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- Rommel- Age 30, Human Male: A recently gifted Wizard who is the main character of this story (You!). Rommel came into his power six months ago and promptly began putting all his magic points into geomancy. He doesn't talk much about this past, but he has a hatred for the Grand Wizard and leaves home to demand an audience with him. An avid history buff, he has a fascination with the Wizards of yore, ironically unearthed by the Grand Wizard's work. While not hostile to Monsters, he seems to have a distrust of them and anything sexual, even though the stipulation that Wizards can have sex has been removed.
- Sophie- Age 20, Cat o'Ninetails: Daughter of the Grand Wizard and the current Monster Lady, Selene. Twin sister of Sylphie, Sophie has lived her life mainly at home, traveling out with her family or her caretakers when necessary. From a young age, Sophie showed great prowess with her tails, preferring to play rough as opposed to practicing magic like her sister. She has a great love for fashion, however, and this has lead her to culture herself and become a model princess... of sorts. Her true nature is mischevious, but she loves her twin sister and looks after her.
- Sylphie- Age 20, Cat o'Nintetails: Daughter of the Grand Wizard and the current Monster Lady, Selene. Twin sister of Sophie, Sylphie has lived her life mainly at home, traveling out with her family or caretakers when necessary. Sylphie has always been fascinated by magic and learned from an early age how to manipulate it via her parents who are both adept spellcasters. She was a quiet girl, though she did love pranks, and quickly formed a familiar bond with Mr. Ed. Over the years, her studious nature has gone by the wayside, and her shy attitude has changed to the playfulness of a young girl. Not as well versed in high society, she mainly relies on her sister to keep her from running into social faux pas.
- Erwin- Age 2, Red Fox, Male: A fox living near Rommel's home that stayed nearby and was almost a pet to the budding Wizard. When Rommel's magic came in, he formed a familiar bond with the fox, assuming this would make him some kind of best friend. Of course, this couldn't be farther from the truth, as Erwin's personality is more attuned to being a smart-ass who thinks himself a tactician. While he stays very independent, he really does care for Rommel and does his best to help the young Wizard while still giving him grief.
- Mr. Ed- Age 26, Bay Gelding: A horse furnished to the Grand Wizard during his escape from Feldersgrod, Mr. Ed has been through every step of the Wizard's journey. When the Wizard settled down, the horse settled down too into a comfortable life eating grass and hay and sleeping, just like he always wanted. However, a few years later a curious little creature with big eyes and ninetails spent all her time with him and he went along with it, eventually finding the small creature tolerable. He did not find the familiar bond to Sylphie unpleasant, and though he now has more rational thought than before, he still wants to have a comfortable life eating, riding, and sleeping. He will kill to protect Sylphie, though he also understands that she needs to grow up some.
- Chaika- Age 21, Revenant: The revenant of the former High Priestess of Dollora and tyrannical mayor of Varruck, Chakrandas, Chaika has since learned to embrace her identity as a separate being with all the memories of the deceased Lamia. She owes everything to the Grand Wizard, and while she is free to leave at any time, she prefers to stay at home as a maid/ caretaker/ nightmare to his daughters. She is very religious and spends much of her free time contemplating these matters, when she's not scolding the twins for whatever trouble they've gotten into now. When she finds out that the twins have left, she uses her magitek thrusters in her construct body to chase after them, intent on keeping them safe from harm... that isn't from her.
- Ebe- Age 23, Gandharva: A young Gandharva from the deserts of Ectria, like all her species she is beautiful and well endowed both physically and with musical talents. Her music can sway people's emotions and did when she was first seen in a farming village. The slaver group she traveled with was defeated by Rommel and she decided to return home to Ectria with them.
