(Updated 8-12-2020) This is the Doc that will become the Time Jump Implementation Notes that is a record of all the adjustments and changes that have taken place in Roekron that players should know about. For now, since we are only covering the first ten years, it is just the effects and developments in the world during that point in time and only covers elements players would experience then. It is known that the full time jump is more than thirty years. Key: Red Text is info that is now moot. (2020 Spring Year: 16,183, Fall 16,193) Most Item Spirits Gone! Most item spirits in the world would be gone by this point. There are still a collection of mostly weather or deception related spirits that seem to still be out in any large numbers and these seem to have taken on mostly hostile attitudes towards the world and its people. Item spirits that are still around no longer bond with people but more likely hunt them down and kill them when they can. They are considered a major threat to the living at this point and people seek to help them get home to their original worlds as was done for all the others. These items spirits seem to feel betrayed and are now very angry. (Note that this means that all items that were worn items, along with all part of their sets as well are gone. All Tier 1 items are gone, unless first age etc. Any items of this nature should be considered removed from the game. If any are still item spirits, only I should have those items to run those encounters. No players should be in possession of any at this point) Note: Sapient aware Item Spirits who were characters become Partial Undead (no longer Minor) and are not haunts anymore, and age (100 year life span from this point forward). OP is up… and holding! The Order of Power of Magic (or the OP of the world) has gone up a lot in these first ten years. It ended around five or six, but after items spirits began to vanish from the world and their endless feeding stopped, the world began to recover. OP is now regularly seven in most places, and eight in mage schools. New Magic Item Flaws Have Stayed The effects from the major spell cast in Blackspire to give magic items freedom from their enslavement as tools for the living has become a permanent effect over these last ten years. All magical items that contain a spirit now have these two flaws as well as any other listed flaws on them (these effects are now world effects on any spirit enchanted item). The flaws read, (1) “This items cannot be sacrificed,” and “If this item is destroyed, or shattered (and it isn’t runic), it will transform into an animal with were-creature stats for the day. This item then becomes a form of its choice at the end of the day (this effect is permanent).” Conversations With Death The conversations with Death seem to be continuing in these first ten years, though the Frail Soul effect has been solved over time as people began to realize how to remove it. It looks like over these past ten years the stones in the death bag have also returned to normal, with all the clear stones back in the bag as they have been in the past. What caused this is not clear, but there is an account from Gwythlere of a confrontation with some kind of death aspect in which something was traded and something returned. But the cost of a lost riddle or bargain with death seems higher now. People now experience that should they choose to riddle or bargain, a loss is now seven extra stones, whereas if they simply skip this step, it is only five. What Death is playing at here is uncertain, except that many report Death as saying “the weight of the soul must be carried, and none will do so.” Anguanaqu are Gone! Other dragons are returning. The black dragons that so plagued the world the past season appear to have been dealt with in some way or form. They no longer appear in the world that people are aware of, and the old dragons appear to be returning to the world in small numbers, only being spotted very rarely for short periods of time. This is considered a good omen by most and a sign of the recovery of the worlds magical forces. Items from other worlds don’t remain. The destruction of Astengrad appears to have broken the links to many other worlds. Whether this was intentional and done by the Primuses to thwart each other, or if it was merely a product of the schools destruction, no one is certain. Most consider this to have something to do with something called the Shadow Hall which apparently connected all these worlds through a single point. With the Shadow Hall now gone from Roekron, the connection to alternate worlds appears gone as well. Any travel to another world or dimension appears to be near impossible (though planes such as the Plane of Fire or Ice are unaffected). This seems to suggest a reason why the item spirts mentioned above feel so betrayed or lost. If you have an item that says it is from another world, or an “off world item” you will need to check with me when next you play a session to see if it still has any power. The item itself remains, but it’s power source may be gone, this altering its abilities. Club/AL Return to the World The timeline for the Circus group that took the Hall of Endless Roads to return to Roekron is up at this point. They would be arriving just about now, ten years into the time jump, and have not aged more than a few months on their journey. They would have no knowledge of what has changed as they arrive, and should be played as discovering that they just lost ten years of the world around them and everyone the left behind has moved on with their life and is much older than they remember (unless they are Dwarves or Elves of course). 