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Post by Admin: Soul on Apr 10, 2023 19:04:36 GMT -5
Winged Expeditionary Force The Winged Expeditionary Force which functions as Charon's explorer guild has been defunct for many years. For centuries what was once a chartered organization meant to explore ancient caverns and exotic locales far and wide, has been nothing but a glorified nest for Hunters posting bounties for exotic animals and collecting on them with impunity. With the change in the geography of the world surrounding the natural disasters around the Ash Lands, several chasms have opened in the Arid Mesa, exposing mega flora and fauna that haven't been seen by mortal eyes in several millennia . With a renewed charter and influx of funds, the guild sets off to explore these newly discovered locales. The Winged Expeditionary Force now sets out to explore the farthest reaches of Charon and beyond, while simultaneously researching, studying and even combating the new dangers emerging from the unknown. Members of the guild devote themselves to the joy of exploration as well as the thrill of hunting some of Charon's most dangerous wildlife. Requirements to Join Guild Members Guild Process Once you have completed the Initiation Quest you gain access to a new set of quest you can complete which gives you access to a unique guild shop. Unlike other guilds, the W.E.F. operates on a seasonal rotation, with each season giving you a new creature type to focus on when completing your quest.
There are two types of quest you can participate in while a member of the guild, Corps Quests and Legendary Hunts. Each season will introduce a new creature threat for both the Corps Quest and the Legendary Hunt. At the start of each season, the four Corps Quests refresh, allowing you to gain access to the new Legendary Hunt and its own rewards. New information will be provided of what creature is being hunted and the troubles they are causing across Charon.
Each Legendary Hunt is always open and can be participated in. You do not need to complete any one Hunt to have access to another, however you can only participate in one Hunt at a time.
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Post by Admin: Soul on Apr 10, 2023 19:05:09 GMT -5
Guild Quest
Initiation Quest(Does not count towards completed quests)The Winged Expeditionary Force might have once been a place of haven for trackers, hunters, researchers and biologist, but has since fallen from grace. The guild now sits as a place for drunk hunters to hunt prey and boast about their long since accolades. However with the influx of new energies in Charon, as well as the discovery of other lands, the guild is attempting a return to its formal glory. It now seeks new members to join its ranks, help its research teams and ultimately help Charon defend against dangerous threats. But before you can gain access to the guild, you need to prove yourself. Quest Name: Prey or Predator Participants: Exactly two Location: Anywhere Post Requirements: 7 post per person, 150 words per post Reward: Entrance into the guild Description: Outriders are skilled trackers and hunters who spend most of their time in the wilderness, living off the land and honing their skills. They are the first line of defense when it comes to the guild, utilizing their skills to collect clues and tracks belonging to dangerous creatures. You and another will join one of these outriders as they trek through the wilderness, hunting a vicious creature. However, it seems the creature was already onto you. You must help the outrider track a creature from the Bestiary whose power level is medium or higher. This includes locating things such as tracks or clues indicating its location. However the creature won't go without a fight, and after tracking it, you must now fight it! Help the outrider fight off and kill the creature before it claims anyone else!
Corps QuestsThese Quests must be completed before you can partake in a Legendary Hunt. The flavor of these quest will change each season to match the theme of the guild's current hunt. Each quest will provide a basic explanation of the requirements, while it is up to you to add the flavor element from the provided Hunt Dossier. Survey CorpsThe Survey Corps are responsible for locating and studying a particular area which has been known to house the targeted creature. Before a hunt can begin the guild must first understand the environment, mapping out the area and providing this information to the other groups. Quest Name: From the east they came Participants: Exactly two (you and one other, the other does not need to be interested in the guild) Location: Indicated by Hunt Dossier Post Requirements: 5 post per person, 200 words per post Reward: Quest Completion Description: You will be accompanied by a member of the Survey Corps who will assist in the studying and recording of an area while you assist in clearing out the area of any debris and choosing suitable locations for artillery, such as ballista, catapults, or trebuchet. You will assist in setting up these devices and even test firing them, marking range, force of impact and other vital information. The locations of these devices and the information gathered will be crucial in assisting the guild with the hunt to come. So, lend whatever help you can in establishing an advantageous battlefield.
