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Found 8 results

  1. First post is up, I'm giving you guys fairly free reign to set up your characters and we can engage in a little RP while we work out the bugs.
  2. Nineteenth Day of the Cycle of Azath, Third Turn of the Fifth Age of Iannin Azath was drawing to an end, nearly two thirds of the cycle were spent and still the city festered and sweltered and rotted from within. Denied its lifeblood by the absence of the winds the city was dying, and it would not go quiet into the night, but instead violently, a series thrashing spasms that would tear it apart. The first such was a riot just two days after Drage and Sur had returned to Bib'ney. Food and drink both were getting scarce in the city. The farms would not harvest yet for some time, and without storms brought by wind the harvest was looking poor, the unrelenting heat only served to exacerbate the situation. The merchant lords had put the riot down swiftly with soldiers and gold used to buy and distribute whatever food was in warehouses and on ships. Those few ships that could sail without wind were contracted to bring fresh food and grain from the mainland at best speed. Four days later another riot underscored the urgency of the situation; the poor were unable to afford the rampant inflation of food prices, and in desperation they were gathering in the temple square, seeking alms, and offering prayers. An accident with a cart, a poor choice of words, and a hasty reaction by a mercenary sparked a riot that threatened to overflow the temple district before it was brought to a halt. A day later and the city still seethes.
  3. Raised in one of the mobile mining villages common to the Murg; that for most of his childhood was set at the foot of what would become Mount Way under the carved likeness of their kind. There were multiple veins of garnets found and it came to identify the camp. All of the bonded Lenai, instead of taking the more common ruby bond, took Garnets (in their various colors). Even the camp itself started to become known via their work as 'the Rhodor clan' after the Murgan word for Garnet. He was teased for being thin and taller than most Murg, which pushed him to prove himself more. He wasn't told of his 'mixed blood' until he was almost sure of it himself and his parents confirmed it after Drage confronted them as he neared adulthood. Drage grew in his faith early and felt himself called to the service of the Twin's Knights. That the Knights voyaged beyond the borders of his village didn't hurt. The Knights trained him and formed his desire to please people and gain recognition into more of a desire to do good through reinforcement of his faith. He gained acclaim through his actions in the defense of a camp that was attacked by a group of Keyai. The village in thanks created armor from the hide of a Keyai slain in the battle. The actions at that battle also allowed him the opportunity to become a member of the 'calvary', undergo formal training that allowed him to become bonded to a Lenai after it was found he had a talent for Engraving. Amazed and honored, Drage leaped at the chance, but wanted to use a yellow garnet to honor his camp and family. Drage flourished as a mounted warrior, coming into his own quite quickly and was known throughout the Knights for his uncanny accuracy with a bow. And so was his career. Patrols through the Mire, escorting groups, gawkers, and would-be students to the School of the True Way. A place that Drage did not trust. That those would study Chaos in the hopes to bend it to their will were naive, or just stupid. The Twins save their souls. The birth of the Horde was a day that Drage's soul would be permanently scarred. He had just returned from Crescent Island with a party of Skrofan, that despite his words, insisted upon studying at True Way. They had just beached the skiff from the larger vessel that had taken them across the Sea of Tears when the storm clouds had begun to form and roil around Mount Way. (As it had come to be known then) For storms to gather around the lone peak was not uncommon, so Drage did not think much of it. The group continued their journey inland, weaving their way around the large shallow lakes of the Mire and watching for the many dangerous plants and animals that would sooner see them a meal. Drage felt the rumble first, and his mount desired to flee greatly. The storm around the Mountain became fierce. Lightning flashed. Part of the mountain caved inward. Then a stampede of animals could be seen fleeing away from the mountain all around them. The wind began howling with a ferocity that chilled him to the bone as it called upon a primordial fear from the origin of his species. Calling out a quick prayer, he commanded his charges to drop the equipment and they started to flee back to the skiff, Drage taking up the rear. The winds became too much and he knew they would not be able to find the necessary shelter. He screamed for his charges to stop as he dove off his mount, silently calling upon the Twins for aid. His arms were already moving before he hit the