Thanksgiving looks to be the event when most of us will be back in town; I'm not confident of that statement concerning some of you, but I'm positive that Bryan and I will be back during that time. I'd hope that at some point we can all get together to have some fun.
I'd like to play a session of the Agartha SAME, as I feel like I should continue the story so you all don't get bored with it. Two months is a long time to take in between turning the metaphorical pages, but I'll take what I can get.
___
In the meantime, I'd like to requisition something for all of us. That being, a Nerf Maverick.
These little handguns are the coolest things even before you mod them, and afterward they become a purchase on par with something like a house or a car. You'll get that much mileage out of them, I promise. (They're about 10 bucks at Toys 'R' Us.)
Would you kindly acquire a single or a pair of Mavericks before we all reconvene by Thanksgiving? If you want to mod them, that's fine. I've already modded mine to have the dart holder spin more easily and come out of the frame farther when reloading, and I must say it's loads of fun. When we all get together, I'd relish the opportunity to take these guys outside and have a shootout.
If you have some ideas, just put in a comment and let your voice be heard.
Tuesday, October 16, 2007
Thursday, October 4, 2007
Rant, Setting Details - Kopesh
Hokies.
I'm coming home next weekend for MIAD's fall break. I'm back from the afternoon of the 12th to the 16th. Any time within that span, we can convene to indulge ourselves in gaming.
You know... It'd be pretty neat if I had some way of contacting you all without having to resort to such static and infrequent measures as this. Oh, wait! We're in the information age! There exist such things as instant messengers. What a wonder, those IMs. With them, you can send messages back and forth between two computers connected to the Internet, almost instantaneously! It is truly a marvel to behold. Now if only I had some sort of catalogue of emails (E-mail being short for electronic mail, you know) that those I wish to contact using this fabled "Instant Messenger." Hmmm...
Seriously. I'm not joking here. I have Kyle and Cody listed in my contacts list, but two of you, and I'm not naming names, are suspiciously absent.
And it wouldn't hurt you guys to come down and visit me, you know.
Onward.
Setting Details - Kopesh
___
The City
The city of Kopesh is situated on one of the many bends in the Eryes, one of the great rivers that meanders through the Wastes. This provides several benefits to its citizens, not the least of which is a constant water source. During the Wastewar the Eryes was the target of many attempts at sabotage from both sides of the conflict, but it has remained roughly the same as it was since over 14,000 years ago, when the lush jungles turned to the scraping dust of the Wastes.
Lining the shores of the Eryes is some incredibly fertile soil; in many eyes, the most fertile in the world. Foliage grows readily, almost eagerly, on the banks of the great river, making riverside accommodation very highly coveted land in the Wastes. The city of Kopesh was established roughly 300 years prior to the Wastewar, and is one of the oldest Guild-built cities near the Eryes. It's population is in the area of 20,000 people, but this number shifts with the seasons and the swiftness with which the Eryes flows. The city is built around an almost perfect grid of streets and corridors, looking much like a maze when viewed from a high vantage point. Kopesh has plenty of them, with much of the city resting on hewn tiers in a cliffside. In a sense, the city is much like a stadium.
Kopesh sports some of the best architects this end of the Wastes, making even the most mundane of structures a marvel to behold. There are three great bridges that span the Eryes, with many smaller bridges covering the intervals and across the smaller rivers that flow into it. Each one is spaced with great care and precision, so each one is almost exactly the same distance apart. The buildings are created with the river in mind, with many having doors that open toward the banks.
The People
The citizenry of Kopesh is composed of roughly 15,000 Humans from all across Caldera and beyond, about 2000 Wasteland Elves, 1500 Extra-continental Elves, with the remainder comprised of Therians and Orcs from around the globe.
About 75% of Kopesh's populace owes allegiance to a Guild, in one fashion or another. The rest are merchants, artisans, royalty with vacation homes, what-have-you. The Eryes is prime real-estate in the Wastes, and many people flock to the riverside cities in the hopes of eking out a better life. Kopesh is significant in that it has a lot of shore to spare, being built around and across one of the bends so near to the oceanic coast.
The city has expanded a great deal each passing year due in no small part to the Wastewar and reconstruction efforts. The recent uncovering of the city of Mahde has certainly aided in expansion efforts, generating a steady influx of travelers from up the Eryes and the inlands of the Wastes.
I'm coming home next weekend for MIAD's fall break. I'm back from the afternoon of the 12th to the 16th. Any time within that span, we can convene to indulge ourselves in gaming.
You know... It'd be pretty neat if I had some way of contacting you all without having to resort to such static and infrequent measures as this. Oh, wait! We're in the information age! There exist such things as instant messengers. What a wonder, those IMs. With them, you can send messages back and forth between two computers connected to the Internet, almost instantaneously! It is truly a marvel to behold. Now if only I had some sort of catalogue of emails (E-mail being short for electronic mail, you know) that those I wish to contact using this fabled "Instant Messenger." Hmmm...
Seriously. I'm not joking here. I have Kyle and Cody listed in my contacts list, but two of you, and I'm not naming names, are suspiciously absent.
