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Does the BanHammer have the bane(troll) special quality?


redeux wrote:
DeciusBrutus wrote:
Pizazz is always a local character to himself, right?

Yes, always local to himself but he wouldn't count as "another local player" for the one power feat

I was inquiring about the power feat that was "A local player may discard a card from ..."


Pizazz is always a local character to himself, right?


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Animate Dead, Robe of bones, Haste, a combat spell, and a monster in hand is almost a sufficient win condition for any character with arcane or divine.

Use Animate dead, instead of discarding it, banish a monster. Draw at least two monsters from the box. Repeat until you have enough monsters, and resupply as needed.

Have enough monsters in hand to absorb the worst-case damage.

Not quite sufficient to be a win, since it's possible to lose to a villain and lose cards directly from the clock and lose, or to have encounters that place conditions on the cards that may be discarded as damage, or have effects that end your turn, or even to be at a location that you mathematically cannot close or meet the requirements to move from.


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Mike Selinker wrote:
And I promise never to include a puzzle in any of my games again.

That's a really odd way to announce your retirement.

Goblinworks Executive Founder

I'll get you on mumble at some point.

Goblinworks Executive Founder

If the PACG tablet port goes well, and I think that it will, I could see a joint venture including Obsidian. But the mechanics would have to be closer to Pillars of Eternity than Neverwinter Nights, unless you can pry the video game rights out of Hasbro's smart-business-decision hands.

Goblinworks Executive Founder

Neadenil Edam wrote:
Caldeathe Baequiannia wrote:

Trying to extrapolate active subscribers from who is playing is no more valid today than it was a month ago. I personally (i.e., in real life) know three people who have not played in many weeks but have continued their subscriptions and are in no hurry to cancel them. In fact, whe current state of the war between Xeilias and Phaeros probably means that trying to judge active subscribers from people logging in is less useful than it was a month ago. Many people are simply keeping their heads down.

.... and well advised to do so if they are war targets. The handful of obsessives that drove the forever war can still be spotted roaming the South East trying to hunt down the odd Phaeros person that does log back in.

Which is why I'm not in the area with recognizable characters very often.

Taking into account the effort and cost involved with keeping a stable, compared to the expected value during the continued existence of PFO, I'd be happy to buy accounts with non-notable character names and two full-XP DT characters with sane XP expenditures starting at $10 each, modified by sub time remaining. Large stockpiles of resources might slightly increase that, and well-known characters would probably decrease that.

My honest estimate of the value of such an account is higher than that.


I'd like to see a mixed group; two characters that slew Karzoug, two that defeated the Hurricane King, and two that got mythic from WotR AP1-3.

I'd go a different way with the power feats though: When all of your power feat boxes are checked and you earn another one, select a different role card for your character and gain one of the listed abilities that has a version without a checkbox. Once you have all the basic abilities, you can start checking off boxes. Ignore any ability that is verbatim identical to an ability you have.

Goblinworks Executive Founder

Suthainn wrote:
Bluddwolf wrote:
Berselius wrote:
And hopefully one day we'll also get a single player Pathfinder RPG PC game that allows you to build a party of four (and also gain NPC Cohorts if you take the Leadership feat like in Storm of Zehir).
You have Sword Coast Legends (based on D&D 5E) to do that.
I do hope that turns out to be a good game, but sadly the suggestion isn't much use to those of us who would like to actually play a game using in the pathfinder ruleset and set in Golarion.

To use the OGL rules in a video game requires the permission of WOTC. That's not going to happen.

Plus the same things that make a rules system good for tabletop make it bad for a computer game. Contrast TOEE (Troika 2003) with Pillars of Eternity; using a fine-grained system designed for computer use makes everything better (rather than the NWN approach, witch required that many creatures be arbitrarily immune to many types of effects for balance reasons.


A dagger is a melee weapon, a ranged weapon, a weapon, and an object. That means that it can be affected by things that specify any of those types.

