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The Pen is Mightier than the Sword
  1. TIME

    1. What Time is it?   (1,451 visits to this link)

  2. The Tavern of the Quill

    1. THE NURSERY

      Here one can find seeds and saplings to care for and grow, as well as a safe haven for those orphans one may find that they are unable to grow, or look after, themselves.

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    2. Cabaret Room

      Here one can have a drink and idly chitchat with a friend. (Where do I put this?)

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    3. Assembly Room

      In this room Bards throughout the lands gather to tell their tales and anecdotes. (Stories)

      334
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    4. Banquet Room

      Poems, songs, and line-by-line creativity (Poems)

      651
      posts
    5. Conservatory

      For threads that seem to take on a life of their own and interrupt perfectly good drinking in the Cabaret Room. (RPed Stories, Plays and other scripts)

      819
      posts
    6. Recruiter's Office

      Off to the side of the Tavern is a large office that the Elder of Initiates keeps for prospective members to come and apply. (Applications)

      27
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  3. The Manor of Tongues

    1. The Café

      This is where all manner of language-related discussions and inquiries are welcome.

      138
      posts
    2. The European Classics

      This is where poems, stories and even RP in any of the following tongues will be posted: French, Spanish, German, Italian, Portugese, Russian, Finnish, Dutch and Swedish.

      236
      posts
  4. The Walls of the Pen

    1. News

      We post the news here, but everyone is welcome to reply to posts.

      577
      posts
    2. The Codex and Lists

      Here are the guidelines and purpose statements of the Pen as well as membership lists, historical lists and listed items of interest.

      14
      posts
    3. Frequently Asked Questions

      An explanation of where things go

      32
      posts
    4. The Piazza of Portraits

      This is where you can read up on other people's characters, or describe your own. And if you format it correctly, we can all use the search tool to quickly find what we need to know.

      453
      posts
    5. 56.8k
      posts
    6. Library

      Here all writers are welcomed to archive their works that were written over the ages of Terra. (Works not created on this forum.)

      2.4k
      posts
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    • Some people and places of interest in the City of the Shademakers. Grayhall Academy. Because of the number of living people in the City it was decided that a school system was needed. Along the way the Academy grew from a basic school into an Adventurer's Guild.  Anne of Grayhall. Head mistress of Grayhall Academy. And wife of Jonathan Appleblack.  Jonathan Appleblack. The current Supreme Shadow. It is worth noting that Jonathan has been the Supreme Shadow for a few hundred years now. And that Anne married Jonathan because she wanted to be with him. His being Supreme Shadow was just a job he had as far as she was concerned. It's also rumored that Anne does as much of the job of Supreme Shadow as Jonathan.  Jonathan manages to remain Supreme Shadow mostly by ruling with a firm and fair hand. And organizing things so that he has to as little ruling as possible.
    • I was just rereading this and noticed that I never actually got around to saying what Varna look like. Now obviously while a Varna is wearing a husk you don't get to see it. That is rather the point after all. But when a Varna is out on its own Type ones look like a floating brain with a bunch of jellyfish like tendrils dangling beneath it.  It's not entirely clear what the tendrils are for. Given that it has a psi-blast ability for defense and offense if needed. And telekinesis for moving objects.  Type twos also look like a floating brain just larger. Type ones are the size of a normal brain while type twos are about 3 feet long by about 2 feet high and wide. Main body, with octopus like tentacles about 3 feet long hanging below. Type twos also have a stinger like appendage at the rear near the brainstem.  Type twos are able to produce spawn by injecting a victim with whatever compounds are produced by their stinger. While it was previously believed that type twos were basically type ones who had grown too big to continue wearing a husk. This seems to no longer be the case as there are now reports of type twos (hereafter refered to as Grees ) displaying the body compression ability similar to that seen in Seku. More on this as information becomes available.  
    • Let's start out in the wilderness where you have roaming bands of Barbarians and maybe a small village now and then. Out here it's mostly a bartar system and the closest thing to money is wampam beads. One Bead is equal to a Copper pice in terms of buying power. A String of 10 Beads; A Silver  And a Bundle of 10 Strings; A Gold You won't find anything for sale at more than 5 Bundles . Or at least not very often. People out here want things they can use.  An odd qwerk of this is that you might be able to trade a couple of well polished Copper pieces for a String while not being able to get more than a Bead or two for a tarnished Silver piece. And on the flip side of this you might be able to sell a single Bead for a couple of Gold. To the right Collector. Such trades are rare and typically not repeatable, but well worth keeping in mind if you get the chance.   In Towns on the edge of the Wilds you can usually find someone who will be able to swap Coins for Beads and back again at the Bead for Copper rate. For a small service fee of course. Another place where you are likely to encounter off beat Money is in the Goblin Quarter of Cities that are large trading hubs. Here you might encounter Iron Bits, Iron pieces (8 Bits to the Piece ) Ceramic pieces, Guild Marks, etc. Pieces and Marks are usually about the same value as a Copper pice. If you venture into these places keep your Silver close and don't let anyone even think you have Gold unless you are so obviously powerful that no one would dare mess with you.  In Civilized places the Money goes like this: 10 Copper pieces to the Silver  10 Silver to the Gold  10 Gold to the Electrum  10 Electrum to the Platinum  10 Platinum to the Krystal  (Yes the 1K piece being 1000 Gold is totally on purpose.) So basically standard D&D/Fantasy world Money with the Krystal pice being the notable addition. Krystal pieces are made from Gem jell mixed with diamond dust a catalyst and a bit of magic to trigger the reaction.   
    • By the Light of the Witch Moon Under Eldritch Skys  By Balefire's Glow To Ride the Neither Winds. To Plant the Dragon's Teeth. Title ideas for stories linked to the  Finial Days of Horkuna.  The basic idea is an Earth like world  Magic or maybe Psi Abilities are rare and mistrusted in most places  This world has a second Moon. Small with an odd orbit and little effect on the tides and such. Barley visible to most people. But to those who have the Mage/Witch sight a full Witch Moon is as bright as a regular full Moon.  Nights when the Witch Moon is full and the regular Moon is Dark are seen as  Ill-omened by most.  Which becomes a self fulfilling sort of thing. Because a night when honest folks stay home is naturally a night when those up to no good are going to be more active.   General outline is one or more Gifted/Cursed as the main character  and somewhere along the way they discover something that is a major threat to their world and because of their abilities they are the only ones who can stop it and save the world.    
    • While exploring an abandoned house You find a research lab belonging to someone who has been exploring the Backrooms. Notebooks, Maps, Weapons, Supplies, and Gear for finding your way in, out, and around.  The last entry in the main Notebook is dated three weeks ago. What do you do?     I've been toying with some ideas as to what the Backrooms could be used for if someone had a way of finding/opening/closing  entry/exit points both from the "real" world side and from within the Backrooms themselves. There are Lurkers. But I'm still working out what they are. Where they come from. Why they are there. Ect. Use ideas include hiding, smuggling, making just about anything one could need a reason to keep hidden.   
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