And it wouldn't hurt you guys to come down and visit me, you know.
Onward.
Setting Details - Kopesh
___
The City
The city of Kopesh is situated on one of the many bends in the Eryes, one of the great rivers that meanders through the Wastes. This provides several benefits to its citizens, not the least of which is a constant water source. During the Wastewar the Eryes was the target of many attempts at sabotage from both sides of the conflict, but it has remained roughly the same as it was since over 14,000 years ago, when the lush jungles turned to the scraping dust of the Wastes.
Lining the shores of the Eryes is some incredibly fertile soil; in many eyes, the most fertile in the world. Foliage grows readily, almost eagerly, on the banks of the great river, making riverside accommodation very highly coveted land in the Wastes. The city of Kopesh was established roughly 300 years prior to the Wastewar, and is one of the oldest Guild-built cities near the Eryes. It's population is in the area of 20,000 people, but this number shifts with the seasons and the swiftness with which the Eryes flows. The city is built around an almost perfect grid of streets and corridors, looking much like a maze when viewed from a high vantage point. Kopesh has plenty of them, with much of the city resting on hewn tiers in a cliffside. In a sense, the city is much like a stadium.
Kopesh sports some of the best architects this end of the Wastes, making even the most mundane of structures a marvel to behold. There are three great bridges that span the Eryes, with many smaller bridges covering the intervals and across the smaller rivers that flow into it. Each one is spaced with great care and precision, so each one is almost exactly the same distance apart. The buildings are created with the river in mind, with many having doors that open toward the banks.
The People
The citizenry of Kopesh is composed of roughly 15,000 Humans from all across Caldera and beyond, about 2000 Wasteland Elves, 1500 Extra-continental Elves, with the remainder comprised of Therians and Orcs from around the globe.
About 75% of Kopesh's populace owes allegiance to a Guild, in one fashion or another. The rest are merchants, artisans, royalty with vacation homes, what-have-you. The Eryes is prime real-estate in the Wastes, and many people flock to the riverside cities in the hopes of eking out a better life. Kopesh is significant in that it has a lot of shore to spare, being built around and across one of the bends so near to the oceanic coast.
The city has expanded a great deal each passing year due in no small part to the Wastewar and reconstruction efforts. The recent uncovering of the city of Mahde has certainly aided in expansion efforts, generating a steady influx of travelers from up the Eryes and the inlands of the Wastes.
Sunday, September 23, 2007
Setting Details - Local Legends
Until next month!
For now, feast upon a couple of local legends, about the old city of the Ancients, Mahde (the site of excavation) and about the city you live in, Kopesh.
Mahde
The Haunt - According to local rumors, before the old city was uncovered, great obelisks stood tall out of the sand. These obelisks were destroyed when the city was uncovered, but before their obliteration, people used the area as a graveyard. They viewed the obelisks as a sign of some spiritual significance, and attributed the surrounding area's overgrowth of desert fauna as proof of such. Many people were buried here, but few found the eternal rest they had sought. Rumors of corpses visiting their families in the middle of the night, wrapped in reeds and cloth floated up and down the river Eryes, eventually causing most people to avoid the area entirely.
The Terror of Mahde - Upon the faces of the obelisks were engravings and reliefs that depicted an immense beast, in the shape of a hermit crap. Two great, bloodied claws and a mottled azure carapace were the most prevalent details that survived every story in local rumor. By the Ancients' canon of proportions, the creature must have stood 80 feet high. According to Efreeti texts, such creatures were fairly rare around the inner regions of the Wastes, ecnountered mostly around the coasts and on the Sand Dollar Isles. It wore a wyvern skull and was said to be a sea creature of great power and malice.
The Last Legend of Mahde - The only known myth that has survived the ages about Mahde from its glory days concerns the river it resides near. Long ago, the Wastes were not the arid lands they are today, they once were like the jungles to the north and east. During that time, the river would have been home to numerous creatures, one of which is the Spear Koi. This particular fish was revered, for it's sheer size and the durability of its scales after they were hardened. The people of Mahde were said to wear the scales of the Spear Koi into battle, which was believed to grant superior protection against the Manas of The Blissful Wind and The Torrential Water.
Kopesh
The Time to Stay Indoors - Around Kopesh, some strange things happen, albeit infrequently. Every full moon, the waters of the Eryes rise and widen. Often, this causes trouble for those next to the water, who now build their houses on stilts. However, that does little to protect them from the watery denizens that come to live in the deeper areas of the river during that time. About 3 times every year, from the end of the Last quarter to the end of the First quarter in the moon phase calendar, strange lizard-beasts nest in the reedy waters of the Eryes, unfortunately choosing spots in Kopesh more often than the city's citizens would like. Whenever the creatures choose to set up their "grounds" inside the city, groups of angry mobs try to shoo them away. Almost never works, unfortunately.
The Ghost Woman - A ghostly old woman, who, on her deathbed made a pact with the spirits of the Eryes to preserve her essence, is sometimes seen wandering the banks of the river, usually looking seaward, her visage covered in seaweed and dripping wet. The citizens prefer to avoid her, for it is said that anyone who tries to speak with her is drowned the next day.
