tag:blogger.com,1999:blog-35940333356237133512024-02-08T02:40:34.616-08:00TurtleShellThis is my little page. Dedicated mostly to gaming, which includes but is not limited to D&D and computer and Xbox 360 gaming.Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.comBlogger176125tag:blogger.com,1999:blog-3594033335623713351.post-85599312459501481922015-06-14T20:46:00.000-07:002015-06-14T20:46:03.937-07:00Crimson Circle RebootThis is a list of adventures thus far as well as some pertinent information -<br />
<br />
Crimson Circle Consists of Two PC's and some NPC's.<br />
<br />
Indeera - Undisputed leader of the Crimson Circle. A priest of Fayn and whispered to be the herald or chosen of fayn. Has been cleaning house within the catacombs of alborine. Has plans for the future, though even her closest allies are not entirely sure of her true intentions. Founded the crimson circle to be a group of members with absolute trust. Everyone outside the circle considered to be a potential enemy or resource. Has the mantle of Blood, though her power has not been witnessed by her circle.<br />
<br />
Nariga - Nariga is a half elf, though its hard to tell. She's 6' tall with long raven black hair. She has blood red eyes that reveals her elven blood. She has pointed ears though her hair is thick and long enough to cover it. Nariga seems to be kind and motherly though she talks of others outside the circle with little interest and considers them mostly worthless. She holds the mantle of the Eel, although her power is yet to be seen, though she has told the others she has an infernal pact that grants her power, though she's seen much field testing.<br />
<br />
Delikath - This half black dragon wizard is a diviner. Its known that he has a difficult past, though he isnt exactly open about his life. He is forthcoming with information and advice when asked. Its been noted that he doesnt care much for things that exist, and he holds a kind of apathy when looking at living creatures. Reclusive and cerebral he is still quite loyal and has done nothing to gain the ire of his fellows. Its also been noted that Indeera often confides in him, usually in the form of messages to the others. Delikath holds the mantle of murky water, a perfect mantle for such a mysterious and reclusive diviner.<br />
<br />
Senris - This platinum haired roguish fellow is anything other than what he appears. He comes off as carefree and irrepsonsible, but its more likely that he's just extremely evil. He is prone to lies and is pretty good at it. He seems to care very little for his own life, shrugging when he heard of the consequence of attacking another circle member. He's a noted martial artist who takes his fights quite seriously. Since the death of there last warrior he is the premiere fighter of the group, behind indeera of course. He is the god of Wyverns, and has shown much of his power within that mantle.<br />
<br />
Adventures Thus Far -<br />
<br />
Adventure 1 - A ring around the roses - The circle was formed and a demonologist was targeted by the circle.<br />
<br />
Solo - Four Dagger Puzzle - An assassin is given a task to prove his worth.<br />
Solo - Krendles Kitten - An ancient thing in the catacombs takes care of a lost cat.<br />
<br />
Adventure 2 - Too Good to be True - The troupe is tasked with retrieving lost faynish treasure from a long destroyed Temple of Tor'kir.Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-62069554423254212612014-09-09T21:07:00.000-07:002014-09-09T21:07:03.386-07:00Bonus for Purchases<br />
Certain buildings and locations will offer a bonus. The bonus of a building is dependent on the nature of the building ash shown below.<br />
<br />
Library - A library is a helpful resource for any character. Libraries base cost is around 6200gp and comes with a stock of common books and wooden bookshelves. Libraries may be fitted with specialty books as well. Specialty books apply to any knowledge based proficiency, as well as general lore. If you have 3000gp dedicated to finding specialty books of a known proficiency like nature, arcana, or history, you may gain proficiency in that skill as if you were proficient in it, though you may only use this ability once before you take a long rest within the area your library is at. If you already have proficiency then you gain advantage on the roll instead.<br />
<br />
Training Grounds - A training grounds can be purchased for around 1000gp and added on to any Manse or larger construction. The training grounds is a specific area for martial exercise and usually has wooden dummies, a training course, and several obstacle courses. During downtime so long as the character utilizes the training grounds for a week out of every month he gains the benefit of having an extra hit die, though this hit die may only be used for expenditure, and not as an actual hit die that yields hit points. Once expended the bonus hit die may not be regained until more available downtime is had.<br />
<br />
Arcane Laboratory - An arcane laboratory can be added to any tower, manse, or larger structure for the cost of 8000gp. An arcane laboratory is beneficial to most arcanists, allowing them to study and train there magical energies. Those spending at least a week out of every month within there arcane lab gains an extra spell slot at there highest level. The extra spell slot is considered a bonus slot and once used cannot be regained until more time is spent researching arcana within the Arcane Laboratory. Arcane labs differ from the various arcanists, A wizard may have a strange alchemical lab and study, while a sourcerer may have an untapped ley line and special tuning items to transfer power into the area, a warlock may develope a shrine like building to better attune himself to the bearer of his pact, and a bard may have a room similar to that of a large study or library dedicated to the lore and practice of various types of magic.<br />
<br />
Temple - Temples are either small, or grand buildings that allow those worshipers to pay tribute and offerings to there god. A personal temple is a sign of honoring a god, and one can gain special favor by building temples on ones property. If a personal temple or temples are built on ones property, that character may make offerings. Once an offering is made the character gains a boon. The offering should be no less than 1000gp per level of the character, though the boon lasts until used. Most boons last an adventure. You may only have a gods boon once, though you may have multiple gods boons if you have built multiple temples.<br />
<br />
Cynofir - Remove a status effect as a reaction to gaining it. Lasts until used.<br />
Tor'Kir - Gain a +1 to AC and +1 to saves. Lasts an adventure.<br />
Tylla and Varuna - Succeed on one Charisma based roll. Ability, Attack, or Save. Lasts until used.<br />
Ganiveil - Succeed on one Constitution based roll. Ability, Attack, or Save. Lasts an adventure<br />
Yun - Gain a single portent die - Lasts until used.<br />
K'vatch - Gain an extra attack action. Lasts until used.<br />
Weyleywin - Gain resistance to damage. Lasts on until used on one damage source.<br />
Avania - Maximize healing from a source. Lasts until used.<br />
Ember - +10' movement. Lasts an adventure.<br />
Crescea - If you roll a 1 on a d20 you succeed on the roll instead of failing. Lasts until used.<br />
Sheshensis - Gain a natural 20 on a death save. Lasts until used.<br />
Phaethon - Reroll the damage of one attack. Lasts until used.<br />
Fayn - Gain 3 temp hit points/lvl after you kill something. Lasts until used.<br />
Azash - Regain all spent hit die. Lasts until used.<br />
Skisk - Fail a roll of your choice before you make it. Make any roll on a d20 result in a natural 20, though this must take place before the end of your next round of actions after purposefully failing a roll. Lasts until used.<br />
Sorlah - Succeed on one Dexterity based roll. Ability, Attack, or Save. Lasts until used.<br />
Mesta - Maximize hit die expenditure. Lasts an adventure.<br />
Kayla - Charm one target not in combat. Lasts a day. No save. Lasts until used.<br />
Indeera - Succeed on a saving throw. Lasts until used.<br />
Kerrivas - Go first in initiative order. Lasts until used.<br />
Ella - Succeed on a skill your proficient in. May be used after you fail. Lasts until used.<br />
Kaliora - Gain proficiency in a skill of your choice. Lasts an adventure.<br />
<br />
<br />Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-81001364681531575192014-08-30T09:33:00.002-07:002014-08-30T09:33:42.859-07:00Character BioAseena did some research into the backgrounds of your two NPC's to better understand there relation towards master Blue.<br />
<br />
Name - Kel. Last name would be Farmer or Fielder by profession.<br />
Race - Half Orc - Human Mother, Orc Father<br />
Adventurer Aspects - Fighter or Soldier, mostly martial prowess.<br />
Skills - Kel is extremely physical and is extremely athletic. He knows how to survive off the land and can farm and field. He knows the basics of carpentry, and seems to be pretty good at it.He is proficient in the use of lock picks and other "thieves tools". Kel knows how to handle animals, specifically farm and field animals, he also knows how to work wagons and carts. When angered Kel can be quite intimidating, though this is only when he shows off his massive physique. Socially Kel is a disaster.<br />
<br />
Background - Kel was born and raised in a small farming village about 8 days to the north. The farming village, known as Red Pass Village, is a simple farming community that has had trouble with orcs and gnolls, usually smaller raiding parties. Kel was concieved from a young woman/girl being captured, raped, and eventually rescued. Kel was the result. He was raised with care and dignity within his community and early in his life was pitted against orcs, killing them and overcoming them with relative ease. His mother told him of his father, and kel investigated it. He tracked down the village and killed every last one of them, his father last. He brought his fathers head back to the village and posted it outside the town to scare off other orcs and brigands. His mother perished of disease shortly after he claimed victory over his and her past. The villagers took her death as a bad omen and turned there backs on him. He came to the city to seek a new home, having lost and been turned away from his old home.<br />
<br />
Background Type - Folk Hero<br />
Defining Event - As above<br />
Personality - If someones in trouble, he'll lend a hand.<br />
Ideal - Sincerity<br />
Bond - I protect those that cannot protect themselves<br />
Flaw - Feels an overwhelming need to be accepted by others.<br />
<br />
Overview - Kel can be trusted with most tasks and probably wont question what he is told, be that a truth or a lie. Breaking Kels confidence or betraying him would not be advised. Manipulating Kel would be quite easy, though he is loyal to his friends and would follow most commands without question.<br />
<br />
----------<br />
<br />
Name - Reiko<br />
Race - Human, Uldrak<br />
Adventure Aspects - Druidic power which consist of ley line manipulation of natural energies. Multi purpose.<br />
Skills - Living a life of solitude Reiko has developed senses of insight into others as she has delved into her own human condition time and time again. This has given her a perspective of others. One should be careful around her, its probable that she can hide or conceal her thoughts, or even cloud them. This may thwart masters ability to read the thoughts of his friends. She is also good at outward perception, and can pick up the physical details of change around her, noting missing people, objects and changes in environment with just a glance. She has been trained at an early age the respect and knowledge of most religions, in addition she knows how to mend and heal the wounds of others, something she was being tailored for, she pairs this with her training in medicinal herbs, though she also knows how to create poisons and various toxins. She is also quite skilled with hand crafts such as sewing and pottery, though she uses theses skills only rarely. Although it hasnt been seen much, its believe she knows a great deal about the natural powers of the world, and can probably survive on the land without much trouble.<br />
<br />
Background - From what has been uncovered Reiko is the child of an influential clan lord within uldrak, while her mother was a spirit folk of the ocean, a rare breed of spiritual human found mostly in uldrak. Her lineage is most definitely human, though she has always had a connection to the ocean. When she was born a powerful Tsunami destroyed most of the coast where she was born, this killed her mother as well. Reiko herself was unharmed, and her father had her collected and isolated, believing that Weyleywin had blessed her birth with her gifts. She was taken care of in seclusion, and it was decided that by her clan that she would be groomed to care for others during her isolation, then married to another ocean spirit folk. After the ceremony she would be executed in the name of Weyleywin, and it is believed this would bring good fortune to the community for 25 years. During this time she was watched over by a Hengeyokai, one Kumiko. The hengeyokai snatched her away weeks before her wedding and has groomed her in Alborine for years. One interesting note, Three days after she disappeared her village was destroyed by a massive Tsunami. For a week straight after the Tsunami the coast was destroyed by a constant, massive coastal storm. It is assumed all of her living relatives are dead. It may be a concern, but some lords have supposedly planned to kidnap her and bring her to justice at some point.<br />
<br />
Background Type - Hermit -<br />
Life of Seclusion - Forced -<br />
Personality Traits - Introverted. Utterly serene, even in the face of disaster.<br />
Ideal - Meddling in the affairs of others only causes trouble.<br />
Bond - My isolation gave me great insight into the evil nature of others.<br />
Flaw - Her secretes are her own. She wont share them easily.<br />
<br />
Overview - Dangerous. Reiko hides parts of herself deep within her mind. Its possible Weylewin has some form of connection to her. More than likely others will seek her out to bring her back to uldrak or to simply kill her. Kumiko is a hidden factor, and may be more dangerous than any of her pursuers. Approach with caution, though honesty seems the best way to deal with her. She has no problem performing humbling tasks, evil tasks, or those that would cause her personal harm. She tends to avoid situations that would bring others into her own problems, probably due to the fact that she hates some forms of emotional tie and interaction. Her mental state is dangerous, she cares very little for individuals other than herself and a handful of others.Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-59262563771014104332014-08-18T02:06:00.001-07:002014-08-18T02:06:21.127-07:00Costs of PlacesThis post is about specific buildings and there generic costs. This can be modified by the territories economy or location.<br />
<br />
Small Stone House - 1200gp -occupancy is 1 person-<br />
Small Wood House - 450gp -occupancy is 1 or 2 people -<br />
Large Stone House - 3800 - occupancy is a small family -<br />
Large Wood House - 2100 - occupancy is a family unit -<br />
<br />
Small Stone Manse - 13000gp - Several bedrooms and several chamber rooms<br />
Small Wood Manse - 7500gp - Several bedrooms and several chamber rooms<br />
Large Stone Manse - 28000gp - Many bedrooms and many chamber rooms<br />
Large Wood Manse - 21000gp - Large amount of bedrooms and chamber rooms<br />
<br />
Small Cellar - 800g- Small storage space, single room.<br />
Large Cellar - 1200gp - larger storage space, single room.<br />
<br />
Basement - 1400gp - larger underground room or series of small sectioned rooms<br />
Large Basement - 2600gp - Series of several connected small underground rooms.<br />
<br />
Small Stone Tower - 9000gp - 20', narrow, may have several rooms<br />
Large Stone Tower - 18000gp - 40' wide, has several rooms and small basement / cellar<br />
Wood Watch Tower - 800gp - Small 20' wooden frame with a single open lookout point at the top.<br />
<br />
Small Stone Keep - 65000gp - Fortified and has battlements. Has thick stone walls and same space and chambers as a large stone manse.<br />
Large Stone Keep - 135000gp min - Massive and has battlements and watch towers. Has thick stone walls and about as much space and chambers as a large wood manse.<br />
<br />
Wooden Wing - 4000gp - Adds a moderate amount of bed chambers or chamber rooms.<br />
Stone Wing - 9000g- - Adds a small amount of bed chambers or chamber rooms<br />
<br />
Stone Barracks - 12000g- Most barracks are made out of stone, though wooden barracks could be constructed in emergencies. They tend to be open buildings with one or two small rooms.<br />
<br />
Wooden Quarter Room - 5500gp - Building housing nothing but bed chambers. Sometimes houses a single large chamber as well as many bed chambers.<br />
<br />
Stone Library - 6200 - This is a small stone building fortified against fire and weather. There is a standard build for many libraries and it tends to be open on the inside with perhaps space for one or two small rooms.<br />
<br />
Other Constructions -<br />Temples - Usually use the skeleton of one of the above buildings and adds 100-500% of the actual cost due to architecture and art work.<br />
<br />
-This is generalized but gives you an idea of the costs, wood being cheap, stone being expensive. Large creations become exponentially more expensive, even when adding small amounts of space thanks to the amount of extra timber or stone required. This does not include furnishings, only the construction.Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-82790170693856015032014-08-11T02:06:00.000-07:002014-08-11T02:06:00.051-07:00Alborine Adventure Info<br />
Alborine -<br />
<br />
Magocracy is still in effect, with a council of arcanists making most decisions. The council answers to three primary arch mages who make decisions over war, general politics, and one who oversees trade and foreign relations. The individual branches hold power over the decisions within there branch, though three arch mages have final say and may overturn any decision if they so choose. The three arch mages tend to quietly observe the other branches, only interjecting when they suspect corruption or greatly disagree with a decision being made.<br />
