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Yep, after nearly three months running, the crossover is finally revealed in 4.0 Weclome to...
OP, Main Character

Gear

Set Moon to Ramming Speed!
Yep, after nearly three months running, the crossover is finally revealed in 4.0 Weclome to Arendelle, which is at the start of the movie. Arc 4 takes place over roughly the same time frame of the movie, though events play out quite different due to player decisions. We are now moving on to Arc 5, which is going to be about dealing with the consequences of what just happened.

So welcome to the quest, and I hope you are entertained.

~~Main Character~~

Duchess Aase Mørkeskog, Mighty Snake No. 9

Art by @Eri, friend of the Quest
Traits


Unique:
Primordial Titan: You are one of the first magical beings born in this universe, and thus the magic code is like the pirate code, more of a set of guidelines than rules.
Snake of Destiny: As the 9th snake hatched from a clutch of 99, on the 9th day of spring, you are touched by Destiny. Any event that would cause you to die has to be confirmed with a D20, and rolling a 9 or 99 counts the same as rolling a nat 100.
Second Brain: In case your primary brain is destroyed, can remain active, reduces need to sleep, +1 General Action, dreams of shepherding and the old village, and his life therein.
Magically Empowered: The first spark of magic lead to your conception, infused your being, and the release of magic from your siblings dying around you before you hatched empowered you yet further. Then you had the bright idea to pump yourself full of raw magic. You got lucky, this time. -31 to all DC rolls

Congenital:
Genius: +5 to Main Stats, +1 Martial, +5 Vassal Opinion, +30 Rationality
Divine Beauty: A beauty so perfect and powerful that no mortal creature can possess it, nor can they ignore it. +10 Diplomacy +8 Magic. Immense rise in Fertility and Spousal Relationship. Natural, Forever Young. (Small chance to be passed down, High Chance to pass down Supernatural Beauty. Limited to Divine level characters or better.)
Monstrous: -5 Diplomacy, +2 Martial, drastically reduced romantic interest (Temporarily Lost when Disguised as Human)
Strong: +1 Diplomacy, +2 Martial, +2 Wounds

Character:
Patience: +1 Diplomacy, +1 Intrigue, +1 Administration, +1 Learning
Diligence: +1 Martial, +1 Intrigue, +1 Administration, +1 Learning, +1 Piety, +1 Diplomacy
Hiding: -5 Diplomacy
Shy: -2 Diplomacy, Opposite of Gregarious

Education:
Basic Education: You now know how to speak, read, and write the local human language, as well as some Arithmetic.
Magical Arsenal: 1/3's of Magic Added onto Martial Score (+8)
Active Magical Abilities

Reanimation: Can permanently animate one corpse at a time of similar size to yourself. Zombies will not regenerate.
Limit: 1/5 Zombies (Small Bird)

Resurrection Spell: Halfway completed, Can call back lost souls, and contain them in an enchanted physical object with a death sigil engraved and empowered around it.

Withering Curse: Will inflict a wasting effect on one target.
Duration and Effects: Starting with -10 to all rolls and a lingering wound that will not heal for the first season, adding another -20 to rolls and 2 wounds the second for -30 and 3 wounds total, -30 and 3 wounds added the 3rd season for -60 and 6 wounds, etc. Curse continues for 2 years or death, which ever comes first. Dedicated care and medical attention over a turn can prevent curse from worsening for that turn
Limit: One target

Weakness Curse: Causes a permanent -16 to all rolls for the target

Fire Curse: Catches a target on fire, and while the fire can be put out with fire or smothering, as soon as air touches the target again, the fire will roar into life again. Curse lasts up to 2 days.

Curse Breaking: Can remove any curse cast by 9 or Astrid within minutes, unless specifically guarded against

Life Infusion: Can animate up to three items or collective groups of items of up to similar size to yourself.
Limit: 3/3 Minions (Trees)

Life Link: Can establish a magical link to a single target, telling you it's location, and general emotion and health levels.

Healing: Restores 4 wounds over 4 rounds per use, only one [Healing] effect may be on a target at any one time

Dark Beam: Can fire up to several hundred thick beams of darkness at a single or multiple targets, which will ignore armor and with partial homing (-10 to DC)

Greater Jubilee: You can create and control Fireworks, from a single firecracker, to massive sparkly explosions, singly, or an entire sky full, in all the shapes and colors you can imagine.

Better Toughness: Give 5 temporary Wounds to a target for 8 hours, though all damage will remain when the spell fades.

