Inheritance of Mana: Current Era Life pt. 2

In the modern day, many peoples either belong to a guild or work for someone who does. In the past, people provided for others with the understanding that it’s a.)for the greater good and b.) they will receive the goods they need from other guilds in kind. Today, a major difference is that instead of goods or other services rendered they are paid in a small metal currency called zenny. Zenny often appears in coin form but large sums appear in printed paper form and represent a like amount in coin.

 

If one were to view the world from within, you would have a world similar in theme to the middle ages however that viewpoint soon gives way when you see the amenities of the world. The streets of most cities are lit by magic crystals that either jut out of the ground in set locations or sit upon post like structures that vary in design by region. The crystals give off light starting at around 6pm and run until daylight- where during the day they spend recharging their energy.

 

In most homes, working plumbing exists. Many things from the modern era also exist such as running sinks and what not. Plumbing became possible due to magicka technology and is an example of the positive side of mana labor. Homes are heated using this technology and there is even indoor lighting thanks to this technology. Much like the outside, indoors have a crystal in each room that is normally placed to give the optimal amount of light. Most often it is on the ceiling and is able to gather energy from the roof in order to recharge. It can also be charged manually if one has enough affinity by placing your hand on it.

 

Even other mundane things that we take for granted in the modern age is made possible in this world. Working sinks allow for much greater ease of cooking and preparing. Washing clothes is made easier as the world also uses washing machines and dryers though they appear a bit different in this world. Essentially clothing is blasted clean and so clothing tends not to last as long in this world.

 

Speaking of clothing,  Clothing styles vary widely depending on where you go. Fashions in the Emerald region tend to follow practical clothing. Pants, jackets, and other general worker type clothing favoring function over form. The upper class that now exists due to changes in society are often seen wearing more exotic clothing and evening wear more similar to the late renaissance era. Suits in deep color and flowing dresses for those that enjoy them.

 

The Scarlett region, as it tends to be very warm, often the citizens wear silks or light fabrics. Shorts to allow the skin to breathe. The nights tend to get cool quickly and so its not uncommon for people to pack a pair of warmer pants in their backpacks to put on over the shorts.

 

Both the aqua marine and Gosshen regions are the cooler regions in the world. The aquamarine region is the coldest and therefore people dress the part. Large heavy fur lined jackets and fur hats are the standard fare here. Much like the Emerald region most people dress for function as they have to work hard in the cold environments. The Gosshen region may not be in the ice and snow but due to it being in particularly windy valleys, the temperatures drop lower than the Emerald region. The Gosshen region has a very different kind of style than the rest of the kingdoms. Larger, more flowing robes and attire are the clothing of choice here. Vests, long scarves and hakama style pants are the norm.

 

Finally the sapphire region is a big mix of styles as it is the fashion capital of the world due to Undine’s influence. Tight fitting shirts with fancy but light overcoats are worn with pants that cut off at the shin due to many areas having an abundance of clean running water that rushes south towards the great bay and the ocean.

 

Outside of the Fireborn or Kaisikara which follow human trends, fashion is a bit different between the species. Earthborn and Hawken tend to wear functional clothing with both of them tending to dress a little cooler for the weather since they either have fur or thick feathers respectively. Gob’s tend to be very fashionable and seem to love the newest trends from the Sapphire region. Sprites are in a similar position as Gob but will only chase local trends. Lamina tend to dress their upper bodies a bit warmer for their climates or wear fashionable clothing that does a good job of trapping heat.

 

Finally, one last thing that should be mentioned for now is how to get around. Technology has given the ability for travel guilds to create large transport systems. Magicka technology has made the creation of vehicles as floating zepplins and running trolley cars. There are many rails among civilized routes to allow trolleys passage between large settlements. As with fashion, travel methods seem to very based on location.

 

The emerald region makes lots of use with the trolley system in particular. Trolley cars seat about 12 persons per car and run through and around the larger cities in this region. They are not designed to get to places in a hurry and mainly designed for business in mind. For travel outside the rails, one can rely on beasts of burden. Greeths are large four legged animals that serve as horses in this world. They appear much like horses in form however they have a thick fur coat. They vary in color but typically take on a green hue. Greeths are big but can’t seat more than one usually. They are bird like in nature, with large beaks.

