Post/Author/DateTime | Post |
---|---|
#1ORC_ParadoxSep 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. |
#2irdeggmanSep 22, 2005 7:29:20 | I wish we had more time. Didn't even get a weekend to work on it. Shadow Bane (Major Artifact) Shadow Bane resembles a scepter more than a standard mace. The “head” is shiny silver due to the Tighmaevril used to create it. It is imbedded with rubies representing the bloodline of Anduiras. It functions as a +3 heavy mace with the bane-scion of Azrai and bane-Creatures of the Shadow World properties. In the hands of a good aligned scion of Anduiras it functions as a +5 weapon. It is made of tighmaevril (see below) and has the following additional properties: Grants the following abilities: +5 bonus to resist bloodline conversion to Azrai. At will: Generate light as if by a Light spell. 1/day: The ability to use the blood ability Divine Wrath (see below). 1/week: Cast Sunburst as a 15th level caster 1/season (3 months): The character gains a temporary bloodline strength of True and bloodline score is 50 with a derivation of Anduiras. If already blooded the scion’s bloodline and derivation change for the duration of the effect. The effect lasts for 1 week, afterwards the character’s bloodline status returns to normal. During this time the character has the following blood abilities; Animal Affinity (Great), Courage (Major), Heightened Ability (Minor) (Charisma and Strength), Protection From Evil (Major), Regeneration (Great). (See below for descriptions). History: In the years following the Battle of Mt. Deismaar, which resulted in the death of the “old” human gods, the face of Cerilia was changed dramatically. Several vile creatures springing from the blood of the former god of Shadows, Azrai, came forth. These creatures are called Awnshegh and have tremendous powers and abilities. They no longer resemble their former selves as the transformation has so dramatically changed them. They have spread their evil influence across the entire continent and even the elves of the forests have been affected by this spread of terror. The elves having long hated the humans decided to let them handle things since these creatures were caused by the gods of the humans. Elves being immortal have no gods and understand little of the nature of deity worship that dominates humanity. The elves watched for centuries hoping that the humans could find a champion to combat the rising hoard. Finally a human named Michael Roele came about. He attempted to unite all of the human lands of Cerilia into an empire and was nearly successful in doing so. He challenged the most powerful awnshegh, The Gorgon, to a battle to the death. But in a fateful combat that forever changed Cerilia, he was defeated by the vile creature. This event changed the common calendar to revolve around Roele’s death. The elven wizard Ghoigwnnwd discovered a metal he named Tighmaevril and forged approximately a dozen weapons before he realized its unique properties. As he realized what this metal could do and its ramifications he vowed to never create another weapon using it again and went into seclusion. That is until the elven hopes for a human champion to defeat the awnsheghlien failed with the death of Michael Roele. He figured the reason the human failed to defeat the spawn of Azrai was because he had no help from the elves. This paralleled how Azrai was first defeated – the elves joined forces with their long time enemies the humans to fight Azrai’s forces. He decided to make one more weapon. He first had to get a drop of Roele’s blood. This was a difficult task but he managed to secure one by eliciting the help of the dwarves of Baruk-Azhik to sneak into the Gorgon’s territory and secure some of the ground where Roele fell in battle. After extracting a single drop of Roele’s blood he set to work in making a weapon that could be used to defeat The Gorgon and subsequently all of the awnsheghlien in Cerilia. He named his weapon Shadow Bane, in the human tongue of the Anuireans. Knowing that the humans would be suspect of any gift from an elf he requested the dwarves of Baruk-Azhik to find some one suitable and worthy enough to wield it. After his visit to the dwarves he faded into the mists and has not been seen since. For several centuries the dwarves have guarded their treasure and task with the single minded-determination that is the very existence of their race. They know all too well that The Gorgon would do anything to get his stony claws on this weapon so they maintain the secret until the time is right. Shadow Bane is currently in possession of Grimm Greybeard, the Overthane of Baruk-Azhik. The dwarves still maintain their semi-isolationist attitudes but Greybeard’s friend and confidant the Guildmaster Diirk Watershold uses his connections to constantly watch for a worthy individual. Details and Properties: New Special Material: Tighmaevril: Over 2,000 years ago, the elven wizard Ghoigwnnwd created over a dozen weapons from an experimental metal he named tighmaevril. Weapons made of tighmaevril have special properties that allow bloodtheft. See Chapter 2 for details on bloodtheft. Scholars believe that most, if not all, tighmaevril weapons are currently held by the Gorgon. The mysteries of forging weapons from tighmaevril were known only to Ghoigwnnwd. The metal is difficult to work in any manner and the DC to craft any item from it is increased by 10. Only Ghoigwnnwd or someone who has studied directly from him has the ability to craft or repair weapons from tighmaevril. Ghoigwnnwd had no known apprentices and diligently guarded his secrets. Blood Abilities: Animal Affinity Level: Minor, Major, Great Derivation(s): All The scion possesses an affinity and skill for communicating with the totem animal of their bloodline derivation. The ancient totem animal for Anduiras was the lion; for Basaïa, the eagle; for Brenna, the cat; for Masela, the dolphin; for Reynir, the wolf; for Vorynn, the owl; and for Azrai, the serpent. Minor: Empathic communication: The scion has an empathic communication with the animal to a range of 60 feet, although