11-29-2020 [NEW] TEN YEAR UPDATE (December-February) (Winter year 16,203) New Political Map for use for the winter (only) Illionass attempts to reclaim the plateau With mixed results the nation of Illionass has been attempting to retake their ancestral homeland. Currently it is a wild nation in the north, with a great deal to be done and little people to do it. The area is tentatively ruled by Hestio, having been reclaimed by completing Coranis Nonas’s thousand year old quest regarding the conflicts of gods in the region. This rulership is disputed by many in the royal family, but currently not a major focus of the nations energy. Reedmen is Independent This small nation is attempting a democracy and is struggling not to become a theocracy. They currently have the support of both Illionass and Stonehammer and thus are safe from needing to defend their own borders. It appears to be cursed as well, as numerous haunts often attack visitors to this region and make it difficult for them to do any trade with outside groups. Dagdemain breaks off chunks of Dagdeoth and is at war with Legions of K’Gall. This small nation looks to be holding its own in the north, but cannot outlast the Legions of K’Gall that have been attempting to crush during the ten years leading up to this next chapter. They have been using up tremendous resources to stay alive, and Armies also look to be getting involved. K’Gall appears to be much less visible and has been reported to be slower in movement and while still in several places at once, never in the same geographic area at the same time. He appears much more violent, though also more wild and reckless. Mists of Shabarax are Gone Completely removed from the world now, the Mists are considered solved and no longer present in the game world. Any plot relating to them should be considered concluded or having ended at this point. Blackspire is Heading Toward Self Destruct The many clans and group within Blackspire have been increasing in power but are not working together as a nation but rather at odds with each other. They are currently fighting to gain the most control of the nation, but that combat often spills out onto the other neighbors of the region. Barely averting a dangerous infection of the land earlier this time jump, the people now turn to their respective leaders for guidance, and unfortunately, that guidance appear to be warlike. Plague Zones Organize The strange physical transformation of the plague zones into geometric spheres or domes is very odd, and most consider this a bad sign. There have been accounts of all manner of undead that have extremely escalated abilities and powerful designs that luckily, seem to stay mostly within the plague zones up until now. It would appear that they have now figured out how to strike outside their zones as these creatures begin to menace nations across the map. NOTE: Anyone who was on a module involving attacking a Plague Zone, or has a connection to a group that opposes the Plague Zones and Vampires specifically must run various assassinations attempts (Assume either 3 separate attempts, 2 with something permanent, but not Morganti, or 1 that would be Morganti. Players should also choose one of these three ways to resolve their attacks (a) Roll for It - Roll for Bad Stuff Deaths a number of times equal to the chosen type above, (b) Roll20 style combat- run a number of battles equal to the choice above, in an encounter that begins benign, and at a GM chosen point, turns deadly, or (c) run this live with a family member or someone in your household. The attacker (chosen by your GM) should be one of the following - (1) Rank 6 Astengrad Trained mage of a chosen school, coerced into assassination work, with spells designed to kill secretly, (2) up to two Wraiths, with a total of 4 Ranks divided as the GM chooses between them, or (3) a wyrm with Rank 1 mage abilities, plus 2 other abilities (with a total of 36 build between them) trained to kill, (4) A skinned Revenant of any humanoid species of the GM’s choosing, which is Immune to 3 specific attacks or weapon types, and gains Resistance and Avoid for any skills or spells that strike its weapons or body. Effects on the Game World for this Portion: Assume those opposing the Plague Zones will never receive help or aid, as the groups that might normally do so