'Friends, what is the reason for this hostility? I came here hoping to speak with the wise humans I have heard so much about. I mean no harm.' Semakhet says. 'Ah, now I understand. Has my friend Broma not told you about me? How foolish of me to expect wonders from him. I must apologize to you all. I did not see proper introductions were necessary.'
She pauses, bowing her head in respect.
'I am Semakhet, of the mountains. I would be honoured if you would grant me permission to enter your town, guardsman.'
Use that black charisma magic of mine
Try to remember who's in charge in towns like these
[Cha:3+2]: The guardsman grumbles a little. Your words are poor, but your voice is convincing.
He puts his polearm away and signals to somewhere above the gate to the city. Suddenly, the doors open. Huh, that's interesting, there's people above the gates.
"Fine, go on in. Be careful of where you step, though, because there's children in there. And if you get the funny idea to steal something, kill someone, or hurt someone, you won't be coming here ever again." He says. Still grumbling. He cannot believe that he's letting you in. A dragon. In a city.
"Oh, and stay away from Jacklain the blacksmith and his friends. He has recently acquired a book to make dragon armor out of dragon's scales and bones, and I doubt any meeting will go well with him, especially since anyone around here can agree that... well... you're quite impressive looking. He lives in the 'Seaside' portion of the city, so I'd recommend avoiding it. I'd also recommend not staying here too long, as word does spread fast." he says, backing away.
+2 Charisma.
You remember who is typically in charge of towns in Othem: Mayors, who have moderate control over a single city, or town. You also remember that you are currently at a city, not a town.
That's it, get out of here. There must be a way out, find the way out!
[Int:2]: You try to think of where a way out would be, but you cannot, you are too nervous of what is happening to you. So you start randomly picking areas to search through. [6] You find a way out--you trip and roll down a hole which leads all the way to the bottom of the mountain. There's no going back to mother or father, though they'll certainly be looking for you.
You find a place to hide, and go to sleep... ready for some horrible nightmares.
You're doomed. Your soul is mine. You will be one with Inn'ahar.Nuvian turns around in a U and strikes a menacing glare at the demon, but reconsiders. "Why, greetings, demon ally! It may not look like it, but we're actually on the same side. What say you we find a human civilization to take over - slowly and carefully?" Try to coax the demon into joining me.
[Cha:6][Difficulty:6, met]: You try to coax the demon into joining you. Your words are of quality you'd only see in the higher parts of heaven or the deeper parts of hell.
The demon pacifies. "Your offer is interesting, dragon... but I have a mission, and I will not stray from the mission before I die. I will remember your offer, and I may try to meet with you in the future. May. Try not to die before then, dragon." (note: if he had no mission, he would have joined you. He obviously has an important mission, though, to be walking around on the surface).
He turns away and begins walking. You have no idea which direction he is heading, for you do not know any points to reference it from.
+3 Charisma.
Buy the bag, then go off and ask about the magic people. Put the silver in the bag, of course.
You buy the bag and ask the people around about mages.
They all point to a place of the city, higher up the mountain than the majority of the city but certainly not the highest part of the city. They mention a "Mage's city" and strangely a "Half Dragon" which you did not think could ever happen.
Kin remembered a time when he tried to do a breath attack as a young child. At that time it had been a catastrophe damaging his throat pretty badly. He did recover from it but made him very vary to use it, ever. Now there was a slime invading his (future) home. Kin couldn't allow that and decided to Sonic Breath the Green Slime.
As Kin Sonic Breathed the Green Slime instinct told him to back away so that no splatter would hit him in case he could fire one off.
You take a deep breath, deeper than any human has ever breathed...
And SHOUT!
[1 out of 1d10, 75% damage from teen, round up, 1] The slime ripples, though it continues slithering it's way towards you. That was fantastically poor. You're glad no one was watching.
Oh, wait, the slime was watching...
Err...
Also, I just remembered, I should separate combat. I forgotsies. Will do later.
Go back to cave, grab a few coins (about thirty?) and head off to the northwest after one of those smokestacks.
You suddenly realize you forgot something and go back to your cave, getting
about thirty coins (it's hard to count coins as a dragon, dude!). You then decide to go northwest instead of south like previously.
You arrive near a large city. A dozen or so men with sharp weapons walk out. The leading one speaks to you.
"State your business dragon, we know your kind's greed and strength."
You pant, your constant flying is getting to you. You need some rest. You also start shaking slightly at the human. You're not doing it consciously, though.
+3 Agility.
Find Father, ask what must be done to appease him.
You find father, and ask what he wants to be happy.
