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Category Archives: Volume 12- Issue 8- Boneharvest 124 (November 2014)
Tzigane Life Ritual in Woods Instead of Wagon?
People of Elmerton and the Lands Surrounding,
I am a servant of Aeumbei, Incarnation of Life. I came to the Elmerton area because I was informed of life energy rituals that were being performed by groups of tzigane. While I was not able to witness any of these rituals, I was able to tell that the energy and Agreement that was flowing from them were not serving to strengthen Aeumbei. Instead, it seemed to settle around the area where the rituals were performed. A colleague who knows more about the area suggested that it may be due to the nature of the magical and elusive Evernight Forest, though he could not be sure.
If you have any additional information on this matter, please give it to local Allegiant Minister, Oliver Finnestera so that he may pass it on to his superiors in the Allegiant.
-Verdana Orgum
Servant of Life
When Darkness Falls
It happened in an instance of forever, as things tend to do in the Evernight. Perhaps it was the stress the Dreamers faced with the atrocities committed against the Dark Walker (how would you feel if you had a leash wrapped around your neck?) or perhaps it was the massive wave of Psychic energy that washed through the grove on Fortuneday, the 11th day of Reapingdusk. Well, some say it was the 11th day- others swear it was the 10th. Pfft. Time in the Evernight, y’know. Either way, this wave of Psychic energy swept through the grove with one goal in mind: to break Control! And it did! One, two, three, four, five Dreamers awoke from their sleep and screamed or babbled or broke or grinned or laughed and then, one-by-one, left the area. And then the whispers came. And the screams. And many, though not all, of the once-Ashynnied poured out of the Forest clutching their eyes and ears, scrabbling at the dirt as though trying to bury themselves, and generally acting crazier than normal. They were babbling about their strings and the light and how they wanted back in but they couldn’t get back in. Their talk got more desperate and more hostile and then we went on the attack. Don’t be surprised if you see us in your town. We have no recourse and nowhere to go. Without the guidance and comfort of the Dark, we will take our madness out on the world. And they will dance with us on the edge of this sword… or dance another type of dance on the end of a belt. See you soon!
-Rusty
Magestry’s Best of Reapingdusk 124
Here are our picks for the October 10th-12th event:
This month’s Best PC is a tried and true veteran with a reputation for always bringing his “A” game. However, this game, with his participation in Aces, his gorgeous Ayslee setup and ceremony, his desire to try and make sure everyone is having fun, and his top-notch role-playing, Mike Kinnally as Solun really showed us how it’s done! On top of everything he did as a PC, he helped out behind the scenes NPCing and even did the worst dishes on Sunday morning! He is a loyal, dedicated, and helpful PC and we are truly very lucky to have him at Magestry! Thanks, Mike!
Here are some of your thoughts about his performance!
-Mike Kinnally was everywhere this weekend. As Solun he ran Ayslee and Aces, both of which I’m sure took a lot of work behind the scenes as well. Plus he stopped some sort of demonic fey ritual, so there’s that. On top of that he somehow found time to play what seemed like over a dozen NPC roles! Definitely best PC this game.
-As stated above, Kinnally is an absolute treasure. It is hard to find a specific role that I preferred over the rest because all of them were incredible.
-Michael was on point role-playing with Ayslee and the fae queen. He really had an intensity that he always has but doesn’t always show.
-Solun is consistently great with his OOG and IG dedication to Magestry. His performance during Ayslee, both the town’s and with Leanhaun, was top tier.
Best NPC of the month goes to a wonderful guy who jumped right into staffing and brings an excitement, enthusiasm, and know-how with him to game. Mike Mirantz has been a wonderful NPC- showing up for plot meetings, helping out before and after games, writing plots, and being willing to do what needs to be done during game. When there are times when no one else is able to fight, Mike strives to push through his exhaustion and help when he can. Mike is a great role-player and a safe fighter and we are so happy to have him on staff! Thanks, Mike!
Record Slumber Session Ends
A young woman, who wished to withhold her name from the article, has woken up from a three month slumber. Local doctors are stunned by a duration that they believe was unaided by alchemical or magical interference. When questioned about the unusual circumstances, she punched the reporter [me] and claimed that…
“Losing a fight real hard is a chump move… and that chump ain’t allowed to be awake with her posse. I’m not saying I lost a fight or anything but if I did, I might not show my face around for a while. So what if I like sleeping? I was tired. When did that become a crime, nerd?”
She refused further comment.
Her mother spoke to us and reported she is happy and relieved that her daughter is well and seems to be acting like herself again. She was unable to offer an explanation for the unusual circumstances.
We will not be providing any follow up information due to the threatening nature of the young woman.
PC Submission: Corabarra Rescued!
Know the spirits through and through/
Guide them as they come to you./
Some are brazen, some are meek/
Listen to them as they speak.
