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El Gordo spy killed by Chitin Armour Guard. | El Gordo spy killed by Chitin Armour Guard. | ||
=== Chapter | === Rumble in the Banana Plantation === | ||
Not wanting to have the body attract attention we quickly pick up the carpet and move out. | |||
I come up with a cunning plan so we stroll back towards El Gordo's base while I explain and Kit gets into his role. | |||
We loiter inconspicuously while Kit, disguised as the dead spy makes his way up to the manor house, clutching his wounded side. | |||
He bluffs his way in, is interrogated by one of El Gordo's lieutenants but manages to relay our fake story without telling a lie - perhaps we should have sent in a spy who can lie - but is sprung when they get suspicious and check him for charm or possession - which naturally comes up yes. | |||
Kit calls for rescue then evades the guards and hides as an urn in the courtyard. Bleyze teleports us in with a blaze of fire and we engage in the rescue of Kit. | |||
A minute of violence later, we've cleared the courtyard and charge into the corridor blocked by our own wall of fire, escaping the lightning they were calling down from their summoned storm. | |||
We make our way through, breaking down defences and walls until we reach the private banana plantation in a glasshouse - the threat to the banana crop is too much and El Gordo calls on us to negotiate. | |||
We agree to leave him along if he gives us the location of Major Parus. | |||
El Gordo sends his half-gorilla bodyguard to ensure we leave and show us the way. | |||
Meeting with Parus, we quickly find out he is under a major geas not to talk about who hired him nor what they hired him to acquire. | |||
But we are cunning and manage to work out that during his 'adventuring' in the islands he sailed too near the Fane who summoned him in, allowed him to freely choose between geas-enforced service and death, then released him to perform the service. The rest of it about him hiring Hardyman we already know but confirm anyway. | |||
Parus' subtle interrogation techniques obviously work on us as we tell him everything that happened to Hardyman's crew and invite him to join us in tracking them down. | |||
We take the portal back to Gleve and make our way to the ship, debating the best way to keep Parus sane when we fly. | |||
=== Chapter 5 === | |||
; Moonday 7th Fruit | |||
== Reference Info == | == Reference Info == | ||
Revision as of 03:37, 16 April 2014
Return to Scribe notes
Summary
GAME-DETAILS: Wednesday night at Stephen Martin's (New Windsor/Avondale) starting on the 12th, finishing 22nd May. 6:30-10:30pm.
Opposed Rolling system; Level will be more than medium, but less than God-Bothering (if the world is actually ending, who wants them bothered).
PARTY:
- WordSmith (Errol Cavit), trusted hero of Westcapital, Dwarf (m) P.L.
- Kit (Andrew Withy), the chaotic inquisitor, Human (m) - usually
- Aryan (Stephen Martin), Legendary
Smith-Armourer-Warrior-Sailor-King-LoverHero!, Human (m) M.S. Scribe - Veor (Bernard Hoggins), The Ice (& Rune) Mage Cometh..., Human (f - currently) 6' PB 13
- Mebh (Julia), The Air-Bourne Warrior, Human (f) 5'4" PB 21
- Bleyze (Craig), The Fire Mage, Elf (m)
THE REAL MISSION: Alfred of Hy-Brasil, a Dwarf, has won the contract to save the world. Unfortunately, the only way he can afford to succeed is with foreign labour: i.e., you lot. Fortunately the World in Question* is only the Plane of Purple. Someone/thing plans to destroy the Global Ocean-Level Equalising Mechanism. The humongous Rock due to fall out of the sky in a few weeks is possibly a diversion.
* To Be or Not To Be, that is the Question.
THE COVER: Alfred has arranged a “cover missionâ€, since the presence of Seagate guild-members on Purple is usually a source of interest, even alarm, to Purpurians. If you succeed on the cover mission, you may keep at least 75% of its loot. The Parliament of Houses, in the “West Capital†of the Dragonfolk-controlled territory, has posted a reward for a couple of Missing Offspring, presumed stolen for a hideous Fane ritual. Obviously Dwarves &/or “Hobbits†are preferred, but other people-like creatures (even humans & elves) are good too, especially if they're not afraid of heights or not driven insane by them.
