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<blockquote data-quote="Shayuri" data-source="post: 3274027" data-attributes="member: 4936"><p>Almost done...comments welcome!</p><p></p><p>[sblock]Name: "Sigil"</p><p>Race: Human (fey)</p><p>Class/Level: Warlock 20</p><p>Exp: </p><p></p><p>Desc: The woman who now calls herself Sigil is as apt as not to cloak herself in various illusionary guises, finding the exercise of creativity and imagination somewhat invigorating. Her natural form is beautiful, if showing some signs of her alien heritage. She is tall and slim, with an ageless face and skin that is tinted greenish blue. She tends to wear relatively simple, but elegant garb...silk gowns and dresses, sometimes leaning towards more gossamer materials; typically in shades of green, violet and blue. At one hip she carries a long, slender wand of spiraling, tapering crystal. At the other is a broad-bladded fencing dagger that she wields in her left hand. Around her shoulders is an aquamarine shawl that loops around her arms, and a hooded cloak the color thick grey smoke that hangs unnaturally still, even in wind. Sigil also has a habit of drifting at least a few inches off the ground, unless sitting or lying on something. It is rare in the extreme for her to actually walk.</p><p></p><p>Strength (STR) 8 -1</p><p>Dexterity (DEX) 20 +5</p><p>Constitution (CON) 20 +5 </p><p>Intelligence (INT) 14 +2</p><p>Wisdom (WIS) 14 +2</p><p>Charisma (CHA) 30 +10</p><p></p><p>Alignment: Chaotic Good</p><p>AC: 29 (10 +5 dex +9 armor +3 deflection, +2 insight), Flatfoot 29, Touch 20</p><p>Hit Points: 174/174</p><p>Movement: 30' (30' flight, Good)</p><p></p><p>Init: +5</p><p>Base Attack Bonus: +15/+10/+5</p><p>Melee Attack: +14/+9/+4</p><p>Ranged Attack: +20/+15/+10</p><p>Fort: +16 (+6 base +5 resist +5 Con)</p><p>Reflex: +18 (+6 base +5 resist +5 dex +2 insight)</p><p>Will: +19 (+12 base +5 resist, +2 wis)</p><p></p><p>Race Abilities</p><p>Bonus Feat</p><p>Bonus Skills</p><p></p><p>Class Abilities:</p><p>Eldritch Blast 11d6</p><p>Detect Magic at will</p><p>DR 9/cold iron</p><p>Deceieve Item (take 10 on UMD checks, even under stress)</p><p>Fiendish Resiliance 5</p><p>Energy Resistance 10: Fire and Cold</p><p>Imbue Item</p><p></p><p>Skills: 20+95</p><p>Bluff +40 (19 ranks + 10 Cha + 6 Invocation, +5 item)</p><p>Concentration +25 (20 ranks +5 Con)</p><p>Diplomacy +16 (+10 Cha + 6 Invocation)</p><p>Disguise +15 (5 ranks +10 Cha) (+2 when acting, +10 with Disguise Self)</p><p>Intimidate +26 (10 ranks + 10 Cha + 6 invocation)</p><p>Knowledge (Arcana) +12 (10 ranks + 2 Int)</p><p>Knowledge (The Planes) +12 (10 ranks + 2 Int)</p><p>Sense Motive +22 (20 ranks +2 Wis)</p><p>Spellcraft +14 (10 ranks + 2 Int + 2 Synergy)</p><p>Use Magic Device +21 (11 ranks + 10 Cha)</p><p></p><p>Feats</p><p>1 Fey Heritage (+3 to save vs Enchantment)</p><p>1 Fey Power (+1 DC and +1 CL with Invocations)</p><p>3 Fey Skin (+4 DR/cold iron)</p><p>6 Spell Penetration</p><p>9 Fey Legacy (Confusion, Dimension Door, Summon Monster V, 1/day each)</p><p>12 Craft Contingent Spell</p><p>15 Empower Spell Like Ability: Eldritch Blast</p><p>18 Quicken Spell Like Ability: Flee the Scene</p><p></p><p>Languages - Common, Sylvan, Draconic</p><p></p><p>Invocations</p><p>Least</p><p>- Beguiling Presence (+6 to Bluff, Diplomacy, and Intimidate)</p><p>- Dark One's Luck (+10 luck bonus to any one save)</p><p>- See the Unseen (See Invis + Darkvision 60')</p><p></p><p>Lesser</p><p>- Charm (Charm Monster, Will DC 25, only 1 victim at a time)</p><p>- Fell Flight (fly speed = ground speed)</p><p>- Flee the Scene (75' dim door, leaves Major Image of caster)</p><p></p><p>Greater</p><p>- Devour Magic (+14 melee touch, +20 caster level)</p><p>- Repelling Blast (Ref save DC 27)</p><p>- Painful Slumber of the Ages (Will Save DC 27)</p><p></p><p>Dark</p><p>- Retributive Invisibility</p><p>- Word of Changing (Fort Save DC 26)</p><p>- Dark Foresight</p><p></p><p>Money - 1899</p><p></p><p>Weapons - </p><p>Bastion +4 - A broad-bladed fencing dagger, made to be wielded in