Slashing grace allows you to apply your dexterity instead of your strength modifier to "that weapon's damage" under certain conditions. Not "melee damage" or "ranged damage", or even "that weapon's weapon damage". If you can figure out how to add your strength modifier to spell damage from a light or one-handed slashing weapon wielded in one hand, Slashing Grace lets you use your dexterity modifier instead.


Odd then that they aren't valid targets for Magic Weapon, which targets "weapon touched".

EDIT: monk unarmed strikes are weapons, but not unarmed strikes generally. "Natural weapon" is clearly not a subset of "weapon" for MW, why would it be for anything else?

A one-handed double slashing weapon would make this even more complicated…


So in any case natural attacks, not being weapons, are allowed. As are unarmed strikes made using TWF, as long as they are kicks, el ow strikes, or attacks with the hand that just threw the dagger.


Rynjin wrote:
DeciusBrutus wrote:

1st round: maximizes time stop, apply all buffs, quickened dominate person.

2nd round: maximized time stop, apply area debuffs, quickened Mass Save-or-die of choice.
3rd round: quickened disjunction, maximized time stop, dimensional anchor, cloudkill, wall of force.

Swap around as required or appropriate. It's a bit heavy on the various metamagic rods. But the "all debuffs" part should leave the PCs with most of the possible negative conditions, except for the ones they are completely immune to.

Except Time Stop precludes you from using spells that directly affect others.

So, of all of those, only the buffs, the Wall of Force, and the Cloudkill (which is a s~&+ty spell to use on 20th level PCs. A piddling amount of Con damage they can probably shrug off or are immune to even if they manage to fail the save?) actually work.

Plenty of debuffs have their effects indirectly. Crushing Pit is an easy one. Raging rubble, summon swarm, and any effect with area and duration are all useful. As well, an augmented time stop forces a duel.

And you don't have to be a spellcaster if you have 20 ranks in UMD and the right equipment.


1st round: maximizes time stop, apply all buffs, quickened dominate person.
2nd round: maximized time stop, apply area debuffs, quickened Mass Save-or-die of choice.
3rd round: quickened disjunction, maximized time stop, dimensional anchor, cloudkill, wall of force.

Swap around as required or appropriate. It's a bit heavy on the various metamagic rods. But the "all debuffs" part should leave the PCs with most of the possible negative conditions, except for the ones they are completely immune to.


Not a standard action— an attack. You can make one attack as a standard action, or you can use one of your iterative attacks to perform a melee touch attack with a held charge. You can also charge with a melee touch to deliver a spell, if your target has moved away.


You can throw daggers with iterative attacks and Quick Draw without using two-weapon fighting. You can combine weapon attacks and natural attacks without using TWF. You can't use slashing grace with TWF or if your other hand is occupied with a shield, but you can use it while fighting with more than one long sword in a round if you drop the first one and Quick Draw another one.

Goblinworks Executive Founder

Great summary! I'm working numbers and tactics to provide meaningful feedback on the consumables.

Goblinworks Executive Founder

Indeed it is PvP. Just yesterday we had our first successful bluff, in which one group threatened to attack and paid to declare three feuds, but didn't, causing the defending group to spend time adjusting to a defensive posture.


Experience should be awarded for overcoming challenges, not killing wolves. Killing wolves is one way to overcome some challenges, but I think that a sleeping dire wolf could reasonably be a cr2 challenge even if the party killed it, and even if they woke it up, provided they has the information required to know that it was there and asleep.

Goblinworks Executive Founder

Why don't people on prepaid time count for profit/loss? Clearly they have already made their contribution to cash flow, and were given a liability in the form of game time. Doesn't the voiding of that liability count?

Goblinworks Executive Founder

I don't want to say that people who can't be bothered to read a guide won't ever learn how to play PFO, but people who aren't willing to spend the effort to learn need patient friends and/or lots if patience themselves.

