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Everything posted by Jkeown

  1. Rezani Thousands of years ago, during the period known to the powerful and paranoid as the Occupation, the Dharzooni Masters perfected the technique of animating non-living matter. One terrible success of their's was the Rezani, the Liquid Glass Assassin. After all this time, the creatures still function, waking from their long slumber beneath the earth to seek the hunt once again. Typically, the creature will inhabit an area for a time, learning the ways of the locals before assuming an appearance best suited to finding prey. They were programmed in the distant past to request targets. Wanting nothing, they simply hire themselves out to whomever will simply tell them to kill someone. A few have realized the folly of blindly following programming, and "awakened" to the notion of fine living as reward for excellent service. These greedy types often take the guise of a wealthy High Born and cultivate a following. In at least one case, this line of thinking has lead one Rezani to a minor throne in the Western Serantian region of Aegos. Rezani Player: NPC Val Char Cost 20 STR 10 18 DEX 24 18 CON 16 13 BODY 6 15 INT 5 13 EGO 6 20 PRE 10 10 COM 0 5 PD 1 5 ED 1 4 SPD 12 6 REC -4 36 END 0 40 STUN 8 6" RUN02" SWIM04" LEAP0Characteristics Cost: 95 Cost Power END 20 Claws: Multipower, 20-point reserve, all slots Reduced Endurance (0 END; +1/2) (30 Active Points); all slots Requires A Shapeshifting Roll (-1/2) 1u 1) Claws, Slashing: HKA 1d6 (2d6 w/STR) (15 Active Points); Requires A Shapeshifting Roll (-1/2) 0 1u 2) Claws. Piercing: HKA 1/2d6 (1d6+1 w/STR), Armor Piercing (+1/2) (15 Active Points); Requires A Shapeshifting Roll (-1/2) 0 40 It just keeps coming back!: Healing 3 BODY, Can Heal Limbs, Resurrection (Can be killed by melting in the fires of its creation.), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (110 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Requires A Shapeshifting Roll (-1/2) 0 64 Liquid Glass Body: (Total: 90 Active Cost, 64 Real Cost) Stretching 4", Reduced Endurance (0 END; +1/2) (30 Active Points); no Noncombat Stretching (-1/4) (Real Cost: 24) plus Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points); Cannot Pass Through Solid Objects (-1/2) (Real Cost: 40) 0 5 Liquid Glass Body: Damage Resistance (5 PD/5 ED) 0 15 Resilient: Energy Damage Reduction, Resistant, 25% 0 25 Perfect Stealth: Invisibility to Sight and Hearing Groups , Reduced Endurance (0 END; +1/2) (37 Active Points); Requires A Shapeshifting Roll (-1/2) 0 34 Shifting: Shape Shift (Sight, Smell/Taste, Touch and Hearing Groups, four (max) shapes), Imitation, Reduced Endurance (0 END; +1/2) (51 Active Points); Requires A Shapeshifting Roll (-1/2) 0 4 Steadfast: Knockback Resistance -2" 0 6 Tireless: Reduced Endurance (0 END; +1/2) for up to 12 Active Points of Running (6 Active Points) 0 10 Tireless: Reduced Endurance (0 END; +1/2) for up to 20 Active Points of STR (10 Active Points) 0 2 Tireless: Reduced Endurance (0 END; +1/2) for up to 4 Active Points of Leaping (2 Active Points) 0 50 LS (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 0 3 Lack Of Weakness (-3) for Resistant Defenses 0 Powers Cost: 280 Cost Skill 3 Acting 13- 3 Analyze: Combat 12- 3 Climbing 13- 20 +4 with HTH Combat 3 Concealment 12- 3 Contortionist 13- 3 Conversation 13- 7 Disguise 14- 0 Language: Dharzooni (completely fluent; literate) (4 Active Points) 3 Lipreading 12- 3 Lockpicking 13- 5 Mimicry 13- 2 PS: Assassin 11- 3 Security Systems 12- 7 Shadowing 14- 11 Shapeshifting 15- 3 Sleight Of Hand 13- 7 Stealth 15- 3 Streetwise 13- 2 Survival (Urban) 12- 7 Tracking 14- 8 WF: Common Melee Weapons, Common Missile Weapons, Garrote, Off Hand, Wheellocks, Whips Skills Cost: 109 Total Character Cost: 484 Val Disadvantages 15 Hunted: Relik Hunters 11- (As Pow, Harshly Punish) 25 Psychological Limitation: Must Complete the Mission (Very Common, Total) 15 Enraged: Takes BODY (Common), go 11-, recover 14- 10 Reputation: Tireless Liquid Glass Killing Machine from the Distant Past, 11- (Extreme; Known Only To A Small Group) 10 Susceptibility: Dispel Magic, 2d6 damage Instant (Uncommon) 25 Psychological Limitation: Fanaticism (Very Common, Total) 309 Tireless Liquid Glass Assassin from the Past Bonus Disadvantage Points: 398 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  2. Re: Eberron Hero Then I have been mislead somewhat... But we both use Elemental Furnaces... and I have demon powered stuff like Peirs Anthony suggested once... Still... makes me think they might have gone for Caleon... who knows?
