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2015-01-10

Technomancer: Racial Templates

In preparation for my upcoming Technomancer game, I've updated the templates to 4th edition. This is the first bit which covers the Chimeras and Halflings. If I find the time I might also create a GCA file with these templates in them.


Homo Sapiens Arachnae (Spider person) [71]
  • Attributes: ST +2 (Lower Body Only, -40%) [12]
  • Advantages: Clinging [20]; Extra Arms (+2) [20]; Extra Legs (Four Legs) [5]; Sharp Claws [5]; Sharp Teeth [1]; Speak with Animals (Spiders, -60%) [10]; Innate Attack: Venom (1: (1d Toxic, Cyclic: 1 hour, 5 cycles +80%, Follow-Up: Bite +0%, Onset: 1 hour -10% [7]), (2: 2d Toxic, Cyclic: 1 hour, 5 cycles +80%, Follow-Up: Bite +0%, Onset: 1 hour -10% [8]); Binding: Webbing (ST 12, Area Effect, 2 yards +50%; Engulfing, +60%; Sticky, +20%; Wall, permeable, +30%) [63]
  • Disadvantages: Dependency (Mana, very common, constantly) [-25]; Lunacy [-10]; Social Stigma (Outsider) [-15]; Vulnerability (Silver & DN, occasional, x3) [-30]
  • Features: Centauroid
Notes: In order to mimic the 3rd edition Venom I did the following: 1) "Poisonous" means that there are 1 hours cycles, I went with 5 cycles (it could have been another number, but 5 felt right). 2) "Poisonous" also has a resist at HT - "venom level". 3) Slow-acting adds a 1 hour onset, and makes only part of the damage resistible. I created this as 2 Toxic attacks one w/o the resistance.


Homo Sapiens Canis Latrans (Coyote person) [-14]
  • Advantages: Acute Hearing +2 [4]; Discriminatory Smell [15]; Magery 1 [15]; Penetrating Call [1]; Sharp Teeth [1]; Speak with Animals (Canines, -60%) [10]; Ultrahearing [5]
  • Disadvantages: Dependency (Mana, very common, constantly) [-25]; Lunacy [-10]; Social Stigma (Minority group) [-10]; Vulnerability (Silver & DN, occasional, x2) [-20]
  • Features: Fur, Tail


Homo Sapiens Felis (Cat person) [1]
  • Advantages: Acute Hearing +2 [4]; Catfall [10]; Claws [5]; Combat Reflexes [15]; Night Vision 9 [9]; Perfect Balance [15]; Sharp Teeth [1]; Silence +2 [10]; Speak with Animals (Felines, -60%) [10]
  • Disadvantages: Dependency (Mana, very common, constantly) [-25]; Extra Sleep (2 hours) [4]; Impulsiveness [-10]; Lunacy [-10]; Social Stigma (Minority group) [-10]; Vulnerability (Silver & DN, occasional, x2) [-20]
  • Features: Fur, Tail


Homo Sapiens Raptor (Hawk person) [-21]
  • Secondary Characteristics: Hit Points -1 [-2]
  • Advantages: 3D Spatial Sense [10]; Acute Vision +3 [6]; Claws (Talons) [8]; Flight (Winged -25%) [30]; Speak with Animals (Birds of prey, -60%) [10].
  • Disadvantages: Dependency (Mana, common, constantly) [-25]; Lunacy [-10]; Social Stigma (Minority group) [-10]; Vulnerability (Crushing Damage, common, x2) [-30].Vulnerability (Silver & DN, occasional, x2) [-20].
  • Features: Feathers
Notes: I didn't like the strange “walk on their wings, have arms instead of legs” thing, so I've removed it. My Hawk people are still have legs, but also keep the talon-like hands on their wings. The only real change for the template is that I removed the reduced ground move.