If one needs to carry a lot of things at once, they can rely on large lizards called crawlers. They have smooth skin and four large legs. They can seat about four people or fewer with luggage. Crawlers are highly adaptable and can travel around with ease, but are not as fast as Greeths.

 

In the land of Scarlett, there are a few different ways to get around. Provided you are not in a hurry, most settlements have a landing pad used for hot air balloons. The balloons of the fire region use magicka technology so they not only ascend rather quickly but also accomplish lateral movement with good speed. Landing pads aren’t only used for balloons… some paths as well as the larger cities also contain a faster method. The faint of heart need not apply. Magicka cannons have made it possible to launch people over great distances as they are first covered in a protective field then launched. The field will absorb a majority of the kinetic force into the launch pad (which this force’s energy is used to provide powers to the cannons as well as other nearby magicka devices) causing the occupant to land relatively unharmed. Finally, if one is not fond of the air, one can use a type of camel named coomel’s that absorb heat from the area naturally into its skin and dissipates cooler air. This is a particularly popular animal for travelers to have around.

 

In Gosshen, one can use clouds themselves as personal vehicles. These personal clouds are called hover puffs and they are created using a specialized form of highly pressurized wind mana. They are light as a feather and come in many colors. They have a tendency to only last a few weeks at most before dissipating therefore they don’t cost as much Zenny as one may think. In addition, They only reach about 30 miles per hour at top speed but can be maneuvered in any direction making them very useful in travelling the floating islands. The clouds are not very durable and usually dissipate upon a forceful attack.  Finally, the clouds can only really seat one person as its not very wide and up to about 400 pounds before being at limit.

Despite the shortcomings, the cloud method has its uses… but for someone that requires a more permanent solution, look no further than the skiff. These large devices are built similarly to small boats or rafts. A skiff is able to float but relies heavily on wind power to get around. Larger ones are available with some powered by minor wind elementals but those are rather expensive and not really meant for emergencies. Pushing an elemental too hard could cause it to dissipate forcing one to rely once again on the winds.

 

The Sapphire region consists of combinations of large lakes and big waterways that lead to the ocean. Therefore much of its transportation methods are aquatic in nature. The region makes use of large globes of glass called bubblienes that transport people between underwater settlements. Bubblienes form around up to 10 passengers at a time and are made using a special compression of air, water and fire mana. If for any reason the globe travel globe goes down, it keeps enough air to last 10 people 5 days through a magica technology filter that recycles air. After which time, the globe will fail and fall victim to the water’s pressure before suffocation. Outside of bubblienes, there are methods that help land travel. There are large amphibians that people can ride or use as beasts of burden called Webbers. They are quite large- roughly the size of a truck. They need lots of water to survive but can help get people from place to place on land. They are a more aquatic relative of Crawlers.

 

Finally, The aquamarine region uses a few methods of travel. They use magicka cannon travel as well however it tends to be very cold so bundle up when using. They also have trolley systems however they usually only use them within their own towns and not between settlements as maintenance in the cold weather tends to lead to a lot of problems. For other forms of travel, they use large mammoths called Orimasu as beasts of burden to carry people or troops from place to place on large cars that are worn by the animal like backpacks.

 

 

 

 

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Inheritance of Mana: People and Guilds and Terms at a glance

Collected below are a collection of important NPC’s active guilds and general terms. I figured I would provide these as a glossary in order to have these in an easy to reference place.

 

Important Persons and NPCs

The great creator– his name was never learned by Auraluin and thus never passed down. Many simply call him either the all father or the creator.
Auraluin– the great shields goddess, force of light and purity.
Govillias– the lord swords. One of light, has since grew mad.
The great blot– the teeming darkness. The devil’s ink. The devourer. Regardless of its many names, it is the creature in the sky that threatens to consume reality.
Terra – she is the Kai or great elemental of the earth. She is kind, intelligent and patient but dejected. Earning her trust is hard but regaining it is near impossible.
Flareos – he is the Kai or great elemental of fire. He is lazy and fun to be around however when angered, he has a deep temper. He cares a lot about others.
Sypha – she is the Kai or great elemental of wind. She is fun loving and loves to travel and lend aid to others.
Undine – she is the Kai or great elemental of water. She is very selfish and fickle. She can be quite mean to others.
Professor Perilous Vodka – Head researcher of the Pokus guild of magic in Deephaven
Professor May Bourbon– Professor, guild of the Pokus guild of magic in Deephaven
Riveriaeliel– One of two elf lords remaining.
Caspar Jemenai – master of the fallen star guild
Rowan Arkhus- Pokus guild founder (back in eclipse age. Deceased)
Gema– Knights guild champion/grand knight.
Tom Joad– open air explorer’s guild leader. Also guild magistrate.
Nikki Vegas– open air guild member.

