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Author Topic: Covenant items for my PCs  (Read 5987 times)
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Glacialis
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« on: August 17, 2006, 11:14:53 AM »

Yes again folks, this is one of those "help me find cool things for my PCs!" threads.  Laugh

The cast:

Sela: Female Dorn Defender 2, Northblooded. At 6'11", Sela is an intimidating figure. Even for orcs. She is blunt, but not as crass as she appears. Her family is from a town in the foothills north of Cale. When she was an infant, her family was chased out of their home by demons, and that her parents gave their lives so that she and her older sister could live. She was raised by a distant relative in Ironmouth, knowing only that she belonged to "House Redgard" (as did most in the town), and clan "Mhor". She grew up with an "imaginary friend", something that might be normal in our world but is quite a bit different to parents in Eredane. This imaginary individual was her sister, she said. She remembers going for walks, playing in the snow and enjoying the company of her sisters and uncle at dinner. But no one else remembers her sister. Sela was trained as a stonemason. When the group came across the ruins of Sela's home town, the party went on ahead to investigate. They discovered hordes of Tuks, which I converted to the Vitality/Wound system and who made the PCs lives hell. Very dangerous. Sela discovered that her family lived in the center of town, and that while she knew her father was a "keeper of the old ways", she didn't know he was a channeler. They figured that out by the protective runes carved around every doorstop and every window frame. And an armory with obviously historic armor and weapons, though they couldn't affect any of them. On the wall of the smaller, more intimate dining room was a large charger (plate/platter) of a silver metal. The craftsmanship was exquisite, and definitely an heirloom.

(Revelations:
-- The symbol at the center of the charger actually snaps out to a medallion, the fine metal chain that seemed too heavy to support the charger going around the neck. The charger was made by dwarves, is composed of mithril, and was a gift to the clan -- of which her family was the leaders -- so many years ago that no one remembers when or why. It will serve as a symbol of friendship should a dwarf with sufficient knowledge of the old ways recognize it. This is what I'm thinking her covenant item should be.
-- I had each Pathwalker (PC and NPC, of which there are about 30 children) assigned a heepa-heepa who would appear to them in a form appropriate to their path. The memories faded with time, and recently came back when the crap went down. Sela was infused with a small bit of Xione's essence, thus her Northblooded-ness. A side effect was that Xione and this girl were able to communicate, such that Sela had memories that never happened, even though those memories revealed things that she would not have otherwise been able to know. I'm using this as flavortext for her Commune with Nature and whispering wind abilities granted by the Path.
-- She also took a single tapestry from her father's study. This one was better quality and the only one done in stark blues and whites. It depicted a great battle between an icy maiden and a beast of indeterminate form. Strength 20, I ruled she could carry it across her back and be mildly encumbered.
-- She is of House Redgard, Clan Mhor. I put them as a legendary line of generals, and the historical reason for the "Mhor" prestige class. Wink She doesn't know this, nor do most other Dorns. Particularly not the ones in Ironmouth.
-- I REALLY love Ghost, the covenant item from Nalford. Which they'll be approaching this game. Want to have it give the wielder proficiency with the greatsword, but then again she's a Defender. Heritage, check. Appropriateness, not so sure. Ahh well.)


Tambourlin: Female Erenlander Channeler (Spiritual) 2, Dragonblooded. Her family was large and successful. The clay from the hills around Ironmouth was excellent, and the Silversongs were known as some of the best potters in the North (despite being Erenlander). Her grandfather and mother were channelers, who passed their ways onto Tambourlin. When Ironmouth was occupied, the potters were allowed to gather clay unsupervised because the orcs didn't care about the Erenlanders much -- worried about the Dorns mostly. This allowed them to range farther than the orcs suspected, and in a circle of stones that had used for centuries by the Silversongs, Tambourlin learned her magic. Special magics woven into the earth there helped to conceal channeled magic, but not completely. Her mother disliked going into the hills because of her fear of heights, but would only appear a little nervous.They still had to be careful. She had several family NPCs, more than the others, who have been involved in things. When her grandfather died earlier that summer, they snuck his body off to the memory stones to commit his body to the flames as is tradition -- picked up a lot of Dornish beliefs over the centuries. After the crap went down, on a supply run they encountered her mother. Now a Fell (channeler!) and locked in the upper story of their residence, they had to flee from her. She's been keeping the kids (and some adults) busy with making grass bracelets, hats, etc on their travels. Resident morale officer, she has Slight of Hand and Sneak as class skills. Loves to make charms and plant them on people, though she's not too familiar with the rules, I let her have these charms take effect at opportune moments because it's neat.

