Strange Lands, and Stranger Times.

[X] Tell them most of it but leave some things out. They don't need to know about den-mother, or about how the bow is. . . doing something with energy.
[X] Religious background/general info
 
[X] Tell them most of it but leave some things out. They don't need to know about den-mother, or about how the bow is. . . doing something with energy.
[X] Religious background/general info
 
[X] Tell them most of it but leave some things out. They don't need to know about den-mother, or about how the bow is. . . doing something with energy.

You decided to tell them what had happened, a edited account of it at least. Without knowing exactly how they'd react to your meeting with Den-Mother, or about the bow. Recounting the events of the last few days doesn't take long. They listen quietly, letting you give them everything before speaking.

Allen speaks when you finish "Strange, swamp-trolls aren't known for using illusions. Not that they can't, but the ones that do. . . " He trails off.

Jurgen speaks next "If it could it would have, and I didn't notice my iron getting warm either."

"So you don't think that swamp-troll is what led me into The Deep Woods?" you ask.

The group thinks in silence for a few moments, before Salmer says "This line of discussion brings us nowhere. There are too many possibilities and no way of narrowing them down. We have more pressing concerns at the moment.

Miss Rose, consider your-self very lucky, and talented for surviving The Deep Woods. Your actions do you credit."

She stands up "All right people, we have got our hands full; our highest priority at the moment is killing whatever is abducting
children. Allen, Sal, go interview the parents. Jurgen your still under the doctors ordered bed rest, so stay in the city. I'm going to have words with mister mayor. We'll meet back here at lunch to report."

"What about me? I can help." You proclaim. You feel 4 sets of eyes on you. "I want to help. Children are going missing, nothing good comes can come of that. I won't stand by and just let it happen."

"Is that so? Allen, Sal get going, I'm going to take care of this." Salmer states. She motions for you to follow her to the training ground. She tosses you a short wooden practice sword before taking one up herself. She holds the wooden blade with familiarity and ease. "When you're ready Rose."

You were no swords-women, your best bet was to try and take her by surprise. You launch yourself at the women, but Salmer blocks your blow. Something strikes your legs and you fall to the ground. You manage to catch yourself with one arm, only to cry out in pain and collapse as your shoulder gives out. You blink away a few tears as your shoulder throbs in agony. Salmer stands over you, the point of the sword a fingers length away from your neck.

"No."

You can only nod your head, biting back anger and bitterness.

"Miranda that was a touch too cruel." you hear Jurgen say quietly.

"Jurgen I'm not going to take her with, she'd only put me and my boys at risk."

"I never said that, but I think you could have handled that with a more tact."

"Jurgen, we have too much to do. We can't watch some girl just because she got lucky."

"It was more than luck, you know it."

"We still don't have the time. You aren't going to convince me of this."

"She reminds of another young girl who wanted to prove herself, who wanted to help oth-"

"All right Jurgen, you've made your point." She says tiredly. She sighs sharply "But she's your charge . I won't be redirecting our resources for this."

"That's all I ask, now I think the mayor needs a dressing down."

You stand yourself up as Jurgen approaches you. You shoulder throbs painfully, you hope you didn't execrate the injury further.
"Rose, I think we should have a talk." He starts to walk towards the back of the lodge. "I ask you to forgive Salmer. The life of a woodsman is a hard one."

You'd be lying if you said you weren't hurt by what she'd done. "I know why she said no. I'd be dead weight, putting her and the others at risk due to my inexperience."

'You ain't wrong, but you aren't right either."

"What's that supposed to mean." The two of you round the corner, revealing a large fire pit with several tables and chairs scattered amongst the shade of several trees.

Jugen sits down at the nearest chair, and motions for you to do the same. "She doesn't want to see you get hurt either." Jurgen pauses a moment deep in thought. His voice is a mournful whisper when he speaks "Allen and Sal are her two youngest sons. She's buried three of her children already. They all died in the line of service."

"Oh" you say, "That's terrible"

"It is. She's a good friend, a excellent leader, a loving mother, but she's been hurt badly by this life. She has suffered wounds that will never heal, but still she goes on. I respect her immensely. I'm not trying to excuse her actions, but I want you to understand where she's coming from."

The two of you sit quietly for a while, you absorb the new information. Jurgen seems to be enjoying the morning light.
Finally your curisoty gets the better of you. "Jurgen, when you were speaking with Salmer, what was it you agreed to exactly?"