Jun Tabak – member of the monster hunting guild X-kai

 

 

Guilds
Bladestar – Secret group of black hearted wizards that have been known to  manipulate the spirit threads of people, tricking them into doing things against their will. Allied with the forces of madness.
Blightenfell – A dark guild devoted to the resurrection of Govillias. Allied with fallen star guild, it is said that among its top ranks, the dread cancer clerics perform disturbing magic in secret. They often fight with Bladestar.
Fallen Star guild– devoted to ruling the lands of Gust glade hallows from the shadows. Allied with the Blightenfell guild.
Gavelworn– justice guild, used for the adjudication of laws
Knights guild– guild that is called upon to face the forces of madness and darkness
Mystics – The mystic’s guild are a special cabal of mana users that commune with the adjudicators. The dark guild known as the bladestar guild was formed by a Reetah – former member of this guild.
Mythmail – prestigious smiting guild
Pokus– The illustrious guild of magic researchers. One of the most famous guilds in Beryl dedicated to the teachings of magic as well as the study of the mystic arts.
Tempest – Mercenary guild. It has a code of honor but many members are known to have alcohol problems.
Tradewind Academy – a scholarly guild from the Gosshen region. Rivaled only with Pokus in prestige among magic and research academies.
Towers– An order of mana monks that use special ki healing techniques to heal those afflicted with curses and disorders.
X-kai– This is a guild of hunters that specialize in fighting great beasts.

 

 

Terms
Adjudicators– spectral beings that reside within the soul flow that have the special job of scanning a soul’s for knowledge specific to the dark blot.

Attunement – Attunement refers to an entity’s natural predisposition to one of the five types of mana. Beings can have varying amounts of mana compatibility. Those with low amounts are usually in labor jobs – see mana laborer. Those with higher amounts often are involved in the community in other ways.

Age of antiquity– any event that took place anywhere between untold millennia ago until the eclipse age (1000 years before current era)

Age of Eclipse  – the period of time 1000 years before the current era.

The age of the quiet – also called the age of great sadness by many spirits, this is the current era where the forces of madness, light and chaos still fight each other yet without leaders.

The bleed– The bleed is a place within the brilliant world where souls that pass on from their physical body gather to reincarnate through the soul flow.

The Brilliant world– a plane of energy. See “Elsewhere”.

The city of light– the city of light is a large structure that exists within the Emerald Region. It was crafted using various amounts of magically charged sheets (see Magicka technology). Its purpose was to create a spiritual weapon powerful enough to harm the great blot. It has other features, such as being able to fire energy produced from a newly expired soul in desperate times.

Dark beckoning– process in which a large piece on the planet’s surface calls to the dark blot. The dark blot will then extend a tendril from its body and connect with the piece, crafting agents of darkness.

Dragon – a being that is attuned with an immense amount of mana. They typically have the appearance of great reptilian beasts however they can come in different shapes.

Elsewhere – one of the three pillars or ‘stacks’ of reality. It is also referred to as the brilliant world. It is an existence that comprises of various bands of energy of all frequencies. Most importantly, mana energy is created and restored here. It is also home of the bleed and the soul flow.

Giga fauna – animals that were exposed to unnatural amounts of mana. Those that survive undergo a mutation referred to as manavolution and the result is a mutant version that can reach up to 20 ft tall.

Inheritance– it’s a phenomenon where, during a being’s creation, a secondary soul is fused to the primary being’s soul. This can cause the primary being the ability to interact with the lost soul of a being. This can cause unforeseen consequences.

Infinite spell– A spell that takes a part of the being’s soul in order to cast. An infinite spell takes this soul piece and uses it as a catalyst along with either the natural mana in the atmosphere or mana from the brilliant world to cast the spell indefinitely.

Karat – a gram of collected mana flakes.

Lesser Gods – Major elementals, Dragons, Govillias, Auraluin and the Elf lords are typical examples of lesser gods.

Mana – a metaphysical fragment of this world’s reality. There are five types of mana; earth, air, fire, water and arcana. Anything that produces mana belongs to a type (prefaced by said type such as fire mana) and usually produces mana of that type.

