Spelltide: Changing Seas

Party Composition
Race: Weaverling
Weaverlings have four arms, four legs, and a layer of fluff over their bodies. They can craft a great many things out of their webs. The majority of weaverlings live on ships, taking the names of said ships as their family name.
Class: Librarian
Librarians are learned seekers of wisdom who use their collected knowledge to accomplish great feats. There are few tasks they can not bring their intellect to bear on. In particular, they are able to use what they know of various traditions of magic to craft scrolls.
Trait 1: Fresh Start
Something happened that you'd prefer to move on from.
Trait 2: Caregiver
You are skilled in anticipating and meeting the needs of others.
Race: Big Human
A people who are able to make themselves at home in any environment. Although not quite as lucky and nimble as their smaller cousins, the big human drive to adapt can give them an edge in suiting themselves to nearly any circumstances. There is a great camaraderie between the two human peoples, tracing back to the end of the magocracy.
Class: Shapehunter
Shapehunters are warriors with an arcane influence who use their mystic abilities to bolster their fighting skills. They have a variety of spells available to them useful in fields of conflict. In particular, they can change their very bodies, taking on more capable forms.
Trait 1: Mercenary
You're here to get paid, and to live to spend your coin.
Trait 2: Scholar
You have read up on various arcane mysteries.
Race: Small Human
A people who are able to make themselves at home in any environment. Although not quite as adaptable as their larger cousins, the luck and nimbleness of small humans can give them an edge in thriving under nearly any circumstances. There is a great camaraderie between the two human peoples, tracing back to the end of the magocracy.
Class: Speerscildan
Speerscildans are almost perfect bodyguards for the nobility through their divine abilities. By focusing on the ideals of safety and protection, they can call upon various spells that will keep those around them safe from threats both seen and unseen. In particular, they have a knack for unveiling hidden assailants.
Trait 1: Treasurehunter
You're keeping your eyes open for any opportunity that may come up.
Trait 2: Shopkeeper
You have a supply of additional goods to help you on your journey.
 
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[X] Putting your all into the tasks that Captain Smythe sets you around the hull.

It's good to get in the captain's good graces.
 
Inserted tally
Adhoc vote count started by Bailey Matutine on Jan 1, 2019 at 3:15 PM, finished with 53 posts and 6 votes.

  • [X] Going over your notes and writing down what you can recall of the region you're going to.
    [X] Bonding with the other members of your expedition.
    [X] Putting your all into the tasks that Captain Smythe sets you around the hull.
Bailey Matutine threw 5 20-faced dice. Reason: Knowledge (History) Total: 53
4 4 17 17 13 13 15 15 4 4
Bailey Matutine threw 5 20-faced dice. Reason: Knowledge (Geography) Total: 47
19 19 14 14 3 3 9 9 2 2
Bailey Matutine threw 5 20-faced dice. Reason: Diplomacy Total: 52
3 3 13 13 15 15 5 5 16 16
Bailey Matutine threw 5 20-faced dice. Reason: Profession (Sailor) Total: 48
16 16 8 8 9 9 7 7 8 8
 
Setting Sail
The next morning sees the Gentle Hand sailing up the mouth of the River Magnolia. Captain Smythe, in recognition of your need to submerge yourself in water on a daily basis, assigns you the task of inspecting the hull for signs of damage or decay. In addition, you take it upon yourself to write up as much as you can about your destination and the route there, and share with your companions.

Day One:
Upon waking up, you thoroughly examine the ship's exterior, making sure that nothing from the changing seas had implanted itself in the vulnerable wooden underside of the Gentle Hand. You find what looks like a colony of ordinary barnacles, and, borrowing a knife, carefully remove them from the hull. Task complete for the day, you return to your quarters and write extensively about the course of the River Magnolia, referring to the map you sketched previously and making marks and notes between the two. You mark down the locations of known hazards on the river, names of settlements along the banks, and expected travel times between various locations. When you try to fill in the historical information, however, you find you've hit something of a writer's block, which leaves you in a poor mood for the rest of the day.

Day Two:
Performing only a more cursory inspection on the hull, you throw yourself again into your writing. Today, the words come much more easily to you. The battlefield that is your destination is a day's travel overland from the nearest point you can bring the ship, and it is nearly at the heart of the human lands, where the great battles that ended the magocracy took place. Memory is long in those parts, and magecraft is distrusted. Unlike the shores, where magic is necessary enough for defense that to shun it is pure foolishness, the kingdoms towards the center of the continent mainly consider magic a tool of elven oppression, some of them outright banning any and all magic within their borders. Most simply criminalize the more despicable schools of enchantment and illusion, while employing speerscildan guards to make sure nobody is trying anything subtle. You tell anyone who strays close details as you write them down, making sure to warn Sam and Chirrt that they may be under suspicion if they do anything too overt in the wrong town. Luckily you don't have any sorcerers, or worse, wizards, in your group.

Day Three:
The hour you spend in the morning inspecting the hull flies by. You have writing to get back to. Based on what you've pieced together, the battlefield you're headed to has been largely left alone because of the remnants of a large working which keeps a storm raging across the edges. The continual storm has turned the outlying area into something of a swamp, making any treks inside a daunting enough proposition that without a specific reason to venture inside, most people would just as soon not bother. You write down records of the two expeditions which turned back, noting that they didn't fail so much as suffer loss of morale. With a smaller group and a more specific motivation, you shouldn't suffer the same problems. That's when your writing stalls out. Setting aside your writing for the day, you head above deck and lend a hand to Chirrt, who is crafting silk rope for the ship's use. With another body to help coil it up, Chirrt can focus on production. The two of you discuss the different ways that your people store arcane writing. Wilmians tend to use scrimshaw for more portable arcane writings, and carving for more permanent forms. Weaverlings, by contrast, tend to store everything in their webs, through one way or another. You remind Chirrt to make sure to use paper scrolls around the more superstitious inlanders, as they might not recognize the silk scrolls for what they are, and mistake reading from a scroll for casting a spell.

Day Four:
After checking the hull in the morning, you reorganize your notes, rewriting areas that came out in a jumble the first time around, and putting them in a neat progression based on immediate relevance. This takes all day, but by the end of it, you have something to present tomorrow.

Day Five:
After presenting Captain Smythe with your writings, you go over the information contained within for the benefit of the crew and the other members of the expedition force. By the end of the day, everyone aboard feels a little more prepared for the journeys ahead.

Day Six:
You awake to the sound of great booms in the distance and cries of alarm.

In response, you:
[X] Grab your blade and prepare to repel boarders.
[X] Make sure your bunkmates are awake and prepared for battle.
[X] Peek out the door and assess the situation.
[X] Go back to bed; you're here for your learning, not your blade.
 
[X] Make sure your bunkmates are awake and prepared for battle.
 
[X] Grab your blade and prepare to repel boarders.


Toss up between this and get friends ready. We didn't necessarily do much with our buds so let's play solo a bit longer.
 
[X] Grab your blade and prepare to repel boarders.

As amusing as it would be to just assume someone else is gonna handle that whole 'fighting' thing, we should probably be ready to defend ourselves when trouble stirs.
 
Inserted tally
Adhoc vote count started by Bailey Matutine on Jan 2, 2019 at 6:06 AM, finished with 61 posts and 6 votes.

  • [X] Grab your blade and prepare to repel boarders.
    [X] Make sure your bunkmates are awake and prepared for battle.
    [X] Go back to bed; you're here for your learning, not your blade.
 
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