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Thread: Hierarchies and Rewards for Raiaera

  1. #1
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    Hierarchies and Rewards for Raiaera

    Curious about the Raiaeran FQ but don't feel like wading through a billion chunks of backstory? Just want some sweet loot that you don't have to spend hours making up on the fly? Look no further! Not only will you find a very brief faction rundown in the following posts, you'll also find tips on how to write their leaders, who those leaders are in the first place, and a few prompts to help get your started whether you're a good guy or an evil bastard.

    Remember: The rewards are not perfectly balanced, nor are they completely set in stone. The ones listed here can always be mere inspiration for the quest items you come up with.

    The Hierarchy and Rewards for the Defenders of Raiaera
    The Hierarchy and Rewards for the Necromancer's Hordes
    Last edited by Caden Law; 10-06-08 at 08:09 PM.
    RPs to Date
    Items or EXP listed until profile updates are made.

    Stairway to Heaven - Complete.
    Into Yesterday - In Progress.

  2. #2
    Resident Pointy Hat
    EXP: 68,785, Level: 10
    Level completed: 32%, EXP required for next level: 8,215
    Level completed: 32%,
    EXP required for next level: 8,215
    GP
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    Caden Law's Avatar

    Name
    Caden "Blueraven" Law
    Age
    26
    Race
    Human
    Gender
    Male
    Hair Color
    Light blond
    Eye Color
    Blue
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    Wizard for hire, freelance alchemist, translator, navigator, and archivist

    Hierachies and Rewards for Defenders

    Uncertain about how to handle the defense of Raiaera? Curious as to what you can loot off the dead bodies of its protectors? Just want to get a better idea of what the situation is and who's in charge of what? Then you've come to the right place. In this thread, you'll find a short list of the defenders, who's in charge of them, rewards for service and prompts for attacking or protecting the peoples and lands of Raiaera.

    Nalith Celiniel, Lady General of Raiaera, High Bladesinger
    The sole survivor of the last High Bard Council, and currently the highest authority of the slowly reforming Raiaeran High Command. The irony being that Nalith was originally one of the youngest members of that Council. Rarely seen off the battlefield or out of the war-room, Nalith often wears a suit of silver-plated mythril armor. The suit is heavily enchanted to resist damage. Over this she's usually seen wearing a blue vlince cloak. Known for a passing disdain towards non-High Elves, Nalith is a coldblooded woman with a temper like hellfire.

    Bladesingers Guild
    An ancient order of bardic warrior-mages, the Bladesinger Guild is at the very heart of Raiaeran defense efforts. Originally broken into five schools, each specialized in a different field and all dedicated to the beauty of war and peace and the world at large, the Guild has since been hit by the cold fist of reality. Most of its senior membership has been wiped out through sieges at Eluriand and other Raiaeran cities, leaving behind a huge number of inexperienced Bladesingers. Because of the necessities of warfare, all current Bladesingers have a much more general skillset than in the old days: They are clerics, paladins and wizards all rolled into one. Healers, warriors and spellcasters, their power focused through song. Bladesingers originally wore five different sets of colors, one for each School, but all now wear the same silver and blue. Some wear green to signify seniority. While Bladesingers vary from level 0 straight to the upper limits, there's a general rule of thumb for all of them: The more experienced a Bladesinger is, the more likely he or she has a full set of armor.

    Ranger Corps
    The most diverse of Raiaera's old military forces. The Rangers are somewhere between cavalry and guerilla warfare, and their membership is drawn from Elves, men, and anyone else willing to volunteer in defense of Raiaera. They specialize in close-quarters combat, cavalry fighting, and espionage. While there's no true uniform for them, most Rangers wear either green or dark brown to blend in with the natural colors of their homeland. Fiercely independent and notoriously disorganized, Rangers rarely answer to Nalith and often work either in small groups or entirely alone. The only universal symbol they have is their Cavalry Saber. Most PCs who fight in defense of Raiaera are considered Rangers by default, whether they've ever even met an official Ranger or not.

    Wanderers in Starlight
    Somewhere between a warrior cult, an order of magi, a fringe social movement, and the Rangers themselves. The Wanderers in Starlight are one of the oldest and, until very recently, most obscure groups in Raiaera. Predating the Bladesingers by several generations, they adhere strictly to a set of rules and rituals called the Endless Path. Their worship is directed at an old pantheon known as the Star Gods -- Raiaera's original pantheon, give or take a few wars in heaven. The Wanderers are essentially a spellcasting midground between the Bladesingers and common Rangers. They wear highly stylized steel armor and rely heavily on enchanted weapons and spellcasting. Their membership is exclusively Elven, though they're the only major group in Raiaera that considers itself old enough to not draw a line between Elves and Drow. They stand apart from the Bladesingers and Rangers in that their main goal isn't merely the protection of Raiaera, but the total annihilation of Xem'zund and his armies.

