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The Pen is Mightier than the Sword

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  1. Today
  2. The creation process begins with the the process used for creating a homunculus (including a measure of the future owner's blood. Which establishes the equivalent of a familiar bond between the two.) To this base is added to refined and distilled essence of: a Pseudo Dragon, a Hydra, a Beholder, and a Thulien. This enhanced mixture is then cultivated by a bed of Mimic Moss with certain spells cast on it and key points during its growth. The resulting creature is about the size of a Pseudo Dragon. Having a Pseudo Dragon body with the multiple necks of a Hydra and replacing the dragon heads with the body of a Beholder that has Thulien tentacles hanging down a few inches below the main eye. The Pseudo Dragon tail is equipped with a stinger full of sleep potion. The wings, aided by Psi-Energies, allow flight to a limited degree. The eyestalks have telekinesis of a limited but synergistic nature. A single eyestalk can only lift a pound or two but the entire creature focused on a single object can lift up to 300 pounds or more. And a single eye can hurl a small stone at speeds equal to a sling. Given that a typical Behydrathul has seven heads each with seven eyestalks and the potential danger becomes quite apparent. Behydrathul are also capable of projecting highly detailed illusions. Which seems to be the main function of the central eyes on each head. And thankfully, the only other Psi Abilitie they have is the abilitie to communicate Telepathically. At least as far as we know. The possibly that other abilities will develop in a wild population cannot be ruled out. There is also the possibility that Wild Magic could produce a full sized and fully powered version of this creature.
  3. Behydrathul also listed as Behydrathid in some writings are custom made synthetic creatures that only a handful of highly skilled Biomancers know how to make. Unfortunately that statement is not entirely true anymore. I have in my position specimens that can be proven to be the result of reproduction by feral Behydrathul. While this is a concerning matter it is not yet cause for panic. There are only a few hundred Behydrathul known to have been created and only a dozen or so cases where the Behydrathul is unaccounted for after the owner's demise. It is worth noting that the oldest of those cases is far enough in the past that multiple generations of offspring are possible. As we are currently lacking solid information on important details such as the mechanism by which Behydrathul reproduction is achieved and the related rate both in terms of number of offspring and the rate at which they mature. It is quite impossible to estimate the number of Wild Behydrathul that may exist. Other important details, such as: prefered habitat, social structure, feeding habits, and reproduction rates; being unavailable at this time. It is quite impossible to establish an accurate assumption as to the true level of danger posed by these creatures. I will be gathering the available information about the lab grown varieties and posting it soon. At least allowing adventurers to have some idea as to what they are potentially dealing with should they encounter one, or more in the wild.
  4. Earlier
  5. I've been replaying Crono Trigger and ran across a thing talking about rebooting and expanding the game. Not sure what they have in mind or how far the idea has gotten. But it inspired me to come up with my own ideas about things I'd like to see done with it. Who knows maybe my ideas will drift through the internet and make their way into the game. And maybe I'll find a winning lottery ticket the next time I go shopping too. Odds are probably about equal. Anyway I'm brainstorming here so things are going to be messy and disorganized. First up Magus. Not too many changes here. Just wanting to see some double techs and maybe a few more triples. As well as adding some singles that match with the abilities of the new characters I'm wanting to add. Next Schala (Magus' sister) In the Steam version you get these Dimensional vortexs after beating the game the first time. I want to have them appear after you get Crono back. And the shades you face be of the three that make it up Death Peak to get him. After completing these dungeons have the gate at the End of Time connect to Time's Eclipse and a 4th Vortex Dungeon where you face the Shade of Crono. After all that you unlock the fight with the Dream Stealer version of Lavos. Beat the outer shell to gain Schala with Lavos running away and having to be chased and locked down in time by multiple teams before you can have the final battle with his other forms. This way you get her early enough to use her and level her up also makes getting the other new characters necessary as you will need 4 teams to corner Lavos for your final battle with his other forms. Schala (finialy talking about her.) Magic type Dream. (Yes, I'm adding several magic types) heavy on protective and healing stuff. Such as blocking MP Buster, Life