Tuesday, December 25, 2012

Read All The Things #2: The Red Duke

The Bacon Scale is back, this time with a Black Library tale.  The Red Duke, by C.L. Werner, is set in Bretonnia with all the fluffy ribbons and dirty peasantry that entails.  The stories revolve around the Duke (a vampire if you hadn't guessed yet) in both his pasts and present, with the narrative jumping back and forth with few reference points.

This might sound confusing, and it should.
The Red Duke is quite insane you see, having been locked in a tomb for 500 years after being defeated in battle, and his mind keeps falling back into his memories.  It all makes you pity the necromancer, the only living servant, who has to deal with a hallucinating vampire. 

There's a lot of knightly stuff, being set in Bretonnia, and peasant oppressing.  And a decent feud...

Overall, The Red Duke gets 6 strips of bacon and some cheese (cheddar).

Until next round...

Thursday, November 22, 2012

Read All The Things #1 - Akira 1

I would like to introduce a new element to this blog, which I admit is a long time coming; reviews of the books I read.  nWo is often influenced by a good book, and I might add some of those thoughts in here too.  At the end will be a rating scale, based on increments of bacon.  Ok, on with it....

I would like to present: Akira, vol 1 - Tesuo, by Katshiro Otomo.
This is the beginning of the much-famed Akira series.  I've seen the movie, multiple times, but that was a few years ago so I'm almost reading it fresh.  The first volume introduces Tetsuo, Kaneda and Kei.  After an encounter with a weird 'kid' Tetsuo gets head-explody and takes over the biker/clown-gang.  Hell breaks loose, and there's a fair bit of bloodshed and sewer-crawling.

Neo-Tokyo has some strong influence on the World of Damnation, specifically the City of Tokyo and its biker gangs.  The Olympic site is interesting, but due to the time-frame difference (Neo-Tokyo is during War/early Ice), it would be like a dungeon-crawl to get to that depth.

On the scale, Akira vol 1 gets 8 strips of bacon (out of ten).  Until next round.

Friday, October 26, 2012



When a victim is confronted by something which does not comply to rational thought they are touched by madness. The decent into insanity can be gradual or swift, or it may be forced upon by spells and curses.

Madness Rating (MR)
Places and entities that are naturally dementing have a Madness Rating (MR). A negative App would apply towards the MR (-2 App would add +2 to the entity's MR), and being immortal also adds +1 MR.

Sanity vs Madness
A madness war is provoked the first time the victim encounters any of the following:
-Something with a MR.
-An immortal being (if mortal).
-Going below -10 wounds.
-Something with a negative App.
-Inter-dominion travel.
-Entering Quiddity, Heaven or Hell.

A madness war is based on the victim's Int. Add one for each sage lore the victim has points in. If the victim has any Madness Points, subtract them from the total. This is the victim's Sanity total.
Int +#SL -Mad +d10 =Sanity

Madness Points
Madness is aquired when a victim fails to resist a madness war. The victim recieves one Madness for every five points they did not resist. Use Madness as a modifier to the victim's MS and against K.O.

Once a victim has Madness they will begin to exhibit signs of instability. Whenever a victim with Madness rolls a natural one to attack, or a natural ten on a check, they must roll Insanity in addition to any other effects. The victim rolls one dice and adds any Madness points, then consultes the chart below. Effects will last for an amount of rounds equal to victim's Madness.

Roll Effect Modifiers
1-9 Stable (everything is fine, for now) None
10-14 Paranoid (They are watching) -5 to soak
15-19 Hallucinations (not again...) -5 Per
20-24 The Shakes (twitching fear) -5 Dex, Str
25-29 Visions (it's happening again!) -5 Dex, Man
30-34 Mania (can't take it anymore...) Attacks closest
35-39 Portents (They are speaking to me) +5 to dodge and
40-44 Neurotic (gibbering looney) +5 auto blast pool
to hit.
45-49 Permament Condition Roll again, effect is

Multiple Insanity
If a victim is under the influence of an Insanity, they add +5 to the Insanity roll for each effect.

Ѝ All victims in the Nightlands begin with one Madness.

The next post will be about racial mods and sources dealing with madness....MADNESS!!!!

Thursday, October 25, 2012

Sept 28, 5 AW – Victoria

The city of Victoria is a massive place, both in scale and complexity. Like all of the largest Earth Cities, Victoria is protected from the atmosphere by a bubble of energy called the Shield. This Shield is the City's sky, no stars pierce through and the moon is a mere shadow. The daylight, tinted by the Shield, reflects off the highest peaks of the buildings and parkways built upon a forest of superstructure. Layers of City Levels are stacked upon the island's tip, always spreading outwards over the inland straight until only a thin bridge spans to the other side. Those who I ask say that the Shield touches the far shore along with the bridge, but few cross the dirty waters to the mainland.

I am left to hire a taxicab for my initial tour, a half-dwarven veteran with many strange (and often rude) tattoos covering a large portion of his skin. His name is Rup, and his yellow armoured grav-car is named Julie. The cab climbs upward first and Rup stays along the shoreline roads, pointing out odd bits of knowledge here and there, until we are coasting along a winding road close to the arc of the Shield. The surrounding architecture was enamoring as each estate (or corporate buildings as I was told) was a spectacular example of ingenuity. Through the use of grav-engines many of them had little to no support, and I could see several out above the water.

The elaborate facades were not the focus of Rup's route however. As we turned a gradual corner the Pyramidion came into view. The structure was reflective black, like onyx, and consisted of eight triangular sides like two pyramids connected at the bases. Each side was easily fifty kilometers long and the entire building hung above the water with only one narrow road connecting it to the rest of the world. Rup explained that the Pyramidion was the seat of the GIS Corporation, one of the major world powers. Within sight of it, I could almost feel it watching in a cold machine way. I asked Rup to take me to the inn I was expected at and was at once glad to be away from it.

It did not take long for our route to take us away from the splendor of the Upper Levels and into the darkened Middle Levels. Here was where “normal” lives were lived out by millions of humans, and thousands of others from dozens of races. Consumerism was king here with nearly every street level space being a store or service outlet (or a thousand other things). As the ride drew on, I recognized the same logos and brands, but the quality and space got worse. Soon we were on Sub-Level 3, where my inn was located.

The Sub-Levels are dirty places, as if an entire metropolis was built from alleys and junkyards. Each block is twice as long as those above, the thin roads having to wind around the massive City supports, and all light is cut off from the sky by the roads and structures above. Rup tells me there are more Sub-Levels, and they don't get any better as you go deeper. The inn he leaves me at barely has a sign, through the graffiti and posters I can make out “Helmeken Inn”.

