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Found 5 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. 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
  4. 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.
  5. Drage: Hero Points: 2 Conditions: None Notes: 1 luck point Nar-Suragygh: Hero Points: 1 Conditions: None Notes: 1 luck point