Search Amazon.com:
Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us $3,400 per month for bandwidth bills alone, and since we don't believe in shoving popup ads to our registered users, we try to make the money back through forum registrations.
«7 »
  • Post
  • Reply
The Supreme Court
Feb 25, 2010

I'm a shapeshifter


Deadline Changed! 4.30pm GMT on Tuesday the 12th of February. Let me know if that's too soon.

I bloody love Dungeon World! Fair warning: this game will be jam-packed with action and exploration. If there's a quiet moment it's only because the thing trying to kill/ eat/ maim you is preparing a dastardly trap.

I'm looking for 4-6 players for a reasonably short campaign. Recruitment is open until 4.30 pm GMT (11.30 AM CST) on Tuesday and the game should hopefully be fairly active (i.e. about a post a weekday/ every two days), light-hearted and probably quite grisly.

The Empty City



quote:

The jewel of the Hycian Empire was their glorious capital: Caso Nocera. Protected by great walls -twenty times the height of a man- it was said to be the most beautiful city on earth, filled with gold-lined streets, achingly magnificent gardens and white marble palaces that even the gods envied.

Whatever terrible disaster befell that place struck suddenly, destroying everything that breathed within hundreds of miles in an instant. The Hycian Empire was scrubbed from the face of the earth, leaving a ruined and parched desert that stands to this day, squabbled over by various warlords and anarchic monarchies. The city, on the other hand, was left untouched.

Hundreds of years later, the ancient city is still there: huge marble edifices pierce the sky behind vast, crumbling walls, and the few adventurers who escape talk of the wrath of the gods, the dead forced to wander and a portal to Hades itself.

But that's all hogwash. There's treasure to be had!

Dungeon World:

Character creation: make whatever you like! The standard classes allow tons of customisation and are generally pretty awesome, but if you want to go with one of the custom classes from the DW thread or a homebrew invention then feel free. Aside from the vague setting above, nothing is canon at all, so make it up! I'll be asking questions about character backstories to flesh out the world. We'll be starting in a small town built against the outside of the city walls, constructed around the industry of selling things to adventurers/ looting their corpses.
Theme: think Indiana Jones in abandoned ancient Greece. We'll be raiding lost treasures while fighting supernatural creatures, curses, bugs and avoiding tons of traps.
Technology: The world has generally been stuck in a dark age for hundreds of years. Carving marble statues is regarded as state-of-the-art and medicine is pretty limited to "if I stab you here, you die". The exceptions are magicks, alchemy and sharp weapons, at which people are pretty potent.
Playstyle: I love that Dungeon World encourages everyone to make up stuff all the time. I've got a basic setting/ story/ and some bad guys/ monsters worked out, but in all likelyhood we'll deviate from that in about five minutes as you guys explore and find more interesting things.

The Supreme Court fucked around with this message at Feb 11, 2013 around 01:40

Adbot
ADBOT LOVES YOU

Talkc
Aug 2, 2010

Mizuki! Mizuki! Mizuki!
***DEVASTATINGLY HANDSOME***

I would be up for this. I have some stuff written up for a Charlatan i could adapt to this.

Edit:

Here is the character stuff

Character Sheet PDF on Google Docs

Character Background



Character Portait

Talkc fucked around with this message at Feb 8, 2013 around 18:40

zachol
Feb 13, 2009


Julia loves the spotlight that comes with adventuring. The focus, the adoring crowds, the attention of dusty academics and impressionable kids alike. The money and the sheer fun of it helps, a lot, but at the end of the day it's all about the glory. Whatever happens in the ruins might be fun, exhilarating, but the stories are even better. Whatever she ends up holding at the end could be worth thousands, millions even, but the more it was worth the more she'd want to hang on to it, put it up for all the world to see.
She's been doing this sort of thing since she was a kid, since the day she jumped in a well and the whole town dropped everything to get her out. Nothing can top that feeling, when everyone's looking at you, caring about you. People say you can do anything with money, but Julia knows that it's fame that gets you places, fame that lets you cut the line, sends you sailing far above wherever you could be with just money alone.
All things flow from fame: money, respect, opportunity. With it, nothing can stand in your way.

To be fair, she's pretty loving good at what she does, it's not an act.

pre:
Julia the Gladiator Adventuress

"You want an autograph or what? I'm a little busy."

Hungry eyes, wide-brimmed hat, lean body, stylish coat. 

Str 16 +2
Dex 13 +1
Con  8 -1
Int  9 +0
Wis 13 +1
Cha 15 +1

Damage d10
Armor 1
HP 18

Neutral - Chase personal glory, no matter the risks.
Human Vampire Thrall - Feed off of blood instead of rations.
      If a move says you need a ration, Defy Danger or frenzy. 
      Defy Danger to enter consecrated ground or endure holy symbol. 

Gift of Hunger - Hungry bite does 1d4 damage. NPCs killed this way
      but not consumed might become Vampire Thralls not under your control. 
      When a character rolls 7-9 on Last Breath, may offer them the gift
      of transformation instead of what Death offers. 

Bloodsucker - Hungry bite deals 1d4 damage, but heals the same amount. 
      Banes force you to Defy Danger or take damage (1d6 AP): 
      Stake to the heart, close to silver. 

Arsenal - Utility/Improvised - When you go into battle fully equipped,
      you have 2-arsenal. Maximum 3-arsenal. 

Never Unarmed - When you go into battle completely unprepared, 
      you still have 1-arsenal. 

Right Tool for the Job - Spend arsenal one-for-one in order to: 
- Add a weapon or range tag for one move. 
-- +1 armor, +1d4 damage, forceful, messy, 2 piercing, precise,
      stun, thrown (1 ammo); hand, close, reach, near, far
- Treat a single damage dice as if it had rolled the maximum. 

He's Not Using It Anymore - When you kill an armed enemy, gain 1-arsenal. 

Are You Not Entertained (CHA) - When you grandstand for the benefit 
      of anyone watching, roll +Cha. On a 10+, take +1 ongoing until 
      you roll a 6- or your audience leaves. On a 7-9, take +1 forward. 

Gear
Leather duster (1 armor, 1 weight)
Bullwhip (close, reach, messy, 1 weight)
Pitons (hand, +2 damage, 1 weight)
Axehammerpick (close, messy, 1 weight)
Knuckledusters (hand, +1 armor, messy, 2 weight)
Arsenal (2 weight)
Rations (3 uses, 1 weight)
Adventuring gear (4 uses, 1 weight)

Load: 10/14
I will not rest until I have reunited Atissi Ibn Tariq with his faithful steed, Morning Star.
Tucker Jonas would be dead if it weren't for me. Of course, that whole fiasco wouldn't have happened in the first place without me either, so even stevens.
I made Murphy Underfoot a lot of money with a haul. Also made me a lot of money. Everyone made a lot of money that time. It was great.
I will never understand Lucius.

zachol fucked around with this message at Mar 25, 2013 around 05:42

Kaja Rainbow
Oct 17, 2012


Hmm! I've got a druid I made for another game that I didn't get to play, and this looks like it'd be up her alley.

quote:


The elves of the Gleaming Desert speak of being fired in the sun. After all, it's in this land that the sun's energies are strongest, where daylight turns the arid land into a blinding oven. The strong are shaped and hardened by this. The sun does not change, and neither does life. Tradition is longlasting and eternal.

A young elf studying to speak with the spirits of the land became known for asking too many questions. After one too many question about why the sun always rises in the west and why the scorpion has so many legs, she was told by her mentor to go out on a journey to learn the answers unavailable to her at home. It's not a desire for glory, wealth, or excitement that drives her to delve into those ruins but rather curiosity. What happened to the inhabitants? What secrets really lie there?

She is the kind of inquisitive daredevil that would dare a basilisk's lair just to find out what it looks like and she even succeeded by leaving meat dosed with lethargy-inducing herbs outside its lair until the beast finally fell asleep either from a strong dose of sedatives or simply a full stomach.

Name: Menoliir, daughter of Daelwyn and Aranwe
Class: Druid

Elf
The sap of the elder trees flows within you. In addition to any other attunements, the Great Forest is always considered your land.

Neutral
Eliminate an unnatural menace.

Look: Wild eyes, messy hair, ceremonial garb

STR 09 (+0)
DEX 12 (+0)
CON 15 (+1)
INT 13 (+1)
WIS 16 (+2)
CHA 08 (-1)

Damage: D6
Armor: 1
HP: 21

Bonds
To be filled in once the party's finalized

Gear

Spear (close, thrown, near, weight 1)
Wooden shield (+1 armor, weight 1)
Poultices and herbs (2 uses, 1 weight)

Load 6
Encumbrance 3

Class Moves

Born of the Soil
You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. It is the land to which you are attuned—when shapeshifting you may take the shape of any animal who might live in your Land.
• The Great Forests
• The Vast Desert

Chose a tell—a physical attribute that marks you as born of the soil—that reflects the spirit of your land: gleaming white hair and golden eyes that shine like the sun. Your tell remains no matter what shape you take.

By Nature Sustained
You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.

Spirit Tongue
The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.

Shapeshifter
When you call upon the spirits to change your shape, roll+Wis. ✴On a 10+ hold 3. ✴On a 7–9 hold 2. ✴On a miss hold 1 in addition to whatever the GM says.

You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form.

Studied Essence
When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.

EDIT: Wait, are you sure you meant the recruitment's open until the 13th of August, and not February?

EDIT EDIT: Decided Neutral fit Menoliir better.

Kaja Rainbow fucked around with this message at Feb 8, 2013 around 21:23

Lichtenstein
May 31, 2012


quote:


* Tucker Jonas(ՏուցկերՋոնաս - [Avalanche])
* Caravaggio, Tucker's Grine(Ցարավագգիո - [Whisper])
* Julia's lover (oh, I'm keeping it my little secret for a while).
* Libera Mater (տկարություն - [Sunshine]).
* My own name (Գաբոր - [Twelve]).
* The True Name of my (dead) horse (Հորսե - [Morning Star]).
* Hodge-podge of various, seemingly random Names of various common things. Irritatingly incomplete in most categories.
* An actually rather impressive collection of Names of various historical figures from ancient times. They don't really see much use.
* Names of various types of spirits one can find on the desert after dusk.
* A very special Name I got from my mentor, Abu Nguna.



Class: The Namer

Name: Atissi ibn Tariq
True Name: Գաբոր [Twelve]

STR: +1 (13)
DEX: 0 (12)
CON: -1 (8)
WIS: 0 (9)
INT: +2 (16)
CHA: +2 (16)

Damage: d6
HP: 13/14
Armor: 1

Race: Elf (whenever you spout lore or discern realities involving
famous names, True or otherwise, take +1.)

Alignment: Neutral (discover information about a powerful True Name).

Moves:

Learn True Name:
When you study someone or something to discover its True Name, Roll +Cha. On a 7-9,
you must fulfil two to three conditions chosen by the DM before learning the name. On
a 10+, you must fulfill one. When you fulfill these conditions, you learn the target’s True
Name.
* It takes days/weeks/months.
* Someone discovers that you're trying to learn this name.
* You'll need to be in contact with the subject almost constantly.
* You will need to consult a specific tome which you do not have.
* You require something unique.
* You and your allies must risk danger from ____.
* You’ll need help from the spirit known as _____.

Bind True Name
When you learn a target’s True Name, you gain a Bond with the target: “I know ______’s
True Name.” This bond cannot be resolved through normal means. When you use this
bond to Aid or Interfere with the target, you may roll +Cha instead of +Bond. If you’re
learning the True Name of a type of object, feature or non-sapient creature, you can
instead learn a single True Name that covers that type of thing or creature, such as the
True Name of goats. If you share your True Name with another, they gain the benefits
of this move.

Speak True Name
When you speak someone or something's True Name and they hear it, roll+Cha. On a
10+, choose two. On a 7-9, choose one. On a miss, choose one, but the universe pushes
back and you take -1 ongoing to Speak True Name and Discern True Name until you have
a chance to recover.
* Target suffers -1 ongoing while acting against you.
* You take +1 ongoing while acting against the target.
* Target takes 2d4 damage which ignores armor.
* Target regains 2d4 HP.
* Target gains +1 forward on their next move.
* Compel the target to come to you.

Invective
When you curse someone, roll +cha. On a 7-9, choose one. On a 10+, choose two. On a
miss, the universe pushes back and you take -1 Ongoing on using using this move against
the target until you have a chance to recover.
* Target takes -1 forward to their next move.
* Target takes d4 damage which ignores armor.
* Target is open to attack, granting the next attack against it +1 forward.

