Name: Hecate
World: Earth
Pantheon: Greek
Spells: Unknown.
Magical Items: Unknown.
In Greek mythology Hecate was one of the Titans who was worshipped as a goddess of Magic, Herbal Lore, and Illumination. According to some legends, she was the daughter of the Titans Perses and Asteria. She was one of the Titans who allied with Zeus during the war with Cronus. She stayed as an ally of the Olympians, and she was left to her own devices.
She is often depicted as a woman with three aspects, a torchbearer, a mistress of keys, and another who holds snakes. This is usually just a representation of her interests regarding magic. She is also closely associated with the moon. When the monotheistic religions arose, she has been one of the few goddesses to survive in various cults. She is often regarded by these religions as a dark or infernal influence, which is far from the truth of matters.
Within the D&D multiverse, her realm can be accessed from on of two planes;. Minauros on Baator and the Pluton on the Grey Wastes, petitioners can make their way to Aeaea. The realm itself is an island, and she shares this with her cousin Circe. The realm is described in the epic poem "The Illiad", when the legendary hero-king Odysseus of Ithaca was trapped on the island and confronted Circe.
Thursday, February 28, 2013
Wednesday, February 27, 2013
Famous Spellcasters: Boccob
Name: Boccob aka Al-Zarad
World: Oerth
Pantheon: Oerdian
Spells: None.
Magical Items: Staff of the Magi, Boccob's Blessed Book, and the Tome of Ancient Lore.
Boccob's origins are shrouded in mystery. Some say he was a gifted servant of Istus who excelled at magic, but that is only speculation. It is known that Boccob first came to Oerth and walked the world at the dawn of its creation. His sole goal was to spread magical lore and influence the intelligent beings of the with the ways of magic Not only is he the master of mortal magics, but also the magic of deities as well. His interest are focus at the refinement, exploration, study, and mastery of all arcane magics. His intense focus on magics has earned him the title "The Uncaring", but this is far from the truth since he is also called the "Archmage of the Gods". He has casual relations with most deities of magic, and has yet to meet one who rivals his power.
On Oerth though, he has sponsored a champion who has proven his worth in becoming a deity. Zagig Yragerne was once the mayor and Archmage of Greyhawk, and managed to create a great many things during his time as a mortal. Zagig was once of the few mortals that cleverly found a way to ascended to godhood, and for that Boccob has taken the eccentric wizard under his wing.
Boccob is also one of the few gods who realizes the nature of the multiverse. It is said he has traveled to every plane in existence, visited parallel universe, and has traveled all across space and time. He is also known on every variation of Oerth to some extent as well. This is reflected in his realm in the Outlands, the Library of Lore. Those who have been allowed accessed to the place have said that his realm contains all the magical knowledge of the universe. His library appear as a great citadel, where few are allowed save for his mortal worshipers.Theses petitioners ensure that the library is maintained and assist is very areas of research or craft.
World: Oerth
Pantheon: Oerdian
Spells: None.
Magical Items: Staff of the Magi, Boccob's Blessed Book, and the Tome of Ancient Lore.
Boccob's origins are shrouded in mystery. Some say he was a gifted servant of Istus who excelled at magic, but that is only speculation. It is known that Boccob first came to Oerth and walked the world at the dawn of its creation. His sole goal was to spread magical lore and influence the intelligent beings of the with the ways of magic Not only is he the master of mortal magics, but also the magic of deities as well. His interest are focus at the refinement, exploration, study, and mastery of all arcane magics. His intense focus on magics has earned him the title "The Uncaring", but this is far from the truth since he is also called the "Archmage of the Gods". He has casual relations with most deities of magic, and has yet to meet one who rivals his power.
On Oerth though, he has sponsored a champion who has proven his worth in becoming a deity. Zagig Yragerne was once the mayor and Archmage of Greyhawk, and managed to create a great many things during his time as a mortal. Zagig was once of the few mortals that cleverly found a way to ascended to godhood, and for that Boccob has taken the eccentric wizard under his wing.
Boccob is also one of the few gods who realizes the nature of the multiverse. It is said he has traveled to every plane in existence, visited parallel universe, and has traveled all across space and time. He is also known on every variation of Oerth to some extent as well. This is reflected in his realm in the Outlands, the Library of Lore. Those who have been allowed accessed to the place have said that his realm contains all the magical knowledge of the universe. His library appear as a great citadel, where few are allowed save for his mortal worshipers.Theses petitioners ensure that the library is maintained and assist is very areas of research or craft.
Tuesday, February 26, 2013
Titan: Advanced Fighting Fantasy
According to the creation myths of the world, the universe was created by the gods. The leader of the gods, Titan, created the world. The other gods out of curiosity and play were invited to help customize and developed the world. For the most part the gods were generous and kind, inspired to create things and concepts that worked in harmony. The sentient race of man was created by Logaan. This new creature mimicked the gods in the sense it could create and alter the world as well. Fascinated, the gods Titan created giants, Throff created the dwarves, and Galana created the elves. The gods created a perfect world and were content.
However several of their godly numbers were not satisfied. Death, Disease, Decay, Slaang, and Tanit bought forth abominations and evil to the world. Chaos was let loose and suffering came to pass for those on Titans. When the gods discovered what Death had done they were poised to make him pay, but stayed their hands as he had one of their own hostage. Logaan was captured and forced to find something/someone the gods had not known. They managed to find "Time", a being who bought with it the natural flow of entropy. Death threatened that if the attacked he would end their immortality. Since then the gods have fought.
Originally the world itself boasted only one continent, Irritaria. For centuries the dwarves built their home in the mountains, and elves retreated to the forests. Humans had traveled the lands in small tribes, eventually becoming kingdoms. One such nation, Atlantis, was graced by the gods with magic. The civilization was the most advanced of its time, but sadly was corrupted by a demonic presence. The gods quickly destroyed them, and in that act the world was split.
The world itself is now has three continents since the destruction of Atlantis. Allansia, the Old World, and Khul are all that is left of Irritari. Allansia is continent of untamed people with great swaths of wilderness. It is mostly dominated by great plains, deserts, and moorlands. The north is dominated by ice and snow. Mortals have carved out various city-states throughout the land, and constantly have to deal with the forces and hordes of evils that gather in the wilderness to topple them. The Old World is surprising different, as the mortals there managed to tame he land. Nations flourish here and civilization is found almost everywhere. The only real threat on here is fro he various nations themselves. The continent of Khul though, is a ruined mess. It unfortunately bears the brunt of the battles of the gods and mortals. It is dominated by the Wastes of Chaos, a huge area of land rendered lifeless. What mortal there are are spread around the coastal land in various city-states. Despite the very threat of Evil and Chaos which has crushed the land, there is one place where mortal have done well. The isolated kingdom of Hachiman has flourished. They lived in a highly organized feudal society (Japanese) which is prosperous and pleasant. The remainder of the world is dominated by small islands within the Western Ocean, the largest body of saltwater on the planet. The Ocean of Tempest and the Ocean of Serpents dominated the area between the continents, while the Black Ocean is found east of Khul.
The Outer planes seem to be divided into three parts. The Celestial Palace is homes to the benign gods. The Elemental planes are the middle ground. The Demonic Plane, which is divided into the layers of Steel, Rust, Platinum, Blood, Ichor, Bile, and Obsidian, all seemed to be influence by the elemental chaos.
Titan: Advanced Fighting Fantasy originally started off as a series of adventure books created by Steve Jackson and Ian Livingstone. Eventually it became its own Role-playing system, branched off into video games, and even published a few D20 friendly adventures. There is a system friendly sourcebook that can be used for any rule system needed.
