June 22, Update 1:
You all are currently near the tip of a peninsula formed by the up-heaved edges of a massive gash extending far into the mainland, well beyond where your eyes can see. The mainland is more or less a mile away. The air is dry and warm despite the boiling ocean, which you soon discover is acidic. Noxious fumes from the oceans choke your lungs and several of the survivors have already begun hallucinating. The sky is black from the ash and smoke, with only a dim red glow to show that it is currently about noon.
June 23, Update 2:
Eisthin: (Starting roll: 7)
Eisthin had known something was wrong long before the first black clouds had been seen on the horizon. He had felt a strange tingle along his spine for days before. His inner beast, the vicious thing which tore at him from within, had begun to act... strangely. Suppression and rituals which had for years held it in check had begun to fail, not because of a gain in strength by the thing but they simply didn't work anymore. Both had grown steadily worse as the week progressed, though he had managed to keep the thing more or less in check.
When the dark clouds passed overhead, however, something within him changed. No longer was the beast bound by moon and stars, but some mysterious, stygian force permeating this land. He almost lost control, only maintaining it with the help of the ship's mage, who seemed to be suffering a similar problem of things not working like they did before.
When at last his sense and reason came back and the thing died down once again, he found his clothes and armor had been rent in several places, though remained largely intact, his sword had been removed, likely by the mage, and his shoes lay gnawed to oblivion upon the floor. He then looked outside his door and saw that they had been shipwrecked for a few hours upon this black land's shores, and the moment he felt the cold rock beneath him, he knew things were going to be quite different here.
Don Onil: (Starting roll: 3)
Don had been unfortunate, his ship was perhaps the one thrown most violently upon the shores, ending up in several pieces barely holding each other in place between an outcropping of rock. In the chaos of the crash his horse, which was prized in several kingdoms and had cost his father much more then a few favors, along with most of the other horses, had fallen into the water and slipped down into the abyss. He had been fortunate enough to save his sword and its sheath, along with his well-made steel breastplate, though the rest of his armor had fallen into the acidic ocean, just within sight and just outside of reach. Most of his possessions had remained within their wooden chest in the ship's lower hull, though several of the clothes were ruined by the ocean water, which had managed to seep through a small crack.
Among those possessions which were not ruined, however, were two mysterious letters he found at the bottom of the chest.
Nevyn Fenrok: (Starting roll:
Nevyn had a good feeling about this place. He wasn't quite sure why, the place sent a creepy tingle up his spine and his various devices and tinkerings had, for the first in years, begun to fail him. The clouds and blackness were also ominous, along with the boiling ocean, and the current slowly pulling them toward certain death, oh and the fact that he could no longer reliably heal wounds, plus he heard that that werewolf which had ridden with him on the same ship, and was quite a nice fellow, he though, had started loosing control, but still he had a good feeling about this place. His ship was one of the farthest away from the gash sucking them in, and as such had not suffered the most violent parts of the current. The only damage was a decoupling of its lowest deck, which was for the most part empty at the time, and a few other large holes. As such, only half of his extensive collection of things had been lost, and his sword and armor, though not particularly well-made to begin with, had been completely undamaged. Most of his clothes and other possessions remained intact as well, if a bit disintegrated by the ocean's acidity.
Jessup Atel: (Starting roll: 4)
Jessup never liked the sea. Sure, it was pretty, but the salt stung his nose and dried his throat, and the sea sickness... He never knew his stomach could produce so much bile in a day. Even after a full month upon the sea he was still almost always queasy, which he only just managed to keep down with the help of a threatened herbalist, who he was very thankful to have on the same ship. When his ship began to jostle about from light rapids caused by the ocean's gradually increasing speed, he was once again reduced to shivering upon guard rails as his stomach worked furiously to create more bile to hurl upon the ocean. He barely cared for the ominous signs around him and it was only when the ground began coming up to meet him that he finally moved, scrabbling with wobbling legs up a deck which was very quickly becoming a wall. However, he had little chance of performing this feat even with a sense of balance, and fell flat upon his back on the cold, hard shore. Fortunately, he was only winded and bruised, though now all of his possessions save the clothes on his back lay jumbled somewhere within the beached wooden whale before him, and the only entrance he could see currently was twenty feet of sheer wall away.
