I'm doing my last game with the group here at MIAD, and I sorta wanted your guys' opinions on the setup for the last session.
Here it is.
Monday, April 28, 2008
Tuesday, March 18, 2008
Setting Details - Who are the Wisemen?
Long story short...
Since before the descendants of Torris split the Hong kindgom thricewise, (about 4000 years ago by current reckoning [the current year is 35 of the (S)econd (E)ra]) there have been legends that spake the names of the Wisemen.
"The Wisemen," a term that has become their unofficial title ever since the various legends were collected for study, refers to a specific group of people who wield power over Mana greater than any other across the face of Agartha. 7 is their number, each one aligned with one of the 7 Elementals. They are peerless warriors and supreme mages, more powerful than anything ever to grace this plane. They are thought to be so powerful that they command the obedience of their own Mana Beast. Or so, at least, the legends say.
Digging Deeper
For roughly four and a half thousand years, stories of the Wisemen have pervaded cultures across the globe. Everybody has their own depiction of the Wisemen, or one of them at least. For example, in the Grass Clan of the plains on Tigris, the Orcs believe that the Wiseman of Wind is a golden eagle given an earthly form by the winds, who punished him for daring to fly higher than them. On the other hand, the people of Vinstad, a town in the Lemurian fiefdoms, believe that he is a man who became an elemental when he was brought back to life by a gust of wind and imbued with its power after falling from one of the many cliffs around the area.
In this way, the Wisemen have become almost religious figures in certain sections of Agartha. The mystique that has generated around their image certainly attracts many to believe them to be merely folk tales and legends, but there are several cults across the globe who insist upon their existence. Each culture that has established itself long enough to form its own belief system or religion has had at least one Wiseman cult spring up. In fact, in recent years it has become quite stylish for someone to join one instead of becoming initiated into one of the Deific religions. The Cult of Sapios the Treewarden in particular has been growing in size, bolstered by claims that its leader is in fact the Wiseman himself.
What this means for you...
Whether or not you wish to join one of the cults, innumerable though they may be, is up to you. If you want to make up the cult yourself, have at it. There are so many tales and myths about the Wisemen that if you came up with your own version it wouldn't at all be surprising. Enterprising individuals may even wish to capitalize on the rise of the cult religions, in one fashion or another.
History in the Making
The names of the Seven Wisemen were formalized in an anthology of local legends and folk tales about them entitled the Micel Staer, a 9-volume script written by a group of Lemurian monks in 598 F.E. It was a labor of immense proportion, as gathering this fluid information was a task for decades, if not centuries. Stories of the Wisemen often spoke toward their ability to keep themselves hidden, and indeed it seemed as though they were invisible figments, considering how slowly the legends were cataloged. Miraculously, it was completed within three generations, and has since been kept in pristine condition in a fervently guarded vault. For 437 years, these books were accepted among the scholarly as the most comprehensive and accurate depiction of the Wisemen, even though a decision has yet to have been made on whether or not the 7 mythical people even exist. According to the Staer, the 7 names for the Wisemen are:
Hou Shan, Wiseman of Fire. Name taken from eastern Calderan, meaning born of flames.
Rajumyrsky, Wiseman of Wind. Name taken from Runic Jorden, meaning hurricane.
Riktahasta, Wiseman of Void. Name taken from Modern Muan, meaning empty vessel.
Sapios, Wiseman of Leaf. Name taken from Old Tigritian, meaning Oak tree.
Draki, Wiseman of Water. Name taken from Standard Fyrissian, meaning shore or wavecrash.
Grundwaeg, Wiseman of Earth. Name taken from Old Tigritian, meaning clay jar.
Lucidus, Wiseman of Light. Name taken from Old Lemurian, meaning aware or apparent.
What This Means for You
Well, now they have names.
___
More later.
Since before the descendants of Torris split the Hong kindgom thricewise, (about 4000 years ago by current reckoning [the current year is 35 of the (S)econd (E)ra]) there have been legends that spake the names of the Wisemen.
"The Wisemen," a term that has become their unofficial title ever since the various legends were collected for study, refers to a specific group of people who wield power over Mana greater than any other across the face of Agartha. 7 is their number, each one aligned with one of the 7 Elementals. They are peerless warriors and supreme mages, more powerful than anything ever to grace this plane. They are thought to be so powerful that they command the obedience of their own Mana Beast. Or so, at least, the legends say.
