Friday, May 18, 2012

Feromesh the Emerald Terror of the Coast!

(This is a gaming related post.)

Mesta stared at Feromesh, the Emerald Terror of the Coast! .. but there was something off. The eye patch with its little emerald stud worked fine... and the Artifact sword in his hand made him look dashing and brave. Definitely a coast worthy terror. Mesta yawned, and like always she felt the presence of Sky Render diminish. She formed a coy reptilian grin. Mesta.. slayer of the gods. That is what she was now. A god killer. well, she'd always been a god killer. But now, now she had absorbed the very power of the gods, which made her an invincible god killer. Definitely a step up. But Feromesh was still just an Emerald Terror. With his faithful skeletal dog, Fishbone. Fishbone, or the skeletal remains of him, were placed next to the side of Feromesh. Mesta pawed at her treasure a bit and rearanged some of the coins. She was growing bored. She wanted to fly, to let loose and rampage the countryside... At the very least she'd like to take a swim and eat some fish. Rampaging took a lot of energy, and god killers had to conserve. Maybe she'd go on an adventure with Alzaroth. The last one was fun, she saved him and everything. Her ambush was a perfect sucess! That was an odd smell on him though, that last time he was around. What was it again, she'd eaten one and not liked it much. Found it in the forest.. was it a fey? Fey did have a strange taste about them. Oh well. It wasnt a strong smell, probably just something he bumped up agains. She scooped up a small pile of coins in her mouth and layed her head down, closing her eyes slowly. Maybe Kayla would come by. She was a nice thing. She always polished her scales and filed her claws. The books Kayla read said that all princesses and proper ladies should groom six to ten times a day. She told Mesta that those rules probably applied to dragons. Mesta sighed again. Dragons had lots of things to do all the time. No wonder they were always tired. Her eyes closed fully. Maybe Feromesh needed a new set of boots...

Thursday, July 8, 2010

Morpheus

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

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

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

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

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

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

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

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

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

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

Magic and what it means to morpheus !

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

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

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

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

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

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

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

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

(I'll have more soon!)

Sunday, June 6, 2010

Infinite Potential

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

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

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

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

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

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

Thursday, June 3, 2010

Stars of Twighlight

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

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

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

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

Monday, May 31, 2010

The Dark Truth

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

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

--Some insights by Arik'thain

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

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

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



(thats all for now!)

Thursday, May 20, 2010

Looking Beyond Darkness

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

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

Sunday, May 16, 2010

Inevitable Damnation

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

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

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

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

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



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