Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
THE FLAVOR OF EPIC WORLD
Epic World is set in a sword and sorcery world with low-level steampunk elements and some anachronistic elements, ranging from the Renaissance to the Victorian era. It is set mostly among five cities peopled by humans and many other races, ranging from our takes on the classic elves, dryads, dwarves and vampires to other less traditional like the Garr, Oscarans and Ananke. See Races section for more detail.
THE GUIDE
This thread will tell you everything you need to know about Epic World. It will tell you what you need to know to create your character and will be there for you to reference anytime as you play. It lists locations, races, NPC characters and historical events. It details skills, spells, abilities and items. It elaborates on rules, guidelines and generally anything you need to know.
CREATING YOUR CHARACTER
The Character Creation thread is where you apply what the Guide has told you towards designing your starting character. See the below Character Creation section of the guide for details and rules of thumb.
GETTING STARTED
Once your character has been approved, you are free to begin playing. Your character just has to post arriving at any of the cities and go from there. Go to public gathering places to interact with PCs and NPCs. Check out of the Papers or Guildhouses for available jobs, bounties and quests. Go shopping. Get Training. Attempt Challenges. The world is yours to play in.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Bounties are the second biggest source of profit and loot in Epic World. They are wanted criminals that city law enforcement will pay you to retrieve. They can be found in city papers any come in a number of varieties. Most of them require you to first go to local law enforcement to request the starting information.
Here is a typical example of a Bounty Listing
Name: Self Explanatory
Details: General appearance or anything else of note suited for public knowledge
Crimes: What they are wanted for.
Difficulty: Numbered between 1 and 5. Anyone can take on bounties of difficulty 1-3. Level 4 bounties require two PCs to team up to take on. Level 5 requires three. You cannot team up with your own characters.
Type: There are three types of Bounties Questform - Law enforcement have been given very good intel on the bounty and will either give you their last location or specific instructions on how to lure them out. These are the simplest types of bounties as they are usually only a matter of subduing a target in a specified location. Investigative - Law enforcement have limited intel that they believe will help locate the target. They give you the information they were able to find and you use that along with any other information you can gather to track down your foe. Crime Scene - Available only to Peacekeepers and those who accompany them. These bounties are less about catching a criminal and more about building a case for bounty. The peacekeeper attends the scene of a crime alongside a member of local law enforcement and endeavours to find out all they can about what happens. Pay will be dependent on results and there is no specified difficulty. Crime Scene bounties will often lead to the creation of matching Questform or Investigative bounties, depending on the peacekeeper's work.
Preferred: Dead, Alive, or Either.
Reward: Self explanatory.
Example:
Name: Thuggy McEvilton Details: Big and burly man, scar on cheek, stubble, greasy hair. Last seen wearing black and white striped suit. Crimes: Robbery, Pickpocketing, Murder and Puppy-kicking Difficulty: 3 Type: Questform Preferred: Alive Reward: 140 gold
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Submitting and Organizing
All starting characters in the EW must be posted on the EW Character Profile Thread. This thread is for the posting of a characters for submission and the posting of approval/required changes by/from World Mods. Minor discussion of said changes can be posted there, but we suggest that back and forth be kept to PMs so not to clutter the thread.
You can have multiple characters.
We ask you put links to the profiles of your active characters in your signature, for easy reference. If you end up with enough characters that clear links to them all would clutter your signature, you can instead create a post on the Profile Thread with links to all your chars on it and link to THAT post in your signature. See this own post's signature for an example of this.
All characters start with 200 gold and a handful of items, weapons and/or skills. They can choose from a variety of ones already created or come up with their own, pending approval.
Character are allowed to start with any number of mundane personal effects and apparel so long as they are do not much effect their power level. A couple of mundane weapons rarely effect power level either. (Such as a machinist flint, jewelry, a compass)
To try and help with a more even starting power level, we have created dozens of Leveled Starting Skills. These are traits/skills/spells that can be leveled up as you go, either by questing, learning spells, battling, thieving, etc...
If you use a leveled starting skill, you can start with that and up to two other minor skills (such as Tinkering or natural high charisma) and/or devices/items with minor powers (like a ruby imbued sword or an amulet that acts as a flashlight).
If you do not use a leveled starting skills, the allowed power levels of your other starting skills/devices/items can be higher and mostly up to World Mod Judgment. Again, these can be from pre-existing ones covered in this guide or your own creations (so long as they fit into the flavor of the world).
Drawbacks can be used to allow more powerful starting skills/items, but is not encouraged as it makes balancing even more difficult.
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Running Start
After much discussion, it has been decided that, to allow new characters to get right into doing what they want with their character and not having their first experience being running the cities to shops, you may have your character have purchased regularly available items from shops before they start. You simply add the items to your profile and reduce your starting gold by their cost.
This same goes for guild and society membership. You can start having already joined them, just deduct the 25 gold joining fee and the costs for any guild items or trainings you wish to start with.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Gathering Places and Service Industries The Dust Up - Bar - Peacekeeper Affiliated Ride of the Reconteur - Messenging Service - Bards Affiliated Boon Companion - Inn - Initiates Affiliated
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
The city of Elexia is set out into three areas that all blend seamlessly into one another in such away that while walking between them it is impossible to tell where any real borders are. The only good rule of thumb is that you can usually tell where you are by what's underfoot.
The Docks - Elexia is a city of trade and commerce, and its sprawling system of harboring and docks is a large part of that. The docks area comprises not only the sprawling interconnected boardwalks and jetties that line the coast but also a great deal of related areas filled with warehouses, markets and entertainment establishments. The docks district makes use of a lots of land at the coast which would be too sodden to use without the extensive use of boardwalks and sort stilts on which most of the docks district is built.
The Old City - Home to the rich and powerful of Elexia, the Old City's cobbled streets were the first signs that the fishing village had truly flourished. The architecture in this are of the city is slightly more impressive than elsewhere, and this effect if stronger the further north one goes. The old city is also the unofficial center of Elexia, as it houses many important governmental locations and the majority of councilors past and present live in this region.
The Warrens - Despite the old city being the center of Elexia's government, The Warrens are what most people think of when they talk about Elexia. A combination of stone and wooden buildings atop a packed dirt street that leads to most residents having dusty feet. The further south one goes the less civilized the town planning seems to be as things spread out and become more maze like. The Warrens are also home to the largest number of entrances to the sewers and the tunnels made home by the Atarin residents of Elexia. It is said you are always a stones throw from a bar, tavern or brothel in the warrens, and if you have a strong arm that might be true.
Culture
Elexia is a city of indulgence and excess, be it the opulent and refined tastes of the old city or the debauchery and chicanery of the warrens. When one spends enough time in Elexia they realise that the majority of Elexian citizens are more concerned with the present than the past or the future. Wages tend to be funneled into entertainment almost immediately regardless of the wealth involved. Luckily Elexian culture includes food as a form of entertainment or the denizens of the warrens might have enjoyed themselves to death generations ago.
For a useful real world analogue to Elexian culture, imagine 19th century New York and the roaring twenties with a dash of french aristocracy.
Demographic
Elexia's citizens are more likely to be human than any of the other races, owing to its origin as a home to Epicrin fisherman. However, due to its position as a center for trade and travel in Bakara, it would not be uncommon to find residents of Elexia of any racial descent.
Each area of the city seems to have its own preferred minority, however. Atarins make up a sizeable chunk of the population of the warrens, sylvanites are often embroiled in the old city's politics and nadrask are a worryingly common sight in the docking district.
CITY GOVERNMENT
Elexia is ruled by a council of five elected officials, approximately once every three years. A practice that has been in use since it was instituted after the fall of the church of Rin. No matter of law can be passed without a consensus being achieved among the current five councilors, be it unanimous agreement, compromise or more often that not, calling a vote on the issue. Since its inception, the council has never had the exact same members for more than two consecutive terms.
It is currently election season in the port city, and the winds of change may come in soon. The current members of the Elexian Council are as follows: Arthur Lafleche, Larissa Brook-Jones, Captain Gerald Bastion, Monmoor Betatide and Dorian Graves.
The government of Elexia has an unspoken and constantly changing arrangement with the less reputable elements of the city. No councilor reaches their position without the aid or blessing of one or more elements of Elexia's seedy underbelly. As a result of this, the Peacekeepers of Bakara are given less leeway in the port city than anywhere else. The Elexian City Guard are believed to be more than sufficient to keep the streets safe and things running smoothly.
CITY HISTORY From Fishery to Treachery
Elexia was never intended to become the metropolis that it is today. It began as a simple shack on the eastern coast of Bakara, where the Sekamoth River met the sea, as the lodge of a fisherman from Epicrin. It was built not long after their arrival in the Eastern Lands as a method for the fisherman to facilitate his trade, and others of his ilk soon followed with lodges of their own. The fishing huts were not meant for permanent residence, sufficient only for the fishermen's brief week long trips. They would come and relax on their small boats, looking out to sea and watching the sunrise. Occasionally they would see humanoid figures in the distant waves, of azurite skin and with seaweed for locks of hair, but the mysterious figures never came near.
Trouble brewed in Epicrin, and as tension grew between the Sun Church and the disgruntled citizens of Epicrin, some of the fishermen took their families and brought them to their shacks at the mouth of the Sekamoth, where they could live without the Church's need to intervene. A few others followed in their steps, having been excommunicated by the Church for blasphemy. More shacks were raised for the new population, and the fishery evolved into a minute settlement of exiles and defects. Here they were free from the tyranny of Epicrin, free and masters of their own homes. Failed by monarchy and frustrated by the Church, they agreed there was no need for any official law in the small commune. The population did not require it.
Renewed contact with the Church came after the Garr attacks on Epicrin. The First City held through the threat, but their small and undefended commune would not stand a chance under siege. When they asked the Church of Epicrin for protection, it was more than willing to oblige, and sent a group of their men along with a few clerics of their order. Among these clerics was Solumin, ordered to establish a chapter of the Sun Church in the fishing village, much to the dismay of the residents. In truth, the Church had no interest in helping the fishermen, but they relished opportunity to establish influence there. This was a chance to prove to the citizens of Epicrin what happens to those that abandon the Church, and the plot for a second Garr attack was hatched. Exploiting the opportunity, the council had sent Solumin along as a method of getting him away from their cathedral, as he had the habit of asking more questions than they were willing to answer.
But fortune was on the commune's side, and Solumin, on a trip to Epicrin in search of more funds and men, stumbled upon the council's plans. Before they could act on their intentions, Solumin had gathered the evidence he needed in order to expose the Church, which could not, and did not, recover from the people's revolt.
The City of Free Men
When Solumin returned to his chapter, too bitter to remain in the presence of Epicrin, many followed him to the fishing village and found a new home under his care. The commune burst in size over the next few months, taking in flocks of clerics and disturbed citizenry. Their loose legal agreements were no longer fit for the tremendous size of the population, and an actual government had to be put in place. Debates raged over how to proceed, some proclaiming the need for a council of elders, others wanting to name Solumin as monarch. The eventual consensus was that they needed to retain their freedom, never put their faith in a single person or organization again, and make certain that the fate of the new city was always in the people's hands.
The system that developed was utterly new to the men of the Eastern World. The new city was not to have a set leader, but a council of five, elected by the people. The council would keep each other's ambitions and biases in check, as no law could be created or altered without a consensus among them. Regular elections would guarantee that those drunk with power could never maintain their office; the people would replace them with someone better trusted. The first elections were to begin immediately, and would be rulers began their campaigns. The people of Epicrin were in awe and in constant chatter over the "fishermens' elections". Time would see this reputation become the true identity of the city, as its elections eventually gave way to the city's proper name: Elexia.
Population growth was not Elexia's only new frontier. Without the Church's envoys keeping the natives isolated from the men, they could finally make contact with the blue-skinned men of the sea, or Atarins, as they identified themselves. The Atarin's penchant for trade helped the fledgling city, providing enough food for the new settlers and materials from which they could build their homes and shoppes. Wealthy residents of Epic even came to the city to trade with the Atarins, and Elexia's market flourished.
But this period was far from a golden age, and with every bit of gold and ivory that beset its streets came too blood and fire. The rapid growth, new government, and attraction of wealth put the township in dire circumstances. It had found its freedom, but lacked any way to enforce it. As a guardforce was being recruited and trained, crime rates were skyrocketing. Various gangs had formed and bullied the population. Feuding political parties developed and splintered the ideals of the citizens. And the underhand nature of the Atarin traders began to show itself. The city fell into chaos.
Order of a Kind
Once the new Elexian government and guardforce became better established, the troubles of the cities subdued, although only in appearance. The animosity between the various criminal elements of the city was mirrored in the machinations of the aristocracy. Uneasy alliances sprung up between nobleman and bandit, between shipping magnates and smugglers. The constantly shifting nature of these under the table dealings made possible by the constant shifts in the law that came from have a rotating council in charge. Elexia became a place where every move one made had to be considered carefully if you want to succeed.
The common folk of Elexia are not oblivious to the nature of the city, but to them it has become an inseparable part of life. The corruption of the elite could not be routed, and often their efforts for power came to the cities benefit. The new chapel of the Church of the Unfailing Light was a donation by one of the gang bosses, as was Hyde park in the city center. The Elexian citizens had learned that it is easiest to maintain their freedom by selling it to the highest bidder.
NOTABLE LOCATIONS Government Locations
Council Chambers - The seat of Elexia's government, a rotating group of officials put in place by the will of the people.
City Guard's Barracks - Home to the keepers of peace and order, the Elexian City Guard.
Shops
The Esoteric Archives - A vast library which many moons ago became the city's most successful spell shop.
The Flush of Hearts - The most popular bar and brothel in Elexia, considered neutral ground by the criminal elements.
Drowned Warehouses - Damaged during the gang warfare a few years back, a series of warehouses partially submerged are often teeming with criminal elements.
The Warren Trenches - Elexia's first attempt at a functioning sewer system, now inhabited by the Atarin population.
The Yard of Vines - Elexia's most exclusive and stylish eatery and microwinery. Grapes are hauled in on wagons and pressed into fine wine on site.
Warrens Park - A spot of green amidst the brown, in the approximate center of the warrens. Its boundaries are not completely clear as citizens try to extend it with extra plants throughout the surrounding streets.
Hyde Park - The old city has its share of places to unwind and relax, and Hyde park, spanning across the river itself, is among the best.
Badger's Flophouse - A massive ramshackle and often makeshift building on the southwestern edge of the Warrens, rents rooms to the public, no questions asked.
NOTABLE NPCS
Councilor Arthur Lafleche - Currently embroiled in some sort of scandal regarding his shipping business, Arthur Lafleche is somewhat of a magnate in the field. A significant portion of ships coming in an out of Elexia are his purview.
Councilor Larissa Brook-Jones - Stepping into the shoes left by her late husband, Larissa brings the support of many members of the Old City with her. Her decisions regarding entertainment and retail arrangements in the city are well received by the wealthier members of the city.
Captain Gerald Bastion - Ex-Captain of the Guard, Gerald chooses to keep use of his old title rather than adopt the moniker of councilor. In his mind he will always be a member of the Guard, and that position and his obvious focus on safety is how he got elected.
Councilor Monmoor Betatide - Rode to the position of councilor on the support of the atarin vote, making careful dealings along the way. Monmoor's positions on many issues are unclear, but he seems popular regardless.
Councilor Dorian Graves - A member of the Bonded Bakara group, somehow managed to get elected despite a strong stance against the criminal elements of the city. Rumor has it that his election was the result of foul play.
Lunmer Gammatide - Proprietor of the Black Penny pawn and rare item shop.
Tomas'Kor - Head of the Masked Rogues, 'Mask' deals in smuggled goods and has a rumored history in the slave trade. His Gataharas are eclipsed moons.
Madame LaCroix - Mistress of the 'Flush of Hearts' bar in The Warrens, the largest and most successful bar and brothel in Elexia. The premises and the area immediately surrounding it are the only place in the whole city which is considered neutral ground for the various groups vying for control in the city.
Dorian Ardoise - Curator and sales clerk of the Esoteric Archives, Dorian is an incredibly stoic and shockingly powerful mage. His grey hair is an oddity as he looks otherwise to be in his twenties.
Sergeant Karek Boros - Often found in the barracks in Elexia, Sergeant Boros is an uncompromising half garr. He is mostly human in appearance though built like a garr with wiry hair and heavy set features.
Sergeant Lance Bastion - Often found in the barracks in Elexia, Sergeant Bastion is always eager to prove himself, aiming to let people know he didn't come by his position on legacy alone.
Barak Stonelung - A boisterous copper haired dwarf with a tendency to yell even when people are no less than a foot from him. He is the blacksmith at the Golden Horizon.
Mylo Betatide - An almost cyan skinned atarin with a silky voice and dress sense, Mylo is the resident enchanter at the Golden Horizon.
NOTABLE GROUPS AND ORGANISATIONS
Old City Families
The Lafleche Family - Heavily involved in the business of shipping and manufacture, the Lafleche family started out as carpenters and fletchers. They heavily favor unimpeded docks and the reduction of taxes on import and exports.
The Brook Family - The Brook family has a reputation for producing the most lecherous and scandalous citizens in the entirety of the Old City. They own a large number of clubs, bars and restaurants in the Old City and, did you hear, even a couple in the Warrens.
The Bastion Family - For as long as there has been an Elexian City Guard, the Bastions have filled their upper ranks. A long standing tradition of nepotism ensures that this remains the case and allows them to constantly expand their influence.
The Lee Family - Utterly devastated in a recent period of turbulence between the Clerics and his family that resulted in numerous deaths, destruction of property and the complete destruction of his slaving operation. The head of the family, Torbal "Big Smile" Lee, went into hiding three years ago.
Criminal Elements
The Thieves' Guild - The Thieves' Guild of Elexia is likely the only guild or society in Bakara with no set location. Everyone is aware of its existence and its members, but only thieves know how to initiate contact with the elusive group. The Thieves' Guild operates behind the scenes for the most part, with a few locations officially classed as belonging to the guild. Rumor has it the Guild is comprised of the best thieves from among all of Elexia's criminal undertakings and a not insignificant number of 'honest' citizens as well.
Masked Rogues - A group of smugglers, grifters and raiders led by a Nadrask by the name of Tomas'Kor. Their main focus is on getting rare or prohibited items into Elexia and then selling them on elsewhere. To that end they sometimes perform raids on competitors or travelers while supplementing their income with some simple grifts.
Crashers / Crash's Boys - A group of thugs and ruffians led by a garrish brute by the name of Karash. They make their coin through protection rackets, breaking and entering and the occasional contract hit. Messy and loud is the way of the Crashers.
Black Tide - The black tide are the reason some Elexian citizens don't bother locking their doors when they leave the house. Led by the ambitious Lamar Parrahtide, they are the best lock picks and sneak-thieves in the city, able to slip in and out of most places completely undetected.
Other Groups
Bonded Bakara Group - A group of like-minded individuals of any race but usually human. Their professed intention is to bring all of Bakara together under one unified governing body, all following the same laws and working together for the good of all.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
CITIES - EPICRIN World Moderator: Volraths Bane and DarkAbyssKeeper
CITY OVERVIEW
LAYOUT
Epicrin safely ensconced within it perfectly circular city wall, formed from solid stone by earthmages over generations, that towers several stories into the air. It is divided into four quarters arcing out from the city center.
The City Center - At the very center of Epicrin lies the beautific Bonfire Park. The city's major structures form a semicircle around it. North of the park is The Spire, the government center. To the west of it lies the Halls of Justice. To the East is The Tomorrow Forge. Nothing lies to the south, making the park and The Spirte visible from the city gates. The Artisans Quarter - The eastern quarter of Epicrin, it is home of the city's skilled workers, mostly employed by the guilds or the city itself in its efforts to constantly improve and advance itself. This quarter tends to be the testing grounds for most of the city's potential programs, be they magical or machinist in nature, and as such can be a place of equal wonder and chaos. The Back Quarter - The northern quarter of Epicrin and the least prosperous of the four. This is the home of cities lower classes, the shopkeeps, servants, and unskilled workers. Being the least seen by outsiders, it is rarely deemed the top priority when it goes to the city's efforts towards "grand progress". Also home of Epicrin's military headquarters and smelting facilities. The Grand Quarter - The western quarter of Epicrin and home to the city's top citizenry. It is the safest area of Epicrin, being closest to The Peacekeepers headquarters. The Thoroughfare - The southern quarter of Epicrin and the one most seen by the public as that is where the city gates leading to The Great Road lies. This is where the city's high-end establishments and shops are found. It is also the focus of the majority of the government's efforts towards gentrification and upgrading.
CULTURE
Epicrin's primary cultural trait is an obsession with progress and experimentation. This has become amplified over recent decades with the government focusing more and more heavily on experimental public works and civil engineering projects, both mechanical and magical in nature. This full bore focus on the future does however tend to lead to short attention span and a blindness regarding the past. Old buildings are abandoned for shiny new ones rather, new projects are abandoned for newer ones before they are fully implemented across the city, and little value is put on anything that focuses on old ways or historical knowledge.
DEMOGRAPHICS
Epicrin is perhaps the most diverse of the five major cities of the East. It lies at the center of east, allow the great road and has always put progression at the forefront. The city runners have encouraged diversity, know that varied perspectives breed new ideas. Though it is still a city of man, and they make up well over half the population, representatives of every race, from Ananke to Oscaran and Saaur to Vampire, can be found in Epicrin.
CITY GOVERNMENT
The Head of Epicrin's government holds the title of Lord. This is a hereditary title, passed down from father to first born son. There are two ways these lines can fall out of power. The first is the lack of a direct heir. The second that the people of Epicrin can call for a vote of no confidence, deposing the existing Lord and electing a new one to take his place and pass the title on down his line.
Beneath the lord are various advisers and department heads. Given the city's obsession with improving itself, The City Planner is probably considered the most important of these by the higher ups.
Epicrin is unique in the fact that it lacks its own law enforcement infrastructure, having handed over complete authority on that front to The Peacekeeper's Guild, believing it was pointless to spend government money and resources on such an unseemly business when there was already a private organization dedicated to it within their walls. The Peacekeepers, for their part, were fine with not having to deal with local law enforcement and the corruption that inevitably comes with it.
The City Military however, is completely separate from law enforcement and still under the government's control, thanks mostly to the man that leads it, a garr friend Harek's grandfather named Kergharlin. He made sure the military remained untouched by the city's penchant for change, refusing to move out of what would become the Back Quarter when the rest of the government moved to the new city center. The most commonly seen aspect of the city military is The City Guard, who man the city gates and stand watch upon its towering walls.
CITY HISTORY
Epicrin was the first city founded by the men of the west after their old empire fell and they fled to the east. Established at the edge of the Sekoran Forest just north of the trail that would become the Great Road, Epicrin was a hub for the farmsteads that were quickly becoming established in the surrounding plains.
In the beginning, Epicrin was ruled by The Church of Rin, the only institution to survive the fall of the empire that still had the organization and militant strength needed to direct and protect the scattered men of the west. The name of the city came from this church, literally meaning in the old tongue "Center of Life"
When the city became established enough to try and form a secular government, the church resisted, going so far as to arrange a diplomatic incident with a brutal garr tribe which triggered an attack on the city which the church effectively put down, reestablishing their control through fear.
Eventually the church's duplicity was discovered and organization utterly collapsed. Epicrin was free to establish a secular government. Here too came conflict. The House of Delgrove would have inherited the throne in the old empire, however others sought the throne and argued that when the empire collapsed so did the old lines of succession. In the end a compromise was reached. The Delgrove family line took control, but the people of the city could at any point in the future call for a vote of no confidence and elect a new line to take the throne. This system remains to this day, as the rule of Epicrin passed from Delgrove to Boliss to Desrayn to Roselle to Corel to Fostis,
Over the ages, Epicrin was become more and more focused on scientific and magical discovery and progress, seeing it the fall of the old empire as a result of stagnation. The presence of the Machinists Central Guildhouse in the city only fueled this fire, pushing them to constantly find new and interesting ways to live and defend themselves. This became most notable towards the end of the Corel dynasty, when the whole city government moved out of its old offices in the north of the city and into a brand new state of the art facility in the city center. The old facilities were mostly abandoned with no thought to the past, and quickly snatched up by the military and, in the case of the old library, the Initiates.
Now Epic City has almost completely put aside its early days as a church run settlement of refugees. The only remnant of the Church of Rin is a single wing of the old cathedral that now serves both as the cleric guildhouse and an aslyum, and just so happened to sit directly behind the new city center, forever in its literal and metaphorical shadow. In fact, not long ago there was talk of removing the word Rin from the city name, but that was dropped when it was pointed out that naming a city Epic is just silly.
NOTABLE LOCATIONS
Government Locations The Spire - Epicrin's new city government building, it is the tallest building in the five cities, reaching high into the sky and outfitted with all sorts of machinist contraptions. A massive clock sits atop it, chiming out hourly. The Iron Seat - Home of Epicrin's city military. It once housed the city's entire government, but was abandoned when they city center was constructed. General Kergharlin refused to move out of what would become known as the Back Quarter and simply relocated over a block to these larger headquarters. The City Gates - The city's primary gate, located on the south side of the city facing The Great Road and leading to The Thoroughfare. The North Gate - A secondary city gate, located on the north side of the city in the Back Quarter and heavily militarized. The Sewers - As nice as repositories of human waste and filth can be.
Guild and Society Locations House of Forgotten Lore - Initiates Society Location. Located in the Back Quarter, it was once the city's library. However when the government moved to the City Center, the place was abandoned, along with a large portion of the books they didn't see any real value in. The Initiates moved in not long after, recognizing the value in what others would forget. Halls of Justice - Peacekeepers Central Guildhouse. A sprawling columned complex clad in marble at the heart of the city. Beneath its offices, meeting rooms and barracks lie an extensive detention facility, augmented with warding magics and machinist devises. The Old Cathedral - The Clerics Society Location. The only remaining section of what was once a vast compound the old church called home, found in the Back Quarter. The members there tend to hold onto more remnants of the old church's ways than other city's congregations. The Tomorrow Forge - Machinist Central Guildhouse. Located in the city center, it is the largest and tallest forge in all of Bakara. Maison Diapason - Bards Guild Location. A pair of story metal clad towers resembling a massive tuning fork. Also serves as city emergency base for means of mass communication. Vieille Ville Fashions - Thieves Guild Location. Perhaps the finest of finery shops on The Thoroughfare, few would suspect it is all a front. Black Bear Tavern - Warriors Society Location. By all appearances one would assume it is simply the local blood-and-beer-soaked roadhouse, its in fact the home of the local warriors, with rooms for members above the bar and a backroom for fighting. The Mages Academy - Mages Society Location. The magic focused affiliate of the Epicrin Academy. Notable for its dome made of iron and bronze carried on thick wooden walls, The Blooming Tower- Sentinels Society Location. A plant shrouded spire located in the Grand Quarter. It is topped with hanging gardens, fountains and an aviary. Is seated atop a well and serves as the source of the city's aqueducts and waterworks.
Shops The Silver Crescent - Spell shop and Epicrin's oldest shop. Has managed to remain unchanged over the centuries. Hearth of Steel Armorists - Weapons and Armor shop, home of the city's greatest and most famous smith. Dreamer's Notions - Crafting Supplies. Overrun by strange plants, crazy colors and odd smoke. The Scrivener's Nib - Books and Tomes. A cluttered and overstocked shop filled that is constantly in need of and receiving cleaning due to unpredictable magical disasters. Azure Horizon Supplies - A neat and orderly shop selling supplies for adventures and travelers. Needless Things Pawnshop - Pawnshop. A quaint, small shop in the Back Quarter filled with seemingly useless but well kept junk. Untamed Hearts Stables & Beastiary - Mount and Pet shop. Also serves at the city's biggest stables.
Gathering Places and Service Industries Bonfire Park - The city's central and largest public park. It is named for the bonfire held there when Solumin brought about the fall of the old church. Corel Park - Formerly the city's main park, it is located in what is now the Back Quarter and a shadow of its former splendor. Fostis Park - The Grand Quarter's public park, established upon the Fostis line's rise to power. Newleaf Park - The oldest park in Epicrin, it is located in the Artisan's quarter and the location of many flora-related experimental public works programs making it just as dangerous as the rest of the quarter despite its tranquil appearance. The Drunken Ass - Epicrin's oldest and most popular bar, passed down through the Garhart family for generations. Found in Back Quarter. The Grand Epicrin - Lodgings for Epicrin's most elite visitors. Found on the western side of The Thoroughfare. Smythe's Brewpub - The favorite watering hole of Epicrins upper class. Found on the western side of The Thoroughfare. Venys Fly-Trap - Inn/Hostel/Performance Space. Owned and operated by a retired troop of circus performers. Located in the Artisans Quarter.
NOTABLE NPCS
Government
Lord Harek Fostis - Ruler of Epicrin. Harek is the lastest in the Fostis line of lords, his great grandfather having been elected to surplant the Corel line long ago. He inherited his family's love everything new and joy at discovery. A benevolent, if in some ways ineffective, ruler, he can be blind to certain aspects of governing. He is exuberant and friendly, eager to please. Harek is a tall and lean man with sandy hair and youthful demeanor. Usually dresses in forest green finery with a long dark-green coat.
General Kergharlin Torgaleen - Head of Epicrin's military. He is enormous, even for a garr, towering 9' tall and extremely muscular. His strength is legendary, as is his no-nonsense approach to keeping the peace. His presence is one of the greater things keeping The Back Quarter's unsavory element in check. He respects Harek's enthusiasm for improving his people lives even if he finds the man's lack of focus irritating. Before coming to Epicrin, Kergharlin spent most of his life as a roaming Peacekeeper and has been married twice, to an elf and a dryad, both marriages resulting in a son. He refuses to talk about his family. Usually wears dark green woven clothing with light and thin steel plates attached over his shoulders, pectorals, forearms and outer thighs and heavy brown military boots.
Angus Tauren - City Planner. A short, squat bull of a man with a white buzz cut hair and a ruddy bulldog-like face. He is the general in Epicrin's army of advancement, in charge of allocating resources, approving plans and trials, and deciding what is put into effect where. Modern Epicrin's layout is in the most part his work. Not really that driven by advancement himself, he is coordinates and guides fervor of the politicians and designers around him who are. A former military man, he still wears a tunic thats the forest green of Epicrin's guard along an iron grey trousers and vest.
Anelus Bloodborn - City Archivist. One of the few vampires to inhabit the eastern world before Sylvan's appearance in the south, Anelus is an exile from the city of night who came to the city an century ago. He became the city archivist, put his guardian of knowledge that would otherwise be forgotten in the city's mad rush towards the future. It was he that directed The Initiates to the old library when the city leaders ignored him and abandoned it along with most of its historic volumes as useless. Rarely seen outside the dim city archives in the basement of the Spire, he appears youthful, with a strong squared off build and jaw, aquiline features and short spiky hair.
Fiona Lostglade - Head Groundskeeper. Overseer of all Epicrins public parks and garden. As tall, lithe and beautiful as most dryad women, but it is often hard to tell beneath the dirt that constantly smudges her face and dirties the large workmans clothes and poncho she often wears. Her silver hair is worn back in tail and a garland of ivy circles her brow. A hands-on caretaker, she oversees the gathering, cultivating and planting of every tree, flower and shrub in Epicrin, leaving the parks individual caretakers to deal with maintaining the sites. She most often seems to be lost in her own world, listening to nature about her.
Coltran Dayle - Newleaf Groundskeeper. The harried and neurotic man in charge of keeping the chaos of Newleaf Park under control. A mage trained in water and plant magics, he is often seen wearing leather armor over his medium frame and a bandolier of various potions used to quell trouble. His skin is fair and pale, though blemished in various spots with scars from past wounds and burns. He wears small spectacles on a narrow nose and has raven black ear-length hair. Its best not to startle him.
Tora Hoo - Chief Gate Guard. A female Jakari, standing over 6' tall and vastly strong though not by any means unfeminine in form. Her form is mostly human, just with short soft orange fur with black stripes, save for over her abdomen, chest and face, while are hairless golden skin. Her fingers end in sharp, well-kept claws, and she bares the cat ears, eyes, and tail of most high jakari. Her hair is long and reddish-brown, with slender features and a stern demeanor. She wears fitted steel armor with forest green leather leggings and cloak, and is sometimes seen off duty dressed in blue and white peasants dresses.
Guilds and Societies
Chief Arbiter Gelijk Ironvein - Member of the Tribunal. Gelijk is perhaps the rarest of things on the mainland, a Vroed, one of a small Ananke caste who forsook their tribal ties and served to arbitrate desputes between packs. He was legendary for his unyielding fairness and forthrightness, so much so that he was framed for crimes by those who sought to influence the Vroed and given the ultimate Ananke punishment, exile. Upon reaching the mainland the Peacekeepers were a natural fit for him and he rapidly rose through the ranks. He is stern and steady, but unfailingly honest and compassionate in his dealings. He is old enough for it to show, even with the thick ananke skin, and favors a forshortened version of the amber and black robes customarily worn by spiritmages.
Chief Enforcer Orin Corel - Member of the Tribunal. The Corel family has long been one of the first families of Epicrin. A few generations back they were the hereditary line of lords until the Fostis line successfully campaigned to supplant them. They remained influential even afterwards, acting as advisors, until a few years ago. Orin made a name himself recently when he hunted down and apprehended members of his own family after they were implicated in an Elexian slavery ring and brought them to justice. Orin is an implacable, uncompromising man, often seen as coldhearted, but has formed a close if unlikely friendship with Lord Harek Fostis since becoming a Tribunal member. He is thin of body and sharp of feature, with severly slicked back black hair and piercing blue-gray eyes. He favors dark blue and silver gray clothing, usually tunics, and always carries a plain steel shortsword at his side.
Chief Warden Maul Foxglove - Member of the Tribunal. Half human, half Kindir, Maul grew up in the wooded foothills north of Epicrin with a deep attunement to nature. He became a sentinel at a very young age, bonding with a fox bondmate whose name he has never revealed. As he grew older, he took to wandering the Sekoran along the edge of Great Road, communing with the trees and fighting off highwaymen that prayed on passersby. As such he came to the attention of former Chief Warden Falian who took the young man under his wing and introduced him to The Peacekeepers. Maul was done much good in his days with the guild, protecting both citizenry and those beneath him. Maul's exact appearance is unknown to most, as he has never been seen in public without the intricately carved wooden fox mask that he'd taken to wearing in his day defending travelers. His fair is red and wild, that is for sure, and he favors forest colors of green and brown.
Captain Anfor Ironfoot - Epicrin Precinct Captain. A long-lived and gregarious dwarf, Anfor was one of the first of the dwarves that settled northwest of the city to take up permanent residence in Epicrin, joining the Peacekeepers and bringing an enthusiasm to the job befitting his people. A close comrade of former Captain Orin Corel, he hand picked by the man as he replacement when Corin was elevated to the Tribunal. His hair is an incredibly thick and bushy black, his skin well tanned from patrols. He favors a unique armor he is said to have forged himself, made from some sort of durable blue jade and burnished brass.
Sergeant Calben Hale - Chief Bounty Officer. A scarred and weathered man, Calben is a former Inquisitor who left the Initiates and retired from actual bounty seeking years back after one went particularly bad. A tall man whose tanned skinned is marred by dozens of scars, with shoulder length brown hair, permanent stubble and a missing left eye he keeps covered with a black patch. He most even wears a black well fitted clothing with patches and accents of blue.
Kragle - Desk Sergeant at Halls of Justice. A greel, slightly larger and more thickly built than most of its race, Kragle was found near death by the side of the great road by Lady Kara Fostis some years back. He was brought back to Epicrin, nursed back to health, and swore an oath of loyalty to the Fostis family in gratitude. Eventually he joined the peacekeepers in to better serve and protect the city's leaders. Anfor took a liking to the greel's devotion and pure heart, promoting him to desk sergeant on his ascendance to captain. Kragle has a reddish sandy colored skin and shorter features than most, favoring yellow tunics and black underclothes.
Patrolman Stafford Hara - An middle aged, kind natured lawman with a thick but strong build, well worn and bulldoggish face, and short brown hair. Wears the official silver edged blue tunic and trousers of the city patrol. Usually patrols the Thoroughfare.
Patrolman Harmony Angel - A young, extremely tough female lawman with an unfortunate name. Slender of build with long black hair and a beautiful face, is deceptively strong, gruff, and a very skilled combatant. Wears the official silver edged blue tunic and trousers of the city patrol. Usually patrols the Back Quarter.
Patrolman Josiah Webb - An older, extremely well kept lawman with short silver hair, a deadpan expression and a slight build. Is fastidious and all business in the face of the craziness he faced every day in his patrols of the Artisans Quarter. Wears the official silver edged blue tunic and trousers of the city patrol.
Patrolman Ritz Magnum- A tall, thin, gangly lawman in early middle age. Overeager and over-reactive, especially given the usual lack of serious crime in his usually patrol area, the Grand Quarter. Usually seen sporting a large machinist flintlock at his hip. Wears the official silver edged blue tunic and trousers of the city patrol
CLERICS
Sera Jared Pater - Sera of the Epicrin branch of the church. A kindly, elderly fellow, thickset and a little shorter than most. His face is caring and somewhat wistful, with clear brown eyes and short snowy white hair. He wears a black robe with a white mantle, reflective of the garb of the old church, whose halls his guildhouse once were. He is a bit of a throwback, holding closer to the old churches ideas of protection and guidance over the new obsessions with truth and revelation. His family has held the position of Sera in Epicrin since the new church started, supported by a loyal congregation. His brother is the city's master blacksmith.
Brother Barlowe Arkham - Head of The Old Cathedral's asylum, and considered an expert at the care and diagnosis of the mad. He is a large and round slab of a man, with a bald head, and a red walrus mustache with muttonchops. He favors long, fitted white tunics and usually caries a variety of herbal mixes and potions in a satchel as his side.
Brother Lance Loomis - Doctor in the Cathedral's asylum, the youngest of the lot. Tall and skinny, with pale skin and curly black hair. Empathetic and devoted to his charges, he has yet to let the madness of the place get to him. Often clashes with Arkham's more clinical approach. Wears a black suit with a white shirt and tie beneath a white coat.
Sister Harlene Crane - Doctor in the Catherdral's asylum, she is a young and enthusiastic disciple of Arkham. Her face is doll-like, with fiery red hair tied into a ponytail. Devoted to "fixing" her patients, but seems slightly off. Wears long black skirt and red blouse beneath a white coat.
Shopkeeps and Service Workers
Virgis Garhart - Owner and operator of The Drunken Ass. A round little man with short wavy blond hair and a handlebar mustache, giving him the look, if not physique, of an old time circus strongman. A perfect host, he is quick with a joke, a drink, and your name. The bar has been passed down through his family for generations and is his pride and joy.
Anna Garhart - Waitress at The Drunken Ass. Virgis's daughter, she has worked in the DA all her life and will likely inherit it one day. A pretty blond, she is far taller and more muscular than her father, with a heart-shaped face and a grip that could snap your arm like a twig if you tried anything.
Smythe Garhart - Owner and operator of Smythe's Brewpub. Brother of Virgis, he shocked his family by opening up a rival business in The Thoroughfare, and they are estranged to this day. He used to work as a bouncer at the DA, and has the build for it, with arms like tree trunks and fists that can palm beer steins. His head is clean shaven, and his bushy red mustache dwarfs his brother's. He rarely speaks, mostly conveying his meaning through keen glances and courteous nods.
Harj - Owner and operator of The Silver Crescent. The most mysterious man in Epicrin, or possibly all of Bakara. He is a shadow, always dressed in long black robes and behooded, with only his pointed ruddy chin and long, well cared for hands ever visible, along with an occasional hint of fainted glowing green eyes. He rarely speaks, but is most vocal about his disapproval of the city's sporadic attempts to update and beautify the face his shop.
Korsin Pater - Owner and operator of Hearth of Steel. Once one of the greatest smiths the Eastern World has ever seen, Korsin lost his sight in a terrible smelting accident. This however did not stop him from continuing to practice his craft, learning to adjust to sightlessness and still forging quality arms and armaments. He is a large, burly old man with silver hair and muscular body covered in burns and scars, most notably the one that crosses the two pockets of scar tissue where his eyes once were and continues across the left side of his face into his hair. With the council of his brother, the Sera of the local clerics, Korsin has come to peace with his loss, and now has an air of calm and zen about him.
Mulciber Cano - Assistant smith at Hearth of Steel. A massive
Kwaar - Assistant smith at Hearth of Steel
Arethusa Galathil - Owner and operator of Dreamer's Notions
Cockrum - Operator of the Azure Horizon Supply Shop.
Horace Pince - Owner and operator of The Scrivener's Nib. A harried man, slightly on the short side, with a squarish, well lined face topped by mussed and greying short brown hair. Never seen without his silver spectacles and rarely seen wearing anything other than a smoking jacket over a shirt and slacks. A learned but nervous man, constantly having to deal with minor calamities triggers by his vast collection of magical volumes.
Emeralia Betatide - Concierge of the Grand Epicrin. A tall and elegant Atarin woman who radiates refinement and competence. Her skin is pale blue of a robin's egg, with green hair so dark it borders on black worn in a braid that reaches her waist. Favors conservative but appreciably formfitting dresses of immaculate quality in shades of white and violet. She is the face and hidden hand of the Grand Epicrin and its owners.
Lady Veneficus - Owner and operator of Veny's Flytrap. A very beastial jakari, she resembles a humanoid cougar with golden fur. Dresses is emerald robes with accents of every color. Former performer in a traveling circus, she and several of her fellow performers retired to Epicrin to open a hostel/inn that would also serve as a performance space for them. Talented at elemental magics.
Mesmira'Jev - Hostess at Veny's Flytrap. A tall and lithe Nadrask dancer with a long silver mohawk that falls over one side of her face. Dresses in black leathers and periwinkle silks. Gatahara is a pair of crescent moons back to back. A dancer of unsurpassed grace and beauty.
Patcher - Handyman at Veny's Flytrap. A smaller than typical greel with skin as green as emeralds. Exceptionally nice and friendly. Dresses in beige and than with a leathers smock and tookbelt. A rather competent machinist.
Orcanth The Elephant - Bellhop/Helper at Veny's Flytrap. A massive, hulking man from some unknown island far out in the Eastern sea, he is as sweet, innocent and kind a soul as you could hope to meet. He stands the size of a large gar, with bronze colored skin covered in blue-gray tribal tattoos depicting elephants, usually dressed in brown trousers and sleeveless white shirt. His hair is a thick white mop that usually hides his the upper half of his face. A former circus strongman and animal trainer, he never without his pet pygmy elephant, Lil' Galli.
Other
Lady Saleyani - Headmaster of the Epicrin Institute of Higher Learning.
Sherwood Cano - Teacher at the Epicrin Institute of Higher Learning.
Gray Doggett - Security Chief of the Epicrin Institute of Higher Learning.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
LAYOUT
Near the eastern edge of the Greevan Forest, the city of Greevan stands within the ruins of an immense ancient stone wall, roughly ovoid in shape. Although the wall stands now only in isolated segments and ruined towers, its influence is visible upon the layout of the city, which abuts the wall's former course but does not venture beyond it. Those segments which still stand are almost entirely shrouded in plant life and the nests of birds, which flock in thick clouds around some of the ancient watchtowers.
Towering over the center of town is a massive redwood tree, hundreds of feet in diameter and some thousands of feet tall, crowned with a thick canopy of dense leaves and glowing beacon lights. This is the Crann de Crann, the Tree of Trees, the administrative and political center of the town. Carved into its vast trunk is an unimaginably vast network of chambers and tunnels, their brightly-illuminated windows clearly visible from below at night. Around its base is a tangle of roots fashioned into causeways leading into the tree, all heavily fortified against outside intruders.
The rest of the city is divided into neighborhoods roughly defined by their age and racial composition. The inner core of the city, mostly the Old City itself, features narrow, winding streets, but the great majority surrounding the Old City has been intentionally laid out in a system of concentric avenues and roads radiating out from the center to the old walls, in many respects resembling a spider's web.
Cathair Bunaidh (Old City): That part of Greevan which immediately surrounds the Crann de Crann is a maze of small, narrow streets heavily lined with sheltering trees, from which hang many decorative lanterns in festive colors, hung as a traditional good luck charm. Although there remain a few buildings which conform to traditional elvish design, most of the homes and businesses of this area are the elaborately-built multistory stone dwellings of the town's elite, who prefer the area for its proximity to the center of power and its prestige. A wide avenue, the Ascaill na Duilleoga ag Titim, blasts through the street plan of the area from the main entrance of the Crann to the Flower Gate.
Ascaill na Duilleoga ag Titim (Avenue of Falling Leaves): That part of the town which was laid out immediately following the inception of outside rule, the Ascaill district is generally understood to encompass the area a few blocks on either side of the eponymous avenue from the Flower Gate to the Crann de Crann. This area is mostly inhabited by humans and the other sociable races of Bakara, and includes nearly all of the guild and society headquarters for the town, as well as a number of other businesses whose focus is primarily toward travelers and visitors.
Ráithe Tionsclaíoch (Industrial Quarter): The northern part of town, separated from the Old Town by the Páirc an Eas. Comprised mostly of warehouses and small-scale industrial concerns such as paper mills and other businesses which try to exploit the forests surrounding the city. Notably the home of the local branch of the Machinists.
Ráithe ó Dhúchas (Native Quarter), also "The Warrens": The name of this section is something of a misnomer, for in truth it comprises the great majority of the city. This is mostly small homes of stone, often built directly next to or on top of each other, containing the thousands of elves who flooded into the city as it expanded, alongside a smaller contingent of those from outside races whose bohemian lifestyle is well-suited to coexistence with the elves. Although it is the home of most of Greevan's citizens, it is of the least interest to a casual visitor, whose interest will not be much piqued by what is, in essence, a poor residential neighborhood.
CULTURE Social Culture
Although most elves are deeply conservative at a basic level, the culture of Greevan is distinguished by the deep tension caused by the city's unique relationship with the world outside the woods. Elvish society is historically reclusive and vaguely xenophobic, and so it remains in the deep woods and with certain members of the city's elvish population, especially those who are oldest or have relocated to the city only recently. But the practical necessities of living in a cosmopolitan city and the constant contact elves have with outsiders have in most cases greatly lessened or eliminated this feeling, so that the city's elves, while still culturally distinctive and often regarded as antisocial or introspective, are an integral part of urban life.
Still, there are some members of the city's elves who still actively resent the intrusion of outsiders into their woods, and it is not totally unknown for racist violence to take place against outsiders who wander into the wrong areas of town at the wrong time of night. The government of the town takes a harsh line against this, and punishes--sometimes brutally--anyone who is found guilty of inciting racial hatred, but nevertheless it persists.
Although the city's elves constitute a solid majority of the population, humans and other races are very prominent in the affairs and running of the city, and there are certain areas of town where elves are much less common than humans or nadrask. Some of these are new transplants, but many are the descendants of those who forcibly opened the city some centuries ago, and have grown well-accustomed to the idiosyncracies of life in such a place.
Religious Culture
Most elves in the Eastern World worship the four members of the Eternal Council, who it is said ascended to divine status approximately one thousand years ago. Although they are seen as deistic gods, who take no part in the mortal realm, the elves continue to pray and engage in pious tradition in homage to the former lords of the woods. Most religious acts are performed at home, although there are gatherings in the High Temple, located deep within the woods, for holy days and events.
Religion in the Home
Most elven homes have a Hearth Tree within it, growing directly from the wooden floors of their residences or planted in a small garden or pot in other abodes. All prayers at the home are made before the Hearth tree, most of them as part of a morning routine. The more pious elves supplement the prayer with a casting of Blossom and the eating of the fruit born by the spell.
Religion on Holy Days and Other Events
On religious occasions, most elves congregate at a temple to pay respect for the Ascended Council. Most ceremonies are headed by a priest and last about an hour, with repeating sessions throughout the day for the convenience of the populace. Depending on the event, the elves might either feast, fast, or engage in other customs throughout the day. Most of the holy day rituals and customs involve some degree of spell and wizardry.
CITY GOVERNMENT
The government of the city is broadly oligarchical, with power residing in a number of formal and informal institutions held together by tradition and mutual agreement.
Lord Marshall: The following was true until the recent and untimely death of the Lord: The theoretical head of the city, the office is hereditary among the descendants of the human General Merrick d'Alancer, the hero of the historical Siege of Greevan and founder of Greevan's outward-facing outlook. His power is officially unchecked, but such authority is almost never exercised; instead, the Lord Marshall plays a mostly ceremonial role in the government of the city, deferring in most matters to the Council of Elders.
Greevan is currently headed by Our Lady the Dowager, recently proclaimed Our Lady the Queen.
Comhairle de Ghaois (Council of Elders): The real governing body of the city, comprising the heads of Greevan's human and elvish noble families. Some are the descendants of important merchants and soldiers from the Siege; others are members of the native aristocracy who aligned themselves with the outsiders early, or managed to secure their position in the aftermath of the conquest; still others are those who accumulated sufficient wealth or political power to demand a spot on the council. Decisions are made by broad consensus, with the result that the body is both very conservative in what it does and extremely suspicious of attempts by outsiders to reduce its authority.
Lord Sheriff: The head of the city's police and military, and by tradition a member of one of Greevan's elvish nobility. Subordinate to the will of the Council, his office is the main organ through which the government exercises its authority within the city, including in covert matters.
The Opposition: Not so much a coherent movement as a descriptive term, referring to those elements in the city who seek either the overthrow of its present government for a more democratic system or the expulsion of non-elves from the forest. Although these two are in fundamental tension, their immediate goals are the same, and therefore occasionally cooperate. The main interest of the Lord Sheriff's office is to keep these groups and individuals fragmented and easily dispatched.
CITY HISTORY
The precise origins of Greevan are shrouded in the mists of prehistory. Early settlement must have begun around the Crann de Crann, whose great size owes to the natural well of Life magic deep beneath it, from which the tree draws its sustenance. Because native elvish culture is a rural and private one, Greevan seems to have spent most of its history as a large but not particularly important elvish settlement near the edge of the forest, notable for its verdant plant life and the sacred Crann, but not in that respect different from a number of other sacred sites scattered throughout the Greevan Forest.
With the arrival of outsiders to Bakara, however, the need for defense against foreign encroachment became apparent. By order of the Ceannairí of the elvish tribes and towns, Greevan was chosen to be the final line of defense against a foreign invasion, an almost-impregnable stronghold at the edge of the woods to repel humans, garr, and all the other races whose hungry eyes fixed themselves upon the treasures of the woods. The great wall was constructed during this period, as were a number of the present fortifications made to the Crann de Crann.
The modern period of Greevan had its origins in a dispute between the Ceannairí of the woods over the desirability of continued isolation. Those elves living in the northern and eastern reaches of the woods--the areas closest to human settlement--had long been engaged in limited trade and other interaction with outsiders, whose need for the (resources of the forest seemed almost never-ending. Their leaders advocated for the elves to reach an accommodation with the outside world, to open up and allow a freer exchange of goods and ideas, but this was strongly opposed by the leaders of those settlements deeper in the woods, who feared the dilution of their cultural heritage and the destruction, through unchecked growth, of their homes.
In the year 209, this conflict came to a head. The more numerous Ceannairí of the inner woods expelled those who suggested rapprochement, and garrisoned themselves within the fortress of Greevan. The exiled elves, meanwhile, allied themselves with business and mercenary interests from the human settlements, and amassed a sizable force to besiege the city. This siege lasted three years, until General Merrick d'Alancer managed to lure the defenders out beyond the walls, winning a decisive victory in the subsequent Battle of Greevan Plain. Under these conditions the two sides came to a settlement which was a lopsided victory for the outsiders; the fortress of Greevan would have its defensive capability removed, and serve as the base for outside exploitation of the woods, though actual settlement would be restricted within the boundaries of the old walls. Some of the defeated elves stayed, and became part of Greevan's new elite; the rest retreated to the Deep Woods. Either way, the settlement of Greevan was founded.
Those elves who live within the city today are mainly members of those groups who sided with the outsiders in the conflict, though an increasing number are elves from other groups and settlements lured to the city by the promise of wealth and glamor.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
The design of the Night City, Sylvan, is perfect and orderly, belying its actual nature. Square, thick walls reinforced with enchanted Scionic Amber set the boundaries; divided into four distinct districts, with a fifth at their center where the governing bodies hold council. You can usually tell which district you're in by your sense of direction, and failing that the architecture, and failing that, whether or not you're being beset by ravenous groups of phage, demons, or fey.
The Northwestern District – Called Les Belles Fleurs, because of the way every street is designed with beauty in mind; you always have a view of the famed silver poppies Sylvan is known for or a line of the peculiar purple glowing shadow nettle. It shows off the wealth and privilege Sylvan has come to represent, and houses most of the entertainments and restaurants of leisure or pleasure in the city.
The Northeastern District – Connected to the northwest by the Queen’s Gate, the Northeastern District is simply known as the Hill, to most Sylvanites; it is the area of the city that is the second oldest but most decadent. Housing the main residences of the Night City’s aristocracy, it carries a mythic and ancient feel, being filled with the largest amount of Old Country architecture and wealth from the former lands surrounding the Scionics. Town houses, chateaus, and manors of every type and size fill the well-lit avenues.
The Southeastern District – Known colloquially as the Market Square, the southeast part of the city is filled with a bazaar of shops and services of all kinds, and where most of the legitimate commerce in Sylvan takes place. Invitingly warm lights illuminate the well swept and clean cobblestone walks, good for a nice a courtship or a leisurely stroll through some of the cities less dangerous parks. It is linked with the northeast by the Noble's Gate.
The Southwestern District – Connected to the northwest by the Moon's Gate and the southeast by the Mud Gate; this is the darkest, bleakest, and most nefarious part of the Night City, the area for which it most gains it sordid reputation. Dotted throughout its dim streets are private storage, empty warehouses, abandoned apartments, derelict salons, and even a few forlorn businesses. It is a nightmare landscape filled with feral phage, illicit fey, and rogue demons. Enter at your own risk.
The Royale District – Connected to all four districts, except the southwest, which has been permanently closed off. It is the most traditional and ancient part of the city. Breathtakingly beautiful architecture that has long since fallen out of use, here is where the old monarchy made its seat in the Hall of Éternité. Now this is where the main governing body, the Council of Lords, meets in Justice Hall to govern and vote on laws for the city, presided over by the Lord or Lady Chancellor of the day, and an Inner Council of nobles, with the circle being rounded out by the few seats of the old monarchal houses. These matters of governance and nobility are attended to by the Court of Honor, and any civic or criminal disputes by the civil authorities. The Old Fort houses most criminals and is where the city guard is stationed. Additionally, this is also where the Immortelle Académie Library is, one of the oldest and largest collections of books in eastern Bakara.
Culture
Sylvan is an old city, like its vampire lords. A jewel of restlessness that in the present day, due to the night enchantment, has become a nocturnal playground of occult finery and baroque elegance; filled with detailed architecture of a bygone era, and run by a mix of vampire and human landed nobility and aristocracy that has replaced an out of date monarchy. Darkly bright, the city runs with a pulse of decadence and listlessness, a landscape of patchwork peasants and refugees from different parts of Bakara that take comfort in the darkness, it is an amalgam of different beings, one of both monsters and men. If you walk the streets of Sylvan the prevailing feeling one gets is hairs standing on end, it is the old fight of survival of the fittest at its utmost.
For an aesthetic real world analogue for the culture of the city, think of a late medieval European metropolis (only smaller), with the artistic passion and soul of Mid-Renaissance Florence, but with the flavor of nobility being strongly French Aristocratic.
Demographic
Sylvan's eternal night is a lodestone for many creatures and supernatural beings who would find their presence strongly resisted in all the other cities of the East. The unique presence of and strong stewardship the Vampires provide is what makes this possible, although this also provides a false sense of security, as mostly they are too busy dealing with the day to day governance of the city to handle every fight between goblin, ghoulie, beastie, and mortal; however, this constant back and forth has been sequestered to the Southwestern District of the city, where *ahem* your safety is not guaranteed. This is where you'll find most human refugees, and a lot of the dangers of demon gangs, phage vampires, and wild feylings.
CITY GOVERNMENT
Sylvan is governed by an elected council of lords chosen by the people, but from a parliamentary body of noble peerage. On the Inner Council sit, the highest serving officials in the city and a few remaining seats of from the bygone royal era, they are: the chief administrator and highest elected official, the Chancelier du Ciel, known as the Arc Chancelier: Lord Sebastian Belmont; the Lord Treasurer and the chief financial officer, the Chancelier du Soleil, known as the Sun Chancelier: Lord Charles D'Arcy; the Lord of State and chief of diplomatic affairs, the Chancelier de Lune, known as the Moon Chancelier: Lord Renault D'Guéret; and the Lord Solicitor, the Chief Judge and lawyer of the Court of Honor and Civil Courts, the Chancelier de Etoile, called the Star Chancelier: Lord Edmund Alexander de Hamza. The Royalist Seats that remain in power are House Ancien, lead by the Countess Gaëbrielle Le Ancien; House Riven at the command of Count Cardalu; and the Count of Clermont, young Nicholas de Montferrat; their seats are permanent fixtures on the council. The city's military and police force is run by the Deputy-General of Sylvan, Anatole Francoise, and his second-in-command, Deputy-Captain Garrhett de Chatillon. The Sylvan Militia is employed for general defense and as a police force for peacekeeping and riot control, which most commonly takes place in the hotbed of the Southwest.
Lord High Chancelier Sebastian Belmont
Lord Chancelier Charles D'Arcy
Lord Chancelier Renault D'Guéret
Lord Chancelier Edmund Alexander de Hamza
Countess Gaëbrielle Le Ancien
Count Cardalu
Count Clermont
Deputy-General Anatole Francoise
Deputy-Captain Garrett de Chatillon
Deshwitat de Cremére
Léanan Sí
Arthur Baudelaire
Varney the Scion
Vittoria Borisia
Lhorran
Erithka
Mad Tom
Ingrid
Lady Moneta
Zelda
Chrissena
Gabrielli
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
CITIES - TOWNS, VILLAGES AND ENCAMPMENTS These are the most easily reachable, commonly known or open non-city locations. Others exist but are hidden, forbidden or very difficult to reach. CODIAN GRAVEYARD - A massive, shared burial place used by Epicrin and Elexia, just off the great road to the south, at the western edge of the Southern Forest. The grounds immediately around it house the caretakers, groundskeepers, priests, guards, and, for some reason, the estate of the wealthy Codan family.
DRILE - A large island in the northwestern portion of Lake Hilara. Recently settled by an number of mainland Nadrask who set up a small fortified village there and created an artificial reef or jagged stone around its coast to mimic Nadra.
DWARVEN CAMPS - A large encampment of dwarves who have left their hopes to the west. Located in the western plains near the edge of the Alogeans. A sprawling and rowdy place, much of it is hidden from view as the dwarves have tunneled into and mined out the land beneath it.
EDGEWOOD - An elven village at the north of the Southern Forest.
FEARANN SORCHA - An elven village in the Greevan Forest, said to the the birthplace of Sorcha, a member of the First Eternal Council and deity.
GOLDWATER - One of the biggest and most famous of the Western Plains Farmsteads.
THE KING OF ADVENTURE - A fortified outpost on the Western Plains off the Great Road, it is a gathering place for adventurers, wandering heroes and freelance mercenaries, a hub beyond the cities where one can often find jobs and bounties for men and beast alike.
LOWOOD - A elven town on the southwestern shore of lake Hilara, home to many fisherman, huntsman, and a small Sentinel community.
MY'KURR - A tropical island off the coast of Elexia. It is bit of a vacation spot for the wealthy but almost as crime-ridden as Elexia. Consists of a large central resort and a couple nameless coastal villages and tiny satellite islands, all interconnected by bridges and walkways.
NADRA - The home island of the dozen Nadrask mercenary families and the Nadrask elders. Located off the northern coast, it is surrounded by a massive coral reef that means it can only be reached by mooring your ship at a the floating docks that ring the island and being ferried inland by barge. Nadra contains four small villages with an even smaller encampment at the center.
OLDMOOR - A small shantytown of thieves, smugglers, pirates and mercenaries located in Eastern Swamp.
PERT SOAIDH - An elven village the Southern Forest, known for producing heroic and powerful warriors. Many legendary elves are said to be of Soaidh birth.
VINTERHEIM - An enclave of human artisans called the Aesinians living in the tundra north of the Alogean Mountains. It is a small town walled by unmelting ice.
TRAVELING
There is no concrete relation between Epic World time and time in the real world. The only exception to this comes when traveling between cities. Bakara is a big place full of scary and wonderful opportunities and we want players to have a chance of experiencing that first hand. Whenever a character leaves one city to head to another they must post that travel on the 'Great Roads and Hidden Paths' thread.
This post should let the world moderators know where the character is heading to and from, what means and speed of transportation they're taking and whether or not they're doing anything else while traveling (e.g. sentinels might be inclined to forage for ingredients).
Quote from RolePlayerBob »
Bobicus left Elexia atop his trusty steed, following the rising sun west towards Epicrin. He rode slowly, taking in the scenery and stopping to smell the flowers. Keeping a special eye out for any that might be medicinal.
A world moderator will respond to each and every one of these travel posts letting them know what happens, whether it is a pleasant but uneventful trip, stumbling upon random items or the creation of a whole new event posts by that WM. Once a WM has posted the character may then continue on posting in their destination city; any interaction with the gate locations of either city is optional.
There will be instances where one wishes to forgo the chance of extras in favour of expedience, either due to time commitments in real life or a specific task or quest beginning imminently. When posting a travel post in these situations simply include an opt-out message and you may post in the destination city without waiting for WM assent.
Quote from RolePlayerBob »
Bobicus left Elexia atop his trusty steed. He was probably pushing the horse harder than he should have, he had to get to Greevan by nightfall.
[Skipping Ahead: Fail Quest is starting today]
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
For each of the five major cities, there will be a stickied "City Paper" thread. These papers contain open bounties, quest announcements, job openings, storyline threads, and assorted flavorful tidbits. These threads are not to be posted on except by whoever is in charge of that city.
If you want something in the paper, send a private message to the appropriate World Moderator.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
"Rules were made to be broken", isn't that how the saying goes?
Sneak thieves, charlatans, grifters and muggers are to a certain extent given less support than other characters in Epic World. It's easy to see where one stands with a bounty, a quest or a specific task, but criminals have to get a bit more creative. There are two main ways to go about criminal activities in Epic World.
Be a Thief
Members of the Thieves Guild have somewhat exclusive access to Contracts and Marks, bounties and tasks specifically tailored for those with the requisite skills. These tasks are posted in the City Papers, and represent the coded advertisements made by the Thieves.
Take Initiative
Take matters into your own hands, decide on a location and a time and make a post on an appropriate thread. Success in these matters is largely dependent on the character's actions and an element of chance. It might be advisable when embarking on a criminal venture to PM the mod who's jurisdiction it is to ensure they don't miss your post.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
In the EW, actual classes are entirely optional. You may gain them by joining Guilds and/or Societies. You may join up to one of each type of group, all having their own tenets, focuses, benefits and requirements. The cost of joining any Guild or Society is 25 Gold. If you know right away what groups you want to be a part of, you may have your character start as a member and just deduct the gold from your starting profile.
Guilds are groups dedicated to professions, how you earn gold, and come with benefits that both aid in that earning and help you use those skills in adventuring. They are: Peacekeepers: Capturing Bounties Thieves: Crime Machinists: Building and Selling Devices Bards: Performance.
Societies are groups dedicated to ideals and reflect your style, granting bonuses that helps you adventure using that style. They are: Mages: Reliance on magic over physicality Warriors: Reliance of physicality over magic Sentinels: Nature, Cycle of Life Clerics: Truth and Honesty Initiates: Knowledge and Secrecy
If you choose to join one of each of these groups and Dual-Class your character, you gain a new title and receive/become eligible for a unique set of benefits.
For Specifics on each of these groups and their combinations, see the following sections.
Guilds offer free housing room and board to their members at their guildhouses. This provides members a place to crash and store the items they don't want to carry around on them.
If you wish to leave a guild or society, you relinquish all items and knowledge of skills or spells you gained as part of that guild, as well as paying a 50 gold fee and running the risk of other groups being hesitant to let you in. It is suggested you carefully choose what groups you want to be a part of and avoid "respecing" in this manner if possible.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
GUILDS AND SOCIETIES - BARDSStatus - Guild World Moderator: Volraths Bane currently, Melaia eventually Sigil: Golden quill and flute crossed against a black sheaf of paper.
LEADERSHIP / ORGANIZATION
Not a group highly concerned with a regimented power structure, they still have at least a superficial one for the sake of order. The Guildleader is known as the Maestro, and below him are five Symphonias, you are in charge of each city's chapterhouse.
TENETS
The bards believe that power of word, dance and music are underestimated compared to muscle, magic and machinery. They devote their lives to harness the power and beauty of the performing arts for glory and the greater good.
HISTORY
Pending
PUBLIC SERVICES Mastercraft - 50 Gold - The bards sells all sorts of instruments, dance shoes and "Voice Augs" (machinist microphones)
Glory for Hire - 100 Gold - Adventurers with Heroes Legacy or Relic of Legend can go to the Bards after one of their quests and tell their tale. For a price, the Bards will sing of your adventures across the land, granting the adventurer an additional Legend Point. This is only available once. Illusions of Grandeur - 250 Gold - Adventurers without Heroes Legacy or Relic of Legend can also pay to have the Bards spread word of their greatness...even if it is slightly exaggerated...or a vastly overblown. They will be granted a version of Hero's Legacy known as Illusions of Grandeur, identical save that is can't be leveled past level 3.
REQUIREMENTS / LIMITATIONS Public Eye - Your face is more well known and recognizable, so be careful. Morals Clause - The bards rely on the goodwill and faith of their audiences, and as such cannot afford to have their names dragged through the mud. If you insist on illicit activity, it cannot be against the general public or use your performance pieces.
BENEFITS Superstar - Each month the Bard will receive gifts of gold based on the number and variety of their public performance and, just as if not more importantly, the quality of their interactions with the public. These offerings will be left for you in the care of the local guildhouse. Undergarments will not be accepted.
Harmony- You can accompany other Bard's performance pieces so long your accompaniment is of a different type than any other accompaniment (unless otherwise noted). If you are skilled in two types that can be done simultaneously, you can accompany yourself. Accompaniments are a reaction to the primary song and do not have to be composed ahead of time.
Septuple Threat - New bards are trained in the performance type of their choice if they do not have skill in one already. Further training in other performance types can be purchased for 120 gold. Your performance type determines the magical effects of your performance pieces.You receive a free instrument of your choice with the training.
THE SEVEN PERFORMANCE TYPES Strings - Guitar, Harp, Banjo, Fiddle, Violin, Lute As Primary: Offense, Power, Attack As Accompaniment: Add aggressive aspect to performance. Percussion - Bongos, Castanets, Conga, Lummi Sticks As Primary - Creation, Manifestation or Summoning As Accompaniment: Increases duration of effect.
Woodwind - Flute, Oboe, Piccolo, Clarinet, Bagpipes, Bassoon, Saxophone, Harmonica, Accordion As Primary: Defense, Protection, Healing As Accompaniment: Prevents sound of performance from being obscured, silenced, or drowned out.
Brass - Trumpet, Trombone, Tuba, Horn, Euphonium, Sousaphone As Primary - Physicality. Buffing and Debuffing As Accompaniment: Increases Strength of Effect.
Spoken As Primary - Mind, Perception, Control As Accompaniment: Counteracts Resistances and Immunities to Effects. Song As Primary - Emotion, Sensation, Will As Accompaniment: Increases range/number of targets. Dance As Primary - Body, Motion, Awareness As Accompaniment: Boosts primary performer's ability to keep performing despite fatigue or physical discomfort.
Public Domain - Bards have access to a limited number of already composed performance pieces they can purchase to help fill out their repertoire. Note: Performance pieces lose power the more times you use them on a particular person. The degree of power loss each time varies spell to spell. Bards receive for free the Starter Performance Piece in their chosen school upon joining and the starter for each new school they learn after joining.
PRECOMPOSED PERFORMANCE PIECES Strings - Guitar, Harp, Banjo, Fiddle, Violin, Lute
Offense, Power, Attack C-Sharp - Starter - A pluck of ones strings that shoots a dark-like projectile of solid air, modifier 1, at a target. Power Ballad - 70 Gold - A stirring musical piece that evokes mental images of glory, rising to meet challenges, and determination. A target gains a strength level for as long as this is played and is immune to fear or intimidation magics. Maximum 5 posts. Strumming Fury - 210 Gold - A quick paced melody that increases in speed and intensity. Causes a target to become increasing aggressive, even frantically so, numbing pain and driving them to attack. Maximum 4 posts. Power Chord - 140 Gold - A loud, powerful musical chord that physically repels objects before you several feet back.