    Defenders
    Need some other cannon fodder to hack through in the Necromancer's name? Here's a quick list of Raiaera's defenders to date. Feel free to go beyond it as much as you'd like; it's just a starting reference.
    - Conscripts (Primarily inexperienced humans. Due to decimations in multiple battles, there aren't too many pure conscript armies in Raiaera now. Usually armed with swords and shields)
    - Hedge-Magi (Primarily inexperienced humans and elves. Magi who were pressed into service without much training or who lost their teachers in combat. Some are surprisingly powerful)
    - Soldiers (Primarily elves in steel plate and chainmail, generally armed with swords, shields and crossbows)
    - Mercenaries (Primarily humans and dwarves, quality varies)
    - War-Magi (Experienced human and elven spellcasters, most often found behind the front lines with a bodyguard of Hedge-Magi and soldiers)
    - Purifiers (Wandering-influenced Clerical Bards, usually found as healers but occasionally pressed into service rebuking undead and sanctifying things to prevent corruption)
    - Nature Spirits (Spirits summoned into service of Raiaera or otherwise not corrupted by Xem'zund)
    - Animals (Tamed animals and beastly familiars included)

    Boons of the Defense
    Now that you know what you're dealing with, you might be wondering, but what can I earn? ...and for that matter, what can I loot off the dead? Look no further! Rewards for the defense of Raiaera are pretty diverse since they come from three main sources (the Bladesingers, the Rangers, the Wanderers) and a few others to boot (the regular army, the Magi). While none of the rewards are mutually exclusive, none of the three main groups are especially eager to cooperate with each other and probably won't heap rewards on you all at once.

    You should also keep in mind that these are not the only rewards you're limited to. You can opt to create new ones for yourself. Just remember to seek a moderator's approval when you do.

    Bladesinger's Flute
    The very first bardic magic tool given to any Bladesinger, and often the one they keep the longest. A Bladesinger's flute is an intricately crafted item of excellent quality: Its outer casing is damascus, its interior is lined with liviol and the lip is often polished silver. A good tool for music and an excellent alternative to a wand; it can be used for normal spellcasting as well as bardic magic. Among Raiaeran elves, it's also regarded as a symbol of status and prestige.

    Ranger's Sword
    The only truly universal symbol among Raiaera's Ranger Corps. Ranger Swords are curved weapons resembling artistic cavalry sabers. Most are simple steel, but dehlar or delyn is not uncommon. The swords range from short to full length, but all have a curve well suited to striking from horseback or attacking and defending in the middle of a sword draw. Most are single-handed weapons and all bear pommels resembling dull arrowheads. All Ranger's Swords bear a runic script etched along the side of the blade, roughly translating as, In the High Land's service, be my life spent justly, be my strikes swift and true, be my song quiet and neverending. The sword is a sign of solidarity among the otherwise disparate Corps, tied to many different and mostly obscure rituals. Fighting with both your own Sword and that of a fallen comrade is considered one of the highest tributes you can give to another Ranger.

    Seering Spear
    A weapon most frequently used by the Wandering Seers. The Seering Spear doubles as a melee weapon and a spellcasting tool on par with your average Wizardly Staff of Power. Its shaft is forged from damascus and mythril, while the blade is often a slightly transparent metal; its identity and properties are kept a closely guarded secret by the Seers. Most Spears are on the order of six feet long with a five to ten inch blade. Most also have several stubby 'legs' on the bottom end, allowing them to stand unsupported. In battle, these double as blunt prongs for thrusting attacks and round flanges for hammering strikes. An adept with the Spear can use it to sever and block necromantic energies.

    Bladesinger's Armor
    Extremely stylized, though the recent war with Xem'zund's hordes has served to remind armormakers of pragmatism. Bladesinger Armor is a cross between full knightly plate and the styles popularized by both romans and samurai, most often colored some combination of silver and blue with green to show seniority. The armor usually has to be earned or forged piecemeal due to current situations, and as a consequence only more experienced Bladesingers have a full set. Bladesinger Armor is most often forged from delyn or its source metals, damascus and dehlar. Older suits usually have an outer or inner layer of mythril.

    Most Bladesinger Armors are earned in the following order: Gauntlets, arms, chest or legs, belt, helm. The Bladesinger's Helm is an extremely useful tool in verbal spellcasting.