<br />
The three main branches of the collective government have there own titles.<br />
<br />
The Towers of Cloth is responsible for foreign relations and has branches available to tend to high end visitors. It also deals specifically with foreign trade and trade routes as well, setting taxes and dictating legal goods and rarity of goods as the years pass. There are three main delegates that see to each individual territory in relation with alborine, so there will be three arcanists to create laws governing the taxation and legality of trade with ravenspire, and three more for uldrak etc.<br />
<br />
The Towers of Sand is responsible for the ruling policies of Alborine and its connective cities and towns. The Tower of Iron has close ties to the temples of ganiveil and cynofir and utilizes those temples as its main courts though it personaly sees to new policies and laws in its own personal chambers located within the high courts of alborine. There are nine arcanists who rule over the decision making of laws and policies within alborine, with lesser delegates from nearby cities given a single major vote in any decision impacting that specific city.<br />
<br />
The Towers of Fire is responsible for ruling over war and conflict, and makes all decisions regarding alborines military, including aggression and defense. There are nine members who oversee the various decisions including military budget and military growth, as well as strategic placement of troops and border defense and patrol details. Individual cities who govern there own military also have a single vote when it comes to decisions that would impact there city.<br />
<br />
//<br />
<br />
Current Politics - The government is quite stable in alborine, and there are constant investigations into the main archmages controlling the territories, as corruption is one thing that many believe would destroy alborines prosperity.<br />
<br />
Adventurers - Adventurers are an important part of alborines history and current state. Though adventurers are not categorized and organized as they are in many other territories, they are relied upon by the main government, and are key to cutting costs on military expenses. Alborine tries to make sure posts within the alborinian adventure quarters are maintained for accuracy and integrity, though there are mistakes from time to time. Alborine relies on adventurers to take care of problems where a militia is to weak to take care of, and military response is to clumsy and slow. Monster extermination and territory exploration assures that adventurers keep there pockets lined with coin, and assure that the citizens all over alborine have quick response time to sometimes severe problems. In addition, alborine has been implementing programs to gain some base connection to adventurers, and these programs ensure at least some degree of loyalty to the government. <br />
<br />
Alborine Set Up -<br />
<br />
Alborine is sprawled out along the coast, and it is an inspiring and incredible city, especially into the fourth age. The capital city itself is much more marvelous than some of the neighboring cities, however they are all quite advanced when it comes to magic and innovation.<br />
<br />
-Main Attractions -<br />
<br />
Light - As of the fourth age the streets and main housing in all distracts have non fuel based light, innovative applications of a basic light spell having been applied to housing as well as lamp posts along the main walkways. These lights are very similar to the continual light spell, however the arch mages of alborine along with yunish and ember priests created a non costly version with less light out put that allowed this spell to be cast effeciently througout the city. The nature of this magic and its means of application have not been publicly made yet, and it is a relatively new development.<br />
<br />
Flight - Alborine has a total of eighteen sky ships housed at a floating port above alborine. This flying fleet is<br />
primarily used for trade, though four of the eighteen ships are designed for war, and can be employed to transport troops in emergencies. five of the ships are also used to transport passengers, though this is an expensive service, and usually reserved for delegates and royalty, though the ships can go to places where teleportation circles have not yet been established.<br />
<br />
Teleportation - Alborine has connective circles to the trade districts of all major territories, though only within the capitals. The circles are expensive to create, though they allow caravans to trade with alborine and vice verse by paying only a small tax to use the circles. Only delegates, royalty, and those with trade licenses are allowed through the gates, and this is primarily for security reasons.<br />
<br />
Defenses - Alborine is all but impenetrable. Although alborine has some walls around the main parts of the city, these primarily are used for there elevation to allow patrols to spot things amiss inside and outside the city. Alborines main defense is a powerful barrier of pure force which protects everything except the coastal opening. The barrier of force also has small gaps where actual walls provide gates, though those gates can be overlapped with a field of force in emergencies, in addition, the entire coast can be separated with a field of force if naval invaders were to be made present. This is a recent creation, though its invention has been in the works for a long time, and the many sky palaces above alborine have had such defenses for the better part of an age.<br />
<br />
-Sections of Alborine - Like many territories alborine is sectioned off into many different districts, and each district has a specific feel and design to it.<br />
<br />
High Palace District - This district is located in the relative center of the city and houses most, but not all, of the nobles houses and other land from the rich and wealthy, including tradesman and lucky adventurers.<br />
Common District - The common district is a cluster of locations around the High Palace District, though there are some walls dividing the High Palace District and the Common District. Although its name suggests its the living quarters for all commoners, some alborinian nobles also live within the common district, and there are wealthy areas within the common district that are just as beautiful and inspiring as within the High Palace<br />
District.<br />
<br />
Lower Commons - The shanty's are located closer to the docks and are loosely attached to the Common district. The shanty's tend to house people with no discernible skills that have no placement value within Alborine. A person without placement value is still capable of being used for labor, and most day laborers make up the population of the shanty's, though all unemployed individuals are also placed within the shanty's. A child that is born within the shanty's that has placement value is removed from his parents and placed within a new family or within special quarters until they are of age to work and live on there own. Those born without any placement value within any other family is allowed to live with that family as its burden, or may be shipped off to the shanty's when they are of age to work for themselves.<br />
<br />
Docks - Located at the coast, the docks also house most of the trade warehouses, and the docks are loosely connected to the shanty's, as many of the work force from the shanty's is used to maintain the docks and the ware houses. The docks house about 50% of the potential navy of alborine, including trading vessels and has a special section of docks used for non alborinian trade vessels. The docks tend to have vendors and tradesmen, and can be a good place to find some rare (or illegal) goods.<br />
<br />
Temple District - The temple district is attached to the eastern most part of alborine and has some connections to the docks and the common district. The Temple District houses all main temples and shrines dedicated to the various gods and has at least some representation for each god, even the more vile ones, though it houses only shrines to the more sinister ones, such as azash, and fayn. Recently, a new temple has been raised in Weyleywins honor, and there are priests there dedicated to the seas and making sure that the test of storms and water does not stop the pursuit of alborines goals.<br />
<br />
Tower District - The tower district is a smaller district made up of towers and small buildings, all universities to pursue knowledge of the arcane. Alborine has the largest known district within all territories, and all facilities within the tower district are top notch. Although the knowledge of the arcane tends to come from this district, it also houses a number of schools that are open to the public for a small annual fee. These schools train the basics of spell-craft as well as give basic education in the form of reading, writing, and history. Anyone who completes a one year course within one of these schools is also allowed to take a specialized test to re-evaluate there placement value. This may be taken any number of times so long as the course is completed each time. Nobles or those with any money usually keep there children without any placement value within these schools until they can achieve some manner of placement value.<br />
<br />
Military District - The military district has attached parts to all areas of alborine, and there can be barracks and military bases seen along the coast as well as along the walls of alborine, as well as a detachment in the High Towers and within the Common district. The Temple District tends to supply there own military support, and there is a standing militia that also polices the common districts.<br />
<br />
Trade District - Attached to the docks and the commoners district the Trade District houses taverns, bars, and shops for most of alborine. There are smaller trading districts throughout alborine, though the above is an example of the largest ones. The generic trade district usually houses to the general public, while elite tradesmen can be found within the adventurers district and the high palace district.<br />
<br />
Adventurers District - This district is near the temple district and along the eastern most part of alborine. It has some connection to the military and commoners district. It is a fairly large area comprised of taverns, boarding houses, some permanent structures for the elite and rich adventurers, and a number of specialized shops available only to adventurers (or those rare individuals that can afford them.)<br />
<br />
-----------<br />
<br />
*Places of note - Important spots in the adventurers quarters -<br />
<br />
-Taverns, Eateries, Bars, and Inns -<br />
<br />
The Soup - The soup is a low end tavern with cheap food and cheap drinks but it is a fairly popular place among adventurers. It is a large building with allot of space, and although it can get a little rowdy its a good place to go to unwind at a low cost. The Soup is almost never closed except on specific holidays and is owned by a an old alborinian sailor, though it is often tended to by one of his family members in his stead. A standard visit to the soup costs about 4gp, and you really cant get higher quality food and drink than that. The soup has an adventurers board, and maintains it on a daily basis.<br />
<br />
Boar Head - The boar head is a large tavern and eatery, its best dish being wild boar or other hardy meats. The Boar Head is ran by a half orc adventurer who still goes out from time to time, and is ran by one of his friends when he's not there. The boar head serves healthy portions and has strong mead, ales, wines, beer, and rum. The boar head is popular among adventurers who are willing to pay a little more for better quality food and a relaxing, but still carefree, atmosphere. An average visit to the Boar Head costs about 11gp, though it can get far pricier if fancy drinks, spices, or foods are acquired. The Boar Head has live music in the evening and also housed an adventurers board which is maintained on a daily basis.<br />
<br />
Little Fancy - The Little Fancy is a nice tavern and eatery that serves high end food and drinks. Just about any rare meats or fruits can be found here, and the Little Fancy also has the best and rarest drinks, sometimes even pseudo magical ones. The little fancy is quite expensive, but it has a peaceful and relaxing atmosphere and has music throughout the day and night. An average visit to the fancy costs at least 50gp, though it can easily cost around 3000gp if one were to simply buy some of the best foods and drinks. Noble adventurers and high level adventurers can be found here. The Little Fancy does not maintain an adventurers board, though they do sometimes advertise private jobs to those who purchase meals here, though the job is only detailed upon the completion of a meal.<br />
<br />
Alborine Commons - The Alborine Commons is actually a series of several buildings within the adventurers quarters and is the general name for the boarding houses used by budding adventurers (or those who simply stumbled on bad luck). The average stay at the Alborine Commons is about 2sp per week, and water and bread are provided at no cost. An extra sp per week provides actual meals of at least some nutritional value.<br />
<br />
The Broken Boat - The broken boat is a large interesting inn and tavern. The owner, one Julius Everkind, bought a large, beached galleon, had the bow and aft chopped off, turned it upside down, and put it in the middle of the adventurers quarter. The main doors are at the middle of the upside down boat, and the inside has been transformed into a nice drinking tavern, with the above decks transformed into affordable rooms. The broken boat is extremely popular as a place to stay, and as an adventurers tavern. The average visit to the tavern is about 6gp, while room and board for a week is around 11gp, with an additional 4gp needed for a daily meal and drink. One could spend much more money at the broken boat, and they have an excellent stock of ales and rums, as well as other expensive liquors. Live entertainment is frequent and they have an Adventurers Board that is maintained daily.<br />
<br />
Golden Hive - The golden hive is a large Inn and Tavern located in the adventurers quarter. The golden hive is ran by a clan of green dromites and it is noted as being one of the best inns and taverns in all of alborine. The Golden hive consists of three connecting large main buildings, as well as an underground section which houses additional rooms. The main entrance way leads into a massive dining hall and tavern, and there are also private eating rooms for those who want to eat alone or with a special someone. The Golden Hive is always clean and fresh smelling adn the staff is probably the kindest and most dedicated in all of alborine. Music is performed by members of the clan itself and usually consists of instrumental music and beautifully performed singing troupes. An average visit costs no less than 35gp, though one could easily spend 300gp or more on a fine meal. A room costs on average 25gp per week, though larger more elaborate rooms can be far more expensive, up to 2500gp per week. Meals and drinks are supplied by the staff, and although not the same quality as the tavern meals they are all home cooked and quite delicious, even if they are simple. The staff maintains an adventures board, and also maintains a very fine stable at no extra charge to the customer, so long as he has purchased a room.<br />
<br />
Friendly's Poison - Old friendly Hammerton, a hill dwarf brewer, runs friendly's poison. The poison is a small, cramped bar that has a larger outside area for customers to mingle and talk. Friendly's Poison is a good place to get information, though its beer and ales are something to be desired. An average visit to the poison is about 5sp, though it is said that some customers have access to a special stock of friendly's own brew, and that the special stock can cost much, much more. (rogues bar)<br />
<br />
Wooden Wyvern - The wooden wyvern is a well known adventurers bar, and is run out of a rather large, long, single story building. The wooden wyvern is easily recognized by the large life size wooden wyvern carving atop the building. The wooden wyvern has a variety of booze for any race or culture, and keeps specialized wines and mead's on tap for the big spenders. The wooden wyvern is a great place to kick back and get drunk, though it does not serve any food. The wyvern does not house an adventurers board, as the previous boards kept getting destroyed in someones drunken revelry. An average night of activity within the Wooden Wyvern costs about 3 gp, though more expensive drinks can take an evenings tab much higher.<br />
<br />
The Ring of Fire - The ring of fire (Commonly called the ring of warmth by veteran adventurers) is a series of vendors that surrounds the adventurers quarters, and these vendors sell cheap beer, rum, or ale at extremely low prices. The quality isn't great, but one can always find a quick drink by simply walking into the ring. A 5cp will provide a nice stout drink, though a full sp is required to buy a mug as well.<br />
<br />
- Entertainment -<br />
<br />
Low Town Gambling - Low Town Gambling is a group of gambling stalls set up around the adventurers quarter. The various games are ran by the same sanctioned organization, and they are known to run clean games, though as with anything, gambling almost always favors the house. Games of dice and cards are most common, and captains dice is a city favorite.<br />
<br />
Magic Tricks - Magic Tricks is a standard whore house available in the adventurers quarters. The girls tend to be locales, and only alborinian human women and men are available with an occasional odd race thrown in there on contract to work off a debt. Magic Tricks is an In House whore house, with rooms available with the purchase of a whore. An average night costs around 30gp, though for 200gp you can rent a room and specific whore for an entire week. Refreshments do not come with rooms, so eating elsewhere will be required.<br />
<br />
-Shops and Vendors -<br />
<br />