No necromancers, demon-worshippers, lizard-men, Undead, Atrocities, or Destinians.
PAYMENT, HEALTH & SAFETY, etc:
- Upfront, for the attempt, a small cup of rubies.
- Upfront, a “Red-Button music box†... useful should the party need to Blip to a mostly-safe alternate Plane of Existence for a few days if they need to recuperate, prepare, interrogate a witness, whatever. Should work at least twice, but it is Elvish magic, and will leave behind all items containing ANY nonorganic iron ... even non-cold-iron such as most magical weapons, silvered armour, etc). Currently will take us to Aquatica, land to land, sea to sea, air to air.
- Upfront, a variety of useful non-Iron items, including smithed weapons & armour ...some of which you may keep, the rest will purchasable at a dwarvenly generous discount.
- If you succeed, Master-level training in a skill** [provided you've previously done the requisite master-work], OR being taught a college of Magic, OR being taught a special spell, ritual, & talent.
- The Dragonfolk will provide you Royal Warrants, permitting you to seize any & all relevant criminals’ possessions that you believe to be the profits or tools of The Stated Crime (including supporting, subsequent, or ancillary crimes). Should the crimes be judicially proven, you may keep all such possessions (less administrative costs); but you will be fined for improperly seized goods.
** While stocks last: substitution (of lesser or equal value) permissible.
Astrology & other pre-adventure advice
Several astrology readings, narrow & specific, have been attempted. However, perhaps because the End of the World affects the fate of too many, most have failed or given dubious gibbering. Alfred says a Priest of Hyperion has, unofficially, indicate this is the best of a bad bunch:
"The Joint is out of Time, Oh spiteful Curse,
That ever She was hatch'd to make it worse."
No.2 on the list is:
"Die di-die di-die di-die, di-die di-die di-die di-die,
di-die di-die di-die di-die do-Dooooooooooom."
[the lyrics weren't helpful, but the tune was fairly catchy]
Scribe Notes
Fifty Shades of Purple
It's a good start to a mission when the employer insists on meeting in a private garden attached to the pub and the ale is flowing freely.
Alfred talks us through the situation which all sounds very complicated but that's what we have mages for, and gives us a brief overview of local politics and history which is even more complicated. We go through introductions, complete the paperwork, finish another round then head our separate ways for essential preparations, enchantments and other ways of getting lucky. We lead Alfred's ship and fly down to Slippery Rock to cast spells and buy potions then he leads us through a portal to his Island of Warehouses on Purple.
A nice spot, industrious Dwarves, large buildings and docks, a few ships - some of them even floating in the water. As we need to approach the West Capital in an apparently normal sailing ship, Alfred moves his flag to an appropriately prepared ship and we fly north.
- W'ansday 2nd Fruit
About 20 miles out, Kit and I stop and wait with my ship while Alfred sails the others into the area affected by the lighthouse. We keep in touch using a bit of Talking Glass that Alfred loans us.
Wordsmith is welcomed as a hero (having helped free the Titan Tethys, and defended West Capital in Spring 811), and and leads the local investigation. Not much we can learn that the Dragons haven't already checked, essentially a perfect heist and we can only think of a couple of ways we might be able to do it with no clear indication of how or even who did do it. The locals suspect the neighbouring demi-devil-gods, they're the obvious culprits. We wonder about the merchants from the southern-continent-refugee-human-federation who were there in the week before the theft.
