This is what I'm reading this week. :)
Another dark story from the folks at Archie. Jughead is a werewolf. Betty is a werewolf hunter. What more do you need to know?
Lark's Killer is the latest creator-owned title from Bill Willingham of Fables fame. I'm enjoying this book for the most part, although the art seems inconsistent.
If you aren't reading Saga you should start. Right now. Put down that hot dog or martini or screaming child and go buy the first volume. You probably won't regret it.
I'm a sucker for alternate universe stories and this story-arc looks to be a real humdinger.
Wednesday, October 25, 2017
Wednesday, October 18, 2017
Lux Tenebris: Captain Akernu
CAPTAIN AKERNU, L9 Dragonborn Pirate
STR 09 (-1)
DEX 18 (+4)
CON 16 (+3)
INT 10 (+0)
WIS 10 (+0)
CHA 10 (+0)
HP 80
AC 15 (Leather
armor)
Traits:
Draconic Ancestry: Copper
Breath Weapon: Acid
Damage Resistance: Acid
Languages: Common, Draconic
Proficiencies: +4
Armor: All armor, shields
Weapons: Simple, Martial
Tools: Navigator’s tools, Water vehicles
Saves: Strength +3, Constitution +7
Skills: Acrobatics +8, Athletics +3, Perception +4, Survival
+4
Feats:
Ship’s passage
* * *
Fighting Style: Archery
Second Wind
Action Surge
Martial Archetype: Champion
- Improved Critical
- Remarkable Athlete
Extra Attack
Indomitable
Equipment:
Longbow. Ranged.+10 to hit; deals 1d8 +4 piercing; 150/600
ft., Heavy, 2-handed.
Daggers(4). Melee. +8 to hit; deals 1d4 +4 piercing;
Finesse, Light, Thrown (range 20/60)
Handaxes(2). Melee. +3 to hit; deals 1d6-1 slashing; Light,
Thrown (range 20/60)
Leather armor. Light. AC 11 + Dex.
An explorer’s pack, a belaying pin, 50 ft of silk rope, a
lucky charm, a set of common clothes, a belt pouch w/10gp.
Born in the Draconic Empire, the dragonborn who would
eventually call himself Akernu began life under a pall. A sickly infant, Akernu
was cast out by his clan, placed in a community creche with other rejected
dragonborn infants. Under normal
circumstances, if he survived, he would have been relegated to a life of
community service, performing jobs that no one else wanted. And, initially,
that seemed to be the dragonborn youth’s destiny.
But then, while scavaging for food along the docks, the
youth met a human pirate called Gulliver.
Captain Gulliver took a liking to the youth and brought him aboard his
ship, The Gale, as cabin boy.
Life at sea agreed with the youth and when he discovered his
benefactor was a smuggler and a pirate, he simply accepted it. After all,
honest dragonborn had treated him like trash all of his life, while Captain
Gulliver had shown him a whole new world.
Choosing a new name, to go along with his new life, Akernu
remained a loyal member of The Gale’s
crew. When Gulliver fell in battle, the
crew chose Akernu as their new captain.
Under Akernu’s leadership, the fortunes of The Gale and her crew rose steadily. In
fact, Akernu did so well as a pirate he was offered a place in the Kraken
Brotherhood. Although he refused, preferring to operate independently, he
remained on good terms with most of their members.
When the Draconic Invasion began its invasion of the West,
Akernu was operating in the Bittersalt Sea. The Imperial Navy was small, the
empire’s resources focused more on the Legions and their spellcasters. When the
teleport system connecting the Empire to the west failed, the Draconic Navy was
dispatched to offer support to the Legions.
With no great love for the Empire or its people, Akernu has
had great sport, hunting down the naval vessels and sending them to the bottom
of the Bittersalt Sea. He usually allows
the crews to evacuate before doing so.
Usually.
Recently, Captain Akernu has turned his ship east. He sails
for the coast of the Draconic Empire, intent on harrying the small ports that
offer safe harbor to the Draconic Navy. He may even attempt to do some damage
to the naval shipyards at Hesik-Tet.
The Kraken Brotherhood has been watching Captain Akernu
closely over the last few years. They’ve decided to offer him a place among
them again. However, if he refuses this time, the Brotherhood will declare him
an enemy and Captain Akernu may find himself battling both the Draconic Navy
and the forces of the Kraken Brotherhood.
