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Author Topic: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal  (Read 19068 times)

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Offline Ancient Gamer

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The Ketange-Ishatal Circle are an order of monks and mages, specializing in the obscure. For nearly a millennia they have studied the arcane arts and collected aeons of lore and hidden knowledge. For nearly a millennia they have resided in seclusion on the P'tuah Plateau, hidden in their fortress monestary on the top of natural sand stone pillars.

(Just like Meteora of Ancient Greece)


The Monk's libraries are vast, and said to be the most complete library in the world, rivaling the mythical book and tome collection of the Dusk Library in the realms of Muir. (A border dimension and perilous passageway between this world and other places).

The Monks are exotic and strange, devoting their lives to study and perfection. Many live there, sent from the lowlands on quests of learning, or simply sentenced to exile, with nowhere else to go.

From the lowliest of acolytes, to the Grand Masters of the Monestary, the Monks study is varied and diverse.

Here follows a few of the more prominent members of the Monastic Order:

- Dieter Sachshoff, exile of Silmar. Master of the Arcane. Bringer of Fire.
- Ugardh, Ugeroth Hillsman. Dancer of Death. The Scythe Wielder. The Tattooed Terror.
- Urst, unknown origin. Master of Bodily Enchantments. Stone Fisted Martial Artist.
- Erick Val Sackeur, refugee from Silmar. Master of Lore. Keeper of the Library. Terror of a hundred scribes.
- Marina Amaranth, exile of the Conquered Lands. The Deadwalker. Ghostcaller.
- Hakros the Half-Giant. 10' tall. The Black Plated Spear Slayer. The Guardian of the Stairs.
- Faythos One Eye. Master of Symbols. Placer of Wards.

Many individuals residing in the Monestary are mythical entities in their own right, the magic of the monestary giving longevity to those who study therein (few know of this, as it is only revealed to Masters of the Monestary).

In the year of 1423, at the end of a century of witch trials and burnings at the stake, the Paladin Prince of Koeningsburg of Silmar declares war on the Monks of Ketange-Ishatal. An army of 40.000 men, including a Hexenjaeger detachment of no less than 500 Hexenjaegers, march in silvery plate armor from the gates of the capital of the Kingdom. Their goal: To kill every sorcerous fiend found within the monestary, and to burn their demonic tomes on the cleansing pyres of the Hexenjaegers.

[TO BE CONTINUED]
« Last Edit: December 17, 2013, 02:55:13 AM by Ancient Gamer »
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Re: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal
« Reply #1 on: December 17, 2013, 12:53:00 PM »
At the start of the game, the PCs, all prominent (epic level) members of the Ketange-Ishatal Circle, have been sent on a quest to the isolated village of Treskenmauer. It is said that the exotic vampire faeries nest in the forests nearby, a myth reinforced by the villagers themselves. They have never heard of vampire fearies, but every single villagers have heard of the dark forest, and of the horrid monstrosities that dwell therein. They refuse to enter those woods, though it seems an ancient sacred shrine of some sort is therein too, with a blessed pathway leading to it.

And thus it begins, on a quest for the Master of the Circle, to find and trap a male and female specimen of the vampiric faeries of Ardenwald, and then to return to the Circle, to continue their studies.

*************

Notes:
- The PCs have no idea about the Holy Crusade being launched against the Circle at the beginning of the game. That information is added merely to inform potential players of the nature of the game.
- The rules will be roughly the same I use in the Bleakwood game. I will post the modified version with new dark sides and all that in another post.
- Even though the player characters will be epic level, meaning they have some earth shattering abilities, it is lethal as ever. In my system even the most heroic character can be killed by a well placed arrow (if there is no form of protection in place).


 
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Re: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal
« Reply #2 on: December 18, 2013, 03:24:09 AM »
Bleakwood is starting up again, right about today.

Coldforged is not due before 2014.

Just prepping the game as the ideas fall into my head.

Shouldn't you be GMing Bleak Wood, instead of starting new games? :D
Wink wink nudge nudge?

I'd love to play a game of yours, but would also like to continue playing it.
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Re: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal
« Reply #3 on: December 18, 2013, 04:08:47 AM »
Is it so? Awesome!
Well then, I'd love to play in this mage game of yours, then. I even got a beautiful tragic character idea ever so slightly hinting at Ladyhawke.

The character is two - two lovers, joined, for as she died in his arms, he welcomed her soul, but separated, as the one life they share is his from dawn to dusk, and hers while the sun's gone, their souls seeing through the same eyes, but unable to talk to each other, one always just a mute observer in the other life.

Yes, there's some boy <-> girl shapeshifting involved, and the two should better have an adaptable set of clothes (yay, magic!).
The character would have two different stat sets.

You like?
« Last Edit: December 18, 2013, 09:47:19 AM by EchoMirage »
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Re: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal
« Reply #4 on: December 18, 2013, 06:33:09 AM »
The game is epic level, so your character is quite possible.

There are a questions that arise:
- When do these lovers-in-one sleep? Sounds like he/she would have a disrupted sleep pattern?

Hmmm... I think I will rule that this character falls in a magical slumber for an hour at dusk and dawn. It is during this sleep that the transformation occurs. Fall asleep as a guy, wake up as a girl.

Also: Experience points earned as a male belongs to that male. The same way for the female. You will basically have two epic skillsets then, but you cannot choose when to use what. It is the cycle of the day that determines that.

Shapechanging. Okay, but then I want the male part of the duo to be an Enchanter or perhaps a Conjuror. Epic level characters are MORE than your run of the mill characters, however, and such a mage would have to have some field of expertise that he is unparallelled in. Like the mentioned members of the Circle above. Some defining trait, other than just being an Enchanter or Conjuror.

His study in the Circle would then be in the same direction of magic as before. He might even have arrived at a later stage.

The female you can make whatever you want out of. She can be a warrior or thief or whatever you want.

Other than that you can choose from the  following races and species (They do not have to belong to the same ethnical group): Races and species coming up in the post below.
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Re: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal
« Reply #5 on: December 18, 2013, 07:09:34 AM »
I have considered two wizards, yes. Double the heresy, see? :inquisition4:
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Re: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal
« Reply #6 on: December 18, 2013, 07:23:44 AM »
Skills:
(Players start with 250 points to distribute on these skills. Max skill = 120)
Bows: Base 20, governs the use of bows, crossbows, slings, and all thrown missiles.

Close Combat: Base 25, governs boxing, headbutting, swordplay, spears, axes, hammers. Basically all the warrior melee skills.

Medical: Base 5, governs all sorts of medical healing, poison treatment, surgery, etc. Magical healing is an exemption.

Survival: Base 5, governs swimming, riding, tracking, plant & mineral knowledge (practical), etc.

Magic: Base 0, governs use of magic, chance of successfully casting a spell, performing a successful summoning, enchantment, etc. Characters with more than 25 points in magic may choose a specialization, to which they add a 25 percent chance of success. Meaning a character with 25 in magic that specialize in Invokation magic gets a 50 percent chance to cast fireballs and the like. Spell memorization is permanent, until the character chooses to memorize something else. The character can only memorize a number of spells based on his/hers intellect. Casting spells require mana.

Divine: Base 0, governs the use of divine powers. The chance to successfully channel the divine into the mundane world. Characters with more than 50 divine may choose an affinity, probably based on their God or Goddess. The higher the Divine skill, the more favored the PC is by his/hers deity. There is no limitation on available divine blessings, but casting such spells is draining and require mana.

Thief: Base 10, governs sneak, hide, climb, pickpocket, disarm traps, cheating, etc.

Communication: Base 20, governs bartering, social interaction.

Lore: Base 0, governs writing/reading spoken languges, ancient lore, history, etc.

Craft: Base 0, governs stone sculpting, drawing tattoos, smithing, etc. Modified by agility or physique, depending on the craft.

Magical Classes (much like DnD):
Transmuter - Uses alteration magic to transmute, transform, create or destroy. Example spell: Invisibilty (Illusionists and Transmuters merged into one)
Invoker - Uses invokation magic to channel destructive forces into creation. Example spell: Fireball
Conjuror - Uses conjuration magic to summon spirits, items, demons and otherworly entities to his location. Note: Takes from minutes to days to summon, based on what the PC is attempting to summon. Example spell: Summon the Harbingers of Thath-Akash (The vanguard of a demonic horde waging an eternal war in hell)
Enchanter - Uses enchantments to imbue items with power, to ward against evil or other things, and to influence events. Some enchantments take much time to complete, others are instantaneous. (Enchanter and Abjuror merged into one) Example: Sinstra's Staff of Lightning
Shapechanger - A specialized enchanter focusing on shapechanging. His/hers skill is so great that he can copy individuals, transform into any creature he has seen, and on special or critical success rolls even mimic special abilities like dragon breath or a snake's venom. Spellcasting abilities, unless part of the creature's abilities, is not something that can be gained.
Necromancer - A necromancer is a magician focusing on unlife, and the animation of corpses. Some necromancers even have the capability to restore life, and to heal, though most focus on its power for destruction. Note that ghosts and restless spirits are not summoned through necromancy, but rather through a summoner's spells. Necromancers need not be Black or White Necromancers, but do have a tendency to be labeled as either depending on reputation.