Mana flake – if large amounts of the same kind of mana collects in the same area, it condenses into a mana flake. If touched by a living creature, it is absorbed into the preson’s body. Mana flakes can be gathered and harnessed- which forms the basis of magicka technology.

Mana Laborer– a person that is attuned to a small amount of mana. They are able to use mana at a simple rate, allowing them to use magicka techonlogy for labor type jobs.

Magicka Technology – technology created by refining mana flakes into sheets of metal that are attuned to mana. Depending on the type of mana used, different kinds of properties are exhibited by the results. Using this and other scientific methods, many items from fire arms to travel are possible using magicka technolgy. Magicka technology made possible the creation of the city of light.

Manavolve– a phenomenon where beasts that live in an area saturated with mana will- over time- change, gaining the ability to manifest the mana energy either onto itself or its environment.

Mana life cycle– Mana is born in the brilliant world. It filters its way up to the world of light. It permeates the brilliant world and everything in it. Mana spent from a being or used in the light world is passed back into the brilliant world.

Negavoid – it is a pocket dimension used to store anything in suspended animation. Rumor has it, it merely places the object in Nowhere however this has yet to be proven.

Nowhere– one of the three pillars or ‘stacks’ of reality. This is also called the deep void or oblivion. It is a lightless, soundless void of unlimited size and scope.

Omega fauna – giga fauna further enhanced by ancient elvan rituals. These are a calamity however many of them lay dormant or live in remote parts of the light world.

Persona– a being’s persona is their physical body or shell. This term usually applies to beings that are normally elemental or spiritual in nature that are able to manifest a physical body. Stronger beings are able to create multiple persona however they will usually manifest a singular one. Spiritual beings that have their physical body destroyed will usually be forced into the brilliant world however…with proper planning one could excise the being to nowhere- the endless void.

Psyenergy – a special kind of Arcana mana only produced by a rare amount of people attuned to Arcana mana. Only those few and the great blot produce this kind of energy.

Spirit sign– The spirit sign is a metaphysical sigil that represents the true name of a being. The spirit sign is bound by the spirit threads in the bleed during a being’s creation and birth.

Spirit thread– a piece of ethereal matter that connects the spirit or soul of a being to its spirit sign.

Somewhere – one of the three pillars or ‘stacks’ of reality. This is the material world. Many people call it the light world or the world of balance.

Soul flow –  is a mystic concept where souls are funneled and prepared to rejoin those within the light world.  It is like a massive waiting room where the soul is processed, forgetting everything about its previous existence.

Soul thread network -The network consists of a bunch of soul threads. The soul thread is a link from the light world through the bleed within the brilliant world to the soul flow.

Zenny – currency used to pay for goods and services throughout the lands of Beryl

Division Street – Calderon Valley

Calderon valley

Welcome to Calderon valley Japan. The city rests on a mountain range in Honshu Japan. The surrounding area is heavily forested with various kinds of trees. The main city area has a lot of cherry trees that have been planted by man. The city prides itself with the education of its children and because of that, it has a lot of schools. The city has 2 basic schools, 2 junior high schools, and 3 high schools. Other than schools, the city boosts a lot of hang out spots around the city. A new concept that the city has created is the cradle. These are large community centers that house various activities and each has a style their own. There are about 5 cradles in the city, with one at the very top center of the city and four smaller ones, two on the left side and two on the right side.

 

Common Locations – these locations are the spots where I anticipate a lot of play will occur. This list will grow over time as I gain additional input from the players.

 

Home Player 1

Home Player 2

Player high school- Madoriyama

Home room – Ms. Hanako

School club room -since one of the players is a member of the student council, the council room serves as their base of operations once things get going.

Azure park – primarily a children’s park, Azure park has a mile walking course as well as benches located in the four quarter mile markers. There are two designated entrances. One facing main street and the other near the school. Located on a flat plane south west of the water cradle.

Domino arcade- arcade has not been as popular lately however the newest fighting game Battle-men 7 has just released which may get the kids coming back.

Hideki shrine- a run down shrine ran by Ryo Hideki. Located between the sky and earth cradles. This is often called the lonely shrine as it is the only one located near the city.