the user's off hand and made more for parrying than for attacking, Bastion's normal defensive value has been significantly enhanced through magic. As a free action once per round, the user can assign its enhancement bonus or any fraction therof, as a nameless bonus to AC. In addition, while Bastion is wielded in the user's off hand, the user is never considered flanked. Defending Dagger +4, 58301</p><p></p><p>Witch's Wand - A beautifully crafted wand of unusual size, made from a rod of crystal that tapers to a point. A spiral pattern of fluting runs up its length, making it look a little like a unicorn's horn. When wielded by one capable of an Eldritch Blast, energy flickers up and down its length like tiny trapped fireflies, of a color appropriate to the user. The blast, when used, emanates from the rod instead of the warlock's hand, and fires a tightly concentrated beam that is so easy to direct that it negates the -4 penalty for aiming at targets in melee. Rod of Magical Precision, 12000</p><p></p><p>Armour -</p><p>Tunic of the Flowering Green - Silvery mithril links with green enameled highlights and stylized images of vines and vegetation curling down from the epaulets make this armor quite distinct. As with much of the craft of Fae smiths, the armor can change its appearance at its wearer's whim, aiding in disguise and subterfuge. Additionally, when struck by a negative energy or Death effect for the first time each day, the armor immediately grows flowers from the plantlike images. These flowers immediately die, their lives snuffed to protect the wearer's. This works but once a day...but can provide an invaluable second chance. Death Warded Mithril Chain Shirt +5, Glamered, 37800</p><p></p><p>Gear -</p><p>- In Survival Pouch</p><p></p><p>- On person</p><p>2 scroll cases, 2gp, 1lb</p><p>2 belt pouches, 2gp, 1lb</p><p> </p><p>- In Pouches</p><p>Small steel mirror, 10gp, .5lb</p><p>Money</p><p></p><p>Magic -</p><p>Jahara's Exquisite Looking Glass - A full length mirror in a frame of gold and platinum formed into bas relief of strange creatures, both fair and foul, twining and curling and merging into one another. The mirror's surface is not glass, nor metal, nor any substance easily identified. The reflections it casts are flawless, as are the images that can be called into it by one who commands the mirror. The owner can instruct the mirror to display any location on any plane, as if there was a Clairvoyance spell in effect to that locale. Spells and effects that prevent scrying work normally against the mirror. Any living creature appearing in the mirror can be the subject of a Detect Thoughts effect. The owner can ask the mirror a short question regarding a creature currently being shown in the device, it answers as per Legend Lore, once per week. When the mirror has a distant location showing in it, its surface becomes permeable...anyone present can step through it to arrive at the shown location. An invisible portal exists at that location for up to 24 hours, during which time anyone who knows that it's there can move through it to the mirror's location. Mirror of Mental Prowess, 175000</p><p></p><p>Annulus Kinesos - A plain gold band that gives its wearer the ability to project and control an invisible, yet quasi-physical force. This functions as a Telekinesis spell, cast at 9th level. Ring of Telekinesis, 75000</p><p></p><p>Mask of Lies - An elegant masquerade mask that fits over the upper nose, eyes and forehead. Black, with swirls of white that seem to writhe and twist slowly. It can cast Disguise Self continuously, blocks any detection of alignment, and the subtle hypnotic effect of the white lines gives the wearer +5 circumstance bonus to Bluff checks. Mask of Lies, 17000</p><p></p><p>Shroud of Niktus - A flat charcoal grey cloak that seems to reflect no light, nor flutter in any wind. Anyone within the shroud will utterly fail to register on any divination or detection spell...even scrying will overlook the presence of the shrouded. In addition, the wearer's mind is cloaked; it cannot be read or affected by any outside force. Purchased as Third Eye of Concealment, using cloak slot as "protection." 