Arcane Steel - Turn 13 - The Night turns into Day
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It is already the turning point towards the start of the new day's zero hour, but many people are still awake, among them, most members of the nobles' squad. Davie was sound asleep and some others were already heading to bed, with or without company. Adrienne had her twisted fun and both Falion and Ktimbi suffered the consequences of choosing to stay over for dinner in the woods.
Diego [PLAYS CARDS] with the girl all night long while Ricardo provides the musical background and fetches wine when needed. The GM takes some time to use the brand new brain bleach he just bought. It feels nice.
Davie sleeps like a champ.
April chooses to look for a member of the group, preferably Adrienne, to talk about how hopeless males are. [5] She finds
Adrienne [3+1] being convinced by some guards to
not engrave her name in
italics on the man's chest. Well, at least not her family's name, because the man already has
Adrienne written on him. Both leave the scene and head to the inn for a good night of sleep (not together, mind you) while some people get pieces of wood and joyfully play a game of "piñata" with the tied man.
Candy is already sleeping soundly inside April's chain hood.
Thelfin decides to practice attacks using his built-in chains, [1] but makes almost no progress due to the lack of time before going to sleep.
Dellus tries to be manly, [2] but he does have nightmares whenever he tries to sleep and to top if off his new wife seems quite energetic. Cue to the young wizard getting almost no sleep.
Ktimbi gives up on resting and munches on some ma huang. [5] It seems the african man has a very good natural resistance to the herb's side effects, because he starts to feel the positive effects with no further problems.
Sleep deprivement effects temporarily negated, will still need to sleep after the effects wear off. [1+1] He is found and pursued by a lone longbowman, [4]vs[4+1] but the first arrow misses and [4] Ktimbi disappears in the shadows. [4+1-1] The second patrol is unable to spot the shaman.
Falion decides to leave the camp and search for any nearby source of food. [5] He is able to leave without any complications after smooth-talking the patrol into letting him hunt for some time. [5] He walks under the cloudy, moody sky and after employing some effort on foraging, he finds more berries than Ktimbi did, and even a pile of...raw meat?
Suddenly he hears roaring and growling. The dragoon raises his glaive and looks around; the plain terrain he is on allows him to clearly see what slowly moves towards him. A wolf, but it seemm different in a way the knight only discovers after it comes closer: it is by far the largest wolf he has ever seen. Lean, muscular figure, body roughly the size of a small horse and sharp fangs contained within a very large maw. That is a creature of nightmares, and its new prey seems to be Fallion, who in turn readies himself for battle, tightly gripping his weapons.
Before any of the sides strike, the silver-furred beast stops showing any signs of agressiveness and starts to walk with what could be described as a regal gait towards Falion before stopping right in front of him. The wolf sniffs the knight and seems to measure its body carefully. It seems to assess something and decides to pick a piece of raw meat, offering it to the dragoon, who accepts it amidst his confusion and starts to eat it. Before he is able to finish his meal, though, the beast pulls him by a corner of his shoulderplate and starts to drag him, with no signal of hostile intent. The wolf enters a small cluster of trees while carrying the young man and halts at its center, where various worn metal and stone tombstones line up against the melancholic moonlit scenery.
The young grey wolf lets Falion go, starting to dig one of the graves and obscuring the dragoon's vision of the tombstone. After removing roughly one foot of dirt from the grave, of which a reasonable amount flew against Falion's face, the outlines of a dirty stone hatch appear. The wolf swiftly snatches Arvîndell's family chunk of stone and drops it inside a hole on the hatch, lifting the large piece of stone with his muzzle subsequently. Before being dragged in, Falion only is able to glance at the name engraved on the tombstone: Arvîndell.
As the young knight is dragged, he realizes the hatch has closed behind them and he is now traversing a dark corridor. Torches with white flames suddenly start to spring to life, providing a lighting akin to the moonlight itself as both beast and man make their way inside the hall walled with simple, unadorned rock blocks. Their trip ends in a large room: directly in front of them, a wide gate with a long, simple spear sunk deep inside it in a diagonal angle as if it was the only thing keeping the gate closed. At the right side of the chamber, a masterfully carved image on the solid rock of a tall man in light armor wielding a lance. On the opposite wall, an image of a large wolf standing proudly. Under the watch of the images, metal caskets, the largest positioned on the left side.