(Revelations:
-- She inherited an heirloom of her grandfather's: a rod of white wood. Carved with intricate (and tiny!) symbols and pictograms, it has many stories of spirits on it but she can't read most of them (unlocked at later levels). There are geometric inlays of silver that lend additional weight to the item, indicate important tales, and serve some supernatural function. Functions as a club. Currently it provides a +1 to Knowledge (Spirits), but that's from Black Company's masterworks system that Nif introduced me to. Could be the basis for a covenant item, as I see her connecting heavily with this.
-- Going to give her a special one-time bonus to social rolls with the first dragon they encounter, which could be this next session. It will sniff her out instantly, and instead of using them as disposable pawns in its bid to throw mayhem into the legates' plans, he decides to do that as well as helping them to avoid the worst of the patrols seeking the PCs.
-- Her heepa-heepa looked like a tiny, well-spoken (almost British) dragon.
-- I don't have as much background for her, because I just couldn't come up with as much as I did for Sela. Still working, but it should be plenty by the time I'm done.)


Ebbon: Male Erenlander Wildlander 2, Quickened. Also a refugee from elsewhere that ended up in Ironmouth, I haven't decided where he's from yet. Neither has he. He was raised by the dornish leaders of the town, also distant relatives of Sela (but not the ones that raised her). His father was a wildlander and herbalist, while his mother was a skilled brewer. His brother skulks about getting into trouble (Shadow Walker), his sister and he fight a lot and she often wins, being Dorn. She is a Null. Ebbon's player wants background, but has a hard time coming up with it. Currently he's driven by vengeance, and has chosen to be a master hunter of Legates.

(Revelations:
-- His lineage is, like the others, special. I'll connect him to something neat later on.
-- He helped a pack of Erunsil by pincushioning an orc. Three attacks in one round? A precursor to his Quickened status, and he's not sure how he did it. A channeler and two warriors/wildlanders survived, while another channeler and a scout did not. The channeler who survived was a Divination specialist, and they were in fact searching for ruins rumored to be in the area. This was shortly after the occupation of Ironmouth began. Sensing something odd about Ebbon (because it's a diviner, and he is special, he was given the fighting knives of the scout. Ebbon prefers to fight with cedeku, but wants to learn how to use the fighting knives at a later date. These could be covenant items, but so could a bow. He's very focused on combat, and roleplays that focus well. If they do well in a certain encounter, they will find an icewood tree of particular beauty. Ebbon (with Craft Bowyer/Fletcher) will find precisely enough wood in the right shape to make a single bow. This will be a covenant item, unless the fighting knives already are. I don't have a problem with two items, but I don't want them to have that many to start with. Much later.


Dob: Male Goblin (ECL -1, no scourge) Rogue 1/Channeler (Spiritual) 2, Loreshepherd. Came from Fallsport. Player's developing most of his history, but the gist of it is he was contacted by a greater heepa-heepa, that he should come to Ironmouth "to protect them". He makes charms and is an herbalist. Would sneak wooden toys (charms) into the homes of children, leading the locals of Ironmouth to believe that a good spirit was among them. I'm pretty blank when it comes to stuff for Dob. It's just hard, ya know? The player is aware of the fey origins, and wants to have that eventually be in the story. The Loreshepherd path is partly a legacy of these nearly extinct fey. Dob and Ebbon are friends, as when Ebbon was ordered to hunt for the Legate, Dob was assigned as his guard. They separated, Dob practicing his spiritual channeling and Ebbon free to roam about. Ebbon's mother was killed for not properly purifying the Legate's water (won't drink anything but pure water, refuses to summon it) then made to rise as a Fell. His father was put in stocks, as was his mother. They put them face to face, inches apart. He ended up severing her head when the crap went down, and freeing his now mentally traumatized father.


