Name: Liamond Lesser
Alias: Wrythin Wyrm
Title: The Writhing Worm
Species: Human soul, abberation worm body.
Age: 18
Height: Human form: 5'2 , True form: 12'8 long
Weight: Human form: 100lb , True form: 500lb
Hair Colour: Black (n/a in true form)
Eye Colour: Human form: Dark brown True form: White.
Setting:
A fantasy setting set in a time period roughly analogous to Late Antiquity, the world is currently undergoing a renaissance of magic following political upheaval, freeing it from the control of old regimes. The main setting is the continent of Leavyle, with 13 countries known as the Great Thirteen. Previously a single empire a few decades ago the empire was overthrown by its greatest general, who was then betrayed by the thirteen wardens of the land, each of whom established a monarchy of their own area.
History
Liamond was a war orphan of the civil war that overthrew the emperor, though born very shortly before it ended. Alongside his older brother Landon, the two were refugees shipped to one of the small islands off the main continent where they lived in great poverty amongst masses of other orphans. The brothers were talented at survival, Landon quick witted and faster handed whilst Liamond proved to be highly intelligent. Thanks to Landon providing for him, Liamond was able to study and even in this limited way he quickly proved himself a magical prodigy. Using the small power he had and Landon's talents, the brothers became the heads of a criminal gang of street urchins at age eight- until a letter arrived on the wind inviting Liamond to join the Wizard's College and be properly trained. At first unwilling, Liamond was convinced by Landon who wanted a better life of his brother.
When he was collected, they parted thinking they'd never see one another again.
The next day a wizard from the college came to collect Liamond, only to find he had gone with another already. A rogue mage had intercepted communications and taken him for his own purposes. The rogue called himself Roamer, a charlatan that used magic and trickery to make a living. Psychologically manipulating Liamond repeatedly to see his scheming as justice for greedy people, he became increasingly distasteful of the human condition. Roamer also carefully cultivated a sense of dependence on himself, convincing Liamond he was a natural leech whose brother was better off without him.
As the misanthropic tendencies grew, Liamond was taught magic. Entering a realm between ideas and reality, forging spells there and then dragging it into the physical world to change it. Liamond went too far into the realm one day- not uncommon, in those with unstable states of mind. Lost in that metaphysical state, Roamer could not recover his spirit and left Liamond to die.
Liamond managed to maintain his consciousness despite the odds and even began to observe the spiritual world. The betrayal of Roamer, whom his entire world revolved around by design, broke his spirit and his mind floated aimlessly. With his point of view already skewed everything he saw, already a mixture between physical and philosophical, confirmed his bias. Becoming a hateful thing, he considered humanity deserving of punishment. Achieving what no one ever had before, he clawed his way back from the other side, crawling into his body and haphazardly repairing it- his opinion of himself as a lowly worm reformed his body into a monstrosity.
The Writhing Worm was born, Liamond dead. He took the purposefully obvious alias of Wrythin Wyrm and set out to continue his mentor's work after a fashion. His actions were petty but disastrous- travelling and trading his talents to the desperate with the goal of teaching a very nasty lesson. That to dream was to be a fool. Giving people what they wanted and punishing them for it. He was just one of many new terrors to slither out into the new world born of the empire's death.
Whilst quite the successful rogue mage, spreading curses and making monstrosities, he was targeted by the assassin organization Black Smoke when he hexed the crown prince of a kingdom. He was almost done in, but the identity of his would-be killer saved him- his long lost brother.
The pair, screwed up and finally together again, hatched a plan to do what they should have done a long time ago- quit and run. Sadly pursued by now the Black Smoke, the laws of the Great Thirteen, those with personal vendettas and a strange conspiracy they keep stumbling into, their lives are not easy. But they're trying to be better people for each other.
Personality:
Prior to meeting his brother:
A morbid and petty man, Wrythin has an incredibly low opinion of everyone including himself. The singular person who shines as a beacon of absolute love in his mind is his brother, whom he idolises more with every memory. Without anyone to admire, he has no shame and is actively immoral. Lashing out in defiance at the society he feels is inherently as foul as he is.