Monday, February 25, 2013
Spellcasting 101: Rituals & Incantations
As discussed in a previous article about Cantrips, there are many ways in which spell can be cast.
Cantrips are just at the threshold of were true magic takes over. Professional spellcasters such as Wizards and Clerics move onto the next level in which they practice the art of magic as it is known commonly. Through their study, practice, and/or devotion they are able to perform a variety of mystical feats.
However, that is not the only way. Rituals and Incarnations are a form of older magic that forms the base of modern magic. This path of magic allows the trained and untrained to perform mystical feats without expending their own personal energy, though other means of cost may be applied. Unlike regular spells, these version take longer to cast and their is a percentage of spell failure. It is even cautioned, that these spell also may backfire upon the casters. However these versions of spells come in handy when standard spells are low, or you are without the aid of a spellcaster.
Incantations were first mentioned in 3E D&D in Unearthed Arcana, pg 174. The rules regarding Incantations are presented here. As mentioned Incantations can be cast by anyone and require a roll(s) to determine the chance of success. Incantations can vary from creator to creator; as difficulty checks, backlash, failure penalties differ. So one Incantation can have multiple versions. Incantations are best used when desperate measures are needed and there are no spellcasters around. Incantations are more common on world were there is little to know magic. However, a standard spellcaster with Knowledge (Arcana) should be aware of Incantations.
The second type options are rituals. This is a variation on incantations, but instead of freestyle casting, these are closely aligned with preexisting spells. Rituals are an option which appeared in 4E D&D Player's Handbook, which standardize Incantations. For the most part Spellcaster automatically gain access to rituals. They can learn and perform rituals alongside their normal spellcasting. Furthermore, anyone who takes time to learn (Feat) this method can perform rituals. Rituals take longer to cast than spell, may incur backlash, and likewise have a chance of failure. Rituals for the most part are non-combative spells, which greatly free up a spellcaster decision on what spell are necessary to memorize. In addition the spell components have been simplified as well. Alchemical items, mystic salves, rare herbs, sanctified incense, and residuum can be used.
Residuum is the residue from Disenchant Item Ritual which creates a golden magical dust that can be used as a universal ritual component. Unlike Incantations, rituals can be inscribed unto scrolls which allows anyone to use them!
So if your looking for more ways to utilize magic, incantations and rituals might be something you may want to add to your campaign.
Cantrips are just at the threshold of were true magic takes over. Professional spellcasters such as Wizards and Clerics move onto the next level in which they practice the art of magic as it is known commonly. Through their study, practice, and/or devotion they are able to perform a variety of mystical feats.
However, that is not the only way. Rituals and Incarnations are a form of older magic that forms the base of modern magic. This path of magic allows the trained and untrained to perform mystical feats without expending their own personal energy, though other means of cost may be applied. Unlike regular spells, these version take longer to cast and their is a percentage of spell failure. It is even cautioned, that these spell also may backfire upon the casters. However these versions of spells come in handy when standard spells are low, or you are without the aid of a spellcaster.
Incantations were first mentioned in 3E D&D in Unearthed Arcana, pg 174. The rules regarding Incantations are presented here. As mentioned Incantations can be cast by anyone and require a roll(s) to determine the chance of success. Incantations can vary from creator to creator; as difficulty checks, backlash, failure penalties differ. So one Incantation can have multiple versions. Incantations are best used when desperate measures are needed and there are no spellcasters around. Incantations are more common on world were there is little to know magic. However, a standard spellcaster with Knowledge (Arcana) should be aware of Incantations.
The second type options are rituals. This is a variation on incantations, but instead of freestyle casting, these are closely aligned with preexisting spells. Rituals are an option which appeared in 4E D&D Player's Handbook, which standardize Incantations. For the most part Spellcaster automatically gain access to rituals. They can learn and perform rituals alongside their normal spellcasting. Furthermore, anyone who takes time to learn (Feat) this method can perform rituals. Rituals take longer to cast than spell, may incur backlash, and likewise have a chance of failure. Rituals for the most part are non-combative spells, which greatly free up a spellcaster decision on what spell are necessary to memorize. In addition the spell components have been simplified as well. Alchemical items, mystic salves, rare herbs, sanctified incense, and residuum can be used.
Residuum is the residue from Disenchant Item Ritual which creates a golden magical dust that can be used as a universal ritual component. Unlike Incantations, rituals can be inscribed unto scrolls which allows anyone to use them!
So if your looking for more ways to utilize magic, incantations and rituals might be something you may want to add to your campaign.
Sunday, February 24, 2013
Arda: Lord of the Rings
The world of Arda is the setting of J.R.R. Tolkien's series of Middle-Earth, most notably the "Hobbit" and "Lord of the Rings".
Eru Illuvater is the creator of Ea, the universe. In this universe he created the Ainur, who were is children. The most powerful 15 were known as the Valar, and all the others were known as Maiar. He bid them to sing of his glory and all was in harmony save one, Melkor bought discord. The creator fashioned a world in which eEves and Dwarves could live in. The creator sent the Ainur to Arda to shape the world. Over the course of centuries they would maintain Arda, as their brother Melkor caused everlasting strife.
Arda itself was considered to be a flat disk, with three great continents. Valinor, Hitherlands and the Dark Lands. They were surrounded by an ocean called Ekkaia. After the second age with Downfall of Numenor, the world became spherical. Aman was made hidden, and Middle-Earth came to be. Aman became the haven for the elves, and was called the Undying lands. The rest of the races lived on Middle-Earth
The mortal races are divided between the champions of the Valar and those of Melkor.
The Dwarves, Elves, hobbits, Human, Ents and Eagles would champion the Valar in the world.
While Dragons, Wargs, Werewolves, Trolls, Goblin, Orcs, and Spiders served Melkor.
Unlike most fantasy games, this world is its current age is very low magic. The elves are leaving, the Dwarves are all but forgotten, the Ents have lost themselves, and its is the age of man. Magic is a thing of the elder ages, and only a few know of its secrets. Also clerics are unheard of as only a select few know of the Valar, let alone Ere Illuvater. Man is faced with fighting against the champions of Melkor, unaided and alone with a few champions of light left.
This campaign setting has been supported by several role playing systems and an MMORPG.
Tolkein himself left so much great detail to this world! He even developed several languages and alphabets in the process. As with any campaign setting, you can use the Themes and history that Tolkein has set up, and as the MMORPG did breathe new life into it with keeping it as Tolkeinish as possible.
Saturday, February 23, 2013
Famous Spellcasters: Perf
Perf and the Sword of Fighting |
World: Gamers/JourneyQuest Universe
Spells: Conjure Milk and Vague.
Magical Items: Sword of Fighting.
Perf is a highly skilled wizard with a great deal of knowledge. He is has shown his skill with magical knowledge, ancient history, and arcane lore. Sadly he suffers from arcane dyslexia and often miscasts spell. The only spells he has been able to cast successfully are the cantrips; knot, summon milk, and vague. It was recently discovered that he is one of the rarest number of wizards who can invert spells, a Retromancer who performs retro-spellcasting.
Perf is a wizard who joined an adventuring party in a quest to find the legendary "Sword of Fighting". An artifact that countless adventurers have sought. For over a year Perf has adventured with his companions; Nara the elf, Carrow the priest of Vieris, and Glorion "Orcslayer" the knight. Perf has a not-so-secret crush on Nara, and Glorion has a nasty habit of bullying him. They have been assigned a bard, Wren, who has been chronicling the adventure so far incognito.
