Thursday, July 8, 2010

Morpheus

(Character related post regarding an older character of mine -Morpheus- We're gonna be incorporating this character and another older character into a new campaign. The below is a refresher for me, and some insight into my character and what he's about.)

Whats he look like?
Morpheus stands about 5'10 or so and keeps himself in pretty good shape. He dresses lightly, very lightly, usually in tight jeans and a black leather or denim jacket, he never wears a shirt, and rarely wears shoes. His nails are usually painted black, though its mostly for show. His hair is long and black, and he has a complexion common to his Native American heritage. He speaks pretty frankly about most things, though he's never rude, just very honest and a bit naive. Anything he carries he attaches to his belt. Usually he'll ornament himself with a small medicine bag, a non descript tan leather bag, and sometimes an oriental fan.

Whats his past like?
Morpheus was born in an Iroquois reservation but grew bored with that life relatively quickly. Its hard to say how old he was when he left, but he was relatively young. He ended up all over the place, but eventually ended up in Deer-Walk New York for a time. During his stint there he heard a band play, and something about the music and the singing unlocked something in his mind, something deep and powerful. During the concert he hooked up with a woman named Angela Stix, and the two of them ended up drifting around New-York together. Eventually Angela Introduced Morpheus to another woman named Shana. Shana and morph had several sexual encounters, and during one such encounter Morpheus's perceptions pierced through the glamour of his lover, and saw her for what she really was, a Fae. His perception of reality blew wide open, and at this point Angela Stix introduced herself again, not as his lover, but as his mentor. After he was properly trained in the ways of the Cult of Ecstasy, morpheus wound up deep in New York city. He never looked back. The pulse of the city, the music of the many emotions, it was all he could ever hope for. For all the darkness in the city, it was also full of life, and he wanted in on the fun. With the help of Angela he opened a club, she left at this point, though visited him from time to time, and the two have always maintained a close and loving relationship.

Nature - What makes morpheus tick? Its his wanting to help others. He loves guiding and protecting, nurturing and loving those that allow him to do so. No one needs to ask him, he simply lends a hand regardless.
Demeanor - What do others see when they look at morpheus? They see a man with a vision, a man willing to help others for some greater cause. They see someone who takes risks for something that moves him, something thats beyond there knowledge.
Essence - Morpheus has a primordial avatar. Regardless of how dynamic he may seem, His wants and desires, his need to relish on moments and emotion, the nature of his powerful and primal urges, these all are generated from an ancient, and truly primordial avatar.
Tradition - Cultist of Ecstasy
Concept - Club Owner

Attributes - The dots and what they mean!-
Physically, Morpheus is no more or less strong than the next man. He is fairly healthy and athletic though, so he has a good stamina and has maintained excellent flexibility due to his nightly activities.
Socially - Morpheus is a charismatic guy, he's just hard not to like. He can be naive and useless, but he's still someone you want around. As far as talking goes, he seems to stumble through conversations, but always seems to end up getting his way. Its not that he has a way with words, its just that he has a way of talking. His words are light and easy to listen too, and he seems to get his ideas across with minimal effort. As far as his appearance goes, he's extremely attractive. He keeps himself clean, he maintains a good health with various exercise, and was graced with a naturally handsome body.
Mentally - Morpheus has a keen eye for details, though it tends to be details that others see as trivial or useless. He can pick up on the small things, and more often than not, make them relate in some way at a later time. As far as natural smarts, he's not exactly dumb, but he's never been that bright either. Regardless, his mind is flexible and quick, and he can react to stimuli rapidly. He is creative and thoughtful, and can come up with solid ideas in just about any circumstance.

Abilities - The dots and what they do!-
Morpheus is extremely talented, having been all over, he's picked up alot of abilities from various people and places. He's fairly alert, having an eye for good looking people, interesting places, and just keeping an eye on things. As said before, he keeps himself physically fit, and can run at a moderate pace, and has a fairly good stamina for extended exercise. Although not a liar, Morpheus knows how to talk and seems to naturally gear conversations to benefit him in some way. Having been all over New York, Morpheus knows much about the city life, and the people that dwell there. As far as working with people, others tend to find Morpheus agreeable, and follow him readily. Morpheus can sense things, the unseen things better than most. The lights of others Aura's shine around them, and morpheus can spot the supernatural at a glance. It may be his avatar, his blasted senses, or some innate talent, but Morpheus has no problem picking up on the subtleties scattered throughout the world. Expressively, Morpheus is an excellent singer. he has done vocals for various local bands, and has done some of his own work as well. He'll willingly try anything, though he comes off with very primal and powerful performances. Still, to him, singing is something very private and personal, so he usually only does it when he's stressed, or simply wants to let some ideas out.
As far as skills he's picked up - Morpheus is a master of meditation, mostly because much of what the Cult of Ecstasy teaches is meditation. Tantric sex rites, drug induced stupors, sensual contact, this is all a form of meditation. Morpheus knows how to still his mind and emotions, and to center himself, and to allow himself moments of pure tranquility. Another skill he's picked up is his performance in bed. Although not exactly a notable skill, Morpheus has many regular admirers that come to him when they need a form of relaxation only morpheus can deliver. Also, He is pretty good at various dances, artistic forms, writing, and other forms of performance.
How Knowledgeable is Morpheus? - Although his schooling was atrocious, Angela educated him on alot of what he'd need to know, and he got an informal, but thorough education through her. Later on in his awakened days, he picked up bits of knowledge of the dreaming, the spirit, or whatever else its called. He only knows a small portion of whats out there, but its more than many of his tradition know. Being used to blasting his perceptions with various forms of stimuli, Morpheus is capable of turning his now trained mind onto complex tasks. He can solve puzzles fairly easily, and can read the scattered signs of omens better than most.

Backgrounds - What makes morpheus tick? -
Resources - Though he rarely handles his finances, Morpheus makes a pretty good bottom line. His club is successful and he attracts costumers that are fairly generous. He never seems to have money, but truth be told, Morpheus has a pretty big bank account, should he ever care enough to actually check it.
Sanctum - Morpheus owns a powerful Sanctum that acts as his home and his place of business. Truth be told, the Sanctum called to a deeper part of him. Morpheus brought life back to the space where the sanctum is, and the sanctum takes good care of morpheus and his friends.
Node - At the heart of Morpheus's sanctum is a powerful node. The primordial energies fuel Morpheus's magick and makes him a fairly common target among various supernaturals.
Dream - Morpheus is a master of dreams, especially his own, and can fabricate his visions and dreams into reality, allowing him to do things that are well beyond his normal abilities.
Avatar - Morpheus has an ancient and powerful avatar. The two come into conflict sometimes, but at his core, Morpheus is an ancient and primal soul.

-Merits and Flaws- What they do, what they mean?
Code of Honor - Morpheus adheres his life principles to that of the Code of Ananda, an ancient code and one that is used by the Cult of Ecstasy today. When morpheus acts within accordance to the code while performing an action he does so with better resolve. Someone wishing to force Morpheus to act against his code will likewise find his resolve much stronger than normal.
Night Club - Morpheus owns a Night Club, Club Infinity, and it functions as his sanctum, node, home, and place of business. In addition it attracts various forms of customers and has allowed Morpheus to make friends all over the city.
Fae Blood - Morpheus has always been fae friendly, but recently has found that he has blood ties to the fae. Now that his blood is awakened he can walk in the dreaming as if he were a fae himself. However, while doing so he is subject to chimerical attack. This has given morpheus access to some cantrips, and he is regarded as kinain by other fae. Morpheus has a low Banality too (2-5) and can sometimes be called to play a part in fae politics.

-Intolerance - Morpheus dislikes people with low self esteem. When presented with these types of people he will react poorly and tasks will be difficult when dealing with them.
-Echoes - Due to the power of his avatar and the ancient nature of his essence, Morpheus exudes some of this primal power into the world around him. Those looking at his reflection will notice it moves on its own, or that sometimes there will be something in the mirror that should not be there. Also, the sound of bells tends to give him a headache, and loud bells have been known to knock him out. Finally, Morpheus cant stand to touch cold iron, and it seems to cause him physical damage when he does so.

Items of Note - Morpheus has several items, but doesnt know what they all do yet. The below are some of the most relevant.
-Bag of Dream Dust - Morpheus created this. This minor talisman allows Morpheus to sprinkle the sandy contents onto one individual. This spell requires two successes to put a target to sleep, though only one success to keep a sleeping target from waking up, regardless of the distraction. A partial success means that the target becomes drowsy +1 to most diff for a turn. Any creature put to sleep, or already asleep and affected by this bag will have pleasant dreams during the course of there unconsciousness.
- Wind fan - This oriental fan can harness and control the winds with a simple motion. The only problem, its uncontrollable. Using this in a windy environment is risky at best. Three successes in a non windy environment is enough to knock a person down, and one or two create mild to moderate winds for a few moments.
-Stone Fish - Not sure what it does, but he carries it around none the less.
-Bag of Tass - Morpheus has a bag with two golden apples in it. Tass.

Magic and what it means to morpheus !