Spirit Servant
You learn the True Name of a spirit and use this knowledge to compel services from
it. Gain a bond with it just as if you’d learned its True Name. When you compel your
spirit servant to perform a service, roll +Cha. On a 10, choose two. On a 7-9, choose
one. On a miss, the spirit fails to perform the service and dares not enter your
presence again for the rest of the day.
* The effect you wish comes to pass
* You may call upon the spirit again later this day
* The spirit is covert and subtle

Gear: (4/7)
* A book with a secret phonetic script of your my own devising in which to record True Names.
* Pouch of Nythar (magical)
* Bandit's sword (close, 1 weight)
* Bag of Books (5 uses, 2 weight)
* Leather armor (1 armor, worn, 1 weight)
* A slip of paper with an important person’s True Name written on it in your mentor’s cypher.

quote:

Murphy Underfoot knows my True Name.
I owe the Finger Chopper Chang-yi a tremendous debt, which I resent.
Halwyr and I have been friends since we subdued a spirit.
I have trusted Tucker Jonas with a secret.
I might be toying with Tucker's very nature without his consent.
I know the True Name of someone Julia loves.
Lucius and I have sworn a pact.


Background:
Atissi ibn Tariq is a nomad, a scholar, and a slightly creepy paranoic. Born a noble, he was sent to a palace school where he diligently studied the liberal arts, law, history and calligraphy. Being a bright student, he later on became a lecturer, studying and teaching the Old Tongue, the true lanuage in which the universe whispers to itself. It is almost a lost art nowadays, commonly considered to be much less useful than the flashy modern magicks, with how much True Names were forgotten and the libraries burned by the emperors of the past. The fact that most of the adherents to the Old Tongue are cranky old men jealously guarding what little they know doesn't make this easier.

Nevertheless, Atissi believes it's not all about the power to control aspects of the world. He strives to reconstruct the whole extent of the Old Tongue for he believes it's the way to understand why and how the universe was created.

Nomadic ancestry runs deep in Atissi's veins and it took but a few years for him to sell everything his horse couldn't carry, and begin wandering - knowing fully well, there's only so much he could learn by staing within the walls of the cozy school.

Lichtenstein fucked around with this message at Mar 1, 2013 around 09:36

The Supreme Court
Feb 25, 2010

I'm a shapeshifter


Kaja Rainbow posted:

Hmm! I've got a druid I made for another game that I didn't get to play, and this looks like it'd be up her alley.


EDIT: Wait, are you sure you meant the recruitment's open until the 13th of August, and not February?

Haha, holy poo poo what am I doing. It's definitely February. Fixed! I read that post maybe 15 times, I have no idea how I did that. Questions for you bunch are coming shortly.

The Supreme Court fucked around with this message at Feb 8, 2013 around 19:42

The Supreme Court
Feb 25, 2010

I'm a shapeshifter


I want to know more about the characters! NB: not an exam or anything, if you don't answer/ go off on a complete tangent/ answer bits that's totally fine. As it's Dungeon World we'll be making this setting up together, so anything particularly cool gets added into the pot if we go forwards with your character.

Talkc: What's the most fantastic places Vann has travelled to? Ever tried to expose someone who turned out to be a legit. sorceror, and has he made any nemeses from exposing frauds?

Kaja Rainbow: Has Menoliir found any ruined citadels before? What forms in the desert does she know? What does a Basilisk look like?

zachol: What's the greatest treasure Julia's raided before, and how did she get it? How did she survive the journey across the desert, and any encounters with horrible beasts/ cannibals/ bandits?

Lichtenstein: What made Atissi paranoid to start with? What would he do with the True Name of a particularly evil demon? What True Names is he starting with in his book/ searching for?

saberwulf
Mar 3, 2009

Pipe rifles and snack cakes.


I've been looking for a DW PbP to join, and this sounds absolutely perfect.

posted:



Jabbar-i Âliye-yi Dimâshiyye, the Mighty State of Dinsari, is one blessed with prosperity from its founding. Silt-rich rivers, lush meadows, and bountiful industry and trade have forged a mighty land that is slowly expanding, ready to snatch up the riches of her sister states.

When Caso Nocera was laid upon the political table, Dinsari's leaders could barely hold their greed. But military resources were low with so many fronts being pursued, and a full force could not be spared.

When the name Karima Al-Za’Farani reached their ears, they knew their answer. Granddaughter of one of the finest Dinsari generals, Karima was taught the art of combat as early as she could crawl. Respected (and feared) for her mastery of the scimitar, Karima has cut down hundreds of foes in the name of her land, her courage and determination bringing even more fame to the Al-Za'Farani bloodline. But she is not merely a puppet of Dinsari greed. Karima's combat prowess is matched equally by her undying love of her people. She fights by blade, tongue or action to ensure that one day, all Dinsari may live in happiness, removed from the horrible strife of poverty. It is with this goal she generously accepted the scouting mission to Caso Nocera, so that she may fight her way to the endless riches of this grand city, and capture them for her glorious homeland.


Name: Karima Al-Za’Farani
Class: Improved Fighter
Race: Human (Once per battle, you may reroll a single damage roll, either
yours or someone else’s.)
Alignment: Good (Defend those weaker than you.)

STR 16
DEX 13
CON 15
INT 8
WIS 9
CHA 12

Damage: d10
HP: 25
Armor: 1

Moves:

Armored
You ignore the clumsy tag on armor you wear.

Battle Instincts (STR)
When you confront a worthy foe, roll +STR. On a 10+, hold 3. On a 7-9, hold 1. Spend
1 hold at any time to do one of the following:
• Negate a move made by your worthy foe as it is made.
• Discover a way to exploit the environment to your advantage.
• Discover a previously unknown weakness of your worthy foe.
• Discover a previously unknown strength of your worthy foe.

Bend Bars, Lift Gates (STR)
When you use pure strength to destroy an inanimate obstacle, roll+STR. On a 10+,
choose 3. On a 7-9, choose 2.
• It doesn’t take a very long time
• Nothing of value is damaged
• You don't attract attention
• You can fx the thing again without a lot of effort

Signature Weapon
This is your weapon. There are many like it, but this one is yours. Your weapon is your
best friend. It is your life. You master it as you master your life. Your weapon, without
you, is useless. Without your weapon, you are useless. You must wield your weapon true.
Your weapon is 2 weight.

Gear:
(Load 6/14)
Chainmail (1 armor, 1 weight)
Adventuring gear (1 weight)
2 healing potions
Antitoxin
Dungeon Rations (1 weight)
Poultices & herbs (2 uses, slow, 1 weight)

Signature Weapon:
Dhu al-Fiqar is a gorgeously engraved and gilded scimitar received by Karima from her grandfather, General Al-Za’Farani. It's deathly sharp blade has bifurcated thousands of foes, tearing through their flesh with its serrated blade. (Inscribed, Ornate, Close, Sharp, Serrated Edges)

Bonds:
Adric Hilarion owes me their life, whether they admit it or not.
The thief believes I have not noticed the blades he took from my person. To think a mighty Dinsari warrior would be so ignorant is a grave insult to my people! However, I confess that his trickery eluded my training for a moment, and such skill I must meet with respect. I will keep an eye on this one.

I have sworn to protect Zosimas.
She is a cleric, yes, but the goal that Zosimas hold is one I can truly respect! To recover the ancient secrets hidden inside this Hycian husk known as Cosa Nocera for the betterment of her people echoes my own desire greatly.

Sister Cynthia is soft, but I will make them hard like me.
Such a frail girl, and yet she fights with body alone! I see great potential in her, and to have her as strong in body as in mind would prove Cynthia an undeniable ally.

I worry about the ability of The Incredible Vann to survive in the dungeon.
Not only is he a mage, but my suspicions lead me to believe he is a false one at that. It is my personal preference to fight beside him for now, but I see little promise in his abilities when it comes down to blood and bone.

saberwulf fucked around with this message at Feb 12, 2013 around 12:43

exuma
Feb 8, 2013



This looks fun. I'd like to add some wuxia to the Indiana Jones vibe.



Sister Cynthia

Scholars talk about how very enlightened and humane the Empire was. Of course, they're thinking of how it treated the citizens, who whiled away the hours discussing philosophy in Caso Nocera's many marbled squares. For the peasants, forced into back-breaking labour in the fields, life was short and hard. But they fought back, despite their lack of weapons. Their secret societies mastered techniques of unarmed combat, and legends were told of 'The Dynamic Sphere': a style so subtle that an initiate could, with a simple twist, throw an armoured knight clean across a room. The legends were true, and even after the disaster struck the brothers and sisters of the Dynamic Sphere continued their subterranean existence. After all, the old enemy might be gone, but now a thousand little lords bothered the people.

That the malnutrition that blighted Cynthia's first five years has left her so skinny does not bother her master. He teaches that it is not ones own weakness, but the ability to turn an enemy's strengths against them that matters. She knows though, that he worries her enthusiasm for the art causes her to take unnecessary risks. He's probably right, but then the Dynamic Sphere gave her her not only life, when he rescued her from starvation all those years ago, but a purpose too. It is this purpose that makes the empty city so attractive. Everyone knows that the weird creatures that harry the common folk come from behind those crumbling walls, so why not take the battle to the enemy?

quote:

Initiate

Sister Cynthia
Eager Eyes, Braided hair, Loose Clothes, Slim Body

Str 8 (-1)
Dex 16 (+2)
Con 15 (+1)
Int 9 (+0)
Wis 13 (+1)
Cha 12 (+0)

Damage d10
Armour 1
HP 23/23

Alignment: Good (Endanger yourself to protect those who cannot fight)
Race: Human (Your people are naturally aggressive, and you take +1 forward
on the first action of any fight)

Bonds
Karima Al-Za’Farani is from a rival school! I must surpass them.
My master warned me about Menoliir.
Who's side is Adric Hilarion on?
I will study at Vann the Incredible’s feet and learn their secrets.
Nether understands the value of tradition, but does he understand the necessity of resistance?

Moves
Signature Style The Dynamic Sphere
You have mastered a style of martial arts. Choose a focus. (All are Hand range,
precise, and 0 weight.): Grappling and Joint Locks
Choose two enhancements: Passive (+1 Armour), Brutal (Add messy and forceful)
Choose a look: Classic Grace

Ability of Lightness
When you run across a surface that cannot hold your weight, roll +Dex. On a 10+,
you make it across gracefully and without trouble. On a 7-9, you make it across,
but expose yourself to danger somehow. The GM will tell you how.

Sublime Understanding of the Body
When you attack a foe purely to disable them, roll +Dex. On a 10+, choose one, or open yourself to danger and choose two. On a 7-9, choose one but you open yourself to danger.
They are dizzied and unstable.
Their muscles are weakened or strained.
They feel sick and nauseated.
One of their limbs is locked or made useless.
Their control of their magical power is loosened

Gear
Load: 5/16
Dungeon rations (4/5 uses/1 weight)
Mark of school: an ochre glass marble
Adventuring Gear (5 uses/1 weight)
Poultices and Herbs (2 uses/1 weight)
2 Healing Potions (2 weight)

exuma fucked around with this message at Mar 1, 2013 around 13:20

ibntumart
Mar 18, 2007

Good, bad. I'm the one with the power of Shu, Heru, Amon, Zehuti, Aton, and Mehen.




Class: Cleric
Race: Human
Name: Zosimas
Look: Sad Eyes, Tonsure, Habit, Thin Body

Stats:
STR: 9 / 0
DEX: 8 / -1
CON: 15 / +1
WIS: 16 / +2
INT: 13 / +1
CHA: 12 / 0

Max HP: 23

Moves:
Human - One wizard spell: Contact Spirits.
Deity - Vaarlam the Lugubrious, the Engineer in Exile. Domain: Civilization. Precept: Vaarlam preaches the sanctity of suffering as he has: his cult sacralizes angst, lost things, and longing. Petition: Suffering.
Divine Guidance - When she petitions Vaarlam according to the precept of suffering, she is granted some useful knowledge or boon related to the domain of Civilization. The GM will tell me what.
Turn Undead - When she holds Varlaam's holy symbol (a stylized miniature abacus), roll +WIS. On a 7+, so long as she continues to pray and brandish the abacus, no undead may come within reach of her. On a 10+, she also momentarily dazes intelligent undead and cause mindless undead to flee. Agression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry her from afar. They're clever like that.
Commune - When she spends uninterrupted time (an hour or two) in quiet communion with Vaarlam, she:
  • loses any spells already granted to her;
  • is granted new spells of her choice whose total levels don't exceed her own level +1, and none of which is a higher level than her own level;
  • prepares all of her rotes, which never count against her limit.
Cast a Spell - When she unleashes a spell granted to her by Vaarlam, roll +WIS. On a 10+, the spell is successfully cast and Vaarlam does not revoke the spell, so she may cast it again. On a 7-9, the spell is cast, but choose one:
  • She draws unwelcome attention or puts herself in a spot. The GM will tell me how.
  • Her casting distances her from her deity---she takes -1 ongoing to cast a spell until the next time she communes.
  • After she casts it, the spell is revoked by your deity. She cannot cast the spell again until she communes and has it grated to her.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to her roll to cast a spell.

