Willhelm stood up at full height, towering over the prone man. He ran his hand over his short hair as he looked at the trampled schrubbery, resting his hand at the spot where a large scar remains as a constant reminder of his accident. When he speaks he does so in a slow and deliberate manner, words do not come easily to Willhelm anymore.
"Blessed are we all to be alive in His creation, for every day is a gift."
He points to the trampled shrubs, and looks at the prone guy.
"His faithful nourish and shape the land. Truly wicked are those who would so carelessly destroy their labour. What reasons could they have, that their haste takes precedence over the work of honest men?"
[4][2] The prone man's accomplice helps him up as you make your speech, each of the vandals whispering into the other's ea under your voice. As you cast your final judgement, they both turn and flee into the snow field. You observe that the one who fell is limping as he runs, slowing him down.
Perhaps they ran into the snow because they knew they could not outrun you on open road. At least it looks like they know their place!
You are outside in the cold. [4][3] The weather is calm and the morning fog is clear, allowing you to see long distances. The ruffians seem to be heading toward the so-called "barony of Ardour" mentioned by the sign, but all you see in the distance are the ruins of an old castle, set in a clearing among thorny snow-pines....
You have a large greatbow (Attack power: 3 (charged), 1 (uncharged)) (charging takes one turn of preparation)
You have 14 arrows in your quiver (Attack power: 1)
You have an important scroll in a copper cylinder
You have a moderate sum of cash
Traits and Skills:
Man of Steel
>Gain +1 positive dice when using melee weapons
>Your opponents get +1 negative dice when attacking you
Fists like Hammers
>Gain an additional +1 positive dice while unarmed
Bow Mastery
>Your targets get +2 negative dice when you target them with a bow
Illiterate
>What's a book?
Amnesia
>You have forgotten many things
Injuries:
none
Zikal sighed at the deception. Typical. Well, I suppose this lie was understandable. People who have nothing must do what they can to simply survive.
He looked back at the shack, memories of his past aspirations from Saltar resurfacing. All that I've left behind, may it one day grow anew. Shaking the thoughts away, he focused on the task at hand. The harsh weather makes tracking the ruffians a near impossibility for most humans. Luckily, adepts were not most humans.
Shape-shift into a wolf and begin tracking the ruffians scent around the road.
The colors of winter--the red blossoms on the banks of the road and the teal vines smothered underneath patches of melting snow--all fade to an ugly brown as you take on the aspects of a fierce canine. Your javelin melds into your body, as does your clothing and other possessions. Your field of view stretches outward, but you've done this many times before with a variety of animals. The dizziness lasts only a few seconds.
[6][6] Now that you are ready to move on, however, you hear a wimper from behind. You tilt your head to see what happened, and as it turns out, you've created a whole family of pups to take care of! What a calamity, putting these innocent creatures out in the cold! You look around to see if you have subconsciously procured a she-wolf to help manage the pups, but it seems you are alone with them. Five pups, with nowhere to go.
...
You have a Beech Javelin (Attack power: 3 (thrown), 1 (stab)) (thrown attacks must be recovered)
You have 10 Javelin memories (strong)
You have a small amount of cash
Traits and Skills:
Forest Ranger
>Gain +2 positive dice when navigating and moving through the wilderness, as well as performing stealthy actions
Javelineer
>Your targets get +2 negative dice when you target them with a javelin
Noble's Education
>Gain +1 positive dice when learning from writing or conversing about literature
Shapeshifter
>Transforming into forest animals does not consume memories
Cynical
>Others will press any advantage...
Xenophobe
>Foreigners always disappoint
Injuries:
none
Archae affectionately pets his faerie, and smiles. He wanders around for a bit, looking for a couple of essential items.
Archae finds a stick, and than walks into the marketplace, looking for equipment such as backpacks, food, and simple weapons.
[3][2] You find a big tree just outside the gate with plenty of branches, all thorny though. The species
Coniferum Spica, like all pines, grows a thick cyan-colored bark to protect itself from the piercing light of the Ashstorms. The coating is made up of small needles which fit snugly together to thicken the surface by about half an inch, while extending small thorns about a fourth of an inch. This coating dissolves during the ashstorm, but the last time an ashstorm occurred was during the night, and thus the current layer is even thicker and thornier than usual. The spines are half an inch long.
You wrapped a tarp around the stick to help yourself hold it, but it's not a perfect solution.
[4][4] You find more success in procuring rations for your next journey. A peasant girl was selling oranges, lemon juice, and sandwiches wrapped in longland leaf (a natural preservative). The prices were pocket-change, and she mentioned that her family grew quite an excess during the last summer.
[2][6] Finding an equipment store, you purchase a cheap leather backpack to hold all of your essentials, then turn to the weapon rack and gaze upon the shiny things.
A boy with clean hands and pristine apron greets you.
"G'day traveler. I trust everything is going well? Would you like a demonstration of some of the finest weapons Tyron has to offer?"