-Correspondence - Spatial perception is hard to define for most tradition mages outside the scientifically minded. Morpheus has grasped the basics, and can unfasten his awareness and let it soar to other locations. Though it takes him some time to remove his perceptive state, this allows him to work his other forms of reality weaving in innovative and creative ways.
-Entropy - Due to his connection with time, life, and mind, Morpheus has come to understand the somewhat fickle nature of fate, and the seemingly random events that cause a persons life to unfold.
-Life - Physical contact, passion, sex, all of these things represent life to morpheus. By simply absorbing the pleasures of life Morpheus can unravel the limitations of his own form, and that of others. A soft caress can mend wounds, he never forgets a person he kisses, and can find them in a moments notice, he can see the sickness lying under the skin of would be lovers simply by lying close, and can draw personal strength and fortitude by giving in to his own passions.
-Mind- His own mind is a pulse of sound and thought. Music is a perfect catalyst for the way his mind works. Improving the mood of an area, directing thoughts to certain activities, and even allowing minds to converge in a single wondrous beat. Music gives Morpheus a connection to others around him and allows him to step into there thoughts and dreams for a time.
-Prime- Peyote frees Morpheus of his normal senses and allows him to perceive magick as it was intended. The strands that bind reality can be seen, held, and manipulated while in this lucid state.
-Spirit- Morpheus needs to entire a state of heightened excitement or euphoria to be at one with the spirit. He can reach this state through orgasm, any sense of thrill or exciting danger, or simply a very upbeat and energetic vibe. This state can also be entered with various drugs, though Morpheus usually likes tapping the spirit on a natural high.
-Time- There is a pulse that binds everything together, a string of tangible music given voice from times long gone. Beat, Rhythm, and the vocals that go along with singing allow Morpheus to perceive time, or the absence of time. A well done song transcends time, and allows Morpheus to alter his perception and the basis of time on those around him. The basic principle is that although a good performance only lasts moments, it can seem to last much longer. He utilizes this meditative state to see time for what it is, a lack of substance that can be controlled and diluted to his whim.

-Morpheus in combat!-
He's not a combative character, though he seems to be thrust into combat alot. His magick is subtle and powerful, not designed for the fast hard pace of combat. Still, given an opportunity, Morpheus can alter moods, slow the actions of his foes, speed up the progress of his allies, pluck the threads of vile magick being woven about him, and hinder his opponents in various other ways. Usually, he sits at the sidelines, hoping his allies can pull his butt out of the fire, all the ready to mend there wounds when the fighting is over.

-Morpheus outside of combat-
Powerful. Given the opportunity Morpheus can see the thoughts pour from peoples minds, find those that are dear to him, see visions of the near future, create omens about possible decisions, read the evidence of the past on a person or area, create minor magical talismans, and various other effects to investigate and aid his friends should they ask. If put up to the task, Morpheus can perform astonishing magick, though he's seldom had the occasion or chance to do so. If pressed he could summon nearby spirits, freeze objects or people in time, replay the last few moments of his life, create powerful contingent effects, and wreak true havoc on the psyche of an open mind.

Overall Concept -
Morpheus is the master of dreams. His foci, backgrounds and fae blood allow him abilities over the subconscious that few have. He is a benevolent character, and a savior to those that offer there hand to him. His wish is for the harmony of others, and to sate his own desires by mixing it with the desires of those around him.

-More Magick-
Effects Commonly Used -themed for morpeus-
-Correspondence-
Dreamscape - Morpheus can attune his senses to the surrounding area while in a dream like trance. Almost vision like, the surrounding area becomes mapped out within his mind. Alleys, street names, and locations all become mapped out perfectly. (lvl-1)
Walking Dream - Morpheus can remove his senses while in a meditative state and send them elsewhere. Although more often used in conjunction with other spheres, morpheus has on occasion used this to check up on friends and the like. (lvl - 2)
-Entropy-
Words of prophecy and lies - Morpheus hears people talk all the time, and over time has developed the ability to perceive the importance in what he hears. He can pick out prophetic words, lies, and truths without much effort, and can discern the importance of what someone says with a bit of effort.
-Life-
Feel the pain and sickness - By touching a person Morpheus can learn if someone is injured, sick, or diseased. Often used before sex, Morpheus keeps his nighttime activities safe and clean for all involved. (lvl-1)
Sexual Healing - Morpheus can invigorate himself by sensual contact, allowing him to repair and stabilize his own life pattern by familiarizing himself with another. This allows him to heal, fight off infection and disease, or to remove pain from himself. (lvl-2)
Good Sex - By performing sensual acts Morpheus can give himself boosts of energy and stamina, or to simply alter his physical form in some way. This works like Better Body (lvl-3)
-Mind-
Aura reading (in cult book) (lvl-1)
Multi effects - Morph uses mind one to zone out and sense minds around him, much like the no mind ability. He uses this to sense the mood in an area by honing in on the pathos, and can find the strongest passions or emotions around him. (all lvl -1)
Alter emotions- This works like Empathic projection, allowing Morpheus to alter the emotions by projecting his own onto someone else. (lvl -2)
Psychic Impression - Morpheus can spread his emotion over an area, creating a calming environment, excitement, lust, or any other lingering emotion he wishes. He uses this most often in his club to set the tone or theme for a night. (lvl -2)
Probe Thoughts - Music causes minds to melt into one whole. While in his element Morpheus can pluck ideas and thoughts from those around him as if they were speaking allowed. With some effort Morpheus can dig deeper, though he usually uses this to keep an eye on various individuals he is interested in. (lvl -3)
Telepathy - As music blends the mental impressions of those around him together, he can direct his own thoughts to a specific individual, connecting them briefly and allowing them to intermingle. Usually more subtle than normal telepathy, morpheus can utilize this effect as any other mage could. (lvl -3)

Prime -
Watching the Weave - When flying on a good bunch of peyote, Morpheus perceives magic as it flows around him, and can identify magic and effects as they happen. (lvl 1)
Dream Self - As body of light, Morpheus can create an empty shell he may then use to project into the dream, spirit lands etc. (lvl -2)
Flush of Life - As Enchant life. Morpheus when high on peyote can see the strings of reality around a person, and tighten them up, making the person more real and sturdy, giving them a flush of energy and emotions. (lvl -3)
Making a bond - Morpheus can connect bodies of quintessence and move them from either vessel. He can use this to move quintessence from himself, tass, or another source as he sees fit.

Spirit -
Euphoric Visions - When flushed with excitement Morpheus can percieve the spirits moving around him. This functions just as Spirit site. (lvl (1)
The spirits Caress - As the name suggests. Morpheus can use this to interact physically with spirits. (lvl 2)

Time -
Many and all - Morpheus is nearly a master of time, and thus can use most effects covered in the core book, though he still is incapable of true time travel, as of yet.

(I'll have more soon!)

Sunday, June 6, 2010

Infinite Potential

(The list is a character related post about my current wizard Arik'thain. Below is a list of spell ideas I have for him.)

Create Hazard
Conjuration -creation-
Level - 1 wizard -
Component - V S M -
Range - Close 25' + 5' per 2 levels
Area - 1 five foot square per level
Casting Time - 1 standard action
Duration - 1 minute per level
Saving throw - none
Spell Resistance - none
- The spell creates an area of rocky terrain near the caster. The wizard can choose to create an area of 1 five foot square per level (10 squares maximum). The terrain must be one area, so the squares must be adjacent to one another, though they can be arranged as desired. The area is considered difficult terrain. Since it is a creation spell, the rocks are considered non magical natural occurring terrain, and thus can be overcome with certain class features and creature abilities. -The material component of this spell is a handful of small stones-

Summoned Detonation
Evocation
Level - 2 wizard -
Component -VS-
Range - Close - 25' + 5' per 2 levels.
Area - 1 summoned creature within range
Casting Time - 1 standard action
Duration - 1 round/level until detonation
Saving Throw - Will negates/harmless and special
Spell Resistance - Yes / harmless and special
- This spell creates a latent energy in one designated summoned creature. The creature need not be summoned by the caster. If the creature is one not summoned by the caster, it is allowed a saving throw to resist the effects. If the creature is reduced to zero hit points, it explodes, doing energy damage to the creature that destroyed it. The energy damage type is based on the summoned creatures highest resistance, if there are multiple, the type is chosen by the caster when the spell is cast. This spell does not work if cast on a creature without energy resistance. Once the target is destroyed, the explosion does 2d8 points of energy damage to the attacking creature, this damage increases by d8 every 3 levels after third, maxing out at 5d8 damage at caster level 12. The attacking creature is allowed a reflex save to take half damage. Only an attacking creature adjacent to the dying summoned creature is applicable. -

Fire Scar
Conjuration - Summons -
Level - 3 wizard -
Component - VSM -
Range - Medium 100' + 10' per level
Area - a ten foot radius centered on the scar.
Effect - Creates a flaming tear in space.
Casting time - 1 standard action
Duration - 1 round per level (D)
Saving Throw - none
Spell Resistance - None
-This spell creates a rip in space that is connected to the elemental plane of fire. The scar is visible, and can be targeted by a dispel magic or similar effect. The scar does no damage on its own, however, it bolsters all magical fire effects within ten feet of it. Any magical fire spell or effect does an extra one point of damage per die, regardless of who casts it, so long as the effect remains within the radius of the scar. Thus a fireball would have the damage enhanced only on the targets within ten feet of the scar, those outside the radius would take the normal unmodified damage. Creatures that do magical fire damage from a touch or similar effect(such as fire elementals) have the die increased by one size. If the damage done by the creature is not represented by a die (such as a straight modifier) add d4 points of fire damage to the attack. Again, this extra damage only applys while the creature is within the scars radius. - The material component for this spell is a small piece of brass. -

Summon Power
Conjuration -Summoning-
Level - 4 wizard -
Component - VSF -
Range - Personal -
Effect - Draws on raw planar power
Casting Time - ten minutes
Duration - 1 hour per level
Saving Throw - None
Spell Resistance - Yes/Harmless
-This spell allows the caster to draw in the very powers that define a plane, and bolster himself with that energy. The wizard chooses a plane as he finishes the spell, and the effects and aftereffects are dependent on his choices. plane who's alignment differs from his own grants him negative level while the spell is in effect, if it differs in two elements, he gets two negative levels while the spell is in effect. The negative levels disappear when the spells duration wears off. The effects the wearer gets are as follows and are dependent on the planes alignment.
Good - The caster gains 1 temporary hp/lvl. 2 if his alignment matches.
Evil - Increase caster level for 1 spell, 3 spells if the align. match
Neutral - +1 Morale bonus on saving throws. +2 if align matches.
Chaos - Reroll one die on variable effect on spells. 2 die if alignment matches (have to reroll)
Law - Average the variable effects on 1 spell/ 3 spells if the align. match.
-At the end of the spells duration the caster takes 5d6 points of damage as the energy leaves his body. If both alignments match on the caster, this damage is instead non lethal damage. - If a spell is cast upon the caster that would banish or dismiss an outsider, this spell is immediately disrupted, and the caster is stunned one round, he does not however suffer from the duration ending. -The focus for this spell is a small iron bar, tuned to the desired plane.
((yes I borrowed the idea for this spell from Warhammer Fantasy))

(Thats all I got for now, i'll have more soon))

Thursday, June 3, 2010

Stars of Twighlight

(Character related post regarding my current character Arik'thain.)

