[X] I am a warrior like you- only decades older.

Definitely this, I think. It's the truest, all things considered.

[X][Axe] No
[X][Blood] No


We turned these down before and were right to do so. Let's keep to that. The other two options I'm more ambivalent on...ditto the issue with staying with the Solars. I'll think about those.
 
A fair reminder that Aurora wants to take you to Acheron to introduce you to a friend of hers

(of a sort, anyways).


..I should probably put that in.
 
[X] I am a warrior like you- only decades older.
[Aurora attributes her victory to being in her fourth decade of life. If Quan lives well and diligently, one day, he, too, will be trouncing young masters in the streets.]

[X][Axe] Yes

[X][Blood] No

[X][Hunt] Yes

[X][Scripture] No

[X] No, I'll go on my own.
(The Solars are legitimately saddened, but they won't stop you. If it was truly important, after all, Pendor will arrange it to occur- one way or another.)
 
[X] I am a warrior like you- only decades older.
[Aurora attributes her victory to being in her fourth decade of life. If Quan lives well and diligently, one day, he, too, will be trouncing young masters in the streets.]
 
Alright, upon reflection:

[X] I am a warrior like you- only decades older.

[X][Axe] No
[X][Blood] No
[X][Hunt] Yes
[X][Scripture] No

[X] Yes, I'll renew my contract.


I don't think sticking with the Solars forever is good, but Aurora wanted to introduce us to someone in Acheron and we sort of agreed by implication. No reason not to go that far.
 
WELCOME BACK YUS!

[X] I am a warrior like you- only decades older.

Git gud long enough and you too can git sum

[X][Axe] No

Axe is mine

[X][Blood] No

after that last debacle, it's a no without better understanding and safeguards afforded to Geln

[X][Hunt] Yes

Hunting is always good money

[X][Scripture] No

We do not spy on friends

[X] Yes, I'll renew my contract.

TRAVEL TO MEET NEW FRIENDS!
 
[X] I am a warrior like you- only decades older.

[X][Axe] No
[X][Blood] No
[X][Hunt] Yes
[X][Scripture] No

[X] Yes, I'll renew my contract.
 
[X] I am a warrior like you- only decades older.

[X][Axe] Yes
[X][Blood] No
[X][Hunt] Yes
[X][Scripture] No

[X] Yes, I'll renew my contract.
 
Vote Deadline!
Deadline is at exactly noon, tomorrow, so you have just short of a day.

I'm really grateful so many of you are still following! Any critique you have, I will gladly take… I feel rusty.

Unfortunately, tomorrow's update will be followed by another draught. This one should only be for a week, but I need to manage my exams and pass my courses.

The Thalassic Leagues are a complex place. Lacking a singular, dominating influence- like the Isle of Regrets are unto your homeland- the people here are widespread and highly diverse. The Leagues are less a single faction, and more nearly a dozen who broadly share a common faith and intertwined history- yet differ, on government, on ethics, on allies and enemies, economy and strategy.

They're likely the most 'familiar' to our, real history, as despite their mastery of the arcane the manner in which they think would be the most familiar to us. Still obviously divergent from our modern perspective, of course- but not so much from humans in our past, as, say, their neighbours in Sarvoras, in Antares, and in the Dawn Pact.

Qor was never one of the Thalassic Leagues, and nor was Sarvoras. They are very much their own things, and certainly deserve the title of complete nations rather than disparate city state.

…used to, anyways. Qor has become strange, in recent times. History marches on, no matter what the distant Archons would prefer.
 
Voting
You may have noticed that Aurora's sheet looks different.

That's because, after returning from hiatus and reading my notes, I realised her character sheet was straight out incorrect.

A long time ago, I mentioned here that Aurora was missing a trait. To get on with the game, I gave her Perceptive and moved on. However, the trait she was actually missing was Brave; she had the whole willpower trait tree (Brave -> Fearless -> Adamant, although that's not the only route), yet it slipped my mind that she was missing the base.

This is because tieflings used to be quite different, both physically and mentally. Previous versions, amongst other things, had horns, red skin, had far more focus on the sorcery, so on and so forth. This used to be a d&d setting, after all, before I… borrowed it (ie. near completely rewrote it).

