Non, Master of Bukiya Inn, Famous Weaponsmith, Ex-Adventurer,
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Age: 20?
Affiliations: Wayfarer's Point, Many Adventurers, Mystletinn, (others?)
Physical Description:
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A charming and collected young woman, almost always with a calming smile. She has long black hair to be pulled into a ponytail or braided to her back. A not unusual height, but a relaxing and graceful style, she seems very comfortable and at place. She is most often to be seen with the dress of her Inn's colors, and an apron, or to be relaxed with a blacksmith's apron and a headband to protect her hair.
Her behavior and appearance gives off a relaxing feeling, and sometimes she may seem motherly or (more often) like a sister to the customers or guests. Very easy to approach, she isn't so easy to read deeply however.
Personality:
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Relaxed and seems quite content, it is difficult to upset or ruin her atmosphere. It is said the atmosphere of the Bukiya Inn is peaceful because of her personality, which is welcoming. She is cheerful and positive, and loves to listen to stories and folktales more than anything else it seems.
In fact, she has collected so many such stories that her Inn has become well known to be a place like a library of such things, and Non offers a free drink or discount for new stories, to encourage business and satisfy herself. After she hears a story, she writes it down for the records. It is possible to view some of her records, but one must of course pay for a service (like a meal, or reservation for one night, or something related to the weapon shop). She is happy to tell the story or folktale that is asked about herself, because she never forgets things.
She does have a mysterious atmosphere and is a little sly. If asked questions about her own background she is likely to laugh and be humble. But she does have stories to tell. She was an adventurer after-all. And to retire so early is certainly a suspicious trait! But she will probably deny this with a charming smile and relaxed demeanor. She has a good relationship with Mystletinn, but it is often humor of fool and straight-laced, with Non to play the fool role. But probably it is all an act.
Of the inn, she is fair in price and welcoming. She doesn't like trouble, but it never seems to be a problem. All of the customers respect this atmosphere very much. If a bed cannot be afforded, she is willing to make deal, to offer floor by the fire and blanket, for good stories and tales.
She is an honest and hard worker, and quite earnest and proud of her weaponsmithing. Maybe she is the last friendly and honest inn keeper to be found in the Wayfarer's Point. She is sharper than she acts, and is difficult to be intimidated or manipulated. She is much more experienced than her appearance.
(Probably it will become explained more! But to continue to think and try include other player's story elements)
Her life as an ex-adventurer is currently a secret. But it certainly must have been an epic adventure, to settle down and run such an Inn and Blacksmith while so young!
It is certainly related to the meeting of Mystletinn, and the dark omens that are coming. In truth, Non is protecting and sheltering Mystletinn, and searching in some ways for stories and information that would help to understand with the incident in her own adventure. Something dark may be coming, and at such a time Non knows that she won't be able to enjoy this kind of peaceful life. But for Mystletinn, she is prepared to do anything.
Advantages
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Personal
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Charisma I (common) - the Bukiya Inn Master is well known amongst adventurers and the locals. At least one adventurer's guide lists the shop as a must-visit location in Wayfarer's Port. She has a charming and relaxing atmosphere, and of course is a shop master.
Composed I (Rare) - not easily manipulated or intimidated- this young lady is surprisingly immune to being moved out of her element. Maybe because she has many adventuring stories of her own...
Blacksmith I (exceptional) to do blacksmith, knowledge of weaponry, repairing. Perhaps the best blacksmith or weapon repairer in this whole region.
Perfect Memory I (Special) - She never forgets something she has seen or heard, uses it to keep the knowledge of stories, events and histories. This trait makes her business sense strong, and her chronicles quite accurate, and her storytelling legendary.
Swordswoman I (uncommon) - "did you think I didn't know how to use a sword?" She maybe doesn't look like this because of often her clothes, but actually she is a very skilled fighter. She is a little rusty, to have become an ex-adventurer. But with Mystletinn's help, she is quite fierce.
Locus II, "Bukiya Inn"
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[Locus I : "Inn" Well Traveled I (+5),] Can Eat/Stay at Inn/Experience the Records
The master's stories and her records stored here chronicle thousands of stories and folktales about the seas and world. The innkeeper also records the tales of the guests if they would like, and offers a free food or discount at the shop for new stories or tales she hasn't heard. If one is looking for information or a good relaxing evening with great stories, this is a great place. The Bukiya Inn and Shop is also mentioned in at least one adventurer's guide as a must-visit location in Wayfarer's port. As an Inn or place to get information, it is pretty much unrivaled with a popular following. ].
