We started our Paragon Tier journey tonight. The session was a fairly short one to get the characters back together, introduce our new player and get everyone used to how their characters worked after the Christmas break and hitting Level 11.
Before the report a quick recap of who our heroes are and an introduction for our new member.
Morn: Former Paladin of the Unfettered God. Morn lost the woman he lusted after and his faith in the City of Kings. He wields the Hammer of a Titan with an attitude to match. After overthrowing Darius he declared that he had had enough of Gods and Demons and walked off into the desert. As the game starts he is the Lord of the Pit, Arena Champion of the City of Daal (Fighter/Pit Fighter).
Assamber: Mage and one time devotee of the Primordial Mael. Assamber is a member of the ocean going Lokarnos people. He has plumbed the depths of the Maelstrom, the font of all magical power and returned changed. Once a worshipper of the Gods now he sees himself perhaps as their equal (Wizard/Spellstorm Mage).
Azhanti: Dragonborn Priest of Vulcan, Lord of Storms and father of the Dragonborn race. Vulcan is a dead God but his spirit lives on. Azhanti intends to correct that mistake and elevate himself to the position. He seeks allies in various elemental Courts (Cleric/Radiant Servant).
Artemis: A wanderer, Ranger of the Pashtun desert people. Artemis came to the City of Kings to seek revenge on Akaran Trak'Ar for kidnapping and raping his mother. Trak'Ar is dead and Artemis has sought new purpose for his life. His wanderings in the Shrouded Oasis, a fragment of a forgotten past, have attracted an ancient spirit which now travels by his side, a giant hunting cat which is more than it seems (Beastmaster Ranger/Battle Archer).
Chiniko: An Orcale of a strange people of the freezing lands of the south. They are worshippers of Sopias in his aspect of the Lord of Dreams. Chiniko has been dispatched to help the group to find the Heart of Sopias and the other Primordials. It is unclear yet whether Chiniko seeks to free the insane Sopias, kill him or cure him (Warlock/Divine Oracle).
Act 1: The Prequel
It is now six months after the events in the City of Kings. Morn has left, rejecting his destiny and our three remaining heroes have trecked through the snowy wastes of the south. They are greeted warmly by the local people and consult with their elders. Recognising the danger of Sopias being released they agree to yield the Heart to the group. Venturing to the ancient Shrine of Madness they are shocked to find the Heart there is a fraud. The real version has been stolen and an illusionary duplicate has been left in its place.
Pledging their aid the Elders dispatch Chiniko and their flying ship to help them on their way. Chiniko is an Oracle and can trace the presence of the Hearts. The Elders also reveal that they will need five people to open the Labyrinth of Reptos, one for each Heart.
The group resolve to recruit Morn, if he will join them.
Showing posts with label PCs. Show all posts
Showing posts with label PCs. Show all posts
Sunday, 11 January 2009
Saturday, 23 August 2008
Session 3: The man who loved too much

Quest: The Man who Loved too much
Quest Giver: Matthias
Time to Complete: One night
Completion Location: The Tower of the Inquisition
You have been hired by Matthias, a Cabal Sorceror, to kill Althea, one of the leaders of the Cabal and head of the Cabals secret police. He assures you that she will be found in her chambers in the northern Tower at midnight tonight.
Matthias has made arrangements for as many of the Cabal members present in the tower to be away that night. While Althea will not be alone there will be far fewer sorcerers present. He is also able to provide a number of amulets which will allow you to pass through the outer gardens surrounding the Tower without being molested by its guardians.
Matthias has agreed to negate the wards which Althea keeps on her private chambers and to lay a spell of silence outside of her room so that she will not be alerted to any disturbance. He explains that he cannot assist you directly as he is bound to her by certain blood oaths and tattoo magic, bindings he hopes to break by killing her. Matthias has provided detailed information on the layout of the Tower and its guards. There are four stories above ground and three below ground.
On entering the Tower you will find yourselves in a large circular meeting hall. Twin staircases wind their way up either side of the walls terminating in a large balcony and doors to the first floor. Guarding these doors is the demon Taltos, a mass of clawed tentacles, misshapen eyeballs and a vicious hooked beak. Taltos will only permit initiated members of the Cabal beyond this point. Assuming none of you wish to be initiated into the Cabal then you must overcome him. He has prodigious strength but is a slow moving creature. Be warned, he can detach smaller parts of himself to pursue his enemies much more closely.
On the first floor you will find the Chamber of Summoning. Here is where members of the Cabal seek to draw their guardian creatures from the minds of tormented dreamers. The room is unlikely to be in use but if it is beware the ritual candles. They produce incense designed to facilitate the travel of the mind to the outer realms of dream where demons lurk and will overcome those with weak wills. You will find a demon bound in this room. It is a creature of lies and deception, do not listen to it if you value your souls.
The second floor contains the personal chambers of the various ranking Cabal members living in the Tower. Currently this consists of Matthias, Korina and Yannis. All three will be out of the Tower that night on Cabal business. You are warned not to enter the various chambers on this level as many contain dangerous traps or bound demons. The third floor contains Altheas personal chambers. Matthias cannot tell you anything of this floor as Althea permits no-one in here.