Note: Divination Magic is not a class per se. Divination can either be a prophetic special ability, or insight can be gleaned through a summoning ritual.

The following can be called upon for Divine Blessings:

Dieties

Aahr - The God of Time and Death. The Elder. The Judge.
Mherak - The God of War. The Cleaver.
Ghaunar - The God of Fertility, Life and Reproduction. Master of the Naked Hunt.
Fhalgharod - The God of Light. The Demonslayer.
Mythelua - The Goddess of the Night. The Shadow Queen. Dancer in the Glade.

Angels
The Eternal Wanderer. The Amnesiac. The Refugee. He who walks among us.

Note: There are other angels, but they are for some reason not answering prayers. The Eternal Wanderer grants divine blessings and sometimes, very rarely, appears himself.

Demons
Murder.
Hate.
Gluttony.
Disease.
Envy.

Note: Demons use no names. It is widely known among those seeking Divine blessings that knowing a Demons Name would increase the priest's power over the Demon.

Other
The Dreamer.  Whisperer in the Night. The Pillar of Creation. Lord of the Shadow Horde.

Note: Calling the Dreamer leads to powerful blessings, but also to strange lucid dreams. Some Dreamer Cultists have accidentally opened Dream Rifts through the use of too much Dreamer blessings, and Dreamer blessings have been outlawed in both the Empire and Silmar.
« Last Edit: December 19, 2013, 04:03:05 PM by Ancient Gamer »
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Re: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal
« Reply #7 on: December 18, 2013, 07:38:27 AM »
Exiled Shadow Elf
These elves are basically good guys, but the elven empire fell three hundred years ago and elves are persecuted in Silmar as blasphemous creatures of magic.
However, few people have ever seen an elf, and it is only if people get to see the pointy ears that they will realize a character is an elf. Without that distinguishing feature shown, elves are just treated like insanely beautiful people.

Shadow Elves, formerly called Wood Elves, are a fallen race, forced to live in hiding, ever fearful of the Hexenjaegers and the enraged village mobs. While racially superior to every other humanoid being in creation, Elves face such hatred their lives can be utterly difficult.

An exiled Shadow Elf has been forced to leave his wandering clan for some reason. That reason might be everything from disrespect of the Elders to thievery and murder.

Shadow Elves are welcome in the Ketange-Ishatal Circle. Indeed they are welcome there as peers and mentors, and elven art is appreciated. It is the one place in the Kingdom where they are treated as the gentle beings they are.

****

An Elf Skill increase adds 1d10+4 points to your skill. Each skill runs from 0 (guaranteed failure) to 120 (Perfect).

Example:
Quote
The chance of success is based on a 1d100 roll, and the PC needs to get below his/hers skill to succeed. Meaning an Archer with 25 skill points in Bows needs to roll a 25 or less to hit something.

Based on difficulty, a skill check can be improved or decreased. For instance, if the PC tries to shoot a glass flask from the head of villagers some 200 feet away, the GM probably will introduce a hefty decrease. Perhaps -20, leaving a 5% chance of success. On the other hand, if the PC snuck up on an Orc and slowly trains his bow on the unsuspecting Orc's back, the chance of success might be improved, say 20%, leaving a 45% chance of success.

These are the Elf stats:
Roll three times, keep the best.


Physique 3d6 (3= Horribly obese, 10= thin, 18= Bodybuilder)
Physique affects endurance, melee damage, big guns, and other thing associated with strength, like carrying capacity.
3-6 =
-1d4 damage
8 Hit Points
-10 Close Combat
-10 Survival

7-12 =
0 damage
12 Hit Points
0 Close Combat
0 Survival

13-16=
+1d4 damage
16 Hit Points
+10 Close Combat
+10 Survival

17-18=
+1d6 damage
20 Hit Points
+15 Close Combat
+15 Survival

Agility 5d6, remove one dice (4= Muscular Disease, 24 = Supernatural Reflexes)
4-6 =
Movement 2
Initiative +2
-10 Thief
-10 Bows


7-12 =
Movement 3
Initiative 0
0 Thief
0 Bows

13-16=
Movement 4
Initiative -2
+10 Thief
+10 Bows

17-19=
Movement 5
Initiative -3
+15 Thief
+15 Bows

20-22=
Movement 6
Initiative -4
+20 Thief
+20 Bows

23-24=
Movement 6
Initiative -5
+25 Thief
+25 Bows

Intellect & Will 5d6, remove one die (4= Incredibly Dumb, 24= Radiant Spirit)
Note: A spell can require1, 2, 3, 4 or 6 memorization points, depending on power level.
Memorized spells are rehearsed and kept in memory until the caster chooses to memorize something else.

4-6 =
-10 Divine
-10 Magic
-10 Medical
Mana: 8
Memorization Points: 3

7-12 =
0 Divine
0 Magic
0 Medical
Mana: 12
Memorization Points: 7

13-16=
+10 Divine
+10 Magic
+10 Medical
Mana: 24
Memorization Points: 18

17-19=
+15 Divine
+15 Magic
+15 Medical
Mana: 34
Memorization Points: 24

20-22=
+20 Divine
+20 Magic
+20 Medical
Mana: 46
Memorization Points: 30

23-24=
+25 Divine
+25 Magic
+25 Medical
Mana: 60
Memorization Points: 40

Charm & Looks 5d6, remove two dice (3= Inbred degenerate, 18= Don Juan)
3-6 =
-10 Communcation

7-12 =
0 Communcation

13-16=
+10 Communcation

17-18=
+15 Communcation

Senses 7d20, remove two dice (0= Blind & Deaf, 100= Supernatural Senses)
1d100 is rolled against senses for trap detection, noticing concealed doors, avoiding surprise, detecting an ambush, listening in on a conversation through a door, etc.

« Last Edit: December 18, 2013, 08:05:12 AM by Ancient Gamer »
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Re: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal
« Reply #8 on: December 18, 2013, 07:48:12 AM »
Coming Up:
Silmarians (Light skinned with Germanic names like Franz Holmann)
Imperials (Light chocolate skinned, often with beards and moustaches, with Arabic Sounding names like Hassan al-Sharif)
Ugeroth Barbarians (Light skinned with impressive physique and complicated names like Durd the Strangler)
Ethenorden Nomads (The Mistwalkers: Light Grey Skinned, with simple names, able to find rifts (teleportation rifts) in mist)
Half-Giants (Grey skinned race of human-giant decent. Varying names. Killed on sight in Silmar, if people do not flee in panic first. A PC Half-Giant has to have some skill in Transmutation Magic, either for illusions of for shapechanging, in order to blend in with the general population when needed)
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Re: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal
« Reply #9 on: December 18, 2013, 03:41:02 PM »
Human of the Kingdom of Silmar
Silmarites are light skinned humans of the North. Culturally they are similar to medieval germans, and their names are much similar, with inhabitants named things like Adelbert von der Hesse, Erick Rassinger, Barbara Berg, Heidi Holmann, etc. Just google german names if you have no idea what they sound like.

Silmar is a conflicted nation with centuries of persecution and crusades, war against the empire and war against mages, witches and warlocks. At one point the nation was so afflicted, anyone could be accused of witchcraft and subject to a visit from the Hexenjaegers who tortured and coerced individuals until they either broke down or confessed. Of course anyone confessing ended up at the stake and were burnt before an angry mob.

Exiled or refugee Silmarites in the Ketange-Ishatal Circle are often magic users escaping the harsh law of the Kingdom, or sympathizing with the persecuted. The selection processes of the Circle has unveiled agents of the Kingdom in the past, and it is hard, if not impossible, to enter the Circle with malicious intent.

Within Silmar, Silmarites are afforded extra rights and being of Silmar will often impart a +20 bonus on communication attempts with other Silmarites, unless they are under suspicion of heresy and witchcraft.

The P'tuah Plateau is in the mountains of Silmar, between the Silmar-controlled Kingdom of Ardamien and the Kingdom of Silmar. Theoretically the Circle falls under Silmarite jurisdiction, but enforcing the law is hard in the mountains.

