It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
You recognize the language as Sylvan, but the work eludes you.
Oh cool! Bridger knows Sylvan I think (assuming these bodies know it, anyway.)
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Chris looks at Magnus “Ya man I’m pretty sure it’s all real.” Then looking towards Kristin and Likner “Where were from goblins, gnomes, and elves are just fairy tales, stories for children, magic doesn't exist or at least if it ever existed it’s now so far removed as to be nonexistent. So as you can probably imagine we’re a bit freaked out here. It all seemed like a fun game and diversion before you wake up in a hospital bed until I took and arrow to the chest.”
Likner looks stunned, "If there are no Goblins, or Orcs, or other folks, then yours must be a world of Peace."
Jordi snorts. "Well, I can see how you might think that. But even though ours is a world of humans, we still bicker and fight amongst ourselves for similar reasons: wealth, territory, religion, and prejudice against tribes that look or speak differently. Humans are not naturally a peaceful race, it seems, no matter what world they live on."
"Our experience with Humans is very, very little," Kriskrin responds. "Few live here on Kafandyr (ka-FAN-deer). And most are traders who live in the northeast, or west beyond the mountains. They are traders and sometimes fierce warriors. Though there are some who live to the east. Even these Humans claim to have come from Akaiqane far to the east across the Great Water in the dim past. The few Humans I have met were beyond the Ceynenlas, traders coming far up the rivers or studying at the Library of Evrigeshee."
Likner watches puzzlement on your faces. "Remember, Kriskrin, if what they say is true they do not know these lands. And even if not, they may know them by different names."
Krisner looks at Likner, "Then you trust them, too? Very well. Let me begin at the beginning with the world above. This world we call Ariandyr, and it has 6 or 8 Lands upon it, depending on who you ask. But never ask a Dwarf, their answer is many more, for they will tell you the number is much larger and even they do not know them all. Anyway, this land is called Kafandyr and these mountains are the Apalchen (ap-AL-shen). To the east is the valley of Arun Dur (A-ruin dUrr), and beyond the mountain ridge of Ceynenlas (SAY-nen-las). Once past the Ceynenlas is the land between the mountains and the Great Water. The Sylvan have many names for this land. But east of here in the coastal lands is the Sylvan town of Monasukapanou (Mon-A-seek-a-pan-oye-oh) with the Library of Evrigeshee (Ev-rEE-gesh-ee) and the Citadel of Armathain (Air-ma-they-an)."
OoC: As far as Geography and other information goes, I will make Articles and Maps visible in World Anvil once you have obtained a certain amount of information, as well as updating as your knowledge grows.
OoC: If you come up with any questions, we'll do some flashbacks.
About noon the next day, the first of the scouts return. Likner & Kriskrin return to inform you. Kriskrin appears to be almost normal the next day with his hands and feet healed, and only a few bruises left.
"The Goblins made a base in a cave is on a mountain we call "Grisgal'," Likner informs you. "It seems that whatever they were doing, it is either done with, or being discovered they have abandoned their plans. Some of our scouts have reported back that they fled westward back into the mountains. A few have continued to track them, cautiously; in case they return. I plan to send out messengers to the Clan in the Ceynenlas in the morning. And spread warning to the Sylvan and the.. the...Powlikas (pO-li-kas), I forget the name in common, in the valley if they should come across any."
"From 20 Goblins, no. I was more worried that it was a group that had broken away from a tribe to start a new tribe. NOW, knowing they have left, I worry they may be forerunners or scouts of a much larger group. So, I will need to send a messenger to the Clans to the east to prepare to meet a larger threat," Likner informs you.
Jordi suggests, "Well, from what I've understood, our journey may take us eastwards as well. We could accompany your messengers, and from there we will continue on over the Ceynelas to that Sylvan town with the Library. I believe Krisner said that there were others of our kind studying there at the Library. Perhaps they can help us understand more of how and why we are here, and how to get home."
Likner responds, "Hmmmm, yes. But you could wander around in the mountains for days, before you find (or more likely they find you) the clans. I'll need to send someone with you."
"Narwilk," Kriskrin offers. At Likner's sidelong glance he supplies, "I know you have been training him in the use of the sword, so he can handle himself if there is trouble. And I know he is causing you trouble here. Come, come. He's your grandson, he's young and a bit arrogant, if it comes to a fight here, he is likely to be reckless and get hurt. If you send him to Sparkoti, he will get more training and maturity."
"Hmmmm, it makes sense. And he has been to Sparkoti before, so he will find it easily. But his mother and grandmothers are going to roast me alive for this," he finishes mournfully. "Can you be ready in the morning," he asks you. "Do you need any supplies?"