  3. Re: High Cost Package Deals... Here's a re-write Cost Powers 50 Animated Vitality: LS (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 18 Body of Metal : Armor (6 PD/6 ED) 9 Faster: +3 DEX 3 Stronger: +3 STR 4 Tough: +2 BODY 11 Rather Small Steam Engine: Endurance Reserve (10 END, 10 REC) (11 Active Points) Value Disadvantages 10 All powers, STR and movement draw from END Reserve, Spells from Personal END (Frequently, Slightly Impairing) 5 Detects as Magical (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 15 Animated Machinery (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Not "Real" (Very Frequently, Major) 45 Total Cost of Package Options 15 1) Claws, Scythe: HKA 1d6 (1 1/2d6 w/STR) 10 2) Claws, Small: HKA 1/2d6 (1d6+1 w/STR) 5 3) Companion Link: Mind Link , Machine class of minds, Companion Created 10 4) Creator Link: Mind Link , Human class of minds, Creator, Any distance 14 5) Eogann Armor Plating: (Total: 14 Active Cost, 14 Real Cost) Armor (3 PD/3 ED) (Real Cost: 9) plus Damage Resistance (3 PD/2 ED) (Real Cost: 2) plus Power Defense (3 points) (Real Cost: 3) 3 6) Pinion: +1 with HTH Combat (5 Active Points); OIF (Enchanted Quill; -1/2) 10 7) Repair Gubbins: Healing 2 BODY, Can Heal Limbs (25 Active Points); Extra Time (Regeneration-Only) 1 Minute (-1 1/2) 10 8) Tentacle: Stretching 2" 4 9) Flux Widget: +2 with Magic 5 10) Reciprocating Overdriven Arm Actuator Gadget: Rapid Attack (HTH) 14 11) Illusory Thingamabob: Shape Shift (Sight, Hearing, Touch and Smell/Taste Groups), Reduced Endurance (0 END; +1/2) (28 Active Points); Only to Appear as a Member of Creator's Choosing, One form only (-1)
  4. Re: Eberron Hero Ya know what bugs me about Eberron? It bears shocking similarity to a game I've ben running for 20-odd years and didn't think was up to the challenge presented by the Setting Search. Look at the similarities: Construct PCs, Articifers, Steam Power, Dragon-centered mythology...many more exist... I'm not saying, of course that Keith Baker ripped me off, but my material was on a public website for years. Makes me think I should have entered, but with my various Attention Disorders, I don't think I'd have stood up to the pressure of actually writing it all down. Does make me kick myself at times... I have a sort of "Been there, done that..." kinda attitude toward the setting...
  5. Re: High Cost Package Deals... I should point out that I am the GM of this particular group, that I did write the RPD in question and no.. I don't know what Always On is doing as an allowable limitation on Armor. I suppose a better question would have been, if you were a player, would you choose a normal human over that RPD? And yes, they do make lovely monsters... the backstory on the Created is begging for the Frankenstien Treatment, though they mostly play the Data role in stories... Bringing them over from GURPS is raising a lot of balance issues...When I wrote them in GURPS Caleon, they were a great deal too expensive... now they may be too powerful.
