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I hope to have time to get a background and the outline of a sheet ready during the weekend. My basic concept is a Native Whitewaller Zenith caste who wants to clean up Marama's Fell.

I'm interested in re-using this sword I made for an Abyssal character some time ago. Might tweak it, but I want to hear if the overall idea works for you WlfSamurai WlfSamurai . Also interested in feedback from the rest of the group :)

Skofnung (Soulsteel Daiklave, Artifact ●●●●)
An ancient sword forged from the souls of the twelve greatest kings of the North. It calls out to fallen warriors, compelling them to once more raise their swords in battle.

Current Souls: 60 (Size 2)

Accuracy: +4*
Damage: +13*
Defense: +2*
Overwhelming: 5
Attunement: 5
Tags: Lethal, Melee, Balanced
Hearthstone slots: 3

Skofnung can house the souls of the fallen. Those who have been called to serve by previous wielders describe the world inside as a vast battlefield surrounding a single great hall of black stone. They would fight from grim morning until a darkness as complete as Oblivion fell, and then feast in the torch-lit hall until morning when the fallen would once more pick up their weapons and join a battle without purpose.

When Skofnung contains souls, it gains the following bonuses to its traits depending on the number
1-6: +1 Accuracy
7-36: +1 Damage
37-144: +1 Defense
145-1200: +1 Accuracy
1200+: +1 Damage

Calling Home the Fallen
Cost: 5m; Mins: Essence 1
Type: Simple
Keywords: Psyche
Duration: Instant
Prerequisites: None

Solemnly placing the sword point first into the soil bloodied by war, the wielder calls to those fallen in battle all around them and compels them to find a new home within Skofnung. Roll (Charisma or Manipulation + Presence) to influence the ghosts of all those fallen in battle no longer three days and three nights before, and who are close enough to be affected. All those whose Resolve is low enough to be influenced are automatically compelled, unless they have an Intimacy they could use to resist the call, in which case they may spend a point of Willpower to resist the call of Skofnung. The range of this power depends on the wielder's Essence rating in the following manner:
Essence 1: Close range
Essence 2: Short range
Essence 3: Long range
Essence 4+: Extreme range

If the wielder is Resonant with Skofnung, their Essence counts as one higher than it is for the purpose of determining range, and only a Major or Defining Intimacy can protect a ghost from being called.

Unleashed from Beyond
Cost: 5m, (1lhl); Mins: Essence 1
Type: Simple
Keywords: None
Duration: One Scene
Prerequisites: Calling Home the Fallen

Raising the sword high, the wielder summons the fallen to fight once more. This brings forth a Battle Group of the fallen from within Skofnung. This Battle Group has size (Essence/2 rounded up + 1), though it cannot be larger than the total of all souls contained within Skofnung. They arrive armed and ready to fight, but are Immaterial unless the wielder has spent the extra activation cost of (1 lhl), Materializing them through their own blood. Any ghosts slain while called into the world like this return unharmed to the blade once the Charm has run its course, or once they fall in battle. Note: It is not possible to create a battle group larger than the wielder's Essence would allow by activating the Charm multiple times.

The Battle Group's traits are determined by the average member, it further has Perfect Morale and Might 1.

If the wielder is resonant with Skofnung, the Battle Group is of size (Essence/2 rounded up + 2), though still limited by the number of souls contained within the blade.

Wisdom of the Gravebound
Cost: 5m, (or less); Mins: Essence 2
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisites: Unleashed from Beyond

Holding the sword close to their heart, the wielder calls forth an individual contained within the blade to serve them in a wider capacity than simply as part of an army. Those called forth come fully realized with all the memories and knowledge of their former life, as well as their Intimacies, though they have acquired an additional Defining Intimacy of loyalty (or a similiar emotion) towards the wielder. While the Charm is active, it may be activated once more to call forth another ghost to serve. The cost to activate the Charm goes down by 1m for each ghost already manifested in this manner. No more than (Essence + 1) ghosts can be manifested at once. If the ghosts are involved in combat, they will form a single battle group that supports the wielder.

