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Archive _162ff8601f7a aching for it 3f689ac9b5 I'm trying I am trying.. 8c1cfb3463 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. 8 ¡ 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 ¢ 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... £ obscurity. ¥ N Š 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. d2ffcee1a0 A Hell even [b:d2ffcee1a0]I[/b:d2ffcee1a0] have returned from exile } š sounds funa Sounds like fun... but i do not think I am going to make anything stricted ruling yet... we will. © 58fe2a42eb « ¬ Good morning Timmy. How was your rest? 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, 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, No boy, he WAS an Elven werewolf, 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. 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, Cheese is good. 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. Hey you! We don't tolerate any soliciting. How can I get up if you are so insistent of knocking me down? You fucking bastard! Kill the fucktard already, Jonas, What are you gonna do with that? Don't tell me you think you're gonna try to fight me with a wet towel. What is the meaning of this, This kid started making trouble and tearing up the place... 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? What? Very simple, Master, you are not seriously thinking on letting this filth study here, Let me remind you boy that I am Master and you are not. Loward, Master Corwin. Loward Bruhound Sheihoo II, apprentice. An apprentice? Where is your master? Deceased sir. 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. That's Vrid Krege, fucktard, So that's why the soldiers are with him. 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. Jonas, 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 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. 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? I want to see the green fire again. What? 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. I'm not exactly sure I know what you are talking about, sir. But I do know a little about sorcery. 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? Because you haven't repaid me for my hospitality, lycanthrope. 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. Not trying to stop yah, Fucktard. Why are you doing this? You will find out soon enough. 8d0c4a1755 Sure are a lot of em 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. 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. I going out there to see what I can do. Challenge accepted. Oh this will be worth a laugh, 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. Take the offer stupid. And you are, Adam X. Pleased to meet you Adam. My name is Morgoth and this is my Horde. Take the offer Vinnie. I accept. 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. 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 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. ± ² They are going to start fo as parapsychologists. Checking out random "fake" hauntings. ³ 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. 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?" ¶ "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." · 67fdf5f6a4 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." º 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 » [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] Œ "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 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 ¿ 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 & 3a791e715e The There are times when magical energies converge to create a manner of discharge which many arcanist have come to call 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 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 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. ee24139313 Probably not. 4 29446c8085 " 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 c762b91133 You finished up there yet? Not yet, Tica. Then stop taking in the sights and get that roof fixed. I will. Why don't you find somewhere else to play, little boy? 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... 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 I see you have been practicing the joint locks I showed you. 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 Well I'm sure that his ego wasn't all too bruised to prevent return visits. Of course, mate. How else are friends supposed to show their appreciation for each others company. A polite hello could suffice, 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? 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 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. 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. Who you callin a moron? L, you gonna let your woman insult me like that? 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? We are getting along! I'll see you tomorrow L. 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. 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. I dabble. Its a date. 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... 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 You're early, L I'm going to make the most of this day's training. Lets get started then. 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. So you're a changing folk? I always wondered about you L. We gonna talk M or are we gonna spar? 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? Damn near three days. Three days? Don't worry. Tica knows you're here and I didn't tell her about your little secret. Thanks. I owe you. 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? 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. 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. What style? 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. Wine, madam? Please. Tonight is a special night. I wouldn't want anything to ruin it. 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. 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, If you think we are moving to fast we can always slow down and be friends. I'm not going to force you heart. 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. 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. 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. Wh..why? 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? Tica looked at him with fright more than shock as his spoke of things no one should know. Huh..hu...how? 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. Llluh...loved you... You never loved me. I manipulated your heart like that poor bastard you killed in the forest. 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, 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? 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). d3cc36d2cd 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 Ì Any takers? f74eac8365 [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 * Day of Bliss: The final day of F * 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. Î 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. Ï 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 Elder Kingdom of Zar, or Ebonstone as its 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 ones skin like an oven, and the skin from a fools 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 Ebonstones 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) 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 Zars 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 dont drink the water. In Zar, youd drink anything you can find. Burning Roads 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 Zars 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 Zars 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 Heavens Pillar, as the locals call it. At its 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 wouldnt feel safe in this area. Salt is whipped by merciless winds as the ground soaks up the suns 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? Its HOT. - Anonymous Zaran guide. --- 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 Reis 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) 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) 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 Zars 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. --- 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) 29% Jeepar (jeh-PAR) 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 Jeepar, and the more economically, educationally and militarily advanced Himeres. If theres any money in it. Though the more influential Himeres still have Jeepar serving them tea in the afternoon, they have to pay them. About as much as Wal-Mart does, effectively. Which is not much. Jeepar 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 Jeepar are free, but lost, as most of their wandering lands have been settled. The Zyrab (zeer-ab) This class used to be reserved for Himeres, but has since been opened to Jeepar 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. Zars 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. Dont buy what you can steal, and dont steal what you cant sell. If you steal from another thief, make sure you rub it in. Dont steal from the dead, unless they steal from you. Take a mans 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 hell 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 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 Spag the Shaker 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 doesnt 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. --- Honor, Law and Fortune - Politics and Economy of Zar Money separates modern Zarans from their more barbaric ancestors, but that doesnt 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 countrys taxes are tailored for each citizen. Each Zaran must submit a log of their earnings to Zars 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 isnt 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) Every town has a currency exchange station called a Breen, and the major cities have one at each gate. Merchants wont accept foreign currency, but barter and trade are a fair substitute. Outsiders There is a saying in Ebonstone, It is evident from the secretive nature of Zarans that outsiders shouldnt meddle in their affairs. But business transactions, thats 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 dont 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 Dins Trapworks 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 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 cant go ten miles without seeing a sign to lure travelers that say things like: Thirsty? Who isnt! Visit the Thirsty Thief, or If someone is going to take all your money while in Zar, let it be us, the Thirsty Thief. Well leave a torch lit for ya. --- 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. Jeepar 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. --- Under the Sand - Dangers of Zar Cults and Secret Societies Numi (noo-mee) Brotherhood Shadowmancers Beasts Diak Pods No one is really sure if the strange pods that can be found protecting oasiss 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 Diak pod can drain a horse of its fluids with thin tendrils that grow out form the bottom of the pod. Diak pods can be carefully caught and used as traps in a home, as they are used in some of Zars 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 cant get high and have an orgy when you drink their blood. Wait, I want them to have SPIKES. And shoot lightning. [b:d3de13768c][/b:d3de13768c][b:d3de13768c][/b:d3de13768c] Ñ |