"...Son, I'll be honest, I've been too easy on you this last few years and I think you should not have this luxury. What would please me would be for you to go to a town and steal their gold by thievery or by force. Actually, I
order you to do so."
Perhaps asking father was a bad idea.
Make myself acquainted with my surroundings.
You walk around the area.
There's... not much to say about it besides "quaint", really. It's nice and calm here. Plenty of food, too. It's also away from civilization.
[1]: There is, however, a strange glow coming from somewhere in the forest above your cave. A green glow. A
hostile glow. A
dangerous glow. Something tells you that the area the cave is in is not as safe as the cave itself. You could ignore it, but it's going to come in contact with you one day or another.
[1]:...
Anthramarux nodded in tune to Gunstuns words. Janette sounded like the sort of problem one could not talk away easily. The gall, to think she was better than them! A pampered house cat sitting on a little tin throne, thinking herself a lion. Why, she should tear her limb from limb! Boil her eyes out of her sockets! Crush her into a fine red pulp! Devour her flesh as an entree! Mount her bleached bones in a pile! She should...woah-calm yourself, girl, now's not the time-the inner voice that sounded like her Mother warned her.
Anthramarux suppressed a flair of Draconic rage with a puff of acidic mist, which she helpfully aimed away from the Knight.
"Well, it is an honor to meet you, Knight Gunstun. I thank you for the information-I will make sure to stay within legal boundries when I fly from now on.
As for me, I'm actually looking for a cave of my own eventually-perhaps something by the ocean...
I wouldn't want to overburden the land with too many full size Dragons. Ecological reasons and such, I'm sure it's above your head."
She laid down and tilted to one side, using her left claw to prop her head up, while motioning with her right.
"So, what can you tell me about yourself, Gunstun Knight? Why are your men here? What do you think about Dragons, personally? If you don't mind me asking.
For, I am very hungry for knowledge-and not Humans, thankfully! No, never."
Action: After the conversation, Anthramrux will fly toward the Ocean, looking for a sea side cave to inhabit.
"My lady, it should be obvious why we're here! Each city of Isrand has at least one army. And since Albreac is on this island, it shouldn't be all that hard to find us walking about."
"Also, I don't think I would taste that good." He jokes.
You decide that it's enough discussion, and fly to the ocean, north-east (since you gave no directions!), looking for a cave. [6]: You find a large cave. It has a problem, however: On high tides, it partially floods and sections are blocked off to the surface for several minutes. In addition, it's near a nest owned by
Team Ant. You don't think that Team Ant would like you settling near here.
+1 Agility
Cevitil realizes that, really, he can't live like this. His father is dead, and he has no direction. He must... do something, anything.
And thus, he explores for what provisions he can find in the cave, and then walks outside and attempts to get to a high vantage point.
You grab two handfuls of gold, and go to the highest point around.
In one direction, you see your mountain range extending further down, and there's several smokestacks behind it.
On the nearly opposite direction, your mountain range also extends. And then you see it: A human city of incredible size and shine. The city is simply gigantic. It has roads and buildings of actual stone, it has many waterways into various parts of the city, including many river ports. The towers are gigantic themselves, being as tall as a mountain and four times as wide as most other towers. There is a enormous marketplace near the sea, and by it is a fantastic town hall. The city continues up the mountain, and on top is a very large, it spans across the mountain and even into it. On top is a large statue of some sort.
Around the city itself are hundreds of towns. Many are also made of stone and have waterways extending into them. There's also a large military castle on a hill, with what must be hundreds training.
You feel immense respect. Such a city must have took hundreds of years to make.
Anyway, you also see ocean as far as the eye can see in two other directions 90 degrees from each.
IronyOwl: You leave your mother and father at a very young age. You don't go far from the cave--the being inside you won't let you--but you do hide from mother and father. You miss all the important lessons and have to rely on yourself. -10 Int, +5 Agility, Strength, and Toughness. In addition, the corruption of your soul and your insanity gets worse. You are beginning to hear voices... horrible, horrible voices... It's getting harder and harder to ignore them.
Moderately corrupted soul: Soul is more fragile. Magic casted by you is decently unpredictable. -10 Intelligence.
Moderate insanity: -15 Intelligence, -20 Charisma.
Soul Invaded: Corrupted soul will get worse each life stage. Insanity will also get worse.
Moderate chance (will increase as you grow up) for the invader to overwrite your action. Body may warp horribly as corruption spreads beyond soul (though it will only be notable after the teen stage).
IronyOwl: [2]: Recently, mother and father have been getting closer and closer to you and now you are hiding underneath a tree in it's roots. Mother is outside.
HP: 42/42.
Male.