Aurora comes from the version where tieflings took the 'born soldier' role in a far more orderly fashion. They had some of the same traits, but in a different order of priority, and replaced their trademark emotional instability and strange mental priorities with remarkable courage, loyalty and lack of empathy. This previous heritage trait, like Blood of the Isles, would have automatically substituted for a willpower trait when advancing the chain, meaning she didn't have to and couldn't take Brave.

(Basically, Geln's Islefolk heritage can't be stacked with Brave or Tough, but do substitute for it when he gets to pick traits- he skips straight to the second link in those chains. A lifetime of diligence, training and zeal makes the average Islefolk sturdier in body and mind than most, but the bravest and toughest Islefolk and the bravest and toughest foreigners are roughly equivalent- you're both still bound by human limits (not that those limits aren't already extraordinary!))

However, I ultimately didn't like that… mechanical tiefling mindset (nor was it that unique or interesting). I changed it to the wild and temperamental one that survived, largely unaltered, into the game itself. Tieflings may lack self preservation, can be easily riled into an all consuming rage, but that's not the same as true courage- for all it can appear similar on the battlefields they were made for.

Ergo, I've swapped Aurora's Perceptive back to Brave, and now all should be well.

(Compared to most people with only one ear and one eye….)

As a side note, I had changed the Islefolk's '+ courage' to '+ willpower'. I had forgotten to do that back when I made my first sweep through the courage traits, and I feel making it explicit willpower better distinguishes + 'physical and social courage' from just '+ physical courage'. Enjoy your minor buffs!
 
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Ixcala V
[X] I am a warrior like you- only decades older.

[X] [Hunt] Yes
[X] [Everything Else] No

[X] Yes, I'll renew my contract.


Acheron, as the nameless aide summarises, is a shattered yet fantastical city. Caught in the crossfire of an ancient surface war, the barrier between your world and.. other places, has never recovered and likely never will. All sort of sorcerous beings can manifest here, whether by means natural or induced- one of two factors that has created one of the greatest centres of arcane study in the world, impressing even the mighty Olms!

…..the other factor is that Acheron is besieged by daemons, night and day, season by season. If not for their mastery of words as well as rune craft, there likely wouldn't be an Acheron to speak of.

Normally, animals know better than to associate with daemons, some sage instinct driving those who can to flee their presence... but that doesn't mean all get away. Of those who cannot run, most are devoured, swiftly or slowly as pleases the local 'metatype'; of those not devoured, most are broken and hollowed out to serve as enthralled shells, artificial bodies to better enable those hungry spirits' appetites. And of those the daemons try to hollow….

..well, sometimes, the animal wins.

Apparently, some beasts are more clever and wilful and resilient than others of their blighted kin, and with good luck and a weak yet overconfident parasite, can turn the tables on their butchers to be. These creatures grow all the stronger for it, but it is strength at an unseen and all consuming price.

These Daemonic Beasts are deceptively potent, physically and mystically; they're fast and cunning and bewilderingly cruel, unconsciously drawing on a desire to hurt, to bleed, to terrify their prey for no reason but their pleasure- even if they'd never hunted before! Exiling themselves from their 'fellow' daemons, those dark spirits will not normally attack a kindred being, but nor will their once fellow animals associate with them. Daemonic Beasts are rare and solitary, elusive from the strong yet characteristically sadistic to the weak.

It is all at the small price of their minds.

Daemonic Beasts seem to favour their own appetites over any physical practicality; they're constantly enraged and tempestuous; suicidal and alone. They do not herd, or gather, nor mate nor breed nor do anything but pursue but their endless, obsessive patrols. For all their might, the life of a Daemonic Beast is said to be ill fated, lonely, short and brutal, to say nothing of the state of their 'soul'.

….and so, naturally, the Olms wish to have one. It'll be a point of wealth, prestige and favours to acquire the largely intact corpse of a rare and powerful beast; although likely not scholastically fascinating, there's something to be said in favours owed in bolstering Kiromana's enigmatic agenda.

(In a flash of curiosity, you ask them who in the world would wish to purchase such a horrid being; when they eagerly recount the reagents and concoctions certain cliques would wish to grind out of the carcass, you're struck by the vision of Olmish alchemists scrupulously scraping the viscera off the streets of Nociva, surrounded by the wounded and dying.
You do not understand a word of what these secretive formulas may achieve, and somehow, you're not enthused to try them. You ask no more questions about Olmish artifice.)