After the slaughter of a countless number of orcs, they discover that they are close to the Temple of ALL Dooms where the legendary "Sword of Fighting" is said to be. The part had split up. The knight heading off to fight a river so he could uncover the entrance to the Temple, while the elf and cleric headed off to retrieve Perf as he ran away yet again.Perf and Carrow were ambushed by orcs, with only here and Nara narrowly escaping. As they ran both accidentally fell into and discovered the Chamber of the "Sword of Fighting" in the Temple of ALL Dooms. When Perf touched it, he was informed that he was the "Chosen One" destined to wield the sword. The Sword of Fighting was an intelligent, both maniacal and rather egotistical to boot. The Sword was not to happy with Perf being the Chosen One, often calling him limp-wristed and such.
As they left they chamber, the group of orcs captured them. They managed to escape once again after Perf challenge their shaman to a magic duel and Carrow returned. Carrow was killed in the initial ambush, and when Per tried to heal him the spell miscast. The spell had managed to raise the priest as some sort of intelligent undead a few minutes afterward. As they head out in search of Glorion, they were captured by an agent of "THE SHADOW". She informed them that other were hired as well to ensure that the Chosen and the Sword be destroyed.
Eventually they managed to escape and have decided to make their way to an Oracle in hopes of finding answers to what the Chosen One needs to do and perhaps find a way to cure Carrow. Meanwhile Glorion managed to conquer the Temple of All Dooms solo, but was angered when the Chamber of the Sword of Fighting was empty. He soon discovered evidence that Perf had been there and most like took off with the Sword!
Friday, February 22, 2013
Character Portraits
One of the best thing about our digital age is that there are many creative people out there. Not only in the sense of geniuses, programers, designer, and artists, but also those of us that scour the web for utilities and programs that can be used in innovative ways. One of these involves how we illustrate or present our player characters. Now not everyone has a natural talent for artistic rendering or may have the time to develop such a skill. That is why I am every so thankful to our digital age and creative free spirits.... cause thanks to these great people you can find a program anywhere that can help you with what you want to accomplish!
Easy Method
Doll Makers, Dress Up, Character Portraits, Character Creation, Avatar Makers..... there are tons of free programs on the web that can help you create you character portrait. It may be frustrating at first (mostly oriented for girls), but are tons of programs out there and you need to be patient. You will eventually find an art style and genre that will fight your needs, and hopefully have enough options for you. Either 2D or 3D models are available!
DollDivine.com
This site has many genres and artistic styles. Although the site is targeted to girls, there are some options for guys there too! The Avatar: Last Airbender, Hogwatrts, and Game of Thrones programs have option for both male and female characters. Also there are some that even allow you to create animal and anthropomorphic characters too!
Dress Up Games
Another website with many options. Here you can create your own Pokemon Trainers!
Meez.com
This website has 3D Models and a ton of character options. It is originally intended to be an Online Interactive Social Space, but the avatar creation is an invaluable tool. It is a paid site if you wish to join the community, but it does allow you to try out the character creation... in which creative individuals can find away to preview and customize there own Avatar! I only wish they made this program available to download and purchase, as this is one of the best model character creation kits out there!
Advanced Methods
This will cover the topic of more advance methods. As with Meez.com, there are tons of games that have a whole character creation suite. That means that you have the ability to make some awesome portraits by just playing the On-line games you have. There are many older Video and PC games to which have some amazing "editors" included as well that you can utilize to create backdrops and other character to portraits too!
Character Creation Screen
The easiest method for this, but somewhat limited is to find a MMORPG, that will give you the basics of what you need to create a basic character. If you actually play one of these games, you will have access most of the time for alternate character slots, which means you can play the game and create secondary characters just for dress up purposes. Zu online, DC Online, Heroes Online, World of Warcraft, Guild Wars, Everquest, etc are some options. Just pick the character style you like.
Model Viewers
Now if you want total customization, there are many model viewers that allow you to access the game files stored on you PC. With the rise of Machinma, many individuals have created model viewers for various games which allow you to not only create a custom and detailed character portrait, but even full flown videos! Now you are not hacking or messing with the program itself, you are just accessing the file usually through a third party model viewer program. One program that I can recommend is Machinima Studio. This program is not only free (paid version gives you tons of extras!), but has managed to allow you to pull model creation from such games as Aion, Allods Online, fallout 3, Runes of Magic, Starcraft II, Warhammer Online, World of Warcraft. Remember you actually have to have the game installed first in order to access.
Again creative people will figure out how to utilize these programs fully and freely (download the game and keep it updated...many offer free trials)
Game Editors
This method is for those games that came before the age of the internet. There are many PC games that come with Level Editors or Character Editors added in. This will allow you to create custom portraits and avatars.
Sims by Electronic Arts
The "Sims" have a multitude of options. The online community has created thousand of customs items for your scenes and character. The game also encourages you to create your own items as well. You can create Adults, Teens, Children, Pets in Sims 3, but in Sims 2 & 3 there are options to create scenes and location from almost every culture and time. It has a great level editor, and there are codes you can access if you rathr create scenes that play the game.
The Game itself has has gone through three editions, and I would highly recommend Sims 2 or 3. Sims 2 has an extensive catalog of items and really cheap. Remember not only can you create multitudes of characters and animals, but whole scenes too!
Vampire: Redemption by Activision
At the time this game was greatly overlooked, and sadly support from both Activision and White Wolf were lacking. Thanks in part to online community, there has been ton of add-ons to the game that cover the rest of White Wolf's World of Darkness line. You can purchase this game for $5 considering it has one of the most powerful editors I have seen! You can create 3D portraits of characters suitable for either the European Dark Ages of the Modern Age. You can also create a number of custom settings as we well too, and this was a godsend because you could make your own scenes just as we do with machinma today.
Miniatures
Since most of have access to 2D printers...(3D Printers may be commercially affordable soon!), don;t forget you can create tokens, minis, and standees as well. Ever PC has MS Paint, also if you have access to other photo editors (Adobe Photoshop) or art programs, which will allow you not only to make some customization of your own, but you can make paper models and tokens. With any of the above methods, you can print out a small portraits sized for most grid maps. Check out this simple how to guide.
As a child of the 70's there were tons of paper standees you could make, and I am glad that this art is not lost. There are tons of template you can get to make towns and settings for you games. As mentioned above, creative and cunning individuals will realize you can make many of these on your own for free, but you can also purchase said paper models from a variety of companies at RPGNOW.com.
Thursday, February 21, 2013
Famous Spellcasters: Tessa
Name: Tessa
World: Red Earth aka "Capcom Universe"
Spells: Mystical Force, Shield Wall, Magic Shield, Sigil Shield, Glace Cannon, Electron Canon, Fiamma Cannon, Hyper Cannon, Astron Cannon, Jamming Ghost, Death Phenomenon, Meteo Fall, Dark Hadou, Dragon Apocalypse, and Untouchable Force.
Magical Items: Dragon Cape, Magic Hat, Feline Staff, Wand, Reverie Sword, Tricicle Flask, and Djinn Lamp.
Tessa is a Sorcerologist, a Magelord from Icelarn. She is a highly knowledgeable individual in both arcane and scientific studies. She has the natural ability to see into creature souls, seeing how they balance the forces of good and evil. She lives in her tower along with four cats. Al and Ivan are her closest familiars and often journey with her. She also has a bird named Hato and a frog named Kaeru. She is also fond of penguins.
