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by Auropa » Tue Mar 26, 2019 4:10 am
by Finland SSR » Tue Mar 26, 2019 6:00 am
Auropa wrote:OOC- finally got around to putting that city app up. Though I didn't have time to properly look it over so feel free to let me know if anything seems wrong or should be changed!
by New Antonalia » Tue Mar 26, 2019 8:21 am
by Absolon-7 » Tue Mar 26, 2019 1:29 pm
by Finland SSR » Tue Mar 26, 2019 2:50 pm
Spellblade: Dido's heroic boon allows her to imbue weapons she wields with magical energy, granting them increased striking strength and speed, as well as a recognizable dark red glow. The Blue Cloak upgrade to her boon also grants Dido the ability to manifest the magical energy in her weaponry as a physical construct, extending their length or width at will.
- Black Lightning Wisp: Dido's symbiotic wisp, which she has dubbed Aeneas, is a Black Lightning wisp, and allows her to channel black lightning, an electric current of darker, more destructive and detrimental nature than its normal state.
- Electric Weaponry: Dido's wisp is able to imbue her already magically enhanced weapons with an electric current, zapping and shocking opponents upon touching flesh.
- Spirit Discharge: A variant of the universal Spirit Spitfire ability, it allows Dido's wisp to release a wave of sparking, destructive magical-electric energy rolling across the battlefield.
- Flaming Falcon Style: Dido is trained in the Flaming Falcon style, a Dark Elf swordfighting art emphasizing unstoppable offense and superior mobility to constantly keep the opponent on edge. The Flaming Falcon Style dismisses the combat value of shields and armor and instead has an affinity towards dual swordwielding, as well as light, single-edged weaponry for maximized cutting power.
- Anti-Magic: Much like all elves, Dido is weak to weapons and curses employing anti-magic due to her innate Wisp connection.
- Wisp Recharge: Dido's wisp, Aeneas, is not an infinite source of power, using its powers is very draining on vitality and using it too much leaves it inactive for a time before it naturally recharges its strength.
- Imprecision: The Spirit Discharge is even more inaccurate than the usual Spirit Spitfire ability, practically being a discharge of magical-electric energy all around her, and is thus pretty much useless unless you are at point blank range to to the opponent.
- Attack! Attack! Attack!: The Flaming Falcon style emphasizes offense and mobility over defense and Dido thus relies upon them in battle - which leaves her as a frail glass cannon which, if the battle is not going her way and her opponent has the clear upper hand, is not bound to last very long.
- Light Leather Costume + Cape
- Dual Steel Falchions
- Dual Steel Daggers
- Adventurer's Kit - bedsheet, replacement clothes, water pouch, some rations, flint and steel
by Auropa » Tue Mar 26, 2019 3:20 pm
Finland SSR wrote:Are the Janissaries like real Janissaries? (i.e. children kidnapped and enslaved to serve as loyal soldiers)
by Absolon-7 » Tue Mar 26, 2019 11:22 pm
Auropa wrote:City App
Absolon-7 wrote:Group Name: Solfataran Elves (Dark Elves)
Finland SSR wrote:Name: Dido Ricine
by Union Princes » Thu Mar 28, 2019 7:19 pm
- [Screens]: Romilda has access to creating flashbombs that both blinds and disorients enemies with its bright light and smoke.
- [To the Front]:Her arms and armor has been blessed by holy runes and prayers that grant increased durability and cutting power.
- Sacrifices speed in exchange for protection and damage output.