  6. Take a look at this! After hundreds of years, Necromancy, Animation magic and the art of "Golemry" result in the Created, a manufactured race of beings currently seeking acceptance in the world of Caleon. How would you react if one of YOUR players brought you this RPD? CREATED RPD Cost Powers 50 Animated Vitality: LS (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 12 Body of Metal : Armor (6 PD/6 ED) (18 Active Points); Always On (-1/2) 9 Faster: +3 DEX 3 Stronger: +3 STR 6 Tireless: Reduced Endurance (0 END; +1/2) for up to 12 Active Points of Running (6 Active Points) 6 Tireless: Reduced Endurance (0 END; +1/2) for up to 13 Active Points of STR (6 Active Points) 1 Tireless: Reduced Endurance (0 END; +1/2) for up to 2 Active Points of Leaping (1 Active Points) 2 Tireless: Reduced Endurance (0 END; +1/2) for up to 4 Active Points of Swimming (2 Active Points) 4 Tough: +2 BODY Value Disadvantages 5 Distinctive Features: Detects as Magical (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 15 Distinctive Features: Animated Machinery (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Social Limitation: Not "Real" (Very Frequently, Major) 53 Total Cost of Package Options 10 Claws, Small: HKA 1/2d6 (1d6+1 w/STR) 10 Creator Link: Mind Link , Human class of minds, Creator, Any distance 10 Eogann Armor Plating: (Total: 15 Active Cost, 10 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Always On (-1/2) (Real Cost: 6) plus Damage Resistance (3 PD/3 ED) (3 Active Points); Always On (-1/2) (Real Cost: 2) plus Power Defense (3 points) (3 Active Points); Always On (-1/2) (Real Cost: 2) 3 Pinion: +1 with HTH Combat (5 Active Points); OIF (Enchanted Quill; -1/2) 10 Repair Gubbins: Healing 2 BODY, Can Heal Limbs (25 Active Points); Extra Time (Regeneration-Only) 1 Minute (-1 1/2) 15 Tentacle: Stretching 3" 5 Companion Link: Mind Link , Machine class of minds, Companion Created 4 Mana Coprocessor: +2 with Magic 5 Inhuman Speed: Rapid Attack (HTH) 14 Fair Seeming: Shape Shift (Sight, Hearing, Touch and Smell/Taste Groups), Reduced Endurance (0 END; +1/2) (28 Active Points); Only to Appear as a Member of Creator's Choosing, One form only (-1)
  7. Ynai, the Kythrosian Rune of consisting of the conjoined symbols of Yai (Fire) and Nai (Air), can be activated in one of two ways. Enduring, whereby the rune is carved into a specially-prepared stone of Eogann and Fleeting, whereby the rune is painted onto a surface with pigments containing powdered Eogann and Elemental Water. In either case, waves of power will pulse continuously from the mark until either is defaced. The area in front of the Rune will show evidence of the rune at a distance of (active pointsx5) scale inches. Placed at the end of a long hallway, the rune makes effective security against all the but the most powerful wizards. Ynai - Enduring Rune of Blasting: EB 8d6, Usable By Other (+1/4), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (130 Active Points); Extra Time (1 Minute, Lasts until marred.; -1 1/2), OAF (Runestone; -1), Requires A Skill Roll (-1/2) Real Cost: 32 Ynai - Fleeting Rune of Blasting: EB 6d6, Usable By Other (+1/4), Uncontrolled (Lasts until marred or wiped away; +1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (97 Active Points); OAF (Runestone; -1), Extra Time (Full Phase, -1/2), Requires A Skill Roll (-1/2) Real Cost: 32 House Rule discussion! Would you allow a caster to know both versions of this spell for the same 32 points? Personally, I intend to allow it, because its so very flavorful, but I'm sure others have opinions...
  8. Re: Something From Age of Storms...
  9. Re: Something From Age of Storms... This is why I posted it here... I knew ya'll would comment and I could polish it. I'm certain a lot of wanderers are Curious, Inquisitive or Nosy. I think most of them study Caleon's struggles against Chaos for a laugh, however. Some show up here and decide to Take It All Seriously, though and end up fighting against Chaos because the pesky PC-types actually seem like nice people. They come and go with some kind of Extradimensional Teleport Effect. As there are many such spells, I didn't feel like presenting it... However... In the final product, each package deal that has Power Builds associated with it will have those builds crammed in somewhere. I believe the suggestion was to create a whole chapter for them, rather than pile them up behind each package. I notice by looking at my notes (a compilation of musings dating back to 1986 and the first Fantasy Hero (you know the one with the guys fighting the dragon that Dragon Magazine's Art Editor ripped off....)) that the Jitaani have many things in common with Projections. Projections are free-willed Illusion magic that come complete with personality and such. Think about Picardo's character from Voyager and you're getting close. They also take damage from Dispels and Detect as magical. In my opinion they need something to distinguish them from Jitaani. I was thinking that perhaps they are also slightly translucent (another Distinctive Feature) and while appearing as adults, they only began appearing a few years ago, so most are only as experienced as small children (Social Limitation?) Caleon is Very Magical. It gets worse as time wears on until the Exodus... then Caleon's not even there any more. So highly magical races and beings and Planet-Shaking Magic are practically the order of the day... Balance is an issue...