She also owns an arsenal of magical items, her most powerful is the Dragon Cape. This purple dragon scale cape still hold the spirit of the dragon, Manot, which will protect the wearer by manifesting. She even developed a spell known as "Dragon Apocalypse" to assume the form of said dragon. Not only does she rely on her mystical know how, but she also has managed to construct a Golem as well. When she needs to travel she often flies around on her Feline Staff.
Hundreds of years ago she joined together with a group of adventurer to save the World. She met a ninja named Kenji from Zipang, Mai-Lung a martial artist from Gora, and the warrior King of Savalia named Leo. Together they battle various minions of the evil wizard Scion. Together they managed to defeat him in his home of Darminor and bring peace to the world. She also confiscated all of Scion's knowledge, but has yet to utilize any of his magics; Diminution Curse, Earth Serpents, Magic Beam, Meteor Storm, Stun Specter, Swords of Sorcery, and Warp. She is currently seeking a magical stick of transformation that once belonged to the Shou Family, it hints that Hsien-Ko, a Jiang Shi "Chinese Vampire" may know its whereabouts.
World: Red Earth aka "Capcom Universe"
Spells: Mystical Force, Shield Wall, Magic Shield, Sigil Shield, Glace Cannon, Electron Canon, Fiamma Cannon, Hyper Cannon, Astron Cannon, Jamming Ghost, Death Phenomenon, Meteo Fall, Dark Hadou, Dragon Apocalypse, and Untouchable Force.
Magical Items: Dragon Cape, Magic Hat, Feline Staff, Wand, Reverie Sword, Tricicle Flask, and Djinn Lamp.
Tessa is a Sorcerologist, a Magelord from Icelarn. She is a highly knowledgeable individual in both arcane and scientific studies. She has the natural ability to see into creature souls, seeing how they balance the forces of good and evil. She lives in her tower along with four cats. Al and Ivan are her closest familiars and often journey with her. She also has a bird named Hato and a frog named Kaeru. She is also fond of penguins.
She also owns an arsenal of magical items, her most powerful is the Dragon Cape. This purple dragon scale cape still hold the spirit of the dragon, Manot, which will protect the wearer by manifesting. She even developed a spell known as "Dragon Apocalypse" to assume the form of said dragon. Not only does she rely on her mystical know how, but she also has managed to construct a Golem as well. When she needs to travel she often flies around on her Feline Staff.
Hundreds of years ago she joined together with a group of adventurer to save the World. She met a ninja named Kenji from Zipang, Mai-Lung a martial artist from Gora, and the warrior King of Savalia named Leo. Together they battle various minions of the evil wizard Scion. Together they managed to defeat him in his home of Darminor and bring peace to the world. She also confiscated all of Scion's knowledge, but has yet to utilize any of his magics; Diminution Curse, Earth Serpents, Magic Beam, Meteor Storm, Stun Specter, Swords of Sorcery, and Warp. She is currently seeking a magical stick of transformation that once belonged to the Shou Family, it hints that Hsien-Ko, a Jiang Shi "Chinese Vampire" may know its whereabouts.
Wednesday, February 20, 2013
Pokemon
Pokemon is a popular video which has spawned a manga, anime, collectible card games, and other video games series which is based around the idea of individual who use "Pocket Monsters" to dual. The series revolves around a young boy named Ash Ketchum and his quest to become a Pokemon Master. Along his journey he meets many friends, and seems to be an individual who was destined to play a significant role regarding pokemon. Not only has Ash made a name for himself as a Pokemon Master, he has saved the world a number of times.
The regions of the Pokemon World that have been introduced have heavy influences of Japanese culture, but different regions hint at other cultural inclusions from all over the real world of the 20th Century. Hoenn, Kanto, Johto, Sinnoh, the Orange Islands, and Unova are example of regions that Ash has traveled to. The technology level is equivalent to our modern day, excepts with a little bit more tweaks in technology and social advances. Many regions balance ancient traditions and the modern life, and many live in peaceful cooperation with each other. However, that does not mean there are no shortage of antagonista. Several Mega-Corporations, Gangs, Ninja Clans, Mercenaries, Cults, etc can be found as villains in the series.
Pokemon have been found in several different worlds as well. One planet has a region named Orre which is a bit more advanced that the usual world. The other is a planet were no humans exist, only pokemon. It is also a known fact that several pokemon come from outer space such as Deoxys, Clefairy, Staryu, Lunatone, Solrock, Jirachi, and Elgyem. Clefairy and Elgyem are known to have space ships.
Snipets of the world ancient past reveal a lot of mystical elements to Pokemon. It is known that there is whole pantheon of Pokemon who act as spiritual guardian for the world. There are several major guardians whose power rivals gods. Likewise there are many minor ones that are city patrons or known to be patron of certain spheres. Many of these guardians are outsiders, and others seem to be related to the fey/spirits of the first world.
Major Guardians
-Arceus is the creator of the Universe, and serving as is herald o time is Dialga, as his herald of entropy is Giratina, his herald of matter is Palkia.
-Rayquaza controls the skies, his heralds are Landorus, Thundurus, and Tornadus.
-Groudon controls the Land, and his herald is Ho-Oh who controls the weather on land, and his heralds are Entei, Raikou, and Suicune.
-Kygore controls the seas, and his herald is Lugia controls the weather of the seas, and his heralds are Articuno, Moltres, Zapdos.
-Regigigas is an ancient guardian, his underlings are Regice, Regirock, and Registeel who shaped the earth.
Minor Guardians
-Latias and Latios are patron guardians of Alto Mare
-Azelf, Mesprit, and Uxie are the Lake Guardians of all consciousness.
-Darkrai is the lord of Nightmares.
-Cresselia is the lord of Dreams.
-Manaphy is the guardian of the seas.
-Kyurem, Zekrom, Reshiram are legendary guardians of Unova.
-An unnamed Alakazam, Gengar, and Jigglypuff were guardians of Pokemopolis.
The ancient past also explored the mystical and elemental connections pokemon had. Psychic types seem to be sensitive to an enrgy called Aura. Certain individuals such as Sir Aaron of Rota was known to be a Guardian who worked in tandem with pokemon to channel these powers. Other learned they could harness the elemental powers of pokemon as well, and were known an Pokemon Magicians. Both Guardians and Magicians created many object some as old as 20,000 years that had the ability to control and capture pokemon. Items such as staves, orbs, runes, and chains were used. Eventually stone orbs and hollowed out apricorns were used, which are the ancient form of Pokeballs.
Pokemon can be considered as constructs, fey, magical or psionic creatures, and outsiders. They are related to other mundane animals, but possess an awakened intelligence. People have classified pokemon under 17 differnt types (Normal, Fire, Water, Fighting, Flying, Grass, Electric, Poison, Ground, Psychic, Rock, Ice, Bug, Ghost, Dark, and Steel). These help people to better understand and use pokemon. Some pokemon also have a unique ability to alter their forms in a sort of evolution changing from a child, young adult, and adult stages. The process can work in either direction too! A far number of human are Pokemon Trainers, Breeders, Doctors, Professors, Connoisseurs, and tech designers.
There have been several attempts to convert the series into the D20 system, with various rules governing battling and a Bestiary of Pokemon. As of to date there are over 600+ pokemon with the number growing with expansion.
Tuesday, February 19, 2013
Famous Spellcasters: The Ice King
Name: Ice King aka "Simon Petrikov"/Ricardio
World: Ooo formerly Earth "Adventure Time with Finn and Jake"
Spells: Unknown.
Magical Items: Ice Crown, Demonic Wishing Ring, Ghost Pouch, and the tome "Ninjas of the Ice: The Art of Fridjitzu.
