The Eternal Champion-Persons, Places and Things

People-The Kelsetti of Dorel

The Kelsetti are just one of the numerous small tribal groupings that make up the people of Dorel Like the other tribes they are nomadic and the route of their yearly migration takes them from the westernmost regions of the Dead Hills through southern Pikarayd and south eastern Argimiliar. They number close to 2000 souls and they travel in extended family groupings referred to as clans. The chieftain of each of these clans is known as the Arl and he is the leader both in matters of hunting and war.
The Kelsetti are warlike by nature and the older, wealthier warriors go to battle in chariots pulled by shaggy Dorelite ponies. Younger less wealthy warriors ride to battle on these ponies-whooping, hollering and hurling flights of javelins at the enemy.
Most of the Kelsetti warriors venerate King Grome as their patron and many become initiates or acolytes in his cult. Joining the cult involves ritual scarification(-1CHA) as a compulsion. The face and arms are lacerated and small iron balls pushed into the wounds. When the wounds heal there is a raised scar.The iron balls within the body are symbolic of the rich veins of metal that run through the body of King Grome.
The Clan A'Brak will be closest to the Tomb of Taryn Karviel when the adventurers approach. They have long since learned to avoid the place and do not suffer anyone to disturb the restless spirit that dwells within.
When they are in the vicinity, the A'Brak send young outriders to observe the tomb until they have safely passed it. It is likely that any approach to the tomb will be observed by A'Brak warriors who will immediately ride back to their clan to gather a war party.
The current Arl of the A'Brak is Gromel A'Brak. He is a 35 yr old warrior of tall and broad stature and an Earth Brother of the cult of King Grome.
His face and arms are covered in the raised scars/welts that mark him as a member of the cult and he wears his hair in tall, clay caked red spikes.
He rides in a chariot driven by his nephew, Pallyn A'Brak and carries a spear and shield. He wears a Plate corselet of bronze and goes barefoot, clad in a plaid. He can muster a half dozen veteran warriors in chariots, a score of seasoned warriors riding ponies and a dozen young men on foot. He also has a hound master named Gwyth A'Drok who trains his pack of four Dorelite wolf hounds.

Arl Gromel A'Brak

Str) 17 Con) 16 Dex) 15 Siz) 14 Int)15 Pow)14/6*Cha)9

* Gromel has 2 points of POW pacted to King Grome and 6 points of POW in an inscribed Heat Rune on his spear.

CA-3, Dam +D4, SR +14, Hero Points-2

Shortspear 110% D8+D10+D4* AP 2/HP 5
Target Shield 92% D6+D4 AP 8/HP 12
Javelin 45% D6+D4 40M
Shortsword 62% D6+D4 AP 3/HP 8

Athletics 52%, Driving 24%, Influence 61%, Lore(Animal) 40%,Lore(World) 20%, Perception 44%, Persistence 60%, Resilience 75%, Riding
20%

Lang(Common) 65%, Lang(High Speech) 50%, Lore(Dorel)35%, Lore(Grome) 35%, Survival 31%, Tracking 25%

Pact(Grome) 54%, Runecasting(Heat) 49%

Gromel has recieved two gifts from his pact with Grome. The first is Divine Training with his Spear. The second is Endurance.
His compulsions are ritual scarring which has reduced his CHA by 1 point to 9. The second is that he may never wear armour on his legs and must go barefoot at all times.

Gromel is a good friend to haveand a bad enemy to make. He is generous and jolly. He likes a good jest but when stirred to anger he is a dangerous opponent indeed.
The A'Brak, like the rest of the Kelksetti are headhunters and each man carries a shortsword with a saw edged blade for this purpose. Capture enemies are likely to be buried up to the neck(according to tribal custom) and left for insects and scavengers to finish off.
 
most interesting - thanks -anyone else want to join in!?

Thing

Cleansing Dice - Artefact

Unmarked Metal disc that will fit in the palm of the hand. Thin and with no signs of crafting – it makes increasingly loud humming noise in the presence of Chaos creatures, artefacts or forces.

When held by a followed of Law – it will attempt to meld with them and persuade them to destroy servants of Chaos – especially Demons (or those with very high Chaos scores). The Artefact can not normally be touched by anyone with a Chaos score higher than its Law score – it will simply slip out of their hand

Melding with the Artefact increases the bearers Law score by 10 points. It take a few moments and involves the disc impaling the bearers palm (1HP damage)

It can project a beam of pure energy that destroys creatures or artefacts of Chaos. To Demons and similar creatures it inflicts the bearers POW plus his Law allegiance score /10 each round. It requires one round to lock onto a designated target and will not then normally miss. It ignores amour or similar defences but energy shields or wardpacts will still operate as normal. Demon weapons and objects take damage direct to their CON.

A man sized Chaos object has a percentage chance equal to the beams damage score (above) to be immediately destroyed, this increases proportionately if the object is smaller or decrease if its larger.