    Ranger's Cloak
    A combination of dark green vlince and mythril chainmail goes into making this item. Older Cloaks tend to be enchanted for added silence and camouflage, while newer ones have to make due through the wearer's skills. Arguably second to the Ranger's Sword as the most recognizable symbol of the Corps. The cloak is usually hooded, but sometimes features a high neckpiece or mantle.

    Wanderer's Mask
    A stylized battle mask, common among those who walk the Starlit Paths. The Wanderer's Mask is usually gunmetal black or porcelain white, with red crystal lenses and a grated mouthpiece. It serves a variety of purposes: The mask hides the identity of the wearer, its lenses allow for increased vision in poor conditions, and the mouthpiece serves to filter air and distort the voice. Wanderers wearing the Mask tend to sound deeper, their voices almost electric in nature. A Mask is one of the most visible symbols of the Wanderers, and its grim appearance is very much intended to strike a nerve for friend and foe alike. It comes with a few possible upgrades, each of which must be earned separately after the Mask is given to its owner.

    Seering Vision allows the wearer to literally see magic instead of light. While maddening to an untrained mind, this basically lets them view the flow of energies and the mechanics of spellcraft: Their spells are slightly faster and slightly stronger, while the defensive magic is more effective. An experienced wearer can even see through invisibility spells.

    Warrior's Sight is a boon to melee and ranged combat alike. Almost as maddening as Seering Vision, Warrior's Sight works off of probabilities and allows the wearer of the Mask to see up to a few seconds into the future, though it's up to the wearer to figure out whether or not the Sight is accurate.

    Absolute Vision allows the wearer to see in conditions that even the Mask's normal sight increase would be useless against. From blinding light to absolute darkness, the wearer's vision is unencumbered by his environment. It doesn't do anything to see through camouflage or invisibility spells though.

    Arsenal of the Bard
    The signature weaponry of the Bladesingers: Weapons that double as musical instruments. Below is a short list of the weapons and shields often used by the Guild. Keep in mind that the newer a weapon is, the less intricate and well-made it's likely to be; Raiaera is a land without much time to devote to idle artwork nowadays. Materials vary, though newer weapons and shields tend to be simple steel.

    - Fluteblade: A bladed weapon, most often a curved sword or straight dagger, with a flute-like hollow worked into the core of its blade and hilt. When swung, it generates a specific set of notes. Swung in a specific pattern and an entire song can be composed without ever needing a word. Useful for training routines and coordination in the heat of battle. Rarer Fluteblades include spears and axes.

    - Drumhammer: One of the few blunt weapons employed by the Bladesingers. The Drumhammer is an eight-sided metal-headed mace enchanted around a specific, holy harmonic. When struck at the right time, in the right place, in concert with another weapon, the Drumhammer can disrupt magicks of any kind and even disintegrate an enemy outright.

    - Hornblade: A rare midground between a long curved sword and a musical horn. The Hornblade works on the same principle as its fluted counterpart, but on a more severe and offensive level. A skilled user can generate sonic shockwaves along the sides of the blade, causing each wound to become deeper and wider.

    - Bladesinger's Bow: One of the few common guild weapons still made to a high quality with higher-end materials. The Bladesinger's Bow is crafted from ulder wood around a core of liviol, with strings woven from a combination of spidersilk, vlince, sinew and mythril thread. Unlike most bows, the Bladesinger's Bow actually has several closely spaced and precisely threaded strings that make it resemble a combat harp. It launches arrows much further, with a far higher speed, impact and accuracy than an ordinary bow. Most Bladesinger Bows come enchanted to strike high, lilting notes reflective of the wielder's emotions, and a skilled user can channel this music into temporary enchantments on their arrows.

    - Gong Shield: The most straightforward item in the Bladesingers' arsenal. The Gong Shield looks like an oriental gong crafted from heavy silver around a core of mythril or dehlar, lined with runic script along the edge. Most older models have an emblem from one of the original Schools. The shield fits securely onto the user's forearm. While no more useful than a regular shield for blocking physical attacks, the Gong Shield excels at blocking spells and magical effects. It converts magic into harmless (though loud) noise: The more powerful the spell, the louder the noise.

    Elven Bow
    The weapon Raiaerans in general are best known for. The bow is a favorite of Rangers and regular armymen alike. Unlike the Bladesinger's Bow, the standard Elven Bow is made from far simpler materials like pure ulder or talymer. What makes them special is the level of craftsmanship put into each weapon, even in times as desperate as these.

