• Out of Character • Etzos Update and Modernization

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Etzos Update and Modernization

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Hello my fellow PCs of Etzos:

Etzos is open for this cycle, but given the very out-of-date nature of the NPCs and Locations, we can't expect players new or old to know what they're looking at when they try to fit in here. So unless it gets some much needed updating, we'll have no choice but to close it.

We want to save Etzos, but unless it receives some much needed updating and bringing into line with the current rules, we'll have little choice but to close it. So I propose we go through each location/npc/guide/flora/fauna list and update whatever we find that needs an update.

Let me be clear, this is not a 'remake Etzos in your own image' wishlist. We'll stay true to the NPCs and Locations and Fauna and Flora as much as possible without changing what doesn't need it. The war and Plague of Rhakros that ravaged Etzos is still a fact of life, but for simplicity's sake, assume the written up locations are among those that have survived.

So here's a simple form. I want anyone who takes on a location, npc or other entry to post about it here, so we don't end up with duplicates and wasting energy on things that others are working on.

Code: Select all

Link to original write-up:
What about this is out of date?:
Provide a new Write-Up in full here:
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Re: Etzos Update and Modernization

Okay just to get the ball rolling and as a show of good faith (and perhaps a twinge of self-interest), I'd like to open things up with an example of what we're doing here.

Link to original write-up: viewtopic.php?t=793
What about this is out of date?: NPC Skills
Provide a new Write-Up in full here: See below
Forbidden Post NPCs
In addition to Post Commander Bassett and "Houndmaster" Raiden Valance, there are a few other prominent individuals at the Forbidden Post. Among them are...


"Tracker" Lew
► Show Spoiler
"Doc" Marlin
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"Battle Mage" Morgue
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"Trekmaster" Tarr
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"Bow Sister" Senneka
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"Mama Joe"
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"The Brocksmith"
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"Studded" Larry
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"Coop Keeper Eilleen"
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 ! Message from: Peg
Double -checked - can go to the "Completed" thread
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Re: Etzos Update and Modernization

i'll do something.

assign me something to do. I loved Etzos, what it stood for and its unique lore, and I'd be happy to keep it going in honor of Maltruism.

...in line with the modern site rules, of course.
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Re: Etzos Update and Modernization

Heya Strange, great to hear that you're willing to help us.

For general inquiries, I'd prefer you post them here, however: viewtopic.php?t=29753

That is the Q & A for this process.

But I'll answer here as well as I can. The best place to start is wherever you find your interest taking you, honestly. Identify something that's out of date or needing updating. (mention of nel prices updated to Wealth Tier, old skills that no longer exist converted to their closest approximation and in theme with the npc. Etc.)

That's basically all there is to it for the most part. We're not reinventing Etzos here, mind, that's for the next moderator of Etzos to take on themselves. We're just going to leave the seat warm for them with up to date npcs and locations and such.

Hope that helps.
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Re: Etzos Update and Modernization

Link to original write-up: viewtopic.php?f=183&t=646&p=1259#p1259
What about this is out of date?: Skills and mention of skills.
Provide a new Write-Up in full here:
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The Forbidden Spit

There is an expanse of wild lands between Etzos and the Central Ocean. Any arm of the military on rotation in that direction knows to check on the stability of the small garrison placed at the base of the spit of land extending into the sea. But by an odd directive of High Marshall Pahrn, the host is instructed to do nothing more than collect the situation report from the commander there. There is no leave given to the army to inspect the garrison personally, and the reports consistently relay drab and uneventful accounts.

The given purpose of this garrison is to keep watch on the coast for any sign of a landing by hostile forces. And though this is a strategically sound reason for such an installation, it is not the true reason for its existence. There is a particularly strong field of fractive power covering the far end of this promontory, and it is being held in reserve for Chief Adviser Vuda's personal use. Though he possesses enough artifacts to store a good deal of power, keeping his level of control requires occasional visits to recharge.

It is not surprising that the stark and violent beauty of the crashing sea and majestic boulders could have been attractive to one of the Immortals. Perhaps two were present at the time of the Shattering; lovers even, engaged in intimacy at the time of the Shattering. Of course, these theories never reach the ears of the public, as there is no regular rotation of army personnel in or out of this location.
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There is a strong presence of magic users here, all staunchly loyal to Vuda, that have leave to tap the source for their own practice and development. And those that are not practitioners, are most likely condemned souls that have agreed to serve in exchange for their lives, or whose exile has been determined to be in this manner. It is their lot to maintain the security and secrecy of the fracture power field.

"Shieldarm" Brant Bassett

DOB: 32nd of Ymiden Arc, 690, human male
Leadership - 71 / Combat: Blades (1/2-Handed) - 65 / Combat: Shield - 55
Teaching - 53 / Tactics - 65 / Attunement - 58

The only truly military man is the long-standing commander, Shieldarm Brant Bassett. He is a very capable officer, if somewhat bitter, having lost his family in an Aukari incident. He now splits his time between brooding in solitude and seeing his men trained in fighting, scouting, trapping and keeping their mouths shut. It is upon them to reconnoiter the extended coast, and to keep watch inland for the approach of the regular army, so that Bassett can meet them with his usual dull report.

To keep up appearances, there is a cote of pigeons to send messages to Etzos in the event of an actual invasion. For the most part, the only messages are those received from Etzos, announcing the projected time frame for Vuda's next visit to recharge, usually a bi-seasonal occurrence. It is not uncommon for Vuda's presence to coincide with a round of mental coercions against the men, to dissuade them from trying to escape while on their scouting and recon missions. Occasional reports of bodies, savaged and devoured by monsters, being found in this expanse of land add much to this persuasion.

Those that heed this warning have little to fear. In fact, with enough loyal servitude, a man that might otherwise have been sentenced to die, can win his freedom from prosecution, and return to Etzori society with a new identity, and possibly even the unspoken gratitude and respect of Vuda himself. It is unlikely, however, that they can win such trust as to be allowed to go completely free, where they might be less inclined to keep the existence of this garrison's true purpose secret.

OOC: Players that wish to start at this location will need to be competent in Fieldcraft, Hunting, and/or some kind of magic. Or they could be a court-martialed soldier. They will be expected to play as if condemned to death or exile from the city of Etzos. They will need to post an "interview" in The Outlying Cities forum. A character history outlining the kind of trouble that got them there would be the major part of that post.
 ! Message from: Peg
All good - can go to the "Completed" pile!
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Re: Etzos Update and Modernization

Link to original write-up: viewtopic.php?t=645
What about this is out of date?: NPC Skills, instructions for induction to the Forbidden Spit/Post.
Provide a new Write-Up in full here: See below
The Forbidden Post

(All players starting or arriving at "The Forbidden Spit" must take the details of this location into account.
Those players starting or playing here must not undertake any transformative actions in this sector until such a time as Etzos has a moderator.
Those playing here currently can affect their escape or departure from the Post, should they wish to.)