are unable to. Magic Power Grab by ? Various forces appear to attempting to gain control of the most powerful players in the magical field of Roekron and have abducted, killed, or otherwise, thwarted many groups to keep them from making any progress towards securing the magical advances made in the first ten years. Rather than try to destroy magical sources, as previous groups seemed to be doing, this entity appears to be stealing, overwhelming, or simply removing anyone with the skills and power to use magic well. This entity appears to work behind the scenes, paying, coercing, or forcing other groups to do as they wish. The leader is unknown, but is theorized to either be Starless Night, or on Off Map power of some kind. Effects on the Game World for this Portion: Assume that anyone looking to get help from a mage school, or magical organization will be unable to do so. These groups are completely overwhelmed staying alive at the moment. Groups include (Pinnacle School, Einion Magical Law, Harpers, Priestesses of the Elder Goddess, Astengrad Refugees, Andionion Pacifists, Blackspire Shamans, Stormwatcher Tower, and Estorock Keep). Polar North Transformation and War During this last ten years a major war took place between the many local groups of the polar north and Dagdeoth. These local people (Wolfmen, Snowtrolls, Snow Gremlins, Ringlings, etc.) seem to have found a new purpose opposing both Dageoth and the Starless Night. They have been fighting to remain independent and have gained some aid from groups to the south, but their odds are low of long term success without big changes. They have managed to secure a region just above the Dark Wilds know as the Gartakas Ruins, or as they now call it, The Haunts of Teklol. There are reports of numerous underground cities now being run by this group, and a years long conflict between a Platinum Dragon that dwarfs most other full grown dragons, and the many forces of the Starless Night which battle it endlessly. The dragon appear not to aid this rebel group, but rather, keeps the Starless Night from removing their access to Divine, which appears to be how they are still alive to this date. Effects on the Game World for this Portion: Assume that Dagdeoth troops and forces have less resources and equipments sets to work with due to loss of northern territory and troops. Assume the same is true for Black Crescent (only) portion of the Armies of the Starless Night. Black Crescent troops in Roekron will be more rare, and the main types of troops encountered will be more likely Ranked Humans, Trolls, Ogres, and the like. OP is 8 at Sea The Order of Power of Magic (or the OP of the world) has gone up out at sea, out of sight of land. Empty Cowell is Pretty Much Gone The Empty Cowell is mostly destroyed in this world and only small factions remain on this plane. Sacrifices are no longer “Weird” Sacrifices seem to be able to give their full amount as they use to again. Magic Items that are Permanently Gone from the World Below is a list of items know to have been sacrificed or otherwise removed in all forms from the game world and thus should not be in circulation. Some changed form, other left transformed versions (Dandwin), and others were just sacrificed forever. Unsilee Shaed Sunlight dagger Tetmundos knuckle blades silbany mirror of Sen Katana of Snowfold Prototype wand Blade of the Watch Thudcutters of Snowfold Stonehammer's Storm Might Fighter Blad Amir Leaf Spring Spear Ice Axe of Crom Heartforce of Einion Cliffclimber Axe Mandolin of Hordes Mandolin of Clarity Boriacka's Battle Blade Steel Wingsword of Pinnacle Wingsword of Pinnacle (Duel) Wingsword of Pinnacle (jumpstart heal) Wingsword of Pinnacle (skill share) Shorak's Cinderblade dark brand Soulbonded dagger storm herald ring of unbound attack ronin's wakizashi unbound ring of health Plot Update 1-31-2021 - Night That Brings the Dawning To Light https://docs.google.com/document/d/176DQT_gPt3wLQW3CfbioOTo0lXJtxOgGZVmPlm5RDkQ/edit * Rituals, Loss, and Dawn * Starless Night Armies Disbanding * Divinity Remains Absent * Direct Divine Power Transformed * Deaths Odd Absence * The Forgotten Faith Rises * A Price to be Paid * The Dragons Call * Histories Clues * Extras (LARP Playlist) 3-1-2021 [NEW] TEN YEAR UPDATE (March-May) New Political Map (updated later this week) (Spring year 16,213) Notes: * Illionass Reunites the Plateau and forms alliances Over the past ten years Illionass has formed a strong alliance with neighboring regions and has begun to transform it’s culture and terrain. Embracing very old and somewhat lost traditions of the early humans of the region, the lords now encourage the reclamation of forests and green spaces across the plateau. A great deal of planting of trees, tending to forests, and rebuilding of wild wooded areas have begun to transform the landscape into areas of savanna and even deep woods. Though still very young in forests terms, these woods appear to have drawn the attention of neighboring ents from the south