    Conscript Kit
    Most often found in possession of humans and other races who served in early defenses of Raiaera. The standard Conscript Kit consists of a steel chestplate, a chainmail hood or plate helm, and a classical two-handed sword. Some come complete with steel shields and other pieces of armor. While not terribly common, the Conscript Kit is considered a mark of pride and honor among survivors of the war's early days.

    Prompts
    Well, now you know the deal with who the defenders are and what you can get out of them (or off of their dead bodies). The question remains: How do I get started? That's where the prompts come in. Keep in mind that these are just starting points, and you're free to come up with anything you want instead.

    If you want to help the defenders...

    ...join in the defense of refugee convoys and smaller towns and villages.
    ...protect the forests of Raiaera from corruption and harvesting by Xem'zund's armies.
    ...defend a city as part of a siege.
    ...raid a fallen city for lost artifacts or valuable weapons and supplies.
    ...seek out and assassinate Death Lords, raiding Xem'zund's supply lines and destroying graveyards.
    ...seek help from spirits and entities of nature, and even gods when necessary.

    If you're want to work for Xem'zund...

    ...participate in the sieges of major cities.
    ...seek out artifacts and valuable weapons for your master.
    ...corrupt nature and raise the dead in his service...or your own!
    ...deal with demons and dark gods. The more firepower, the better.
    ...interrupt the efforts of the defenders whenever you can.

    Above all else, remember to work with other roleplayers! Communication and cooperation are key. Whether you're on the same side or in opposition, remember to work together and have a common goal set up in advance. This gives you something to work towards. Establish some ground rules for bunnying and choreograph your fights in advance to keep from arguing over who should take what hits. Use NPCs as heavily or sparingly as you'd like. The only wrong way is to cut the other guy out completely -- and that's only if you're not doing a solo adventure.

    Tips for writing Nalith, the Bladesingers, Rangers and Wanderers
    Remember that Nalith Celiniel is a battle-hardened general first, an elf second, and an actual person dead last. As the sole survivor of Raiaera's last true High Bard Council in a time of war, her word is basically law. She has a short temper, especially for those who fail to show her the proper respect. She regards non-elves as being unsophisticated and downright expendable more often than not. In battle, she's a wicked combination of Bladesinger, Ranger and Wanderer: A paladin, a nimble warrior who can fight at any range, and a skilled mage who can juggle her weight in foes without breaking a sweat. War has hardened her and she has no sympathy left for anyone but children, and only elves at that. Her weapon of choice is a katana-styled Flutesword, though she's a master with a Bladesinger's Bow. As a mage, she prefers to use fire -- whether it's holy or natural, precise tendrils or massive walls. She has very few friends and relies heavily on Bladesingers to act as her generals, advisors and lieutenants.

    Bladesingers in general resemble a combination of knights and samurai with stylistic influences from roman soldiers. Their armor reflects this: Highly personalized, very pragmatic, very artistic. Most Bladesinger armor incorporates bird imagery; wings framing the face or rising from the helms, feather patterns etched into the gauntlets or shin guards, and so on and so forth. The younger a Bladesinger, the less artistic he or she will be. The older a Bladesinger, the more artistic they'll be. Most of the old guard tend to be very poetic and philosophical, though many have been hardened by real war. The average Bladesinger right now is reflective of the Ost'Dagorlin (War) and Turlin (Holy Power) schools above all others, though Aglarlin (Leadership) and Lissilin (Healing) remain obvious influences. Older Bladesingers are more likely to specialize in a single school. Until recently, very few Bladesingers were anything but elves or half-elves. Humans and others now make up a small but visible minority, mostly among the younger crowd.

    Rangers generally fit the classic mold. They can be found in the Wanderers and in service of the Bladesingers, but they have no true command structure. At most, Rangers operate in small cells and cadres. The average Ranger leader is nicknamed a Lord or Lady by his or her cohorts. They tend to be a bit more at home in the environment the Ranger group operates in, and may or may not be any older or more experienced than their comrades. Long-time Lords and Ladies occasionally mark themselves and their comrades with tattoos of some kind. Rangers are also the most diverse of the Raiaeran defensive forces; the majority are elves and humans, but they'll take pretty much anyone they can get. Rangers typically view "Fair Play" as a subjective term.

