Categories
RoA Fiction

The Hungering Coast

The following piece takes place within the setting of RoA.  None of what follows should be considered what your character knows.  If your character has heard of any of the events listed in it, it was likely in passing or as a rumor.  I just thought it’d be good fun to write some fiction taking place within the setting.  I hope you enjoy. I’d like to make a series of these eventually.

 


The Hungering Coast

 

My name is Martin Addington.  I fear these may be the final words I write to parchment before something terrible befalls me.  I feel my story must be known.  I am a water mage of great talent.  I made the mistake of seeking out Yazdil the Mad himself.  So many over the years have been curious about Yazdil, as the legends and rumors about him grow by the year.  But I alone have come the closest to seeing him with my own eyes.  I have seen what he can do.

 

All who have done the most cursory amount of research know that Yazdil’s tower exists at the top of some very large hills.  Most accounts are the same by those seeking the tower as well: there are strange creatures that stalk the woods near the tower, and the tower always seems terribly far away.  As I researched the legendary wizard further, I found a few small accounts of small fishing vessels navigating near the coast north of the tower’s location on the map.  I took great note that these boats never attempted to sail closer to the tower.  I knew that if I found Yazdil himself, I could take his power for my own, and make a name for myself in history.

 

Armed with what I felt was an edge, I chartered a small ship (The Golden Rose) to take me to the coast north of the tower.  It was strangely difficult to find them.  Most of the ships I could find were unwilling to sail close to the shoreline.  We left from a small port west of Dunkalter, and planned on sailing around the Northwestern tip of The Twin Kingdoms.  The weather was unlike anything I’d ever experienced in Vondara.  The cold felt as though it had a life of its own.  How do the tribesmen live up there?

 

After about a week of sailing within sight of the shoreline, our lookout spied a tower.  We could only see it from far off, but it looked unbelievably ornate.  To be visible from this distance, it must truly be gigantic.  Our captain ordered the ship turned toward shore.

 

After the next hour, we noticed something strange: we didn’t seem to be getting any closer to shore.  When the captain ordered the helmsman to change course, we’d still find as though we’d not moved from the same spot, even hours later. Even the small landing craft we used seemed to get nowhere outside the immediate vicinity of the ship. The sun sank below the horizon, and we were left in the dark.  A pale blue light could be spotted at the top of the pitch-black tower.

 

Fortunately, the captain was a smart man.  After a few days of this, he ordered that all food and water be tightly rationed.  The trip was never intended to take as long as it had, so there was very little to ration to begin with.  For some reason, no fish could be found in the water, and no sea birds could be seen.

 

A month passed.  The shore was no closer. We could not sail away from where we were.  The captain kept largely to himself in his cabin.  Some crew members were thrown overboard for attempting to steal what little food was left for themselves.  Every night, the pale blue light glowed in the distance.

 

I’ll never regret doing what I had to for survival.  And I know the families of those men would understand.  Two months had passed.  We had no choice.

 

One night, I awoke.  I was a skeleton of a man. I stopped wearing clothes a month ago.  Something was amiss: there was no sound of life around me.  Not even the terrible noises men starving to death make.  I stumbled about the boat on my weak legs.  The rowboat was still there.  I could not find a soul.  I didn’t even find bodies.  I looked towards the tower.  The pale blue light stared back. I knew what I had to do.

 

With aching arms, I loosened the ropes that held the rowboat in place.  I didn’t have the strength to lower myself slowly, so the boat slammed quickly and painfully to the water.  I put my back to the light, and began to row.  I swear I could feel the light burning into my bare back as I moved over the waves.  With mad glee, I noticed The Golden Rose growing smaller before my eyes.  I vowed not to look back towards the tower until I hit land.  Despite my exhaustion and weakness, I rowed on for what seemed like hours.

 

Something large grazed the bottom of the boat.  At first, I assumed it to be some sort of outcropping near the shore.  But I did not hear the crashing of waves on a beach.  Moments later, it happened again, much harder.  Something was beneath my boat.  Without further warning, I felt myself thrown from the boat as it flipped over.  I began swimming as hard as I could.  As I went, I felt something grasping at my legs.  

 

The next I knew, I was tumbling end over end.  I sat up to find myself on a beach.  I began to cry.  After I composed myself, I took in my surroundings:  I discovered dozens of skeletal remains in my immediate surroundings.  I began to hear a whispering on the wind.  It spoke of many things, but foremost: Hunger.  