Shadow Cloak: You wrap the shadows around you, rendering yourself invisible, while your in the shadows, at least. +20 situational Intrigue when being used.

Phasing: You can make yourself immaterial, but not invisible, and pass through any physical barriers and/or objects. Cannot attack, use magic, or commit any other actions besides moving when phased. Gives a situational +5 Intrigue when being used.

Death Aura: can emit a subtle aura of death, unconsciously repelling other creatures. Cannot attack, use magic, or commit any other actions besides moving when emitting the aura.

Hypnotism: With eye contact, Aase can induce a highly suggestible state in a target, where upon she can alter memories, give orders, and subliminal instructions, all of which can be trigger based.

Cloth Generation: Can make any simple item from a single piece of cloth, which can be any one color.

Stone Generation: Can make any simple shape using a single piece of stone, which can be any one type, and up to (1) ton in mass.

Wood Generation: Can make any simple shape using a single piece of wood, which can be any one type, and up to (1) ton in mass.

Personal Portal: Can make a small portal between the normal world and her Nest World.

Gate Enchantment: Can make a permanent portal embedded in a physical frame, can go between the normal world and the Nest world, places in the same world, Max Distance: Worldwide, Min Distance: 5 kilometers, Max Size: 10 meters, Min Size: 0.5 meters, Gates must be set in a frame and be un-moving, gates must be of similar size and shape. Takes about an hour to cast, then the caster has to carry the other end to it's destination and build a second gate to link it to.

Human Form: Can magically take human form, but is only temporary, as you still have your tail, which is magically stuffed into your legs. Magically. Can last for up to a week.

Magical Enhancement: Direct your magic into your growth, imbuing some of your magical nature into your physical nature

Self Morphology: With effort, you can direct your magic to alter your physical form in minor ways.

Trait Consummation: When you eat a creature, you can use alter your physical form based on it in ways far faster and effective than just using Self Morphology.

Magical Working: With time and resources, can create any minor magical effect (Subject to GM Approval)

Copy Congenital Trait: Can permanently copy Congenital Traits from a target, Range: Touch.

Infuse Armored Flesh: permanently add the passive ability Armored Flesh to a single target, Casting Time: 1 hour, Range: Touch, automatically applied to all Hero units

Infuse Spider Sense: permanently add the passive ability Spider Sense to a single target, Casting Time: 1 hour, Range: Touch, automatically applied to all Hero units

Infuse Regeneration: permanently add the passive ability Regeneration to a single target, Casting Time: 1 hour, Range: Touch, automatically applied to all Hero units
Passive Magical Abilities

Sense Magic: can sense magic close to you
If actively focused on for a turn, can partially identify type of magic

Life Sense: can sense life in the area around you, if actively focused on for a turn, can partially identify the type of life

Shadow Sense: can sense the shadows around you quite accurately for a short range

Spider Sense: a mix of enhanced senses, magically improved intuition, and boosted reflexes make you harder to hit (+20 to enemies attack DC)

Undead Servant Sensing: can sense your own undead servants in the area around you, as well as use their senses.
Range: Short

Ghostly Anchor: If killed, Aase will be pulled back to the Nest world as a ghost, to build a new body

Regeneration: Will heal one wound a week.

Armored Scales: Grants you 2 Armor

Armored Flesh: Grants 7 Armor to your skin and the flesh under your scales, stacks with Armored Scales.
Special Items

Lucky Coin: a small silver coin, with a seated lady surrounded by stars, with the letters 1875 under her, and on the other side, was some words using letters that only look kind of familiar, even if the language didn't, surrounded by two leafy twigs, with more unknown words wrapped outside of them. Somehow, holding the coin, Aase knew that it would bring her good luck. Somehow. (Negates (1) Crit Fail per turn, Grants (1) Nat Crit per Arc, Lucky things more likely to happen)

Noble Connections: Aase has attended a round of social parties for the first time, and has managed not to embarrass herself, which exceeded the Noble's expectations. They now look on her somewhat favorably. One level of Contacts with Nobles gained, can be used to trade favors for favors and politicking.

Naturalist Connections: Aase has made several acquaintances with various naturalists during her recent world tour establishing Gates to colonial outposts, cemented with a trip to the Imperial museum of Natural History. One level of Contacts with Naturalists gained, can be used to trade favors for favors and politicking.

