Monday, January 7, 2013
2013 Game Preview
"My Lord Regent, every single request you have made in regards to Brianna's birthday has been carried out, checked and triple checked. Each of her uncles and their families will be attending to see her crowned.
"ALL of her uncles, Barker? Terrance raises an eye at his valet who only chuckled as he reached for an onyx box.
"Oh I certainly hope not, my Lord. Forgive me I have misspoke. Cigam will not be attending, of course."
Terrance sighed; it had only been four years since his adoptive mother and father had disappeared. If his uncles or the old general, Gorien, knew where they were; they have never shared. Still they made sure that the throne was ready for them. Negus had stopped it's quest for power when his father took over the throne, ending hundreds of years of war. A few years later Gorien had found Terrance, just a young boy in the woods, and the still new king and queen adopted him. Even after his sister was born, he was never treated as anything less than their own son.
Still when it came time to announce an heir, Terrance's younger sister was selected. There was no end to the questioning that caused. Some people said it was because only a true-blooded beryl should rule... others simply stated that the crown had typically passed from Mother to Daughter, Drakin and his four brothers being the first male Beryls born in hundreds of years. Still others simply think that the young princess was more loved by her father.
When Barker opened the small onyx box, Terrance's mind stopped wandering. Barker was his father's last gift to him. A talented servant, a fierce protector, with a dreadful secret. The pale thin fingers of Barker reached into the dark onyx box, and took out a simple looking razor out from it. Terrance's eyes focused on the blade as it was opened.
"Since this is such an important event, " Barker started, "and you have to look your best, do you want..."
"No Barker, no just YOUR talents will do." Terrance cut him off tilting back his head.
Barker just nodded and smiled as he brought the razor up to the Lord Regent's neck. "Very good, sir."
Tuesday, August 16, 2011
Character Profile: Gadeebee Seebo Grizzley DePaul of the Turan Clan III
Race: Gnome
Class: Artificer (originally a bard without perform)
Gadeebee was always innovative and creative, believing that curiosities should almost always be explored. He found at a young age that he was able to grasp concepts and idea that stumped even the wisest of elders in the Turan clan. A humble little village of gnomes, they had lead relevantly peaceful lives, until the trolls showed up. The trolls laid siege to them, only to be driven off by a group of adventurers. Gadeebee instantly fell in love with the idea of becoming an adventurer, and immediately proved his worth by crafting useful items for the adventurers. Arranging a series of traps around his home filled with acid and alchemist fire, the trolls were beaten back. His home safe, he decided that he should explore more of the world and became an adventurer himself.
Gadeebee is an exceptionally daring adventurer, surviving thanks more to luck and quick thinking rather then any combat ability. He has a bad habit of finding traps... and purposefully activating them to see how they work. His plans often bordered on the insane (making a giant buzzsaw bicycle to deal with zombie lumberjacks) but often led to amazing results (defeating an army using only level 0 spells) sometimes to epicly absurd levels (punching a positive energy hole the size of a kingdom in Ravenloft.)
Gadeebee ended up marrying his love, rubbed elbows with the great gob Jobob, and founded his own school. He proved that knowledge and creativity was a force as great as any army, as any spell, as any god.
Author's notes
I will never have a character as memorable or successful as Gadeebee was. Through some VERY generous DM interpreting the rules, and a blunt focus in what he did, he was able to create ANY magical item, without cost, in 8 hours. This ability was actually not abused as much as it could have been, with Gadeebee preferring silly, creative solutions rather then blunt force. Of course when an explosion was required... he made a point to make the biggest one he could, just ask Ravenloft :D
The idea of a purely support caster was something I've done before. In a short lived game that was run by either Tim or John, I played a bitter, cranky Dwarf Wizard that had only buff spells. That character was based off of Dr. Smith, complete with creative insults to the party fighter who did all of the dwarfs heavy work for him. Despite it only running maybe 5 sessions I had a ball playing him and vowed a way to bring him back.
A couple of years later I started college, met Brian, and got back into DnD. I showed up on day one with a character with no combat ability other then tricking a goblin that he should drink a bottle of alchemist fire... no really.
