Of Wolves and Men: A Werewolf Quest

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Your breathing is shallow, warm blood pooling in your hand where a crossbow bolt had struck it...
Prologue I

LinkOnScepter

The One who Strangles Concepts to death
Location
Interwebs
Your breathing is shallow, warm blood pooling in your hand where a crossbow bolt had struck it earlier. Your movement is slow, clumsy, and not at all stealthy, but you're pretty sure you lost those nutjobs a long time ago. You bring the palm of your hand off of your wound to stare down at it.

Yep, filled with blood. Don't know what else you were expecting.

You wince as you step over an above ground root that nearly trips you. You stare at the offending tree, hoping that your gaze is enough to burn it to the ground like those magic users to the north in Slenait. Unfortunately, you don't accomplish much except staring at an inanimate object. Sighing in frustration, you keep moving, hand going back to cover your bleeding wound.

Your matted...

[] Black
[] Red
[] Brown


...hair falls in front of your eyes, obscuring your vision even as it starts to blur. You grunt, trying to push the locks out of your face with your one free hand. It proves to be futile, as they just fall back into your way.

The sunlight is slowly but surely disappearing, leaving you in almost complete darkness. You suppose it's not all bad. At least it'll be harder for anyone to see you, especially since your clothes have been turned into tatters. You're gonna have to to find a new shirt and pants at some point.

A voice in the back of your mind reminds you of how you can't go home, but you ignore it. The pain is getting worse and you're starting to sway on your feet. You use a hand to support yourself against a tree, surveying the area in front of you. Your eyes finally fall upon a gap in the bottom of one of the larger trees here. It's a recess deep enough to protect you in case it starts raining, though it's not the best place to be….

...fuck it.

You somehow make it there. Almost as soon as you step into the shade, your energy fails you. You fall face first into the dark cosp, eyes getting heavier and heavier. Soon enough, they shut and you go to sleep almost immediately.

How did this happen?

How did you end up hunted by your own people?



You dream of past memories, as if your entire life is flashing in front of your eyes right now.

Your name is…

[] Write in…

...you're a 23 year old…
[] Man
[] Woman


...you were born into a….
[] Farming Family (+Physical Stats; -Social Stats; Trait: Common Folk)
[] Royal Family (+Social Stats; -Physical Stats; Trait: Highborn)
[] Knightly Order (++Physical Stats; --Social Stats; Trait: Trained for Battle)
[] Mage Guild (++Mental Stats; -Physical Stats; -Social Stats; Trait: Magical Training I)
[] Orphanage (+Physical Stats; +Social Stats; +Mental Stats; Trait: Raised in the Gutter)




Why am I doing this?

Hello everyone! It's LinkOnScepter, here with yet another Quest!

As you can tell, the MC is a Werewolf in this Quest.

But of course, first we need to know a bit more about them.

Where you were born will mainly effect the next Character Creation choice, some of your stats, and a bit of your character's background.

I'll explain the rest as we go along.

I'm thinking of trying to update this Quest every Saturday CST.

I hope you enjoy, and let's get started!


*Vote Closed*
 
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Character Sheet
Name: Gaston Fontaine
Gender: Male
Age: 23
Hair: Black
Born into: The Order of the Silver Pendant
Home/Starting Province: Aranbi
Division: Flying Hussars (Shock Calvary)

Current Health:
Crossbow Bolt wound in the left side. Slowly healing.

Physical Stats:

Martial: 40 (Melee Combat and Pure Strength)
Dexterity: 35 (Speed, Ranged Combat, Stealth, and Mounted Combat)
Endurance: 25 (Stamina and Resistance)

Social Stats:
Charisma: 10 (Persuasion and Charm)
Manipulation: 15 (Lying and Sneakiness)
Presence: 25 (Aura and Intimidation)

Mental Stats:
Intellect: 25 (Mental Prowess and Critical Thinking)
Wits: 30 (Quick Thinking and Street Smarts)
Wisdom: 28 (Perception and Empathy)

Traits:

Trained for Battle: "Some are prepared for battle. Some are forced into it. You were born for it." +10 to all Single Combat Rolls

Shock and Awe: "Storm, Clouds, Fire and Steel. Death from Above made the enemy kneel. Fighting, Power and Grace. Death from Above it's an army of Wings." +15 to Combat Rolls when Mounted.

