Eastern Astorea
![[IMG]](https://i.imgur.com/zZbIGai.jpg)
Event: Enter Dissonance
Preparations and Legends

Welcome. This is regrettably not the place to dwell on greetings. Let us make this quick. I am Sister Zia. These are the rest of the sisterhood. Hylia,

Yep yep! That's me! I'm s-

Yes well.. this is Kiri.

Heya. Pleased ta meetcha suckas! Say hi Bart!

...and lastly is Enea. Thankfully she does not have much to say.

....
The group of four girls, two giant silent white knights and hired hands all were gathered in the Central Square of Valor's Point. With each passing second the darkness grew heavier over the area. Far earlier than it should considering the time. Zia looked to each of the arrivals.

.....You all came here to assist without doubting the authenticity of the message? Admirable. We are from the Church of Tria. We have found it difficult to enter this region and take care of our duties during the reign of King Theodore. While we do our best to not condone the end of another. Tria is a goddess of purpose. Once ones purpose is lost or causes too great a disruption to others They are doomed to despair or the spreading of it.... and... hmm. Duke Roland Rutledge. I have called you strangers here today to assist us in the removal of Dissonance. It is a shock that you even came, although I feel it is due to ignorance of the threat.

Ohohohoh! Mememememe! Let me tell them the story of Ella!! Pleaaaaaase!

I suppose that would make everything more clear about what we are doing here and who we are. Keep it short.
Nodding and almost jumping into the front of Zia to tell the story. Hylia took a deep bow to the party. Enea turned and silently left, heading towards the western edge of town. Her knight companion traveling behind her.

Woohoo! Alright now gather together okay?!
*AHEM*
This is the Legend of Tria and Ella!
Long ago, long before the Kingdom of Tertoria even existed. It is said all around the world a horrible calamity struck. While the legend does not tell us of the details it does give us light into what it may have been like for the great city that once stood where Tertoria is today and the people who sadly were lost with time.
It is said that during the great calamity, the very fabric of space and time were torn apart. Spreading horror and despair to those that lived. People, animals... all succumbed to it. This madness, this chaos.. It is called many things to many different people now. We at the Church of Tria and many who live in Tertoria call it the Dissonance.
Describing Dissonance is a toughie... it is the result of loss of balance. The loss of order,. Too much order can also cause a rise in Dissonance though! Then there are the creatures born from Dissonance. We do not name them because they are formless horrific nightmares. that don't deserve it! They came from the rips in reality and fed on the living creatures of the city. Those fed upon usually become monsters as well... it's pretty terrible.... a-anyway!
This tale though? This tale is about the Goddess and the Arbiters that arrived in the nick of time to help! The legend says they were lost and ended up in our world but they still blessed our ancestors! In all this despair wrecked by the Dissonance, four maidens from the city were called upon by the Goddess Tria.
One was of lowly background and dwelt in shadow but desired the light.
One was haughty but loved her friends and sought to help the troubled.
One had lost everything to the Dissonance, only her fellow Star Maidens she held close to her heart.
And one was a simple girl with no apparent skills, yet held the purist soul the Goddess had ever encountered.
Tria had decided to grant the four the power to become Star Maidens! They were given the power to purify the Dissonance!
And!
One of them would get the ultimate reward for their efforts. To become the new Arbiter of Light! So, the lengthy and epic battle between the Star Maidens and the Dissonance began!
Through hard work, effort, and the power of faith in Tria and each other. The four Star Maidens fought back the Dissonance and protected what was left of the city after the calamity. It is said they were the ones to protect and help guide the survivors that would eventually become the founders of Tertoria.
Of course, Tria kept her word. One was chosen to become the Great Spirit of Light! Which would keep the Dissonance from returning! Keeping chaos from running amok in this world! The Arbiter was dubbed Ella! Ella went on to take on the role of monitoring Dissonance much more than other Great Spirits. She decided to create more Star Maidens with her own power, guided by her and Tria's wisdom.
Hehe! That's what we are! Or Lady Weiss anyway... we are kinda like wannabe Star Maidens? I think?