Digging Deeper
For roughly four and a half thousand years, stories of the Wisemen have pervaded cultures across the globe. Everybody has their own depiction of the Wisemen, or one of them at least. For example, in the Grass Clan of the plains on Tigris, the Orcs believe that the Wiseman of Wind is a golden eagle given an earthly form by the winds, who punished him for daring to fly higher than them. On the other hand, the people of Vinstad, a town in the Lemurian fiefdoms, believe that he is a man who became an elemental when he was brought back to life by a gust of wind and imbued with its power after falling from one of the many cliffs around the area.
In this way, the Wisemen have become almost religious figures in certain sections of Agartha. The mystique that has generated around their image certainly attracts many to believe them to be merely folk tales and legends, but there are several cults across the globe who insist upon their existence. Each culture that has established itself long enough to form its own belief system or religion has had at least one Wiseman cult spring up. In fact, in recent years it has become quite stylish for someone to join one instead of becoming initiated into one of the Deific religions. The Cult of Sapios the Treewarden in particular has been growing in size, bolstered by claims that its leader is in fact the Wiseman himself.
What this means for you...
Whether or not you wish to join one of the cults, innumerable though they may be, is up to you. If you want to make up the cult yourself, have at it. There are so many tales and myths about the Wisemen that if you came up with your own version it wouldn't at all be surprising. Enterprising individuals may even wish to capitalize on the rise of the cult religions, in one fashion or another.
History in the Making
The names of the Seven Wisemen were formalized in an anthology of local legends and folk tales about them entitled the Micel Staer, a 9-volume script written by a group of Lemurian monks in 598 F.E. It was a labor of immense proportion, as gathering this fluid information was a task for decades, if not centuries. Stories of the Wisemen often spoke toward their ability to keep themselves hidden, and indeed it seemed as though they were invisible figments, considering how slowly the legends were cataloged. Miraculously, it was completed within three generations, and has since been kept in pristine condition in a fervently guarded vault. For 437 years, these books were accepted among the scholarly as the most comprehensive and accurate depiction of the Wisemen, even though a decision has yet to have been made on whether or not the 7 mythical people even exist. According to the Staer, the 7 names for the Wisemen are:
Hou Shan, Wiseman of Fire. Name taken from eastern Calderan, meaning born of flames.
Rajumyrsky, Wiseman of Wind. Name taken from Runic Jorden, meaning hurricane.
Riktahasta, Wiseman of Void. Name taken from Modern Muan, meaning empty vessel.
Sapios, Wiseman of Leaf. Name taken from Old Tigritian, meaning Oak tree.
Draki, Wiseman of Water. Name taken from Standard Fyrissian, meaning shore or wavecrash.
Grundwaeg, Wiseman of Earth. Name taken from Old Tigritian, meaning clay jar.
Lucidus, Wiseman of Light. Name taken from Old Lemurian, meaning aware or apparent.
What This Means for You
Well, now they have names.
___
More later.
Monday, February 25, 2008
Cody's Campaign - Characters, etc.
Alex' Character-
Michael River
Born on November 1st, 1981 in Los Angeles to a pair of private investigator parents, Michael is the very definition of child prodigy. Lightyears ahead of his peers, he graduated from Oxford at the age of 14 and is widely known among his colleagues for helping to solve the Seattle "Hangman Murders" case at only 12. Throughout his younger years he had great interest and skill in tinkering with electronics and computer equipment. At 16 he was admitted into the FBI serving jointly within the Law Enforcement Services Branch and the Information Technology Operations Division (where he engineered several advances in the methods of electronic law enforcement).
This is not to say he's perfect. Far from it. As one might expect, he has nearly zero social skills. He also sometimes forgets the limits of the "normal" human mind which, coupled with his high level of stubborness, has led to many sleepless nights for those working with him. In short, he always needs to win. Indeed, he's seen as rather childish, in large part due to his affinity for toys. It was not uncommon to walk in on him studying a list of criminals on a computer screen from an intricate Lego castle or making a breakthrough in a case while a remote-control helicopter flew around the room.