Sunday, April 29, 2012

Unicorn Vomit

Still holding the writhing mage, we fall through into a realm with no up or down.  Streams of color mingle in ways they have no business doing.  It was like swimming through unicorn vomit.  Maggie continued his attack like some misplaced personal vendetta.  This was getting irritating, this guy doesn't even know me.

Without any warning the multicolored discharge around me begins to fade.  The mountain top returns to my vision along with the rest of the band.  Half-seen, Maggie yells and pulls me back in to the technicolor.  I lunge towards the mage, grabbing him with both oid and claws as the colors fade again.

We land on the hard rock of the mountain, he kicks and punches trying to free himself but I hold on.  He gets his leg between us and we separate.  The wolf-si opens up with her pistol, making a crater in his head.  Impossibly, he still stands.  Invoking the purifying necroflame of NekRa, I immolate him where he stands.  The corpse is thrown over zombeast and I keep my eye on it.

A cyclopian gate manifests atop the mountain, that was one hell of an intro.  The fans are screaming their approval and the cult chants.  Beaten and worn, I finish setting up my drums, and play a quick sound check with Rayne's keyboard.  Warmed up, and with the adrenaline still hot, I dive in to producing some metal beats.  Xenos joins in with his guitar and the wolf-si howls and yells on the mic.  Still riled, my oid picks up a second set of sticks.

After the show we ride back down to the ship for the afterparty.  Nemis, an anubii, and Anabeth join me in the hot tub until retiring to the library.  After consecrating the study table, I finally relax and think over the whole episode.

After reading Tzak's log, and watching the band footage, I find it hard to believe that Maggie is dead.  The sorceror has much skill with illusions and dimension-hopping as well as a knack for returning from the dead.  Thinking back, Xenos barely attacked the mage, his self-professed nemesis and seemed far too content with the kill.  Xenos also shows great skill with illusions and summoning.

Rousing the bitches, I seek Xenos out.  He is lounging in the hot tub as I approach him.  With prayers on my lips I question him about who he is, why he's here, and other things.  The blessings I canted should makes his lies transparent.  He answers with the same answers as before, he is Xenos, he was hunting Magtharedon, and so on.  I detect no lies from him, but it does not satisfy my suspicions.

The ship is aimed for what was Russia, northern Asia.  Another gig is set.

Thursday, April 26, 2012

Transcendence (Blog 5.5)

The entity sometimes known as Paw Gour had chosen an underground location to call his servant. The twin suns of Dahl struck a cord of harmony with the daemon he found extremely uncomfortable. He waited in the chamber, slightly bemused, until the gate opened and Maltiahs was pulled through. Paw Gour waited for the once-mercenary to shake off the disorientation of planar travel before giving him his instructions. Almost at once, Maltiahs set off upon his metallic legs to Sylba in search of his enemies.

Cilyne did not sleep well, though it was not because of the hotel she was staying in, but because her neighbour was screaming incoherently. Whatever Devo had experienced it was proving to be cataclysmic. When it became sporadic she ordered room service and attempts to help. During the meal Damien calls from somewhere called Golgotha, which he explains is a nexus point on Dahl. They are to meet him there as soon as they can.

They go into the mercantile district of Sylba, where Maltiahs shadows them from the building tops. He watches them exit a store, fawning over freshly bought glasses, and unhooks some small items from his belt. Activating each of them, he begins throwing the grenades around the two. The first plasma explosions begin to detonate as the last of the grenades land between them. Jumping from his perch, he lands near their bodies, and sees that neither of them are moving. From the other side of his belt he removes the zap straps.

They awaken upon tables, each of them clamped hand, foot and wing. They were not out for long, and they both felt the sway of movement. By looking around, they could see that the tables they were bound to were stored in some kind of container, and they were not alone. Paw Gour was speaking to Maltiahs regarding his payment, neither of them paid the prisoners any mind.

Outside the grav-tanker, the Guardians were closing in. Within their integrated cyberscape, nearly fifty Guardians were clearing the area ahead and maintaining a location on the transport. They moved like a tide, while an armed Guardian followed in their wake with an artificial body built to engage targets like the grav-tanker. The driver never saw him coming.

This was a post I found that hadn't been published yet, enjoy! - Ricalope.

Transcendence (Blog 10)

The defense turret spits energy bolts at the escapees as they try to climb the service shaft.  The bolts are of the tempest variety, which cause feedback through the nervous system when they hit.  Those hit by bolts are knocked back down to the field.  They fire back which provokes the turret to broaden its shots into blast shots before being blasted apart.

Near the shuttle bay Rock tries to help the unconscious Kith.  Once back to the ship, Felisce updates Rock about the rest of the party.  Once Kith comes to, they use the Tali to hack into the Nova Invisce.  They find the area on lockdown with many more defense points in-between.  With haste, they reverse the lockdown command.

In the service tube the lights come on.  A single line is illuminated from within the wall running the course of the tunnel, as well as green lights above the hatches on each floor.  They climb faster, some using telekinetic flight.  Mikah locates the correct floor for the shuttle bay, still many floors above them.  The sound of rushing air, below them, begins to amplify.  Within seconds the air around them is like a hurricane forcing them back downward.

As they fall, Cypress gates them into dreamscape.

The Tali explodes with activity.  The party dropped off all sensors and telepathic networks.  Craxxx senses the spoor of Cypress' spell and curses.  Felisce orders the ship to depart.  Kith and Rock work to slow the Nova, then exit the shuttle bay.  Once the ship is decelerating on its own, Craxxx sends Kith and Rock into dreamscape to find the others.

Cypress loses control of the dream, and it shifts from his vision to Waker's Cove.  Still wounded and worn from the Nova, Mikah and Cypress try to rest.  As they fall asleep, they promptly disappear.  The rest of the party proceed down the beach towards a set of docks below a lighthouse.  They search the area, finding the river and then the temple.

Cypress and Mikah awake inside the temple's black stone.  Wandering its depths, Mikah loses track of Cypress but finds another traveler.  The blue robed stranger leads her outside to find the others.  Leaving only one behind, they awake on the Tali.

Saturday, April 21, 2012

The 0ld 0rder - Slave Camp

The sun sets as the ship skirts the forest's edge.  In the growing dark, a caravan sets camp for the night below circling the wagons and lighting cookfires.  Ta brings the ship into the wind, lowers sails and drops the anchor-stone.  Mosa, in lemur-form, shrouds the ship with illusion.

