The second part was just me rambling on the activities I've had the joy of witnessing from "Theater Kid's First Tiefling Bard/Rouge, " and how because these characters tend to fall somewhere on the LGBT+ spectrum theres also a frustrating tendency to claim any objections to the shenanigans is just because the character is gay. As you can guess these accusations lead to Amazing Fun Times for everyone!

Please give me back the Drizzt clones and uptight Paladins.

My reaction to that sort of nonsense would be to have NPCs react in a realistic way, which is to say the DCs for seducing most people would be impossible, unless they put in a lot of time and effort, make it less 'wacky fun times' and more 'IC time sink' and they will lose interest fast.
 
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Inserted tally
Adhoc vote count started by DragonParadox on Jul 26, 2019 at 9:36 AM, finished with 119 posts and 11 votes.

  • [X] Accept the deal
    -[X] There's a lot of magic coming back to the world, there are many cities which are full with people- over a hundred million, from Westeros to Slaver's Bay. You are a mighty king which rules over many of those cities, great and small, and has many powerful subjects. Draw a map of the world with an illusion to show which parts of the world are currently yours (include Westeros).
    --[X] Use the illusion to rip off GoT's opening cinematic and show details of each location as you zoom in and travel around the map, overlaid with some narration. Xor can provide theme music.
    --[X] And of course, a brief history of the Targaryens in your most dulcet tones.
    -[X] Generally see how elaborate an explanation it manages to understand and tune your spiel to its level.
    --[X] He doesn't seem stupid, but isn't very worldly. Try and impress him to see if he volunteers to join the winning team.
 
Part MMCMLXXIX: Tales of the World and of the City
Tales of the World and of the City

Fifteenth Day of the Tenth Month 293 AC

Over the years you have faced no small number of challenges—those that could be overcome with words no less than those where swords spoke, and as your companions could attest you certainly not shy about giving speeches—but a request to recount 'the history of everything' with no context as to what the one asking already knows is still daunting. Still, you are willing to try if it will answer your own questions and perhaps gain you a guide through the ruins.

At first you spin an illusory map, though less akin to one of cloth or parchment and more like the world itself seen from on high, the mountains soar and the rivers flow, plains and forests sway in unseen winds, yet the watcher seems more confused than impressed.

It takes Xor only a moment to realize why: "Show him something closer, as one might see the world from the top of a tree or a high cliff."

It seems you have had wings for so long that you had forgotten others might not have the perspective to see the world the same way, and you doubt many intact maps had survived among the ruins of the city, not unless the old flesh-smiths had been as forethoughtful as the inhabitants of Set'Var.

Thankfully your unexpected guest proves sharp of wit indeed. As soon as you shift the perspective, closer then slowly drawn back, he nods in understanding, though looking a touch daunted by the scale of the sea. "Poisoned Water," he hisses, startling you a moment with the phrase the Dothraki so often use for the oceans. You try to imagine any circumstance in which a Dothraki would end up here and live long enough to influence the local turn of speech. Sometimes a coincidence is just a coincidence, you conclude, carrying on with your explanation.

Thus you speak of the return of magic of which he seems to know too well, for though more memories of magic have lingered in Gogossos than in other realms here too the tide has risen and elder powers come to light. Then you speak of the Targaryens from the Conquerer onward, how they had survived the Doom and thrived in a new land, yet you do not shy away from speaking of their failings, the weak, the blind... the mad. You suspect a being so swift to check truth from falsehood by magic would appreciate an unvarnished tale, and even if that were not so the notion of hiding your father's sins sits ill with you. He deserves no less than to live on in infamy for his crimes.

"I am Shadow Grasper," the watcher introduces himself abruptly, once your tale had at last reached its end. The name fits him as much as it fits the hour, for twilight reaches out across the sky with fingers of mist. "You have fulfilled your bargain, so now I will fulfill mine, but not here. The Unfinished will be abroad soon..."

"The Half-Born?" Xor asks curiously before you can.

And so you discover that there are three distinct sorts of beings abroad among the ruins. First are the Neverborn, beasts of the jungle untouched by the forge's magics, the True Born, those who breed true and possess at least some loyalty to their own kind, if not necessarily an inclination to be peaceful to others, and the Half-Born, mad gibbering horrors with terrible bestial strength, or worse yet those who are able to veil their madness for a time through sorcery to infiltrate and devour.