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One way or another, you have miraculously escaped punishment in the city of Etzos. It is not the same for everyone, for everyone here has been tried, convicted and sentenced to a variety of different fates. But clearly, yours was severe enough that when the Black Guard procession was conducted in secret, and departed the city from a hidden underground passage, you made no complaint. Six mounted men awaited you when you exited the passage, with an extra mount for you. Your hands were kept in irons behind your back.

The sun rose before you every morning as you traveled with your escort, so you knew you were heading east, toward the ocean. The guards accompanying you laughed and talked among themselves, including you in their banter as long as you asked nothing of where you were being taken. "You'll find out soon enough." is all they'd say, other than perhaps adding "If you'd rather go back and hang, we can do that." It is likely that you declined that generous offer and continued on, making light conversation in spite of the increasingly untamed look of the landscape around you.

Now, after several trials, one of the guards motions above and you become aware of a bird circling overhead. The leader of the squad pulls out a whistle and gives a long note as the squad comes to a stop. They help you down from the mount and remount their own, leaving you standing there, probably confused. You see no one around. "Stay here, if you know what's good for you. There's nothing for you back in Etzos but a headsman block or a noose." is all that the squad leader says as they turn their mounts to begin the journey back to Etzos, leaving you alone in the hostile wilderness.

After a few breaks, your imagination in full force, you feel eyes on you, and every snap of a twig, every hiss of a leafy branch in the wind, seems to herald the approach of a monster. It begins to get dark, and just about the time you decide to defy the guard's last instructions and run, another wind rattles the nearby shrubs. When they settle, you realize there's a man standing there. You have no idea now how long he's been there, nor what his intent may be.

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"HOUNDMASTER" RAIDEN VALANCE

Animal Training - 80 / Endurance - 54
Animal Husbandry - 66 / Combat: Ranged - 65
Stealth - 67 / Teaching - 53

Outside of an impressive suit of dark leather armor and cloak, you can see only his eyes. But the intensity in them rivals the ferocity in the eyes of the Shadowhound with him. It looks as if the charisma radiating from this man is the only thing keeping the beast from tearing you apart. "Follow me." is all he says. He turns and starts walking into the forest, his companion taking up position behind you.

You travel through the night, feeling both threatened, and safeguarded, by this savage pair. When morning broaches the sky, you come to a waterfall, which forms a river that runs at the base of a cliff. You see no passage beside the falls whatsoever, yet the man seems to disappear into one anyway. The Shadowhound growls at you, motivating you to go forward, and you find that the stone gives way to your presence to reveal a cavern beyond.

You follow a small creek off the river that descends to the floor of the cavern, which is surprisingly well lit. When you reach the bottom you observe two things. The first is that the cliff facing must be at least partially illusory, because light comes right through where you only saw a rock cliff face from the other side. The second is that there is a small base built here. The grim ranger motions towards the main stairway and guides you to an office where you find a man dressed in Etzos military. From the emblems and colors, you guess him to be of "Sheildarm" rank.

The ranger departs, leaving you alone with the Shieldarm, and he offers you a seat. "Good morning, I am Shieldarm Bassett." He holds a file of documents in his hand, and surprises you by reciting an official account of your name and the charges against you. He surprises you further by standing and announcing the official account of your sentence having been carried out, but it in no way matches the truth of your arrival here.

There is a strained pause as he gives you a pointed look. He then smirks and tosses the file on his desk and retakes his seat. "Now, that can still be the truth, and I will be glad to be a witness to it. Or, you can stay with us and serve those who have intervened on your behalf. If you know who it was, do not tell me. For if I knew who it was, I would not tell you. But all things being the same, if you agree, you will now serve an indefinite term in this...little known...branch of the Army of the Etzori. Or your sentence can still be carried out first thing tomorrow morning. While you decide, why don't you tell me your side of it?"
 ! Message from: Peg
All good - Can players start here since it's unmoderated as a city? Just wondering - might be worth clarifying in there. Once that's done - good to go to "Completed"
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WIP - Skills done but there are questions...

Link to original write-up: Mentor and City NPCs
What about this is out of date?: Skills Please note: Can someone take a look at Drillmistress Jeesa? There's some magic stuff going on that is above my head. I've updated all the other skills. Thank you!
Provide a new Write-Up in full here:


Mentor and City NPCs of Etzos
Sima Gupta
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Name: Sima Gupta

Race: Human

Date of Birth: Ymiden 51, 663

Skills:
Abrogation: 76
Attunement: 26
Hone: 51
Combat: Unarmed (Da'Riya): 60
Teaching: 50

Bio:

calm - controlling - collected - commanding - cultured

One of the few who bear Torvyn's spark of abrogation, Sima is a stern but polite woman who hardly seems to belong among the upper echelons of the Blackguard. Though she answers to Torvyn directly, it is not uncommon for Vuda to call upon her when in need of tracking down, subduing, and most often, executing the more dangerous aberrants. While she is powerful, she's no fool and has clearly allied herself with Vuda's interests. She has no love for other mages, even other abrogants like herself, as such individuals threaten her position, but she is not so far reaching as to do anything about it - at least, not as far as anyone is concerned.

Initiated into her magic during the later arcs of her early adult life, Sima learned quickly, not only impressing Vuda with her natural aptitude but with her intelligence as well. For arcs, she spent time with larger groups of mage hunters, protecting them from harm, but with time, her groups grew smaller and her role larger, until it was widely accepted that for Sima to take any more than a single martial guard with her on any assignment meant whoever - or whatever - they pursed was something quite dangerous indeed. Like all mages who showed not only talent but a willingness to serve at Vuda's whim, she soon became a familiar face and name among the Ministry of Advisors: one that inspired both respect and fear. She'd killed more mages than most knew personally - not something that weighed upon the minds of the magically inclined lightly.