  10. Jitaani (Moon Children) The Jitaani are physically similar to Elowan, save for the spiral horns growing from their foreheads. These horns, indeed the whole of their being, detect as magical. While they sometimes cloak themselves in illusory shells or more mundane disguises, their true nature is often revealed by their odd behaviors. The Moon Children are a strange race of magical beings. They live in an unknown location, often travelling under magical disguise to all parts of the world. Even the Dharzoon, who seem to know everything, do not know from whence the Jitaani hail. They call their homeland Jitaan, which does not appear on any map of Caleon. The Jitaani may be seen anywhere, though most are encountered either in the far north of Serantia near the Yark or in the southern regions near the KythWall. No one has encountered more than four Jitaani at one time. They travel constantly, experiencing the various cultures of Caleon. They are secretive and laconic, speaking little, and only occasionally giving a hint to their origins. Most often one will see a Jitaani laugh quietly at something a Serantian does. They tend to find combat extremely silly. Airwalker explains this by saying they are highly magical, creative beings who find ways around our forms of life and its constant struggle. Kanooj of Ytarra thinks they are beings of the Essence. In contrast to this, Diwaspa Mobastard says they come from another planet near enough to Caleon to be reached by gate. Neomaster theorizes they come from an Essence aligned pocket dimension similar to the Pale. The Berserker had his mouth full and wouldn’t comment. They may use the horns in combat, but this seems distasteful to them. Among themselves they speak a language they call Zhojt. Moon Children stand between 5’5†and 6’. They weigh about 20 lbs lighter than a human of their hieght. Jitaani Racial Package Cost Ability 9 +3 DEX 6 +3 EGO 3 +6 COM 4 +2 w Magic Skill Rolls 17 Sense Magic: Detect A Class Of Things 11- (Unusual Group), Discriminatory, Range, Sense 5 Undying : LS (Longevity: Immortal) Value Disadvantage 15 We are magic Susceptibility: Dispel Magic or No Magic Zones, 2d6 damage Instant (Common) 0 Distinctive Features: Detects as Magical (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) 29 Total Cost of Package Options 5 Horns 1 pip HKA (½d5 w.STR) Jitaani Cultural Package Cost Ability 0 Planar Knowledge: Jitaan 8- 0 Language: Zhojt (basic conversation; literate) (2 Active Points) 3 Magic 11- 2 WF: 2 pts worth Value Disadvantages 10 Amused by Mortals (Common, Moderate) -5 Total Cost of Package Most Jitaani encountered, or for that matter, played will be Wanderers. They are the traveling sages of the Jitaani race, scouring the planes for magical knowledge. Capable wizards in their own right, they are taught some spells, assigned a region of Caleon to explore and left alone to discover what they may. Along the way, they often encounter trouble from Chaos, rampaging animals and player characters. Jitaani Wanderer Cost Ability 4 +2 w/ Magic Roll 8 KS: 8 pts worth 2 Language: (any two) (Basic Conversation) 2 PS: Cartography 11- 2 PS: Teacher 11- 3 Riding 30 Spells 6 Survival: (any two) 3 TF: Birds, Boats and Wagons Value Disadvantages 10 Social Limitation: Sense of Duty (Occasionally, Major) 44 Total Value of Package Thoughts?
