Roll 57
The world as the players know it:
(John is in Algus, rest of players are in Imum)
Name: John Freemaneth (TorrentHKU)
Race: Human
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You spend the first of three days moving logs, making a fat stash of 480 copper. 480 copper coins turns out to be really heavy, so you exchange it for 4 gold and 8 silvers at a bank.
The next day you spend trying to do street performances with kinetics, usually resulting in things breaking and eventually guards to come after you for using “potentially dangerous magic within town limits,” earning yourself a brief overnight imprisonment in a comfy cell. It’s only one night, so you decide not to dig yourself into a deeper hole by trying to break out.
The following morning, you’re dismissed from your cell and you head over to the docks at the North end of town, locating a ferry the charges 1 silver for a trip to Algus. It takes a little over a day to cross the lake on the large, slow raft, as the faster watercraft were occupied with going to places that were not Algus.
By the time you step onto the docks North of the Squash river and climb the slope to reach the town, you wish you brought a jacket. The higher elevations are chilly and there’s cold drizzle, but you can manage.
The town of Algus is fairly small, doesn’t look like there are over a hundred buildings. The road that leads to the docks also cuts straight through the town and runs a bit higher up the mountain before ending at a small cluster of buildings. Despite the miserable weather, there’re people about, adults working and children playing.
Time to find yourself a mage.
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Conditions:Health: 50/50
Stamina: 4/4
Mana: 6/6
AP: 3/3
Evasion AP: 2/2
Fortification AP: 1/1
Name: Kleigg (TheKebbit)
Race: Human
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"Only recently in my travels as a monk, I met a man with a strangely similar story. He, too found the gift after recovering from a dire illness - he, too, met with a powerful telepath, although she seemed more a passerby bemused by his activities than an ally working for his progress.
What does Caelum have to say about recurrences?"Priest of the First:
”They have meaning, though maybe not one that you would like. Negators and Telepaths might just be highly compatible with each other, and there just aren’t enough negators to make it seem like not a strange coincidence but a commonality.”You leave the priest, walking around town all day with full nullifying fields up, attempting to get a sight of disconcerted telepaths, but you don’t really find any. You do, however, manage to capture a spell.
The next day, you locate a Caelum Mons that lets you stay in their bell tower, staying there for a day and night as a hungry stylite.
The third day, you toil around with reversing magic polarity. Your first theory was that negating something hard enough would make it become the opposite magic effect, but that doesn’t seem to be the case. However, with a bit of experimenting with your Capture ability, you manage to figure out how to “flip” a portion of magic. You’re not exactly sure what you’re “flipping,” but it gets the reversal done.
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Conditions:Health: 50/50
Stamina: 5/5
Mana: 5/5
AP: 3/3
Captured Spells (1/2)
-Analyze (Degrading Condition) (Probe the target's thoughts to discover its behavior and stats) (+Evasion +Aim against target = Arcane - target_Will)
Name: Wolf (Areku)
Race: Lupus
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Conditions:Health: 60/60
Stamina: 10/10
Mana: 2/2
AP: 2/2
Name: P’orihc (Asklar)
Race: Chirop
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Ah damn, how do you do this? I thought I was good!???:
Good? You only seem to be able to do the basics, not good enough for real use beyond talking to people. Lemme give you a few tips...You practice with the advice given from the telepath, going at it on and off for the next three days.
First important thing you learn is how to create a proxy, a sort of fake ethereal mind that you place somewhere. You connect to the proxy with a single tendril, and the proxy is the one that creates multiple tendrils. The more tendrils there are, the easier it is for a telepath to locate the caster, but in the case of the proxy all they’ll get is the location of the proxy and not you.
The second thing you learn is how to trace a telepathic tendril, and later any tendril, back to its caster (or proxy, if one is being used). Tendrils can be searched for passively, by allowing them to link to you, or actively, casting your own tendrils to search for others. If you trace and locate a proxy, it’s possible to figure out the tendril leading to the caster, but takes a lot of skill and luck.
The third thing is how to strengthen your mental defenses, guarding your mind from other telepaths.
???:
Pretty good progress for three days. I’d love to see how much farther you get but unfortunately my schedule points me elsewhere. Farewell, and stay sneaky.____________________
Conditions:Health: 40/40
Stamina: 2/2
Mana: 10/10
AP: 2/2
Telepathic AP: 1/1
Name: Ki’stha (Roast Veg)
Race: Chirop
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"I was born in Luttiim, but I don't even remember the place I left so long ago."Singer:
”Ah, I remember passing through Luttiim. My first time seeing the towers that the chirop build, since I was born in a settlement that was a mix of humans and chirop. There were only human buildings, but after a time some lupus came and starting building their domes...”You spend the next three days milling about town, doing light labour for money for food and a room for the night, while spending the daylight listening to Miimas, the singer, performing on the streets and in taverns. She was born in a settlement on the west coast which slowly developed into a town. Settlements in the area were under control by a nation on the other continent but they banded together and started a revolution, breaking off and becoming separate. The revolution had ended only a few years ago, and many of the soldiers who fought either went back to normal lives, worked as mercenaries, or travelled the land.
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Conditions:Health: 40/40
Stamina: 2/2
Mana: 10/10
AP: 2/2
Name: Kyeltziv (Amazigh)
Race: Lupus
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You take a moment to steel yourself for what is to come, and then enter.
The door closes behind you, leaving you in the dark chamber lit with faint, floating purple lights that slowly move about. In the middle of the chamber is a pedestal holding a large crystal, about the size of a human head. After a few minutes, you begin to wonder what the big deal is. Just some floaty lights and a rock? Well, whatever. They said they’d give you food, maybe you can grab some grub right now.
You turn to the door where you entered to knock on it. Except, the door is gone. Walking around the perimeter of the dome doesn’t help, the walls are completely smooth. Looking at the pedestal again, you find that… There is no pedestal. No crystal either, and the faint lights themselves soon dim out of existence.
Darkness, and silence.
And then you hear it. At first a whisper, slowly getting louder until they’re cries, shouts, screams.
You run as fast as your feet can carry you, away from the mob. Why are they coming after you? You rush to your house, to grab your wife and kids to flee the village, but by the time you arrive it’s in flames, the sounds of a woman and children screaming inside.
It’s not your fault these people became ill, it’s the plague going around. Despite you doing your best to help, the people seem to fear and hate you. Ignorant masses, they don’t know anything about medicine, you tell yourself as you resume your dissection.
No. You know where you are. It’s dark. There are no stained glass windows, the congregation isn’t real, the priest isn’t real. It’s dark and silent. Yes. Ignore the voices and the images, they’re not you. You, Kyeltziv, who entered a chamber with a spirit for some rite of passage. You won’t stray from your path.
Focus. Focus on silence, isolation, separating your inner self from the outside interferences. Silence, and darkness.
The door opens, the silhouette of a lupus shaman in the blinding light.
Maargral:
”Three days have passed. The trial is complete.”____________________
Conditions:Health: 60/60
Stamina: 8/8
Mana: 4/4
AP: 2/2
Melee AP: 2/2
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_____Followers_____
Name: Swordsman 1
Race: Human
Conditions:Health: 50/50
Stamina: 6/6
Mana: 4/4
AP: 3/3
Name: Swordsman 2
Race: Human
Conditions:Health: 50/50
Stamina: 6/6
Mana: 4/4
AP: 3/3
Name: Archer
Race: Human
Conditions:Health: 50/50
Stamina: 6/6
Mana: 4/4
AP: 3/3