The Moving Building - Once, about a decade ago, a merchant tried to sell a storehouse full of magical contraband to a friend. The friend, familiar with the merchant's tricks, let the Guildwatch know that something was up. Soon, however, it was discovered that the storehouse was not where it was supposed to be, much to the bewilderment of the merchant and the Guildwatch. Every now and then, a building will pop up in an area of the city where there isn't supposed to be one, such as in the middle of the river or in a public bath.
That's it for now. Figured I'd add some local flavor for the game. The doodle of the hieroglyph is on my doodle blog, ArtlessPeon.
For now, feast upon a couple of local legends, about the old city of the Ancients, Mahde (the site of excavation) and about the city you live in, Kopesh.
Mahde
The Haunt - According to local rumors, before the old city was uncovered, great obelisks stood tall out of the sand. These obelisks were destroyed when the city was uncovered, but before their obliteration, people used the area as a graveyard. They viewed the obelisks as a sign of some spiritual significance, and attributed the surrounding area's overgrowth of desert fauna as proof of such. Many people were buried here, but few found the eternal rest they had sought. Rumors of corpses visiting their families in the middle of the night, wrapped in reeds and cloth floated up and down the river Eryes, eventually causing most people to avoid the area entirely.
The Terror of Mahde - Upon the faces of the obelisks were engravings and reliefs that depicted an immense beast, in the shape of a hermit crap. Two great, bloodied claws and a mottled azure carapace were the most prevalent details that survived every story in local rumor. By the Ancients' canon of proportions, the creature must have stood 80 feet high. According to Efreeti texts, such creatures were fairly rare around the inner regions of the Wastes, ecnountered mostly around the coasts and on the Sand Dollar Isles. It wore a wyvern skull and was said to be a sea creature of great power and malice.
The Last Legend of Mahde - The only known myth that has survived the ages about Mahde from its glory days concerns the river it resides near. Long ago, the Wastes were not the arid lands they are today, they once were like the jungles to the north and east. During that time, the river would have been home to numerous creatures, one of which is the Spear Koi. This particular fish was revered, for it's sheer size and the durability of its scales after they were hardened. The people of Mahde were said to wear the scales of the Spear Koi into battle, which was believed to grant superior protection against the Manas of The Blissful Wind and The Torrential Water.
Kopesh
The Time to Stay Indoors - Around Kopesh, some strange things happen, albeit infrequently. Every full moon, the waters of the Eryes rise and widen. Often, this causes trouble for those next to the water, who now build their houses on stilts. However, that does little to protect them from the watery denizens that come to live in the deeper areas of the river during that time. About 3 times every year, from the end of the Last quarter to the end of the First quarter in the moon phase calendar, strange lizard-beasts nest in the reedy waters of the Eryes, unfortunately choosing spots in Kopesh more often than the city's citizens would like. Whenever the creatures choose to set up their "grounds" inside the city, groups of angry mobs try to shoo them away. Almost never works, unfortunately.
The Ghost Woman - A ghostly old woman, who, on her deathbed made a pact with the spirits of the Eryes to preserve her essence, is sometimes seen wandering the banks of the river, usually looking seaward, her visage covered in seaweed and dripping wet. The citizens prefer to avoid her, for it is said that anyone who tries to speak with her is drowned the next day.
The Moving Building - Once, about a decade ago, a merchant tried to sell a storehouse full of magical contraband to a friend. The friend, familiar with the merchant's tricks, let the Guildwatch know that something was up. Soon, however, it was discovered that the storehouse was not where it was supposed to be, much to the bewilderment of the merchant and the Guildwatch. Every now and then, a building will pop up in an area of the city where there isn't supposed to be one, such as in the middle of the river or in a public bath.
That's it for now. Figured I'd add some local flavor for the game. The doodle of the hieroglyph is on my doodle blog, ArtlessPeon.
Wednesday, September 12, 2007
Setting Details - Prologue
I'll be coming home next week to play games and, you know, do stuff. I've got a game to go to on Saturday around early-late evening until well after 1 o'clock, so if you guys want to do this thing on Friday, that's cool. After 6 would be most preferable.
---
Agartha
I hate it. I hate the wars, I hate the desert, I hate the heat. I am so damn tired of all this, I just want it to end. I wonder if Tigris has a vacation plan...
Not soon after the 2nd Season started in 23 S.E., a war erupted in the south of Caldera. A few of the Elves that held some of the abandoned Efreeti city-states grew jealous of the Trade Guilds' hoarding and decadence. When they extended their reach into the Guilds' coffers, the lids snapped shut and daggers were drawn. Three city-states that stood isolated from the rest of the Elven portions of the Wastes, versus the Nine.
The Elves, with their fire-born magicks and sand-caked creatures of devious craft, and The Guilds, with their assassins and pilfered artifacts. Fighting started to erupt into the streets of Wasteland cities and towns, leaving nothing but ghosts in the wake of their destruction.
Years after this fighting started, it ended with the last Elven leader's beheading (31 S.E). The Trade Guilds were down two houses, leaving the Seven to pick up the pieces. The renegade elven city states were put to the flame, and the only one left mostly in one piece is the southern city of Kardal, charred and blackened from fire, warped and cracked from wild magic.