"Training you, if you want it. You've got promise, not many people can survive a trek through The Deep Woods intact. Fewer still can stand their ground in face of a swamp troll."

"Really!" you can't help but feel somewhat proud at this.

"Aye, you seem intent on getting yourself into trouble, best that you know how to deal with said trouble."

[ ] Accept. This is a great opportunity. You can only imagine what a woodsman has to offer.

[ ] Refuse. You want to find things on your own, make your own path.
- The rest of you day is now free. What do you do?
[ ] Investigate a rumor. Which do you investigate?
- Goblin aggression.
- Black Shark infighting.
- Duke Hanler's aggressive behavior.
- Missing Children.
[ ] Look for work.
[ ] Other.
- Write in.

[ ] Other. Write in

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Quick note, if you decide to train with Jurgen it won't be full time (yet). You'll still have the opertunity to explore and act on your own.

I plan to have the lore interlude up tomorrow. As always let me know if you have a questions, comments, concerns, or criticisms.
 
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[X] Accept. This is a great opportunity. You can only imagine what a woodsman has to offer.

Meh, why not. The more skill the better.
I'm liking the world building here. Also, I like the steady fleshing out of the atmosphere of the city.
 
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[X] Accept. This is a great opportunity. You can only imagine what a woodsman has to offer.
 
[X] Accept. This is a great opportunity. You can only imagine what a woodsman has to offer.
 
Hey guys, guess what! Sleep is for the weak! Here is the lore interlude. Again, this a rough overview of things as well as in universe so not everything will be covered.
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There are two primary religions within the Saloni continent. The first, and oldest, is the polytheistic shamanistic animism. It is commonly referred to as the Old Way. While these beliefs have no overarching organization, practices or pantheon, they do share a number of similar practices despite regional differences. The other is the more modern Church of The Lady of Dawn's Light, commonly referred to as the Church.

The Old Way is a incredible diverse set of differing practices and beliefs. There are a few commonly held beliefs. The first and most critical is that every entity within the world has a spirit, and that these spirits effect the physical world. For this reason the more important spirits need to be shown the proper respect. The second is that people can convince spirits to act on their behalf for a price. The last is that there is a place one can go to directly commune with the spirits. This is most likely The Deep Woods.
Aside from those each region will vary wildly in both their pantheon and manner of worship. From the quit contemplative meditations of the Red Glades, to the wild and erotic celebrations of the Oranki herdsman, and even the cruel and barbaric blood sacrifices of the southern barbarians.

The Church of The Lady of Dawn's Light was founded almost 50 years before the founding of the empire, but did not achieve any popularity in till the founding war. The Church's core beliefs are that The Lady Dawn is the patron god of mankind and that she alone guides and protects humanity. The church acknowledges the existence of other gods, but forbids their worship. The Church is much more organized than The Old Way and the practices of individual temples vary little. The Church has a hostile stance to spirits and the fae, as well as anyone who exhibits signs of non-human heritage. The idea that their prophet was not fully humans is a dangerous one.

The Church has always enjoyed a great deal of political influence on the imperial government, this is due to the Churches assistance to Natasha The Founder. Since then the imperial family have been staunch supporters of the Church, and in return the Church hold the position that the imperial family holds a divine mandate to rule.

Both religions are bound geographically. The Church is most powerful in the major cities, but losses sway as you move further into the wilderness. The Old Way is most commonly found in small remote villages. Despite many attempts by the Church, they have been unsuccessful in converting the populace of these remote regions. This is likely due to their close proximity to The Deep Woods and its various denizens.
  • Excerpt from "Saloni Religious Traditions, a Introduction. By Stalvern Steel-Wing."
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Few more things to add on these. The Church doesn't have the power to persecute non-bealvers officially, though "heathens" are discriminated instigate in the major cities so most keep their beliefs private. The Church's politically power boils down to being able to punish and tax their own congregation. So the only people being burned at the stake would be those who are apart of the church.

As a quick note, Rose technically belongs to The Old Way, mostly by dint of having grown up in a backwater. If she (you guys) wanted to you could convert to the church, though the bow might make you want to reconsider.
 
Hey guys, guess what! Sleep is for the weak! Here is the lore interlude. Again, this a rough overview of things as well as in universe so not everything will be covered.
That's the spirit. Same here.

