There is a lot of stuff here.  Not every thing is finished, there are a few things that have been left alone and I'm not done with them yet.   But almost every thing is here.  Lindorin is an elven town that I made up by my self.  The towns creation took about 4 months, due to schoolwork and other things that I was bust with, I worked on this in my free time as a means to relax and have a little time to think of something else.

My Kind

My kind and I, we are high elves, live in what we call a society, we call our selves The Vale of Light society, the society that keeps order contained were there is chaos, the Blade Singers are unique to our society, we take pride and honor to a much higher standard than most other societies, we are not widely known. We are very protective of our territory, and cultural structure/secrets.  We welcome outsiders but watch them closely.  We usually stay with in our territory; most don't interact with people outside of our society.  Some trade, visit, or live from time to time in the neighboring villages.  Few venture farther than that.

 

Our Town

We live in a treetop village.  All housing is in the trees; businesses are on the ground, along with other functions. There are four levels to the town total, the first is the ground, this level contains all of our industries, and guilds.  The next level is in the trees, this level has nothing but housing in it.  The next level has the same, except this is the level that the King and Queen live, they live directly above the Bladesinger’s Guild.  The next level is the same as the second.  The three upper level are a unique design by us, the branches of the trees have been teased with magic to bind them selves together and make a solid surface, the three floors are secure and well made as they are woven together, when walking on them its like walking on a very dense net made of treated wood.

 

What are the responsibilities of our King, give more guild info on him, he was crowned king 30 years ago, ceremonies of all kinds take place at Cat Falls,

 

Power center – who does hold the real power in my society, the king, his advisors, or the Bladesingers – Neutral good power center

 

 

Elven Canopy Tower

Few elves are talented stonemasons, but elven ability in woodcraft and in forestry is unparalleled.  Defenders of the forest homelands often construct tree-house-like canopy towers on the periphery of elven communities.  Canopy towers house about 25 elven archers or a single extended family - thought in times of war there is little difference between the two.

Elves use a combination of traditional construction techniques, elven forestry skills, and magic to build canopy towers.  By coaxing branches of a massive tree to grow in just the right way, they grow a sturdy foundation and frame for the tower buildings, which are then built with planks and beams hewn from naturally fallen trees. 

The elves dig vertical channels in the bark of the massive tree trunk; furrows from above bring rainwater, while furrows leading down funnel away the waste that fertilizes the tree’s roots.  A large, flat stone in the center of each building serves as a hearth for a cook-fire.

Inside, the architecture emphasizes the nature of elven communal living.  Few doors exist, with only tapestries hanging from door ways to provide a measure of privacy.  Windows and balconies let in sunlight and offer views of the surrounding forest.  In addition, those same windows and balconies provide platforms for elven archers when enemies attack the tower. 

 

On a near by branch, elven gardeners have trimmed and trained two sturdy branches, twisting them until they form the spars of perfect catapults aimed at the forest floor beyond the tower.

 

Most visitors reach the canopy tower through a platform lowered some five stories by a rope-and-pulley system.  In a pinch, rope ladders on any balcony provides more access - or a quick escape route.

 

Main Structure, Lower Level

Elevator: It takes two to work the winches and pulleys that lower this platform to the ground 50 feet below.  The platform rises and falls as a rate of 5 feet per round.  A ladder near the platform winches leads to the upper level of the main structure.

Storage: This room is typically home to whatever valuables the elves have, as it has the canopy tower’s only locked door.

Living Quarters: Eight elves typically live here, sleeping in vine-woven hammocks.

Storage: Extra food and drink are typically stored here.

Meditation Area: This room, with its panoramic view of the forest, is typically used for worship and quiet reflection.

 

Main Structure, Upper Level

Dayroom: Elves typically take their meals here, eating in shifts in this small room.

Food Prep: Simple elven fare is prepared here, atop many cutting boards and amid jars of spices.

Master Bedroom: This room is reserved for the senior most elf among the tower’s inhabitants.  Its furnishings are lavish, and the room features both a window and balcony.

Suspension Bridge: This narrow walkway leads to the Ancillary Structure.  It quickly detaches at either end in an emergency.

 

Ancillary Structure

Living Quarters: Up to six elves sleep in hammocks in each of these three rooms.

Armory: The elves keep spare weapons (including hundreds of arrows) here.

Light Catapults: Elven gardeners use a combination of magic and selective pruning to shape branches into organic catapults.  Two are accessible from short suspension bridges and ladders.

Watch Tower: A suspension bridge leads to this small tower, which has clear views of the forest floor in every direction.  A giant owl befriended by the elves often roosts directly above this watchtower.

 

How much it costs

The canopy tower is more heavily customized, so it costs 75,000 gold pieces instead of the usual 50,000 for a standard human watchtower - plus the consent of the elves before they will provide the experts necessary to construct it.  Canopy towers usually have only Spartan furnishings; 1,000 gold for cheap furnishing, 3,000 gold pieces is more that adequate, or 4,000 gold for more luxurious furnishings, or even more for the truly spectacular items.  Because so much of the tower is made of living wood, it regenerates to an extent, doesn’t catch fire, and annual maintenance costs average less than 2,000 gold pieces.  The monthly pay for forces of 25 elven archers is 300 gold pieces, but they hunt and forage for their own food. The soldiers take shifts cooking and cleaning, so no other staff is necessary.  The elven canopy tower takes 10 months to build - and grow. 

 

Other Towns

There are a couple of neighboring towns around our society, people say they have searched and checked the towns for Mealion, but I would like to investigate for my self.  One city in particular we don't understand, the only protection that they have is your basic handful of guards patrolling the city every now and then, it's a peaceful city, but vulnerable to attacks by even a small band of thugs.  I wouldn't bother searching there but that's probably were I would go to hide, which is why I want to go there and ask some questions about Mealion.

 

Animals In Our Town

We don’t have many animals in our town, but we do have quite a few.  Since we don’t really like to do work that requires no exceptional skills or talents, certain groups of animals are taken care of by many people, because those people enjoy/like that animal, and get a small joy out of taking care for those animals.  Only a few people have taken the “job” of taking care of the animals, some of these people are our animal trainers/handlers and experts (most are druids).  They also help teach us about animals in school, then in other places they teach how to hunt them, with out harming them as well as how to hunt them for food.

 

Food In Our Town

Food production is done in a large field a little ways out side of the main area of town.  There is a group of people in our town who take care of the crops and food production.  These people’s family honor and respect is very good, not to mention how much they are paid for there work.

 

Our Government Information

Our government is composed of a monarchy.  We have a King (Gul-Mar Sai-Kes 213), and Queen (Cytra Sai-Kes 202, Trish+Beccy+Kara–some letters=Cytra), with Advisors (Scouts), Generals (Master Bladesingers), and Nobles (Duke Varpele for one).

 

Need to make up all of the jobs again,

# Tree canopy builders

# Weaponsmiths

# Blacksmith

# Leather Crafts

# Taylor

# Cobbler

# Wood workers

# Farmers

# Fletcher

# School teachers

# Musical Instrument crafter

# Jeweler

# Barber

# Inn Keeper

# Baker

# Sanctuary runners

# Cheese Maker

# Market Runners

# Trade Post runners

# Book Maker

# Gem cutter

# Candle Maker

# Herbalist

# Animal Trainers

# Animal Handlers

# Librarians

# Bath House Workers

# Soap Maker

# Potter

# Gambling Grounds Keepers

# Bread Baker

# Honey Collectors

# Nuts and Berry collectors

# Wood Cutters

# Spice Maker

# Tack and Harness makers

1 Misc. Equipment Keeper (NAME NAME)

# Glass Blowers

# Tools Maker

# Alchemist/Chemist (Mages)

 

 

Bathhouse, higher up rich people have bathes in home, all lower people bath down stream of Cat Falls

 

School Information

It’s a minor school, magic is not taut here, it’s a school marm type system.  History, geography, languages, mathematics, reading and writing, are all taut here, any one can attend a class, there is no enrollment in the school, you may come and go as you please (like college).  Usually the mages form the mage guild are teaching, every now and then some one else will come in to speak or give some little tid bit of information.

 

Only teaches basics, doesn’t teach any thing specialized, that is left up to the students going and getting jobs in there chosen profession, further education is also left up to a guild of the students choosing if the go that route,

 

Library Information

For the school and others to use, we have a good size library.  The school uses it, the mage guild, the clinic, the Bladesingers guild, and just about every one else in the town uses the library for some reason or another, even visitors use it.  History information, healing information, schooling information, it has a lot in text of many subjects, but the library has no magical books, it has some books on what magic is, but that’s all.  All of the other books like that are in the mage guild, the Bladesingers guild, Mealion house, or there is a book here and there that some one owns or is borrowing to use. 

 

Festival Information

Every 5 years we hold a grand festival in our town.  The festival grounds come alive with activity and fun.  There is a large array of events: Cooking competitions, singing, dancing, Bladesinging, spells, story telling, juggling, music, animal tricks, archery contest, knife throwing, drinking contests, games of all kinds, and BLAH.  One year after the festivals we hold our Bladesinger tournament, the tournament is used to obtain new agents for the guild.  Certain things happen at the tournaments. 

 

Festivals are held for all sorts of things: birthdays, death, BLAH…

 

Tournament And Dueling Rules

 

Tournament:

Two participants at any one time, no out side help is allowed, you duel until one of you is unconscious, collapses, bows out, or says "enough".  You are given two scrolls of your choosing, you may keep them if you don't use them, they are yours to do with what you please. There are no missile weapons of any kind allowed; it is an elimination type tournament.  Use of other spells is not allowed.  Spells that cause sleep, paralysis, disarmament, or any form of deception of your capabilities is forbidden.  If an opponent is disarmed, it is asked that you be respectful and allow them to retrieve their weapon, unless he admits defeat, or bows out.  There are no duels to the death between agents to be or agents of the guild.  If any death occurs the agent to be will never be accepted into the guild and disgraced, if an agent kills another agent or member they are to be punished accordingly.

 

Non-tournament:

Two participants at any one time, no out side help is allowed, you duel until one of you is unconscious, collapses, bows out, or says "enough".  There are no missile weapons of any kind allowed.  Spells that cause sleep, paralysis, disarmament, or any form of deception of your capabilities are not to be used to retain honor.  Unless agreed upon prior to the duel, if an opponent is disarmed he assumes defeated unless he regains his weapon, you do not have to let them retrieve there weapon if agreed upon.  There are no duels to the death between agents of the guild.  If an agent kills another agent or member, they are to be punished accordingly.