Of course this is all moot, now that he's been let go from the position. They say its for taking a case "too far", whatever that means. After repeated attempts to get back into contact with the organization, he's found that it's almost as if the past three years of his life never happened. Not that this matters for anyone besides Michael, as he had preferred to stay out of the limelight anyway, but for him it feels as if he's lost a game he didn't even realize he was playing. And this frustrates him greatly. But if this shadowy "agency" is any indication, the game's not up just yet.
Classes: Smart with Techie at later levels, possibly Investigator.
Kyle's Character-
Hurnandez del Toro
Hurnandez was born in 1973 in Havannah Cuba. All his life he knew nothing but the rule of Castro and as such he aspired to be part of it. By the age of 16 he enliseted into the army and had made a name for himself hunting down rebels. But later he pushed himslf even farther and joined the ranks of Castro's secret police. Herer he would walk the streets of Havannah looking for anything anti Castro and "reeducate" the sukca on the opposite end. In one particular incident he got envolved in uncovering a coo set up the the CIA. Through that effort and the fact that he had killed one of the CIA agents he got promoted to the rank of Sergent.
By the age of 28 he was ready to blow that popsicile stand. Several attemps had been made on his life via rivals to his position. He secretly planned a fake death and high tailed it out of the country. Looking for work from abroad. When one day he got a message from "the Agency" to do some work abroad. He accepted and has been doing so for 2 years now.
Josh's Character-
Gerard Didriksen
Gerard was born on [April 28th, 1978] at the University of Chicago Medical Center. He grew up in the Hyde Park district on the South Side. When he was 14 he began working at the lakefront docks for his uncle Eddy. Through Eddy's various ties with The Outfit, Gerard was eventually introduced and indicted into the notorious gang in a more or less auxiliary fashion. (Oddly enough, Gerard was related to Frank and Pete Gusenberg, two of the victims of the St. Valentines Day Massacre. Small world.)
He worked with The Outfit for a few years, acting with his uncle in the disposal of unwanted baggage. A few times, he was asked to accompany a small group of gang muscle in shaking down a reluctant business. On one such occasion, when he was 22, he was called to join 2 or 3 other men in guarding his caporegime, John Carlisi. The other party sought retribution for a previous grievance, and upon sighting the group, greeted them with a barrage of gunfire. Gerard was wounded, and was one of two people to escape the fight alive. With the help of the other fellow, Francis, Gerard successfully carried out the grisly series of untraceable murders that evened things out, and then some. His true talents now finally recognized, Gerard spent the next 3 years as a paid assassin and gun for hire.
When he was 25, he left Chicago and, with his reputation in the American underworld helping to grease the wheels, became known throughout the world as a fearsome killer and corporate assassin.
Crunch is here.
Michael River
Born on November 1st, 1981 in Los Angeles to a pair of private investigator parents, Michael is the very definition of child prodigy. Lightyears ahead of his peers, he graduated from Oxford at the age of 14 and is widely known among his colleagues for helping to solve the Seattle "Hangman Murders" case at only 12. Throughout his younger years he had great interest and skill in tinkering with electronics and computer equipment. At 16 he was admitted into the FBI serving jointly within the Law Enforcement Services Branch and the Information Technology Operations Division (where he engineered several advances in the methods of electronic law enforcement).
This is not to say he's perfect. Far from it. As one might expect, he has nearly zero social skills. He also sometimes forgets the limits of the "normal" human mind which, coupled with his high level of stubborness, has led to many sleepless nights for those working with him. In short, he always needs to win. Indeed, he's seen as rather childish, in large part due to his affinity for toys. It was not uncommon to walk in on him studying a list of criminals on a computer screen from an intricate Lego castle or making a breakthrough in a case while a remote-control helicopter flew around the room.
Of course this is all moot, now that he's been let go from the position. They say its for taking a case "too far", whatever that means. After repeated attempts to get back into contact with the organization, he's found that it's almost as if the past three years of his life never happened. Not that this matters for anyone besides Michael, as he had preferred to stay out of the limelight anyway, but for him it feels as if he's lost a game he didn't even realize he was playing. And this frustrates him greatly. But if this shadowy "agency" is any indication, the game's not up just yet.
Classes: Smart with Techie at later levels, possibly Investigator.