[Locus I: "Bukiya Store/Workshop (special)] Can Purchase/Make/Repair Weaponry.
In Wayfarer's Port there is no better place to purchase swords or get one's weapons repaired. The master who also runs the Bukiya Inn connected to this store is quite knowledgeable about weaponry. If one is looking for anything to do with weapons, it should be visited.
Mystletinn "Myst", The Legendary Sky Sword, Assistant of Non, Artifact Spirit, Human Impersonator
Spoiler
Age: 20? Affiliations: Wayfarer's Point, Non, Legendary Swords,
Physical Description:
Spoiler
A quiet and straight-laced young woman, Mystletinn often has a serious or troubled expression. She is more self-conscious or earth-like personality. Probably it can be guessed her bloodtype is A.
She can be seen to wear the uniform and apron of Bukiya Inn, or to wear a blacksmith apron and gloves to help Non in her work. She always wears a headband or accessory in her middle length blond hair. Under the headband she has seal mark, and it is copied on her right hand. The design is very archaic and strange. Probably most cannot recognize it, and to think it is a tattoo (of course Mystletinn would explain coolly such a lie). But it is the mark of the Ancients who made her.
In sword form, she is a long and sharp, beautiful killing blade of steel and gold. Like her eyes, a sapphire rests in the tail, as the seal design of her hand also decorates this legendary blade.
Personality:
Spoiler
A practical and deliberate being, Mystletinn makes an air of cool though she is very [down-to-earth.] She is quiet and serious most of the time, not that she is anti-social (she actually really enjoys learning and talking to people deep within), but she is wary of her own lack of experience in conversation. She maybe even is a little shy. To be the Sky sword, she is a little aloof, and can change mood quickly. She likes to walk outside, and can be seen at night to look at the stars judgmentally.
Certainly proud and confident in her own nature and ability, she nonetheless is a 'straight-laced' kind of character, who is made off-balance sometimes by Non.
Spoiler
Of course, part of this is due to her lack of ability to accurately predict human nature, though Non's often sly and mysterious nature does not make this easy anyway.
She is the straight-laced kind of character. Sometimes Mystletinn tries to distance herself from 'humans' but actually greatly enjoys their presence. She is a little ignorant of a lot of things still in human life, but yet is very perceptive on people's feelings, even if the motivations behind them are difficult to understand for her.
She has a strong sense of justice and a good knowledge of history. She is also a very good judge of weapons and skill of weapons (such quality about a weapon or a wielder of course can be known by a legendary weapon), but she refuses to use a weapon herself, because such an idea is "ridiculous" for an artifact spirit to consider. To help with repair and blacksmith, she compares it to be like a nurse. Non likes this perspective a lot.
Because of her true nature, Mystletinn has considerable empathy and respect to objects and artifacts, that might seem strange to humans. She becomes quite annoyed when people break cups by accident. At such a time, Non intervenes of course.
Favorite Food: Watermelon
Favorite Master: Non
Favorite Song: [~rustle in twilight~]
History:
Spoiler
(Probably it will become explained more! But to continue to think and try include other player's story elements)
Her background of course is a mystery to most, even to Non who knows more about her.
In the years that Non was an adventurer, they were united and became friends. With a destiny tied to an ominous future, Mystletinn became a companion and friend of Non, who made a vow to protect her. Such a pair has returned to Wayfarer's Point and started the Bukiya Inn.
For Mystletinn, for now it is a moment of relaxation before a storm comes. But she has never forgotten this, to have seen so much of history herself. The purpose of the Divine Treasures, and the Artifact Swords will become told perhaps.
Advantages:
Spoiler
Evocation: Air I (uncommon) Capable of using Air magic to use defensively or offensively in combat.
Alternative form: Artifact Weapon II [Item: Rare]: Legendary Sword of Sky. Mystletinn is the Legendary Sword of Air, one of the elemental weapons long lost, but recorded in the old histories. As the Sword of the Sky, her element is Air. Though recently she most often walks in a human-like appearance, if she transforms into her weapon true form, she gives her wielder a +6 weapon advantage. But her Air magic is sealed, for now.