Below the Tower lie two levels. The first level contains the guard and slave quarters. The demon Jacurutu is master here and very dangerous. He infuses the more violent prisoners with a fraction of his demonic might granting them great strength. He also holds the keys to the second level, The Punishment Cages. Jacurutu is personally bound to Althea and she will instantly know if he is slain.
On the second level are kept the various prisoners of importance to Althea who are not shipped off to the Walls for being too dangerous. It is here that Artemis will find his sister if she is still alive. The prisoners hang in cages, exposed to the darkness and below them lies a great fall into the depths of the City’s underways. Sometimes things crawl up from below to seek out the prisoners and one of Jacurutus tasks is to drive them back down. If you are cut off from the main entrance you may be able to escape this way.
Be warned that you may find slaves of all nations and types anywhere within the Tower. Few are likely to cause you any inconvenience. Mostly they are kept sedated with a variety of powerful narcotics.
Finally be aware that once Althea is dead the other leaders of the Cabal will become aware of it. They are linked to each other by sorcery. Both Darius and Belmondo will move to find out what happened, each suspecting the other of duplicity. It is likely they will arrive at the tower with reinforcements within 10 – 15 minutes. You must be out of there before they arrive or you will die.
The Grub has promised his assistance. This will be in two forms. Firstly he will raise a sorcerous cloud across the City, one which will prevent magical contact across the entire City as well as blocking most forms of divination. Secondly he will have people stationed outside the Tower. They will be able to intercept any human trying to escape with news of what is happening. If one of the guardian demons gets out then he cannot help you and you must cut short your stay accordingly.
Quest Rewards:
5000gp
The spell books of Althea the Sorceress
Kallista Antarion
Any other loot you manage to pry out of the place
Saturday, 26 July 2008
Magic Items
One of the things I disliked about 3e was the magic christmas tree effect. That is, to meet the expectations of the CR system you were expected to be decked out in a dozen or so different magic items.
4e fixed this to an extent, three items are now "required" or at least assumed if you are to compete with equivalent level opposition. These are weapon/implement (adds to power attack and damage rolls), armour (adding to AC) and amulet/cloak/neck item (adding to other defences).
The advice on treasure generation suggests a group should attain 4 magic items over the course gaining a level. This raises a couple of issues:
1. Magic items in my mind should generally be iconic and important and therefore fairly rare. I would rather people only be using 1 or 2 key items. This would also seem to be in genre.
2. At the expected pace of advancement (at least every other session) I would have to rain magic items down on you like confetti.
So, what is to be done?
Legacy Items:
These are items which are intrinsically bound up with their owner. As the owner grows in strength so does the item. Over time they become part of their wielders destiny, their Legend growing with that of their owner.
Mechanically such items would give you some unique special ability tied directly to your character, the same bonuses expected of the "three big items" and a daily power per tier of the item. These bonuses would improve to match the expected bonus of items as you level.
For example, if you attained your Legacy item at level 1 it would work as a +1 item. It would go to +2 at level 6, +3 at level 11 and so on. It would start with one Heroic Tier daily power, gain a Paragon Tier power at 11 and an Epic Tier power at 21.
I would still occasionally add in the odd other magic item. These would be for flavour, the odd extra daily power or special ability. Legacy items would possess plot immunity, other gear might be broken, lost or stolen.
Because I wear the GM Hat of Viking Awesomeness I would initially decide on which items are Legacy. If you haven't obtained one by the time you hit Paragon Tier then you get to pick a piece of your own equipment to build your Legend with.
So, any comments, questions or suggestions?
4e fixed this to an extent, three items are now "required" or at least assumed if you are to compete with equivalent level opposition. These are weapon/implement (adds to power attack and damage rolls), armour (adding to AC) and amulet/cloak/neck item (adding to other defences).
The advice on treasure generation suggests a group should attain 4 magic items over the course gaining a level. This raises a couple of issues:
1. Magic items in my mind should generally be iconic and important and therefore fairly rare. I would rather people only be using 1 or 2 key items. This would also seem to be in genre.
2. At the expected pace of advancement (at least every other session) I would have to rain magic items down on you like confetti.
So, what is to be done?
Legacy Items:
These are items which are intrinsically bound up with their owner. As the owner grows in strength so does the item. Over time they become part of their wielders destiny, their Legend growing with that of their owner.
Mechanically such items would give you some unique special ability tied directly to your character, the same bonuses expected of the "three big items" and a daily power per tier of the item. These bonuses would improve to match the expected bonus of items as you level.
For example, if you attained your Legacy item at level 1 it would work as a +1 item. It would go to +2 at level 6, +3 at level 11 and so on. It would start with one Heroic Tier daily power, gain a Paragon Tier power at 11 and an Epic Tier power at 21.
I would still occasionally add in the odd other magic item. These would be for flavour, the odd extra daily power or special ability. Legacy items would possess plot immunity, other gear might be broken, lost or stolen.
Because I wear the GM Hat of Viking Awesomeness I would initially decide on which items are Legacy. If you haven't obtained one by the time you hit Paragon Tier then you get to pick a piece of your own equipment to build your Legend with.
So, any comments, questions or suggestions?