If the bearers Law allegiance score is ever exceeded by its Chaos score it will cease operation and drop off his or her hand.
 
Thanks Boss- I like the Lawful Disc. There seems to be a lack of others contributing....A little disappointing. :cry:



Thing-The Crystal Prism of Entropic Stasis(The Heart of Arkyn)

This fist sized green crystal is a 20 sided geometric prism where each of its sides is a triangle and, as such, a symbol of Law.
The very notion of Stasis is anathema to the powers of Chaos(and to their followers) and this enchantment was designed by the Lord Arkyn in his role as "The Meticulous" with that in mind.
There are a large number of these artefacts in existence, spread throughout the multiverse. Many have fallen into the hands of the enemy and are kept from their appointed task which is, of course, to counter entropy with stasis.
Thw wielder need only attune him or herself to the Prism by the pacting of 1POW point. The wielder may then command(assuming that he/she has the command skill) summoned entities to enter the prism, where they remain, eternally in the servitude of the wielder.
Each POW point pacted to the Prism allows the imprisoning of a further entity.
Each imprisoned entity is compelled to act as per the Gift-Slave.

* It is important to note that the entities need not be summoned by the wielder, and in fact, rarely are when Agents of Law are wielders.

The prism can hold a maximum of 20 entities, one for each triangle of Law within the prism.
It is possible for the wielder to release an entity at any time thus freeing up points of POW and magic points. Of course, the freed entity may not be too happy with its prior captor. It takes D8 rounds for the freed entity to return to its own plane of existence.
Once a prism is attuned to a wielder it cannot be used by any other person unless the pact is somehow broken.
Prince Taryn Karviel managed this when, during his Thousand year dream, he visited the Tragic Millenium. He discovered that the Sorcerors of that plane had a different form of magical ability, one where the soul could literally be "diminished" until it was no longer present.(Hawkmoon Rpg-Sorcery-Diminish POW)
In his tomb, in the Dead Hills of southern Pikarayd, Prince Taryn Karviel lies undisturbed. A little part of his soul still trapped within the Prism along with the Demon, Carnishar and a handful of imprisoned Elenoin.
Only someone able to defeat these guardians and able to travel to the Empire of Granbretan will be able to bring this enchanted artefact back into use.
 
HAKMOON "MASK OF THE GREAT GAME"

Excuse my Errors, my Englisch is not very well/needs more Practise.
And if somebody have funny Ideas for this or like to expand, so please do what you like. And please let me know were i wrote rubbish so i can try to correct it. So enough of me.


This strange thing was invented by one Character of my Group. Very Happy
His Name is Albrecht von Oxenstirna, from an Bloodline King Berndus of Aachen.
But why the founder was able to left it, and why it lay between the dusty Pages of an worthless Tome couldnt even Albrecht not imgagine!

Albrecht found this thing in the Castle of Aachen, in the Dungeon of the Dust Covered Library. And he find an Letter, the Author called himself "the Subjugated of the Mask of the Great Game". It tells that the Mask was found in an "mysteruos Mäschine Hanga", full of strange Relicts of the tragic Millenium. But at last, like an pure Accident, he found this Mask. It appeats like an Piece of unsightly cloth. He put is with him, can´t describe why cause it seems of no worth. After some Time he was thought much about this little holes in the cloth and then realised they are for Nose, Ears, Mouth an Eyes. The Cloth was an Mask!
When you pull it over your head and concentrate strong on an Person, he is able to read her Mind, sometimes see through her Eyes.
But Animals dislike the wearer of the Mask, Dogs are Barking. Even Birds fly away, but Cats seek his Presence. Sometimes the Wearer can controll this Cats.


The Mask changed through an second Skin when weared, but somebody who knows the Wearer very well can spot that is Eyes are red, and his cheeks look slim.

But every Time the Wearer use the Mask, its Might grows. And some Day it will Force his Owner to put on, do things he dont realise or like.
Or when he controlled an Cat, he is hours unable to speak (instead he hisses like the Cat). Or the Owner liked very much the Person he spied through the Mask, even shares Thoughts and he will be controlled throug his Victims, melt with his Personality.
So the Mask gives him Force and Chances for great succesfull Intrigantes, but it will take its toll.
And the Wearte cannot willingly loos it or destroy it, it is an Cures he cannot shake of.

Who knows, is it a cruel Joke of Chaos (an Demon perhaps), an Tool of Law (Science) or even an Agent of the strange and legendary Runestaff?
It works for an special Doom.....

An Rules Idea for this Mask:
Every Time it is used the Wearer make an Resistance Check vers his Target. If he succesfull he uses the senses of his Target. If he criticall succesfull he can use/controll his Target.
If he fumbles, he looks sick an the Mask looks strange. Animals or even People find his precence distorbing (-50% of Social an Stealth Checks).