 

To my horror, the skeletal remains began to stand one by one.  Each one of them stared at me with gaping skulls, and began to approach.  Dumbstruck, I could only look on in awe as the first of them tore into the flesh of my bare arm with its sharpened teeth.

 

I found myself standing on the deck of The Golden Rose.  The lookout shouted loudly that he’d sighted a tower.  I turned towards the tower, and could see the pale blue light even in the daytime.  Quickly, I ran to the captain and all but begged for him to turn us around and take us back home.  It wasn’t difficult to persuade him, since he was going to collect his money with either outcome.  The captain ordered the helmsman to turn us around.

 

The trip back to port was swift and uneventful.  But my time at home has not been.  It was only shortly after returning that I discovered why most won’t go near the area I’ve described.  Those ships that stray too close do not return.  Some, such as the captain of The Golden Rose attribute it to sandbars or hidden underwater rocks.  But others claim terrible fates befalling those who wander too close.

 

I know the truth.  Since we left that place I have begun to hear whispers upon the wind, speaking of hunger.  I have seen shadows out of the corners of my eyes.  They seem formless, terrible creatures that watch my every move.  He must be watching me.  If only he could know I’ve learned my lesson.  I don’t want his power.  Not anymore.  

 

Every day I feel as though the whispers get louder and the shadows get closer.

 

I know the way out.

 

Categories
In-Game Lore Plot Events

News from Kell: The Storm Continues Unabated

Traders hailing from Kell have been asked about what is going on in the north, and have generally had the following to say:

While the storm in the north has stopped growing, the conflict between the Romani and the Barbarian tribes of the north seems to continue daily.

There has been no word of outright war, especially since occasionally the Romani have been seen walking alongside Elementals themselves.  The skirmishes that have occurred have been fairly even in their matching.  Despite the Romani’s unscrupulous tactic of having some elemental support, the tribesmen of the north are known for their tenacity.  No ground seems to have been given.

A map has been circulating, showing the rough borders of the storm.  But one thing is clear: ONLY the Romani have been able to get anywhere near the walls of the storm.  Even fewer select Romani have supposedly walked through the walls of it.  Travel anywhere near by non-Romani is not only ill-advised, but considered undoubtedly fatal.  Anyone travelling near or around Kell has been strongly advised to travel no further.

elemental-storm-size
Elemental Storm in the North
Categories
In-Game Lore Plot Events

The Long Night

The Long Night

For as long as anyone can remember, as dusk begins to set in on the 31st Day of The Spirit Moon, a night of true terror begins for the inhabitants of Adraveth.

Dark horrors stalk the woods and those of faith find their connections severed from their respective Gods or Goddesses.  Those who follow the Spirits find themselves seemingly abandoned as well.  Curiously, those who follow the God of Lies find themselves with a connection still in place.

Many have called this night The Deity’s Eclipse while the tribesmen have called it Spiritsdeath.

None seem to know why their connections to the Divine and Spirits falter, but all can agree that tonight, perhaps more than any other night, is a time for people to come together and protect one another.  It is not unheard of for several families to spend the eve together under a single roof, with their doors locked and barred, and the sounds of unspeakable horrors wailing outside.

Nothing one sees during the Eclipse can be trusted, and travel during the eve should be seriously limited for the safety of oneself and others.

The Scroll and Dragon has been officially offered as a place of respite for those seeking to gather together during this Deity’s Eclipse, in the hopes that those without a place for safe haven might find some there.  Those seeking shelter may freely spend the night within her walls.

(Directive:  If you are a DEDICATED Cleric or Shaman, from 5:30PM EST October 31st, you will find yourself completely severed from any Divine or Spirit connections, and will be unable to cast any spells, or use any abilities that rely on Divine or Shamanic connection.  This will leave you feeling truly awful, since such a large portion of who you are has been effectively severed.  Should you choose to attend Tavern Chat at any point, please roleplay these effects accordingly.  These effects end at 7:00 AM November 1st.

Please feel free to elaborate on any odd sightings your character may have had during this time while roleplaying in Tavern Chat, within reason of course.  It’s a night of horror.  Please remember, however, there is NO COMBAT ALLOWED within the Tavern Chat without SPECIFIC cast direction.)