The only thing that he really enjoys at this point is dashing other people's hopes and delving them into despair. He once wanted to use his power to help the disenfranchised like himself, but following his psychological tampering from Roamer and the subsequent abandonment of him he finds the best use of it to be selfish.
He is usually emotionally driven rather than goal orientated. He acts purely for satisfaction, valuing happiness (his own) or personal endeavours above material goals or often his own safety. He often analyses things from a spiritual and psychological standpoint rather than a worldly one. His moral motivated worldview is oddly fixated on making himself the bad guy, because he feels he is- that he is miserable most of the time is evidence that in fact, he hates himself and what he thinks he is.
He is a highly emotional person with a sensitive outlook, moods altered by the smallest of stimulation. He can usually keep this hidden in order, acting in his best interests but inwardly storming. He does however have a very annoying laugh he lets slip when some dark humour tickles him. He also has the irritating habit of phrasing statements as questions, somewhat as a diversionary tactic to make others the focus of any conversation.
Following meeting his brother:
That once he's reunited with his brother, who is more mercenary and amoral than he, he learns a sense of shame for his actions tells the tale that he might one day recover from his evil ways. For now? He's trying. His understanding of what exactly the good course of action would be is usually muddled. But, as the more morally orientated in contrast to his more practical brother, he is usually the one to hazard a guess towards being actively good as opposed to merely avoiding being bad. He often attempts to prove himself to his brother by defying his greatest vice- sadistic action, but usually only directed at his sibling (who does the same back, defying his major own moral failing; self-preservation above all else). At first, it's largely an attempt to prove to his brother he isn't a monster but it sinks in.
Magic is the forceful application of ideas over reality, achieved by breaking the barrier between thought and form. There are no known limitations to what magic can achieve- but there are numerous limitations on those that try to use it.
To create a spell, a magic-user must send their mind to a mental plane usually referred to as the Other Side, though also known as the Astral Plane or Thought-World. On the Other Side, ideas are real and thus gathered understanding of the real world can be manifested as materials. There their astral projection must craft an actual object from ideas, creating an item that represents the event of a spell. The complexity and power of the effect is matched by the complexity of the item, ranging from the tiny to fortress sized. Once completed they can be dragged into the real world by force of will and memorisation of their form, ceasing to be an idea and becoming real in the process. Some spells are stable and can be pulled in repeatedly, others will break and require recreation on each use.
The two main styles are called Hammer and Anvil or Needle and Thread. Hammer and Anvil is more straight forward, involving smashing reality in the shape of the spell. Hammer and Anvil causes an effect and then the magic is gone. Needle and Thread involves attaching spells to aspects of the real world. As a result, it can cause more complex and lasting effects, but can also be reversed when the attached magic is undone. Neither is objectively superior, but some mages favour one over the other.
Casting spells is quite tiring, as it burns up a lot of energy going through the brain. Because of this it is not uncommon to store them somehow (such as in books, scrolls, jars etc.) or to craft items which are enchanted to have a rudimentary mind that can only think spells on command.
To create a spell, a magic-user must send their mind to a mental plane usually referred to as the Other Side, though also known as the Astral Plane or Thought-World. On the Other Side, ideas are real and thus gathered understanding of the real world can be manifested as materials. There their astral projection must craft an actual object from ideas, creating an item that represents the event of a spell. The complexity and power of the effect is matched by the complexity of the item, ranging from the tiny to fortress sized. Once completed they can be dragged into the real world by force of will and memorisation of their form, ceasing to be an idea and becoming real in the process. Some spells are stable and can be pulled in repeatedly, others will break and require recreation on each use.
The two main styles are called Hammer and Anvil or Needle and Thread. Hammer and Anvil is more straight forward, involving smashing reality in the shape of the spell. Hammer and Anvil causes an effect and then the magic is gone. Needle and Thread involves attaching spells to aspects of the real world. As a result, it can cause more complex and lasting effects, but can also be reversed when the attached magic is undone. Neither is objectively superior, but some mages favour one over the other.
Casting spells is quite tiring, as it burns up a lot of energy going through the brain. Because of this it is not uncommon to store them somehow (such as in books, scrolls, jars etc.) or to craft items which are enchanted to have a rudimentary mind that can only think spells on command.