Turn 1:Don Onil (Frelock):Action 1,
Find some chains and hooks to use as a drag net to get my armor back.(Perception roll: 2)
You search the wreckage and find a small, frail fishing hook and a chain which has been bolted to the side of the ship for some unknown purpose, unusable.
Action 2, Go to my men, and see what our situation is.
(Luck roll: 1)
You search the nearby area for either the commander or your assigned platoon, and after what seems like an hour of searching you find neither. When you finally decide to give up hope of finding them alive, you recognize a voice calling your name. You find a group of about two dozen of your men, most of them lying prone upon the ground from various wounds, ranging from severe acid burns to crushed limbs. Those who are still standing are badly cut, bruised, and burned, though still tend to the critically wounded. They remain loyal to you, but most of them will be immobile for at least a day or two.
Action 3,
Go and find a medic from another company to aid my injured men. (also sent two men out to search for supplies.
(Perception roll: 3 (You), Perception roll: 1 (Your men)
You search among the other survivors for a medic, though quickly discover that your company was not the only which had suffered heavy casualties. You find plenty of medics, sure, but all of them are occupied and likely will continue to be for some time. After checking every one of the slowly organizing military groups, you find only one medic which can offer any assistance, in the form of a vial of herb salve and an armful of clean strips of cloth and bandages. He promises that when he is done with these patients he will attend your company personally, and you head back to aid your men. The two you sent out earlier come back empty handed, literally for one of them as a bastard creature living in the boiling waters of this place managed to severely wound his right hand, which is already swelling.
Jessup Atel (Dwarmin):Action 1,
Search the beach and the area around the ship for climbing pitons, hooks or a close approximation thereof (any jagged metal which could feasibly hold my weight), which I can use to climb my way up the wooden deck and find my way into my quarters and retrieve any of my goods which survived.
(Perception roll: 6)
You have only to look to your right before seeing that the rigging of the ship's mast is hanging downward, well within reach. This mast, while it does not lead to the entrance you're currently closest to, does lead to another which will likely be just as suitable. You're soon crawling across this mast and it is not long before you jump for the hole's ledge and stare down into the hull. Unfortunately, you didn't have the foresight to think of a way out of the ship once you're in, and none immediately present themselves, this ledge being too far from the floor to reach. You now have a choice, jump within the hull and see what you have left, or waste the effort of getting here and continue without?
Action 2,
Search the hold for my gear!
(Luck roll: 1)
You haul yourself over the ledge and loose your grip, only barely avoiding falling on your face by instead landing flat on your still upset stomach. You upheave bile, and after a moment realize that you have just barfed on your crossbow, which you've had for years after you stole it from a sleeping caravan guard. After slowly pushing yourself upward, you look around the inner deck and find yourself atop a tumbled hill of various cargo, mostly crates and barrels filled with various supplies, and that the thing you fell upon was your already dented and misfitting armor. You also see that no one else is within the hold, and that no exit is currently in sight.
Unfortunately, the crossbow and armor is all of use which you manage to find, save a few masses of liquefied salted meats. You cannot find either bolts nor quiver.
Action 3,
Do a final search for my bolts and whatever else is in here, and pull open any heavily damaged crates and barrels. Dont bother with any that would take too long, and I'm probably hoping too much that anything was labeled...heh. I am looking specifically for a axe, hammer, or pickaxe,-both as a melee weapon and something to try and break through a weak section of hull to escape. Edible food or water would be nice, assuming we will die of hunger/thirst without?
(Perception roll: 6)
Your search eventually turns fruitful as you find a quiver full of bolts, along with a heavy axe which you have trouble carrying, an empty leather backpack, two jars of nuts and dried fruit, and you manage to salvage about a week's worth of edible salted meats if they were carefully rationed. You do find a barrel of fresh water with a leak in it, though you have nothing to hold it in. You attempt to find something to hold this water when you notice something slither away near your feet. You pray it was just your imagination.
