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Fantasy Feed Us [DMed RP/Open]

Venom Adhamm

No one is ever going to want me
This is meant to be a DMed RP. I will be acting as the DM. That means you will create a character and control only the actions of that character, while I control the world, NPCs, and the outcome of your character's actions. You may elect to have a private RP where it'll just be the two of us, or you can choose to be with other players. However, if choosing the latter, you must decide which players you want to be in a group with, and all your characters must already know each other (though they can be just recently acquainted). If you are in a group with other players, you may at any point break off from the group and have a private RP.


For full disclosure, this is the second RP I've created that takes place in the world of Zephyr. The first RP taking place in the same world as "A Heart of Ice," and as such, many elements from that RP (such as some of the gods, races, and the creation story) are present in this one. This RP takes place many years before "A Heart of Ice."



"Will you not take pity on this poor soul? How can you all walk right past another of your kind who starves alone in the cold, cast aside on this pavement here?"


"Because you're a short and ugly guy. Nobody cares about short and ugly guys."


"What? But... don't you think human life is precious? Won't you feed me?"


"If human life were precious, you wouldn't be struggling so hard to cling to it. Life's meaningless. We're born by chance and we die for no good reason."


"How can you be so dark?"


"I've watched too many die and wither away."



"Is that right? I think you're just a dick."


Feed Us


A dark, satirical, and deeply bitter journey into the heart of Vanitati


Table of Contents


1) World


2) Gods


3) Races


4) Starting Weapons


5) Notes and Character Sheet



1) World


There have been several Universes, each one created by the Elder Gods. These beings drift carelessly, bringing both destruction and creation to the places they go. Some care not about the fates of mortals. Others actively meddle in these lesser affairs, forming pacts or simply driving people insane. As each Universe dies, either by the sting of time or the wrath of the Gods, another eventually takes its place. Each Universe is vastly different from the last, but there is always one constant: the planet Zephyr and the races that eventually inhabit it.
 


The country of Vanitati is peculiar in that it always seems detached from the troubles of the world. Tourists rarely visit the place. The main reason for this is simply because the people of Vanitati seem "off." Many walk through life with a deep sense of existential nihilism, and the ones that don't are often highly dramatic and shout a lot. Beggars on the side of the street are a rarity, as people who reach that low point typically discover for themselves that life has no meaning, then kill themselves shortly after.


Even still, many people in Vanitati are genuinely happy. Many live rich, fulfilling lives where they make enough money to live, achieve what they want to achieve, and have a lover to take care of them physically and emotionally. Many others, however, find themselves with only enough money for necessities, failing to amount to anything, and failing to have any kind of physical or romantic contact with another.


At its founding, Vanitati was a democracy. But, people eventually stopped caring about voting and about what was best for their country. Slowly and surely, Vanitati slipped away from democracy and towards authoritarianism, eventually resulting in the first king of Vanitati, King Tomal, taking power.


It's been thirty years since a monarch first sat upon a throne to rule the nation. Now, King Tomal's son, King Erin is in power. For the most part, his rule has been agreeable, according to the citizens of Vanitati. Few have any complaints. Regardless, Vanitati has its fair share of problems, mostly of the monster and supernatural varieties. The wilderness is occupied by beasts, while at night, some fear of vampires, spirits, and the like. These fears are, of course, completely justified, particularly by the fact that King Tomal was killed by a vampire. This vampire was later caught, mutilated, and murdered.


Though these creatures don't truly threaten the fate of Vanitati or of the world, there is a force that does. Well-known and renowed soothsayers, oracles, and fortune tellers claim that something otherworldly has set foot on the planet Zephyr, and currently walks through the country of Vanitati. None of these people, however, are capable of describing what being has come to Zephyr, only that it hungers insatiably.


You are currently in this country of Vanitati. Perhaps you are a foreigner, or perhaps you've lived here all your life. Nevertheless, you have chosen to join a guild known simply as "The Adventurer's Guild." At their headquarters are various quests, bounties, and requests for help posted up on the walls and boards. Maybe you're here alone, or maybe you're with a group. Whatever the case may be, you know that an adventure lies ahead. Still, there's a feeling of dread around you, for you've never heard of an adventurer who managed to retire and die peacefully of natural causes.


2) Gods


These are not the Elder Gods that created the Universe. Rather, these gods were once regular people or animals who, by some method or another, ascended to godhood. While the worship of Elder Gods is typically frowned upon, it's perfectly socially acceptable to worship these gods.