The rest of the crew is assembled on deck.  With the camp in sight, the slave cages can be seen clearly which agitates the orc and makes the others uneasy.  Ta explains that an associate rides with the slavers below, as a passenger, and he needs to speak with him.  Requesting a bodyguard, the bronze spider slides down the anchor line to the ground.  Only Bezis and the barwench stay aboard.

Grognak wishes to destroy the slavers, and the others are in agreement, so Ta agrees to let them have their way only after the meeting occurs.  Close to the caravan they encounter a strangely-hued humanoid, a passenger travelling a random course.  His name is Phyriz and looking reptilian with scaled skin and green coloring.  The stranger agrees to seek out Ta's associate, who he had seen earlier, and lead him out of the camp.

In the jungle's edge, Mosa follows the group at a distance.  The jungle is dark but filled the smells of wild growth.  She stops as she senses a presence behind her, climbing higher into a tree.  A large shadow slides partway up the trunk and two large yellow eyes regard her from the darkness.  She tells him her purpose here, to stop these slavers.  The massive cat laughs, and slides back into the shadow.

She continues onward through the trees until she spots a tiger in her path.  The cat motions for her to ride, and once the lemur is on its shoulders, bounds through the trees.  Holding on, Mosa begins to see more and more big cats moving through the jungle.  They come to a stop within sight of the caravan, hundreds of feline carnivores circling the slave camp.  Inside the cages, both man and beast become agitated, lashing out and testing their bars.

Phyriz leaves the camp with the twin of Ta.  The two look identical in every way, although the other calls himself Ki.  Ta bids them Ra's favor and the two of them go to the ship.  Grognak, Nicoli and Tesyble approach the slave camp with varied weapons ready.

With the roar of an ancient cat, the feline army charges forward.  The cat's call, a sound of such ancient primal rage, invigorates the party as they push into the wagon circle slightly ahead of the wave of cats.  Within minutes the camp becomes a bloody crater of gore by claw and axe.  Once the killing is done, the cats drag their meals back into the forest.

Wednesday, April 18, 2012

Wyndspring's Log - 05

Bim and I had set our alarm-timers for early the next morning. We awoke early enough to have some breakfast before dawn with enough time to get to the observation car. The felyne woman, Nimra, and the human muse, Emily, joined us to see the apparition.

In the observation car Nimra could detect some type of energy flow, Fae energy, being drawn to the location of the shade's appearance. This Fae energy, she explained, is imprinted by the influences it contacts and could likely be the cause of the 'ghost'. As we discussed, the sun began to rise and the apparition appeared.

Inhaling a deep lungful of smoke, I willed our surroundings to slow. The sounds of the train slowed, the air became very still, and the shadows slowly crept across the car's floor. Nimra was confident that there was a trigger, something that held the memory which was influencing the Fae. She had lost a man, who had died far from her. Within the seat, a hairpin was found, set with a diamond.

Wanting some stickybuns before Rusty lost the use of a kitchen, I proceeded back to the lounge with Cera while the others checked on the package. It seems the elven woman is quite taken by the soundspring, and a sale is made. The train should arrive this evening which will mark the first half of the journey.

Bim and Seth arrive with alarming news. It appears that the gnomish runes on the package have begun to glow. Since neither of them can read the fine language, I start back down the train to investigate.

Tuesday, April 10, 2012

Show, Interrupted

We crested the mountain, a chanting horde of leather and spikes, ready for the end of the world. WTF lead the masses and immediately began to set up, well Kacy and I did. The first song was a sombre intro building into some serious metal rhythms for the first set. At the end of a song I ask the crowd when the end is, Maggie appears, so I rip into some heavy percussion. The guy knows how to make his entrance.

As I pound out my infernal rhythm, something hits me. I keep on the sticks. I didn't realize how hard it was to play in combat, the old band had some mad skills. Maggie is yelling at me and pointing, directing the shadow-thing back towards me. The sounds around me are distorted and warped, then the shadow hits me again and everything goes black.

I wake to see the pilgrims dying in the shadow's fury. Through zombeast, I fire a sonic blast at the shadow which it evades. I again have its full attention and begin to move is Maggie's direction. Calling upon Unkind rites, I heal my bone armour, while my symbiote formed additional protection. Ahead, Maggie was sparring with Xenos, the dragonrider who brought us to this gig, and unaware of my approach.

I have been to many shows, and seen a bunch of other shit, but this was weird. Kacy's music began to warp, things were moving at different times, even the snow was affected. Everything I could see was slower, save Xenos and my target, the snow hung in the air until I was approached, then they would fall.

I slammed into Maggie like a boulder. My oid wrapping itself around him and pinning his arms. He twisted and squirmed, but could not free himself as his other attackers took advantage. Chunks of flesh were removed from his exposed chest as my fists drilled into his face. With his insides on display I could clearly see a lack of vital organs. There was something else happening here, I could feel the doubt sinking in.

With Maggie held, I will my oid to form wings and I fly up and towards the plateau's edge. His body is rigid in my grasp, the other's attacks paralyzing him. Deciding this wont last, I drop to the mountain, using the immobile body to cushion the impact from the fifty meter drop. My oid keeps him wrapped tight, he still lives, so I begin to run to the edge.

Now out of the melee, and past the crowd, it was a straight run to the plateau's edge. He stirs, likely taking in his new predicament. Ahead of me a hole appears, like someone punched through reality. I try to dodge out of the way but it grows larger and we both fall in.

Sunday, April 8, 2012

Transcendence (Blog 9)

In the shuttle bay, Kith scavenged the debris for anything that could be used to repair his ship. Felisce took watch as the repairs were underway while Craxxx did his 'techy' thing in the ship. Tali had only taken minor damage to some directional thrusters and braking systems which were repaired withe ease.

Rock awoke at some point in his quarters. He gets no answer next door, where Zyreal's room is supposed to be, but he does find a strange note. Crumpled twice, it seems to be correspondence between the two, which he crumples and leaves behind. Further searching brings him to the lounge and he begins to seek out someone with metaphysic knowledge. He is referred to the library, where he furthers this research. At some point Ida, his delta sim, registers Craxxx's network signal.

In the brig, Kacy finds Zyreal stunned from forcing his way through the forcefield. With Cypress, Mikah, Alias and Zechs, they exit the brig into the hallways. At the crossway ahead a defense laser extends from the ceiling guarding the elevator. It is met by a phase grenade. Deciding that the elevator is not the safest route, they search for a secondary exit.