- Inexperienced in creating protection against black magic and hexes
- Her proficiency in two-handed weapons and polearms makes her ill suited in tight spaces
- Longsword
- Knife
- Armor and weapon repair kit
- Medical herbs
- Torch
- Armor as seen in the pic. (Chainmail and plate)
by Absolon-7 » Fri Mar 29, 2019 1:04 pm
Union Princes wrote:Name: Romilda Schaus
by Finland SSR » Fri Mar 29, 2019 1:40 pm
1 Ducat (D) = 24 Grossi (G)
1 Grossi (G) = 32 Piccoli (P)
Item | Price |
Alcohol | |
Wine (1 gallon, cheapest) | 1 D 12 G |
Wine (1 gallon, highest quality) | 4 D |
Ale (1 gallon, second-rate) | 7 G |
Ale (1 gallon, first-rate) | 10 G |
Beer (1 gallon, good quality) | 1 D 15 G |
Foodstuffs | |
Dried Fruit (eg raisins, dates, figs, prunes), one pound | 10-40 G |
Spices (cinnamon, cloves, mace, pepper, sugar, etc), one pound | 5-15 D |
Two dozen eggs | 10 G |
Cheese, one pound | 5 G |
Oats, one gallon | 1 D 8 G |
A day's meal for one (second-rate) | 1 D 5 G |
A day's meal for one (highest quality) | 2 D 20 G |
Item | Price |
Rent (monthly) | |
Cheapest cottages available | 2 D |
Average house/inn/hotel | 8 D |
High quality accommodation (wealthy inn or hotel) | 192 D |
Most prestigious accommodation available, with services | 600 D |
Dwelling purchase | |
Cheap wooden cottage | 200 D |
Standard urban housing (e.g. a craftsman's house) | 960 D |
Two story house with courtyard | 8640 D |
Item | Price |
Clothing | |
Full fashionable gown | 960 D and upwards |
Linen chemise | 3 D 5 G |
Shoes | 2 D 10 G |
Full woolen garment | 14 D 10 G |
Full fur-lined garment | 32 D |
High-quality woolen hat | 4 D |
Peasant tunic | 1 D |
Armor | |
Full mail armor | 480 D |
Full plate armor | 800 D |
High-quality cuirass (torso armor) | 192 D |
Cost of full armor set repair | 12 D |
Weapons and etc. | |
Cheap steel sword | 2 D 10 G |
Battle axe | 2 D |
Cheap Elven bow + 16 arrows | 5 D |
War horse | 480 D |
Swordfighting instructor (per month) | 40 D |
by Absolon-7 » Fri Mar 29, 2019 2:23 pm
Finland SSR wrote:The Velathiri Prices Index
by Absolon-7 » Fri Mar 29, 2019 2:39 pm
by Absolon-7 » Fri Mar 29, 2019 2:40 pm
by Finland SSR » Fri Mar 29, 2019 2:54 pm
by Segral » Fri Mar 29, 2019 6:51 pm
A Brief History of Spice Trade in the Southern Regions
Chapter XVII of "Analysis of the Economic Trade Between Civilizations" by Abraham O. R. Tellius
by Absolon-7 » Fri Mar 29, 2019 8:09 pm
Segral wrote:[box]A Brief History of Spice Trade in the Southern Regions
by Adunu » Fri Mar 29, 2019 10:01 pm
- [Superior Physical Condition:]: Skarhide is notably larger and stronger than his peers, giving him a massive advantage in savage orc tribal politics - in which orcs will typically listen to the biggest, meanest and strongest orc.
- [Supreme Fighter]: Skarhide knows only war and combat, having been trained from birth and his dozens of pit duels to be an efficient melee fighter.
- [Refined Thrower]: The average orc can accurately hit a target with a javelin from 250-300 meters away, with the javelin travelling at a speed of 50 m/s or 180 km/h. However, an experienced orc can hit their target from 300-350 meters away with the javelin travelling at a speed of 55 m/s or 200 km/h. Pair this data with Skarhide's strength and javelin skills, he is able to chuck a javelin at 61 m/s, or 220 km/h.
- [Proficient Archer]: While Skarhide specializes in melee combat, he can fire a bow with a draw weight of 500 pounds, and is able to accurately hit targets at a range of 700 meters.
- [Seasoned Soldier, Veterancy]: Skarhide knows only war, and - like all savage orcs - is accustomed to the battlefield and it's horrors.
- No Comprehension of the Arcane
- Tendency go into a battle frenzy, severely reducing his ability to think and often times getting him into a bad situation.
- Death Before Dishonor - Skarhide will often refuse to back down from a fight, even if the situation is grim and he has little-to-no chance of winning.
- [Heavy Black Armor:] Heavy chain mail and scrap metal armor set cobbled together by the tribe's finest 'Forgaz'.
- [Da Basha:] A large mace Skarhide uses when a blunt weapon is required.
- [Da Gnawa':] A menacingly large axe Skarhide uses against opponents with little armor.
- [Throwey Spears(10x):] A set of javelins.
- [Pookey:] A pack mule that carries the equipment Skarhide doesn't have on him.
- [Da Long Range Killa':] A long ranged bow that Skarhide keeps on Pookey when he does not have it equipped. It has a draw weight of 500 pounds, and an effective range of 800 meters.
- [Arrows(20x):] Crude Bodkin arrows used against armored targets
- [Arrows(20x):] Crude Broadhead arrows used against unarmored targets
- Superior Physiology: Savage Orcs are genetically stronger compared to other races
- Resilient: Savage Orcs generally have high damage tolerance.