The Ice King was once a mortal long ago before the Mushroom War. His name was Simon Petrikov, an antiquarian and professor of archeology living in San Francisco, California. One of his claims to fame was the discovery of an ancient book known as the Enchiridion during his time in Greece. A few years before the Mushroom war he came into possession of the Ice Crown in Scandinavia, which ironically is relative to the Enchiridion. Sadly though the power of the crown can cause mental instability and other physical changes. In an attempt to make his girlfriend, Betty, laugh at the time by putting the crown on. Over a period time and repeated uses of the crown it changed him radically, his skin turned blue and cold, nose grew pointed, and began growing a beard. He accidentally froze portions of his home town solid. It was during this time that the Mushroom War occurred, and through the powers of the crown it allowed him to survive for centuries.
Over the next thousand years he built his Ice Kingdom, explored what was left of Earth which was now called Ooo by the new inhabitants, and recovered some artifacts as his own while mastering "Wizard Stuff". One of his early companion for the first few centuries was the vampire Marceline. During this time he had a rather odd fixation with Princess, as ever few years or so he craved love and romance. Sadly almost all of the princesses rejected him. Seem the only true friend he could make were the Penguins.
It was believed it was during one of these spouts of romance that he created Ricardio, is the Ice King's heart. Ricardio when bought to life left the Ice King, as he considers him a loser and a wimp. Eventually the Ice King does subdue him, as he needs his heart to live, but Ricardio escapes every once in awhile. Unlike the Ice King who is more of a nuisance than a villain, Ricardio seems to be the essence of ruthlessness and unbridled passions.
Beside being a Wizard with access to arcane knowledge, he is still guided by the Ice Crown which is the source of his powers. He is also a pretty cool drum player and is found of video games. Besides bring Ricardio to life, he also accidentally brought a pranking robot that Finn created. NEPTR considers the Ice King one his "papi" and his the ability to throw hot delicious pies (he is built from a toaster oven, soup can, lose wiring, and other spare parts). He latest creation was his fanfiction "Fionna and cake" which he hoped to bring to life. However he did not quite understand the powers of the Ancient Sleep Magi of Life Giving, which only bought inanimate objects to life.
World: Ooo formerly Earth "Adventure Time with Finn and Jake"
Spells: Unknown.
Magical Items: Ice Crown, Demonic Wishing Ring, Ghost Pouch, and the tome "Ninjas of the Ice: The Art of Fridjitzu.
The Ice King was once a mortal long ago before the Mushroom War. His name was Simon Petrikov, an antiquarian and professor of archeology living in San Francisco, California. One of his claims to fame was the discovery of an ancient book known as the Enchiridion during his time in Greece. A few years before the Mushroom war he came into possession of the Ice Crown in Scandinavia, which ironically is relative to the Enchiridion. Sadly though the power of the crown can cause mental instability and other physical changes. In an attempt to make his girlfriend, Betty, laugh at the time by putting the crown on. Over a period time and repeated uses of the crown it changed him radically, his skin turned blue and cold, nose grew pointed, and began growing a beard. He accidentally froze portions of his home town solid. It was during this time that the Mushroom War occurred, and through the powers of the crown it allowed him to survive for centuries.
Over the next thousand years he built his Ice Kingdom, explored what was left of Earth which was now called Ooo by the new inhabitants, and recovered some artifacts as his own while mastering "Wizard Stuff". One of his early companion for the first few centuries was the vampire Marceline. During this time he had a rather odd fixation with Princess, as ever few years or so he craved love and romance. Sadly almost all of the princesses rejected him. Seem the only true friend he could make were the Penguins.
It was believed it was during one of these spouts of romance that he created Ricardio, is the Ice King's heart. Ricardio when bought to life left the Ice King, as he considers him a loser and a wimp. Eventually the Ice King does subdue him, as he needs his heart to live, but Ricardio escapes every once in awhile. Unlike the Ice King who is more of a nuisance than a villain, Ricardio seems to be the essence of ruthlessness and unbridled passions.
Beside being a Wizard with access to arcane knowledge, he is still guided by the Ice Crown which is the source of his powers. He is also a pretty cool drum player and is found of video games. Besides bring Ricardio to life, he also accidentally brought a pranking robot that Finn created. NEPTR considers the Ice King one his "papi" and his the ability to throw hot delicious pies (he is built from a toaster oven, soup can, lose wiring, and other spare parts). He latest creation was his fanfiction "Fionna and cake" which he hoped to bring to life. However he did not quite understand the powers of the Ancient Sleep Magi of Life Giving, which only bought inanimate objects to life.
In his Fanfiction he stylized himself as the Ice Queen. |
Ricardio builds a body |
Monday, February 18, 2013
Asian Locations: World of Warcraft
The island of Pandaria was once part of the super continent that broke off during the Sundering. The islands terrain is rather rocky, sporting numerous mountains and plateaus. The southern and eastern regions are home to dense jungles and thick forests. The Northern and central portions are dominated by two mountain ranges, between them are plains and valleys were the land is blessed for farming. The western regions though were heavily scarred by the Sundering leaving jagged isle that are hundred of feet above sea level. To the north of main island, a titan refuge was sparred destruction and became known as the Isle of Giants. This island lay partially within the mist, and is one of the only areas that were exposed to the outside world.
History
The history of Pandaria echoes back to the time of the Titans and their wars with the Old Gods. The Watcher, Ra-den, put here created the Mogu. These servants of living stone, like other titan creations helped shaped the southern portions of Azeroth. Like so many others after the defeat of the Old Gods and the departure of Titans, the Curse of Flesh struck the Mogu. They soon became flesh and blood. Like the Earthen who became the dwarves, and other titan creation who became giants, vrykul, and Tol'vir soon had to adjust to a mortal life. The Mogu took it upon themselves to use the knowledge and power of their creators to ensure their dominance. They soon began carving out empire for themselves in southern Azeroth.
The founding of their land was built upon the backs of some of the younger races: Hozen, Pandaren, and Jinyu. These races were enslaved by the Mogu and forced to build their great cities across the land. Their biggest threat came from the northwest as the Aqir threatened their new kingdom. A group known as the Mantid sat just along their borders, and because of this one of the greatest structures post-Titan era was built: the Dragon's Spine. This wall served as a great blockade from the looming threat. Fortunately for the Mogu, the Aquir were pre-occupied with the Trolls. The Mogu ruled for years, and as their mastery grew they created new races to serve them. The Saurok were created by them to be their taskmasters, frightening lizard men. The Grummle came to be from a group of Troggs that tunneled to far into the Mogu Empire.
After centuries of Mogu rule the Empire came to end with the Great Rebellion in 12,000 BDP. The peoples that the Mogu had enslaved rose up. The Mogu even called upon the Zandalari as their allies to fight, but they were overwhelmed. Soon they began rebuilding and for the next 2,000 years built up the Pandaren Empire. Leadership of the land changed hands between the three races, each contributing to ell being of the civilization. They even made contact with the Highborne in the north, enriching their respective cultures.
Sadly though the corruption of the Highborne and disrespect for the land soon drove a wedge between the nations. With a few years as one leader fell into decadence, the last Emperor of Pandaria ascended. Knowing a great calamity was to befall the nation, a powerful Hozen known as the Monkey King and the August Celestials encouraged the last Emperor Shaohao to purify himself. In doing so he sealed away the lingering powers of the Old Gods and protected the lands from the Great Sundering. As the world was thrown into chaos and turmoil, the ritual he used to spare his people and country also encompassed a portion of an Aqir stronghold holding the Mantid and tribes of Tauren known as the Yuangol.