Tuesday, October 17, 2017
Lux Tenebris: Skera Dirr
SKERA DIRR, L12 Dragonborn Necromancer
STR 11 (+0)
DEX 10 (+0)
CON 13 (+1)
INT 20 (+5)
WIS 13 (+1)
CHA 11 (+0)
HP 62
AC 10(Unarmored)/13(Mage
Armor)
Traits:
Draconic Ancestry: Blue
Breath Weapon: Lightening
Draconic Resistance: Lightening
Languages: Celestial, Common, Draconic, Elvish
Proficiencies: +4
Armor: None
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light x-bows
Tools: None
Saves: Intelligence +9, Wisdom +5
Skills: Arcana +9, History +9, Investigation +5, Religion +9
Feats:
Researcher
* * *
Arcane Recovery
Arcane Tradition: Necromancy
- Necromancy Savant
- Grim Harvest
- Undead Thralls
- Inured to Death
Spellcasting:
Spells Known: 17
Spell DC: 17
Atk Mod: +9
At-Will(5): Chill touch, Fire bolt, Mending, Ray of Frost,
Shocking grasp
L1(4): Chromatic orb, False life, Mage armor, Magic Missile,
Witchbolt
L2(3): Darkvision, Gentle repose, Phantasmal force
L3(3): Animate dead, Feign death, Vampiric touch
L4(3): Blight, Greater invisibility, Phantasmal killer
L5(2): Modify memory, Teleportation circle
L6(1): Chain lightening
Equipment:
Dagger. Melee. +4 to hit; deals 1d4 piercing; Finesse,
Light, Thrown (range 20/60)
Arcane focus.
A scholar’s pack, a spellbook, a bottle of black ink, a
quill, a small knife, a letter from a dead colleague, a set of common clothes,
a belt pouch w/10gp.
Years ago, Skera Dirr was a rising star among the students
of the Scriptorium. Then, it was discovered that her magical talents were
oriented toward necromancy. A forbidden art in the Draconic Empire, punishable
by death, Skera became an outcast almost overnight. Shunned by her peers,
distrusted by her instructors, the young dragonborn wizard chose to leave the
empire. She traveled west, living for a year in Ordotown, then moving further
west to Dagger Bay. In Dagger Bay, Skera briefly met the young nobleman, Wallen
Randego. She helped him with a small matter, and the grateful Randego provided
her with enough gold for the necromancer to leave Dagger Bay and relocate to
Greycrown. Skera did not remain in
Greycrown very long, and left the city under a dark cloud of suspicion. She
traveled north and west, stopping briefly in Shrike, where she joined an
expedition into the Tallshields. On this expedition, Skera discovered the
ruined tower that became her home. She
returned there after the expedition ended and spent the next two decades
developing her magical skills.
When the Invasion began, Skera used her powers to defend her
home, ruthlessly executing any Draconic legionaires she encountered. Eventually, though, caution compelled her to
abandon her lonely tower. She traveled south, returning to Greycrown, where
Wallen Randego had become Duke of Alindrast.
He remembered the necromancer from his youth and has allowed her to
remain in Graycrown, even though she makes many of his inner circle
uncomfortable.
Since the Tarasque Incident, Skera has learned that her old
classmate, Arkag Redeye, is now the principal spellcaster among the Draconic
forces. Skera doesn’t have fond memories of Redeye and has joined a loose
alliance of other ‘freescale’ dragonborn to oppose the invaders. She has established a network of teleport
circles near the imperial positions, which she uses to transport freescale
harriers and infiltrators. Recently,
Skera has made the acquaintance of the tiefling twins, Rose and Thorn, and has
been assisting them with their efforts in Shrike.
Duke Randego is aware of Skera’s actions, and provides some
tacit support to her, but he has made it quite clear that if her plots endanger
Alindrast he will expell her from the country and his good graces. As such, Skera moves very carefully, and
often finds herself acting as the voice of caution among the growing freescale
movement.
Saturday, October 14, 2017
Work in progress...
You made me weak,
standing there,
fingers in your hair,
all hips and lips,
and attitude.
You made me weak,
when you left me alone,
wracked and wrecked and stoned,
like a dog without a bone.
You made me weak.
You tore me down,
right down to the ground,
when you drove out of town.
You made me weak,
but now I'm strong,
I see you did me wrong,
and I don't need you.
You made me weak,
and thanks for that,
i had to face the fact,
that i needed to get strong.
You made me weak,
but that was then,
and now I start again,
and i won't lead with my chin.
You made me weak,
and now I'm strong,
you did me wrong,
so now i say 'So long!'