****

Human of the Empire
Imperials are either light chocolate skinned (the core Empire), dark chocolate skinned (the Desert Nomads), tanned (Belemarians and those of the Conquered lands). Their names vary according to which region they hail from. Belemarian Imperials have Roman names, like Quintix Serrus. Core Land Imperials have arabic names, as does those from the desert. Those of the Conquered Lands have names more in line with traditional lands, such as Belen Iron Fist and Andurel the Vigilant. Their first name is given at birth, the surname is earned, and can even be mocking, or describing some distinguishing deed.

The Empire is a diverse land, with first and second class citizens, and the slave cast. Indeed there are several slave armies, where slaves are trained from birth to fight and die in the service of the empire. Such slaves are worth more than a hundred times than mere house, pleasure or industrial slaves.

Citizens of the First class hail from the Core Province, the origin of the Empire, and people from that nation are afforded all rights within the empire. It is custom for second class citizens to bow to first class citizens, and slaves sit on their knees, with the face to the ground, when they meet a first class citizen.

Second class citizens are the free folk of the Desert, from the Conquered lands or from Belemar. Particularly Belemarians, having been an empire of their own 500 years ago, are disgruntled by their second class status, and there is social turmoil and discontent within the Empire.

Imperials in the Ketange-Ishatal Circle have come to study and learn. The Monks of Ketange-Ishatal are legendary within certain circles in the Empire, and to have a son or daughter studying within the circle is an immense source of pride and joy to the Imperials.

Within the vast Empire, Imperials are afforded extra rights and being of the Empire will impart a +10 bonus on communication attempts with other Imperials, +25 if of the same caste, +30 if of the same cast and nation.

The P'tuah Plateau is in the mountains of Silmar, between the Silmar-controlled Kingdom of Ardamien and the Kingdom of Silmar. Theoretically the Circle falls under Silmarite jurisdiction, but enforcing the law is hard in the mountains.

****
Human of the Ethenorden
http://strolen.com/viewing/The_Ethenorden

The Ethenorden is a dusk skinned race of nomadic humans that frequent all nations on the Dhargenaas continent, save for populated parts of the province of Silmar and the Obaayn Desert within the Empire.

The Ethenorden travels in packs of up to a hundred individuals, carrying all their belongings with them. They use no beasts of burden, nor do they employ any wagons of any kind, opting instead to carry their belongings on their backs. They travel in silence, wandering the mists, and usually settle near rivers and brooks. They will not settle the land close to Silmarite settlements, nor close to the desert, where the air is too dry for the mists. Once they have erected their animal hide tents and their oxen hide defence perimeters, they construct a smithy and workshops, for they are skilled producers of blades and armour, clothing and perfume. They still retain their merchant ways, but now they are careful, for they know well the envy and racism of men.

The Ethenorden favour earthen tones and their armour of choice is the brigandine. They usually wield spears, and after the Slaughter by the Grey Hills, rigorous combat training is a part of every day, from the age of twelve to old age or illness takes them. They also practice with their composite short bows, and Ethenorden hunters are fabled for their skill. The Empire still has their Ethenorden decree of 785, but it is now dormant and the Ethenorden freely trade with the Empire. The only people they avoid are the people of the province of Silmar, whose opinion of the Ethenorden has only decreased since they became the Mist Wanderers. Still the Ethenorden love the land of the Silmarites and isolated Ethenorden camps can be found throughout the land, far from Silmarite settlements. The Ethenorden stays in a camp for anything between a week to an entire year, depending on profitability and natural resources.

Ethenorden rarely, if ever, leave their clan, and the few Monks that are of Ethenorden heritage have been sent their by their clan, to learn and study and one day become the head of an Ethenorden caravanserai.

The Mystical Bond the Ethenorden descendants of Syrrah share with the Spirit of the Mist gives them the innate ability to open rifts within mists, and make the rift stay open for Intellect/will x 1 minutes or until it is closed by the will of the Ethenorden (whatever occurs first). Opening such a rift is taxing and requires 12 mana.

The P'tuah Plateau is in the mountains of Silmar, between the Silmar-controlled Kingdom of Ardamien and the Kingdom of Silmar. Theoretically the Circle falls under Silmarite jurisdiction, but enforcing the law is hard in the mountains.

***

A Silmarite, Ethenorden or Imperial's Skill increase adds 1d10+4 points to your skill. Each skill runs from 0 (guaranteed failure) to 120 (Perfect).

Example:
Quote
The chance of success is based on a 1d100 roll, and the PC needs to get below his/hers skill to succeed. Meaning an Archer with 25 skill points in Bows needs to roll a 25 or less to hit something.

Based on difficulty, a skill check can be improved or decreased. For instance, if the PC tries to shoot a glass flask from the head of villagers some 200 feet away, the GM probably will introduce a hefty decrease. Perhaps -20, leaving a 5% chance of success. On the other hand, if the PC snuck up on an Orc and slowly trains his bow on the unsuspecting Orc's back, the chance of success might be improved, say 20%, leaving a 45% chance of success.


These are the Silmarite, Imperial and Ethenorden stats:
Roll three times, keep the best.


Physique 4d6, remove one die (3= Horribly obese, 10= thin, 18= Bodybuilder)
Physique affects endurance, melee damage, big guns, and other thing associated with strength, like carrying capacity.
3-6 =
-1d4 damage
8 Hit Points
-10 Close Combat
-10 Survival

7-12 =
0 damage
12 Hit Points
0 Close Combat
0 Survival

13-16=
+1d4 damage
16 Hit Points
+10 Close Combat
+10 Survival

17-18=
+1d6 damage
20 Hit Points
+15 Close Combat
+15 Survival

Agility 4d6, remove one dice (4= Muscular Disease, 18 = Elite Gymnast)
3-6 =
Movement 2
Initiative +2
-10 Thief
-10 Bows


7-12 =
Movement 3
Initiative 0
0 Thief
0 Bows

13-16=
Movement 4
Initiative -2
+10 Thief
+10 Bows

17-18=
Movement 5
Initiative -3
+15 Thief
+15 Bows

Intellect & Will 4d6, remove one die (3= Retarded, 18= Indomitable Genius)
Note: A spell can require1, 2, 3, 4 or 6 memorization points, depending on power level.
Memorized spells are rehearsed and kept in memory until the caster chooses to memorize something else.

3-6 =
-10 Divine
-10 Magic
-10 Medical
Mana: 8
Memorization Points: 3

7-12 =
0 Divine
0 Magic
0 Medical
Mana: 12
Memorization Points: 7

13-16=
+10 Divine
+10 Magic
+10 Medical
Mana: 24
Memorization Points: 18

17-18=
+15 Divine
+15 Magic
+15 Medical
Mana: 34
Memorization Points: 24

Charm & Looks 4d6, remove one die (3= Inbred degenerate, 18= Don Juan)
3-6 =
-10 Communcation

7-12 =
0 Communcation

13-16=
+10 Communcation

17-18=
+15 Communcation

Senses 6d20, remove one die (0= Blind & Deaf, 100= Supernatural Senses)
1d100 is rolled against senses for trap detection, noticing concealed doors, avoiding surprise, detecting an ambush, listening in on a conversation through a door, etc.
« Last Edit: December 18, 2013, 05:01:49 PM by Ancient Gamer »
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Re: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal
« Reply #10 on: December 18, 2013, 04:26:26 PM »
Exiled Ugeroth Barbarian

The Tribes of the Ugeroth:
In the Cyllerean Mountains several tribes of the Ugeroth live in their secluded mountain villages. The barbarian savages are strong, relatively intelligent and are rumoured to sacrifice humans upon the altars of their chaos gods. The Ugeroth has a grey tinge to their skin, which is wrinkled and weathered. They sometimes file their teeth fang-like and the adults adorn their bodies and face with Maori-like tattoos in swirling patterns.

The Ugeroth prefer two-handed weapons and carry furs upon their shoulders. The use of these weapons is a display of strength and the Ugeroth with the largest weapon is most usually the chieftain of the village. The Chieftain is also the Shaman-Priest of the tribe and is responsible for the rituals and sacrifices to their gods. The Ugeroth is virile and the number of “frills” (female pleasure-slaves) is a measure of their potency and worth, second only to the size of their weapons.

The Greatest honor of an Ugeroth is to die in an epic battle, and then be mourned by a hundred or more pleasure-frills. The second greatest honor is to have many strong sons, each with plenty of frills of their own, and many slain foes on their record.

Ugeroth that seek divine blessings do so of the Chaos God known as "The Mad Stalker of the Mists", the Chaos Goddess known as "The Horned Huntress", or the Chaos Dragon "Aramnghadla", whose bulk blots out the sky, and who slumbers beneath the mountains, in her primordial caverns.