Magical Connections: Aase has made several inroads into the small magical communities and families that dot the Northern Empire during her work as the Minister of Magic. One level of Contacts with Northern Mages gained, can be used to trade favors for favors and politicking.

Gem Grove Planted, 5.5 years till first (small) harvest

Gate from Nest World to the Sister's Castle built

First 9 Skins - Nest, Part of the Death Sigil
1 X [Snake Skin] - Nest, normal snake skin, slightly magical, will not decay
5 X [Armored Snake Skin] - Nest, snake skin strong as 2 armor, slightly magical, will not decay
4 X Wood - Nest, being used in a lean to, can be recovered whenever.
8 X Stone - Nest
Crude Tools - A collection of roughly home made tools.
Map of Arendelle
Small Bag of Kroner
Draft Book from your Large Account at the Bank of Arendelle
1 X Big Bag O'Gems
Servants

Tree Golem 1, 2 Combat, 2 Armor, 0/18 Health
Tree Golem 2, 2 Combat, 2 Armor, 0/18 Health
Tree Golem 3, 2 Combat, 2 Armor, 0/18 Health
Undead Bird, 0 Combat, 0 Armor, 0/6 Health
Nest

Contains 1x [Snake Skin], 5x [Armored Snake Skin], 4x Wood, 8x Stones, Large Area of Cleared Ground to build a new nest on, Crude Tools, Big Bag O'Gems, Lucky Coin, Large Death Sigil made of rocks and sticks around it, your first 9 skins enhancing the sigil, enhancing death magic performed in the clearing further. Been recently spruced up with more accurate placements thanks to your new hands. (-40 to all Death related magic DC's)
Locations

Your nest was located in a mountain valley. Now it is it's own world, barely connected to the Overworld.

- Nest World - A small world with your nest at the center of it, a forest surrounding that similar to the Deep forest of the Overworld, yet more inherently magical, with a mountain rising at the back, with it's peak hidden by the fog surrounding the world marking it's edge. Going into the mist will only deposit you back right where you entered it, despite going in a straight line.

- Mørkeskogen (Deep Forest) - Magic is still seeping and pooling in the forest, though in far greater amounts than you remember. The forest is now thick with much larger trees than it once had, allowing little light to reach the forest floor. A sense of otherness and silence permeates the shadows far from it's borders. And you are not alone.

Evidence has been found that boars the size of houses roam the forest, living shadows that eat life force from the shadows of others, and murders of crows that cast no shadow have been seen. Giant, impossible trees that reach the clouds, yet can not be seen from outside the forest. The forest itself seems to be bigger on the inside as well.

- Grasslands - A vast collection of farms and pastures, with a large network of stone and dirt roads crisscrossing between them.

- Cliffs - The land before the cliffs is just more grasslands, but when you look out over the cliffs, there is a magnificent view of the sea, and down below and to the right, a large bay with many ships, the city of Arendelle. The view of the three great bridges crossing the fjord and with the hundreds of ships and boats crossing under them is beautiful.

- Eikendelle - Aase's former village, turned town in whatever happened while she was in her Nest World. There are streets, entire streets dedicated to similar crafts and merchants, which are filled with goods, many of which she has never seen before. And the people who dress and speak so differently than what Aase remembers from before, who speak of their day to day life while buying and selling in amounts that she was sure would shock the village she remembers. The buildings are made from smooth, well made planks, painted and often with carved decorations in or on them. Lanterns are everywhere, as is an abundance of metal and glass. Clearly, the town is quite wealthy, and with talk about an expansion to a gold mine in the mountain behind the forest, it's clear where it comes from.

- Grass side Mountain - [UNEXPLORED]
- Forest side Mountain - [UNEXPLORED]
- Far end of the Valley - [UNEXPLORED]

- Fjord - The fjord is large, cutting into the landscape of mountains, The area with the city is sort of an offshoot, with stone walls from the castle to form a protected harbor, with dozens of ships inside at dock in the city. The beach is rather rocky, seemingly made up of pebbles, rocks, and some sandy dirt. Going around the fjord, the city has grown around, and over the fjord with the three great bridges.

- Arendelle - Extending up out of the narrow valley and into the surrounding hills and valleys, with a trio of giant metal bridges crossing to the other side of the fjord where even more of the city was now. Over a hundred of the large sailing ships were tied up at the cities many docks, or anchored in the fjord, with hundreds of smaller river boats and yachts between them. The various districts of the city provided much of everything, from warehouses down at the piers, to business districts, residential blocks of various quality, industrial sectors whose smokestacks stained the sky, to the posh areas up on the hills and mountainsides where large manors looked down onto the city. The old areas of the city that you remember, around the Castle and it's docks, now seems to be the richest part of the city.

