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Author Topic: Incarnation RPG  (Read 4529 times)

sjm9876

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Re: Incarnation RPG
« Reply #30 on: August 23, 2013, 08:20:04 am »

Aedan

 (1) ’Calm yourself, mortal. I mean you no harm.
 The mortal only looks on in terror at your words. Then you hear another voice.
 "Let see, a mine, good, I like mines. You, umm, what is it? Ah, dwarf. Where am I? I mean, where are we?"
 The dwarf pales even further as he hears this. He stammers, searching for words. ‘B...b… Blackwood.’ On the last syllable he turns, and begins to run. he doesn’t stop until he has left your sight.
 Sighing, you frown at your partner. Then, wordless, you set off after the mortal, walking slowly, looking for someplace to call home. About half a days walk later, you stand on the edge of a rocky precipice. To either side, the drop slopes downwards, until it become passable almost directly opposite you. Cradled in this cliff, is a large town, filling the area within and spreading into the rock itself.
 Your attention is drawn by a commotion in the square in the town centre. A number of torches flare, and the sounds of argument reach your ears softly in the night air. Soon, however, the embers drift back towards a large doorway below you, and as the slabs close behind them you hear briefly the sounds of laughter and revelry.
 Now your mind turns to more immediate matters. You need somewhere to rest. After all, whilst the animals may be smart enough to leave you alone, mortals may not. You find a few suitable places, and spend the week scouting them out, and making them fit for habitation. The first is a small cave, set in an outcropping around ten minutes walk from the cliff. The second, a somewhat worryingly large burrow, the entrance concealed inside a hollow tree. It lies another hour further from the town however. The final potential base is a small abandoned tower, overlooking the passage into the occupied basin. It would allow you access to the dwarves without first descending the cliff, but at a greater risk of discovery.


Tela Venenatus

 The other demon speaks.
 ’Calm yourself, mortal. I mean you no harm.
 The mortal only looks on in terror at these words.  Then you say your part.
(2)
 "Let see, a mine, good, I like mines. You, umm, what is it? Ah, dwarf. Where am I? I mean, where are we?"
 The dwarf pales even further as he hears this. He stammers, searching for words. ‘B...b… Blackwood.’ On the last syllable he turns, and begins to run. he doesn’t stop until he has left your sight.
 As you turn to your partner he sighs, and departs, leaving you alone. It takes only a moments hesitation for you to enter the mine, and your eyes adjust to the gloom rapidly. the entrance corridor is straight, descending gently down into the depths. A rail track runs along the ground, and torches dot the walls at intervals. The supports, whilst old, seem structurally intact. Further down it branches into an open chamber, where a number of winding side passages branch off. Taking the first to catch your eye, it leads down a winding route - at one point passing by a subterranean spring - with the main passage eventually ending in a large natural cavern. A few creatures are the only opposition to your ownership of the mine,
(4) and they slowly learn to serve you, or are torn apart by the creatures that do. Among their number are two viscous looking, ape like creatures, with gaunt bodies and viscous claws, a small family of giant bats, five of serviceable age, and one reptilian quadruped, roughly the size and shape of a horse, but far more thick set and with a triplet of horns arrayed on it’s brow.
 
(8 ) Trapping the dungeon is made much easier by your improvised work force. A number of stone fall traps and net traps - made from cavern vegetation - are established, the floor of the entrance hall polished to hinder escape, and even a small drowning chamber established next to the spring, triggered by a concealed trip wire on the ground.
 Whilst your minions work, you leave to scout out the area.
(4) Using your chaos magic, you disguise yourself as a dwarf, and follow the tracks of the fleeing hunter to the nearby town. It rests in a natural basin, protected by cliffs that descend to ground height only at a single point. You enter here, having little other options, and go unchallenged. The tip of a tower can just be seen in the distance, but it appears to be abandoned. You attract a number of strange looks in the town, but the inhabitants are happy to buy your story of being a far travelling trapper, with a camp a short distance from the town. They even lead you to the tavern, carved directly into the cliff face, where a familiar dwarf tells his tale of things fallen from the skies to a drunken audience, laughing and cheering his story along. You sense there is no immediate threat from these people.
 Apart from this, the town seems on the verge of ruin. The market square seems empty of foreign trade, and only a few farmers and hunters sell their wares, mostly to each other. Some quarter of the dwellings appear empty, and the same again look as if they will be soon. Mostly the people appear to be making their profit from travellers, seeking refuge in the well protected town for the night.
 Seeing nothing else, you return to your dungeon to find the work completed, and smile to yourself. Even the cavern feels more homely, the walls strewn with webs. You climb them, sitting in the corner of the ceiling, deciding on your next move.