As the arcs passed, the subject of students was brought up time and time again, both by Torvyn and Vuda. Both were well aware Sima would not be around forever, and her knowledge and expertise would be a tragic waste should it die with her. She spent some time, looking through the ranks of the Blackguard, then the Army, then the families of those known mages of whom she'd never been called to interact with - a good thing, by all accounts. She found nothing to her liking - her candidates were either too weak, too strong, to level-headed, to wild. What she wanted as something to mold, to shape into the perfect copy of herself to house the same. So, she chose to visit the orphanages, seeking a child with which to do just that.

Appearance:

178cm/5' 10" - thick build - grey black hair - brown eyes

Relationship to PC: Sima adopted Odd out of the Etzori Orphanage with the intent of grooming him to be the perfect abrogant. Though he views her as his mother, she views him as tool - a successful experiment she plans on recreating soon. She views him as an asset, a weapon, something to keep primed and ready for whenever she should need him. There is a sort of connection she feels with Odd, but it's more of a mutual understanding. They both want to be powerful, and they both prefer to be the ones in control. That Odd allows her to hold the latter over him is proof enough to her of his loyalty.

Created by: Odd

Approved by: Maltruism

Dale Garnet
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Name: Dale Garnet
City Location: Etzos
DoB: 3 Vhalar 661
Race: Human
Organization: Black Guard (Special Support Committee)
Profession: Investigator/Homicide Detective
Skills:
Attunement 76/100
Investigation 51/100
Detection 30/100
Intelligence 26/100

Bio: Dale works as an SSC Investigator for the Black Guard. He has been in the Black Guard for the past 30 arcs, switched over to detective work roughly about Arc 704 and rose to the status of independent investigator from there. He sought initiation in attunement soon after, specifically to support his work finding criminals. After he became proficient in the magic, he was approached to join the smaller cell of the SSC, which he did so without complaint. He is well-respected by his fellow Black Guard, as well as the general population, with a reputation for unveiling mysteries around brutal and cruel crimes, and hunting down suspects to bring them in for justice.

He treats the rules with respect, but frequently bends them in order to get farther along in his investigations. Dale doesn’t like bribery, nor does he like to ally himself with the underground. That said, he will sometimes blur the lines if it means he’ll get closer to finding a vicious suspect. But overall, he prefers the city’s law and wants to make the streets a safer place but his perspective is firmly in that murder, arson, kidnapping, rape, and other heinous crimes are of top priority and everything else (such as petty or non-violent crimes) can wait to be handled.

Dale sometimes gets frustrated by the limited resources the Tower gives the guard to work with. It’s never enough, in his opinion, and he doesn’t understand why because to him it should be obvious that these twisted criminals belong in chains and nothing should get in the way of that. He’ll stand up for the Black Guard with passion, against any who speak ill of the city guards.

He's married to a lass known as Mariel, who is over two decades younger than him. They have no children, but have been married since about Arc 715. She's a tough dark-haired woman who works as a city guard in night-time patrol routes. All of his assistants (or “students”) have died and he’s never had one last more than three arcs, though it averages more around one arc as some get taken out much quicker due to the sensitive nature of their cases. Most recently, he lost his last two from the war with Lisirra. It’s rumored to be a death sentence for those assigned to work with him.

Still, he can’t handle everything himself and assistants/partners are useful for however long they’re able to keep alive. He’s gotten familiar to keeping emotionally distant but not chasing them away. Dale avoids bonding with those he works with but sometimes it can't be helped and he just hopes for the best, then gets up and moves on after the worst happens.

Appearance:
Dale is a rough-looking older man. Dark gray hair kept medium-length, and a thick but sharply trimmed short beard. He’s got scars along his face, and limited vision in his right eye due to an attack that occurred against him in his early arcs of investigating a particularly gruesome line of homicides and kidnappings. Unlike his partner at the time, though, he survived the attacks.

He’s slightly more fit than average when it comes to his build and stands at about 5ft 10in. Usually he wears soft clothes rather than armor to keep people from taking too much notice when he’s about investigating a case. This clothing often has anti-magic properties woven into it, in the case he has to hunt another mage. He keeps to black colors so that when he does find it beneficial to identify himself as a Black Guard, ignorant people are more keen to believe him without a lot of push-back.

Relationship: Dale will meet Llyr because he’ll suspect Llyr involved in a murder he’s investigating. Through that initial meet, once it is found out that they both have Attunement sparks, they will grow a relation to one another in the course of the investigation. Llyr likely will request Dale to teach him how to sharpen his understanding and application of attunement. Hopefully Dale will agree…

Created by: Llyr Llywelyn

mastermark deckard
Mastermark Deckard
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Name: Amemnos Deckard
Age, Race, Gender: 41 Arcs-Old, Human, Male
Skills:
Combat: Blade - 51
Deception - 51
Intelligence - 51
Tactics - 51
Leadership - 51
Biography: From a raggedy upbringing as an Immortal-scorned refugee, Amemnos Deckard took to the 'true' Etzos values as a young Etzori Mark-in-training. It all made sense, to him, and as he aged, he grew in wisdom beyond his years. He is a loyalist through and through, as cold and warm blooded as he needs to be to push his agenda. Now, he is a decorated Etzori Mastermark, and he has not lost an ounce of his anti-Immortal zeal though he may hide it in the open.

Current Activities: Following the invasion of Rhakros, he is haunted by the warning signs of Sintra's coup, and though he still maintains his position as Mastermark, every bit of privacy he has is used to portray himself as loyal to Sintra's cause despite where his heart may lie. Every so often, when chaos can be observed in the city, he and others like him will meet as a gathering of rebel co-conspirators seeking to oust her. The group is mostly comprised of grizzled old men with stubborn minds, but they know how to play games within the web by clearing out the spiders and agreeing to a new place to meet when the current one is adjourned. After all, it was par for the course for the Etzori propaganda machine.

The lot of them each have false teeth filled with poison that will induce a heart attack with agreements to pass on so that they cannot be interrogated. Most of them are carefully selected zealots, each with a fear of a future for their family, descendants, and way of life becoming endangered under Immortal rule.

Their main aims are to draw from notable figures in Etzos' past for their insurrection to pool resources. Folk stories, myths, legends, mages, and historic facts. They are ultimately building an anti-Immortal arm of the occult, and they have no singular leader. They are the blood of Etzos, its beating heart, and they will never give in. A leader who is an ideal can never be dethroned. Still, they need a face to recruit these weapons, and that face is currently Deckard.

Created by: Aylune

Drillmistress Jeesa
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Drillmistress Jeesa


Fast Facts:
Age: 56 (as of Saun 720)
Sex: Female
Race: Human
Eyes: Ochre
Hair: Light Brown, with graying streaks

Affiliation: Etzos Army
Occupation: Military instructor for cadets

Sparks: Hone Lucis
Witchmark: A rune of naming positioned on the skin directly above her heart. It glows dimly with soft golden light.

