Archive _16

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aching for it
Drag it out a bit, leave the players aching for the "hunt". Heavy on the trail, it you want the players to feel how hard it would be to start off as a hunter, then you have to make them solve some basic questions. What do they really know about their prey? Do the know how quickly the tables can turn and the hunters become the hunted. Get npcs close to the player characters and then slaughter the npcs, right under the "new hunters" noses. )

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I'm trying

I am trying..
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more coming

The Stewards are high limited positions. Something that would be rare. I feel that those who would be choosen would be able to keep it to themselves. It would be a like a King or Lord over their own land. Some of these people Would make great alias. And it would Honor that exact behavoir.

Level increases may occur while on an adventure matter of fact it should happen often. But I believe that there must be the ritual combat either between Player and Gm or as numbers passed down by the GM. And it would only occur when the GM saw fit. If no one in the town your are in are fit to battle in ritual combat (based on the GM saying so) then it is impossible for gains in degree. It depends on how much the Gm would like to enbrace my little PACT here on wether it has spread into their gameworld or not.

upper limits of non-lycans for degrees is not set in stone yet. I would rather this be for lycans but play character membership is important. So I am still fighting this problem.

I love the advace position based on ability but I need to set up some guidelines. Atleast something to refer to.

I would love to hear what SID came up with Lay it on me.

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Let's see, there's a lot he did, but it varied according to his whims. It's the sort of stuff that an asshole with authority and a semi-captive audience comes up with. It was really amusing to watch, as long as it wasn't directed towards you, or once you've gotten used to dealing with it. Some of these were created spontaneously by the lower-ranked Pack members on their own. Some of these even became full Traditions over time. Most of these are based on comparative position, so the benefits can fit just about anywhere in the Pact's structure.

Sit only after the senior rank sits

Stand when the senior rank stands

Senior ranks enter a building last

Preferential seating

Eat only after the senior starts eating; get food only after the senior gets food

Open doors for the senior

Be referred to in respectful terms, or by title: higher-ups can just call a lower "Jimmy" but he must call them Mr. Jones, Brother Matt, etc.

Never contraditct a senior

Speak only when spoken to

Answer all questions from a senior

Give up a seat for a senior
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The trick to using NPC's like this is to make them useful. Most players don't think to create family members, and those that do often won't flesh-out their family for fear that the GM will only use the family as disposable pawns. That is, if your character is an orphan without siblings or other family, then they can't be used against you. Reward players who do create families by having those families provide needed services and information. Something like bailing you out of jail, borrowing a car, or even just a place to sleep for the night can be useful. Punish those players who refuse to create families (using the "orphan" excuse) to prevent GM abuse by having their kidneys fail, they need a marrow transplant, or by just constantly reminding them that they aren't getting the benefits of the pc's with families. For example, "I'll let you sleep on the couch for a couple of nights because you're my cousin, but I don't know these other jokers--they have to find somewhere else to stay."

Once the players see how their families are useful in-game, and start to form relationships (as pc to NPC) with recurring family members, then you can start killing them off horribly.

Here's how you can combine ideas. Give the pc's useful information from a family member. Aunt Hedy tells them, "Why don't you just burn them? Everybody knows Vampires are scared of fire. Haven't you seen those old movies?" Aunt Hedy is thinking about Frankenstein, but the players think that they now have a valid in-game reason to start using all of the old anti-Vampire tricks: phosphorous bullets, et al. Now armed to the teeth with firey goodies & smug in their confidence that they can now defeat their foe... because after all, fire does aggrivated damage... you turn the tables on them. Aunt Hedy was wrong, this Vampire isn't afraid of fire at all, and it doesn't seem to affect him. Now the pc's are boned. This is still valid WW cannon, as the bloodsucker in question could have been Baali (thus fire-retardant) or Sabbat (thus can keep his fear in check). The confidence that you gave to the pc's is now stripped away from them, and fear & confusion can now take its place. Welcome to horror gaming...

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... And succeeding. The boards have been rather active the past few days. Even with the recent lull, and including the times the forums were down completely due to server moves or the damned power company not doing their job, these boards are still averaging a couple of posts a day. There are much larger sites with hundreds of members & a less niche nature that don't manage that.

obscurity.
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FYIŠ I do understand that some of the details of the takeover but I didnt see any new laws or official repeals of old laws. Just from the posts a lot is still unanswered.

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Blame Leander for not following up on this in an official capacity, especially with regards to the change in politics and legalities. I also blame myself for this oversight. The city has become an important and vital part of the [url=http://lost-souls.servebeer.com/Immersive-World.htm]Immersive Game World[/url]. A great deal of this multi-campaign project involves the former Vridtown. Then again, in many respects, the whole IGW project started with Vridtown.

The changes are as follows:

Vridtown has been renamed Scientius, and Charitynaeya is now Gnopolis. They are both now part of the larger Darkmouth Emirate, a state of the Byzant Empire. The other areas of the Emirate are: [list:2e1de27899][*:2e1de27899]Ironhold--the small Dwarven Mountain Kingdom between the two cities

[*:2e1de27899]The Cooperative Collective--comprised of Hobgoblins of the Daevon tribe and the lycanthropic Crossed Stars company, centered on the abandoned pyramid created by the warrior Metas of Stratos

[*:2e1de27899]The Mudsquatters--whose giant crops still grow

[*:2e1de27899]The James Forest--with its population of one, a highly dangerous Pooka

[*:2e1de27899]The Blasted Lands--on the southern edge of the Emirate, formerly a collection of villages, now all slain by a Major or even Greater Demon and its minions, currently off-limits to all [/list:u:2e1de27899]Each of these areas are considered separate sub-states of the Emirate. A monorail has been created that runs from Gnopolis, through Ironhold, and to Scientius. Roadways throughout the Emirate have been improved.

Most of the laws of the former Vridtown still stand, excepting that the laws against necromancy have been repealed (but the practice is still unaccepted among the citizens of Scientius) and that the local lord lives in Gnopolis as part of a larger state. The councils, judges, et al. are still in effect.

The assassins' guild was forced completely underground, and no longer maintains a notable presence there. Officially the guild was driven away permanently.

The school of psionics has never taken off, but mind magic--as a subset of wizardry--is a part of the local university. Scientius is a college town now, one of the largest and most respected in Midian. The increase in literacy and learning fostered under the previous regime enabled this. Otherwise, the university would have been a mad dream at best. Many different specialties are availible as courses of study, and the local citizens not only reap the benefits of money coming into the city from students, but impoverished students of great talent receive vastly reduced tuition costs.

The former name of the city still lives among the greater Midian populace in the form of cursed Vridian gold. Whatever fel magics cursed the mines and the gold still affects the coins minted there, and infects any gold it is reforged with, making the whole lot cursed. Fortunately for the citizens, with the cursed Vridian gold no longer in the city and the mines closed and sealed, there are no harmful lingering effects.

The takeover occurred completely politically, and did not effect the citizens overmuch. The very morning after Archmage Krege was slain, emmisarries from Charitynaeya approached the councils of Vridtown and the Mudsquatters proposing the greater Darkmouth Emirate and a change in names for both cities (the Mudsquatters announced that would be their official name, and could not be dissuaded otherwise). The announcement of their deceased despot was kept and announced simultaneously (albeit not in the same locations) as the announcement of the formation of the Darkmouth Emirate.

As for the remains of Archmage Vrid Krege, he currently now acts as a necromancer's familiar. It seems a sad irony that the famed zombie slayer is now himself a zombie, and his once great mind now reduced to mindlessness.

... Then again, Vrid was rather paranoid, and did have a number of duplicates for just such an emergency. However, as his death occurred 12 years ago, if he is alive, his location and activities are completely hidden from even the best of scriers.
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d2ffcee1a0 A Hell even [b:d2ffcee1a0]I[/b:d2ffcee1a0] have returned from exile }

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sounds funa Sounds like fun... but i do not think I am going to make anything stricted ruling yet... we will.
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37078febf8 X Which reminds me, we need to re-do your user rank. What do you want me to change it to?

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It doesn't have to be formal at all. Look at [i:58fe2a42eb]Fight Club[/i:58fe2a42eb], how they made their own traditions and followed them at all costs. Initially at least, there were only two rules, but it developed informally from there. For example, when Bob (Meatloaf's character) died, they decided that "we only have names in death" and did the whole "his name was Robert Paulson" bit.

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Status¯ Hackmaster Elite is cool. I'm not sure if I'm still deserving of such a title if ever. My current status is kinda cool too but that's cause it has the word bastard included. #-

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Timmy's Tale vol. 1
#Young Timothy awoke with a stiff pain in his neck and sensation of floating. He opened his eyes to find himself immersed in a tank of clear liquid with a breathing apparatus attached to his face. Outside the tank there was moment of others that seemed to not notice that he had begun to stir or perhaps they did not care.

Good morning Timmy. How was your rest?
A voice most sinister entered his mind. Although the tone and cadence were pleasant, Tim could tell that whomever it belonged to had nothing but malicious intent.
We are hesitant to answer? Maybe that is because we have found ourselves in a compromising position?
Tim tried to remember how he could have arrived to his current situation. He strained his thoughts to recount images of a man. No, an Elf! The Elf took him off the streets and raised him to be an apprentice. He traveled with a group of adventurers. They could have been mercenaries.

Spiders. There were large spiders and a fire. Then there was the mouse. A god in a mouse's body which did battle with another deity. A deity of Strife. Not of Strife, Stryfe.

You're Stryfe,
he exclaimed as he clawed at the smooth tank in attempt to escape.

I am not Stryfe, just someone who serves him. Do you believe that he would take time away from more important pursuits to check on your well being? Especially since you once served that pathetic rodent who thought to combat him? No I have an interest in you because were present when the new slaves gained their sentience and I want to know what magics were used to create your masters army.

My masters army,
he questioned.
Could he possibly be talking about those spiders?
His head began to pound as if a headache of immense proportions had coupled with a night of incredible drinking. He powered through the pain to remember his mentors name and face. Lourde Brownshue the Sorcerous Alchemist. Lourde is an Elven werewolf.

No boy, he WAS an Elven werewolf,
the voice interrupted.
He and his god are now lost to the gates and shall never be heard of again.. If you are smart you shall tell me the secrets of the Tee'mi Spiders.
Timmy started to remember how the Tee'mi came to be but instead of inviting the images he pushed them away with a stalwart will.

I don't believe you! If you serve Stryfe then you would already know how the Tee'mi came to be. I bet you are some rival much like Bartlet who thinks he can manipulate the Tee'mi and wrest them from Bringer of Chaos.
Tim felt incredible pain course through his body. His eyes began to burn as the liquid which surrounded him began to boil. He could barely keep his thoughts together and comprehend the angry words of his tormentor.

How dare you mock me! I am no mere rival! I am the agent of his demise. The Spider of Flame is no more than an Usurper and if you shall not aid me in his destruction then you shall perish!

I am so dead,
Tim thought to himself.

Cheese is good.
A familiar voice resonated in Tim's his mind. He focused on the voice with all his mental strength when hes was enveloped in a strange green glow and was no more. His tormentor was pleased to see his handiwork of charred remains within the tank then he noticed that was too large to be that of a boy. He instantly knew that somehow he had been tricked and only Stryfe himself knew the full answer as to who did it.

Tim awoke in a forest on a bed of leaves. He was clothed in an oddly familiar outfit made of fine black silk. He scanned his immediate surroundings to see if there were any signs of sentients. Alas he seemed alone.
Where the hell am I,
he thought.
I s this some nether realm neatly disguised to look like the land of the living?
He bit into his own hand and drew blood.
The dead don't bleed. So at least I know that I'm still alive.
He collected himself and stood while brushing away debris from is clothing. He looked around once more to choose a direction to walk. For some reason he guessed that if he walked to the southeast he would have the highest chance for survival. He walked for two days without rest towards his salvation when he came across what appeared to be an inn located on a river bank The sun indicated that midday approached and hill belly ached from hunger. He could smell food being prepared for the midday meal and had he been in better condition may have noticed an upside down tower protruding from the premises. Wearily he entered through the front door and took a seat at a nearby table. He lay his head down and let himself drift into sleep.

