Tuesday, September 29, 2009

City of Entellis

(Campaign related stuff - this details the city where the pc's will be spending a good amount of time, at least early on.)

Entellis is one of two border cities, and is the northern most city in the Holy Kingdom. The city is young, being just 200 years old, but it is not the only city to be in its current place. over the last 700 years, the previous border cities near the current location have been destroyed. Entellis seems to be here to stay however. Entellis lives by its trade, the savage races in the northern woods and mountains supply most of the trade, but there are also the drow and dwarves who live under the land that come to trade at Entellis as well. One important detail is the cities defense. The main wall of Entellis faces East, towards the savage lands, to the south the city was blessed with a great series of cliff faces which sprouted up after that last great quake, giving the city impenetrable and impassable southern walls. To the north is the Dark Crest river, which runs East along the edge of the city. The rear of the city is not very well fortified, allthough there are smaller walls and a series of gates, however the city does not fear attack from behind, due to the amount of terrain an army would have to cross to flak the cities natural defense.

The city was designed for protection, however over the years the geography of the city has changed with the times. The military and its various structures and towers stay at the East of the city, near the walls and gates, so the armies can be rallied at a moments notice. The military also takes care of checking the caravans and various traders and savages that come in and out of the city. To the NorthWest, along the river is where the merchants and traders dwell. Shops are not actually posted here, but the traders and merchants use the river to move there wares with haste, and set up warehouses and guard posts in the merchant district to protect there livelihood. Savages dont generally use the merchant district, though some do take the rivers down from the mountains when they have particularly large deliveries of raw or processed goods, such as various ores and metals. The center of the city is known as the common district. This is where the inns, bars, and various shops are put up. There is very little actual common houses in the center, though some tradesmen do live within there place of business. The common district also houses statues, small parks, and othere various aesthetic structures for newcomers to marvel at. To the South, and along the great cliff faces is where the common folk live, and the area is generally known as the commoners area, or the workers district. At the rear of the city, centered between the common and merchant district, is the Holy District. Churches, hospitals, and orphanages are set up in this area. Currently there is much work being done in the Holy District, for the simple fact that Entellis is the newest city. Priests, Laborers and artists alike can be seen working at all hours to make works of art and beauty that will attract the faithful, as well as the eyes of the gods.

The p.c.'s will know this general set up, regardless of when they come, or how long they have been in town. The common district houses many inns and bars, however there are several that cater specifically to adventurers. Ravens Roost is a common adventurers bar, though there are a number of others as well. Most adventurers also stay at the House of Emberlights, not a church, but a large Inn that was created by the Emberlights to house there own expeditions into the Savage Lands to the East.

Area's near Entellis. Entellis exists just East and North of the Bloodgrash plains, a site of a great and horrific battles of ages past. To the north of Entellis is a great wooded area known as the Stardown forest, and north of that is a great, vast mountain range.

Problems near Entellis. During spring there is chances of flooding near the river. Orcs are also a constant threat to the city, though the defenses have repelled several attempts from the savages in the past decade. These days there are numerous smaller problems that outweigh the obvious problems. The city is expanding rapidly, housing is becoming problematic, and commoners are saying that the cliff faces have caves in them that need exploring. Also, bandits have taken home in the north east, along the woods and the rivers, crippling trading during spring and summer months. Adventurers are always needed to take on these various problem, and there is a large presence of bothe adventuresome, and greedy folk.

(ok, that should help you guys get a feel for what the area is like. i'll have stuff ready to kill you by tomorrow!)

Wednesday, September 23, 2009

Campaign stuff

Ok, more campaign related stuff i'll post here.
Here is the details of the gods.

Aokdawn - The creator of all things. The dead god. It is said that all things were created when the great form of Aokdawn ceased to exist. Many who study the leafs of the religion believe that Aokdawn was an incredibly powerful entity, vast in size and power. It is known, through the teachings of the various religions from the great leaf, that Aokdawn grew tired of his existence. The great god at one point went into a slumber. Sages believe that gods do not actually sleep, and that Aokdawn willed himself into death, or a state of some kind of stasis. Infinite in size and power, the great gods form drifted along into nothingness. There are variations of this story from just about every culture. One item is true among all, that Aokdawn is the creator of all, and that through the creation of all of existence, he silenced himself forever. Those of the Greater Caste believe that Aokdawn should be revered for what he has done, but note that he left all of creation to the upkeep of the Eight Greater gods. They are the ones now worthy of worship.