Shaver, and similar effects, Dream Sheild. Also Revive and Haste effects. Including a Triple with Luca and Marle that gives everyone Haste, Barrier and Sheild. Not sure what attacks, if any, to give her. Next Rex. Building off of the Lost Santaum side quests for the Reptites. After beating the original Boss fight in the monster's lair beyond the dark cave. Unlock a Hidden Laboratory Dungeon where Dalton has been creating monsters. Gives an origin for the Fiends. As to how Dalton is here. He copied Luca's Gate Key and tech from Epoch when he had them during the Blackbird Dungeon part of the game. Rex Race:Reptite. Magic type: Nature. Vine Crush and Spore Cloud. As examples. With a II and III version that targets multiple enemies. Vine Crush: vines spring up doing damage and holding target. Spore Cloud: causes random status effects. Claw Slash, Tail Smack, and Venom Bite; For physical attacks. With Venom Bite causing the Status Effect of Posioned. Wing: Race: Fiend. Magic type: Wind. Another rescue from Dalton's experiments. Basically a birdwoman. Not sure which time I want to put this Dungeon in. Probably Antiquity. Need to look at attacks from flying monsters for ideas for her abilities. Rock and Cyber Will both be from the Future. Rock being a human infused with Lavos traits by Dalton While Cyber will be machine based, possibly a creation of Mother Brian. I want at least one of these new characters to have Drain/Syphon abilities that allow regaining HP/MP by stealing it from the monsters they are fighting. More about the new characters and locations later. Some other ideas Add a food seller/vendor to the Millennial Fair and a few other places in the game. There are a few reasons to do this. The first being to save time later in the game. Hardy lunch, Spiced jerky, Sweet banana, ect. If you already have them you can just give them rather than running back and forth. Also have monsters drop food items. Teleport Toadstool and Phantom Fungus being a couple to use out of combat to get to places you can't otherwise reach. Other food items restore HP/MP and remove status effects. Can be bought/sold at food vendors and some other shops. Yes. Potions, Eithers, Elixirs, ect. Already exists in the game and this is a bit redundant. But it adds a bit of flavor to the game. Food items where the other stuff isn't available. And the Lost Santaum side quests had monsters dropping food, so I'm just building on that. I think that you were originally supposed to gather stuff and take it to the Reptite to get a Lunch for the Nu. Anyway this is just brainstorming notes for now. Someday I might try to make a novel out of the Crono Trigger Ultimate story thread I'm spinning here.
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  6. The picture was the inspiration for them. I probably should move it to the first post in the series. Assuming I can remember how to do it. Success. Going to leave the other picture even though it's redundant. If there are any other questions you have about them or anything else I've posted. Please ask. I've gone back over my stuff and found that what was in my head didn't make it to the post in nearly as much detail as I thought when I first posted it. Not just these guys but just stuff in general.
  7. Ah, I see you posted a picture earlier. How silly of me. That answers my question... well, at least 1 of them.
  8. But..what do they LOOK like? 🤔 I'm picturing a land squid with both legs and tentacles and it's a bit taxing on my imagination.
  9. That's 'cause I AM the Momma, so I don't drink, drive a van & my dog is Just A BayBeee 🤣haha!
  10. Notes concerning combat abilities They are proficient with most ranged weapons typically held in the hands. They can use smaller ranged weapons; those that can be used one handed, with their tentacles. In close combat they tend to ignore manufactured weapons and rely on the sharp transparent barbs at the end of each tentacle. As each tentacle has a light sensing organ under that hard transparent shell and an independent brain controlling it, these natural weapons are quite formidable in their abilitie to strike critical areas on an opponent. Achieving damage close to twice what one would expect from their dagger like size. Each tentacle gets it's own to hit roll with critical on 18 or better for double their base 1d4+1. And yes that +1 applies to the to hit roll. They get +2 on ranged attacks. 4 optic membranes on the head plus 6 primitive eyes in their tentacles, assuming they aren't using them for other things. It is worth noting that they seem to be netural in alignment inspite of their natural abilities suiting them for spy/assassin work they are equally content working as city watch maning the walls or abord ship in the crowsnest being quiet well suited to such work. Displacons tend to be quiet rare in most places although they seem to be noticeably more common in the new Gith trading cities along with most other engineered races such as the Scorpanocks, Latralo, and various types of 'Deusa kin. I need to check if I've covered the Scorpanocks and 'Deusa types elsewhere and if not get around to doing so at some point.
