Sunday, June 21, 2009

The Last Words of the Unknown Wanderer

These are the last thoughts of a wanderer that happened to be holding a magical scroll that was able to capture what was going through his mind just before his death. We don't know who he was, but because this scroll suddenly stops like it does we know he is no longer living. If anyone knows who this person might be, please contact us so we can notify the family.

'... Come on! You damned lock open!
I can not believe that I've come all this way through the Wild Lands to be stopped by a rusted lock. One more twist... YES! finally.
Careful, careful. No traps, good. Carefully push the door open now, not too fast.
There does not seem to be anything living here, I suppose that lock kept the bigger animals out all this time. Slowly now, wait for the eyes to adjust. No reason to make it this far and be killed by a silly trap on the inside.
Timor will beg me for weeks to know where this place is. I can not wait to keep him dangling about this place.'

...


'Gods of legend protect me. An orb? It's so small. No traps around the orb, this is not right. The orb must be trapped itself. No mage would go to all this trouble to have a simple lock protecting it. There are no other rooms here, nothing else of value, this must be what I was told about, but it's so small...'

'This spell detection amulet better have been worth the gold. Here I go, not too close now, slow... slow.... Nothing, no active spells. There must be a spell! The orb is glowing, there must be a spell. Damned amulet, just junk.
Simple plan, take the bag and put it over the orb, push it into the bag and get out. It has worked before, and this time is no different.
Put the bag over the orb... done... now push the orb off the pedestal... done... time to go!

'This orb is damned strange. No apparent spells, but it glows. How am I going to sell this piece of junk with no enchantments! I'll have to find a diviner again. I should be able to find a cheap one on the way to the bazaar.
What was that?!'

"Who's there! Show yourself!"

'This damn place has me on edge. If someone was around I would know.
I bet I could sell this to one of the old mages I know, they are always looking to study this old enchanted junk. The glow will make them think there is some secret hidden within, a secret worth a lot of gold!'

"I heard you! Quit hiding and come out now!"

'Enough of this game. Someone must have followed me out. It came from the South West, I'll circle around and catch him from the back. This location is empty now, so I don't have to fight him about the secret.
Fast, come on faster!
This should be far enough, now to start curving back toward the campsite.
Odd, this is where the sound was coming from... No tracks either... Even the grass isn't disturbed.
Someone has to be out there, I suppose it could be a beast... No.. it wouldn't be toying with me if it were. I'll hide here for a moment and see if he makes another mistake.'

'Damnit! Still hiding is he?! Or maybe I'm just driving myself crazy... I have been out in the Wild Lands for a long time, maybe I'm just getting too jumpy out here. Sleep ought to get me in the right mind tomorrow.'

...


"Muh... huh..... What! Stop, come back!"

'Who the hell was that! He was in my pack, he must have been after the orb. He wants to take it and sell it himself, bastard!'

"Come back scum! Face me in honor, don't run you coward!"

'I know I saw him run this way. He must be nearby, waiting to ambush me no doubt. If I stay low he won't be able to see me. Where are you bastard.
Somewhere near here, he must be!'

"Damned thief! My dagger aches for your blood! Show yourself!"

'He's hiding again... I better make sure he doesn't double-back and take the orb. All the way out here and someone managed to track me the whole way without me noticing. And now I'm having to play a stupid game of hide just like a child.
Good the orb is still here, bastard was too slow. I better keep it on me, he'll have to get close if he wants to try it again.
I can't sleep now, it's just what he is waiting for.
Maybe I should pretend to sleep and draw him in. Perfect! He'll get close and I'll run him through. The scum doesn't deserve to live the way he is skulking around.'

...

'Closer.... closer.... I hear you... closer.
Sneaking up so slowly, you have no idea your life is about to end. Just a little closer scum.'

"Die scum!"

'Impossible! How did he dodge my strike. He moved so fast, but I saw his hand was reaching for the orb, now I know he is after it!'

"Bastard! Thief! I will run you through!"

'He's close, I can hear him running through the grass. The dark will not save you this time.
Slowing down it would seem, soon I'll be rid of this thief for good.'

"You're not far, and you won't get away this time scum!"

'Close now, I can smell him! There is nowhere for him to hide!
There he is! He can't escape me now.
Keep running, run... run....
Almost there, I see him, only a few steps ahead. It's been so long since I've had to kill another wanderer, so long. Scum, try and steal from me!'

