[OOC] Dungeon World: The Sacred Serpent [Closed]

Status
Not open for further replies.
N

Nightcrawler

Guest
Original poster


Brief Lore


The sacred spiral energy, or so called the "Sacred Serpent", travels the planet twisting it's way through the center of the world and comes through it's end and loops around in an infinite cycle. Legends say that the "Sacred Serpent" changes it's energetic gates every 3600 years. Although, a century ago, the cycle happened once again and the two Serpent's gates have shifted in different locations. One of them secretly rests now in the mystical woods of Tai Ang.

Because of this recent event, the Woods of Tai Ang are now full of richness, and abundance can be found everywhere you step and breath. The people who used to lived there and harnessed the energy of the Serpent's Spiral was a Matriarchal Society called the Tai Ang Clan. Females were naturally more in touch with the Serpent's energy and were leaders, innovationists and great spiritual teachers in their community.

The lands were peaceful till the arrival of the High Elves fifty years ago, who were seeking power through knowledge and logic. They saw the Woods of Tai Ang as a new opportunity for them to grow as a race. Unfortunately, their greed for control and their hunger for power made them act without compassion or feelings towards others and ended up chasing the Tai Ang Clan and it's people away.

Ever since the occupation, the High Elves haven't figured out the Serpent's energy. Their hatred and resentment for the Tai Ang Clan has grown quickly over the years. The Tai Ang Clan is currently starting to divide because of differences in beliefs and the High Elves have taken this opportunity to take action. Their main interest is to find any talented channellers of the Tai Ang Clan, for them to use in their own interests.

. . .


The Dwarven Scriptures, written long times ago, tell stories of great prosperity and abundance. These relics still exist, made of platinum, they fought through time and lasted generations. Inscribed on them, you can find legends dating from 15 500 years ago, when one of the Energetic Gates, was directly located through UnderMountain. This is why, nowdays the environment in the region is more potent energetically than other areas. Unfortunately, after a cycle passed, the Serpent's presence was no more and the Dwarves fell in a dark age where they've been enslaved by the grand and sombre Giants for a little more than 10 000 years...

Recently, a century ago, at the same time as the Serpent's presence was felt in Tai Ang, the Dwarven rebellion took place and managed to free themselves from their long held chains.

Since then, during the Reign of Kronn, the Dwarves gave all their hearts, in search of one of the Serpentine's Gates. After 50 years, when they've finally found one, in the deepest location of the lustrous forest of Tai Ang, they've only encountered death. The High Elves were already slaughtering the humans of Tai Ang, who couldn't defend themselves.


The Dwarves did their best to defend the Tai Ang people, those ones managed to reach the Oasis lands of the desert, where together, the two races, grown fond of each other. They've shared knowledge about the Serpentine's energy and love. However, after around 20 years, the Tai Ang People divided quickly after they've lost their homeland, and two groups formed, the Faithfuls and Un-Faithfuls.

Kroggar was part of the platoon who reached Tai Ang for the first time and who helped the Tai Ang Clan to rebuild. He studied with them for a little while before leaving in search for the second Serpent's gate. But he was called back when the deadly civil feud broke. Unfortunately he didn't arrive in time and now he is searching for the any Faithfuls who could have survived the disastrous event.


... Curernt Dwarven Year, 15 550 ...
Based on the Platinum Tablets


. . .

Players:
BlueSquid as GM
Kalista as Zara the Searing Elixir
Lithël Aelfwine as Kroggar Krieggen of Clan Thunderfist
Avalon Knight as Zahhak Arash

. . .

Dungeon World Links


Rules & General Information

Play Sheets

. . .
 
Last edited by a moderator:
Zara the Searing Elixir
Played by @Kalista

Class
Cleric
Level
1
Experience
0/8 (Current level +7)

HP 23/23 (8+Constitution) | Armor 1 | Damage d6

. . .
Attributes Score Modifier Debilities (+ = Active)
Strength (STR) 9 (+0) - Weak (-1 STR)
Dexterity (DEX) 12 (+0) - Shaky (-1 DEX)
Constitution (CON) 15 (+1) - Sick (-1 CON)
Intelligence (INT) 13 (+1) - Stunned (-1 INT)
Wisdom (WIS) 16 (+2) - Confused (-1 WIS)
Charisma (CHA) 8 (-1) - Scarred (-1 CHA)
. . .