Homo Sapiens Serpens (Snake person) [29]
  • Secondary Characteristics: Basic Move -2 [-10]
  • Advantages: Constriction Attack [15]; Double-Jointed [15]; Extra Arm 1 (Extra Flexible +50%, Lower Body) [15]; Infravision (Temp Disad: Per -4, -20%) [8]; Magery 1 (Communication and Empathy only) [9]; Sharp Teeth [1]; Speak with Animals (Snakes, -60%) [10]; Innate Attack: Venom (2d Fatigue, Cyclic: 1 hour, 5 cycles, resistible +40%, Follow-Up: Bite +0%, Resistible (HT-2) -20% [24]
  • Disadvantages: Dependency (Mana, common, constantly) [-25]; Lunacy [-10]; Reputation -1 (Manipulative) [-5]; Social Stigma (Minority group) [-10]; Vulnerability (2d from silver and DN) [-20].
  • Innate Spell*: Persuasion (IQ+3) [12].
  • Features: Scales
* Includes +1 for Magery.

Notes: To mimic Low-Res Infravision, I added a Temporary Disadvantage of Per-4.



Homo Sapiens Vulpes (Fox Person) [-26]
  • Secondary Characteristics: Hit Points -1 [-2]
  • Advantages: Acute Hearing +2 [4]; Acute Taste and Smell +3 [6]; Alternate Form: Human (Cosmetic -50%, Glamour (Will-4) -10%, Magical -10%) [5]; Sharp Teeth [5]; Speak with Animals (Canines -60%) [10]; Ultrahearing [5].
  • Disadvantages: Dependency (Mana, common, constantly) [-25]; Social Stigma (Minority group) [-10]; Vulnerability (2d from silver and DN) [-20].
  • Features: Fur, Tail
Notes: I tried a few variations to mimic the magical Knack, but there were a lot of issues. Not the least was that there is no "Perfect Illusion Disguise" spell, so this seems like a new spell. Also the wording of the description seems to imply that Fox people only can take one form. With that in mind, I decided to go with an Alt. Form.


Halflings:
Notes: I removed the Vulnerability from the Half-Chimeras. I had thought about creating a 1.5x version (as a -50% limitation), but decided to just drop it instead.


Half-Cat [5]
  • Advantages: Acute Hearing +1 [2]; Sharp Claws [5]; Night Vision 9 [9]; Sharp Teeth [1]; Speak with Animals (Pumas, -80%) [5].
  • Disadvantages: Curious [-5]; Extra Sleep (1 hour) [-2]; Social Stigma (Minority group) [-10].
  • Features: Tail


Half-Coyote [0]
  • Advantages: Acute Hearing +1 [2]; Acute Taste and Smell +1 [2]; Sharp Teeth [1]; Speak with Animals (Coyotes, -80%) [5].
  • Disadvantages: Social Stigma (Minority group) [-10].
  • Features: Tail.


Half-Fox [1]
  • Attributes: Per+1 [5]
  • Advantages: Sharp Teeth [1]; Speak with Animals (Foxes, -80%) [5].
  • Disadvantages: Social Stigma (Minority group) [-10].
  • Features: Tail


Half-Hawk [2]
  • Advantages: Absolute Direction [5]; Acute Vision+1 [2]; Speak with Animals (Hawks -80%) [5].
  • Disadvantages: Social Stigma (Minority group) [-10].
  • Features: Feathers


Half-Snake [18]
  • Advantages: Double-Jointed [15]; Speak with Animals (Rattlesnakes, -80%) [5]; Striker: Snake hair (Piercing, Cannot Parry -40%, Weak -50%) [1]; Innate Attack: Venom (1d Fatigue, Cyclic: 1 hour, 5 cycles, resistable +40%, Follow-Up: Bite +0%, Resistible (HT-1) -25% [12]
  • Disadvantages: Reputation -1 (Manipulative) [-5]; Social Stigma (Minority group) [-10].
  • Features: Scales


Half-Spider [41]
  • Advantages: Extra Arms (4) [40]; Sharp Teeth [1]; Speak with Animals (Spiders, -60%) [10]; Innate Attack: Venom (1: (1d Toxic, Cyclic: 1 hour, 5 cycles +80%, Follow-Up: Bite +0%, Onset: 1 hour -10% [7]), (2: 2d Toxic, Cyclic: 1 hour, 5 cycles +80%, Follow-Up: Bite +0%, Onset: 1 hour -10% [8]).
  • Disadvantages: Social Stigma (Outsider) [-15]; Vulnerability (2d from silver) [-10].


