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The portrait was part of the Tannhauser Collection, stolen by bandits in 342YE as it was being transported through Dawn towards Sarvos by the Tannhauser guild. It was said to have been imbued with magical powers by the eternal himself.
Sadogua, portrait by third century artist Umkehrkopf di Holberg.

Overview

This is Andy Raff's page for doing things with links and the like. He can't believe he didn't think of it earlier.

I suggest you move along, there's nothing to see here :)

Item Table Template

<tr><td>[[NAME]]</td><td>POWER TEXT FROM ITEM PAGE</td><td style="text-align: center;">TIME</td><td style="text-align: center;">OR</td><td style="text-align: center;">TJ</td><td style="text-align: center;">GI</td><td style="text-align: center;">WS</td><td style="text-align: center;">AG</td><td style="text-align: center;">BL</td><td style="text-align: center;">DB</td><td style="text-align: center;">IG</td></tr>

Titles Bollocks

El official de engage imperial crown loss surcotes de Balo y le Toro Negro, Delegato Imperiale presso i sacerdoti di Balo e del Toro Nero ===The [[Night Quarry]]=== The Night Quarry is a Bourse resource located in [[#Mieriada|Mieriada]]. Custodianship of the Quarry is an [[Imperial Title]] that brings with it a Seat on the [[Imperial Bourse]]. It produces 27 Imperial wains of white granite every season. Control is allocated to any Imperial citizen by open auction during the Summer Solstice - the fact that the Night Quarry is not a national Bourse seat is a bone of contention for some Miekarovans.

Cosmology

  • How creation is put together
  • Where the Realms are
  • The theory that the closer you get to the center of a realm the purer it gets - the Eternals live on the outsides because they are not pure. Pure eternals would be so one-note they couldn't really communicate with PCs very well etc etc

Ritual Templates

Template:Timey Wimey; Template:Mass Ref-effect Template:Bourse Seat Template:Season Duration; Template:Day Duration; Template:Year Duration;
Template:Ten Minute Power; Template:Coven Bond;
Template:Ritual Substitution; Template:Magnitude Reduction;
Template:Curse;
Template:Regio;
Template:Area Aura;
Template:Warding an Area; Template:Ward Duration
Template:Target Resource; Template:Target Character; Template:Target Territory; Template:Target Empire; Template:Target Group Template:Fortification; Template:Target Object
Template:Senate Motion
Template:Army Strength Ritual
Template:Remote Targeting
Template:Responsibilities Expectation, Template:Offensive Spell
Template:Daggers; Template:One-Handed Weapons; Template:Two-Handed Weapons; Template:One-Handed Spears; Template:Paired Weapons; Template:Pole-Arms; Template:Bows; Template:Wands; Template:Rods; Template:Staffs; Template:Ritual Staves; Template:Icons; Template:Musical Instruments; Template:Instrument Effect; Template:Light Armour; Template:Medium Armour;Template:Heavy Armour;Template:Mage Armour: Template:Mage Robes; Template:Vestments; Template:Paraphernalia; Template:Reliquary Template:Shields; Template:Jewellery; Template:Foci; Template:Tool; Template:Regalia Template:Magical Standards
Template:Musical Use
Template:Scrutiny
Template:Ceremonial skills further reading Template:Ritual Raiment Spring ritualSummer ritualAutumn ritualDay ritualNight ritualWinter ritual Spontaneous magic Ironbound Axe Assembly Template:Druj Links Template:Oli

Dealing with Curses

Curse Removal
All the World in a Grain of Sand (Mag 30?) Transmogrification of the Soul's Echo (Mag 60)
Unfettered Anarchy (Mag 10) Transmogrification of the Soul's Echo (Mag 60)
Curse of Gangrenous Flesh (Mag 50) Distill the Serpent's Stone (Mag 70)
Curse of Decrepitude (Mag 50) Distill the Serpent's Stone (Mag 70)
Gnawing, Endless Hunger (Mag 20) "powerful rituals that remove hunger"
Dreamscape of the Endless Hunt (Mag 30) "powerful rituals that remove fear"
Wither the Seed (Mag 150) "a powerful ritual to restore fertility of around mag 200"
Like Water Through Your Fingers (Mag 30) "a powerful ritual to correct the vagaries of fate and chance"
Removal Effects
Transmogrification of the Soul's Echo (Mag 60)?) All the World in a Grain of Sand (Mag 30?), Unfettered Anarchy (Mag 10)
Distill the Serpent's Stone (Mag 70) Curse of Decrepitude (Mag 50), Curse of Gangrenous Flesh (Mag 50)

Introduction to spellcasting

As a regular spell, it takes ten seconds to cast detect magic on a target. You should make it very clear what the target is, by touching it or by waving or holding your hands over the target throughout. You may want to close your eyes, the better to focus your "magical sight", or examine the target from several angles. While many magicians perceive magical auras visually, you might want to roleplay that you perceive them using a different sense. You don't need to be a practitioner of the music of the spheres to "hear" magical auras as complex chords, for example. You might run your fingers over an item, or through the air above a character, "felling" the "shape" of the magic and speak in terms of a "texture" rather than a realm. A naga character in particular might enjoy demonstrating that lineage's discerning senses by "tasting" or "smelling" the aura in the air around the target (within the bounds of propriety, of course).

The use of a simple prop can make the casting of this easy spell especially memorable, especially when time is not of the essence. A Mystic might burn a herb or a stick of incense and inhale pungent smoke, while a Highborn magister might dab pure water on either eyelid or a League magician might study the target closely with a mirror to try and reveal it's true nature. Don't be afraid to interact with the target - turn the item over and over and study it carefully, or ask a character questions about how they feel or seemingly inconsequential details about their life.