For the next 10,000 years Pandaria would be cut of from the rest of the world surrounded by a mystical barrier of mists. The Monkey King who had promised Shaohao that he would protect the land enacted a ritual which turned the remaining Mogu into Jade, which also trapped him. The only threat were the Saurok, who vowed vengeance all. It was within a few decades that one Pandaren would do the unthinkable. He would leave the island. This young Pandern named Lui Lang set of on a journey to see what befell the world after the Sundering. Soon every five years he came back, and this was becuase of his turtle Shen-zin Su. As the story goes, turtles can instinctively return to their place of birth which made perfect sense in bypassing the protective barrier. His stories encouraged other to come along with him. As they traveled Shin-zin Su grew and grew, and soon was big as a small island. With Lui's last visit to Panderia, he gathered supplies that would ensure the growth of a small community that would be built on the back of a Great Turtle. For centuries this was the only way people could travel to and from Panderia and wander the seas of the world, and as the turtle grew in age the visits became less and less frequent to its place of birth.
Recently the biggest impact came in the form of the Cataclysm. Deathwing's rampage around Azeroth interfered with the effectiveness of the mists around Pandaria (Although it actually it may have been the death of Malygos since many ley lines were re-routed). The barrier no longer steered beings away in confusion, but allowed them to pass through. Most notably the first to pass were the Zandalari who fled the destruction of their homeland, and they began waking the Mogu. Worse the Alliance and Horde discovered the island by accident and brought their war with them. Somehow by fate Shin-zin Su, by extension would be discovered by the Alliance/Horde as an Alliance ship crashed into its shell.
Religion Like others parts of the world, the races of Pandaria venerate the ancients. In particular they worship a group known as the August Celestials. These four are Chi Ji the Red Crane, Niuzao the Black Ox, Xuen the White Tiger, and Yu'lon the Jade Serpent. Although not an Ancient by right, those on the Wandering Isle give reverence to Shin-zin Su as well. Geomancer and Monks gather under these Ancients and learn their teachings.
The Jinyu however practice a unique form of faith. They claim that everyone is connected by water, and they can tap into the "Song". To them water hold deep secrets, gives life, and also can give death.
The last major faith is that of the Old Gods. The Mantid still hold reverence for Y'Shaarj, an Old God destroyed by the Titans. His essence was in fact scattered and became the Sha. A corruptive influence that can be magnified by emotion of Anger, Despair, Doubt, Fear, Hatred, and Violence.
Sunday, February 17, 2013
Character Profiles: Loren Dal'mar Soth
"I really only spar. However if you would like to have some tea we can have an exchange of wits and great conversation."
-Loren Dal'Mar Soth
Loren Dal'Mar Soth was born in Rustboro City in Western Hoenn. As a child he was quiet an attentive. His first ever pokemon was a Poochyena, who he named "Darkly".
They were both inseparable and trained together at the Pokemon Trainer's school. During one of his field trips he managed to catch his second pokemon, a Zigzagoon, he later named "Thomas". During his last year at the school Darkly evolved into a Mightyena.
At age 10 sadly misfortune struck his family, and he was sent away on a Pokemon journey. He was given pokemon egg and sent north to visit his grandparents at Goldenrod City. Along his journey in the Johto region his egg hatched into a Bagon.
Weeks before he finally arrived to his grandparents house, he had a rather odd incident with Clefaries. It was here that he was taken aboard one of their ships. He managed to escape and will not speak of it. Apparently he also freed an Unown during this ordeal which is named "Quest". Once safely there, he and his pokemon managed to capture a Furret and Growlithe as well. As he settled in with his grandparents in the outskirts of Goldenrod City, he pretty much kept to himself and his studies for a time. His pokemon journey seemed over, but was just on a minor hiatus. It wasn't until he met Gwanyin, another pokemon trainer who had happened to stop close by the area. His Machamp had located the first house he could find, but along the way Gwanyin broke his leg. His grandparents offered to take him in until he could better, and thought having a friend could help Loren get out of his shell. Soon Loren and Gwanyin were inseperable pals. Gwanyin's pokemon were a Blastoise, Venusaur, Machamp, and Vulpix. In his quest he had trained hard and became one of the toughest pokeman battlers to wander the Kanto and Johto regions. He did his best to bring his pokemon to their maximum potential. However is Vulpix was stubborn. Seeing how his Vulpix liked Loren's Growlithe, he decided to give him over. That was were Vulpix gave Growlithe the Firestone. Gwanyin had been trying to get his Vulpix to evolve, but it refused. Since now belonging to Loren, it gave the Firestone away. Gwanyain helped Loren learn to focus on battling, and they sparred rather well together. Eventually helping Loren to train his Bagon until it fully evolved.
Within about a year both headed off together on their pokemon journey. This allowed Loren to gather information, as he decided it would be great to get first hand knowledge and accounts. Not everything was yet made available to everyone on the computers, so he imagined himself as a Pokemon Loremaster. Together they made their way around the Johto gyms and together managed to collect a number of badges that would grant them entry to the Indigo Plateau Conference. Loren made it to the top 64, while Gwanyin made it to the top 32. After that they made there way to the Kanto region. There Loren picked up both the Boulder and Cascade badges. Since Gwanyin had already obtained the Indigo League badges, they headed into the Hoenn region. Here Loren obtained the Mind and Rain badges, but also obtained another Poochyena. As soon as Gwanyin had obtained all the badges they journeyed far north to Sinnoh. There Loren managed to obtain the Forest, Relic, and Icicle Badges. This is where he also captured Torterra, Bidoof, Pachirisu, Buizel, Patrat, Herdier, and Emolga. They decided to part ways, Gwanyin traveled on while Loren returned to Goldrod City.
Fun Facts
-Greatly admires the Gym Leader of Pewter City, Brock.
-Greatly afraid of Cleffa ,Clefariy, and Clefable.
-Battles under the name of "Argent Wolf"
-Loves Slushes!
-Awards: Cool Cup, Silver Cup, Johto League Challenge Badge, Pokemon League Admissions Badge, and Premier Ball.
Loren's Pokemon and Awards
Generation I
Foxfire, Vulpix "Fire Type"
-Dig, Extrasensory, FireBlast, Overheat (Flashfire, Drought).
Ignightis, Arcanine, "Fire Type"
-Firefang, Giga Impact, Heatwave, Protect, (Intimidate, Justified)
Generation II
Swiper, Furret, "Normal Type"
-Follow Me, Me First, Slam, Thief (Keen Eye, Frisk)
Quest, Unown, "Psychic Type"
-Hidden Power (Levitate)
Generation III
Lilpup, Poochyena "Dark Type"
-Dark Punch, Hyper Voice, Rock Smash, Super Fang (Runaway, Rattle)
Darkly, Mightyena "Dark Type"
-Irontail, Shadowball, Snarl, Strength (Quick Feet, Moxie)
Thomas, Zigzagoon "Normal Type"
-Cut, Gunk Shot, Ice Beam, Seed Shot (Pick Up, Quick Feet)
Argentos, Salamence, "Dragon/Flying Type"
-Dragon Pulse, Draco Meteor, Fly, Outrage (Intimidate, Moxie)
Generation IV
Bonzai, Torterra, "Grass/Ground Type"
-Earthquake, Leaf Storm, Leech Seed, Sandstorm (Overgrow, Shell Armor)
Chief, Bidoof, "Normal Type"
-Aqua Tail, Hyper Fang, Rain dance, Yawn (Unaware, Moody)
Jay, Pachirisu "Electric Type"
-Magnet Rise, Sweet Kiss, Swift, Thunderwave (Pick Up, Volt Absorb)
Oscar, Buizel, "Water Type"
-Dive, Water Gun, Waterfall, Whirlpool (Swift Swim, Water Veil)
Generation V
Scout, Patrat, "Normal Type"
-Detect, Crunch, Grass Knot, Covet (Keen Eye, Analytic)
Cillie, Herdier,"Normal Type"
-Frustation, Lick, Surf, Toxic (Sand rush, Scrappy)
Suawoo, Emolga Electric/Flying Type"
-Aerial ace, Discharge, Electroball, Volt Switch (Static, Motor Drive)
I have been playing Pokemon since it came out years ago and is still a huge. As a player I have always done my best to get the National Deck and my certificate of completion in every game. My game character presented here is the story elements I decided to add in my Pokemon Journey.