Hey you! We don't tolerate any soliciting.
Tim was nudged by a boot.
Get up you vagrant!
He was kicked even harder this time. Tim looked up at his assailant and to his surprised found him to be close in age. A boy with black hair and the most piercing blue eyes he had ever seen was looking down at him with contempt.

How can I get up if you are so insistent of knocking me down?
Tim flashed a sardonic smile at the boy.
Or are you just confused as to where you want me?

You fucking bastard!
The boy with blue eyes lunged at Tim with murderous intent. Tim avoided the attack with less than graceful riposte. Both boys scrambled to their feet and looked at each other; awaiting the other's attack. Tim's eyes quickly darted around the room to gain some insight on his predicament. A group of boys stood around watching this display now cheering the boy with blue eyes.

Kill the fucktard already, Jonas,
one boy exclaimed.
Who knows when Master Corwin will return from his stroll.
Jonas rifled through his robes to produce a knife. He brandished towards Tim in sadistic menace in attempt to promote fear. Tim grabbed a close by tablecloth, crashing the dishes and centerpiece to the floor. In doing so the vase and pitcher of water that lay on the table whetted the cloth for Tim's desired purpose. With a clumsy flash at the dramatic and rudimentary knowledge of the style, Tim twisted the table cloth in the fashion that schoolboys would use to whip towels.

What are you gonna do with that? Don't tell me you think you're gonna try to fight me with a wet towel.
Jonas seemed a bit insulted at the intonation that was the truth of the matter. Thats when Tim decided to strike. In his mind he knew the outcome to be that of unadulterated luck, but he had somehow not only struck Jonas with the towel but had manged to sever the tendons of Jonas's thumb; causing him to drop the knife and cry out in pain.

What is the meaning of this,
A voiced boomed from the doorway. Those that turned now noticed the return of Master Corwin. He was a man of average height with waist length crimson hair and emerald eyes. His face was freckled and slightly sunburned with a brow furrowed in anger.
I asked you buys a question.

This kid started making trouble and tearing up the place...
Jonas began

Do you take me for a fool? Had you better lookouts then perhaps you would have noticed that I was returning when you decided to start this fight Jonas. Are you so eager to learn the necromantic arts that you would stoop to murder?
Tim stood in silence still wielding his wet tablecloth with a now blood soaked tip. Corwin turned to Tim.
I apologize on behalf of my students for causing you trouble young man but I am going to ask how you are going to pay for the damages you have caused to my property.

What?
Tim seemed was very confused.
How could you possibly hold me accountable for what your student started?

Very simple,
he replied.
You chose your method of defense and that involved damage to my personal property. Now I'm not saying you should have let Jonas kill you but I'm sure there were other alternatives had you been inclined to think of them.
This angered Tim immensely. He stood there glaring at Corwin when the master's stern expression changed to that of surprise.
Maybe I have an idea of how you may repay me. You shall study here under my tutelage and in return you shall received food and board.

Master, you are not seriously thinking on letting this filth study here,
Jonas objected.
He is a mere vagrant who wandered here out of hunger.

Let me remind you boy that I am Master and you are not.
Corwin gave a harsh look at the boy who was now lowering his head in submission.
What is your name boy?
Tim thought for a second before he replied.

Loward, Master Corwin. Loward Bruhound Sheihoo II, apprentice.
Corwin raised an eyebrow.

An apprentice? Where is your master?

Deceased sir.
Loward's shoulders sank a bit.
He was murdered by a rival.
Master Corbin turned to his students.

You boys clean up this this mess and bring Loward something to eat. He looks like he's about to pass out on his feet. Jonas, you are coming with me to check on that hand and talk about your future here.
Loward ate his fill and slept well that night

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Vol. 2v
Then next morning he was awoken by one of the elder students to begin his chores. He had just begun his duties by scrubbing the dock when a small boat arrived. Soldiers disembarked first. There bore a standard he had never seen before but that was a secodary mystery compared to that of one of the creatures that emerged from a large wooden crate. It was the size of a full grown man with blue skin and bald head. It had a sinister intellect from his eyes. There were others that accompanied the creature. An Elf garbed in black, another Elf who stood with an air of nobility, and human who carried himself much like that of a thief. Master Corwin greeted the soldiers and and the band who seemed to be treated much like prisoners . The blue skinned creature and Corwin seemed to have much to speak on. Loward made his way inside and inquired about the visitors with one of the other students.

That's Vrid Krege, fucktard,
replied Duroth. Duroth was the young man who had been urging Jonas to kill Loward.
Vrid used to think he was hot shit when he was here years past. Fuckin troll was always up to no good and had a sadistic nature that would make most demons cringe. From what I hear, he's being deported to the Byzantine Empire because he plea bargained out of a death penalty

So that's why the soldiers are with him.
Duroth gave gave Loward a sharp punch to the ribs.

Listen with your ears and not with you mouth, Fucktard. I'm not like that pussy Jonas, I've killed before. The only reason you breath the same air as I is 'cause the Master deems you worthy to study here.
Loward rubbed his sided and wiped some of the tears from his eyes.
If you keep your mouth shut and pay attention you'll get far. Do the opposite and you'll end up like that blue bastard you were so interested in. Now get your ass back to you chores before I give you something to cry about you pussy.
Loward returned to his duties and didn't speak for the rest of the day. Not out of fear from Duroth's threat but he was more afraid of a repeat performance from other students. From a general view of their expressions he could tell they did not like him being there. During the evening lesson Master Corwn made it a point to critisize and belittle Loward at every chance he could get. It was almost as if he was receiving his punishment for injuring Jonas and making a mess.

Jonas,
he thought.
Where had Jonas been?
Loward had not seen him all day and he was not present during the lesson.
Had Jonas been expelled? Surely that could not be the case. Perhaps it may have been. Master Corbin seems to be a taskmaster who tolerates little.
His thoughts strayed as sleep overtook him.

The next few months were not as kind as his first full day at the academy. Loward received nothing but gruelling tasks and harsh punishments from the Master and students alike. His lessons were varied in a wide selection of curriculum and soon the months seemed to pass as though it were all a dream. Loward had thought of leaving the school but he had no money or supplies; even if he did where would he go. A full year had gone by and he had almost come to hate everything within the halls of his
home.
He was summoned to the private study of the Master to have a talk about his attitude.

Corwin's study was a library which had an upside down tower jutting through it. Some studets say that it was originally an accident created by the Master's initial studies that he decided to keep as a reminder of playing with unknown magics. Loward was impressed by the size of the library and for a brief moment received a flash on memory of his previous mentor. His had been months since he had even thought of Lourde Brownshue. Seeing this library reminded him of how his mentor spoke of his exile and a green flash of something familiar. His remeberance was interrupted by Corwin.

I hope you are falling asleep already, boy. I wouldn' want to bore you.
He looked at Loward with a smirk intonating his sarcasm.
You're wondering why you are here and that would be a good place to start. Why are you here?

Because you want to continue my lessons in humility sir?

When did you get such a smart mouth? I guess a year of constant hell wasn't enough to break you and I applaud that. Not many have the will to remain defiant yet eager to learn as you have.

This was a test?
Loward's tempeture began to rise. He was angry at the thought of a years worth of humiliation being orchestrated in some manner to manipulate him.
To what end sir?

I want to see the green fire again.

What?
Loward's confusion made it apparent to Corwin that he had no idea what he was talking about.

When we first me I saw a spark in you that I had only read about in books. They say that those born with the witch's mark or that of the sorceror can manifest a green flame which holds the secrets to creation.
You have that flame, boy, and I aim to learn its power.
Lourde had been a soreceror and was training Loward in the sorcerous arts. Was this green fire the culmination of his teachings?

I'm not exactly sure I know what you are talking about, sir. But I do know a little about sorcery.
With a wave of his hand he began to manipulate a quill with his power and for the first time he saw it. A green flame enveloped the quill as it moved through the air and landed hovered before him. It was his newly learned ability to see auras that was showing him this fire but he had a feeling he had seen it before.

Amazing. How dow you do it, boy? More importantly can you instruct me in the basic priciples like you mentor has shown you?

Why should I?
It was a valid question. Loward had been subjet to much harshness while in attendence at the school.

Because you haven't repaid me for my hospitality, lycanthrope.
A wide eyed expression crossed over Lowards face.
Yes, I know that you bear the curse and how you have worked hard to stifle the urges of the wolf's blood in our presence. How do you think the others would react if the were to find out? Disfavorably I assure you.

I can always leave here y'know?

And go where? You have no friends, no money, and not a clue of what world you're on.

I'll take my chances.
Loward left the study. He marched to the front door of the school where a large figure stood.
Out of my way, Duroth.

Not trying to stop yah, Fucktard.
He tossed Loward a backpack.
You'll need supplies to survive out there.

Why are you doing this?

You will find out soon enough.
He approached Loward and placed a hand on his shoulder. With a smile he violently thrust his knee into Loward's stomach. As Loward fell to his knees coughing he felt a pat on his back.
Don't forget what you learned here, Timmy. It might just save your life.
Loward slowly stood to his feet and strapped on the pack. He looked back only once as he walked along the river towards the City once known as Citadel
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8d0c4a1755
Vol. 3]
Vinnie of the eastside, the way eastside, was legbreaker and enforcer for the local underworld boss. A troll by race but an ox in nature; he was renowned for the amount of punishment he could endure. Recently he had a run-in with some assasins who quite possibly may have been phantoms but he never had opportunity to find out since he and a strange Gaijin who called himself Adam X ended up journeying into the city's sewers and doing battle with a demon.

Sure are a lot of em
he spoke with a gravely voice that sounded as if he were gargling acid in his spare time.
This might be a bit interesting.
What he had been referring to was a large invading force which had begun to gather outside the city gates of Citadel. The invaders belonged to the infamous Horde who had been known to sail the oceans and destroy entire cities in short fashion.

This is going to be quite unpleasant, Troll. I suggest that we devise a plan of attack or fortification of this city's defences if we are to live.
Adam X always spoke with an air of superiority and a tone of anger as if the world had wronged him. Some say he had been touched by a demon from birth and that was probaly the reason for his disposition. One thing for certain, he was the fastest anyone had ever seen.

No need for planning ,Adam. I say we go out there and kick their butts.

I'm not sure if it will that simple but if you think so please be my guest.
Vinnie approached the captain of the guards and told him of his plan to parley with the Horde commanders and negotiate a nonviolent solution. Actually that would have been the lie he would have used had he been a little more eloquent in speech.

I going out there to see what I can do.
With such a simple statement the guard opened the gates and let him through. As the Horde turned it's attention to the very large troll exiting the city, Adam X leaped over the city walls to take a position of stealth and watch the events for any sign future survivability.
I am Vinnie of the east side, the waaaaaay east side,
he boasted,
and this is MY city. If you want to destroy it you are going to have to go through me!

Challenge accepted.
A large Gaijin stepped forward to meet Vinnie.
We shall fight in the circle of combat and you shall die by my hand. If you are to be the victor then we shall spare YOUR city.
He laughed at Vinnie as men began to circle making an arena of combat.

Oh this will be worth a laugh,
thought Adam.
At least I'll get to see how well they fight to gage my chances
The combatants circled each other brandishing their weapons. The Gaijin had his ax and the Troll had only the incredible claws which he had used to rend many a foe in the past. Their battle was brief but brutal. The gaijin had gutted Vinnie but unfortunately dropped his guard thinking himself the victor when the tough as nails troll struck from below returning the favor and ending the light in the gaijin's eyes.

I have bested your man. Now leave here and never return

I won't do that. Although you fought handsomely that dead soldier does speak for me.
A statuesque goth stood before the bleeding troll looking down with knowing superiority.
However it seems that my ranks have an opening. I'll spare you life if you decide to join me.
Vinnie seemed to be pondering the proposition.

Take the offer stupid.
Adam rose from his place of hiding.
Don't be a fool and die needlessly for these people.