who have brought many trees with them and have encouraged the growing process, expediting what would have taken decades into just a few years time. This change in the focus of the way in which the Illionass people interact with their world seems to be reflected in a cultural emphasis away from the Norse and Olympian gods as the primary pantheons of the people, and a simpler, more primal emphasis on being stewards of the lands and finding less emphasis placed on the knights, and more on the rangers of the region these days. Old cults and rites from the early humans seem to be reemerging and for the first time in centuries, it appears true forests can be found on the plateau. It is the beginning of something new for Illionass. Or perhaps not that, but something very, very old. Effects on the Game World for this Portion: See map (once it is available) - Illionass culture should have a strong emphasis on Life and Nature philosophy and less on strict military prowess. Rangers have equal status with Knights at this point in time, and are considered of high purpose. The name for these rangers of the region is The Redgrass Howlguard and while not all strictly Rangers (this is a Spec), is led by and focused on Rangers. * Dagdemain forms alliances and remains free during the absence of their leaders The rapid expansion of this tiny nation and their subsequent incredibly successful war with K’Gall had many scholars and historians suspecting divine powers were taking a hand in the activities of this nation. Their unparalleled success at using undead against K’Gall’s much more highly trained and well equipped units proved quite a story to tell. But in the end, it appears that the leaders of this nation had paid too high a price for their undying success. For eighteen years ago, just after the disappearance of the Agantine Wraith, almost all of the leaders of this region and the allied nation of Kamenlock to the north, vanished in a ritual many believe to be an attempt to appease whatever demons they had bargained with for their continued success. It is said that they had recently nearly all lost their lives to an ambush by K’Gall and that they knew their Pact with their divine overseers was running out. Yet, many believe they had overextended their powers, as in an instant they were removed from the world, and their nation mourned their loss for seven long years before signs that they may not be gone forever began to emerge. Another ten years went by before this group was finally recovered from the divine realm they had been imprisoned in, and it is said that some of them have never been the same since this gruesome ordeal. The nation itself at first thriving, faltered in the absence of their main council and has struggled to maintain alliances, territory, and influence through these many difficult years. Celebrating the return of their heroes, the nation now seems poised to return to a renaissance of growth, but is harried by the powerful advances of K’Gall, the Bonemarks, Shagoaoth, and The Order of the Forgotten Faith. Their gains in the region appear to have been few, though to still be standing at all would be considered a triumph by most. * Narcowaith becomes an independent nation (Narohaim) allied with Illionass and others Incredible active over the past two decades, this once quiet and sleepy city has emerged as a powerful new ally for many in the region, reawakening ancient mage towers, ancient temples, and secrets still unknown to most outside the country. Renaming the country as Narohaim, a reference to it’s Dagdean and Illionass cross pollination, this country has been doing very well for such a young force. Many attribute the great success of this county to the actions of a few very talented and determined individuals who unearthed many of the resources necessary for the growth, defence, and transformation of many of the cities darker elements into a civilization that many would now consider quite fair, if not overly interested in enforcing its rules. Most consider Narohaim to be a good and generally safe place to reside and it’s odd mixture of old Dagdean customs and general Illionass guidelines makes for a very cosmopolitan environment ripe with debate, discovery, and innovation. But living in a region as dangerous as the northern bourder of the Illionass Plateau means for many wars and skirmishes with the Bonemarks, K’Gall, and Shagoaoth. Narohaim is now facing perhaps its next big challenge as a fledgling country, what appear to be a major challenge to its stability. The country is holding, but forces appear to be working against it, for what purpose is unclear. * Blackspire survives difficult civil war but remains a solid nation with strong leaders. Expected to implode in a bloody genocide or explode out as a major war, Blackspire managed to do neither in the past ten years, and instead has emerged as a stable country (as stable as Blackspire could be expected to be that is). This is largely due to the actions of a group of orks