Ember - The First Light - Followers refer to themselves as Emberlights-
- Ember is the youngest of all the gods, but is still incredibly powerful. He brought light into a creation that knew only darkness. His followers are often renowned explorers, and the Church of Ember has been know to fund adventuring parties into unknown or uncharted territories. Many savages despise ember, for where the emberlights set there torches of exploration, the Great Caste is soon to follow, and grow. Members of good alignments tend to explore, touch on the gods youthfull curiosity and innocence, and tend to be intelligent and charismatic individuals. Darker aspects of the God leads some of its members to thievery, plunder, and greed. Emberlights dress in well kept scholarly robes, the color is usually white or red, but there is no set dresscode. Those of a military or martial tradition tend to where well kept, highly polished armor, usually wearing sir coats or cloaks of Embers favored colors. Emberlights always carry a ceremonial torch as there holy symbol, and it is by this instrument that the common man can find them. They have churches in all civilized cities, and all cities and towns that border the savage lands also keep churches to Ember.

SheShensis - The God Below- The Great Serpent
SheShensis is a great primordial god. Also known as the Great Serpent, the God Below governs the earth and the oceans. Mostly worshipped as a Death God by the Greater Caste, SheShensis is a respected and feared god by many of the savage people. The priests of SheShensis are known as Gravetenders, or Gravewalkers. The church is responsable for various burial and funerary rites. A Church of the Great Serpent tends to help the community deal with (the unavoidable death that occurs far too often in these violent times. Many of the Churches also keep seers, that can detect the fate or destinies of those they meet. Many newborns are brought to the Church to see if they are destined for greatness. The church does not have a strong military presence in any of the cities it is present, however, there are rumors that the church trains and utilizes assasins and other experienced individuals to take care of important tasks. Most members of the Church dress in dark colors, and by mandate of there god, they are not allowed to touch a dead body with there bare skin, and so always where some form of glove or bandage on there hands. Some of the Elder clergy, as well as prominent figures within the church, are also said to bandage there face, hands and feet, so as to never have the ability to touch a corpse with there bare skin. It is important to note, only the members of the Church of SheShensis are privy to the death rites of the Queen.

(I'll detail a couple more later on)

Saturday, September 19, 2009

D&D stuff

This will be some gaming stuff based on my new D&D campaign that will take place sometime in the future. I'm still getting alot of stuff together, but i'm making progress. i'll post updates and what not as I get more info done.

World Name - Aokdawn. Its an old campaign name i had, so i've used it alot.
Continent name - Esteria, named after the first queen of the continent.
Territories - There is one officially ruled territory. Several major cities connect to a coastal capital where the ruling Queen resides. This Kingdom is not native to the continent, and the lands were ruled by savages, devils, demons and monsters before they arrived. The area these new rulers came from is known as the lost or sunken continent, and its actual name name has been lost to the ages. There are three island territories that exist and trade with the main continent. The five stone islands is home to most of the smaller races, such as gnomes and halflings, though these races are now common in the new Kingdom territories.
Races - All races exist, at least, thats the plan. Some races will be native to the surrounding islands, such as the halflings and gnomes. There are also humans native to the main continent, but they are considered savages and barbarians by most of the civilized world. Some races came with the humans from the lost continent. Dragonborn, many half elves, and the eladrin all hailed from the lost continent.
Overall feel and theme i'm going for - The kingdom is 500 years old, not exactly new, but it has a history that is within sight. During that five hundred years there has been constant warring and limited expansion due to the aggressive nature of the continents natural inhabitants. Much of the known continent is still in need of exploring, and the Kingdom is constantly in need of defending. Really i'm going to let the players and there character creation open up the nature of how the campaign will unfold. I've got one person so far who's fleshing out a shaman, and that will open up some interesting possibilities down the road.

Feel free to post ideas and what not and i'll respond as soon as possible.

TidBit -
One of the eight True Gods -
-Ember, the first light - Ember is the god of Light, Flame, Navigation, Travel, and Youth.
Ember is said to be the youngest of the True Gods, but his power is so great that it illuminates all of existence. Ember's devout worshipers are known as Emberlights. The churches are the worlds time keepers, navigators, map makers, and they also bless the young when they are born, and bless them again when they reach adulthood. Warriors, especially young ones, pray to Ember for his direction in battle. Most worshipers are known explorers, and they are always seeking new things. It is said that the god himself was a great explorer, and to this day wanders the infinity of Aokdawn, constantly seeking new experiences and sights. Most worshippers of the god are of good alignment, as the church preaches youthful enthusiasm in all things, but many concede that the gods actual morale alignment is probably undefined. Followers of Ember can thus be of any alignment.

I'll have more updates as i get more stuff done.

Sunday, September 6, 2009

Gaming Stuff

(Character related post. This has to do with crawford and gives some insight into his feelings about what is currently transpiring in our story.)