 

Me

 

 

Birthplace: Lindorin "Vale of the Land of the Singers"

Cheetah - Order - Carnivora

                      Family - Felidae  (I'm from the Felidae (We'll make it longer) Elves?)

                      Genus and species - Acinonyx Jubatus

 

he’s as good as his word because sometimes that’s all some one has (All blade singers have this quality).  Fight til the other man falls, kill him before he kills you, I can’t fix something If I don’t know its broke,

 

Favorite food – Something to the effect of a cinnamon roll pastry thing

Favorite drink – fresh spring water (I never get drunk.  I don’t enjoy the unbalancing feeling, got drunk at my 100th birth day, just me and the family, and a lot of fey wine, I’ll never do that again)

Birthday - (date) I was born in the night (10 o’clock or so)

What do I do for fun – uninterrupted, honored combat.

Relaxation - listen to music if I can, read, study, wwalk, exercise, or sword practice

Hobby - weapon smithing

Pure enjoyment – Spend time with Talanya

Religion – Follower of Corellon Larethian and the Pantheon

I enjoy all forms of Elven music (especially wind instruments) and art

 

When I was very young, I remember being at my father’s forge chasing the stars that would fall from the anvil and hammer.  I guess father thought that I had an interest in smithing so he started to teach me how.  Though the years I guess the skill grew on me, now its like a hobby of mine, and since my dad is the town weapon smith, I get to have prime access.

 

1 slot   = no title

2 slots = Bladesmen

3 slots = Bladesinger

 

Family Information

My father Voron (456, fighter) is a weapons smith (11 slots total, 120 days for an exceptional sword); I am following in his footsteps.  He was a Bladesinger (Lion, level 3/2) white cord, but a training exercise left him with a destroyed knee due to a foolish training partner, he walks with a limp now because of it, but he still smiths great weapons for the guild, and our societies army, both of whom pay him for his work. He was in the training section long enough to get a few spells, but its been so long since he's tried to cast them that I think he has nearly forgotten how, but was he has remembered he taut us kids, we are all we and able to defend are selves with a sword if needed.  He comes from a family of 5, mother, father and 3 sons.  The 1st born Alfheim, I have never seen, only heard about him.  He was a mage, he would have been our town mage from what I hear, but he became obsessed with power, and when he learned that he couldn't accomplish much here, he took off to pursue his great power, If I find him I would like to inform him of what has come to pass in our society. Maybe he will return.  The 2nd born, Taragin, he was the one who betrayed our society, before that happened he was a food maker, he wasn't great, but he was very good at preparing food, by human standards I think he would have been considered a master chef or something to that effect.  He didn't like fighting of any sort; I guess that's why he went to the Drow to see if he could avoid a confrontation.  We don't blame him as much as every one else, I guess it's because he's family, but he ran away soon after explaining to us what he did to escape punishment, I don't agree with his ideals.  The 3rd born was my father, he was the youngest and he showed great promise when he was in the guild for Blade Singer training, he was the first Blade Singer in our family, until that one day came to pass.  My mother Harma (430) is a seamstress, gardener, and your usual common house wife, there isn't really any thing special about her history other that the fact that she had us kids, my first brother Emerwen (82, Craftsmen) is a leather craftsmen and hunter, he's got his eye on this one young women (70) in our society, she's pretty, and cute, I think they would be real happy together.   My second brother Cehirsente (24, Black Smith) is following in mine and dad's foot steps, he wants to be a regular black smith and Bladesinger (he tells me that he wants dad to fashion his sword for him, but I keep trying to explain to him that he has to do it himself to complete his training), and my sister Aiya (56, Druid kind of) is trying to be an herbalist/healer, she is young but is increasingly well at what she puts her mind to, most of us kids are like that I guess.  We use extra stuff we make for trade, for food and other supplies (clothes, materials, crafting supplies, food/drink we don't have here, and other stuff of the like) from the neighboring villages, mostly Elven villages, but there are a couple of Dwarven villages around.  Trading with the Dwarves, they appreciate and greatly enjoy the leather crafts Emerwen makes for them (he’s not the only leather craftsmen), at times they request particular things and we deliver every time.  We usually get small amounts of metals from the dwarves, and some Dwarven ale, I don't like it as much as my fey wine, but dad likes it every now and then, and that's why we get it. 

 

Emerwen looks for and hunts small herds of cattle for food and leatherwork, we don't eat meat often, and when we do eat meat we usually have what friends we can over for dinner so none goes to waste.  My mother keeps a little garden around the house to past the time and it keep us feed from time to time. 

 

Were are my grand parents?  Write about them, perhaps Grand father died as a volunteer fighter in the Ivy Massacre.

 

Family Emblem

Our family emblem is 3,600 years old, made by my great10 grandfather, he was a wise and powerful warrior, He made it shortly after "The Great Conflict", He wanted to make something that would build structure and reassurance for his later lineage.  The emblem is a representation of his great helm, the two top lines are for seeing through and the third line going down from the first two are for sound to get out so he could give orders to his troops.  With the emblem being so old a phrase has developed over the centuries to be stated to your foe of whom you intend to kill, The family emblem taunt is "This emblem is riddled with the blood of my ancestor's foes, you will be no different".  Every Family in our society has an emblem that represents their family. Even the Guild Masters have family emblems.  The way you have your personal emblem is by combining all of the emblems your involved with, starting with Corellon's emblem of the crescent shape with your family emblem in the circular shape, the you have any guild emblems on top of that, then if you are married/bonded to another, you put there family emblem on top of yours, then if there are any other emblems that should be accounted for, put those on top as well, after doing all of this, you will have a picture of "your personal emblem."

 

Mealion Information

The first time Mealion and I met was the first time he was to look after me, I was 25 years old at the time.  He looked me over for a second and finally said “Come here boy”, I did and he told me that he would be looking after me for a while.  It wasn’t until now that I knew why he studied me so.  So I was “baby-sat” every now and then by him, Mealion Galanodel (Moonwhisper) (537), he was the town mage at the time. He would “baby sit” me whenever father was singer training, and mother was busy attending the field or working in her shop, I know now that these were just ways my parents would use to get me to stay around Mealion and learn from him.  When in Mealion’s house he would always call me “boy.”  Very seldom would he call me by my name.  Mealion was one of the few people my parents could find that would look after a Struthious child, and they could trust him.  My father and Mealion are old friends, adventuring partners is what they wanted to become. My father wanted Mealion's help if he went anywhere on an adventure/mission, so Mealion trained in his favorite ability: magic. My father wanted to train in the art of Blade Singing like our fathers before us, but he got hurt and couldn't venture out, so Mealion decided to stay with is old friend and become the town mage for the guild to use, this is why Mealion would agree to baby sit me now and then, my father wanted me to be introduced to the art of magic and see if I would take a liking to it, and I did, soon after I decided to follow in the foot steps of our fathers and train in Blade Singing.  When I got older I would stop by for visits and conversation, and to see how he was doing. Mealion was a member of The Guild of Lindorin before I was able to competently swing a sword.  Mealion would teach me little misc. things, spells, how to copy spells, what ink to use, how to make inks, how to make books, how to research spells, steps on what to do with scrolls and other magical items that I may come across in my adventuring (he always seemed to know that one day I would leave to seek some thing, maybe he knew that I would seek to restore my family honor, or the fact that I wanted to be an agent of "The Blade Singer's guild of Lindorin", and because of that he may have though I would venture out).  One day Mealion disappeared.  Some food, Mealion's spell book, best robe and best staff were gone; nothing else was disturbed in his little house.  His door didn't look like it was pick, and I can imagine some one getting into his house, let alone capturing him, his little library was untouched/unsearched, all of his spell research was were he had left it the day before, his food was all there save a couple of apples, and some bread.  No one knew anything about it, from the looks of it he just decided to leave.  From the looks of it, but I don't buy that he just decided to leave for no reason. Mealion was the only friend I had really, due to the disgraced family name I wasn't popular with most of the society.  Especially with Yoveron Sokstern.

 

Yoveron Information

Yoveron is from one of the more wealthy families, he is spoiled, a little cocky when it comes to fighting, and a think more arrogant then most elves, he has hated my family ever since my uncles betrayal (although he can't say such things or he would be cast out of the guild for disgracing himself, but still the thought is there and known even though they are unspoken), but his competitiveness is just one more thing that helps me to improve so much, although he has always hated losing to me.  I don't really hate him or wish ill happenings on him, just because he is another one of my motivations for success and he has good reason to have a dislike towards me.

 

The guild is no place to show emotions, such things can create barriers between singers and thus destroy the unity of the guild in a conflict such as the Ivy Massacre, anger is looked down upon here, never strike in anger.

 

