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Infinite Oregano
Dec 31, 2007

I'm going to make my friends eat infinite oregano and they'll have to do it because the recipe says so!
Sah-Tah-Ish

You lunge at them with your burning fist, ready to dole out some fiery pain on these strange people. However their motions become frighteningly fluid as you make a misstep, your defensive stance grants them the opportunity to dodge away from your lunge and circle around before suddenly their 'grasping' hand makes contact with your, the glowing hand grabbing on to your shoulder. The silvery glow upon their hands encompasses you in an instant as the world fades to silver. Not again...

This time the teleportation seems more planned, or at least more stable. Both you and they are visible as you float amidst this silvery void, but they rapidly dissipate into nothing leaving you alone, and then the silvery void fades away stranding you back in reality, albeit in a different place. Unfortunately you've been to this place once before.

You find yourself at the edge of a large ritual chamber of some kind, an intense and seemingly unending fluting fills the air as figures like the ones you were just fighting dance and sing around a pillar of blindingly bright moonlight in the centre of the chamber. However, almost immediately they react to your presence, the ritual stops, the music stops (though you do not see the source of the fluting), and in disquieting silence they all turn to you and begin to advance upon you, although they're walking they are taking very swift steps and are rapidly approaching.

The chamber is huge and lined with pillars in some kind of ritual arrangement, there are three large doorways leading out of the chamber, one to your left, one to your right, and one directly behind you. However the ritual group are in front of you, and rapidly approaching.

What do you do?

Srmz

Sliding between the moments you breach the tiniest of firmaments and make it to the other side of the portal. Enraged at your deception, the otherwise unperturbed masked figures let loose a baleful keening, and the champion suddenly draws myriad silvery armaments from seemingly nowhere. Then it is that you attempt to use your chaotic emanations to disrupt the portal that you had just passed through. Initially, you are successful! The other side of the mirror-portal although initially fine, upon exposure to waves of your concentrated chaos, it rapidly clouds and darkens and goes hazy, like the cataracts of a blind person's eyes, the shape of the 'mirror' twisting unnaturally at the barrage. Silvery cracks begin to emanate out from it upon the air itself, caused by the unrealised energies of such a twisted portal, full of potential. However for the moment the portal seems inoperable. Hopefully this disruption will hold.

However as you finish taking stock of the effectiveness of your work, you finally take in your surroundings.

You are suddenly accosted by a blindingly bright silver light, away from the portal lies a huge stairwell with a huge set of steps encircling it - but also with haphazard stairs leading off and criss-crossing in various places - but also dominated by a huge skylight visible directly above, which seems to be the source of the light. Your time spent disrupting the portal may have been fruitful but you realise that time spent here might have its own costs attached as you suddenly feel it. There's some great and ancient presence here, the moonlight beating down upon you in a manner somewhat akin to the sweltering sun if you were trying to cross a desert. Except instead of hot, this cold and dry, but it is as though a great weight is being pressed down upon you, for now it is only something this mundane but you have a slightly nauseous feeling (somewhat akin to that which you felt before, back upon that strange other-world) that it might be a portent for something worse, especially as for a moment you thought you heard a snatch of indistinct whispering...

With the way behind disrupted (for now) there is nowhere else to go but up, but to where?

What do you do?

Calliope Dispatch

You zip about, no time to lose - especially as the night proceeds unflinchingly as it does. Rapidly you find yourself upon an upper area with doorways leading to several different rooms, appropriate signage indicates that these are lecture theatres, the nearest group are titled "Selenic Theatre", "Lleuad Theatre", "Mesec Theatre", and "Qamar Theatre". The corridors spread out farther of course, but they don't matter because this is it.

After all your preparations and research that you could do, you know which one of these four is the correct one.

Which one is it, why, and how did you find this out?

You feel some kind of disturbance outside, but it's hard to say specifically what it is without checking it out yourself, but either way you know that something or someone has gotten closer to you, perhaps a denizen of this place come to investigate, perhaps one of your allies, either way time of becoming limited.

What do you do?

Vix

You get barely a chance to react to your comrade being grabbed by the previously-staff-wielding 'dancer', before they suddenly both vanish in a flash of silver light, leaving you alone as you come under assault from the one wielding the man-catcher pole, but by now it's too late and they've already closed the distance to you and lunges at you their silvery weapon aiming down at you, towards your neck in an attempt to grab you.

What do you do?

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MinutePirateBug
Mar 4, 2013


https://www.youtube.com/watch?v=D9ioyEvdggk

In a fugue state Srmz ascends the stairs, but as Srmz does so Srmz untethers Srmz's conduit. From every orifice it comes; from Srmz's pores, from Srmz's eyes, from the tips of Srmz's fingers, chaos comes flowing -spurting -dripping -bursting out in odd increments. In its wake it leaves distortions of impossible geometry, fleshy mounds of heaped writing organic material, oily self-perpetuating fractals patterns which seep across the stairs, miniature meadows of verdant flowering plants from which tiny eyes spy their surrounding - in short it leaves chaos.

Perhaps it would die here, perhaps it would change again. Fear gripped Srmz's heart and they reveled in a quiet yet wild exultation. There was only the ascent, and perhaps at the top there would be some way to help all that dwelt in this realm.

Srmz Trickles element across the stairs while ascending


HP 22/26 | Armor 0 | Load 3/10 | XP 2/8

Atlatl
Jan 2, 2008

Art thou doubting
your best bro?

HP 16/16 | Armor 1 | Load 6/15 | XP 1/8 | 0 Boon

Vix looks back to where his last teammate used to be. "What the gently caress!" He shouts. Unfortunately, his hateful protest causes his situational awareness to lapse, and in that time one of the dancers tries to rope him in. The imp dives away, but unfortunately his little legs can only get him so far...

Dex Defy Danger: 2d6 6 welp

Shardix
Sep 14, 2011

The end! No moral.

HP 8/20 | Armor 0 | Load 2/10 | XP 5/8 | Confused | Sick

Sah-Tah-Ish blinked away the disorientation from being magically hurled through the silvery Nothingness. When the spots cleared, she immediately regretted it as the coven of robed figures turned towards her and began to advance. She could try to fight them, and there was a lot to be said for a bold and forceful approach. Those things were just usually said posthumously.

Turning on her heel, Sah broke for the doorway directly behind her.

Defy Danger...by acting fast: 2d6 7

Shardix fucked around with this message at 07:08 on Apr 9, 2018

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.

HP 16/16 | Armor 1 | Load 7/9 | XP 2/8 | Bag of Books 3/5

Calliope scans the doors, and lets out a sigh of relief when she spots the Lleuad Theatre. Zafyra ibe Zafyra was a student of Qamar, but she had taken the research into a new direction. The synthesis of Qamar's techniques with Applied Chronology was at the heart of Zafyra's work, and the apparatus for that had been invented by Lleaud. A careful examination of recovered schedules and course catalogs showed no other classes assigned to that theatre. Therefore, it was sure to be where she was holding her lecture.

Calliope glances around, then quickly writes out a note and sticks it to the wall next to the door.

quote:

I'm inside. - Calliope

Then, pulling a pen and a blank notebook out of her bag, she pushes into the room and looks for a seat.

Infinite Oregano
Dec 31, 2007

I'm going to make my friends eat infinite oregano and they'll have to do it because the recipe says so!
Srmz

Cutting loose (or at least to some extent) is cathartic, as though perhaps this was your destiny - although this belies the question as to if this is the proper time and place. Nonsense! There's no better time than any time to revel in chaos! However something else is not so willing to let you be free. As you advance upwards you start to notice in the corner of your vision that some of the chaotic effects that you would have expected to either persisted, or left some sign of their passing are being undone, or even worse erased, as though whatever is in control of this place refuses to allow such changes to occur. All the while the sound of distinct, indistinct whispering grows more and more intense... and closer.

It is about a quarter of the way up the stairs, having not seen anything so far of particular note (endless doors and stairs but none of them speak to you as being particularly relevant), that the intensity of the sussuration suddenly hammers you harder, and the intensity of the blazing silver light from above becomes almost blinding, and intense cold stillness washes over you as your chaotic emanations are starting to be undone very shortly after they have begun, and a silvery contamination has begun filtering in at the edge of your vision itself. It's becoming harder and harder to move at all as the weight of intense baleful scrutiny pushes upon you harder and harder, making it more and more difficult to breathe.

What do you do?