- Alice Nurem- Age 26, Human Female: A former Hero of the Order of the Heroic Brotherhood, Alice joined the Chantry faction despite it being a shadow of its former self. She joined with a fiery hatred of Monsters, seeing them as lesser beings, and despite all odds, became one of the greatest swordswomen of the entire Order. Her skill in duels was second to none, and she was presented with a relic blade of the Order, Energie Schwert, for her skill. Unfortunately, her skill only made her rotten personality go to her head, and her haughty attitude and willingness to spread her legs for just about anyone lead her to be posted at Helmscrag as a token hero for a relatively quiet, if important, installation. When she was defeated in the confrontation between an Illusionist and a Mindflayer, she swore that she'd grow stronger and left to find the greatest swordswoman in the land: The Lizardman known as Tabitha the Wanderer.
- Tabitha- Age 43, Lizardman: Tabitha the Wanderer, one of the original heroes who traveled with the Grand Wizard during Wizardquest, she is possibly the most illusive of the group. Her spine was broken in the conflict with Valinthia, leading the Grand Wizard to spur on magitek research to create a functional pair for her. Her legs are top of the line prosthetics from the Nine Tails forge and the research gone into them has spurred on the Magitek revolution. For twenty years she has traveled the land performing duties for the Grand Wizard and the Monster Lady, though like all Lizardmen, she yearns in her heart to reclaim their ancestral home, Blackfire Reach.
- Hent-ateh- Age ???, Construct/Creature from the beyond: A constructed possessed of unnatural power and agility. Appears to be one of the constructs guarding a crypt on the road to Borne. It seems to selectively kill Ectrians, though why you have no idea. Has appeared twice and is progressively more and more defaced with strange, possessed power.
- Qi- Age 19, Khepri- A black shelled Khepri from the Ectrian wastes, she travels as part of a coven trading to various villages. Qi is more cowardly than the other Khepri and seems less skilled, but she's young and has plenty to learn... or she's just good at hiding things.
- Chike- Age 49, Gandharva- Ebe's mother. Chike grew up the daughter of a court Gandharva and a noble who learned much of noble life until her father died and she was sold off into slavery. She managed to leave that life and stowed away with the man who would be her husband, living in a small village far away from the capital where she raised her daughter.
- Zoras- Age 28, Girtablilu- A half-scorpion Monster from Ectria, she grew up closer to Port Amun'ra. There she and her sister helped move various drugs through the Port, but after her sister left to join a deal in Deleor, she found herself deprived of much purpose in life.Using her last connection, she found her way Ammon and began running errands for him, eventually having enough credit to go tomb robbing with him as the fence. You meet her in a tomb after she abducts Ebe.
- Ammon- Age 42, Human Male- An information from Ectria who thrives off his work. Has two Kunoichi from the Eastern Nations under his employ as bodyguards (maybe more? Imagine.) Can supposedly get you into the capital, if you can pay his price.
- Helene- Age 35, Human female- Rommel's older sister. She saved him from being abducted in a raid in their family home by Monsters. Sold into slavery, she reappeared as a member of the Cult of the Violet Sands working with Hent-ateh. When you meet her again, she has become a vessel for an Apophis known as Hel'alin.
- Polah- Age 44, Griffon- A quiet Monster of large stature who has the magic to connect with animals and thus has a large retinue of familiars. When speaking via familiar links, however, she has a very powerful attitude. Ammon says she can get you into the capital, and she is able to. You leave her at her home when the riots begin in the city. You send Zoras to help her out when one of her familiars asks for help, although you end u
- Liala- Age 50, Lamia- The current leader of The Cult of the Violet Sands, she was abducted by the Ectrian Royal Guard and brought to the capital. On your way to free the Grand Wizard and Selene, you released her and she was escorted out of the palace in the confusion following the jailbreak. After reuniting with the Violet Sands, she establishes herself as Hel'alin's right-hand woman. She keeps saying very cryptic things to you about your sister...
- Hel'alin- Age- either 0, 35, or ???- A reborn Apophis created via a ritual using Helene has the host. She seems utterly fascinated and protective of you one moment and then violent the next. Words from Dollora make it seem likely that there is hope for your sister yet but it's hard to say...