Gadeebee's name, well the "Gadeebee" part, was actually from the sound that I imagined what a dying goblin sounds like. The rest of it was from what I read that in 3.5 DnD, Goblins were given a different name by each of their family members and each important figure in their life. I fell in love with the idea and decided I wanted to make him have the longest name that I could remember.
I did have his back ground story about the Turan clan being at odds with the troll planned as an explanation for him always keeping Alchemist fire and acid on hand... nothing came of it though.
Character Profile: Prince Sirius
Sirius Nathan Beryl
17 Years old at start of story.
5'10
Long, straight, White hair
Fair Complexion
Skinny
Dark Blue Eyes
Armor: Black with a silver trim
Weapon: Wields a light fencing sword as opposed to the heavier swords his brothers use.
He was the only one of his brothers who enjoyed any sort of affection from his mother. She took interest in his upbringing outside of the harsh lessons she gave all her children. Drakin was old enough of the time to watch over him as well, playing more of a fatherly figure to him then one of a brother. Because of this attention and genuine care showed to him, he grew up believing what his family was doing was for the best, even as they carved the world asunder with war.
Despite being foretold to be the "Destroyer of Hope" he himself is actually the most optimistic of the brothers, besides perhaps Jerik. He earns his title by being the messenger send to other kingdoms and announcing Negus's ultimatum: surrender and be integrated into Negus's society and enjoy full privileges and rights as citizens, or be completely razed to the ground.
Despite being a less accomplished swordsman then most Negus soldiers, he actually remains a huge threat on the battle field. He has the supernatural ability to heal others, with but a touch life threatening injuries fade to mere scars. There are limits to how much he can heal in a given time and it seems he is much more capable in healing Shaokin then he is normal humans. Much of his training involves learning as much about medicines, antidotes and alternative treatments. For any injury or poison that he comes across, he often can find multiple ways to save the patient, relying on his power only when there isn't time for a longer treatment.
Author Notes:
Sirius was created to fill in a gap. The number five felt natural to me at the time (I blame Captain Planet) so I wanted to make sure there were five brothers. The rest of the brothers created, I realized that, if they were an adventuring party. They would need a healer. Boom! Sirius was born. I based how he looked based off an old Magic the gathering card: Justice (which also went on to inspire the template of the armor all the brothers wear.)
He was the first of the Brothers to meet the current adventuring party. I wanted to emphases that these people, who are the big bad and are doing all these horrible things, are still people and have some good in them. As such I was heavy handed in Sirius explaining how good and right his brother Drakin was. DJ actually just called him a "fan boy" of his brother and I realized that was exactly how I was playing him. This cemented Sirius's personality for me, as well as reminded me to not fanboy my own creations again (at least not as blatantly)
Wednesday, June 16, 2010
Repo: The Forged Campaign
Game Terms:
Spirits: Wills without hosts, they can occasional latch onto Unbound spells and use them to influence the world.
Unbound (Magic): Arcane magic that is freely cast, coming right from the caster; the magic of warlocks and sorcerers. Thought to be anywhere from irresponsible to evil.
Bound (Magic): Arcane magic that is strictly controlled, bound to artifact or specific ritual; the magic of Artificers, Alchemy, Rituals, Splices and Swordmages.
Splices: Forge Co.'s main product. They replace people's limbs and organs for a large fee that the person may put on a “payment plan” for. The splices can be anything from cosmetic changes to making you dramatically more powerful. Failure to make payments may entitle Forge Co to claim a repossession and send their Mercenaries the Repo-men to collect their property from your body (which is legal.)
Zydrate: The act of getting Splices is painful. Zydrate is a powerful painkiller that is especially useful for nullifying the pain related to acquiring splices. It can also very addictive if overused.
Last War: “The war to end all wars” started 45 years ago and ended 17 years ago against the Sorcerer-Kings. This was a major turning point in the history which marked the start of the Warforged, the start of Forge Co, as well as the start of classifying magic as bound or unbound.