Tuesday, 15 July 2008
The People: Non Humans
Three major non human races are present in or around the City of Kings. This article gives a brief look at their daily lives.
The Dragonborn
The High Lightning Clan are the only Dragonborn remaining on the continent. They are the remnant of a once powerful army which served the Warlord Reptos. The Sundering, warfare and attrition have reduced them to a single remaining Clan. Whether more still live on other continents is as yet unknown.
A fiercely proud and warlike people the High Lightning Clan dwell mostly in the foothills to the West. Their society is modelled on an ancient Legion structure with strict caste roles and tight discipline. Each Caste appoints a Commander and from this Council of Four a Warlord is chosen who possesses ultimate authority over the actions of the Legion.
Rumours persist of a rift between the current Warlord Najentus and Nihlil, Chief Priest of the Temple of Vulcan, the Clans patron deity. This is vehemently denied by most but what is known is that Nihlil has not been seen for over two years and is believed to be in hiding in the Cults hidden Temple base. Some have begun to call for a new Temple Commander to be chosen in his absence.
The Tieflings
The Tieflings of the City of Kings are almost exclusively members of the Great Houses, the one time nobility of the Empire of the Warlord Reptos. Once those Houses held enormous power throughout the world, now they have been hubmled by the powers of a Cabal of Human magicians.
Of the nine Houses which once ruled now only three remain, House Trak'Ar, House Turath and House El. A dozen or so lesser Houses also remain present in the City but their fortunes have fallen so low as to be indistinguishable from the other rabble fighting to eek out a place in the City.
Having been stripped of their power in the City the leaders of the Great Houses mostly entertain themselves with fighting amongst each other for influence, prestige and petty revenge. Blood fueds exit between them going back hundreds of years and these are often played out in the Arena, through public humiliation, poisoning, or outright assassination. It is not unusual for those involved to use all sorts of thieves, bandits or other adventurers as catspaws in their schemes with one another.
One other area of contest deserves special mention, the City's ancient Role of Laws. Since the rise of the Cabal the only law in the City has been the rule of the strong. However, the City possesses a mass of ancient, often conflicting legislation now rendered obsolete. The Great Houses set great public face to still obeying these ancient laws and often expect their underlings to do so as well. Dozens of complex legal cases between the Great Houses often run for years as they continue to seek advantage over one another.
The ancient Publica, once the City's administrative heart, still sits at the apex of the City, one half of the ancient Imperial Palace. There hundreds of scribes, clerks, lawyers and Judges continue to work to enforce a legal code which has been dead for three hundred years.
The Kireshi
Little is known about the Kireshi desert nomads save that they have always lived in the desert. Some claim they warred with Reptos himself, others that they were spawned in the great Fall of Empire, part demon and part something worse. All are agreed that they are a dangerous, temperemental people who think nothing of slashing a mans water bottles and leaving him to die in the desert.
The Kireshi mostly inhabit the lands to the south and even travel into the Suns Anvil, the most inhospitable and sun baked salt flat at the heart of the desert. They are a nomadic people but rear no animals, travelling everywhere on foot and disdaining the mounts of the Pashtun who they consider weak.
The Kireshi conceal their features from outsiders. Women are always veiled while men wear painted bone face masks, the less elaborate the higher the mans status. Their society is divided into roles strictly defined by sex. Men are hunters and defenders of the tribe. Women keep the home, work magic and protect their precious water supplies. Whilst it is possible for a Kireshi to break the gender barrier such invidiuals are exiled from their own Clan to either live alone in the desert or to seek out a new Clan to join in their new role.
The Dragonborn
The High Lightning Clan are the only Dragonborn remaining on the continent. They are the remnant of a once powerful army which served the Warlord Reptos. The Sundering, warfare and attrition have reduced them to a single remaining Clan. Whether more still live on other continents is as yet unknown.
A fiercely proud and warlike people the High Lightning Clan dwell mostly in the foothills to the West. Their society is modelled on an ancient Legion structure with strict caste roles and tight discipline. Each Caste appoints a Commander and from this Council of Four a Warlord is chosen who possesses ultimate authority over the actions of the Legion.
Rumours persist of a rift between the current Warlord Najentus and Nihlil, Chief Priest of the Temple of Vulcan, the Clans patron deity. This is vehemently denied by most but what is known is that Nihlil has not been seen for over two years and is believed to be in hiding in the Cults hidden Temple base. Some have begun to call for a new Temple Commander to be chosen in his absence.
The Tieflings
The Tieflings of the City of Kings are almost exclusively members of the Great Houses, the one time nobility of the Empire of the Warlord Reptos. Once those Houses held enormous power throughout the world, now they have been hubmled by the powers of a Cabal of Human magicians.
Of the nine Houses which once ruled now only three remain, House Trak'Ar, House Turath and House El. A dozen or so lesser Houses also remain present in the City but their fortunes have fallen so low as to be indistinguishable from the other rabble fighting to eek out a place in the City.
Having been stripped of their power in the City the leaders of the Great Houses mostly entertain themselves with fighting amongst each other for influence, prestige and petty revenge. Blood fueds exit between them going back hundreds of years and these are often played out in the Arena, through public humiliation, poisoning, or outright assassination. It is not unusual for those involved to use all sorts of thieves, bandits or other adventurers as catspaws in their schemes with one another.
