[CL] Some poems and junk

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Mykalwane
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Re: [CL] Some poems and junk

Post by Mykalwane » 26 Feb 2019, 08:22

Back story for Vas

https://www.dndbeyond.com/characters/9128020/JuOpzZ
"Adventure is out there"
Sneaks around hidden and pops out of the shadows to purssade that he means no harm. Helps whenever possible, one time just had helped out a young sassy dragon from a chimera. Had kept the chimera dragon head as a trophy and a scrying stone to keep in contact with in travels. Is the odd duck of his family always out for adventure. When family is more bookish. Often cause trouble for guards in Waterdeep by being tricked into new places Vas wasn't suppose to go. Had relationship with goblins that was much like frogs,being the goblins and tigers, being Vas. From time to time as Elanor, Vas' Sister, having a cordial acquaintanceship with Mildred at Waterdhavian Farm lead Vas to help out the Helping Eldrict Hand. Always is out and adventuring looking for something new to discover. Left Waterdeep to embrace Vas' wandering nature. Though family is happy in Waterdeep hearing of Vas many tale in letters. Ever so often sends bit of the things discovered along the way.

Expendable wrote:Nice bio, sounds like an interesting character.

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Re: [CL] Some poems and junk

Post by Expendable » 03 Mar 2019, 21:24

Nice bio, sounds like an interesting character.

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Re: [CL] Some poems and junk

Post by Sirena » 18 Mar 2019, 19:48

Expendable wrote:Nice bio, sounds like an interesting character.

I agree.

Would be interesting to see you roleplay in RPN [mention=579]Mykalwane[/mention]
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"In a world of Barbies be a Wednesday Addams"
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Re: [CL] Some poems and junk

Post by Mykalwane » 18 Mar 2019, 21:21

[mention=56975]Catacombs[/mention] I doubt it since I am no longer wanted in that game with Vas. The other thing I use to be, but again my post were either to slow or no one responded in the thread I cared about. Its been proven time and time again in CS as well as other RP sections on this site I am a bad fit for them. I been on here a long as time, hell use to be a mod at one point. Since was doing a lot as an assitant at the time. I am not fitted for those kind of things. I did it when asked of it, but otherwise was not fun or a joy to do. Since people generally do not want me in their RP. I enjoy it and try anways so that is why I join in as many DnD games I can since can learn and try to get better. Even if unwanted.

Backstory for Duande Drew
Image
Duende "Drew" Pemberton may be a gladator of the ring bring joy threw combat.
It did not start out that way. Began as THE BULL in the ring. Fought threw the
ranks along side Mira Rojo. Mira had the body of Deborah Ombres with a flexablity
Duende could not match in strength. Eventually becoming an unbeatable combo.
Rising quickly threw the ranks togther. Till in the highest ranks where it was reveal
at the highest levels the fights were rigged. THE BULL was set up to win and Mira
to lose. THE BULL removed the mask to reveal Duende. Rather then bow out, stood
took every blow. The blood painted the pit till the bell rang out to declare the
victor was Mira. The two broken hearted never to fight along each side. Mira rose to fame
while Duende linger in the mid ranks till focusing on training and promoting other
fights and fighters. Often getting the worst and finding a way to work. Gaining
a friendship from Smallish Sam a Simic Combine of an elf and ram. Known for knocking
out the largest creatures in pit. Ever so often get asked for THE BULL of rage and
fury, just fans wanting to see it again. If just for a second now. Duende did not spend
all the coin from the better days. Bobby Ripples, a creature that had worked every job
and still does, help Duende find a place in Concordance in District Three. Started as
a shack inbetween some ruins with overgrowth everywhere. Turned into a liveable place.

Playlist for them https://www.youtube.com/playlist?list=P ... qLLMG53Ror

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Re: [CL] Some poems and junk

Post by Mykalwane » 02 May 2019, 14:13

For Monster of the Week game that I DM

MOnster of the Week one shot
The concept is a Sailor Moon/Power ranger set up.
Connections handled by amulet. Each PC has an amulet that had unlocked their powers that PC choices what the amulet is while another PC tells how it was found.

Amulet glows whenever special trait is used. For one turn can swap highest stat with another stat or can wait to find out later something cool can happen.