    Wanderers are basically the magical fringe whackjobs of Raiaera. They adhere to a strict set of Paths, broken down as the Paths of Seer, Warrior, Ranger, Bard, Faithful and Forger. Seers tend to be kin to prophetic wizards, warriors are martial perfectionists, rangers are one with nature, bards are pure musicians, performers and poets, the faithful are priests and clerics, and Forgers tend to be any kind of worker. Each Path is completely specialized to the exclusion of all others, though Wanderers are expected to walk at least two or three in a lifetime. A full Path takes almost three centuries to walk. At its end, the Wanderer undergoes something called Caesai Maer -- the Zero Step. A magic ritual that seals all knowledge and skill from the old Path, leaving the Wanderer free to start a new one. Wanderers believe that anyone who walks all the Paths will obtain demigodhood. Beyond that, they tend to be elven supremacists of a school so old that they consider elves and drow to be one and the same. Everyone else is a few notches lower on the totem, with half-elves viewed as anything from degenerates to moral abominations. They are the only major Raiaeran organization that has no qualms or hesitation in accepting drow members. Humans and others are generally excluded from actual membership, though Wanderers have no problem sharing the wisdom and truth of their Paths.
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    Items or EXP listed until profile updates are made.

    Stairway to Heaven - Complete.
    Into Yesterday - In Progress.

  3. #3
    Resident Pointy Hat
    EXP: 68,785, Level: 10
    Level completed: 32%, EXP required for next level: 8,215
    Level completed: 32%,
    EXP required for next level: 8,215
    GP
    8259
    Caden Law's Avatar

    Name
    Caden "Blueraven" Law
    Age
    26
    Race
    Human
    Gender
    Male
    Hair Color
    Light blond
    Eye Color
    Blue
    Job
    Wizard for hire, freelance alchemist, translator, navigator, and archivist

    Hierarchy and Rewards for Xem'zund's Legions

    Nervous about rolling the dice against Xem'zund? Worried about the backlash from working for him? Afraid someone will tell you you can't do that? Worry no more. Here, you'll find a mercifully short list of Xem'zund's forces from the top down, along with some prompts and tips for how to write Xem'zund himself if you decide to use him anyway.

    The Forgotten One, Xem'zund
    Necromantic demigod in waiting, give or take a few thousand sacrifices. Xem'zund is an imposing figure, always seen wearing a suit of black leather woven with adamantine scales. His face is rarely viewed by the public: He wears a wrought black adamantine mask and a hooded black cloak when entering battle. His actual face is said to be that of Devon dan Sabriel, the last warrior who defeated him. As it's been years since Devon was last seen, few people are likely to know why this is important...

    The Death Lords
    Xem'zund's champions, generals and personal lieutenants. The Death Lords are as varied as anything you'll ever find: From undead elves to living humans, classical wizards to barbarian kings. Their motivations are just as diverse: Some were taken right out of graveyard soil to serve on the front lines and others were seduced with whispers of power from afar. Still others sought out Xem'zund and made fiendish pacts to serve him in exchange for power. Chances are, if you're confronting the armies of the Necromancer, a Death Lord is going to be at its head. Their power ranges from level 0 right through the roof. Change it around as much as you'd like. Any PC acting in service of Xem'zund is automatically considered a Death Lord, no matter their level or experience. Talk with a moderator if your service involves a power boost (though some are listed below as a starter guide).

    The Archivists
    Xem'zund's power is vast, and so is his knowledge. To preserve both, he employs a special cadre of minions known only as Archivists. Most are well-preserved undead of any species, but a visible minority are alive. All serve as batteries and databases for the Necromancer, and are connected to him directly through arcane means. They also serve as shields against curses aimed at Xem'zund or any of his Death Lords. Most Archivists dress in heavy purple vlince robes, complete with hoods that shade out their faces. Most Archivists carry a huge book strapped to their back; Xem'zund's personal grimoires. All are clamped shut and bear his personal heraldry, though their actual purpose varies. The precious few Archivists who don't serve as Xem'zund's personal libraries are usually found close to him or in the presence of a high-ranking Death Lord. With direct access to parts of his knowledge and power, they make for formidable spellcasters.

    Minions
    Need to know what kind of things Xem'zund can throw at you? Here's a quick list of what's been seen to date. Feel free to go beyond it as much as you'd like.
    - Zombies (shambling corpses and plague-infested running zombies alike; mostly employed with battered arms and armor as front-line troops. Quality varies)
    - Ancient Dead (Undead Elven Warriors from ages past. Slaved to Xem'zund's will, but otherwise sentient and experienced; usually seen as shock troops or cavalry)
    - Undead Warriors (Super Zombies able to use weapons, think similarly to wild animals and take huge amounts of punishment)
    - Undead Trees (Raiaeran Trees uprooted and corrupted, often wrapped in barbed wire and left to march into battle on their roots)
    - Corrupted Spirits (Spirits working in Xem'zund's service, ranging from intangible spies to ectoplasmic warlocks)
    - Harpies (Description varies; the ones seen at Eluriand were women with huge bat-wings instead of arms and large eagle's claws instead of feet)
    - Demons (Ranging from succubi familiars to stand-alone monsters; often found in the company of Death Lords)
    - Giant insects (Spiders, worms, etc.)
    - Corrupted animals (Undead animals included)
    - Plagued Humans (Men and women carrying the magical equivalent of zombifying ebola; not quite dead yet, not necessarily pledged to Xem'zund, but still serving him whether by intention or foolishness)