Kyle's Character-
Hurnandez del Toro
Hurnandez was born in 1973 in Havannah Cuba. All his life he knew nothing but the rule of Castro and as such he aspired to be part of it. By the age of 16 he enliseted into the army and had made a name for himself hunting down rebels. But later he pushed himslf even farther and joined the ranks of Castro's secret police. Herer he would walk the streets of Havannah looking for anything anti Castro and "reeducate" the sukca on the opposite end. In one particular incident he got envolved in uncovering a coo set up the the CIA. Through that effort and the fact that he had killed one of the CIA agents he got promoted to the rank of Sergent.
By the age of 28 he was ready to blow that popsicile stand. Several attemps had been made on his life via rivals to his position. He secretly planned a fake death and high tailed it out of the country. Looking for work from abroad. When one day he got a message from "the Agency" to do some work abroad. He accepted and has been doing so for 2 years now.
Josh's Character-
Gerard Didriksen
Gerard was born on [April 28th, 1978] at the University of Chicago Medical Center. He grew up in the Hyde Park district on the South Side. When he was 14 he began working at the lakefront docks for his uncle Eddy. Through Eddy's various ties with The Outfit, Gerard was eventually introduced and indicted into the notorious gang in a more or less auxiliary fashion. (Oddly enough, Gerard was related to Frank and Pete Gusenberg, two of the victims of the St. Valentines Day Massacre. Small world.)
He worked with The Outfit for a few years, acting with his uncle in the disposal of unwanted baggage. A few times, he was asked to accompany a small group of gang muscle in shaking down a reluctant business. On one such occasion, when he was 22, he was called to join 2 or 3 other men in guarding his caporegime, John Carlisi. The other party sought retribution for a previous grievance, and upon sighting the group, greeted them with a barrage of gunfire. Gerard was wounded, and was one of two people to escape the fight alive. With the help of the other fellow, Francis, Gerard successfully carried out the grisly series of untraceable murders that evened things out, and then some. His true talents now finally recognized, Gerard spent the next 3 years as a paid assassin and gun for hire.
When he was 25, he left Chicago and, with his reputation in the American underworld helping to grease the wheels, became known throughout the world as a fearsome killer and corporate assassin.
Crunch is here.
Monday, February 18, 2008
Wild Wild West, Jim West, desperado, rough rider, no you don't want nada...
Ok, so I've given it some though, and I think I'm going to try and run a Wild West game. I'd set it most likely around the mid 1870's to early 80's. Now I need to know from all of you what you would find more interesting / exciting / whatever.
EDIT: Me and Kyle talked and brainstormed a new idea as well, so I'll throw that in at the end of this.
A.) Outlaws
NEW IDEA
Ok, the other idea me and Kyle came up with was that the pc's are a group of freelance mercenaries that in general do the highest bidder's dirty work. Think sort of like the ICA organization from the Hitman games. But instead of just dealing in making hits, you would be doing all sorts of things, just so from a game perspective it would keep things fresh. One session you could be sent to Prague to assassinate some ambassador from X country. To prevent it from being complete run and gun it'd be easy to throw in requirments for the hits. And for another episode you could be required to head to some rich fogey's villa in south America to steal some information for blackmail, where you would be required to not get caught. I'm not exactly sure on time period here, I'm leaning toward modern day just because it would make variety easier. But I'm open to trying either this, or the Wild West game. This, as Kyle pointed out to me, might be easier to pull off seeing as each session would be like an episode, so I could have you guys do something akin to whatever your/my fancy is that week.
I'm just wondering what you guys would find most interesting, because the more you're into it, the more I'll be into it. If you couldn't tell, I'm trying to establish you all in the same group and with somewhat the same goals in all the options. I don't want to have to deal with PC1 hating PC2's guts, or any other commonly played out instance. But anyways, that's just a few rough ideas for you. So, lemme know what of the above you would prefer, and why. Also if you have any suggestions they're more than welcome.
EDIT: Me and Kyle talked and brainstormed a new idea as well, so I'll throw that in at the end of this.
A.) Outlaws
- Start with a clean slate, and you've known each other for awhile, working in X line of work (cowboys,Pinkerton Guards gone wrong, miners, etc.) who find that their line of work isn't appealing enough and decide to start some trouble. Or even just a group who all know each other and decide to form a gang. And then subsequently create a name for themselves and end up being wanted men.