2015-01-06

GURPS in 2015

I was going to post about my plans for games in 2015, but since I am still hammering out exactly what our next game will be with my group, I'm holding off.

Meanwhile today's Daily Illuminator is by Sean Punch and has a lot of detail on various GURPS project in development.

Nothing bit looks like it hits right away, but it is looking to be another good year for GURPS support.

Check out the post here.

2014-12-12

Lanton: New Troubles

Report to the New Spymaster - Part 5: On Recent Events



As requested I have put together this report detailing the events that led to the current situation in the north. This report contains much information that is not known outside of the Masque Intelligence Agency and is for the eyes of the Spymaster only.

IX. The Black Gate

We've been aware of reports from the south for some time of the massive iron doors known as the "Black Gate". This structure lay in the distant wilderness near the nations of Contar, Jefam, and Sithess. These chained and magically sealed doors lead directly into a solid stone cliff and are covered in markings and runes that don't resemble any other known writing.

Thought to be another "elven" ruin, this has been studied my many scholars who have concluded that the gate's symbols do not match anything known on the rest of the continent, including what little elven writing we have.

A few years ago (566) a scholar named Sinclarnis from the island nation of Vortain came to the gate claiming to have discovered how to open it. After spending a few years and a small fortune, in 570 the gate opened.

Rumors of great riches that that lay in the gate and drove the surrounding nations to each claim that the gate was theirs. This may have led to open war, were it not for the fear that the new air ships of the north caused.

A war between the nations would weaken them enough that they could be easily conquered by the northern nations. While only Contar had ever been involved with a conflict with the north (during the Fellus expansion). They each felt that invasion was a real possibility.

The comprise was to create a neutral group which was to oversee the gate and it's explorations. Named the Black Gate Company, this group was given control over who could enter the gate, and to tax a portion on items that came out from the gate.

While most of this tax was to be distributed back to the parent nations, the Black Gate Company also set up a sort of make shift town outside the gate. There they sold supplies, maps, offered lodging, and offered an exchange rate to the coins of the nation at a less than reasonable markup.

Quickly the Black Gate Company became more wealthy than the nations that they were supposedly working for. They are now a powerful and rich organization with their own mercenary force. By the time they parent nations realized what was happening, BGC was already too powerful to simply shut down.


X. The Fog

In 573 a crisis hit the lands of Lanton. From all our reports no place was speared as a strange fog crept over the land and failed to ever recede. Some linked this event to the opening of the Black Gate, others (notably the northern kingdoms) blamed the now absent Mages Guild. Our own studies seem to suggest that the fog originated in the western wilderness, but have not found the source just yet.

While travel between towns has become more difficult and crop growth was effected, the worse part of the event was reports that strange creatures and beasts roamed the fog killing and destroying lesser villages and farms. At first these reports seemed just a fearful reaction to this unnatural event, but as more reports came it, it has become hard to deny something is going on. Even within walled towns people started to disappear and panic was setting in across the lands.

As you know, we began heavy research into the cause of the fog and also of any way to undo it. While we did not find the answers we were looking for, we did discover a ancient record of a similar event from the Land of Origin. That document was far from complete but it did have instructions for creating a ward which could be used to push off the fog.

The council tested and learned to creation of use of this ward then sent out a series of ambassadors to spread the knowledge. This act of good will lead to our praise in many nations, but we feel a bit of skepticism and doubt from Fellus which. Much to our own surprise we found that a very similar ward was already in use in the far south with claims that the wise men of Ach-Fin-Nor had discovered a way to drive back the fog a full seven months before our own discovery. (We have already begun sending more agents to the deep south, as this area has been historically considered of little interest. I hope to have more to report on them soon).

The wards themselves are simply enough, constructed of twigs and string, and the use of a small amount of blood powers them. This of course is very simlar to the "old magic" practiced by the many peoples in the Land of Origin, and there is some concern that it might drive some people back to the old gods and practices. Notably, Norfin is concerned over the use of this "arcane force" but has had its own people use it for the time while they investigate other means. The nations of the north are less effected by the fog as they have learned to navigate their air ships above it.