That's enough talking their ears off Hylia. We are no longer alone after all. Would you all care to see what Dissonance is in person? There you go.
Zia waved a long sleeved hand towards the darkness that was all around them now. The thickest fog yet seen by players rolled in. Blacking out anything beyond the square itself. Then came the sounds. the squishing, the chattering, the moaning, echoing other worldly sounds that caused the heart to skip a beat.
Shadows emerged from the fog. Slowly pushing their deformed limbs and twisting bodies into the town. The sky resounded with the sounds of wings flapping. As demented bat like entities came into view. The entire town of Valor's Point was surrounded by these eldritch monstrosities...There would be no escape.

Haha! Time to parteh! Let's go Bart! Gonna rip these guys so good!
Throwing a thumbs up to the group, Kiri ran eastward.

Hylia, we do not have enough to cover all directions. You will head south. You are are a Star Chosen now, you no longer require a guardian. Take care.
Giving a salute, Hylia ran over to a long thin metal looking rod... that looked startlingly a lot like a microphone and ran south.

That leaves the north undefended. The war and despair of these people as well as many others have given rise to Dissonance. We must purify and exterminate all of this immediately. Otherwise the Dissonance will feed and grow stronger sweeping over your lands until only they and those who have become like them remain. You are not protected from their influences without the blessings of Tria and Ella. I am one of the few with the power to spread those blessings. I will focus and generate a field here. Do not leave the field. I do not know how your weapons or magic will fare against Dissonance. We shall just have to see.
Take caution. This foe is not like anything you have seen. Those stories of you Astoreans being special in some way had best be true.
Closing her eyes. Zia turned and faced the north clasping her hands together. A ring of light slowly expanding beneath her and spreading at great speed throughout the town. Creating a luminous white field to fight in.
A light that was about to be swarmed by countless shadowy screeching orifices...
Cycle 1: Event Start!
[THEME]
Conditions:
Win: Defeat all enemies.
Lose: Party wiped out.
D. Crawler A
- 400 HP
- Zone G9
D. Crawler B
- 400 HP
- Zone C1
D. Crawler C
- 400 HP
- Zone H3
D. Crawler D
- 400 HP
- Zone I3
Conditions (All D. Crawlers): Ǫ̴̢r̵̨̡̀r̴̕͜͜'̴̨̧͏e̢̡̛ ̷́̀͞͠g̸͢͠o͏̕k̷͏̵̶l̸n̡̧͠͡͝'̸͏ģ̀͡͝h҉̶a҉̴̢ // Ḿ҉̶͘g̶̛͢e̵̕ḩ̀͝y̷͢ȩ̷͘͟'̸l̀͢l͜͞o̶̧͝į̸͝g̶̀͠ ͜s̵h͟͝͡u̶̧ǵ̡ņ̀͘̕͝á̸̡͘͠h͟͝͝
D. Wings A
- 200 HP
- Zone A9
D. Wings B
- 200 HP
- Zone A8
D. Wings C
- 200 HP
- Zone B9
D. Wings D
- 200 HP
- Zone H9
D. Wings E
- 200 HP
- Zone I9
D. Wings F
- 200 HP
- Zone A1
D. Wings G
- 200 HP
- Zone H1
D. Wings H
- 200 HP
- Zone I2
Conditions (All D. Wings): Ǫ̴̢r̵̨̡̀r̴̕͜͜'̴̨̧͏e̢̡̛ ̷́̀͞͠g̸͢͠o͏̕k̷͏̵̶l̸n̡̧͠͡͝'̸͏ģ̀͡͝h҉̶a҉̴̢ // A͟h͞͝҉͝'̴͏̵l̷҉̶̛l̨͟͜͏o̴͟i̴̢͟͟g̛̀͝͞͏s͜͢͠͡͞h̷̛̛͜͝o̸g̵ģ͡ ̶͡s̛͏̴͘h̴́͝u҉̀͢͠g͜͞͠͞n̸̷͢͞͠a̢̛͘̕h̷́́́
Zia
- 500 HP
- Zone E5
Conditions: Maintaining Anti Dissonance Field
Hylia
- 250 HP
- Zone E3
Conditions: Prepping!
Kiri
- 250 HP
- Zone H5
Conditions: Excited
Enea
- 100 HP
- Zone C6
Conditions: ???
Kiri's Guardian
- 500 HP
- Zone H6
Conditions: Cover Kiri
Enea's Guardian
- 500 HP
- Zone B5
Conditions: Cover Enea
Event Guidelines
Each Character may choose any Panel except Cloudy to start the battle in, then... take action! If you call a Summon or Tame. Choose a Panel no more than 2 away from where you chose for yourself.
Good Luck!
Code:
[bg] [health]###[/health] [energy]###[/energy] [zone] -- [/zone] [/bg]
[b2]Condition[/b2]
Post here
[CENTER][b2]Action (mention others if it affects them)[/b2]
[score]Roll + Bonuses = Total[/score]
Roll / Tracker
[/CENTER]
- minimum of 100 words and maximum of 500 words. No more, no less.
- 1 post per character per cycle, with DM posts resetting the cycle every 24 hours.
- All dice must be rolled in this thread.
- If you want to do some extra communication between party members, do so here.