 

High schools in the area

  • Madoriyama – player character’s school located above the water cradle
  • Ryoma high school – school with a reputation for delinquent students. Located near the earth cradle.
  • Tezuka high – very athletic school. Reputation for raising the best track and baseball students. Located on the other side of the sky cradle.

 

Middle schools

  • Natsume middle school – school where a Player’s sister currently studies at. Located near the plant cradle.
  • Sakamoto middle school

 

Basic schools

  • Tomoeda elementary
  • Shohoku elementary

 

 

Cradles – Cradles are places that hang out of a mountain by a series of support beams. In a cradle, there are guide rails that lead from the street to a cradle. Cradles are surrounded by a chain link fence that keeps youth from falling off the outer edges. Within the chain-link fence is a cafe-like area with many tables and chairs for people to sit. Depending on the cradle, other features are determined. The upper levels are generally populated by the closest businesses employers. It is said that delinquents often battle for ‘control’ over a cradle.

 

Sun – top most cradle built in the highest point of the mountain range. The sun cradle often houses very high ranking corporate events.

 

Sky – sky and water share the same height but are below the sun cradle.  The sky cradle is situated near many corporate offices. The buildings rise rather tall in the sky. Many of them have rather reflective windows. There is also a reflective pond in the center  and when the weather is just right- you can see the sky in both the pond and the buildings.  Sky is the cradle on the left in regards of orientation vs the water cradle.

 

Water – sky and water share the same height but are below the sun cradle. The water cradle often has performers play music here as well as people displaying art. In fact, the city’s art museum is located at the base of the cradle. Water is the cradle on the right in regards of orientation vs the sky cradle.

 

Plant -Plant and Earth extend to from the base of the mountain ocean or the beach depending. Plant is full of life. There is a community garden here so lots of people rent space here. In addition, its base is closest to the public pier so people also fish off the pier. Plant is the cradle on the right in regards of orientation vs the Earth cradle.

 

Earth – Plant and Earth extend to from the base of the mountain to the beach.  Closest to the Ryoma high so it is ‘under their control’. Despite delinquent activity, Earth is one of the first cradle’s tourists often see and so it is full of touristy attractions. Earth is the cradle on the left in regards of orientation vs the Plant cradle.

Division Street – Character Creation

Characters for this rpg are created using big eyes small mouth 3rd edition.

They are created using the following rules:

Characters are created using 200 points, meaning the heroic tier. Characters in this tier level are normal humans or near humans. They may get some special abilities but rarely exceed the power of a typical action movie hero.

Max attribute level is 4

Min max combat values 4/8

Min max health 40/100

Min max damage multiplier 3/6

Min Body Mind Soul – 3 (can be 2 with a defect).

Stats

· Body- physical aspects of your character such as overall health, strength, endurance, quickness.

· Mind- mental abilities such as intellect, wit, quick learning. Does not correlate with breadth of training and depth of experience.

· Soul- luck, willpower, determination, spirit. High value represents the many anime heroes whose main trait is their strength of character such as Yugi Muuto.

Initial character creation Attributes.

· Attack combat mastery

· Aura of inspiration

· Combat technique

· Defense combat mastery

· Divine relationship

· Energy bonus

· Heightened awareness

· Heightened senses

· Item

· Massive damage

· Melee attack

· Melee defense

· Organizational ties

· Ranged attack

· Ranged defense

· Skills

· Tough

· Wealth

 

Skills – skills have a natural cap of 6 however a Genius at a skill would have beyond.

· Level 1 and 2 indicate significant training or practice.

· Level 3 and 4 indicate considerable experience with the particular skill.

· Level 5 and 6 are true experts in the skill.

 

Defects

You can only have a max of 8 defects. I trust you not to take enough to make your character useless or uninterested in the scenario.

 

Weapon

Weapon has a number of potentially broken combinations. If you have a cool concept, please let me know about it before hand. I want to be lax but this is one category I need to know more about.

 

Special attributes

There are special attributes you will gain access to later. These must have an attribute restriction attached, limiting their usage in order to stay in genre. Most common will be the deplete option.

 

Shock Value

My game will include shock value as a rule. Basically during the game if you take damage beyond your shock value you have to make either an average or challenging roll. If you fail, you are stunned and lose a turn. If on a ledge you may fall off. If you fail the check by a greater margin than half your soul stat you fall unconscious for a number of rounds equal to 8 – Body (minimum of 1 round)

If you fail your shock check and its an non stun based attack, you will begin bleeding. You lose 1 health point per turn. Out of combat you lose 1 per minute. A roll of medical: emergency response will slow the bleeding to 1 health point per 10 minutes. If you are somehow healed by an attribute you stop losing health. Health loss by this method can only be healed this way or if treated at a hospital.