  11. Re: Layout and Formatting Question... Yeah... I think I'm gonna rewrite this thing from the ground up... It's in GURPS at the moment. But I think the format of Age of Stroms 20th Anniversary Edition is as follows: Introduction Discription of the Caleon Campaign. from 1985 1ed AD&D through the "Glory Days" of Fantasy Hero, GURPS, and the failed experiments of BRP and d20...back to HERO in 2005! Physical Reality of Caleon History Today Land masses, nations, general overview of the Big Picture Thingie. Central Serantian Political Entities Races (With Packages) Rume, Sadi, Zo, many others (Humans) Elzar (Elves) Elowan (Elf blooded humans) Khuzar (Dwarves) Vug (Trolls) Ayr (Halflings) Cultures (with Packages) Rumallan Sadurian Kythrosian Ogres (...and Other Races, ya know...) Professions (wait for it... with Packages) (too numerous to mention. 65 at last count. New Material (New Perks, Skills, etc) Power Contructs Spells, Abilities, Special Manuvers and so on. Keyed to the Packages for each race that is eligible for it. (Humans can't take Stoneskin Ogre abilities, right?) GMs Vault (40 blank pages, it is the Players Edition, after all. THe one I send Steve will have NPC write ups and the like. Somewhere in here, I have to fit Magical Weather, Magical Flows, the spell system that KS and I worked on... lots of stuff... thoughts? You've all been so helpful so far...
  12. If you were one of my players, about to recieve his spankin' new copy of the Age of Storms Campaign Guide which will organize 22 years of gaming (Most of it HERO or GURPS, compiled from various notes and stuff and updated to conform with FReD...), how would you want the Races laid out? Racial, Cultural and Professional Package, but some professions have special stuff... where's it go? Would you want the Power Builds (Spells lists, Ch'i powers, Holy Invocations of Divine Stompin' and the like...) after each package, or all compiled at the end of the chapter? Or in a chapter of their own? HELP!
  13. Imagine you have these uncaring, nearly dead gods, imprisioned in various areas around your fantasy world. Got it? Okay, now suppose some folks figure out these Dead Gods are out there, and they begin to supplicate them... The Dead Gods aren't actually aware of this behavior. They just soak up the magic provided by sacrifices, bloodletting and ritual scarification, and return a little power through some mystical "feedback loop." Clearly, these aren't the type of gods who grant spells with the "Only while performing in the god's interest (-1/2)" sorts one finds in other games. You have spells that you like to use, you power them with an END Reserve... that END Reserve is of a given size, and only recharges with a sacrifice of some sort. Act/END Recharge Human Sacrifice/100 Blood Offering/50 Ritual Scarring/25 Burnt Offerings/13 Whatcha Think? (-1)? (-2)? Should I put down my copy of BoVD and get back to Battlestar Galactica?
  14. Re: Any Arcanum-style campaigns out there?
  15. Re: Any Arcanum-style campaigns out there? I started running Caleon in 1987 and it hasd steam and magic from about day one. I'm slowly converting it back to HERO after a long stint in GURPS and d20... It will have steam rules soon, and the magic system is one Killer Shrike and I adapted from my notes on how I should have been doing it all along. http://www.geocities.com/jephkay Again, the website is in it's earliest stages. There is a bit on Steam Tech, but it's not in HERO terms just yet. The Ultimate Vehicle has some stuff, tho...
  16. ....Are the Official CU Alien package deals in Champions Universe? Or do we buy Terran Empire for that? Hmmm?
  17. If I was gonna write up a bunch of awful diseases and maladies using HERO, might I use Drain STR, DEX, etc to simulate them? Drains can't kill can they?
  18. Re: Caleon Casting Styles You can go "uphill" or "upstream" but at half speed. You are actually "riding the flow" so your rate is impeded somewhat. "Downstream" OTOH, you can really rip things up, moving at twice the speed you paid for.
  19. Re: Those Black Powder gun rules in FH. I've used black powder in Caleon for years. Every system I ever ported it to had them in one form or another. They add a great deal to the setting.
  20. Jkeown

    Two Books...

    ... if I only have $60 and wanna start a Champs Game... what do I spend the money on? Hmmm? NOTE: I have USPD and FREd already.
  21. Re: Caleon Casting Styles KS's stuff and mine jammed together and edited a bit... HERE YA GO!
  22. Re: Caleon Casting Styles Caleon's Orgins caused the use of the Elemental Styles, as it has grown from being played. Very little development was ever done by my sitting down and writing. It has a a feel of having been "Made up on the Spot" and that's just what it is. It grows through discussions with gamers, message board stuff and when an actual Game Machanic like Shrike comes along, it flies... It becomes something more than my ad-libbing. That magic system's been in my head for a long time. It is something grand now, with Shrike's help, it will see its full potential. My webpage for Caleon will be up soon. Then you can all marvel at 20+ years of "making stuff up on the spot" or vomit.. not sure which you'll all do... It is strangely consistant, however... That said, use what you like of my work... but give KS his due... he cut and polished this diamond of mine so you could wear it.