Alignment: Lawful
  • Endanger yourself following the precepts of your church or god.

Gear:
Load is 19.
  • Chainmail (1 weight)
  • Shield (1 weight)
  • Mace (1 weight)
  • Adventuring gear (1 weight) and dungeon rations (5 4 uses, 1 weight)
  • Healing potion (0 weight)
  • Faithstone (0 weight)

Bonds:
  • Menoliir has insulted my deity; I do not trust them. She saw me enraptured in the empathetic bonds of exile and apparently decided Vaarlam does not listen to his faithful acolytes, for she thrust me aside in our group's first battle and would not let me take part. I will show her the strength that Vaarlam gives to those who gladly shoulder his pain.
  • Vann the Incredible is a good and faithful person; I trust them implicitly. Something about him seems familiar. I can't help but be reminded of that wonderful elf wizard that stopped by the monastery a few years back and the magic rock he gave us for just a few coins. Maybe Vann has magic rocks, too!
  • Karima Al-Za’Farani is in constant danger, I will keep them safe. So eager to fight to help others! She places herself in too much danger. I'll have to look out for her.
  • I am working on converting Adric Hilarion to my faith. He's always brooding and dissatisfied. Such a waste! This is a man who suffers and does not know how to focus his pain constructively. He will be a cobblestone on the path to Vaarlam's return. So I swear!

Background
Zosimas hails from the windy steppes of Ithkalia in the west. She was the eighth child in her family, which was two too many for either her family or tribe to support, so they followed custom and dumped her and her brother with a holy order. She has no idea where he wound up, but she was presented to the monastery of Vasaclusius, a small hill-fort compound with a couple dozen monks, initiates, and random outcasts who stay in exchange for service. The community of Vasaclusius worships Vaarlam the Lugubrious, the Engineer in Exile, and his husband Taakril the Agoraphobe, the Scrivener's Hand.

She made the choice to dedicate herself to the Engineer, initially because the little abacus symbols were more fun to play with than Taakril's holy symbol (a pen shoved through a hand, a drop of blood on the point). But she grew to admire the story of the god of bridges and tall buildings, of mechanical marvels, the god of seeing the secret way the world works and dictating to his husband for the rest of the world to learn. His tragic and mysterious exile led to the loss of knowledge in the world, which was once far greater and had learned scholars and builders. She genuinely dedicated herself to the quest of picking up forgotten knowledge and bringing it back to Vasaclusius. One day the monks will have gathered enough for Vaarlam to find the way back to the world and the Hycian Empire will be a beacon of wisdom to all.

To that end, she has taken her final vows of service, become a full-fledged Vasaclusian in Vaarlam's service, and ventured into the world at large to learn (and forcibly remove back to the monastery) what she can.

If you've read A Canticle for Leibowitz, this is kind of the same idea: a group of monks who preserve knowledge they don't get at all, but know it's important anyway, if not quite why.

ibntumart fucked around with this message at Feb 23, 2013 around 09:40

Kaja Rainbow
Oct 17, 2012


The Supreme Court posted:

Kaja Rainbow: Has Menoliir found any ruined citadels before? What forms in the desert does she know? What does a Basilisk look like?

Let's start with the basilisk. It is in fact a native of the desert, but something in its nature is strange and aberrant, making its form difficult for Menoliir to grasp. She knows not what its eyes look like as they were closed and somehow she got a feeling that if she ever was to look into them, she might be able to truly understand the basilisk. But not even she's that curious. As for its physical form, it is lengthy, almost serpentine, but has seven legs and five tails as well as three eyes. Its scales are as dry and dusty as the desert and almost like stone itself.

It was within one such citadel that she found the basilisk residing, its hallways filled with statuary of people, most of them in clothing patterns she recognized as ancient ones preferred by some of the oldest of the desert-dwelling clans. The parchments had more riddles than answers as they were covered with languages both familiar and unfamiliar. Only two she could find out of her limited investigation of the many there seemingly spoke of the basilisk. One was about a new weapon capable of turning entire armies to stone and the other spoke of the terrors being visited upon the citadel by a sinister beast whose gaze destroys all its beholds.

This basilisk, more massive than she had generally heard of in the tales spoken about it, must have been a remarkably ancient beast.

As for general desert forms known by Menoliir, I don't really have an specific answer since the druid moves seemed to be phrased as "whatever lives within those lands". I did think about it a little, and it would probably include things like jackals, crocodiles, giant scorpions, snakes, jackrabbits, coyotes, giant jumping or trapdoor spiders, and the like. Kinda just going with whatever inspires me, I guess?

Kaja Rainbow fucked around with this message at Feb 8, 2013 around 21:19

Lurks With Wolves
Jan 14, 2013


I'm already in one Dungeon World pbp here, but this game has too cool a concept to not apply for. Besides, Dungeon World recruitment threads are always good fun.

quote:


High in the Cantonel Mountains lies the Collegium Universalis. The Collegium was founded by a group of like-minded scholars fifty years ago who made it their purpose to prevent the loss of knowledge that came with Hycia's fall from ever happening again. Since then the Collegium has become a haven for all those that value knowledge. But there is only so much which can be learned within it's walls, no matter how expansive a library it has. This is why Halwyr has ventured back out into the desert.

Halwyr has always had an interest in the Hycian empire. An obsession, if you wanted to be accurate. There were simply too many mysteries regarding their fall for her to feel otherwise. Why were their lands seared away? What did they do, to insult the gods so? Sadly, the answers have been lost to time. But even for this there is a solution. Namely, the forbidden art of chronomancy. Not so forbidden that the Collegium would not keep it's secrets safe, mind you, but still a dangerous art to practice. Halwyr has delved as deep into them as she dares, but it's deep enough. Deep enough that, if she can find her way to the heart of Caso Nocera, she can answer it's mysteries once and for all.


Name: Halwyr
Class: Mage
Race: Elf(Whenever a magical effect happens close by, you can feel it, and tell roughly which direction and how far it is from you.)
Alignment: Neutral(Discover something about an arcane mystery)
Level: 2

Sharp Eyes, Wild Hair, Worn Robes, Pudgy Body

STR 12(+0)
DEX 9(+0)
CON 13(+1)
INT 16(+2)
WIS 16(+2)
CHA 8(-1)

Damage: d4
HP: 17/17
Armor: 0

Arcane Learning
You are a font of esoteric knowledge. When you Spout Lore or
Discern Realities about something magical or otherwise arcane,
on a 10+ the GM will also tell you a little-known secret about the
subject.

Black Magic (INT)
When you weave a spell to inflict pain,choose two tags and roll +INT. If
you do not pick any Range tags, the Range defaults to Hand. On a hit, deal
1d8 damage. On a 7-9, also choose 1:
• The GM removes a non-range tag of their choice.
• You draw attention or put someone in a spot.
• The casting saps your energy. You take -1 ongoing to INT until you
have a few minutes to clear your head.
Tags: Reach, Near, Debilitating (-1 damage), Elemental (as per your Spell Focus), Forceful, Piercing 1, Subtle, Two Targets (-1 damage)

Cast A Spell (INT)
When you weave a spell to help solve a problem, describe it and roll +INT. Spells cast this
way can never deal damage directly. On a 10+, the spell certainly helps, but choose one. On a 7-9, the spell takes effect, but choose two.
• Your magic's effect is temporary or superficial.
• Your spell affects either much more or much less than you wanted it to.
• Your spell has unforeseen side effects.
• You draw unwanted attention or put yourself in a spot. The GM will tell you how.
• The casting saps your energy. You take -1 ongoing to Cast a Spell until you have a few
minutes to clear your head.
On a miss,something's gone horribly wrong. Your spell may well have worked, but you
will regret casting it.
When you deal damage to multiple targets with a single spell,roll once and divide the
total amongst the targets however you like.

Spell Focus
Focus: The Clock
Look: Ticking Heartbeat
Aligned: Adjust The Flow Of Time, Stop Aging and Movement, Erode To Dust
Opposed: Manipulate Emotions, Move Anything Around

Ritual
When you draw on a place of power to create a magical effect, tell the
GM what you’re trying to achieve. Ritual effects are always possible, but
the GM will give you one to four of the following conditions:
• It’s going to take days/weeks/months
• First you must ____
• The result will be a lesser version, unreliable or limited
• It will need help from ____
• It will require a lot of money
• You’ll have to disenchant ____ to do it
• You and your allies will risk danger from ____

Gear
Load 5/7
Dungeon Rations(4 uses, 1 Weight)
The Tome of Histories Ongoing (Indestructible arcane treasure through which I draw power, 1 Weight)
Bag of Books(3 uses, 2 Weight) and 3 healing potions
-Book of Hycianology
-Libera Necromantica
Dagger(Hand, 1 Weight)
Antitoxin
One Dose Agog Sinensis, hides intentions from gods for several minutes

Bonds
Tucker Jonas will play an important role in the events to come; I have foreseen it!
Atissi is keeping an important secret from me.
Julia needs to take this expedition seriously.

Things I Should Probably Remember posted:

-Lost her True Name while helping Atissi stop a spirit
-Attracted the attention of Libera Mater by dedicating a kill in her name
-Leg was hurt in climb and had scorpion-man venom splashed in the wound, is in worryingly good shape for having had venom and scorpion-man bits sprayed on a recent wound.

I promise not to do any full on time travel unless we really need to. Still, if you really don't want to deal with that much time-based stuff, I'll gladly switch to a different Focus.

Lurks With Wolves fucked around with this message at Mar 16, 2013 around 15:38

Talkc
Aug 2, 2010

Mizuki! Mizuki! Mizuki!
***DEVASTATINGLY HANDSOME***

QUESTIONS! and maybe .... ANSWERS!!!

What's the most fantastic places Vann has travelled to?

"In my travels I have been to palaces and shanty towns. But one place stands out in my mind."

Vann has been to The Forgotten Palisade. He was there to dispel rumors of its haunting only to encounter honest to goodness spirits of the dead. He got out by the skin of his teeth and by spreading scraps of iron dust in his wake to hold back the tide of ghostly assaults. His expertise lended to the locals taught them that the immaterial are often held down by things that are expertly material. This includes heavy metals like lead, and thicker walls such as those of the abandoned palisade. The incident colored Vann's perceptions to this day. For all the work he has done to expose the supernatural as the whimsy and lies of the unjust, it has proven to him that all things are possible.


Ever tried to expose someone who turned out to be a legit sorceror?

He has been hired on occasion to expose those with actual magic as frauds. It has never bid well. Many claim to have healing powers and others claim to have powers beyond the pale of imagination.

In one case he was hired to expose a shaman for a fraud. His efforts were rewarded with an angry case of boils and being forced to notarize a statement that in fact "Shaliq is not only a true Shaman of the Forgotten Tribes, but the GREATEST Shaman of the Forgotten Tribes." The worst sting of it was not getting paid a cent.


Has he made any nemeses from exposing frauds?

He has been robbed blind by, stabbed by, and subsequently had attempts to be thrown into slavery by, a woman named Xandra Lightfingers. She was a thief who's con he exposed in a rural town who he has had many unfortunate run-ins with. She maintains when in his presence that "she is a former partner of his, and that he is both a true charlatan, and a thief of the highest order. Anyone foolish enough to hire his thin scrawny hide is asking to have every cent taken for them for being rubes." To say Vann dislikes Xandra is an understatement as she has tried to ruin his reputation in two major cities. He has always tried to maintain his composure in life. That all good knowledge comes from calm and the various mantras he repeats to himself. But Xandra pretty much lights up all the bad synapses in his brain and makes him come off angry and bitter talking about her.

