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Return to Lira Moore | Mon 11/15 6P EST
#1
Event Request: https://chronicles-of-eternia.com/forum/...16452.html 
Contact: memoryretrieval
 
Return to Lira Moore
 
Planned Date: Weds 11/15 5P
Requesting DM Perms for Tues 11/14 to set up items, builds, and choose the map locations. I will make a key for such by then.
 
Themes: Fear, Witchcraft, Athelios, Balance,
Attendees: Lyco, Aidan, Ezra, Lucius, Alexis
 
Background Information
 
Lira Moore was one of the city states somewhere in the middle of the first age, as nephilim were beginning to consolidate power. Not much is known about the city other than its fate. Those in charge were tempted to bargain with the powers of Hel, and undertook a great ritual, transporting the entire city- and the surrounding landscape- into Helheim, an intersection of realities.
 
It returned two weeks later, a crumbling ruin. The citizens had been massacred, left as spirits tethered to the realm, unable to move on. Nethradin stalked the streets. Obscene rituals and memorials to the Dark Lord and to Mestra were shown- until members of Mestra's own faith at the time came to cleanse the city and rid their name of association with these heretics.  
 
The coven that took responsibility was the Sleeples Eyes, led by three great witches or warlocks (unconfirmed). They were known only as The Veil, The Slumber, and The EyeSince then, organized witch hunters have kept privy to the seduction of important figures and made sure such a grand ritual has not been mimicked. Lira Moore’s destruction occurred sometime before the first millennium around 972AC.



Sleepless Eyes: The Veil, The Slumber, The Eye. Responsible for transporting the city to Hel’heim for two weeks. 
Despite the infamous deed of slaughtering Lira Moore as a tribute to the Dark Lord, the legacy of the Sleepless Eyes is a short and bloody one. They believed that reality itself was a dream of Kraus to escape his true plane, and if they focused on themselves hard enough, they could wrestle control of it. This made the three leaders particularly easy to kill afterwards, defenseless and sleeping as they were.
... though, some suggest that these deaths were nothing but a dream, themselves.



Summary:
 
Morale is terribly low across the scattered citizens of Aphros, ruined and new. Captain Lyco Corbin leads an expedition into something lost and forgotten in hopes of stroking their fires once more. Lira Moore, or its rundown ruins along the outskirts of what was once Aphros. For thousands of years, it has been unreachable, the surrounding area shrouding it in some dark glamor. It seems that perhaps the ancient cleansing done by Mestra’s blessed has worn off, or the magic was far deeper than they thought. The group will encounter shades of the past Sleepless Eye Coven haunts Lira Moore, their cleansing serving as the key to dispelling the corrupt essence that plagues the remnants of Lira Moore.
 
Act 1:
After piercing through the glamor that resurfaced to conceal the millennium old ruins, the Bastion party find themselves somewhere in between realms. Not quite Meranthe, not Hel’heim either, but somewhere else entirely, as if Lira Moore was suspended in the middle. They don’t encounter anything when arriving at a post outside the desolate city ruins, until they see a man and woman soon named Isaac and Elise. They are practically garbed and look like experienced magi. The pair reveal that they are members of the Silver Chalice Order and need the Bastion’s assistance. They appear like relatively normal, but well knowledgeable, experienced magi. To the group’s surprise towards the end of the event, they aren’t living humans, but trapped spirits from millennia ago, specifically the Chalice’s leader and right hand. 
 
Perception rolls (>10) can reveal something isn’t quite right about Isaac and Elise. It is supposed to be insightful and also misleading, having them be held accountable for their judgements. They can attack and/or kill Issac or Elise, resulting in an entirely different story being told. Could be fun.
This is time for exposition regarding Lira Moore, who Issac and Elise are (they do not reveal being tethered spirits. They seem unaware.)
 
After getting information from Isaac and Elise, the group sets off into the city where they experience the horrors of a bygone atrocity. Given how the city is suspended in some partial realm between Eternia and Hel’heim, there are no living people; Only trapped spirits and Nethradin.
 
Act 2
Isaac gives the party a map and tells them to head to the marked locations before going to the Keep.
 
