Weekend Writing Challenge (9th, 10th, 11th)

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Weekend Writing Challenge (9th, 10th, 11th)

Postby Caspian on November 11th, 2018, 7:39 pm

PC Name: Caspian

Item that is to be lost: Violin (heirloom)

Reason why the item is important: Music is one of Caspian's healthier outlets, and a connection to his peaceful childhood in Avanthal. He was first introduced to music by his father, a fiddle player from Snowsong Hold, and was later given this violin by one of the less repugnant of his stepfather’s mercenary friends.

Thread(s): Resolutions in G

Final Word Count: 2,475
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Weekend Writing Challenge (9th, 10th, 11th)

Postby Jomi on November 12th, 2018, 4:07 am

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PC Name: Jomi
Item that is to be lost: Cameo necklace
Reason why the item is important: The necklace is the only momento Jomi has of his former bondmate he is searching for.
Thread: Soul of Bones
Final Word Count: 2141
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Weekend Writing Challenge (9th, 10th, 11th)

Postby Kelski on November 12th, 2018, 4:14 am

Weekend Challenge Entry

PC Name: Kelski

Item that is to be lost: Little Rhaus - her magical statue

Reason why the item is important: Little Rhaus is a friend of Kelski. He hid himself to teach her a lesson when she picked violin lessons with Mosa over violin lessons with him. They worked it out in the end, but Kelski was very concerned for a time as she tried to concentrate on the lessons.

Thread(s):


Final Word Count: 13,216
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They laugh at me because I am different.
I laugh at them because they are all the same.


Painted Sky Jewelry (The Wildlands) | Crossroads Jewelry (The Outpost)
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Weekend Writing Challenge (9th, 10th, 11th)

Postby Vanguard on November 12th, 2018, 4:58 am



The Weekend Challenge will be closing in 3 hours. Make sure that your sign-up submissions are updated with your word counts!
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Weekend Writing Challenge (9th, 10th, 11th)

Postby Vanguard on November 12th, 2018, 8:01 am

Closing Time!


The Lost Possession Challenge is now closed. Prizes will be announced in the next day or so. Excellent writting everyone!
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Weekend Writing Challenge (9th, 10th, 11th)

Postby Vanguard on November 12th, 2018, 8:08 pm



After the ravaging of the Valterrian many things had been lost. Civilization had to begin anew from the ashes of something that had taken millennia to build. The secrets of magic and technologies that modern pioneers would marvel at were wiped away, only to be remembered by the gods. People have spent the last five hundred years scavenging the ruins of places long lost for the smallest fragments that they could find of the secrets that had been lost. Some treasures from the past have a will of their own and refuse to remain abandoned and neglected by the world. Some of them find an individual attentive enough to see their worth.


For the participants that succeeded in writing at least 2,000 words but no more than 5,000 words, you will receive a random magic item from the list below. Roll a 1d9 in the Challenges channel of the Discord chat. Each player shall receive one roll plus an additional roll for every 1,000 words they wrote above 2,000. Players may only select one of the results that they receive. The following players have received the following number of rolls:

    Savis Maren – 2 rolls
    Kailani – 1 roll
    Izxo – 1 roll
    Caspian – 1 roll
    Jomi – 1 roll


1 - Stone of Memory – A small, flat, gray stone roughly larger than the palm of a grown man’s hand. These stones are immune to the manipulation of Isurian arms and are nearly indestructible. They are smooth all around and have to sharp edges capable to causing injury. When a person holds it in the palm of their hand and concentrates on the memory of a person or a place, the stone will change. The flat surface will morph to show a perfect replica of a person’s face or rise to create a miniature depiction of a location. The magic lasts for ten chimes or until the holder wishes for it to end. This function can be used an unlimited amount of times.


2 - Ring of Perception – An iron band with two pearls set into it. The wearer of the ring is able to extend their consciousness and senses outside their body just as an Expert of Projection would be able to do, except it is limited to their mind. Their consciousness can extend up to fifty feet away from their body to a place that is within line of sight. It cannot pass through solid objects, nor can it physically manipulate the environment. The wearer’s ability to see, hear, and smell originate from the point of their consciousness while the body retains the sense of touch and taste. A consciousness is able to remain outside of the body for ten chimes before it is pulled back to the body. This function can be used twice a day and resets at sunrise.


