-Turn 14: Intentions-
Anti-magic Field continuing for this last turn.
Search visually for the artifact, keep arrow notched and ready to be fired upon need.
((Bold the full action next time please-if you also searched for what Rhea was asking-I rolled for it anyway - check the bottom of the turn.))
[Search: 3]
[4 vs 1+1 (
)]
Eisen feels the fading wind brush past his body as he passes the staves, keeping an arrow nocked as he checked the inside for any enemies--none were spotted, even in the shadiest of corners or in the most awkward of curves, but the feeling of doubt remained. There was something definitely wrong here.
"Nothing. No sight or sense of them. I can't even smell their scent." Eisen says, taking a glance around.
"All that remains is searching, I suppose."Action: Hide if I can, and keep on eye on the door while the others search. If someone drops in for an unfriendly visit, knock em over the head from behind!
[1]
Shella kept her back turned, keeping watch in the opposite direction as she took position near the entryway. It was conspicuous enough to be mistaken as a support, and gave her ample vision of the surroundings while denying a clear view of the inside from any onlookers. This must've been how anyone would've guarded this simple-looking area.
Her knee hits a pole, which in turn topples a spear, which tears a smooth incision in the flap, letting sunlight stream freely inside. The inner parts now seem more opague, due to a contrast of light and dark from the inside and the outside.
And from all that, no sound from the outside is heard other than a faint whistling coming and disappearing in short intervals. Any birdcalls, chirping cries, or morning song do not permeate the air--however a sneaking wariness touches the edges of her thoughts. There is something wrong in the interior of the tent.
Examine the upright staves. See if I can figure out why the righthand one has notches in it.
[5]
"Anything?""The staves."
Sal'savira adjusted her googles to focus the light, and peered closely at the two staves bordering the entrance from the inside. A note clicks in her mind as she exchanges looks between one and the other. The notches don't seem to be caused by any kind of sharp implement-sword, knife or axe-but seem to be seared in by an implement of fire. Seeing as the notches were made near the junction of the vine and staff, a simple conclusion appears in her mind.
"The staves are significant. Improvised wards, I think. The vine works as the source. Reminds me of the sealing wards in the Bastion, but. . .crude. Makeshift. Though these are active. They are glowing. Indicating activity.
"Active activity."
"What caused the markings?" Gurrath said.
"I cannot know. Nothing in our vicinity has the power to cause such."
"Heat a metal, and strike with the edge. Not that hard to do."The Seeker looks down, notices that her "knuckle"knucklebones still exhibit the faint glow from before, and turns back to respond. "The scorch marks do not signify that. The edges are ill-defined. It is more of applying fire to water. There is resistance on both sides--both are changed, and mark remain of their passing."
Examine the scrolls. If there's time, go over the figurines as well, see if I recognize the creatures they portray.
[1 - lacking time]
Ecidona is the next to enter the tent. She held her cloak fast as the receding wind passes her upon entry--stooping over and grabbing most of the scrolls for inspection.
"Interesting.""What is?""These scrolls. They depict research. Notes, musings, ponderings. There are several figures and diagrams drawn, along with what I guess seem to be the corresponding details, yet they're all. . .burned. The parchment isn't destroyed, but the words and figures are just blackened out though I'm pretty sure that it may still be of use, perhaps?"A shadow pass by, and thinking it was Eisen, she moved towards the far end of the tent, still trying to decipher the scrolls in her hands.
"Though I'm unsure if these also refer to the figures here. I can make out the common races of the world, including a lot of the other fauna, and a few things. . .only seen in stories. Like this one, a six-winged angel, or-hey, a suit of armor. Hmm, doesn't seem like any of these hold any significance but depiction."Stay guard with Shella. Keep watch on the interior and exterior.
[Banter: 1]
Back at the entrance, which measured quite a distance from the far end, Gurrath stood along Shella, on the opposite corner.
"Not what I expected this to be."His talk was met with a raised eyebrow.