You made me weak,
but now I can see,
that you aren't what I seek,
because you're weak.
standing there,
fingers in your hair,
all hips and lips,
and attitude.
You made me weak,
when you left me alone,
wracked and wrecked and stoned,
like a dog without a bone.
You made me weak.
You tore me down,
right down to the ground,
when you drove out of town.
You made me weak,
but now I'm strong,
I see you did me wrong,
and I don't need you.
You made me weak,
and thanks for that,
i had to face the fact,
that i needed to get strong.
You made me weak,
but that was then,
and now I start again,
and i won't lead with my chin.
You made me weak,
and now I'm strong,
you did me wrong,
so now i say 'So long!'
You made me weak,
but now I can see,
that you aren't what I seek,
because you're weak.
Wednesday, October 11, 2017
Lux Tenebris: Brother Rishir
DYSOR RISHIR, Level 10 Dragonborn Monk
STR 12 (+1)
DEX 17 (+3)
CON 10 (+0)
INT 12 (+1)
WIS 16 (+3)
CHA 11 (+0)
HP 53
AC 16 (Unarmored
Defense)
Traits:
Draconic Ancestry: White
Breath Weapon: Cold
Damage Resistance: Cold
Languages: Common, Draconic
Proficiencies: +4
Armor: None
Weapons: Simple, Shortswords
Tools: Dice, Vehicles-Land, Woodcarver’s tools
Saves: Strength +5, Dexterity +7
Skills: Athletics +5, Insight +7, Intimidation +4, Stealth
+7
Feats:
Military Rank
* * *
Unarmored Defense
Martial Arts (1d6)
Ki (10 Ki Points)
- Ki DC: 15
Unarmored Movement (+20 ft)
Monastic Tradition: Way of the Open Hand
- Open Hand Technique
- Wholeness of Body
Deflect Missiles
Slow Fall
Extra Attack
Stunning Strike
Ki-Empowered Strikes
Evasion
Stillness of Mind
Purity of Body
Equipment:
Shortsword. Melee. +7 to hit; deals 1d6 +3 piercing.
Finesse, Light.
Darts(10). Ranged. +7 to hit; deals 1d4 +3 piercing.
Finesse, Thrown (range 20/60).
An explorer’s pack, an insignia of rank, a broken dagger, a
set of bone dice, a set of common clothes, a belt pouch with 10gp.
Not all dragonborn west of the Tallshield Mountains were
part of the Draconic Invasion. There were other dragonborn present in the west,
living their own lives. Dysor Rishir was
one such dragonborn.
A former soldier in the Imperial Legions, Rishir resigned
his commission over moral objections and left the Draconic Empire. He traveled extensively before joining a
monastic order in the Stonespear Mountains.
There, Rishir found a measure of contentment and peace. Then the Invasion occurred and the dragonborn
monk found himself torn between his desire to protect his new home and obeying
his monastic oaths.
As the Invasion drug on, news of the war slowly made its way
to the Stonespear Monastery. Rishir learned that the Draconic Legions were as
cruel and immoral as ever. When he
learned that the southern city of Calhorne was raised to the ground, its entire
population either enslaved or executed, Brother Rishir could no longer remain
among the monks.
He traveled south, to the border of Goldsun, where he began
using his skills to assist refugees fleeing the Draconic Legions. Operating within the Endari Forest, Brother
Rishir helped dozens of people escape to the safety of Goldsun before the
Legions marched on the elvish city. Rishir allied with a ragtag group of
warriors to harrass the Legions and protect civilians from the depravations of
the Draconic troops.
When the Legions were forced to withdraw further south,
following the Tarasque Incident, Rishir and his allies were summoned to Goldsun
itself. There, Rishir learned one of his companions was the Crown Prince of
Goldsun. Since then, the dragonborn monk
has become a familiar and respected face at the Royal Court. It is common knowledge the Crown Prince takes
Rishir’s advice seriously, which has led some to opine that Rishir is part of
an elaborate conspiracy by the Draconic Empire.
These conspirators generally don’t last long at the Royal Court.
Although Rishir would like to believe the war is over, he
knows better. He has councelled the Crown Prince that the Draconic Legions
cannot be allowed a respite, to consolidate their power. If they do, if they
succeed in reestablishing contact with the Empire, the war will begin anew.
Rishir is advocating for Goldsun and its allies to march on Calhorne and
shatter the Legions before they can fortify their position.
