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IC News travels slowly in Mizahar. Fortunately there is a constant stream of news from around campfires, from caravan to caravan and from merchants to merchants. Within this forum lies the best of the best of this talk. Also, within this forum, OOC news from the staff and players can be found. This forum requires all posts to be 'approved' by a Founder before they are displayed. So if you post within, be patient. Your post did display - it simply will not show to everyone until approved as actual 'news'. Please keep all Introductions, Status Updates, and various other discussions in their appropriate forums and leave this area for game news!
by Gossamer on April 1st, 2023, 12:38 am
Hi Folks!
How about another challenge? I thought instead of rushing to post up the prizes for the March 4th event that was delayed due to my surgery and subsequent sick time/on heavy meds and reinfection.... we'd take that prize list and allow players to add to their Quest Point Totals this week as well.
So... the challenge can be two-fold. For every 2.5k thread you write, you can earn 1 QP. For every 2.5K thread you grade, you can earn 1 QP. I will open this challenge tonight and let it run through Monday night/Tues morning 12pm PST. That way if you have points from the last challenge that aren't turned in... you can definitely use them on these rewards.
And the clincher? I will post the prize list sometime before Monday the 3rd's midnight deadline... probably sometime this weekend or in the early part of the week, so if you want something really badly from the list, you can really write your tail end off and earn it. That means there will be some 1 and 2 pt quest items, but there will also be some 20 quest point items. Hopefully, this will motivate people to do job threads and social threads that they might have been putting off for whatever reason.
As always, post below that you are joining in and let's see what can get written between this weekend, next week, and the following weekend into that Monday!
Enjoy!
Goss
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Gossamer - Words reveal soul.
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by Gossamer on April 9th, 2023, 9:35 pm
I'm going to extend this challenge one more week due to the fact that I did not post prizes midweek like I said I would. I got overwhelmed at work and ended up working long hours at unreasonable times. The challenge will end April 17th when Monday turns to tues at Midnight PST.
Here is the promised list of prizes. I might be adding to it as we progress.
THE LIST
- Drinkstone - This stone looks like a small glass robin's egg complete with the coloring and speckling involved. When deposited in a drink of choice, the stone will chill or heat the drink to the owner's desired temperature. (3 QP)
- Spy Orb - This large cantelope-sized orb is perpetually filled with smoke. However, if someone picks it up and concentrates on a person or creature (such as a pet) they know and have met before, the orb will flare with light and suddenly reveal the person one is concentrating on. It will show the person regardless of their state of life or death. If the person is in pitch black, the viewer can see the person as if they have dark vision. The glimpse will only be for five chimes, but one can gain a lot of information spying this way as the background or place the person is might be revealed within the orb's vision. If the target is dead, the state of decay will be revealed. If the person has decayed into nothing, then the orb will not show the individual concentrated on. There will be no other senses revealed - no taste, sound, smell, etc other than sight. (10 QP)
- Charmed Hook – This fishing hook creates a magical lure perfect for whatever species of fish is sought. They seem to draw fish to them magically. One has a 90% chance of catching a fish utilizing this hook. These hooks can be purchased in multiples. (1 QP)
- Harp of Ambiance – This harp, being a medium sized instrument, bears the mark of Rhaus. When anyone touches its strings, it will begin to play on its own for a bell or until touched again. The musical style will match the mood of the owner or establishment it resides in. It will play subtle relaxing melodies for quiet atmospheres, raunchy bawdly tunes for busy bars, and even romantic ballads for brothels. Its owner can also request specific songs or types of music from it. This harp has unlimited uses. (6 QP)
- A Fetish Necklace Of Animal Bones - This necklace can be used once per day by slipping it upon one’s neck. It grants the wearer the ability to have a singular brief conversation with a specific animal. It is unclear if the animal is granted the ability to speak the wearer’s native tongue or if the wearer is suddenly able to understand the motions and vocalizations of the individual animal. Regardless, the Animal Bone Necklace can be used once a day for ten chimes. (5 QP)
