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    Titan in the Playground
     
    PairO'Dice Lost's Avatar

    Join Date
    Dec 2008
    Location
    Malsheem, Nessus
    Gender
    Male

    Default Masters of the Nine Swords [OOC]

    This is the OOC thread for the Masters of the Nine Swords game; the IC thread is here

    Player Character
    BelGareth Abd al-Aziz
    Stack Torog Three-Mountains On Vacation
    DrK 4 of 9
    mrcarter11 Belcor
    TekHed Koan

    If your background information is not on your character sheet, please either copy it there or repost it in this thread, as recruitment threads tend to disappear without warning. After that, everyone please pick a speech color and head over to the IC thread to get started.

    The 16 Questions
    Spoiler
    Show
    1. What game system are you running?
    2. What 'type' or variant of game will it be? What is the setting for the game?


    D&D 3.5, set two years after the fall of the Temple of the Nine Swords.

    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?

    I'm taking 4 players; I'll consider keeping other players as alternates in case people drop, but since their characters will have to have the same discipline focus as the character they're replacing, alternate characters may need to be tweaked if that comes up.

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?

    Here on the PbP forums.

    5. What is the characters' starting status (i.e. experience level)?
    6. How much gold or other starting funds will the characters begin with?


    15th level, with 100,000gp to spend. No more than 1/2 may be spent on a single item. See Houserules, below, as well.

    You also possess the legacy weapon of your chosen discipline, with all of the rituals unlocked. You do not take any of the associated penalties for wielding it, because (A) you're masters of the discipline, you're Just That Good and (B) the idea of imposing penalties for those weapons is a stupid one to begin with.

    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?

    You must take at least 2/3 your levels in one of the martial adept base classes or ToB prestige classes. Other classes are certainly allowed (e.g. a few levels of fighter for complementary feats or a level or two of wizard for JPM) but the build should really remain focused around the ToB side of things and you should have a good reason for going outside the martial adept classes.

    You may request homebrew base classes and PrCs, though no homebrew disciplines will be allowed; there are 9 and only 9 disciplines in this game. I'd prefer if you stuck to the base 3 classes, but if you must go with a different base class you can request it. No homebrew PrCs that don't at least partially advance maneuvers or aren't related to ToB somehow will be allowed.

    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?

    Any official races are allowed. No homebrew races.

    9. By what method should Players generate their attributes/ability scores and Hit Points?

    32 point buy, max HP at first level and average HP thereafter.

    10. Does your game use alignment? What are your restrictions, if so?

    Alignment really only matters for Devoted Spirit and Crusaders; this game is more "our temple vs. their temple" than good vs. evil or law vs. chaos.

    11. Do you allow multi-classing, or have any particular rules in regards to it?

    Go wild, keeping in mind the above restrictions on your build. There is no multiclassing XP penalty.

    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?

    Use the forum dice roller. You make your rolls, I'll make NPC rolls, though I might make some hidden rolls for you or roll saves and such to save time.

    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.

    You must take all possible maneuvers for your discipline before taking maneuvers outside your discipline, when choosing maneuvers granted by your class; Martial Study and Martial Stance can let you pick up maneuvers outside that discipline, as normal.

    Shields apply their AC bonus to touch AC and Reflex saves as well.

    We're using the defense bonus variant, slightly modifier. Add half the listed defense bonus for your class (warblades and crusaders use column D, swordsages use column B) as a deflection bonus to AC and increase whatever armor bonus to AC you have by the remainder. Thus, anyone with at least 1 level in a non-barbarian full-BAB class has +5 deflection and +6 improvement to armor at start, while a pure swordsage or swordsage/barbarian has +4 deflection and +4 improvement to armor at start.

    To try to emphasize that you're Just That Good martial adepts, the following changes are made to feats and ability boosts:
    --Everyone gains 2 bonus feats at 1st level (like flaws, but without the downside!) and gains feats at every odd level instead of every 3rd level after that.
    --The Big 6 items (items granting enhancement bonuses to ability scores, resistance bonuses to saves, enhancement or deflection or natural armor bonuses to AC, and enhancement bonuses to attack) no longer have those functions. Instead, you gain +1 to each ability score at every even level, which roughly approximates these bonuses while making you more all-around competent. Any bonuses of these sorts that the legacy weapons grant are now typed as sacred bonuses, so you still get them.

    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?

    Explain how you came to the Temple originally, how/why you survived the Battle of the Nine Swords, anything relating to why you chose your discipline, and general history/personalty. Anything beyond that is up to you.

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?

    I'll attempt to make the game roughly half intrigue/exploration/RPing (countering the opposing Temple's agents, finding the whereabouts of the other Swords and retrieving them, etc.) and half combat (mostly against classed NPCs of the opposing Temple, though there will be monsters as well), but that obviously can change based on your actions.

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?

    Subject to the restrictions above, all official 3e sources are open, including Dragon magazine and setting books (though please de-flavor the setting-specific stuff).


    Allowed Homebrew
    Spoiler: Revised Disciplines
    Show
    Spoiler: Desert Wind
    Show
    General Changes
    • Any maneuver that deals Xd6 damage instead deals Xd8 damage.
    • Any maneuver that deals less base damage than [minimum maneuver level]d6 (1d6 for a 1st level maneuver, 3d6 for a 2nd level maneuver, etc.) deals that much damage instead.


    Spoiler: Tweaked Maneuvers
    Show
    1st Level

    Blistering Flourish: Change the saving throw text from "Fortitude negates" to "Fortitude partial; see text." Add the following text to the end of the first paragraph: "If you have 19 or more ranks in Tumble, creatures affected by this maneuver are instead blinded for 1 round and then dazzled for 1 minute; a successful Fortitude save negates the period of dazzling and reduces the blinding to dazzling."

    Distracting Ember: Replace the text "It takes no actions or attacks of opportunity during your turn." with "As soon as it appears, it makes a single melee attack against an enemy that you designate within its reach, and it may take attacks of opportunity as normal."

    2nd Level

    Burning Brand: Add the following text at the end of the first paragraph: "You may choose to have one of the attacks you make during your turn resolved as a melee touch attack, however the chosen attack does not benefit from any bonuses to damage deriving from your Strength bonus, Power Attack, or any other source that relies on physical force to deal extra damage."

    Flashing Sun: The type of this maneuver changes from Strike to Boost. Delete the sentence "As part of this maneuver, you take a full attack action and make your normal melee attacks." from the maneuver's description.

    Hatchling's Flame: Replace the text "2d6 points of fire damage" with "1d8 fire damage, plus 1d8 per two initiator levels beyond 1st (maximum 7d8)."

    3rd Level

    Death Mark: Replace the text "6d6 points of fire damage" with "6d8 fire damage, plus 1d8 per size category the creature is above Small."

    Holocaust Cloak: Add the following text at the end of the first paragraph: "An opponent that ends its turn adjacent to you takes an additional 5 points of fire damage."

    Zephyr Dance: Add the following text at the end of the maneuver description: "If you have 19 or more ranks in Tumble, this bonus also applies against all successive attacks the opponent makes against you on his turn."

    4th Level

    Firesnake: Change the duration from "Instantaneous" to "3 rounds, or Concentration (maximum 1 round per initiator level); see text." Replace the third paragraph with the following: "A firesnake normally must move along the ground, paying the standard movement penalties for difficult terrain and other effects. If you choose to directly control the firesnake by concentrating on its movement (requiring a standard action each round), you may cause the firesnake to move as if flying."

    5th Level

    Dragon's Flame: Increase the range from 30 feet to 60 feet.

    Lingering Inferno: Change the duration from "3 rounds; see text" to "1 round per 3 initiator levels; see text" and modify the maneuver's description appropriately.

    Leaping Flame: Add the following text at the end of the first paragraph: "If you successfully move adjacent to your opponent, you may make a single attack of opportunity against him."

    6th Level

    Desert Tempest: Replace the text "Your movement provokes attacks of opportunity, as normal." with "This movement does not provoke attacks of opportunity."

    Fiery Assault: Replace the text "an extra 1d6 points of fire damage" with "an extra 3d8 fire damage."

    Ring of Fire: Add "Duration: 3 rounds" to the maneuver statistics block. Remove the second paragraph of the maneuver description.

    8th Level

    Rising Phoenix: Replace the text "dealing 3d6 points of fire damage to creatures adjacent to or within the column, including creatures adjacent to your square." with "dealing 5 points of fire damage to creatures adjacent to or within your space and forcing a Fortitude save (DC 18 + your Wis modifier) to avoid becoming fatigued for 1 round. A creature that is already fatigued by some other means than this maneuver becomes exhausted upon failing its saving throw; a creature that is already fatigued by this maneuver is not affected further."

    Wyrm's Flame: Replace the text "10d6 points of fire damage" with "1d6+2 points of fire damage per initiator level."

    9th Level

    Inferno Blast: Increase the area from a 60-foot radius to a 90-foot radius, and change the saving throw entry from "Reflex half" to "Reflex partial." Add the following text to the end of the first paragraph: "Creatures that fail their Reflex saves catch on fire. You may choose to affect unattended objects in the area as well as creatures, in which case they take full damage and automatically catch fire if they are not destroyed outright."

    Spoiler: New Maneuvers
    Show
    1st Level

    OASIS BREEZE STANCE
    Desert Wind (Stance)
    Level: Swordsage 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance
    An easy, repetitive motion of one hand causes the wind to circle gently around you, cooling yourself and your allies and making a desert trek less harsh.
    While you are in this stance, you and all allies within 60 feet gain the benefits of an endure elements effect. In addition, you never take difficult terrain penalties from moving over loose sand or gravel, and you are immune to dessication and dehydration.

    This maneuver is a supernatural ability.

    4th Level

    SCORCHING GALE
    Desert Wind (Strike) [Air]
    Level: Swordsage 4
    Prerequisite: Two Desert Wind maneuvers
    Initiation Action: 1 standard action
    Range: 30 ft.
    Target: One creature
    Saving Throw: Reflex partial
    A hot wind swirls around you as you swing your blade above your head, then blasts your target away as you slash your sword at him.
    When you initiate this maneuver, make a bull rush attack (PHB 154) against your target. Resolve the bull rush attempt normally, substituting your Wis modifier for your Str modifier. If you succeed, you may push the target in any direction desired, even straight up into the air, and the target must make a Reflex save (DC 14 + your Wis modifier) or be knocked prone at the end of his movement.

    This maneuver is a supernatural ability.

    ZEPHYR SPRINT
    Desert Wind (Boost)
    Level: Swordsage 4
    Prerequisite: Two Desert Wind maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn
    You glide effortlessly across the sands, feet barely touching the ground.
    The desert wind envelops you and carries you over and around any obstacles. When you initiate this maneuver, you may immediately move up to your base land speed, ignoring difficult terrain in your way. This movement does not provoke attacks of opportunity.