Maximus Augustus Xelion

 (3) ’Pardon me for the disturbance. What a beautiful baby that is.’
 You reach out to touch the child, but the mother takes a swift step backwards, stumbling slightly. You sigh, and turn to the men. ’Would either of you gentlemen happen to know whereabouts the…. hired blades of this place gather?’ The first man shakes his head, and backs away, whilst the second simply pulls his wife close to. Another sigh later, and you stride into the main market place, making enquiries with promising looking stallholders.
(1) However, the searching reveals few leads, and they in turn lead to nothing. It comes as no surprise when evening falls and you have made no progress. the remaining week is equally unfortunate.
 You do, on the other hand, find a number of interesting properties. Most of them are occupied, and much better fortified for it. the most luxurious uninhabited building is an old warehouse, smelling slightly of fish. Security is lax, and you spend at least one night sheltered there as a storm batters the sea front. On the other end of the scale is a manor house next door to the palace. It possesses it’s own security team, and is ringed by a foot thick wall. through the gate you can see only the gardens. The plaque on said gates tells you it is owned by one ‘T.Elliott, Merchant to the Masses.’ In the middle is a somewhat more humble house, home to one of the fishmongers from the market. clearly fish is a profitable enterprise here, for through the railings you can clearly see the two story construction, it’s facade ornate, though not extravagant.
 On the last night of the week, however, you hear a muffled scream from an alley. A man holds a woman with a blade to her throat, whilst another reaches for a locket around her neck.
 ‘Pretty bauble, this is. Not enough to cover your payments, however. Now, we all know how…. unfortunate it would be if you weren’t to pay up, don’t we? Especially when the contractors need a wage al- ‘ The man looks up to see you standing in the alleyway entrance, and pauses for a moment. ‘None of your business, sir. Move on, and we’ll all forget this ever happened.’


Shistus Primulus

You decide your first priority would be to find yourself a base. Of course, the skull would certainly make a nice ornament for any home, and so you take it with you. The most suitable place you can find is just around the corner from the grotto, a nice deep cave, occupied only by the bones of some sort of large serpent.  You settle the skull amongst them for now, until you find some other use for it.
 Then you set to exploring the locale. It takes a few days to get to grips with it, and you don’t see any other life in that time. You do, however, find a fresh corpse of some sort of gigantic deer a short distance away, accompanied by the corpse of a half eaten dwarf, whose bolt is embedded in his quarry’s side. Around half a days travel further, you find a relatively well trodden trail, winding down into the foothills far in the distance. The footprints on the path seem to be from all manner of creatures however, not just humanoids, although there are a fair number of them too. It is impossible to tell which are fresh and which are not.
 You also find some evidence of another hermit in the nearby, in addition to the deer. Following the path of the stream eventually leads you to a pool, clearly made by hand, and another game trail passing from it up over into the next valley over. Out of courtesy, you decide to leave some time to settle in before disturbing your neighbour.


Ashu-Karn

You take the woman's head in your hand, gently but firmly.
 ’Human. Flesh. Where village, home? Where is cave or tunnel beneath earth? Speak and not harm.’
 Then you turn to the child, holding the head still.
 ’Child. Here. No harm. come. Speak.’
 