120000</p><p></p><p>Greater Chauseble of Fell Power, 18000 - A long, shawl-like garment of light blue and silver hue, the Chauseable is worn across her shoulders, and twines loosely around her arms. When she casts elfbolts (eldritch blasts), crackles of energy discharge down its length.</p><p></p><p>Vest of Resistance +5, 25000 - A short, brief garment of gold-trimmed royal blue silk, embroidered with protective runes and symbols.</p><p></p><p>Boots of Teleportation, 49000 - Take the form of sandals that have thongs twining around the wearer's legs up to mid-shins, greek style.</p><p></p><p>Ring of Protection +3, 18000</p><p></p><p>Handy Haversack, 2000</p><p>Survival Pouch, 5000</p><p></p><p>Tome of Leadership +1, 27500 (read)</p><p>Belt of Health +6, 36000</p><p>Tiara of Charisma +6, 36000</p><p>Gloves of Dexterity +6, 36000</p><p></p><p>Wand of Shield 50/50, 750</p><p>Staff of Healing 50/50, 27750</p><p></p><p>Background: </p><p>Kaydia, the world that Sigil was born to, and now is the Citizen of, was once a barbaric world, ruled by a cruel and terrible Unseelie Fey queen who had no problem sacrificing power on a cosmic scale in exchange for tyrannical power over a single world.</p><p></p><p>Then, as now, Kaydia was populated primarily by mortals; humans mostly, trapped in an archaic feudal system, technological progress intentionally impeded, living in a world that would not look too terribly different than Old Terra in its middle ages. They lived in fear of the dark fey creatures that would emerge from the great forest that hid the Queen's stronghold and work their, sometimes deadly, mischief upon them. Not all the fey were of this evil nature though; not even most of them. Suppressed by the Queen's powers, and forbidden contact with mortals, they hid in the deep woods and waited. </p><p></p><p>Sigil was born human, with a human name even she's all but forgotten now, and a mortal existance it was her destiny to shed. Raised in a small logging and trapping village near the edge of the feared woods, she felt a strange connection to the forest there, despite the dire warnings. Answering a compulsion deep in her soul, she made her way deep into the fey-infested green, and by luck or providence, encountered a handful of the oppressed Seelie. They and she became friends, and she returned many times (only by day, they told her, for the dark fey preferred night's gloom for their antics). </p><p></p><p>She learned much of the fey and their ways, and surprisingly to all, their magic kindled a kind of response within her. A magic that was like the old Sidhe magick; long lost except for the Queen herself, since the days when the gates to Faerie were open. She learned to walk on wind, and hide behind a blade of grass...and to hurl the dreaded elfshot.</p><p></p><p>Eventually Sigil and her friends formed a band, and roamed the countryside interfering with the Queen's minions. But such actions have consequences... She returned home from the woods one night to find her home village wrecked; razed by magic. The few survivors told chilling tales of dark magicks, and the Queen herself appearing to shower elfbolts on man, woman, animal and house alike...all the while demanding to know where was the woman. The magician. Sigil herself.</p><p></p><p>Both heartbroken and enraged by the devastation to what she loved, Sigil set off across the land. Where she stopped, she rallied people to her cause. Where she stopped near the woods, she inspired the Seelie fey to come out from hiding. It was a long and perilous road, beset by Unseelie fey, and by monsters of magic and legend put in her path to destroy or stop her. Finally they won their way through the black wood of thorns; to the very gate of the twisted black castle of the Queen.