Percussion - Bongos, Castanets, Conga, Lummi Sticks
Creation, Manifestation or Summoning- . Crescendo - Starter - Precisely times notes played in concert with a target's blows, manifesting a stoney aura around their fists. Dark Echo - 70 Gold - A hard driving, fierce bit of music that causes an illusionary intimidating demon to manifest. Soldier's March - 140 Gold - A militant rhythm that calls to mind armies in motion. Arms a target magical armor and melee weapon of your choice on learning. Is brass tough and remains as long as you play. Primal Beat - 210 Gold - A primal, powerful piece that summons into being an animal defender whose species is dependent on the instrument used. It lasts until killed or until you stop playing.
Woodwind - Flute, Oboe, Piccolo, Clarinet, Bagpipes, Bassoon, Saxophone, Harmonica, Accordion
Defense, Protection, Healing Phantom Melody - Starter - An eerie, haunting piece that ripples the air around a target, making their features and exact movements visually indistinct. Heartsong - 70 Gold - A twittering piece that accelerates a target's healing rate with the speed of the piece, allowing you to accelerate an ally or hindering a foe.Maximum length 5 posts.
Brass Note - 140 Gold - A sustained wavering note that generates an invisible magical shield, 6' in diameter, in front of the player, as strong as brass, for as long as the note is held. Shield is not mobile. Grows more fragile each time used in an encounter. Song of Summer - 210 Gold - A flitting piece that evokes the sound of birdsongs and nature, any that come within 5' of you become sedate and incapable of aggression. This includes you.
Brass - Trumpet, Trombone, Tuba, Horn, Euphonium, Sousaphone
Physicality. Buffing and Debuffing War Anthem - Starter - A rousing martial tune that gears up those that hear it, making those that would normal shy from conflict confident, brave, focused and ready to fight. Sound of Failure - 70 Gold - A short, sad, almost mocking little tune that leaves a target feeling shamed, embarrassed and decreases their strength by a level.Think this.War Charge- 140 Gold - A calvary charge that augments a charging target's speed and momentum, making them harder to stop and more resistant to impact damage. Lasts as long as you keep playing or until the target stops moving forward. Deathly Dirge - 210 Gold - A slow, mournful funeral song that causes a target to feel extremely ill and hopeless. Lasts 5 posts.
Spoken
Mind, Perception, Control Witty Maxim -Starter - A short and amusing bit of speech that, while making no actual sense, is phrased and intoned precisely to seem logical and impressive. Creates a charisma effect that lasts for the rest of the encounter.
Troll Logic - 70 Gold - A twisting, curving, disorienting argument that fills a target with self-doubt.
Cutting Remark - 140 Gold - A vicious, insightful and very hurtful insult that literally inflicts pain, making the target feel as if they'd actually be slapped across the face...with a metal gauntlet. Rousing Tirade - 210 Gold - A fiery and galvanizing speech that incites all that hear it towards a single target for as long as you are able to continue it. Maximum five posts.
Song
Emotion, Sensation, Will Lulling Tune - Starter - A short but sweet and lilting song that calms those that hear it can be sung up to three posts and lasts for any many posts afterwards. Tearful Sonada - 70 Gold - A touching, heartrending song that causes a target to be unable to hide or repress their emotions, causing them to flood out visually and sometimes verbally. Operatic Crescendo - 140 Gold - A booming, prolonged vocal note that causes the target to feel phantom pain, can shatter glass and cause nosebleeds. Entrancing Aria - 210 Gold - A soaring vocal piece that draws the attention of all that hear it, leaving them unable to focus on anything but listening to it unless their life is endangered. Requires complete concentration so you cannot attempt to multitask while singing this. Lasts maximum 6 posts.
Dance
Body, Motion, Awareness Flashdance - Starter - A flashy, impressive bit of footwork that is rather flashy and eyecatching, drawing attention.. Methodic Rhythm- 70 Gold - An enthralling dance that either entices or enthralls those you make eye contact with, depending on their preferences, causing their heart to beat in time with your rhythms. The slower you dance, the calmer they get. Fast dancing speeds up their heart, causing disorientation and fear. Dance of Defiance - 140 Gold - A strutting, confidence dance with repeated forceful stomps. You trail leaves behind glowing footprints which cannot be physically crossed by living beings, creating a barricade in your wake. Maximum 5 posts at maximum 6 feet of movement per post, fasts 2 posts after you end dancing. Phantom Waltz - 210 Gold - A slow and graceful dance that gives off an air of being beyond worry and earthly concerns. While engaged in this dance you move lithely and effortlessly out of the way of any attack, but cannot attack.
One Song, Glory - After each major encounter (quests, bounties level 3 or higher, some jobs) Bard will gain as part of their reward the ability to compose a new Performance Piece, based off their experiences in the encounter, in one of their trained performance types. This piece's general type of effect is determined by the type and its precise effects are determined by the events of the encounter and your actions during those events. (This will be entirely designed by the WM who ran the encounter.) The strength of the effect is determined by the scope of the encounter, your participation in it, and the your skill as a composer (the larger your repertoire, the stronger we are likely to make the effect.). You do not have have to create a Performance Piece this way each encounter. Each time you choose to do so, it comes at the cost of looting last and receiving less gold/loot points. This penalty starts at 30% but is reduced by 3% each time you create a song until it hits the mimum 5%.
LOCATIONS
The Player's Pipes - Elexian Location - Located in the Warrens, the Player's Pipes is a former industrial building now take over by the bards and turned into a den of song, game, and dance. A squat building with edges worn down by time and various aged smokestacks that jut from its roof, leaning at various precarious angles. it has the look of a giant set of long abandoned bagpipes.
The Maison Diapason - Epicrin Location - Located in the southern Grand Quarter, the Maison Diapason stands out from its surroundings, its twin squared off towers standing several stories tall and glad in burnished steel to resemble a massive tuning fork. Its sonic resonance allow it to broadcast sound to the entire city, making it the home of not only the local bard's chapter but the city's emergency management department.
The World Stage - Sylvan Location - Central Guildhall - A massive theater and symphony hall located in the northwestern district of Sylvan. Countless massive brass-clad towers rise in ranks from its form, giving it the appearance of a massive pipe organ.
The Echoing Halls - Ash Location - A squared off stone building carved out of the mountain side, a massive carved stone sitting atop it. This horns bore leads all the way to the other side of the mountain, causing it to sound when the winds are strong.
The Windwood - Greevan Location - A massive once-dead tree, it was hollowed out and its trunk carved into the shape of a massive upright oboe, then given new life by a potent spellsong and is kept alive by the music created by the wind blowing through its precisely carved upper boughs.
NOTABLE NPCS
Ash
Symphonia Donner Ironpad - A hulking kindir with a shaved head and charming, if often intimidating smile. He is a percussionist, often carrying a massive pair of bongos across his equally massive back.
Elexia
Symphonia Imeric Parahtide - A rare Atarin with whose tastes run more towards the aesthetic than the material. Pale blue skin with stripes of navy, his bright green hair is tied back in a ponytail. Dresses in dark leathers and is rarely seen without a stylized guitar.
Epicrin
Symphonia Althain Rourke - A former farmer from the northern western plains, Althain came to the cities to indulge in his love of music and the arts. Some wish he hadn't, as his bagpipe playing is a truly acquired taste. Still he is a devoted and loyal guildmember and his devotion to the organization ensured his leadership in the city...the fact it keeps him too busy to sit around the guildhouse playing may have had something to do it too.
Greevan
Symphonia Llinos of the Windwood - A fair dryad woman with skin of pale coral and hair of platinum. An ascetic, she is usually seen in the company of many songbirds. Favors loose flowing silks of green.
Sylvan
Maestro Daniel O'dale- Handsome rogue and current guildleader, an ageless man with hair of red and a smile of ivory. Master of several schools and perhaps the most skilled wordsmith in Bakara.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
GUILDS AND SOCIETIES - CLERICSStatus - Society World Moderator: Volraths Bane Sigil: Open Palm within a Sun in Glory
LEADERSHIP / ORGANIZATION
> At the top is The Lord Defender/Exalter, who makes all major decisions for the church.
> Beneath him is The Malakhim, a council of senior church members who advise and inform the Lord and relay his wishes if he himself in unavailable to.
> Each city has a Sera, who is the head of that city's church location and responsible to for the members safety and actions. They are technically below the Malakhim but are generally more respected within the church.
Current Leader: Lord Defender Soltara
TENETS
Only when there are no secrets, when all truths are laid bare, and the people know all can they be safe and prepared. Deceit serves only to endanger and manipulate. Truth is Freedom and the Ultimate Power, and it belongs to everyone.
HISTORY
The Old and New Churches
The Church of the Unfailing Light began over four centuries ago, not long after the founding of Epicrin. The Great Church, also known as The Church of Rin, had been the primary church of man for centuries, and its militant arm had helped protect man when his empire fell and they fled east. However, its heads were unwilling to let go of the power that came with man's reliance on them and acted secretly to ensure it did not end.
When the secret and evil acts of the church heads were accidentally discovered by an Elexian priest named Solumin, he did everything in his power to reveal the truth, and in doing so brought the Church of Rin to its ruin. In its place, a new church rose, lead by Solumin and dedicated to Truth and honesty above all else. For more on this, see the Historical Events section.
The Schism
Long after its founding, The Church of the Unfailing Light was suddenly and unexpectedly split. A priest named Thanen quite literally stumbled across an enormous and apparently dangerous secret while wandering through the hills southwest of the Southern Forest. Word spread that he had discovered something of earth shattering importance, but refused to tell anyone what it was.
The head of the Cleric church, named Felgrim, became outraged that one of his priests would so blatantly flaunt the tenets of their church and keep a major truth from the people. Thanen was taken into custody by the church and questioned, eventually even imprisoned and tortured to try and force the nature of this truth from him.
When word reached the people of Felgrim's draconian tactics, the tide of public opinion turned drasticly against him. Even some of his own church members turned on him. He was forced to release the still silent Thanen, excommunicating him. Now free, people flocked to Thanen, and a new church grew around him, one dedicate to the accumulation and careful control of knowledge and the keeping of secrets. Thus Initiates were born from the Clerics. For more on this, see the Historical Events section.
An Uneasy Balance
As Elexia grew and grew around the Church, it sadly became no more civilized, not beneath its facade. The rising of an organized Thieves Guild is something one would think The Clerics would naturally oppose. This was not the case however.
The Clerics have anyways understood the search for truths is not antithetical to crime. The very Church's founding was greatly aided by Elexia's criminal elemental, and they know that The Law can be an much an impediment to the truth as it can a tool. The clerics employ Thieves Guild members, known as Witnesses, for centuries, only asking they admit their crimes to the Church to be judged by their own criteria. The Clerics sometimes even step in on behalf of Witnesses caught by local law enforcement, using their cache of information, influence, and past debts to trade for their freedom.
The Thieves, for their part, tolerate the Clerics. The appreciate the leeway membership can grant members with local law-enforcement and recognize the fact that, more often than not, the darkest secrets that the Clerics want to expose to the world are the ones kept by crimebosses and corrupt officials that not only have no ties to the guild but are actually competitors. Every time the Clerics reveal a grand truth, business tends to impove.
Blood in The Streets
Around two and a half years ago, the Clerics search for truth sparked one of its darkest chapters. Certain truths unearthed by its members lead them to believe that a man who they'd always believed to be one of the few honest entrepreneurs, the mining magnate Torbal "Big Smile" Lee, was actually the head of a massive human trafficking ring. The very man who had built the Cleric's new Cathedral for them only a decade ago.
The Clerics, incensed at the idea this might be true, turned all their attention and efforts towards uncovering the real truth. Seekers teamed up to track where these slaves were being held. Witness's haunted Lee's every step and holding. When one group of Witness finally hit paydirt and uncovered damning evidence they were caught in the act and barely escaped. Lee's men began flooding the streets, forcing the Witnesses to ground before they could pass the information to the law or the guild.
Lee's regular thugs and paid mercenaries scoured the city for the Witnesses, to not avail. The Clerics, realizing what was happening and knowing Lee's next step would be to try and gain leverage over the loved ones of these missing men, sent Defenders out to try and guard them and recalled the Seekers to alert the local Peacekeepers, knowing Rook could not be on Lee's pay roll. Clerics and cuthroats clashed in the homes of these innocents and many lives were lost on both fronts, but backup from the Peacekeepers turned the tide for Clerics and allowed the Witnesses to come out of hiding.
In the end Torbal Lee was brought down, along with many other corrupt officials in Elexia, My'Kurr and Epicrin. Most of underlings when down as well, and a great number of mercenaries responsible for the deaths of clerics and innocents alike. Not all though, not all. Despite their losses the Clerics consider this horrible event a victory, proving their unwavering and inescapable resolve to undercover the truth at any cost.
PUBLIC SERVICES
> Healing services, both magical and herbal. The standard fee is 15g.
> Identification of items with unknown natures for a 15g fee.
REQUIREMENTS / LIMITATIONS
> Honorbound - You are bound to help the church is asked.
> Guardian - You are to try and help resolve any observable physical conflicts, though only through violence if absolutely necessary.
> Honest Soul - Cannot lie to guild members or withhold truth of a vital or perilous nature. Doing so is possible but the ramification of getting caught are not to be taken lightly
> Confessor - Must report any crimes or wrongs you commit against others to the church and your reasons for committing them. They will judge if they were for the greater good or not. See above regarding ramifications of failure to follow this rule.
BENEFITS
> Public Trust - Being a Cleric carries within it a natural assumption by others that you are devoted to the truth and honesty. They automatically trust you more and are more genial, unless they have a personal reason to dislike the church.
> Indelible Truth - You can consult the extensive information archives the Clerics keep regarding countless matters in Bakara. Most helpful when researching bounties or specific people.
> Fruits of Devotion - Free access to Cleric Public Services
> The Clerics' Trials - At any time, any cleric may ask to undergo The Clerics' Trails. However, only those whose past deeds and abilities are judged to prove their worth and devotion to the guild are granted it. Those who are granted this honor enter a labyrinth beneath the Church of Unfailing Light where they must prove their skills and prowess against a series of tests, challenges and obstacles. Those who defeat the Trials may never take them again, but earn great respect and rewards.
> Paths of Truth - Upon joining the church new clerics are encouraged to focus themselves in one or two areas of church tenets. Focus on these tenets allows access to tools, spells and weaponry to aid in their duties to the church. Clerics who have undergone their Trials, regardless of outcome, may branch out into the third branch.
Choose two (completion of Cleric Trial grants access to the third):
Voice of the People Lvl 4 Mind - Confidence - Instills the target with a deep sense of trust and desire to confide in the caster as long as there is no existing hostility between the two. 160 gold Portrait Shield - A gold-lined iron shield available in round, kite and tower varieties. Its mirrored surface can be made to retain a single reflection at a time, storing it so that it can be presented to others at a later date. 80 Gold Echo Charm - A small, pewter pendant in the shape of a cracked circle. Allows the wearer to project their voice into the ground, allowing them to speak with crowds of people without raising their voice too high. The voice heard by the crowd is slightly tinny. 80 Gold
Lights in the Darkness Lvl 3 Light - Unfailing Lantern - Create a glowing ball of light with thrice the intensity of a candle. The light cast by this spell will allow you to see through false images, illusions, and veiling magics. 120 gold Truthcore Weaponry - Steel Weaponry that will dispel summonings upon wounding them. Type available same as those at local forge, cost is 5x Base cost. Inner Light - A pale yellow potion which enhances the senses of the drinker, allowing them to see clearly in darkness and hear a pin drop in a crowded room. Lasts only a few moments but grants perfect clarity with all five senses. 15 Gold per Vial.
Bearers of Truth Lvl 5 Spirit - Restore - Revert a body part or object to its natural state, undoing recent damage, injury or alteration. 200 gold Stillmind Helm - A steel helm that prevent magics from altering or effecting your mind or emotions. Comes in many styles. 120 gold. Solumin's Wash - A vial of translucent, pale blue liquid that can be lightly washed over documents, signs or any other surface. Reacts visibly with any invisible inks or magical markings, alerting you to their presence without removing them. 25 Gold per Vial.
LOCATIONS
Church of the Unfailing Light - The central Church in Elexia. A large cathedral notable for its open architecture and simple, clean decor. It is home to the Blessed Seat, an ivory throne which compels the truth from those seated in it.
The Old Cathedral- The Epicrin church location. The only remaining section of what was once a vast compound the old church called home, found in the Back Quarter. The members there tend to hold onto more remnants of the old church's ways than other city's congregations. It is also houses an asylum, where clerics care for Bakara's most broken and twisted minds, trying to restore them to their truth state and dispel the delusions that haunt them.
The Houses of Healing- The Greevan church location. A palisade of ash wood and ivory on the floor of Greevan, the clerics hear are the most skilled in Bakara at healing services offered by all Church branches, with access to untold ages of medical knowledge, both herbal, magical and beyond.
The Beacon - The Sylvan church location. A large hostel run by the Clerics. It is a place of sanctuary for those fearful of what lurks in Sylvan's eternal darkness. The enormous windows and glass domed roof of its common room cause the ever-burning lights there to make it visible from everywhere in the city.
The Zenith Order - The Ash church location. Seated atop a secondary peak beneath the mountain's true apex.
The Watchtower - A monolithic white tower standing tall in the midst of the Western Plains, has been there for centuries, standing guard in case the Daemons followed them east. When the old church and Lum-katar fell, the new church look over. Place of worship for farmers and homesteaders too far west to go to Epicrin.
Codian Chapel - Located next to the Codian Graveyard. It is home of the clerics that perform burial rituals for the dead and serves those who live in the area and do not wish to go to Epicrin or Elexia.
Whitesands Chapel - A small chapel on one of My'kurrs northern satellite isles. Performs marriages for wealthy vacationers and keeps an eye open for the countless dirtly little secrets that tend to come into being on My'kurr.
NOTABLE NPCS
ELEXIA
Lord Defender Soltara -
Malakh ElijahStahv- One of Soltara's council, he is notable for his extreme dislike of the Initiates as heretics and enemies of the church. Luckily his calls for action against the Unblinking Eye are largely ignored. He is mostly kept around for his keen logistical abilities. A squat man white-blond hair and squarish head.
Sera Alicia Nigel - Sera of central Elexian church.
EPICRIN
Sera Jared Pater - Sera of the Epicrin branch of the church. A kindly, elderly fellow, thickset and a little shorter than most. His face is caring and somewhat wistful, with clear brown eyes and short snowy white hair. He wears a black robe with a white mantle, reflective of the garb of the old church, whose halls his guildhouse once were. He is a bit of a throwback, holding closer to the old churches ideas of protection and guidance over the new obsessions with truth and revelation. His family has held the position of Sera in Epicrin since the new church started, supported by a loyal congregation. His brother is the city's master blacksmith.
Brother Barlowe Arkham - Head of The Old Cathedral's asylum, and considered an expert at the care and diagnosis of the mad. He is a large and round slab of a man, with a bald head, and a red walrus mustache with muttonchops. He favors long, fitted white tunics and usually caries a variety of herbal mixes and potions in a satchel as his side.
Brother Lance Loomis - Doctor in the Cathedral's asylum, the youngest of the lot. Tall and skinny, with pale skin and curly black hair. Empathetic and devoted to his charges, he has yet to let the madness of the place get to him. Often clashes with Arkham's more clinical approach. Wears a black suit with a white shirt and tie beneath a white coat.
Sister Harlene Crane - Doctor in the Catherdral's asylum, she is a young and enthusiastic disciple of Arkham. Her face is doll-like, with fiery red hair tied into a ponytail. Devoted to "fixing" her patients, but seems slightly off. Wears long black skirt and red blouse beneath a white coat.
ASH
Sera Nieve Fenomeno - Sera of the Ash branch of the church. An albino, Nieve had the extreme misfortune of being born an Oscaran, a race so assured of its racial superiority and xenophobic that any birth defects or anomalies are assumed to be proof the child is actually a halfbreed and resulted in he and his mother being shunned. Before long she fled the society that no long acted as if she existed and found a new home amongst the Kindir. There he grew strong and tall, with a deep seated sense of injustice. He is typically oscaran in his appearance save for his albino coloration and the fact his head was never ritually shaved, his long white hair worn tied back in a ponytail. He favors wearing all-white, including a snowy travelers cloak with the hood usually up.
Sister Lowin Rustmane - Member of the Ash congregation. A proud and noble kindir lady of very muscular build and dark red hair. Unwaveringly confident and fiercely protective of the other members of the congregation. Usually wears a armless, belted white stola, abbreviated to midthigh for movement and a wide crimson sash over one shoulder across her torso.
SYLVAN
Sera Abraham Pharo - Sera of the Sylvan branch of the church. An elderly but still vital man, experienced with dealing with the dangers of the night. His face is lined and speckled with small, faint scars, with a hooked nose and deepset brown eyes. Earlength silver hair and goatee. Wears thick, dark brown woolen clothing beneath a snowy white cloak and a black slouch hat. Rarely seen without a sword and flintlock.
Brother Wyndford Prince - A young, bookish member of the Sylvan congregation. Spectacled and very well kept, with slicked back black hair and noble good looks, wears a simple but impeccably well kept white suit. Looks up to Sera Pharo greatly, pretends to by the experienced and wordly defender of truth and light that he is, but mostly comes of as a boastful fop. Good hearted and good intentioned, if a bit of a prat.
GREEVAN
Sera Thosar Kennyrrae - Sera of the Greevan branch of the church. An elven cleric devoted to the truth of physical perfection, he is a master healer and athlete. A paragon of elven beauty and vitality, he is proud but not vain, usually wearing not but loose white linen slacks. His healing skills are legendary and he encourages a healthy and active lifestyle amongst his flock. His age is unknown and untellable.
Brother Kesis of Whitesands - An extremely devout member of the greevan congregation. A saaur from the Kurrian isles, he moved inland to escape the crime of of the coastal area, feeling most at home in the forests of greevan. Slender of build, even for a yessil, with pale green scales the color of alligator's underbelly. Goodhearted but can tend to get carried away with zealotry.
OTHER
Father Reuig Faen - Head of the Watchtower Order. A large, burly kindir with long black hair and a heavily scarred face and body. Has the presence of a dangerous man but the air of sadness and regret. Wears a white cassock and carries no weapons.
Father Anther Yewmane - Head of the Codian Order. A tall and lithe male dryad with snowy white skin and spiky hair the color of jade. The antlers that mark many a male dryad have been broken off on him after a few inches. Has a timeless but kindly face and carries himself with great dignity. Wears robes of white and emerald. Usually carries an enchanted staff used to ward of graverobbers or the occasion unruly tenant.
Father Cormer Gammatide - Head of the Whitesands Chapel. An older atarin gentleman, his head shorn of hair and one of his eyes completely white and lacking an iris. Dresses casually in white and pale stone colored shirts and short pants, save for weddings and official ceremonies, during which he dons a white and gold cassock. Usually has a few daggers secreted on him to deal with unsavory local element.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
GUILDS AND SOCIETIES - INITIATESStatus - Society World Moderator: Quo Sigil: Lidless-Eye transposed within raised Hand
LEADERSHIP/ORGANIZATION Thane
All leaders of the Initiate Church are passed down and hold the honorific title of Thane in honor of their founder, Thanen.
Current: Thane Kuan'an - Enigmatic, he is an unyielding and frightening kindirin warrior and sorcerer of tremendous stature and skill. Power within the church derives directly from his absolute will.
The Three
A Triumvirate sits atop the pyramid of the Initiate leadership. They're most often referred to as the Three among the common rank and file of the church, and their names are whispered with fear and respect second only to the Thane himself. They rule the church with all the authority of the Thane, and each triumvir oversees a specific sphere of power and handles the major happenings in the church's day to day operations. It is they who advise and inform their Lord and relay his commands to the rest of the Initiates when he sees fit to make them known; otherwise they have total autonomy at their discretion, until the time that they do not.
The Highest
Strongly considered the first among equals, the High Priestess of the Initiate Church is the head of the Prelacy, those chief priests and priestesses of the clergy who all Initiates confess their secrets to. The office of the High Priestess runs the major eyes-and-ears network of spies and intelligence that seek to uncover secretive or sensitive information that the church would find most pertinent. It is she who relays targets and the decisions on most important tasks and missions concerning the acquisition of knowledge, or when necessary passes on the information when the situation calls for a more assertive response.
Current: High Lady Rime - A very queer woman, she possesses a tremendously bubbly and carefree attitude for one so fascinated with death and decay. However this outwards show of hedonism and lack of utter self control is a tightly controlled façade that masks a keen albeit cold intelligence and a discerning nature. A talented mage, learning from Kuan'an himself, she prefers subtle deceit and games, and utilizes complex mind magics to direct or frontal assaults, but can turn to force when required.
The Unseen One
Perhaps the most outright dangerous of the Three, the Knight of Masques is the knife in the dark, your death before you realize it's too late. The Knight of Masques is a ceremonious title bestowed upon the best field agent within the society, named for their powerful artifact and mask of office they always wear. To become the Masque one must take it in secret plot, however an attempt and failure to do so results in banishment or often times worse. When it comes down that a target is to be eliminated, it falls to the Unseen, and his agents are the best there is at what they do.
Current: Fiers the Knight of Masques - A remorseless killer and thrill-seeking psychopath, one of the most dangerous men in the Eastern World, not much was really known about Fiers before he ascended the ranks to become part of the Dark Triad. His legend on the other hand is well known, in an infamous coup d'état he very swiftly and suddenly overthrew his predecessor, taking his former mentor's mantle and power for his own. It's unsure if anyone remembers exactly what the boy looked like before he took up the Masque.
The Overlord
The martial and military leader of the Initiates, the Praetor is also head of the Praetorian Legion. As Field Commander, he oversees all campaigns of war and battle strategy in war time or during martial law, deferring only if and when the Thane takes a personal interest or command. His black clad warriors are the ones who protect all Initiate locations, and grounds, as well as their Lords person, though that is more of a ceremonious assignment.
Current: Praetor Gelkurr - A proud and narcissistic Garr warrior, Gelkurr is a tireless brute, who has been blessed with an unfair brilliance as a battle commander and general. He prefers to crush any resistance under heel, and while creative, lacks any sort of subtlety. He is a vain and apathetic individual with a legendary temper, who you would do well to steer clear of.
The Prelacy
TENETS
Truth is power, and must be applied as such, for the betterment of all. Knowledge of the truth is a duty, but also a burden to bear, not to be taken upon the shoulders of the meek, the powerless, or the unworthy: For once the truth is known there is no unknowing that can save you from harm.
HISTORY
The Discovery
A century after the founding of The Church of the Unfailing Light there came a crossroads. There was at this time a priest in the church by the name of Thanen. His congregation consisted of the farmers to the south of the Great Road and he oversaw the burials at the Codian Graveyard, which served Epicrin and the surrounding areas. It was while traveling to this graveyard that Thanen stumbled upon something that would change everything.
One minute he was walking along, then there was a loud crack and he had found himself falling. He landed on a small ledge, next to the corpse of a man wearing the armor of the Lum-Katar. Slowly he climbed his way up the rock wall beside him, through the darkness, up towards the hole he'd fallen through and the faint moonlight beyond. And on his back he carried the body of the fallen Lum-katar, as was his duty to ensure the proper burial of the faithful.
When he emerged, Thanen examined the hole and discovered what would come to be known as the Lidless Eye, a seemingly bottomless pit nearly 100 yards in diameter at the edge of the southern Sekoran Forest. Far far below, this pit seethed with raw death magic, intersecting a natural leyline buried deep within the earth. The reason he had fallen through it was that someone had covered this pit with wood, placed a hatch in the center, and then covered it all in sod and grass. Over the years it had fallen into disrepair, so when he stepped on a rotten patch he fell through. Removing the sod, he discovered this wooden cover bore the seal of the Primarch.
Thanen realized this pit much had been used by Primarch as a secret means of disposal. With his curiosity piqued, Thanen turned to the body he had discovered. It must have been down there since before the church fell, decay of it's body and vestments arrested by the exposure to death magics below, a sterling silver knife protruding from the back of it's neck. He bore a messengers satchel, and inside Thanen found what the Church of the Unfailing Light had sought for century. He discovered the Secret of the Fall.
Upon discovering exactly what this secret was, Thanen realized he could not share it. He realized why the Primarch had kept it hidden. It broke his conviction that truth must always been known, that secrecy could never be for the best of the people. He returned the body to the pit, went on to his duty at the graveyard, and returned later to repair the pit's cover and replace its camouflage.
The Reopening of the Eye
For a long time Thanen lived with this secret, breaking the vows of his church, but sure it was the right thing to do. Until one day he could bare it no longer and confessed to his bishop that he had discovered the secret but could not share it. When word of this reached the current head of the church, a man named Felgrim, Thanen was taken into custody.
At Felgrim's order, Thanen was pushed to reveal his secret by every means necessary. They tried reason with him, commanded him, threatened him. When those failed, Felgrim authorized more draconian methods. Torture would not work, and even attempts using mind magics could not pry the secret from him. His conviction that keeping it secret now buttressed by outrage and wrath at his treatment by the church to which he had devoted his life. In the end he was locked away, hoping time would pry from him what force could not.
What Felgrim had not taken into account, is that in a church founded around truth, people will not hesitate to speak out against their superiors. When word reached the people about Felgrim's treatment of one of his own priests, the outrage that resulted became a major problem. Felgrim solved that problem, in his mimd, by excommunicating Thanen. Much to his chagrin, this resulted in his imprisonment of Thanen becoming illegal and he was forced to release the man.
Thanen now found himself out in the world, betrayed, abused, and then exiled by his church. Even worse were the fools that kept seeking him out, trying to get him to reveal his secret. However, others also sought him out. People that knew him from before and trusted his judgment. They were the most outraged by the church's actions against him. They believed that if he judged that the secret could not be shared, then he was right to keep it hidden. Then they invariably asked him the same question.
"Do you wish you didn't know?"
Thanen came to realize that wasn't the case. He was glad that he knew, simply because, while everyone knowing would be disastrous, someone had to know. This led him to a revelation. The church was was right in its constant search to learn the worlds secrets, but misguided in its insistence that those secrets be laid open for the world to see. Truth was power, and power must be regulated or else there is chaos.
Thanen shared this new philosophy with his supporters, and soon the number of these supporters began to grow, bolstered by disillusioned church members and those who had never joined the church because of its dogmatic nature. Before long this group became a church in it's own right, an offshoot dedicated to the ascertainment of all knowledge, the learning of all the worlds secrets, and then judging for themselves who should know what. A new church was built in the south, with only Thanen knowing that beneath it lay the pit that had changed his life. The Church of the Unblinking Eye was born.
Truth is power, and must be applied as such, for the betterment of mankind. The dogmatic blind morality of the Unfailing Light is dangerous, its not about morality, it is about what is best for the people. Let those with the most knowledge judge what is best for the people, and always make sure you are the one with the most knowledge.
PUBLIC SERVICES Disenchanting - The Initiates can strip the binding magics and essence of an enchantment slot from an item you own without damaging it for a small fee (The nature of some magics cannot be disenchanted) - 15 Gold
REQUIREMENTS/LIMITATIONS
> Fear of the Eye - Being an Initiate carries with it a natural paranoia of you by the public. They automatically feel a distrust around you, and are more guarded, unless they have a personal reason to trust you.
> Oath of Dominion - You are oath bound to keep the church's secrets.
> Cipher - Lying to do so is permitted but you are to keep all secretive or otherwise discovered information pertinent and vital to the church hidden from unworthy and non-Initiate eyes.
> The Uninitiated - Concealing, hiding, or keeping perilous secrets from the church or spilling vital secrets is possible but the consequences of doing so are grave.
> Cabal Therapy - Each month you must report to a local branch of the church and confess to them all secrets you have learned or kept. They in turn will determine if you get to keep that knowledge, or else withdraw it from your memory. Particularly important bits of knowledge may increase the initiates' standing within the church (See The Eye's Favor under benefits).
BENEFITS
> The Power of Knowledge - Upon joining the Initiate Order, you are granted a Hidden Name of your choosing to replace your actual name in regards to church business. This name is your calling card, it is taken for your protection.
> Forbidden Truths - The Church of the Unblinking Eye are the keepers of apocryphal texts and chroniclers of all that is forgotten; the masters of powers better left undiscovered. Upon joining their ranks one is granted a modicum of this knowledge, gaining an individual skill or ability of minute power based off of your inner spirit.
> Shadow Trade - Black Market Discount
> Inquisition - Occasional Special Interest tasks pertaining to Church business.
> Might and Magic - Special items and spells Initiates have access to. Determined by your path within the guild.
Initiate Shade spells - For members the choose the magic path.
Lvl. 3 Dark - Shadowscry: While maintained you can peer into any pool of darkness and shadow to see through any other shadows or darkness you have passed through or touched this encounter. 2x per encounter. - 120 Gold
Lvl. 4 Body - Silence: Shape the flesh and skin on target person or creature's face to seal their mouth shut. Lasts 3 posts unless maintained. - 160 Gold
Lvl. 5 Mind - Condition: Causes the target to experience extreme pain when either lying or telling the truth, which can be chosen on casting. - 200 Gold
Initiate Evincar Armaments- For members that choose the fighter's path. Cannot be pawned, sold or traded to nonmembers. Stillheart Bracer - An iron bracer that prevents magics from affecting your senses, inflicting pain, or controlling your body's functions. - 120 Gold Shadowcore Weaponry - Steel weapons whose wounds cause no pain and draw no attention from the wounded. - 5x Base cost
> The Eye's Favor - An initiate's standing within the church improves in accordance to their contributions. Loyalty is to be rewarded.
Initiates may bring bits of important knowledge to the church during their cabal therapy. The importance of that knowledge will be ranked as being worth anywhere between 0 and 10 whisper points. The general worth of these things will be: low level tasks/bounties 0-3 points, mid to high level tasks and bounties 3-6 points and quests weighing in at 5-10 points. As they provide more knowledge for the church they will rise through the ranks towards greatness.
Initiate (0 points) - All initiates start out at this rank. You are given a glimpse of knowledge that allows you a minor ability (see Forbidden Truths).
Novice (10 points) - The minor ability that you were initially given grows and may be altered.
Acolyte (20 Points) - You are granted access to shadowcore weapons and initiate spells regardless of path chosen.
Pathwalker (30 Points) - You are given access to the inner library, what you learn changes you. Your initial minor ability is further effected.
Curate (40 Points) - You are allowed to choose a faction within the church and train with them. You are granted the sigil of that sect.
Inquisitor (50 points) - You reach a new level of respect in the church, you are an accomplished member of your chosen branch. You gain access to special missions.
Whisperer (60 points) - You are granted an audience with the leader of your chosen sect. They may choose to bestow a gift upon you if you are found worthy (original ability altered further or possibly completely changed)
Adept (70 points) - You are feared by many members of the church. The mention of your name illicits whispers. You are granted access to a trainer in arts specific to your chosen sect.
Master (80 Points) - You are recognized as a person of power within the church and are granted an audience with the current leader of the church. They send you on a mission of great importance. This mission cannot be taken alone and you cannot tell those you take of the mission's true nature.
Hierophant (100 points) - The most highly coveted position in the church and the most feared. Those that wish to achieve this ranking must challenge the current leader of their chosen path. If they succeed then they will take over that arm of the church, being granted specific unique items that may only be used by the title holder. (NOTE:Challenges are not necessarily death matches. You will be given a set of appropriate options by an NPC when you reach this level.)
LOCATIONS Church of the Unblinking Eye - The central church lies right outside of Sylvan. A grand opus of dark beauty, it is an ominous cloister bathed in perpetual night. House of Forgotten Lore - The Epicrin church location. ???? - The Greevan church location. Shrine of the Mistress - The Sylvan church location. The Great Athenaeum - The Ash church location. The Lost Basilica - The Elexian church location. Rook's Nest - western borderpost Coilos' Rest - northern tundra Dragon Talon Point - southeastern coast
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
GUILDS AND SOCIETIES - MACHINISTSWorld Moderator: Supermouse Sigil: Two Interlocking Gears
LEADERSHIP / ORGANIZATION
Epicrin Leader - Peter Ford
Sylvan Leader - Count Thomas Tesla
Elexian Leader - Archimedes Brook
Greevan Leader - Jacques da Vinci (7/8 Elf)
Ash Leader - Boom Bewm (Greel)
TENETS
The Machinists Guild believes that every effort made today should be to make tomorrow a better place to live. This will one day lead to a Utopia without greed, poverty, or war. Towards this end, Innovators must not shy away from trial nor error, and must be bold enough to make choices that sacrifice short term goals for longer term advances in knowledge.
As a player character, you will join our fair guild as a field tester, and your primary job will be to utilize Guild-only technology in real settings. Hopefully you survive long enough to tell the rest of the guild if it worked, and what changes could be made to improve the device. Or, suggest your own modifications!
HISTORY
The Guild of Tomorrow was created when Sir Tesla was but a poor human, running from Demons in the west. He noticed that it wasn't merely the strong who survived, but the smart. He also noticed that if a very smart person hadn't forged the first sword, the strong would not have survived either. After he moved to Bakara, and then became a Bloodborne, Tesla decided that he would be that very smart person, and create a Forge for Tomorrow.
PUBLIC SERVICES
> A shop that sells certain machinist items.
> Training in Tinkering and/or Gunsmithing. (See Skills) 75 gold each.
REQUIREMENTS / LIMITATIONS
> You must be cool, bro
BENEFITS
> Free training in Tinkering and Gunsmithing (See Skills)
> Tools of the Trade - You are given a free Machinist Toolkit, which contains a hammer, nails, screws, a screwdriver, pliers, wire, bolts, nuts, a crankdrill, grease, rags, oil, and a soldering stone that can be used to slowly heat metals for bonding.
> A Taste of the Future - Free apprentice level device of your choice upon joining, must be of the school of technology you plan on starting in.
> Self-Taught Genius - Machinists are taught to build and design devices in various schools of technology and at assorted levels of sophistication. The more you build and invent, the more advanced devices you can make and the more schools of machining you can move into. Devices you build or invent can be sold to others (or back to the guild for a small amount of gold) except for dual-class only devices or augments or any devices specifically noting otherwise.
LEVELING
There are Ten Levels of Machinist. These levels are limited school exclusive (If you graduate from Expert level to Masterpiece Level in Clockworks, it does not effect your level in any other school you may be studying.) Lvl 1 - You can build pre-designed Novice Level devices. Build two to level up. Lvl 2 - You can Invent Novice Level devices. Invent two to level up. Lvl 3 - You can build pre-designed Apprentice Level devices. Build two to level up. Lvl 4 - You can Invent Apprentice Level devices. Invent two to level up. Lvl 5 - You can build pre-designed Journeyman Level devices. Build two to level up. Lvl 6 - You can Invent Journeyman Level devices. Invent two to level up. Lvl 7 - You can build pre-designed Expert Level devices. Build two to level up. Lvl 8 - You can Invent Expert Level devices. Invent two to level up. You can also now move into an additional school of technology. Lvl 9 - You can build pre-designed Masterpiece Level devices. Build two to level up. Lvl 10 - You can Masterpiece Novice Level devices. Invent two to level up.
INVENTING
To invent a new machinist device, you must, based off what you know of the workings, power levels and materials of other devices at your given level, submit to a WM your proposal for the item. If it is approved, post using the materials and building it at one of the machinist guildhouses. You now have a prototype. You must take this item out into the world and use it in an encounter (bounty, quest, etc.), if it works perfectly, its all set and you can rebuild them at any time. If it malfunctions in any way, you need to go back and rework or even rebuild it, depending on the extent of the malfunction. The number of prototypes you go through before perfecting the device varies according to level of complexity, your level of skill, and (in some cases) affiliations.
MATERIALS & FABRICATION
The cost of creating machinist item can be broken down into two components. Materials and Fabrication. Both can be offset in different ways.
> Those with the Smithing ability can fabricate their own parts out of raw materials, and thus this part of the price does not apply to them.
> Substituting materials specified in a design for other materials can, of course, be done within reason.
> Machinists can donate raw materials that they come across by in their adventures to the guild for guild credit equal to their approximate store value. These credits can be applied to the Materials cost of devices they build. Viable raw materials include metal ingots, leather, crude oil, rubber, flint, sulphur, saltpeter, and charcoal.
SCHOOLS OF TECHNOLOGY
There are five schools of technology used by the machinists" Clockwords, Electrics, Hydraulics, Steamworks and Ballistics. Upon joining you must choose one. This is your starting school, the one you will focus your initial efforts on leveling. Once you have reached Level 8 in this school, you may choose a second school and begin leveling that, as well as continuing in your starting school. Each time you obtain Level 8 you can move into a new school until you are proficient in all five.
Note:Prices listed do not include crystal batteries or any individually makable component devices listed in the description. Prices below are subject to change
CLOCKWORKS - Devices powered by springs, tension and potential energy, animated by cogs, chains and gears. This is the school of complex interactions and finely tuned movements.
Novice Timepiece/Timer - A machinist watch, can be made in pocket or wrist varieties, or a variation on the machinist timepiece, this can can be wound to either chime after a certain amount or time or as a component/augment for some other devices. Price - 20 Gold (Mat. = 10, Fab = 10) Music Box - A small wooden box that plays beautiful music when wound. Price - 20 Gold (Mat. = 10, Fab = 10) Whirligig - An 8" rhomboid device meant to wound up and released in the air, where it will hover by virtue of clockwork propellers. Will move through air with touched, can be used to carry light items like vials and pellets. Price - 40 Gold (Mat. = 25, Fab = 15) Windup Toy - A small device meant to be wound up and placed on the ground, where it will travel forward on feet or wheels, depending on your design. Price - 30 Gold (Mat. = 15, Fab = 15) Clockwork Servo - A component capable or turning clockwork rotations into lateral motion. Price - 15 Gold (Mat. = 10, Fab = 5)
Apprentice Dervish - A handheld throwing glaive, designed to be wound and then thrown, so that is scissors as it flies through the air for increased airtime and lethality. Artillerists can assemble with better balance and thus more accuracy. Price - 75 Gold (Mat. = 50, Fab = 25) Stinger - A small tubular device, key-wound and spring-loaded to launch a dart. Small enough to be easily hidden in objects. Price - 40 Gold (Mat. = 30, Fab = 10) I.C.F. - Intentional Catastrophic Failure. A small fragile sphere with internal springs. Winding creates such tension that it will fail and fly apart in shrapnel on impact. Only the spring can be salvaged after use. Price - 15 Gold (Mat. = 8, Fab = 7) Clockwork Tool - A crank tool geared to magnify force and movement, has saw and drill attachments. Price - 40 Gold (Mat. = 25, Fab = 15) Springsnare - A 1' diameter folding disk device. Loads by unfolding. Anything that steps on it triggers a razorwire snare. Price - 50 Gold (Mat. = 35, Fab = 15)
Journeyman Bicycle - Two wheels pedal-powered personal conveyance. Price - 100 Gold (Mat. = 70, Fab = 30) Clockwork Pulley - Can rapidly and powerfully spool in rope fed through it. Strong enough to lift the weight of most adult males. Price - 60 Gold (Mat. = 50, Fab = 10) Burst Ball - A sphere designed to be opened and hold your average vial. When wound it will trigger after 5 seconds, springing open and launching the vial into the air. Handy for rolling discretely into a room. Price - 50 Gold (Mat. = 35, Fab = 15) Crusher - A machinist clockwork gauntlet that can be wound to greatly increase the grip and squeezing power of the hand by a level for four posts. Artillerists can refine for an additional level. Requires Clockwork Servo. Price - 75 Gold (Mat. = 50, Fab = 25) Muzzlefeeder - A clockwork device that allows for quick, hands-free reloading of machinist firearms. Requires Journeyman skill in ballistics to modify a gun to use this. Price - 60 Gold (Mat. = 40, Fab = 20)
Expert Generator - Windup Power source that can be used to power electrical devices in place of a topaz crystal. Price - 120 Gold (Mat. = 90, Fab = 30)
Advanced Music Box - Can record a bard's woodwind performance and replay later for slightly weaker effect.
Price - 120 Gold (Mat. = 80, Fab = 40) Chainblade - Sword with windup whirling teeth. Artillerist built and wielded chainblades can be wielded with level X Man-At-Arms skill. Mod 4. Price - 150 Gold (Mat. = 110, Fab = 40)
Machinist Arm - A clockwork mechanized third arm that is attached to the machinist by a harness and controlled by muscle movements in the shoulder. Average Strength, Mod 3. Artlllerists muscle control allows them to design and use this interface with much greater alacrity. Requires Clockwork Servo. Price - 150 Gold (Mat. = 125 , Fab = 25)
Cannister Gun - A springloaded projectile device designed to launch larger, more fragile projectiles than a ballistic gun would be able to, such as potion vials or balm jars. Price - 100 Gold (Mat. = 80, Fab = 20)
Masterpiece Clockwork Golem - A humanlike clockwork figure that can be wound up to carry objects for you. An electrics proximity sensor can be added to allow it to adjust its movements to maneuver around its surroundings. Also perfect armature for animation enchantments. Requires Clockwork Servo. Price - 250 Gold (Mat. = 200, Fab = 50)
DaVinci Ambulator - A full body suit of servos and actuators that is wound through your normal movements can be activated to augment your physical strength by two levels, as well as your speed, for 6 posts once per encounter. For artilierist built and used ambulators, this is extened to 10 posts twice per encounter.
Price - 270 Gold (Mat. = 200, Fab = 70)
Advanced Whirligig - A large single seated vehicle that uses pedal powered spiraling propellers to achieve flight.
Price - 250 Gold (Mat. = 200, Fab = 50)
Clockwork Swarm - Dozens of tiny steel dragonfly-like clockwork insects stored in a sphere. When releases they will fly about at random, pestering anything that gets in their way with tiny painful metal stingers. Takes two posts to reset clockworks into sphere. Price - 150 Gold (Mat. = 80, Fab = 70) Textile Mill - A combination loom / spinning wheel, powered by a foot pedal, that allows for the manufacture of various fabrics from threads or yarn. Price - 160 Gold (Mat. = 140, Fab = 20)
ELECTRICS - Devices powered by the fury of electricity, tapped from Lutharin Topaz batteries. Not a school of movement but of energies and signals.
Novice Conduit Vest - A leather vest lined and studded with wires, leads and ports. When a topaz battery is plugged into it, can be used to power any electric devices you have all off that one central batter, rather than needing to have multiple ones for multiple devices or spend the time switching one from device to device. Price - 40 Gold (Mat. = 25, Fab = 15) Grounding Rig - Wire and lead augmented boots and belt. Used to channel any harmful electricity that your body comes into contact with into the ground, protecting you. Requires no battery. Price - 70 Gold (Mat. = 50, Fab = 20) Vocamper - A hand-held device that uses electricity and crystal to magnify the volume of the speaker's voice when held before the mouth. Some distortion inevitable. Does not drain topaz noticibly. Compatible with Conduit Vest. Price - 40 Gold (Mat. = 20, Fab = 20) Electromagnet - A simple device using electricity to amplify magnetic charge. Can be used as a component or as an metal gripping augment on nonmechanical items. Requires dedicated topaz battery, cannot share or be switched out. Price - 30 Gold (Mat. = 20, Fab = 10) Electric Servo - A component designed to use magnetism to turn electricity into lateral movement. Price - 15 Gold (Mat. = 10, Fab = 5)
Apprentice Televoker - A pair of handheld devices that allow limited long distance communication between the two. Uses little charge, does not drain topaz noticably. Vest Combatible, but can only power the device being held by the wearer. Price - 50 Gold for Pair (Mat. = 40, Fab = 10) Autowinder - A variation on the Electric Servo that can rapidly and one-handedly wind clockwork devices. Uses 2/20 topaz charge. Vest Combatible. Price - 40 Gold (Mat. = 25, Fab = 15) Proximity Sensor - An electricity and crystal component or augment designed to trigger devices when exposed to the electrical field put off by living creatures. Notcompatible with vest. Highly durable, can survive extreme damage. Price - 30 Gold (Mat. = 25, Fab = 5) Shockrod - A short stave whose tip releases a short, painful and debilitating burst of electricity on contact. Uses 4/20 topaz charge. Vest compatible. Price - 80 Gold (Mat. = 60, Fab = 20) Magnaguides – Magnet attachments that can be charged off your vest and attached to objects. Attach to objects and it will pull the object towards metal objects and, if it did not brake on impact, stick to metal surfaces. Charge lasts 5 posts and uses 2/20 topaz charge. Price - 60 Gold for 5.(Mat. = 50, Fab = 10)
Journeyman Shock Augment - The machinist equivalent of a topaz imbue. Recycles energy to not deplete topaz charge through use. Not compatible with vest. Price - 60 Gold (Mat. = 50, Fab = 10) Telemote and Televator - Allow for remote activation of machinist devices. Vest compatible. Does not drain topaz noticibly. Televators Requires Electric Servo. Price - 60 Gold for Pair (Mat. = 45, Fab = 15), Price - 5 Gold for Televator (Mat. = 3, Fab = 2) Advanced Electromagnet - A stronger version of the Electromagnet, pulls and grips with greater force. Requires electromagnet. Price - 30 Gold (Mat. = 15, Fab = 15) Polarity Aug– Bow or Crossbow Aug – Two parts. One part in quiver applies magnetic charm to arrowheads. Second part on bow or crossbow is oppositely charged and accelerates the velocity and power of your arrows. Quiver part is vest compatible and does not drain topaz noticibly. Bow part is not. Price - 70 Gold (Mat. = 45, Fab = 25) Magnaboots – Greaves and boots that use magnetic force and the minerals in the ground. Align polarity to boost your jumps and slow falls. Oppose polarity to stablize your footing and prevent you from being moved. Artillerists kicks can use this force to accelerate their kicks and increase the strength level of kick by 1. Vest compatible, boost jumps, fall slowing and kick boosting all drain 1/20th topaz. Price - 100 Gold (Mat. = 70, Fab = 30)
Expert Faraday Rig - Advanced form of grounding rig, includes gauntlet. Allow you to by contact absorb electricity and either rechannel it into a bolt from your fingertips or use it to restore some of your vests topaz charge. Does not use battery. Price - 150 Gold (Mat. = 110, Fab = 40) Tesla's Gun – A gun, handheld or gauntlet mounted, that releases an electrical blast akin to a lightning blast spell once per post. Vest compatible. Uses 4/20 topaz charge. Price - 120 Gold (Mat. = 90, Fab = 30) Magnashield – A gauntlet lined with electromagnets which generate a field which repels metal. Artillerist's punches can adjust this field to accelerate their punches and increase the strength level of punches by 1. Uses electromagnet. Price - 100 Gold (Mat. = 70, Fab = 30) PENDING PENDING
Masterpiece Neuromote Diadem - Mentally controlled, handsfree version of the telemote that can interact with any number of televators. Appears as a metal band worn about the brow. Vest compatible. Does not drain topaz noticibly. Price - 120 Gold (Mat. = 85, Fab = 35) Field Amplifier - A gun, handheld or gauntlet mounted, that releases an electrical blast that amplifies the natural field given off by most metals. Those hit by it cannot cast spells above level 3 as long as they wear or wield metal objects for the next 10 posts. Vest compatible. Uses 10/20 topaz charge. Price - 240 Gold (Mat. = 200, Fab = 40) Neuroeletric Stimulator - A electric helmet to be worn in ones spare time. Post using it at wherever you call home before leaving for an encounter to boost your mental accuity and focus, granting you either an extra spell per post 3 times per encounter or Level 1-3 Intuitive Analysis for the encounter. Not vest Compatible. Does not drain topaz noticibly. Price - 250 Gold (Mat. =200 , Fab = 50) PENDING PENDING
HYDRAULICS - Devices powered by water, controlled and commanded through Lutharin Sapphire batteries. This school uses the noncompressable nature of water to exert and/or withstand great force, though in short, simple bursts of movement.
Novice Hydropack - A compact, lightweight water-tank backpack outfitted with valves and tubes. Uses to supply the water for certain hydraulic devices lacking room for their own reservoirs. Price - 30 Gold (Mat. = 25, Fab = 5) Hydraulic Activator - A glove/bracer designed to hold a sapphire battery that can be used to power any hydraulic device its wearer holds. Prevents need for multiple batteries or swapping, and needed for any devices lacking room for their own battery. Contains internal hose and attachment points to channel steam from pack to devices if needed. Interchangable with Thermal Activator. Price - 30 Gold (Mat. = 20, Fab = 10) Hydrostaff - A collapsible steel staff. When activated its internal reservoir increases, extending it from 2' to 6' long, exerting and able to withstand incredible force and weight. Designed to be used with Hydraulic Activator. Does not noticibly drain sapphire. Price - 50 Gold (Mat. = 40, Fab = 10) Hydroburster - A high powered handheld squirt gun, capable of a sustained and powerful stream that can to scour surfaces and inflict pain. Uses 1/20th Pack contents per post or 1/3rd gun contents per post and 1/20 Sapphire charge per post. Activator compatible. Price - 50 Gold (Mat. = 35, Fab = 15) Hydraulic Servo - A component designed to turn lateral hydraulic motion into bursts of rotational force. Price - 15 Gold (Mat. = 10, Fab = 5)
Apprentice Hydrolock - A steel half ring, when used with Activator will extend other half of ring, closing itself. Able to be build in various sizes. Activator compatible. Uses X/30 sapphire charge,where X is radius of lock . Price - 15x Gold, where X is radius of the lock (Mat. = 10x, Fab = 5x) Hydrojack - A beer-stein sized metal tube. When used with Activator will extended up to 3', able to lift and hold incredible weight. Uses 4/20 sapphire charge. Price - 60 Gold (Mat. = 50, Fab = 10) Hydroblade - An attachment for the Hydraulic Activator, attached over the cuff part of the gauntlet. Appears like steel plate. When activated, piston causes a 2' blade to unfold and extend out over the back of the hand. Requires Activator and Hydrotank. Uses 2/20 sapphire charge to activate. Artillerists can customize shape. Requires Hydraulic servo. Price - 85 Gold (Mat. = 65, Fab = 20) Reservoir Aug - An piston and hose augment for Hydropacks or Steampacks. Uses a hydraulic piston to create a vacuum, allowing you to quickly suck up water through the hose and refill your water supply should it become depleted. Uses 2/20 sapphire charge. Activator compatible. Price - 40 Gold (Mat. = 30, Fab = 10) Hydrosheath - A sword sheath that hydraulically compresses the blade back into shape while it is in it, fixing any dents nicks or minor misshaping. Also hones blade. Gives +1 modifier when dealing damage. Artillerists can tweak design for hydraulically aided quickdraws. Does not noticibly drain sapphire. Activator compatible. Price - 80 Gold (Mat. = 65, Fab = 15)
Journeyman Hydroram/Hydrohammer - A thrusting hydraulic tool that can be held in the hands or attached to a Hydraulic activator. Requires Tank. Use drains 3/20 sapphire charge per post. Tank compatible. Price - 100 Gold (Mat. = 80, Fab = 20) Hydroblaster - A larger, more powerful version of the Hydroburster, this one hits with enough sustained force to knock someone back, but uses up your water supply much faster. Tank compatible. 5/20 tank per post, or 1/2 gun per post. Uses 3/20 sapphire charge per post. Price - 90 Gold (Mat. = 75, Fab = 15) Clamp Snare - A folding metal disk whose perimeter snaps up when stepped on, clamping onto the foot of the unlucky person with great strength. The sadistic have been known to sharpen or even tooth the edge to make it akin to an on the fly bear strap. Price - 70 Gold (Mat. = 60, Fab = 10) Hydrogrip - A machinist hydraulic gauntlet to be used with the activator increases the grip and squeezing power of the hand by a level. Artillerists can work in retractable claws. Activator compatible. Uses 1/20 sapphire charge per post used, keeping claws extended does not drain battery. Requires hydraulic servo. Price - 75 Gold (Mat. = 60, Fab = 15) Etching Stamp - A hand tool that uses the hydropack and activator for harness hydraulic power to etch and stamp design work into tough materials, specific types of etchings have been known to activate latent magical traits in the materials. Price - 90 Gold (Mat. = 65, Fab = 25)
Expert Hydrocutter - A variation on the Hydroblade, this one causing a pair of 1' shearing blades to scissor out over the back of the hand, not extremely fast but with hydraulic strength. Strong enough to cut through a chain link if applied long enough. Tank and Activator compatible. Uses 3/20 sapphire charger per post used. Requires hydraulic servo. Price - 115 Gold (Mat. = 80, Fab = 25) Hydraulic Bracing Rig - A full body rig worn under the clothes that when activated with brace your body in position, allowing you to withstand, hold back or hold up tremendous force. Artillerists can integrate this system into armor, increasing the armors durability as well. Activator compatible, does not noticibly drain sapphire. Price - 105 Gold (Mat. = 70, Fab = 35) PENDING PENDING PENDING
Masterpiece Hydraulic Forge - A forging device that uses incredible repeated hydraulic pressure to slowly shape and materials without using heat, helping forge nonmetals like Nevermelt Ice and Dragonbone that can;'t be regularly forged. Uses whole sapphires charge per item forged, recharges over week real time. Price - 300 Gold (Mat. = 250, Fab = 50) PENDING PENDING PENDING PENDING
STEAMWORKS - Devices powered by steam, created through a combination of water and Lutharin Ruby batteries. This school uses steam expansion to create force and generate movement, less powerful than hydraulics but repeatable and sustained over time.
Novice Steampack - A compact, lightweight water-tank backpack outfitted with valves and pipes. Uses to supply the steam for certain steamworks devices lacking room for their own reservoirs. Draws power from Activtor, does not noticibly drain ruby. Price - 30 Gold (Mat. = 25, Fab = 5) Thermal Activator - A glove/bracer designed to hold a ruby battery that can be used to power any steamworks device its wearer holds. Prevents need for multiple batteries or swapping, and needed for any devices lacking room for their own battery. Contains internal hose and attachment points to channel steam from pack to devices if needed. Interchangable with Hydraulic Activator. Price - 30 Gold (Mat. = 20, Fab = 10) Thermal Rig - Belt, choker, bracelets and anklets designed to be used with Steampack. Protect wearer from ice and extreme cold. Do not noticibly drain Pack or Ruby. Price - 40 Gold (Mat. = 25, Fab = 15) Steamworks Servo - Device designed to turn steam sustained steam force into repeating lateral force. Price - 15 Gold (Mat. = 10, Fab = 5) Steamcartridge - A 5" cylinder, 2" in diameter. Can be plugged into a valve on your steampack or submerged in water to instantly pressurize it with steam. Steam can be plugged into items for a quick burst of steam power in case your pack or ruby run out or be released with a button to heat a substance or temporarily blind a person. Requires activator, does not noticibly drain Pack or Activator. Price - 40 Gold (Mat. = 20, Fab = 20)
Apprentice Hyperthermal Hand - An insulated glove with metal plates through which steam is channeled, making them extremely hot to the touch. For use with thermal pack. Price - 50 Gold (Mat. = 35, Fab = 15) Steamcheck - An augment for the Steampack that allows it to vent its steam for a quick lateral burst of speed forward. Takes a 5 posts to rebuild steam pressure needed to reuse. Uses 4/20 Pack per use. Does not use battery. Price - 80 Gold (Mat. = 60, Fab = 20) Vent Burst - An attachment for the steampack that captures and stores the steam it usually vents on occasion in a pressurized vessel to be later released through a nozzle in a scalding, painful stream. Attaches via hose and can be hostlered or attached to the activator. Can be used once every 10 posts. Does not use battery.
Price - 100 Gold (Mat. = 85, Fab = 15) Steampopper - A steam powered mini-canon a few inches in diameter, designed to launch iron shafts an inch in diameter, though more designed for distance than penetration. Great for grappling hooks or projectiles with impact effective items at the end. Attachable to the thermal activator or vertical pivot over the shoulder with the steampack. Requires tank. Each shot uses 2/20 ruby charge and 1/20 tank. Price - 100 Gold (Mat. = 80, Fab = 20) Shaft Price - 10 Gold (Mat = 7, Fab = 3) Reel Ascender - A steam powered device the shape of an extra thick record that winds in any rope or chain fed into it, pull to you (or you to) whatever is at the other end. Can be attached to a steamtank or activator. Requires tank. Uses 2/20 ruby charge and 1/20 tank per use. Price - 80 Gold (Mat. = 50, Fab = 30)
Journeyman Steambounder Greaves - Mechanized armored boots that use bursts of steam to drastically increase your leaping power. Artillerists can adjust to deliver red hot kicks. Uses 1/20 ruby charge per hit. Requires Pack. Price - 100 Gold (Mat. = 75, Fab = 25) Steam Augment - The machinist equivalent of a ruby imbue, using steam to make the blade extremely hot and veiled by scalding steam. Price - 60 Gold (Mat. = 50, Fab = 10) Steamsaw/SteamDrill - Akin to the Hydraulic arm tools, this device can be outfitted to a Thermal Activator or held in the hand, but uses rotational steam powered force rather than hydraulic thrusts. Saw is a circular saw. Uses 3/20 ruby charger per post. Price - 100 Gold (Mat. = 80, Fab = 20) Steambolt - A large machinist crossbow that uses an internal steam winder to automatically redraw the heavy weight string. Requires Steamworks Servo and devoted Ruby. Uses 1/20 ruby charge per shot.. Price - 90 Gold (Mat. = 75, Fab = 15) Rotosling - A device into which one can load small stones, which will be launched out at high speeds by an internal steam wheel. Attached over the shoulder to steampack. Each shot drains 1/20 ruby. Price -100 Gold (Mat. = 75, Fab = 25)
Expert Steamdriver Gauntlet - Mechanized armored gauntlets that use bursts of steam to accelerate your arm movements and increase their momentum and force by a strength level. Artillerists can adjusted for red shot punches. Uses 1/20 ruby charge per post, Pack compatible. Price - 120 Gold (Mat. = 90, Fab = 30) ScootyPuff Mark II - A clockworks bicycle with outfitted with a steam engine to power the wheels in place of pedaling. Requires equal Clockworks skill to create. Requires own ruby battery and Steamwork Servo. Price - 160 Gold (Mat. = 120, Fab = 40) Calliope – A Steampack attachment Can be set to play a woodwind performance piece (requires Bard with knowledge to help you set it), Uses 1/20 ruby charge per post used. Price - 100 Gold (Mat. = 80 , Fab = 20) Steamstone - A steampowered rotary whetstone of great speed and precision. When used to hone and sharped blades before encounters, that blade gains an effective increase of modifier of 1 when cutting and will move though the air faster. Artillerists using it will gain an additional modifier level against organic materials. Price - 80 Gold (Mat. =85 , Fab = 15) PENDING
Masterpiece Steamjet Flight Harness - A variation of the Steampack that is larger and heavier, more securely attached to your body and able to create powerful downward steamburst that can be used for sustained flight. Requires own ruby battery. Price - 200 Gold (Mat. = 170 , Fab = 30) Steam-Engine Cart - A wooden cart outfitted with a steam engine that powers the wheels and allows it you move without pulling. Can be rather hard to steer though. Requires own ruby battery. Price - 250 Gold (Mat. = 200, Fab = 50) Steam Distillery - A steam powered device for creating your own alcohol from various grains and flowers. Steam helps lower boiling point for preservation of heat sensitive ingredients. Price - 200 Gold (Mat. = 160, Fab = 40) PENDING PENDING
BALLISTICS - Powered by the explosive power of certain chemical mixes, Ballistics is the school of firearms, explosives and everything sudden and loud.
Novice Black Powder - The basis of most ballistics, a highly volatile chemical mixture. Price - 25 Gold per Bag(Mat. = 25, Fab = 0) Smoke Pellet - A paper pellet containing a variation on black powder, rapidly generates copious amounts of smoke when thrown to the ground. Price - 30 Gold for 5 (Mat. = 30, Fab = 0) Flash Pellet - A paper pellet containing a variation on black powder, creating a blinding flash of light when thrown to the ground. Price - 40 Gold for 5 (Mat. = 40, Fab = 0) Fireworks - A simple black powder rocket that detonates in a relatively harmless cloud of multicolored sparks. Price - 20 Gold for 5 (Mat. = 20, Fab = 0) Derringer - A pocket-sized, single-shot muzzle-loading pistol. Not very powerful or fast, really only damaging up extremely close. Uses 1/20th bag powder per shot.
Price - 60 Gold (Mat. = 45, Fab = 15)
Apprentice Smoke Bomb - A time delayed variation of the smoke pellet that creates even more smoke. Price - 50 Gold for 4 (Mat. = 50, Fab = 0) Pressure Mine - A 4" diameter ceramic disk loaded with explosive powder, explodes when stepped on. Can be combined with Electrics Proximity Sensor or Televators, both of which can usually survive the blast. Price - 60 Gold for 3. (Mat. = 50, Fab = 10) Rocket - A black powder powered self contained projectile. Can have light payloads loaded into head, such as poison or potion vials or pellets. Reusable Price - 20 Gold for 4 (Mat. = 15, Fab = 5) Flintlock Pistol - Standard machinist pistol. Single-round. Muzzle loader. Uses 1/10 bag black powder per shot. Price - 80 Gold (Mat. = 55, Fab = 25) Dummy Round - A special ammo designed to hold pellets for projectile delivery. Price - 20 Gold for 10 round. (Mat. = 17, Fab = 3)
Journeyman Blunderbuss - A machinist firearm with a short, wide barrel and flared muzzle. Uses buckshot. Single Shot. Muzzle Loaded Uses 1/8 bag black powder per shot. Price - 100 Gold (Mat. = 80, Fab = 20) Fuse Bomb - A timed explosive device. Fuse can cut to be set between 10 seconds and 5 minutes. Price - 80 Gold for 3 (Mat. = 65, Fab = 15) Thrust Augment - Refillable rocket augment that when activated accelerates the movement speed and force of whatever it is attached to. Uses 1/20 pint crude oil per use. Price - 60 Gold (Mat. = 50, Fab = 10) Luminographer - A large lens device that uses a specially designed incendiary powder and chemicals to imprint an image onto special paper. The powder is free at most guildhouses. Price - 75 Gold (Mat. = 50, Fab = 25) Flashbang - An advanced form of a flash pellet that blinds, deafens and disorients everyone in the area. Price - 80 Gold for 5 (Mat. = 55, Fab = 5) Expert Musket Rifle - A long range muzzle loading rifle with a removable bayonette. Requires 1/8 bag black powder per shot. Price - 120 Gold (Mat. = 85, Fab = 35)
Ascension Rig - Uses machinist fuel and burner engine to power an extremely efficient hot air balloon that can be steered with controlled rocket bursts. Price - 200 Gold (Mat. = 160, Fab = 40) Collapsible Mortar - A collapsible but durable small canon barrel with fold out legs for angled firing. Can be used to launch explosive or steel projectiles. Uses 1/3 bag black powder per shot. Price - 120 Gold (Mat. = 100, Fab = 20) Steel Shot Price - 20 Gold for 5 (Mat. = 10, Fab = 10) Percussive Rocket - A stronger rocket with a built in payload of a special percussive explosive. Price - 100 Gold for 5. (Mat. = 100, Fab = 0) Thunderjammer - A large maul weapon with built in refined thrust augs and fuel reservoir. Can store 2 pints of fuel, uses 1/10 pint crude oil per use. Price - 100 Gold (Mat. = 85, Fab = 15)
Masterpiece Flamethrower - A device that sprays a proprietory mix of flaming fuel as dangerous as any fire magics. Uses 1/2 pint crude oil for every post used. Price - 130 Gold (Mat. = 100, Fab = 30) Arm-Mortar - A specially designed bracer/gauntlet with a miniature mortar integrated into it. Blueprints include designed for rounds with propulsive explosives built in. Artillerist built and used ones have special bracing that reduces recoil and impact to arm. 1/4 bag black powder per shot. Price - 150 Gold (Mat. = 130, Fab = 20) Explosive Mortar Rounds - Steel ball with a built in fuse that will detonate the round several seconds after firing. Can be sized for various mortars. Regular Size Price - 10 Gold (Mat. = 6, Fab = 4) Miniature Size Price - 5 Gold (Mat. = 3, Fab = 2) Blast Furnace - Uses special machinist fuel to reach temperatures most forge furnaces can't, allowing for the smelting and forging of tougher, more resilient metals and alloys. Uses 1.5 pints crude oil per use. Price - 300 Gold (Mat. = 270, Fab = 30) Crystal Fuser - A special chamber that uses the heat and pressure caused by controlled explosions to use crystal powder into crystals, allowing for the fusing of mixed dusts into special crystals. Uses 1.5 pints crude oil per use. Price - 300 Gold (Mat. = 240, Fab = 60)
LOCATIONS The Tomorrow Forge - Epicrin Location - Main Guildhouse - Though Tesla is technically the Guilds founder, he doesn't believe himself fit to lead. Thus he put the seat of Guild power in the largest human population, the beating heart where tomorrow would need to come first. As an actual Forge, the Tomorrow Forge keeps Bakara well armed, and necessarily produces a constant flow of Steam. The Tomorrow Forge is much taller than most Forges as the Machinists have added several floors of laboratories on top of the chimney stacks to research Steam as a power source.