3 - Owhna’s Purifier – A leather crafted waterskin capable of holding a half gallon of water. No runes or embroidery marks its surface to indicate its power. Water, no matter how dirty, that is placed within the waterskin is purified after one bell to perfectly pure drinking water. This function can be used an unlimited amount of times.


4 - Akvin’s Painting – This painting includes an illustration comprising of the sky, landscape, and the sea. The magic of the painting binds it to the owner, to which if its ever lost or stolen circumstances will unfold to get the painting back in the owner’s possession after thirty days. The painting will undergo subtle changes to reflect the owner’s mood. If they’re happy the painting may show a beautiful sunset on the water, or a storm ravaging a port if the owner is upset. The objects and weather portrayed are ever changing to show their mood, but the landscape itself will never change. (The PC can determine the layout of the landscape and relation with the sea).


5 - Aquiras Blessed Boots – A pair of leather boots that magically adjusts in size to comfortably fit the wearer’s feet. They are not indestructible but will never deteriorate from wear and tear. The wearer’s feet always feel comfortably warm and are kept dry even when submerged completely underwater.


6 - Dice of Favor – A set of dice that comes in a linen pouch with Ovek’s Six Fingered Hand embroidered in gold on it. The person that holds the dice and wishes for a certain result find themselves having better luck at rolling that result. When rolling this set of dice, a person is treated as having a +15 bonus to Gambling. If the dice are ever separated or lost, they appear back in the linen pouch at sunset of the following day. These functions can be used an unlimited amount of times.


7 - Lurien’s Cooking Pot – A large cast iron pot capable to cooking a large enough meal to feed ten people of average appetite. At the bottom of the interior of the pot are glyphs that have been etched into its surface. Food cooked inside the pot never cakes or sticks to the inside of the pot and always tastes more flavorful. A chef using Lurien’s Cooking Pot receives a +15 bonus to their cooking skill.


8 - Qalaya’s Endless Book – A leather bound book with no title on its cover or spine. It is completely blank and never runs out of pages. In thickness, the book is never greater than two inches when closed. But if a person were to open it and keep flipping through the pages, they would never reach an end. The binding itself cannot be destroyed except by a Rank 3 deity or higher. The pages themselves do not share the same protection. They can be burned, torn out, and water damaged. But the pages will always be replaced with blank ones and never show signs of having been damaged.


9 - Namel’s Gloves of Iron Grip – A pair of felt gloves that allows the wearer to possess incredible grip strength. So long as the wearer is concentrating on what they’re holding, be it a weapon, a book, a glass of water, a rope, or a stone on the side of a mountain, their grip cannot be broken. For climbing purposes, the wearer is treated as having a +15 bonus to climbing.


The Stones of Tuvrenan


Magecrafting has been practiced since before the creation of written language. A name lost to all but a few of the divine was a shaman named Tuvrenan who was known to imbue great power into regular stones. The stones themselves are large and vary in color but were not magically constructed. Each one possesses a glyph written in the Ancient Tongue on their surface, though it is difficult to see the runes without close, careful examination. The shaman had been known to bless many iconic figures of the first age of civilization with a stone, granting them either an enhancement or new profound abilities. When the stones are held in the owner’s hand they meld into the palm. The texture of the stone spreads over the entire palm and the inside of the fingers so long as the effect is active. The stones can be used for up to one continuous day before they revert to their original form. The stones require one full day to recharge regardless of how much time was used.

Special Note: Bonuses provided by the stones have no bearing on the calculation of a PC’s wages should they receive a bonus to a skill that their profession relies on. Nor do the bonuses affect a PC’s Resolve score.

Each player that wrote at least 5,000 words will receive one of Tuvrenan’s stones. The physical description of the stone itself can be determined by the player. Players are to roll a 1d12 in the Challenges Channel of the Discord Chat to determine which stone they receive. For every 2,500 words they wrote above 5,000 they shall receive 1 bonus roll and must select one of the results. If the player desires, they may apply their rolls to the assortment of random magic items from the previous selection instead. The following players received the following number of rolls:

    Kelski – 4 rolls
    Kynier – 4 rolls
    Belugnir – 3 rolls
    Elias Caldera – 3 rolls
    Eleutheria – 1 roll
    Madeira Craven – 1 roll



1 - Abase Stone – The stone of life grants the wielder a greater understanding of life and anatomy. When treating the wounds of any living creature, the wielder is treated as having a +25 bonus to Medicine.


