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<blockquote data-quote="Knightfall" data-source="post: 9023201" data-attributes="member: 2012"><p><span style="color: rgb(243, 121, 52)">"Ariag... never heard that name before,"</span> Aureus muses. <span style="color: rgb(243, 121, 52)">"Of course, much of your world is still a mystery to me."</span></p><p></p><p><span style="color: #F3ECE7"><em>"Ariag is the original name for Stonn City,"</em></span> Qi notes outloud for all to hear. <span style="color: #F3ECE7"><em>"That city is still the capital of the Kingdom of Stonn. From what I know of history, Stonn never conquered any part of the Strandlands. But, it doesn't surprise me that the Ariagians had an outpost here. These lands were even wilder back then."</em></span></p><p></p><p>Phar casually listens, as he is lost in a deep train of thought. The magic that is protecting the ruins, or was protecting, is High Magic. Whoever placed the ward over the ruins was very powerful indeed. He or she might have had divine blood. There isn't any way that Phar or his companions could ever reinforce it.</p><p></p><p>He is able to determine that the illusion on the door isn't a trap. It is a <em>magic mouth</em> spell. It seems to be keyed to the personal sigil that sits just above the stylised boot symbol that dominates the iron door. It isn't an arcane sigil. It is divine... and something else he can't decipher. He is able to read<em> The Hermit</em>, but it might only be a nickname. There is another name... hidden, but Phar can't translate it.</p><p></p><p>There are five other personal sigils, as well. One is arcane, which he can read easily. <em>Arixon</em>. Where does he know that name from...? Three of the remaining four sigils are simple, nonmagical in nature. It is probably some form of proto-Anorian language that is closer to Harqualian. Clockwise from the hermit sigil, the others are <em>Beornheard</em>, <em>Grigron</em>, Arixon (at the bottom), and <em>Jorziza</em>. The last sigil he cannot read at all. Written along the stylised boot is <em>Fellowship of the Boot</em>... in the same proto-human tongue as three simple sigils.</p><p></p><p>Phar is certain that the iron doors can only be opened after the <em>magic mouth</em> has been activated. Try as he might, he can't get it to work. It requires more than his arcane knowledge. Divine power, most likely. Druid magic, maybe? He looks at Caerth. The half-orc druid is probably the only one who can activate the spell, but, it might take more than just him.</p><p></p><p>Phar's head begins to hurt. It is very complex, even for him.</p><p></p><p>[OOC]Yes, it's a 30, so you got a 53. Writing this took a while. Plus, you can ask other <a href="https://www.dandwiki.com/wiki/SRD:Spellcraft_Skill" target="_blank">Spellcraft</a>-related questions regarding the ruins, the doors, the dais, etc. on the OOC thread. I'll answer everything I can.</p><p></p><p>High Magic refers to v.3.5 Epic magic.[/OOC]</p><p></p><p></p><p>Litrix watches as Quinn heads over to the cookery to look to see if he can find anything useful. Aureus stands on the steps leading up on to the dais and looks through the breach in the wall to what lies behind it. Caerth moves instinctively towards the scorpion's lair to make sure it doesn't attack, hopefully. Maur is drawn towards the firepit and the anvil, but he doesn't get too close. He also keeps an eye on the roof where the scorpion is laired.</p><p></p><p><span style="color: rgb(243, 121, 52)">"There is a small room back here,"</span> Aureus says excitedly. <span style="color: rgb(243, 121, 52)">"There's a chest, a barrel, and some sort of silver box."</span></p><p></p><p><strong>"Careful,"</strong> Quinn warns. <strong>"Chests are not always chests."</strong></p><p></p><p><span style="color: rgb(243, 121, 52)">"Phar, do you see anything?"</span> Aureus asks her friend. <span style="color: rgb(243, 121, 52)">"It that a real chest?"</span></p><p></p><p></p><p>Caerth had been moving carefully towards the scorpion's lair, but once he learns that a nature deity once had sway in this place, his interest is peaked greatly. He puts the scorpion in the back of his mind, as he moves around the courtyard. The anvil nd firepit aren't that interesting, but he knows if they start a fire, the scorpion will likely stay away. He leaves the cookery to Quinn, and heads to stand next to Phar by the iron doors.</p><p></p><p>At first, he is shocked. The Fellowship of the Boot! Aeron told him stories about them when Caerth was a boy. They are considered legends in the Strandlands, although few of them were born in the region. The half-orc druid can't help but get excited. The top sigil. It is Druidic in design <em>Stratesus the Hermit!</em> Caerth feels like he's discovered the home of a childhood hero.</p><p>[HR][/HR]</p><p><em><span style="color: rgb(97, 189, 109)">'The Boots were heroes of a different kind, Caerth'</span></em><span style="color: rgb(97, 189, 109)">,</span> Aeron had told him. <span style="color: rgb(97, 189, 109)"><em>'Heroes of nature and civilization brought together by a mysterious patron from the west who had them pledge to protect the Strandlands from the darkest of evils. Ogre scions and murderous werebeasts.'