The search yields two more turrets, one knocking out Mikah. These are met by more grenades. It becomes obvious that the Nova Invicse is attempting to stop them, it said so at the elevator. Zyreal uses his apple-state-trooper to divine the location of an access shaft. The shaft is sealed off by energy fields, which Kacy begins to disassemble. Ahead, the way is defended by another defense turret.

Kith finishes with his repairs and offers to assist his passengers back to the ship. With Craxxx in telepathic contact with Kacy, Kith joins the psychic net and sets out to join them. Not far outside the shuttle bay he runs into a couple of guards and a guard droid who question him. He teleports away and back again, slicing up the guards with the blades on his tentacles. The guard droid fires upon him, knocking him out.

Behind the guard droid, the elevator opens. Rock, who was on his way to the shuttle bay, is presented with the back-view of a guard droid blocking the hall. Using a magnetic charge, he crushes the droid's interior circuitry, killing it.

Transcendence Cast - Dyscathi, Master of Clans

Dyscathi, to many, is a legend. His name is well known in secret organizations, across Asia, and in myth. His influence has been felt in the highest corporate circles as well as the Clan House of Lords. Dyscathi has moved in the shadows of the upper echelon for ages.

He stands at five feet, and looks of Asian descent. He looks old and frail, but carries himself with a lord-like grace. His long black hair is pulled back into a ponytail which reaches his waist. He is mostly seen wearing a deep crimson robe, a black hat, and sandals. His augmentations are hidden subdermally, most notably a sabretooth laser and a shimmer. He is always seen with his bo-staff, the "ugly stick", made from an unidentified black stone.

Dyscathi's story truly begins with Mi, his sire. Mi had selected Dyscathi to join the undying due to his martial prowess sometime during the neolithic age. The first time Dyscathi is noted in history was during the reign of the Scorpion Kings during the creation of the kingdom of Egypt.

He is next noted as being present during the creation of the clans in the far east. During the Perusian conquests, Dyscathi was prominent in many battles leading the wolf clan's troops against the Greeks. After the rise of Alexander he lived with the Khmer and little is known of him.

Dyscathi appears next during the early 1900's when he joins the Order. He oversees much of the clan's interactions with the growing western world. In the early 2000's he meets Bob, and the two forge an easy agreement between Dyscathi's clans, the wolf and panther, and the beginnings of GIS corp. In AW 01, he and Bob found the Celestius Monarchus, a corporate group dedicated to angelic and infernal research and containment.

During the first few years after the Ice, Dyscathi applied himself to researching the newfound powers unleashed by the War. He forged the Path of the Scorched Heart, the way undying can walk in sunlight. His findings regarding the angelic and daemonic hosts are required reading for the new members of the Celestius Monarchus. Along with Bob and Haemoncilus, the newest combat armour was pioneered, leading to the Slayer series.

Dyscathi's current operations run under Clan or GIS authority, which allow him to work undetected by most. His current research is regarding the mask phenomenon, an odd occurrence when a being is held within a mask, as happens with many of the greater angels and daemons. Of his active teams, only two have yielded any applicable results, Transcendence and Ascendence, and have since been merged.

Dyscathi is very wealthy, having accumulated contacts and wealth over centuries, and has a mansion in nearly every city. He is cordial, the very picture of an ancient sensei, his diplomatic abilities only matched by is skill in martial arts. Although he chooses to operate from a distance, he is always calm in battle regardless of the opponent.

Of the other undying he has sired are Teej and Damien, but not many others. Dyscathi endeavors to keep his lineage simple, carefully selecting those who join his blood-family. He keeps his affairs low-key with a preference to subterfuge. With such a long history, he accepts losses graciously and pushes his teams hard with lavish rewards.

The 0ld 0rder - The Magister's Wagon (Part 2)

The Magister continues to hurl dark magic at the invaders. Using Grognak's inert corpse, Nicoli sets the Magister's side of the room on fire. Bezis tries to help the pixie from the hole as the Magister lashes out at him. Surrounded by fire and violence, Grognak begins to rise and faces the Magister. Trapped and running out of power, the Magister summons himself somewhere less threatening.

In the Magister's chamber on the other side of the wall, Tweaks grabs Seneshal's fallen axe. The blessed blade scorches the golem's hands as he runs out of the wagon with it. Mosa summons a rhino into the room with Seneshal to buy time for her search. Now faced with an angry and confused beast, Seneshal returns his axe to him and begins to hack through it.

Tweaks returns to Seneshal's chamber and drags his chest into the hall. Breaking the holding runes, he opens it to find jewels and potions. He upends one of the potions into his mouth-parts and the purifying liquid pours over him. The potion, a cleansing salve of Aten, melts his bronze body into a puddle of bubbling goo.

A desperate search through the larger crates on board progresses. Nicoli finds the legbone in one of the crates in the laboratory and the others work through the burning wall to make an exit. Moments later, they burst through into the night.

Inside, Mosa summons another beast, this time a gorilla, to halt Seneshal. As she leaves the wagon she grabs some of the gems left by Tweaks. Seneshal, bursting with fury, rips through the large ape to find her already gone.

Outside, Ta grabs the beaten form of Grognak as the others follow him back to the ship. The ship is put under sail immediately and distance is put between them and Assyria quickly in the strong night winds. The party rests, and by next day there is no sign of pursuit. Ta pays them all, now one member short, and informs them of their next destination. They are going to the Gobleki Tepe, the most ancient of temples.

Tuesday, April 3, 2012

Catch Hollow Stairs

Reaching out quickly, you try to grab the creature with both hands. The branches shift slightly under your weight and, as you hands close around the scaly creature, you slip and fall. Your fall is arrested by vines and you hang there for a moment swinging. The creature in your grasp is almost calm, looking around with its eyestalks and purring softly. Using one hand you haul yourself onto a large branch.

Inspecting the creature, you find that its skin feels like rubber. Beneath the skin you can feel a whirring sensation as it moves quite unlike bones and muscle. The eyes of the creature regard you with glassy impassiveness as they scan around. A second creature, like the one in your hands but a different hue, lands upon a near branch. Then a third, and a fourth, landing just out of reach.