"I mean, we're pretty lucky enough to evade being spotted. We've crossed miles and pretty much infiltrated a camp with people as diverse as back in the Bastion. And even here, they're lacking security. It's all a set-up, I say. Even I am questioning to myself in my thoughts on why we're doing this. Ecidona, can you see any figure there that matches the bandits?"Ecidona kept her eyes on the figures, shifting between them and the notes.
"There's people of varying heights, and pretty much nothing out of the ordinary. Some of the figures have multiple arms and legs--and this is just a spider. *Shoo* Oh, and now a one-winged angel, and what seems to be an arboreal...living tree? The roots seem to conform to 'legs'. Anyway, I've never seen most of these in my life, or-""I think I've found it."All eyes fall upon Eisen, who is standing, stooped over the tiny opalescent orb in the center. He carries his bow at the ready, and yet on his drawing-wrist, carries a small pouch which jingles to the tune of money.
"How do you know that's what we're looking for."Eisen gives a quizzical look.
"I've tried everything else but what Ecidona is looking at, and none have reacted."Gurrath prodded the stave nearby,
"It would be strange to trap a vital point. And it would pretty much be a trial and error thing if it would work that way, but that seems like concluding there.""It's a hypothesis."The party feels a certain tension in the air--present in emphasis near the orb with lessening effect radiating outwards.
[A miniturn will be issued after this depending on actions given.]
Interior:
Eisen - At the center of the tent, overlooking the orb
Ecidona - Far end of the tent facing Eisen
Exterior:
Shella & Gurrath - Keeping watch at the entrance; at the entryway
Sal'savira - Examining the staves; at the entryway
The staves create a 'borderline' between the entryway and the tent interior. Think of the 'tent' as having an extension, and the extension being the entryway which isn't in the interior of the tent.
Characters:Gender: Female
Age: 19
Class: Seeker Race: MalkavenHealth:
24/
30Skills:PerserveranceAgilePhysical Description:
- Appearance: Sal'sivira looks fairly normal for a Malkaven- a crow-woman with large, blank white eyes that reflect light, a long, serrated beak, great wings coming off her back, oversized, taloned hands, and even more oversized, larger-taloned feet.
- Clothing: She wears a ragged-looking but well-made black tunic with a belt and thin leather strap running diagonally around it for hanging things from. She also carries a large, wide-brimmed hat and pair of tinted goggles, both for when it's too sunny out.
Inventory:Black Spear/ This spear is a standard Malkaven weapon- ragged and ancient looking, but sturdy and well-kept nonetheless.
Silverscale Armor/ This shiny silver armor appears to be composed of a series of pointy oval or rounded diamond scales or plates, and is indeed made from the hide of a Silverscale, a type of fish larger than a horse. Its scales are protective and very durable, which causes the Malkaven to overlook their preference for ragged black and use it fairly routinely.
Bandit Cloak and Armor/ A mix-up of hardened leather patches along with several small belts for tightening, you wear the outer clothing of the common brigand. It covers most of your face except for the eyes and ears, the body and arms and thighs excluding the hands and legs. Any distinguishable marks or tattoos are easily hidden by these loose garments. Sadly, they afford little protection against the tools of war, made more for mobility and survival and even then fare as well as commoner clothing.
Vae's Knucklebones/ Made from the literal knuckles of the first two fingers of the right hand of a novice elven necromancer, these four strangely shaped "dice" have the power to tell the future and discern the secrets of the dead. The results are usually cryptic and of limited accuracy and power, owing to both Sal'sivira's lack of divination skill and Vae's lack of power, but can sometimes be useful nonetheless.
Elemental Amulet/ A communication device widely used by the more unconventional militant forces of the land, this amulet is naught but a simple trinket attached to a chain with an opalescent gemstone in it's middle. It transmits whichever sound or sight the wearer holds to others who wear the same, similarly to a vivid vision in the mind's eye of the scene in question. It is highly attuned to the magical forces.
It is glowing faintly.
Potion of Skill/ A concoction of unknown origins, this bottle contains a liquid that shines like the day, however non-luminescent and tasting like honey. It is said to amplify the imbiber's kinesthetic senses, giving him or her the ability to make pinpoint strikes with any weapon chosen. Sadly, its concentrated form is volatile and lethal when drunk in large quantities, thus leading to the product you see now - a small drought contained within a flask.