NPC Advise: The any member of the party may on each cycle make a recommendation for a action to NPCs within the same Zone. This advice is not always followed (is effected by relations/rep), and bad advice can be fatal. Use this well.
Zones There are a total of 9 Zones broken up on the map. They are distinguishable by the darker black lines separating them. When taking actions that mention Zones, remember that the entire set of panels in the Zone is accounted for.
Energy Expenditure: All masteries cost energy to use. Whether a simple sword swing or a powerful lightning bolt. Check the Energy Guide below and use the proper energy costs for every use of your mastery. Dropping to 1 EN will cause your character to become exhausted/mind downed. This will render them unable to move, take any actions, and vulnerable to damage (x3 will be dealt).Your EN will recover by 10 if you survive that turn.
Terrain, Range and Movement: Check the Range Guide below. All masteries have a set range of attack/support. You may move one panel per turn or two panels per turn for 1 EN. Mobility mastery of Adept allows two panel movement without losing a action (still consumes 1 EN). Attacking either on it's own or after a normal move costs the amount given in the Energy Guide. You may not attack while using the two panel move option (unless Mobility is Adept). You may not enter or pass through a panel with a enemy already present. You may not enter a panel occupied by a ally (you may pass through however). Diagonal movement is allowed.
Resting: On any one of your turns. You may decide to simply do nothing and rest yourself. This will recover 25 EN. There are no penalties for this lack of action other than the loss of your turn to contribute.
Terrain Key;
DARK GRAY=Paved Road
The abandoned streets of Valor's Point.
LIGHT GRAY=Inner City.
Rooftops, backstreets, and generally difficult to maneuver locals. You may enter these with normal movement, however you may not use two panel move to cross over one of these panels. Exception for those with Mobility at Adept.
CLOUDY PANEL=The Fog of Dissonance
A fog carrying the Dissonance within it. Drawn to the chaos of the land. Entering the fog and leaving the field generated by Zia may have consequences.
Everyone is allowed to perform one of these actions per cycle. The actions you can take for every cycle is dependent on what masteries you have, as well as what's present on the spreadsheets down below. Use these to calculate what your dice rolls become.
Example: Actions that match the actions available in Tank use Tank's sheet. Heals usually use the Support sheet. Any exceptions will be listed in the Action Guidelines during the Event.
- Tank - Protect allies, disrupt enemies, and mitigate zonal damage.
- DPS - Damage, damage, and more damage.
- Support - Heal, buff, and dispel conditions from allies.
Do not forget to read the Guide below! Especially for your character! It will give you actions you can use with your masteries.
Slashing: RA=Adjacent Panel, EN=15
Slash (damage): Normal Slashing attack. Roll 1d100
Reckless Slash (reckless damage): Reckless Slashing attack. Roll 2d100 (Total Roll over 100 causes Bleeding).
Aeromancy RA=Up to 2 Panels Away, EN=15
Aero Attack (damage): Normal Aeromancy attack. Roll 1d100
Reckless Aero (reckless damage): Reckless Aeromancy attack. Roll 2d100
Enhance Move (passive): Allows one to use wind enhanced movement to bypass enemy occupied panels. Also works on some obstacles.
Turbulence (disruption): Use the power of air to disrupt a target. Roll 1d100 - 1/2
Parry: RA=Adjacent Panel, EN=15
Parry (defense/self): Take a defensive stance. -1/2 Physical Damage to self from the first attack next turn. No Roll
Feint (disruption): Attempt to disrupt a target with a flashy move. Roll 1d100 - 1/2
Acrobat: RA=Self, EN=15
Evasive Maneuver (defensive): Brace self for any incoming attacks and attempt avoiding all damage from first attack next turn. Roll 1d100 and add +5 per mastery tier excluding Beginner. If the total is 100 or above you are successful, if it is below, receive x2 damage from the attack.