Every Time the Mask takes 2 Magic Points (cumulate this). After the Use of the Mask passes an Hour, then the GM make an Percent Check against the MP. If it an success the Mask manipulates his Owner, if is critical it do something while he in an Comatos Level. If there an fumble, then the Owner have some suggest that the Mask have an Live of itself (it makes sounds, or even moves/fly the Wall up or so).
 
Nice one Agonovos, I am a little confused about this item though. :?
You have named it "The Mask of the Great Game". To me, the great game suggests espionage-particularly that of the conflict between Victorian Britain and Tsarist Russia to determine the future of India.
If you have read CotYK it also refers to persons who know the truths of the struggle between the forces of Law,Chaos and the Balance.

Is this a translation thing, or am I missing something. By great game, do you actually mean big cat(Tiger,Lion,Panther etc....)?

The cat references suggest that this may be some sort of enchantment ,perhaps an item sacred to Meerclar the Beastlord of Cats.
It could also be considered a sacred relic to the Granbretanian Assassins of the Order of the Cat.Possession of it could lead to a lot of unwanted attention from these merciless killers. :evil:

A really good first addition to the thread though. :D
 
tarkhan bey wrote:

-Nice one Agonovos, I am a little confused about this item though. :?

Oh sorry for that Tarkhan
The Name "The Mask of the Great Game" is an Translation Error.
I need more practise: "Great Game": i tried the meaning of "political Games/Feuds" (so like "A Game of Thrones"). The Game of Power - not big Cats. It should indeed suggest espionage.

The Name of the Mask is an Idea/Attempt of me: my Player gave me an selfmade Handout (the Notes of the Guy who found the thing in the Hangar), and the guy describes his progress in Society and Might cause of the use of the Masc and closes with hints of his downfall of himself to the Mask and with an strong warning (of course :wink: ) not to use, even not to touch the Mask!
His Signature (i try it again) "An Subjugated of the great struggle for Power".
Subjugated: somebody who lost the Battle, yield or who know must serve an Master unwillingly.
I´m sure you can it better - please let me know how it sounds cooler and without mismatches :roll:.


The Mask is fresh in my Gamegroup and i will wait before i made decisions of its secrets, but your ideas are very cool: the Meerclar-Connection and the Order of the Cat spawn funny ideas for the next Sessions!

- you have read CotYK it also refers to persons who know the truths of the struggle between the forces of Law,Chaos and the Balance.

I have the Book, overfly it cause most of it is important for the YK´s. Please which page are the refers- in the index is no mention.
 
Agonovos,
It was a little confusing but it seems that our interpretation of the "Great Game" is the same. My bad. :oops:
Its a cool idea. 8). We have already seen an enchantment of Law(The Magistrate of Fate) in the Hawkmoon setting so an enchantment of a beastlord isn't too much of a stretch to believe. Meerclar's cult is defined in Bright Shadows and there is lots of information on Enchantments in Magic of the YK.

I like the idea that, although there are immediate advantages to be gained from the use of the mask, it will ultimately lead to the users downfall. The Insanity rules from the Elric Companion might be useful.

I may be sounding a bit like a Mongoose sales rep as this post goes on(I assure you, I'm not). I just think that the two settings have so much interchangeability that it's a shame not to own both lines of books.

The "Great Game" is found in CotYK under the Cult of Arioch. Its in a sidebar and is either a new Gift or Skill for that cult. I cannot remember exactly which page as I don't have my book at the moment.

Cheers and keep up the good work.
 
Hello tarkhan bey,
nice to see the confusion is cleared.
I take a look in "Bright Shadows", the Meeclar Connection is an very interesting suggestion.

I own all the Eternal Books from Mongoose.
I decide to use the Insanity-Rules from next Session one, as it will usefull to see how the Doctor´s Mind will be after his confrontation with the Operation/Demon Table which crawls on dead Guardsman.

Thanks for the Information about "the Great Game" in the Arioch-Cult.
I will refer to it.

And to the Eternal/Crossover Theme: yes it is not to much a stretch of believe to see this Powers to work in Tragic Europe an in the YK. It happens in the "Secrets of tragic Europe"-Campaign to. But i want it to mask, so my Players who know the Novels and Settings having somt to think about.
:wink:

I will make another try with an NCP soon, after i take a look in the Cults of YK.
 
A little bit of thread necromancy.....

I originally posted a plot in the 'Plots for Elric thread'. By the time it was played, it had mutated somewhat. The main non player characters are listed throughout this thread.

Although they are 1st Ed characters, they are easily converted. I hope that they, and the proposed plot which involves a mystical artefact are useful to someone.
The main difference is that the scroll is now in the hands of Diavon Tarlesh rather than a Pan Tangian sorceror.
 
That was a really cool thread. It was a shame there weren't more contributors! Some very good, useful ideas in there.
 
Back
Top