Sunday, February 16, 2025

Azzabal the Fixer

 

This elf positively glows and it seems that wherever he travels people receive him well, basking in his attention. His height, a few inches shy of seven feet adds to his aura and nobel bearing, but he is by no means imposing.  Children regularly approach the tall elf singing him songs and offering him their toys. Due to this, he has a bag full of small toys and trinkets to give in response.

Azzabal stands on the docks outside the desalination plant, near The Titan's Reach III.  He introduces himself as the former apprentice to “Serrhin“, a wizard the party saved at the Summoner's Ball.  Azzabal explains that he is very interested in continuing his work and study of converting magical items into meta magic components.  He needs a safe place to do his work and believes that your flying ship The Titan's Reach III, would provide the perfect location for an elf of his skills to set up shop.  Besides crafting wonderous items such as meta magic components, he is also capable of crafting wands.  He explains that while he is capable of wandcraft, he rarely does it due to it taking too much time from his true passion.  He also thinks he could provide valuable diplomatic skills to a group that flies about to various locales. Azzabal is hoping to come to a mutual agreement that could be beneficial to both parties.  He claims to have mastered a process to convert a Cloak of Resistance into an Meta Magic Component that extends transmutation spells. 

Azzabal's unknown bloodline provides a permanent Adoration spell to be on him at all times

Miar Moshea The Elven Duchy

 Miar Moshea (Me Are Mo Shay)- Midwestern coastal duchy often referred to as the Elven Duchy.  The current leader of Miar Moshea is 900 some year old Duke Miraq Moshea.  Miar Moshea is often referred to as the quiet duchy for their tendency towards isolationism.  Most of the elves of the isles can trace their lineage back to Miar Moshea which in elven means island mother. 


MAJOR CITIES:
Ferraq Tulle (Fair Rock Tool)- The capitol city of 50,000 residents was created solely for purposes of government. Ferraq Tulle was created by decree when the elves signed a treaty to enter into The Triskellion kingdom   The elves had long been allied with lawful rulers of the Isles even before joining the Triskellion Kingdom. Since joining the crown many elves have become prominent figures throughout The Evening Isles. Ferraq Tulle is famed in art and tale as the Crystal City.  Paintings reveal sparkling gemstones grown and manipulated to fantastic heights and shapes, the crystal reacting to the vibrant magic of the elven culture.  A folktale tells of sunlight captured in crystals wielded by elven champions against creatures of the dark.

Prior to entering into the kingdom the elves where quiet allies of the crown, and many individual elves entered into and gained prominence in the lands ruled by the crown. 

Urbport -The Sundering changed the elven culture and duchy in ways the first king could never have anticipated.  Where Ferraq Tulle was originally intended to be the only incursion into elven lands by the rest of the kingdom, the Sundering forced the elven duchy to develop the coastal trade city of Urbport as well as a road traversing from Urbport to Ferraq Tulle.  The road to Ferraq Tulle was a profitable trade route into the Royal Duchy of Lockshire, due to Ferraq Tulle being so close to Lockshire’s border. The road between Urbport and Ferraq Tulle is called The River by the citizens of Urbport while the elves generally refer to the road as The Slice.

During the creation of Urbport, reformists succeeded in convincing the elders to give Urbport over to half-elves, finally providing them a place and purpose within the Duchy. The entire structure of the city, from architecture, harbor, and governance was left to the half elves to devise.  They were responsible for processing foreign sea trade along with protecting the road between Urbport and Ferraq Tulle. The elven leaders did not foresee the power and wealth they were providing to the long suffering half elves, only recognizing in the last decade the growth of Urbport and strength of its leaders. 

FAMOUS CITIZENS:

Miraq Moshea: King of the Elves, Duke of Miar Moshea 
Miraq Moshea

Virallian Mozeel: Long dead Elven Archmage to the original court of Moshea.

Viralla Mozeel: Grand Daughter of the famed original Archmage.  She is now King Miraq’s expert on all things magical and his closest adviser.
Viralla Mozeel

Nistle Ky Shea: Elven ranger during the times of antiquity, his writings on the ecology of The Isles is taught to every elf that strings a bow

Ferrum Vigmatto: A traditionalist of the old order, Ferrum seeks to restore Miar Moshea to its ancient customs, status and structure.

Arcanthorth Vigmatto: Known as the feuding lover among elven nobility, Arcanthorth’s scandalous reputation is audacious in rumor and fact.  His longest held feud being with his brother Ferrum, supposedly over Arcanthorth bedding his brother’s then wife.
Arcanthorth Vigmatto


Ambassador Korleigh Lockshire: Daughter of the Duke of Lockshire, Dumah Lockshire
Ambassador Korleigh Lockshire
Markalis Cryssal: Now out of favor reformist, one hundred years ago was one of the leading reformists responsible for handing Urbport over to the half elves.  
Markalis Cryssal
                             Camaroneous SteelFamous Elven Swordmaster
Camaroneous Steel

Saturday, February 15, 2025

The Arena

Table Top Control Panel

Created from similar magic as an Instant Fortress, using the Mage's Magnificent Mansion as its primary magical source, The Arena is a magical extra dimensional space crafted by a planar traveler not of this prime material plane.  Unlike most magical items, The Arena is capable of attuning to more than one person and is greatly influenced by Mythic individuals and places. 

The Arena is an extra-dimensional dwelling that has two entrances on the plane from which the Arena was activated. The entry points looks like a shimmering hallways 5 feet wide and 12 feet high. Only those you designate may enter the Arena, and the portal is shut and filled with stone blocks of  magical force behind you when you enter. The controller may open it again from your own side at will. Once observers have passed beyond the entrance, the Arena opens up before them. The atmosphere is clean, fresh, and warm.

The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per level of the Arena's controller. A staff of near-transparent servants (as many as two per controller level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the Arena, serving as an audience during battles. Since the place can be entered only through its special portal, outside conditions do not affect the Arena, nor do conditions inside it pass to the plane beyond.

When not in Arena form The Arena is a heavy dense table of unknown metal, the table measuring 40 inches in height, 24 inches across and 30 inches long, weighing 250lbs. The Arena if attuned to and being used by a non-mythic creature is a 240 feet across and 300 feet long (each square on the map is 10 feet).  The Arena's height is always 40 feet higher than the tallest creature. 

Mythic creatures attuned to The Arena may spend points for specific affects.  If more than one person attuned to The Arena attempts to activate any of its magical abilities, mythic and otherwise, the highest Mythic Tier, followed by highest level creature is considered its controller. 

1 Mythic Point: Triples the length and width of the Arena for 30 hours.  Doesn't affect height as the height of the arena is always 40 feet above the tallest creature or thing in the Arena.

1 Mythic Point: Comprehend Languages for everyone in the Arena for 1 hour

1 Mythic Point: Enlarge 1 willing creature per level of the individual that spent the mythic point for 2 hours

Other affects and powers will be revealed the longer one is attuned to The Arena