Gear
Load: 3/10 (10+STR)
2 Gold Coins
Tai Ang's Headpiece (0 weight)
Gauntlets & Greaves (1 armor, 1 weight)
Claws (close, 1 weight)
Dungeon Ration ( 5 uses, 1 weight)
Healing Potion (0 weight)



. . .

Race
Human

Racial Bonus
Your faith is diverse. Choose one wizard spell. You can cast and be granted that spell as if it was a cleric spell.

Wizard Spell: Mirror Image Level 3 Illusion
You create an illusory image of yourself. When you are attacked, roll a d6. On a 4, 5, or 6 the attack hits the illusion instead, the image then dissipates and the spell ends.

Alignment
Lawful
Endanger yourself following the precepts of your church or god.

Bonds
None

Physical Description
Average height, sun-kissed skin, athletic body, sharp grey eyes, faded silver hair - long enough to reach lower back, appears to be in her late twenties.

Background Description
Zara is from an isolated desert oasis, where a large tribe of mostly women honored the Sun deity Tai Ang. While those extremely religious and younger believed they descended directly from the sky, some of the elderly members still recall stories told to them by their mothers about their origin, which was being refugees of the invasion of their original homeland. While evidence of Tai Ang existed in the form of highly talented youth channeling His gifts, some of the elder members were still hurt by the perceived betrayal of their deity, whom did not protect them.

As one of the blessed youths of the tribe, Zara became a desert priestess and earnestly enforced the teachings with near relentless strictness. During this time, the tribe was starting to divide into the religious and non-religious. Eventually, a civil feud broke out and Zara's side was banished and forced to fend for themselves in the harsh desert. After barely making it to an edge town, Zara was taken in by a kind family running a struggling inn. Unfortunately, she was the only survivor. Ever since then, she stayed at the inn, helped out as a waitress, and tried to spread her teachings. The patrons humored her despite not believing her because they liked her other qualities and style of dress, and soon the inn was bustling with regulars.

. . .

Starting Moves

Deity
Tai Ang, whose domain is healing and restoration, however a central precept is suffering through the process, so that one returns more resilient than before.

Divine Guidance
When you petition your deity according to the precept of your religion, you are granted some useful knowledge or boon related to your deity’s domain. The GM will tell you what.

Turn Undead
When you hold your holy symbol aloft and call on your deity for protection, roll+Wis.
✴On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you. ✴On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.


Commune
When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:

⦁Lose any spells already granted to you.
⦁Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.
⦁Prepare all of your rotes, which never count against your limit.


Cast a Spell
When you unleash a spell granted to you by your deity, roll+Wis.
✴On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again.
✴On a 7–9, the spell is cast, but choose one:


⦁You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
⦁Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune.
⦁After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.


*Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.

. . .

Advanced Moves
None
 
Last edited by a moderator:
Kroggar Krieggen of Clan Thunderfist
Played by @Lithël Aelfwine

Class
Thief
Level
1
Experience
0/8 (Current level +7)

HP 19/19 (6+Constitution) | Armor 1 | Damage d8

. . .
Attributes Score Modifier Debilities (+ = Active)
Strength (STR) 10 (+0) - Weak (-1 STR)
Dexterity (DEX) 18 (+3) - Shaky (-1 DEX)
Constitution (CON) 13 (+1) - Sick (-1 CON)
Intelligence (INT) 13 (+1) - Stunned (-1 INT)
Wisdom (WIS) 14 (+1) - Confused (-1 WIS)
Charisma (CHA) 15 (+1) - Scarred (-1 CHA)

. . .

Gear
Load: 5/9 (9+STR)
10 Coins
Dungeon Rations (5 uses, 1 weight)
Adventure Gear (5 uses, 1 weight)
Oil of Tagit (3 uses, 0 weight)
3 Throwing Axes (thrown, near, 0 weight)
Dagger (hand, 1 weight)
Short Sword (close, 1 weight)
Leather Armor (1 armor, 1 weight)


. . .

Race
Dwarf
Racial Bonus
When you attack with a ranged weapon, deal +2 damage. (Halfling Racial)

Alignment
Neutral Good
Would do anything to get to his objectives, but would never break any of his self imposed rules.