Jacob Halloway - Heres a guy that is trying to be a leader. Yeah, thats the key word. Trying. You cant try to lead, you either do it or you dont. People follow you, or they dont. Thats pretty much how it works. Dont get me wrong, Halloway has some good ideas, and his mind works in a way that the rest of the coterie cant really understand. Whatever he is doing, though, he's definitely looking up. He doesnt want to be Gabrielles lap dog for an eternity, no, this guys got plans, either that, or he's working on them. From what i can tell from interactions with other Carthians, they dont really seem to like him much, or put much faith in his abilities. Really, i just dont think they trust him. To many lords leading the invictus, why would they want one running the Carthians. What do I think of him? So far he hasnt impressed me with any particular thing, but he seems to be working things out in his mind. I dont think his imortal mind has grasped just what he is yet, and what type of game he's playing. Once he figures that out, maybe he'll be a bit more active. As far as his abilities go, he has the legendary power of the lords. Yeah, the old mind fuck trick. Hasnt tried it on me yet, at least not that i know. Havent seen much more supernatural tricks from him, but i'm sure he hasnt played all of his cards yet. As far as mortal tricks go, he has that company of his. I had some of my boys look up some of his employees, but most of them are on the up and up, maybe a speeding ticket or two. Overall, i can work with Halloway. He's an arrogant prick that thinks the world of himself sure, but he's in the same shit the rest of us are in, and at least he's looking for a way out.

Cowboy - I dont like him. Dont get me wrong. I'm sure the guy knows how to sing cowboy songs and do line dances, but that doesnt really do a fucking thing for me. Far as i can tell he has a following, bunch of red necks probably, but at least its something of a shield for him. I think his fame is the only real pull he has, only problem is, he doesnt use it. The guy can throw a punch, and knows how to shoot a gun, but that doesnt really amount to a god damn thing if its not given a purpose. I'm sure he has some social skills, and knows how to work someone if he's put on the spot, but again, he doesnt use it. Nope, like most cowboys he lets his natural talents take backseat to his need for violence. I know he's trying to help, at least i think he is. But really, i think he'd be better at not helping me, and using his talents so i dont even have to get started. I dont like gutting people I dont have to. Murder is a messy business, and it sticks with you, and hell if i want to have to murder eveyone we cross paths with. He's the one person in our coterie that probably has the means to make our life easier, but like most of his clan, he wastes his talents. Maybe he'll come around, but i'm not gonna fucking baby sit him. If he wants to beat guys to a pulp and shoot bad guys in between his music deals, more power to him.

Lisa - Our little haunt. A good kid. Fucking naive, but a good kid. I think she's poking her nose into things she shouldnt. I also think she's making power plays, whether she knows it or not. She knows alot about Gabrielles closest followers, and seems to have a good ear for whats going on in the Carthian movement. The haunt has a better chance at taking this coterie over than Halloway does at the moment. Only problem is, I dont think the girl has the ability to make any noticable action. The kid loves talking down to the others too, especially me, about how we need to act with more restraint, think our way through things, and come up with better strategies. She doesnt think like the others do though. Gabrielle doesnt care about restraint, or about us, so long as we do our jobs, make her look good, and help the movement go forward. Vampires are monsters, and lisa wants to think she's still a mortal. I know better. Killing is something that we are going to have to do. Gabrielle is going to put us into situations where we can use our collective skills, and me, well I only got a few good skills. Sure i'm a great investigator, but i'm also good at handling unforseen problems in a very predictable and violent way. If lisa wants us to come up with better ways of doing things, then she needs to start speaking up. She's great at pointing out our mistakes after there made, but she never has an answer when we need one. Someone needs to start making decisions though. Maybe Gabrielle will give us one of her childer to help us out. As far the haunts abilities go, she's got the nack for being nosy, and thats good. I might coach her on it some if she'd stop babbling about me being a savage. She's got the haunts trick of staying hidden too, and she always masks herself. Never her got a direct look at her real face, and that says something about her. She hasnt accepted what she is. That statement alone speaks alot about her actions. I hear haunts are stronger than most, but I havent seen it from her. I also hear that haunts can stop someone in ther tracks with fear alone, and that, that she has. I've seen her use it, and she doesnt flaunt it, like she hates using it or something. But she's good at it. She could be a tough kid if she'd learn to grow up a bit more. Maybe she just needs something to push her forward.

Gabrielle - A good leader. Got a feeling she's not the nice girl everyone thinks she is. Someone I know trusted her with me, and so I'll do what it is she needs me to do. Never really got behind all the ideas of the Carthians, but I like what they can give to up and coming neonates. Better than the invictus. Regardless of what she wants, Gabrielle is pushing the movement forward at great risk to herself. I have a feeling every move she makes has the potential to end her existance. She's risking everything, so I dont mind. I wish she'd give us some more important jobs. My styles aren't exactly subtle, but i'm good at taking care of problems. I can also use my contacts to find out and hinder alot of potential road blocks as well. Unless I lose my job of course, might happen too if me and my beast cant come to some terms.