If the wielder is resonant with Skofnung, the number of ghosts than can be simoultaneously manifested is doubled.

Relics of the Dead
Cost: -; Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Unleashed from Beyond

When the dead come forth, they do so with the finest gear taken from all the battlefields of Creation. Every time the wielder calls forth the ghosts bound within Skofnung, they may decide how the ghosts are armed and armoured (or even dressed with Wisdom of the Gravebound). Furthermore, when called forth with Unleashed from Beyond, the Battle Group formed has Might 2 rather than 1. Similarly, when called forth with Wisdom of the Gravebound, the ghosts may have simple Thaumaturgical items to aid them.

If the wielder is resonant with Skofnung, the ghosts become valid targets for Training Charms such as Tiger Warrior Training Technique or Flowing Mind Prana.

Irresistible Call of Oblivion
Cost: 10m; Mins: Essence 4
Type: Simple
Keywords: Psyche
Duration: Instant
Prerequisites: Wisdom of the Gravebound

By placing the pommel of the sword on the forehead of one recently dead, the wielder may force them into service. Activating this Evocation requires a (Charisma or Manipulation + Presence) roll, and if it beats the ghost's Resolve, it can only be resisted by a Defining Intimacy. If the victim died as a direct consequence of the wielder's actions (was poisoned by them, murdered by assassins sent by them, etc.), no roll is necessary and no Intimacies can protect them. However, the ghost retains all intimacies it had in life, so the wielder of Skofnung should take care when calling forth the ghosts of those who hate them.

What the Void Spews Forth
Cost: 10m (1ahl/scene); Mins: Essence 5
Type: Simple
Keywords: None
Duration: One scene
Prerequisites: Relics of the Dead, Irresistible Call of Oblivion

Raising the blade above their head, the wielder calls calls upon the Void itself to empower the ghosts under their command, and the Void answers. In return for the souls of the slain, Skofnung's ghosts come clad in the raiments of Death itself, and fight with the strength of the Void. When called forth with this Evocation, there is no size limit to the Battle Group summoned, every single soul is called from within Skofnung. They arrived armed and armoured in Soulsteel, granting them a Might rating of 3, and each ghost counts as two for the purposes of determining the Size of the Battle Group. However, once the Charm has run its course, every single ghost as well as the souls of all mortals slain by this army of the dead is doomed to Oblivion. Skofnung is empty once more, and the forbidding castle in its core falls silent.

If the wielder is resonant with Skofnung, they may prolong its Duration by spending paying 1 Aggravated Health Level per additional scene. This damage may not be healed while the Charm is active.
 
I was also thinking of dipping into Sorcery, but I don't want to step in on your turf Random Word Random Word , so let me know if that makes you worry and maybe what sort of spells you'll be going for.
 
She's going to conceive of herself like a Yozi (Not that she knows what a Yozi is), as per the tenets of the religion in which she was raised. She and the gods she creates are all emanations of some higher being. Or maybe they're all emanations of her? Undecided.

Side note, Sorcerous Workings are really crazy. Like probably way too strong crazy. At Terrestrial Circle you can do workings of up to Solar Circle Ambition 2. Only Solar Circle Ambition 3 is off limits. You hike the difficulty way up, but that's not that scary, especially if you don't care about Finesse. And everyone knows Finesse is for cowards. Even Int 4 + Occult 4 + Specialty exceptional mortal Sorcerers can create Essence 5 Gods and Demons (Celestial Circle Ambition 3) with high probability with enough support infrastructure to give them Means. Why do I know this? That's not important. For Solars? It's basically effortless to do Solar Circle workings at character creation (So long as you've got a few years to kill).

I imagine they meet because my people have way more food than they could ever eat and yours are hungry and very scary. History suggests that combination has a way of bringing people together. WlfSamurai may also drive your people towards mine with some terrible foe.