Anti-Magic: "Magic does it's best to stay away from you. Let that sink in for a moment." +15 to Combat Against Magic user; -15 to all Magic cast around you


Werewolf Stats:
Starting Type: Brute

Ferocity: 35 (Pure Strength and Raw Power)
Speed: 20 (Stealth and Agility)
Dominion: 10 (Ability to Command other Werewolves)

Control Over the Beast Within: 10

Werewolf Traits:

Brute: "When all you have is a hammer..." +10 to rolls that use Ferocity



 
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Prologue II
The Kingdom of Deris has many Orders under the High King Dragnar's command. The Kingdom's domain does stretch out to four provinces after all. A standard army could never hope to patrol the entirety of the land. And thus the King decreed that every province be guarded by one Knightly Order at any time, with the Founders selected by Dragnar himself.

As luck would have it, you were born into the…

[] Order of the Silver Pendant in the Province of Aranbi, the storehouse of Deris. It is a place of rolling hills, vast forest, and fertile farmland.

[] Order of the Iron Hand in the Province of Calor, the metalworks. Mines, forges, and hardy men are what this land is known for.

[] The Knights of the Rose in the Province of Mvelt. It is closest to the sea, and thus has become the trading center for the entire Kingdom.

[] The Sky Lancers in the Province of Naggoron. It is the farthest north, and thus the closest to the Mage Guild of Slenait. Magic users of all types are sent here from up north to join the forces of Dragnar.


...as a product of a night of passion between one of the knights and a camp follower. When you were born your path was set. You would become a knight to both bolster the ranks of the Order and to follow in your father's footsteps. While you're father, known as Sir Acur the Mountain among his peers, was never the best of parents, you took to the lessons with aplomb.

Either your father's blood ran strong in you or you were blessed by the Goddess of Battle herself, for you excelled above and beyond that of your peers. Where they struggled to learn the basics of the sword, you were already on to the advanced techniques. They took weeks to learn how to ride a horse, it took you days.

However, this prowess didn't come without a cost.

Namely, in your lessons and among your peers.

Having natural talent means nothing if you don't know how to use it. So, you were worked to the bone. Everyday it was either a practice bout, a race around the stone fortress that was the headquarters, or a bare handed brawl with a knight twice your size. You learned many things during those years. How to fight multiple opponents, the meaning of pain, how to sharpen a sword, how to keep dirt and grime out of your armor, and what it felt like to be ostracized by those who should be your peers.

Many of the other aspirants grew jealous of you. They resented your natural ability, and thought you got special treatment because of it. They grew to envy you, never truly knowing what your talent meant for you. Coming back from training only to have to fight off an ambush became the norm. You tried to talk to them, but none would listen. So you stopped trying, and took comfort in your practice bouts.

You did have one friend though. Out of the 20+ children training to be knights….

[] He
[] She


….was the only one who ever tried to understand you. The ironic thing is, they were one of your most violent rivals growing up. They would always corner you on your way to the barracks. Then they would challenge you to a one-on-one fight. This normally wouldn't make good grounds for a friendship, but them being alone with you gave you a chance to explain the truth about your situation. While it didn't happen overnight it was easy to notice a change in them. They started to pull their punches, brought you food when you came back from training, and sought you out more when they had free time.

By the time you had both come of age to take the Trials, you couldn't imagine life without them.

When you reached the age of 16, the time came for you to take the Trials. The tests that all who would become knights must pass to join the Order.

It was no surprise that you passed with flying colors.

So, you were able to secure a spot in the division your Order was famous across the land for…

[] The Men-At-Arms. You are the Anvil upon which the enemy tide will break! (+Martial; +Endurance; -Dexterity; Trait: Hold the Line)

[] The Longbowmen. With your bow, you will rain death upon the enemy position! (+Dexterity; +Endurance; -Martial; Trait: One shot, One kill)

[] The Flying Hussars. All you need is your lance and your horse. You'll break the enemy's formation to pieces!(+Martial; +Dexterity; -Endurance; Trait: Shock and Awe)




The Order choice will determine starting location.

*Vote Closed*
 
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Prologue III
And thus you began your career as a knight. You were given a lance, sword, shield, armor, and of course, a Warhorse upon which you rode across the lands.

Your duties took you all over Aranbi with the rest of the aspirants who passed their Trials. You acted as both the lawmen, and the judges. The High King had too much on his plate to afford seeing every single case in the Kingdom, unfortunately. For you, that meant you and your compatriots had the power to jail and execute criminals at will. In theory, this sounds like a sound decision on the King's part. It allowed him to focus on the more important matters, while his Knightly Orders took care of any petty lawbreaking.

However, as you soon found out, it is never that simple.

You were all taught that knights are symbols of justice and order, and that you are expected to act accordingly. Otherwise, punishment shall befall you.