(4) The woman does not speak. Instead, she simply raises a hand and points, back along one path into the trees. The child, unafraid, nods agreement. Gesturing for her to lead you, she walks, shaking, ahead of you. The child follows behind, torn between curiosity and trust of his mother. As the village emerges through the mists, and the people clustered around the fires turn with horror towards you, it even reaches for your hand. The mother looks back at you, pleading, and speaks for the second time to you.
(6) ‘Kimba…. what do you want from me? Anything, as long as you don’t hurt him.’ Your gaze falls upon the fires, and the huts, and the villagers frozen in fear. She follows this, and whimpers, but she nods, and turns towards the largest of the constructions. Soon, argument can be heard from within, and then a bloodcurdling scream. The woman re emerges soon after, a red stained knife of volcanic glass in one hand, and a similarly marked staff of the same material in the other. She takes this staff, and presses it into your hand, whilst trying to take the child from your grip.
 ‘You are chief now,’ she whispers, head bowed. ‘Do as you will.’
 You let the child’s hand slip from yours as the woman leads him away, towards one of the smaller huts. From it emerges another villager, shaking, but this one with not fear but rage. He turns to you, teeth bared, and runs at you.
(6) His fists flail uselessly against your armour, as your hand closes around his head. Then you begin to work. (5) His body twists and writhes beneath your grasp, skin turning black and fingers stretching to claws. His legs contort to face away from his belly, and spikes of bone begin to jut from his back as his bottom jaw elongates. When you release your grip no trace of humanity remains in the creature’s soul, and all that remains of it in the body is the eerie eyes and tattered clothing. A single ashen handprint stands clear on it’s face, marking it as your creation. It looks around, and with a frightened yelp, runs into the swamps.
 The men of the village approach you now, and one gestures for you to follow. They take you past the chiefs hut, where one drops a burning brand to cremate it and it’s occupant, and instead to a nearby grove. It’s rim is ringed with roughly carved stone figures, and it’s centre occupied by a deep pit. An earthen ramp slopes around the edges, descending into darkness. here one of the men speaks, casting a torch into the depths.
 ‘This is the ancestor’s grove. You will stay here.’ The torchlight below illuminates a side passage, and he signals towards this. ‘We did not make this. We have not seen the ones who did make this. But it is yours.’ Then he scurries away into the night, back towards his campfires.
 You descend into the pit then, and reaching the bottom, enter the passage. There follows a corridor, lined with square cut stone flags, and punctuated by a number of stone doors, leading to crypts. At the far end, there is a great circular hall, and inside the inner ring of pillars, there sits a skeleton upon a throne of the same volcanic glass as your staff. It wears a crown, made of solid iron, and has the hilt of a sword clutched in one hand. Below this, on the floor, is a pile of copper coloured dust that was once the blade. The bone itself seems ready to crumble at the touch, and indeed does, hanging in the still air. Then you turn, and sit.
 The next week is mostly quiet. The main moment of interest, occurring on the last day, is when a young hunter descends the ramp - the first to do so. He is followed by the scrape of flesh on dirt, and as he approaches you, he casts the creature you created at your feet, clean pierced through by a spear. Then he looks at you, almost expectant.

« Last Edit: August 26, 2013, 07:47:41 am by sjm9876 »
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

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scapheap

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Re: Incarnation RPG
« Reply #31 on: August 23, 2013, 08:43:36 am »

"I have a idea."

Plan: have the bats scout the land, looking for a small village on hard times, easier to make to a cult. Need to be far away, three days, maybe.
I shall listen about the city, for it problems, the bandits, the lost child, the heroic stuff. Then solve them, allowing my form to be see while doing them, become a legend to the city. (If they see me as good, they turn away those that seek my death.)
« Last Edit: August 23, 2013, 09:38:21 am by scapheap »
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GiglameshDespair

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Re: Incarnation RPG
« Reply #32 on: August 23, 2013, 09:28:05 am »

((My intentions? My demon mainly wants to see bravery, heroics, impressive feats of strength and cunning. As a result, He'll try to conquer the tribes and form a war-host to gain 'patients'. He'll cut them up or change them - use magic to twist their forms in monsters to hunt. If he does conquer the swap tribes, he'll lead them out of the swamps towards the softer lands))
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vagel7

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Re: Incarnation RPG
« Reply #33 on: August 23, 2013, 02:03:00 pm »

((How long of a time-frame will the next turn take place in, a month or a week? Also, can I give people eternal youth/immortality? How easy is it for a human to actually kill one of us?))
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That last gobbo would stand there, missing an arm, punctured in a kidney, liver, and spleen, fading in and out of consciousness at the far end of where the drawbridge would go, and his last sight would be the drawbridge dropping down and smashing him like a bug.

