Here's the LINK to a 2 page .pdf.
--Hopefully you'll find it useful. :)
A blog for The Urutsk Cycle and Related Subjects,
including the URUTSK: World of Mystery RPG.
Shipwrecked survivors of a galaxy-spanning empire (ruined when the core exploded) settle upon a wetlands world occupied by humans and other species. They then poke through ruins of their Ancient ancestors as they strive to regain space and then, starflight.
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Monday, January 25, 2010
Saturday, January 23, 2010
[RPG][Milieu] The Best of All Possible Worlds (of Magic)-
This is a primer regarding the in-setting explanation of the hows and whys of magic in the milieu, and allows for Daily-Slot, Spell Point, and true Spontaneous Casting (of the Ars Magica/Lords of Fantasy sort) to all exist (among countless other variants and other methods) simultaneously on Urutsk.
LINK
Please let me know your thoughts on this.
Thank you very much,
LINK
Please let me know your thoughts on this.
Thank you very much,
Labels:
Empowered Magic,
Mage,
Magic,
magic-user,
Milieu,
Spontaneous Magic,
Wizardry
Thursday, January 21, 2010
[Gaming] D&D is Only as Good as the DM-
Excerpted from:
D&D IS ONLY AS GOOD AS THE DM
by Gary Gygax
(The Strategic Review Vol. 2, #2 -- The Last issue before The Dragon)
It is reasonable to calculate that if a fair player takes part in 50 to 75 games in the course of a year [!] he should acquire sufficient experience points to make him about 9th to 11th level, assuming that he manages to survive all that play. The acquisition of successively higher levels will be proportionate to enhanced power and the number of experience points necessary to attain them, so another year of play will by no means mean a doubling of levels but rather the addition of perhaps two or three levels. Using this gauge, it should take four or five years to see 20th level. As BLACKMOOR is the only campaign with a life of five years, and GREYHAWK with a life of four is the second longest running campaign, the most able adventurers should not yet have attained 20th level except in the two named campaigns. To my certain knowledge no player in either BLACKMOOR or GREYHAWK has risen above 14th level.
By requiring players to work for experience, to earn their treasure, means that the opportunity to retain interest will remain. It will also mean that the rules will fit the existing situation, a dragon, balrog, or whatever will be a fearsome challenge rather than a pushover. It is still up to the Dungeonmaster to make the campaign really interesting to his players by adding imaginative touches, through exertion to develop background and detailed data regarding the campaign, and to make certain that there is always something new and exciting to learn about or acquire. It will, however, be an easier task. So if a 33rd level wizard reflects a poorly managed campaign, a continuing mortality rate of 50% per expedition generally reflects over-reaction and likewise a poorly managed campaign. It is unreasonable to place three blue dragons on the first dungeon level, just as unreasonable as it is to allow a 10th level fighter to rampage through the upper levels of a dungeon rousting kobolds and giant rats to gain easy loot and experience. When you tighten up your refereeing be careful not to go too far the other way.
[Bolding mine]
D&D IS ONLY AS GOOD AS THE DM
by Gary Gygax
(The Strategic Review Vol. 2, #2 -- The Last issue before The Dragon)
It is reasonable to calculate that if a fair player takes part in 50 to 75 games in the course of a year [!] he should acquire sufficient experience points to make him about 9th to 11th level, assuming that he manages to survive all that play. The acquisition of successively higher levels will be proportionate to enhanced power and the number of experience points necessary to attain them, so another year of play will by no means mean a doubling of levels but rather the addition of perhaps two or three levels. Using this gauge, it should take four or five years to see 20th level. As BLACKMOOR is the only campaign with a life of five years, and GREYHAWK with a life of four is the second longest running campaign, the most able adventurers should not yet have attained 20th level except in the two named campaigns. To my certain knowledge no player in either BLACKMOOR or GREYHAWK has risen above 14th level.