 

An event will change you, making you into something a little…more.

The following attributes may now be selected in addition to the ones above

Additional Attributes

· Armor

· Block power

· Damage conversion

· Enhanced stat

· Environmental influence

· Features

· Illusion

· Jumping  * gm discuss (want to cut down on flying)

· Plant control * limit 1 character

· Pocket dimension

· Power flux

· Projection

· Resistance

· Shield

· Sixth sense

· Special defense *gm discuss

· Special movement

· Super speed

· Super strength

· Telekinesis * gm discuss (want to cut down on flying)

· Weapon *gm discuss

Project Division Street – mini series

I have begun a new RPG project titled Division Street. Division street is my new mini campaign that focus’s on duality. Often this is day and night, light and dark, love and hate. I decided to use BESM 3rd edition because I wanted to get back to my rpg roots as well as found I liked the modular nature of the game. I will be posting a few different things here soon, but I first wanted to get the setting out in the open.

I like to think of this as persona x sailor moon. Where we deal with high school students pushed into supernatural situations in between their daily lives.

Game Category

  • Action
  • Comedy
  • Drama

Period

  • Modern Day

BESM genre 1 (fan service) keywords

  • Attack Phrases
  • Bososoku (biker gangs)
  • Bishonen
  • Collateral Damage
  • Dying Speech
  • Face Cuts
  • Giant Robots
  • Ghosts
  • Hyper dimensional hammer
  • Ki Powers
  • Kendo
  • Late for School
  • SDF
  • School uniforms
  • Transformation Sequences
  • Terrible Cooks

BESM Genre elements

  • Alien visitors
  • Hero teams/ Magical girls
  • Martial Arts
  • Mecha
  • School Days
  • Science Fiction
  • Supernatural

Orden…Reborn. D&D 4.0 Pt.2 Sidestory 1

Before I took hiatus from GM’ing D&D we had a natural stopping point to our campaign. During that time I wanted to try a few other games before returning. I also wanted to take that time and gather my notes thoughts and give each player – specific lead-ins to the next chapter, which I called part 2. Since the chances of this happening are about zero now, I figured I would release the few I had written…

 

This would be Rob’s part…

D&D 4.0 Part 2

Where the mountain meets the river, the air itself grows calm. The night air itself still with a mysterious magical force. A mote of energy appears in the air above the stream. Blue at first in color, then golden it pulses with this unidentified energy. It travels from the stream, through the grass and towards the mountain range.

The mote of energy, no longer alone gathers along a rock in the mountains. Several motes of energy fly towards this rock, revealing a hidden passage. Deep inside the passage is a pathway that at first is a tight fit, but opens to a larger chamber. Inside the chamber, there are several large statues of men and women, each with perfect physical features. Their eyes once dull begin to slowly pulse with power. The statues align in a perfect circle and each statue holds the adjacent statue’s hand. Below their forms a raised pedestal lies. The pedestal itself shaped like a large obelisk with a pure crystalline sphere in the middle lies in wait.

The motes gather along the statue’s eyes, flowing up the statue’s carved surfaces. Each statue, now covered in these spheres of energy, begin to shine brightly. The motes gather into the eyes of the statues at a quickened pace. The energy inside of the room becomes super charged, with electricity now forming in the space between all of the statues. The motes, now all gathered into each of the eyes of the statues, begin to harden into a strange substance. The substance pulses then flows out from the eyes.

The substance now travels in midair ignoring the properties of physics and defying reality itself. The substance now gathers into the middle of the air near the ceiling of the chamber. It drops slowly and covers the crystal. The crystal begins to hum with energy as it begins to slowly shrink down in size. Its previous form, now mutating and begins to form the features of a man. Eventually a man is formed from the crystal. His features are of brilliant purple skin with light, glowing patterns.

With a small amount of energy left, the statues then gather ambient magical force. The energy collects along the statues hands and from each hand, the energy shoots forth into the man. The man throws his head back and gasps for its first breath of air.

The statues begin to gleam brightly. A voice sounds from all directions within the chamber. “Welcome back, son of the life spring. You are Deva and you are eternal. Let your next life bring forth the change necessary to stem these dark times.”