- Gleaming Wineglass – This lovely wineglass, when filled with any beverage and consumed in its entirety before bed, will grant the user a deep restful sleep full of pleasant dreams. (4 QP)
- Non-Consuming Candles – These average looking candles burn without being consumed themselves. They come in all shapes and sizes that standard candles bought in most shops come in from tea light to three wick pillars. They can even be scented nicely. This reward can be purchased in multiples. Be specific as to the type of candle (size and shape) you are buying. (1 QP per Candle)
- Fleshtape – This roll of tape has the feel of fabric wound up on a spool. It expands and contracts to fit the width of each wound it is applied too. Once cut to length and held over an open bleeding wound, the fleshtape will pull the wound together and act as a protective covering that will do the job of stitches except be waterproof and tear proof. It will naturally fall off when the wound is healed to the point stitching and the fleshtape itself is not needed. (3 QP)
- Magical Hatband – This hatband can be purchased in any size or shape to fit any hat. Once applied to a specific hat, it will keep the wearer of the hat from being hit by raindrops in the rain. (2 QP)
- Enchanted Sewing Needle – This magical needle will finish sewing any seam you start sewing in the same manner as the way you hand-stitched your portion. One must complete at least ten percent of the seam to get the needle to finish on its own. When it comes to the end of a seam, it ties off its own knot and waits for the seamstress to retrieve it and start a new seam. (2 QP)
- Vase of Preservation – This tall glass vase will hold a large bundle of long-steam roses or an equivalent bouquet. And as long as the bouquet is not removed, the vase will preserve the flowers and they will not fade or wilt. They can be successfully preserved indefinitely until the vase’s owner themselves changes out the flowers. (2 QP)
- Charmer Pan Pipes – This small musical set of pan pipes will sing out in a sweet voice. It tends to lure small animals, such as rats, brats, stray cats, dogs, and even young children closer to the person playing the Charmer. For one bell after hearing its tune – once a day – the creatures or even children will defend the musician who utilized the pipe and played the song they heard. (4 QP)
- Tanroa’s Hourglass – This small hourglass is only about four inches high. Stored sideways, it has no affect on the world around it. But flipped upright, the sand must all run to one end to get the most from its magic. Once every ten days, it can be flipped to its full side up/empty side down and activated again. While the sand falls, time stops for upto ten chimes, freezing all in a singular mile around it until the sand runs out. If the hourglass is disturbed or tipped or knocked over, its affects immediately vanish and time starts up again. When its sand runs out, time starts up again. While time is stopped, the owner of the hourglass may interact with the area affected as if they are not affected. Because the flow of time is merely paused, any changes made to the affected area and everyone and everything in it, return to their previous states once time resumes flowing. Those affected will not perceive any change in time once the magic ends. This allows the owner opportunities including evading danger, scouting and searching undisturbed, a moment to study and process a situation or simply take a break. This is a unique item and only one can exist in the game at a time. First come first served. (10 QP)
- Chest of Tome Repair – This medium size chest will fit most common to large books, journals and scrolls within it. Once per 24 bells, the owner can place a damaged or degraded (no matter how much) book in its confines (so long as it fits) and the chest will work to repair the manuscript to the shape it was in on the first day it was written in. This process takes, as one might assume, 24 bells. It can be used unlimited times so long as it is given 24 hrs to repair its contents. Only one book, scroll, or journal (aka one item) can be placed in it at a time. This item will not deactivate any magical traps or protections on the tomes it repairs. (5 QP)
- Nullifying Net – This magical net looks like an ordinary fishing net. Spanning 10 feet wide, when cast with an appropriate net use skill, it will swirl up and outward, falling over its target and nullifying the magic on anyone and from anything it touches. Magic items will not function nor can a mage or anyone within the net utilize their own personal djed to cast. This net can also be cleverly strewn across a pathway, utilized in a trap, or even actually used as nets are intended to be used with all the effectiveness of a normal well-made net. The nets’ ability won’t harm the person packing or casting it. It only affects targets or those that stumbles into its trap. As soon as the person or creature is free of the net, their magic will come back online. (10 QP)