I'm by default going to invest a lot in a single location with the assumption problems will come to me, but if the campaign is going to be all about moving around to make our own problems then I can adapt.
Hmmm... I wasn't going to start with any merits that reflected a whole community tied to Toun as his tribe is now dead. He will have recently completed his trials as part of his induction to the Silver Pact and will be in the process of setting up a power base. With his "Shahan-Ya" as Gerd, I've given him a shared defining intimacy of freedom (From the Guild and Dynasty). The Eagle in his heart's blood library was always part of the plan, now it's just a thematic bonus.

With the one point I have left, the best I could do to start that without shuffling points would be Cult or Influence, and I'm leaning toward the former. It'd be ironic if his cult was among her people and that he'd be quietly building up the land along the fringes to promote expansion and terrorize would-be invaders with guerilla tactics.

If this works for you, this would mitigate the friction of reconciling disparate territories in a locale where territorial magics are critical for feeding a growing population.
 
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I hope to have time to get a background and the outline of a sheet ready during the weekend. My basic concept is a Native Whitewaller Zenith caste who wants to clean up Marama's Fell.

I'm interested in re-using this sword I made for an Abyssal character some time ago. Might tweak it, but I want to hear if the overall idea works for you WlfSamurai WlfSamurai . Also interested in feedback from the rest of the group :)

Skofnung (Soulsteel Daiklave, Artifact ●●●●)
An ancient sword forged from the souls of the twelve greatest kings of the North. It calls out to fallen warriors, compelling them to once more raise their swords in battle.

Current Souls: 60 (Size 2)

Accuracy: +4*
Damage: +13*
Defense: +2*
Overwhelming: 5
Attunement: 5
Tags: Lethal, Melee, Balanced
Hearthstone slots: 3

Skofnung can house the souls of the fallen. Those who have been called to serve by previous wielders describe the world inside as a vast battlefield surrounding a single great hall of black stone. They would fight from grim morning until a darkness as complete as Oblivion fell, and then feast in the torch-lit hall until morning when the fallen would once more pick up their weapons and join a battle without purpose.

When Skofnung contains souls, it gains the following bonuses to its traits depending on the number
1-6: +1 Accuracy
7-36: +1 Damage
37-144: +1 Defense
145-1200: +1 Accuracy
1200+: +1 Damage

Calling Home the Fallen
Cost: 5m; Mins: Essence 1
Type: Simple
Keywords: Psyche
Duration: Instant
Prerequisites: None

Solemnly placing the sword point first into the soil bloodied by war, the wielder calls to those fallen in battle all around them and compels them to find a new home within Skofnung. Roll (Charisma or Manipulation + Presence) to influence the ghosts of all those fallen in battle no longer three days and three nights before, and who are close enough to be affected. All those whose Resolve is low enough to be influenced are automatically compelled, unless they have an Intimacy they could use to resist the call, in which case they may spend a point of Willpower to resist the call of Skofnung. The range of this power depends on the wielder's Essence rating in the following manner:
Essence 1: Close range
Essence 2: Short range
Essence 3: Long range
Essence 4+: Extreme range

If the wielder is Resonant with Skofnung, their Essence counts as one higher than it is for the purpose of determining range, and only a Major or Defining Intimacy can protect a ghost from being called.

Unleashed from Beyond
Cost: 5m, (1lhl); Mins: Essence 1
Type: Simple
Keywords: None
Duration: One Scene
Prerequisites: Calling Home the Fallen

Raising the sword high, the wielder summons the fallen to fight once more. This brings forth a Battle Group of the fallen from within Skofnung. This Battle Group has size (Essence/2 rounded up + 1), though it cannot be larger than the total of all souls contained within Skofnung. They arrive armed and ready to fight, but are Immaterial unless the wielder has spent the extra activation cost of (1 lhl), Materializing them through their own blood. Any ghosts slain while called into the world like this return unharmed to the blade once the Charm has run its course, or once they fall in battle. Note: It is not possible to create a battle group larger than the wielder's Essence would allow by activating the Charm multiple times.

The Battle Group's traits are determined by the average member, it further has Perfect Morale and Might 1.

If the wielder is resonant with Skofnung, the Battle Group is of size (Essence/2 rounded up + 2), though still limited by the number of souls contained within the blade.