Ugeroth live in the areas surrounding the monestary, or in the mountains to the north and south of the monestary. Throughout history, the relations between the monks and the barbarians have been marked by conflict rather than cooperation, but the barbarians truly respect the monks as their most worthy adversaries. Sometimes epic warriors and chieftains will call for a raid of the monestary, to prove his legendary skill. No Ugeroth has ever managed to raid the monestary, and custom dictates that if he lose he must send his eldest son to serve with the monks. These sons abandon Ugeroth culture and become devoted monks of the monestary, often defending the walls from their descendants a hundred or more years after their initiation. (Rembember that the Monestary provides longevity to those dwelling within).

Ugeroth are physically immensly strong, but have bodily mutilations - swirling Maori tattoos, strange hair cuts and filed teeth, that often detracts from their appearance.

All Ugeroth are mortal enemies of the Silmarites, and will be attacked on sight by Silmarian armed forces.

****

An Ugeroth Skill increase adds 1d10+4 points to your skill. Each skill runs from 0 (guaranteed failure) to 120 (Perfect).

Example:
Quote
The chance of success is based on a 1d100 roll, and the PC needs to get below his/hers skill to succeed. Meaning an Archer with 25 skill points in Bows needs to roll a 25 or less to hit something.

Based on difficulty, a skill check can be improved or decreased. For instance, if the PC tries to shoot a glass flask from the head of villagers some 200 feet away, the GM probably will introduce a hefty decrease. Perhaps -20, leaving a 5% chance of success. On the other hand, if the PC snuck up on an Orc and slowly trains his bow on the unsuspecting Orc's back, the chance of success might be improved, say 20%, leaving a 45% chance of success.

These are the Ugeroth stats:
Roll three times, keep the best.


Physique 5d6, remove one die (3= Horribly obese, 10= thin, 24= Muscle Machinery)
Physique affects endurance, melee damage, big guns, and other thing associated with strength, like carrying capacity.
3-6 =
-1d4 damage
8 Hit Points
-10 Close Combat
-10 Survival

7-12 =
0 damage
12 Hit Points
0 Close Combat
0 Survival

13-16=
+1d4 damage
16 Hit Points
+10 Close Combat
+10 Survival

17-18=
+1d6 damage
20 Hit Points
+15 Close Combat
+15 Survival

20-22=
+1d8 damage
24 Hit Points
+20 Close Combat
+20 Survival

23-24=
+1d10 damage
28 Hit Points
+25 Close Combat
+25 Survival

Agility 4d6, remove one dice (4= Muscular Disease, 18= Elite Gymnast)
3-6 =
Movement 2
Initiative +2
-10 Thief
-10 Bows

7-12 =
Movement 3
Initiative 0
0 Thief
0 Bows

13-16=
Movement 4
Initiative -2
+10 Thief
+10 Bows

17-18=
Movement 5
Initiative -3
+15 Thief
+15 Bows

Intellect & Will 4d6, remove one die (3= Retarded, 18= Elite Gymnast)
Note: A spell can require1, 2, 3, 4 or 6 memorization points, depending on power level.
Memorized spells are rehearsed and kept in memory until the caster chooses to memorize something else.

3-6 =
-10 Divine
-10 Magic
-10 Medical
Mana: 8
Memorization Points: 3

7-12 =
0 Divine
0 Magic
0 Medical
Mana: 12
Memorization Points: 7

13-16=
+10 Divine
+10 Magic
+10 Medical
Mana: 24
Memorization Points: 18

17-18=
+15 Divine
+15 Magic
+15 Medical
Mana: 34
Memorization Points: 24

Charm & Looks 3d6, remove one die (3= Inbred Degenerate, 12= The tattoos look kind of nice, and the teeth ain't filed. The hair looks good too)
3-6 =
-10 Communcation

7-12 =
0 Communcation

Senses 6d20, remove one die (0= Blind & Deaf, 100= Supernatural Senses)
1d100 is rolled against senses for trap detection, noticing concealed doors, avoiding surprise, detecting an ambush, listening in on a conversation through a door, etc.

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Re: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal
« Reply #11 on: December 18, 2013, 04:49:28 PM »
Civilized Half-Giant
Little is known about the Half-Giants, other than that they live in isolated areas of the mountains, and that they have a long culture of raids on the lowlands. During a typical Half-Giant raid, they make off with livestock and slaves, riches and weapons.

What few know is that the Half-Giant clans worship Mherak, the Cleaver, and believe in strength and only strength. Strength is a measure of worth, they say, and if people are too weak to defend themselves, they are sheep to be slaughtered, crops to be harvested. It is custom for the Half-Giant Clans to hold religious ceremonies during the full moon, in which they praise the glory of battle and each family sacrifice a slave to their God (the God of War). The greatest shame is to not have a slave to sacrifice, and any family low on slaves will go extreme measures to raid and enslave an outlying village and return with sacrifice for the festival.

All Half-Giants are mortal enemies of the Silmarites, and will be attacked on sight by Silmarian armed forces.

Half-Giants have a physique that is on another scale than mere men, but they are feared and hated everywhere else but the monestary and often hunting parties will gather to hunt stray Half-Giants down. Being a lone Half-Giant in the lowlands is risky business at best, suicide at worst.

A particularly civilized and wise Half-Giant has on occasion left his clan and joined the monks of Ketange-Ishatal, to learn, to perfect and to lead another life than that of raiding and sacrifice.

****

A Half Giant's Skill increase adds 1d10+4 points to your skill. Each skill runs from 0 (guaranteed failure) to 120 (Perfect).

Example:
Quote
The chance of success is based on a 1d100 roll, and the PC needs to get below his/hers skill to succeed. Meaning an Archer with 25 skill points in Bows needs to roll a 25 or less to hit something.

Based on difficulty, a skill check can be improved or decreased. For instance, if the PC tries to shoot a glass flask from the head of villagers some 200 feet away, the GM probably will introduce a hefty decrease. Perhaps -20, leaving a 5% chance of success. On the other hand, if the PC snuck up on an Orc and slowly trains his bow on the unsuspecting Orc's back, the chance of success might be improved, say 20%, leaving a 45% chance of success.

These are the Half-Giant stats:
Roll three times, keep the best.


Physique 2d6 +20 (22= Out of shape, 32= Legendary Strength)
Physique affects endurance, melee damage, big guns, and other thing associated with strength, like carrying capacity.
22=
+1d8 damage
24 Hit Points
+20 Close Combat
+20 Survival

23-26=
+1d10 damage
28 Hit Points
+25 Close Combat
+25 Survival

27-30=
+1d12 damage
36 Hit Points
+30 Close Combat
+30 Survival

31-32=
+2d8 damage
46 Hit Points
+35 Close Combat
+35 Survival

Agility 3d6 (3= Muscular Disease, 18= Elite Gymnast)
3-6 =
Movement 2
Initiative +2
-10 Thief
-10 Bows

7-12 =
Movement 3
Initiative 0
0 Thief
0 Bows

13-16=
Movement 4
Initiative -2
+10 Thief
+10 Bows

17-18=
Movement 5
Initiative -3
+15 Thief
+15 Bows

Intellect & Will 3d6 (3= Retarded, 18= Indomitable Genius)
Note: A spell can require1, 2, 3, 4 or 6 memorization points, depending on power level.
Memorized spells are rehearsed and kept in memory until the caster chooses to memorize something else.

3-6 =
-10 Divine
-10 Magic
-10 Medical
Mana: 8
Memorization Points: 3

7-12 =
0 Divine
0 Magic
0 Medical
Mana: 12
Memorization Points: 7

13-16=
+10 Divine
+10 Magic
+10 Medical
Mana: 24
Memorization Points: 18

17-18=
+15 Divine
+15 Magic
+15 Medical
Mana: 34
Memorization Points: 24

Charm & Looks 3d6 (3= Inbred Degenerate, 18= Gigantic Don Juan)
3-6 =
-10 Communcation

7-12 =
0 Communcation

13-16=
+10 Communcation

17-18=
+15 Communcation

Senses 6d20, remove one die (0= Blind & Deaf, 100= Supernatural Senses)
1d100 is rolled against senses for trap detection, noticing concealed doors, avoiding surprise, detecting an ambush, listening in on a conversation through a door, etc.

« Last Edit: December 19, 2013, 02:08:17 AM by Ancient Gamer »
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Re: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal
« Reply #12 on: December 18, 2013, 05:15:56 PM »
Notice to interested parties:
This is a 2014 Game that I have prepped for launch.

Interested parties may inquire here, or through pm, but be advised it will take a month or so before the game begins (mid-late january)

As before I am intending to keep the game running for 3-4 weeks, before I close the chapter.

Coldforged (and Bleak Wood) games are divided into short bursts of intense gaming, with prolonged siestas in between. Therefore I request diligent gamers that want an intense experience over a shorter period of time.