Further Answers

The Forgotten Palisade was an old empire fortress that had been abandoned on the outskirts of the empire proper after the collapse. The spirits there were the remnants of soldiers who had fought battles in the Empire's name, and who often marched on the locals on "Patrols". It stands to this day, haunted at night by the continual march of Imperial soldiers on watch for anything that threatens the now defunct empire.

Shaliq is an elderly man of the Nomadic Ithan Tribes that once resided inside the Empire's borders. He had moved away from the borderlands of the old empire in his old age to fulfill a calling to stop a new plague from spreading. The old man had with some barriers to his way made it to a the small city of Thursdin, where he believed the prophesied plague would start. The locals thought the arrival of the strange man was the bearing of the plague and wished to have him leave. Though he gave the locals no trouble except for insisting on healing the sick, they felt held siege by the cursed shaman. Thats where Vann came in. He was hired to run the Shaman out of town, and ended up only proving his legitimacy.

Xandra Lightfingers was a ship's wench as a teenage girl and had become a pirate in her young twenties. She learned to fight, rig sails, survive at sea, and steal people blind at coves. But as she got older she tried to settle down. Her luck wouldn't hold for her though, as her husband was a victim of the plague that had spread through parts of the known world, and she lost her child to birth. She left the quiet life she had tried to adopt and began the life of a brazen cat burglar in the major cities. She was running a con on a rich businessman when Vann exposed her intent and her ruse. She had been pretending to be a mythical healer, when in fact she had just been boozing the man's food to ease his pain. The son of the businessman had hired Vann for the job. Since then she has decided to be a personal thorn in Vann's side. Not only has she followed him across the landscape she has made sure to try and rob or steal or cheat the people he helps. Slowly but surely by spreading that she was his ally and then robbing people, she ruined Vann's reputation.


Where does that leave Vann now?
Spurred away from his life of exposing fraudulent bastards, he now offers himself as an expert on odds and ends. He is desperate for money, and feels his life has hit a wall he can not climb. He has lost the spark that adventure and intrigue moving from town to town offered him, and is clamoring for an opportunity to discover something new, or expose something grand to the world.

He has had experience being near the border of the old Empire. He has always wondered about the truth behind the great edifice left in the wake of the collapse, but never dared go to the place, as his former trappings never brought him away from civilization.

He runs a small bookshop in a town, offering services for information and other oddities.

Talkc fucked around with this message at Feb 8, 2013 around 21:41

Slaan
Mar 16, 2009

Why, yes,
I will poke your Gushing Spring Point!


Really enjoy the other DW game I'm playing in right now, and would love to have a second game going.

Background
The Hycian Empire was reknowned the world over for its master of the stone crafts. Their roads, bridges, aqueducts and art were all based upon the stone of their great Geomancers. And all of it was protected by their Legions; the Legions were the best warriors the land had seen up to this age.

But the Emperor and his Geomancers were constantly in fear of revolt by these very same legions, so the prepared counters in advance- the Gargoyles. These creations were the epitome of the Geomancer’s art, able to perform amazing feats of combat with their stone bodies and even sacrifice themselves to heal others- important for when the assassins got a little to close their mark! The knowledge that the Gargoyles watched over them kept the Imperial Citizens calm and peaceful.

But not all citizens were good; the Empire had its malcontents just like every society. Murderers, rapists, thieves? They were sent to the Crag on the outskirts of the city, a veritable fortress designed by the Geomancers to thwart magical and physical assaults alike; none could escape for there the Wardens kept watch.

The Wardens were a special type of Gargoyle given greater powers than the average creation, only the Praetorians were more advanced; but none were more loyal to the Empire, as guardians of the Law they had the power and the right to arrest even the Emperor if deemed necessary, and as watchers of arch-traitors they had to be incorruptible.

Gargoyle Obsidian-23.2 was one such Warden. It was taken offline to repair its wings, shattered fending off an assault by cultists trying to free their leader the Hierophant of Grix, who happened to have knowledge of demonic summoning. Its power source, the Badge-of-Service- its link to the City’s Arcane Web, was taken out and the body placed in storage until a Geomancer could salvage it.

And so, with its power source taken out for repairs just before the Cataclysm, it was spared the arcane feedback which destroyed its brothers, leaving it to collect dust for hundreds of years afterwards. But a marauding band of grave robbers and thieves stole into the workshop and replaced the Badge in a drunken revel, reactivated the last of the Wardens. They did not survive the night, as they ‘resisted arrest.’

Now the Gargoyle knows that its Empire is gone, but is still loyally strives to keep the peace within the borders of the city. It aids those adventurers hoping to stop the malevolent presences which now reside within the city, cares not about the grave robbers, and destroys the monsters which seek only to find items of power.

code:
This city is still under my protection, whether it likes it or not
I was going for an aloof, Paladin-as-Batman kind of character.

quote:

Name: The Warden
Class: PaladinGargoyle
Look: Obsidian Skin, Visage-of-Lion, Glowing Jade Eyes, Missing Right Wing
Race: Gargoyle (You are part of the city and can tap its ley-lines. When tapping these ley-lines, even for a moment, you may ask the GM "What here is evil," he will answer honestly)
Alignment: Lawful (Deny mercy to a criminal or unbeliever)

Bonds:
____’s misguided behavior endangers the city!
____ has stood by me in battle and can be trusted completely
I respect the beliefs of ____ but hope someday they will see the dangers they cause
____ is a brave soul who I wish to learn from.

Stats
Str: 13 (+1)
Dex: 8 (-1)
Con: 16 (+2)
Int: 9 (+0)
Wis: 12 (+0)
Cha: 15 (+1)

Health : 26 (10+16)
Damage : d10+1
Armor: 3+1
XP: 0

Gear:
Load: 8/13 (12+1)
Black Obsidian Skin (2 Armor, 3 Weight)
--Octagonal Badge-of-Service Recess in Chest (0 weight)
Steel-tipped Claws (close, +1 damage, 1 weight) and Adamantium Arms (+1 Armor, 2 weight)
Dungeon Rations (5 uses, 1 weight)
Adventuring Gear (1 Weight)

Moves

Lay on HandsInfusion of Stone: The gargoyle can meld its matter into an ally’s wounds to heal them after rolling +CHA. The matter is transformed into flesh by the city’s magic. On a 10+ they are healed, but on a 7-9 the damage or disease is transferred to the Warden- the city was unable to repair the stonework quickly enough.

ArmoredStone Skin: The Warden’s skin melds with any armor worn- ignore the clumsy tag on any armor.

I am the Law: When you give an NPC an order based on your divine authority, roll+Cha. ✴On a 7+, they choose one:
• Do what you say
• Back away cautiously, then flee
• Attack you
✴On a 10+, you also take +1 forward against them. ✴On a miss, they do as they please and you take -1 forward against them.

QuestBadge of Service
When you dedicate yourself to a mission through switching badges (and associated activation rituals with such), state what you set out to do:
• Slay _______, a great blight on the land
• Defend _______ from the iniquities that beset them
• Discover the truth of _______
Then choose up to two boons:
• An unwavering sense of direction to _______.
• Invulnerability to _______ (e.g., edged weapons, fire, enchantment, etc.)
• A mark of The City’s authority
• Senses that pierce lies
• A voice that transcends language
• A freedom from hunger, thirst, and sleep
The GM will then tell you what vow or vows is required of you to maintain your blessing:
• Honor (forbidden: cowardly tactics and tricks)
• Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh)
• Piety (required: observance of daily holy services)
• Valor (forbidden: suffering an evil creature to live)
• Truth (forbidden: lies)
• Hospitality (required: comfort to those in need, no matter who they are)

Slaan fucked around with this message at Feb 8, 2013 around 21:32

Lichtenstein
May 31, 2012


The Supreme Court posted:

What made Atissi paranoid to start with?

While it is true that not many care about the Old Tongue, those who do tend to be quite obsessive about that. Ever wondered why the True Names are always written down in these weird outdated alphabets and obscure cyphers? It's because a man could kill for some of them. Atissi knows all too well, since he did so himself once.

Not his proudest moment for sure.

The thing about studying the Old Tongue is, it makes you think about a few things. Seeing horrific demons bound by a single word, remembering the tale of Black Pharaoh being brought down on his knees by a mere scribe, hearing the names that shape the fabric of universe makes one understand just how powerful knowledge can be.

Atissi is usually friendly and courteous, but finds it deeply uncomfortable when he's being questioned about details of his life. Sometimes he's aware that he's overreacting. Similarly, he's very cautious about sharing the True Names (these are dangerous things and besides, if one has to ask, he's probably not ready to make use of it), yet he's very pleased to share various theorems about nature of world.

The scholar is driven by his never-ending curiosity and he rarely stays long in one place. His social life usually revolves around meeting new, interesting people from whom he could learn. He might not be used to the idea that someone might care for him.

quote:

What would he do with the True Name of a particularly evil demon?

What a silly question. Bind them in a bottle, for betterment of mankind and advancing the science, obviously. If it is a truly cunning demon, gathering additional knowledge and safeties before interacting wit it might be most prudent.

quote:

What True Names is he starting with in his book/ searching for?

I'll wait with this one for a bit. Gather some ideas, see what setting elements others come up with.

By the way, for sake of consistency, the way I did the Old Tongue names is simply to write some dumb in-jokes in armenian alphabet via translit.ru. His name (and presumably those of his natives) are Berber. There is no deeper thought in these two decisions, just aesthetics I like, no need to be a slave to them.

The Deleter
May 22, 2010


One can never join too many PbP games.



Adric Hilarion

"Don't waste my time. Give me a job, or I'll take your money anyway."

Most thieves are professional, even the thuggish ones. Most thieves take their jobs very seriously. Most thieves tend to act first and descively. Very few thieves carry a festering, sickly anger.

Adric is the exception. His is the classic hero tale - village burned down by tyrannical forces, friends and family killed, taken in by people of prestige and power. In his case, he went to the Guild of Thieves, a criminal organisation that taught its members to take what they wanted in the name of "business". Adric grew to be their brightest pupil in some time, and impressed his peers and tutors alike. When informed of his past as he came of age, the young man took up his sword and swore revenge. However, unlike these heroes, there was no destiny waiting for Adric. No heroic ancestry, no magic sword, no forces willing to fight with him in revenge. In desperation, he even turned to magic, but the few wizards willing to hear of his plight could not help him.

Alone, friendless and bitter, Adric now wanders the world, using his skills to bring him money. He feels cheated of his revenge, but can do nothing about it. Instead, he steals - sometimes on jobs or contracts, and other times for the thrill of it. He has come to this little town on rumors about the mysterious Caso Nocera, spying an opportunity to use his skills once more.

quote:

Adric Hilarion, Thief
Shifty eyes, Messy hair, Dark clothes, Lithe body.

Str: 12 (+0)
Dex: 16 (+2)
Con: 15 (+1)
Int: 9 (+0)
Wis: 8 (-1)
Cha: 13 (+1)

HP: 21/21 (Armor 1)
Damage: 1d8

Race: Human (When you spout lore or discern realities about criminal activities, take +1.)
Alignment: Neutral (Avoid detection or infiltrate a location.)

Trap Expert
When you spend a moment to survey a dangerous area, roll+DEX. On a 10+, hold 3. On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions:
• Is there a trap here and if so, what activates it?
• What does the trap do when activated?
• What else is hidden here?

Tricks of the Trade
When you pick locks or pockets or disable traps, roll+DEX. On a 10+, you do it, no problem. On a 7–9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.

Backstab
When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX. On a 10+ choose two. On a 7–9 choose one.
• You don’t get into melee with them
• You deal your damage +1d6
• You create an advantage, +1 forward to you or an ally acting on it
• Reduce their armor by 1 until they repair it

Flexible Morals
When someone tries to detect your alignment you can tell them any alignment you like.

Poisoner
You’ve mastered the care and use of a poison. Choose a poison from the list below; that poison is no longer dangerous for you to use. You also start with three uses of the poison you choose. Whenever you have time to gather materials and a safe place to brew you can make three uses of the poison you choose for free. Note that some poisons are applied, meaning you have to carefully apply it to the target or something they eat or drink. Touch poisons just need to touch the target, they can even be used on the blade of a weapon.

