Fate is the strongest force in this world.
Those who would deny it, will know no mercy...
Intro Chapter: Memories of ImpermanenceIn the Central Shrine of the Kundaline Temple...Sisreenta floats serenely (or so it would appear), trying to find for herself, the state of deep meditation that the others said came so easily to them.
She can feel the presence of the other Octomen Monks in the temple. Were it not for the beating of their overlarge hearts pulsing through the water, they would barely seem alive at all.
She knew why she was here...the others, could not understand her. Her words fell dead in the water. Her family sent her away, to the ruins of the Temple of 'Kundalani'-the Temple of Fire and Ice. It was said that even the most tempestuous or frigid soul could be settled here, balanced, made harmonious. Of course, there's not much of the Temple left, these days-the beautiful murals of the ancestor on the walls, were defaced with the invading Merman tridents, the gems and ornate statues that used to adorn her halls torn rudely from their pedestals, more loot for the Empire...
Try as she might, Sisreenta cannot join the Monks, cannot comprehend what they see and hear...perhaps, she does not want to.
Naturally, Brother Gahan read her thoughts easily. He was the only Monk who had even talked to Sisreenta directly-even though it sometimes seemed to pain him to leave his meditations to do so, he never hesitated.
She heard his voice-not with her ears-but with the low grade telepathy that all sentient sea creatures enjoyed.
"...Sisreenta. What troubles you, child?" He asked, kindly.
Race/Subrace: Octoman Wanderer
Attack Type: Magic
Defense Type: Evasion
Tactic Type: Hybrid
Armor: (Emeraldin Robes) Tier 0
Weaponry: (Walking Staff) Tier 0
HP: 100% ()()()()()()()()()()
-Items-
Equipped:
Walking Staff/Two-Handed Melee Weapon. The gift to all Octomen who begin their wandering, it is much as prop for the long road as it is a weapon.
Emeraldin Robe/Armor. The traditional clothing favored by Octomen monks, woven from sea grass, tough and durable. Allows great freedom of movement in battle.
Pack:
None
Skills:
+20 resistance Vs Mental/Fear/Illusion/Morale effects
+20 to Ocean Lore Rolls
+10 against Ward Defense
Ability:
Ink Cloud ~Ready~
Effects: Enemies in range hit take 25% Combat mod penalty-can be used as an attack or a defense. Octomen are immune to the effects.
Applies Blind and Stun
Extract (Octoman Ink)
1 Turn duration, 3 turn cooldown
Target/Enemy
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In the small town of Ogoshrap...Orkatt sat aside his Mother, on the floor of their home.
They were mending nets and speaking of the no doubt beautiful tides to come. It had been a peaceful morning-and, though he might dislike such tedious work, merely being with your Mother-in love and comfort-is joy enough for a young child in this cold, hard world.
His father is just outside, teaching his brother to wield the first spear-he's doing quite good. While he can't 'hear' them, he is intrinscally linked to them, mind, body and soul. Orkatt shares in his fathers pride, and his brothers joy, at showcasing his newfound skills. For a moment, all is well...for just this moment.
Look upon this scene, and lament. This is one of the treasured memories Orkatt holds dear, even to this day. For, it's one of the last.
And all good things must come to an end.
He hears the horns before the attack-magically enchanted to burrow into the minds of every being within miles. To the mind, they sound loud, and Orkatt reflexively covers his ears. Now, Orkatt feels the sick fear permeating not only through his mother and father, but the entire town. But, there is also defiance-a mad, dreadful thing.
Orkatt is told to hide, of course-but, he wants to fight. He feels...anger. Like he's never felt before. How dare they? This is his home! Naturally, only the need to care for his younger brother keeps him back. Surely, Mother and Father will defeat these Mermen invaders. Yes, for a moment, a childs heart believes it so. His father grabs his spear from the mantle, and his Mother does the same. They smile, and head out, hand in hand. Orkatt will never see either of them alive again.
When he gathers enough bravery to look out the window, though, even he knows the battle was over before it was begun. The Mermen legion advances in a massive sphere of shields and longspears, like a Pufferfish. The Sharkmen have no fear. They charge...and they fall. Eventually, they all fall. He cannot suppress a cheer as the blood enraged villagers tear through a shield wall and slaughter the packed Mer within...but, no matter how many Mermen they kill, there is always more. Eventually, they are overwhelmed. But they never retreat-no, not a single one. The Sharkmen die with whatever honor is left to them.
But, they still die.
Orkatt turns away from the massacre, unable to bear the sight. He hears the trumpets blare once again (and he'll hear them in his dreams forever after). His brother looks at him stark black eyes, and he can feel his fear. They are coming. What does he do now?
He might just have time to grab a weapon...but it might be smarter to flee with his brother while he still can...many choices, little time.