Like I said before, I love the level of detail your getting into here. Was really a great decision to keep this quest narrative heavy instead of relying on the mechanics. I like those quest too, but its nice to get a little break from number crunching once in a while. Anyway, this is really another cool update.
 
[X] Accept. This is a great opportunity. You can only imagine what a woodsman has to offer.

Great opportunity for us to get some combat skills, as well as some allies.

Oh, and lets not convert. Given our ties to the fey are only likely to get stronger as this quest goes on, we really don't want to join the anti-fey group.
 
[X] Accept. This is a great opportunity. You can only imagine what a woodsman has to offer.

"I accept." You don't even consider refusal. There are so many things Jurgen can offer you, and you will need every scrap of knowledge he'll give you. Too much has happened of late. You couldn't stand idly by, you needed to act. Your meager skills had helped you to survive thus far, along with your talents and more luck than you wished to admit. You needed to rely on yourself, but you couldn't. Not yet at any rate.

"I'm glad to hear it." Jurgen says "I can't promise you all of my time, I do have other duties that I attend to, but I should be able to give you half the day. We'll train when the time is best suited for it."

"That sounds agreeable." You wished that he'd had more time, but this was the best he could offer. Besides, this would leave you free time as well.

"Now I've got a fair grasp of what you can do with that bow of yours, as well as how well you handle a sword. Let's see what else you know." For the next few hours Jurgen tests you on your knowledge. By the time you're done Jurgen says that he has a good grasp of where you're at. He warns you that he may not have time to give you a complete education, but will make sure you get a good start at least.

While Jurgen intends to give you a rounded set of skills and knowledge, you can't help but find yourself captivated by a few subjects.
Select two skills to focus on, these two skills will be raised higher than the others.

[ ] Archery. Jurgen was a fair shot and could turn you into a talented bow-woman. No longer would you have to rely on luck when shooting.

[ ] Fighting. Jurgen's ferocity while engaging the swamp-troll had left a huge impression. With enough blood, sweat and tears you'd be a formidable opponent.

[ ] Tactics. Jurgen would teach the art of starting and ending a fight. How and when to engage a foe, how to leverage the environment to your advantage, every cheap, dirty and underhanded trick would be covered.

[ ] Survival. Jurgen mentioned that the poison he used was his own brew. You'd learn everything about nature. More than just edible/inedible, you'd learn how to use the various plants and animals of the world.

[ ] Stealth. Despite his size Jurgen was surprisingly quiet when he needed to be. You'd learn how to stalk, and ambush your prey, how to go unseen and unheard in the night.

[ ] The Old Ways. You're surpised not by the fact that Jurgen followed the Old Ways, but by the fact that he was willing to teach you. You'd learn some of the basic rites and rituals as well as how to contact the various spirits of the world. While this wouldn't make any kind of wise-women or shaman, you would be better equipped to deal with the Fae and other, more insidious, entities.

[ ] Other. Write in with skill name and its basic function.
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Ok sorry for the short update but I've been busy for the past few days helping with remodeling the house. Not this is a important point, so I want to make sure everyone is clear, all of these skills will be learned. The ones you focus on will simple be raised to a higher level, and some combinations may even unlock a new talent.

Few more things, We'll be hitting a timeskip shortly, I don't want to get caught up in doing this day-to-day as that'd drag quite a bit and I want to try and keep things moving at a good pace.

On last thing, I'm going to be out of town for the next week so I may not have access to my computer. I'll have my phone so I can still post and reply but there may not be any updates. There is chance that ill be able to get a update up over the week, but I can't make any promises.
 
[X] Archery. Jurgen was a fair shot and could turn you into a talented bow-woman. No longer would you have to rely on luck when shooting.
[X] The Old Ways. You're surpised not by the fact that Jurgen followed the Old Ways, but by the fact that he was willing to teach you. You'd learn some of the basic rites and rituals as well as how to contact the various spirits of the world. While this wouldn't make any kind of wise-women or shaman, you would be better equipped to deal with the Fae and other, more insidious, entities.
 
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[X] Archery. Jurgen was a fair shot and could turn you into a talented bow-woman. No longer would you have to rely on luck when shooting.
[X] The Old Ways. You're surpised not by the fact that Jurgen followed the Old Ways, but by the fact that he was willing to teach you. You'd learn some of the basic rites and rituals as well as how to contact the various spirits of the world. While this wouldn't make any kind of wise-women or shaman, you would be better equipped to deal with the Fae and other, more insidious, entities.