Bloodweed (touch): The target deals -1d4 damage ongoing until cured

Load: 5/9

Inventory:
Dungeon Rations (5 uses, 1 weight)
Leather Armor (1 armor, 1 weight)
3 uses of Bloodweed
10 coins
Dagger (hand, 1 weight)
Short sword (close, 1 weight)
3 throwing daggers (thrown, near, 0 weight)
Adventuring gear (1 weight)

Bonds
I stole something from Karima Al-Za’Farani.
Probably not the best idea, Adric. Stealing a pair of expensive, finely crafted daggers from a noblewoman born to fight and lead won't get her on his good side - not that he cares much.

Menoliir knows incriminating details about me.
She probably doesn't, but why is she asking so many questions? Adric won't be keen on opening up to her.

Vann the Incredible and I have/had a con running.
Parting rich assholes from their money? An excellent idea. Vann's more open and charismatic personality makes an excellent foil and cover for broody Adric and his undercover work. Perhaps they pulled a con once, perhaps they have one in motion as we speak.

The Deleter fucked around with this message at Feb 12, 2013 around 14:12

Lichtenstein
May 31, 2012


The Supreme Court posted:

What True Names is he starting with in his book/ searching for?

While eager to catalogue everything he can put his hands on, there are two names in particular that Atissi wishes to find in Caso Nocera.

The first is probably a matter of certain vanity: the True Name of the half-mythical Black Pharaoh, or the False Emperor as the northerners call him. What other place to find it, if not at the seat of his cursed reign?

As for the impact of such find, I think of something like discovering the ruins of Troy. Mighty cool and sheds new light on some old texts, but it's not really going to change the contemporary world or generally be of serious use.

... OR IS IT?


The second is somewhat of a Holy Grail for those seeking True Names, that is the True Name of the Old Tongue itself. Just think of how all the secrets would unveil themselves if you could command the Tongue itself!

While it's not a particular Name, there are some remnant scriptures of much disputed authenticity that suggest Hycian libraries could contain knowledge of people not yet born at the time. Quite preposterous, but still worth investigating.



Known Names:
* Hodge-podge of various, seemingly random Names of various common things. Irritatingly incomplete in most categories - aka a pretext to sometimes spout lore/use GM fiat about some random dumb stuff like "goats". There might be some fun with 7-9 and 6- rolls.
* An actually rather impressive collection of Names of various historical figures from ancient times. They don't really see much use.
* Names of various types of spirits one can find on the desert after dusk.
* My own name (Գաբոր - [Twelve]).
* The True Name of my horse (Հորսե - [Morning Star]).
* A very special Name I got from my mentor, Abu Nguna. I leave this one in DM's hand. Feel free to wait with it until you get some fun twist/idea in your head.

Lichtenstein fucked around with this message at Feb 9, 2013 around 14:52

zachol
Feb 13, 2009


The Supreme Court posted:

zachol: What's the greatest treasure Julia's raided before, and how did she get it? How did she survive the journey across the desert, and any encounters with horrible beasts/ cannibals/ bandits?

Julia comes from waaay the gently caress out north, across a sea and such. This is the farthest she's ever gone, and is planning on finally regrouping back home when this is done.

Now, way north, you get tombs and the like, which tend to be really ripe for picking. Even if you can't actually find some gold, you can at least get artifacts, old poo poo that the scholars cream their robes over. And, importantly, a story or two, since people just love leaving guardians or traps to guard their dead. In fact, the best hauls tend to come with the strongest guardians, and the best stories, so when you're deep in the bowels of the earth, questioning what you're even doing, and suddenly you round the corner and find yourself in a massive cavern facing a roaring, fifty-foot tall golem, you know you've hit the jackpot.
She was in the tomb of Hreidnar Cleverhammer (don't ask), somewhere which by all rights should be overflowing with artifice and mechanisms and that sort of thing, except for the most part it had been completely bare. In fact, there wasn't any indication there'd ever been anything here that had gotten stolen, it seemed like a total dud. Occasionally, though, she'd run across the partial remains of tiny little golems, workers, broken up and left in corners, like mice bones, and twice she'd had to find and get through a secret door, which meant in her mind this must be unexplored. There'd been a small cache of gold, equipment, and rotted food near the opening, but that seemed to have just been someone's forgotten stash, bandits or the like.
Now, the neat thing about northern golems is they tend to roar, unlike western elementals that just sort of crash over you at the first opportunity, or those ancient golems in Qot that move with this impossible and unnatural speed and precision and go directly for your throat. Northern golems roar, and take great, dramatic movements, full of wind-up and purpose and character, which makes fighting them just a joy. As its big stupid fist came crashing down, she jumped up, up onto its arm, up to its shoulders, and started tearing away at the runes and so on, feeling pretty good, because now she was finally getting somewhere. Maybe ten minutes later, she was sitting among the scraps, nice and buzzed, looking around the cavern.
There was this elaborate locking system that she probably couldn't have figured out if she had also needed to deal with the golem, involving several levers that needed to be pulled at the same time. That was interesting to deal with, let me tell you. Eventually, this little door waaay over on the other end jerks open, then starts shutting, while everything else is obviously starting to reset, so she runs over, grabs a piece of the golem's leg, jams it under the door, and looks around the other room.
It was Hreidnar's loving workshop. Not his tomb, which was apparently way somewhere else, but the place he had developed his works and stored all his accumulated knowledge. Now, Julia really doesn't know poo poo about anything, for the most part, but she does have a keen sense of when something will be worth grabbing, and she'd gathered enough to know that the boffins back home would kill for this kind of junk. Seriously, there were all these plans, little rune cubes with stored knowledge, partially constructed golem parts clearly demonstrating techniques, and so on and so on. She shoved everything into some sacks, went back west to her home, and made the scholar's collective day with the haul.
She's really pissed there wasn't any gold except for that one, completely unconnected stash at the start, but it was at least enough to get her back.

Julia has this pretty neat whip. Now, when most people hear you've got a bullwhip as your main weapon, they get a little jeery, like why don't you use a real weapon like an axe. Or at least one of those thin rapier things, if you're going to ponce it up. Julia tends to grin, and ask them if they've ever actually been whipped, and then demonstrate by, say, tearing off the head of a post, or scouring a tree or a brick wall or something, because Julia is completely loving incapable of just being mysterious and smug and not demonstrating something for everyone to see.
Julia's whip is pretty awesome. It tends to cut things, even things you wouldn't figure a leather whip could, like steel armor or the like, sometimes even making great big gashes like it was tin foil. Lighter armors just get torn up like they weren't there, and flesh? Man, it's pretty much as bad as from an axe. Worse, even, since her whip tends to make really long, dramatic gashes. Usually, you might think that a single woman in a leather coat, who relies on a whip, would avoid raiders and the like, but Julia likes to go for it, because that usually means a story.
By now, though, she could really stop, since all her stories tend to be incredibly samey. She'll be treking along, towing her camel or whatever, when a beast roars and charges from being a rock/harpies descend screeching from the skies/undead burst from the ground/an arrow strikes the ground at her feet and she looks up to see bandits! Then she says something witty, then charges forward to meet the enemy and starts beating the poo poo out of them with her whip. Then sometimes some of them run, if they're sensible, and she picks over the bodies and continues on her way. A lot of times you can get meat off the beasts, or recover the bandit's stores if you can track them down, so food or water never really end up being an issue.
In this part of the world, she doesn't go anywhere without her trusty camel Bors. There have been numerous trusty camels Bors, all very similar, that tend to end up at the bottom of a ravine or in pieces over a fire.

Julia has this neat thing where she never lies, even lies of ommission. Everything she says she's done, she's actually done, and if you asked her what she did on some specific adventure and it was "run away," she'll tell you, with a wry grin on her face. But, and here's the trick, her intensions are almost impossible to read. If she's about to gently caress you, you probably won't have any idea. If you asked, she'd get this grin and say "yeah, I was" and then maybe there'd be a scuffle, but usually? Nah, no clue.

Caufman
May 7, 2007
Long time listener; first time caller.

Inspired by blues musician Robert Johnson, what if a man could sell his soul to play music?



Tucker Jonas, the human bard
Fiery Eyes, Wild Hair, Travelling Clothes, Fit Body

Tucker Jones was twenty years old when he showed up in bustling Port Rondeau, with a strange, brass instrument tucked under his arm. He told people he came from Foggy Mountain, a place not found on any map of the known world. He called his instrument a trumpet, but it looked nothing like any trumpet the city had seen. When he blew into it, the music he made was aggressive, chaotic and wild. Port Rondeau could not get enough of it.

You see, it used to be that music could set people free. Then all those pompous court composers and opera directors of the Hycian Empire chained it all up with rules. They put music behind bars and robbed it of its power, and their narrow way of thinking outlived even the Empire. Tucker Jonas has the gift to set music free. Those that heard a performance by him said it healed the body and the soul. But getting to see Jonas was not easy. He played randomly in public places, never to the same audience twice. He declined all offers of employment, and after a week in the city, he left quietly in the middle of the night.

Rumors and speculations about Tucker Jonas, his skill and his whereabouts, have become legendary stories. Most agree tha is out in the world, restlessly looking for a worthy audience. Some claim to have seen him before, learning the horn in Mambo Bay. Others have seen him since, busking his way from harbor to harbor. The most ludicrous stories have him supposedly selling his soul to a devil in exchange for his trumpet. The latest gossip is that Tucker Jonas is journeying into Caso Nocera, to play a dirge for the fallen empire before The Greatest Muse That Ever Lived.

Stats
Str: 9 (+0)
Dex: 16 (+2)
Con: 12 (+0)
Int: 13 (+1)
Wis: 8 (-1)
Cha: 16 (+2)

Health: 16/18
Damage: d6
Alignment: Chaotic - Spur others to significant and unplanned decisive action.

Moves
Human:When you first enter a civilized settlement someone who respects the custom of hospitality to minstrels will take you in as their guest.

Arcane Art: When you weave a performance into a basic spell, choose an ally and an effect:
  • Heal 1d8 damage
  • +1d4 forward to damage
  • Their mind is shaken clear of one enchantment
  • The next time someone successfully assists the target with aid, they get +2 instead of +1
Then roll+Cha. On a 10+, the ally gets the selected effect. On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM’s choice.

Bardic Lore: Gods and their Servants - When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.

Charming and Open: When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).
  • Whom do you serve?
  • What do you wish I would do?
  • How can I get you to ______?
  • What are you really feeling right now?
  • What do you most desire?

A Port in the Storm: When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.

It Goes To Eleven: When you unleash a crazed performance (a righteous lute solo or mighty brass blast, maybe) choose a target who can hear you and roll+Cha. ✴On a 10+ the target attacks their nearest ally in range. ✴On a 7–9 they attack their nearest ally, but you also draw their attention and ire.

Gear 4/9
A cursed trumpet (0 weight)
Leather armor (1 armor, 1 weight)
Dueling Rapier (close, precise, 2 weight)
Halfling Pipeweed (0 Weight, 3 uses)
Contra's ring (0 Weight)
Dagger of Augustine (1 weight)

Bonds
This is not my first adventure with Atissi; I may need his help to save my soul.
Munchkin Underfoot is often the butt of my jokes. I better tone it down, little guy looks like he can hold a grudge.
I am writing a ballad about the adventures of Julia. She doesn't need to know it's ironic.
Halwyr trusted me with a secret. She's seen things in my future.
Lucius does not trust me, and for good reason. The fool won't find anything in the graveyard of the past that can save his people's future.

Caufman fucked around with this message at Mar 1, 2013 around 03:08

Robo Pope
Jul 17, 2004

I AM THE POPE, DO AS I SAY.

Murphy Underfoot


Murphy Underfoot was currently living up to his name, slouched under an occupied corner table in a tavern called the Gilded Lilly. He had a half full mug of ale next to him, the missing contents having been safely stored in his belly. He was wasting time feeling pleasantly buzzed, picking at his fingernails with his very favoritest knife. Murphy wasn't currently looking for trouble, he had enough coin on him to keep him in wine, women, and song for at least a day. Give or take a few hours, depending on how much he had of each. Suffice it to say that Murphy was minding his own business, which is why he didn't recognize the voice coming from the next table over at first.

"I'm tellin' you guys, I've found it! Knicked a diary and a locket off a drunk mage the other night and there it was plain as day!" Murphy scooted over to the edge of his table's shadow and peeked out at the source of the voice. Murphy's bemused smile melts into a frown. It was That Bastard Fremmen. He was leaning over a table talking quickly and gesturing with his hands. At the table with him was a motley looking crew of blokes, none of them too nice looking. Fremmen pauses for a moment and glances around the room with paranoia. Murphy smirks to himself, you'd think Fremmen would have learned to look down too, after the last time Murphy stuck his knife in the blighter. Fremmen continues his salespitch, "Trust me guys, the Eye of Emiligar is in Caso Nocera. All we gotta do is sucker some wizard into coming with us and it's as good as ours! If you don't believe me just come with me and I'll show you the book and you can decide for yourselves."