Though Xor is obviously troubled by such a peril being common on the ruined streets of Gogossos, his curiosity is undimmed: "They hunger for flesh?"

"For flesh and magic," Shadow Grasper explains. "They never feast upon the Neverborn but instead upon we who are True Born and upon each other, though the last only as a last resort. The madness passes on in the blood."

"Tell us more of the other... True Born," Malarys asks, less from curiosity and more from the preference to interact with societies, however crude and strange, rather than wander in the wilds.

Thus you discover that Shadow Grasper is a member of a tribe known either as 'Ledge Runners' or 'Branch Runners' since they do not make a distinction between perches of stone and wood, that the beings you had captured are thankfully not allies of his tribe and rarely trusted enough to trade. As far as he is able to tell you the meat nest was nothing more than an altar and a mark for the territory of some new tribe, though he is as bemused as you upon hearing of how it tore itself apart.

Beyond those inhabitants you hear of foul-tempered vulture-men that dwell in the highest towers of what had once been the city's slave barracks, gathering the bones of the ancient dead for grotesque feasts of carrion. They even seem to prefer the bones of those previously cursed with unlife, though only their chieftains have the courage to indulge in such perilous meals outside of feasts, earning them the title 'Ghost Eaters' and it is said fearsome magics besides, though Shadow Grasper is quick to point out that he has never been mad enough to try to fight one of them to see if the tales are true or false.

Lastly the old Ghiscari quarter holds those Shadow Grasper knows only as 'the Pale Ones.' Weak of arm but strong in numbers, they are known for swarming over their foes in a tide of flesh and rage that can topple even the great painted-lizards of the jungle.

What do you do next?

[] Ask more questions
-[] Write in

[] Continue exploring
-[] Write in

[] Write in


OOC: This took way longer to get right than I anticipated it would. I'm not really used to Xor in an adventuring context these days, so I had to get that settled in my head before I could work on the larger story.
 
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[X] Ask more questions
-[X] Inquire further of the other True Born.
--[X] Inquire about the other True Borns' temperament, how trustworthy they are, whether they can be traded with, how aggressive they are, etc. Get a rough history of the pattern of conflicts among the True Born in living memory to determine which ones can be reasoned with and which ones less so.
--[X] Ask of the Pale Ones and try to determine any special abilities they might have.
--[X] Does Shadow Grasper have a rough idea of the numbers and locations of the other tribes beyond what he already told us?
--[X] Does Shadow Grasper know of any notable leaders among them with special powers?
-[X] Ask of the unlife that plagues the city and see if you can figure out what manner of unlife it is and more importantly if Shadow Grasper is aware of a specific source.
-[X] What can Shadow Grasper tell us of his own tribe, the Ledge/Branch Runners?
--[X] How many members are there? Are they all like Shadow Grasper or do their forms vary?
--[X] Inquire about Shadow Grasper's magic, the scope of it, and what magics the members of his tribe share.
--[X] What standing does Shadow Grasper have in his own tribe? Who are the people in power in the Ledge/Branch Runners and what are their roles?
--[X] Get a clear accounting of what tribes the Ledge/Branch Runners are friendly with and which ones less so.
--[X] What does Shadow Grasper and his tribe value? What do they currently lack which they desire?
--[X] Ask if Shadow Grasper would be willing to arrange a meeting between us and his tribe.
-[X] What does he know of the Bastion?
-[X] See if Shadow Grasper is aware of where the Forge is.
-[X] Afterwards, continue exploring, and see if you can find any hints in the administrative section of the city.

Those vulture things look like very nice sacrifices.
 
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Should we ask him where the forge is? Also as for the Half-Born I am curious about them. You said they feast on flesh and magic? Do they sense magic? Do they have magic sense and then hunt that?
 
Should we ask him where the forge is? Also as for the Half-Born I am curious about them. You said they feast on flesh and magic? Do they sense magic? Do they have magic sense and then hunt that?
I'm pretty pleased with what we've found. The True Born can probably become citizens if properly diplomanced, the Half-Born will make excellent sacrifices, and so will those Gholes roosting in the slave quarters.

