OKAY! After 5 days of work in a row with multiple social functions to fulfill as well, I'm finally free to do some leisure activities (until I go to work tomorrow. . . damn it). Anyhow, without further ado, your turn.
Finishing the Encounter:Look around, dazed and shocked.
Conduct custom burial rights.
[1] You are quite dazed and shocked. You vaugely begin thinking about burial rights. [3] You realize that acts of moral depravity are not the answer and after some shallow graves are dug you bless the remains of your brave companions as well as the bandits who for some strange reason have bite marks all over them
"My god.. That was.." Go over to the corpses.. And bury them, after taking a crystal and tome.
[1] You somehow end up with the crystal and a tome, though you have no idea how. [1] Oh well, you're sure you didn't do anything so morally repugnant as to repress the memory entirely.
I shake my head and come back to my senses as Ochita takes a crystal and tome from Flintus's body. Oh, right. Guess we should gather his equipment, we might need it, I think in a numb fashion as I take the sword, pistol, and ammo, then help dig graves.
[3] You end up gathering the pistol, ammo, and sword (You beat Frelock to the sword). Wait, why is Ochita leaning over that bandit corpse. You turn away and begin digging some graves.
You will never unsee it though.Retrieve the sword, help bury the bodies, then continue on the path.
[2] You are going for thw sword when you catch sight of Ochita.
. . .
. . .. . ."ONLY DEATH CAN RELEASE ME!" you shout out loud before running back to the caravan and not leaving it for the rest of the trip.
Continuing the JourneyDay 2: [4] Nothing interesting happens.
Day 3: [4] Nothing interesting happens.
Day 4: [5] You pass over a bridge and meet a friendly caravan. After spending the night with the other caravan you depart, with knowlege of recent events from the city.
Day 5: [3] Nothing interesting happens.
Day 6: [2] You see some goblins in the distance but they are too cowardly to attack
Day 7: [3] Nothing interesting happens.
Arriving at your DestinationYou arrive and are let into the city. For many, it is a place unlike any other they have seen. In the very center of the city there is land set aside for the growth of trees and where plants of all types can take root and thrive. To the west you see the docks and a floating island which can be reached by a short one minute ride from a small airship. This chapel was originally put aloft by the magic of Sareesa herself so it is a very holy place to those who follow the faith. Several Airships run by the demon hunters are also moored at the island where the crews are carefully watched by the Zealots
To the east, Abelcroft Fortress looms large and foreboding over the small houses next to it. Abelcroft Fortress has been the seat of power of the Zealots since the loss of Blue Blood Tower where Sareesa ruled from. All who wish to become members of the Zealots must make a pilgrimage and stay at this fortress for at least a year while they are taught all manner of things relating to the official Zealot doctrine.
To the southwest, one can find the Market district, which is no different than any other market found in a major city, apart from the major presence of the Zealots who make sure no illegal trading occurs.
To the southeast, there is an University of Magical Learning. This is the only University in the Broken Isles and many spell casters of all sorts spend some time here to learn the basics of thier craft.
Directly South of the Gardens lies the knoll, which leads to the dark Underbelly of the City, where nobody of high standing would dare be seen.
You all stand, not quite sure of what to do next.
((There are abundant Pubs throughout the city besides for the island of the Chapel of Sareesa, so for convience sake, none of them will be named, until you choose one to act as your "home" throughout the adventures in the city. Your home will be where you sleep, and generally spend all your time when not busy, choose carefully where you wish it to be located))
Those who are joining this game, please select one of the following destinations to appear at and you will be rolled with the next turn.
1. The Chapel of Sareesa, on an island magically held aloft over the Harbor.
2. The Docks, where one can commission a boat or airship to far-off destinations.
3. The Market, where purses can be cut, or goods of all manner can be bought and traded.
4. The Gardens, where nature grows in the very center of the city.
5. Abelcroft Fortress, The head of the Zealots, all members of the Zealots have made a pilgrimage here at one time or another.
or 6. The Knoll, A small hill known to serve as entrance to the Underbelly of Sareesa's Mercy where a variety of cults, homeless, and undesirables take up residence.