One other area of contest deserves special mention, the City's ancient Role of Laws. Since the rise of the Cabal the only law in the City has been the rule of the strong. However, the City possesses a mass of ancient, often conflicting legislation now rendered obsolete. The Great Houses set great public face to still obeying these ancient laws and often expect their underlings to do so as well. Dozens of complex legal cases between the Great Houses often run for years as they continue to seek advantage over one another.
The ancient Publica, once the City's administrative heart, still sits at the apex of the City, one half of the ancient Imperial Palace. There hundreds of scribes, clerks, lawyers and Judges continue to work to enforce a legal code which has been dead for three hundred years.
The Kireshi
Little is known about the Kireshi desert nomads save that they have always lived in the desert. Some claim they warred with Reptos himself, others that they were spawned in the great Fall of Empire, part demon and part something worse. All are agreed that they are a dangerous, temperemental people who think nothing of slashing a mans water bottles and leaving him to die in the desert.
The Kireshi mostly inhabit the lands to the south and even travel into the Suns Anvil, the most inhospitable and sun baked salt flat at the heart of the desert. They are a nomadic people but rear no animals, travelling everywhere on foot and disdaining the mounts of the Pashtun who they consider weak.
The Kireshi conceal their features from outsiders. Women are always veiled while men wear painted bone face masks, the less elaborate the higher the mans status. Their society is divided into roles strictly defined by sex. Men are hunters and defenders of the tribe. Women keep the home, work magic and protect their precious water supplies. Whilst it is possible for a Kireshi to break the gender barrier such invidiuals are exiled from their own Clan to either live alone in the desert or to seek out a new Clan to join in their new role.
Thursday, 26 June 2008
The Cult of the Unfettered God
The Unfettered God
In the Heavens, peace is maintained by an elaborate series of pacts, bonds and promises. The gods and spirits are beholden to each other within millenia old agreements carved into the flesh of ancient monsters by primal claws and hung on the walls of the great Celestial Halls. It is said that one God, the Blazing Sun - the brightest offspring of the Morning Lord - fell in love with the Hidden Moon, the daugher of the Lord of the Night. However, their families were locked into an ancient pact that they must never meet. When one appears, the other disappears and so, for all of time, The Blazing Sun chased the Hidden Moon across the skies. Both were desperately sad and their tears fell upon the world, burning the deserts and flooding the seas.
It was then that a long lost immortal arrived at the gates of the Celestial Halls. No-one knew his name but he asked for hospitality, which was given and he observed the sadness of the couple. Without the knowledge of their parents, he spoke to them both and offered them a bargain. He could release them from their ancient pact, allowing them to meet and love, but they would have to enter into an unbreakable pact of their own. They considered the offer and accepted.
The next day, the Blazing Sun and the Hidden Moon met in the skies and the world was wreathed in darkness as their consumated their passions, and then they moved away and light was returned. The following night, the Hidden Moon bore their first child, the Star of the North and he soared into the sky. However, the pact that they undertook was final. The Blazing Sun would never see his children. The Sun and the Moon would meet thousands of times over the passing aeons and each time a child would be created but the Blazing Sun would never know them. That was his price for consumating his love with the Hidden Moon.
The other Gods saw the horror of the Blazing Sun, removed from his progeny, and the anguish of the Hidden Moon, constantly hearing the crying of her lonely children, and they tried to remove the lost immortal from the Celestial Halls, but he merely reminded them of their promise of hospitality and said that he could remove it, if they wanted, but they would have to pay a price. None of the Gods dared ask the price to be paid and so he remains.
The Unfettered God represents a second chance, a way out of a bad deal but there is always a heavy price to be paid. Converts to his religion will always be relieved on one pact or bargain they have made, but they will be tied in another fashion to the cult - a fashion that is rarely better than that which they have cast aside. Followers of the Unfettered God wear unchained shackles on their wrists as a sign that they have been released from a pact and sigils on their shackles show the world the fate they have escaped - a fate which only a fool who would challenge the Gods themself would attempt to reinstate.
[I'm seeing this as a little life the old druids reverence thing. So, for example, if Morn was captured by slavers, they would release him lest they invoke the wrath of the Unfettered God. In certain circumstances, it allows a follower carte blanche to do or go as they please, but they always have a horrid downside attached. So, for example, a Priest of Healing released from their pledge of lifelong celibacy would be allowed to continue as a priest and be married ... but they would have to eat human flesh on a full moon.] In the same manner, followers of the Unfettered God are sticklers for promises, pacts and boons. You get one chance only to escape your fate - after that you are bound by the Unfettered God to hold your word. For that reason, they can sometimes seem evasive or flighty, as many times they would rather no commit than promise something that they know they would regret later.
Understand that they are not absolutists. If they say they want milk for supper and the milk has curdled, they will not drink the curds rather than change their mind. However, if they promise to deliver something or pay their life, one or the other WILL occur.