By requiring players to work for experience, to earn their treasure, means that the opportunity to retain interest will remain. It will also mean that the rules will fit the existing situation, a dragon, balrog, or whatever will be a fearsome challenge rather than a pushover. It is still up to the Dungeonmaster to make the campaign really interesting to his players by adding imaginative touches, through exertion to develop background and detailed data regarding the campaign, and to make certain that there is always something new and exciting to learn about or acquire. It will, however, be an easier task. So if a 33rd level wizard reflects a poorly managed campaign, a continuing mortality rate of 50% per expedition generally reflects over-reaction and likewise a poorly managed campaign. It is unreasonable to place three blue dragons on the first dungeon level, just as unreasonable as it is to allow a 10th level fighter to rampage through the upper levels of a dungeon rousting kobolds and giant rats to gain easy loot and experience. When you tighten up your refereeing be careful not to go too far the other way.
[Bolding mine]
[RPG] Common Items Found in Ruins-
Common Items Found in Ruins-
Table 1-
General Find
1. Table 2 – Personal Items
2. Table 3 – Common Items
3. Table 4 - Tools
4. Table 5 - Medical Items
5. Table 6 - Weapons
6. Table 7 – Oddities & Wonders
Table 2-
Personal Items-
11 – Medicated Pads
12 – Burn Ointment
13 – Toilet Paper
14 – Medicated Spray
15 – Briefs, Boxers, or Panties
16 – Belt
21 – Stomach Potion
22 – Diet Shake
23 – Girdle or corset
24 – Sun Tan Lotion with SPF 30
25 – Birth Control Device
26 - __________________________
31 – Asthma Inhaler
32 – Antihistamine Pill
33 – Perfume / Cologne
34 – Air Freshener
35 – Incense
36 – Smokables
41 – Heart Medication II
42 – Heart Medication I
43 – Rhythmic Regulator
44 – Moderate Quality engraved jewellery
45 – Well-worn Book or Trivid
46 – Framed Image of Family / Loved One
51 – Public Notice of Criminal Conviction
52 – Dishonourable Military Discharge
53 – Public Notice of Moral Violation
54 – Personal Recording of Song / Music
55 – Letter of Protest
56 – Survival Stockpile Checklist
61 – Sex Images / Trivids
62 – Trivid Collection of Animation
63 – Sports Paraphernalia
64 – Special Interest Documents/Trivids
65 – Vrun Religious Writings
66 – Translated Durnish Prayer Book
Table 3-
Common Items-
11 – Facial Tissue Dispenser
12 – Waterless Hand Wash
13 – Perfumed Towelette
14 – Disinfectant Spray
15 – Suspenders
16 – Rubber Band
21 – Cleaning Fluid
22 – Spray Foam
23 – Packing Tape
24 – Vehicular Wax
25 – Rubber Gloves
26 - __________________________
31 – Light Industrial Mask
32 – Paper Dust Mask
33 – Air Freshener
34 – Incense
35 – Smokables, Exotic, Legal
36 – Smokables, Illegal
41 – Stomach Potion
42 – Seltzer Water
43 – Clock
44 – ‘D’ Quality Painting / Print
45 – Book or Trivid
46 – Framed Image of Nobility / Celebrity
51 – Notice of Fees Paid in Full
52 – Honourable Military Discharge Papers
53 – Notice of Moral Violation Warning
54 – Personal Trivid of antics etc.