I exercise my natural gifts at prophecy and the crystal ball to scry where we'll find the eggs, it reveals an Elf in dark clothing against a white background before he becomes shrouded by mist. So obviously one of the local Elves has them in the Icy Wastes to the south, or the new icy wastes to the north that we're supposed to investigate anyway, or somewhere with no ice at all but just a lot of white, or maybe just some mist like Kit might make to cover our approach which could be anywhere, or the mists could represent their scry guards which I briefly pierced, or it might not be an Elf at all, that could be a trick.
The others finish their investigating and feasting and sail back out to join us after sunset so we can decide where to start. Discretely invading the evil neighbours could be a good start, it might not help but it's a good excuse. Veor wants to check out the ice. We could try to find who's responsible for the rock that's due next month, that could be related. or track down those merchants to see what they know. Wordsmith suggests visiting the local Titan they saved when he was last here which sounds good to me, apparently she's a watery babe.
Beauty, Wind and Ice
Once the others return from the island, we rest the night with the ships rafted up 20 miles off shore.
- Th'rsday 3rd Fruit
Flying in to Tethys Island we drop down to skim the waves for the final approach. Following instructions we toss snacks to the flying sharks and squid to keep them happy. Past the outer reef we float over a shallow coral garden that Wordsmith tells us is recent development, leaving him flying I dive in as a Dolphin to explore and appreciate the garden, Kit joins me a moment later as a Porpoise. All good fun until we get to the shore and I have to carry Kit for a while as he can't cast a counterspell with fins.
Hobbits escort us in and serve an early lunch (or 3rd breakfast) to Tethys and us as we talk. Tethys doesn't know who stole the eggs or who has them but she can expand on my vision and tell us we're likely to find them near the southern ice. The northern ice is news to her, she teleports off to check it out and tells us it is only small chunks so far but there shouldn't be any.
We chat for a while longer then decide to go checkout the ice where it is covering the southern continent. Tethys teleports us and the ship down to the south-east coast near the ice, arriving late afternoon local time. She recommends a good dining establishment in one of the local towns and then leaves us.
The winds down here are steady strong northerlies at lower altitudes and southerlies at high altitudes, Mebh uses her Tethys enhances mage wind to assist our flight into the prevailing wind as we cruise down to the edge of the ice then start flying west along the edge. I use some new goggles the Hobbits left for me which lets me see the wind currents.
Flying ships from the Refugee-Humans are harvesting large chunks of ice from lower altitudes of the wall.
While we're cruising Mebh does a ritual to chat with the winds, I see them pay attention to us and start tearing apart our mage wind which is muffling the conversation, I grab Mebh and leap out of the mage wind then she casts flight before talking to the wind.
It runs out there is one wind, a world wind. It is curious enough to answer our questions, it is not aware of anyone on the ice but it was barely aware of us until we started chatting. We ask about caves or anything else different or interesting on the ice, bored of talking it decides to show us, whisking over the ice at high speed to a couple of shallow depressions then blinding, bruising speed and we're suddenly on the ice in a snow covered calm area.
We work out that we're at the south pole, 4-5,000 miles from the others. While here we look around but see nothing of interest and no sign of activity. Flying out of the calm area Mebh tries to talk the wind into giving us a lift back but it seems to have lost interest in us. Mebh casts flying on me and calls another mage wind then taking a northerly bearing based on the line of sunset we go ballistic for about 10 hours heading back to the others.
- Frysday 4th Fruit
Shortly before dawn (local time) we come down where we left the ship and trigger a ward telling us they continued west. We go ballistic for an hour west and hone in on the ship as we free fall down.
They've cruised about a third of way to the west coast, the top of the ice isn't flat around here, it varies depending on the terrain underneath. There were ice harvesting ships back where the land was lower but haven't seen anyone atop the ice. They saw a river running off the ice, we check out the next one we see but it turns out to be natural according to Veor but they do create little valleys that someone could use to get further into the ice without going too high.