"I awoke thinking about her again. Pallid delicate skin, dark hair, and blood red lips. Her eyes are hungry, burning with anger and something more, dark eyes filled with a design that is beyond me. To let such beauty wither away into nothingness. Surely that is a waste. There is danger within this flower however, and I fear it is a poison that may consume me. I need that danger, that anchor to keep me feeling alive. My life is about purpose, about cold logic, about order and goals. Am I even allowed the sin of this selfish desire. Is this dangerous flower something I should nurture, even though it could bring me to a final ruin. Is the beauty worth the possibility of utter failure. The answer is obvious, yet still the delicate creature remains. What drives me to this unreasonable act is beyond me, perhaps its just my youth, or perhaps its my need to take one selfish risk, if only for the chance of something only I want, something only I need. It is a foolish thing, beyond my reasoning, and yet I still continue on with these thoughts, with these dreams. A crack in my armor to be exploited, but I fear it is not a weakness I can deal with. It is beyond me, and so I will let it continue. It may be my undoing, but I will keep it as my choice to make. I feel that there is something useful that could come of this, and there are strings attached that I have not had a chance to study. Perhaps this selfish desire could prove beneficial after all. I truly hope this is the case, but only time will tell. It may be nothing more than another fancy in my wishful thinking."

"I have been sending more letters home. I have a great many friends among my fathers associates, as well as among some of the younger nobles and tradesmen's sons. I would like to bring a small contingent into town in order to help maintain some order, and to utilize this group to create a sense of structure and discipline. I do not necessarily want knights, for I feel that would be too much anxiety for the state of the town. However, a group of well armed and loyal mercenary's, plus some soldiers and skilled in the subtle means of information gathering would go a long way to knowing the ins and outs of the town. A host of loyal bodyguards would also be much needed for the coming days, for I feel my safety will soon be in jeopardy, a small contingent of loyal guards would at least be a deterrent. Getting a few of my old friends into town would give me some room to work on other levels as well. A few lesser nobles or the sons of some well known tradesmen and merchants would go a long way in proving my worth to the town. I'll need to build at least a small amount of trust among the townsfolk if I am to have any clout in the coming days. I have been thinking about bringing a few ladies in as well, probably third or fourth daughters from some nobles or known merchants, but this would at least allow me the chance to use them for Anson's benefit. If I had a nice stock of healthy potentials, it would make Ansons inevitable choice of a bride far easier, for I'd have plenty of time to look them over and groom them for his personal needs. Granted, his goals keep him too busy to bed down with a wife now, but it is a nobles duty to perpetuate his line, so getting a wife ready for him would be the most sensible thing, and it would free up his time to do more important things. Also, I could pick my own future bride from this line, should I choose to marry. I have not given it much thought, but assuming I come out of this with more clout than my position as a wizard could normally hold, it would be nice to at least have something to show off to the locales. Plus, a pretty face would at least take away some of the mystery surrounding my craft. Well, it is a thought. The idea of having someone relying on me other than Anson however sounds a bit tiresome. Still, it might have to be done, if for no other reason than to keep peace among the townsfolk, and to create a more credible face for myself. I also may attract an apprentice or two, a fresh graduate perhaps from the university. I could always use an assistant for when my laboratory and library are finished. Someone knowledgeable in the ways of magic could also help in research, as well as properly storing various components and keeping experiments in line. I estimate i'll need to increase the size of my estate considerably to hold the contingent of people i'm expecting, but assuming we keep getting a steady source of treasure from our adventures, I see no reason why i cant raise the 3-6 thousand gold i'll need to fully renovate my estate. The lab will be an investment all on its own, and building a library on the side of the house will be an additional renovation, not to mention the expense of getting quality copies of various books and tomes. I may open the library to the general public once it is fully functional. Educating the people could only lead to a better, healthier lifestyle for them. Still, that is something for the future, and the days to come are still clouded with uncertainty."

"On a similar note, it would almost be somewhat profitable to set up a section of the Wheel and Cog trade and merchant company within the town. Perhaps one of my brothers would be up to the task of running a branch through town. It is something i could discuss with my father, and perhaps i'll send letters on the subject. The the town has little money, but there may be goods coming into town from outside sources that we could buy at low prices, and sell at some of the main cities and trade towns for higher profit. I have a feeling that stolen goods are coming in from lichus, and buying these goods and selling them back would be cheap, and an effective way to bring some coin into the town, as well as into my family's coffers of course. Having a notable tradesman and merchant in town would also give us access to reliable gem cutters and handlers, as well as money scales that wont be weighted down. This would be good for the common people as well, and would bring more trust to my family's name. This idea may be worth looking into. The addition of quality goods coming into town would also allow some diversity for the townsfolk, and perhaps entice some of the nearby towns and villages to start permanent trades. At its worst, it would allow for more credibility of my fathers name. I could also front the coin for the initial investment, that way my father would have nothing to lose. I dont want to scar his name in any way with this endeavor, or to endanger his and my family's livelihood. I believe he would agree if I were to make him that kind of offer. I should pen my proposition to him soon"

Monday, May 31, 2010

The Dark Truth

(This post is about our current D&D chronicle and my character within those stories)

"What I propose is cold logic. What I seek is what those of divine blood would seek. My methods however, have come into question, and so, I pen this answer. Nothing in this world, in the heavens, or in the depths of the abyss, can overcome my determination. I will lay down heroes alongside villains in a bloody path to get to the goals that need to be achieved. The future I see is far off, and will require much sacrifice to regain. I follow one simple path, one guideline as a rule. Anson Stromgarde. His vision is mine, and so I dictate a code and law around what it is he stands for, and what his potential may be. There are things that Sir Stromgarde simply cannot do. He is an honorable knight from a prestigious family. His is a way of light and virtue. Such a man cannot achieve his goals in this world, as it is now. There is too much treachery and foulness to arise in a position of greatness without walking through the mire that has been created, only to be somewhat stained by the ordeal. I must do what Anson cannot. I must tread a path that his code would not allow him to do. I myself, have no such code, nor do I have honor, or even a family name. What I do have is this great power. Power I can use to help Sir Stromgarde shape the world to a more fitting image. If my own persona looks dark and dire to others, than so be it, I am not a hero. I was not born as such, and it is not in my blood. Let them focus there anger on me, let me be a target, let the villains confront me. I will cut them away from there future, one by one. I will bury those that will do us harm, and put down any foreseeable resistance. It is my goal to advise him, to guide him. I give him my honesty, and know what it is he can and cannot do. Even as I give him my answers. I already know what must be done, regardless of what may seem right. Know that what I do is for the goals of a man that is beyond good. I care not if my actions are vile or reprehensible, for my intentions are carried by something far greater than myself. What must be done, will be done."

--Some insights by Arik'thain

"Spira is someone whom I at least consider to be a companion. I believe at one point she held a greater than acceptable admiration for Sir Stromgarde, but that has since cooled. Her admirable traits are her effectiveness in combat. She's far superior to anyone I have ever seen with a bow, and she is one of our most effective methods of sheer damage in combat. She is also a noted ranger, and has a healthy knowledge of the surrounding areas, and seems to take to maps naturally. I'm sure this can only be beneficial, and that along with her natural instincts for the more wild parts of the land, she allows us to move swiftly and safely through otherwise treacherous areas. Having her within our group is definitely beneficial. We would be hard pressed to find a replacement for such a skilled warrior. Unfortunately Spira has many traits that make her hard to deal with. She seems flighty and unsure in social situations, and I have a feeling the girl still doesnt know herself as a person. A nice neck wound that damaged her ability to talk would make her more tolerable, for what she contributes to most conversations is trivial at best, and downright confusing at its worst. She has a simple mind, simple goals, and a simple way of doing things. This is controllable, and is something that I can work with. I hope she continues to be an asset to Anson, though I dont see her getting in his way anytime soon."

"Vardin needs to die. His usefulness is a set of skills that roughly half those in town probably possess. I do not trust his motives, words, or the fact that he has a twin brother that is also a criminal. I say its best to cut the family down and start over, this bunch has gone sour. Its safe to assume that he has only his best interest at heart, and that he's probably working with one, some, or all of our enemies. If he has some use to the party I have not seen it. He's good with locks and staying hidden and stealing, but those traits can easily be turned against us. We do not need these skills. Let me summon beasts to break doors, melt locks or set off traps. These creatures I can trust, and they are expendable as well. Anson has me watching him, but catching the fool will be too much trouble. No, best to end him now before he becomes a nuisance to us. I can trust the others in the group with my life, he is the only one out of sorts. Time to put an end to him. It needs to happen soon, and I am hoping an opportunity will present itself."

"Anson is a hero in every since of the word. He's proven that he's willing to sacrifice his life for what needs to be done, and his only purpose in his existence is to perpetuate good. He lives by a code, cares for the law, and holds all people dear to him. If kings were only made out of the same mold as he. Perhaps someday."



(thats all for now!)