Your fall has taken you deeper into the crown of the tree, all around you is a network of branches forming a hollow. You subconsciously let go of the creature as you take in the grandeur around you. The hollow is large, lighted by scattered pinpricks of sunlight and glows a living amber. The air is crisp and clean with only the faint whisper of a breeze. At the center of the hollow is a naturally formed stair leading down into the great oak.

-Rest a while.
-Go down the stair.
-Try to climb out.
- ?

This is a post in response to Porky's "Blogging Our Adventures", which is an amazing project so far. If you want to start at the beginning, or figure out what this is all about, click.

Runes Tunnel

Leaning over the hatch you search it for anything that might open it. As your hand traces the engraved rectangle it begins to glow with a bluish light. Pulling your hand away, you see a growing bar of light appear in the center of the rectangle. The bar of light stops and then disappears.

Runes appear in descending bars across the glowing rectangle. There are four of them, each containing a half-circle and a line in different positions. As the runes light up you have the distinct sensation of being watched. Looking around you can see nothing but steel in all directions, the city, tower and flame.

With a determined shrug you press one of the four runes at random.

The rectangle and its runes disappear.

A minute goes by and nothing happens. You reach out and touch the hatch again and the rectangle activates. The runes reappear.

You take a cursory glance around and press a different rune.

The rectangle disappears, and the hatch opens. A humming sound rises out of the hole vibrating the ladder attached to the side. It feels warmer down there compared to the cold of the surface. As you descend you find that the ladder is oddly proportioned, the rungs are too far apart.

The bottom is not far down, and upon reaching the tunnel floor, you hear the hatch slowly closing above you. The tunnel looks to be made of the same metal as the surface, with the walls curving up to the ceiling. One wall of the tunnel looks to be made of pulsating blue light. On closer inspection they are actually metal things, the height of the tunnel, speeding along a blue band of light.

Do you:
-Go towards the city.
-Go towards the tower.

This is a post in response to Porky's "Blogging Our Adventures", which is an amazing project so far. If you want to start at the beginning, or figure out what this is all about, click.

Lost Desolation Rust

You continue along the stream bed, away from the shambling corpses, up into the mountain. The stream, now a dry path, winds between the stones splitting and joining again in a dizzying maze. You realize that you have become lost in the mountains.

The sun dips below the horizon and the sky turns red and begins to darken. All around you the trees are burnt husks which offer no refuge. After the day's events you grow weary and in much need of rest. You scan the mountainside for a cave or any suitable place to rest a while but see little other than desolation.

Then you spot a red glint of metal a little further up the slope. It is egg-shaped with three legs sprouting from the larger end, one leg has broken off. A large oval hole sits in the side large enough to fit through. The shell is covered with rust but inside sits the leather cushions of a seat.

Do you:

-Take a seat.
-Keep going.

This is a post in response to Porky's "Blogging Our Adventures", which is an amazing project so far. If you want to start at the beginning, or figure out what this is all about, click.

Monday, April 2, 2012

Wyndspring's Log - 04

We ate breakfast as the train rolled past Damance Lake in the company of a felyne woman. Seth slept as the rest of us talked about local lore over bacon and hash. Marmite has taken to ale, having a large bowl for breakfast. Afterwards, we went to check on the package and wyndcart. On the way back, we stopped at the observation car.

String music filled the mostly empty car, played by a human girl. Sitting near her, Seth tries to conjure lyrics to her song. His poetry can use much work, but we applaud anyways. Another song begins, and with a lit smoke, I join in as well backing up his bad lyrics. Her instrument, a guitar, is fascinating as I watch her play it. Designs begin to form in my head as I question the design and the matter of acoustics.

Like us, she is leaving the train at Winkerhill Station. She is a young traveling minstrel, still nervous and new to the world. I complement her upon her skill with the guitar and recommend that she try to advance her skills at Winkerbottoms, a college of magic. Much to Seth's approval, she takes to the idea and she is invited to lunch with us in the lounge.

During lunch, I begin to actualize my design, naming it a soundspring. By the end of my double serving of sandwiches I get it to make sounds. After tuning it, the soundspring can be used to make a melody. The strings, six of them, are suspended with the instrument's shell. As a crank is turned the strings are plucked, the faster the crank is turned, the faster the tempo. Keys are fashioned along the neck which apply pressure to different strings which variate the notes. The afternoon provides ample opportunity to begin to learn how to play.

After dining, I retire to my room to build. During the evening I assemble a louder timer alarm for Bim as well as some extra soundsprings and timer alarms to sell at the next station. That night I dream of string music to the sound of the tracks.

Sunday, April 1, 2012

Walk Glass Hatch

You begin to walk towards the city, seeking answers. Traversing across the flat metal, the city seems to stay on the horizon, never getting nearer. The solid metal rings through you steps, dulling your bones and slowing you down. After what feels like hours you spot something.

A glass path was set into the steel surface, curving towards the city. The path is a meter wide, glossy and made with very thick glass. You can see a dark current running beneath the glass running towards the city. The other end arcs towards the tower.

You look around the area, for anything else that wasn't the same unblemished metal you have been walking across. Further ahead, you see a small dome, perhaps a hatch. With renewed steps you go to inspect it.

It is clearly a hatch, for it has a hinge on one side, and it sits near the glass pathway. Made out of the same metal it is set it, it bears no handles or locks, only a rectangle traced onto the surface.

Do you:
-The tower is closer...
-Try to open the hatch.
-Follow the path to the city.

This is a post in response to Porky's "Blogging Our Adventures", which is an amazing project so far. If you want to start at the beginning, or figure out what this is all about, click.

Amber Waves Ascent

The tower seems to be the nearest, you start walking towards its twinkling lights which can be seen clearly in the darkness. With each step it becomes taller and its base grows wider. It almost seems to grow from the metal landscape with twists and curves in its architecture. Soon other, smaller, towers can be seen rising from the base curving around the main structure. It glistens a dark amber under the stars.

As you approach the base of the tower the metal under your feet becomes progressively warped. It bends back like frozen waves by the rising force of the tower. It reminds you of an uprooted plant with its roots rising into the air. The 'roots' are solid and easily climbable with many hand and foot holds. There is no apparent doors or stairs, that can be seen, but lights do shine in the highest spire.

Using the roots, you pick a path upwards. The climb begins to get steeper and the roots fewer as you rise. It gets harder to breathe in the thinning windless air and the spire still looks impossibly tall. Far below, the metal landscape curves to either side like a chrome moon, the city and the fire the only blemishes.

Close by, you can see an alcove in the roots and you are very tired from the climb. Although, the lights do seem closer, one could press on...

