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Justiceanon

Inheritance Jump

Mar 13th, 2015
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  1. Inheritance by Justiceanon
  2. With big thanks to OneArmedAnon Aionon and others for their help
  3.  
  4. The Continent of Alagaesia is one with many conflicts. Along the Western Coast is The Broddring Empire run by Galbatorix, the "last Rider", the madman who slew the rest of the of the Order of Dragon Riders. To the South West is Surda, an independent kingdom of Humans who resist The Empire. In the North are the forests of Du Weldenvarden, home of the Elves where no Human may enter uninvited, and in the South East are the Beor Mountains which touch the sky itself where the Dwarf Clans live in seclusion. The Varden, a resistance group against the Empire, make their home with the Dwarf Clans for now, but their hospitality can only go so far. And in many places are the Urgal Clans....they are basically Orcs.
  5.  
  6. You have 1000CP to spend
  7.  
  8. Roll a 1d8 for Location, pay 100CP to choose
  9. 1-Carvahall, a small village surrounded by mountains except for a road to the south. It is in the North Western part of the continent, and to the West past The Spine, a large mountain range that runs along the entirely of the Western Coast, is the sea.
  10. 2-Gil-'ead, a large human town in the north, it has a river running along the northern side. To the north lies Du Weldenvarden the massive forest that is the homeland of the Elves. It is the farthest East of the holdings of the Broddring Empire
  11. 3-Uru'baen, The Capital of the Brodding Empire and where Galbatorix rules. It is a beautiful city of glass and stone spires, and the great Dragon Shruikan can be seen flying on some days.
  12. 4-Dreas-Leona, A Human City in the far south, to the west lies Lake Leona in truth more of an in-land sea, and to the south east is Helgrind a massive mountain with four peaks. There are rumors of a cult to the mountain who commit human sacrifice.
  13. 5-Doru Areaba, The Capital of the Riders, where they were Trained and where the entire Order was based. An Island in the North West, and off the coast of the main continent. The island is shaped like a hand, with a crater in the center. It is in the crater where the main town was. It is now an irradiated hell hole due to magic used during the War.
  14. 6-The Hadarac Desert, a Desert of massive proportions that sits in the middle of the Continent, with Du Weldenvarden to the North and the Beor Mountains, home of the Dwarves, to the South. Only roaming tribes of Humans live here, and little else. Few people have ever been past the Eastern end of the Desert
  15. 7-Ellesmera, a city within the heart of Du Weldenvarden it is home to Elves and only Elves, with the exception of Riders. They rarely let Humans enter this city. Many of the homes appear to be trees that grew into the shape of a house. It is the Capital of the Elves.
  16. 8-Free Pick
  17.  
  18. Roll 1d8+15 for Age, keep current gender
  19. Pay 50CP to choose either
  20.  
  21. Drop-in-Free
  22. Sorcerer-300
  23. Roran-100
  24. Rider-600(Maybe more)
  25.  
  26. Perks-Discounts all reduce price by 50%
  27.  
  28. Drop-in-
  29. 100(Free for Drop-In)-Weapons Training- You have been trained in all manner of weaponry by one of the best fighters around and are skill in hand to hand combat, sword combat, and archery
  30. 300-Bond- Should you forge an actual bond with someone it is for life. Nothing can make you two betray one another, and you grow stronger and fight harder in each others presence
  31. 600-Double Triple Quadruple Backstab- Your goals are...convoluted to say the least. You can easily enough immerse yourself into a group of people, and no matter how suspicious your actions they will never see the backstab coming. The longer you remain with the group the more devastating the backstab will be, and the less they will expect it.
  32.  
  33. Sorcerer-
  34. 100-Mental Shields- You form mental shields over your mind, making it hard for magic to penetrate your thoughts and mind unless you allow it to do so.