Most towns now are clear of the fog and some roads and farms have even been set up with wards at regular intervals. Still travel through the fog is dangerous, and wards not placed on a stake or post in the ground seem to be far less effective. We continue our research into the cause and remedy for this problem.


XI. The Marlin

One other strange thing came out of the fog shortly after it began: the Marlin. These men are of a race we have no record of and are a great concern over how little we know of them. Physically they appear very pale, but with dark eyes with no white in them at all. Their hair tends to also be of the deepest black, though some have been seen to have a pure white or grey hair (which may indicate noble blood, as the white haired members have often been the leaders of the groups we've seen).

The other interesting characteristic is the extremely long and pointed tops of their ears. While some considered them to be the return of the ancient "elves", they don't match the depictions of them at all. Their ears are too long, their faces too angular.

In any case they appeared out of the fog in ships resembling the fish that became their name. They appeared along the eastern cost in several ports in Jefam and Comak. They spoke a language that no one had heard before, and in many cases were detained for in fear. In each case, it only took a day or two for the Marlin to learn and start using the languages of Lanton, and so far we have failed to get them to teach us any of their own.

They claim to have come from a archipelago some ways to the south east and they they became lost in the fog. I've seen the reports we've gotten about their ships, and they are indeed unlike anything we've seen before. The construction is surpassing even the alchemical hulls of the northern airships. and the sails are built of a sturdy but light materials rivaling our own best silks.

As far as we know they have been released from each nation that had detained them. Now they continue to sail up and down the cost trading some but mostly keeping to their ships. The have been refused port in Fellus, which called the Marlin "non-human monsters" so they have avoided that area.

We still don't know what to make of these Marlin. There were many unrecognized objects on their ships that we have no bases of comparison to. So far all efforts to learn more about them have failed and they seem to be better at keeping secrets than we are. This no doubt concerns to agency and myself.


XII. Conclusion

As you can see spymaster the world has changed greatly in your abstinence. Still the mask of time remains intact and we as ever serve our masters and the great Secret, let only those who where the mask know it less the world be thrown into flames. Former Spymaster Talonnel has signed off on these repots prior to his dawning the mask of time and I hope that they meet with your approval.


2014-12-05

Lanton: Alchemical Advances

Report to the New Spymaster - Part 3: Advances in the North

As requested I have put together this report detailing the events that led to the current situation in the north. This report contains much information that is not known outside of the Masque Intelligence Agency and is for the eyes of the Spymaster only.

VIII. The Alchemist Agreement

With both the major powers in the north very concerned over the power of the Mages Guild and a growing distrust of magic in general, the two kingdoms began to look for ways to fight magic. The Fellus king offered to share advanced his kingdom had  made in alchemy in trade for some resources that were harder to get in the east.

The results if this was a unified effort to further the understanding of magical properties found in certain types of plants, animals, and minerals. These new advances in alchemy created a stronger bond between the two nations as did the perceived threat of an external enemy in the Mages Guild.

The results if this research lead to magic resistant armors, powerful oils and other concoctions that burn when they are exposed to the air, and other forms of weapons. But the highest achievement of course, has been the development of various air ships.

These ships are made from light but strong timber are lifted into the are by great silk bags filled with the fumes from a burned concoction that we still have not been able to fully replicate. With these great ships the northern kingdoms feel confident that they can take on the Mages Guild should it attack them.

But the guild has not attacked. In fact the Atlas has appeared less and less in the north, and we have some indication that the guild has become isolationist and no longer "recruiting" new mages.

Yet the fleets of the great nations continued to grow, and their advances alchemy continue to create new powerful weapons. Other nations have begun to wonder if the new northern allies are not looking to use these new tools of war to conquer the lesser kingdoms to the south.

Though we still maintain treaties with both nations, concern is growing that we may not be able to repel a second invasion. Our trade of silk to the items has so far kept us in the good graces of our so neighbors, but it might occur to the Fellus and Norfin to simply take what they need.