EbonWorths Armory - EbonWorths armory specializes in armor and defensive items. Metal, leather, and even wooden devices can be found and purchased within the armory. EbonWorth or his staff will purchase magical defensive gear, as well as sell gear when they have such items in stock. EbonWorth is ran by a hill dwarf, Agerd EbonWorth, though he has a minotaur and a gnome in his employment, and is known for being one of the fastest smiths when it comes to refitting or re sizing armor.<br />
<br />
Jackals Offense - Jackals Offense is a small weapon shop run by Tender Jackal, a red dromite known for his love of weapons. Jackal has warehouses of weapons available to sell, though he usually only puts masterwork and elite pieces on sale at the adventures shop, he also is known to sell magical weapons when he has some in stock, though he is a collector of such weapons and so usually has to be talked up on the price before he'll consider selling one of his beautiful displays. He will buy magical weapons, and is more likely to trade a weapon than he would be to sell one.<br />
<br />
The Adventure House - The adventure house is ran by a devoted priest of Ember named Gregory Lamplight, Gregory also uses some of his acolytes to run the store when he's not in. The Adventure House sells basic adventuring gear, and sometimes magical versions of adventuring gear when such things are within stock (such as magical rope, bags of holding etc).<br />
<br />
Kumiko's house of pleasantry - Kumiko is a beautiful hengeyokai, though she is never seen in any form other than her human form (some even doubt her race, though she is very long lived). She runs an alchemy shop known as the House of Pleasantry, but also sells various tobacco, smoking goods, and incense. She is known to have magical versions of smoking goods and incense, though mostly sells and trades in potions. Behind her store she has a beautiful tree which is green and vibrant all year round, as well as a small stone pond with a bench nearby. Not much is known about the mysteries of her shop.<br />
<br />
The Bone Scroll - The bone scroll is a small shop which creates and sells books and paper. It also sells quills and a variety of inks, even those needed for spell books and scroll creation. The bone scrolls owner is unknown, though it is usually ran by an alborinian gentleman named Greyus. The place buys spell books, and is known to sell them on occasion, though only for extremely high prices. They are known to sell magical scrolls, and also sell a variety of scroll and book cases, some with protective enchantments.<br />
<br />
Winter Tooths Shop of Oddities - Winter Tooths Shop of oddities is ran by a half elf named Edward WinterSmile, he has the basic build of a red haired candomian, though he has dark eyes and an incredibly large toothy smile. Some say he's odd, and his mannerisms are often questionable, but what is known is that his shop comes into contact with relics and rare magic items more often than not.<br />
<br />
Gem Cave - The Gem Cave is a small gem and coin house within alborines adventurers quarters, the Gem Cave is ran by a clan of hill dwarves and offers safe guaranteed storage of coin and gems. In addition they are all professionals capable of finding a gems worth down to the nearest silver piece. They can actually appraise any valuables, though there is a small charge for there services to keep out riff raff from bothering them at all times. The Gem Cave offers storage for goods at the cost of 10gp per month per crate of goods (about 5000cn worth of coins, or several small bags of coins). Crates are marked with the seal and identification of there owners and lost crates are reimbursed in full. The Gem Cave may refuse to house certain objects, and is usually only comfortable with storing coin, gems, and artwork.Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-20468150453272993262014-07-18T06:22:00.002-07:002014-07-18T06:22:53.028-07:00Power Defined after 3(Game Related Post)<br />
<br />
At the end of the Third age the God of mortality was created, and this formed a line in power between god and mortal. From this point on, Mortal could not become god, and god could not become mortal. It should be noted, that although this rule was created as a universal truth, there are some interesting exceptions.<br />
<br />
The Empress - As a mortal can no longer contain the power of a god directly, the powers of the empress of the continent were stripped, although only temporarily. The god Sorlah created a new mantle, the mantle of the Empress and bestowed it upon the Empress. The Mantle can only be worn by one selected by the God Sorlah, and so the balance of Empress over the land still exists. It should be noted however, that although the mantle is quite powerful, it is nowhere near the power that the empress once had. (All rituals involving the empress are still in effect. The mantle shifts every fifty years, the mantle bestows youth to the empress through her reign etc)<br />
<br />
The First Empress - It appears that the first empress and current ruler of lichus was not effected by the change in the universal law, leading some to believe she may be considered a god like entity. Although still considerably powerful, the First Empress has still yet to use that power on her opposition.<br />
<br />
FallenShields - The Fallenshields were promised more power for aiding in the ascension of Indeera, though upon there ascension they realized the power over there blessing was cut, as divine power could not be directly invested into a mortal. To correct this mistake, Indeera created a mantle of the Fallenshields bestowed upon each blood related or adopted member into the direct noble family of the fallenshields, which would allow them the ability to contain a portion of a gods essence and evolve from that. Not only did she create the means for them to retain there old power, she also bestowed a blessing upon each fallenshield born, that blessing being the creation of a second god seed. In this way, Indeera fulfilled her promise by doubling the potential power of an individual fallenshield. (Note, because of this, many fallenshields also look even more monstrous than before due to the combination of two powers within there form)<br />
<br />
Age of Creation versus the new laws - Like all universal laws, those things from the age of creation seem immune to any new universal laws. Monsters from the Age of Creation still house the blessings of the gods, as do some strange artifacts and places.<br />
<br />
Deific Boons - Deific power has not been banned from mortal existence. Priests can still cast spells, and gods can still bestow there blessing upon an individual, however that blessing cannot be contained power, but must be manifested as an effect or ability bestowed upon the person. No longer can a mortal hold or contain the direct deific energy of a god. That honor is allowed only to the gods themselves.<br />
<br />
Demigods - In essence, there are none. All demigods of less than deific power were promoted and changed into powerful angels. Lesser gods were promoted into full fledged god hood.<br />
<br />
Undeath - Always opposed an interesting topic, Undeath is a unique case, as it is now tied to the essence of a god. What is known, is that undead need there god seed to fuel there own existence, and thus could not gain deific power or mantles.<br />
<br />
Research - Regardless of the Universal Truths that exist, there are always exceptions and ways around them, and thinks to pioneers in magical research, and the creation of a new god dedicated just to that, there will undoubtedly be many avenues to once again pursue the ability to capture and control the power of a god directly.Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-81065473583134138412014-07-18T05:56:00.000-07:002014-07-18T05:56:07.857-07:00The Evolution of Power(This is a game related post in regards to Mantles, a unique source of personal power within my gaming world.)<br />
<br />
Over the ages Mantles have evolved in form and power. As the ages progress, so to do the energy that embodies the mantles. Some sages believe that the mantles are simply growing in accordance with the ages, though new studies into the mantles show that the Mantles themselves have actually changed over the course of the ages. Below are examples and descriptions of the Mantles during the 5 ages.<br />
<br />
Age of Creation : The Age of creation was when all form and function in the known multiverse was created by the convergence of the many gods and the new creations of Avania and Crescea. Becaue of the unique nature of creation within Aokdawn every new known thing, concept, emotion, object, race etc released a physical representation known as a mantle. A mantle had no actual control over the object, it simply represented the object as a universal concept. During the age of creation the mantles had no power, as all new concepts creations and objects were still undergoing change, and to morphic to be identified.<br />
<br />
1st Age : Mantles were not formally discovered within the first age, though sages believe they were in use, though many believe that those with mantles were simply blessed by the gods. From what information is known about individuals with mantles is that the powers were limited to a single function. A mantle of grass would be able to speak with grass and create it. A mantle of water could likewise control or create water. The mantle itself gave no special power or form to its bearer however, and its for this reason that many believed the mantles were simply manifestations of one of the many gods. It should be noted that because mantles needed the intervention of divine power to connect them to a subject, that most people, including the ones who wore these mantles, strongly believed in there connection to the gods.<br />
<br />
2nd Age : As the Ages evolved, so too did the mantles. Priests of Sheshensis formally discovered the mantles, as did yunish priests, though the priests of Sheshensis killed and destroyed most yunish temples and people that learned this secret. Mantles during this age had more form and function than in the first age, and those who obtained mantles and bound them could do more impressive things with there power, though again, this power was somewhat limited to form and function. A fighter with Grass would be able to speak with grass and create it, and perhaps create a blade of grass as a kind of weapon. The evolving power allowed for a more creative, personal take on the mantle, though it still had to be directly represented by the mantle itself.<br />
<br />
3rd Age : During the third age the secret of the mantles was finally brought to the worlds attention, and with good reason. Once again as the ages evolved, so to did the mantles. Now identified for what they were, the mantles could be used by just about anyone, though some connection to a gods divinity was still required. During the third age the mantles bound themselves directly into the form and consciousness of the bearer. The power of the mantle shaped itself around the functionality of a character. A wizard with the mantle of grass could manipulate his own magics with the power of the mantle, making powers and effects unheard of by others. A fighter with the same mantle could transport long distances through blades of grass, create powerful weapons and attacks using grass like effects, a rogue with a mantle of grass could blend in perfectly when within a field of grass or greenery. In addition the mantle effected there physical structure, allowing mantles like grass to take on physical aspects, like the ability to gather nutrition from sunlight, or replacing internal organs to allow for more durability. This evolved power was highly sought after in the third age, resulting in the denizens of the world seeking them out, killing others to gain them, and uncovering old ruins in search of them. As the mantles usually manifested near a killed owner a few days after his death, the god Avania declared that the mantles would manifest randomly in the world after a death, limiting a needless loss of life over the sought after power.<br />
<br />
4th Age : The fourth age brought a new understanding of the mantles, however, the mantles themselves evolved with the age. As the distinction between god and mortal has been defined, the form and function of mantles has been modified and made even more powerful than ever. As Mantles are a direct connection to the gods, a mantle of power is the only known way to become close to the gods. The mantles still react to the wishes and abilities of the bearer, however the powers are far more reaching, and allow for more manipulation over the core concept of the mantle. Because of the line drawn between mortal and god at the end of the 4th age, a mantle of power needs no special ritual from a priest, as the mantle is the only divine power capable of directly affecting a mortal, aside from artifacts and specific blessings. That being said, the Mantles pose other problems as many of there powers can only be accessed with the acceptance of physical and permanent changes. For example, a god of grass would have extensive powers over grass, and be able to manipulate the laws of reality by utilizing the power of a mantle, however, some personal powers such as increased durability, drawing nutrition from the sun, and other effects could only be gained by manipulating ones own form. This allows for an avenue of even greater power, at the cost of ones own humanity, or whatever race is prominent. The 4th age promises to be an age of demigod like mortals, though all such mortals have been important in the past ages, and with the dissection of divine power from the mortal coil, such power may be greatly needed.<br />
<br />
Thinking outside the Box - It should be noted, that during the age of creation there was many planes of existence that were tied directly to Aokdawn. These planes of existence are accessed only through special high level magics. Although it was not pursued in the 3rd age, many believe that mantles will be sought out in these other planes, as each individual plane went through its own age of creation. Many sages also believe that planar versions of some of these mantles may be more or less powerful than other planar versions. For example, when heat was first generated in the plane of fire it created a mantle. A mantle of heat from the plane of fire, may be far more powerful than a mantle of heat generated from the prime material plane, though its functionality within the plane of fire is quite limited. On that note, when heat was first generated in the plane of water, or cold, it also created a mantle on that plane (as the concepts were slightly different on every plane, hence immunities and resistances of the various races). Although a mantle of heat may work quite differently and be of less actual power from those planes, its far more important in those planes. So that being said, mantles power can change from plane to plane, and planar mantles may be quite different than the ones created on the prime material plane during the age of creation.<br />
<br />
<br />Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-61555426442743486922014-07-08T00:50:00.003-07:002014-07-08T00:50:50.408-07:00Candomia - Borderlands!Candomia is the capitol of the candomian territory, but is by no means the only city within that territory. This will give a brief description of some of the major cities and towns within the Candomian territory.<br />
<br />
Peregrine - Peregrine is a large city far to the north east of the territory. It acts as a major city between Candomia and Ravenspire, but exists pretty far from the actual ravenspire border. Peregrine was formed in the 2nd age after the fall of a minor forming city under the same name. The new city was built a few miles from the old sight, and has since prospered. Peregrines alignment is decidedly lawful, though they are a bit more lax with there laws. Nobility seems to work well with the commoners, though there is more of a noticeable difference between the two classes. This sometimes causes friction between the ruled and the rulers. A grand lord rules the land much as a king would, though he must still answer to the actual king of Candomia. Peregrine has an army of near equal size to Candomia, though the actual size of the city is about a quarter of Candomias population.<br />
<br />
Caladrim - Caladrim is a city far to the south east of Candomia, and rests right on the border of the Stardown forest. Caladrim has a more gothic feel to it than traditional candomian architecture, but its not as dark as Ravenspire. Caladrims population is about half of candomias, and its considered a major city. Caladrim is ruled by a High Elf lord and a representative council of candomians. The Lord still answers to the Candomian king. Caladrim is an important city, as it is a border town to the High Elves, and it is considered one of the wealthiest trade cities. Caladrim has a standing army about half the size of Candomia, and boasts almost as many adventurers there as candomia itself does.<br />
<br />
Arenstahl - Arenstahl is a Candomian city located far to the South and west, and is located amidst a great plain. Arenstahl is a fairly large city, though its population is only about a sixth the size of candomia. Arenstahl is a trade city, focusing on massive amounts of farmlands around its territory. Arenstahl produces about 60% of the farm goods produced in the Candomian territories. Arenstahl has typical architecture, though there is a bit of a dwarven take to the architecture as of late. Aside from Alborine, Arenstahl houses the largest population of hilldwarves, which exist in nearby towns and villages within what hills are available. Arenstahl is run by a group of six lords who take majority votes on any territorial decisions, though they must still abide by the greater laws set down by the King of Candomia. Arenstahl has some of the fastest horses on the continent, and a special breed of riding and light war horses are available only within Arenstahl. Arenstahl has a small army, only about a tenth the size of Candomias, it utilizes a standing militia to police the vast farmlands.<br />
<br />
Villages -<br />
Villages and towns are dotted all across the territories, and most of them incorporate farmland, rivers, or lakes, though there are a decent amount of mining towns and villages as well. Almost all Candomian territories are named after birds, or incorporate aerial creatures. Candomian villages and towns rarely have standing armies, and usually utilize small militia to protect there borders.<br />
<br />