    5th Level

    FLENSING WIND
    Desert Wind (Strike) [Air, Earth]
    Level: Swordsage 5
    Prerequisite: Two Desert Wind maneuvers
    Initiation Action: 1 standard action
    Range: 30 ft.
    Area: Cone
    Saving Throw: Fortitude partial
    You thrust your sword into the ground, then bring it up in a slashing motion. A powerful burst of sand-filled wind accompanies the motion, scouring the flesh from the bones of all in its path.
    A creature within the area of this maneuver must make a Fortitude save (DC 15 + your Wis modifier) or experience the effects of a windstorm (see Wind Effects, DMG 95) blowing from your space to the limits of the maneuver's area. Whether or not they succeed on their saving throw, creatures in the area take 5d8 piercing and slashing damage from the high-velocity sand and grit carried by the wind.

    This maneuver is a supernatural ability.

    STANCE OF BUFFETING WINDS
    Desert Wind (Stance) [Air, Fire]
    Level: Swordsage 5
    Prerequisite: Two Desert Wind maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance
    You wrap your blade in layers of whirling air, allowing you to more easily bat away enemy blows and more easily subdue your opponents without harm.
    While you are in this stance, you may choose to deal nonlethal damage with your weapon without suffering the normal -4 penalty to attack for doing so; any maneuvers that would deal fire damage instead deal nonlethal fire damage, with no visible manifestation aside from a slight heat distortion in the air (Spot DC 20 to notice). Additionally, you do not provoke attacks of opportunity when attempting combat maneuvers for which you do not possess the Improved [Maneuver] feat, and you gain a 50% miss chance against ranged weapon attacks and attacks of opportunity from movement.

    This maneuver is a supernatural ability.

    STANCE OF THE PARCHING SUN
    Desert Wind (Stance) [Air, Fire]
    Level: Swordsage 5
    Prerequisite: Two Desert Wind maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance
    By changing the movement of your blade just slightly, you can use your ki to produce blasts of superheated air rather than flame.
    While you are in this stance, any maneuvers that would deal fire damage instead deal dessication damage. This means that they ignore fire resistance and immunity, deal +50% damage to oozes, plants, and creatures with the (Water) subtype, and have no visible manifestation aside from a slight heat distortion in the air (Spot DC 20 to notice), but the do not affect objects or nonliving creatures and can be resisted by effects that protect against dessication, dehydration, or extreme heat.

    This maneuver is a supernatural ability.

    6th Level

    HOWLING SIROCCO
    Desert Wind (Strike) [Air, Earth]
    Level: Swordsage 6
    Prerequisite: Three Desert Wind maneuvers
    Initiation Action: Standard Action
    Range: 90 feet
    Area: One wall section per initiator level
    Duration: 1 round per 3 initiator levels
    Saving Throw: Fortitude partial
    With a wave of your hand, the wind kicks up a sheet of sand to blot out the sun.
    You conjure a vertical wall of abrasive sand that blocks the path and proves hazardous to pass through. Each section of the wall is five feet wide and ten feet tall, and the wall can be arranged in any shape desired as long as one wall section is adjacent to your space when created, all wall sections are contiguous, and no wall section touches more than two others. The wall cannot be conjured so that it initially occupies the same space as a creature or another object. The wall blocks line of sight and is treated as a wind wall for determining what can pass through it. When a creature attempts to pass through the wall, and at the start of each round they remain inside it, they must make a Fortitude save (DC 16 + your Wis modifier) or take 3d8 piercing and slashing damage and be blinded and deafened for 1 round; a successful save negates the blinding and deafening and halves the damage.

    You may only have one instance of this maneuver active at one time; a second use causes the first to end. This maneuver is a supernatural ability.

    ZEPHYR DASH
    Desert Wind (Strike)
    Level: Swordsage 6
    Prerequisite: Two Desert Wind maneuvers
    Initiation Action: 1 full round
    Range: Personal
    Target: You
    Duration: Instantaneous
    You rush through the air faster than the eye can follow.
    As part of this maneuver, you must either charge an opponent or run. In either case, you charge or run with a fly speed equal to one and a half times your base land speed with perfect maneuverability and your movement does not provoke attacks of opportunity.

    This maneuver is a supernatural ability.

    7th Level

    DUST DEVIL
    Desert Wind
    Level: Swordsage 7
    Prerequisite: Three Desert Wind maneuvers
    Initiation Action: 1 full-round action
    Range: Touch
    Area: Cylinder (40-foot radius, 100 feet high), centered on you
    Duration: 1 round per 3 initiator levels
    Saving Throw: Reflex negates; see text
    You whirl around in dizzying circles and the wind moves with you, drawing in anyone unfortunate enough to get too close.
    For the duration of this maneuver, any creature that begins its turn within the area must make a Reflex save (DC 17 + your Wis modifier) or be pulled 20 feet closer to you, ending up in the nearest adjacent space. Flying creatures are pulled 20 feet horizontally and 30 feet vertically, taking falling damage and ending up prone if they are pulled into the ground. A successful Reflex save negates the pulling effect for creatures on the ground, and halves the distance moved for flying creatures and prevents them from falling prone if they hit the ground.

    This maneuver is a supernatural ability.

    WRATH OF THE DESERT SUN
    Desert Wind (Boost)
    Level: Swordsage 7
    Prerequisite: Three Desert Wind maneuvers
    Initiation Action: Immediate Action
    Range: Touch
    Area: 120-foot radius emanation
    Duration: 1 round per 3 initiator levels
    Saving Throw: Fortitude partial; see text
    The slightest reflection of light in your blade grows swiftly to the full light of day, burning foes who would dare to look upon it.
    For the duration of this maneuver, one weapon you wield emanates brilliant light equivalent to a daylight spell heightened to 6th level. Additionally, at the start of your turn, all enemies within the area take 1d6 fire damage and must make a Fortitude save (DC 16 + your Wis modifier) or be blinded for 1 round.

    This maneuver is a supernatural ability.

    8th Level

    BLAZING TEMPEST
    Desert Wind (Strike) [Fire]
    Level: Swordsage 8
    Prerequisite: Three Desert Wind maneuvers
    Initiation Action: 1 full-round action
    Range: Personal
    Target: You
    Your enemies see nothing but a blazing streak as they are slashed to pieces.
    As part of this maneuver, move up to your speed. Each time you exit a square adjacent to an enemy, you can first make a single melee attack against that foe, dealing an additional 5d8 fire damage with each successful hit. You cannot attack a single enemy more than once with this maneuver. For the duration of this maneuver, you gain concealment and your movement does not provoke attacks of opportunity.

    This maneuver is a supernatural ability.

    HEAT OF BATTLE
    Desert Wind (Stance) [Air, Fire]
    Level: Swordsage 8
    Prerequisite: Three Desert Wind maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Area: 30-foot radius emanation
    Duration: Stance
    Saving Throw: Fortitude partial
    With every step and motion of your blade, heat pours off you in waves to wear down your foes.
    While you are in this stance, any creature that starts and ends its turn within the area must make a Fortitude save (DC 18 + your Wis modifier) or be exhausted for 1 round and take 4d8 points of nonlethal damage; a successful save reduces the exhaustion to fatigue and halves the damage.

    This maneuver is a supernatural ability.

    PHOENIX WING DEFENSE
    Desert Wind (Counter)
    Level: Swordsage 8
    Prerequisite: Three Desert Wind maneuvers
    Initiation Action: Immediate Action
    Range: Personal
    Target: You
    Duration: Instantaneous
    You twist your sword through a complicated motion resembling a giant bird encircling itself with its wings, and the blast of fire hurtling towards you dissipates harmlessly.
    When you would be affected by an effect with the [Air] or [Fire] descriptor, or any effect dealing fire or dessication damage, you may initiate this maneuver to negate its effect on you (any other creatures that would be harmed by the effect are not protected). If you would have been dealt damage by the effect after taking into account any immunity or resistance to the damage you may have and the originator of the effect poses a direct and immediate threat, you instead heal half the damage you would have otherwise taken, up to an amount equal to your initiator level.

    This maneuver is a supernatural ability.

    Spoiler: Iron Heart
    Show
    Enhanced Maneuvers:

    • Absolute Steel Stance: Increase the dodge bonus granted by this stance to +4.
    • Dancing Blade Form: Replace the second paragraph with "While you are in this stance, your melee reach is increased by 5 feet."
    • Dazing Strike: This maneuver deals an additional +3d6 damage on a successful hit, which is not reduced if the target's Fortitude save is successful.
    • Disarming Strike: This maneuver deals an additional +3d6 damage on a successful hit, which is not reduced if the target's Will save is successful.
    • Punishing Stance: Replace the first sentence in the second paragraph with "While you are in this stance, you deal an extra 1d6 points of damage plus 1d6 points per 6 initiator levels with all melee attacks."
    • Supreme Blade Parry: Increase the damage reduction granted by this stance to 10/—.

    Rewritten Maneuvers

    FINISHING MOVE
    Iron Heart (Boost)
    Level: Warblade 7
    Prerequisite: Three Iron Heart maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You

    The first melee attack you make on your turn after initiating this maneuver deals additional damage based on your target's current hit points compared to its full normal hit points:
    • Full: +4d6
    • Between half and full: +6d6
    • Less than half: +14d6

    This maneuver may apply to an attack made with another maneuver, but only the higher bonus damage applies. (For instance, if initiated before Dazing Strike against an enemy at half hit points, the dazing effect would be resolved normally but you would only deal +6d6 damage rather than +6d6 plus +3d6 damage.)

    Spoiler: Stone Dragon
    Show
    We will be using Endarire's Revised Stone Dragon v1.9 with the following additional modifications:
    Quote Originally Posted by PairO'Dice Lost View Post
    As for the tweaks to RSD for this game:
    • Mountain Skin Stance gives a flat +3 natural armor bonus to AC again. You'd only be getting a +3 or so over an amulet of natural armor at this level anyway.
    • The DR and energy resistance from Stoneheart Stance, Adamantine Bones, and other maneuvers is halved. Too much DR or resistance in a game primarily involving classed NPCs obsoletes too many fighting styles.
    • Giant's Stance stops at +2 size categories. You don't need more than that against mostly Medium and Large humanoids.
    • Mudslide and other maneuvers that can apply to ranged attacks work with melee attacks only. Stone Dragon is not a ranged and mobile discipline.
    • Exhausting Strike allows a Fort save to reduce exhausted to fatigued.
    • Stone Dragon's Wisdom allows you to reroll 1 normal attack roll, not all of them until your next turn; the other rerolls last the normal duration. Rerolling a full attack is a very powerful ability.
    • Bonecrusher and other maneuvers that deal +Xd6 extra damage do not multiply it on a crit. There's no reason to break the "multiply constants, don't multiply dice" rule here.