HOOK: Something is siffeing life from people at stores in the mall. A sale goes on with lots of youth go in and the store not knowing what had happen. The store is showing people out. This is told by Johny at Johnny Juice Bar while the group of PC are enjoying juice.

Phases
Day: People abducted
Shadows : Locations close
Dusk Location are destroyed
Sunset: those that been siffen attack (Husk 2 life)
Nightfall: Make my creature grow beast health doubles
Midnight: Mall destroyed

Throughout game x amount of actions taken by player leads to 1d20 of location get destoryed

Beast
Collector steal life force starts at 15 grows to 30
Absorb husk for 2 lifeImensive strength automatically beat normal strength
Appear human till absorbing
Claws 2 harm
Bite 1 harm
6 or lower suck 2 heath
7-9 1 heath
10+ collect 2 heath from beast
Weakness
Cheese lines will pass or avoid a person
$$ glasses













Locations
1 Oggie Oddities
2 Wanda’s Wonder
3 Scratticus Academy
4 Don Hawkeye Deals
5 Wild Dandy Laboratory
6 Madam Gandalf Cafeteria
7 Make your own Nerdy Teddy
8 Johny Juice Bar
9 Fateful Maidens
10 Devi’s Bed and Breakfast
11 Ali Bee’s Boutique
12 Cookie Cat Emporium
13 Phantom Rollboth
14 Costume Casco
15 Berry Vape
16 Moku Make Up
17 Winged Miniatures
18 Terror Muffins Make up
19 Cutie V Coffee Shop
20 Dagger Milk

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Re: [CL] Some poems and junk

Post by Mykalwane » 27 May 2019, 16:48

Engaging character idea

Ok so ya have been invited to a new game ya never played before. Ya don’t know the system or anything so go with a pre-generated character so ya can learn. Well it gives ya an interesting problem of how do ya creating an engaging character. Here is what I did, and maybe it can help ya out.


Engaging character

What is my function?
Attack, protect, heal or deal buff/duff
Something that is mechanical needed for the game. Well if ya don’t know much about the game or the character your first step is probably to figure out what ya be doing. Since need to know what ya doing so ya can help the team out. Often it is easy enough and just whatever has the high number. Check the player guide as to what that high number means or communicating with Game Master/Storyteller. Since they know the game just confirming ya that means ya punch alot is very helpful. Now that ya know the baseline. You’re going to have to do something that is different so it's your character and not the same as any other pregen character.


What is Different about it?

Well the simplest way is to go against the grain. With the grain here being the function of the pregen character.

Aspect that goes against the function.
A heavenly healer that has devil lover
A loud over the top stealth assassin
A filthy tinker that has perfectly clean machines

This allow for a simple base for you to start with even if going with a pregen character.
For example Rodeo Queen the function is protect and attack. So what is the grain here.
Being thought of wild and over the top. So very manipulative and orderly goes against
this function. So this allows for a question of why.

Why this contrast?
Well here is where creating that contrast helps makes sense in figuring out the how. This kind and polite country gal, maybe the reason she is very manipulative is because very emotional. In knowing her own emotions maybe that is why she knows how to use them very well. This question gets you thinking, to figure out something that is unique. Often something that is unique stands out. So makes easy to think of or remember. So if ya can think of or remember what the character is. So what is next? Well then needs a pinch of love.





What is something I love?
If you have something you love be apart of the character. If you find the silly walk sketch of Monty Python maybe the character has walks that way. Maybe they have your favorite hairstyle. Having that something you love about it will make it engaging for you to come back and think about them. For me it is something silly and dumb that makes me smile the entire time. For the Rodeo Queen went with a revolver that has Dad inscribed on so goes with the protection of Dad.

So what does that lead ya with?
Well that leads you with a sentence.

She’s a manipulative Rodeo Queen because she is filled with emotion that goes with protection of Dad.

Sounds pretty interesting character I want to know more of. So what are you have.



Something mechanical for the game
Aspect that goes against that
Something you care about
Something you love
Or S.A.S.S.

So with a bit of sass you make an interesting and engaging character for you to play out of a pregenerated character.

PharaohAtem wrote:Interesting.