Vix

You try to dart out of the way and ordinarily this might have been enough, but the eerie grace that these creatures display gives them the edge, and it suddenly leaps overhead, swinging around with its man-catcher-pole and drops down (kicking off of a nearby pillar), catching you by the neck and driving you to the floor heavily, slamming you with some force and causing significant pain, as the spikes close around your throat.

Damage (1 Piercing): 1d8 7

Take 7 damage (1 Piercing).

As you lie there, winded from the fall, the 'dancer' uses one hand to hold you down with its man-catcher-pole, before drawing back its other hand towards its body and beginning to make intricate and arcane gestures, causing a silvery glow to suffuse its hands - and run down the length of the man-catcher-pole. As this is beginning to happen you start to hear the voices of spirits once more, although these might very well not be the ones you spoke to earlier. "You have been summoned. You have been summoned. You have been summoned." they chant, their voices distinct yet ethereal, growing in intensity as the world around you begins to fade to silver and your opponent's arcanistry starts to perform its strange purpose.

What do you do?

Sah-Tah-Ish

Pivoting about rapidly and making a run for it has its advantages, but given the sudden rapidness of your motions you suddenly feel lighter, briefly taking a look over your shoulder as you begin to outpace the robed attackers with sheer moment, you notice something of use or value of yours has fallen to the floor behind you and you are moving rapidly away from it.

What did you lose?

Making quickly away from the assorted assailants, the twisting corridors seem alike as always, but swiftly you come to a four-way-intersection, with a pale tree with silver leaves hanging from it dominating the centre. Taking a quick scan of your surroundings, you glean the following notes:
- The left corridor reeks of sulphur, the sharp odour becoming strongly evident - but otherwise quiet.
- The right corridor heralds a 'chorus' of growls and feral noises, and the odour of musk.
- The central corridor seems to have some sort of display of flashing or otherwise scintillating silver lights, but is otherwise quiet and odourless entirely.

Behind you, you hear the rapid footsteps of your erstwhile assailants approaching, but they're not here yet, but they're getting closer.

What do you do?

Calliope Dispatch

Opening the doors reveals a colossal lecture theatre, with the assorted rows of desks looming upon high over the central floor. Like the other rooms before this, most floors, walls, and ceilings seem to consist of pale stone - and the desks and chairs are no different - although helpfully they appear cushioned. Although there are a lot of people and... other denizens here, given the sheer size of this room there are still a fair amount of seats left empty. The assorted onlookers make quite the sight, however they are chiefly transfixed at Zafyra ibe Zafyra's lecture.

Of the seats that remain that would give you an adequate view of the lecture, beggars can't be choosers after all, but several choices remain:
- One sits next to a haughty-looking Triton, clad in splendour.
- Another sits next to a hulking bestial figure, the scent of musk is evident even as far away as the door.
- A third appears adjacent to be oddly tall and clad in all-concealing black robes, an odd chill emanating from them.
- Another looks to be next to a githzerai, although their garb consists of neat robes made of some kind of shiny material.
- The final of the (easy to find) seats is next to a dragonborn, smoking from a huge ornate pipe causing a noxious cloud to descend around them.

What do you do?

Also, assuming you choose to take one of these seats, who or what sits next to you on your other side?

Janine Marie D'Argent

You spend a moment catching your breath as you attempt to get your bearings, a moment's nausea washes over you before you manage to recompose yourself. Your weapon is still wrapped around the burning doppelganger of Sah-Tah-Ish, still ablaze in a moment of roaring flame, but your comrades are currently absent, the sounds of fighting elsewhere in this chamber (out of sight) dying off, but hopefully successful. But you notice something important as you recompose yourself.

What thing of note or clue do you notice?

However time is up, all the while the heavy footfalls and clicking of staves has been getting closer. They're here.

The wardens.

Each are tall figures, pale in flesh but seemingly humanoid - their expressions are entirely lacking and their gaits seem almost identical. These aren't mere (albeit somewhat hulking) humans, but are obviously some kind of sophisticated automaton, likely bound to this place - not an uncommon trick of places of learning like this, after all if the whole place is charged with mystical energy you may as well use it for your guardians as well.

Each of them are carrying a quarterstaff, have a lantern shedding silvery light at their hips, and a silvery bell hanging from their necks. They look to you as they advance, their cloaked forms changing stance, raising their staves as the three of them spread out to flank you, ready to do you ill.

What do you do?

Atlatl
Jan 2, 2008

Art thou doubting
your best bro?

HP 9/16 | Armor 1 | Load 6/15 | XP 2/8 | 0 Boon

Vix clutches at the rope, cursing as the barbs dig into his neck. The sound of voices turns his panic into frustration immediately, and he throws his hands up disarmingly. "Gods, fine! Fine! I'm summoned, alright? gently caress me," he grimaces. "I'm cooperating, see? Couldn't you have just said something earlier? Ease up."

I'm doing nothing I guess and playing it cool.

Mr. Maltose
Feb 16, 2011

The Guffless Girlverine

HP 19/21 | Armor 1 | Load 4/15 | XP 0/8

Janine had finally looked up, straight up, as she struggled to catch her breath. The architecture here did not so much ignore space as aggressively spite it and the stairway extending almost nonsensically above her head was yet another example. It stretched up and out of sight, and seemed to originate some height from the wall opposite instead of the floor. It was a lucky observation, because it would be the means of her escape. Timing was critical.

As the sentries shifted as they became aware of her, Janine made a swift yanking motion. The Thunder Alive responded to her call, coming instantly to her hand. Unsealing the silverfire Sah simulacrum. A second gesture straight up, and the living lightning stretched to its full length and just barely wrapped itself to the stairs stretching far overhead. A single yank and D'argent was soaring high into the air. With any luck the wardens and the fake Sah would be too busy with each other to attempt pursuit.

Just in case it's needed I'm going to make a Defy Danger roll.
Defy Danger (Dex): 2d6+2 7

Shardix
Sep 14, 2011

The end! No moral.

HP 8/20 | Armor 0 | Load 2/10 | XP 5/8 | Confused | Sick

Sah slowed and came to a halt as she came upon the intersection. Her head was pounding and her stomach still threatened to rebel and of all things. Of all possible things she could lose, her ribbon had come undone as she fled. This day was proving to be one she would carry a grudge against for years to come. The sounds of her pursuers registered in her mind but she pushed it back, refusing to let it unnerve her. She had survived the War. What was any of this in the face of that unending nightmare? Nothing whatsoever.

First things first. She was not going to leave the ribbon behind. No how, no way, not even were she to square off against all the armies of this world. Her sisters and the gift they had given her meant too much. Escaping back to her companions would just have to wait.

Flicking her eyes up, Sah gauged the walls and ceiling. One thing she had over the typical scholar and spell weaver was a well honed physique - and wounds aside, that physique was still functioning perfectly well. Outpacing her hunters in a place they knew and she did not was a fools errand. A bit of sneakery though? That just might work. With a decisive nod Sah stepped back, measured the run up, and sprinted towards the wall. Her momentum carried her up a few feet and she kicked off for even more height, grasping for a cornice near the ceiling to cling too. Her pursuers would hopefully be too focused looking ahead to think to look up.

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.

HP 16/16 | Armor 1 | Load 7/9 | XP 2/8 | Bag of Books 3/5

The musky fellow and the pipe smoking dragonborn are right out. The mysterious figure seems unlikely to be nosy, but Calliope is a little chilled already. That leaves the triton and the githzerai. She glances around, decides the seat next to the triton has a better view, and hurries over to sit.

Calliope nods politely to her seat mate, setting her notebook on the desktop, but before she can get comfortable another late arrival comes in.


The well dressed drider takes a few moments to wedge herself into the seat while Calliope tries to avoid the flurry of limbs and lace one side and bumping the triton on the other.

Infinite Oregano
Dec 31, 2007

I'm going to make my friends eat infinite oregano and they'll have to do it because the recipe says so!
Vix

The world fades to silver as you are taken away, an odd coolness fills you as this occurs, and a peculiar falling sensation hits.

Then suddenly, you're elsewhere.

Moreover, you're sat down on a chair, set before a huge table made of substance that seems to be simultaneously silver and marble. The silvery lighting of this place seems especially intense here, and a haziness seems to hang over this chamber making it seem almost like a dream. A great feast of strange foods, accompanied by even stranger decorations covers the huge table, set in elaborate serving dishes of (expectedly) silver design. The hall that this feast is occurring in seems to be of a much more ornate design, and a huge window showing off a black night sky dominates the chamber.