Complications
Object of Envy: Her true weapon form is perhaps one of the most coveted 'legendary weapons' in the world. The numbers of people, whether of good heart and intention or evil who would pursue her if they knew, are great.
Hunted: There may be someone who is actively searching for her...
Story Elements
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Bukiya Inn
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Description of Bukiya Inn:
In Majiran's Adventurer's Guide a certain location is mentioned as [Recommended Visit] in Wayfarer's Port. This place is called Bukiya Inn, and it's master is a certain charming young woman called Non.
If an adventurer comes to Wayfarer's Port, then they have come to the archipelago of the Crossroad Isles. And for any adventurer who is preparing for his or her journey, it is good to visit the Bukiya Inn. This moderate and humble inn hosts a tavern and is connected to the weapon shop, and is run by a young and generous innkeeper who collects and stores stories of travelers. Sharing stories and adventures with other travelers by the fire is an unforgettable experience here, with a friendly atmosphere. Advice or information can be received cheaply, making Bukiya Inn a good information center for the starting adventurer.
It is a point of contact for many of the more adventurous sailors and more experienced adventurers too, who return thanks to the safe and friendly atmosphere. Perhaps it is the only Inn where a pirate and merchant can sit together peacefully and talk and enjoy a peaceful and safe atmosphere. For such a rare treasure, it is very rare for there to be trouble or crime. It is said the Inn master has a perfect memory, so such a criminal is never allowed again.
It should be mentioned the weapon shop is spoken highly of, and it is doubtful a better smith or repair shop can be found in Wayfarer's Point, and perhaps even among the Crossroad Isles.
Many travelers who come to Wayfarer's Port have heard of this Inn. It is popular tavern and Inn, and also a blacksmith/repair shop, and even weapon shop. With such a diverse ability, it has many different kinds of customers, and so became quite famous recently.
If is summarized in the adventurer's guide:
If you desire to:
1) Share stories or learn stories about the world
2) Research folktales or meet a good friend
3) Stay at a clean and safe inn for cheap
4) Purchase quality weapons
5) Repair a weapon or equipment
6) Eat a delicious meal
7) Receive friendly advice
8) Pass a message or delivery with postal service
...you should visit this Bukiya Inn!
Majiran, and the Adventure Guide
Spoiler
Majiran is the famous explorer who was first who journeyed around the world. He had many famous adventures and defeated many monsters and villains, and became very wealthy when to return home. Recently adventurers became to admire this heroic figure.
He wrote a famous book called Majiran's Adventure Guide. It is revised and released in new versions every 5 years by the Adventurer Guild he created before dying. It is a guidebook and treasure of any young adventurer, with nice maps and advice.
The Compass Rose Swords (Legendary Artifact Swords)
Spoiler
There are 8 swords of legend, sometimes they appear in different histories or great events, but they have come from the age of the High Wizards. Before the great wars of the Sasana and the Kodari, before the rise of Eincrad and their guns. Each of these swords symbolizes a direction, and commands an elemental affinity. They are matchless artifacts of a skill that has been lost perhaps forever.
The swords and their names are still known in folktale and legends:
Zeilia - Sword of Lightning (Northwest)
Mystletinn - Sword of Air (North)
Nymph - Sword of Water (Northeast)
Amatu - Sword of Light (East)
Dour - Sword of Wood (Southeast)
Diemia - Sword of Earth (South)
Ifir - Sword of Fire (Southwest)
Schelring - Sword of Darkness (West)
Many things are told about the legendary swords: They are unbreakable, they can always guide one to their compass direction. That they can change forms and walk as human companions, that they have unimaginable power, they bring good luck, their appearance signifies a great hero and great tragedy is coming... Many things are told about the legendary swords. But none of them have been seen for one hundred years or more. Many adventurers are searching for them as always, though as guns become more used, the awe and superstition around the swords is to return to greed and desire to own. Perhaps their true power and value is becoming forgotten.
Adventurer's Union Guild
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It is an era of adventure and exploration! Great treasure is told about, and mysterious places can be visited! The great quest of Majiran is complete, and the world is wide! And there are many adventurers in this world now. Why do they travel? Many travel and adventure for different reasons! Some search for treasure, some explore for new lands, some are commissioned to deliver supplies or recover rare artifacts, and some are known as [post], to deliver messages and letters across the great sea. All of these different adventurers are probably members of an Adventurer's Guild, which helps to give license and support for adventurers. The Adventurer's Union Guild helps to organize the smaller guilds and support them.