The Situation: The party started in Ironmouth, a recently occupied town in the western foothills due east of Cale but west of the river. Stuff happened, and they are escorting a group of 60 refugees from their former home. Just left Sela's old home town, now trying to avoid several largish cavalry forces they've spotted. Internal politics from Steel Hill, a dragon has been sent from Bastion to represent Sameal's interests there. Of course, the dragon came of his own free will. Have you guys ever played Dungeon Siege II? In the intro movie, dragons are carrying big metal boxes that function as troop transports. Drop them, and poof. Instant Fist of orcs! <-- Well, in my game it will be. Smiley

Possible covenant items...
-- Sela: Medallion. Might give DR, friendship bonus on social rolls with anti-Izrador types.
-- Tambourlin: Rod. Bonus on K(Spirits), possibly social rolls with spirits. Hit incorporeals? Extend into a quarterstaff?
-- Ebbon: Bow? Knives? Something more subtle?
-- Dob: No idea.
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Reideen
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« Reply #1 on: August 17, 2006, 12:19:03 PM »

Sela
Hm...I love that character.
Maybe you should give her an intelligent Item ...the medallion is a good Idea. Maybe you should make her sister a unique Guardian Spirit (Minions of Shadow pg.37)

Tambourlin

Hum..thats a tough one.
I really don't know about that one.
Maybe a Item that lets her turn undead. Or something to communicate with spirits ....

Ebbon
Maybe a enchanting Quiver...or a monocle ? That gives a bonus to marksmanship ? For sniping and such....

Dob
hmm...surely a tough one.
Something absolutly obscure would be funny, for sure.
A set of childrens clothes ? maybe a single shirt or something...something that disguises him as a human child for the eyes of evil people ...but its a hard...dunno really, sry
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Glacialis
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« Reply #2 on: August 17, 2006, 12:31:07 PM »

Something that disguises him as a child...I love that! I think he may skin a Tuk...they hide themselves as children in order to do bad things. What if he found something the Tuks had, had abused, and he retrieves? Hummmmmmm.

I like the monocle idea. That's just sweet. Smiley Might do a quiver also, but I'd not thought of the monocle.

Sela I had some great inspiration for. Medallion fits but I'm not sure what really to give it.

Tambourlin, I think her rod will work just fine. Need some ideas for it.

These are to an extent customized for each character, but they'll also help the character with things that they aren't necessarily experts at or focused on.
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« Reply #3 on: August 17, 2006, 03:22:15 PM »

These are to an extent customized for each character, but they'll also help the character with things that they aren't necessarily experts at or focused on.

This is an Excellent way to go.  For example, an Elf Archer would benefit greatly from any item that can help disguise them far more than an item that would make them a better archer...  This is how I like to have my covenant/magic/charmed items.  Especially for people that really want to play an Elf or Dwarf - as most people never would since they get slaughtered in most lands... 
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« Reply #4 on: August 17, 2006, 04:38:52 PM »

Quote
-- Her heepa-heepa looked like a tiny, well-spoken (almost British) dragon.

Called Lockheed? Grin

These characters are fantastic. Wonderful backstories to pilfer - err, read Wink

Sela
Medallion: Stuff you've suggested is good, perhaps it can also coat the wearer's hands or weapons in magical silver for brief periods, or unleash a dwarven battlecry that grants bonuses to combat and bravery for allies, or summons dwarf ancestor-ghosts (Lost) to fight.
Tapestry: Can become a gust of icy wind that characters can ride on to travel far and fast - amybe only in snow-covered lands or during winter.

Tambourlin:
Rod: When it strikes a spirit, it creates a glowing 'chain' linking them to the rod - after this, it becomes massively easier to hit them, bonus to spell save DC, breach spell resistance etc. At higher levels, might act like dimensional chain, binding or command spirits. The wielder may be able to read the stories the pictograms display and recite them to her friends, granting them bonuses to checks and events that follow the general line of the story as long as she keeps passing Oratory checks.

Ebben:
Perhaps... a semi-sentient covenant plant that merges symbiotically with his skin, growing over him like ivy? Nah Grin

Dob:
The tuk-shirt is a great idea.
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Glacialis
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« Reply #5 on: August 18, 2006, 07:13:47 AM »

These comments mean a great deal to me. Grin It means all my "over preparation" is actually worth it. I'm pretty sure my players are having fun. Sela is played by my wife, so I was able to craft a story that she'd find enjoyable. Ebbon, the player's still trying to figure out what he wants. His wife, playing Tambourlin, I think I know what she likes but I'm not sure. Dob's played by my uncle-in-law who I've known longer than my wife -- funny, that. He's not so sure where he wants to take the charactr besides making a beeline for Druid.