    Gifts of the Necromancer
    So now you know the gist of what Xem'zund's army consists of. You know you can join it. you know you can outfit yourself or your enemies with things taken or earned from it. Keep in mind that those working for Xem'zund will have to clear their 'rewards' with a moderator. Those looting a dead body just have to earn it with a judgement at the end of a quest. Outside of that, you can take the Gifts by any means you see fit: With a pact, as an unholy favor, or a cursed necessity for longer term plans. It's all fair game.

    You should also keep in mind that the things listed below are not the only possible rewards for dirty deeds done in Xem'zund's name. You can always create something else.

    Necromancer's Eye
    Xem'zund's personal symbol. It resembles a gemstone inset with bloodied human eyes. When put in place on a flag or shield, the eye is often put at the tip of a scepter or wand. The Eye has a direct impact on people: It comes with a fear effect that can cloud the minds of the unprepared (NPCs from level 0 to 3, usually). It also serves as a mild booster to Necromantic or Infernal spellcasting.

    Armor of Champions
    Extremely durable armor forged from an unknown metal -- probably some alloy based on dehlar and mythril. Varies in style from full knightly plate to stylized samurai, but all Armors of Champions are colored some combination of red and gold. Partial armor is also available at a lesser cost. Ideal for warriors.

    Archivist's Robes
    Durable vlince robes, heavy and effective protection against both the elements and a freedom fighter with a sword. Archivist's Robes are dark purple with hoods and an underlayer of steel chainmail enchanted for silence. The Robes generate their own shadows so that when the hood is up, the face of the wearer cannot be seen. An adept caster could further channel this power into Shadow Magic.

    Dead Blade
    A common side-arm among Death Lords and, sometimes, more elite minions. Dead Blades are corrupted Damascus weapons, ranging from simple daggers to heavy-duty claymores. Their blades are white at the edge, turning green and black as you near the core. They give off a diseased look and leave the air chilled in their wake. Dead Blades are enchanted to deliver a powerful necromantic poison upon piercing a foe, and can sometimes reduce a fit person to an undead zombie within hours. This is especially true of NPCs, level 0 to 3. PCs can resist the poison to an extent, but can only overcome it with the aid of good rest or a healer.

    Demonic Familiar
    Your very own pet(?) demon to be summoned at your whims for who knows what! Familiars granted by Xem'zund range from succubus concubines to demonic hellhounds ridden like war-horses, and more besides. The blazing inferno's the limit. The only real catch is that no Familiar can ever exceed your current level, though they can scale along with you. If you leave the Necromancer's service, they might come with you...even if only to rip your throat out.

    Acidbane Striker
    Any type of blade or lashing weapon, including whips. Most commonly found in the form of barbed whips and fencing rapiers; a favorite among more sadistic Death Lords. The blades and barbs of Acidbane Weapons are forged from a toxic, corrupted form of plynt called visrill. The corruptions and enchantments laid into visrill cause it to constantly corrode anything it touches, save for glass and specifically treated forms of leather and cloth. When wet, either with water or blood or something else, an Acidbane weapon generates small amounts of sulfuric acid. Despite this, Acidbane weapons rarely lose their edge.

    Blackstaff
    The weapon of choice for any spellcaster entering into Xem'zund's service. A Blackstaff starts out as its namesake: A simple black staff fashioned of recolored Akashiman redwood, reinforced on two sides with blackened steel strips. The strips feature multiple sockets, while the staff is capped at each end with solid steel. Initially useful as a weapon of defense, the Blackstaff can be upgraded as time goes by, making it more useful for defensive or offensive spellcasting and melee combat. Upgrades are as followed, and generally have to be earned one or two at a time. There are four pairs of sockets along the staff's length.

