Sunday, June 14, 2015

Crimson Circle Reboot

This is a list of adventures thus far as well as some pertinent information -

Crimson Circle Consists of Two PC's and some NPC's.

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.

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.

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.

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.

Adventures Thus Far -

Adventure 1 - A ring around the roses - The circle was formed and a demonologist was targeted by the circle.

Solo - Four Dagger Puzzle - An assassin is given a task to prove his worth.
Solo - Krendles Kitten - An ancient thing in the catacombs takes care of a lost cat.

Adventure 2 - Too Good to be True - The troupe is tasked with retrieving lost faynish treasure from a long destroyed Temple of Tor'kir.

Tuesday, September 9, 2014

Bonus for Purchases


Certain buildings and locations will offer a bonus. The bonus of a building is dependent on the nature of the building ash shown below.

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.

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.

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.

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.

Cynofir - Remove a status effect as a reaction to gaining it. Lasts until used.
Tor'Kir - Gain a +1 to AC and +1 to saves. Lasts an adventure.
Tylla and Varuna - Succeed on one Charisma based roll. Ability, Attack, or Save. Lasts until used.
Ganiveil - Succeed on one Constitution based roll. Ability, Attack, or Save. Lasts an adventure
Yun - Gain a single portent die - Lasts until used.
K'vatch - Gain an extra attack action. Lasts until used.
Weyleywin - Gain resistance to damage. Lasts on until used on one damage source.
Avania - Maximize healing from a source. Lasts until used.
Ember -  +10' movement. Lasts an adventure.
Crescea - If you roll a 1 on a d20 you succeed on the roll instead of failing. Lasts until used.
Sheshensis - Gain a natural 20 on a death save. Lasts until used.
Phaethon - Reroll the damage of one attack. Lasts until used.
Fayn - Gain 3 temp hit points/lvl after you kill something. Lasts until used.
Azash - Regain all spent hit die. Lasts until used.
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.
Sorlah - Succeed on one Dexterity based roll. Ability, Attack, or Save. Lasts until used.
Mesta - Maximize hit die expenditure. Lasts an adventure.
Kayla - Charm one target not in combat. Lasts a day. No save. Lasts until used.
Indeera - Succeed on a saving throw. Lasts until used.
Kerrivas - Go first in initiative order. Lasts until used.
Ella - Succeed on a skill your proficient in. May be used after you fail. Lasts until used.
Kaliora - Gain proficiency in a skill of your choice. Lasts an adventure.


Saturday, August 30, 2014

Character Bio

Aseena did some research into the backgrounds of your two NPC's to better understand there relation towards master Blue.

Name - Kel. Last name would be Farmer or Fielder by profession.
Race - Half Orc - Human Mother, Orc Father
Adventurer Aspects - Fighter or Soldier, mostly martial prowess.
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.

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.

Background Type - Folk Hero
Defining Event - As above
Personality - If someones in trouble, he'll lend a hand.
Ideal - Sincerity
Bond - I protect those that cannot protect themselves
Flaw - Feels an overwhelming need to be accepted by others.

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.

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Name - Reiko
Race - Human, Uldrak
Adventure Aspects - Druidic power which consist of ley line manipulation of natural energies. Multi purpose.
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.

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.

Background Type - Hermit -
Life of Seclusion - Forced -
Personality Traits - Introverted. Utterly serene, even in the face of disaster.
Ideal - Meddling in the affairs of others only causes trouble.
Bond - My isolation gave me great insight into the evil nature of others.
Flaw - Her secretes are her own. She wont share them easily.

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.

Monday, August 18, 2014

Costs of Places

This post is about specific buildings and there generic costs. This can be modified by the territories economy or location.

Small Stone House - 1200gp -occupancy is 1 person-
Small Wood House - 450gp -occupancy is 1 or 2 people -
Large Stone House - 3800 - occupancy is a small family -
Large Wood House - 2100 - occupancy is a family unit -

Small Stone Manse - 13000gp - Several bedrooms and several chamber rooms
Small Wood Manse - 7500gp - Several bedrooms and several chamber rooms
Large Stone Manse - 28000gp - Many bedrooms and many chamber rooms
Large Wood Manse - 21000gp - Large amount of bedrooms and chamber rooms

Small Cellar - 800g- Small storage space, single room.
Large Cellar - 1200gp - larger storage space, single room.

Basement - 1400gp - larger underground room or series of small sectioned rooms
Large Basement - 2600gp - Series of several connected small underground rooms.

Small Stone Tower - 9000gp - 20', narrow, may have several rooms
Large Stone Tower - 18000gp - 40' wide, has several rooms and small basement / cellar
Wood Watch Tower - 800gp - Small 20' wooden frame with a single open lookout point at the top.

Small Stone Keep - 65000gp - Fortified and has battlements. Has thick stone walls and same space and chambers as a large stone manse.
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.

Wooden Wing - 4000gp - Adds a moderate amount of bed chambers or chamber rooms.
Stone Wing - 9000g- - Adds a small amount of bed chambers or chamber rooms

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.

Wooden Quarter Room - 5500gp - Building housing nothing but bed chambers. Sometimes houses a single large chamber as well as many bed chambers.

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.

Other Constructions -
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.

-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.

Monday, August 11, 2014

Alborine Adventure Info


Alborine -

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.

The three main branches of the collective government have there own titles.

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.

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.

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.

//

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.

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.

Alborine Set Up -

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.

-Main Attractions -

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.

Flight - Alborine has a total of eighteen sky ships housed at a floating port above alborine. This flying fleet is
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.

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.

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.

-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.

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.
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
District.

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.

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.

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.

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.

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.

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.

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.)

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*Places of note - Important spots in the adventurers quarters -

-Taverns, Eateries, Bars, and Inns -

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.

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.

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.

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.

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.

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.

 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)

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.

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.

- Entertainment -

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.

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.

-Shops and Vendors -

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.

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.

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).

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.

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.

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.

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.

Friday, July 18, 2014

Power Defined after 3

(Game Related Post)

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.

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)

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.

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)

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.

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.

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.

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.

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.

The Evolution of Power

(This is a game related post in regards to Mantles, a unique source of personal power within my gaming world.)

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.

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.

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.

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.

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.

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.

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.