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Author Topic: Sindari: Immortals  (Read 32720 times)

Madman198237

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Re: Sindari: Immortals
« Reply #135 on: September 03, 2017, 11:32:30 pm »

Hunter of Bears, they called him. He had always been known for his strength, though as he grew older it was for his strength in mind rather than his strength in body. For twenty-five years he had fought for his people. For ten years he had led his tribe in the service of the Sindari, and it had been three years since he first been exposed to the power of the future-sight that Eltirian had wielded.

He did not know why he approached the camp so late at night, in the deep snow, why he had been so drawn to the location. He did not know why he had felt the need to speak with the stranger, nor could he have explained why the sight of the destruction and the dead body of one of the Sindari, one of the immortal beings they worshipped, did not upset him.

He helped lead his tribe for nine more years, carrying the strange gem with him the entire time, and the tribe grew stronger every year. They always knew where to camp, where to hunt, when their enemies would attack. After those nine years, he declared that he must leave for the tribe to prosper, and vanished.

In the tenth year, he awoke.


With Octavian's help, Turangol moved to a small area on a deserted island of Japan.

For eighteen years, Hunter of Bears trained the skills his new ally had once had. Instruction through this new mental link, with the soul gem. He did not remember what he had been, nor did he remember what Eltirian had been capable of. It did not matter, for Eltirian did. While the gem was almost powerless now, having transferred all its strength into him, it was still a conduit to Eltirian's mind, or what was left of it. However, a new personality was evident, and so the armor and weapon that Eltirian had had no use for found a home in the hands of Turangol. A razor-sharp spear and bow, as well as a camouflaged suit of armor, hidden beneath a long cloak, and for two years he practiced his mastery of the spear.

Gain 12 points in Astral Magic, 12 points in Divination, 12 points in Telepathy. Four points in Spearmanship.
One point in Strength. One point in Agility.
« Last Edit: September 23, 2017, 10:31:34 am by Madman198237 »
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chubby2man

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Re: Sindari: Immortals
« Reply #136 on: September 04, 2017, 09:14:01 pm »

Ammon's Information Report

Cisharni:
   Information on the Cisharni is hard to come by. They don’t rule publicly, instead relying on the Grand Council made up of 12 members. The Council’s members are made up of direct descendents of Cisharni, and are nearly immortal. Every decade they rotate their positions. Rumors whisper that Cisharni themselves sit on the council, but that is unconfirmed.
   Most members of the public don’t recognize the term Cisharni. Only the elite really know who pulls the strings. The general person just worships them as divine beings, sent by an unknown god.
   Their numbers are unknown, but guesses range from 6 to 20, though the most reliable seem to point to around 12 Cisharni.
   Here are some reports gathered by agents on known Cisharni.

Inquisitor: He is the enforcer of order throughout the Atlantean Empire. More specifically, he is known to focus on keeping guns in the hands of the Empire’s forces, and out of the hands of any enemies. He is reportedly able to keep track of every gun in the Empire. He is known to be fast, and has the ability to control the minds of men. He wields a spear that is said to have been forged by Cisharn himself.

Artemis: Goddess of the hunt, she wields her bow with deadly accuracy. Prefers to surround herself with her maidens and secluded herself in the forest. She is known to take excursions east.

Apollo: Brother of Artemis, God of the Sun. Equally skilled in bow and blade, and has a tendency towards fire magic. He is known to be brash and headstrong. Recently burned down Capua for harboring rebels. Is currently enforcing order in Italy.

Hera:  Mother of Sparta, she rules Greece from Sparta with an iron fist. The other city states like Athens and Corinth pay a heavy tribute to support her large and professional army. The days of independent cities are long gone. She keeps to herself in her massive palace in the city, and is only approached by those with Spartan or Atlantean blood. Further information is thus hard to come by.

Gromfin: Smith of Atlantis, no one has seen him in many years. He and his dwarven children are responsible for the arms and armors of Atlantis.

Atlantis: Atlantis is the heart of the Empire. A large island in the mediterranean. Its natural beauty is covered by a massive city scape, with towers and citadels rising above the rest of the city. Above them all is the Golden Star, towering high into the sky. That is where the Cisharni reside. The city relies on huge amounts of tribute that flows from all over the empire.
Atlantean Army: The professional Atlantean army maintains bases throughout the empire. It is too small to reliably cover the entire territories, so it relies on vassal states armies to be the first response to a crisis. The Rome Incident an unusual break of protocol in that regard.
   The army only accepts those of Atlantean blood into their ranks, those with purer blood tend to rise higher in their ranks, or joins their special forces. They are a deadly force, and when properly prepared can take on forces many times their size.