 


 

Remember, you may not enter unless your Character has attended at least one live in-game event at our campsite in Sparta, New Jersey.

• Tavern Chat Link: http://www.chatzy.com/roa

• Password: Please ask any current Player or Cast Member.  The best way to do this is via our Facebook group here.

Tavern Chat Rules Page

Categories
Plot Events

Momentum

All characters have the option of being aware of the following situation as it stands and continues to unfold.
(As represented by scattered reports or messengers, the situation is clearly being widely spread.)


Momentum
(Updated 10/13/16)

4th Day of the Spirit Moon, 1116

It has been over two weeks since Inquisition forces attacked the New Calendale area.  It is believed that the Inquisition took advantage of the hole in the blockade caused by a large wraith presence in the evening before their attack.

Following their defeat in the New Calendale area by forces led by King Leopold himself, the forces loyal to the Inquisition began their retreat towards Vondara.  Leopold and his forces followed them east, either taking them down or accepting the surrender of those who would listen to reason.

Leopold’s forces continued to move east, directly through the Whispering Woods.  Fortunately, due to the good relations forged during the Solinarian conflict, King Finvara granted Leopold and his forces safe passage.

Once they had cleared the deepest parts of the woods, they were met by a large portion of the Twin Kingdoms Mages’ Guild.  Those mages began creating portals on a scale not seen since the emergency evacuation of Old Calendale.  The whereabouts of Leopold’s forces are currently unknown.

 

8th Day of the Spirit Moon, 1116

It appears that the portals Leopold and the bulk of his forces took transported them to Breckendorf, where a small battle occurred with those forces loyal to the inquisition. Leopold’s forces were not met with heavy resistance.

Since the advent of the Holy War several years ago, the Inquisition’s forces are limited in number, and many within the Inquisition were relegated to the position as acting officers over the military. A very large portion of the soldiers under the command of the remaining Inquisitors balked terribly at the idea of fighting against other Twin Kingdoms soldiers or noble forces. If any place in the Twin Kingdoms remembers the horrors that came of the Civil War, it is those who reside in Breckendorf.

King Leopold and his forces have regained complete control of Breckendorf itself. It is apparent to anyone that Leopold is preparing his forces for a final push to Vondara, to secure both the crown and his son, who is currently a hostage of Dalton.

 

13th Day of the Spirit Moon, 1116

King Leopold’s forces departed Breckendorf shortly after its retaking, making an obvious beeline for Vondara itself.  Interestingly, several Jeredithians have joined Leopold’s army, many former inquisitors.

Judging by the sheer amount of defense set around Vondara, It is readily apparent that the seat of the Inquisition’s power and influence lies in Vondara.  All inquisitors siding with Dalton have retreated behind her walls.

The sounds of fighting can be heard for miles around, as powerful magics crack through the air and light up the dark night sky.

Some rumors speak of Leopold falling in battle, others insist that he’s breached the walls of the city. Some say that the gates were opened for him, and the fighting is taking place in the city streets, with only the shimmering dome protecting the castle preventing his progress.

It is apparent that the next few days shall decide the fate of The Twin Kingdoms.

Categories
Plot Events

Storm on the Horizon

All of the following is effective as of 08-09-16 at 8:00 AM, and ALL characters would be aware of the situation as it currently stands.

 

Storm on the Horizon

In the last day or so, reports have been coming in that soldiers have formed a large perimeter around the New Calendale area.  When asked, they claim direct loyalty to either King Leopold, Marquis Artenian, or Marquis Fontaine.  They inform any who would cross their border to leave that they are heading into a blockade of Inquisitorial troops.  All who approach them from the New Calendale side of their blockade are advised not to leave, lest they find themselves immediately arrested and imprisoned by the inquisitorial soldiers waiting beyond their perimeter.  The soldiers have not been letting anyone enter their perimeter from the outside, and also have not allowed anyone to join their forces from the inside, fearing potential spies.

At the docks, there are troops loyal to Leopold, Artenian, and Fontaine, but the only presence of the Inquisition is that of the sight of their ships at anchor, blockading any potential reinforcement by sea.

Within the perimeter, all orders of the nobility still seem to stand as they were before the blockade, in an attempt to keep order.

It is clear the Inquisition, as well as the military and nobility loyal to King Regent Dalton are preparing to drop a very heavy hammer onto New Calendale and its inhabitants.  Escape seems impossible.  All that is left now is to wait.