- Valleys on the other side of the fjord - [UNEXPLORED]
'History of the Northern Empire and the Kalmar Union, 1397 - 1800'


The Northern Empire was founded with the Kalmar Union of 1397, where after conquering the final Swedish resistance, and the loss of King Hakaan VI Magnusson in the final battle, the Queen Margaret, in the name of her son, Olaf II, King of Norway, Denmark, and Sweden, convinced the King of Finland to name the boy as his heir, as his own sons had all been lost in the decade before to various reasons. Olaf II did have moderate blood ties to himself, and likely fearing that Finland would be next on Norway's list, he decided to accept their offer and name the boy his heir.

Queen Margaret spent the next ten years unifying the four kingdoms into a single Empire, using Norway's numerous mages and witches to strengthen their armies, enhance their markets, and bring the peoples of this new Empire closer together.

Once Olaf II Magnusson took the throne on his 16th birthday in 1409, he began building up the army and navy of the Empire, for what is now called the first wave of Imperial Expansion, where over the next hundred years, the Northern Empire conquered much of the Baltic Region, and ended up controlling nearly everything withing 300 miles of the Baltic Sea, as well as tightening it's hold on many islands in the North Atlantic, such as Greenland and Iceland, as well as smaller islands, such as the Faroe Islands, Jan Mayen, and Svalbard.

Russia in particular suffered quite heavily from Imperial expanionism, losing most of northwest Russia to the Empire before 1500, the Empire's border nearly reached Moscow. This would be the height of the Empire's power in Europe though, as so much conquered territory, with many times the population of the original countries of the Empire, took a great deal of resources to integrate.

And with the Austrian led Central Coalition and the French Kingdom to the South, as well as the infuriated Russian Monarchy to the east, along with such massive land borders made more expansion in Europe nigh impossible. So the Empire began looking overseas for less militarily expensive options to expand it's power in the early 1600's.

This lead to the colonization of Canada, along with several smaller colonies in South America, Africa, Australia, and Asia. It also lead to a great deal of strife with the British Empire, and the two have had cool relations ever since, as well as competing for the worlds largest navy.

But by the late 1600's Christianity had deeply rooted itself in the Empire, the Catholic and deeply religious Frederick III Magnusson felt that the Empire was ready for more widespread adoption of Catholic principles, and banned the practice of witchcraft, and outlawed magical items and plants from the Empire.

The 1700's saw a loss of territory in Central Europe, as the Central Coalition, with French and British support, reclaimed much of what was lost in the 1400's invasions, and pushed the Empire borders back by 150 miles toward the Baltic Sea all across Europe. It is only with the American and French Revolutions during the end of the century and the exhaustion of the many wars that saw the loss of Imperial territory end.


Moving into the new century, the aging Emperor Frederick VII Magnusson has joined the Alliance against a new threat, the Emperor Napoleon I, of a newly minted and aggressively expansionist French Empire. He has vowed to see Imperial lands restored and the French dreams of a united continent dashed his sone, the Crown Prince Agnarr takes to the field, leading the Empire's army to victory.
'The Aftermath of the Napoleonic Wars, 1830'

In the last year of the last of the Napoleonic wars, it seemed that even the military genius of Napoleon would have to bow to the latest, and mightiest alliance against him and the French Empire, as kingdoms and empires from all sides joined together in the singular goal of defeating the French and reclaiming their lost lands.

But Napoleon showed that he was a political genius as well as a military one by secretly sending diplomats to the Allies, minus the Northern Empire, with an intriguing offer. To turn against the Northern Empire and split up it's mainland European holdings. In exchange, Napoleon would give up some of it's recently conquered territories and enact a series of alliance and trade treaties with the Alliance.

The breaking of the Alliance came in 1812, with coordinated surprise attacks on the Northern Empire, who was then moving to engage the French at Waterloo, to cut off the spear of their advancement into Imperial territory. It was considered by many to be Napoleon's greatest victory in both the military and political spheres.

It was an unmitigated disaster for the Empire, with their grand army beset on all sides, few soldiers escaped back into Northern controlled lands. Sadly, the Crown Prince Agnarr was not among them. On hearing the news, his father, the Emperor Frederick VII, suffered a heart attack, and later passed in the night, leaving the now Emperor Agnarr II in French custody.