Do you:
-Climb onwards.

This is a post in response to Porky's "Blogging Our Adventures", which is an amazing project so far. If you want to start at the beginning, or figure out what this is all about, click.

Friday, March 30, 2012

Transcendence Cast - Felisce Annae-Anor

Felisce grew up in the Nightlands, in the towns on the far eastern coast, to a exiled elven house. Annae is Sylvan for 'cast-out', his early years were stained with difficulties. He found the ways of sorcery almost natural and he sought out knowledge of all five talents. Sorcery aided his other passion as a young elf, he was a natural con-artist.

By the time his sister, Celyne, was born he had become both modestly rich and strikingly handsome. As his sister grew he became more responsible, taking it upon himself to watch and protect her, which ultimately brought him to the Fifth.

Felisce prefers to use his magic when opposed, but failing that he favors thin elven blades. He dresses in long flowing silks, which is akin to the traditional dress of his heritage, with some more modern accessories. His cane hides a blade within it and he has acquired a pair of hellfury pistols which he keeps hidden in partial silver rune-scribed plate. His long black hair is always pulled back in a long bound ponytail.

Felisce is also very well known for the wine bottles which he pulls from his sleeves. Every bottle is from the Nightlands, and each is a different kind of elven vintage from all over the blighted realm. Felicse was with Transcendence through Hell, but was last seen being taken by Uriel, an experience he refuses to speak of. He is also involved with Mikah, the incubi dragonspawn, and good friends with Alias.

Monday, March 26, 2012

End of the World Cruise

We stayed docked in Victoria for three days before the rescheduled concert. I spent those days getting to know the ship's crew both new and old. We played some practice jams and set up a setlist for the show with both new and old songs.

The Apothium's pilgrims were in dire need of direction and growth. During the first day's mass I instituted a study program, reminding them of NekRa's respect for knowledge which borders upon sanctity. Each pilgrim is to select a volume from the Apothium's library and read it, once done they are to exchange it for another. Through this method the temple will grow in power and knowledge.

My time in the library yielded a very curious find, a small digital notebook. What was strange was the mark scratched into the outer surface of the device (and in odd places in the Apothium). It was a sigil of an eye, inflamed and weeping, rendered by deep gouges. It was the same mark that I used, my 'tag'. Activating the device, I guess the right password on the second try using my email password. The notebook contains a handfull of log entries and all of Tzak's music collection. The logs date back from when the original band met and encountered Maggie, they give me some perspective.

WTF! played a hard show, we played like Hell was watching. Xenos joined us, standing in for the other guitarist, kicking out some deep loner metal. After the show it was hot tub time, and also when Xenos decided to bug us with his obsession. He had found some call-out Maggie was doing on the net, bragging about changing the world and all that. There was also a location of where he would be and the dragon rider really wanted to meet the guy. We agreed to go only because we cold play a show on the way.

We set a course to the far Pacific north, to some tiny turd of an island nobody cares about. At Fairbanks, another town I will not miss, we pick up a crowd for the "End of the World Cruise". We spend the three days to turd island studying, praising the metal gods and drinking beer. I also spend some of those days wondering how a rock band is going to save the world from some uber powerful magi.

We get to the island and the docks already swarming with other boats. A line of people can be seen slowly making their way up the mountain. I had zombeast fully repaired and beside me, as his sonic cannons might be needed. A hummer from the ship was outfitted with a railgun and plow, two jeeps with a railgun each and the tourbus full of pilgrims. The rest of our crew and crowd followed in our wake.

Transcendence (Blog 8)

Zechs and Felisce met up with Craxxx, Kacy and Alias on the Lunar Plaza. The Nova Invisce was four hour ahead of them, accelerating towards the Belt. In order to catch up with the starship they would need to charter something smaller and faster like an in-system transport. Docked to the Lunar Ring, only one charter vessel was ready to go, the Tali.

Tali was a small but fast in-system ship piloted by a Cephylim named Kith. It was one of the handful of chartered passenger vessels often referred to as 'cabs'. Kith had the job because it provided an opportunity to have a ship of his own (after five Jovian years of service). This group of travelers looked to be mercs, which would likely mean some repairs and good pay.

In the storage bay of the Nova Invisce the stasis field deactivates and two crewmen enter supported by a guard droid. They proceed down the center scanning each crate, a redundant check before inter-system jumps. Mikah runs to a maintenance hatch and wrenches it open. He leaves his bike in the storage bay, but keeps his simdroid, Gat, with him. They make their way to another hatch which leads out into the biosphere, an on-ship park, there he rests.

Elsewhere on board Zyreal seeks out the labs while Cypress goes to the lounge to eat. In the labs, Zyreal fuses two pistols into one multi-shot weapon and tests it out on the range. After this, he goes to rest in a cryochamber. Gat uses the ship's wireless network to help Mikah find the lounge. She also finds Cypress who is fast asleep halfway through his steaks. The ship begins to accelerate faster inching its way towards lightspeed.

Kith notices the other ship accelerating and pushes Tali harder. Gee forces inside the small ship double what the crew is used to, but it is still within tolerable limits. As they approach the larger ship opens communications. Hearing of who wishes aboard, the larger ship invites them into its shuttle bay.

As Kith is making his approach, the Nova Invisce throttles forward which threatens to pull the other ship into its backwash. The Cephylim curses and pulls into the bigger ship which was still accelerating. Tali crash-lands and sinks its landing hooks into the skin of the other vessel. With a outline of a plan, Felicse summons Alias, Kacy and Zechs to the other ship.

The trio is sent to Mikah's location, who is also with Cypress. The two of them were put into the brig when the communication between ships went sour. Alias uses his chronomancy to 'rewind' the energy field keeping them imprisoned. They begin to search the brig, first finding guards they meet with gunfire, explosions and blades. Further down the hall they also find Zyreal, unconscious from successfully breaking through the barrier.

The Nova Invisce hits the smaller ship clinging to it with its short ranged lasers followed by a tow line. Tali is swept alongside as the larger ship continues to increase speed. The smaller ship expresses the danger of accelerating past its stable limits. Kith tries the only option left, he flies the ship into the shuttle bay. The ship breaks through the energy field and into the bay scattering the smaller shuttles aside. With landing hooks extended, the ship comes to a screeching halt at the far end of the bay.