Talanya

I fell in love with Duke Varpele's daughter, Talanya Hacho-Sen (96).  She’s beautiful even beyond elven standards, she's about 5 foot 7, brown cat like eyes and three feet of lovely brunette hair, the hair of a princess, she's beautiful and cute at the same time (Charisma 17), she's perfect, she’s so small, yet so strong, and physically able.  One day her brother (Tumec 37) got lost in the woods and I found him getting attacked by a couple of kobolds, I killed the kobolds and brought him back to the clinic to my sister for healing, he was fine in a matter of days, this happened before I became a Bladesinger.  Talanya started hanging around the places I was, the places that she was allowed to go any way, like bring water to my father’s forge were I worked as well, or hanging around the guild when ever I came out to practice in the open.  I took note of this after a while and started to see her every were I went.  I finally approached her and made some small talk and she said “come with me to Cat Falls”.  So off we went to Cat Falls.  We sat and talked, told each other stories, and asked questions about this and that.  At one point she said that she was getting cold and told me to keep her warm, who was I to argue, so there I was, at Cat Falls, holding and talking to a girl who liked me, what more could I ask for (other than family honor restored).  She asked me at one point if I knew any magic, I started showing her cantrip after cantrip.  I started with “glitter”, then from that I did “bubbles”, then to “glowing disk” and had an “air flower” (a rose) come out of the middle of it, this was all just above the ground, and then I did “grass” right under it, then dismissed the rose and did “crystal flower” (a rose again) in its place before Talanya could see the first disappear, I finished with “tunes” and “horns” as I handed the crystal rose to her.  All she could do was smile and look at the rose and me, I got the idea this was the most any one had done for her.  She asked what else I could do and I showed her some more cantrips, after doing this for a while I could tell that she liked me a lot.  I had my eye on her as well, and I told her as much, “favor is better than silver and gold, and I would love to have your favor, but you are as good as gold as well.”  We stayed there at Cat Falls for a long time that night, we talked more and more as the night went on.  And then she just said it, and it stilled my heart… “I love you.”  I don’t know why she said it, other than the apparent reason, and then I said it, “I love you to.” We stayed there a long time, holding her in my arms, us talking about what we should do about us.  It was starting to get late when she asked me to use one of my cantrip to color a group of her hairs and then use another cantrip to braid it with two other groups of hair.  I did as she asked, it made a small braid, about a foot long and only a few millimeters thick.  Then she told me to do the same for some of my hair, so I did.  She told me “Now you belong to me,  your mine, and mine alone.  Only I have the rights to have you, and no other.”  I kind of liked the idea, and who was I to argue, she is the only one I would let say that and agree to it.  That was 14 years ago, are love grows stronger yet.  Every now and then I get a question about my small braid of hair, I never tell them what it stands for, if I did it could start some trouble for Talanya and her family, so Talanya and I keep our relationship a secret, except for the braids, that’s the only thing that we have done that every one can see.  Now every time we talk or do any thing major, its usually at Cat Falls. When ever I leave town, on a scouting assignment, or mission, I make her a crystal rose or some color or another, she keeps them all Cat Falls, it looks like a small crystal rose garden.  She only has ## (how many times have I gone out on scouting assignment in the past 14 years, if we rotate people scouting, that’s a lot of people), but that’s still enough or there to be an apearance of a garden.  I love her, I think the world of her, with her I remember a time when I was young when hope was high and life was better.  We have spoken of getting married, but I can't marry her until honor is brought back to my family name; so she is my ultimate driving force to succeed, and for her I can succeed.  Her father, Varpele Hacho-Sen (398) is a diplomat? ____________(say something else), he usually goes by the name of "Duke Varpele."  The Hacho-Sen clan has long since been a respectable clan, blah blah blah... Two more sisters.  (keep filling this in with important stuff, more family history and family jobs, Chris help me with this).  I haven’t spoken with her father yet about us, we both decided that we shouldn’t until I have restored my family honor.

 

What does Talanya do as a job (if any), just misc. task all around the town (that would explain how she was able to follow me so much)?

 

 “pet” name for Talanya (Angel) and one for me (Warrior)

 

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Start of Guild related information+++++++++++++++++++++++++++++++++++++++

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 

The Attack, And First Bit Of Guild Information

When I was 29, my uncle (Taragin) betrayed our society; his clan (our/my clan) was disgraced because of it.  He informed a group of creatures known as Drow (Dark Elves) about our cities weaknesses and supplies, they took interest in this information (although they already known about most of it, they thought it was still good to have there information confirmed), He had heard rumor that they might attack any way so he thought he could speak with them and cut a deal to get his family out safely, he was wrong, they didn't care about him or any of us.  The Drow were planning on attacking another major city and ours was along the way, so they were going to destroy us, re-supply and move on, they had no compassion, honor, or sense of wrong, and thus they had no idea of what would come to pass.  The area were our society is located is a pretty dense forest, there are some clearings here and there, 5x7 miles or so is what we consider our territory, there are patches of clearings near center (village location), most buildings are wood (logs, branches, or planks), smithing places and high society places are stone.  My uncle thought he was doing the right thing, he didn't see that he was putting others in fatal danger.  Our society is known for its warriors, and craftsmanship, the 1500 or so Drow horsemen and assorted warriors attacked our society, we had 223 Blade Singers for our defenses at the time, we lost 81, most of the attacking force was slain (1200+), all others fled, this confrontation was soon known as The Ivy Massacre (this is why most town guardsmen have ivy tattoos on there fore arms).  The Ivy Massacre was the battle that brought recognition to our Guild Master's (Adeleas zo' aster) training, and what it could do for our societies longevity.  Structure was formed in well order and three were appointed as guild masters, there are called "High Blade Master" by every one, those who have proven them selves worthy may include the guild masters name following the addressing, example: "High Blade Master Adeleas, I have returned for more training under your tutelage".  Shortly after the attack and discussion about the Bladesingers, the guild was given its official name "The Bladesingers Guild of Lindorin".  Since then the Bladesingers guild of Lindorin has grow from 142, to 192 agents total, 162 men are agents, the other 30 are women, then we have 27, the guild is almost back up to 223 again. That all happened 83 years ago, since then Bladesingers are not uncommon in our society, but joining the Blade Singer's guild is not a little choice to make nor an easy thing to do. Adeleas Zo'aster (529) is the top ranking Guild Master, Kronim Duchka (482) is his right hand and second in charge, Stachlu Gozerkem (460) is Kronim's apprentice and third in charge. Adeleas is mainly in charge of ceremonies, and training (multiple), while Kronim, and Stachlu are in charge of training as well (only agents though), with ceremony work as there second job when tournaments, promotion rituals and when ever other big functions of the kind present them selves.

 

People can’t go to the Ivy Massacre grounds, the only times you can go there is for ceremonies

 

There are multiple masters, only three grand masters

 

Adeleas Zo'aster level 20/19 Lion

Kronim Duchka level 19/19 Black Panther

Stachlu Gozerkem level 19/18 Jaguar

Kihon Oyo-waza = my technique blade masters name

Randori Ryo-te = my defensive blade masters name

 

A master is identifiable by his crystal sword, and singer’s armor (on rare occasions), every singer’s armor is unique.

 

We currently live in a society of 753 or so, one third of them are Bladesingers, and another hundred or so are just members, there is no social ranking, we don't have a lower, middle, or upper class, but we do have a kind of hierarchy: king, queen, nobles, dukes, barons, and (surfs?, help me out here). 

 

Some agents of the guild joined simply to learn the new way to fight to better defend them selves and there town, they usually don't compete in the tournaments, these agents are know as minor agents, being that they will never try to compete for promotions they will not rise a quickly or be looked at as the same as other singers, due to this they will have no right to name there blades, it is dishonorable for them to do so, when they have not fought in some way to earn it.

 

207 Singers total, around 100 or so are minor agents: people who have joined the guild just because there friend did, or they joined so there girl friend joined so they could always stay close to one another, who knows. You are considered a minor agent when you don't participate in extensive training, or tournament fighting.

 

I am considered the new generation, and it is my responsibility to restore honor to my family name. 

 

Drow Using Our Style

Recently we have heard rumors from our travelers, and outsiders that they have seen other cultures that fight with the same style that we do.  At first the Guild Masters were skeptical that such a thing possible, but we would humor the individual and listen.  They were described as a short and slender race with pointed ears (all attributes of us), but they had very dark skin, and completely white hair.  It didn't take long for us to realize they spoke of the Drow civilization, their fighting style is a mirror of ours but it is distinctly different.  We don't know were they are, or how far their influence has spread through the under world, our theory is they studied the form we used when we fought them off so many years ago and have spied on us since.  For this reason all Drow are to be killed on sight with out mercy.

 

The Drow Warrior That I Fought

I have only fought one Drow warrior, I was winning, and he ran.  I was proud of my self, and yet I didn’t kill him, so there is a sense of incompletion with my small victory.  He swore revenge as he fled, I hope he fulfills his promise and does return to try, then I will finish him.  I was given credit for fighting a Drow away, but I wasn’t satisfied because I didn’t kill him.

 

Drow Information

Not much is known of the Dark elves, what we do know is that poison is used as commonly as water, they have some rules but know honor, there spider queen (deity of chaos) and her high priestesses are the ruler of the Drow lands, and there weapons of choice when imitating our fighting style is the scimitar, a horrible substitute for the katana.  To openly commit murder or wage war invites the pretense of justice, and penalties exacted in the name of Drow justice are merciless.  To stick a poisoned dagger in the back of a rival during the chaos of a larger battle or in the quiet shadows of an alley, however, is quite acceptable - even applauded. Investigation is not thee forte of Drow justice; no one cares enough to bother.  They use subterranean lizards as mounts; with masterfully made mesh armor on the rider and mount they are well protected and silent.  The lizard mounts are able to scale walls as easily as a spider, crossing hard ground left no tracks in the lightened surface world due to the sticky 3 toes padded feet, footfalls left heat residue that could be tracked if they followed a predictable course along a corridor's floor, this in a top reason the subterranean lizards are the most common mounts, you may have a few other mounts, giant spiders, large insects, and any other creature of low intelligence that can move silently and almost invisibly, and without a trace.  The Dark elves sign language is as detailed as regular spoken word.  We don't practice such a thing for the reasons or, sound is much more enjoyable and less secretive, and thus more respectable, and less insulting to others who are around.  They have spells they use to intentionally deceive their opponent to give them the upper hand by unfair means.  They have no honor, or code of value of any kind to live by, they live to destroy and don't care to say why.  Any Blade Singer is to report any run ins with the Drow, and has full authority to kill any being with Drow blood running through its veins. 

 

More Guild Information

Another really good thing about the guild is that the Guild masters can't be bought to do something or to accept something that they usually wouldn't, and every one knows this, money is not in they view of personal gain.  For example, instead of Yoveron's father paying for him to be accepted, Yoveron had to compete in the tournament three times before he was accepted, and he still lost his third time, but like I said before you don't have to win to be accepted. The Guild masters noticed his determination to get into the guild and they thought they could use his determination to train him when he entered the guild.