It’s time to explore Lira Moore properly. There’s a lot to see and encounter. Lira Moore is huge, it is a city state after all, making its disappearance and reappearance from thin air a marvel to behold. They have time to keep along the main path from the outside gates to visit the cemetery, orphanage, and river, before collecting enough information to storm the Chalice Keep.  They can go in any order they want. Fate is not on their side, however. As soon as they breach the gates and make way into the city-state, they encounter a Nethradin feeding off of the spirits tethered to Lira Moore.
 
EC Fight 1: Nethradin
This EC will be consuming tethered, innocent spirits. Its existence is to establish that the souls in Lira Moore are innocent, acting as confusion for when they encounter The Veil in disguise.
 
Reward: Fires of the Damned

[Image: 17UUfgyO0w7_LyMqwu9IKlYa29K2LhThc1xSox5B...t-n-3D5Q_E]

Cemetery: [Trap] A chance to talk with Elise. They can examine the graves. There will be four each, all with their names on it, suggesting the more illusory nature of the space. /roll for injuries/falling into the grave. Exposition about Lira Moore.
 
Orphanage: Encounter with EC 2, The Veil in disguise of a child spirit. This is to test their in the moment judgment IC.
 
River: [Trap] They called it Styx’ Creek. The desperate spirits linger here, their regret tethered to the currents, it’s hard to get away. The party finds themselves tethered, the only relief, a riddle. They have a talk with Isaac
 
Personalized riddles for each. Three tries. For each incorrect guess, they get a temp. 1= Regular temp. 2=Long temp 3=The Existing Long Temp + A perm
 
The riddles will be delivered to each individual via telepathy then revealed via narrate after the first attempt.
Highlight underneath for the riddle answer. Keeping it hidden so difficulty can be judged.
 
Lyco: 
Here when no one else is,
present in her wake,
filling that gap.
It is hollow, empty.
Always growing more with loss.
What am I?
[ Loneliness ]
 
Ezra: 
Plentiful in those well-lived,
said to be virtuous and
in itself, devoid entirely of sin.
and frightening when lost,
What am I?
[ Patience ]
 
Aidan: 
Charred, leaving nothing but ash
as far as the eye stretches,
nothing remains:
no house, child, or farm.
Not even the memory.
What am I?
[ Eradication/annihilation/total destruction ]
 
Lucius:  
Do not lose me.
You’re scared, but I am
Strong in great capacity.
Are you weak with me or without me?
What am I?
[ Control ]
Alexis:
They were a late addition so I need to write this one.
 
EC Fight 2: The Veil (Happens in the Orphanage)
 
Act 3:
Chalice Keep, Last Location
 
With exploration of that small area of Lira Moore complete, the group is better equipped though likely in worse shape to storm the Chalice Keep. Given the eventual reveal of The Veil, it’s safe to assume the other two lurk inside the Keep, somehow fueling the magics and glamor that keep Lira Moore how it is, suspended in this partial reality. It isn’t long until they encounter The Slumber and The Eye, shades of their former selves but stronger than ever considering when they lived and the feats they accomplished. They appear to be standing there and waiting for something to happen, as if asleep standing up.
 
Though it isn’t long until the Bastion party feels their collective consciousness fade and they’re pulled into True Reality. (The dreamscape that the coven believed to be reality) There is exposition regarding True Reality, and how signing one’s soul over to the Dark Lord and eternal servitude has freed them from falsehood. Is it madness, or is it true? Living feels like one big nightmare after all, and sleeping is where it’s peaceful. Regardless of the witch’s spewed jargon, they’re fought in True Reality.
 
EC Fight 3: The Slumber and The Eye
 
Victory will see them all rising from their slumber and the shade’s disappearing. Their prolonged ‘existence’ kept Lira Moore in this shroud of powerful glamor. Soon, the skies are blue above the once gloomy city, its position in the world returned to Meranthe where it belongs.
 
Reward: The Silver Chalice
 
5x Arcanium


Conditions:
To obtain The Silver Chalice, the Bastion must defeat all three witch shade ECs. EC 1 and 3 will be noticeable, but they will be judged during EC 2.
ECS
 
The Slumber, The Veil and The Eye are dead and have been for millennium. Their souls are currently in Hel’heim. What the party experiences are remnants of their masterful manipulation over essence across generations given the oddities of the ruins of Lira Moore itself during its time in Hel’heim. Tethered like the Nethradin and spirits, suspended forever in a dreamlike state.
 