Thursday, May 20, 2010

Looking Beyond Darkness

(A character related post to my current character Arik'thain)

"In the time before he took his adventuring career the young man known as Arik'thain was actually the well liked and respected son of his Father Erik'theran. Arik'thain was the son of his father and his fathers first wife. She passed giving birth, and Arik'thains father took a new wife the following year. As was custom, he took a noble wife who had been widowed, and adopted that family into his own. The woman was young and beautiful, and had two sons of her own. Baerus and Nictul where there names. Arik'thain grew up with his two older brothers and knew his fathers second wife as his own mother. All was well, until Arik'thain started growing. Arik'thain was bright, well thought of, attractive, and interested in politics and the merchant business of his father. Arik'thains brothers were crude looking for nobles, and were not well thought of among his peers. Arik'thain still protected there name however, always looking out for his family, as was his duty. According to law, the first rightful child of any family would inherit the family name and wealth when he came of age, unfortunately for his brothers, they were not considered the first rightful child, since they were born outside of the orignal family name. It is unknown if the following was set up, or if it happened by chance, but Baerus and Nictul were accused of stealing a few items from a court wizard hailing from the Gallitrode University. When there room was searched, the items were indeed found, and the two were arrested for the theft. Hearing of this, Arik'thain made an appointment with the wizard who had been stolen from, and told him that he had always been interested in magic, and had mentioned as much to his elder brothers, the two probably stole the items to give to Arik'thain as a gift. The wizard told Arik'thain that he would be willing to have the matter dropped if he agreed to study under him in the Gallitrode University under the Rite of Indenture. To preserve his family's name he agreed, giving up the rite to inherit his family's name or property, or to achieve any status other than wizard. He left his family home shortly after to pursue his studies. His brothers were cleared of any crime, and Erik'theran's second wife became heir to the household once Arik'thains father passes away. Being a male dominated country, the household would thus go to the elder of her two children, Baerus. Arik'thain never mentioned the incident during his studies, and only had the highest of regards for his family, including his beloved brothers. It is said that he would only talk about his wish to someday join his family and help it prosper to its fullest. He talked optimistically that opportunity's could be created with foresight and effort, and that he had the will and determination to see that his family's future, as well as his own, would be secured. "

Sunday, May 16, 2010

Inevitable Damnation

(A post regarding my current character Arik'thain.)

-Overheard in a tavern, whispered words from one patron to Arik'thain.-
"Over the past few months I have created in my minds eye the presence of another self. This other self is not an extension of my will nor a reflection of my dark or light wishes. This other self is simply a balcony from which i can perceive all the current happenings around me, and use this higher vantage point to better gain an understanding of what is at stake. Make no mistake about it. What will become of the future is not something that all will agree with. No matter the angle, no matter the situation, events will unfold that will cause misery to others. Death will play a large part of any future that can be foretold, and innocents will be sacrificed alongside tyrants in an effort to pave the way for true success. I can see allies falling to ruin, and those of ill purpose rising up to aid those of virtue. I myself have my own part to play, and I will perform my function to the best of my ability. Be warned now, so that your movements will not entangle themselves in mine."

-A local talks of a conversation he overheard regarding Arik'thain-
"Gnomes are master illusionists that everyone knows about. Interesting. My dislike for the Hill Rats stems from there interference with our current politics. They ride the Coat-tails of there dwarven cousins, and make demands from borrowed spaces in dwarven strongholds. I see no future for these small folk unless they can make good on there own promises. I should note that all gnomes are admitted liars."

-A conversation overheard of Arik'thain discussing his magic-
"You ask me why I believe the magic of conjuration to be the best. Simply put, it is. I have mastered the deeper aspects of my specialization, and can perform the task of any other school. Ask me to divine an answer and I can conjure a celestial, demon, or other outsider to speak the knowledge I seek. Ask me to use magics of protection and I can conjure hardy modron soldiers to protect those in need, or simply move myself or an ally to a place of safety. Ask me to invoke great powers on my foe and I will rip holes into other planes, creating ruptures of acid, cold, or primal fires to wash over my enemies. Ask me to Deceive and I will summon crafty fiends from the plane of Dis. Ask me to enrapture and I will summon Erinyes, Succubus, or Celestials of unfathomable beauty. Ask me to alter the area around me and I will use my power of creation to forge whatever it is I need. Ask me to kill, maim, or spread pestilence, and I will conjure a host of unspeakable horrors to inflict these demands. Conjuration is versatile and powerful. It requires patience, time and a masters will to utilize the school proficiently. I am patient, I will make what time I need, and I have a masters will."

-A bar patron speaking to Arik'thain-
"No, I do not find that one attractive. My tastes you ask? I prefer soft skin and raven hair, though I do not actively seek such relations. When I take a wife, she will be small, beautiful, clean, and quiet. She may not be to my tastes, but she must have the traits I just mentioned. For her own safety you see."



-I'll have more little posts like this as time goes on. Gotta write!-

Thursday, February 18, 2010

Arik'thain

(This post goes over details of Arik'thain, my LN~ conjurer from a campaign we will be resurrecting.)

Name - Arik'thain. he has no honorifics or titles as of yet.
Alignment - LN~ / Race - Human / Age - 24 / Hght 5'10 - 118 lb /
Class - Conjurer 3 / Master Specialist 3

Appearance - Arik'thain is a handsome young man with a somewhat regal look. He has long black hair, and piercing blue eyes. He has a light frame, but appears to be healthy and at least moderately athletic. Arik'thain usually dresses in dark blue, black, or gray colored clothes, using black, red, white or gold to underscore his attire. Arik'thains face is not nearly as expressive as his clothing, and although he's known to smile and converse with those around him, there is always a reserved dullness to it that makes it seem less authentic, more profesional. More often than not the young mage seems to be deep in thought, or can be seen studying various tomes or librams. Arik'thain wears a signet ring from the order of wizards he trained under, he wears no other ring or insignia upon him at this time.

Feats as of level 6/
Scribe scroll -wizard- / Augment Summons -lvl 1- / Spell Focus Conj -human-/
Rapid Spell -lvl 3- / Skill Focus Spellcraft -M.S. 1 / Great. spell focus conj. -M.S. 3/
Leadership -lvl 6 -/

-optional- We were talking leadership for a while, and though i'm going to take it, if it is too early at this level i'll take Meta magic spell focus in its place, opting for leadership at level 9 instead.

Special Features - Arik'thain is a focused specialist, meaning that he gives up 1 spell slot from every level of spells he attains, but gains 3 spell slots that he can use solely for the purpose of conjuration and summoning spells. / Arik'thain can never have a familiar, instead he has spent the time and energy needed to do that task in further mastering his school. As a spell like ability a number of times per day = to his intelligence bonus, Arik'thain can teleport 10' within line of sight as an immediate action.

Various Projects - Was recently given the tower and a bit of surrounding land in town. Is planning to use that as a base of operations, and a base for his cohorts gained from leadership. Other projects are also underway, but will not be posted here.

Spells and Tactics - Uses conjuration spells and a variety of augmentative magic to create hard hitting, durable creatures in combat. Usually uses his creatures to take some of the damage, flank opponents, or pin down ranged creatures until the rest of the group can get to them.

Stats and what they mean -
Physically Arik'thain is above average. He maintains a good healthy lifestyle, and although he studies constantly, he is known to keep himself in good physical health. He believes his own life force is used as a catalyst to help manifest his summoned creatures, and so maintains his health almost as rigorously as he studies his spell books. That being said, Arik'thain has a decent strength, a bit above average for a common human. He is also lithe and athletic, having a good amount of endurance, and excellent reflexes. As far as looks are concerned, Arik'thain is attractive and well groomed. Although he can come of as a bit cold at times, it does little to take away from his physical attractiveness. Mentally Arik'thain is quite formidable, he has an intelligent, calculating mind that sees time in a greater distance than most. He is capable of calculating risk and advantage quickly, and is a master at tactics. Aside from his sheer intellectual prowess, he is also quite philosophical, capable of breaking down his own ideas into consequence and reaction. His advice is almost always valuable, and even if he does not have the knowledge at hand to answer the question, he usually has good advice for those few he's willing to call a friend.

(Ok, thats enough for now. I'll have more later!)

Friday, February 12, 2010

The Questions of Self

(The following is a character related post)

-The following is taken from book 140 of Alvaeth Elethevorath's personal journal-