- Already are a gang of outlaws who have built a name for themselves, and we continue from then on out.
- Fresh recruits to the Texas Rangers who are thrown together in a group with a well-established leader. Who then do what rangers do... kill bandits, kill Indians, and track down outlaws.
- Pinkerton Detective Agency recruits. Basically the same as the Rangers, except you'd function outside of Texas, and mainly just track down outlaws.
- Already established members of either group above.
- Hired guns guarding a train / stagecoach.
NEW IDEA
Ok, the other idea me and Kyle came up with was that the pc's are a group of freelance mercenaries that in general do the highest bidder's dirty work. Think sort of like the ICA organization from the Hitman games. But instead of just dealing in making hits, you would be doing all sorts of things, just so from a game perspective it would keep things fresh. One session you could be sent to Prague to assassinate some ambassador from X country. To prevent it from being complete run and gun it'd be easy to throw in requirments for the hits. And for another episode you could be required to head to some rich fogey's villa in south America to steal some information for blackmail, where you would be required to not get caught. I'm not exactly sure on time period here, I'm leaning toward modern day just because it would make variety easier. But I'm open to trying either this, or the Wild West game. This, as Kyle pointed out to me, might be easier to pull off seeing as each session would be like an episode, so I could have you guys do something akin to whatever your/my fancy is that week.
I'm just wondering what you guys would find most interesting, because the more you're into it, the more I'll be into it. If you couldn't tell, I'm trying to establish you all in the same group and with somewhat the same goals in all the options. I don't want to have to deal with PC1 hating PC2's guts, or any other commonly played out instance. But anyways, that's just a few rough ideas for you. So, lemme know what of the above you would prefer, and why. Also if you have any suggestions they're more than welcome.
Sunday, February 17, 2008
On The Rim - Act 1
Important characters
Raquim al Sadher
Salu of the Wastes
Paola Peakeli
Hou Shan(?) and Yan Jiang(?)
The party floated their craft down the Eryes to the harbor town of Gangkou, to see the city in turmoil. After disembarking, the group fought off hazards that included the risen dead and rioters, until finally they came face to face with a powerful wielder, thought to be the legendary Hou Shan, Wiseman of Fire. Hou Shan had made quick work of the ships in harbor, cutting them in twain with a swipe of his hand. He turned toward the group and, seeing them poised to attack, moved to engage them.
With a motion, he ignited a wreath of flames to encircle the party, and hurled one of his many blades at Paola. After the party retaliated, Hou Shan leapt high into the air and came slicing down, cutting at Raquim and Salu. The battle continued unabated from then on.
Hou Shan, after disabling Raquim, tarried the assaults of Salu and Paola, and called his Mana Beast Yan Jiang to his side. Leaping on its back, Hou Shan fled for another part of the city.
After the fight, the Guilds' forces came in full force to repel Hou Shan. Once he left the vicinity, they went to work quelling rioters and the risen dead.
As thanks for their valiant efforts, the party was given reward in several forms, not the least of which is use of a ship and a place to stay.
Items in party's care. Bold indicates new items.
Smoldering Longsword. Flame attack. Not attuned.
Flameseal. Flame attack. Not attuned.
Sulfrite Bracer. Flame Resistance. Not attuned.
Yan Barb. Flame Resistance. Not attuned.
Blue Meteora Edge. Light attack. Attuned.
Manawood Rosary. Leaf Resistance. Attuned.
Collena Tome. Ranged Light attack. Attuned.
Two Lesser Fire Elemental cores.
One Lesser Earth Elemental core.
Various items, including 285 silver coins and one camel. Bandoleer of Regenerative Doses. Potted Plant.
Raquim al Sadher
Salu of the Wastes
Paola Peakeli
Hou Shan(?) and Yan Jiang(?)
The party floated their craft down the Eryes to the harbor town of Gangkou, to see the city in turmoil. After disembarking, the group fought off hazards that included the risen dead and rioters, until finally they came face to face with a powerful wielder, thought to be the legendary Hou Shan, Wiseman of Fire. Hou Shan had made quick work of the ships in harbor, cutting them in twain with a swipe of his hand. He turned toward the group and, seeing them poised to attack, moved to engage them.
