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: Current Era Life

In the game world, the peoples of the world have lived with the express purpose of need. Since the world began, the various races and species were born with the very real fear of annihilation by a visible force of chaos floating above them. Because of this, one would think that, in general, life would be primarily a militaristic society.  However, it became clear rather quickly that peoples are not all born warriors. Because of this, a society of guild life was created in order to supplement those that can fight.

 

There are various types of guilds however they normally fall into 4 types. Goods and services, transport, medical and combat. Guilds that focus on producing goods or providing services either focus on the creation of items such as basket weaving guilds or providing a social service such as the Gavelworn guild that reinforces societal laws. Transport guilds focus on just that- transporting peoples or goods from one place to another as quickly as possible. Medical guilds focus on everything that keeps peoples up and fighting or  keeping the peoples in good health. Examples being of guild members would be anything from dentists, chiropractors to doctors and nurses. Finally there is the combat guilds, which train people to fight threats as they come.

 

This system persisted years, from antiquity into the current era, however things changed dramatically over the last few hundred years.  Peoples generally still found ways to be self serving however it was much more difficult to do during times where everyone had to work their hardest and one missing good,  doctor, cargo caravan or regiment could mean the difference between life and death for a city.

 

During antiquity there was a long peace, during that time many had begun to lax in training, or duties. The peace lasted for so long that many had begun to question whether the combat guilds still held relevance . At one point many were disbanded and joined other guilds, especially since with the advent of magica technology, many sought to go into these kind of labor in order to avoid boredom. Eventually the conflict returned and many people lost their lives due to the reduced number of people offering protection.

 

Because of this, the peoples kept up on training and the combat guilds have not laxed as much since. However when the eclipse age ended, one species decided to introduce something that was a game changer – many would argue for the worse. Coin based commerce.

 

Before this era, most people were provided for by the entire community out of a communal need. The Dwarves introduced a monetary system in their lands, which caught on with merchant guilds. Suddenly many of the higher ups in the guilds that controlled goods decided they wanted to monetize things and so they began charging for trade goods and eventually money. Other guilds soon followed because they needed coins to pay for goods, protection, etc.

 

Such a move would have been seen as horrible by the shield goddess for she was against individual accomplishments as she felt it all distracted from the sense that the peoples are united in goal and purpose. In just 300 years, a system that was created to the benefit of all was reduced to a more self serving system. This is particularly important to understand about this setting. For the first time in life, many species were without one of the lessor gods and because of this – especially during the first few years when this fact set in – many are living life for themselves. From this environment rose the adventurer guilds – a fifth kind of guild that the PC’s are members of. This does not mean the PC’s are selfish, but the type of guild arose due to the fundamental change in how day to day life operated.

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.

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.

D&D showcase 4

Teflon Reed- The boy wonder of wizardry

 

One thing I enjoy about building characters that would be echoed throughout other games and systems is 1 of two things- 1 I want to either challenge myself in a different role or 2 I wish to take something familiar and twist it to make it my own. Reed I think falls into the second camp. D&D 4.0 was the first d&d I was aware of that didn’t penalize you for playing a race non traditionally. In the past, the older games gave you stat bonus and penalties making it tough. Other older editions still completely restricted  some paths completely either by Level caps or by outlawing it.

Reed was my attempt at making a character without such restrictions in D&D. Here I thought of how interesting it would be to have someone as unassuming as a young halfling boy with a tremendous talent for the arcane.  Halflings are always about big things in small packages so this was my version of that.

 

Appearance/personality

In D&D 4.0, halflings tended to be taller and leaner than other editions.  Reed is somewhat tall for his age, being only 15 when the campaign started.  Reed has brown eyes and brown hair. He is smart and wise beyond his years- being a boy genius. This actually lead to some home life trouble and because of this, he had a penchant of lying about his age. Reed does not like to be touched and in the past used mage hand to slap people away that touch him.

When the game began, he was a trickster, causing all kinds of mischief. He would often give people he didn’t like a hard time or pull small pranks. In the later game, he tended to still speak his mind, but became more matured through hardships.  Though he still sometimes lies about his age.

 

Backstory

Reed was born in the shadowy city of Amn in the Forgotten Realms setting. Here, he was born to many brothers and sisters. His parents owned a shop where they expected the young to work and if they have the talent- enlist in the armed forces. Reed was never able to match the physical talent of his brothers like Lydan. He did however manifest the talent of magic. Something so natural yet so raw and primal. Such a force fascinated him. He practiced all he could away from the prying eyes of his parents. Eventually, he ran away and was taken in by a wizard family. This family enrolled him into the wizarding school they worked in. Here, Reed learned many many things, and excelled so much so that even some High elves needed his tutelage. Eventually he left because he felt he could learn more on the road… well that and his problem with personal space caused him to mage hand slap a girl who touched his forehead. Reed needed to lay low for awhile so he traveled far way, earning his keep with wagoners by lighting the roads or cooking until he reached the city of Loudwater…where our story began.