Navy: The Atlantean navy is the finest in the world. They have many strong warships, triremes and quadriremes, though they do have several ships that could make it across open ocean as well. They have bases in most of the major ports of the empire.

Atlantean Royal Guard: They are some of the best warriors in the world. They accompany the Cisharni, and man and guard the Golden Star. Armed and armored in adamantine, they are skilled in whatever weapon they prefer. Their numbers are made up of the more martial of the Cisharni’s descendents. They have  a fierce rivalry with the Spartans, though their are a number of rogue Spartans among the Royal Guard.  They number around 5,000.

Spartans: Descendents of Hera, they are the best regular fighting force in the world. When an army needs to succeed, the Spartans are called upon. They are equally fearsome fighting in formation and fighting individually. The majority of them reside in Greece, enforcing order and training the next generation. They maintain several colonies around the Empire. There are about 40,000 Spartans

Current state of the Empire:
   The mood across the Empire is uneasy. Rome fell into rebellion and was severely punished for it, who could be next? However, many see Rome’s fall as an opportunity for themselves, such as Carthage and Greece. Many fleeing the disrupted state of Rome have found shelter in Greek, Iberian, and Gaulish cities, forming a Roman diaspora. However, the heartland of the empire is stable.

   Recently conquered provinces are undergoing unrest, with bandits and rebels alike attacking supply routes and outlying villages. Gaul is the most orderly at the moment, being conquered the longest, though Persia isn’t far behind. Germany still rises in low level rebellion and clanwar every few years, and India is conquered in name only. The Indian people still fight against Atlantean armies, though it is unknown how long they can last.

   Italy is currently under martial law. Rebels continue to fight, but they are losing, and badly. Towns and cities that harbor rebels are punished severely, and those who stand against Atlantis are hunted down and killed.

   They have begun preliminary attempts to dominate the island of Britain in the north, and the heart of africa will soon be conquered next. India is still the focus of heavy fighting and consolidation, at least for the moment.


   Ammon has also received reports of all the major forces and their assignments, though by the next decade they will likely be outdated.

   You have also received word that the Inquisitor is seeking the Rat Prince. He has apprehended several of your agents, and has narrowed down your location to Egypt. It may not be long until he tracks you down.
   -50 followers
   +Information on troop movements, blackmail, sensitive information. Can be used to take up to three actions.
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Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.

Rahx

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Re: Sindari: Immortals
« Reply #137 on: September 04, 2017, 10:08:59 pm »

Spoiler (click to show/hide)

Fluff:
Spoiler (click to show/hide)

Action Summary:

Decade (10 years) dedicated to taking over the port city and establishing ownership of the isle

Desired Results Summary:

Perception 4 > Perception 6

Taking and establishing a Sindari controlled nation

Note: need to add whatever result of the previous decade for finding anything worth of value to write about.
« Last Edit: September 05, 2017, 05:03:24 pm by Rahx »
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chubby2man

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Re: Sindari: Immortals
« Reply #138 on: September 05, 2017, 12:31:59 pm »

The Fortress at Heian-kyō
   The fortress made at Heian-kyō was one of the great wonders o fthe east, forged by master crafstmen, and funded by tribute from warlords all over the Empire of Japan. As the Empress Fuuri Noriko fought to unite the last remaining clans, Masamune and Amelia gathered together to plan together the fortress. Flak also came, to provide the strength that placed great stone blocks together.
   -Each Sindari can add one Magical feature, and one mundane feature. (Like Magical: Lights that turn on at night, Mundane: Diverted a river to fill a massive moat).
-Extremely Strong Gate, resistant to physical and magical attacks is already included.
-Masamune and Amelia as chief designers can add 4 features, 2 magical and one Mundane. Flak can add an additional mundane feature.
-Have 24 hours to add features.
« Last Edit: September 05, 2017, 12:35:03 pm by chubby2man »
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Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.

