Nonlethal Force
First Post
[Sblock]This is the IC thread for Nonlethal Force's Elysium Squad game. As the game begins the players are Bront, Eluvan, Engrishonly, Fenris, Ferrix, and JonnyFive.[/Sblock]
“Good Morning,” begins one of the highest ranking priests of Pelor in the land. “I am glad that you all have answered my summons. Your god smiles down upon you and lights your path.” As those gathered take their places around the central table at the speaker’s gesture, the one who addressed the party continues to stand.
Looking around the room, it appears that there is a rather eclectic arrangement of people sitting around the long, heavy, and near rectangular wooden table. There is a heavy bent towards people who are used to fighting in close quarters combat. There is at least one who seems to prefer sneaking around and using a bow. There are even a few who look as though they are quite accustomed to dipping their hands into the well of arcane and divine energies. The armor types vary greatly on those who have gathered. The weapon choices vary even more. But there is one thing that is constant about everyone in this meeting: The table.
The party sits around the famed Table of Truth. For worshippers of Pelor, this item is one of legends. Alliances have been signed over this table. Peace has been achieved over this table. Pacts of protection and defense have been agreed upon in this table’s presence. It is the only place in the kingdom where it is impossible to disguise an identity. The table itself is a highly magical item, as are the chairs in which the party sits. Inscribed upon the table surface is the Holy Image of the Shinning One. One ray of light extends outward from the image of the Shinning One toward each chair. These rays react to anyone who sits in the chair belonging to the proper ray. Any person who does not have good in their heart and who tries to approach a chair and sit in it is immediately expelled from the chair, projected backwards a minimum of twenty feet – or the nearest wall. Additionally, if a person with an evil heart takes the chair, the tip of the associated ray explodes with a burst of holy radiance that damages only people with evil in their heart. The table and all good people around it are not harmed in any way by this burst of radiant energy.
However, the table has several other additional effects. For those who follow Pelor, the ray glows with a warm yellow hue. For those who worship Bahamut, Syreth, or Pholtus the ray glows a muted yellow. For those who follow Altua, Heironeous, or Moradin the ray glows a muted dark green. For those who follow Delleb, Cyndor, or Boccob the ray glows a muted blue. For those who follow Rao, Yondalla, Garl Glittergold, or Corellon Larenthian the ray glows a muted orange. For those who follow Ehlonna, Wastri, or Bralm the ray glows a muted light green. For those who follow Kord, Valkar, Konkresh, or Telchur the ray glows a muted purple. For those who follow Halmyr, St. Cuthbert, or Joramy the ray glows a muted red. For those who follow Lirr, Tritherron, Wee Jas, or Istus the ray glows a muted tan. For those who follow Osprem, Celestian, Farlanghn, or Mouqul the ray glows a muted pink. For those who follow Geshtai, Obad-hai, or Procan the ray glows a muted light gray. For those who follow Lyris, Xan Yae, Zuoken, or Olidammara the ray glows a muted dark gray. In this manner, nobody who gathers around this table can deceive each other in their heart’s desire or their religious faith.
Right now, all of the rays but one around the table glow with a warm yellow hue. In addition to the rays that are glowing, any contact that is made by a person sitting around the table with the top of the table – whether elbow, hand, etc – also causes the table to mimic the warm yellow glow effect directly beneath the area of contact and outside the area for one inch.
Currently, the lone ray on the table that does not glow is associated with the speaker, who is still currently standing. On account of the rest of the rays that are glowing, the table radiates with pleasant and mild warmth.
“You may call me Glammerdell. I am Pelor’s third. I am subject to Pelor himself, Janis the Prime, and Erythisonestai – Pelor’s second. I have called you here to present you with an opportunity to strike fear into the heart of evil like you have never been able to before. I ask that you hold your questions until the end.”
Glammerdell appears to be most likely half-elf by birth. His ears do have a slight point; but the fact that the Elven name Erythisonestai rolled off of his tongue as if it was his native tongue tells more than his face ever could. As he takes his chair, the ray associated with his chair illuminates the same warm glow as the ray associated with everyone else around the table.
Glammerdell smiles with a smile that is usually used by a father or mother looking down upon a child they are most proud of. “Pelor has need of your services. The kingdom of Barghost and King Sigfried have need of your services. The Confederacy of Tongra and the Alliance of Fenneress have need of your services. The holy ones who struggle against the infidel plagues that boil through Quehalost have need of your services. And your task is simple.”