The Silver Flame: The world has no moon. Instead there is The Silver Flame, the closest thing the world has to a god. An ever brightly glowing silver flame high in the sky, it illuminates a bit more then a full moon would, casting every night in a silver twilight. It is still there during the day, but the sun does drown it out then. It is pure Divine energy and the source of all Divine power in the world.
Setting Summery:
The company of Forge Co. had its humble beginnings crafting artificial limbs for veterans of the Last War. It grew rapidly as it started to introducing limbs and organs (later called “Splices”) for nobles and adventurers to just replace their existing ones. Years later, under pressure from the growing influence of Forge Co. The allied Kingdoms have agreed to allow Forge Co to Reposes their property in case if someone does not pay their dues.
A note on Splices:
As an Adventurer having splices will be a very useful. They can grant you addition powers, action points, or even a bonus to your stats. The type you have and the amount you have will determine how much Zydrate you require to get through the pain (which will have an in game affect.) It will also determine how much you owe Forge Co. It IS going to be risky to take Splices, especially if you rack up a large debt. Playing without splices however, will mean your character will be a little less effective on the battle field.
Races/Classes
Divine: Divine magic is very strained. The gods have left the word, disgusted by the Sorcerer-Kings's attempt to take over the heavens. They retreated from the world, but in their wake left The Silver Flame. There is no code of conduct enforced by the Flame itself. Many religions still prey to the old gods, but just as many prey to the Silver Flame itself, seeing it notas a conduit to the divine, but the true divine itself.
Cleric - Paladin - Avenger – Invoker - Runepriest
Martial Classes: Nothing changed.
Fighter – Ranger – Rogue - Warlord
Unbound Magic:
Sorcerer: You draw your power the same way that the Sorcerer-Kings did, focusing on raw power and having a wide range of ability's, but little control over spirits who may influence them. Non-hybrid Sorcerer's gain an extra At Will power of their choice, but are vulnerable to spirits. All Spell Sources are legal, but Chaos is by far the most common, where Dragon is the most rare.
Warlock: You do not concern yourself with the idea of spirits overtaking your spells. You in fact invite them too. All Warlock spells call upon spirits into them, preventing other spirits from taking hold. Most of the pacts function as normal except where noted:
Fey: Warlocks with the Fey pact are very rare as the world's connection with the Fey is slipping further and further away. As a Fey Pact Warlock the entity that empowers you has you try to reconnect the two worlds.
Vestige: The most noteworthy Vestiges in this world are the remains of the Sorcerer-Kings. If you open yourself up to listen to the voices of the Vestiges, they will make sure you hear theirs over any other.
Bound Magic:
Artificers: Forge Co. is primarily made up of Artificers. An artificer adventurer may or may not have a connection to the company.
Swordmage: Trained as bodyguards for Forge Co. If you are a sword mage you either are or were a Forge Co Employee.
Wizard: Wizards go through rigorous training through a very early age to be able to properly control their spells. The close binding of their spells prevents maleficent spirits from claiming them for power.
Primal - still in debate:
Barbarian
Druid
Shaman
Warden
Seeker
Psionic – still in debate
Ardent
Monk
Psion
Wednesday, April 21, 2010
The first year of Queen Malachite Beryl, the third day of The Raven Queen
Beryl has begun an aggressive campaign against it's neighboring kingdoms. Daily the souls of guards, advisers, and royalty enter my Queen's domain; courtesy of the Shaokin assassins that stayed with her.
The world of the living should not hold so much interest to me, truly while I was alive it didn't mean nearly as much to me. It is... a distraction from my duties in my Queen's court. Yet I am not the only one distracted. There are old and powerful souls here that have served my queen for centuries longer then I have, and they too are looking back upon the mortal plane. It does feel like there is a storm coming and this is just the begining.
Saturday, April 17, 2010
The first year of Queen Malachite Beryl, the twenty forth day of Corellon.
Thursday, April 15, 2010
The fifteenth year of Lady Garnet Beryl, the twenty third day of Corellon.