The next morning you find your packs have been stuffed with fresh rations of muffins, bread, winter apples, preserves, dried venison, etc.
And after finishing your breakfast, Likner and Kriskrin enter the room dressed in unusual finery. Likner is dressed in a knee length scale-mail shirt, bracers and greaves with a short sword at his side. In his right hand is an intricately carved rod of dark wood. Kriskin is also armored in a suit of half-plate engraved with the symbol of a pick. His deep red coat is worn over the armor, but you can see a wicked looking morning star hanging from his belt. In his right hand is a staff, the ends capped in shiny engraved metal capped by a clear crystal.
A third Gnome accompanies them, the scruff of his beard denoting his youth. Despite the long, upturned nose, you clearly see a family resemblance in the eyes and cheeks with Likner. This Gnome, presumably Narwilk, is clad in leather armor, stiffened and re-enforced at the shoulders, elbows and knees. The leather has been dyed differing shades of green, and his cloak a light brown, which draw attention to the shiny pommels of short swords he wears on either hip and the daggers stuck in the tops of his boots. Peaking over his shoulders are a short bow and a quiver of arrows.
"I greet you on this morning in the name of Sparharrow," says Likner formally.
"The blessings of Modlaim and his kin be upon you, friends," greets Kriskrin.
"On this day you journey forth for the good of our people. Curate Kriskrin has named you friend, a name you have earned. Today again, you set forth to prove that name and we are grateful. I entrust to you my grandson Narwilk as companion for your journey to Sparkoti. May he prove as great a friend to you as you have to his folk," Likner proclaims ceremoniously.
Kriskrin approaches you and takes four necklaces from a pouch at his belt, "Can you kneel friends, for I cannot reach so high," he says with a less formal voice. After kneeling, he places a silver amulet with an engraved pick around your neck, then he places his hand over the amulet and pressing against your heart says in Gnomish, "Modlaim me uwn ta valon," before motioning you to rise and follow him outside.
Once outside, Likner adresses you again. "Be strong, be resolute, be loyal and Modlaim will see you through all difficulties."
"Blessings on you and your errand," Kriskrin finishes the ritual.
This post has potentially manipulated dice roll results.
Perception 5
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
(OoC: would my sage background come into play at all here?)
Intelligence: 8
Intelligence: 5
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Magnus dives back into memories, some of which seem blended with another's....
Intelligence 11
Chris & Magnus
You recognize the Sylvan word for "Settlers"
Bridger
You recognize the language as Sylvan, but the work eludes you.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Oh cool! Bridger knows Sylvan I think (assuming these bodies know it, anyway.)
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Likner looks stunned, "If there are no Goblins, or Orcs, or other folks, then yours must be a world of Peace."
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Jordi snorts. "Well, I can see how you might think that. But even though ours is a world of humans, we still bicker and fight amongst ourselves for similar reasons: wealth, territory, religion, and prejudice against tribes that look or speak differently. Humans are not naturally a peaceful race, it seems, no matter what world they live on."
Magus, "Evil exists wherever someone wants to do evil... same as good".
"Our experience with Humans is very, very little," Kriskrin responds. "Few live here on Kafandyr (ka-FAN-deer). And most are traders who live in the northeast, or west beyond the mountains. They are traders and sometimes fierce warriors. Though there are some who live to the east. Even these Humans claim to have come from Akaiqane far to the east across the Great Water in the dim past. The few Humans I have met were beyond the Ceynenlas, traders coming far up the rivers or studying at the Library of Evrigeshee."
Likner watches puzzlement on your faces. "Remember, Kriskrin, if what they say is true they do not know these lands. And even if not, they may know them by different names."
Krisner looks at Likner, "Then you trust them, too? Very well. Let me begin at the beginning with the world above. This world we call Ariandyr, and it has 6 or 8 Lands upon it, depending on who you ask. But never ask a Dwarf, their answer is many more, for they will tell you the number is much larger and even they do not know them all. Anyway, this land is called Kafandyr and these mountains are the Apalchen (ap-AL-shen). To the east is the valley of Arun Dur (A-ruin dUrr), and beyond the mountain ridge of Ceynenlas (SAY-nen-las). Once past the Ceynenlas is the land between the mountains and the Great Water. The Sylvan have many names for this land. But east of here in the coastal lands is the Sylvan town of Monasukapanou (Mon-A-seek-a-pan-oye-oh) with the Library of Evrigeshee (Ev-rEE-gesh-ee) and the Citadel of Armathain (Air-ma-they-an)."
OoC: As far as Geography and other information goes, I will make Articles and Maps visible in World Anvil once you have obtained a certain amount of information, as well as updating as your knowledge grows.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Jordi blinks rapidly. Geography was never his best subject in school.