    The Bloody Eye: A demonic eye encased in a red gemstone. Grants improved sight in any condition, and allows the wielder increased range of spellcasting. Fits onto one of the caps, and serves as the Blackstaff's "head."
    Spear Blade: A steel spearblade, curved or straight-tipped. Can be further upgraded to serve as a Dead or Acidbane weapon. Fits onto one of the caps.
    Halberd's Head: A steel halberd's head, combining an axe-blade with a spear's tip and a war-pick on the back side. Can be further upgraded to serve as a Dead or Acidbane weapon. Fits onto one of the caps.
    Xem'zund's I: An I-shaped hammerhead that fits onto one of the caps. Made from steel, usually covered in spikes, flanges or domes.
    Core of Petrified Bone: Enchanted into the core of the Blackstaff. A Core of Petrified Bone provides a huge boost of power to necromantic spellcasting, allowing even a barely trained disciple to command dozens of undead with precision. Useful for casting curses as well.
    Core of Liviol Ash: Enchanted into the core of the Blackstaff. A Core of Liviol Ash gives the Blackstaff increased power over fire, especially hellfire. It's also good for generating bonechilling cold and defensive magic.
    Core of Dragonbone: Enchanted into the core of the Blackstaff. A Core of Dragonbone is absolutely ideal for melee combat, as it lends structural integrity and magic sturdiness to the already durable Blackstaff. This can also be useful for a single type of elemental magic, chosen when the Dragonbone is enchanted into the core. Available elements are Fire, Water, Wind, Lightning and dead Wood.
    Tainted Silver Bolts: Two at a time, fit into a pair of sockets along the staff's length. Tainted Silver Bolts are ideal for breaking through holy barriers and disrupting clerical spells. They also bear a certain, distasteful effectiveness against lycanthropes and angelic beings.
    Sealed Visrill Bolts: Two at a time, fit into a pair of sockets along the staff's length. These visrill bolts are sealed using a form of extremely sturdy glass rendered molten during the insertion. They give the Blackstaff's wielder improved power over magicks that cause poison, decay or speedy death. A martial Blackstaff user might want to formulate melee spells that allow them to corrode enemy weapons (and armor, and bodyparts...) on impact.
    Quickened Mythril Bolts: Two at a time, fit into a pair of sockets along the staff's length. Ideal for a melee Blackstaff wielder. Quickened Mythril Bolts increase the speed of the weapon, making it better for use in melee combat. They do not effect the speed of the wielder or spellcasting speed. Each pair of Quickened Mythril Bolts gives the Blackstaff a 25% increase in speed. The effects stack (One pair is 25%, two pairs are 50%, etc.) They do not interfere with Blessings.
    Obsidian Stone Insets: Two at a time, fit into a pair of sockets along the staff's length. These are favored by Necromancers, as they offer a boost to the power and speed of Necromantic, Infernal and otherwise Black magic spellcasting.
    Jade Stone Insets: Two at a time, fit into a pair of sockets along the staff's length. These are favored by melee and magehunting Death Lords, as they allow the Blackstaff to disrupt and deflect any level of magic less than the wielder's own. Any magic of equal level to the wielder's own may be partially blocked or deflected (some of the damage will still bleed through). The only way to counter a spell above the level of the wielder is two have multiple sets of Jade Stones; two sets and you can partially block spells from someone one level above you, three sets and you can partially block spells from someone two levels above you, four sets and you can partially block spells from someone three levels above you. The number of sets does not affect how well you block spells from someone with a level equal to your own.
    N'jalian Spidersilk Wrappings: Wrapped from end to end, beneath the steel strips. N'jalian Spidersilk grants the Blackstaff increased power over shadow and poison. It cannot be used with any other wrappings.
    Young Dragonhide Wrappings: Wrapped from end to end, beneath the steel strips. Young Dragonhide Wrappings are rumored to be harvested from undead dragons in Xem'zund's employ. They can be enchanted for added protection against a single element: Fire, Water, Wind, Lightning or living Wood. Cannot be used with any other wrappings.
    Tainted Deerskin Wrappings: Wrapped from end to end, beneath the steel strips. Tainted Deerskin Wrappings provide the Blackstaff's wielder with added power over the natural realm, easing corruption and helping to counter nature magic. Cannot be used with any other wrappings.
    Undead Flesh Wrappings: Wrapped from end to end, beneath the steel strips. This is culled directly from the recent undead, refined into proper leather and enchanted. Undead Flesh Wrappings cause the Blackstaff to generate bursts of cold upon impacting an enemy, useful for stunning or slowing a foe down in melee combat. They also bolster power for Necromancy and Ice magic. Cannot be used with any other wrappings.

    Blessings of the Necromancer
    A much less tangible gift than others. Xem'zund's blessings enhance the body and mind, be it strength, speed or magical prowess or something else entirely. There are five levels of Blessings. A higher-level Blessing will always replace a lower one. The first Blessing may be free, chosen as part of a pact with the Necromancer, but all others have to be earned through quests or battles specifically fought in Xem'zund's name. If you ever leave the Necromancer's service, the Blessings are unless you can find a higher power (such as a Thayne or another Forgotten One) to replace them.