God DAMN I love this game!

sjm9876

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Re: Incarnation RPG
« Reply #34 on: August 23, 2013, 02:12:17 pm »

((My intentions? My demon mainly wants to see bravery, heroics, impressive feats of strength and cunning. As a result, He'll try to conquer the tribes and form a war-host to gain 'patients'. He'll cut them up or change them - use magic to twist their forms in monsters to hunt. If he does conquer the swap tribes, he'll lead them out of the swamps towards the softer lands))
((Short term, here. How will you react? For example, what do you do with the woman and the kid?))

((How long of a time-frame will the next turn take place in, a month or a week? Also, can I give people eternal youth/immortality? How easy is it for a human to actually kill one of us?))
(( We'll go with a week roughly. If you post for a week, and one for a month, then that'll cover both :P . Giving people immortality is possible, but probably beyond your power level without a large amount of modifiers. You are mortal, and how hard it is for you to die is based on your body score - 1d4 would probably make you around as durable as a mortal, with the same modifiers as for size, that is, twice with d6, x4 with d8, at least for direct combat. ))

« Last Edit: August 24, 2013, 06:22:48 am by sjm9876 »
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

Sigtext

GiglameshDespair

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Re: Incarnation RPG
« Reply #35 on: August 23, 2013, 05:42:10 pm »

((Mainly, ignore them. He got what he wanted: if he was disobeyed, he'd probably take a bnch of children and change them, but for the most part, people are just means to an end. Disposable, but he isn't randomly cruel - if he hurts people its for a reason.
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kj1225

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Re: Incarnation RPG
« Reply #36 on: August 23, 2013, 08:27:31 pm »

Aedan decides to go with the safest choice and takes the cave as his home. He starts concealing it from the outside forces and then tries to find out if there is any other place that would try to destroy him for some reason.
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sjm9876

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Re: Incarnation RPG
« Reply #37 on: August 24, 2013, 06:50:07 am »

(( Ashu-Karn update finished. I'll start on the next turn when i have the actions. ))
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

Sigtext

vagel7

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Re: Incarnation RPG
« Reply #38 on: August 24, 2013, 12:59:15 pm »

Maximum answered the man with the utmost calm, "I was just about to tell you that myself." He started slowly walking towards the two men and woman, his cane rhythmically tapping against the cobblestones. "But I would like to make you an offer, you join me instead. I can offer you much more than the street thug you currently work for and, " after a slow pause he said, "I will let you live.". Now with Maximum getting quite close to the group there was this very slight sense of unease, you couldn't exactly put your finger on it, but it's telling you that something is wrong here. Finally reaching the party in this filthy alley, he took his cane into his right hand and crossed them at his chest. "Have you had enough time to consider my proposition, gentlemen?" he queried.

If the men don't join you, kill the closest or the most threatening in the goriest way possible. Also recruit the woman. Use the woman's place to live in and find out everything you can about Elliot the merchant and the fishmonger.

((I'm actually thinking if I should use these games as writing practice and write much more detailed turns.))
« Last Edit: August 24, 2013, 01:03:28 pm by vagel7 »
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That last gobbo would stand there, missing an arm, punctured in a kidney, liver, and spleen, fading in and out of consciousness at the far end of where the drawbridge would go, and his last sight would be the drawbridge dropping down and smashing him like a bug.

God DAMN I love this game!

GiglameshDespair

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Re: Incarnation RPG
« Reply #39 on: August 25, 2013, 08:14:10 am »

((Sorry, the lady came round so I was unavailable to write. Apologies))

Ashu-karn rose to his feet in a single sinuous motion. Slowly, he walked over to the hunter. Quickly he grasped his face, letting go as soon as he did so: the peremnant mark of the ash-hand was on his face. He turned and picked up the corpse. He concentrated briefly, and changed it again: the bones erupted out, congealed together, over and into his spear, forming a weapon of great strength and deadliness. He offered it to the hunter.

Beneath the armour the mouth made a ghastly grin. A long tongue flicked out, tasting the scent of magic and death in the air.

