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[url=/viewtopic.php?p=111353#p111353] here [/url] - Alissa, Alex.
[b] Before the Fighting [/b]
Faith's Dragonling will be circling and will alert her.
She will then use her[note=Necklace] A plain-looking gold necklace - the gold has been sprinkled with Euvomine (Euvomine is another metal only given from the Immortals. Euvomine, by nature, is very brittle and easily broken. It is not meant to be hammered into armor but rather sprinkled upon it. This metal is able to fuse on contact with other metals without staining or discoloring them in any way. Each gift of Euvomine has special properties only known by the Immortal who gifted it.), an ancient gift from Ralaith to an unknown follower. It has in it the Pause ability from Ralaith's mark, with a few specific differences.
When activated, this necklace freezes time for all except the wearer. Time is frozen for exactly one break when time resumes, everything must be in the exact same position they were in at the moment time froze. Should this not happen, the item is used but has no effect and the user will have no memory of what they saw / did during the break. If the wearer interferes with an object or person, they must return them to the state they were before in order for time to resume. This ability can be used twice in any given season.[/note] - it will freeze time for 1 break. In that time, she will get to the Order of the Adunih Outpost in Egilrun and she'll make it a [note=Safe Hearth ] This is a simple gold ring which fits around and matches her wedding ring. Faith may designate up to three areas as "Safe Hearths". The area is roughly the size of a large estate (eg: it would cover her home, which is set in 5 acres) and it has two properties. First, if anyone enters that area with violent intention / intention to harm then Faith will know about this - and will have an idea of how many people and in which general direction. The main power, however, is that anyone who actively seeks to enact violence, be it against Faith or anyone else, will become the centre of a dreadful storm, with ice shards and violent winds buffering them. The temperature around them drops to way below zero, freezing them in their tracks and encasing them. This is targeted at those who are attempting to act violently - including using damaging or controlling marks or magics. It is enough that, should the person be unprepared and they continue to fight, it would kill within a few moments. If the Storm power is "tripped" then it needs to be re-activated. Only three areas may be active at any time. [/note]
After she's done that, she'll go into the order and make a [note=chalk-drawn door]PB's Palace
A simple piece of chalk. Twice a day Faith can use this chalk to draw a door. When she does, it becomes a door to a "room of requirement" (which PB insists is his palace) of varying size, depending on what it contains.
In there, neatly organised and clearly labelled, is whatever Faith needs for her current project. She can identify one project per season and this item will allow her to resource it. The room itself won't provide raw materials such as building supplies, but it will provide sheets and blankets. Strangely, though, it won't provide prepared food, but will provide the ingredients needed to make that food. Medical supplies, clothing, etc, all of these will be provided. Specialist medical equipment or scientific supplies, however, will not.[/note] This will allow her to grab as many medical supplies and so on as the small order building needs - since they probably aren't equipped enough for the injuries.
Then - she'll make her way to Woe.
Depending on how much time they have, she'll do as much of this as she can.
She'll activate:
[note=an addition to her Kaldvind] This power works as an upgrade for the Bearer's Kaldvind, allowing the lesser dragon to sink their tail blade into the ground or into water, causing the ground or water to freeze solid for up to a 10 foot diameter around the Kaldvind. Kaldvind can use this at will or be ordered to by their rider, and they are very good at making clever use of this power if left to their own devices. Kaldvind who have this power have their tail blades start to have a light blue glow from within their tails.[/note]
Then - she'll create a [note=Snowclone of the Kaldvind]A defensive power, Snowclone allows the Blessed to create a clone of either themselves or their Kaldvind out of snow. This clone will then become mobile and will mirror the movements of the original, and will last until either the Bearer dissipates the clone or it gets attacked. If it gets attacked, the weapon or person that attacked it will be frozen for a short time.[/note]
The two Kaldvinds will fly out and freeze the water and the boats coming to shore.
Faith will then create [note=clones of herself]This ability requires great concentration to perform. In essence, this ability allows the user to create multiple versions of themselves to traverse both the mortal realm and parts of Emea. Each version holds a piece of the user's soul within it, therefore, allowing it to take physical shape, if the user wishes. However, if the version is cut down, the character will feel the disrupting and pain through the ability. Depending on the number of versions made, and how long they remain away from the user, the character risks losing their life to the ability. If the versions don't return to the user within 5 trials (days), the character has the potential of losing their soul before dying from over exertion.[/note] then she - and her clones will all do what she's doing. They'll use [note=Ice Wall]On the key elements of Frosvinndur's fighting style is controlling area around him. This plays an important part in many of his Effigy's powers. Ice Wall allows the Blessed to create a thick wall of light blue ice by focusing on a stretch of ground around them. The ice wall is never more than 8 feet long and 10 feet tall, but clever use of this power allows the Bearer to stop an incoming attack at a moments notice. It takes 1 minute of concentration for the wall to form, but once that is done, it does so instantly.[/note] - and she and her clones will use the [note=snowshoes]The powers of the Bearer of Frosvinndur's Effigy often make the area around them more hazardous to traverse than they might otherwise be. This power gives the Bearer the same amount of traction on snow and ice as they do on solid soil or stone, preventing them from suffering the negative mobility of their own powers.[/note] power to keep moving and keep freezing the water and the boats.
She'll activate her air armour etc during this time, too. The two Kaldvinds will be defending her if needed and she'll amend the plan if anyone does anything silly.