-Written in common- "It seems I'll be leaving again soon. Vexing, those that I have met, to drag me into such a fast paced and hastily spun quest. The map is what I am speaking of, the one that me and the others found on the parcel we retrieved and delivered. I suppose, I should start with my days beginning, so as to have this fully understood by my future self. The day itself was harmless, lazy, and seemingly in good spirits. It brought with it a few visits from some of my kin, as well as a few of the elves working within our home. Dre'mus was about, running errands I believe. Well, now that I pen this, I'm not exactly sure where he was, though I had a sense he was someplace new. My day was a bit of lazy study, digesting the information I had been consuming so ravenously these last few weeks. It was not an unpleasant interruption though, as Vang and the Sha'vael came to my fathers house. Vang has been a frequent visitor, and I have the feeling he was concerned for my health, though he would never admit it. But perhaps I am being too familiar, his intentions may have been just for his duties, as he has apparently reinstated himself among the town guard. Phalantar would know more about reading into these new, what to call them, comrades, acquaintances. Shadows really, waiting to be lifted from my thoughts by the next dawns light. But such is the nature of the other races, so short lived, but capable of remarkable achievement. Still, it is too much for me to follow, and I have trouble with there faces, and names. Well there birth names at any rate. Regardless, the two requested an audience of me, and so I responded, meeting them outside. I was looking forward to talking with them, perhaps drinking a few ciders, or some of that bitter tea my elven friends blend for us from time to time. It was not to be. Questions upon questions, mostly about Lithual, about his whereabouts, about him possibly being a thief. They asked me to find him, and I have a feeling they do this because of my status as a wizard. I must have disappointed them, for the conversation seemed confusing, and rushed. Yet when asked to retrieve the map from lithual, I could not refuse. I enjoyed the walk to the East Hill Inn. I needed the exercise really, my studies and bed rest had me a bit off shape, and I found myself winded as we reached the magnificent Inn. I should note, that I do not admit to physical frailty. Iomandi himself told me that I had a hidden reserve within me that allowed me to push myself farther than most. Still, I guess that is more of a magical aptitude. My leg did snap quite easily, and my lungs and legs have been protesting extended walks. Regardless, the walk was needed, and I enjoyed the silence and relaxing breeze that led us to the Inn. I should note that Vang and the Sha'vael seemed uneasy by too much silence. Within the Inn we found Lithual, and soon after, the Fir'ath met us there as well, though he had an escort, one he later told us was his sister. What transpired at the table really was of little importance, save the fact that we knew the map led us two days from East Hill, and to what we all believed was another den of these barbarians, these, cultists. Again, I find conversing with them to be so confusing, so disorienting, like the movements of my beloved elves, or of the soaring winds, these other races seem to change there interests, desires, and thoughts. I also found myself questioning my very reasoning for traveling. Surely getting rid of the supposed curse on Vang would be a worthwhile quest, yet I found myself apprehensive, hesitant, and reluctant. I did not voice this of course, for doing so would make me appear, weak, cowardly. But is that not the case, do those very emotions not stem from cowardice. Is that to be my lot in life, constantly in fear of confrontation. No, that is not the case. My fear comes from the power that I do have. What it can do, what it can be used for. Yet I find myself not wanting to use it at all, and at the same time, have the deep need and desire to get it to a point not yet achieved by mortal or elf. Still, by being inactive I risk more lives getting harmed. By becoming too powerful, would I not draw more harm to those i'd seek to protect? So confusing, so fluid these feelings. My magic comes from the very passion of my god, and my god is the very source of chaos, the very source of passion. Perhaps even my great discipline cannot control the magics I one day hope to wield. Frustrating. I should have penned this all in Aquan. Well. Tomorrow we leave. Setting off on a quest that will hopefully secure a bit more peace for East Hill and the surrounding area. As my life progresses, as I come into the power and responsibility that have been gifted to me, I find myself in a state of emotion, what is this? loneliness? or perhaps something missing. Maybe these quests will help me search out that which I need to complete myself. What is this feeling. I have so much to meditate on, and finding peace this evening wont be so easy. I'll have mother help me with some prayers, and perhaps these fluid thoughts will dam up for awhile. Oh my elven blood. Such a precious, vexing thing. I would not change it though. Patience Alvaeth. Trust in your self. Trust in your training. The silver circle gives purpose to magic. It will be my goal to bring purpose to myself."


(Ok, i'll have more after we finish this next big story!)

Friday, February 5, 2010

Bag of Tricks

(The following are some spells i've been designing for my current character. Dont worry chris, I'm just using this to pen some of my ideas down. None of these need to be used =)

1st level spell - Ahm'avel's masterstroke.
Evocation - (Force)
Component - VSF
Casting Time - 1 swift action
Range - personal
Effect - blade of force
Duration - 1 round
Saving Throw - none
Spell resistance - yes

This spell creates a sheath of force over any edged weapon held by the caster upon completion of this spell. The caster can then use the force to make more accurate, damaging attacks with the weapon. The caster must make the attack before the end of his current round, or the spell dissipates. Like Mordenkainen's sword, this spell treats the wizards caster level as his base attack bonus for the attack. Unlike mordenkainens sword, the wizard must use his intelligence bonus instead of his strength bonus for purpose of attack rolls and damage rolls (he doesnt get the option of choosing which one to apply.) Also, any property of the weapon apply to this attack, including enhancement bonuses, special properties, and feats where applicable. Unlike normal spells, this attack can be overcome with spell resistance, and even though it is a spell, it is still subject to a creatures damage reduction where applicable. Also, unlike most force effects, this attack is treated as a normal attack for striking ethereal or incorporeal creatures.
-The focus for the spell is a bladed weapon that must be wielded when the spell is cast.

--
2nd level spell
Fiery Withdrawl
Evocation (fire)
Component - VS
Casting Time - Standard action
Range - any square adjacent to the caster
Effect - A quick blast of fire
Duration - Instantaneous
Saving Throw - Reflx partial
Spell Resistance - Yes

This spell creates a sudden blast of fire in any square adjacent to the caster. A creature in the square takes d6 points of damage per caster level (max 5d6), and can make a saving throw to take half damage. In addition, the spell creates a blast of force that propels the caster away from that square, allowing him to instantly move up to 6 squares in any direction, in a straight line. This movement does not provoke attacks of opportunity from the target of this spell, this movement also over comes terrain, though the caster suffers any ill effect for being in the terrain at the end of the movement. Unlike many spells cast while in melee, casting this spell does not provoke an attack of opportunity from the primary target of the spell, though if others are also adjacent to the caster, it would provoke attacks from them.

--
Level 3 spell
Unending Evocation (varied energy damage)
Component - VSM
Casting Time - 1 standard action
Range - Medium (100 feet + 10 feet per caster level)
Target - One creature who has suffered damage from an evocation effect since the last round.
Effect - A blast of energy damage on an enemy within range.
Duration - Instantaneous
Saving Throw - Reflex Half
Spell Resistance - Yes

This spell can be cast only on a target who has suffered energy damage from an evocation effect since the casters last round. The damage need not come from the caster himself, but it must be a magical evocation effect that deals an energy type damage. By casting an Unending Evocation, the caster rekindles the latent energy left over from the previous spell, and does the same type of energy damage to that creature (d6 points of damage per level, to a max of 10d6). The spell effects only one target, regardless of how many targets were in the first evocation. Also, unending evocation deals its damage regardless of how much damage the first spell did. So its possible for a fire spell that did 1 point of damage, to be rekindled with this spell and do a great deal more. Finally the energy type of this spell is considered what the previous energy type was, so a fireball would create a fiery Unending Evocation. Note that if memorized multiple times this spell can be used again from itself on the following round.
-The material component for this spell is a small handful of colored sand, which has been mixed with bits of quartz.

(I'll post more as I come up with them)

Saturday, January 30, 2010

Learning and Knowing

(Another Character related post)

-The following can be found transcribed within Alvaeth's first spell book. It was penned many years after he started his studies, when he first began mastering the fundamentals of magic. This actual Excerpt is taken from book 138 of Alvaeth Elethevorath's personal journals as well as being penned in the last pages of his first personal spellbook.-

-Written in Elven- "My teacher Iomandi expressed an interest in teaching his students about how magic affects each person as an individual. To better understand his students, he presented us with some questions, and had us write our understanding and opinions of each school of magic within the confines of our spellbook. The following is what is directly transcribed into my spell book. He never commented on our actual responses, though I felt as though he were using what he had read to better finish our training, as we are all beginning the final stages of our understanding of magic."

-Written in Draconic-
"The school of Abjuration - Abjuration to me, is the creation and breaking of bonds. As concerned with the normalcy of every day life, it would be similar to that of a relationship. By creating Disharmony within a relationship you build distance, and while creating harmony within a relationship, you create closeness. The same can be said about the inherent strength of abjuration. A properly cast abjuration can build or break a relationship between two objects, creatures, or even forces. Using this philosophy a spell could create a relationship between two objects, such as a door to its frame, sealing it into place. This is a common spell, and most spells within abjuration work within my thoughts on the subject. By creating disharmony in a relationship, one could break the bonds between a creature and an area, thus dismissing a creature from that space. So long as the objects have some interaction, there relationship can be either strengthened or weakened with the powers of abjuration, and even magic itself can be so affected. Abjuration to me is not the stiff and rigid school that many of my fellow students believe it to be, but the subtle means of effecting bonds some do not even realize are in existence."
"The school of Conjuration and Summoning- A complicated and powerful school that covers a myriad different effects. I would say that to me this school represents using that which is already present, or already created. The stories are all written, the characters all penned, and the delicate artwork already put to canvas. The school to me simply takes pieces of this masterwork, and moves them to new locations, pens them in a new story. The objects and creatures are never changed, and never created. They simply are borrowed. I dont say these things to dismiss the great power and potential of Conjuration and Summoning spells, I simply refuse to be one that thinks of this school as a school of creation. It is far from it. Nothing new comes from the school, nothing unforseen, and nothing unheard of. This school takes what has been already created, and puts it in a new place. To put it simply, it would be like taking a person or object from a story, and simply changing the background. The targets in question do not change, though they may effect the events of the new background."
"The school of Divination- A wonderful school that many wizards utilize on a daily basis. In its essence I believe the school of Divination is simply a school of sensation. The school creates the ability to percieve new sensations by creating new senses. Sometimes Divinations simply allow the caster to perceive things the way they were intended to be seen. Unknown languages become understandable, Glyphs reveal there meaning, forces that are normaly unseen can be looked at with perfect clarity. Other times the school can shunt the casters senses around, create new senses, or pick up on the unseen forces constantly swirling around the caster. Regardless, Divination magic allows the caster to perceive things beyond the scope of normal means, and allow wizards to view the world with an array of senses that normal folk would be envious of."
"The school of Enchantment - To regard this as a school of magic is almost hurtful. From what I have witnessed this school does nothing that a well versed poet or a scorned lover could do. Manipulating emotions is not magic, it is socializing, and the need to create a school dedicated to enhancing this act seems vulgar. To be sure, the compulsions used by this school could force someone to do something they would normally not, or to cause ones enemy to leap to the casters defense, or to create emotion where none existed before. Someone well versed at speaking on a social level could do the same. Also, the limitations of this school are astounding. Why create a magic that directly attacks or alters the minds and emotions of the target. Animated constructs, the undead, most fae, even the elves scattered over rimoria are highly resistant and immune to many aspects of this school, not to mention if the subject does not speak the same language as the caster. Simply put, too much time and effort would need to go into making this school even partially useful, and the same amount of time socializing with ones peers could more than likely achieve the same result. Unlike its name, this is an ugly and offensive school of magic and I have no desire to know anymore about it."
"The school of Evocation - Evocation is emotion. It is passion given form. Remarkable words from someone so quiet? I dont believe so. Evocation is expressive, but that does not mean it is impulsive. All of my wants, desires, hopes and dreams can be quantified and turned into a weapon. This weapon can be used to achieve all of my wants, hopes and dreams. Not so much a cycle as it is a catalyst. The most powerful thing about creatures is what drives them, what motivates them, and Evocation magic is like that. It is expression, it is the ability to turn motivation and energy into reality. All of my life I have maintained strict discipline, both on an academic and social level. I use my time of meditation and solitude to look at the world, to look at those around me, and to decide what it is I want to do to help those important to me, to help create some place safe for those around me. The suffering they feel, the pain, despair, hatred. I take these things. I take these emotions and give them form. I turn there feelings and my own into a weapon, and one day hope to create a power so terrible that none would dare stand against me, or those I would protect. Evocation is emotion. And emotion is dangerous. Mastering this school would not only make me powerful as a wizard, it would make me powerful as a person. Discipline. Strict discipline must be maintained if I am to carry my will to some beneficial conclusion."
"The school of Illusion - Illusion is the true school of creation, for it is a school of imagination given form. Any thought or idea within the wizards head can be transcribed as a sensation. Sounds, sights, smells, and any sensation the caster might want to share can be forged with an illusion. These are of course false images, simple fancies given form. But they are enough. If someone sees a fire, it is usually enough for them to run from it, as opposed to checking for its actual warmth, or questioning its very existence. Illusions use the opponents own mind against them, and for this, I admire the school. Not only does the school create the image of something being there, it can also remove the sense of something that is there. Again, this is not real, but it is usually enough. Not being able to see someone makes them hard to interact with, regardless if you have the knowledge they are actually there. I admire the artistry that comes with illusion magic, and even humans who master it tend to look at magic in a different way than most other wizards. It is always refreshing to see this art in use, and I am glad that it has not faded from popularity."
"The school of Necromancy - This is not a school of magic, but is the property of the gods. Tampering with the forces of life and death is never beneficial, never helpful, and never healthy. Perhaps the priests of the gods can handle such a responsability, but no arcanist should ever tamper in this field. Life is not about negative and positive energy, life is about so much more. This school is repulsive, wicked, and those that practice it should be stricken from there professions and cast out. To percieve life as a tool to be used and altered by magic is blasphemous. Though the gods will no doubt deal with them when the time comes, I would be all too eager to aid them in the destruction of these most vile of arcane practitioners."
"The school of Transmutation - This is a simple and powerful school. Transmutation changes one or more crucial parts of a person, object, and even force. It is a school of whim, letting the caster change fate a bit by altering what is already at hand. Falling off of a cliff means nothing if you have the weight of a feather. Softening rock, hardening cloth, mending the broken, or crumbling stone. Transmutation is in many ways a tool for most wizards, but like most tools, can be used to hurt as well as it can be used to aid. Theres not much else to say really. The school seems at sometimes incredibly simple but that does not make it weak, nor ineffective. Masters of this school can perform amazing feats, and can get out of almost any bind."