  11. Rested and refreshed the party set off for the Umbrial Archives. The trip was uneventful, inspite of taking most of the "day". Upon reaching the gates of the city they are greeted by a pair of Latralo guards floating in the air just outside the gates. "Halt. State your names and reason for visiting." One of the guards says settling to the ground in front of them. "Hawkeye Ravenhair. We are here to consult with the Supreme Shadow concerning a matter of research. I believe this key and accompanying letter will suffice to bypass the usual bureaucratic process for entry." He said with a bow a flourish as he presented the key and letter. The first guard handed the key to her companion while unfolding the letter. She scanned it quickly while her companion examined the key. The guards exchanged a look and a nod. "Everything appears to be in order." The first said handing back the key and letter. "However, as your letter of introduction doesn't say anything about guests, we will accompany you to the reception chambers." "Unnecessary; but if you wish, I will make no complaint about an honor guard escort." Hawk said putting the key and letter away. The first Latralo takes the lead while the other brings up the rear.
  12. Time isn't easily measured in a place of continual twilight, but after a few hours of steady walking the silhouette of a large city comes into view. " Grayhall Academy and the Umbrial Archives" Hawk announced. "We should probably find a place to make camp and rest. It will probably take most of a day to get there from here." Throkmorton looks at the city in the distance. "It must be huge, if we can see it this well in this light at that distance." "Almost Three square miles." Hawk confirms looking around. "That should do." He adds pointing to an outcrop of stone with thorny bushes growing along the top. Yeriko walks over to the bushes examining them closely "How can they grow here with so little light?" "Good question." Hawk says clearing away debris from their campsite. "I never got around to asking last time I was here. Might be worth looking into this time, seeing as this is a research mission." Yeriko nods putting a few twigs from the bush in her pouch before looking around for possible firewood options. "A fire will be visible for a long way out here." Targon says pulling cooking equipment from his pack. "Most of the natives can see heat. So we're all shining like beacons anyway." Hawk says spreading out his bedrole "a fire will just make it a bit easier for us to see them. Assuming anything bothers to come by for a look." "I'll take a prowl around the perimeter and first watch." Kain says shifting into his panther form and vanishing almost instantly in the dim light. "Not much to watch for out here." Hawk observers "Still, better safe than sorry I suppose." By the time Kain returned Targon had a fire going and stew simmering in a pot above it. Throkmorton notices that he isn't smelling the cooking odors himself he is aware of the reactions happening in the minds of the others as a sort of background awareness. He is also both relieved and slightly disappointed that the food awakens no hunger in him. "The fire and cooking smells carry quite a distance." Kain said taking a seat by the fire. "Thankfully there doesn't seem to be anyone or anything out there to notice." "The city watch can probably see the glow of our fire, but I doubt they will bother sending anyone this far to investigate." Yeriko said helping herself to a bowl of stew. The others nodded filling their bowls in turn. Throkmorton sipped some water as they ate, so as to feel a bit more like a part of the meal. After they were done eating and cleaning up, Kain resumed his panther form for his turn at watch. Throkmorton needing only a short meditation to be fully rested decides to share the watch with him. *"can he hear me thinking?"* Kain wonders. *"Only if I'm making an effort to hear them."* Throkmorton says, *"wasn't trying to hear you specifically just now. Just listening for anything that might be out there."* *"Interesting. Being able to talk to you in cat form could be useful in some situations."* Kain says thoughtfully. *"Keeping the Psi Abilities would be a nice bonus."* Throk says *"What if you can't be changed back?" Kain ask *"There's always Wishs and such."* *"True. But those are not easy to get."* *"So, what will I do, how will I deal with it, if I'm stuck this way for a long time?"* Throkmorton said. *"Been trying not to think about it really. But, you are right. It is a possibility. And I should have some sort of plan in mind, just in case."* *"you don't have to have a full plan just yet. But keeping an eye out for places where you could set up a little greenhouse for your fungi would be a good start."* Kain said Throkmorton nods slowly then goes back to listening with him mind for any stray thoughts in the environment around them. He can feel the dreaming minds of his companions and wonders if he could spy on their dreams if he wanted to, then decides against trying. Maybe ask Yeriko later if she'd be willing to let him try. The "night" passed uneventfuly. And Kain and Throk took a brief meditation break while everyone else had breakfast.