Information:
Marion Jeesa is a respected veteran soldier of the Etzori army. After years of active field duty, she was awarded with a position as instructor for the new recruits. She is neither tall nor short, and her body is composed of lean, wiry muscles. Many battles have left her with a multitude of scars, while age etched lines in her face. She keeps her hair short and fairly masculine in style, as she finds it more practical that way.

As a stern and strict woman who has little mercy for her students, Jeesa is a firm believer in tough love. Her usual scowl, glare, and displeased tone of voice are but a façade. In truth, the drillmistress gets attached quickly to ‘her’ cadets, and wholeheartedly cares for them. If one of her students asks for her help, she’ll readily provide it if she’s able, and if it warrants her involvement. Likewise, if they were to be endangered while under her care, Jeesa is more than willing to rush into the fray to defend her students. However, she has no patience for the lazy and weak of spirit, preferring a talentless cadet who gives it their all and powers through to a genius who breaks down and whines when the going gets tough.

Some of these tendencies may be attributed to the ordeal she endured as her mutations began to manifest. Her development of a natural ability to hold ether in reserve was immediately coveted by her superiors in the military, who saw it as a huge boon if it could be reproduced. Jeesa underwent a relentless and often agonizing program of treatments and experiments by mages, alchemists, engineers and inquisitors alike.

Jeesa endured this suffering stoically, never entirely sure if the failure was on her part or theirs, and willing always to try just one more thing. Eventually, it was concluded that this was something unique to her and, apologies given and accepted, she returned to her regular duty with the thanks of those who truly appreciated her toughness throughout. She has since been given a wider latitude of discretion where military boundaries are concerned.

Having gone through such an ordeal willingly, she is ill-inclined to cut any slack to a subordinate who has not given their full measure of effort. As well, she has a subconscious tendency to stand by the "oddball" in any group of trainees she oversees, knowing how it is to be singled out.

Considered an elite soldier during her younger years, Jeesa is a respected officer of the army. While not on active field duty anymore, Jeesa still remains a most capable and fierce combatant. She is capable of harnessing the Domain Magic of Hone, which she uses to enhance her physical abilities. During her time as an active elite soldier, and as compensation for the experimentation, she was given a set of enchanted Sovereign Ward armor. As her magical ability grew and the number of her mutations increased, she had the armor altered to take full advantage of them. No longer requiring the standard well the armor was fitted with, she began to fuel it herself, tapping into her vast reserves to great effect.

Notable Items: modified Sovereign Ward armor
A set of full plate armor enchanted with the Sovereign Ward. Like any other set, it is capable of fully absorbing kinetic energy if there is enough ether fed into it. This particular suit was altered based on Jeesa’s specifications a little more than two decades ago. While other such armors run on the ether provided from a well, Jeesa’s is powered by her own stockpile of ether. The second modification is that absorbed energy is not instantly expelled. Instead it is stored for a short time, and can be released at the user’s leisure, be it immediately or within a minute. This requires too much ether for a normal suit of SW armor remain operational for the intended duration without rapidly draining ether, but Jeesa has no such problems.

While she is very skilled in the use of both blades and polearms, while in her armor Jeesa prefers to fight barehanded, enhancing her attacks with the equal opposite reaction generated by said attacks, or by adding the kinetic energy from the enemy’s attacks to her own. It has proven frighteningly effective, only adding to her reputation. It is said her mastery of the Sovereign Ward armor is second to none, not even Black Guard Capt. Berrit Segrille.

Relevant Skills:
Master: Combat:Polearms, Combat:Blades, Combat:Unarmed (Ki'enaq), Unarmed Combat - Sovereign Ward Armor, Hone
Expert: Tactics, Intimidation, Combat: Shield, Leadership, Discipline, Detection, Endurance, Strength
Competent: Science, Athletics, Socialization, Teaching, Navigation
Novice: Swimming

Mutation Theme: Ether battery:
► Show Spoiler
Created by: Yanahalqah

Celia Yvarium
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Name: Celia Yvarium
City Location: Swamps of Lowgarden
DoB: 12 Cylus 679
Race: Ithecal Wyvarnth
Skills:
Necromancy 76
Defiance 51
Combat: Unarmed (Vy'Ufnaji): 51
Intimidation: 41
Teaching: 30
Meditation: 21


Bio: Celia was left on the streets of Etzos as a foundling, a child of an Eternal Empire deserter left to fend for herself after running afoul of a local gang. As an Ithecal, she learned swiftly to defend herself, and where she couldn't defend herself, warn off attackers with intimidation. She caught the eye of a mage of the Coven early in her adulthood. While the mage was merely competent in their respective arts, they saw fit to initiate the young Wyvarnth lady at the age of 21, most likely prompted by their own spark's urge to proliferate and their own lack of willpower.

The initiations that she underwent by this reckless mage left her changed forever, as one would expect. She became withdrawn and prone to interact with the elements and her necromantic pets rather than the living. Even so, her talents for explaining certain arcanic concepts earned her the attention of the Faculty of Arcana in Etzos. She taught there for a time, until, in later years, she drifted away from society, driven to the swamp of Lowgarden by both the growing attention of the Coven as she grew her power and renown as well as intolerance from the population of Etzos.

She became a hermit of sorts, but not an unhappy one. She was more than content to live out her life communing with only her servants the undead and friends the elements.

Celia never once in her life as a mage experienced the urge to pass on her sparks to other mortal beings, until a mage by the name of Pygmalion entered her midst. He was already mighty in the arts of graft, and initiated into becoming and hone. Her spark would take an interest in him as he stumbled upon her hut in the swamps, seeing him as a prime candidate for persistence, as a mage that was already accomplished in several arts.

Appearance:

Celia has several mutations that are not clearly evident to those who are unfamiliar with her status as a mage. For one, her scaly hide has taken on a pale pink hue, drained of its former color by years of necromantic corruption and preservation spells. A cloying scent of embalming herbs follows her around. As well, the earth seems to cling to her feet as she treads ground, a defiance awakening that prompts dirt to cling to her rather stubbornly.

Relationship: Celia will of course, at first, be reluctant to break her isolation for the sake of Pygmalion. However, when it comes clear that he is horribly confused and broken, yet wielding great magical power at the same time, it will prompt her instinct to transmit information, garnered from her time at the Etzori Academy, to temper the wildness of his magery, and teach him to reach an inner calm that has thus far eluded him.