- Civilization Finder – This choker necklace has a single flattened white oval bead on it the size of three inches. When someone is out in the wilderness and lost, it will send the wearer a gentle tug – as if they were on a leash and someone was tugging at it – in the direction of the nearest civilization. This can be used unlimited times per day by just simply touching the bead and speaking the word ‘civilization’. (3 QP)
- Bead Tracker – Initially designed by mages to keep track of their offspring, this bracelet set or necklace set (user’s choice) can be strung with as many beads as offspring. Coming in pairs, the idea is that the parent keeps one bead, while the child keeps another. While wearing the beads, each person with each one of each set knows where the other one in the set is directional. Hence, wearing the necklace or bracelet with the matching bead, if one touches the bead, one gets a strong sense of the mate of the bead being in ‘that direction’ or ‘this direction’. It works within a 50-mile radius. These trackers can be purchased in multiples. (2 QP per set)
- Wand of Fabric Dying – This magical wand can produce lovely permanent dyes in fabric or change the current dyed color of fabric to one more suitable to the owner of the wand. Being able to be used once per day, the wand need only be touched to the fabric and up to ten yards can be dyed per day. The wand takes what the user envisions and transforms the fabric to the shade pictured. Special effects such as ombre or houndstooth can be done. And as long as the fabric is natural (either plant or animal based), the wand will work on it. The change is permanent. The fabric or material (such as leather) must be clean and dry for the Wand to work. (5 QP)
- Mockingbird Earring – This Earring must be worn in a physically pierced ear. It is a small bronze, copper, gold or silver (users choice) stylized mockingbird on a singular post earring. When worn, the wearer can once per day for one bell mimic anyone’s voice they have heard before for any length. The physical sex of the imitation does not matter. The mimicry will be a very close if not perfect imitation of the original speaker. Those imitated must be the same race as the person utilizing the mockingbird earring. A user, per say, could not imitate an animal sound such as the huffing or roar of a lion being human. But they could, being human, imitate another human to a near perfect state. (3 QP)
- Love’s Sight – This hand-held mirror is absolutely unremarkable. It has a plain wooden stained body roughly in the shape of all paddle mirrors with a piece of mirrored glass inserted in one side. While it functions as a perfectly decent and weighty hand mirror, when one speaks the phrase ‘Who loves me…’ the mirror will reflect a series of images of people who care deeply for the individual holding the mirror. If the holder gets more specific, such as asking for a specific type of love “familially, romantically, platonically, etc” the mirror will show fewer generic images and display all who love the person in the specific way the requester is asking. If the mirror displays a PC’s image or an owned NPC, the owner if the PC or NPC must give approval for their character’s image to be shown in the mirror in the scene with whomever is using Love’s sight. The mirror can be used once a day. (4 QP)
- Handcuffs of Suppression – This item, once placed around someone’s wrist, cannot be removed unless it is by the person that placed the cuffs. It blocks the wearers’ ability to tap into their djedpools and perform any sort of magic. If the person that placed the cuffs dies, the handcuffs automatically open and can be claimed by a new owner. (5 QP)
- Cream of Invisibility - A small jar containing ten doses of invisible cream. The cream must be applied to a naked person because it only works on skin and hair... not on anything else. It takes one chime to apply and will last a singular bell. (1 QP)
- A Flask filled with the Elixir of Talent Shifting - This flask, when drank from, allows the drinker to switch 2 stats, including bonuses, for one bell. Contains 5 doses. (3 QPs)
- Bag Of Blinding Dust - A small bag of dust that when tossed into an opponent's eyes will blind them instantly for one bell. The bag contains enough powder for ten blinding. (2 QPs)