ECs
 
EC 1 Nethradin: First EC. They will consume the wandering souls of innocents that travel, helping to add tension for the encounter with the next EC to establish theses as remnants of real people and garner sympathy.
 
EC 2 The Veil: Second EC. Masquerading as a child’s spirit wandering around. They will be tested in several ways, mostly if they can discern if the child is a real child or a witch masquerading as a child.
 
Tells: Purely using speech to invoke an emotion out of the party. It will make them feel guilt, pity, and sadness. There will also be figments of people they’ve seen and never seen before to guide their judgment. The interaction will be timed in a way, taking note of the amount of exchanges that’s happened. Time is an opportunity for a witch to strike. They cannot leave themselves vulnerable.
 
Success is determined if: They make the conscious, active effort of figuring out it’s a fake. Attacking/Actively confirming
Failure is determined if: They cannot make the conscious, active effort of figuring out it’s a fake. Not attacking
 
EC 3 The Eye and The Slumber: Final Boss. Encountered inside the Chalice Keep before the Bastion party is whisked away into True Reality, aka the dreamscape, and are fault there.
 
The Dutiful Tenant Isaac: He appears to be the leader of the Silver Chalice Order of the modern era, leading others out into the world but unable to leave the desolate ruins himself. He serves as a guide for information regarding the space, appearing to be a real person. In actuality, Isaac is the same leader from the era bygone in. His soul is bound to the space.
 
The Feodary Elise: Isaac’s pair. Witch hunters do not work alone.
 
Little Forgotten Girl: E2 in disguise.
 
Prewritten Injuries
Mostly for my personal reference in my document.
 
EC 1
Temp:
Perm:
Cemetery Grave Trap [1 day temp injury]
Temp:
River Riddle Trap will have personalized temps/perms
1 fail= Normal temp 2 fail= Long temp 3 fail= The same long temp + a perm
Temp:
Perm:
EC 2
Temp:
Perm:
EC 3/Final Boss
Temp:
Perm:
 
Rewards:
 
Fires of the Damned
Cut from a Nethradin and still maintain form once severed, these flames burn bright and hot. Changing from a vibrant cyan to a wicked, ashy purple, it’s ripe with energies of Hel’heim, home of the damned and unforgivable. It is not normal fire, fueled by the long forgotten and warped essence of a warped, forgotten spirit. Damned in its nature, wrought with an incomprehensible amount of despair. It’ll tear through the flesh of those ill-prepared for the consequences and how to tame it. It could make a great power source for something demanding  a constant source of energy, or studied by a pyromancer crazy enough to give it the time of day.
 
[Material]
 
[Lira Moore] [Grade A]
 
Tipped Scales [Pendant]
712AC - Forged by A Forgotten Chalice Hand
Said to be the amulet of the last Dutiful Tenant of the Order of the Silver Chalice, avid witch hunters who had roots in Athelios’ practices. Skilled were they in what they did, efficient in their extermination of witchkind. The First Age was ripe with techniques lost entirely to time, such as one that deciphered the black magic used to plague the world and drink upon its essence. Essence manipulation was at the heart of black magic, thus do the ruins and ancient techniques have an effect on the wearer’s very essence. A psionic shield, thin yet powerful, unlike much seen in recent years, serves as protection much stronger than those faithful are able to conjure utilizing faith energy from the lifestream to ward against occultic energies. The wearer is completely protected from the emotional and physical debilitations of a witch’s charming or vexing hex. Its effects latch onto the essence of whoever wears it, only replenishing its ancient techniques once that essence is no more (Soulbound until death)
 
+3 Occult +3 Holy +3 Power
 
[Lira Moore] [Hex Immunity] [Soulbound]
 