 

My First Tournament Information

I won my spell book in a tournament that is held in our society every 5 years to determine who may join The Blade Singers Guild of Lindorin, and who may be given promotions to their next levels of training, my opponents were a total of 25.  At the start of the tournament each competitor is given two scrolls of their choosing (white spell book, level 1 mage spells are the only spells you can choose from), these are your scrolls, you can choose not to use them and keep them for future use, or use them when ever you like during or before the fights, they are your scrolls from that point on, you can not use any of your spells which you have memorized at any time during the tournament.  I chose Lightning Strike for both of my scrolls, I used one of my scrolls on Yoveron, he didn't see it coming, he tried to use dancing light on me but he failed to realize that you shouldn't be able to break a Blade Singer's concentration by spinning mere lights around there head, but his Idea was a good one and I hope to use it in the future. This tournament is looked forward to all the time; training and talk of it are daily.   The tournament usually last several days (15 or so, the longest tournament lasted 20 days), your fights can happen all in one day except the last one, mine didn't, they were strung out all along the 14 days of the tournament, it was all so exciting. I was not a Guild Member yet, so I competed in the non-Guild Member division. In this division, the Guild Masters evaluates which of the competitors are good enough to be accepted into the Guild, even if you lose most of your fights you may still be accepted into The Blade Singers Guild of Lindorin. The winner of the non-Guild Members division is awarded their spell book, as well. Normally, blades men are issued their spell books upon attaining Dark Gray level. The White division awards one spell book to one of the top 5 finishers, and the Light Gray awards five spell books to five of the top 12. As Mealion was a member of the guild and my best friend, and I was one of his few friends, he gave me my first spells and told me that they would serve me well.  A day or so after the tournament is used for the winners to prepare for the ceremonies that they will attend.  At these ceremonies, Agents are granted the right to train further to gain there deserved promotion, and new agents (like my self) receive the Guild tattoo and a sword, shortly following that we have to recite the Blade Singers Oath, and Creed.  Since I came in first of the entire non-Guild Member division and won my spell book, a lot was expected of me, and I see that as a continuing challenge for me to improve above and beyond there expectations of me. 

 

We use wooden practice swords at the festivals

 

Yoveron was one of my opponents; he was competing for his third time.

 

The second tournament I was in was nothing spectacular.  I was almost beaten several times.  I wonder now if I am as good as I thought I was. It was just last year, I didn’t make any advancements, but I learned a lot form it.

 

At the tournaments, the Grand Blade Masters can be challenged, but certain requirements must be fulfilled before you are eligible to do so.  You must have your plaque at level ##, your crafted weapon, and a good portion of your tattoo.  Few can challenge them.  If successful in defeating them, the winner BLAH…

 

Highest honor is to be invited to duel, meaning if some one invites you to duel with them, they are asking you to show your skill and see what your made of.

 

Getting My Tattoo And Sword

When I was 106 I received the first part of my tattoo (cheetah), and was accepted into the guild, my father was very proud of my accomplishment, Mealion was there to, he stood right next to my father during the ritual, he had the same smile as my father did, he was like a second father to me in a way, looking out for me, teaching me things like my father did, and the general care that a father gives.  The uniforms for a ceremony, is to come dressed in "your" battle attire.  My father's tattoo was a Tiger, symbolizing strength, he got the first and second part of the tattoo which were his eyes and nose, Even though he is no longer an agent the guild masters left the tattoo on.  I often wonder why Mealion never found some one to settle down with, and have a family with, I'll ask him one of these days.

 

When all of the ceremonies were over with my acceptance into the guild, all of the new agents were walked into the great hall of the singers.  There we saw a great hall filled with weapons, rugs, and plaques.  On one wall there was a huge marble slab, 20’ x 15’, with little metal plates of various types of metal on it here and there.  Looking closer I saw that they had emblems well carved in them, I turned to ask some one about them but was soon quieted and moved into a place tight in front of the marble wall with the other new agents. I looked around for a second and caught site of some one holding a good sized pillow with a cover over it.  The grand master came up to the man holding the pillow and moved the cover, on the pillow were more of the same little metal plates, except all of these were copper colored.  I looked for a moment and saw my family emblem on one of them.  I had a chill run down my entire body as I saw that little piece of metal moved from the pillow, and on to the wall, right next to another piece of metal with my family emblem on it that was silver.  I asked dad about this latter, and he told me that he fought in the Ivy Massacre, and he saved several peoples lives, even though he was already dishonored, it was because of this that the guild allowed him to compete in the tournament, just as I did, to try and regain honor.  His metal is silver because of the lives he saved.  The marble wall is a ranking system made by the guild so that all of its members and agents can see the progression of others in the guild.  You always start out on the bottom and work your way to the top, the goal is to have every one at the top.  The plaques on the opposite wall of the metal plates is “The Wall of the Fallen”, its dedicated to past Bladesingers.

 

At the end of the ritual, a Bladesmen is assigned his blade to practice with, I had been practicing with a katana I made, I told them I wanted to use a katana for my training, but I was given a modified long sword instead, the handle had been lengthened so it was a two handed long sword now, I said to Master Gozerkem,

 

"Master, I am confused."

He replied with,

"Good!  From confusion comes knowledge and understanding.  You must do the simple task the hard way, so the complex will be easier.  Strength is nothing without control." Then he said “For when much is given, much is expected.”

This was said when I was assigned my flawed two-handed long sword for training prepossess.

 

Blade Singer's Oath

I will uphold the honor of the Blade Singer's guild of Lindorin, I will accept the responsibilities given to me to further the honor of the Blade Singer's guild of Lindorin, I will uphold its rules, follow its principles, value its ideals, and honor its agents and members, as to every one I will so meet.

 

Blade Singer's Creed

Today, I will rise above my challenges, I will not allow the failures of yesterday effect me today, I will accept defeat when it is deserved, I will carry on through times of difficulty and deliver those in need despite my current trials, I will do what I can to further the goals set before me, and strive to improve until tomorrow comes.

 

Honor Code

Always keeps his word, avoids lies (except to evil characters, and Drow), never kills an unarmed foe, but certainly beat up and knock out by hand, never harms an innocent, never kills for pleasure, always helps others, works well in a group, respects authority, law, self-discipline, and good, never betrays a friend, doesn’t torture unless absolutely necessary.  There is more now.

 

Honor Code for Attacking People:

- Only humanoids apply (except Drow), animals, and creatures of the like do not count for the following.  I am allowed to attack any evil or aggressive person who is armed, any unarmed person I can not attack with my sword, I can however use punches and kicks if necessary. 

- I can use projectile spells only if I am in capable of using my sword (sword is taken from me, I am tied up and my sword is out of sight, so on and so forth, but as soon as I get my sword, projectiles are out)

 

When fighting, a Bladesinger is taut to calm the "inner fires" (anger) that burn with in his veins.  You are to be cool-headed at all times, never strike in anger. Especially when fighting the Drow, this is how they were defeated in the first place.

 

 

The Code:

- Courage and enterprise in obedience to the guild

- Defense of any mission unto death.

- Respect of all peers and equals, courtesy to all lessers.

- Combat is glory; battle is the true test of self-worth

- War is the flowering of the chivalric ideal.

- Personal glory above all in battle.

- Death to those who oppose the great kingdom

- Death before dishonor

- The master samurai is obedient to his lord

- It is a master samurai’s right to protest against bad judgment or orders from his lord and death is the final

   protest a master samurai can take

- There is no failure, only success or death

- To die in the service of one’s lord is the greatest service a master samurai can perform

- Dishonor to one’s lord or family is dishonor to the master samurai

- All debts, of honor and vengeance, are repaid

- An enemy deserves no mercy

- Cowardice is dishonorable

- Value the honor of our order above our personal honor; value our orders above our lives.

- Render such aid to those in need as to a fellow Knight; indulge the ignorant or witless even into a fault, but suffer no slur or insult to our

   honor form those who lack such excuse.

- Never violate an oath you have sworn.  Never swear an oath you know you cannot keep.

- Engage the enemy forthrightly that he may know the origin of his doom; set no ambush nor indulge in any base trickery to overcome the foe.

- Give quarter to those who yield and render up prisoners on honorable exchange.

- Let no patrol or command be tainted with the stain of cowardice; once the enemy has been engaged, let him fall under our sword or let us fall under his.

- Refuse no honorable truce or parley.

- Know when you face an unbeatable foe, there is no cowardice when using intelligence to run.

- Discretion is the better part of valor - except when the lives or your comrades are on the line.

 

The Code

With all the advantages that come with being a paladin, it is hard to be humble.  The temptation is to throw your weight around, force party members to toe your line, and hog the glory.  Others, who don’t understand your code, may think the code requires this behavior (or perhaps leads inevitably to it).  They are wrong.  You know paladins lead by example. 

Some parties may be leery of you because they would rather keep their options open: lying, cheating, and using all the weapons at their disposal, including poison.  You know that these methods breed weakness in those who use them and, like any evil act, create future consequences that are ultimately harmful.

Refusing to lie, cheat, or use poison doesn’t limit you and your allies to frontal assaults in broad daylight, either.  You are a trained warrior.  You can use clever tactics: set up an attack from an unexpected direction, lure opponents onto/into unfavorable ground, create flanking opportunities (all of these occurred in Brave Heart for example).  Be prepared to look at the tactical situation, and be sure to ask your companions for their suggestions - they might surprise you.

Then again, your higher calling to help those in need may seem distracting to others, drawing them away from cleaning out and looting the nearest dungeon.  Your allies may feel reduced to the role of sidekicks if they must always follow your desire to aid those in need and punish those who harm or threaten innocents.  This can be a knotty problem for you if you have a mission that won’t wait and innocents are at risk.

Fortunately, you aren’t personally obligated to right every wrong, no matter how small.  That way lies madness.  You don’t exist in a vacuum.  If you don’t have a higher-level mentor, either a cleric or a superior in a knightly or religious order, then ask the DM if you can acquire one.  If you have a problem with how your code applies, you can seek your mentor’s guidance/advice in the context of the campaign.

Above all, you know the value of faith/skill.  Even when things don’t go your way, you are being guided by a higher power.  Each test you meet will make you stronger.

Paladins don’t associate on a continual basis with evil characters.  This is a point on which the DM or an NPC mentor might provide further guidance.  Circumstances might force temporary cooperation, but be aware that this is an extremely risky option for you.  In such cases, you have to weigh the potential gains - the success of the specific enterprise, the possibility of redeeming a fallen character, and so on against the chance of personal corruption.  You may do best in groups where everyone is within one alignment step of lawful good (in other words, everyone is either lawful good, neutral good, or lawful neutral), though a neutral character might get along well with you, too.  Any party that purposely hides a member’s evil alignment from you is setting up a potentially dangerous confrontation.

 

Honor

An honorable Bladesinger conducts himself with integrity regardless of circumstances.  He behaves in a morally sound manner even when he's by himself or when no one else will know of his actions.  It's an admirable act to comfort a dying friend, but an act of honor to comfort a dying enemy. 

 

Honor also involves respect, not just for the Bladesinger's peers and superiors, but for anyone sharing the Bladesinger's commitment to goodness and justice.  The Bladesinger shows mercy to the repentant, and refuses to inflict undue suffering even on the vilest evildoer.

