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Gaming W/Jemal - FinalFantasy D&D (Going Again!)
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<blockquote data-quote="Jemal" data-source="post: 3573960" data-attributes="member: 9026"><p>OK, Official Update Time!</p><p></p><p>RE: NAMES - Keep'em comin, I still need a couple countries. Also, if you have an idea for the desert, go ahead Shayuri.</p><p></p><p>ethandrew - City in the sky!! I KNEW I was forgetting something. Hmm.. Now, to quote the famous Diablo Mage 'Where would I put this...' *thinks8</p><p></p><p>TheMagician - Thats ok re: the internet downtime. I would suggest a Conjuror Specialist wizard, there's several good feats that could help. Also, I've figured out the 'major' summon powers. (See info section below)</p><p></p><p>Thaedrus - Excellent character, but could i get a list of what those psionic powers do?</p><p></p><p>Also, that reminds me: <a href="http://www.enworld.org/showthread.php?p=3573838#post3573838" target="_blank">ROGUEs GALERY</a></p><p></p><p>Azure - No problem (to all comments)</p><p></p><p></p><p>OK, I started an 'information post' a while back then got sidetracked by some other stuff, so I'll update it and repost it HERE...</p><p></p><p></p><p>*OK, I have a ROUGH draft of a map, but It's too large to Attach.. Help?*</p><p></p><p>Now, for some info on the different places : </p><p>[sblock=Places]</p><p>Mazerka - This is where the troupe will be starting (Specifically at the Red dot labelled 'start'). Mazerka is the only country yet to have defeated Andren in a battle, and in doing so capture 2 of its Airships. One of these was later stolen who now roams the skies as a pirate. The other is being examined to discover how it works. With this example of MagiTek, they hope to finally find the secret.</p><p>Magic : low-mid lvl mages common, a few high level ones.</p><p>Tech : Motorized Vehicles, Electricity/lights.</p><p></p><p>Principality of Andren - These are the invading southerners. They're the only country yet to rediscover the long lost art of MagiTek, though Mazerka is on the verge.</p><p>Magic : High level.</p><p>Tech : Motorized vehicles, Guns, Airships. MagiTek.</p><p></p><p>Flynn - Flynn is a prosperous country, having the only Ports aside from Andren. They consider themselves neutral to all factions, though Andren doesn't seem to be abiding by their cease-fire.</p><p>Magic : Same as Mazerka</p><p>Tech : Electricity, Motorized Vehicles, on a slightly larger scale than Mazerka.</p><p></p><p>Walesh - Nothing really special to say about them. They're your average country. OK Magically, Technologically, and Economically. </p><p>Magic : Low level mages common. mid level mages rare, High level mages VERY rare.</p><p>Tech : Electricity/Motors. Slightly less than Mazerka.</p><p></p><p></p><p>Kingdom of William - This kingdom is ruled by the great Archmage, William. He started out with just a tower, and expanded until he had taken pieces of the neighboring kingdoms for his own. Eventually a peace treaty was settled between him and his four neighbours.</p><p>Magic : Most of the people in the kingdom came to learn from William, and as such it is comon to find Mid-level mages here, though very very rare to find high level ones other than William.</p><p>Tech : Standard fantasy, a bit of spillover from neighbouring countries.</p><p></p><p></p><p>Templedom - The Theocracy of Templedom is very anti-Technology, believing that it has turned people away from the gods.</p><p>Magic : Very prevalent and common, replaces technology in doing many things. Low-mid level mages and priests very common</p><p>Tech : Mideival with strict laws against technology or its use.</p><p></p><p>Leandra - The elves of leandra are a mystical and mysterious people. The shortest path to your destination will take you straight through their forest.</p><p>Magic : They're elves. What do you think?</p><p>Tech : Standard Fantasy, as well as a few trinkets they've managed to pick up.</p><p></p><p>Dwarven Empire - </p><p>Magic : Low level mostly, they're most trusting of their technology than their magic.</p><p>Tech : Very high. Motors, Electricity, Modern Weapons, etc.</p><p></p><p>Northern Wasteland - The northern Wasteland is a frozen tundra filled with Glaciers.</p><p></p><p>Great Desert - It is said the Great Desert used to be habitable, but a large magical disaste turned it desolate and destroyed any trace of the great civilization that once lived there.</p><p>[/sblock]</p><p></p><p>[sblock=Summoning]</p><p>This information is primarily for TheMagician. The rest of you can peruse it, but it's not Common Knowledge.</p><p>The village of the summoners is in Walesh, a peaceful little town.</p><p>Many people believe that Summoning is just the act of temporarily bringing a servant too you, but Summoners know the truth.