</em></span></p><p></p><p><em>'And Stratesus was their leader, right?'</em> Caerth had asked.</p><p></p><p><em><span style="color: rgb(97, 189, 109)">'He and his good friend, Avital. She was known as the Lady of Light.'</span></em></p><p><em></em></p><p><em>'I don't care about her! Tell me more about The Hermit!'</em></p><p></p><p>Aeron chuckled and spun an epic tale for his young protégé.</p><p>[HR][/HR]</p><p>Caerth rarely showed emotion to his friends, but the emotion on his face betrayed him to Phar and Aureus. This wasn't just a coincidence. He and the others were meant to come here. He can see the aura of the <em>magic mouth</em> even without <em>detect magic</em>, and he knows that Stratesus's sigil is one of the keys to opening the door. It glows for him alone. But, when he touches it, nothing happens.</p><p></p><p>But, when he does, Phar sees that the sigil for Arixon begins to glow.</p><p></p><p></p><p>Phar is certain. There are six sigils. Each one has to be touched by someone who has a similar nature to the person whose sigil is represented on the door. And, there is something else too. Something about the boot. A wildness that connects them all together. Something not yet realized.</p><p></p><p>It will take all of them. All seven of them, even though there are only six sigils. The seventh will activate the door by touching the boot.</p><p></p><p>Phar is certain.</p><p></p><p></p><p>Caerth understands now what the scorpion represents. Stratesus was said to have had a special companion. It was a large scorpion that he rode as a mount. <em>Shouzas</em>. Could the huge scorpion be that once companion? Left on its own after its master died of old age? If it is Shouza, the creature is nearly as famous as the Boots were themselves.</p><p></p><p>The scorpion is no mere vermin. If they had killed it, Caerth would never had forgiven himself.</p><p></p><p>Aeron had always said that the Fellowship of the Boot disappeared one day, centuries ago. That they weren't heard of again after 475 N.C. The tales say that Grigron had died tragically fighting against an ogre horde and that his death greatly affected the other Boots. Grigron had been a rellastan from the Far South. He'd been a ranger that could fire a bow with incredible accuracy.</p><p></p><p>Avital, Lady of Light, had been a holy warrior of great renown. Beornheard the Bold had been a dwarven fighter. Jorziza had been a desert-dwelling lizardfolk from the Great Expanse; <s>s</s>he was quite the thief. Arixon was the fellowship's mage; he was a human wizard.</p><p></p><p>Stratesus was a human druid of unknown origin. He was a mystery during his life and remained so after he and his fellow Boots disappeared. The only thing that was known about him was that he was born in lonely tower in an unknown land far from the Strandlands in the Northlands.</p><p></p><p>A strange though comes to Caerth's mind... Aeron.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 9023201, member: 2012"] [COLOR=rgb(243, 121, 52)]"Ariag... never heard that name before,"[/COLOR] Aureus muses. [COLOR=rgb(243, 121, 52)]"Of course, much of your world is still a mystery to me."[/COLOR] [COLOR=#F3ECE7][I]"Ariag is the original name for Stonn City,"[/I][/COLOR] Qi notes outloud for all to hear. [COLOR=#F3ECE7][I]"That city is still the capital of the Kingdom of Stonn. From what I know of history, Stonn never conquered any part of the Strandlands. But, it doesn't surprise me that the Ariagians had an outpost here. These lands were even wilder back then."[/I][/COLOR] Phar casually listens, as he is lost in a deep train of thought. The magic that is protecting the ruins, or was protecting, is High Magic. Whoever placed the ward over the ruins was very powerful indeed. He or she might have had divine blood. There isn't any way that Phar or his companions could ever reinforce it. He is able to determine that the illusion on the door isn't a trap. It is a [I]magic mouth[/I] spell. It seems to be keyed to the personal sigil that sits just above the stylised boot symbol that dominates the iron door. It isn't an arcane sigil. It is divine... and something else he can't decipher. He is able to read[I] The Hermit[/I], but it might only be a nickname. There is another name... hidden, but Phar can't translate it. There are five other personal sigils, as well. One is arcane, which he can read easily. [I]Arixon[/I]. Where does he know that name from...? Three of the remaining four sigils are simple, nonmagical in nature. It is probably some form of proto-Anorian language that is closer to Harqualian. Clockwise from the hermit sigil, the others are [I]Beornheard[/I], [I]Grigron[/I], Arixon (at the bottom), and [I]Jorziza[/I]. The last sigil he cannot read at all. Written along the stylised boot is [I]Fellowship of the Boot[/I]... in the same proto-human tongue as three simple sigils. Phar is certain that the iron doors can only be opened after the [I]magic mouth[/I] has been activated. Try as he might, he can't get it to work. It requires more than his arcane knowledge. Divine power, most likely. Druid magic, maybe? He looks at Caerth. The half-orc druid is probably the only one who can activate the spell, but, it might take more than just him. Phar's head begins to hurt. It is very complex, even for him. [OOC]Yes, it's a 30, so you got a 53. Writing this took a while. Plus, you can ask other [URL='https://www.dandwiki.com/wiki/SRD:Spellcraft_Skill']Spellcraft[/URL]-related questions regarding the ruins, the doors, the dais, etc. on the OOC thread. I'll answer everything I can. High Magic refers to v.3.5 Epic magic.