I nap while we cruise on, woken when we're about half way and there appears to be a settlement near the base of the ice. We cruise down, land outside of the village and walk in. We're above the mad-altitude so this is probably a shorty settlement, it turns out to be an empty old Dwarven Camp - seriously old, 250,000 years or so, about when the Titans left. Poking around we find a central building that contains a working portal, Hobbit signs indicate safety to the north. After a bit of divination and poking around we go through it, heading north and find a similar old 'camp'.
We quickly explore, find out the portal room has some sort of magic that strips our spells, except Wordsmith's, decide not to linger and continue north through a few similar camps, jumping a couple of hundred miles each time.
Hobbits, Thieves and Pirates
We emerge from a room that is different, outside is a city rather than a village, and our magic is falling off. It turns out this is the city of Prometheus. Hobbit refugees from the Refugee-Human civilisation, ancient giant Golem-Spider-Guardians, 500 mile magic suppression zone - except for magic cast by Dwarves and other Titans. The Hobbits sometimes trade with the Lizard-folk to the north and keep in touch with the Hobbit network in the R.H. cities. Apart from Wordsmith's party that visited here 9 months ago, the last non-Hobbit visitor they had was an Elven woman, Madame Satuma (an alias of ...)
Some talk about the tower only Dwarves are allowed in, ancient and powerful magical devices, treasure, oppression of Hobbits, and our spells continue to fall off.
Kit talks to the Hobbits for a few minutes and soon all of them are volunteering to come to the human cities with us, we manage to convince Kit and them that we should only take three: Brabant, Marcel, and Esclaramonde.
Back through the portals to the first one and out to the ship. Re-cast the various spells then fly toward the port of Gleve where the merchants are most likely from and are returning to as it's the only sea port on this side and they're in a water-borne ship. Gleve is home port of Duke Sabrina.
Land after dark near a copse of trees that Kit adds a few more trees to to conceal the ship then we fly into town.
Tavern, fight, local crime-lord - Hardyman.
- Reapsday 5th Fruit
Piracy - arrgh.
Master-Captain Rick Dauntless - Air Mage. Ship: Highstep
Mtg Hardyman
Portal north to Guildhalls looking for Major Paras.
- Sunday 6th Fruit
Mtg with El Gordo
El Gordo spy killed by Chitin Armour Guard.
Rumble in the Banana Plantation
Not wanting to have the body attract attention we quickly pick up the carpet and move out. I come up with a cunning plan so we stroll back towards El Gordo's base while I explain and Kit gets into his role.
We loiter inconspicuously while Kit, disguised as the dead spy makes his way up to the manor house, clutching his wounded side. He bluffs his way in, is interrogated by one of El Gordo's lieutenants but manages to relay our fake story without telling a lie - perhaps we should have sent in a spy who can lie - but is sprung when they get suspicious and check him for charm or possession - which naturally comes up yes.
Kit calls for rescue then evades the guards and hides as an urn in the courtyard. Bleyze teleports us in with a blaze of fire and we engage in the rescue of Kit. A minute of violence later, we've cleared the courtyard and charge into the corridor blocked by our own wall of fire, escaping the lightning they were calling down from their summoned storm. We make our way through, breaking down defences and walls until we reach the private banana plantation in a glasshouse - the threat to the banana crop is too much and El Gordo calls on us to negotiate.
We agree to leave him along if he gives us the location of Major Parus. El Gordo sends his half-gorilla bodyguard to ensure we leave and show us the way.
Meeting with Parus, we quickly find out he is under a major geas not to talk about who hired him nor what they hired him to acquire. But we are cunning and manage to work out that during his 'adventuring' in the islands he sailed too near the Fane who summoned him in, allowed him to freely choose between geas-enforced service and death, then released him to perform the service. The rest of it about him hiring Hardyman we already know but confirm anyway. Parus' subtle interrogation techniques obviously work on us as we tell him everything that happened to Hardyman's crew and invite him to join us in tracking them down.
We take the portal back to Gleve and make our way to the ship, debating the best way to keep Parus sane when we fly.