- The story so far:
- Rommel (you) and Erwin left home and found yourselves in the town of Neriem on your way to Havenforth, the town where the Grand Wizard lives. When you arrive, you find himself saving two young women before passing out and waking up the next morning in an inn. There you find that the ones you saved are the daughters of the Grand Wizard, Sophie and Sylphie, who tell you that their father is missing. You agree to help them search for him and you leave out east for the Ectrian desert where his last letter came from six months ago. Along the way, you find out that their caretaker, Chaika, is chasing them and you barely avoid being caught in the town of Kittering before escaping. Out on the road, your camp is raided for supplies that evening and you find a group of Wolverinegirls have stolen some food and Sylphie's mana potions. They force you to retreat, but have a cryptic conversation about things changing in the forest. The next day you run past a strange group with metal boxes on wagons traveling toward Borne, the city before the mountain pass. Later that evening, you discover that the caravan is actually a slaver team, and you decide to stop them from taking a glutton of Wolverinegirls. After defeating the guards, you find yourself face to face with the caravan leader, an Anubis from the Ectrian Desert. A rough fight later finds you the victor over a dead Anubis. The Wolverinegirls from before say they will cover you if they see Chaika, and buy you some more time.
- While on the road, you decide to visit a farming village to replenish mana potions. Once you arrive however, you find that a Monster from the desert has everyone enthralled with her music. You also get wrapped up in her music and she almost rapes you before you drug her and find out at the Gandharva, Ebe, was being used by a slaver group lead by a Monitor Lizardgirl. You fight the team and have to execute the Lizardman leader, to which Ebe saves you by driving the remaining slaver guards into a lust-filled orgy. Deciding to return home, Ebe follows you.
- Soon after, you find a broken wagon with dented crates that speak of something getting out. The slaver's bodies are found nearby by Erwin, but no sign of the captive. The next day you find a familiar scene ahead of you but don't investigate as you have a more pressing matter before you, a Danuki. You follow her and find a crypt made by ancient wizards and dwarves. After fighting off one of the remaining construct guardians, you find that whatever was being stored there was free from its bindings and one of the constructs was missing...
- Returning to the path, you decide to rest before heading to Borne, arriving in the early evening. Once there, you do some shopping, though a commotion draws your attention and has you send Erwin to scout. Your familiar learns that something is killing Ectrians but before you learn more, he is captured by Chaika, who was already in the city. Meeting her demands, you arrive with Sylphie who gives an impassioned speech to Chaika, who grudgingly agrees to trust you. An alarm from Mr. Ed draws you to find that Ebe is under attack by a construct, and you fight it off to find that the creation has strange features and oozes with something malign. It mentions something about the sands before leaving a broken Chaika behind.
- Sending Chaika off to get repaired, you get a new ghitar for Ebe and then head off to the Mountain Pass. There you find good company with some merchants before a slaver arrives and acts amicably, but when she finds that you know her game, she baits a pack of wurms to cover her escape. Catching her, you try to convince the Wurms to help you against the slavers but they end up taking Sophie to speak with their Queen instead. Rushing after her into the tunnels, you find yourself in the ruins of Blackfire Reach, where some shadowy figures seem to be mirroring your path. They turn out to be Tabitha and Alice, who join you as you convince the Wurms that you are Sveth.
- Gaining access to the Queen, you find Sophie and free her, killing a Danuki overseer in the process. Tabitha subjugates the Wurm Queen and has her promise to leave with the Wurms while an Order force comes to claim the city. After resting and finding more rocks, you head to the midway outpost and receive a blessed guitar from Sveth for your troubles. Once in the town, you are attacked by the guards who hope to take you as slaves for Nane, the Hedgehog slaver. This backfires, but you are forced to leave in the cover of night, finding yourself at the entrance to Ectria the next day.