In the Heavens, peace is maintained by an elaborate series of pacts, bonds and promises. The gods and spirits are beholden to each other within millenia old agreements carved into the flesh of ancient monsters by primal claws and hung on the walls of the great Celestial Halls. It is said that one God, the Blazing Sun - the brightest offspring of the Morning Lord - fell in love with the Hidden Moon, the daugher of the Lord of the Night. However, their families were locked into an ancient pact that they must never meet. When one appears, the other disappears and so, for all of time, The Blazing Sun chased the Hidden Moon across the skies. Both were desperately sad and their tears fell upon the world, burning the deserts and flooding the seas.
It was then that a long lost immortal arrived at the gates of the Celestial Halls. No-one knew his name but he asked for hospitality, which was given and he observed the sadness of the couple. Without the knowledge of their parents, he spoke to them both and offered them a bargain. He could release them from their ancient pact, allowing them to meet and love, but they would have to enter into an unbreakable pact of their own. They considered the offer and accepted.
The next day, the Blazing Sun and the Hidden Moon met in the skies and the world was wreathed in darkness as their consumated their passions, and then they moved away and light was returned. The following night, the Hidden Moon bore their first child, the Star of the North and he soared into the sky. However, the pact that they undertook was final. The Blazing Sun would never see his children. The Sun and the Moon would meet thousands of times over the passing aeons and each time a child would be created but the Blazing Sun would never know them. That was his price for consumating his love with the Hidden Moon.
The other Gods saw the horror of the Blazing Sun, removed from his progeny, and the anguish of the Hidden Moon, constantly hearing the crying of her lonely children, and they tried to remove the lost immortal from the Celestial Halls, but he merely reminded them of their promise of hospitality and said that he could remove it, if they wanted, but they would have to pay a price. None of the Gods dared ask the price to be paid and so he remains.
The Unfettered God represents a second chance, a way out of a bad deal but there is always a heavy price to be paid. Converts to his religion will always be relieved on one pact or bargain they have made, but they will be tied in another fashion to the cult - a fashion that is rarely better than that which they have cast aside. Followers of the Unfettered God wear unchained shackles on their wrists as a sign that they have been released from a pact and sigils on their shackles show the world the fate they have escaped - a fate which only a fool who would challenge the Gods themself would attempt to reinstate.
[I'm seeing this as a little life the old druids reverence thing. So, for example, if Morn was captured by slavers, they would release him lest they invoke the wrath of the Unfettered God. In certain circumstances, it allows a follower carte blanche to do or go as they please, but they always have a horrid downside attached. So, for example, a Priest of Healing released from their pledge of lifelong celibacy would be allowed to continue as a priest and be married ... but they would have to eat human flesh on a full moon.] In the same manner, followers of the Unfettered God are sticklers for promises, pacts and boons. You get one chance only to escape your fate - after that you are bound by the Unfettered God to hold your word. For that reason, they can sometimes seem evasive or flighty, as many times they would rather no commit than promise something that they know they would regret later.
Understand that they are not absolutists. If they say they want milk for supper and the milk has curdled, they will not drink the curds rather than change their mind. However, if they promise to deliver something or pay their life, one or the other WILL occur.
Monday, 16 June 2008
Asamber Kell
Matt: Asamber Kell, Human Wizard
Name and homeland
Asamber Kell, Human male Lokarnos
A sentence or two about where you are from
Born on the vast Lokarnos city-ship, Behemoth (Sister city-island-fortress-ship is called Leviathan) Asamber rose to the Magi class when the spark of the divine god Ul-ooth-ee was discovered within him on his 12th Birthday (i.e. he was tested as all male children are, and found able to wield magic!). All female Lokarnos can at the very least command a wind to raise, but the power is much rarer in males.
What the Lokarnos have not spoken of, is they did not lift the Sundering - it was well, sundered by something else! Since this event Lokarnos society has argued and cults of the Ancient Sea god Mael have begun to challenge the primacy of the Lokarnos god Ul-ooth-ee. Asamber is a part of one of these cults, abandoning his previous subservience to Ul-ooth-ee he has left Behemoth and seeks to find out more about Mael...
A brief physical description
Temple ettiquete of Ul-ooth-ee demmands a life of study and exercise (think monk), Asamber is hale and well built - extremely different from most other users of magic. He dies his hair in shades of green and blue to honor the God Mael and wears immaculate clothing following the colours of the sea, from grey-greens to rich blues.
A few keywords which describe you
Overconfident, loyal, vengeful, as unrelenting as the waves themselves, Beardey
Which people are important to you
The Lokarnos
Travellers (Once a Lokarnos sea captain takes a commision, those travellers are considered blood kin until the journey is over)
Two or three things which you strongly believe in
The Ocean deep is vast and unknowable, more changeable than a woman's mood, more loving than a caress
Change is as inevitable as the turning tide, those who do not change with it will be swept away Force of personality and will is what divides those who have from those who have not - Stand up for yourself
Name and homeland
Asamber Kell, Human male Lokarnos
A sentence or two about where you are from
Born on the vast Lokarnos city-ship, Behemoth (Sister city-island-fortress-ship is called Leviathan) Asamber rose to the Magi class when the spark of the divine god Ul-ooth-ee was discovered within him on his 12th Birthday (i.e. he was tested as all male children are, and found able to wield magic!). All female Lokarnos can at the very least command a wind to raise, but the power is much rarer in males.