  23. Re: Caleon Casting Styles Post away... we can trade off a bit... I'll certainly be taking your advice when working out this new system to present to my players. I had considered renaming it after one of them kept thinking I was talking about Elemental Special Effects. "So... could you combine air and water to get Fog?" He didn't quite get it... Maybe renaming them will do the trick. I'll try not to just cut and paste your comments. However, it's so well done, I don't know that there's anything to do but add the "expanded style" material to my document... Organizing my notes is tedious work, and you've kick started the magic chapter nicely. Thanks for the advice!
  24. Anyone want more Caleon? Here's a bit... ------------------------------------------------- Sisterhood of the Anshandii From the magical traditions of the Elzar and the lessons of the Empire of Pelkoryad, the culture of the Elowan emerged. The Sisterhood is a facet of this culture. Elves are a very magical race, and as children of Elves, the Elowan are quite adept at the Arts. Pelkoryad had many a great wizard itself. It is taught that the Pelkoryadi did not respect their power and were thus doomed. The Anshandii teach respect for power, magic power specially. The Doom That Came To Pelkoryad After a thousand years, Pelkoryad, they of enlightened existance, the most civilized and advanced culture in Caleon’s history, died in one night. It was, some said, paradise. Humans, of Ser extraction, and Moon Elves lived in the great cities and danced in green meadows. They lived in perfect balance with nature. The cities were more than perfect examples of social exchange and all was peaceful. From the Great Empire of Serantia came a threat that the Pelkoryadi thought they could handle. Were they not the most capable people on Caleon? His name was Uzeroth Tamarlaan. Born of an unholy union between a Demon Lord and a Ser mortal, he was nearly immortal and invulnerable. His job was to kill people. The tools of his craft were of Darkened Steel and fire, a shining slice of midnight, the Black Sword, and the mind of Hell Itself, the Iron Crown of Sproul. His efforts at bringing together the most evil of creatures built him an army of incalculable power. Zarku, Giants, Ogres, Trolls and despicable men of all races marched under his banner. He could not be stopped. Pelkoryad was merely a stop on his way to ruling Serantia. All the enlightened artists and crafty wizards of the Pelkoryadi were as naught to him, for they had forgotten how to use the instruments of their defense. They fought bravely and died in the thousands. As city after city fell to Tamarlaan, a cure was sought for his rampage. Weeks went by and finally the worst of all possible things happened. The solution was found in the form of a dull, black sphere spoken of in hushed tones by the wise, paranoid men of the world. The Dragon’s Eye, the Chaos Orb, the Steel Heart. It has many names, and men rightly fear its power. According to legend, the Steel Heart holds back the Chaos that screams at the barrier between the Real World and the Chaos Realms. Some claim it controls the Magestorms. Others say that Caleon itself can be destroyed by it. The Elzar Entullian of Pelkoryad knew where it was. As Tamarlaan’s army approached, he placed his hand on the Orb and willed raw Chaos to consume the invading force. He drove at them with pure unbridled power, beat at them with energies never before seen and was consumed with lust for it. He had decimated the Cambion’s army and still tendrils of chaos streaked out across the night. They struck in Zo, lifting the Tower of Nuuranan from its foundation and sending it into Pure Chaos. The tentacles of chaos crackled across gates and pulled them wide, admitting unspeakable horrors upon the world. Thus, Doom fell not only on Pelkoryad, but also upon the Zo and the entire Serantian Empire. Pelkoryad itself was broken, and large parts of the land sunk beneath the waves of the White Sea. Of all Pelkoryad, only Deiad, Emildar and a few high mountains remained. A long silence fell over the continent as the cries of millions died out. In the years that followed the Doom of Pelkoryad, Uzeroth Tamarlaan escaped from whatever hellish dimension the Orb had sent him. His body composed partly of raw chaos, he was able to survive the attack. In the Doom of Pelkoryad, men were the primary combatants in the war, and died in great numbers, leaving grieving widows and crying children to rebuilt the Empire. It would be difficult. The survivors would have to change the very way they thought about living. Rise of the Anshandii One woman, a child of The Fool Entullian and Kaashyan of Ctharlaan, name of Anshandel decided to take matters into her own hand. She recovered her father’s library and making use of her long, Elven life and human impatience, taught herself magic. As she learned her father’s spells, she incorporated components of her own devising and began teaching others. Before Anshandel died she passed the organization to her daughter. Queelan rededicated the Sisterhood to her