus, the Perceptive Scribe
| aspects = {{Aspect|Heart}} {{Aspect|Moth}} {{Aspect|Secret Histories}}
+
| aspects = {{Aspect|Heart}} {{Aspect|Moth}}
 
| arrival = Not long after the collision occurred.
 
| arrival = Not long after the collision occurred.
 
| owners  = [[User:Topdjc|Topdjc]]
 
| owners  = [[User:Topdjc|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.
+
The Fireside 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 Fireside is a master of survival, and even if he were an average mortal, with no skill in wielding the aspects, the Fireside's knowledge of the world, and how to remain alive in it, would allow him to persevere against all odds. The Fireside 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 Fireside 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 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.
+
The Fireside was created, quite accidentally, from the memories of mortals whose dying wish was simply to survive. But upon coming into existence, the Fireside found himself with no purpose, lost in the Mansus. With nothing else to do, the Fireside began to wander. The Fireside 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 Fireside turned his attention to the Waking World. And he 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 their own lives in their own ways. Above all, he admired their willingness to learn. To remember even the smallest experiences and change their behaviour because of it. So the Fireside spoke with the Old Wyrm, who gave the Fireside a gift. The gift of mortal senses, and a door to the Wake. Upon travelling to the Waking World, the Fireside began to explore. He sought to learn, just as the mortals did, even if it takes him his entire life.
 +
 
 
===Appearance===
 
===Appearance===
It is far too menacing to look at.
+
The details of the Fireside's appearance vary somewhat, but the basics are always the same. He wears a comfortable, weather beaten, leather coat, heavy duty trousers designed to withstand the cold, and a pair of old hiking boots. His hair and facial features change depending who is seeing them, but the Fireside always gives the impression of someone friendly and wise. Frequently, he appears as an old man, but has been known to take the shape of a young one. His hair is always a mess of twigs and leaves.
 
===Principles===
 
===Principles===
Guidance and creation.
+
The Fireside knows the principle of Heart to protect the natural world, and those who respect it. He is proficient with Moth, due to his aimless wandering with no goal in mind.
 +
 
 
==Worship==
 
==Worship==
 
===Cult===
 
===Cult===
The Template is worshipped by some strange folks called The Fansus.
+
The Fireside has no worshippers, but the groups called the Scouts and the Guides have his respect
 
===Mark===
 
===Mark===
# '''Temptation: Phrase: I've begun to comprehend the Template's ways.
+
# '''Temptation: Survival:''' I want to survive, as all living creatures do.
# '''Dedication: Phrase: I shall follow the Template's ways.
+
# '''Dedication: Learning:''' The Fireside does not help those who do not help themselves. If I want to learn the secrets of survival, I shall need to find them myself.
# '''Ascension: Phrase: Agh my eyes.
+
# '''Ascension: Learning:''' I have learned the names of those esoteric plants that mortals can consume without danger, and how to recognise them. I have also learnt the names of those that are poison, and how to avoid them.
# '''Ascension: Phrase: Ugh my bones.
+
# '''Ascension: Learning:''' There are methods of hiding the body and the mind from detection, even whilst I sleep. These methods are known to me now.
# '''Ascension: Phrase: Gah my legs.
+
# '''Ascension: Learning:''' I no longer need maps or compasses to find out where I am. Where I'm going is not important.
# '''Ascension: Phrase: But it's gonna be worth it.
+
# '''Ascension: Learning:''' I have left behind my home, and picked up the trace of the Fireside's travels. Now I must find him
# '''Ending''': I have proved myself, and now I teach new hours how to bake cookies.
+
# '''Ending:''' I do not remember how long it took. Maybe months. Maybe years. All I know is that I met the Fireside, and showed him all I had learned. He was impressed, and told me that my dedication would be rewarded. He taught me of a root that would halt the progress of age, and render me immune to all mortal diseases. Now I shall travel the world as the Fireside does, until all things end.
===Servants===
+
 