Medallion: I LIKE the Lost dwarves idea! I think it'll be a combination of dwarves and dorns. Let's say there was an alliance directly between Clan Mhor and the dwarves. Hmm. Perhaps it started out because of a mithril mine somewhere within their territory? Will think on that. Coated with silver? Sounds great. Was also thinking, similar to Colossus, that she could be coated in a metal (such as silver or mithril, which is idealized silver in my campaign) that grants AC and DR (I use AC as DR from Unearthed Arcana). Northblooded already grants a battle cry, but it could be enhanced by the medallion.

Tapestry: I think I'll have this be a high level item. Might require elves to unlock. It'll be covenant in that they won't be able to use it until a certain level and that it doesn't radiate channeled magic, but an 8'x6' tapestry is not something to be wielded in combat! She could with Str 20, but I think it's a bit more valuable than that. Smiley

Rod: Neat idea with the chain. Lots of effects that could be linked to that. Pictograms I'll have give bonuses to K(Spirits), and social skills with all spirits. Maybe apply those social skills to spirits that could be affected with the Tradition Gifts that spiritual channelers get. She's not a terribly charasmatic character, but I think I can convince her to sink a few points into Oratory if bonuses are in order. Or maybe she uses K(Spirits), and the power of the words speak for themselves.

Ebbon: Sounds like Guyver, one of the player's favorite things...

Tuk-shirt: They didn't take anything that the tuks had, or a tuk itself. But I think they'll see tuks again. MN04 says they're in the Aruun, but I say they're too spooky to be used so sparingly.
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Reideen
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« Reply #6 on: August 20, 2006, 01:52:27 PM »

Quote
Ebbon: Sounds like Guyver, one of the player's favorite things...

Yay....Bio Booster Armor Guyver...*rofl*
Sounds funny, really
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Glacialis
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« Reply #7 on: September 30, 2006, 10:19:12 AM »

Bringing this back up 'cause we're having another session today.

Sela's medallion bears the symbol for "shield" in dwarven and is made of mithril. Her birthtown's name is "Shield of Zirath" old Dornish, or as she knows it, "Burkzrath". Hmm, let's have shield be "Berek". "Zirath", incidentally, means mithril in dwarven. Mithril mine in those hills. mrgreen They found hundreds of rock samples in her father's study. They were trying to relocate the vein, but without the dwarves' help it's almost impossible. Will run something similar in overplot to CoS, and both the elves and dwarves will return to make the most of the town's mines. In secret, of course.

Anyway. Medallion. As a Defenderwith decent Dex, she's still getting creamed by bad guys. Thematically, the medallion could grant DR or a shield bonus. Wondering what else it could do defensively. They're only 2nd level, but this will probably be her only covenant item. The tapestry will be plot for later. Hmm...extruding metal spikes or claws? That could be fun. Adding from 1 point of damage per hit at lower levels, maybe 5th/6th. Item will activate once the wearer's blood is spilt upon it while defending another. Maybe a dwarf will be in Nalford, too. Lots of elves, few dwarves. Hmmmmm.

Ebbon will receive a bow from an erunsil warrior who died defending Nalford. Icewood

Dob will be gifted with a staff while adventuring in the Veradeen. He wants Druid baaad. I think he'll hear the Whisper soon. Tangentally, how far from Erethor can a Whisper tree communicate with the others?

Not sure what to do with Tambourlin's rod, may have the stories provide defenses against various things. Perhaps even summon a spirit for aid. Bonus to Cha checks with certain types depending on what stories she's read lately? The chaining idea is neat, but not low level.

« Last Edit: September 30, 2006, 10:21:26 AM by Glacialis » Logged
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« Reply #8 on: September 30, 2006, 11:13:39 AM »

Medallion first power -- so long as you have both hands free, you gain the benefit of a buckler/light shield (+1 AC). Later on, large shield (+2 AC). Don't know if I want +3 or +4, since her AC will radically increase with level. DR is a definite, as is Protection from Evil since her father was an abjurer of great repute (though she only knows he was a spellcaster, and enev that was a recent revelation teehee!). Her body can act as Silver/Mithril weapons later on.

Now, what else for Sela? Damage she can dish out on her own. Medallion gives her some extra defensive options, but as mentioned earlier I'd like the items to help with a character with things they're not focused on.