Maybe we get synergy with ritual and energy the bow feeds to us so we can use it.
 
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[X] Archery. Jurgen was a fair shot and could turn you into a talented bow-woman. No longer would you have to rely on luck when shooting.
[X] Tactics. Jurgen would teach the art of starting and ending a fight. How and when to engage a foe, how to leverage the environment to your advantage, every cheap, dirty and underhanded trick would be covered.
 
[X] Archery. Jurgen was a fair shot and could turn you into a talented bow-woman. No longer would you have to rely on luck when shooting.

[X] Survival. Jurgen mentioned that the poison he used was his own brew. You'd learn everything about nature. More than just edible/inedible, you'd learn how to use the various plants and animals of the world.
 
[X] Archery. Jurgen was a fair shot and could turn you into a talented bow-woman. No longer would you have to rely on luck when shooting.
[X] The Old Ways. You're surprised not by the fact that Jurgen followed the Old Ways, but by the fact that he was willing to teach you. You'd learn some of the basic rites and rituals as well as how to contact the various spirits of the world. While this wouldn't make any kind of wise-women or shaman, you would be better equipped to deal with the Fae and other, more insidious, entities.
 
[X] Archery. Jurgen was a fair shot and could turn you into a talented bow-woman. No longer would you have to rely on luck when shooting.

[X] The Old Ways. You're surpised not by the fact that Jurgen followed the Old Ways, but by the fact that he was willing to teach you. You'd learn some of the basic rites and rituals as well as how to contact the various spirits of the world. While this wouldn't make any kind of wise-women or shaman, you would be better equipped to deal with the Fae and other, more insidious, entities.

Archery is a must, but it was a hard choice between stealth and the old ways. Stealth makes a really good combo with a bow, in that we can pick off enemies without being seen. On the other hand, we are likely to need the old ways in order to deal with the bow's magic, and other things we come across. I eventually went with Old ways given that we can probably pick up stealth at some later point, while finding a teacher of the old ways seems like it would be rather difficult to find at a later date.
 
We are getting taught all of them so we can probably level them with use once we have the basic skill down.
 
We are getting taught all of them so we can probably level them with use once we have the basic skill down.
This. Focusing on, say survival would up its rank as well as allowing you to make poisons any medicines. Any skill you focus on also unlocks additional ablities/knowledge that you can't easily learn on your own.
 
[X] Archery. Jurgen was a fair shot and could turn you into a talented bow-woman. No longer would you have to rely on luck when shooting.
[X] The Old Ways. You're surprised not by the fact that Jurgen followed the Old Ways, but by the fact that he was willing to teach you. You'd learn some of the basic rites and rituals as well as how to contact the various spirits of the world. While this wouldn't make any kind of wise-women or shaman, you would be better equipped to deal with the Fae and other, more insidious, entities.


You and Jurgen quickly hash out a rough schedule for your studies. As you get up to leave Jurgen leaves you with a piece of advice.
"If you find that your coin-purse is getting too light check the bounty-board at Saffron Plaza. You can find all sorts of work there."
Passing through the streets you see a city guard putting up flyers, inspecting them reveals the following.

CURFEW IN PLACE
FROM DUSK TO DAWN
In light of recent events the Mayor
has seen fit to place a curfew in
order to bring order to the city.
Exemption Forms can be found
at your local City Watch Office.
By Order of

Mayor Tallowfin
Moving through the city you find that most within the nicer districts approve of this action. As you make your way into the seeder portions the tone changes. Most of the denizens view this as an infringement upon their freedom and their nocturnal way of life.
Winding your way through narrow, shadowed streets you step into The Lazy Flee. You're still not sure if you wanted to stay here or not.

"So you planning on sticking around or what?" comes from behind you. You turn around with a start. The inn keeper seemed to appear a few feet behind you. Despite his placid expression you could swear that the man was smirking.

You bristle "I'm still considering it. What are you planning on charging anyways?"

The inn keeper steps past you holding a keg of beer. "2 silvers for one month. Breakfast and dinner included. You won't find a better deal in less you try a real dive."

"And if I don't have that kind of money on me?" You were going to need at least one silver for living expenses. Some clean clothing, and other expanses.

He gives you a flat look as he hefts the keg onto a nearby shelf. "Then you can defer half the payment to the end of the month, but that'll be 5 coppers extra."