Logistics CorpsThe Logistical Corps is responsible for coming in and securing an area that has been surveyed and established. This team provides support and supplies, while ensuring members are outfitted and that the artillery is properly secured. Before any hunt can begin, the team must be properly supplied. Quest Name: One box too many Participants: Exactly two (you and one other, the other does not need to be interested in the guild) Location: Indicated by Hunt DossierPost Requirements: 5 post per person, 200 words per post Reward: Quest Completion Description: Organization is the core of any hunt. It allows for speed and flexibility on the field of combat and helps prevent any surprises that may rear their ugly head. Your task is to assist the Logistics Corps with organizing the necessary supplies for the hunt. You will assist will bringing resources into an established area, such as food, gear and clothing. You will also be required to reinforce built artillery, making sure it is well defended and guarded as they will be vital in assisting with a hunt. You will also need to be able to take down and rebuild these devices in matters of seconds, relocating it around the battlefield if needed. Help with building barricades, setting traps and outfitting the other teams. Hunters CorpsThe Hunters Corps is responsible for combatting the desired creatures, removing smaller threats from an area and ultimately preparing for the final hunt. Before they can set off to tackle the leader, smaller enemies must be removed. Quest Name: Initial Contact Participants: Exactly two (you and one other, the other does not need to be interested in the guild) Location: Indicated by Hunt Dossier Post Requirements: 5 post per person, 200 words per post Reward: Quest Completion Description: With all your knowledge attained and preparations made it is time for you to start clearing the hunting grounds of the superfluous and smaller versions of the creature the Winged Expeditionary Force is about to take on. You need to combat and kill 3 smaller minions that work for the target, indicated by the Hunt Dossier, then study their corpse. By butchering the body you must study their organs and physical composition, this will help when preparing to face the major threat. Learn what you can from fighting these creatures, as everything you learn here will go a long way in keeping everyone alive during the final hunt.
Communications CorpsThe Communications Corps is responsible for updating the crown, guild leaders and the other guilds on the progress of the hunt. They are the key line of information allowing everyone to be aware of what is occurring. They are vital in requesting for further supplies and additional aid. Quest Name: Allied Forces Participants: Exactly two (you and one other, the other does not need to be interested in the guild) Location: Indicated by Hunt DossierPost Requirements: 5 post per person, 200 words per post Reward: Quest Completion Description: Your previous efforts have awakened a response from the creatures, your base has been ambushed in the dead of night, have you prepared your fortifications properly? With your camp reeling from the attack, guild leaders have realized this hunt may be more than they are prepared for, and assistance is being requested. We need you to reach out to a member of another guild ( Fighter's Guild, Mage's Guild or the Golden Consortium) and help convince them to lend a member to assist in the hunt. This can be done through letters, messengers or approaching one yourself. Make a convincing plea for assistance, as we will need all the help we can get.
Legendary Hunt: Nightcaller TrollYou can only start a Legendary Hunt if you have completed all four Corps Quest The king of the Nightcaller Trolls themselves is a massive, frightening, and brutal killing machine with eons of unbridled rage. He has all of the abilities of Nightcaller Trolls as well as Level 4 in Berserker and Brawler Prestige Classes. Utilize the knowledge gained, as well as the artillery and reinforced barricades established to fight off minor threats while ultimately maneuvering the Troll King into an advantageous position for the final fight. This fight is meant to be incredibly hard, so use all the information in the Hunt Dossier to create an epic Hunt! Quest Name: The Troll King's Horde Participants: Exactly three, one of which must belong to another guild ( Fighter's, Mage's or Golden Consortium) Location: Indicated by Hunt DossierPost Requirements: 10 post per person, 200 words per post Reward: Quest Completion Additional Requirement: One participant must be knocked unconscious at some point during the Hunt Description: After having tracked the attackers back to their abode, and with aide from the other great guilds you and your group have launched your counter attack. Your goal is simple, find and end the source of the threat that has plagued the Winged Expeditionary Force. Now is the time to fight and hunt, as is the way. Inside the massively winding caverns that your scouts had tracked the trolls back to, is a labyrinth of bones and strange bright red mushrooms that are large and seemingly glowing, pulsating even. The smell of iron or fresh blood is evident throughout the space. Although the horde of the Troll King is weakened, many of its members still dot the area. At some point while fighting through the labyrinthian cave, you will come face to face with the massive Troll King himself.
