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Amber's Tale

nightcraw240 May '17  /  edited May '17
Welcome to Amber's Tale.

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Intro :
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On this continent, non-magical humans exists as the main intelligent race, that is, until the introduction of constructs. As the humans would come to find deposits of oddly smooth stone, they would learn of its unique properties. Like eggs, the stone housed within it a strange milky liquid. With careful extraction and processing, this could be created into a fragile thread, which would then be woven into armors and constructs of stone. This weave could instill life into the constructs, allowing them to act of their own accord.

The humans however saw this as an opportunity to use the constructs to fight their wars. Three fractions, Neem'ish; to the south-east, Krinkoto; to the north, and Th'rah to the west would use these constructs to fight within the desert's lands that separated the three kingdoms.

Three types of weaves were created from this process, blood weaves, stone weaves, and the enchanted weave, each with their own uniqueness.

In this campaign, you will be starting your journey as one of these three weaves, having been just created; weaves are woven with basic knowledge of the world and the city they spawn from.

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Types of Weaves and their abilities :
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Blood Weaves : Blood weaves are deadly warriors, as fast as they are strong, the blood weaves make up the body of the armies and act as guards elsewhere. Blood weaves receive +1 die when they deal damage. Their first trait; "Blood Weave" has, Melee attack, Ranged attack, Athletics. Their second trait may be custom created with no more than three descriptive words. Your melee defense, the number of stars an enemy must roll to gain a melee/ranged damage roll against you, is one. Your mental defense, the number of stars an enemy must roll to gain a magical attack against you, is one.
Photo : imgur.com/b9lVD4g

Stone Weaves : Stone weaves are solid and sturdy, capable of taking multiple hits. They form the front lines of the armies, taking countless hits for their comrades and subtly manipulating the battlefield with their natural magical abilities. Stone weaves receive +1 HP at character creation. Their first trait; "Stone Weave" has, Melee attack, History, Perception. Their second trait may be custom created with no more than three descriptive words. Your melee defense, the number of stars an enemy must roll to gain a melee/ranged damage roll against you, is two. Your mental defense, the number of stars an enemy must roll to gain a magical attack against you, is zero.
Photo : imgur.com/uGsssGX

Enchanted Weave : Enchanted Weaves roam the outskirts of the battlefield, casting devastating elemental magics and healing their allies. They are by far the weakest of the trio, but the most frightening. Enchanted weaves receive +1 power at character creation. Their first trait; "Enchanted Weave" has, Magical attack, Perception, Arcana. Their second trait may be custom created with no more than three descriptive words. Your melee defense, the number of stars an enemy must roll to gain a melee/ranged damage roll against you, is zero. Your mental defense, the number of stars an enemy must roll to gain a magical attack against you, is two.
Photo : imgur.com/6rGr2zb

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The three true weaves; the first of their kind :
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Wik the Curious : Wik was created in Neem'ish, being one of the tree original weaves. Instantly upon creation, curiosity overtook Wik's mind about his existence and the reality around him. He saw himself as an abnormality, and with that thought, his curiosity deepened, causing him to begin experimentation on himself and his capabilities. With it, he began to develop a deeper understanding for weave magic and its true capabilities; understanding it was too dangerous for the humans to know. Wik ran away, deep within the living jungle of KreeKree, so as to never be followed, and his secrets, never to be found.
Photo : imgur.com/gQE84PR

Kolaran the Grand : Kolaran was created long ago in Th'rah, being born wise beyond his years. This eight hundred year old construct was one of the three original weaves. He is slow to change his mind and even slower to act in his old, but in his youth, Kolaran walked among the mortals and aided in the conflicts they faced. Now, he rests atop the Crescent Moon mountains, watching over the events of the land.
Photo : imgur.com/RBnQ66f

Frezrezen the Eternal : Frezrezen the Eternal was born in Krinkoto back when the humans first created the blood weave. However, the weavers of Kinkoto having never used this magic before were unaware of the true nature of the blood weave. Frezrezen came to destroy the city and most of its inhabitants in his rage. For many decades after he caused unrelenting bloodshed to all three kingdoms, his power unmatched.
That being said, he hasn't been seen in so long, his tale is but a legend; it goes to state he was slain long ago.
Photo : imgur.com/mnkVcgv

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The three major cities :
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Neem'ish : Neem’ish is a scientific, peaceful, and fair city. They strive to better not only themselves as individuals, but also others through shared aid. In Neem'ish, all are seen as equals. However, with that being said, there is still a distinction between low, middle, and high classes.

Open markets allow for free trade, giving any and all the opportunity to strive within Neem'ish. Among their city-folk, the constructs are given a choice to fight for their homeland or to settle within the city and make of life of their own; the constructs are not forced into a way of life. Constructs in Neem'ish are seen as scientific advancements of great quality, so it is with great pride they continue the creation of the constructs.

Neem'ish is constantly learning and growing from their advancements with weave magic, so much so, they have a deeper understanding than most.

King Adam was once the ruler of Neem'ish, since his late death, Queen Fawn has since taken hold of the kingdom. It is rumored Queen Fawn herself assassinated her husband, but to most, she is a loving and caring queen, wanting the best for all her people. She has (since her husband's death) devoted her country's resources to technological advancements. Queen Fawn seeks to expand her empire and end the war through enlightenment.