And you are,
asked the goth.

Adam X.

Pleased to meet you Adam. My name is Morgoth and this is my Horde.
Adam turned to look at Vinnie who had managed to get to his feet. He held his innards with both arms pressed against his waist. He was doing quite remarkably for a nonregenerating troll.

Take the offer Vinnie.
Vinnie looked to be hesitant is accepting the offer until his wounds tore open even further causing him to drop to one knee.
TAKE the offer before you die.

I accept.
He spoke as a man resigned to defeat. He stood once more and cleared his throat to make an address to his new brethren.
My brothers, do not kill those that lay within these walls. If you encounter resistance injure, and maim them instead. Break bones if you must...
He didn't make if much further in his speech when the Horde no sent into a frenzy by talk of maiming and broken bones charged the gates in a blood lust.

Good job stupid. Now everybody you wanted to save are more than likely going to find a horrible end because you had to open your big mouth.

Oops, my bad.
The people of Citadel never stood chance as the gates were breached and most of the populace was decimated. With aid of Adam and a badly injured Vinnie a monk and his charges were able to escape to the nearby forest to watch their home be razed to the ground.

Loward awoke in a field at the edge of the woods near the ruins of Citadel. He had seen its destruction through vision as though the events past were fresh in his memory. A ghost made it's presence known to him as he sat up to look at the shuffling zombies within the city walls. It was the Gaijin from his dream. The one who had been defeated by Vinnie from the east side.

I would not enter there boy unless you wish to join us. Follow the path of the monk and you shall make your way towards you destiny. Citadel will become a destination for your return but that day is not close. Let this be your only warning.

Loward gathered his gear and left his campsite behind.
I wonder what ever happened to those two?
he thought. He walked away from the ruins of Citadel knowing that he shall return someday and perhaps with the next chapter of the story it began.

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f4cab5b0d4 v Hackmaster Elite is reserved for the moderators and such so no hah!!!

I will think of something interesting though.

457a9820a8 ¢ 1) That was me above.

2)Phello please do not check email me when a reply is made. It fucks up the board since we no longer have an email server since I moved.
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b3e515c8d8 a Phello: I removed it from your profile. Just make sure it is not clicked when you do a response.

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d8d2599136 Ô All good stuff in here. I am going to use it all. First game is June 17th. I will let you all know how well it runs.

They are going to start fo as parapsychologists. Checking out random "fake" hauntings.
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cace164d46 —
<<OOC: Sorry for the long hiatus from this. I have been busy as all shit and now saving up for a laptop to do all this crazy stuff on.>>

Still in Kobold:

"Thank you for all the information my friend. For now I must get to work on these books you have lent me. I will hire someone to start the contest, unless you want to run it. I do trust you. If you do not, I can get someone at the guild to do so. If any more books in relation to these topics come in here please notify me immediatly, once you are done with them of course. And please inform me of your decision of heading up the architectural contest. It is YOUR library after all."

615db0a249 Ï Keep in mind that about the only people who knew what parapsy even was back in the early '80s was people in the field. That is, the pc's would know, but would have a hard time explaining what they're doing.
s

4732a44c6e aBack to Anglan, The Librarian continues, "I have my library to attend to, and will not have any interest in either contests nor architecture. I will make my displeasure known if something bothers me, but will not be supervising anything. I do not think that to be a good idea at an rate. Really, Volgor... what part of 'big blue Demon' did you miss?"


3f9b13d1ed pIn Anglan:

"You are a demon? And here I thought you were just cold or had a skin condition. Sorry for my sarcasm, but I just thought you might want to be more hands on with the project seeing as you are welcome here no matter what anyone thinks of you being a demon. But if you want no part in it, then you shall have none. I will pass it on to a guild member."

·
bce598438c
Exactly... they are going to be given ghost hunting equipment to remove poltergeists from homes of church goers... funded by a church of course... And basically leaving them to wander around aimlessly with divining rods in their hands, let them struggle with this and then kinda work in some nasty stuff let them get to know the parishoners whose houses they are going to. Make the parishoners the ghosts... grander scheme and I refuse to drop too much plot here.

67fdf5f6a4
Wow, this is a blast from the past...

Just so you all know, this is from about 30 years ago in-game. Most of the principal characters are now long departed.

Timmy himself originates in a world far distant to Midian, which is why his master was a half-Lycanthrope/half-Elf. It will be interesting to see which of Timmy's unique talents will work in this dimension and which will not... e

4e1d90a9f5 S"Someone better suited to the task of public relations would be preferable. Surely there must be someone in your vast network of guildmembers that can take on this role. If not here, then perhaps in the Grove's Bend branch, or the overseas branch in the Darkmouth Emirate? All of your guildmates cannot be all warriors and malcontents."
Y

º
937338d223 G
"Ugh yes I do know of one. a little troll named Claxxon. Though he is not in the guild he loves money and would probably be happy to do it. Well thank you for your help and please if you need anything just find me."

Volgor leaves and heads back to his lab in the guild hall and writes Claxxon.

Claxxon,

Hello old associate. I know how much you love getting your hands into new things. Well I am trying to get an addition built onto the library here in Citadel and I need someone to run it. Someone smart and very savvy with finances and budgets. You were the first person who came to mind. I want t run a contest for the design and building of the addition to our library. The winner will be a most gothic and horrendous design bending the eye and disturbing the recesses of the mind. I need someone to run the contest and determine the best costs and all for the building. So if you are up to it, your boat ride will be covered, along with boarding and you will be paid a sum to later be discussed between us. If you are one of his assistants reading this then please inform him right away. He would not want me angry or waiting seeing as he loves my money.

Regards,

Volgor Obsidrian

Duke of Citadel"

I will seal the letter and have it sent to his "office" in Scientius.

<<Kinslayer you are a bastard!!!>>

N

»
d79aa605b9 <
The prompt reply is as follows:

[quote:d79aa605b9]To whom it may concern, Prince Obsidrian or his associate or scribe:

I regret to inform you that Mr. Claxxon has taken quite ill, and may not travel for an unforseeable and indefinate duration. Please forgive any inconvenience that this causes you.

Our office has been charged by Mr. Claxxon to maintain the character of his business and to act as his proxy in all matters. Should you so desire, we can continue this discussion along these lines, as we may conduct Mr. Claxxon's business much as he would, in our best and greatest capacity. We would be honoured to continue to do business with his current and previous clients and partners.

We look forward to reading your reply,

Mateo Darkwater

Syndic in-absentia for

Mr. Claxxon[/quote:d79aa605b9]
h

Œ
d21d63fb84
TriviaPThere will only be one winner as far as I'm concerned and that person must answer this?

"What is the proper name of the loop-strap on the bottom of Thor's hammer?"

It's the 10,000 xp question people.

I think it only fair that Kinslayer name the winner of person who can answer it.

-btw- Years of searching and still stumped

œ
1386903c10
true
I believe that you have a point...

I think I will work on it alittle bit and start real basic like

A higher degree brother is you elder and as such respect is given.

something like that...

and maybe I can get it to develop in the forums.

1ab7dfa251
people everywhere­ As I leave the boat behind me People are everywhere. On all sides. I must say not exactly what I am used to. All kinds of people. They look very different then I am used to.
a

¿
2a1e8da496
HistoryHA thought on a little history of the Pact.

It is said that in the beginning the pact was made up by a few men but as the pact grew Lycan were introduced. As time passed the lycans bond became very strong and slowly built what we now know as the Brotherhood. This explains the presence of non-lycans still among the brothers. ñ

À
bd7d21a27f Dane Cook
Guys, next time you go to a club and see a girl hanging at the bar, just walk up to her and say,"Hey, are you gonna walk to your car by yourself later? Great--I'll be over here watching you all night." Dane Cook...

3a791e715e
Witches Fire

The
Witches' Fire

There are times when magical energies converge to create a manner of discharge which many arcanist have come to call
Witch Fire
. Many believe this to be arcane magic at its purest and there has been a small number who even dare to harness and direct such potent energy. Witch's Fire can be identified by its eerie green glow. When properly manipulated it has many properties equal to that of psycho kinetic abilities. It is said that the same power was once used to create rips in the fabric of space to create the gates that are now visible to all who are sensitive to their presence. It has been noted that being in close proximity of a gate has effect beneficial or detrimental to the wielder's capability to
manifest
.

Witch's Mark

Mystic

Basic

800 hours

Requires: Principles of Magic

Double learning difficulty

Counts as 2 skills at character creation

This is ones initiation into the knowledge of Witch's Fire. A ritual much akin

to a blood bonding ceremony is performed at the end of one's course of study.

The ritual leaves behind a scar over the left eye called the Witch's Mark

Sometimes referred to the Sorcerer's Mark. Halves the difficulty to learn Psychometry and Aura Perception.

Channeling the Fire Within

Mystic

Apprentice

200 hours

Requires: Witch's Mark

Double learning difficulty

This gives the newly initiated the ability to manifest Witch's Fire. Each step of

skill affects the Witch Fire Proficiency. At the Apprentice level the wielder of

Witch's Fire may use same the effects as telekinesis but all values are halved. Also The witches fire is only visible those who possess Psychometry, Aura Sight, and Aura Perception. This ability to perceive the energy is reflexive and involuntary. Journeyman manifesters possess the ability to use their Fire to create Force Barriers. These barriers at this level can only be manifested as flat planes

regardless of spatial orientation which have a number of hit points equal to

Œ of the wielder's proficiency level rounded down and a 5% damage resistance.

Master manifesters have the ability to create three dimensional barriers with hit points

equal to œ the wielder's proficiency level and a 10% damage resistance. The halved penalty of the telekinesis effect is removed and the Witch's Fire is visible

to all but a Master may keep
sensitive
only visibility at a -4 penalty. If a barrier i s ever destroyed from damage the wielder automatically takes

a point of fatigue.

Witch Fire

Mystic

Proficiency

80 hours

Requires: Channeling the Fire Within

Double learning difficulty

Apprentice Wielder: Functions exactly as telekinesis except all values are halved

Journeyman Wielder: Barrier dimensions start with a one square foot plane and

dimensions double for each level of the proficiency.

Example: 1x1, 2x2, 4x4, 8x8, 16x16...

Master Wielder: Halved penalty of telekinesis effect is removed. Barrier dimensions start at on cubic foot and double every two levels

of the proficiency. The shape of the barriers are left up to the imagination of the wielder

Example: 1x1x1, 1x1x1, 2x2x2, 2x2x2, 4x4x4, 4x4x4....

The wielder may take a point of fatigue if the decide to double the dimensions of these barriers. This can be done multiple times and the fatigue is cumulative.

Barriers are mobile and last as long as the wielder deems to concentrate on its

manifestation. Mobility implies that they may be moved along the x, y, and z axis but cannot be rotated. Only one manifest ion may be utilized at any given time. ie. one item being manipulated or one barrier at a time.

These three skills are the fundamental building blocks of a greater magic of creation. They embody simplistic applications of force and form but limited without motion.

Form with Function

Mystic

Apprentice

200 hours

Requires: Channeling the Fire Within [Master]

Witch Fire: X

Wayfarer

This skill allows the wielder to add motion to the properties of their barriers outside that of linear motion which has already been granted. At apprentice level

the wielder may at rotation or
spin
to his barriers. At this point the barrier becomes that of a construct instead. Such example is that of a circular saw blade or gear. Journeyman may add reciprocation and oscillation. These are back and forth motions, the previous being linear and the latter moves along a pivot. A

Master may add intermittent and irregular motion to constructs. Intermittent motion is motion that starts and stops regularly and irregular motion is that which has no set pattern. These forms of movement are basis of how all thing move

regardless whether it be mechanical or organic in nature.

Inferno of Creation

Mystic

Proficiency

80 hours

Requires: Witch's Fire X

This skill if the most relatively simple of those who can manifest the Witch's Fire

yet crucial. It is the ability to manifest multiple barriers or constructs. Each level

of this proficiency doubles the number of manifestations a wielder may concentrate upon.