Sunday, April 4, 2010
From Silvanna to Negas
He rode side by side with the quiet Derek Beryl, Prince of Negas. They were a lot alike in that moment. They said very little to each other, not because there was nothing to say, but instead because they knew that talking wouldn't make their troubles any easier. Gorien, the so-called Hero of Three Kingdoms, was just banished from Silvanna, and not even the most gifted seers in the world could tell exactly what was on Dereks' mind, but even a fool could tell that it was a heavy load. Behind them marched the Negas army. They had just fought a war not two days ago, though it was difficult to say who had won and who had lost.
"Tell me, Sir Gorien," Derek started, "why did you not take the short road with your friends? If you'd taken the portal with them, you'd be back in Negas already."
Gorien shivered a little at the mention of portals. "I figured after all this excitement, I could use a nice, slow ride to ease my mind. Besides, we don't get along so well. Me and portals, that is. Make me sort of queasy." His gelding, Bucephalus, whinneyed in agreement.
"Portal sickness? You?" Derek shook his head and chuckled. "Will wonders never cease."
Gorien sighed and patted the horse's neck. "I guess in a way, this is where I belong. Not Silvanna. Not Negas. Just me, Bucey here, and the long, lonesome road. It's the closest thing to hone I got left."
Derek looked at him sternly. "I heard what you said in the throneroom. You may think you had little choice in the matter, but in hard fact, you chose to return to Negas. This was your decision, do not forget that."
Gorien grumbled something unintelligible, and Bucephalus snorted.
After a few more leagues, they approached a small town on the outskirts of Silvanna. A handful of ragged-looking villagers stood in the road, brandishing their farm tools as if they were prepared for war. Gorien sighed again. "Derek, let me handle this."
Derek simply nodded. "As you wish." He held his hand up, signaling the army behind him to halt.
Gorien rode up to the group and stepped down from his horse. Before he could open his mouth, he was greeted brashly by the leader of the group. "Negas isn't welcome here. I'm afraid I can't let you pass." He was short, squat, and full of bravado. The ruffians behind him seemed to feed off of his feigned bravery.
"Now look here, neighbor" Gorien explained, "we don't want no trouble. Yea, we're from Negas, and all we want to do is go back there. So, if y'all'll just let us through, we'll be out of here in no time at all."
The leader crossed his arms and huffed, and even from 10 feet away, Gorien could smell the liquor on his breath. "Maybe you didn't hear me, old man, but I'm not going to let a single one of you set foot in MY town, so why don't you just turn around and find some other road."
Gorien approached the drunk slowly. "The road to Negas is long enough as it is without takin' any unnecessary detours. Like I already told you, all we want to do is pass on throug. I think I can speak for all of 'em when I say we've had enough fightin' to last us a lifetime, so why don't you kindly step aside and just let us pass."
"For the last time, it's not going to happen, old man."
By now, Gorien was nearly nose to nose with the leader, and from the stench coming off him, Gorien remembers why he gave up drinking. "And for the last time, I'd really appreciate it if you'd simply step down and let us by."
"Step down? I'll KNOCK you down!"
The drunk took one hard swing at the knight, but Gorien saw it coming before he even clenched his fist. In one smooth motion, Gorien evaded the swing, punched him in the face with his left hand, spun around and drew his double-bladed sword with his right. Continuing to spin, Gorien swung the sword around with a practiced flourish, landing a solid blow to the drunk's rubs with the flat of one of the blades. Gorien stepped back into a defensive stance as the drunk charged. The knight sidestepped and knocked him in the back of the head with his sword's grip, sending him diving face-first into the dirt. He did not get up.
Gorien put the sword back on its holder on the back of his armor and turned back towards the rabble. "So like I said, I don't want no trouble, and all we're gonna do is pass on through. That is, unless anyone else's got high hopes of teachin' this 'old man' a lesson."
The crowd looked at Gorien, then at eachother, before quickly dispersing. Gorien climbed back on Bucephalus's back and waved a signal back to Derek. Soon, the troops were in motion again. Nobody gave them a second glance as they calmly rode through the town.