Gender: Female
Age: 23
Class: HunterRace: OrcHealth:
17/
20Skills:Deadeye VindicationPhysical Description: - Appearance: Shella is a 5.3 Orc female with a well muscled build, a tight stomach and an impressive body. She possesses tough and smooth dark green skin, and long, coal black fine hair that descends almost to her waist in a swaying sheaf. Her eyes are a calming shade of the ocean, deep blue-large and emotive-topped by a pair of arcing black eyebrows. She has two short tusks jutting from her mouth on side, each adorned with a stylized ring of obsidian-her teeth resemble fangs, though not large enough to be threatening normally. Her legs and hips are well toned and strong, giving her a very animalistic look. The mark of ecid is on her left wrist.
- Clothing: Shella is wearing a full body undersuit of light, non reflective black chainmail and thick leather mixed and matched, leaving little to the imagination-heavy, ironshod leather boots adorn her feet, combined with chainmail studded into leather pants, and mismatched plate pieces over both her knees. Half leather and chain protect her chest and arms, and and while her left hand is Ecid marked, she's wearing a fingerless green cloth glove on her right hand. She's wearing two bracers made of some sort of spiked chitine material. Around her waist is a heavy belt with at least 6 large storage slots and many smaller compartments She's wearing a heavy body length cloak and fancy three cornered hat of the same color as her skin.
Inventory: Gavuatan Orcish Slurbow/ A crossbow like weapon Shella favors, with a distinctive wooden hood over the top of the stock. There is a gap between this shroud and the stock that allows the string to travel unimpeded, firing either traditional bolts for common enemies, or rounded lead shot against foes like the undead. She can reload it with a single hand, using her thumb to cock it back, but requires both to fire accurately.
Clan Armor/ Handcrafted from pieces she has taken over the years from worthy enemies, Shellas armor is sturdy and light-giving her full range of movement and protecting her from errant blows. she feels more comfortable in the armor, than out.
Bandit Cloak and Armor/ A mix-up of hardened leather patches along with several small belts for tightening, you wear the outer clothing of the common brigand. It covers most of your face except for the eyes and ears, the body and arms and thighs excluding the hands and legs. Any distinguishable marks or tattoos are easily hidden by these loose garments. Sadly, they afford little protection against the tools of war, made more for mobility and survival and even then fare as well as commoner clothing.
Obsidian Oath Rings/ An Orcish Tusk-mark that denotes one who has taken a vow of revenge-she's wearing two, which indicates two separate vows. They cannot be removed by any Earthly force until these tasks are completed, or is rendered invalid by fate-being magically bonded, as long as the target of these Vows remain alive, they will remain bonded. As such, Shella knows her sister-and the traitor-both still live.
Elemental Amulet/ A communication device widely used by the more unconventional militant forces of the land, this amulet is naught but a simple trinket attached to a chain with an opalescent gemstone in it's middle. It transmits whichever sound or sight the wearer holds to others who wear the same, similarly to a vivid vision in the mind's eye of the scene in question. It is highly attuned to the magical forces.
Potion of Skill/ A concoction of unknown origins, this bottle contains a liquid that shines like the day, however non-luminescent and tasting like honey. It is said to amplify the imbiber's kinesthetic senses, giving him or her the ability to make pinpoint strikes with any weapon chosen. Sadly, its concentrated form is volatile and lethal when drunk in large quantities, thus leading to the product you see now - a small drought contained within a flask.
Iron Hand Axe/ A small, light axe designed for use in one hand for general intermediate chopping. For simpler uses than its larger brethren, this axe can be thrown or used as a quick weapon in enclosed places.
Gender: Male
Age: 16
Class: Attunement KnightRace: Foxfolk Health:
25/
30Skills: PerseveranceRiding Aptitude Physical Description:- Appearance: Eisen has eyes of a very bright blue and a beige-colored hair, his hair usually messy, with the occasional uncut locks falling around and framing a young, curious face. Any fur on his person also follows the same beige color pattern. His Ecid's mark is located at the back of his head, under the line of hair growth.
