Some years later...
Fate conspires to bring a group of unlikely would-be heroes together-but to what end?
A new hope?
Or the end of all things...
If you're looking to go places, the aqua-metropolis of Invia is a good start. It's a crossroads of a sort, where many people visit, but seldom stay for long. There's almost always adventure to be found here, along with prodigious markets catering to every whim.
As of now, it's a truly neutral city, primarily owned my Merman of no particular loyalty to the Empire. Its tenacious defenders boast the pride of having beaten back an Imperial Merman legion 5 years ago, allowing them to keep their independance. A temporary and likely impermanent treaty exists the people of the city and the Merman Empire, but how long that lasts no one can say.
Historically, Invia was once one of the larger Sharkman cities-it was overrun about 110 years ago by Merman settlers, hungry for a land to call their own. The Sharkmen who remained became, ironically, the cities stoutest defenders-safeguarding a city that would forever view them as a subclass to the Mer. Evidence of Sharkman architecture is almost wiped out-though, the caverns underneath are said to hold many untapped tombs of Sharkman nobles. A rumor that draws every graverobber from hundreds of leagues, it's speculated to be no more than a myth.
Turn 4In the lower end of Invia...
Sisreenta squints her eyes, looking up through Invia's massive sphere domed roof-shafts of high sunlight stream through the hexagonal crystal panes, lighting the city and providing power to the abundantly growing Suncoral, which in turn give the city natural lighting during night, and raw energy for a sundry of uses. Fairly impressive, she has to admit. Sustainable, yet efficent-and not subject to the whims of trade, tide or current.
She can only supress a smile, thinking of the Legion that tried to starve the city into submission years ago. The Legions barnacle encrusted armor, weapons and war machines, made useless for even scrap use, lie outside the city as monument to the blunder.
But...her eyes can make out the flaws. Laxity in guards, cracks in the foundation. This city has grown complacent.
And, complacency breed weakness. Weakness invites death. She knows this city would flourish under her rule. If only everyone else saw that...
...
She turns from these thoughts, concentrating on her true mission.
The Darkwater Rifts-natural upwellings of the black substance-under the city has sent everyone in this place silent panic-already, sightings of minor undead have been reported.
Naturally, they are hiring people to heal these rifts, or destroy them.
Sisreenta has a different idea. Gahan told her that the greatest Mages who studied Dark Water did not fight it, per so-they learned to use it.
Her greatast hope in these last years had been to tap into the power of a Darkwater rift for herself. She has sated her hunger, feeding on the occasional aberration and anamoly, but it is never enough-the magical energy bleeds away too fast. This, hopefully, will be a bit more permanent. As a side effect, Sisreenta actually can shut them down-doing the city a small favor, while enhanching her powers. Amusing.
Of course, it's quite dangerous down there. She supposes there might be others set on this job-disposable alies, maybe. Or rivals.
All that's left to do is to go and meet them...of course, she could make some stops first. The Local arcanery is not very well stocked, but she might be able to find some useful spells in the library-likewise, the morning markets are open, and Sisreenta can hear the vendors hawking their wares.
Alternatively, there's plenty of trouble to be found, if she's looking for it. Plenty of shady types float in the dark alleys of Invia, offering a moments pleasure or a long death.
She does a quick mental inventory...
[6]
Her funds and equipment are certainly sufficent for a quick journey-300 Crys, the standard currency of the underwater realm, a draught of silver Mindpure, and a live healing star, wriggling peacefully it's cage. Sisreenta has always liked to be prepared...
Race/Subrace: Octoman Wanderer
Class: Aquamancer
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:
300 Crys
1xHealing Star (Refills 50% HP)
1xDraught of Mindpure (Cures mental effects, stuns user)
Skills:
+30 Mental Resistance
+20 to Ocean Lore Rolls
+10 Perception
~
-10 to enemy spell resist
+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
Waterbolt Flurry ~Ready~
Effects: Sireentas next attack does +2 damage, with an additional +3 if the target is in contact with the water.
2 turn cooldown
Target/Enemy
Siren Song
Effects: Sisreenta can echo a haunting tune, mental or physical, that lulls those hearing it into a state of passivity. Affected enemies will take no direct actions, especially against her, unless something works to snap them out of it-they will merely listen to the song for as long as sings, then fall into a daze. Sisreenta can offer them simple and non-aggressive commands in lyrical form-'sleep', 'do not resist' or 'come to me'-and, they will be inclined to follow them. Those under the Siren Song are much easier to affect with more advanced mind magics.
Darkwater Lore
Effects: Tapping into the mysteries of the dreaded Darkwater gives Visreenta +10% defense against all their attacks and spell effects, and an ensuing +10% to hit them, and a 10% penalty against her spell effects. She can freely communicate with any creature infected with Darkwater, and is able to compel them with her mental spells. Her Ocean Lore rolls can refer to Darkwater beings.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Orkatt's first thought is that he doesn't like this city. Not at all. Invia is it's name-it's false name.
He knows. Invia used to be Invagorp-one of the larger cities of the Sharkmen. It's people were chased from their ancestral home...
