Harold Nyqvist

2006-08-05

A character illustration for the Call of Cthulhu 90’s role-playing game setting, but I guess this can go without issues to any modern game setting (like Vampire) or even Shadowrun and similar sci-fi settings.

Harold is of Swedish descent and speaks English with a distinct accent. He is a man who rarely smiles or laughs anymore due to his renewed sense of the world. He has seen and experienced a little too much for his own comfort and while he is prone to self-preservation like any man is, there is a streak of nihilistic fatalism growing in him that manifests itself whenever Harold is involved in anything reminiscing danger. His change from a sportive and out-going young adult to a more somber and nihilistic man has been cultivated by several encounters with unnatural creatures and events – of which he is reluctant to say a word. He no longer has a day job, he suffers from recurring nightmares and has begun to sleepwalk and he is once again single since he has generated severe commitment issues borne out of his experiences and general pessimism towards his own fate and that of the entire world as well.

Most often found hanging around in The Fishing Bears pub, he has recently moved to a shabby small two-room rat-hole nearby. He has a few regular mates – one is a disabled veteran, one an alcoholic laid-off insurance salesman and one an ex-con trying his best not find his way back into prison. Not a violent man per se, Harold is still nowadays regularly involved in all sorts of altercations up to and including paid-for hired muscle feats in the ranks of a local crime boss. “Everybody’s gotta make a living, right?”, says Harold if questioned by his contacts in the underworld.

When drunk, Harold can be cooed into speaking and should he find his rants are actually listened to, he will continue to speak about his experiences until he passes out. He speaks of strange winged barrel-shaped fleshy creatures among us that he calls the Elder Things. He speaks of the desolate wastes of Leng and of the streets of the sunken city R’Lyeh. And of strange creatures inhabiting the places. His talks are mostly simply disregarded as mad rants borne out of incoherent dreams that has escaped from the locked world of nightmares.

Queen of Akron, Lady Emily Erevan

2013-06-18

Name: Queen of Akron, Lady Emily Erevan
Race: human
Location: Mayhill, Akron

The young and beautiful wife of King Robin ErevanLady Emily Erevan – is immensely popular and well-liked throughout the kingdom of Akron. Her kind-hearted warmth and  empathy associated with her social sense and unpretentious demeanor have made her a true favorite among the nobility and commoners alike. The kingdom was blessed with a royal marriage only 6 years ago and while no offspring have yet appeared, the royal couple still has time to satisfy the demand for young princesses and princes. The queen comes from a wealthy family of nobles and merchants from Groam and while the marriage was arranged to simply strengthen the teetering and volatile relations between Akron and Groam, the royal couple have actually embraced each other and fallen in love.

Queen Erevan spends most of her time within the confines of Mayhill, but tours the kingdom at regular intervals both alone doing charity work and with the king as his equal. However, while she loves her role as a beloved leader, her attention span is not up to projects that require long-term planning and commitment. Testament to this are dozens of now-abandoned projects around the kingdom – like orphanages, cultural endeavors, non-profit businesses meant to employ poor people and shelters for wounded animals. Anything that eventually would require an annual donation directly from the queen, tends to get forgotten and buried.

The queen is the de facto role model in Mayhill and her words, demeanor and clothing are carefully scrutinized each and every time she steps outside the palace doors. She is well aware of that and enjoys the attention she is getting. Her influence to the matters of the kingdom is quite minimal and thus far she hasn’t shown any interests in the “serious” matters of foreign relations, taxation, upkeeping the armed forces, balancing the kingdom’s treasury or keeping happy the dozens of interest groups of the kingdom. She has, however, some power over the king’s decisions on matters more trivial – up to and including social matters, cultural matters and even those that concern the educational system – because the king simply wants to listen and please his queen.

 

 

Harun Q’han

2013-06-14

Name: Harun Q’Han
Race: human
Location: Callistra, Calishem

While the streets of Calishemian cities are generally safer than cities of say – Caheb and Ferria – at night things change radically. In Calishem it is generally accepted that once the sun no longer lightens the streets, the darker side of the nature needs it’s outlet. A balance of night and day, a balance of brighter things and darker things. That’s why visitors in Calishem are advised to stay within their place of residence during the night and avoid any unnecessary movement. The city of Callistra – while being a bustling port of trade – makes no exception and once the darkness sets in, you’re on your own. A person getting in trouble in the streets at night are more often than not thought as if they were actively seeking trouble and got what they deserved.

Of course the nights are far from pure chaos. City guards usher people indoors and generally look out for the safety of the city. Arsonists, thieves, murderers and madmen need as much attention at night as they do at daylight. Harun Q’Han is one of the thieves.

Harun is a founding member of Tima – a covert and secret thieves’ guild located in Callistra. The guild has members from all walks of life, but a common trait to them is their acceptance of their darker side – something most Calishemians try to keep suppressed as suppression of the spirit’s dark tendencies is the only barrier between a peaceful working hierarchical society and anarchic destruction. Harun is by far the best of his clan. His nocturnal activities include stealing from the rich, assassinations by contracts, wanton acts of destruction and sometimes even indulging into sexual depravities. But he is not all about being bad – true to his own teachings, he also embraces his lighter side and is generally a very polite, socially active and a kind man engaging in communal activities, popular past-times and games and even helps out at a local orphanage. Of course he doesn’t need a day job due to his lucrative nocturnal activities and it is more than feasible to think that he is actually scouting for new members and apprentices at the orphanage.