- Clothing: He wears a green cloth coat with a very large hood usually seen in different positions, to hide his face more or less depending on the occasion. The cloth itself is fairly resilient and reinforced against weather, the coat sporting what seems like downy or white fur near the collar area, a golden trim and long sleeves, allowing the wearer to completely hide his hands whenever desired - his forearms and most of his hands hidden by a fingerless leather protection. His pants are also colored green, with part of their length tucked into sturdy and carefully tied brown leather boots which sport metal reinforcements and a discreet pin attachment for stability and maintaing a grip at surfaces in cases of emergency. His long-sleeved shirt is green as well and is mostly covered by the chestpiece of a well-crafted brown leather armor with hidden steel reinforcements which fits perfectly over the body of the owner.
Inventory:Yonsun-Nobi/ A Composite longbow standing taller than Eisen; it is an elegant and well-made piece of ranged weaponry, made with the utmost care by Eisen himself under the guidance of his parents; it ended up as part of his experiments on sounds to call upon animals.
Hardened Leather-and-Steel Armor/ Made from good-quality leather and with a backing of sheets of steel, the armor has a few pieces protecting key parts of his body, although some parts are simply hidden under a layer of clothing.
Bandit Cloak and Armor/ A mix-up of hardened leather patches along with several small belts for tightening, you wear the outer clothing of the common brigand. It covers most of your face except for the eyes and ears, the body and arms and thighs excluding the hands and legs. Any distinguishable marks or tattoos are easily hidden by these loose garments. Sadly, they afford little protection against the tools of war, made more for mobility and survival and even then fare as well as commoner clothing.
Flute/ Made from polished stone, steel and the finest wood Eisen could find in the woods, his flute is a faithful companion, always available for him to play and subject to his experiments on sounds capable of attracting the animals that reminded him so much of home.
Drawstring Pouch/ A simple rag threaded and turned into small pouch holds a copious amount of coin!
(reference)Elemental Amulet/ A communication device widely used by the more unconventional militant forces of the land, this amulet is naught but a simple trinket attached to a chain with an opalescent gemstone in it's middle. It transmits whichever sound or sight the wearer holds to others who wear the same, similarly to a vivid vision in the mind's eye of the scene in question. It is highly attuned to the magical forces.
It is glowing to the color of silver.
Potion of Skill/ A concoction of unknown origins, this bottle contains a liquid that shines like the day, however non-luminescent and tasting like honey. It is said to amplify the imbiber's kinesthetic senses, giving him or her the ability to make pinpoint strikes with any weapon chosen. Sadly, its concentrated form is volatile and lethal when drunk in large quantities, thus leading to the product you see now - a small drought contained within a flask.
Iron Spear/ Having no discernible sign of ownership, this mundane weapon is plainly described as a long, sturdy stick with a pointy, leaf-shaped tip. A rudimentary tool used both in peace and war, it is nonetheless useful in most circumstances. A trained soldier can utilize its simple concept to its full advantage.
Gender: Female
Age: 26
Class: Silent SisterRace: WildfolkHealth:
17/
20Skills: NimbleMental ComposurePhysical Description:- Appearance: Ecidona stands at around 150cm, with a slender, small build. Her skin is a dark brown with bark-like colourings and patterns, adorned with a variety of white markings and tattoos on her face and arms. Two curved horns arise from a wild mass of dark hair and tiny fangs peek out from her teeth - relatively few signs of her race on their standards. Her features are sharp and aquiline. Her Mark of Ecid is on her right palm.
- Clothing: Ecidona wears simple and sturdy clothes of leather and thick cloth, adorned with countless little baubles, cheap trinkets and amulets and symbols she thinks are protective or help focus her power, but possess little practical use. Many of them have been crafted by her personally and she carries a heavy carving knife to craft bone or wood with.
Inventory: Heavy Knife/ With a long yet broad blade, the handle is exquisitely carved and set into a symbol of the Silent Sisters. The edge is sharpened to a point, and the tip is curved.
Sturdy Clothes/ Thick yet light, the clothing Ecidona wears bears the work of the skill of the Bastion's tailors. The set is generally described as hard fabric, with the inner layers comprised of an interweave of different textiles, usually forming the hardened layer giving the clothing its sturdiness.