Feedback is always appreciated by me. Secondhand, my players do too.  Cool
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« Reply #9 on: September 30, 2006, 12:37:37 PM »

There is no set rule how far the Whisper can communicate, as far as I can remember. Go with whatever suits your story.

I'm coming to like your goblin PC a lot, give his player a thumbs up from me, will you? Come to think of it, give all your players a thumbs up from me, then ruin their day. twisted
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« Reply #10 on: November 30, 2006, 12:07:11 PM »

Game Saturday!

Ebbon: I'm thinking more for the Guyver bits. The idea has taken root and refuses to leave. Since this particular group of PCs is empowered by Aryth and ancient prophecy but quite literally sponsored by Xione, ice is going to be a recurring theme. Start with icewood. The tree is slightly transparent and stark white. What about a vine that is even more transparent, ice cold to the touch, is occasionally found around the already rare icewood tree, and happens to invade and merge with Ebbon's body? Smiley I don't know what it would actually do since they're still at 2nd level (3rd after Saturday). It would be an alternative covenant item, instead of a bow or knives. *edit* The fighting knives he was gifted with have a dark wood for the hilt, but when used in defense of an elf (a situation that will arise shortly with the "re-enactment" of the last battle of Nalford) they will turn white and be revealed as icewood. They will awaken. Many of the Two Weapon Fighting feats from PHB, PHB2 and Complete Fighter will be available through this pair. Or at least, in consideration. One vicious idea I had as a higher level power was that if both weapons hit and critical, the target is affected by Flesh to Stone -- except it's ice that will never melt. I might make these weaker because I plan for him to recover his father's bow at some point in the future -- oh yeah, he was a famous Erenlander with strong Sarcosan ancestry, maybe a wildlander. One covenant item per character seems to be the norm, but I might bump up the other PCs' items to make Ebbon's work. Or maybe the bow is simply a magnificent item, not magical at all. Actually, I think I'll do that. *email conversation with player* Okay. He was 7, father did a lot of hunting and he sometimes went with, mother cooked a lot. I'll have him be a legendary wildlander who retired from anything violent in order to raise a family. His bow was given to a good friend, who was also his successor in that resistance group. They'll meet up with them later.

Sela: I have plenty of ideas for the medallion but need to formulate them into an actual item.

Dob: I think I'm going to go with the staff. Since the ice vine idea is a little odd, I probably won't use it that way. If I don't, it will be growing out of and wrapped around a nice stout icewood branch that's sized for a goblin. In my Eredane icewood health and purity/potency is determined by its transparency. This will be only a little cloudy. There will be a sliver of the Whisper living in it, which will really help him on his path to druidism. Anyone ever thought about what would happen if you bound an elf spirit into an icewood tree? In my world, they become direct links to Xione who is, as you may have guessed, more important in my chronicle. The icewood tree they will find is mostly dead, except for one particularly healthy branch. Poor conditions plus the vine may have killed it, but the vine also appears to have withered with the tree...except on that branch. What's keeping it alive? No one knows. But if Dob doesn't take an immediate interest in it, it will call to him. But dang it, Ebbon's player loves Guyver slightly less than his wife! *goes up to add more to Ebbon's section*

Tambourlin: The spirit rod will be a great item, but I don't have as many ideas for it as I do for Sela's medallion. Enahncement's to a spiritual channeler's Mastery powers are likely, including Dir's chaining effect (with a turn attempt). The stories could serve as a Prayer spell when recited aloud, or something like that.

Tao: Erunsil painless defender who just joined the party. Or he will in this next game. First time RPGer, though the Exalted game we're in has been able to run more frequently than the Midnight game so he's had 3-4 sessions of Exalted for RPG experience. Trained as a bodyguard, assassin, and highly skilled courier, able to wander the occupied lands on various missions. He will fall through thin ice into a river immediately outside Nalford, see the people he was trying to see to the relative safety of the nearby whisper grove die, and be magically frozen on a prayer. The party will find him when they leave Nalford. A block of pristine ice in such fouled waters is immediately noticable. He'll be there fighting against the invaders and the party will probably see him but they'll think he's one of the ghosts. As for covenant items? No idea yet. I'm letting him use fighting knives with One With the Weapon, but it's going to be a bit before he sees that. He's Painless, so as a defender he's certainly made for war. Thoughts?
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« Reply #11 on: January 03, 2007, 12:29:12 PM »

Ebon recevied a pair of fighting knives from a group of five elves, of which only two were living. Before game started, he drew upon his future Quickened state and shot an orc three times. In the head. The knives belonged to a dead channeler, whom he met on the night of the 100th anniversary of Nalford's destruction. In that half-spirit, half-dream world, the knives were awakened.