Race: Sharkman
Attack Type: Physical
Defense Type: Evasion
Tactic Type: Hybrid
Armor: (Skin) Tier 0
Weaponry: (Claws) Tier 0
HP: 130% ()()()()()()()()()()()()()
-Items-
Equipped:
None
Pack:
None
Skills:
+20 resistance Vs Poison/Disease/Wound effects etc
+10 against Ranged Tactics
+3 HP Points
Ability:
Blood Frenzy ~Ready~
Effects: +25% Combat Mod
Immunity to Fear, Mental and Morale Effects
Unlimited Turn duration, 1 turn cooldown when ended
Target/Self
~...the Frenzy has not yet awoke in your blood...~
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In the small village of Maturr...Vajatt turned his head skyward.
There is no Darkness here, not today. The Sharkmen who would swarm down upon it were many years away. Today, the people of Maturr give thanks to their many and varied Gods for another fine harvest, another year of safe births, the squalling of newborn children.
None was more celebrated than the young Vajatt-and, none was more hardly worked. His teacher-Taga-slapped him upside the head, chiding him.
"What do you expect to find in the sky, little Vajatt? Do you think the yellow orb overhead holds the answers to all lifes mysteries? Back to your studies, hatchling. You've got a bright future ahead of you...and today, is a very important day."Taja pointed to a selection of objects in front of Vejatt. Odd, he didn't notice them there before...
"Look at these objects. Which one looks the most interesting to you? Pick it up..."Vejatt decided-as he often did-to carefully study, before making his choice.
The first object is a long staff (just about Vajatt size), with the head of a crystal shaped like a pearl. This pearl glows with an inner fire, one that delights him to look upon it, as the flame seems to dance like a living thing.
The second object is a Holy symbol-one every Octoman recognizes, the endless loop of Eternias. It glows with white light...and a voice whispers from within.
The third object is a Siren's Harp...it looks unassuming, but he can sense great power within it. An alluring aura, one that compels him to play...and compels others to listen.
The fourth and last object is the most tawdry of the four. It's a simple moss covered shell necklace. Still, appearances deceive-when Vejatt leans forward, he can hear something, deep within-the fury of the storm, the rage of the waves.
Taja waits patiently, her arms folded, looking upoin young Vejatt with a mixture of awe...and perhaps the barest hint of fear.
Race: Octopusman
Attack Type: Magic
Defense Type: Ward
Tactic: Ranged
Armor: (None) Tier 0
Weaponry: (Fist) Tier 0
HP: 100% ()()()()()()()()()()
-Items-
Equipped:
None
Pack:
None
Skills:
+20 resistance Vs Mental/Fear/Illusion/Morale effects
+20 to Ocean Lore Rolls
+10 against Ward Defense
Ability:
Ink Cloud ~Ready~
Effects: Enemies in range hit take 25% Combat mod penalty-can be used as an attack or a defense. Octomen are immune to the effects.
Applies Blind and Stun
Extract (Octoman Ink)
1 Turn duration, 3 turn cooldown
Target/Enemy
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On the ouskirts of a small town...Vitis inaudibly sighed, looking down upon the meager Sharkman village.
It would be the fifth one today the Legion would attack, and certainly the largest. Not that it would be any real challenge for the legion arrayed about him. No, he calcuated it would hardly take half a day. He could save many lives here, if his mission was a success. Merman lives, anyway.
He was ready. Vitis had trained for this campaign for years, the memory of his parents bodies slowly floating toward the light becoming bitter and hot, until it was poison in his veins.
His squad was the first sent in-not in the front, but in the back...the Legion had used soldiers like him before, to great effect. Without their leaders, the Sharkmen were not disciplined enough to stand against them. Originally Scouts, now used as front line assassins, slaying leaders and commanders-the flash of lightning, before the stroke of thunder.
Vitis has four marks on his arm-four kills. Today, he hoped to gain his fifth. They snuck up on the sleeping city in the shadows of the waves, little more than shades, hidden from the slanting moonlight that came from above.. Their target, the young leader who resided in the clan hall...
Vitis saw the gaps in the defenses, about the same time as his second in command, Iathina, the blue scaled, blue eyed, green haired killer he had come to trust to fight by his side. She looked at him, whispering into his mind. He felt something more, right under the surface...they had become close lately.
"...look at that gap in the patrols, Vitis. We'll have this shark gutted in the hour. In and out, easy as can be. Let's go. We'll be back in time for you to take me to dinner. Finally..." She says, smiling lightly.
Another of his soldier, old Rispus, spoke up with his own experience. Vitis had come to trust the veterans experience.
"...It's a trick. Sharkmen patrol in triplets-that single guard that passes by is just a decoy-he's barely a boy to hold the spear. We need to circle around, find out where they're holed up. Maybe that coral tower over there..."Iathina counters, crossly.