Innate Weaknesses:
- Hilariously Low Intelligence: Most savage orcs are have low intelligence, with very few being able to be called even remotely intelligent. This is worse in savage orcs ruled by a Shaman.
- Bloodlust: Cultural trait that generally causes division among Orc societies
by Absolon-7 » Sat Mar 30, 2019 7:29 pm
Notable NPCs around the Paean Legion Velathri HQ
by Turmenista » Sat Mar 30, 2019 8:47 pm
Documentation of the Rise & Fall of The Blight
Chapter XXX — "Fallowmire and The Final Wars" by Dain Ironfoot
by Turmenista » Sat Mar 30, 2019 11:04 pm
Thatcher Damned-I-Be-If-I-Hath-Been-Despoiled-By-Thou Thunderchief XI is the eleventh son of Silas Until-The-Gods-Hadst-Blessed-Me-Thou-Hadst-Been-Bloodied-On-The-Mill Thunderchief, and is a member of the extensive Thunderchief family, a clan that had produced many great fighters, engineers, and intellectuals with similar hard-to-pronounce names in its prime. However, as of late, the Thunderchiefs had garnered themselves a reputation of not noble warriors and heroes...but bankers, much to Thatcher's chagrin. Thatcher's father—and his father's father, and his father's father, all had begun this streak of banking and were evidently good at it, turning Darkwood, their small village in the Western Heartlands, into a bustling trade and banking hub in only 50 years. However, Thatcher wasn't willing to follow in his father and grandfather's footsteps with something as boring as banking—no. He wanted to see the world for himself outside of Darkwood, go on heroic adventures and quests and garner himself some good old clout through his epic journeys.
As soon as he was old enough to do so, he took a sizable amount of Ducats from his own savings (as well as some of his Father's) and journeyed out into the world, learning the way of the swordsman, gentleman, and, most strange of all, alchemist. It seemed the young Thatcher had found that he had a natural affinity to science and alchemy, barring what little he was taught of what otherwise amounted to a foolish pseudoscience back at Darkwood. Coincidentally, he happened to come across the Grand Republic of Nur, a center well-known throughout Anthem for its status as a commercial hub, and—perhaps more famously, one of the few places that actively uses the mysterious gunpowder in war. Thus, Nur made for the perfect spot for alchemists like Thatcher to learn the craft, coaxing the young Thatcher to move into the city and pay big money to learn all about alchemy, potion-brewing, and bomb-making, while also turning a profit and teaching those who were less-endowed the same craft—just in his style. It was during his time in Nur that Thatcher would extensively work with explosives and later "perfect" many of his ingenious creations he still uses today, such as combining gunpowder and explosives with potions to make a horrific potion-bomb hybrid. This was also when he coined his signature "Lycanmiran Fire": a deadly incendiary weapon made up of a complex concoction of gunpowder and a thick, black oil found in the Southern Desert called Ichor. Capable of covering things with sticky flames or burning atop the surface of water, Lycanmiran Fire made for a perfect naval weapon that Thatcher even tried selling to the very Lycans he named the product after, who didn't seem interested in his outlandish new weapon.
One day, a cheery young man about Thatcher's age, carrying along a lute and wearing a bright purple cape, came into the alchemist's business, asking if he wanted to go on an adventure as he perused what things he had for sale. Deciding he had nothing else to do, Thatcher closed shop for the day and joined the man, not knowing that a simple one day journey for fun would turn into a weeklong campaign to retake a small settlement in the mountains from a group of goblins with a knack for making fortifications. It took the mysterious man's singing and skill with a fighting style mixed with unpredictable movements and feints (and giant gauntlet), combined with Thatcher's skills with dismantling fortifications and clever use of potions and bombs, to rescue denizens of the settlement from the goblins. The newly-liberated people turned out to be Leporid beastfolk, like Thatcher, who dubbed both men "Earls of the Warren" in honor of their selfless actions. The man introduced himself as Barnabus the Bard, a purple cloak of the Paean Legion who offered to mentor the alchemist and recruit him to the Legion as a Legionnaire. Thatcher gladly took the opportunity and became a red cloak under Barnabus, the two becoming great friends with one another ever since.