Yet still, there were those who abused their power. You had first hand experience with it. Knights who would ride into town and demand the citizens give them free lodgings and drink. Others would unjustly accuse innocent civilians of crimes they either didn't commit or were just small slights against the knights themselves. The sentence was almost always death.

You didn't stand for it. Your constant years of being bullied and belittled by your peers had caused such actions to sicken you. And you were not alone. You and five other newly appointed knights acted as a buffer against those who would abuse their position. You would catch them in the act, and drag them back to the Centurion Citadel for punishment. Within a month, you and your cohorts were responsible for the discharge of ten or more knights.

But the damage had been done. Now the people of Aranbi were wary of you wherever you went. Even as the last dishonorable knight was kicked out of the Citadel, deep down you knew that it would take years to repair their trust in the Silver Pendant.

You served under the Pendant as a low-tier Bracelet for three years. It wasn't until you were 19 that you were able to distinguish yourself in battle, and advance in rank. That year you:

[] Discovered a hidden clutch of Drider eggs being prepared for an invasion from the southern Koleth Tribes. You were the only other knight nearby at the time, thus the only one who could stop them. So, you flung yourself into the nest. By the end of the fight your horse was dead, your sword and shield were broken, and your lance had been turned into splinters. But you had won, twenty adult Driders dead at your feet. You burned the clutch, and took the leader's head as proof of your victory. (Trait: Spiderbane)

[] Saved the village of Akal from a Beastmen raiding party. You and your best friend, Belle, had spotted the flames from a hill where you were sparring. You were the first to saddle your horse, and told her to go back to the Citadel to get help. When you arrived, five houses were on fire, and the savages had already killed six people. You ran in there, alone against over a hundred furred monsters surrounding you. You held out long enough for reinforcements to arrive and drive off the rest. (Trait: Hundred Beast Slayer)

[] Against a renegade Mage from Slenait. One of the students from the Guild had gone mad, and was carving a path of destruction towards Aranbi. The Silver Pendant knew that they couldn't allow her to reach the Province, else the storehouse would burn. So, it gathered up all of it's forces and marched to face the threat. You were among the forces arrayed against the Mage. She killed over a half of your thousands strong force, before you finally put her down. You somehow made it through her defenses, sinking your lance through her chest. (Trait: Anti-Magic)

[] In a Skirmish between the Kingdom of Deris and the Dragonkin to the west. High King Dragnar had called all of the Orders to the battle. The Silver Pendant was asked to come in and smash the enemy while they were caught in battle with the Iron Hand's infantry. The battle started out in your favour, but then the enemy general, Eonsha the Chosen, came into the fray. He cut a swath through the Iron Hands before your Order could even get in the battle. You were forced to charge in early, but it was enough to separate the enemy forces. In the chaos of melee you saw a chance to pierce through Eonsha's hide from behind. You took it. With the death of their leader, their forces routed, and you were victorious. (Trait: Dragonkin Slayer)



It was four more years before, your promotion to Amulet rank was approved. The party was a somber affair. You didn't have many real friends, but such a great victory still warranted an appropriate celebration. Ale, meat, and more was placed out for the ceremony. You were the center of attention, many of your superiors patting you on the back and congratulating you.

It was the best night of your life.

But it didn't last.

You remember…

[] Being called away by one of the other Knights. He said he wanted to go over some new techniques with you, and you followed.
[] Being called away by one of the female camp followers. It was pretty obvious what she wanted, but you were already slightly drunk off ale.


...and then...it's all a blur.

You made it to their tent, turned around and then…

[] Teeth….claws….impossible strength….your bones breaking. (Werewolf Brute)
[] A bite on your neck….blood...too fast...can't see them. (Werewolf Assassin)
[] Words….your mind going blank….body….not listening to you. (Werewolf Dominator)


You remember waking up on the outskirts of some random town in Aranbi in some abandoned barn. Your armor was gone, and you had nothing but your shirt and pants. You sat up and winced, grabbing at a bite mark on your right shoulder. Your hand came away bloodied. Distraught, you wandered out of the building towards a light in the middle of a village not far from here.

When you made it to the village proper you saw that the light was a burning pyre. And upon it was…

[] The one who brought you here. Burning to death. (Sire dead)
[] Someone you didn't know, but felt sorry for nonetheless. (Sire is alive)


You must've gasped out loud, because that got the mob of people (way too well armed to be villagers) around the pyre to turn your way. Either they didn't want any witnesses, couldn't see who you were in the dark, or some other reason you couldn't fathom at the moment.

Whatever the reason, they began to chase you out of town. At first, you entertained the thought of waiting for them to reach you and speaking with them.