With a motion, he ignited a wreath of flames to encircle the party, and hurled one of his many blades at Paola. After the party retaliated, Hou Shan leapt high into the air and came slicing down, cutting at Raquim and Salu. The battle continued unabated from then on.
Hou Shan, after disabling Raquim, tarried the assaults of Salu and Paola, and called his Mana Beast Yan Jiang to his side. Leaping on its back, Hou Shan fled for another part of the city.
After the fight, the Guilds' forces came in full force to repel Hou Shan. Once he left the vicinity, they went to work quelling rioters and the risen dead.
As thanks for their valiant efforts, the party was given reward in several forms, not the least of which is use of a ship and a place to stay.
Items in party's care. Bold indicates new items.
Smoldering Longsword. Flame attack. Not attuned.
Flameseal. Flame attack. Not attuned.
Sulfrite Bracer. Flame Resistance. Not attuned.
Yan Barb. Flame Resistance. Not attuned.
Blue Meteora Edge. Light attack. Attuned.
Manawood Rosary. Leaf Resistance. Attuned.
Collena Tome. Ranged Light attack. Attuned.
Two Lesser Fire Elemental cores.
One Lesser Earth Elemental core.
Various items, including 285 silver coins and one camel. Bandoleer of Regenerative Doses. Potted Plant.
Saturday, February 9, 2008
Soapbox
I'll be coming home next week on Friday, February 15th, so we should decide on what we're playing soon.
Anything's fine with me, as you so well know by now. I'm easy, like Sunday morning.
Anyway, I'd like to run some things by you guys, in regard to the game I'm running here. The group is now fairly solidified in terms of size, so I can rightly gauge the level of complexity I bring to the games. I left things dangling, not hanging, off a cliff the last session, so I want to bring it "to the hoop" as they say. Or, at least, I'm told.
I'll upload the document I've prepared for the next game. There is a coherent setting, but I haven't finished the map yet... Otherwise, I'd up that too.
Here's the doc.
Anything's fine with me, as you so well know by now. I'm easy, like Sunday morning.
Anyway, I'd like to run some things by you guys, in regard to the game I'm running here. The group is now fairly solidified in terms of size, so I can rightly gauge the level of complexity I bring to the games. I left things dangling, not hanging, off a cliff the last session, so I want to bring it "to the hoop" as they say. Or, at least, I'm told.
I'll upload the document I've prepared for the next game. There is a coherent setting, but I haven't finished the map yet... Otherwise, I'd up that too.
Here's the doc.
Saturday, February 2, 2008
Kyle's Muses
Ok dig it man. The whole thing with the bandits is kinda going no where fast, so if you guys are down, meaning Josh and Alex, I have a good idea to go off of. Cody said he's cool with it but just hear me out and let me know what you cats think
Here's the premise:
It is the start of the trading season and as the characters are making their way back to their home town they find it has been destroyed everyone is dead. It would be up to the heroes to figure out what has happened and why. Then, they could deal with it as they see fit. That's the basic idea; there's a lot more to it but that's all side stuff cause this would be a long running game probably.
And here are the only major things to know for the character creation:
- 1st level (deal with it)
- no starting gear
( you will be getting stuff early on though so don't think you have to be a wizard or some class that doesn't require gear.)
And that's it. Like I said, this would be an extended campaign with any luck, and the "no gear" thing is due to the story; it's not to be a dick. So let me know what you think. Otherwise, we can just play Josh's or someone else can run something in my place. Outie
Here's the premise:
It is the start of the trading season and as the characters are making their way back to their home town they find it has been destroyed everyone is dead. It would be up to the heroes to figure out what has happened and why. Then, they could deal with it as they see fit. That's the basic idea; there's a lot more to it but that's all side stuff cause this would be a long running game probably.
And here are the only major things to know for the character creation:
- 1st level (deal with it)
- no starting gear
( you will be getting stuff early on though so don't think you have to be a wizard or some class that doesn't require gear.)
And that's it. Like I said, this would be an extended campaign with any luck, and the "no gear" thing is due to the story; it's not to be a dick. So let me know what you think. Otherwise, we can just play Josh's or someone else can run something in my place. Outie
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