  13. All that's missing is: Momma. Pick-up trucks. Trains. Getting drunk. A dog. ~ David Allen Coe (paraphrased)
  14. This would make a great Country Western song. An anthem for the times. *Polite huggles*
  15. New poem--song, maybe?? First one I've had come muse-ing by me in while. Rain Sounds When the kids are a-crying And the clothes pile high When you can't take a break from all of this When the money is falling Like sand through a sieve And there's nothing that helps you get by... Rain sounds A little A S M R rain sounds When my brain won't start Just a few drops a day Let it carry away All the stress and the pain, so I don't have to... When the food gets burnt And the pet makes a mess And the cleaner spills onto the floor When the car won't start And you know in your heart That you just cannot take any more.... Rain sounds A little A S M R Rain sounds A little thunder growls Just a hour or so Till the heartache goes And you stop wanting to run for the door... When the bills pile high And the morals low When the men in black pound on your door When there's guns in the street Green gas in the air And the babies can't breathe anymore Rain sounds A little A S M R Rain sounds Just keep the headphones on When the world passes by You'll have no reason to cry 'Cause trouble can't hurt you, if it can't be heard Rain sounds A little A S M R Rain sounds As the world turns I wonder what they'll all say When you pass away But at least, you will not have to know... Rain sounds A little A S M R rain sounds When my brain won't start Just a few drops a day Let it carry away All the stress and the pain, so I don't have to...
  16. Seems just like yesterday you were teaching her to roar.
  17. Snypiuers' niece is getting older and with this, she has begun to question the validity of the knowledge of which he bestows upon her. You: What impudence is this of which thou speaketh, pray tell. Well, my good Pennite, I shall give thee a for instance: Since Snypiuers' niece was a tiny baby, he has been singing the "proper" lyrics to the Spiderman theme to her - which we ALL know are: Spiderman Spiderman Does whatever a spider can Shoots a web Out his *** Always smells like he's passing gas Phew🫢 Here comes the Spiderman! *Fart Noise* As of late, Snypiuers' niece has grown suspect as to the sincerity of Snypiuers' assertion of the lyrics' canon. Snypiuer is not only passing on knowledge to future generations, he is also attempting to confer sagacity unto them. How is Snypiuer repaid for his magnanimity? With disbelief and incredulity. We weep for the future of Man. 🥹
  18. Powers and abilities While I've mentioned some of their abilities above I think it might be useful to give them a heading and list them all in one place for ease of reference. As noted above the Latralo have Psi Abilities including Telepathic Communication, Levation, and Bilocation. They also have Elemental Manipulation in the form of Airy water and Watery air which they can use in both a helpful or harmful way. Allow me to explain this in a bit more detail as it is a rather odd abilitie. Their Air/Water abilities include making either Element take on properties of the other allowing breathing by those that normally operate in the other environment or denial of breathing if they are dealing with an enemy. Their Levation abilities are also linked to this allowing them to float and swim in air as if in water or move through water in ways normally only possible in air. The movement effect is in the form of a bubble about 10 feet across centered on themselves allowing them to take someone else along for the ride. The breathing effect is typically a bubble around the head of the target and can be projected up to 40 feet away. As long as a clear line of sight can be maintained. Both abilities require some level of concentration to maintain. Latralo are also skilled archers, their four arms allowing extra range, extra fire rate, or multiple targets. Their Bows have Psi-crystals linked to the Crystal Arrowheads allowing for several Psi based effects comparable to those of an Arcane Archer. The full listing of which will have to wait until future study has been completed. Latralo tend to avoid melee combat when possible but if forced into it the hooked pads on their striking tentacles are able to deliver impressive amounts of abrasive damage or crushing damage as needed. While the other tentacles can be used to grapple an opponent. Some individuals have the Bio-Curent abilitie allowing an impressive amount of electric stun damage as well as the abilitie to recharge Tech devices. They are multi dexterous able to use bladed weapons in all four hands or a pair of two handed weapons as needed.