After the hunter had gone, Ashu-Karn retrieved his cleaver and headed to the village. He stood in the centre and announced:"Hunters. Bring me beasts and humans. Tell of other tribes to join my dominion. "

Plan: make heavydoors from logs or stone for my crypt, where needed and lock beasts and captured people in the crypt offshoots to dissect and/or change. if there are nearby tribes, send a messager to ask they kneel in fealty. Head there with my trivbes warriors. If they'd refusing, attack and conquer them. If they accepted, take a bunch of children as insurance, and set they up in relative comfort in the crypt offshorts (not with the captured creatures, but unable to leave.
« Last Edit: August 26, 2013, 06:32:43 am by GiglameshDespair »
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sjm9876

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Re: Incarnation RPG
« Reply #40 on: August 26, 2013, 02:48:44 am »

((Just waiting on harry baldman and the rest of GD's turn. I'll start on the others soon regardless.))
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

Sigtext

Harry Baldman

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Re: Incarnation RPG
« Reply #41 on: August 26, 2013, 04:54:34 am »

((Just waiting on harry baldman and the rest of GD's turn. I'll start on the others soon regardless.))

((Totally forgot about this. For future reference, if I haven't responded within 24 hours, send me a PM.))

Practice drawing runes on the walls of the cavern for the next day or so. See what I can do with them presently.

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sjm9876

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Re: Incarnation RPG
« Reply #42 on: August 26, 2013, 08:10:05 am »

(( @scapheap, by city, do you mean irontooth, or the discovered town? ))
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

Sigtext

scapheap

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Re: Incarnation RPG
« Reply #43 on: August 26, 2013, 08:35:00 am »

(( @scapheap, by city, do you mean irontooth, or the discovered town? ))
((irontooth))
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sjm9876

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Re: Incarnation RPG
« Reply #44 on: August 26, 2013, 09:18:51 am »

Aedan

 (8 ) Concealing the cave is a simple matter. A short moment’s concentration allows you to call up an illusion in front of it, so that any passing by will see only a continuous wall of rock. Then you set to exploring the local area. Mortals are generally not immediately hostile to demons, although some are. They have the difficulty though that many demons appear mortal at a glance.
 The nearest potential threat is from the town of Irontooth. However, they seem to have disregarded the notice of the hunter, and no obvious action has been taken. Besides them, the next closest danger is the other demon, although whether that will materialise you cannot tell.

 (5) You can discern a number of other towns outside of easy walking distance. None seem to be aware of your presence however. One does, on the other hand, contain a church to Darus. A false god, one whose worshippers believe demons and other beings of immortal nature to be evil, and thus in need of eradication.

Tela Venenatus

(4) The bats fly at night for a number of days until they find a suitable village. Four days on foot from Irontooth, it lies on a patch of near barren land, and the locals struggle to etch an existence from the hostile ground. One family in particular draws the attention of the scouts - each night as the bats pass they look up to the sky, and they whisper of omens and redemption. The final night, you send one of the bats down to them. As it lands before them, they step back, but you use the bat as a channel for your voice. You bid them worship you, and to spread your name throughout the village. whether they do or not you will have to wait and see.
 Meanwhile, another hunter passes into Irontooth, telling of a strange half woman, half spider being.
(4) He himself claims to have witnessed her tearing through a nearby bandit camp. At his side is a small child, the daughter of the town’s mayor, whom he found unharmed at the scene. She pauses for a moment as she is passed back to her father, eyes straying to a female dwarf in the crowd, and she whispers ‘Tela,’ inaudible to all but the noble. This dwarf heard of the bandits only a day ago, his subtle enquiries reveal, and then disappeared.
 The next time you are in town, the doors of the tavern bang open. and a single guard marches in. He addresses you directly, by name. And then he bids you follow him. This you do. For chances are that in the event of a trap you can easily overpower him. There is no trap however. the mayor sits, with his daughter at his side, and starts to talk.
 ‘My daughter seems to believe it was you that saved her. If that is the case, you have my utmost thanks… whatever you may be. In that respect, I would ask you what reward you seek for this?’