The Lightning Rectory - Sylvan Location - Once a central focus of religion in this region, after Sylvan went dark, this rectory slowly lost its patronage. Now, after chasing out the bums and filling the place with the most modern technology, the Rectory is ready to bring light to this city once again. The steeple is wrapped in metal cables and has an added metal rod extending well above the other nearby structures, meaning that in the event of a thunderstorm lightning is more likely to strike the Rectory than anywhere else in Sylvan. This makes an excellent supplement to the regular Topaz crystals as the rectory researchers study Electricity as a power source.
The Hydrofuge - Elexian Location - Sandwiched in between residential buildings adjacent to the riverbed is a building with many more pipes than normal extruding from the face. There are constantly large puddles at the base as riverwater spills forth. Above the small structure one can see the tremendous waterwheel that powers much of the scientific goings on within. Though small, the Hydrofuge is the top laboratory in Bakara for the study of Hydraulics, fluid dynamics, and efficient use of internal building space.
The Clockwork Hut - Greevan Location - In Greevan is a stupid hut with no flavor whatsoever. Don't go there.
The Range - Ash Location - "Behind" Ash, on the vacant mountainside, there is a tremendous area of non-arable land, pockmarked from years of destruction. This is where a peculiar Machinist makes his home and conducts his experiments with ruby crystals, black powder, or anything that requires you to stand a safe distance. At the bottom of the Range is a crummy shack and a few semi-straight perpendicular lines painted on the ground. The locals don't always understand what goes on here, but they know better than to enter this area, because it is never safe.
Notable NPCs Epicrin Leader - Peter Ford
The leader of the Tomorrow Forge, Peter Ford is a leader in Steam Engines, Guild Politics, and automation. Ford dreams of a world where Blacksmiths and other menial laborers are put out of a job by machines that can create repetitive motions. Currently that dream is taking a backseat to building a steam engine large enough to haul five Garr across a city.
Sylvan Leader - Count Thomas Tesla
Thomas Tesla may be the only human to become Bloodborne against the will of his Sire. Long ago, Tesla decided he would rather die than have to give up his study, except that Death would necessarily interfere with his study. So he kidnapped a Scion Vampire and coerced him to make Tesla a vampire as well so Tesla could continue studying eternally. Tesla inherited the Vampires estate, but has ignored it for a century, preferring to study various subjects in his Rectory.
Elexian Leader - Archimedes Brook
In the cramped and overly moist Hydrofuge, there is one bespectacled man fascinated by the natural world who has devoted his life to the study of it. Much like a stalker, he stays well away from nature, preferring to look upon it when it doesn't know he's there, gazing on its most intimate moments when it thinks no one is around.
Greevan Leader - Jacques da Vinci
Jacques was not a man (Elf rather, well, 7/8 Elf) to allow something like a Windreaver attack stop him from studying automation, so he retrieved his own arm bones from the creatures waste and (after cleaning them of course) reattached them in their previous places. Now it moves with copper wire and springs, and Jacques is constantly tinkering with the dam thing.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
GUILDS AND SOCIETIES - FRATERNITY OF MAGESWorld Moderator: Sigils: Five stars arranged in a five pointed star.
LEADERSHIP / ORGANIZATION
Each chapter of the Fraternity of Mages is independently run, the whole collection only loosely united through affiliations, agreements, and treaties. As such, each house follows its own system with its own leader. Following is a list of the leader of each city. Full description of each chapter house can be found in the Locations section. Epicrin - Headmaster Coab Elexia - Fentus Owlborn Greevan - Máistir Aine Sylvan - Grandsurgeon Aitliff Ash - [Name Pending on Mel determining Kindir naming conventions] The Shimmering Palace - Magistrate Aimiko
TENETS
The Mages believe that understanding the mystical is the key to understanding and controlling the universe. Any attainment of power or insight requires research, study, and ruthless experimentation. The Fraternity is devoted to advancing knowledge of the magical, and spreading it to all that are willing to learn.
HISTORY
There is little to be said about the history of the Fraternity of Mages. An early form took shape when the Draíochta Crann of Greevan and the Widower's Stage of Elexia organized a trade agreement, in which the Elexian battlemages could conduct research in the libraries of the Draíochta Crann, and the elves could use the battlemages in their experiments, all with fantastic results. The union achieved enough success that they were later joined by the Mages Academy of Epicrin. Spellcasters began flocking to their chapters in search of furthering their own magical prowess, traveling from one city to the next. In time, the travelling Mages formed a unison of their own, entitling themselves The Fraternity of Mages. This organization, while not technically part of any of the other Mage chapters, has become its central identity.
The appearance of Sylvan has seen an increase in production for the experiments. Once the Fraternity of Mages took shape, the Elexian chapter raised a protest against the operations and research conducted on its members. The Fraternity eventually consented to the demands, and launched a new chapter in Sylvan to make up for the loss in studies. Many of the Night City's phage vampires, lured by the promise of an eventual "cure" to vampirisim, provide sufficient fodder for their curiosity. Most recently they welcomed in [Name Pending on Mel determining Kindir naming conventions], a kindir sentinel and shaman, with the majority of the Fraternity still forming guesses as to what the Shaman attained with their association. The Fraternity of Mages largely functions as an educational association, with each chapter providing a different department of magical study.
LOCATIONS An Draíochta Túr - Greevan. Although not officially the headquarters for the Fraternity of Mages, An Draíochta Crann is the central hub for the Society until the Shimmering Palace is completed. The best-maintained of the many guard towers from the original Greevna palisade, it contains large halls with stocked bookshelves, crafting quarters for enchanters, dormitories, and countless other accessories for visiting mages. No other place in the Eastern World can rival An Draíochta Túr in terms of affinity for the magic disciplines. Mage's Academy - Epicrin. A dome made of iron and bronze carried on thick wooden walls, The Mage's Academy is the finest school in which a fledgling mage can begin his studies. Although most spellcasters prefer to learn the talent on their own, the Academy exists for those seeking insight and advice from the experienced. Pender's Arena - Elexia. A hexagonal structure fashioned out of mortared stone, Pender's Arena is a gem of the Elexian seaside. Constructed by [Pending] after Widower's Stage burnt down some eighty years ago, the arena has become to the primary game grounds for battlemages to prove their worth. Duels are regularly held under its retractable leather roof. Dreamer's Fangs - Sylvan. A small mansion in the Northwestern part of town, immediately outside of the Moon Gate. It's side and rear walls are made of mundane stone, but the front is carved into the shape of sharp teeth locked in a grin, finished in glinting obsidian. Although the visible portion of the mansion is small, its lairs drill deep into the ground, where no wail, cry, or whimper can be heard above. Shaman's Crag - Ash. A cavernous cut into the Alogean mountains on an external ring of Ash. The Sentinel [Name Pending on Mel determining Kindir naming conventions] resides in the caves along with his disciples, although his understanding of the mystic and strange draws many to seek his council and wisdom. The Shimmering Palace - Western Plains. A crystalline structure perched atop a hill on the eastern end of the Western Plains, north of Sylvan. The Shivering Palace is the central location of the Fraternity of Mages, although it is still young and under construction in some parts.
PUBLIC SERVICES
> Enchanting Training - Schools of enchanting can be learned from a mage's location for the cost of 150 gold each.
> Alchemical Training - Student alchemy and the additional levels of skills can be learned at mage locations for 100 gold per level.
REQUIREMENTS / LIMITATIONS
> Forsake Steel - Most metals possess a property that causes prolonged direct exposure to them to interfere with a person's ability to sense and draw on magics, leaving them incapable of fueling spells level 8 and higher. Because of this, mages are forbade from using metallic weapons and armor, save for certain items, such as items made from precious metals (gold, silver, etc) and items that are made from special alloys that do not have this effect (such as mage-daggers). However, mages with the Electromagnetism LSS can carry metallic weapons of any type so long as they are no more than 1' in diameter, as this natural ability also endows them with a resistance to metallic interference.
BENEFITS
> Archmage - Mages are allowed to buy and cast level 8, 9, and 10 spells.
> Student - Mages are given free initial training in the art of alchemy, the focus in one area helping with control in another. > Mage's Dissertation - Once ever, upon obtaining two level 10 spells, a mage is granted access to the most ancient volumes of the Mages' Library. What they find there will lead them on a personal quest to unearth hidden arcane knowledge. They must record and expound on what they uncover for prosperity and experiment with what they discover to create a new spell. This spell can be kept your own personal knowledge until the time of your death or sold to the spell shops allowing for public access. Upon completing this you attain the title of Archmage.
> Mage Dagger - Each mage receives a rare dagger of the art they wish to focus most heavily on. These daggers are exempt from the mage metal restriction.
Light - A silver rondel dagger with an ivory hilt. Can be made to appear as harmless other item of similar size and shape.
Dark - A silver tanto with an ebony hilt. Its blade can be plunged into one shadow and emerge from another. You may define the general area from which the blade emerges perpendicular to the surface on which the shadow rests.
Fire - An iron-like kris dagger with an obsidian hilt and a dragons-head pommel. As long as the blade is not in contact with a body, it can rapidly heat and reforge itself into any shape you can visualize. This does not change its mass.
Water - A kujang dagger with a silver blade and smooth coral hilt. Can generate ice around its teardrop blade to turn itself into an ice-sword.
Earth - A steel-like billao dagger with a marble hilt. Can pass through stone or metal as if it were not there.
Storm - A silver sai dagger with a crystal hilt. When thrown will channel air around it, propelling it faster and maintaining its path.
Plant - An ironwood machete with an amber inlaid hilt. Its edge can secrete a mild acid that withers plants and burns flesh.
Beastial - An iron-like jambiya dagger with a leather bound hilt. Can be transformed into summoned creature, species chosen upon learning and must be of a level one summon. This summon is self sustaining and reverts to dagger form on death.
Mind - A steel-like rapier dagger with a silver guard and navy silk wrapped hilt. Parrying a weapon with this dagger instills a subtle suggestion in that weapon's wielder's mind that the weapon is useless. The more you parry any given weapon, the strong the compulsion to stop using it and switch to another weapon or fight unarmed.
Body - A silver katar dagger inlaid with bone with a bronze handle. Those wounded by the this dagger lose a level of strength for the rest of the encounter. Multiple wounds do not stack.
Force - A steel-like cleaver. Can generate a force construct copy of itself in your other hand. Copy vanishes when it leaves your grip.
Spirit - A bronze kila dagger whose engraving and pommel head reflect its owner. Those wounded with it bleed not only blood buy life-force, weakening and and tiring them over time, even if their body is healed, dependent on the severity of the wound. Effect ends at end of encounter.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
GUILDS AND SOCIETIES - PEACEKEEPERS Status: Guild World Moderator: Volraths Bane Sigil: Eagle within a Shield
LEADERSHIP / ORGANIZATION
> The Peacekeepers are lead by a three member governing body known as The Tribunal. One is in charge of internal affairs, one in charge of criminal investigations and one in charge of cooperation and collaboration with outside groups.
> Each Tribunal Member has a personally picked group of advisers, guards and agents. These are known as the Elite Guard.
> Each city is considered a precinct and the has Captain who is in responsible for the guild's doings there and is head of that city's guildhouse.
> Each city location has a Desk Sergeant, who is the central point of contact for the guild officials and guild members or visitors, they are typically the second in command to the captains. Current Leaders: Chief Warden Maul, Chief Enforcer Orin, Chief Arbiter Gelijk
TENETS
The Peacekeepers are devoted utterly and completely to law and order. Without these society cannot exist, at least not for long, and making sure lawbreakers do not escape justice is the highest calling. They do not punish, they do not judge, that is for city law enforcement and leaders. They are not the law, but its devoted servants.
HISTORY
The Peacekeepers game into being approximately 300 years ago, a response to the increasingly organized nature of Bakara's criminals between The Thieves Guild, Elexia's corruption and the increasing commonality of Nadrask mercenaries.
They established their stronghold in Epicrin, seeking a wider racial makeup than Greevan would probably offer and not trusting the endemic corruption in Elexia. Smaller branches were established not long after in the other cities, with new ones arising when Ash became more open to non-kindir and Sylvan appeared in the east.
The Peacekeepers have always served as aid to local police, but a completely separate entity, responsible only for capture of wanted criminals and turning them over to the locals. However, this changed a century ago when the leader of Epicrin, obsessively focused on public works programs, offered to turn over full authority over the city's law enforcement to the Peacekeepers. The Peacekeepers were hesitant at first, but ultimately accepted, tired of seeing corruption free the men they'd caught in other cities and reasoning it was their duty to stop such travesties when the opportunity was laid before them so cleanly.
The Peacekeepers have been a pretty much monolithic institution since its founding, relatively unmarked by scandal or conflict. While a natural enemy of the Thieves' Guild, the two rarely directly clash save in Epicrin. Beyond those walls The Peacekeepers job is to find and capture specific criminals, not wage war on nameless numbers.
PUBLIC SERVICES Tip Line - Have information regarding a bounty but unable to act on it or unsure what to do with it? We pay for your information. Arbitration - The Peacekeepers are willing and able to help settle disputes between citizens before things get ugly and one of the parties ends up on a bounty list. Private Eyes - So long as there are no legal/moral issues, the Peacekeepers are willing to put their investigative expertise to use for the general public, for a price.
REQUIREMENTS / LIMITATIONS The Brass Oath - Cannot commit crimes Who Watches the Watchmen - Must wear sigil at all times unless absolutely necessary. All Peacekeeper sigils are enchanted with potent magics that capture a visual record of everything that goes on before you. The images it records are stored within a massive enchanted seeing stone hidden deep within the Halls of Justice. They can be checked in the event that suspicion is laid at the feet of a peacekeeper and in other rare circumstances.
BENEFITS Protect and Serve - As an organization dedicated to upholding Bakara's laws, Peacekeepers may offer their services on a temporary basis to any town or city in which they reside, patrolling locations in an attempt to deter crime or catch criminals. They will be compensated for their time, though the amount of compensation will be difficult to predict ahead of time. First on Scene - Peacekeepers are the only individuals allowed to attend Crime Scene bounties. Crime Scenes are exactly what they sound like, the location of a suspected criminal activity that has yet to be combed for clues and canvassed for witnesses. Crime Scenes are always attended by a member of the local law enforcement in the area, who will have their own skills but generally follow the lead of the peacekeeper. The Brass Bond - If your life in in imminent mortal danger, your sigil will send out a signal to any other peacekeeper sigils in the area, alerting them of a call for backup and glowing to guide them to you. This signal will continue until it senses you've been healed or until it senses another Peacekeeper in close proximity to you. Investigative Tools - You receive one of 6 Peacekeeper items of your choice, most tailored towards investigating crime. By catching more and more bounties, you earn the trust and faith of the guild and will be allowed access to more items or alternate usages of the item{s} you already have.
> Upon joining choose one of the following items.
> Each bounty you catch earns you 1 guild credit. New abilities can be unlocked for their stated cost in guild credits. New items can be purchased for 5 guild credits.
Hunter's Bite - A wrist-mounted miniature crossbow upon which rests a grey crystal in the shape of a shield. It is designed to fire tiny darts (Holds 12, free refills). Made in collaboration with the sentinels, the crystal allows the bite to display a limited amount of embedded information about anything or one it is pointed at on the crystal's surface. Tracking Darts - You acquire enchanted darts that cling to clothing or armor. The bow will glow to guide the wearer towards these darts. 3 Credits (Free refills) Sleepy Time Darts - Your darts may be coated in a herbal mixture that induces extreme tiredness and weakness. 3 Credits (Free refills)
Marks of Law - A set of paints held in vials and pots, enchanted with strong spiritual magics that suit the purposes of the peacekeepers. A constant supply is provided by the peacekeepers. Lines painted with the paints tend to draw forth nearby spirits, warding living beings away from an area or potentially summoning the spirit of a victim if their body is outlined. Tracker's Splash - You gain access to an additional paint for tracking. When splashed upon a target, it will cause ambient spiritual energies to become visible forming and unmissable luminescent trail behind them. 2 Credits Trapper's Rune - When painted in a specially designed runic circle, the paints create a magical trap that prevents anyone that fully enters the circle from exiting. Maximum size of circle is 6'. Lasts up to an hour. 4 Credits
Eyes of Justice - An enchanted set of dark tinted bifocals, available in numerous styles. The main lenses are enchanted to enhance any ambient light to the point where the wearer can see in all but the darkest of situations without giving away their position. The smaller lenses are more specialized, allowing the wearer to see various substances and traces of substances as glowing light. (e.g. blood, bodily fluids) See All - Choose a sense. The glasses tap into that sense and display additional information based on the information provided by that sense, even if you are not consciously aware of it. 4 Credits. Judge All - The glasses can cause an increasingly powerful sense of fear and weakness in weak willed individuals, merely by maintaining eye contact with them. Against stronger willed individuals this sense of fear and weakness is more likely to manifest as a slower or less accurate first attack. 2 Credits.
Psionic Paper - A leatherclad pad of paper that reacts to thoughts and mental images. The pad can be used to transcribe conversations or keep notes, words and images appearing according to your will. Willing subjects can, with your permission, add whatever images to the paper they desire. Images and notes created on the paper can be erased and/or modified by your will. Crowd Source - The paper will draw on the knowledge of sapients in the area to create layouts and maps of your surrounding area. Though the details of areas may be limited by surrounding knowledge, the map will always show the locations of its contributors so long as they are not trying to conceal their presence. 2 Credits Conscription - If you have laid eyes upon the target, the pad can create an image of them that will trigger a combination of enmity for the target and respect for your authority in viewers. Provided they have no existing stake in the affair, these conscripts are likely to follow your instructions to aid in capturing the bounty. 4 Credits
Lawgiver - An ebony baton with a shiny crystalline polish, all but indestructible when being used to defend against attacks. The baton can be charged with a mild static and passed over an area, picking up any small debris that might be missed by the naked eye, collecting additional evidence such as hairs or fibers. Chaos Finder - Unless otherwise desired, the baton is pulled as if magnetically towards those with hostile intent. 3 Credits Knee Capper - Releases bursts of electricity on impact that arc towards the ground as quickly as possible, shorter arcs cause muscles to seize as the energy is discharged more quickly. 3 Credits
Keeper's Wrap - A roll of sticky yellow wrappings marked with the Peacekeeper sigils. When used to surround an area the wrappings project a field which dissuades anyone who does not have knowledge of the event of or people within from entering or asking questions. This field also releases a pulse that plants the idea of returning to the scene to anyone who does have the knowledge. Scrying - If any evidence left behind is stuck to it, can be used to scry for the offender's location using a weight and map. 2 Credits Binding - Those bound in the wraps have their strength level reduced by two, or to weak if bound heavily. 4 Credits
LOCATIONS
The Halls of Justice - The central guildhouse in Epicrin, it is a sprawling columned complex clad in marble at the heart of the city. Beneath its offices, meeting rooms and barracks lie an extensive detention facility, augmented with warding magics and machinist devises.
The Stocks - The Elexian chapter of The Peacekeepers, it look more akin to a small fortress, with extremely thick and fortified walls and narrow slit windows. Every inch of the place is reinforced, as they city's decent into lawless chaos is inevitable.
The Blind Lady - The Sylvan chapter of the Peacekeepers, it is a warmth and comforting place compared to the other chapters. An place for do-gooders to rest their bones and tell tales, its informal and romanticized air perfectly reflect its captain.
The Hanging Bough - The Greevan chapter of The Peacekeepers, it is seated in the crotch of a tremendously thick and squat tree with silver bark and pale green leaves that hang from its bough like a willow, reachable by a flight of bent interwoven saplings forming a rampway. Ancient remnants of elvish rope hang from one particularly thick and low hanging branch.
The Hunter's Den - The Ash chapter of the Peacekeepers, it is for all intents and purposes little more than a handful of interconnected log cabins, sparse and spartan in their decor. It is a place for rest and respite between hunting the criminal element and little else, as least as far is its captain is concerned.
The Cavalryhouse - A remote branch of the Peacekeepers that sprang up on the western plains much to the surprise of the rest of the guild. They are far more proactive than the city branches, roaming across the countryside and aiding homesteaders and small villages who are outside the protection of city law. For awhile they weren't officially recognized by the guild, but soon proved themselves reliable and worthy of the name.
NOTABLE NPCS
EPICRIN
Chief Arbiter Gelijk Ironvein - Member of the Tribunal. Gelijk is perhaps the rarest of things on the mainland, a Vroed, one of a small Ananke caste who forsook their tribal ties and served to arbitrate disputes between packs. He was legendary for his unyielding fairness and forthrightness, so much so that he was framed for crimes by those who sought to influence the Vroed and given the ultimate Ananke punishment, exile. Upon reaching the mainland the Peacekeepers were a natural fit for him and he rapidly rose through the ranks. He is stern and steady, but unfailingly honest and compassionate in his dealings. He is old enough for it to show, even with the thick ananke skin, and favors a foreshortened version of the amber and black robes customarily worn by spiritmages.
Chief Enforcer Orin Corel - Member of the Tribunal. The Corel family has long been one of the first families of Epicrin. A few generations back they were the hereditary line of lords until the Fostis line successfully campaigned to supplant them. They remained influential even afterwards, acting as advisers, until a few years ago. Orin made a name himself recently when he hunted down and apprehended members of his own family after they were implicated in an Elexian slavery ring and brought them to justice. Orin is an implacable, uncompromising man, often seen as coldhearted, but has formed a close if unlikely friendship with Lord Harek Fostis since becoming a Tribunal member. He is thin of body and sharp of feature, with severely slicked back black hair and piercing blue-gray eyes. He favors dark blue and silver gray clothing, usually tunics, and always carries a plain steel shortsword at his side.
Chief Warden Maul Foxglove - Member of the Tribunal. Half human, half Kindir, Maul grew up in the wooded foothills north of Epicrin with a deep attunement to nature. He became a sentinel at a very young age, bonding with a fox bondmate whose name he has never revealed. As he grew older, he took to wandering the Sekoran along the edge of Great Road, communing with the trees and fighting off highwaymen that prayed on passersby. As such he came to the attention of former Chief Warden Falian who took the young man under his wing and introduced him to The Peacekeepers. Maul was done much good in his days with the guild, protecting both citizenry and those beneath him. Maul's exact appearance is unknown to most, as he has never been seen in public without the intricately carved wooden fox mask that he'd taken to wearing in his day defending travelers. His fair is red and wild, that is for sure, and he favors forest colors of green and brown.
Captain Anfor Ironfoot - Epicrin Precinct Captain. A long-lived and gregarious dwarf, he Anfor was one of the first of the dwarves that settled northwest of the city to take up permanent residence in Epicrin, joining the Peacekeepers and bringing an enthusiasm to the job befitting his people. A close comrade of former Captain Orin Corel, he hand picked by the man as he replacement when Corin was elevated to the Tribunal. His hair is an incredibly thick and bushy black, his skin well tanned from patrols. He favors a unique armor he is said to have forged himself, made from some sort of durable blue jade and burnished brass.
Sergeant Calben Hale - Chief Bounty Officer. A scarred and weathered man, Calben is a former Inquisitor who left the Initiates and retired from actual bounty seeking years back after one went particularly bad. A tall man whose tanned skinned is marred by dozens of scars, with shoulder length brown hair, permanent stubble and a missing left eye he keeps covered with a black patch. He most even wears a black well fitted clothing with patches and accents of blue.
Kragle - Desk Sergeant at Halls of Justice. A greel, slightly larger and more thickly built than most of its race, Kragle was found near death by the side of the great road by Lady Kara Fostis some years back. He was brought back to Epicrin, nursed back to health, and swore an oath of loyalty to the Fostis family in gratitude. Eventually he joined the peacekeepers in to better serve and protect the city's leaders. Anfor took a liking to the greel's devotion and pure heart, promoting him to desk sergeant on his ascendance to captain. Kragle has a reddish sandy colored skin and shorter features than most, favoring yellow tunics and black underclothes.
Patrolman Stafford Ohar - An middle aged, kind natured lawman with a thick but strong build, well worn and bulldoggish face, and short brown hair. Wears the official silver edged blue tunic and trousers of the city patrol. Usually patrols the Thoroughfare.
Patrolman Harmony Angel - A young, extremely tough female lawman with an unfortunate name. Slender of build with long black hair and a beautiful face, is deceptively strong, gruff, and a very skilled combatant. Wears the official silver edged blue tunic and trousers of the city patrol. Usually patrols the Back Quarter.
Patrolman Josiah Webb - An older, extremely well kept lawman with short silver hair, a deadpan expression and a slight build. Is fastidious and all business in the face of the craziness he faced every day in his patrols of the Artisans Quarter. Wears the official silver edged blue tunic and trousers of the city patrol.
Patrolman Ritz Magnum- A tall, thin, gangly lawman in early middle age. Overeager and over-reactive, especially given the usual lack of serious crime in his usually patrol area, the Grand Quarter. Usually seen sporting a large machinist flintlock at his hip. Wears the official silver edged blue tunic and trousers of the city patrol.
ELEXIA
Captain Petruh'Kael - Elexian Precinct Captain. More commonly known as Rook. He is an extreme rarity, a nadrask who has not only forsaken the mercenary life his people have lived for centuries, but now wields his notorious iron cudgel for the rule of law. He treats his role in Elexia like a general leading troops behind enemy lines, fortifying his guildhouse and bashing heads himself whenever the opportunity presents itself. He is an older man, not that it means much among the nadrask, with a completely shaved head and a black chin-beard that reaches his sternum. He dresses entirely in black leathers with armoring iron plates and studs. His Gatahara is in the outline of a hammerhead shark.
Marmara Parahtide - Desk Sergeant at The Stocks. A beautiful female atarin with a quick sly grin and wicked sense of humor but capable of a glare can likely sever limbs. Her skin is a lighter shade of blue, with narrow aristocratic features, and emerald green hair worn slicked back and tied in a tail. She dresses in dark green leather breaches and a teal silk top wear she wears her sigil.
SYLVAN
Captain Aris Delacour - Sylvan Precinct Captain. A former bard, Aris has always had a flare for the dramatic. He grew up hearing romantic tales of fearless heroes protecting the masses against the horrors that hunt in the eternal night. After years of first hearing, then telling these grand tales, he grew tired of living vicariously through them and decided to just live them. When a routine bounty outside the city stumbled across a phage nest of epic proportions, most of the precinct was called in to try and control the situation. In a single day most of the Peacekeepers in Sylvan were wiped out and Aris, the most senor of the survivors at three years, was left to take up the mantle of the youngest Captain in the guild's history. Despite his youth and tendency towards melodramatics, he has held onto this position for two years now, proving himself capable if a touch green. He is a strikingly handsome young man, with long curly black hair and fine features. He favors white linens, tan leathers and navy coats and is never without his trusty rapier.
Erzengel Faen - Desk Sergeant at The Blind Lady. A grizzled old kindir, recently banished from his people for crimes unknown, he joined the peacekeepers as a sign of atonement and came to Sylvan to because he considered it the greatest challenge. He sees in Aris great potential and has taken it upon himself to try and guide the young captain. His face is gnarled with scar tissue, with long white hair. Wears white lacquered armor, even on desk duty at the Blind Lady, and a very large axe at his back.
GREEVAN
Captain Camthalion Turanion - Greevan Precinct Captain. Camthalion is considered by many to be one of the keenest minds in all of Bakara, especially and specifically when it comes to observation and deduction. One would think he would have long ago been appointed to The Tribunal on these merits, but the problem has always been he is more keen on solving and finding than detaining and capturing. Never one for actual conflict, he still managed to rise to Captain upon the laurels of his keen mind. Camthalion appears well fed and middle aged, which says much considering he is an Elf. His white hair is fine and worn close to his skull, with a tiny platinum mustache and ever furrowed brow. He is contemplative and meticulous, usually found in casual garb within his offices, studying files over a cup of tea.
Kapono Hoku - Desk Sergeant at The Hanging Bough. An extremely tall and muscular leonine Jakar, Kapono is a perfect counterbalance to Captain Camthalion. Physical where the captain is intellectual, involved where the captain is detached, spiritual where the captain is literal. A fierce guardian of justice and religious astrologer, Kaponos eyes are on the heavens and his paws are firmly planted on the ground. He stands over 7' tall, straight of posture and tawny of fur, with a very lionesque face, Kapono favors loose and long silver and navy tunics and usually carries a very large and gnarled oaken staff.
ASH
Captain Jager the Hound- Ash Precinct Captain. Jager is a kindir obsessed. Raised outside kindir society by an eccentric father, all his life he was taught that "The Hunt" was all that mattered in life. Since was old enough to sold a knife he was taught to track and kill or capture. Nothing else matters, nothing else was real. To him, the Peacekeeper's way is the ultimate socially acceptable form of the hunt and thus the only path that makes sense. He is gaunt and wiry, with closed shaved sandy hair, a fervent, zealous look ever burning in his eyes and gash of a mouth that's never seen a hint of a smile. He wears loose gray and tan clothing meant to blend into the mountains and is rarely seen without his bondmate Herzog, a thickly built white bulldog.
Intikam of Cragveil - Desk Sergeant at The Hunter's Den. A Kamul saaur, Intikam permanently relocated to the Alogeans after coming across Jager when one of the captain's "hunt" lead him all the way to the Southern Wastes. He had always admired the kindir for their resilience and skill, but in Jager he found a kindred spirit, just as unyielding and determined as he desired to be. Fierce and loyal, Intikam is Jager's closest ally, even if the captain himself rarely stops to consider the fact. Intikam is a tan tan color, speckled with maroon scales, with a very thick and powerful build and black spines running from brow to tail. He wears pants with many pockets, no shirt, and twin bandoliers that cross over his broad scaly chest, all fully loaded with various supplies and tools..
OTHER
Captain Roland Cain - He be the cavalry. The founder and head of The Cavalryhouse. A bleak looking man. His face and body are gaunt and sinewy, weather beaten by a life out on the plains. His eyes are a startling sky blue and he is missing his pink and ring finger from his right hand. He favors deer hide clothing beneath is long duster and is never seen without his wide brimmed hat or two large machinists pistols at his hips. He is a man of few words and long memory,
Desk Sergeant Eldred Olster - The heart of the Calvaryhouse, Eldred is old as the mountains and just as tough. He is a unyielding but protective taskmaster. A short, thickset man with long white hair and matching beard, his face is lined and weathered like no other's, with a bent nose and jade eyes. He wears black breeches and shirts, with gray vests and rarely seen without his rancher's hat.
Patrolman Janen Marston - A surly but ultimately honorable lawman out of the Cavalryhouse, Janen is a former bandit who found himself betrayed by his gang and fighting on the side of the farmers more out of spite than morals. They didn't know of his reasons or origins and he was treated as a hero when he took out his former confederates, a treatment he grew to like. Over time he realized that he rather have respect and trust over fear and betrayal, even if the pay was nowhere as good. Eventually the sense of honor he';d long repressed took hold, even if his rough edges never wore off. He is a tall and muscular man, with short black hair and goatee. Favors blue with leather breaches and vests and carries a heavier ordinance of machinist artillery than his bosses.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
GUILDS AND SOCIETIES - SENTINELSStatus: Society World Moderator: King_Gato Sigil: Black silhouette of a dove on a white sun-in-rise.
LEADERSHIP / ORGANIZATION
TENETS
HISTORY
PUBLIC SERVICES Animal Shelter - The Sentinels will pay for any unwanted pets, which will be put up for adoption to the public. Unwanted pets must be brought to the Grove of Danu. Alchemy Training - For 100 gold per level, anyone can increase their level of understanding in alchemy. Sentinel training emphasises the use of herbs and other flora but full training is given.
REQUIREMENTS/LIMITATIONS Tithing - Sentinels are required to deliver periodic Tithes to their Guildhall. These Tithes may be in gold, and they may be in good such as hides, meat, or other useful things, but they generally speaking have some sort of value. Sentinels are required to Tithe once a month, but may not Tithe more often than once a week. If a Tithe is judged worthy enough, the Sentinel is given training in a special skill called an Edge
BENEFITS Guiding Bondmate - The first task of any new Sentinel is to find their bondmate, a perished Sentinel reborn in animal form to guide the Sentinel (the task is self-modded). A sentinel may communicate with its bondmate psychically. You may choose the type of animal, but it may be no larger than a small dog, and native to the EW. Alchemy - Any Sentinel may train in Student Alchemy for free. Tracking - All sentinels are given rudimentary training in picking out and following the traces and signs left by the passage of people and animals, Sentinel Walkabout - The ultimate goal of most Sentinels is to complete a Sentinel Walkabout, during which they should achieve the Ultimate Understanding that Sentinels worship and seek.
-To qualify for a Walkabout, a Sentinel must have completed a number of quests that utilize varying Sentinel Skills. The prerequisite quests may be taken in small groups, so pet-based Sentinels and alchemical Sentinels may join forces during these quests.
-Once qualifying for a Walkabout, the sentinel is given a special herb and sent into nature in the company of none other than its bondmate, where s/he must wander until finding its destination (the bondmate will know). Once there, the sentinel must take the herb and experience its visions, and develop a full understanding of his or her own communion with the circle of life. Completing a walkabout grants the sentinel a unique ability representing its relation to nature and life, and the ability to transform into its inner beast.
Sentinels Edges - A tiered system of skills taught to Sentinels who provide worthy tithes to the Sentinels. They are drawn from many "archetypes", but there no tiers require specific other tiers to learn. Sentinels may have eight Low Edges, four Mid Edges, and two Top Edges. Their second Top Edge may not be taken until the Sentinel has gone on his or her Walkabout.
Low Tier
Chewing Leaves - Through increased exposure, you learn to gain effects from consuming alchemical ingredients in their raw form. Weather the Winds - Your connection to nature protects you from unnatural influence. You have a light resistance to magic which has a detrimental effect on you, making you slightly less effected by spells such as weaken. Barefoot, Fleetfoot - So long as you have some sort of bare skinned connection to the earth or rooted plant life, your reaction time and speed are considerably enhanced. Carnivore - You may take on some of the spiritual power of other creatures by consuming their raw flesh. These bonuses are temporary and based on the vitality, age and rarity of the consumed creature. Hearts are known to be potent, though some may hold their power in other places. In Your Element - When in a natural setting, all of your senses are effectively heightened as your familiarity with the way things should be colors your perception of what is. This enhances everything you do imperceptibly, making you generally just a little better at everything when surrounded by nature and slightly more likely to succeed in whatever you attempt. Primal Stealth - You have a greater understanding of the interconnectedness of things, allowing you to more easily sneak and stalk. While this is more effective within the wilderness, it is still functional while inside urban environments. Animal Empathy - You develop a sense of rapport and empathy with wild animals, allowing you to more easily gauge their moods, motivations and intentions. Allows you to more accurately predict potential threats and increases your ability to communicate effectively. Wild Potential - Unlock some of the innate potential in one of your pets or animal companions, granting them an ability based on the type of creature they are. Once per pet, may be taken multiple times. Best In Show - Animals you raise are, through a mixture of better diet, attentive care and rigorous training, simply better than other creatures of their ilk. Your animals are faster, stronger, smarter, and just plain better than otherwise identical specimens who have not had your expert hand guiding them. Favored Foe - Your experience has allowed you to mark certain beasts as a Favored Foe, making you an even more potent stalker of your chosen prey. You choose a World Moderator approved group for monsters, greatly enhancing your tracking ability when it comes to that type of creature and, once per encounter, you may draw on your pool of knowledge to generate some sort of advantage against a foe of that type. May be taken multiple times. Weaker beasts, such as mundane reptiles or wolves, may be lumped in larger, similar grounds while powerful monsters such as hydra and chimera must be chosen individually. Blood in the Water - You are no stranger to the most ancient and effective combat strategy of all time: Bleed your foe, and then run them into the ground. When you attack a foe that is already bleeding, your strength is increased by one level. This effect fades if your strength exceeds Mighty. Ensnaring - Sentinels are masters at using their surroundings to their advantage, and you are no exception. You can craft a variety of traps using whatever is to hand given enough time. Practiced Skinning - You learn the proper methods for honoring the hide or pelt of a deceased animal. You can now skin them far better than those with no or basic training, producing unscathed materials. These are tougher, lighter or more flexible depending on the creature. Waste Not - Whenever you craft an alchemical concoction that creates more than one uses worth, you are able to stretch out the ingredients to create an extra uses worth out of each batch. Herbalism - Your time within and utilizing natural elements has given you a natural understanding of the way certain plants and animals interact. This knowledge can once ever be extended to increase your understanding of alchemy at no cost. Blend In - Your learn to recognize plant life that can be used to make impromptu face and body paints and quickly use it as such, disguising or camouflaging yourself to a degree. Voice of Experience - You learn to help your bondmate focus on their mind on their past life as a Sentinel, bringing to the surface lost memories of people, events and super secret handshakes. Offers a unique alternative to the thieves network or clerics archives. Urban Tracker - Wagons are just lumbering beasts, people are just wandering sheep and thieves are just scurrying rats. You learn to apply the principles of tracking to urban environments, allowing you to follow a trail more easily where other trackers might be thrown off.
Mid Tier
Focused Herbalist - When producing an alchemical recipe you endeavor to use only what nature gives you. You may replace man-made or magical ingredients with alternatives that you find in nature. (Varies from recipe to recipe, almost always reduces cost to produce.) Mystic Wellspring - When casting spells you draw magic as much through the ground below you as the air, using your own body much like roots to pull out and focus your spells. While this does not enhance your actual spells, it does have the effect of leaving a lingering aura of the magics you cast within your body. This gives you a passive buff based on the Art of the last spell you cast. The Sparrows Are Flying Again - You may draw the essence of a recently killed creature or particularly impressive plant through yourself, allowing you to send it directly back into the greater spirit of nature. In the process, you are powerfully healed in relation to the power of the essence and all negative effects are removed from you. Has negligible effect when used on negligible essences. Go to Ground - You create a Safehouse, a secure home in the wilderness that only you know about. This safehouse is entirely your creation, giving you a place to lay low should the need arise. Uplift the Beast - Your grit and skill is passed onto your animal companions, making any of your companions eligible to learn low-tier Edges using your tithes. How many a given animal can learn is based on their intelligence (1/Not Very, 2/Dog-like, 3/Sub-human, 4/Human-Equivalent) Shared Soul - You may forge a connection with a pet that seems to leave a seed of your own intellect within it, allowing the beast to fight with the skill and insight of a higher intellect. Slice to the Bone - Your in-depth knowledge of the way bestial bodies work allows you to sneak attacks through the plating and armoring of your foes, ignoring any natural armor with one attack every four posts. This only effects armor and hide that is actually growing or integrated within an opponent. Render Unto Bakara - You understand that Bakara Itself is the ultimate authority, and you are more willing than most to show due deference. Though you are still only required to Tithe once a month, you are able to Tithe up to three times every two weeks if you wish. Predatory Harvest - You have learned to never waste a potential resource, and have trained yourself to spot valuable parts of monsters that may have been missed by a less insightful hunter. You may harvest rare materials from defeated monsters. Some items may only be harvested from a beast's corpse while others may only be harvested from a living, relatively unharmed beast. Grand Gardening - You have learned to be proactive in your hunts for herbs and plants, increasing your ability to find them on your own. Once a week, you may set out on a harvest by picking a readily accessible area of Bakara and setting out. Then, the World Moderator in charge of that area will determine what you find based on your skills, equipment and partial randomization. Harusism - You have learned how to combine alchemical ingredients and the viscera of certain animals to create special paints with a variety of mystical uses. You learn to identify such viscera when encountering it and how to use it. The Deadfall - By tapping directing into the flowing, endless circle Sentinels know as the Deadfall, the mystic soul of nature, plants, and all unconscious life, you may glean a rough idea of events that have recently transpired in the area around you. This power is much weaker in urban environments, and is extremely taxing on any Sentinel utilizing it.
Top Tier
This Piece of Power - By drawing magic from the earth, into your body and then out again into a specially prepared item, you may infuse that item with the essence of your magic and spirit to create a Totem Implement. The powers of this totem are based on its form, the area in which the ritual is performed, any magics you might know, and other mystic factors. This item will only function for the Sentinel who created it. Totems may be permanently drained of their power without harming the item. Only one totem per Sentinel. One With Bakara - By finding the hidden places of Bakara and the natural treasures still untouched by civilization, you may link yourself directly to the essence of the world. This places the Sentinel's protection on this hidden place, and likewise leaves a potent mark on the Sentinel's soul. This allows you to gain a special ability based some wonder of nature, such as a majestic waterfall or a secret grotto. Scope is not the only factor in the strength of these bonds, but remoteness as well; a single flower cradled deep in the untouched woods of Chakosa holds more power than the Tree of Trees itself. Two of these links may be maintained at a time. Master of Beasts - You are an undisputed master of drawing not only the best out of his animal companions, but more than should even be possible. Through a combination of expert training, deep understanding and an increasingly mystic bond, you may give one of your animal companions at a time a unique pseudo-LSS, based on its species, leveled by further Edges. He Who Fights Monsters - By killing a monster you learn its tricks and absorb part of its essence, allowing you to adopt a Style based on that monster that is part martial and part mystical. A Style will grant the Sentinel a passive bonus to his or her attacks, to his defensive capabilities, and some special utility skill that may be used a certain amount of times per encounter. Only three Styles may be kept at a time, and only one may be active. Styles only come into effect during combat, and may not be changed once combat has started. Styles learned from particularly powerful monsters may fill more than one slot. The Treatment - Through extended experience with and understanding of the power held by the vitae of plants and animals, you learn the secrets of The Treatment, a jealously guarded technique each must come to in their own way. Through special methods of smoking and preserving, you may infuse hides and alchemical ingredients with the mystic essence within plants and animal viscera, creating special pelts and potent magical components. Sentinel's Edge - A Sentinel is skilled at being all things at all times, the master of versatility. Upon choosing this Edge, you select two mid-tier Edges and immediately gain those edges.
LOCATIONS
The Groves of Danu - A self sufficient community in the Greevan forest, originally founded by the Danu brothers. It is the primary center for Sentinels, even though Wisdom Dreap Náirigh only resides in the Grove for a few months of the year. In his absence, the Grove is under the stewardship of XXX, an Oscaran monk.
The Blooming Tower - A tower flourishing with flowers, trees, vines and fountains in the Grand Quarters of Epicrin. Serves as a source of fresh water for the city's residents.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
GUILDS AND SOCIETIES - THIEVESStatus: Guild World Moderator: DarkAbyssKeeper Sigil: Dagger over a Hand of Cards
LEADERSHIP / ORGANIZATION The Dealer
Lady Cateri, the enigmatic figure behind the scenes of the Thieves' Guild, is the puppeteer pulling the strings of the organisation. Her apparent preference for card based themes has earned her the nickname of Dealer. Cateri is master of stealth and is rarely seen except by those who need to be scene. Every thief meets the dealer at least once, when they first join the guild.
Face Cards
The upper ranks of the Thieves Guild do not volunteer, they are chosen. Those who rise to positions of success may find themselves nominated as cards in Cateri's deck. The owner of a bar may find himself tapped as the Duke of Cups, a successful assassin might find himself Cateri's latest Ace of Blades and the madame of a particularly exotic brothel could soon find herself the Queen of Coin or Duchess of Hearts. No-one is entirely sure who currently fills the upper ranks of the guild until they make themselves known personally.
Liars, Bastards and Thieves
The rank and file of the thieves guild tend to organize themselves in whatever way they see fit. Thieves only tend to group together when necessary for larger jobs, so as to keep their profile low.
TENETS
Wealth belongs in the hands of those with the skill to take it. Laws are a restriction imposed on people to ensure the fools and the corrupt remain in power.
HISTORY Time Before
Early Elexia was much like it is now with regards to the seedy underbelly of crime and corruption. Lords and Ladies ruled the society, while gangs ran the streets. The major difference between the old days and the current situation in Elexia was one of magnitude. Conflicts between the different gangs vying for power were bloody and vicious, leading to countless deaths, injuries and the complete destruction of rival gangs. This carnage is what led the first incarnation of the guild to be created. The leader of a prominent gang in Elexia was involved in a turf war, and lost badly. Their gang was torn to shreds, leaving them with nothing to call their own. Whether intentionally or not, no-one seems to know which gang this was or who the leader was, but the story continues all the same, usually with the teller's preferred figure filling the pivotal role.
The gang leader was crushed, but instead of giving in they decided to switch tactics. A lifetime of criminal dealings had left them with a veritable horde of contacts and traded favours to fall back on when everything fell apart. They started a new gang, a phantom gang. A gang that couldn't be targeted with raids, a gang that couldn't be starved for work... a gang made up of the best thieves the leader knew throughout a dozen other gangs.
The Phantom
Admittance was exclusive, only the best were asked to join the hidden ranks of the phantom gang. Over time the organisation grew and the gang leader became the guild leader. The group had no official name, not for lack of suggestions but to shroud them from harm. Giving something a name makes a target out of it, and the guild leader had seen too many gangs fall to violence and betrayal over something as simple as a title.
The guild became large enough that it influence was unmatched by the gangs of its age. The guild leader took this moment to put a controversial scheme into action... he instigated a series of larger than normal gang hostilities, from within their own groups. In three seasons the layout of criminal landscape had changed considerably, some gangs were completely destroyed, others were merely weakened. The first culling was complete and the Guild of Thieves was in a unique position of prosperity.
Behind the Scenes
The guild of the modern day is much the same as it has always been, reining in gangs that accrue too much power and buffeting those who have too little. Members of the guild are given special dispensation by the current guild leader to discuss hypothetical situations with the leaders of various societies throughout Bakara, allowing their members to reap the benefits of both their trade and their lifestyle. Through controlled interaction with the churches and societies, the guild has been able to stall the fifth culling for over two hundred years.
PUBLIC SERVICES
Black Market - By the nature of their profession, member of the Thieves's Guild come into possession of numerous rare and exciting objects. These items are available in locations across Bakara, for a price.
Shady Acquisitions - The Black Penny, a pawn shop nestled between The Warrens and The Docks of Elexia, offers a unique service. They can acquire almost any item, all you need is plenty of coin and even more patience.
REQUIREMENTS / LIMITATIONS
Conflict of Interest - Members of the Thieves' Guild are forbidden from pursuing Bounties.
Burden of Independence - In all but the most extreme situations, the guild will not interfere if you get yourself imprisoned or get a bounty placed on your head.
BENEFITS
Word on the Street - Thieves' Guild members know who to talk to and what to watch out for when the darker side of Elexia wants a job doing. They have access to jobs that others do not, including Contracts on enemies of the Guild.
Well Connected - All Thieves can request information from their contacts. How useful this information is will depend on the given context but will more often than not be helpful in larger endeavors.
The Red Deck - The bread and butter of any Thief, the skills taught to them by the organisation that accepted them into their ranks.
The skills taught by the Thieves' Guild are loosely themed around the Elexian deck, though the skills themselves have their origins deeper in Elexia's past than a deck of cards. Training in these skills is purchased through Chips, marks of note earned through performing tasks for the guild that are noted down and used up in exchange for skill training.
Each skill is worth one chip at first level, two at second and three at third. You must acquire the level one version of a skill before moving on to the next, but there are no other limitations on which skills you obtain. New Thieves gain 1 Chip upon joining the guild, to spend as they wish. Additional Chips are earned by performing guild tasks or can be purchased for 45 Gold apiece.
Within the city limits, Skills are purchased by going to any of a number of establishments and ordering an 'atarin tea'. This triggers a meeting with a Counter, a guild member trusted with the records of who is owed what by the guild and vice versa. The counter will direct the Thief to a guild member who will teach them the necessary skills. (Posting for this meeting is necessary, posting the training is not.)
Hearts
Grifting - Your rhetoric is easily convincing.
Lvl 1. Trust-based charisma boost
Lvl 2. You naturally manipulate the emotions of those you talk to. The strength of the manipulation is relative to the time spent with the mark.
Lvl 3. Once per encounter, can use a non-magical version of the mind spell Suggestion.
Forgery - Creation of items to fool and confound.
Lvl 1. You become familiar with the necessary materials for most forgeries.
Lvl 2. You become adept at mimicking handwriting and syntax.
Lvl 3. Your forgeries include intricate details that can fool all but the most astute observer.
Disguise - Master the art of being someone else.
Lvl 1. You are able to easily blend into any crowd.
Lvl 2. You are capable of speaking in any accent.
Lvl 3. You can create an alter-ego, complete with costume, background and any objects of identification. Can be taken multiple times.
Blades
Dirty Reputation - You develop a fearsome reputation.
Lvl 1. Intimidation effect against people that know your name or your likeness.
Lvl 2. You can create a rumor about yourself which becomes widespread knowledge. Can be taken multiple times.
Lvl 3. Establish a moniker that when used invokes dread and terror in those that recognise it.
Wet Work - Dexterous blade work.
Lvl 1. Your familiarity with blades of all shapes and sizes allow you to draw them instantly, attacking in the same fluid movement.
Lvl 2. Develop the precision, balance and speed to throw all most any weapon, regardless of its weighting. Allows you to better improvise ranged projectiles and improves your accuracy with properly balanced weapons.
Lvl 3. Learn the position and location of the body's major muscle groups and blood vessels. You gain the ability to control the lethality of your attacks by targeting or avoiding vulnerabilities.
Torture - When words just aren't enough.
Lvl 1. You learn how to break bones and inflict pain in the most agonizing ways. Your attacks are more painful.
Lvl 2. Each time you inflict pain against a weak-minded person (namely NPCs) you gain an intimidation effect against them.
Lvl 3. You learn how to break people to your will. Given enough time you can crack almost anyone (some NPCs and many PCs will not crack), forcing them to do what you want. Time required depends on the situation.
Cups
Sneak - Moving without notice.
Lvl 1. While wearing light gear, your footfalls become soundless.
Lvl 2. You can hide in shadows and behind objects to greater effect.
Lvl 3. Once per 5 posts, you are able to perform an intense movement (running, acrobatic leap, etc) without being detected (within reason. Someone looking right at you will still see you, etc.).
Sleight of Hand - The ability to nimbly use your hands and fingers in fleeting movements unnoticeable to the eye.
Lvl 1. Capable of picking up small objects with your hand without notice.
Lvl 2. Capable of hiding items in your sleeves or pockets or withdrawing items from your sleeve or pockets without notice.
Lvl 3. Capable of shifting items from hand to hand, making them disappear by secreting them anywhere on your person.
Acrobatics - The ability to access hard-to-reach places.
Lvl 1. Your jumping range increases by 1'.
Lvl 2. Able to land gracefully from any fall of under 10', receiving no injury and able to sprint right into action.
Lvl 3. You are able to squeeze through tight spaces (relative to your size) easily and without hindering your movement.
Coin
Appraisal - The ability to evaluate and qualify items.
Lvl 1. Able to estimate the standard gold value of most items that are worth enough to care about.
Lvl 2. Your skill for estimating worth nets you a bonus to any job rewards based on the monetary value of looted items.
Lvl 3. Able to estimate the properties of an object at a glance (magical, material type, etc)
Pickpocketing - The ability to lift items from persons unnoticed.
Lvl 1. Can lift a small item without being noticed. You must know where the item is.
Lvl 2. By looking at a person, you can tell where they might be carrying items according to bulges on their clothing.
Lvl 3. When pickpocketing, you are also able to deposit small items onto a person without their notice.
Lockpicking - Using tools to pick through locks.
Lvl 1. Trained in the use of lockpicks.
Lvl 2. Can perform lockpicking even when restricted, such as when in handcuffs.
Lvl 3. Can lockpick using any tools that resemble picks (bobby pins, hair pins, etc.)
LOCATIONS
Jade Dragon Tea House - One of many seemingly normal businesses that serve as access to the resources of the Thieves' Guild.
The Black Penny - Pawn shop and rare item broker, with access to the Thieves' Black Market. Known in some circles as the place to go if you want an item acquired illicitly.
Vieille Ville Fashions - One of many seemingly normal businesses that serve as access to the resources of the Thieves' Guild.
Cavern of Acquisitions - Pawn shop and rare item broker, deal in barter rather than strict prices. Access to Thieves' Black Market.
Slightly's Junk and Pawn - Pawn shop and rare item broker, deal in barter rather than strict prices. Access to Thieves' Black Market.
Tranquil Grove - One of many seemingly normal businesses that serve as access to the resources of the Thieves' Guild.
NOTABLE NPCS
Lady Cateri - Leader of the Thieves' Guild, meeting her is an honour reserved only for members of the guild. Most only meet her once, on their initiation into the guild. Accounts of her appearance vary from telling to telling.
Lunmer Gammatide - Proprietor of the Black Penny pawn and rare item shop.
Slightly - Unsurprising but easily surprised proprietor of Slightly's Junk and Pawn.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
GUILDS AND SOCIETIES - WARRIORSStatus: Society World Moderator: DarkAbyssKeeper Sigil: Fist over Crossed Blades
LEADERSHIP / ORGANIZATION Guild Leader
Dieter Snakebite, head of the Warriors' Brotherhood, is completely focused on his art. He trains at all hours of the day, and rarely speaks with anyone unless they do so while engaged in combat. The only times he breaks from this routine is to settle disputes related to the honor and respect each warrior owes his brothers. He is made aware of every challenge and its outcome, and he never forgets anything.
Administration
With the head of the Brotherhood otherwise engaged in most circumstances, day to day maintenance of the Society's affairs fall on his second. Bajan the Fist traveled Bakara and beyond learning every style of combat he could before joining the Brotherhood. He brought with him a wealth of information, a lot of which is still taught to Warriors today. This is the warrior one talks to about anything important, and this is the person who inducts new warriors into the brotherhood.
Brothers and Sisters
Aside from Dieter and Bajan, there is no hierarchy in the Brotherhood. It is expected that warriors will afford each other the suitable respect and deference based on their achievements. To do otherwise would be considered dishonorable and lower one's standing in the brotherhood.
TENETS
Strength without discipline is dangerous. Magic is a crutch for the weak. Constant training and discipline are the path to true power.
HISTORY
The Crag Colosseum started as a hunting lodge, Ash's greatest warriors and hunters set up a small shack at the mouth of the valley. From there they could send out hunting parties and provide a first line of defense for Ash. In time they developed into a more close knit group. Outsiders to Ash were slowly accepted into the group as they proved themselves.
In time the hunters withdrew from the Crag as the number of outsiders increased. The colosseum became renowned throughout Bakara as a place for Warriors to hone their craft. It developed into a Brotherhood of all races, anyone who wanted to devote themselves to the art of the warrior was accepted. The colosseum grew deeper into the crag as their numbers swelled.
Today the Warriors' Brotherhood is the home to the greatest fighters in Bakara, joining their ranks is like joining a family.
PUBLIC SERVICES
Glimpse of Greatness - Those who do not devote themselves to battle in the way warriors do cannot hope to fully grasp their techniques. However, certain skills that are part of the Fighter's Techniques can be taught independent of their theoretical underpinning. These skills can be taught in a short space of time, but take experience to master, depending on the pupil. Students pay to learn the skill and then must accrue a number of battle posts dependent on their aptitude (WM decided, based on guild/society affiliations and physical traits).
Each technique listed below can be trained in for the specified price in gold. Once taught, it will become available for use after enough experience (battle posts) is achieved to unlock it. (You can only work towards one glimpse at a time, simultaneously with any Fighter's Tech or LSS you possess.) The number of battle posts varies from person to person, and will be revealed after training is complete though a possible range is given.
Fight or Feint - Learn to mimic the natural twitches and flexes present during the fight or flight instinct, causing people to think you are about to act. 80 gold. 40-80 BP. Pillar Training - Your balance greatly improves, allowing you to stand steadily, even one legged, atop any item that will hold your weight. 80 gold. 40-80 BP. Bear Drills - At the beginning of each encounter, you can perform Bear style exercises focused on your midsection that help your body digest and process energy, boosting mental acuity and focus. This allows you to notice clues and signs of danger more intuitively for the rest of the encounter. 80 gold. 40-80 BP. "Sight Chop" - By landing a precise blow to the side of the neck, you can cut off magical awareness, removing any sensing or sensory magics. 80 gold. 40-80 BP. Shutter Punch - Learn the precise location, angle and technique to strike the middle of the back to cause temporarily blindness for a post. 120 gold. 60-160 BP. Leaping Faith - Your leaping ability increases by 50% 120 gold. 60-160 BP Flash Step - You learn to perform explosive starts, going from still to full speed in a flash. 120 gold. 60-160 BP. Shell Breaker - Note the stress points of your opponent's armor, effectively increasing the material modifier of your attacks by one when determining whether their armor is damaged or disabled. 120 gold. 60-160 BP. Quiet Combat - You learn how to fight while making very little sound as well as a precise throat striking technique that will render your opponent temporarily unable to make a sound. 160 gold. 100-240 BP. Reverse Torrent - Your balance allows you to launch striking attacks precisely while your back is to your opponent, either by bending backwards and lashing out with an arm or leaning forward and lashing out with a kick. 160 gold. 100-240 BP. Grounding Grapple - You learn how to perform tripping and hip tossing maneuvers while grappling your opponents to take them to the ground. 160 gold. 100-240 BP. Flowing Form - Learn to turn into attacks so to deflect some of the force and reduce the damage down to you. 160 gold. 100-240 BP.
Honor and Glory - When warriors challenge each other, the event is often made public knowledge. One may register a small wager with the brotherhood when this happens, allowing them to make some money if they correctly judge the outcome. All wages must be low-stakes, betting opportunities will be posted in the relevant city's paper and wagers should be PMed to DarkAbyssKeeper.
REQUIREMENTS / LIMITATIONS
Selfsworn - Warriors are inhibited from using any spells above level 4, relying only on minor magics to augment the their true power, discipline and skill.
Brotherhood - Warriors are expected to show respect for their Brothers. Combat challenges from one another are often employed to resolve their differences and settle disputes. The terms of these challenges must be agreed by all involved and one's reputation with the Brotherhood is influenced by the terms they off and accept.
BENEFITS
Warrior's Pilgrimage - Once ever, upon reaching level 10 of their Fighter's Technique (see below), a warrior is, in order to help them find inspiration and personalize their training, given the location a reclusive Warrior Master. They may undertake a personal quest to find this master, traveling to a distant corner of the world and undertaking grueling psychical test to reach them, pushing themselves to their utmost limits and grant them new physical abilities. Upon reaching the Master, they will receive training in a new technique customized to their personal style and be given the title Master. They can now train others in this technique if they wish, charging if they want to.
Warrior's Arms - Not every warrior specialises in the sword, the shield or the hammer. For many their preferred weapon is more exotic, originating from the reaches of Bakara. The Brotherhood allows its members to source any weapon, no matter how rare, for a fair price. The Crag Colosseum is home to many with far reaching connections, and simple versions of strange and exotic weapons are easily found.
Discovered rare weapons listed below are available from the Crag Colloseum. The materials they are available in are unpredictable and the cost charged for forging in certain materials may be higher than normal, due to intricacy or unfamiliar techniques.
Kusarigami - A single-handed scythe connected to a short handle by a two-three foot length of chain. Base 25.
Chain Whip - The chain whip is a weapon comprised of a several short piece of metal, connected with links. The final link in the chain was slightly longer than the others and sharpened at both ends. Base 20.
Weapon Augmentation - The Brotherhood of Warriors has for generations kept a certain type of weapon enchanting secret and protected from outsiders. These augmentations forge a connection between a warrior and their chosen weapon, bound in blood. Each augmentation costs 300 Gold, and may only be applied to a single weapon. Because of the draining nature of the enhancements, you may only ever have two.
Blood - During the augmentation the hilt of the weapon is grasped by the warrior's bleeding hand. The hilt of the weapon transforms to better reflect the warrior's heritage, gaining wrapping and markings to that effect.
- The weapon cannot be forced from your hands by any means and slips from the grip of all others who would try to wield it.
- The weapon gains a unique enchantment effect based on your race or heritage.
- While the weapon is with you your spells per post are reduced by one.
Bone - During the augmentation the weapon is drizzled with the warrior's blood. The form of the weapon alters in a manner that better reflects the warrior's chosen battle style, gaining spurs, ridges or guard breakers as necessary.
- The weapon's material hardens without losing pliability, increasing its modifier by one.
- The weapon gains a unique enchantment effect based on your chosen warrior's technique.
- While the weapon is with you your spells per post are reduced by one.
Heart - During the augmentation the warrior's blood is poured over a specific area of the weapon. The weapon develops a crystal in the chosen area, incorporated into the design of the weapon based on the warrior's core ability.
- The crystal glows slightly when those around mean you harm.
- The weapon gains an enchantment effect based on your chosen leveled starting skill or equivalent ability.
- While the weapon is with you your spells per post are reduced by one.
Soul - During the augmentation the weapon is heated and quenched in the warrior's blood. The material of the weapon alters to better reflect the inner nature of the warrior, though the change is cosmetic.
- The weapon may be blinked to your hand across any distance.
- The weapon gains an aura based on your inner spirit.
- While the weapon is with you your spells per post are reduced by one.
Warrior's Techniques - Upon joining the Warriors, each member chooses one of twelve fighting techniques, each related to one of the same arts spells are divided into, and is trained in the first level of that technique. These techniques are further leveled by Battle Posts (see the combat leveled starting skills for Battle Post definition) with a 50 gold fee for training in each level past the first. As you level your Technique, you gain an intrinsic understanding of the related art, meaning leveling your technique will level any Leveled Starting Skill you have of the same art.
Warrior Technique Battle Post Requirements Lvl 1: 0 BP Lvl 2: 55 BP Lvl 3: 90 BP Lvl 4: 130 BP Lvl 5: 175 BP Lvl 6: 225 BP Lvl 7: 280 BP Lvl 8: 340 BP Lvl 9: 405 BP Lvl 10: 475 BP
Light - Manipulative Tactics - Deceive your opponents with your every move, keeping them guessing. Lvl 1. Learn to move blend into crowds without drawing attention, helping you to flee or approach your opponent unnoticed. Lvl 2. Learn to mimic the natural twitches and flexes present during the fight or flight instinct, causing people to think you are about to act. Lvl 3. Learn to catch the light with any reflective weapons or armor you have to compromise your opponent's vision. Lvl 4. You learn how to move in such a way to convince your opponent you are wearier or more injured than your truly are, feigning weakness to get them to drop their guard. Lvl 5. Your movements are so alien to other's eyes that any abilities or effects that require reading your movements or expressions no longer work on you. Lvl 6. Learn to move deceptively, causing your enemy's aim to lose any real precision. Lvl 7. Learn to perform very effective feints, tricking the enemy into reacting to an attack that is not really coming. Lvl 8. You learn to chain a pair of attacks so that the second is masked by the first and more likely to hit if the first is dodged or blocked in a certain way. Lvl 9. Learn to catch and focus light with any reflective weapons or armor you have with such precision the that you temporarily flare an opponent's blind spot and seem to disappear from view. This only works on one target at a time and diminishes as the item is moved. Lvl 10. Fighting against you is an exercise in frustration. You learn to layer feints and jukes on top of each other. You may add a second feint to any attack and your foes are automatically dazed when fighting you.
Dark - Stealth Combat - Lvl 1. You learn to soften your footfalls so they make no sound. Lvl 2. You learn how to hide weapons on your body in such a way their are undetectable and easily, quickly drawn. Lvl 3. Your environmental awareness allows you to quickly surmise if anyone else is around and alert you to others using stealth. Lvl 4. You learn now to fight without making a sound as well as a precise throat striking technique that will rend your opponent temporarily unable to make a sound. Lvl 5. When on an unprepared foe, your first attack on someone has a 80 percent chance to disarm them that is your aim. This is reduced to 50 percent if they have know a disarming technique as well. Lvl 6. While following a target you can synchronise your movements with theirs, matching every movement they make precisely in order to remain even harder to detect. Lvl 7. Your awareness increases to give you a precise estimate of how a targets armor and accessories are connected to them. This allows you to make attacks against those straps and fastenings with much greater accuracy. Lvl 8. Your ability to shadow a target extends to mirroring their movements when fighting in the open. Every physical move they make is exactly mirrored in perfect time. Lvl 9. You learn a precision neck hold that will render the victim unconscious. Cannot be done if the person is tensed because they are expecting an attack. Lvl 10. You are the epitome of silent movement and stealth. You may run, jump, roll and perform any number of actions while remaining silent and unseen unless you become a direct threat.
Fire - Rush-Down - Learn to attack with explosive starts and raging ferocity. Lvl 1. You learn how to expertly maintain your footing while in motion, allowing you to more easily fight on the move. Lvl 2. Uneven or shifting terrain barely slows you down, your feet naturally fall where they need to in order to compensate for instability. Lvl 3. You learn to perform explosive starts, going from still to full speed in a flash. Lvl 4. You may perform diving tackles which knock the breath from your opponents, rendering them shocked and unable to speak for their next post. Lvl 5. Your unstoppable momentum overrides any abilities that make people sure-footed or unmovable. Targets you knock to the ground become dazed. Lvl 6. As long as you are moving forward, you gain an additional strength level. Lvl 7. Train yourself to keep fighting through the most intense levels of fatigue, allowing virtually indefinite physical exertion with relatively little drop in ability. (Injuries are just as much an impediment as ever.) Lvl 8. You learn to block pain from your mind and fill your heart with rage while you attack to prevent others from altering your emotions. Lvl 9. Thrice per encounter you may shrug off all but the deadliest blows while charging, allowing you to create an unexpected opening in your opponent's defense. Lvl 10. Once per encounter you can set yourself on a truly unstoppable course. For the next five posts, or until you halt your forward momentum, you gain an additional strength level and your skin tenses to provide steely protection.
Water - Drunken Fist -The art of fighting through mimicry of inebriation, using feigned unbalance and extremely fluid movements to fool, disorient, and surprise your opponents. Lvl 1. Though practice you greatly enhance your balance, allowing you to more easily maintain it even when you appear to be on the verge of teetering over. Lvl 2. If you do fall, you can either immediately go into a roll to your feet or land in a precisely aim your where and how you land. Lvl 3. You learn to use and distort your body in ways that make you virtually double jointed. Lvl 4. Your balance allows you to launch striking attacks precisely while your back is to your opponent, either by bending backwards and lashing out with an arm or leaning forward and lashing out with a kick. Lvl 5. While on the ground you can go into a roll and spring out of it into a flying mule kick. Lvl 6. You gain an intuitive understanding of fluid dynamics, any liquids you spray or throw either tightly spiral or spread out as you wish. Liquids also hit with extra strength. Lvl 7. While in close combat with an opponent, you can latch onto a limb or joint and then seem to pass out, dropping to the floor like a dead weight and throwing your foe with great strength in a random direction. Lvl 8. You become so pliant and flexible that blunt attacks against you are reduced in their effective strength by one level. Lvl 9. Any loose items around you are available at a moment's notice to deflect ranged attacks or effect impromtu ranged attacks of your own. Any items are thrown with such intuitive technique that they act as though crafted for the task. Lvl 10. Your sloppy seaming attacks lull your opponents into a false sense of security and their unpredictability only further the issue. Your attacks are extremely difficult to block or deflect effectively.
Earth - Ground and Pound - Lvl 1. You learn to be unmovable so long as both your feet are planted firmly on the ground. Lvl 2. Your gain a level in strength exclusively in your legs. Lvl 3. You learn to immediately and protectively roll your feet when landing or while on the ground. Lvl 4. You learn how to perform tripping and hip tossing maneuvers while grappling your opponents so to take them to the ground. Lvl 5. You gain an effective level of strength while executing downwards strikes. Lvl 6. You master the technique of sweeping your opponent's legs out from under them, leg sweeps and trips are harder for your opponents to dodge or disrupt. Lvl 7. You become impossible to knock unconscious with blows to the head while learning the correct technique for performing devastating headbutts. Lvl 8. The higher you tower above your opponent, the more your very presence is both intimidating and dazing. Lvl 9. Your shoves, pulls and grapples gain an additional effective level of strength so long as you remain mostly stationary. Lvl 10. You are a master of beating down your enemies, each impact from fist or foot induces a sense of increasing vertigo. You are able to effortlessly incorporate shoving, pulling or tripping into your attacks.