  19. A most interesting concept. I'd have to see someone playing one of those before I'd be able to decide if I would want to try it myself. Hopefully you'll find your notes and share the rest of your world here someday.
  20. A game idea that I'm jotting down notes for, and might get back to and finish, eventually. Multi section gameboard. Around the perimeter will be something resembling a monopoly board only instead of properties to buy its Archives Workshops Beastearies and Gateways. Where you acquire Creatures Spells Equipment and access to the midboard aka The Wastelands. When you land on a Gateway space you roll the Rune dice which determines where you first land on the midboard, among other things. From your starting point you are trying to build a path connecting the edge to the Central Citadel. But even just reaching the Citadel is important as it gives you extra goodies. Once you have a complete path you must control the Citadel for some number of turns or victories to win the game. You travel around the outer board gaining Creatures Spells and Equipment. You use the Gateway spaces to send your Creatures into the Wastelands where they are building your pathway to the center while attacking the other players Creatures and otherwise blocking them from getting there first. Your Creatures can occupy the Citadel for you but to win you have to move your piece along the path you built and occupy the Citadel for three full turns or something like that. There is some process for generating money/mana that involves moving around the perimeter and rolling the Rune dice and is effected by how many spaces you control in the Wastelands with some bonus if you have a creature occupying the Citadel. Payday spaces Casio spaces Temple spaces Discoveries in the Wastelands Luck bonus from the Citadel maybe building Alters in the Wastelands. All this is brainstorming notes at this point. Hopefully I'll be able to come back and refine this into a complete game eventually. Of course I haven't finished my Scoundrels edition of Monopoly yet either, so it could be awhile on this as well.
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  21. Snypiuer

    Villains

    I created a race for my D&D world years ago called the Vampyr. Sunlight weakened but didn't kill them. Feeding gave them strength, powers, healing, etc. for a limited time depending on their experience level. There were very few of them, but they led a kingdom of normal people who adored them and willingly allowed them to feed. They used the strength and powers they gained from feeding to benefit their people, protect from invaders, heal disease/injuries, etc. They never drained, excessively fed or even fed without consent, on their own people and their people were willing to sacrifice themselves in time of war to keep them fed in battle. Draining a normal person has an inverse chance to raise their level or give them a power - the higher the Vampyr experience level, the less the chance. Feeding off another Vampyr was even more potent and detrimental. While a normal person eventually recovers if they aren't drained completely, a Vampyr that is fed on WILL lose levels and, possibly, powers that they can't recover simply with rest and time. Even healing won't return them; they have to be regained as if they never had them. The Vampyr that feeds off another Vampyr has a chance, in direct correlation to their experience level (the higher their level, the greater the chance), to gain levels and powers. A Vampyr that drains another Vampyr WILL have every stat raised by half the drained Vampyr's equivalent stat level, experience level raised by half the drained Vampyr's level and gain the drained Vampyr's powers. These new levels last for a number of turns equal to the new experience level, after which there is a percentage chance equal to the new level that these can be permanent - e.g. new strength level 20 = 20%, if failed 19%, etc. until original level is reached. This is done for every stat once a turn, until there is a save for that stat, or the original level is reached - e.g. strength saves but no other stat saves; strength now permanent while each stat drops by 1 level and rerolls next turn and repeats until each stat saves or reaches original