The man falls quiet, and curdles into the fetal position on the pedestal and rests.

After some time a woman dressed in ceremonial robes enters the chamber. She is adorned with a purple robe that glows orange with mystic energy. Holding some cloths and a mystic staff, she walks to the form lying in the center of the platform. “Awake my son. This place may be our birth chamber but it is not fit to live in. There is much to discuss in our city. A place for you is surely there.”

The form lethargically begins to stir. Awaken and somewhat rested he stands to greet the woman.  The woman gasps upon seeing the form of the man. He appears like normal Deva yet something is off. His head, a few small bony protrusions extend out from his temples. Each protrusion is about an inch long and takes on a curved horn like appearance.

“By Bahamut’s grace! Tell me, what do you last remember?”

The man speaks: “I recall a lot of smoke and ash.  I recall the regal presence of the sun. I also recall a strong dwarven woman. I recall hearing her begin to sob while holding… she was holding me…”

The woman hands the man some robes. “Come, we will discuss what path you shall take in this life. I fear you a pariah for your birthed…Features. Still you must find your aptitude, our race is not one for laziness. Do you recall your name child?”

The man begins to concentrate. “I believe I am called… Orden.”

“Then follow me Orden, son of Sun! I, Maridia will show you your new destiny!” We shall travel to Ray city, the true home of the Deva in our land.”

 

 

 

Ray City

The city called Ray is a place that lies near a river bank, sheltered in a mountain range in the crown region. Ray city was formed long ago by a Deva called Nenthan. Nenthan sought out where he was born and felt compelled to protect it from danger. He formed the city as this site is one of the few places in all the land that consistently birthed Deva.  Many other Deva questioned him as they felt no need to have their own city. Other races accepted them and they felt their home was along them. Nenthan’s city would become a shining beacon of justice and peace.

This is the city to which Orden would call home. The chamber that Orden was reborn in is called the Shrine of Memories. The shrine was crafted by a mysterious person called the entity whom is responsible for all Deva in all realms. This particular shrine has a special tie to the astral sea and every six months a new crystal is born here. The crystal itself is priceless and its magical energy structure is rare. The gem itself cannot birth Deva but it acts as a key to a mysterious energy that the Nenthan wished to protect.

The Shrine has never been seen by people outside of the Deva and once born many Deva forget the shrine while relearning other things about themselves. The high counsels of the Deva are three people who know exactly where to find and more importantly activate the shrine’s doors.  It is a right as ancient as the shrine itself to appoint the wisest Deva to this sacred position and to guard the knowledge against anyone else.

 

 

 

Month 1

Upon ascertaining his strengths and weaknesses, Orden has become something of an anomaly. Having as much skill as he does as a newly reincarnated person has shocked everyone.  Maridia was very surprised and has shown some sort of personal pride in seeing Orden through his tests. One morning, Maridia appeared onto Orden’s chamber with news.

“Orden.” Maridia said. “The time has come to learn of your new path.”

“Wise Counsel Maridia, I am ready to receive my charge.” Said Orden.

Orden, lead by Maridia is taken to the court yard of Gleam Spark castle. The courtyard is large and well kept. A pond is in the center of the courtyard. In the middle of the pond is a circular land mass that has gazebo like structure in the middle. A stretch of land forms a bridge between the land mass and the edge of the courtyard. Maridia Leads Orden from the entrance of the courtyard to the land mass. Two other Deva fully adorned with white robes with golden trim are present.

“Consular Chozem, as you see I have brought Orden. It is time he knew our decision.”

“Very well Maridia. Orden, your tests are very peculiar and to be honest surprising. For one to have as much skill as you being newly reborn to us is staggering.”

Clearing his throat, the next man speaks: “Orden. Your martial skill is excellent. You have even shown quite promise in leading us spiritually. Perhaps your path… lies in both.”

Maridia then speaks “Orden. Chozem and Phandarum and I have come to a conclusion. You are to join the knights of glory! From this rank you will travel out and into the world and search for a man named Scroud. You will bring Scroud to justice for crimes against the realms. This is your charge.”

“I… do not know what to say. This is quite an honor!” says Orden.

“You will take a few months to train with the knights and learn from their ways. After this time, we will send for you and give you your first assignment.” Said Phandarum.