Supplies or training, advice, and missions can be found with the support of the Adventurer's Union Guild.
Whether it is an E rank mission to deliver some sheep to a farmer, or S rank mission to explore a dangerous ruin, the Adventurer's Guild helps advertise requests or commissions from wealthy or common people to the adventurers. An adventurer's board can be found in most colony towns now. Of course the Guild Union receives some part of the money too.
The support of the Adventurer's Union Guild might also help some adventurers. Like a passport, the Guild Symbol is a circle with compass and eight stars. It can be shown in some places supported by the guild to receive help or cheap supplies. This is a seal so it can be used for signing documents too.
Adventurer's guides and even famous story or news print can be received through the Adventurer's Union Guild. Some adventurers write their own books and stories, but maybe they are not always truthful.
Artifact Spirits
Spoiler
This race of has a very human like appearance, but are born with a distinctive seal mark on their forehead. In addition to have eye colors like precious stones. Ruby, Emerald, Sapphire are most common. But what really makes them unique, is that their true form is a legendary, powerful artifact. Sentient, shape-shifting artifacts, they may become linked to a wielder, known as a "Pledger."
One theory is that they were originally the sentient weapons created by the ancient civilization. Some suggest they didn't appear until the star disaster. Another theory is that they are beings of nature- unfinished parts of creation, or even just another new race, perhaps related to the shape-shifters. Perhaps they are divine gifts, or were created by demons. But this is also unconfirmed.
For artifact spirits, they consider themselves as alive, but they are uncertain if they have a soul or what their purpose is. They were created by the ancients, but it has been so long time that even artifact spirits do not remember those times.
To most humans, artifact spirits are objects first- tools to be used or treasures to be obtained. They are "Magic Swords" or "Artifacts". Some humans may not even know they have a human-like form. For some, it doesn't matter, and to treat like slaves or servants, or even confine to object form.
Object Form / The Pledged Bond:
All Artifact Spirits who are in the world of the human have a true 'artifact form'. And almost all of them are objects of some kind- a sentient object race. Because of their nature, almost all artifact spirits have magic-like powers, with an element. . But to use these 'magic' as well as to change their shapes will cause fatigue. In a human-like form, they also must eat and drink and sleep, though they are immortal, so long as their true object form remains unbroken.
They can change between this object form and their human-like form as they desire, though it does fatigue them. Some legendary artifacts may be able to change their object form, (this is the situation of the Legendary Swords, though it is not known very well).
In this age of fear of magic, most have hidden this ability to be disguised, and some have even tragically forgotten their original power. This state is to be called "Sealed". Because of the long history, most artifact spirits have become this "Sealed" state. Some artifact spirits trapped in storage even have not [manifested] in such a long time that this ability also has become "Sealed".
Sealed, for them is like amnesia. But it is possible to remove such a seal. It is possible only if a [bond] is made with a mortal, called a "Pledger."
When in the presence of the one whom they are pledged to, an artifact spirit usually can show special abilities even greater what their bond is- this is from 'soul resonance'. This power is shared to the Pledged, so long as they can touch the Artifact Spirit. This makes the artifact spirits much desired, and most bear a famous or legendary past, in the hands of heroes or villains at some time in history.
Pledged Artifact Spirit:
When a human has become a "Pledger" it is a bond that is not broken very easily. To become a Pledger requires the Human to touch foreheads with the Artifact Spirit, to make a contract, and to make an oath. At such a time the seal on the Artifact Spirit will be shared to the Pledger (often the hand or head). To bond like this, the Pledger will gain the ability to know where the Artifact Spirit is, and possibly even develop the ability to communicate telepathically to it. For some legendary artifact spirits, their object form can be altered by the Pledger with a strong enough soul resonance. But when the pledger dies or the [bond] is broken, it will return to it's original form.
The destinies of Pledger and Artifact Spirit are now tied together- great things or evil things may be achieved.
The bond can be broken if the Pledger swears such an oath of release, to free the artifact spirit. Or if the Pledger dies. Of course the artifact spirit in item form can be held or carried by someone not the Pledger, but without the power of such a bond.
