First Impressions

[X] Information is the lifeblood of any conspiracy, even one with benevolent intentions. You wouldn't get far stumbling blindly in the dark. That would be where Markus came in.
A man of Seralian descent- dark-skinned and tattooed, a sharp contrast to the pale skin and drab fashion of the commoners filling the streets- Markus is an information broker. Having learned the tools and tricks of the trade from his masters in Seralia, it is almost certain that Markus is a spy, although what interest his masters have in your country is beyond you. He is good at his job, however- very good. And he is always willing to sell his information for a price, be it gold or information in turn.
 
[X] There is an intermediate step; the merchants here, those gaggle of greedy middle-class folk looking to line their own pockets, are your target. To that end, you're thankful you have met the leader of the town's merchant guild, Taisen, before. For you, he will be willing to listen to your pleas, although the results are far from guaranteed.
 
[X] Information is the lifeblood of any conspiracy, even one with benevolent intentions. You wouldn't get far stumbling blindly in the dark. That would be where Markus came in.
 
[X] Markus- the spy, the information-broker.

------------------------​

You leaned back and sighed, a soft exhalation, unheard over the clamour of the city outside the carriage.

The troubles plaguing the city ran far deeper than purely monetary concerns. A city's infrastructure was necessarily designed to handle new arrivals, but this was far more than a handful of new arrivals. No- this was hundreds, thousands of new citizens, fleeing the troubles of the outside world and seeking safe harbour within its walls.

If only that were the only problem. No- in turn, hundreds of refugees meant that the jobs those hundreds had previously performed were now going unfulfilled. Hundreds of farms were now left untended; scores of minor villages were now missing seamstresses, hedgewitches, blacksmiths, labourers. Lyen's End, its resources already stretched dealing with such an influx of new arrivals, would find itself dealing with the additional issue of suddenly losing a great portion of the infrastructure cities relied on to function.

And yet those same refugees considered this half-life, this existence of begging at street corners for the silver to feed for a night, better than living outside the city's walls.

Something unnatural was stirring in Lyen's End. Unsurprising- under Nicholais' rule, the natural order had found itself twisted and perversed with near-ritual regularity. It would be more surprising if a single year under Nathaniel's rule had somehow healed the land.

Your fingers unconsciously tugged at the cuff of your sleeve, a nervous habit ingrained in you from the time you were a child.

The problems here were not something you could so easily deal with- not if they had already spread this far, not if the very land itself had come to accept the twisted wrongness that even now seeped through the stone and blood of the city. Again, unsurprising- if this were a simple matter, Nathaniel would hardly have asked you to handle it. You were investigating this not from any lingering sense of affection for Nathaniel, but rather from necessity.

Put simply; you had more experience dealing with the twisted arcane energies that had scarred the land than any of the servants the King actually trusted. Half-asleep and naked, you could quell in minutes that which would take them hours to isolate and contain. You were almost certainly not the King's first choice to deal with this; you were likely the only person with both the power and experience to deal with this in a timely manner.

Which led to your current status; being escorted to the Duke's palace by an armed contingent of guardsmen.

This was not how you had imagined being escorted when you had turned on Nicholais. Not that you were going to complain, of course.

---------------------------------​

A looming threat hangs over the city, but an even larger threat looms over the countryside. Fey creatures devastate the city, appearing and slaughtering citizens by the dozens before guardsmen can respond. If this is deemed preferable to living in the countryside- what is happening out there?

Thankfully, you did not come entirely ill-prepared. You'd brought...

[X] Weaponry- as you understand weaponry, anyway; your definition of these things always seems to differ from that of most. Blades of iron, chains of silver. Salt. Blessed water. A chalice, cleaned and sanctified- wide-brimmed, the better to catch your blood in. It is not perfect, by any means- but then, if you play your cards right, you should only rarely be engaging directly in combat. You repel and disengage, you do not stand for a protracted fight.
- Gives you access to various defensive materials, useful for fortifying and preparing defensive locations, as well as repelling and banishing spiritual opposition. These materials synergize very well with your Skirmish and Malison skills.
- Additionally, gain 5 XP.

[X] Research materials. Books, yes, but also maps, journals, quills and ink and paper abundant. Your knowledge of occult matters is extensive, but by its very nature, magic is unknowable, unquantifiable. The notes of those before you will help, to an extent. You can classify, you can learn, you can prepare.
- Gives you access to various research journals and histories of the area, as well as maps of the area, both in and out of the city. The benefits should be obvious. These materials synergize very well with your Occultism and Alchemy skills.
- Additionally, gain 5 XP.

[X] Your grimoire. An ancient thing of blood-stained hide and a pungent stench, your grimoire contains extensive notes on the preparations and habits of performing rituals- a powerful type of magic, a restrained type of magic. You prefer to utilize your malison and invocation when necessary, but there are times when rituals suffice better.
- Gives you access to a grimoire, granting you access to the Rituals skill. This skill will automatically gain two ranks; further ranks must be purchased with XP as normal.
 
[X] Your grimoire. An ancient thing of blood-stained hide and a pungent stench, your grimoire contains extensive notes on the preparations and habits of performing rituals- a powerful type of magic, a restrained type of magic. You prefer to utilize your malison and invocation when necessary, but there are times when rituals suffice better.
- Gives you access to a grimoire, granting you access to the Rituals skill. This skill will automatically gain two ranks; further ranks must be purchased with XP as normal.
 