ground and nearly instantly, massive amounts of sodden soil began to fly. Drage hoped that the hole would be sufficient and the seepage would be slow enough that they could weather whatever foul curse the practitioners of The Way had brought down upon them. He dug deep first, and then up, creating both a reserve for water to collect and also a choke in case battle was needed. They all sat, silent in the fear that was overtaking them. After a what seemed like an Age, the winds stopped, when it was in fact mere moments. One of the Skrofan, not fond of tight spaces, leaped forward towards the exit, halfway gone before Drage could even turn. As Drage's boots splashed into the water collecting at the bottom, he looked up in time to see the Skrofran pulled by nothing out into the storm that raged over the Mire that now seemed to be silent. Drage shuffled backwards, pushing on the Lenai that had sensed Drage's unease and had inched forward. The refuge was flooding by morning, Drage continued digging, snaking and creating offshoots to hold water as he could, always moving away from the Mire and towards the Skiff. Another Skrofan died in a tunnel collapse. They reachedthe small camp the skiff had been left at, or what was left of it. The place was nearly inundated. Corpses floated everywhere, and before their eyes, heads began to rise and hollow eyes of undeath began to bore into them with an insatiable hunger. They moved as fast as they could, but almost immediately, one Skrofan was taken down by the undead, only to rise and join the pursuit. Drage pulled the one Skrofan left up onto his Lenai who struggled, but managed to find purchase on the surface of the flooded land and half ran, half waded across the waters in search of a boat or deeper waters. The vessel that had brought them across the Ocean and the Sea of Tears was gone, having either been destroyed or fled. They found the skiff, upside down and lodged on top of the remains of a dwelling. Adrenaline pumping, they dismounted and tried to get it free and hope it was still seaworthy. The water was too deep for Drage, so he moved his veil across and dove under, hoping to clear debris while the lone left Skrofan worked from above. The undead closed the distance too quickly and they were forced to fight. The Lenai rammed the skiff and dislodged it, but took a significant injury to its leg from an undead to do so. The undead were cleared enough for them to flip the boat and for Drage to board. The last Skrofan was going to shove them off when something grabbed him from beneath the water and took him under. The Lenai, against all odds, bleeding heavily from its wound, managed to struggle its feet to the surface and ran to the skiff. At the last moment when it seemed about to leap into the boat, it stumbled and one leg fell into the water. Its options few, it turned its fall into a send off and used its momentum to push the skiff out. Drage opened the link as wide as he could, pleading. Undead emerged from the water around the Lenai and Drage had the odd experience of seeing it from both angles. Drage prayed, the Lenai's fear vacated. The message of love came strongly through the link and as he drifted away onto the Sea of Tears, he added his own to its reserve. Without any appreciable way to steer, he was at the mercy of the currents. Drage's endurance eventually gave in and he passed out and had visions of Atriarchs, in full-feathered splendor, carrying him into the arms of the Twins which at the last moment turned into a writhing mass of undead that was already feasting on his Lenai. He struggled, but the Marghuls continued to drag him, all the while he could hear the mad laughter of something he knew to be Chaos. Drage was neary broken and consumed with despair when the skiff ran aground in the Wylds. He remembers only finding water and then consuming mass quantities of it and how sweet it tasted. The next thing he remembers is waking up on Ignum in the care of the Skrofan. Having been told he walked out of the Weald Gyre. He was in and out of consciousness for weeks, struggling with fever. One day, during a good day, an Atriarch appeared to him and told him of the events transpiring elsewhere and how he was needed in the Struggle and how his deeds had garnered the attention of Tal & Len. Refreshed in his faith, if still full of sorrow, he committed himself to the cause then and there. He made arrangements to leave with a contingent of Skrofan that were leaving via the Gyre to join the last bastion at Jötnar's Wall. The battle was epic, Drage learned to adapt to his blindness. He hacked with his busted Halberd just outside the mass of Anupu as they performed their ritual that would vanquish the Horde. Relief at the end of the battle left him empty and numb and also sick from the number of his own people, if twisted, that he was forced to cut down. Shying away from any title of 'Hero' and wary of being used as the last remnant of his people. Drage left, and found his journey led him to Ki'ninay. He serves in the Twin's temple there in the shadow of the Winds and also hires on as a sailor from time to time.