What the Lokarnos have not spoken of, is they did not lift the Sundering - it was well, sundered by something else! Since this event Lokarnos society has argued and cults of the Ancient Sea god Mael have begun to challenge the primacy of the Lokarnos god Ul-ooth-ee. Asamber is a part of one of these cults, abandoning his previous subservience to Ul-ooth-ee he has left Behemoth and seeks to find out more about Mael...
A brief physical description
Temple ettiquete of Ul-ooth-ee demmands a life of study and exercise (think monk), Asamber is hale and well built - extremely different from most other users of magic. He dies his hair in shades of green and blue to honor the God Mael and wears immaculate clothing following the colours of the sea, from grey-greens to rich blues.
A few keywords which describe you
Overconfident, loyal, vengeful, as unrelenting as the waves themselves, Beardey
Which people are important to you
The Lokarnos
Travellers (Once a Lokarnos sea captain takes a commision, those travellers are considered blood kin until the journey is over)
Two or three things which you strongly believe in
The Ocean deep is vast and unknowable, more changeable than a woman's mood, more loving than a caress
Change is as inevitable as the turning tide, those who do not change with it will be swept away Force of personality and will is what divides those who have from those who have not - Stand up for yourself
Artemis
Ian: Artemis Antarion, Human Ranger
Name and homeland
Artemis Antarion doesn't really view himself as having a home, he is surprisingly self-sufficient and possess the skills to survive in the deepest underground caves, the most desolate of deserts and the most remote of forests. He has found himself spending more time in the city though, as he becomes embroiled in the downfall of the Teiflings.
A sentence or two about where you are from
Artemis spent his early years with his tribe wondering the vastness of the desert. They view the desert as a harsh mistress and a mysterious place of strange beasts, spirits on the wind and the mysterious Kireshi. He became a scout for his tribe, tasked with wondering the desert in small groups navigating the dune sea. All went well until forces beholden to the Teifling's in the city raided his tribe when they came close to the city, killing most of them (including his father) and taking some of the women prisoner (including his mother).
It took two years before Artemis could free he his mother, but by that point she was a broken woman due to the vile acts of the Teiflings and she had given birth to a Teifling child: Kallista Antarion. His mother now resides in The Shrouded Oasis, the darkly bueatiful sanctum of the Kireshi. He has recently spent most of his time as a bounty and treasure hunter for various individuals (The Grub) and organisations (The Order of Transcendental Inquiry), as part of his goal to destroy the Teiflings.
A brief physical description
Artemis wears browns, dark greens and blacks varying the colour depending on his environment at the time, merging into the environment should always be a possibility. His clothes always have a weather-beaten and worn in look, indeed this seems to happen to anything he wears. He always looks like he shaved yesterday, and his hair looks weather-beaten due to the ever-present wind or sun in the desert.
A few keywords which describe you
Dogged. Persistant. Perceptive. Older and wiser than his years. Attractive in a weathered sort of way.
Which people are important to you
Artemis has grown up among some of the most self-reliant humans alive, in one of the harshest environments alive, and this has given him a very humanist approach to life - he believes his people should bow to no others, and have the potential for greatness. He will take him arms against anyone who gets in the way of that. His main relationships are a complex triangle between Akaran Trak'ar (Kallista's Father), Kallista Antarion (Half-Sister) and his mother (and Kallista's).
Two or three things which you strongly believe in
Death to the Teifling Demon Spawn!
Respect and Protect Family
The Shrouded Oasis
Kill Akaran Trak'ar
Name and homeland
Artemis Antarion doesn't really view himself as having a home, he is surprisingly self-sufficient and possess the skills to survive in the deepest underground caves, the most desolate of deserts and the most remote of forests. He has found himself spending more time in the city though, as he becomes embroiled in the downfall of the Teiflings.
A sentence or two about where you are from
Artemis spent his early years with his tribe wondering the vastness of the desert. They view the desert as a harsh mistress and a mysterious place of strange beasts, spirits on the wind and the mysterious Kireshi. He became a scout for his tribe, tasked with wondering the desert in small groups navigating the dune sea. All went well until forces beholden to the Teifling's in the city raided his tribe when they came close to the city, killing most of them (including his father) and taking some of the women prisoner (including his mother).
It took two years before Artemis could free he his mother, but by that point she was a broken woman due to the vile acts of the Teiflings and she had given birth to a Teifling child: Kallista Antarion. His mother now resides in The Shrouded Oasis, the darkly bueatiful sanctum of the Kireshi. He has recently spent most of his time as a bounty and treasure hunter for various individuals (The Grub) and organisations (The Order of Transcendental Inquiry), as part of his goal to destroy the Teiflings.
A brief physical description
Artemis wears browns, dark greens and blacks varying the colour depending on his environment at the time, merging into the environment should always be a possibility. His clothes always have a weather-beaten and worn in look, indeed this seems to happen to anything he wears. He always looks like he shaved yesterday, and his hair looks weather-beaten due to the ever-present wind or sun in the desert.