Population (Non-Constructs) : 190,000
Standing army (Capable fighters) : 30,000
Constructs : 50,000
Total : 240,000
Photo : imgur.com/IH4i8Gl

Krinkoto : Krinkoto is set within a harsh and unforgiving landscape that will kill the weak without hesitation. The animals of the land are brutal and deadly, felling many who venture out unprepared. To the north, the resource rich jungle is barred by the most dangerous of beasts. If the creatures don't get you, illness often times finds itself spreading among the population; killing many in its way. But from this struggle breeds the hardiest and strongest of warriors.

Krinkoto is rich with strong men and women who are willing to fight in the war to claim lands away from the region they inhabit. Constructs who are crafted within this region willingly fight alongside their creators without a second thought.

King Krane rules over Krinkoto, a ruthless and indomitable king hell-bent on conquering the other two kingdoms for the gain of his people. He advocates weave and humans existing together as a species; the two being no different except by form. He is deeply loyal to his people and for it, he commandeers the respect of all those within the region.

Population (Non-Constructs) : 165,000
Standing army (Capable fighters) : 100,000
Constructs : 35,000
Total : 200,000
Photo : imgur.com/o64sExg

Th'rah : Th'rah is built out of thick stone buildings that scale the side of a mountain. Wealth flows to and fro this massive city without equal. Deep veins of precious metals and stones of unparalleled worth hide within the mountain Th'rah rests upon; greedily extracted by the hour. Trade of all kind is welcomed within the city, paving the way for a booming economy.

There is only the haves and the have not within Th'rah. If you have, you can buy anything your heart desires within the trade city. If you have not, you have nothing but your name to aid you in times of trouble.

The constructs of Th'rah are created for the sole purpose of being solders and body guards, they have no other purpose and are seen as nothing more within Th'rah. If the constructs from Th'rah are sent to out to the war front, they usually never return; dying in battle before they are allowed a return trip.

Th'rah is ruled over by King Markus, the richest man on the whole continent. He is loved by his people, if only by the wealth he bestows upon them. When it comes to anything other than gold and gems, King Markus cares little. To him, the weaves are nothing more than fancy, walking, and talking tools. He seeks to expand his empire by buying enough weaves to overwhelm the other kingdoms.

Population (Non-Constructs) : 240,000
Standing army (Capable fighters) : 5,000
Constructs : 80,000
Total : 320,000
Photo : imgur.com/nJDDqRd

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The continent and important names :
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Continent : imgur.com/pRU9wA1
Southern mountain range : Crescent Moon Mountains
Northern mountain range : Shedding Serpent Mountains
Desert : Hemuush (hem-mewsh)
Northern lands : Mekakookie (Mecha-cook-ie)
Northern Jungle : KreeKree
Western lands : Frantana (Frahn-tana)
Plains/Woodlands : Gruta Plains
Eastern lands : Jukoo (Ju-koo)
Woodlands : Nemmen

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Additional Important Info :
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1.) Magical attacks have a range of 20ft (4 squares).
2.) Ranged attacks have a range of 20ft (4 squares).
3.) Ranged attacks need a bow and ammo to be used; you need not keep track of ammo.
4.) Magical attacks are only able to be cast by enchanted weaves.
5.) Combat is based off of a roll to hit, then roll for damage style game. You will roll your applicable dice to attack a creature and based off of its defense, you will either hit and roll again to deal damage (Plus any bonuses; like a Blood Weaves ability), or miss.
6.) You may start out with a weapon of your choosing, as it is really just fluff, if you want one. Your physical body must either be a suit of armor, cloth, or a 'rock elemental' as it is important to the lore of the world, however, within those confines, nothing else is a must.
7.) Power does not mean you automatically succeed, but it can increase your chances of succeeding on a roll. Using a power will add a star to the roll, allow you to instant attack; without needing to roll to hit, target additional enemies at a cost of 1 power per additional target, add a status effect, or be used to heal allies; if you are an enchanted weave only. These effects can be used in together if a power is expanded per effect.
8.) To clarify healing, if you were to heal an ally as an enchanted weave, use a power and roll wisdom plus applicable traits, the power usage for a healing spell will automatically guarantee one star to your heal roll. If you wish to target another ally with this ability, you must use a total of two power, one for targeting another target.
9.) Forfeiting an action and fortifying is an applicable strategy in this campaign. You may forgo your turn and 'fortify', increasing your defense for magical or melee/ranged attacks; choose one, by one for one full turn.
10.) You may additionally forego your turn to instead look for a weakness in your enemy. If you forfeit your turn and 'study your enemy', you may add +3 dice to your next attack to hit; take note, this does not apply to damage rolls.
11.) Status effects include, but are not limited to; blinded, deafened, burned, poisoned, paralyzed, etc. You expand a power point and roll to hit, if you hit, the effect activates with the attack roll; even if you roll a zero star roll. Status effects can range in length according to the GM; they can last a turn, multiple turns, or be permanent, based on the situation at hand.
12.) Magical attacks are treated as basic attacks. They are not malleable magical spells. If you wish to cast a magic spell of your own design, it requires the use of a power for enchanted weaves and two power per spell for stone weaves. This can be combined with the other uses of power for enchanted weaves.
13.) You may state you wish to take the 'dodge action' or the 'block action' for the use of a power if you were to be struck. Roll agility or might plus applicable traits to reduce the incoming damage from an attack.
14.) You can not spend more than two power at once.

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