Additionally, an honorable Bladesinger:

- Defers to the judgment of all lawful good characters of superior   social class, rank, and level

- Acknowledges the dignity of all lawful good people, reguardless of   their race, class, or economic status, by treating them with courtesy   and respect.

- Accepts all challenges to duel or fight given by those of comparable   status and power. (A challenge from an arrogant youngster or a   drunken warrior may go unheeded).

- Dies before compromising his princibles, betraying his LIEGE or   FAITH, or abandoning a protected charge.

 

The Bladesinger remains humble in spirit and action.  He rejects adluation and declines most formes of reward.  Tributes imbarrass him, almost offend him (now he would have a standard to live up to every time he did something).  The knowledge of a job well done suffices as thanks.  He speaks modestly of his deeds, if at all, gratful for the opportunity to fulfill his moral obligations or promises.

 

Valor

His commitment is stronger that his fear of pain, hardship, or death.  A Bladesinger chooses the most formidable and threatening enemy - a powerful monster, a giant, a dragon, the leader of an army - as his primary opponent. 

 

 

 

Honor also involves respect, not just for the Bladesinger's peers and superiors, but for anyone sharing the Bladesinger's commitment to goodness and justice.  The Bladesinger shows mercy to the repentant, and refuses to inflict undue suffering even on the vilest evildoer.

Additionally, an honorable Bladesinger:

- Defers to the judgment of all lawful good characters of superior   social class, rank, and level

- Acknowledges the dignity of all lawful good people, reguardless of   their race, class, or economic status, by treating them with courtesy   and respect.

- Accepts all challenges to duel or fight given by those of comparable   status and power. (A challenge from an arrogant youngster or a   drunken warrior may go unheeded).

- Dies before compromising his princibles, betraying his LIEGE or   FAITH, or abandoning a protected charge.

 

The Bladesinger remains humble in spirit and action.  He rejects adluation and declines most formes of reward.  Tributes imbarrass him, almost offend him (now he would have a standard to live up to every time he did something).  The knowledge of a job well done suffices as thanks.  He speaks modestly of his deeds, if at all, gratful for the opportunity to fulfill his moral obligations or promises.

 

 

Bladesingers Forms of Identification

There are three items a Bladesinger has that identifies him as a Bladesinger: Sword, Spell Book, and Tattoo

 

The first item used for rank is the Bladesinger’s sword, cord color, tsuba, and what the quality of the sword is:

 

Level

Color

Tsuba

Sword

What I’ll get

Attributes

Magic

1

Purple

None

Training sword

10 Lbs. Long sword

-1 -1

None

2

White

None

Training sword

10 Lbs. Long sword

-1 -1

None

3

Red

A

Sword of choice

Katana

-1 -1

None

4

Orange

B

Sword of choice

Katana

-1 to damage

None

5

Yellow

C

Sword of choice

Katana

None

None

6

Brown

D

Sword of choice

Katana

+1 to hit

Sings

7

Grey

E

Sword of choice

Katana

+1 to hit

Sings

8

Blue

F

Sword of choice

Katana

+1 +1

Sings

9

Black

G

Sword of choice

Katana

+1 +1

Sings and light

10

Silver

Personal

Sword of design

Katana

Custom

Custom

11

Gold

Personal

Sword of design

Katana

Custom

Custom

12

Gold w/ silver stripes

Personal

Sword of design

Katana

Custom

Custom

 

Weapon Information

The guild master assigns a Bladesingers weapon to him.  At level 6, the agent is given the title "Bladesinger" and the blade assigned to the "Bladesinger" hums like the sound a tuning fork makes, low pitch when swung slowly and high pitch when swung quickly (at level 9 the blade is given an additional enchantment that allows the top inch of the blade to leave a streak of white light which remains in the air for 3 to 5 seconds, dimmer when swung slow, and brighter when swung quickly.  It is common for a Bladesinger to fashion his own weapon, 8 out of 10 make there own blade, even if it is a regular quality sword, there is still reason to be proud of what they have crafted by there hand.  When the Bladesinger believes he is worthy enough to craft his own weapon (this usually doesn't occur until Gold cord), the Bladesinger comes home for training, once he has completed his training he is issued new equipment as usual, but when the decision to create there own blade comes to them, they are to craft it as part of there training.  Once completed with this task the Bladesinger is to present his sword to the guild masters for approval.  If approval is granted then instead of getting the next sword with the trademark enchantments applied to it, the Bladesinger would just get the cord, and enchantments placed on his crafted sword instead, you are permitted to put other enchantments on your sword at this time before they cast the permanency spell on your sword, as long as the enchantments are approved by the guild masters you may put as many as you are able.  There are no reasons why you shouldn't have a band of color on your sword handle; even the High Guild master has a gold band with 8 silver stripes on it (level 20).  A Bladesinger by default is buried with his crafted weapon, unless the Bladesinger request that his weapon remain in the guild to further the guilds honor by being used by those who can't craft there own, most Bladesingers do this, thus furthering the image of those who have proven themselves worthy of such a weapon.  When I craft my weapon, I will call it "Drowslayer", and have it passed down to my first offspring who joins the guild and reaches the appropriate cord color. 

 

Almost all Bladesingers are weapon smiths – few are masters of the skill

Almost all Town Guards are fletchers – few are masters of the skill

 

Standard guild spells for swords:

1 singing enchantment

2 light, light trail and its lengths, the light trail is only a few millimeters thick/thin

3 cord enchantments (wrap around)

4 clean enchantment

5 crystal blade

6 Flaming blade, a thin band of short calm fire burns on the back edge of your blade

7 Enchant weapon (on cords)

8 Dimensional Blade

 

Level 6 = Blade sings

Level 7 = Small white/clear light on the tip of the blade

Level 8 = Short white/clear light trail from light source (lasts about 2 seconds in the air)

Level 9 = Cord to make sword +1

Level 10 = Crystal blade, self-cleaning enchantment on the entire sword, cords enchanted to wrap, Dimensional Blade enchantment

Level 11 = New cord enchantment due to new cord, white/clear light trail longer (about 7 seconds), make sword sentient (no spells yet)

Level 12 = Rod of Immobility on globe/orb of gold dragon control, give sword a couple of spells due to sword gaining Intelligence, sword +2

Level 13 = Flaming blade, give sword more spells (protective and "caring" spells), sword +3

Level 14 = Magic Mirror enchantment on globe/orb, give sword more spells, sword +4

Level 15 = Sword +5

 

 

All of the swords visual effects can be controlled by the caster and/or the sword at any time (?):

Trail: white/clear light, long or short,

Flaming blade can be off or on at any time the wielder desires

 

Spell Book Information

The second item used for indicating rank is a Bladesinger’s spell book. A Bladesinger’s spell book changes color like the sword handle to show rank/ability, every spell level he obtains is when his book changes color, not wizard level.  There is also a small metal plate in the middle of the cover that has the owners family emblem on it.  This plate shows how many guild spells you have been entrusted with to use and guard.  Only the guild masters can magically change the color of agents spell books.  The color is changed only when the agent has proven that he has a spell of appropriate complexity, and is able to cast it, and then the requested color is applied.

 

Book color

Spell Lvl

Caster Lvl

 

Metal Plate

Guild Spell #

White

1

1

 

Bronze

1

Light gray

2

3

 

Copper

2

Dark gray

3

5

 

Brass

3

Green

4

7

 

Iron

4

Red

5

9

 

Steel

5

Blue

6

12

 

Silver

6

Black

7

14

 

Silver

7

Silver

8

16

 

Platinum

8

Gold

9

18

 

Elven Steel

9

 

Guild Spells

Lightning Strike – 1

Fortify Familiar – 3

Singer’s Armor – 4

Singer’s Transformation I – 9 (casts 1, 2, 4, 5, and 6)

 

Due to the guild spells that could be contained in a Bladesinger’s spell book, should we have some form of an enchantment on every Bladesinger’s spell book, an enchantment that activates every 12 hours,  in the morning and in the evening, the enchantment will begin to destroy the spell book, unless its owner has been in contact with it with in the past couple of hours.  Its pretty much a safe guard along with all the other safe guards that a normal spell book has, this safe guard prevents any one from learning the contents of the book.

 

Tattoo Information

The third item that shows a Bladesinger’s rank is his full-face tattoo.  The honor levels/ranks of a Bladesinger are displayed on their face in the form of a face size animal imprint; different tattoos indicate the intended use/style of their weapon of choice.  The tattoo also indicates their capabilities compared to other Bladesingers.  A Bladesingers Tattoo has many different stages to it: first the eyes, second the tattoo extends down around the mouth, third and fourth it fills in the spaces on your cheeks between the corner of your eye down to your chin, fifth and sixth fills in the rest around your cheeks, seventh your fore head is done, eighth and ninth are the ears, tenth is the neck, and finally the remaining spaces are filled in. When a Bladesinger defeats another in a duel (the challenger must be 3 levels, and 3 tattoo levels lower for there to be a beneficial out come on his tattoo), the winner can have his tattoo enhanced to the next level, but only if he is of lower rank than the challenged Bladesinger.  Thus you can have different combinations, the band on their sword identifies how much training one has had, while the tattoo identifies what they have accomplished due to there training, the armor shows their battle experience, and their spell book tells of their power.  When your tattoo is completed you are considered a highly honored and skilled warrior, at this point you prove certain things, you are worthy of peoples respect, and any past mistakes you or your lineage may have made are amended, now that you have undeniable proof of your work towards such stature.  Only the guild masters can apply the guild tattoos, no others are allowed, and if a fellow Bladesingers tries, he is deemed dishonorable and then punished accordingly. 

 

Singer’s Armor III Information

Singer’s Armor (Abjuration, Conjuration)

Level: 4

Range: 0

Components: V.S.M.

Duration: Special

Casting time: 3

Area of Effect: Caster and Familiar

Saving throw: None

 

By means of this spell the caster conjures a magical suit of full plate mail, the armor is fully visible, and opaque, it glows faintly, giving off as much light as a candle.  This armor totally negates magic missile attacks from all directions.  The armor bestows to the caster and his familiar a base A.C. of 5 against melee attacks, A.C. of 3 against hand hurled missiles (axes, darts, spears, javelins, etc.), AC 2 against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.).  Singer’s Armor is not cumulative with any other armor spell, or armor the caster and/or his familiar are already wearing (if any), their dexterity bonus still applies.  Singer’s Armor does not add any weight, or encumbrance, it does not hinder spell casting.  The helm of the Singer’s Armor spell covers the casters entire head, the caster can see through the helm as if it were not there, the familiar’s suit of armor (if it can be one) covers all of the face as well (if possible), including the eyes, but the familiar can still see with full ability.  The eyes of the familiars armor glows, and the Bladesinger’s tattoos glow through the helm and are even more visible then before since now it “glows”, in full color, through the faceplate. 