Wisdom of the Gravebound
Cost: 5m, (or less); Mins: Essence 2
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisites: Unleashed from Beyond

Holding the sword close to their heart, the wielder calls forth an individual contained within the blade to serve them in a wider capacity than simply as part of an army. Those called forth come fully realized with all the memories and knowledge of their former life, as well as their Intimacies, though they have acquired an additional Defining Intimacy of loyalty (or a similiar emotion) towards the wielder. While the Charm is active, it may be activated once more to call forth another ghost to serve. The cost to activate the Charm goes down by 1m for each ghost already manifested in this manner. No more than (Essence + 1) ghosts can be manifested at once. If the ghosts are involved in combat, they will form a single battle group that supports the wielder.

If the wielder is resonant with Skofnung, the number of ghosts than can be simoultaneously manifested is doubled.

Relics of the Dead
Cost: -; Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Unleashed from Beyond

When the dead come forth, they do so with the finest gear taken from all the battlefields of Creation. Every time the wielder calls forth the ghosts bound within Skofnung, they may decide how the ghosts are armed and armoured (or even dressed with Wisdom of the Gravebound). Furthermore, when called forth with Unleashed from Beyond, the Battle Group formed has Might 2 rather than 1. Similarly, when called forth with Wisdom of the Gravebound, the ghosts may have simple Thaumaturgical items to aid them.

If the wielder is resonant with Skofnung, the ghosts become valid targets for Training Charms such as Tiger Warrior Training Technique or Flowing Mind Prana.

Irresistible Call of Oblivion
Cost: 10m; Mins: Essence 4
Type: Simple
Keywords: Psyche
Duration: Instant
Prerequisites: Wisdom of the Gravebound

By placing the pommel of the sword on the forehead of one recently dead, the wielder may force them into service. Activating this Evocation requires a (Charisma or Manipulation + Presence) roll, and if it beats the ghost's Resolve, it can only be resisted by a Defining Intimacy. If the victim died as a direct consequence of the wielder's actions (was poisoned by them, murdered by assassins sent by them, etc.), no roll is necessary and no Intimacies can protect them. However, the ghost retains all intimacies it had in life, so the wielder of Skofnung should take care when calling forth the ghosts of those who hate them.

What the Void Spews Forth
Cost: 10m (1ahl/scene); Mins: Essence 5
Type: Simple
Keywords: None
Duration: One scene
Prerequisites: Relics of the Dead, Irresistible Call of Oblivion

Raising the blade above their head, the wielder calls calls upon the Void itself to empower the ghosts under their command, and the Void answers. In return for the souls of the slain, Skofnung's ghosts come clad in the raiments of Death itself, and fight with the strength of the Void. When called forth with this Evocation, there is no size limit to the Battle Group summoned, every single soul is called from within Skofnung. They arrived armed and armoured in Soulsteel, granting them a Might rating of 3, and each ghost counts as two for the purposes of determining the Size of the Battle Group. However, once the Charm has run its course, every single ghost as well as the souls of all mortals slain by this army of the dead is doomed to Oblivion. Skofnung is empty once more, and the forbidding castle in its core falls silent.

If the wielder is resonant with Skofnung, they may prolong its Duration by spending paying 1 Aggravated Health Level per additional scene. This damage may not be healed while the Charm is active.
I like the idea a lot. The initial stats seem a touch high just based on the basic artifact weapons in the core book. But, maybe the supplemental books make a precedent for it.

The evocations are really cool. Very necromantic. Would that stay the same for your Solar?
 
I like the idea a lot. The initial stats seem a touch high just based on the basic artifact weapons in the core book. But, maybe the supplemental books make a precedent for it.

The evocations are really cool. Very necromantic. Would that stay the same for your Solar?
It has the same stats as a normal daiklave at the get go, but it gets boosted for storing souls.

Yes, I like the conflict between a solar who wants to get rid of the shadowlands and get ghosts to move on with a sword that wants the opposite.
 
Not as many polearms to choose from. As such my more favored candidates are Sea's Verdict and Burning Branch.