Hmmm, from talking to Tempera, she's said that rituals are big slow effects, but still not like, super overt magic (At this level.) So the grimoire is not so good. Plus, if we do good, we can get Evil King's Grimoire from Good King. So, let's wait for the good shit, and get something we can use now. Also, it would start at 2(!!!!) and we'd have a bitch of a time increasing it. So, it'd be useless.

Information (Books/Journals) sounds helpful - but we can get that in other ways.

And considering that Invocation, our spirit summoning skill is probably our main way to indirectly attack and spy on anything. We should be summoning spirits to check out potentially hostile locations, guard against ambushes, etc. So, our primary opposition should be hostile spirits. Thus, we need the goods! Also, in case people forgot, we have fey to deal with. FUCKING FEY. So my vote is :

[X] Weaponry

[X] Find a Meat Shield Helpful Warrior
Ask Markus for any reliable (After he stops laughing) help. We need someone who can Absorb Arrows and Swords be helpful, with tasks including facechecking trapped doors and poison testing our food being helpful.
 
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[X] Weaponry- as you understand weaponry, anyway; your definition of these things always seems to differ from that of most. Blades of iron, chains of silver. Salt. Blessed water. A chalice, cleaned and sanctified- wide-brimmed, the better to catch your blood in. It is not perfect, by any means- but then, if you play your cards right, you should only rarely be engaging directly in combat. You repel and disengage, you do not stand for a protracted fight.
 
[X] Weaponry

Was going to do a longer post to explain my reasoning behind my vote, but @logiccosmic covered the bare bones of it.
 
[X] Your grimoire.

Hmmm, from talking to Tempera, she's said that rituals are big slow effects, but still not like, super overt magic (At this level.) So the grimoire is not so good. Plus, if we do good, we can get Evil King's Grimoire from Good King. So, let's wait for the good shit, and get something we can use now. Also, it would start at 2(!!!!) and we'd have a bitch of a time increasing it. So, it'd be useless.

It is, however, a skill that is potent when we need heavy lifting, and one that is hard and expensive to boost otherwise. 2 skills for (mostly) free here? Take it.
 
[X] Your grimoire. An ancient thing of blood-stained hide and a pungent stench, your grimoire contains extensive notes on the preparations and habits of performing rituals- a powerful type of magic, a restrained type of magic. You prefer to utilize your malison and invocation when necessary, but there are times when rituals suffice better.
- Gives you access to a grimoire, granting you access to the Rituals skill. This skill will automatically gain two ranks; further ranks must be purchased with XP as normal.
 
[X] Your grimoire.



It is, however, a skill that is potent when we need heavy lifting, and one that is hard and expensive to boost otherwise. 2 skills for (mostly) free here? Take it.
Xp cost is 1.5 * lvl rounded up- so Rituals 2 would cost 2 + 3.
Aka 5 exp.
So we are getting the same exp no matter what, but in a skill we won't be able to use w/o a huge investment.
 
Xp cost is 1.5 * lvl rounded up- so Rituals 2 would cost 2 + 3.
Aka 5 exp.
So we are getting the same exp no matter what, but in a skill we won't be able to use w/o a huge investment.
Yeah, I'll confirm this. (And that the rest of the stuff logic has stated I've said so far has all been true; he's asked me questions over Steam before posting, and I've answered, the same as I'll answer any other questions anyone has via this thread/PM's/Steam/IRC.)

The XP cost to purchase a skill is (increased skill level * 1.5), rounded up. This is calculated each level; you don't "store" the wasted half an XP.

This means that raising a skill from 0 to 10 costs you 85 XP- a very significant investment at the moment, as most of the time you'll be getting a flat rate of 1XP per update unless people pull off a particularly tricky plan.

I'll also note that skills don't necessarily represent Hazel's skill in something, the same as quite often you won't be voting for Hazel's reaction to events. Rather, Hazel is already very skilled with magic; instead, purchasing a rank in a skill ensures circumstances are favourable to that point. This means that, say, you'll never accidentally invoke a spirit with a grudge against you, or that your malison will result in the branch falling on your opponent also hitting you.

It also means that you'll always have access to the stuff you need to have access to for that rank and stuff- so, for Alchemy, you'll retroactively justify having flasks and distilled water on you, for instance.



Also, a general note; I look very favourably upon votes that explain and justify the votes, weighting my decision in favour of any side with particularly compelling arguments (including votes that run contrary to the current trend, but note in-character justifications for it). Sheer weight of numbers does count for some, and I'll always choose a decision with thrice the votes than any others, but if it comes down to a vote having three or four more votes, I'll stick with the side that has a compelling argument over the side without one.
 
[X] Your grimoire.

Given the generally warped nature of the land, I think we will need to do a large amount of repair work. Unfortunately that would appear to be outside of the domain of our regular magic if my vague understanding of how this is working is correct (also, is this an original setting, or is it from somewhere). Rituals will be necessary in order to fix - or mitigate - the long term damage that has been done here. So we'd best be getting that skill ASAP
 
Part of me wants to err on the side of research materials, but part of me knows that sometimes shit goes wrong no matter how hard you plan. WE can't always stack the deck in our favour, and sometimes we're just going to have to own some fools. So ...

[X] Witch arsenal.
 
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