Also, those of you who know me probably have come to the conclusion that I do not pull my punches when it comes to sex, drugs and violence. Neither will there be any language filters aside from those superimposed upon the forum by Strolen.

Therefore I ask that you are not easily offended, nor underage.

The views and experiences within the game does not reflect my opinion. They are merely theatrical enactments of the cultures and history of the game setting.
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Re: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal
« Reply #13 on: December 19, 2013, 02:22:49 AM »
Notes on magic:
The Coldforged setting uses the rules as outlined in "The Dangerous Aspects of Using Magic": http://strolen.com/viewing/The_Dangerous_Aspects_of_Using_Magic

In addition to specializing in a certain class, as described above, all beings are born under a certain constellation.

Constellation / Effect

The Lord of Fire (Fire Essence) - Fire Magic +10 skill, half mana cost. Water Magic -10 skill, double mana cost.
The Falcon (Air Essence) - Air Magic + 10 skill, half mana cost. Earth Magic -10 skill, double mana cost.
The Drowner (Water Essence) - Water Magic + 10 skill, half mana cost. Fire Magic -10 skill, double mana cost.
The Earth Prince (Earth Essence) - Earth Magic + 10 skill, half mana cost. Air Magic -10 skill, double mana cost.
The Leech (Dark Essence) - Dark Magic + 10 skill, half mana cost. White Magic -10 skill, double mana cost.
Lifegiver (White Essence) - White Magic + 10 skill, half mana cost. Dark Magic -10 skill, double mana cost.

Note that fumbles of magic might cause uncontrolled rifts, as described in the Dangerous Aspects of Using Magic

Also note that spells create noise, that might attract beings that are sensitive to magic.


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Re: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal
« Reply #14 on: December 19, 2013, 07:51:05 AM »
I'd be in!

Character concept completely unknown at moment.

   
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         Weavers Guild
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         STR: 4| END: 4| CON: 4| DEX: 4 | CHA: 3 | INT: 7
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Re: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal
« Reply #15 on: December 19, 2013, 09:18:05 AM »
That is alright... And welcome aboard!
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Re: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal
« Reply #16 on: December 19, 2013, 09:48:30 AM »
Starting Perks
You have 3 perk points to spend. Some perks cost one, some two, others 3.
If you choose to have a dark side, you get +1 perk points.


1 Point Perks
- Alert  (Sleeps lightly, nearly impossible to surprise while awake)
- Lightning Reflexes (-3 to initiative)
- Black Chestplate of a Ketange-Ishatal Master Swordsman (Must have 100 or more skill points in Close Combat): Masterwork armor imbued with shielding enchantment. 10 Armor Points on chest, +3 magical aura armor entire body (for a total of 13 on the chest, +3 on every other location).
- Staff of a Ketange-Ishatal Master Sorceror (Must have 100 or more skill points in Magic): +30 Mana, Telekinesis 5 round duration, 3/day (lift/push/pull/levitate/ram(2d6 dam)/shield(7 Armor Points in 10 feet radius))
- Rune Inscribed Robe of a Ketange-Ishatal Master Lorekeeper (Must have 100 or more skill points in Lore): Speak / Read any given language, also magical, otherdimensional or divine. Identify items by touching them with the cloth of the robe 1/day. Detect evil and good 3/day. Warded against fire 20 armor points vs. fire, also wards the head against fire, if the hood is being used.
- Hangman's Noose (rope-scarf) of a Ketange-Ishatal Master Thief (Stealth and subterfuge are respected skills at the monestary) (Must have 100 or more skill points in Thief): Illusory Appearance 3/day, Ethereal Form 2/week (can pass through doors and walls), 45% chance of dispelling illusions and enchantments for 10 minutes by touch 1/week.
- <Symbol> of a Ketange-Ishatal Master <craft> (Must have 100 or more skill points in <skill>): Following the pattern above, you can custom design a magical item of quite some power (powerlevel like above) for your Ketange-Ishatal Master Monk. Even if the monk is a thief or sorceror, you can make your own version of the Symbol of a Master's Station.


2 Point Perks
- Minor Prophetic Ability - Premonition (Once a day the PC can roll twice and choose the best roll, for instance saving him from death and the like)
- Friend of the White Orc - Having saved the life of a white orc shaman, the white orc has promised assistance in times of dire need. The chance of help is greater where beings hostile to orcs are fewer in number. Not much chance of help inside a Hexenjaeger stronghold, for instance. White Orc contacted by rubbing talisman and wishing for help.
- Master of the Spirit Horse - The Character has entered the spirit realms and there he befriended a great steed of the spirit realm. The Spirit Horse can travel between dimensions and will appear when needed. Call Spirit Horse 2/week. Stays in this dimension for 12 hours. The spirit horse can transport his wearer and companions into the dimensional passageway called the Eternal Valley of Muir, or it can be used as a regular, ethereal, war horse.
- Possessed by the Durshau - The Durshau are insane spirits that follow in the wake of the Mad Stalker of the Mists (Ugeroth Chaos Deity). The character previously slept in a place close to the Mad Stalker, where a Durshau found and possessed him. The Durshau is hiding deep within the PCs body, in the gall bladder to be exact, but renders the PC utterly immune to magical slumber, possession (by others), enchanting spells, illusions and the like. The Durshau will sometimes take control of the PC while the PC is sleeping. Such events will be detailed by the GM.
- Custom perks are available, but must be accepted by the GM.

3 Point Perks
- Heroic Pain Resistance - This character has such resilience, he fights on even after hitting -1 or less hit points. He/She will remain conscious and fight until bleeding reduce him/her to the negative of his/hers hit points. So a 8 hit point resilient character would fight, bleeding profusely, until he hit -8 hit points, at which point he/she would instantly fall down and die.
- Nephilim - The character is an old soul, and has lived one or more lives before. He/She is relatively new to this life, but retains the memories and skills of an old one. Perhaps a series of lives of far away practicioners of a skill, perhaps a monk of old. When this character dies, his soul retreats to his phylactery, and he/she is later born again. Possession of a new host requires an intellect/will battle, and therefore all Nephilim are required to have at least 15 Intellect/Will.
- Attuned to the song of fate - Sometimes the PC whistles a haunting tune, making chills go up and down listeners' spines. Yet afterwards they can not quite remember how the tune goes. When but a seed, the PC heard the Song of Fate as his spirit entered his mother's womb. Sung to him by ancestors of old, or some other power, Fate Favors this adventuring whistler. The PC will have increased chances of avoiding unfortunate events, and his opponents find themselves likely to attack other characters first. 
- Custom perks are available, but must be accepted by the GM.

Dark Sides (Optional)
- Anger Management Issues (Intellect / Will roll or attack anyone offending or annoying you)
- Drug Addict
- Jinxed (Doubles all spell casting fumble chances of friends and foes alike, increasing the likelihood of an uncontrolled rift appearing. Increases all other fumble ranges by one.)
- Morbidly Obese (Regardless of physique score, the character is truly and utterly fat. Movement reduced by 2. Hit Points increased by 10. Charm & Looks decreased by 4. Enemies are at a +10 to hit modifier when attacking.)
- Vampire Nemesis. (The character has some connection, lost love, child, father, friend, that once was near and dear, but now an undead mockery of life. Unfortunately this vampire, and its minions, feel an intense longing after you and will do anything in its power to reclaim you)
- Wanted Dead or Alive for crimes against Silmar
- Etc. Custom Dark Sides are quite alright.
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Re: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal
« Reply #17 on: December 19, 2013, 10:49:10 AM »
1) I'll throw my hat in. Could I be a monk/wizard?

2) I am so stealing that Hexenjäeger name for my setting.  :D
Samotny Osovjaltek - Dwarven Guild – Level 1
STR: 3 | END: 3 | CON: 3 | DEX: 5 | CHA: 2 | INT: 4

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Re: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal
« Reply #18 on: December 19, 2013, 11:53:35 AM »
You're welcome and you're welcome! :D

Monk / Wizard! :up:
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Re: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal
« Reply #19 on: December 19, 2013, 02:16:04 PM »
More details to come later.

Caramel colored skin, black short cropped hair (short enough to make it impossible to get grabbed), grey eyes. A lean and muscular body belying her age.