====Names====
+
==Names==
=====The Old Geezer=====
+
===Atticus, the Perceptive Scribe===
''"Get off my lawn!"''<br />
+
''"I simply must record that."''<br />
Aspects: {{Aspect|Edge|31}}, {{Aspect|Knock|3}} (Always two, and usually up to 12, no more); Devourer or deciever (or nothing)<br />
+
Aspects:{{Aspect|Heart|12}}, {{Aspect|SH|12}}<br />
Temptations: {{Aspect|Grail|95}}, {{Aspect|Winter|8}}, {{Aspect|Moth|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. [https://cultistsimulator.gamepedia.com/Spirits See here for comparison/balancing help.])  (this is also where you can state if the Name knows/teaches any languages)
+
Temptations: {{Aspect|Knock|5}}, {{Aspect|SH|12}}, {{Aspect|Heart|6}} The Scribe has travelled far, behind the Fireside. He has learnt many variations of Aramic, and is willing to teach them to you.
  '''Summon The Old Man of the Template'''
+
  '''Summon The Scribe of the Fireside'''
  The fat old fellow can't bare to even look at you. Every hair on his body rises at the mention of lawns.
+
  A secret of the Histories to tempt him away from his path, Heart to assure him this destination is safe.
 
+
  "Oh, I've gotten lost again." The Scribe is puzzled, but is willing to help you as long as you don't keep him from his work for too long
  Is this truly the best the Template has to offer?
+
 
 
==Locations==
 
==Locations==
===The Mansus===
+
The Fireside is always travelling, and has no single place to call his home.
====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==
 
==Items==
 
===Tools===
 
===Tools===
* The Old Geezer's Shovel
+
* Old Pencil
** Aspects: {{Aspect|SH|12}} {{Aspect|Edge|12}}
+
** Aspects: {{Aspect|SH|4}}
 +
 
 
===Ingredients===
 
===Ingredients===
* The Template's Brain Juice
+
* Tinder from a Fireside's Camp
** Aspects: {{Aspect|Forge|1}} {{Aspect|Grail|1}}
+
** Aspects: {{Aspect|Heart|6}}
 +
 
 
===Influences===
 
===Influences===
* A Chill in the Hair (Don't get too greedy with these. Stick to one or two max)
+
* A Lesson in Survival
** Aspect: {{Aspect|Winter|71}}
+
** Aspect: {{Aspect|Heart|4}}
 
===Books===
 
===Books===
* The Zeroth Indictment (Indictments correspond to hour number. Everyone gets one but you can have more books than just that)
+
* An Excerpt of the Scribe's Record
** Description: It's an old book, okay? A dusty old tome? Made out of...flesh? What the.
+
** Description: A rather large notebook, with writings copied hastily from a larger text.
** Start Text: This is the tale of the skeleton warriors.
+
** Start Text: The Scribe writes efficiently, without metaphor or simile, but still manages to precisely convey exactly how something looks, be it an item or a location.
** End Text: The skeleton warriors theme song refuses to leave your mind.
+
** End Text: This part of the Scribe's Record must have originally been written when the Fireside was travelling through particularly hostile territory. There are frequent mentions of the protective incantation the Fireside mutters while he sleeps.
** Gives: Stuff goes here. Usually lore. Sometimes languages. Sometimes things get really weird. Feel free to get creative.
+
** Gives: {{Aspect|Heart|6}} Lore
===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==
 
==Relationships==
 
* [[]]:  
 
* [[]]:  
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* [[]]:
 
* [[]]:
  
==Secrets==
+
[[Category:Fansus IV]]
* The Template is actually the second coming of Big Clive and your life is a lie.
+
[[Category:Hours (Vol. IV)]]
* It also never liked cookies.
 
* And it writes steamy fanfics.
 
