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Magnusth
Sep 25, 2014

Hello, Creature!

Do You Despise Goat Hating Fascists? So Do We!

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Introduction

You came to the covenant a little more than a month ago. It's essentially a small village on an island, with a large stone and wood house in the middle for the magi's laboratories and dorms, prepared for your use. You've recently settled in and gotten acquainted with the locals and their customs. It's summer, and the sun shines endlessly on the rocky island, and lights up a glittering sea. You've had little problems with the covernfolk, who seem to be an easygoing and laid-back, if hardbitten, lot.
As for the remains of the old covenant, much remains unknown. You've met the remaining survivor 5 times so far; his lab is situated down a rocky path, in a cave overlooking the sea, and he only leaves it once a week or so, when he goes to get wine and olive oil from the covernfolk; otherwise he has his food brought to him. His name is Alexios, and he is of house Bonisagus. Rumor is that he is quite powerful, and he has been a magus for almost 7 decades by now, but little else is known about him or his research. He greeted you once when you first came, introduced himself, and quickly disappeared back to his laboratory.
Much of the old covenant still remains in disrepair or disarray, and you've seen little to suggest what might've happed to the magi and the companions that lived there.
The central building has a locked door with the word “Library” emblazoned in golden letters and an array of wards and mystic runes upon it, which you have not yet been able to open, and the covernfolk warn you against entering the lighthouse, from whence they claim strange ghosty voices come at night, and which was once the laboratory of two of the covenant's previous occupants.
Likewise, parts of the covenant's basement seem to connect to the large and expansive network of caves beneath the island, and from the grogs that used to serve in the house itself, you learn that there were labs and other occult spaces in the caves, as well as rumors of monsters and strange phenomena. You won't know for sure what might be there until you investigate further, though from what you've heard and your initial survey, there could easily be several places in the caves and elsewhere on the island that may be useful as labs specialized in particular ways for particular arts. The island is also especially rich in Vis, even for the unusually vis-rich theban tribunal; and you are certain there may be more sources you've not yet found.

With you, you've brought several books and texts, gifts from mentors and covenants, and about 80 pawns of vis of various sorts. The texts are:
Lab texts:
Aegis of the health (ReVim) - lvl 40
Wound the Dead (PerVim) - lvl 15, damages ghosts.
The Gentle beast (ReAn) - lvl 25
Books:
On the forms and their conjuration by magic, by Agamemnon Tremere, Creo Tractus, Quality: 11
On the forms and their banishment by magic, by Achileus Tremere, Perdo Tractus, Quality: 11
The first flame of knowledge, by Metraxes Metraxes Bonisagus. Intellego Summa, Level 15, Quality 15. Also Ignem Tractus, quality 11.
Wine of dionysus, by Lucien Merinita. Mentem summa, level 10, quality 15. Herbam tractus, quality 9. Also a profession (wine grower) summa, level 4, quality 10.
The Principles of Bonisagus, By Elisrodos Bonisagus. Magical Theory Tractus, Quality: 11.
Painting by word and spell, by Agape Jerbiton, Imaginem summa, level 10, quality 16

The vis stocks you've brought are as follows:
7 Terram
6 Corpus
7 Ignem
6 Herbam
27 Vim
7 Mentem
10 Rego
8 Creo
3 Muto
3 Perdo
3 Intellegem

Now that you're settled in, there are several issues that demand your attention, though they are not all equally pressing.
Within a year, you will have to reaffirm the covenant's Charter and reestablish its connection to its guardian spirit, which is, according to the tribunal's documents, a local neried. You've not yet encountered this neried, and whatever agreement it had with the previous covenant is almost certainly void. Alternatively, you will have to draw up a new charter you can all agree on and find some other guardian spirit.

There is also the issue of the various locked and hidden parts of the island, such as the library, the lighthouse, the caves connected to the basement; these will need to be breached, found or explored, but might very well lead to a wealth of magical items, vis sources, vis stocks, or useful books and lab texts. Not to mention, some of them might very well contain real dangers that need to be contained before something goes wrong.

Further, the covernfolk have been reporting strange fires at night, like signal fires, on the shores across the tiny straight between the island and the mainland, but noone lives there and noone is seen there during daylight hours; this may well warrant further exploration and examination.