mother’s memory and changed the name. Thus was born the Sisterhood of The Anshandii. They helped rebuild Emildar, and while Deiad and the mountainous regions fell to barbarism, the Elowan survived even the fall of Serantia. The Sisterhood’s membership evolved into a uniquely female organization. On a number of occasions, the organization was in danger of being taken by men. The philosophy of the Sisterhood changed and soon the spells themselves were nearly unlearnable by males of any species. The Sisterhood has been a source of Good in Serantia for over two thousand years. They have been instrumental in continental politics even during periods when the nation of Emildar was nearly powerless. It was the Sisterhood that turned back successive invasions by the Rumallan Empire, and it was the Sisterhood that rallied hardest for joining that same Empire some twenty years ago. Of great influence use in peace and war, the Sisterhood is the first line of defense for Emildar. In a very real way, the Sisterhood is Emildar. The Sisterhood Today The organization and spell list of the Sisterhood of the Anshandii is like so many other things Emildart. They are a mixture of those things that came before them. They are based on the aspects of woman. These aspects are historical, philosophical, and psychological archetypes of facets of the female character. Each portrays woman in a different role, and the spells reflect the attitudes and actions of that role. The Aspects of Woman as taught by the Sisterhood are; The Wise Advisor, The Protector, The Vengeful Defender, The Caregiver, The Manipulator, and The Independent. Full explanations of the aspects can be found in the Sisterhood of the Anshandii Spell College listing. Suffice it to say that the portrayal of these aspects colors the thinking and actions of the sisterhood in many ways. From an organizational viewpoint, things are less clear. In theory the ruling council should be made up of one of each aspect and the oldest, wisest member of the sisterhood (called the Regis) for a total of seven members. While the council maintains the correct number, few mages actually practice only one aspect. This leads to a diverse set of opinions and personalities on the ruling council. Council members are elected for a term of ten years, and the Regis is a lifetime office. Below the council in terms of responsibility, for none in the Sisterhood are more important than any other, are the various Factions of the organizations. They tend to form around the Aspects, but are often split up along politics or personalities. The most aggressive faction being the Proactive Faction, as their policies are guided by the Vengeful Defender Aspect. Although the Factions are not an official function of the Sisterhood, it is a natural social development. No attempt has ever been made to prevent their formation, unless the Sisterhood itself was in danger. Such was the case with the Sevartaen Faction of a thousand years ago. The Sevartaen lobbied for the inclusion of Chaos in the course of study. At the very least, they argued, Sisters should have the right to pursue whatever magical path they chose. The Council did not agree and a war of words and eventually knives and spells was fought. Most of the Sevartaen were killed in the fighting or exiled, and the leaders tried for treason. There are at any one time approximately ten or so factions, made up of Sisters and Servitors (see below). There have been as few as twenty Sisters and as many as 117, but the average is around seventy. Next are the Servitor positions; guards, cooks, runners, stable hands, teachers, weapon masters and scribes of various types. All are members of the Sisterhood (even the male members) but most are not spell casters of any kind and outnumber the Sisters by about three to one. Almost any profession imaginable has been employed by the Sisterhood at one time or another. About 80 percent of the Sisterhood are Elowan, and the remaining 20 percent are of human (mostly Rume) extraction, with some Elves and at least one Ijhuniz (DH. "She-Ogre") in the current membership. Anshandii University at Dé is home to as many as a dozen students at any one time. The Sisterhood accepts students for a price, but they also actively recruit from the Empire’s most promising young women. They do not discriminate based on race or noble status. A first year student is taken to Emildar around age ten or eleven. Normally, only two or three graduate on each New Year’s Day. The course of study includes history of Emildar, the Empire and the Sisterhood especially. Weapons are taught as a last resort. A promising novitiate will be apprenticed to a Sister and be guided into the study of magic after her aspect is discovered by careful observation of her scholarly interests and hobbies. The study of magic is usually not started for a year or more, making most apprentices twelve to thirteen years old. If she applies herself wholeheartedly, the novitiate is a full Sister by her seventeenth birthday. Anshandii Spell Choices The Spell list for the Sisterhood of the