Mystical places to think about -<br />
Dead Maiden Lake -<br />
Dragon Plains -<br />
The Murder Woods -<br />
Forest of Legends -<br />
Dooms Chasm -<br />
<br />
<br />
(ill have more posts soon)Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-38861110768504052082014-05-31T02:46:00.002-07:002014-05-31T02:46:29.910-07:00A call homeThis is a missive sent to the mother of Aeriseth Ellorellen, Dragon Crown of the Silver Gate, Third Seat of Blue Star, Eye of the Empress.<br />
This missive is sent through a series of sending spells, assuming that Aeriseth gets at least a single call home per month.<br />
<br />
"Dearest Mother<br />
All is well so far, though i hate to admit i have seen very little of Alborine. I do realize that would you have told me of the extensive work involved in my duties here i may have declined, were i given the choice. As i have now had time to explore the city and its people I believe that the city may hold some marvels within it, and i look forward to giving it my proper attention. The accommodations you and father supplied were beyond my expectation, and it brightens my days to know that you both think of me with such love and devotion. I have only one complaint, though i believe what i am about to bring up was a mere oversight. As i am expected to bring our glorious name to Alborine, I fully intended to share my arm with none other than pure blooded high elves, to show the nobility of Alborine that I would only be invested within another noble house if it included or was ruled by High Elven nobility. I was seeking to ask permission to purchase suitable women as needed from the various houses available within alborine for such occasions, as I know you would dare not send your son to a formal dance by himself. I have also concluded that perhaps you wish for me to mix the blood of our esteemed family, though i had always thought father was directly opposed to such a thing. Still, I have seen many a woman of varied races to strike my fancy. I do know that should i have a dalliance or two that would produce a mixed blood heir that you and father would fully support it, despite the fact it may sully our glorious and spectacular name. This last reason is my purpose for serving the both of you so well, to know that you would be behind such a grave humiliation to our family. Should you desire to make such women available i would not stand against you, as every night the cold winds of the alborinian shores bids me seek warmth in some form of companion. Should you choose not to do so, know that i will use the same wise and forward decisions i have always made in the past in order to secure my own company. I wait for your response, and know that i think of the both of you every day."Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-33328142949999857152014-05-29T02:29:00.001-07:002014-05-29T02:29:03.114-07:00Aokdawn Calendar<br />
This is the basic Calendar for Aokdawn. This shows our month, and which month it corresponds within in Aokdawn.<br />
<br />
January Yun<br />
Febuary Fayn<br />
March Weyleywin<br />
April Tor'kir<br />
May Tylla<br />
June Varuna<br />
July Ember<br />
August K'vatch<br />
September Crescea<br />
October Avania<br />
November Ganiveil<br />
December Sheshensis<br />
<br />
And thats the calendar<br />
<br />Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-53598589492419671342014-01-30T23:44:00.002-08:002014-01-30T23:44:33.364-08:00Volasia<br />
Volasia as a territory is massive, though Candomia and Uldrak hold more actual land than Volasia does. Volasia as a city is easily the largest city in the empire. The city rests at the edge of the Ocean, and although it originally had a Wheel Shape, it has slowly begun to take on a shape resembling a rectangle, stretching its borders across the many ports of the city. Always at the heart of the city is the Imperial Palace where the empress herself resides. Normal residents, lower nobles, adventurers, commoners and outsiders are not permitted within the halls of the palace on punishment of death. Nobles and High nobles as well as ranking officials of the other territories are allowed in so long as proper protocol is followed. Aside from the palace there is also a series of massive palaces, manses, grand estates and towers which can be found around the Imperial Palace. Many of the high nobles can be found residing in these grand structures, but also the Ruler of Volasia can also be found here, and is always a woman appointed by the Empress herself. This ruler takes care of territory issues as any of the other rulers of the main territories would, leaving the Empress to deal with matters that effect the empire as a whole. The ruler of Volasia is known as the Crown, and the Crown of Volasia rules until death, though sometimes the Empress has chosen a new Crown upon gaining her station, retiring the old crown. The complicated politics of Volasia become even more complicated with the application of two types of nobility. There is the Grand Nobility which are nobles appointed by the Empress herself, and the Territory Nobles which are given status by the Crown as any ruling body would do. Grand Nobility and Territory nobility actually have the same power, though they often clash due to the Grand Nobles believing themselves to be the highest of nobles. Grand Nobles are careful however to watch there status, and tend to the Empresses needs constantly. There are only a dozen or so lasting Grand Noble Houses, and they are extremely powerful throughout the empire. Other houses usually last within an Empresses lifetime before fading away into obscurity. Aside from its political complexity Volasia boasts an amazing Prayer District, which houses churches and establishments of the various gods. Any religion can be worshiped within volasia, and it is whispered that if you ask around enough you can find temples dedicated to some of the darker gods, those that are usually banned within a city. The Common District, Lower Districts and Shanties can be located around the Prayer District and running the length of the city, following the ports all the way up the coast. The adventurers district exists around the three main gates, and connect with the military, common and prayer districts. The trade district has always been a circular district which encases the Noble District in the center, and also connects with the more used docks. The streets of Volasia are confusing, though the city is beautiful, with man made streams and ponds running through the city. Boats can be used or rented as taxis along some of the waterways to get from one side of the city to the other, and bridges can be found all over the city. The streets themselves are heavily guarded, though with a territory as big as Volasia crime is still a part of life.<br />
<br />
// Ok, thats a basic rundown for now. Ill have a bit more later on. //Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-49882157345643526962013-10-09T02:45:00.000-07:002013-10-09T02:45:16.843-07:00Raven Spire-Gaming related post about my current chronicle -<br />
<br />
Ravenspire is one of two territories which guards the eastern border from various invaders. Ravenspire is located north, and to the far south is Uldrak. Ravenspire sits at a very dangerous place, the main city sits at the front of many smaller cities to the west of it, like a shield. Ravenspire houses a massive army, and they employ many tactics unheard of or banned in other territories. The main city of ravenspire is a massive circle, it has walls on the outer most reach of the circle to protect the inner city. Outside of the walls to the west is what is called the commoners district, though it is undefended by the safety of the inner city it has never been attacked, due to the strategic location of the city itself, and the surrounding craggy landscape to the sides of the commoners district. Behind, or west of the commoners district is massive farmlands, and patrols constantly keep watch and vigil over the area to ensure the land isnt invaded. Inside the city the inner wheel is divided into four areas. The Eastern most area is the Military sector. This houses most of the military bases and the eastern wall has massive watch towers that spiral up over the walls. The east gate is almost always kept shut, though it does open in the morning from the 10th morning bell to the 2nd bell. Traveling north around the inner wheel one would stumble walk into the Religious sector, and this area houses massive temples, places for worship, and buildings for higher learning. Universities and libraries are just as common in the religious sector as are the temples, and thanks to Yun and Cynofir many of the temples double as libraries and universities. Traveling West and south one would find the Warehouse and Common sector. The common sector of the inner walls is a bit different and is actually reserved for slightly higher caste than true commoners. The area is massive, though the common sector disapears as you get further south, becoming mostly warehouses and storage houses. As one travels south past the ware houses and begins to come full circle he would move east and meet the trading sector. This massive sector houses stores, shops, craftsman of all sorts and specialists ranging from alchemists to mercenary stations. As you travel further east and then north back towards the military sector you would hit the Adventurers Sector, a nice sized area with inns, bars, taverns, and specialty stores designed to give adventurers more expensive quality goods at there disposal. Since most adventurers head east, most of the taverns inns and bars are fairly close towards the east gate, and the military and adventurer district blur together close to the gate. Aside from the massive outer circle there is an inner circle seperated by smaller walls. The inner circle can be accessed by 4 gates on the 4 main sectors of the city, and most of the time the gates are open, and well guarded. The inner circle houses the nobility. At the center of the inner circle is the Main Palace, a fortress like construction where the Duke lives. The current duke is a quiet, serious man and noted warlord. He is an excellent strategist and a man of war, though the politicians working under him have ran the city quite well and fairly. People of Raven Spire tend to be around 6' tall on average, and all true bloods of raven spire have black hair. The people of raven spire tend to have broad shoulders and high constitution, as ages of constant battle and war have made them premier warriors. Unlike most other places, the women of ravenspire stand just as tall as the men, and women are expected to fight in wars just as men are. Equality exists fairly easily in raven spire, though this is out of necessity more than any defined ettiquette. Resources cannot be squandered, and if a woman can kill a goblin or barbarian, than it is a waste of resources not to use them. Penalties for most serious law offenders in raven spire are death or forced military service, which usually results in death. Murderers and the like are usually put to the battlefield as shock troops or fodder. Some crimes are punishable by death, such as impersonating a messenger, horse theft, and evading military service. All those born or raised in ravenspire are expected to serve in the military for two years when they are considered adults, thus all those living in ravenspire know a thing or two about war, and the horrors of it. People of ravenspire tend to be grim individuals who only speak when it is required. There etiquette often seems forced, though the people do tend to enjoy victory celebrations when they can afford the resources. Noblitiy in raven spire tends to come from powerful tradesmen who offer coin to the city and the war efforts, and to the military leaders and heros who have proven themselves on the battlefields. Politicians who run ravenspire under the duke tend to be tacticians and older military leaders and advisors, with a smattering of tradesman to help with specific aspects of ravenspire.<br />
<br />
Adventurers - Places of Interest -<br />
Within the adventurers sector one can find many places to enjoy themselves.<br />
<br />
Hallowed Cellar - The cellar as many call it is a comfortable large bar in the basement of a larger building. The Cellar ranges in price, though it caters to most adventurers, and so the price is a bit high. The cellar was once considered a tavern, but these days is considered a high end bar, though they do serve some food during the later bells.<br />
<br />
Happy Widow - The happy widow is a larger tavern, it serves food and drink and is a relatively new structure. The prices are high, but the service excellent. The widows owner is an older woman, a renowned war veteran and hero of ravenspire, though she seldom tends the place herself.<br />
<br />
Dead Rooster - This dive is for the shadier types of adventures, many wish they'd just place a sign outside that says "evil welcome". Aside from its bad reputation and the common murders happening in and around the place, it is an excellent place to find information of the hard to find and illegal variety.<br />
<br />
Crystal Ball - This is an elite tavern and dining spot for the rich adventurers. There is a strict dress code and its a good place for well mannered adventurers to unwind amid-st finer things, but still be among others of there kind. Though expensive, the crystal ball is extremely popular to those that can afford it.<br />
<br />
Golden Down - The golden down is a high end arcanists shop. Wands, staves, books, archaic lore, scrolls, magical components, and various magical items can be found within the Golden Down, though they do not sell potions or the like. The golden down always has a high elf maintaining the shop. The prices are high, but the goods are of a quality that makes the price worth it.<br />
<br />
Black Vials - Black Vials is an apothecary and potion shop, though they are separated enough to prevent accidents. Black Vials has labeled potions and poisons, and the owner or clerk have detailed information as to who makes and sells the potions and such to them. Black Vials has fair prices, though like most places healing potions and the like tend to be expensive.<br />
<br />
Quarter Stalls - This is the nickname given to the private vendors and the like that sell there trades along the adventurer quarters. The stalls usually sell found gear and goods that were acquired from adventurers, though they do as much buying as they do selling. The Quarter Stalls are a nice place to hunt for bargains and surprises, though it can take a fair amount of time, sometimes days, just to find what your looking for.<br />
<br />
<br />
<br />
Temples of Note -<br />
<br />
The Crystal Library - A library in the divine sector which is funded by Cynofir. The Crystal Library also has attached buildings which act as a private school. Admission to the school is steep.<br />
<br />
The Revealed - The revealed is a new building created and funded by the fallenshield family. It is a temple to Kaylah, and also serves as a library and offers public schooling.<br />
<br />
Star Room - The Star Room is a large building which acts as a temple of Ember, though priests of avania are also welcome and common. The Star Room is a massive building where just about any map can be found and purchased, they also pay for copies of maps, specifically of unexplored places, or lost places. Star Room sells guides and also has a teleportation circle within the temple, though it is extremely expensive.<br />
<br />
Research Foundry - This large university like building acts as a library, university and government funded research facility. The Research Foundry actually consists of several buildings. For a bit of money the Foundry can rent out labs and research rooms, and they are willing to fund research that looks fruitful, so long as they are offered any results the research turns up.<br />
<br />
Other Notes -<br />
House Void Crest - This is a rival house to the fallenshields, and are politically powerful. Many believe that the house gets there power and knowledge from an ancient pact they are said to have made with Ganniveil, though some whisper the pact was actually made with Fayn, and with there tyrannical style of leading and governing, there may be some truth to it.Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-60569079767750835022013-07-20T15:11:00.000-07:002013-07-20T15:11:04.701-07:00Choose your own adventure!1 - Ravenspire - The duke is dead, killed by a mysterious assailant. Three houses vie for control of the city while lichus prepares for war. Can a new leader rise up in time to save ravenspire? Choose from house Fallen Shield, a god touched family with incredible resources. Choose from house Light Home, a vampire infested house who boasts the first vampire as the houses progenitor. Or choose from house Void Crest, members of an ancient order of politicians and nobles that have sought out the city of ravenspire since its creation.<br />
<br />
2 - Volasia - A new queen is born! Join in the celebration as adventurers looking for a gift worthy of her. Get lucky and be the first to meet the queen, or maybe even join her personal guard.Enjoy high adventure, light hearted politics, and murder?<br />
<br />
3 - Volasia - A small island appears off of Volasia attracting adventurers. With a promise of great treasure and hidden rewards is the island a haven for high adventure, or is there something far more sinister and ancient going on within the island.<br />
<br />
4 - Uldrak - a young princess blessed by the gods must undergo a quest to stop a powerful evil that moves ever closer to the world. As one of her body guards do you have what it takes to keep her alive, and are you prepared to make thered ultimate sacrifice for the sake of the world?<br />
<br />
5 - Candomia - A half red dragon claims that candomia was promised to him, and he has the royal seal to prove it! Join in a quest to find out the truth, but be warned, are you ready for the answers you seek, and is there more to this quest than what you know?<br />
<br />
6 - Alborine - A great evil was put to sleep in alborine, be the first to investigate what transpired there. Be warned, for at every turn in your quest will lead you into dark discoveries. Can you be the one to bury the evil in alborine once and for all, or<br />
will you set the stage for a new age of terror and war.Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-62706850661893857192013-06-26T00:06:00.000-07:002013-06-26T00:06:46.426-07:00Jiri's First Sonnet<br />
