Odds and Ends

Discussion in 'RPG # 16 - Barteris' started by Wolf star *, May 19, 2006.

  1. Wolf star *

    Wolf star * I walk alone.

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    This is a place were you can describe a few things that you might want to add to the role play. This will allow others to get a good idea, on what you are describing for future reference, so they might use that knowledge as well.

    Such as, towns, cities, creatures and items-magic or technical.
     
  2. Wolf star *

    Wolf star * I walk alone.

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    Hells Kitchen
    located on the edge of the dead sands desert.
    A tyrant rules this settlement that follows the practice of slavery. Strong military and average resources of food & water.



    BARTERTOWN
    located 150 miles north of Hells kitchen
    Controlled by a council of merchants, this settlement lacks resources but is the best neutral place for trade amongst all other settlements.


    North Fort
    located on the foot hills of the north mountains.
    Built on an old military installation this settlement has good defenses and a great collection of artifacts. Their hate and fear of mutants and all things abnormal making contact and relations unpredictable.

    The jade tower
    Location. The center of Pantera
    Not much is known about the standing obelisk that appears to be made out of pure jade. Know one has been known to be able to approach the three hundred foot obelisk and live to tell the tail. Only that it is protected by an energy shield that can’t be penetrated by man made weapons or magic thus far.
    [​IMG]
    The frozen plains
    Location North Barteris.
    A frozen waste land, with savage storms. Scattered tribes and feared snow creature looking for an easy meal.

    Hargon
    Location west Barteris, just under the frozen plains.
    A barony held by an aging dwarf named Boris axe-wielder. Peace has rained during his rule but due to old age and no siblings. A dwarf named Draco has his eye on the leadership. He also plains to make vast changes when he is pronounced leader. One is to rid the world of the mutant infestation by any means necessary.
    Main product is metals and gun powder.
    Has vast cave net works.

    The Great forest
    Location West Barteris
    Home to a small band of elves. Leader ship unknown.
    Various species un-cataloged. When ever possible the forest is a voided at all cost due to a low survival rate.

    The barrier of mist
    Location southern region
    A large cloud covered area of the planet. Nothing has been able to penetrate the barrier from electronic scans to unmanned drones. Any one who enters has never returned.

    Scavengers

    Things break down. Ammunition runs out. Guns get smashed by mutants. When these things happen, you need to find salvage. Salvage is a broad term that includes anything from before the isolation that isn’t commonly made anymore: guns, ammunition, tires, spare engine parts, and so on. Most salvage can be traded for in settlements although the prices can be outrageous.
     
    Last edited: Jul 2, 2006
  3. Wolf star *

    Wolf star * I walk alone.

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    Hive.

    Located in various places around the planet
    Large mounds of dirt and caves are known too contain hives.
    Hives contain large mutated bugs with scaled amour exoskeletons.
    Hives may contain thousands of flesh eating bugs.

    Bugs

    Large arachnid type creatures with six legs and two pincers
    Hard exoskeletons and very hard to kill
    There main weakness is that they have tunnel vision and can’t see very well in bright light. Like any animal they detest fire.
     
  4. Luther_the_Great

    Luther_the_Great The Amazing

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    Sources of Magic on Barteris

    Relics – A relic can be just about anything from a ring to a piano. They are objects endowed with the mind, power, and spirit of the ancients. Ancient relics are indestructible and vary in their level of power. Newer relics have been made with the knowledge and power of the ancient relics. They are what you find in shops and in common use. They aren’t usually as powerful as the ancient ones, but they are used commonly in infusion. All other powers are subdued on Barteris.

    The One - No character in the RP has power from The One. Side characters may have it, I’m not sure yet. Still that is the only other source of power in Barteris that could be separate from the relics that is on the good side. Those operating from this power are diminished in power from their native ability because of the relics.

    The Great Chaos- If you derive your power from The Great Chaos then you are working for me because that is where Balantine’s native powers come from. He uses the power of the relics too however because his native powers are much weakened on Barteris (again due to the relics). Again, The Great Chaos deals with things outside of what we need to worry about now.

    There is no species native to Barteris who can use his or her native powers while the relics exist. However, it is possible to have the power of the relics infused into a person, basically giving them that power. This is mainly done with the minor relics (minor doesn’t mean weak).

    Magnitude of Relics

    The Omicri – This group of relics don’t appear to do anything really (please don’t claim you have one or I will have to butcher you), though it is known that they were created by the ancients. Their total number and current locations are largely unknown. 36 are believed to be held in a private collection. It is rumored that the Labs have one.

    Legendary Relics – Extremely powerful relics. These are rare and extremely old. The legendary relics cannot be copied or replicated so their numbers are limited. Fen is the only character that has been infused with the power of a legendary relic.

    Nominal Relics – Relics created by the ancients but are more common place. They are still indestructible but their powers don’t compare with the legendary guys.

    Common Relics – Relics created by people using the power of the ancient relics. They vary in power but none reach the level of the Legendary Relics.
     
    Last edited: Jun 21, 2006
  5. Luther_the_Great

    Luther_the_Great The Amazing

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    Nominal & Common Relics - these are the relics that you will see through must of the RP, these are also the relics that are general access (meaning it wont screw anything up if you get one in the RP). Despite their ordinary sounding names, they can be quite powerful.