Mother: Unnamed.
Father: Unnamed.
Age: Teen.
Strength: 55. Recent: 0.
Agility: 54. Recent: 0.
Intelligence: 43. Recent: 0.
Toughness: 70. Recent: 0.
Charisma: 50. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 60.
HP: 42/42.
Male.
Mother: Rianixia.
Father: Arxonis.
Age: Teen.
Strength: 56. Recent: 0.
Agility: 40. Recent: 0.
Intelligence: 68. Recent: 0.
Toughness: 71. Recent: 0.
Charisma: 55. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 60.
Items:
~50 silver in a bag.
Blessed Ring of Air Creature.
HP: 30/30.
Female.
Mother: Cielstraza.
Father: Abyssion.
Age: Teen.
Strength: 54. Recent: 0.
Agility: 71. Recent: +3.
Intelligence: 75. Recent: 0.
Toughness: 53. Recent: 0.
Charisma: 80. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 45. Recent: 0.
Intimidation: 25.
~30 gold in hands.
Mother Trauma: Roll against a 2 when talking to mothers (fail=unable to talk to them for 3 turns), cannot be removed until Adult.
Sister Trauma: Roll against a 2 when talking to a girl that has a sister when their sister is around (fail=unable to talk to them for 3 turns), cannot be removed until Adult.
Deep Fear of Humans: Roll against a 1 when talking to a human (fail=unable to talk to them for 3 turns), Intimidation rolls against you from a human get +1, removed by defeating, killing or scaring humans multiple times.
HP: 30/30.
Male.
Mother: Mevith.
Father: Litril.
Age: Teen.
Strength: 52. Recent: 0.
Agility: 82. Recent: 0.
Intelligence: 50. Recent: 0.
Toughness: 51. Recent: 0.
Charisma: 70. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 70. Recent: 0.
Intimidation: 75.
~50 gold in hands.
Father Trauma: Roll against a 2 when talking to mothers (fail=unable to talk to them for 3 turns), cannot be removed until Adult.
Slightly Regenerative: You regain 1 HP per 2 turns.
HP: 21/21.
Female.
Mother: Faladut.
Father: Tsaldos.
Age: Teen.
Strength: 40. Recent: 0.
Agility: 56. Recent: 0.
Intelligence: 58. Recent: 0.
Toughness: 35. Recent: 0.
Charisma: 93. Recent: +2.
Fame: 10. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 40. Recent: 0.
Intimidation: 55.
Items:
Strange golden amulet (around neck).
HP: 27/27.
Female.
Mother: Savamin.
Father: Eluuvian.
Age: Teen.
Strength: 41. Recent: 0.
Agility: 49. Recent: 0.
Intelligence: 65. Recent: 0.
Toughness: 45. Recent: 0.
Charisma: 60. Recent: +3.
Fame: 1. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 51. Recent: 0.
Intimidation: 60.
HP: 36/36.
Male.
Mother: Terranizaia.
Father: Algorm.
Age: Teen.
Strength: 62. Recent: 0.
Agility: 69. Recent: 0.
Intelligence: 56. Recent: 0.
Toughness: 64. Recent: 0.
Charisma: 45. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 55.
HP: 36/36.
Female.
Mother: Talathraxis.
Father: Arzg'Razgoth.
Age: Teen.
Strength: 37. Recent: 0.
Agility: 25. Recent: +1.
Intelligence: 95. Recent: 0.
Toughness: 61. Recent: 0.
Charisma: 61. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 40.
Items:
Bracelet of Air Creature.
HP: 36/36.
Male.
Mother: Midrayal.
Father: Halnon.
Age: Child.
Strength: 90. Recent: 0.
Agility: 45. Recent: 0.
Intelligence: 25. Recent: 0.
Toughness: 90. Recent: 0.
Charisma: 40. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 65. Recent: 0.
Intimidation: 70.
Godly Protection: Take half damage (round down) from other players until Teenager.
Has eaten Human once: You have eaten a human at one time in the past. And in a way, you now view humans as food if need be. Your eyes tell the humans this too. This gives you a 1/6 chance each turn for a human to see the hunger your eyes and end the conversation abruptly. Eating more humans will give Intimidation bonuses against them, but also increase the penalty.
color=#FF1493]Deep Fear of Humans:[/color][/b] Roll against a 1 when talking to a human (fail=unable to talk to them for 3 turns), Intimidation rolls against you from a human get +1, removed by defeating, killing or scaring humans multiple times.
HP: 13/13.
Male.
Mother: Saikar.
Father: Shakarai.
Age: Child.
Strength: 70. Recent: +5.