OoC: If you come up with any questions, we'll do some flashbacks.
About noon the next day, the first of the scouts return. Likner & Kriskrin return to inform you. Kriskrin appears to be almost normal the next day with his hands and feet healed, and only a few bruises left.
"The Goblins made a base in a cave is on a mountain we call "Grisgal'," Likner informs you. "It seems that whatever they were doing, it is either done with, or being discovered they have abandoned their plans. Some of our scouts have reported back that they fled westward back into the mountains. A few have continued to track them, cautiously; in case they return. I plan to send out messengers to the Clan in the Ceynenlas in the morning. And spread warning to the Sylvan and the.. the...Powlikas (pO-li-kas), I forget the name in common, in the valley if they should come across any."
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
"So, you believe that your village is no longer in danger of an attack?" asks Jordi.
"From 20 Goblins, no. I was more worried that it was a group that had broken away from a tribe to start a new tribe. NOW, knowing they have left, I worry they may be forerunners or scouts of a much larger group. So, I will need to send a messenger to the Clans to the east to prepare to meet a larger threat," Likner informs you.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Jordi suggests, "Well, from what I've understood, our journey may take us eastwards as well. We could accompany your messengers, and from there we will continue on over the Ceynelas to that Sylvan town with the Library. I believe Krisner said that there were others of our kind studying there at the Library. Perhaps they can help us understand more of how and why we are here, and how to get home."
Likner responds, "Hmmmm, yes. But you could wander around in the mountains for days, before you find (or more likely they find you) the clans. I'll need to send someone with you."
"Narwilk," Kriskrin offers. At Likner's sidelong glance he supplies, "I know you have been training him in the use of the sword, so he can handle himself if there is trouble. And I know he is causing you trouble here. Come, come. He's your grandson, he's young and a bit arrogant, if it comes to a fight here, he is likely to be reckless and get hurt. If you send him to Sparkoti, he will get more training and maturity."
"Hmmmm, it makes sense. And he has been to Sparkoti before, so he will find it easily. But his mother and grandmothers are going to roast me alive for this," he finishes mournfully. "Can you be ready in the morning," he asks you. "Do you need any supplies?"
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Magnus quietly speaks up, "ah could I have a few more of those muffins."?
"Of course, you may have more muffins. It should only be a two-day journey, but we will make sure you are well stocked," Likner replies.
"And maybe a bit more," Kriskrin finishes.
OoC: Unless someone has objection, I will post "the next day" at lunch (EST). Of course, we can always flashback,
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
The next morning you find your packs have been stuffed with fresh rations of muffins, bread, winter apples, preserves, dried venison, etc.
And after finishing your breakfast, Likner and Kriskrin enter the room dressed in unusual finery. Likner is dressed in a knee length scale-mail shirt, bracers and greaves with a short sword at his side. In his right hand is an intricately carved rod of dark wood. Kriskin is also armored in a suit of half-plate engraved with the symbol of a pick. His deep red coat is worn over the armor, but you can see a wicked looking morning star hanging from his belt. In his right hand is a staff, the ends capped in shiny engraved metal capped by a clear crystal.
A third Gnome accompanies them, the scruff of his beard denoting his youth. Despite the long, upturned nose, you clearly see a family resemblance in the eyes and cheeks with Likner. This Gnome, presumably Narwilk, is clad in leather armor, stiffened and re-enforced at the shoulders, elbows and knees. The leather has been dyed differing shades of green, and his cloak a light brown, which draw attention to the shiny pommels of short swords he wears on either hip and the daggers stuck in the tops of his boots. Peaking over his shoulders are a short bow and a quiver of arrows.
"I greet you on this morning in the name of Sparharrow," says Likner formally.
"The blessings of Modlaim and his kin be upon you, friends," greets Kriskrin.
"On this day you journey forth for the good of our people. Curate Kriskrin has named you friend, a name you have earned. Today again, you set forth to prove that name and we are grateful. I entrust to you my grandson Narwilk as companion for your journey to Sparkoti. May he prove as great a friend to you as you have to his folk," Likner proclaims ceremoniously.
Kriskrin approaches you and takes four necklaces from a pouch at his belt, "Can you kneel friends, for I cannot reach so high," he says with a less formal voice. After kneeling, he places a silver amulet with an engraved pick around your neck, then he places his hand over the amulet and pressing against your heart says in Gnomish, "Modlaim me uwn ta valon," before motioning you to rise and follow him outside.
Once outside, Likner adresses you again. "Be strong, be resolute, be loyal and Modlaim will see you through all difficulties."
"Blessings on you and your errand," Kriskrin finishes the ritual.
Please make a Perception check
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Perception 5
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Jordi Perception 11