LionHeart stands at the heart of a door<br />
Risking a life that's beyond its repent<br />
Blessing a dignity that lies at his core<br />
Waiting eternity at his descent<br />
Bravery follows his sword and his shield<br />
Pointing a path filled with darkness and light<br />
Holding a power a hero could wield<br />
Grasping for peace in the midst of his fight.<br />
Desperate hands grasp the noblest of cause<br />
Reaching together but always alone<br />
Noble defiance without e'r a pause<br />
Wishing the hand so that he might atone.<br />
A door and a life is what keeps them apart<br />
behind it she holds the last piece of his heart<br />
<br />Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com2tag:blogger.com,1999:blog-3594033335623713351.post-43997923551689639982013-06-25T04:21:00.000-07:002013-06-25T04:21:03.457-07:00Travelers Song<br />
At the edge of the Uldrak region running along the three dragons river, there exists a small village known as Jiri. The village is a simple farming village, and is fairly prosperous with its crops and lumber trade, though like all villages it has had its fair share of tragedies as well. Not long ago the village ran afoul of a plague, a wasting disease that spread over the land and infected man, beast, and wildlife alike. The plague was very contagious, and those catching it usually distanced themselves from there peers in hopes to save friends and family. Within the village was a young man, one of eight sons of a distinguished farmer. The young man, like so many of his age, had dreams of leaving the village and traveling elsewhere, though he knew those dreams were only that. He had a duty to his family, and though he longed for a different life, he was born into this one for a reason. Unfortunately for the young man his dreams were cut short. He saw the signs of the plague within himself quite early, and with a heavy heart told his family he would be leaving the village to find a nice quiet place to meet his end. The young man walked for three days, following a stream connected to the Three Dragons River until he found a nice, cool shaded spot with good tree cover and flat stones for him to rest against. The young man had packed lightly, only enough food for a week or so, since he knew the plague would have claimed him by then, and he doubted that after a day or two he would have much of an appetite anyways. At first the young man thought that his last days would be lonely, except for a few hours of him arriving he was greeted with the beautiful song of a yellow tailed songbird. Across the stream, high atop a tree he saw it, and was comforted by its beautiful soft tunes. Time progressed slowly, and as the days passed the plague grew within the young man, slowly consuming him. It was painful, but he was always refreshed by the same, sad song every day. As the days progressed the land around him began to spoil, the plague either catching up to him, or exuding off of him to corrupt the surrounding land. It was hard for him to move at this point, though he did his best to scoop up some rocks and throw them at the bird. The thought of that song being the last thing he ever heard was a comfort, but such a kind creature deserved a better life than succumbing to such a fate. The bird flew away at the assault, but would always fly back, singing that song across the stream. It wasnt long before the young man could no longer move, and he knew by the tone in the birds voice that it too was infected, as the all the land around him had grown sick. He was saddened the bird had fallen ill, but was happy to hear its tune, even as it faded by the hour. Time passed, and the birds singing stopped. The mans heart was heavy, but his life was slipping away as well, his vision had become dark. As the last of the mans breath escaped him, he heard the bird sing one final, short song, as soft as the wind. The man smiled, and sighed out his last breath as the birds tune faded as well. The man found himself afloat in a sea of silver, shapes of the world moving past him, and he knew that he was being swept away to his final rest, but as he was swept along in the eternal river he heard that enchanting song, and he looked over to see the bird keeping pace with him. He smiled at the bird and said to it sadly. "I want to travel" the bird chirped cheerfully as if to say "I want to sing." The young man smiled. "Lets keep our dreams alive, you and I." reaching out his hand, he touched the small songbird. Jiri woke up upon the rocks and blinked. The land around him was barren and wasted, but the wind was clean, and the stream gave everything a nice fresh smell. Stretching his wings and arms he smiled. The world was a place to wander, and he had a song to take to everyone that would hear it. Sure there were alot of questions, but Jiri had but one answer. His Song. Chirping cheerfully the newborn hengeyokai took wing and sailed into the sky. His travels took him far and wide, and within a couple of days he passed over a small, destroyed village. Whatever foulness had came through here had taken the people of this land, and though he had never seen this village before, he felt he knew it somehow. Jiri circled it once, then twice, then lifted a song in the honor of the dead and began flying north.Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-73942393415250984312013-06-20T12:17:00.001-07:002013-06-20T12:17:24.607-07:00Life of a StudentPremise -<br />
<br />
College Life -<br />
<br />
White Tower - An esteemed college for elite arcanists, the courses are extremely difficult and those graduating through the advanced course often have an extremely bright and productive future.<br />
<br />
Novice - The novice class is a broad class of all newcomer students, classes are common to all students with a few advanced classes for those extremely gifted. Novice studies last up to 6 years, though all students must pass a base course.<br />
<br />
Intermediate - The intermediate course is the primary course, a three year course where novice students are turned into 20 member classes. Those completing the Intermediate course can be considered graduates, though they recieve no guild ring. Graduates of this level can still expect a fairly good career in the study of magic.<br />
<br />
Advanced - The advanced course is a two year course that can be made available from the remnants of the intermediate classes. The remaining students are given special training and assignment, and many of these tasks and quests set them up for there future jobs.<br />
-------------------------------<br />
Things of Interest in the Academy Sector of Alborine. - Students within the various colleges in this section of Alborine are expected to utilize the surrounding establishments. Room and board are usually taken care of by the individual academy or institution, though other businesses do make money off of the students. Some of the shops can be pricey, but they are all trusted and honest in there wares and goods, so they tend to be the go to establishments.<br />
<br />
- The Timely Rose - A high end tavern and bar. They tend to be a bit pricey, but there foods good and the wine and ales are of a higher standard. The establishment is owned by an aged wizard named Eliriah the Gestalt, She's a human and said to be at least 60 years old or more, but appears to be in her 20's. She has red hair, is lively and energetic, and can always be found at her establishment.<br />
<br />
- Paper Works - Paper Works is owned by a hill dwarf craftsman. He creates various types of paper, as well as book bindings and covers. Ambrose of the Tradestone clan owns and operates the business. Aside from paper goods he also sells various inks, quills, and other writing goods. In addition Ambrose buys and sells unique books, and has a nice little library tucked away in his shop, though he only sells his books in small numbers at a time, to keep customers coming back to check on his selections.<br />
<br />
- Ellys General Store - This small general store is ran by Elly Summerwill, a young and energetic gnomish woman. Elly sells various general goods as well as a special stock of potions, scrolls, and other expendable magical goods when she can get her hands on them. The store is pretty small, and her stock is fleeting, but she can come across some pretty rare things once in a while and her prices are alot more fair than other shops in the area.<br />
<br />
- Demons Pearl - This is a small, quiet bar. The Demons Pearl is a quiet place for those to come and drink, and they sell both alcoholic beverages as well as a number of exotic beverages that dont contain alcohol, including teas and rare juices. Demons Pearl is owned by a practicing warlock named James of the Burning Woods, an ex candomian soldier who ran into some trouble. He's a grim kind of man, and likes his bar quiet, but the atmosphere is pretty relaxing, and many students come to the bar to study and contemplate.<br />
<br />
- Expeditious Retreat - This is a nice lively bar. The atmosphere here is usually cheerful and upbeat, and its the prime choice for students to let off some steam and have a good time. The Retreat is a two story building with a balcony on the second floor, a bar from the main floor serves both areas. The Retreat is owned by a middle aged human man named Alexander, though most just call him alex. He's an easy guy to get along with, and can always be found at his bar.<br />
<br />
- Thorns Apothecary - This is a small shop in the center of the mages quarter, the apothecary sells various forms of poisons, drugs, and potions. True ownership of the place is unkown, and the attendants running the store change constantly. Thorns Apothecary has fair prices, and is known as an excellent source for potions and poisons.<br />
<br />
- Arcane Oddities - Not an actual oddities store, the Arcane as most students call it, is a component, potion, and magical relic shop. The Arcane is extremely pricey, but rare items of all kinds can be found here, from wands and staves to the occasional magical ring and rare tomes. The stock varies constantly, and its a popular place for both students and mages in the quarter, though few enter its doors without a couple thousand coin on hand, at the very least.<br />
---------------------<br />
<br />
Set up for the white tower classes. -<br />
<br />
There are three main classes in the white tower, as a new class graduates another set of students is accepted into the intermediate ranks, though there are usualy enough teachers on hand to elevate a group every year, though sometimes students are made to wait until suitable and available mentors are ready. The characters belong to Class 2, and the Teachers name is Master Surellacath, a dark elf generalist wizard. He is a calm and patient teacher, and is considered one of the wisest in the white tower.<br />
Student Roster - There were more students, and most classes begin with 20 students, though they get weeded out with tests and exams, the following is a list of those that made it to the end of the intermediate term.<br />
<br />
1 - Matts Character - Final test results and personal evaluation pending.<br />
<br />
2 - Vics Character - Final test results and personal evaluation pending.<br />
<br />
3 - Grim Well - Black Dromite Necromancer - Suprisingly good at magic, and bad at the academic aspect. He has struggled along and made little friends due to his odd nature and mannerisms.<br />
<br />
4 - Nara - Wilder Elf Abjurer - Not very good at academics, but she has the best grasp of defensive magics of anyone within class so far. Specializes in warding and sealing magics, though she knows a few offensive spells to balance her out a bit. Wants to become a court spell duelist, and has already recieved some attention from various noble houses.<br />
<br />
5 - Edward Sky Crest - Human Generalist - Tactical genius and power house in the academics department. Is a smart, social young human from candomia nobility. Is a fair arcanist, though his origin dealt more with academic training than magical training, still he understands magical theory better than most, and is an excellent researcher.<br />
<br />
6 - Zui the Mirror - Human Illusionist - Supposedly descended from a renowned uldrak illusionist, Zui is a charismatic, friendly and popular student. She is very small, though her magic and academic standing has remained near the top during most of the classes existence. Her honored name, The Mirror, is a name given to her by her family for following in the steps of her ancestor.<br />
<br />
7 - Kurai - Hengeyokai Diviner - Another native of uldrak, Kurai is a Raven Hengeyokai. She is somewhat intimidating, but very beautiful. She is fairly studious, and has always maintained good marks. Kurai carries an odd sword with her, she says its a keepsake of a human ancestor. Most believe she has had martial training, though few know her origin for sure, as she's a very hard lady to approach.<br />
<br />
8 - Kherathis Ice Drake - Human Transmuter - A native to Raven Spire, Kherathis is a tall, lean man, though he looks formidable with his broad shoulders and typical raven spire features. Kherathis has always gotten average marks, and is a fair user of transmutation magic. Kherathis studied with war mages from his homeland and learned a decent amount of magic before joining an the white tower.<br />
<br />
9 - Rahjion - Shadow Elf Conjurer - Rahjion is an odd, but powerful conjurer. His academic studies have always been hit and miss, but his magical studies are fairly well rounded. He knows a good deal about his chosen school, as well as having learned some of his races secret magics. Rahjion has had extensive magical training in the past, though keeps much of what he has learned outside the school a secret. Even though he has an outgoing personality Rahjion has few friends, theres just something odd about him.<br />
<br />
10 - Ur - Human Invoker - Ur was a human barbarian who found his way to alborine by the will of Yun, or so he says. Ur is horrible at academics, but seems to get by on his amazing talent for combative magic. Ur says he has been doubly blessed, by both K'vatch and Yun. Ur started off as a pretty rough character, but over the years his personality has calmed down, and he's beginning to take the lessons of Master Surrellacath to heart. <br />
<br />
11 - Ellerahna - High Elf Enchanter - Ellerahna is an absolutely beautiful high elf, though she has her races normal aloof and arogant demeanor. Ellerahna is a capable arcanist, and seems to know a bit of defensive and offensive magics as well as her specialty magics. She may be hard to approach, but she seldom turns down requests for help, and is always quick to aid others who are faltering in there studies, be it academic or magical.<br />
<br />
12 - Reila - Spirit Folk Generalist - Reila is an odd, dangerous Oceanic Spirit folk. She has a horrible temper, and her powers are formidable. She may not be the most powerful of the students in arcane might or academic prowess, but she has a number of useful abilities she's picked up over her years. Most dont know what origin she hails from, as she seems to have had no formal training. All that is known is that she came from volasia, spawned near the ley lines leading out into the great ocean. Many whisper that Weyleywin has blessed her, or more hopefully, the twin godess.<br />
----------------------------------------Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-66199784632371569332013-06-07T06:25:00.000-07:002013-06-07T06:25:15.636-07:00The Fall of the Sky TowerIn its summer months Alborine, the City of Dreams, can be a scary place. Each year the ocean offers up endless storms, powerful and dark, that turn the sky a sickly shade of green like a strange dwemer, or an old bruise. Off the coast, far above the waters below, there exists a floating city, tall white sand stone towers peaking out from a large island like cloud. On this day, on the eve of a hot summer night, a lone thief flies at the peak of a white tower, her pursuer, a high elf in flowing robes and wielding a sword of lightning and fire makes her escape all but impossible. <div>
<br /></div>
<div>
Arel Alurian chased the thief through the sky, his spell of flight letting him pace with the powerful thief, though the woman was no mere thief, that much he knew now. Her escape had nearly gone undetected, and it was probably an accident that she passed over a sigil that alerted others of an intruder. Many had died in the battle that ensued, and Arel was fairly certain that his beloved students, and probably most if not all of his tower staff were dead or dying. The woman flew a bit above him and then stopped, staring back down at the man. Arel was not entirely sure of her true nature, for she was one of the changing folk of the east, one of the Hengeyokai. Her form was that of a tall hybrid black cat, piercing yellow eyes stared down at him, and she had an aura of power about her that he could not deny. She was powerful, he knew that, but she wasnt all powerful. Arel spoke to her as he flew a bit nearer to her, keeping his distance to the opponent. </div>
<div>