 
The Silver Chalice
An ancient chalice constructed during the First Age utilizing finely molded arcanium for its shape. Ornate and ceremonial, during the 8th century it was utilized during inductions into the Silver Chalice. The techniques of the old remain, surviving a millenia. When drunk from, worthiness is determined, such makes use of bygone magic that searches deep into the drinker’s soul. Worthiness has a complex definition, beginning first with duality at its core, judging without bias how it handles such a subjective, broad question. Though even a moment’s hesitation on the drinker’s internalized viewpoint on the cohesion and necessities of life’s opposites will deem them unworthy.
The worthy, however, will find the empty air they drink tasting like the stale waters of Hel’heim. It’s an overwhelming taste that soon sees them revealing back and coughing. A sensation burns on their tongue, the taste of otherworldly waters, it fills the mouth and is soon spat out. Years of exposure to condensed, unrelenting essence has seen certain properties of the Chalice warped. Brimming is it with this combined experience of a millennial's worth of torment and existence within an space between Hel’heim and Eternia, those stale waters provide a boon of heightened connection with one’s personal essence, slowly reinvigorating inactive psionic receptors within the mind, aiding in self-awareness and awareness of the world around them.

[Lira Moore] [Grade A]
 
Arcanium x6
 
Notes: I will advocate for the items as the strength of non-Fel characters is very noticeable. Given the IC of the bygone city-state as very anti-witch/witch hunters, it seemed more than appropriate. I ensured the item itself had okay stats and was also Soulbound so it cannot be shared conveniently until the person dies given the nature of a hex immunity. Though, I am unsure how things are being handled regarding events in E4 and any assistance is appreciated if I am not on the right track.
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#2
Very good!!! Event approved:
Please make a ticket on the day for your permissions.

Fires of the Damned
Cut from a Nethradin and still maintain form once severed, these flames burn bright and hot. Changing from a vibrant cyan to a wicked, ashy purple, it’s ripe with energies of Hel’heim, home of the damned and unforgivable. It is not normal fire, fueled by the long forgotten and warped essence of a warped, forgotten spirit. Damned in its nature, wrought with an incomprehensible amount of despair. It’ll tear through the flesh of those ill-prepared for the consequences and how to tame it. It could make a great power source for something demanding a constant source of energy, or studied by a pyromancer crazy enough to give it the time of day.

[Material]

[Lira Moore] [Grade A]

Tipped Scales [Pendant]
712AC - Forged by A Forgotten Chalice Hand
Said to be the amulet of the last Dutiful Tenant of the Order of the Silver Chalice, avid witch hunters who had roots in Athelios’ practices. Skilled were they in what they did, efficient in their extermination of witchkind. The First Age was ripe with techniques lost entirely to time, such as one that deciphered the black magic used to plague the world and drink upon its essence. Essence manipulation was at the heart of black magic, thus do the ruins and ancient techniques have an effect on the wearer’s very essence. A psionic shield, thin yet powerful, unlike much seen in recent years, serves as protection much stronger than those faithful are able to conjure utilizing faith energy from the lifestream to ward against occultic energies. The wearer is completely protected from the emotional and physical debilitations of a witch’s charming or vexing hex. Its effects latch onto the essence of whoever wears it, only replenishing its ancient techniques once that essence is no more (Soulbound until death)

+3 Occult +3 Holy +3 Power

[Lira Moore] [Hex Immunity] [Soulbound]


The Silver Chalice
An ancient chalice constructed during the First Age utilizing finely molded arcanium for its shape. Ornate and ceremonial, during the 8th century it was utilized during inductions into the Silver Chalice. The techniques of the old remain, surviving a millenia. When drunk from, worthiness is determined, such makes use of bygone magic that searches deep into the drinker’s soul. Worthiness has a complex definition, beginning first with duality at its core, judging without bias how it handles such a subjective, broad question. Though even a moment’s hesitation on the drinker’s internalized viewpoint on the cohesion and necessities of life’s opposites will deem them unworthy.
The worthy, however, will find the empty air they drink tasting like the stale waters of Hel’heim. It’s an overwhelming taste that soon sees them revealing back and coughing. A sensation burns on their tongue, the taste of otherworldly waters, it fills the mouth and is soon spat out. Years of exposure to condensed, unrelenting essence has seen certain properties of the Chalice warped. Brimming is it with this combined experience of a millennial's worth of torment and existence within an space between Hel’heim and Eternia, those stale waters provide a boon of heightened connection with one’s personal essence, slowly reinvigorating inactive psionic receptors within the mind, aiding in self-awareness and awareness of the world around them.

[Lira Moore] [Grade A]

Arcanium x6
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