WlfSamurai WlfSamurai
If I were to use Sea's Verdict, the trident, would I be able to have its form be that of something more akin to a ranseur, yari, or chinese halberd? Still a three pronged polearm, but more "war shaped"?
 
Sherwood Sherwood
Since you have a 3dot artifact armor. Maybe you could see if you are interested in arguing for the Night-Tide Aegis of Ryujin in the artifact list that Red made for us. It might do someone like Tyree well.
 
Not only is it three dot armor, its made of moonsilver and its heavy armor. Not bad.

So WlfSamurai WlfSamurai What do you think of this artifact?
The Night-Tide Aegis of Ryujin
Black jade and moonsilver heavy artifact armor
(Artifact 3)
Crafted during the Shogunate for the great Admiral Shio Ryujin, the
Night-Tide Aegis is a reinforced breastplate composed of black jade-steel
alloy, inlaid with moonsilver taken in a Wyld Hunt he served in his youth.
After Ryujin's eventual demise, the armor passed through his family until it
came to Shio Mai. She is said to have perished at the height of the madness
following the Great Contagion while leading the last defense of Anostos, a
semi-mythic city that supposedly sat beside a large inland lake or small sea
somewhere south of Zoatham. In the centuries since it has fallen into the
hands of the Silver Pact, who consider it more fitting to a Champion of Luna.
Descendents of Ryujin would dearly love to reclaim their ancestor's raiment,
but to this day it has proven terribly elusive.
The Aegis has customarily been worn over a white hooded coat,
adorned with a sash of blue or royal purple and has been re-fitted with dyed
grey straps of fine leather from time to time as the old fastenings give way
to age and wear. The gauntlets and greaves of the armor cover leather
gloves and boots of the same color, but the polished midnight jadesteel and
moonsilver surfaces remain as unmarred as ever - battle damage seems to
imperceptibly fade on its own with time, as though the fluid nature of the
essence that courses through the armor erases all imperfections.
Evocations
The essence of the Aegis is like the midnight ocean, absorbing power
both mystic and physical only to return it with crushing, irresistible force.
When worn by a Lunar Exalt, the moonsilver in the armor responds to the
power of their Essence and shapes the armor's inlay and decorations to
more closely resemble his spirit-totem. In the case of the current owner it
has resculpted the armor to bear eagles’ heads on either shoulder and wings
upon the central breastplate, though should it be claimed by a new owner it
would slowly remake itself to suit her. Furthermore, a Lunar Exalt may
commit an additional 4m to the armor (raising the total commitment cost to
10m) to attune the spirit of the Aegis to his own mutable nature. Doing so
allows the armor to reshape itself as the Lunar changes his own shape,
retaining its armor profile regardless of form. This is immediately obvious to
anyone viewing the wearer, as the armor does not disappear but physically
adjusts itself to take on a configuration appropriate to whatever form the
Lunar wears - it will appear as armor or barding as appropriate to the shape,
from snake to elephant to bird-of-prey. It always carries the heavy armor
Mobility penalty regardless of its configuration, however, so champions of
Luna who prize speed and subtlety may find that there are times when they
wish to leave the Aegis behind rather than travel girded for war.
