New Fantasy Game

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Cynical Cat
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#26

Post by Cynical Cat »

Just a note to my players, I intend to place a high emphasis on player control/participation. Players coming up with their own magic and alchemy, as long as it is appropriate to the setting, is good. Players taking a role in determining/running NPC attackers is also good. In the 40K game, Necronlord literally had a bunch of Black Legion badasses board our ship, and didn't post until we had finally killed them all off. I don't know if we'll make it, but that's the direction I intend to head.
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#27

Post by Cynical Cat »

Spells of Note



Arrows of Ice

This spell unleashes a volley of razor sharp, ice cold shards.

Door into Winter

A fearsome sorcery unleashed by Andirian mages, this spell unleashes a blast of utter cold at close range.


Calling upon the Dawn


This extremely simple spell is used to test potential novices. It involves conjuring forth a light within a candle of special alchemical glass.

Lamplighter

Actually one of several different spells suitable for starting a small flame at close range. It is comparatively easy to cast and probably one of the oldest magics used by man.

The Power of Thunder


A spell known only by way of history. The Power of Thunder draws down lightning from the sky to smash multiple enemies.

Stormhammer

This spell unleashes a blast of air and sound against a nearby target or targets. Great sorcerers can crack stone and break bones with this spell.

Kiss of Life

The sorcerer utters the incantation and then breaths into the victim's mouth. This highly demanding spell can reknit flesh, close wounds, heal burns, and restore bones, saving men from the brink of death and partially restoring scarified or mutilated flesh. The spell also places some strain on the recipient and not all the wounded are saved. It is the most potent healing magic known

The Way of Flesh

A spell common among the Houses of Healing that helps restores scars and burns, lessons bleeding, and accelerates healing.

The Flower of Life

A healing spell that accelerates recovery and resistance to poisons and disease.

Flesh Wards


A layer of defensive spells a sorcerer weaves around him as a relatively long lasting guard against hostile sorcery. This protection is far from absolute and quickly overwhelmed, but it does buy the sorcerer time should he be ambushed by his inferiors and a slim margin should he be beset by his peers.

The Cloak of Shadow

This spell wraps the sorcerer and the area around him in gloom and darkness, obscuring his positon and perhaps allowing a hasty retreat.

The Word of Negation

A brief, potent counterspell.

Boneweaver

This spell reworks bone, allowing the healer to set, reset, and mend mangled limbs. Painful to undergo and stressful on the patient, but not without rewards.

Climb the Sky


The sorcerer can walk on air as if it were solid ground

Shield of Wind

Powerful gusts of wind encircle the wizard, making him a difficult target for projectile weapons.

Malediction of Ziar


The famed incendiary spell of the Pyre Warlocks, this spell conjure for a ball of flame that can be unleashed against any nearby foe. Sorcerers of the first rank have thrown Maledictions that are larger than a horse's skull farther than a bow shots with explosive effects upon impact.

Breaching the Way

Hopefully this magic is lost forever. It opens a way to bring a creature from the World Beyond to this world. Such entities can only manage a brief appearance, which is a small mercy. To use such a magic is to damn one self forever.
Last edited by Cynical Cat on Wed Sep 10, 2008 9:59 pm, edited 1 time in total.
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#28

Post by Cynical Cat »

Beasts of Note

While bears, wolves, boars and other mundane fauna of the northern reaches are worthy of consideration, they are not what make the north unique. Woolly mammoths and dire wolves survive beyond the kingdom's northern borders. It is the products of the Andirian flesh warping alchemy, a lost and horrific science, that threaten too many of the lands of men.

Kroth

The kroth resemble dogs standing on their hind legs. They typically come up to a man's shoulder in height and the lack a man's strength. They are agile and vicious, possessed of an monstrous lust for blood and pain. Both genders fight. They live perhaps twenty years and reach sexual maturity after their third year, although they are old enough to fight by the second. The females give birth to litters of between four and six after a three month pregnancy. They can subsist of nearly anything, even grubs and roots.