Jerick

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Re: Sindari: Immortals
« Reply #139 on: September 05, 2017, 12:52:27 pm »

Spoiler: Character Sheet (click to show/hide)

Decade 2 of 5
Actions
Spend one point on willpower (the inquisitor has mind magic I'll be needing that willpower)
Spend one action planting rumors/leaving a false trail of the Prince of Rats having moved to Spain and the Iberian peninsula 
Spend one action moving to Southern Italy and blend in with the refugees and those dispossessed by the troubles
Spend four actions and one unit of sensitive information for directing the network to identify, infiltrate and destroy Altantean spy rings
Spend three actions gathering the rebellious remnants into an organised underground (I will screen the rebels for spies and people who have used gemlock weapons)
Spend two sensitive information and knowledge of troop movements to manage the underground in order to have them avoid being found and opportunistically attack weak targets
Spend one action to keep up with troop movements through out the empire

-Fluff
With some information at his disposal he set off to Italy. To where the chaos and unrest was at it's worst. Partly this was to dodge the inquisitor but also to give him better access to the rebellion in Italy. But before he left he made sure to plant some rumors, fabricate some evidence and even leave an inaccurate physical description for the inquisitor. The description of the Prince of Rats that would be passed around was of a tall but unhealthily skinny man with a strange scar running from his temple meeting his nose beneath his left eye and that he always had a cunning smile on his lips. There was no such man and there never would be and the weird detail of the scar would invite speculation. Such a strange scar would have to have a story behind it, but Ammon left others to invent it. A thousand separate stories would be born each teller convinced that his version was accurate. Speculations whispered and woven into rumors that are endless and contradictory. But the Inquisitor would be better than that he'd be a man that had spent several lifetimes shifting through rumor to get to the nugget of truth that seeded it. But there was no truth to these rumors, no reason at their core, only entirely baseless speculation and planted leads that led nowhere. It should keep him busy for just a little while.

Rome was a mess. However, much as he felt responsible for the slaughter of innocents here everything was mostly going according to plan. Romans fled from their homeland, fear and need for safety conquering the pride and anger of those that fled. But that anger wouldn't go away, it would simmer and fester in their hearts and the hearts of their children as they dream of the home they have lost. They would carry that anger with them infecting new nations with dissent and a slowly building unrest against their shared masters. The abuse they had suffered at the hands of Atlantis had turned them into a slow acting ideological poison spreading rapidly and unhindered down the transport arteries of the empire, away from Rome and gravitating towards the safest and most stable areas of the empire. Ammon was ashamed. Even Rome would never stand against the might of Atlantis for long. This had been his plan all along, one he had not shared with the other Sindari. But as he stumbled through the ravaged countryside of Italy, the weight of his actions pressed down on him. As he passed through slaughtered villages he could almost feel their blood coating his hands. And yet if their deaths and suffering were to mean anything then he would have to do more.

Ammon knew that few rebels would trade their chance to fight directly Atlantis for a vague promise of bringing them down generations in the future. It was too late for that, in Rome and Italy the fire was already burning. The violent reprisals was sure to breed more rebels who in anger and hate would strike recklessly and be struck down in turn. Every unjust death serving to inflame an ever more desperate desire to be free. Those who had remained in the midst of this chaos were likely to either be too proud or be too angry to flee. This was not the kind of rebellion that ended with a return to normalcy. It would end either in some measure of small victory for the rebels and backing down of the powerful empire or more likely in this case a slowly escalating genocide of an entire populace. Ammon could convince some rebels to evacuate, he could save some lives but many would choose to stay and fight for their homes, for their families and for their pride. And there would always be more rebels fighting ineffectively before getting slaughtered. It was too late to stop the rebellion now, he had lit the barrel and set it rolling down a hill. It was too late to stop it but it wasn't too late to give it some direction. He would organize them, gather them together using his network and through his network co-ordinate them. He screened them for spies and people who had used a gemlock and put both into the Gemlock Brigades. These were units he would use to keep the enemies attention, an eternal distraction always on the move. He would carefully manage the information the Gemlock Brigades received because it was likely they would be captured or that the enemy spies he had deliberately included in their ranks would pass it on. Everything they were told was engineered by Ammon to be believable to enemy but would put them at a disadvantage if they acted on it. Killing a spy in your ranks is a loud declaration that you have found their spy and that they should send a better one who mightn't get noticed, but keeping the spy around lets you feed them and consequently their masters false information. It also lets you follow the information back a few steps and lets you map out their network.