Movement+ (passive): Allows one to use agility to bypass enemy occupied panels. Also works on some obstacles.
Tinkering: RA=Adjacent Panel, EN=15
Enhance Offense (support): Buff Offense of target. Roll 1d12
Enhance Defense (support): Buffs Defense of target. Adding a SHIELD HP total to protect a target's base HP. Shield isl 1d12 +2 HP per tier excluding beginner. Lasts for 1 cycle.
Enhanced Range (support): Buffs Range of target for physical attacks by 1 Panel for 1 cycle. No Roll
Item Use (utility): Use a consumable only usable by a chemist. No Roll
Beast Taming
If you are a Beast Tamer, your Beast has its own HP and actions. The modifier for their rolls is +5 for every tier of rarity. Refer to the Equipment section of the Wiki for information on Rarity. For example, a Basic pet will have +5, while a Great pet will have +20.
Their maximum HP is 50 + modifier.
They can Attack, dealing d20 + modifier damage in Melee combat.
They can Protect one person in the same Zone as themselves.
They cannot be buffed, and can only be healed by their Tamer.
They can only move two panels away from their Tamer.
Every Action of the pet will cost 10 EN from the Tamer.
Harmonic Magic: RA=Up to 2 Panels Away, EN=15
Harmony (support): Normal Harmonic Magic support. Use Support Sheet and select a action. Roll accordingly.
Harmonic Field (reckless zonal support): Dispel all ailments and debuffs to allies in your Zone, however receive 2x damage if struck before next turn. No Roll
Disharmony (reckless zonal disrupt): Use Harmonics to bring ailments and debuffs to enemies in your Zone, however receive 2x damage if struck before next turn. Roll 1d100 -1/2
inspire (reckless zonal buff): Buff all allies in your Zone using the single buff formula, however take 2x damage if struck before next turn.
Nature Magic:RA=Up to 2 Panels Away, EN=15
Nature's Gifts (support): Normal Nature Magic support. Use Support Sheet and select a action. Roll accordingly.
Entanglement (disruption): Attempt to disrupt a target. Roll 1d100 - 1/2
Plant Growth (obstacle): Grow a plant obstacle on a GREEN PANEL. No Roll.
Early Spring (utility): Bring forth the spring like greenery. Turn all BROWN PANELS in a target Zone into GREEN PANELS. No Roll
Aeromancy RA=Up to 2 Panels Away, EN=15
Aero Attack (damage): Normal Aeromancy attack. Roll 1d100
Reckless Aero (reckless damage): Reckless Aeromancy attack. Roll 2d100
Enhance Move (passive): Allows one to use wind enhanced movement to bypass enemy occupied panels. Also works on some obstacles.
Turbulence (disruption): Use the power of air to disrupt a target. Roll 1d100 - 1/2
Black Magic: RA=Up to 2 Panels Away, EN=15
Dark Attack (damage/disruption): Normal Black Magic attack that can also disrupt. Roll 1d100 -1/2
Health Sap (ailment): Curse the target for them to lose 2 HP per Black Magic tier (excluding beginner) per turn until cured.
Weaken (debuff): Lower a target's Offense and Defense by 1d12 + 2 per Black Magic tier excluding beginner for 2 cycles.
Drain (absorption): Drain HP and EN from a target. Roll 1d100 -1/2
Great Curse (ritual): Charge for 1 cycle and receive 2x damage if struck during. On next turn, activate ritual to cause Dark Attack, Health Sap, and Weaken effects simultaneously to a target Zone. Consumes 50 EN.
Aeromancy RA=Up to 2 Panels Away, EN=15
Aero Attack (damage): Normal Aeromancy attack. Roll 1d100
Reckless Aero (reckless damage): Reckless Aeromancy attack. Roll 2d100
Enhance Move (passive): Allows one to use wind enhanced movement to bypass enemy occupied panels. Also works on some obstacles.
Turbulence (disruption): Use the power of air to disrupt a target. Roll 1d100 - 1/2
Hydromancy: RA=Up to 3 Panels Away, EN=15
Hydro Attack (damage): Normal Hydromancy attack. Roll 1d100
Reckless Hydro (reckless damage): Reckless Hydromancy attack. Roll 2d100
Ice Wall (obstacle): Place a Ice wall on a WHITE PANEL. No Roll
