Regina You reach to the back of your mind for the memory, and are somewhat surprised to find it slip away. It is disturbing to think that it might not just be your body’s memories that were left behind on that noose.
Shaking it off for a second, you climb the stairs and turn into the storage room. Digging through the piles of clothing, you pull out a pair of dark brown travellers pants and forest green shirt - though not before a torn dress of royal purple gives you pause for reasons you cannot exactly explain. You pull the clothes on over the tattered rags you wear now, discarding the worst of them, and turn to the shelves.
The bucklers seem mostly unremarkable, and you take one with little reason. One of the staves, however, stands out from the rest. It is made from a sandy coloured wood and it’s carving seems almost crude. However, the wood is a faded sandy colour - and it reminds you of the gates of Bonap. It was said that the gates had been formed from the wood of a very rare tree, much harder than any battering ram. Of course, this hasn’t - hadn’t - come under test in your lifetime. Nonetheless, the wood feels satisfyingly heavy in your hands, and you tuck the bone shiv in your belt to free them.
With that, you turn to the pile. The crossbow is a light traveller’s design, all in working order, but a quick rummage confirms that there are no bolts. More usefully are a number of knapsacks - four of a decent size, and a couple of smaller, hip held ones. Amongst these are a great variety of devices. A lone blackjack sits alongside a pegleg and some forlorn looking toys. A signet ring, surface charred beyond recognition, sits on the tail of a small dragon statuette - it sits on it’s haunches, positioned to roar despite it’s missing lower jaw.
Felicity & Ayzebel The first amulet is a strange thing - a circle, carved to look like woven vines, with glimpses of what might be a monkey’s face peering through. The second, and that which Felicity is now wearing, shows two fish, leaping in opposite directions, curled together like the yin yang symbol of the eastern mountains. It is carved from driftwood, and is rough to the touch, worn by sea salt and wind.
Kanders You pause for a moment, before heading up the stairs. The door to your right opens into the storage room, where you can see many of the others, and the corridor continues to your left a few metres before turning back on itself - if you assumed that a room of similar size to the one below lay at the top of the shaft, such a room would share a wall with the corridor round the corner. As you climb the stairs, you notice that the slight flaws in the stonework continue, though, perhaps coincidentally - perhaps not - they seem to get rarer.
Embrus You climb the stairs, seeing the storeroom to your right and the corner to your left. The storeroom clearly contains a fair amount, though it’s material value is somewhat doubtful in many cases. You cannot tell whether the corridor holds any dangers - or treasure - from where you stand.
((Aka - you could do with being a little more precise. I can’t reasonably describe every single item you could possibly take, nor am I going to send your character in blind without an explicit action. If you are looking for something specific, tell me, and I’ll tell you if you find it. If not, please propose somewhere to search. Cheers.))
Cheers Rolep
That said, if anyone has any writing pointers I’ll always take them. Especially if anyone knows a good way to avoid my hyphen abuse
Embrus
WILLPOWER:2
AFFINITY: 4
SKILL: 3+2
STRENGTH: 3
TOUGHNESS: 3
INITIATIVE: 4
1 Iron bar
Felicity
WILLPOWER: 4
AFFINITY: 3
SKILL: 2+2
STRENGTH: 2
TOUGHNESS: 4
INITIATIVE: 4
Wooden buckler
Cloak
Driftwood amulet
Ayzebel Glassria Kulandria
WILLPOWER: 3
AFFINITY: 2
SKILL: 4+2
STRENGTH: 4
TOUGHNESS: 4
INITIATIVE: 0
1 Iron bar
Wooden buckler
Cloak
Kanders Denres tuCessern
WILLPOWER: 3
AFFINITY: 3
SKILL: 3+5
STRENGTH: 2
TOUGHNESS: 2
INITIATIVE: 2
Regina
WILLPOWER: 4
AFFINITY: 1
SKILL: 4+4
STRENGTH: 1
TOUGHNESS: 1
INITIATIVE: 8
1 Bone shiv (at belt)
1 Stave
Wooden buckler
Kane Aver
WILLPOWER: 3
AFFINITY: 4
SKILL: 2+3
STRENGTH: 2
TOUGHNESS: 2
INITIATIVE: 6
1 Iron bar