Legendary Hunt: Warden of the WoodYou can only start a Legendary Hunt if you have completed all four Corps Quest The Warden of the Wood is an unknown Fae who has been lurking in the King's Wood for centuries, passively haunting the forest like a ghost. However new energies have begun to flow through Charon, awakening the spirits of nature who had been slumbering for years. This spirit commands packs of dangerous Bogaboo, is known to shift it's shape and can become the very forest itself. We have set ourselves up to combat the spirit before it can corrupt the entire Valley. Use the knowledge gained to strike a fatal blow! This fight is meant to be incredibly hard, so use all the information in the Hunt Dossier to create an epic Hunt! Quest Name: The Great Hart Participants: Exactly three, one of which must belong to another guild ( Fighter's, Mage's or Golden Consortium) Location: Indicated by Hunt DossierPost Requirements: 10 post per person, 200 words per post Reward: Quest Completion Additional Requirement: One participant must be knocked unconscious at some point during the Hunt Description: We have set up camp, cleaned out its territory, learned its weaknesses and are now prepared to hunt! We need to go in and fight off the spirit, but it won't be easy. Four Bogaboo's lurk with it, and it is ever changing. It will be a long, tedious fight, for the spirit only reveals itself at night, and will use our senses against us. We must be sure to not fight each other or succumb to it's trickery!
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Post by Admin: Soul on Apr 10, 2023 19:06:32 GMT -5
Guild Shop Name | Descriptions | Type | Price | Vocal Chords of the Warden
| The source of the Warden's ability to ensnare it's victims. It's vocal chords are grafted into your body giving one access to the Warden's Song. Your voice ensnares your target, hypnotizing them into doing your bidding, albeit at a lesser degree. Once per topic you can emit a song that entrances anyone who hears it. They will consider you a dear friend for the next three post, and can be asked to complete any simple task for you. If they were an enemy, they will no longer attempt to harm you and will see you in a positive way. If a task would bring them harm or put them in harms way, the effects will end.
| Graft | Legendary Hunt Completion:
Warden of the Wood
| Warden's Shroud
| A piece of the Wardens Shroud that can be crafted into a piece of clothing. Clothing made with this will have a camouflage effect applied to it, which can be altered mentally by the wearer. This material can take on any design, pattern or display, making it perfect for staying sneaky. | Unique Crafting Material | Legendary Hunt Completion:
Warden of the Wood | Troll King's Heart | You now have the same regenerative properties of a troll, healing from all minor wounds as long as you don't come in contact with fire of any kind and your new second heart remains intact. If you go one post without sustaining any damage, your body will passively heal all minor wounds, such as scratches and cuts. If you take fire damage from any source, this passive ability will no longer work for 4 post. This graft will regrow between threads regardless if it was damaged. | Graft | Legendary Hunt Completion:
Nightcaller Troll | Night Caller Blood
| A small vial of thick blood obtained from killing a Troll King in the Winged Expeditionary Force. This material can be used to add a poison or toxic type effect to the crafted item. This type of poison can apply a permanent healing debuff to effected targets, meaning that wound can not be healed for the entire duration of the topic. This material can be used to create an offensive item that applies the poison, a defensive item to protect from poison or a supplemental item to remove poison effects.