55 – Letter of Loved One (Reconciliation)
56 – Survival Training Documents
61 – Artist’s Sketchbook
62 – Trivid Collection of Comedy Series
63 – Sports Paraphernalia
64 – Special Interest Documents/Trivids
65 – Vrun Political Writings
66 – Science / Technology Periodical
Table 4-
Tools-
11 – Hand Towel
12 – Degreasing Agent
13 – Liquid Oxygen in Canister
14 – Disinfectant Spray
15 – Elastic Chords
16 – Stapler
21 – Solvent
22 – Industrial Spray Foam
23 – Electrical Tape
24 – Vehicular Emergency Repair Kit
25 – Insulated Gloves
26 - __________________________
31 – Heavy Industrial Mask
32 – Civilian Hazard Mask
33 – Fire Extinguisher
34 – Ionic Smoke Trap
35 – Industrial Gasses, Flammable
36 – Industrial Gasses, non-flammable
41 – Stomach Tablet
42 – Flavoured Soda
43 – Calliper
44 – Nudie Calendar
45 – Technical Instruction Book or Trivid
46 – Framed Image of Wanton Woman
51 – Notice of Land Deed
52 – Military Decoration
53 – Notice of Civil Citation Award
54 – Personal Vacation Trivid
55 – Letter from Loved One (break-up)
56 – Survival Ledger, graphic accounts
61 – Triphoto Documentation of Invasion
62 – Trivid Collection of Soap Opera
63 – Sports Paraphernalia
64 – Special Interest Documents/Trivids
65 – Vrun Humour / Satire Writings
66 – Popular Periodical Collection, 3 Yr.
Table 5-
Medical Items-
11–16 Living Bandage Roll
21–26 Antitoxin Vial
31–36 Portable Oxygen Mask & Canister
41–46 Sterilizing Laser
51–56 Artificial Ligaments / Tendons
61–66 Trauma Stapler
Table 6-
Weapons-
1-4 = Armour
5-6 = Weapons
Armour-
11-23 Light Helmet
24-33 Light Vest
34-43 Armoured Boots
44-53 Riot Shield
54-63 Riot Helmet
64-66 Riot Vest
Weapons-
11-33 Small Weapon
34-53 Medium Weapon
54-63 Large Weapon
64-66 Ranged Weapon
Ranged Weapons-
11-23 Distraction Weapon
24-33 Bow, Handcross, Boomer, etc.
34-43 Javelin, Spear, etc.
44-53 Firearm, Igneous
54-63 Firearm, Electronic
64-66 Beam Weapon
Table 7-
Oddities & Wonders-
11 Pellet of Freezing: When placed in any volume of water up to 2,100 Gallons, the water freezes solid (starting at the surface) for one hour, at which time thawing begins.
12-15 Ring of Locations: Acts as a magnetic compass as well as recording coordinate locations set through use of buttons and dials. Stores thirty locations.
16 Earring of Hearing: When worn (pierced ear) hearing Tasks are given a bonus of +05, and the wearer is no more susceptible to loud noise than before.
21 Nose Stud of Sniffing: As above, but relating to the sense of smell, and offensive odours.
22-25 Amulet of Apparitions: Records up to one hour of holographic video and sound. May be split between subjects. Playback from same unit, up to 30’ distant under clear conditions.
26 Collar of Seduction
31 Henna of Illusions
32-35 Machine Pack
36 Second Skin
41 Flame Discs
42-45 Low-light Solution
46 Automedic
51 Seeking Grenade
52-55 Portable Room
56 Disintegration Fountains
61 Unused Dataslate
62-65 Skim Hawk Vehicle
66 Onyx Pod
Table 1-
General Find
1. Table 2 – Personal Items
2. Table 3 – Common Items
3. Table 4 - Tools
4. Table 5 - Medical Items
5. Table 6 - Weapons
6. Table 7 – Oddities & Wonders
Table 2-
Personal Items-
11 – Medicated Pads
12 – Burn Ointment
13 – Toilet Paper
14 – Medicated Spray
15 – Briefs, Boxers, or Panties
16 – Belt
21 – Stomach Potion
22 – Diet Shake
23 – Girdle or corset