Sadaku wrote:Very creative and some helpful tips ^^

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Re: [CL] Some poems and junk

Post by PharaohAtem » 28 May 2019, 01:07

Interesting.
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Re: [CL] Some poems and junk

Post by Mykalwane » 11 Jun 2019, 17:36

Order of Operation

If then worry
if true sorry
if false sorry to bother
end statement

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Re: [CL] Some poems and junk

Post by Mykalwane » 29 Apr 2020, 04:33

Fleshmaker's Folly backup
Stuff for my first campaign ever

Korranberg Chronicle

BB Benison running his own fanchiese of the Korranberg Chronicles as the crew go about collecting stories for it. The paper is barely with BB's focus on Pide Man and trying to tare Pide Man down. Either by discrediting him or by any means possible. Snickle Sox done their best to keep it afloat. Sent off the crew in hopes of finding a story big enough to bost sales or a fluff piece to keep the paper afloat. Along the electric rail to a small town out of the way in hopes story of house being damaged or destroyed without Guards having a clue as to what.

mission x someone wants something by a specific time having difficulty using y because of z
who what when how theme establish different

Tiferet (4=1)

Netzach
https://en.wikipedia.org/wiki/Netzach barbarian Gin

Hod https://en.wikipedia.org/wiki/Hod_(Kabbalah)

Binah https://en.wikipedia.org/wiki/Binah_(Kabbalah)

Chokhmah https://en.wikipedia.org/wiki/Chokhmah

sul-khatesh wish to find vessles to work around the seal to disrupt blood queen's power

sul-khatesh are trapped without form shadow creatures near the moor has knightmare servant.

been experimenting with things for controlable vessles trapped because something relating to the mourning

theme bad deals expect honest people establish places of dreams or desire needs to do this before blood queen gains control of dragon shards.

Blood queen takes control over dragon shard been goal of lifetime wild magic gives clue to this

Getting stuff
Phase one cake creatures
two orphan putting souls in construct
three forest with acid shadows eldeen reaches https://eberron.fandom.com/wiki/King%27s_Forest
four fight club greenheart https://eberron.fandom.com/wiki/The_Eldeen_Reaches
Building stuff
Phase one
two
three
four
Testing stuff
Phase one
two
three
four
Realizing goal Storm city https://eberron.fandom.com/wiki/Stormreach
Phase one
two
three
four

Aberrant Dragonmarks for BB




Rouge Pide Man is Speed Mask (102p from Retroverse)
Laser. Deals radiant damage Volley. A rapid barrage of ranged
attacks aimed at a 15 ft. square within
60 feet. Targets must make a
Dexterity saving throw, taking 2 SMD( [roll]3d12[/roll] )
on a failed save or half as much on a
successful one. of the Spider. If hit and/or fails the
saving throw, the target must then
succeed on a Constitution saving
throw or suffer the Stunned condition
until the start of your next turn.
Empowered Punch
When you choose this mask type at 1st
level, your fists become deadly
weapons. Your unarmed strikes deal
1d4 bludgeoning damage.
This increases to 1d6 at 7th level, 1d8 at
15th level, and 1d10 at 20th level. By 11th
level, these attacks are considered
magical for the purposes of
overcoming resistances.
Summons
Garurumon

a possible adventure

A pair of night hags fight over their mother’s inheritance: a polymorphed,
petrified, unicorn. Can the adventurers free the prisoner, or will they just give
him a change of scenery?
This adventure is optimized for 5 4th-level characters.
Content warnings: abducti on & imprisonment, paralysis
ADVENTURE BACKGROUND
Ragged Soula was a powerful hag. So naturally, her daughters killed
her, cooked her and gnawed the power from her bones. The two sisters
subsequently parted ways after a dispute involving a halfling, a talisman, and
several gallons of swampwater. Drizzling Mertha kept their mother’s house
and most of her possessions; Black-Eye Bethel can accept most of her losses…
but she cannot stand to be deprived of Ademar. Ademar was their mother’s
unicorn, kept paralysed and in demi-human form after he tried (and failed)
to persuade Soula to break a curse. The details of the curse, and Ademar’s
capture, are long lost. What matters is that now Mertha has a frozen unicorn
in a case, and Bethel is about to manipulate some adventurers into stealing
him back.