-Loren Dal'Mar Soth
Loren Dal'Mar Soth was born in Rustboro City in Western Hoenn. As a child he was quiet an attentive. His first ever pokemon was a Poochyena, who he named "Darkly".
They were both inseparable and trained together at the Pokemon Trainer's school. During one of his field trips he managed to catch his second pokemon, a Zigzagoon, he later named "Thomas". During his last year at the school Darkly evolved into a Mightyena.
At age 10 sadly misfortune struck his family, and he was sent away on a Pokemon journey. He was given pokemon egg and sent north to visit his grandparents at Goldenrod City. Along his journey in the Johto region his egg hatched into a Bagon.
Weeks before he finally arrived to his grandparents house, he had a rather odd incident with Clefaries. It was here that he was taken aboard one of their ships. He managed to escape and will not speak of it. Apparently he also freed an Unown during this ordeal which is named "Quest". Once safely there, he and his pokemon managed to capture a Furret and Growlithe as well. As he settled in with his grandparents in the outskirts of Goldenrod City, he pretty much kept to himself and his studies for a time. His pokemon journey seemed over, but was just on a minor hiatus. It wasn't until he met Gwanyin, another pokemon trainer who had happened to stop close by the area. His Machamp had located the first house he could find, but along the way Gwanyin broke his leg. His grandparents offered to take him in until he could better, and thought having a friend could help Loren get out of his shell. Soon Loren and Gwanyin were inseperable pals. Gwanyin's pokemon were a Blastoise, Venusaur, Machamp, and Vulpix. In his quest he had trained hard and became one of the toughest pokeman battlers to wander the Kanto and Johto regions. He did his best to bring his pokemon to their maximum potential. However is Vulpix was stubborn. Seeing how his Vulpix liked Loren's Growlithe, he decided to give him over. That was were Vulpix gave Growlithe the Firestone. Gwanyin had been trying to get his Vulpix to evolve, but it refused. Since now belonging to Loren, it gave the Firestone away. Gwanyain helped Loren learn to focus on battling, and they sparred rather well together. Eventually helping Loren to train his Bagon until it fully evolved.
Within about a year both headed off together on their pokemon journey. This allowed Loren to gather information, as he decided it would be great to get first hand knowledge and accounts. Not everything was yet made available to everyone on the computers, so he imagined himself as a Pokemon Loremaster. Together they made their way around the Johto gyms and together managed to collect a number of badges that would grant them entry to the Indigo Plateau Conference. Loren made it to the top 64, while Gwanyin made it to the top 32. After that they made there way to the Kanto region. There Loren picked up both the Boulder and Cascade badges. Since Gwanyin had already obtained the Indigo League badges, they headed into the Hoenn region. Here Loren obtained the Mind and Rain badges, but also obtained another Poochyena. As soon as Gwanyin had obtained all the badges they journeyed far north to Sinnoh. There Loren managed to obtain the Forest, Relic, and Icicle Badges. This is where he also captured Torterra, Bidoof, Pachirisu, Buizel, Patrat, Herdier, and Emolga. They decided to part ways, Gwanyin traveled on while Loren returned to Goldrod City.
Fun Facts
-Greatly admires the Gym Leader of Pewter City, Brock.
-Greatly afraid of Cleffa ,Clefariy, and Clefable.
-Battles under the name of "Argent Wolf"
-Loves Slushes!
-Awards: Cool Cup, Silver Cup, Johto League Challenge Badge, Pokemon League Admissions Badge, and Premier Ball.
Loren's Pokemon and Awards
Generation I
Foxfire, Vulpix "Fire Type"
-Dig, Extrasensory, FireBlast, Overheat (Flashfire, Drought).
Ignightis, Arcanine, "Fire Type"
-Firefang, Giga Impact, Heatwave, Protect, (Intimidate, Justified)
Generation II
Swiper, Furret, "Normal Type"
-Follow Me, Me First, Slam, Thief (Keen Eye, Frisk)
Quest, Unown, "Psychic Type"
-Hidden Power (Levitate)
Generation III
Lilpup, Poochyena "Dark Type"
-Dark Punch, Hyper Voice, Rock Smash, Super Fang (Runaway, Rattle)
Darkly, Mightyena "Dark Type"
-Irontail, Shadowball, Snarl, Strength (Quick Feet, Moxie)
Thomas, Zigzagoon "Normal Type"
-Cut, Gunk Shot, Ice Beam, Seed Shot (Pick Up, Quick Feet)
Argentos, Salamence, "Dragon/Flying Type"
-Dragon Pulse, Draco Meteor, Fly, Outrage (Intimidate, Moxie)
Generation IV
Bonzai, Torterra, "Grass/Ground Type"
-Earthquake, Leaf Storm, Leech Seed, Sandstorm (Overgrow, Shell Armor)
Chief, Bidoof, "Normal Type"
-Aqua Tail, Hyper Fang, Rain dance, Yawn (Unaware, Moody)
Jay, Pachirisu "Electric Type"
-Magnet Rise, Sweet Kiss, Swift, Thunderwave (Pick Up, Volt Absorb)
Oscar, Buizel, "Water Type"
-Dive, Water Gun, Waterfall, Whirlpool (Swift Swim, Water Veil)
Generation V
Scout, Patrat, "Normal Type"
-Detect, Crunch, Grass Knot, Covet (Keen Eye, Analytic)
Cillie, Herdier,"Normal Type"
-Frustation, Lick, Surf, Toxic (Sand rush, Scrappy)
Suawoo, Emolga Electric/Flying Type"
-Aerial ace, Discharge, Electroball, Volt Switch (Static, Motor Drive)
I have been playing Pokemon since it came out years ago and is still a huge. As a player I have always done my best to get the National Deck and my certificate of completion in every game. My game character presented here is the story elements I decided to add in my Pokemon Journey.
Saturday, February 16, 2013
Spell Casting 101: Cantrips
Cantrips and Orisons are the lowest level of spells, most which are commonly used as practice spells in which novices use in their initial studies. The spells produce minor effects compared to other spells, and are often considered trivial in nature. However, by the time an apprentice moves on into being a full fledged practitioner of the art they are often left by the wayside in favor of the standard selection of spells.
It was standard practice of most practitioners at one time to elevate the simple collection of spells into the 1st levels of magic. It was basic spell that would allow you to perform any cantrip/orison, in which it gathered the magical energy need to produce a number of effects. Some societies consider such methods a waste of spell energy, which further gave practice to leaving these beginner spell alone. These beginner spells would have been fated to practice spells if it was not for the advancement of a few magical nations and creatures.