The bizarre scene only unfolds completely as the light inside the enclosed space grows brighter. The caskets are probably for decorative purposes. Their owners are side by side, the human skeleton on the floor, one of the bony hands separated from the body but still grasping the spear while the huge bones of a great beast lay by its side. Both are clad in armor and fine leather, which seem untouched by the time, showing only the marks of desperate, hard combat. The wolf leaves the sleeping warriors where they rest and opens the right casket, but it is empty. Afterwards, it lifts the lid of the largest one and finds what it is looking for, pulling large pieces of armor from within. Armor designed for a wolf, but smaller than the one the great wolf skeleton dons. He drops the armor by the gates' entrance and sits in front of it, gazing the forbidden door without flinching. Falion is clueless but also sits on the dirt ground and stares at the door. The fatigue kicks in, and it becomes harder by the hour for him to avoid sleeping. His eyes close forcefully and he dreams, but he won't remember what he dreamed about.
Morning comes. Most of the nobles wake up after a satisfying night of sleep.
Davie is the person in best shape of the group and his magical energy has been replenished over the amount he used the day before (+1 fire damage for the two first attacks of the day).
Dellus could not sleep properly (loses the light magic bonus in half the rolls).
Diego seems as energetic as ever as he leaves the inn, Ricardo right behind playing his guitar ([PLAYING CARDS] and resting are almost the same thing for Diego). The horses are resupplied, receive extra tents and now the party is able to set up camps.
Ktimbi spent all the night avoiding the patrols thanks to the ma huang leaves effect, but fatigue starts to kick in (shamanistic bonus supressed).
Falion wakes up laying on the grass near the woods. The dragoon has no time to wonder if what happened the last night was only a dream as he quickly notices the huge silver wolf is by his side and the pouch with his family's stone between its front paws. The armor is by his side and upon closer inspection, the chest plate sports a small polished silver plaque with a name etched on it: "
Airgead". The image of that simple spear briefly passes the knight's mind, but something in the back of his mind urges him forward. And also tells him to help the lone wolf with the armor, which by the way includes a frightening full head helmet with some kind of metal teeth protector (read that as a set of pointy things that fit over his teeth). Ktimbi's magic has subsided, but looking like a demon has never been easier...
>Note for Dwarmin. A dagger to the crotch would not be very effective, as armored males used metal or leather codpieces to protect their family jewels. Yeah, you don't see that in RPGs because they would look ridiculous in most cases, especially if said knight had a particular-ARGH.
>If April rolled a [1], she would stumble upon Diego playing cards with the girl (and Ricardo doing whatever he does inside the room). I would not give her my brain bleach, especially because I already used most of it.
>Airgead acts like a new party member, but answers Tiruin's orders. He is big enough for an adult wearing light or medium armor to ride on, and his armor is designed for that. Do not ask me why, Tiruin blew part of the chance of discovering more of the backstory. By the way, the wolf would never be found if the roll was lower than 4.
>Well, Tiruin -kind of- did it. I threw an awful lot of puzzles and subtle references, different words and singular/plural variations but he -partially- succeeded. I am -almost- proud. By the way, to anyone wondering, that happened because his family's coat of arms happened to be a wolf, which is one of the three animals chosen as a symbol by an ancient organization. Aaaannnd because Ktimbi called for those wolves. Yeah, he is a lucky bastard.
>One of the secrets of Arcane Steel has been partially discovered. Some more remain. Good luck!
The Players:Dwarmin: Knight
Name: Adrienne Alanamont
Age: 24
Gender: Female
Knight: Chevalière
Appearance: Adrienne is a beautiful, intense woman, with long and dark red hair (though, her hair is usually shaved before battle), and dark green eyes. She looks fairly stern, and her build and stance betray no weakness of body or thought-if anything, it bespeaks of passion and arrogance. When not in battle kit, Adrienne tends to dress conservatively, but somewhat casual-favoring open throated shirts and flared trousers, often in earth tones. Her plated armor is light, unecumbering and well made, rounded off at the corners-masking her womanhood in the middle of battle-all except her eyes, being she prefers a slitted helm for full vision.
The Alanamont coat of arms is a circlet of filigreed gold, with a crown at the head, around a pool of red.
Characteristics: Arrogant, Passionate, Uncompromising
Horse: She prefers a Light Warhorse-her favorite, being "Lernea"
Weapons (and shields): Main weapons: Longsword/round shield, otherwise prefers a Bec-De-Corbin when mounted, which she wields with unnatural grace. Others: Dueling Pistol (unfired), Crossbow
Leaving a child behind: No. Adrienne has left that 'business' to her lesser sisters and brothers, having not found anyone worthy of her as of yet.
