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Tears of Taija: Short List of Important Demons

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Postby MDSnowman » Mon Jul 07, 2008 4:53 pm

Organizations: Part 2

Name: The Sages of the Obsidian Citadel

Nicknames: Wizards, Book Worms, Master Mages

Symbol: A Black Tower on the cover of a dark blue book.

Structure: Hierarchy with Apprentice Sages at the Bottom and the High Sage at the top.

Description: Founded at the beginning of the Imperial era by research minded mages the Obsidian Citadel, located in Northern Dennigrad, did not earn it’s name until five hundred years later when the volcano the city was built in the shadow of erupted destroying the city but leaving the Citadel unarmed, albeit black colored. Since the eruption the Sages of the Obsidian Citadel have withdrawn from the outside world. New sages are taken in rarely and to reach the rank of Master sage one must display magical ability. As one of the most visible centers for magical learning in the continent it was an easy target for early Witch Hunters. They amassed an army and prepared to march on the tower. They were confronted by the cloaked figure of High Sage Helene Disato. The self-proclaimed sorceress supreme then turned back the entire army by raising the ancient dead of the city as undead and crushing the Witch Hunters. Since then no one has dared spit in the direction of the Obsidian Citadel. The Master Mages, always the private types, wouldn’t have it any other way.

Sample Member: Maria Gallo

***

Name: The Arcanium

Nicknames: Rebels, The Coven, The Underground

Symbol: A pair of rune covered scrolls, rolled and crossed.

Structure: Two to eight man cells operating independently of one another.

Description: The Arcanium began as just another order of mages during the imperial era, but as the imperial era came to a close the members of the Arcanium saw the growing sentiment against magic users and went underground. Since that day, the Arcanium, scattered and teaching magic from hidden stores of knowledge have tried to keep the magical traditions of the continent alive. They have met with limited success, they are one of the few organizations that can teach and adept to become a mage, but an adept is just as likely to be found and executed, or having to go on the run before their training is complete. The greatest weakness of the Arcanium is that to follow its goal it has to reach out to new people, which makes them vulnerable to canny Witch Hunters. The Arcanium is often portrayed as endless underground organizations of deadly mages, but the truths is that they are small, disjointed, and have many more non-magic using members than mages and adepts.

***

Name: The Blood Sail Clan

Nicknames: Red Pirates, Clawed Privateers, Butchers

Symbol: A red sailing ship, of Krynish design, on a black field.

Structure: Family organization led by a lord on the Hurricane Islands

Description: A prominent Krynish Mercenary Clan the Blood Sail Clan started as mere transportation, taking other Krynish mercenaries back and forth to the mainland. As time passed however the Blood Sail turned into very able sailors and decided to occupy themselves while on the mainland. They began to specialize in privateer contracts. They would attack and raid ships flying the colors of their employers enemies in exchange for a percentage of the loot. While it wasn’t technically piracy as the Blood Sail were under contract of a legal authority that didn’t make much difference to their victims. The Blood Sail now have a reputation as vicious fighters, and expert seamen. As a result the Blood Sail tend to get a lot of hostility from humans, but they are so useful that this has yet to put a dent in their ability to do business.
Last edited by MDSnowman on Fri Jul 11, 2008 8:01 pm, edited 2 times in total.
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Postby Psistrike » Mon Jul 07, 2008 7:01 pm

Very detailed organizations, would love to see some NPC example characters from each.
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excellent work

Postby Daret Vox » Mon Jul 07, 2008 9:12 pm

I love what you have here. Brilliant detail which adds tremendous flavor. I second PsiStrike's motion that you include a sample NPC as time permits. In any event keep up the good work.

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Postby MDSnowman » Tue Jul 08, 2008 5:00 pm

Extra Planar Hijinks

You know, when I started summoning demons I expected them to be mindless killing machines chomping at the bit to rend mortals asunder. Hell, I was prepared for that. What I got were sophisticated back stabbers intent on bilking me out of my soul. Taija forgive me, I really wish I’d gotten the mindless hordes.