Aeomi Nefertiri Nebuchadessar

Imperial Ketange-Ishatal Summoner Monk

Physique 14
Agility 9
Intellect & Will 17
Charm & Looks 16
Senses 41


+1d4 damage
8/16 Hit Points
Movement 3
Initiative -3
Mana: 34 (64)
Memorization Points: 24
Born under the Lifegiver
1 FP


Bows 20+0+20 (40)
Close Combat 25+10+40 (75) (+25 to deflect Arrows/+25 Martial Arts)
Medical 5+15+0 (20)
Survival 5+10+20 (35)
Magic 0+15+60 (75) (+25 for Spiritcaller)
Divine 0+15+20 (35)
Thief 10+0+20 (30)
Communication 20+10+20 (50)
Lore 0+0+50 (50)

Perks:
- Alert  (Sleeps lightly, nearly impossible to surprise while awake)

- Lightning Reflexes (-3 to initiative)

- Black Chestplate of a Ketange-Ishatal Master Swordsman : Masterwork armor imbued with shielding enchantment. 10 Armor Points on chest, +3 magical aura armor entire body (for a total of 13 on the chest, +3 on every other location).

- Staff of a Ketange-Ishatal Master Sorceror : +30 Mana, Telekinesis 5 round duration, 3/day (lift/push/pull/levitate/ram(2d6 dam)/shield(7 Armor Points in 10 feet radius))

Dark Side – Possessed by the corrupted spirit of a long dead Shievren Witch. The spirit can't be removed with conventional means and piggybacks. Emerges randomly, when failing or at GM's discretion.



Divine

Warding Sign:
3 mana for circle, 5 mana for pentagram
The priest draws a warding sign using either a staff, or a piece of chalk. The warding sign can block an entrance, or be drawn in a circle or pentagram around the caster. It is also possible to combine the pentagram with a circle. These warding signs layered atop each other is a particularly potent combination. The warding sign stops summoned beings from approaching the caster, or passing an obstacle. A warding sign can also be drawn around the summoned being before the summoning begins, effectively creating a prison of sorts.
A warding sign also wards of demons, undead and nature spirits. Even saints and angels are affected, though not gods.
Pentagram: Ward against demons and corporeal undead.
Circle: Ward against spirits and ghostly beings.
 
Unravel Undead:
POT 1/mana
This mighty divine magic tears the soul of undead from the mundane world and forcefully ejects it back into wherever it belongs. The spell is not effective against animated corpses, like skeletons and zombies, but is effective against ghouls, wraiths, banshees, vampires, etc. Spell potency is 1/mana and area of effect is 100 feet radius from the priest.
Example:
Daros the Priest of Fhalgharod is attacked by a pack of ghouls led by a vampire, and in desperation he casts Unravel Undead, to destroy as many as he possibly can. There are 10 ghouls, and each is affected. Daros spends 24 mana on the spell, giving a potency of 24. The ghouls have an Intellect/Will of 7, while the vampire has an intellect/will of 22. There is a 95% chance each of the ghouls are destroyed, and a 60% chance the vampire is destroyed.

Time Travel Vision:
1 mana: See what happened up to 10 minutes ago
2 mana: up to 1 hour ago
3 mana: up to 1 day ago
4 mana: up to 1 week ago
5 mana: up to 1 month ago
6 mana: up to 6 months ago
14 mana: up to 1 year ago
30 mana: up to 10 years ago
50 mana: up to 100 years ago
The Priest opens his third eye and reveals what happened in the future in this very location. The spell can be combined with spells like clairvoyance or scrying devices, to reveal what happened there.
Spell duration is 10 minutes, but can be boosted by spending more mana. If the caster wants to scry 100 years into the past, she has to know which time to look for, or desperately scan for what she looks for.

Heal:
1HP/Mana
The Priest calls upon her god to mend broken flesh and bones. Heals 1 Hit Point per mana spent.

Resurrect:
50 Mana
The Priest calls upon her god to bring a spirit back to life. This spell does not mend broken flesh, so the corpse must be healed before the spirit can be returned.

Arcane

Essence Vision (1 Memorization Point - White Essence) – See the life energies of living beings, even through walls. 5 mana.

Circle of Commandment (1 Memorization Point - Earth Essence) - A summoner's Circle, wherein the Summoner calls the summoned being. Any being, summoned or not, that steps within the circle must follow the summoners command for a period of time. This time can be extended through the use of more mana. 3 mana. Lasts 10 minutes but can be boosted by mana. Can be combined with Warding Sign.

Bind Soul (3 Memorization Points - Earth Essence) – Bind a soul to an object, person, crafted tattoo or piece of ammunition. 0 mana. Requires a soul, either a summoned spirit or a sacrifice. Permanent. Bound souls can be used to either create mana items, enhance damage, increase armor, fuel special effects (separately cast spells for that) or to imbue an individual with a soul buff. Using a soul as a buff for the caster's abilities run a risk of insanity, or loss of control, and mages whisper horror stories of novice mages summoning too powerful spirits and ending up permanently possessed. To reduce that risk, casters can opt to make the binding one hour or less, at which time the soul is forcefully ejected from the caster, whether it is in control or not.

Call Departed (1 Memorization Point - White Essence) - Requires mortal remains and calls the soul of the deceased
It is not a ritual, it just calls the spirit of the dead over its mortal remains. It cannot do much, except answer questions and minor poltergeist stuff. 3 mana.

Summon the Host of Ardengard (6 Memorization Points - White Essence) - Epic Level Spell - Cost 80 mana - lasts 1 hour - Only castable at dusk or dawn - Ritual takes 30 minutes and the Host of Ardengard is the spectral host of St. Ardengard, Ancient Paladin Prince of Silmar. His host has 1d100 + 100 Spectral Warriors, St. Ardengard himself is a powerful spirit

Summon Banshee (2 Memorization Points - Black Essence) - The deaths of the Elven people has caused elven banshees to roam the land. With this spell you can summon one such and bind it to one command. Banshees are hateful beings and will try to subvert your command, so it has to be specific. Also: A warding sign is recommended, in case the Banshee breaks free. 12 mana. Ritual takes 45 minutes. If cast by an Elf, the ritual is instantaneous, as the Banshees will willingly come to a living elf. A living elf may also be able to barter with the banshee, on a successful communication roll (modified for the argument used).

Summon Nature Spirit (2 Memorization Points - Earth Essence) - Summons a forest spirit, able to control plants and nature. The spirit is fickle and will have to be persuaded to work for the caster. If a caster learns the spirit's name, it can be summoned again and again, and perhaps even develop a friendship with the caster. Such friendships are great boons, as the spirit would be likely to do things out of the kindness of its heart. Ritual takes 1 hour. Costs 12 mana.

Summon Graveling (1 Memorization Point - Black Essence) - Summons a graveling from a nearby Graveyard. These creatures are the size of dogs, sharp needle teeth and glowing yellow eyes. They are thieving little things that use illusions to escape detection and lure victims into their traps. 7 mana. Summoning Gravelings does not require a ritual and is done during one combat round. The spellcaster should have a warding sign to trap the gravelings and/or protect herself.

Hafraitus Lord of Shadow (4 Memorization Points - Black Essence) - This spell summons Hafraitus, the Prince of Elemental Shadow. The spell description warns that summoning an elemental prince is seen as a great injustice and beneath their station, so a warding sign must be in place. Also, unless bribed with a royal reward, a controlling circle must be in place for the prince to cooperate. The Prince is immensely powerful. 24 mana. The ritual requires 4 hours of chanting and ritual dancing.

Summon Fallen Hero (2 Memorization Points - White Essence) - Summons a fallen hero from a nearby graveyard or age old battlefield. The Hero will be disoriented and disdainful of its interrupted sleep. 12 mana. The Ritual takes 10 minutes.

Ketange-Ishatal Bolts of Force (1 Memorization Point - White Essence) - 1 missile per 2 mana - Goes through mundane armor 1-3 points of damage each. Stopped by magic armor. Instantaneous.

Ketange-Ishatal Movement of the Monk (1 Memorization Point - Air Essence) - Lasts 2 rounds per mana spent. Doubles speed, not number of attacks. Enables the caster to jump +1 feet into the air per mana spent. Enables fancy air control saltos and such. Instantaneous.