Saturday, March 24, 2012

Pigs, Monkeys, Squid and Nightmares

As Transcendence reaches nearspace more races are being encountered. There are also other races who don't appear in the Zero Terminus book who are an uncommon sight. Protoforms (hyper-evolved animals) and Cephylim (alien squid beings) are exclusive to the Fifth, both races inhabiting colonies in nearspace. Griffins, Blessedm'n (and their dark kin, Terrors) and the Nosferatu are an uncommon sight in all the dominions.


A protoform animal has had its DNA altered to artificially advance a species to higher intelligence levels. The protoform project first began within Syberian bunker-labs during the Ice. Some of the attempts were a success, while most others were failures. The lab was later found by Asian agents and the data recovered. Within a short time, during 2aw, protoform primates were successfully created. Most corperations treat protoforms equally, but they unerve society at a moral level. The majority are employed in Nearspace projects such as the Lunar Ring and Titan.

Subrace: All protoforms must select one of the following subraces; Ape, Chimp or Hog.


Ape; d10, +5 Str, -2 Wis, -2 Int.

Chimp; +5 Dex, +2 Str, -2 Chr, -2 Man.

Hog; +2 Str, +2 Per, -2 Int.

Size/Mortality: Normal, mortal.

Starting Languages: Wild, one regional.


The Cephilym race resides in a system near Earth with a colony within Jupiter. They are squid-like in appearance with a triangular body/head assisted by many tenticles. Some of these limbs are used for movement and manipulation and others are more specialized for sensory imput. Their bodies are extremely resilient and can live in human conditions with only a rebreather. Cephilym cannot speak, other than telepathically, but do have a written language.

Stats: d10, +5 Stm, +2 Per.

Bonuses: Telepathy, Pressurized skin (mutation)

Size/Mortality: Small, mortal.

CL Adjustment: +1.

Starting Languages: Cephilym.


When a mortal visits Quiddity it can result in a hybrid of dream and flesh. These beings are known as blessedm'n, for they have many unique and unusual qualities. When a blessedm'n reaches maturity they are given a choice between staying in Quiddity or to travel the dominions.

Stats: 2d10

Bonuses: Ten mutation points during victim creation.

Restrections: May only purchase Rahk, the Art or nature as a priest source. May not purchase mutation points after victim creation.

Mortality: Immortal.

Starting Languages: Any two.


Very rarely, a child is born from a nightmare. The Dark Blessedm'n, or Terrors, are very simular to their kin, but deviate in their theological cores. These are the blighted childeren of fear, the tormented tourmenters.

Stats: 2d10

Bonuses: When purchasing a level, Dark Blessedm'n gain 5 mutation points. Five bonus mutation points during victim creation.

Restrictions: May only select Chaos, Rakh or Denial as a priest source.

XP Pen: +10.

Mortality: Immortal.

Starting Languages: Any two.


Griffons are a combination of large feline and eagle. They are usually quite intelligent and social creatures while spending time outside settlements in the wilds.

Stats: d10, Fl Dex, +2 Int.

Bonuses: Darkvision, +1 to any one stat each level, changeform (humanoid).

Size/Mortality: Big, mortal.

XP Penalty: +5.

Starting Languages: One regional, Wild, one other.


A nosferatu is a type of vampire who feeds upon the will and resolve of thier victims. With the gift of immortality, they are cursed with a weakness to fire. They are uncommon in undead society, with members of the bloodline placed in each population. Due to not consuming material, they take on a gaunt and emaciated appearance.

Becoming Nosferatu:

Upon the death of a mortal, a nosferatu can transfer thier prayer into the deceased. The target will replenish one wound for each prayer transferred this way. If the target's wound pool is full they gain the nosferatu subrace.

Bonuses: Appitite; faith, wraithtouch, (see 'Other Powers, Book of Tools', Zero Terminus). A nosferatu meets any requirement regarding undying.

Wound Pool: A nosferatu does not replenish wounds when resting.

Weakness (Fire): A nosferatu may never buy elemenal immunity (fire). All burning, fire and flame based damage (including unsoakable) is doubled against a nosferatu. May not select fire as a talent or use flame as a discipline.

Mortality: Immortal.

Until next round, be well.

Thursday, March 22, 2012

The 0ld 0rder - The Magister's Wagon (Part 1)

Ta prepares the party with a dampening potion, obtained at no small cost, to get them past the wardings on the wagon. It is a sticky fluid and tastes like a cesspit, but the potion was mixed by a cleric of the Eater of the Dead, a sin to counter a blessing. The small clay vials dangle from leather strings as they advance towards the wagon.

The Magister's wagon is a massive blackwood construction. It is seven meters wide, seventeen long, with ledges on the front and rear. Warding plates, made from bronze, are affixed to the sides and above the both doors. More wards glint upon the four massive wheels that support the transport. The wagon men are busy loading supplies and organizing the draft animals, tuskers, around the wagon and its two smaller companions.

Under the glamor of Mosa's magic, the party approach the wagons invisibly. They split into two groups, one toward the front, the other to the back. Tesyble weaves a psychic net to keep them all in contact with each other. With spells to increase their speed and strength, the wagon men had no warning.

Grognak and Nicoli approach the driver's ledge where a hussar (wagon driver) is shouting orders to the tusker herders. The orc's spear wounds the hussar and he strikes blindly hitting nothing. Invisibly, the orc and faery eliminate the herders and hussar. Grognak's battlelust, unsated, rages towards more of the wagon men within the compound. Soon the hired hands are in rout.

On the back of the wagon two workers load crates into the rear ledge. They fall quickly as Mosa and Tweaks fall upon them. Other wagon hands approach to investigate and have a similar fate. Bezis slides under the wagon and begins to take out the wagon men on the far side of the encampment with her axes.

Mosa is the first inside, the wards failing to restrict her. The wards do counter her spells, leaving everyone visible and stripping her of the spells placed on her by the others. As they each go inside, their spells are countered. Grognak and Nicoli Enter the front, where the driver's bunks are, and kill a second hussar. Tweaks follows Mosa in the back searching the supply room and galley. Further ahead they find the bunk rooms, one being the Seneshal's chamber. After trading blows, the Seneshal teleports away to find the Magister.

Faced with a wall, Grognak attempts to make his own way through it. He succeeds to break a hole large enough for Nicoli to squeeze through, which the faery does with ease. The orc puts is shoulder into the wall badly and dislocates it. On the other side of the wall Nicoli slides across a table from the hole in the wall to see the Magister. He speaks something and the faery's world turns dark and painful.