*with a working knowledge of Kinematics and the appropriate skills a wielder

may be able to create working mechanisms or organisms that are powered by will

If a wielder were savvy and had access to Lunaruen he/she may be able to create permanant constructs with form and function but without a power source to move

them or a will to direct them, they

7622f297ff } Are you going to make it public knowledge that it's a Changing Folk group? Most people aren't terribly fond of lycanthropes.
b

ee24139313
never thought about it: You know I never thought of that! Thanks.

Probably not.

4

29446c8085 "
It's tied into their viral and unintentional reproduction. Anyone who is bitten by a werewolf might become one. Also, the madness that strikes in the first month makes them dangerous, and far more likely to attack and bite others, thus spreading the disease further. An entire community can possibly be infected &/or slain in short order by unchecked spread of lycanthropy. Thus, most communities will take steps to proactively erradicate the disease. This often equates to slaying any known Changing Folk on the spot. This is not universally true, as some communities accept the Folk, and welcome them as they would any other person, and some trade with them as an outside friendly group.

In the Heldannic Confederation, the Farreaches, and northwestern Formour, there are far greater numbers of Changing Folk. This means that there is a greater likelihood of acceptance, but a much quicker and more effective response if they do not.

While lycanthropes are not predators of Humanity (at least not always), like Vampires, they are just as feared and just as widely hunted. The primary difference is that there aren't as many who devote their lives to hunting Changing Folk as there are Vampire hunters. Werewolves are more of a threat in the north, and Vampires are more of a threat in the south.

74bd09284f
harder to tell» Would also be harder to know whom is a werewolf, considering they have no difining traits when they have not shifted. Their ability to blend into the crowd would be easier then a vampire.

c762b91133
Vol. 4
CLoward watched the setting sun sink into the ocean as he stood on the roof of local tavern. The Pfifer's Pit was not exactly a tavern but close enough to pass for the Citadel refugees. He had made an arrangement with the proprietor to do odd jobs in for a room. Today's task was to repair said roof over his head.

You finished up there yet?

Not yet, Tica.

Then stop taking in the sights and get that roof fixed.
Tica was not an exceptionally beautiful woman and to most humans she would be described as plain. Her hair was black and had a pale complexion. He features were quite unremarkable, all except her eyes. They were violet in color and sometimes betrayed her reserved nature with a glint of fire.
When you're done up there come on in and eat.

I will.
Loward was not very learned in the skills of carpentry but he managed to do a decent job with the repairs. He climbed down the side of the tavern and went in for the evening meal. It had taken some time for many of the other patrons to get used to the idea of a child coming into the Pfifer's Pit but some still seemed a bit uncomfortable with him around. He understood that he was young. In the four months time that had passed since arriving he had celebrated his tenth birthday, but as far as he was concerned he was his own man.

Why don't you find somewhere else to play, little boy?
asked a drunken patron who firmly grabbed his arm.
We've not jacks or marbles to play with and as ample as Tica's breast, I'm fairly sure there's no milk for you here.
Loward smiled and patted the man's hand as it remained clasped around his forearm.

Perhaps you are just jealous that she hugs me and my stature has those ample breast as resting pillows or is it that you prefer the company of little boys?

Why you...
Before the man could further speak or react, Loward had manged to twist the mans hand and guided him to the floor by his thumb. The next sounds to be heard were that of the patrons screams and bones breaking as Loward twisted even harder. What chilled the onlookers was that Loward never dropped his innocent smile when doing so.

I now suggest that you finish your ale sir and have someone take the time to set that so it doesn't heal wrong. We wouldn't want a big strong
man
like you being lamed by a mere boy such as myself.
The man shuffled to his feet, drank his ale with a gulp and stormed out of the Pit. Loward calmly walked to the bar and had a seat.

I see you have been practicing the joint locks I showed you.
said Tica as she set his dinner before him.

I have come to learn that many of this world seem intent on hurting others without any due cause and if I'm going to survive I must hurt them before they an hurt me. Besides that man was a lecherous drunk and it was obvious he was here to ogle you.

Ogling patrons pay well and often, young man. I won't let your sense of honor or

perhaps feelings of jealousy scare away my customers
She grinned as Loward's face turned crimson.

Well I'm sure that his ego wasn't all too bruised to prevent return visits.
A powerful pat on the back nearly caused Loward to loose his breath as a large gaijin sat next to him.
Was that necessary, Maynard?

Of course, mate. How else are friends supposed to show their appreciation for each others company.

A polite hello could suffice,
replied Tica.

And whats so great about being polite? From what I just saw; a polite boy nearly tore a man's hand off. Politeness is a weapon to keep enemies off guard.

Well could you be bit more gentle with my spine?
Loward rolled his rolled his shoulders to regain some looseness.

That was pretty awesome, L. That guy never saw it coming but then again I probably would have shoved his face through the table for talking bout my woman like that
Lowards face turned crimson once more.

Tica's not my woman.

I mean that aikijutsu shit is good for woman and pipsqueaks but brawling and street fighting are true tests to a man's fortitude.
Maynard seemed to have ignored Loward's last statement.
When are you going to let me show you some real shit?

Well I do have a free day tomorrow I guess I can hang out and...

Now I don't want you getting hurt with this moron, Loward.
Tica interjected.

Who you callin a moron? L, you gonna let your woman insult me like that?
Loward just kept his head down as he ate his dinner. Tica and Maynard yelled at each other until they realized the tavern was now completely empty except the three.

See what you did you big jerk. You scared away all my customers.

The only thing scaring them away is you shitty attitude, lady.

Will you two give it a rest already?
Loward looked at them both.
I really wish you two could just get along for once.

We are getting along!
they replied in unison.

I'll see you tomorrow L.
Maynard downed his ale and left.

I don't see why you like hanging out with that guy. He's so aggravating and confrontational.

The man is true to his nature and I like that.
Loward hopped off the barstool and began to walk upstairs to his quarters.
I'll see you in the morning Tica.

Good night

Night

The next morning Loward woke before the dawn. It had become a habit for him to wake before first light during his travels and while he remained stationary he did not want to loose that instinct. He put himself through a regiment of light and heavy stretches , aerobics, and basic exercises that he had learned from a book at Corwin's school. He cleaned up and dressed for breakfast which he could already smell the morning ham being placed on the skillet. He walked downstairs and a took his regular seat at the bar.

Morning kiddo.

Morning Tica. What are we having today.?

Ham and toast.

One of these days you should let me cook for you.

Didn't know you could cook.
she smiled.

I dabble.
Tica handed him a plate of ham and toast which he made into a sandwich and hurried out the door.
Dinner. You and me this Queensday

Its a date.
she replied.

The settlement had progressed much since its inception. Homes were a bit more established and lessly resembled shanty shacks and for some time they had been receiving

regular caravans from the north. Most ot the settlement's economy came from the few ships that could dock at their small piers. Many of the settlers had lobbied for expanding the docks to take in larger ships but the conservatives who held sway would refute by stating the settlements temporary status and the inevitable return to Citadel.

Citadel will be a destination of my return...
he thought. Words that still echoed in his head after these many months as he lived with the ghosts of a dead city.

Maynard lived at he end of a long line of homes near the docks. He had arrived with one of the ships carrying supplies. A mercenary by trade but something here had kept him in town longer than perhaps he should. There was little need for someone of his talents to be here and it often the subject of conversations between Loward and Maynard which always ended the same way.

This is where I am and I am content for the time being. Leave it be, L
Loward approached Maynard's front door and was going to knock when he heard the sounds of training coming from around back. Maynard was in the middle of his warm-ups when he had noticed Loward's arrival.

You're early, L

I'm going to make the most of this day's training.
Maynard smiled.

Lets get started then.
Loward's training was a combination of brutal beatings and mental sparring with Maynard. For each bruise he earned, he gained insight to the laws of violence and combat. He learned just because he was small he could not just rely on leverage and pressure points to get the job done. Their session came to a pause when Loward vomited blood from a punch to the gut.
We may need to stop for today.

Is that everything you have to show me Maynard?

No kiddo, but I ain't in the mood to be killin kids.

Then let's make this a bit more fair.
Maynard was alarmed at the sounds of bones popping and tendons tearing but was more taken aback to what he was witnessing. Loward had grown in mass, his short scruffy hair now fell to his waist, and his teeth and nails shared that of a more primal creature.

So you're a changing folk? I always wondered about you L.

We gonna talk M or are we gonna spar?
Maynard replied with a rush of attacks with an inhuman speed. Each strike more painful than the next but they seemed to be less damaging than before. Instead they seemed more focused at keeping him unfocused and off balanced. Loward struck out of pure instinct and rage with a fierce punch that caught Maynard square in the chest. The force of the blow slammed him against his home as Loward passed out from fatigue.

Loward awoke in a bed with stiff joints and sore muscles. He looked around to check his surroundings to find himself still at Maynard's. He was wounds had been dressed and from the looks of things he had been unconscious for a while.

Well look who's awake?

Maynard. How long have I been out?
Loward sat up.

Damn near three days.

Three days?
He was shocked. He looked to Maynard as to speak.

Don't worry. Tica knows you're here and I didn't tell her about your little secret.

Thanks. I owe you.
Loward looked down at his hands and clenched them into fists.
I'm still not strong enough.

Give yourself a break, L. You're still a kid no matter how you try to tell yourself different. I'm a soldier and campaigner, and I have to tell you that it takes a lot to hurt me like you did. Albeit a stupid risk on your part especially since you should never go all out like that unless you are absolutely sure that your opponent is going down.

Sorry, bout that. I was acting out of frustration. You are just so damn fast.

If you think I'm fast you should have seen my brothers. Those two were speed incarnate especially Adam

Adam X?
Loward questioned.

Yeah the famed Adam X and one half of the Infamous Harbingers of Doom. Too bad all that speed wasn't enough to save the bastard's life. He died fighting monsters from a flying city or thats what I've heard.
Loward smirked and thought to himself about the night he had spent outside the Citadel ruins.

Did you say I've been out for three days?

Yep, today is Queensday. I believe you have a date tonight young man.

How did you...

Tica mentioned it after the several hours of yelling and berating.
He tossed Loward his clothes.
Now get dressed and get out. You're cramping my style

What style?
They both laughed.

Loward dressed and may his way towards the marketplace. He bought ingredients for the nights meal with money he had saved from doing odd jobs around town. He returned to the Pfifer's Pit with his supplies and was greeted by a relieved Tica. He assuaged her worries about his condition and went into the kitchen to begin their meal. The pit was empty that day because of Queensday, a day of rest for women. Tica bathed and prepared for their meal as Loward labored in the kitchen and set a table for their romantic interlude. He quickly cleaned up and changed after the meal's preparation and awaited Tica downstairs.

Tica entered the room with a smile. She was wearing a red low cut dress and lightly applied makeup. She was glowing with joy. Loward stood up and held her chair as she sat.

You look absolutely radiant, madam.
Tica blushed lightly. He went into the kitchen and brought out her meal. A handsomely prepared fish fillet served with potatoes and asparagus.

Wine, madam?
he offered to pour a glass.

Please.
He smiled as he filled her glass. He returned to the kitchen to fetch his plate and sat with her.
I cannot believe you were able to set this all up after your injuries.

Tonight is a special night. I wouldn't want anything to ruin it.
He smiled as he took a sip from his glass of water.

You do know that I'm a bit older than you Loward.

Only by seven years. I'm fairly certain that wont be a problem three or four years down the road.
He gave her a debonair smile. She looked down at her plate and took a bite of her potatoes.

This is an excellent fare you have prepared. Your spices are quite unique.

Don't change the subject Tica. Do you have feelings for me or not?

I...do,
she replied hesitantly,
But you have to understand that I'm a bit confused as how to proceed with this. I've never been good with relationships.

If you think we are moving to fast we can always slow down and be friends. I'm not going to force you heart.
Tica smiled and turned a bit crimson.

I must admit that I have enjoyed your company these past few months

So have I

Y'know we have never had a chance to sit down and talk before and I have been curious about you since you arrival.