Lastly, one of the vis-sources is the bones that keep washing up on shore at the beach by illium propper, or where it would have been. While creepy, these are not a problem, but they may attract the ghosts of long dead warriors, or worse, and may be worth more investigation than the rest of your otherwise interesting vis sources.

What do you do?

Running Gdocs tally and overview will be Here once i've finished it.

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Magnusth
Sep 25, 2014

Hello, Creature!

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Cave adventure!

Gathering your grogs, you, Johannus and Elidorus, set out into the caves, which can be most easily entered from the basement of the covenant's main building. It is an eerie experience; footsteps echo, and several walls glisten with mois and water, throwing tochlight back at you and giving you illusions of eyes peering at you, or greater depth where there is none. Eliodrus, you quickly discover that your spell's warning show a clear path; a path about half a meter wide, which runs straight where it can and makes nice even curves otherwise, is safe to walk on, stable and rough in just such as way that the moisture and water does not make it slippery. outside of it there are a few safe spots, but most places, the rock is uneven, slippery or both.
Eventually, the tunnel you're walking down opens up into a larger cave; but a strange one. It seems almost perfectly circular, except for a large, uneven rock that jots out from its side almost perfectlu opposite of you. It has several other openings, tunnels you could walk down, but the moment you step into it, both of you feel your Parma Magica being hit with something. There's some sort of magic here, and it just failed to penetrate your defenses.
What do you do?
(anyone's free to join as a grog or companion as well)

Strange fires adventure.

Theodoros, you (and anyone joining as a grog or companion (or magi)) grab a boat and have a few grogs row you out by nightfalls, and you see the fires being lit. It's the night of a new moon, and nothing but stars illuminate the ocean, which gently rocks your boat, and the middeterrainian wind is cool, but not truely cold. The strait is narrow, and you're barely halfway across by the time you can see figures dancing around the fires; you're not certain, at this distance, but certain of them seem to be armed with spears? You think you hear songs, or chanting, as well, but, again, you are uncertain at this distance. It would be easy to go closer, but you would likely be spotted by the figures. Unless, perhaps, you row for a while along the coast, and land a distance away from the fires. What do you do?

Lighthouse adventure!

Entering the lighthouse is easy enough. The covernfolk, fearful of it, had put what seemed to be an overturned dresser before the door, but it was easily removed. Inside, the lowest floor was simple enough. There was a stair up, to the right, a few tables here and there, with dice still on them, a firepit, some rags on the floor beneath the stairs. The only thing of interest is a small shrine, by the wall, straight across from you. It held a small statue of Hermes, and several silver instruments; knives and.. braziers, mostly? There was a clay jug on the floor next to it.
If you go up the stairs towards the second floor, you see a trap door the stairs lead to, and you hear several voices shouting above you.
What do you do?

Magnusth
Sep 25, 2014

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Lighthouse adventure

Jean, you and the magus, Paisos, stand in a circle of his creation, a ward, you know, against evil things and foul demons. As you do, you hear a whisper, as if from far away, carried on the wind. the voice is soft, sweet, like a youth who might one day be a great singer. It says "You are not alone here; other souls yet resist. Save them and show them the way, and their valor may yet have won them favor with The Father On High." The two of you stand in the circle for a while, perhaps.. ten minutes? more? nothing seems to happen. Certainly, noone bursts through the door down the stairs. You're just standing there, in an otherwise harmless room.

Cave adventure

Jaques the grog, you advance to protect the mage should anything come at them, but you are suddently reminded that there was a side pasage a bit back, and, without thinking, you turn around to go and make sure nothing is attacking from the rear. The two other grogs who steped into the circle with you apparently have the same idea, but the three grogs further back stop you and give you strange looks, at which point you remember what you were just told and feel a bit silly. Eliodoros, Johannes, you don't see or feel anything change,

Fires Adventure

Theodoros, you do notice two things: many of the figures seem to be wearing armor, and one or two of them are carrying jugs. The two of you row down the coast and land a bit further down, before walking up towards the fire. from here you can see that there are a few more fires, a bit further inland - no more than a few hundred yards - which wasn't clear from the water. You don't have any other new information, but you'll be at the fires in a moment or two. do either of you want to cast a spell or do anything else, before you get closer?