-Excerpt from Rhyme the Twenty-Ninth, The Ancient Rhymes
On the 11th of Reapingdusk, in the year 124 of the Age of Fortune, heroes from the town of Elmerton freed the Corabarra family of Tzigane from the haunted city of Qui Lagua- also known as the City of Faith – where they were resisting being haunted and possessed by the spirits there. It was a joyous day.
Using a ritual, Elmertonians bound the spirits of the Corabarra to a volunteer named Azareth. The names of the trapped Corabarra were recited and Azareth was then sacrificed and sent to Vorkarian, bringing the Corabarra spirits with him.
With the ritual successfully completed, now the Corabarra should be able to return from Vorkarian free of haunting spirits. The hope is that these Tzigane will be of assistance in the conflict with Tshurkurka.
I will not present the full list of Corabarra freed, but below are the Top 10 Most Most Common Corabarra Names according to the Memory of the Blood (along with the number of Corabarra with that name). I hope you find this list interesting:
Female Male
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Maria (64) 1. Tamas (47)
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Abela (54) 2. Vanya (38)
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Flora (51) 3. Tem (34)
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Katarina (50) 4. Wen (32)
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Katryana (43) 5. Burril (24)
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Aleta (38) 6. Beti (22)
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Olena (34) 7. Pias (22)
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Adara (24) 8. Casamir (21)
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Risa (24) 9. Radu (20)
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Loiza (21) 10. Rye (18)
Historian and Scholar
Please note: the above list is for entertainment purposes only. Gender accuracy of the names not guaranteed. Author not responsible if you give your male child a female name or vice versa based on this article.
PC Submission: Common Man’s Guide to Wood Trolls
In this installment of the Common Man’s Guide, we will tackle wood trolls (Note: physically tackling wood trolls is not advised). Wood trolls are commonly encountered while traveling in Irvanshire and are even more common in the nation of Kire Dero to the north.
Wood trolls are of human height and appear made of wood with long brown noses, long brown ears and long brown claws. They rarely if ever travel more than half a dozen paces from woods or other natural settings; entering a town or even a large building is a good way to lose a pursuing wood troll.
Wood trolls are not always hostile, but often are. When fighting wood trolls, be wary of being entangled. Any strike from a wood troll’s claws or any weapon it wields could entangle you if you are not careful. Be prepared to dodge or parry such strikes if you can. When entangled you are easy prey, so it is best to use superior numbers: bring a companion to protect your back.
Wood trolls seem to be attracted to shiny valuable objects, and searching wood trolls for valuables can prove profitable. Be sure to look in the following places when searching for coins or other items: under it’s bark on the torso and other places, inside the nose, and inside the ears. You’d be surprised what you can find if you’re thorough.
At this point one might be thinking that wood trolls may not seem like much of a threat, but we have not yet discussed one of the wood troll’s most important attributes: regeneration.
Wood trolls regenerate – that is to say they heal quickly – in natural settings which explains why they are loath to leave such places. Within about a minute a wood troll can fully heal from nearly any injury, unless that injury is caused by fire. Traveling with a nature caster is thus strongly advised when dealing with wood trolls. Any wounds cause to a wood troll by fire will not heal, though other wounds will. Dealing a final blow with fire is one sure way to finish off a wood troll. Keep in mind that any Magestry caster can use the cantrip Fire Strike as a way to eliminate an unconscious wood troll. If not dealt with quickly after being rendered unconscious, a wood troll can begin healing and awaken again, so exercise caution when looting.
Remember this motto: “Fight smarter not harder,” and you will not have trouble with the same troll twice.
For further expertise on fighting wood trolls, seek out Sandow in Elmerton.
Historian and Scholar
PC Submission: To Fegoria! And Unfortunately Back…
Tired of endless winter and cold? Do you mourn the loss of all colors other than grey and white? Miss the delicious dinner we were fortunate enough to eat last moon? Then come to Fegoria! This winter, all are welcome to board a procured airship, piloted by the distinguished Captain Liam, that will carry us from the freezing lands of Elmerton to the land of permanent summer known as Fegoria. SUN?!
But what cost must you bear for such an amazing journey? Merely a few copper to keep your boots in good repair! I covered the rest. But wait, there is more excitement to be had! MORE? YUP!
We will be arriving near Villa Arruinado. It is the ruins of an old town where fourteen standing stones surround three in the center. The fourteen stones are meant to contain the ones in the center which are a place of power and are the cause of the ruination of the city and its inhabitants. We must be careful, as the people who died there remain very territorial of the place. SOUND FAMILIAR? WE ARE EXPERTS IN THIS!
Don’t spend too much time with the stones though as what we are looking for is under them. We will seek an entrance to the mages deep. Somewhere down there is a place of power and when the magestream passes, the place is one and then another. It is now and before and before. TIMELINES!?!
Also, I’m back!
-Tumbles