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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.

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.

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.



Monday, January 7, 2013

The Happiest Adventurer Ever Known

1945-2013
If you watched PBS and KCET or its' Californian affiliate stations, you may remember a show called "California's Gold". He was very well known for his human interest stories about Californian landmarks, eateries, people, and places. He seemed to always had the spirit of adventures going from northern California to southern California investigating and exploring  out of the way and little know historical places.
He was always an upbeat and positive role model, he was practical but approached everything with an appreciation and wonder for its uniqueness.

Huell Howser was born in Tennessee, lived as a broadcaster in New York, but moved to Los Angeles in 1981. He was a correspondent of Entertainment Tonight, but was was picked up by KCET in the early "Videolog" series. He continued his career for many years and just as a few years ago continued his explorations and documentation of living Californian history. He was a unique pioneer, and though his interest in RPGs is unknown if any..... I know he inspired my love of exploration and ignited a spark within me to find out and ask why, to try out new things, be a personal ambassador, a good listener, and to foster a cooperative spirit of adventure. You will truly be missed.