Having seen the power of these 'daemons' first hand, you find yourself sceptical that any normal animal could resist their power, even if they did possess a mimicry of soul. By your reckoning, it seems to you less a victory and more a symbiosis- two wild beings bound in a single body, futilely battling to mutual death. Still, the aide's information is nonetheless useful. You listen as long as your patience tolerates; when their information eventually turns to the literally arcane, you politely excuse yourself. Congratulating yourself on your minimally intrusive violent fantasies, you step past the stoic guards into the bracing night.

(As you do, it occurs to you that you never got your name, even if they certainly had yours. In your frustration, your manners were left behind….

It is too late now, but you make a note of it, when you meet again.)

Nikolai has waited for you in the dark, upon a nearby bench. His relief when he sees you is as flattering as it is strange- what was he afraid of?

'Young Lord!', he calls out, unbothered by the cold and dark. 'You were in there for half an hour, maybe more. What took you so long?'

'Matters of coin. Nothing important.'

He gives you a puzzled look, but swiftly shrugs it off. It hasn't been the first time you've confused him today- but it will be the last.

'I'm leaving Ixcala tomorrow morning, Nikolai. You've been a good guide, and fair company- but this is where we say goodbye.'

Your guide takes the news with grace, silently bowing a final time. He has no real words for the ending of this bizarre yet pleasant day, so he does not use any.

You exchange final goodbyes with Nikolai, and then go your separate ways- likely to never meet again.
——————-

Do you wish to give a parting gift to Nikolai, who's proved more than useful in exploring Ixcala?

[] Of course!
[Write in a parting gift. Geln would consider even raw currency acceptable; he obviously wouldn't give that to a fellow Islefolk, but understands Nikolai has different ideas about acceptable gifts.]

[] …I.. don't think I can.
[The Islefolk are natively free with their possessions, but you are no longer in New Haven. Not being profligate is objectively wise, as it will not offend Nikolai.

Yet it still feels… alien.]
——————


You return to Ixcala's temple district nearly an hour after sunset, but Hallir- the Qor servant- had by now grown used to your sudden moods and wanderings. Recognising your accent and towering frame, he lets you in without comment. Despite the purposeful degree of distance you've maintained, he doesn't even question that you'd renew your contract- that you'd stay, more or less, on his side.

Past the convoy's camp you find a sleeping place- Sanctums are rarely well furnished, and this place is no exception. By now used to the strange… atmosphere, that Sanctums create- adjacent to the mists of New Haven, and yet so far away- you fall asleep wondering how much longer it will be, until the convoy can create Sanctums on their own.

That night, you do not dream at all.
—————-

Arranging your contract again is surprisingly easy. Although the convoy is larger now, and has another Servant defender, Blessed Johannes still seems pleased to have you on board. Now with more spare funds, they can afford to pay you worth your time.
——————

The trip to Acheron will take three weeks, but most of it will be via riverboat- the other, arguably more important means of transport throughout the Thalassic Leagues.

Geln will be paid five silvers a week, and be provided for in terms of supplies. Obviously, he'll serve as an escort until you reach your destination- an Acheron border fort.
—————-


The convoy is now thirty strong, a half dozen newcomers having joined in Ixcala, but it seems your reputation amongst the group hasn't truly changed. You are still left to your own business, sharing a cart with Aurora as you make the brief journey to the port.

Characteristically, the Sin Eater's unsurprised yet pleased by your company, and particularly in your agreement to come with her to Acheron. You trade stories on what you did the day before- sightseeing and diplomacy, healing and duels- but you've only half an hour before reaching the river port.

The barge that'll carry you all is christened the Verdant Hope. It's a grand name for a simplistic and bare boned transport, many internal furnishings stripped to make room. Between the small crew, the captain, and the passengers… you'd estimate perhaps four dozen crowded into the tiered boat. Even with people on the floor, some will have to either sleep on deck, or nearly on top of each other!

Despite the tight conditions, the mood is high as you pull away from shore. Excited pilgrims gather at the edges to revel in their travels, some already fantasising on far away lands. What price is the damp and discomfort, after all, when compared to a new home?
——————

Geln's a fairly social man, which is better than the alternative when on an overcrowded boat. Blessed Anthony is occupied this week, by which I mean worryingly sea sick (river sick?); thus, you can pick two of the below you'd like to speak with.