who are believed to be pilgrims of the totems. This small group of exception adventurers is believed to have a powerful influence over those that they meet, and that while not compelled to agree with them, many found this team a great rallying point for their grievances and goals. The group of orks had been seeking to aide Blackspire for years, and had thwarted one of the most grievous threats to the region and perhaps even all of Roekron in the form of a completely new variant of plant based vampire which drains the primal energy from the world, leaving it devoid of magic! It is no coincidence that these beings were never encountered by others, for this group worked exceptionally hard to be sure that this horror never escaped their grasp. Finding themselves revered and trusted by many, the group set about the painstakingly difficult and sometime tedious task of traveling to each of the then dozens of tiny tribes spread out across the regions, meeting with each in turn, learning their culture, hearing their needs, and finding ways to build common cause with them. In the end, the managed to unite all the key tribes into a unified Blackspire nation, creating a new system for how Blackspire chooses and maintains its leader. Rather than rely on combat or war to claim rulership, the Council of Shamans assisted this team in creating what are now called Doors of the Soulflame Journey, great granite passageways through which any would be leader of the region must first pass through in order and be judged by the totem spirits before returning as a vetted champion for the country. What this process does to these people is unclear, as those that have passed all three rarely speak of the journey except in pained reflection. Those who fail describe insanity, loss of abilities, and even wounds they cannot heal except naturally over time as the cost of this attempt. Once determined to be fit for the place to rule, these rulers are voted into their leadership by all the clans, with each clan deciding how they will cast their votes, though the amount of votes is not under their control, just the method by which they will mark the votes they have to send. The result has led to two great leaders so far for Blackspire, the first, Jeemi Gafgrune, a common Ogre with a knack for understanding people in ways difficult to explain. His natural talent for understanding not the great warriors and shamans, but the common orks, trolls, humans, and harpies, reflects a side of Blackspire not often noticed; the simple, daily beauty of a nomadic and tribal lifestyle, and Lord Jeemi Gafgrune celebrated this in all of his actions and debates. However, it was not enough to keep the nation from a civil war. The Blackspire Tribe, and The Thistivangine city states rebelled against this new system and many years were spent fighting for the right to rule in a new way. Eventually Gafgurne stepped down, after seven years, recognizing that someone else was more suited to this time and need for Blackspire. That person is now Cros Bouldurin, a common ork with a powerful voice, vicious wit, and habit of telling people exactly what he thinks regardless of how it might reflect on their view of him. He is a much more active leader, pushing the nation to tackle it’s problem head on, and to not apologize for its many conflicting stances. “If you wanted to live in a nation of blind order and uniformity, go sign up to be a terracotta statue! This is a country of tribes, not a city of carefully grown treehouses. Life is short, so we live it, and those that have the privilege to live forever can go ahead and try that… maybe they will discover the meaning of life in a few thousand years if they are lucky. Right now, we need to lead!” * Armies of the Starless Night fully gone (with exception of Forgotten Faith) The military force that was the armies of the starless night appears all but dissolved into Roekron culture at this point. Most of the factions appear to have lost their desire or will to carry on a war they see as no longer valid. Many have become mercenaries of various nations or returned to the north to seek homes long forgotten. As these people began to blend with the local cultures, the lore of many of those originally enraptured by the Armies became more clear. Most appear to have been Dagdeoth troops originally, or groups closely allied with Dagdoeth, but some seem to have origins far away from Roekron all together. The Battle Elite Humans of the Order of the Towering Thousand appear to have been descended from a group originally sent to defend the Eye of the World years ago from a land on the opposite side of the globe. They have little recollection or information about these first comers to Roekron but it was clear that they meant to fight for the world’s survival and be destroyed doing so if necessary. They became an elite fighting force known to the Mourners of the north and trained secretly with them, until the Armies emerged and they were swept up in their aims. They describe