Then one of them put a crossbow bolt through your left side.

There wasn't much deliberation after that.

You ran.

*Vote Closed*
 
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Mechanics
Turns:
  • The Updates will be divided into Turns. Every Turn will be 1 week, which means that every 4th Turn (with a few exceptions) a Full Moon will rise.
  • Every Turn you will have 2 Actions to spend.
  • Sometimes, Events will occur and you will have to deal with before you can take an Action.

Actions:
  • Actions are what allow you to perform task during a Turn. You get 2 Actions at the start, but this can be improved over time through hard work or specific items.
  • The task you can perform are divided into four categories:
    • Training: Improve your Stats or Learn new Traits
    • Exploration: Go looking for people/loot/places.
    • Pack Management: Speak to members of your Pack if you have any.
    • Social Ventures: Go speak to specific people who aren't in your pack, or just head into a nearby town to find/purchase things.
  • Sometimes, Events will occur, and 1 or all of your Actions may be locked depending on how important the Event is.

Stats:
  • There are two types of Stats: Human Stats and Werewolf Stats.
    • Human Stats are, whatelse, your abilities as a base human. They fall under three Groups: Physical, Social, and Mental.
      • Your Physical Stats represent how strong, agile, and resistant you are. They are represented by Martial, Dexterity, and Endurance respectively. However, Martial is both representative of your overall strength and your skill at swordplay. These are used primarily for Combat.
      • Your Social Stats represent your charm, capability to lie, and your ability to command attention/troops in battle. These are represented by Charisma, Manipulation, and Presence respectively. These are used primarily for Social Interaction.
      • Your Mental Stats represent your overall intelligence, quick thinking, and perception/empathy. These are represented by Intellect, Wits, and Wisdom respectively. These are used primarily for Planning or Critical Thinking Moments.
    • Human Stats cap at 75, which represents the pinnacle of normal human ability. It can go higher, but it requires either magical assistance or something else.
    • Human Stats can be improved through simple training.
    • Werewolf Stats are your abilities when in your Werewolf Form. They are a bit simpler and thus there are only three of them: Ferocity, Speed, and Dominion.
      • Ferocity represents your overall strength when in Werewolf form. It's mostly used for Combat.
      • Speed represents your overall, well speed, in Werewolf form. It also represents how stealthy you are. It's used for a lot of things, including Combat and chasing down prey,
      • Dominion represents your overall power to dominate other Werewolves. Higher Dominion means more Werewolves are likely to bow to you, join your Pack without a fuss, and not try to betray you. Low Dominion means you'll probably have to beat some of your Pack back in line, might have some deserters, and have to worry about rebellions.
    • Unlike Human Stats, Werewolf Stats cap at 150 as they are well beyond human capability.
    • Also unlike Human Stats, you can't choose how Werewolf Stats level up, at least at first. Every Full Moon, if you're unable to control your urges, you will go on a rampage and I will make a random roll to see if any Stat improved during your spree. At higher levels of Control you will be able to control how your Stats improve. You will also gain Traits at random for your Werewolf Form.

Werewolf Types:
  • There are three main types of Werewolves; Brutes, Assassins, and Dominators.
    • Brutes are the powerhouses. They have some of the highest Ferocity, but lowest Dominion.
    • Assassins are the speedsters and ninjas. They have the highest Speed, but lowest Ferocity.
    • Dominators are normally the Alphas. They have the Highest Dominion, but lowest Speed and Ferocity.
  • These are the base types of Werewolves, however it is not unheard of for a mutations/evolution within a powerful enough Lycan…
Control:
  • The last Stat is shared between your Human and Werewolf Stats: Control.
    • Control represents how much influence you have over your Werewolf form. The more Control you have, the more you can do with your Werewolf form. You can even get it so high that you can change when there isn't a Full Moon in the sky.
    • Control can increase in two ways:
      • You can spend an Action Training it during a Turn.
      • A Full Moon occurs and your Werewolf form is released. Regardless of whether you were able to keep yourself under control for the night, your Control Stat will increase by a random amount.
Full Moon:
  • Every 4th Turn will be the end of the month. At the start of every 4th Turn, a Full Moon will arise and forcibly activate your Werewolf form. I will roll 1d100 and add the bonus from your Control Stat to see if you can reign in your beastial tendencies for the night.
    • If you succeed, depending on your level of success, you can choose what you will do for the night.
    • If you fail, you will go on a rampage and attack the nearest settlement in search of nourishment.