Storm - Aerialism - Lvl 1. Your learn how to always land on your feet. Lvl 2. Any solid surface provides a perfect anchor for you to launch from, you may use any surface no matter how sturdy to help launch you skyward as if it were a springboard. Lvl 3. Your leaping ability increases by 50% Lvl 4. Attacks you perform in which your body leaves the ground gain an effective strength level. Lvl 5. You learn how to move so you increase or decrease your wind-resistance while moving through the air, speeding you up or slowing you down. Lvl 6. Your leaping ability is twice its original distance/height. Lvl 7. Your train in perfecting a specific aerial-style attack, such as on involving jumping or flipping, granting that one maneuver an additional effective strength level. Lvl 8. You have a home field advantage above the ground. When you collide with an opponent in the air you may throw them to the ground beneath you, knocking the air from their lungs and dazing them. Lvl 9. You gain an additional effective strength level on any attack that originates more than ten feet above the ground. Lvl 10. Train in perfecting another specific aerial-style attack, such as an involving jumping or flipping, granting that one maneuver an additional effective strength level.
Mind - Intuitive Analysis -Train yourself to focus on the details that matter, generating an advantage. Lvl 1. Nothing escapes the steel trap that your mind has become, you can recall the specific details of everything that happens during a fight. Lvl 2. Your ability to dodge, block or deflect a specific attack increases with each repetition of that specific maneuver. Lvl 3. Note the stress points of your opponent's armor, effectively increasing the material modifier of your attacks by one when determining whether their armor is damaged or disabled. Lvl 4. Attacks on your mind or emotions only work once, after which you become immune to that manipulation until end of encounter. Lvl 5. Note the weak points in your opponent's defenses, giving you an effective strength level against a single opponent at a time. Lvl 6. Analysing the environment grants you a perfect mental landscape. Without looking you are completely aware of the physical layout of the area, allowing you to fight over and around obstacles seamlessly. Lvl 7. Once per encounter you may choose a physical ability a target has used an analyse it completely, your body instinctively counters or dodges that maneuver, allowing you to focus on other things. Lvl 8. Your ability to notice stress points improves, noticing the weak points of your opponent's weapons as well as their armor and increasing the material modifier of your attacks by another level when determining whether their weapons or armor are damaged or disabled. Lvl 9. Once per encounter you may choose a magical ability (spell, ability, specific LSS level) a target has used and analyse it completely, so long as the ability affects the physical world your body instinctively counters or it, allowing you to focus on other things. Lvl 10. Thrice per encounter, you may devise a devastating counter-attack to a previously seen maneuver or tactic. This counter-attack is unblockable but cannot be deadly.
Body - Kammad Nerve Strikes -The art of landing extremely precise blows at pressure point to induce certain effects. Can only be done unarmed and will not work through armor or on garr. Lvl 1. Learn a striking technique that will increase the pain caused by your strikes. Lvl 2. Learn the precise location, angle and technique to strike the lower back that will cause the victims emotions to run out of control for a couple posts. Lvl 3. Learn the precise location, angle and technique to strike the middle of the back to cause temporarily blindness for a post. Lvl 4. Learn the precise location, angle and technique to strike a blow to the back between the shoulders that will leave the victim stunned, gasping and momentarily unable to breath. Lvl 5. Learn the precise location, angle, and technique to land a strike to the liver that will cause gastrointestinal distress, resulting in vomiting and...the reverse.... Lvl 6. Learn the precise location, angle and technique to land an abdominal blow that tricks an opponents body into thinking its blood pressure has suddenly skyrocketed. The resulting reactionary drop of blood pressure will cause the target to become woozy and weakened. Lvl 7. Learn the precise location, angle and technique to land a strike to the back of the ankle that will weaken, and possibly cause loss of control in, the arms for a couple of posts. Lvl 8. Learn the precise location, angle and technique to land a stomp to the foot that will weaken and possibly cause the leg become paralyzed for a couple posts. Lvl 9. Learn the precise location, angle and technique to apply a nerve pinch at the neck that will render a person unconscious. Cannot be done if the persons muscles are tensed, meaning they must not be suspecting an attack. Lvl 10. Learn the precise location, angle and technique to land a blow that can break the floating ribs with a single blow, causing great pain and internal injury.
Plant - Environment Combat -The art of fully perceiving and utilizing your environment in combat. Lvl 1. Your situational awareness increases, allowing you to notice possible improvised weapons laying around others might overlook. Lvl 2. Your balance greatly improves, allowing you to stand steadily, even one legged, atop any item that will hold your weight. Lvl 3. Your agility increases, allowing you to leap and kick off parallel surfaces to perform aerial attacks. Lvl 4. Your coordination is enhanced, increasing your aim and allowing you accurately strike or kick objects so they fly in any given direction. Lvl 5. Your grip and leg strength are honed, allowing you to easily scale and bound around obstructions and landmarks. Lvl 6. Your sitational awarness increases again, allowing you to fight over and around obstacles seamlessly and improving your ability to dodge mindless hazards and adjust to their effect on the area (falling trees, undirected spells, etc). Lvl 7. You learn to create very well crafted improvised weaponry by combining available items with great skill, even in the midst of battle. Lvl 8. You become adept at innately understanding how your surroundings interact with each other, improving your ability to rebound thrown items, plot trajectories and predict and initiate chain reactions. Lvl 9. You achieve a state of oneness with everything around you, making it almost impossible to surprise you. Lvl 10. Once per encounter you can enhance the unity between yourself and what is not yourself, effectively allowing you "see" in all directions, even through obscuring objects, and predict what is going to happen moments before it does. Lasts for five posts.
Beastial - The Way of the Animal - Lvl 1. At the beginning of each encounter, you can perform the Monkey style exercises, a series of reaching and grasping exercises that aid in circulation, boosting your stamina and self confidence. This allow you to, for the rest of the encounter, give on an implacable air of indestructiblity that grants you an intimidation effect. Lvl 2. At the beginning of each encounter, you can perform the Bear style exercises, a series of exercises focused on your midsection that aid your body digest and process energy, boosting mental acuity and focus. This allows you to notice clues and signs of danger more intuitively for the rest of the encounter. Lvl 3. At the beginning of each encounter, you can perform the Crane style exercises, a series of breathing and shoulder stretching exercises that aid in circulation, focusing your mind. This allows you to shrug off emotional magics and harsh climates for the rest of the encounter. Lvl 4. At the beginning of each encounter, you can perform the Tiger style exercises, a series of bending and arm stretching exercises that aid in focusing your control over your body and its chi. This grants you the power to block out pain and resist effects that would weary or drain you for the rest of the encounter. Lvl 5. At the beginning of each encounter, you can perform the Deer Style exercises, a series of twisting and tensing exercises that aid in the channeling of your essence. This grants you enhanced healing for the rest of the encounter. Lvl 6. As you engage each new opponent, you can adopt the Crane form, a purely defensive unarmed style of combat marked by graceful, dancing evasions and light counterattacks designed to annoy and drive off rather than inflect serious damage. Blows use pinching beak hand shapes. While fighting in this style, pain dealt by your fleeting blows persists for the rest of the battle, building up over time in an increasing initimidation effect. Lvl 7. As you engage each new opponent, you can adopt the Panther form, a unpredictable and aggressive combat style that seeks to confound and confuse the opponent with either hit and run tactics a seemingly chaotic unorthodox attacks. Master of close combat using every part of the body as a weapon, and when hands are used, the 2nd knuckle is extended to focus the force of the blow on one small point. While fighting in this style. your attacks have a dazing effect that fades over a few posts. You can renew this effect by avoiding combat for a few posts. Lvl 8. As you engage each new opponent, you can adopt the Tiger form, a purely aggressive style of combat marked by tightly clawed hands, swiping blows and sudden, direct strikes and kicks. While fighting in this style, your strength level is increased by one and directly blocking your attacks wears down the blocking limb, weakening it. Lvl 9. As you engage each new opponent, you can adopt the Snake form, an evasive combat style focusing on flexibility and complete control of the situation. Used to lure opponent into an attacking on your terms, twist, bob, bend and weave to avoid their attacks, then take them out with precise open hand fingertip strikes or damaging grapples and throws. White fighting in this style, you can trigger an incite effect on your opponent that increases the longer the battle goes. Lvl 10. As you engage each new opponent, you can adopt the Dragon form, an internalized style of combat calm, fearlessness and conservation of energy. Its user flows with attacks rather than blocking them, evading through precise movements of the torso without shifting stance. Attacking uses circular movements to penetrate defenses and whipping waist movement to add momentum. Strikes and grabs use a loose clawed hand. When fighting in this style the first attack against you each battle is weakened greatly, with each following attack being progressively less weakened.
Force - Counter Maneuvers -The art of using your opponent's force against them, focusing on blocking and avoiding attacks, finding victory through throws and letting your opponent hurt or tire themselves out. Lvl 1. You learn to steel yourself against blunt melee attacks, causing the force of landed blows to reverberate back and cause stinging pain to the attacker when they hit you. This pain is magnified if the strength of the blow has been unnaturally augmented by basic or alike. Lvl 2. Your blocking gets an effective strength increase of one level. Lvl 3. Each close up attack that is successfully landed on you give you the opening to successfully land a responding light attack on your opponent. Lvl 4. Learn to turn into attacks so to deflect some of the force and reduce the damage down to you. Lvl 5. Learn to effectively redirect striking attacks safely towards the ground so long as they have no upwards momentum. This move grows less likely to succeed against a specific enemy the more often you use it against them. Lvl 6. Learn to do a sudden rolling dodge designed throw the attacker off balance with the momentum of their own attack. This gambit grows less likely to succeed against a specific enemy the more often you use it against them. Lvl 7. When doing a full body dodge of an attack, you can perform a fleeting strike on them whose damage scales with the attacker's momentum. Lvl 8. You may counter a charging attack into a backrolling throw using your legs to launch them powerfully into the air behind you. Lvl 9. Your ability to redirect force extends to ranged attacks, any thrown or launched items large enough to handle may be shifted downwards or aside. You cannot catch fire, lightning or any other projectile with contact rather than impact based damage. Lvl 10. Once per encounter you can channel all your strength and all the force of your opponent's attack into one throw of incredible strength in the direction of your choice.
Spirit - Severing Hand -A fighting style that uses precisely aimed blows to obstruct or disable your opponent's ability channel and interact with magics and the metaphysical. All effects last 4 posts. Lvl 1. By landing a precise blow to the hand, you can inhibit their flow of magics and cut them off from casting level 1 spells. Lvl 2. By land a precise block to the side of the neck, you can cut off magical awareness, removing any sensing or sensory magics. Lvl 3. By landing a precise blow to the foot, you can alter the flow of internal energy, negating the effects of consumed substances. Lvl 4. By landing a precise blow of the side of the abdomen, you can cut off the flow of life force, slowing healing. Lvl 5. By landing a precise blow below the sternum, you can obstruct the flow of magics, causing them pain when they use spells. Lvl 6. By landing a precise blow to the shoulder, you can cut off ability to interact with magics within other objects, removing their ability to activate magic abilities of items. Lvl 7. By landing a precise blow to the collarbone, you can obstruct the flow of magics causing the next spell they cast to backfire on them. Lvl 8. By landing a precise blow to the back of the neck, you can cut off their passive and inwardly focused spells. Lvl 9. By landing a precise blow to the lower back, cutting off their ability to maintain summons. Lvl 10. By landing a precise blow to the forehead, you can cut off their ability to cast spells.
LOCATIONS
Crag Colosseum - Starting place of the Warrior's Brotherhood, a great domed colosseum built into the crag overlooking Ash.
Black Bear Tavern - A thoroughly unimpressive bar in Epicrin's back quarter save for its maintained arena in the back room.
Abandoned Pier - A constantly repaired but no longer fit for purpose pier, appropriated by the Brotherhood for training and challenges.
Bloodied Clearing - An open area just outside Greevan, marked with a bloody circle and two rickety shacks.
The Old Hyperion Theatre - Left open for other uses when its successor was built, the Old Hyperion has been gutted for a different form of entertainment.
NOTABLE NPCS
Dieter Snake-Bite - Leader of the Warrior's Brotherhood and a master of the kindirin snake style of combat. Dieter is taller than most kindir and keeps his jet black hair tied back in a tight pony tail. Dieter rarely speaks with anyone unless it is during a sparring bout and as such leaves the day to day management of the Brotherhood to Bajan the Fist.
Bajan the Fist - Administrator of the Warrior's Brotherhood, second to Dieter Snake-Bite. Bajan traveled the world learning numerous styles and techniques before finding his way to the Brotherhood.
Vaughn - Usual resident of the Olde Hyperion Theatre and a respected Warrior, Vaughn is always happy to help people learn. An anthros demon with a gift for song, Vaughn is able to read people and catch glimpses of their essence when they fight.
Kadri Redshot - An island saur of great flexibility and agility, Kadri is often found at the Warrior's outpost in Elexia, on an abandoned section of pier.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Recycle, Reuse, Renew - Adapts learn how to break down any item that own that they could pawn for any usable materials. Natural Invention - Adapts are able to replace certain manufactured components with naturally occurring alternatives.
Advent (Cleric + Machinist)
Eye for Detail - Your ability to see to the truth of things allows you to see possible faults in your designs more clearly and reduces the chance of your prototypes failing. Restoration Augment - An augment for machinist devices that uses spiritual magic to self-repair any damage they suffer. Purchasable from the Clerics Society for 15 gold.
Arbiter (Mage + Peacekeeper)
Revoke - An artless spell taught only to those mages who dedicate themselves to the path of order. Allows the Arbiter to dispel and negate any spell whose level is less than the highest level spell they know. That spell cannot be cast until after your next post. The same spell cannot be revoked twice in one encounter.
Magic Sticks - A free magical nightstick in the same art as your dagger.
Light - An 1' cylindrical ivory club, fatter at one end then the rest. Fat end can emit a beam of light is blinding at very close range. Dark - A 6" short iron handle and goose-egg sized lead weight, connected by a inch long chain and encased in black leather. Those stricken with this are cursed with extreme nyctophobia, becoming intensely afraid of the dark and driven to seek open, well lit areas. Fire - A sjambok of black stiffened leather. Each strike with it on a person raises its temperature and chills the stricken. Water - A silver chui club with dodecahedronal nevermelt ice head. Can release a spray of painful, tear-inducing mists from the tip. Earth - A tan stone truncheon. Blows cause the flesh in the stricken area to become stony and stiff. The more hits on that area, the stiffer the flesh. Storm - An iron jutte with a drake-hide wrapped hilt. The tip of this hilt releases a burst of electricity on contact that can cause spasming. Plant - A gnarled ironwood shillelagh. Wherever its strikes a person, it leaves behind a residue of sap that rapidly hardens to amber, restricting movement of that area. Beastial - An red stained ironwood leiomano club lined with shark teeth. While wielded, grants you Predatory Edge, allowing you to smell and track the scents bloods and fear and sharpening your reflexes. Mind - A silver telescopic baton. Each strike with this baton magnifies a person's guilt. Body - A jade mere club. While weilded, it feeds on the adrenaline of your enemies, boosting your strength dependent on the aggression of your enemies. Force - An ironwood tonfa. Can fire a miniature spherical force blast, the size if a macadamia nut, from its tip. Hits with very painful force but rarely enough to do more than break the skin. Spirit - A highly polished amber sap. When held up close before a person's eyes, they are inflicted with all the emotional suffering their misdeeds have ever caused.
Artificer (Mage + Machinist)
Scholarly Approach- Artificers have a reduced chance of prototype failure when working with magical/enchanted materials or on designs that utilize magical components.
Arcane Inventions - When inventing a new machine, the artificer may choose to include a crystal that can be charged with or influenced by a specific spell they know. This gives the machine a magical leaning dependent on the chosen spell, the exact effects of this implementation depend on the type of spell and the machine. Cost equals that of the crystal plus 10g per spell level.
Artillerist (Warrior + Machinist)
Might and Machinery - Artillerist's warrior training grants them greater understanding of the working and capabilities of humanoid bodies, granting them bonuses when building/using certain specific devices and reduced prototype failure odds on certain types of inventions.
Ascetic (Sentinel + Bard)
Nature's Harmony - You are attuned to the sounds of nature, able to hear and and understand their innate melody and beauty. This acts like a natural performance piece that calms your emotions and boosts your senses in non-city environments.
Wild Resonance - Your music has a more pronounced affect on animals, plants, and other creatures that are especially in tune with the natural world.
You gain access to the following low-tier edge [acquired via tithing as normal]: Natural Performer - One of your pets/bondmate is trained in suitable musical style, allowing it provide accompaniment to the your performances. Once per pet, can be taken multiple times.
Auger (Initiate + Machinist)
Trade Secrets - Augers can use their Initiate contacts to gain access to blueprints of the private inventions of other machinists.
Blackguard (Warrior + Thief)
Blackguard's Menace - Blackguards are naturally more unnerving than other thieves or warriors, possessing a natural intimidation effect. Blackguard's Arms - Blackguards are allowed to select one of four specialized weapons to receive, these weapons help apply the principles of thieves' skills to combat. Subtle Blade - An ordinary steel dagger. The hilt and sheath of the weapon are enchanted to be as malleable as clay to the wielder and pick up dyes more readily.
Sanguine Blade - A silvered dagger with grooves running through the blade and a pommel of hollow crystal. If the pommel is empty, the blade naturally drains the blood of those it wounds to fill it. If filled with a poison or other substance, the blade naturally runs with the liquid and introduces it to the blood of wounded foes. Speaker Blade - A blackened kunai throwing blade. Under most circumstances the blade produces no sound no matter what it impacts against, however the wielder may cause dagger to produce a high pitched whistling or screeching sound at will. Snatch Blade - A thin, guardless dagger of steel. The pommel bears an enchantment that magnetizes it on command, allowing you to lift small metal objects with it. This ability also allows it to be pulled to your hand from up to a foot away.
Enforcer (Warrior + Peacekeeper)
Shiny Bracelets - Enforcers receive a free pair of steel manacles and can buy additional manacles / 10' lengths of steel chain for a meager 30g each. More potent binding devices (resistant to magic, etc) are available upon request. Pawning these items is forbidden, but such items can be returned for a refund if in good shape.
Furthermore, Enforcers automatically gain a 7th peacekeeper "item" after a bit of training: Body of Law - An Enforcer's physical awareness is enhanced, allowing them to detect subtle signs of crime & deceit in the area and rending them unusually skilled at figuring out when someone is currently communicating with someone else (Although they may not know how or who). Run them Down: The Enforcer's endurance is cultivated to the point of being a thing of envy, particularly when giving chase on foot. (2 Credits) Bring them in: The Enforcer has mastered a complicated debilitation technique that, with a minute or two of work, can render a foe virtually unconscious and unable to cast spells without risking permanent injury. Performing this technique on an unrestrained/still resisting foe is nigh impossible. (4 Credits)
Errant (Warrior + Bard)
Tempered Voice - Errant's more potent performance pieces tend more towards self effecting physical reactions, any purely magical effects being limited in power akin to their spell limitations. Free Dance Training Axe Axe - Purchasable Weapon Instruments. Inquire about instrument type at guildhouse, will be told available weaponized version and price. Deadly Grace - A 13th unarted Warrior's Tech option that can be chosen in place of one of the others. - The use of dance training and conditioning applied to combat, making you a more agile, unpredictable and dangerous foe.
Lvl 1: Confidence - Your footfalls are unerring and sure, naturally fall where they need to in order to compensate for unevenness or instability.
Lvl 2: Strength - You gain a level in strength exclusively in your legs.
Lvl 3: Dexterity - You learn to shift and move your body in ways that make you virtually double jointed.
Lvl 4: Alertness - Your coordination is enhanced, increasing your aim and increasing the precision with which you can strike object through/from the air.
Lvl 5:Perseverance - Your strenuous training teaches you how to fight through pain and discomfort, allowing you to block out pain and keep performing despite taking punishment.
Lvl 6: Agility - Your ability to leap and bound is doubled as regarding distance and/or height
Lvl 7: Rhythm - Your fighting style can follows a rhythm and style all your own, one based on the music within rather than traditional tactics. As such enemies have great difficulty comprehending your unorthodox movments and your attacks have a dazing effect that fades over a few posts as they adapt.
Lvl 8: Flourish - When dodging attacks, you can perform a fleeting strike on the attacker whose damage scales with the power of the attack and severity of the dodge.
Lvl 9. Adaptiveness - Your understanding of movement allows you more easily learn and predict up to two attacks, magical or physical, your opponent uses, increasing you chance of dodging those attacks with each successive use.
Lvl 10: Artistry- Your fighting skill becomes increasingly difficult to deal with for most fighters, leaving them unable to differentiate attacks from dodges from all just plain dancing. Your opponents can be fooled into thinking you are attacking when you are not and the dazing effect you have on your opponents does not fade.
Infiltrator (Initiate + Thief)
The Ebon Compass - An octagon shaped ebony compass, overlaid with the Lidless Eye. It will hum faintly and the needle will point out the general direction of nearby secrets and hidden objects. Multiples of either located in different spots, and the compass will hum more violently and the needle will spin inadvertently in all directions. Faceless Mask - Infiltrators possess an uncanny ability when it comes to creating a spur of the moment disguise. Once per encounter they may alter their voice, accent, facial expressions, posture, gait and mannerisms to project a completely new identity. The persona created this way needs to be fictional, and can never be perfectly replicated due its improvisational nature. This affect is similar to the Impersonate spell, but entirely non-magical and arguably more convincing at concealing the user's true identity.
Inquisitor (Initiate + Peacekeeper)
Oblivion Stone - A special charm given to Inquisitors. Choice of pedant, bracelet, pin or ring. The crystal in this charm will capture the soul of any bounties who happen to be killed during apprehension. The Initiates will pay Inquisitors to hand over these souls for questioning at any Inquistor's location.
Soulgaze - By maintaining prolonged eye contact with another close at hand, an Inquisitor can trigger an enhanced state of awareness between the two, allowing each to see a vision of the other's true nature and soul. Is not full access to their mind and must be used sparingly, as it leaves you just as vulnerable as the other person and what is seen this way cannot be forgotten. Can only be used once per encounter, and only once ever on a given person unless their true nature drastically changes.
Phantom Implements - 120 gold - A single bladed weapon of the Inquisitor's design, strong as steel, or a collection of a twelve sharp implements, no larger than small knives, made of the same material. Wounds inflicted with any of these items instantly heal when the implements are removed, leaving no marks.
Invoker (Mage + Bard)
Thaumaturgic Symphonium - Invokers receive a self-imbuing crystal in the art of their choice (not limits to your primary art like daggers) that can be attached without enchanting to their instruments (or voice augs or shoes if they do not use an instrument) for a magical effect.
Light - Performances/accompaniments with the instrument gain a visual accompaniment in the form of a light show. This makes the primary performer less easily targeted. Dark - Performances/accompaniments with the instrument gain a visual accompaniment in the form of a shadow play. This makes grants the primary performer a double intimidation effect. Earth - The sound of the instrument can be tuned to resonate with a target area of stone, metal or glass, weakening and possibly shattering it. Storm - You can control who hears your performances with the instrument and who doesn't, allowing you to target general effects or become less detectable if using stealth. Mind - When used, the instrument grants a limited form of telepathy allows you to perform spoken pieces (primarily or as accompaniment) without requiring use of your mouth, the words echoing directly into a target's mind. This allows you to perform spoken pieces without being noticed or when your mouth is otherwise occupied. You cannot be accompanied by other bards if you use this for your primary performance as they cannot hear what they are accompanying. Body - Only usable on actual instruments which you are skilled at. You are able to attune the instrument to your body, allowing you to vocally mimic their sound, prisming your vocal spellsongs towards that instrument.. Plant - Performances with the instrument influences local plant life in a way that reflects the general effects of the school of performance. Beastial - When used the instrument can summon a small creature dependent on the instrument. It also allows the instruments music to transfix and influence real creatures of that type. Force - The enchanted instrument can becomes indestructible when used defensively. Spirit - Not available on Voice Augs. The enchanted item gains an animation that grants it locomotion and allows them to "play" themselves accompanying your performances. This animation draws on your knowledge and skill so you must be trained in the proper school for the enchantment to work.
Oathbreaker (Mage + Thief)
Eye of Avarice - Ability to sense items with strong magics within your visual range, they give off an orange aura. Void - Free Oathbreaker Exclusive Spell - Passive. Creates a pocket dimension you can access at any time, allowing you to seem to store items in, and retrieve items from, thin air. Can only be used with items you are physically holding and requires a extending and retracting of the arm to use. Cannot intentionally be used on living entities.
Proclaimer (Cleric + Bard)
True and Clear - You are given a charm necklace that amplifies your performances so their sound carries twice as far and magically draw the attention of all that hear them, urging them to come forth and listen/watch. (The strength of this urge varies according by the importance of any factions drawing them away) Sound and Fury - You are immune to precomposed performance pieces as you wish, as they contain no truth for their performer and ring hollow in your ears. Harmonic Attunement - Once ever you can undertake a ritual with another willing bard, a mystic sharing of truths and experience. You may each learn a self-composed performance piece of the other, and retain an empathic connection from that point on.
Seeker (Cleric + Peacekeeper)
Burden of Innocence - If a seeker, while investigating a crime, comes across evidence of the target's innocence, they can turn it and the bounty over to the clerics, who will work to help clear them with local law enforcement. You receive the full bounty price plus a bonus if you do so.
Relentless - A special charm given to Seekers. Choice of pedant, bracelet, pin, or ring. When activated it suppresses all of the wearer's emotions and doubts, be they magical or natural.
Unceasing Elixir - 40 gold - A rare potion only Seekers can buy, and is illegal to sell to others. When drunk, it reacts with adrenaline, filling your injuries with a gleaming light that allows you to continue acting without being effected by wounds, pain, or debilitating magical effects. The light fades at the end of the encounter, causing your body to be hit with the effects of every injury and source of suffering that accrued during the fight at once. Used in case of emergencies to make sure Seekers get their target. Only allowed to keep one elixir at a time.
Stalker (Sentinel + Thief)
Nature's Vengeance - Stalkers have exclusive access to special contracts, criminal acts aimed at those whose actions harm nature but are beyond the touch of man's law.
Stealthy Pack - Stalkers are taught how to expertly teach an animal to act like a proper thief, allowing such trained beasts to utilize any of the your own applicable stealth and stealing skills. Furthermore, you have access to a new low-tier edge: Bestial Accomplice - One of your pets/bondmate learns a special stealth/thieving technique that makes the most of their capabilities. Once per pet, can be taken multiple times.
Wild Card - Stalkers have special access to a 5th Suit of Red Deck Abilities.
Wild Suit Predator - Learn to track and hunt like the animals of the forest.
Lvl 1. Learn to discern the scents and tastes of various wild animals, allowing you to determine which species have recently been in an area.
Lvl 2. Gain great experience in assessing the natural state of the environment, allowing you to track other's movements by the changes left behind by their passing.
Lvl 3. Further train your olfactory and gustatory senses so that you can memorize specific scents and tastes and use them to actively track your foe. Can hold in mind only a handful of scents or tastes before they begin to merge together. Prey - The prey of the forest must learn tricks if they are to prosper.
Lvl 1. Learn to avoid and pull parts of the environment back into their rightful place, covering your tracks and making you almost impossible to track down.
Lvl 2. Learn the art of secreting items in hidden locations for safe-keeping. Applies better in natural areas and helps with finding similarly secreted items.
Lvl 3. Become a master of camouflage, allowing you to hide imperceptibly given adequate preparation. Works better in natural environments. Shepherd - Cultivate a natural rapport with the creatures of the wild.
Lvl 1. Learn to mimic the calls of a specific type of creature. Can be taken multiple times.
Lvl 2. Gain a natural empathy and charisma effect with wild animals, allowing you to move more safely among them.
Lvl 3. Learn to whisper to a specific type of creature, allowing you to understand their motivations and moods. Can be taken multiple times.
Warden (Sentinel + Peacekeeper)
Natural Laws - Wardens can patrol natural areas. Technically any peackeeper can patrol the woods, but only Wardens are specifically trained to know the relevant laws and various techniques / key areas of note .. or have permission to keep an eye on certain sanctuaries. On rare occasions Warden's may have exclusive access to crime scene bounties.
Forewarned and Forearmed - A Warden either finds a Symbiotic Crossbow in place of a bondmate or receives The Long Arm as an additional tool. If not initially chosen, the Long Arm can be later acquired for 5 credits as normal.
Symbiotic Crossbow - A living plant version of the Hunter's Bite peacekeeper item that sustains itself via attached tendrils. The sapient plant lacks a crystal; it instead communicates with the Warden like any bondmate. The plant can grow ammunition (and can be taught new types via the normal 'upgrades' for the Hunter's Bite).
The Long Arm - An ironwood rod, 6" long, tipped with a sharp clinging curved thorn. A thorn-covered vine, no longer than 4', can be extended or retracted from the the the thorned end of the rod. Furthermore, the thorned end can exude a psychoactive poison that prompts its victims to say their thoughts aloud. The Law's Grasp - The vine can react to contact with living beings by wrapping itself around them. Furthermore, the vines can exude a toxin that, after a minute or so of sustained contact, causes its victims to relive the past day's events. (4 Credits) Nature's Warning- The thorns can be willed to grow longer and sharper. Furthermore, they may exude a toxin that causes searing pain in its victims. (2 Credits)
Whisperer (Initiate + Bard)
Free Spoken Word or Song Training Whisperer Exclusive Performance Pieces Song - Demon's Duet - 80 Gold - Once per encounter you may sing the start of a duet, compelling a target to finish, and usually reveal some secret or truth in the process. Spoken - Tell Tale - 210 Gold - An engrossing tail with a bit or rumor or innuendo running through it. It plants this bit in the head of those that hear it and encourage them to believe it without remembering exactly where they heard it. Blatant lies and mistruths will not hold up long against actual evidence. The vaguer and less provable the better.
Witness (Cleric + Thief)
Vault of Memories - When a witness testifies they cannot be found wanting in detail or certainty or their cause is lost. To that end witnesses train in a technique that allows them to commit any information to memory in such a way that they can later recall it perfectly. So long as a witness concentrated closely on something they can recall it without error, regardless of how much the information interests or makes sense to them. Soluminian Pardon - An document from the church pardoning you of crimes you have been caught committing. Honored by law enforcement because of the aid the Clerics often give them. If the church discovers you have been using it regarding crimes that do not further the cause of truth, it can be revoked.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Year 451 - Current Year Year 450 - Greevan Purity War[Lasted a day, Pro-purity lost] (Starting year of nEW) Year 417 - Appearance of Sylvan in the Eastern World
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. Year 324 - Garr Civil War Year 237 - Fourth Culling of Elexia
. Year 139 - Third Culling of Elexia Year 138 - The creation of the Church of the Unblinking Eye
. Year 96 - Second Culling of Elexia
. Year 59 - Creation of the Peacekeepers Year 51 - Founding of Nadra
. Year 37 - First Culling of Elexia
. Year 26 - Thieves Guild Founded Year 5 - The Fall of Church of the Sun and creation of the Church of the Unfailing Light Year 4 - The Battle of Epicrin Year 3 - The Founding of Elexia Year 0 - The Founding of Epicrin Year -2 - The Fall of the Empire of Man
. Year -52 - The Daemon Incursions Start
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. Year -352 - The Dwarven Wars
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. Year -697 The Fuchsian Flame burns the Midland Woods to a crisp.
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. Year -999 - The Empire of Man is established in the West.
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. Year -1130 - The Sundering Year -1132 - The First Eternal Council of Greevan ascends to divinity
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. Year -2119 - The First Eternal Council of Greevan brought to power.
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. Year -???? - The Edge of Memory
The Edge of Memory
This is as far back as memory and historical records go. For some reason, nothing before this point is known.
A Brief History of Magics
In the beginning, leylines of the five great and primordial forces pulsed across the land of Bakara. They are the forces that rule existence and go by many names. The modern and ancient names were Life (Rin), Death (Raes), Divination (Lex), Creation (Kor), and Destruction (Gren). The first people of Bakara sensed the presence of these great forces, saw their manifestations, and thought them to be divinities. The first magic users were their worshipers who called upon their power in times of need.
Over time the people of Bakara came to understand the true natures of the forces they were calling upon, and real magics began. These were raw and incredibly potent magics, incredibly difficult to control.
Modern Magics were first implemented ages ago by an elven mage by the name of Kaldihar Jhaeros near the Edge of Memory. He theorized that by drawing on scraps of the raw primal magics and using one's understanding of a nature element or force as a mental prism, he could create spells that, while weaker and narrower, are far more stable and reliable. As time went by, more and more began using these "Modern Magics" and the old magics feel by the wayside. Today the art of calling upon the Ancient Magics is all but lost or restricted to those already entwined to relics from long ago.
The Rise and Fall Of The Empire of Man
Pending
Elvish Annals
The Edge of Memory
There is naught remembered of the time before the First Council. Accounts, remnants and records might still exist from beyond the Edge of Memory, but they are few and rare, and those that have not been lost are only found behind locks or under graves. An elf's possessions were sent with him to his afterlife, even the books, ledgers and journals that men might leave behind. Knowledge and information were sacred then, and an elf was nothing if not part of his histories, and they a part of him. But then, those were different times, when elves were mortal and only a part of history, before elves became history in their own right.
The Wizardly Raging and The First Eternal Council Note: Much of the information in this section is collected from oral stories and legends, tale tellers and rumors. The validity of information is yet unconfirmed.
[p]The elves of old were a fickle people, tribal communities of the Great Woods, which then stretched from mountain range to mountain range to mountain range, north to south, west to sea. Wars and skirmishes were frequent between the tribes, as each vied to control the best hunting grounds. Alliances were made and broken, kingdoms formed and smashed and formed again. Then they ruled, until another force rose to raze it. Vain and oblivious to the world around them, the elves failed to notice the dangers creeping towards them.[/p]
[p]From the south, the garr hostilities grew fiercer than they had ever been. In the north, the Alogean lurkers emerged from their depths, striking at nearby villages. And there were still darker threats, once slumbering in the thickest thickets of the Great Woods that had been awoken: The Woodward Wizards, elves who's magical prowess brought them to abandon the tribes and withdraw into the recesses of the forest, had suddenly resurfaced. Their talents and fury drove away the garr and the lurkers, but some of the Wizards were still not content, and their wrath spilled onto the common elves. The years that followed became known as the Wizardly Raging, a time full of enslavement to and murderous rampages by the wizards. Seeking an end to the troubles, the elves united under the guidance of four Woodward Wizards who had not shared their cousins' bloodrage.[/p]
[p]They were Sorscha the magnificent, Cold Fionn, Rhionna Feared-By-Death, and Mischa the Laughing Lord, then known as the Guiding Council, later as the Eternal Council, and today as the Ascendant Council. With the entirety of the elvish tribes under their guidance, the other Woodward Wizards were put to an end. Although the official truce uniting the tribes and tying them to Council had completed, the council remained the authority of the Great Woods. Some elves followed them from loyalty, some out of awe, and some from fear, but their rule was unquestioned. Unlike the common elves, their magical prowess gave them eternal lives, and they became the very definition of the Elvish people and their history. The Guiding Council reigned for 987 years, throughout which the elves enjoyed peace and prosperity.[/p]
[p]The time of the first Eternal Council ended in the year -1132, with their ascendance to divinity. The event was witnessed by their children and proteges, who, after the five days of deification, announced the news to the elven world. The potent magics of the Woodward Wizards was a product of the Godblood that flowed in their veins, and time had come for them to return to their natural, divine forms.[/p]
The Sundering
[p]Succeeding the Eternal Council was a band of twelve elves. Among them were two children of the First Eternal Council as well as three of their disciples, a son of another Woodward Wizard, adopted by the Laughing Lord after the demise of his mother, three priests and religious leaders, two noblemen, and a war hero, together proclaiming themselves the Second Council. Almost immediately they began new traditions and habits of worship in honor of the First Council and their newfound godhood. Holy days were being declared, and construction began on a new temple. "In life they guided the elvish race to a perfect form," they would often say, "and in godhood see the perfection made everlasting."[/p]
[p]Not all elves accepted the news of the council's ascendance with due grace. South of the Sekamoth it was common for elves to worship spirits and ancestors, and to them the deification was myth become truth. The elves north of the Sekamoth, however, did not share in the traditions of their southern brethren, and were not pleased to hear of council's supposed godly status. When missionaries came from the south to institute the new faith, they were met with sour welcomes and hostility. Speeches and proclamations were met with riots, and sites of new temples vandalized and sabotaged. A union of the northern villages sent emissaries to Greevan, charged with the task of finding evidence for or against the ascension of the first council.[/p]
[p]Their inquiries and scrutiny in the elven city brought havoc, as the Greevan elves branded them heretics, blasphemers, and faithless. After some weeks among the southern elves, a mob had finally took hold of the emissaries and put them to death. Some were simply hung, but unfortunate others were burned alive, a punishment reserved only for the greatest offenders and villains. The north had given no official response to the executions, but reports had it that they were preparing for war. Unwilling to be taken unprepared, the Second Council denounced the north as rebels and traitors, and began the institution of their own military, intent on striking first.[/p]
[p]The war that followed was bloody and blazing, and scarred the face of the elven world beyond recognition. A southern army was marched north across the sekamoth, and met with savage guerrilla warfare. The hit and run tactics massacred the invaders, driving them back across the river. A second attempt was no more successful. With the south distracted, a large troop of northern warriors crossed the river on its far eastern banks, and slowly crept west through the forest, taking any village or stronghold in its way. When the council received word of the invasion, a secondary force was swiftly trained and dispatched to meet them. At best they were a hindrance to the northern swords. With most of their military lying in shambles at the bank of the Sekamoth, and the northernes coming in to flank them from behind, the Second Council found itself in a bleak situation.[/p]
[p]But in a blink of an eye, fortunes turned and the war turned in favor of the southern elves. A new threat roamed across the north. A remorseless pyromancer and his followers swept through the forests, painting the woods in a glow of fervent gold and blazing crimson. Large portions of the northern woods were burned to the ground, turning a mighty timberland into a wasteland. Some reports even claim that portions of the northern military were trapped in rings of flame, with no avenue of escape.[/p]
[p]Across the Sekamoth, the clash between northern and southern armies resolved as none could have expected. The five companies of the northern army had separated as they crossed the southern forest, and only two arrived at the point of rendezvous according to schedule. As they lied in waiting, the southern army descended on them by surprise. When a third company had finally arrived, they found the victorious southern army waiting. What became of the other two companies is a matter of conjecture. Legend has it that they were taken by the Ascendant Council, and it is said that they will unleash the lost companies on any who dare deny their divinity.[/p]
[p]The north was decimated. Their invading army was in ruins, and their homes in smolders. As the southern elves finally made a successful crossing of the Sekamoth, they retreated further north, into the Alogeans. The war was over; the South had won and the heretics banished from the woodlands. With time, worship of the First Eternal Council became standard practice across the Great Woods. The northern elves remained in the mountains, isolate from the rest of elven kind, adapting to their new home. In time their blood deviated from the common elf, becoming the Kindir that now populate the Alogeans.[/p]
The Second Eternal Council
[p]Little is known of the centuries following the Sundering. The stories and records are so few that it is said even the Second Council has forgotten that age. Two things are known for certain: The first is that during those years the Council had assumed control of the entirety of the Great Wood, defeating any resistances remaining after the civil war and assimilating any of the elven territories that had not taken part in the conflict. The elves were in complete unison.[/p]
[p]The second was the dwindling of the Second Council. Although twelve at first, age and disease had taken the lives of three members who lacked the secrets of immortality, and another was either sent into exile or left the land on his own whim (accounts of which tale is true vary). Eight were left, and they were:[/p]
- Roark, an adopted son to Mischa of the First Council, naturally born to a Woodward Wizard defeated at the end of the Wizardly Raging. He is the oldest of the Second Council, although age has come to mean nothing to them.
- Monseka, son to Cold Fionn, known for his mastery of Life magic. Later to be known as the Desert Wind. Served as the Body Wisdom of the Sentinels during the society's first two centuries.
- Shona, daughter of Rhionna. She is known for her size, a tall elf--tallest on the council--and thickset.
- Allan, a disciple of Sorscha the Magnificent. She had taught him some spells to maintain eternal youth, skills which he had developed into what is now the modern art of Body magics.
- Phelan, First Priest of the Ascendants. It is said his immortality is granted directly from the First Eternal Council in reward for his piety.
- Teague, once a lord of the elven town Arime (are-im-ee), granted a seat on the council when he adopted the Ascendants as his gods.
- Rhoswen, the White Rose, also a disciple of Sorscha, skilled in Life and Plant magics.
- Donahue, a war hero of both the Sundering and earlier conflicts with human migrants from the west.
[p]Although the First Council was renown for the harmonious ruling of its four members, the Second Council had earned a reputation for bickering and conflicts.[/p]
The Fuchsian Flame and the Pyre Plains
[p]In the year -697 there was fire.[/p]
[p]The elvish lands were at the end of a golden age, but recent turmoil brought strife and difficulties. Some disagreement between Roark and Monseka had divided not only the council but also some of the elven lands. The details of the exact matters are lost to time, all that is known is that Monseka had left Greevan for the town of Quinney in the midland woods, home to his wife and a central trading center. Quinney had soon closed its gates to Greevan traders and other villages allied to the Elven capital.[/p]
[p]Elsewhere in the Great Wood three smaller territories had met in conflict over boundaries and hunting rights. The council usually dealt with such situations swiftly, but the situation grew out of hand as the embargo occupied most of the council's time, and the territories fell into war. Groups of outlaws, noticing the Council's lack of response to the warring lands, practiced their banditry with greater confidence and scope, further straining trade and travel. There was talk throughout the land that the council was on the brink of shattering and another civil war would soon fall on the empire.[/p]
[p]But then all eyes turned to the warring lands as the seat of power of one faction was left in ashes. The elven lands were in shock; the use of fire in warfare was considered an act of villainy in the Great Wood (for obvious reasons). Neither of the other conflicting territories claimed responsibility, instead pointing fingers at the other. Both Roark and Monseka put aside their differences for the time being, sending their forces north to quell the war and investigate the arson. What little remained of the burned city offered little to no information of its destroyer, but the Council remained at the site some months more, intent on making it clear that inner conflict among the elves would not be tolerated. It was during this stay that a messenger arrived at the camp, delivering the news that Quinney was victim of another arson.[/p]
[p]Monseka and his Quinney elves began their return south within a week, sick with worry for their wives and families. They found the city remains just as the messenger warned, a large clearing buried under a thick layer of ash, slowly being carried off by scarce forest gales. Words of vengeance and retribution filled the air that night. By morning scouting parties were formed and deployed, combing through the forest for any sign or tale of those responsible. The most fortunate returned with stories of elves in crimson cloaks, or the grievous report of more sites of arson. Lesser fortunate scouts returned with no news. The least fortunate didn't return at all. When more groups were deployed to locate the missing parties, they only found more beds of ash, littered thick with elven skulls.[/p]
[p]Accounts of fires in the woods continued to come, the numbers growing with every passing day. The stress of the midland elves peeked on the eleventh day since their return, as a humongous pillar of pinkish smoke appeared on the horizon. The source of the smoke was the elvish town Miree (My-ree), and what remained of its foundations was still alight with dying flames of fuchsia.
Marches of the Desert Wind
The Rebel Mockery
The Histories of the Churches of Man
The Old Church
[p]Ages ago, before the Great Migration, there was one major religion among the Men of the West. Known as at The Church of Rin (an ancient word for life) or The Great Church. In its earliest days it had worshiped Rin, the God of Life. Over time, as the arcane arts advanced, they came to realize that the presence they had felt and miracles they had attributed to Rin were infact the effects of natural leylines of Life Magic. With this revelation the church evolved. Rin became just another word for life, and the focus of their worship moved skyward. They became The Sun Church, praising the giver and sustainer of all life.[/p]
[p]They served not only as confessors, comforters and spiritual guides for their congregations, but also as protectors. Their military branch, the Lum-Katar, rivaled the royal army in its size and strength. For empty is the praise of life if you are not prepared to defend it. Not everyone was a member of the church, but it offered its aid to even the nonbelievers.[/p]
[p]When the Daemon Invasion reached its apex, in what became known as “The Fall”, the old king Atlais was slain. The government of man utterly collapsed and The Sun Church stepped up to prevent the lapse into utter chaos. With kingdom collapsing and the land overrun, the Church announced that they must flee. They would head into the east, home of the rising sun. The Lum-Katar, whose numbers had swelled with volunteers from the scattered royal army, split in three. One third would stay with the people to protect them on their journey east. One third would seek out the source of the Daemons, heading north where they had first appeared. The final third would stay behind, both engaging the Daemons so they would not give chase and offering their aid to the other peoples of the west, such as the Ghul and the Strigoy.[/p]
The Setting of the Sun.
[p]As the Men of the West became men of the east, the Sun Church maintained its role of guiding and protecting them. They organized the building of the first new city, Epicrin(Center of Life) and the establishment of of farmlands surrounding it. They also served as envoys to the many new races they encountered in the east.[/p]
[p]The problem came when, once Epicrin was fully established, there came the time to establish a local government. The Church simply did not see a need. Government had proven weak, with the conviction that came from faith and the devotion to life. The Church could provide anything a government could, and more. Many disagreed, and the church's did the unthinkable. They did it out of honest concern for the safety of their people should the a new government be put into place. To them safety of the many outweighed that of the few. And more than a few people would die.[/p]
[p]While most people had assumed the Churches envoys to the other races of the east had been seeking out good relations and aid, in truth the church's goal had been one of isolation. Their duty was to protect their flock, and they would not risk bringing what might turn out to be a wolf into the fold. Now this directive change. The church intentionally provoked a nearby Garr tribe, the Eghris'leen.[/p]
[p]The stone-skinned barbarians launched a full out attack on the still fledgling city, and the Lum-Katar were there to fight them off. The city survived, though lives were lost. The church immediately began to proselytize about how hostile this new land truly was, and how dangerous it would be to hand over rule to a fledgling government. “Wait.”, they said. “Eventually, when are stronger.”, they assured them. “Now is not the time for risky change.”, they warned. And frightened people listened.[/p]
[p]It was a year later when things all fell apart. Solumin, a bishop from the newly established port town of Elexia(from Lex, the ancient word for divination or knowledge) had traveled to the cathedral in Epicrin seeking money for his small congregation there as well as more Lum-katar soldiers to help combat the rampant thievery plaguing the town. He was an incredibly stubborn man, and when, standing exhausted from travel and soaked with rain, he was told the church heads were too busy to see him and to come back another day, he would not stand for it. Using certain skills he had picked up from less reputable members of his congregation, Solumin broke into the cathedral with the intent of forcing them to listen to him. Moving unseen through the inner-most sanctum of the Sun Church, he stumbled upon the church council, headed by the church Primarch, discussing their role in the garr attack, the possibility of needing to do so again in the future, and, most troubling “that we ensure secret of The Fall never see the light of day”. [/p]
The Rising of the Light
[p]Shocked to his very core by revelations he had overheard, Solumin stole away from the Cathedral and fled back to Elexia. His outrage hotter than the sun he'd worshiped. He knew what had to be done. The truth must be known, but his word alone would not be enough. Solumin gathered up his priest and their congregation, mostly composed of thieves, ruffians, vagabonds and merchants, and set out to take down the church.[/p]
[p]He sent his merchants out with goods to share and trade, out to the other races to act as true envoys and bring back those that could attest to the church's form of diplomacy. He sicked his thieves on the Cathedral, moving through it like an invisible wildfire, gathering every scrap of physical evidence they could gather. His priests sought out the council members who had seemed most reticent in the meeting he'd overheard and implored them to come clean. His ruffians sought out the hardliners for deceit and used less gentle methods to get the truth.[/p]
[p]In the end, Solumin gathered his the assembled evidence and witnesses in the center of Epicrin and sent out his vagabonds with proclaimations, denouncing the church, exposing their lies, and telling everyone Solumin and the evidence and where they could see it. The people came, the people saw, the people revolted.[/p]
[p]In the wake of these revelations, the Sun Church collapsed. It had broken trust and lost the faith of the people. A new secular government was finally able to get started. And while the disgrace of the church had destroyed many people faith in religion, many still felt the yearning for something more. These people turned to Solumin, the man who felled this church for the sake of truth. If he could not be trusted with their devotion, who could?[/p]
[p]Solumin accepted this task, of rebuilding the church anew, but shedding all vestments of the old ways and devoting it to something greater than himself that would never lead them down the path of treachery. Solumin reformed the church around the ideal of Truth. He created The Church of the Unfailing Light in Elexia.[/p]
[p]This new church would be devoted to seeking of truth, only truth, and all truth. Theirs would be an Unfailing Light, illuminating all, dispelling the shadows of deceit and illusion. Eventually all would come to light, good and bad, and the people, knowing all, could move through life prepared and righteous. The Lum-Katar were disbanded, and a new church guard established, smaller and focused on protecting the congregation and defending those who would speak the truth.[/p]
[p]And as for the “Secret of the Fall” which Solumin had heard spoken of? No evidence of its nature was ever discovered. The council, when questioned, said only the Primarch had actually known its nature, and he vanished the day Solumin made his proclamation. To this day the church seeks out this truth above all others.[/p]
The Discovery
[p]A century after the founding of The Church of the Unfailing Light, there came a crossroads. There was at this time a priest in the church by the name of Thanen. His congregation consisted of the farmers to the south of the Great Road and he oversaw the burials at the Codian Graveyard, which served Epicrin and the surrounding areas. It was while traveling to this graveyard that Thanen stumbled upon something that would change everything.[/p]
[p]One minute he was walking along, then there was a loud crack and he had found himself falling. He landed on a small ledge, next to the corpse of a man wearing the armor of the Lum-Katar. Slowly he climbed his way up the rock wall beside him, through the darkness, up towards the hole he'd fallen through and the faint moonlight beyond. And on his back he carried the body of the fallen Lum-katar, as his was a duty to ensure the proper burial of the faithful.[/p]
[p]When he emerged, Thanen examined the hole and discovered what would be come to be known as the Lidless Eye, a seemingly bottomless pit nearly 100 yards in diameter at the edge of the southern Sekoran Forest. Far far far below, this pit seethed with raw death magic, intersecting a natural leyline of buried deep in the earth. The reason he had fallen it was that someone had covered this pit with wood, placed a hatch in the center, and then covered it all in sod and grass. Over the years it had fallen into disrepair so when he stepped on a rotten patch he had fallen through. Removing the sod he discovered this wooden cover bore the seal of the Primarch.[/p]
[p]Thanen realized this pit much had been used by Primarch as a secret means of disposal. With his curiosity peek, Thanen turned to the body he had discovered. It must have been down there since before the church fell, decay of his body and vestments arrested by the exposure to death magics below, a sterling silver knife protruding from back of his neck. He bore a messengers satchel, and inside Thanen found what the Church of the Unfailing Light had sought for century. He discovered the Secret of the Fall.[/p]
[p]Upon discovering exactly what this secret was, Thanen realized he could not share it. He realized why the Primarch had kept it hidden. It broke his conviction that truth must always been known, that secrecy could never be for the best of the people. He returned the body to the pit, went on to his duty at the graveyard, and returned later to repair the pit's cover and replace its camouflage.[/p]
The Reopening of the Eye
[p]For a long time, Thanen lived with this secret, breaking the vows of his church but sure it was the right thing to do. Until one day he could bare it no longer and confessed to his bishop that he had discovered the secret but could not share it. When word of this reached the current head of the church, a man named Felgrim, Thanen was taken into custody.[/p]
[p]At Felgrim's order, Thanen was pushed to reveal his secret by every means necessary. They tried reason with him, commanding him, threatening him. When those failed, Felgrim authorized more draconian methods. Torture would not work, and even attempts using mindmagics could not pry the secret from Thanen. His conviction that keeping it secret has now buttressed by outrage and wrath at his treatment by the church to which he had devoted his life. In the end he was locked away, hoping time could pry from him what force could not.[/p]
[p]What the Felgrim had not taken into account is that, in a church founded around truth, people will not hesitate to speak out against their superiors. When word reached the people about Felgrim's treatment of one of his own priests, the outrage that resulted became a major problem. Felgrim solved that problem, in his mimd, by excommunicating Thanen. Much to his chagrin, this resulted in his imprisonment of Thanen becoming illegal and he was forced to release the man.[/p]
[p]Thanen now found himself out in the world, betrayed, abused, and then exiled by this church. Even worse were the fools that kept seeking him out, trying to get him to tell his secret. However, others sought him out also. People that knew him from before and trusted his judgment. They were the most outraged by the church's actions regarding him. They believe that if he judged that the secret should not be shared, he was probably right. Then they invariably asked him the same question.
“Do you wish you didn't know?” [/p]
[p]Thanen came to realize that wasn't the case. He was glad that he knew, simply because, while everyone knowing would be disastrous, someone had to know. This led him to a revelation. The church was was right in its constant search to learn the worlds secrets, but misguided in its insistence that they be laid open for the world to see. Truth was power, and power must be regulated or else there is chaos.[/p]
[p]Thanen's shared this new philosophy with supporters. And soon the number of these supporters began to grow, bolstered by disillusioned church members and those who had never joined the church because of its dogmatic nature. Before long this group became a church of its own, an offshoot dedicated to obtaining all knowledge, learning all secrets, and then judging for themselves who should know what. A new church was built in the south, with only Thanen knowing that beneath it lay the pit that had changed his life. The Church of the Unblinking Eye.[/p]
[p]Truth is power, and must be applied as such, for the betterment of mankind. The dogmatic blind morality of the Unfailing Light is dangerous, its not about was moral it is about what is best for the people. Let those with the most knowledge judge what is best for the people, and always make sure you are the one with the most knowledge.[/p]
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
ITEMS AND INGREDIENTS
Below is a glossary of items and ingredients sold across the EW. Some will appear in multiple sections if they have use in multiple crafts and/or outside of crafting.
ITEMS
Lutharin Crystals - Lutharin crystals are a variety of naturally occurring gemstones that carry an innate magical charge aligned with one of the 12 arts. Once per encounter they can be used to prism a spell you focus through it into the art the crystal is alligned with (Prisming creates a similar effect but uses the means of another art, may not work for certain spell-art combinations.). Whole crystals and their crystal dust are used heavily in enchanting as well as power sources for machinist devices (In which case their prisming ability cannot be used.)
Light - Diamond Dark - Onyx Fire - Ruby Water - Sapphire Earth - Garnet Storm - Topaz Mind - Amethyst Body - Bloodstone Plant - Emerald Beastial - Tigereye Force - Agate Spirit - Jasper
Tomes - Tomes are books which grant understanding in one of the twelve spell arts without actually teaching a spell. There are six in each art, for levels 5 through 10. They can be used to level up LSSs when you are limited in what level of spells you can get. Each also contains two pieces of information such blueprints, recipes, instructions, maps, etc... that use the understanding of the art contained in the book.
Light - Available in Sylvan Vol. 5 - Incl. Crystal Sight Firearm Augment Blueprint and Shining Force Combat Technique. Vol. 6 - Incl. Optical Input in Conditioning and Metallurgy and Refraction. Vol. 7 - Incl. Strainglass Forging Technique and Stardust Recipe. Vol. 8 - Incl. Light Prisming Enchanting Guide and Totemlight Enchantment. Vol. 9 - Incl. Arted Animal Tracking Guide and Diamond Cutting and Charges. Vol. 10 - Incl. Photoglimpse Machinist Blueprint and Rite of the Stars.
Dark - Available in Sylvan Vol. 5 - Incl. Night Goggles Machinist Blueprint and Hidden Edge Combat Technique. Vol. 6 - Incl. Nocturnal Animal Taming Guide and Inkenform Enchantment Guide. Vol. 7 - Incl. Voidload Bow Augment Blueprint and Night Powder Recipe Vol. 8 - Incl. Dark Prisming Enchanting Guide and Guide to Rare Nightblooms. Vol. 9 - Incl. Arted Animal Tracking Guide and Abyssal Iron Smithing Recipe Vol. 10 - Incl. Liquid Night Distillery Recipe and Rite of the Void
FIRE - Available in Epicrin Vol 5. - Incl. Warriors Guide Aclimatizing and Adapting and Ironhide Leather Curing Guide. Vol 6. - Incl. Sparksteel Smithing Recipe and Voice of Embers: The Art of Reading Fire. Vol 7. - Incl. Charwood Carving Guide and Salamander Dust Recipe. Vol 8. - Incl. Fire Prisming Enchanting Guide and Powerpacker Powder Machinist Recipe Vol 9. - Incl. Arted Animal Tracking Guide and Hebology Guide: The Dragon Lotus. Vol 10 .- Incl. Hellfire Potioning Recipe and Rites of the Fire Mountain.
Water - Available in Elexia Vol. 5 - Incl. Flow Like Water Training Technique and Advanced Uses in Dowsing Vol. 6 - Incl. Slaking Dust Recipe and Rite of the Drowned. Vol. 7 - Incl. Potent Potable Teawater Recipe and Hydraulic Verticality Augments Blueprint. Vol. 8 - Incl. Water Prisming Enchanting Guide and Treasures of the Deep: Herbology and Metallurgy. Vol. 9 - Incl. Arted Animal Tracking Guide and Nevermelt Ice Forging Technique Vol. 10 - Incl. Elixir Mixer Recipe and Hydrocompressive River Panner Blueprint.
Earth - Available in Ash Vol. 5 - Incl Corin's Alloy Smithing Recipe and From the Arena: Fighting Stance and Footing. Vol. 6 - Incl. Soil Guide for Gardening and Herbology and Heart of Steel: Metal Combat Vol. 7 - Incl. Medusa Draught Potion Recipe and Bedrock Dust Recipe Vol. 8 - Incl. Earth Prisming Enchanting Guide and Battery Recharger Machinist Blueprint Vol. 9 - Incl. Arted Animal Tracking Guide and Crystal Forging Technique. Vol. 10 - Incl. Crystal Dust Compressor Machinist Blueprint and Masters Guide to Better Imbueing.
Storm - Available in Elexia Vol. 5 - Incl. Aerodynamics and Advanced Marksmanship and Windwake Binding Enchanting. Vol. 6 - Incl. Sonic Instrument Blueprints and Philters and Phials. Vol. 7 - Incl. Skyfin Pet Transmogrant Elixir Recipe and Gasp Dust Recipe. Vol. 8 - Incl. Storm Prisming Enchanting Guide and Grounding Poison Recipe. Vol. 9 - Incl. Arted Animal Tracking Guide and Fleetsteel Alloy Forging Technique. Vol. 10 - Incl. Punch & Precision: Airs Role in Firearms and Rite of the Zephyr.
Mind - Available in Epicrin Vol 5. - Incl. One Mind Pet Training Technique and The Secrets of Memory and Perception. Vol 6. - Incl. Riddling Ink Recipe and Dram and Drop: Maximizing Herbal Teas through Focus. Vol 7. - Incl. Amethyst Attunement Technique and Biopotential Triggering Device Blueprint. Vol 8. - Incl. Mind Prisming Enchanting Guide and Phantom Iron Forging Recipe. Vol 9. - Incl. Arted Animal Tracking Guide and Nightmare Dust Herbalism Recipe. Vol 10. - Incl. Rite of the Fair and Eye of the Mimic Fighting Technique.
Body - Available in Ash Vol. 5 - Incl. Devil Dust Recipe and Supradermal Limb Augment Blueprint. Vol. 6 - Incl. Artificial Armiture Blueprint and Tactical Animal Training Guide. Vol. 7 - Incl. Flesh Imbuing Technique and Supplimental Suppliment Herbalist Recipe. Vol. 8 - Incl. Body Prisming Enchanting Guide and Waxen Elixir Recipe. Vol. 9 - Incl. Arted Animal Tracking Guide and Dermite Alloy Forging Technique. Vol. 10 - Incl. Phylacrux Infusing Enchantment Recipe and Masterform Ink Recipe.
Plant - Available in Greevan Vol. 5 - Incl. Yesili Vodka Recipe and Wooden Arms Fighting Techniques. Vol. 6 - Incl. Guide to Making Amber Arms and Armor and Bloodrose Cultivation. Vol. 7 - Incl. Primal Power Pet Food Recipe and Mendwood Hunting Guide. Vol. 8 - Incl. Plant Prisming Enchanting Guide and Rites of the Wildling. Vol. 9 - Incl. Arted Animal Tracking Guide and Wood Awakening Carver's Guide. Vol. 10 - Incl. Darkwood Hunting Carver's Guide and Herbfinders Guide.
Beastial - Available in Greevan Vol. 5 - Incl. Monkeygrip Training Technique and Guardian Pet Supplement Recipe. Vol. 6 - Incl. Summoning Dust Recipe and Rite of the Protean. Vol. 7 - Incl. Clockwork Familiar Blueprint and Keenbone Forging Technique. Vol. 8 - Incl. Beastial Prisming Enchanting Guide and Wildheart Animal Training Guide. Vol. 9 - Incl. Arted Animal Tracking Guide and Zoomogrification Compound Recipe. Vol. 10 - Incl. Animal Husbandry Pet Guide and Batwing Harness Blueprint.
Force- Available in Epicrin Vol 5. - incl. Stress Points in Marksmanship and of Iron Turtle Combat Technique. Vol 6. - Incl. Featherdraw Crossbow Augment Blueprint and Untouchable Balm Recipe. Vol 7. - Incl. Eagleheart Elixir Recipe and Vibranite Forging Technique. Vol 8. - Incl. Force Prisming Enchanting Guide and Barrier Dust Recipe Vol 9. - Incl. Arted Animal Tracking Guide and Study of Instability in Agates Vol 10. - Incl. Superfuntime Solution Recipe and Probability and Physics of Cascading Events.
Spirit - Available in Ash Vol. 5 - Incl. Ritual of the Guide and Ghost Dust Recipe. Vol. 6 - Incl. Rite of the Kami and The Golden Palm Fighting Technique. Vol. 7 - Incl. Spectral Iron Smithing Tenchique and Flashstep Compound Recipe. Vol. 8 - Incl. Spirit Prisming Enchanting Guide and Soulsense Helm Blueprint. Vol. 9 - Incl. Arted Animal Tracking Guide and Phagic Elixir Potion Recipe. Vol. 10 - Incl. True-Heart Potion Recipe and Life and Death: A Grave Gardening. Guide
STANDARD ENCHANTING TOOLS AND AGENTS .
Arcane Powder - A potent and proprietary mix of magical ingredients used in potioning and enchanting. When sprinkled on an object and activated with the Arcane Incantation, it will trigger a mystic form of osmosis, drawing the magics and essences from one object or substance into another.
Lutharin Crystals - Lutharin crystals are a variety of naturally occurring gemstones that carry an innate magical charge aligned with one of the 12 arts. Once per encounter they can be used to prism a spell you focus through it into the art the crystal is alligned with (Prisming creates a similar effect but uses the means of another art, may not work for certain spell-art combinations.). Whole crystals and their crystal dust are used heavily in enchanting as well as power sources for machinist devices (In which case their prisming ability cannot be used.)
Light - Diamond Dark - Onyx Fire - Ruby Water - Sapphire Earth - Garnet Storm - Topaz Mind - Amethyst Body - Bloodstone Plant - Emerald Beastial - Tigereye Force - Agate Spirit - Jasper
Blood of the Borne - The blood of the bloodborne, spilled in battled. Extremely hard to come by and has used in enchanting and potioning to channel and manipulate lifeforce.
Blood of the Hag - Blood of a rare and deadly humanoid creature said to haunt fens and prey on those unlucky enough for cross their path. Their blood is an agent of control in potions and enchantments.
Giant Chameleon Scale - A naturally shed scale from fearsome giant chameleons of the Chakosan Forest. In enchanting and potioning it is used for disguise and adaptation.
Halos Blood - Blood of a rare black-skinned demon renowned for its regenerative powers. Used in potion and enchanting as a potent regenerative agent.
Ley Cap - 50 gold each - An extremely rare mushroom that grows only along leylines of magic. In herbal concoctions it boosts one's connection to magics. In Potions and Enchanting it strong magical element.
Phasing Powder - A special magical powder used by enchanters for Bonding and Infusing enchantments. Will cause a nonliving object to momentarily phase, allowing objects and substances to become embedded or infused into it. Phasing is so short lived and minor it has little other use.
Profane Salt - Seasalt derived from the watery grave of a drowned sailor. In enchanting and potioning it is used to harness and control spirits and spiritual power.
Seal - A clay disk designed to have summoning spells entwined to it, will cast and maintain spell when broken. Assorted sizes available dependent on the level of spell they are designed to hold, cost varies accordingly. Appearance of seal alters to reflect spell entwined.
Warding Wand - A tool for flashwarding. Comes in various lengths, from actual wand to stave. Made of a silvery metal, hard as iron but can be used by mages. Zircons can be inserted into its head, just beneath a runic 4" diameter brand at its tip. If a spellcharged zircon is inserted into the wand, the caster needs only touch it to a surface, speak the flash incantation, and channel their magic through the wand. This will create a contact triggered ward on that surface that appears as a glowing rune. Nature of the ward is determined by the art of the spell charged and the top level spell you know.
Zircon - A rare magical Alogean Crystal, it is void of the arted magical charge most of the other crystals, leaving a void within it that you can use to absorb and store magical or metaphysical power for enchanting.
> Willing or sufficiently weakened spirits can be trapped through contact with the zircon if they are manifested. Weakened ones will eventually regain their strength and escape.
> The lifeforce of a being can be absorbed into the zircon by soaking it for a day in a sufficient amount of their blood.
> A spell can be absorbed by having someone hold the zircon and repeatedly cast the spell into the crystal.
STANDARD HERBALISM INGREDIENTS AND THEIR OTHER USES
Catsbane - An aloe-like plant that grows in the southern Lutharin mountains. In Herbalism it is used as a healing element in compresses as well as the base for many balms. Its scent is often used to ward off wild cats and their kin.
Chameleon Moss - An usual greevan moss, hard to find as it takes on the appearance of what it grows on. In herbalism it is an absorbing agent. Elves have been known to use it to make cloaks, as they keep the appearance of what they grew on once picked.
Creeping Faith - A strong, white vine that sometimes overtakes buildings in the western plains. It an agent of connection in Herbalism. Stronger than traditional rope.
Dragon Lotus - An extremely rare flower that grows only in the ashen soil of volcanic slopes or dragon dens. Is a potent agent of fire and heat in both Herbalism and Potioning.
Drowned Man - A rare, pale seaweed from the bottom floor of the Eastern Sea, its ends split into 5 tendrils it resembles a hand. Is an augmentative agent of power in Herbalism. A symbol of doom amongst sailors, some pirates have been known to leave them to be found by those that cross them, marking them for death.
Evermoss - A sekoran moss, speckled with blue, that is a sustaining agent in Herbalism. Handy for travelers as it burns better and longer than most plants.
Faerbloom - A rare blue flower that grows in only a few places in Bakara, most notably the hills outside Sylvan, and always in rings. In Potioning and Herbalism it is an agent of awareness. Some sylvanites make garlands of them which they hang over their doors to warn them of unexpected or unseen visitors.
Festermold - A nasty black mold that grows in the Western Fens bordering Greevan. Irritates the skin badly if touched. Used in herbalism as an agent of destruction and breaking down.
Gambler's Weed - A rare weed said to grow around the swamp docks. In herbalism it is often uses as a general counteractive or agent of reversal. Superstitious card players have been known to chew on one when their luck turns sour in hopes it turn things around.
Goliath Root - A knot from the roots of the Goliath Trees, the tallest and eldest of ironwood trees in the Sekoran Forest. In herbalism it is an agent of strength.
Icethorn - A dangerous bramble that grows along the nothern edge of the Alogean Mountains. It thorns instantly numb those they cut so they do not realize they are being hurt and incur more cuts, then start to burn with rapidly increasing intensity. In herbalism they are an agent of pain and sensation.
Isim Berries - A violet berry from the Southern Forest, they are extremely enticing and addictive to animals, akin to catnip. Used in herbalism they agents of the animalistic and primal.
King's Cane - A form of bamboo that grows along the coast near the Chakosan Forest, and is commonly uses by noncity jakari for armor and weaponry as it is as tough as iron. The core of these reeds add protective elements to herbal mixes.