Magnusth
Sep 25, 2014

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Lighthouse

Klaudios, you Observe Your Distant Handiwork, and have a look in the room above. This floor is split into two rooms by a wall straight across the middle right across from you, with a half-open door. The room you can see looks like it might once have been sleeping quaters for grogs; there are beds and tables around the place, as well as drawers and footlockers. The furniture has all been upended, however, and placed in a semicircle around the door as, it seems, a bulkwark or a barricade? around that semi-circle, wearing ancient bronze armor, spears and swords, are 9 figures. Across from them, in the half-open door, is a single figure, likewise armed and armored in ancient armor. now and then he jumps forward, attacking one or more of the figures behind the baricade with his spear, only to be driven back. Both the 9 figures and the one in the door are shouting, in some ancient variant of greek. It isn't classical greek, the greek of homer, which you are well-versed in, but something older. It's far enough removed from modern greek that it is difficult for you to follow, but you're fairly certain the 9 figures call the one in the middle a coward or a traitor, and and call him... well, the grammar and declinations are different enough that you can't be sure of the exact name, but some ancient variant of 'alexandros.' The figure in the middle, Alexandros, seems to laugh and taunt the other nine, and frequently laugh as they attack him and drive him back.

The Fires
You land at the beach and approach the fires and the figures. Quickly, you discover that it seems to be, well, a party. as you get closer, you hear music and rowdy shouting and talking and singing. Fairly soon, you get close enough that you're certain you can be seen, but none of the figures seem to mind, as you approach. They seem to be... well, humans. men and women of various ages. They also, seem... odd, though. Their facial features are... od. Not odd in the same way, but all uniquely odd. A strange jaw shape. Overly large eyes. A bulging forhead. Silvery-white or red hair on olive skin. Some look.. unpleasant, others merely strange, and a few even seem strangely attractive in their uniqueness. Soon, two of the people come over to you, and greet you. They are speaking greek, classical greek, but their dialect is strange. "Oh, guests!" says the one, a woman, looks to be fairly young, but not a child or a teenager. The other, a man of similar age, continues. "Come drink with us and sing with us!" he says, laughing all the while, and hands you a large jug of wine.

The caves.

You easily destroy the magic circle, and your grogs can enter with no problem. Where do you go from here? There is the strange outcropping across from you, which breaks the otherwise clear circle of the cave, and two tunnels, running straight ahead and too the left, and straight ahead and to the right. Ther eis also a smaller exit, seemingly cut into the wall, the size of a small door, perfectly rectangular. Perhaps a lab lies hidden on the other side?

Magnusth
Sep 25, 2014

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Lighthouse
Klaúdios casts his spell, and for a few moments, nothing happens. Then, the trapdoor opens, and two figures descend. They eye you all quizically, and move slowly, shields and spears out. Eventually, one of them speaks, in the same dialect of ancient greek. Give me romaic greek roll at a minus -3, or a classical greek roll at a minus -2. The ease factor is 12.

Cave Adventure
You enter through the small passage, expecting to find a lab, but... that is not what you find. Or at least, not a very conventional one. What you find on the other side is a small room, about as large as a one-person bedroom, and in it, several... automatons are walking around. They are slightly smaller than human, but mostly humanoid, and apparently made from rock. Each of them have a word written on their foreheads, but it seems to be the same word, in different languages. Well, after a fashion. On one of them is inscribed, in greek lettering, 'greek', and in another, in latin lettering 'latin.' You also spot what looks like Arabic, hebrew, and... Aramaic?

Fires adventures
The people seem jolly and friendly, at least at first. They gladly accept your explanations and respond merrily. "Ah, but the occation is simply the joy of life! Long have we been forced off-shore, under wine-red wave, but now, we can walk the shore freely, and resume our merry festivities!"
At praxiteles' comment, however, moods turn bitterer. "Looted? Ancient crap?" The man hefts his spear, which looks less than intimidating, as he is wavering back and forth to keep his balance. "This is the armor of my father; and before him, his father, and before him, the heroes of old! Gifted to us by poseidon himself!" Other figures are gathering around as well, and they do not look... pleased. not exactly agressive either, but not pleased.

