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Author Topic: The Cursed  (Read 1899 times)

flame99

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The Cursed
« on: August 22, 2014, 02:27:53 am »

A cloaked figure finds himself walking a path covered with thick, overgrown grass, and flanked by towering, imposing, and thickly grown trees, marked by deep scars, seemingly made by the claws of beasts. A light rain has begun to fall, and judging by the clouds hanging above, the figure would guess that a storm will soon arrive. The cold, northern winds tear through the cloak, causing it to billow in the wind.
The figure isn't entirely sure what they hope to find at the end of the road, but legends speak of a cure for the curse that has afflicted them for so long; the same legend which speaks of harrowing creatures and assured death. But the figure, at this point, has little to lose.
The near silence is pierced by an inhuman shriek. Instants later, a canine-like shape bursts forth from the treeline, and tackles the figure. As the beast prepares to kill the prone human, a sharp crack is heard from somewhere deep within the woods, and along with a flash of light, the thing dies.
Looking at the corpse, it seems to be a twisted version of a wolf. Its teeth are razor sharp, and hard as iron, as are its claws. The pelt seems very coarse and thick, and the beast as a whole seems to be considerably larger. Most striking of all is the fact that it's maw is far larger than it should be, and opens much wider.
A man arrives from the trees, dressed in drab, gray clothing, covered in dried blood. He's clearly balding, but what remains of his hair is a dark, steely gray as well. He holds a staff adorned with gold and various jewels. He begins to speak, with a dry, gravelly voice clearly unaccustomed to use.
"A touch deep in the Splinterwoods fer an unarmed traveler, aren't ya? What's yer name?"

How do you react?
« Last Edit: August 22, 2014, 02:44:33 am by flameboy99 »
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blazing glory

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Re: The Cursed
« Reply #1 on: August 22, 2014, 03:59:31 am »

Speak.

"Russel Duncan."
« Last Edit: August 22, 2014, 04:03:19 am by blazing glory »
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flame99

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Re: The Cursed
« Reply #2 on: August 22, 2014, 07:46:07 am »

The figure answers, claiming his name to be Russel Duncan. The other man introduces himself as Jonathan Hulls, and picks up the beast, carrying the heavy corpse easily. Jonathan offers for Russel to stay with him at his cabin, a few minute's walk from here, to which Russel readily agrees; the road can be found again when the storm lifts. After a few minutes of walking through the forest, the cabin finally comes into view.
It stands in a clearing in the forest, lit by a flickering, dieing fire inside. The roof is built in an odd fashion, made to allow smoke out, while preventing rain from entering. Once inside, Jonathan sets to work cutting chunks of flesh out of the corpse, evidently butchering it. After a few seconds, he looks up from his work, and begins to speak once more.
"Well, welcome to my humble abode. Not much, I know, but she's warm and dry; all ya can really ask fer in Ferror. There should be some salted meat in the cupboard over there, if yer hungry. By the way, Russel, mind if I ask what brings ya here? I'd imagine it's the same as the rest-- Looking to lift the Fog's Curse, right? That's what I came here first too, y'know. Never could find it, but I think it was somewhere about the forgotten city. Only problem is the beasties there are too tough for me ta do much against them."
Russel knows that Jonathan has guessed correctly - the Fog's Curse is the reason he's here. But he's got to wonder if telling the old man that would be entirely wise.
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Re: The Cursed
« Reply #3 on: August 22, 2014, 12:47:12 pm »

Internally reflect on what The Fog's Curse is.
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flame99

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Re: The Cursed
« Reply #4 on: August 22, 2014, 09:07:55 pm »

Russel muses about the Fog's Curse. It's a magical disease which has plagued the world for centuries. With little warning, vast clouds of impenetrable mist fall upon various places of the world, cursing anyone caught inside, should they survive. More often than not, those rare few who do would have their mind shattered beyond measure, gibbering of horrible abominations against the Gods, bearing gaping wounds, often with fewer limbs than they entered with. The ones who make it out invariably bear a mark, a seven pointed star burnt into the flesh on their right calf. Those with the mark will be plagued by misfortune and sickness. Many of them will find themselves in the center of another instance of the Fog.
There is one place where the Fog never lifts; Ferror, the kingdom of corpses. In a time before time, before the Fog, it was a small empire, an upstart nation who'd just earned their freedom in a rebellion against the Theocratic Nation of Ghal. According to legends, the emperor of Ferror was a scribe of dark, forbidden lore, studying the Demons and the unknowable secrets of the Gods. Eventually, he attempted a heresy too great for the Gods to tolerate any longer; he attempted to summon one of the Elder Daemons, creatures so vile and repugnant that even the Demons keep them sealed far in the depths of Hell, who hold the key to bringing about the End Times. Legends conflict on what happened next.
Some say that the emperor succeeded in his ritual, and called an Elder Daemon to the Mortal Realm, and the Fog is the first sign of the End Times. Some say that the ritual was performed wrong, and that the Fog is the soul of the emperor trying still to end life as we know it, and usher in the Demon's reign. Some say that the Gods smote him, and created the fog as penance for the humans, and as punishment to ensure that none attempted to study the Demons again, let alone raise an Elder Daemon.
Regardless, Ferror is the only place where the Fog never lifts. It is shrouded by the thick mist for miles around, and many legends say that it hides the sole method to lift the Fog's Curse, and according to few, the source of the Fog can be found and destroyed. However, nobody's ever managed to find either, or at least nobody whose lived to tell about it. Still, many of the Cursed choose to live out the rest of their life in Ferror, to avoid cursing any others. Most do not live long lives after deciding this.