  35. 300(Free for Sorcerer/Rider)-Magic- You can wield the powers of Magic by speaking "The Ancient Language" you can cause changes to happen in the world. This power runs off of your physical energy, and to do something with magic takes as much energy as doing it via the mundane method, it simply happens faster or more conveniently. At first you must spell out exactly what you want to happen, but as you grow more experienced with Magic you can do more with smaller sentences. You must still find someone to learn from if you wish you expand your vocabulary beyond the basics
  36. 600-Spirits- You can call upon the spirits of the world around you, not the dead but "natural" beings of magic that answer your call. They can allow you to wield great and devastating powers, both making your Magic more powerful and widespread, and making you faster and stronger as a person. Be warned, if you aren't careful with them the Spirits could overtake you, turning you into a monstrous Shade with no control over your actions.
  37.  
  38. Roran
  39. 100(Free for Roran)-Villager- You are capable in a large number of fields, anything from farm-work, to milling, to basic blacksmithing. While not exceeding in any one area, you are capable in many.
  40. 300-Fortifications- You are capable of fortifying an area to an astounding capability even with little resources. You could hold off a segment of a royal army from destroying a tiny village for several days with nothing more than trees and cutting tools as your resources.
  41. 600-Boundless Determination- You have the will to keep on going no matter what comes your way. If there is something you truly care about from the bottom of your heart there is nothing people can do to stop you from reaching your goal, short of killing you.
  42.  
  43. Rider
  44. 100-Riding- You are skilled at riding animals and can easily direct them where you wish them to go, and can stay on even under duress
  45. 300(Free for Sorcerer/Rider)-Magic- You can wield the powers of Magic by speaking "The Ancient Language" you can cause changes to happen in the world. This power runs off of your physical energy, and to do something with magic takes as much energy as doing it via the mundane method, it simply happens faster or more conveniently. At first you must spell out exactly what you want to happen, but as you grow more experienced with Magic you can do more with smaller sentences. You must still find someone to learn from if you wish you expand your vocabulary beyond the basics
  46. 600-Perfection of form- Your body twists and changes over time and your imperfections fade away. You become a thing of beauty to behold, or at least what you personally believe to be beautiful. Your strength and speed increase significantly, where before you were a normal human now you can equal or even exceed one of the Elves in straight combat.
  47.  
  48. Neutral Powers-
  49. 100-Fortune Telling- You can use a large number of means to tell the future with reasonable accuracy. But much like 'normal' fortune telling the signs are vague and you will have to discover what they mean on your own
  50. 300-Herbalism- You are skilled with plant and animal parts and can use them to make a number of useful potions, poisons, and poultices.
  51. 600-Varden commander- This makes you a talented commander/politician very well regarded by the populace, though your innate political acumen is not infalliable. The main advantage of this perk is it lets you approach rulership from creative, unconventional and surprisingly cost effective angles like funding your armies with lace. This also gives you a decently high rank in whatever faction you choose to start as a member of. (Suggested by Anon)
  52.  
  53.  
  54. Items
  55. 50-Money- Cold hard cash, enough for several nights at a high class Inn
  56.  
  57. 50-Bow- A simple bow with several arrows
  58.  
  59. 50-A Horse- You have a strong and well trained horse. It won't run in fear even in terrible situations and will listen to most commands easily
  60.  
  61. 100-Hand and a half Sword- A Bastard sword of good quality. (Free for Drop-in)
  62.  
  63. 100-A Focus- A simple magical focus that helps you focus your powers to do exactly what you want done. (Free for Sorcerer)
  64.  
  65. 100-The Hammer- A blacksmithing hammer of astounding durability, it can be broken of course but it will often survive things it shouldn't, and it serves as a capable weapon. (Free for Roran)
  66.  
  67. 100-Harness- A harness designed for a Dragon to allow the Rider to sit comfortably on their Dragon's back without the scales tearing up the legs. (Free for Rider)
  68.  
  69. 200-A Horse- You have a strong and well trained horse. It won't run in fear even in terrible situations and will listen to most commands easily (Discount for Drop-in)
  70.  
  71. 200-Talisman- A Talisman that stores some Energy for future magics, you can draw on it instead of using your own stores. It doesn't contain too much, but it can help in a fight (Discount for Sorcerer)
  72.  
  73. 200-Ship- A high quality ship that can sail the waters and even survive a Whirlpool with a little effort. Armed with a couple of Ballista for defense that must be maned. (Discount for Roran)
  74.  