- Unable to enter Ectria due to strict immigration laws, you sneak in with a tunnel and make your way into the large trading outpost, assassinating Nane to get rid of her. Once accomplished, you head out toward the capital, getting side tracked by some ruins where you meet Qi near Ebe's hometown. You find out about a man named Ammon who can sneak you into the capital in a large city named Hastet. Deciding to visit Ebe's hometown, you find that Ebe's mother has been called a cultist of the Violet Sands, a cult devoted to the long dead Apophis, and chase after the royal guard sent to eliminate the cultists up north. Rescuing them, you return her home and set off again.
- On your way, you are chased into caves by a Sandworm and find that the caves are actually a burial chamber. You meet Zoras, a Girtablilu, in a poor turn of events that finds Ebe incapacitated and you under attack by Mummies! Managing to escape, Zoras sneaks you into Hastet as punishment and takes you to Ammon. You did not escape unscathed though, and find that you have the curse of the Mummy, which Ammon tells you will kill you, but if you steal an Urn for him, he will help you cure it. Sneaking in to get the urn, another thief calls the alarm and you run, finding the town up in arms. Ebe puts everyone to sleep, but this allows the Thing, which has become more demonic, to focus on you and attack!
- You manage to cause the Thing, which you find to be Hent-ateh, to retreat and you keep the Urn, though Zoras is hurt protecting Ebe. While recovering, you listen to Ammon selling the urn to Qi before he arrives to see you. Ammon gives you two marks to get you in good with people to smuggle you into the capital and to get into the Palace while also giving information on how you may be able to defeat the Prophet. Talking about your past, you realize the thief from before is your sister, Helene.
- Leaving the city, you make your way to a small town where you find yourself part of a ritual to bring back the Apophis. Stopping the ritual half-way, you manage to form an uneasy alliance with the Cult of the Violet Sands there and their sub-leader, Lady Aliph. Taking iconography to show yourself to cult members, you head toward the city of Jahardin. On the way there, you run into a Sphinx named Farya who plays with you, but you manage to defeat her, though she does mark you somehow.
- Reaching Jahardin and tunneling inside, you find a man who promises to lead you to Kuhalik, your contact, but instead he attacks you and manages to get away with one of your [Ammon's Marks]. Chasing them down, you retrieve the mark while destroying the operation, though in doing so Sylphie is injured by taking a Magitek rifle shot for you. Feeling awful, you spend the night drinking with Tabitha before sharing a bed and an uncomfortable experience that causes you to think over your relationship. The next day you do some shopping and load onto a boat, headed toward the capital.
- Unfortunately a boating accident occurs when while water skiing, you are attacked by raiders. Defeating them with some injuries, you find that they have a base nearby where Hippogirl children are being kept. After having a tender moment with Tabitha, finally finding out why she is afraid of boats, you head to the brigand camp. Tunneling through into their cave network, you find that the cult of the Violet Sands has attacked while you were tunneling! Accidentally destroying part of the main cavern, you use the distraction to go to where the children are kept.
- Once there, you find that the leader of the Brigands has an item stolen from the Cult of the Violet Sands that grants her prescience! Springing a trap on you and taking the children hostage, you're forced to fight an ancient Monster of a crocodile controlled by the brigands. Dispatching them with some difficulty, you manage to break her prescience with a skill learned from Farya. Though one Hippogirl died, you are able to take some treasure while the Violet Sands holds you in higher regard, taking a letter you wrote to your sister who is in their cell.
- The smugglers get you successfully into the capital where you find Polah, a Griffon who has Animal Empathetics as her magic. She says she can get you into the Palace in two days. Getting some clothing outside, you hear that the Royal Guard are close to returning to the town while the Violet Sands are causing trouble in town. Practicing your magic and preparing for Polah to find you a way into the capital, you find out that the Violet Sands have risen up in the night and have claimed most of the Mushtarak district for themselves.