Chapter 5
- Moonday 7th Fruit
Reference Info
Great Wood
Home of the Elvish empire: two islands off the NW of the Northern continent. Some powerful magic, but very sylvan-rural compared with the Glory of Alfheim.
Federation-Humans
The human civilisation near the Elves on the Northern continent, the "Federated Duchies", part of the de facto Elvish empire under the Queen of (the) Great Wood. Separate states ruled by Human, Elvish, or Fey rulers that have their own laws, customs, wild-hunts, etc ... but are united against the Fane and all subject to the justice/revenge of the Elvish Queen for any disputes between Duchies. Large tracts of wastelands, especially on the islands nearest to the Fane.
The Dragonfolk
The Elves, Humans and Hobbits to the SE that live with Dragons in West Capital. Popn 70% Human. They have a 'Lighthouse' which strips all (including permanent) Illusions within 10-15 miles.
Victims of the theft of the two Dragon Eggs. One of which is probably a girl (the mottled egg) and has great potential, probably a prodigy in Fire & Solar magic.
The eggery/hatching ground has a lot of protections. Anything not a Dragon that comes near gets hit by a lot of death-magic. (Egg-napping was possibly achieved by telekinesis or other movement magic by persons not physically on the ground, nor flying/hovering immediately over it)
Fane
West and north of the Dragonfolk are the Fane, powerful demi-devil-god types with worshippers who are happily sacrificed for power.
Mostly they bicker and fight each other but the Fane-Federation is a group of about 20 Fane that are working together. Recently tried to invade West Capital but were stopped by Wordsmith.
Obvious suspects in the theft, possibly too obvious.
The big rock is due to fall in territory controlled by bickering Fane to the north.
Black Orcs
Descendants of the Eric-Human half-breeds. Minions of the Necromancer and of the Drow.
Green Orcs
Descendants of the Eric-Drow half-breeds. Ruled by the Black Dryads. Recently stopped from invading Hy-Brasil.
The Necromancer
Big bad! Titan killer. Maintains plane-wide exclusivity over necromancy and undead.
Drow
Hy-Brasil Dwarves
Our employers. On the Western continent, atop their hidden mountain, NE of the Green Orcs. Follow Hyperion. Traders. Planar travellers and inter-planar traders. Flying ships using metal-cavorite. Advanced metal-work, Smithing, Mechanician.
Amalfi Dwarves
In the mountains west of the Green Orcs on the Western Continent.
Western-Humans
North of the Green Orcs on the Western Continent — settled by human colonists from the Human federation.
North Pole
The Midnight Ocean. Should be warm (not frozen), large chunks of ice starting to form - indication of something changing/going-wrong.
South Pole
1,000'+ deep ice cap about 5,000 mile radius. An 'island' was at the pole before being completely iced-up due to the flooding from the moon chunk impacting. Centre of the pole is an area of calm with settled snow, the rest of it has perpetual northerlies at ground level and southerlies at high altitude.
Southern Continent
Lizards
Control the north east region of SC. Killed their Fane. Independent. Trade with Hobbits at Prometheus.
Refugee-Humans
From the "Imperial Union of Duchies" on an alternative Purple occupying the equivalent of the Elvish Empire Federation, that in later centuries expanded to colonise other continents and, in the past few centuries, other planes.
They left their multi-plane empire shortly before it was destroyed and bought the central square mile of a few of their cities (some originally on their Purple, some from other planes - Aquatica, ...) with them.
The most advanced of the various human civilisations, portals between their cities, planar travel capabilities, and a history of being top of the food chain. Have taken over the southern continent and are making the most of the untapped natural resources that they fought with the Fane over and made use of on their version of Purple.
Ship: High Steppe
Merchant ship. Sailed from Gleve to West Capital, left after the egg theft to return to Gleve on 5th Fruit. Normal crew of 5-10.