The other guests that are seated at the table currently myriad whimsical spirits, their appearances various; but with an overall lunar symbolism involved, most have silver and white as their colours (though some do also show other more varied colours like yellow, red, and, blue), and many have a peculiar stone-like appearance. However the biggest chair in the room at the head of the table, full of splendour and grandiosity, sits empty - for the moment.

There are seated spirits to your left and to your right. The one to your right turns to you, with intent.

Who are they and what do they want?

Also, what do you do?

Janine Marie D'Argent

You lash up and don't look back - which is just as well because there's a colossal roar of flame as the fiery emanation that Sah's erstwhile doppelganger was manifesting suddenly reaches its full power, a wave of heat and pressure washes forth below you. You know this because you weren't quite quick enough to make it out of the way of it entirely, the remnant of the blast clipping you and hitting you from behind, luckily it was not the flames themselves.

Damage: 1d6 6

Take 6 5 damage (after applying armour)

There is a sudden nauseating shift in perspective as you feel yourself rapidly reorient as gravity shifts towards the appropriate way to climb upon these stairs, but even while being buffeted by the arcane forces at work, you manage to grab on and swing about into position without too much of an ordeal, although the sheer rapidity of this motion does require a few moments respite just to regain your sense of balance. In your peripheral vision you notice flames raging 'above', and sounds of conflict. A conflict which is starting to rage out of control.

Discretion may be the better part of valour, at least in this case.

Taking stock of your surroundings, asides from the conflict 'above' you the the more conventional orientation with it, your other routes of escape are largely as such:
- Directly 'ahead' (which would head deeper horizontally into the University... probably), from which you think you can hear distant chanting (barely above the din of battle 'above' you)
- 'Below', via a spiralling staircase that you can spot glints of purplish light contrasting with the overall silver-white colours this place exhibits.

Either way, with the conflict raging 'above' you, it is better to make a decision sooner than later.

What do you do?

Sah-Tah-Ish

You manage to make it up the walls and cling to the cornice in question, holding onto the ceiling or near enough, the sounds of approach growing louder every second. Without any further ado they arrive, glancing down you see a group of six of them fan out rapidly as they enter the intersection, moving around the pale tree in the centre. Seemingly in silence, the group each in unison gaze down each of the other exits, before without any perceivable communication they split off into groups of two, each heading down a different passageway.

Leaving you alone, for the moment. And not a moment too soon as you find your grip upon the architectural conceits of this place beginning to slip. There is silence for a moment before you hear slow, purposeful footsteps, and an odd grating sound. Then you see it, a tall figure - clad in heavily padded pale robes, wearing a more detailed mask than the ones you've seen so far - more elaborate and heavy-looking its mask has thorn-like patterning running across it and a rose-like pattern where one of the eyes would be.

However what's more noteworthy about this strange new figure becomes more immediately noticeable, the source of the grating noise is a pair of scythe-like protrusions escaping its sleeves that it scrapes along the floor as it walks. Suddenly it stops and stands up to its full height - taller than the other ones that you've fought so far - and peers quizzically at the pale tree with silver leaves, raising its arm-scythes (if they're a part of it or just some form of exotic weaponry that it has attached to it you're unsure) as it examines the tree.

Unfortunately you become keenly aware that your grip is starting to slip from your hiding place, while this strange figure remains in this chamber.

What do you do?

Calliope Dispatch

The lecture continues, with your newfound deskmates.

"...now on the topic of quaternary pseudo-histories, of course one should endeavour to avoid examining such facets too closely - whether spectral analysis or more destructive methods, or worse directly interacting with these aspects. As one would expect from quasi-realities so distant to the primary this can cause runaway declension scenarios and at best will cause an intervention from Quaruts, if not less desirable results..."

During a lull in the lecture, the triton on your right declares himself to be called "Jarun, Prince of Go-Xaron"



Even when whispering, his voice booms somehow, and he generally seems to both enthusiastic and arrogant - as one might expect of a triton.

What does he say his purpose here is?

Whatever his purpose here is before too long he decides to gift you a decorative shell bearing his signet, as a method of networking. After all, even in times like these (especially in times like these) it does well to have contacts.

The shell is more than it seems. What's special about it?

"... now these insights can be implemented via the medium of alchemy. But obviously in that case one has to pay particular attention to the additional properties that can occur regarding solvents, maintaining an appropriate polarity regarding the chronomanipulative reagents and the solvent in question, otherwise interference will occur - of course if this is a multiple stage alchemical implementation an initially interfering setup that transitions towards an enhancing setup within particular parameters could be possible..."

At another quiet part of the lecture while Zafyra ibe Zafyra is drawing an incredibly complicated diagram regarding superposition of flux real states, the drider to your left introduces herself as Maenress Daevion'lyr.

What's her deal? What does she give you as a memento of this occasion?

"... the Fourfold Dilemma of course directly applies to all of these theories and none of them should be considered without first taking into account its implications. But ultimately there are myriad volumes which go into detail regarding such interactions, most of which are still existent. Of course as all entrepreneurial scholars will know the Forgotten Library of Dal-Jimmid would be the primary location to find such texts. With that in mind I think it is time to call this lecture to a close, and I hope you all found this as insightful as it was to research into such intricacies." continues Zafyra ibe Zafyra, "As a memento for your attendance I have compiled some interesting insights regarding the 'Twenty Seven Discreet/Discrete Chronomemetic Notions' that I mentioned earlier, that I am sure you will find fascinating." says Zafyra, beckoning one of their servants to hand each of the attendants (you included) a copy of a thick, leatherbound tome with such a title on its cover, although the way Discreet/Discrete is written seems to cause it to change rapidly between the two different words as you read it.

"Now to all of you I think it is important not to understate how none of you should forget the Eight Principle, but especially to 'Never Forget Nor-Vali'." suddenly announces Zafyra ibe Zafyra, standing once more at the centre of the theatre.

Throughout the lecture, what key insight did you draw from this that made this whole trip worth it?

But with their final utterance, suddenly the room goes dark... and cold. You blink and peer about and realise the room now looks a lot more ancient, and ruined. Many of the desks and chairs are crumbled, silvery spiderwebs are woven throughout the room, it looks abandoned and largely empty. Zafyra is absent, as are all of the other attendees.

Well, most of them.

The one reeking of musk is still here. Bulky and hunched over the now-ruined desks. Swiftly after... whatever happened occurred, they let out a wheezing cough crossed with a growl, and begin packing up their belongings, looking ready to move. But something seems very off about them, throughout the lecture they were largely quiet, but now they seem to ooze an aura of violent intent, although they seemingly haven't noticed you yet, who knows if this will last, especially once they start to move from their place...

What do you do?

OOC: MinutePirateBug: You still there?

Shardix
Sep 14, 2011

The end! No moral.

HP 8/20 | Armor 0 | Load 2/10 | XP 5/8 | Confused | Sick

This wasn't good. The hulking brute below didn't seem inclined to hurry along and her grip wasn't going to last. Thinking quickly, Sah measured the drop. She ought to be able to land quietly enough, and while she had her doubts about dispatching this foe herself, she could certainly give it something else to worry about.

Letting go of the cornice, Sah fell and tucked into a roll.

Attempting to land without alerting the scythe handed figure.

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.

HP 16/16 | Armor 1 | Load 7/9 | XP 2/8 | Bag of Books 3/5

Calliope quickly fills pages worth of notes, blocks of her neat and small handwriting interrupted by lengthy formulas. She's starting to wonder if she should get out another notebook when Zafyra ibe Zafyra calls for a break.

The pattern keeps for the rest of the lecture - Calliope scrambling to keep up and write down everything, wearing her writing instruments out on complex diagrams, and the lecturer stopping just when she's about to fall behind.

It's during those stoppages that her seatmates introduce themselves. Calliope can't quite untangle the temporal threads to tell if she could meet them elsewhere/when, but that's no reason to be rude. Jarun, the Triton prince, claims to be here merely for love of learning, but Calliope knows another war-mage when she sees one. Jarun probably is just as much of a rake as he presents himself - being a noble makes that a lot more acceptable in a soldier - but he's certainly here to see if Zafyra's concepts have military application.

Jarun picks up on Calliope's shared background, and while neither speak of it openly, there's at least professional respect there. The shell the prince hands over is more than just a trinket as well - speak into it and drop it into salt water, and a message can be delivered to the prince from anywhere. The response can be heard by holding the shell to one's ear. It's slow, but it's workable.

