So, I've haven't been posting here for quite a while. The main reason is that I've been waiting for my cabal mates to do something, and after a while I got bored and forgot to check the thread. Seeing that my cabal is dead, could I go independent with my current character?
And just a note, having all these spoilered actions makes the game a bit boring. I mean I have to wait 2 days to catch a fish and do some RP with my cabal. If I could read other stuff, it would be a lot more interesting. But this is due to the format of the game, so I don't know what could be done.
You can create an independent character. And I wouldn't mind things going unspoiled but...well we'd have to have some sort of honor code of not using OOC knowledge to murder. Alternatively, we can all just go independent and let cabals form organically.
((Seems so, Beirus))
The monks help you up and drag you all the way up to the temple level. They don't say much to either of you, despite your questions. Instead they simply tell you that you'll have to speak to Balthorius, head of Val the Wanderer's temple. They stop at the threshold to a fairly large temple, a great red and yellow brick of a building covered in faded gold leaf murals of the actions of a particular god. The god, or goddess, in this case, is a fairly fierce looking black haired woman with strange, pointed features and a wide-brimmed hat who is shown walking through many strange landscapes and seeing many strange things. She seems not to get involved in much. The building itself is nowhere near as intricate in its architecture as the others around it, but it stands out thanks to the four flag poles rising from its corners. They are absolutely packed with flags of all kinds, all tightly crowded together, slapping against each other in the wind with a sound like stiff and random applause.
The monks direct you in, and you stumble through the threshold and into the anteroom. Its small, maybe 10 feet on any side, with a central fire pit, a hole in the ceiling for the smoke, and many soft cushions arrayed along the wall. A monk in red and gold, with a wide brimmed hat hanging behind him from a leather cord around his neck, comes in to see what all the commotion is about. He immediately directs you to sit and brings blankets, along with a pair of heavy, warm robes in a similar style as his own. He sets them next to you and then stops to listen to your questions.
He tells you that the creature you are searching for is a near-mythical beast around here, a cruel demi-god made of solid gold with scapel wings. It resembles a humming bird and moves with the speed and grace of one, but drinks the blood of men instead of nectar. He says that it dwells to the south west, on the other peak of the mountain, in the ruins of the old temple. He also warns you that many have died in search of it. As per the golden ball, he says it is a prayer wheel of sorts, designed several hundred years ago and in use sense, praising and seeking blessings from all gods and major spirits.
A few minutes later another monk arrives with food and water on wooden trays. He sets them next to you.
You search the head carefully. Its been severed by the claws of thing quite large but the skinning was delicate and careful; perhaps even better than a human could do. It looks to be the head of a black Jackal, a large wolf like creature that hunts the savanahs in this region. Its a fairly fresh kill as well, judging by the state of the head. You've never seen or even heard of a creature that does this sort of thing, but its clearly intelligent and very specialized, as well as extremely dangerous. Black Jackals are nothing to mess with and usually come in packs. This creature seems to specialize in hunting packs of animals and picking them off.
Darwin: Your lanterns have a range of about 30 feet around them, so roughly 15 feet in any direction. You follow the old man as he walks the edge of the lake down here and carefully checks the maps. You look the map over yourself and then hand it back to him and wait for his input, to see if you agree with your plans of how to move forward. As you wait you crouch down near the water's edge and look for signs of life. You see silver shimmers, fish bellies or back maybe, flash in the lighted areas of the underground lake. No doubt there is other life as well, strange albino life deeper in, but for now, these creatures look fairly normal. No doubt they were just washed in here by the current and have become trapped in place they were not particularly adapted to. The old man finishes his planning and agrees with your route. He does, however, caution you about being near the edge of pools like that. He holds his hand against his ribs as he tells you this, perhaps reflexively soothing an old wound. The way you've both chosen is to follow the river as best as you can, diverging only when following would be impossible or needlessly dangerous. The first section of the trip you handle without issue; its an easy walk down along the riverside, albeit one in absolute darkness. You travel about a mile or more like this, snaking along with the flow of the river, occasionally ducking or even going on all fours through more cramped areas. However, you reach the first hurdle; a bottle neck in the river where the walkable shore disappears and the cave becomes like a water pipe, nothing but a thin stone passage completely filled with rapidly moving water. There are three ways past this. The first, most insane, is to simply dive in the river and let it carry you to a wider section. The map, unsurprisingly, has no idea how long this pipe section is, only where it widens again. The second option is a sump, a flooded passage that opens out into another cave section on the other side. Its been partially mapped but is quite long. The third choice is a squeeze, and a near vertical one at that, not much more than a tiny crevice maybe 2 feet wide and 4 long, but 60 or so feet deep. Falling isn't so much a danger; if you fell you could just stick your limbs out in any direction and catch yourself. But getting through the squeeze with this amount of gear you're carrying could be hard. Might have to lower it down or something.