Ley Cap - An extremely rare mushroom that grows only along leylines of magic. Not magical themselves they do have strong connection to magics they bring to herbal concoctions.
Lotus Blossom - A beautiful white flower found sparingly near lake Hilara in Greevan. Used in teas for mental clarity or wisdom.
Paradise Seeds - The large red seeds of the Fruit of Paradise, a much sought after fruit found on in the wilds of the Southern Forest. Used in healing compounds.
Pygmy Root - A rare plant from a remote island in the eastern sea. In potions and harbalism it grants aspects of size and growth. When fed to an animal it will prevent them from ever growing any larger. They will continue to age and mature, gain abilities if they have any, but their size will remain what it was upon eating it.
Redshot Coral - The extremely tough and jagged coral from the reef that touched the Kurrian isle of Redshot in Eastern Sea. As in ingredient it is often powdered. In herbalism it acts as an agent of fusion. In potions it creates a summoning effect.
Silverstar Flower - A beautiful silver flower from the Kurrian Isles. Is an agent of acceleration in Herbalism.
Stillnight Fruit - An unusually fruit that teleported with Sylvan to the eastern world as such is only available through Sylvan channels. It resembles a shiny jet black apple with flesh of gold. It is a n expulsion or severing agent in Herbalism. It is also supposed to ward off nightmares when eaten before sleeping.
Stonebleeder Cactus - An odd cactus from the Lutharin Mountains, Its needles are somehow able to pierce any flesh, even that of the Garr. It is an agent of the body in herbalism.
Tundra Lichen - A hardy pale teal plant that grows only on boulders in the Northern Tundra. It is an inhibiting agent in herbalism.
Wandering Weed - A weed that grows in the fields southeast of Greevan and south of Sylvan. It is a sensory agent in herbalism, but is hard to come by as its often harvested by others for its narcotic properties when smoked.
Wormwood - An herbaceous plant that grows on multiple islands in the Eastern Sea that is used to make Nadrask Vermouth and Yessil Absinthe. Its oil, which alone is toxic, is an agent of sickness in herbalism.
POTIONING INGREDIENTS - COMMON AND NOTABLE These are not the only possible potioning ingredients. They are just commonly uses or especially notable ones. Potioners experiment all the time with ingredients and often keep discoveries to themselves.
Arcane Powder - The one ingredient common to all potions. The addition of it and uttering of the Arcane Incantation (taught to any with potioning skill or training) will trigger the magical osmosis between the ingredients and the water base.
Base Waters - The four types of water used as potion bases, determining the type of potion created.
Elixir base - Greevan Lake water
Philter base - Alogean Falls water
Solution base - Sekoran River water
Compound base - Eastern Sea waterCorpsebed - The soil from a few feet down within a consecrated grave. Adds weariness effects to potions.
Demon Blood - The blood of a fullblood Fenroc demon. Adds potent strength to a potion,increasing its duration by 50%-100%.
Forge Water - The water used to cool metals while forging. Adds moderate strength to the potion, increasing its duration by 25% posts.
Hand of Glory - The preserved hand of a hanged man. A powerful potion ingredient that adds motion related effects.
Harpy Feathers - The pinfeathers of one of the deadly birdwomen from the Western Fens. Adds a sonic effect to potions.
Heartleaf - A naturally fallen leaf from a dryad's tree. Incredibly rare and potent potion ingredient that adds creation magics.
Lutharin Crystal Dust - The powdered remnants left over from the mining and shaping of art aligned crystals. Adds a lesser arted element to potions.
Mendwood Sawdust - A wood with innate magical regenerative abilities, it add healing and regenerative elements to potions.
Phage Dust - The ashen remains left behind by dead Phage Vampires. Adds lifeforce related effects to potions.
Pygmy Root - Rare plant from a remote island in the eastern sea. Adds size related effect to potions.
Pyre Ash - The ash from the ceremonial burning of a body. Has purifying magics.
Redshot Coral - The extremely tough and jagged coral from the reef that touched the Kurrian isle of Redshot in Eastern Sea. In herbalism it acts as an agent of fusion. In potions it creates a summoning effect.
Scionic Amber Powder - The powdered for an extremely rare substance known for amplifying magics. Is an extremely potent agent of strength in potions, unpredictably so, increasing duration and/or amplfying the effect.
Scorpion Venom - The nasty venom from a scorpion species found in the Oscaran area of the Alogeans. Used in salve they used in their ritual head shaving to prevent it from growing back. Used in poisons for sickening effects.
Silver Dust - Powdered silver. Adds protective effects to potions.
Southern Obsidian - Extremely hard volcanic stone from the southern Lutharins and wastes. Add destructive effects to potions.
Volcanish Ash - The soot from from of the Volcanos that do the southern Lutharins and wastes. Adds smoke creating effects to potions.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
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> Beginning / FAQ
> Bounties
> Character Creation
> Cities - Ash
> Cities - Elexia
> Cities - Epicrin
> Cities - Greevan
> Cities - Sylvan
> Cities - Towns, Villages and Travel Between
> City Papers
> Crime
> Guilds and Societies - Overview
> Guilds and Societies - Bards
> Guilds and Societies - Clerics
> Guilds and Societies - Initiates
> Guilds and Societies - Machinists
> Guilds and Societies - Mages
> Guilds and Societies - Peacekeepers
> Guilds and Societies - Sentinels
> Guilds and Societies - Thieves
> Guilds and Societies - Warriors
> Guilds and Societies - Dual Classes
> Historical Events
> Items and Ingredients
> Leveled Starting Skills - Overview, Light, Dark, Fire, Water, Earth, Storm
> Leveled Starting Skills - Mind, Body, Plant, Beastial, Force, Spirit
> Leveled Starting Skills - Non-Art Specific
> Loot
> Maps and Geography
> Materials and Modifiers
> Physical Strength
> Questing
> Races
> Skills and Crafting
> Spells - Overview, Light, Dark, Fire, Water, Earth Storm
> Spells - Mind, Body, Plant, Beastial, Force, Spirit
> Wildlife
> World Moderators
> Appendix A
> Appendix B
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
THE FLAVOR OF EPIC WORLD
Epic World is set in a sword and sorcery world with low-level steampunk elements and some anachronistic elements, ranging from the Renaissance to the Victorian era. It is set mostly among five cities peopled by humans and many other races, ranging from our takes on the classic elves, dryads, dwarves and vampires to other less traditional like the Garr, Oscarans and Ananke. See Races section for more detail.
THE GUIDE
This thread will tell you everything you need to know about Epic World. It will tell you what you need to know to create your character and will be there for you to reference anytime as you play. It lists locations, races, NPC characters and historical events. It details skills, spells, abilities and items. It elaborates on rules, guidelines and generally anything you need to know.
CREATING YOUR CHARACTER
The Character Creation thread is where you apply what the Guide has told you towards designing your starting character. See the below Character Creation section of the guide for details and rules of thumb.
GETTING STARTED
Once your character has been approved, you are free to begin playing. Your character just has to post arriving at any of the cities and go from there. Go to public gathering places to interact with PCs and NPCs. Check out of the Papers or Guildhouses for available jobs, bounties and quests. Go shopping. Get Training. Attempt Challenges. The world is yours to play in.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Bounties are the second biggest source of profit and loot in Epic World. They are wanted criminals that city law enforcement will pay you to retrieve. They can be found in city papers any come in a number of varieties. Most of them require you to first go to local law enforcement to request the starting information.
Here is a typical example of a Bounty Listing
Name: Self Explanatory
Details: General appearance or anything else of note suited for public knowledge
Crimes: What they are wanted for.
Difficulty: Numbered between 1 and 5. Anyone can take on bounties of difficulty 1-3. Level 4 bounties require two PCs to team up to take on. Level 5 requires three. You cannot team up with your own characters.
Type: There are three types of Bounties
Questform - Law enforcement have been given very good intel on the bounty and will either give you their last location or specific instructions on how to lure them out. These are the simplest types of bounties as they are usually only a matter of subduing a target in a specified location.
Investigative - Law enforcement have limited intel that they believe will help locate the target. They give you the information they were able to find and you use that along with any other information you can gather to track down your foe.
Crime Scene - Available only to Peacekeepers and those who accompany them. These bounties are less about catching a criminal and more about building a case for bounty. The peacekeeper attends the scene of a crime alongside a member of local law enforcement and endeavours to find out all they can about what happens. Pay will be dependent on results and there is no specified difficulty. Crime Scene bounties will often lead to the creation of matching Questform or Investigative bounties, depending on the peacekeeper's work.
Preferred: Dead, Alive, or Either.
Reward: Self explanatory.
Example:
Details: Big and burly man, scar on cheek, stubble, greasy hair. Last seen wearing black and white striped suit.
Crimes: Robbery, Pickpocketing, Murder and Puppy-kicking
Difficulty: 3
Type: Questform
Preferred: Alive
Reward: 140 gold
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Submitting and Organizing
All starting characters in the EW must be posted on the EW Character Profile Thread. This thread is for the posting of a characters for submission and the posting of approval/required changes by/from World Mods. Minor discussion of said changes can be posted there, but we suggest that back and forth be kept to PMs so not to clutter the thread.
You can have multiple characters.
We ask you put links to the profiles of your active characters in your signature, for easy reference. If you end up with enough characters that clear links to them all would clutter your signature, you can instead create a post on the Profile Thread with links to all your chars on it and link to THAT post in your signature. See this own post's signature for an example of this.
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Power Level
All characters start with 200 gold and a handful of items, weapons and/or skills. They can choose from a variety of ones already created or come up with their own, pending approval.
Character are allowed to start with any number of mundane personal effects and apparel so long as they are do not much effect their power level. A couple of mundane weapons rarely effect power level either. (Such as a machinist flint, jewelry, a compass)
To try and help with a more even starting power level, we have created dozens of Leveled Starting Skills. These are traits/skills/spells that can be leveled up as you go, either by questing, learning spells, battling, thieving, etc...
If you use a leveled starting skill, you can start with that and up to two other minor skills (such as Tinkering or natural high charisma) and/or devices/items with minor powers (like a ruby imbued sword or an amulet that acts as a flashlight).
If you do not use a leveled starting skills, the allowed power levels of your other starting skills/devices/items can be higher and mostly up to World Mod Judgment. Again, these can be from pre-existing ones covered in this guide or your own creations (so long as they fit into the flavor of the world).
Drawbacks can be used to allow more powerful starting skills/items, but is not encouraged as it makes balancing even more difficult.
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Running Start
After much discussion, it has been decided that, to allow new characters to get right into doing what they want with their character and not having their first experience being running the cities to shops, you may have your character have purchased regularly available items from shops before they start. You simply add the items to your profile and reduce your starting gold by their cost.
This same goes for guild and society membership. You can start having already joined them, just deduct the 25 gold joining fee and the costs for any guild items or trainings you wish to start with.
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Viable Races
For details on these, see Race section.
Always Playable
Ananke
Atarins
Dryads
Dwarves
Elves
Greel
Jakari
Kindir
Nadrasks
Oscarans
Saaur
Possibly Playable, Require Special Approval and Possibly Drawbacks.
Ogofta
Garr
Half-Fey
Dhamîpyr (coming soon)
Not Playable
Nonhumanoids or Sentient Animals
Vampires
Shavir
Demons
High Fey
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Character Profile
Below is the commonly used structure of a character profile.
Name - ...........
Race - ............
Age - ...
Affiliations - .................
Appearance & Apparel - ......................................................
.............................................................................................
.............................................................................................
.............................................................................................
Personality & Background - .................................................
..............................................................................................
...............................................................................................
...............................................................................................
Skills/Weaknesses
Skills Name - Description
> Any Skill Levels
Weapons
> Any Mundane Weapon description
Any Special Weapon Name - Weapon Description
> Weapon Abilities
Non-Weapon Items
> Any Mundane Item Description
Any Special Item Name - Item Description
> Item Abilities
Spells
Art
Lvl X. Spell Name - Effect
Lvl Y. Spell Name - Effect
Art
Lvl X. Spell Name - Effect
Pets
Pet Name - Pet Descriptions
> Pet Abilities
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
World Moderator: KingGato
CITY OVERVIEW
Pending--see individual threads
NOTABLE LOCATIONS
Government
The Mounstain Pass - City Gate
Shops and Services
The Last Chancer's Club - Mercenary Hiring & Social Club. PC Merchant
Illuminating Script - Bookstore - Clerics Affiliated.
The Unlocked Vault - Rare Item Shop - Thieves Affiliated
The Preponderance of Amber - Spellshop - Mages Affiliated
Stonepelt Outfitters - Supply Shop - Sentinels Affiliated
The Konigthron Forge - Weaponshop & Forge - Warriors Affiliated
City Reclamation - Pawnshop - Machinists Affiliated
Guilds and Societies
The Echoing Halls - Bards Guildhouse
The Zenith Order - Clerics Guildhouse
The Great Athenaeum - Initiates Guildehouse
The Star Chamber - Mages Guildhouse
Machinist Guildhouse
The Falcon's Nest - Peacekeeper Guildhouse
- Sentinels Guildhouse
The Mountain Vault - Thieves Guildhouse
- Warriors Guildhouse
Gathering Places and Service Industries
The Dust Up - Bar - Peacekeeper Affiliated
Ride of the Reconteur - Messenging Service - Bards Affiliated
Boon Companion - Inn - Initiates Affiliated
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
World Moderator: DarkAbyssKeeper
CITY OVERVIEW
Layout
The city of Elexia is set out into three areas that all blend seamlessly into one another in such away that while walking between them it is impossible to tell where any real borders are. The only good rule of thumb is that you can usually tell where you are by what's underfoot.
The Docks - Elexia is a city of trade and commerce, and its sprawling system of harboring and docks is a large part of that. The docks area comprises not only the sprawling interconnected boardwalks and jetties that line the coast but also a great deal of related areas filled with warehouses, markets and entertainment establishments. The docks district makes use of a lots of land at the coast which would be too sodden to use without the extensive use of boardwalks and sort stilts on which most of the docks district is built.
The Old City - Home to the rich and powerful of Elexia, the Old City's cobbled streets were the first signs that the fishing village had truly flourished. The architecture in this are of the city is slightly more impressive than elsewhere, and this effect if stronger the further north one goes. The old city is also the unofficial center of Elexia, as it houses many important governmental locations and the majority of councilors past and present live in this region.
The Warrens - Despite the old city being the center of Elexia's government, The Warrens are what most people think of when they talk about Elexia. A combination of stone and wooden buildings atop a packed dirt street that leads to most residents having dusty feet. The further south one goes the less civilized the town planning seems to be as things spread out and become more maze like. The Warrens are also home to the largest number of entrances to the sewers and the tunnels made home by the Atarin residents of Elexia. It is said you are always a stones throw from a bar, tavern or brothel in the warrens, and if you have a strong arm that might be true.
CultureElexia is a city of indulgence and excess, be it the opulent and refined tastes of the old city or the debauchery and chicanery of the warrens. When one spends enough time in Elexia they realise that the majority of Elexian citizens are more concerned with the present than the past or the future. Wages tend to be funneled into entertainment almost immediately regardless of the wealth involved. Luckily Elexian culture includes food as a form of entertainment or the denizens of the warrens might have enjoyed themselves to death generations ago.
For a useful real world analogue to Elexian culture, imagine 19th century New York and the roaring twenties with a dash of french aristocracy.
DemographicElexia's citizens are more likely to be human than any of the other races, owing to its origin as a home to Epicrin fisherman. However, due to its position as a center for trade and travel in Bakara, it would not be uncommon to find residents of Elexia of any racial descent.
Each area of the city seems to have its own preferred minority, however. Atarins make up a sizeable chunk of the population of the warrens, sylvanites are often embroiled in the old city's politics and nadrask are a worryingly common sight in the docking district.
CITY GOVERNMENT
Elexia is ruled by a council of five elected officials, approximately once every three years. A practice that has been in use since it was instituted after the fall of the church of Rin. No matter of law can be passed without a consensus being achieved among the current five councilors, be it unanimous agreement, compromise or more often that not, calling a vote on the issue. Since its inception, the council has never had the exact same members for more than two consecutive terms.
It is currently election season in the port city, and the winds of change may come in soon. The current members of the Elexian Council are as follows: Arthur Lafleche, Larissa Brook-Jones, Captain Gerald Bastion, Monmoor Betatide and Dorian Graves.
The government of Elexia has an unspoken and constantly changing arrangement with the less reputable elements of the city. No councilor reaches their position without the aid or blessing of one or more elements of Elexia's seedy underbelly. As a result of this, the Peacekeepers of Bakara are given less leeway in the port city than anywhere else. The Elexian City Guard are believed to be more than sufficient to keep the streets safe and things running smoothly.
CITY HISTORY
From Fishery to Treachery
Elexia was never intended to become the metropolis that it is today. It began as a simple shack on the eastern coast of Bakara, where the Sekamoth River met the sea, as the lodge of a fisherman from Epicrin. It was built not long after their arrival in the Eastern Lands as a method for the fisherman to facilitate his trade, and others of his ilk soon followed with lodges of their own. The fishing huts were not meant for permanent residence, sufficient only for the fishermen's brief week long trips. They would come and relax on their small boats, looking out to sea and watching the sunrise. Occasionally they would see humanoid figures in the distant waves, of azurite skin and with seaweed for locks of hair, but the mysterious figures never came near.
Trouble brewed in Epicrin, and as tension grew between the Sun Church and the disgruntled citizens of Epicrin, some of the fishermen took their families and brought them to their shacks at the mouth of the Sekamoth, where they could live without the Church's need to intervene. A few others followed in their steps, having been excommunicated by the Church for blasphemy. More shacks were raised for the new population, and the fishery evolved into a minute settlement of exiles and defects. Here they were free from the tyranny of Epicrin, free and masters of their own homes. Failed by monarchy and frustrated by the Church, they agreed there was no need for any official law in the small commune. The population did not require it.
Renewed contact with the Church came after the Garr attacks on Epicrin. The First City held through the threat, but their small and undefended commune would not stand a chance under siege. When they asked the Church of Epicrin for protection, it was more than willing to oblige, and sent a group of their men along with a few clerics of their order. Among these clerics was Solumin, ordered to establish a chapter of the Sun Church in the fishing village, much to the dismay of the residents. In truth, the Church had no interest in helping the fishermen, but they relished opportunity to establish influence there. This was a chance to prove to the citizens of Epicrin what happens to those that abandon the Church, and the plot for a second Garr attack was hatched. Exploiting the opportunity, the council had sent Solumin along as a method of getting him away from their cathedral, as he had the habit of asking more questions than they were willing to answer.
But fortune was on the commune's side, and Solumin, on a trip to Epicrin in search of more funds and men, stumbled upon the council's plans. Before they could act on their intentions, Solumin had gathered the evidence he needed in order to expose the Church, which could not, and did not, recover from the people's revolt.
The City of Free Men
When Solumin returned to his chapter, too bitter to remain in the presence of Epicrin, many followed him to the fishing village and found a new home under his care. The commune burst in size over the next few months, taking in flocks of clerics and disturbed citizenry. Their loose legal agreements were no longer fit for the tremendous size of the population, and an actual government had to be put in place. Debates raged over how to proceed, some proclaiming the need for a council of elders, others wanting to name Solumin as monarch. The eventual consensus was that they needed to retain their freedom, never put their faith in a single person or organization again, and make certain that the fate of the new city was always in the people's hands.
The system that developed was utterly new to the men of the Eastern World. The new city was not to have a set leader, but a council of five, elected by the people. The council would keep each other's ambitions and biases in check, as no law could be created or altered without a consensus among them. Regular elections would guarantee that those drunk with power could never maintain their office; the people would replace them with someone better trusted. The first elections were to begin immediately, and would be rulers began their campaigns. The people of Epicrin were in awe and in constant chatter over the "fishermens' elections". Time would see this reputation become the true identity of the city, as its elections eventually gave way to the city's proper name: Elexia.
Population growth was not Elexia's only new frontier. Without the Church's envoys keeping the natives isolated from the men, they could finally make contact with the blue-skinned men of the sea, or Atarins, as they identified themselves. The Atarin's penchant for trade helped the fledgling city, providing enough food for the new settlers and materials from which they could build their homes and shoppes. Wealthy residents of Epic even came to the city to trade with the Atarins, and Elexia's market flourished.
But this period was far from a golden age, and with every bit of gold and ivory that beset its streets came too blood and fire. The rapid growth, new government, and attraction of wealth put the township in dire circumstances. It had found its freedom, but lacked any way to enforce it. As a guardforce was being recruited and trained, crime rates were skyrocketing. Various gangs had formed and bullied the population. Feuding political parties developed and splintered the ideals of the citizens. And the underhand nature of the Atarin traders began to show itself. The city fell into chaos.
Order of a Kind
Once the new Elexian government and guardforce became better established, the troubles of the cities subdued, although only in appearance. The animosity between the various criminal elements of the city was mirrored in the machinations of the aristocracy. Uneasy alliances sprung up between nobleman and bandit, between shipping magnates and smugglers. The constantly shifting nature of these under the table dealings made possible by the constant shifts in the law that came from have a rotating council in charge. Elexia became a place where every move one made had to be considered carefully if you want to succeed.
The common folk of Elexia are not oblivious to the nature of the city, but to them it has become an inseparable part of life. The corruption of the elite could not be routed, and often their efforts for power came to the cities benefit. The new chapel of the Church of the Unfailing Light was a donation by one of the gang bosses, as was Hyde park in the city center. The Elexian citizens had learned that it is easiest to maintain their freedom by selling it to the highest bidder.
NOTABLE LOCATIONS
Government Locations
Council Chambers - The seat of Elexia's government, a rotating group of officials put in place by the will of the people.
City Guard's Barracks - Home to the keepers of peace and order, the Elexian City Guard.
Shops
The Esoteric Archives - A vast library which many moons ago became the city's most successful spell shop.
Golden Horizon Forge - The place to go for arms, armour and enchantments.
Drop in the Bucket Supply Shop - Crafting ingredients, tools and general goods.
Guild Locations
Jade Dragon Tea House - One of many seemingly normal businesses that serve as access to the resources of the Thieves' Guild.
The Black Penny - Pawn shop and rare item broker, known in some circles as the place to go if you want an item acquired illicitly.
The Player's Pipes - The Bards' location in Elexia.
Church of the Unfailing Light - The Clerics' location in Elexia.
The Lost Basilica - The Initiates' location in Elexia.
The Hydrofuge - The Machinists' location in Elexia.
Pender's Arena - The Mages' location in Elexia.
The Stocks - The Peacekeepers' location in Elexia.
A Wild Sort of Santuary - The Sentinels' location in Elexia.
Abandoned Pier - The Warriors' location in Elexia.
Gathering Places and Miscellanous
The Flush of Hearts - The most popular bar and brothel in Elexia, considered neutral ground by the criminal elements.
Drowned Warehouses - Damaged during the gang warfare a few years back, a series of warehouses partially submerged are often teeming with criminal elements.
The Warren Trenches - Elexia's first attempt at a functioning sewer system, now inhabited by the Atarin population.
The Yard of Vines - Elexia's most exclusive and stylish eatery and microwinery. Grapes are hauled in on wagons and pressed into fine wine on site.
Warrens Park - A spot of green amidst the brown, in the approximate center of the warrens. Its boundaries are not completely clear as citizens try to extend it with extra plants throughout the surrounding streets.
Hyde Park - The old city has its share of places to unwind and relax, and Hyde park, spanning across the river itself, is among the best.
Badger's Flophouse - A massive ramshackle and often makeshift building on the southwestern edge of the Warrens, rents rooms to the public, no questions asked.
NOTABLE NPCS
Councilor Arthur Lafleche - Currently embroiled in some sort of scandal regarding his shipping business, Arthur Lafleche is somewhat of a magnate in the field. A significant portion of ships coming in an out of Elexia are his purview.
Councilor Larissa Brook-Jones - Stepping into the shoes left by her late husband, Larissa brings the support of many members of the Old City with her. Her decisions regarding entertainment and retail arrangements in the city are well received by the wealthier members of the city.
Captain Gerald Bastion - Ex-Captain of the Guard, Gerald chooses to keep use of his old title rather than adopt the moniker of councilor. In his mind he will always be a member of the Guard, and that position and his obvious focus on safety is how he got elected.
Councilor Monmoor Betatide - Rode to the position of councilor on the support of the atarin vote, making careful dealings along the way. Monmoor's positions on many issues are unclear, but he seems popular regardless.
Councilor Dorian Graves - A member of the Bonded Bakara group, somehow managed to get elected despite a strong stance against the criminal elements of the city. Rumor has it that his election was the result of foul play.
Lunmer Gammatide - Proprietor of the Black Penny pawn and rare item shop.
Tomas'Kor - Head of the Masked Rogues, 'Mask' deals in smuggled goods and has a rumored history in the slave trade. His Gataharas are eclipsed moons.
Madame LaCroix - Mistress of the 'Flush of Hearts' bar in The Warrens, the largest and most successful bar and brothel in Elexia. The premises and the area immediately surrounding it are the only place in the whole city which is considered neutral ground for the various groups vying for control in the city.
Dorian Ardoise - Curator and sales clerk of the Esoteric Archives, Dorian is an incredibly stoic and shockingly powerful mage. His grey hair is an oddity as he looks otherwise to be in his twenties.
Sergeant Karek Boros - Often found in the barracks in Elexia, Sergeant Boros is an uncompromising half garr. He is mostly human in appearance though built like a garr with wiry hair and heavy set features.
Sergeant Lance Bastion - Often found in the barracks in Elexia, Sergeant Bastion is always eager to prove himself, aiming to let people know he didn't come by his position on legacy alone.
Barak Stonelung - A boisterous copper haired dwarf with a tendency to yell even when people are no less than a foot from him. He is the blacksmith at the Golden Horizon.
Mylo Betatide - An almost cyan skinned atarin with a silky voice and dress sense, Mylo is the resident enchanter at the Golden Horizon.
NOTABLE GROUPS AND ORGANISATIONS
Old City Families
The Lafleche Family - Heavily involved in the business of shipping and manufacture, the Lafleche family started out as carpenters and fletchers. They heavily favor unimpeded docks and the reduction of taxes on import and exports.
The Brook Family - The Brook family has a reputation for producing the most lecherous and scandalous citizens in the entirety of the Old City. They own a large number of clubs, bars and restaurants in the Old City and, did you hear, even a couple in the Warrens.
The Bastion Family - For as long as there has been an Elexian City Guard, the Bastions have filled their upper ranks. A long standing tradition of nepotism ensures that this remains the case and allows them to constantly expand their influence.
The Lee Family - Utterly devastated in a recent period of turbulence between the Clerics and his family that resulted in numerous deaths, destruction of property and the complete destruction of his slaving operation. The head of the family, Torbal "Big Smile" Lee, went into hiding three years ago.
Criminal Elements
The Thieves' Guild - The Thieves' Guild of Elexia is likely the only guild or society in Bakara with no set location. Everyone is aware of its existence and its members, but only thieves know how to initiate contact with the elusive group. The Thieves' Guild operates behind the scenes for the most part, with a few locations officially classed as belonging to the guild. Rumor has it the Guild is comprised of the best thieves from among all of Elexia's criminal undertakings and a not insignificant number of 'honest' citizens as well.
Masked Rogues - A group of smugglers, grifters and raiders led by a Nadrask by the name of Tomas'Kor. Their main focus is on getting rare or prohibited items into Elexia and then selling them on elsewhere. To that end they sometimes perform raids on competitors or travelers while supplementing their income with some simple grifts.
Crashers / Crash's Boys - A group of thugs and ruffians led by a garrish brute by the name of Karash. They make their coin through protection rackets, breaking and entering and the occasional contract hit. Messy and loud is the way of the Crashers.
Black Tide - The black tide are the reason some Elexian citizens don't bother locking their doors when they leave the house. Led by the ambitious Lamar Parrahtide, they are the best lock picks and sneak-thieves in the city, able to slip in and out of most places completely undetected.
Other Groups
Bonded Bakara Group - A group of like-minded individuals of any race but usually human. Their professed intention is to bring all of Bakara together under one unified governing body, all following the same laws and working together for the good of all.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
World Moderator: Volraths Bane and DarkAbyssKeeper
CITY OVERVIEW
LAYOUT
Epicrin safely ensconced within it perfectly circular city wall, formed from solid stone by earthmages over generations, that towers several stories into the air. It is divided into four quarters arcing out from the city center.
The City Center - At the very center of Epicrin lies the beautific Bonfire Park. The city's major structures form a semicircle around it. North of the park is The Spire, the government center. To the west of it lies the Halls of Justice. To the East is The Tomorrow Forge. Nothing lies to the south, making the park and The Spirte visible from the city gates.
The Artisans Quarter - The eastern quarter of Epicrin, it is home of the city's skilled workers, mostly employed by the guilds or the city itself in its efforts to constantly improve and advance itself. This quarter tends to be the testing grounds for most of the city's potential programs, be they magical or machinist in nature, and as such can be a place of equal wonder and chaos.
The Back Quarter - The northern quarter of Epicrin and the least prosperous of the four. This is the home of cities lower classes, the shopkeeps, servants, and unskilled workers. Being the least seen by outsiders, it is rarely deemed the top priority when it goes to the city's efforts towards "grand progress". Also home of Epicrin's military headquarters and smelting facilities.
The Grand Quarter - The western quarter of Epicrin and home to the city's top citizenry. It is the safest area of Epicrin, being closest to The Peacekeepers headquarters.
The Thoroughfare - The southern quarter of Epicrin and the one most seen by the public as that is where the city gates leading to The Great Road lies. This is where the city's high-end establishments and shops are found. It is also the focus of the majority of the government's efforts towards gentrification and upgrading.
CULTURE
Epicrin's primary cultural trait is an obsession with progress and experimentation. This has become amplified over recent decades with the government focusing more and more heavily on experimental public works and civil engineering projects, both mechanical and magical in nature. This full bore focus on the future does however tend to lead to short attention span and a blindness regarding the past. Old buildings are abandoned for shiny new ones rather, new projects are abandoned for newer ones before they are fully implemented across the city, and little value is put on anything that focuses on old ways or historical knowledge.
DEMOGRAPHICS
Epicrin is perhaps the most diverse of the five major cities of the East. It lies at the center of east, allow the great road and has always put progression at the forefront. The city runners have encouraged diversity, know that varied perspectives breed new ideas. Though it is still a city of man, and they make up well over half the population, representatives of every race, from Ananke to Oscaran and Saaur to Vampire, can be found in Epicrin.
CITY GOVERNMENT
The Head of Epicrin's government holds the title of Lord. This is a hereditary title, passed down from father to first born son. There are two ways these lines can fall out of power. The first is the lack of a direct heir. The second that the people of Epicrin can call for a vote of no confidence, deposing the existing Lord and electing a new one to take his place and pass the title on down his line.
Beneath the lord are various advisers and department heads. Given the city's obsession with improving itself, The City Planner is probably considered the most important of these by the higher ups.
Epicrin is unique in the fact that it lacks its own law enforcement infrastructure, having handed over complete authority on that front to The Peacekeeper's Guild, believing it was pointless to spend government money and resources on such an unseemly business when there was already a private organization dedicated to it within their walls. The Peacekeepers, for their part, were fine with not having to deal with local law enforcement and the corruption that inevitably comes with it.
The City Military however, is completely separate from law enforcement and still under the government's control, thanks mostly to the man that leads it, a garr friend Harek's grandfather named Kergharlin. He made sure the military remained untouched by the city's penchant for change, refusing to move out of what would become the Back Quarter when the rest of the government moved to the new city center. The most commonly seen aspect of the city military is The City Guard, who man the city gates and stand watch upon its towering walls.
CITY HISTORY
Epicrin was the first city founded by the men of the west after their old empire fell and they fled to the east. Established at the edge of the Sekoran Forest just north of the trail that would become the Great Road, Epicrin was a hub for the farmsteads that were quickly becoming established in the surrounding plains.
In the beginning, Epicrin was ruled by The Church of Rin, the only institution to survive the fall of the empire that still had the organization and militant strength needed to direct and protect the scattered men of the west. The name of the city came from this church, literally meaning in the old tongue "Center of Life"
When the city became established enough to try and form a secular government, the church resisted, going so far as to arrange a diplomatic incident with a brutal garr tribe which triggered an attack on the city which the church effectively put down, reestablishing their control through fear.
Eventually the church's duplicity was discovered and organization utterly collapsed. Epicrin was free to establish a secular government. Here too came conflict. The House of Delgrove would have inherited the throne in the old empire, however others sought the throne and argued that when the empire collapsed so did the old lines of succession. In the end a compromise was reached. The Delgrove family line took control, but the people of the city could at any point in the future call for a vote of no confidence and elect a new line to take the throne. This system remains to this day, as the rule of Epicrin passed from Delgrove to Boliss to Desrayn to Roselle to Corel to Fostis,
Over the ages, Epicrin was become more and more focused on scientific and magical discovery and progress, seeing it the fall of the old empire as a result of stagnation. The presence of the Machinists Central Guildhouse in the city only fueled this fire, pushing them to constantly find new and interesting ways to live and defend themselves. This became most notable towards the end of the Corel dynasty, when the whole city government moved out of its old offices in the north of the city and into a brand new state of the art facility in the city center. The old facilities were mostly abandoned with no thought to the past, and quickly snatched up by the military and, in the case of the old library, the Initiates.
Now Epic City has almost completely put aside its early days as a church run settlement of refugees. The only remnant of the Church of Rin is a single wing of the old cathedral that now serves both as the cleric guildhouse and an aslyum, and just so happened to sit directly behind the new city center, forever in its literal and metaphorical shadow. In fact, not long ago there was talk of removing the word Rin from the city name, but that was dropped when it was pointed out that naming a city Epic is just silly.
NOTABLE LOCATIONS
Government Locations
The Spire - Epicrin's new city government building, it is the tallest building in the five cities, reaching high into the sky and outfitted with all sorts of machinist contraptions. A massive clock sits atop it, chiming out hourly.
The Iron Seat - Home of Epicrin's city military. It once housed the city's entire government, but was abandoned when they city center was constructed. General Kergharlin refused to move out of what would become known as the Back Quarter and simply relocated over a block to these larger headquarters.
The City Gates - The city's primary gate, located on the south side of the city facing The Great Road and leading to The Thoroughfare.
The North Gate - A secondary city gate, located on the north side of the city in the Back Quarter and heavily militarized.
The Sewers - As nice as repositories of human waste and filth can be.
Guild and Society Locations
House of Forgotten Lore - Initiates Society Location. Located in the Back Quarter, it was once the city's library. However when the government moved to the City Center, the place was abandoned, along with a large portion of the books they didn't see any real value in. The Initiates moved in not long after, recognizing the value in what others would forget.
Halls of Justice - Peacekeepers Central Guildhouse. A sprawling columned complex clad in marble at the heart of the city. Beneath its offices, meeting rooms and barracks lie an extensive detention facility, augmented with warding magics and machinist devises.
The Old Cathedral - The Clerics Society Location. The only remaining section of what was once a vast compound the old church called home, found in the Back Quarter. The members there tend to hold onto more remnants of the old church's ways than other city's congregations.
The Tomorrow Forge - Machinist Central Guildhouse. Located in the city center, it is the largest and tallest forge in all of Bakara.
Maison Diapason - Bards Guild Location. A pair of story metal clad towers resembling a massive tuning fork. Also serves as city emergency base for means of mass communication.
Vieille Ville Fashions - Thieves Guild Location. Perhaps the finest of finery shops on The Thoroughfare, few would suspect it is all a front.
Black Bear Tavern - Warriors Society Location. By all appearances one would assume it is simply the local blood-and-beer-soaked roadhouse, its in fact the home of the local warriors, with rooms for members above the bar and a backroom for fighting.
The Mages Academy - Mages Society Location. The magic focused affiliate of the Epicrin Academy. Notable for its dome made of iron and bronze carried on thick wooden walls,
The Blooming Tower - Sentinels Society Location. A plant shrouded spire located in the Grand Quarter. It is topped with hanging gardens, fountains and an aviary. Is seated atop a well and serves as the source of the city's aqueducts and waterworks.
Shops
The Silver Crescent - Spell shop and Epicrin's oldest shop. Has managed to remain unchanged over the centuries.
Hearth of Steel Armorists - Weapons and Armor shop, home of the city's greatest and most famous smith.
Dreamer's Notions - Crafting Supplies. Overrun by strange plants, crazy colors and odd smoke.
The Scrivener's Nib - Books and Tomes. A cluttered and overstocked shop filled that is constantly in need of and receiving cleaning due to unpredictable magical disasters.
Azure Horizon Supplies - A neat and orderly shop selling supplies for adventures and travelers.
Needless Things Pawnshop - Pawnshop. A quaint, small shop in the Back Quarter filled with seemingly useless but well kept junk.
Untamed Hearts Stables & Beastiary - Mount and Pet shop. Also serves at the city's biggest stables.
Gathering Places and Service Industries
Bonfire Park - The city's central and largest public park. It is named for the bonfire held there when Solumin brought about the fall of the old church.
Corel Park - Formerly the city's main park, it is located in what is now the Back Quarter and a shadow of its former splendor.
Fostis Park - The Grand Quarter's public park, established upon the Fostis line's rise to power.
Newleaf Park - The oldest park in Epicrin, it is located in the Artisan's quarter and the location of many flora-related experimental public works programs making it just as dangerous as the rest of the quarter despite its tranquil appearance.
The Drunken Ass - Epicrin's oldest and most popular bar, passed down through the Garhart family for generations. Found in Back Quarter.
The Grand Epicrin - Lodgings for Epicrin's most elite visitors. Found on the western side of The Thoroughfare.
Smythe's Brewpub - The favorite watering hole of Epicrins upper class. Found on the western side of The Thoroughfare.
Venys Fly-Trap - Inn/Hostel/Performance Space. Owned and operated by a retired troop of circus performers. Located in the Artisans Quarter.
NOTABLE NPCS
Government
General Kergharlin Torgaleen - Head of Epicrin's military. He is enormous, even for a garr, towering 9' tall and extremely muscular. His strength is legendary, as is his no-nonsense approach to keeping the peace. His presence is one of the greater things keeping The Back Quarter's unsavory element in check. He respects Harek's enthusiasm for improving his people lives even if he finds the man's lack of focus irritating. Before coming to Epicrin, Kergharlin spent most of his life as a roaming Peacekeeper and has been married twice, to an elf and a dryad, both marriages resulting in a son. He refuses to talk about his family. Usually wears dark green woven clothing with light and thin steel plates attached over his shoulders, pectorals, forearms and outer thighs and heavy brown military boots.
Angus Tauren - City Planner. A short, squat bull of a man with a white buzz cut hair and a ruddy bulldog-like face. He is the general in Epicrin's army of advancement, in charge of allocating resources, approving plans and trials, and deciding what is put into effect where. Modern Epicrin's layout is in the most part his work. Not really that driven by advancement himself, he is coordinates and guides fervor of the politicians and designers around him who are. A former military man, he still wears a tunic thats the forest green of Epicrin's guard along an iron grey trousers and vest.
Anelus Bloodborn - City Archivist. One of the few vampires to inhabit the eastern world before Sylvan's appearance in the south, Anelus is an exile from the city of night who came to the city an century ago. He became the city archivist, put his guardian of knowledge that would otherwise be forgotten in the city's mad rush towards the future. It was he that directed The Initiates to the old library when the city leaders ignored him and abandoned it along with most of its historic volumes as useless. Rarely seen outside the dim city archives in the basement of the Spire, he appears youthful, with a strong squared off build and jaw, aquiline features and short spiky hair.
Fiona Lostglade - Head Groundskeeper. Overseer of all Epicrins public parks and garden. As tall, lithe and beautiful as most dryad women, but it is often hard to tell beneath the dirt that constantly smudges her face and dirties the large workmans clothes and poncho she often wears. Her silver hair is worn back in tail and a garland of ivy circles her brow. A hands-on caretaker, she oversees the gathering, cultivating and planting of every tree, flower and shrub in Epicrin, leaving the parks individual caretakers to deal with maintaining the sites. She most often seems to be lost in her own world, listening to nature about her.
Coltran Dayle - Newleaf Groundskeeper. The harried and neurotic man in charge of keeping the chaos of Newleaf Park under control. A mage trained in water and plant magics, he is often seen wearing leather armor over his medium frame and a bandolier of various potions used to quell trouble. His skin is fair and pale, though blemished in various spots with scars from past wounds and burns. He wears small spectacles on a narrow nose and has raven black ear-length hair. Its best not to startle him.
Tora Hoo - Chief Gate Guard. A female Jakari, standing over 6' tall and vastly strong though not by any means unfeminine in form. Her form is mostly human, just with short soft orange fur with black stripes, save for over her abdomen, chest and face, while are hairless golden skin. Her fingers end in sharp, well-kept claws, and she bares the cat ears, eyes, and tail of most high jakari. Her hair is long and reddish-brown, with slender features and a stern demeanor. She wears fitted steel armor with forest green leather leggings and cloak, and is sometimes seen off duty dressed in blue and white peasants dresses.
Guilds and Societies
Chief Enforcer Orin Corel - Member of the Tribunal. The Corel family has long been one of the first families of Epicrin. A few generations back they were the hereditary line of lords until the Fostis line successfully campaigned to supplant them. They remained influential even afterwards, acting as advisors, until a few years ago. Orin made a name himself recently when he hunted down and apprehended members of his own family after they were implicated in an Elexian slavery ring and brought them to justice. Orin is an implacable, uncompromising man, often seen as coldhearted, but has formed a close if unlikely friendship with Lord Harek Fostis since becoming a Tribunal member. He is thin of body and sharp of feature, with severly slicked back black hair and piercing blue-gray eyes. He favors dark blue and silver gray clothing, usually tunics, and always carries a plain steel shortsword at his side.
Chief Warden Maul Foxglove - Member of the Tribunal. Half human, half Kindir, Maul grew up in the wooded foothills north of Epicrin with a deep attunement to nature. He became a sentinel at a very young age, bonding with a fox bondmate whose name he has never revealed. As he grew older, he took to wandering the Sekoran along the edge of Great Road, communing with the trees and fighting off highwaymen that prayed on passersby. As such he came to the attention of former Chief Warden Falian who took the young man under his wing and introduced him to The Peacekeepers. Maul was done much good in his days with the guild, protecting both citizenry and those beneath him. Maul's exact appearance is unknown to most, as he has never been seen in public without the intricately carved wooden fox mask that he'd taken to wearing in his day defending travelers. His fair is red and wild, that is for sure, and he favors forest colors of green and brown.
Captain Anfor Ironfoot - Epicrin Precinct Captain. A long-lived and gregarious dwarf, Anfor was one of the first of the dwarves that settled northwest of the city to take up permanent residence in Epicrin, joining the Peacekeepers and bringing an enthusiasm to the job befitting his people. A close comrade of former Captain Orin Corel, he hand picked by the man as he replacement when Corin was elevated to the Tribunal. His hair is an incredibly thick and bushy black, his skin well tanned from patrols. He favors a unique armor he is said to have forged himself, made from some sort of durable blue jade and burnished brass.
Sergeant Calben Hale - Chief Bounty Officer. A scarred and weathered man, Calben is a former Inquisitor who left the Initiates and retired from actual bounty seeking years back after one went particularly bad. A tall man whose tanned skinned is marred by dozens of scars, with shoulder length brown hair, permanent stubble and a missing left eye he keeps covered with a black patch. He most even wears a black well fitted clothing with patches and accents of blue.
Kragle - Desk Sergeant at Halls of Justice. A greel, slightly larger and more thickly built than most of its race, Kragle was found near death by the side of the great road by Lady Kara Fostis some years back. He was brought back to Epicrin, nursed back to health, and swore an oath of loyalty to the Fostis family in gratitude. Eventually he joined the peacekeepers in to better serve and protect the city's leaders. Anfor took a liking to the greel's devotion and pure heart, promoting him to desk sergeant on his ascendance to captain. Kragle has a reddish sandy colored skin and shorter features than most, favoring yellow tunics and black underclothes.
Patrolman Stafford Hara - An middle aged, kind natured lawman with a thick but strong build, well worn and bulldoggish face, and short brown hair. Wears the official silver edged blue tunic and trousers of the city patrol. Usually patrols the Thoroughfare.
Patrolman Harmony Angel - A young, extremely tough female lawman with an unfortunate name. Slender of build with long black hair and a beautiful face, is deceptively strong, gruff, and a very skilled combatant. Wears the official silver edged blue tunic and trousers of the city patrol. Usually patrols the Back Quarter.
Patrolman Josiah Webb - An older, extremely well kept lawman with short silver hair, a deadpan expression and a slight build. Is fastidious and all business in the face of the craziness he faced every day in his patrols of the Artisans Quarter. Wears the official silver edged blue tunic and trousers of the city patrol.
Patrolman Ritz Magnum- A tall, thin, gangly lawman in early middle age. Overeager and over-reactive, especially given the usual lack of serious crime in his usually patrol area, the Grand Quarter. Usually seen sporting a large machinist flintlock at his hip. Wears the official silver edged blue tunic and trousers of the city patrol
CLERICS
Sera Jared Pater - Sera of the Epicrin branch of the church. A kindly, elderly fellow, thickset and a little shorter than most. His face is caring and somewhat wistful, with clear brown eyes and short snowy white hair. He wears a black robe with a white mantle, reflective of the garb of the old church, whose halls his guildhouse once were. He is a bit of a throwback, holding closer to the old churches ideas of protection and guidance over the new obsessions with truth and revelation. His family has held the position of Sera in Epicrin since the new church started, supported by a loyal congregation. His brother is the city's master blacksmith.
Brother Barlowe Arkham - Head of The Old Cathedral's asylum, and considered an expert at the care and diagnosis of the mad. He is a large and round slab of a man, with a bald head, and a red walrus mustache with muttonchops. He favors long, fitted white tunics and usually caries a variety of herbal mixes and potions in a satchel as his side.
Brother Lance Loomis - Doctor in the Cathedral's asylum, the youngest of the lot. Tall and skinny, with pale skin and curly black hair. Empathetic and devoted to his charges, he has yet to let the madness of the place get to him. Often clashes with Arkham's more clinical approach. Wears a black suit with a white shirt and tie beneath a white coat.
Sister Harlene Crane - Doctor in the Catherdral's asylum, she is a young and enthusiastic disciple of Arkham. Her face is doll-like, with fiery red hair tied into a ponytail. Devoted to "fixing" her patients, but seems slightly off. Wears long black skirt and red blouse beneath a white coat.
Shopkeeps and Service Workers
Anna Garhart - Waitress at The Drunken Ass. Virgis's daughter, she has worked in the DA all her life and will likely inherit it one day. A pretty blond, she is far taller and more muscular than her father, with a heart-shaped face and a grip that could snap your arm like a twig if you tried anything.
Smythe Garhart - Owner and operator of Smythe's Brewpub. Brother of Virgis, he shocked his family by opening up a rival business in The Thoroughfare, and they are estranged to this day. He used to work as a bouncer at the DA, and has the build for it, with arms like tree trunks and fists that can palm beer steins. His head is clean shaven, and his bushy red mustache dwarfs his brother's. He rarely speaks, mostly conveying his meaning through keen glances and courteous nods.
Harj - Owner and operator of The Silver Crescent. The most mysterious man in Epicrin, or possibly all of Bakara. He is a shadow, always dressed in long black robes and behooded, with only his pointed ruddy chin and long, well cared for hands ever visible, along with an occasional hint of fainted glowing green eyes. He rarely speaks, but is most vocal about his disapproval of the city's sporadic attempts to update and beautify the face his shop.
Korsin Pater - Owner and operator of Hearth of Steel. Once one of the greatest smiths the Eastern World has ever seen, Korsin lost his sight in a terrible smelting accident. This however did not stop him from continuing to practice his craft, learning to adjust to sightlessness and still forging quality arms and armaments. He is a large, burly old man with silver hair and muscular body covered in burns and scars, most notably the one that crosses the two pockets of scar tissue where his eyes once were and continues across the left side of his face into his hair. With the council of his brother, the Sera of the local clerics, Korsin has come to peace with his loss, and now has an air of calm and zen about him.
Mulciber Cano - Assistant smith at Hearth of Steel. A massive
Kwaar - Assistant smith at Hearth of Steel
Arethusa Galathil - Owner and operator of Dreamer's Notions
Cockrum - Operator of the Azure Horizon Supply Shop.
Horace Pince - Owner and operator of The Scrivener's Nib. A harried man, slightly on the short side, with a squarish, well lined face topped by mussed and greying short brown hair. Never seen without his silver spectacles and rarely seen wearing anything other than a smoking jacket over a shirt and slacks. A learned but nervous man, constantly having to deal with minor calamities triggers by his vast collection of magical volumes.
Emeralia Betatide - Concierge of the Grand Epicrin. A tall and elegant Atarin woman who radiates refinement and competence. Her skin is pale blue of a robin's egg, with green hair so dark it borders on black worn in a braid that reaches her waist. Favors conservative but appreciably formfitting dresses of immaculate quality in shades of white and violet. She is the face and hidden hand of the Grand Epicrin and its owners.
Lady Veneficus - Owner and operator of Veny's Flytrap. A very beastial jakari, she resembles a humanoid cougar with golden fur. Dresses is emerald robes with accents of every color. Former performer in a traveling circus, she and several of her fellow performers retired to Epicrin to open a hostel/inn that would also serve as a performance space for them. Talented at elemental magics.
Mesmira'Jev - Hostess at Veny's Flytrap. A tall and lithe Nadrask dancer with a long silver mohawk that falls over one side of her face. Dresses in black leathers and periwinkle silks. Gatahara is a pair of crescent moons back to back. A dancer of unsurpassed grace and beauty.
Patcher - Handyman at Veny's Flytrap. A smaller than typical greel with skin as green as emeralds. Exceptionally nice and friendly. Dresses in beige and than with a leathers smock and tookbelt. A rather competent machinist.
Orcanth The Elephant - Bellhop/Helper at Veny's Flytrap. A massive, hulking man from some unknown island far out in the Eastern sea, he is as sweet, innocent and kind a soul as you could hope to meet. He stands the size of a large gar, with bronze colored skin covered in blue-gray tribal tattoos depicting elephants, usually dressed in brown trousers and sleeveless white shirt. His hair is a thick white mop that usually hides his the upper half of his face. A former circus strongman and animal trainer, he never without his pet pygmy elephant, Lil' Galli.
Other
Sherwood Cano - Teacher at the Epicrin Institute of Higher Learning.
Gray Doggett - Security Chief of the Epicrin Institute of Higher Learning.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
World Moderator: Senori
CITY OVERVIEW
LAYOUT
Near the eastern edge of the Greevan Forest, the city of Greevan stands within the ruins of an immense ancient stone wall, roughly ovoid in shape. Although the wall stands now only in isolated segments and ruined towers, its influence is visible upon the layout of the city, which abuts the wall's former course but does not venture beyond it. Those segments which still stand are almost entirely shrouded in plant life and the nests of birds, which flock in thick clouds around some of the ancient watchtowers.
Towering over the center of town is a massive redwood tree, hundreds of feet in diameter and some thousands of feet tall, crowned with a thick canopy of dense leaves and glowing beacon lights. This is the Crann de Crann, the Tree of Trees, the administrative and political center of the town. Carved into its vast trunk is an unimaginably vast network of chambers and tunnels, their brightly-illuminated windows clearly visible from below at night. Around its base is a tangle of roots fashioned into causeways leading into the tree, all heavily fortified against outside intruders.
The rest of the city is divided into neighborhoods roughly defined by their age and racial composition. The inner core of the city, mostly the Old City itself, features narrow, winding streets, but the great majority surrounding the Old City has been intentionally laid out in a system of concentric avenues and roads radiating out from the center to the old walls, in many respects resembling a spider's web.
Cathair Bunaidh (Old City): That part of Greevan which immediately surrounds the Crann de Crann is a maze of small, narrow streets heavily lined with sheltering trees, from which hang many decorative lanterns in festive colors, hung as a traditional good luck charm. Although there remain a few buildings which conform to traditional elvish design, most of the homes and businesses of this area are the elaborately-built multistory stone dwellings of the town's elite, who prefer the area for its proximity to the center of power and its prestige. A wide avenue, the Ascaill na Duilleoga ag Titim, blasts through the street plan of the area from the main entrance of the Crann to the Flower Gate.
Ascaill na Duilleoga ag Titim (Avenue of Falling Leaves): That part of the town which was laid out immediately following the inception of outside rule, the Ascaill district is generally understood to encompass the area a few blocks on either side of the eponymous avenue from the Flower Gate to the Crann de Crann. This area is mostly inhabited by humans and the other sociable races of Bakara, and includes nearly all of the guild and society headquarters for the town, as well as a number of other businesses whose focus is primarily toward travelers and visitors.
Ráithe Tionsclaíoch (Industrial Quarter): The northern part of town, separated from the Old Town by the Páirc an Eas. Comprised mostly of warehouses and small-scale industrial concerns such as paper mills and other businesses which try to exploit the forests surrounding the city. Notably the home of the local branch of the Machinists.
Ráithe ó Dhúchas (Native Quarter), also "The Warrens": The name of this section is something of a misnomer, for in truth it comprises the great majority of the city. This is mostly small homes of stone, often built directly next to or on top of each other, containing the thousands of elves who flooded into the city as it expanded, alongside a smaller contingent of those from outside races whose bohemian lifestyle is well-suited to coexistence with the elves. Although it is the home of most of Greevan's citizens, it is of the least interest to a casual visitor, whose interest will not be much piqued by what is, in essence, a poor residential neighborhood.
CULTURE
Social Culture
Although most elves are deeply conservative at a basic level, the culture of Greevan is distinguished by the deep tension caused by the city's unique relationship with the world outside the woods. Elvish society is historically reclusive and vaguely xenophobic, and so it remains in the deep woods and with certain members of the city's elvish population, especially those who are oldest or have relocated to the city only recently. But the practical necessities of living in a cosmopolitan city and the constant contact elves have with outsiders have in most cases greatly lessened or eliminated this feeling, so that the city's elves, while still culturally distinctive and often regarded as antisocial or introspective, are an integral part of urban life.
Still, there are some members of the city's elves who still actively resent the intrusion of outsiders into their woods, and it is not totally unknown for racist violence to take place against outsiders who wander into the wrong areas of town at the wrong time of night. The government of the town takes a harsh line against this, and punishes--sometimes brutally--anyone who is found guilty of inciting racial hatred, but nevertheless it persists.
Although the city's elves constitute a solid majority of the population, humans and other races are very prominent in the affairs and running of the city, and there are certain areas of town where elves are much less common than humans or nadrask. Some of these are new transplants, but many are the descendants of those who forcibly opened the city some centuries ago, and have grown well-accustomed to the idiosyncracies of life in such a place.
Religious Culture
Most elves in the Eastern World worship the four members of the Eternal Council, who it is said ascended to divine status approximately one thousand years ago. Although they are seen as deistic gods, who take no part in the mortal realm, the elves continue to pray and engage in pious tradition in homage to the former lords of the woods. Most religious acts are performed at home, although there are gatherings in the High Temple, located deep within the woods, for holy days and events.
Religion in the Home
Most elven homes have a Hearth Tree within it, growing directly from the wooden floors of their residences or planted in a small garden or pot in other abodes. All prayers at the home are made before the Hearth tree, most of them as part of a morning routine. The more pious elves supplement the prayer with a casting of Blossom and the eating of the fruit born by the spell.
Religion on Holy Days and Other Events
On religious occasions, most elves congregate at a temple to pay respect for the Ascended Council. Most ceremonies are headed by a priest and last about an hour, with repeating sessions throughout the day for the convenience of the populace. Depending on the event, the elves might either feast, fast, or engage in other customs throughout the day. Most of the holy day rituals and customs involve some degree of spell and wizardry.
CITY GOVERNMENT
The government of the city is broadly oligarchical, with power residing in a number of formal and informal institutions held together by tradition and mutual agreement.
Lord Marshall: The following was true until the recent and untimely death of the Lord: The theoretical head of the city, the office is hereditary among the descendants of the human General Merrick d'Alancer, the hero of the historical Siege of Greevan and founder of Greevan's outward-facing outlook. His power is officially unchecked, but such authority is almost never exercised; instead, the Lord Marshall plays a mostly ceremonial role in the government of the city, deferring in most matters to the Council of Elders.
Greevan is currently headed by Our Lady the Dowager, recently proclaimed Our Lady the Queen.
Comhairle de Ghaois (Council of Elders): The real governing body of the city, comprising the heads of Greevan's human and elvish noble families. Some are the descendants of important merchants and soldiers from the Siege; others are members of the native aristocracy who aligned themselves with the outsiders early, or managed to secure their position in the aftermath of the conquest; still others are those who accumulated sufficient wealth or political power to demand a spot on the council. Decisions are made by broad consensus, with the result that the body is both very conservative in what it does and extremely suspicious of attempts by outsiders to reduce its authority.
Lord Sheriff: The head of the city's police and military, and by tradition a member of one of Greevan's elvish nobility. Subordinate to the will of the Council, his office is the main organ through which the government exercises its authority within the city, including in covert matters.
The Opposition: Not so much a coherent movement as a descriptive term, referring to those elements in the city who seek either the overthrow of its present government for a more democratic system or the expulsion of non-elves from the forest. Although these two are in fundamental tension, their immediate goals are the same, and therefore occasionally cooperate. The main interest of the Lord Sheriff's office is to keep these groups and individuals fragmented and easily dispatched.
CITY HISTORY
The precise origins of Greevan are shrouded in the mists of prehistory. Early settlement must have begun around the Crann de Crann, whose great size owes to the natural well of Life magic deep beneath it, from which the tree draws its sustenance. Because native elvish culture is a rural and private one, Greevan seems to have spent most of its history as a large but not particularly important elvish settlement near the edge of the forest, notable for its verdant plant life and the sacred Crann, but not in that respect different from a number of other sacred sites scattered throughout the Greevan Forest.
With the arrival of outsiders to Bakara, however, the need for defense against foreign encroachment became apparent. By order of the Ceannairí of the elvish tribes and towns, Greevan was chosen to be the final line of defense against a foreign invasion, an almost-impregnable stronghold at the edge of the woods to repel humans, garr, and all the other races whose hungry eyes fixed themselves upon the treasures of the woods. The great wall was constructed during this period, as were a number of the present fortifications made to the Crann de Crann.
The modern period of Greevan had its origins in a dispute between the Ceannairí of the woods over the desirability of continued isolation. Those elves living in the northern and eastern reaches of the woods--the areas closest to human settlement--had long been engaged in limited trade and other interaction with outsiders, whose need for the (resources of the forest seemed almost never-ending. Their leaders advocated for the elves to reach an accommodation with the outside world, to open up and allow a freer exchange of goods and ideas, but this was strongly opposed by the leaders of those settlements deeper in the woods, who feared the dilution of their cultural heritage and the destruction, through unchecked growth, of their homes.
In the year 209, this conflict came to a head. The more numerous Ceannairí of the inner woods expelled those who suggested rapprochement, and garrisoned themselves within the fortress of Greevan. The exiled elves, meanwhile, allied themselves with business and mercenary interests from the human settlements, and amassed a sizable force to besiege the city. This siege lasted three years, until General Merrick d'Alancer managed to lure the defenders out beyond the walls, winning a decisive victory in the subsequent Battle of Greevan Plain. Under these conditions the two sides came to a settlement which was a lopsided victory for the outsiders; the fortress of Greevan would have its defensive capability removed, and serve as the base for outside exploitation of the woods, though actual settlement would be restricted within the boundaries of the old walls. Some of the defeated elves stayed, and became part of Greevan's new elite; the rest retreated to the Deep Woods. Either way, the settlement of Greevan was founded.
Those elves who live within the city today are mainly members of those groups who sided with the outsiders in the conflict, though an increasing number are elves from other groups and settlements lured to the city by the promise of wealth and glamor.
NOTABLE LOCATIONS
Government Locations
Gate of Flowers (Geata na Bláthanna)
Tree of Trees (Crann de Crann)
Office of the Sheriff (Oifig an Tsirriam)
City Archives (Cartlanna Chathair)
Guild and Society Locations
An Draíochta Túr - Mage Guildhouse
The Houses of Healing - Cleric Church
The Clockwork Hut - Machinist Guildhouse
Shops
An Chartlann - Spellshop
House of the Obscure (Teach den Doiléir) - Pawn Shop/Rare Item Shop
The Jade Armory - Weapons/Armor
Gathering Places and Service Industries
Whiskey Kiss - Bar
Avenue of Falling Leaves (Ascaill na Duilleoga ag Titim) - Main Avenue
Páirc an Eas - City Park
The Forest Arena
NOTABLE NPCS
Government
Guilds and Societies
Shopkeeps and Service Workers
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
World Moderator: Quo
CITY OVERVIEW
Layout
The design of the Night City, Sylvan, is perfect and orderly, belying its actual nature. Square, thick walls reinforced with enchanted Scionic Amber set the boundaries; divided into four distinct districts, with a fifth at their center where the governing bodies hold council. You can usually tell which district you're in by your sense of direction, and failing that the architecture, and failing that, whether or not you're being beset by ravenous groups of phage, demons, or fey.
The Northwestern District – Called Les Belles Fleurs, because of the way every street is designed with beauty in mind; you always have a view of the famed silver poppies Sylvan is known for or a line of the peculiar purple glowing shadow nettle. It shows off the wealth and privilege Sylvan has come to represent, and houses most of the entertainments and restaurants of leisure or pleasure in the city.
The Northeastern District – Connected to the northwest by the Queen’s Gate, the Northeastern District is simply known as the Hill, to most Sylvanites; it is the area of the city that is the second oldest but most decadent. Housing the main residences of the Night City’s aristocracy, it carries a mythic and ancient feel, being filled with the largest amount of Old Country architecture and wealth from the former lands surrounding the Scionics. Town houses, chateaus, and manors of every type and size fill the well-lit avenues.
The Southeastern District – Known colloquially as the Market Square, the southeast part of the city is filled with a bazaar of shops and services of all kinds, and where most of the legitimate commerce in Sylvan takes place. Invitingly warm lights illuminate the well swept and clean cobblestone walks, good for a nice a courtship or a leisurely stroll through some of the cities less dangerous parks. It is linked with the northeast by the Noble's Gate.
The Southwestern District – Connected to the northwest by the Moon's Gate and the southeast by the Mud Gate; this is the darkest, bleakest, and most nefarious part of the Night City, the area for which it most gains it sordid reputation. Dotted throughout its dim streets are private storage, empty warehouses, abandoned apartments, derelict salons, and even a few forlorn businesses. It is a nightmare landscape filled with feral phage, illicit fey, and rogue demons. Enter at your own risk.
The Royale District – Connected to all four districts, except the southwest, which has been permanently closed off. It is the most traditional and ancient part of the city. Breathtakingly beautiful architecture that has long since fallen out of use, here is where the old monarchy made its seat in the Hall of Éternité. Now this is where the main governing body, the Council of Lords, meets in Justice Hall to govern and vote on laws for the city, presided over by the Lord or Lady Chancellor of the day, and an Inner Council of nobles, with the circle being rounded out by the few seats of the old monarchal houses. These matters of governance and nobility are attended to by the Court of Honor, and any civic or criminal disputes by the civil authorities. The Old Fort houses most criminals and is where the city guard is stationed. Additionally, this is also where the Immortelle Académie Library is, one of the oldest and largest collections of books in eastern Bakara.
CultureSylvan is an old city, like its vampire lords. A jewel of restlessness that in the present day, due to the night enchantment, has become a nocturnal playground of occult finery and baroque elegance; filled with detailed architecture of a bygone era, and run by a mix of vampire and human landed nobility and aristocracy that has replaced an out of date monarchy. Darkly bright, the city runs with a pulse of decadence and listlessness, a landscape of patchwork peasants and refugees from different parts of Bakara that take comfort in the darkness, it is an amalgam of different beings, one of both monsters and men. If you walk the streets of Sylvan the prevailing feeling one gets is hairs standing on end, it is the old fight of survival of the fittest at its utmost.
For an aesthetic real world analogue for the culture of the city, think of a late medieval European metropolis (only smaller), with the artistic passion and soul of Mid-Renaissance Florence, but with the flavor of nobility being strongly French Aristocratic.
DemographicSylvan's eternal night is a lodestone for many creatures and supernatural beings who would find their presence strongly resisted in all the other cities of the East. The unique presence of and strong stewardship the Vampires provide is what makes this possible, although this also provides a false sense of security, as mostly they are too busy dealing with the day to day governance of the city to handle every fight between goblin, ghoulie, beastie, and mortal; however, this constant back and forth has been sequestered to the Southwestern District of the city, where *ahem* your safety is not guaranteed. This is where you'll find most human refugees, and a lot of the dangers of demon gangs, phage vampires, and wild feylings.
CITY GOVERNMENT
Sylvan is governed by an elected council of lords chosen by the people, but from a parliamentary body of noble peerage. On the Inner Council sit, the highest serving officials in the city and a few remaining seats of from the bygone royal era, they are: the chief administrator and highest elected official, the Chancelier du Ciel, known as the Arc Chancelier: Lord Sebastian Belmont; the Lord Treasurer and the chief financial officer, the Chancelier du Soleil, known as the Sun Chancelier: Lord Charles D'Arcy; the Lord of State and chief of diplomatic affairs, the Chancelier de Lune, known as the Moon Chancelier: Lord Renault D'Guéret; and the Lord Solicitor, the Chief Judge and lawyer of the Court of Honor and Civil Courts, the Chancelier de Etoile, called the Star Chancelier: Lord Edmund Alexander de Hamza. The Royalist Seats that remain in power are House Ancien, lead by the Countess Gaëbrielle Le Ancien; House Riven at the command of Count Cardalu; and the Count of Clermont, young Nicholas de Montferrat; their seats are permanent fixtures on the council. The city's military and police force is run by the Deputy-General of Sylvan, Anatole Francoise, and his second-in-command, Deputy-Captain Garrhett de Chatillon. The Sylvan Militia is employed for general defense and as a police force for peacekeeping and riot control, which most commonly takes place in the hotbed of the Southwest.
CITY HISTORY
NOTABLE LOCATIONS
Government Locations
House of Lords
The Old Fort
The Gates of Horn and Ivory
The Old Tunnels
Shops
The Eternal-Fire Spellshop- Spell Shop
The Énchantéd Evening - Crafting & Supply Shop
Apogee and Apocrypha - Bookshop
deBourgh Alterations - Tailoring, Imbueing, Rare Items. PC Merchant
Guild Locations
The Olde Hyperion Theatre - Fighters
Slightly's Junk and Pawn - Thieves
Shrine of the Mistress - Initiates Chapterhouse
Church of the Unblinking Eye - Initiates Main Guildhouse
The Ghostyard - Sentinels
The Dreamer's Fangs - Mages
The Lightning Rectory - Machinists
The Blind Lady - Peacekeepers
The World Stage - Bards
Gathering Places and Miscellanous
The Bat's Eyes
New Hyperion Théâtre
The Rue St. Catherine
Goblin Market
Tom o' Bedlam's -
Steak to the Heart
Ancien House
Chateau du Monde
Sylvan - Notable NPC Listings
Government
Lord Chancelier Charles D'Arcy
Lord Chancelier Renault D'Guéret
Lord Chancelier Edmund Alexander de Hamza
Countess Gaëbrielle Le Ancien
Count Cardalu
Count Clermont
Deputy-General Anatole Francoise
Deputy-Captain Garrett de Chatillon
Guild and Societies
Prelate Braidera 'Braids'
Bel'ial Melfane Saoirse
Prelate Mercrutia 'Bones'
Shops and Services
Léanan Sí
Arthur Baudelaire
Varney the Scion
Vittoria Borisia
Lhorran
Erithka
Mad Tom
Ingrid
Lady Moneta
Zelda
Chrissena
Gabrielli
NOTABLE GROUPS AND ORGANISATIONS
Criminal Elements
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
These are the most easily reachable, commonly known or open non-city locations. Others exist but are hidden, forbidden or very difficult to reach.
CODIAN GRAVEYARD - A massive, shared burial place used by Epicrin and Elexia, just off the great road to the south, at the western edge of the Southern Forest. The grounds immediately around it house the caretakers, groundskeepers, priests, guards, and, for some reason, the estate of the wealthy Codan family.
DRILE - A large island in the northwestern portion of Lake Hilara. Recently settled by an number of mainland Nadrask who set up a small fortified village there and created an artificial reef or jagged stone around its coast to mimic Nadra.