NOTE: ALL between-game skills shall function normally.  The local libraries as well as the marketplace are well within the borders of the friendly perimeter, even if their atmosphere is extremely tense.  Unfortunately, the main waystation for the courier’s guild is outside of the blockade, and letters will only be delivered locally.

Categories
WCATSP

Turquoise Cuff of the Metalweaver (WCATSP Item 2, August 2016)

Turquoise Cuff of the Metalweaver

Hello all! All who attend this upcoming event shall be eligible for a drawing in order to win a magic item. This item will be auto-attuned, and ready to use for the next event you attend.

Turquoise Cuff of the Metalweaver

 

There is a small Dwarven Village in the Dragonspine Mountains that tells the legend of those they call “Metalweavers”.  They believe that once in a generation, a Dwarf is born with such natural skill in working metal, that it is akin to a skilled tailor weaving cloth.  There are some that do not believe that such individuals exist, and generally chalk it up to the talk of a small town trying to sell the quality of their smiths.

 

This cuff is said to have been created by one of those Metalweavers, a grizzled Dwarf by the name of Tordras Fardram.  Tordras was a worshipper of Gundar, and it is said that the joy he felt at smithing was second only to his raw skill. Tordras was most skilled in the forging of weapons.  But it is said he most loved repairing a beloved broken weapon, for there was not much more beauty to him than the eyes of someone who had something they thought lost, fixed.

 

Tordras created this bracelet so that it could help those who did not feel the blessing of Gundar as he did, and so that they might feel the same sort of joy.

 

At least, that’s what the merchant told you.

 

This item grants you the following abilities:

– Mend Weapon (“I mend this weapon”) 1x/Period,

– Enhance Weapon (“I make this weapon strike for magic, and immune to all shatter attemps for the next 10 minutes.”) 2x/Period

– Mighty Blade “I grant you/myself a slay until used.” 1x/Period.

– This item is soulbound.

 

 

Categories
Rules Changes

Deafness, Knockback, and Sixth Sense

Hey guys, we’ve got a few changes that are going to be coming into effect this event.

 

Deafness will be modified in the following way:

• Whenever an individual is struck with the deafness effect, they will be automatically susceptible to ANY stealth attack they are struck with from BEHIND, even if they are not blinded or diverted, EVEN IF THEY ARE AWARE OF THE TARGET’S PRESENCE.  Stealth skills taking advantage of the deafness effect must be delivered from the target’s back arc.  Stealth skills may only be delivered every 3 seconds in this way.  You may still resist a stealth attack with Sixth Sense as if you were not deafened.

 

Added “Knockback” as a keyword:

• Knockback may be delivered via a weapon skill, or as part of a spell effect.  It causes the target to move in the opposite direction of the user up to a certain amount that is stated along with the delivery of the keyword. Example: “Knockback 5 feet.” this would cause the target to be forced to step back 5 feet.  Knockback may also be combined with other keywords, such as “Slay, Knockback 5 feet.”  One Parry is all that would be needed to counter such an effect.  Kelonians are susceptible to this as it is not a Sweep or Knockdown effect.

 

Sixth Sense will be modified in the following way:

• Instead of being consumed on the FIRST stealth skill that Is used, the target may instead CHOOSE when to activate it.  This also means that Sixth sense will no longer work while unconscious (which never made much sense anyway)