Maenress Daevion'lyr, though, is something else entirely. The drider is a bit... overly familiar, though she never quite makes Calliope so uncomfortable as to say something about it. Maenress' teasing comments make Calliope think that she knows more than she lets on - and more than she should. Calliope is certain she's a seer or oracle at the least, and she has the increasing suspicion that Maenress isn't just here for the lecture, that she knows much of the material Zafyra is covering already. She can't be here for Calliope, of course... can she?

It's not a question Maenress is likely to answer. But the drider does give press a gift onto Calliope - a many colored silk shawl. Before Calliope can examine it closely, Zafyra moves into the final part of the lecture, drawing Calliope's full attention again.

The strange utterance and sudden end leaves her a bit disoriented, but not so much that she fails to see the other remaining student. Quickly sweeping her things off the desk, she ducks down behind the row of seats, throwing all of it into her bag hurriedly. Then she starts to make her way quietly towards the door, trying to keep low and out of site.

Infinite Oregano
Dec 31, 2007

I'm going to make my friends eat infinite oregano and they'll have to do it because the recipe says so!
OOC:

Although I have been working on responses to the thread thus far, I am hesitant to continue without more responses. Consequently things have slowed down significantly, and time has passed so I thought it would be best to check up on things. Additionally I have had a few ideas that might change things up and make them easier to follow etc.

So without further ado, first I must ask - of all of you, who is still interested?

Secondly, what would you all think of changing the format? Currently it's PbP on the forums but I have found that Discord PbP to be more interactive and easier to create and follow-through with prompts etc., and as such I feel that the game might well benefit from changing to that format.

If there is a significant drop in interest I might re-open the recruitment; and either way I might be tempted to skip forward somewhat.

Shardix
Sep 14, 2011

The end! No moral.
I'm still on board. As for pbp versus discord, I have no particular preference. Whatever works best for you.

Atlatl
Jan 2, 2008

Art thou doubting
your best bro?
I've been slammed/will be slammed with irl stuff and my ability to write creatively at anything beyond :effort: volume is at a low, so I'm out.

MinutePirateBug
Mar 4, 2013
Sorry I slowed things down, discord would be better.

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.
Discord would work better for me as well, and a time jump would probably help.

Infinite Oregano
Dec 31, 2007

I'm going to make my friends eat infinite oregano and they'll have to do it because the recipe says so!
Very well then, here is a link to the new discord server I've created, feel free to come in, mill around, and put up your character sheets etc.

However it looks like (unless Mr Maltose is going to make a sudden appearance) that we're down two people so I'm going to go make a new recruit for this (likely in this thread in particular) so there'll likely be a delay in continuing. However in the mean time in the discord once people are setup I might ask some questions to aid with the time skip.

Infinite Oregano
Dec 31, 2007

I'm going to make my friends eat infinite oregano and they'll have to do it because the recipe says so!
No Sense of Right and Wrong



Akkamarin, Great Torphyr, the Shallow Sea, the Bounty Lands, and others... all places now purely memories. There are even some places that cannot be remembered, whatever they were. That's what you get when you have a magical world war, skies burning with hellfire, armies of horrors being raised from peoples' literal nightmares, infinite time loops, entire cities being cast into the sun, the list of acts goes on. When the smoke had cleared and peace had finally been agreed it was determined that nothing so horrifying should ever be allowed to happen again.

So for once, all the clans of mages, arcane orders, and other occult societies formed a united organisation known as the Union of Natural Philosophers (or UN for short - the acronym makes more sense in Draconic) - a modern term supposed to symbolise the beginning of an age of reason and prosperity, with an eye towards stability and order, not almost destroying the world again in a flurry of arcane puissance, and for once showing remorse and acting as problem solvers in this broken world - after all by now a significant amount of problems were caused by you and your fellows. Not that this somehow has stopped wizards being wizards of course, even at the most unified times they still bicker and gossip and politic. Not to mention, in order to get these accords in place and to form this organisation with any significant support - it was necessary to allowing substantial freedom in carrying out any given objectives, but moreover it was necessary to allow such objectives to extend beyond merely helping this damaged world, but also help out other members of this organisation - rendering assistance could be in of itself seen as advancing peace, after all. From this it was decided that such troubleshooters best operate in teams, so that they can provide oversight for one-another, and otherwise provide security - even after amnesty was declared for any possible mystical war crimes, trust is hard to come by.

With that in mind you have each been assigned to a relevant team. Of course even if you are a part of this new organisation, you are still a part of your original order or clan or society, with all that entails. Hopefully you can leave this world a better place than you found it...

----

Important Information!
Wizardly/witchy/magical/occult/etc. playbooks please! That or a playbook that you have reskinned in order to be wizardly/etc. In either case as long as it's functional it will be considered.
You'll start at level 2, also you get a free advanced move at level 1 (from the 2-5 list).
Death Moves: Even in death a wizard is not to be trusted. Death Moves will be in play, if you have a playbook which has a Death Move by default then you're golden, otherwise I would generally suggest using the Death Moves from Grim World if applicable. Either way Death Moves are not so important at character generation, and if that part is not sorted out and you get picked then we can deal with that later!
Am currently looking for two more players to fill the party out.

Current party is (in no particular order):

Sah-Tah-Ish, the Immolator played by Shardix
Srmz, the Imagined, Chaos Channeler played by Minute Pirate Bug
Sor Calliope Dispatch, the Witch played by Comrade Gorbash

Important Questions!

- Before you joined the UN you were a part of a mystical league or a mage clan or an arcane society or a similar organisation (and still are, but you're formally operating under the UN currently), who are they, and what are they known for?

- The war was not that long ago, you were in that war in some way, shape, or form. During the war, what did you lose, what did you gain, and what is your greatest regret?

Other Stuff

If you want to discuss things more I'll be in the appropriate Discord Server, which is where the game proper will run once we can proceed.
I'm not sure how long I'll keep the recruit open but a few weeks at most, probably less. We'll see how the applications come in.
Feel free to read this read for prior reference, but don't feel too obliged to - it'd be useful for anything that's been previously stated, but once the game proceeds once more it will be skipping ahead beyond the Lunar University.

Infinite Oregano fucked around with this message at 19:52 on Jul 23, 2018

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage



Taiga, the Winter Mage

UN Selection Committee's Transcribed Observations

"The one known as Taiga presents an undeniable asset as an official troubleshooter. Their vital signs are all but undetectable, without the baggage inherent in an undead or extraplanar servitor. Assuming the proper motivators can be assessed and brought to bear, I expect nothing but the best. It is a pity about the empath that tried to forge a connection to their heart -- I'm told that the experience induced a panic-reaction coma." - Magister Highrose

"I can't imagine where the source of that infernal cold emanates from. It defies everything I've come to understand about the nature of creation and the manipulation thereof. I, for one, need more data on this cryomancer." - The Archanothesophist

"They're kind of creepy, but cool? That's probably good for this sort of thing. Right? Right." - The Honorable Lady Petit van Sparkles

"God, I hate puns. If there was any hope of changing this dark future... well, I'm sure I would have. I suppose my vote's been cast, regardless." - The Archanothesophist's Future Incarnation

quote:

Before you joined the UN you were a part of a mystical league or a mage clan or an arcane society or a similar organization (and still are, but you're formally operating under the UN currently), who are they, and what are they known for?

Taiga is an exemplar of an isolated think-tank dedicated to the cessation of the universe's inevitable decay through entropy, The Anemoi Institute. Though their natural goal is to reverse the process entirely, so far they've only developed excessively effective methods of bringing it asymptotically towards zero... on the human level. Taiga, before becoming what they are now, was one of the greatest cryophysicists of the institute. It was their greatest achievement, actually, which led the Institute to be dragged into the war in the first place: a fractal orb surrounding a self-sustaining field of absolute zero.

As the Institute was besieged on all sides by forces attempting to claim the orb for their own, Taiga made a choice. Some might call it brave, others the greatest act of hubris in a calling that, by definition, requires a certain sense of one's innate superiority to the cosmos. Taiga merged their body with the orb, rewriting human flesh with something more primal and profound still: the elemental bite of winter.

quote:

The war was not that long ago, you were in that war in some way, shape, or form. During the war, what did you lose, what did you gain, and what is your greatest regret?