    Those tweaks don't change the feel of RSD but they do bring the power level more into line for the altered baseline assumptions of this particular game.

    I reserve the right to make further alterations during the game if necessary.

    Spoiler: Revised Feats
    Show
    Einhander 2.0 [Fighter, Tactical]
    Prerequisites: BAB +6, Evasive Reflexes
    Benefit: As long as you fight with a single light or one-handed weapon in one hand and no weapon or shield in your other hand, you gain a +2 insight bonus to attack rolls, rolls made to initiate or resist combat maneuvers, and to your armor class, as well as an insight bonus to melee damage rolls equal to your Int bonus. Additionally, you have access to the following three tactical maneuvers:

    En Garde: Each time you are hit by a melee attack (including touch attacks) you may spend one attack of opportunity to add 1/2 your base attack bonus to your AC against that attack; if your AC after doing this is higher than the attack roll, the attack misses.

    Lunge and Retreat: You threaten the area 5 feet beyond your normal reach. However, every time you attack a target within this increased reach, you must take a 5-foot step toward your target to put them within your normal reach.

    I Am Not Left-Handed: You may feint as a move action rather than a standard action. Once per encounter, you may feint as a swift action by switching your weapon to your off hand; if the feint is successful, your target is flat-footed until the start of your next turn.

    Spoiler: Homebrew Prestige Classes
    Show

    My Master of One, since it fits this campaign's theme perfectly.


    Setting Information
    Spoiler
    Show
    In general, this campaign assumes that all of the people, places, gods, organizations, and the like mentioned in Tome of Battle definitely exist exactly as presented (including PrC Adaptation sections, sample characters, etc.), and no other setting information from other settings (or even the core books) is guaranteed to exist. Corellon Larethian, Erythnul, and Wee Jas are mentioned in class descriptions and so are worshiped, and other gods may not exist; red and black dragons are mentioned in the legacy weapon descriptions and so terrorize the common folk, and other dragon varieties may not exist; and so on.

    Certain things may be expounded upon or added to the setting--giving names to groups or mountain ranges that are referenced but not named, for instance--and things may be added to the world as part of character backgrounds or in the course of play, but in general this game is set in "the implicit background setting of Tome of Battle" rather than in any established campaign setting. Setting information from Tome of Battle will be summarized here as it becomes relevant.

    Nations and Landmarks
    Spoiler
    Show
    Nothing here yet.


    Factions and Organizations
    Spoiler
    Show
    Nothing here yet.



    The Successor Temples
    The successor Temples are the two Temples formed from the remnants of the Temple of the Nine Swords after the Fall; the party's Temple is the Temple of the Four Seasons, and their rival is the Temple of the Unconquered Sun. They are the most populous, best-equipped, most accepting of new students, and most famous among practitioner of the Sublime Way (and likely to be known even to some that do not follow the Way), and their overriding missions are to destroy their rival Temple and to collect all of the lost Nine Swords and become the one and only inheritor of the True Temple.

    Spoiler: The Temple of the Four Seasons
    Show

    Based on a plateau in the Sunspire Mountains, the Temple of the Four Seasons is one of the two successors to the Temple of the Nine Swords. Its guiding philosophies are unity, enlightenment, and knowledge, and it uses the metaphor of the cyclical nature of time and the world to teach its four disciplines. Its grandmasters believe that sharing knowledge, working together as one, and equality are paramount, so the three grandmasters stand on even footing, overseeing the adepts, initiates, and novices below them who rise in the hierarchy based on merit and dedication to the Temple's principles.

    Historical

    All adepts are equal in the Temple's eyes, so the structure of the Temple hierarchy resembles a stepped pyramid more than a line, and this Temple does not differentiate between Adepts and Senior adepts in its ranking system. All students are expected to help out where needed and not hide any insight from the others, so most of its students either focus on a single discipline, working with others who do the same, or learn all disciplines equally, discovering how they can work together and strengthen one another. As well, Adepts of the Four Seasons value the purity of their art--they will train the mind and the soul, occasionally, when it meshes with their martial skills, but most dedicate themselves to the Sublime Way above all. They proudly claim that, together with their comrades, they can defeat any number of Unconquered Sun adepts on the battlefield.

    Given the Temple's emphasis on the symbolism of the seasons, the disciplines are each associated with one season apiece. Stone Dragon is associated with the resilience of fertile spring soil, Desert Wind is associated with the heat of the blazing summer sun, Iron Heart is associated with the motion of falling autumn leaves, and Diamond Mind is associated with the precision of clear winter ice, and the Temple's Master positions are named accordingly.

    Symbol: A white disc divided into quadrants containing stylized depictions of a red gust of wind, a yellow leaf, a blue gem, and a green mountain
    Location: Western Sunspire Mountains
    Disciplines Taught: Desert Wind, Diamond Mind, Iron Heart, Stone Dragon
    Entry Requirements: Must either know four maneuvers of one of the Temple's disciplines OR know one maneuver each of all four of the Temple's disciplines, must have at least 2/3 of their levels in an initiating class
    Leader Ranks: 3 Grandmasters (Lore, Unity, Enlightenment), 4 Masters (Spring, Summer, Autumn, Winter).
    Master Requirements: Must practice one of the Temple's disciplines almost exclusively, must perform a great service for the Temple (either one notable accomplishment or consistent contributions) and be unanimously approved for advancement by the Grandmasters
    Estimated Size: 507 (7 Leaders, 200 Adepts, 300 novices).

    Current

    After the Masters of Spring, Summer, Autumn, and Winter journeyed to some of the major Temples and to make alliances and recruit adepts, the Temple has been somewhat changed. As part of the process of integrating other Temples' adepts and disciplines, the Temple of the Four Seasons has begun using the Senior Adept title to allow more differentiation among foreign Adepts, and has added more Master positions of its own to accommodate the additional disciplines. The original four seasonal Master positions are raised to Grandmaster positions, and each season is split into two, so there is a Master of the solstice or equinox at the turning of the seasons to represent one of the Temple's four original disciplines and a Master of the middle of the seasons to represent the four new disciplines: Mid Spring for Devoted Spirit to represent the vitality of spring foliage, High Summer for Tiger Claw to represent the fury of summer storms, Mid Autumn for Setting Sun to represent the peace of autumn harvest, and Deep Winter for Shadow Hand to represent the gloom of winter nights.

    Disciplines Taught: Primary: Desert Wind, Diamond Mind, Iron Heart, Stone Dragon; Limited: Devoted Spirit, Setting Sun, Tiger Claw
    Entry Requirements: Must meet the original Temple entry requirements or be transferred in from another Temple by recommendation of at least one Grandmaster
    Leader Ranks: 7 Grandmasters (Lore, Unity, Enlightenment, Spring, Summer, Autumn, Winter), 8 Masters (Spring Equinox, Mid Spring, Summer Solstice, High Summer, Autumn Equinox, Winter Solstice, Deep Winter).
    Master Requirements: Unchanged
    Estimated Size: 620 (15 Leaders, 165 Adepts, 44 Crimson Cloth Adepts, 25 Talon Enclave Adepts, 11 Four Winds Adepts, 5 Sanctum Adepts, 285 novices, 55 Crimson Cloth novices, 15 Sanctum novices). They are currently short 35 Adepts and 15 novices who have been sent to train at the Talon Enclave and Sanctum of the Opened Eye, but have more than made up for that shortage with Adepts and novices from their allied Temples.

    Spoiler: The Temple of the Unconquered Sun
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    The hidden Temple of the Unconquered Sun is one of the two successors to the Temple of the Nine Swords. Its guiding philosophies are synergy, personal insight, and innovation, and it uses the metaphor of the cyclical nature of the day and the celestial bodies to teach its four disciplines. Its grandmasters believe that discovering one's personal style, combining techniques in new and interesting ways, and supremacy and skill are paramount, so the three grandmasters are ranked one after another, with the adepts, initiates, and novices falling in a strict hierarchy below them wherein everyone knows their place.

    Unconquered Sun adepts are allowed to take on personal apprentices, so the structure of the Temple hierarchy resembles a staggered tree more than a line. All students are expected to seek the strongest and most effective techniques, so most of its students focus on either two or three disciplines, believing that one is too limiting and that four are too dilute. As well, Adepts of the Unconquered Sun value the potential of their art to enhance any other skills they might have--they will dabble in other paths besides the Sublime Way if it will make them more powerful or give them greater insight into the Way's workings. They proudly claim that, one on one, any Unconquered Sun adept can defeat a Four Seasons adept of similar skill.

    The Master ranks of the Unconquered Sun are not so straightforwardly symbol-laden as those of the Four Seasons, as they deal in pairs or trios of disciplines and so blend their methodologies and philosophies. The reasons for a given group of disciplines to be associated with a given Master title are currently unknown by members of other Temples.

    Symbol: A black disc with a twelve-pointed burnished golden sunburst in the center and tiny spheres at each point, gradually changing color from brilliant yellow at the top to deep violet at the bottom point and back
    Location: Eastern Sunspire Mountains (Hidden)
    Disciplines Taught: Devoted Spirit, Setting Sun, Shadow Hand, Tiger Claw
    Entry Requirements: Must meet one of the following: know maneuvers of three of the Temple's disciplines, know maneuvers of two of the Temple's disciplines and practice some form of magic (spellcasting, psionics, shadowcasting, and so on), know maneuvers of one of the Temple's disciplines and practice two forms of magic
    Leader Ranks: 3 Grandmasters (Blades, Strife, Void), 7 Masters (Dawn, Tierce, Noon, Vespers, Dusk, Night, Vigils)
    Master Requirements: Must practice all of their disciplines and forms of magic with relatively equal skill, must defeat the Master of the desired rank in single combat and either kill or cripple them
    Estimated Size: 560 (10 Leaders, 250 Adepts, 300 novices). It is currently unknown whether the Temple has gained allies from other Temples in the way the Temple of the Four Seasons has.
    Last edited by PairO'Dice Lost; 2018-06-13 at 01:33 AM.
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    Spoiler: Sig of Holding
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    Default Re: Masters of the Nine Swords [OOC]

    Other Temples
    Spoiler
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    Known allied and enemy Temples are described here.
    Spoiler: Major Temples
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    The major Temples are those Temples that were founded before the Temple of the Nine Swords and were well-enough established to have been visited by Reshar in his travels and to have their members actively recruited by the Temple of the Nine Swords after its founding. All are smaller, more remote, and more selective both of their disciplines and their prospective students, because any Temples that agreed with the Nine Swords' philosophy of uniting the disciplines and accepting all students simply disbanded and merged with the True Temple, so those that remain are opposed to that mission in ways large and small and usually are only known to those Sublime Way practitioners who live near them.

