Wards | ||||||||||||||||||||||||||||||||||||||
The Town Favored of FallenStar The Land |
The nine wards that surround
the town of Fallenstar are as powerful as they are horrific. These nine
arcane devices are in fact the enslaved spirits of nine mages that have
been transformed into demi-liches. The Telltaler knew he needed to protect
the Phoenix Gate that lay hidden in Fallenstar.
WARDERS’ RANKS 1. Initate Warders - the wards will tell of threats that have infiltrate into town past the wards. They will given the number of the ward that has been bypassed and therefore identify the type of threat, as well as give the general direction of the threat (N, S, E, W, NE, NW, SE, SW, ... from the town garden) The warders will have to identify the entity as not a threat or eradicate it. If not the wards will trigger causing the death or injury of many townspeople or damage to property and magics within town. 2. Adept Warders - additionally the wards will communicate whenever an threat has significant contact with the ward (a mass goblin attack, a demon trying to break in, a powerful necromantic spell bounces off) and where the contact takes place. Adepts also can access the power level of ALL the wards by casting Detect Magic or Detect Power on ONE ward. 3. High Warders - in addition can communicate with the spirits of the wards without risk to their safety and by doing so perhaps gain some of the ward-spirits’ longer range sensory information, like an amassing of a goblins near Arboleth or a powerful elven spell unleashed in the White Woods. 4. The Grand Warder - can offer ONE specific command per ward such as informing the Grand Warder when a specific person passes through the wards and enters town. |
Notes: |
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