</p><p></p><p>There, armies clashed, even as Sigil and the Queen met in battle. The details of that duel are lost now, save only to Sigil herself. In vanquishing the Queen though, she was able to end a reign of terror, and win for herself the Citizenship that had once been her enemies'. It took quite some time for Sigil to adjust to the revelations that awaited her.</p><p></p><p>Peace was brokered between the men and fey...a peace maintained largely through mutually agreed upon nonintervention. The gates to and from Kaydia were opened, reintroducing the planet to the network of transit and information flow. The old corrupt Autarchs were ejected from their seats of power, and eventually replaced with a younger, more idealistic set of rulers. Though she retained the right to review and, if necessary, veto policies and laws that affected the planet, Sigil granted the Autarchs power over their domains, as well as the right to congregate and form a democratic Moot of Peers, that could decide planetary policies (subject to the above provisions). She claimed as her own personal domain the large, ancient forest with the great castle at its center...the abode of the fey and former stronghold of the Queen. Here and here alone, Sigil's power was...in theory at least...absolute. Though the fey enjoyed -having- a queen and playing the game of being subjects, when push came to shove, following edicts wasn't in their nature. It was by personal loyalty that Sigil ruled, which kept her quite busy moving around, making sure the fey of the wood could see her in action and see she was working to make their world better.</p><p></p><p>----</p><p></p><p>Followers:</p><p>Most of Sigil's followers are humans who have sworn personal oaths of fealty and the few fey from the original revolution that are still alive. The bond formed between these fey and Sigil was far stronger than their chaotic, wild bent, and those few that are left carry out her commands without (much) hassle. Breakdown as follows:</p><p></p><p>A great many of Sigil's followers are of the humblest of feyfolk, who suffered greatly at the hands of more powerful Unseelie fey when there was no one to forbid such bullying and interfey violence. These creatures often now take it as a personal honor to pledge a time of service to the Queen of Summer (as Sigil is sometimes known). While she may sometimes ask one to deliver a message, most of the time she asks that the tiny Grigs and aquatic Nixies simply keep their eyes and ears open, and make periodic reports on what they've seen. These reports are then combed through by staff at the castle, and those that seem to contain news of substance presented to Sigil directly. She can then use the <em>Looking Glass</em> or send an agent to investigate more thoroughly.</p><p>1500 Grigs = 1500</p><p>465 Nixies = 465</p><p></p><p>In addition to these, there are many fey who have taken up residence in and around the castle itself, and by pledge or simply by their nature, form part of the stronghold's defense as well as being loyal to the sovereign within.</p><p>The Enchanted Grove</p><p>25 Dryads = 675</p><p>30 Satyrs (4 with pipes) = 464</p><p>2 Treants = 1024</p><p></p><p>The Unicorn Herd</p><p>12 Unicorns = 328</p><p></p><p>The following creatures are veterans of the war on the Queen, and follow Sigil out of personal loyalty ingrained during that time. They call themselves her 'entourage,' and she is rarely without at least some of them when traveling abroad. They are her friends and advisors, and their mutual trust is deep and abiding.</p><p>Neala, Aerid, and Viera - 3 Nymphs = 1029</p><p>Perriwinkle (leader, has Dance), Iodine, Penumbra, Jostle, Peck - 5 pixies (1 with dance) = 381</p><p>Alastor and Heira - 2 unicorns = 54</p><p></p><p>-----------</p><p></p><p>Planet</p><p></p><p>Kaydia is still technologically backwards, but that situation is slowly improving now that it is no longer cut off from commerce and trade. Sigil, though she 'rules' with a light hand, wishes very much for Kaydia to integrate itself into the larger framework of Eschaton, and regularly appears at the Autarch Moots to press for wider acceptance of tradegates and opening of local markets to offworld traders. By the same token, she is wary of Kaydia being victimized by unscrupulous merchants who might take advantage of its naivete and vulnerability.