(Anyone who completes the hunt can complete this reward, even if you are not a part of the W.E.F)
-Can only be claimed once per Character from this source- | Unique Crafting Material | Legendary Hunt Completion:
Nightcaller Troll
| W.E.F. Traversal Tool | This piece of equipment is the most advanced and intrinsic part of any Winged Expeditionary member's toolkit. The tool is a gauntlet with a wrist-mounted crossbow that can fire a bolt with a grappling hook-like end. The bolt is attached to a spool of extremely durable dire spider silk rope which is long enough to reach rooftops and tree limbs and can be detached. When deployed, the grappling hook functions the same as the hand thrown version for the purpose of making climbing vertical surfaces easier. The spool has a small hand crank which can be used to reel in the line. | Item 2 Points | 35 Solars 1 Quest Completed | Silver Coating | This oil tincture can be applied to any weapon. When applied to a weapon, attacks against undead, monstrosities or evil aligned beings deal extra damage and stop any regenerative abilities that they have. Any wound sustained by a weapon with this oil can not be healed or regenerated for three post. Can be applied twice per topic.
| Item 0 Points | 35 Solars 1 Quest Completed | Tactical Sheathe | A sheathe for any weapon of weight 2 or less that allows it to be attached to armor or even a shield and be drawn at a moments notice. Effectively you can never be surprised while using a Tactical Sheathe as your weapon is always at the ready. | Item 0 Points | 25 Solars 2 Quest Completed | Explorer's Kit | This well oiled large leather backpack has plenty of storage and pockets lining it. The various pouches and internal compartments hold pitons, a hammer, an all-weather cloak, bedroll, and tent, as well as having a lantern, torches, cartography supplies, and chalk within or strapped to itself. This kit increases your carry capacity by 5 points and provides useful tools for hunts. | Item 0 Points
| 25 Solars 2 Quest Completed
| Taoyang Hunting Dog | This unique breed of hunting dog is a derivative of the Shishi-Oh breed native to the Crescent Isles. Sometimes called a Lion Dog but not to be confused with the sentient guardian spirits of the Isles themselves. Whatever their exact origins is, its clear that these dogs that have the bodies of lions, are fearsome beasts to behold. Bred and trained specifically for the W.E.F, these Hunting Dogs make excellent companions for any W.E.F member. These dogs are excellent for tracking, sniffing and hunting prey.
| Pet Does not count against NPC Cap | 25 Solars 3 Quest Completed
| Thunder-crested Roc | The Thunder-crested Roc was long thought to have been hunted to extinction by hunters and nobles who learned of their existence within the King's Valley. These once sacred animals were hunted for their feathers, beaks, and claws as they held great value to craftsmen across Charon. Saved from near extinction and bred exclusively for use by the W.E.F, these large avians are used for aerial combat or stealth missions that drakes would not be suited for. These birds are experts at hiding in plain sight, able to blend in with the sky, clouds or storms, allowing them to remain unseen while gathering information in the sky.
| Mount Counts against NPC Cap
| 45 Solars 3 Quest Completed
| Predator's Sense | Weapons enhanced with this enchantment absorb the essence of living or organic things. When you wound a living creature with a weapon with this enchantment, you become mentally aware of where that creature is for the remainder of the topic, able to track and hunt them for the duration of your interaction with them. | Enchantment | 40 Solars 4 Quest Completed
| Stupor Blow | This enchantment allows a weapon to literally sap the strength and stamina from those it makes contact with, causing their speed to be reduced with each hit and their stamina to be drained. It also reinvigorates the user. When you wound an enemy with this enchanted weapon they will have their speed reduced by half for their next post, also increasing your own speed by double for the next post. | Enchantment | 40 Solars 4 Quest Completed
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Drake Hussar
150 Solars or 1 Mystical Archive Ticket At the very center of the Winged Expeditionary Force are the Drake Hussars. A singular and elite fighting force who are considered to be personally chosen by the Expedition's leader, Sigmund Corvinus. These Drake Hussars have survived and thrived through hunt after hunt and have mastered their skills in the heat of battle.
(You can only have two subclasses active at once. In order to purchase the Drake Hussar subclass you must have completed at least one Final Hunt. If Drake Hussar is sold, removed or deactivated, you lose access to all class features. )
Name
| Description | Winged Drake | The Expedition under Sigmund Corvinus have spent significant resources on the breeding of specific winged drakes which all share the characteristics listed below. Upon earning this subclass you receive one free Adult Drake from the Stables without needing the animal handling skill. If you remove or sell this subclass, the drake will no longer obey you and cannot be used again until the class is reactivated.