the experience as not unlike a massive allure effect. Most are only now realizing that they may have been controlled for decades, and this has many seeking protections from future misuse of their powers and skills. But the Forgotten Faith appears to be growing in numbers and power, quickly dominating all of the regions that were once controlled by the Armies in general. While these areas are no longer wintery year round, they are still non-divine zones and no one is sure how to effect this geographical interaction with the divine plane. The actions of the Forgotten Faith are very organized and systematic. They appear to mostly test nations and either destroy them or decide that they are somehow strong enough and then the back off and try a different approach. Some battles with the Forgotten Faith have been almost completely verbal, as some famous skirmishes were observed when they attacked Estorock Keep and Dragon Clan met them on the battlefield in a long and quite poetic combat in which no swords where ever drawn. What their actual goal is cannot be determined currently, and seems to shift by the different leaders that one encounters, but their focusing on Paladins and anyone divine has not changed, and seems the unifying theory amongst them. Effects on the Game World for this Portion: Forgotten Faith will be numerous, using troops previously used by any of the Armies groups as well as Dagdeoth troops and even various Roekron groups. They are very organized and if attacking appear to always invite discussion on the nature of the conflict and offer the defender a way to lose should they choose to, without combat at all. Whether you take them up on that seems to dictate whether they attack. * Rising Star Emerges as Major Player in World Political Control No longer just a mysterious group of unknown forces attempting to thwart the use of magic from afar, reconnaissance into this group appears to have revealed a global power with abilities and connections far beyond those which Roekron is accustomed to dealing with. The beings many have encountered when dealing with the Rising Star appear to be demons, elementals, and divine spirits all seeming to work together to capture or control various spellcasters and wielders of powerful Magic’s across the region. Most find their actions terrifying but a few seem to be considering joining this group and have been advocating for allowing the Rising Star to take over Roekron before they do so by force. Most see this as a war we are certain to lose, but some hold out hope that some other alternative route may lead to stopping these powerful groups from completely overtaking all the sources of magic in the region. The most recent evidence suggests that the Rising Star is working to prepare for a future conflict which they need allies for. They seem to be arguing for a better use of magic, one that is more connected and considerate of the costs to others, and of the dangers of the Overlay and how it effects us. Effects on the Game World for this Portion: Rising Star troops may appear in any encounter where magic is being used by a non-native source (ie spellcasting by a mage, use of a magic item, etc.). They have a 50% of arriving within 2 encounters of the event, and an 8% of simply appearing instantly in the encounter. They tend not to show up unless the caster is at least level 21 or unless the item is of higher Tier or power level. What usually shows up is a size 6 Elemental, a divine spirit messenger (winged humanoid with Greater Undead except it doesn’t count as undead, and a minor devil (Minor Undead, winged, horned person with 3 Demon abilities of its choice). This group generally seems to convince the group to either join with the Rising Star (this is Binding Magic) or to accept destruction in the future. * Deaths Vicious Return: The Lasting Wounds of the Soul In the past ten years the ability to not pass on and remain in the world has been used by many, and a great number of individuals who tested their power with the absence of death have since found that their have been great consequences for this choice once death seems to have returned in a forceful way. At first, as the years went by, all seemed well, and people enjoyed the freedom to die without worry of every passing on. But then, about three years ago, a tremendous shift rocked the lives of all those who had used this effect. Beginning with this group, all of them where cast into what appears to be a permanent sleep from which no one has been able to awaken them. While they do not appear to need to eat, they do age, and some wonder what is happening to these individuals in while they are unconscious. Do they dream, and if so, what do they dream of? It was at the time of this sudden sleep that people across Roekron and beyond began to notice that death was back, and in a way they would remember forever. At first, the effect was quite sever, as anyone who died seemed unable to be resurrected! This caused a panic across the land, until