DWARVEN CAMPS - A large encampment of dwarves who have left their hopes to the west. Located in the western plains near the edge of the Alogeans. A sprawling and rowdy place, much of it is hidden from view as the dwarves have tunneled into and mined out the land beneath it.
EDGEWOOD - An elven village at the north of the Southern Forest.
FEARANN SORCHA - An elven village in the Greevan Forest, said to the the birthplace of Sorcha, a member of the First Eternal Council and deity.
GOLDWATER - One of the biggest and most famous of the Western Plains Farmsteads.
THE KING OF ADVENTURE - A fortified outpost on the Western Plains off the Great Road, it is a gathering place for adventurers, wandering heroes and freelance mercenaries, a hub beyond the cities where one can often find jobs and bounties for men and beast alike.
LOWOOD - A elven town on the southwestern shore of lake Hilara, home to many fisherman, huntsman, and a small Sentinel community.
MY'KURR - A tropical island off the coast of Elexia. It is bit of a vacation spot for the wealthy but almost as crime-ridden as Elexia. Consists of a large central resort and a couple nameless coastal villages and tiny satellite islands, all interconnected by bridges and walkways.
NADRA - The home island of the dozen Nadrask mercenary families and the Nadrask elders. Located off the northern coast, it is surrounded by a massive coral reef that means it can only be reached by mooring your ship at a the floating docks that ring the island and being ferried inland by barge. Nadra contains four small villages with an even smaller encampment at the center.
OLDMOOR - A small shantytown of thieves, smugglers, pirates and mercenaries located in Eastern Swamp.
PERT SOAIDH - An elven village the Southern Forest, known for producing heroic and powerful warriors. Many legendary elves are said to be of Soaidh birth.
VINTERHEIM - An enclave of human artisans called the Aesinians living in the tundra north of the Alogean Mountains. It is a small town walled by unmelting ice.
TRAVELING
There is no concrete relation between Epic World time and time in the real world. The only exception to this comes when traveling between cities. Bakara is a big place full of scary and wonderful opportunities and we want players to have a chance of experiencing that first hand. Whenever a character leaves one city to head to another they must post that travel on the 'Great Roads and Hidden Paths' thread.
This post should let the world moderators know where the character is heading to and from, what means and speed of transportation they're taking and whether or not they're doing anything else while traveling (e.g. sentinels might be inclined to forage for ingredients).
A world moderator will respond to each and every one of these travel posts letting them know what happens, whether it is a pleasant but uneventful trip, stumbling upon random items or the creation of a whole new event posts by that WM. Once a WM has posted the character may then continue on posting in their destination city; any interaction with the gate locations of either city is optional.
There will be instances where one wishes to forgo the chance of extras in favour of expedience, either due to time commitments in real life or a specific task or quest beginning imminently. When posting a travel post in these situations simply include an opt-out message and you may post in the destination city without waiting for WM assent.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
For each of the five major cities, there will be a stickied "City Paper" thread. These papers contain open bounties, quest announcements, job openings, storyline threads, and assorted flavorful tidbits. These threads are not to be posted on except by whoever is in charge of that city.
If you want something in the paper, send a private message to the appropriate World Moderator.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
"Rules were made to be broken", isn't that how the saying goes?
Sneak thieves, charlatans, grifters and muggers are to a certain extent given less support than other characters in Epic World. It's easy to see where one stands with a bounty, a quest or a specific task, but criminals have to get a bit more creative. There are two main ways to go about criminal activities in Epic World.
Be a Thief
Members of the Thieves Guild have somewhat exclusive access to Contracts and Marks, bounties and tasks specifically tailored for those with the requisite skills. These tasks are posted in the City Papers, and represent the coded advertisements made by the Thieves.
Take Initiative
Take matters into your own hands, decide on a location and a time and make a post on an appropriate thread. Success in these matters is largely dependent on the character's actions and an element of chance. It might be advisable when embarking on a criminal venture to PM the mod who's jurisdiction it is to ensure they don't miss your post.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
In the EW, actual classes are entirely optional. You may gain them by joining Guilds and/or Societies. You may join up to one of each type of group, all having their own tenets, focuses, benefits and requirements. The cost of joining any Guild or Society is 25 Gold. If you know right away what groups you want to be a part of, you may have your character start as a member and just deduct the gold from your starting profile.
Guilds are groups dedicated to professions, how you earn gold, and come with benefits that both aid in that earning and help you use those skills in adventuring. They are:
Peacekeepers: Capturing Bounties
Thieves: Crime
Machinists: Building and Selling Devices
Bards: Performance.
Societies are groups dedicated to ideals and reflect your style, granting bonuses that helps you adventure using that style. They are:
Mages: Reliance on magic over physicality
Warriors: Reliance of physicality over magic
Sentinels: Nature, Cycle of Life
Clerics: Truth and Honesty
Initiates: Knowledge and Secrecy
If you choose to join one of each of these groups and Dual-Class your character, you gain a new title and receive/become eligible for a unique set of benefits.
For Specifics on each of these groups and their combinations, see the following sections.
Guilds offer free housing room and board to their members at their guildhouses. This provides members a place to crash and store the items they don't want to carry around on them.
If you wish to leave a guild or society, you relinquish all items and knowledge of skills or spells you gained as part of that guild, as well as paying a 50 gold fee and running the risk of other groups being hesitant to let you in. It is suggested you carefully choose what groups you want to be a part of and avoid "respecing" in this manner if possible.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
World Moderator: Volraths Bane currently, Melaia eventually
Sigil: Golden quill and flute crossed against a black sheaf of paper.
LEADERSHIP / ORGANIZATION
Not a group highly concerned with a regimented power structure, they still have at least a superficial one for the sake of order. The Guildleader is known as the Maestro, and below him are five Symphonias, you are in charge of each city's chapterhouse.
TENETS
The bards believe that power of word, dance and music are underestimated compared to muscle, magic and machinery. They devote their lives to harness the power and beauty of the performing arts for glory and the greater good.
HISTORY
Pending
PUBLIC SERVICES
Mastercraft - 50 Gold - The bards sells all sorts of instruments, dance shoes and "Voice Augs" (machinist microphones)
Glory for Hire - 100 Gold - Adventurers with Heroes Legacy or Relic of Legend can go to the Bards after one of their quests and tell their tale. For a price, the Bards will sing of your adventures across the land, granting the adventurer an additional Legend Point. This is only available once.
Illusions of Grandeur - 250 Gold - Adventurers without Heroes Legacy or Relic of Legend can also pay to have the Bards spread word of their greatness...even if it is slightly exaggerated...or a vastly overblown. They will be granted a version of Hero's Legacy known as Illusions of Grandeur, identical save that is can't be leveled past level 3.
REQUIREMENTS / LIMITATIONS
Public Eye - Your face is more well known and recognizable, so be careful.
Morals Clause - The bards rely on the goodwill and faith of their audiences, and as such cannot afford to have their names dragged through the mud. If you insist on illicit activity, it cannot be against the general public or use your performance pieces.
BENEFITS
Superstar - Each month the Bard will receive gifts of gold based on the number and variety of their public performance and, just as if not more importantly, the quality of their interactions with the public. These offerings will be left for you in the care of the local guildhouse. Undergarments will not be accepted.
Harmony - You can accompany other Bard's performance pieces so long your accompaniment is of a different type than any other accompaniment (unless otherwise noted). If you are skilled in two types that can be done simultaneously, you can accompany yourself. Accompaniments are a reaction to the primary song and do not have to be composed ahead of time.
Septuple Threat - New bards are trained in the performance type of their choice if they do not have skill in one already. Further training in other performance types can be purchased for 120 gold. Your performance type determines the magical effects of your performance pieces.You receive a free instrument of your choice with the training.
Strings - Guitar, Harp, Banjo, Fiddle, Violin, Lute
As Primary: Offense, Power, Attack
As Accompaniment: Add aggressive aspect to performance.
Percussion - Bongos, Castanets, Conga, Lummi Sticks
As Primary - Creation, Manifestation or Summoning
As Accompaniment: Increases duration of effect.
Woodwind - Flute, Oboe, Piccolo, Clarinet, Bagpipes, Bassoon, Saxophone, Harmonica, Accordion
As Primary: Defense, Protection, Healing
As Accompaniment: Prevents sound of performance from being obscured, silenced, or drowned out.
Brass - Trumpet, Trombone, Tuba, Horn, Euphonium, Sousaphone
As Primary - Physicality. Buffing and Debuffing
As Accompaniment: Increases Strength of Effect.
Spoken
As Primary - Mind, Perception, Control
As Accompaniment: Counteracts Resistances and Immunities to Effects.
Song
As Primary - Emotion, Sensation, Will
As Accompaniment: Increases range/number of targets.
Dance
As Primary - Body, Motion, Awareness
As Accompaniment: Boosts primary performer's ability to keep performing despite fatigue or physical discomfort.
Strings - Guitar, Harp, Banjo, Fiddle, Violin, Lute
Offense, Power, Attack
C-Sharp - Starter - A pluck of ones strings that shoots a dark-like projectile of solid air, modifier 1, at a target.
Power Ballad - 70 Gold - A stirring musical piece that evokes mental images of glory, rising to meet challenges, and determination. A target gains a strength level for as long as this is played and is immune to fear or intimidation magics. Maximum 5 posts.
Strumming Fury - 210 Gold - A quick paced melody that increases in speed and intensity. Causes a target to become increasing aggressive, even frantically so, numbing pain and driving them to attack. Maximum 4 posts.
Power Chord - 140 Gold - A loud, powerful musical chord that physically repels objects before you several feet back.
Percussion - Bongos, Castanets, Conga, Lummi Sticks
Creation, Manifestation or Summoning- .
Crescendo - Starter - Precisely times notes played in concert with a target's blows, manifesting a stoney aura around their fists.
Dark Echo - 70 Gold - A hard driving, fierce bit of music that causes an illusionary intimidating demon to manifest.
Soldier's March - 140 Gold - A militant rhythm that calls to mind armies in motion. Arms a target magical armor and melee weapon of your choice on learning. Is brass tough and remains as long as you play.
Primal Beat - 210 Gold - A primal, powerful piece that summons into being an animal defender whose species is dependent on the instrument used. It lasts until killed or until you stop playing.
Woodwind - Flute, Oboe, Piccolo, Clarinet, Bagpipes, Bassoon, Saxophone, Harmonica, Accordion
Defense, Protection, Healing
Phantom Melody - Starter - An eerie, haunting piece that ripples the air around a target, making their features and exact movements visually indistinct.
Heartsong - 70 Gold - A twittering piece that accelerates a target's healing rate with the speed of the piece, allowing you to accelerate an ally or hindering a foe.Maximum length 5 posts.
Brass Note - 140 Gold - A sustained wavering note that generates an invisible magical shield, 6' in diameter, in front of the player, as strong as brass, for as long as the note is held. Shield is not mobile. Grows more fragile each time used in an encounter.
Song of Summer - 210 Gold - A flitting piece that evokes the sound of birdsongs and nature, any that come within 5' of you become sedate and incapable of aggression. This includes you.
Brass - Trumpet, Trombone, Tuba, Horn, Euphonium, Sousaphone
Physicality. Buffing and Debuffing
War Anthem - Starter - A rousing martial tune that gears up those that hear it, making those that would normal shy from conflict confident, brave, focused and ready to fight.
Sound of Failure - 70 Gold - A short, sad, almost mocking little tune that leaves a target feeling shamed, embarrassed and decreases their strength by a level. Think this.War Charge- 140 Gold - A calvary charge that augments a charging target's speed and momentum, making them harder to stop and more resistant to impact damage. Lasts as long as you keep playing or until the target stops moving forward.
Deathly Dirge - 210 Gold - A slow, mournful funeral song that causes a target to feel extremely ill and hopeless. Lasts 5 posts.
Spoken
Mind, Perception, Control
Witty Maxim - Starter - A short and amusing bit of speech that, while making no actual sense, is phrased and intoned precisely to seem logical and impressive. Creates a charisma effect that lasts for the rest of the encounter.
Troll Logic - 70 Gold - A twisting, curving, disorienting argument that fills a target with self-doubt.
Cutting Remark - 140 Gold - A vicious, insightful and very hurtful insult that literally inflicts pain, making the target feel as if they'd actually be slapped across the face...with a metal gauntlet.
Rousing Tirade - 210 Gold - A fiery and galvanizing speech that incites all that hear it towards a single target for as long as you are able to continue it. Maximum five posts.
Song
Emotion, Sensation, Will
Lulling Tune - Starter - A short but sweet and lilting song that calms those that hear it can be sung up to three posts and lasts for any many posts afterwards.
Tearful Sonada - 70 Gold - A touching, heartrending song that causes a target to be unable to hide or repress their emotions, causing them to flood out visually and sometimes verbally.
Operatic Crescendo - 140 Gold - A booming, prolonged vocal note that causes the target to feel phantom pain, can shatter glass and cause nosebleeds.
Entrancing Aria - 210 Gold - A soaring vocal piece that draws the attention of all that hear it, leaving them unable to focus on anything but listening to it unless their life is endangered. Requires complete concentration so you cannot attempt to multitask while singing this. Lasts maximum 6 posts.
Dance
Body, Motion, Awareness
Flashdance - Starter - A flashy, impressive bit of footwork that is rather flashy and eyecatching, drawing attention..
Methodic Rhythm- 70 Gold - An enthralling dance that either entices or enthralls those you make eye contact with, depending on their preferences, causing their heart to beat in time with your rhythms. The slower you dance, the calmer they get. Fast dancing speeds up their heart, causing disorientation and fear.
Dance of Defiance - 140 Gold - A strutting, confidence dance with repeated forceful stomps. You trail leaves behind glowing footprints which cannot be physically crossed by living beings, creating a barricade in your wake. Maximum 5 posts at maximum 6 feet of movement per post, fasts 2 posts after you end dancing.
Phantom Waltz - 210 Gold - A slow and graceful dance that gives off an air of being beyond worry and earthly concerns. While engaged in this dance you move lithely and effortlessly out of the way of any attack, but cannot attack.
LOCATIONS
The Player's Pipes - Elexian Location - Located in the Warrens, the Player's Pipes is a former industrial building now take over by the bards and turned into a den of song, game, and dance. A squat building with edges worn down by time and various aged smokestacks that jut from its roof, leaning at various precarious angles. it has the look of a giant set of long abandoned bagpipes.
The Maison Diapason - Epicrin Location - Located in the southern Grand Quarter, the Maison Diapason stands out from its surroundings, its twin squared off towers standing several stories tall and glad in burnished steel to resemble a massive tuning fork. Its sonic resonance allow it to broadcast sound to the entire city, making it the home of not only the local bard's chapter but the city's emergency management department.
The World Stage - Sylvan Location - Central Guildhall - A massive theater and symphony hall located in the northwestern district of Sylvan. Countless massive brass-clad towers rise in ranks from its form, giving it the appearance of a massive pipe organ.
The Echoing Halls - Ash Location - A squared off stone building carved out of the mountain side, a massive carved stone sitting atop it. This horns bore leads all the way to the other side of the mountain, causing it to sound when the winds are strong.
The Windwood - Greevan Location - A massive once-dead tree, it was hollowed out and its trunk carved into the shape of a massive upright oboe, then given new life by a potent spellsong and is kept alive by the music created by the wind blowing through its precisely carved upper boughs.
NOTABLE NPCS
Ash
Elexia
Epicrin
Greevan
Sylvan
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
World Moderator: Volraths Bane
Sigil: Open Palm within a Sun in Glory
LEADERSHIP / ORGANIZATION
> At the top is The Lord Defender/Exalter, who makes all major decisions for the church.
> Beneath him is The Malakhim, a council of senior church members who advise and inform the Lord and relay his wishes if he himself in unavailable to.
> Each city has a Sera, who is the head of that city's church location and responsible to for the members safety and actions. They are technically below the Malakhim but are generally more respected within the church.
Current Leader: Lord Defender Soltara
TENETS
Only when there are no secrets, when all truths are laid bare, and the people know all can they be safe and prepared. Deceit serves only to endanger and manipulate. Truth is Freedom and the Ultimate Power, and it belongs to everyone.
HISTORY
The Old and New Churches
The Church of the Unfailing Light began over four centuries ago, not long after the founding of Epicrin. The Great Church, also known as The Church of Rin, had been the primary church of man for centuries, and its militant arm had helped protect man when his empire fell and they fled east. However, its heads were unwilling to let go of the power that came with man's reliance on them and acted secretly to ensure it did not end.
When the secret and evil acts of the church heads were accidentally discovered by an Elexian priest named Solumin, he did everything in his power to reveal the truth, and in doing so brought the Church of Rin to its ruin. In its place, a new church rose, lead by Solumin and dedicated to Truth and honesty above all else. For more on this, see the Historical Events section.
The Schism
Long after its founding, The Church of the Unfailing Light was suddenly and unexpectedly split. A priest named Thanen quite literally stumbled across an enormous and apparently dangerous secret while wandering through the hills southwest of the Southern Forest. Word spread that he had discovered something of earth shattering importance, but refused to tell anyone what it was.
The head of the Cleric church, named Felgrim, became outraged that one of his priests would so blatantly flaunt the tenets of their church and keep a major truth from the people. Thanen was taken into custody by the church and questioned, eventually even imprisoned and tortured to try and force the nature of this truth from him.
When word reached the people of Felgrim's draconian tactics, the tide of public opinion turned drasticly against him. Even some of his own church members turned on him. He was forced to release the still silent Thanen, excommunicating him. Now free, people flocked to Thanen, and a new church grew around him, one dedicate to the accumulation and careful control of knowledge and the keeping of secrets. Thus Initiates were born from the Clerics. For more on this, see the Historical Events section.
An Uneasy Balance
As Elexia grew and grew around the Church, it sadly became no more civilized, not beneath its facade. The rising of an organized Thieves Guild is something one would think The Clerics would naturally oppose. This was not the case however.
The Clerics have anyways understood the search for truths is not antithetical to crime. The very Church's founding was greatly aided by Elexia's criminal elemental, and they know that The Law can be an much an impediment to the truth as it can a tool. The clerics employ Thieves Guild members, known as Witnesses, for centuries, only asking they admit their crimes to the Church to be judged by their own criteria. The Clerics sometimes even step in on behalf of Witnesses caught by local law enforcement, using their cache of information, influence, and past debts to trade for their freedom.
The Thieves, for their part, tolerate the Clerics. The appreciate the leeway membership can grant members with local law-enforcement and recognize the fact that, more often than not, the darkest secrets that the Clerics want to expose to the world are the ones kept by crimebosses and corrupt officials that not only have no ties to the guild but are actually competitors. Every time the Clerics reveal a grand truth, business tends to impove.
Blood in The Streets
Around two and a half years ago, the Clerics search for truth sparked one of its darkest chapters. Certain truths unearthed by its members lead them to believe that a man who they'd always believed to be one of the few honest entrepreneurs, the mining magnate Torbal "Big Smile" Lee, was actually the head of a massive human trafficking ring. The very man who had built the Cleric's new Cathedral for them only a decade ago.
The Clerics, incensed at the idea this might be true, turned all their attention and efforts towards uncovering the real truth. Seekers teamed up to track where these slaves were being held. Witness's haunted Lee's every step and holding. When one group of Witness finally hit paydirt and uncovered damning evidence they were caught in the act and barely escaped. Lee's men began flooding the streets, forcing the Witnesses to ground before they could pass the information to the law or the guild.
Lee's regular thugs and paid mercenaries scoured the city for the Witnesses, to not avail. The Clerics, realizing what was happening and knowing Lee's next step would be to try and gain leverage over the loved ones of these missing men, sent Defenders out to try and guard them and recalled the Seekers to alert the local Peacekeepers, knowing Rook could not be on Lee's pay roll. Clerics and cuthroats clashed in the homes of these innocents and many lives were lost on both fronts, but backup from the Peacekeepers turned the tide for Clerics and allowed the Witnesses to come out of hiding.
In the end Torbal Lee was brought down, along with many other corrupt officials in Elexia, My'Kurr and Epicrin. Most of underlings when down as well, and a great number of mercenaries responsible for the deaths of clerics and innocents alike. Not all though, not all. Despite their losses the Clerics consider this horrible event a victory, proving their unwavering and inescapable resolve to undercover the truth at any cost.
PUBLIC SERVICES
> Healing services, both magical and herbal. The standard fee is 15g.
> Identification of items with unknown natures for a 15g fee.
REQUIREMENTS / LIMITATIONS
> Honorbound - You are bound to help the church is asked.
> Guardian - You are to try and help resolve any observable physical conflicts, though only through violence if absolutely necessary.
> Honest Soul - Cannot lie to guild members or withhold truth of a vital or perilous nature. Doing so is possible but the ramification of getting caught are not to be taken lightly
> Confessor - Must report any crimes or wrongs you commit against others to the church and your reasons for committing them. They will judge if they were for the greater good or not. See above regarding ramifications of failure to follow this rule.
BENEFITS
> Public Trust - Being a Cleric carries within it a natural assumption by others that you are devoted to the truth and honesty. They automatically trust you more and are more genial, unless they have a personal reason to dislike the church.
> Indelible Truth - You can consult the extensive information archives the Clerics keep regarding countless matters in Bakara. Most helpful when researching bounties or specific people.
> Fruits of Devotion - Free access to Cleric Public Services
> The Clerics' Trials - At any time, any cleric may ask to undergo The Clerics' Trails. However, only those whose past deeds and abilities are judged to prove their worth and devotion to the guild are granted it. Those who are granted this honor enter a labyrinth beneath the Church of Unfailing Light where they must prove their skills and prowess against a series of tests, challenges and obstacles. Those who defeat the Trials may never take them again, but earn great respect and rewards.
> Paths of Truth - Upon joining the church new clerics are encouraged to focus themselves in one or two areas of church tenets. Focus on these tenets allows access to tools, spells and weaponry to aid in their duties to the church. Clerics who have undergone their Trials, regardless of outcome, may branch out into the third branch.
Voice of the People
Lvl 4 Mind - Confidence - Instills the target with a deep sense of trust and desire to confide in the caster as long as there is no existing hostility between the two. 160 gold
Portrait Shield - A gold-lined iron shield available in round, kite and tower varieties. Its mirrored surface can be made to retain a single reflection at a time, storing it so that it can be presented to others at a later date. 80 Gold
Echo Charm - A small, pewter pendant in the shape of a cracked circle. Allows the wearer to project their voice into the ground, allowing them to speak with crowds of people without raising their voice too high. The voice heard by the crowd is slightly tinny. 80 Gold
Lights in the Darkness
Lvl 3 Light - Unfailing Lantern - Create a glowing ball of light with thrice the intensity of a candle. The light cast by this spell will allow you to see through false images, illusions, and veiling magics. 120 gold
Truthcore Weaponry - Steel Weaponry that will dispel summonings upon wounding them. Type available same as those at local forge, cost is 5x Base cost.
Inner Light - A pale yellow potion which enhances the senses of the drinker, allowing them to see clearly in darkness and hear a pin drop in a crowded room. Lasts only a few moments but grants perfect clarity with all five senses. 15 Gold per Vial.
Bearers of Truth
Lvl 5 Spirit - Restore - Revert a body part or object to its natural state, undoing recent damage, injury or alteration. 200 gold
Stillmind Helm - A steel helm that prevent magics from altering or effecting your mind or emotions. Comes in many styles. 120 gold.
Solumin's Wash - A vial of translucent, pale blue liquid that can be lightly washed over documents, signs or any other surface. Reacts visibly with any invisible inks or magical markings, alerting you to their presence without removing them. 25 Gold per Vial.
LOCATIONS
Church of the Unfailing Light - The central Church in Elexia. A large cathedral notable for its open architecture and simple, clean decor. It is home to the Blessed Seat, an ivory throne which compels the truth from those seated in it.
The Old Cathedral - The Epicrin church location. The only remaining section of what was once a vast compound the old church called home, found in the Back Quarter. The members there tend to hold onto more remnants of the old church's ways than other city's congregations. It is also houses an asylum, where clerics care for Bakara's most broken and twisted minds, trying to restore them to their truth state and dispel the delusions that haunt them.
The Houses of Healing - The Greevan church location. A palisade of ash wood and ivory on the floor of Greevan, the clerics hear are the most skilled in Bakara at healing services offered by all Church branches, with access to untold ages of medical knowledge, both herbal, magical and beyond.
The Beacon - The Sylvan church location. A large hostel run by the Clerics. It is a place of sanctuary for those fearful of what lurks in Sylvan's eternal darkness. The enormous windows and glass domed roof of its common room cause the ever-burning lights there to make it visible from everywhere in the city.
The Zenith Order - The Ash church location. Seated atop a secondary peak beneath the mountain's true apex.
The Watchtower - A monolithic white tower standing tall in the midst of the Western Plains, has been there for centuries, standing guard in case the Daemons followed them east. When the old church and Lum-katar fell, the new church look over. Place of worship for farmers and homesteaders too far west to go to Epicrin.
Codian Chapel - Located next to the Codian Graveyard. It is home of the clerics that perform burial rituals for the dead and serves those who live in the area and do not wish to go to Epicrin or Elexia.
Whitesands Chapel - A small chapel on one of My'kurrs northern satellite isles. Performs marriages for wealthy vacationers and keeps an eye open for the countless dirtly little secrets that tend to come into being on My'kurr.
NOTABLE NPCS
ELEXIA
Malakh Elijah Stahv- One of Soltara's council, he is notable for his extreme dislike of the Initiates as heretics and enemies of the church. Luckily his calls for action against the Unblinking Eye are largely ignored. He is mostly kept around for his keen logistical abilities. A squat man white-blond hair and squarish head.
Sera Alicia Nigel - Sera of central Elexian church.
EPICRIN
Brother Barlowe Arkham - Head of The Old Cathedral's asylum, and considered an expert at the care and diagnosis of the mad. He is a large and round slab of a man, with a bald head, and a red walrus mustache with muttonchops. He favors long, fitted white tunics and usually caries a variety of herbal mixes and potions in a satchel as his side.
Brother Lance Loomis - Doctor in the Cathedral's asylum, the youngest of the lot. Tall and skinny, with pale skin and curly black hair. Empathetic and devoted to his charges, he has yet to let the madness of the place get to him. Often clashes with Arkham's more clinical approach. Wears a black suit with a white shirt and tie beneath a white coat.
Sister Harlene Crane - Doctor in the Catherdral's asylum, she is a young and enthusiastic disciple of Arkham. Her face is doll-like, with fiery red hair tied into a ponytail. Devoted to "fixing" her patients, but seems slightly off. Wears long black skirt and red blouse beneath a white coat.
ASH
Sister Lowin Rustmane - Member of the Ash congregation. A proud and noble kindir lady of very muscular build and dark red hair. Unwaveringly confident and fiercely protective of the other members of the congregation. Usually wears a armless, belted white stola, abbreviated to midthigh for movement and a wide crimson sash over one shoulder across her torso.
SYLVAN
Brother Wyndford Prince - A young, bookish member of the Sylvan congregation. Spectacled and very well kept, with slicked back black hair and noble good looks, wears a simple but impeccably well kept white suit. Looks up to Sera Pharo greatly, pretends to by the experienced and wordly defender of truth and light that he is, but mostly comes of as a boastful fop. Good hearted and good intentioned, if a bit of a prat.
GREEVAN
Brother Kesis of Whitesands - An extremely devout member of the greevan congregation. A saaur from the Kurrian isles, he moved inland to escape the crime of of the coastal area, feeling most at home in the forests of greevan. Slender of build, even for a yessil, with pale green scales the color of alligator's underbelly. Goodhearted but can tend to get carried away with zealotry.
OTHER
Father Anther Yewmane - Head of the Codian Order. A tall and lithe male dryad with snowy white skin and spiky hair the color of jade. The antlers that mark many a male dryad have been broken off on him after a few inches. Has a timeless but kindly face and carries himself with great dignity. Wears robes of white and emerald. Usually carries an enchanted staff used to ward of graverobbers or the occasion unruly tenant.
Father Cormer Gammatide - Head of the Whitesands Chapel. An older atarin gentleman, his head shorn of hair and one of his eyes completely white and lacking an iris. Dresses casually in white and pale stone colored shirts and short pants, save for weddings and official ceremonies, during which he dons a white and gold cassock. Usually has a few daggers secreted on him to deal with unsavory local element.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
World Moderator: Quo
Sigil: Lidless-Eye transposed within raised Hand
LEADERSHIP/ORGANIZATION
Thane
All leaders of the Initiate Church are passed down and hold the honorific title of Thane in honor of their founder, Thanen.
Current: Thane Kuan'an - Enigmatic, he is an unyielding and frightening kindirin warrior and sorcerer of tremendous stature and skill. Power within the church derives directly from his absolute will.
The Three
A Triumvirate sits atop the pyramid of the Initiate leadership. They're most often referred to as the Three among the common rank and file of the church, and their names are whispered with fear and respect second only to the Thane himself. They rule the church with all the authority of the Thane, and each triumvir oversees a specific sphere of power and handles the major happenings in the church's day to day operations. It is they who advise and inform their Lord and relay his commands to the rest of the Initiates when he sees fit to make them known; otherwise they have total autonomy at their discretion, until the time that they do not.
The Highest
Strongly considered the first among equals, the High Priestess of the Initiate Church is the head of the Prelacy, those chief priests and priestesses of the clergy who all Initiates confess their secrets to. The office of the High Priestess runs the major eyes-and-ears network of spies and intelligence that seek to uncover secretive or sensitive information that the church would find most pertinent. It is she who relays targets and the decisions on most important tasks and missions concerning the acquisition of knowledge, or when necessary passes on the information when the situation calls for a more assertive response.Current: High Lady Rime - A very queer woman, she possesses a tremendously bubbly and carefree attitude for one so fascinated with death and decay. However this outwards show of hedonism and lack of utter self control is a tightly controlled façade that masks a keen albeit cold intelligence and a discerning nature. A talented mage, learning from Kuan'an himself, she prefers subtle deceit and games, and utilizes complex mind magics to direct or frontal assaults, but can turn to force when required.
The Unseen One
Perhaps the most outright dangerous of the Three, the Knight of Masques is the knife in the dark, your death before you realize it's too late. The Knight of Masques is a ceremonious title bestowed upon the best field agent within the society, named for their powerful artifact and mask of office they always wear. To become the Masque one must take it in secret plot, however an attempt and failure to do so results in banishment or often times worse. When it comes down that a target is to be eliminated, it falls to the Unseen, and his agents are the best there is at what they do.Current: Fiers the Knight of Masques - A remorseless killer and thrill-seeking psychopath, one of the most dangerous men in the Eastern World, not much was really known about Fiers before he ascended the ranks to become part of the Dark Triad. His legend on the other hand is well known, in an infamous coup d'état he very swiftly and suddenly overthrew his predecessor, taking his former mentor's mantle and power for his own. It's unsure if anyone remembers exactly what the boy looked like before he took up the Masque.
The Overlord
The martial and military leader of the Initiates, the Praetor is also head of the Praetorian Legion. As Field Commander, he oversees all campaigns of war and battle strategy in war time or during martial law, deferring only if and when the Thane takes a personal interest or command. His black clad warriors are the ones who protect all Initiate locations, and grounds, as well as their Lords person, though that is more of a ceremonious assignment.Current: Praetor Gelkurr - A proud and narcissistic Garr warrior, Gelkurr is a tireless brute, who has been blessed with an unfair brilliance as a battle commander and general. He prefers to crush any resistance under heel, and while creative, lacks any sort of subtlety. He is a vain and apathetic individual with a legendary temper, who you would do well to steer clear of.
The Prelacy
TENETS
Truth is power, and must be applied as such, for the betterment of all. Knowledge of the truth is a duty, but also a burden to bear, not to be taken upon the shoulders of the meek, the powerless, or the unworthy: For once the truth is known there is no unknowing that can save you from harm.
HISTORY
A century after the founding of The Church of the Unfailing Light there came a crossroads. There was at this time a priest in the church by the name of Thanen. His congregation consisted of the farmers to the south of the Great Road and he oversaw the burials at the Codian Graveyard, which served Epicrin and the surrounding areas. It was while traveling to this graveyard that Thanen stumbled upon something that would change everything.
One minute he was walking along, then there was a loud crack and he had found himself falling. He landed on a small ledge, next to the corpse of a man wearing the armor of the Lum-Katar. Slowly he climbed his way up the rock wall beside him, through the darkness, up towards the hole he'd fallen through and the faint moonlight beyond. And on his back he carried the body of the fallen Lum-katar, as was his duty to ensure the proper burial of the faithful.
When he emerged, Thanen examined the hole and discovered what would come to be known as the Lidless Eye, a seemingly bottomless pit nearly 100 yards in diameter at the edge of the southern Sekoran Forest. Far far below, this pit seethed with raw death magic, intersecting a natural leyline buried deep within the earth. The reason he had fallen through it was that someone had covered this pit with wood, placed a hatch in the center, and then covered it all in sod and grass. Over the years it had fallen into disrepair, so when he stepped on a rotten patch he fell through. Removing the sod, he discovered this wooden cover bore the seal of the Primarch.
Thanen realized this pit much had been used by Primarch as a secret means of disposal. With his curiosity piqued, Thanen turned to the body he had discovered. It must have been down there since before the church fell, decay of it's body and vestments arrested by the exposure to death magics below, a sterling silver knife protruding from the back of it's neck. He bore a messengers satchel, and inside Thanen found what the Church of the Unfailing Light had sought for century. He discovered the Secret of the Fall.
Upon discovering exactly what this secret was, Thanen realized he could not share it. He realized why the Primarch had kept it hidden. It broke his conviction that truth must always been known, that secrecy could never be for the best of the people. He returned the body to the pit, went on to his duty at the graveyard, and returned later to repair the pit's cover and replace its camouflage.
The Reopening of the Eye
For a long time Thanen lived with this secret, breaking the vows of his church, but sure it was the right thing to do. Until one day he could bare it no longer and confessed to his bishop that he had discovered the secret but could not share it. When word of this reached the current head of the church, a man named Felgrim, Thanen was taken into custody.
At Felgrim's order, Thanen was pushed to reveal his secret by every means necessary. They tried reason with him, commanded him, threatened him. When those failed, Felgrim authorized more draconian methods. Torture would not work, and even attempts using mind magics could not pry the secret from him. His conviction that keeping it secret now buttressed by outrage and wrath at his treatment by the church to which he had devoted his life. In the end he was locked away, hoping time would pry from him what force could not.
What Felgrim had not taken into account, is that in a church founded around truth, people will not hesitate to speak out against their superiors. When word reached the people about Felgrim's treatment of one of his own priests, the outrage that resulted became a major problem. Felgrim solved that problem, in his mimd, by excommunicating Thanen. Much to his chagrin, this resulted in his imprisonment of Thanen becoming illegal and he was forced to release the man.
Thanen now found himself out in the world, betrayed, abused, and then exiled by his church. Even worse were the fools that kept seeking him out, trying to get him to reveal his secret. However, others also sought him out. People that knew him from before and trusted his judgment. They were the most outraged by the church's actions against him. They believed that if he judged that the secret could not be shared, then he was right to keep it hidden. Then they invariably asked him the same question.
"Do you wish you didn't know?"
Thanen came to realize that wasn't the case. He was glad that he knew, simply because, while everyone knowing would be disastrous, someone had to know. This led him to a revelation. The church was was right in its constant search to learn the worlds secrets, but misguided in its insistence that those secrets be laid open for the world to see. Truth was power, and power must be regulated or else there is chaos.
Thanen shared this new philosophy with his supporters, and soon the number of these supporters began to grow, bolstered by disillusioned church members and those who had never joined the church because of its dogmatic nature. Before long this group became a church in it's own right, an offshoot dedicated to the ascertainment of all knowledge, the learning of all the worlds secrets, and then judging for themselves who should know what. A new church was built in the south, with only Thanen knowing that beneath it lay the pit that had changed his life. The Church of the Unblinking Eye was born.
Truth is power, and must be applied as such, for the betterment of mankind. The dogmatic blind morality of the Unfailing Light is dangerous, its not about morality, it is about what is best for the people. Let those with the most knowledge judge what is best for the people, and always make sure you are the one with the most knowledge.
PUBLIC SERVICES
Disenchanting - The Initiates can strip the binding magics and essence of an enchantment slot from an item you own without damaging it for a small fee (The nature of some magics cannot be disenchanted) - 15 Gold
REQUIREMENTS/LIMITATIONS
> Fear of the Eye - Being an Initiate carries with it a natural paranoia of you by the public. They automatically feel a distrust around you, and are more guarded, unless they have a personal reason to trust you.
> Oath of Dominion - You are oath bound to keep the church's secrets.
> Cipher - Lying to do so is permitted but you are to keep all secretive or otherwise discovered information pertinent and vital to the church hidden from unworthy and non-Initiate eyes.
> The Uninitiated - Concealing, hiding, or keeping perilous secrets from the church or spilling vital secrets is possible but the consequences of doing so are grave.
> Cabal Therapy - Each month you must report to a local branch of the church and confess to them all secrets you have learned or kept. They in turn will determine if you get to keep that knowledge, or else withdraw it from your memory. Particularly important bits of knowledge may increase the initiates' standing within the church (See The Eye's Favor under benefits).
BENEFITS
> The Power of Knowledge - Upon joining the Initiate Order, you are granted a Hidden Name of your choosing to replace your actual name in regards to church business. This name is your calling card, it is taken for your protection.
> Forbidden Truths - The Church of the Unblinking Eye are the keepers of apocryphal texts and chroniclers of all that is forgotten; the masters of powers better left undiscovered. Upon joining their ranks one is granted a modicum of this knowledge, gaining an individual skill or ability of minute power based off of your inner spirit.
> Shadow Trade - Black Market Discount
> Inquisition - Occasional Special Interest tasks pertaining to Church business.
> Might and Magic - Special items and spells Initiates have access to. Determined by your path within the guild.
Lvl. 3 Dark - Shadowscry: While maintained you can peer into any pool of darkness and shadow to see through any other shadows or darkness you have passed through or touched this encounter. 2x per encounter. - 120 Gold
Lvl. 4 Body - Silence: Shape the flesh and skin on target person or creature's face to seal their mouth shut. Lasts 3 posts unless maintained. - 160 Gold
Lvl. 5 Mind - Condition: Causes the target to experience extreme pain when either lying or telling the truth, which can be chosen on casting. - 200 Gold
Initiate Evincar Armaments - For members that choose the fighter's path. Cannot be pawned, sold or traded to nonmembers.
Stillheart Bracer - An iron bracer that prevents magics from affecting your senses, inflicting pain, or controlling your body's functions. - 120 Gold
Shadowcore Weaponry - Steel weapons whose wounds cause no pain and draw no attention from the wounded. - 5x Base cost
> The Eye's Favor - An initiate's standing within the church improves in accordance to their contributions. Loyalty is to be rewarded.
Initiate (0 points) - All initiates start out at this rank. You are given a glimpse of knowledge that allows you a minor ability (see Forbidden Truths).
Novice (10 points) - The minor ability that you were initially given grows and may be altered.
Acolyte (20 Points) - You are granted access to shadowcore weapons and initiate spells regardless of path chosen.
Pathwalker (30 Points) - You are given access to the inner library, what you learn changes you. Your initial minor ability is further effected.
Curate (40 Points) - You are allowed to choose a faction within the church and train with them. You are granted the sigil of that sect.
Inquisitor (50 points) - You reach a new level of respect in the church, you are an accomplished member of your chosen branch. You gain access to special missions.
Whisperer (60 points) - You are granted an audience with the leader of your chosen sect. They may choose to bestow a gift upon you if you are found worthy (original ability altered further or possibly completely changed)
Adept (70 points) - You are feared by many members of the church. The mention of your name illicits whispers. You are granted access to a trainer in arts specific to your chosen sect.
Master (80 Points) - You are recognized as a person of power within the church and are granted an audience with the current leader of the church. They send you on a mission of great importance. This mission cannot be taken alone and you cannot tell those you take of the mission's true nature.
Hierophant (100 points) - The most highly coveted position in the church and the most feared. Those that wish to achieve this ranking must challenge the current leader of their chosen path. If they succeed then they will take over that arm of the church, being granted specific unique items that may only be used by the title holder. (NOTE:Challenges are not necessarily death matches. You will be given a set of appropriate options by an NPC when you reach this level.)
LOCATIONS
Church of the Unblinking Eye - The central church lies right outside of Sylvan. A grand opus of dark beauty, it is an ominous cloister bathed in perpetual night.
House of Forgotten Lore - The Epicrin church location.
???? - The Greevan church location.
Shrine of the Mistress - The Sylvan church location.
The Great Athenaeum - The Ash church location.
The Lost Basilica - The Elexian church location.
Rook's Nest - western borderpost
Coilos' Rest - northern tundra
Dragon Talon Point - southeastern coast
NOTABLE NPCS (coming soon).
Fiers the Knight of Masques
EPICRIN
High Priestess Rime
ASH
Praetor Gelkurr
SYLVAN
Thane Kuan'an
Lord Bel'ial
OTHER
Outposts
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Sigil: Two Interlocking Gears
LEADERSHIP / ORGANIZATION
Epicrin Leader - Peter Ford
Sylvan Leader - Count Thomas Tesla
Elexian Leader - Archimedes Brook
Greevan Leader - Jacques da Vinci (7/8 Elf)
Ash Leader - Boom Bewm (Greel)
TENETS
The Machinists Guild believes that every effort made today should be to make tomorrow a better place to live. This will one day lead to a Utopia without greed, poverty, or war. Towards this end, Innovators must not shy away from trial nor error, and must be bold enough to make choices that sacrifice short term goals for longer term advances in knowledge.
As a player character, you will join our fair guild as a field tester, and your primary job will be to utilize Guild-only technology in real settings. Hopefully you survive long enough to tell the rest of the guild if it worked, and what changes could be made to improve the device. Or, suggest your own modifications!
HISTORY
The Guild of Tomorrow was created when Sir Tesla was but a poor human, running from Demons in the west. He noticed that it wasn't merely the strong who survived, but the smart. He also noticed that if a very smart person hadn't forged the first sword, the strong would not have survived either. After he moved to Bakara, and then became a Bloodborne, Tesla decided that he would be that very smart person, and create a Forge for Tomorrow.
PUBLIC SERVICES
> A shop that sells certain machinist items.
> Training in Tinkering and/or Gunsmithing. (See Skills) 75 gold each.
REQUIREMENTS / LIMITATIONS
> You must be cool, bro
BENEFITS
> Free training in Tinkering and Gunsmithing (See Skills)
> Tools of the Trade - You are given a free Machinist Toolkit, which contains a hammer, nails, screws, a screwdriver, pliers, wire, bolts, nuts, a crankdrill, grease, rags, oil, and a soldering stone that can be used to slowly heat metals for bonding.
> A Taste of the Future - Free apprentice level device of your choice upon joining, must be of the school of technology you plan on starting in.
> Self-Taught Genius - Machinists are taught to build and design devices in various schools of technology and at assorted levels of sophistication. The more you build and invent, the more advanced devices you can make and the more schools of machining you can move into. Devices you build or invent can be sold to others (or back to the guild for a small amount of gold) except for dual-class only devices or augments or any devices specifically noting otherwise.
There are Ten Levels of Machinist. These levels are limited school exclusive (If you graduate from Expert level to Masterpiece Level in Clockworks, it does not effect your level in any other school you may be studying.)
Lvl 1 - You can build pre-designed Novice Level devices. Build two to level up.
Lvl 2 - You can Invent Novice Level devices. Invent two to level up.
Lvl 3 - You can build pre-designed Apprentice Level devices. Build two to level up.
Lvl 4 - You can Invent Apprentice Level devices. Invent two to level up.
Lvl 5 - You can build pre-designed Journeyman Level devices. Build two to level up.
Lvl 6 - You can Invent Journeyman Level devices. Invent two to level up.
Lvl 7 - You can build pre-designed Expert Level devices. Build two to level up.
Lvl 8 - You can Invent Expert Level devices. Invent two to level up. You can also now move into an additional school of technology.
Lvl 9 - You can build pre-designed Masterpiece Level devices. Build two to level up.
Lvl 10 - You can Masterpiece Novice Level devices. Invent two to level up.
INVENTING
To invent a new machinist device, you must, based off what you know of the workings, power levels and materials of other devices at your given level, submit to a WM your proposal for the item. If it is approved, post using the materials and building it at one of the machinist guildhouses. You now have a prototype. You must take this item out into the world and use it in an encounter (bounty, quest, etc.), if it works perfectly, its all set and you can rebuild them at any time. If it malfunctions in any way, you need to go back and rework or even rebuild it, depending on the extent of the malfunction. The number of prototypes you go through before perfecting the device varies according to level of complexity, your level of skill, and (in some cases) affiliations.
MATERIALS & FABRICATION
The cost of creating machinist item can be broken down into two components. Materials and Fabrication. Both can be offset in different ways.
> Those with the Smithing ability can fabricate their own parts out of raw materials, and thus this part of the price does not apply to them.
> Substituting materials specified in a design for other materials can, of course, be done within reason.
> Machinists can donate raw materials that they come across by in their adventures to the guild for guild credit equal to their approximate store value. These credits can be applied to the Materials cost of devices they build. Viable raw materials include metal ingots, leather, crude oil, rubber, flint, sulphur, saltpeter, and charcoal.
SCHOOLS OF TECHNOLOGY
There are five schools of technology used by the machinists" Clockwords, Electrics, Hydraulics, Steamworks and Ballistics. Upon joining you must choose one. This is your starting school, the one you will focus your initial efforts on leveling. Once you have reached Level 8 in this school, you may choose a second school and begin leveling that, as well as continuing in your starting school. Each time you obtain Level 8 you can move into a new school until you are proficient in all five.
Note: Prices listed do not include crystal batteries or any individually makable component devices listed in the description. Prices below are subject to change
CLOCKWORKS - Devices powered by springs, tension and potential energy, animated by cogs, chains and gears. This is the school of complex interactions and finely tuned movements.
Timepiece/Timer - A machinist watch, can be made in pocket or wrist varieties, or a variation on the machinist timepiece, this can can be wound to either chime after a certain amount or time or as a component/augment for some other devices.
Price - 20 Gold (Mat. = 10, Fab = 10)
Music Box - A small wooden box that plays beautiful music when wound.
Price - 20 Gold (Mat. = 10, Fab = 10)
Whirligig - An 8" rhomboid device meant to wound up and released in the air, where it will hover by virtue of clockwork propellers. Will move through air with touched, can be used to carry light items like vials and pellets.
Price - 40 Gold (Mat. = 25, Fab = 15)
Windup Toy - A small device meant to be wound up and placed on the ground, where it will travel forward on feet or wheels, depending on your design.
Price - 30 Gold (Mat. = 15, Fab = 15)
Clockwork Servo - A component capable or turning clockwork rotations into lateral motion.
Price - 15 Gold (Mat. = 10, Fab = 5)
Apprentice
Dervish - A handheld throwing glaive, designed to be wound and then thrown, so that is scissors as it flies through the air for increased airtime and lethality. Artillerists can assemble with better balance and thus more accuracy.
Price - 75 Gold (Mat. = 50, Fab = 25)
Stinger - A small tubular device, key-wound and spring-loaded to launch a dart. Small enough to be easily hidden in objects.
Price - 40 Gold (Mat. = 30, Fab = 10)
I.C.F. - Intentional Catastrophic Failure. A small fragile sphere with internal springs. Winding creates such tension that it will fail and fly apart in shrapnel on impact. Only the spring can be salvaged after use.
Price - 15 Gold (Mat. = 8, Fab = 7)
Clockwork Tool - A crank tool geared to magnify force and movement, has saw and drill attachments.
Price - 40 Gold (Mat. = 25, Fab = 15)
Springsnare - A 1' diameter folding disk device. Loads by unfolding. Anything that steps on it triggers a razorwire snare.
Price - 50 Gold (Mat. = 35, Fab = 15)
Journeyman
Bicycle - Two wheels pedal-powered personal conveyance.
Price - 100 Gold (Mat. = 70, Fab = 30)
Clockwork Pulley - Can rapidly and powerfully spool in rope fed through it. Strong enough to lift the weight of most adult males.
Price - 60 Gold (Mat. = 50, Fab = 10)
Burst Ball - A sphere designed to be opened and hold your average vial. When wound it will trigger after 5 seconds, springing open and launching the vial into the air. Handy for rolling discretely into a room.
Price - 50 Gold (Mat. = 35, Fab = 15)
Crusher - A machinist clockwork gauntlet that can be wound to greatly increase the grip and squeezing power of the hand by a level for four posts. Artillerists can refine for an additional level. Requires Clockwork Servo.
Price - 75 Gold (Mat. = 50, Fab = 25)
Muzzlefeeder - A clockwork device that allows for quick, hands-free reloading of machinist firearms. Requires Journeyman skill in ballistics to modify a gun to use this.
Price - 60 Gold (Mat. = 40, Fab = 20)
Expert
Generator - Windup Power source that can be used to power electrical devices in place of a topaz crystal.
Price - 120 Gold (Mat. = 90, Fab = 30)
Advanced Music Box - Can record a bard's woodwind performance and replay later for slightly weaker effect.
Price - 120 Gold (Mat. = 80, Fab = 40)
Chainblade - Sword with windup whirling teeth. Artillerist built and wielded chainblades can be wielded with level X Man-At-Arms skill. Mod 4.
Price - 150 Gold (Mat. = 110, Fab = 40)
Machinist Arm - A clockwork mechanized third arm that is attached to the machinist by a harness and controlled by muscle movements in the shoulder. Average Strength, Mod 3. Artlllerists muscle control allows them to design and use this interface with much greater alacrity. Requires Clockwork Servo.
Price - 150 Gold (Mat. = 125 , Fab = 25)
Cannister Gun - A springloaded projectile device designed to launch larger, more fragile projectiles than a ballistic gun would be able to, such as potion vials or balm jars.
Price - 100 Gold (Mat. = 80, Fab = 20)
Masterpiece
Clockwork Golem - A humanlike clockwork figure that can be wound up to carry objects for you. An electrics proximity sensor can be added to allow it to adjust its movements to maneuver around its surroundings. Also perfect armature for animation enchantments. Requires Clockwork Servo.
Price - 250 Gold (Mat. = 200, Fab = 50)
DaVinci Ambulator - A full body suit of servos and actuators that is wound through your normal movements can be activated to augment your physical strength by two levels, as well as your speed, for 6 posts once per encounter. For artilierist built and used ambulators, this is extened to 10 posts twice per encounter.
Price - 270 Gold (Mat. = 200, Fab = 70)
Advanced Whirligig - A large single seated vehicle that uses pedal powered spiraling propellers to achieve flight.
Price - 250 Gold (Mat. = 200, Fab = 50)
Clockwork Swarm - Dozens of tiny steel dragonfly-like clockwork insects stored in a sphere. When releases they will fly about at random, pestering anything that gets in their way with tiny painful metal stingers. Takes two posts to reset clockworks into sphere.
Price - 150 Gold (Mat. = 80, Fab = 70)
Textile Mill - A combination loom / spinning wheel, powered by a foot pedal, that allows for the manufacture of various fabrics from threads or yarn.
Price - 160 Gold (Mat. = 140, Fab = 20)
ELECTRICS - Devices powered by the fury of electricity, tapped from Lutharin Topaz batteries. Not a school of movement but of energies and signals.
Conduit Vest - A leather vest lined and studded with wires, leads and ports. When a topaz battery is plugged into it, can be used to power any electric devices you have all off that one central batter, rather than needing to have multiple ones for multiple devices or spend the time switching one from device to device.
Price - 40 Gold (Mat. = 25, Fab = 15)
Grounding Rig - Wire and lead augmented boots and belt. Used to channel any harmful electricity that your body comes into contact with into the ground, protecting you. Requires no battery.
Price - 70 Gold (Mat. = 50, Fab = 20)
Vocamper - A hand-held device that uses electricity and crystal to magnify the volume of the speaker's voice when held before the mouth. Some distortion inevitable. Does not drain topaz noticibly. Compatible with Conduit Vest.
Price - 40 Gold (Mat. = 20, Fab = 20)
Electromagnet - A simple device using electricity to amplify magnetic charge. Can be used as a component or as an metal gripping augment on nonmechanical items. Requires dedicated topaz battery, cannot share or be switched out.
Price - 30 Gold (Mat. = 20, Fab = 10)
Electric Servo - A component designed to use magnetism to turn electricity into lateral movement.
Price - 15 Gold (Mat. = 10, Fab = 5)
Apprentice
Televoker - A pair of handheld devices that allow limited long distance communication between the two. Uses little charge, does not drain topaz noticably. Vest Combatible, but can only power the device being held by the wearer.
Price - 50 Gold for Pair (Mat. = 40, Fab = 10)
Autowinder - A variation on the Electric Servo that can rapidly and one-handedly wind clockwork devices. Uses 2/20 topaz charge. Vest Combatible.
Price - 40 Gold (Mat. = 25, Fab = 15)
Proximity Sensor - An electricity and crystal component or augment designed to trigger devices when exposed to the electrical field put off by living creatures. Notcompatible with vest. Highly durable, can survive extreme damage.
Price - 30 Gold (Mat. = 25, Fab = 5)
Shockrod - A short stave whose tip releases a short, painful and debilitating burst of electricity on contact. Uses 4/20 topaz charge. Vest compatible.
Price - 80 Gold (Mat. = 60, Fab = 20)
Magnaguides – Magnet attachments that can be charged off your vest and attached to objects. Attach to objects and it will pull the object towards metal objects and, if it did not brake on impact, stick to metal surfaces. Charge lasts 5 posts and uses 2/20 topaz charge.
Price - 60 Gold for 5.(Mat. = 50, Fab = 10)
Journeyman
Shock Augment - The machinist equivalent of a topaz imbue. Recycles energy to not deplete topaz charge through use. Not compatible with vest.
Price - 60 Gold (Mat. = 50, Fab = 10)
Telemote and Televator - Allow for remote activation of machinist devices. Vest compatible. Does not drain topaz noticibly. Televators Requires Electric Servo.
Price - 60 Gold for Pair (Mat. = 45, Fab = 15),
Price - 5 Gold for Televator (Mat. = 3, Fab = 2)
Advanced Electromagnet - A stronger version of the Electromagnet, pulls and grips with greater force. Requires electromagnet.
Price - 30 Gold (Mat. = 15, Fab = 15)
Polarity Aug– Bow or Crossbow Aug – Two parts. One part in quiver applies magnetic charm to arrowheads. Second part on bow or crossbow is oppositely charged and accelerates the velocity and power of your arrows. Quiver part is vest compatible and does not drain topaz noticibly. Bow part is not.
Price - 70 Gold (Mat. = 45, Fab = 25)
Magnaboots – Greaves and boots that use magnetic force and the minerals in the ground. Align polarity to boost your jumps and slow falls. Oppose polarity to stablize your footing and prevent you from being moved. Artillerists kicks can use this force to accelerate their kicks and increase the strength level of kick by 1. Vest compatible, boost jumps, fall slowing and kick boosting all drain 1/20th topaz.
Price - 100 Gold (Mat. = 70, Fab = 30)
Expert
Faraday Rig - Advanced form of grounding rig, includes gauntlet. Allow you to by contact absorb electricity and either rechannel it into a bolt from your fingertips or use it to restore some of your vests topaz charge. Does not use battery.
Price - 150 Gold (Mat. = 110, Fab = 40)
Tesla's Gun – A gun, handheld or gauntlet mounted, that releases an electrical blast akin to a lightning blast spell once per post. Vest compatible. Uses 4/20 topaz charge.
Price - 120 Gold (Mat. = 90, Fab = 30)
Magnashield – A gauntlet lined with electromagnets which generate a field which repels metal. Artillerist's punches can adjust this field to accelerate their punches and increase the strength level of punches by 1. Uses electromagnet.
Price - 100 Gold (Mat. = 70, Fab = 30)
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Masterpiece
Neuromote Diadem - Mentally controlled, handsfree version of the telemote that can interact with any number of televators. Appears as a metal band worn about the brow. Vest compatible. Does not drain topaz noticibly.
Price - 120 Gold (Mat. = 85, Fab = 35)
Field Amplifier - A gun, handheld or gauntlet mounted, that releases an electrical blast that amplifies the natural field given off by most metals. Those hit by it cannot cast spells above level 3 as long as they wear or wield metal objects for the next 10 posts. Vest compatible. Uses 10/20 topaz charge.
Price - 240 Gold (Mat. = 200, Fab = 40)
Neuroeletric Stimulator - A electric helmet to be worn in ones spare time. Post using it at wherever you call home before leaving for an encounter to boost your mental accuity and focus, granting you either an extra spell per post 3 times per encounter or Level 1-3 Intuitive Analysis for the encounter. Not vest Compatible. Does not drain topaz noticibly.
Price - 250 Gold (Mat. =200 , Fab = 50)
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HYDRAULICS - Devices powered by water, controlled and commanded through Lutharin Sapphire batteries. This school uses the noncompressable nature of water to exert and/or withstand great force, though in short, simple bursts of movement.
Hydropack - A compact, lightweight water-tank backpack outfitted with valves and tubes. Uses to supply the water for certain hydraulic devices lacking room for their own reservoirs.
Price - 30 Gold (Mat. = 25, Fab = 5)
Hydraulic Activator - A glove/bracer designed to hold a sapphire battery that can be used to power any hydraulic device its wearer holds. Prevents need for multiple batteries or swapping, and needed for any devices lacking room for their own battery. Contains internal hose and attachment points to channel steam from pack to devices if needed. Interchangable with Thermal Activator.
Price - 30 Gold (Mat. = 20, Fab = 10)
Hydrostaff - A collapsible steel staff. When activated its internal reservoir increases, extending it from 2' to 6' long, exerting and able to withstand incredible force and weight. Designed to be used with Hydraulic Activator. Does not noticibly drain sapphire.
Price - 50 Gold (Mat. = 40, Fab = 10)
Hydroburster - A high powered handheld squirt gun, capable of a sustained and powerful stream that can to scour surfaces and inflict pain. Uses 1/20th Pack contents per post or 1/3rd gun contents per post and 1/20 Sapphire charge per post. Activator compatible.
Price - 50 Gold (Mat. = 35, Fab = 15)
Hydraulic Servo - A component designed to turn lateral hydraulic motion into bursts of rotational force.
Price - 15 Gold (Mat. = 10, Fab = 5)
Apprentice
Hydrolock - A steel half ring, when used with Activator will extend other half of ring, closing itself. Able to be build in various sizes. Activator compatible. Uses X/30 sapphire charge,where X is radius of lock .
Price - 15x Gold, where X is radius of the lock (Mat. = 10x, Fab = 5x)
Hydrojack - A beer-stein sized metal tube. When used with Activator will extended up to 3', able to lift and hold incredible weight. Uses 4/20 sapphire charge.
Price - 60 Gold (Mat. = 50, Fab = 10)
Hydroblade - An attachment for the Hydraulic Activator, attached over the cuff part of the gauntlet. Appears like steel plate. When activated, piston causes a 2' blade to unfold and extend out over the back of the hand. Requires Activator and Hydrotank. Uses 2/20 sapphire charge to activate. Artillerists can customize shape. Requires Hydraulic servo.
Price - 85 Gold (Mat. = 65, Fab = 20)
Reservoir Aug - An piston and hose augment for Hydropacks or Steampacks. Uses a hydraulic piston to create a vacuum, allowing you to quickly suck up water through the hose and refill your water supply should it become depleted. Uses 2/20 sapphire charge. Activator compatible.
Price - 40 Gold (Mat. = 30, Fab = 10)
Hydrosheath - A sword sheath that hydraulically compresses the blade back into shape while it is in it, fixing any dents nicks or minor misshaping. Also hones blade. Gives +1 modifier when dealing damage. Artillerists can tweak design for hydraulically aided quickdraws. Does not noticibly drain sapphire. Activator compatible.
Price - 80 Gold (Mat. = 65, Fab = 15)
Journeyman
Hydroram/Hydrohammer - A thrusting hydraulic tool that can be held in the hands or attached to a Hydraulic activator. Requires Tank. Use drains 3/20 sapphire charge per post. Tank compatible.
Price - 100 Gold (Mat. = 80, Fab = 20)
Hydroblaster - A larger, more powerful version of the Hydroburster, this one hits with enough sustained force to knock someone back, but uses up your water supply much faster. Tank compatible. 5/20 tank per post, or 1/2 gun per post. Uses 3/20 sapphire charge per post.
Price - 90 Gold (Mat. = 75, Fab = 15)
Clamp Snare - A folding metal disk whose perimeter snaps up when stepped on, clamping onto the foot of the unlucky person with great strength. The sadistic have been known to sharpen or even tooth the edge to make it akin to an on the fly bear strap.
Price - 70 Gold (Mat. = 60, Fab = 10)
Hydrogrip - A machinist hydraulic gauntlet to be used with the activator increases the grip and squeezing power of the hand by a level. Artillerists can work in retractable claws. Activator compatible. Uses 1/20 sapphire charge per post used, keeping claws extended does not drain battery. Requires hydraulic servo.
Price - 75 Gold (Mat. = 60, Fab = 15)
Etching Stamp - A hand tool that uses the hydropack and activator for harness hydraulic power to etch and stamp design work into tough materials, specific types of etchings have been known to activate latent magical traits in the materials.
Price - 90 Gold (Mat. = 65, Fab = 25)
Expert
Hydrocutter - A variation on the Hydroblade, this one causing a pair of 1' shearing blades to scissor out over the back of the hand, not extremely fast but with hydraulic strength. Strong enough to cut through a chain link if applied long enough. Tank and Activator compatible. Uses 3/20 sapphire charger per post used. Requires hydraulic servo.
Price - 115 Gold (Mat. = 80, Fab = 25)
Hydraulic Bracing Rig - A full body rig worn under the clothes that when activated with brace your body in position, allowing you to withstand, hold back or hold up tremendous force. Artillerists can integrate this system into armor, increasing the armors durability as well. Activator compatible, does not noticibly drain sapphire.
Price - 105 Gold (Mat. = 70, Fab = 35)
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Masterpiece
Hydraulic Forge - A forging device that uses incredible repeated hydraulic pressure to slowly shape and materials without using heat, helping forge nonmetals like Nevermelt Ice and Dragonbone that can;'t be regularly forged. Uses whole sapphires charge per item forged, recharges over week real time.
Price - 300 Gold (Mat. = 250, Fab = 50)
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STEAMWORKS - Devices powered by steam, created through a combination of water and Lutharin Ruby batteries. This school uses steam expansion to create force and generate movement, less powerful than hydraulics but repeatable and sustained over time.
Steampack - A compact, lightweight water-tank backpack outfitted with valves and pipes. Uses to supply the steam for certain steamworks devices lacking room for their own reservoirs. Draws power from Activtor, does not noticibly drain ruby.
Price - 30 Gold (Mat. = 25, Fab = 5)
Thermal Activator - A glove/bracer designed to hold a ruby battery that can be used to power any steamworks device its wearer holds. Prevents need for multiple batteries or swapping, and needed for any devices lacking room for their own battery. Contains internal hose and attachment points to channel steam from pack to devices if needed. Interchangable with Hydraulic Activator.
Price - 30 Gold (Mat. = 20, Fab = 10)
Thermal Rig - Belt, choker, bracelets and anklets designed to be used with Steampack. Protect wearer from ice and extreme cold. Do not noticibly drain Pack or Ruby.
Price - 40 Gold (Mat. = 25, Fab = 15)
Steamworks Servo - Device designed to turn steam sustained steam force into repeating lateral force.
Price - 15 Gold (Mat. = 10, Fab = 5)
Steamcartridge - A 5" cylinder, 2" in diameter. Can be plugged into a valve on your steampack or submerged in water to instantly pressurize it with steam. Steam can be plugged into items for a quick burst of steam power in case your pack or ruby run out or be released with a button to heat a substance or temporarily blind a person. Requires activator, does not noticibly drain Pack or Activator.
Price - 40 Gold (Mat. = 20, Fab = 20)
Apprentice
Hyperthermal Hand - An insulated glove with metal plates through which steam is channeled, making them extremely hot to the touch. For use with thermal pack.
Price - 50 Gold (Mat. = 35, Fab = 15)
Steamcheck - An augment for the Steampack that allows it to vent its steam for a quick lateral burst of speed forward. Takes a 5 posts to rebuild steam pressure needed to reuse. Uses 4/20 Pack per use. Does not use battery.
Price - 80 Gold (Mat. = 60, Fab = 20)
Vent Burst - An attachment for the steampack that captures and stores the steam it usually vents on occasion in a pressurized vessel to be later released through a nozzle in a scalding, painful stream. Attaches via hose and can be hostlered or attached to the activator. Can be used once every 10 posts. Does not use battery.
Price - 100 Gold (Mat. = 85, Fab = 15)
Steampopper - A steam powered mini-canon a few inches in diameter, designed to launch iron shafts an inch in diameter, though more designed for distance than penetration. Great for grappling hooks or projectiles with impact effective items at the end. Attachable to the thermal activator or vertical pivot over the shoulder with the steampack. Requires tank. Each shot uses 2/20 ruby charge and 1/20 tank.
Price - 100 Gold (Mat. = 80, Fab = 20)
Shaft Price - 10 Gold (Mat = 7, Fab = 3)
Reel Ascender - A steam powered device the shape of an extra thick record that winds in any rope or chain fed into it, pull to you (or you to) whatever is at the other end. Can be attached to a steamtank or activator. Requires tank. Uses 2/20 ruby charge and 1/20 tank per use.
Price - 80 Gold (Mat. = 50, Fab = 30)
Journeyman
Steambounder Greaves - Mechanized armored boots that use bursts of steam to drastically increase your leaping power. Artillerists can adjust to deliver red hot kicks. Uses 1/20 ruby charge per hit. Requires Pack.
Price - 100 Gold (Mat. = 75, Fab = 25)
Steam Augment - The machinist equivalent of a ruby imbue, using steam to make the blade extremely hot and veiled by scalding steam.
Price - 60 Gold (Mat. = 50, Fab = 10)
Steamsaw/SteamDrill - Akin to the Hydraulic arm tools, this device can be outfitted to a Thermal Activator or held in the hand, but uses rotational steam powered force rather than hydraulic thrusts. Saw is a circular saw. Uses 3/20 ruby charger per post.
Price - 100 Gold (Mat. = 80, Fab = 20)
Steambolt - A large machinist crossbow that uses an internal steam winder to automatically redraw the heavy weight string. Requires Steamworks Servo and devoted Ruby. Uses 1/20 ruby charge per shot..
Price - 90 Gold (Mat. = 75, Fab = 15)
Rotosling - A device into which one can load small stones, which will be launched out at high speeds by an internal steam wheel. Attached over the shoulder to steampack. Each shot drains 1/20 ruby.
Price -100 Gold (Mat. = 75, Fab = 25)
Expert
Steamdriver Gauntlet - Mechanized armored gauntlets that use bursts of steam to accelerate your arm movements and increase their momentum and force by a strength level. Artillerists can adjusted for red shot punches. Uses 1/20 ruby charge per post, Pack compatible.
Price - 120 Gold (Mat. = 90, Fab = 30)
ScootyPuff Mark II - A clockworks bicycle with outfitted with a steam engine to power the wheels in place of pedaling. Requires equal Clockworks skill to create. Requires own ruby battery and Steamwork Servo.
Price - 160 Gold (Mat. = 120, Fab = 40)
Calliope – A Steampack attachment Can be set to play a woodwind performance piece (requires Bard with knowledge to help you set it), Uses 1/20 ruby charge per post used.
Price - 100 Gold (Mat. = 80 , Fab = 20)
Steamstone - A steampowered rotary whetstone of great speed and precision. When used to hone and sharped blades before encounters, that blade gains an effective increase of modifier of 1 when cutting and will move though the air faster. Artillerists using it will gain an additional modifier level against organic materials.
Price - 80 Gold (Mat. =85 , Fab = 15)
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Masterpiece
Steamjet Flight Harness - A variation of the Steampack that is larger and heavier, more securely attached to your body and able to create powerful downward steamburst that can be used for sustained flight. Requires own ruby battery.
Price - 200 Gold (Mat. = 170 , Fab = 30)
Steam-Engine Cart - A wooden cart outfitted with a steam engine that powers the wheels and allows it you move without pulling. Can be rather hard to steer though. Requires own ruby battery.
Price - 250 Gold (Mat. = 200, Fab = 50)
Steam Distillery - A steam powered device for creating your own alcohol from various grains and flowers. Steam helps lower boiling point for preservation of heat sensitive ingredients.