-Some- abilities to be noted:If you think I'm the weakest link... you will be sorry... weakling!Status:Fine.Rally Call of RolandTiruin: Knight
Name: Falion Arvîndell
Age: 23
Gender: Male
Knight: Dragoon
Appearance: Falion is a man of five foot four, with light brown skin and short black hair. His body is built just like a worker of the era, though stern and with poise evident in his gait. Out of combat, he dons a brown tunic under his surcoat, favoring the common wear over what the Nobility prefer. His chainmail is left uncolored, remaining the usual silver tone. His plate armor is tinted light grey with a white trim along the edges of the major plates. A gilded wolf crest lies on the top of his helmet and the insignia of the howling wolf in white is marked on his breastplate. His eyes are colored brown.
Characteristics: Unflinchingly Loyal ; Stubborn ; Determined
Horse: A Light Warhorse going by the name of "Ileid".
[Weaponry]
Main weapon/s: Glaive ; Javelin(s)
Others: Flintlock Rifle and a heater shield
Leaving a child behind:
No.-Some- abilities to be noted:He is loyal and determined. He is sharp. He is also nuts.Status:Fine.Cuchulainn's Last StandName:
AirgeadAge: ??
Gender: Male
Knight: Wolf
Description: Silver-furred wolf, "owns" a masterwork armor which is better than even the squad armor. He is very loyal and his feral mind can block most mind-based attacks.
Status:Fine.Thunderbolt Steel ArmorSuperior WolfPowder Miner: Knight
Name: April Eplock
Age: 18
Gender: Female
Knight: Gunslinger (or if you prefer (that time's) modernized warrior or something of the sort.)
Appearance: April Eploc is a slim woman of average height, although very, very young for a knight. She is relatively attractive, ((mumble mumble I added that part to stay true to my earliest description of her)) with dark green eyes and braided fiery orange hair which ends in a ponytail. She wears non-restrictive pastel yellow clothing (like skirts, and simple shirts, she prefers comfort over fashion) under her armor, which is (kinda) light chainmail which covers pretty much all of her (all but the head and hands (she prefers these unobstructed, and even the head has a hood.), with a thin leather backing underneath. Her coat of arms is a young, growing leaf.
Characteristics: Very cheerful, Optimistic, Reckless, Silly, Thrill-Seeking.
Horse: Light Horse, her name is Ellene.
Weapons (and shields): Main weapons: Hand firearm (
not sure what it would be in this ageIn this age those would happen to be flintlock pistols), Shortsword.
Leaving a child behind: "No. I'm only 18 god get away from me you creep" (...I assume that is not directed towards the GM.)
-Some- abilities to be noted:Blackpowder fever! Isn't hell colorful? Adventure!Status:Fine.Emergency Rations(Candy)1 Pouch with 5 gold pieces.
Praefectum Screptum: Knight
Name:Thelfin Almondar
Age: 19
Gender: Male
Knight: Byzantine Klibanophoros
Appearance: His hair is black, contrasting with his turquoise eyes. Thelfin is tall and athletically built. He always covers his head with a helmet and dons a dark blue heavy armor (Power Armor) compensating part of the weight from his equipment. His armor covers his whole chest in the likeness of a huge shield and his shoulder plates protude slightly along the sides of his head, the rest of his armor being covered by large plate parts with almost no room between them. Underneath it he is wearing a chain mail and light clothing.
The family's coat of arms is a sapphire-colored shield wrapped in silver chains with two heavy steel axes crossed behind it.
Characteristics: Stubborn, loyal, fast thinker, short-tempered, hard to fall.
Horse: Heavy warhorse, clad in heavy armor from head to toe.
Weapons:Main weapons: Two-handed mace.(A chain links its handle to one of his forearms.) and Heavy Crossbow. Carries a very large shield on his back.
Leaving a child: No.
-Some- abilities to be noted:Moves live a truck... ...Hits like a truck... ...Must be a Klibanophor.Status:Fine.Mal'ak ha-mash?it (The Cleaver of Terra; Bane of All Sin)RosarySmithing KitNUKE9.13: Wizard - Temporarily out
Name: Wilhelmina van Oranje
Age: 21
Gender: Female
Mage, speciality: Weather; Wind/Water.
Appearance: Tall- very tall. Long brown hair (loose); blue eyes; pale skin. Dresses in simple, elegant gowns. For this journey; a plain white dress, and a leather cloak, pale orange in hue. Her family crest is an orange lion upon a white field, ridged by banners of red and blue. The family motto- Oranje zal herrijzen- is emblazoned below the lion.
Characteristics: Very friendly (too friendly?); polite; has little patience for problems- has a short temper; exceptional perseverance- not strong, but will keep fighting no matter what.
Horse: Light warhorse.
Weapons: Main weapons: Staff (gilded hardwood), Magic. Others: Brace of pistols.
Leaving a child behind: No.