- Captain Rick Dauntless
- Air mage.
Hardyman arranged for the following crew to join the ship to steal the egg, they all left the ship with Lady Variola.
- Replacement mate Sidney Carter
- Water mage
- 'Flash' Toby
- 'Bolter' Noah
- Billy Psycho (nicknamed 'Bulls-eye')
City: Gleve
Only sea port on the east coast. Home port of Duke Sabrina.
- Hardyman
Crime lord responsible for the docks - and probably more. Working for Major Parus, placed Sidney and co on high Steppe to steal dragon eggs.
City: Guild Halls
City north of Gleve.
- El Gordo
- Criminal gang-leader and rumoured assassin-master. Hiding/Protecting Major Parus.
Major Parus
Retired famous explorer who has recently returned from navigating and 'archelogizing' (looting) in his ship, The Beaverstock, unspecified locations in the Wilderness islands, some of which are 'close' (within 1000 miles) of the Northern populated Fane lands.
Hired Hardyman and egg-theft crew. Presumably working for someone else.
Lady Variola
Variola, the sister of Duke Xeno of Alsine (in Ranniterre). Presumably a Dragon, maybe a white/albino. Humanoid form is pale, stark contrast Xeno.
With Richard Rufus (her confessor), and a couple of chitin-armoured Aedes, left Gleve on board the High Steppe left the ship at Menhaden Island, a few hours sail south-west of West-Capital taking Carter and the 3 new hands.
Variola is politically unimportant Raniterre as inheritance never goes through the female line. And eccentric (all that do-goodery and Lady Bountifulness), not much respected by Raniterran nobles, but well-regarded by the (Purple SC) refugee cities & their populace, even the wealthy ones not needing charity.
- Falvivira, or possibly it’s Flavivirus
- Variola's Chief of Security-slash-Spymaster is very dangerous – a shadowy humanoid of unspecified race & gender.
- Flavivirus commands a small cadre of Aedes (maybe 6 to 8 total). A couple are always close to Variola at all times (not necessarily why she’s never invited to visit other Raniterran nobles); it’s suspected other members of the cadre are occasionally sent on separate missions by Flavivira.
Prometheus
Old Dwarven city of the Titan Prometheus.
Titan world rule suppresses spells by non-Dwarves, 500 mile range. Most spells will expire their duration quickly (60x normal rate), high rank or permanent rituals are suppressed while in the area. Many talents don't work.
Inhabited by Hobbits escaping from the humans. Giant spider-golem guardians. Tower of Prometheus even the Hobbits aren't allowed in.
Portals can be used to travel from the city south through the Dwarven 'Camps' along spine of SC (and back north to the city).
- Brabant
- Military Scout
- Marcel
- Cook
- Esclaramonde
- Witch
Other Planes
Aquatica
Another world/plane. The one we'll go to if we use the magic Elf-Box. One of the Refugee-Humans cities is from there.
Loot
Lantern Shards x 2
Gifts from the Dragonfolk
Each shard project out of 2 hex sides (i.e. 120 degrees), provided there is a lantern or a magical non˗illusionary light spell immediately behind as light source. No light is projected — it is converted to a non-visible fanning beam of illusion destroying. The range is only 50 feet in 90% (ambient) lighting or higher; 250 feet in 10% (ambient) lighting or less; otherwise 150 feet.
To be affected an illusion spell must be within the area of effect for a pulse.
- All spell or talent illusions within 5 hexes are automatically DESTROYED, as are all illusions not in an entity’s possession; otherwise, each spell or talent illusions are only destroyed if its possessor fails to make a “Better†(ie, 2, <40% of base MR) result in their magic resistance roll.
- An illusion made permanent counts as if it were a ritual (instead)
- Ritual Illusions (possessed or otherwise) are DESTROYED if exposed for a minute, or (if somehow fast-cast, including through the use of items or special powers, fane whim, etc) by exposure for a 60th of the time it took to cast that ritual
If an illusion is not exposed for the full duration it is not destroyed and partial exposures are NOT cumulative.
