Zrell: Well, no one is around the clubhouse. So you write out a note explaining the situation and leave it where anyone can find it. You then go lay down for a while after making sure the alchemist gear is still working. It is.
Zackarine: Mourning. Mourning right next to the big cat who is literally eating your dog as we speak.
Zamia: I gotta say, this has been a very poor series of rolls for you. You look around, keeping your ears open, trying really hard to notice anything that might be coming from you. Sadly, the first thing you notice is a talon gently hooking itself under the left side of your jaw. [4v2, finally a good roll] You leap back, throwing yourself away from the claw just as it pulls upward. You see a long, solid black arm dangling out of the tree tops. It shoots back up into the folliage like a fishing line being yanked from the water. The leaves don't even rustle.
Bang hands some coins to Aurum before grabbing his mates by their collars and dragging then back upstairs and out into the courtyard. He drags them straight out of town, about a mile north and the...frankly forgets where he's going. Where was this thing again?
Prism: The spider seems to ignore the question and asks you for a bobbin of unwoven silk.
Aurum: You get a beetle but find no hourglasses or drawnings
The mage breakers see you coming, appear to look at some thing in their hands, and then motion for you to stop. They effectively tell you that they know you are a wizard, they know you have a spirit and they will be keeping a close eye on you. They basically say that if you follow the laws, everything will be fine. If you break them, they will break you.
You agree to their...demands? Really more of a threat than anything. But you accept the terms and head through, walking up the long and winding pass to Alkahest. Alkahest's doors are open wide now, heavy white stone over a hundred feet high. Through them, is Alkahest: The main street runs from these doors straight up the length of the city until it ends at the palace, miles away. You can see its looming white stone towers from here. The Noble quarter is packed around it, and then the other areas, like the artisan's quarter or the Church of the 8 unspeakable are spread out around you.
Eclair goes in search of a well muscled man. A search I'm sure he's been on before. The biggest man he can find is a large mustachio'd fellow. He looks pretty buff, but you think you'd easily outflex him. And that might be rather unnice to him. Assert your Flexing dominance or not?
They give you several hundred feet of rope, two sets of climbing crampons, a grappling hook, and iron stakes to drive into the stone. You accept them and head into their record room. Its pretty messy and disorganized but you manage to cross reference the flow charts and the cave charts to get a good idea of the origin of the plates. That done, you ask if anyone wants to join you. Two offer, but want a cut of the treasure. They look fairly capable. Good enough to be meat shields at the very least. So you agree and head out. The cave in question is up north, to the east of the town of Funiculus. There are a few ways in, but the safest, according to your info, is from the west. The east is near a huge waterfall and it makes the rocks slick. Though, the downside of it is that the west path ends abruptly. There's a lake down there, and the west ceiling overhangs it while the east wall has solid ground around its edge.
"Heeeeyyyyyyy. Adam? Whadya think of this?"
I look for the center of the pack of people, the heart of their sickness, and pay close attention to their feet.
Name: Nina Morellis
Appearance: A young, red-haired woman, green eyes, somewhat unkempt. She's had Adam for as long as she could remember, and has a bit of a reputation as a harmless nut. The town guard are okay with Nina though, occasionally getting her help keeping a mage secured by having her drain their mana so they can't cast. Since they don't have a proper magehunter available, having a local civilian channeler they can bring in as needed is a big help. And Nina tries to be on her best behavior with them to keep their relations good. Nina herself works as a healer, living out in the poor part of town, and has an erratic schedule based on the needs of those who want her help. so she has a lot of free time, but also gets woken up in the middle of the night a lot. add in Adam's occasional antics and she doesn't get to have a stable sleep schedule.
Magic Path: Channeler, Invoker.
Materials: Sound
Mana: 5
Strength: D4
Speed: D6
Endurance: D10
Knowledge: D8
Will: D10
Senses: D6
Inventory: Backpack, padded cloak (D4 protection, Light armor), Lantern, doctor's bag, 12 silver.
Inhabited by a spirit which takes the form of a floating disembodied limb that constantly melts and reforms into other body parts. She calls it "Adam."
Location: Mesothorium, a town by lake Limus
Cabal: None at this time.
"FROM THE DEEP WHERE THEY SLEEP! THEY KNOW THEYKNOW!"
The people appear to be...hybrids of some kind. You can see distinctly inhuman heads and limbs peeking out from beneath their blue and green robes. You look down towards the town and see they are heading for a very prominent structure; a great spire of stone sticking out of the north east edge of the town. It looks like a natural stone structure that has been carved to resemble a church. The town around it is a wild mass of wood buildings on stilt legs, with a web of wood and rope walkways connecting them. What those houses are built on, its hard to tell.
The tram lands in town at nightfall; much of the scenery is lost in the dark, with dim and flickering lamp light casting a light-fracture trail through the night. Moths and insects swarm the lights and the citizens of the town are a rare sight on the walkways, though many sit on their porches or roofs and talk or just stare.