A few keywords which describe you
Dogged. Persistant. Perceptive. Older and wiser than his years. Attractive in a weathered sort of way.
Which people are important to you
Artemis has grown up among some of the most self-reliant humans alive, in one of the harshest environments alive, and this has given him a very humanist approach to life - he believes his people should bow to no others, and have the potential for greatness. He will take him arms against anyone who gets in the way of that. His main relationships are a complex triangle between Akaran Trak'ar (Kallista's Father), Kallista Antarion (Half-Sister) and his mother (and Kallista's).
Two or three things which you strongly believe in
Death to the Teifling Demon Spawn!
Respect and Protect Family
The Shrouded Oasis
Kill Akaran Trak'ar
Azhanti
Nigel: Azhanti Dragonborn Cleric
Azhanti was born into the High Lightning Clan and found his talents suited the Steadier aspect of Dragonborn life, however a war with the troops of Raptos ended badly for the Clan. The devastation culminated in the destruction of the temples of clan, slaughtering the priests in a tumultuous battle. One priest, Nihlil survived and fled to the hills. Here he trained a small school of priests, including Azhanti in the pantheon of his people.
Azhanti left the school, following the now deceased Vulcan, Lord of the Storm, to develop his skills for the people and to develop his religious insight to reawaken his lost god. He has yet to visit the temple of his fallen god in the Plaza of the Dead Gods. Azhanti travels the lands, seeking to cultivate a deep love of his god amongst worshipers of all races and may in the future achieve Demigod status himself.
However, Azhanti currently earns a living fighting in the coliseum as a self-owned gladiator, as well as taking tasks for groups. The renowned Agran Treshk acts as his agent and often puts him onto jobs that require doing. He now remains in the city as it is here he can meet many folk travelling through and seeks out people who would willingly follow his god, so far with little success.
Name and homeland
Azhanti was born in the Norros Steplands where a small city of Dragonborn once existed until smashed by the troops of Reptos. His family lived and worked in the ruins of the city scavenging and rebuilding the land. As a child he was sent up in the Norros Mountains where he commenced his training in the priesthood, as the small town was only able to support a limited number of Dragonborn and he needed a path in life.
A sentence or two about where you are from
A broken people who are rebuilding after the ancient devastating war, who seek the old ways in tombs and ruins and now earn a living hiring to those who can pay. The scattered acolytes of the Pantheon seek to rebuild that which was lost whilst guiding their people in the new environments they face.
A brief physical description
A bronze-scaled behemoth, Azhanti is in the prime of his life as a Dragonborn. The hornlike scales that form his crest are restlessly moving, mimicking his restless nature and lack of contentment for being still, whilst his glimmering red eyes are often unreadable by many he meets.
A few keywords which describe you
Restless and unpredictable as the storms that drift across the land, driven but with a wicked sense of humor and irony
Which people are important to you
Nihlil the ancient priest of the High Lightning pantheon
His scattered classmates as they attempt to rebuild their religion
Agran Treshk, his agent and sometime employer
A few of the gladiators at the arena he finds a particular bond with
Two or three things which you strongly believe in
The Faith will rise again.
Stick out a fight – good comrades are hard to find
Trust no-one in authority who isn’t Dragonborn
Azhanti was born into the High Lightning Clan and found his talents suited the Steadier aspect of Dragonborn life, however a war with the troops of Raptos ended badly for the Clan. The devastation culminated in the destruction of the temples of clan, slaughtering the priests in a tumultuous battle. One priest, Nihlil survived and fled to the hills. Here he trained a small school of priests, including Azhanti in the pantheon of his people.
Azhanti left the school, following the now deceased Vulcan, Lord of the Storm, to develop his skills for the people and to develop his religious insight to reawaken his lost god. He has yet to visit the temple of his fallen god in the Plaza of the Dead Gods. Azhanti travels the lands, seeking to cultivate a deep love of his god amongst worshipers of all races and may in the future achieve Demigod status himself.
However, Azhanti currently earns a living fighting in the coliseum as a self-owned gladiator, as well as taking tasks for groups. The renowned Agran Treshk acts as his agent and often puts him onto jobs that require doing. He now remains in the city as it is here he can meet many folk travelling through and seeks out people who would willingly follow his god, so far with little success.
Name and homeland
Azhanti was born in the Norros Steplands where a small city of Dragonborn once existed until smashed by the troops of Reptos. His family lived and worked in the ruins of the city scavenging and rebuilding the land. As a child he was sent up in the Norros Mountains where he commenced his training in the priesthood, as the small town was only able to support a limited number of Dragonborn and he needed a path in life.
A sentence or two about where you are from
A broken people who are rebuilding after the ancient devastating war, who seek the old ways in tombs and ruins and now earn a living hiring to those who can pay. The scattered acolytes of the Pantheon seek to rebuild that which was lost whilst guiding their people in the new environments they face.
A brief physical description
A bronze-scaled behemoth, Azhanti is in the prime of his life as a Dragonborn. The hornlike scales that form his crest are restlessly moving, mimicking his restless nature and lack of contentment for being still, whilst his glimmering red eyes are often unreadable by many he meets.