Murphy sheathed his knife and downed the rest of his ale as Fremmen and his friends got up and stomped towards the entrance. He didn't know what the Eye of Emiligar was, but if Fremmen wanted it, then Murphy wanted it more. The halfling was all set to follow the group back to whatever rat's den Fremmen was calling a home these days when he got distracted by an incredibly flirty barwench. Oh well, he could always track down the bastard tomorrow, or the day after. Murphy wasn't too worried. He knew where Fremmen was headed. Caso Nocera.

pre:
Thief Lvl 2 3xp
Criminal eyes, Messy hair, Common clothes, Knobby body.

Str: 13 (+1)
Dex: 17 (+2)
Con: 12 (+0)
Int: 9 (+0)
Wis: 8 (-1)
Cha: 15 (+1)

HP: 18/18 (Armor 1)
Damage: 1d8

Race: Halfling (When you attack with a ranged weapon, deal +2 damage.)
Alignment: Chaotic (Leap into danger without a plan.)

Trap Expert
When you spend a moment to survey a dangerous area, roll+DEX. On a 10+, hold 3. On a 7–9, hold 1. 
Spend your hold as you walk through the area to ask these questions:
• Is there a trap here and if so, what activates it?
• What does the trap do when activated?
• What else is hidden here?

Tricks of the Trade
When you pick locks or pockets or disable traps, roll+DEX. On a 10+, you do it, no problem. On a 7–9, you still do it, 
but the GM will offer you two options between suspicion, danger, or cost.

Backstab
When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX. 
On a 10+ choose two. On a 7–9 choose one.
• You don’t get into melee with them
• You deal your damage +1d6
• You create an advantage, +1 forward to you or an ally acting on it
• Reduce their armor by 1 until they repair it

Cheap Shot
When using a precise or hand weapon, your backstab deals
an extra +1d6 damage.

Flexible Morals
When someone tries to detect your alignment you can tell them any alignment you like.

Poisoner
You’ve mastered the care and use of a poison. Choose a poison from the list below; that poison is no longer dangerous for you to use.
You also start with three uses of the poison you choose. Whenever you have time to gather materials and a safe place to brew you can make 
three uses of the poison you choose for free. Note that some poisons are applied, meaning you have to carefully apply it to the target or 
something they eat or drink. Touch poisons just need to touch the target, they can even be used on the blade of a weapon.

Goldenroot (applied): The target treats the next creature they see as a trusted ally, until proved otherwise

Load: 6/22

Inventory:
Dungeon Rations (4 uses, 1 weight)
Leather Armor (1 armor, 1 weight)
3 uses of Goldenroot
Dagger (hand, 1 weight)
Short sword (close, 1 weight)
3 throwing daggers (thrown, near, 0 weight)
Adventuring gear 2 uses (1 weight)
Adventuring gear 5 uses (1 weight)
Hycianology Notes (? weight)

Bonds
I tricked Atissi into telling me his True Name. He knows I won't never do nothing bad with it. Least I think he knows.

Tucker has a knack for getting into trouble. I should probably watch out for him.

Lucius knows about the job that started my rivalry with Fremmen and just how much I'd love to shank the bastard.
Something I haven't exactly shared with the rest of the team. Everyone knows I hate the bastard, but he's the one who knows why.

Julia might not even be Julia anymore. She's still my friend, but if she's not using her body anymore and I can't bring 
her back, I'll be damned sure to kill the monster wearing her skin.
Haven't done anything with Dungeon World yet, so I was wondering how stealth works, I didn't see any moves for it in the core rules.
Edit: Just noticed I took both the gear and the potion when I'm supposed to choose one. Removing the potion.

Robo Pope fucked around with this message at Mar 16, 2013 around 13:59

The Supreme Court
Feb 25, 2010

I'm a shapeshifter


Wow. The response here has been absolutely amazing! Way more than I was expecting. Thanks for all your applications and replies, everyone! The answers are pretty drat cool to read. I'll have comments on them and more questions up probably by this evening.

ibntumart posted:

Bonds:
Guess that can wait for now...?
Yeah, we do the bonds after picking the characters. Leave them blank for now.

Robo Pope posted:

Haven't done anything with Dungeon World yet, so I was wondering how stealth works, I didn't see any moves for it in the core rules.
The game works around the fiction: you say what you want to do and then you use a Move if you or the DM reckon it's appropriate, with Defy Danger probably coming up quite a lot for sneaking.
e.g. you're tiptoeing forwards when the giant spider up ahead suddenly halts, a multitude of tiny eyes looking in your direction. What do you do? Some ideas and how they might work:
* dive behind a pillar (that'd be roll Defy Danger + dex)
* hold completely still and hope
* decide "the spider's eyes are useless in the dark!" (roll Spout Lore)
* throw something to distract it (probably roll Volley?)
Basically, we make it up as we go along and use Moves any time you want to roll the dice and work something out.

The Supreme Court fucked around with this message at Feb 9, 2013 around 14:09

Lichtenstein
May 31, 2012


I've decided to add some vague descriptive meanings to the True Names to give a feeling of exploring the true nature of things via them as well as opening a new avenue of DM fuckery (eg. having someone's True Name be "Traitor" out of the blue and watching the players freak out).

Okasvi
Nov 19, 2012


I'll throw my hat in too. I've wanted to playtest the Augur myself anyways.

Character sheet, background and a quick sketch here: https://docs.google.com/document/d/...dit?usp=sharing

Ich
Feb 6, 2013


Ciaphas of Taernhall of the Obscure Order of the Lost Tome, Templar of Dugmarex and Protector of Those Who Would Reclaim Lost Knowledge

As his title suggests, Ciaphas is a Protector of Those Who Would Reclaim Lost Knowledge. He carries the zeal of a young dwarf who believes in the righteousness of his path.

From Tearnhall originally, Ciaphas had been wandering for several years when he first heard the songs of The Empty City. He's made his way to this rallying point with (one or more party members), so they have met him, but they haven't yet heard him screaming at their backs to press on...




Level: 1
XP 0
Race: Dwarf
Alignment: Good - Endanger yourself to protect someone weaker than you.
Fiery Eyes, Balding Head/Helmet, Iron Body
Symbol Worn Holy Symbol: a medallion in the shape of an open book
Deity: The Gleam in the Eye, the Errant Explorer: Dugmarex, god of Scholarship, invention, discovery

STR 13 +1
DEX 8 -1
CON 16 +2
INT 9 0
WIS 12 0
CHA 15 +1

HP: 26
Damage: d8+1
Armor: 3
Max Load: 13
Spare Load: 1
Armor: Templar's armor (2 armor, clumsy, 3 weight)
Weapon: Long sword (Close, +1 damage, 2 weight) and shield (+1 armor, 2 weight)
Weapon: Pistol & ammo/3 1 (Near, reload, unreliable, +1 damage, 1 weight) with 3 ammo
Mark of Faith: 0 Describe this mark of faith (0 wt) Tattoo of an open book on his chest
Inventory
Manacles/3 3 sets of manacles (1 wt each)
Rations/5 (wt:1)

Bonds
_______________'s misguided behavior could be a problem.
_______________ ratted out a heretic. I can trust him/her.
_______________ is suspicious. I've put them on my list.
I want to take _______________ under my wing.
I won't take any flak from _______________ . He/She needs to know his/her place.

Moves:
Dwarf You're tough, so tough it's scary. You roll +CON instead of +CHA when using Inquisition.

It's Not Them You Should Be Afraid Of (AID)
It's Not Them You Should Be Afraid Of When you are at an ally's back and they flounder, you can give them some "encouragement." You can Aid an ally
with any action as long as they can hear you threatening them. If you are also close enough you could hurt them, take +1 to your Aid roll.

Move I Am The Law (CHA)
I Am the Law When you give an NPC an order based on your position of power, roll+CHA. On a hit, they choose one:
• Do what you say
• Back away cautiously, then flee
• Attack you
On a 10+, you also take +1 forward against them. On a miss, they do as they please and you take -1 forward against them.

Move Inquisition (CON)
Inquisition When you and an NPC have a private chat, roll+CHA. On a 10+, hold 3. On a 7-9, hold 2. On a 6-, hold 1, but the NPC will try to run away or attack you. Spend your hold 1 for 1 on the following:
• You find out who they work for and why.
• You find out their goal and how far they'll go to get it.
• You find out if they intend to harm anyone, and if so, who.
• You find out if they are hiding something, and if so, what.
After hearing their answers, you can put serious pressure on them for more - break some bones, threaten loved ones, or something similar. If you do, take +1 hold, but the NPC will never want anything to do with you ever again.

Move Unrelenting (CON)
Unrelenting When you are in no condition to continue but do so anyway, roll +CON. On a 10+, choose both. On a 7-9, choose one. On a miss, choose one, but your condition worsens significantly: you take 1d8 damage as you push yourself beyond your limits.
• You ignore your debilities and injuries until the moment before you accomplish your immediate goal. Until then, you take action as if you were perfectly fine.
• You stay standing and will not fall. One ally of your choice gets +1 ongoing as long as you stay standing. When you hit 0 HP while you are Unrelenting, you keep going and do not take your Last Breath until you fall or your goal is accomplished, whichever comes first. When you die while you are Unrelenting, take +1 to your Last Breath.

Ich fucked around with this message at Feb 11, 2013 around 02:36

Desty
Aug 27, 2006

Professor Nova Sez: Life is a karmic struggle in which the weak are ultimately crushed!

Lucius, Dux Brythannium

Art from here.

Only the basest mongrels and barbarians seek to loot Caso Nocera, to cart away its marble or to melt down its gilded finery. Only fools think they can master its secrets, to make mockery of the work of the gods. Lucius, Leader of the Brythons, last of his line, knows the true prize of the Hycians: civitas.

Since the Empire's collapse, the Brythons have been beset on all sides by the barbarian scum that the Legions once held at bay. Year by year, decade by decade their island decays as the hordes eat at its heart. Even the great ruling houses have dwindled, cinders burning out, until only Lucius' line remained, and now he stands alone to lead what is left of his people.

Rather than fight a doomed battle against the endless barbarian tribes, the Dux has traveled distances beyond the reckoning of ordinary men to Caso Nocera. He has no use for treasures beyond their value as curiosities, or in mystic weapons that may never have existed. Instead he covets the everyday miracles of a time when men were as gods - medicines to heal every wound, laws of clarity and justice beyond the wisest of the wisemen, food that never spoils and the purest waters at a mere touch. Lucius may not restore the Empire, but he'll die to let the Brythons live as people again.

Lucius will do everything for his people. He will do anything for his people.

pre:
Lucius

Strength	16 (+2)
Dexterity	9 (+0)
Constitution	12 (+1)
Intelligence	13 (+1)
Wisdom		8 (-1)
Charisma	15 (+1)

Damage: d10
Armor: 3
HP: 22

Alignment: Neutral (Defeat a worthy opponent)
Race: Human (Reroll a single damage roll, yours or someone
	else's, once per battle)

Moves

Armored
Bend Bars, Lift Gates (STR)
Battle Instincts (STR)
Signature Weapon

Gear (Load 14)
Lorica Segmentata (2 armor, 3 weight)
Shield (+1 Armor, 2 weight)
Antitoxin, dungeon rations (1 weight), poultices and herbs (2 uses, 
slow, 1 weight)
Ancestra Sword (Ancient, unblemished sword. Sharp [+2 pierce], Well-
crafted) (weight 1)

Bonds -

______ is barbarian rabble and is untrustworthy at best.
Perhaps _______ has the spark of the Hycian in them after all.
(further bonds TBD)

The Supreme Court
Feb 25, 2010

I'm a shapeshifter


Given there's been so many drat good characters, I'm thinking of running two teams of 4-6. Both groups would have their own thread, different entry routes into the city and would probably end up with quite a different setting fairly quickly. Being ambitious, they could meet/ have a confrontation / merge at some point, but that'd be far off. Sound like a good/ terrible idea? Unfortunately, it's still not enough to accommodate everyone, and I don't think could manage three threads at once.

More questions. Just to reiterate; it’s not a test, answer any of these as you like! Just trying to flesh out the world. They're a jumping board, so if you don’t answer/ go off on a tangent/ write about something completely different that’s totally fine, as is only answering one question/ only writing a single sentence in total etc.