Anshandii is like so other things Emildart. It is a mixture of those Elzart and Human things that preceeded it. As female spell casters came to Emildar, they began associating for mutual benefit. As more women of Human, Elzart and Elowan descent came to the island, they joined the Sisterhood and added their magical knowledge to what had already been compiled. The Sisterhood has blended all these concepts into a unique feminine study of magic. It is deeply intertwined with the female psyche. Obviously, it is considered "Female Aspected" in relation to the Gender Aspected Magery advantage. The spells of this ciriculum are based on the Aspects of Woman. These Aspects are historical, philosophical and psychological archetypes of facets of the female character. Each portrays woman in a different role, and the spells reflect the attitudes and actions of that role. The Aspects are as follows: The Wise Advisor: This is the intellectual woman, gathering knowledge against the time when it will be needed. She then dispenses this knowledge as she sees fit. She also gives advice derived from this body of experience. The ability to travel is important to this aspect, so she may seek out new experiences and sources of learning. This is also the foundation of one of the perceived differences between men and women. Man is physical and quick to act, while woman is intellectually founded and given to deliberation. Wise Advisor Mages cast spells of Knowledge. Protector: This is woman protecting herself and those who are in her care. This woman sees to adequate protections, both to deter violence and before entering conflict. She strives never to be surprised or caught unprepared, nor will she be harmed due to her own inaction. She is shield and refuge to the weak and powerless, especially those whose welfare she is charged with. Protector Mages cast largely Defensive spells. Vengeful Destroyer: This woman using the most powerful and destructive tools at her disposal in defense of her herself or her charges. She is also a direct and immediate exactor of vengeance. These same powers can be unleashed against those by whom she feels slighted, injured or upstaged. This this aspect woman is merciless and takes no prisoners. "Hell hath no fury like a woman scorned." While Man is the berserker, charging blindly into combat. Woman is careful, she chooses her battles and plans actions. The Vengeful Destroyer is influenced by the Elzar dark side. Vengeful Defenders cast spells with damage dealing potential. Caregiver: This is woman's nurturing aspect. She takes care of those in her charge before seeing to her own needs. She will go without if resource are insufficient. She helps and aids others and herself. She often sees to needs before they are voiced. She is also the provider assuring those in her care have sufficient resources and are not forced to do without. This is the aspect of woman that sees to the propagation of the species. Caregivers cast spells of Healing. Manipulator: This is woman using plots and subtle means to achieve her ends. She will wrap others "around her little finger," and persuade them to assist her in accomplishing her goals. She will sow rumor and discontent to block those she sees as competitors. Where the Vengeful Destroyer is the quick and devestating attack, the Manipulator is the slow exactor of revenge. Feminine wiles, innuendo, influence and position are the tools of this woman's trade. Mind Control and Illusion or Creation spells are favorites of Manipulator Mages. Independent: This is the self-reliant woman who trusts in her own abilities. She needs no one to stand up for her, provide for her, fight for her, or to speak for her. She does not rely on others, she makes her own way. She may have friends or allies that have helpful skills and abilities, but she will not ignore developing similar abilities so she is not forced to rely upon these others. She is frequently found in positions of leadership or other positions of importance. She is content to let others rely on her, because she can prove their trust is well-founder. This is possibly the most competitive of the aspects. She is unwilling to lose an edge which could force her to turn for others for help. The Independent Mage casts any spells she damn well chooses!
  25. Re: Fantasy Art Thread 'And she went out among the Cities of the Dharume and of the Zo, saying unto them, 'Give me Iyoodon, else I shall carve it from your streets and towers, your fields and farms, from your hearts, minds and souls' and so saying, she was about it. A great call went up for heroes and none dare answer it save the Oathbound. For once called, ever must they come. And in the fullness of their quest it was seen that she had once been human like themselves, and had fallen to the lure of Chaos, had become a demon, a Lost Soul. Though many Oathbound fell, they dragged Zootiakka's damned form back to the Sphere Unspeakable with them, and the Realms of Men, Ogres and Elowan were saved for a time.' --Prophecy Wall Fragment 23.
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