Eisthin (wolfchild):Action 1, Attempt to rework the bindings that keep the wolf in check, sacrificing not transforming so that i am in control, at same time (because it makes sense) attempt to figure out how to do my magic in this new world
(Roll: 6)
You find a secluded area far away from the others and begin meditating, attempting to discover the secrets of magic in this world. You reach for the familiar, universal energies which you had previously shaped into lunar magic... and discover they are no longer their. You don't understand, these are laws of the universe! Mere demons cannot tamper with something so adamant... or... can they? The thought worries you, what else can they bend? Then, you notice again the tingling which has plagued your spine since you came here and focusing upon it you realize that it is a feeling not unlike the feeling of the old lunar energies flowing through you. Though its touch is distinctly different, you think you can sense... patterns in it, fluctuations in the world's energies similar the waxing and waning of the moon and sun, though many times more powerful and with little discernible order. You think that if you can just learn these fluctuations and their pattern, maybe you can work this power to your advantage, like the lunar magic before.
As you focus upon these patterns, however, you almost fail to notice a blood red slime-like substance seep from the rock around you, only noticing it when it begins to creep upon your skin. You pull away and find that it stretches, latching on firmly like the grip of some amorphous creature.
Action 2, As both practice and a method of stopping the slime, i gather some of the energy, geting a feel for it, then blast it at the slime, if it can be shaped into lunar energy then it should not hurt me...(chance for screw up here is obvious)
(Roll: 3)
You attempt to reach and gather some of the ambient energy of this world, like you did with the lunar energies before. At first, you attempt to gather it but it does not respond, but then without warning it floods you and begins twisting your body painfully, the slime recoiling and emitting a high-pitched scream as this happens. Panicking from the sudden pain, you attempt to force it out of your body, which seems to only worsen its effects. You feel as if a cloud of locusts had descended upon you and begun feasting, and resign yourself to death when it abruptly ends, leaving you writhing upon the cold stone.
Action 3, Search for supplies, and more importantly my spear, i cant very well get us food without it, unless i can take control of my affliction completely, and that will take a while
(Roll: 4)
You slowly unfurl yourself from your fetal position, most of your joints cracking rather loudly as you do so. You stand on legs which seem unusually stiff, stretch your back (and it feels gooooood...), and stare at the cracks from which the slime attacked you. They were empty and inconspicuous currently, even having just had that experience they seemed more then safe enough to sit next to. You decide to go back and search for your spear, along with any other supplies. After a good while, you manage to find your spear in the firm possession of the mage which helped you, who is more then a little reluctant to give it back, especially after glancing at the claw marks which cut clean through your armor, which was rather well-made. You eventually persuade him, and search the wreakages for anything of use. You find a crate half-full of various preserved food items which are more or less in edible condition, though have nothing to carry any of it with (besides the crate, of course).
Nevyn Fenrok (Nevyn):Action 1, Time paradox check, failed (58/100, goal of 20 or higher)
Action 2, begin search for suitable materials for a water filter and collector, shouldn't require magic to make this one work unless the roll is really bad or something more then salt and dirt needs to be filtered from the water to make it drinkable, remember, his simple want to make it work will infuse magic into it if there is no chance it could work otherwise. If magic is used in it's making and use then it should probably have a magic roll as well as a normal roll, more failure chance and opportunities for sh**'s and giggles.
(Perception roll: 5)
Inspiration can come at the most unlikely times, and in this case it also happened to be useful in the current situation. You immediately begin scrounging about for the materials you'll need; some cloth here, wood there... when suddenly you realize that these materials won't work. At least, not for very long. You try to remember or think of anything which would work. Maybe metal? Yeah, that might work. You start searching the shore for scraps of metal, and sure enough you find a nearly undamaged breastplate in a pool of blood and liquefied flesh and clothing. Not like he's going to use it anymore.
Now, the filtration apparatus... This one may be difficult... You think of the bloody remains and suddenly an idea comes to you! Reduce the acid by dissolving things within it, then remove those by standard filtration! But... what would he dissolve? Oh, nevermind, just build the damn thing! You'll figure it out as you go along...
Action 3, (same as above)
(Crafting roll: 4 (includes magic effects), Magic instability roll: 51/100 (Highest is ideal, lowest is catastrophic failure)
Your favorite part, building! The wondrous adventure of creating value from something of worthlessness, the physical and mental challenges always exhilarating! Within what seems like less then half an hour, you have jumbled together a seemingly crude assemblage of barrels, tubes, more barrels, and a bucket. How exactly it's supposed to work is a complete mystery, even to you, but you do not hesitate to test it by dumping as much ocean water into it as your crude metal bucket can carry, and wait. Unfortunately, it takes a rather long time, and as such results have not been made... yet.