Comments etc. on the answers coming shortly!

saberwulf:
What are the Dinsari rulers most wanting from Karima's trip? How would they attempt to conquer the vast, isolated city, and do they pay any heed to the rumours of unholy creatures haunting the ruins? What would Karima most want from the empty city?

exuma:
Has Cynthia ever seen the weird creatures that stalk from the empty city, and does she know how they get in/ out? What do they do with the common folk when they catch one? How did her master learn the Dynamic Sphere?

ibntumart: When Zosimas petitions Vaarlam with suffering, is it her own, the suffering of others or the suffering she's inflicted on others? Are there any specialised rituals for prayer? Has she seen anything on the skyline of Cosa Nocera that would particularly interest the Engineer in Exile?

Lurks With Wolves: Time magic is totally fine, but I'd probably limit going back in time to seconds/ minutes though. Why is it forbidden, and who forbids it? Has Halwyr found any half-remembered myths and legends about the Hycian Empire? How does Halwyr generally use Chronomancy?

Slaan:
Who was the greatest criminal interred at The Crag? Did gargoyle 23.2 ever catch any traitors? What happened to the Hierophant of Grix? Does the Warden have any beliefs?

The Deleter:
Who is Adrice seeking revenge on, and what's stopping him from stabbing them quietly in a dark alleyway? Is there anything special he's looking to steal from Cosa Nocera? What's the greatest heist he's ever taken part in?

Caufman:
I really like this character. How do the rumours say Tucker summoned the devil? What would he gain from a second audience with demons?

Robo Pope: Murphy Underfoot
What would the halfling do with sudden, untold wealth and what's his favourite ale? Where did he stab dearest Fremmen? How does he normally fence his stolen goods?

Okasvi:
Who is the greatest soothsayer Grigori apprenticed under, and what did they say about Caso Nocera? What's the best trick Grigori ever learnt?

Ich: Ciaphas of Taernhall
What are the myths behind the lost tome? Why did Ciaphas originally join the Obscure Order?

Desty:
What will happen to the Brythons without Lucius? What great house is he from, and what happened to the others? Is there a specific location in Caso Nocera he thinks holds the knowledge he's looking for?

The Supreme Court fucked around with this message at Feb 10, 2013 around 17:25

Okasvi
Nov 19, 2012


Grigori's most useful skill is the art of instantly reading omens for short term gain, speed divination. He learned it from a wandering beggar monk of humbling foresight, who never told Grigori his name.

Since the monk's philosophy of "A diviner shouldn't peer too much beyond the veil, lest their life become boring." rubbed off on him a little, said skill has become very useful for getting him out of whatever trouble his suddenly far more vague divinations have landed him in.

The last thing the monk said when they parted ways was that he saw Grigori walking the ruined streets of Caso Nocera one day and wishing him luck. By then Grigori had already learned that it was pointless to ask the old man to elaborate on anything, so he took it in stride.

Okasvi fucked around with this message at Feb 10, 2013 around 17:56

Slaan
Mar 16, 2009

Why, yes,
I will poke your Gushing Spring Point!


This blackboard was enchanted by the Geomancers to store information files.

Accessed by Badges of Service. I have clearance level Igneous, and thus information is limited. Please remain within 3 meters or me, or defensive measures will activate, wiping the board and possibly yourself.

quote:

Who was the greatest criminal interred at The Crag?

quote:

File Name: Gaius Tyrannus Secundus
Clearance Requested: Igneous or Above Need

Igneous classification obtained: Basic information-
Name: Gaius Tyrannus Secundus

Crimes:
-Subversion of XII, IX Legions (unconfirmed)
-Subversion of Geomancer Quintus Aurelius, later executed by stoning (unconfirmed)
-Attempted Assassination of The Emperor (unconfirmed)
-Illegal Slavery (unconfirmed)
-Illegal Pit-fighting (unconfirmed)
-Fatal Assault on Gargoyle Watchman (unconfirmed)
-Tax Dodging (confirmed, arrested, imprisoned, 25 year sentence- Maximum Security)

Known Associates:
-Quintus Aurelius (executed)
-Paxtus Gaius Julius (detained)
-Inquisitor Septimus Primus (exiled)
-Madame Principia Septia (at large, status unknown, presumed deceased due to aging)

Known skills:
-Pyromancy
-Golemancy
-Accounting Skills, Tertius Level
-Charismatic

Current Status: Arrested Unknown (Presumed Deceased, cell door was unlocked upon my awakening. No skeletal remains.)
--Revision: Authorization O-23.2

Recommended Action: Remain vigilant in case of possible escape, extended life time

quote:

Did gargoyle 23.2 ever catch any traitors?


Negative. My creators did not task me with the Search & Capture/Kill mission. I am a Warden, tasked with Vigilance & Defense mission.

I have, however, recaptured traitors that have tried to escape from their cells.


quote:

What happened to the Hierophant of Grix?

This is unknown to me. I was incapacitated near the end of the fight. Files inconclusive.


quote:

Clearance Required: Adamantium
Clearance Received: Igneous

Clearance for Basic Information Only:

Name: Unknown
Title: The Hierophant of Grix
---Information on Moniker: This title is worn by the High Priest in the Cult of Daemonia. Grix is believed by our investigators to be a Baron or Duke of the 3rd circle. Show extreme caution

Current Status: Unknown, presumed deceased (sucked into portal to hell, 3rd circle presumed)

History of Escape Attempt:

Inquisitor Requires Clearance Adamantium took Hierophant from his warded cell under heavy guard to be brought to interrogation room. It was believed he knew of plans to assassinate Geomancer Requires Clearance Adamantium.

Cleaning servant in the halls believed to be subverted by blackmail- evidence of torture on family after investigation. Servant passed group in hall and killed himself, releasing 3 class H demonic invaders. Invaders subdued after 4 Wardens and Inquisitor incapacitated.

Inquisitor believed he slew Hierophant to guard against a successful escape attempt as per procedure. But presumed blood of Hierophant shows magical residue and a circular pattern wall. Geomancers believe a portal was successfully opened and Hierophant retrieved.

Hierophant believed executed and/or tortured by Grix after extraction for his failure in File Requires Clearance Adamantium

Recommended Action: Remain vigilant for renewed demonic cults within city. Call for purification rituals from at least 3 major temples in city.


quote:

Does the Warden have any beliefs?


I believe in the Law of the Imperium and the need to defend the nobility and people of the city from their enemies. As I have not had my Mission renewed and repaired since my awakening, I believe that I might now be corrupted- I no longer see any outsider coming into the city as an uninvited enemy, and do not see those creatures that live within the city as worthy of my protection.

This troubles me.

Slaan fucked around with this message at Feb 10, 2013 around 18:20

Lurks With Wolves
Jan 14, 2013


The Supreme Court posted:

Lurks With Wolves: Time magic is totally fine, but I'd probably limit going back in time to seconds/ minutes though.

I'll be honest, as far as straight up moving through time goes, the closest I'm planning on going is divining what happened in the past. After all, even the amount of time travel you're allowing would become a pain in the rear end if I did it often enough.

quote:

Why is it forbidden, and who forbids it?


Sucellus, the Lord of Fate, is why chronomancy is a forbidden art. After all, in his grand tome he was written the doom of all things, scheduled down to the last second. If you start fussing around with time, enough to catch his attention, you've thrown countless fates off. You have hurt fate, and Sucellus will ensure fate hurts you back. And if you dare to change the past... Well, there's a reason all we know about the founder of chronomancy is the conspicuous hole in history they should be filling.

quote:

Has Halwyr found any half-remembered myths and legends about the Hycian Empire?

There are half-remembered myths and legends about the Hycian Empire everywhere, it is no challenge to find them. Finding the ones that are true, that's the challenge. Take Aphtrocles' Spire, for example. Rumor says that some grand flying automaton dwells within, striking down whoever draws near. It's far more likely that a wyvern was separated from it's flock and took residence in the ruins.

But actual truths? One of the more interesting ones is that the great engineer Regulus devised some way to manipulate lightning with the ease his forebears manipulated water. There are simply too many relics that would require lightning to do things we simply can't make it do with the glyphs we know in order to operate for this legend to be false.

quote:

How does Halwyr generally use Chronomancy?

Typically Halwyr uses chronomancy to restore things to a previous state. After all, it doesn't matter if a plinth is currently unreadable if you can simply undo the centuries of wind wearing it smooth. Of course, when the spell wears off time reaffirms it's hold and the damage returns, but a temporary solution is better than none. (Of course, according to most chronomancers, there is no such thing as permanence. If there is something that time will not wear down over the ages, it certainly hasn't been found yet.(

exuma
Feb 8, 2013



Two groups sounds like a great idea!

Has Cynthia ever seen the weird creatures that stalk from the empty city, and does she know how they get in/ out?

Once, Cynthia fought the creatures. It was dusk, and she was walking with her master, Brother John, along a dirt track between two hamlets. They heard a scream and saw, in a scrubby field to one side, a man thrashing around wildly in the gloom. When they ran over they found that the shadows in that part of the field were alive. These strange shadows moved quickly, though no object was casting them, and once near someone they reared up: humanoid but utterly featureless. Fortunately, they were susceptible to physical blows, and the initiates managed to get the better of them. The shadows left no corpses: with a hissing noise, their forms just dissipated into the air.

There's a broken tower on the wall of Caso Nocera called 'the crooked finger'. Cynthia has heard a rumour that the creatures use a gate at its base, but there are many rumours about the empty city, and they cannot all be true.

What do they do with the common folk when they catch one?

Everyone agrees that the creatures don't kill people, not if they can help it. They take them back to the city alive. Some say that strange enchantments are used to corrupt the victims, and turn them to monstrosities. Others say that folk are thrown into a burning portal in the middle of the city, food for something on the other side.

How did her master learn the Dynamic Sphere?

An easy question! Every brother and sister of the Dynamic Sphere knows their lineage: a list of names reaching back through the years. Brother John was taught by Sister Sara. Cynthia never met her but John says Sara was a tall woman with black skin and a loud laugh. She took on John when he was eight. He was a street urchin: his mother had died in childbirth, and his father had been conscripted by some petty warlord. Once John said 'You remind me of Sister Sara' to Cynthia, and she treasures that moment.

The Deleter
May 22, 2010


The Supreme Court posted:

The Deleter:
Who is Adrice seeking revenge on, and what's stopping him from stabbing them quietly in a dark alleyway? Is there anything special he's looking to steal from Cosa Nocera? What's the greatest heist he's ever taken part in?

The person in question is Lord Jacobus De Nouo Oppido, Lord of Fluvius Province. Notoriously paranoid and fearful of rebellion, the regent is fond of "setting an example" to enforce obedience and fear throughout the province. Of course, due to his paranoia, he surrounds himself with a bevy of bodyguards, soldiers and watchmen to protect himself from anyone who would dare touch him. Naturally, this makes getting back at him difficult.

However, Adric was determined to prove otherwise, and looked for weapons to bypass this. His greatest heist was the theft of an ancient magical ring from a wizard's tower, which he accomplished not by scaling the tower or breaking in. Instead, he researched and spied upon the wizard until he discovered that the old man ordered ingredients for his potions from an apothocary in a nearby town and had them delivered by cart. He leapt into the cart as the next shipment was arriving and hid in a barrel of Frogweed (an unpleasant experience). When all was quiet, he emerged from his hiding place and managed to acquire the ring and escape. Sadly, the ring did not provide what he wanted, and he later sold it for cash.

As for anything he wants to steal from Cosa Nocera, well. He's heard rumors. Weapons, magic artifiacts, the like. Whilst he claims he's only in it for the money, a small part of him wonders that maybe, just maybe, he could find a way to finally enact his revenge - or move on - within the ruins of the greatest city to have ever been built.

saberwulf
Mar 3, 2009

Pipe rifles and snack cakes.


The Supreme Court posted:

What are the Dinsari rulers most wanting from Karima's trip?

Evidence. Everyone's heard of the golden cobbles and crystal statues that line the streets of Caso Nocera. They've heard the legends of Hycian decadence, with lavish marble spires chock-full of endless treasures.

But where's the evidence? Sure, the rare adventurer gets lucky and escapes with his or her life. And with what? A few pieces of finery and a head full of horrors. You need someone who's confident and level-headed to go in, scout the best they can, and get out with objects that portray the dangers and rewards of this crumbling legend. If Caso Nocera a viable front, Dinsari is more than happy to focus on it.