Jonathan interrupts your thoughts.
"Not much one for words, I see. Where do ya plan ta go now? Assuming ye don't plan ta leave Ferror, I should have some spare weapons ya could have."
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flame99

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Re: The Cursed
« Reply #5 on: September 02, 2014, 09:14:10 pm »

Russel quietly says that he plans to go to Maldrik, an old shrine to Toro-kal of Night on a hill sitting just to the east, if he hasn't lost his sense of direction. Jonathan quickly corrects him, claiming it's a short walk to the west from here. The man then offers Russel a spear; the handle is slightly rotten, and the tip is being eaten by rust, but the metalwork is solid, and it'll hold, for the time being. Taking a few pieces of meat, a burlap backpack, and speaking a word of thanks, Russel sets off.
Jonathan's home quickly fades into the Fog, and Russel enters the vast forest once again. Soon, he comes to a high hill. It takes a considerable amount of time, with a number of close calls and a few slips down the slope, but eventually, Russel reaches the peak. The fog falls away, revealing the sun; one of the few times he'll see it in this journey, Russel knows. In the distance, he can see the steeple of Maldrik jutting up from the mist, and his heart leaps at seeing his objective so close. His excitement doesn't live long, though, as he sees something stirring in the mist. A scream pierces the fog and your soul, chilling you to the bones.
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Re: The Cursed
« Reply #6 on: September 02, 2014, 09:28:54 pm »

Remember if Banshees are a thing.
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flame99

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Re: The Cursed
« Reply #7 on: September 02, 2014, 10:06:32 pm »

To Russel's knowledge, no, banshees are not a thing. However, rumours about what's found inside the Fog are vague and inexact, filled with contradictions and omitted information. They could very well be real and just haven't been mentioned in any stories.
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Re: The Cursed
« Reply #8 on: September 03, 2014, 02:01:16 am »

Purrhaps we should detour away from the stirring.
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flame99

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Re: The Cursed
« Reply #9 on: September 03, 2014, 01:56:06 pm »

Russel attempts to avoid the thing lurking in the Fog, but as he turns, he sees two more disturbances flanking him. Making a snap decision, he runs off to the north, getting to a relatively flat area that he can fight on. He's lost the high ground advantage, but the things aren't flanking him. Another scream pierces the veil, and Russel finally places the sound, he realizes that it seems to be a dog's howl, though heavily distorted.
From the Fog comes two more Dire Wolves, similar to the one that attacked you earlier. With another howl, one of them charges. You make a stab at it as it charges, but you only land a grazing hit on the underbelly. It's slightly wounded, but it isn't enough to hinder it's ability to kill you.
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daemen

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Re: The Cursed
« Reply #10 on: September 06, 2014, 10:52:14 pm »

Keep your spear leveled in front of you, never taking your eyes off the wolves try back your way against something so your back isn't exposed
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flame99

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Re: The Cursed
« Reply #11 on: September 07, 2014, 01:24:13 pm »

Russel begins backing into the Fog, soon hitting a tree. One Dire Wolf bursts from the thick mist, slamming into his lowered spear. It pierces through its thick hide, hitting several major arteries on the way, and severing the spine besides. It isn't quite dead, but it can't move, and will bleed out before long. Another rushes him from the side. Before he can react, it sinks a deep bite into his arm. Russel shakes the beast off, and returns with a lunge of his own. He bashes the beast hard with the shaft of the spear, knocking it over. Taking advantage of his position, he brings the spear down on the thing's underbelly, skewering it with a large spurt of blood. It wails mournfully for a moment, before finally ceasing its struggles. The third one begins to ready a charge, but thinks better of it and runs into the mist.

Russel has gained a new skill: Spear Proficiency 1 - Novice!
Russel has gained a new injury: Right Arm, deep [LIGHTLY BLEEDING]!