24 – Sun Tan Lotion with SPF 30
25 – Birth Control Device
26 - __________________________
31 – Asthma Inhaler
32 – Antihistamine Pill
33 – Perfume / Cologne
34 – Air Freshener
35 – Incense
36 – Smokables
41 – Heart Medication II
42 – Heart Medication I
43 – Rhythmic Regulator
44 – Moderate Quality engraved jewellery
45 – Well-worn Book or Trivid
46 – Framed Image of Family / Loved One
51 – Public Notice of Criminal Conviction
52 – Dishonourable Military Discharge
53 – Public Notice of Moral Violation
54 – Personal Recording of Song / Music
55 – Letter of Protest
56 – Survival Stockpile Checklist
61 – Sex Images / Trivids
62 – Trivid Collection of Animation
63 – Sports Paraphernalia
64 – Special Interest Documents/Trivids
65 – Vrun Religious Writings
66 – Translated Durnish Prayer Book
Table 3-
Common Items-
11 – Facial Tissue Dispenser
12 – Waterless Hand Wash
13 – Perfumed Towelette
14 – Disinfectant Spray
15 – Suspenders
16 – Rubber Band
21 – Cleaning Fluid
22 – Spray Foam
23 – Packing Tape
24 – Vehicular Wax
25 – Rubber Gloves
26 - __________________________
31 – Light Industrial Mask
32 – Paper Dust Mask
33 – Air Freshener
34 – Incense
35 – Smokables, Exotic, Legal
36 – Smokables, Illegal
41 – Stomach Potion
42 – Seltzer Water
43 – Clock
44 – ‘D’ Quality Painting / Print
45 – Book or Trivid
46 – Framed Image of Nobility / Celebrity
51 – Notice of Fees Paid in Full
52 – Honourable Military Discharge Papers
53 – Notice of Moral Violation Warning
54 – Personal Trivid of antics etc.
55 – Letter of Loved One (Reconciliation)
56 – Survival Training Documents
61 – Artist’s Sketchbook
62 – Trivid Collection of Comedy Series
63 – Sports Paraphernalia
64 – Special Interest Documents/Trivids
65 – Vrun Political Writings
66 – Science / Technology Periodical
Table 4-
Tools-
11 – Hand Towel
12 – Degreasing Agent
13 – Liquid Oxygen in Canister
14 – Disinfectant Spray
15 – Elastic Chords
16 – Stapler
21 – Solvent
22 – Industrial Spray Foam
23 – Electrical Tape
24 – Vehicular Emergency Repair Kit
25 – Insulated Gloves
26 - __________________________
31 – Heavy Industrial Mask
32 – Civilian Hazard Mask
33 – Fire Extinguisher
34 – Ionic Smoke Trap
35 – Industrial Gasses, Flammable
36 – Industrial Gasses, non-flammable
41 – Stomach Tablet
42 – Flavoured Soda
43 – Calliper
44 – Nudie Calendar
45 – Technical Instruction Book or Trivid
46 – Framed Image of Wanton Woman
51 – Notice of Land Deed
52 – Military Decoration
53 – Notice of Civil Citation Award
54 – Personal Vacation Trivid
55 – Letter from Loved One (break-up)
56 – Survival Ledger, graphic accounts
61 – Triphoto Documentation of Invasion
62 – Trivid Collection of Soap Opera
63 – Sports Paraphernalia
64 – Special Interest Documents/Trivids
65 – Vrun Humour / Satire Writings
66 – Popular Periodical Collection, 3 Yr.
Table 5-
Medical Items-
11–16 Living Bandage Roll
21–26 Antitoxin Vial
31–36 Portable Oxygen Mask & Canister
41–46 Sterilizing Laser
51–56 Artificial Ligaments / Tendons
61–66 Trauma Stapler
Table 6-
Weapons-
1-4 = Armour
5-6 = Weapons
Armour-
11-23 Light Helmet
24-33 Light Vest
34-43 Armoured Boots
44-53 Riot Shield
54-63 Riot Helmet
64-66 Riot Vest
Weapons-
11-33 Small Weapon
34-53 Medium Weapon
54-63 Large Weapon
64-66 Ranged Weapon
Ranged Weapons-
11-23 Distraction Weapon
24-33 Bow, Handcross, Boomer, etc.