Taiga's ploy did, for better or worse, work. With the initial surge of primordial power, the attackers were repelled and the Institute itself encased in a flawless, protective field of cold. A cold so profound that it all but stopped the unceasing march of time within. For those within the Institute, not a moment has passed since Taiga left. Not a moment will. That would be no real problem, should they still have the power to repeat such a feat and dispel said field. And, yet, they do not. As the cold sunk into Taiga's flesh, they became both less and more. More in touch with the primal aspects that they had always hoped to command, but less able to work them.

Taiga does not speak of it, even compared to as little they speak of other matters, but that is surely their greatest regret. To never see friends and family again, even as changed as they are, surely is a deep pain.

Winter Mage posted:

Name: Taiga
Look: Piercing Eyes, Frosted Skin, Stiff Robes, Marked Body
Species: Human...?
Drive: Seclusion. Prevent someone from getting close to you, either physically or emotionally.
Winter's Touch: Ice. Your flesh is ice, cold to the touch and hard as steel. You gain +1 armor while under the effects of the Freeze move. When you reduce damage using Chill, it bounces off your hardened skin.

HP: 20
Chill: 16
Armor: 0
Damage: d6

Stats:
Strength 16 (+2)
Dexterity 13 (+1)
Constitution 16 (+2)
Intelligence 12 (+0)
Wisdom 9 (+0)
Charisma 8 (-1)

Moves:
December's Armor
You are immune to the bite of cold and wind, and never need to dress warmly to be perfectly comfortable in the cold.
You have a Chill stat equal to your Constitution score. Whenever you take damage, you may spend any amount of Chill to reduce the damage by the same amount. When your Chill stat reaches 0, regain 1d6 Chill and take that much damage, and then take -1 ongoing to CON until you next Make Camp. When you Make Camp, restore your Chill stat to its full value.

Winter Wonderland
Ice and snow are your playthings. You can spend 2-Chill at any time to make it snow, no matter what the existing weather conditions are.
When you want to make a sculpture or structure of ice and snow (such as a bridge, a castle, a staircase, or anything else), you can do so, but it takes a lot of time and safety, and you need some snow on the ground to work with.

Freeze (CON)
When you use ice magic to freeze someone within Reach, spend 1-Chill and roll +CON. On a 7+, choose one. On a 7-9, you affect more than you intended to - something else gets frozen, the gm will tell you what. When you use this move to freeze yourself, you do not need to roll - automatically take a result of 10.
• Their arm is frozen solid. It cannot pick up anything, and it cannot use anything it was already holding. A frozen arm has the tags Hand and +1 armor.
• Their legs are frozen to the floor. They cannot move or be moved.
• Their body is coated in ice. They gain 3 armor, but their movements are slowed: they cannot run, cannot jump, and their movements are very slow and stiff.
These effects last until the ice thaws, melts, or shatters. You can spend 2-Chill to thaw one person, immediately removing all options from them. You do not need to spend any Chill to thaw yourself out.

Cold Hearted
You're no good with other people. Even when helping someone you care about, you have trouble putting yourself on the line. When you Aid an ally, on a 7-9, the consequences apply to the person you aided instead of yourself.

Diamond Blizzard (CON) (Bonus)
When you unleash a blast of ice and wind, spend 1-Chill, choose a target within Near range, and roll +CON. On a 7+, deal your damage with the tags Forceful and Piercing 2. On a 7-9, you affect more than you wanted to - either someone else is hit, or you blow away something you did not mean to, the GM will tell you what happens.

Chill Out (Level 2)
When you make an appropriate pun while dealing damage or Freezing someone, deal +1d4 damage. If it was a pun you haven't made yet during this session, also regain 1 Chill.

Death Move:
Heartless
Winter's touch is not for the faint of heart. In fact, you could say that it isn't a path anyone with a heart can take. When you die, you reveal what your 'friends' have always suspected: that you are literally a heartless monster. Tell us which other player has your heart - who did you give it to? Why didn't they know they had it? Set your HP to 0. You can no longer heal or take damage by any means, and as long as your heart is safe, you will live on. When your heart is destroyed, you finally die.

Gear: 2/8 Load
Dungeon rations (5 uses, 1 weight)
A survival knife (hand, 1-weight)
A golem of ice (+2 Loyalty, +3 Protector, and Cost: Kept Cold.)

Tricky fucked around with this message at 01:58 on Jul 24, 2018

Frgrbrgr
Jan 20, 2009

Buk, Uruk Warsinger

Theme

quote:

Name: Buk
Class: Warsinger (Skald re-skin)
Look: Fiery eyes, Wild hair, Poor clothes, Fit body
Species: Orc, Uruk lineage
Drive: Thirst for Glory - Heroically place yourself front and center in danger for your tale and of those around you to be told.

Stats
Strength 12 (+0)
Dexterity 9(+0)
Constitution 13 (+1)
Intelligence 8 (-1)
Wisdom 15 (+1)
Charisma 16 (+2)

HP: 19
Armor: 1
Damage: d6

Moves

Inspiring Presence
Through your force of will and personality you inspire great deeds. When you inspire others through your words or presence, roll +CHA. *On a 10+, choose 2. *On a 7-9, choose 1:
 An ally’s wounds are ignored, and they heal +1d8 damage
 An ally is invigorated, and thy deal +1d4 damage forward
 An ally’s mind is cleared of enchantment or fear
 You coordinate your allies’ teamwork – the next time an ally Aids Another, they grant +2 instead of +1 to the aided ally
 You do not draw attention to you or a bolstered ally

Bardic Lore
When you Spout Lore, if you tell us about a tale, song, or legend featuring the subject at hand, roll +CHA instead of +INT. *On a 10+, you may also ask the GM any one question about the subject, and the GM must answer truthfully.

Charming and Open
When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully):
 Whom do you serve?
 What do you wish I would do?
 How can I get to ______?
 What are you really feeling right now?
 What do you most desire?

A Port in the Storm
When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.

Truth to Power
When you Spout Lore, on a 7+ take +1 forward when acting on that information.

Background: Sheltered and Learned
You’ve yearned to see the world for yourself, though much of it frightens you without your friends. When using Inspiring Presence, when an ally’s mind is cleared of enchantment or fear so is yours.

Advanced: Metal Hurlant
When you shout with great force or rebuke an enemy with terrifying presence, roll +CHA. *On a 10+, the target takes 1d10 damage and is deafened for a few minutes. *On a 7-9, you still damage your target but your presence is front and center – the GM will choose an additional target nearby.

Death: Last Stand
You have a burning need to die in final, glorious combat, and nothing will stop you from achieving it. When you die outside of battle, you press on, unable to die until a worthy opponent faces you in combat. When you die during battle, you press on until the battle is over. In either case, when making a move during combat, take a result of 12 without rolling. When the battle is over, win or lose, you finally die.

Gear

Load: 7/21

  • Uruk Jerky (5 uses, 1 weight)
  • Leather Vest (1 armor, 1 weight)
  • Worn Bow (near, 2 weight)
  • Bundle of Arrows (3 ammo, 1 weight)
  • Short Sword (close, 1 weight)
  • Dragonwood Lute (An Heirloom Instrument)
  • Adventuring Gear (5 uses, 1 weight)

The darkness comes
It walks with me
It strikes me down
I become one with darkness

- ancient Uruk birthday chant (translated)

I grunt under the harsh oppression of steel girders below me, canvas canopy above. This isn't where I belong. I swear - if those elders ever cross my path, I'll gut them, neck to bowels.

I lift my hand to block out the artificial light as I gaze disdainfully towards the only visible object of interest on the horizon. "The Tower" - Regional UN headquarters. My destination - I spit, causing a few humans near me to leap back in fear. They've been tip-toeing around me for days; a fear born more from need for drama than anything else. My patience wears thin with these folk. Good thing this trip is almost over.

I think back once more to my charge. A lifetime of tutelage under the great elders of Bloodsong Chorus - garrison of the Warsingers. A childhood filled with the finest vocal arts a whelp could ask for. All of it... shattered. All of it meant to ship me off to take on the unwanted role of UN liaison. A role I am now cursed with, for eternity. My whelpmates, gone - Thruk, Berrun, Errut - now nothing but melodies in the eternal song.

I wrap my hand once more around the hilt of my dragonwood lute - the only parting gift I was given. A symbol of strength - handed down among the Uruk - a legacy from a time of conquest and victory. I spit - no, those elders are embracing a new way, one of sloth and irreverence to the that very legacy. My finger traces the outline of the dragon's jaws. I will find that old way. I will become the dragon. I will break the squalid Chorus - it is time for the Uruk to be born anew in me - and my voice.

quote:

Before you joined the UN you were a part of a mystical league or a mage clan or an arcane society or a similar organisation (and still are, but you're formally operating under the UN currently), who are they, and what are they known for?