"You're a powerful adversary woman. I've met only a few that are your equal, but know that you have met your match. I cant promise you what will become of you, but i know that you must hand over what you have stolen. Those seals are meaningless. The temples they belong to have long been raided, those items are worthless, there purpose has came and went. All this damage, all this death, and your treasure is but a useless bauble." The two flew around each other in a circle as Arel talked. Both were on guard, and Arel could see that she was fixated on him, like a cat ready to pounce. When she spoke, he was suprised at how soft and feminine her voice sounded. "Arel Alurian, you are a fool. Seals designed by sheshensis, and here you think they have but one purpose. Are you so arrogant that you would lose your faith in the gods. The seals were created in the first age, and you think they were designed for temples built in the second age, that it was all some grand scheme. No Arel, even the priests of sheshensis have lost this secret, the fragments of it scattered so well that only a gods divinity could help mortals pick up the trail. For good reason too Arel, should you know the secrets of these seals, you would not rest until you had uncovered at least one of them for yourself. But my purpose here is two fold dear high elf, I certainly did come for the seal, as was my priority, but i also came for you as well." Arel narrowed his eyes, the grip on his sword was tight, and he mentally tested the magical ward the artifact was building around him. He would not underestimate this foe, he had seen the guardians she had summoned, all extraordinarily powerful, all sealed by his magics within the tower below him. He had not seen any of her personal power for himself, but he guessed she was more than some mere summoner, that she had far more tricks up her sleeve. She only payed partial attention to her words, though she had a soothing voice, he had a feeling it was one attuned to lies and deception, he knew the type, and would not be lured in. With a foe like her, he could not afford to lose any ground. He spoke to her curtly. "Foul Witch, whatever your plan is, whatever truths you tell with your lies is unimportant. You have made war against the high towers of Alborine, you have cast your spells against those of the most powerful courts, and you have murdered innocents under the direct protection of one of the Arch Mages of the White Tower. You wont survive this day, ill have that charm in my possession, and you'll lay ruined and smoking on the choppy waves below. I can offer you no leniency, it would be an error on my part. Prepare yourselves, ill let no more words slip past those lips." With that he gestured with his sword, Sky Fire, and blast of fire and lightning streaked out towards the witch, exploding in several cascades of crackling lightning with intermittent balls of fire. He was prepared when she appeared out of the blasts range, more than likely a teleportation or similar effect, and he was already upon her, a blast of lightning shooting from his hands and exploding over the left side of her body as he flew past her. The woman reeled from the damage, her leg and part of her arm were covered in burns, but she was surprisingly alive. She nursed her wound as Arel flew around her, he had taken some of the speed out of her, and more than likely she was incredible pain from the barrage. He kept up his attacks, blasting bolts of lightning towards her to engage her and not give her time to rest. He pointed his sword at her as he continued his attack and spoke. "Stop this now woman, continue this fight and i will seal and destroy your soul, surrender and i will make quick work of you. You will feel no pain and you may go on to your final reward. I give you my word. You cannot win, i sense your power, but I also sense your limitations. All your magic is back within the White Tower, your abominable demons chained by my spells throughout my domain. They cannot aid you, and no help will find you up here." The woman hissed through her pain and glared up at the man, but she spoke softly, and directly. "... This is true, all of my magic is back within that tower. But what else is in that tower I wonder..." Arel stared at her for a moment, he knew the ins and outs of his tower, and he had spells to scry upon it as he desired, there was little he couldnt find out about his property in an instant, and as he flew around he mentally scanned the tower, seeing everything he had expected, His dead staff and students, some dead guards, the bound demons all throughout the tower, and that was.. wait. Arel blinked, he hadnt noticed her before. How long had she been there? The woman smiled as she saw his expression change. She spoke softly. "Thats right, your daughter, tucked away and bound in an old closet. But safe." Arel's face reddened and he looked at the woman, quite ready to kill her now. "Enough! you do all of this and yet wish to sate my anger more by capturing my daughter and hiding her within my tower. Perhaps a trophy to pick up on the way out? Well you are finished Witch. Ill see you dead, ill see your soul destroyed, and ill see the world forgets of the pitiful Hengeyokai that raised her magics against House Alurian. The woman grinned, more human than catlike now. ".. Oh Arel, I had no intention of keeping her as a trophy. I needed her for you..." Arel motioned, a slight gesture towards the tower. Arel couldnt believe what happened next, The White Tower, a creation of his and the Arch Mages of Alborine, exploded. All throughout the tower the witch's demons exploded with great force, each explosion rocked through the tower, destroying walls and blasting away parts of the tower in great flaming chunks. Arel blinked and flew towards the tower. "Essielle!!!" He screamed his daughters name, but it was all in vain, the explosions were absolute. Arel couldnt believe it, the witch had somehow caused her minions to self detonate, had she planned this whole scenario, but why? Those questions were some of Arel's last. A blast of green fire exploded through the right side of his chest, detonating out of his rib cage, and destroying that side of his body. Arel's vision dimmed as he fell, the remains of his body flickering in green fire. His eyes werent fixated on the victorious witch, but on the strange sight as he fell and his life escaped him. Off to the side, as he plummeted to the ocean below, chunks of fire and ruin fell with him. Today not only would house Alurian fall, but the White Sky Tower of alborine would fall as well. As the light faded from his eyes, Arel heard but one more sound, a soft whisper next to him. "You lose, high elf."</div>
Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-77480813007843161962013-04-15T07:48:00.000-07:002013-04-15T07:48:18.476-07:00About Aerimar - <br />
Aerimar is a shadow elf, having hailed from the great forests of the Endless dark. He was born within the twisted darkness of the woods, and his family made a living by trading with a nearby lichus settlement. Aerimar's family consisted of his mother, father, two uncles and an aunt, five cousins, and his little sister, Isabella (Her name was actually given to her by a lichus guard who saw her shortly after her birth, and it took, so they kept it.). His Aunt and one of his Uncles died to the monsters of the woods when he was still young and his father made sure to teach him suitable combat skills, focusing on ranged weapons. Aerimar did his best to protect his family, but one day while making the trek to the nearby village his sister was snatched out of the darkness by.. something. Aerimar crashed into the woods to save her, but her body was dragged off into the darkness. After hours of searching, he eventually found the mangled remains of her body, but her head was never found. The tragedy of his family caused them to pick up there things and move as far away from the woods as possible, and his father thought that they could make a good living in Volasia, so they set out to make the long trek there. Aerimar warned them about the things in the darkness, about the monsters he had seen, but the rest of the family seemed to believe that outside the woods, they would be safe. It was not the case. The trek took several months, and during that time, one by one, every single one of his family members was dragged off into the night. Only Aerimar was left, though he felt that whatever was out there was keeping a watch on him. He awoke one night with an odd symbol resting near him, and realized it was a holy symbol of skisk, the god that he had been praying too to keep the monsters at bay. Aerimar made it to Volasia after that without incident, though he used all of his fathers trade goods to make the trek, and had barely any coin left as he entered the gates. Aerimar looked for honest work, though he was turned down for guard work, and for general labor. While looking for employment he also began to tell others to be more mindful of the dark, and the things inside them, but his statements were met with sneers and laughter, and a few times violence. Eventually some guards warned Aerimar that if he preached openly of Skisk within volasia he would be imprisoned. Aerimar kept his faith to himself, but unable to find employment, turned his skill set to a life of crime, something he found out he was incredibly good at. Aerimar eventually met some friends within his life style, though few seemed to be able to tolerate the odd elf for long. Regardless, to this day Aerimar wanders the streets, looking for some easy coin, and always keeping his eyes on the shadows. The people of Volasia might not believe in the monsters of the world, but he knows better. As of late he's picked up a good friend, one who seems able to tolerate his odd behavior, and someone who puts his skills to good use. This has given him a break from the loneliness that was overcoming him, and he's been able to come out of his shell a bit in the past several months.<br />
<br />
Aerimar stands about 4'8" tall, and has shoulder length black hair, and pure black eyes. He has the marble white skin that all shadow elves have, and his ears are a bit thinner and longer than a standard wilder elves. Aerimar usually dresses in simple leather armor, and has a mostly empty back pack with him at all times. When formal he wears a dark vest with a white under shirt, and usually sticks with dark breeches. The only weapon he is usually seen with is a crossbow, as there easier to maintain than a bow.<br />
<br />
Stats -<br />
As far as his mental attributes go, Aerimar isnt much more intelligent than the next guy, nor is his reaction time that much better, though with his religion backing him he does have a slightly higher resolve than the average person. Physically he's fairly typical as well, not much stronger or healthier than the next creature, though the exception to this is his physical dexterity, which is probably better than most normal characters. Socially Aerimar displays a normal presence. He's not very handsome, and often comes off as creepy to some. As far as word play goes though, he's pretty good at bending conversations to his whims, probably a trait picked up from his father. And for composure, he seems to be nearly fearless, always seeming a bit unstable, but rarely actually losing his cool.<br />
<br />
Skills -<br />
Aerimar had a fairly basic education, his mother and aunt teaching him some history, religion, and basic academics. He was also had some first hand training, as well as some spoken lore about the various odd things that exist in the world, from fey magic and ley lines to rumors and tales of fantastical creatures and myths. A trait that Aerimar has recently picked up is the ability to investigate a scene, pick up on people, objects and other tells just by staking a place out for a bit. Physicaly Aerimar is fairly specialized. He's an excellent shot with a crossbow thanks to his fathers training and the area he lived in, and picked up a little bit about surviving the land for similar reasons. As far as hiding and remaining unnoticed goes, he's second to none, able to use the shadows and other concealment around him to ensure he remains that way. His time in his homeland also prepared him physically, and he is pretty good at climbing, running, swimming, and other forms of basic athletics that he puts to good use with his new profession. Finally he's been picking up the trade of picking locks, and he's pretty good at it now, applying his natural nimbleness to the skill with great effect. Socially he's not as skilled, though he's slowly gaining some practice thanks to his new friend. He's pretty good at spinning words the way he wants them, both to get what he wants, and to cover up what he doesnt want others to hear. He knows his way around a social setting, and has picked up at least a bit of skill in reading people, and in finding the right people to get what he needs.<br />
<br />
Powers -<br />
As a priest of Skisk Aerimar has some pretty amazing powers. Those that know him well know that he has some power over the darkness, able to create masses of it at a distance, or to produce a cloud of darkness around him if he so desires. He is also able to see perfectly in darkness, which makes him a useful addition to any night time heist's. A few also know that he seems to be able to manipulate things from afar when he's within the darkness, though some say it seems as if he's manipulating tendrils of darkness around him. A few say that he's also placed the curse of skisk on people before, driving them briefly insane, though with his power some believe that this is just a matter of a person overacting to his control of darkness.<br />
<br />
Aerimar's hidden talents are known only to his closest friend. One, he can transform himself into a pool of gray slime, his body seemingly falling apart into clumps of the stuff until he is a mass of ooze. While in this form he can move along walls and ceilings, slip under doors, and move seamlessly atop bodies of water, and if he's on stone or a similar colored surface, appears as little more than wet stone. Another talent he's only used a few times in his life, is an attack that has ended the three he's used it on, though no one honestly knows what he does. Aerimar when cornered, can unleash a host of nightmares upon an opponent. Only the opponent sees the creatures, and only he can effect them. Likewise, the creatures can only effect the target of this ability. What people see when this ability is used on them is as follows:<br />
<br />
-Grahl-Fester - This creature is a yellow skinned humanoid with a face similar to that of a hook worm. The creatures body is covered in a tumors, and its hands have two long claws instead of fingers. The thing has short stubby legs, but shambles forward rather quickly. When pressed to attack it rips its claws over its own flesh, puncturing its tumors which release streams of caustic acid that fly towards foes.<br />
<br />
-Caleb the Raven-Fox - Caleb has a long black furred body, it has two large black bird like wings that sprout from its back. The creature has no legs, though it has a mass of small worm like tendrils which grow from its belly and propels it along, similar to how a centipede moves. It has a bestial face similar to that of a badger or similar creature, though the eyes are multifaceted black orbs, similar to an insect. It can attack with a mouth full of razor like fangs, or use its long black whip like tail which ends in a 1' long barb.<br />
<br />
-Isabella - Isabella appears as a 6'6" naked female humanoid. The creatures flesh is a sickly pallor and has a worm like texture to it. There are cuts and gashes all over the creature, though it does not bleed. Isabella's hands end in massive black claws which she uses as her primary attack. Her head looks relatively normal, though its a bit disfigured, as if it had been dropped from a great height, and it seems small in proportion to the rest of the body, as if a young girls head was placed upon an adults body.<br />
<br />Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-91825186123611019912013-04-03T05:09:00.000-07:002013-04-03T05:09:26.206-07:00Mantle Stuff for Jacob and Turah<br />
Jacobs and Turah's Awardments!<br />
--------------<br />
Jacob - Gets a point of presence.<br />
-----------------<br />
Point Cost - 3xp a point -<br />
------------<br />
Good Intentions - Just like Mesta, Jacob has good intentions. He might not always be right in his decisions, but his belief in his decisions usually makes things ok.<br />
1 - He adds an additional die when he expends willpower to increase his dice pool.<br />
2 - He adds two levels to the health boxes healed by any of his own healing powers.<br />
3 - He does not expend willpower when using powers to heal others.<br />
4 - He adds an automatic success when he expends a point of willpower to increase his dice pool. He still gains the bonus to his dice pool as well.<br />
5 - Jacobs priestly blessing does not cost willpower, though it can only effect a single target once per day. It adds 3 dice and one success to the roll.<br />
//upgrade// 2 points cures an additional health box on his healing powers, this can be taken twice. / 3 points allows him to use his healing ability twice per day per person.<br />
---------------<br />
Treasure Horde - Just like Mesta, Jacob believes in the sanctity and divinity of money. Theres no need to spend wealth, just having treasure is a power in and of itself.<br />
1 - Jacob regains an extra point of willpower every day he sleeps within sight of his treasure horde.<br />
2 - Jacob can add his treasure rating to a single skill roll once per scene.<br />
3 - Jacob adds his treasure rating to his willpower rating. (maximum of 10 wp)<br />
4 - Jacob gains a number of health boxes equal to his treasure rating.<br />
5 - Jacob chooses a single attribute, that attribute is equal to his treasure rating +1 (this can take the stat above a 5).<br />
//upgrade// 3 points allow jacob to gain a health box when sleeping by his treasure horde as well. / 1 point allows jacob to add his treasure rating an additional time in a scene to a skill. this can be taken twice.<br />
-----------------<br />
Forever Innocent - Jacobs imagination and youthful demeanor are his real strengths, and just like mesta, they need never be corrupted.<br />
1 - Jacob doesnt age, though he can die normaly.<br />
2 - Jacob is immune to negative energy damage and is immune to magical death effects.<br />
3 - Jacob heals one health box per day, and is immune to disease.<br />
4 - The first time jacob is knocked to 0 health in a session, he regains health equal to his presence score the following turn at the beginning of his turn if he is still at 0 health.<br />
5 - Cannot be controlled by magical means, and is immune to mind effecting effects and fear effects.<br />
------------<br />
//Generic Upgrades// 3 points allow for a point of wits / 3 points allow for a point of resolve / 2 points allow for an extra health box, this can be taken 4 times /<br />
//////////////////////////////////<br />
/////////////////////////////////<br />
/////////////////////////////////<br />
Turah Gets a point of Strength<br />
------------------<br />
Point cost is 3 xp<br />
----------------<br />
Great River Dragon - Turah likes herself allot. She likes being a river dragon, she likes being a wujen, and she likes the dragon she's turned out to be. Phaethon rewards those that believe and respect themselves, and Turah gains power for it.<br />
1 - Turah can spend a willpower to turn into mist as a free action on her turn, and can transform back to normal form without expending willpower by taking a free action on her turn.<br />