Note that the Evocations below, as with the attunement bonus above,
are appropriate for a Lunar bearer of the Aegis. A Terrestrial would likely
draw forth very different miracles, though they will still reflect the fluidity,
changeability, and infinite depths of the lightless seas.
The Fool and the Sea
Cost: 1m per HL Requirements: Essence 1
Type: Reflexive
Keywords: Decisive-only, Stacking
Duration: One scene
Prerequisites: None
The spirit of the Aegis ebbs and flows with the cadence of battle,
absorbing the killing intent of enemies only to return it upon them many times
over. As the foolish man rails at the ocean, so does the foe who seeks to
strike down Luna’s champion. Upon taking damage from an enemy’s
Decisive attack the wearer may spend motes of essence up to the number
of HLs suffered, which remain committed. At the start of any turn the wearer
may end this commitment to immediately gain Initiative equal to the
committed motes, and the effect ends. This Charm may be used multiple
times, but no more than 7 motes can ever be committed this way.
Midnight Radiance Returned
Cost: 1m or 3a Requirements: Essence 2
Type: Reflexive
Keywords: Perilous
Duration: Three turns
Prerequisites: The Fool and the Sea
As the lightless depths of the ocean drink in Luna’s radiance without
diminishing her, so does the Aegis receive the glory of her Chosen. Upon
gaining a level of anima through essence expenditure, the wearer can
choose to spend 1m to submerge it in the endless depths of the Aegis, to a
maximum of three anima levels total. Once three levels have been absorbed
in the current scene, the wearer can Reflexively draw them forth to suffuse
the armor with his own iconic power - the moonsilver inlays glow with pale
light and the eyes of the eagles seem alive with predatory intent. Doing so
immediately grants the Exalt one point of temporary Willpower and
increases the armor’s Hardness by 2 for three turns. Once per scene, unless
reset by building from dim to iconic anima banner through essence
expenditure.
Special Activation Rules: This Evocation can only be unlocked by a Lunar
who has fully attuned to the Aegis (as described above) and who bears it
into a dangerous situation in which his true nature must not be immediately
revealed.
One Thousand Waves Upon the Shore
Cost: 2m Requirements: Essence 3
Type: Reflexive
Keywords: Perilous
Duration: Instant
Prerequisites: Midnight Radiance Returned
As the tides recede and crash upon the shores of Creation in response
to the Pale Lady’s changing face, so the Aegis gathers roiling power from
the mutability of her Chosen. Each time a Lunar wearer of the Aegis takes
a shapechange action to assume a new form in combat, the Lunar may
spend 2m to activate this Evocation reflexively in order to declare an Aim
action as part of the shapechange, ignoring the normal restrictions on doing
so. After assuming three different animal forms in the same combat, the
character may declare a single Reflexive shapechange action as part of a
Decisive attack with greater than 10 Initiative. This shapechange action
costs no motes and benefits from this Evocation's reflexive Aim effect, also
at no cost. Doing this resets the shapechange count.
Special Activation Rules: This Evocation can only be unlocked by a
Lunar who has fully attuned to the Aegis (as described above), and who
incapacitates a significant opponent with a Decisive attack while in an
animal form.
 