The Uruk Warsingers are an ancient sect of the greater Uruk clan - well known for an age of conquest and tyranny that, several times, threatened the order of the globe. In recent centuries, however, the Uruk have become pacified, content to engage in trade and other peace-time activities. The Warsingers similarly have devolved into an organization focused on maintaining the new pacified status quo, to Buk's dismay upon learning this reality. Though raised among these Bloodsong elders, Buk was trained primarily by an activist seeking to return to the old ways, and has taught Buk a number of unearthed warchants that had been banned from usage.

The elders, in an attempt to stymie the growing movement, have sent Buk away - a permanent exile into the UN.

quote:

The war was not that long ago, you were in that war in some way, shape, or form. During the war, what did you lose, what did you gain, and what is your greatest regret?

The Uruk, in general, had little to do with the war - their magics weakened considerably by the newfound peaceful ways. Still, the Chorus was targeted for a number of reasons - fear of a rebellious Uruk uprising, primarily. It was one of the first places hit in the war, a full half of the college leveled, along with its surrounding environs. Buk's family had the disfortune of living in the area that had been bombarded the worst - all his family, relatives, friends, neighbors - dead. Buk was taken in by the Chorus in the aftermath, as were a number of war orphans and newly widowed.

As a child, he was a perfect target to be trained in the ways of the Chorus (losing half their membership was a good a reason as any to open up to new members, after all). Now 12 (a young adult), he has mastered the ways, a great gift to be sure - but one that can never bring his family back. Now stripped of his entire life, cast aside to make a political point, his greatest regret is, obviously, that he agreed to go along with the Chorus. Still, he's not one to dwell on things he can't change for long. Eyes set forward, he grimly grins and accepts what's to come next.

Frgrbrgr fucked around with this message at 06:00 on Aug 1, 2018

Infinite Oregano
Dec 31, 2007

I'm going to make my friends eat infinite oregano and they'll have to do it because the recipe says so!
Time for questions!

Tricky: Why did Taiga join the UN, did they approach them or vice versa? What lead up to this? Also tell me about the golem, where did it come from, and is there anything particularly noteworthy about its creation or your ownership of it?

Frgrbrgr: What has Buk done to stand out amidst the Bloodsong Chorus? Are there others amidst the Chorus who share his idealism towards the old ways?

Frgrbrgr
Jan 20, 2009
Buk

quote:

What has Buk done to stand out amidst the Bloodsong Chorus?


Even from a young age, Buk stood out as a promising, talented singer of verse. His guttural intonations and harsh, raspy screams called easily the ancient magicks to life - and drew a surprising amount of admiration, even among learned scholars. Under his master, Buk became one of the youngest ever to master the art of the Bloodsong. On his 12th birthday, the age of adulthood for the Uruk, Buk managed to make quite a few participants' ears bleed during the birthday chant. Among the Uruk, this is a great honor.

quote:

Are there others amidst the Chorus who share his idealism towards the old ways?

Only a few, and certainly none of the elders. The minority faction only exists in hushed tones and dark rooms, and have often been co-opted by those seeking to simply disrupt or replace the elders, not bring about a true revolution. Buk's master was one of the few with their heart in the right place, going so far as to steal one of the sealed-away warchants (Grunn Thock Brrack), and teaching it to Buk.

Buk is hoping to find distant cousins or offshoot tribes who still honor the old ways, though he knows the odds are few. Lacking that, he intends to live his life with a ferocity and prominence as to inspire his people to finally break out of their wasteful ways.

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage


Infinite Oregano posted:

Tricky: Why did Taiga join the UN, did they approach them or vice versa? What lead up to this? Also tell me about the golem, where did it come from, and is there anything particularly noteworthy about its creation or your ownership of it?

Taiga is, by virtue of their current existence and merger with the orb, something of a walking, magical WMD. Despite their natural tendency to find an isolated microplane and sequester themselves from the world, the world did not forget what had happened during the war. It was politely described by the team of UN troubleshooters that brought them in as the choice between a productive, if somewhat lethal career... or careful observation and sequestration at a controlled facility. The latter did not offer much in the way of opportunities for Taiga to regain their full power and figure out a method to release the Institute from its icy prison, so it was an easy enough choice to be made.

The golem, Khione, is something of a mystery. No reports place any such construct at Taiga's side during the war and, practically speaking, they shouldn't have had the power in reserve to create such a servitor in their post-war seclusion. The current working theory is that it was a rogue elemental, escaped from its summoner during the war, and it has formed a symbiotic relationship with Taiga. The remnants of the orb's excess chill provide it the necessary climate and energy source needed to remained manifest and, indeed, Khione dedicates its body to the continued protection of Taiga.

Tardzilla
Aug 31, 2006


Velvet Night, the Gloom Sorceress

quote:

Before you joined the UN you were a part of a mystical league or a mage clan or an arcane society or a similar organisation (and still are, but you're formally operating under the UN currently), who are they, and what are they known for?

"I was part of a magical order of witches that made human blood sacrifices to the great Demon Gods for power."

"That was a joke."

"Ha ha."

"....I'm actually part of the Order of Night Witches. Before the war, we were a secluded group, and we preferred to keep to ourselves, doing our own things. No, we've never actually sacrificed anyone, or made any deals with any demons. We were a small group of seven, and each of us were powered by a different emotion. I'll let you guess what mine was."

"That all changed during the war, though. It's a little hard to stay secluded when there's a battle happening right out your doorstep. So we did the only thing we could do; absolutely nothing."

"...That's a joke. Of course we got involved, mostly out of necessity. We would offer our services as healers, using our powers of emotions to soothe the suffering, in exchange for our protection. Well, my sisters would, anyways. I never bothered. I would help my sisters, but I never saw the point of what we were doing. It all felt so... futile. Why even bother getting ourselves involved in the first place? It's not as if the war concerned any of us, but no, nobody ever wants to listen to me. 'Velvet's the gloomy one, of course she'd have a negative outlook on all this. Let's just ignore her again, like we always do.'"

"Now you're probably wondering why someone like me, who never wanted to be involved, joined the U.N. It was not by choice, believe me. My sisters decided that it would be best to have one of us join the U.N. to represent our order, and out of all of us, they picked... me. I was chosen as the one to represent my sisters. No, I don't know why they chose me, and no, I didn't have much of a choice. So, here I am. In a place where I don't want to be."

"This is karma for what I did in a past-life, isn't it?"

quote:

The war was not that long ago, you were in that war in some way, shape, or form. During the war, what did you lose, what did you gain, and what is your greatest regret?

"I regret the day I was ever born."

"That's a joke."

"Ha ha."

"..."

"...Anyways, if you must know, what I-we lost was something we could never replace; We lost Aria, our sister of Compassion. Aria was the closest thing our order had to a 'leader,' and she was the one who convinced us that we needed to get ourselves involved, and look how it turned out for her. She sacrificed her life to protect us when we were about to be hit with a blast that would vaporize us all, conjuring up a shield that would protect us from it. It wasn't the blast that took her life, but the pure, intense emotional strain she felt afterwards, and there was... nothing we could do to help her. Our sister was gone. Forever."

"I-We were lost without her, but the others, not wanting our sister's death to be in vain, kept pushing on, and, as tragic as the event was, it... did bring us all closer together in the end, I suppose."

"...Don't tell anyone I ever said this, but I... I wish I could have spent more time with her. Aria would attempt to get close to me, and I would do nothing but brush her off, and now... I almost wish I didn't. There is much I would say to her now if she was still alive, but it's too late for that now. All I could do is keep living on, like she would want me to."

The Sorcerer posted:

Name: Velvet Night
Look: Attractive face, slender body, expensive clothes, fated birthmark
Species: Human
Drive: Temptation. Tempt another to abandon their duties.
Emotional Core: When you succumb to a deep melancholy over the hopelessness of your situation, the world shares in your misery and depression. Choose one other individual present, they are overcome with lethargy or bad luck, causing them to constantly stumble or give up. When you feel a glimmer of hope, your melancholy passes, for now.

