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The Pen is Mightier than the Sword
  1. TIME

    1. What Time is it?   (1,440 visits to this link)

  2. The Tavern of the Quill

    1. THE NURSERY

      Here one can find seeds and saplings to care for and grow, as well as a safe haven for those orphans one may find that they are unable to grow, or look after, themselves.

      26
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    2. Cabaret Room

      Here one can have a drink and idly chitchat with a friend. (Where do I put this?)

      1.3k
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    3. Assembly Room

      In this room Bards throughout the lands gather to tell their tales and anecdotes. (Stories)

      334
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    4. Banquet Room

      Poems, songs, and line-by-line creativity (Poems)

      651
      posts
    5. Conservatory

      For threads that seem to take on a life of their own and interrupt perfectly good drinking in the Cabaret Room. (RPed Stories, Plays and other scripts)

      819
      posts
    6. Recruiter's Office

      Off to the side of the Tavern is a large office that the Elder of Initiates keeps for prospective members to come and apply. (Applications)

      27
      posts
  3. The Manor of Tongues

    1. The Café

      This is where all manner of language-related discussions and inquiries are welcome.

      138
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    2. The European Classics

      This is where poems, stories and even RP in any of the following tongues will be posted: French, Spanish, German, Italian, Portugese, Russian, Finnish, Dutch and Swedish.

      236
      posts
  4. The Walls of the Pen

    1. News

      We post the news here, but everyone is welcome to reply to posts.

      577
      posts
    2. The Codex and Lists

      Here are the guidelines and purpose statements of the Pen as well as membership lists, historical lists and listed items of interest.

      14
      posts
    3. Frequently Asked Questions

      An explanation of where things go

      32
      posts
    4. The Piazza of Portraits

      This is where you can read up on other people's characters, or describe your own. And if you format it correctly, we can all use the search tool to quickly find what we need to know.

      453
      posts
    5. 56.8k
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    6. Library

      Here all writers are welcomed to archive their works that were written over the ages of Terra. (Works not created on this forum.)