- Vial of Ethereal Elixir - This large crystal vial contains ten doses of a swirling iridescent liquid. This elixir allows the person who swallows a singular dose to become ethereal/transparent/noncorporeal for 10 chimes which would allow them to pass through solid objects and for things like weapons to pass through them. Some magics on items such as shields tasked the proper way can prevent passage or affect weaknesses. Divine items and marks can also affect their ability to pass through things (think temple walls or blessed weapons) or be struck by items. (3 QPs)
- Divine Mark Wish - This is for a singular wish that an item that your PC owns is marked by a deity. The diety can be of your choice but there must be a thread written to explain how/why/when your item was marked. You may RP the deity in this thread. (2 QPs)
- Charmed Lock Pick Set - This set of Lock Picks has been marked by the God of Luck, Ovak. They grant an additional +50 pts (to a dice roll) to any Larceny Skill when used to pick a lock. (1 QP)
- Bottle Of Air - This item appears to be a normal glass bottle with a cork. When taken to any airless environment (such as underwater or in a vacuum), it always retains air within it, continually renewing its contents for one bell. A PC can remove the cork and breathe out of the bottle for up to one bell. (2 QPs)
- Smoke Bomb - This glass bottle contains an everlasting source of thick blinding smoke. When uncorked, it emits an acrid smoke that obscures the view around it for 20 feet and causes a devastating cough in anyone who breathes it. Eyes water and sight is obscured. However, the owner of the bomb remains unaffected. The smoke will continue to be produced from the bottle until the bottle is recorded or one bell passes. (1 QP)
- Set Of Sending Stones - These two identical stones act as a magical walkie-talkie. Each set of stones is unique. They are palm-sized stones of pale quartz that are carved with identical markings. Some may have matching birds, flowers, symbols, etc while others might have actual human faces carved into them. The carvings vary but match between sets. The stones with matching carvings are always linked to one another. And if one person (or one group of people) takes one stone and another person or group of people takes the other stone, the stones can facilitate communication between the two individuals or groups. The individuals just need to speak clearly while holding the stone and that causes the matching stone to repeat what was said at the first stone. The communication goes both ways and happens within a five-mile radius. There are no limits to the usage of the stone per day. This item can be purchased in multiples. (3 QP per set)
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Gossamer - Words reveal soul.
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- Posts: 21150
- Words: 6362535
- Joined roleplay: March 23rd, 2009, 4:40 pm
- Location: Founder
- Blog: View Blog (24)
- Race: Staff account
- Office
- Scrapbook
- Plotnotes
- Medals: 11
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by Tazrae on April 16th, 2023, 11:39 pm
Joining In!
Better late than never.
Grading
Stored Points: 14 from The 4th Challenge
Total: 21 pts
"A mark of an open mind is being more committed to your curiosity than your conviction.
The goal of learning is not to shield old views against new facts, but to revise old views with new facts.
Ideas are possibilities to explore, not certainties to defend."
Garden Beach ❖ Syka ❖ The Protea Inn
"Listen to the wind, it talks. Listen to the silence, it speaks. Listen to your heart, it knows."
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Tazrae - Be savage, not average.
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- Posts: 1337
- Words: 1919090
- Joined roleplay: May 3rd, 2020, 2:02 pm
- Location: Syka
- Race: Human
- Character sheet
- Storyteller secrets
- Journal
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- Medals: 5
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by Tazrae on April 28th, 2023, 12:51 am
Prize Claim
I started with 21 QPs. I'm going to cash them all in.
Chest of Tome Repair - 5 QP
Harp Of Ambiance - 6 QP
Spy Orb - 10 QP
Thank you!
"A mark of an open mind is being more committed to your curiosity than your conviction.
The goal of learning is not to shield old views against new facts, but to revise old views with new facts.
Ideas are possibilities to explore, not certainties to defend."
Garden Beach ❖ Syka ❖ The Protea Inn
"Listen to the wind, it talks. Listen to the silence, it speaks. Listen to your heart, it knows."
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Tazrae - Be savage, not average.
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- Posts: 1337
- Words: 1919090
- Joined roleplay: May 3rd, 2020, 2:02 pm
- Location: Syka
- Race: Human
- Character sheet
- Storyteller secrets
- Journal
- Plotnotes
- Medals: 5
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