(Ok. I'll have more soon!)

Friday, January 29, 2010

A leaf in chaos

(Character related post)

-The following is taken from book 140 of Alvaeth Elethevorath's personal journal-

-written in common- "Our goal completed. A success I would say, though I have some feelings about our accomplishments. Still, I write these words with a profound feeling of satisfaction and relief. My sentiments will become clearer to me ,should I read these words again, if the events taking place during the quest were better detailed."

"To start at the beginning, those I had mentioned earlier left with me from the gate nearest my fathers manner. From there we took a road leading us towards the ruins of North Bank. During this time we encountered rain, though the weather did little to deter me, as my magic kept the elements at bay. Early into our progress we encountered an ogre. These creatures are giant kin, and they are notoriously cruel and greedy. We had little choice but to battle the creature, and I believe we handled its destruction as well as we could. My magic was limited, as I decided to stay at a distance and strike it with simple bolts of force. Vang took the most out of the creature, and recieved the worst from it. I am fairly certain that the half orc had a few of his ribs broken, though he refused rest, stating that we had to accomplish our task within the set time frame. Stubborn, risking his own life for something trivial in the scheme of things. I suppose I have to admire his sense of duty, though I do not respect his lack of wisdom. Still, he was at least tolerable to me that day. Darion revealed a bit about himself. Dark magic forked from him during the battle, though it washed off of the ogre. Still, this magic was nothing i could recognize, so it is quite probable that it was not a spell at all, but a bit of magic stemming from the man himself. Humans are quite odd with how they accept and use magic, so it is possible it is one of the many variations of magic affecting a human. It remains to be seen. From that point we rested, then continued on. Coming to a slight fork in the road, we encountered a group of bandits. Again we fought well, or so it is my belief. I know little of martial ways, but I felt the battle was always in our favor. Lial proved useful this time, and he seems adept at attacking when his opponent is engaged. Still, though his tactics may seem cowardly, they are quite effective. Also, the other warriors present did not berate his methods much, so I assume this is a standard technique used by some smaller soldiers and scouts when engaged with heavier warriors. After dispatching the bandits we came to an abandoned watch tower, there we engaged our courier in some disapointing conversation. It seems the courier had lost the package to bandits, and that he followed them back to a small farm house where he believed they had the package secured. I should note that the courier was not a very pleasant man, and I hope I will not meet his acquaintance again. After a brief bout of arguments, we decided we would move closer to the farmhouse before camping, but that we would not engage them till the morning. Lial however had different plans, for when I awoke he was gone, though he had fashioned a ruse he had hoped would scare off intruders entering the camp. He arrived some time later with information about the house. I used this information to devise a plan, and we set about surprising the bandits in the morning. We did manage to kill the bandits within the house as well as finding out that the bandits had killed the original owners. More death at the hands of merciless men. Getting in the house was also quite the hassle, as Vang became poisoned by a simple lock barring the door. Still, he complained little about it, and seemed only mildly effected. After dispatching the bandits we took some time searching the house, it was in the attic that I found a strange eerily quiet rat in the corner. There was something that drew me to the creature, and it was as still as death until i reached around to pick it up by its tail. At this point it revealed itself as a demon, a Quasit to be exact. My reaction was swift, I threw some magic at it and retreated, falling down the cellar ladder and landing smartly onto my ankle. Broken i'm afraid, but I would have faired far worse if I had stayed with that demon. The others quickly moved upwards into the attic and made short work of the beast, though its poison took its toll on them. After destroying the demon we searched the house over one more time to make certain the parcel was not here. Lial spotted a cellar door to the back of the house, and that turned out to be our next destination. Upon arriving in the cellar we had to dispatch four more bandits, at this point we made the decision to rest, as the cellar was bare, save for a natural tunnel that had cracked into the rear wall. After resting and regathering our strength, we ventured back into the cellar to finish our investigation into the whereabouts of this parcel. The caves were not very large, and after making a few turns we found the leader of the bandits. The leader was a woman, a user of magic, and one that the Order of the Silver Circle refer to as an adept. They are primitive practitioners of magic, though they can still be quite effective. She utilized her four guards as a shield, and used her magic to great effect against us. We prevailed, an obvious statement as I pen these words. The room was a sacrificial room and an altar to something. I do not know if it was to a god or to something else, but it must have had connections to demons. Among the treasures we found the parcel, along with a magic wand. Attached to the parcel was a map that seemed to have a great deal of importance so the bandits. After dispatching the bandits we set about exploring the remainder of the caves, we came across a couple of Dretch which were guarding piles of filth. We finished them off quickly, and made our way to the last chamber, an area where the bandits had been storing there wealth. After clearing the area of anything worthwhile, we left. I made a brief stop to properly cover the original couple of the house. I set them on the floor of there home, side by side, so that hopefully they could find peace in each other, now that there assailants had been put to proper justice. After camping yet again, we made short work of getting back to East Hill. After arriving, we dropped off the parcel and collected our reward. Vang and Lial seem interested in finding more out about the map, and seeking the area out. If asked, I suppose I could offer my assistance again. For now. I need rest. My ankle hurts me badly, for I have not the great health of a Half-Orc."

-Written in Aquan- "The days stream together, but the pain in my ankle grows daily. The house maid says its the process of healing, and that it should take several more weeks to heal fully and properly. I use this time to finish my work on more magic. I was given the scrolls of magic as part of my reward, and my own research has offered me the secrets of several new spells. My book grows in size, and I become anxious. I will need this power for the days to come. I will need this power to swell to greater lengths if I am to protect those who need me. Perhaps I will pen some scrolls down as well, in case more adventure flows to me."

-Written in Common- "No word yet from Phalantar. I hope his travels go well. I had hoped the two of us could enjoy some travel together, but perhaps it is best for him to be on his own as well. I have spoken with father about invoking the rite of Ruathar upon him, but I was chastised for my idea. Father made it clear that Phalantar will not receive the rite unless he wishes to prove himself as a friend to all the elven people, not just a single family. I doubt Phalantar has such lofty goals, but it is well enough that he be welcomed as a friend into our home."

-Written in Elven- "Ti'thi'avara, a young elven lady came to me today with a gift. She said that her sisters had found a sick squirrel and had nursed it back to health, ever since its recovery the squirrel had refused to leave them be, and would not return to the wild. As a gift for my fathers hospitality, Ti'thi'avara offered the squirrel to me. It is an inquisitive creature, and since it has been presented to me, it refuses to leave my side for long, though it has made several attempts at exploring the house. I have expressed a desire to bind it to me as a familiar, and Ti'thi'avara and her sisters seemed overjoyed that there gift was well accepted. I do love my fellow elves. So giving and kind. I can only hope that the power I forge in the future is enough to protect them. More than hope, I will strive to reach a perfection with my power that will ensure it."

-Written in Common - "I bound a familiar to myself today. Its name is Dre'mus, and he is a charming familiar. He has been helping keep my personal journals clean, and has been collecting things for me that it deems as useful. Interestingly enough my bond with him has given me access to his senses, and I find my response time much faster than it use to be. I also jumped at just about every sound for several hours after the ritual was complete. My mother was fascinated by the creature, and seemed genuinely happy that I had taken the time to perform the sacred rite. She also secured me to my room, so as I might give thanks in prayer to Correllon for allowing such a blessed event to occur. She can be quite stubborn on the matters, so I suppose I shall get to my prayers."