  75. 200-Rider's Blade- A sword made out of Brightsteel by the Elven smith Rhunรถn. It is of extremely high quality and will never break, it also matches the scales of your Dragon if you have one. It is expected to be given a name in the Ancient Language, and the name is engraved on the blade. (Discount for Rider)
  76.  
  77. 800-Eldunarรญ- A gem from a dead Dragon. It contains the Dragon's heart and soul, and they can speak to you through your mind. Large amounts of magical energy can be drained from the Eldunari to power your own magic.
  78.  
  79.  
  80. Companions
  81.  
  82. 200-Werecat- You have made friends with a Werecat, a secretive and enigmatic race that always seems to know what's going on. They have little magic of their own, but they are highly intelligent and good advisers. They usually remain in their cat form, but can take the form of a human child.
  83.  
  84. 400-Dragon- A Dragon a powerful and intelligent creature that will continue to grow until the day it dies. Note that this growth is very slow after the first year or two, a Dragon hundreds of years old is maybe 50% larger than one that is a year and a half old. Incredibly powerful physically and magically, though their magic can only be used sporadically and not even they can control it. For Riders you established a Mental Bond with the dragon immediately after it hatched from an egg, you and the Dragon share a mental connection and share everything, they can even lend you their strength for Magic. For others you are simply close friends with a Dragon, and they are willing to help you solve problems using their brute strength. Free for Rider
  85.  
  86.  
  87. Complications-Max of 600CP from Drawbacks
  88. +0-Early Beginnings- You start 110 years before the Books begin, and a few years before Galbatorix begins his rise to power. You'll be involved directly in the destruction of The Riders one way or another.
  89.  
  90. +100-Stutter- You have a terrible Stutter and have a hard time getting a sentence out straight. It will make interacting people difficult
  91.  
  92. +100-Angelina's Attention- Every town you go to has the same Fortune Teller. They're somehow still alive regardless of any actions you made, they always tell a fortune that references a grim fate, and you -will- wind up visiting their tent at some point. They're also exceedingly critical of everything you wear and use (due to somehow having the knowledge of what you really are).
  93.  
  94. +200-Word Bound- Someone with Magic botched a Blessing on you, and now you're forced to try and protect others from harm. You feel any pain the people around you feel and have an insatiable need to try and take the pain for them.
  95.  
  96. +200(Only available to people with Magic)-Weak Constitution- You tire quickly and can barely cast even simple spells.
  97.  
  98. +200-Ra'zac Hunt- The Ra'zac, a species that 'evolved' to hunt down and eat Humans, are after you. There are only four of them, two juveniles who have human proportions and two adults who appear akin to giant bats. They want to eat the marrow from your bones, and will use their physical capabilities to their advantage. They lack any form of magic, and can not be detected via magic.
  99.  
  100. +300-Shade's Target- A shade for some reason has chosen to hunt you down to kill you. Shades are Sorcerers who have fallen to the Spirits they summoned, and they retain their immense magical might, and are as strong and fast as an experienced Rider. Few have ever killed one and survived the act
  101.  
  102. +300-Name Bound- Someone knows your True Name and can use it to force you to do anything they desire. They will use you mostly as a living weapon for their goals. The only way to escape this is to change enough as a person that your True Name changes, though this is easier said than done.
  103.  
  104. +600-Elves are always right- For some reason no matter what you do, what you say, or your reasoning behind such things. The Elves will always be right, and there isn't really anything you can do about it. No matter the situation the Elves will always prove to be right, and you will be wrong unless you agree with them. They will also be incredibly snooty about it, and look down on you for being Human, yes even if you're a Rider. Also no matter what you do you can't seem to kill the bastards.
  105.  
  106. Stay Here-
  107. Go Home-
  108. Move On-
  109.  
  110. Notes-
  111.  
  112. True names are tied to the nature of the world, and the fate therein. As an outsider to such things, even if you learn the true name of another you cannot use it to bind them with this world's magics. You can only use True Names of other people if you choose to stay behind. You can NEVER know the True Name of Magic
  113.  
  114.  
  115. You can start aligned to whatever faction you want, Varden, Galbatorix, Independent, whoever. Unless you take the Name Bound Drawback, in-which case you start aligned to whichever faction you hate the most.
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