"You're too old to be doing this, Rispus. Daylight's in a few hours, and we need to move now-especially if we're going to get back to the legion camp before the sharks hunt us down. They're already getting the word out, especially with the other ones we hit tonight. I don't care if they're in Triplets or Octuplets, we can take them. Playing it safe is going to get us killed." She finished, shaking her head. Hardly the boasting of an overproud warrior, Iathina is just a shrewd tactician as Rispus.
Rispus doesn't argue, but he does frown. They both look to Vitis for a decision. Of course, ultimately, it's up to him. The burden of command is a heavy one.
Race/Subrace: Merman (Imperial)
Attack Type: Stealth
Defense Type: Evasion
Tactic Type: Melee
Armor: (Mercraft Nautilus Shell Helm/Mail) Tier 0 (+1)
Weaponry: (Blackpearl Dagger) Tier 0 (+1)
HP: 100% ()()()()()()()()()()
-Items-
Equipped:
Mercraft Nautilus Shell Helm and Mail/Armor. The first light set of armor often given to Merman Legionnaires-it typically equips rear line soldiers, captains, spies and scouts. This set is painted dark blue on the top and white on the bottom, camoflouge colors. It has the symbol of the Orca on the breast.
Blackpearl Dagger: One handed Weapon. A weapon designed to kill and to do so unerringly, it's void like surface reflects no light...none at all.
Pack:
None
Skills:
+20 to Diplomacy and Trading rolls
+10 against Evasion Defense
Merperson equipment worn by a Mersperson counts as 1 tier better
Ability:
Gift of Breath ~Ready~
Effects: +10% HP regeneration a turn, stabilizes wounded
Immunity to Inhaled Dangers, Suffocation, etc
3 Turn duration, 3 turn cooldown
Target/Touched, One or Self
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Somewhere in the back-alleys of the Ludus Undercity....Umbraaqua had wandered the streets of Ludus for hours, after finding his home ransacked and parents missing. He had no easy answers, no leads. In all liklihood, they were dead, he knew-but he did not have to accept it, not yet.
They cornered him easily. A strange pair. He faced his strange foes with no fear-if foes they were.
One was like him-dark skinned, pale white eyes that shunned the sunlight. A wretched being, but his head is held proudly, his gaze does not waver. He is a Deep Dweller, and he has chosen to reign in that Hell.
The other was more like this father-a Merman of proud bearing, a thick green beard, carefully tended, piercing blue. He's an Imperial...but, his armor is tarnished and cracked. His spear sundered and reforged many times. This one is a Rebel-not all wish to live under the yoke of the self styled Ruler of the Nine Seas, Empress Circe.
He realizes in a moment, they are not here to kill him...they argue amongst themselves, and Umbraaqua understands both are seeking him. Both want him for themselves.
Umbraaqua hears the sibiliant voice of the Dark One in his mind first.
"You are one seeking revenge. We have heard of tragedy. Very sad...but, perhaps inevitable.
...the Hall of Assassins can accomodate your need for vengeance. As always. Come down, back to the deeps with me. Back with your brothers and sisters. The Empire matters little to us...but, the skills we teach will help you in your goal. Such is our way, as you know."Th proud one raises a hand. He speak solemnly.
"The path of shadow may be your blood, but it is not your destiny, Umbraaqua. Join us-we...are dedicated to ending the abomination that has become our Empire. Blood must be spilled, but we should'nt give up hope yet. We have use of your skills. We need an ally. We...have all lost someone. You will find understanding among us...you may not get vengeance...but, you will get justice."The eyes bore into him, awaiting his decision.
Umbraaque wonders, if he just stepped away-remained independant-would they try to stop him? A slight smile on his face, as he thinks, if they really think they could stop him...
Race/Subrace: Deep Dwelling Merperson
Attack Type: Magic
Defense Type: Evasion
Tactic Type: Melee
Armor: (Mercraft Dolphin Hide Cuirass) Tier 0 (+1)
Weaponry: (Crimson Spellblade) Tier 0 (+1)
HP: 100% ()()()()()()()()()()
-Items-
Equipped:
Mercraft Dolphin Hide Cuirass: Armor. Sleek and silent, Dolphin hide is difficult to work, but produces a fairly good armor-very useful in the depths, where it does not reflect ambient light.
Crimson Spellblade: One handed weapon. The simplest of enchanted weapons, it can cut through most heavy armor with ease.
Pack:
None
Skills:
+20 to Diplomacy and Trading rolls
+10 against Evasion Defense
Merperson equipment worn by a Mersperson counts as 1 tier better
Ability:
Gift of Breath ~Ready~
Effects: +10% HP regeneration a turn, stabilizes wounded
Immunity to Inhaled Dangers, Suffocation, etc
3 Turn duration, 3 turn cooldown
Target/Touched, One or Self