Magnusth
Sep 25, 2014

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Caves adventure
Eliodoros, you ask the automata if they can identify their purposes. The each reply, in their respective languages, with the same response. "To speak. To learn. To speak again. To learn again."

Fires adventures
At first, the strangers seem to be mollified by Epiphanios' and Theodoros' words, but Praxiteles continued belittlement riles them up. At his suggestion that the stranger reforge their armor and weapons, there is a mightly shout of anger and discontent from the people who have gathered around you. The man who you have been talking to raises his spear and points it directly at Praxiteles. "You insult us, stranger! insult us and our ancestors! leave, be driven off, or prove your accusation in a contest of arms!"

Lighthouse adventure
Jean, Paisos and Klaudios you all understand the basic gist of the language spoken, though a few particulars remain unclear. "Who are you? Did you (Block? seal away? imprison?) the (Adulteror? Traitor?) and (Thief? kidnapper?)? Are you (priests? followers?) of fleet-footed Hermes?"

Magnusth
Sep 25, 2014

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Caves

The statues respond. "Worlds. Old words. Shared words. To speak, to learn, to speak again, to learn again."

Magnusth
Sep 25, 2014

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Lighthouse
The ghosts - you assume - talk among themselves for a few moments, then respond. you listen hard, and translate as best you can. "We are no (spirits? souls?). We are ghosts. We wish only to rest. But the (decietful? cowardly?) thrice-damned dardanian, the cowardly (prince? king? leader?), (spites? angers? insults?) us by some new power. We wish no (harm? wound? danger? upon you, (priests? followers?) of the psychopomp, but we must (vanquish? banish?) him to (hades? hell?)!"

Fires
The figure nods, and smiles. "I agree happily to those terms, but i swear only before poseidon, the rightfull king of the seas."

Caves
You note down what you can here, then return to the large, strangely circular cavern. There are two ways to go off in, and there is still a strange outcropping that breaks the otherwise mathematically perfect circle that forms the cavern's walls. What do you do?

Magnusth
Sep 25, 2014

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Fire Adventure
The strange man nods. "Very well. I swear by posidon to ophold these terms." At this, the other figures around you begin forming a circle. As soon as it is formed, he getures to Praxiteles, as if inviting him to take the first swing.

Cave adventure.
You investigate the nearest thing first; it is a large outcropping that breaks the perfect symmetry of the otherwise circular cave, jutting out at odd, jagged edges. upon further examination, you notice that one part of it has a... vauge, but definate resemblance to a face, each of its closed eyes marked with a hermetic seal of binding, blinding and trapping.
Do you examine it further, and if so, how? or do you continue onwards?

Lighthouse
The spirit furrows its brows. "I... Cannot know. We (Fail? Betray?) as he grows; at first, we held him for many moons, but he has become Alexandros Areios, and each that falls to (Terror? Rage? ) returns to guard his flank, and we (betray? flee?) ever-faster"

Magnusth
Sep 25, 2014

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Lighthous adventure
The spirit moves forward, slowly. "What do you plan to do?" he asks.

Cave adventures
Taking a few notes, the group ventures on, down one of the two exit paths. Like before, there is a definate path carved, noticable with your intellego magic. As you walk, the tunnel slowly dips downward and expands out, becoming more like a cave propper, instead of the more narrow tunnel. The cave also becomes wetter and damper, and you see small pools of water around. After a while, you begin hearing... singing? yes, there is definately a feminine voice singing something. it sounds greek-ish, but you can't make out the words.

Fires adventures.
You swing at your opponent, a mighty swing, both fast and strong, but your opponent is quick and just - only just - manages to catch your blow on his shield, though he is driven back. His shield, a bronze shield, feels... more solid than it should be, judging by its corrosion, but still no more solid than you would expect a bronze shield to be. He smiles, shifts his feet, and drives his spear forwards towards you.

defense roll: 1d10+11 18
Attack roll tbd over discord

Magnusth
Sep 25, 2014

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The fires
The combatants fight, xechanging blow after blow, until praxiteles delivers a powerful blow, and although the stranger catches it on his shield, there is a visible shock up his arm and a sickening Crunch sound, and then his arm hangs limp. He furrow his brow, then lowers his weapon. "Very well. I surrender."