2 - Turah's breath produces a cloud of mist 10' around her that she can see through. The mist lasts until the start of her next turn.<br />
3 - Turah's breath weapon does 6 levels of cold damage at its base, and requires a stamina check or creatures suffer a -2 dice penalty. This is the same as a wound penalty and can be negated with advantages and abilities that negate wound penalties. These wound penalties stack with other wound penalties. They last a scene.<br />
4 - When in mist form Turah can expend a point of willpower to make a brawl attack as if she were in solid form.<br />
5 - Turah can use her Water Wujen abilities or dragon breath ability while she is in mist form if she so chooses.<br />
//upgrade// 2 points increase the mist cloud duration to three turns. /<br />
---------<br />
War Dragon - Turah likes fighting, but she wasnt as good as it as she professed. Phaethon would see her personal expectations met, with a bit of divine help.<br />
1 - Add +1 to brawl and weaponry attacks Turah makes.<br />
2 - Turah gains a point of physical damage reduction.<br />
3 - Add a level of physical damage to the weaponry and brawl attacks that Turah makes.<br />
4 - Turah can make one additional attack per scene. The attack must be either brawl or weaponry.<br />
5 - Turah gains an automatic success on weaponry and brawl attacks.<br />
//upgrade// 2 points adds an additional +1 to brawl and weaponry attack dice pools. 4 points allow for an additional free attack per scene, though it cannot be used in the same turn as another bonus attack.<br />
--------------<br />
Dragon Friend - Turah likes her friends alot, and she doesnt want to see them come to harm if she can help it. Phaethon respects her honest dedication to what is important to her, and so grants her the ability to protect that which she loves.<br />
1 - Allies riding turah get an automatic success on ride rolls and can breathe underwater with her.<br />
2 - Allies riding turah when she turns into mist can also choose to turn into mist, or can instead fall harmlessly and slowly to the ground. Those turning into mist are subject to the rules of that power, and move with turah.<br />
3 - Turah's wujen powers and dragon breath has no effect on her allies unless she wishes them too.<br />
4 - While mounted she uses the higher defense between her and her ally. Her ally follows the same rule. Both gain a +1 to defense as well.<br />
5 - Turah is immune to fear effects and mind affecting effects. Those riding turah get the same protection.<br />
-------------------------<br />
//Generic Upgrade// 3 points increase strength / 3 points increase stamina / 2 points increase health. This can be taken 4 times. /<br />
/////////////////////////<br />
Avatar Power -<br />
The Avatar's power level has a rating from 1-5 and is equal to the lowest rating of the above mantle powers. An Avatar can only be summoned when its rating is 3 or higher. Summoning an Avatar requires the use of an Artifact associated with your god if the Avatar rating is 3. A level 4 Avatar can be summoned with an Artifact, or with the help of a Greater Angel. A level 5 Avatar can be summoned with a point of willpower.<br />
An Avatar can only be summoned once.<br />
Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-1872386258392603912013-02-07T06:30:00.002-08:002013-02-07T06:30:44.300-08:00The Chalice of War<br />
Ella stood within the cave of Kezhendrelk, it had been a long time coming, though, seeing her foe, she kind of wish she had the artifact monsters with her. Kaliora would be helpful right now, and that new dagger of Kerrivas would do some good work too. Still, the three of them made a formidable team. Indeera headed the troupe, clad in her full black plate armor, bright red hair flowing behind her, and her enchanted black morning star, the adamantine head swinging heavy at her side. Varrin took up the right flank, today he wore no armor, instead bare chested, wearing leather breeches, and holding his long blackened steel great sword. Already hornets were swirling about him, and a pair of large insectoid wings sprouted from his back. He was ready for this battle, we all were. There foes numbered four, One was the large and powerful looking red dragon they had all heard about. Most of his face was covered in a mask made out of mithril silver, and it looked like it was braketed in plates. To ella, it seemed that the thing was actually holding part of his head together. Another foe before them was an azer, they were dwarvish looking creatures with bronze skin, and beards and hair of fire. This azer had on brass plated scale armor, and was wielding a pair of picks, one in each hand. Another foe before them was a 20' tall pillar of pure fire, an elder fire elemental, These monstrosities were extremely powerful, but ever worse, they were quick. The final foe was the great benefactor Zelekhet, looks like the greed of the half black dragon was bigger than they had thought, that, or he had this worked out with Kezhendrelk from the very beginning. Well, that wasnt all the pieces though, there was the probationary stand in, Etsura. Etsura was the uldrak born arcanist that Kerrivas had recently aquired, and he was more than happy to lend them to the circle for this mission. She had short black hair, wore simple brown breeches and a loose white cotton over shirt. Ella had heard of her powers, and managed to convince Indeera to add the caster to her plans. Indeera motioned to Ella, and that started the battle. From that motion ella whispered in Etsura's ear. "Now!" The arcanist, wide eyed from fear at the foes before her, but still holding herself together with her resolve, she closed her eyes and thrust her hands up into the air, clasping them together and shouting loudly. As etsura shouted a massive wall of water began forming around her, seemingly conjured from nowhere, the volume was massive, and it shot up around her almost 40', then exploded out as a giant wave in all directions. Varrin was already airborn, as was Zellekhet, but everyone else was caught up in the wave. Indeera was flung to the far side of the room, very near Kezhendrelk, and Kezhendrelk was pushed back against the wall, were he hissed in irritation and anger. The fire elemental and the Azer unfortunately met a quick, unfortunate end, there elemental natures giving way to the stronger element. At the top of the Cave, flying about, Zellekhet was throwing bolts of lightning and blasts of fire at Varrin, who was hounding the half dragon mercilessly. Zellekhet, was by far the more skilled of the two, and was making sure to keep out of range of varrins hornets and magical attacks. Unfortunately he had not noticed the invisible ella who had been clinging to the cieling since the start of battle. Already the half dragon had been cursed, and his spells and attacks were suffering, but he was still outmanuevering varrin. Motioning to Etsura she used her illusion on the ground to whisper to the arcanist. "slow him down" Etsura looked up, breathing heavily after her massive spell, and stood upright, motioning to the half dragon. All around Zellekhet the air began getting heavy, frost began forming on the half dragons wings. His flight faltered. Furious he turned to throw a spell down at the arcanist, but it was too late, Varrin was already upon him. Varrin slammed into the mage with the force of a boulder, and all around the hornets began stinging the half dragon mercilessly, slipping under scaled, crawling into his nostrils, mouth, and ears. Varrin was too close for his sword, so dropped it. Instead he wrapped his arms around the half mage, stopping there flight and sending them plummeting to the ground. Zellekhet broke most of Varrins fall, but unfortunately the impact crushed the left side of the half dragon, including most of the magus's head. That fight over, Ella turned her eyes to look at the other fight. Zezhendrelk and Indeera had been facing off for some time, and the elder dragon was almost done. Blood seeped from his scales, poured from his nostrils and mouth, and even oozed from his eyes. His left fore leg and hind leg had been crushed, and his right wing was useless now as well. Each swing of Indeera's mace seemed to cause explosive impacts, blowing off scales and chunks of flesh as if a boulder had been thrown at the dragon. Kezhendrelk had tried his mental persuasions, illusions, and mind tricks, but none of them had worked, or it should be said, Ella had guided her lover through those ruses. Indeera herself was mostly unscathed, there was some blood oozing from her armor, and she was undoubtedly injured on some level, but you couldnt really tell from looking. The dragon, wounded, and overcome with pain, moved from the priestess, cowering backwards as she approached. It hissed out at her, roaring, and showing its fangs, but she wasn't phased. She eyed the dragon coldly and motioned to it. Its eyes bulged as blood erupted from the creatures head. It vomitted a great deal of blood up, stopping its roar, and the dragon thrashed its head back and forth as it hemorrhaged painfully. She motioned again and one of its eyes exploded outwards, it coughed out a final loud wet hacking sound and then thrashed its head solidly onto the ground. It breathed shallowly, but it was faint. Indeera approached the dragon, swung her flail once, and crushed through the thick plates of mithral, through the dragon bone, and smashed Kezhendrelks head on the heated stone of the floor. Etsura couldnt believe what she had seen, she had heard of the circles power, but this was incredible. Etsura watched as indeera waded through the treasure horde, her prize was setting on an onyx pedestal, a large golden chalice, though the gold had a faint redish tint to it. The chalice wasnt overly lavish, and its design looked fairly simple, aside from being made of solid gold. Indeera stopped at the pedestal and took a breath, then look back to Etsura. "This is not for your eyes." Her voice was cold and hateful. Etsura knew better, and bowed, turning to leave. She never got that far. At first she thought she was flying, as she was lifted off of the air, there was also the incredible pressure that shot through her chest. Her last sight was the cause of that pressure, and she recognized the black steel blade of Varrins sword. She twisted her head to look at the man, and he was smiling, in death, she couldnt tell if that was a smile of pure evil, or simply a smile of pleasure. It may have been both. With a soft sigh Etsura's soul left this world. With a motion Varrin shook his sword, the magus splitting in two and falling beside him. Nonchalantly he picked up the upper torso and threw it to the other side of the room, then did the same with the bottom torso, he then moved towards indeera. "No loose ends." Indeera nodded and motioned for ella, who at this time dropped from the cieling landing on her feet very near her lover. Ella smiled, as best she could in her hybrid form. "This is it love, this is finally yours. I wish the others could see this moment. I really do." Indeera nodded and looked back at the chalice. She spoke softly. "I as well, but there paths demand there freedom, and there tasks are extremely important. We shall be together when the end meets the end. That is whats important." Carefully she removed her iron gauntlets, tossing them to the ground. She then held her hand out, and varrin made quick work in forming a small cut on her palm. She watched as the blood oozed out, smiling, she poured the blood into the chalice, filling it to the very lip. Smiling, she turned to Ella. "This is it my dear, the beginning of your reward. The beginning of all of our destinies." Ella smiled, and pondered how the chalice was also her reward. No matter, let a bit of madness slip into her love at this moment. They had waited so long for this. Indeera rose the chalice. "Kaliora, you made this dream possible. I only wish your sanity could see your great triumph today. Fear not. To all of my circle. The devoted ella, The Malicious Varrin, The Murderous Kerrivas, and the Zealous Kaliora. This is to my circle, and to our destines. Know we shall triumph together." With that, she took the chalice to her lips, drinking the thick, dark liquid. Varrin eyed Indeera, saw as she drank the liquid. There was no transformation, there was no clap of thunder or crashing lightning. Varrin did note onen important thing though, he heard, what he thought, was distant, haunting horns. Aside from that, he felt the immense power that radiated from Indeera, so powerful that it actually made standing difficult. Indeera cold do little as the power poured through her, then varrin noted beside her the scream. Looking over he saw Ella clutching at her head, she was screaming horribly, in a way varrin had never heard before. He felt the power that was flowing through indeera, also coursing through ella, though it seemed that the cat lady was handling the new found power with far less ease. Ella fell down, holding her head, her voice had gone out, and she was simply hissing out air. Varrin moved over to her and slammed a fist down into the side of her head twice. She passed out after the second hit. Varrin stood near her, watching indeera silently. Indeera stood silent for what could have been an hour until finally began moving. Carefully she tied the chalice off to the side of her belt, then put her gauntlets back on. She turned and looked at varrin, then down at Ella, she narrowed her eyes and looked up at varrin who was smiling. "Hey. Dont be pissed, she was screaming and carrying on. I had to knock her out before she started clawing her eyes out or something. Also, she was getting close to you, I had a feeling she might try and reach out to you. I figure you guys touching while that magic stuff was going on was probably bad." Indeera looked at him for a moment, here eyes cold and dark. "A wise decision. This time." She looked around. "Gather the treasure, we could always use more in the coffers. Ill take Ella. I want to make haste back to the circle, soon we will have to implement our coupe." Varrin nodded and went about collecting valuables, he looked back curiously after a few moments. "Why arent you crazy and fucked up like Kerrivas and Kaliora?" Indeera, who was tending to Ella's wounds, looked over at the evil warrior. "Its my boon, as i said before, faynish magics have no ill effect on me, the same goes for his artifacts, though truth be told, most priests suffer little if any drawbacks from holding the powers of their god." Varrin thought about this for a moment, then looked at indeera. "Hey.. if you were to stop being a priest of Fayn do you think they would mess you up?" Indeera got the rest of the blood from her lover and looked over at Varrin. "Undoubtedly, yes." Varrin nodded. "Oh, well shit. Thats good then." Indeera looked at the man and furrowed her brows. "What do you mean?" Varrin who was looking at a small gold idol looked over at Indeera. "Huh? oh. I mean, Its good that thats how it works, I mean, you guys have been saying how this high priest isnt really a high priest of fayn anymore, and more than likely he had one of his artifacts, i mean the fuckers old, so that should be a weakness we can exploit." He then looked back to the idol mumbling something about tor'kir. Indeera blinked, then picked up Ella. "Come varrin, we need to get back to Kaliora, i need her to do some research."<br />
<br />Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-38059276534657240782013-02-05T06:36:00.001-08:002013-02-05T06:36:22.196-08:00The Troll<br />
All seemed lost, the battle had gone on for days, and there seemed to be no end to the massive hobgoblin horde. What was hurting even worse was the fact that two hobgoblin warlords had entered the fray. The warriors of ravenspire were doing there best to rotate men into the front lines while letting others rest, but the last 24 hours had been so horrible that there were barely enough men to hold the line at all. First Man Kethis Bane-Breaker was a noted warrior and tactition, but even he knew that this battle was lost. The captain had also been missing for the last 4 or so hours, which meant he had either deserted, or died. There was little else Kethis could do however, he really only had one option, the small farming village to there west would fall and become a hob goblin base or staging point, and that was unacceptable. His only option was to hold the area as long as he could, all the way to the last man, and hope that bought enough time for reinforcements to show up and reinforce the area. What Kethis knew for sure, was that he was going to die. Well, he knew this until that man showed up. The man, a mysterious figure, rode in to battle alone. He had a long flowing red cloak, and rode on a night black horse. The man had long raven hair, and had a sword that seemed to dance with crimson in the light of the sun. Dashing into combat, over the lines, the man went war. He was amazing, powerful, and unstoppable. Each swing of his sword sprayed streams of red across the battlefield, and he never once retreaded, constantly pressing forward. Kethis lost sight of the man several times, only catching a glimpse of that flowing red cloak in a sea of blood red every few moments. The First had no clue how much time passed, though it seemed like hours, it was more than likely far less, but in the distance, trotting back on his horse was the man with the red cloak. The day had been one. Trotting past him, the mysterious man kept riding, not saying a word, until Kethis interrupted the silence with a question. "Who.. who the hell are you?" The man stopped a moment later, halting his midnight horse and moving his cloak around him as he turned. "You may call me... Kechupe'" with that, he rode off, no doubt on a quest to pave more red into the depths of the hobgoblin enemies. Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com1tag:blogger.com,1999:blog-3594033335623713351.post-33288738469696093732013-01-31T23:31:00.000-08:002013-01-31T23:31:29.293-08:00Heart of Fayn - Awakened- <br />