the scion must be able to see the animal. This ability is similar to the wizard/sorcerer’s ability to communicate with his familiar. Members of the species will never attack him unless they are magically controlled. The scion gains the wild empathy ability like a druid or ranger (detailed in the Player’s Handbook) but only towards his totem animal. If the scion already has the wild empathy ability he gains a +2 bonus to his checks when interacting with his totem animal. Major: In addition to the Minor effects the scion gains the following: Speak with totem animal: The scion’s empathic communication increases to the ability to speak with animals of the totem species at will, as per the spell Speak with Animals. The animal must be within speaking distance of the scion. Members of the species regard the scion as an ally and friend and will cooperate with reasonable requests. An animal might guide or guard the scion during a trip in the wilderness, but it wouldn’t follow him into civilized or inhospitable lands. Great: In addition to the Minor and Major effects the scion gains the following: Detect totem animal location: The scion can detect a single totem animal within a l-mile radius, as per the spell Detect Animals or Plants. The scion learns the location of the nearest animal first, but may continue concentrating to learn the location of other animals. The scion may do this indefinitely at a rate of one animal per round. Animals of the species will give their lives in the service of the scion. Enhanced communication with totem animal: By concentrating for one round (full round action), the scion can see through the animal’s eyes using the creature’s vision instead of the scion’s own, summon it to his location, or relay information to it through mental communication. The scion may only use one of these options at a time. The animal must be within 1-mile of the scion. Shape change into totem animal: Once per day, the scion may shape change into the particular animal form for up to two hours, as per the druid’s Wild Shape ability (detailed in the Player’s Handbook). Courage Level: Minor, Major, Great Derivation: Anduiras Description: As the ancient god of noble battle, Anduiras imbued supernatural courage into many of the bloodlines derived from him. Minor: Scions with courage are automatically successful with any saving throws required for effects that cause magical or normal fear. For effects that are normally allowed no save, the scion may roll a normal Will saving throw against DC 15 to resist the effect. Major: The effects of the Minor ability are extended to all allies within 10 feet of the scion. Great: In addition to the effects of the Major ability the scion gains the following: Battlefield morale: A military unit containing the scion automatically succeeds all unit morale checks. The affected unit may change if the scion moves between units during combat as a part of a Heroes unit. Divine Wrath Level: Great* Derivations: Anduiras, Basaïa, Masela When a scion with this ability is moved to great anger, he becomes a terrible enemy. The scion’s body is imbued with extreme strength, and the mere sight of his angry visage terrifies his enemies. *Only scions with Bloodtrait or the Great Heritage template may take this ability. Great: The divine wrath can never be summoned voluntarily; it comes over the scion only when he battles a being that has either wronged him or someone he cares about. The divine wrath lasts ten rounds + one round/level. This condition grants the scion the following: Strength increase: The scion gains a +4 to Strength. Improved saves: The scion gains a +4 bonus to all saving throws. Increased toughness: The scion gains a damage reduction of 1/- to all attacks. Maximized spells: All spells cast by the scion are maximized (as per the meta-magic feat). Fear gaze: The scion gains a gaze attack with a range of ten feet. Anyone who meets the scion's gaze must make a Will Save or be stricken with fear (as per the spell of the same name). Heightened Ability Level: Minor Derivation: All except Masela The old powers each cherished different traits in their followers and embodied these characteristics. The resulting bloodlines often show near-divine examples of strength, intelligence, or beauty. Minor: A scion with this attribute gains a +2 increase in the applicable ability score. The abilities associated with each derivation are as follows: Anduiras - Charisma or Strength (choose which one or roll for it when this ability is gained); Basaïa - Intelligence; Brenna - Dexterity; Reynir - Constitution; Vorynn - Wisdom; Azrai - Charisma or Intelligence (choose which one or roll for it when this ability is gained). Heightened ability is not a spell like ability it is an increased ability like that from every 4th character level. Protection from Evil Level: Major, Great Derivations: All except Azrai The scion is defended against the minions of evil. Major: A scion with this power is warded by a continuous Protection from Evil spell. Great: The scion’s protection expands to include others in his presence. He is considered to be under the effects of a continuous Magic Circle against Evil spell. Regeneration Level: Great* Derivation: Anduiras, Reynir, Azrai The scion has a natural ability to regenerate hit points and resist damage. *Only characters with the Bloodform ability, the Bloodtrait ability, or the Great Heritage template may take this ability. Great: The scion has Fast Healing 3 as per the Monster Manual. This power, when used by a scion of Azrai, dramatically increases the speed of the transformation to awnshegh status, as restored limbs and senses are often transformed. Regeneration is a supernatural ability. This item was created using the information contained in the BRCS (Birthright Campaign Setting) which can be accessed by going to the following link: http://www.birthright.net/showthread.php?t=2628 |
#3ORC_ParadoxSep 23, 2005 20:24:33 | Congrats, Irdeggman! You win this round and move on to the next |
#4ORC_ParadoxSep 25, 2005 9:26:40 | http://boards1.wizards.com/showthread.php?t=508286 Final round. |