Reading the new player guide is easy mode learning, and only hardcore gamers should take the maximum difficulty setting of figuring it out themself.

Goblinworks Executive Founder

The only GW or Paizo policy I am aware of on sales is "Buyer and Seller beware".

I personally have a non-specific distrust of that site, mostly because I expect a high base rate of fraud in grey market internet goods.

Goblinworks Executive Founder

Audoucet wrote:
Ryan's new business plan. Waiting for Decius to buy more players.

I wouldn't do is for anyone less awesome than Kobold freaking Cleaver. At least not without some condition other than "be more likely to participate".

Goblinworks Executive Founder

If I'm tracking correctly every t3 thing I've seem dropped was acquired while we were killing Mordant Spire Champions or duergar.

I've seen about six drop, but I know that there have been more. Mostly it's been broken master weapons from the MSC and adamantine ore from the duergar. Recipes and expendables have also arrived, in roughly the same proportions as the t2 salvage.

Goblinworks Executive Founder

The elementals are generally lower level than the Mordant Spire. The Drow dark elves will be slightly stronger and the lich's minions will allegedly be nasty.

Goblinworks Executive Founder

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If you want to stay in, I'll buy a package of goblin balls for you. Because I'd rather have a KC in PFO than have more dice.

Goblinworks Executive Founder

Only PFO subscribers can post on the GW forums, making these a good way to explain PFO to Pathfinder fans.

While we should point out that these aren't the preferred or most used forums, we shouldn't imply that they are completely obselete.

Goblinworks Executive Founder

The problem with pickpocketing has nothing to do with reputation and has already been done to death in this thread and several others.


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You don't die until you need to reset your hand, so I'd use it every time I was rolling a check that would win the scenario.


Vic Wertz wrote:


mlvanbie wrote:
The old version of Silas seems to deal damage if you try to evade, but the new one would not.
Yes, he does: "If you do not defeat Silas, Silas deals 1d4–1 Poison damage to you. "
If you evade Silas, that text doesn't happen, does it?
Mike Selinker wrote:
Evade ignores the entire card except for anything that says anything about evading or things that might let you evade.

"Before you act" says something about evading, and since evaded banes are neither defeated nor undefeated the "if any player (fails to) defeat" works, unless the player who encountered the bane evades, in which case the rules for evading take precedence, because that text is ignored.

Occluding Field:
Current:
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
Proposed:
Before you act, you and each other character at your location may reveal a card with the Sihedron trait. If all players at your location do so, banish Occluding Field. Every character at your location who did not reveal a card with the Sihedron trait encounters Occluding Field.

If undefeated, you are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle it into a random other open location deck; if there are no other open locations, banish it.

Goblinworks Executive Founder

For the practical portion, it would involve changing the email, deleting any payment information on file, changing the password, and telling the buyer the new login info. (The buyer should then confirm that the email is correct and change the password again before adding their own payment information).

I'm not aware of any escrow providers, so all trades are based on a high level of trust from at least one party.

Goblinworks Executive Founder

The bigger they are, the harder they are to fell.

Ogg's heads now adorn five pikes, and the rivers run red with the heart's blood of what once was the core of his army. But his forces were numerous, and the disorganized remnants of Ogg's hubris remain a threat that still must be dealt with.

Thanks to everyone who assisted.

Goblinworks Executive Founder

I know I didn't request an RSVP, but it would help for planning purposes if anyone planning on attending would say when they planned to be present.

Goblinworks Executive Founder

On the 27th Day of Gozran, AR 4715, General Vrel Vusoryn of the 4th Battle Guard - River Kingdoms, declared Reckoning on any Ogres found in the southern Echo Woods.

Shortly afterwards, scouts of the echo woodsmen discovered that the army of ogres was led by an ogre known as Ogg, who shared in the blessing/curse of Pharasma and was apparently resistant to immunity.

And so the call went out for more pikes. Ogg's head is destined to grace all of them, until he gives up his dream of leading the ogres to victory in their siege of the inaccessible Fort Inevitable.