Mammoth These winged drakes are twice the size of Adult Drakes and are often mistaken for true dragons due to their immense physical presence.
Thermal Senses Focusing on reconnaissance, these Drakes are capable of sensing visually and through smell the presence, the type, and number of creatures within their immediate surroundings.
Dual Glands The primary gland functions as the elemental breath attack of your choice (fire, earth, water, ice, wind, lightning). The secondary gland acts as an exhaust vent which dissipates the byproduct of the elemental breath attack into an obscuring cloud that covers the Winged Drake and can act as cover for one post.
Reactive Hardening Their main survival mechanism are their reactive scales which harden upon impact or at the will of the drake which allows them to generate a hit prevention upon hardening. Twice per topic you can activate the scales to add one hit prevention to the Drake, however they can not benefit from hit preventions from other outside sources. | Hussar Lance | A uniquely developed lance for the express use by Drake Hussars, the lance is extraordinarily long with a 15 foot shaft and a visible serrated spear point of a foot with an additional foot of spear point spring loaded within the upper section of the shaft which extends upon impact. This extension acts as a secondary hit when accounting for hit preventions and causes a bleed effect when pulled out of the wound.
| Altered Physiology | Your body has been magically and alchemically enhanced to be able to handle additional grafts/tattoos beyond the norm. Any graft or tattoo that has the tag "Can only add this graft/tattoo once" can be added one more time. Ignores effect stacking limitations.
| Telescopic Goggles | These unique goggles have been crafted for two purposes, to keep the Hussar's eyes clear from wind while riding their drake and allow them to see fine details far below and away from the them as they are flying. One of the biggest reasons for the The Expedition's success is their impeccable reconnaissance which allows the force to operate with the best available information and this is due to these Telescopic Goggles. The goggles are activated by a dial when twisted which extends the framework of the left eye lens into the shape and function of a mini spyglass. |
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Post by Admin: Soul on Apr 10, 2023 19:07:04 GMT -5
Troll King Hunt Dossier The information contained in this document has been gathered by several researchers working for the Winged Expeditionary Force and accounts for all known information on the Nightcaller Troll.
As the winds of change rock the Arid Mesa following recent events, the earth has split within Giant's Avenue in the dead of night. From the abyss crawls that which had been trapped deep beneath the earth. It has clawed its way to the surface, leaving the terrain marred and broken in their wake. Caravans have stumbled across gargantuan footprints, and massive gouges in the stone.
Something lurks in the expanse of the Arid Mesa, and it grows stronger day by day.
The Giant's Avenue has grown quiet since the abyss appeared. The wildlife have been chased from their domain, and caravans have begun to go missing. Rumors abound in the coastal villages of the Arid Mesa as paranoia settles deep within the bones of its citizens, and travels east with sailors, travelers, and pirates alike. Some believe that the giants have returned, angrier than ever, while others believe a creature from a demonic plane has broken through. Unfortunately, they are both wrong.
It is with great misfortune to those who stumble across the cause of the footsteps which quake the earth. This creature has skin as red as blood, eyes white as the moon, and teeth sharp as blades— the Nightcaller has awoken.
Arid Mesa legends of old tell of a creature banished long ago for violent sins towards the gods and their creations:
When the abyss finally split the earth and the Troll King scraped his way to the surface, he was joined by an army. However, he is furious as those who had punished him so long ago are dead.
He already knows.
In his fury, with no one to stop him, he has turned his anger and wrath to the other creations of the gods— the reason that he was banished in the first place.
Reports from ambush survivors and honorable efforts of the Winged Expeditionary Force have managed to gather the following information in regards to the Nightcaller of Arid Mesa.