Now we just need to get our fresh supply of Seekers and figure out where the Forge is.
 
I'm pretty pleased with what we've found. The True Born can probably become citizens if properly diplomanced, the Half-Born will make excellent sacrifices, and so will those Gholes roosting in the slave quarters.

Now we just need to get our fresh supply of Seekers and figure out where the Forge is.

Well the True Born isn't a hard issue with our memetic diplo score. I just want to know if they(Half-Born) sense magic because if they do then I want to fucking bait them to where we are and then capture them all at once.

Edit: Half Born.
 
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Well the True Born isn't a hard issue with our memetic diplo score. I just want to know if they sense magic because if they do then I want to fucking bait them to where we are and then capture them all at once.
We could probably use Shadow Grasper to arrange a big meeting with all of them where we tell them who now owns the city. The little guy's definitely smart enough to be bribed, we just need to figure out what he wants.
 
[X] Ask more questions
-[X] What other tribes of True Born are there?
--[X] Describe their appearance, temperament, location, etc.
-[X] What are the various kinds of Half-Born that Shadow Grasper is aware of?
--[X] Where are they located? What are their numbers? What abilities does he know them to have?
-[X] Ask of the Pale Ones and try to determine any special abilities they might have.
-[X] Ask of the unlife that plagues the city and see if you can figure out what manner of unlife it is and more importantly if Shadow Grasper is aware of a specific source.
-[X] What can Shadow Grasper tell us of his own tribe, the Ledge/Branch Runners?
--[X] How many members are there? Are they all like Shadow Grasper or do their forms vary?
--[X] Inquire about Shadow Grasper's magic, the scope of it, and what magics the members of his tribe share.
--[X] Get a clear accounting of what tribes the Ledge/Branch Runners are friendly with and which ones less so.
-[X] What does he know of the Bastion?
-[X] See if Shadow Grasper is aware of where the Forge is.
-[X] Afterwards, continue exploring, and see if you can find any hints in the administrative section of the city.

Those vulture things look like very nice sacrifices.

It looks like I was unclear. To summarize, there are four kinds of true-born in Gogossos:
  1. Ghonhatines
  2. Ledge Runners
  3. Gholes
  4. Pale Ones
The half-Born are by definition as varied as they are insane so he can't really give you a full accounting of them.
 
I'm pretty pleased with what we've found. The True Born can probably become citizens if properly diplomanced, the Half-Born will make excellent sacrifices, and so will those Gholes roosting in the slave quarters.

Now we just need to get our fresh supply of Seekers and figure out where the Forge is.
Do the Ghole look worse than the other Trueborn to you?
The Trog-variants and the Pale Ones don't sound any more sympathetic.
 
It looks like I was unclear. To summarize, there are four kinds of true-born in Gogossos:
  1. Ghonhatines
  2. Ledge Runners
  3. Gholes
  4. Pale Ones
The half-Born are by definition as varied as they are insane so he can't really give you a full accounting of them.
Ah, okay. The Ledge Runners definitely seem the friendliest.
Do the Ghole look worse than the other Trueborn to you?
The Trog-variants and the Pale Ones don't sound any more sympathetic.
They're all equally problematic, the Gholes just look juicier for the Larder.

I'm really nervous about the Pale Ones. They sound like humanoid piranhas. :o
 
I do have to give you guys some kind of challenge.
Too bad, I'm now interested in collecting samples and having Vee further enginier it into a bioweapon, since original sample is so good.
Hell, even increasing frequency of affecting would make it hella debilitating, even before we make it air/waterborn :drevil:
 
I do have to give you guys some kind of challenge.
I'm anticipating that being in the form of some kind of gargantuan flesh construct. And lots and lots of wonderful Seekers which we can claim as our own. @DragonParadox, what are the chances we find clues about what the "Holy Grail" is here?