  4. Nar-Suraygh - PL 7 Strength-7, Stamina-7, Agility-1, Dexterity-1, Fighting-6, Intellect-1, Awareness-3, Presence-3 Advantages Accurate Attack, Benefit 1 (Wealth), Improved Initiative, Defensive Attack, Quick draw, Fearless, Leadership, Inspire, Take down 1, Connected, Languages 2, Status 1, Equipment 3, *Diehard, Improved Sunder Skills Expertise: Leadership +7, Mercenary+4,Religion+5, Sailing+3, Insight+7, Persuasion+7, Ranged Combat+3, Stealth+2 Powers Ankassim *Dragon Breath(Lightning) 6 (DC21) Cone Area, 60' Cone, Unreliable (5uses), Diminished Range *Growth 2 +2 Strength, +2Stamina, -2 Stealth, -1 Active Defense, Permanent *Winged Flight 4 Speed 30mph, 500'/round, Innate Wings, Activation 2, Standard Action Onxyiron Chainmail Armor (Removable) Impervious +7 (on Stamina) Onxyiron Great Axe (Easily Removable) Strength Based Damage 2 (Penetrating 7, Affect Insubstantial +2) • Slashing, DC The 'kassim Pearl - Sense 4 [Precognition (Uncontrolled)] Both are removable but gain no cost savings for it (since they do not have enough points to gain one Equipment (15points) Crossbow (Damage 3, Piercing, Critical 19-20) Bags(2) Offense [*]Initiative +5 [*]Ranged [*]Crossbow (+4) (DC 18)(19-20) [*]Throw (+1)(DC22) [*]Close [*]Melee: Axe (+6) (DC 24) [*]Unarmed (+6)(DC22) Complications [*]Guilt for the Death of his Father: Nar didn't go to with his father when he went off to the last stand. He stayed true to his contract and his word, but he feels that led to his father's death. The loss of his father haunts him and has led him to put aside his previous career and to seek out an Adventure's path. He doesn't know how many kills it will take, or lives saved, for him to feel whole once more. [*]Sense of Honor: Never reneg on a contract once truthfully taken. As long as an employer is true to you, you are bound by oath to full fill your part of the bargain, even if it should lead to your death. [*]Sense of Loyalty: Lead from the front, cover the retreat. Never leave a comrade behind if there is any hope they are alive. [*]Hatred of Chaos: Never suffer Chaos to live unchallenged. Hunt it were you can, report it and come back to kill it if you can't kill it immediately. [*]Distrust Quaress: Chaotic actions lead others to fall into Chaos. Those who embrace chaotic actions are never to be trusted, and their victims to be defended with all your strength. Languages Thayim (Common), Kassim, a'Fen, Anupu Defense Dodge +0, Parry +5, Fortitude +7, Toughness +7, Will +5 Power Points Stats(50) + Power(18) + Advantages(17) + Skills(14) + Defenses(2) + Race(16) = 115 Background: Nar-Suraygh as born several decades ago in Bib'ney. His clan has lived in the city (near the Temple District) for over a hundred years. They are familiar to the city, and well-known and respected for their craft (they are Warrior-Marines) and their civic contributions. All members of his clan must complete five years in the militia after their 'Becoming' when their wings come into being. After that, most males follow into service with their kinsmen taking coin to protect merchants (both legitimate and illegitimate) from pirates. This brings much coin to the clan's coffers. The females pursue a wider variety of professions (including Marines), but their scribes hold the highest honor. Nar-Suraygh followed in his father's and uncles footsteps. His father had gone inland and may well have died at Peace Pass, escorting pilgrims for the final effort to stop the Horde. Suraygh was away at the time, dealing with other aspects of the Horde's invasion, but still misses his Father and privately wishes he gone with his him instead of staying true to his contract. Since that time, Suraygh has been more careful in the contracts he takes, keeping them short, one passage, or one round trip. Whenever he gets the chance to pursue any remaining signs of Chaos, he takes it as long as he doesn't have to break contract. In the intervening years, he has become more devoted to Tal and Len. He has also become more hostile to the faith of Quaress. Kaer is right out, and he would stop out any cell