Ammon's network mapped out the connections of any Atlantean spy networks they could find. Through infiltration they and observation they studied them and when they were ready they struck. Murdering couriers and silently replacing them, stealing copies of their orders. Under Ammon's guidance his spies systematically wiped out any Atlantean agents they could find.

In Rome he worked using his knowledge of enemy troop movements to keep the rebels under his guidance ahead of reprisal raids and away from the Spartans. When forces showed up to slaughter villages they would find the villages already empty no rebels in sight. He would have the rebels ambush the enemy when they were unprepared and far from Spartan backup, stealing supplies and weapons as they went. He waged a guerrilla war against the enemy, using his knowledge of enemy troop deployments and the Gemlock Brigades equipped with stolen and track able gemlock rifles to trick the enemy into moving where he wished them to. Any success against Atlantis opened up opportunities to smuggle out rebels willing to leave their homeland for a safer place. Ammon screened these people for spies and gemlock users before sending them to Amelia or any other Sindari willing to take them in.

-Expected results
+1800 followers (rebellion)
Move to Italy
False rumors
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Chevaleresse

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Re: Sindari: Immortals
« Reply #140 on: September 05, 2017, 01:00:20 pm »

Features:
-Inner walls and keep slowly regenerate over time (Magical)
-Triple-layered construction: two sets of walls, with the inner being larger and sturdier, and then the keep itself (Mundane)
-Crops planted within the walls grow quickly, and soil is never exhausted (Magical)
-The throne feels welcoming and comfortable to one who is careful and sharp of mind, but difficult and almost painful to sit upon if unworthy (Magical)
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Glass

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Re: Sindari: Immortals
« Reply #141 on: September 05, 2017, 01:22:46 pm »

Castle Features:
Magical - Automatic and silent alarm that notifies the inhabitants of the castle whenever someone with 4/6 or more immortal blood approaches (including pure immortals), including which variety of immortal they are from.
Mundane - Well-designed interior with escape routes, allowing for quick mobilization to either defend or evacuate the castle.


{Murdoc, please make sure that at least one of those walls is thicker than Blink range}
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codybob1999

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Re: Sindari: Immortals
« Reply #142 on: September 05, 2017, 02:33:02 pm »

A well made Guard barracks.[mundane]
Guard Towers spaced out on each corner and two in between each corner[mundane]
Stocks of Ballista bolts near the Ballistas that seemingly never runs out[magical]
« Last Edit: September 05, 2017, 04:16:31 pm by codybob1999 »
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Madman198237

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Re: Sindari: Immortals
« Reply #143 on: September 05, 2017, 04:07:57 pm »

Turangol arrived, and strengthened the towers build by Flak. He then worked, with the help of the enchanters, an enchantment into a wall, that allowed the rightful ruler to see any place or person they desired, with a touch and a word. It was warded against dangerous sights and would dump the energy of the soul gem that powered it, should any danger to the user present itself.
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Rahx

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Re: Sindari: Immortals
« Reply #144 on: September 05, 2017, 05:27:03 pm »

With the eager Enchanters from Zealand come enchanted Ballistae acting as sentries. [Magical addition]
And the books needed to allow other personnel to create more of the same Ballistae or enchant their weapons. [mundane addition]
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Jerick

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Re: Sindari: Immortals
« Reply #145 on: September 05, 2017, 05:39:16 pm »

The Prince of Rats adds a deep, labyrinthine set of tunnels and small caves below the castle laid out in such a way as to not effect the foundations. These tunnels can act as shelter, a cold storage space for food or to hide things you don't want people to find. They also act as a final fallback position if somehow the rest of the castle falls MUNDANE

The tunnels are enchanted. When the enchantment is activated the routes through the tunnels keep changing in order to keep any invading force running around disorientated while slowly splitting them up. This enchantment can be controlled and directed allowing for the defending forces to be able to ambush groups of invaders that got isolated suddenly and from directions that used to be walls. MAGICAL
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Sudurandom

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Re: Sindari: Immortals
« Reply #146 on: September 05, 2017, 07:36:26 pm »

(Mundane) The fortress was more then a castle. It was a work of architectural art truly deserving to be called a palace.

(Magic) The great map table dominated the strategy room. It was enchanted to keep itself up to date, showing the empire and it's surroundings, and displaying important information such as troop positions or areas facing disasters.
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Rahx

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Re: Sindari: Immortals
« Reply #147 on: September 06, 2017, 07:44:21 am »

Spoiler (click to show/hide)

Fluff:

No real fluff to write about unless I need to fluff out something.