Glammerdell leans forward and props his elbows on the table. The place where Glammerdell’s elbows touch the table illuminate on contact with the same warm yellow glow. The rustle of his chainmail armor echoes through the high vaulted ceiling. “If you accept this quest, you will need to leave immediately. Our Holy Eminence plans to send an invasion force through the land of the Confederacy of Tongra as well as the land of the Alliance of Fenneress. We already have their permission to do so. We also have obtained promises of financial, material, and physical support in the form of reinforcements from the countries through which we plan to march. Lest any of you be concerned, we will still maintain the protection of our own border from each of these countries. But our Holy Eminence and Janis the Prime believe that Pelor has called them to bring light into the darkness of Quehalost. It is time to send the evil which boils forth back into the hell from which it comes. But to do that, we need advance scouts. We need brave soldiers who do not fear the evil of a foreign realm. We need soldiers who look to take the fight onto the enemies’ land rather than constantly defending our own land from them. We need soldiers who are capable of going into a foreign land and destroying everything they can get their hands on while collecting information for the main invasion force. And that is why we have called upon you. Each of you possesses a unique gift to allow you to stand against the foe. Together, it is Pelor’s belief that you can overcome. Together, you will be the first beacon of light into the darkness of Quehalost. You will be transported to a location just on the Fenneress side of the Fenneress-Quehalost border. From there on, you will be on your own.”
Glammerdell smiles one last time. “There is a tale that I will tell. There are supposedly six portals that lead into the hells beyond the edges of this world. If these portals can be overcome, the enemy will be greatly weakened and they will be unable to reinforce their lines so easily. While you collect information and destroy what evil you can, should you be given the opportunity to destroy one of these portals you must risk the effort. But be warned. With each portal that is removed, the enemies pouring through the remaining portals will grow stronger. They fight amongst each other – and with each enemy that is removed, that is one less source of conflict against which they must fight. But the portals are the key. For each portal that you can silence, you will have accomplished the greatest victory of all the war. If you can silence all the portals, your names will be added to Fortress of the Sun and you will sit beside Pelor for eternity when the Shinning One calls you home. This is not merely a blessing. This is a promise from Pelor himself.”
Glammerdell allows a time for questions to be asked by all who have gathered. Once all questions have been answered Glammerdell begins again.
Glammerdell’s expression turns considerably grave. “If your faith is strong and you accept Pelor’s mission, then step into the circle of light. Do not allow your doubts to form on your lips, merely follow Pelor’s guidance.”
Glammerdell gestures to an area of the room that has an engraving identical to that which is on the table. Surrounding the image of Pelor is a circle that exudes with a strong magical glow. It appears as though three people can occupy the circle at a time.
…To Be Continued
[Sblock]Please do not post in this thread until the second part of this post is added. Any questions that would be asked of Glammerdell should be asked in the OOC thread before the game begins. The actual game will begin after the party has been successfully teleported.[/Sblock]
“Good Morning,” begins one of the highest ranking priests of Pelor in the land. “I am glad that you all have answered my summons. Your god smiles down upon you and lights your path.” As those gathered take their places around the central table at the speaker’s gesture, the one who addressed the party continues to stand.
Looking around the room, it appears that there is a rather eclectic arrangement of people sitting around the long, heavy, and near rectangular wooden table. There is a heavy bent towards people who are used to fighting in close quarters combat. There is at least one who seems to prefer sneaking around and using a bow. There are even a few who look as though they are quite accustomed to dipping their hands into the well of arcane and divine energies. The armor types vary greatly on those who have gathered. The weapon choices vary even more. But there is one thing that is constant about everyone in this meeting: The table.
The party sits around the famed Table of Truth. For worshippers of Pelor, this item is one of legends. Alliances have been signed over this table. Peace has been achieved over this table. Pacts of protection and defense have been agreed upon in this table’s presence. It is the only place in the kingdom where it is impossible to disguise an identity. The table itself is a highly magical item, as are the chairs in which the party sits. Inscribed upon the table surface is the Holy Image of the Shinning One. One ray of light extends outward from the image of the Shinning One toward each chair. These rays react to anyone who sits in the chair belonging to the proper ray. Any person who does not have good in their heart and who tries to approach a chair and sit in it is immediately expelled from the chair, projected backwards a minimum of twenty feet – or the nearest wall. Additionally, if a person with an evil heart takes the chair, the tip of the associated ray explodes with a burst of holy radiance that damages only people with evil in their heart. The table and all good people around it are not harmed in any way by this burst of radiant energy.
However, the table has several other additional effects. For those who follow Pelor, the ray glows with a warm yellow hue. For those who worship Bahamut, Syreth, or Pholtus the ray glows a muted yellow. For those who follow Altua, Heironeous, or Moradin the ray glows a muted dark green. For those who follow Delleb, Cyndor, or Boccob the ray glows a muted blue. For those who follow Rao, Yondalla, Garl Glittergold, or Corellon Larenthian the ray glows a muted orange. For those who follow Ehlonna, Wastri, or Bralm the ray glows a muted light green. For those who follow Kord, Valkar, Konkresh, or Telchur the ray glows a muted purple. For those who follow Halmyr, St. Cuthbert, or Joramy the ray glows a muted red. For those who follow Lirr, Tritherron, Wee Jas, or Istus the ray glows a muted tan. For those who follow Osprem, Celestian, Farlanghn, or Mouqul the ray glows a muted pink. For those who follow Geshtai, Obad-hai, or Procan the ray glows a muted light gray. For those who follow Lyris, Xan Yae, Zuoken, or Olidammara the ray glows a muted dark gray. In this manner, nobody who gathers around this table can deceive each other in their heart’s desire or their religious faith.