</p><p>Summoners have discovered that every creature and object on the earth has a representative or 'avatar'. When you summon a creature, you are in fact bringing forth a representation of one of those beings, not the being itself. They also know that it is possible to bring out power by calling not on a creature but on an object or force itself... True power comes from the AVATAR'S of primal forces themselves. </p><p>The known 'Major' Avatars, ONE-of a kind powers, are: The Glacier(Ice), The Desert(Fire), The Ocean(Water), The Mountain(Earth), The Weather(Wind), The Sun(Light), and The Moon(Darkness). Summoners do not speak of The Forest(Life) or The Grave(Death). These are the providence of White Mages and Necromancers, respectively. </p><p></p><p>While most things can be summoned by anyone with the talent and connection to magic, the Avatar's must be bound to a person before they can be summoned. In order to bind an avatar, one must find one that is NOT bound (or find a way to unbind it from who it is bound to), and then convince that Avatar the he is worthy of summoning it. (Usually through proving himself in combat or a difficult task). The Summoners village knows the location of Five. The Glacier is in an ice palace in the Northern Wastes, the Ocean is bound to the headmage of Flynn (A summoner from this Village), The Mountain resides in and works with the Dwarven Empire, The Dessert is in a great cavern under the 'great desert', supposedly a burried city of the once proud civilization that stood there, and The Weather itself is what keeps the Village safe, it has bound itself to the protection of the Summoners.</p><p>Nobody knows where the Sun or the Moon's avatars hide, and they have not shown themselves in many ages.</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Starting Party/Caravan Info]</p><p>The Starting party, once again, will be: </p><p>Caros - Kyo</p><p>Brother Allard - Aluf</p><p>Arkhandus - Mikken</p><p>Sound of Azure - Frida</p><p>Thaedrus - Mesa Crawe.</p><p>Kayista - *I've spoken to her and she's changed her char. concept. She's no longer a black mage*</p><p></p><p>As for the start, I want your opinions on something. I'm planning on having Aluf approached to go along with and guard/guide the caravan to it's destination (It's a fairly long trip, aprox 600 miles). It will be suggested to him that he take 'the kids' (Mikken, Kyo, and Frida) with him on the journey.</p><p>Thaedrus and *kayista's character* will be part of the caravan for their own reasons. (Though it isn't hard to blend in, it's a LARGE caravan as you'll see later).</p><p>So the question is : Do you want to roleplay Aluf/Kyo/Mikken/Frida getting ready and going to the caravan, or should we start with the caravan leaving, everybody allready there?</p><p></p><p>Caravan Info: </p><p>The Caravan is comprised of dozens of motorized vehicles. They are fairly large (dump truck sized) and stacked with supplies for the journey and the settlement. There are also a few passenger vehicles. Enough for about ~3-400 people at a time to ride in. Unfortunately, there are nearly a thousand people in the caravan. Since it is motorized, the caravan can travel for ~12 hours a day, with people taking turns walking and riding. Loaded as they are, the caravan moves slowly(2 miles per hour, 25/day). The Caravan itself is essentially a moving town, with several of the resources of one, and when you stop for the night, can be treated as such.</p><p>[/sblock]</p><p>I'll go into some more detailed history/info later, just wanted to get the basics up there.</p></blockquote><p></p>
[QUOTE="Jemal, post: 3573960, member: 9026"] OK, Official Update Time! RE: NAMES - Keep'em comin, I still need a couple countries. Also, if you have an idea for the desert, go ahead Shayuri. ethandrew - City in the sky!! I KNEW I was forgetting something. Hmm.. Now, to quote the famous Diablo Mage 'Where would I put this...' *thinks8 TheMagician - Thats ok re: the internet downtime. I would suggest a Conjuror Specialist wizard, there's several good feats that could help. Also, I've figured out the 'major' summon powers. (See info section below) Thaedrus - Excellent character, but could i get a list of what those psionic powers do? Also, that reminds me: [url=http://www.enworld.org/showthread.php?p=3573838#post3573838]ROGUEs GALERY[/url] Azure - No problem (to all comments) OK, I started an 'information post' a while back then got sidetracked by some other stuff, so I'll update it and repost it HERE... *OK, I have a ROUGH draft of a map, but It's too large to Attach.. Help?* Now, for some info on the different places : [sblock=Places] Mazerka - This is where the troupe will be starting (Specifically at the Red dot labelled 'start'). Mazerka is the only country yet to have defeated Andren in a battle, and in doing so capture 2 of its Airships. One of these was later stolen who now roams the skies as a pirate. The other is being examined to discover how it works. With this example of MagiTek, they hope to finally find the secret. Magic : low-mid lvl mages common, a few high level ones. Tech : Motorized Vehicles, Electricity/lights. Principality of Andren - These are the invading southerners. They're the only country yet to rediscover the long lost art of MagiTek, though Mazerka is on the verge. Magic : High level. Tech : Motorized vehicles, Guns, Airships. MagiTek. Flynn - Flynn is a prosperous country, having the only Ports aside from Andren. They consider themselves neutral to all factions, though Andren doesn't seem to be abiding by their cease-fire. Magic : Same as Mazerka Tech : Electricity, Motorized Vehicles, on a slightly larger scale than Mazerka. Walesh - Nothing really special to say about them. They're your average country. OK Magically, Technologically, and Economically. Magic : Low level mages common. mid level mages rare, High level mages VERY rare. Tech : Electricity/Motors. Slightly less than Mazerka. Kingdom of William - This kingdom is ruled by the great Archmage, William. He started out with just a tower, and expanded until he had taken pieces of the neighboring kingdoms for his own. Eventually a peace treaty was settled between him and his four neighbours. Magic : Most of the people in the kingdom came to learn from William, and as such it is comon to find Mid-level mages here, though very very rare to find high level ones other than William. Tech : Standard fantasy, a bit of spillover from neighbouring countries. Templedom - The Theocracy of Templedom is very anti-Technology, believing that it has turned people away from the gods. Magic : Very prevalent and common, replaces technology in doing many things. Low-mid level mages and priests very common Tech : Mideival with strict laws against technology or its use. Leandra - The elves of leandra are a mystical and mysterious people. The shortest path to your destination will take you straight through their forest. Magic : They're elves. What do you think? Tech : Standard Fantasy, as well as a few trinkets they've managed to pick up. Dwarven Empire - Magic : Low level mostly, they're most trusting of their technology than their magic. Tech : Very high. Motors, Electricity, Modern Weapons, etc. Northern Wasteland - The northern Wasteland is a frozen tundra filled with Glaciers. Great Desert - It is said the Great Desert used to be habitable, but a large magical disaste turned it desolate and destroyed any trace of the great civilization that once lived there. [/sblock] [sblock=Summoning] This information is primarily for TheMagician. The rest of you can peruse it, but it's not Common Knowledge. The village of the summoners is in Walesh, a peaceful little town. Many people believe that Summoning is just the act of temporarily bringing a servant too you, but Summoners know the truth. Summoners have discovered that every creature and object on the earth has a representative or 'avatar'. When you summon a creature, you are in fact bringing forth a representation of one of those beings, not the being itself. They also know that it is possible to bring out power by calling not on a creature but on an object or force itself... True power comes from the AVATAR'S of primal forces themselves. The known 'Major' Avatars, ONE-of a kind powers, are: The Glacier(Ice), The Desert(Fire), The Ocean(Water), The Mountain(Earth), The Weather(Wind), The Sun(Light), and The Moon(Darkness). Summoners do not speak of The Forest(Life) or The Grave(Death). These are the providence of White Mages and Necromancers, respectively. While most things can be summoned by anyone with the talent and connection to magic, the Avatar's must be bound to a person before they can be summoned. In order to bind an avatar, one must find one that is NOT bound (or find a way to unbind it from who it is bound to), and then convince that Avatar the he is worthy of summoning it. (Usually through proving himself in combat or a difficult task). The Summoners village knows the location of Five. The Glacier is in an ice palace in the Northern Wastes, the Ocean is bound to the headmage of Flynn (A summoner from this Village), The Mountain resides in and works with the Dwarven Empire, The Dessert is in a great cavern under the 'great desert', supposedly a burried city of the once proud civilization that stood there, and The Weather itself is what keeps the Village safe, it has bound itself to the protection of the Summoners. Nobody knows where the Sun or the Moon's avatars hide, and they have not shown themselves in many ages. [/sblock] [sblock=Starting Party/Caravan Info] The Starting party, once again, will be: Caros - Kyo Brother Allard - Aluf Arkhandus - Mikken Sound of Azure - Frida Thaedrus - Mesa Crawe. Kayista - *I've spoken to her and she's changed her char. concept. She's no longer a black mage* As for the start, I want your opinions on something. I'm planning on having Aluf approached to go along with and guard/guide the caravan to it's destination (It's a fairly long trip, aprox 600 miles). It will be suggested to him that he take 'the kids' (Mikken, Kyo, and Frida) with him on the journey. Thaedrus and *kayista's character* will be part of the caravan for their own reasons. (Though it isn't hard to blend in, it's a LARGE caravan as you'll see later). So the question is : Do you want to roleplay Aluf/Kyo/Mikken/Frida getting ready and going to the caravan, or should we start with the caravan leaving, everybody allready there? Caravan Info: The Caravan is comprised of dozens of motorized vehicles. They are fairly large (dump truck sized) and stacked with supplies for the journey and the settlement. There are also a few passenger vehicles. Enough for about ~3-400 people at a time to ride in. Unfortunately, there are nearly a thousand people in the caravan. Since it is motorized, the caravan can travel for ~12 hours a day, with people taking turns walking and riding. Loaded as they are, the caravan moves slowly(2 miles per hour, 25/day). The Caravan itself is essentially a moving town, with several of the resources of one, and when you stop for the night, can be treated as such. [/sblock] I'll go into some more detailed history/info later, just wanted to get the basics up there. [/QUOTE]
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