Here's the kicker. Has anyone read Elisabeth Haydon's Rhapsody series? The five elements there are ether, fire, water, earth and air. Not sure about the order of earth and air, but ether is first and fire is second. Ether is the element that stars are made of.

I'm also drawing on an interpretation done by someone whose name I cannot recall on the old board. The stars themselves are wardens, keeping the dark things between the stars (the sorshef) prisoner. As intermediaries between the celestial/heavenly and prime material/earthly realms, the stars were often prayed to. Empowered as they were by celestial energies, they could grant these prayers but more often than not passed them on to the appropriate deities. Izrador and his lieutenants could never sabotage the stars enough to let the sorshef free and serve him once again. He himself was extremely powerful and, on one occasion, managed to extinguish several important stars. The reaction from the other gods was swift, but not fast enough: The sorshef came to their master's aid. The only way to prevent their full return was to cast Izrador down and seal off Aryth. What happened to the gods after that is not known or yet decided upon by this GM, but the greatest of the Lords of Light sacrificed if not all of his being, then a large portion of it to sanctify the prisons and cast out the sorshef once again. With the falling of Izrador and the Veil, they must conserve their energy and almost never grant any prayers.  Now, only for the greatest of causes would the sorshef wardens expend some of their precious energy to help those living on Aryth. Their energy is replenished by recruiting pure souls from the recently deceased. If the soul resonates with the ether, they merge and that star is strengthened. Unfortunately, with Izrador gathering Aryth's energies, he's growing more dangerous to them with each passing day.

Possibilities:
-- The star towers of old were used to conduct these pure souls to the sorshef wardens. Without them, the stars are not being replenished.
-- The towers were used to channel part of Aryth's energy to the stars and help them stay aloft. While many towers remain in the sarcosan homeland, not enough remain to get the job done.
-- Izrador is using Aryth's energies to snuff out the stars. The faintest ones die first, but are not themselves holding the sorshef back. They are instead holding up the brighter stars through sheer numbers.
-- The material inside a corith is the antithesis of ether.
-- Ether is the "plasma" energy type proposed in When the Sky Falls, a [fire]/[electricity] hybrid that takes advantage of the lowest energy resistance or vulnerability.
-- Ether is both [fire] and [cold] and filled with goodness. Well actually, what energy types wouldn't work? Cold, yes. Fire, yes. Electricity, sure. Acid, not sure. Sonic, no. I could justify acid, but I really think cold and fire would both work. I want it to be the fire that burns cold and holy flames.

The reason the air gets colder as you ascend to higher and higher altitudes is that you are approaching the realm of the stars and leaving that of the earth. Aryth is the source of all warmth, but these stars burn with a different kind of fire and have no need of the earthly kind.

So! Why all this star stuff?

They are the symbol of a covenant between a secret sect of sahi and the erunsil, who had promised to give shelter to some of their most sacred artifacts. These sahi were much like the Order of Truth, hiding nearly lost knowledge and tools, except they brought with them the truth of the sorshef. Not that the erunsil knew this, but some of the more prominent Snows argued vehemently in support of helping these priests, in accordance with visions they had.

Why did they get together?

For the erunsil, because Xione was one of the stars that Izrador dislodged from the heavens. She fell to Aryth and while her body was consumed in the Sundering her spirit was not. Her fire was extinguished, leaving only the cold of the void with a small spark of purpose. Survival no matter the cost is her goal, so that she may rise again and do her duty as sorshef warden. Unfortunately only the gods themselves could give her a new body. None of the celestials would recognize her now, nor the devils or demons. Not even Izrador himself, so changed was she. Nor did she remember that life. When and if the gods return, they can restore her. Until that time, all she knows is survival and power within her realm.

For the sarcosans, because they desperately desire to keep these artifacts and knowledge safe until it could be put to use. They fled their own corrupt society who could not care less for far away dangers, even if the danger was in the sky itself.

But what do these knives do?