Mosa and Tweaks continue to the front encountering a large bedchamber and the Seneshal. The warrior's armour and skill are pressed to defend against the two attackers. Tesyble launches psychic strikes through the minds in the net as Mosa sends throwing stars at his face. Tweaks is a blurr of clockwork which destroy the Seneshal's shield in seconds.

Tuesday, March 20, 2012

Wyndspring's Log - 03

We spend a good while in the lounge car drinking, chatting and whatnot. Rusty suggests a mobile deep-fryer, which I could easily weaponize, and we work on some blueprints. As the evening wears on, we overhear the neighboring table's conversation regarding a resident ghost on the train. Word has it that the apparition can be heard on the observation car in the late hours of night.

Of course we decide to investigate, most of us at least. While the others squeezed though the galley, I chose the alternative route up top. Keeping low, which is quite easy given my stature, I find I can make quick progress across the car roofs. In my over-confidence I land a bit heavily upon the observation car's top window. With a gnomish curse on my lips I will it to undo, and to my amazement, it does. I will make a note to learn more of the ability which I seem to have.

This observation car is much like the one on the previous train and sits back in second class. I sit and light up a new smoke while collecting my thoughts. Through the haze I take a second look around the car. Using the smoke like a pigment upon the canvas of the train car. Secrets are revealed to me in wraithlike forms. And it tastes wonderful.

I learn that the spirit (or shadow) manifests during a brief time at dawn. During this time she weeps softly and is of no threat to anyone. I think she is afflicted with a kind of sorrow or mourning, and one can tell that psychology is not my prime lore. I inform those with me and recommend we sleep off some of our spirits, especially Seth, and return later.

We are returning when someone thinks of the problem of waking at the right hour, this problem I know I can solve. Reaching my quarters, where my bitz and gubbins are kept, I begin work upon a new device. After an hour I have am alarm chime. The timer is turned to the desired amount of minutes or hours. When the time runs out a small hammer will hit a couple resonant bars. The alarm will continue to chime until turned off or when it winds down.

An hour before dawn I am awoken by my alarm chime and proceed to gather other volunteers. We return to the observation car with some time to spare so I roll an anticipatory smoke. As twilight sets in a faint weeping is heard near the from of the car. I light my smoke and proceed behind Bim with Seth. Hoping that my smoke would give her (it sounded like a her) form I blow it in her direction. It gathers in the seat and we can see someone by a wavering outline. Bim sits beside the half-form with a careful slowness and gently asks if she is ok. She seems not to notice and continues to weep. We pause uncertainly and a beam of the sunlight reaches through the window and with the rising of the sun, she is gone.

Wednesday, March 14, 2012


Mages can take multiple talents depending upon their mage source, but not all do. Some prefer to stick to a single talent which can make them more powerful but less versatile. Also, many have noticed the lack of the 'feeding' abilities in the new book, this was intentional as such abilities come at a price. Specialists gain the feed ability (if there is one for their talent), or it can be purchased as an other power. Specialists also gain additional abilities and cost reductions depending on their specialization. Becoming a specialist is an additional cost when purchasing a mage level (much like selecting an additional talent).

A mage who specializes in a single talent will become far more skilled with their power. Mastering a single talent is far easier, as is gaining immunities to it. Some specialists have access to abilities exclusive to them.

Becoming a Specialist: A victim may spend an additional 5 xp when purchasing a mage level to become a specialist. The victim's mage source is not altered in any way, simply note that the victim is a specialist.

Benefits: Mastery (see 'Other Powers – Book of Tools') costs 2 points less and the stat costs are removed. Additional benefits are based upon talent;

Restrictions: A specialist may only have access to a single talent and no further talents may be purchased. A victim cannot become a specialist if they have access to more than one talent.

Air – Elemental Immunity (air)* costs 3 less, add aeromancy modifier to Fl Dex (augmented), Feed (air)#.

Earth – Elemental Immunity (earth)* costs 3 less, add geomancy modifier to soak and Stm checks, Feed (earth)#.

Fire – Elemental Immunity (fire)* costs 3 less, add mage level to MS, Feed (fire)#.

Water – Elemental Immunity (water)* costs 4 less, Waterbreath* costs 5 less, add mage level to one check or war per day, Feed (water)#.

Aether – Elemental Immunity (aether)* costs 3 less, Regenerate (mutation) costs 4 less, K.O. (hand to hand), Feed (aether)#.

Death – Soul Thief* costs 2 less, Hard to Kill* costs 2 less, add necromancy modifier to all regular damage, Feed (death)#.

Famine – Mind Over Body costs 2 less, Hard to Kill* costs 2 less, Magical Resistance* costs 2 less, any attack made by the victim has a K.O. modifier equal to the victim's cryomancy modifier.

Pestilence – Victim's App is negatively modified by their mage level, add cadramancy modifier to all disease and narcotic based rolls (in favor of the disease or narcotic), Appetite Magic and Faith* each cost 2 less, Feed (pestilence)#.

War – Discord* costs 3 less (and may be taken regardless of race), Gaze of Petrification* costs 3 less, Mind Over Body* costs 2 less, add psychomancy modifier to Chr (augmented), Feed (war)#.

Chronomancy – Add mage level to initiative, one reroll per day (per mage level).

Divination – Add scry modifier to dodge and Per (augmented), add mage level to MS.

Dream – Add mage level to K.O. checks, Magical Resistance* and Countercaster* costs 2 less, Feed (dream)#.

Illusion – Add mage level to stealth and App (augmented), Gaze of Petrification* costs 3 less.

Summoning - Add mage level to command, Animal Friendship* costs 2 less, Teleportation#.

*These refer to abilities from 'Other Powers – The Book of Tools' in the Zero Terminus.
#These refer to abilities from 'Other Powers – The Book of Tools' in the Survival Guide.

Feed Cost: 6
The victim has learned to feed upon the energies that they practice. A victim may replenish pool whenever the reuirements are met but cannot excede maximum pool. A victim must select which talent they feed from, which they have access to.

All – Casting (1 mana for each use of power that uses a like mana source).
Air – During high winds (d10 mana per round).
Earth – During eathquakes (d10x10).
Fire -Near flame (1 mana per round), near large fire (d10 mana per round).
Water – In open waters (1 per round).
Aether – Electric fields (equal to Str of field or d10 per round).
Death – Near death (mana replenished equal to CL of dying).
Pestilence – Near disease (1 mana per round, per infected).
War – Disputes (1 mana per round), conflict (d10 mana per round).
Dream – Near sleepers (1 mana per round, per sleeper).

Until next round...>