He removes a silvery-white falchion from its sheath and brandishes it, showing off a banded steel pattern and the extreme sharpness of its blade, enough to cut a feather falling on it in two.
...
You have a spiny walking stick (Attack power: (attacking head) 2, (attacking other parts) 1)
You remember your time in the wilderness well
You have some sandwiches and citrus
You have a fair sum of cash
Traits and Skills:
Mystical Learning
>You are skilled in the art of Aganis
Animal Handler
>Gain +2 positive dice whenever animals are involved, unless you are hunting them
Wilderness Survival
>Gain +2 positive dice for actions involving gathering natural resources, starting fires, tracking, and other survival skills
Photographic Memory
>Magical memories and thoughts last longer.
Cannot Speak
>Silence is golden
One-Eyed
>Your targets gain +2 positive dice if you attack them from a distance
Injuries:
none
[2][1] Blast! He has already swallowed the trinket. You see no sign of it in his mouth.
As for the meowing, it ends when you approach Klein. The cat glances outside, then looks back at you, before marching to your feet and cuddling around your boot.
There is a bang from the ceiling, from one of the upper rooms. You've heard that noise enough times to recognize that it was a gunshot. Some guests scream, others reach for their arms. The people of this city are more proactive, it seems, than the apathetic men of the country taverns.
"The cat knew it all along. Why else would it be a screamin?" a guest remarks.
...
You have a Zweihänder slung on your shoulder (Attack power: 4) (can only be swung every other turn)
You have a Katzbalger in your sheath (Attack power: 2)
You have an arquebus (Attack power: 3) (Your opponent gets an extra positive die to dodge)
You are wearing light plate armor (incoming attacks lose 1 attack power if over 1)
You have a decent sum of cash
Traits and Skills:
Charisma
>Gain +1 positive dice when speaking with others and persuading them
Veteran
>Gain +1 positive dice to defense rolls, and your enemies gain +1 negative dice to their defense rolls
Swordmaster
>Gain +1 positive dice to attack rolls with long, bladed weapons
Sharpshooter
>Your targets get +1 negative dice to their defense rolls
Noisy
>You get +1 negatice die to stealth, and an additional +1 negative die if you are wearing armor
Old Pains
>In cold weather, without thick clothing, you get +1 negative dice to all actions
Injuries:
none
The faerie spins around in the vortices of the air, snickering gleefully.
[4][2] You become one with the roof, and watch. There is still a trickle of snow blown up like dust from the trees and other rooftops, but not enough to accumulate on top of you, which would reveal you. ((speaking of which, do you even have a body temperature?))
[6][4] A rich nobleman with several followers walks by, dressed in a quilted doublet of white and blue, with a knee-height shoulder cape on one side and an ornate sheath on the other, holding a medium-length bastard sword within. [5][6] He notices the faeries, and sniffs loudly, telling his entourage to stop and follow him. The entourage consists of three women wearing sumptuous dresses trimmed with golden highlights, and two men, one of the Astrologer's Guild with a black fedora and a formal set of white shirt under a black vest and pants, unarmed. The other man appears to be a burgher, in cheap flannel, hammer at his side.
Nobleman: I say! That is most distinctly the smell of blood.
Astrologer: The faeries can attest.
Woman in Blue: Dear, why would the faeries be interested in a fresh kill? Don't they have children to be luring off into the wilds?
Woman in Red: Don't be silly! That's all just a mother's tale, for women to watch their kids closely.
Woman in Green: My son likes to catch the faeries in a hemp net and tear off their wings.
Woman in Blue: Watch him closely...
Nobleman: Enough! Bern, you stay watch over here, and shout if anything goes wrong. Sir Arnold, I need you to come with me, and tell what else you can gleam from the faeries.
Arnold: I think you overestimate my trade.
Nobleman: Nonsense! You are a fine asset to the team!
Arnold: My position as court astrologer of Duke Ferdinand is prestigious indeed, but not quite useful. The peasants will believe anything we tell them. It's the formulation of theories, our creativity, which makes up my job.
Nobleman: Well, prestige is all you need these days. A natural shield against murder, I would say. A bandit dare not end your life if they can make a fortune off releasing you.
Arnold: How considerate of them...
As the men and women talk in their respective circles, a band of four peasants pulling a cart approach. The cart is filled with straw and unsaleable goods, mostly spoiled fruit. The cart itself looks like it was fitted to be drawn by horse, but perhaps they've sold the horse.
...
You can use a switchblade (Attack power: (on stealth attacks) 3, (normally) 1)
You have a small sum of cash
Traits and Skills:
Secret Powers
>DoOOoobillidabidydappidydap dipigillidydapda!
Current Stat Modifiers:
+0/0 positive dice to attack rolls (Max 1/1)
+0/0 negative dice to enemy attack rolls (Max 1/1)
+0/0 positive dice to defense rolls (Max 1/1)
+0/0 negative dice to enemy defense rolls (Max 1/1)
Injuries:
none
It is the 2nd hour after noon, and the Twin Suns are obscured by a cloudy blanket.