Not only is it three dot armor, its made of moonsilver and its heavy armor. Not bad.

So WlfSamurai WlfSamurai What do you think of this artifact?
The Night-Tide Aegis of Ryujin
Black jade and moonsilver heavy artifact armor
(Artifact 3)
Crafted during the Shogunate for the great Admiral Shio Ryujin, the
Night-Tide Aegis is a reinforced breastplate composed of black jade-steel
alloy, inlaid with moonsilver taken in a Wyld Hunt he served in his youth.
After Ryujin's eventual demise, the armor passed through his family until it
came to Shio Mai. She is said to have perished at the height of the madness
following the Great Contagion while leading the last defense of Anostos, a
semi-mythic city that supposedly sat beside a large inland lake or small sea
somewhere south of Zoatham. In the centuries since it has fallen into the
hands of the Silver Pact, who consider it more fitting to a Champion of Luna.
Descendents of Ryujin would dearly love to reclaim their ancestor's raiment,
but to this day it has proven terribly elusive.
The Aegis has customarily been worn over a white hooded coat,
adorned with a sash of blue or royal purple and has been re-fitted with dyed
grey straps of fine leather from time to time as the old fastenings give way
to age and wear. The gauntlets and greaves of the armor cover leather
gloves and boots of the same color, but the polished midnight jadesteel and
moonsilver surfaces remain as unmarred as ever - battle damage seems to
imperceptibly fade on its own with time, as though the fluid nature of the
essence that courses through the armor erases all imperfections.
Evocations
The essence of the Aegis is like the midnight ocean, absorbing power
both mystic and physical only to return it with crushing, irresistible force.
When worn by a Lunar Exalt, the moonsilver in the armor responds to the
power of their Essence and shapes the armor's inlay and decorations to
more closely resemble his spirit-totem. In the case of the current owner it
has resculpted the armor to bear eagles’ heads on either shoulder and wings
upon the central breastplate, though should it be claimed by a new owner it
would slowly remake itself to suit her. Furthermore, a Lunar Exalt may
commit an additional 4m to the armor (raising the total commitment cost to
10m) to attune the spirit of the Aegis to his own mutable nature. Doing so
allows the armor to reshape itself as the Lunar changes his own shape,
retaining its armor profile regardless of form. This is immediately obvious to
anyone viewing the wearer, as the armor does not disappear but physically
adjusts itself to take on a configuration appropriate to whatever form the
Lunar wears - it will appear as armor or barding as appropriate to the shape,
from snake to elephant to bird-of-prey. It always carries the heavy armor
Mobility penalty regardless of its configuration, however, so champions of
Luna who prize speed and subtlety may find that there are times when they
wish to leave the Aegis behind rather than travel girded for war.
Note that the Evocations below, as with the attunement bonus above,
are appropriate for a Lunar bearer of the Aegis. A Terrestrial would likely
draw forth very different miracles, though they will still reflect the fluidity,
changeability, and infinite depths of the lightless seas.
The Fool and the Sea
Cost: 1m per HL Requirements: Essence 1
Type: Reflexive
Keywords: Decisive-only, Stacking
Duration: One scene
Prerequisites: None
The spirit of the Aegis ebbs and flows with the cadence of battle,
absorbing the killing intent of enemies only to return it upon them many times
over. As the foolish man rails at the ocean, so does the foe who seeks to
strike down Luna’s champion. Upon taking damage from an enemy’s
Decisive attack the wearer may spend motes of essence up to the number
of HLs suffered, which remain committed. At the start of any turn the wearer
may end this commitment to immediately gain Initiative equal to the
committed motes, and the effect ends. This Charm may be used multiple
times, but no more than 7 motes can ever be committed this way.
Midnight Radiance Returned
Cost: 1m or 3a Requirements: Essence 2
Type: Reflexive
Keywords: Perilous
Duration: Three turns
Prerequisites: The Fool and the Sea
As the lightless depths of the ocean drink in Luna’s radiance without
diminishing her, so does the Aegis receive the glory of her Chosen. Upon
gaining a level of anima through essence expenditure, the wearer can
choose to spend 1m to submerge it in the endless depths of the Aegis, to a
maximum of three anima levels total. Once three levels have been absorbed
in the current scene, the wearer can Reflexively draw them forth to suffuse
the armor with his own iconic power - the moonsilver inlays glow with pale
light and the eyes of the eagles seem alive with predatory intent. Doing so
immediately grants the Exalt one point of temporary Willpower and
increases the armor’s Hardness by 2 for three turns. Once per scene, unless
reset by building from dim to iconic anima banner through essence
expenditure.
Special Activation Rules: This Evocation can only be unlocked by a Lunar
who has fully attuned to the Aegis (as described above) and who bears it
into a dangerous situation in which his true nature must not be immediately
revealed.
One Thousand Waves Upon the Shore
Cost: 2m Requirements: Essence 3
Type: Reflexive
Keywords: Perilous
Duration: Instant
Prerequisites: Midnight Radiance Returned
As the tides recede and crash upon the shores of Creation in response
to the Pale Lady’s changing face, so the Aegis gathers roiling power from
the mutability of her Chosen. Each time a Lunar wearer of the Aegis takes
a shapechange action to assume a new form in combat, the Lunar may
spend 2m to activate this Evocation reflexively in order to declare an Aim
action as part of the shapechange, ignoring the normal restrictions on doing
so. After assuming three different animal forms in the same combat, the
character may declare a single Reflexive shapechange action as part of a
Decisive attack with greater than 10 Initiative. This shapechange action
costs no motes and benefits from this Evocation's reflexive Aim effect, also
at no cost. Doing this resets the shapechange count.
Special Activation Rules: This Evocation can only be unlocked by a
Lunar who has fully attuned to the Aegis (as described above), and who
incapacitates a significant opponent with a Decisive attack while in an
animal form.
Where is this Artifact? Sorry.
 