34-43 Javelin, Spear, etc.
44-53 Firearm, Igneous
54-63 Firearm, Electronic
64-66 Beam Weapon
Table 7-
Oddities & Wonders-
11 Pellet of Freezing: When placed in any volume of water up to 2,100 Gallons, the water freezes solid (starting at the surface) for one hour, at which time thawing begins.
12-15 Ring of Locations: Acts as a magnetic compass as well as recording coordinate locations set through use of buttons and dials. Stores thirty locations.
16 Earring of Hearing: When worn (pierced ear) hearing Tasks are given a bonus of +05, and the wearer is no more susceptible to loud noise than before.
21 Nose Stud of Sniffing: As above, but relating to the sense of smell, and offensive odours.
22-25 Amulet of Apparitions: Records up to one hour of holographic video and sound. May be split between subjects. Playback from same unit, up to 30’ distant under clear conditions.
26 Collar of Seduction
31 Henna of Illusions
32-35 Machine Pack
36 Second Skin
41 Flame Discs
42-45 Low-light Solution
46 Automedic
51 Seeking Grenade
52-55 Portable Room
56 Disintegration Fountains
61 Unused Dataslate
62-65 Skim Hawk Vehicle
66 Onyx Pod
[RPG][Milieu] Half-Abbekqorru Edge: Humanesque-
Copyright (c) 2002, 2010 Kyrinn S. Eis
This is adapted from my web-published Guild Houses of Blood RPG (was published in a T&T e-zine, altered for T&T 5) set on Aqmlk, Urutsk's red neighbour.
I have been editing the text to be current with the UWoM rules, saving loads of time on things I need to include, such as several magic systems and spells, and a much larger Gear, Armour, and Arms selection.
:: Another addition I am debating, are Edges, which may take a much more intensive cost (instead of a character gaining a Magnitude/Level), but I am still undecided and could use your input.
---
Half-Abbekqorru are alchemically created hybrids of the starfaring Bear-wolf-like humanoid creatures which the party has had a few dealings with,or news of, and humans.
Humanesque | 02/+01_ | This Edge allows the character to take on a surprisingly human-like appearance for (½ Cumulative Magnitude) Hours each 24 Hours. At Magnitude 10, the character may stay in Humanesque form indefinitely.
:: The time may be split between several transformations.
:: It takes one Turn to transform between forms, during which the character is largely helpless (all Attribute Scores temporarily reduced to 02).
:: Taking the second Rank of this ability allows the character to alter their Humanesque appearance between the various ethnicities the character has tasted the blood of, as well as being able to switch that form’s apparent sex.
:: Altering the Humanesque form requires five Rounds of Concentration.
:: The Difficulty of perceiving the character for hir true self is (08 + CNV PM + Magnitude [+ Infiltrate Ability Rank if possessed] @ Disguise Rank). This also serves as the form’s CNV score.
:: Humanesque forms always appear a bit wolfish and predatory, or wild and handsome to those more inclined to those qualities. Animals (as well as Qemrin) are not fooled by this ability, however.
This is adapted from my web-published Guild Houses of Blood RPG (was published in a T&T e-zine, altered for T&T 5) set on Aqmlk, Urutsk's red neighbour.
I have been editing the text to be current with the UWoM rules, saving loads of time on things I need to include, such as several magic systems and spells, and a much larger Gear, Armour, and Arms selection.
:: Another addition I am debating, are Edges, which may take a much more intensive cost (instead of a character gaining a Magnitude/Level), but I am still undecided and could use your input.
---
Half-Abbekqorru are alchemically created hybrids of the starfaring Bear-wolf-like humanoid creatures which the party has had a few dealings with,or news of, and humans.
Humanesque | 02/+01_ | This Edge allows the character to take on a surprisingly human-like appearance for (½ Cumulative Magnitude) Hours each 24 Hours. At Magnitude 10, the character may stay in Humanesque form indefinitely.
