| Sebecloki |
Friends,
We had someone make an awesome ancient intelligent weapon as a character to be wielded by an elf bloodrager from a savage tribe called the Blood Stealers.
That player appears to be AWOL, so I'm going to see if someone else wants to play that sort of specific role -- I'm looking for proposals for an intelligent weapon or a humanoid that can shape-shift into a weapon form.
Below are build rules and a summary of the story. The weapon would be a relic of ancient Kalidnay.
Rules:
Any third party etc. goes as long as it fits Athas. I'm going to throw in stuff from 3rd party sources and re-fluff it with abandon.
Classes: No multi-classing except for prestige classes. VMC or multi class archetypes instead. Gestalt with feat every level or one class with 3 feats every level.
5th level. You have two choices at that point.
One is to have 3 mythic tiers.
The other is to have 2 mythic tiers and 2 levels of a prestige class.
Statistics: 35 pts. buy or roll 5d6, drop lowest 2.
Defense: Wounds and Vigor system. If you roll less than 1/2 for Vigor any given level, take 1/2.
Combat: Alternative Action Economy.
Skills: Background skills (Unchained).
Feats: 1 per level.
*Automatic bonus progression as per 2 levels higher (the version where there are basically no magic items).
*Advancement by DM fiat instead of creature death -- I'm just going to level you up when you need to for the next piece, I don't have any interest in calculating XP and having to ration that out.
*Hero Points.
*Stamina and combat tricks available.
*Just choose the equipment that makes sense.
I'm open to suggestions...
Story Summary
The story thus far (courtesy your favorite minstrel)...
Thus have I heard...
In the early days of the Age of Heroes, the dolorous form of Destiny's Chariot came to wander amongst the interminable reaches of the Great Alluvial Sand Waste's south easterly reaches. This fabled moving palace, once the luxurious summer domicile of Kalid-Ma, sorcerer queen of Kalidnay, it was rescued a millennia past, following the vast city's sudden destruction, by the agents of House Vordon.
This redoubtable merchant enclave, though given birth in the lost city of Kalidnay, was reborn in what would, in our latter days, become the Free City of Tyr.
But just as they had been reborn in former times, so they faced ruin in these latter years, for the end of cruel Kalak's rule in Tyr brought the simultaneous abolishment of human bondage.
And thus Clan Ashtarte-Athirathu of House Vordon found itself impoverished, fallen from their recent majesty, and dispatched its favorite daughter, the Lady Almah, alongside her ever-dutiful major-domo Garavel, and my own humble person, to restore the forgotten trading post of Kelmarane. This a lost possession of the house lay far off, in the vicinity of the Lost Oasis, and, with the reclamation of this prize, the fortunes of the beleaguered clan stood in the gaze of a fresh upsurging, like a desert fountain thought dried up by the weltering sun.
Destiny's Chariot wended amongst the dunes in a strange journey astride the ruins of its birthplace, when its grand progress was arrested by unexpected apparitions in the distance, portending an unexpected life still stirred within the devastated city state.
What more, the caravan was halted by the admonitions of Faalcuun the Magnificent, a former apprentice of the supposedly long-dead sorcerer-king Dregoth of Giustenal. This terrifying, decrepit t'liz, a horrible remnant of a half transformed dragon, restored to a pale semblance of life as a essence-drinking undead abomination, dispatched its herald Nalcaros from the Pavilion of Mercy to stop the progress of House Vordon before the ruined city. For know that Faalcuun's great power had seized a marvel of the distant Green Age, a vast, mobile pyramid shaped by mysterious arcane energies.
Lady Almah dispatched a delegation to parlay with Nalcaros, the herald of Faalcuun, and likewise an undead creature. He belonged to a forgotten race, the gnomes, and stood as a brutal testament to the violent age of the Cleansing Wars.
Nalcaros ushered our heroes into his master Faalcuun's presence within the heights of his throne within the Pavilion of Mercy, where Dregoth's former apprentice revealed deep mysteries to those gathered before his awful personage.