he was lucky enough to discover. While not a paladin, he doesn't miss an opportunity to speak of religion and the glories of Tal and Len. He feels he's doing someone a favor if he turns them to the 'right' faith. Outside of his two passions (Chaos-hunting and religion), he is beginning to feel a desire to find a mate, so the legacy of his ancestors will be carried on in his blood. He is worried that his responsibility as a father may curtail his Chaos hunting, and this too weighs on his mind. He remains close to his kin (who worry about his seeming Death-wish) and always considers Bib'ney his home. He would aid the city if there was a need, as he would most likely aid any Ankassim in danger. His upbringing in a multi-ethinc city-state means he has no racial bias. Everyone who doesn't follows chaos is welcome. Basics: Chaos hunter Worshiper of Tal and Len Warrior career with minor emphasis in religion and sailing Dislikes Quaress and things "tainted by Chaos/acting chaotic" A big believer of doing what's right, but also a strong sense of Loyalty and Honor. While he could break his word, it would have to be a powerful motivator. After all, he didn't break his word when his Father may have needed him. Strangely, he doesn't look down on thievery, as long as the motive is good. He understands that the world can be a dark and dangerous place. He has no opinion good or bad about magic and magic-users. As long as you don't dabble in chaos, he's fine with you pursuing your vocation. He is adaptable. His opinions of things may change as the game progresses. He's not (much of) a zealot. Power Points 1 - Strange Winds
  5. Prelude Three years earlier ... The sounds of drums and pipes and voices lifted high over the ceremony and carried out over the Plains of Mageddo. The battle was at last won, and the Chaos War was over. The Horde lay deep upon the plain; motionless, their Chaos borne unlife stripped away by the ritual that the Anupan necromancers had enacted. Already great bon fires were lit, warding off the night, and fueled by the corpses of the fallen. Though some took umbrage to the unceremonious cremation of the dead there were far too few who could be given name, and far to many to be given proper burial without name. Those Anupu who remained had taken the lifeless bodies of their own only, and declared that no sorcery short of that of their god Siponak could raise those who had died in this war; such was the potency of the ritual that had cost their people its greatest mystics. A celebration was already planned to commemorate the victory, to laud the heroes and survivors, and honor those who fell defending Iannin, but for now there were bodies to be burned. The music and chanting was part of the process; the funerary rights of the fallen would be honored this night as best they could and all the while the Horde and the fallen heroes alike would be put to cleansing fire. The scent of burning flesh was somehow absent, a minor feat of arcane lore that banished the stench. Drage stood on a hilltop, obscured in the darkness by his color shifting armor, and the small copse of trees. Below the ceremonies continued, commemorating the fallen. There were so very few Murg left, possibly none who would claim true blood. Drage looked down and he could see a handful of Muthay sporting Murg features, but they all showed Thayim blood as well. Some said that there were no true blood Murg left on Iannin, that the price of their transgression for studying chaos had been to be wiped out to the last man. The Fen too were said to be gone, wiped from Iannin forever, the Muthay born of their blood, and the a'Fen were their legacy. The Gods alone knew what would come of the Chaos War, but even mortal eyes could see that two civilizations were no more. Out on the a fields a figure picked over the dead, one of many opportunists who looted the corpses not yet burned. Guards patrolled the fields of the dead, an honor guard for the fallen whose duty it was to drive off looters, but they were few, and the darkness of the night was deep. The figure picked