level. This includes experience level. Gained powers are checked each turn and can fail until all other stats either pass or fail until original level is reached. Powers gained are each rolled against experience level each turn until each power saves or is lost, regardless of experience level save or failure - e.g. experience level is originally 15 and increases to 20, while there are 3 powers gained. After 20 turns all stats are checked, some stats pass, most fail, including experience level while all gained powers fail at a 20% chance, next turn the experience level is now 19 and powers are checked against 19% and fail, but the experience level passes, this means all other stats continue to be checked until they pass or reach original level while the gained powers are checked at 19% until they pass or all other stats pass or reach original level, after which the gained powers get 1 more chance at 19%. Here's the kicker: After the final check, there is a chance that the feeding Vampyr can't handle the increase in stats and powers and, basically, burns up and dies - I can't remember how I worked out how to determine the chance this happens, but it did take a while to figure out a way to make it fair. I had a lot more, as well as several other races, but have no idea where I have any of it.
  22. Unsure how long he's actually doing this (it maybe as long as you have this link, he asks for people to share it), but if you're into horror this author is giving away all his books for free as a promotion: davidviergutz.com/products/23?_kx=wJVaId20_04qgiSvzbJwCTjoxiiI5XsDJSAq4ZmRzgg.RekAJf He also does snail-mail stories that you receive twice a month until the story is complete. ENJOY!!!
  23. I might try something with this or maybe just outline a posable story thread that someone else can take further. A vampire (or vampire like) being has to feed on others to survive but their blood has healing properties. So feed and heal. A fair trade. But vampire; so considered a monster, and hunted. But aided by those who were helped. Beginning is easy. Our "hero" was turned into a vampire to save them from...? Take your pick of situations. Decided to do something similar with their new abilities. I say vampire like because I'm wanting the Hunger: must feed on others, aspect but don't really want the other weaknesses, especially sunlight. Current situation, just described in outline. Need a good bit of backstory and I have no idea where the story should go beyond basic survival.
  24. Looking through my other writings I seem to have mentioned the Gith in several places but never got around to writing about them directly. The Gith are the ancestors of both Elves and Orks and what you get from an Elf Ork pairing. There have been just enough of those to demonstrate the truth of this claim. Elves are the result of Gith Fae pairing with the Fae being from the Selie Courts while Orks result from Fae from the Unselie Court. As to Wild Fae it is unclear as to the result due to the wide variety of Wild Fae on the one hand and the extremely low number of such pairings on the other. It is worth noting that the Fae pairings are more about the Fae's ability to mate with almost anything than any such ability on the part of the Gith themselves. That said, Human Gith pairings are known to be posable but far to rare to be a lineage. For those wondering what a Human Gith offspring looks like: add a nose, shrink the teeth but still pointy, more rounded ears and chin, facial hair possible in the men, add blue and green to the possible skin tones. And you should be close enough to know one when you see one. Gith have a much higher than average chance of being ambidextrous and having Psi and/or Magic abilities with Psi-Magus being a rather common path for those with the ability. With some combination of Ranger Rogue Monk being common for those who are less gifted. The Gith are known to have Psi-Tech that is comparable to that of the Morlocks or the Thuliens. And while one can clearly see the Morlock and Thulien roots in their technology there is no mistaking Gith Technology for anything else once you've seen a few examples. Gith have low light and dark vision +1 to intelligence and wisdom and -2 to charisma. They are smart but ugly and blunt spoken.