- Using the chaos, you go with Polah's immediate plan and sneak into the Palace dungeons, causing a jailbreak. Once getting past the guards, you find and free the Grand Wizard and Selene before leaving the Palace and making your way around to the Mina district where you confront the Grand Wizard. He makes you realize how much your perception on things have changed and you decide not to beat him up. At the moment anyway. Turning your sights to the Pharaoh, you head to the Mushtarak district to see the fate of your sister and find that she has become an Apophis. After securing the area, you build a tank and head toward the Grand Temple of the Twins.
- Once entering and closing yourself in, you find that the Phallian priestesses have implanted mind altering plants into the Dolloran priestesses. They inform you that the High Altar of the Twins has been moved to the Palace chapel. After defeating the Phallian Priestesses, you're able to rescue two of the Dolloran ones who show you the Mirror of the Gods. Looking into the item, you have a talk with Dollora, who firms your resolve to save both your sister and the world. She also gives clues that it's possible her power is stronger with the sun. Before you can go however, the Violet Sands appear at the temple and use it as a forward base. Liala tells you to open the main gates of the Palace and you leave after speaking with your sister and recieving a ritual to return your sister to normal from the Lead Dolloran Priestess.
- The battle on the walls is brief, but you manage to break in without much difficulty and a swarm of enthralled guards under the venom of the Apophis clear the Palace proper's defenders, allowing you into the Palace. You make your way to the roof of the chapel and collapse it into lava, unfortunately not killing the Pharaoh, the only one present. She drags you into the Chapel with her magic and only her fixation on Sylphie and the timing of some enthralled guards allows you to escape. Now, with a rapidly dwindling supply of enthralled present and the knowledge that the Pharaoh wants something from the twins, you have to figure out how to defeat her before the sun comes up...
- Items and Spells known:
- Geomancy:
- [Rock throw]
- Aethertic alignment with earth allows you to manipulate these objects under a certain size and hurl them at intended targets
- <Rock Slide>
- For short periods of time, you can slide a piece of rock across open ground at increased speeds
- [Tremor]
- Sending your magic into the ground, you can cause the earth to shake and force others off balance
- <Inhospitable Ground>
- A derivation of tremor, you can fracture the earth in a small area, causing dangerous terrain to those within the area.
- [Trench]
- Displaces earth to form trenches or tunnels.
- [Build the Wall]
- Raises a wall from the ground, can be left in place for long periods of time
- [Flurry]
- Create a orb of sand, dirt, or other particles up to 10 feet in radius. Can be made to spin quickly, or disperse on command.
- [Pebble Gun]
- Fires a small rock at fast speeds using Aeromancy, allowing it great penetration power at reduced accuracy
- <Rifling>
- Increases range of pebbles fired
- <Round shot>
- Rounding stones increases accuracy of pebbles fired
- [Shotgun pebbles]
- Fire a densely packed group of rocks. Spreads well over range, devastating at close distances
- [Survey]
- Spreading your magic into the earth, you can tell it's component minerals and isolate them
- [Epicenter]
- Cast near indiscriminate annihilation of the ground in a ring around you. Dangerous!
- [Imbue Golem]
- You can control up to five golems of detailed form. They can take some complex orders
- [Rock Solid]
- Forming plates of rock around you, you create armor to block close attacks.
- [Deflect]
- Pushing your magic around you, you can cause metals in a localized area around you to deviate away.
- [Metallurgy]
- You can manipulate metals you have surveyed
- <Copper Manipulation: Adept>
- You can pull raw copper from the earth and shape it. You have limited control over refined copper
- <Iron Manipulation: Expert>
- You can easily locate and pull raw iron from the earth. You can freely manipulate iron and are able to control steel with ease, but have more difficulty shaping it.
- <Lead Manipulation: Adept>
- You can pull raw lead from the earth and shape it well. You have limited control over refined lead but… that's not common.
- <Tin Manipulation: Proficient>
- You can pull raw lead from the earth and shape it well. You have good control over purified tin
- <Gold Manipulation: Proficient>
- You can pull raw gold from the earth and shape it well. You have good control over purified gold
- Hydromancy:
- [Water Spout]
- Can improve the [Twister] when over a body of sufficient water, increasing its danger.