</p><p></p><p>In the same vein, she has taken to visiting other worlds lately, looking for ways and means that Kaydia might market its own goods on other planets. She's aware that the scope and complexity of this sort of mercantile exchange is well outside her experience though, and more than anything she seeks reliable counsel from someone she can trust, to help her world join its cousins in the sky.</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 3274027, member: 4936"] Almost done...comments welcome! [sblock]Name: "Sigil" Race: Human (fey) Class/Level: Warlock 20 Exp: Desc: The woman who now calls herself Sigil is as apt as not to cloak herself in various illusionary guises, finding the exercise of creativity and imagination somewhat invigorating. Her natural form is beautiful, if showing some signs of her alien heritage. She is tall and slim, with an ageless face and skin that is tinted greenish blue. She tends to wear relatively simple, but elegant garb...silk gowns and dresses, sometimes leaning towards more gossamer materials; typically in shades of green, violet and blue. At one hip she carries a long, slender wand of spiraling, tapering crystal. At the other is a broad-bladded fencing dagger that she wields in her left hand. Around her shoulders is an aquamarine shawl that loops around her arms, and a hooded cloak the color thick grey smoke that hangs unnaturally still, even in wind. Sigil also has a habit of drifting at least a few inches off the ground, unless sitting or lying on something. It is rare in the extreme for her to actually walk. Strength (STR) 8 -1 Dexterity (DEX) 20 +5 Constitution (CON) 20 +5 Intelligence (INT) 14 +2 Wisdom (WIS) 14 +2 Charisma (CHA) 30 +10 Alignment: Chaotic Good AC: 29 (10 +5 dex +9 armor +3 deflection, +2 insight), Flatfoot 29, Touch 20 Hit Points: 174/174 Movement: 30' (30' flight, Good) Init: +5 Base Attack Bonus: +15/+10/+5 Melee Attack: +14/+9/+4 Ranged Attack: +20/+15/+10 Fort: +16 (+6 base +5 resist +5 Con) Reflex: +18 (+6 base +5 resist +5 dex +2 insight) Will: +19 (+12 base +5 resist, +2 wis) Race Abilities Bonus Feat Bonus Skills Class Abilities: Eldritch Blast 11d6 Detect Magic at will DR 9/cold iron Deceieve Item (take 10 on UMD checks, even under stress) Fiendish Resiliance 5 Energy Resistance 10: Fire and Cold Imbue Item Skills: 20+95 Bluff +40 (19 ranks + 10 Cha + 6 Invocation, +5 item) Concentration +25 (20 ranks +5 Con) Diplomacy +16 (+10 Cha + 6 Invocation) Disguise +15 (5 ranks +10 Cha) (+2 when acting, +10 with Disguise Self) Intimidate +26 (10 ranks + 10 Cha + 6 invocation) Knowledge (Arcana) +12 (10 ranks + 2 Int) Knowledge (The Planes) +12 (10 ranks + 2 Int) Sense Motive +22 (20 ranks +2 Wis) Spellcraft +14 (10 ranks + 2 Int + 2 Synergy) Use Magic Device +21 (11 ranks + 10 Cha) Feats 1 Fey Heritage (+3 to save vs Enchantment) 1 Fey Power (+1 DC and +1 CL with Invocations) 3 Fey Skin (+4 DR/cold iron) 6 Spell Penetration 9 Fey Legacy (Confusion, Dimension Door, Summon Monster V, 1/day each) 12 Craft Contingent Spell 15 Empower Spell Like Ability: Eldritch Blast 18 Quicken Spell Like Ability: Flee the Scene Languages - Common, Sylvan, Draconic Invocations Least - Beguiling Presence (+6 to Bluff, Diplomacy, and Intimidate) - Dark One's Luck (+10 luck bonus to any one save) - See the Unseen (See Invis + Darkvision 60') Lesser - Charm (Charm Monster, Will DC 25, only 1 victim at a time) - Fell Flight (fly speed = ground speed) - Flee the Scene (75' dim door, leaves Major Image of caster) Greater - Devour Magic (+14 melee touch, +20 caster level) - Repelling Blast (Ref save DC 27) - Painful Slumber of the Ages (Will Save DC 27) Dark - Retributive Invisibility - Word of Changing (Fort Save DC 26) - Dark Foresight Money - 1899 Weapons - Bastion +4 - A broad-bladed fencing dagger, made to be wielded in the user's off hand and made more for parrying than