      2.4k
      posts
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    • By the Light of the Witch Moon Under Eldritch Skys  By Balefire's Glow To Ride the Neither Winds. To Plant the Dragon's Teeth. Title ideas for stories linked to the  Finial Days of Horkuna.  The basic idea is an Earth like world  Magic or maybe Psi Abilities are rare and mistrusted in most places  This world has a second Moon. Small with an odd orbit and little effect on the tides and such. Barley visible to most people. But to those who have the Mage/Witch sight a full Witch Moon is as bright as a regular full Moon.  Nights when the Witch Moon is full and the regular Moon is Dark are seen as  Ill-omened by most.  Which becomes a self fulfilling sort of thing. Because a night when honest folks stay home is naturally a night when those up to no good are going to be more active.   General outline is one or more Gifted/Cursed as the main character  and somewhere along the way they discover something that is a major threat to their world and because of their abilities they are the only ones who can stop it and save the world.    
    • While exploring an abandoned house You find a research lab belonging to someone who has been exploring the Backrooms. Notebooks, Maps, Weapons, Supplies, and Gear for finding your way in, out, and around.  The last entry in the main Notebook is dated three weeks ago. What do you do?     I've been toying with some ideas as to what the Backrooms could be used for if someone had a way of finding/opening/closing  entry/exit points both from the "real" world side and from within the Backrooms themselves. There are Lurkers. But I'm still working out what they are. Where they come from. Why they are there. Ect. Use ideas include hiding, smuggling, making just about anything one could need a reason to keep hidden.   
    • Some notes about the City itself. As noted elsewhere The City of the Shademakers is located in the Plane of Shadows. It's not entirely clear just when, why, how the place got started but the general drift of the story goes something like this. A group of scholars/sages/lore masters ect who were all interested in Shadow Magic, Necromancy and other such related topics worked together to establish a research area free from distractions. Just when they discovered the process enabling the transformation into a Shade is not recorded but it was long ago and over time others learned of the Umbral Archives and came to join the group. Then others came not wishing to become permanent members of the group but wishing to visit and consult with the resident scholars.  This created a need for the compound to grow into more of a regular city. For while the Shades don't need to eat or sleep,  visitors who were mostly still among the living most definitely did. And anywhere there is a need that can be satisfied for a profit, sooner or later someone is going to start a business satisfying that need.  And so all the usual business turned up. There was already some need for transport to and from the Umbral Archives as many of the Scholars needed research materials, add to that the needs of a growing city. This lead to the creation of the Shadow Fleet. There are actually several ships that are all The Shadow.  As the ship is believed to be an Ill omen it never makes port as itself but takes on the aperance of some other ship. Quite probably the ship it was before joining the Shadow Fleet.  Just how a ship joins the Shadow Fleet is a secret known only to the Captains and the Supreme Shadow. There are likely a few others who have figured it out, But they are not likely to be sharing that information unless they are offered a good reason typically in the form of a rather large amount of treasure or possibly information that is valuable enough. It is worth noting that because it started as a city of scholars, information and research materials are as much a form of money as actual coins and gems.  As to the matter of food and lodging it depends on your personal taste and available funds. If you are broke and/or don't care about quality you can find a place about two streets back from the harbor. Or you can try camping in one of the empty warehouses right along the waterfront. If you happen to have some coin to spend and want a good deal try looking about five to six streets back from the docks. This is also the point at which you are most likely to find merchants with goods that are actually worth buying. If you are rich and/or looking for magic items and such you will need to go twenty streets in and get a guard to let you in. The walls and gates here mark the start of the city proper. This is where a city watch actually bothers with patrolling and such. Before this you are in Thieves Guild territory. Not that the Guild doesn't have a presence in the walled parts of the city. But outside the walls they are the ones running things. Inside the walls, they keep a much lower profile.
    • Hmmm, I was contemplating a trip to the Archives for the cookies 🍪. . . I was under the impression that they had REALLY good cookies . . . I was TOLD that, not only were there cookies, but that they were astronomically superior to fresh DoubleTree cookies . . . was I misinformed!?🤨 I am going to be HIGHLY perturbed if THOSE cookies aren't there.😠
    • Upon first sighting the Shadow you will likely see it maneuvering in a way that is only possible with a full crew. Any attempts at communicating from this range will receive no direct response. The ship will however take up station keeping once you have signaled your intention to come alongside or otherwise board.  If the ship doesn't do this or disappears, return to port and get a new time/location to try again. Once you are within range to do so, you will see absolutely no one on the Shadow. Magical items, spells, etc that enable seeing invisible beings will probably allow you to see the crew. It is generally considered a bad idea to do this. The Shadow disappearing or sailing away are the most common results. There are some reports of the crew of the Shadow attacking. This is largely unconfirmed, but all such reports agree that this happens only if you are already alongside. As to what the crew of the Shadow look like; I'll cover that a bit later. Never set foot on the deck of the Shadow until you have asked permission to come abroad. You will know if it was granted by nothing happening. There are no reports of the request being denied if you were allowed to come alongside in the first place. There are no confirmed reports of anyone being stupid enough to not ask permission. So what exactly would happen is unknown. The most likely reactions are the Shadow disappearing or the offending individual being tossed over the side. In any event once on board find a spot on the deck that is out of the way of the crew and stay there. Unless you feel like you are being asked to get out of the way, then get out of the way. Do not interfere with the operation of the ship. Do not go below decks. Do not go into the galley. And especially don't sit down and eat when there is a meal on the table. Unless you want to join the crew. More on what happens if you do in a bit. Do not enter the captain's cabin. Some say you can enter if you ask permission and have a good reason for being there. Make sure you have a good supply of food and water. If you follow the rules the trip can take anywhere from a few hours to a couple of weeks.  When you arrive at the Umbral Archives. Thank the captain and crew for their hospitality, and get off.  For those who lack common sense and want to push their luck. Here are the likely results of breaking the rules.  You will be attacked by the crew, and the ship itself, if you are holding your onw against the crew. They will either throw you over the side, or kill you and then throw you over the side.  Assuming that the ship doesn't just vanish. If you are still in the normal world, pray that there is an island nearby. In any case you are in the ocean, good luck. If you have crossed into the Plane of Shadows, you are stranded there in a random location. Good Luck. Or you have landed in some random Demiplane. You will probably need all the luck you can get. If you fight the captain and somehow manage to win. Whoever landed the killing blow is now Captain of the Shadow. Everyone else in your group is now part of the Crew. Any surviving members of the original Crew are now as loyal to you as they were to the former Captain. And you are now bound to the service of The Supreme Shadow, Lord of the Umbral Archives, and whatever other titles that notable might happen to have.  In theory you can take that Title by winning a duel or otherwise conquering the current Supreme Shadow.  There are no confirmed reports of anyone ever having managed to do it. The Crew of the Shadow are Shades with the ability to turn invisible and stay that way even when attacking. They are also able to heal themselves as per Vampiric Ring of Regeneration channeled through their weapons. The Captain has the Crews abilities as well as the ability to Animate Object anything that is part of the Shadow as a free action. And is almost always a Magic User of some sort.  I might try to work out more exact stats for these guys later.  
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