This weekend, everybody is invited to participate in the fall of Ogg the undying near the old university. Rewards will be offered to participants based on escalation completeness. Timing details will be determined by discussion and availability of participants, but are currently estimated to be Saturday from server uptime for about seven hours and Sunday from server uptime until complete.

PFU members and recent graduates are particularly encouraged to participate and get a feel for how to handle escalations. Basic gameplay advice will be offered purely on a time and attention-available basis.

Goblinworks Executive Founder

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I see lots of germs of ideas for great MMOs here, but I don't see much that wouldn't require writing off a huge part of work already done in order to incorporate into PFO.

Are you sure that you're not designing a MMO based off of Crusader Kings or Europa Universalis? There's probably a niche for that somewhere, but I think that there are some pretty hard problems to solve first. What would the players' goals be in a MMO succession game, and how would a player that spent only 12 sessions with a character (semiweekly for 6 months) feel that they were accomplishing something?

Goblinworks Executive Founder

Audoucet wrote:
Saiph wrote:
Perhaps it's time to move on man.

Actually, I don't come here very much any more, but when I see Ryan talking nonsense on MMORPG.com, I can't help it.

And to be honest, I consider that the 1500$ I gave to this game make my occasional complaining worth it for GW.

How much did you get for reselling the platinum account?


Based on my convention experience, don't rely on cellular data to work either.


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Sign me up for a half-orc brain, if you have one. I'm on a diet.

I'll me there as Decius Brutus.

Goblinworks Executive Founder

Neadenil Edam wrote:
Diego Rossi wrote:

Lam, please, check your data before posting. EBA is 5 settlements:

Brighthaven, Phaeros, Keeper's Pass, Hammerfall and Blackwood Glade.

It is like your previous clam that we have have claimed 1/4 of the map. Imprecise and misleading.

I think Andius believes that EBA is just Brighthaven and the other settlements are all now TEO alts :D

Don't be silly.

We're all Blaeringr's alts.

Goblinworks Executive Founder

Lam wrote:

I come into this concept from Kingdoms of Camelot and other team games (sorry, do not recall names). These were teams of max 100 who would develop their "kingdom (much like developing character) and take on other teams. Maybe that is my naive view of GW, based upon my past. But they speak to settlement vs settlement play. Not individual play, but teams of individuals.

I think that is still there. That is something Bluddwolf, Andius, Nihimon, Cheatle, Decius and not addressed. The question is how I bring my General into this game now, when it is not there, yet.

This is about generals. But it is not stable enough , yet.

Bring your general into the game now, and start working your way up. I would be surprised if the ones that started now took as long to get to where the ones who started three years ago are now.

Goblinworks Executive Founder

Tharak Venethorn wrote:
Savage Grace wrote:

138 Holdings would cover the claim.

With perfectly min-maxed companies (getting 67 influence per characters) it will take 205 characters (iirc that holdings cost 100 influence before upgrades). That is well within the EBA's character numbers. But that only works if companies can hold multiple holdings... Can they?

The logistics of it all would be interesting to see.

Of course 1194 characters could claim the entire 800 hex map through the same math.

I would LOVE to see them try controlling that entire area with outposts once raiding, asset destruction, and feuds are in. If those features ever make it in without being completely neutered first.

I agree. It's far more likely that we will cede territory than that we will claim more. Whether we can hold on depends almost entirely on how strong the groups that want to contest us are.

Goblinworks Executive Founder

Savage Grace wrote:

I get that, but knowing who the claimant is at war with would be vastly more important information to most travelers.

One settlement could have 20 enemies. We've already seen an area I would call "besieged" tell new players that it was a safe place for them.

Why not encourage groups to declare what territory they are interdicting, and what groups they are ganking there?

Goblinworks Executive Founder

Neadenil Edam wrote:
Savage Grace wrote:

But that only works if companies can hold multiple holdings... Can they?