My next report will cover more recent events: The opening of the Black Gate, the coming of the Marlin, and of fog.

2014-12-02

Lanton: The Recolin Events

Report to the New Spymaster - Part 2: The Recolin Events

As requested I have put together this report detailing the events that led to the current situation in the north. This report contains much information that is not known outside of the Masque Intelligence Agency and is for the eyes of the Spymaster only.


VII. The Recolin Events

Fifty-two years after the end of the Fellus War. Another Dragon’s Tear crystal was activated in the ruins under the fort town of Recolin in the western edge of Norfin by a group of spies from Fellus. The young King Fellus III, had learned of the crystals and wanted to gather some. The ruins in the east had been smashed or looted long ago, so the crystals would have to come from Norfin. Unfortunately there were complications.

The mages guild had already begun working on “networking” the power of the crystals which made handling any crystal very dangerous. The Fellus spy cause an explosion and was later consumed by the energies released from the crystal. It is likely that another spy or the mages guild send the energy back to him to cause his death, but we don't know for sure who was responsible.

One of the main forces behind “Project Atlas”, Al-kin Marth became involved with these event at this time also. He was injured by the crystals energy. While sick he was also detained by the Recolin guard as the prime suspect in the explosion which was seen as an attacks against the city.

A group of explorers who were companions to Marth went looking for a crystal in hopes that it could be used to draw the energies out of their friend. We know that one of these explorers was Verak Varadim, the founder, prophet, and first god of the Church of the Ascension (also called Varadimist). Though my reports are sketchy, some claim that that another was Lord Vox of the Doshin (beast men.)

These explorers entered some ruins and returned with not only a crystal to save their friend, but also the Dragon’s Stone. Much rumor and legend surrounds the event that followed. Some say that they met the Last Elf, that they traveled to the home of the Dragons, or that they even spoke to the Canthist gods. Most stories have that the two men made their wishes on the stone, one to become a god, the other to unite his people. I am afraid that the facts I've gathered are a little less spectacular.

We know they returned to Norfin, where a group of mages had tried to break Marth out, but were killed or captured in the process. This also lead to further animosity towards mages in the region. They seemed to cure Marth (using a Dragon’s Tear to draw out the energies). Soon after they left Norfin and journeyed to “Project Atlas” which was still under construction. There Marth was again injured by an attack from another Mage (who I suspect was working with on under the influence of the Shadow).

Marth's assistant sent one of Atlas’ flying ships to recover a medical mage in Recolin. This created a panic in the streets and gave Norfin a glimpse of what the guild was capable of producing.

Back at the atlas the Dragon Stone was used or otherwise consumed, as all records of it disappeared after this point. Soon after the explorers left the Atlas and went their separate ways. Varadim to the north mountains where he began to preach of a new take on the Canthist gods.

If in fact Vox was with this group, I believe he then left and joined his people who made a great pilgrimage to the south and settled in the wild country. There he founded the nation of the beast men.

As for Al-kin Marth, he was exiled from the guild along with his assistant. The reasons seem to be that he had lost his ability to use magic after he was “cured” from the unstable Dragon Tear energy. After the events in Norfin, non-mages (even former mages) were not welcome on the Atlas.

Rumors that Marth regained his magical ability and began to teach a new type of magic not bound by the traditional “colors” have circulated for a time. And still there are the strange magic writings that appear claiming that “Marth Lives”, but we have found no other information on what became of the Al-kin or his assistant.

Of course the after the airship appeared in Recolin, Norfin and Fellus both moved to take action protect themselves. The guild was cast out of the northern kingdoms and new restrictions placed on mages. This of course led to the Treaty of the Northern Kingdoms and the “Alchemist Agreement”.


My next report will cover the aftermath from and bring us up to date on the current situation.

2014-11-29

Lanton: History of the North


Report to the New Spymaster - Part 1: Background

As requested I have put together this report detailing the events that led to the current situation in the north. This report contains much information that is not known outside of the Masque Intelligence Agency and is for the eyes of the Spymaster only.