The affected cities and Guilds are:
Elven cities
Kardal - A southern city-state. Left intact, but warped and broken.
Jeddah - City furthest east. Controlled one of the major Northern ports out of the Wastes. Is now a dead port, with wild magic and torrential sands ripping the stone walls and wooden docks down each passing day.
Sidys - City in the thickest of fighting, furthest south of the three. Blown apart in the war, few monuments are left standing. Perpetually shrouded in a purplish-haze, the very air is poison.
Guildcities (The main cities of the Nine)
Guided Hand - A guild based heavily in information-trade, this guildcity was burnt to the ground, and its constituents were assimilated into the Ashen Winds guild.
Fallen Palm - Dealt with timber and woodstuffs from all across the globe. Naturally, burnt to the ground. Folded into Prevailing Trades guild.
Ashen Winds - Dealt mostly with exports and travel out to Fyriss, Lemuria and Tigris. Small fleet of ships. Left alone, as it was furthest from the rest, and not technically in the Wastes.
Prevailing Trades - Dealt with imports from across the globe, even from the frozen continent Midgard. Guildcity was based on the Sand Dollar Isles, along with the Horn guild and Sand Dollar guild. The Isles were hit pretty heavily in the war, but have made great efforts for restoration.
Horn - Alarmists and prophets of doom. Dealt with precarious goods found in the Efreet and Ancient ruins, and had hopes to access the Floating Isles, but those plans were scrapped once the Wastewar started.
Sand Dollar - Moneymaking and various trade goods. Supporters of making a Gold standard, but their efforts were wasted when the Wastewar broke out, as most people traded for weapons, not money.
Wyvern and Wing - Expert weaponcrafters and explorers. Mapped out the entirety of the surface of the Wastes, and had hoped to uncover the Ancients' lost cities and ruins. Wastewar blah blah blah... Some excavation sites were destroyed, but new ones uncovered.
Saddle - Overland trade and information brokerage. Made out of the War with a lot of newly acquired wealth, as their services were employed heavily and at greatly inflated prices. Establishing a second headquarters on the Sand Dollar Isles, as it is highly coveted land and a mark of status.
Salt and Saw - Miners and builders. Primary owners of the major salt and limestone mines. Headquarters is situated along the Northern coast, away from the fighting. Making a lot of money helping others rebuild their homes, at inflated prices of course.
---
You could have been in Upper Caldera, part of one of the Guilds/Renegades, a Calderan/Elf of the neutral city-states, or simply a bloke from nowhere in particular who got swept up in the chaos. You are beginning the adventure in one of the Guild-controlled cities along the Southernmost coast, which has been restored after the Wastewar.
Some folk want to leave Caldera in the wake of the Wastewar, and you might be one of them. Or, you're a profiteer looking to make a living selling spoils back to whoever owned them previously. Or, you're whatever you feel like being. Consider your character's age, and create a background accordingly. Keep in mind that the culture is very tropic, seeing as Caldera is within Agartha's tropic band. Craft your look after the jungles/tropics of Asia, Africa, Hawaii, South America, Mediterranean etc.
EDIT: I've uploaded your sheets again, this time with corrections and name changes. I didn't include the Description and possessions areas because the text would be too small to handle efficiently.



---
Agartha
I hate it. I hate the wars, I hate the desert, I hate the heat. I am so damn tired of all this, I just want it to end. I wonder if Tigris has a vacation plan...
Not soon after the 2nd Season started in 23 S.E., a war erupted in the south of Caldera. A few of the Elves that held some of the abandoned Efreeti city-states grew jealous of the Trade Guilds' hoarding and decadence. When they extended their reach into the Guilds' coffers, the lids snapped shut and daggers were drawn. Three city-states that stood isolated from the rest of the Elven portions of the Wastes, versus the Nine.
The Elves, with their fire-born magicks and sand-caked creatures of devious craft, and The Guilds, with their assassins and pilfered artifacts. Fighting started to erupt into the streets of Wasteland cities and towns, leaving nothing but ghosts in the wake of their destruction.
Years after this fighting started, it ended with the last Elven leader's beheading (31 S.E). The Trade Guilds were down two houses, leaving the Seven to pick up the pieces. The renegade elven city states were put to the flame, and the only one left mostly in one piece is the southern city of Kardal, charred and blackened from fire, warped and cracked from wild magic.
The affected cities and Guilds are:
Elven cities
Kardal - A southern city-state. Left intact, but warped and broken.
Jeddah - City furthest east. Controlled one of the major Northern ports out of the Wastes. Is now a dead port, with wild magic and torrential sands ripping the stone walls and wooden docks down each passing day.
Sidys - City in the thickest of fighting, furthest south of the three. Blown apart in the war, few monuments are left standing. Perpetually shrouded in a purplish-haze, the very air is poison.
Guildcities (The main cities of the Nine)
Guided Hand - A guild based heavily in information-trade, this guildcity was burnt to the ground, and its constituents were assimilated into the Ashen Winds guild.