Ask me anything I have no secrets to hide from you.
He took another sip from his glass.

Why are you traveling alone?. Don't you have any family?

I'm an orphan. I travel to find myself and my place in this world

I'm so sorry I didn't mean...

It's no big deal. I'm quite used to the fact that I am alone in this world. Was alone until I met you.

How does a ten year old have such a tongue for flattery?

I'm sure my tongue can be used for other tasks to turn you red as well.
Tica nearly coughed roughly as she half choked on her wine. He winked at her.

You speak unlike any child I have met. Did you ever attend school?

I had a mentor for a while but he is gone. I also studied at an arcane academy to the north but lost interest in studies which leads back to me now traveling alone.

I see. Excuse me a moment I must freshen up a bit.

Of course, let me help you.
He stood up and came around the table to pull her chair out. He leaned close and smelled her hair and without warning kissed her. She was surprised at first but did not resist his advance. She thought about how wonderful it was to have found somebody who cared when she tasted a copper wetness in her mouth. Then she noticed a sharp pain in her abdomen. Looking down she saw a knife deeply sheathed in her flesh being twisted and removed.

Wh..why?
She looked at him with tears in her eyes.

Why you ask? Do you remember meeting a monk traveling with children over a year ago. He was driving a wagon filled with golden artifacts from his church. No you don't remember? Perhaps you will remember how you and your partner killed the monk when he refused to give you the gold and how not only did you sell the artifacts, but the children as well?
Do you remember how you killed your partner afterwards and left him for dead in the forest all those months ago.

Tica looked at him with fright more than shock as his spoke of things no one should know.

Huh..hu...how?
She spoke feebly as she crawled away from him trying to get to the front door. The shock and loss of blood made it difficult for her to move.

I came across a ghost of a little girl who tried to escape her captors. She told me of her tale and showed me the corpse of you partner. Apparently you two were skilled in the art killing so that souls could not be reached. Had that girl not attempted escape and met a horrible demise at the hands of her captors, I would have never learned about you and your secret.
There was a buzzing sound coming from outside that began to grow louder. Loward wiped his hands on the tablecloth, removing her blood from them.
That noise you here is the sounds of insects who have come to feed on you. Our meal was prepared so that they would come. See your blood is acting as a chemical pheromone that is sending them into a feeding frenzy.
Tica let out a gurgle as she pathetically crawled closed to the door.
You see the meal contained special alchemical additives to produce this affect but the catalyst needed to complete the process was in your wine. It's quite quick in its absorption into the blood stream once it mixes in the stomach.

Llluh...loved you...

You never loved me. I manipulated your heart like that poor bastard you killed in the forest.
The room was filled with the buzz of insects as they descended upon Tica. They entered from every crack and crevice available. She let out a scream that could be heard throughout the settlement.

Loward calmly put on his black cloak and threw his pack which he had packed earlier in the day and slung it over his shoulder. He walked around the bar and popped up a loose floorboard to retrieve Tica's trust. He tied the pouch of double eagles to his belt and walked out the back. Before he did he turned to look at the writhing screaming mass that was Tica and blew her a kiss. He walked into the night not looking back. He could hear the commotion of people coming to her aid all too late.

Sorry I can't say goodbye Maynard,
he thought.. He shivered as a chill wind blew past and noticed that it was beginning to snow.
Strange. I didn't think it snowed this far south
he thought as he made his way north.U

03819aad53 CBest. Fanfic. Ever.

I rather feel sorry for Maynard, knowing that he's doomed to be slain by his own brother. And the snows aren't going to stop for several months... (or am I giving too much of the story away?)

Brownshue & Bartleby would be proud. Incidentally, are you planning on having Loward & Bartleby meet?
r

a0df31cea7 `That's all the more reason why they are feared. Of course, natural-born Changing Folk, and those who have passed through the Madness can be just as productive members of society as anyone else, but very few people know this, and many lycanthropes rather [i:a0df31cea7]like[/i:a0df31cea7] the fact that their alter-forms are so feared (and rightly so).
s

d3cc36d2cd
Yes^ YES, I am so excited. My little post is now on it's second page. I feel like a million bucks!!
’

66f9d1ed1e

duel livesv I think I will mostly keep it under wraps. The fewer who know my character shifts the better. Why show all your cards? %

Ë
075856af64
Always a good plan.

Ì
7105fbea75
Arena: open challenge}I challenge anyone to a one-on-one fight with Garret, my big Heldan/Bizzannite war-priest. He's tall & strong, with a mean look in his brown eyes & scars all across his dark complexion. He wears light piecemeal armour (more like a hobo than a knight) & has a great big hammer. His hair is in berzerker clan braids & he had numerous holy symbols of the Red God.

Any takers?
f

f74eac8365
Game world worksheet
eI am including this here as much as an exercise in defining the wide world of Midian for myself as anything else. However, feel free to add your own comments, suggestions, and ideas--Midian's [b:f74eac8365]Immersive Game World[/b:f74eac8365] allows anyone and everyone to contribute to the game world.

[b:f74eac8365]Themes and Images[/b:f74eac8365]:

This is a dark fantasy world. The setting is overtly swords-and-sorcery fantasy, with liberal doses of horror and focused self-interest of the protagonists, and lightly spiced with bits of sci-fi and steam punk. There is a decided lack of black-and-white morality. This isn't a monster-bashing world--your fellow man is much scarier and far more dangerous. This is a low-magic setting. Midian is on the cusp of its renaissance.

Tall derelict buildings loom over rain spattered streets of Gothic cities. Vicious bandits lurk within thick forests and baren deserts. Trash-strewn back alleys conceal the shady dealings of cultists, assassins, secret societies, and worse. Vile and murderous pirates roam stormy seas, with far worse intent than downloading music on their minds.

[b:f74eac8365]Worlds Specs[/b:f74eac8365]:

It is slightly smaller than Earth, and closer to its sun, but not sufficiently for a terrestrial visitor to notice. The world of Midian has two moons and a marginally greater axial tilt; these make for hotter summers and colder winters, and incredibly violent storms, especially along the outside coasts.

[b:f74eac8365]Terrain[/b:f74eac8365]:

Three large continents cluster one side of an otherwise oceanic world. Polar caps are small and unreachable by land. There is a wide range of terrain features, from imposing mountains to hot deserts to tropical swamps.

[b:f74eac8365]Flora/Fauna[/b:f74eac8365]:

Most of the common plants and animals would be familiar to a terrestrial visitor. There are a few fantastic or odd notables, however. It is worth noting here that there's a definate lack of "monsters" when compared to many fantasy settings, and any sentient and physical race capable of interacting with others would be considered a person, rather than a monster. Most of the reports of monsters are the result of overactive imaginations or the sorcerous defilement of a beast by a biomancer or nethermancer. There are Dragons, but these are eastern-style spirit beings, rather than the gold-hording, fire-breathing, winged, western-style variety, and are quite rare.

[b:f74eac8365]Resources[/b:f74eac8365]:

Heavier elements are slightly more common than on Earth, and clustered on the three landmasses. The world is well suited for life and industry. Wood and coal are found in sufficient quantities for the inhabitants' current needs. Whale oil provides for a good measure of lighting, especially for urban dwellers. Resources are not distributed evenly, with metals, food, wood, skilled labour, and other resources clustered, so that certain areas control more of a given resource than another.

[b:f74eac8365]Races and Peoples[/b:f74eac8365]:

There are more than two dozen racial types. Not all culturally distinct areas are nation-states. For example, the Gothic areas around the Grimsea cross the boundaries of both the Kingdom of Formour and the Byzant Empire. As another example, the term "Formourian" can refer to a citizen of that kingdom of any species, someone whose ancestry is ethnically a Formourian Human regardless of where they are from, a Dwarf whose mountain kingdom home is not a part of the Heldannic Confederation, or anyone who lives in the central or south-eastern portion of Norditerre. The current list of planned and previously detailed species is quite sufficient. There are over a dozen types of Humans, 10+ varieties of Fae, 5 types of Trolls, 4 types of Dwarves, 3 varieties of Killian (4-armed reptilians), 3 groups of Orcks, 3 types of Ogres, 2 types of Firps (frog people), Ghouls, a partrige and a pear tree.

[b:f74eac8365]Cultural Overview[/b:f74eac8365]:

The division between nationality, species, and culture are a bit fuzzier than in most game worlds, and can depend upon one's vantage point. For example, take two Gaijin living on neighbouring islands. One is a Heldannic Freeholder and the other a citizen of the Killian Empire. They are culturally quite different; their languages, dress, habits, weapons of choice, and outlook, are quite different from one another. A visiting Formourian Troll (who would describe herself as a "Rock Troll" rather than just "a Troll" or a Formourian) would describe them both as "Gaijin." To her, the term "Killian" is synonymous with a four-armed reptilian, and the term "Heldannic" most often means "Dwarf." To further complicate matters, Gaijin are Homo sapiens, despite their great size and red skin.

[b:f74eac8365]Calendar/Standards[/b:f74eac8365]:

The orbital period of the world around its sun is 360 days. This is divided into 12 months, each with three weeks of 10 days each. Due to great effort of a group of Bizzannite and Elven loremasters (under the employ of the Empire of Byzant), this division has long been standardised. The names of the months, days of the week, and most units of measure, have also been standardised. A standard system of currency was also one of this group's goals--using Bizzannite coins--but this was not established. There is no measurable variance in the calendar--each year is exactly 360 days, and each orbital period of the two moons is exactly 30 days. Even as far back as the immortal Elves have been observing the heavens, there has not been so much as one time when the larger moon was not full on the 361st day, marking a new year. At least three major religions consider this to be proof that their faith is the correct one and that their diety is the creator and controler of the universe. (And I just noticed that all three are monotheistic faiths...)

[b:f74eac8365]Institutions-Major[/b:f74eac8365]:

Other than sovereign governments, there are other organisations that operate on an international level. These include the Darklings--whose phantom-agents seem to have their finger on the pulse of just about everything, and phantom-assassins who do the dirtiest work that the organisation requires. Other groups include the Crimson Order of the Knights of the Shadows, A.K.A. the death knights or shadow lords, a fraternity of necromancy-wielding mercenaries, and the Revenants, assassins and fanatical worshipers of Bhaal, a death god. A number of syndics have also networked together to pool their resources internationally. There are also a number of influential guilds of various types: mercenary, trading, treasure-seeking, training, etc. Some of these are player created and player driven. Most notable of these guilds are the Way of the Blade Guild, the Shadowed Skulls Guild, the Rolling Iron Guild, the Sundered Guild, the Crossed Stars Company, and the now-defunct Iron Men Guild.

[b:f74eac8365]Laws and Morals[/b:f74eac8365]:

Legal matters vary by location, and can range anywhere from the mob-rule of the Highlands Orcks to the baroque laws of the Byzant Empire. What may be illegal in one place may be a requirement in another, and in the case of the Empire, this can even be true within two different parts of the same sovereign nation.

[b:f74eac8365]Family[/b:f74eac8365]:

Nuclear families are the traditional norm in Formour, often with lineal, collateral, and affinial relatives nearby, but this is not the case with other cultures. Among the Heldannic Freeholders and Formourian Dwarves, patrilineal/matrilineal and stem families are the norm, with multiple generations of the same family sharing work and resources. Among the Heldanns and Dwarves family is held in the highest regard. Even the most vile criminal would often prefer death to shaming his family. The social structure of the Confederation is based directly upon inter-family ties. Killian society is very stratified, and the circumstances of one's birth can affect social interactions for a lifetime. Family status, caste, even hatching order alter such day-to-day fundamentals as what words a person uses to speak with you. Elven Great Houses are fully extended families with even rather distant relatives (e.g. 4th cousin twice removed) sharing the same family unit. In other cultures, family takes a less important role. In the Byzant Empire, how much money you make has a greater meaning than who your parents were, and there are far more single-parent and blended families than among their Formourian neighbours to the north. For the Hobgoblins, your parents caste and clan determines your own, and they choose your name--formed from elements of their own. However, that's about it; children are raised communally and one's lot in life is determined more by merit than ancestry (outside of caste and clan). The Goths don't have a very strong concept of family in the traditional sense of consanguinuity. Instead, they have a very fluid notion that allows a Goth to alter their last/family name without ceremony to that of a non-blood-relation or even an entirely new name. That is, the person a Goth may consider as his brother may not even be of the same species, but the man who shares the same birth parents is no longer considered a relative at all.