  25. TLDunn213

    Latralo

    Latralo (La Tra Lo) Latralo are an engineered race combining trates from both Thuliens and Tritons with a bit of Sliderbeast essence mixed in. These beings were created by the Aqualith probably with some help from the Morlocks It is unclear as to the reason for their creation. While Latralo are effective troops, able to operate in a range of environments, including both underwater and on land. There are several other races both engendered and natural that are at least as effective. Latralo are found in moderate numbers in most Aqualith controlled regions serving as security forces. They are also a fairly common sight in the newer Gith trading post. As to why the Gith have a preference for mercenaries from engendered races is not entirely clear. Although several such races were allies during the Gith Rebellion. Some even being created for that conflict. This does not seem to be the case with the Latralo who seem to have been created fairly recently. The reason for the shift in Gith attitude from isolationist xenophobic to willing to do business with almost anyone, even if it's on a limited basis, is not well known or fully understood. Economic and/or political reasons are generally assumed. There is also the matter of the simple passage of time. Those who lived through the Rebellion will have died off by now even those who were young at the time will be a fading remnant. The Latralo are also the main merchant type involved in trade between the Aqualith and the Thuliens. And seem to be well on their way to becoming the primary source of trade between the Aqualith and most other races. One reason for this far reaching ability with trade is their innate Psi Abilities most notably their telepathic communication skills which allow them to converse with just about any being with enough intelligence to have a language. They also do quite well in dealing with things that don't actually have a language as such. While Latralo appear female they are actually hermaphrodites capable of both sexual and asexual reproduction by way of egg laying. It is unclear if they can cross breed with other egg laying races or not. Latralo also have an innate levitation ability which allows them to swim through air as easily as water. Latralo also have the Sliderbeast bi-location ability and are quite skilled in using it both offensively and defensively.
  26. "Did a job for Jonathan awhile back. Can't talk about it. Discretion was of the upmost importance." "Wait. You did a job for the Supreme Shadow?" Kain says "No. I did a job for Jonathan. It was a private matter between him and someone else with a Title and it was very important that it remained between the two of them and not their respective Realms. Which is way more than I should be saying about it." Hawk said. "Fine. Fine. Keep your secrets. I was just surprised. Not your usual crowd." Kain says "I think that was rather the point." Throkmorton observed dryly. "Anyway, they gave me this little trinket as part of my pay." Hawk says, pulling a couple of items from his backpack. "This is a shadow lantern; fairly common, and quiet useful in my line of work. But it's this little trinket that makes it extra special." He continues attaching a lens of smokey quartz to the front of the lantern. "Now it projects a Portal to the Demiplane of Shadows onto a wall, and boom; instant exit from awkward situations. Or a way to get to Grayhall Academy without having to take a long sea voyage. Bit of a hike through the Plane of Shadows but nothing's perfect." Hawk lights the Shadow Lantern and points it at a nearby wall. "And they gave me one of those magic compass that point to where you're wanting to go." "Anything for measuring the distance?" Yeriko asked. "No." Hawk admitted "But distance isn't exactly a fixed thing in the Shadow Realms anyway." "True." Yeriko admits before stepping through the Portal. The rest of the party follow her lead with Hawk coming last to close the Portal behind them. Off to the left in the distance they can see the glow of protective spells around the Thulien outpost. Thankfully the Compass shows their path is headed away from it. "It's unfortunate that you are the only one who's been there before." Throk says as they set off. "How so ?" Targon ask puzzled. "Distance isn't a fixed thing here." Kain says "The more of us focusing on where we're going the shorter the trip." "Even so, it should only take us a couple of days" Yeriko says calmly
  27. The Dread Name is a Mindseed so anyone who knows the Name is drawn to anyone else who has it. And using the Name as a way to do magic causes the Mindseed to grow. It would be an enormous effort to get enough people to learn the Name and activity resist using it to achieve that level of dispersal and I'm not entirely sure what would happen if you did. When someone who knows the Name dies the Mindseed will try to move to a new host. If that isn't possible it will imprint itself onto their remains or a nearby object. If that vessel is destroyed the Mindseed will dissipate. The rate of dissipation will depend on environmental factors and can range from a few days to a few years. Assuming that the Mindseed can't find a new vessel.
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