How Stats and Rolls Work:
  • Whenever you perform an Action, I will roll 1d100 to see how well you did or if there were any unforeseen consequences. I will also sometimes roll behind the scenes for Events and otherwise.
  • High Rolls are better.
  • A Nat 100 is a Crit Success and you will gain a Trait depending on what it is you did.
  • A Nat 1 is a Crit Fail and you will gain a Negative Trait depending on what it is you did.
  • Stats are determined on a scale of 1 to 100. Every multiple of 10 gives you a bonus to using that particular Stat.
    • 1-10 = +0
    • 11-20 = +5
    • 21-30 = +10
    • 31-40 = +15
    • 41-50 = +20
    • 51-60 = +25
    • 61-70 = +30
    • 71+ = +40

Hideouts:
  • Hideouts are places where you can rest/recuperate/and manage your Pack.
  • Hideouts can be anything from a house you bought in town, to a cave somewhere in the desert.
  • You can have multiple Hideouts in multiple locations, and can move between them at will by spending all of your Actions on it.
  • You can also have your Pack Members shack up in different Hideouts from you and leave them to their own devices.
  • However, you need to be careful. If an enemy discovers a Hideout, they can lead an assault on it and force to have to move. Also, if you move into a Hideout within the territory of another Werewolf, and don't plan to bend the knee, be prepared for a fight.

Hunt Level:
  • Everywhere you go, there will be a Hunt Level. This represents how much the Kingdom (and other less savory individuals) knows of your Curse, and if it is actively searching for you.
  • Having a High Hunt Level is a bad thing, as it can cause people to be paranoid around you, get bounty hunters/adventurers after you, or even cause the Ruler themselves to order the Medieval equivalent of an APB on you.
  • To lower your Hunt Level, you can change your current hideout. This will cost all of your Actions and may force you to leave some things behind, but it will bring your Hunt Level down as you move to an area where fewer people know of your Curse. This isn't a perfect solution though, as certain individuals may try to track you down, and news can travel to other places thus leaving your Hunt Level unchanged.
  • Another way to lower it, is to just lay low. Don't go out into civilization for a time. Just stay in your hideout.

Pack:
  • There are three types of Werewolves that can be in your Pack: Alpha, Omega, and Betas.
    • The Alpha is essentially the one in charge of the whole Pack. There is only ever one Alpha, and it is normally male. He makes all of the major decisions, leads the Pack, and is the only allowed to sire children. He is normally the best of the best out of the whole Pack.
    • The Omega is essentially the Alpha's mate. Like the Alpha, there is only ever one Omega and it is normally a female. She is the only one allowed to sire children with the Alpha and acts as his right hand. She also takes care of any children had between her and the Alpha.
    • The Betas are essentially every Werewolf outside of the Alpha and Omega. They can be a mix of males and females. They always follow the Alpha's orders, defend the Hideout, and act as the Alpha's soldiers. Most Packs have a maximum of 20 Betas, but this can change depending on how large and plentiful the Packs Hunting Grounds are. Some Betas do try to usurp the Alpha's place, but this tends to end in disaster as most Alphas command both the loyalty and respect of the rest of the Pack.
  • Betas will be separated into two categories: Ranks and Captains.
    • Ranks are essentially the Rank and File troops. They're basically Mooks, and you can send them out to do things that you don't have time to do.
    • Captains are Betas that are named and are more powerful than the standard. They have their own Personality, likes and dislikes. These guys you can order around, however you will have to watch them and make sure they aren't planning to betray you. However, if you can gain their respect, they can be a powerful asset to you.
  • During a Turn, you can spend an Action interacting with/ordering around your Pack. This includes talking to important Packmates, ordering your Betas to do something, etc.
Infection:
  • In order to make someone a Lycanthrope, you need to find a way to catch them off guard/incapacitate them. You can do this by drawing someone away from anyone who might interfere, knocking them out, or just overpowering them. Once you do this, you have a chance to infect them with the Werewolf Curse.
  • Infection works like this:
    • Everyone has a specific chance of becoming a Werewolf. Whenever you infect someone, I will roll 1d100 against a difficulty number (that is augmented by the infected person's Traits and Stats) to determine two things.
    • If the it passes, the infected will live and become a Werewolf on the next Full Moon. If it is a middlingly result, the infected will live but won't become a Werewolf. If it fails, the infected will die.
    • Once someone is infected, it will take until the next Full Moon for them to become a Werewolf. You can choose to watch them during this time if you wish, however getting caught will not be good for you.
    • After they transform, they will most likely start roaming the land depending on how bad their transformation was. During this time, you can attempt to hunt them down. Keep in mind that not everyone will be happy about being turned into a Lycan, and they may try to use their newfound abilities to kill you.