Nightcaller Troll
Arid Mesa
Power Level | Alignment | High - Extreme
| Evil |
Description | Massive beings descending from the giants who can stand as tall as 12' on average; although once Primordial Trolls, the Nightcaller have strayed from their origins in light of their leader's exile from the material plane. They are almost always found together in hunting groups or pairs and are masters of awareness and tracking. They make prey of and hunt adventurers and wildlife alike in the darkest hours of the night with weapons conjured from their very blood. Blind and sensitive to sunlight after eons of being trapped beneath the earth, the Nightcaller are never found during the day; but they have been growing closer and closer to civilization, seeking their next hunts in a violent bid to decimate the Arid Mesa.
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Abilities
| Crafting Material | - Enhanced Senses - Large Size - Claws - Blood Weapon(s) - Ambush Tactics - Tremor Sense - Echolocation
| - Nightcaller's Blood
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Blindness | Echolocation | Tremor Sense | Having lived within the dark existence of the abyss for what we can only presume has been eons without light, the Nightcaller are completely blind. They are immune to any kind of "flash" or "blinding" effects.
| As a result of the darkness of their abyss, the Nightcaller are presumed to have been forced to learn another way of location: the Nightcaller uses echolocation, which can sound eerily like a banshee or humanoid scream, to map stationary objects and terrain; or to find flying creatures. This sound has also been used to lure adventurers and caravans into ambushes, and can be produced from their vocals with enough force to cause individuals to be knocked back five feet.
| Echolocation does not seem to be the only way that the Nightcaller distinguishes its desired prey from stationary objects: they appear to have some kind of tremor sense with which to locate, specifically, moving creatures. The Nightcaller seems to use its palms or feet to feel the vibration of movement on the earth.
| Thin Skin
| Regeneration | Blood Sense
| Presumably as a result of their lack of sunlight, the Nightcaller have grown incredibly pale; so much so that their skin is nearly transparent. Highly oxygenated blood flowing through their veins causes their skin to appear bright red as it flows through them. Their skin is easily cut as a result of this thin skin, but heals just as quickly; the Nightcaller has a distaste for daylight, and are incredibly sensitive to heat.
| As long as one of their two hearts are beating, the Nightcaller are able to regenerate any lost limbs; close open wounds; or regrow organs. This seems to happen over a period of time, but can be halted if the affected limb, or area of body, is cauterized by fire. This will stop the flow of blood from the hearts to those areas, and cease regeneration: fire is notably the only way to destroy a Nightcaller heart thus far.
(Nightcaller Trolls will regenerate over a period of two posts unless halted by fire.)
| With enough silence, the Nightcaller is able to focus and pinpoint the flow of blood from any living creature(s) within a 20 x 20 area around them. This ability seems to bypass even those who are not visible. As this ability relies on their keen hearing, it is believed that with enough noise, this can be negated... but then one risks alerting them to their location in a different kind of way.
(This ability can detect invisibility.)
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Weapons of Blood
| Nightcaller Blood-Poisoning | When their thin skin is broken, the Nightcaller are able to call forth solidified weapons of blood from their very own person. These weapons were, reportedly, primarily clubs to begin with: but as we lose more to the ambushes, the Nightcaller seem to be able to summon different weaponry. The Winged Expeditionary Force believes they are using touch to replicate weapons seized from victims of their ambush, although they are less proficient with these types of weapons. Somehow, they are able to make these weapons as sharp and sturdy as any steel; damage caused by these weapons seems to cause a secondary effect, which is a sort of blood poisoning.
| Something within the Nightcaller has been noted to cause paralysis upon contact with their reinforced claws; weapons; or saliva. Any damage caused by these means will cause the following symptoms: searing pain from the impact point to the heart; heat flashes; confusion; rapid heartbeat; disorientation, and an inability to function within proper means for a time.
(Symptoms will last one post before beginning to fade.)
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Post by Admin: Soul on Mar 1, 2024 21:22:01 GMT -5
Warden of the Wood Hunt Dossier Gathered in this dossier are documents written by several researchers of the Winged Expeditionary Forces. All information pertains to a certain being of the Fae.