Wind Goggles
From Tethys' Hobbits
Allows wearer to see wind currents.
Music Box
When activated the bearer and up to 7 other companions (willing or unconscious, sentient or otherwise) are transported
- for ONE DAY (approx. 24 hours)
- To an approximately synchronous planet [its local day is approx ±10% of current plane(t)]
- On a “near-by plane†of existence
- As always, entirely GM’s call whether this is possible & other details.
Must be activated in open air. The group is transported safely for a day to similar terrain (standing on ground to standing on ground; water-to-water; flying/falling-to-flying/falling) on the other plane. The new location is expected to be safer — but no guarantees. All possessions are transported except anything with metallic iron [magical or mundane], including alloys, which is left behind. At the end of that time they are transported back within a mile or so of where they left.
Ancient Divination reveals the music box is comprised of two distinct (and potentially independent) components:
- The Music Box
- When Activated, the Music Box confers Rank-8 Troubadour (but no additional skill choices) on possessor for one day, usable up to 3 times per Quarter.
- It also triggers the concealed ring - hidden as part of the 'bronze' clockwork housing.
- Great Titan Ring of Comfortable Interplanar Transportation
- 3†diameter ring is an ancient Titan artefact (maybe as much as 400,000 years old).
- It may only be activated by a Rank 8+ Troubadour (no specific sub-skill required) &/or Rank 8+ Philosopher who has sub-skills in both Celestial Mechanics & Interplanar Transport.
- It may be triggered once for every 3 ranks (or part thereof) in the greater of the qualifying skills, transporting 1 per rank persons/companions (as above), one of which MUST be the triggerer.
- It determines the direction of a distinctive group of stars (even if not visible because of daylight or clouds) and returns the surviving group-members back to that point (±1 mile), when those stars are in the same position at that approximately same point.
Calendar
- 22nd Breeze - Dragon Eggs went missing from hatching grounds
| Autumn 814wk: Fruit (4) | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| Lugnasad | 1 | Guild Meeting
=> Purple |
2 | West Capital | 3 | Tethys, SC, South Pole | 4 | SC | 5 | 6 | ||||
| 7 | 8 | 9 | 10 | 11 | 12 | 13 | ||||||||
| 14 | 15 | 16 | 17 | 18 | 19 | 20 | ||||||||
| 21 | 22 | 23 | 24 | 25 | 26 | 27 | ||||||||
| 28 | 29 | 30 | 1 | 2 | 3 | 4 | ||||||||
| Autumn 814wk: Harvest (5) | ||||||||||||||
| 5 | 6 | 7 | 8 | 9 | 10 | 11 | ||||||||
| 12 | 13 | 14 | 15 | Equinox | 16 | 17 | 18 | |||||||
| 19 | Harvest Moon | 20 | 21 | 22 | 23 | 24 | 25 | |||||||
| 26 | 27 | 28 | 29 | 30 | 1 | 2 | ||||||||
| Autumn 814wk: Vintage (6) | ||||||||||||||
| 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||||
| 10 | 11 | 12 | 13 | 14 | 15 | 16 | ||||||||
| 17 | Blood Moon | 18 | 19 | 20 | 21 | 22 | 23 | |||||||
| 24 | 25 | 26 | 27 | 28 | 29 | 30 | Beerfest | |||||||
Mil Sci
Formations
| Skirmish Formations | Watches | ||
|---|---|---|---|
| Default
Mebh Aryan |
Double File
Mebh Aryan |
Single File
Aryan |
4 Hrs per Watch
Aryan Veor |
- * Official position of Kit's decoy, occasionally occupied by Kit.
- Magic Vision
Veor: Sees invisible, illusions, spirits, but does not see in the dark.