Right now, all of the rays but one around the table glow with a warm yellow hue. In addition to the rays that are glowing, any contact that is made by a person sitting around the table with the top of the table – whether elbow, hand, etc – also causes the table to mimic the warm yellow glow effect directly beneath the area of contact and outside the area for one inch.
Currently, the lone ray on the table that does not glow is associated with the speaker, who is still currently standing. On account of the rest of the rays that are glowing, the table radiates with pleasant and mild warmth.
“You may call me Glammerdell. I am Pelor’s third. I am subject to Pelor himself, Janis the Prime, and Erythisonestai – Pelor’s second. I have called you here to present you with an opportunity to strike fear into the heart of evil like you have never been able to before. I ask that you hold your questions until the end.”
Glammerdell appears to be most likely half-elf by birth. His ears do have a slight point; but the fact that the Elven name Erythisonestai rolled off of his tongue as if it was his native tongue tells more than his face ever could. As he takes his chair, the ray associated with his chair illuminates the same warm glow as the ray associated with everyone else around the table.
Glammerdell smiles with a smile that is usually used by a father or mother looking down upon a child they are most proud of. “Pelor has need of your services. The kingdom of Barghost and King Sigfried have need of your services. The Confederacy of Tongra and the Alliance of Fenneress have need of your services. The holy ones who struggle against the infidel plagues that boil through Quehalost have need of your services. And your task is simple.”
Glammerdell leans forward and props his elbows on the table. The place where Glammerdell’s elbows touch the table illuminate on contact with the same warm yellow glow. The rustle of his chainmail armor echoes through the high vaulted ceiling. “If you accept this quest, you will need to leave immediately. Our Holy Eminence plans to send an invasion force through the land of the Confederacy of Tongra as well as the land of the Alliance of Fenneress. We already have their permission to do so. We also have obtained promises of financial, material, and physical support in the form of reinforcements from the countries through which we plan to march. Lest any of you be concerned, we will still maintain the protection of our own border from each of these countries. But our Holy Eminence and Janis the Prime believe that Pelor has called them to bring light into the darkness of Quehalost. It is time to send the evil which boils forth back into the hell from which it comes. But to do that, we need advance scouts. We need brave soldiers who do not fear the evil of a foreign realm. We need soldiers who look to take the fight onto the enemies’ land rather than constantly defending our own land from them. We need soldiers who are capable of going into a foreign land and destroying everything they can get their hands on while collecting information for the main invasion force. And that is why we have called upon you. Each of you possesses a unique gift to allow you to stand against the foe. Together, it is Pelor’s belief that you can overcome. Together, you will be the first beacon of light into the darkness of Quehalost. You will be transported to a location just on the Fenneress side of the Fenneress-Quehalost border. From there on, you will be on your own.”
Glammerdell smiles one last time. “There is a tale that I will tell. There are supposedly six portals that lead into the hells beyond the edges of this world. If these portals can be overcome, the enemy will be greatly weakened and they will be unable to reinforce their lines so easily. While you collect information and destroy what evil you can, should you be given the opportunity to destroy one of these portals you must risk the effort. But be warned. With each portal that is removed, the enemies pouring through the remaining portals will grow stronger. They fight amongst each other – and with each enemy that is removed, that is one less source of conflict against which they must fight. But the portals are the key. For each portal that you can silence, you will have accomplished the greatest victory of all the war. If you can silence all the portals, your names will be added to Fortress of the Sun and you will sit beside Pelor for eternity when the Shinning One calls you home. This is not merely a blessing. This is a promise from Pelor himself.”
Glammerdell allows a time for questions to be asked by all who have gathered. Once all questions have been answered Glammerdell begins again.
Glammerdell’s expression turns considerably grave. “If your faith is strong and you accept Pelor’s mission, then step into the circle of light. Do not allow your doubts to form on your lips, merely follow Pelor’s guidance.”
Glammerdell gestures to an area of the room that has an engraving identical to that which is on the table. Surrounding the image of Pelor is a circle that exudes with a strong magical glow. It appears as though three people can occupy the circle at a time.
…To Be Continued
[Sblock]Please do not post in this thread until the second part of this post is added. Any questions that would be asked of Glammerdell should be asked in the OOC thread before the game begins. The actual game will begin after the party has been successfully teleported.[/Sblock]
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