- Aeromancy:
- [Gust]: Manipulates the air in the area into a controlled winds. Can be used to make blunt wind attacks as well.
- [Twister]: Create a localized area of turbulent air which sucks in nearby objects. Once initiated, may be difficult to control.
- [Razor Wind]: Create blades of wind that slice through flesh, foliage, many other things.
- [Galeforce]: Create indiscriminate violent winds in a widespread area.
- Pyromancy:
- [Fireball]: Create and throw a ball of fire. The most basic of fire spells
- [Flame Lance]: By focusing the powers of fire into a singular point, you create a lance of flame with extreme penetrating power.
- [Lava Flow]: Rapid melting of rock leads to molten lava, allowing manipulation of this deadly substance. Limited control if moving both yourself, very good control if you only do one part.
- Fulgromancy:
- [Lightning Bolt]: Channel electricity into a foe. The most basic of electricity spells
- Glaciemancy (or Cryomancy):
- [Ice]: Freezes a target. The most basic of Ice spells
- [Flash Freeze]: Rapid cooldown and freezing of a section of metal or other substance. Area of affect limited and pinpoint however, will likely cause frostbite on biological targets
- [Shatter]: By rapidly heating and then cooling a substance, you can make it extremely brittle.
- Audiomancy
- [Privacy Barrier]- Erects a barrier around you which cancels out all sounds in or out.
- [Amplify]: A simple cantrip which magnifies sounds when passes through the spell.
- [Audio Tap]
- By anchoring mana to a point, you can listen to far away conversations!
- <Vox Caster>
- You can output sound from Audio Tap
- You learn [Sonic Blast]
- Hyperfocused sound blasted in a directional area, effective against targets you can't see
- Luxmancy
- [Daylight]
- Create a large burst of light to illuminate a wide area
- Familiar Bond/Other
- [Metamorphosis]
- Change your familiar's appearance and physical strength, need to be in synch or he could explode. Maybe.
- [Mana Burst]
- You can maybe sort of, kind of perhaps cancel out magic from a single source? You don't fully understand how at the moment.
- [Reverse Polarity]
- By recognizing the magical frequency of a spell, you can reverse it and channel it back, canceling out the spell.
- Effect ends on end of channeling, finding frequency takes time though this is faster with [Mage Sight].
- [Remote Sentry]
- Place sentries which are infused with your magic and will wear out over time. Can tap into and see through the sentry, but cannot detect sounds
- [NSA]
- Combing spells in a way that only someone like the Grand Wizard would, you can hear and see from the remote spot. May not use <Vox Caster> from this however.
- [Farsight]
- Simple spell which bends light before you, allowing you to see far away objects easier
- Items:
- [Backpack]: Like a rucksack, but better
- [Camping supplies]: Bedroll, cooking utensils, provisions. Nothing fancy
- [Knife]: A standard, steel knife.
- [Beard care kit]: Reintroduced after the resurgence of Wizards and those who want to look like wizards, this kit has everything someone would need to take care of their fantastic, silver blonde beard
- [Wizard Robes]: Brown, easy to wear, easy to maintain, robes. No true wizard would go without some derivation of these.
- [Trenchcoat]: A stylish, long brown coat with many pockets. The two inner pockets are enchanted to be deeper than they appear. Has now been upgraded to be consistently cool.
- [Wizard Staff]: A length of Maple wood etched with runic sigils. This staff helps focus your spells.
- [Geomancy and You! A Beginner's Guide to Geomancy]: A guide on the basic theory and application of Geomancy.
- [Clay in a Sculptor's Hand: Golem Creation and Theory]: A small book expounding upon manipulation of various materials to create golems as well as the means which to control them.