Combat:
  • Combat happens whenever you are in a situation where coming to blows is possible.
  • Whenever Combat activates, I will ask you for a plan. A well thought out plan will confer bonuses to the roll.
  • Once a plan is chosen, I will roll 1d100 for both sides, adding in bonuses, and subtracting maluses. The one with the highest roll at the end, wins.
  • If your Stats completely outmatch the enemy (i.e. you have a 45 in Martial while they have a 15), you will not need to roll just instantly win.
  • When you are in Werewolf form, the only time I will roll for Combat is if you are fighting another Werewolf or someone who can match you even in Werewolf form.

Health:
  • You won't have HP. Instead your character's Health will mostly be narrative in nature. To give an example, your current status would be, "Bleeding from a Crossbow bolt wound."
  • Because you are a Werewolf, you're immune to almost all types of poison and diseases that affect normal humans and will tend to regenerate from non-fatal wounds. Not just that, but your enhanced sense of smell will warn you when something is dangerous to ingest.
  • However, if you ingest Wolfsbane in anyway, shape, or form, you will be seriously injured.

Omakes:
  • I allow Omakes, however I reserve the right to veto them if I so choose.
  • Well written/thought out Omakes will give you temporary bonuses, new Traits, new Captains, or might add something new into the World (for better and/or for worse).



Alright, here is an info dumb about how the Mechanics in this Quest will work.

I spoilered them both for size, and in case I need to add in something else that I forgot to at first.

Let me know if you have any Questions and I will answer them to the best of my ability.
 
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Turn 1: Starting Out
Your memories begin to fade, replaced by a white expanse that dominates your vision. You feel...strange. It's like you're in your body, but you're not. As if you're both physical and spiritual. It's...difficult to describe, so you choose to ignore it and focus on your environment.

At first everything is quiet.

I
t's just you and the seemingly endless field of white.

Then you start to hear laughter.

It's the high pitched giggle of the women you met just last night. The one that drew your attention to her in the first place.

You frantically turn your head every which way in search of the voice. If anyone has answers to what's going on, she does. Your eyes scan over the horizon for any hint of movement or color. You finally see her when she suddenly appears about ten feet from you. Her raven black hair falls around her smiling face, while eyes as blue as the morning sky stare at you with hidden mirth. Her teeth are sharper than a human's should be making you shudder slightly for a reason you can't quite pin down. The only thing she's wearing is a brown fur coat that hangs all the way to her knees.

You try to speak to her, but nothing comes out of your mouth only dull sounds that don't resemble speech in the slightest. She laughs again before turning around and waving at you with the back of her hand. You hear her playful voice seemingly from everywhere at once, "So you survived? How fortunate. Don't worry, I'll tell you everything in four weeks time. Try to stay alive until then."

You make ready to give chase, but the landscape suddenly shifts with a great roaring of the wind. You place your hands over your ears and close your eyes to stifle the sound, but only succeed in getting a slight reprieve.

The winds, at first alien and unnatural, start to become familiar. You recognize the inflections, the sounds that follow them.

They are screams.

The screams of dying men.

Your eyes jolt open.

Suddenly, you're back on the outskirts of Arnabi. Below your legs is your horse, running hard in a circle while dodging around the bodies of your fallen comrades. They writhe in pain as green fire consumes their bodies, or lay still while maggots crawl out of every orifice. The ground is scorched in places, or frozen in others. Some of the trees have fallen, crushing men underneath their weight.

You search for the source of the destruction and you find it.

You see a girl, not much older than you right now. She's standing in the middle of the field of bodies. Her hands fly left and right, as her violet hair whips back and forth in the wind. Everywhere she points men die to foul magics. Her robes billow around her, giving her the visage of the Grim Reaper come down from on high to reap mortal souls. The face she is making is one of pure malice and terror.

Arrows are turned away by errant wind from somewhere, while any who attempt to get close to her are instantly turned to slag. The laughs with every death, fingers twitching in delight.

She seems unstoppable.

A literal force of nature made manifest.

Yet, you can see past that.

And what you see frightens you.

Above her body, there floats….something else. Something not of this world. It's body is only slightly tangible, but you can make out it's outline. You see hooved feet and clawed hands, a spaded tail that whips around its body, a muscled torso, and horned head. The girl mimics whatever the gesture the thing makes. Everytime one of your cohorts dies, it throws its head back and laughs raucously.

What it is, how it got here, and what connection it has to that student doesn't matter.

The only thing that matters is stopping it.

And there's only one way to do that….