The Supreme Court posted:

How would they attempt to conquer the vast, isolated city, and do they pay any heed to the rumours of unholy creatures haunting the ruins?

With an army, of course! Dinsari is not the biggest country, that is true. But Dinsari soldiers are expertly trained, loyal, and most of all, deadly. Their constant movement in combat combined with the flexibility of light armor and no shield allows them to swarm the opposition like locust. And surely, no mercenary offered to fill out the regiment could refuse with endless wealth ahead, and Dinsari at their back.

Unholy creatures? Pah! That is of no concern to a Dinsari. All foes have a weak point—You just need the agility and determination to reach it. If they rise from the dead, you cut them up until they rise no more. If they wish to fill your soul with darkness, you drag them screaming into the light. What other nations do with prayer and smiting, Dinsari does with blade and boot.

The Supreme Court posted:

What would Karima most want from the empty city?

Endless riches are nice to politicians, but that is not what makes Karima feel fulfilled. It is the safety and joy of the people that she loves. Inside these crumbling walls could be centuries of ancient knowledge for the taking, knowledge that Dinsari scholars can re-engineer to once again serve a prospering nation, as it did so long ago for Hycia. The artifacts of a more physical nature must be grand as well, and to recover or duplicate such treasures could finally cement Jabbar-i Âliye-yi Dimâshiyye as the empire it deserves to be.

Desty
Aug 27, 2006

Professor Nova Sez: Life is a karmic struggle in which the weak are ultimately crushed!

The Supreme Court posted:

Desty:
What will happen to the Brythons without Lucius? What great house is he from, and what happened to the others? Is there a specific location in Caso Nocera he thinks holds the knowledge he's looking for?

The Brythons are a valiant and hardy people who will resist to the last. Lucius left instructions, modeled on the best tactics and strategies of the old greats, to delay and retaliate against the encroaching hordes before he departed. His lieutenant, Caius, holds power in the Leader's stead. The Brythons are all dead or assimilated by the migratory barbarian tribes, and have been for years, minimum. Lucius might even be unstuck in time, or some other gimmick.

Lucius Gaius Atrebatus is the leader of clan Cynwrig, reputed to descend from the first Brythons to make contact with the Hycians. Most of the other houses are in full retreat, as with clan Drygarn, or depleted by barbarian raiding and the economic collapse following the fall, as with clan Severn. The House of Cynwrig maintains its preeminence through a great deal of luck and squeezing ancient inter-house ties as hard as it can, just to hold the Brythons together.

According to the old books, the greatest minds met and clashed in the Forum Cnaeii, reputedly one of the grandest of the many fora of Caso Nocera. Though there may be nothing there now, surely a multitude of libraries, counting houses or other useful locations had to be nearby. Unless rumors about the Hycians being able to call thoughts through the air itself are true, but that's preposterous. Surely.

Ich
Feb 6, 2013


The Supreme Court posted:

Ich: Ciaphas of Taernhall
What are the myths behind the lost tome?

There are two schools of thought concerning this. One is that the Lost Tome is an artifact that will display whatever knowledge the user is seeking. Some claim that the gods themselves have used it for their own edification. Others decry this as heresy and violent disagreements were common before the Order went underground. The second, and more enlightened, school of thought, and this is the one Ciaphas believes, is that the Tome is a metaphor for all lost knowledge and the quest is greater than any one item. And thus, needn't remain underground.

The Supreme Court posted:

Why did Ciaphas originally join the Obscure Order?


He was orphaned and raised by the Taernhall Temple of Dugmarex. His upbringing suited him well. He took to a cooperative mindset, working hard for the greater good. His individual desires matched those of the temple and the Order. Was he brainwashed? Maybe, but there is certainly no internal conflict within him concerning the doctrine of his order. To him, The Empty city isn't merely a place, it is a holy pilgrimage, or crusade, and the others that enter the city with him will be taking part in that holy duty, whether they realize it or not.

The Supreme Court
Feb 25, 2010

I'm a shapeshifter


I've written the basics of the two separate starts, can't wait to get this game going! I thought the deadline might not be enough time, but it seems plenty given we've got way more than enough people and everyone seems to be getting responses in fairly quickly. I'm moving the deadline for posting characters forwards to 4.30 pm GMT (11.30 AM CST) on Tuesday. Let me know if you're thinking about putting a character in but haven't had the time to make one yet and I'll extend it! Either way, I should have the choices done about an hour after I've closed the thread and both play threads ready to go immediately.

Thankyou for all the responses, I'm loving reading them! Only got time to answer the ones from earlier (the first 4) but I'm taking notes! I think this city is going to be drat interesting by the time you lot have finished with it.

Lichtenstein posted:

While it is true that not many care about the Old Tongue, those who do tend to be quite obsessive about that. Ever wondered why the True Names are always written down in these weird outdated alphabets and obscure cyphers? It's because a man could kill for some of them. Atissi knows all too well, since he did so himself once.

Not his proudest moment for sure.

The thing about studying the Old Tongue is, it makes you think about a few things. Seeing horrific demons bound by a single word, remembering the tale of Black Pharaoh being brought down on his knees by a mere scribe, hearing the names that shape the fabric of universe makes one understand just how powerful knowledge can be.

Lichtenstein posted:



Known Names:
* Hodge-podge of various, seemingly random Names of various common things. Irritatingly incomplete in most categories - aka a pretext to sometimes spout lore/use GM fiat about some random dumb stuff like "goats". There might be some fun with 7-9 and 6- rolls.
* An actually rather impressive collection of Names of various historical figures from ancient times. They don't really see much use.
* Names of various types of spirits one can find on the desert after dusk.
* My own name (Գաբոր - [Twelve]).
* The True Name of my horse (Հորսե - [Morning Star]).
* A very special Name I got from my mentor, Abu Nguna. I leave this one in DM's hand. Feel free to wait with it until you get some fun twist/idea in your head.
I really like this guy. He sounds fairly morally ambiguous and there's plenty of ways to go with him, bloody interesting! On the funny side, I can definitely see your character attempting to remember the true name of the demons cooking him and only ending up with the Name of a single goat, hundreds of miles away and now long dead. What's the image from? It's pretty drat cool. I've never seen the Armenian alphabet before, seems tailor-made for fascinating scripts.

Kaja Rainbow posted:

As for general desert forms known by Menoliir, I don't really have an specific answer since the druid moves seemed to be phrased as "whatever lives within those lands". I did think about it a little, and it would probably include things like jackals, crocodiles, giant scorpions, snakes, jackrabbits, coyotes, giant jumping or trapdoor spiders, and the like. Kinda just going with whatever inspires me, I guess?
Definitely enjoyed the basilisk story, particularly the ancient parchment detailing an ancient weapon. As for the druid forms, yeah, looks like a good list!

Talkc posted:

In one case he was hired to expose a shaman for a fraud. His efforts were rewarded with an angry case of boils and being forced to notarize a statement that in fact "Shaliq is not only a true Shaman of the Forgotten Tribes, but the GREATEST Shaman of the Forgotten Tribes." The worst sting of it was not getting paid a cent.
This made me laugh a fair bit. Xandra sounds like a hell of a nemesis, and the parts about weighing ghosts down with heavy metals is pretty intriguing.

zachol posted:

Julia comes from waaay the gently caress out north, across a sea and such. This is the farthest she's ever gone, and is planning on finally regrouping back home when this is done.
I feel for poor Bors the camel(s). The tomb of Hreidnar Cleverhammer sounds like an entire adventure in itself!

The Supreme Court fucked around with this message at Feb 11, 2013 around 01:45

The Supreme Court
Feb 25, 2010

I'm a shapeshifter


I'll put it in a separate post, actually, so it doesn't get missed:

As the response has been so quick, I'm moving the deadline for posting characters forwards to 4.30 pm GMT (11.30 AM CST) on Tuesday as I'd really like to get started as soon as possible! I'll lock the thread at that point, and should have choices and the play threads posted within an hour.

Let me know if you are planning on putting a character in but can't make the deadline and I'll shift it later again.

Okasvi
Nov 19, 2012


I was going to wait until you announced the roster, but if you're doing preplanning I'll post this now.

In the case that Grigori and Vann both made the cut, could you throw us into the same party? One of the Augur's prewritten bonds is "____ thinks me a charlatan, I'll show them!" and I think it might make for cool party dynamics if I assigned that one to the ex charlatan hunter.

You don't have to do this of course, if it would be too much effort to change what you have now, or if someone objects.

Caufman
May 7, 2007
Long time listener; first time caller.

How do the rumours say Tucker summoned the devil?

Folk tales say that you can't get to Foggy Mountain by normal means of travel, because the place is trapped in limbo as punishment for some sins long forgotten. Getting out of Foggy Mountain is even harder. Those who try to walk out just end up in circles, moving blind through the thick mist that perpetually shrouds the town. Those who wander too long in the fog are bound to attract the attention of perfidious demons and capricious tricksters, who'll trade souls for safe passage. Tuck Jonas thought he was so smart; he bargained his way into getting a trumpet and a way out of Foggy Mountain, all for the low price of one mortal soul.

What would he gain from a second audience with demons?

A lot of people think that when you sell your soul, your creditors will collect payment at the afterlife. Nuh-uh, 'fraid not. Maybe they'll take the principal at the hour of your death, but they'll start charging interest right away. It didn't take long for Tuck Jonas to realize he'd been out-haggled. The trumpet he has is cursed, possessed with the spirit of the devious trickster who fashioned it. Now maybe Tuck can go back, try to return to Foggy Mountain and relinquish the trumpet. That's what a man who's learned his lesson would do. Tuck, far from being that man, has another plan, to go to Caso Nocera to make another grand, diabolical bargain to free his soul. Or at least his trumpet.

Lichtenstein
May 31, 2012


Thanks for the kind words!

I think the book is the Bible, a facsimile of the first printed Armenian book. I don't know jack poo poo about that language, so I cannot really confirm this. I feel kinda silly now that I've searched for it, as I thought it was hand-written when I GISed it.

The Supreme Court posted:

On the funny side, I can definitely see your character attempting to remember the true name of the demons cooking him and only ending up with the Name of a single goat, hundreds of miles away and now long dead.

I see great minds think alike.

Adbot
ADBOT LOVES YOU

ibntumart
Mar 18, 2007

Good, bad. I'm the one with the power of Shu, Heru, Amon, Zehuti, Aton, and Mehen.


The Supreme Court posted:

Given there's been so many drat good characters, I'm thinking of running two teams of 4-6. Both groups would have their own thread, different entry routes into the city and would probably end up with quite a different setting fairly quickly. Being ambitious, they could meet/ have a confrontation / merge at some point, but that'd be far off. Sound like a good/ terrible idea? Unfortunately, it's still not enough to accommodate everyone, and I don't think could manage three threads at once.

More questions. Just to reiterate; it’s not a test, answer any of these as you like! Just trying to flesh out the world. They're a jumping board, so if you don’t answer/ go off on a tangent/ write about something completely different that’s totally fine, as is only answering one question/ only writing a single sentence in total etc.

ibntumart: When Zosimas petitions Vaarlam with suffering, is it her own, the suffering of others or the suffering she's inflicted on others? Are there any specialised rituals for prayer? Has she seen anything on the skyline of Cosa Nocera that would particularly interest the Engineer in Exile?

The path to Vaarlam is to reflect on his pain and your own. There is a reason many orphans are left at the monastery: they, too, know a loss than cannot be entirely healed and of a love that is unreachable. To petition Vaarlam is to focus on his trials and relate them to your own until you feel a similar pang of loss. But it's not just about getting depressed and getting spells or guidance: the point is to shoulder some of his pain and let it echo in your soul, and then to go forth and do something constructive with it in Vaarlam's name.

There are various formulae to recite while manipulating the small abacus. They often include numbers and things one is supposed to do with them, but very few people in the cult of Vaarlam actually understand sacred mathematics and treat it as a dead language. The cantillation of formulae is generally prefaced with expressions of sorrow for Vaarlam's absence and his solitude. Solitary prayer involves greater reflection on how Vaarlam's loss is humanity's loss (just humanity: dwarfs, elves, and the rest can figure out their own way, thank you very much).

A curious pattern of smoke and odd whistles upon the wind have fired up the monks of Vasaclusius. They are portents, say the elder monks, who cite ancient texts of arcane machinery that speak of such sounds and smoke.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply
«7 »