 

Immune to diseases, and certain attacks vs. undead.

 

The armor protects against magical and non-magical weapons (it doesn’t protect vs. spells), when hit by projectiles, subtract 1 damage from each die, a die can be zero.  The armor last until the caster has taken 15 (+ 2/level of the caster) points of damage.  When the spell ends, due to duration or dispelling.  The material component for this spell is a Blademaster’s crystal sword; the sword is not used up by means of this spell.

 

 

 

Plate Ranking System In The Guild

There is another form of ranking with in the guild.

 

Need levels for plaque progression – 81 levels, one for each person slain in the Ivy Massacre, each level is named after one of the agents who dead.  Need to come up with names now, 81 of the freakin things

 

PLATES METAL TYPES AND BOURDERS, AND

 

 

 

1

Dow-chee

21

Culind

41

Beleros

61

Meliamne

2

Hoku

22

Albion

42

Trastoos

62

Aramil

3

Elea

23

Golan

43

Grishnac

63

Oakenheal

4

Sybl

24

Melisande

44

Bretonius

64

Valanthe

5

Ta-tiana

25

Kenago

45

Himo

65

Silaqui

6

Doshi or Do-si

26

Celeden

46

Thamior

66

Anastrianna

7

Geydan

27

Sham-Si

47

Liandon

67

Amakiir

8

Hara

28

Atemi

48

Xiloscient

68

 

9

Hidary

29

Valeria

49

Siannodel

69

 

10

Irimi

30

Bellarius

50

Nialo

70

 

11

Jinja

31

Alagorn

51

Amastacia

71

Antinua

12

Jyu (Gee-you)

32

Shurengyla

52

Xanaphia

72

 

13

Kaiten

33

Githzerai

53

Lia

73

 

14

Tachi

34

Tranthor

54

Ielenia

74

 

15

Kohai

35

Britage

55

Tharivol

75

 

16

Kumi-jo

36

Atlan

56

Laucian

76

 

17

Misagi

37

Guillory

57

Ivellios

77

Holimon

18

Ushiro

38

Be'ornhest

58

Aust

78

 

19

Curall

39

Clyos

59

Drusilia

79

Quarion

20

Ratan

40

Elean

60

Felosial

80

Iaido – level 1

 

 

The Argon or Archon?

 

The Honor Guard???

Consists of how many people, only masters can be in it?  Veofell Bellum is in charge of the Honor Guard.  How many are "allowed" in it, maximum number of how many?  Does the Honor guard have an emblem?  Yes, make one.  The honor guard is a group of our master who put together and make sure that certain things get done, and get done right.  From what I have heard this can consist of any thing.

 

More Guild Information

The guild is held in high respect with in our society, agents and members of the guild do not concern themselves about anyone's personal life, we are here to serve the guild and others, not squabble over who is more worthy than others, that shows on your face for every one to see any way.  This is why I was able to get into the guild, even though my family name is less than good.  Because my father crafted weapons for the guild is another reason why I was given a chance to get into the guild, the tournament was the winning reason, literally.  The guild has become the heart of the society in the past 86 years; to disgrace the guild is to disgrace the entire society.  Once you're part of the guild, you're always part of the guild. Those who are active in the fighting and defense for/with the guild are known as agents. Those who contribute to the guild in other ways (weapon/armor smithing, magical research/instruction, fighting instructors who no longer participate in battle or adventure) are known simply as members.

 

Punishment

Dishonorable Bladesingers are to be dealt with by the guild masters only, as punishment their tattoo is removed, their weapon, spell book, and fingers (not the thumbs) are taken from them, and they are out cast from the guild, no one in the society will further accept them as a fellow Elven brother. 

 

A Bladesinger should never: try to deceive any one, take advantage of any one, use projectile weapons, attack an unarmed person, or kill any one of good intent. 

 

A Bladesinger should: be honest, fair, and just, a Bladesinger honors all, always help a fellow elf in need, and is ready and willing to help others in need as well.

 

The Guild Information

There is a good size area in the guild were you can go and wait to challenge other agents there for practice, you may choose to have "any thing goes" but it is still a fight with the "dueling rules" still being applied. Challenges would be like: Person A beats person B, then C, D, E, and then person F beats person A, person F is now the person challenged for the control of the ring.

 

Other than the 5 year tournaments, dueling in the guild is not public knowledge. 

 

Academy Information

The academy at in guild of Lindorin has three Libraries with a laboratory for each one.  There us a student library with lab, an instructor library with lab, and the guild masters library and lab.

Each laboratory is organized and "decked out."  It has Granite tabletops (20), each one with a heat bath, dung bed, athan, analytical balance, glass masks that conform to the wearers face (40, the extras are for any one helping with the research), 2 descensory furnaces, 2 small alchemist's globes, and 1 large alchemist's globe (all three are at the back or the laboratory), 4 hand centrifuges, burettes (100), and thousands of peaces of filter paper.

 

19 courses in a typical academy curriculum:        1. Physical training I - VIII

                                                                                                2. Philosophy of magic

                                                                                                3. Basic astrology

                                                                                                4. Spell theory

                                                                                                5. Fundamentals of meditation

                                                                                                6. Language instruction

                                                                                                7. History of magic

                                                                                                8. Magic and society

                                                                                                9. Power thinking

                                                                                                10. Survey of literature

                                                                                                11. Library instruction

                                                                                                12. Fundamentals of spell transcription

                                                                                                13. Principles of casting

                                                                                                14. Spell tutorial

                                                                                                15. Spell seminar

                                                                                                16. Spell practicum

                                                                                                17. Formula analysis

                                                                                                18. Laboratory techniques

                                                                                                19. Introduction to first level magic

                                                                                                20. LIST MORE!!!!

We should add to this: Core requirements and optional classes.  For example this is too magic oriented for your character.  Magic is taut extensively in the guild.  General spell casting, spell writing stuff, enchanting, and __________.  Much is taut, I haven't chosen to learn.

 

The Academy has a few different times of the day for when it teaches certain color spell book students.  It starts early in the morning with white books to _______ (color) later in the evening.  Once you have completed your training past _________ (color), you "graduate" and a metal seal is placed in the cover of your spell book.  And you are then able to use the second library and laboratory with it(?).  Only certain days of the week are used to teach, others are used for students who are having trouble with there studies, I haven't used the privilege yet.  I caught on to the magical aspect pretty well thanks to Mealion's teachings.

 

instructors use wizard mark for chalk, and the walls for a black board.

 

The training hall is conducted in the same manner, certain color classes are held at certain times of certain days.

The Bladesinger is a good, professional combatant.  He takes orders well, offers strategic suggestions when asked, and fights valiantly alongside his companions.  The strengths of a Bladesinger is knowing in which situations to use which people in the party, and then modify his action to further help that plan along.  I must put all of this into practice when I’m out there with others.

 

Academy and training hall teach certain colors at certain times of the day, at a certain color you graduate

 

I still remember my lessons in the Academy, as the teacher spoke, I sucked it up like a sponge…  sort of… 

 

There was that one lesson on using illusions

The Tricks and Traps of Illusions - Its all in the details…

A common spell like “Cone of Cold” inflicts a set number of dice of damage, while spells like “Hold Person” affect a clearly stated number of creatures.  In each case, the effects of the spell can be negated wholly or in part by a saving throw, which has been adjusted according to a set of fairly standard modifiers.

Illusions, on the other hand, present a stark contrast to such generally accepted conversations because their effectiveness depends on the eye of the beholder (or DM if you will).  Not only are the actual illusions themselves limited only by the imagination of the caster, illusions can appear in a infinite variety of situations.  The circumstances surrounding the use of an illusion spell are often as important to the success of the casting as the form of the illusion itself.

 

Doubt is a Two-edged Sword

Consider a creature or object that should be making some noise but isn’t, or odd noises  emanating from an unexpected of unusual source.  Although such a situation should quickly arouse the suspicion of most humans or demihumans, there is no reason to assume that the creature will automatically associate these unusual events with the presence of an illusion.

 

There are many equally plausible explanations, especially in the AD&D world.

 

Is that full plate armored warrior running towards your mage silent because he is an illusion, or has the “Silence 15’ Radius” cast on him?  Are those disembodied voices the result of an “Audible Glamer”, or is there actually an invisible or camouflaged creature present?  Given these possibilities, an incomplete illusions shouldn’t automatically fail, but it does make for an easier save vs. spell.

The fact that most creatures tend to rely on one or two primary senses adds a further complication.  For instance, is an illusion of a silent red dragon more or less believable than one that creates noise but whose fiery breath weapon fails to produce a scorching blast of heat? How important is odor when creating an illusory otyugh? And what about creatures with particularly good or poor senses of vision or smell?  How do such abilities effect their chances to detect an illusion?

This system attempts to answer these questions by classifying the sensory components of an illusion, from a human perspective as least, as primary (sound and vision), secondary (extreme odor or temperature), or minor (normal odor or temperature).  These are then used in conjunction with an Intelligence check by the subject.  The effectiveness of the illusion then becomes a matter of which components are missing, how easily these defects are detected, and how likely the subject is to fully understand the significance of these sensory clues.  Hopefully, such a system will be far less subjective and easier to implement that the old disbelief rule. 

An Intelligence check is used because Intelligence represents  the creature’s mental acuity and capacity for reason; both are important factors in the ability to assimilate meaningfully the sensory information provided by an encountered illusion.  Characters with very high Intelligence scores are automatically immune to certain illusions, so it does not seem inappropriate to allow characters with lesser Intelligence scores a bonus to their save vs. spell if they notice inconsistencies in the presentation of an illusion.  This also means that unintelligent of just plain stupid creatures will be less likely to question the presence of an illusion and will be easier to fool even if the illusion is incomplete in some way.