for attacking, Bastion's normal defensive value has been significantly enhanced through magic. As a free action once per round, the user can assign its enhancement bonus or any fraction therof, as a nameless bonus to AC. In addition, while Bastion is wielded in the user's off hand, the user is never considered flanked. Defending Dagger +4, 58301 Witch's Wand - A beautifully crafted wand of unusual size, made from a rod of crystal that tapers to a point. A spiral pattern of fluting runs up its length, making it look a little like a unicorn's horn. When wielded by one capable of an Eldritch Blast, energy flickers up and down its length like tiny trapped fireflies, of a color appropriate to the user. The blast, when used, emanates from the rod instead of the warlock's hand, and fires a tightly concentrated beam that is so easy to direct that it negates the -4 penalty for aiming at targets in melee. Rod of Magical Precision, 12000 Armour - Tunic of the Flowering Green - Silvery mithril links with green enameled highlights and stylized images of vines and vegetation curling down from the epaulets make this armor quite distinct. As with much of the craft of Fae smiths, the armor can change its appearance at its wearer's whim, aiding in disguise and subterfuge. Additionally, when struck by a negative energy or Death effect for the first time each day, the armor immediately grows flowers from the plantlike images. These flowers immediately die, their lives snuffed to protect the wearer's. This works but once a day...but can provide an invaluable second chance. Death Warded Mithril Chain Shirt +5, Glamered, 37800 Gear - - In Survival Pouch - On person 2 scroll cases, 2gp, 1lb 2 belt pouches, 2gp, 1lb - In Pouches Small steel mirror, 10gp, .5lb Money Magic - Jahara's Exquisite Looking Glass - A full length mirror in a frame of gold and platinum formed into bas relief of strange creatures, both fair and foul, twining and curling and merging into one another. The mirror's surface is not glass, nor metal, nor any substance easily identified. The reflections it casts are flawless, as are the images that can be called into it by one who commands the mirror. The owner can instruct the mirror to display any location on any plane, as if there was a Clairvoyance spell in effect to that locale. Spells and effects that prevent scrying work normally against the mirror. Any living creature appearing in the mirror can be the subject of a Detect Thoughts effect. The owner can ask the mirror a short question regarding a creature currently being shown in the device, it answers as per Legend Lore, once per week. When the mirror has a distant location showing in it, its surface becomes permeable...anyone present can step through it to arrive at the shown location. An invisible portal exists at that location for up to 24 hours, during which time anyone who knows that it's there can move through it to the mirror's location. Mirror of Mental Prowess, 175000 Annulus Kinesos - A plain gold band that gives its wearer the ability to project and control an invisible, yet quasi-physical force. This functions as a Telekinesis spell, cast at 9th level. Ring of Telekinesis, 75000 Mask of Lies - An elegant masquerade mask that fits over the upper nose, eyes and forehead. Black, with swirls of white that seem to writhe and twist slowly. It can cast Disguise Self continuously, blocks any detection of alignment, and the subtle hypnotic effect of the white lines gives the wearer +5 circumstance bonus to Bluff checks. Mask of Lies, 17000 Shroud of Niktus - A flat charcoal grey cloak that seems to reflect no light, nor flutter in any wind. Anyone within the shroud will utterly fail to register on any divination or detection spell...even scrying will overlook the presence of the shrouded. In addition, the wearer's mind is cloaked; it cannot be read or affected by any outside force. Purchased as Third Eye of Concealment, using cloak slot as "protection." 