With their Grand Army routed and captured, their Emperor imprisoned, and their fleets outnumbered, the Northern Empire had no choice but to accept the humiliating terms of the Congress of Vienna, where the powers of Europe carved the Northern Empires southern holdings up to promote a new balance of power.

The French Empire would receive most of the Germanic states, in exchange for releasing Belgium and Amsterdam. The Austrian Empire would receive some of the southern Germanic and Polish regions. The Russians, who did rather poorly against the Empire once more, only made modest territorial gains, mostly in a corridor centered around the Latvia region, to the Baltic sea, once the sole domain of the Empire.

The British received East Canada from the Empire, their most prosperous colony at the time, completing their grip on the northern section of the American Continent, as well as a new Fleet treaty, limiting the number of heavy warships the Empire could build to one for every one and a half the British had.

The Territory once known as Denmark, for the first time in four centuries, found itself as an independent country, ruled by a branch of the Charming family distantly related to the Magnusson's about 4 generations ago, who took the name Westergaard, to signify their duty in limiting the Empire's influence in Western Europe. It was renamed the Kingdom of the Southern Isles in an attempt to engender a new national identity among it's people, with new flags, symbols, currency, and even a new official language to try and distance them from their Imperial past.

The lands of the northern Polish, Belarus, and Lithuania regions were too then condensed into a new Kingdom, called Corona. Emperor Agnarr and his negotiators did manage to get his cousin installed as it's king, King Olaf I Tryggvason. Of it's former holdings, Corona has the best relationship with the Northern Empire, and many believe that it's only a matter of time before it rejoins.

Map of Europe, 1839

Dark Blue is the Northern Empire, Blue is the Austrian Empire, ruled by the Charming Dynasty, Orange is for the French Empire, Red is the British Empire, PinkLight Red is for the Southern Isles, ruled by the Westergaards, Light Beige is Russia, and the Lime Green is Corona.

The two Dark Blue lines running through the middle of Europe are the old borders of the Northern Empire, the lower run is pre-1700's, while the upper one is pre-1812.


 
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Other Characters
Lady Astrid Mørkeskog, Heir to the Duchy of Mørkeskogen

Astrid


Traits:
Goddess: Born of magic, born to magic, born for magic, while you can warp the world to your whims with your magic, you can't warp magic itself so easily
Magically Empowered: The essences of dying Primordials cursing the world was the fuel, and your mother's phenomenal power and will was the spark that gave rise to you. -10 to all DC rolls
Attractive: +1 Diplomacy, +romantic interest
Strong: +1 Diplomacy, +2 Martial, +2 Wounds
Monstrous: -5 Diplomacy, +2 Martial, drastically reduced romantic interest
Chaste: +1 Learning, -romantic interest, -Lustful Opinion, +Zeal, +Reputation "Boys are icky!"
Humble: +Humble opinion, -Proud opinion, -Ambition, +Reputation
Greedy: -1 Diplomacy, ++++Greed, -Honor, +Ambition
Envious: -1 Diplomacy, +2 Intrigue, -Honor, -Liege Opinion
Honest: +3 Diplomacy, -2 Intrigue, +Honor, +Honest Opinion, -Deceitful opinion
Gregarious: +2 Diplomacy, +romantic interest, +Gregarious opinion
Cynical: +2 Intrigue, +Cynical opinion, -Zealous opinion
Ravenous: -1 Diplo, +1 Martial, Intrigue, Admin, Learn, Magic


Magic:
Stinging Hex: Causes an incredibly painful, debilitating stinging sensation wherever it hits, like if you had stuck it into a wasp nest. That was filled with acid, on fire. lasts for hours.
Weakness Curse: Causes a permanent -16 to all rolls for the target
Fire Curse: Catches a target on fire, and while the fire can be put out with fire or smothering, as soon as air touches the target again, the fire will roar into life again. Curse lasts up to 2 days.
Flaying Curse: Causes a target's skin to begin rapidly peeling itself off in strips the curse lasts for about 20 minutes
Death Touch: On touch, can instantly kill anything smaller and weaker than yourself
Human Form: Can magically take human form, but is only temporary, as you still have your tail, which is magically stuffed into your legs. Magically. Can last up to a week.
Fire Snake: Astrid can set herself on fire, and can turn parts of herself into fire, without harming herself or what she's carrying.