    The Order of the Crimson Cloth
    The Order of the Crimson Cloth is not so much a single-discipline Temple as it is the entire martial tradition of the Wind Dervishes culture. Its Masters and Adepts protect the Wind Dervishes and any honest travelers in the Great Golden Desert. They solely practice Desert Wind, as the discipline was invented by the Wind Dervishes and is best suited to their harsh desert lifestyle, but most of their Masters learn various sorts of magic also associated with fire, wind, and the desert both to shore up the blind spots of their discipline (which they will never admit exist to outsiders, of course) and to help advance the teachings of the discipline itself.

    The name of the Order derives from their indications of rank: Recently-initiated novices receive crimson ribbons to tie around their customary white and beige garments, with the patterns denoting tribe of origin and the identity of the novice's master. As they pass increasingly more difficult tests, they gain larger and more elaborate garments with more crimson on the torso, signifying degrees of Adept skill. Masters have several ranks, starting at Master of the Flame with crimson leggings, then Master of the Stars with crimson sleeves, then Master of the Sands a crimson cloak, and finally the rarely-achieved Master of the Winds with a crimson turban and face covering; for each rank of Master there must be at least two of the next lower rank, so that only the finest and most worthy warriors achieve the next Mastery. Anyone of the desert who is found to have worn such garments without having earned them is swiftly sentenced to death for impersonating such distinguished warriors.

    Symbol: A beige background with a light blue disc in the center surrounded by graceful crimson writing in the Andrama tongue stating "Honor to those who serve"
    Location: Great Golden Desert
    Disciplines Taught: Desert Wind
    Entry Requirements: Must live with the Wind Dervishes for at least one year, must know at least one maneuver and one stance of Desert Wind
    Nonstandard Ranks: Multiple Master ranks: Winds, Sands, Stars, and Flame (Grandmaster equivalent, 16th level, 15th level, and 14th level, respectively)
    Leaders: 23 Masters (4 Sands, 8 Stars, 11 Flame)
    Master Requirements: Must defeat the two Adepts or Masters of their current rank in a test in the Hall of Heroes below the desert sands near the Oasis of the Winds
    Estimated Size: Total 923 (23 Leaders, 400 Adepts, 500 novices); Current 819 (19 Leaders, 356 Adepts, 445 novices). They are currently short 2 Masters of the Sands, 2 Masters of the Stars, 44 Adepts, and 55 novices, as they are training at the Temple of the Four Seasons.

    The Talon Enclave
    The Talon Enclave is a fortress in the southern Ironwoods where masters of Iron Heart and Tiger Claw teach their disciplines in solitude. Created to preserve the purity of their disciplines, this Temple is home to a constant and fierce rivalry between the two disciplines. There are three factions of pure martial adepts in the Enclave: Two factions practice one discipline each to keep their skills honed and their disciplines strong, and one blends the two in the hopes of advancing the disciplines.

    To keep the peace between the three factions, each is allowed exactly one Master at a given time, who must meet a higher bar for rank advancement than most Masters. To aid in training, there are also several Junior Masters; the Iron Heart and Tiger Claw factions must maintain a strict balance of Junior Masters as well, while the Iron Claw faction is not similarly restricted. None of the Masters have special titles other than their faction designation, as further differentiation would only lead to further conflict.

    Symbol: Three vaguely-crescent-shaped arranged in a circle, points out: one pair of nested crescents in silver that suggest a heart, one pair of crossed crescents in gold that suggest a three-fingered claw, and one pair of crescents joined at the center in copper that suggest a shield
    Location: Ironwood Forest
    Disciplines Taught: Iron Heart, Tiger Claw
    Entry Requirements: Must know at least two maneuvers and two stances (by desired faction: both Iron Heart, both Tiger Claw, or one of each).
    Nonstandard Ranks: Master (14th-16th level), Junior Master (11th-13th level)
    Leaders: 10 Masters (1 Iron Heart Master, 1 Tiger Claw Master, 1 Iron Claw Master, 3 Iron Heart Junior Masters, 3 Tiger Claw Junior Masters, 1 Iron Claw Junior Master).
    Estimated Size: Total 210 (10 Leaders, 150 Adepts, 50 Novices); Current 210 (5 Leaders, 130 Adepts, 25 Four Seasons Adepts, 50 novices). They are currently short 5 Junior Masters (2 Iron Heart, 2 Tiger Claw, 1 Iron Claw) and 20 Adepts, as they are training at the Temple of the Four Seasons, but 25 Four Seasons adepts have joined the Enclave for training in exchange.

    The Temple of the Four Winds
    The Temple of the Four Winds is a quiet monastery hidden in the mountains, away from the hustle and bustle of the wider world. Students here contemplate themselves and the universe as much as they practice their martial disciplines, believing that martial prowess must be used only defensively and that mental and physical perfection must be achieved together. Adepts and Masters are free to pursue any other pursuits they find helpful, so many of them study the path of more specialized warriors such as monks and ninjas or study the mysteries of the more pacifistic schools of magic (particularly Divination and Illusion, which are very helpful in keeping the Temple hidden from prying eyes).

    There are no rival factions among the Four Winds as there are in the Talon Enclave, but their Masters and Adepts do fall into several different groups for easier training and determination of skill. Those who solely study Devoted Spirit identify with the west wind and are taught by a Master Vulturnus, those who solely study Setting Sun identify with the east wind and are taught by a Master Zephyrus, those who study both identify with the north wind and are taught by a Master Boreas, and those who study neither identify with the south wind and are taught by a Master Auster. The groups are currently roughly equal in number, but this is neither a requirement for a preference.

    Symbol: A stylized four-lined curlicue (like two S's crossed at the center) in light blue on an orange background, with sigils in the Auran, Celestial, Draconic, and Elven tongues nestled in the open spaces in the curves
    Location: Silver Peaks (Hidden)
    Disciplines Taught: Devoted Spirit, Settng Sun
    Entry Requirements: Must know at least one maneuver of any discipline, must be trained in Diplomacy and Sense Motive, must be approved by three of the four Masters.
    Leader Ranks: 4 Masters (Boreas, Zephyrus, Auster, Vulturnus).
    Estimated Size: Total 89 (4 Leaders, 30 Adepts, 55 Novices). They are currently short 11 Adepts, as they are training at the Temple of the Four Seasons.

    The Sanctum of the Opened Eye
    The Sanctum of the Opened Eye is a Temple situated on the Crystal Clacier near the South Pole. In their remote sanctuary, carved out of a glacier, they practice their mentally-demanding discipline free of any worldly distractions. Many of their number pair their physical training with the mental training of psionics, as they require complementary skills and the mental arts help maintain and protect the Sanctum.

    The Adepts and Masters of the Sanctum are divided into five groups, generally cooperative like those of the Four Winds and not rivals like those of the Talon Enclave. Named according to the gemstone theme of Diamond Mind, the Sapphire group practices Diamond Mind exclusively with no distraction from other pursuits, while the Amethyst group exclusively trains their psionic talents and the Emerald group exclusively trains martial skills unrelated to the Sublime Way, and respectively wear blue, violet, and green robes to indicate their affiliation, with darker shades for novices and lighter for Adepts; the latter two are members of the Sanctum because they can benefit from the discipline and structure of Sanctum life and the Sapphire group can benefit from testing their skills against those who do not practice the Sublime Way. The Topaz group practices Diamond Mind in conjunction with either mental talent or mundane bladework and wear indigo or turquoise robes, while the Crystal group practices all three pursuits and wear white robes. The Sanctum Masters, one for each group, wear gem-studded silver cloaks over their colored robes, while the Grandmaster is clad in all silver to show no favoritism to any group.

    Symbol: A circle circumscribing a downward-pointing triangle containing a staring lidless eye, with intricate lines and whorls in the gaps between the triangle and circle and three small solid circles at the points of the triangle; the circles are emerald green, sapphire blue, and amethyst violet, and the lines of the triangle and circle between them shade from one color to the other, while the eye is pure white
    Location: Crystal Glacier
    Disciplines Taught: Diamond Mind
    Entry Requirements: One of the following: pure initiator (Sapphire), pure psionicist (Amethyst), no psionics or initiating (Emerald), even mix of two (Topaz), or even mix of three (Crystal)
    Leaders: 1 Grandmaster (Diamond), 5 Masters (Amethyst, Crystal, Emerald, Sapphire, Topaz)
    Master Requirements: Must defeat the most skilled adept of each other group in single combat, must at least dabble in all three of the Sanctum's foci (if not already of the Crystal group), must be unanimously approved by the entire group and the existing Masters and Grandmaster
    Estimated Size: Total 139 (6 Leaders, 54 Adepts, 79 novices); Current 139 (6 Leaders, 49 Adepts, 5 Four Seasons Adepts, 64 novices, 15 Four Seasons novices). They are currently short 5 Adepts and 15 novices, as they are training at the Temple of the Four Seasons, but an equal number of Four Seasons Adepts and novices have joined the Sanctum for training in exchange.

    The Mouth of the World
    Little is known of the Temple called the Mouth of the World, not even the origin of its name. All that is certain about it is the discipline it teaches, the fact that it is entirely underground, and the fact that it is somewhere west of the Ironwood Forest.

    Symbol: Unknown
    Location: Hidden
    Disciplines Taught: Shadow Hand
    Entry Requirements: Unknown
    Leaders: Unknown
    Master Requirements: Unknown
    Estimated Size: Unknown

    Spoiler: Minor Temples
    Show
    The minor Temples are those Temples that sprung up after the founding of the Temple of the Nine Swords because their founders wished to remain separate for whatever reason. They are generally quite small (just a step above two or three Masters and a handful of adepts, really) and extremely selective of their students and/or extremely focused in their goals. Sublime Way practitioners are likely to only have heard of the founder of the Temple and have heard one or two things about them, as they are viewed by the successor Temples as being largely irrelevant to their missions and by the major Temples as being late-coming upstarts who are merely mimicking the traditions of real Temples.

    The Eighty Empresses

    The Eighty Empresses are an order of female swordsages formed by the first empress of the Incarnadine Empire, Opala I. They are so named because they were originally formed as an order of bodyguards and body doubles for the Empress; the "Eighty" part comes from the fact that there were eighty noble families at the time of the Empire's founding, and each was required to send a daughter for training (and as a hostage). Today, however, they are merely one of several martial orders in service to the Empress and will accept any warrior who meets their stringent requirements.