HOOK
Black-Eye Bethel has been watching the party from afar and has decided
they’re the right people for the job. She waits until they are in dire need, and
then approaches them with a bargain.
PART 1: BETHEL(hag with bee cough)
Black-Eye Bethel offers the characters a way out of a predicament, in
exchange for a small favour

Generous Assistance
Bethel (see Appendix A Unbridal night hang with coughing swarm) appears to the characters in their hour of need:
when the odds are against them, and their chances of survival are slim. This
is best tied into your campaign, but for a ‘quick and dirty’ introduction, have
the party blunder into the path of some deadly beast while travelling:
something that could kill them in a heartbeat. A dire troll (MToF) or
remorhaz (MM) should do the trick. Go ahead and throw in a
tarrasque (MM) if your players are a bit too cocky.

If you are running this adventure as part of a campaign,
Bethel visits the characters the night before some decisive
battle; in the ‘quick and dirty’ version, she appears during
the fight, safely out of harm’s way. She offers her assistance
in “pulling your fat out of the fire,” promising she can even
the odds and help the characters achieve victory. All she
asks is their help with a problem of her own. If pressed, she
tells them the problem is her sister.
If the characters refuse her help, Bethel hangs around, waits
until they are near defeat, then repeats her offer. She uses
her Weird Magic (see Appendix A unbridal) to assist them. For the
sake of this encounter, assume monsters automatically fail
saving throws against Bethel’s magic.

Repayment
After the immediate danger is past, Bethel conjures a
campfire with a few rabbits cooking over it, and some
strong-smelling tea brewing. She explains her terms:
● Her sister, Drizzling Mertha, got something in
their mother’s inheritance that Bethel wants back.
Something Bethel played with as a child, and always
liked more than Mertha.
● It’s a full-sized unicorn, in humanoid form. “You’ll
know it when you see it. He’s six feet tall and pretty
as a forest fire.”
● She insists that Mertha is only keeping it to spite her
(absolutely true).
● She can provide detailed directions to Mertha’s
home (“which should also be mine. I’m the oldest.
Snot-nosed brat, she is&#8221 ;) , but doesn’t know what
protections her sister may have put in place.
● She advises against negotiating with Mertha (“she’s
a surly old cow, not sweet like I am.&#8221 ;)

PART 2: MERTHA
How the characters go about retrieving Ademar the unicorn
is entirely up to them. Some suggestions are listed below.
Negotiate with Mertha. This is unlikely to go well. She
doesn’t want to part with Ademar, and whatever the
characters say she assumes they’re working for Bethel… she
really doesn’t want to give the unicorn to her sister. If the
characters attempt to bargain, she offers them terms such
as “ten first-born children,” “your capacity to love,” “your
greatest victory in battle.” She refuses to clarify what such
terms mean, but will honour any deal the characters agree
to.
Fight Mertha. Fighting Mertha is a viable solution, though a
challenging one: her lair is well-protected.
Steal the unicorn. See above.

BREAKING A PROMISE
If the characters accept Bethel’s help, then refuse to
retrieve the unicorn, she concedes immediately, and
leaves. Then she follows them around (stealthily) and
uses her Nightmare Haunting to slowly kill the party
member who seems most fragile. When that party
member is close to death, Bethel appears to them and
asks again for their help. If the characters attack her at
any point, she uses her Heartstone to become ethereal
and flee.
If the characters really don’t want to do what she asks,
that’s fine: they now have a night hag with a grudge
working to thwart their every endeavour. She will never
stop, get bored, or die of natural causes. ..

MERTHA’S LAIR
Mertha dwells in the middle of a foul-smelling swamp a few
days’ travel away. Her domain covers twenty square miles.
The swamp is putrid and miserable. Narrow tracks of semisolid
ground weave between pools of black, stagnant water
crowded with cat-tails and overhung by willow trees. Frogs
croak and birds cry, mournful and vaguely threatening.
Features of the Area
Slow Going: The swamp is difficult terrain for creatures
without a fly or swim speed.
Mertha’s Eyes and Ears: Mertha can ‘ride’ any Tiny living
creature of CR ¼ or lower within her domain, borrowing its
senses and directing its movement. She does this frequently:
unless the characters are invisible, use pass without trace,
or have some other means of completely concealing their
presence, Mertha becomes aware of their presence after
1d4-1 hours. After this point, she watches them through
birds, frogs, and the like. Characters with a passive
Perception of 14 or higher notice animals paying suspiciously
close attention: suspicious squirrels surveying them over
half-eaten nuts, and unblinking toads half-submerged in
murky water.
The Drowned: The swamp used to be home to a population
of bullywugs, but they annoyed Ragged Soula, so she
drowned them. This required a baffling amount of effort,
and was possibly the most inefficient way to dispose of a
population of frog people, but Soula was powerful, not
blessed with common sense. The swamp is infested with
bloated, maggoty, zombies and skeletons of drowned
amphibians, who crawl up out of the waterways to attack.
Characters have a cumulative 25% chance per hour of
encountering 1d8+1d6 undead bullywugs. If the characters
take a short or long rest in the swamp, the undead find them
at the most inconvenient moment imaginable.