- [Familiarity with your Familiar]:
- A book on the basics of familiars and how to work with them. You know most of this from the communion matrix
- [Scroll of Ectrian Geoflexing]:
- >>>>[Geoflexing: Fists of Earth]
- >>>With a punch, you send rocks, sand, etc forward toward your foes with decent accuracy and power.
- [Speak Up! Audiomancy for the Astute Mind]:
- A guide on Audiomancy, the manipulation of sound
- [Basic Ectrian]
- It's a book for Deleorians to learn Ectrian. That's it. Nothing else.
- 4x [Pentagrammic wards]: New and improved, only requiring five wards. When set up in a pentagram, they form a barrier that keeps most things out. No, it does not attract succubi
- 4x [Health Potions]: A magical restorative potion, these semen based Monster creations can fix all but the most serious injuries in no time. These ones are Jizz Berry flavored.
- 1x [Featherfall Potion]:
- This potion, when imbibed, will make you nigh-weightless, making you fall at a safe speed.
- 1x [Gilly Potion]:
- Allows you to hold your breath for 30min. Tastes like crocgril sweat though.
- [Strength of the Mountains]
- An Eastern potion which imparts a resistance to pain and a stronger endurance, however it makes the reaction times and thinking of the user sluggish.
- [Grace of the Wind]
- An Eastern potion which imparts increased reaction time but enhances all the user's senses- including pain
- [The Threefold Path]
- An Eastern potion which places the user in a trance-like state and allows them to cast magic at a far more efficient and powerful way. The trance often ends in disorientation as the soul realigns with the body. Or so the label says anyway.
- [Port-O-Glass]:
- An Aceis "Besto" version of the portable communion glass. Allows you access to the communion matrix near a leyline.
- [Runic Rubbings]
- Imprints made from rubbing on an ancient coffin. Runes are written in ancient Wizard, dwarven, and Ectrian speech. Also containers later gylphs added from a spire in a ruin near Ebe's hometown.
- [Crystal Shards]
- Pieces of a crystalline orb found in the coffin. Normally worthless, however they can be used to make <Arc Nodes>
- [Nane's Ledger]
- A small book of facts, figures, and business notes from the Hedgehog Nane
- [Twin's charm]
- A small, silver charm depicting Phallia and Dollora, the main deities of Ectria
- [Danuki Documents]
- Documents about mining reports in Blackfire Reach related to Danuki events. Damning evidence of some serious wrong doing, likely will vanish from any court you bring it to mysteriously.
- [Danuki Dagger]
- It's a shitty, cheap dagger of crap iron that cuts stuff in the most economical way possible.
- [Ectrian spear]
- A spear with a steel tip, well crafted and maintained, unlike its previous owner.
- [Ectrian sword]
- A well crafted steel scimitar, its curved blade is weird to you, but you're not good with swords yet anyway.
- [Ectrian orders]
- Gained from an Anubis Warden, you can't read it, but it looks pretty official
- [Goggles]
- Goggles made from glass and other pieces, great for keeping sand out of your eyes!
- [Ammon's Mark]
- Marks which show Ammon's favor, very highly sought after as they're worth more than gold.
- [Kuhalik's Kind Words]
- A letter of recommendation from Kuhalik for all you've done to be given to Polah.
- [Palace Map]
- Not the map of the Palace of Setet you deserve, but the map you need
- [Aliph's Sigil]
- A Cult of the Violet Sands charm given to you by Lady Aliph, this charm shows that you're at least who you say you are to Violet Sands members.
- [Oculus of Henhotep]
- An ornate Ocular device that translates all text views through it to be understood by the reader.
- [Mega Croc Scale]
- A large section of scale perhaps the size of a small shield. Very firm, though not stronger than metal.
- [Scorpionweed poison]
- A dangerous poison that debilitates, then kills foes. You wouldn't know what this is without the label on the bottle.
- [Pipe]
- A rosewood pipe of simple design, fits your mouth like a glove. For the mouth. Picked for you by a Cactus Alarune.