    The Eighty Empresses' first and only loyalty is expected to be to the Empress herself, so none of them bear Master (or perhaps in this case Mistress) titles, they are merely termed Adepts of different colors to emphasize that they are neither

    Symbol: Five ribbons (one fuchsia, one pink, one red, one orange, and one gold) folded in an elaborate pattern to resemble a crown
    Location: The Incarnadine Palace at the heart of the Empire
    Disciplines Taught: Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Tiger Claw
    Entry Requirements: Must be a female of noble blood born in the Incarnadine Empire; must know two maneuvers each of Desert Wind, Setting Sun, and Shadow Hand and one stance of either Diamond Mind or Tiger Claw; must pass the Trial of the 1,080 Ribbons, must swear undying loyalty to the current Empress
    Nonstandard Ranks: Amber Adept (9th-10th level), Bronze Adept (7th-8th level), Scarlet Adept (5th-6th level), Coral Adept (3rd-4th level), Lavender Adept (1st-2nd level)
    Leaders: None
    Master Requirements: N/A
    Estimated Size: Total 80; the Empresses' number is fixed at 80, but the exact numbers of each rank vary.

    The Harad Devin Temple

    "Harad Devin" means "suffering and power" in an old and obscure tongue, and the Temple earns its title, for prospective students must endure deprivation, harsh weather, monster attacks, and more just for the chance to be chosen as a novice, and the harsh treatment continues throughout their training. Once accepted, they are kept in the Temple with no more rights than slaves until they reach the rank of Senior Adept, at which point they are permitted to leave only if they swear a magically-binding vow of silence regarding the Temple's training and secrets. All such adepts are also branded or tattooed with portions of the Temple's history and that of the surrounding regions, most on their inner forearms but some on their chest or back if they've been granted a particularly detailed section; these brands and tattoos hold magical power, both to enforce their vows and to empower the adepts somehow.

    There are but three Grandmaster of the Temple, and no students are permitted to rise to the rank of Master; either a student is fortunate enough to be chosen to replace one of the Grandmasters when he or she is prepared to retire (or when he or she is prepared to challenge them and show great potential), in which case they are then privately and intensively trained up to the rank of Grandmaster, or they are sent out into the world when they reach the limits of the Senior Adept rank.

    Symbol: A snarling beast of indeterminate kind with dark green fur, white horns and fangs, and yellow eyes
    Location: Southern Sunspire Mountains, near the Deluge Jungle
    Disciplines Taught: Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, Tiger Claw
    Entry Requirements: Must wait outside the Ivory and Horn Gates with no shelter and survive all threats and monsters for at least one season; other criteria, if any, are unknown
    Leaders: 3 Grandmaster (titles unknown)
    Grandmaster Requirements: unknown
    Estimated Size: At least 13 (3 Grandmasters, 10+ Adepts)

    The Murient Temple

    The unimaginatively-named Murient Temple (it is simply a Temple in the Murient Hills) has an unimaginative mission: teach the basics of the Sublime Way to those not willing or able to be accepted by other Temples. Its Masters place little emphasis on the philosophy behind their disciplines, as the mercenaries, bodyguards, soldiers, and similar students with a martial background generally aren't interested in such things. In exchange, though, they almost exclusively teach defensive tactics, focusing on the resilient Stone Dragon, the reactive Setting Sun, and deflective Iron Heart disciplines.

    The Masters of the Temple are named after their disciplines, no fancy titles for them. The Adepts are given military ranks and treated as soldiers, the better to instill the discipline that they would otherwise generate themselves if they truly internalized the principles of the Sublime Way

    Symbol: A golden sunrise on a silver shield in front of a copper tower
    Location: Murient Hills
    Disciplines Taught: Primary: Stone Dragon; Limited: Iron Heart, Setting Sun
    Entry Requirements: Must not know any maneuvers or stances
    Leaders: 4 Masters (2 Stone Dragon Masters, 1 Iron Heart Master, 1 Setting Sun Master)
    Master Requirements: Must know four maneuvers of their own discipline and two each of the Temple's other two disciplines
    Estimated Size: Highly variable. Students rarely stay for more than a few months to pick up the basics, so at any given time the Temple's population can number anywhere from 5 to 30, but usually in the low teens.

    The Temple of the Lapis Dagger

    Nearly four decades ago, a hobgoblin Iron Heart Master by the name of Allek Thrazt was cast out of Ur-Melkhamaar for refusing to place his empire before himself, and around the same time a Shadow Sun Ninja was cast out of her monastery for failing to rein in her more sadistic impulses. After wandering the world for a time, the two met and decided to found a Temple that would teach their chosen disciplines but with an emphasis on practicing the Sublime Way for one's own benefit and satisfaction and not for any greater cause or moral purpose. The Temple is built over a vein of lapis lazuli, and to reach the rank of adept a student must descend into the volcanic crevice, mine the lapis, and craft it into a flawless dagger, surviving and completing his or her task without any outside help, and then travel from the Temple and slay a target of his or her choice using only the dagger and his or her martial training; this rite gives the Temple its name.

    Masters of other Temples have considered leading an expedition to destroy this Temple, as many of its students take the "put yourself first and serve no higher cause" credo to heart end up as assassins or worse, but most of its students interpret this as "become the best version of yourself without obligation to others" and end up as knights, monster-slayers, and the like, so the Temple has been spared...so far.

    Symbol: A solid bright blue outline of a dagger facing point-down flanked by four yellow eyes, suggesting a dagger being driven into a creature's head
    Location: Southern Sunspire Mountains (Hidden)
    Disciplines Taught: Diamond Mind, Iron Heart, Shadow Hand
    Entry Requirements: Must forswear all previous allegiances (empires, gods, other Temples, and so forth)
    Leaders: 2 Masters (titles unknown)
    Master Requirements: Unknown
    Estimated Size: Rough total 16 (2 Masters, 14 Adepts) permanent members, with an additional 0-20 temporary members at any given time.

    The Thousand-Petal Orchid Temple

    After the Temple of the Nine Swords was founded, most Temples who did not merge with that Temple chose to stay apart because they did not approve of mixing so many disciplines; a small group of practitioners called the Ninefold Sages, in contrast, disapproved of focusing on so few. They felt that while the Temple encouraged blending disciplines and learning from one another, the emphasis on the Nine Swords, the practice of naming Masters based on their disciplines, and so on showed that the Temple was not truly committed to following all nine paths of the Sublime Way, and so they founded the Thousand-Petal Orchid Temple to teach their own Ninefold Path philosophy, that all nine paths are part of one unified whole and failing to practice some of them showed a lack of mastery.

    The "Temple" is barely more than a shrine, probably able to fit in a few rooms of a rich merchant's manor. This is because the Thousand-Petal Orchid Temple is not intended to house students long-term in a traditional master/student arrangement; it is a place for those who walk the Ninefold Path to meet and spar and bring new students, and that is all, and once inducted into the Temple no Adept or Master holds authority over any other. Most members of the Temple are Masters of Nine pursuing perfection of their craft, and in fact the Ninefold Sages were the very first Masters of Nine, but some are content merely to dabble in all paths just enough to achieve enlightenment.

    Symbol: An orchid with nine petals
    Location: The Silver Peaks (Hidden)
    Disciplines Taught: All
    Entry Requirements: Must know at least one maneuver from each of the nine disciplines
    Leaders: None
    Master Requirements: N/A
    Estimated Size: At most 3-6 at any given time.

    The Groves of the Eternal Blades

    The ancient warrior order of the elves known as the Eternal Blades are a dying breed, but some few of their Temples still live on. These Temples, called _groves_, welcome any warriors of elven blood in the hopes of growing their numbers and restoring their order, even those who show no sign of being chosen by blade guides any time soon; any elf interested in training with the Eternal Blades is more likely to be chosen for that reason alone, and any elven heroes whom the Eternal Blades can claim to have trained can help improve their reputation and hopefully bring their order back to prominence.

    Each of the four remaining groves--Blade Deep Grove in the southeast of the Eternal Forest, Ten Trees Stand in the northeast, the Eternal Redoubt in the northwest, and Hidden Grove in the southwest--has its own philosophy on how to accomplish the resurrection of their order--go questing to slay monsters, or stay in elven lands for defense; build up a reputation as unapproachable larger-than-life heroes, or befriend the common folk. Each also teaches a different set of disciplines to their members, threading their own philosophies together with those of the disciplines for maximum effect.

    Symbol: A silver longsword oriented point-down with a winged globe of white light behind it, all on a solid forest-green background
    Location: The Eternal Forest; formerly Lorugen Forest and Silverwood Forest
    Disciplines Taught: Devoted Spirit and Diamond Mind, plus Iron Heart (Blade Deep Grove), White Raven (Eternal Redoubt), Iron Heart and White Raven (Ten Trees Stand), or no others (Hidden Grove)
    Entry Requirements: Must be an elf or have noticeable elven heritage, must only have levels in a full BAB class, must find the grove with no outside assistance
    Leader Ranks: 1 Grandmaster (Eternity), 4 Masters (Courage, Insight, Lore, Wisdom)
    Master Requirements: Must be an Eternal Blade, must perform a great deed to bring acclaim to the Eternal Blades
    Estimated Size: 12-17 (5 Leaders, 7-12 Adepts).


    The Martial Adepts
    Spoiler
    Show
    Known members of allied and enemy Temples are described here.

    Spoiler: OOC: Titles
    Show
    Each title denotes a certain level of skill:
    • Grandmaster: 17th-20th level
    • Master: 13th-16th level
    • Senior Adept: 9th-12th level
    • Adept: 5th-8th level
    • Novice: 1st-4th level

    Different temples may have different divisions within these schemes or variations on the title of Master, but these skill levels are universal; if you speak of "a Master" in general, as opposed to "the Master of [Title]," those skilled in martial lore will know the rough skill level of the person of whom you speak.

    Spoiler: Temple of the Four Seasons
    Show
    Grandmaster of Lore: Tsikul al-Surt
    The Grandmaster of Lore is an asherati from the Great Golden Desert. In combat, she is an excellent and versatile duelist, and is rumored to be able to identify an enemy's strengths, weaknesses, and fighting style with a single glimpse. In the Temple, she is the keeper of the archives: she records students' progress, preserves ancient tomes of martial maneuvers, writes treatises on training methods, trains the initiates in history and other non-martial pursuits, and the like. It is she who studied the three Swords in the Temple's possession over the past two years, and her insights into their secrets have helped all of the Temple's students achieve greater mastery of their arts.

    [OOC: Tsikul is 20th level, a mix of warblade, bard, factotum, chameleon, urban savant, and master of nine.]