Undead bullywugs use the bullywug stat block, with the
following changes:
• Change creature type to Undead
• Add immunity to poison damage and the poisoned
condition
• Undead bullywugs cannot speak any languages
• Add Undead Fortitude. If damage reduces the undead
bullywug to 0 hit points, it must make a Constitution
saving throw with a DC of 5 + the damage taken, unless
the damage is radiant or from a critical hit. On a success,
the undead bullywug drops to 1 hit point

Shifting Paths: If Mertha learns that the characters mean
to hurt her or steal Ademar, she causes the swamp paths
to twist and lead them out of her domain. Characters can
overcome this by re-entering and either avoiding Mertha’s
notice or succeeding on a DC 15 Wisdom (Survival) check to
avoid being led astray a second time. She uses the time she
gains this way to prepare for the characters’ arrival by riling
up the snakes in her pot and laying out a rug of smothering.

MERTHA’S HOME
Mertha’s stone hut is small and round, with a crooked,
pointy roof. Smoke belches from a listing chimney, and
the many windows are so caked in grime that they’re
impossible to see into.
Drizzling Mertha does not like visitors. Not one bit. Her little
hut is practically a fortress.
The welcome mat: if Mertha is forewarned of the
characters’ arrival, she will set out a dirty rug of smothering as
a doormat. The words “wipe your feet” are stitched into it.
Doing so is unwise.
The front door: Mertha has several pet mimics, which she
inherited from her mother. The front door is one of these
mimics. If the characters hide and observe the hut for a
few hours, they’ll see Mertha come out to feed the door a
couple of thick, brown, snakes, and hear her chatting away
about ‘feeding time’ to another creature inside.
Ground floor: The part of the hut above ground is a
fifteen-foot radius circle. The ceiling is twelve feet high.
It’s cluttered with old clothing, rotting furniture, and
waterlogged needlework (not one single piece is finished). A
narrow, winding, set of stairs in the middle of the hut leads
up to the balcony.
Pot of snakes: Next to the fire is a large wooden barrel.
The lid is held down by a large iron weight, but it’s not
sealed shut. Characters who succeed on a DC 13
Wisdom (Perception) check hear things moving
around inside. It’s full of thick, brown flying
snakes. Mertha uses them to feed the mimics.

~

When the barrel is opened by someone other than Mertha,
four snakes launch themselves out and attack immediately.
There are many, many more in the barrel.
Stairs: The stairs are also a mimic.
Balcony: The balcony is five feet wide, and is where Mertha
displays all of her most precious things: a mosaic made
entirely of children’s teeth, a glass case full of shadow
puppets (but nothing that casts a shadow), a three foot tall
jade urn that feels like flesh and smells like wet dog (it’s
cursed: once you own it, you feel compelled to display it as
prominently as possible, refusing to sell it)... an assortment
of trapped, paralysed woodland creatures such as sprites
and blink dogs, and Ademar.
Ademar: Ademar is impossible to miss. He assumed a
humanoid form when he originally visited Ragged Soula,
and is still trapped in it. He’s a muscular, wide-eyed, pretty
creature with pointed ears and shining rainbow hair and tail.
His legs end in hooves - partially hidden by more rainbow
fur - and a pearlescent horn spirals out of his forehead. He’s
been draped in a length of iridescent silk, for decency’s
sake. Ademar’s eyes move, but no other part of him, and
characters who can read his thoughts hear him pleading to
be set free. Ademar weighs 175 lbs (80kg) and is extremely
inconvenient to carry.
Drizzling Mertha
When the characters arrive, Drizzling Mertha is up on her
balcony, dusting her precious treasures. As soon as one of
her defenses attacks the characters, she uses her heartstone
to slip into the ethereal plane. She returns if one of the
characters persuades her they wish to negotiate, or when
they try to move Ademar. In the latter case, she attacks
immediately.
See ‘negotiating with Mertha’ for roleplaying tips.
Mertha summons creatures to fight alongside her, and she
fights to kill.