But, he cannot dwell on this. He has a job of his own. He looks again, at the key in his hand. Of Sharkman design, it's hardly more than a steel plate lined with swirling runes-and he'll need it. Deep under the city, at least one tomb remains unbroken. The key, still glowing softly, proves it. He needs only find it...
For, Orkatt is on a personal mission. His Elders have told him, he must not fail. The key will open the tomb, and the tomb will lead him to a great weapon-The Spear of Karth, the greatest of Sharkwarriors. Legends say, the Wielder of the Spear can rally the Sharkmen to his banner...and if his people need anything these days, it's hope.
His haste is not unwarranted. The rumors of Darkwater rifts opening under the city will no doubt see the depths scoured by adventurers of all stripes, being hired to close them. What lay undiscovered, could be found. Not wishing the Spear of Karth to end up on a Merman legionnaries mantle, he's commited to finding and returning it. Stopping the Darkwater, is a secondary effect-little balm is it, if the shadows claim this city, and his people lose any chance of getting the Spear.
Still, he has some time to himself.
He checks his bag again.
[5]
He nods. The Elders supplied him well, with 250 Crys and a Healing star. He might have enough for some distractions-the barracks here are said to hold competitions, from time to time. Orkatt wonders if he might show the pitiful defenders of this place how a real sharkman fights?
Race: Sharkman
Class: Avenger
Attack Type: Physical
Defense Type: Evasion
Tactic Type: Hybrid
Armor: (Skin) Tier 0
Weaponry: (Claws) Tier 0
HP: 130% ()()()()()()()()()()()()()
-Items-
Equipped:
None
Pack:
250 Crys
1xHealing Star (Refills 50% HP)
Key to Karths Tomb
Skills:
+30 Fortitude
+10 Ocean Lore
+10 Perception
~
+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...~
Favored Prey (Merpeople)
Effects: Attacks against Merpeople do +1 Damage, and Merman attacking you take a -10% Penalty.
Target/Enemy
Hunters Glory
Effects: When you get the slaying blow on enemy equal or greater to your level of skill, you gain +1d6 HP. Half of this HP, round down, goes away after the current encounter ends. 4 turn cooldown.
Target/Enemy
Harrying Blow ~Ready~
Effects: Sticking to an enemy like a Viperfish let's your allies tear him apart. A harried enemy takes +1d3 damage from every successful attack from allies-and, you can only use Harrying blow on one enemy at a time. You cannot benefit from Hunters Glory while Harrying. 3 turn duration, 3 turn cooldown.
Target/Enemy
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Vajaat smelled the current. And cringed.
As he had suspected. The Darkwater was bleeding from the foundations of this place as from an open wound.
He knew the town was called Invia, but that didn't really matter to him. The seafloor still sang of the eternities that had passed here. Even the city would crumble in time. But, the land would remain...
Not, that he could not be moved by it's abstract beauty. Not of the architecture, but the people. Childen playing in the streets, guards walking side by side to their duty, matronly Merwomen exhanging rumors while they harvested suncoral. There was life here-and while some of its was corrupted, much of it was good. Some were both, and for these peple Vajaat had the greatest hope.
All these things were at a counter, to the Darkwater. The very land screamed in agony from it. It was not natural-not even close.
Vajatt's duty was to protect the sea. It demanded he heal this rift-the money did not matter, the glory did not matter. He would do this for them.
His purse jangled as he walked along...
[3]
Out of provisons, Vajatt has but 150 Crys to spend. A Sea Shaman tended to disdain wealth, anyway-he only took what he needed.
There was so much to do in this city! So many people to help...he could spend a lifetime here, healing the weak and wounded. Sadly, he only had a few hours today. The symptoms were bearable for now-the disease would need to be dealt with soon, lest the host die.
Race: Octopusman
Class: Sea Shaman
Attack Type: Magic
Defense Type: Ward
Tactic: Ranged
Armor: (None) Tier 0
Weaponry: (Fist) Tier 0
HP: 100% ()()()()()()()()()()
-Items-
Equipped:
None
Pack:
150 Crys
Skills:
+20 resistance Vs Mental/Fear/Illusion/Morale effects
+30 to Ocean Lore Rolls
+10 Fortitude
+10 Perception
+10 First Aid
~
+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
Tidal Crush~Ready~
Effects: Next attack does +3 Damage, Stuns if enemy fails Fortitude roll. Only useable underwater.
Target/Enemy
Spirit Balm ~Ready~
Effects: Heal yourself, or an ally for 1-6 HP
3 turn cooldown
Target/Self or Ally
Call of the Wild Deeps
Effects: Roll d100 competing with target, to affect the mind of a Sea Creature. Subtle suggestions done from hiding can enable you to alter a creatures behaivor significantly. Forcing the being to do something against it's will, while it's aware of you, is quite difficult. In addition, you can openly understand and speak to any wild sea animal, to the extent it can communicate with you.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Vitis marched into the city aside the rest of the Cacciatore-Rispis sightly behind, Iathina by his side as usual, and about two dozen other mercenaries-in the usual way, banners bared and announced with trumpeteers and drummers. Yes, to a Mercenary group, image was everything.