    Grandmaster of Unity: Joseph Sapier
    The Grandmaster of Unity is an illumian from the Isle of Dawn. In combat, he is an excellent tactician and commander, and his inspiring presence and divine blessings often keeps the Temple's initiates fighting long after they otherwise would have fallen. In the Temple, he is the spiritual and moral center of all the adepts: he leads the Temple in prayers each morning and night, organizes the day-to-day activities of the adepts, provides counseling and healing for adepts after exercises and battles, and the like. It is he who provides the Temple with everything it needs--food, water, raw materials, and more--and ensures that its adepts work together as a cohesive whole.

    [OOC: Joseph is 20th level, a mix of crusader, shugenja, heartfire fanner, cloistered cleric, and ruby knight vindicator.]

    Grandmaster of Enlightenment: Docen Sovornost
    The Grandmaster of Enlightenment is a raptoran native to the Sunspire Mountains. He is one of the legendary Jade Phoenix Magi, mixiing magic, stealth, and martial skill in combat to great effect and bending the battlefield to his will to ensure victory. In the Temple, he is the most practical of the Temple leadership: he seeks out and inducts new novices, oversees the patrol and warding of the surrounding terrain, enchants adepts' weaponry, and the like. It is he who divines for the locations of the lost Swords and scries on the Temple of the Unconquered Sun to keep tabs on their activities, and his efforts have led to great victories over their adversaries in both seeking out ancient Temple relics and defeating their enemies on the battlefield.

    [OOC: Docen is 20th level, a mix of swordsage, wu jen, abjurant champion, and Jade Phoenix Mage.]

    Senior Adept: Hadira al-Wazra
    Senior Adept al-Wazra is a true believer, having been brought to the Temple of the Four Seasons as a novice when it was founded. She is very disciplined and serious about her training (perhaps too much so, at times), and is willing to give her life for the Temple if needed. She is trained in Diamond Mind (dabbling somewhat in Desert Wind), has a very mobile fighting style, and favors the spear.

    [OOC: al-Wazra was 11th level at the start of the campaign, a mix of swordsage and monk. She is now 13th level.]

    Spoiler: Temple of the Unconquered Sun
    Show
    Grandmaster of Blades: Dylan Mesker
    The Grandmaster of Blades of the Temple of the Unconquered Sun used to be a close friend and fellow divine warrior of Grandmaster Sapier, until the fall of the Temple of the Nine Swords saw them go their separate ways. His duties and strengths are unknown (he wards himself well against divination, and the only reason his identity is known is that he sent Grandmaster Sapier a letter essentially telling him that Mesker was a grandmaster and that Sapier should either join him or expect no mercy on the battlefield), except that he is able to hold his own against seven rising Masters at once with little difficulty.

    [OOC: Dylan is 20th level, a mix of [REDACTED]. ]

    Master of Noon (Former): Name Unknown
    The first Master of Noon encountered by the party was a shifter swordsage who wielded Tiger Fang and focused on Tiger Claw; it is rare that an adept focusing on a single discipline would merit such a reward, as Unconquered Sun adepts generally disdain single disciplines as being too limited, but the Master of Noon defeated all comers and was accepted by Tiger Fang when he dared to lay claim to it. He was defeated by the Masters of the Four Seasons and Tiger Claw was retrieved by their Temple.

    [OOC: The Master of Noon was 14th level, a mix of sorcerer, swordsage, anima mage, and bloodclaw master.]

    Master of Noon (Current): Eight of Nine
    The new Master of Noon is more typical as far as Unconquered Sun Masters go and focuses on two disciplines, Setting Sun and Tiger Claw. Where Four's other brethren thus far encountered have not changed much, physically, since their days at the Temple of Nine beyond adding superficial adornments to their outer shells, Eight of Nine has undergone extensive modifications by artificers unknown, adding body parts and changing the entire composition of his form. What magic or special training this grants him--as all Masters of the Unconquered Sun study three paths, so he must have some training beyond his two disciplines--is unknown, but whatever it is has turned him from a sparring partner into an unstoppable killing machine.

    [OOC: Eight of Nine is 16th level, a mix of fighter, warblade, barbarian, swordsage, bloodclaw master, and frenzied berserker.]

    Master of Dusk (Former): Sumrak
    The former Master of Dusk was a gnome who wielded Umbral Awn who focused on Shadow Hand and Tiger Claw. Ever confident, to the point of arrogance, Sumrak--whether this was his first name, surname, or only name is unknown--was not above threatening innocents to get his way. He revealed himself to be a member of the Shadow Sun Ninjas in a battle at the Sanctum of the Opened Eye, so it is likely that he trained as monk as his third path. He was defeated by the Masters of the Four Seasons and Umbral Awn was retrieved by their Temple.

    [OOC: Sumrak was 15th level, a mix of monk, swordsage, cleric, and Shadow Sun Ninja.]

    Master of Vigils (Former): Antonio Scotari
    The Master of Vigils has a long history with Koan, as they were friends and rivals in the days of the Temple of Nine. He studied several disciplines in his youth including both Devoted Spirit and Shadow hand, and since joining the Temple of the Unconquered Sun he has focused solely on those two disciplines. He always bragged about a vague otherworldy heritage with little evidence, possible just to impress his friends, but when he was encountered at the Sanctum of the Opened Eye he appeared to have physically changed and gained a variety of magical powers, so it appears he may not have been lying; the source of his powers and the truth his heritage, however, remain to be seen.

    He has now joined the Temple of the Four Seasons, temporarily losing his Master title until he can prove his trustworthiness and be elevated to that rank once more.

    [OOC: Scotari is 16th level, a mix of crusader, swordsage, monk, warlock, and paladin of freedom.]

    Adept: Dorvyn
    Adept Dorvyn joined the Temple of the Nine Swords mere months before its destruction, fled the attack as soon as he possibly could, and finally worked up the courage to join the Temple of the Unconquered Sun when he was sure the Shadow Tiger Horde wasn't planning to destroy the successor Temples. In short, he is a coward, preferring to knife someone in the back rather than face them from the front, but even cowards can be deadly when backed into a corner. He is trained in Tiger Claw and Shadow Hand, and favors dual knives.

    [OOC: Dorvyn was 7th level when the party first met him, a mix of swordsage and rogue. He is now 9th level.]

    Spoiler: Order of the Crimson Cloth
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    Master of the Sands: Fiyaat
    Master Fiyaat is the Order's most senior Master, having held his post the longest and trained the most warriors, and is the first elf to reach such a high rank in the Order. He is a Jade Phoenix Mage, and though he has never left the Great Golden Desert in his current lifetime, he was good friends with Grandmaster Tsikul in a prior life. He engages enemy with fire and air magic at a distance and with Desert Wind maneuvers up close, and is a cool and collected tactician.

    [OOC: Fiyaat was 13th level when the party first met him, a mix of swordsage, warmage, and Jade Phoenix Mage. He is now 14th level.]

    Master of the Sands: Jasim
    Master Jasim, an orphaned xeph raised by the Wind Dervishes, is the youngest Master of the Sands, having been taken in for training at a younger age than normal due to her sudden manifestation of pyrokinetic abilities that the Order thought could be best controlled with the mental discipline that comes with martial training. She took to the training well, though is one of the most unorthodox Masters in the Order due to the unusual path her training took. She prefers to wait for openings and keep her distance from opponents (which she can do easily thanks to the 15-foot long pyrokinetic whip she can manifest) but once she finds an opening she will rush in unhesitatingly to finish off her foes.

    [OOC: Jasim was 13th level when the party first met her, a mix of soulknife, ardent, factotum, and pyrokineticist. She is now 14th level.]

    Spoiler: Talon Enclave
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    Master of Iron Heart: Dagor Thaan
    Master Dagor replaced the Enclave's original Master of Iron Heart eighteen years after the founding of the Enclave when the previous Master died (of old age, which is rare for a hobgoblin warrior) and has held his rank against all challengers for eleven years. He is (and encourages his students to be) disciplined, refined, and no stranger to teamwork--except where the Enclave's Master of Tiger Claw is concerned, as the latter mocked him quite a bit for his lack of seniority right after his promotion and sparked a rivalry between them. He favors the dwarven waraxe--very unusual for a bugbear, but he looted his axe off his first enemy Master kill and has held onto it for sentimental reasons--and prides himself on his excellent footwork.

    [OOC: Dagor is 15th level, a mix of warblade, marshal, and fighter.]

    Master of Tiger Claw: Khach Tuugal
    Master Khach was the runt of his bugbear litter and started his training late; he kept to himself for his early years thanks to constant bullying for being small and weak, and his talent was only recognized after he finally snapped when a dozen hobgoblins tried to "play catch with Khach" and he killed them all with two sharp sticks. Violent and abrasive, and now a bit of a bully himself, he quickly rose to the top ranks in his Temple, eventually leaving to found the Obsidian Fang Temple (which would later merge with the Steel Raptor School to form the Talon Enclave) when he felt he'd exhausted his potential there. He never goes anywhere without his two massive flails, and he fights recklessly without any concern aside from inflicting as much pain and humiliation as possible.

    [OOC: Khach is 15th level, a mix of warblade, wizard, and arcane duelist.]

    Spoiler: Temple of the Four Winds
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    Master Boreas: Name Unknown
    The fighting style, duties, and even race of Master Boreas are unknown, but his observed talent with illusion magic implies that he is the Master in charge of hiding and protecting the Temple, and the fact that Masters of the North Wind traditionally study both Setting Sun and Devoted Spirit can provide a hint to his likely fighting style.

    Master Vulturnus: Two of Nine
    Master Vulturnus is the Master of Autumn's kin, designed to tutor students in Devoted Spirit. After wandering the world for a year trying to track down his traitorous brothers Six and Eight of Nine, he decided that vengeance was secondary to fulfilling his purpose and sought out a Temple in which to teach. Assigned the position of Master of the East Wind due to his discipline choice, he eagerly assimilated the Temple's philosophy and has been teaching there ever since. Like all of his kin, his fighting style is a balanced and mechanically precise expression of his discipline's traditional style.

    Master Auster: Name Unknown
    Master Auster is rather reclusive, never meeting visitors. The only fact outsiders know about the Master of the South Wind is that he or she traditionally studies neither Setting Sun and Devoted Spirit, instead studying one or more other paths to learn what they can teach Setting Sun and Devoted Spirit devotees.

    Master Zephyrus: Name Unknown
    The current Master Zephyrus is the only Master Zephyrus the Temple of the Four Winds has had, a venerable gnome who has taught Setting Sun adepts since the Temple's founding. She is the Temple's loremaster and scribe, and spends more time these days teaching philosophy and illustrating techniques than physically teaching them, for obvious reasons.