At the moment, though, Goldsun and its allies seem more
interested in fortifying their own defenses, rather than pressing the battle.
Rishir watches and waits and makes plans of his own. He has recently learned of
other ‘freescale’ dragonborn organizing against the Empire and thinks he might
be more effective among them, than trying to convince Goldsun and its allies to
follow his advice.
Saturday, October 7, 2017
Poem: October's Mood
October is in a stormy mood this year.
Her blood is high, her heart is full of fear.
She storms in from the south and east,
searching the coast for some relief,
but finding only memories of grief.
October is in a stormy mood this year.
Her temper flares, her eyes are full of tears.
She could not tell you what is wrong,
except the days all seem too long,
and her head is full of sad and bitter songs.
October is in a stormy mood this year.
Everyone says that she is acting queer.
It’s true that she’s seen better days –
kinder, gentler, golden days -
but now she just seems lost in a lonely haze.
October is in a stormy mood this year,
but to me she still remains quite dear.
I’ll hold her hand and keep her close,
love her hard and love her most,
until she can overcome these ghosts.
October is in a stormy mood this year. . .
Thursday, October 5, 2017
Lux Tenebris: The Braerosan Wastes
Separating the coasts of Nur is a vast, poisonous desert known as the Braerosan Wastes. The Wastes did not always exist. Seven thousand years ago, the land was known as the Braerosan Empire. Then, overnight, the empire was destroyed. To this day, no one knows what happened. Ancient records hint at some kind of divine punishment, but there are no concrete facts known about the disaster. Indeed, most temples and churches actively discourage people from looking into the matter, and the origin and history of the Braerosan Wastes is one subject that even the Adamantine Archive refuses to research.
A harsh sort of existence can be eked out on the extreme edges of the Wastes, but not in its interior. The landscape is barren and unforgiving. Alchemical storms pour out of the Wastes, scouring the landscape with transmutational rains. Ley lines flare with unexpected fury, shattering the landscape around them. Most magic falters and fails within the Wastes and in some areas does not work at all. There are reports of ancient monstrosities lurking in the deep Wastes, joined now by the unfettered tarasque.
Adventurers who travel into the Wastes seldom return. Those that do, claim to have discovered ancient ruins and encountered monstrous creatures, terrifying undead, malevolent elemental beings as well as unnatural weather. Many who return refuse to speak of their experiences.
For most of recorded history it was thought that travel across the Wastes was impossible. Then, a little over a hundred years ago, a dragonborn explorer named Amarak Rom became the first person in recorded history to travel overland from the Draconic Empire to the West. The route Rom took became known as the Dragons Road, and is the only overland route through the Wastes. That said, most merchants and travelers prefer to avoid the Wastes entirely and make the long voyage from coast to coast via ship.
Three years ago, the Draconic Empire successfully transported their military Legions across the Braerosan Wastes by erecting a series of teleportation circles along the Dragons Road. Since then, however, this teleportation network has failed, leaving the Draconic Legions cut off from their homeland. The Empire’s efforts also seem to have exacerbated the magical disruptions that plague the Wastes.
A harsh sort of existence can be eked out on the extreme edges of the Wastes, but not in its interior. The landscape is barren and unforgiving. Alchemical storms pour out of the Wastes, scouring the landscape with transmutational rains. Ley lines flare with unexpected fury, shattering the landscape around them. Most magic falters and fails within the Wastes and in some areas does not work at all. There are reports of ancient monstrosities lurking in the deep Wastes, joined now by the unfettered tarasque.
Adventurers who travel into the Wastes seldom return. Those that do, claim to have discovered ancient ruins and encountered monstrous creatures, terrifying undead, malevolent elemental beings as well as unnatural weather. Many who return refuse to speak of their experiences.
For most of recorded history it was thought that travel across the Wastes was impossible. Then, a little over a hundred years ago, a dragonborn explorer named Amarak Rom became the first person in recorded history to travel overland from the Draconic Empire to the West. The route Rom took became known as the Dragons Road, and is the only overland route through the Wastes. That said, most merchants and travelers prefer to avoid the Wastes entirely and make the long voyage from coast to coast via ship.
Three years ago, the Draconic Empire successfully transported their military Legions across the Braerosan Wastes by erecting a series of teleportation circles along the Dragons Road. Since then, however, this teleportation network has failed, leaving the Draconic Legions cut off from their homeland. The Empire’s efforts also seem to have exacerbated the magical disruptions that plague the Wastes.
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