Anyway, updated the vote for more relevant questions.
[X] Ask more questions
-[X] Inquire further of the other True Born.
--[X] Ask of the Pale Ones and try to determine any special abilities they might have.
--[X] Does Shadow Grasper have a rough idea of the numbers and locations of the other tribes beyond what he already told us?
--[X] Does Shadow Grasper know of any notable leaders among them with special powers?
-[X] Ask of the unlife that plagues the city and see if you can figure out what manner of unlife it is and more importantly if Shadow Grasper is aware of a specific source.
-[X] What can Shadow Grasper tell us of his own tribe, the Ledge/Branch Runners?
--[X] How many members are there? Are they all like Shadow Grasper or do their forms vary?
--[X] Inquire about Shadow Grasper's magic, the scope of it, and what magics the members of his tribe share.
--[X] What standing does Shadow Grasper have in his own tribe? Who are the people in power in the Ledge/Branch Runners and what are their roles?
--[X] Get a clear accounting of what tribes the Ledge/Branch Runners are friendly with and which ones less so.
--[X] What does Shadow Grasper and his tribe value? What do they currently lack which they desire?
-[X] What does he know of the Bastion?
-[X] See if Shadow Grasper is aware of where the Forge is.
-[X] Afterwards, continue exploring, and see if you can find any hints in the administrative section of the city.
 
My mistake. Living Grail. The thing supposedly strong enough to take on Red Dragons at their peak.
Flesh Forges and Their Masters

Who the first flesh smiths were and from whence they learned their macabre arts is a matter that not even the dragon dreams can reveal in full. In darkness and in secret were those ancient experiments conducted by slaves driven to desperation. All too often the darkness without was mirrored within. Madness stalked these artificers of flesh as they moved from healing to other more questionable arts. You remember the Chain Devils and their torturous conjoining of barbed steel to twitching flesh... and you remember other grander summonings, meant to call spirits from beyond all the spheres of being, creatures of the Far Realm.

Through it all these artificers of life came to be obsessed by a singular goal, a thing they came to call the Living Grail, perfection of form and function, a body wrought as the perfect tool for any task. Indeed, if faint memories of yore are to be trusted, it seems as though they were among the first of the slaves, of the Wingless, to slay a dragon in truth. They did not long survive the honor with most of the early cult dying to fang, claw, and flame. However, the simple fact that their creations were able to slay the god-like wyrms breathed new hope into their fellow slaves, fanning the spark of defiance into something fiercer by far.

The second flowering of the Valyrian tradition of flesh-crafting came in the two centuries immediately preceding the Great Rebellion, the Freehold's bloody birth. They burrowed into the earth with the aid of mighty digging beasts whose existence in the lightless places of the world passed wholly beneath the notice of the Lords of Fire and Air. The first Flesh Forges were thus confusing warrens, as much fortress and labyrinth as they were places of arcane study. Perhaps unsurprisingly as these webs of tunnels delved ever deeper, in search of safety and the fire in the earth's breast they came upon beings of stone and earth, elder elementals undisturbed since the world was young.

It was in these unexpected interlopers that the flesh-smiths found the solution of an ages-old problem—how to empower their servitors with motive force outside of slow and exacting ritual, or else the peril of entrapping and making use of diabolic spirits. While titanically strong, the Landwardens were neither cunning nor quick to adapt, and so the first of them was trapped beneath what would become Old Valyria itself.

With the defeat of the true wyrms and the slow expansion of the Freehold, the flesh-smiths' arts were more desired than ever, from causes from the most urgent, to the most petty, the only stain on their ascension being the failed attempt to convert all the slaves in Tyria into a 'more pleasing and useful from'. The sheer scale of the undertaking together with desperate resistance by the slaves clinging to their humanity shook the newly-built city to its roots, in more ways than one as the Landwarden began to stir in its bindings. From that day forth it became enshrined into law and perhaps more importantly custom that flesh-shaping would ever be worked upon few be they freeman or slave. While the stricture weakened over the millennia-long history of the Freehold with more and more breeds of servitor arising every generation, it was never fully overturned.

Perhaps some among the Lords Freeholder recalled the black cults and unhallowed rituals to which the very earliest flesh-smiths fell pray to. Perhaps they did not wish to place their whole empire in the flesh-smiths' gloved hands. It is quite telling that the rumors of mysterious misdeeds never truly died.
 
[X] Duesal

@Duesal maybe we should visit tribe and talk to leadership? They are likely to know more and we can trade directly with them in exchange.
 
[X] Duesal

We are going to plop a research facility here and a hunting party also. But first we need to get information.
 
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