    Adept: Fei Xien
    Adept Fei Xien's kenku flock lives in the Silver Peaks near the Temple of the Four Winds, so she was familiar with the Temple growing up and when she expressing interest in the fancy techniques used by her friends among their adepts they encouraged her to train there. She is nonconfrontational and highly group-oriented like most of her race, so her fighting style emphasizes avoiding, dodging, and enduring attacks until her enemies are exhausted and outmaneuvered and her fellow adepts can finish them off.

    [OOC: Fei Xien was 12th level when the party first met her, a mix of swordsage, cleric, and Shadow Sun Ninja. She is now 13th level.]

    Adept: Limessel Silvervale
    Adept Silvervale prefers hand-to-hand combat as opposed to the sword or bow his elven brethren favor, so after spending a frustrating century in his home city's army he sought out the Temple of the Four Winds to practice a style that better suited him. Lighter and weaker than most of the monstrous foes he was used to facing, he developed a fighting style based on using his enemies' strength and reach against them.

    [OOC: Silvervale was 12th level when the party first met him, a mix of swordsage, monk, and Shadow Sun Ninja. He is now 13th level.]

    Adept: Jacuna Morja
    Adept Jacuna was the first member of her family to leave her fishing village on the Isle of Dawn to train as a martial adept. Having studied some Devoted Spirit before she left, she decided to focus on that and is one of the more talented Devoted Spirit adepts in the Temple. Her fairly defensive fighting style is similar to the flowing waves of her home: hang back and defend nearby allies, then rush forward with a flurry of blows to give them a breather, repeat as necessary.

    [OOC: Jacuna is 12th level, a mix of crusader, cleric, and fighter.]

    Spoiler: Sanctum of the Opened Eye
    Show
    Grandmaster: Name Unknown
    The Grandmaster of Diamond is a part-human of some variety, his features too symmetrical and even to pass for pure human. His exact background and training are unknown, as it is part of his duties as Grandmaster of the Sanctum to not favor any of its groups over any other so far as he can help it, but he is capable of initiating Time Stands Still and so must have come from the ranks of the Crystal, Sapphire, or Topaz group and focused his training on the path of Diamond Mind. He was one of the original seekers of Supernal Clarity when it was stolen shortly before after the Fall of the Temple, but after the Fall he gave up the search, joined the Sanctum, and quickly rose through the ranks.

    [OOC: Grandmaster Diamond is 20th level, a mix of warblade, crusader, ardent, and legacy champion.]

    Master Amethyst: Name Unknown
    The Master of Amethyst is a powerful human psionicist who wields a trident and focuses his fighting style around extreme mobility via blinding speed and short-range teleportation. He has exhibited strong telepathy and hints of precognition as well, and is responsible for providing private mental communication among the Masters or with Adepts who have left the Sanctum as well as identifying and preventing threats to the Sanctum as a whole. He seemingly always has a grin on his face (as it's not difficult to stay cheerful when you can foresee what's going to happen) and appears content with his role in the Sanctum.

    [OOC: Master Amethyst is 16th level, a mix of warblade, swordsage, psychic warrior, and ardent.]

    Master Sapphire: Hanzha
    The Master of Sapphire is a no-nonsense half-elven woman who speaks in very measured and formal diction, keeps her hair in severe braids, and wears a full bandolier of small throwing stilettos across her chest at all times. She studied in the Bloodstorm Guild in her youth, which is how she is able to use her stilettos to Diamond Nightmare Blade enemies with pinpoint accuracy at sixty paces and is also where she met Senior Adept Tatyaara (then only Adept Tatyaara) before bringing her along to the Sanctum when she herself joined it.

    [OOC: Hanzha is 16th level, a mix of warblade, swordsage, bloodstorm blade, war mind, and eternal blade.]

    Senior Adept Tatyaara
    Tatyaara, a Senior Adept of the Sapphire group, is a mystery. She claimed to be merely a student of Iron Heart who came to the Sanctum upon Master Hanzha's suggestion to learn Diamond Mind, but was proved to have studied Devoted Spirit and Setting Sun as well and to have much greater skill than she led the Sanctum Masters to believe. The party first believed her to possibly be a mole from the Temple of the Unconquered Sun, particularly since she had an accomplice Adept with her as well, but she was quite obviously unfamiliar with Abd and Koan (whom any Unconquered Sun Master would certainly have known) and the Unconquered Sun tactics in their later attack on the Sanctum suggested they had no inside knowledge of the Sanctum or its layout. She was able to teleport away and avoid questioning, so her true loyalties remain unknown.

    Spoiler: The Nine Sparforged
    Show
    Designation Discipline Current Allegiance Current Rank
    One of Nine Desert Wind Independent Unknown
    Two of Nine Devoted Spirit Temple of the Four Winds Master Vulturnus/Master of the East Wind
    Three of Nine Diamond Mind N/A (Slain by Six of Nine during the Fall) N/A
    Four of Nine Iron Heart Temple of the Four Seasons Master of Autumn
    Five of Nine Setting Sun Unknown Unknown
    Six of Nine Shadow Hand Temple of the Unconquered Sun (assumed) Unknown
    Seven of Nine Stone Dragon Independent Unknown
    Eight of Nine Tiger Claw Temple of the Unconquered Sun Master of Noon
    Nine of Nine White Raven N/A (Slain by Six of Nine during the Fall) N/A
    Last edited by PairO'Dice Lost; 2018-06-13 at 01:31 AM.
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    Spoiler: Sig of Holding
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    Quote Originally Posted by abadguy View Post
    Darn you PoDL for making me care about a bunch of NPC Commoners!
    Quote Originally Posted by Chambers View Post
    I'm pretty sure turning Waterdeep into a sheet of glass wasn't the best win condition for that fight. We lived though!
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    Default Re: Masters of the Nine Swords [OOC]

    Torog will take dark slate gray, for obvious reasons.

    Sheet should have all the info. Let the kung-fu fighting begin!

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    Default Re: Masters of the Nine Swords [OOC]

    DM's second post disappeared, so I edited my second post to be spoilered. I presume you decided to give more time to react to the OP?

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    Default Re: Masters of the Nine Swords [OOC]

    The Forging of 4 of 9

    46 Years ago Renshar, the founding and greatest of the Sword Lords saved the life of an ancient, powerful and honourable dwarven Runesmith named Kragg the Grim. The dwarf, thankful that his life, his forge, and most importantly his clan's Book of Grudges had been saved he vowed to repay Renshar with a gift suitable for the Temple.

    The magic of the dwarves coupled with their crafting skills gave rise 2 years later to the finest Warforged that the realm had seen. Each crafted with consumate skilled and instilled with the mastery of but a single discipline of the blade.

    The 9 warforged became the training dummies of the Temple. Each of the 9 practicing a single style with the students all day, every day, and in doing so they grew, each possessed by their own type of sentience. THey watched and the learned. A schism grew between them, the odds and the evens. The odds looking to mix their styles and the evens staying true to their singular focus. And as the schism between the Temple Lords grew so did the battles between the training dummies.

    When the split happend 4 battles his former kin, 3 was killed as was 7 but 9, the worst and most treacherous, the trainer of the Shadow escaped, killing 6 (the White Raven) and 2 (the diamond mind). As the battle raged the Lord of Iron Heart was slain 4 of 9 picked up Kamate the blade of the Iron Heart and immediatly felt a connection, like it was forged for his hand. Since then he has been hunting 9 and 3, the most treacherous of the Odds and continuing to train the new recruits. In doing so he has retained Kamate with his intention to pass it on when he found a student worthy of it...

    But I'd like to speak in darkred as its used by some of my other pcs in the past.
    Last edited by DrK; 2012-02-14 at 03:00 PM.

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    Default Re: Masters of the Nine Swords [OOC]

    Abd al-Aziz will speak in Bold Red for speech and Italic Red for thought.
    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus
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    “Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi”
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    Default Re: Masters of the Nine Swords [OOC]

    Quote Originally Posted by stack View Post
    DM's second post disappeared, so I edited my second post to be spoilered. I presume you decided to give more time to react to the OP?
    Yep. The Prologue and Present posts were supposed to be one after the other, but a forum glitch delayed the Present and let you post, so I'm giving everyone else a chance to react to the Prologue now. When I repost the Present part, you can move your spoilered stuff there.

    Quote Originally Posted by DrK
    But I'd like to speak in darkred as its used by some of my other pcs in the past.
    I'll change the color used by minor enemy NPCs, then, so there's no confusion.
    Last edited by PairO'Dice Lost; 2012-02-14 at 03:04 PM.
    Better to DM in Baator than play in Celestia
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    Spoiler: Sig of Holding
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    Quote Originally Posted by abadguy View Post
    Darn you PoDL for making me care about a bunch of NPC Commoners!
    Quote Originally Posted by Chambers View Post
    I'm pretty sure turning Waterdeep into a sheet of glass wasn't the best win condition for that fight. We lived though!
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    Quote Originally Posted by PairO'DiceLost View Post
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    Default Re: Masters of the Nine Swords [OOC]

    Quote Originally Posted by PairO'Dice Lost View Post


    I'll change the color used by minor enemy NPCs, then, so there's no confusion.
    Thanks

    Looking forward to this.

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    Default Re: Masters of the Nine Swords [OOC]

    Quote Originally Posted by DrK View Post
    Thanks

    Looking forward to this.
    Ditto, this is, so far, awesome.
    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus
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    “Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi”
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    Default Re: Masters of the Nine Swords [OOC]

    Quote Originally Posted by DrK View Post
    Thanks

    Looking forward to this.
    Quote Originally Posted by BelGareth View Post
    Ditto, this is, so far, awesome.
    Glad you hear you two like it.

    I've added some information on people and places in the second post, so you can get an idea of what you can expect from your allies and enemies in the near future. I'll add to it as you learn things in-game.
    Better to DM in Baator than play in Celestia
    You can just call me Dice; that's how I roll.


    Spoiler: Sig of Holding
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    Quote Originally Posted by abadguy View Post
    Darn you PoDL for making me care about a bunch of NPC Commoners!
    Quote Originally Posted by Chambers View Post
    I'm pretty sure turning Waterdeep into a sheet of glass wasn't the best win condition for that fight. We lived though!
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    Quote Originally Posted by PairO'DiceLost View Post
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    Default Re: Masters of the Nine Swords [OOC]

    Posting full backstory and IC tommorow, spending today with my boyfriend. Just a heads up why nothing has been posted yet.