-An Unknown Warlock

Once again I find myself saddled with the unwanted task of explaining to those that should know better a simple magical topic. This time I turn my unbelievably keen eyes on the topic of other planes of existence. Instead of writing a five thousand page essay on the geography and nature of these other planes I’m going to focus on two planes you mostly likely already believe exist, and whose denizens you’re most likely to interface with.

First and foremost whatever you’ve heard, alternate dimensions do exist. As romantic as that theory that angels and demons are manifestations of our own psyches is its utter bunk. Trust me, I have enough control of my psyche where it wouldn’t jump across a table and try to light me like a candle. Now that we’ve established that alternate dimension do exist you can settle down because you are very unlikely to ever step foot on one. You see some manner of primordial battle was fought on these planes long before any of us were ever born, and that includes me. Considering that I was pen pals with Ancients and know exactly what beetle crawled up the collective backsides of the Trolls that’s saying a lot. This conflict ended in a stalemate, and the combatants, those creatures we now call Angels and Demons, agreed to stop fighting directly. They also barred unrestricted travel to and from our plane of existence.

Now at this point you are doubtlessly up in arms because you’ve seen a demon, or have a third cousin who courted a woman who saw a demon. There’s a reason for that. Demons are slippery buggers. Sure there are some stupid ones that just munch on mortals for fun, but they’re not running the show, or answering summons. You see Angels and Demons can step forth on our plane under a few circumstances. First is to summon one, if their presence is requested via summoning, they can freely pierce the veil to our plane. This is the most common method, but it requires a skilled Mage, or an uncommon Adept who’s gift manifests in summoning powers. How you control such a creature after summoning it is up to you, a word of advice, don’t screw it up you’re not likely to get a second chance. The second method is for the creature in question to force its way onto this plane without a summons. Doing so is taxing on the being in question, their powers are greatly reduced, and when the creature returns home it is subject to very stiff penalties. The final option is possession, during which the extra planar creature imposes their soul onto that of a given mortal. This process takes a lot of time, but it also gives the creature the most freedom once they arrive here.

I can almost hear you all objecting in unison once again. “But Lady Disato, if the playing fields are even why do we hear about more demons coming to this world than angels?” My response would be to slap you and make an insult regarding your intellectual ability. I suppose that’s why Steward requests I write these and not hold lectures anymore, but I digress. Yes, the rules are balanced, but one most know the nature of both sides. Demons will lie, cheat, steal, and do things that would make your mind eat itself in order to stay on our plane longer. This is because the longer they are on our plane the more souls they can send to hell, the more souls a demon sends to hell the more powerful it is. A demon summoned for a particular purpose will attempt to get as many souls as possible in the process, and if the summoner breaks any deal made with the demon they are free to do what they will without penalty. Demons are also very likely to force their way into our world for short periods of time, penalties be damned, just to get revenge. The canniest demons will attempt to possess someone in order to get a free ride back and forth to our world. Once a demon has a foothold in a mortal shell they will twist it to match their demonic form and use it as a conduit to travel back and forth to Hell. To them it’s the best deal around. It’s just a matter of finding the right shell.

Angels on the other hand are picky about the jobs they do. And since their power isn’t based on taking things from humans even those angels who agree to work for mortals are likely to follow any agreement to the letter and leave immediately than draw out the experience. Angels are also very unlikely to force their way into our world, they don’t like their odds against the dangers here in a weakened state, and the penalty they receive is banishment to our plane in that same weakened shell. Finally angels never ever usurp a mortal’s soul unless circumstances are dire, and only do it if the soul is willing. All of these add up to less angels running around this world than demons.

Now that you know the players in this game let me warn you. Whether angel or demon you’re summoning a soldier. Good and evil are relative when you’re engaged in an ancient conflict like they are. So don’t expect every demon you summon to be blood thirsty and evil incarnate, and don’t expect the angels you summon to be paragons of virtue. What you should expect is a battle of wills. So if you’re not armed for such a conflict stick to hurling bolts of arcane energy at your foes instead of denizens of other planes.