I. The Shadow

It is impossible to really understand the history of the north without knowledge of the entity that we have come to refer to as the “Shadow”. The nature and origin of this being still remains a mystery. It has been called a demon, one of the Canthist* “dead gods”, or even the Adversary**, his name be damned, whom we hide our faces from.

Earlier reports that this being was the same as the legendary Mar-gott, the so called "last elf" are false. This creature does exist, but is in fact something entirely different from the Shadow.

What we do know is that this entity seems to be some sort of spirit, though it may have some sort of form, it has only been able to posses others or speak through dreams and visions. Though this may seem fairly limited, the Shadow’s influence is wide. Much wider than previously thought. Range, language, magical resistance, none of these seem to be limiting factors to this entity.


II. The Fellus Unification War

To fully understand the events that led to the Northern Kingdom Treaty, I will need to go back a bit. As you already know, many years ago the regions of the north looked very differently. Small kingdoms and city-states littered the mainland. There was a near constant border squabbles between these small kingdoms. The largest of these was the eastern Kingdom of Fellus.

It is my belief King Karif Fellus II, after being invaded by forces of Anissa, decided that the north lands needed to be unified under his rule. Of the rumors that he began to worship the Congect god at this time, I have found no proof. His motivation, at first, was simply to end the border wars and unify the north.

Initially this campaign was quite successful and most of the areas to the east of the great divide were conquered and assimilated into Fellus. The northern regions were more difficult as its people were nomadic, moving to the north in the summer months and further south in the winter.

Fellus also invaded our Land of Masque, as you know. Their forces held the city of Poran and our capital for three weeks till the Face Plague hit them. I've done extensive research into the Face Plague but have never been able to determine if this was a disease that somehow only affected outsiders, a magical curse devised by our government, or an actual act of the Merfin gods. If anyone is left alive who knows the answer, they have kept the secret well. Regardless of its cause, the plague left only seven Fellus soldiers alive. They were held as prisoners but eventually released on promise from Fellus that no further military actions would be taken against our nation. This agreement was held for the remainder of the war, though Fellus kept a large camp of soldiers across the bay.

In 488 (Masque calendar) The king of one of the western kingdoms, Norfin, called for an alliance of nations to hold off the Fellus invasion. Many nations agreed but the alliance was never strong enough to repel Fellus. After just 8 months King Norfin declared that, “the peoples of the west, to remain free of the oppression of the east must choose among themselves one King, and united turn the tide of war.” Norfin had already gained the admiration of many of the westerners though liberating several towns along the borders.

Though some of the Kings opposed Norfin, their generals took oaths and became the unified army of the west, the army of Norfin.


III. The War of North

Unified and led by a keen tactician, the army of Norfin drove back Fellus and retook the lands west of the Great Divide. The lands north of Masque Bay were constantly trading hands and became the heaviest area of fighting.

To the south each Kingdom held its side of the divide. Ships would cross frequently, but holding the lands across the water proved too difficult for both.

Twice the army of Norfin crossed the bay and made camp in the Lands of Masque and twice they were driven off by our own army which had been grown in size considerably after the Fellus Occupation. Our nation vied for peace between Norfin and Fellus but we remained neutral. (Additional information on how this affected our economy and drove our trade to the south will be covered in another report).

The war went on for years, and though was often quiet, neither side showed any interest in ending it. Then something very strange happened. Norfin began to build forts on the far western border of his lands.


IV. The Norfin Discovery

Why the king would build forts on a side of the nation that bordered on unoccupied wilderness confused many historians and many of Norfin’s own men at the time. What they did not know, and I have discovered is that Norfin had found something buried in the “elvish” ruins that littered the wilderness.

For the sake of completeness I include the following brief explanation of the ruins: The elvish ruins as they are commonly called, are the cities of a civilization that existed in this land before the men of the north (and presumably the south) sailed across the ocean from the eastern lands. The statues left behind in many of these ruins indicate that the people that lived in them were tall with pointed ears or perhaps worshiped gods who appeared that way. Many of these ruins were torn down or build on top of as men arrived in this land.

What most people do not know, is that the ancient people has a source of magical energy called “Dragon Tears”. These crystals were often buried deep in the ruins, and even if found appeared like carved stones with little value. That is until they became active again.