You consider it. This is a very good deal, even if your room is the size of a large closet. On the other hand some better lodging might be nice for the long term, if expensive to get.

Lodging
[ ] The Lazy Flee. Cheap and cramped. Plus the inn keeper is a little odd, not bad but something is strange about him. (2 silver, 5 coppers)
[ ] A (nicer) inn. A bigger room, a less rowdy clintal, but a bigger price. (4 silvers)
[ ] An Apartment. A small apartment, while sparse you will be better able to make it a home. (6 silvers. + 2 silver per month as living expenses.)

The Bounty Board. (select up to two)
[ ] Missing Daughter kidnapped by bandits. 10 silver for information that leads to her location. 30 silver for her recovery.
[ ] Blood-Caps Needed. Collect 30 specimens from the nearby woods. 5 Silver.
[ ] Investigate Livestock Killings. A nearby farmer reports that his cattle are being killed and carcasses dragged into the woods. He is offering 5 silver to anyone who can stop the killings.
[ ] Goblin Culling. The town guard have started the yearly goblin culling. The current price is 5 coppers per proof of a kill, the right ear, or hand.
[ ] Menial Labor. Safe, but low pay. Do odd jobs around the city such as cleaning, delivering messages, etc. 2 Silvers.

Special Events. (select one)
[ ] A Wolfs howl pierces the night, rousing you from your sleep.
[ ] You come across a group of men about to murder a traveler. You decide to intervene.
[X] (Automatically taken due to previous choice.) Jurgen offers to take you into the woods. He cryptically tells you that he will help you find yourself.
[ ] Initiate Reginald, the boy from the lorekeepers, approaches you one day. He wants your help exploring some recently unearthed ruins. He'd like to have you help look after the group he's putting together.

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I'm back! So this update is the beginning of the end of the intro/first arc here. Or at least that's my plan. quick note on the Goblin Culling. ANY goblins you kill can get you the bounty even if you don't pick that option. Picking that option is Rose deciding to actively hunt the goblins. I will also have the update for the archery selection up with the next update as well. As always drop any questions, commentary, or criticisms and I'll respond as I best can.
 
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[X] The Lazy Flee. Cheap and cramped. Plus the inn keeper is a little odd, not bad but a something is strange about him. (2 silver, 5 coppers)
[X] Menial Labor. Safe, but low pay. Do odd jobs around the city such as cleaning, delivering messages, etc. 2 Silvers.
[X] Blood-Caps Needed. Collect 30 specimens from the nearby woods. 5 Silver.
[X] A Wolfs howl pierces the night, rousing you from your sleep.

The flee is cheap, less pressure to do well with work. We can always move on when we are more experienced.
Low pay, low work. Nice low risk.
The forest could be a problem but its likely not too deep in so we should be okay.
This sounds like the Den-mother. It might not be, but I'm curious.
 
[X] The Lazy Flee. Cheap and cramped. Plus the inn keeper is a little odd, not bad but a something is strange about him. (2 silver, 5 coppers)
[X] Menial Labor. Safe, but low pay. Do odd jobs around the city such as cleaning, delivering messages, etc. 2 Silvers.
[X] Blood-Caps Needed. Collect 30 specimens from the nearby woods. 5 Silver.
[X] A Wolfs howl pierces the night, rousing you from your sleep.

As was made evidently clear we don't have much in the way of combat skills, so lets try to avoid anything that requires combat until we manage at least some training. And while the inn is less than great I don't want to assume that we will succeed in our efforts to actually get things done. Failure is certainly a possibility, and even a fairly likely one in the event of the collect stuff quest. So while I don't want to stay long term, I think it would be a good idea to stay at the cheap odd in until we have enough money to guarantee we can pay the rent - plus living expenses - on whatever place we go to. Next month we should be able to move out, to somewhere better.
 
Lodging
[X] The Lazy Flee. Cheap and cramped. Plus the inn keeper is a little odd, not bad but a something is strange about him. (2 silver, 5 coppers)

The Bounty Board. (select up to two)
[X] Missing Daughter kidnapped by bandits. 10 silver for information that leads to her location. 30 silver for her recovery.

Special Events. (select one)
[X] Initiate Reginald, the boy from the lorekeepers, approaches you one day. He wants your help exploring some recently unearthed ruins. He'd like to have you help look after the group he's putting together.
 
alright, I'm going to be somewhat busy today so there isn't likely to be a update. I'll have it up tomorrow though.
 
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