[https://www.youtube.com/watch?v=dQw4w9WgXcQ * True Form]
 
[[Category:Hours (Vol. III)]]
 

Latest revision as of 07:44, 20 July 2019

The Fireside
The Fireside.png
"Sometimes all you can do is keep on living. And sometimes, that's enough."
Origin Blood
Titles The Wild Thing, The Wandering Survivor, The Travelling Druid
Names Atticus, the Perceptive Scribe
Aspects Heart Moth
Date of arrival Not long after the collision occurred.
Owner(s) Topdjc

The Fireside 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 Fireside is a master of survival, and even if he were an average mortal, with no skill in wielding the aspects, the Fireside's knowledge of the world, and how to remain alive in it, would allow him to persevere against all odds. The Fireside 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 Fireside 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

History

The Fireside was created, quite accidentally, from the memories of mortals whose dying wish was simply to survive. But upon coming into existence, the Fireside found himself with no purpose, lost in the Mansus. With nothing else to do, the Fireside began to wander. The Fireside 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 Fireside turned his attention to the Waking World. And he 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 their own lives in their own ways. Above all, he admired their willingness to learn. To remember even the smallest experiences and change their behaviour because of it. So the Fireside spoke with the Old Wyrm, who gave the Fireside a gift. The gift of mortal senses, and a door to the Wake. Upon travelling to the Waking World, the Fireside began to explore. He sought to learn, just as the mortals did, even if it takes him his entire life.

Appearance

The details of the Fireside's appearance vary somewhat, but the basics are always the same. He wears a comfortable, weather beaten, leather coat, heavy duty trousers designed to withstand the cold, and a pair of old hiking boots. His hair and facial features change depending who is seeing them, but the Fireside always gives the impression of someone friendly and wise. Frequently, he appears as an old man, but has been known to take the shape of a young one. His hair is always a mess of twigs and leaves.

Principles

The Fireside knows the principle of Heart to protect the natural world, and those who respect it. He is proficient with Moth, due to his aimless wandering with no goal in mind.

Worship

Cult

The Fireside has no worshippers, but the groups called the Scouts and the Guides have his respect

Mark

  1. Temptation: Survival: I want to survive, as all living creatures do.
  2. Dedication: Learning: The Fireside does not help those who do not help themselves. If I want to learn the secrets of survival, I shall need to find them myself.
  3. Ascension: Learning: I have learned the names of those esoteric plants that mortals can consume without danger, and how to recognise them. I have also learnt the names of those that are poison, and how to avoid them.
  4. Ascension: Learning: There are methods of hiding the body and the mind from detection, even whilst I sleep. These methods are known to me now.
  5. Ascension: Learning: I no longer need maps or compasses to find out where I am. Where I'm going is not important.
  6. Ascension: Learning: I have left behind my home, and picked up the trace of the Fireside's travels. Now I must find him
  7. Ending: I do not remember how long it took. Maybe months. Maybe years. All I know is that I met the Fireside, and showed him all I had learned. He was impressed, and told me that my dedication would be rewarded. He taught me of a root that would halt the progress of age, and render me immune to all mortal diseases. Now I shall travel the world as the Fireside does, until all things end.

Names

Atticus, the Perceptive Scribe

"I simply must record that."
Aspects:Heart12, SH12
Temptations: Knock5, SH12, Heart6 The Scribe has travelled far, behind the Fireside. He has learnt many variations of Aramic, and is willing to teach them to you.

Summon The Scribe of the Fireside
A secret of the Histories to tempt him away from his path, Heart to assure him this destination is safe.
"Oh, I've gotten lost again." The Scribe is puzzled, but is willing to help you as long as you don't keep him from his work for too long

Locations

The Fireside is always travelling, and has no single place to call his home.

Items

Tools

  • Old Pencil
    • Aspects: SH4

Ingredients

  • Tinder from a Fireside's Camp
    • Aspects: Heart6

Influences

  • A Lesson in Survival
    • Aspect: Heart4

Books

  • An Excerpt of the Scribe's Record
    • Description: A rather large notebook, with writings copied hastily from a larger text.
    • Start Text: The Scribe writes efficiently, without metaphor or simile, but still manages to precisely convey exactly how something looks, be it an item or a location.
    • End Text: This part of the Scribe's Record must have originally been written when the Fireside was travelling through particularly hostile territory. There are frequent mentions of the protective incantation the Fireside mutters while he sleeps.
    • Gives: Heart6 Lore

Relationships

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