My beast - It's strong. It wants to hunt all the time. I've been trying to come to terms with it, but the beast isnt some animal that can be tamed. Its more like the devil i think. You can make bargains with it, but you wont really get what you want. I cant really say what my future holds. My clan is know to succumb to there beasts alot faster than most other clans, and some of our oldest members are said to be monsters, not even vampires, but something entirely different. All I can say is that i've got to find some balance, learn to unlock more of the potential in my blood, and focus on gabrielle's goals. Maybe i can really do something with my new and terrible powers to make up for all my wrongs. I doubt it, but fuck, that wont keep me from trying.

And thats my post, all in crawfords perspective of course! I'll have more soon!

Saturday, September 5, 2009

Beast in the Blood

(Well, crawford, my vampire character has been through alot. My gm is going to do some gaming updates, so i'll let him do that. I'm going to go over some of his stats, and how they change and what they mean.)

Attribute Stats and What they mean.
- Not much has changed here. Crawford is in the same state he was when he was first embraced by Luthor. Physicaly he looks like a middle age man in pretty good shape. He's built with powerful shoulders, a fair reach, and a decent center of balance. He moves well, reacts just as well as the next guy, and still has his same bad attitude. A minor physical note though. He has gotten much more pale over the last few months, his eyes looking a bit more haunted and sunken. Those he works with get a creepy vibe from him, and some are probably saying he needs to take a vacation, get away from the job and get work off his mind. Regardless he's still an efficient and reliable detective with spot on instincts about the criminal mind, so they wouldnt want him gone for too long, and are more than likely willing to overlook a few small quirks in his personality.

Skill Stats and what they mean.
- Being embraced later in life he's learned most of his mortal skills to a more than competent level. Few are better investigators than he is, and fewer still are as intimidating as he is on a bad day. Many of his skills are set, but recently, he's had new reasons to invest his time into developing new, unused skills. As the raw, primal forces of his beast work his psyche, and twist within his blood, Crawford has seen fit to train himself in staying out of sight. He's working on it, as subterfuge on any level has never really been his way. By learning a bit about stealth, he'll be able to investigate on his own better, and with what he's recently learned, it may be simply important to stay out of sight from time to time. As far as developing martial skills, he's proven he's all too effective in combat. He might work on honing specific elements of his fighting style, seeing as his clan is called in for the dirty jobs from time to time, but he thinks he's a pretty fair match for most adversaries. At least on a physical front.

Merits and what they mean
- He's maintained his status within the police force, and even with his degeneration he's had years of hard work and success to make up for any recent flaws in his character. He was never that personable to begin with. His resources are secure and let him exist comfortably. His haven, with the help of his coterie is becoming very secure, and is an excellent shelter, not only in size, but in the convenient location to alot of his crime hot spots. Perfect for his hunting. He loves the new bar he gets to watch over, Lucky's, and was more than happy to put an end to Andy's (the manager) little problem with some thugs. He's gained a little recognition within the city, mostly due to his dealings with the prince and robert. Noteriety, as bad as it is, is still recognition, and on some levels, respect. Aside from that he's developed a supernatural connection to the beasts he can communicate with. I'll describe this merit more in the discipline section.

Disciplines and what they mean
- Protean is the vampiric ability to change ones form. Letting you channel the raw power of the blood to overcome fear of elders, letting you spread your form through the earth to grant safety from the sun, letting you reshape your hands into potent weapons to be used against other supernaturals. Crawfords newest ability grants him the power to change his entire physical self. His blood and beast reshaped him on several occasions into the form of a large black German Shephard. He can now make the change with minimal effort, and is trying to utilize the strange new form to allow him to connect more safely with his beast. Although archaic, this ability allows him safe passage in the city, and affords him speed as well, allowing him to move through areas cars couldnt normaly go. It is in this form he has worked on his stealth, and although he hasnt hunted in this form yet, he intends to give it a try once he's honed his skills and instincts a bit more. - Crawford has also recently sparked his clans natural resilience. He has had the fortune to use it in battle, and is fairly happy with the extra protection it offers him, especially when paired with his vest. Surviving in a fight is a tricky business, and having the ability to absorb a little more punishment than the next guy, is sometimes all it takes. - Crawfords ability with animals has also recently surfaced, with suprising effects. His beast seems to have taken a form of its own, and attached itself to the aspect of a single animal, specifically a dog. Crawford can communicate with animals like many other members of his clan, but his ability to do so with most canines is far more simple and natural for him. He still doesnt have the ability to control the animals, but his two police dogs, ben and jerry, have been helping him better communicate and understand animals, and its only a matter of time before Crawfords beast can easily overcome a lesser animals will.

Aside from his humanity, most of crawfords other statistics remain unchanged. I'll post more soon. Hope this was fun to read!