He will in turn aid in her isolation in the swamp, lending his resources to establish a hideout where they can practice their arts and consolidate a secure position there in relative peace. In time, they'll most likely come to see each other as equals, with each having contributed something toward their partnership.

Credit: Pygmalion
[/sptitle]
 ! Message from: Peg
Not yet complete - needs clarification / further work.
Options are:
1. All except Drillmistress go to approved, she get pulled.
2. A player familiar with her reworks her.

Also Some of these NPCs are way more powerful than would usually be controllable by players and are mod-level only. Since Etzos has no mod, will need clarification of what can / can't be used.
Code for what can go to the Completed pile

Code: Select all

[u]Link to original write-up[/u]: [url=https://www.standingtrials.com/viewtopic.php?t=12703]Mentor and City NPCs[/url]
[u]What about this is out of date[/u]?: Skills  [b]Please note:[/b] Can someone take a look at Drillmistress Jeesa? There's some magic stuff going on that is above my head. I've updated all the other skills. Thank you!
[u]Provide a new Write-Up in full here[/u]:



[style=max-width: 800px; border: 1px solid #e9e9e9; background-image: url(/gallery/image.php?album_id=4&image_id=131); margin: auto; padding: 20px; padding-top: 20px; padding-bottom: 20px; box-shadow: 0px 0px 1px 1px #000000;][style2=max-width: 740px; border: 1px solid #e9e9e9; background-color: #000000; margin: auto; padding: 10px; color: #e9e9e9;][googlefont=Lato][center][font size=200][u]Mentor and City NPCs of Etzos[/u][/font][/center]

[color=black][sptitle=Sima Gupta][style3=max-width: 340px; margin-left: auto; margin-right: auto; position: absolute][center][img]https://i.imgur.com/3d90Ckb.png[/img][/center][/style3][style3=max-width: 330px; height: 340px; margin-left: 350px; margin-right: auto; overflow: auto; padding-top: 10px; padding-right: 10px; text-align: justify][b]Name[/b]: Sima Gupta

[b]Race[/b]: Human

[b]Date of Birth[/b]: Ymiden 51, 663

[b]Skills[/b]: 
Abrogation: 76
Attunement: 26
Hone: 51
Combat: Unarmed (Da'Riya): 60 
Teaching: 50

[b]Bio:[/b] 

calm - controlling - collected - commanding - cultured

One of the few who bear Torvyn's spark of abrogation, Sima is a stern but polite woman who hardly seems to belong among the upper echelons of the Blackguard. Though she answers to Torvyn directly, it is not uncommon for Vuda to call upon her when in need of tracking down, subduing, and most often, executing the more dangerous aberrants. While she is powerful, she's no fool and has clearly allied herself with Vuda's interests. She has no love for other mages, even other abrogants like herself, as such individuals threaten her position, but she is not so far reaching as to do anything about it - at least, not as far as anyone is concerned.

Initiated into her magic during the later arcs of her early adult life, Sima learned quickly, not only impressing Vuda with her natural aptitude but with her intelligence as well. For arcs, she spent time with larger groups of mage hunters, protecting them from harm, but with time, her groups grew smaller and her role larger, until it was widely accepted that for Sima to take any more than a single martial guard with her on any assignment meant whoever - or whatever - they pursed was something quite dangerous indeed. Like all mages who showed not only talent but a willingness to serve at Vuda's whim, she soon became a familiar face and name among the Ministry of Advisors: one that inspired both respect and fear. She'd killed more mages than most knew personally - not something that weighed upon the minds of the magically inclined lightly.

As the arcs passed, the subject of students was brought up time and time again, both by Torvyn and Vuda. Both were well aware Sima would not be around forever, and her knowledge and expertise would be a tragic waste should it die with her. She spent some time, looking through the ranks of the Blackguard, then the Army, then the families of those known mages of whom she'd never been called to interact with - a good thing, by all accounts. She found nothing to her liking - her candidates were either too weak, too strong, to level-headed, to wild. What she wanted as something to mold, to shape into the perfect copy of herself to house the same. So, she chose to visit the orphanages, seeking a child with which to do just that. 

[b]Appearance[/b]: 

[i]178cm/5' 10" - thick build - grey black hair - brown eyes [/i]

[b]Relationship to PC[/b]: Sima adopted Odd out of the Etzori Orphanage with the intent of grooming him to be the perfect abrogant. Though he views her as his mother, she views him as tool - a successful experiment she plans on recreating soon. She views him as an asset, a weapon, something to keep primed and ready for whenever she should need him. There is a sort of connection she feels with Odd, but it's more of a mutual understanding. They both want to be powerful, and they both prefer to be the ones in control. That Odd allows her to hold the latter over him is proof enough to her of his loyalty.

[b]Created by:[/b] Odd

[b]Approved by[/b]: Maltruism[/style3][/sptitle][/color]
[color=black][sptitle=Dale Garnet][style3=max-width: 600px; border-radius: 20px;background-color: #FFFFFF; padding:30px; margin: auto; box-shadow: 12px 15px 12px 0px rgba(0,0,0,0.35); color: #000000;]
[align=center][img]https://www.standingtrials.com/gallery/image/17774/medium[/img][/align]


[b]Name:[/b] Dale Garnet
[b]City Location:[/b] Etzos
[b]DoB: [/b]3 Vhalar 661
[b]Race:[/b] Human
[b]Organization:[/b] Black Guard (Special Support Committee)
[b]Profession:[/b] Investigator/Homicide Detective
[b]Skills:[/b]
Attunement 76/100
Investigation 51/100
Detection 30/100
Intelligence 26/100

[b]Bio:[/b] Dale works as an SSC Investigator for the Black Guard. He has been in the Black Guard for the past 30 arcs, switched over to detective work roughly about Arc 704 and rose to the status of independent investigator from there. He sought initiation in attunement soon after, specifically to support his work finding criminals. After he became proficient in the magic, he was approached to join the smaller cell of the SSC, which he did so without complaint. He is well-respected by his fellow Black Guard, as well as the general population, with a reputation for unveiling mysteries around brutal and cruel crimes, and hunting down suspects to bring them in for justice.

He treats the rules with respect, but frequently bends them in order to get farther along in his investigations. Dale doesn’t like bribery, nor does he like to ally himself with the underground. That said, he will sometimes blur the lines if it means he’ll get closer to finding a vicious suspect. But overall, he prefers the city’s law and wants to make the streets a safer place but his perspective is firmly in that murder, arson, kidnapping, rape, and other heinous crimes are of top priority and everything else (such as petty or non-violent crimes) can wait to be handled.