it was discovered that they merely Resisted being brought back to life, and that Warded effects could cut through this. Further investigation discovered that they could not be resurrected in the same encounter they died, and this led to drastic changes in combat styles, and a major hindrance to most undead who rely on reanimation to keep their troops functioning. But this was not the real price these individuals had paid, for it began to be more an more clear that the deaths everyone was gaining were Agantine deaths, and were not able to be removed! The years that followed were know as the Reapers Punishing Year, as many avoided combat all together, and still others took every opportunity they could do kill off their enemies in ways they could never undo. It was dark few years, but fortunately, it did not last in its entirety. Currently, this effect has lessened somewhat, or seems to be fading to some degree. Most scholars agree that the effect is not likely to fade all together but more likely to simply settle out into some kind of new form of interaction with death. The current effects appear to be that the second time that anyone dies in an encounter, they Resist being brought back to life, and the third time, they cannot be until the encounter ends. Furthermore, people now experience an empty cloak with a black scythe that meets them when they pull for death. Should they pull any black stones, instead of returning them to the bag, death hands them to the person that died, and they feel heavier, and closer to passing on. It appears that these stones cause Agantine deaths to be applied to the spirit of the person who pulls them. This is regardless of where or how the individual dies. What this means is not commonly understood, though many mages believe that something ancient has been released and that like a great wave held back behind a dam, the world is now flooded with these deaths. It may be that there will come a day when the waters recede and things are more normal, but currently most mage schools are just treading water. Some elude to an effect not completely revealed by the mage schools and that this effect is more severe to them, but since many mages are still in hiding and don’t wish to reveal their vulnerabilities, we cannot be sure. Effects on the Game World for this Portion: The second time you die in an encounter it is effective Terror. The third time, you are immune to being brought back to life for the encounter. When you pull from the death bag, if you get any black stones, you gain that many Agantine deaths. (These Agantine deaths are permanent and add to every pull you would make from that point forward). If you died over this last time jump, there is a 5% chance that is was during this period of time (while the period of time is more than 5% of the time jump, player would naturally be more cautious during the Reapers Punishing Years, and so I have reduced the odds of a death falling into that range). For all deaths that occur afterwards, they obviously follow the rules above. Also, if anyone has ever rolled “Nemesis Harries You,” “On The Run”, “Family Vendetta” or “Death Match” in the last two time jumps, you must ask a GM to witness you roll 1d100 and if you roll over 65 then you MUST take that Expanded Event again this mini jump (for On the Run, run an encounter where this group has found you)! You may take Bad Stuff to reroll the above listed 65% of having these events happen, but don’t reroll on the whole Expanded Events Chart. However, if you fail again (and roll above 65 again) you now have two of the above listed Events to run! [Not Common Knowledge] Any player who has exceeded their lifespan through any means now takes all deaths as Agantine (this includes the fact that they cannot be resurrected in the same encounter where they were killed). * Nightmare Walkers: Nightmare Hunters The last ten year have also brought about the discovery of a new type of being that up until this time was not commonly known to exist. Strange beings that at first seem to be somewhat shapeshifter like, but tend to eventually settle on one form, and that form is always evil. These evil beings began mercilessly hunting down almost any living beings they encountered, from animals, to people, and even sometimes trees. Their abilities were vast, from reflecting attacks made on them, to being virtually unkillable in certain terrain, to being almost completely invisible at times. What their goal was wasn’t clear, and no one seemed to be able to kill them for good. While many tried, this merely sent them back to their formative stages. Many believed they were haunts, and while this isn’t completely disproved, many of the abilities that work on haunts fail on these beings. They do have the common thread of being somewhat repetitive, and their mental state seems often circular. These beings appeared to be set to become the next major threat to Roekron, when suddenly, they began to be confronted by tiny bands of bipedal animals wielding