Personality

There are a variety of personality types that inhabit the rambling city of Lethe’aime outside of the great marble walls of the inner Mage city. These terms are OOC terms and not actually used in game.

The first are the Rejecters:

These are people who have rejected some core aspect of their native kingdom. They were originally born in one of the kingdoms, but by some development of their lives have rejected one or more of the core notions of their people.

They may be Jillhani who reject the notions of honor, Dyrlings who do not hold life in the same regard, Zuberi who do not believe in Acrab, etc. By definition these people are considered chaotic. Not in the D&D notion of chaotic, but more that they seek a personal path that is not inline with the lawful and unified culture of their native kingdom. It can be anything from someone who is psychotic to someone who is simply excessively greedy.

Those who are Rejecters tend to be selfish in their desire, not maintaining the mind set that the culture as a whole is important. The may simply be arrogant, believing that their way is better. Megalomaniacs are an example of this. Some rejecters actually consider themselves to no longer by part of their native kingdom, and you may hear them claim they are no longer Zuberi, Dyrling, Jillhani or Valgarin.

The second group is the Disenchanted:

These people by and large still consider themselves to be part of their native kingdom, and most likely were born in that Kingdom. These are people who have lost their faith, or belief in the culture. Ex: Those who committed a crime and did not have the strength to accept their punishment. Escaped Al’Misam slaves also fall into this category.

For the most part, those who have become disenchanted do not leave their kingdoms as “bad people”, simply ones who no longer feel they have a home in the lands of their birth. They may in time become one of the Rejected, depending on who else influences their life.

Most Disenchanted are either chaotic good, or lawful neutral. But this I mean, they are good people who either didn’t have the strength of will to abide by the laws of their culture, or that they simply didn’t agree with the current laws and chose to run rather then be subjected to them. Some others may be neutral good, good people that have simply lost faith in either their god or the clergy.

Some Disenchanted will eventually return to their home kingdoms and attempt to re-establish their lives in the lands of their birth.

The third group are the Merchants/Tradesmen:

It is possible that those native born to one of the cultures will seek to expand their economy. They may be part of a larger merchant organization based in their home kingdom, or they may have been forced to leave their own kingdom to make a living. Most of the merchants in Lethe’aime are good people, however they are far more likely to deal in stolen goods or black market items. Most start off with the best of intentions, but the need to make ends meet, often forces them into a position where they have to bend some of their more highbrow ethics.

The fourth group are the Native Born:

Those who are Native Born to Lethe’aime are the sons and daughters of the previous two groups. For the most part, their upbringing and parentage will effect their out look on life and behavior. They can be everything from innocent to violent and greedy.

The fifth group are the Travelers or Transients:

The broad group includes:

  • Pilgrims – Members of the kingdoms who make a holy pilgrimage to Lethe.
  • Priests – members of the individual kingdom clergy who have settled in Lethe to promote their gods and perhaps bring those of Lethe’aime back into the fold.
  • Travelers – General world travelers who journey to Lethe for a variety of reasons; to acquire goods they can not find in their own city, simply curiosity, looking for a lost friend/relative, etc.
  • Members of the intelligent NPC races that come here to trade. (Can not be played by a player.)
  • One of the members of the badland tribes. (Can not –yet- be played by a player.)

Table of Contents
Home Page
Cheat Sheet
Fiction Facts
Terms
Updates
Character
Clothing
Common Trades
Food
Jillhani
Occupations
Personality
Physical Description
Kingdom
Animals
Crafts
Geography
Government
Hostiles
Imports/Exports
Language
Other Kingdoms
Resources
Town
Culture
Art & Literature
Combat & War
Drugs & Gambling
Family
Hospitality
Life to Death
Slavery
Magic in Aime
Structure
The Disciplines
Social
Criminals/Outcasts
Interaction
Laws/Enforcement
Politics
Social Orders
Social Organization
Stories
History

                    

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