Price - 200 Gold (Mat. = 160, Fab = 40)
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BALLISTICS - Powered by the explosive power of certain chemical mixes, Ballistics is the school of firearms, explosives and everything sudden and loud.
Black Powder - The basis of most ballistics, a highly volatile chemical mixture.
Price - 25 Gold per Bag(Mat. = 25, Fab = 0)
Smoke Pellet - A paper pellet containing a variation on black powder, rapidly generates copious amounts of smoke when thrown to the ground.
Price - 30 Gold for 5 (Mat. = 30, Fab = 0)
Flash Pellet - A paper pellet containing a variation on black powder, creating a blinding flash of light when thrown to the ground.
Price - 40 Gold for 5 (Mat. = 40, Fab = 0)
Fireworks - A simple black powder rocket that detonates in a relatively harmless cloud of multicolored sparks.
Price - 20 Gold for 5 (Mat. = 20, Fab = 0)
Derringer - A pocket-sized, single-shot muzzle-loading pistol. Not very powerful or fast, really only damaging up extremely close. Uses 1/20th bag powder per shot.
Price - 60 Gold (Mat. = 45, Fab = 15)
Apprentice
Smoke Bomb - A time delayed variation of the smoke pellet that creates even more smoke.
Price - 50 Gold for 4 (Mat. = 50, Fab = 0)
Pressure Mine - A 4" diameter ceramic disk loaded with explosive powder, explodes when stepped on. Can be combined with Electrics Proximity Sensor or Televators, both of which can usually survive the blast.
Price - 60 Gold for 3. (Mat. = 50, Fab = 10)
Rocket - A black powder powered self contained projectile. Can have light payloads loaded into head, such as poison or potion vials or pellets. Reusable
Price - 20 Gold for 4 (Mat. = 15, Fab = 5)
Flintlock Pistol - Standard machinist pistol. Single-round. Muzzle loader. Uses 1/10 bag black powder per shot.
Price - 80 Gold (Mat. = 55, Fab = 25)
Dummy Round - A special ammo designed to hold pellets for projectile delivery.
Price - 20 Gold for 10 round. (Mat. = 17, Fab = 3)
Journeyman
Blunderbuss - A machinist firearm with a short, wide barrel and flared muzzle. Uses buckshot. Single Shot. Muzzle Loaded Uses 1/8 bag black powder per shot.
Price - 100 Gold (Mat. = 80, Fab = 20)
Fuse Bomb - A timed explosive device. Fuse can cut to be set between 10 seconds and 5 minutes.
Price - 80 Gold for 3 (Mat. = 65, Fab = 15)
Thrust Augment - Refillable rocket augment that when activated accelerates the movement speed and force of whatever it is attached to. Uses 1/20 pint crude oil per use.
Price - 60 Gold (Mat. = 50, Fab = 10)
Luminographer - A large lens device that uses a specially designed incendiary powder and chemicals to imprint an image onto special paper. The powder is free at most guildhouses.
Price - 75 Gold (Mat. = 50, Fab = 25)
Flashbang - An advanced form of a flash pellet that blinds, deafens and disorients everyone in the area.
Price - 80 Gold for 5 (Mat. = 55, Fab = 5)
Expert
Musket Rifle - A long range muzzle loading rifle with a removable bayonette. Requires 1/8 bag black powder per shot.
Price - 120 Gold (Mat. = 85, Fab = 35)
Ascension Rig - Uses machinist fuel and burner engine to power an extremely efficient hot air balloon that can be steered with controlled rocket bursts.
Price - 200 Gold (Mat. = 160, Fab = 40)
Collapsible Mortar - A collapsible but durable small canon barrel with fold out legs for angled firing. Can be used to launch explosive or steel projectiles. Uses 1/3 bag black powder per shot.
Price - 120 Gold (Mat. = 100, Fab = 20)
Steel Shot Price - 20 Gold for 5 (Mat. = 10, Fab = 10)
Percussive Rocket - A stronger rocket with a built in payload of a special percussive explosive.
Price - 100 Gold for 5. (Mat. = 100, Fab = 0)
Thunderjammer - A large maul weapon with built in refined thrust augs and fuel reservoir. Can store 2 pints of fuel, uses 1/10 pint crude oil per use.
Price - 100 Gold (Mat. = 85, Fab = 15)
Masterpiece
Flamethrower - A device that sprays a proprietory mix of flaming fuel as dangerous as any fire magics. Uses 1/2 pint crude oil for every post used.
Price - 130 Gold (Mat. = 100, Fab = 30)
Arm-Mortar - A specially designed bracer/gauntlet with a miniature mortar integrated into it. Blueprints include designed for rounds with propulsive explosives built in. Artillerist built and used ones have special bracing that reduces recoil and impact to arm. 1/4 bag black powder per shot.
Price - 150 Gold (Mat. = 130, Fab = 20)
Explosive Mortar Rounds - Steel ball with a built in fuse that will detonate the round several seconds after firing. Can be sized for various mortars.
Regular Size Price - 10 Gold (Mat. = 6, Fab = 4)
Miniature Size Price - 5 Gold (Mat. = 3, Fab = 2)
Blast Furnace - Uses special machinist fuel to reach temperatures most forge furnaces can't, allowing for the smelting and forging of tougher, more resilient metals and alloys. Uses 1.5 pints crude oil per use.
Price - 300 Gold (Mat. = 270, Fab = 30)
Crystal Fuser - A special chamber that uses the heat and pressure caused by controlled explosions to use crystal powder into crystals, allowing for the fusing of mixed dusts into special crystals. Uses 1.5 pints crude oil per use.
Price - 300 Gold (Mat. = 240, Fab = 60)
LOCATIONS
The Tomorrow Forge - Epicrin Location - Main Guildhouse - Though Tesla is technically the Guilds founder, he doesn't believe himself fit to lead. Thus he put the seat of Guild power in the largest human population, the beating heart where tomorrow would need to come first. As an actual Forge, the Tomorrow Forge keeps Bakara well armed, and necessarily produces a constant flow of Steam. The Tomorrow Forge is much taller than most Forges as the Machinists have added several floors of laboratories on top of the chimney stacks to research Steam as a power source.
The Lightning Rectory - Sylvan Location - Once a central focus of religion in this region, after Sylvan went dark, this rectory slowly lost its patronage. Now, after chasing out the bums and filling the place with the most modern technology, the Rectory is ready to bring light to this city once again. The steeple is wrapped in metal cables and has an added metal rod extending well above the other nearby structures, meaning that in the event of a thunderstorm lightning is more likely to strike the Rectory than anywhere else in Sylvan. This makes an excellent supplement to the regular Topaz crystals as the rectory researchers study Electricity as a power source.
The Hydrofuge - Elexian Location - Sandwiched in between residential buildings adjacent to the riverbed is a building with many more pipes than normal extruding from the face. There are constantly large puddles at the base as riverwater spills forth. Above the small structure one can see the tremendous waterwheel that powers much of the scientific goings on within. Though small, the Hydrofuge is the top laboratory in Bakara for the study of Hydraulics, fluid dynamics, and efficient use of internal building space.
The Clockwork Hut - Greevan Location - In Greevan is a stupid hut with no flavor whatsoever. Don't go there.
The Range - Ash Location - "Behind" Ash, on the vacant mountainside, there is a tremendous area of non-arable land, pockmarked from years of destruction. This is where a peculiar Machinist makes his home and conducts his experiments with ruby crystals, black powder, or anything that requires you to stand a safe distance. At the bottom of the Range is a crummy shack and a few semi-straight perpendicular lines painted on the ground. The locals don't always understand what goes on here, but they know better than to enter this area, because it is never safe.
Notable NPCs
Epicrin Leader - Peter Ford
The leader of the Tomorrow Forge, Peter Ford is a leader in Steam Engines, Guild Politics, and automation. Ford dreams of a world where Blacksmiths and other menial laborers are put out of a job by machines that can create repetitive motions. Currently that dream is taking a backseat to building a steam engine large enough to haul five Garr across a city.
Sylvan Leader - Count Thomas Tesla
Thomas Tesla may be the only human to become Bloodborne against the will of his Sire. Long ago, Tesla decided he would rather die than have to give up his study, except that Death would necessarily interfere with his study. So he kidnapped a Scion Vampire and coerced him to make Tesla a vampire as well so Tesla could continue studying eternally. Tesla inherited the Vampires estate, but has ignored it for a century, preferring to study various subjects in his Rectory.
Elexian Leader - Archimedes Brook
In the cramped and overly moist Hydrofuge, there is one bespectacled man fascinated by the natural world who has devoted his life to the study of it. Much like a stalker, he stays well away from nature, preferring to look upon it when it doesn't know he's there, gazing on its most intimate moments when it thinks no one is around.
Greevan Leader - Jacques da Vinci
Jacques was not a man (Elf rather, well, 7/8 Elf) to allow something like a Windreaver attack stop him from studying automation, so he retrieved his own arm bones from the creatures waste and (after cleaning them of course) reattached them in their previous places. Now it moves with copper wire and springs, and Jacques is constantly tinkering with the dam thing.
Ash Leader - Boom Bewm
Dude, this Greel be CRAY
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Sigils: Five stars arranged in a five pointed star.
LEADERSHIP / ORGANIZATION
Each chapter of the Fraternity of Mages is independently run, the whole collection only loosely united through affiliations, agreements, and treaties. As such, each house follows its own system with its own leader. Following is a list of the leader of each city. Full description of each chapter house can be found in the Locations section.
Epicrin - Headmaster Coab
Elexia - Fentus Owlborn
Greevan - Máistir Aine
Sylvan - Grandsurgeon Aitliff
Ash - [Name Pending on Mel determining Kindir naming conventions]
The Shimmering Palace - Magistrate Aimiko
TENETS
The Mages believe that understanding the mystical is the key to understanding and controlling the universe. Any attainment of power or insight requires research, study, and ruthless experimentation. The Fraternity is devoted to advancing knowledge of the magical, and spreading it to all that are willing to learn.
HISTORY
There is little to be said about the history of the Fraternity of Mages. An early form took shape when the Draíochta Crann of Greevan and the Widower's Stage of Elexia organized a trade agreement, in which the Elexian battlemages could conduct research in the libraries of the Draíochta Crann, and the elves could use the battlemages in their experiments, all with fantastic results. The union achieved enough success that they were later joined by the Mages Academy of Epicrin. Spellcasters began flocking to their chapters in search of furthering their own magical prowess, traveling from one city to the next. In time, the travelling Mages formed a unison of their own, entitling themselves The Fraternity of Mages. This organization, while not technically part of any of the other Mage chapters, has become its central identity.
The appearance of Sylvan has seen an increase in production for the experiments. Once the Fraternity of Mages took shape, the Elexian chapter raised a protest against the operations and research conducted on its members. The Fraternity eventually consented to the demands, and launched a new chapter in Sylvan to make up for the loss in studies. Many of the Night City's phage vampires, lured by the promise of an eventual "cure" to vampirisim, provide sufficient fodder for their curiosity. Most recently they welcomed in [Name Pending on Mel determining Kindir naming conventions], a kindir sentinel and shaman, with the majority of the Fraternity still forming guesses as to what the Shaman attained with their association. The Fraternity of Mages largely functions as an educational association, with each chapter providing a different department of magical study.
LOCATIONS
An Draíochta Túr - Greevan. Although not officially the headquarters for the Fraternity of Mages, An Draíochta Crann is the central hub for the Society until the Shimmering Palace is completed. The best-maintained of the many guard towers from the original Greevna palisade, it contains large halls with stocked bookshelves, crafting quarters for enchanters, dormitories, and countless other accessories for visiting mages. No other place in the Eastern World can rival An Draíochta Túr in terms of affinity for the magic disciplines.
Mage's Academy - Epicrin. A dome made of iron and bronze carried on thick wooden walls, The Mage's Academy is the finest school in which a fledgling mage can begin his studies. Although most spellcasters prefer to learn the talent on their own, the Academy exists for those seeking insight and advice from the experienced.
Pender's Arena - Elexia. A hexagonal structure fashioned out of mortared stone, Pender's Arena is a gem of the Elexian seaside. Constructed by [Pending] after Widower's Stage burnt down some eighty years ago, the arena has become to the primary game grounds for battlemages to prove their worth. Duels are regularly held under its retractable leather roof.
Dreamer's Fangs - Sylvan. A small mansion in the Northwestern part of town, immediately outside of the Moon Gate. It's side and rear walls are made of mundane stone, but the front is carved into the shape of sharp teeth locked in a grin, finished in glinting obsidian. Although the visible portion of the mansion is small, its lairs drill deep into the ground, where no wail, cry, or whimper can be heard above.
Shaman's Crag - Ash. A cavernous cut into the Alogean mountains on an external ring of Ash. The Sentinel [Name Pending on Mel determining Kindir naming conventions] resides in the caves along with his disciples, although his understanding of the mystic and strange draws many to seek his council and wisdom.
The Shimmering Palace - Western Plains. A crystalline structure perched atop a hill on the eastern end of the Western Plains, north of Sylvan. The Shivering Palace is the central location of the Fraternity of Mages, although it is still young and under construction in some parts.
PUBLIC SERVICES
> Enchanting Training - Schools of enchanting can be learned from a mage's location for the cost of 150 gold each.
> Alchemical Training - Student alchemy and the additional levels of skills can be learned at mage locations for 100 gold per level.
REQUIREMENTS / LIMITATIONS
> Forsake Steel - Most metals possess a property that causes prolonged direct exposure to them to interfere with a person's ability to sense and draw on magics, leaving them incapable of fueling spells level 8 and higher. Because of this, mages are forbade from using metallic weapons and armor, save for certain items, such as items made from precious metals (gold, silver, etc) and items that are made from special alloys that do not have this effect (such as mage-daggers). However, mages with the Electromagnetism LSS can carry metallic weapons of any type so long as they are no more than 1' in diameter, as this natural ability also endows them with a resistance to metallic interference.
BENEFITS
> Archmage - Mages are allowed to buy and cast level 8, 9, and 10 spells.
> Student - Mages are given free initial training in the art of alchemy, the focus in one area helping with control in another.
> Mage's Dissertation - Once ever, upon obtaining two level 10 spells, a mage is granted access to the most ancient volumes of the Mages' Library. What they find there will lead them on a personal quest to unearth hidden arcane knowledge. They must record and expound on what they uncover for prosperity and experiment with what they discover to create a new spell. This spell can be kept your own personal knowledge until the time of your death or sold to the spell shops allowing for public access. Upon completing this you attain the title of Archmage.
> Mage Dagger - Each mage receives a rare dagger of the art they wish to focus most heavily on. These daggers are exempt from the mage metal restriction.
Dark - A silver tanto with an ebony hilt. Its blade can be plunged into one shadow and emerge from another. You may define the general area from which the blade emerges perpendicular to the surface on which the shadow rests.
Fire - An iron-like kris dagger with an obsidian hilt and a dragons-head pommel. As long as the blade is not in contact with a body, it can rapidly heat and reforge itself into any shape you can visualize. This does not change its mass.
Water - A kujang dagger with a silver blade and smooth coral hilt. Can generate ice around its teardrop blade to turn itself into an ice-sword.
Earth - A steel-like billao dagger with a marble hilt. Can pass through stone or metal as if it were not there.
Storm - A silver sai dagger with a crystal hilt. When thrown will channel air around it, propelling it faster and maintaining its path.
Plant - An ironwood machete with an amber inlaid hilt. Its edge can secrete a mild acid that withers plants and burns flesh.
Beastial - An iron-like jambiya dagger with a leather bound hilt. Can be transformed into summoned creature, species chosen upon learning and must be of a level one summon. This summon is self sustaining and reverts to dagger form on death.
Mind - A steel-like rapier dagger with a silver guard and navy silk wrapped hilt. Parrying a weapon with this dagger instills a subtle suggestion in that weapon's wielder's mind that the weapon is useless. The more you parry any given weapon, the strong the compulsion to stop using it and switch to another weapon or fight unarmed.
Body - A silver katar dagger inlaid with bone with a bronze handle. Those wounded by the this dagger lose a level of strength for the rest of the encounter. Multiple wounds do not stack.
Force - A steel-like cleaver. Can generate a force construct copy of itself in your other hand. Copy vanishes when it leaves your grip.
Spirit - A bronze kila dagger whose engraving and pommel head reflect its owner. Those wounded with it bleed not only blood buy life-force, weakening and and tiring them over time, even if their body is healed, dependent on the severity of the wound. Effect ends at end of encounter.
NOTABLE NPCS
EPICRIN
ELEXIA
GREEVAN
SYLVAN
ASH
THE SHIVERING PALACE
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Status: Guild
World Moderator: Volraths Bane
Sigil: Eagle within a Shield
LEADERSHIP / ORGANIZATION
> The Peacekeepers are lead by a three member governing body known as The Tribunal. One is in charge of internal affairs, one in charge of criminal investigations and one in charge of cooperation and collaboration with outside groups.
> Each Tribunal Member has a personally picked group of advisers, guards and agents. These are known as the Elite Guard.
> Each city is considered a precinct and the has Captain who is in responsible for the guild's doings there and is head of that city's guildhouse.
> Each city location has a Desk Sergeant, who is the central point of contact for the guild officials and guild members or visitors, they are typically the second in command to the captains.
Current Leaders: Chief Warden Maul, Chief Enforcer Orin, Chief Arbiter Gelijk
TENETS
The Peacekeepers are devoted utterly and completely to law and order. Without these society cannot exist, at least not for long, and making sure lawbreakers do not escape justice is the highest calling. They do not punish, they do not judge, that is for city law enforcement and leaders. They are not the law, but its devoted servants.
HISTORY
The Peacekeepers game into being approximately 300 years ago, a response to the increasingly organized nature of Bakara's criminals between The Thieves Guild, Elexia's corruption and the increasing commonality of Nadrask mercenaries.
They established their stronghold in Epicrin, seeking a wider racial makeup than Greevan would probably offer and not trusting the endemic corruption in Elexia. Smaller branches were established not long after in the other cities, with new ones arising when Ash became more open to non-kindir and Sylvan appeared in the east.
The Peacekeepers have always served as aid to local police, but a completely separate entity, responsible only for capture of wanted criminals and turning them over to the locals. However, this changed a century ago when the leader of Epicrin, obsessively focused on public works programs, offered to turn over full authority over the city's law enforcement to the Peacekeepers. The Peacekeepers were hesitant at first, but ultimately accepted, tired of seeing corruption free the men they'd caught in other cities and reasoning it was their duty to stop such travesties when the opportunity was laid before them so cleanly.
The Peacekeepers have been a pretty much monolithic institution since its founding, relatively unmarked by scandal or conflict. While a natural enemy of the Thieves' Guild, the two rarely directly clash save in Epicrin. Beyond those walls The Peacekeepers job is to find and capture specific criminals, not wage war on nameless numbers.
PUBLIC SERVICES
Tip Line - Have information regarding a bounty but unable to act on it or unsure what to do with it? We pay for your information.
Arbitration - The Peacekeepers are willing and able to help settle disputes between citizens before things get ugly and one of the parties ends up on a bounty list.
Private Eyes - So long as there are no legal/moral issues, the Peacekeepers are willing to put their investigative expertise to use for the general public, for a price.
REQUIREMENTS / LIMITATIONS
The Brass Oath - Cannot commit crimes
Who Watches the Watchmen - Must wear sigil at all times unless absolutely necessary. All Peacekeeper sigils are enchanted with potent magics that capture a visual record of everything that goes on before you. The images it records are stored within a massive enchanted seeing stone hidden deep within the Halls of Justice. They can be checked in the event that suspicion is laid at the feet of a peacekeeper and in other rare circumstances.
BENEFITS
Protect and Serve - As an organization dedicated to upholding Bakara's laws, Peacekeepers may offer their services on a temporary basis to any town or city in which they reside, patrolling locations in an attempt to deter crime or catch criminals. They will be compensated for their time, though the amount of compensation will be difficult to predict ahead of time.
First on Scene - Peacekeepers are the only individuals allowed to attend Crime Scene bounties. Crime Scenes are exactly what they sound like, the location of a suspected criminal activity that has yet to be combed for clues and canvassed for witnesses. Crime Scenes are always attended by a member of the local law enforcement in the area, who will have their own skills but generally follow the lead of the peacekeeper.
The Brass Bond - If your life in in imminent mortal danger, your sigil will send out a signal to any other peacekeeper sigils in the area, alerting them of a call for backup and glowing to guide them to you. This signal will continue until it senses you've been healed or until it senses another Peacekeeper in close proximity to you.
Investigative Tools - You receive one of 6 Peacekeeper items of your choice, most tailored towards investigating crime. By catching more and more bounties, you earn the trust and faith of the guild and will be allowed access to more items or alternate usages of the item{s} you already have.
> Each bounty you catch earns you 1 guild credit. New abilities can be unlocked for their stated cost in guild credits. New items can be purchased for 5 guild credits.
Hunter's Bite - A wrist-mounted miniature crossbow upon which rests a grey crystal in the shape of a shield. It is designed to fire tiny darts (Holds 12, free refills). Made in collaboration with the sentinels, the crystal allows the bite to display a limited amount of embedded information about anything or one it is pointed at on the crystal's surface.
Tracking Darts - You acquire enchanted darts that cling to clothing or armor. The bow will glow to guide the wearer towards these darts. 3 Credits (Free refills)
Sleepy Time Darts - Your darts may be coated in a herbal mixture that induces extreme tiredness and weakness. 3 Credits (Free refills)
Marks of Law - A set of paints held in vials and pots, enchanted with strong spiritual magics that suit the purposes of the peacekeepers. A constant supply is provided by the peacekeepers. Lines painted with the paints tend to draw forth nearby spirits, warding living beings away from an area or potentially summoning the spirit of a victim if their body is outlined.
Tracker's Splash - You gain access to an additional paint for tracking. When splashed upon a target, it will cause ambient spiritual energies to become visible forming and unmissable luminescent trail behind them. 2 Credits
Trapper's Rune - When painted in a specially designed runic circle, the paints create a magical trap that prevents anyone that fully enters the circle from exiting. Maximum size of circle is 6'. Lasts up to an hour. 4 Credits
Eyes of Justice - An enchanted set of dark tinted bifocals, available in numerous styles. The main lenses are enchanted to enhance any ambient light to the point where the wearer can see in all but the darkest of situations without giving away their position. The smaller lenses are more specialized, allowing the wearer to see various substances and traces of substances as glowing light. (e.g. blood, bodily fluids)
See All - Choose a sense. The glasses tap into that sense and display additional information based on the information provided by that sense, even if you are not consciously aware of it. 4 Credits.
Judge All - The glasses can cause an increasingly powerful sense of fear and weakness in weak willed individuals, merely by maintaining eye contact with them. Against stronger willed individuals this sense of fear and weakness is more likely to manifest as a slower or less accurate first attack. 2 Credits.
Psionic Paper - A leatherclad pad of paper that reacts to thoughts and mental images. The pad can be used to transcribe conversations or keep notes, words and images appearing according to your will. Willing subjects can, with your permission, add whatever images to the paper they desire. Images and notes created on the paper can be erased and/or modified by your will.
Crowd Source - The paper will draw on the knowledge of sapients in the area to create layouts and maps of your surrounding area. Though the details of areas may be limited by surrounding knowledge, the map will always show the locations of its contributors so long as they are not trying to conceal their presence. 2 Credits
Conscription - If you have laid eyes upon the target, the pad can create an image of them that will trigger a combination of enmity for the target and respect for your authority in viewers. Provided they have no existing stake in the affair, these conscripts are likely to follow your instructions to aid in capturing the bounty. 4 Credits
Lawgiver - An ebony baton with a shiny crystalline polish, all but indestructible when being used to defend against attacks. The baton can be charged with a mild static and passed over an area, picking up any small debris that might be missed by the naked eye, collecting additional evidence such as hairs or fibers.
Chaos Finder - Unless otherwise desired, the baton is pulled as if magnetically towards those with hostile intent. 3 Credits
Knee Capper - Releases bursts of electricity on impact that arc towards the ground as quickly as possible, shorter arcs cause muscles to seize as the energy is discharged more quickly. 3 Credits
Keeper's Wrap - A roll of sticky yellow wrappings marked with the Peacekeeper sigils. When used to surround an area the wrappings project a field which dissuades anyone who does not have knowledge of the event of or people within from entering or asking questions. This field also releases a pulse that plants the idea of returning to the scene to anyone who does have the knowledge.
Scrying - If any evidence left behind is stuck to it, can be used to scry for the offender's location using a weight and map. 2 Credits
Binding - Those bound in the wraps have their strength level reduced by two, or to weak if bound heavily. 4 Credits
LOCATIONS
The Halls of Justice - The central guildhouse in Epicrin, it is a sprawling columned complex clad in marble at the heart of the city. Beneath its offices, meeting rooms and barracks lie an extensive detention facility, augmented with warding magics and machinist devises.
The Stocks - The Elexian chapter of The Peacekeepers, it look more akin to a small fortress, with extremely thick and fortified walls and narrow slit windows. Every inch of the place is reinforced, as they city's decent into lawless chaos is inevitable.
The Blind Lady - The Sylvan chapter of the Peacekeepers, it is a warmth and comforting place compared to the other chapters. An place for do-gooders to rest their bones and tell tales, its informal and romanticized air perfectly reflect its captain.
The Hanging Bough - The Greevan chapter of The Peacekeepers, it is seated in the crotch of a tremendously thick and squat tree with silver bark and pale green leaves that hang from its bough like a willow, reachable by a flight of bent interwoven saplings forming a rampway. Ancient remnants of elvish rope hang from one particularly thick and low hanging branch.
The Hunter's Den - The Ash chapter of the Peacekeepers, it is for all intents and purposes little more than a handful of interconnected log cabins, sparse and spartan in their decor. It is a place for rest and respite between hunting the criminal element and little else, as least as far is its captain is concerned.
The Cavalryhouse - A remote branch of the Peacekeepers that sprang up on the western plains much to the surprise of the rest of the guild. They are far more proactive than the city branches, roaming across the countryside and aiding homesteaders and small villages who are outside the protection of city law. For awhile they weren't officially recognized by the guild, but soon proved themselves reliable and worthy of the name.
NOTABLE NPCS
EPICRIN
Chief Enforcer Orin Corel - Member of the Tribunal. The Corel family has long been one of the first families of Epicrin. A few generations back they were the hereditary line of lords until the Fostis line successfully campaigned to supplant them. They remained influential even afterwards, acting as advisers, until a few years ago. Orin made a name himself recently when he hunted down and apprehended members of his own family after they were implicated in an Elexian slavery ring and brought them to justice. Orin is an implacable, uncompromising man, often seen as coldhearted, but has formed a close if unlikely friendship with Lord Harek Fostis since becoming a Tribunal member. He is thin of body and sharp of feature, with severely slicked back black hair and piercing blue-gray eyes. He favors dark blue and silver gray clothing, usually tunics, and always carries a plain steel shortsword at his side.
Chief Warden Maul Foxglove - Member of the Tribunal. Half human, half Kindir, Maul grew up in the wooded foothills north of Epicrin with a deep attunement to nature. He became a sentinel at a very young age, bonding with a fox bondmate whose name he has never revealed. As he grew older, he took to wandering the Sekoran along the edge of Great Road, communing with the trees and fighting off highwaymen that prayed on passersby. As such he came to the attention of former Chief Warden Falian who took the young man under his wing and introduced him to The Peacekeepers. Maul was done much good in his days with the guild, protecting both citizenry and those beneath him. Maul's exact appearance is unknown to most, as he has never been seen in public without the intricately carved wooden fox mask that he'd taken to wearing in his day defending travelers. His fair is red and wild, that is for sure, and he favors forest colors of green and brown.
Captain Anfor Ironfoot - Epicrin Precinct Captain. A long-lived and gregarious dwarf, he Anfor was one of the first of the dwarves that settled northwest of the city to take up permanent residence in Epicrin, joining the Peacekeepers and bringing an enthusiasm to the job befitting his people. A close comrade of former Captain Orin Corel, he hand picked by the man as he replacement when Corin was elevated to the Tribunal. His hair is an incredibly thick and bushy black, his skin well tanned from patrols. He favors a unique armor he is said to have forged himself, made from some sort of durable blue jade and burnished brass.
Sergeant Calben Hale - Chief Bounty Officer. A scarred and weathered man, Calben is a former Inquisitor who left the Initiates and retired from actual bounty seeking years back after one went particularly bad. A tall man whose tanned skinned is marred by dozens of scars, with shoulder length brown hair, permanent stubble and a missing left eye he keeps covered with a black patch. He most even wears a black well fitted clothing with patches and accents of blue.
Kragle - Desk Sergeant at Halls of Justice. A greel, slightly larger and more thickly built than most of its race, Kragle was found near death by the side of the great road by Lady Kara Fostis some years back. He was brought back to Epicrin, nursed back to health, and swore an oath of loyalty to the Fostis family in gratitude. Eventually he joined the peacekeepers in to better serve and protect the city's leaders. Anfor took a liking to the greel's devotion and pure heart, promoting him to desk sergeant on his ascendance to captain. Kragle has a reddish sandy colored skin and shorter features than most, favoring yellow tunics and black underclothes.
Patrolman Stafford Ohar - An middle aged, kind natured lawman with a thick but strong build, well worn and bulldoggish face, and short brown hair. Wears the official silver edged blue tunic and trousers of the city patrol. Usually patrols the Thoroughfare.
Patrolman Harmony Angel - A young, extremely tough female lawman with an unfortunate name. Slender of build with long black hair and a beautiful face, is deceptively strong, gruff, and a very skilled combatant. Wears the official silver edged blue tunic and trousers of the city patrol. Usually patrols the Back Quarter.
Patrolman Josiah Webb - An older, extremely well kept lawman with short silver hair, a deadpan expression and a slight build. Is fastidious and all business in the face of the craziness he faced every day in his patrols of the Artisans Quarter. Wears the official silver edged blue tunic and trousers of the city patrol.
Patrolman Ritz Magnum- A tall, thin, gangly lawman in early middle age. Overeager and over-reactive, especially given the usual lack of serious crime in his usually patrol area, the Grand Quarter. Usually seen sporting a large machinist flintlock at his hip. Wears the official silver edged blue tunic and trousers of the city patrol.
ELEXIA
Marmara Parahtide - Desk Sergeant at The Stocks. A beautiful female atarin with a quick sly grin and wicked sense of humor but capable of a glare can likely sever limbs. Her skin is a lighter shade of blue, with narrow aristocratic features, and emerald green hair worn slicked back and tied in a tail. She dresses in dark green leather breaches and a teal silk top wear she wears her sigil.
SYLVAN
Erzengel Faen - Desk Sergeant at The Blind Lady. A grizzled old kindir, recently banished from his people for crimes unknown, he joined the peacekeepers as a sign of atonement and came to Sylvan to because he considered it the greatest challenge. He sees in Aris great potential and has taken it upon himself to try and guide the young captain. His face is gnarled with scar tissue, with long white hair. Wears white lacquered armor, even on desk duty at the Blind Lady, and a very large axe at his back.
GREEVAN
Kapono Hoku - Desk Sergeant at The Hanging Bough. An extremely tall and muscular leonine Jakar, Kapono is a perfect counterbalance to Captain Camthalion. Physical where the captain is intellectual, involved where the captain is detached, spiritual where the captain is literal. A fierce guardian of justice and religious astrologer, Kaponos eyes are on the heavens and his paws are firmly planted on the ground. He stands over 7' tall, straight of posture and tawny of fur, with a very lionesque face, Kapono favors loose and long silver and navy tunics and usually carries a very large and gnarled oaken staff.
ASH
Intikam of Cragveil - Desk Sergeant at The Hunter's Den. A Kamul saaur, Intikam permanently relocated to the Alogeans after coming across Jager when one of the captain's "hunt" lead him all the way to the Southern Wastes. He had always admired the kindir for their resilience and skill, but in Jager he found a kindred spirit, just as unyielding and determined as he desired to be. Fierce and loyal, Intikam is Jager's closest ally, even if the captain himself rarely stops to consider the fact. Intikam is a tan tan color, speckled with maroon scales, with a very thick and powerful build and black spines running from brow to tail. He wears pants with many pockets, no shirt, and twin bandoliers that cross over his broad scaly chest, all fully loaded with various supplies and tools..
OTHER
Desk Sergeant Eldred Olster - The heart of the Calvaryhouse, Eldred is old as the mountains and just as tough. He is a unyielding but protective taskmaster. A short, thickset man with long white hair and matching beard, his face is lined and weathered like no other's, with a bent nose and jade eyes. He wears black breeches and shirts, with gray vests and rarely seen without his rancher's hat.
Patrolman Janen Marston - A surly but ultimately honorable lawman out of the Cavalryhouse, Janen is a former bandit who found himself betrayed by his gang and fighting on the side of the farmers more out of spite than morals. They didn't know of his reasons or origins and he was treated as a hero when he took out his former confederates, a treatment he grew to like. Over time he realized that he rather have respect and trust over fear and betrayal, even if the pay was nowhere as good. Eventually the sense of honor he';d long repressed took hold, even if his rough edges never wore off. He is a tall and muscular man, with short black hair and goatee. Favors blue with leather breaches and vests and carries a heavier ordinance of machinist artillery than his bosses.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
World Moderator: King_Gato
Sigil: Black silhouette of a dove on a white sun-in-rise.
LEADERSHIP / ORGANIZATION
TENETS
HISTORY
PUBLIC SERVICES
Animal Shelter - The Sentinels will pay for any unwanted pets, which will be put up for adoption to the public. Unwanted pets must be brought to the Grove of Danu.
Alchemy Training - For 100 gold per level, anyone can increase their level of understanding in alchemy. Sentinel training emphasises the use of herbs and other flora but full training is given.
REQUIREMENTS/LIMITATIONS
Tithing - Sentinels are required to deliver periodic Tithes to their Guildhall. These Tithes may be in gold, and they may be in good such as hides, meat, or other useful things, but they generally speaking have some sort of value. Sentinels are required to Tithe once a month, but may not Tithe more often than once a week. If a Tithe is judged worthy enough, the Sentinel is given training in a special skill called an Edge
BENEFITS
Guiding Bondmate - The first task of any new Sentinel is to find their bondmate, a perished Sentinel reborn in animal form to guide the Sentinel (the task is self-modded). A sentinel may communicate with its bondmate psychically. You may choose the type of animal, but it may be no larger than a small dog, and native to the EW.
Alchemy - Any Sentinel may train in Student Alchemy for free.
Tracking - All sentinels are given rudimentary training in picking out and following the traces and signs left by the passage of people and animals,
Sentinel Walkabout - The ultimate goal of most Sentinels is to complete a Sentinel Walkabout, during which they should achieve the Ultimate Understanding that Sentinels worship and seek.
-To qualify for a Walkabout, a Sentinel must have completed a number of quests that utilize varying Sentinel Skills. The prerequisite quests may be taken in small groups, so pet-based Sentinels and alchemical Sentinels may join forces during these quests.
-Once qualifying for a Walkabout, the sentinel is given a special herb and sent into nature in the company of none other than its bondmate, where s/he must wander until finding its destination (the bondmate will know). Once there, the sentinel must take the herb and experience its visions, and develop a full understanding of his or her own communion with the circle of life. Completing a walkabout grants the sentinel a unique ability representing its relation to nature and life, and the ability to transform into its inner beast.
Sentinels Edges - A tiered system of skills taught to Sentinels who provide worthy tithes to the Sentinels. They are drawn from many "archetypes", but there no tiers require specific other tiers to learn. Sentinels may have eight Low Edges, four Mid Edges, and two Top Edges. Their second Top Edge may not be taken until the Sentinel has gone on his or her Walkabout.Chewing Leaves - Through increased exposure, you learn to gain effects from consuming alchemical ingredients in their raw form.
Weather the Winds - Your connection to nature protects you from unnatural influence. You have a light resistance to magic which has a detrimental effect on you, making you slightly less effected by spells such as weaken.
Barefoot, Fleetfoot - So long as you have some sort of bare skinned connection to the earth or rooted plant life, your reaction time and speed are considerably enhanced.
Carnivore - You may take on some of the spiritual power of other creatures by consuming their raw flesh. These bonuses are temporary and based on the vitality, age and rarity of the consumed creature. Hearts are known to be potent, though some may hold their power in other places.
In Your Element - When in a natural setting, all of your senses are effectively heightened as your familiarity with the way things should be colors your perception of what is. This enhances everything you do imperceptibly, making you generally just a little better at everything when surrounded by nature and slightly more likely to succeed in whatever you attempt.
Primal Stealth - You have a greater understanding of the interconnectedness of things, allowing you to more easily sneak and stalk. While this is more effective within the wilderness, it is still functional while inside urban environments.
Animal Empathy - You develop a sense of rapport and empathy with wild animals, allowing you to more easily gauge their moods, motivations and intentions. Allows you to more accurately predict potential threats and increases your ability to communicate effectively.
Wild Potential - Unlock some of the innate potential in one of your pets or animal companions, granting them an ability based on the type of creature they are. Once per pet, may be taken multiple times.
Best In Show - Animals you raise are, through a mixture of better diet, attentive care and rigorous training, simply better than other creatures of their ilk. Your animals are faster, stronger, smarter, and just plain better than otherwise identical specimens who have not had your expert hand guiding them.
Favored Foe - Your experience has allowed you to mark certain beasts as a Favored Foe, making you an even more potent stalker of your chosen prey. You choose a World Moderator approved group for monsters, greatly enhancing your tracking ability when it comes to that type of creature and, once per encounter, you may draw on your pool of knowledge to generate some sort of advantage against a foe of that type. May be taken multiple times. Weaker beasts, such as mundane reptiles or wolves, may be lumped in larger, similar grounds while powerful monsters such as hydra and chimera must be chosen individually.
Blood in the Water - You are no stranger to the most ancient and effective combat strategy of all time: Bleed your foe, and then run them into the ground. When you attack a foe that is already bleeding, your strength is increased by one level. This effect fades if your strength exceeds Mighty.
Ensnaring - Sentinels are masters at using their surroundings to their advantage, and you are no exception. You can craft a variety of traps using whatever is to hand given enough time.
Practiced Skinning - You learn the proper methods for honoring the hide or pelt of a deceased animal. You can now skin them far better than those with no or basic training, producing unscathed materials. These are tougher, lighter or more flexible depending on the creature.
Waste Not - Whenever you craft an alchemical concoction that creates more than one uses worth, you are able to stretch out the ingredients to create an extra uses worth out of each batch.
Herbalism - Your time within and utilizing natural elements has given you a natural understanding of the way certain plants and animals interact. This knowledge can once ever be extended to increase your understanding of alchemy at no cost.
Blend In - Your learn to recognize plant life that can be used to make impromptu face and body paints and quickly use it as such, disguising or camouflaging yourself to a degree.
Voice of Experience - You learn to help your bondmate focus on their mind on their past life as a Sentinel, bringing to the surface lost memories of people, events and super secret handshakes. Offers a unique alternative to the thieves network or clerics archives.
Urban Tracker - Wagons are just lumbering beasts, people are just wandering sheep and thieves are just scurrying rats. You learn to apply the principles of tracking to urban environments, allowing you to follow a trail more easily where other trackers might be thrown off.
Mystic Wellspring - When casting spells you draw magic as much through the ground below you as the air, using your own body much like roots to pull out and focus your spells. While this does not enhance your actual spells, it does have the effect of leaving a lingering aura of the magics you cast within your body. This gives you a passive buff based on the Art of the last spell you cast.
The Sparrows Are Flying Again - You may draw the essence of a recently killed creature or particularly impressive plant through yourself, allowing you to send it directly back into the greater spirit of nature. In the process, you are powerfully healed in relation to the power of the essence and all negative effects are removed from you. Has negligible effect when used on negligible essences.
Go to Ground - You create a Safehouse, a secure home in the wilderness that only you know about. This safehouse is entirely your creation, giving you a place to lay low should the need arise.
Uplift the Beast - Your grit and skill is passed onto your animal companions, making any of your companions eligible to learn low-tier Edges using your tithes. How many a given animal can learn is based on their intelligence (1/Not Very, 2/Dog-like, 3/Sub-human, 4/Human-Equivalent)
Shared Soul - You may forge a connection with a pet that seems to leave a seed of your own intellect within it, allowing the beast to fight with the skill and insight of a higher intellect.
Slice to the Bone - Your in-depth knowledge of the way bestial bodies work allows you to sneak attacks through the plating and armoring of your foes, ignoring any natural armor with one attack every four posts. This only effects armor and hide that is actually growing or integrated within an opponent.
Render Unto Bakara - You understand that Bakara Itself is the ultimate authority, and you are more willing than most to show due deference. Though you are still only required to Tithe once a month, you are able to Tithe up to three times every two weeks if you wish.
Predatory Harvest - You have learned to never waste a potential resource, and have trained yourself to spot valuable parts of monsters that may have been missed by a less insightful hunter. You may harvest rare materials from defeated monsters. Some items may only be harvested from a beast's corpse while others may only be harvested from a living, relatively unharmed beast.
Grand Gardening - You have learned to be proactive in your hunts for herbs and plants, increasing your ability to find them on your own. Once a week, you may set out on a harvest by picking a readily accessible area of Bakara and setting out. Then, the World Moderator in charge of that area will determine what you find based on your skills, equipment and partial randomization.
Harusism - You have learned how to combine alchemical ingredients and the viscera of certain animals to create special paints with a variety of mystical uses. You learn to identify such viscera when encountering it and how to use it.
The Deadfall - By tapping directing into the flowing, endless circle Sentinels know as the Deadfall, the mystic soul of nature, plants, and all unconscious life, you may glean a rough idea of events that have recently transpired in the area around you. This power is much weaker in urban environments, and is extremely taxing on any Sentinel utilizing it.
One With Bakara - By finding the hidden places of Bakara and the natural treasures still untouched by civilization, you may link yourself directly to the essence of the world. This places the Sentinel's protection on this hidden place, and likewise leaves a potent mark on the Sentinel's soul. This allows you to gain a special ability based some wonder of nature, such as a majestic waterfall or a secret grotto. Scope is not the only factor in the strength of these bonds, but remoteness as well; a single flower cradled deep in the untouched woods of Chakosa holds more power than the Tree of Trees itself. Two of these links may be maintained at a time.
Master of Beasts - You are an undisputed master of drawing not only the best out of his animal companions, but more than should even be possible. Through a combination of expert training, deep understanding and an increasingly mystic bond, you may give one of your animal companions at a time a unique pseudo-LSS, based on its species, leveled by further Edges.
He Who Fights Monsters - By killing a monster you learn its tricks and absorb part of its essence, allowing you to adopt a Style based on that monster that is part martial and part mystical. A Style will grant the Sentinel a passive bonus to his or her attacks, to his defensive capabilities, and some special utility skill that may be used a certain amount of times per encounter. Only three Styles may be kept at a time, and only one may be active. Styles only come into effect during combat, and may not be changed once combat has started. Styles learned from particularly powerful monsters may fill more than one slot.
The Treatment - Through extended experience with and understanding of the power held by the vitae of plants and animals, you learn the secrets of The Treatment, a jealously guarded technique each must come to in their own way. Through special methods of smoking and preserving, you may infuse hides and alchemical ingredients with the mystic essence within plants and animal viscera, creating special pelts and potent magical components.
Sentinel's Edge - A Sentinel is skilled at being all things at all times, the master of versatility. Upon choosing this Edge, you select two mid-tier Edges and immediately gain those edges.
LOCATIONS
The Groves of Danu - A self sufficient community in the Greevan forest, originally founded by the Danu brothers. It is the primary center for Sentinels, even though Wisdom Dreap Náirigh only resides in the Grove for a few months of the year. In his absence, the Grove is under the stewardship of XXX, an Oscaran monk.
The Blooming Tower - A tower flourishing with flowers, trees, vines and fountains in the Grand Quarters of Epicrin. Serves as a source of fresh water for the city's residents.
Shaman's Crag -
Kurrian Coves -
[Sylvan Location Pending] -
Wiseman's Peek -
NOTABLE NPCS
EPICRIN
Spoiler:
ELEXIA
Spoiler:
SYLVAN
Spoiler:
GREEVAN
Spoiler:
ASH
Spoiler:
OTHER
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
World Moderator: DarkAbyssKeeper
Sigil: Dagger over a Hand of Cards
LEADERSHIP / ORGANIZATION
The Dealer
Lady Cateri, the enigmatic figure behind the scenes of the Thieves' Guild, is the puppeteer pulling the strings of the organisation. Her apparent preference for card based themes has earned her the nickname of Dealer. Cateri is master of stealth and is rarely seen except by those who need to be scene. Every thief meets the dealer at least once, when they first join the guild.
Face CardsThe upper ranks of the Thieves Guild do not volunteer, they are chosen. Those who rise to positions of success may find themselves nominated as cards in Cateri's deck. The owner of a bar may find himself tapped as the Duke of Cups, a successful assassin might find himself Cateri's latest Ace of Blades and the madame of a particularly exotic brothel could soon find herself the Queen of Coin or Duchess of Hearts. No-one is entirely sure who currently fills the upper ranks of the guild until they make themselves known personally.
Liars, Bastards and ThievesThe rank and file of the thieves guild tend to organize themselves in whatever way they see fit. Thieves only tend to group together when necessary for larger jobs, so as to keep their profile low.
TENETS
Wealth belongs in the hands of those with the skill to take it. Laws are a restriction imposed on people to ensure the fools and the corrupt remain in power.
HISTORY
Time Before
Early Elexia was much like it is now with regards to the seedy underbelly of crime and corruption. Lords and Ladies ruled the society, while gangs ran the streets. The major difference between the old days and the current situation in Elexia was one of magnitude. Conflicts between the different gangs vying for power were bloody and vicious, leading to countless deaths, injuries and the complete destruction of rival gangs. This carnage is what led the first incarnation of the guild to be created. The leader of a prominent gang in Elexia was involved in a turf war, and lost badly. Their gang was torn to shreds, leaving them with nothing to call their own. Whether intentionally or not, no-one seems to know which gang this was or who the leader was, but the story continues all the same, usually with the teller's preferred figure filling the pivotal role.
The gang leader was crushed, but instead of giving in they decided to switch tactics. A lifetime of criminal dealings had left them with a veritable horde of contacts and traded favours to fall back on when everything fell apart. They started a new gang, a phantom gang. A gang that couldn't be targeted with raids, a gang that couldn't be starved for work... a gang made up of the best thieves the leader knew throughout a dozen other gangs.
The Phantom
Admittance was exclusive, only the best were asked to join the hidden ranks of the phantom gang. Over time the organisation grew and the gang leader became the guild leader. The group had no official name, not for lack of suggestions but to shroud them from harm. Giving something a name makes a target out of it, and the guild leader had seen too many gangs fall to violence and betrayal over something as simple as a title.
The guild became large enough that it influence was unmatched by the gangs of its age. The guild leader took this moment to put a controversial scheme into action... he instigated a series of larger than normal gang hostilities, from within their own groups. In three seasons the layout of criminal landscape had changed considerably, some gangs were completely destroyed, others were merely weakened. The first culling was complete and the Guild of Thieves was in a unique position of prosperity.
Behind the Scenes
The guild of the modern day is much the same as it has always been, reining in gangs that accrue too much power and buffeting those who have too little. Members of the guild are given special dispensation by the current guild leader to discuss hypothetical situations with the leaders of various societies throughout Bakara, allowing their members to reap the benefits of both their trade and their lifestyle. Through controlled interaction with the churches and societies, the guild has been able to stall the fifth culling for over two hundred years.
PUBLIC SERVICES
Black Market - By the nature of their profession, member of the Thieves's Guild come into possession of numerous rare and exciting objects. These items are available in locations across Bakara, for a price.
Shady Acquisitions - The Black Penny, a pawn shop nestled between The Warrens and The Docks of Elexia, offers a unique service. They can acquire almost any item, all you need is plenty of coin and even more patience.
REQUIREMENTS / LIMITATIONS
Conflict of Interest - Members of the Thieves' Guild are forbidden from pursuing Bounties.
Burden of Independence - In all but the most extreme situations, the guild will not interfere if you get yourself imprisoned or get a bounty placed on your head.
BENEFITS
Word on the Street - Thieves' Guild members know who to talk to and what to watch out for when the darker side of Elexia wants a job doing. They have access to jobs that others do not, including Contracts on enemies of the Guild.
Well Connected - All Thieves can request information from their contacts. How useful this information is will depend on the given context but will more often than not be helpful in larger endeavors.
The Red Deck - The bread and butter of any Thief, the skills taught to them by the organisation that accepted them into their ranks.
The skills taught by the Thieves' Guild are loosely themed around the Elexian deck, though the skills themselves have their origins deeper in Elexia's past than a deck of cards. Training in these skills is purchased through Chips, marks of note earned through performing tasks for the guild that are noted down and used up in exchange for skill training.
Each skill is worth one chip at first level, two at second and three at third. You must acquire the level one version of a skill before moving on to the next, but there are no other limitations on which skills you obtain. New Thieves gain 1 Chip upon joining the guild, to spend as they wish. Additional Chips are earned by performing guild tasks or can be purchased for 45 Gold apiece.
Within the city limits, Skills are purchased by going to any of a number of establishments and ordering an 'atarin tea'. This triggers a meeting with a Counter, a guild member trusted with the records of who is owed what by the guild and vice versa. The counter will direct the Thief to a guild member who will teach them the necessary skills. (Posting for this meeting is necessary, posting the training is not.)
Hearts
Grifting - Your rhetoric is easily convincing.
Lvl 1. Trust-based charisma boost
Lvl 2. You naturally manipulate the emotions of those you talk to. The strength of the manipulation is relative to the time spent with the mark.
Lvl 3. Once per encounter, can use a non-magical version of the mind spell Suggestion.
Forgery - Creation of items to fool and confound.
Lvl 1. You become familiar with the necessary materials for most forgeries.
Lvl 2. You become adept at mimicking handwriting and syntax.
Lvl 3. Your forgeries include intricate details that can fool all but the most astute observer.
Disguise - Master the art of being someone else.
Lvl 1. You are able to easily blend into any crowd.
Lvl 2. You are capable of speaking in any accent.
Lvl 3. You can create an alter-ego, complete with costume, background and any objects of identification. Can be taken multiple times.
Blades
Dirty Reputation - You develop a fearsome reputation.
Lvl 1. Intimidation effect against people that know your name or your likeness.
Lvl 2. You can create a rumor about yourself which becomes widespread knowledge. Can be taken multiple times.
Lvl 3. Establish a moniker that when used invokes dread and terror in those that recognise it.
Wet Work - Dexterous blade work.
Lvl 1. Your familiarity with blades of all shapes and sizes allow you to draw them instantly, attacking in the same fluid movement.
Lvl 2. Develop the precision, balance and speed to throw all most any weapon, regardless of its weighting. Allows you to better improvise ranged projectiles and improves your accuracy with properly balanced weapons.
Lvl 3. Learn the position and location of the body's major muscle groups and blood vessels. You gain the ability to control the lethality of your attacks by targeting or avoiding vulnerabilities.
Torture - When words just aren't enough.
Lvl 1. You learn how to break bones and inflict pain in the most agonizing ways. Your attacks are more painful.
Lvl 2. Each time you inflict pain against a weak-minded person (namely NPCs) you gain an intimidation effect against them.
Lvl 3. You learn how to break people to your will. Given enough time you can crack almost anyone (some NPCs and many PCs will not crack), forcing them to do what you want. Time required depends on the situation.
Cups
Sneak - Moving without notice.
Lvl 1. While wearing light gear, your footfalls become soundless.
Lvl 2. You can hide in shadows and behind objects to greater effect.
Lvl 3. Once per 5 posts, you are able to perform an intense movement (running, acrobatic leap, etc) without being detected (within reason. Someone looking right at you will still see you, etc.).
Sleight of Hand - The ability to nimbly use your hands and fingers in fleeting movements unnoticeable to the eye.
Lvl 1. Capable of picking up small objects with your hand without notice.
Lvl 2. Capable of hiding items in your sleeves or pockets or withdrawing items from your sleeve or pockets without notice.
Lvl 3. Capable of shifting items from hand to hand, making them disappear by secreting them anywhere on your person.
Acrobatics - The ability to access hard-to-reach places.
Lvl 1. Your jumping range increases by 1'.
Lvl 2. Able to land gracefully from any fall of under 10', receiving no injury and able to sprint right into action.
Lvl 3. You are able to squeeze through tight spaces (relative to your size) easily and without hindering your movement.
Coin
Appraisal - The ability to evaluate and qualify items.
Lvl 1. Able to estimate the standard gold value of most items that are worth enough to care about.
Lvl 2. Your skill for estimating worth nets you a bonus to any job rewards based on the monetary value of looted items.
Lvl 3. Able to estimate the properties of an object at a glance (magical, material type, etc)
Pickpocketing - The ability to lift items from persons unnoticed.
Lvl 1. Can lift a small item without being noticed. You must know where the item is.
Lvl 2. By looking at a person, you can tell where they might be carrying items according to bulges on their clothing.
Lvl 3. When pickpocketing, you are also able to deposit small items onto a person without their notice.
Lockpicking - Using tools to pick through locks.
Lvl 1. Trained in the use of lockpicks.
Lvl 2. Can perform lockpicking even when restricted, such as when in handcuffs.
Lvl 3. Can lockpick using any tools that resemble picks (bobby pins, hair pins, etc.)
LOCATIONS
Jade Dragon Tea House - One of many seemingly normal businesses that serve as access to the resources of the Thieves' Guild.
The Black Penny - Pawn shop and rare item broker, with access to the Thieves' Black Market. Known in some circles as the place to go if you want an item acquired illicitly.
Vieille Ville Fashions - One of many seemingly normal businesses that serve as access to the resources of the Thieves' Guild.
Cavern of Acquisitions - Pawn shop and rare item broker, deal in barter rather than strict prices. Access to Thieves' Black Market.
Slightly's Junk and Pawn - Pawn shop and rare item broker, deal in barter rather than strict prices. Access to Thieves' Black Market.
Tranquil Grove - One of many seemingly normal businesses that serve as access to the resources of the Thieves' Guild.
NOTABLE NPCS
Lady Cateri - Leader of the Thieves' Guild, meeting her is an honour reserved only for members of the guild. Most only meet her once, on their initiation into the guild. Accounts of her appearance vary from telling to telling.
Lunmer Gammatide - Proprietor of the Black Penny pawn and rare item shop.
Slightly - Unsurprising but easily surprised proprietor of Slightly's Junk and Pawn.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
World Moderator: DarkAbyssKeeper
Sigil: Fist over Crossed Blades
LEADERSHIP / ORGANIZATION
Guild Leader
Dieter Snakebite, head of the Warriors' Brotherhood, is completely focused on his art. He trains at all hours of the day, and rarely speaks with anyone unless they do so while engaged in combat. The only times he breaks from this routine is to settle disputes related to the honor and respect each warrior owes his brothers. He is made aware of every challenge and its outcome, and he never forgets anything.
AdministrationWith the head of the Brotherhood otherwise engaged in most circumstances, day to day maintenance of the Society's affairs fall on his second. Bajan the Fist traveled Bakara and beyond learning every style of combat he could before joining the Brotherhood. He brought with him a wealth of information, a lot of which is still taught to Warriors today. This is the warrior one talks to about anything important, and this is the person who inducts new warriors into the brotherhood.
Brothers and SistersAside from Dieter and Bajan, there is no hierarchy in the Brotherhood. It is expected that warriors will afford each other the suitable respect and deference based on their achievements. To do otherwise would be considered dishonorable and lower one's standing in the brotherhood.
TENETS
Strength without discipline is dangerous. Magic is a crutch for the weak. Constant training and discipline are the path to true power.
HISTORY
The Crag Colosseum started as a hunting lodge, Ash's greatest warriors and hunters set up a small shack at the mouth of the valley. From there they could send out hunting parties and provide a first line of defense for Ash. In time they developed into a more close knit group. Outsiders to Ash were slowly accepted into the group as they proved themselves.
In time the hunters withdrew from the Crag as the number of outsiders increased. The colosseum became renowned throughout Bakara as a place for Warriors to hone their craft. It developed into a Brotherhood of all races, anyone who wanted to devote themselves to the art of the warrior was accepted. The colosseum grew deeper into the crag as their numbers swelled.
Today the Warriors' Brotherhood is the home to the greatest fighters in Bakara, joining their ranks is like joining a family.
PUBLIC SERVICES
Glimpse of Greatness - Those who do not devote themselves to battle in the way warriors do cannot hope to fully grasp their techniques. However, certain skills that are part of the Fighter's Techniques can be taught independent of their theoretical underpinning. These skills can be taught in a short space of time, but take experience to master, depending on the pupil. Students pay to learn the skill and then must accrue a number of battle posts dependent on their aptitude (WM decided, based on guild/society affiliations and physical traits).
Fight or Feint - Learn to mimic the natural twitches and flexes present during the fight or flight instinct, causing people to think you are about to act.
80 gold. 40-80 BP.
Pillar Training - Your balance greatly improves, allowing you to stand steadily, even one legged, atop any item that will hold your weight.
80 gold. 40-80 BP.
Bear Drills - At the beginning of each encounter, you can perform Bear style exercises focused on your midsection that help your body digest and process energy, boosting mental acuity and focus. This allows you to notice clues and signs of danger more intuitively for the rest of the encounter.
80 gold. 40-80 BP.
"Sight Chop" - By landing a precise blow to the side of the neck, you can cut off magical awareness, removing any sensing or sensory magics.
80 gold. 40-80 BP.
Shutter Punch - Learn the precise location, angle and technique to strike the middle of the back to cause temporarily blindness for a post.
120 gold. 60-160 BP.
Leaping Faith - Your leaping ability increases by 50%
120 gold. 60-160 BP
Flash Step - You learn to perform explosive starts, going from still to full speed in a flash.
120 gold. 60-160 BP.
Shell Breaker - Note the stress points of your opponent's armor, effectively increasing the material modifier of your attacks by one when determining whether their armor is damaged or disabled.
120 gold. 60-160 BP.
Quiet Combat - You learn how to fight while making very little sound as well as a precise throat striking technique that will render your opponent temporarily unable to make a sound.
160 gold. 100-240 BP.
Reverse Torrent - Your balance allows you to launch striking attacks precisely while your back is to your opponent, either by bending backwards and lashing out with an arm or leaning forward and lashing out with a kick.
160 gold. 100-240 BP.
Grounding Grapple - You learn how to perform tripping and hip tossing maneuvers while grappling your opponents to take them to the ground.
160 gold. 100-240 BP.
Flowing Form - Learn to turn into attacks so to deflect some of the force and reduce the damage down to you.
160 gold. 100-240 BP.
Honor and Glory - When warriors challenge each other, the event is often made public knowledge. One may register a small wager with the brotherhood when this happens, allowing them to make some money if they correctly judge the outcome. All wages must be low-stakes, betting opportunities will be posted in the relevant city's paper and wagers should be PMed to DarkAbyssKeeper.
REQUIREMENTS / LIMITATIONS
Selfsworn - Warriors are inhibited from using any spells above level 4, relying only on minor magics to augment the their true power, discipline and skill.
Brotherhood - Warriors are expected to show respect for their Brothers. Combat challenges from one another are often employed to resolve their differences and settle disputes. The terms of these challenges must be agreed by all involved and one's reputation with the Brotherhood is influenced by the terms they off and accept.
BENEFITS
Warrior's Pilgrimage - Once ever, upon reaching level 10 of their Fighter's Technique (see below), a warrior is, in order to help them find inspiration and personalize their training, given the location a reclusive Warrior Master. They may undertake a personal quest to find this master, traveling to a distant corner of the world and undertaking grueling psychical test to reach them, pushing themselves to their utmost limits and grant them new physical abilities. Upon reaching the Master, they will receive training in a new technique customized to their personal style and be given the title Master. They can now train others in this technique if they wish, charging if they want to.
Warrior's Arms - Not every warrior specialises in the sword, the shield or the hammer. For many their preferred weapon is more exotic, originating from the reaches of Bakara. The Brotherhood allows its members to source any weapon, no matter how rare, for a fair price. The Crag Colosseum is home to many with far reaching connections, and simple versions of strange and exotic weapons are easily found.
Kusarigami - A single-handed scythe connected to a short handle by a two-three foot length of chain. Base 25.
Chain Whip - The chain whip is a weapon comprised of a several short piece of metal, connected with links. The final link in the chain was slightly longer than the others and sharpened at both ends. Base 20.
Weapon Augmentation - The Brotherhood of Warriors has for generations kept a certain type of weapon enchanting secret and protected from outsiders. These augmentations forge a connection between a warrior and their chosen weapon, bound in blood. Each augmentation costs 300 Gold, and may only be applied to a single weapon. Because of the draining nature of the enhancements, you may only ever have two.
- The weapon cannot be forced from your hands by any means and slips from the grip of all others who would try to wield it.
- The weapon gains a unique enchantment effect based on your race or heritage.
- While the weapon is with you your spells per post are reduced by one.
Bone - During the augmentation the weapon is drizzled with the warrior's blood. The form of the weapon alters in a manner that better reflects the warrior's chosen battle style, gaining spurs, ridges or guard breakers as necessary.
- The weapon's material hardens without losing pliability, increasing its modifier by one.
- The weapon gains a unique enchantment effect based on your chosen warrior's technique.
- While the weapon is with you your spells per post are reduced by one.
Heart - During the augmentation the warrior's blood is poured over a specific area of the weapon. The weapon develops a crystal in the chosen area, incorporated into the design of the weapon based on the warrior's core ability.
- The crystal glows slightly when those around mean you harm.
- The weapon gains an enchantment effect based on your chosen leveled starting skill or equivalent ability.
- While the weapon is with you your spells per post are reduced by one.
Soul - During the augmentation the weapon is heated and quenched in the warrior's blood. The material of the weapon alters to better reflect the inner nature of the warrior, though the change is cosmetic.
- The weapon may be blinked to your hand across any distance.
- The weapon gains an aura based on your inner spirit.
- While the weapon is with you your spells per post are reduced by one.
Warrior's Techniques - Upon joining the Warriors, each member chooses one of twelve fighting techniques, each related to one of the same arts spells are divided into, and is trained in the first level of that technique. These techniques are further leveled by Battle Posts (see the combat leveled starting skills for Battle Post definition) with a 50 gold fee for training in each level past the first. As you level your Technique, you gain an intrinsic understanding of the related art, meaning leveling your technique will level any Leveled Starting Skill you have of the same art.
Lvl 1: 0 BP
Lvl 2: 55 BP
Lvl 3: 90 BP
Lvl 4: 130 BP
Lvl 5: 175 BP
Lvl 6: 225 BP
Lvl 7: 280 BP
Lvl 8: 340 BP
Lvl 9: 405 BP
Lvl 10: 475 BP
Light - Manipulative Tactics - Deceive your opponents with your every move, keeping them guessing.
Lvl 1. Learn to move blend into crowds without drawing attention, helping you to flee or approach your opponent unnoticed.
Lvl 2. Learn to mimic the natural twitches and flexes present during the fight or flight instinct, causing people to think you are about to act.
Lvl 3. Learn to catch the light with any reflective weapons or armor you have to compromise your opponent's vision.
Lvl 4. You learn how to move in such a way to convince your opponent you are wearier or more injured than your truly are, feigning weakness to get them to drop their guard.
Lvl 5. Your movements are so alien to other's eyes that any abilities or effects that require reading your movements or expressions no longer work on you.
Lvl 6. Learn to move deceptively, causing your enemy's aim to lose any real precision.
Lvl 7. Learn to perform very effective feints, tricking the enemy into reacting to an attack that is not really coming.
Lvl 8. You learn to chain a pair of attacks so that the second is masked by the first and more likely to hit if the first is dodged or blocked in a certain way.
Lvl 9. Learn to catch and focus light with any reflective weapons or armor you have with such precision the that you temporarily flare an opponent's blind spot and seem to disappear from view. This only works on one target at a time and diminishes as the item is moved.
Lvl 10. Fighting against you is an exercise in frustration. You learn to layer feints and jukes on top of each other. You may add a second feint to any attack and your foes are automatically dazed when fighting you.
Dark - Stealth Combat -
Lvl 1. You learn to soften your footfalls so they make no sound.
Lvl 2. You learn how to hide weapons on your body in such a way their are undetectable and easily, quickly drawn.
Lvl 3. Your environmental awareness allows you to quickly surmise if anyone else is around and alert you to others using stealth.
Lvl 4. You learn now to fight without making a sound as well as a precise throat striking technique that will rend your opponent temporarily unable to make a sound.
Lvl 5. When on an unprepared foe, your first attack on someone has a 80 percent chance to disarm them that is your aim. This is reduced to 50 percent if they have know a disarming technique as well.
Lvl 6. While following a target you can synchronise your movements with theirs, matching every movement they make precisely in order to remain even harder to detect.
Lvl 7. Your awareness increases to give you a precise estimate of how a targets armor and accessories are connected to them. This allows you to make attacks against those straps and fastenings with much greater accuracy.
Lvl 8. Your ability to shadow a target extends to mirroring their movements when fighting in the open. Every physical move they make is exactly mirrored in perfect time.
Lvl 9. You learn a precision neck hold that will render the victim unconscious. Cannot be done if the person is tensed because they are expecting an attack.
Lvl 10. You are the epitome of silent movement and stealth. You may run, jump, roll and perform any number of actions while remaining silent and unseen unless you become a direct threat.
Fire - Rush-Down - Learn to attack with explosive starts and raging ferocity.
Lvl 1. You learn how to expertly maintain your footing while in motion, allowing you to more easily fight on the move.
Lvl 2. Uneven or shifting terrain barely slows you down, your feet naturally fall where they need to in order to compensate for instability.
Lvl 3. You learn to perform explosive starts, going from still to full speed in a flash.
Lvl 4. You may perform diving tackles which knock the breath from your opponents, rendering them shocked and unable to speak for their next post.
Lvl 5. Your unstoppable momentum overrides any abilities that make people sure-footed or unmovable. Targets you knock to the ground become dazed.
Lvl 6. As long as you are moving forward, you gain an additional strength level.
Lvl 7. Train yourself to keep fighting through the most intense levels of fatigue, allowing virtually indefinite physical exertion with relatively little drop in ability. (Injuries are just as much an impediment as ever.)
Lvl 8. You learn to block pain from your mind and fill your heart with rage while you attack to prevent others from altering your emotions.
Lvl 9. Thrice per encounter you may shrug off all but the deadliest blows while charging, allowing you to create an unexpected opening in your opponent's defense.
Lvl 10. Once per encounter you can set yourself on a truly unstoppable course. For the next five posts, or until you halt your forward momentum, you gain an additional strength level and your skin tenses to provide steely protection.
Water - Drunken Fist - The art of fighting through mimicry of inebriation, using feigned unbalance and extremely fluid movements to fool, disorient, and surprise your opponents.
Lvl 1. Though practice you greatly enhance your balance, allowing you to more easily maintain it even when you appear to be on the verge of teetering over.
Lvl 2. If you do fall, you can either immediately go into a roll to your feet or land in a precisely aim your where and how you land.
Lvl 3. You learn to use and distort your body in ways that make you virtually double jointed.
Lvl 4. Your balance allows you to launch striking attacks precisely while your back is to your opponent, either by bending backwards and lashing out with an arm or leaning forward and lashing out with a kick.
Lvl 5. While on the ground you can go into a roll and spring out of it into a flying mule kick.
Lvl 6. You gain an intuitive understanding of fluid dynamics, any liquids you spray or throw either tightly spiral or spread out as you wish. Liquids also hit with extra strength.
Lvl 7. While in close combat with an opponent, you can latch onto a limb or joint and then seem to pass out, dropping to the floor like a dead weight and throwing your foe with great strength in a random direction.
Lvl 8. You become so pliant and flexible that blunt attacks against you are reduced in their effective strength by one level.
Lvl 9. Any loose items around you are available at a moment's notice to deflect ranged attacks or effect impromtu ranged attacks of your own. Any items are thrown with such intuitive technique that they act as though crafted for the task.
Lvl 10. Your sloppy seaming attacks lull your opponents into a false sense of security and their unpredictability only further the issue. Your attacks are extremely difficult to block or deflect effectively.
Earth - Ground and Pound -
Lvl 1. You learn to be unmovable so long as both your feet are planted firmly on the ground.
Lvl 2. Your gain a level in strength exclusively in your legs.
Lvl 3. You learn to immediately and protectively roll your feet when landing or while on the ground.
Lvl 4. You learn how to perform tripping and hip tossing maneuvers while grappling your opponents so to take them to the ground.
Lvl 5. You gain an effective level of strength while executing downwards strikes.