The Artifact Spirit in the World Recently:
Most Artifact Spirits who are not bonded are quite reluctant and reclusive, staying with their own kind far away with no intention to become involved with the rest of the world. Some great magical artifacts are actually also Artifact Spirits who remain in their artifact form. Adventurers and treasure hunters are most likely to find them, but still they are very rare. Some have become insane, wielded by villains who revel in murder and slaughter, while others remain loyally serving good in the hands of heroes.
Those who still remain in the human civilizations are often wanderers or try to remain disguised as humans, to live neutral or peaceful lives.
Cataclysm
Spoiler
When the coming of the artifact spirits happened, it was during the collapse of the great ancient civilization. A terrible cataclysm, it is unknown what caused it, and most records of what happened are lost.
But during the conflict, the Artifact Spirits appeared. Tragically, the potential for their race was also the potential for great evil and danger- most of the artifact spirits who appeared became [pledge-bound] as weapons- great magic weapons of power, unrivaled by even the great crafts of the time. They were weapons given form by hope and determination, but also by greed and lust.
Those artifact spirits who did not become pledged, were also refugees like the many other civilians, and some even were cut down by their brothers and sisters, wielded by evil men.
So the artifact spirits became divided between those who had become weapons, and those who were not bound.
In the cataclysm of the end of the war, most of the artifact spirits had disappeared, or gone insane. Some now stayed only in their pledged form, some still wielded by great heroes, and some by villains. Others now tried to hide themselves in the human societies, and in time, most forgot about the artifact spirits, except as 'magic weapons' or as artifacts. And for the artifact spirits who do not remember most of their own history, this is not too different.
But for those Artifact Spirits who did not bond, or whose bonds are broken, most try to hide within human society, though they have a hidden legend, of a hidden home- a fabled land to the far West, called Esnan where they live in peace. But for most, this is just a dream, or a hope for a better future.
And now, Kasanip, I have a question. Non is just a blacksmith, right? She herself could not make a legendary artifact, or something of incredible power like Myst... could she?
And now, Kasanip, I have a question. Non is just a blacksmith, right? She herself could not make a legendary artifact, or something of incredible power like Myst... could she?
No, she can't. But she is very good blacksmith. Of course Mystletinn helps her too.
No, she can't. But she is very good blacksmith. Of course Mystletinn helps her too.
About Artifact Spirits, no they cannot be made.
Well... not the making of one necessarily... you see, Lucrezia has a sword with a spirit bound to it, and I was wondering if she could perhaps give it a human form, preferably one which looks like it did in life.
Well... not the making of one necessarily... you see, Lucrezia has a sword with a spirit bound to it, and I was wondering if she could perhaps give it a human form, preferably one which looks like it did in life.
This sounds like very very powerful magic.
I don't know Story Element used for [Spirit Binding] style, but it wasn't Kasanip.
Non cannot do such a thing.
Creating Artifact Spirit cannot be done now in setting. Sorry, it is not like [Called]
If you really want your sword to have trait of [Artifact Spirit], maybe history can be changed? If it is such a character, [Resonance] will happen of Mystletinn however.
It makes sense. The same sort of techniques are probably used for the creation of Artefact Spirits. Is it possible if that could be elaborated on, Kas?
It makes sense. The same sort of techniques are probably used for the creation of Artefact Spirits. Is it possible if that could be elaborated on, Kas?
I think the Resonance is refering to the "Soul Resonance" which happens to artifact spirits when near their pledger.
__________________ My Homebrew (180+ and still counting)
Quote:
Originally Posted by Crasical
I once had a DM shoot down my wizard with an octopus familiar idea when I pointed out the ink loophole and declared my intention to escape bad situations by holding my pet above my head and shouting "BEHOLD, THE OCTOPUS!" before disappearing in a cloud of chemical darkness.
Oh, I see. Resonance is not just among Compass Rose Swords then, but all Artifact Spirits?
Not the same, however. Resonance of Compass Rose Swords is more obvious, like describe of Mystletinn in post. Also, to recognize each other in such a way.
Resonance of Artifact Spirit is like "ah, it isn't just a brush. It is another artifact spirit." feeling.
Quote:
Originally Posted by Valgunn
It makes sense. The same sort of techniques are probably used for the creation of Artifact Spirits. Is it possible if that could be elaborated on, Kas?
I was asking about how the Artefact Spirits and by extension the Compass Rose Swords were made.