Lighthouse
The spirits nod, then move foward and each put their hands in yours. "Give us your blessing of sun-racing Hermes," one of them says.

The cave
Moving forwards, you find that the song grows louder, and the air begins to hang heavy with the scent of salt, many exposed surfaces seemingly caked with it. Eventually, you find a gently moving... lake? of salt water. Perhaps it is connected to the sea? in any case, the singing seems to be coming from down in the water itself somewhere. It is very, very beautiful.

Magnusth
Sep 25, 2014

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Fires
Following the duel, the partying quickly resumes. The man you've been fighting thanks theodoros, then finds and brings a humorously lage jug of wine, easily eight or nine litres, and and pours out two humerously large cups of wine, handing Praxiteles one. He then puts his own on the ground and, with a grimace, grabs his left shoulder and sets his own bone. You're, uh, fairly certain that would hurt quite a lot, but he simply grunts and grimaces. "You won fair and square" he says, and picks up his glass of wine. "To your victory!" he says, then downs half of it.

Cave
The torch fizzles and spits, and spews colourful smoke everywhere. A singing stops with suddently and with a confused-sounding 'huh?' Moments later, a young, feminine face with long, blond hair rises - or rather, forms? - from the lake, and then tilts quizzically to the left. "Who are you?," she asks.

Tower
Calculations made and blessings given, you turn and leave the lighthouse, and behind you, the spirits shout battle-cries and return to the room upstairs, to take up their fight anew. Outside, you quickly begin forming the ring around the tower. The best time for your spell will be tomorrow, at noon. What do you all want to do until then?

Magnusth
Sep 25, 2014

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Cave
"I am Ague of the waves. And i have not made a pact with humankind in, oh, decades, at least. But..." The figure forms fully and grows closer to the edge of the water, as if slowly walking out of the wave at beach, though you are certain this lake holds no gentle slope. As the body forms, it is covered in an elegant silk dress in the ancient greek style, but with, uh, little left to the imagination behind wet, if opaque, silk. "..It is a pleasure to meet you, Eliodoros of Verditius"

Magnusth
Sep 25, 2014

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Cave
The woman raises an eyebrow. "You mistake my words, Eliodoros of Verditius. I am not the one who mad any pact with the magoi here. I came here but recently, searching for... something lost to me, a long time ago. And someone."

Magnusth
Sep 25, 2014

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Cave
"How rude," the woman muses, and steps closer. "To damand answers from me and to seek to force my coorporation. My my, Eliodoros of Verditius. How very discourtious. I know your name, but who are you to demand answers of me, and why have you and yours settled this lump of rock?"

Fires
Epiphanios, you hang out with the men - well, the soldiers, and it takes a while to get a propper contact established, both due to the copius amounts of wine and the flowery language these people are given to. As far as you are able to tell, they come from - and they are very ademant about this fact - beneath the sea, where they have always lived, and where they farm seaweed and make wine, and fight off others like them, or various strange creatures of the depth.
What do you want to do? (all of you at the fires). when are you planing to return home? the party seems to be going on for, uh, hours at the very least. Likely until morning?

Magnusth
Sep 25, 2014

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Okay, so! that concludes it for our first round of adventure! feel free to go make your various activities for the season! The adventures each had a quality of 5, and you're welcome to take either that 5 xp, or the XP of whatever activity you're doing. you probably want to do that last one. once everyone has done their thing for the season, we'll set up the next adventure.

Magnusth
Sep 25, 2014

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Eliodorus
Based on what little you know, you soon discover that these... creatures you have found likely aren't the mechanica of Heron, but crafted by some other art. Perhaps a sister-art to Heron's mechanica, or an ealier, simpler art from which the great philosopher derived his skills? Or perhaps some other mage has attempted to blend the mechanica with other ways of enchantment? You can't be certain. You do learn quite a few interesting facts, however.
For one, these creatures need water and vis. Not a lot of vis, but some, perhaps a pawn every few seasons, and they need to be regularly washed and moistened to be able to continue walking around and doing things.

Searching through the caverns, you find, close to the place you found the automatons, a hidden alcove where Vim Vis drips down in the form of pure water. Perhaps these creatures wash themselves there?