[] Aurora, about children, morals, personal history, prophetic dreams and hunting.
[] Captain Viktor, a half Tulani merchant and mercenary. When not at the helm, often spinning tall tales; will happily entertain your own.
[] Your fellow fighters- Jorge, Hallir, Suarez and Amantha. Two are on board; two follow on horses, unable to bear the separation. Impressed by your exploits, but uncertain who you are.
[] The pilgrims, who still don't know what to make of you, but at least aren't overly frightened.
[] Blessed Anthony, who… is not at his best. Perhaps he'd like the company?
[] Blessed Johannes
(You don't just approach an elder priest…)

However
….

The Dawn Pact are a peoples of many talents- diplomacy, oratory, construction and cooperation. What they are not, however, is skilled sailors.

What went wrong?

[] Search and Rescue
[] Old Enemies
[] Hunted
[] Haunted!!!
[] Write in?
——————-

The second part felt more awkward than the first, but there was not much to say.

You'll have a while to vote!

Questions always welcome.
 
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Angrily presses voting button.

Anyways… I have exams soon, so you'll have to wait a long while for the next.

Enjoy!
 
[X] [Axe] Yes
[X] [Everything Else] No

Wait a minute, I didnt vote for any axe giving here… and I am pretty sure the majority of the votes were also a yes in getting to kill another monster.

Adhoc vote count started by MoonSerpent on Nov 5, 2023 at 1:44 PM, finished with 14 posts and 9 votes.


The vote result seems pretty wonky here

Daemonic Beasts are rare and solitary, elusive from the strong yet characteristically sadistic to the weak.

It is all at the small price of their minds.

At least we're still on the Hunt so yea!

Socials:

[X] Aurora, about children, morals, personal history, prophetic dreams and hunting.
[X] Your fellow fighters- Jorge, Hallir, Suarez and Amantha. Two are on board; two follow on horses, unable to bear the separation. Impressed by your exploits, but uncertain who you are.

Gotta stick with our fellow fighters!

Going wrong?

[X] Haunted!!!

Ghost fighting round 2!

As for Nikolai's gift?

I'll hold that off till someone can think of a better gift than just giving the guy money.
 
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[X] Your fellow fighters- Jorge, Hallir, Suarez and Amantha. Two are on board; two follow on horses, unable to bear the separation. Impressed by your exploits, but uncertain who you are.

[X] The pilgrims, who still don't know what to make of you, but at least aren't overly frightened.

[X] Haunted!!!
 
[X] Aurora, about children, morals, personal history, prophetic dreams and hunting.

[X] Your fellow fighters- Jorge, Hallir, Suarez and Amantha. Two are on board; two follow on horses, unable to bear the separation. Impressed by your exploits, but uncertain who you are.

[X] Haunted!!!


Edit: I want to know what the exclamation points do
 
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[X] Aurora, about children, morals, personal history, prophetic dreams and hunting.

[X] Your fellow fighters- Jorge, Hallir, Suarez and Amantha. Two are on board; two follow on horses, unable to bear the separation. Impressed by your exploits, but uncertain who you are.

[X] Hunted
 
[X] Aurora, about children, morals, personal history, prophetic dreams and hunting.
[X] The pilgrims, who still don't know what to make of you, but at least aren't overly frightened.
[X] Search and Rescue
 
Ending Haitus (soon)
I am calling it for Aurora, the Solar warriors and your fair river craft being haunted, but on the matter of gifts we're still undecided.

Leaving that open, but working on a few things nonetheless.

Internet recently has not been good for me recently, but I haven't given up.

Normally, Islefolk don't gift money, but Geln understands that Nikolai is of a different culture and wouldn't think poorly of a gift of pure currency. However, perhaps you can think of something more fitting? The market section may help.

(In our protagonist's opinion, the best gift would be something that helps him escape poverty, and not need handouts ever again. Much easier said than done, though.)
 
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Vote Closed

Scheduled vote count started by Shine on Nov 5, 2023 at 11:52 AM, finished with 10 posts and 4 votes.

  • [X] Aurora, about children, morals, personal history, prophetic dreams and hunting.
    [X] Your fellow fighters- Jorge, Hallir, Suarez and Amantha. Two are on board; two follow on horses, unable to bear the separation. Impressed by your exploits, but uncertain who you are.
    [X] Haunted!!!
    [X] The pilgrims, who still don't know what to make of you, but at least aren't overly frightened.
    [X] Hunted
    [X] Search and Rescue
 
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