Under Barnabus's wisdom, Earl Thatcher would refine his skills in combat and earn his Heroic Boon to transmutate raw materials into refined materials, useful for his role as an alchemist. He'd put his skills to the test as a sort of unofficial alchemist for the Legion, taking up as many leadership opportunities as he could do so while being a red cloak. All the while, Thatcher and Barnabus would embark on many missions and adventures together, defeating powerful foes and seeing bizarre wonders of the world. Eventually, though, Thatcher's curiosity with explosives and stubborn antics would get the better of him while he was testing a new contraption of his, a trap comprised of a dwarven blast charge and a rather sensitive pressure plate. The weapon would be accidentally set off by its own creator, blowing part of his left leg clean off in the ensuing explosion. While the injury was grisly, it was nothing that the healers at the Paean Legion could fix. Sadly, the same could not be said for his missing left leg. Barnabus returned to find his best friend in that terrible condition, offering him an unusual item, a dwarven prosthetic leg, which he had salvaged in one of his adventures. But by that time, the physical and emotional damage dealt to Thatcher was too great. Depressed and demoralized, he retired early from his Legionnaire duties and became a recluse, taking up a position as a part time Quartermaster and full-time alchemist for the Paean Legion HQ in Velathri, where his services were needed most. Although he underwent intensive physical therapy following the accident and was in full walking condition, it seemed as if his days of pursuing his goals of a legendary hero were over.
It seemed as if an incalculable number of years had passed since that fateful day, Thatcher growing older by each passing year. On one regular day, Thatcher received word of the sudden and horrific death of his friend. Barnabus the Bard was on a regular contract to investigate a dragon sighting at the abandoned Castle Talon in the Western Heartlands, when he was brutally ambushed and slain by an unknown assailant. His prized lute was cruelly smashed in two, his titular gauntlet and what little cash he had stolen as the killer was nowhere to be found. The only other things that the Legion knew Barnabus carried were two doodle-covered maps, both of which placed an emphasis on a mythical city known as "Fallowmire" in the Southern Desert and Bog, and one of which was missing.
Stricken with grief and anger, and determined to find the murderer of his best friend and their relation to the mythical city of Fallowmire, Thatcher immediately exited his retirement to join back into the ranks of the Paean Legion. Over the next two years as an out-of-retirement red cloak, Thatcher found that his refinement of his alchemy abilities during his hiatus proved to be an important tool in accelerating him to the rank of blue cloak, where he gained an upgraded form of his Heroic Boon that specifically related to his affinity with explosives and bombs. Vengeful as ever and dismissing his senility to the youngsters of the Legion, Earl Thatcher had effectively re-asserted his status in the Paean Legion as an older, wiser, and at times unhinged Legionnaire, ever determined to find whoever killed his best friend and bring him to justice by any means necessary, even if it meant someday crawling to a city that, effectively, did not exist. All for revenge.
- Shine on Crazy Diamond: Allows the alchemist to transmutate "petty materials" (raw materials) into refined ones, like iron into steel, useful for bomb-making.
- Shine on; Grade Two: The upgraded version of this boon gained from Earl Thatcher's Blue Cloak ranking, this allows for the transmutation of some small objects (or small animals, like mice) into potion-bombs..how it would be useful is unknown.
- [Beastman]: Thatcher's Leporid qualities are readily evident in his quick speed and superior agility, as well as his impressive jump height, as he is still able to scale small walls despite his old age. He is also an experienced tunneler and entrencher, provided he is given a shovel to work with.
- [Hohohohum! I'm the Mad Alchemist]: Thatcher is highly skilled in the art of alchemy, using it to transmogrify materials for various uses, such as creating throwable potions, making potent poisons and acids, and, most notably, creating explosives. His skills also give him minor experience as a blacksmith in transmogrifying and manipulating metals using science, as well as in creating restoration potions for his allies.
- [Sapper/Demolitions Man]: Earl Thatcher specializes in destroying things, especially large things. Primarily, this is done through the use of acids and explosives, but especially the latter. Thatcher has a strange fixation for explosives and knows where to place them on important structural positions of fortifications in order to bring the entire house down. He also is capable of placing traps that can kill, maim, or simply cause a large amount of boom when they go off to hurt large things...or just go overkill on smaller ones. He also has made himself out to be a sort of "alchemist-grenadier," throwing potion-bombs and poisons at his opponents and assist potions at his allies, as well as throwing insults at his opponents. Of course, this specialty does come with its drawbacks.
- Earl Thatcher is rather average when it comes to physical strength, and doesn't have anything larger than a spade to protect himself.
- Earl Thatcher isn't a master when it comes to fighting in the conventional sense—he's about as average as any trained sword fighter will get with one-handed and two handed weapons as per his Legion training—instead relying on his alchemy abilities in transmogrifying objects and tossing potions and bombs to gain the upper hand in combat, as well as his superior mobility. He's most vulnerable in close quarter combat.