Turn 2:Don Onil (Frelock):Action 1, Go back to the camp and begin administering medical supplies.
(Roll: 5)
You flawlessly hand out your bounty and even start helping the injured put them on. It's not long until the amount of blood red in the area has diminished considerably, and your men seem to be in somewhat better shape then before.
Action 2, Check up with everyone else
(Roll: 1)
"The situation? You want to know what our situation is? WE'RE IN FUCKING HELL, THAT'S WHAT OUR SITUATION IS!!!"
The officer paces around the flagpole which had been designated as the command tent. There were only five others beside you and the officer, none of which had a rank higher then Sargent. You venture to ask,
"Well, I still have a few men who can still use their feet, including myself. Perhaps there's something we could do to help?"
The officer brings a stressed hand to his face and brings it downward slowly.
"We need to find a better place to set up camp, and we need to know what's nearby, especially food and drinkable water. If you can calm down the horses, there's a precious few which I can give you, but we've been trying to do so for hours and the damned things have nearly cost us five good men."
Action 3, See if I can calm the horses down.
(Roll: 4)
You agree to scout the area and attempt to calm down the horses, earning you a head shake of disbelief and a, "Your head, and sanctity for that matter."
It is not difficult to find the crude pen which had been erected for the horses, their kicking and neighing could be heard all the way from the shipwrecks. You find that the herd of over 100 fine horses which was brought has been reduced to four, all of them appearing capable though scared out of their wits, prancing about nervously and kicking at anything which is too close. You climb over the fence, ignoring the warnings from the guard stationed there for that express purpose, and walk forward slowly, remembering all the times you've had to calm the horses after a battle. Their eyes are filled with wild fear as you approach them, they avoid you but do not appear aggressive toward you. They seem to remember you from somewhere, somewhere far away, a nearly forgotten detail of a time of plenty. You stand in the middle of the pen and let them look at you, attempting to show you mean them no harm. They seem to become slowly calmer as they see you, cautiously they come closer and closer, curious of this single familiar thing in this land of unknowns. At last one nuzzles you and you pet its head like you did in the ship's stables, and it seems to recognize this and its fear of you melts away. You repeat this with all the horses as they come closer, then at a leisurely pace you walk over to the saddles and other gear next to the amazed guard and begin saddling them.
Jessup Atel (Dwarmin):Action 1, First, I load up a quarrel in my crossbow...just in case.
Then empty out one of my jars of nuts and dried fruit, eating as much as I can, discarding the rest-then I fill the empty jar with fresh water. Pack all my goods in my backpack, then look for a section of the hull thats thin and/or damaged, hack my out onto the beach.
(Danger roll: 5, Perception roll: 5)
You glance cautiously about, a sudden eerie feeling sent shivers up your spine. You load a bolt into your crossbow, take the jar with the least amount of food within and pour its contents into your mouth, not bothering to lower it when they begin spilling out over the edges. When the jar is empty, you fill it with water from the leaking barrel, heft up the axe, and start searching for a weak spot in the hull, occasionally checking over your shoulder and jumping at small, seemingly mundane sounds. Despite your growing fear, you soon reach the flooding end of the ship and find that the board there are already crumbling under their own weight. You barely even need to swing the axe at the boards and they crumble away, and it is not long before a hole large enough for you walk through is made. You're walking upon basalt shores in no time, though looking back at the hole, you think you see the glint of a retreating eye... but it was probably just a drop of water.
Action 2, I find a high point and see if I can find any sign that our forces have made some kind of camp. If I can, I make my way there and see what the situation is, as in how many people we have left, our supplies and who's in charge.
Also, try and clean off my crossbow when I get the chance. My baby needs love.
(Roll: 4)
You walk over to the grouping of men about 400 paces away and begin asking around for what the overall situation is, though you hardly need to ask and several of the soldiers give you snarky or sarcastic responses. Things are bad, barely one-eighth of the army has survived and of those nearly a third were severely injured. On top of this, there are already stories of men going mad with little to no warning and attempting to kill as many others as they can before running off on all fours into the wilderness, of stygian creatures with seemingly supernatural abilities tearing men to literal ribbon before they even hit the ground, and of enchanted items going haywire and doing things they should not be able to, often to the detriment of those around it.