By Lady Helene Disato
High Sage of the Obsidian Citadel, Sorceress Supreme (A list of titles continue but in increasingly small print)
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Postby Unknown Soldier » Tue Jul 08, 2008 5:09 pm

I have my character all prepared to stat up. I finally figured out what I'm going to play. I think you'll like it.
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Postby MDSnowman » Tue Jul 08, 2008 5:15 pm

Unknown Soldier wrote:I have my character all prepared to stat up. I finally figured out what I'm going to play. I think you'll like it.

lol you guys are so excited, I'm not even remotely close to starting this thing up.
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Postby Psistrike » Tue Jul 08, 2008 5:29 pm

Heh, I'm waiting to even come up with a full character concept til after I see you post some NPC examples in this thread in the Roll Call forum. Although the fact that powers all come from magic does make it easier to narrow ideas down. 8)

But I promise, no summoner this time. Or duplicator, shapeshifter [unless very limited or only having like 3 alternate forms.] or such which could give you a headache.
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Postby Unknown Soldier » Tue Jul 08, 2008 8:29 pm

MDSnowman wrote:lol you guys are so excited, I'm not even remotely close to starting this thing up.


Sounds like you need to get on the ball then. :wink:
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Postby MDSnowman » Wed Jul 09, 2008 12:19 pm

Alright, at the prodding of Psistrike I decided to stat up a NPC from this game world.

I give you, The Terror of Greymane Pass!
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Postby Psistrike » Wed Jul 09, 2008 1:02 pm

MDSnowman wrote:Alright, at the prodding of Psistrike I decided to stat up a NPC from this game world.

I give you, The Terror of Greymane Pass!

Commented over on that thread. Just have to say, unless we have a team of at least 6 PL 8-10 characters he will take down at least 1-2 of us minimum. :?
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Postby Unknown Soldier » Wed Jul 09, 2008 1:33 pm

I'd venture to guess we'll start off PL 10-11.

Or maybe he's a big baddie?
Or maybe he's just meant to scare us.
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Postby MDSnowman » Wed Jul 09, 2008 2:50 pm

Organizations: Part 3

Name:
The Third Special Operations Legion

Nicknames: Mage Knights, Crimson Cloaks

Symbol: A Red Magical Rune on a Black Field

Structure: Military Hierarchy

Description: When the current political structure surfaced in Dennigrad King Saavratine knew that the Church’s view on magic users was short sighted. To that end he created the 3rd Special Ops Legion. Magic users coming into their powers would be approached by the military and tested. If their powers proved useful they would be offered an officer’s commission in the 3rd and they would go to work for the state. If their power didn’t prove useful, or they refused the request to join they would be tattooed and warned against actively using their powers. Those magic users who serve in the 3rd are the elite of the Dennigrad military with a wide variety of powers and skilled at using them to supplement conventional troops. The 3rd are distinguished by their black dress uniforms and dark red cloaks.

Sample Member: Nora Engel

***

Name: The Cracked Anvil

Nicknames: Blasters, Rabble Rousers, The Gunners

Symbol: An Anvil with a wide crack running down the center.

Structure: A dozen cells answering to a mobile council of leadership.

Description: There have always been Dwarves upset about their status as secondclass citizens in Dennigrad. There have been a smaller number of them willing to do something about it, and only recently have these roaming gangs of upset Dwarves formed a single organization. The Cracked Anvil has become the umbrella organization of one dozen smaller Dwarven Liberation groups. They haven’t always agreed on methods, but the actions of the more violent members have put the group on the map. Many of these cells have garnered a reputation for using engineering devices in their actions. Of late the Cracked Anvil has actually been developing a head. People representing the twelve cells have formed a council that has begun to debate organization wide objectives. Thus far the Cracked Anvil has garnered the attention of local authorities. It’s only a matter of time, however, until the crown takes notice.

***

Name: The Mourners

Nicknames: The Dirge, The Black Cult, Mind Slaves

Symbol: An Infernal Rune Scrawled in Blood

Structure: A loose confederation of cults

Description: Over the past fifty years many disaffected people have drifted away from the Church of Taija. With nothing to believe in they often fall prey to a group called The Mourners. Their origins are murky, but they preach an end to pain by giving up one’s free will to the cult and their masters. The large mass of the organization consist of Hedonists seeking a way to dull the pain of their lives through various drugs. However there seems to be an entirely unknown upper echelon of the cult with a more malicious purpose. It is currently unknown what they want, but the church is debating an edict that would sentence these heretics to death if captured.