Fallen Palm - Dealt with timber and woodstuffs from all across the globe. Naturally, burnt to the ground. Folded into Prevailing Trades guild.
Ashen Winds - Dealt mostly with exports and travel out to Fyriss, Lemuria and Tigris. Small fleet of ships. Left alone, as it was furthest from the rest, and not technically in the Wastes.
Prevailing Trades - Dealt with imports from across the globe, even from the frozen continent Midgard. Guildcity was based on the Sand Dollar Isles, along with the Horn guild and Sand Dollar guild. The Isles were hit pretty heavily in the war, but have made great efforts for restoration.
Horn - Alarmists and prophets of doom. Dealt with precarious goods found in the Efreet and Ancient ruins, and had hopes to access the Floating Isles, but those plans were scrapped once the Wastewar started.
Sand Dollar - Moneymaking and various trade goods. Supporters of making a Gold standard, but their efforts were wasted when the Wastewar broke out, as most people traded for weapons, not money.
Wyvern and Wing - Expert weaponcrafters and explorers. Mapped out the entirety of the surface of the Wastes, and had hoped to uncover the Ancients' lost cities and ruins. Wastewar blah blah blah... Some excavation sites were destroyed, but new ones uncovered.
Saddle - Overland trade and information brokerage. Made out of the War with a lot of newly acquired wealth, as their services were employed heavily and at greatly inflated prices. Establishing a second headquarters on the Sand Dollar Isles, as it is highly coveted land and a mark of status.
Salt and Saw - Miners and builders. Primary owners of the major salt and limestone mines. Headquarters is situated along the Northern coast, away from the fighting. Making a lot of money helping others rebuild their homes, at inflated prices of course.
---
You could have been in Upper Caldera, part of one of the Guilds/Renegades, a Calderan/Elf of the neutral city-states, or simply a bloke from nowhere in particular who got swept up in the chaos. You are beginning the adventure in one of the Guild-controlled cities along the Southernmost coast, which has been restored after the Wastewar.
Some folk want to leave Caldera in the wake of the Wastewar, and you might be one of them. Or, you're a profiteer looking to make a living selling spoils back to whoever owned them previously. Or, you're whatever you feel like being. Consider your character's age, and create a background accordingly. Keep in mind that the culture is very tropic, seeing as Caldera is within Agartha's tropic band. Craft your look after the jungles/tropics of Asia, Africa, Hawaii, South America, Mediterranean etc.
EDIT: I've uploaded your sheets again, this time with corrections and name changes. I didn't include the Description and possessions areas because the text would be too small to handle efficiently.



Saturday, September 1, 2007
Messenger Information
So. Seeing as two of us are varying degrees of distance away from the Germantown area, the hub as it were, it seems only natural that we'd like to stay in touch through various web-based means. Such as it is, an instant messenger client is the most obvious and, depending on who you ask, one of the more efficient forms of online communication.
As most of you have probably never even considered the idea of IRC, I'll skip over it in favor of instant messengers. Yahoo, Windows Live/MSN, AOL (god forbid), just to name a few.
Get one, you sods. Or I swear to whatever cosmic entities there are, I will kill myself and haunt you all until you join me in the Ether, at which point I will continually kick you in your incorporeal balls. Over and over. And there'd be nothing you could do about it. The universe would see my cause just, and allow my actions to continue unabated.
My MSN account can be reached at epiclevel@yahoo.com. I have the handle Artless.
As most of you have probably never even considered the idea of IRC, I'll skip over it in favor of instant messengers. Yahoo, Windows Live/MSN, AOL (god forbid), just to name a few.
Get one, you sods. Or I swear to whatever cosmic entities there are, I will kill myself and haunt you all until you join me in the Ether, at which point I will continually kick you in your incorporeal balls. Over and over. And there'd be nothing you could do about it. The universe would see my cause just, and allow my actions to continue unabated.
My MSN account can be reached at epiclevel@yahoo.com. I have the handle Artless.
Monday, August 27, 2007
Kyle's Muses
Basis: Lord of the Rings
Basically, this is years after the fall of Sauron most of the heroes of that time are either dead or not in their prime. But the Dark One is still abound. Only in spirit now, though with a force of will he can manifest himself. The forces of good are now scattered , the elves are no longer in this realm and the dwarves dwell deeper into their mountains. Each race looking to it's own and rebuilding after the War. It's a time of adventures, shrewd businessmen, and grizzled veterans. The forces of evil are also scattered as warlords rise and fall. Yet, the call of the Dark Lord is growing stronger as he makes his move for control. And a gathering is happen in the depths of Mirkwood now that the elves are gone, a gathering of the Dark Lords disciples.
In the game the party will choose which side they will be on; good or evil. Or perhaps everyone will be what they want. But each side has it's own races which I've got somewhat worked on. Then, depending on the side you're on, it will change the story we try for. So I'll cook up more for this either way. So... yeah.