- Campsites
Warding with Runes available. 42% chance of blocking incoming spells, blocks unattended magic items, Adepts, Magic Creatures & Extra Planar must resist at -12/-12/-18 to enter. 1 Hour Ritual.
Elemental Warding also possible. Blocks Entry of creatures from named planes. As short as 10 Min ritual.
Buffs
| Magic | Rk | Effects | Dur | W | K | A | V | M | B |
|---|---|---|---|---|---|---|---|---|---|
| Long Term | |||||||||
| Resist Cold (V) | 20 | +6 Gauge, 6 Cold DR | 21 Hours | Y | Y | Y | Y | Y | Y |
| Greater Heart Rune (V) | 7 | Heals 7 EN on EN damage | 8 Days | Y | Y | Y | Y | Y | Y |
| Fire Armour (B) | 20 | 100 Ablative vs Magical Fire | 21 hours | Y | Y | Y | Y | Y | Y |
| Heat Shield (B) | 7 | 32 Ablative vs Magical Cold | 8 hours | Y | Y | Y | Y | Y | Y |
| Fireproofing (B) | 6 | Prot Normal Fire | 7 hours | Y | Y | Y | Y | Y | Y |
| Vapour Breathing (M) | 10 | 5 ½ hours | Y | Y | Y | Y | Y | Y | |
| Feather Fall (M) | 7 | 4 hours | Y | - | - | Y | Y | Y | |
| Flying (M) | 8 | 38 mph; D+2m/D+2p; 304mi | 4 ½ hours | - | |||||
| Air Bow (M) | 8 | Arrows: + % SC + dam | ? hours | Y | Y | ||||
| Disguise (K) | 21 | Unlocatable | 7 days | Y | Y | Y | Y | Y | Y |
| Transmutation (K) | 20 | Anything & everything | 3½ hrs | Y | |||||
| Invisibility (K) | 21 | Witchsight Rk21 to see, or to target (even friendly) spells | 1¾ hrs | Y | Y | Y | |||
| Multiple Images (K) | 11 | 3 Extra Images | 12 mins / 7 days |
- | Y | Y | |||
| Ice Traversal (V) | 12 | +5 TMR on Ice | 4 ¼ hrs | - | |||||
| Short Term | |||||||||
| Branch Counterspells (WS) | 8 | +54MR on a college on area, +28MR entities. | 13 min | ||||||
| Weapon of Flames (WS) | 17 | +18%, +9 damage (+17 vs. undead/cold/water) | 22 mins | Y | Y | Y | |||
| Mana Sense (R:Touch) (WS) | 8 | Sense mana flows 90'. Extra info 60% | 45m | - | - | - | - | - | |
| Banishment (R:Touch) (WS) | 7 | Enables CS on Summ'd | 80s | - | - | - | - | - | |
| Dispel Magic (R:Touch) (WS) | 15 | Enables CS on spells 50-(3xRkDM diff)% | 20s | - | - | - | - | - | |
| Faith | 15 | MR minimum 70 after all adjustments | 50 feet | Y | - | Y | Y | Y | Y |
| Rune Weapon | 8 | Magical Poison ((D-5)+3) for D10 Pulses | 13 Mins | - | - | - | - | - | - |
| Selfies | |||||||||
| Mind Shield (Ar) | 2 | +14% vs Mental Attacks | 20 hrs | - | - | Y | - | - | - |
| Tracking (Ar) | 2 | +14% Tracking | 12 days | - | - | Y | - | - | - |
| Animal Mind(Ve) | 8 | +4 WP, 3 Hex, -3 PC, +2 Elem DR | 9 Hours | - | - | - | Y | - | - |
- Aryan Mil Sci
- Melee Only: +14 IV +14 SC +14 Def +1 Pass Action at End of Pulse
- Raise Morale +7 WP
- -17 dice mod on Fear Checks; -34 on Fright Table
- Aryan - Morning
CallisfDrill - +1 AG until dawn.