It is listed in a PDF of homebrew stuff that we got a while back.
 
If you don't care for it, I can totally go with the armor I already have.
 
It has the same stats as a normal daiklave at the get go, but it gets boosted for storing souls.

Yes, I like the conflict between a solar who wants to get rid of the shadowlands and get ghosts to move on with a sword that wants the opposite.
Sounds good to me. And it is Artifact 4, so I’m good. As long as you’re good playing it up as a major set piece.

Isn’t a standard Daiklave +3 / +12 / +1?
 
Sounds good to me. And it is Artifact 4, so I’m good. As long as you’re good playing it up as a major set piece.

Isn’t a standard Daiklave +3 / +12 / +1?
Yeah, and the listed stats are with 60 souls giving it +1/+1/+1 on top of that, and I don't know where the last dot of damage came from.
 
Sweet. Approved! That sounds super fun. I’m hoping I’ll get to play with that as a conflict for your character. Especially at JUST the right moment.
 
WlfSamurai WlfSamurai
Any judgment on changing shapes of a weapon?


Also! What would be your thoughts on starting with a generic artifact weapon and giving it narrative weight and significance as well as Evocations through play?
 
WlfSamurai WlfSamurai
Any judgment on changing shapes of a weapon?


Also! What would be your thoughts on starting with a generic artifact weapon and giving it narrative weight and significance as well as Evocations through play?
These are good questions. The latter pertains to Toun a bit as well. I still need to try and come up with potential themes for his personal artifacts and I like the idea of them being very new, almost blank slates that will become more defined as their legend is written by the wielder.
 
I was also thinking of dipping into Sorcery
Sorcery is a huge space this Edition. I would be shocked if only one person took it. As far as I'm concerned everyone could take Sorcery and still probably find a niche. I'm here for infrastructure workings and creating gods. My control spell will be Cirrus Skiff because her religion demands her feet never touch unsanctified ground, so she can walk everywhere on top of a cloud. I might take weather control too, because yay reliable rain in a tundra.
Hmmm... I wasn't going to start with any merits that reflected a whole community tied to Toun as his tribe is now dead.
Oops. Well, that's awkward. My condolences and all that. In that case I don't know how we'll meet, but if you want to have established a cult among nearby settlements that works.

Everywhere within 5 miles of my temple is summer all year round and produces twice as much food as it should, so in total that's like 8x more food than the average northern farm of its size. Napkin math says that's enough to support a population of somewhere between... uh, no that has to be wrong.

((9.5 tons of rice per hectare in modern Egypt * (1,528 kcals/100g*10000 100g/ton)kcals/ton) * (259 hectares/sq mile * 78.54 sq miles in a 5 mile radius circle)) / (2000 kcals/person/day * 365 days/year) ~= 4 million people. That could support a city of 400 000. That would probably be in the running for the largest city in the North. I suppose the 90/10 rule for ancient cities goes out the window when 78 square miles of farmland is producing 200 000 tons of rice a year.

Okay, assuming permanent summer + super fertile soil + perfect weather is equivalent to the peak of modern industrial farming along the nile might be a bit much. I was thinking Egypt is basically summer all year long and wood essence is basically industrial fertilizer. If I swap to a more realistic crop mix that gets the much simpler (20 people/hectare in modern Egyptian farmland)*(259 hectares/sq mile * 78.54 sq miles in a 5 mile radius circle) ~= 400 000 people.

tl;dr:
Let's say 100 000 to 400 000 people depending on crop mix, assuming all 78ish square miles were devoted to farmland, which they probably aren't. I'm going to say my people have been having a rough time before I attuned to the manse and turned on the hearthstones - helps explain how the manse went undiscovered for so long - so this permanent summer and fantastic crops thing is new and the population is still pretty low, so they're probably looking to pull in farm workers from any surrounding community that want to join so they can actually work all this land at anywhere near capacity. So eventually a city in excess of 10 000 to 40 000 people (Maybe much larger if only 60% of the population is needed for farm work or something). Until Benediction of Archgenesis or terraforming Workings, anyway.
 

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