UnCon: War of the Worlds

Post/Author/DateTimePost
#1

ORC_Paradox

Sep 18, 2005 21:43:29
This competition is multi layered and is taking place across the cosmos.

It is run in four phases. The first phase runs until Thursday. This is where people post their entries. On Thursday, nomination phase will take place where people may nominate threads to move to the next round. The top entries (Three to five, depending on the number of entries) will be up on a poll to be voted on as Friday's phase. The votes will end Friday night.

The final entries will be put up against each other in one final poll against the top entries from the other world entries on Saturday. Woo hoo! You're not just setting up the best entry for your area, but against the other areas as well!

Here's what you'll be making:

A mace.

Not just any mace, but one that represents this world. We need to see the back story of the mace, the powers of the mace, the material it's made of, and it's current location/owner. Be as creative and descriptive as possible. The challenge is to present the mace as part of your chosen game world, but be clearly explained to folks who may or may not know anything about the world. Folks will be voting on your entry based on coolness factor and adaptability to any game world, even with the rich history. What this means is we don't need a detailed description of every war in the game world, or all the details of the game world. But enough of the flavor of the game world should be apparent in the mace's description.
#2

alakar

Sep 21, 2005 23:04:58
Since no one has posted a reply yet, I'll take a shot at it, and maybe seeing how horrible it is, will post something better. So here we go.

Many thousands of years ago, a spark from Reox's forge fell to Krynn. Many days it smoldered and burned itself into the ground. There it lay, dormant for hundreds of years, until the day that fate twisted the laws of probability. A group of elves came to the sight to bury one of their fallen comrades, and while digging a grave, found a stone of bright red. They took it back to Qaulinost, homeland of the elves, and had the wisest sages examine it. To no avail, no elven sage could name the stone. The elves mystified bye the stone, gave to the wizards conclave. Archmages from the world over could not identify the stone, but could see that it housed great power. Ashaman, a mage of the red robes, took the stone unbeknownst to the conclave, and hired a master dwarven blacksmith to shape the stone into the head of a mace. He provided the smith with links of chain that once held a dragon in the depths of the Abyss, and wood from a dryad’s tree for the shaft. The smith forged for days, working the stone, the chains, and finally curing the wood. Upon the final stroke of his hammer, the weapon of his creation thundered with the might of Titans. The smith gave the weapon to Ashaman, and he was pleased. He hid the weapon until the night when all three moons of Krynn were aligned, and his magic at its peak. That night he cast spells that rivaled that of those that created the very tower in which he stood. When daybreak came, the conclave came to top of the tower to bid the moons farewell until the next alignment, and found Ashaman dead. The mace lay on stone, dripping with blood. The conclave locked the mace away for many years. When the Chaos war came, the wizards took the mace to battle the minions of chaos. There are many legends now of a mighty wizard who wielded a mace of fire, that brought the wrath of the dead upon his foes. A wizard so powerful that even with his meager strength could shatter swords, and the next moment, heal a fallen soldier. Kender tales they say, in fact, they may be right. Who knows what kender wanders the face of Krynn with a "pretty" mace, ready to be traded away at a moments notice. Since then, the wizards gave the mace a name, trithinity, the nexus of all.

Trithinity is a weapon with many powers, derived from its three different parts; the ball, the chain, and the handle. At the surface, Trithinity appears to be a well-crafted mace with dark chains and a bright red ball (a metal equivalent to adamantine). Upon casting Identify or other property divining magic upon on the mace reveals it to be a +1 flaming mace that grants its wielder +4 to strength.
Upon wielding the weapon for 24 hours, the wielder will begin to here whispers in his sleep about the trials of the nexus. The words to a rhyme will come to the wielder, and if the words are spoken aloud, the trials begin. The words to be spoken are

" Once fallen from a mighty star,
Once part of the land
Once a prison from afar
Now wielded in thy hand

Purity, Taint, and Indecision
All exist within a fold
Test yourself against thy own aspects of each
And wield powers untold"

Once these words are spoken, three images of the wielder will appear as ghostly images in front of the wielder. One dressed in white, one in red, and the last in black. The white one will step forward and challenge the wielder to a philosophical debate. This is done bye making opposed diplomacy checks (the image gets a +5), if the wielder wins, the image bows and disappears. If the Image wins, the wielder is affected as bye the insanity spell. For winning the trial, the wielder unlocks the power of handle made from a dryad’s tree. Once per day, the wielder can cast heal as a 10’Th level cleric.

The red image will then step forward and challenge the wielder to a trial of skill. This can be done bye opposed perform, sleight of hand, hide/spot, or profession checks, the image receiving a plus 10 bonus. In the case of the latter, all the material and or equipment one needs for profession checks will conjured via illusions. If the Image wins, the wielder takes 10 points of charisma damage. If the wielder wins, he unlocks the power of the ball. For up to five rounds a day, the wielder may take an additional move or standard action. The rounds need not be continuous and this ability can be used only once a round.

The black image will then step forward, and challenge the wielder to a combat. The image is an exact duplicate of the wielder, and wields the mace with all of its powers except the one gained from this trial. Allies of the wielder are allowed to help, but for every ally beyond the first who participates, will spawn another image. This will be made clear when the image addresses the wielder. Failing this trial means death. Winning this trial unlocks the power of the chains. Once per week, the wielder may summon the spirit of Ashaman (LN Wizard 8, archmage2) to aid him for one hour per every two character levels the wielder has. Ashaman can cast spells as though he had prepared them (selected upon summoning) and can cast them without material components.

Once the Trials have been completed, the mace gains two additional powers. It is now considered to be both good and evil for overcoming damage reduction, and once per year the wielder may choose to change alignments, thus is the power of Trithinity, the nexus of alignments.

There we have it.
#3

knightwolfe

Sep 22, 2005 1:36:13
I like that, a lot. Great work.
#4

ORC_Paradox

Sep 23, 2005 20:22:01
Congrats, Alakar! You win this round and move on to the next.
#5

alakar

Sep 24, 2005 12:06:58
Yay, blowing away my competiton of......oh ya, zero!


Thanks to my solo voter!
#6

ORC_Paradox

Sep 25, 2005 9:25:41
http://boards1.wizards.com/showthread.php?t=508286

Final round.
#7

zombiegleemax

Sep 25, 2005 21:29:27
Not to rain on your parade, but the weapon you have described is not a mace. It's a flail. Maces don't have chains.
#8

alakar

Sep 25, 2005 21:40:03
Oh well, it was all just fun and games anyhow.