Dale sometimes gets frustrated by the limited resources the Tower gives the guard to work with. It’s never enough, in his opinion, and he doesn’t understand why because to him it should be obvious that these twisted criminals belong in chains and nothing should get in the way of that. He’ll stand up for the Black Guard with passion, against any who speak ill of the city guards. 

He's married to a lass known as Mariel, who is over two decades younger than him. They have no children, but have been married since about Arc 715. She's a tough dark-haired woman who works as a city guard in night-time patrol routes. All of his assistants (or “students”) have died and he’s never had one last more than three arcs, though it averages more around one arc as some get taken out much quicker due to the sensitive nature of their cases. Most recently, he lost his last two from the war with Lisirra. It’s rumored to be a death sentence for those assigned to work with him.

Still, he can’t handle everything himself and assistants/partners are useful for however long they’re able to keep alive. He’s gotten familiar to keeping emotionally distant but not chasing them away. Dale avoids bonding with those he works with but sometimes it can't be helped and he just hopes for the best, then gets up and moves on after the worst happens.

[b]Appearance: [/b]
Dale is a rough-looking older man. Dark gray hair kept medium-length, and a thick but sharply trimmed short beard. He’s got scars along his face, and limited vision in his right eye due to an attack that occurred against him in his early arcs of investigating a particularly gruesome line of homicides and kidnappings. Unlike his partner at the time, though, he survived the attacks.

He’s slightly more fit than average when it comes to his build and stands at about 5ft 10in. Usually he wears soft clothes rather than armor to keep people from taking too much notice when he’s about investigating a case. This clothing often has anti-magic properties woven into it, in the case he has to hunt another mage. He keeps to black colors so that when he does find it beneficial to identify himself as a Black Guard, ignorant people are more keen to believe him without a lot of push-back. 

[b]Relationship:[/b] Dale will meet Llyr because he’ll suspect Llyr involved in a murder he’s investigating. Through that initial meet, once it is found out that they both have Attunement sparks, they will grow a relation to one another in the course of the investigation. Llyr likely will request Dale to teach him how to sharpen his understanding and application of attunement. Hopefully Dale will agree…

[b]Created by:[/b] Llyr Llywelyn
[/style3][/sptitle][/color]

[sptitle=mastermark deckard][style3=max-width: 660px; border: 1px solid #e9e9e9; background-color: #000000; margin: auto; padding: 10px; color: #e9e9e9;][googlefont=Lato][center][font size=200][u]Mastermark Deckard[/u][/font][/center]


[float=left][img]https://www.standingtrials.com/gallery/image/18393/medium[/img][/float] [b]Name:[/b] Amemnos Deckard
[b]Age, Race, Gender:[/b] 41 Arcs-Old, Human, Male
[b]Skills:[/b] 
Combat: Blade - 51
Deception - 51
Intelligence - 51 
Tactics - 51
Leadership - 51
[b]Biography:[/b] From a raggedy upbringing as an Immortal-scorned refugee, Amemnos Deckard took to the 'true' Etzos values as a young Etzori Mark-in-training. It all made sense, to him, and as he aged, he grew in wisdom beyond his years. He is a loyalist through and through, as cold and warm blooded as he needs to be to push his agenda. Now, he is a decorated Etzori Mastermark, and he has not lost an ounce of his anti-Immortal zeal though he may hide it in the open.

[b]Current Activities:[/b] Following the invasion of Rhakros, he is haunted by the warning signs of Sintra's coup, and though he still maintains his position as Mastermark, every bit of privacy he has is used to portray himself as loyal to Sintra's cause despite where his heart may lie. Every so often, when chaos can be observed in the city, he and others like him will meet as a gathering of rebel co-conspirators seeking to oust her. The group is mostly comprised of grizzled old men with stubborn minds, but they know how to play games within the web by clearing out the spiders and agreeing to a new place to meet when the current one is adjourned. After all, it was par for the course for the Etzori propaganda machine. 

The lot of them each have false teeth filled with poison that will induce a heart attack with agreements to pass on so that they cannot be interrogated. Most of them are carefully selected zealots, each with a fear of a future for their family, descendants, and way of life becoming endangered under Immortal rule. 

Their main aims are to draw from notable figures in Etzos' past for their insurrection to pool resources. Folk stories, myths, legends, mages, and historic facts. They are ultimately building an anti-Immortal arm of the occult, and they have no singular leader. They are the blood of Etzos, its beating heart, and they will never give in. A leader who is an ideal can never be dethroned. Still, they need a face to recruit these weapons, and that face is currently Deckard.

[b]Created by:[/b] Aylune[/style3][/sptitle]

[sptitle=Celia Yvarium][style=max-width: 650px;background-color: #3d222f; padding:30px; margin-top:30px; margin-bottom:30px; margin: auto; box-shadow: 0px 0px 5px 0px #deafaf; font-size: 16px; color: #e5d068; border-style: double; Border-width: 10px][googlefont=Roboto][align=justify]

[float=Right][img]https://www.standingtrials.com/gallery/image/18240/medium[/img][/float]

Name:  Celia Yvarium
City Location:  Swamps of Lowgarden  
DoB:  12 Cylus 679
Race:  Ithecal Wyvarnth   
Skills:  
Necromancy 76
Defiance 51
Combat: Unarmed (Vy'Ufnaji): 51
Intimidation: 41
Teaching: 30
Meditation: 21


Bio:  Celia was left on the streets of Etzos as a foundling, a child of an Eternal Empire deserter left to fend for herself after running afoul of a local gang.   As an Ithecal, she learned swiftly to defend herself, and where she couldn't defend herself, warn off attackers with intimidation.  She caught the eye of a mage of the Coven early in her adulthood.  While the mage was merely competent in their respective arts, they saw fit to initiate the young Wyvarnth lady at the age of 21, most likely prompted by their own spark's urge to proliferate and their own lack of willpower.

The initiations that she underwent by this reckless mage left her changed forever, as one would expect.  She became withdrawn and prone to interact with the elements and her necromantic pets rather than the living. Even so, her talents for explaining certain arcanic concepts earned her the attention of the Faculty of Arcana in Etzos.  She taught there for a time, until, in later years, she drifted away from society, driven to the swamp of Lowgarden by both the growing attention of the Coven as she grew her power and renown as well as intolerance from the population of Etzos.