"Gods of Legend save me!
Stay back! No! Stop! Friend, save me! Help!
Damn you beast! I will not be your meal this night!
Come to me beast! I will skin you!"

"GAh! Mhmfmfm...."

Terrain Across the Lands

There are many different types of lands, some familiar, some strange. There are large swaths of farm land, prairie, rolling hills, and other travel friendly types of terrain. Within these hospitable lands are places few go, and those that do either vanish or return with horrific stories. These terrible places are dark and foreboding, and all are taught the signs to look for when entering an unfamiliar place.

Among the most common avoided places are large forests. Every large forest has stories tied to it of lumber crews entering and never coming out again. People can recognize a dark forest by the sound. A forest that is not to be entered does not emit one sound. No bird songs, no rustling off leaves by the wind, only a pervasive and deadly silence. These forests are considered cursed and anything that is said to come from them is also considered cursed.

There are also a number of swamps in the lowlands. Many are normal swamps, which are avoided purely out of them having no use, but there are a few that are truly terrifying to travel through. These swamps are were the dead rise. Many travelers have drowned when passing through swamps, and their lifeless bodies are destined to forever drag others down with them. The only way to know if the swamp you are about to travel through in tainted is the smell. Although all swamps have a pungent order, a dead swamp has a particularly terrible smell that causes someone to smells it for the first time to vomit.

Mountains are normally a nightmare for your average traveler. Sheer cliffs, powerful winds, and freezing temperatures are only some of the troubles that need to be dealt with on an average mountain. When traveling over a mountain great care must be taken to avoid golems. A specific breed of golem wanders mountains randomly, its only mission is to seek out and destroy invaders. Any mountain can have a golem crossing it at any given time. There numbers are not large, but they are believed to be responsible for many deaths over the years.

There are other dangerous locales dotting the land, some with a specific and known danger, and others that are mysteries because no one ever returns from them. Many places that were once safe become deadly destinations for reasons completely unknown, and known danger sometimes vanishes for no reason.

Knights who Channel

Of all the people able to tap into the energy flow, the Channel Knight is the most common. These men and women can enhance their combat abilities by casting spells on themselves. These spells use molds just like a mage would, but these molds are far more restricting. No Channel Knight can cast a spell on anyone besides themselves.

Channel Knight spells do not backfire due to the simple fact that they can't access enough power to cause a mold to fail. The most common spells are strength enhancements and defensive shields. More experienced Channel Knights are able to increase their speed and reflexes.

The ranks of lords are filled with Channel Knights. The reasons behind this are many, but mainly due to mages being more concerned with profit than control of lands and people. Knights can sell their talents, but most find it difficult to make large profits just being mercenaries. More powerful Channel Knights tend to try and carve out a territory for themselves to establish their own fiefdom.

New Background

I just spent about 30 minutes creating the new background in Photoshop. It's some very simple layering effects using the clouds render tool, various blurring techniques and even a few textures for good measure. Oh, and a gradient just because I didn't want the image being too large.

I've been staring at it for a while now, and so far I still like it, which is a good sign. I'm decided when I created the blog to slowly transform its look over time vs one large update. In this way the look of the blog will actually grow, and not be something that looks to be planned well in advance. It is really just something I'm looking to feel my way around on until i have a completely different look

Objects and Spells

All mages can cast spells on inanimate objects, but only vessel mages can permanently imbue an object with an active spell effect. The vessel mage can link a magical mold to an object, creating an active spell within the object for as long as that object exists.

In most cases the spell is not very powerful because the mage has to cast the spell affect at the same time as they move to mold to the object. This is a very energy intensive process, and there is usually not much power left to create the spell affect once the mold has been moved.

This method also can be used to create trap items. A mage will attach a weak mold to an object, and design it to push through too much power when the item is activated., usually through touch. These spell traps are linked to weapons and armor that people are likely to grab for during combat. These traps are also used to protect treasures from thieves.

Another popular use of linking spells with objects is creating permanent levitation spells that are used in airships. Only a handful of mages over the generations have been able to create objects able to levitate whole ships, and those few objects that still exists are primarily stored in private collections due to their rarity. Currently there are only three operating airships known.

A vessel mage that has demonstrated an ability to link powerful spells to objects is a mage that will be taken care of for the rest of their life. Their services bring massive fees, and often create bidding wars between the lords wanting their services.

My New Camera in Action

Here is the coolest picture I've taken so far with my fancy new camera!

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No idea what setting I used, but it looks like the flash was active.