(19:01:15) Minion: Gossamer rolls 4d6 and gets 5,5,4,4. (14)

(19:01:18) Minion: Gossamer rolls 4d6 and gets 4,3,2,2. (9)

(19:01:19) Minion: Gossamer rolls 4d6 and gets 2,6,6,5. (17)

(19:01:22) Minion: Gossamer rolls 4d6 and gets 5,5,4,6. (16)

(19:01:33) Minion: Gossamer rolls 6d20 and gets 15,3,9,11,3,3. (41)
« Last Edit: April 24, 2014, 05:13:13 AM by Gossamer »
Samotny Osovjaltek - Dwarven Guild – Level 1
STR: 3 | END: 3 | CON: 3 | DEX: 5 | CHA: 2 | INT: 4

Offline EchoMirage

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Re: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal
« Reply #20 on: February 08, 2014, 12:11:08 PM »
Vitoriel Valthyrianё

Exiled Shadow Elf
Priestess of Mythelua; Windcaller (Invoker)

Physique: 7
Agility: 14
Intellect: 23
Charm: 16

Senses: 62

Hit points: 12
Move: 4
Initiative: -2

Mana: 60
Memorization: 40

Bomuses from stats: Magic +25, Divine +25, Medical +25, Thief +10, Bow +10, Communication +10

Star sign: Falcon

Perks:
*Born of the Wild Hunt: born of a mother abducted by the Wild Hunt, the character can weaken the borders between reality and Arcadia. Depending on the amount of mana spent, this manifests as deepening shadows, a distortion of reality and treacherous terrain, up to a full manifestation of the Arcadian wilds, with fey-hounds and the Hunt's riders - perhaps even the Huntsman himself.
*Staff of a Ketange-Ishatal Master Sorceror (Must have 100 or more skill points in Magic): +30 Mana, Telekinesis 5 round duration, 3/day (lift/push/pull/levitate/ram(2d6 dam)/shield(7 Armor Points in 10 feet radius)

Dark Side:
*Vengeful: having had pretty much enough of the way humans have treated her kin, Vitoriel has extended the blame to Silmar as such. There's so much vengeance to be dispensed, and only so much time, so why miss an opportunity? Targets are aplenty, and everybody is at fault.
She can't easily let go of slights against her person, either.

Bow: 30+60
Melee: 25
Medical: 30
Survival: 5
Magic: 25+95 (+20 Invocation)
Divine: 25+75
Thief: 20+10
Communication: 30+10
Lore: 0
Craft: 0

Appearance
Petite and slender, Vitoriel sprouts a veritable mane of wavy untamed black hair, framing her girlish face, fair and freckled with large eyes of blue and a button nose. She wears the hair in two massive clasp-bound braids drawn forward, covering her ears.
For garb, Vitoriel prefers long cloaks, ideally lined with fur, and comfortable traveller's outfits with high boots.

Theme Song
Within Temptation - The Unforgiving
https://www.youtube.com/watch?v=zev2nsVS7M0

Equipment
Arms and Armamnet
*Compund Bow: while Vitoriel is a superb archer, her slender frame necessitates either the use of light bows, or one with a pulley system, like this.
*40 arrows.
*Fortified leather vest (with sewn-in metal rivets)
*Dagger

Miscellanea
*Spyglass
*Soap and cosmetics
*A few changes of clothes, mundane and formal attire
*A selection of drugs and poisons
*A selection of southern wines and spiced liquors

Carriage
She's loathe to admit it, but Vitoriel can't ride worth a dime.
She travels in a roofed carriage drawn by four grey horses.

Entourage
Euridice
The young Imperial is a student invoker, one of the youngest daughters of a minor noble family apprenticed to the monastery (mostly as a safety precaution - who wants an elementalist youngster at his house?).
Refined and competent, yet rather shy and bashful, the girl is along on the trip as Vitoriel's chambermaid and attendant - and to keep track of all the things the mistress cannot be bothered with. Vitoriel on her part manages to acknowledge Euridice's presence on occasion, notices she's significantly less annoying than the average acolyte, and sees her potential - yet will not do her a disservice by spoiling or pampering her. Rather, the elf provides the necessary challenge and adversity to make the girl grow.

Ronal
Once a dashing rogue and mercenary, Ronal attempted to steal from the monastery - to be caught, and made an offer he could not refuse (a lifetime as frog or employee?)
He came to enjoy the longevity, healthcare, and company of people with a vocabulary exceeding a thousand words, though, and even settled, got himself a wife and half a dozen brats.
A competent rider, fencer and scoundrel, Ronal handles many matters for the monastery with his streetwise wit. He's along on the mission to keep Vitoriel from dying in some unnecessarily mundane way.

Arcane

Bind the Skies
(Air, Invocation) (Memorization: 4)
Bending the skies to her will, the Windspeaker brings about weather of her choosing - from a gentle breeze to a wrathful tempest shedding lightning and sleet.
How taxing the spell is for the Windspeaker depends on several factors: the area of effect, the force exerted by the elements, how characteristic the desired weather is for the locale and season, how different the weather is from the current state, and how swiftly the change is brought about. Whipping up a storm from a calm spring day is a far greater task than having the weather worsen over time until the desired tempest arrives. Large area weather effects tend to persist until they exhaust themselves naturally, though the Windspeaker may continue to exert herself to maintain the artificial weather.

Ride the Lightning (Air, Transmutation) (Memorization: 2)
The Windspeaker becomes an insubstantial crackling entity possessed of great speed, able to ride along metal and to inflict great harm with a mere touch. Other lightning magics are enhanced in this state.

Cloudchaser (Air, Invocation) (Memorization: 2)
The Windspeaker imbues herself and possibly others with the power of swift flight - or sends an adversary off to chase after a distant cloud.

Storm Smite (Air/Invocation) (Memorization: 3)
Elemental force - lightning, wind and cold - smite an area, to the great discomfort of those caught therein. The Windspeaker may exclude herself from the effect (this is recommended). Depending on how angry the Windspeaker is with said area, she may continue to batter it by expending further mana.

Wrath (Air/Invocation) (Memorization: 4)
The ire of the elements focuses on a single individual or spot, and strikes it with all the fury it can muster - lightning strikes, razor-sharp hail and impossibly focused wind, coupled with infernal chill, ripping changes in pressure and booming thunder.

Sovereign's Song (Air/Invocation) (Memorization: 1)
The target's voice becomes clarion and clear, able to be carried along the winds to all who can see and perhaps beyond; it can be used to command troops, intimidate and deafen, or to shatter glass - or, to deliver an unparallelled performance if coupled with musical skill.

Unmaker's Song (?/Enchantment) (Memorization: 2)
Withering whispers strip away wardings, charms and enchantments, tearing through temporary and enduring magic alike. If the Windspeaker knows what spell she is unraveling, she knows how much power is needed. Alternatively, she mail assail a person or area, and say how much power she expends - the maximum strength of a spell that can be removed is depending on the mana spent.

Windspeaker's Song (Air/Invocation) (Memorization: 2)
The mage's words are carried on the winds to the ears of those they are intended for.

Crown of Thunder (Air/Evocation) (Memorization: 3)
The Windspeaker gathers the power of the storm, and - much like a wasp to sugar - uses it to attract a sylph, to direct it against enemies while the mage attends to other things. The spell is not entirely reliable, because while the elemental usually can identify enemies well, it is drunk with the new-found power, and may strike against unintended targets - perhaps a bystander has harmed another sylph, and the spirit uses a portion of the bestowed power for vengeance?

Into Thin Air (Air/Transmutation) (Memorization: 2)
The spell can turn its target invisible, insubstantial, or both.

Thunderbirds! (Air/Summoning) (Memorization: 4)
Calling either Theriastrazza or a flock of her daughters, the Windspeaker emits an ear-rending scream to the winds.
Theriastrazza is a colossal thunderbird of great swiftness and power, the Guardian of the four winds, the Keeper of the Thunder Seal, with beak, claws and feathers of metal, the eyes the eye of the storm. Her daughters half-elven bird women, adept at aerial combat, archery and subterfuge.

Flame (Fire/Evocation) (Memorization: 1)
Lighting candles, warming chilled travellers and generally setting things and people on fire. Fun!

Create Water (Water/Evocation) (Memorization: 1)
Providing refreshing water, ice cubes, and showers in the absence of sanitation, amusing people with suddenly appearing snowmen, and waking stubborn sleepers are all common applications of this spell.

Guiding Wind (Memorization: 1)
Subtle buffets of wind guide missiles fired within an area against a certain target - an area, an entity, or a group.

Guardian Wind (Memorization: 2)
Semi-sentient winds surround the Windspeaker, protecting him and his allies from weather, missiles, poisonous gasses and a bubble of clean, constantly refreshing air around them at all times. Extra mana may be spent to give the wind sufficient strength to impair, buffet and tackle melee assailants.

Summon Sylph: Xithalsi Stormborn (Air/Summoning) (Memorization: 3)
This spell usually calls a random sylph in the vicinity, but Vitoriel has repeatedly dealt with a specific one, Xithalsi. A six-winged blade-dancer who directs her various swords by the force of wind, the elemental is also capable of sorcery herself.
Xithalsi provides her service either for a service in return, or for blades to add to her collection.

Breathless Air (Air/Transmutation) (Memorization: 2)
Subtler than spells of lightning and fire, the mage can draw the vital essence out of air. This can be used to create areas of dense air that does not support life nor fire, or to extinguish fires and lives by depriving them of oxygen. As the spell does not have a visual manifestation, the best way to etect is by tracing the thin stream of magic back towards the mage.