You do manage to find a small pool of water in a shaded crag which burns only mildly when you touch it, and through dipping your crossbow in and thrashing it around manage to get it passably clean at the expense of only mild discomfort.
Action 3, Attempt to form up a small squad, about 3 or 4 guys, to patrol the edges of our camp in shifts during the night. You know, to fight off the monsters! (more like our scream of anguish warn everyone to run away)
Mostly, I'm trying to give everyone a sense of purpose and control over this situation, and form my own group of trusted people I can work with. Also, I should try to steal or scavenge the marks of a lower ranking officer, so as to pass myself off as one in case anyone asks.
(Charm roll: 6, Encounter roll: 38)
With an air of the grizzled, bad-ass veteran who'd look death straight in the eye and say, "No, not today." and win, you manage to come under the command of not just a small group of four or five but a full squad of twenty-four, all more then eager to follow your command. You attempt to divide them into patrol groups, but they will have none of that. They want the blood of a real monster, the thrill of adventuring in a dangerous new world no one has ever set foot in before. Their calls awaken the adventurer within you and, knowing fully that this is likely suicide, you agree to lead them into this unknown wilderness, look death straight in the eye and say, "No, not today." And win.
The realities of this adventure soon become evident, however, starting with the fact that it is now becoming nearly impossible to see detail father then ten feet away, and the fact that the torches of the camp are now nowhere in sight. The men become resentful as they realize that neither fire, food, nor water had been brought with them, and during a (rather successful) attempt to strengthen their morale, you feel a heavy, rot-filled breath waft over your shoulders.
Eisthin (wolfchild):Action 1, Gather those that want to come, and go hunting for easy game, harder animals can wait until we are more established.
(Charm roll: 2, Encounter roll: 86, Initiative roll: 3)
You ask a few of the other survivors if they wish to go hunting, though all of them are busy, injured, or simply unwilling. You decide to go alone.
You head further down the peninsula, toward the mainland. You keep your eyes keen and senses sharp, searching for anything which might be considered food or danger in this strange new realm. It's not long until you hear something feasting in a small crag, and move in to investigate. You look in and see a peculiar bundle of exposed organs, muscle, and veins held together by plates of shiny black armor, which only partially cover the creature. It appears to be alerted to your presence but does not seem to know exactly where you are. It also appears to be bleeding from a few places.
Action 2, Since it knows i'm there, further sneaking is fruitless, attack it, aiming for a vulnerable point, my goal is to get it while it does not know where i am, haste is of the essence here
(Speed roll: 3, Dodge roll: 6)
You charge at the thing, and immediately a skull-like appendage which you assume is the head darts full circle around, staring right at you with empty sockets. You stab at them without hesitation, and the thing recoils just after your spear makes contact, though it makes no indication that it had felt pain. As it decouples itself from the similar lump below it, definition begins to come into the creature and you recognize it as a muscly quadruped. You attempt another stab, but it is countered by an incredibly quick reaction, which very quickly becomes an equally quick attack.
Your spear happens to be in just the right place for you to block the thing before it manages to strike fully, though you receive your first taste of pain as its rending claws tear into your arm as if it wasn't even there. You attempt to bring up your spear to thrust again, but before you manage even halfway the mutilated corpse which the thing had been feasting upon suddenly strikes at the creature with unnatural speed. The two are soon tearing at each other, no, not merely tearing, but rending each other limb from bloody limb, taking chunks from each other which would instantly stop any other creature you have seen so far.
The entire ordeal is over in less then ten seconds, and in the chaos of flailing blood and gore you lost track of where one creature ended and the other began. You think they had managed to destroy each other in their blood lust, coating the walls and floor with the shredded remains of their opponent, when suddenly a mangled, bleeding half-body which you had thought before was nothing more then a still-twitching pile of organs stands upon two shredded legs, seemingly with no additional effort. It stares at you with a rent, shiny black skull of empty eye sockets, though besides this it does nothing.