Because this idea came to me so strongly and I want to do it justice. Those two knives will be both of Ebon's covenant items, working together as a set but powerful items in their own right. The others will get theirs later, and he will find that Ether matures many character levels later. Wink

1st level: Chosen wielder is treated as having Erunsil weapon familiarity with fighting knives. That is, half penalties when wielding a pair, and so long as you are proficient with all martial weapons you are proficient with these knives.

That's all I have so far. One will be primarily fire, and the other primarily cold. Together they also have some abilities that combine the two.

As with Haydon's Symphony of Ages, bits of stars are not meteoric iron. They are glowing bits of the stars themselves. Then again, extinguished stars that fall to Aryth could certainly be meteoric iron. But can this material can be awakened again? I like that. It will be, at an appropriate plot point and character level. What if there were bits of live stars at the top of the star towers? When the Basilica of Ether was first described, I thought: Sarcosan star towers! The mount for the piece of the star has turned into yet another religious symbol, not knowing what's really supposed to go there. Hmmmmm. Glowing star bits are going to be necessary to fully empower each blade. Wonder where my PCs can get those?



The knives need names. Please give your suggestions after you read this description. I had thought of Ether and Ice, but since I'm having ether be the perfect melding of fire and ice I don't think I can use those names. One is a blade of erunsil construction, the other sarcosan. Each blade is complimented by components of the other's make. Information in paranthesis is not going to be shown to my players.

The sarcosan blade is made of darkened steel (meteoric iron worked into steel). Small black and dark brown whorls mottle the surface of the blade but do not appear to be from rust. The guard is a simple design of partially transparent white steel (fine erunsil steel made over an icewood-fuelled forge fire). The grip is wooden, an extremely fine stark white grain that is slightly pearlescent (starblossom). It is engraved with symbols and runes that do not appear to have been weathered with age or use of the knife and provide a steady hold on the weapon even without leathers wrapped around it. In starlight, it glimmers much more strongly. The pommel is of the same dark steel as the blade and has a setting for a stone almost an inch across, but is empty.

The erunsil blade is constructed of partially transparent white steel (icewood-forged steel, transparency increases as blades increase in power).  The guard is the same design as that of the sarcosan blade, but of dark and mottled steel. Milky white wood (icewood) comprises the grip, adorned with carvings similar to those of the sarcosan blade but of a decidedly different style. The pommel is of the blade's white steel and has a setting for a stone almost an inch across, but is empty.



Sorry for the length of my ramblings. Witness the creative process at work. Grin
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Glacialis
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« Reply #12 on: January 04, 2007, 07:37:11 PM »

This is what Ebon's player just received.



The fighting knives that were gifted to you have changed dramatically. They blades are still the same oddly jagged shape that the elves seem to prefer, but the previous night has washed away gray steel and brown wood to reveal details that you couldn't possibly have missed. They have definitely changed.

The first knife is made of darkened steel. Small black and dark brown whorls mottle the surface of the blade but do not appear to be from rust. The guard is a simple design of white steel. The grip is wooden, an extremely fine stark white grain that is slightly pearlescent. It is engraved with symbols and runes that do not appear to have been weathered with age or use of the knife and provide a steady hold on the weapon even without leathers wrapped around it. In starlight, this wood glimmers much more strongly. The pommel is of the same dark steel as the blade with nine prongs waiting for a stone about an inch across to be set.

You know its name to be Vigilance.

The second blade is constructed of white steel, around the edges of which you can see light passing through. The guard is the same design as that of the dark blade, but of that knife's dark and mottled steel. An alabaster wood of slight translucency comprises the grip, adorned with carvings similar to those of the other blade but of a decidedly different yet somehow familiar style. It is cool to the touch. The weapon ends in an empty setting for a gemstone, seven prongs fit to hold a stone roughly one inch in diameter should one be made available. The pommel is white steel.

You know its name to be Wrath.

They are siblings, two parts of the same whole. That whole is named Ether. They are never to be separated, and they yearn to be as one again.
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Bleak Knight
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AKA Draug


« Reply #13 on: January 05, 2007, 12:44:03 AM »

I'm too tired to write anything lengthy. Have some cookies instead. Wink
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Glacialis
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« Reply #14 on: January 06, 2007, 11:00:19 AM »

Yay spell cookies!

Are you untired enough to write some thoughts now? I do so love the feedback.  Laugh
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