She became a hermit of sorts, but not an unhappy one.  She was more than content to live out her life communing with only her servants the undead and friends the elements.

Celia never once in her life as a mage experienced the urge to pass on her sparks to other mortal beings, until a mage by the name of Pygmalion entered her midst.  He was already mighty in the arts of graft, and initiated into becoming and hone.  Her spark would take an interest in him as he stumbled upon her hut in the swamps, seeing him as a prime candidate for persistence, as a mage that was already accomplished in several arts.

Appearance: 

Celia has several mutations that are not clearly evident to those who are unfamiliar with her status as a mage.  For one, her scaly hide has taken on a pale pink hue, drained of its former color by years of necromantic corruption and preservation spells.  A cloying scent of embalming herbs follows her around.  As well, the earth seems to cling to her feet as she treads ground, a defiance awakening that prompts dirt to cling to her rather stubbornly.

Relationship: Celia will of course, at first, be reluctant to break her isolation for the sake of Pygmalion.  However, when it comes clear that he is horribly confused and broken, yet wielding great magical power at the same time, it will prompt her instinct to transmit information, garnered from her time at the Etzori Academy, to temper the wildness of his magery, and teach him to reach an inner calm that has thus far eluded him.

He will in turn aid in her isolation in the swamp, lending his resources to establish a hideout where they can practice their arts and consolidate a secure position there in relative peace.  In time, they'll most likely come to see each other as equals, with each having contributed something toward their partnership.

[b]Credit:[/b] Pygmalion
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[/googlefont][/style2][/style]
[/sptitle]
Code for Drillmistress (note - will need updating)

Code: Select all

[sptitle=Drillmistress Jeesa][style3=max-width: 660px; border: 1px solid #e9e9e9; background-color: #000000; margin: auto; padding: 10px; color: #e9e9e9;][googlefont=Lato][float=left][img]https://www.standingtrials.com/gallery/image/18904/medium[/img][/float][font size=200][u]Drillmistress Jeesa[/u][/font]

[font size=125][b][u]Fast Facts:[/u][/b]
[u]Age:[/u] 56 (as of Saun 720)
[u]Sex:[/u] Female
[u]Race:[/u] Human
[u]Eyes:[/u] Ochre
[u]Hair:[/u] Light Brown, with graying streaks

[u]Affiliation:[/u] Etzos Army
[u]Occupation:[/u] Military instructor for cadets

[u]Sparks:[/u] Hone Lucis
[u]Witchmark:[/u] A rune of naming positioned on the skin directly above her heart. It glows dimly with soft golden light.

[b][u]Information:[/u][/b]
Marion Jeesa is a respected veteran soldier of the Etzori army. After years of active field duty, she was awarded with a position as instructor for the new recruits. She is neither tall nor short, and her body is composed of lean, wiry muscles. Many battles have left her with a multitude of scars, while age etched lines in her face. She keeps her hair short and fairly masculine in style, as she finds it more practical that way.

As a stern and strict woman who has little mercy for her students, Jeesa is a firm believer in tough love. Her usual scowl, glare, and displeased tone of voice are but a façade. In truth, the drillmistress gets attached quickly to ‘her’ cadets, and wholeheartedly cares for them. If one of her students asks for her help, she’ll readily provide it if she’s able, and if it warrants her involvement. Likewise, if they were to be endangered while under her care, Jeesa is more than willing to rush into the fray to defend her students. However, she has no patience for the lazy and weak of spirit, preferring a talentless cadet who gives it their all and powers through to a genius who breaks down and whines when the going gets tough.

Some of these tendencies may be attributed to the ordeal she endured as her mutations began to manifest. Her development of a natural ability to hold ether in reserve was immediately coveted by her superiors in the military, who saw it as a huge boon if it could be reproduced. Jeesa underwent a relentless and often agonizing program of treatments and experiments by mages, alchemists, engineers and inquisitors alike. 

Jeesa endured this suffering stoically, never entirely sure if the failure was on her part or theirs, and willing always to try just one more thing. Eventually, it was concluded that this was something unique to her and, apologies given and accepted, she returned to her regular duty with the thanks of those who truly appreciated her toughness throughout. She has since been given a wider latitude of discretion where military boundaries are concerned.

Having gone through such an ordeal willingly, she is ill-inclined to cut any slack to a subordinate who has not given their full measure of effort. As well, she has a subconscious tendency to stand by the "oddball" in any group of trainees she oversees, knowing how it is to be singled out.

Considered an elite soldier during her younger years, Jeesa is a respected officer of the army. While not on active field duty anymore, Jeesa still remains a most capable and fierce combatant. She is capable of harnessing the Domain Magic of Hone, which she uses to enhance her physical abilities. During her time as an active elite soldier, and as compensation for the experimentation, she was given a set of enchanted Sovereign Ward armor. As her magical ability grew and the number of her mutations increased, she had the armor altered to take full advantage of them. No longer requiring the standard well the armor was fitted with, she began to fuel it herself, tapping into her vast reserves to great effect.

[b][u]Notable Items: modified Sovereign Ward armor[/u][/b]
A set of full plate armor enchanted with the Sovereign Ward. Like any other set, it is capable of fully absorbing kinetic energy if there is enough ether fed into it. This particular suit was altered based on Jeesa’s specifications a little more than two decades ago. While other such armors run on the ether provided from a well, Jeesa’s is powered by her own stockpile of ether. The second modification is that absorbed energy is not instantly expelled. Instead it is stored for a short time, and can be released at the user’s leisure, be it immediately or within a minute. This requires too much ether for a normal suit of SW armor remain operational for the intended duration without rapidly draining ether, but Jeesa has no such problems.

While she is very skilled in the use of both blades and polearms, while in her armor Jeesa prefers to fight barehanded, enhancing her attacks with the equal opposite reaction generated by said attacks, or by adding the kinetic energy from the enemy’s attacks to her own. It has proven frighteningly effective, only adding to her reputation. It is said her mastery of the Sovereign Ward armor is second to none, not even Black Guard Capt. Berrit Segrille.