    From least to greatest, Blessed levels are...
    Lesser: A 25% bonus over what you'd be capable of at your current level.
    Average: A 50% bonus over what you'd be capable of at your current level.
    Greater: A 75% bonus over what you'd be capable of at your current level.
    Favored: A 100% bonus over what you'd be capable of at your current level.
    Champion: A 125% bonus over what you'd be capable of at your current level.

    The areas Blessings effect are:
    Speed: How fast you can move, whether on foot or in the air. This does not effect spellcasting speed or reaction times in a fight. It does not effect healing.
    Strength: Your physical strength. This does not effect the power of your spells. It does not effect toughness.
    Toughness: How much punishment you can take. This includes physical attacks, spell damage, poisons and so on. The tougher you are, the faster you can heal.
    Magical Power: Any kind of magic power. This is a boost to the offensive and defensive power of your spells or abilities. It does not effect spellcasting speed or what spells you know.
    Magical Lore: Any kind of magical lore. This translates into increased talent and understanding of magic, especially the darker kinds of it. The higher your Lore Blessing, the more spells you'll be able to learn. This also increases spellcasting speed, and gives you an increased ability to disrupt the magical abilities of others.
    Warrior's Skill: The counterpart of magical lore. This amounts to increased talent and understanding of physical combat, especially in the use of swords and spears. The higher your Skill Blessing, the more dexterous your techniques and counters can become. This also gives you better reaction times.

    Prompts
    So. You know the deal now. So how do you get started? That's where the prompts section comes in.

    If you want to serve Xem'zund...

    ...have him or one of his minions give you an offer you can't refuse.
    ...seek him out, or seek out a Death Lord or Archivist. Feel free to create as many as you need!
    ...have him or one of his minions whisper into your dreams, corrupting you from afar.
    ...find a Noble Reason to do a very, very Bad Thing. Remember: Xem'zund isn't the only Forgotten One, and it's anyone's guess as to whether or not he's the most powerful.
    ...have your character die and be brought back to (un)life in his service. Nothin' says character development like Oh crap I'm dead!

    If you want to oppose Xem'zund...

    ...look for some kind of counter to his Necromantic magicks.
    ...join in the defense of Raiaera's cities and forests, all of which are under siege to some extent in the FQ.
    ...conduct your own guerilla raid against Xem'zund's supply lines. Destroy graveyards, assassinate Death Lords -- do what you have to!
    ...help evacuate civilians by defending Raiaeran refugee convoys.

    If you're already serving Xem'zund...

    ...see the stuff the opposition could do? Throw a monkey wrench in it. Counter insurgencies, strike at fleeing refugees, lay waste to towns, forests and cities, and prove yourself invulnerable to assassination by any means necessary!

    If you're playing with a person from the opposing side, work with them to set up a long term goal right from the start. This will give you both something to work towards. Establish some ground rules for bunnying and hitting the godmode button. Use NPCs as heavily or as sparingly as you'd like. There's really no wrong way to roleplay except for shutting the other guy out.

    Tips for writing Xem'zund in person
    There are just a few things to remember. Xem'zund is a coldhearted evil overlord. He's not quite an over the top megalomaniac. He doesn't do the Evil Laugh and he has a habit of picking reasonably competent minions. He doesn't stop to gloat. He kills without mercy and he's not one for long-winded speeches. He has no problems doing his own dirty work. The Death Lords are mostly there so that he doesn't stretch himself thin this time.

    His powers are insane. As a Necromancer with enough skill and experience, raw power and immortality to lay waste to an entire nation on his own, Xem'zund is not the kind of person you can take on without some serious back-up. Even if all you've got is plot on your side, make it count. The last time he was killed, a plain warrior pulled it off with nothing but a steel sword and some help from his friends. It's possible, but it's a long shot.

    He's cut deals with gods. Nobody really knows which ones anymore; it all happened eons ago. The deals left him with immortality though. Whenever someone manages to kill him, Xem'zund returns wearing their exact likeness.

    There are no absolutely guaranteed ways to kill him for good at this time. Maybe you can come up with one, but nobody's going to know if it'll work until Xem'zund drops dead and doesn't get back up. Even we don't have the answers on that one. We don't even really know how he resurrects after each death.
    Last edited by Caden Law; 10-06-08 at 08:09 PM.
    RPs to Date
    Items or EXP listed until profile updates are made.

    Stairway to Heaven - Complete.
    Into Yesterday - In Progress.

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