Bonds
None

Physical Description
Tall (to be a dwarf) and always with a smile in his face, some times a true happy smile, some times an "I got you!" smile. Long white beard, charming voice and fairy attractive. Has big and strong hands and black, pretty eyes. Among dwarfs, he's a playboy.

Background Description
Has seen all the lands across the continent and has friends in every corner. He'd fight for the freedom of everyone, and he keeps the old traditions of the Thunderfists, but shows little regard on laws (when they don't fit him, because he knows how to twist them to get what he wants). Always joking and trying to chill the moods, he has always been the kind of guy you can rely on when you learn his tricks.

The Dwarven Rebellion

About Thunderfists and the Dwarves: to dwarves there has always been only MountainWorld. The giants have governed dwarfs for over 10 thousand years in the great halls of UnderMountain, keeping them inside the great stone with strong vigilance and an enormus military force feed by the dwarfs and their hard work. In there, 6 clans were forged for 6 different purposes: Tselitsels for healing and brewing, StoneChewers for mining, Axelings for producing food, Laboris for crafting, Zenerins for being secretaries for the giants and Murtangs for engeneering. All giants served in their military force and "protected" dwarfs from the fire elementals and wererats, and they were kings.

It was said that this mountain was the whole world, but then a whole clan came exploring, and was enslaved by the giants too: the Thunderfists. Their shield of arms is a pair of boots over a mountain and they became the adventurers, mercenaries, spies, messengers and couriers of dwarven society. They were few, since they fought strongly for their freedom.

Kroggar was born from a marriage of two Thunderfists, something forbidden. He never stood much in one place and always knew he wanted to see more than just rocks and caverns. When he grew up he became a rogue, with an stable place in a queen's court as his trusted man. He then used his influence to start a war between the queen and the other clans of giants, and then, in the shadows, he contacted a young miner called Kronn BattleHammer and a young inventor called Kalista Murkroak. The three of them created a resistance using Clan Thunderfist's web of communications and struck together all resistance, all elemental armies and rogue giants while the giants clans were slaughtering each other.



. . .

Starting Moves

Trap Expert
When you spend a moment to survey a dangerous area, roll+DEX.
✴On a 10+, hold 3. ✴On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions:
  • Is there a trap here and if so, what activates it?
  • What does the trap do when activated?
  • What else is hidden here?
Tricks of the Trade
When you pick locks or pockets or disable traps, roll+DEX.
✴On a 10+, you do it, no problem. ✴On a 7–9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.


Backstab
When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX.
✴On a 10+ choose two. ✴On a 7–9 choose one.
  • You don’t get into melee with them
  • You deal your damage+1d6
  • You create an advantage, +1 forward to you or an ally acting on it
  • Reduce their armor by 1 until they repair it
Flexible Morals
When someone tries to detect your alignment you can tell them any alignment you like.

Poisoner
You’ve mastered the care and use of a poison. Choose a poison from the list below; that poison is no longer dangerous for you to use. You also start with three uses of the poison you choose. Whenever you have time to gather materials and a safe place to brew you can make three uses of the poison you choose for free. Note that some poisons are applied, meaning you have to carefully apply it to the target or something they eat or drink. Touch poisons just need to touch the target, they can even be used on the blade of a weapon.

Choice: Oil of Tagit (applied): The target falls into a light sleep

. . .

Advanced Moves
None
 
Last edited by a moderator:
Zahhak Arash
Played by @Avalon Knight

Class
Fighter
Level
1
Experience
1/8 (Current level +7)

HP 23/25 (10+Constitution) | Armor 3 | Damage d10

. . .
Attributes Score Modifier Debilities (+ = Active)
Strength (STR) 16 (+2) - Weak (-1 STR)
Dexterity (DEX) 8 (-1) - Shaky (-1 DEX)
Constitution (CON) 15 (+1) - Sick (-1 CON)
Intelligence (INT) 12 (+0) - Stunned (-1 INT)
Wisdom (WIS) 13 (+1) - Confused (-1 WIS)
Charisma (CHA) 9 (+0) - Scarred (-1 CHA)

. . .