-Some- abilities to be noted:She is nice and stubborn the good way but man, she's got issues!Status:Fine.Light padded armor pieces agentorangesoda: Wizard
Name: Ktimbi
Age: 19
Gender: Male
Mage: African Shaman
Appearance: A jet black man of average build with long orange hair that cooperates with his woolly beard to form a mock lion's mane. His irises are a fiery red, a rare genetic mutation specific to his caste of shamans. He wears the traditional shaman garb: pelts of slain animals and various herbal trinkets adorn his person. He wears a crown of human wisdom teeth, one pulled from each eligible member of his tribe, which he claims contains the combined spiritual energy of his people's souls. The crest of his shamanistic family is, curiously, a mongoose encircled by cobras. One is crushed underfoot whilst the other hangs limp in the mongoose's jaw.
Characteristics: Quiet, Unwilling Participant, Incoherent
Horse: Light warhorse, drawing a cart of reagents.
Weapons: Carries a caduceus which has been passed down for generations. His tribe claims an ancient ancestor won the staff from Hermes himself. Upon each shaman's death, his successor fills a container with his own blood and places the severed head inside. The new shaman will now be protected for the rest of his natural life by his spirit so long as the container is kept close. The case that the previous shaman had kept is then dashed upon the ground, allowing his protector to be finally free from his burden.
Leaving a child behind: As is tradition, upon ascension, a shaman will impregnate a host of women until one gives birth to a child containing the rare genetic disease. The shaman is always male, (it is a y-linked gene). Ktimbi knows he has many children waiting for him at home and has met none of them, but he knows one bears the gift. In the event of a shaman dying without any heirs, all of his immediate kin will attempt to replicate the gene in their own future offspring through ritual until another shaman is born.
-Some- abilities to be noted:Don't mind me. ...Are you dead already? What did you just call me, colored gentleman?Status: Fine.Armor of OriginOne-shot reagents Tarran: Wizard
Name: Davie Maximilian
Age: 19
Gender: Male
Mage: Fire
Appearance: A tall brown haired man of mostly Bavarian-English-Frisian origin. He has light blue eyes and is averagely muscled. He wears a blue-purple robe and leather boots. His family coat of arms appears to be an impalement of the Bavarian and Frisian flag.
Characteristics: Cheerful, Does what is right, friendly, honest, insensitive, trusting.
Horse: Light, Marwin
Weapons: Bastard sword (what, just because he's a mage doesn't mean he doesn't like big swords), flintlock pistol.
Leaving a child behind: Nope. No wife.
-Some- abilities to be noted:Barbecue in the making. What are staves for, anyway? Sure...Why not?Status:Fine.CatalystSeriousConcentrate: Wizard
Name: Diego Alvarez
Age: 19
Gender: Male
Mage: Force and Illusion
Appearance: Diego has tanned skin, shiny black hair cut in a shaggy style that obscures his forehead and looks quite boyish indeed, confident blue eyes, and thick eyebrows. He's average height and lightly built at five feet nine inches and one hundred forty seven pounds. He wears brown boots, dark blue pants tucked into them, and a dark blue tunic. Over that is a long white hooded coat (hood is usually down) with red embroidery that ties up the left side to close, and usually is tied from the waist up. As part of the coat's design, a strap runs over the right shoulder down the to the right side of the waist, with pouches attached to the strap for carrying light items. On the back of the strap is a quiver for holding his arrows. On the back of the coat is the family crest: a shield divided into four sections, with the upper right/lower left being silver and the other two sides being bronze. On top of the shield is a gold crown with rubies inset along the band.
Characteristics: Hotblooded, Showoff, Reckless, Quick to React, Fleetfooted, Friendly
Horse: Light Warhorse "Aquila"
Weapons (and shields): Main weapons: Longbow; usually uses broadheads, but will switch to narrower heads to pierce armor if necessary; short sword. Others: A bandoleer of throwing daggers hidden inside his coat.
Leaving a child behind: Not that he's aware of.
-Some- abilities to be noted:Quickie It's show time! I challenge you, Good Sir.Status:Fine.Manto de Alvarez (Protector de Bendito Alvarez)Ganado BravoGrunhill: Wizard
Name: Dellus von Highlight
Age: 18
Gender: Male
Mage: Light Mage
Appearance: A tall brown haired man of south-european origin. He has dark brown eyes and an average body. He wears a black and white robe and leather boots. His family coat of arms is a dark green serpent biting a blood red apple.
Characteristics: Mysterious, do what he has to do, unsociable, insensitive, trusting.
Horse: Black Light Warhorse, pulling a cart.
Weapons: White gold ring and an ancient grimoire.
Leaving a child behind:Yes
-Some- abilities to be noted:No, I am not a monk Why, no! This. is. NOT A D&D rulebook! SORCERER!BURN HIM!Status:Fine.Ouroboros