A few keywords which describe you
Restless and unpredictable as the storms that drift across the land, driven but with a wicked sense of humor and irony
Which people are important to you
Nihlil the ancient priest of the High Lightning pantheon
His scattered classmates as they attempt to rebuild their religion
Agran Treshk, his agent and sometime employer
A few of the gladiators at the arena he finds a particular bond with
Two or three things which you strongly believe in
The Faith will rise again.
Stick out a fight – good comrades are hard to find
Trust no-one in authority who isn’t Dragonborn
Morn
Neil: Morn Human Paladin
Name and homeland
My name is Morn. I have no family name as I was sold into servitude from my birth. I have been told that I have the look of a man from the northern mountains but in my heart, I have no homeland.
A sentence or two about where you are from
I spent my early years acting as a hand servant for a Tiefling noble, my teenage years as a concubine for his behorned daughter and my adult life as a bodyguard for her offspring. I existed in the City of Kings until I was freed by the followers of the Unfettered God and taken away to their compound in the desert. There, I finally understood the price that must be paid for freedom and took up my sword against the Tieflings.
A brief physical description
Morn is a solidly set man with lean taut muscles and a constant air of tension. He is bald, with dark set eyes and a humourless expression. He wears a scrappy arrangement of chain and plate, designed for protection and comfort in the warm desert. Unlike so many former slaves, he bears only scars rather than possessive markings of tatttooes - a quirk of his former owner's daughter. Of course, some of the marks on him are not visible... (see Blood Tattoos)
A few keywords which describe you
Serious, tense, suspicious, dare I say emotionless?, brave, no fear of death
Which people are important to you
The followers of the Unfettered God released him from his servitude - he will protect them with his life
Kyia, the daughter of the noble for whom he acted as bodyguard and bedmate, holds an unfortunate place in his heart - she is his weak link.
Two or three things which you strongly believe in
The slaves of the Tieflings must be freed
A man without freedom is no man at all
A man's word is his bond - once given, it can never be broken
Name and homeland
My name is Morn. I have no family name as I was sold into servitude from my birth. I have been told that I have the look of a man from the northern mountains but in my heart, I have no homeland.
A sentence or two about where you are from
I spent my early years acting as a hand servant for a Tiefling noble, my teenage years as a concubine for his behorned daughter and my adult life as a bodyguard for her offspring. I existed in the City of Kings until I was freed by the followers of the Unfettered God and taken away to their compound in the desert. There, I finally understood the price that must be paid for freedom and took up my sword against the Tieflings.
A brief physical description
Morn is a solidly set man with lean taut muscles and a constant air of tension. He is bald, with dark set eyes and a humourless expression. He wears a scrappy arrangement of chain and plate, designed for protection and comfort in the warm desert. Unlike so many former slaves, he bears only scars rather than possessive markings of tatttooes - a quirk of his former owner's daughter. Of course, some of the marks on him are not visible... (see Blood Tattoos)
A few keywords which describe you
Serious, tense, suspicious, dare I say emotionless?, brave, no fear of death
Which people are important to you
The followers of the Unfettered God released him from his servitude - he will protect them with his life
Kyia, the daughter of the noble for whom he acted as bodyguard and bedmate, holds an unfortunate place in his heart - she is his weak link.
Two or three things which you strongly believe in
The slaves of the Tieflings must be freed
A man without freedom is no man at all
A man's word is his bond - once given, it can never be broken
Saturday, 14 June 2008
The Dragonborn
The Dragonborn
The Dragonborn are now a scattered remnant of what they were in the past. The mighty Empire of the past is no more and the five great clans are scattered throughout the land. Each clan or legion is organised on strict military lines with each Dragonborn assigned to a specific unit. The Assaulter section is the largest and made up predominantly of fighters and paladins, the Scouter section holds the rangers and rogues, whilst the Scatterer section is made up of wizards and warlocks. The Steadier section holds the clerics and warlords, who are also the spiritual leaders of the clans.
The council of four, drawn from each unit, runs each legion and one of these four are always voted as Clan chief. Due to the logistics of supporting such a legion, the individual members of a legion are often scattered over a large area and are only summoned together when they have a contract that needs the clan. A fully formed clan is almost a nation in itself, a rare sight indeed. Dragonborn gods represent the elemental nature of the world with portfolios including fire, thunderstorms, rivers etc.
The Dragonborn are now a scattered remnant of what they were in the past. The mighty Empire of the past is no more and the five great clans are scattered throughout the land. Each clan or legion is organised on strict military lines with each Dragonborn assigned to a specific unit. The Assaulter section is the largest and made up predominantly of fighters and paladins, the Scouter section holds the rangers and rogues, whilst the Scatterer section is made up of wizards and warlocks. The Steadier section holds the clerics and warlords, who are also the spiritual leaders of the clans.
The council of four, drawn from each unit, runs each legion and one of these four are always voted as Clan chief. Due to the logistics of supporting such a legion, the individual members of a legion are often scattered over a large area and are only summoned together when they have a contract that needs the clan. A fully formed clan is almost a nation in itself, a rare sight indeed. Dragonborn gods represent the elemental nature of the world with portfolios including fire, thunderstorms, rivers etc.
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