Galeforce (Air/Invocation) (Memorization: 2)
Fierce winds buffet forth from the wizard with a flick of the wrist, hurling creatures and objects in her vicinity away with wild abandon, against wall, off cliffs, or knocking them senseless. For additional mana, the wizard can also propel herself into the distance, though in a more controlled and gentle fashion.

Craving Abyss (Death/Necromancy) (Memorization: 4)
A dense nexus of un-life attempts to rip nearby souls from their bodies, leaving empty unconscious husks. The souls are trapped within the abyssal focus, and can be consumed by the caster to convey their life force; by taking the souls apart, the caster can pry into their minds and study them thoroughly if he takes enough time. If the caster wishes, he may return the souls to their bodies - if these haven't died (of cold, thirst for example) while helpless. Of course, any part of a soul that was dissected will be damaged beyond repair, and any part consumed for energy lost. Creatures slain by this spell cannot be resurrected.

Twisting Ether (Death/Transmutation) (Memorization: 2)
Creating an unidirectional conduct towards another magical being, the caster drains its mana reserves to replenish his own. The spell ends when it is dispelled, or the target leaves the spell's range. The speed of the transfer is based on the difference between the intellects of the caster and his prey.
If the caster foregoes to collect the stolen mana, he can deplete the target's reserves at twice the speed.

Revocation of Dawn's Glory (Death/Invocation) - Epic spell - (Memorization: 6)
When cast after sunset and before sunrise, daybreak never occurs within a swathe of land - instead, entropy and decay hold undisputed dominion over the spell's area. Any creatures within feel their lives seep away - fatigue and weakness appear first, followed by bruises and bleeding sores, and progressive failure of life's functions - senses weaken, cognitive faculties decline... Coma and death follow.
Unliving items are similarly affected - ropes fray, wood decays, metal rusts and stone crumbles.
Those slain by the unholy magicks rise as hungry dead or restless spirits, driven by the caster's will into a frenzy of murder.
The effect of the spell is swifter in weaker individuals, but all will eventually be unmade.
When the time of the sunset arrives, all is silent in death's eminent domain, and the works of man lie in ruin.

Sibylant Shield (Air/Invocation) (Memorization: 1)
Conjuring a magical static field, the caster blocks divination attempts, especially those directed against his person. This is for example useful against attempts to locate him, or to discern whether he is a wizard. As a side effect, the spell makes it harder to trace the caster of spells in the area of the Sybilant Shield, and traces of recent magic are eroded far swifter than they would be otherwise.

Create Elemental (?/Enchantment) (Memorization: 1)
The caster gathers elemental essence, and bestows sentience and sapience upon it, creating a minor elemental creature. For a day, the newborn consciousness follows the caster's will, but then is free to do as it chooses. Whether it lives on or fades depends on whether it can locate a source of mana - its chances in life are highly dependent on the cleverness of the caster's design.
While it is possible to feed the spell with additional mana to enhance the nascent elemental, it's not recommended to do so - very much for the same reason that mischievous children should not have a giant's body.

Forge Force (Air/Invocation) (Memorization: 3)
Force without matter can for example manifest as a translucent wall harder than rock, as an invisible blade or a flexible plate surrounding a body, or a dome protecting those inside.

Resist Elements (?/Invocation) (Memorization: 1)
This spell can protect from cold and fire and thunderbolts - each elemental protection is cast and maintained separately, though.

Dancing Lights (Air/Invocation) (Memorization: 1)
The caster conjures torches and motes of light of a variety of colors; these can be used to illuminate, illustrate or entertain. By concentrating, the caster can change or move the lights. With additional power, the lights can be made permanent.

Sunlight (Air/Invocation) (Memorization: 3)
Bringing light identical to sun's rays into existence, the caster can nourish plants, get a tan, get wonderful light for painting, or sear vampires. The light can be channeled for offensive use, with two major advantages - light rays hit at the speed of light, and can be bounced off reflective surfaces. Reflective polished armor is doubly effective against sun rays, though.

Contingency (?/Enchantment) (Memorization: 3)
A spell can be cast and fitted with a contingency, to be set off by an event at a later time. A contingency can be bound to a place or travel along with a creature. Existing contingencies fizzle at sunrise without effect if not triggered.

Flashdance (Air/Evocation) (Memorization 2)
The caster shifts hence and forth between a form of light and bodily matter, covering ground swiftly, and blinding those too slow to avert their gaze.

Haven Fount (?/Enchantment)(Memorization: 4)
The local fabric of reality is weakened and a node of magical energy springs into being. Those in the presence of the casting are the 'Chosen', and can tap into the node's energy. Depending on the node's type, besides providing mana, it confers a blessing: life nodes confer healing, vitality and fertility, a fire node physical might, an earth node endurance, an air node haste, a water node increased magical ability, and a death node allows them to see spirits and other forms of undead.
Each Haven Fount is surrounded by wardings of the appropriate element - elemental  walls, traps, guardian critters etc.

Weave Light (Air/Enchantment) (Memorization: 2)
The light of celestial bodies can be woven into permanent fixtures - sculptures, cloth, weapons, etc. - which refresh their power through exposure to the stellar body of their origin. The light sculptures retain the mystical properties of the light they were made from, and mundane ones as well - so does a cloth of sunlight warm its wearer. The caster decides at the time of creation whether the items will be tangible or intangible.

Cloud Castle (Air/Enchantment) - Epic Spell - (Memorization: 6)
A floating demesne springs into existence, forged of the light of a stellar body, yet firm to support those who tread upon it. It is possibly connected to the ground by a stairway of light. The structure always remains in the exact relative point to its parent stellar body, traveling around the world at a fixed latitude. So would a castle forged of the rays of the setting sun always see the sun set, yet never kiss the horizon.
While light can be made into objects hard and soft, and even provide moving fixtures such as doors, water, sustenance, and most other things are not provided by the spell.
The duration of the initial casting depends upon the complexity of the structure - the wizard has actually to think about every single wall, step and pillow he wishes to bring into existence. The casting must also start when the chosen stellar body is visible, and must be concluded before it fades from the sky. The time point at which the casting concludes determines to which point of the stellar body's course the structure is tethered.
Further castings can be used to increase the size of the demesne.
The castle draws its sustenance from its stellar body, but takes its shape from the wizard's will. If the wizard dies, and no one occupies the structure, it fades. Otherwise, it will adapt its shape to the will of its other residents. The intellect of those maintaining it determines the castle's maximum size.

Starfall (Invocation/Air) (Memorization: 4)
Suddenly vengeful, the skies send their light raining down to sear the caster's foes. The caster cannot pick where the spell strikes - but only his foes are smitten. The exact form of the spell depends upon which stellar bodies are visible at the time - during the day, the sun will send solitary powerful blasts of sunlight, while at night, a thousand pinpricks will wear away at the caster's foes. Starfall's impact is lessened when the sky is obscured, and the spell of course doesn't work underground.

Divine

Sharp-Nailed Mistresses
Out of shadows and dreams of the Goddess, roguish rakes coalesce, spirits that either form their own ephemeral bodies, or possess victims in their vicinity, to engage in revelry and all sorts of careless behaviour and mischief.
The spell is most suitable to sow chaos; it is far more exhausting to actually guide the spirits towards some goal.

Erisian Ephemera
The Goddess of the Night conceals the world from law and order, and takes subtle vengeance on those who would harm her chosen. Enemies take a penalty to all success rolls, and have their fumble chance significantly increased. The priest sees her critical success chance increased.

Liberation
The subjects are freed from their inhibition, and much more prone to anger, lust, and other impulses; they feel less bound by loyalty and oaths, have their creativity increased, are more difficult to intimidate, but are more susceptible to subtler manipulation. Depending on how much the subject likes its new state, the effect may last an hour, or be permanent.

Heat of the Night
The Dancer's blessing endows the priest with increased allure and skill at Mythelua's favourite pursuits - courtship, carousing, dance and larceny.

Spreading Slumber
Mythelua drapes the veil of sound sleep over the victims' eyes; the more tired they are and the later the hour, the easier the feat. Until the sleepers wake of their own accord, they themselves act as founts of sleep-inducing magic.

Wily Whispers
A suggestion is placed in the victim's mind by the priest's honeyed words.
« Last Edit: April 12, 2014, 06:12:41 AM by EchoMirage »
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Offline Ancient Gamer

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Excellent! Now we are waiting for ShadowEagle to come up with a character concept, and we are ready to rumble!
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I need spells too,though am pc deprived until my current dead one is replaced - hopefully soon.
   
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Offline Ancient Gamer

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I need spells too,though am pc deprived until my current dead one is replaced - hopefully soon.

lol, yes!

We need a workshop!
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Offline Ancient Gamer

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Notification: The Coldforged Prologue starts up tomorrow..

It will be a brief affair, max one week real time, of what transpired at the monestary before you left on your quest.
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