It should be obvious you are casting a spell, and the easiest way to do this is through your spellcasting vocals. An easy way to do this is to vocalise what you are doing with phrases such as "Let my inner eye be opened," or "I seek answers from beyond the mundane world," or the like.

While the spell takes only ten seconds to cast, it can be very satisfying to continue the roleplaying even after the referee has delivered the result "uncovering" that information over the course of several seconds of revelation. Describing the spell in evocative terms - rather than simply describing it as a "magnitude such and such, of such and such realm" - can help make the experience of casting the spell more powerful. "This magic is warm, it's like it's alive, it almost has a heart beat - I think it is an enchantment drawn from the realm of Spring" or "This spear thirsts for blood, it's hungry, I think it wants to cut me ... I think it has the power to strike deadly, fatal blows but after it does so it's sated and has to sleep for an entire day" or "The tulpa of the spider seems to think that this ritual is Winter magic, and it's quite powerful - it's a little scared, to be honest with you ... and so am I."

No Return WOF

 This is not an official Wind of Fortune, it is a bit of fun for Dave Young's player event please treat it as such

STRANGEST THINGS

Howell yawned and leant back against the tree. He was tired, and out of sorts. His throat had been tickling and his nose running all day, and he was worried he was coming down with a cold. Or something worse. They had been traveling close by the edge of the miasma, and it did not do to breathe too much of that foul air in without protection.

Rees paused up ahead, looked back, and made a furious gesture "Catch up, lazy!"

Howell muttered something uncharitable under his breath and forced himself forward, joining the other two hunters. It would be dark soon, and without the stars it would be very dark indeed here in the deep woods.

Rees signed quickly "Leanne saw something"

Howell felt his heart start to beat faster, all thought of colds and green lung driven from his head by sudden. cold worry. Leanne had her back to him, crouched, watching the woods to the south.

"What was it?" he asked - his voice loud. Rees made sharp gestures "Quiet! Sign!"

Leanne beckoned, turned slightly, signed quickly "Something. Small. Child?"

The three hunters watched the woods. "See nothing," signed Howell. Rees agreed with a quick hand movement.

They all saw it at the same time, in the gathering gloom. A tinge in the air, something unwholesome. The stench of rotting, fecund vegetation washed over them. Miasma. A cloud of it, advancing like slow mist out of the trees.

And in the mist, shapes. One, then another, then another few. A dozen or more husks, poor dead souls inhabited by the malignant power of the vallorn. Three Navarr might be able to hold off a small group for a few minutes, if their aim was true and their spears envenomed ... but not this many. Not at night.

"We ... we better get the fuck out of here," said Howell, his voice steadier than he felt.

Rees was watching the gathering mist, oblivious. Howell grabbed his shoulder, got his attention, signed quickly.

Leanne shook her head. "What about the child?"

Rees and Howell looked at her sadly for just a moment, signing nothing. She bowed her head once in agreement, and then the three of them turned as one and began to run north through the twilight, without a backward glance.

Overview

The largest steading in the Upper Tarn Valley is Return, and a few months ago, it fell silent. Old and well fortified, it kept a close watch on Sweetglades and Greenheart to the south - on the Vallorn of Therunin. Oh, there are other steadings in Therunin watching over the vallorn and protecting the lush Tarn valley and the people of Peakedge Song but Return was one of the oldest.

It would take something significant to silence such a place.

As a band of Imperial citizens gathers in Chalcis Mount and Peakedge Stead to head down into the southern valleys to investigate, further unsettling rumours begin to emerge. The vallorn miasma is blowing north out of Greenheart and Sweetglades, lapping around the nearest steadings in Upper Tarn Valley. The [[Lonely, dark, and deep|last time this happened was when the miasma spilled out into Casinea, Astolat, and Semmerholm from out of Brocéliande. That time, however, there seemed to be a clear cause - a combination of Druj malfeasance and the desperate rush of the Navarr army to prevent the most powerful vallorn in the Empire from claiming Elerael. Before that? Decades at least, and each time some clear indication of meddling to explain why the miasma spreads.

This time, there seems to be nothing to indicate what has triggered this unexpected outpouring of miasma. It is definitely thickest near Return, although a striding that passed near the place a week ago said they did not think the buildings there had been engulfed. Although, with other stories claiming there are vallornspawn husks moving in the forests not far from there... it can only be a matter of time.

Sometimes the vallorn shifts in its slumbering chains. Sometimes, it rouses and reaches out and seeks to swallow what has been reclaimed from it. Perhaps this is the equivalent of a great beast rolling over, half-asleep. Perhaps it is the first sign of something rising in the heart of Therunin...

Hopefully Return holds the answer.

Significance

In addition to the reported disappearance of the people of Return, there are growing reports of vallorn activity in the area. Normally the deadly vallornspawn husks do not leave Therunin - but they often move with the miasma as it spreads - and spreading it is.

It's too early to tell if this is a major incursion, but it seems too much of a coincidence that the people of a major steading have disappeared shortly before the vallorn they watch becomes restive. Citizens travelling to Return may be in a position to head off a major incursion of the vallorn, or at least determine if there is any greater threat. Losing the Upper Tarn Valley to the vegetative menace would be a significant blow to the people of Therunin, especially with the large population of Great Forest orcs agitating for control of the Lower Tarn Valley...

OOC Note

The vallorn of Therunin occupies two of the seven regions; the empire controls the other five. If the vallorn were to expand into a third region, then the Navarr would still control the territory - but if they lost a fourth region (say, to the orcs of the Barrens, they would lose control of the territory entirely.

On the Vard and the Ushka Civil servants