-Written in Elven- "My ankle has fully healed, though my father chastised me for taking so long to recover. He needs help tending his many matters, and mother has her hands full as well. My sisters say that I am lazy, though I dont see them helping mother and father very much. I suppose I can lend a hand, now that my many arcane dealings have been taken care of. I wonder if those others I recently encountered are fairing well. I'll have to look back through my journals for there names, in case they become important in the near future. There is always the possibility of that map after all."


(I'll have more soon!)

Friday, January 22, 2010

Considering the past

(This post is dedicated to my current D&D character.)

-the following is taken from book 140 of Alvaeth Elethevorath's personal journals.-

Written in common - "The pace of my long years of training has slowed. My ritual release shall be held soon, and I will no more be a mere apprentice, but an active wizard graduate from the Order of the Silver Circle. I write these words with no small amount of fear. My master, Iomandi has himself told me that my skills would be greater than his given only a little training. Am I ready to truly hold the responsibility of having this great power. Will I use my craft wisely, or turn it for personal gain. Will I be respected as a hero, or will the townspeople refer to me with the same disdain as Hizazel. I can only meditate and hope a proper path opens up before me."

Written in common- "Phalantar, my trusted friend, has been spending more time among my family. My mother admires his dedication to the art, and fusses that the two of us should seek to stretch our legs and skills soon. I think she misses adventuring, though she would never leave my fathers side for such a trivial fancy. Phalantar and I have discussed taking jobs from the locales, but have made no true plans on the matter. I feel he may be as nervous as me on the subject. I plan to discuss my future options with Iomandi, but more importantly with my father."

Written in Ignen - "Disaster! Barbarians attacked the village days ago. Many people are dead, some are missing, and more than double those numbers are injured. Our efforts were enough to cause the barbarians to withdraw, but they managed to pillage a great deal of the towns resources, as well as capture some human women and children. Outraged, the town militia has been cutting off the hands of the barbarian corpses before burning them, a grave insult to the barbarians who believe it disrupts the souls of the deceased. I would voice my objection to this if it were not for my cowardice and rage. So much death, more than I have seen in a century, in just a few short days. I aided in the fight, using my magic to as much effect as I could. Phalantar found me amidst the chaos and we managed to save some of the townsfolk as well as kill more than a few of the barbarians. My fathers guards found us right as we depleted what spells we had prepared and lead us back to the manor. If my power was stronger, I could have saved more of the towns people."

Written in common - "More funerals today. I meditate on all the death that has come to East Hill so recently and hope that I can one day do something to make sure an event like this does not happen again."

Written in common - "Just what was that sword that I saw during the great battle. Was that barbarian an orc or a human. I could not make it out in all the chaos. But that sword. I remember that sword."

Written in Elven - "Helped father with some of his work. He is busy with a new household of elves that have recently arrived. He has given them a job, I believe helping re-establish some of the fences and land marks that separate the outlying farms. I've spoken with the family and will be asking some of the local elves to put the new family up until we can locate a suitable home for them. Assuming they stay. The elves from our true homeland tend to have more wanderlust than whats good for them, still, its pleasant to see some new faces in these dark times."

Written in Auran - "A strange day that moved with too much haste. It seems I will be heading towards North Bank, a nearby and abandoned village. I, along with several others, have accepted a job to retrieve a package and bring it safely back to East Hill, the proprietor of a component shop I visit offered the job. I will describe briefly those that I will be going with, so as to not forget this occasion in the future.

Zander was the one who was first approached about the task. He looks like most of the humans I have seen. He later referred to himself as a paladin of the towns only knight order. He seems very upset by the loss of numbers of the guard as well as how they performed. I do not believe he will remain within the town for long, as I remember hearing he was about to leave when first offered the job. Having a former knight along at least makes me feel better about our odds in a real fight. For a knight he has very little in the way of social discipline, and seems to be fond of arguing. This trait is common to all humans however.

Vang is a half orc. He is one of only three that i have ever talked too, and as of now I have little reason to want to talk to more. He seems to be a skilled warrior and has a connection to Zander, which will at least be something that keeps him in line. He insulted me on the way to a tavern by calling me a woman. Having just met someone and to do something so rude. Still, he did not press the matter, not that I would have wanted the issue to turn to confrontation. I fear that neither myself or vang is capable of pulling back when forced to fight. I must always remember restraint, and perhaps that is what Vang teaches me. For that I should be thankful to the half orc. I should rid myself of the negative thoughts I have for him, and remember that meeting him is an opportunity to train myself with better resolve. Not all creatures in Rimoria will be polite and well mannered, that does not mean they are not good. I suppose I still have much to learn after all.

Lial is a half elf I think, though his elven blood is quite thin. His mannerisms and quick nature remind me of some of my more free minded kin however, and I cant help feeling sympathy for him. He seems to be living off of the street, or at least know it quite well. I would ask father for aid, but father does not take to half elves very well. There is not much to say about him I fear. He seems free willed and happy at face value, though he has no real skills that i can see. He calls himself a scout, but I am not sure he speaks honestly. Time tells all.

Darion is another human that will be joining us. He has a sour demeanor and does not seem to have much aptitude when dealing with others, especially those who would give him orders, or make suggestions of him. Humans tend to be rebellious creatures, and often selfish. He is one of these types I believe. He says he is a warrior, though he knows a bit about magical lore as well. Him and Zander will not get along, which means that Vang will not get along with him as well. So far as I can tell Zander, Darion and Vang were all in the great battle, but something happened to make Vang think of Darion as a coward. I do not know the details, and honestly, do not wish to know. Speaking in ill terms of anything to do with that horrific battle seems to diminish the great loss of life that came with it.

Aside from meeting with them and having an argumentative dinner, we agreed to meet near the town gate, closest to my fathers manor. The journey will be about four days out, and I am looking forward to testing my abilities. There is definitely something more to this quest than simply retrieving a package, but pondering the myriad possibilities will prove fruitless. On a positive note I ran into Phalantar at the tavern. He too has gotten a job. I believe he is escorting someone, and will be joining forces with a local ranger. I am glad that he has had fortune as well."

-Our Gm spoke of our characters not having a weakness, so I'm working one into my character and I think its already kind of relevant. Being so long lived he wont be quick to make attachments, that will make him seem cold and removed, this will make his interactions at first be awkward, and will also get him into some trouble when dealing with npc's as well. I'll also be adding a few character quirks that will work against him as well, so as to allow room for some "accidents". I agree that it will add to the experience. Dont have these quirks yet, but I'll be working on them in the coming days.-

Thursday, January 14, 2010

Alvaeth El'lethevorath / Elven Wizard

(We are going to do 3.5 for a bit now. I'm very excited about the chronicle, and we had a pretty good creation session. The following is a post about my upcoming character.) -recently edited the post to show a change in alignment, will be going LG-

Alvaeth El'lethevorath (His first name means sky render, his second name means lord of fire and storms) Is an elf living in East Hill, a small city within the kingdom of Hammerdul. Alvaeth stands 5'3, and weighs under 100 pounds. His hair is long and blonde, and kept in very good shape, and always properly groomed. His eyes are an emerald green, and his features are delicate and angular, like most of his race.

Alvaeth has lived within the city all of his life, as his current family of the El'lethevorath line has done since the cities creation. The elf lives with his parents, his younger brother, and his older sister. The El'lethevorath extended family, such as cousins, aunts and so forth also dwell within East Hill. It is said that his entire family lives and prospers in or around the city. The elven wizard himself studies under his family, but has also been to the formal school and order as practiced in East Hill. His parents thought it wise to not only teach him the ancient elven ways of magic, but to undergo the human tests and trials of magic, to get a better understanding of how other races percieve and work magic. Alvaeth is extremely protective of the name and honor of his family. He would bring his impressive skills to bear against anyone willing ot challenge or harm his family, and is never quick to give information out about his family. Alvaeth is also extremely protective of the order he graduated from. He takes the title he gained from there as a badge of honor, and although small, greatly respects the teachers and students that come out of the order. In the future, he hopes to be able to contribute to the health and growth of his order and its influence.

Alvaeth practices and studies the workings of Evocation magic. He understands this magic, as it is the most practiced by his family, and better honed its use during his training within the human order available in East Hill. Alvaeth's true love is elemental magic, especially those concerned with both Air and Fire, but studies all the arcane fundamental elements of magic. To date, he is able to create blasts of concentrated force, small jolts of electricity, and small wide spread blasts of flame. His studies are not only of the destructive forces however, as elves teach that magic is not control over these and other elements of reality, but an understanding and pact with such forces. His other teachings involve the elf learning about the natural forces of rimoria, the forces that come from planar influence, basic study of arcanic history, as well as the study of more mundane history. In his century of study he has also learned all of the elemental languages, using them alongside draconic in reciting and scribing his spells.

Alvaeth wishes to master his concept of magic. He wishes to gain more respect for the elemental side of magic, learn more about it, and one day create pacts and alliances with various elemental forces. Although his magic is typically used for combat and destruction, he hopes to use his magic to better not only himself, but the lot of others as well. He is a good natured being at heart, and doesnt lose himself to the chaotic impulses common to his kind, instead, he's learned a great deal about restraint and responsability with his destructive and potent skills. Magic is not all about the elements and nature, no, he understands the mystical tether that binds these forces, and uses his craft to change, alter, or direct great blasts of not only elements, but also of pure arcane forces, and raw eldritch energy.

Alvaeth wants to adventure to master his skill. He has the most basic grasp of his craft, but needs true life experience to go beyond his current capabilities. He of course wants all that comes with a life of adventuring, such as wealth, fame, and increased power, but plans on using any of his gain to help better no only his family, but of East Hill itself, as he values it as a beloved and true home to him. With all the turmoil that has happened recently, Alvaeth sees that now more than ever Rimoria could use more wizards with great power to help protect those that are incapable of defending themselves. Who better to do so than one that could bring the very essence of the elemental planes to bare against his foes.