Blow Snow (disruption): Blow the settled snow on the ground at a target standing on a WHITE PANEL. Roll 1d100 - 1/2
Illusion Magic: RA=Up to 2 Panels Away, EN=20
Phantasm (disruption): Attempt to disrupt a target with illusions. Roll 1d100 -1/2
Reckless Phantasm (reckless disruption): Attempt to disrupt a target with illusions. Roll 2d100 -1/2
Mirage (utility): Cover self in a veil to appear as another (does not change users action options). Consumes 20 EN until deactivated, however the user may take turns normally while the mirage is in effect.
Zonal Mirage (zonal utility): Cover a Zone in a veil to make it appear however you wish. Consumes 30 EN until deactivated, however the user may take turns normally while the mirage is in effect.
Spirit Magic: RA=Up to 2 Panels Away, EN=15
Helpful Spirit (support): Normal Spirit Magic support. Use Support Sheet and select a action. Roll accordingly.
Spirit Talk (passive): Ability to speak with to Spirits. No Roll
Pyromancy: RA=Up to 4 Panels Away, EN=20
Pyro Attack (damage): Normal Pyromancy attack (turns GREEN into BROWN). Roll 1d100
Reckless Pyro (reckless damage):Reckless Pyromancy attack (turns GREEN into BROWN) . Roll 2d100 (Total Roll over 100 causes Burning)
Area Burn (zonal damage): AOE Pyro attack on self's Zone (turns GREEN into BROWN). Roll 1d100 -1/2
Fire Wall (wall/self): Surround self with a fire wall that damages all enemies that cross it's path. Causes 2 HP damage per Pyromancy tiers excluding beginner (damage doubles for each turn target remains in fire wall). Consumes 20 EN per turn until deactivated.
Incognito: RA=Self, EN=15
Hide (utility): When on a LIGHT GRAY PANEL, attempt to conceal yourself and avoid being targeted. Roll 1d100
Anti Target Aura (passive): Less likely to be targeted if others are in range of enemies.
Martial Arts: RA=Adjacent Panel, EN=15
Martial Attack (damage): Normal Martial Arts attack. Roll 1d100
Reckless Martial Attack (reckless damage): Reckless Martial attack. Roll 2d100
Berserk: RA=Self, EN=15
Get Pumped (support): Buff Offense. Roll 1d12 for self.
Adrenaline (passive): Receive +2 to offense after all mods, -2 Damage from all attacks. No Rolls
Heroic Might RA=Self, EN=15
Push Back (passive): All reckless attacks OR Total Rolls of over 100 cause a 1 Panel Push Back to target.
Power Charge (support): Charge for 1 cycle and receive 2x damage if struck during. On next turn, you may use reckless attack without 2x damage penalty.
Acrobat: RA=Self, EN=2
Evasive Maneuver (defensive): Brace self for any incoming attacks and attempt avoiding all damage from first attack next turn. Roll 1d100 and add +5 per mastery tier excluding Beginner. If the total is 100 or above you are successful, if it is below, receive x2 damage from the attack.
Movement+ (passive): Allows one to use agility to bypass enemy occupied panels. Also works on some obstacles.
Range: RA=Up to 4 Panels Away, EN=15
Ranged Attack (damage): Normal Ranged attack (cannot use against adjacent target). Roll 1d100
Reckless Ranged (reckless damage): Reckless Ranged attack (cannot use against adjacent targets). Roll 2d100
Hunting RA=Adjacent Panel, EN=15
Trap Set (utility): Set a trap that will cause either Action Cancel, or 25 HP damage (choose when setting) on a panel.
Investigation (utility): Check any one targets details in your Zone and find potential weaknesses. May add additional attack modifiers for the user next turn. No Roll
Incognito: RA=Self, EN=15
Hide (utility): When on a LIGHT GRAY PANEL, attempt to conceal yourself and avoid being targeted. Roll 1d100
Anti Target Aura (passive): Less likely to be targeted if others are in range of enemies.
Acrobat: RA=Self, EN=2
Evasive Maneuver (defensive): Brace self for any incoming attacks and attempt avoiding all damage from first attack next turn. Roll 1d100 and add +5 per mastery tier excluding Beginner. If the total is 100 or above you are successful, if it is below, receive x2 damage from the attack.
Movement+ (passive): Allows one to use agility to bypass enemy occupied panels. Also works on some obstacles.