Categories
In-Game Rumors

Rumors for the Shield Moon, 1116

Rumors

    • Former King Leopold’s crimes know no bounds.  It is believed that he murdered several others during his reign.
    • Terrible sickness in Larigmoore finally under control. With reconstruction efforts finishing Larigmoore will be completely restored.
    • A seafaring explorer claims to have found the shipwreck of the famous lost ship known as “The Shining Star”
    • A disturbed woman with bone white hair was stalking about the woods muttering “Madosa.”
    • Agoria closes its borders to ALL outsiders. Many believe they are preparing for an attack.
    • Mysterious Island said to have appeared South of Rythos.
    • Barbarian Tribes have begun attacking Romani camped outside The Elemental Maelstrom. The Tribesman claim that the storm has wiped out several tribes and the Romani have been fueling the storm.
    • Lonnie Lester reportedly giving up drinking after latest bender involving a horse. Seeking means of getting his life back together.
    • Strange problems have been occurring with portals. Portals have been taking mages to wrong locations and some have entered them to never return.
    • Marquis Fontaine has been seen personally paying his respects to widowed family members after massacre of stationed guards at Ravenwing Prison.
    • Several groups travelling through the woods have claimed to have been attacked by werewolves. Surviving clerics claim to be unable to perform their prayers.
    • Mary Beth Charity banned from Dowinger’s Dress Boutique after smoke seen rising from the shop, the store will be closed for the next few months while they replace their entire inventory after the fire.
    • Despite a brutal conflict thus far, all factions of the Fae have mysteriously gone silent.
    • The Dwarves of the Dragon Spine Mountains have recently agreed to terms of peace with the Hiveborn of the Dragon Spine Mountains. They have ceased fighting over territory and have formed a trade agreement between the two races.
    • Despite Peace agreements recently some dwarven expeditions have gone missing. Investigations have yielded no results at this time.
    • Mysterious crimson haired woman seen at the helm of the ship, “The Wife’s Fury” leading daring raids against merchant ships and shore towns. A reward is offered for her capture.

 

Categories
In-Game Lore Plot Events

The Spirit of Realms Night

The High Librarian of Viralee has made an appeal to King Dalton:

Every 4 years, on Realms Night, mortals side with either the infernal or celestial realms.  Those who side with the Celestials are able to discuss strategies for winning their various games and contests, yet those who side with the Infernals are not.  Is this truly balanced?  In the interest of maintaining what is the spirit of this day, the ban on speaking with extraplanar beings of an infernal nature should be lifted.

King Dalton has agreed with the High Librarian, and has seen fit to lift the ban with speaking with Infernals for Realms Night ONLY.  HOWEVER, he maintains that making deals with them, or attempting to learn their magics is still strictly forbidden by law.

Categories
In-Game Lore Plot Events

The War of the Realms: A Tale of Realms Night

Here’s a little something we thought those who are celebrating their First Realms Night would find interesting.  Special thanks to Meira Maynard for putting this together for the 2016 Realms Night Celebration!

(You may treat the following as information you’ve heard in-game, and should consider the following when preparing your costuming for Realms Night!)

 

The War of the Realms: A Tale of Realms Night
By: Clarissa Golan

 

A long time ago, before Adraveth stood, Viralee created two types of creatures. She created celestials from stars in the sky, beings of purity and light. She also created infernals from the fires of the earth, fearsome creatures filled with fury. She loved both of her creations, but realized that they could not live in peace together.

Viralee created two realms, one slightly greater than the other. She asked her brother, Ethali, and her sister, Elantrai, for advice on how to divide the power among her creations. Ethali insisted that the infernals deserved to have the greater realm and the most power, but Viralee was unsure of his advice. Elantrai proposed that Viralee take two marbles, one white and one black, and place them in a bag. She told Viralee to have an infernal and a celestial each pull a marble out of the bag. Whoever took out the white marble would have the greater realm. They would then place the marbles back in the bag and each draw out a marble again. This time the white marble would determine who would have more power. Viralee liked this game of chance to decide the fate of her creatures so she followed Elantrai’s advice. The celestials drew the white marble first and gained the greater realm. The Infernals drew the white marble the second time and gained more power. There are rumors that Ethali tampered with the marbles in order to gain more power for the infernals.

Even with each of Viralee’s creations designated certain realms, they still warred. Their war overflowed onto the mortal realms, and the people of this world suffered greatly. Eventually Viralee knew she must do something to protect the mortal realms so she created the Nether between the realms. The Nether was made of everything that was or wasn’t. It was nothing and it was everything. And it provided the perfect barrier to divide all the realms and stop the war.

Every four years on Realms Night we celebrate the creation of the two realms and of the protective Nether. Everyone chooses a team, celestial or infernal. The celestial colors are white and silver. The infernal colors are red and gold. It is not considered specifically “good” to be on the celestial team or “bad” to be on the infernal team. Many people simply switch teams every Realms Night. Others will flip a coin to choose their team, in homage to Elantrai and her advice to Viralee. There are games and festivities between the two teams and a tally of points is kept. Sometimes infernals and celestials will come visit to see the games and support their team. Whichever team wins dictates whether the infernals or the celestials will be more powerful for the next four years. Four years ago, the celestials won. Eight years ago, the infernals won. It is the result of our belief in them, that we give them more power.