- Thatcher's old age means he is distracted quite easily by trivial things, and, of course, he is not in his physical prime. Along with his regular aging, setting off so many explosives without ear protection in his time has taken an additional toll on his once-great hearing, making it harder for him to hear quiet noises.
- The majority of Earl Thatcher's potion-bombs and regular bombs have a large blast radius, meaning they have the potential to damage their user and friendlies alike when in large, enclosed areas. All of them are also very loud, destroying any chances for stealth.
- [Clothes/Armor]: Over his working clothes, Thatcher wears an ornate steel cuirass and potion belt for holding potions, as well as his blue cape behind his back. A flint and steel striker tool is also attached to a chain on his curiass, should he need to light a fuse or something else on fire at any moment.
- [5x Heal Potion Bottles]: These potions, when they come into contact with whoever it is thrown at, will result in the target being healed of minor injuries. It should be noted that the healing process can be administered via drinking the potion, but throwing it at someone and dousing them in the healing potion has an identical effect.
- [5x Lycanmiran Fire]: These incendiary explosives are composed of a viscous, highly flammable oil called Ichor that has the ability to explode and ignite on contact with whatever it shatters upon, painting whatever was hit by the oil in sticky "liquid fire." It is capable of burning on the surface of water, but can be taken out by another contact with water or any other regular fire extinguishing means. If he is low on Lycanmiran Fire, Thatcher can either make more on the fly, or transmogrify something small into a bomb.
- [10x Empty Potion Bottles]: Self-explanatory. Useful for making potion-bombs or regular thrown potions, or serving as impromptu water containers.
- [1x Medium Rucksack]: Earl Thatcher carries along with him a medium rucksack that carries all of his survival necessities, a bedroll, and a canteen, as well as practical items for alchemy and gunpowder for making bombs on the fly...why he carries gunpowder in this pack is unknown.
- [1x Prosthetic Leg]: That's what you get for messing with explosives. This prosthetic leg is a dwarven creation fitted on the missing part of Earl Thatcher's left leg that is still capable of all degrees of normal motion, and can give the user added power to their sprints or jumps..but it just sucks to have it for PR and serves to give him bad memories.
- [1x Blast Charges]: These Dwarven satchel charges are multi-use, intended for serving as traps, setting off or destroying existing ones, and blowing really big fucking holes in fortified positions. In summation, they are rather expensive to produce, costly to use, and, above all, dangerous to use. It is primarily comprised of a copious amount of mining-grade explosives, small gears and mechanisms, and other substances bundled together, and is carried in a device similar to a messenger bag. The charge may be activated by pressure plate—at which point it becomes an improvised trap. Other means of activation include a dwarven clock timer, regular fuse, or pull igniter. Making these sort of things is an expensive and time-consuming process, so these charges are used sparingly.
- [Sharpened Spade]: For when you really need something for close encounters, a folding spade sharpened to the point where it is practically a blade will work. This wacky contraption is a hybrid between a conventional spade and polearm for portability, its metal end sharpened to such a degree that it is practically a sword. It still works great as the tool it was originally intended to be. However, Earl Thatcher is only an average polearm fighter, so this weapon is used only to stave off enemies or keep them at bay—not for frontline combat.
by The Imperial Warglorian Empire » Sat Mar 30, 2019 11:42 pm
by Turmenista » Mon Apr 01, 2019 4:46 pm
Turmenista wrote:Name: Earl of the Warren Thatcher Damned-I-Be-If-I-Hath-Been-Despoiled-By-Thou Thunderchief XI; Earl Thatcher
by Praeceps » Mon Apr 01, 2019 8:14 pm
- Phyoul Magic: Phyoul Magic uses body parts/energy from others and/or the practitioner to affect others and/or the practitioner, eg. changing skin/hair/eye colour, body shape, changing what the eyes see, the nose smells, the ears hear, etc.
- Education: Was taught how to read and write as well as proper manners by the Sisters.
- Cooking: Learned how to cook at her time working at the inn.
- Basic Knife Skills: Knows how to use a kitchen knife not just to cook but also in fights.
- Runner: A strong runner from her childhood and running away from Thapsus to Velathri.
- Phyoul Magic requires materials to be effective, in the absence of such, the practitioner is able to use their own blood/energy but will be drained by such use.
- Lack of combat experience
- Untrained with use of weapons
- Physically weak
- Immature
- Normal clothes
- Ten ducats
- A long kitchen knife: Not used for cooking.
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