over the dead, a looter taking any item that presented itself, stooping the tangle of corpses and pawing through broke weapons and shattered armor. From below a body came a glow, ruddy in the darkness. The looter shoved a body off the pile revealing a shard of some broken thing, a swirling red glow seeming to emanate from unseen seams or cracks within the metal. The glow revealed a narrow faced muthay, fine scales showing around his deep set eyes, his skin a deep red-brown. The muthay retrieved the glowing fragment, a greedy look in his eyes that immediately became overtaken by terror as the shard burrowed into his hand like a marrow-tick. He cried out, trying to push the shard out of the wound as it burrowed, clutching and grabbing at it as it moved under his skin and up his arm as though it lived. In moments the panicked man ceased his frantic clasping at his body. A malicious glow filled his eyes as the seed of chaos incarnate corrupted the muthay utterly. Present Day Tenth Day of The Cycle of Azath, Third Turn of the Fifth Age of Iannin The summer heat and brutal humidity hung as a visible haze over Bib'ney. The cloying atmosphere was devoid of even an on shore breeze, stifling the city into a muted state. Down at the harbor sailors shuffled about on some half-hearted task, or lazed openly, under the pressure of sun and damp. The smell of the ocean was overpower by the smell of the filth that ran into the harbor from the city and of the fish merchants whose ware were going rancid. Even the cries of seagulls were intermittent, as though the birds were aware of the heat and unwilling to scavenge for food. Deeper into the city the warehouse owners and ship's captains argued over cargo sitting too long in port, the strange lull in the winds had left all but a spare few vessels unable to make sail, and those exceptions relied heavily on magic to do what the others could not. Merchants too fretted, some saw their wares rotting before they ever made it ship-board, and others wrung their hands anxiously hoping that the shipments from the mainland would somehow float in despite the unnatural ocean calm. All around eyes darted to the west were the God Spear rose from the ocean and pieced the heavens. Normally storms orbited the great basalt column like a drunkard around the tap houses, but today the sky was nearly clear around the spire, as it had been for days since the weather had shifted. Further into the city the tap-houses and inns were even subdued, if not quiet, there was little reason to be boisterous, and sailors now drank sullenly with what little coin they still had, or cast eyes either west or north, to the Temple of the Winds. The temples were not quiet, there square was full of people coming and going from the temples, but most to the Temple of the Winds. People demanded answers for the lack of winds that made their trade and livelihood, while others bemoaned the oppressive heatwave that was ruining crops further inland, or preventing a steady stream of freshly paid sailors to their businesses. The temple of the Twins was also busy, with worshipers praying for the twin god Tal and Len to ease their light and stop the weather that seemed ready to kill the port and island.
  6. I'm looking to beef up and round out the roster a little for the Fifth Age of Iannin game. Characters need to be able to start on Ki'nin'ay Island, preferably in Bib'ney itself, without having just walked off the boat (since there have been no winds for over a week and no ship in to port during that time). Characters are PL 7 and the group is strongly looking for rogue or mage type characters (we have a fighter and a paladin-archer already). As far as a player requirement. At least some knowledge or willingness to read up on the Iannin setting is desired. The ability to make regular posts roughly once daily Monday through Friday is desired/required. We three have thus far kept the game moving along and I'd like to maintain our pace where possible. A working knowledge of M&M 3e is useful, but I'm willing to go slow and explain rules where needed.