    Most relics are not spell specific, meaning that if you have a water relic, you can use it to perform a wide variety of spells relating to water. However, these relics do have specialties and may perform some types of spells more powerfully than others. For example, relics that are good with spells that involve massive amounts of water, might not be the best when a little water is all that is needed. So they are usually good for a general category of spells. Also, some spells require more power than a certain relic may be able to handle, in that case you would need a more powerful relic. You cannot tell how powerful a relic is by its type. Some common relics are more powerful than some nominal relics, even though nominal relics were made by the ancients and are indestructable.

    Relics of these sorts are divided into several groups.

    Elemental - fire, water/ice, wind, electricity/lightening, ground, and nature (ie. the farmer's growing relic)

    Healing - unlike elemental relics, these cannot be used for attacking purposes (well I suppose you could throw them at people :p ) they have curative spells that vary from healing minor wounds, curing illnesses, to bringing people back from the dead (freshly dead mind you, no more than a day old body). I would say that bringing people back from the dead is in high demand so these are going to be rather rare.

    Dark - these relics are responsible for those unpleasent spells which one hopes he will never encounter. Any kind of spell that has death as a primary effect. Also spells that relate to poison and disease fall under these relics. Relics that can be used for spells that relate to ghosts, the undead, and dark creatures also fall under these relics.

    Status - these relics affect the physical attributes of something. Spells that make things lighter, heavier, faster, slower, stronger, weaker, bigger, smaller, etc all need a status changing relic. These relics are generally spell specific (unlike the others) and are usually only good for one or two things.

    Some relics have a continual effect, for example some relects protect their wearer from most magic attacks, some make their bearer invisible or more agile, some change the appearance of their owner. These effects are continuous without the bearer having to concentrate on casting the spell. Some relics may be used for making areas better for crops, creating storms, continuously healing, or continuously cursing.
     
    Last edited: Jun 21, 2006
  6. Luther_the_Great

    Luther_the_Great The Amazing

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    Legendary Relics - Legendary relics are relics that possess a power that is astronomical in comparison to a standard relic. All Legendary relics are endowed with a personality of their own and they require a very powerful person to weild generally. Before the Great War there were many Legendary relics in use all over Barteris. Now most of them are hidden, buried, or otherwise inaccessible. There are only a handful of legendary relics are known to be at large in the world.

    Only the ancients have been fully capable of accessing the power of these relics, although elves and highly skilled mages are capable of using them as well. While they are not safe to use, they are safe to handle under the right conditions as their power is generally taped at command. Still, there have been reports that these relics seem to move on their own, and are seldom where they were last put down (unless bolted to something).

    Each Legendary relic has a name, a different personality, a gaurdian (released when used), an ambient effect (the effects of just having it around), and a power gained by actually using it.

    Archeological digs at ruined ancient cities have uncovered evidence that there are relics of this class with the power to conquer worlds.

    ---------------------------------------------------------------------------------------------------------------------------
    An Omicron - goes nowhere, does nothing
     
    Last edited: Jun 21, 2006
  7. Luther_the_Great

    Luther_the_Great The Amazing

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    Meirs - Feline animals, most comparable to tigers, that are used for traveling in the desert (although they can be used outside of the desert as well). They stand about as tall a mule, big ones are as tall as horses, when standing on all four legs. They have wide paws and long claws that make it a adapted for running on the desert sand. Their fur is about the length of a tigers, however it changes colors to match its surroundings, and its stripes can change positions along its body. Their limbs are somewhat long for a cat but they are more muscular and strong. You don't have to carry feed for them, you let them roam at night to feed. They have modified teeth to bite into cactus and suck the juices. They keep away bandits because who would try to rob you if they might become potential dinner. They are rather loyal, but they can be dangerous if you handle them wrong.

    They can carry as much as any mule could, and they can run as fast as a cheetah for short spurts. They can trott along at a decent pace all day long. They have special harnesses that you wear to keep you from falling off. They also have harness for your gear. They can leap pretty far with you on their back. They are quite motile, avid hunters, and cute if you are an animal lover. Meirs, don't just travel, in style.
     
    Last edited: Jun 21, 2006
  8. Luther_the_Great

    Luther_the_Great The Amazing

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    Daitly – the capital city of a farming region called Mertle.

    Mertle is composed of a series of farming towns (small for the most part) that rule themselves autonomously with their own town councils in their every day matters. Each town, city, and village in Mertle elects a representative to go to Daitly to sit on The People’s Trust, which is a body that functions as governance in all official matters. However, it has long been the case that the head of the Vardel family holds the real influence behind the scenes. Lately Ernst Vardel has been more open with his flaunting of the people’s freedoms by having the Trust elect him governor. He now openly directs the every day affairs of Mertle as he wishes.

    Even though it is in the center of the desert, Mertle has nutrient rich soil in many places, and numerous sources of underground water have been found (all of these are controlled by the Vardel family, giving the head of that house the name of “Water Baron”). With the help of growing relics, which are loaned out to farmers by the Trust for a portion of their harvest (wealthier farmers can buy their own), Mertle has become the chief producer of food in the West.

    Located North West of Hell’s Kitchen, Daitly is a favorite stop for merchants who need food and supplies as they travel through the desert, making it a haven for trade. Food stuffs are commonly exported to the northernmost city of Mertle, Argos, which is located on the coast and has an extensive shipping port. While the desert gets more dangerous by the year, Mertle has increasingly become a haven for those wishing to migrate north out of the Bad Lands. Hence, you never know who you might meet on the streets of Daitly.