Sample Member: Brigitte DeMaynard
Last edited by MDSnowman on Sun Aug 03, 2008 7:19 pm, edited 4 times in total.
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Postby Psistrike » Wed Jul 09, 2008 3:16 pm

Dang, take about some detailed organizations once again. Would hate to be a member of that Third Special Orperations Legion. Work for them if you have the right powers, or get tattooed and barred from using your powers if you refuse or don't have powers they value.
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Postby MDSnowman » Wed Jul 09, 2008 5:59 pm

Organizations: Part 4

Name:
The Gears of Fate

Nicknames: The Gear Heads, Spring Blades

Symbol: A gear tattooed on the back of members right hands.

Structure: Thieves’ Guild

Description: The Gears of Fate started as a simple thieves’ guild within the Saltashian capital of Rooksgate. Eventually though a senior member, simply known as Jaeger, fled the nation when the law was closing in on him. He spent five years in Dennigrad, hiding with Dwarves and learning engineering. By the time he returned home he’d brought his learning, and ingenuity, to the guild. Technology and eventually alchemy gave them an edge over all the other thieves’ guilds in the city. Within two years they ran crime in Rooksgate, within another three they were the dominate criminal organization within the nation. With that kind of power it drew the attention of the nobles. They didn’t like anyone stepping on their toes, but the Gear Heads were doing just that. Since then the Gear Heads have been fighting a losing shadow war against the various noble houses of Saltash. As the fight grows more desperate the Gear Heads have grown more and more ruthless.

***

Name: The Fighter’s Brotherhood

Nicknames: Gladiators, Lions of the Arena, Blood Sportsmen

Symbol: A Lion’s Head

Structure: A guild of competing Gladiatorial Stables

Description: Throughout the Continent the pass time of fighting two warriors fighting for entertainment is making a slow resurgence. However, the practice has always been most popular in Saltash. Several Guilds try and compete for the crowds and the gold, but currently the most powerful is the Fighter’s Brotherhood. It’s a collection of the twenty wealthiest Gladiatorial Stables in Saltash. They agree on set rules, what is and isn’t accepted in the ring, circumstances for the giving of mercy, and conspire to create the most exciting matches possible. Currently The Fighter’s Brotherhood maintains its dominance with a collection of the most renowned Gladiators in the country and allowing them to only fight when it’s the most dramatic. Several members of the Fighter’s Brotherhood also make money on the side by acting as agents, renting their warriors out as muscle for Saltashian nobles who see it as a status symbol to be protected by a Gladiator.

Sample Member: Diego Ruiz

***

Name: The Cold Blooded

Nicknames: Northern Barbarians, The Iced Ones, Dragon Slayers

Symbol: Various

Structure: Several Clans with varying alliances

Description: Ever since the start of the Imperial Era there have been some humans that eschew civilization and live like they did before the founding of the Merithian Empire. The Cold Blooded gain their name from the fact that they have somehow managed to survive in the Bleak North all this time, when many humans traveled South and joined the continent. They tell many stories of their warriors slaying Dragons, an unusual boast in this day and age when no one has seen a dragon in nearly three hundred years. They tend to stick close to the Southern shore and are almost always encountered by explorers to the forgotten continent. Occasionally these explorers can convince a young Iced One to act as a guide, but the more veteran clan members refuse such offers. The various clans that make up the Cold Blooded are generally secretive, and are not unified. Some believe the Chief of the Cold Crow clan is attempting to unite the clans, but their fiercely independent natures makes this unlikely to happen. Some believe that they have finally reached their limit to survive in their home environment as small colonies of Northern Barbarians have been appearing on the Northern shore of the continent where they have occasionally clashed with local authorities.

Sample PC: Matuzack, The Unbound
Last edited by MDSnowman on Thu Jul 24, 2008 8:28 pm, edited 2 times in total.
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Postby Psistrike » Wed Jul 09, 2008 6:45 pm

That is one thieves' guild I would hate to make an enemy of. Skills of thieves, along with knowledge of alchemy and engineering gained from dwarves, dangerous combination.

Wonder how they feel about freelancers working in their territory. :wink:
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