- [Green Herb]
- A simple herb cultivated for smoking. Mildly addictive
- [Chain]
- A simple length of steel chain.
- [Heldoran's glove]
- Conforms to the hand of whoever wears it and reduces mana consumption by 50% as well as lowers exertion needed to cast a spell.
- [Rashana's ring]
- A ring blessed by Dollora which improves the strength of a Monster Witch's magic. Given to Sylphie
- [Julyan's bracer]
- A bracer worn by a Monk from the East which improves the strength and fortitude of the bearer. Given to Sophie
- Rock Collection
- [Copper Chunks]
- Pieces of raw copper pulled with your [Survey]. You name it "Greg"
- [Quartz Clusters]
- Clusters of Quartz dug up with your [Survey], you name one of them, "Acilis"
- [Iron Chunk]
- A chunk of iron dug up with your [Survey]. You name him, "Ronnie"
- [Tin Ore]
- A few pieces of tin ore. Very cheap! You named him "Stan"
- [Lead Ore]
- Two ounces of lead ore. Very expensive! You named him, "Barry"
- [Obsidian]
- Chunk of black, glass like volcanic rock. Very sharp! You named him, "Donte" because he has edge. Get it?
- [Limonite]
- You're just holding this ore for Erwin, because it's his. He (you) named it Phallia
- [Marble]
- A white and black veined, durable rock used for decorative construction
- [Granite]
- A chunk of construction-grade granite. Tough, rough, and buff. You have named him,"Babyface"
- [Pumice]
- A volcanic rock often used for cleaning due to its abrasive nature
- [Bauxite]
- A curious mix of minerals, the main one you're interested in is the aluminum. You have named her "Valinthia"
- [Gold Ore]
- Raw gold ore, some in the form of Krennerite, this ore is shiny, but not currently good for currency. You named him, "Midas"
- [Rutile]
- A lovely ore which seems aspected toward electricity for some reason
- [Sphalerite]
- Zinc ore, it's kind of pretty to behold.
- [Sandstone]
- Mostly in board form so you can surf, easy to come by construction material in Ectria.
- [Silver Ore]
- A palm sized chunk of silver ore, looks great next to Midas
- Ebe's songs:
- Songs of Ectria:
- Emotional songs which play up or down the emotions of those who hear/view her.
- [Dirge of the Dunes]
- Inflicts a deep melancholy on all who listen to it (you included)
- [Sensual Sands]
- Increases arousal and lowers inhibitions of all who hear it.
- [Bolster Confidence]
- Instills confidence to all who listen to it, giving them energy and vitality. Very distracting if you're not used to it, however. (Enemies included)
- [Lullaby]
- Makes all you hear it feel warm and tired, inducing sleep. (You included!)
- Songs of Sveth:
- [Crusader's Call]
- Heavy as the mountains, the Crusader's call places Ebe in a trance-like state and increases the furor of those fighting as they get pumped in the rhythm
- [Scream Metal]: A loud, full bodied scream which will normally deafen someone, however when [Amplified] will cause massive damage in a cone before Ebe
- Sylphie's spells:
- Fulgromancy:
- [Lightning Bolt]
- [Chain Lightning]
- [Thunderstrike]
- [Static Cling]
- Glaciemancy
- [Ice]
- <Cold Blooded>
- [Cold Prison]
- [Hail]
- Aeromancy
- [Gust]
- [Razor Wind]
- [Galeforce]
- [Twister]
- Luxmancy
- [Trick of the Light]
- [Daylight]
- [Dazzle]
- [Burning Light]
- Geomancy
- [Rock Throw]
- [Trench]
- [Build the Wall]
- [Survey]
- [Rock Solid]
- [Pebble Gun]
- Animal Empathetics
- [Read thoughts]
- [Communion]
- [Summon insects]
- Pyromancy
- [Fireball]
- [Wall of Flames]
- [Heat Wave]
- [Flame lance]
- [Fire Bomb]
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