It has several pockets set within.
Bandit Cloak and Armor/ A mix-up of hardened leather patches along with several small belts for tightening, you wear the outer clothing of the common brigand. It covers most of your face except for the eyes and ears, the body and arms and thighs excluding the hands and legs. Any distinguishable marks or tattoos are easily hidden by these loose garments. Sadly, they afford little protection against the tools of war, made more for mobility and survival and even then fare as well as commoner clothing.
Amulets & Baubles/ A bunch of amulets and baubles in different shapes and forms, mostly sentimental collections of Ecidona's stay within the Bastion.
Elemental Amulet/ A communication device widely used by the more unconventional militant forces of the land, this amulet is naught but a simple trinket attached to a chain with an opalescent gemstone in it's middle. It transmits whichever sound or sight the wearer holds to others who wear the same, similarly to a vivid vision in the mind's eye of the scene in question. It is highly attuned to the magical forces.
It is glowing to the color of silver.
Potion of Skill/ A concoction of unknown origins, this bottle contains a liquid that shines like the day, however non-luminescent and tasting like honey. It is said to amplify the imbiber's kinesthetic senses, giving him or her the ability to make pinpoint strikes with any weapon chosen. Sadly, its concentrated form is volatile and lethal when drunk in large quantities, thus leading to the product you see now - a small drought contained within a flask.
Gender: Male
Age: 26
Class: Flowing spearman
Race: Human
Health:
17/
20
Skills:
Quick Senses Precision StrikingPhysical Description: - Gurren is 5'11", possessing a body frame that shows that he's been doing labor for some time, along with several scars, from previous encounters with various foes. He has greenish-brown eyes, along with unkempt messy dark brown hair. When he's in a town, socilising, he likes to wear slightly loose robes with an aquatic style to them, with shades of blue and dark green, along with a hood, in a style similar to a monks robe. When he's in armor or in the wilderness, he prefers to wear a set of tan leather clothing, mostly because its practical in the wilderness. His mark is on the back of his neck.
Inventory:
Twisting spear/ This weapon was the first weapon that Gurrath was given, that was made for him. It only appears to be twisting alongside the metal shaft, but that's only a trick of the craftsmanship. Its covered with small nicks and slight scratches, yet it is maintained well.
Chainmail/ This armor is what Gurrath uses in battle, as his style of fighting does require some agility.
Bandit Cloak and Armor/ A mix-up of hardened leather patches along with several small belts for tightening, you wear the outer clothing of the common brigand. It covers most of your face except for the eyes and ears, the body and arms and thighs excluding the hands and legs. Any distinguishable marks or tattoos are easily hidden by these loose garments. Sadly, they afford little protection against the tools of war, made more for mobility and survival and even then fare as well as commoner clothing.
Old book/ Given to him by an older mercenary in his old group. It details some basic spear techniques, along with a couple of minor cantrips of the water element. Gurrath keeps it because it helped with the turning point of his life.
Potion of Skill/ A concoction of unknown origins, this bottle contains a liquid that shines like the day, however non-luminescent and tasting like honey. It is said to amplify the imbiber's kinesthetic senses, giving him or her the ability to make pinpoint strikes with any weapon chosen. Sadly, its concentrated form is volatile and lethal when drunk in large quantities, thus leading to the product you see now - a small drought contained within a flask.
Yew Bow & Quiver/ Yew is known to be a desirable wood for bows, especially for longbows - the tension generated by the pull of the archer is bound to have a recurring effect on the weapon which propels the arrow, that its sturdiness is compromised over time. This bow is unblemished by weather or time, yet it looks like it has seen use in the past years, judging by the nearly invisible notches carved near the handle.
> Action for Ochita was given by one significant anonymous person there.
> I like how Royce tells history. It actually happened.
Yes you can retell stuff that happened in recalling history. It happened.
. . .
I don't mind.
> Sick with colds and body pain. Urgh. This is the reason for the long wait.
> Anyone can play as Gurrath. I've changed his tone-color to 'cornflowerblue' so Digital has his own free speech now!