120000 Greater Chauseble of Fell Power, 18000 - A long, shawl-like garment of light blue and silver hue, the Chauseable is worn across her shoulders, and twines loosely around her arms. When she casts elfbolts (eldritch blasts), crackles of energy discharge down its length. Vest of Resistance +5, 25000 - A short, brief garment of gold-trimmed royal blue silk, embroidered with protective runes and symbols. Boots of Teleportation, 49000 - Take the form of sandals that have thongs twining around the wearer's legs up to mid-shins, greek style. Ring of Protection +3, 18000 Handy Haversack, 2000 Survival Pouch, 5000 Tome of Leadership +1, 27500 (read) Belt of Health +6, 36000 Tiara of Charisma +6, 36000 Gloves of Dexterity +6, 36000 Wand of Shield 50/50, 750 Staff of Healing 50/50, 27750 Background: Kaydia, the world that Sigil was born to, and now is the Citizen of, was once a barbaric world, ruled by a cruel and terrible Unseelie Fey queen who had no problem sacrificing power on a cosmic scale in exchange for tyrannical power over a single world. Then, as now, Kaydia was populated primarily by mortals; humans mostly, trapped in an archaic feudal system, technological progress intentionally impeded, living in a world that would not look too terribly different than Old Terra in its middle ages. They lived in fear of the dark fey creatures that would emerge from the great forest that hid the Queen's stronghold and work their, sometimes deadly, mischief upon them. Not all the fey were of this evil nature though; not even most of them. Suppressed by the Queen's powers, and forbidden contact with mortals, they hid in the deep woods and waited. Sigil was born human, with a human name even she's all but forgotten now, and a mortal existance it was her destiny to shed. Raised in a small logging and trapping village near the edge of the feared woods, she felt a strange connection to the forest there, despite the dire warnings. Answering a compulsion deep in her soul, she made her way deep into the fey-infested green, and by luck or providence, encountered a handful of the oppressed Seelie. They and she became friends, and she returned many times (only by day, they told her, for the dark fey preferred night's gloom for their antics). She learned much of the fey and their ways, and surprisingly to all, their magic kindled a kind of response within her. A magic that was like the old Sidhe magick; long lost except for the Queen herself, since the days when the gates to Faerie were open. She learned to walk on wind, and hide behind a blade of grass...and to hurl the dreaded elfshot. Eventually Sigil and her friends formed a band, and roamed the countryside interfering with the Queen's minions. But such actions have consequences... She returned home from the woods one night to find her home village wrecked; razed by magic. The few survivors told chilling tales of dark magicks, and the Queen herself appearing to shower elfbolts on man, woman, animal and house alike...all the while demanding to know where was the woman. The magician. Sigil herself. Both heartbroken and enraged by the devastation to what she loved, Sigil set off across the land. Where she stopped, she rallied people to her cause. Where she stopped near the woods, she inspired the Seelie fey to come out from hiding. It was a long and perilous road, beset by Unseelie fey, and by monsters of magic and legend put in her path to destroy or stop her. Finally they won their way through the black wood of thorns; to the very gate of the twisted black castle of the Queen. There, armies clashed, even as Sigil and the Queen met in battle. The details of that duel are lost now, save only to Sigil herself. In vanquishing the Queen though, she was able to end a reign of terror, and win for herself the Citizenship that had once been her enemies'. It took quite some time for Sigil to adjust to the revelations that awaited her. Peace was brokered between the men and fey...a peace maintained largely through mutually agreed upon nonintervention. The gates to and from Kaydia were opened, reintroducing the planet to the network of transit and