Lvl 6. You master the technique of sweeping your opponent's legs out from under them, leg sweeps and trips are harder for your opponents to dodge or disrupt.
Lvl 7. You become impossible to knock unconscious with blows to the head while learning the correct technique for performing devastating headbutts.
Lvl 8. The higher you tower above your opponent, the more your very presence is both intimidating and dazing.
Lvl 9. Your shoves, pulls and grapples gain an additional effective level of strength so long as you remain mostly stationary.
Lvl 10. You are a master of beating down your enemies, each impact from fist or foot induces a sense of increasing vertigo. You are able to effortlessly incorporate shoving, pulling or tripping into your attacks.
Storm - Aerialism -
Lvl 1. Your learn how to always land on your feet.
Lvl 2. Any solid surface provides a perfect anchor for you to launch from, you may use any surface no matter how sturdy to help launch you skyward as if it were a springboard.
Lvl 3. Your leaping ability increases by 50%
Lvl 4. Attacks you perform in which your body leaves the ground gain an effective strength level.
Lvl 5. You learn how to move so you increase or decrease your wind-resistance while moving through the air, speeding you up or slowing you down.
Lvl 6. Your leaping ability is twice its original distance/height.
Lvl 7. Your train in perfecting a specific aerial-style attack, such as on involving jumping or flipping, granting that one maneuver an additional effective strength level.
Lvl 8. You have a home field advantage above the ground. When you collide with an opponent in the air you may throw them to the ground beneath you, knocking the air from their lungs and dazing them.
Lvl 9. You gain an additional effective strength level on any attack that originates more than ten feet above the ground.
Lvl 10. Train in perfecting another specific aerial-style attack, such as an involving jumping or flipping, granting that one maneuver an additional effective strength level.
Mind - Intuitive Analysis - Train yourself to focus on the details that matter, generating an advantage.
Lvl 1. Nothing escapes the steel trap that your mind has become, you can recall the specific details of everything that happens during a fight.
Lvl 2. Your ability to dodge, block or deflect a specific attack increases with each repetition of that specific maneuver.
Lvl 3. Note the stress points of your opponent's armor, effectively increasing the material modifier of your attacks by one when determining whether their armor is damaged or disabled.
Lvl 4. Attacks on your mind or emotions only work once, after which you become immune to that manipulation until end of encounter.
Lvl 5. Note the weak points in your opponent's defenses, giving you an effective strength level against a single opponent at a time.
Lvl 6. Analysing the environment grants you a perfect mental landscape. Without looking you are completely aware of the physical layout of the area, allowing you to fight over and around obstacles seamlessly.
Lvl 7. Once per encounter you may choose a physical ability a target has used an analyse it completely, your body instinctively counters or dodges that maneuver, allowing you to focus on other things.
Lvl 8. Your ability to notice stress points improves, noticing the weak points of your opponent's weapons as well as their armor and increasing the material modifier of your attacks by another level when determining whether their weapons or armor are damaged or disabled.
Lvl 9. Once per encounter you may choose a magical ability (spell, ability, specific LSS level) a target has used and analyse it completely, so long as the ability affects the physical world your body instinctively counters or it, allowing you to focus on other things.
Lvl 10. Thrice per encounter, you may devise a devastating counter-attack to a previously seen maneuver or tactic. This counter-attack is unblockable but cannot be deadly.
Body - Kammad Nerve Strikes - The art of landing extremely precise blows at pressure point to induce certain effects. Can only be done unarmed and will not work through armor or on garr.
Lvl 1. Learn a striking technique that will increase the pain caused by your strikes.
Lvl 2. Learn the precise location, angle and technique to strike the lower back that will cause the victims emotions to run out of control for a couple posts.
Lvl 3. Learn the precise location, angle and technique to strike the middle of the back to cause temporarily blindness for a post.
Lvl 4. Learn the precise location, angle and technique to strike a blow to the back between the shoulders that will leave the victim stunned, gasping and momentarily unable to breath.
Lvl 5. Learn the precise location, angle, and technique to land a strike to the liver that will cause gastrointestinal distress, resulting in vomiting and...the reverse....
Lvl 6. Learn the precise location, angle and technique to land an abdominal blow that tricks an opponents body into thinking its blood pressure has suddenly skyrocketed. The resulting reactionary drop of blood pressure will cause the target to become woozy and weakened.
Lvl 7. Learn the precise location, angle and technique to land a strike to the back of the ankle that will weaken, and possibly cause loss of control in, the arms for a couple of posts.
Lvl 8. Learn the precise location, angle and technique to land a stomp to the foot that will weaken and possibly cause the leg become paralyzed for a couple posts.
Lvl 9. Learn the precise location, angle and technique to apply a nerve pinch at the neck that will render a person unconscious. Cannot be done if the persons muscles are tensed, meaning they must not be suspecting an attack.
Lvl 10. Learn the precise location, angle and technique to land a blow that can break the floating ribs with a single blow, causing great pain and internal injury.
Plant - Environment Combat - The art of fully perceiving and utilizing your environment in combat.
Lvl 1. Your situational awareness increases, allowing you to notice possible improvised weapons laying around others might overlook.
Lvl 2. Your balance greatly improves, allowing you to stand steadily, even one legged, atop any item that will hold your weight.
Lvl 3. Your agility increases, allowing you to leap and kick off parallel surfaces to perform aerial attacks.
Lvl 4. Your coordination is enhanced, increasing your aim and allowing you accurately strike or kick objects so they fly in any given direction.
Lvl 5. Your grip and leg strength are honed, allowing you to easily scale and bound around obstructions and landmarks.
Lvl 6. Your sitational awarness increases again, allowing you to fight over and around obstacles seamlessly and improving your ability to dodge mindless hazards and adjust to their effect on the area (falling trees, undirected spells, etc).
Lvl 7. You learn to create very well crafted improvised weaponry by combining available items with great skill, even in the midst of battle.
Lvl 8. You become adept at innately understanding how your surroundings interact with each other, improving your ability to rebound thrown items, plot trajectories and predict and initiate chain reactions.
Lvl 9. You achieve a state of oneness with everything around you, making it almost impossible to surprise you.
Lvl 10. Once per encounter you can enhance the unity between yourself and what is not yourself, effectively allowing you "see" in all directions, even through obscuring objects, and predict what is going to happen moments before it does. Lasts for five posts.
Beastial - The Way of the Animal -
Lvl 1. At the beginning of each encounter, you can perform the Monkey style exercises, a series of reaching and grasping exercises that aid in circulation, boosting your stamina and self confidence. This allow you to, for the rest of the encounter, give on an implacable air of indestructiblity that grants you an intimidation effect.
Lvl 2. At the beginning of each encounter, you can perform the Bear style exercises, a series of exercises focused on your midsection that aid your body digest and process energy, boosting mental acuity and focus. This allows you to notice clues and signs of danger more intuitively for the rest of the encounter.
Lvl 3. At the beginning of each encounter, you can perform the Crane style exercises, a series of breathing and shoulder stretching exercises that aid in circulation, focusing your mind. This allows you to shrug off emotional magics and harsh climates for the rest of the encounter.
Lvl 4. At the beginning of each encounter, you can perform the Tiger style exercises, a series of bending and arm stretching exercises that aid in focusing your control over your body and its chi. This grants you the power to block out pain and resist effects that would weary or drain you for the rest of the encounter.
Lvl 5. At the beginning of each encounter, you can perform the Deer Style exercises, a series of twisting and tensing exercises that aid in the channeling of your essence. This grants you enhanced healing for the rest of the encounter.
Lvl 6. As you engage each new opponent, you can adopt the Crane form, a purely defensive unarmed style of combat marked by graceful, dancing evasions and light counterattacks designed to annoy and drive off rather than inflect serious damage. Blows use pinching beak hand shapes. While fighting in this style, pain dealt by your fleeting blows persists for the rest of the battle, building up over time in an increasing initimidation effect.
Lvl 7. As you engage each new opponent, you can adopt the Panther form, a unpredictable and aggressive combat style that seeks to confound and confuse the opponent with either hit and run tactics a seemingly chaotic unorthodox attacks. Master of close combat using every part of the body as a weapon, and when hands are used, the 2nd knuckle is extended to focus the force of the blow on one small point. While fighting in this style. your attacks have a dazing effect that fades over a few posts. You can renew this effect by avoiding combat for a few posts.
Lvl 8. As you engage each new opponent, you can adopt the Tiger form, a purely aggressive style of combat marked by tightly clawed hands, swiping blows and sudden, direct strikes and kicks. While fighting in this style, your strength level is increased by one and directly blocking your attacks wears down the blocking limb, weakening it.
Lvl 9. As you engage each new opponent, you can adopt the Snake form, an evasive combat style focusing on flexibility and complete control of the situation. Used to lure opponent into an attacking on your terms, twist, bob, bend and weave to avoid their attacks, then take them out with precise open hand fingertip strikes or damaging grapples and throws. White fighting in this style, you can trigger an incite effect on your opponent that increases the longer the battle goes.
Lvl 10. As you engage each new opponent, you can adopt the Dragon form, an internalized style of combat calm, fearlessness and conservation of energy. Its user flows with attacks rather than blocking them, evading through precise movements of the torso without shifting stance. Attacking uses circular movements to penetrate defenses and whipping waist movement to add momentum. Strikes and grabs use a loose clawed hand. When fighting in this style the first attack against you each battle is weakened greatly, with each following attack being progressively less weakened.
Force - Counter Maneuvers - The art of using your opponent's force against them, focusing on blocking and avoiding attacks, finding victory through throws and letting your opponent hurt or tire themselves out.
Lvl 1. You learn to steel yourself against blunt melee attacks, causing the force of landed blows to reverberate back and cause stinging pain to the attacker when they hit you. This pain is magnified if the strength of the blow has been unnaturally augmented by basic or alike.
Lvl 2. Your blocking gets an effective strength increase of one level.
Lvl 3. Each close up attack that is successfully landed on you give you the opening to successfully land a responding light attack on your opponent.
Lvl 4. Learn to turn into attacks so to deflect some of the force and reduce the damage down to you.
Lvl 5. Learn to effectively redirect striking attacks safely towards the ground so long as they have no upwards momentum. This move grows less likely to succeed against a specific enemy the more often you use it against them.
Lvl 6. Learn to do a sudden rolling dodge designed throw the attacker off balance with the momentum of their own attack. This gambit grows less likely to succeed against a specific enemy the more often you use it against them.
Lvl 7. When doing a full body dodge of an attack, you can perform a fleeting strike on them whose damage scales with the attacker's momentum.
Lvl 8. You may counter a charging attack into a backrolling throw using your legs to launch them powerfully into the air behind you.
Lvl 9. Your ability to redirect force extends to ranged attacks, any thrown or launched items large enough to handle may be shifted downwards or aside. You cannot catch fire, lightning or any other projectile with contact rather than impact based damage.
Lvl 10. Once per encounter you can channel all your strength and all the force of your opponent's attack into one throw of incredible strength in the direction of your choice.
Spirit - Severing Hand - A fighting style that uses precisely aimed blows to obstruct or disable your opponent's ability channel and interact with magics and the metaphysical. All effects last 4 posts.
Lvl 1. By landing a precise blow to the hand, you can inhibit their flow of magics and cut them off from casting level 1 spells.
Lvl 2. By land a precise block to the side of the neck, you can cut off magical awareness, removing any sensing or sensory magics.
Lvl 3. By landing a precise blow to the foot, you can alter the flow of internal energy, negating the effects of consumed substances.
Lvl 4. By landing a precise blow of the side of the abdomen, you can cut off the flow of life force, slowing healing.
Lvl 5. By landing a precise blow below the sternum, you can obstruct the flow of magics, causing them pain when they use spells.
Lvl 6. By landing a precise blow to the shoulder, you can cut off ability to interact with magics within other objects, removing their ability to activate magic abilities of items.
Lvl 7. By landing a precise blow to the collarbone, you can obstruct the flow of magics causing the next spell they cast to backfire on them.
Lvl 8. By landing a precise blow to the back of the neck, you can cut off their passive and inwardly focused spells.
Lvl 9. By landing a precise blow to the lower back, cutting off their ability to maintain summons.
Lvl 10. By landing a precise blow to the forehead, you can cut off their ability to cast spells.
LOCATIONS
Crag Colosseum - Starting place of the Warrior's Brotherhood, a great domed colosseum built into the crag overlooking Ash.
Black Bear Tavern - A thoroughly unimpressive bar in Epicrin's back quarter save for its maintained arena in the back room.
Abandoned Pier - A constantly repaired but no longer fit for purpose pier, appropriated by the Brotherhood for training and challenges.
Bloodied Clearing - An open area just outside Greevan, marked with a bloody circle and two rickety shacks.
The Old Hyperion Theatre - Left open for other uses when its successor was built, the Old Hyperion has been gutted for a different form of entertainment.
NOTABLE NPCS
Dieter Snake-Bite - Leader of the Warrior's Brotherhood and a master of the kindirin snake style of combat. Dieter is taller than most kindir and keeps his jet black hair tied back in a tight pony tail. Dieter rarely speaks with anyone unless it is during a sparring bout and as such leaves the day to day management of the Brotherhood to Bajan the Fist.
Bajan the Fist - Administrator of the Warrior's Brotherhood, second to Dieter Snake-Bite. Bajan traveled the world learning numerous styles and techniques before finding his way to the Brotherhood.
Vaughn - Usual resident of the Olde Hyperion Theatre and a respected Warrior, Vaughn is always happy to help people learn. An anthros demon with a gift for song, Vaughn is able to read people and catch glimpses of their essence when they fight.
Kadri Redshot - An island saur of great flexibility and agility, Kadri is often found at the Warrior's outpost in Elexia, on an abandoned section of pier.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Adapt (Sentinel + Machinist)
Natural Invention - Adapts are able to replace certain manufactured components with naturally occurring alternatives.
Advent (Cleric + Machinist)
Restoration Augment - An augment for machinist devices that uses spiritual magic to self-repair any damage they suffer. Purchasable from the Clerics Society for 15 gold.
Arbiter (Mage + Peacekeeper)
Magic Sticks - A free magical nightstick in the same art as your dagger.
Dark - A 6" short iron handle and goose-egg sized lead weight, connected by a inch long chain and encased in black leather. Those stricken with this are cursed with extreme nyctophobia, becoming intensely afraid of the dark and driven to seek open, well lit areas.
Fire - A sjambok of black stiffened leather. Each strike with it on a person raises its temperature and chills the stricken.
Water - A silver chui club with dodecahedronal nevermelt ice head. Can release a spray of painful, tear-inducing mists from the tip.
Earth - A tan stone truncheon. Blows cause the flesh in the stricken area to become stony and stiff. The more hits on that area, the stiffer the flesh.
Storm - An iron jutte with a drake-hide wrapped hilt. The tip of this hilt releases a burst of electricity on contact that can cause spasming.
Plant - A gnarled ironwood shillelagh. Wherever its strikes a person, it leaves behind a residue of sap that rapidly hardens to amber, restricting movement of that area.
Beastial - An red stained ironwood leiomano club lined with shark teeth. While wielded, grants you Predatory Edge, allowing you to smell and track the scents bloods and fear and sharpening your reflexes.
Mind - A silver telescopic baton. Each strike with this baton magnifies a person's guilt.
Body - A jade mere club. While weilded, it feeds on the adrenaline of your enemies, boosting your strength dependent on the aggression of your enemies.
Force - An ironwood tonfa. Can fire a miniature spherical force blast, the size if a macadamia nut, from its tip. Hits with very painful force but rarely enough to do more than break the skin.
Spirit - A highly polished amber sap. When held up close before a person's eyes, they are inflicted with all the emotional suffering their misdeeds have ever caused.
Artificer (Mage + Machinist)
Arcane Inventions - When inventing a new machine, the artificer may choose to include a crystal that can be charged with or influenced by a specific spell they know. This gives the machine a magical leaning dependent on the chosen spell, the exact effects of this implementation depend on the type of spell and the machine. Cost equals that of the crystal plus 10g per spell level.
Artillerist (Warrior + Machinist)
Ascetic (Sentinel + Bard)
Wild Resonance - Your music has a more pronounced affect on animals, plants, and other creatures that are especially in tune with the natural world.
You gain access to the following low-tier edge [acquired via tithing as normal]:
Natural Performer - One of your pets/bondmate is trained in suitable musical style, allowing it provide accompaniment to the your performances. Once per pet, can be taken multiple times.
Auger (Initiate + Machinist)
Blackguard (Warrior + Thief)
Blackguard's Arms - Blackguards are allowed to select one of four specialized weapons to receive, these weapons help apply the principles of thieves' skills to combat.
Subtle Blade - An ordinary steel dagger. The hilt and sheath of the weapon are enchanted to be as malleable as clay to the wielder and pick up dyes more readily.
Speaker Blade - A blackened kunai throwing blade. Under most circumstances the blade produces no sound no matter what it impacts against, however the wielder may cause dagger to produce a high pitched whistling or screeching sound at will.
Snatch Blade - A thin, guardless dagger of steel. The pommel bears an enchantment that magnetizes it on command, allowing you to lift small metal objects with it. This ability also allows it to be pulled to your hand from up to a foot away.
Enforcer (Warrior + Peacekeeper)
Furthermore, Enforcers automatically gain a 7th peacekeeper "item" after a bit of training:
Body of Law - An Enforcer's physical awareness is enhanced, allowing them to detect subtle signs of crime & deceit in the area and rending them unusually skilled at figuring out when someone is currently communicating with someone else (Although they may not know how or who).
Run them Down: The Enforcer's endurance is cultivated to the point of being a thing of envy, particularly when giving chase on foot. (2 Credits)
Bring them in: The Enforcer has mastered a complicated debilitation technique that, with a minute or two of work, can render a foe virtually unconscious and unable to cast spells without risking permanent injury. Performing this technique on an unrestrained/still resisting foe is nigh impossible. (4 Credits)
Errant (Warrior + Bard)
Free Dance Training
Axe Axe - Purchasable Weapon Instruments. Inquire about instrument type at guildhouse, will be told available weaponized version and price.
Deadly Grace - A 13th unarted Warrior's Tech option that can be chosen in place of one of the others. - The use of dance training and conditioning applied to combat, making you a more agile, unpredictable and dangerous foe.
Lvl 2: Strength - You gain a level in strength exclusively in your legs.
Lvl 3: Dexterity - You learn to shift and move your body in ways that make you virtually double jointed.
Lvl 4: Alertness - Your coordination is enhanced, increasing your aim and increasing the precision with which you can strike object through/from the air.
Lvl 5:Perseverance - Your strenuous training teaches you how to fight through pain and discomfort, allowing you to block out pain and keep performing despite taking punishment.
Lvl 6: Agility - Your ability to leap and bound is doubled as regarding distance and/or height
Lvl 7: Rhythm - Your fighting style can follows a rhythm and style all your own, one based on the music within rather than traditional tactics. As such enemies have great difficulty comprehending your unorthodox movments and your attacks have a dazing effect that fades over a few posts as they adapt.
Lvl 8: Flourish - When dodging attacks, you can perform a fleeting strike on the attacker whose damage scales with the power of the attack and severity of the dodge.
Lvl 9. Adaptiveness - Your understanding of movement allows you more easily learn and predict up to two attacks, magical or physical, your opponent uses, increasing you chance of dodging those attacks with each successive use.
Lvl 10: Artistry- Your fighting skill becomes increasingly difficult to deal with for most fighters, leaving them unable to differentiate attacks from dodges from all just plain dancing. Your opponents can be fooled into thinking you are attacking when you are not and the dazing effect you have on your opponents does not fade.
Infiltrator (Initiate + Thief)
The Ebon Compass - An octagon shaped ebony compass, overlaid with the Lidless Eye. It will hum faintly and the needle will point out the general direction of nearby secrets and hidden objects. Multiples of either located in different spots, and the compass will hum more violently and the needle will spin inadvertently in all directions.
Faceless Mask - Infiltrators possess an uncanny ability when it comes to creating a spur of the moment disguise. Once per encounter they may alter their voice, accent, facial expressions, posture, gait and mannerisms to project a completely new identity. The persona created this way needs to be fictional, and can never be perfectly replicated due its improvisational nature. This affect is similar to the Impersonate spell, but entirely non-magical and arguably more convincing at concealing the user's true identity.
Inquisitor (Initiate + Peacekeeper)
Soulgaze - By maintaining prolonged eye contact with another close at hand, an Inquisitor can trigger an enhanced state of awareness between the two, allowing each to see a vision of the other's true nature and soul. Is not full access to their mind and must be used sparingly, as it leaves you just as vulnerable as the other person and what is seen this way cannot be forgotten. Can only be used once per encounter, and only once ever on a given person unless their true nature drastically changes.
Phantom Implements - 120 gold - A single bladed weapon of the Inquisitor's design, strong as steel, or a collection of a twelve sharp implements, no larger than small knives, made of the same material. Wounds inflicted with any of these items instantly heal when the implements are removed, leaving no marks.
Invoker (Mage + Bard)
Dark - Performances/accompaniments with the instrument gain a visual accompaniment in the form of a shadow play. This makes grants the primary performer a double intimidation effect.
Earth - The sound of the instrument can be tuned to resonate with a target area of stone, metal or glass, weakening and possibly shattering it.
Storm - You can control who hears your performances with the instrument and who doesn't, allowing you to target general effects or become less detectable if using stealth.
Mind - When used, the instrument grants a limited form of telepathy allows you to perform spoken pieces (primarily or as accompaniment) without requiring use of your mouth, the words echoing directly into a target's mind. This allows you to perform spoken pieces without being noticed or when your mouth is otherwise occupied. You cannot be accompanied by other bards if you use this for your primary performance as they cannot hear what they are accompanying.
Body - Only usable on actual instruments which you are skilled at. You are able to attune the instrument to your body, allowing you to vocally mimic their sound, prisming your vocal spellsongs towards that instrument..
Plant - Performances with the instrument influences local plant life in a way that reflects the general effects of the school of performance.
Beastial - When used the instrument can summon a small creature dependent on the instrument. It also allows the instruments music to transfix and influence real creatures of that type.
Force - The enchanted instrument can becomes indestructible when used defensively.
Spirit - Not available on Voice Augs. The enchanted item gains an animation that grants it locomotion and allows them to "play" themselves accompanying your performances. This animation draws on your knowledge and skill so you must be trained in the proper school for the enchantment to work.
Oathbreaker (Mage + Thief)
Void - Free Oathbreaker Exclusive Spell - Passive. Creates a pocket dimension you can access at any time, allowing you to seem to store items in, and retrieve items from, thin air. Can only be used with items you are physically holding and requires a extending and retracting of the arm to use. Cannot intentionally be used on living entities.
Proclaimer (Cleric + Bard)
Sound and Fury - You are immune to precomposed performance pieces as you wish, as they contain no truth for their performer and ring hollow in your ears.
Harmonic Attunement - Once ever you can undertake a ritual with another willing bard, a mystic sharing of truths and experience. You may each learn a self-composed performance piece of the other, and retain an empathic connection from that point on.
Seeker (Cleric + Peacekeeper)
Relentless - A special charm given to Seekers. Choice of pedant, bracelet, pin, or ring. When activated it suppresses all of the wearer's emotions and doubts, be they magical or natural.
Unceasing Elixir - 40 gold - A rare potion only Seekers can buy, and is illegal to sell to others. When drunk, it reacts with adrenaline, filling your injuries with a gleaming light that allows you to continue acting without being effected by wounds, pain, or debilitating magical effects. The light fades at the end of the encounter, causing your body to be hit with the effects of every injury and source of suffering that accrued during the fight at once. Used in case of emergencies to make sure Seekers get their target. Only allowed to keep one elixir at a time.
Stalker (Sentinel + Thief)
Stealthy Pack - Stalkers are taught how to expertly teach an animal to act like a proper thief, allowing such trained beasts to utilize any of the your own applicable stealth and stealing skills. Furthermore, you have access to a new low-tier edge: Bestial Accomplice - One of your pets/bondmate learns a special stealth/thieving technique that makes the most of their capabilities. Once per pet, can be taken multiple times.
Wild Card - Stalkers have special access to a 5th Suit of Red Deck Abilities.
Predator - Learn to track and hunt like the animals of the forest.
Lvl 1. Learn to discern the scents and tastes of various wild animals, allowing you to determine which species have recently been in an area.
Lvl 2. Gain great experience in assessing the natural state of the environment, allowing you to track other's movements by the changes left behind by their passing.
Lvl 3. Further train your olfactory and gustatory senses so that you can memorize specific scents and tastes and use them to actively track your foe. Can hold in mind only a handful of scents or tastes before they begin to merge together.
Prey - The prey of the forest must learn tricks if they are to prosper.
Lvl 1. Learn to avoid and pull parts of the environment back into their rightful place, covering your tracks and making you almost impossible to track down.
Lvl 2. Learn the art of secreting items in hidden locations for safe-keeping. Applies better in natural areas and helps with finding similarly secreted items.
Lvl 3. Become a master of camouflage, allowing you to hide imperceptibly given adequate preparation. Works better in natural environments.
Shepherd - Cultivate a natural rapport with the creatures of the wild.
Lvl 1. Learn to mimic the calls of a specific type of creature. Can be taken multiple times.
Lvl 2. Gain a natural empathy and charisma effect with wild animals, allowing you to move more safely among them.
Lvl 3. Learn to whisper to a specific type of creature, allowing you to understand their motivations and moods. Can be taken multiple times.
Warden (Sentinel + Peacekeeper)
Forewarned and Forearmed - A Warden either finds a Symbiotic Crossbow in place of a bondmate or receives The Long Arm as an additional tool. If not initially chosen, the Long Arm can be later acquired for 5 credits as normal.
The Law's Grasp - The vine can react to contact with living beings by wrapping itself around them. Furthermore, the vines can exude a toxin that, after a minute or so of sustained contact, causes its victims to relive the past day's events. (4 Credits)
Nature's Warning- The thorns can be willed to grow longer and sharper. Furthermore, they may exude a toxin that causes searing pain in its victims. (2 Credits)
Whisperer (Initiate + Bard)
Whisperer Exclusive Performance Pieces
Song - Demon's Duet - 80 Gold - Once per encounter you may sing the start of a duet, compelling a target to finish, and usually reveal some secret or truth in the process.
Spoken - Tell Tale - 210 Gold - An engrossing tail with a bit or rumor or innuendo running through it. It plants this bit in the head of those that hear it and encourage them to believe it without remembering exactly where they heard it. Blatant lies and mistruths will not hold up long against actual evidence. The vaguer and less provable the better.
Witness (Cleric + Thief)
Soluminian Pardon - An document from the church pardoning you of crimes you have been caught committing. Honored by law enforcement because of the aid the Clerics often give them. If the church discovers you have been using it regarding crimes that do not further the cause of truth, it can be revoked.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
BAKARA TIMELINE
Year 451 - Current Year
Year 450 - Greevan Purity War[Lasted a day, Pro-purity lost] (Starting year of nEW)
Year 417 - Appearance of Sylvan in the Eastern World
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Year 324 - Garr Civil War
Year 237 - Fourth Culling of Elexia
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Year 139 - Third Culling of Elexia
Year 138 - The creation of the Church of the Unblinking Eye
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Year 96 - Second Culling of Elexia
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Year 59 - Creation of the Peacekeepers
Year 51 - Founding of Nadra
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Year 37 - First Culling of Elexia
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Year 26 - Thieves Guild Founded
Year 5 - The Fall of Church of the Sun and creation of the Church of the Unfailing Light
Year 4 - The Battle of Epicrin
Year 3 - The Founding of Elexia
Year 0 - The Founding of Epicrin
Year -2 - The Fall of the Empire of Man
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Year -52 - The Daemon Incursions Start
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Year -352 - The Dwarven Wars
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Year -697 The Fuchsian Flame burns the Midland Woods to a crisp.
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Year -999 - The Empire of Man is established in the West.
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Year -1130 - The Sundering
Year -1132 - The First Eternal Council of Greevan ascends to divinity
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Year -2119 - The First Eternal Council of Greevan brought to power.
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Year -???? - The Edge of Memory
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HISTORICAL SUMMATIONS
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The Edge of Memory
This is as far back as memory and historical records go. For some reason, nothing before this point is known.
A Brief History of Magics
Over time the people of Bakara came to understand the true natures of the forces they were calling upon, and real magics began. These were raw and incredibly potent magics, incredibly difficult to control.
Modern Magics were first implemented ages ago by an elven mage by the name of Kaldihar Jhaeros near the Edge of Memory. He theorized that by drawing on scraps of the raw primal magics and using one's understanding of a nature element or force as a mental prism, he could create spells that, while weaker and narrower, are far more stable and reliable. As time went by, more and more began using these "Modern Magics" and the old magics feel by the wayside. Today the art of calling upon the Ancient Magics is all but lost or restricted to those already entwined to relics from long ago.
The Rise and Fall Of The Empire of Man
Elvish Annals
There is naught remembered of the time before the First Council. Accounts, remnants and records might still exist from beyond the Edge of Memory, but they are few and rare, and those that have not been lost are only found behind locks or under graves. An elf's possessions were sent with him to his afterlife, even the books, ledgers and journals that men might leave behind. Knowledge and information were sacred then, and an elf was nothing if not part of his histories, and they a part of him. But then, those were different times, when elves were mortal and only a part of history, before elves became history in their own right.
The Wizardly Raging and The First Eternal Council
Note: Much of the information in this section is collected from oral stories and legends, tale tellers and rumors. The validity of information is yet unconfirmed.
[p]The elves of old were a fickle people, tribal communities of the Great Woods, which then stretched from mountain range to mountain range to mountain range, north to south, west to sea. Wars and skirmishes were frequent between the tribes, as each vied to control the best hunting grounds. Alliances were made and broken, kingdoms formed and smashed and formed again. Then they ruled, until another force rose to raze it. Vain and oblivious to the world around them, the elves failed to notice the dangers creeping towards them.[/p] [p]From the south, the garr hostilities grew fiercer than they had ever been. In the north, the Alogean lurkers emerged from their depths, striking at nearby villages. And there were still darker threats, once slumbering in the thickest thickets of the Great Woods that had been awoken: The Woodward Wizards, elves who's magical prowess brought them to abandon the tribes and withdraw into the recesses of the forest, had suddenly resurfaced. Their talents and fury drove away the garr and the lurkers, but some of the Wizards were still not content, and their wrath spilled onto the common elves. The years that followed became known as the Wizardly Raging, a time full of enslavement to and murderous rampages by the wizards. Seeking an end to the troubles, the elves united under the guidance of four Woodward Wizards who had not shared their cousins' bloodrage.[/p] [p]They were Sorscha the magnificent, Cold Fionn, Rhionna Feared-By-Death, and Mischa the Laughing Lord, then known as the Guiding Council, later as the Eternal Council, and today as the Ascendant Council. With the entirety of the elvish tribes under their guidance, the other Woodward Wizards were put to an end. Although the official truce uniting the tribes and tying them to Council had completed, the council remained the authority of the Great Woods. Some elves followed them from loyalty, some out of awe, and some from fear, but their rule was unquestioned. Unlike the common elves, their magical prowess gave them eternal lives, and they became the very definition of the Elvish people and their history. The Guiding Council reigned for 987 years, throughout which the elves enjoyed peace and prosperity.[/p] [p]The time of the first Eternal Council ended in the year -1132, with their ascendance to divinity. The event was witnessed by their children and proteges, who, after the five days of deification, announced the news to the elven world. The potent magics of the Woodward Wizards was a product of the Godblood that flowed in their veins, and time had come for them to return to their natural, divine forms.[/p]
The Sundering
[p]Succeeding the Eternal Council was a band of twelve elves. Among them were two children of the First Eternal Council as well as three of their disciples, a son of another Woodward Wizard, adopted by the Laughing Lord after the demise of his mother, three priests and religious leaders, two noblemen, and a war hero, together proclaiming themselves the Second Council. Almost immediately they began new traditions and habits of worship in honor of the First Council and their newfound godhood. Holy days were being declared, and construction began on a new temple. "In life they guided the elvish race to a perfect form," they would often say, "and in godhood see the perfection made everlasting."[/p] [p]Not all elves accepted the news of the council's ascendance with due grace. South of the Sekamoth it was common for elves to worship spirits and ancestors, and to them the deification was myth become truth. The elves north of the Sekamoth, however, did not share in the traditions of their southern brethren, and were not pleased to hear of council's supposed godly status. When missionaries came from the south to institute the new faith, they were met with sour welcomes and hostility. Speeches and proclamations were met with riots, and sites of new temples vandalized and sabotaged. A union of the northern villages sent emissaries to Greevan, charged with the task of finding evidence for or against the ascension of the first council.[/p] [p]Their inquiries and scrutiny in the elven city brought havoc, as the Greevan elves branded them heretics, blasphemers, and faithless. After some weeks among the southern elves, a mob had finally took hold of the emissaries and put them to death. Some were simply hung, but unfortunate others were burned alive, a punishment reserved only for the greatest offenders and villains. The north had given no official response to the executions, but reports had it that they were preparing for war. Unwilling to be taken unprepared, the Second Council denounced the north as rebels and traitors, and began the institution of their own military, intent on striking first.[/p] [p]The war that followed was bloody and blazing, and scarred the face of the elven world beyond recognition. A southern army was marched north across the sekamoth, and met with savage guerrilla warfare. The hit and run tactics massacred the invaders, driving them back across the river. A second attempt was no more successful. With the south distracted, a large troop of northern warriors crossed the river on its far eastern banks, and slowly crept west through the forest, taking any village or stronghold in its way. When the council received word of the invasion, a secondary force was swiftly trained and dispatched to meet them. At best they were a hindrance to the northern swords. With most of their military lying in shambles at the bank of the Sekamoth, and the northernes coming in to flank them from behind, the Second Council found itself in a bleak situation.[/p] [p]But in a blink of an eye, fortunes turned and the war turned in favor of the southern elves. A new threat roamed across the north. A remorseless pyromancer and his followers swept through the forests, painting the woods in a glow of fervent gold and blazing crimson. Large portions of the northern woods were burned to the ground, turning a mighty timberland into a wasteland. Some reports even claim that portions of the northern military were trapped in rings of flame, with no avenue of escape.[/p] [p]Across the Sekamoth, the clash between northern and southern armies resolved as none could have expected. The five companies of the northern army had separated as they crossed the southern forest, and only two arrived at the point of rendezvous according to schedule. As they lied in waiting, the southern army descended on them by surprise. When a third company had finally arrived, they found the victorious southern army waiting. What became of the other two companies is a matter of conjecture. Legend has it that they were taken by the Ascendant Council, and it is said that they will unleash the lost companies on any who dare deny their divinity.[/p] [p]The north was decimated. Their invading army was in ruins, and their homes in smolders. As the southern elves finally made a successful crossing of the Sekamoth, they retreated further north, into the Alogeans. The war was over; the South had won and the heretics banished from the woodlands. With time, worship of the First Eternal Council became standard practice across the Great Woods. The northern elves remained in the mountains, isolate from the rest of elven kind, adapting to their new home. In time their blood deviated from the common elf, becoming the Kindir that now populate the Alogeans.[/p]
The Second Eternal Council
[p]Little is known of the centuries following the Sundering. The stories and records are so few that it is said even the Second Council has forgotten that age. Two things are known for certain: The first is that during those years the Council had assumed control of the entirety of the Great Wood, defeating any resistances remaining after the civil war and assimilating any of the elven territories that had not taken part in the conflict. The elves were in complete unison.[/p]
[p]The second was the dwindling of the Second Council. Although twelve at first, age and disease had taken the lives of three members who lacked the secrets of immortality, and another was either sent into exile or left the land on his own whim (accounts of which tale is true vary). Eight were left, and they were:[/p]
- Roark, an adopted son to Mischa of the First Council, naturally born to a Woodward Wizard defeated at the end of the Wizardly Raging. He is the oldest of the Second Council, although age has come to mean nothing to them.
- Monseka, son to Cold Fionn, known for his mastery of Life magic. Later to be known as the Desert Wind. Served as the Body Wisdom of the Sentinels during the society's first two centuries.
- Shona, daughter of Rhionna. She is known for her size, a tall elf--tallest on the council--and thickset.
- Allan, a disciple of Sorscha the Magnificent. She had taught him some spells to maintain eternal youth, skills which he had developed into what is now the modern art of Body magics.
- Phelan, First Priest of the Ascendants. It is said his immortality is granted directly from the First Eternal Council in reward for his piety.
- Teague, once a lord of the elven town Arime (are-im-ee), granted a seat on the council when he adopted the Ascendants as his gods.
- Rhoswen, the White Rose, also a disciple of Sorscha, skilled in Life and Plant magics.
- Donahue, a war hero of both the Sundering and earlier conflicts with human migrants from the west.
[p]Although the First Council was renown for the harmonious ruling of its four members, the Second Council had earned a reputation for bickering and conflicts.[/p]
The Fuchsian Flame and the Pyre Plains
[p]In the year -697 there was fire.[/p] [p]The elvish lands were at the end of a golden age, but recent turmoil brought strife and difficulties. Some disagreement between Roark and Monseka had divided not only the council but also some of the elven lands. The details of the exact matters are lost to time, all that is known is that Monseka had left Greevan for the town of Quinney in the midland woods, home to his wife and a central trading center. Quinney had soon closed its gates to Greevan traders and other villages allied to the Elven capital.[/p] [p]Elsewhere in the Great Wood three smaller territories had met in conflict over boundaries and hunting rights. The council usually dealt with such situations swiftly, but the situation grew out of hand as the embargo occupied most of the council's time, and the territories fell into war. Groups of outlaws, noticing the Council's lack of response to the warring lands, practiced their banditry with greater confidence and scope, further straining trade and travel. There was talk throughout the land that the council was on the brink of shattering and another civil war would soon fall on the empire.[/p] [p]But then all eyes turned to the warring lands as the seat of power of one faction was left in ashes. The elven lands were in shock; the use of fire in warfare was considered an act of villainy in the Great Wood (for obvious reasons). Neither of the other conflicting territories claimed responsibility, instead pointing fingers at the other. Both Roark and Monseka put aside their differences for the time being, sending their forces north to quell the war and investigate the arson. What little remained of the burned city offered little to no information of its destroyer, but the Council remained at the site some months more, intent on making it clear that inner conflict among the elves would not be tolerated. It was during this stay that a messenger arrived at the camp, delivering the news that Quinney was victim of another arson.[/p] [p]Monseka and his Quinney elves began their return south within a week, sick with worry for their wives and families. They found the city remains just as the messenger warned, a large clearing buried under a thick layer of ash, slowly being carried off by scarce forest gales. Words of vengeance and retribution filled the air that night. By morning scouting parties were formed and deployed, combing through the forest for any sign or tale of those responsible. The most fortunate returned with stories of elves in crimson cloaks, or the grievous report of more sites of arson. Lesser fortunate scouts returned with no news. The least fortunate didn't return at all. When more groups were deployed to locate the missing parties, they only found more beds of ash, littered thick with elven skulls.[/p] [p]Accounts of fires in the woods continued to come, the numbers growing with every passing day. The stress of the midland elves peeked on the eleventh day since their return, as a humongous pillar of pinkish smoke appeared on the horizon. The source of the smoke was the elvish town Miree (My-ree), and what remained of its foundations was still alight with dying flames of fuchsia.
Marches of the Desert Wind
The Rebel Mockery
The Histories of the Churches of Man
[p]Ages ago, before the Great Migration, there was one major religion among the Men of the West. Known as at The Church of Rin (an ancient word for life) or The Great Church. In its earliest days it had worshiped Rin, the God of Life. Over time, as the arcane arts advanced, they came to realize that the presence they had felt and miracles they had attributed to Rin were infact the effects of natural leylines of Life Magic. With this revelation the church evolved. Rin became just another word for life, and the focus of their worship moved skyward. They became The Sun Church, praising the giver and sustainer of all life.[/p] [p]They served not only as confessors, comforters and spiritual guides for their congregations, but also as protectors. Their military branch, the Lum-Katar, rivaled the royal army in its size and strength. For empty is the praise of life if you are not prepared to defend it. Not everyone was a member of the church, but it offered its aid to even the nonbelievers.[/p] [p]When the Daemon Invasion reached its apex, in what became known as “The Fall”, the old king Atlais was slain. The government of man utterly collapsed and The Sun Church stepped up to prevent the lapse into utter chaos. With kingdom collapsing and the land overrun, the Church announced that they must flee. They would head into the east, home of the rising sun. The Lum-Katar, whose numbers had swelled with volunteers from the scattered royal army, split in three. One third would stay with the people to protect them on their journey east. One third would seek out the source of the Daemons, heading north where they had first appeared. The final third would stay behind, both engaging the Daemons so they would not give chase and offering their aid to the other peoples of the west, such as the Ghul and the Strigoy.[/p]
The Setting of the Sun.
[p]As the Men of the West became men of the east, the Sun Church maintained its role of guiding and protecting them. They organized the building of the first new city, Epicrin (Center of Life) and the establishment of of farmlands surrounding it. They also served as envoys to the many new races they encountered in the east.[/p] [p]The problem came when, once Epicrin was fully established, there came the time to establish a local government. The Church simply did not see a need. Government had proven weak, with the conviction that came from faith and the devotion to life. The Church could provide anything a government could, and more. Many disagreed, and the church's did the unthinkable. They did it out of honest concern for the safety of their people should the a new government be put into place. To them safety of the many outweighed that of the few. And more than a few people would die.[/p] [p]While most people had assumed the Churches envoys to the other races of the east had been seeking out good relations and aid, in truth the church's goal had been one of isolation. Their duty was to protect their flock, and they would not risk bringing what might turn out to be a wolf into the fold. Now this directive change. The church intentionally provoked a nearby Garr tribe, the Eghris'leen.[/p] [p]The stone-skinned barbarians launched a full out attack on the still fledgling city, and the Lum-Katar were there to fight them off. The city survived, though lives were lost. The church immediately began to proselytize about how hostile this new land truly was, and how dangerous it would be to hand over rule to a fledgling government. “Wait.”, they said. “Eventually, when are stronger.”, they assured them. “Now is not the time for risky change.”, they warned. And frightened people listened.[/p] [p]It was a year later when things all fell apart. Solumin, a bishop from the newly established port town of Elexia (from Lex, the ancient word for divination or knowledge) had traveled to the cathedral in Epicrin seeking money for his small congregation there as well as more Lum-katar soldiers to help combat the rampant thievery plaguing the town. He was an incredibly stubborn man, and when, standing exhausted from travel and soaked with rain, he was told the church heads were too busy to see him and to come back another day, he would not stand for it. Using certain skills he had picked up from less reputable members of his congregation, Solumin broke into the cathedral with the intent of forcing them to listen to him. Moving unseen through the inner-most sanctum of the Sun Church, he stumbled upon the church council, headed by the church Primarch, discussing their role in the garr attack, the possibility of needing to do so again in the future, and, most troubling “that we ensure secret of The Fall never see the light of day”. [/p]
The Rising of the Light
[p]Shocked to his very core by revelations he had overheard, Solumin stole away from the Cathedral and fled back to Elexia. His outrage hotter than the sun he'd worshiped. He knew what had to be done. The truth must be known, but his word alone would not be enough. Solumin gathered up his priest and their congregation, mostly composed of thieves, ruffians, vagabonds and merchants, and set out to take down the church.[/p] [p]He sent his merchants out with goods to share and trade, out to the other races to act as true envoys and bring back those that could attest to the church's form of diplomacy. He sicked his thieves on the Cathedral, moving through it like an invisible wildfire, gathering every scrap of physical evidence they could gather. His priests sought out the council members who had seemed most reticent in the meeting he'd overheard and implored them to come clean. His ruffians sought out the hardliners for deceit and used less gentle methods to get the truth.[/p] [p]In the end, Solumin gathered his the assembled evidence and witnesses in the center of Epicrin and sent out his vagabonds with proclaimations, denouncing the church, exposing their lies, and telling everyone Solumin and the evidence and where they could see it. The people came, the people saw, the people revolted.[/p] [p]In the wake of these revelations, the Sun Church collapsed. It had broken trust and lost the faith of the people. A new secular government was finally able to get started. And while the disgrace of the church had destroyed many people faith in religion, many still felt the yearning for something more. These people turned to Solumin, the man who felled this church for the sake of truth. If he could not be trusted with their devotion, who could?[/p] [p]Solumin accepted this task, of rebuilding the church anew, but shedding all vestments of the old ways and devoting it to something greater than himself that would never lead them down the path of treachery. Solumin reformed the church around the ideal of Truth. He created The Church of the Unfailing Light in Elexia.[/p] [p]This new church would be devoted to seeking of truth, only truth, and all truth. Theirs would be an Unfailing Light, illuminating all, dispelling the shadows of deceit and illusion. Eventually all would come to light, good and bad, and the people, knowing all, could move through life prepared and righteous. The Lum-Katar were disbanded, and a new church guard established, smaller and focused on protecting the congregation and defending those who would speak the truth.[/p] [p]And as for the “Secret of the Fall” which Solumin had heard spoken of? No evidence of its nature was ever discovered. The council, when questioned, said only the Primarch had actually known its nature, and he vanished the day Solumin made his proclamation. To this day the church seeks out this truth above all others.[/p]
The Discovery
[p]A century after the founding of The Church of the Unfailing Light, there came a crossroads. There was at this time a priest in the church by the name of Thanen. His congregation consisted of the farmers to the south of the Great Road and he oversaw the burials at the Codian Graveyard, which served Epicrin and the surrounding areas. It was while traveling to this graveyard that Thanen stumbled upon something that would change everything.[/p] [p]One minute he was walking along, then there was a loud crack and he had found himself falling. He landed on a small ledge, next to the corpse of a man wearing the armor of the Lum-Katar. Slowly he climbed his way up the rock wall beside him, through the darkness, up towards the hole he'd fallen through and the faint moonlight beyond. And on his back he carried the body of the fallen Lum-katar, as his was a duty to ensure the proper burial of the faithful.[/p] [p]When he emerged, Thanen examined the hole and discovered what would be come to be known as the Lidless Eye, a seemingly bottomless pit nearly 100 yards in diameter at the edge of the southern Sekoran Forest. Far far far below, this pit seethed with raw death magic, intersecting a natural leyline of buried deep in the earth. The reason he had fallen it was that someone had covered this pit with wood, placed a hatch in the center, and then covered it all in sod and grass. Over the years it had fallen into disrepair so when he stepped on a rotten patch he had fallen through. Removing the sod he discovered this wooden cover bore the seal of the Primarch.[/p] [p]Thanen realized this pit much had been used by Primarch as a secret means of disposal. With his curiosity peek, Thanen turned to the body he had discovered. It must have been down there since before the church fell, decay of his body and vestments arrested by the exposure to death magics below, a sterling silver knife protruding from back of his neck. He bore a messengers satchel, and inside Thanen found what the Church of the Unfailing Light had sought for century. He discovered the Secret of the Fall.[/p] [p]Upon discovering exactly what this secret was, Thanen realized he could not share it. He realized why the Primarch had kept it hidden. It broke his conviction that truth must always been known, that secrecy could never be for the best of the people. He returned the body to the pit, went on to his duty at the graveyard, and returned later to repair the pit's cover and replace its camouflage.[/p]
The Reopening of the Eye
[p]For a long time, Thanen lived with this secret, breaking the vows of his church but sure it was the right thing to do. Until one day he could bare it no longer and confessed to his bishop that he had discovered the secret but could not share it. When word of this reached the current head of the church, a man named Felgrim, Thanen was taken into custody.[/p] [p]At Felgrim's order, Thanen was pushed to reveal his secret by every means necessary. They tried reason with him, commanding him, threatening him. When those failed, Felgrim authorized more draconian methods. Torture would not work, and even attempts using mindmagics could not pry the secret from Thanen. His conviction that keeping it secret has now buttressed by outrage and wrath at his treatment by the church to which he had devoted his life. In the end he was locked away, hoping time could pry from him what force could not.[/p] [p]What the Felgrim had not taken into account is that, in a church founded around truth, people will not hesitate to speak out against their superiors. When word reached the people about Felgrim's treatment of one of his own priests, the outrage that resulted became a major problem. Felgrim solved that problem, in his mimd, by excommunicating Thanen. Much to his chagrin, this resulted in his imprisonment of Thanen becoming illegal and he was forced to release the man.[/p] [p]Thanen now found himself out in the world, betrayed, abused, and then exiled by this church. Even worse were the fools that kept seeking him out, trying to get him to tell his secret. However, others sought him out also. People that knew him from before and trusted his judgment. They were the most outraged by the church's actions regarding him. They believe that if he judged that the secret should not be shared, he was probably right. Then they invariably asked him the same question.
“Do you wish you didn't know?” [/p] [p]Thanen came to realize that wasn't the case. He was glad that he knew, simply because, while everyone knowing would be disastrous, someone had to know. This led him to a revelation. The church was was right in its constant search to learn the worlds secrets, but misguided in its insistence that they be laid open for the world to see. Truth was power, and power must be regulated or else there is chaos.[/p] [p]Thanen's shared this new philosophy with supporters. And soon the number of these supporters began to grow, bolstered by disillusioned church members and those who had never joined the church because of its dogmatic nature. Before long this group became a church of its own, an offshoot dedicated to obtaining all knowledge, learning all secrets, and then judging for themselves who should know what. A new church was built in the south, with only Thanen knowing that beneath it lay the pit that had changed his life. The Church of the Unblinking Eye.[/p] [p]Truth is power, and must be applied as such, for the betterment of mankind. The dogmatic blind morality of the Unfailing Light is dangerous, its not about was moral it is about what is best for the people. Let those with the most knowledge judge what is best for the people, and always make sure you are the one with the most knowledge.[/p]
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Below is a glossary of items and ingredients sold across the EW. Some will appear in multiple sections if they have use in multiple crafts and/or outside of crafting.
ITEMS
Lutharin Crystals - Lutharin crystals are a variety of naturally occurring gemstones that carry an innate magical charge aligned with one of the 12 arts. Once per encounter they can be used to prism a spell you focus through it into the art the crystal is alligned with (Prisming creates a similar effect but uses the means of another art, may not work for certain spell-art combinations.). Whole crystals and their crystal dust are used heavily in enchanting as well as power sources for machinist devices (In which case their prisming ability cannot be used.)
Dark - Onyx
Fire - Ruby
Water - Sapphire
Earth - Garnet
Storm - Topaz
Mind - Amethyst
Body - Bloodstone
Plant - Emerald
Beastial - Tigereye
Force - Agate
Spirit - Jasper
Tomes - Tomes are books which grant understanding in one of the twelve spell arts without actually teaching a spell. There are six in each art, for levels 5 through 10. They can be used to level up LSSs when you are limited in what level of spells you can get. Each also contains two pieces of information such blueprints, recipes, instructions, maps, etc... that use the understanding of the art contained in the book.
Light - Available in Sylvan
Vol. 5 - Incl. Crystal Sight Firearm Augment Blueprint and Shining Force Combat Technique.
Vol. 6 - Incl. Optical Input in Conditioning and Metallurgy and Refraction.
Vol. 7 - Incl. Strainglass Forging Technique and Stardust Recipe.
Vol. 8 - Incl. Light Prisming Enchanting Guide and Totemlight Enchantment.
Vol. 9 - Incl. Arted Animal Tracking Guide and Diamond Cutting and Charges.
Vol. 10 - Incl. Photoglimpse Machinist Blueprint and Rite of the Stars.
Dark - Available in Sylvan
Vol. 5 - Incl. Night Goggles Machinist Blueprint and Hidden Edge Combat Technique.
Vol. 6 - Incl. Nocturnal Animal Taming Guide and Inkenform Enchantment Guide.
Vol. 7 - Incl. Voidload Bow Augment Blueprint and Night Powder Recipe
Vol. 8 - Incl. Dark Prisming Enchanting Guide and Guide to Rare Nightblooms.
Vol. 9 - Incl. Arted Animal Tracking Guide and Abyssal Iron Smithing Recipe
Vol. 10 - Incl. Liquid Night Distillery Recipe and Rite of the Void
FIRE - Available in Epicrin
Vol 5. - Incl. Warriors Guide Aclimatizing and Adapting and Ironhide Leather Curing Guide.
Vol 6. - Incl. Sparksteel Smithing Recipe and Voice of Embers: The Art of Reading Fire.
Vol 7. - Incl. Charwood Carving Guide and Salamander Dust Recipe.
Vol 8. - Incl. Fire Prisming Enchanting Guide and Powerpacker Powder Machinist Recipe
Vol 9. - Incl. Arted Animal Tracking Guide and Hebology Guide: The Dragon Lotus.
Vol 10 .- Incl. Hellfire Potioning Recipe and Rites of the Fire Mountain.
Water - Available in Elexia
Vol. 5 - Incl. Flow Like Water Training Technique and Advanced Uses in Dowsing
Vol. 6 - Incl. Slaking Dust Recipe and Rite of the Drowned.
Vol. 7 - Incl. Potent Potable Teawater Recipe and Hydraulic Verticality Augments Blueprint.
Vol. 8 - Incl. Water Prisming Enchanting Guide and Treasures of the Deep: Herbology and Metallurgy.
Vol. 9 - Incl. Arted Animal Tracking Guide and Nevermelt Ice Forging Technique
Vol. 10 - Incl. Elixir Mixer Recipe and Hydrocompressive River Panner Blueprint.
Earth - Available in Ash
Vol. 5 - Incl Corin's Alloy Smithing Recipe and From the Arena: Fighting Stance and Footing.
Vol. 6 - Incl. Soil Guide for Gardening and Herbology and Heart of Steel: Metal Combat
Vol. 7 - Incl. Medusa Draught Potion Recipe and Bedrock Dust Recipe
Vol. 8 - Incl. Earth Prisming Enchanting Guide and Battery Recharger Machinist Blueprint
Vol. 9 - Incl. Arted Animal Tracking Guide and Crystal Forging Technique.
Vol. 10 - Incl. Crystal Dust Compressor Machinist Blueprint and Masters Guide to Better Imbueing.
Storm - Available in Elexia
Vol. 5 - Incl. Aerodynamics and Advanced Marksmanship and Windwake Binding Enchanting.
Vol. 6 - Incl. Sonic Instrument Blueprints and Philters and Phials.
Vol. 7 - Incl. Skyfin Pet Transmogrant Elixir Recipe and Gasp Dust Recipe.
Vol. 8 - Incl. Storm Prisming Enchanting Guide and Grounding Poison Recipe.
Vol. 9 - Incl. Arted Animal Tracking Guide and Fleetsteel Alloy Forging Technique.
Vol. 10 - Incl. Punch & Precision: Airs Role in Firearms and Rite of the Zephyr.
Mind - Available in Epicrin
Vol 5. - Incl. One Mind Pet Training Technique and The Secrets of Memory and Perception.
Vol 6. - Incl. Riddling Ink Recipe and Dram and Drop: Maximizing Herbal Teas through Focus.
Vol 7. - Incl. Amethyst Attunement Technique and Biopotential Triggering Device Blueprint.
Vol 8. - Incl. Mind Prisming Enchanting Guide and Phantom Iron Forging Recipe.
Vol 9. - Incl. Arted Animal Tracking Guide and Nightmare Dust Herbalism Recipe.
Vol 10. - Incl. Rite of the Fair and Eye of the Mimic Fighting Technique.
Body - Available in Ash
Vol. 5 - Incl. Devil Dust Recipe and Supradermal Limb Augment Blueprint.
Vol. 6 - Incl. Artificial Armiture Blueprint and Tactical Animal Training Guide.
Vol. 7 - Incl. Flesh Imbuing Technique and Supplimental Suppliment Herbalist Recipe.
Vol. 8 - Incl. Body Prisming Enchanting Guide and Waxen Elixir Recipe.
Vol. 9 - Incl. Arted Animal Tracking Guide and Dermite Alloy Forging Technique.
Vol. 10 - Incl. Phylacrux Infusing Enchantment Recipe and Masterform Ink Recipe.
Plant - Available in Greevan
Vol. 5 - Incl. Yesili Vodka Recipe and Wooden Arms Fighting Techniques.
Vol. 6 - Incl. Guide to Making Amber Arms and Armor and Bloodrose Cultivation.
Vol. 7 - Incl. Primal Power Pet Food Recipe and Mendwood Hunting Guide.
Vol. 8 - Incl. Plant Prisming Enchanting Guide and Rites of the Wildling.
Vol. 9 - Incl. Arted Animal Tracking Guide and Wood Awakening Carver's Guide.
Vol. 10 - Incl. Darkwood Hunting Carver's Guide and Herbfinders Guide.
Beastial - Available in Greevan
Vol. 5 - Incl. Monkeygrip Training Technique and Guardian Pet Supplement Recipe.
Vol. 6 - Incl. Summoning Dust Recipe and Rite of the Protean.
Vol. 7 - Incl. Clockwork Familiar Blueprint and Keenbone Forging Technique.
Vol. 8 - Incl. Beastial Prisming Enchanting Guide and Wildheart Animal Training Guide.
Vol. 9 - Incl. Arted Animal Tracking Guide and Zoomogrification Compound Recipe.
Vol. 10 - Incl. Animal Husbandry Pet Guide and Batwing Harness Blueprint.
Force - Available in Epicrin
Vol 5. - incl. Stress Points in Marksmanship and of Iron Turtle Combat Technique.
Vol 6. - Incl. Featherdraw Crossbow Augment Blueprint and Untouchable Balm Recipe.
Vol 7. - Incl. Eagleheart Elixir Recipe and Vibranite Forging Technique.
Vol 8. - Incl. Force Prisming Enchanting Guide and Barrier Dust Recipe
Vol 9. - Incl. Arted Animal Tracking Guide and Study of Instability in Agates
Vol 10. - Incl. Superfuntime Solution Recipe and Probability and Physics of Cascading Events.
Spirit - Available in Ash
Vol. 5 - Incl. Ritual of the Guide and Ghost Dust Recipe.
Vol. 6 - Incl. Rite of the Kami and The Golden Palm Fighting Technique.
Vol. 7 - Incl. Spectral Iron Smithing Tenchique and Flashstep Compound Recipe.
Vol. 8 - Incl. Spirit Prisming Enchanting Guide and Soulsense Helm Blueprint.
Vol. 9 - Incl. Arted Animal Tracking Guide and Phagic Elixir Potion Recipe.
Vol. 10 - Incl. True-Heart Potion Recipe and Life and Death: A Grave Gardening. Guide
STANDARD ENCHANTING TOOLS AND AGENTS .
Lutharin Crystals - Lutharin crystals are a variety of naturally occurring gemstones that carry an innate magical charge aligned with one of the 12 arts. Once per encounter they can be used to prism a spell you focus through it into the art the crystal is alligned with (Prisming creates a similar effect but uses the means of another art, may not work for certain spell-art combinations.). Whole crystals and their crystal dust are used heavily in enchanting as well as power sources for machinist devices (In which case their prisming ability cannot be used.)
Dark - Onyx
Fire - Ruby
Water - Sapphire
Earth - Garnet
Storm - Topaz
Mind - Amethyst
Body - Bloodstone
Plant - Emerald
Beastial - Tigereye
Force - Agate
Spirit - Jasper
Blood of the Borne - The blood of the bloodborne, spilled in battled. Extremely hard to come by and has used in enchanting and potioning to channel and manipulate lifeforce.
Blood of the Hag - Blood of a rare and deadly humanoid creature said to haunt fens and prey on those unlucky enough for cross their path. Their blood is an agent of control in potions and enchantments.
Giant Chameleon Scale - A naturally shed scale from fearsome giant chameleons of the Chakosan Forest. In enchanting and potioning it is used for disguise and adaptation.
Halos Blood - Blood of a rare black-skinned demon renowned for its regenerative powers. Used in potion and enchanting as a potent regenerative agent.
Ley Cap - 50 gold each - An extremely rare mushroom that grows only along leylines of magic. In herbal concoctions it boosts one's connection to magics. In Potions and Enchanting it strong magical element.
Phasing Powder - A special magical powder used by enchanters for Bonding and Infusing enchantments. Will cause a nonliving object to momentarily phase, allowing objects and substances to become embedded or infused into it. Phasing is so short lived and minor it has little other use.
Profane Salt - Seasalt derived from the watery grave of a drowned sailor. In enchanting and potioning it is used to harness and control spirits and spiritual power.
Seal - A clay disk designed to have summoning spells entwined to it, will cast and maintain spell when broken. Assorted sizes available dependent on the level of spell they are designed to hold, cost varies accordingly. Appearance of seal alters to reflect spell entwined.
Warding Wand - A tool for flashwarding. Comes in various lengths, from actual wand to stave. Made of a silvery metal, hard as iron but can be used by mages. Zircons can be inserted into its head, just beneath a runic 4" diameter brand at its tip. If a spellcharged zircon is inserted into the wand, the caster needs only touch it to a surface, speak the flash incantation, and channel their magic through the wand. This will create a contact triggered ward on that surface that appears as a glowing rune. Nature of the ward is determined by the art of the spell charged and the top level spell you know.
Zircon - A rare magical Alogean Crystal, it is void of the arted magical charge most of the other crystals, leaving a void within it that you can use to absorb and store magical or metaphysical power for enchanting.
> Willing or sufficiently weakened spirits can be trapped through contact with the zircon if they are manifested. Weakened ones will eventually regain their strength and escape.
> The lifeforce of a being can be absorbed into the zircon by soaking it for a day in a sufficient amount of their blood.
> A spell can be absorbed by having someone hold the zircon and repeatedly cast the spell into the crystal.
STANDARD HERBALISM INGREDIENTS AND THEIR OTHER USES
Catsbane - An aloe-like plant that grows in the southern Lutharin mountains. In Herbalism it is used as a healing element in compresses as well as the base for many balms. Its scent is often used to ward off wild cats and their kin.
Chameleon Moss - An usual greevan moss, hard to find as it takes on the appearance of what it grows on. In herbalism it is an absorbing agent. Elves have been known to use it to make cloaks, as they keep the appearance of what they grew on once picked.
Creeping Faith - A strong, white vine that sometimes overtakes buildings in the western plains. It an agent of connection in Herbalism. Stronger than traditional rope.
Dragon Lotus - An extremely rare flower that grows only in the ashen soil of volcanic slopes or dragon dens. Is a potent agent of fire and heat in both Herbalism and Potioning.
Drowned Man - A rare, pale seaweed from the bottom floor of the Eastern Sea, its ends split into 5 tendrils it resembles a hand. Is an augmentative agent of power in Herbalism. A symbol of doom amongst sailors, some pirates have been known to leave them to be found by those that cross them, marking them for death.
Evermoss - A sekoran moss, speckled with blue, that is a sustaining agent in Herbalism. Handy for travelers as it burns better and longer than most plants.
Faerbloom - A rare blue flower that grows in only a few places in Bakara, most notably the hills outside Sylvan, and always in rings. In Potioning and Herbalism it is an agent of awareness. Some sylvanites make garlands of them which they hang over their doors to warn them of unexpected or unseen visitors.
Festermold - A nasty black mold that grows in the Western Fens bordering Greevan. Irritates the skin badly if touched. Used in herbalism as an agent of destruction and breaking down.
Gambler's Weed - A rare weed said to grow around the swamp docks. In herbalism it is often uses as a general counteractive or agent of reversal. Superstitious card players have been known to chew on one when their luck turns sour in hopes it turn things around.
Goliath Root - A knot from the roots of the Goliath Trees, the tallest and eldest of ironwood trees in the Sekoran Forest. In herbalism it is an agent of strength.
Icethorn - A dangerous bramble that grows along the nothern edge of the Alogean Mountains. It thorns instantly numb those they cut so they do not realize they are being hurt and incur more cuts, then start to burn with rapidly increasing intensity. In herbalism they are an agent of pain and sensation.
Isim Berries - A violet berry from the Southern Forest, they are extremely enticing and addictive to animals, akin to catnip. Used in herbalism they agents of the animalistic and primal.
King's Cane - A form of bamboo that grows along the coast near the Chakosan Forest, and is commonly uses by noncity jakari for armor and weaponry as it is as tough as iron. The core of these reeds add protective elements to herbal mixes.
Ley Cap - An extremely rare mushroom that grows only along leylines of magic. Not magical themselves they do have strong connection to magics they bring to herbal concoctions.
Lotus Blossom - A beautiful white flower found sparingly near lake Hilara in Greevan. Used in teas for mental clarity or wisdom.
Paradise Seeds - The large red seeds of the Fruit of Paradise, a much sought after fruit found on in the wilds of the Southern Forest. Used in healing compounds.
Pygmy Root - A rare plant from a remote island in the eastern sea. In potions and harbalism it grants aspects of size and growth. When fed to an animal it will prevent them from ever growing any larger. They will continue to age and mature, gain abilities if they have any, but their size will remain what it was upon eating it.
Redshot Coral - The extremely tough and jagged coral from the reef that touched the Kurrian isle of Redshot in Eastern Sea. As in ingredient it is often powdered. In herbalism it acts as an agent of fusion. In potions it creates a summoning effect.
Silverstar Flower - A beautiful silver flower from the Kurrian Isles. Is an agent of acceleration in Herbalism.
Stillnight Fruit - An unusually fruit that teleported with Sylvan to the eastern world as such is only available through Sylvan channels. It resembles a shiny jet black apple with flesh of gold. It is a n expulsion or severing agent in Herbalism. It is also supposed to ward off nightmares when eaten before sleeping.
Stonebleeder Cactus - An odd cactus from the Lutharin Mountains, Its needles are somehow able to pierce any flesh, even that of the Garr. It is an agent of the body in herbalism.
Tundra Lichen - A hardy pale teal plant that grows only on boulders in the Northern Tundra. It is an inhibiting agent in herbalism.
Wandering Weed - A weed that grows in the fields southeast of Greevan and south of Sylvan. It is a sensory agent in herbalism, but is hard to come by as its often harvested by others for its narcotic properties when smoked.
Wormwood - An herbaceous plant that grows on multiple islands in the Eastern Sea that is used to make Nadrask Vermouth and Yessil Absinthe. Its oil, which alone is toxic, is an agent of sickness in herbalism.
POTIONING INGREDIENTS - COMMON AND NOTABLE
These are not the only possible potioning ingredients. They are just commonly uses or especially notable ones. Potioners experiment all the time with ingredients and often keep discoveries to themselves.
Base Waters - The four types of water used as potion bases, determining the type of potion created.
Elixir base - Greevan Lake water
Philter base - Alogean Falls water
Solution base - Sekoran River water
Compound base - Eastern Sea waterCorpsebed - The soil from a few feet down within a consecrated grave. Adds weariness effects to potions.
Demon Blood - The blood of a fullblood Fenroc demon. Adds potent strength to a potion,increasing its duration by 50%-100%.
Forge Water - The water used to cool metals while forging. Adds moderate strength to the potion, increasing its duration by 25% posts.
Hand of Glory - The preserved hand of a hanged man. A powerful potion ingredient that adds motion related effects.
Harpy Feathers - The pinfeathers of one of the deadly birdwomen from the Western Fens. Adds a sonic effect to potions.
Heartleaf - A naturally fallen leaf from a dryad's tree. Incredibly rare and potent potion ingredient that adds creation magics.
Lutharin Crystal Dust - The powdered remnants left over from the mining and shaping of art aligned crystals. Adds a lesser arted element to potions.
Mendwood Sawdust - A wood with innate magical regenerative abilities, it add healing and regenerative elements to potions.
Phage Dust - The ashen remains left behind by dead Phage Vampires. Adds lifeforce related effects to potions.
Pygmy Root - Rare plant from a remote island in the eastern sea. Adds size related effect to potions.
Pyre Ash - The ash from the ceremonial burning of a body. Has purifying magics.
Redshot Coral - The extremely tough and jagged coral from the reef that touched the Kurrian isle of Redshot in Eastern Sea. In herbalism it acts as an agent of fusion. In potions it creates a summoning effect.
Scionic Amber Powder - The powdered for an extremely rare substance known for amplifying magics. Is an extremely potent agent of strength in potions, unpredictably so, increasing duration and/or amplfying the effect.
Scorpion Venom - The nasty venom from a scorpion species found in the Oscaran area of the Alogeans. Used in salve they used in their ritual head shaving to prevent it from growing back. Used in poisons for sickening effects.
Silver Dust - Powdered silver. Adds protective effects to potions.
Southern Obsidian - Extremely hard volcanic stone from the southern Lutharins and wastes. Add destructive effects to potions.
Volcanish Ash - The soot from from of the Volcanos that do the southern Lutharins and wastes. Adds smoke creating effects to potions.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series