[b:f74eac8365]Social classes[/b:f74eac8365]:

The social classes will vary by location and culture, but generally follow some system of nobility. The game system and most cultures do allow for upward mobility. That is, it is possible for a pc to become enobled. It is interesting to note that there aren't any true examples of feodality among the current list of nations. The Killian Empire is probably the closest example, and the Heldannic Confederation is pre-feudal, but the Kingdom of Formour--despite the overt European social components--isn't a true feudal nation.

[b:f74eac8365]Political Power[/b:f74eac8365]:

In most countries, political power is ostensibly held by the nobility. However, the influence of the Darklings worldwide, the strong merchant class within the Byzant Empire, and the power wielded by certain influential guilds does complicate matters politically. Currently, there are no wars between large nations (with the possible exception of some Elder Kingdoms). There was a recent large-scale conflict, but the three nations primarily involved weren't nations at the time, and currently have a truce with one another.

[b:f74eac8365]Economics[/b:f74eac8365]:

In theory, gold is used as the standard in Formour and Byzant. In practice, wheat really determines economic strength in Formour, and the collective power of the Byzant Empire determines the value of its currency. Bizzannite coins are also used by many of the Elder Kingdoms, and even those that mint their own money will still accept Bizzannite currency. The Heldanns and Oldelands Goths use unminted silver (i.e. by weight rather than actual coins) as a monetary system, and silver is also used for commerce between groups in Osterre as a common value point for barter. Various gemstones are the preferred form of currency among both Orckish nations and the Northern Protectorate. The bronze coins of the Killian Empire have the lowest regard among other nations, as their purchasing power is determined by the state, rather than the actual or perceived value of the metal they contain. As resources are not evenly distributed, all nations trade with one another to some extent. Though the various peoples of Osterre are often hostile to one another, they still trade frequently--Orckish iron for Firpish fruit or Ogre cattle, for example. The Elves had closed their borders to trade for over a century, but even with their collective knowledge they were not able to fully meet the people's needs without some measure of international trade.

[b:f74eac8365]Religion[/b:f74eac8365]:

There are a number of separate belief systems in the world, and a larger number of small cults. It is worth noting that--with the notable exception of some Demon cults--no deity takes an active role in their church. That is, no clerical magic, nor miracles and the like. In Midian, religion is a social institution, rather than another source of magical power. Each faith is completely separate, and most do not officially address the others in a religious context. In other words, these are not separate deities within the same pantheon, but rather completely different religions. The Church of Melchom, the Temple of Light, and the majority of druidic faiths do not even have a deific figurehead in the traditional sense, but instead see their "god" as more of an abstract idea than a sentient being.

[b:f74eac8365]Technology and Common Power[/b:f74eac8365]:

The overall level of technology is late medieval/early renaissance. There are areas that are still the equivalent to the Bronze Age or even earlier, and there are some notable anachronisms in technology, mostly in the form of technomancy.

Military Weapons and Tactics

Traditional medieval weapons and tactics are still the norm: cavalry, archers, massed infantry, etc. Magic in all its forms (including technomancy) lacks reliability and economic viability to significantly alter most large battles. Smaller-scale battles however, are often won by virtue of highly-skilled individuals, and there is a slowly growing trend in military thought to incorporate this strategy more, and rely upon massed (and expensive) troops less.

Industrial/ Production

The Byzant Empire and certain Elder Kingdoms have strong and heavy industry. As the Empire is blessed with a number of useful metals and other material, they are able to produce a large portion of the world's manufactured goods. However, southeastern Formour is growing in industrialisation rapidly, due to Formour's availability of wood and coal to power factories. Mass production at any large scale isn't really feasible for most products yet. The means of production are largely available, but transportation issues complicate getting things to market.

Medical

As the world is without clerical magic, nor having had a theocratic dark ages period, Midiannite medical knowledge is more advanced than its general technological level would suggest. As examples, pre-DNA genetics, cell theory, and aseptic/antiseptic knowledge exist. There is psychic and herbal healing, but these are far from being emergency medical technology or guaranteed life savers, but rather are a notable step up from healing wounds unattended. These factors have enabled the life expectancy of Humans to be 50-110 years.

Agricultural

The Kingdom of Fourmour is blessed with fertile soil and frequent rain. Transportable foodstuffs, and other agricultural products (wood, cotton, tobacco, etc.) form the basis for Formour's economy. This forms interdependent relationships between other nations--Formour needs Byzant's industry, and Byzant needs Formour's food. Crop rotation and other land-management techniques make sensible use of the land... and keep the Eco-Druids from slaughtering farmers' families as "despoilers of the environment."

Communication

Formour has a system of networked messengers in place, but elsewhere you need to directly hire a courier to deliver a message. Semaphore is used for ship-to-ship communications. There aren't any reliable or readily available magical methods of communication, certainly none that an average person would have any access to using. Semi-literacy is the default norm. That is, most people can tell that a picture of a beer mug indicates a tavern, and some can recognise their name, but reading, writing, and mathematics beyond what you can do mentally, is outside the range of knowledge of the typical peasant.

Math and Science

Science is well-advanced, at least among the learned. Scientists and scholars--commonly called "loremasters"--typically specialise in one or more fields. Sometimes these specialisations can become quite focused. As a general rule, the average person knows as much about science as a typical modern junior-high student. For example, they know that you need air to breathe, and good air at that, but it would take a skilled alchemist or loremaster to know that means approximately 80% nitrogen & 19% oxygen. Most people can understand simple mathematical concepts: multiply rabits, divide the corn, subtract a few coins to buy something, etc. but any equation that cannot be done entire in one's head will be beyond the ability of most--if you can't write the numbers down, it's really hard to add them all up.

Construction

The slightly smaller growth rate (due largely to violence & the environment increasing the death rate) and the simple existance of people like pc's, reduces somewhat the tendency to fortify individual buildings, but increase the feasibility of walling small cities. In the Kingdom of Formour and the Killian Empire, fortifying one's home is an exclusive right of the nobility. Stoneworking technology is equal to the Romans, Egyptians, or Incas. Multi-storied buildings are common in urban areas. Architecture has undergone a number of stylistic changes over the centuries, with some areas showing the ages of the buildings they contain because of this. In Gothic areas especially, larger cities are filled with imposing buildings.

Information

In Midian, information is power, and everyone knows it. Certain folk among the powers-that-be would like to keep the populace ignorant and in fear for better control, but doing so now would prove excessively difficult. The concept that information has monetary value has marked the game world: mercenary guilds can retool themselves as training guilds, loremasters can make a nice living just answering questions, and spies can often name their own price.

Other Knowledge

One of the core premises to the game system is that nearly anyone can learn just about anything. Thus there aren't many examples of exclusive or forbidden knowledge. Even a poop-shovelling peasant can learn a spell or two, given enough time and a good teacher.

[b:f74eac8365]Holidays[/b:f74eac8365]:

I'm feeling lazy, so I'll just reprint this section:

Elves typically do not follow holidays, unless influenced by other cultures. Being immortal, Elves do not keep track of days and years, and note only the change of seasons.

This is far from an exhaustive list of the various holidays in the lands of Midian. There are lesser holidays, birthdays, anniversaries, local and regional holidays, births, deaths, victories in sports or in war, religious days of celebration or reverence, and holidays not yet started. Feel free to add to this list (and we would love to hear about what you do add). People seldom need an excuse to get off from work and get drunk.

* New Year's Day: The first day of the year. This day is typically spent hung-over from the previous night. Syadus 1st

* Detestation Day: To remember those that you dislike. In most countries (the Elves being a notable exception), this is also a day to remember the departed. By focusing on the negative about those that have passed, it is easier to overcome grief and get on with living. Zarathus 14th

* Hysteria: Day of jokes--practical and otherwise. Mojus 1st

* F
te: A holiday for dressing up and partying. This is a celebration for the new spring. There are often death-themes to the costumes and decoration--but this celebrates birth and renewal. It is typical to give up bad habits following this holiday. Gulik 10th to 20th

* Day of Bliss: The final day of F
te enjoyed by some while heavily sedated.

* Sea Day: The day when ships are typically put to sea. Eldus 30th

* Foundation Day(Kingdom of Formour only): Day commemorating the establishment & the unification of the Kingdom. Mandalus 7th

* Day of the Dead (Ghouls, Goths, & Hobgoblins only): According to myth, the dead are able to walk about on this day. This is originally a Ghoulish holiday about the legendary first Ghoul-Vampire who was able to withstand sunlight on this day. The cultures that practice this holiday spend it with family visiting the gravesites of dead loved ones (just in case). Chaosphe 30th

* Day of Joy (Dwarves) / Day of Wrath (Hobgoblins): Two very different holidays commemorating the same event from different cultural perspectives. This day marks the defeat of the Olde Empire. To the Dwarves, this is a day celebrating freedom; to the Hobgoblins, this is a day of grim remembrance. Cabbus 2nd

* Emperor's Birthday (Byzant Empire only): Celebrates the current Emperor's birthday. Ignotius 23rd

* Halloween: A day for dressing up, partying, and remembrance of the dead. This is also a festival for the final harvest and preparing for the upcoming winter. Erisus 30th

* Commercialmas: A mid-winter holiday for gift-giving and spending time with family. Malclypse 25th

* New Year's Eve: The last day of the year. The evening is typically spent in a drunken stupor. Malclypse 30th

[b:f74eac8365]Transportation[/b:f74eac8365]:

One's own feet are the primary means for nearly everyone. Horses, carriages (Midian wagons use whiffletree harnesses), and boats, nearly complete the list of options. The other methods of transportation are very rare and limited--such as a psychic using astral travel--and sometimes even unique--such as the steam-powered monorail in the Darkmouth Emirate.

[b:f74eac8365]Arts/ Literature[/b:f74eac8365]:

Though the bulk of the populace is illiterate, Midian does have great classics of literature. There are a number of large libraries, both public and private, containing copies of these works. Other arts are supported, notably painting, music (in spite of some cruel, minstrel-hating pc's), drawing, and dancing. Some of the famous literary works are listed on another thread. There are named NPC and pc artists of note in Midian.

[b:f74eac8365]Shadow[/b:f74eac8365]:

Midian is all about shadows. The Darklings in particular have their hands in just about everything: from organised crime to plants in the nobility & military. Powerful guilds exert a wide influence, often without public knowledge of their actions. An organisation called the Brotherhood of the Pact has members both high and low--think a cross between the Freemasons and [i:f74eac8365]Fight Club[/i:f74eac8365]--the higher-ups of the Brotherhood are also secretly Changing Folk (lycanthropes). A loose fraternity of some powerful individuals are currently waging a "friendly war" against each other. Sarcastically called "the Heroes of the Realm," these individuals target each other's spheres of influence, rather than each other directly. Some of these "heroes" are good friends outside of this conflict, some bitter enemies, and some have never even met. Even religion gets in on the act of power in the shadows. With so many different groups operating behind the scenes, oftimes infiltrating each other, one often wonders where the illuminatus end and the truth begins.

[b:f74eac8365]Power[/b:f74eac8365]:

Ostensibly, power in Midian is held by the nobility in most major countries. The most notable exceptions to this are ironically on the savage continent of Osterre, where democracy, militocracy, and tribal councils of elders hold authority in the nations there--noble rule is a foreign concept. In practice, wealth and personal influence are far greater measures of one's authority than birth in any feodality. In the largest and most powerful nation, the Byzant Empire, the citizens hold no illusions that wealth is of far greater importance than noble blood in determing what one can do and who they can do it to. Power is also the province of the learned, to a fairly strong degree. Loremasters, sages, teachers, and other educated folk can command more money for their services, and speak with a higher degree of authority than their social position would indicate. It is said that the wisdom of a king lies in listening to the wisdom of his advisors.