:: The time may be split between several transformations.
:: It takes one Turn to transform between forms, during which the character is largely helpless (all Attribute Scores temporarily reduced to 02).
:: Taking the second Rank of this ability allows the character to alter their Humanesque appearance between the various ethnicities the character has tasted the blood of, as well as being able to switch that form’s apparent sex.
:: Altering the Humanesque form requires five Rounds of Concentration.
:: The Difficulty of perceiving the character for hir true self is (08 + CNV PM + Magnitude [+ Infiltrate Ability Rank if possessed] @ Disguise Rank). This also serves as the form’s CNV score.
:: Humanesque forms always appear a bit wolfish and predatory, or wild and handsome to those more inclined to those qualities. Animals (as well as Qemrin) are not fooled by this ability, however.
Wednesday, January 20, 2010
[RPG] UWoM Blood Magic-
Hi,
I am starting to weigh the pro's and con's of various magic systems I have created over the past ten years, and am currently trying to retain the most D&D-friendly, while still Urutskan, system for the game.
Blood Magic can be blamed directly on Groakes (a subscriber here and a friend from Mike's Moorcock's Miscellany site) when he gave the extant .pdf version a whirl and created a character and a critter, and fought a sample battle.
--It was just the kick in the seat that I needed to solidify the setting's unique qualities, and so I am trying my best to make it my best effort.
So far, I have tentatively rejected my d6 constructive die pool method, due to recent development on my Spectral Index (semi-unified-mechanic colour chart abomination) which operates on an index of one of 16 ratings with a 2d12 roll in place of the flat d100 rolls I had been using.
--Both have their strengths, but I think the 2d12 is fastest and most D&D-friendly, which actually does matter to me. Since both contain the same Colour Logic, it really is simply a matter of design aesthetics.
What I can tell you so far is that the Magic system will be based on pairings of the Sanguine Elements and one of the six character Abilities (Conviction, Agility, Fighting, etc.) in a manner similar to Ars Magica or the slightly pared-down version found in the ultra-rare Lords of Fantasy rpg from the '90's, in which a magicker would combine, let's say, Create and Air to do something defined by what Create entails, and what Air is and can do. However, tying it to the sixteen Sanguine Elements and pairing them with the six Abilities will give a bit more internal consistency to the system's outlook on the setting.
Players of all characters would define six Blood Magics for each character that further their particular character's idiom (perhaps through Tags like, 'grizzled veteran' or something vaguely 'Narrativistic') while providing lateral development potential more than increasing one's rating in any of the six apart from 'super-powers' or the like in the Latter Autumn era.
--This would then reduce the frequency of dedicated magickers ubiquitous in other RPGs.
However, this then diminishes the connection to canned spell lists and the like, which certainly have a lot going for them.
--Hmm.
I know that some of you are decidedly interested in an UWoM that is most-compatible with D&D and the simulaclones of late, while others (Groakes, and perhaps also Rob Kuntz at this point) are more inclined to have UWoM be true to its milieu rather than attempting to shoehorn it into an ill-fitting mould. My own inclination is, of course, a happy medium between the two.
Comments, requests, thoughts?
I am starting to weigh the pro's and con's of various magic systems I have created over the past ten years, and am currently trying to retain the most D&D-friendly, while still Urutskan, system for the game.
Blood Magic can be blamed directly on Groakes (a subscriber here and a friend from Mike's Moorcock's Miscellany site) when he gave the extant .pdf version a whirl and created a character and a critter, and fought a sample battle.
--It was just the kick in the seat that I needed to solidify the setting's unique qualities, and so I am trying my best to make it my best effort.
So far, I have tentatively rejected my d6 constructive die pool method, due to recent development on my Spectral Index (semi-unified-mechanic colour chart abomination) which operates on an index of one of 16 ratings with a 2d12 roll in place of the flat d100 rolls I had been using.