The kroth employ crude weapons and armour and have some capacity to make tools. Their numbers are increasing.

Harbutes

Typically eight to nine feet tall and massively broad, the harbutes possess the same aggression and appetites as the kroth. They resemble great white furred apes. Their strength and endurance is almost limitless. Their hide is quite tough and their heavy fur gives them an additional layer of protection. Muscular action tends to seal wounds and they are almost immune to pain and shock, meaning that otherwise fatal wounds are inconveniences.

They can fabricate crude tools, usually huge clubs and armouring themselves in rotting hides. They can coexist with the kroth and almost every large kroth horde has a contingent of harbutes among them.

Tusk Bears

Nearly the size of elephants, these snow white bears have a vicious temperment, thick hides, and a layer of subcutaneous fat that gives them excellent protection. The Andirians used them as living war machines. Mercifully, their numbers do not seem to have prospered and they are fairly rare.
Last edited by Cynical Cat on Thu Sep 11, 2008 11:12 am, edited 1 time in total.
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#29

Post by frigidmagi »

A predator the size of elephants with no large herbivores to eat in the general area? Yeah I would say it's rare.
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#30

Post by Cynical Cat »

frigidmagi wrote:A predator the size of elephants with no large herbivores to eat in the general area? Yeah I would say it's rare.
There are large herbavores. Mammoths, reindeer, and boar for example and they are omnivores. But yes, not common.
Last edited by Cynical Cat on Wed Sep 10, 2008 10:20 pm, edited 1 time in total.
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#31

Post by frigidmagi »

Where did you mention the Mammoths I missed them.
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
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#32

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frigidmagi wrote:Where did you mention the Mammoths I missed them.
They didn't get a general mention. They're mundane and only found in the far north.
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#33

Post by Jason_Firewalker »

question: do black powder weapons exist, and if yes are wheelocks availiable?
'Individual science fiction stories may seem as trivial as ever to the blinder critics and philosophers of today — but the core of science fiction, its essence has become crucial to our salvation, if we are to be saved at all'
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Cynical Cat
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#34

Post by Cynical Cat »

Jason_Firewalker wrote:question: do black powder weapons exist, and if yes are wheelocks availiable?
No

Fuck no
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#35

Post by frigidmagi »

I so saw that answer coming.
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#36

Post by Cynical Cat »

So, any more questions? And who is interested in playing at this point?
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The Nomad
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#37

Post by The Nomad »

I'm interested in playing an alchemist/wizard. How would the game start? Mercenary company à la Black Company? Could I make lots of explosives? Could I use a crossbow grenade launcher? (oh well, if I can't I won't lose sleep, but if I can...)
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#38

Post by Comrade Tortoise »

Cynical Cat wrote:So, any more questions? And who is interested in playing at this point?
Definitely interested. Hopeful character concept as a Wizard/naturalist (kind of liie how ships doctors used to also be the guy to do plant surveys and the like)
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#39

Post by Cynical Cat »

The Nomad wrote:I'm interested in playing an alchemist/wizard. How would the game start? Mercenary company à la Black Company? Could I make lots of explosives? Could I use a crossbow grenade launcher? (oh well, if I can't I won't lose sleep, but if I can...)

The Seekers of the New Sun

A semi-secret society of nobles, scholars, and others who wish to bring about a resurgency of Gandelon's civilization and power. Their ranks include high nobles, sharp eyed scouts, iron thewed champions, learned scholars, and duplicitous spies. Membership is not illegal, but many keep their affiliation secret. Their sign is a golden sun in a silver sky. The PCs will either be members or employed by this organization.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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Cynical Cat
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#40

Post by Cynical Cat »

Sadly, this won't fly with just two or three people. So unless more people want to play, this has to go in hibernation.
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#41

Post by The Nomad »

Aaaaaaaawwww I was so looking forward to that game :sad:
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