Socially Alvaeth is fairly active. He attempts to maintain good relations with his neighbors and his family, and when seen away from his studies he tends to be relaxing with other elves, or in the company of other arcanists. Due to his studies he has no intimate social connections, having devoted a great deal of his life to his study of magic.

Alvaeth worships Correllon exclusively. He respects his god as his people creator, and as a god of war related magic. He honors his god by carrying a silver crescent moon pendant. Although he respects the gods worshipped by humans that govern magic, his is more concerned with his own gods teaching as well as the few great elemental powers that have deific sentience.

Politicaly Alvaeth respects the laws that have been set down by the ruling body of Hammerdul and attempts to adhere to them at all times. He also believes that no matter what, the right thing can be accomplished while still remaining within the morale and written laws of the land. He respects the humans that govern the land, and hopes that more can be done to repair all the damage done by the recent wars and threats (inferana) that have ravaged the lands. Being an elf he has no hope of every doing anything political within the kingdom itself, but does hope to one day be able to help his kingdom on a significant level. He still respects and misses his elven homeland, and hopes to see it again very soon, but as for now he's content to settle and thrive in the human run lands, to better understand protect and guide the many other denizens of rimoria.

(Ok, theres a little background for my gm to play with. I'll have more soon)

Monday, January 11, 2010

The Creation Process

Recently my friend and gm had a conversation about gaming. Actually, we've had the same conversation over the last decade a number of times. Over the course of gaming our group in all its many incarnations has hit bumps where we constantly recreate characters and campaign ideas until we get something everyone agrees on, or it just works.

I think its all about character creation. Usually when people sit down and discuss what it is we want to do, what characters we're interested in, what others are interested in, and what concepts the dm has brewing, we can usually all get on the same page. The problems we have with this method is simply that we dont tend to employ it. Other gamers, myself included, believe the day used to create characters is a waste of time. Its a day we could use to be gaming. I still believe this for the most part. We've had gamers in the past that get upset about switching games, changing characters, etc. They sit down already flustered, and wont really participate in any meaningful way during the creation process. We could just as easily roll our dice in front of the dm, (or go over general concepts) create the character during our downtime, and bring him to the next session ready to go. My point is, if the day is not used for anything other than rolling some dice and creating a vague impression of what the character kind of is like, then its really a waste of time. Granted we're still having fun hanging out, but we're not going to enjoy the hobby on that particular day.

I dont mind creating on the fly characters, some really good stuff comes out that way. But I also think that if our gm does start laying some creative lines down, or simply pointing players in a direction, that it would make things alot easier in the long run. After finding the direction then the dm and the player can go from start to finish, fleshing out background, past, some names, birthplace etc. If that were to happen, then the player would leave with a greater knowledge of just what the hell he was playing, and the dm wouldnt be in for any "suprise changes" at the beginning of the next session. The game would start, the background would be done, and we'd be ready to set out and get things started right from the go. During this time the dm could also catch some "what the fuck" moments. such as some idiotic feat choices, multiclass choices, auspice v.s. role choices, vampiric bloodlines or what not. That stuff could get caught at the beginning and taken care of.

As players I think we are even more responsible than the dm as to what we put into it. Half the time when we sit down we're blank slates. If you ask someone what he wants to play, you'll here a variety of "I dunno" or "I'm gonna wait and see what everyone else is doing" or "I havent had much time to think about it". We should be bouncing ideas. Throwing ideas out there, hearing what each other thinks about it, and then working it out with them. If the character concept is liked by the whole group, its going to mesh easier when its incorporated into the game. The whole "suprise!" character bullshit has to stop at some point. Where someone waits till the end and fills in a "role". People need to play what they want to play. If they get stuck at the end and cant come up with something, they should bounce ideas off the dm and other players. Regardless, it shouldnt get to that point. If we spend an entire day creating characters, we should have plenty of time to really dig in and find out what we want to do. Some people might sit down and have a great idea, but after hearing what the gm's concept is, and compared to a few other ideas that crop up because of it, might creat an entirely new and interesting idea. I think thats how it should be. It should be a creative process. It shouldnt seem sterile, but despite some of our best efforts, our creation days just arent very productive. As a gaming group we may want to really work on that.

Dont get me wrong, sitting down and being told we're playing something and then rolling characters can be intimidating. But even after a half hour of hearing our dm's concepts we should be able to come up with some starter ideas, and then work from there. I think part of the problem may be people creating ideas in there head before they sit down, then not wanting to work with everything else going on around them. Take me, lets say I really want to play an invoker on our next D&D game. I get this idea in my head, plan it out for weeks until we sit down to create characters. Now, when the dm gives us what the concept is, and what he's looking for, chances are my character isnt going to mesh with that idea, at least on a number of important points. This is because my character is done. So far as i'm concerned. Screw everything else, and everyone else. I think thats a common occurence. A roleplaying game needs great character ideas as well as a great story. Our group definitely has the potential for some great stories, because we've had many already. We need to be flexible, we need to think of the players around us, and we definitely need to use that creation day to do something other than talk about work or video games.

Anyways, this is definitely not a hate post. I just wanted to pass on what I got out of some conversations and experience over the years.

Thursday, January 7, 2010

Only the Spirits will know

(Another character related post)

The night of revelry ended. Children of Gaia and there kinfolk wandered around the sept in a daze for most of the night. Many of the other tribes who did not participate were charged to defend the sept. I ran the night out. The moon was full. I filled my hunger with rabits and small game. I was tired of hunting. Tired of doing nothing with my strength. The morning came, and with it, purpose. I hoped this was true.

What was formed was to be our pack. We were to be charged with searching out Kathleen's pack mates. They had traveled to a weaver dish near the sept. The sept leader and the glass walker spoke of what the weaver dish was. It made no sense. We would be charged with finding and securing the area. The Get of Fenris never showed, but our theurge did. He called himself Kaiden. Me and Wephowet were given our spirit names through our rite of passage. We had no names before this. The homid were also given there spirit names. They do not like there names, they do not speak there names in there title. Gaia gave them these names, and they mock her by not adopting them. It shames me to be part of a pack with no connection to our mother. Only the silver fang Cold-Claws announced himself as such, but only to the sept leader. I only know the silver fangs spirit name, the others I do not know. The spirits will know how they disgrace our mother. They will speak of it during the next moot. I will get shamed for not speaking with them of there wrong doing. I will do so. I do not want the spirits thinking that I dont know my place. I will not lose renown because of there ignorance. I wish the other tribal elders would train there pups with more respect.

Kaiden was a homid like the others in our pack. He was tall, but had little strength in his frame. He was a theurge and a child of gaia, so his weakness was to be expected. He had spiritual strength that made up for his physical weakness. That was good. He would deal with the spirits that adressed our pack, he would need that strength in the future.

The pack made there way to the dish. We went in the Umbra, the spirit lands. We traveled fast, in the wolf form, and made our way to the spot without trouble. The dish was a great metal tree, with silver threads for branches. The weaver spirits made there way along the webs, and were securing the weaver site. Behind this tower there was a great black cloud. This cloud was not the proud darkness of grandfather thunder, but a cloud of sickness. Wyrm. Kathleen told us to travel back to mother gaia and secure the site from any wyrm spawn that would be there. She said she would investigate the black cloud. She turned into a weaver spirit and climbed the tower as the rest of us passed through the spirit gauntlet.

Myself and the moondancer arrived first. I made the decision to wait for the others. As we waited we saw many wyrm minions. The fomori. They were homids, but twisted by the wyrm. They were taking things from the weaver dish, and putting them into there trucks. Cold-Claws and Kaiden made there way through, but Wepowhet stayed behind. Cold-Claws declared our attack. He directed me to the homids with guns. The moon dancer went for the large homid with a weaver tool. Cold-Claws and Kaiden moved down towards the other three.

It was a battle of great glory. The three with guns died by my fangs. I was like a storm of rage. I made Grandfather thunder proud. The spirits will say this. I did my part. I killed my three. I protected the theurge by knocking his attacker away, and then killed the moondancers prey to free her to help kaiden. After that foe was dead I finished off one more of the fomori. Cold-Claws killed one of them. The moon dancer killed two, though I give the weaver wielder to her as well. Her claws made it easy prey. She will not tell the spirits that Kills-for-thunder steals the weak. I use my strength for the pack. Let her have that kill.

Cold-Claws had me follow the fomori trail while they dealt with the weaver dish. I followed the trail a distance, and found where the fomori were hiding. There home was infested with wyrm, they were corrupting the land. My rage demanded sacrifice. Like stupid animals, they left one of there weak too far from the herd. A sacrifice for thunder now. I told the others, but they wanted to tell the elders of what we had found. The wyrm no more than a good run from the sept, and they wanted to cry to the elders. No doubt they would send us right back to deal with this problem. Cold-Claws is taking the alpha, and he says what we do. His decision is wrong. The wyrm should not be on our lands. They will find there dead and be ready. He is not a warrior. He does not see this. The children of gaia like talking, so perhaps he is doing what the children of gaia will do. He is acting for his renown. I can understand that. The spirits will be angry with us. They will want us to end the corruption. But we run away. Only to run back. Orders are Orders though. It is not my place yet to question them. I was told as much.

We arrived back and told the sept leader of all we had done. She told us we would be going back to finish what we had started. This made sense of course. It was what should be done. But we had to go back to get orders, to go back to finish the fight. Our leaders and advisors are all talkers, and they do question themselves, there orders, and what should be done at every step. All of our missions will take a very long time. The spirits have not chosen us. I am angry. I understand. Our pack does not adopt there spirit names, and seem to turn away when the spirits need them most. I hope a spirit looks at what strength we have. Our leaders just need there guidance.

(Ok, i'll have some more later!)