[b:f74eac8365]Paranormal[/b:f74eac8365]:

As a low-magic setting, there isn't much in the way of earth-shattering magic or large paranormal beasts. Caves & ruined sub-levels house rats & disease more than fierce gold-laden foes & magical traps. Magic is uncommon, but is not restricted to a few select mages. Many people know some minor magic, but the majority get by in their lives completely without interference from the arcane. In Midian, technology is considered a form of magic--technomancy--and someone with a strong background in physics, biology, math, etc. is considered just as knowledgeable and potentially dangerous as any mage.

[b:f74eac8365]History Brief[/b:f74eac8365]:

Spirits develop individuality and begin shaping the flames of their new world.

Some spirits form physical bodies for themselves, some never do, and some can't make up their minds.

The world turns blue and green.

A mortal Hobgoblin child is born of Goblin parents.

Killian immigrate.

The Olde Empire is established.

The Dwarves are all enslaved.

The Adventus Sanguis (Red Dawn) event occurs--Midian's calendar is dated from this--Humanity descends on Midian like a plague of locusts.

Firps gain sentience; Orcks and Ogres separate into two species and immediately begin squabbling among themselves and their new neighbours.

Humans emmigrate to Suditerre from Osterre; the first Elder Kingdoms are established.

Humans and Hobgoblins war; the Byzant Empire is established.

Humans emmigrate to Norditerre from Suditerre; the Olde Empire is crushed; the Dwarves are liberated.

The Kingdom of Formour and the Heldannic Confederation are established.

A great famine plagues Norditerre, but effects reverbate around the world.

The Scourge reigns terror in the Greatsea; the Northern Protectorate is established.

Orcks gain independence from the invading armies fighting the Scourge, and immediately have a civil war.

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If they are the first hunters then they have recently been awakened by the "powers that be" can't remember the term for those folks, check your table top source book, I don't have mine as I lost contact with the knob that has it.

So since they are newly awakened, they have had exactly ONE experience with the supernatural. (at least as a general rule of thumb) They don't even know how to use the power that manifested when they were awakened, which in turn means that they don't know how to use the second sight which protects them from the histeria (spelling) of seeing the supernatural.

Use that to your advantage and screw them over the first time they have an encounter with the supernatural in your game, after that or even after a few times of washing, rinsing, and repeating, they finally figure out that "Hey, I need to use my (energy, essence or whatever it is) so i'm not all freaked out by this stuff" and from that point on they've figured out one of the basics.

OR

If they are truly the first hunters then they know just about nothing. You could have someone who has been in it just a little longer than they are ( a hunter npc) start to teach them some things about being a hunter and then have him/her get whacked right before the pc's were about to learn that new pwnzorz skill.

They will probably hate you for that last one, but if they look at it from an rp perspective they will have a sense of wow, we might just be in over our heads.

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A variant of the above is to run a "prelude" game. The pc's are just normal folks & don't have any special supernatural abilities whatsoever. This establishes a big enemy right from the start, helps establish a tone, gives common ground to all of the pc's (who would then all share the same prelude), and helps point out the twinks who will give you problems right away--anyone who tries to use their powers, second sight, player knowledge, et al. doesn't receive any experience for that session, & is on the "watch list" for you and the other mods/narrators to observe more closely.

I disagree with Oneyus's idea about using an established NPC hunter. It can cause more problems than it fixes. For starters, there won't be too powerful of huters at all, since they are all just awakening, so even the most experienced/very first hunter isn't going to be too far ahead of the pc's. Other problems can arise if the pc's rely upon the NPC too much, if they resent that the NPC's player gets to be a more powerful character, and especially if that player starts conveniently forgetting that the character is just an NPC. When you do off the NPC, it will just look like a desparate grab to get your game back under control--something you never want your players to think.

A completely left-field idea would be to combine this with the Dark Ages hunter game idea of yours, Ceekay. The pc troupe ends up in a very strange and distant land, one where they have never even heard of a "Europe" before, and what's a Gaijin anyway...?Z

d3de13768c
The Land of Zar
YLands of Zar, Also known as Ebonstone

The Elder Kingdom of Zar, or Ebonstone as it’s known by outsiders, is situated in an expansive desert valley between two arid mountain ranges. Thousands of years ago, when Zar was at the bottom of the ocean, a section of one of the fabled arc ships that crossed the expanse of space crash landed into the sea. The mission of that particular craft was planet seeding. Engineers at the time designed it as an orbiting station that would eventually have to be decommissioned and crashed into Midian. To avoid too great an impact on extra-terrestrial ecosystems, the ship, composed mostly of a huge biosphere, was constructed with an experimental bio-metal that could not only decompose after a time, but could provide reef habitats in the ocean. And it certainly did that, but after a few millennia coral grew around and in the biospheres’ skeleton, leaving a permanent structure, a fossil of a more technologically advanced age. The sea subsided, leaving an arid valley land with salt flats and jagged hills.

This biosphere is the most remarkable feature of Zar. A city grew around it, and with it a diverse culture of desert people.

---

Valleys of Fire - Geography of Zar (PDF map available upon request)

Zar has harshest of landscapes beneath the sun. And the sun bakes the moisture from one’s skin like an oven, and the skin from a fool’s bones until bleach-white is all that pokes from the crimson sand. There is great beauty in the bleak dunes and discordant cliffs of Ebonstone, a beauty coveted by each pair of eyes born in the Valleys of Fire. To a wayfarer, the seemingly hopeless terrain will produce mirages of crystal lakes and the refuge of shade. To a Zaran wandering in more verdant lands, mirages of the vastness and purity of Ebonstone’s rolling dunes may appear. The Lands of Zar, as lifeless and desolate as they may be, are some of the most magnificent lands under the sky.

Zar has three basic land types:

Sahir (SAH-heer) - the quartz rich salt flats where cloudless lightning strikes on the horizon.

Nula Va (NOO-le-vah) - miles of rolling sand dunes tinted rust red.

Hene (HEEN)
rocky crags and mountain ranges.

Water - The Blood of the Land

The shortage of water has become a daily part of life, and a means by which the wealthy maintain power. Except for the occasional oasis in the Dokar Va Barren, the bodies of water in Zar are all salt. There is even one salt river. With so little water on the surface, infrequent rain, and impossibly deep aquifers, Zarans have had to become more resourceful. The water necessary for irrigation and drinking in the driest lands of the Elder Kingdoms is collected in a number of ways.

Along many of Zar’s salt lakes, primitive desalinization plants can be found. By using sheets of semi-transparent animal skins draped over bodies of water, salt may be separated and sold, while a small percentage of evaporated water collects beneath the skins and is collected.

Another method involves collecting the frozen dew on scrub plants in the early morning. The Zaran night can go well below freezing, and what little moisture in the air settles on plants is gathered before the sun can burn it away.

Zarans also farm cacti for food and water and set up fields of skins ready to trap seasonal rainwater, and accumulate sewage for use in irrigation and fertilization. Zaran engineers are also working on filter systems for re-using the water in human and animal waste. When visiting neighbors to the south, one is often reminded of the adage ‘don’t drink the water’. In Zar, you’d drink anything you can find.

Burning Roads
Traversing Zar

There are many ways to die in the deserts of Ebonstone, but most of them involve dying of thirst. It is physically impossible to carry all the water one needs if traveling from one end of Zar to the other. Zarans have made a profitable business out of guiding merchants and dumbass adventurers across the wastes. At each major border, townships have formed around the caravan riders, guides and porters.

Some caravan companies use massive wind-sailing sand skiffs to cross the Dokaar Va. These land ships are pulled by beasts of burden until the sandy wind pulls them across the desert. Smaller skiffs have reached speeds faster than a horse, defiantly much faster than a horse in soft sand.

Areas of Interest:

Dokar Va Barren (DOH-kar vah)

The Dokar Va Barren is a mix of the Hene and Nula Va land types. Red sand hills flow over and around rough buttes and deep canyons. It is home to The Scar and the majority of the remaining nomad tribes. When traveling in Zar, one must at one time go through the Dokar Va.

The Scar

The recent climate shift that caused worldwide famine dried up Zar’s largest freshwater lake, now called The Scar. This tragedy forced the desert people to readjust their way of life, as the centrally located lake was Zar’s main water supply. Now the abandoned buildings circling the dry gulley are used as shrines, holy reminders that the world is harsh and no gods will provide water for the weak.

Marakohn (ma-RA-kon)

The tallest mountain in Zar is Marakohn, or Heaven’s Pillar, as the locals call it. At it’s peak in the mountain range named after it, sheets of ice and snow form in the winter months.

Ayin (ai-EEN) Salt Flats

These miles of level salt plain is a highway for sand skiff merchants and nomad herders. It is said that there are no enemies in the Ayin Salt Flats, that all must work together to survive passage. Were this completely true, one still wouldn’t feel safe in this area. Salt is whipped by merciless winds as the ground soaks up the sun’s fury and boils the blood of travelers.

Ulon (you-lon) Dunes

It is said that the burgundy sand of the Ulon Dunes became that way from the blood shed during centuries of battles. Today the captivating dunes provide hazards for many Zarans who make the pilgrimage to Nokaas Zar.

Natural Hazards:

Earthquakes, flash floods in Hene land, Sandstorms, Lightning

Fool, were you born on the sun? It’s HOT.

- Anonymous Zaran guide.

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World Within a World - The Isolated Civilization of Zar

Zar is a theocratic monarchy, ruled by Queen Rei Zar and the Prophet Dulan. The king, Amon Zar, who is also Rei’s brother, is kept in a chamber filled with water at all times, (hence the term in Zar, ‘To live like a king’) his thoughts interpreted by a psychic, then carried out by the queen and her prophet. No chance of corruption there.

The three provinces in Zar are run by sons of the queen. These princes have only basic control over their lands and act more as liaisons from local governments to the queen. The rest of Zar, each town and city is run by relatives of the original Zar family. Cousins, nieces, nephews, aunts and uncles run Zar. This system has been in place for generations, but with a minimal amount of inbreeding. Females born in the family are usually not allowed to marry or procreate. The Queen of Zar will have no man or woman without the name Zar seeking power.

Divided into three provinces, and an area in between for the capitol city:

Nokaas Zar (OH-ander)
Capital City. A small province of it’s own.

Karem (care-em)

Settat (SEH-tot)

Essaria (ehSAIR-ee-ah)

Bazaars

Midian merchants often tell of a land in the Elder Kingdoms that has city-sized markets filled with oddities and rarities that can make a man wealthy in one trip. It is true that Ebonstone has many useful and luxurious items in greater availability and quality than much of the globe. Teas, spices, silk and lizard pelts, tequila, and much more.

Language

Most Zarans speak bizzantine and their own language, Zanir. Anglan is less commonly used, as is an ancient form of Zanir, using pictographs.

Gladiatorial Arenas

When traveling to most Zaran towns, one may hear the cheer of crowds echoing from the city walls. Zarans cheer for only two things; rain and battle. Gladiatorial battle to be exact. The largest arena for the games is in Nokaas Zar, the capitol city, beneath the dome. This arena is split into three and is always hosting a game or race. More modest towns have at least a pit with bleachers for bloodsports.

Cities and towns:

Nokaas Zar (NO-KAHS-zar)
The capitol and holy city of Zar. Located at the mouth of the fast-moving Nor River, Nokaas Zar is Zar’s only port city, and only safe harbor for miles in either direction. The most amazing feature is Zar has to be the calcified remnants of an ancient starship. A massive dome, shaped with a pattern of hexagons and circular beams, covers about a quarter of the city, towering hundreds of feet in the air. Malan Zar, Ebonstone’s capitol building is built on the craggy earth in the center of the dome.

Meder Gor (MEHD-er-gore) in Settat

Also known as Water Town, Meder Gor has the advantage of a shallow aquifer and numerous springs. This is where the majority of Zar’s armies amass.