The people of King’s Valley are no strangers to superstitions. In fact, one might even say that when mentioning the forests of King’s Valley, superstition should follow closely. The people of the Valley take these superstitions quite seriously. To the point that they could be perceived as fearful of them.
Did they create these superstitious stories as bed time stories for their children or are they warnings of darker beings that linger in the forests?
After certain events that transpired in the world of Charon; it seems as though something sinister has come forth from the depths of the wood.
It is said that all those unfortunate enough to come face to face with it are met with a terrible fate. Although, some adventurers have lived to spread it’s tales across the Valley and all of Charon.
Tales of old speak of a being that lurks within the wood. It is said to be of the Obscure Ones.
The following is a firsthand account told to a researcher by a plainsman of the Valley:
The veil is weakening… The thing that keeps our world apart, it’s starting to come undone. We’ve all been subject to witness the odd occurrences in our world as of late. The Fae are appearing in our world, and it seems there’s no sign of them ceasing.
As stated above, the plainsmen of King’s Valley are the foremost when it comes to stories and reports on the Warden of the Wood. Members of the Winged Expeditionary Force have made it their priority to gather any and all intelligence on the being.
The Warden of the Wood King’s Valley
Power Level | Alignment | Extreme | Evil |
Description | A being of mostly unknown origin; some believe it to be one of the Fae. It lurks within the forest of Kingswood. It is almost always seen during the night; during the day it can be seen moving through the darkness in between the trees. Almost to the point that some begin to think it a hallucination. It seems that there are times when it appears as a tall, beautiful being; while other times it’s been reported to appear as a beast covered in the forest’s leaves and wood.
It appears that it targets lone travelers and adventurers mostly, but it has no qualms with terrorizing a party. An adventurer’s sense of direction is key for survival, and it seems it can take that away somehow. It may be safe to assume that it can control the woods around it.
One can be ensnared by the mystical voice they hear reaching out to them from the woods. This is a sure sign that it’s hunting you. Many travelers and adventurers have been reported to get up in the middle of the night disturbed what seems to be a song being sung and wander into the trees, never to be seen again. Detailed accounts vary from person to person, but one detail remains consistent within all; it is a beautiful soothing voice that graces your ears. Once it's found it's way to you, it's as though a veil is draped over you. You're no longer in control of your own actions; at the mercy of the Warden seeking it's prey.
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Abilities | Crafting Material | Graft | - Shape Shifting
- Inducing hallucinations
- Warden's Song (Hypnosis)
- Forest Manipulation
- Fangs
- Claws
| | - Vocal Chords of the Warden
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Vocal Chords of the Warden (Graft) | The source of the Warden's ability to ensnare it's victims. It's vocal chords are grafted into your body giving one access to the Warden's Song. Your voice ensnares your target, hypnotizing them into doing your bidding, albeit at a lesser degree. Once per topic you can emit a song that entrances anyone who hears it. They will consider you a dear friend for the next three post, and can be asked to complete any simple task for you. If they were an enemy, they will no longer attempt to harm you and will see you in a positive way. If a task would bring them harm or put them in harms way, the effects will end.
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Trickery | Hallucinations | Warden's Song (Hypnosis) | As a being of the Fae, The Warden can change it's shape into that of any animal within it's forest domain. | The Warden can influence the mind of a targeted individual. They see what it wants them to see; making them an easier target to ensnare come nightfall. | The Warden is said to have a beautiful voice capable of ensnaring those who are not careful. Once it's song graces your ears, you're fallen under it's spell. Although there have been cases where some have resisted it's allure. It would serve one best to be prepared. | Forest Manipulation | Body Manipulation | True Form | The Warden can manipulate the forest around you. The trees, the roots, the leaves, even the dirt and grass you stand upon can be used as a weapon against you. | The Warden can manipulate it's body; growing fangs and claws to harm any adventurer attempting to resist it's ensnarement. | The Warden appears as a beautiful being unsuspecting travelers within the woods. However, it's true form is monstrous and bestial. Covered in rotting wood, dead leaves, grass, vine, and a pair of massive decaying antlers adorn it's head. It's appearance is that of a walking dead forest. |
Outrider Report
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