Action 3, Ready for the charge, specifically so it runs into my spear, spear's but is braced on ground. also try to summon up some "lunar" energy (my character still thinks its that, just through another source, if it is still lunar feel free o tell or not as you decide)
(Roll: 5)
You quickly brace the butt of your spear upon the ground and ready yourself for the thing's inevitable charge. It continues to stare at you, doing nothing save bleed profusely. After quite awhile of staring, it bends down its knee and lays down, as if it were merely falling asleep. After a moment of comprehension, you seize the opportunity to stab it in the neck. It claws at you drunkenly, though with enough force to nearly knock your spear out of your hand. You stab at it again, this time the retaliation is considerably weaker. You take out your spear, and suddenly it hits you that the creature you are stabbing has been rended to literal shreds, over two-thirds of its body are strewn across a 12-foot radius, and has lost so much blood that little more then drops remained, and it was still not dead yet. This was surely quite a formidable creature... and the thing it was eating appeared to be of its own kind, meaning there were more of them.
You decide to leave the living part of the creature be, and start collecting the torn bits scattered across the crag, many of which twitch as you touch them.
Nevyn Fenrok (Nevyn):Action 1, Actions: Joining Jessup as he hacks his way out of the ship, doing what he can to help and then seeing if he can find any interesting bits and bobs that may be useful. Up to the GM what they are..... oh, and keeping an eye out for anything that may have come looking to see what has washed up on the beach
Perception roll: 4, Danger roll: 2)
You see a man hacking his way out of a ship and decide to see if you can help him. However, by the time you reach the hole he's made he's already standing upon the beach and states his name at you, along with asking if you need help. You open your mouth and reply with, "Actually, I came here- OOO, SHINY!!" You're distracted from the conversation by a shiny glint in the hole beside you, which has so far typically been a harbinger of something of value. You scrabble into the hole, ignoring the look of peculiarity from... what was his name again? Ketchup? In any case it doesn't matter right now, there are shiny things to find!
You search for what seems like a good minute or two, and find nothing more interesting then a slithering tentacle near your feet, which stings of acid and squirms when you try touching it. Wait... aren't tentacles typically attached to something?
You notice slow movement coming from the submerged section of the ship, and comprehension of your own folly suddenly grips you as a giant, elongated cranium rises from the water. You make for the exit, but it is quickly covered by the very same tentacle you had touched not moments ago. As the head rises higher, two large eyes situated on opposite sides of it are revealed, one of which makes a very shiny glint not much unlike the one which dragged you... shiny- FOCUS!
Action 2, attack the creature, aiming for the head, towards the left eye......
(Attack roll: 1, Dodge roll: 1, Magic instability roll: 63)
You draw your sword and charge, tripping over a dented and misfitting armor someone had left lying around. You are immediately set upon by writhing tentacles which burn as they touch you. You try to hack them away and succeed in doing so for a few, though the second one sprays you with acidic purple blood which causes you shriek and writhe in agony. The tentacles envelop you and you feel yourself being dragged toward the water.
no... No... NO!
Your subconscious reaches inward, plunging into the infinite labyrinths of the soul and begins twisting them in desperation. You feel a power radiate within you, the heart its epicenter, and on instinct you release it outward, charging it with a violent will. You hear an eldritch scream as the tentacles recede and you manage to stumble upon your legs and grab your sword despite the searing pain. You feel another pain now too, but you ignore it.
Action 3, attempting to drain the creatures life with magic, healing my wounds and putting them on the octopus thing. There are two problems with this though as Nevyn is both wrestling with the new magic of this land consciously for the first time and is having a hard time keeping his mind in check as he has just found a substance that could come in very useful and is starting to think of things it could be used for......... this could end badly
(Roll: 6, Magic instability roll: 36)
Your life threatened and death imminent, you manage to focus your mind upon the exposed ethereal labyrinths deep inside you and begin to pull on the familiar strings, flooding your body once again with the strange feeling of magic. You feel the tentacles once again attempting to wrap around you, and hastily charge the power with the will of transferring pain and hurdle it violently at the creature before you, the surprising force of which knocks you backward. The creature suddenly begins writhing in pain, its tentacles flailing about at the intense burn of acid. You take up your sword with stiff arms and swing at one of the tentacles, planning to attempt a kill but stopping immediately as you feel the smart of new pain on your arm. You look and see a new cut beginning to bleed, exactly the same as the one you just inflicted. The thing looks at you through eyes of panic and seems to notice this, and hits you with a strong hit of one of its tentacles. The thing sends both you and it flying to the opposite ends of the ship, and, as if understanding that it can now no longer harm you without harming itself, retreats back under the water, leaving the pool behind it unusually still.