One could argue that those with innate power can easily tap in any produce many minor effects. The Fey are one of the many well known innate magical creatures reputed for their magical abilities. Which of course leads one to contemplate their closest relatives the elves, dwarves, and gnomes. The ancient races have always been thought to have ties to the fey, and the civilization and cultures have always been impressive to behold. Many believe it is not because of the long life spans or cultural efficiency, but because of their abilities with magic. Most humans will agree to this fact, that indeed magic is the key to all this. It is all probably because of the Cantrip. On many worlds in which civilization has a high degree of arcane abilities, cantrips are common. Not only are they used by spellcasting classes, but are often taught to non-spellcaster as well to ease life. It is here that the versatility of cantrips are heralded by the masses, as well as inspired to have new uses as well. Great societies like Glantri of Mystara and those of Netheril and Halruaa of Faerun are some example of societies in which cantrips are common place.
It well known that when Cantrips are practiced correctly, the energies need to cast them do not dissipate.
On most worlds, certain spellcasters keep this secret to themselves. One can learn to increase the number of cantrips one can tap into or learn to the secret to preserve the spell energy needed to cast again. Some worlds like Golarion, most spellcasters learn this trick right away.
At one point Cantrips were divided into several classifications: Haunting Sound, Legerdemain, Person-Effecting, Personal, and Useful/Reversed. The common layperson though would find such a classification useful, as many Useful/Reversed are utilized by a variety of individuals to make life easier. Haunting Sound and Legerdemain ones were often used for entertainment purposes. The last two categories simply stated who was being affected by said cantrip. However, in the grand scheme of things they still followed the universal classification of the schools of magic. Don't overlook cantrips, they can be very useful!
One use often neglected is that of spell components. Depending on a wizard's training and instruction, many do not employ this simple fact. Many will often times acquire spell components the mundane ways, often risking life and limb, In addition this also forget that cantrips can help in storage of said components as well. One example I could share is that of most cold spells, unless traveling in areas abundant with snow and favored by such weather... a simple component such as ice is beyond availability. There is a cantrip spell that can easily produce a cube(s) of ice, allowing casters in warm climes to cast this spell. It certainly helps when most spell require a crystal when ice is not available. In reverse terms, when fire is needed a simple cantrip can provide the spark need for most spells. Another example in regard to spell components is that of concerning colors. There meanings are often symbolic...but in all seriousness who can expect to maintain a collection of colors and shades for cloth, crystals, and powders! Again you can simply have that "Color" cantrip at the ready and have access to the color you need regardless of the base material.
Professions benefit from the usefulness as well. Cooks, Clothiers, Scribes, and Barbers are some professionals I know that can benefit as well. Lets take a scribe for instance...there is a Cantrip that can keep ones quill sharp or allow to use one finger as such. Also a scribe can also color inks, ensure that writing material a dry, or even stylize a press or font. One barber I knew for nobility used cantrips to pamper his patrons and gain their trust. The barber could use a cantrip to utilize his fingers as sheers or a brush, color and tease the hair, cleanse the individual personage and clothe, perfume them, provide soothing sounds, have cold and warm water as need, even provide a gentle temperature in the room. I was impressed as all this was done with the simplicity of cantrips. You can just imagine what now can be done in regard to drinks and cooking!
The last feature of Cantrips I will mention is that in regards to combat. Although most cantrips will never do any significant amount of damage whatsoever, they can be used in other ways. There is one cantrip known as "Bolt" which is especially useful. It allows one to launch crossbow bolts as if one had a crossbolt! There are even a variations which will allow use to improvise with sling bullets and arrows. Other overlooked cantrips are "Sharpen" and "Shine", you warrior companion will be your friend with these simple cantrips that will maintains the weapons and armor. "Mage Hand" as well can come in hand, especially when levers and items need to be pulled.
Cerulean Seas
The Cerulean Seas Campaign Setting by Alluria Publishing takes place on a world in which a Great Flood took place and wiped out many civilizations. Those those who lived upon the land suffered the most as civilization were swept away by the oncoming tides. It is unclear exactly what caused the Great Flood, as many of the records are sort of murky on this subject. The majority efforts were survival for both underwater and above water races, but 522 years have passed since the rising of waters. Whatever the cause it greatly changed the topography of the planet, leaving few a land masses around the planet.
The campaign setting introduces a number of races for underwater campaigns. Many PC races will be familiar such as the Delatari (Aquatic Sea Elves), Merfolk, Tritons, intelligent sea creatures, etc., but also introduce a number of new races as well. You can find crabfolk, frog folk, fish folk, feykith and others that add to the deep flavor and variety that an underwater campaign can handle. Each of the races presented provide fragments of the world history as from the perspective of the underwater races. It is known before the Great Flood, there was another significant event known as the Bloody War which also bought about the extinction of the Delatari. In this war invader from the Quasi-Elemental Plane of Minerals were also fought off by the Tritons. There are many mysteries that one can uncover as you can piece the history of this world as well as keep the peace between various aquatic kingdoms. There is also room to for non-aquatic and semi-aquatic characters to play as well. Many are survivors who have adapted to life on the seas.... ever sailing.
New deities are introduced as well tailored to underwater races, but also present a number of gods that are familiar to land dwellers too.Some familiar names like Poseidon (Greek), Sebek (Egyptian), Aegir (Norse), and Dagon (Phoenician) are recognized by most and perhaps give clues to some of the former history.
The Campaign setting as of this date has only three releases which are Campaign Setting Source book, Polar Campaign Setting Source book, and rules regarding psionics. Many more books are planned to explore the rest of the world. Not only have they provided rules and information for the campaign setting, but these new ideas can also fit very well within any wolrd!
Polar Regions |
Friday, February 15, 2013
Spellcasting 101: Novices in Training Part 1
When it comes to learning about magic there are several ways in which a talented individual can do so.
Many individuals on most worlds as we know are either apprentices or students of an individual or institution in which they a instructed in the ways of sorcery and the secrets of wizardry. In most cases senior wizards pass on the tradition and secrets of their craft to a younger generation, in which perhaps new discoveries can be found or exploited by those with fresh ideas on the old ways. Institutions of Magic are usually an indication of a society and culture were magic is accepted for the most part, as it provides a community of spellcasters that in theory have learned to share their knowledge and bring about a consistency to the art. Apprentices on the other hand learn directly from there tutors, and there education varies... sometimes excelling that of on institution of magic, but more often than not just falling short of mediocrity.
The Empowered are more often than not sorcerers and other individuals who have gift of magic. This can either be innate or invested in an individual. They often learn how to control and manipulate the powers within themselves over time. Much of this is through trial an error, and it is mostly through feeling. Unless they actually have a tutor, many of them simply go about their daily lives while having a talent for magic.
Like the Empowered, the Untrained are individuals who individuals who come to learn how to practice magic on there own. They are usually clever individuals who manage to find a spellbook or other piece of arcane knowledge and figure out how things work. However, more than likely they become experts of what they have access to. Very few go beyond what they already possess, and those that do have a hunger for knowledge. This can be a blessing as they are no preconceived notions or bias which can be passed down, as the only limits are there ingenuity and imagination.
Lastly there is the Initiate. This title may indicates an individual who will be practicing divine magics for the most part, but please note their are certain arcane societies that shroud the practice of magic through ceremony and rituals. An initiate tutelage is conditional, as it is matter of both faith and belief. Knowledge is passed down as the initiate retains good standing within the organization and shows sincerity in the teachings that are passed down. Depending on the institution, there may be a lot of taboos regarding training and practice. Divine spellcasters are empowered by their deity, and as such means the magic that they practice can be lost. They retain all their training, but are unable to access the power if their is an issue of the loss of favor. Arcane spellcasters who lose favor are stripped and barred access to knowledge, forcing them to look elsewhere.
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