Eclair: You talk to the woman while the old man and your partner lead the way. She apparently worked as a scribe and got out doing this sort of thing as a "Logical extreme opposite" to her normal work. Basically, her job was boring and this wasn't.
Well...this is wierd...
Look around,and see how could can i get off the mountain
Name: Bombu
Appearance: A litteral shadowy figure...nothing more,nothing less
Magic path: Channeler gut-reader
Mana: 0
Strength: d6
Speed: d6
Endurance: d6
Knowledge: d10
Will: d8
Senses: d8
Ongoing effects:
Inventory:
Empty Book and ink pen
Light armor
100 feet of rope
a club (D6)
100 Coins
Magical Material
There's only really one way off the mountain, and thats to walk. But its quite a distance and the environment is not particularly friendly. If you're going to do it, you're gonna want warm clothing and probably a few days of food and water. Maybe even to go with a group, if you're worried about getting lost.
Welp, that worked out. Go back down and thank the woman before going about my day.
My first priority is to locate herbalists and such to restock my doctor bag with from. I need to do my profession's maintanance tasks before anything.
while doing that, chat with the shopkeepers. find out anything important to know, and anything interesting, and try to learn a bit about those religious guys from the bottom of the lake.
clarity edit: Do buy whatever is necessary to keep my doctor bag fully ready. Spending limit is literally all the money I have on me. I consider this seemingly optional task a high priority because I need it to do my job.
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, 10 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.
Hey nina, you're not in mesothorium, you're in phaganeda. Might wanna update that.
You thank the woman, who just nods, and then head out to find a herbalist and a place to replenish your other stocks. You find an apothicary near the center of town and they have a large supply of dried herbs, including many you've never seen, and plenty of medical supplies. The shop is quite old, smells of smoke and dust, and the owner is much the same. However, he is friendly enough, when you can finally weave your way through hanging clusters of plants and baskets of dried flowers.
You restock your bag, but it costs you 6 silver. You talk to the shop keeper about the town and the procession. He tells you that Phaganeda is built upon the mangrove roots and the sunken ruins below the surface and that the religious groups hold a covenant with the creatures in the lake. Its how the town can continue to exist, despite the pestilence of the water and their isolated location. Because you're an outsider he warns you that while the fish are good natured and the people understanding, anything which would threaten the covenant will be...disposed of. He does however say that you should talk to the people at the church. If you want to learn about or find things at the bottom of the lake, they're the ones who would best know how.
Moghorn shrugs ruefully, and asks if the shopkeeper could recommend an idiot to flog them to. Also, ask him if there are any animal hides in particular demand, seeing as he'll be spending a lot of time travelling.
Name: Moghorn the Journeyman
Appearance: Fiftyish and very weathered. Moghorn spent his youth, adolescense, and adulthood travelling according to the voices in his head and the strange compulsions he felt. Then he stumbled across a magical spirit and gained magical powers.
Magic path: Servant Sculptor
Mana: 6
Strength: d6
Speed: d12
Endurance: d6
Knowledge: d6
Will: d6
Senses: d8
Ongoing effects: Has a spirit in him
Inventory: Soil from a mountaintop, three vertebrae probably from third sons, red candle Needs: living bronze, live snake
10 silver
Mundane: Backpack, 100 feet of rope, Lantern
Great: Marsh Hog Leather Armour (d6 protection), Marsh Hog Bone crossbow (d6 ranged damage)
Grand: Spirit (Wants stone guide from the towers around Kaolin)
Materials: "Grand Lode Stone" or rare earth magnet in our terms.
The shopkeeper hands the rats back and tells you that someone in the noble quarter might pay for it; but it would need to be preserved and without some expert saying it is genuine, it might be hard to find a buyer. He offers you a deal: He'll fix this up for you and sell it, giving you 50% of the profits. In return, you agree to sell any pelts you get to him exclusively.
Yeah, Not having fun as part of a cabal, so I'm going to quit and start up a new character. Spawn in Fearce.
Name: Harold
Appearance: Moderately obese middle aged man.
Magic path: Alchemist Ascetic
Mana: 0
Strength: d4
Speed: d4
Endurance: d12
Knowledge: d6
Will: d12
Senses: d6
Ongoing effects:
Inventory:
Lantern
Thaumic Junk
Book
Alchemist's gear
100 gold
Magical Material
Ok. Fearce is a town that cropped up along a major road after the events that created the artifacter's grave. Its something like a mining town however it survives by scavenging the huge burnt expanses of the grave and the ash trail for mechanical parts, living bronze and other objects of use in the creation of machines. Of all the places in the kingdom, it is the one that has any measure of advanced machinery and it is basically entirely focused on the creation of machines. It exports mainly parts and men who go set up machines elsewhere. It is quite a wealthy little town as well, even through the majority of its citizens are just scavengers.
Is this where you'd like to spawn? And if so, do you want to be a traveler passing through or connected to this town somehow?