Yep.

You would also have to try and protect all 138 from attack though.

In reality renters would do it.

Not sure we really want renters in PFO though.

Why not?

Goblinworks Executive Founder

Lahasha wrote:
Black Silver of The Veiled, T7V wrote:
The reason why AGC wasn't given a non-hostile warning was because AGC was put on the Hostile List from previous actions they have taken in and around Keeper's Pass.

The problem I have with that is when this all kicked off you guys didn't even know it was the AGC who put the tent up. Everyone was accusing Golgotha of doing it. I had someone actually tell me I was on a list of Golgothans - while the Golgothans were killing me 'cause they thought I was on your side.(That was just funny.)

No one did their homework really, and I think a lot of the arguments would have been avoided if you simply applied your policies consistently.

Quote:
Edit: To change possible relationship between AGC and members of EBA, perhaps the leadership of AGC would open a diplomatic dialog with leadership of our three settlements.
Yeah, that would probably help a lot. I'll try to bring it up next time I have a chance.

The first step would be either publicly disavowing membership in Golgotha and the Empire of Xeilias, or bringing EoX to the table.

Goblinworks Executive Founder

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This thread is for the discussion of the EBA territory and polices. Please take discussion of policies that you imagine some nominally Lawful Good group created to a different thread.

Goblinworks Executive Founder

Tharak Venethorn wrote:
DeciusBrutus wrote:
Tharak Venethorn wrote:
TEO Cheatle wrote:
We consider anyone harvesting resources, attacking escalations, or establishing holdings to be hostile, unless given prior permission from EBA leadership.

This just seems like a very interesting way to tell people that all but your foes are welcome in your borders.

You don't think something along the lines of "We reserve the right to tell anyone harvesting resources and attacking escalations to cease and desist on a case by case basis" might have better conveyed the idea you are now backtracking to and trying to convince us is what you meant from the start?

The idea that we are 'backtracking' to is that coming in without permission is prohibited, but that permission is not onerous to obtain. Which is much less a change than saying that prior permission is optional.
Ah so you are retaining that part. Is it your belief that all, or even the majority of players that will come into your territory to adventure and gather read the forums enough to be aware of these borders that exist only as lines on the forums and rules only laid out on the forums?

Ignorance of the rules is not exoneration, but it is a reason. We would be providing no useful information to anyone honest by announcing how we handled players who were ignorant of the rules.

Goblinworks Executive Founder

Tharak Venethorn wrote:
TEO Cheatle wrote:
We consider anyone harvesting resources, attacking escalations, or establishing holdings to be hostile, unless given prior permission from EBA leadership.

This just seems like a very interesting way to tell people that all but your foes are welcome in your borders.

You don't think something along the lines of "We reserve the right to tell anyone harvesting resources and attacking escalations to cease and desist on a case by case basis" might have better conveyed the idea you are now backtracking to and trying to convince us is what you meant from the start?

The idea that we are 'backtracking' to is that coming in without permission is prohibited, but that permission is not onerous to obtain. Which is much less a change than saying that prior permission is optional.

Goblinworks Executive Founder

Tharak Venethorn wrote:

What's the point of even having this policy then if acceptance is guaranteed? Wouldn't it be simpler to say "Hostile factions can't harvest in our lands."

Given that Brighthaven was founded on the principle of being a safe haven for all but your enemies to come and find a place to play in peace under the protection of TEO what's the point of telling everyone they need prior permission?

We haven't denied permission so far. When we need to deny permission, the need to request it will not be new.

Goblinworks Executive Founder

I use lots of player-based solutions.

I take extra care to be security-aware while doing so, because any one of them might have a vulnerability that could compromise many things.

I would not take bets at the odds offered that eg XenForo does not have a vulnerability that might compromise a token that can be used to change the email address listed on the account, or otherwise compromise my characters.

Unified sign-in is the right long-term choice, and treating security of that login seriously at every point is far more critical than forum features.