You also learn that their intelligence is... limited. They can and do answer questions to the best of their ability, but they seem to have a very limited reference alltogether. they can answer questions of liguistics and linguistic development and theory in-depth, but most other questions are met with fairly useless, short answers.
You learn that they don't seem to... do much, on their own, but work in concert. Working together, they are trying to find similarities between various languages and working backwards to trace their development and their root languages. When asked why, the creatures just respond 'it is what we are for'. They seem to have gotten rather far in this endeavour, but it's difficult to tell, as the work and insights seem to be spread out among them. It's clear to you that a central intelligence of some kind noting things down would be useful. perhaps the Magus who originally made them had this role? or perhaps there is some function of theirs you have not yet discovered?
Lastly, you learn that either of these creatures would be an *excellent* teacher of the language they speak.

Further, while studying them, you do think you could create... a smaller, but similar effect. You belive you could create an enchanted object able to translate text from classical to modern greek as an IntMe(ReTe) 20 effect. The object would be a clay tablet that would be washed with water to soften it, then have the text written into it, the translation to that text then writing itself on the opposite side of the tablet. You're extrapolating the effect from the way your intellego spells and your best bets as to the principles govering this enchantment, but you're fairly sure you could make such a tablet.
You gain 5 points of insight towards mechanica; 5 points towards... something else?

Theodoros

You learn the appropriate amount from reading the first flame of knowledge.

Jean
After much waiting and many silk-clad administators and clerks sending you on to another clerk or administrator, and a few priests and clerks of the church as well, you do eventually gain permission to build a church, but not a school. Before you make ready to leave, however, one of these administrators invites you to dinner, and offers to... persuade some key elements of the beaurocracy towards letting you build a school... if you promise to recommend his brother, a trader, to the magi as a go-betwee, if they ever resume production of the expensive tyrian dye on the island.
What do you respond?
You gain 4 xp towards some skill involving dealing with authority or bureaucracy or traveling.

Prax
The surrounding lands are mostly beach, and hills, inland, with a few scattered rocks and formations here and there, a few cliffs and dunes. Except for one thing. There's a rocky dune where a tiny piece of cliff sticks out, except... to your second sight, that is a block. Clear as day, to your send sight, a perfectly square block, such as might have been a cornerstone of a house, once. To normal eyes, it looks like a tiny piece of rock or granite, rugh and unheaven, but to your second sight, it is a perfectly square block.

Besides that, most surrounding lands are, uh, tiny rocky islands. On one of them, you find a sigil burnt into a flat, wet plateau, and on another, you meet a weak spirit in the shape of a goat, nibbling what little plants grow there. It told you to get off its island, and then returned to nibbling grass.

Everyone else
You should be good, right? i think most of you are doing magic stuff you already know the result of. I will be getting to correspondance and adventure hooks soon, this took a bit longer than expected. you're also welcome to suggest further adventures and such yourself, of course.

Magnusth
Sep 25, 2014

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Correspondance:
For Eliodorus

Filius Elidorus and Honored Alexia

It gladdens my heart that you have arrived well and made allies and enemies both. And I warn you to take care regarding making enemies of spirits; beware that you in angering all do not anger many for where we may easily destroy any upstart nymph or nereid, we may not always quite so easily defeat whicever ancient ally may seek their vengance. But i trust that you shall take good care, and i wish you well if you should approach the forge-gods.

As to your other subject, my heart soars to read your letter. learn what you can of them with great haste. You need but write to me, should you require advice, or consultation with any book available to me. You shall of course be greatly rewarded once you find the principles by which these automatons work.
In fact, i should greatly like to see them myself. If convenient to you, and agreeable to your sodales, i should very much like to visit you this autumn to inspect these automatons myself, at any time you find convenient.
Your parens
Magus Basia


For theodoros:

Lucan to Theodoros, his Filius, gives greetings.

May the twelve bless you in kind, and Hestia guard your heath. I am glad your Covenant goes well, and, assuming appropriate honors and rewards, would gladly offer you my help in the matter of finding a patron.
As for these men of strange mien you speak of, i do not know of them. Stories abound of course, that ancient illium lies hidden beneath the sands of the beach, or has been washed to the sea, and that the place where it once stood is haunted. There are likely faeries about, as there will be near any place so storied, but beyond that, i can offer little help. If they truely do live on the ocean floor and honor the eathshaker, make sure to learn from them what you can of him, and of their ancient rites, if they have such.
My deepest love to you as well, dear Filius, and my best hopes for your covenant.