 

The building Blocks of Illusion

It is no accident that vision and hearing are the fist senses affected in the hierarchy of illusion spells.  Sight and sounds are usually the most convincing components of any illusion and the lack of either component should be easy to detect.  When encountering an illusion that lacks one or more of these primary components, the target should be granted an Intelligence check.  Success on this roll means that the target has correctly observed the missing visual or audial cues and can therefore be granted a +4 bonus to the save vs. spell.

This assumes that the illusion created is one that can be reasonably expected to have sight or sound.  An illusory wall isn’t going to be expected to make any noise, and an “Audibly Glamer” can be cast in an area that the victim cannot see clearly.  In these cases, on Intelligence check or saving throw bonus is applicable.  Targets that fail the Intelligence check either do not notice the missing component or assume that some other factor (such as magical silence of invisibility) is in play.  An exceptionally striking visual effect may even overwhelm observers to the extent that they swear they not only saw the illusory ogre, but they also heard it crunching through the leaves, even if it was actually silent.  Or you can make the visual to dramatic and cause the target to believe that they are just seeing things.

Odor and heat are details that make minor contributions to the overall effectiveness of an illusion.  They become important only in situations where the desired effect has a strong thermal or olfactory component.  But even in those cases, odor and heat are secondary to sound and vision in the attempt to convince the target that the illusion is real.  In case where olfactory or thermal components are important to the overall effect (for example, an illusory troglodyte or bonfire) but are missing, the subject can roll an Intelligence check at a -4 penalty (Intelligence -4).  If the check is successful, the subject receives a +2 bonus to his saving throw to see through the illusion.  The bonus is reduced and the Intelligence check made more difficult because the components are secondary to the primary visual and audial cues, even in more drastic cases.

Note that even if the optional infravision rule is used, infravision does not automatically detect the presence of an illusion.  Infravision is simply a variant of ordinary sight and will be affected just as surely as normal vision.  A character or monster cannot test for the presence of an illusion simply by looking at the suspect object in the dark and checking for the absence of heat (or cold).

Under normal circumstances, however, thermal or olfactory effects will not be vital to the success of the illusion.  Indeed, it will take a sharp eye (or nose) and some quick thinking to be able to pick out these subtle inconsistencies.  If the DM decides that the targeted creature has some means of detecting a lack of temperature or odor (meaning that the illusion-caster is probably going to have to get pretty close), it gains a +1 saving throw bonus if it succeeds at an Intelligence -8 check.

A good example of this is an illusory dungeon wall made by a “Phantasmal Force” spell.  Someone touching the illusory wall may discover that it is room temperature while all the other walls in the dungeon are quite cool to the touch.  If the character picks up on this clue (in other words, succeeds at the Intelligence -8 check), he would receive the +1 bonus to the save needed to see through the spell.

The Intelligence check should be made as soon as the DM deems that the subject creature has interacted sufficiently with the illusion to require a save vs. spell.  Static effects such as illusory walls or doors might be investigated for several rounds or even longer before any Intelligence check or saving throw are needed.  However, an instantaneous effect like an illusory “Fireball” is going to require an immediate ability check and save.

Note that the same d20 roll is used to determine the success of the various Intelligence checks, though there could be up to 3 components (primary, secondary, and minor) missing from the illusion.  Thus, a hero with an Intelligence of 15 needs a roll of 15 or less on his Intelligence check to detect the lack of a primary component, a roll of 11 (Intelligence -4) to detect the lack of a primary and secondary component, and a roll of 7 (Intelligence -8) or better to detect all three types.  (This assumes that the illusion lacks that many components, of course).

In other words, a character who is so intent on attacking an illusory ghast that he fails to notice its odd silence (a fairly obvious primary component) will not notice that the ghast also lacks an odor (a more subtle secondary component).

These bonuses are cumulative, but a character can receive only one +4 bonus for a missing primary component , one +2 bonus for a missing secondary component, and one +1 for a missing minor component, for a maximum save bonus of +7.  Though this may seem like a lot of bonuses, few illusions will be so poorly conceived that they lack all 3 components, and only characters with a fairly high Intelligence score have a realistic chance of noting that minor inconsistencies.  In any case, once the DM determines how effectively the illusion has fooled the target, he can attempt the save vs. spell.

 

Illusion vs. Monster and Animals

The modifiers and the relative importance of sight, sound, odor, and temperature have thus far been given from the human and demihuman perspective.  The Monstrous Manual specifically describes some animals and monsters as having exceptionally good or poor senses.  The DM should take these factors into account by increasing or decreasing the importance and ease of detection of the various sensory phenomena.

For example, a rhinoceros possesses poor vision but has an excellent senses of smell; thus, odor should be considered the primary component, and vision becomes the minor one.  Since most ordinary animals have an Intelligence score of 5 or less, it may seem too harsh to require an Intelligence check even if their improved senses are not taken into account.  But remember, animals tend to rely on instinct, not reason.  A guard dog does not stop and think about why an illusory intruder doesn’t have any scent - it simply howls and/or attacks as it was trained to do.

At the other end of the scale are creatures such as dragons which have average or better Intelligence scores and enhanced senses of sight, hearing, and smell.  Such creatures are exceptions to the rule that requires a single Intelligence check for all of the missing components.  They receive an unmodified Intelligence check for each missing component, gaining a +4 to the save for one successful check, +6 for two successes, and +7 for three successful checks (assuming that many components are lacking).  With their high Intelligence scores and relatively easy saving throws vs. Spell, dragons will be quite difficult to fool with all but the most powerful illusion magic.

Similarly, if the DM feels that a particular monster or animal possesses two or more excellent senses, he should grant the monster the appropriate number of Intelligence checks and reward each success with the above saving throw modifiers.  However, don’t adjust a monster’s Intelligence score to reflect its superior senses; stupid is as stupid does.

For example, the fighter “Gronk” is chasing a thieving half-elf wizard down an alley when the tired wizard creates the illusion of a wall with a “Spectral Force” spell.  The illusory wall lacks no primary, secondary, or minor components, and walls have no distinctive odor (the only component not provided by the spell).  Gronk must make an unmodified save vs. Spell to detect the illusion.

Here’s another example: “Tamara”, a priestess with an Intelligence score of 18, as attacked by an illusory troglodyte creature with a “Phantasmal Force” spell.  She must roll an 18 or less on her Intelligence check to notice the missing primary component (sound) and a 14 or less (Intelligence -4) to notice the missing secondary component (smell).  Tamara rolls a 12, thus succeeding at both checks.  She gains a +6 bonus to her saving throw vs. spell. 

In a third example, the wizard “Portnoy” casts “Audible Glamer”, hoping to distract a guard dog (Intelligence 2) with the sound of a cat meowing in some nearby foliage.  The missing visual and heat components are unimportant (since the dog can’t see or feel the cat).  The dog can be considered to have a superior sense of smell, however, allowing it the chance to detect a missing primary component: the scent of the alleged feline.  In the unlikely event that the dog makes its Intelligence check, it gains a +4 to its saving throw vs. spell.

One last modifier can be added to the saving throw.  Illusions that inexplicably spring from out of nowhere should give the target a +1 bonus to its save with no Intelligence check being necessary.

Though spellcasters in the AD&D game certainly have the ability to bring forth walls of stone or fire or cause monsters to appear out of thin air, actually witnessing such an effect is enough to make most viewers wary (hence the +1 modifier).  This bonus is cumulative with the adjustments for missing components, which means that the save vs. spell can have a maximum bonus of +8.

Note that this bonus does not apply to illusions that are in place before a character encounters them; the bonus relies on the obvious magical, and therefore suspect, appearance of the illusion.  A party that turns a corner in a castle courtyard and encounters an illusory wall would not receive a bonus to their save unless they somehow witnessed the casting of the spell that created the wall.  However, the DM may allow the +1 bonus if a “Detect Magic” successfully reveals the magical nature of an illusory object.

A PC or monster who successfully saves, can see an faded outline of the illusion. 

 

The Illusionist’s Bag of Tricks

While the deceptive power of an illusion depends largely on the perspective of the target, the skill of the caster definatly plays an important role as well.  The scope of illusory effects should be more clearly defined to reflect this role.  Illusory effects can be grouped into three broad catogories: monsters, spell effects, and inanimate objects.

 

 

 

NOT FINISHED YET FROM Dragon magazine 222.  FINISH IT!!!

 

More over, there were repeated lessons on cantrips Cast a cantrip?  No thanks; I don’t need my shoelace tied right now.

 

Cantrips information

Apprentices to great mages have long known the only way to learn the art of magic is to practice, and practice hard.  Magical training devours years of youth, and the regime for neophyte wizards is rigorous, exhausting, and often tedious.  Before a young mage can master even such simple incantations as the spells “sleep” or “read magic”, he must be able to call upon magical forces to produce any effect he desires.

 

Such spells are commonly known as cantrips or “little wishes”, and while they have only a minor influence on the surrounding world, they are nonetheless important.  Cantrips teach the basic lessons of magic – simple conjurations, illusions and alterations.  Once he masters the cantrip, the wizard can progress to more complex spells.

 

Abjuration

Abjuration cantrips tend to be practical, often employed by apprentices to clean up rooms, dust shelves, sweep and polish floors, wash and dry clothes, aid the caster’s balance, and warm or cool foods and drinks.  Minor wards can also be established (10’ radius maximum) against insects and rodents, or an area can be enchanted to stay cool or warm.  The cleaning cantrips may either animate cleaning utensils or create ghostly phantom utensils.

 

Alteration cantrips

The cantrips of alteration magic represent a wide range of uses, from changing the colors of faded plants or garments, to altering the taste of food, or freshening spoiled food – in these forms they are permanent.  Such cantrips can also gather firewood; hide footprints; cut, tie, or untie knots in rope or string; or brighten and dim lights.  Alteration cantrips can also act as rudimentary “polymorph” spells, able to change insects to rodents or vice versa for up to one turn.  Furthermore, they can change vegetable or animal items into others within the same kingdom for one turn or less, depending upon how drastic the change is.  The physical shape of small mineral objects can be altered, such as a coin changing to a ring.  Such a transformation lasts for one round.

 

Conjuration and summoning cantrips

These cantrips can summon tiny creatures: normal insects, or snakes.  Normal items weighing less than one pound can also be conjured permanently; such items may not be worth more than one gold and may not be made from any valuable material.  Items between one and five pounds in weight can be conjured, but they remain for only one turn before disappearing.  Invisible forces can also be conjured to rattle, or tap objects or snatch at, tickle or prod unsuspecting creatures.  Conjured objects may appear normal, but they are never stronger than balsa wood and break if stressed.