Action Summary:

Intelligence 4 > Intelligence 6

Willpower 4 > Willpower 6

20

2 years developing Spell Duplication or Spell Echo

2 years translating tome of fire

2 years creating a teaching system for any possible facets of magic

2 years performing expeditions to ruins for new facets of magic

2 years creating part translated tome of air

2 years developing spell Mark of Sindari

2 years developing soul gem related armaments

2 years developing soul gem related armor

2 years studying tome of fire for spell access

2 years translating tome of air

Desired results:

Spell Duplication or Spell Echo: Able to replicate objects or a recently used spell, can duplicate an opponents spell. Rank II

Part translated tome of fire > Tome of Fire

Followers have a chance to become wizards through teaching methods developed in nation

Created item Tome of Air: Similar to tome of fire but of a different form of magic; translated through these two decades

Spell Mark of Sindari: A spell based blessing which converts a follower to a worshiper and allow a greater control of magic and its uses.

Soul Gem related armaments: use of soul gems in weapons; causing effects ranging from results similar to enchanting weapons and can combine with enchanting for greater results. An example would be soul gem encased knives that return for use and are manipulated by the magicians mind.

Soul Gem related armor: use of soul gems in armor; causing effects similar or greater than enchanting, can combine with enchantment for better results. An example would be a set of soul gem encased armor that has a layer of fire, rendering the user highly resistant to fire damage and perform fire damage on touch.

Spell access: Facets of fire, as long as the original tome of fire is in possession.

This sums up the last two decades I have for this turn.
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thorondir

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Re: Sindari: Immortals
« Reply #148 on: September 06, 2017, 07:53:05 am »

Thorondir, master of golems, had never seen anything like heian kyo. The multiple walls were massive, and both reassuring and foreboding at the same time. He decided to Grace it with gifts of his own. He set to work, using his knowledge of golemancy, making the castle into a golem itself, so that it could better protect itself if the need were to arise. He also constructed a laboratory, where people could study and practise alchemy and potion making.
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Tiruin

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Re: Sindari: Immortals
« Reply #149 on: September 06, 2017, 12:42:39 pm »

Spoiler: Narrator (click to show/hide)
Amelia adds the following:
[Mundane] A Great Forge
, which could vary from being as compact as possible, to allowing apprentices and other tool-hands, for Masamune, embedded within the heart of the Palace, whose heat and output are only recycled (see below) rather than treated as waste. It would hold areas easily modified for the same enchantments and working-prototypes of Amelia and Masamune's works of 'invisibility' against the Cisharni, and have an area dedicated as a teleportation-transportation area, Sindari-coded, between this place and Amelia's refuge.

[Magical] A majestic courtyard to permit both internal festivals and other gatherings, but also act as a utilitarian magical area; with sigil stones or pillars, alongside creative poetic script from each and every prefecture's history and lore, creating the perimeter and tiled grounds, acting as magical-conversion wards, allowing any hostile or passive magic to be stored and kept (eg fire from the skies, to be lessened by the presence of these wards), to be dispersed or recharging the local enchantments/magic. Drainage systems would filter rainwater from impurities in their catch-basins, and store these soluble compounds as their own for further use (eg medicinal or chemical usage)
[Magical] A Grand Administration Wing, both for record keeping and knowledge, semi-automated to clean itself and ensure archival of data and information, with fixtures akin to a library lit from the stars or sun--to help and aid the administration wing of both magical and non-magical folk. (Also decorated with wind chimes and other useful miscellaneous items for the morale of the people inside)
[Magical] An enclosed chamber of peace and tranquility--inclusive with a calendar tracking the seasons and the breathing of the earth, forewarning against possible natural dangers, alongside its walls and murals venerating the spirits and other living creations. One can find peace, in meditation, and tranquility to project their thoughts to any Sindari, much like a regular conversation between them and the person. (inclusive with non-magical/non-Sindari, but never used by or able to contact Cisharni or their spawn) Its entrance guarded by a local spirit or construct, following entry by (verbal/non-verbal) wit and intellect, permitting only those of honorable intent, or of the same need, inside.
« Last Edit: September 06, 2017, 12:44:33 pm by Tiruin »
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