Basically, this is years after the fall of Sauron most of the heroes of that time are either dead or not in their prime. But the Dark One is still abound. Only in spirit now, though with a force of will he can manifest himself. The forces of good are now scattered , the elves are no longer in this realm and the dwarves dwell deeper into their mountains. Each race looking to it's own and rebuilding after the War. It's a time of adventures, shrewd businessmen, and grizzled veterans. The forces of evil are also scattered as warlords rise and fall. Yet, the call of the Dark Lord is growing stronger as he makes his move for control. And a gathering is happen in the depths of Mirkwood now that the elves are gone, a gathering of the Dark Lords disciples.
In the game the party will choose which side they will be on; good or evil. Or perhaps everyone will be what they want. But each side has it's own races which I've got somewhat worked on. Then, depending on the side you're on, it will change the story we try for. So I'll cook up more for this either way. So... yeah.
Sunday, August 26, 2007
Setting Ideas - SAME Content cont.
Okies. Now that we've gone through the process of making preliminary characters, I though it would be best to show you at least a small amount of the actual spells, qualities and abilities I've made up.
First off, the most important qualities a character can have are their Light Arts and Dark Arts paths. These two qualities are unchanging, as they represent the character's basic connection to the world's Mana. Everybody manipulates Mana in different ways, and everybody has things they are naturally better at doing with it. They represent your character's natural affinity towards one element or a special connection to Mana that gives them abilities outside normal humans. I've got a host of Paths lined up, but most of them fall into a general pattern appropriate for the two arts. For Light Arts, paths general focus on augmenting Utility spells and abilities, while Dark Art paths focus on augmenting Attack spells, etc.
Here are some of the ones I've cooked up:
Light Arts
Ember Path - Fire-based utility spells are constant
Wave Path - Water-based utility spells are constant
Zephyr Path - Wind-based utility spells are constant
Tortoise Path - Earth-based utility spells are constant
Sapling Path - Leaf-based utility spells are constant
Perception Path - Light-based utility spells are constant
Empty Path - Void-based utility spells are constant
Celerity Path - You have a speed of 60
(There'll be more.)
Dark Arts
Martial Path - Attack spells deal 4 more damage in Melee range
Blessed Path - Attack spells are cast with a +2 bonus to hit.
Flame Path - Fire-based attack spells deal 4 more damage
Searing Path - Fire-based attack spells affect 2x as many targets
Frost Path - Water-based attack spells deal 4 more damage
Drowning Path - Water-based attack spells affect 2x as many targets
Storm Path - Wind-based attack spells deal 4 more damage
Prevailing Path - Wind-based attack spells affect 2x as many targets
Mountain Path - Earth-based attack spells deal 4 more damage
Sifting Path - Earth-based attack spells affect 2x as many targets
Razor Path - Leaf-based attack spells deal 4 more damage
Entangling Path - Leaf-based attack spells affect 2x as many targets
Luminous Path - Light-based attack spells deal 4 more damage
Shining Path - Light-based attack spells affect 2x as many targets
Hex Path - Void-based attack spells deal 4 more damage
Crushing Path - Void-based attack spells affect 2x as many targets
(There'll be more.)
Qualities come in all shapes and sizes, with varying degrees of use. You can make them up and have them approved by me.
Spells and abilities, while varied and powerful, follow a basic outline for categorizing their effects.
Utility spells affect the character in some way that usually benefits them, and are dependent on the Mana resources available.
They follow no real naming scheme.
Attack spells affect another character in a generally harmful way, and are dependent on Mana resources available.
Shard spells are on the lowest tier. They affect one target up to MNF ranges away, and deal 14+E damage.
Shock spells are on the lowest tier. They affect up to 3 targets up to MNF ranges away, and deal 10+E damage.
Bolt spells are more powerful versions of Shard spells, and deal 18+E damage to one target up to MNFD ranges away.
Blast spells are more powerful versions of Shock spells and affect up to 3 targets MNFD ranges away, dealing 14+E damage.
Strike spells are more potent versions of Shard and Bolt spells, and affect 1 target up to MNFDC range away, dealing 22+E damage.
Burst spells are more potent versions of Shock or Blast spells, and affect up to 3 targets up to MNFDC range away, dealing 18+E damage.
Nova spells are a special category, as they deal 14+E damage to everyone out to the F range.
Torrent spells are more powerful versions of Nova spells and deal 18+E damage to everyone within NF range.
Tide spells are potent spells that deal 22+E to everyone up to NFD range away in a straight line that is 60-ft. wide.
Specific Spells
These spells are unique and produce a variety of effects, though these are only examples of named spells. If you have an idea for a cool maneuver you want your character to do, run it by me and I'll try to think of something. The ones listed are considered Tier 2 spells, and specific conditions must be met before acquiring them.
Flash - A Light-based spell that produces a great flash of searing light that radiates from the user dealing 18+E damage to one target and Blinding every target up to N distance away. A blinded creature can take no actions save a single move in any direction and has its defenses lowered by 4 (meaning they calculate it as 4+A or M instead of 8+A or M.) Creatures who are naturally blind do not suffer from these effects. Requisite: Must have Light Blast as a spell and the Headshot ability.
Flamestrike - A Fire-based spell that produces a column of flames that continues to burn even after the caster has turned his attention elsewhere. This stationary fire, usable for two attacks, deals damage to any creature who enters it equal to 18+E. It will burn for an eternity if it is never drained of its uses, but can be dismissed by whim of the caster or by a Dispell.