Gear
Load: 8/14 (12+STR)
22 coins

Kukri, Axe-sword
(Close, Sharp: +2 piercing, Huge: Messy & Forceful, 2 weight)


Scale armor (2 armor, 3 weight)
Shield (+1 armor, 2 weight)
Dungeon rations (5 uses, 1 weight)


. . .

Race
Human
Racial Bonus
Once per battle you may reroll a single damage roll (yours or someone else’s).

Alignment
Good
Defend those weaker than you.

Bonds
None

Physical Description
Arash is a lean and built figure, tall by the standards of pre-modern nutrition. His fair, mid-length hair and tanned skin demonstrate imperial ancestry, while strong, youthful features are contrasted by a grim, gray eyes.

Background Description
The Serpentine Imperial Dynasty. Founded 3700 years ago at the dawn of the previous age, this proud nation stands as a monument to all of creation's brightest virtues - as well as all of its darkest vices. Its history is both grand and horrible; after all, a man cannot simply seize a Serpent's Gate lying in the midst of the elven heartlands, and a mighty empire is not built on nothing but dreams and past glories. It is ruled by the Serpent Empresses and their Dynastic Houses, the bloodlines of the women and men responsible for founding the empire itself. Among these is House Zahhak, descended from the warrior responsible for humanity's victory against the elves. However, from the very beginning, this once-proud house of nobles has slowly been travelling in a downward spiral leading to their own ruin.

By the time Arash was born, House Zahhak remained a Dynastic House in name only. Ostracized by their peers and resigned to the drudge work unbeffitting of the other houses, the assumption that the only reason they were still counted amongst the ranks of nobility was to honor their history wouldn't be entirely incorrect - albeit their accursed history is the very thing that has driven their former allies away. And even as a child, the family's tainted inheritance weighed heavy upon Arash. Such a depressing inevitability and a lifestyle of excess could have created a very hedonistic mindset like that of his very own mother - and to this day he still doesn't know who his father is - but there was never an opportunity for such a belief to take root in the young man's mind. There was a bigger picture to deal with.

The turning of the age has not been kind to the Dynasty. They're on their last legs; they have lost their seat of power, their gods have forsaken them and, even worse, the elves have returned to reclaim the homeland taken from them four millenia ago. But even so, the desperate men and women of the Dynastic Houses still struggle to preserve the glory of an age long past. If the elves called for vengeance upon House Zahhak in return for amicable negotiations, who were they to argue?

And so, House Zahhak fell. Their estate was burned to their ground, their domains split amongst the remaining houses, their duties assigned to others, and all their members slain. The young Arash escaped by the skin of his teeth as his home burned to ashes, and later met with a mercenary company. He was mostly a pack mule - a child isn't good for much else - but the warriors liked having him around and taught him most of what he knows today. They were like a big family, except they kept dying and being replaced as necessary. When he got old enough, at the behest of many of the men over the years, he left the company to seek out a way to remove his curse and do what good he can with his life. He's been at it ever since.

. . .

Starting Moves

Bend Bars, Lift Gates
When you use pure strength to destroy an inanimate obstacle, roll+Str.
On a 10+, choose 3. On a 7-9 choose 2.
  • It doesn't take a very long time.
  • Nothing of value is damaged
  • It doesn't make an inordinate amount of noise.
  • You can fix the thing again without a lot of effort.
Armored
You ignore the clumsy tag on armor you wear.

Signature Weapon
This is your weapon. There are many like it, but this one is yours. Your weapon is your best friend. It is your life. You master it as you master your life. Your weapon, without you, is useless. Without your weapon, you are useless. You must wield your weapon true.
Choose a base description, all are 2 weight:
  • Kukri, Axe-sword
Choose the range that best fits your weapon:
  • Close
Choose two enhancements:
  • Sharp. +2 piercing.
  • Huge. Add messy and forceful.
Choose a look:
Granted, it's only huge relatively speaking (it's basically a big knife).... Alternatively, a special metal could encompass piercing and forceful (more durable than normal metals so you can hit things harder with less feedback and cut through armor/blunt force through armor and yeah) and then something else could cover messy. Haven't quite thought of how to elegantly implement that particular one just yet.

. . .

Advanced Moves
None
 
Last edited by a moderator:
Status
Not open for further replies.