weapons who appear to be able to do real harm to these beings. Where this group came from, and how they are connected is still a mystery, as this group now called the Nightmare Hunters, is elusive and seems to be attempting to stay alive. * Love’s Reaching Beyond Death: Relationships and Weddings Due to unknown effects that seem to have emerged recently, there are new effects to being in love, in a committed relationship (married), and of having children. People that are in love and can express this only pull 9 stones (minus 1 stone) from the death bag, and always seem to have a red stone that they have pulled as the tenth every time. People that are in a committed relationship are Resistant to Mental Effects from opponents (or hostile forces) (update- see below). People with dependant children (who are not of mature age and are dependent on them for their shelter, livelihood, etc.), can sense when their child dies and pulls from the Death Bag and may choose to pull for them instead, taking all the effects, etc. Update (3-23-2021)- more effect have been discovered relating to these strange developments as well as some of them transforming over time. After a few days these effects seem to have settled on the following effects across Roekron. * People that are in love and can express this * only pull 9 stones (minus 1 stone) from the death bag, and always seem to have a red stone that they have pulled as the tenth every time. * are incapable of killing each other. * People that are in commitment relationship (such as married), * can detect and remove mental effects, binding, and allure on each other by touch (must detect it before removing it). * are Bound to down players you are in a commitment relationship with, and their allies in the encounter. * People with dependant children (who are not of mature age and are dependent on them for their shelter, livelihood, etc.), * can sense when their child dies and pulls from the Death Bag and may choose to pull for them instead, taking all the effects, etc. * are Inept at dealing damage to beings on the ground. Summer Game World Defaults and Effects: 6/15/2021 The following is a quick list of game world updates or changes that should be implemented by players and game masters this summer. This list is not in detail yet, and will take weeks to fill out (as it usually does after a time jump) but is meant to be at least a reminder of what elements need to be remembered or considered by players. * Items cannot be sacrificed to divinity, nor can material goods. * If a magic item that has a spirit is shattered or unforged and isn’t runic, it changes into a were-creature and leaves the encounter. It becomes a new form of its choosing at the end of the day. * Item spirits are mostly gone from the world (small handful of weather and trickster ones remain). * Agantine Deaths are gained for each black stone you pull from the death bag. * Loves Lasting Effect: People that are in love and can express this * only pull 9 stones (minus 1 stone) from the death bag, and always seem to have a red stone that they have pulled as the tenth every time. * are incapable of killing each other. * People that are in commitment relationship (such as married), * can detect and remove mental effects, binding, and allure on each other by touch (must detect it before removing it). * are Bound to down players you are in a commitment relationship with, and their allies in the encounter. * People with dependant children (who are not of mature age and are dependent on them for their shelter, livelihood, etc.), * can sense when their child dies and pulls from the Death Bag and may choose to pull for them instead, taking all the effects, etc. * are Inept at dealing damage to beings on the ground. * Divine intervention in non-divine zones is now possible. * Divine beings cannot take direct action on the world, only action through individuals. * Dragons are more numerous. * Plague Zone Zombies have Gifted Zombify, zombie Lords have one ability of a noble vampire (as Revants use to have), and Revenants now share out their one ability from vampires to all zombies in the encounter. * Equipment Sets for Npc’s are back to 1 for journeymen, plus 2 more per rank up the person is. * Magic Items enchanting is no longer illegal, but much more rare and batches are much smaller. Cost of items has gone up. * The Standard Potions cannot be made by players, only handed out by the GM as Magic items would be. * The Society of the Rising Star can sense when someone over level 21 is casting spells and may pay them a visit to recruit them. They often use Ristarwa or Astamori weapons, but these weapons appear to be more of a blessing effect, not true weapons. * The Forgotten Faith have a great deal more troops and often use Agantine weapons on their leaders, but these weapons appear to fade as they do when they die. * Items that are traded in will always return only half their value (unless a player finds a special deal in the market or with a Trader).