Armored Flesh: Grants 7 Armor to your skin
Regeneration: Will heal one wound a week.
Spider Sense: a mix of enhanced senses, magically improved intuition, and boosted reflexes make you harder to hit (+20 to enemies attack DC)

Empress Elsa Magnusson

Empress Elsa Magnusson



Traits:
Congenital:
Close Sibling: 30 with Close Sibling
Ice Witch: +5 Martial, 3 Magic, -5 all DC, -20 Vassal Opinion if known
Beautiful: Attraction to you is common and… accepted. You're very recognizable. +2 Diplomacy, -2 Intrigue, Huge rise in Fertility (Small chance to be passed down, Large chance to pass down Attractive) (Cannot be taken if Handsome)
Genius: 5 to Main Stats, +1 Martial +5 Vassal Opinion, +30 Rationality
Old Blood: Of a noble house, affluent, and with many allies. Accustomed to matters of the purse and leadership. Raised for war. +3 Martial, +3 Admin. Stats rolled with d8s, capped at 35. Naturally longer lifespan. (Can be passed down)

Character:
Best Friend: 40 with best friend (Anna)
Diligent: 1 to Main Stats, +10 Vassal Opinion, -10 Greed, +10 Zeal, +10 with Diligent Char, -10 with Slothful Chars
Patient: 1 to Diplo, Intrigue, Learning, Administration, Piety, +10 Rationality, -10 opinion towards Wrothful, +20% Defense
Deceitful: -2 Diplo, +3 Intrigue, -25 Honor, -10 towards Honest
Craven: -3 Martial, -5 Vassal, -20% Morale Defense
Just: 2 Admin, +1 Learning, +10 Vassal, +20 Rationality, +10 Honor & Zeal, +10 to Just, -10 to Arbitrary
Cynical: 2 Intrigue -2 Magic, -5 Vassal, +10 Rationality, -100 Zeal, +10 Cynical, -10 Zealous
Paranoid: -1 Diplo, +1 Intrigue, -10 Vassal, -10 Honor
Lustful: +1 Intrigue, +20% Fertility, Opposite of Chaste
Avarice: -1 Diplo, +3 Intrigue +2 Admin, -15 Honor, -15 to Liege, +30 Ambition, +150 Greed, +15% Global Taxes
Sadism: -2 Diplo, +4 Martial, +1 Intrigue, -20 Rationality, -20 Honor, +20% Morale Off.

Education:
Scholarly Theologian: 1 Diplo & Admin, -1 Intrique, +6 Learning, -5 Fertility, +20 Zeal
Brilliant Strategist: 10 Martial, 2 Intrigue & Admin, -1 Learning, +5 Wounds, +1 Leadership Trait
Magical Arsenal: 1/3's of Magic Added onto Martial Score (+3)
Lifestyle:
Architect: 1 Martial, 2 Admin, +20 to Architects, +20 Siege Defense
Leadership:
Winter Soldier: Winter +4 Base Supply, +50% Winter Combat


Magic:
Power of Ice and Snow:
Regional Range, High Powered, Moderately trained and experienced using it.
Armored Flesh: Grants 7 Armor to your skin
Regeneration: Will heal one wound a week.
Spider Sense: a mix of enhanced senses, magically improved intuition, and boosted reflexes make you harder to hit (+20 to enemies attack DC)
Princess Anna Magnusson

Princess Anna Magnusson

(But with White Hair)

Traits:
Congenital:

Close Sibling: 30 with Close Sibling
Military Ice Witch: 4 Piety, +8 Martial, -5 all DC, -15 Vassal Opinion if known
Adorable: Is cute. +1 Diplomacy. (Can be passed down)
Beautiful: Attraction to you is common and… accepted. You're very recognizable. +2 Diplomacy, -2 Intrigue, Huge rise in Fertility (Small chance to be passed down, Large chance to pass down Attractive) (Cannot be taken if Handsome)
Quick: 3 to Main Stats, +15 Rationality, Clever Ambush
Strong: 1 Diplo, 4 Martial, 2 Wounds, +10 Sex Opinion, +10 Vassal, +20 from Tribal
Old Blood: Of a noble house, affluent, and with many allies. Accustomed to matters of the purse and leadership. Raised for war. +3 Martial, +3 Stewardship. Stats rolled with d8s, capped at 35. Naturally longer lifespan. (Can be passed down)