[/OOC] Litrix watches as Quinn heads over to the cookery to look to see if he can find anything useful. Aureus stands on the steps leading up on to the dais and looks through the breach in the wall to what lies behind it. Caerth moves instinctively towards the scorpion's lair to make sure it doesn't attack, hopefully. Maur is drawn towards the firepit and the anvil, but he doesn't get too close. He also keeps an eye on the roof where the scorpion is laired. [COLOR=rgb(243, 121, 52)]"There is a small room back here,"[/COLOR] Aureus says excitedly. [COLOR=rgb(243, 121, 52)]"There's a chest, a barrel, and some sort of silver box."[/COLOR] [B]"Careful,"[/B] Quinn warns. [B]"Chests are not always chests."[/B] [COLOR=rgb(243, 121, 52)]"Phar, do you see anything?"[/COLOR] Aureus asks her friend. [COLOR=rgb(243, 121, 52)]"It that a real chest?"[/COLOR] Caerth had been moving carefully towards the scorpion's lair, but once he learns that a nature deity once had sway in this place, his interest is peaked greatly. He puts the scorpion in the back of his mind, as he moves around the courtyard. The anvil nd firepit aren't that interesting, but he knows if they start a fire, the scorpion will likely stay away. He leaves the cookery to Quinn, and heads to stand next to Phar by the iron doors. At first, he is shocked. The Fellowship of the Boot! Aeron told him stories about them when Caerth was a boy. They are considered legends in the Strandlands, although few of them were born in the region. The half-orc druid can't help but get excited. The top sigil. It is Druidic in design [I]Stratesus the Hermit![/I] Caerth feels like he's discovered the home of a childhood hero. [HR][/HR] [I][COLOR=rgb(97, 189, 109)]'The Boots were heroes of a different kind, Caerth'[/COLOR][/I][COLOR=rgb(97, 189, 109)],[/COLOR] Aeron had told him. [COLOR=rgb(97, 189, 109)][I]'Heroes of nature and civilization brought together by a mysterious patron from the west who had them pledge to protect the Strandlands from the darkest of evils. Ogre scions and murderous werebeasts.'[/I][/COLOR] [I]'And Stratesus was their leader, right?'[/I] Caerth had asked. [I][COLOR=rgb(97, 189, 109)]'He and his good friend, Avital. She was known as the Lady of Light.'[/COLOR] 'I don't care about her! Tell me more about The Hermit!'[/I] Aeron chuckled and spun an epic tale for his young protégé. [HR][/HR] Caerth rarely showed emotion to his friends, but the emotion on his face betrayed him to Phar and Aureus. This wasn't just a coincidence. He and the others were meant to come here. He can see the aura of the [I]magic mouth[/I] even without [I]detect magic[/I], and he knows that Stratesus's sigil is one of the keys to opening the door. It glows for him alone. But, when he touches it, nothing happens. But, when he does, Phar sees that the sigil for Arixon begins to glow. Phar is certain. There are six sigils. Each one has to be touched by someone who has a similar nature to the person whose sigil is represented on the door. And, there is something else too. Something about the boot. A wildness that connects them all together. Something not yet realized. It will take all of them. All seven of them, even though there are only six sigils. The seventh will activate the door by touching the boot. Phar is certain. Caerth understands now what the scorpion represents. Stratesus was said to have had a special companion. It was a large scorpion that he rode as a mount. [I]Shouzas[/I]. Could the huge scorpion be that once companion? Left on its own after its master died of old age? If it is Shouza, the creature is nearly as famous as the Boots were themselves. The scorpion is no mere vermin. If they had killed it, Caerth would never had forgiven himself. Aeron had always said that the Fellowship of the Boot disappeared one day, centuries ago. That they weren't heard of again after 475 N.C. The tales say that Grigron had died tragically fighting against an ogre horde and that his death greatly affected the other Boots. Grigron had been a rellastan from the Far South. He'd been a ranger that could fire a bow with incredible accuracy. Avital, Lady of Light, had been a holy warrior of great renown. Beornheard the Bold had been a dwarven fighter. Jorziza had been a desert-dwelling lizardfolk from the Great Expanse; [S]s[/S]he was quite the thief. Arixon was the fellowship's mage; he was a human wizard. Stratesus was a human druid of unknown origin. He was a mystery during his life and remained so after he and his fellow Boots disappeared. The only thing that was known about him was that he was born in lonely tower in an unknown land far from the Strandlands in the Northlands. A strange though comes to Caerth's mind... Aeron. [/QUOTE]
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