  7. Drage: Hero Points: 2 Conditions: None Notes: 1 luck point Nar-Suragygh: Hero Points: 1 Conditions: None Notes: 1 luck point
  8. Ki'ninay Island Westernmost of the continental shelf islands Ki'ninay is covered in rolling hills that gently rise from the eastern shore gaining elevation before terminating on the western shore in a cliff face that plummets two hundred feet into the rocky water below. The island is covered in a mix of grasslands (on the eastern half) and woodland (to the west) and recent expansion has created many new farming villages as Bib'ney expands with refugees from the mainland. The only major city on the island is the harbor of Bib'ney, located within the shelter of the harbor on the south of the island. The Free Port of Bib'ney Bib'ney is located on the southern end of Ki'ninay Island on the shore of the large Ki'ninay Bay. The harbor itself is made up of the southern cup of the island as well as extensive coral reefs which lie just beneath the waters. There is only one safe entrance to the harbor which is marked with buoys. During most of the day the reefs lie only a few feet below the water, and only at the low tide can they be seen peeking above the waves. Even at high tide only ships with the shallowest of draughts can float over the reef. Bib'ney itself is a chaotic jumble of buildings that sprawls outward onto the island haphazardly. Due to the size of the harbor the city is huge, and as a result is run by nearly autonomous districts. Bib'ney itself is located almost dead center along the Ki'ninay Bay and at the extreme east and west are a pair of smaller harbors. On the west side is the shipbuilding town of Drydock, and in the east is the settlement of Haven, where many of the islands fishermen make their homes. Bib'ney's most sprawling district is the Harbor itself which includes the docks and the warehouses that run for nearly ten miles along the shore. Before the war Bib'ney was the major port of trade on the World Ocean for sailors from Rakonu, Ignum, and the archipelagos of the Z'ights and A'lough. Since the war many warehouses sit empty or have become refugee infested tenements of a sort as their occupants await their chance to move inland. Further inland from the warehouses is the colloquially named "Comfort Rows", which is primarily made up of inns, brothels, and tap-houses, and the Market District, whose purpose is clear to all. Beyond the inns and markets lie the many streets of local homes. Captains, merchants, and others all make their homes here. Many a sailor who seeks to someday retire hold apartments in this part of the city where they can keep from the tap-houses and try to save their coin for their later years. Roughly two miles from shore buffered from the chaos of the markets and comfort houses by local housing a grand tiered spire rising some 300 feet into the sky. The Temple of the Winds was built and is maintained by Ankassim. It operates as a lighthouse for the harbor and collects operating fees directly from the city, most specifically the Harbor District, but also smaller dues from the Markets and Comfort Row, both of whom rely on the continued trade to survive. The temple also accepts donations for blessings of fair winds, as well as having priests of Ankassar who can be hired to act as arbiters and judges. Priestly judges of Ankassar take their duty seriously enough that none doubt that their ruling will be impartial and fair. Other temples cluster in the shadow the Temple of the Winds, around a large cleared and stone paved space to form the tiny district known simply as Sacred Square. Still more housing continues to sprawl out, around and behind Sacred Square and into the wild of the island. Ki'ninay Government Ki'ninay Island has a very loose decentralized government. Its history as a Free Port means that the original citizens of the island tend to look down on people bossing others around, especially themselves. As a result, the the districts of Bib'ney and the other towns all are free to run themselves as they please. For larger concerns each district or settlement sends 1 or more members to a ruling council. How the council members are appointed is dependent upon the districts themselves as follows: Haven is small enough that they all just get together and vote democratically Drydock sends one of the shipbuilders, voted by the owners Sacred Square always sends the head of the Temple of the Winds Dockside sends 1 warehouse owner and 1 captain Comfort Row sends the most wealthy innkeeper, tap-house owner, or brothel owner. The Market District, sends one merchant, supposedly determined by who is willing to front the most money into the district's coffers. One representative is sent to represent the logging camps and the farming villages combined The council meets quarterly for one week and hammers out issues for the island as a whole among themselves. Despite there being 8 council members there has never been an issue with ties during votes; how this is accomplished is unknown. At this point there is a strong streak of independence among the various districts that have prevented the island from forming a more permanent and lasting government. Eventually some influence, be it external or internal, may finally gather the support to force Ki'ninay to become a nation united. Maps of Ki'ninay Island