You kick your horse into a gallop, pulling hard at the reigns to make a mad right turn. Your horse whinnies in disapproval, but obeys. It's hooves churn up the bloodied earth beneath you, as you couch your lance for a charge.

The girl's back is to you.

So is the monster that's controlling her.

It won't see you coming.

You feel your lance's weight. The handle, made of strong oak and painted with the silver and white of the Pendant.

It feels good in your hand.

Strong.

Unbreakable.

You know it will strike true.

Just as you close with the young Mage, the monster finally notices your presence. Both it and the girl turn around in a panic, and as you look upon the girl's frightened face, you finally realize what it is you're about to do.

A large part of your mind shouts at you to stop, but you can't.

To slow down, but you know your horse is moving too fast. You won't be able to stop in time.

To miss on purpose, but you know if you do that she'll kill you the minute you pass her by.

To knock her out and find another way, but you know that it is too late.

Your spear pierces straight through the girl's heart with little resistance.

Time slows down as she's impaled upon your weapon. You feel the world around you begin to unravel, as the monster screams in agony. It's face becomes a mask of pain as it fades from this world. It finally disappears with one last shout of pure rage and you can see it no more.

The girl's face changes in an instant.

Gone is the malicious smile of a tormentor.

It is replaced by a smile of peace.

She looks up at you, as you stare in horror at what you have done.

She smiles weakly and her mouth moves as if to say words, but the sounds of screams are coming back and starting to drown her out.

You strain your ears, trying to catch even a hint of what she is saying.

You get only two words.

"Thank you…"




You jolt awake as the first rays of sunlight hit your face.

You scramble to your feet, eyes scanning the surroundings for any sign of danger.

The forest around you is quiet, but for the sound of birds. Around you the sun slowly brings light to the foliage around you. The greenery is a peaceful and welcome sight, especially when a small rabbit jumps out from one of the bushes nearby. It spots you and bounds away back into the undergrowth.

You stand for a few more minutes, before sighing and falling on your ass. You yawn and stretch a bit to fully awaken yourself.

Alright, now to take stock of the situation.

You're in a forest.

You have no idea where you are geographically.

You have no weapons.

You have no armor.

You have no horse.

Your clothes have been torn to shreds.

You have no gold.

You don't know if anyone else knows you're missing yet.

You've still got a bleeding wound in your side.

And to top it all off, you have no idea if you're still being hunted or not.

You look down at the fingers you were using to count off how many problems there are with the situation.

Then you shrug.

You've been through worse.

No point in sitting around doing nothing!

You nod and stand up, looking around at the copse you were sleeping in last night. It's...serviceable at least. It's not the best place to sleep, but it will protect you in case it starts raining. You could at least use this until you find some better shelter.

You walk around the copse, making sure to not hit your head on the overhanging tree roots. Your footsteps are softened by the grass beneath you. You survey the area, making sure there aren't any unwelcome guest in here with you. You look at every possible place where there might be a hole, an anthill, or worse a spider web.

You shiver at the thought of facing a giant spider without a real weapon.

Thankfully, the area is clear of such things. Satisfied, you turn your attention to more important things.

Ok, time to decide what to do. You should probably prioritize finding food and water, but nothing's stopping you from looking for civilization first. Maybe you can find another Silver Pendant Knight to help you out?

Turn 1 Start:

Actions: 2

Current Hideout: Copse under Tree

Current Hunt Level: 0


[] Training: Might as well hone your skills while you're here. Don't want to get rusty.
  • [] Train Physical Stats
    • [] General or Specific?
  • [] Train Social Stats
    • [] General or Specific?
  • [] Train Mental Stats
    • [] General or Specific?

[] Exploration: Rule 1 of Survival: Know your surroundings.
  • [] Look for food
  • [] Look for water
  • [] Look for anything

[Locked] Pack Mangement: You don't have one yet.

[Locked] Social Ventures: No one to talk to right now.
 
Last edited:
Turn 2
Food Search: 91 + 10 (Wisdom) = 101 Artificial Crit

Your search for food goes swimmingly.

However, you mostly chalk it up to sheer luck.

Not having the best sense of direction, you decided to head on out and see if you could find anything. Either you find food and come back to a feast, or you don't and….best not to think about it.

You were expecting to have to make a few traps, pick a couple of berries, maybe even be forced to make a sling to hunt down something to eat. After all, survival is not a walk in the park. You have to be diligent, steadfast, and ready to do anything you need to survive.

….Or find a cave that it's recently deceased owner left behind, with plenty of food to get you by for at least 2 months.