Character:
Best Friend: 40 with best friend (Elsa)
Diligent: 1 to Main Stats, +10 Vassal Opinion, -10 Greed, +10 Zeal, +10 with Diligent Char, -10 with Slothful Chars
Kind: 2 Diplo, -2 Intrigue, +10 Vassal, +10 Honor, +10 to Kind, -10 to Envious and Cruel
Honest: 3 Diplo, -2 Intrigue, +25 Honor, +10 to Honest, -10 to Deceitful
Brave: 3 Martial, +10 Vassal, +10 Brave, -10 Craven, +10 Morale Defense, Heroic Countercharge
Gregarious: 2 Diplo, 5 Sex Opinion, 5 Vassal, 5 to Gregarious
Cynical: 2 Intrigue -2 Piety, -5 Vassal, +10 Rationality, -100 Zeal, +10 Cynical, -10 Zealous
Lustful: +1 Intrigue, +20% Fertility, Opposite of Chaste
Sadism: -2 Diplo, +4 Martial, +1 Intrigue, -20 Rationality, -20 Honor, +20% Morale Off.
Ravenous: -1 Diplo, +1 Martial, Intrigue, Admin, Learn, Magic
Ambitious: +2 all stats, +40 Ambition, +10 Zeal, -5 to Ambition, -50 to those who posses.

Education:
Indulgent Wastrel: -1 Diplo, 1 Admin
Brilliant Strategist: 10 Martial, 2 Intrigue & Admin, -1 Learning, +5 Wounds, +1 Leadership Trait
Magical Arsenal: 1/3's of Magic Added onto Martial Score (+4)

Lifestyle:
Hedonist: 2 Diplo, 1 Intrigue, 20 Fertility, -10 Church, +20 to Hedonist, -10 to Celibate, -30 Zeal
Duelist: 8 Martial, 20 to Duelist

Leadership:
Winter Soldier: Winter +4 Base Supply, +50% Winter Combat

Magic:
Power of Ice and Snow: Regional Range, High Powered, Well Trained and Experienced using it.
Armored Flesh: Grants 7 Armor to your skin
Regeneration: Will heal one wound a week.
Spider Sense: a mix of enhanced senses, magically improved intuition, and boosted reflexes make you harder to hit (+20 to enemies attack DC)
 
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1.0 Hatching, Original OP
~~Original OP~~
Well, another few months, and a simple new Quest to help me practice writing and running a quest. No hard and fast rules, a simple dice mechanic of rolling your score + modifiers vs. a rolled DC + modifiers, and GM decisions. And here, we, go.
Intro said:
For the first time in history, magic has appeared in the world.

A common snake, wandering through the forest looking for a mate in the rapidly melting snow as spring approaches, suddenly writhed in pain as magic focused on her, causing her to immaculately conceive 99 eggs, containing the first magical beings to grace the universe. These Primordial Titans may be young and weak, but they shall know no limits and be bound by no means but by their own choices.

But magic entering reality for the first time is no easy feat, and the 99 unborn Titans are reduced to a mere 23 hatchlings weeks later. The constant death of their siblings has both empowered them, and cursed them.

You, dear readers, are a snake of destiny, the 9th snake hatched of 99, on the 9th day of spring. And this, is your story.

As you burst through the soft shell of your egg, you lay panting as you take your first breaths of cold air into your lungs, your tongue tasting the almost painfully sharp scents around you. A moment of looking at each other, and nearly half of your siblings quickly slither away into the surrounding forest, while the other half turns towards the unhatched eggs, and their fading primordial power, with hunger in their eyes.

1.0, Hatching:
[] Avoid your kin, slither into the forest and away from the nest
[] Turn towards one of the eight unhatched eggs, such power cannot be given up so easily
[] Chase and attempt to consume one of your cowardly brethren who fled to the forest for their power
[] As the others focus on the eggs, strike and eat them from behind
 
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[X] As the others focus on the eggs, strike and eat them from behind
 
[X] As the others focus on the eggs, strike and eat them from behind

OMNOMNOMNOMNOM
 
1.1 Sibling Rivalry
At 4 to 1, I'm calling it for [] As the others focus on the eggs, strike and eat them from behind

There is a rush as snakes slitherpede towards the eggs, but it soon becomes apparent that you were not the only one who thought to take advantage of your sibling's distraction. But fortune smiles on you, as none of your brothers and sisters are paying any attention to you, as they are too focused on their own targets, giving you carte blanche.