Full Name

Lemollas Ingram

Race

Dusk Elf

Classes/Levels

Monk (Unchained)

Gender

Male

Size

5' 8" 112 lbs.

Age

32

Alignment

LN

Languages

Common, Elven, Sylvan

Strength 10
Dexterity 17
Constitution 9
Intelligence 12
Wisdom 14
Charisma 15

About Lem Ingram

Description
Picture
An elf with dusky purple skin and black hair walks by. The elf is short--for elves at least--and has a wiry frame. His loose clothes consist almost entirely of dark green sashes wrapped around his body. He walks with a surety of self and confidence few possess. A few exotic looking wooden weapons hang at his side an on his back, well with-in reach.

Stats
Init +5; Senses Perception +9; Darkvision 60' (Light Sensitivity)
Speed 30 ft. hp 9/9 (1d10 - 1 Con)

Defenses:
AC 16, touch 16, flat-footed 12 (+3 Dex, +2 Wis, +1 Dodge)
CMD 16
Fort +1, Ref +5, Will +2

Offense & Weapons:
Melee Unarmed Strike +4 (1d6/X2);
Sansetsukon +4 (1d10/19-20)-(Blocking, Disarm);
Dan Bong +4(1d3/19-20)-(Blocking, +2 to Grapple);
Wushu Dart +4 (1d3/X2);
Ranged Wushu Darts (10) +4 (1d3/X2/10');
Dan Bong (1) +4 (1d3/19-20/10');
Special Attacks Flurry of Blows (+4/+4); Stunning Fist (DC 12)
CMB +1

Feats:
•(B)Combat Expertise
•(B)Deadly Aim
•(B)Power Attack
•(B)Weapon Finesse
•(B)Stunning Fist
•(B)Unarmed Strike
•(B)Dodge
•Attuned to the Wild (Forest)

Traits:
•Vigilant Battler
•Acrobat
•Keeper of the Ways

Racial Traits:
•Arcane Focus
•Darkvision
•Dreamspeaker
•Keen Senses
•Silent Hunter

Spell-like Abilities:
Dream (1/day)

Skills:
•Acrobatics +8 (1 Rank, +3 Dex, +3 Class, +1 Trait)
•Climb +4 (1 Rank, +0 Str, +3 Class)*
•Intimidate +6 (1 Rank, +2 Cha, +3 Class)
•Knowledge (Geography) +2 (1 Rank, +1 Int)
•Perception +8 (1 Rank, +2 Wis, +3 Class, +2 Racial, +1 Trait)
•Sense Motive +7 (1 Rank, +2 Wis, +3 Class, +1 Trait)(+2 Trait when countering a feint)
•Sleight of Hand +4 (1 Rank, +3 Dex)
•Stealth +7 (1 Rank, +3 Dex, +3 Class)^

*Reduce the penalty for accelerated climb to -2.
^Reduce the penalty for moving fast while using stealth by 5. Can run while using stealth at -20.

Special Abilities:
AC Bonus A monk adds his Wisdom modifier to AC and CMD. This applies to touch and flat-footed AC. This bonus increases as he gains levels in monk.

Flurry of Blows A monk can make a flurry of blows as a full-attack action. When doing so, the monk can make one additional attack at his highest base attack bonus. He may make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality.

Unarmed Strike (1d6) A monk gains Improved Unarmed Strike as a bonus feat, and gains increased damage with his unarmed strikes. His unarmed strikes may be with any limb, so he may make unarmed strikes with his hands full.

Stunning Fist (1/day) (DC 12) The monk gains stunning fist as a bonus feat.