HP: 18
Armor: 0
Damage: d6

Stats:
Strength 8 (-1)
Dexterity 13 (+1)
Constitution 12 (+0)
Intelligence 10 (+0)
Wisdom 16 (+2)
Charisma 16 (+2)

Moves:
Empath
You can always tell what an individual or group is feeling just by being near them, no matter how stoic they are. Emotionless things seem dead and flat to you. When you study the Aura of a living being or a group acting together, ask what emotion you sense they are feeling right now and their player will answer honestly.

Touch of Power
When you use a touch of your Sorcerous power for a small effect within reach, with minor, merely convenient consequences, it happens after a few moments of focusing an appropriate emotion on the task.

Darkest Heart
When you focus your dark and violent emotions on the flesh and blood of another within near range, with the intent to harm them, roll+Cha. On a 10+, describe how your Sorcery hurts them and deal your class damage to them. On a 7-9, describe how your Sorcery causes them pain but causes no permanent harm. Either way, your soul is stained from the violent use of your power. You are vulnerable to possession or spiritual attack. In addition, take +1 ongoing to using your Sorcery to hurt or dominate others, and -1 ongoing to use your Sorcery for any other purpose until you have had a chance to rest, calm down, and cleanse your aura.

Elemental Sentiment
Choose a primary element and an emotion that mirrors it. You may now control that element with your sorcery by focusing that emotion. When you are overcome with the emotion, and channel it into a small amount of the element within near range, roll+Cha. On a 10+, describe how your emotion is channeled into your element, and the effect it causes. On a 7-9, a being tied to the element takes notice of your meddling.
“When I am overcome with Despair, My Sorcery affects the element of Darkness.”

Fear my power!
When you use your sorcery to focus your confidence and conviction into your voice and speak of your power and knowledge in an impressive voice, roll+Cha. On a 10+, you have leverage to Parlay with anything that is magical in nature, even if you could not normally talk to it. On a 7-9, you will need to display your power before they believe you.

Guilty Consciousness
When you focus your emotions of guilt and shame on another person, roll+Wis. On a 10+, you learn their greatest shame or guilt, and make them obsessed with it. Choose 1. On a 7-9, they also learn yours, the GM chooses 1:
•They act to cover up their greatest shame or guilt.
•They act to atone for their greatest shame or guilt.

Soulgazer
When you meet eyes with a being that has a soul for the first time and stare into their Soul, roll+Wis. On a 10+, you get a glimpse of who they are at their core, add these questions to Discern Realities and ask 3, but answer 1 that the character’s player asks. On a 7-9, add these questions, ask 2, but answer 2.
• What do you desire most?
• What do you fear most?
• What do you regret most?
• What are you most proud of?
• What or whom do you love above all else?

Emotive Eidolon (Bonus)
When you pour the entirety of one of your emotions into creating an independent entity comprised entirely of that emotion, describe how the entity appears and roll+Cha. On a 10+, it mostly acts as you wish, hold 3. On a 7-9, it’s prone to acting according to it’s nature regardless of your wishes, but hold 2 anyway. Spend hold, 1 for 1, on the following:
• Order it to clear an obstacle according to it’s nature.
• Order it to interact with an entity according to it’s nature.
• Order it to investigate something nearby according to it’s nature.
• Order it to stop misbehaving and causing trouble.
The spirit is incorporeal and has powers related to the emotion it is made from. It uses your damage dice for any harm it causes or heals, and can be destroyed with a single strike. While the emotion is a separate entity, you can no longer feel or focus that emotion.

Emotional Amplification (Level 2)
When you use your Sorcery to amplify the emotions that another is currently feeling, roll+Cha. On a 10+, they act on their heightened emotional state in a predictable or useful way, but they will feel emotionally drained afterward. On a 7-9, They will still act predictably or in a useful way, but both you and they feel emotionally drained after the ordeal, needing rest and comfort.

Death Move:
Emotional Storm
Your feelings have always been powerful, and now, in your last moments, they not only overwhelm you, but everyone and everything around you. When you die, describe the emotion you are feeling in your passing. This emotion flows out of you in a manner befitting it’s nature, and affects everyone and everything around you. All nearby are overcome with similar feelings and must act on them. You also erupt in some physical magical display that befits your dying feelings. A thick melancholy miasma that causes decay and misery, A hot, raging inferno that burns everything nearby, A nurturing warm light that causes plants to grow and wounds to heal, describe how your dying emotion permanently changes the place of your death.

Gear: 1/7 Load
Ornate Silver Dagger (hand)
Dungeon Rations (rations, 5 uses, 1 weight)
Impressive Attire
A small vial of softly glowing liquid. (0 weight, 3 uses, purpose unknown.)

Tardzilla fucked around with this message at 21:27 on Jul 29, 2018

Infinite Oregano
Dec 31, 2007

I'm going to make my friends eat infinite oregano and they'll have to do it because the recipe says so!
Tardzilla: How does (or did, if there's no way back now) someone become a Night Witch? Moreover how did Velvet Night join this tiny group? Is there any reason there cannot be a replacement sister of Compassion (asides from it never being the same, of course)?

Tardzilla
Aug 31, 2006

Infinite Oregano posted:

Tardzilla: How does (or did, if there's no way back now) someone become a Night Witch? Moreover how did Velvet Night join this tiny group?

Not just anybody can become a Night Witch. To become one, you need to embody one, strong emotion, and learn how to weave those emotions into your magic. Each sister has perfect control over their emotions... except for Velvet Night. Velvet, the sister of Gloom, has always had trouble controlling her emotions, and it often seeps out of her, and affects the people around her with the same constant gloom she's always feeling.

Aria was the reason she joined. She approached Velvet Night one day, and offered her a spot in the Night Witches. When Velvet Night questioned her, asking why in the name of whatever Gods that are out there would she ever offer a spot for someone like her, Aria replied, "Because you look like you have nowhere else to go." Her reply left Velvet Night stunned. For most of her life, Velvet, because of the constant gloom that surrounded her, had been shunned by everybody around her, and this was the first time anyone had ever shown her a hint of kindness, or compassion, and she (very reluctantly) accepted Aria's offer, and became part of the sisterhood.

quote:

Is there any reason there cannot be a replacement sister of Compassion (asides from it never being the same, of course)?

It's not that they can't replace her, it's more like they won't. If they start looking, they could surely find another person who could become a new sister of Compassion, but they choose not to, because in their minds, Aria was special. She was the one who formed the group, she was the one who brought them all together, and she's the reason why they're still alive. To them, she was irreplaceable, and if there would ever be a new sister of Compassion, then it'd have to someone truly special, like Aria was.

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.
Calliope

Sor Calliope Dispatch

Character Sheet

Union of Natural Philosophers entrance interview
of Sor Calliope Dispatch, M.Th, M.Al, M.Hs, CTBC, LCM, RI, CCW, DFS*, CS***
by Kalatharax the Harrowing, Lord Administrator of Recruitment
recorded by the hand of Cygnus of Silverystair, Chronicler Licensed & Bonded


-infernal thing on? Ah, there. I can see you now. A moment, and - yes. Let us begin, as we all seem to be present now, in spirit if not in body. I am Kalathrax the Harrowing, Lord Administrator of Recruiting for the UN, et cetera et cetera. In attendance are Cygnus of Silverystair, chronicler, and candidate Sor Calliope Dispatch of the Invictus Order.

It's, um, a pleasure to meet you, Lord Administrator.

Yes, a pleasure indeed. Cygnus, can you summarize Sor Dispatch's curriculum vitae?

Of course. Sor Calliope Dispatch, formerly of Lubossa, now of Zaamurets. Doctor-Professor of the New Sol Plerion Academy. Magus of Thaumaturgy, Magus of Alchemy, Magus of Theoretical and Experimental History, recipient of the Laureate Concordance Medallion. Founder-Knight of the Invictus Order and Companion of the Cloud Wardens. Leftenant, Wing Aquila, Number 2 Support and Bombardment Squadron, reserve. Distinguished Flying Sceptre and Star, Crimson Sceptre with three Stars. Initiate and witch of the Twice-Broken Circle Coven.

Quite the list of accomplishments, Sor Dispatch.

I... if you say so sir, most of it wasn't as interesting as that makes it sound.

Tut, no need for false modesty here. Your qualifications speak for themselves. It's your motivations we have questions about. Your Order and your Academy were quite a disruptive force during the war, and especially in the chaos afterwards. Far from the most destructive, and scrupulously observant of the laws of war. But your Order's, hmm, mercenary activities and especially that stunt with the Assault Citadel very nearly derailed the peace negotiations. And now I find you here, implying your Order has had a, hmm, change of policy towards the UN.