Requisite: Must have Flame Bolt as a spell and the Press Your Luck ability.
Undine's Crest - The caster conjures a blue-colored insignia in the air in front of them, and a wall of impenetrable ice forms in any shape in front of them, dealing no damage but seriously pissing off those on the other side. This wall (2m long or thick for each point of damage it would inflict) functions as a stationary "character" with a 10-wound death threshold. This Water-based spell is useful for hindering enemy movement or protecting a particular charge, though is a potent attack spell in its own right. Any creature in the area of the spell at the time of casting that is hit by the user's attack is trapped in the wall. They cannot do anything at all, and the only method of freeing them is to destroy the wall with a Dispell or by dealing enough wounds to it that it crumbles to icy shards.
Requisite: Must have the Bind ability.
Djinn's Calling - The caster sings a song that floats on the wind, and carries a message to his adversaries, "Join us." A single creature suffers 14+E damage from this Wind-based spell. If it is dealt wounds by this attack, it now aids the player as a thrall to their whims, acting immediately after the player in initiative order. They continue to serve the player until the damage is healed or they fall dead at their feet. Requisite: (Still working on this one's requirements.)
Golem - This Earth-based spell forms mud and clay into a cohort for the caster. This Golem will last until dismissed, has a Strength of 16, an Agility of 8, a Moxy and Elan of 4, and a speed of 8m. It has a basic Earth attack that deals 14+S damage. It has a 10 wound death threshold. Requisite: Must have at least one Earth Elemental core, and the Cunning Infusion ability.
The Creeping Death - This Leaf spell attacks every creature within F range. They suffer 18+E damage and are immobilized until the spell is dismissed or Dispelled. Requisite: Must have Leaf Blast as a spell, and the Hamstring ability.
Magnetism - This Void spell strikes at every creature within N range. They are sent hurtling 10m toward the nearest sturdy object, be it a wall or another creature. They suffer 16+E damage initially, and if they collide with something they suffer damage in aggregate equal to 10+(the object's Strength score. A stationary object or normal wall has a Strength of 8.) Requisite: Must have Void Blast as a spell, and the Leverage ability.
Dispell - This spell drains an area's supply of mana, making it impossible to maintain spells and difficult cast new ones. The caster of Dispell is now the only creature within F range able to cast spells, unless a Mana-user resupplies the area with mana through whatever means. (Elemental essence, Manastone, tapping a Font, etc.)Requisite: Must have the Drain ability.
Infuse - This spell infuses an object or creature temporarily with a single type of Mana. A weapon with Infuse cast on it can deal damage of either elemental type, decided on the user's choosing. A defensive item with Infuse cast on it blocks both elements an amount equal to its original resistance modifier. Infuse lasts until the end of the next encounter (or the current encounter, depending on when the spell is cast.) Requisite: Must have at least one Bolt spell and the Cunning Infusion ability.
First off, the most important qualities a character can have are their Light Arts and Dark Arts paths. These two qualities are unchanging, as they represent the character's basic connection to the world's Mana. Everybody manipulates Mana in different ways, and everybody has things they are naturally better at doing with it. They represent your character's natural affinity towards one element or a special connection to Mana that gives them abilities outside normal humans. I've got a host of Paths lined up, but most of them fall into a general pattern appropriate for the two arts. For Light Arts, paths general focus on augmenting Utility spells and abilities, while Dark Art paths focus on augmenting Attack spells, etc.
Here are some of the ones I've cooked up:
Light Arts
Ember Path - Fire-based utility spells are constant
Wave Path - Water-based utility spells are constant
Zephyr Path - Wind-based utility spells are constant
Tortoise Path - Earth-based utility spells are constant
Sapling Path - Leaf-based utility spells are constant
Perception Path - Light-based utility spells are constant
Empty Path - Void-based utility spells are constant
Celerity Path - You have a speed of 60
(There'll be more.)
Dark Arts
Martial Path - Attack spells deal 4 more damage in Melee range
Blessed Path - Attack spells are cast with a +2 bonus to hit.
Flame Path - Fire-based attack spells deal 4 more damage
Searing Path - Fire-based attack spells affect 2x as many targets
Frost Path - Water-based attack spells deal 4 more damage
Drowning Path - Water-based attack spells affect 2x as many targets
Storm Path - Wind-based attack spells deal 4 more damage
Prevailing Path - Wind-based attack spells affect 2x as many targets
Mountain Path - Earth-based attack spells deal 4 more damage
Sifting Path - Earth-based attack spells affect 2x as many targets
Razor Path - Leaf-based attack spells deal 4 more damage
Entangling Path - Leaf-based attack spells affect 2x as many targets
Luminous Path - Light-based attack spells deal 4 more damage
Shining Path - Light-based attack spells affect 2x as many targets
Hex Path - Void-based attack spells deal 4 more damage
Crushing Path - Void-based attack spells affect 2x as many targets
(There'll be more.)
Qualities come in all shapes and sizes, with varying degrees of use. You can make them up and have them approved by me.