Continuing on his way, he soon makes it to the cathedral. The door is large, and made of basalt. Pushing it open, the interior is lined with fine carvings and statues of Toro-kal and various symbols associated with Him. Most are small figurines, possibly left by the former worshippers here, but one stands far above the others. It's a giant statue of Toro-kal, standing just behind the dias for the attending priest. He's clad from head to toe in thick, dark wrappings, carved of basalt. Around his neck are necklaces, with chains made of magnetite, and in each one, a large ruby set in it.

Along the walls are various bas-relief carvings, each detailing what appears to be a legend concerning the God of Night. They have some clear similarities in the general plot to enduring legends surviving to this day, but many of the details are vastly different; for one, you're pretty sure that Toro-Kal didn't have a tendency to slay those who lit the night.

Regardless, the reason you're here is that you have it on good word that there's an entrance to a winding set of catacombs in Maldrik, which should eventually lead to Tyrrik, the old capital of Ferror. However, you aren't sure where the entrance is. You do know it's hidden, however.

Spoiler: Russel Duncan (click to show/hide)
« Last Edit: September 07, 2014, 01:35:13 pm by flameboy99 »
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daemen

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Re: The Cursed
« Reply #12 on: September 07, 2014, 02:00:32 pm »

First things first... 
1) Perform a quick search for any living inhabitants
2) Identify and attempt to barricade all entrances
3)  Tend to the wound on our arm
4) Take stock of our provisions and weaponry. Might be good to retrieve some of that wolf meat
5) perform a thorough  search of the chapel paying special attention to the statues... The giant on near the pulpit in particular.
6) While we're searching reflect on what we know of Toro-kal and his worshipers
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flame99

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Re: The Cursed
« Reply #13 on: September 07, 2014, 04:33:36 pm »

Looking around the church, Russel doesn't find anything either living or once living. It seems to be completely abandoned. There's only one entrance that he can see, aside from the dark stained windows, and that's the door. He drags some of the pews which've come loose from the ground in front of it. It isn't a perfect barrier, and a sufficiently determined peasant could probably break it in a few minutes. However, it'll give you time to prepare for any such attack, and might keep some of the smaller things out.

Next, he tries to tend to the wound. Checking it, the bleeding has stopped. It's still painful, however, and still very open. Russel would love to tend to it, but has nothing to do so with. All he has is his spear, a burlap backpack, and three pieces of well preserved dire wolf jerky. He considers going back to where he killed the two wolves for more, but they're raw, and while he could light a fire to cook them once the storm lifted, it doesn't look like that's going to happen before a family of maggots find the corpses.

Next, he checks the various statues. Aside from the personal charms and figurines, there are seven statues in the church. Two of them are of owls, Toro-kal's holy bird, one of them is the large statue of Tora-kal, and the rest of them are His Divine Seraphs. They are, respectively, Lunaric, the Moon of Dusk, Selinir, the Moon of Midnight, Alcmenaria, the Moon of Dawn, and Allur, the Black Moon. Each is shown with a pendant representing their particular sphere, a blade held downwards before them, and their winds spread as if in flight. A plaque beneath each of them forms a short poem:

As sun's last ray
Flees the land of night
And vanquishes day
we regain our might


He then checks the statue of Toro-kal. The God is standing with his right hand over his heart, and his left outstretched, as though giving a sermon. Behind him, two leathery, bat-like wings sprout from his shoulder blades, and His symbol, the waxing and waning crescent flanking the full moon, is formed by embedded Jet, thought it's barely visible in the dim chapel. Looking carefully, you spot a small latch beneath his left wing. Giving it a slight push causes a creaky hatch previously flush with the floor to open on the dias.

Finally, Russel reflects on what he knows of Toro-kal. Despite what outsiders often think, due to his demonic appearance and often negative sphere of influence, Toro-Kal is a benevolent God. He is also the twin brother of Tara-kil of Day. According to legends, they both designed Mirun together, along with the rest of the gods. However, they had to watch over the gods and people of Mirun, which exhausted them both. Eventually, they came to an agreement; Tara-kil would preside during the Day, and rest at night, while Toro-kal would do the opposite. His spheres are trickery, night, and dreams, both good and bad. His followers often hold lavish celebrations at night, and make trinkets to ward off bad dreams. The chapels tend to be dimly lit with candles, with most of the sunlight being blocked by the almost black stained glass used in the chapel windows.

Spoiler: Russel Duncan (click to show/hide)
« Last Edit: September 07, 2014, 05:33:47 pm by flameboy99 »
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daemen

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Re: The Cursed
« Reply #14 on: September 07, 2014, 05:18:48 pm »

Only one thing left to do then.. descend!
« Last Edit: September 12, 2014, 01:51:55 am by daemen »
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