I ask this because I was hoping that if your ideas were compatible with some of my own about dragons there could be some sort of connection. There is already one connection in that dragons, like the Artefact Spirits if I remember correctly, survived the Ancients big magical item that reshapes the world.
Dragons didn't survive the same way the Artefact Spirits did of course, so there isn't much of connection there. It'd be like the connection between you and somebody you went to school with rather than the connection between you and a member of your family.
I'm sorry if that didn't help. I'm also sorry if it helped but then made everything just as confusing as before.
I don't want to make such an explanation about how they were made. For this game, it is one mystery, I hope. Or, if it must be told, to happen at such an important [climax].
To say another way, it hasn't become decided.
It does seem there is some connection of Dragons, Kodari, Elves, and Artifact Spirits. Compass Rose Swords are little special, but also connected of these.
But I don't have ideas about such a connection. But I think it is interesting.
Jade_Tarem wrote Ancients, so there was connection made at that time.
Starsign, I believe you asked about captains who don't do Slavery? If so, you're looking for Renato Benso, Kessia Harkett, and Jacob Rackham. And probably others that I can't remember.
Quote:
Originally Posted by Lord_Asmodeus
If you're wondering why Hassar sounds like a stereotypical sailor despite knowing nothing of sailing, it's because he learned all of his English (or Common/equivalent language) from stereotypical sailor types
Tiric is the language used in Tirac and its colonies, which has become essentially Common, much the same way that English is commonly spoken internationally in the real world.
Quote:
Originally Posted by le Suisse
@BladeofObliviom: Will your galleon still be here the 21th, when Blake arrives?
Captain Rackham has no plans to leave town before the 21st, as he'd be somewhat busy trying to get some damn sleep while making sure that at least half of the crew is working on repairs and not on shore leave.
Quote:
Originally Posted by Xondoure
Alright, so I have a pretty awesome plot worked out, but unfortunately it requires story elements. Here's a hint:
My first idea is that they share a connection as they are both things from a previous Age.
The Dragons have been surviving the reshaping of the world for a long time but unlike the Artefact Spirits they survive because some natural imperfection in the device that reshapes the world, so they have managed to retain a great deal of what they were (from before the device was first made and used).
Simply put they are changed every time the device is used but only to a certain extent, they are always recognisable as dragons (at least to the people from the previous Age).
The connection could purely be that Artefact Spirits know a good deal more about Dragons than pretty much anybody else (with some of what they know having become incorrect because of how they different from how they were). It could be a mystical connection that causes a tingling sensation in them when they are close to each other.
One has to wonder how they came about such a family name. What right have they to feel less embarrassed about themselves then the Slaverson's or Johnathan and Sally Hitler?
She whispered into Captain Harket's ear, "The world would be a finer place without him. He's done much the same before as he's done here. Marooning is the only thing for it I say, but as he aint crew, seems fair enough to put him down on something with some green on it so as he don't starve. If some damn fool wants him back in the world ye can give them a map sure as ye please. If'n he thinks that's too bad, I can offer him a 'Bargain'."
She indicated a deep scar on her own right hand to make the meaning clear.
LOL this is eerily similar to what happened to Clive, that's why he had to row is ass to the Point.
So, how common are sea demons? Since the Merrow LIVE in the ocean, how often would they have run into them? And how formidable ARE they actually, compared to some other sea life (like whales, or giant squid, or sharks)
__________________
Spiffy new Bec Noir+Lil' Cal Avvie by RPGsr4me, thanks!
Shockroach by Meirnon, and Glasya, Queen of Hell by Neoseph7
Spoiler
Shockroach
Glasya, Queen and Mistress of Hell
Skeleton Bronze for Third Place in Skeleton ITP! and Hydralisk Bronze for Third in Zerg ITP
Last edited by Lord_Asmodeus : 06-17-2012 at 08:01 AM.
So, how common are sea demons? Since the Merrow LIVE in the ocean, how often would they have run into them? And how formidable ARE they actually, compared to some other sea life (like whales, or giant squid, or sharks)
In my first post I gave an example of one, a 'Gibber-slime' specifically. That should give you an idea. Regardless of how individually powerful or deadly, they are all nightmares made flesh, deeply unnatural and vitriolic.
They're overall thinly spread, but some Sasana fleets cultivate specific breeds, and there are just some parts of the depths no sane being goes.