Maximus Augustus Xelion

You answer the man with the utmost calm, "I was just about to tell you that myself." You start slowly walking towards the two men and woman, your cane rhythmically tapping against the cobblestones. "But I would like to make you an offer, you join me instead. I can offer you much more than the street thug you currently work for and, " after a slow pause you say, "I will let you live.". Now, getting quite close to the group, there is a very slight sense of unease. Finally reaching the party in this filthy alley, you take your cane into your right hand and cross them at your chest. "Have you had enough time to consider my proposition, gentlemen?"
 (4) They look at you for a second, sceptical, but they see something in your eyes. ‘How much are we talking here, mister? ‘Cause we don’t work for free.’
 Your reply comes fluidly. ’Enough. Enough that you may never need to work again.’ They miss the edge to your town, the fact that more than just gold could fulfil the offer. Death, or imprisonment, both being equally valid. But the speaker - the one you are coming to address as the brains more and more, notices this not.
 ‘We have a deal then, my friend. You’ll be able to find us around the back of the markets. look for the book stall, and ask him to see the backroom. That’s all there is to it. Enjoy your lady.’ With that he departs.
 As you turn to the lady herself, she does recoil. But you assure her you mean her no harm. You did, in fact, just save her life. Surely she owes you something for that? In fact, you are in need of a place of residence, even if only for a while. She hesitantly agrees, but soon is spilling her troubles to you.
 ‘It was my late husband you see. A gambler. A good one though, before you get him wrong. Won the house most nights. When he passed away, they accused him of cheating. Of course, with the man himself gone, who would say otherwise? So I got set with his debts. All made payable to the... gentleman up by the palace. Calls himself the Merchant to the Masses. Just a glorified criminal really. His little chains of stores surely shouldn’t be able to fund his lifestyle.’
 On that note you approach the house. It has a sort of faded glamour to it, as if it was once grandiose, but has since fallen into disrepair. Size wise, it is more than enough for two people, although it could get cramped with a number of others. But there are no others.
 Your questioning tells you little else about T.Elliott but what she has already said, and nothing about the fishmonger, However, they do seem to make her more amiable towards you.
 The thugs you have hired can only tell you that Elliott hired them. they know nothing more about him. A promise of a pay rise however, does earn you directions to the fishmonger’s stall. The man himself is rather rotund, and wields a gutting knife with practiced ease. He is dressed in practical garments however, with the only sign of his wealth being a single gold ring, currently slick with blood. He tells you the stall closes when they’re out of stock, which is usually shortly after noon. If you want anything particular he’ll try to keep it for you, though a little extra coin would help.
 This week has certainly been more productive than the last. You have little disturbance as you lay back on a feathered pillow in the spare room, and pretend to sleep for the peace of mind of your host.


Shistus Primulus

 (6) These runes are new since you were last in the world. Nonetheless, they feel instinctive to you. After all, they are merely a way of focusing your chaos magic. You let your mind slip, and start to scrawl blindly. Soon, when you end your drawing, things begin to change. The first rune creates a flow of water, adding to that from the spring. The second causes a sudden burst of fire, and after that you begin to focus on certain aspects. The syntax comes naturally, and you can discern a pattern in simpler runes, allowing you to use most basic elements. A week of practice later, and the valley walls are covered in them. Various magic affects the land, although you had to remove some of the more hazardous runes for your own safety. In one area the ground itself glows, in another a small pool of magma wells up from deep below. In another the floor is invisible, revealing a cavern far far beneath. In yet another, you inscribe the rune for ‘recall,’ with particularly strange results. A strange montage appears on the surface, a snapshot of an ogre, then a wolf, alternating between the two in various poses. In one, the wolf attacks a familiar looking dwarf.

Ashu-Karn

You leave a while for the hunter to return to the village before you follow. When you arrive, he stands eagerly before you, taking in your words. As you leave, the menfolk immediately turn to him for leadership. He gives each a task, and a role. He assigns one to each of the three nearby villages, and splits the rest between these. On hearing of you, the first village bows easily. The second refuses completely, but the third is torn, and indecisive. On approaching them again, your messengers find the opponents to your reign tied in the centre, they deliver them to your now fortified crypt along with the children, and seal them away separately. There are twelve of the adults in total, and four children.
 You personally lead the attack against the rebellious village, with the marked hunter by your side.
(7) Their warriors fall before you, the cleaver passing through them as easily as water. The last of them is a young boy, barely reached mahood. He guards the women and children of the tribe, and he stands steady as you approach. (2) However, you have grown smug in your easy victory. The boy tosses his spear against you, and it’s tip passes through a chink in your armour and into your flesh. A hiss escapes you, (5) and you hold the boy off the ground as you consider what to do with him. Your lieutenant urges you to kill him for his impudence, but he was also brave. He still is, staring as directly into your eyes as their large number allows.


 
Logged
My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

Sigtext
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