I guess I can see why you would say that, but we never wanted to be mercenaries. We're scholars! When Lubossa disappeared - we had nowhere to go. We were going to get swallowed up by some other faction, so we did what we had to do. But we thought the UN was a good idea in the long run. That's why we want to support it now.

You realized you needed us to survive, hmm, I suspect. But that makes you the same as the other members, even if you came to the table late, and after you managed to earn the undying enmity of Gardariki. And, I must admit, your Academy is at the forefront of several, hmm, relevant areas of research.

We've had to be, with everything that's happened. We're not asking for special treatment - the Academy has always been a place of learning, and we want to help everyone. Without giving up our independence.

That's why I'm here. The work you're doing - it's important. And it's the subject I've devoted my life to. I believe in that mission, and I believe New Sol Plerion can prove we're not just sellswords if you give us a chance. That we're worth the trouble, I guess.

In frankness, Sor Dispatch, I want a someone from your Order and your Academy on this team. I think the, hmm, hostility some members have towards your organizations is unproductive, and unfair given their own behavior during the war. Assuming, of course, that the Order really is committed to becoming a member in good standing. The only way to be sure is to give you a chance to prove it. I think you're the right person to make that attempt - you have the requisite skills, and I think you mean what you say. So do you think you can work with us, Sor Dispatch.

Honestly, I'm looking forward to it.

quote:

- Before you joined the UN you were a part of a mystical league or a mage clan or an arcane society or a similar organisation (and still are, but you're formally operating under the UN currently), who are they, and what are they known for?
- The war was not that long ago, you were in that war in some way, shape, or form. During the war, what did you lose, what did you gain, and what is your greatest regret?
I'm a member of the Invictus Order. We don't have a long history - most of used to just be students or teachers at the Sol Plerion Academy in Lubossa. But when the war start Lubossa didn't have any battle mages of its own, so we were asked to take up the job. We studied a bunch of old records and manuals and modeled our force after old orders of knighthood - didn't really know any other way to go about it. I helped with that, a little, and then passed the test to became a witch-knight, Sor Calliope.

It turned out we were pretty good at fighting. We all knew how to fly, and our potions were very useful - we could bomb enemy units from above, or drop aid on allied units. And of course our spells were useful. We got a reputation for being able to show up just in the nick of time to save a friend or defeat an enemy.

I guess our biggest claim to fame is when we captured Assault Citadel Strf-7. I was there for that. It was a horrible fight. But we had to. We couldn't go home, after all... It made our relationship with the UN testy as well.

Not many people remember Lubossa. It's fine if you don't. Something happened, and it just... disappeared. Some people know it was destroyed, but for most it was like it was erased from history. The survivors gathered together when we realized what had happened. That's why we took , hoping we could use it to travel home, but it really was completely gone. Now we're trying to rebuild the academy and make it into our home. We call it Mobile Fortress Zaamurets now. There's a new Academy there too. I went back for a while, to finish my degree. But I was needed more elsewhere.

The only chance we have is if the peace holds. We're too small on our own. So that's why the Order and the Academy sent me. The UN has to succeed, and we need to be part of why it does.


Mobile Fortress Zaamurets

quote:

Comrade Gorbash: Throughout all of Calliope's academic history, what is her greatest achievement or creation, and does she see this as her magnum opus or is that something that has yet to be created?
I don't think I've really done my best work yet. But my Mastery thesis on theoretical history is something I'm pretty proud of. I did a comprehensive study of the manticore and was able to prove that they had not existed before the war - in any reality. They were created as weapons of war, but the magisters who made them attempted to accelerate their evolution and made a critical error with the temporal magic, and ended up creating a paradox. You can see the signs of it if you look closely. Anyways, in order to unwind it they had utilize even more powerful magic to unwind the loop. In doing so they erased themselves from their own history, though.

Manticores are the largest example of a created history we've found so far, but I know there are more out there. I have suspicions about the Grand Spire, actually.

Infinite Oregano
Dec 31, 2007

I'm going to make my friends eat infinite oregano and they'll have to do it because the recipe says so!
Okay! Decision time, having thought long and hard about this I have chosen the following players (and characters):

Tricky's Taiga.
Frgrbrgr's Buk.
Tardzilla's Velvet Night

Yes that means all three of you got in, congratulations! It was too difficult to decide and so I upped the game to six players.

Feel free to create bonds between each other and the current players, and similarly, current players should feel free to erase all bonds with former characters and write new ones!

Also one more thing I will ask each of you, firstly the new players:

Your mother organisation/clan/etc. each decided to give you a gift or a tool or something (whether mundane or magical or useful or ceremonial or just plain weird), for the road. What did they give you?

And secondly for the current/old players:

The UN rewards you for your good work, and although the precise reasoning behind such a specific amount is beyond you, they deem to reward you each other 67 coins and a fistful of precious gems worth 180 coins in total, totalling what is effectively 247 coins each (although obviously gems are much lighter than coins).

Furthermore, each of you succeeded in the (mostly secret) missions laid down by your relevant organisation: What reward do they give you?

Frgrbrgr
Jan 20, 2009
Buk

Bonds

quote:

Fill in the names of your companions in at least one:
____________ bond text.
Bond text ____________ bond text.
Bond text ____________.

Hmm.... well that's not going to work. Let's go with...

quote:

Fill in the names of your companions in at least one:
  • I don't think Taiga has any interest in listening to my warsongs.
  • Sah-Tah-Ish really gets into it when I get going.
  • Velvet Knight has musical talent as well.
  • Calliope is a member of an ancestral enemy of the Uruk (Lubossa).
  • I think Smrz is going to upstage me in battle.

quote:

Your mother organisation/clan/etc. each decided to give you a gift or a tool or something (whether mundane or magical or useful or ceremonial or just plain weird), for the road. What did they give you?
With an outstretched hand, I twist the tuning peg on my lute. The lute itself is aged, yet strong - the dragonwood tree can last for thousands of seasons in the harshest of climes, and its wood when tempered and treated well will hold its shape for an eternity. The strings, however, are not so. Often, warsingers with stringed instruments must learn the art of combat stringing and tuning. Legend tells of an elder Stringbreaker that would tune his lyre to his enemies' screams.

I will not have that problem. I pluck a string, smiling grimly at the resonant metallic tone that emits from the lute's belly. This gift from the Chorus - imbued platinum strings - will never break or become untuned. Doubles as an excellent garrote as well, though restringing them is a serious pain. I pluck another.

Frgrbrgr fucked around with this message at 07:07 on Aug 2, 2018

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage


Taiga, the Winter Mage

quote:

Your mother organisation/clan/etc. each decided to give you a gift or a tool or something (whether mundane or magical or useful or ceremonial or just plain weird), for the road. What did they give you?

The Institute itself is still isolated in frozen space/time, of course, but Taiga was able to find and repurpose some containment tools from an earlier battery of experiments at a much more remote location. They've reworked the tools into a shaped amplification array that can form a semi-stable field of cryokinetic energy into a variety of shapes. Generally speaking, this would manifest as either an arm-length blade or a larger, semi-spherical shield. Other shapes are certainly possible, but would require more effort to properly calibrate and maintain than a stressful situation would likely allow.

quote:

Buk is just jealous of my presence.
Velvet Night is my best friend, whether they like it or not.
Sah-Tah-Ish doesn't know the meaning of true cold.
__ may hold the solution to the Institute's problems. (Srmz?)
Calliope has a scientific mind. A welcome change from the rest.

Tricky fucked around with this message at 06:29 on Aug 2, 2018

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Tardzilla
Aug 31, 2006

Infinite Oregano posted:

Your mother organisation/clan/etc. each decided to give you a gift or a tool or something (whether mundane or magical or useful or ceremonial or just plain weird), for the road. What did they give you?

Before she left, the other Night Witches gave Velvet a ceremonial knife, and carved on the hilt of the knife are the symbols of each of her sisters. They told Velvet that it will "keep her close to them, no matter how far away they are from each other." The dagger just so happens to hold a bit of each sister's powers within it, but they can only be used a limited amount of times before it runs out.

Bonds
I know __ secretly wants what I have.
I will tempt Buk, whatever it takes!
I have seen Taiga at their most vulnerable.
Sah-Tah-Ish makes me so angry!
I can use Calliope's feelings of friendship to my advantage.

Tardzilla fucked around with this message at 20:43 on Aug 4, 2018

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