Well I mean, considering the Merrow actually live in the ocean and are more likely to bump into them I was thinking like A. how much experience they'd have with them and B. how dangerous would they be considered by a Merrow school, how feasible is that they would have killed some (meaning the school, not necessarily individual Merrow)
__________________
Spiffy new Bec Noir+Lil' Cal Avvie by RPGsr4me, thanks!
Shockroach by Meirnon, and Glasya, Queen of Hell by Neoseph7
Spoiler
Shockroach
Glasya, Queen and Mistress of Hell
Skeleton Bronze for Third Place in Skeleton ITP! and Hydralisk Bronze for Third in Zerg ITP
Last edited by Lord_Asmodeus : 06-17-2012 at 08:16 AM.
Kasa, just to make sure, is Non leaving to get the blue wine or returning with it, in your last post?
__________________
Plague Rat in the Playground
Quote:
Originally Posted by Grim ranger
I support the godly magazine idea, and hope that Eld can serve as mix of town crier and incredibly deadpan game show host in some sections. Also, for some odd reason, he will also make appearance when it comes to godly fashion tips, for even if he is grim reaper he will be the most bishounen god there is. Just you wait
Quote:
Originally Posted by Moonwolf
Damn you and your comprehensive understanding of synergistic tactics. :|
They'd have a storied history of merrow heroes venturing out into the dark places to strike back at the horrors that dwell there.
They'd probably have long ago developed fortifications and tactics for repelling the larger ones and or swarms of them, ever since the Chaos Star first arrived.
In short, neither force is extinct. Merrow know well enough how to defend themselves and even slay the things, but sea devils are still a thing to be feared.
My first idea is that they share a connection as they are both things from a previous Age.
The Dragons have been surviving the reshaping of the world for a long time but unlike the Artifact Spirits they survive because some natural imperfection in the device that reshapes the world, so they have managed to retain a great deal of what they were (from before the device was first made and used).
Simply put they are changed every time the device is used but only to a certain extent, they are always recognizable as dragons (at least to the people from the previous Age).
The connection could purely be that Artifact Spirits know a good deal more about Dragons than pretty much anybody else (with some of what they know having become incorrect because of how they different from how they were). It could be a mystical connection that causes a tingling sensation in them when they are close to each other.
I'm very open to suggestions.
I like both ideas.
Quote:
Originally Posted by C'nor
Kasa, just to make sure, is Non leaving to get the blue wine or returning with it, in your last post?
They'd have a storied history of merrow heroes venturing out into the dark places to strike back at the horrors that dwell there.
They'd probably have long ago developed fortifications and tactics for repelling the larger ones and or swarms of them, ever since the Chaos Star first arrived.
In short, neither force is extinct. Merrow know well enough how to defend themselves and even slay the things, but sea devils are still a thing to be feared.
Especially since Merrow are a roaming migrationary species, so they tend to travel across the worlds' oceans over the course of one or two years, and so would likely run into them on their travels.
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Spiffy new Bec Noir+Lil' Cal Avvie by RPGsr4me, thanks!
Shockroach by Meirnon, and Glasya, Queen of Hell by Neoseph7
Spoiler
Shockroach
Glasya, Queen and Mistress of Hell
Skeleton Bronze for Third Place in Skeleton ITP! and Hydralisk Bronze for Third in Zerg ITP
So operation Dead Ship is recruiting! If I can get more than four players I'll try and get it underway immediately. Alternatively it'll be Operation Dead Inn, and will occur within Wayfarer's point. However to put the privateers at ease, the vessel being raided would be Tirian. So they could elect to follow the raiding ship out of harbor in the hopes of intercepting them when they try and capture their quarry.
I'm in. Hearth can just wonder whats goin on with Morgus and all, or something.
You know... I kind of like that idea, having my sword be an artifact spirit. It would be a lot more interesting than some random druid bound to the sword, although perhaps the humanoid part of the artifact spirit did receive a ton of training as a Druid because he was designed to become a "sword of nature" sort to speak.
Are Artifact Spirits limited to just a single human form, or could they take a form as desired?
I like these artifact spirits too.....although, would it be possible they play a sort of mental devils advocate to you? I was thinking of having the mask be the mental voice of self-doubt to Morgus and constantly putting him down (no, not euthanize).