--Both have their strengths, but I think the 2d12 is fastest and most D&D-friendly, which actually does matter to me. Since both contain the same Colour Logic, it really is simply a matter of design aesthetics.
What I can tell you so far is that the Magic system will be based on pairings of the Sanguine Elements and one of the six character Abilities (Conviction, Agility, Fighting, etc.) in a manner similar to Ars Magica or the slightly pared-down version found in the ultra-rare Lords of Fantasy rpg from the '90's, in which a magicker would combine, let's say, Create and Air to do something defined by what Create entails, and what Air is and can do. However, tying it to the sixteen Sanguine Elements and pairing them with the six Abilities will give a bit more internal consistency to the system's outlook on the setting.
Players of all characters would define six Blood Magics for each character that further their particular character's idiom (perhaps through Tags like, 'grizzled veteran' or something vaguely 'Narrativistic') while providing lateral development potential more than increasing one's rating in any of the six apart from 'super-powers' or the like in the Latter Autumn era.
--This would then reduce the frequency of dedicated magickers ubiquitous in other RPGs.
However, this then diminishes the connection to canned spell lists and the like, which certainly have a lot going for them.
--Hmm.
I know that some of you are decidedly interested in an UWoM that is most-compatible with D&D and the simulaclones of late, while others (Groakes, and perhaps also Rob Kuntz at this point) are more inclined to have UWoM be true to its milieu rather than attempting to shoehorn it into an ill-fitting mould. My own inclination is, of course, a happy medium between the two.
Comments, requests, thoughts?
Tuesday, January 19, 2010
An old Tunnels and Trolls character of mine...-
This game was run by my dear friend, Brian Penn, using the Minarian setting of the old TSR boardgame, Divine Right, although using his heavily house-ruled Tunnels & Trolls setup.
---
NAME: H'Yuz Almshare Ki Taanvaaq're
|>Subtlestly Wrought Power, I Proceed from Spirit, a Sylph, not of this earth, but of the Highest Ever-Wise Glory, and dispatched as [His] angel<|
6'8"; female; elf; ash-wood white skin; dark purple hair; grey-blue left eye, right eye: leather patch; thin, cold lips; somewhat disingenuous smile; Piercing gaze. Lean and wiry build.
Taanvaaq is an amazonian elven woman draped in a mottled green tunic with matching breeches. Wears mottled green leather armour; armed with a sword-breaker, and a battered scimitar. An outcast among Elves of Neuss for deviant behavior, Taanvaaq was unable to complete her Wiccan initiations, and now wanders the outlands. Prone to interest in Gunnes and Alchemy rather than vernal traipsings, Taanvaaq blew-up a powder keg she found off a frequently traveled road through the nearby glade. A child was injured, losing her hearing, and Taanvaaq was cast out. She then entered less isolated lands, and began to interact with other kindred. She has heard many snide remarks regarding Elves, and so she has become the opposite. Gregarious, not-overly witty, and has gone out of her way to befriend any willing Dwarf she has met. She has a great love of the outdoors, but is equally delighted with tools and chemicals. Her main goal [was] to become an accomplished Gunnes user, Gunnesmith, as well as an Alchemist. After a very costly trek through the Goblin Mountains, Taanvaaq pursued a warlock who had been supplying the goblins, hobgoblins, and other dark kin with weapons, armour, and bare supplies. As he had been the impetous for the killing in the mountains, Taanvaaq spared no effort in avenging the blood of her lovers and friends.
She pursued him into the Eastern Lands, from whence he hailed, and after slaying him in a filthy alley, discovered that he was an official to the Great King. Now with a bounty upon her head, and Immerian charges of dissertation, and possibly murder, she has made refuge in the province of Anatom.
Most recently, she founded the Order of the Blood Star, serving the king of Anatnom to search out the goblin hordes that are infiltrating the walled, mountain pass city.