Orden has become accepted within the knights of glory. This order is one of the most prestigious amongst the Deva. They are a band of devout warriors known to practice techniques that are both powerful and mysterious.

 

–Rob’s character was lost at the end of the previous part. To compensate plus reward him for excellent role playing i had him select his own equipment as well as add a special boon.

You receive the boon Pelor’s Sun Blessing level 13. You may also reset Orden’s magical items. You receive items as if you were starting a new level 11 character.

Pyramid game 2- Mars Cars

Mars Cars!

On Mars, it is said that an under ground junk racing circuit had began to get popular for a while. Martians would take junk and build a vehicle and race them, gaining prestige among their peers. Though sometimes it may not be the one that reaches first place that wins the prestige…

Mars Cars is a classic roll and move game designed using the components of the Pyramid Arcade set-  where you pit your tree against your opponent’s trees. Getting to the goal first is important but so is keeping all of your tree. Will you score the most points at the end?

*Special thanks to the Starship Captains facebook group – Lelia for the new name, Jason for additional ideas and bug fixes 🙂

 

Items needed-

One trio per player. Each trio must be a different color

2 six sided dice

Color Die

Zark City deck

Set up- Pick one of the ace’s to form the goal. Then create the rest board by drawing cards from the Zark city deck. After you draw enough cards (you determine what your track will look like) re-position the cards so that two colors are not next to each other and move some lower numbers near the starting space so it will be easier to get into the game.

Finally place your pieces next to the starting space.

My test board was set up as follows:

board-set-up

With the finish line being:

ending-space

Each card has a color and a number. Jack, Queen and King cards count as 11, ace as 12.

During your turn, you roll the dice.

You may move to the next space on the board if:

  • one of your dice has a number that is equal to or higher than the next space
  • if two dice added together have a higher number than the next space or
  • if you have the same color as your color die result.

You may use any combination of the dice to move up to 3 spaces on your turn. If you cannot move at all during your turn, you can either pass or take a “Split” action- leaving one of your pieces behind to move one space forward. You have to leave the lowest pip pyramid behind if you choose to move this way. If you only have one pyramid left, you cannot take the split action.

Moving examples

Example one:

In the beginning of the game, Red goes first. Red’s player has rolled a green, a two and a one. Red can only move one space this turn, as the two and one cannot combine to make a equal to or higher number than a 4. Green is used to move the player one space.

move-example-1

Example two:

If red had rolled a two, a six and a purple, Red would be able to utilize each of the dice in order to move three spaces.

move-exmple-2

Split examples

Lets say the game has gone on some, and you have the following situation.

split-example-1

As Red, you have rolled a six and a one and a blue however your next space is a green nine. Unfortunately you will be unable to continue in the normal fashion. You will have to either take a split action or pass this turn.

You decide to take a split action, moving your pieces forward and leaving behind your small piece.

 

 

*replacement image coming soon.

 

Goal: Your goal is to score the highest at the finish line. Although arriving at the finish line first gets you some prestige, it is not the only way to win…

First place nets 2 points, second place nets 1 point, third and beyond get no additional points. For each pip your racer has at the end of the game, you also score an additional point. Ties go to the player that takes first place if a tie were to occur..

End game example

Lets say at the end of the game, Red has made it to the goal with only their large. Green has arrived with a large and a mid.

 

*replacement image coming soon.

 

Red would score a total of 5 points. (large is worth 3 points with two additional points for first place).

Green would score a total of 6 points.  (large is worth 3 points, medium is two points and second place is 1 point).

 

Green wins.

Optional rules

Advanced scoring- the player that arrives first scores one point for every turn it takes your opponent to finish.

Mars car customization- These rules allow you to gain a benefit depending on how your mars car is constructed.  Either way, if you chose this rule, you will only be able to play using pyramids that match colors represented by the color die. (red, blue, green, yellow, purple)

You can do this one of two ways:

  • Basic-If you chose this rule, you are allowed to skip one space per turn that matches your mars car.
  • Advanced-Your group can take this one step further by allowing complete customization. This will allow you to use multi colored mars cars. Each player must use a different colored small piece to keep track of themselves.  If you chose this rule, you are allowed to skip one space per turn that matches one of the colors of your Mars Car. This rule makes the split action a tough choice. Sometimes it may be better to lose a piece if you are stuck on a tough space but you also lose the benefit of one of your colors each turn.

 

Advanced rules- coming soon.