Magnusth
Sep 25, 2014

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Adventure hooks:

The caves
Large parts of the caves still remain unexplored, through teams of grogs have mapped the nearest parts for any dangers. From one of the caves, they claim to hear a low wailing and sobbing, but refuse to go any closer, and other strange sounds are heard from various other parts of the caves.

Beach, mainland?
There's a single stone cloaked in illusions, but but visible to the second sight, that sticks out from a sandy dune. Perhaps if one were to search around the dune or dig into it, one could find more of whatever structure that stone was a part of? it must've been hidden for a reason, after all.

...Mainland Beach?
Faerie auras cover part of the beach, waxing and waning with the moon, but despite rumors and reports of faerie activity, you don't seem to have seen any. something has lead them to be... missing? perhaps, the right spells and investigation around the strongest faerie auras could put you in contact with them?

Lighthouse
Underway

Magnusth
Sep 25, 2014

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The Lighthouse
You do your ritual and burn incense after incense stick, and wave after wave of destructive energy rolls through the place. It does nothing to you, but above you you hear a scream, first in terror, then in agony, and then a whimper, and then it is gone.
Once it's done, you walk up through the tower. On the second floor, you find the warrior-ghosts you met earlier, looking around in confusion. You manage to explain that the demon has been cast out, and you move further up. On the third floor, you see a... workroom. The walls are covered with runes; runes of summoning and binding, or so you believe, faintly glowing, with several smaller sets of symbols and names written on the floor, likewise glowing faintly, except for one, which is entirely blacked out, the paint seemingly turned to soot and ash. Several others seem to have stopped glowing, but are not blackend out. The names are all written in greek, and spell out variations on the names of heroes mentioned in the trojan war; the blacked name is that of Alexander of Illium, son of Priam, king of Illium.

The next floor up is a small library, or rather, three bookshelves, full of works of history and legend, particularly regarding troy itself; many volumes seem to be copies of old and rare manuscripts, all in the same hand writing, while others are uncommon, but reasonably well-known, works of history on the subject. Most are written in classical greek. There's also a nice comfy chair and a table next to a window, as well as a cabinet full of ink, paper, quills, and tallow, as well as a couple of bottles of fairly good wine.

Fifth floor up, you find a lab. A messy, disorganized one. Here, you find about 20 lab texts, and three magical items.
The lab texts are, for the most part, in shorthand, and currently unreadable. One of them has been translated however, describing one of the magical items, and two others are in a half-translated state, which should make it much easier to figure out his general shorthand. The rest are unreadable.

As for the three items. One is a long stick, with an oversized ladle in one end and a very very large net in the other, like a fishing net, but much larger than any one could reasonable use by hand from the shore.
The second is a quill made of... hardened leather and wood, of all things wrapped in large silk hankerchief with words of power embrodiered along the rim.
The last is a sword, a greek-style broze xiphos with an inscription in ancient greek saying "Death upon the Deciever's Dead."

The last floor is the top of the lighthouse; nothing special here.

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Magnusth
Sep 25, 2014

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The beach

Prax, silvia and a bunch of the covenants grogs have landed at the beach and, following prax' lead, gone to what seems to be a small, rocky outcropping. There, on prax' orders, the grogs dig around it and remove the layers of dirt and sand around it. As it becomes free, it becomes clear that it forms a long ridge, which then turns, and later turns again, and then again. The excavation takes many many hours, and, once done, another hour to sweep and clean the square area they uncovered. To the grogs, it looks like nothing but a strangely square rocky ridge. But to Prax, it was clear for what it was: a foundation and the first, lowest blocks of a wall, with an opening... well, further into the dune. Perhaps there was more that way on, more strangely hidden things, but one would have to dig away nearly the whole of the dune to get at it.

Jean
Though communication is slow and difficult, with the warrior's deeply archaic greek, it soon becomes clear that they seem to worship a variation of the olympians, though to them, dionyseus, hera, and hermes are especially important, with poseidon as a king among them, but little focus on Zeus.

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