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    Default Re: Masters of the Nine Swords [OOC]

    So are we on a sabbatical?
    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus
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    Default Re: Masters of the Nine Swords [OOC]

    Quote Originally Posted by BelGareth View Post
    So are we on a sabbatical?
    I was waiting for Jheska to get a post in before continuing, as she said she'd post something, but it's been over 24 hours so I'll put a post up shortly to move things along.
    Better to DM in Baator than play in Celestia
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    Spoiler: Sig of Holding
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    Quote Originally Posted by abadguy View Post
    Darn you PoDL for making me care about a bunch of NPC Commoners!
    Quote Originally Posted by Chambers View Post
    I'm pretty sure turning Waterdeep into a sheet of glass wasn't the best win condition for that fight. We lived though!
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    Quote Originally Posted by PairO'DiceLost View Post
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    Default Re: Masters of the Nine Swords [OOC]

    Wow, didn't even get everyone posted IC before someone went missing. I've had shorter games.

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    Default Re: Masters of the Nine Swords [OOC]

    Not vanished, just busy for slightly longer than expected with romancing.

    I shall choose Medium Turquoise as my speech colour. IC post immanent.


    Background:
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    Richard Vander has dedicated his entire life to the concept that a disciplined mind can overcome any obstacle. The loss of his parents aged 12 to orcish raiders seems to bother him little, indeed he was utterly cold in his matter of fact approach to the loss. He grew up outwardly showing little emotion at all, masking his true feelings beneath neaturality and cold logic, and age 17 he left what remained of his village to find work elsewhere. He quickly fell into work as a mercenary, having been picked up by a roaming company at what remained of the bandit ambush that had attempted to waylay him. In battle he would weave through the enemy ranks, ducking under swinging maces and parrying curved blades before dispatching each of his opponents with a single sharp blow.

    His skill in the White Hand mercenary company was evident, and though the pay was good the work was uninspiring and often morally questionable so when a noble family attempted to poach him for bodyguard work he seized the opportunity. In the employ of higher society it was now his words not merely his sword arm that were being trained. In his off time he poured through their library obsessively, consuming the knowledge within with almost obsessive speed. By the time his services were no longer required Vander was a consumate swordsman, negotiator and scholar.

    From his work in service of nobility he often came across other men in similar employ and it was on the stories of one of these men that Vander saught out the temple of four seasons, a place with swordsmen far greater than himself. Upon his arrival he still held too much arragonce, too much pride, and the man he challenged to prove his worth beat him handily and turned him aside. Vander was not disuaded, making his camp outside temple walls he trained and fought again each day, whenever he had recovered enough to fight, trying to prove the skill the adept had scorned. After fourteen such defeats he asked for entry, rather than demanding and so began his apprentiship.

    Six years later and he has applied his single minded focus to the discipline which demands such as a matter of course, and has become one of the foremost experts of the discipline of the diamond mind. He spends his days with apprentices, teaching them the rigourous focus required to truly master the school of clarity though this is rarely through direct combat. His evening are spent pouring over reports on both the activities of those learning and teaching at this temple and of what spies have gleaned from their rival temple.

    In conversation he is intelligent, but often falling into the trap of becoming too single minded in his approach. He rarely voices an opinion based on anything other than what he would consider prudent, though will readily take on board and debate the ideas and sugestions of others.

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    Quote Originally Posted by Jheska View Post
    Not vanished, just busy for slightly longer than expected with romancing.

    I shall choose Medium Turquoise as my speech colour. IC post immanent.


    Background:
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    Richard Vander has dedicated his entire life to the concept that a disciplined mind can overcome any obstacle. The loss of his parents aged 12 to orcish raiders seems to bother him little, indeed he was utterly cold in his matter of fact approach to the loss. He grew up outwardly showing little emotion at all, masking his true feelings beneath neaturality and cold logic, and age 17 he left what remained of his village to find work elsewhere. He quickly fell into work as a mercenary, having been picked up by a roaming company at what remained of the bandit ambush that had attempted to waylay him. In battle he would weave through the enemy ranks, ducking under swinging maces and parrying curved blades before dispatching each of his opponents with a single sharp blow.

    His skill in the White Hand mercenary company was evident, and though the pay was good the work was uninspiring and often morally questionable so when a noble family attempted to poach him for bodyguard work he seized the opportunity. In the employ of higher society it was now his words not merely his sword arm that were being trained. In his off time he poured through their library obsessively, consuming the knowledge within with almost obsessive speed. By the time his services were no longer required Vander was a consumate swordsman, negotiator and scholar.

    From his work in service of nobility he often came across other men in similar employ and it was on the stories of one of these men that Vander saught out the temple of four seasons, a place with swordsmen far greater than himself. Upon his arrival he still held too much arragonce, too much pride, and the man he challenged to prove his worth beat him handily and turned him aside. Vander was not disuaded, making his camp outside temple walls he trained and fought again each day, whenever he had recovered enough to fight, trying to prove the skill the adept had scorned. After fourteen such defeats he asked for entry, rather than demanding and so began his apprentiship.

    Six years later and he has applied his single minded focus to the discipline which demands such as a matter of course, and has become one of the foremost experts of the discipline of the diamond mind. He spends his days with apprentices, teaching them the rigourous focus required to truly master the school of clarity though this is rarely through direct combat. His evening are spent pouring over reports on both the activities of those learning and teaching at this temple and of what spies have gleaned from their rival temple.

    In conversation he is intelligent, but often falling into the trap of becoming too single minded in his approach. He rarely voices an opinion based on anything other than what he would consider prudent, though will readily take on board and debate the ideas and sugestions of others.
    Sweet, glad to still have you around.

    Oh and just so everyone knows the way to pronounce Abd, is 'Abeed'
    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus
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    Default Re: Masters of the Nine Swords [OOC]

    I posted BTW, seems that it's registering me as the last poster though.
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    Default Re: Masters of the Nine Swords [OOC]

    This is what I get for getting excited about a game. Its been a week and we can't get everyone posted IC. I don't want to sound like a jerk, but this game is over if we don't get it moving. Should we look for a new fourth?

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    Default Re: Masters of the Nine Swords [OOC]

    Quote Originally Posted by stack View Post
    This is what I get for getting excited about a game. Its been a week and we can't get everyone posted IC. I don't want to sound like a jerk, but this game is over if we don't get it moving. Should we look for a new fourth?
    I PMed Jheska, but it looks like she hasn't been around since the 17th. I'll give her until this evening to show up, then we'll put Vander under DM control and look into getting a replacement.
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    Default Re: Masters of the Nine Swords [OOC]

    So....what are we waiting on?
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    Default Re: Masters of the Nine Swords [OOC]

    Quote Originally Posted by BelGareth View Post
    So....what are we waiting on?
    I put up a re-recruitment message in the original recruitment thread in the hopes of finding a replacement, but apparently the post wasn't showing. I deleted it and reposted; you should pop over there and let me know if it still isn't showing up.
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    Quote Originally Posted by abadguy View Post
    Darn you PoDL for making me care about a bunch of NPC Commoners!
    Quote Originally Posted by Chambers View Post
    I'm pretty sure turning Waterdeep into a sheet of glass wasn't the best win condition for that fight. We lived though!
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    Default Re: Masters of the Nine Swords [OOC]

    So hey guys. It seems I'll be subbing in for the Diamond Mind master. I'll get a link to my sheet once I've slept and woken up.

    Belcor will take "Grey as speech if that's cool.
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    Default Re: Masters of the Nine Swords [OOC]

    Quote Originally Posted by PairO'Dice Lost View Post
    I put up a re-recruitment message in the original recruitment thread in the hopes of finding a replacement, but apparently the post wasn't showing. I deleted it and reposted; you should pop over there and let me know if it still isn't showing up.
    LOL, seems this post wasn't showing up either!

    Quote Originally Posted by mrcarter11 View Post
    So hey guys. It seems I'll be subbing in for the Diamond Mind master. I'll get a link to my sheet once I've slept and woken up.

    Belcor will take "Grey as speech if that's cool.
    Welcome!
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    Default Re: Masters of the Nine Swords [OOC]

    Great, I was afraid this would fall apart before I got to smash someone through a wall. High-level characters take too much build time to not get to use them.

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    Default Re: Masters of the Nine Swords [OOC]

    I was waiting to post IC until Dice had a chance to retcon everything with my PC. But in favor of not holding this game up, should I just go ahead and post?

    On the topic of time it takes to build, I built mine in an hour.
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    Default Re: Masters of the Nine Swords [OOC]

    I still find picking maneuvers time consuming, though not nearly as bad as items (oddly, the rules about items for this games made it worse, as you didn't just dump cash into big-tickets stat boosters, not that I'm complaining)

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    Default Re: Masters of the Nine Swords [OOC]

    Sorry about the delay, folks, it's been a looooong weekend. The IC post is up, complete with retcons and map, and Belcor's sheet is linked in the OP.
    Better to DM in Baator than play in Celestia
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    Quote Originally Posted by abadguy View Post
    Darn you PoDL for making me care about a bunch of NPC Commoners!
    Quote Originally Posted by Chambers View Post
    I'm pretty sure turning Waterdeep into a sheet of glass wasn't the best win condition for that fight. We lived though!
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    Default Re: Masters of the Nine Swords [OOC]

    Well, Torog will start things with a bang. let's see if I built him as strong as I thought.

    Initiative (1d20+6)[8]

    I knew I would be glad i took the gloves that grant shadow jaunt, being able to beat that 20' move is a life-saver.

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    Default Re: Masters of the Nine Swords [OOC]

    Quote Originally Posted by stack View Post
    Well, Torog will start things with a bang. let's see if I built him as strong as I thought.

    Initiative Initiative - (1d20+18)[28]

    I knew I would be glad i took the gloves that grant shadow jaunt, being able to beat that 20' move is a life-saver.
    Gah, I hope I go before you....My build is somewhat based off it.

    Initiative - (1d20+18)[28]

    EDIT: how are we doing this? Did Torog initiate combat with his surprise Robilar's gambit or are we going by initiative order?

    EDIT:: If I go first I'm going to activate Rising Phoenix Stance Move next to the top most right and use Wyrms Flame on all the Adepts near him (covering 7 of them)
    Last edited by BelGareth; 2012-02-27 at 12:39 PM.
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    Default Re: Masters of the Nine Swords [OOC]

    Quote Originally Posted by BelGareth View Post
    EDIT: how are we doing this? Did Torog initiate combat with his surprise Robilar's gambit or are we going by initiative order?
    Post what you're doing, and we'll resolve in initiative order.
    Better to DM in Baator than play in Celestia
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    Quote Originally Posted by abadguy View Post
    Darn you PoDL for making me care about a bunch of NPC Commoners!
    Quote Originally Posted by Chambers View Post
    I'm pretty sure turning Waterdeep into a sheet of glass wasn't the best win condition for that fight. We lived though!
    Quote Originally Posted by MaxiDuRaritry View Post
    Quote Originally Posted by PairO'DiceLost View Post
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