1.1, Sibling Rivalry:
[] A snake with metal scales, choking an egg down it's gullet
[] A snake with a rather painful hum around it, choking an egg down it's gullet
[] A snake made of darkness eating another snake
[] Interfere with one of the pairs of fighting snakes (powers easily observed: Darkness beams, water bolts, a wooden snake, a creature made of sticks and leaves, a snake that transformed into a larger, stronger snake, with a golden sheen to his scales, and an eldritch creature)

Next update will be later tonight, we get 10+ votes, and I'll throw in a little bonus.
 
[X] A snake with metal scales, choking an egg down it's gullet

Can we cast reanimation while we are eating, or do we have to "focus" entire turn for it?
 
You have to focus on it, but the zombie will be able to attack during that turn, as it's how the other snakes that summon/create/shape minions are fighting.
 
Also, do we know if we can eat targets for certain IC, or we need to judge that OOC?

For example, thinking about abilities other snake have, i don't see us killing metal snake, but maybe IC we know that we can do it.

Anyhow:

[X] Reanimate beefiest looking corpse and send it to hunt for snakes
-[X] Metal snake

I'm more confident in corpse's ability to hit metal rather than shadow.
 
Also, do we know if we can eat targets for certain IC, or we need to judge that OOC?

For example, thinking about abilities other snake have, i don't see us killing metal snake, but maybe IC we know that we can do it.

Anyhow:

[X] Reanimate beefiest looking corpse and send it to hunt for snakes
-[X] Metal snake

I'm more confident in corpse's ability to hit metal rather than shadow.
Yeah, you can eat at least two, maybe three targets for certain, depending on how the dice roll after the second one. And you don't have to kill a snake before eating them. It helps, but you're a snake, just swallow them. It also helps that metal snake is in the middle of swallowing an egg and depending on his armor to intimidate the others away. Also, no snakes have died yet, though you get a feeling from the eggs, even though they're not fully dead yet. Though you don't really know what that will do if you do reanimate an unhatched Primordial Titan snake.

Anyway, vote will be called in three to four hours.
 
1.2 Winner Winner, Snakey Dinner
Well, thought there'd be more discussion, but I guess not. Calling it for [] A snake made of darkness eating another snake

You successfully sneak up on the snake made of darkness as he finishes swallowing his target, and manage to quickly start sliding him down your own gullet, but it proves to be harder than anticipated, even weighed down with a mostly swallowed snake. It takes a few minutes before you can finish him off, at which point, there are far fewer snakes around.

The metal snake finishes his egg, before another snakes crawls up to him and rubs against him before both go off to face another snake from two sides, yet finds himself frozen under the gaze of another snake who then begins eating him. Oddly enough, though the metal snake trembled, he seemed to actually be quickly wriggling down the new snakes gullet on his own instead of fighting back.

The painfully humming snake comes and tries to attack you with a piercing shriek, but while painful, you weather through it, intimidating the humming snake into trying to retreat into the forest. You also notice a couple of others trying to retreat, the one who was throwing water bolts, and another one who you only saw dodge. You are quickly set upon by a snake and a direct wooden copy, though like the humming snake, you manage to defend yourself, with the snake and his clone backing off, seeing his 'easy prey' turn the tables so readily.

Of the snakes left, there is the wood clone snake, the snake that allied with the metal snake, the metal eating snake, and the snake that can shoot the beam of darkness, and six eggs left.

1.2 Winner Winner, Snakey Dinner:
[] Attack the wood clone snake
[] Chase the fleeing snakes before they escape into the forest
[] Attack one of the other snakes remaining
[] Having established dominance, over your lesser brethren, go eat an egg.
 
1.3 The Final Four
Well, it doesn't look like anyone else is voting, so with the vote split between eating an egg and attacking we'll let a coin flip decide. And it falls in egg eating's favor.

With the other snakes occupied with each other, you slither over and consume one of the remaining eggs without any interference at all. You're getting rather full, but you could eat one more thing without being weighed down overly much.

Of the other snakes, the humming snake, water bolt snake, and the wood clone snake escape into the forest. The metal eating snake is chasing a quickly dodging snake trying to slither away into the woods, and the snake that was fighting with the metal snake is now fighting with the dark beam snake, and are now chasing after the metal eating snake.

1.3 The Final Four
[] Let the others fight it out, eat another egg
[] The eggs can wait, attack one of the closer ones while they're looking the other way (Ally Snake, Dark Beam Snake)
[] Or you could just sneak away into the forest now, leaving the 5 remaining eggs of phenomenal cosmic power to whoever wins the Thunder-dome
 
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