Thus far his clan of bad boys has been covert enough that it’s existence is not registering to the powers in charge of things. The clan members hold bi-weekly meetings in which they co-ordinate their efforts and share their experiences over dinners and drinks. This way Harun can also control his group by suggesting periods of inactivity in order not to attract too much attention. A successful strategy indeed since after every major heist, Harun’s group maintain a low profile at least until the previous investigations have been stopped and deemed ineffective.

Larissa, Witch Queen of Nica

 

2011-10-02

Name: Larissa
Race: Human
Location: Castle Aventyl, Nica

Larissa has been ruling Nica for two decades. She has mostly delegated the day-to-day matters of ruling to a coven of auxiliary bureaucrats named The Larissa’s Stone. The bureaucrats’ work is interrupted only on special occasions when Larissa wants something done regarding Nica. Larissa comes from a long line of witches and warlocks and her lineage can be traced all the way to the legendary Nica The Warlock who established the country after a decade-long war against the now extinct Theocracy of Phylar that on it’s peak about 120 years prior controlled the whole of Nica and Zarnova and some coastal areas of northern Groam.

Larissa’s rule has been relatively peaceful and the people of Nica have steadily been getting healthier and wealthier during her reign. But her enemies – on the other hand – have seen themselves through some pretty harsh years. The Witch Queen has enemies all around the country and abroad – people who or whose family members have been at odds against Larissa’s rule even years ago. Larissa has created notoriety in intimidating her opposition by automatically extending punishment to the relatives of any “wrong-doers”. This policy is extremely cruel but at the same time it’s quite successful in rooting out behaviour Larissa does not want to see in her country.

The Witch Queen’s lair is at Castle Aventyl where she spends most of her time. She has devoted most of her time to black arts of witchcraft and has a coven of two dozen witches and warlocks that she tutors and a large network of “friends” in other countries – many of whom run all sorts of strange cults, covens or other shady operations. She keeps in touch with her country by holding weekly meetings with The Larissa’s Stone and mostly just listens in and allows the council to decide on earthly matters. However, from time to time she takes an interest on some issues and may offer her “opinion” (meaning that what she says is first applauded and then passed without voting or further discussion). She has no actual strict direction she wants her country to go towards and consider the whole “ruling a country” -thing a bit boring and mundane. Sometimes the council makes decisions that counter previous decisions and leave commoners thinking “why did they rule that way last year and this way this year?”. Is Nica a country adrift or has Larissa some sort of hidden agenda she follows making it only appear she has no interest in earthly things?

 

 

Gabriel Veer

 

2013-01-19

A character illustration for Shadowrun role-playing game setting. Gabriel is a potent street mage with a special interest in cyber hacking. He epitomizes the “quiet observer” kind of person who – when called to action – performs his task with precision, accuracy, dedication and fervor. Gabriel does not want to bask in the lime lights, but instead prefers to stay quiet in the shadows. He rarely speaks and never engages in social chit chat or small talk that would serve only to enhance social standing. He really does not like people that much and especially loathes hedonistic and brash know-it-all types that can not walk the walk when need be.

Milla Gemina, Elven Street Samurai

 

2013-01-17

A character illustration for the Shadowrun role-playing game setting.

Milla is a female elven street samurai – by no means a unique combination, but rather rare nevertheless. Despite being one tough chick, Milla is exceptionally athletic and she has the reflexes of a hummingbird. Milla never complains about anything and her life philosophy borders that of pre-defined fatalism. She can take care of herself just fine, but prefers working in a team towards a common goal. She just loves it when a plan comes together and when all the comrades played their roles to their full ability!

Frank Livingstone

2012-11-27

A character illustration for Shadowrun role-playing game system.

Frank is a fixer of things. A combined electrician and mechanic. Electro-mechanical devices usually have to yield to Frank should they have the indecency to be out of order or suffering from glitches. He is thorough to the extreme and while he may use duct-tape and chewing gum to fix things, at least they work. For a while – usually long enough.

He has a cybernetic right arm that gives him an advantage in repairing stuff because his shoulder, wrist, digits and elbow can flex into extreme negative angles unlike human counterparts and each of the digits in his right hand has an embedded flashlight and wide-spectrum camera. The cameras are neurally controlled and Frank can construct mental patterns to feed inputs of any of those cameras directly to either an external output device (like out-of-body monitors and HUD-glasses) or to an internal chip that shuts down oculary nerves and replaces their signals with that from the camera transcoded into natural neural impulses. The brain only sees a sudden black blink as the neural chip switches inputs. The hand can also be removed and the cameras operated wirelessly for as long as the hand has battery power left (several hours normally since the digits each contain an individual power cell that powers the camera in that digit).