This job had taken them to a backwater, Invia-another minor city that was holding out against the Empire, for all the good it would them. Vitis didn't exactly have much love for the Empire, anyway, so he didn't care either way.
He smiled at the whispers as the people of the city stopped to stare at his procession. Many knew the name of "Orcamer" here, and what he stood for.
Iathina had her arm wrapped his own, and she whispered beside him.
"Well, at least we got here alright." The journey had been long, but quiet. Oddly so. Many of his soldiers were tense all the same. Even Iathina's normal composition had been shaken.
While the job paid well, Darkwater was something that every soldier feared. Money was hardly a comfort, compared to threat they would face. Vitis has no experience with it-he only knew the few horror stories that had always been passed around camps. Darkwater bringing the Dead to life. Black blooded Demons, rising from the deep. Madness taking those who would resist it.
Bah. Rumors! Vitis was a conquerer-and, he would conquer the Blackwater infestation here, as he had conquered all his enemies before.
He checked his immediate supplies, wondering if he should get on the job right away, or perhaps restock some...
Iathina flips her hair beside him, blowing out bubbles. She's already bored.
"Let's go find something fun to do, Vitis. We've got a few hours till they're expecting us." She teases, eyes glittering brightly, fingers trailing over his arm lightly. Naturally, her idea of 'fun' can just as easily be hacking up some sharkman bandits as it is...the other things.
[6]
He reflects that the fortunes of war have been good to him, recently. 300 Crys in spending money, a Healing Star and a potent anti-toxin.
Race/Subrace: Merman (Imperial)
Class: Sea Warden Captain
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% ()()()()()()()()()()
Effects: Missing Left Hand/Replaced with grasping hook.
-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:
300 Crys
1xHealing Star (Refills 50% HP)
1xAnti-Toxin (Heals one Venom or Poison Effect)
Skills:
+30 to Diplomacy and Trading rolls
+10 Mental Defense
+10 Fortitude
+10 Stealth
~
+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
Aegis of Command
Effects: Once per turn, Vitis negates 1 HP worth of damage to his followers, or himself, whomever is most wounded or he specifies to be under his watch. If he sacrifices his own attack to use this ability to spend a turn commanding his alies, 5 HP can be negated in this way.
Target/Self, All
Commanding Blow ~Ready~
Effects: Any time when attacking, Vitis does +1d3 damage. All allies in range gains the same damage bonus on their next attack. 3 turn cooldown.
Target/Enemy
Diehard
Effects: Vitis does not fall unconscious from blows that woud normally do so-he does not stop fighting till he is dead.
Target/Self
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Umbraaqua slides into the city unseen-as is his way. He has no real need for stealth, but his instincts tell him it couldn't hurt.
Yes, even here-in this scum pit-he has work to do. He noticed he was attracting attention, mostly of the people who recognized him for what he was. Those who approached, to beg or wheedle his money, quickly backfinned away. That silent menace thing he had practiced really worked out.
He recalls the memory crystal he received (it put the images of VIP's into his minds eye), and the job he was given. It's wet work, naturally. The rumors of the Darkwater wells do not concern him, though they do amuse him. As a deep dweller, he has dealt with the nightmares daily-such a small infestation bringing fear to the bright overdwellers amuses him...
His mission here is a delicate one-his first target, Rispis Alinara, 3rd in command of the Cacciatore Mercenary group. An old solder, a tough target. He accepted without hesitation.
Of course, getting to him was the hard part. Sir Alinara was going down into the Darkwater depths to deal with the cities problems for it. Umbraaqua's plan, right now, was to take him down there-the creatures might even do it for him, and then he would still need proof of the kill...
He had a few plans-his best one, taking the identity of one of Cacciatori mercenaries, preferably a quiet one. Then, once he got close...
He checked his bag again, grinning. Another approaching courtesan saw the look on his face and sashayed back to her spot on the corner with a look of fear in her eyes.
[3]
He had decided to travel light-only 150 Crys. But, Umbraaqua did have his Face Changer-the enchanted mask that allowed him to take anothers face after death...and use it for himself. A wonderful device.
Race/Subrace: Deep Dwelling Merperson
Class: Deepwater Slayer
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:
150 Crys
Face Changer (Blank)
Skills:
+20 to Diplomacy and Trading rolls
+10 to Deception Rolls
+10 to Mental Defense Rolls
+10 to Stealth 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
Fang Intiate
Effects: Umbraaqua has been inducted the Order the Poisoned Fang-he can use these poisoned weapons without fear of self injury, and the foe gets -10% to his Fortitude roll to resist the venom applied.
Darkwater Whisper ~Ready~
Effects: Stun a foe who fails a Mental Defense roll.
4 turn cooldown
Target/Enemy
Fang Intiate
Effects: Umbraaqua has been inducted the Order the Poisoned Fang-he can use these poisoned weapons without fear of self injury, and the foe gets -10% to his Fortitude roll to resist the venom applied.
Backstab
Effects: Umbraaqua has learned to fight dirty...he gains +10% to attack and does +3 damage, when attacking a foe from ambush, one that is stunned, or one that is being engaged by at least two other heroes. Enemy must have a known weak spot.