The heart of fayn at first was considered a device used to turn sin into power, while allowing the bearer of the artifact to go about showing a sins innate strength. As an awakened device, the Heart of Fayn is attuned to the god of murder himself, and now seeks out to corrupt all with the seven sins of morality. The Heart of Fayn wishes to perpetuate and spread the sins created by fayn, and uses its mortal vessel to do just that. The heart of fayn has an Intelligence of 9 / Wits of 8 / and Resolve of 4 / Heart of Fayn has a Willpower of 8 / The heart of fayn will use its powers to corrupt others into turning into there sins. Its host, already corrupted by the power of sin, is only a puppet vessel at this point, riding high on the amazing power offered by the heart. Unfortunately, as an awakened artifact, very few vessels can ever attune the heart of fayn, for as soon as they do there physical bodies burn away, and there minds are destroyed by the power of fayn himself. Crafty as always, the Awakened heart of fayn has created a means to belay this effect. Regardless, Vessels bound to the artifact can only look forward to a life of a year or two, before there souls and conscience are consumed by the heart itself, leaving only an empty burnt out husk. The vessel of the heart of fayn must posess a mantle, or similar spirtual spark to allow the heart to be attuned, otherwise the physical vessel burns away in a matter of seconds. Characters posessing the heart of fayn must be evil, usually CE and NE, though any evil character can attempt to attune the heart. In the end, the Heart will use each vessel to spread as much sin and corruption as possible before its vessel burns out. <br />
<br />
As the vessel to the Heart of Fayn, Kaliora maintains all of her former abilities and powers associated with all of her advantages. Kaliora is a suitable vessel for the Heart of Fayn, though her soul will undoubtedly burn out within a year or two. Kaliora maintains all abilities and powers gained by the Heart as well, though those after her will no longer suffer the monstrous transformation that she had to endure, as that aspect of the Heart is no longer needed. <br />
<br />
Kaliora -<br />
Kaliora maintains her mantles, abilities, powers, and all advantages previously gained. Kaliora maintains all powers associated with the heart of fayn.<br />
<br />
1 - Kaliora has all sins of the Heart open at all times. She manifests each sin each day, and has access to all there powers and limitations.<br />
<br />
2 - Kaliora's supernatural presence can no longer be detected. Her god mantle, faynish powers, alignment, and thoughs, are all hidden by the power of the faynish heart.<br />
<br />
Heart of Fayn's powers - The heart of fayn has a number of powers it can use as it see's fit. Each power costs one point of willpower for it to use. The heart of fayn can only spend one willpower per turn. The heart of fayn gains a point of willpower when a per scene or session ability is used, and refreshes it all at the beginning of the day.<br />
<br />
1- Target within 10 yards must make a composure roll or attack the nearest creature.<br />
2 -Target within 10 yards must make a resolve roll or attempt steal or swindle someone this scene.<br />
3 -Target within 10 yards must make a composure roll or attempt to seduce or sate its lust with another creature during the scene.<br />
4 - Target within 10 yards must make a resolve roll or attempt to succeed or win at the first task or success that comes up this scene. Non combat skill rolls will need five successes for the target to be sated.<br />
5 - Target within 10 yards must make a resolve roll or begin to covet a person or item a person has, and must spend the scene trying whatever means necessary to obtain the item or person.<br />
6 - Target within 10 yards must make a composure roll or it spends the scene doing nothing, it will not roll skill rolls, even reflexive, it just relaxes, and ignores all around it. This does not work, and is broken, in combat scenarios.<br />
7 - Target within 10 yards must make a resolve roll or it spends the scene doing nothing but consuming something, or doing nothing but pursuing the consumption of something.<br />
8 - can attempt to take the vessel over for a scene, this is a contested willpower roll, with the one gaining the most successes becoming dominant. Can only be attempted once per scene.<br />
<br />
--------------------------<br />
<br />
Drawbacks - The heart of fayn corrupts its vessel completely, and the character can take no action unless it is justified by one of the hearts sins. Thus, a character wishing to attack could do so if it was for anger, pride, greed or the like, but not because it was the right thing to do at the time. A character needing to do something can instead give itself over to the heart willingly to artifact, as it can perform any actions it so desires. Mundane actions do not apply as true actions, such as picking up a spoon, talking to someone etc. An action as defined here involves a skill roll, the application of an advantage, or some task with a specific non-mundane goal. This severely limits what a character can do, and causes it to rely more on the artifact itself, which slowly consumes its psyche over time. Evil chracters tend to be able to justify evil things with sin fairly easy, so most vessels are only barred from doing tasks outside of perpetuating evil, which is what the heart wants.<br />
<br />Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-38245958728477097002013-01-30T09:33:00.000-08:002013-01-30T09:33:35.522-08:00Heart Seeker - Awakened - <br />
The heart seeker in its awakened state is a terrible and powerful tool dedicated to the murder of all living, sentient creatures. Heart Seeker has an insatiable lust for death and the act of ending a life. Heart Seeker enjoys a challenge, but will take pleasure in any murder it commits. Heart Seeker is sentient. Heart Seeker has the following stats. Intelligence 6 / Wits 7 / Resolve 4 / and 7 points of willpower - Heart Seeker can speak to anyone touching the blade, though this has repercussions. As an awakened artifact Heart Seeker is the dominant force, for its power is more in tuned with the gods. No mortal creature touching the blade can survive more than a turn, as attuning the blade to such a creature causes its flesh to rupture and burn as the soul and mind of the creature are simultaneously destroyed. Only a creature possessing a divine blessing, or immortal soul, such as a god mantle or similar ability, could attempt to attune the blade. Becoming perfectly attuned to the blade is unheard of, for the characters soul and make up would have to lie directly in line with the wishes of Heart Seeker, and even the most vile and despicable of mortals could not seek a life of only constant murdering. At best one or two individuals of an age could wield the dagger in perfect attunement, at least for a short time, before its soul burnt out. A character possessing a mantle, and an extremely wicked heart (CE or NE) can attempt to attune the blade, and the comparability of the two are up to the GM. Characters who meld with the blade have there Mantles also tied into the blade, though when the bearer of the mantle dies the mantle is not destroyed, and becomes separate once again.<br />
<br />
Heart Seeker as it is now is the blade of murder, and as such, wishes to become an instrument of Fayn so as to maintain its power and influence, and to protect itself from the enemies of its creation. Kerrivas, the mortal vessel binding the blade is an acceptable medium, though his body and soul will burn out within a year or two due to the residual corrupting influence of skiskish energies. Crescea wishes to see any bearer of the blade, as well as the blade itself destroyed, and her followers will recognize and target the bearer of this blade. <br />
<br />
Kerrivas and Heart Seeker -<br />
Kerrivas maintains his mantle and all abilities and weaknesses.<br />
<br />
Powers and Abilities useable by kerrivas -<br />
1 - 3 successes scored on a weaponry attack with the blade kills any living opponent as the blade pierces the targets vitals. The successes must be scored on a die roll, and automatic successes do not apply to this ability. <br />
<br />
2- Heart seeker denies its opponent any defense or damage reduction. Nothing stops the blade from its target.<br />
<br />
3- Heart Seeker allows its wielder to make two melee attacks on the same target every turn.<br />
<br />
4 - Killing a living sentient creature with heart seeker regenerates all health boxes to the blades wielder.<br />
<br />
5 - Bearers of Heart Seeker always go first in a turn unless another character has a similar power, then there initiative is rolled to break the tie. <br />
<br />
HATRED - Heart Seeker begins every day with a hatred rating of 10. A point of Hatred is refreshed any time the blade kills a sentient, living opponent. The maximum Hatred trait is a 10.<br />
1 - 1 point can add 2 levels of damage to an attack. Multiple points can be spent.<br />
2 - 1 point can heal a level of damage or refresh a point of willpower. This can be done reflexively.<br />
3 - 1 point can increase the blades attack dice by +3 for a scene. This can only be applied once, and does not stack with itself or similar abilities.<br />
4 - 3 points of hatred can be spent to increase the blades attack roll bonus
by +6 for the scene. This is added to the blades normal +1 bonus. This
bonus can only be applied once, and does not stack with itself, or
similar bonuses utilizing the Hatred Trait.<br />
5 - 3 points of hatred can be spent to add a -5 dice penalty on an attacked opponents roll for the scene. The blade must damage an opponent to apply this penalty.<br />
6 - 3 points of hatred can be spent to add a vile venom to the blade, doing 5
points of poison damage every turn for 5 turns and imposing a -2 pain
penalty to the targets dice rolls as well. This trait is applied to the
blade for a scene.<br />
7 -5 points of hatred can be spent to ensure the death of an opponent. The
opponent is dead, it can never again rise, and this bests versions of
reincarnation, regeneration, and immortality. This trait is applied to
the blade for the scene.<br />
<br />
Heart Seekers Powers -<br />
As a sentient blade Heart Seeker can take an action on its turn by expending a willpower point. Heart Seeker must be in the hands of an attuned vessel to use the following abilities. Heart Seeker refreshes one willpower back per day, and regains one every time it is used to kill a living, sentient creature.<br />
1 - Target within 10 yards must make a roll on a stamina check or die. The creature must be a sentient living creature.<br />
2 - Heart Seeker makes the vessel move and attack, this is in addition of the vessels normal attacks, and is declared and rolled afterwards.<br />
3 - Heart seeker can parry an incoming weaponry attack. <br />
4 - Heart Seeker can also spend a willpower and roll its willpower to try and take over the vessel, this is a contested willpower roll. If Heart Seeker gets more successes it becomes dominant for the scene. <br />
<br />
Heart Seeker is powerful enough to permanently kill named ones with damage alone. Heart Seeker is one of only a handful of weapons that can do this. The 5 point hatred ability must be used for this to take effect.<br />
<br />
----------------<br />
Heart Seeker is powerful, but completely corrupts the morals of any creature brave enough to be attuned to it.<br />
The vessel holding Heart Seeker has a Composure score of 0 and automatically fails such rolls.<br />
The vessel holding Heart Seeker has a penalty to all viable social rolls equal to its hatred rating.<br />
Failing to kill a sentient creature in the course of a day causes the vessels willpower to be at 1 for the day. This is the characters rating and value until he kills a sentient living creature. <br />
Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-86531521007288926392013-01-23T16:01:00.000-08:002013-01-23T16:01:16.634-08:00Heart Seeker<br />
Heart Seeker is a black, double edged short dagger. There is no curve to the small sharp blade, and the hilt has a half moon guard made of blackened steel. The hilt itself is a simple metal host with a dark leather grip. Heart Seeker, like all small blades, adds +1 to attack dice pools when used with the weaponry skill.<br />
<br />
Purpose - Heart Seeker has a simple minded determination. It seeks to kill all sentient life, and harvests an insatiable hatred towards the living. Heart Seeker will always choose opponents who are unsuspecting over those ready, though in the end it longs for the murder itself.<br />
<br />
Power - All powers and abilities of this dagger work only on sentient, living creatures with a discernable anatomy.<br />
<br />
1 - If a character rolls 5 successes on a weaponry attack roll with this blade, the blade strikes true, finding the creatures vitals and killing it instantly. Automatic successes do not count towards the number of successes needed on the dice roll. The dice roll itself must yield this number.<br />
<br />
2 - Heart Seeker absorbs the essence of those murdered. Any time Heart Seeker kills an opponent by denying him his defense, Heart Seeker gains a point of Hatred. This is a special trait unique to this blade.<br />
<br />
3 - Heart Seeker will not be denied its target. Ignore armor applied to an opponent, and damage reduction is treated as one less in regards to this weapons attack rolls.<br />
<br />
HATRED - Hatred slowly builds in the blade as it is used to murder people. Hatred can be spent on a point for point basis to gain the following benefits. The blades Hatred trait can never exceed 10.<br />
<br />
1 point of hatred can be spent to add 2 levels of damage to a successful attack.Multiple points can be spent when an attack roll is made.<br />
<br />
1 point of hatred can be spent to replenish a point of willpower, or health. This can be done reflexively, as willpower or health is lost.<br />
<br />
1 point of hatred can be spent to increase the blades attack roll bonus by +3 for the scene. This is added to the blades normal +1 bonus. This bonus can only be applied once, and does not stack with itself, or similar bonuses utilizing the Hatred Trait.<br />
<br />
3 points of hatred can be spent to increase the blades attack roll bonus by +6 for the scene. This is added to the blades normal +1 bonus. This bonus can only be applied once, and does not stack with itself, or similar bonuses utilizing the Hatred Trait.<br />
<br />
3 points of hatred can be spent to add a -5 dice penalty on an attacked opponents roll for the scene.<br />
<br />
5 points of hatred can be spent to add a vile venom to the blade, doing 5 points of poison damage every turn for 5 turns and imposing a -2 pain penalty to the targets dice rolls as well. This trait is applied to the blade for a scene.<br />
<br />
10 points of hatred can be spent to ensure the death of an opponent. The opponent is dead, it can never again rise, and this bests versions of reincarnation, regeneration, and immortality. This trait is applied to the blade for the scene.<br />
<br />
------------------------------<br />
<br />
Draw Backs -<br />
Anyone attuning the blade reduces there composure score by 1 point. Due to the Daggers Seething hatred all social dice pools are also further penalized by 1 point, though this penalty is -3 if the Hatred trait is 5 to 9, and -5 if the Hatred trait is 10.<br />
<br />
Anytime the character fails a social roll he must kill a sentient creature within the next 24 hours or suffer a -1 to all dice rolls until the dagger is sated. This effect is cumulative if it happens again, though the bonuses dissipate once someone has been murdered with the dagger.<br />
<br />Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0tag:blogger.com,1999:blog-3594033335623713351.post-79197890723311220442013-01-18T13:58:00.000-08:002013-01-18T13:58:34.049-08:00Notes on Gauthic's History <br />
Major Points -<br />
<br />
1 - he was a bad ass assassin. Killed a great wyrm blue dragon, was one of the youngest attendants ever appointed to the queen. By the age of 20 he was one of the premiere assassins of his time.<br />
2 - Slept with the queen. The other attendants tried to kill him, he killed 8 of them before the 9th one, his best friend, killed him. Was resurrected by the queen and transported to Alborine. Koull, his half oceanic dragon friend who had killed him, was executed for failing to protect the queens integrity. His death was staged and he too was sent to Alborine to aid gauthic.<br />
3 - The two companions wiped out the lead assassins of the crimson rose, and made plays for power within the organization. They were trying to take it over for themselves, and create a power base to aid in the queens ultimate goal.<br />
4 - The queens ultimate goal was to start a war that would bring the gods down to the continent in there avatar form. The queen believes the citizens take the empire, the gods, and there safety for granted, and wanted to show them the true powers present on the prime material planes, and within the heavens.<br />
5 - Gauthic and Koull could never defeat the high priest, and eventually were lead into a trap and killed by him and his minions. The queen resurrected Gauthic yet again, and gave him a portion of her power, Gauthic in turn resurrected Koull and gave his friend half of his acquired power. The two have made various attempts, but attacking one usually summons the others, and even when killed they tend to resurrect somehow. Gauthic believes indeera is the key to killing him, for its said that the gifts of fayn wont work on her.<br />
6 - Gauthic and Koull have been manipulating events in the background, trying to create a means to usurp the high priest, and put indeera in place, who will in turn fulfill the queens wishes.<br />
<br />
Bad Guys -<br />
The High Priest -<br />
Lord Karzzeth - Ancient vampire lord from raven spire.<br />
Black Wind - Keeper of Sorrows - Ancient Black Dragon Dracolich<br />
Sir Udraeus - Death Knight from Candomia - has a host of 6 shadow squires that follow him.<br />
Mezzverahn - Powerful Mind Flayer sorcerer. Has powerful magics, and powerful mental prowess as well.<br />
<br />
Pink Rose - A new comer to the council, she owes everything to the High Priest. Gauthic knows little of her powers, but believes her to be an arcanist of some sort, though its possible she was a former assassin too. Looking into her background was impossible, as all loose ends were killed.<br />
<br />
White Rose - Might be a good guy, might be a bad guy. Gauthic thinks its a woman, but the White Rose dresses in heavy, concealing clothes. So far the White Rose is interested in putting Indeera in charge to stabilize and create growth within the crimson rose.<br />
<br />Chaosturtlehttp://www.blogger.com/profile/02963433958481455345noreply@blogger.com0