You run out of the ship attempting to make it back to camp before promptly falling on the ground as new pains unlike any you've felt before burn within you. You manage to lift your head up and see several figures running toward you, their outlines hazy and blurred. You loose your vision completely just as they are about to reach you.
Ochita (Ochita):(Starting roll: 7)
A black void, shapeless and indefinite, as far as the eye could see. An infinite unknown, yet somehow it did not seem at first like something to be feared. Then, the darkness shook. It reverberated with echos of primal terror and fear, of pain and suffering unimaginable, of starving hunger never to be satiated, of parching thirst never to be quenched, and as the echos grew louder and louder the void itself seemed to take on the shape of these screams. The voices twisted and undulated like a tempest ocean, complete chaos, and yet as they grew louder still it seemed almost as if a pattern could be found somewhere within it. Although at first it was vague, unnoticeable to all but the most trained eye, this pattern grew in definition, until its terrible form could at last be recognized. A face, congealed of the infinite terror and pain of countless voices, its every inch screaming with horror and agony. And it grew closer, then closer still, then just as it was about to engulf you in terror...
Thump
Hard wood floor.
"Mmmmmpph..."
Ochita rolled himself over and stared at the unlit room above him, the only dim, red light coming from a small hole he had dug and filled with glass on the course of this journey. His heart thumped within his chest, sweat dribbled downward as if a downpour was raining upon him.
A nightmare... Or, was it? It seemed so real...
He brought a hand up to his nose and felt something warm and liquid.
Blood.
He groaned again, keeping the hand there as he attempted to pull himself upward, at first unsuccessfully, then just barely the second time. He snapped his fingers and suddenly a blue and green fireball burst from his fingers and roared upward, breaking upon the roof and sending snaking, unnatural patterns of flame across it. He stared at this in bewilderment, his immediate reaction being to attempt to extinguish the flames though that proved unnecessary as the flames burned themselves out, with no apparent effect on the wood. Again, darkness, though he knew the room well enough to find the door and open it.
It was not long before he discovered what had happened, and why he had fell out of bed and got this bleeding nose. The ship he was on, a large white ship made mostly of the infamous (at least, to the humans) songbone, had been forced to make a rather rough landing, and it was discovered immediately afterward that songbone is apparently rather vulnerable to this ocean's acidity. He looked out at the wasteland before him, and thought,
This is where my mother's ancestors lived once, a not all that long ago...
Comprehension of this came slowly, and he soon found himself picking among his belongings and unloading them, almost all of which were undamaged.
Action 1, look around for my Potion kit and my iron long-sword
(Roll: 4)
You look around the bunk you had been assigned, then begin sorting through your rather meager belongings (for a mystic, at least). A longsword, made of elven silveriron and shining brightly as you take it out of an ornate sheath, the runes upon it, which had never before served any practical purpose, seem to glow with a fire not unlike the one you accidentally conjured after waking. You decide not to investigate right now and sheath it once again, fastening the belt around your waist. besides this sword, your only other belongings are a crate of plain clothes, though considerably cleaner then some of the other's due to another mystic on board which happened to know a way to clean clothes without water, several instruments, oddly-shaped vials, and various other trinkets used in alchemy made of the elves' famous carbon-glass. (OOC: It's plastic) You ensure they are all securely within your simple wooden crate before fastening the lid onto it and carrying it off the ship.
Action 2, I summon up a fire and explore towards any noises that seem human
(Roll: 2, Magic Instability roll: 49 (I've gotta set some solid rules up for that one))
You stare into the darkness around you, it seems to be night though no stars nor moon can be found in the turning blackness of the sky. You snap your fingers once again, forgetting already what happened the last time you tried to conjure a fire, and suddenly a black snake materializes in front of you, hisses confusedly while baring its teeth threateningly, then darts into a crack in the rock. You stare at the place it had disappeared from for a moment, then scan the horizon once more. You can see a few groupings of dim glows which may be camp fires, though there are three groupings which you can see, one on the coast to the right which appears to be the nearest, another farther mainland in which you can see flickering specks of fires, though the grouping seems rather small, like a small band instead of an army, and a third on a jutting peninsula to your left.
Action 3, character limit exceeded, continued on
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