Gear:
Combat
•Dan Bong (-)
•Wushu Dart (10) (-)
•Sansetsukon (3 lbs)

Other Gear
•Monk's Outfit (Free)
•Backpack (2 lbs)
•Belt Pouch (1/2 lb)
•Blanket (3 lbs)
•Hammock (3 lbs)
•Silk Rope (5 lbs)
•Trail Rations (7) (7 lbs)
•Waterskin (4 lbs)

Total Weight: 27.5 lbs/33 lbs (Light Encumberance)
Wealth: 11 gp, 8 sp

Narative Background:
Moonlight shone through in patches, illuminating the silver leaves which shook as the slight frame of Lem's mother, Shennida, dropped the final few feet to the ground. She ran to where Lem and the other children stood staring at the adults rushing over the bridges, through the branches and across the paths that make up the web of Teranyor. Lem's eyes followed a particular figure, his father, as he rushed from one elf to another giving out orders. Shennid pulled at Lem's arm, "We must go." Though She hadn't said, Lem could guess what the chaos displayed throughout Teranyor meant. News had been coming for some time about invaders attacking in the elves' homes. Humans, though the stories didn't fit any humans Lem had ever seen, were attacking and barely being repelled all across the land. They would be coming here now, One of the only bastions of Lokk the dusk elves had managed to settle. Here, they would not meet the full might of the elves unified--many saw dusk elves as little better than drow. Teranyor would only be defended by the small army of those whom she gave shelter to. She would be taken and destroyed. Though young, Lem had learned enough to know that his father would fight for Teranyor, and die for her.

Lem ran alongside his mother, barely keeping up. As his father fell from sight, Lem gave a final unseen salute and wiped the growing wetness from his eyes, momentarily clearing them.

Lem stopped as his mother finally let go of his wrist just outside their home. Leaning over, hands on knees, Lem tried to breath deep, catching his breath. Shennida ran inside and came out only a moment later, the bag that had been sitting for since the rumors started. Questions spilled out of Lem though he knew the answers, "What's going on? Where are we going? When's Dad coming?"

"Shush, Lem. Shush." She reached toward him, slowing for the first time since the emergency meeting had been called. Lem fell into her arms, and let the dam fall. He sobbed furiously, once again nothing more than a little boy in his mother's arms. It did not last long. A loud noise in the distance startled mother and child. They looked up together, only a moment, then ran.

Lem lost track as they ran, barely noticing anything. Eventually the horizon to the south--where Teranyor lay--flickered with a red light. They were burning her to the ground. It flickered until it was obscured by the rising sun.

As the sun began climbing, Lem and Shennida finally stopped to rest.

***

Lem stopped to rest as the kata ended. His practiced movements lending a calm to his body and nerves. He sat and cloesed his eyes, feeling the energy from Lokk flowing down his arms, and into the earth.

"You do well, son."

Lem looked up and smiled, "Only because you taught me, mother." He stood, and reached down toughing his hand to hers for a moment.

Her smile faded "It is time you know."

Lem reflected for a moment, he could feel her pull in the distance, though, of course, not from any particular direction. "Yes," he said.

"You will find her again," she smiled reassuringly.

"Someone must. Be it me or be it others, we will return to Teranyor."

The next few days were filled witha activity as Lem and his mother prepared to go their seperate ways. They would each seek for what the remains of their people had since that day 23 years ago. Eventually one would find where Teranyor had returned to their world. Then the dusk elves could shelter inside her and play in the moonlight, reflected from her silver leaves.

Personality:
Lem is dedicated to keeping the ways and nature. He and his people believe that Teranyor is an somewhat sentient aspect of Lokk that has chosen to manifest on this plane and give shelter to the dusk elves. Though she was burnt to the ground by the Kesadrians, they do believe that she merely returned to Lokk to heal before coming back to our existence in a different location. Lem and others seek out Teranyor in order to repay their debts for failing to protect her earlier. His ultimate goal is to be the one to find her and then bring his people back. Lem is strict in his observances and somewhat naive as to other's ways of life. He has a very strong presence and likes to be around people he can trust, but is very cautious around those whom he does not trust. When combat is necessary, Lem prefers to sneak upon his foes and hit them hard.