[b][u]Relevant Skills:[/u][/b]
[u]Master:[/u] Combat:Polearms, Combat:Blades, Combat:Unarmed (Ki'enaq), Unarmed Combat - Sovereign Ward Armor,  Hone
[u]Expert:[/u] Tactics, Intimidation, Combat: Shield, Leadership, Discipline, Detection, Endurance, Strength
[u]Competent:[/u] Science, Athletics, Socialization, Teaching, Navigation
[u]Novice:[/u] Swimming

[b][u]Mutation Theme: Ether battery:[/u][/b][spoil][u]Competent Mutation: Stockpile[/u]
Upon reaching competency in Hone, drillmistress Jeesa’s spark took note of her use of the magic, and adapted in response. As Jeesa has a tendency to use her magic only as a last resort, saving her ether for when she really needs it and then spend it in great quantities, the spark instigated a change. On her back appeared a new kind of permanent rune. It doesn’t seem to do much apart from continuously draw ether from the environment and the mage herself, which gets stored within the rune. It does not do much else, except reduce the severity of potential overstepping by spending stored ether. The more the rune is filled, the more brightly it glows. Its max capacity is similar to that of a medium-tier well. For all intents and purposes, this reserve of ether is separate from Jeesa’s own.

[u]Expert Mutation: Charging[/u]
Upon her becoming very intimate with her chosen Domain, Jeesa’s spark mutated a second time, expanding on the previous changes. A second Ether Stockpile rune appears, expanding the Stockpile’s maximum capacity so it is similar to a high-tier well. To make sure there always is some ether available in the stockpile, the spark actively reduces the power of Jeesa’s runes and other magic by 20% when they are cast. While she expends the same amount of ether to cast them, only 80% of it is used to empower the magic, and the other 20% is redirected into the Ether Stockpile.

[u]Master Mutation 1: Efficiency[/u]
The spark, now nurtured to the point of mastery, has come to realize that there’s little use for a Stockpile if you cannot access it, and that it is very detrimental rather than beneficial. Hence, its drastic shift towards a more generous attitude. With the appearance of another Ether Stockpile rune –enhancing their capacity to a that of a supreme-tier well—also comes the permission for Jeesa to access the vast stores of stockpiled ether. If she so chooses, Jeesa can use this ether to cast her magic or power artefacts without it losing power. On the contrary, they gain a boost of 20% without requiring additional ether, as the spark is still unwilling to reduce its reserves by more than necessary. However, the power of magic not cast from the Stockpile is further reduced, now at 60% power. The other 40% is, of course, added to the Stockpile.

[u]Master Mutation 2: Maximum Conservation[/u]
Yet another Ether Stockpile rune is added to Jeesa’s back, increasing the reserves even further. While the spark has learned to share, it still isn’t happy to do so. However, it knows that a situation must be really critical for Jeesa to drain the reserves beyond a certain threshold. As a result of its own greed, hoping to conserve as much ether as possible, it empowers Jeesa’s magic even further when a certain amount of the Stockpile is drained.

When the reserves within the Stockpile reach 25%, the power of Jeesa’s magic cast from these reserves rises to 150% without requiring additional ether. When reaching 15% it increases to 175%, and at or below 5% the power output is doubled (200%). Naturally, the spark expects to be reimbursed for this. When the situation is dealt with, access to the Stockpile is cut off, and the power output of Jeesa’s magic is equal to the percentage of ether remaining within the Stockpile runes. Everything else goes directly into the Stockpile. Once the reserves reach about 40% capacity, Jeesa is once again able to access them, though the power output of magic cast with her own ether remains equal to the available percentage stored.[/spoil]

[b]Created by:[/b] Yanahalqah[/sptitle]
Last edited by Natalia Gregorios on Tue Jun 21, 2022 5:03 am, edited 1 time in total. word count: 8135
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WIP - Skills done but there are questions...

Link to original write-up: Factions & NPCS
What about this is out of date?: Skills Please Note: I did the skills but someone more knowledgeable about Etzos will have to take a look at the npc history. Skill-wise, please review Warlock Thregan Druby (has magics that are no longer applicable), Jean-Pierre Duverger (Gravitation = Old magic discipline?), The Order of the Blooded Heart (Sovereign seems to be mentioned a lot but I'm unsure if its in line with the new write up?),
Provide a new Write-Up in full here:
Write up
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Factions and NPCs

"Who to See and Who to Avoid"
These are the groups, organizations and committees that are in command of the everyday life of Etzos and its citizens. And while it's true that most of them really do have the best interest of the people at heart, their beliefs in what constitutes the best approach to securing those interests are often at odds. The concepts of "The Greater Good" and "What they don't know won't hurt them" feature largely in the application of these approaches.

There is rarely a unanimous accord on how to deal with any given issue. There are often collaborations, arrived at secretly, to bypass the "interference" of a different authority. And these collaborations are occasionally betrayed by agents of previously made collaborations by those same authorities. All in all, there is a constant web of power plays, sell-outs and hedged arrangements, punctuated by coercion, bribery and disappearances.

*These NPCs are not available for self-moderating. But a suitably groveling PM might convince me to mod them for you.

The Tower
► Show Spoiler
The Old Guard
► Show Spoiler
The Citizen's Committee
► Show Spoiler
The Stone Cutters
► Show Spoiler
The Black Guard
► Show Spoiler
The Smiths and Masons' Guild
► Show Spoiler
The Army of the Etzori
► Show Spoiler
The following four factions do not have a representative in the council, but often have indirect influence on their viewpoints and decisions.

The Cauldron
► Show Spoiler
The Fence
► Show Spoiler
The Seekers
► Show Spoiler
The Order of the Blooded Heart
► Show Spoiler
 ! Message from: Peg
These are mod-only NPCs. Until Etzos has a mod, they can't be used. I suggest therefore that we pull them and put a "These NPCs are out of date and can not be used" on 'em. That
a) leaves them to be used the way that a new Etzos mod chooses and
b) saves time for Etzos players to focus on the NPCs they can interact with.

Any thoughts on that? Pop 'em in the Q & A to discuss :D
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Re: Etzos Update and Modernization

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Pigs will move completed things over to the "completed" thread.

If you partially do something - might be a good practice to follow Natalia's format of listing at the top what still needs doing.
Then, for the ease of the person who picks it up - put it in {code} tags underneath your write up.
If a player puts {code} underneath their write up and clarifies what needs doing still - another player can pick that up.
I suggest we focus on NPCs which can be used by players.
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Re: Etzos Update and Modernization

Yes, I will help facilitate the moving of threads and collecting them where they need to be.
To be clear, I'm not volunteering to moderate Etzos by pitching the pages that I have.
I'm only providing examples of how to update old locales and write-ups.

I will now do nothing further until such time as players step up and start taking ownership of the updating of threads, locations, and write-ups that seriously need it.

As Peg said, please focus on locations with NPCs that are usable by players.
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