You probably stand there for about five minutes before picking your jaw up off the floor. The cave itself isn't really all that special. It's a plain old, gray rock cave that goes on for a good few feet. Thankfully, it's not so deep that if a cave-in happened you'd be stuck inside with nowhere to go. However, the things that really interest you are the corpse sitting at the mouth of the cave next to three bags of various foodstuffs.

You inspect the dead body first, making sure to whisper out some Last Rites for the man. He's recently deceased, his body not yet decomposing. Purple robes stained with blood cover his pudgy body, while a hood covers up most of his features. The robe doesn't appear to have anything in it, and you don't see anything on his arms or hands. A hole the size of a longbow arrow is a prominent feature in his chest, the projectile long since pulled out.

Your gaze shifts downward to a small note scrawled in blood next to the man's right hand. Gingerly, you pick it up and bring it to your face. It's difficult to make out, due to it being written in blood and all. Thankfully, it's written in Common, so you're able to get the gist of the letter:

"Assassins….ambushed me….got hit...barbed and poisoned...won't last the night….to whoever reads this….never trust an Arthraki…..damn...winged...bastards….."

That's where the note, and presumably the man's life, ends. You shake your head and look towards the bags filled with goods. From what you can see, you've got a good haul. The bags are about as tall as your leg and wide as your foot. Two are filled with fruits and vegetables and the other bread. You should be able to survive on this for a long time.

You make ready to pick the bags up, but think better of it.

Why take these back to that undergrowth, when you can just stay here in the cave?

You put a hand to your chin in thought. That's not a bad idea. Makes it less of a hassle for you, and you get a much better place to sleep at night. Gonna need to do something about that body though...

[] What do you do with the body?
--[] Bury it
--[] Leave it
--[] Take its clothes, then bury it

Gained 2 months worth of foodstuff!

Gained new Hideout: Arnabi Forest Cave!




Water Search: 19 + 10 (Wisdom) = 29 High Failure

After deciding where your new residence will be, you went off to search for the second most important thing to your survival (next to a good sword or shield); Water.

So you, once again, employed the previously proven strategy of picking a random direction and walking that way. Your optimism is brimming right now! You've already have in mind the idea of you stumbling upon a waterfall with crystal clear water that you can drink to your heart's content!

That illusion is thoroughly shattered when you do find water.

It was pretty easy to find. All you did was follow the sound of rushing water and soon enough you found a running stream. You follow the small amount of liquid into a larger river, and are just about to take a sip when you realize you are not alone.

You are just able to move out of the way before a giant furred body comes barreling at you with a loud squawking roar. It turns up grass and dust in its clawed feet, clipping your side with a sharp wing as it rushes past. You hiss when you feel your wound opening up. It was healing quickly earlier (something you had planned to question later), now it's bleeding profusely again.

You roll onto your haunches to observe your adversary, but find it gone. The only evidence left of its passing are the claw prints driven into the ground from where it ran past you. You look around the area, trying to get a bead on it. Just when you think it might be gone you get sent flying forward when something slams into your back. The pain reverberates throughout your body, but you don't cry out. Instead you choose to land on your hands, springing upwards to land back on your feet.

You look up, seeing that once again your adversary had disappeared into the underbush. You can't fight this thing, not now anyway. You need to come back when you have a plan and maybe some weapons.

Gritting your teeth, you choose to make a tactical retreat. You rush through the forest, heading back to your current abode. When you get there, you lean up against the closest thing to a wall you can find. You wince and place a hand on your back, feeling a bruise starting to form where that thing hit you.

Looks like your luck ran out on that one.

Fantastic.

Source of Water found, but it's guarded by some kind of beast.

New Action: Hunt the Beast.




Turn 2 Start:

Actions: 2

Current Hideout: Aranbi Forest Cave
-Current Food: 2 Months worth
--Food Consumption: 1 Per Day (Gaston)

Current Hunt Level: 0

Current Health: Freshly opened, but slowly healing wound on right side; Slowly healing bruise on back


[] Training: Might as well hone your skills while you're here. Don't want to get rusty.
  • [] Train Physical Stats
    • [] General or Specific?
  • [] Train Social Stats
    • [] General or Specific?
  • [] Train Mental Stats
    • [] General or Specific?
[] Exploration: Rule 1 of Survival: Know your surroundings.
  • [] Look for food
  • [] Look for water
  • [] Look for anything
  • [] Hunt the Beast
[] Misc: Random things that might need doing.
  • [] Build a Sling
  • [] Build a Trap

[Locked] Pack Mangement: You don't have one yet.

[Locked] Social Ventures: No one to talk to right now.
 
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