2 - Canoch Stone – The stone of speech grants the wielder a significant boost to their ability to articulate their thoughts. The wielder receives a +25 bonus to either Negotiation, Persuasion, or Rhetoric. The player can choose which skill receives the increase, but the selection is permanent.


3 - Cha Stone – The stone of water grants the wielder a familiarity of the sea that even a Svefra would be envious of. When commanding a vessel, the wielder is treated as having a +25 bonus to Sailing.


4 - Djed Stone – The stone of magic grants a significant boost to the wielder’s ability to harness personal magic and delay the effects of overgiving. The wielder receives a +25 bonus to any Personal Magic of a not Lost Discipline of their choice regardless if they have been initiated into the school or not. If the wielder does not have any points in the magic they select they are unable to gain any points from using the stone. Until they learn how to implement the discipline of their choice without the use of the stone, they cannot receive an increase to the magic they selected.


5 - Djunn Stone – The stone of crafting grants the wielder a significant improvement to their crafting abilities. The wielder receives a +25 bonus to either Armorer, Blacksmithing, Carpentry, Weapon-smithing, etc. The player can choose which skill receives the increase, but the selection is permanent.


6 - Furugu Stone – The stone of plants grants the wielder a significant understanding of flora. The wielder receives a +25 bonus to Herbalism.


7 - Irst Stone – The stone of veiling gives the wielder a profound improvement to their stealth capabilities. The wielder is treated as having a +25 bonus to Stealth.


8 - Kasai Stone – The stone of hope bestows the wielder with an innate ability to perform at an exceptional level. The wielder receives a +25 bonus to either Acting, Dancing, Singing, or any Musical Instrument of their choice. The player can choose which skill receives the increase, but the selection is permanent.


9 - Pond Stone – The stone of balance gives the wielder the ability to clear their mind of distraction with relative ease. The wielder is treated as having a +25 bonus to Meditation.


10 - Pechi Stone – The stone of copulation give the wielder an enhanced sexual allure. The wielder is treated as having a +25 bonus to Seduction.


11 - Vaknui Stone – The stone of heat provides the wielder a greater sense of survival. The wielder receives a +25 bonus to Wilderness Survival. If the wielder does not have any points in Wilderness Survival, the player must select one biome that the bonus applies to until the character receives points in Wilderness Survival.


12 - Vasat Stone – The stone of battle makes the wielder a much more capable combatant. The wielder receives a +25 bonus to one combat skill of their choice. This selection is permanent and cannot be changed.



As with all magic items received from weekend challenges, the powers of the magic items are lost if they are ever traded or sold. And they will only operate for the character that received it. The participants have until 9pm PST of Friday the 16th to claim their prize. All prizes must be acquired in thread with no deadline.
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Weekend Writing Challenge (9th, 10th, 11th)

Postby Savis Maren on November 12th, 2018, 8:17 pm

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Rolled a 6 and a 9.

I'll be claiming the gloves!

Sweet challenge, Van! Thanks!
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Weekend Writing Challenge (9th, 10th, 11th)

Postby Madeira Craven on November 12th, 2018, 9:18 pm

Rolled a 4, and will be acquiring the Dijed Stone for auristics!

Thanks for the challenge, Van. That gave me the creative boost I needed to tie up one of Mad's long abandoned plots. :D
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Weekend Writing Challenge (9th, 10th, 11th)

Postby Elias Caldera on November 12th, 2018, 11:23 pm

7, 9 and 4.

You know I'm taking that djed stone, baby!
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Weekend Writing Challenge (9th, 10th, 11th)

Postby Ixzo on November 12th, 2018, 11:54 pm

Rolled a 9, claimed in this post. Thanks Van!
Last edited by Ixzo on November 16th, 2018, 7:11 am, edited 1 time in total.
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