CONCLUDING THE ADVENTURE
The characters have a unicorn, and some options.
Return Ademar to Bethel: she is grateful, and their debt is
paid. She invites them to call on her for a future favour, “not
quite free of charge… but a price you’ll like this time.”
Cure him: restoring Ademar requires a remove curse spell
cast at fifth level. Characters will likely have to call in a
favour, pay steeply, or go on a quest (their next adventure!)
to procure the service. No good deed goes unpunished.
Sell him: unicorn parts are worth a bundle on the potions
market.
Keep him: he does make a very pretty decoration, and he
doesn’t need to eat or drink.

Agatha

Agatha is a plump old lady who wears a patchwork dress that has been
repaired so many times that little of the original fabric remains. Her hair
is usually tied down the side of her head and it looks like it hasn’t been
washed in ages, there are bits of moss and twigs sticking out from various
places.
Personality Trait: I tend to get along with animals and nature better than
other humanoids.
Bond: I’ll live free, without constraints.
Ideal: There’s evil in me, I can feel it. It must never be set free.
Flaw: Lives of people are worthless compared to the sanctity of nature.
Agatha uses the green hag statblock with the following changes:
Spellcasting: Agatha can cast the following spells once per long rest: Barkskin, Entangle
Vine Shield (Recharges 6). As a reaction, when a creature attacks Agatha she can grow a shield out of vine. Agatha gains
+3 to her AC until the end of her next turn. If the creature that attacked the hag is within 5 feet of her, they take 2d4 piercing
damage.
Weird Magic: Exposure to the unicorn and its damaged horn has allowed Agatha access to new magic. Once per day,
Agatha can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second
living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must
be Large or bigger. She can also take one willing creature with her.


BB Benison will be the guy you are sending stories to, they don't care if you get the story by A)beating up people to get the story B)are apart of the story c)watching from the sidelines C)paying for the story or D) got it purely to make a faction look bad

how the story is gotten doesn't matter with an extra reward if it makes the Rouge Pide Man in particular look bad.

sent to a small town city via the train where there have been some building being destroyed and someone suspected as The Great Piton might be involved
[each character will have a role, those that prefer rp maybe something that something like a writer or a photographer for example with those hankering for combat maybe build a character that focus on either protecting them or destroying the threats. Snickle Sox who looks like a very nervous Elf will be your main contact

The key to long-distance, virtually instantaneous communication across Khorvaire is House Sivis’s network of message stations. Each station contains at least one speaking stone, which is carved from a Siberys dragonshard and inscribed with arcane symbols that uniquely identify it. If you’re a gnome with the Mark of Scribing, you can touch the stone and use an action to cast the sending spell from it. The target is any other speaking stone whose location or unique sequence of symbols you know. A creature within 5 feet of the stone hears the message as if they were the target.

In a Sivis message station, a gnome is always on duty by the speaking stone, listening for messages that might come in and transcribing them for delivery to their intended recipients.
After getting off train will be meeting up with a guard in the town of No Where

Greenblade

Existing as a nearby town that acts as a way of commerce for Greenheart. It not being in Greenheart meant that it did not violate the law of no commerce in Greenheart.

It is at least(possibly more) two days walk distance from Greenheart with natural barriers making it quite easily for someone wanting visit Greenheart to become lost. Greenblade allows for anyone getting lost trying to access have a place to return to before heading home. Also for those to have a work around for those who want to interact in commerce without violating the laws of Greenheart.

Primary a couple of buildings made to co-exist with the wildlife. With a street market between them. Its primarily exist as a way to give those who might have good interest in finding a way to contact Greenheart without actually being able to find Greenheart.

Every couple of seasons will have fighting tournament to see who has the best druidic transformation. Often can see Two bears or weirder fights like a wolverine vs a vulture. It is in reality just two druids fighting each other to see who has the best transformation. Often before the fall harvest someone from the Korranberg Chronicle stops by for interviews about the tournaments or artist getting art of the changing leaves.

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Re: [CL] Some poems and junk

Post by PharaohAtem » 29 Apr 2020, 14:32

That's some interesting stuff.
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