Luak (loo-ack) in Karem

The bazaar city of Luak is an oasis of savings! Being the closest city to the border, Luak not only serves as a portal to the rest of the Elder Kingdoms, but as an entrance to the vast wastes of Ebonstone.

Lasfar (laz-far) in Karem

One of the oldest cities in Zar, the buildings and streets of Lasfar are continuously built on top of one another. It is rumored that many gates to other realms, and possibly other areas of Midian exist in Lasfars forgotten alleyways and ancient buildings thought gone and buried.

Melia (meh-LEE-a) in Essaria

Melia is a mainly a town used as an outpost for the many farms in the area.

Safi (SAH-fee) in Essaria

Safi was once buried beneath the sand. Only in recent years did people discover it and rebuild it. Safi is an invaluable archeological site for those studying the history of Zar, but even more valuable to the people who now live there, as the ancient wells covered by a sandstorm centuries ago have not gone dry.

Kutmah (cut-mah) in Essaria

The only residents of Kutma are the occasional rolling tumbleweed and the dead. This ghost town is scarier than it looks, as the real danger lies in the abandoned gold mines that it covers.

Emper in Essaria

Emper is commonly known as the City of Thieves. Emper is a lawless town reminiscent of the old west. Fights are common in the middle of the street as dark business transactions take place in twisted alleys.

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From Dust to Glory - The People of Zar

Zarans are an absolute and no-nonsense people. They appreciate their warriors and hunters, and they worship those in power. But Zarans are also artisans and craftsmen who understand beauty and form in architecture and design. They are warrior poets who may not fight hand-to-hand on a daily basis, but who struggle with the environment. An often more deadly foe.

Population: 510,000

Workforce (able bodied citizens): 310,000

Standing Army: 25,000

Draftable Army: 45,000

Demographics:

67% Himeres (high-mere)
theocratic class

29% Je’epar (jeh-PAR)
minority tribal class

4% Barbarians, Ogres, Orcs, etc.

Himeres

Himeres are the ruling class of Zar. With slavery abolished but not dead, the dominant race in Zar has set out to start a renaissance of cultural understanding and bridge the differences between an oppressed people, the nomadic Je’epar, and the more economically, educationally and militarily advanced Himeres. If there’s any money in it. Though the more influential Himeres still have Je’epar serving them tea in the afternoon, they have to pay them. About as much as Wal-Mart does, effectively. Which is not much.

Je’epar

Once the dominant race in Zar, most of these leathery-skinned nomads were used as slaves as Himeres became more prominent. Today, with slavery abolished and a more tolerant policy of racial and religious acceptance taking root, the Je’epar are free, but lost, as most of their wandering lands have been settled.

The Zyrab (zeer-ab)
Merchant class

This class used to be reserved for Himeres, but has since been opened to Je’epar and even foreigners who meet the right requirements. If you smoked opium in the last twenty years in Zar, you probably got it from a Zyrab.

The Gifted Ones

Though not exactly a class, the Gifted Ones are any Zaran born or has had an increase their innate psychic talents. One in every one seventy children in Zar is born mute, or blind, but also with extra innate psychic talents. These souls may seem like sad cases, but after a few years, a blind child may tell you the color of your shirt, by touching it, feeling it in the air, or tearing through your mind for the information. You feel a slight headache coming on

Common Zaran names:

The most common names in Zar are Din for males and Ara for females. They are as common as John and Mary.

Military

Zar maintains an army and a small navy. Zaran soldiers are easily recognized by their copper shoulder plates, blue-green tunics and long-bladed pikes. They are excellent bowmen, each carrying a long and short bow. Zar’s elite guard, known as Imerians, have been conditioned to wear full bronze and copper armor, and use only gladius’ for weaponry. Their tunics are burgundy and armor highly polished. There is one Imerian for every fifty regular soldiers, often leading as strategic war planners and by heading first into battle.

Rogues of Zar

The rogues of Zar have taken the ‘honor among thieves’ bit a little further. Zaran thieves operate by a strict code called Tema Va (TEM-ah-va), roughly meaning ‘steal with a tip of the hat’. The code has many rules that are often bent or broken, but the main themes are;

• Steal only from those who are wealthier than yourself.

• Never gang up; match man for man and muscle for muscle when raiding a caravan. Tema Va states that if you plan to fight a man with a broken arm, you must tie your own arm up.

• Don’t buy what you can steal, and don’t steal what you can’t sell.

• If you steal from another thief, make sure you rub it in.

• Don’t steal from the dead, unless they steal from you.

• Take a man’s money, not his water.

Zaran archetypes and personalities:

Zodiac - The Undead Cowboy.

Years ago, the dunes of Zar were blessed with a carpet of lush grasses, grazing land for the then booming cattle and horse industry. But as the climate shifted and fertile plains became scrub land and bone-dry sand oceans, cattle ranching died out. Legend has it that a fierce outlaw that terrorized the green fields of Ebonstone returned from the land of the dead and wanders the deserts still. Zodiac is a tall man wearing a wide brimmed hat. He has been spotted overlooking travelers in the desert, brooding on his simple brown horse. He wields a sword with a crossbar near the end of the blade, giving the weapon the look of an iron cross or hands of a clock. Some have approached him for directions, and he’ll politely give them, speaking in a long-lost accent. He may then disappear into thin air and meet the travelers at the destination he recommended.

Kareem Abdul Jafar
Sportsman and gladiator

A hero to the dusty children of Ebonstone, Kareem excels and gladiatorial fighting and games. Slim and nearly nine feet tall, after winning he may pass a weapon from the arena to a boy in the crowd
from the arena floor.

Spag the Shaker
Bandit leader

Spag is an Ogre bandit with a tendency to pick people up by their ankles and shake the money out of their pockets to the ground. If a person doesn’t have any money falling from their pockets he may shout ‘make a wish’. The folk in the area he is active, Meder Gor, have taken to keeping loose change in their pockets just in case.

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Honor, Law and Fortune - Politics and Economy of Zar

Money separates modern Zarans from their more barbaric ancestors, but that doesn’t mean it makes everyone play nice.

Natural Resources:

Salt, quartz, semi-precious stones, mica, obsidian, bone, gold

Crops and Exports: Cacti, fruits and vegetables, barley, wheat, wine grapes, citrus, spices, teas, coffee, clove, tobacco, Poppy plants and Opium (the spice is the life).

Livestock: Horses, cattle

Items of interest (for sale): Seabed fossils, technomantic fossils, exotic lizard and bird pets,

Money:

1 Dirham = 1 Bizzant

25 Dinar = 1 Bizzant

Taxes

The country’s taxes are tailored for each citizen. Each Zaran must submit a log of their earnings to Zar’s massive census council who in turn determine a fair amount to squeeze out. Most people in the land think the system is quite fair, as the poorest are not taxed at all, but the bulky and slow bureaucracy of the Zaran government isn’t usually fast to met out improvements to the quality of living. A Zaran taxed today may never see the pothole outside of his house fixed, but may see the lamppost that his grandfather complained about replaced. The Zaran militia has a squad of efficient, well trained, and well dressed tax collectors to enforce the collection of earnings, and to justify high taxes.

Breen(s)
Currency exchange and tax offices.

Every town has a currency exchange station called a Breen, and the major cities have one at each gate. Merchants won’t accept foreign currency, but barter and trade are a fair substitute.

Outsiders

There is a saying in Ebonstone,
Remain in the sands of Zar too long, and you’ll be buried beneath them.

It is evident from the secretive nature of Zarans that outsiders shouldn’t meddle in their affairs. But business transactions, that’s a different matter. Travelers to the red sands of Zar might remark that it is the most hospitable land they have ever come across. The harsh land and scorching sun has tempered Zarans into highly honorable and respectful people. They see the importance of foreign business and welcome it whole-heartedly, but don’t get too comfortable. Most Zarans are descendants of nomadic tribes, and have fought hard for the land they have settled, foreigners interfering with local politics for power or wealth has disrupted Zar in the past. So conduct your business, stay for no more than a month, and may the sun be kind as you part.

If one would like to stay in Zar longer or become a regular merchant, a Sponsor would be required. Sponsors are always locals with some sort of clout. Be it an established merchant or politician, a sponsor may vouch for a foreigner as if they were a member of the family. The process is not fast, sometimes taking decades. While a foreigner is awaiting approval of sponsorship, he or she may obtain ‘Sias’ (SIGH-az), or half-citizenship. A Sias may deal in business like anyone else, but may not own property and has a cap on the wealth they may gain. And they may never, ever marry into a Zaran family until full sponsorship. There are many unmarked graves in Zar that contain the foreign half of an elopement.

Taxing Outsiders

Foreigners are taxed voluntarily in Luak or at the gates of other cities. This voluntary tax translates to about three bizzants a head and an arbitrary amount based on the travelers goods. Although payment is not required to enter, those who tip get better service. At each Breen (exchange station) a record is kept of the people who enter Zar legally, and the number that they were taxed. The higher the number the better treatment and protection they will get. Short change Zar, and you may regret it when you mouth gets dry.

Places of Interest

Din’s Trapworks
In Emper

Din began building clocks around age seven, and before he went completely blind by his seventieth year, constructed a booming business around devices for animal trapping, security and machines of war. His factory in Emper designs unique weapons and traps for the wealthiest of Zarans, and the simplest of thief-stoppers for the more modest homes.

The Scorpion Hole
In Luak

This luxury hotel has hundreds of rooms surrounding a gladiatorial arena. One may drink all night and walk onto their balcony in the afternoon and watch bloodsports. Then tell them to keep it down. The hotel also has a grand ballroom and casino.

The Thirsty Thief

An intrepid merchant has set up a chain of taverns along the main trade route. You can’t go ten miles without seeing a sign to lure travelers that say things like: Thirsty? Who isn’t! Visit the Thirsty Thief, or If someone is going to take all your money while in Zar, let it be us, the Thirsty Thief. We’ll leave a torch lit for ya’.

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The Last Pilgrimage - Faiths of Zar

Some travelers have remarked that the Lands of Zar have more gods in their heavens than stars. Polytheistic study in Ebonstone can be daunting, as there are hundreds of gods, patron gods and demigods. Himeres worship the Circle of Twenty, a council of the most powerful gods. Je’epar may say a blessing to any number of gods, depending on the situation.

Zarans of all classes take the Last Pilgrimage in their lifetime, if they can. It is a treacherous route around Zar that ends in Nokaas Zar. Often times elder Zarans will take the pilgrimage and drown themselves in the sea, stating that they survived the harshest of Zar, and lived as long as they wished. Though the suicide associated with the pilgrimage is not encouraged, no one would get in the way of a Zaran and their gods.

One temple in Ebonstone holds a precious holy item, a mysterious palm-sized sphere that projects some sort of history of a civilization long past. In reality, this is a holo-spere of The Three Amigos, starring Steve Martin, Martin Short and Chevy Chase. May the gods help us.

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Under the Sand - Dangers of Zar

Cults and Secret Societies

Numi (noo-mee) Brotherhood
mystics and psionosicts

Shadowmancers
Another name for Zaran Phantoms

Beasts

Di’ak Pods

No one is really sure if the strange pods that can be found protecting oasis’s are plant or animal. They are four foot tall cocoons, wrapped in dark green skin or leaves, and they grow on the sides of trees by the water. If one gets too close, the cocoon opens and ejects poison spines that may cause dizziness and unconsciousness for an average human. Over the course of a day, a Di’ak pod can drain a horse of it’s fluids with thin tendrils that grow out form the bottom of the pod. Di’ak pods can be carefully caught and used as traps in a home, as they are used in some of Zar’s less reputable merchant houses. If one can get close enough to a pod to cut it, the water stored inside is safe to drink.

Ruark

Ruark are huge vulture-like birds with up to ten foot wingspans. They are capable of lifting a man off his feet, but usually only scavenge corpses. The sight of a flock of these circling overhead when one trudges through the desert chills the spine. And sometimes one may come down for a bite.

Worms

Yeah, like in Dune. Not as big, and you can’t get high and have an orgy when you drink their blood. Wait, I want them to have SPIKES. And shoot lightning.

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