Spells and abilities, while varied and powerful, follow a basic outline for categorizing their effects.
Utility spells affect the character in some way that usually benefits them, and are dependent on the Mana resources available.
They follow no real naming scheme.
Attack spells affect another character in a generally harmful way, and are dependent on Mana resources available.
Shard spells are on the lowest tier. They affect one target up to MNF ranges away, and deal 14+E damage.
Shock spells are on the lowest tier. They affect up to 3 targets up to MNF ranges away, and deal 10+E damage.
Bolt spells are more powerful versions of Shard spells, and deal 18+E damage to one target up to MNFD ranges away.
Blast spells are more powerful versions of Shock spells and affect up to 3 targets MNFD ranges away, dealing 14+E damage.
Strike spells are more potent versions of Shard and Bolt spells, and affect 1 target up to MNFDC range away, dealing 22+E damage.
Burst spells are more potent versions of Shock or Blast spells, and affect up to 3 targets up to MNFDC range away, dealing 18+E damage.
Nova spells are a special category, as they deal 14+E damage to everyone out to the F range.
Torrent spells are more powerful versions of Nova spells and deal 18+E damage to everyone within NF range.
Tide spells are potent spells that deal 22+E to everyone up to NFD range away in a straight line that is 60-ft. wide.
Specific Spells
These spells are unique and produce a variety of effects, though these are only examples of named spells. If you have an idea for a cool maneuver you want your character to do, run it by me and I'll try to think of something. The ones listed are considered Tier 2 spells, and specific conditions must be met before acquiring them.
Flash - A Light-based spell that produces a great flash of searing light that radiates from the user dealing 18+E damage to one target and Blinding every target up to N distance away. A blinded creature can take no actions save a single move in any direction and has its defenses lowered by 4 (meaning they calculate it as 4+A or M instead of 8+A or M.) Creatures who are naturally blind do not suffer from these effects. Requisite: Must have Light Blast as a spell and the Headshot ability.
Flamestrike - A Fire-based spell that produces a column of flames that continues to burn even after the caster has turned his attention elsewhere. This stationary fire, usable for two attacks, deals damage to any creature who enters it equal to 18+E. It will burn for an eternity if it is never drained of its uses, but can be dismissed by whim of the caster or by a Dispell.
Requisite: Must have Flame Bolt as a spell and the Press Your Luck ability.
Undine's Crest - The caster conjures a blue-colored insignia in the air in front of them, and a wall of impenetrable ice forms in any shape in front of them, dealing no damage but seriously pissing off those on the other side. This wall (2m long or thick for each point of damage it would inflict) functions as a stationary "character" with a 10-wound death threshold. This Water-based spell is useful for hindering enemy movement or protecting a particular charge, though is a potent attack spell in its own right. Any creature in the area of the spell at the time of casting that is hit by the user's attack is trapped in the wall. They cannot do anything at all, and the only method of freeing them is to destroy the wall with a Dispell or by dealing enough wounds to it that it crumbles to icy shards.
Requisite: Must have the Bind ability.
Djinn's Calling - The caster sings a song that floats on the wind, and carries a message to his adversaries, "Join us." A single creature suffers 14+E damage from this Wind-based spell. If it is dealt wounds by this attack, it now aids the player as a thrall to their whims, acting immediately after the player in initiative order. They continue to serve the player until the damage is healed or they fall dead at their feet. Requisite: (Still working on this one's requirements.)
Golem - This Earth-based spell forms mud and clay into a cohort for the caster. This Golem will last until dismissed, has a Strength of 16, an Agility of 8, a Moxy and Elan of 4, and a speed of 8m. It has a basic Earth attack that deals 14+S damage. It has a 10 wound death threshold. Requisite: Must have at least one Earth Elemental core, and the Cunning Infusion ability.
The Creeping Death - This Leaf spell attacks every creature within F range. They suffer 18+E damage and are immobilized until the spell is dismissed or Dispelled. Requisite: Must have Leaf Blast as a spell, and the Hamstring ability.
Magnetism - This Void spell strikes at every creature within N range. They are sent hurtling 10m toward the nearest sturdy object, be it a wall or another creature. They suffer 16+E damage initially, and if they collide with something they suffer damage in aggregate equal to 10+(the object's Strength score. A stationary object or normal wall has a Strength of 8.) Requisite: Must have Void Blast as a spell, and the Leverage ability.
Dispell - This spell drains an area's supply of mana, making it impossible to maintain spells and difficult cast new ones. The caster of Dispell is now the only creature within F range able to cast spells, unless a Mana-user resupplies the area with mana through whatever means. (Elemental essence, Manastone, tapping a Font, etc.)Requisite: Must have the Drain ability.
Infuse - This spell infuses an object or creature temporarily with a single type of Mana. A weapon with Infuse cast on it can deal damage of either elemental type, decided on the user's choosing. A defensive item with Infuse cast on it blocks both elements an amount equal to its original resistance modifier. Infuse lasts until the end of the next encounter (or the current encounter, depending on when the spell is cast.) Requisite: Must have at least one Bolt spell and the Cunning Infusion ability.
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