information flow. The old corrupt Autarchs were ejected from their seats of power, and eventually replaced with a younger, more idealistic set of rulers. Though she retained the right to review and, if necessary, veto policies and laws that affected the planet, Sigil granted the Autarchs power over their domains, as well as the right to congregate and form a democratic Moot of Peers, that could decide planetary policies (subject to the above provisions). She claimed as her own personal domain the large, ancient forest with the great castle at its center...the abode of the fey and former stronghold of the Queen. Here and here alone, Sigil's power was...in theory at least...absolute. Though the fey enjoyed -having- a queen and playing the game of being subjects, when push came to shove, following edicts wasn't in their nature. It was by personal loyalty that Sigil ruled, which kept her quite busy moving around, making sure the fey of the wood could see her in action and see she was working to make their world better. ---- Followers: Most of Sigil's followers are humans who have sworn personal oaths of fealty and the few fey from the original revolution that are still alive. The bond formed between these fey and Sigil was far stronger than their chaotic, wild bent, and those few that are left carry out her commands without (much) hassle. Breakdown as follows: A great many of Sigil's followers are of the humblest of feyfolk, who suffered greatly at the hands of more powerful Unseelie fey when there was no one to forbid such bullying and interfey violence. These creatures often now take it as a personal honor to pledge a time of service to the Queen of Summer (as Sigil is sometimes known). While she may sometimes ask one to deliver a message, most of the time she asks that the tiny Grigs and aquatic Nixies simply keep their eyes and ears open, and make periodic reports on what they've seen. These reports are then combed through by staff at the castle, and those that seem to contain news of substance presented to Sigil directly. She can then use the [i]Looking Glass[/i] or send an agent to investigate more thoroughly. 1500 Grigs = 1500 465 Nixies = 465 In addition to these, there are many fey who have taken up residence in and around the castle itself, and by pledge or simply by their nature, form part of the stronghold's defense as well as being loyal to the sovereign within. The Enchanted Grove 25 Dryads = 675 30 Satyrs (4 with pipes) = 464 2 Treants = 1024 The Unicorn Herd 12 Unicorns = 328 The following creatures are veterans of the war on the Queen, and follow Sigil out of personal loyalty ingrained during that time. They call themselves her 'entourage,' and she is rarely without at least some of them when traveling abroad. They are her friends and advisors, and their mutual trust is deep and abiding. Neala, Aerid, and Viera - 3 Nymphs = 1029 Perriwinkle (leader, has Dance), Iodine, Penumbra, Jostle, Peck - 5 pixies (1 with dance) = 381 Alastor and Heira - 2 unicorns = 54 ----------- Planet Kaydia is still technologically backwards, but that situation is slowly improving now that it is no longer cut off from commerce and trade. Sigil, though she 'rules' with a light hand, wishes very much for Kaydia to integrate itself into the larger framework of Eschaton, and regularly appears at the Autarch Moots to press for wider acceptance of tradegates and opening of local markets to offworld traders. By the same token, she is wary of Kaydia being victimized by unscrupulous merchants who might take advantage of its naivete and vulnerability. In the same vein, she has taken to visiting other worlds lately, looking for ways and means that Kaydia might market its own goods on other planets. She's aware that the scope and complexity of this sort of mercantile exchange is well outside her experience though, and more than anything she seeks reliable counsel from someone she can trust, to help her world join its cousins in the sky. [/sblock] [/QUOTE]
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