---
Taanvaaq finally overcame an anti-magical curse that had befallen Anatnom which would have prevented the mystical device, the Dawn Star, from shining over Anatnom and exposing her infiltrators and enemies, had she not succeeded in empowering it through her self-sacrifice.
I later had her appear as a minor divinity who helped those who love the land, but Taanvaaq always had a frightful wild side, and this manifested in a great likelihood of her slaying her petitioner if the cause was unjust or duplicitous.
She is a bitter-sweet character to Brian, due to her suicide through which her blood was used to cast a 'wish'/'prayer' to let the watery blood-red light shine in the darkness --a recurring theme as readers of this blog may have noted.
--To me, she was my only successful player character in nearly thirty years of gaming, insofar that she accomplished her goal.
Her name, and that of her created Magicked weapons, are derived from the Vrun language.
---
NAME: H'Yuz Almshare Ki Taanvaaq're
6'8"; female; elf; ash-wood white skin; dark purple hair; grey-blue left eye, right eye: leather patch; thin, cold lips; somewhat disingenuous smile; Piercing gaze. Lean and wiry build.
Taanvaaq is an amazonian elven woman draped in a mottled green tunic with matching breeches. Wears mottled green leather armour; armed with a sword-breaker, and a battered scimitar. An outcast among Elves of Neuss for deviant behavior, Taanvaaq was unable to complete her Wiccan initiations, and now wanders the outlands. Prone to interest in Gunnes and Alchemy rather than vernal traipsings, Taanvaaq blew-up a powder keg she found off a frequently traveled road through the nearby glade. A child was injured, losing her hearing, and Taanvaaq was cast out. She then entered less isolated lands, and began to interact with other kindred. She has heard many snide remarks regarding Elves, and so she has become the opposite. Gregarious, not-overly witty, and has gone out of her way to befriend any willing Dwarf she has met. She has a great love of the outdoors, but is equally delighted with tools and chemicals. Her main goal [was] to become an accomplished Gunnes user, Gunnesmith, as well as an Alchemist. After a very costly trek through the Goblin Mountains, Taanvaaq pursued a warlock who had been supplying the goblins, hobgoblins, and other dark kin with weapons, armour, and bare supplies. As he had been the impetous for the killing in the mountains, Taanvaaq spared no effort in avenging the blood of her lovers and friends.
Taanvaaq launched herself off Djaks and scrambled for a few yards on all fours. By the time she had her footing, she leapt over a fallen tree and did not miss a step upon landing; leaves scattered behind her.
By raven wing I speed my flight; by wheeling hawk I learn to fight; by moon above to give me light; I pass unhindered through the night; to taste the blood of my foe's life; by fire, water, earth and sky lead me through in the Maker's might!
But to others her chant was a ravening howl that receeded into the darkness.
She pursued him into the Eastern Lands, from whence he hailed, and after slaying him in a filthy alley, discovered that he was an official to the Great King. Now with a bounty upon her head, and Immerian charges of dissertation, and possibly murder, she has made refuge in the province of Anatom.
Most recently, she founded the Order of the Blood Star, serving the king of Anatnom to search out the goblin hordes that are infiltrating the walled, mountain pass city.
---
Taanvaaq finally overcame an anti-magical curse that had befallen Anatnom which would have prevented the mystical device, the Dawn Star, from shining over Anatnom and exposing her infiltrators and enemies, had she not succeeded in empowering it through her self-sacrifice.
I later had her appear as a minor divinity who helped those who love the land, but Taanvaaq always had a frightful wild side, and this manifested in a great likelihood of her slaying her petitioner if the cause was unjust or duplicitous.
She is a bitter-sweet character to Brian, due to her suicide through which her blood was used to cast a 'wish'/'prayer' to let the watery blood-red light shine in the darkness --a recurring theme as readers of this blog may have noted.
--To me, she was my only successful player character in nearly thirty years of gaming, insofar that she accomplished her goal.
Her name, and that of her created Magicked weapons, are derived from the Vrun language.
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