Agility: 40. Recent: +5.
Intelligence: 45-10-15=20. Recent: -10.
Toughness: 70. Recent: +5.
Charisma: 70-20=50. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 75. Recent: 0.
Intimidation: 75.
Items:
Dice of 3s: Use once, guarantee a 3 roll, does not factor in penalties or bonuses.
Godly Protection: Take half damage (round down) from other players until Teenager.
Moderately corrupted soul: Soul is more fragile. Magic casted by you is decently unpredictable. -10 Intelligence.
Soul Invaded: Corrupted soul will get worse each life stage. Insanity will also get worse. Slight chance (will increase as you grow up) for the invader to overwrite your action. Body may warp horribly as corruption spreads beyond soul (though it will only be notable after the teen stage).
Moderate insanity: -15 Intelligence, -20 Charisma.
"Blessed" by Inn'ahar: Unknown powers might have been given to you. Cannot remove Soul Invaded as long as you are blessed. Can only be removed by other gods or their priests. Inn'ahar will treat you as one of it's children.
Green Slime: 3/4 HP.
Effective stat bonuses: Not needed.
Special!: Slimes on skin contact.
Special!: Slow as a slug.
Large information dump:Player locations, from top to bottom, from left to right, in user names (because I'm pretty sure you can remember your character's name):
White D: Freeformschooler
Black d: Draignean
Pinkish-purple D: Aklyon
Black D: Repulsion
Bluish-purple D: Dwarmin
Gold D: Digital Hellhound
Light blue D: KineseN
Pink D: Dermonster
Gray D: Talarion
Dark gray d: IronyOwl
Yes, there are a lot of overlapping colors. It's your own damn faults, guys, don't blame me.
1: Dark Blue: The Western Alliance
2: Dark Green: Kingdom of Axlehand
3: Dark Cyan: Gridhard
4: Dark Red: Solari Federation
5: Brown: Othem
6: Light Gray: City of Sharoon
7: Dark Gray: The Sarduk Triumvirate
8: Blue: Kingdom of Rihosis
9: Green: Kingdom of Iberia
10: Cyan: Caliphate of Hiatar
11: Red: Kingdom of Grathos
12: Purple: Province of Kobland
13: Yellow: Merchant Republic of Isrand
14: White: The Helten Empire
System for relations: F=Fear, H=Hate. Higher is worse. Negative is better. 0 is indifferent.
The Western Alliance: Large Friends: F-3 H-5.
Kingdom of Axlehand: In The Way: F1 H2.
Gridhard: In The Way: F1 H2.
Solari Federation: Threatened: F3 H1.
Othem: Cautious but ambivalent: F1 H0.
City of Sharoon: Possible Clients: F-2 H0.
The Sarduk Triumvirate: Resources: F-1 H0.
Kingdom of Rihosis: Hated: F2 H8.
Kingdom of Iberia: Indifferent: F0 H0.
Caliphate of Hiatar: Mortal Enemies: F2 H10.
Kingdom of Grathos: Distrusted: F1 H2.
Province of Kobland: Utter Terror: F8 H8.
Merchant Republic of Isrand: Mixed Disliked: F0 H1.
The Helten Empire: Indifferent: F0 H0.
Western Alliance Casus Belli: Province of Kobland, Kingdom of Iberia.
Province of Kobland Casus Belli: Everyone.
Kingdom of Iberia Casus Belli: Everyone. Province of Kobland. Othem.
Caliphate of Hiatar Casus Belli: Merchant Republic of Isrand.
Merchant Republic of Isrand Casus Belli: Province of Kobland. Caliphate of Hiatar. Othem.
Kingdom of Grathos Casus Belli: Kingdom of Rihosis. Merchant Republic of Isrand.
Othem Casus Belli: Everyone.
Kingdom of Rihosis Casus Belli: Kingdom of Grathos. Othem. Helten Empire.
Solari Federation Casus Belli: City of Sharoon. Othem.
Helten Empire Casus Belli: Sarduk Triumvirate. Kingdom of Rihosis. City of Sharoon.
City of Sharoon Casus Belli: Potentially everyone. Solari Federation.
Kingdom of Gridhard Casus Belli: Kingdom of Axlehand.
Kingdom of Axlehard Casus Belli: Kingdom of Gridhard.
Sarduk Triumvirate Casus Belli: Helten Empire.
Ah, finally. Now I can play Skyrim for a few more days.
And maybe even continue thinking up a universe for a Sci-fi RTD that is going around in my head. No I am not saying that I will make a Sci-Fi RTD, but I'm thinking about it.Tell me if I made any mistakes or if I misinterpreted your action.