For the ancient city of Kalidnay had been reawakened -- the black orbs containing the minds of the sleeping sorcerer-queen and her five greatest templars had been reawakened, and with them the Great Orrery, a colossal black ring that hung in the heavens above the ruins, and offered an open gate to dark powers wishing to enter Athas.
What more, this unanticipated stirring of the ancient sorcerer-queen's hateful spirit had drawn emissaries of the other sorcerer-kings of the Tablelands, who hoped now to secure the power for which they had felled their sister over a millennia ago -- the greater seed, an obsidian orb of great power which derived from a world accessible only through the portal of the Great Orrery. And so it was that the Shadow King Nibenay, Hamanu, the Lion of Urik, and the Dread King Dregoth had all sent their most trust worthy servants to wretch power from the ruins. And they should shortly descend upon the once sleeping city...
In addition, Faalcuun revealed to our heroes that the source of the greater seed, the Great Orrery, and other obsidian wonders of the Green Age was not, as they supposed, the halflings or the other powers of the age, but a species of ancient malevolent entities, who wandered the stars, known only by the name of Stoneburners. These entities, and their ancient rivals, the Glassmakers, were in fact responsible for all psionic and magical arts, as well as life on Athas.
Strengthened by the fell power of Faalcuun, our heroes decided to attempt an ingress of the city, whereby they would quiet the minds of Kalid-Ma and her templars stirring in the four Talons of the Mother, and the Great Temple at the heart of the city. By disabling the pylons at each of these locations, the threat to Athas would be at least temporarily halted.
Our heroes resolved to attempt an entrance to the ruins through the Riese, the name of the vast subterranean complex within the ancient diamond mines of Kalidnay. Upon arriving at the dead fire-mount, they found the complex not so abandoned as they might have expected -- and instead interrupted a gruesome sacrifice made by the servants a mysterious soul-trading fiend who now ruled the mines.
Helping the heroes was a small party from a distant world, deposited in Athas by the Great Orrery.
However, their quick intervention allowed them to save several intended sacrifices -- including a halfling warrior and druid, and a noble elf maiden of the Serpent Sing tribe.
The intellect devourers who parlayed with our heroes sought an alliance against a mysterious threat -- the serpent spiders, a race of extra dimensional wanderers who had recently come to the dark places beneath Kalidnay, and vied with the devourer's own master for control of the ruins of the ancient city-state.
The halflings revealed that they had been part of an expedition from distant Raam betrayed by disguised dray -- apparently a new race of draconic beings sworn to Dregoth of Giustenal. These had traded the captives to the morlocks, intellect devourers, and their mysterious master who now ruled the mines.
And so it was revealed that Dregoth's servants had already entered the ruins at the behest of their terrible master, but our heroes possessed no means of revealing the dray's arcane disguises.
At the urging of the rescued elven maiden, our heroes made a short journey to a forward camp of the Serpent Singer tribe, which resided within a ruined temple. There, one of the leaders of the tribe, the Dreaderseer Anubisemonekeh, parlayed with our heroes, and agreed to exchange the desired knowledge of aura-reading, which might reveal the presence of the disguised dray, in exchange for their provision of ancient knowledge from the kreen tomb that lay astride the temple where were gathered the elves.
While meeting with the elves, a mysterious stranger, known as Cae, arrived on the scene, claiming to hail from Balic by the shores of the Estuary of the Forked Tongue
And thus our heroes resolved to enter the tomb of the ancient kreen, servants of the Red God Dargulin, allay of the corrupted pyreen Rajaat.
A fierce melee with flying abominations at the entrance of the tomb dispatched one of our redoubtable heroes, who had no time to mourn.
Their entrance was again arrested by the arrival of three new strangers -- a dwarf imprisoned in a nightmarish machines, a cloaked figure from Raam, and a kreen awakened from its slumber within the tomb.
Before they could fully aquatint themselves with these newcomers, our heroes were again assaulted by the forces of the serpent spiders -- a party of troglodytes and their animal servants. After a fierce melee, the remaining troglodyte began to reveal much of its masters and their desires...
And so we return to the tremulous depths of the Mortuaries of the Mantis Priests....