King Norfin’s royal mage, Shadis Grey, claimed to have “awoken” the stones using her magic. It may be that her spells did do something that led to the stones activation, but I believe that the crystals became active because the “Dragon Stone” had returned to our world. This relic seems to be the center of some elvish legends as the “Wish Stone” or “Stone of Will”. I cannot prove that the stone appeared at this time, but it seems likely.

With the crystals active, Shadis was able to find a way to channel the magical energy from one crystal to another even at a great distance. This would usually result in the destruction of the receiving crystal, unless there was some life form that was able to absorb the energy, though this would lead to the death of that person or animal.

Norfin built the western forts as excavation sites. Crystals were to be recovered and shipped back to Shadis for research. Several were then sent to Fellus’ generals who would then end up dead, or have a spectacular explosion in their camp. At last Norfin had an advantage over the east, but not for long.

Shadis Gray disappeared one night, along with most of the crystals she had been using. Norfin had lost his secret weapon and the only one that knew how to use it. He suspected that she was going to make a play for power, or had found some other use for the crystals. To make sure that this weapon could not be used against him, King Norfin ordered all the excavation sites to destroy what they could, and seal the ruins. At the same time he sent a sealed letter to King Fellus. I don’t know the contents of this letter, but I believe that he claimed that he still had the power to attack enemy camps from afar and used this to set terms for and end of the war.

The Kings signed a treaty in 492. That would be the end of the story if it weren't for the Mages Guild and couple of explorers.


V. The Mages Guild

The Mages Guild served in the north for years, spreading the knowledge and gift of magic to all the various nations of the north. When they detected a person with latent magical ability, they would take them in and perform a process of “attunement” to align the apprentice to one of the colors of magic.

These seven colors of magic also corresponded to the seven Canthist gods, but over time the guild began to take a more secular approach to magic, and removed the references to the gods in their teaching. (It might also be noted that this is the time that Shadis Grey became a person of influence in the guild.) I don’t know if the Shadow was part of this divide between the guild and Canthist church, but it seems likely.

Though the claimed to be neutral during the war years, the Mages guild was more established in the western regions that became Norfin. Many more mages joined the Norfin forces than Fellus’. And after the war ended, Fellus placed heavy restrictions on the use of magic and required that no new mages be “attuned” without the approval of a “Royal Mage Overseer”. This effectively shut down the guild in Fellus.

After leaving King Norfin, Shadis Gray returned to the guild. She and other members of the guild had been told by an oracle, that a day was coming where magic would be made illegal. In fear she took the stones and her research to the guild for further study.


VI. Project Atlas

With growing hostility from the northern religions, the guild decided to begin work on a safe haven for mages. Project Atlas was at first a mountain stronghold, but as the mages understanding of the power of the Dragon Tears grew, they updated the plan. The atlas was to be a flying island and fortress, able to move anywhere. They could hide in the clouds, launch “airships” to rescue mages, and provide a self sustaining home for hundreds if not thousands of mages.

Of course when the kingdoms learned of the atlas, the fear that a flying fortress that could move an army of mages anywhere without detection created a panic and was the main force behind the Treaty of the Northern Kingdoms.


In my next report I will detail the how that occurred and the discovery of the Dragon Stone.


[* Canthism is the largest religion in the north, Its traditions state that there are 13 dead gods that were "killed" and cast out by the seven gods of fortune. These dead gods still function as negative forces according to tradition and are considered "bad luck".]

[** In the Masque religion of Merfinist, the Adversary is a powerful evil force who temps and possessed people by learning what they look like. This is why all adults in the Isle of Masque ware masks over their faces in public.]

2014-11-28

What's been going on?

I know it has been a long time since I've posted anything. The two main reasons for that have been the loss of my job and the lack of gaming. While focusing on finding a new job, I have taken a break from GMing. That has led to a lack of campaign updates or much of anything else to write about.

But I miss working on this blog, so I'm going to start posting a few things. I have some fiction from one of my old campaigns (that functions as a sort of recap). There is also another project that I have been working on that I might post about soon.

Stay tuned....