Reed would go on to face many many threats. Along with his comrades- Lia the Elvan ranger, D.Omega the Water Genazi Paladin and Loyal the Bugbear Ranger, they would face the lady of shadows, sniper gnomes, trials of Moradin the Dwarven God, neurotic gnome inventors, all the way to extra dimensional arms dealing empires. While the threats were always large, the four, whom would become known as the four arms, would always rise to the challenge.

 

Characteristics

Wizards in D&D are versatile and Reed is no exception to this rule. Outside of combat, Reed would master spells that allowed him to fall great distances, transform his appearance into that of others, protect him and his allies with a magic circle of power…all the way to travel of great distances – if those places are linked via magic circle.

 

On the field of battle, Reed is more of a team player. By himself, he had few ways to protect himself. Usually relying on short bursts of magic to get away from danger such as a spell that made him fleet of foot. Or later he would use dimension door to transport himself far away from threats. Reed was talented in conjuration – using a few powerful spells such as mordenkainen’s sword or summoning an invisible canine by his side. He would eventually develop a knack of opening dimensional energy, making it possible for him to move his friends and foes around, giving his friends advantageous positioning. He would also combine spells into fearsome combinations, such as summoning a cloud of poison, then making he and his allies near immune to poison, making his foes suffer.

His signature spell however is a spell that causes tiny shards of force to fly forward and embed themselves in his targets. They would also remain in the air, so that if the enemy is still in the area they get a smaller minor sting. This ability even saved his life once, when he was the last of the four arms involved in a fight against an undead dragon. His allies had all fallen, but dealing the beast grave wounds. It was just down to Reed vs this beast… and Reed was just a tick faster. Using the last of his arcane power, he showered the beast with all the power he had left…and the beast fell!

 

Misc

 

Reed is one of my most favorite characters that I have ever made. I placed a lot of myself into this character in one way or another. Before the games were put on indefinite hiatus, he had traveled to the magical world of Eberron, where the advanced technology made him want to stay in this plane of existence. Even though he was placed here by accident, he found a way to briefly counteract a magical sickness that was accidentally given to him during a previous encounter. Perhaps this new place in all its wonder would prove to be a land of salvation for him. Or would he be forced to go home and work for his parents?

Anima beyond fantasy character: Garnet the dark librarian

Garnet Sinclaire is a young writer from the beautiful city of Gabriel.  Physically, she is rather short, with long black hair. She has cool blue eyes that are framed with squared glasses. She dresses in a rather conservative style especially compared to her peers.

As a writer, she specializes in writing dark fiction novels and but has just began her career. She is a well learned scholar and has a talent in the arcane arts of magic (something she keeps well hidden to herself). In fact, using both her literary and arcane talents, she has begun developing magic that utilizes the very words she writes.

 

Character notes-

As I mentioned before, when I create characters I like to look over the books and then find an option I would like to see in play. Then make my character concept around that. This time, the sub paths of magic sounded interesting and I found writing magic to be compelling.

 

Stats

I used point buy for stats.

I gave her average strength, constitution. A little above average Dex, perception and agility. Her Power I made quite high at 8. I gave her maximum intelligence and near max willpower.

 

Creation points

The Gift- she is a wizard so this is a must.

Aptitude in a subject- art – she is a gifted, up and coming writer.

Natural knowledge of a path- Darkness- magic is a reflection of the self and the soul. Garnet is an introvert and a pessimistic person by nature and her gift reflects this.

Magical Diction- she is a …wizard when it comes to spell books.

Elemental compatibility- darkness. She is a natural at darkness spells as and this reinforces it.

 

Severe pollen allergy- she just cannot do well at all around wild flowers and pollen.

Near sighted- she doesn’t have the best eye sight so has prescription glasses.

Slow reflexes- As a bookish sort, she tends to analyze a situation. Sometimes she thinks a bit too long before acting.

 

Secondary abilities-these are the abilities she is trained in

Art Literature- this is her primary skill as it is what she does by trade.

Occult -another big one for her since she writes about it a lot.

Notice

Search

History

M. Appraisal

Memorize

Persuasion

Style

Hide

Stealth

 

Modules

I didn’t spend much here but I thought she should be able to fight with a knife so I chose that as her free weapon.

 

Magic

Magic projection – of course.

Zeon – I made sure to give her a decent amount but I didn’t go crazy.

MA – I gave her some good regeneration. Combined with her compatibility with darkness, she should be able to gather and regain pretty well.

 

Notes- originally I wanted to focus on water magic but I noticed a lot of overlap between water and literature as far as defensive options are concerned.  I liked what was reading about the darkness sphere and it was one of the few left that I could take after taking literature so I went with it.  I like the way she turned out as she is probably more the type to run from a conflict rather than fight, however I think she could hold her own if the need arised.