 

Divination cantrips

Lesser divination can be performed, such as determining the sex of a creature, discovering whether a door or chest is locked without having to touch it, locating the direction of north (magnetic rocks or nearby magic may cause distortions), divining the presence of magic in a 30’ radius (but not type, direction, or strength), or searching for secret doors.  In this latter case, the spell has the same chance of success and takes the same time as the caster would, but leaves the mage free to do other things.

 

Enchantment and Charm cantrips

Enchanting cantrips can move inanimate objects around slowly and jerky, as if with a crude form of “telekinesis” (weight limit of 2 pounds).  This may spill liquids, pull items off shelves, or knock over unstable objects (such as brooms or sticks).  No damage is inflicted by items used to attack.  Charm cantrips affect creatures, and can force targets to wink, nod, scratch, belch, yawn, cough, giggle, sneeze, or perform any other minor, involuntary action.  A saving throw vs. spell is applicable; success negates the effect or renders it unnoticeable.  Cantrips such as these cannot disrupt concentration, but may prove embarrassing for their victims in diplomatic situations.

 

Illusion and Phantasm cantrips

These cantrips create false sounds, images, or scents.  They can make haunting sounds like moans, chains rattling, footsteps, creaks and eerie bumps, or indistinct muffled sounds.  When creating images, illusion cantrips form floating, colored globes of light; alter the facial features of a creature; create illusionary furniture, carpets, or bushes in a flat and empty area; or conjure a two-dimensional illusion (invisibly from one side or rear).  All visual illusions can be dispelled by touch or “dispel magic”, and they remain only as long as the caster concentrates on them.  Any smell created lasts only as long as the caster concentrates, affecting a maximum area of ten cubic feet.  Breezes dissipate the smell, and it may be masked by an overpowering smell, such as a troglodyte’s stench or the carrion odor of a ghast.  Bards use these a lot (cantrips keep time very well), attracting an individual’s attention from across the room or street, illusions and glowing shapes to enhance acts, and false applause.  Of course any cantrip user may create these effects as well.

 

Invocation and evocation cantrips

These cantrips can create glowing lights of any color, puffs of smoke, miniature colored flames shooting from the caster’s fingers, crackles of lighting and sparks, or a glowing mystical radiance.  They can painfully another creature, scorch and destroy paper or wood without flames or heat, or cause harmless but noisy explosions.  None of these cantrips can physically damage any but the smallest of targets, though they may ignite combustible materials, frighten animals, and alarm the superstitious.

 

Necromantic cantrips

Necromantic cantrips foster death and decay.  They can make flowers wilt or food spoil.  Tiny animals such as rodents or insects may be killed by a necromantic cantrip, or animated as a ½ HD undead creatures (no more than 2 HD total per cantrip).  Bones may rattle, corpses twitch, or glowing points of light appear in the eyes of skulls or undead.  Another necromantic cantrip calls out to undead creatures in a 60’ radius, alerting them to the presence of a necromancer.  The undead creature may respond to this information in any way they wish, and the caster does not learn of their presence or absence.

 

Elemental cantrips

Elementalist wizards may use any form of cantrip, although their favorites concern their chosen element.  They cannot cast cantrips concerning their opposing element. 

Air cantrips include the creation of mists, puffs of smoke, hazes, scents and gusts of wind string enough to billow robes, dry washing, or disperse unpleasant smells.

Earth cantrips create or alter stone, sand, mud, clouds of dust, minor earth tremors, and the growth of stalactites. 

Fiery cantrips create sparks, warmth, flickering lights (no stronger than torch light), and can ignite dry undergrowth, paper, campfires or thin sticks.

Water cantrips deal with the conjuration of water, thick mist (rain if mist is already present). Currents and ripples in water, and small waves.  Salt or fresh water may be created, as desired.

 

Wild cantrips

Wild mages have no specific cantrip effects of their own, apparently because their science is still a young one.  It has been observed that roughly 5% of cantrips attempted by wild mages become wild surges.

 

 

 

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++End of Guild related information+++++++++++++++++++++++++++++++++++++++

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 

Meeting Mannon

About 7 years ago, I helped a young man Mannon Narius.  He was running from some people, a large group of people, as a Blades men I was given watch in that part of the trees by my masters orders, he told me it was time I started to take roles expected of me that would arise soon, I had been watched Mannon and the others for some time now, I thought at first Mannon was a criminal and was running from justice.  There was some shouting, Mannon scored a hit on a man with a knife, right across the face.  Shortly after that Mannon was caught by that man with that same knife haven been driven through his right hand. I started listening, and was about to but in when I heard the man describe an event that was suppose to take place that would have killed Mannon.  But instead it killed there master, I assumed now that they were apprentices, when describing his plan, the man showed no remorse for the passing of there master, honorless dog.  I had heard enough, I made my move, I snuck up behind the man standing over Mannon and hit him with the flat of my blade just in time to keep him from casting a spell at Mannon.  He was out cold, I he’d be that way for a while.  I didn’t know how much time we would have so I got the knife out of Mannon’s hand, cleaned it first, then pulled it out, gathered his stuff since he was obviously in some kind of a stupor, and finally asked him, “Are you just going to lay there until he wakes up?”  That woke him up.  He was to his feet soon after that, and we were off.  I knew I had to take him to my town, this is the kind of thing that we have a clinic for, Aiya will help him at least. 

 “Thank you for coming to my aid back there,” I heard the young man say.

“It was nothing. I happened across you while I was scouting and heard him admit to his crime. I would have killed him, but I can’t strike an opponent from behind, or kill and unarmed foe, its against my code of honor. Besides, I had to disrupt his spell.”

“I wonder what spell that was,” he commented.

“It’s not one that I have ever learned,” I replied.

After looking at my sword and attire, the young man asked, “You can cast spells?”

Laughingly I answered “Yes, but not very many yet. I could do that little trick you did with the blue bolt. But my Guild and honor code will not allow it.”

He looked confused now and then stated, “But, you carry a sword!”

“I’m a member of a Guild of Bladesingers,”

“What is a Bladesinger?” he asked.

“Bladesingers are Elves who are taught a unique fighting style that combines metal and magic in such a way as to make the blade sing through the air,” I explained. “Some of the veterans of my Guild are very good. Over 80 years ago, there was an attack on our city by a Drow army. The town guard could not have held them back, and it was a 350 or so group of Bladesingers that defeated the army.”, “But, it is forbidden to teach this fighting style to non-elves.”

After walking in silence for some time, I started thinking to my self out load “I hope they’ll understand.”, then all of a sudden I hear in Elven a reply to my statement.  I stopped dead in my tracks, and looked at the young man, “I wasn’t aware that you spoke Elven, I’m sorry.”  He had lost a lot of blood he soon collapsed and I had to carry him the rest of the way home.  I got him to the clinic and Aiya was there, Dad soon came to see what was going on, then the arguing started.  “You know what state our family’s honor is in,” my father said, “Bringing in an Outsider is not the smartest thing you have ever done, Kisys.”

“But Father, he and another were struggling in the woods. When I came upon them, I heard the other one confess to murder. I saved his life, is that not honorable?”

Aiya said, “He is awake.” She knelt beside the bed and gently unwrapped the cloth from Mannon’s hand.  She healed it pretty quick, she was starting to really get the hang of this healing stuff.

We spoke more when I had time. With in a few days we sent him off to the town to the west.  Hopefully he would find peace there.  I gave him a large statue that Mealion had kept in his house.  It was a statue that had a counter part, with these two statues Mannon and I could stay in touch with each other and I could find out how he is doing and, and through him our town could learn about the town to the west.  It was a win/win decision.  After 7 short years Mannon spoke of a holy mission he was being sent on, he asked if I could help him in his journeys.  His mission sounded noble, and his voice reassured me that he was sincere, so I agreed to help him on his journey, I had to ask permission to go, and inform the guild of what was going on, well inform them of what little information I knew at the time.  We are to escort a young woman (Kara Florin), and her friends to were ever they need to go, to accomplish what ever they need to accomplish, they all come from the town Tricia, the town with little defenses that I believe Mealion went to, so I will want to go there next, unless something else comes up. 

 

My Conclusion

After learning what I could from Mealion, and then Mealion disappearing, having to prove myself to marry Talanya, being given the responsibility of reclaiming honor to my family name, and Mannon coming to me for help, I figured now is as good a time as its going to get to start my quest for honor.

 

“Be calm and focused on your target, yet be aware of your surroundings, and you will do fine young agent.” Said to me by one of my masters as I set out on my quest.

 

Items I seek on my quest for redemption:

1.     The leader of the ones who attacked our village, so I can kill him, if he still lives.

2.     Mealion, find out why he left, help him with his quest if needed, and then help him home, were he will be safe.

3.     Information on either of these events.

4.     Combat experience/training.

5.     More spells. (With this I would like to show Mealion that I appreciate what he first taught me).

6.     To master the katana, and master the Bladesinging art.

7.     Materials to craft my own sword when I’m ready, I need more information concerning this.

8.     A familiar (must obtain spell components to summon familiar).

9.     Need to look for some stuff for Talanya, a nice dress, or a crystal flower that really lives and grows.

10.   Other misc. magical items that I can use.

11.   Would like to acquire some Boots of Elvin kind so the noise my feet make will not interrupt my songs, and a cloak of

        Elvenkind with true seeing permanently placed on it for superior scouting.

12.   Would like to acquire some object with Free Action on it, or enchant my blade to do it.

13.   Collapsing/Rolling spell book - This resembles an ordinary traveling spell book, except that it can be folded over and

  over until it is a 1 square inch cube.  The book can be unfolded when its owner wishes to consult it, then

  folded back into its small size for easy carrying.

14.   Pen of excellence - A pen of excellence grants the user the following abilities:

        He can write at twice his normal speed

        He can draw accurate pictures of anything he sees with the precision of the finest artist.

        Any type of ink can be used with the Pen of excellence.

15.   Spells on scrolls (for speed casting), for my sword and familiar

16.   I need to get a hold of an endless decanter of water.  And then something involving food.  And if I do we will be using it for

        the benefit of the party so it will have to be blessed and every thing, and that’s fine with me.  Also an endless bag of food of

        some kind would be useful and good for the party.  Having both things blessed, and immune to poison permanently on them.

17.   Blah… 

 

And so, my adventure started…

 

 

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