The Dead Monarch: A colossal, unmoving skeletal being, shrouded in darkness and seated in an equally massive throne in the catacombs of a castle somewhere. The Monarch speaks through telepathy and subconscious suggestion. The Monarch will give you tasks in return for strange and unique gifts. The story of this strange lumbering being has been lost to time, and nobody has ever been brave enough to ask.

Malcolm: Ancient scripts write of a certain god of fertility and love known only as 'Malcolm'. Shrines to this ancient entity range back hundreds of thousands of years, crafted entirely of smooth carved stone and thatch. Those who follow this god are often seen trying to indoctrinate others by encouraging them to change their names and having them assist in feeding small pieces of rock and mineral to the various statues of Malcolm.

Father: Also known as The Allfather, The Giving Father, or The Deity. He is a vast and mysterious being, heavily worshiped in many circles, that gives power to those who don't seek it and none to those who do. He is often depicted as a vague muscular man with a beard, a sword, or both. He is said to have given birth himself to The Son, his equally powerful yet vastly angst ridden kid who threw himself in a furnace to protest his dad or something. The scriptures are very poorly translated. Yet it's said that his screams of "I never asked to be born!" can still be heard to this day.

Aryssa: A sapient goldfish that lives in a small fishbowl in an aquarium. There's a sign directly outside her bowl that reads "display only." This sign has been there for over one thousand years. Aryssa offers life advice to all who come to her, in exchange for fish flakes being shaken into her bowl.


The Ruler of Spirits: A strange man living out somewhere as a hermit. He has a strange and peculiar ability, the control over a guardian spirit who fights on his behalf. Many come to challenge him to battle, or to seek tutoring and try to learn the secrets of his power. People typically leave empty-handed, or without hands at all.


The Timeless One: A woman who appears in random places at random times. Those who see her claim she is not of this time period, and that she is extremely kind, generous, and alluring. Many pray to her, hoping she'll appear and grant wishes. It's unknown whether she can actually grant wishes.


3) Races


Human: The first race to be born onto Zephyr, and the most prominent and common race. Humans make up the top 1% and own most of the money and land. Some believe they evolved from primates, while others believe that an Elder God smashed two rocks together, threw dust at the result, and then Humans popped up.


+Found everywhere
+Base health of 100
+Considered by all races to be attractive
+Rarely face any kind of prejudice
-The vast majority of monsters prefer the taste of Human blood
 


Eldrin: They are the offspring of a group of Humans who were corrupted by the darkness of a particular Elder God. They typically have horn(s), though some were not born with them or removed them to hide their race.


+You have access to one dark-magical ability at the start (describe it, nothing overpowered)
+Base health of 120
+Doesn't require mana to use magic
-Has a natural attraction to evil
-Sometimes feared by others
-Each spell-cast drains health


Dorf: Small, plump creatures, often with extremely long beards, an oversized weapon in one hand, and a near-empty bottle in the other. They came into being after a particular Human settlement on Zephyr drank too much of some really strong alcohol, mated, and gave that same alcohol to their children instead of formula milk. The height growth of their children was stunted (though their weight gain remained the same) and the resulting anger from ingesting too much alcohol made them fight each other and eventually become the stronk dorfs they are today.


+Base health of 150
+Heightened alcohol resistance
+STRONK DORF
+Good with heavy melee and ranged weapons
+Does not suffer any movement penalty when using heavy weapons
-Short
-Fat
-Slow


4) Starting Weapon


Your choice of starting weapon does not limit what you can do. For example, a swordsman can still learn to wield magic or shoot a bow. Note: I do not keep track of maximum ammo. That is, you don't have to worry about buying or finding ammunition for your weapons.


Worn Greatsword: A large, two-handed blade. Deals great damage and has great range, but takes time and energy to swing and is not fast enough to parry or block faster attacks. Being a heavy weapon, it also slows down your own movement when it's drawn.

Weathered Longsword: A one-handed blade that has good range and attacks swiftly. It's a very versatile melee weapon that can be used to block, parry, slash, and stab. It doesn't limit your movement very much.

Rusty War Axe: A brutal one-handed axe. Not so good for stabbing or performing any defensive maneuvers, but its slashing attacks often lead to it becoming lodged into the enemy and causing bleeding. Its lighter weight allows you to move quickly, your movement not being hindered at all. It may also be used to cause tetanus in poor people who can't afford medical aid.


Old Dagger and Buckler: A short blade and a small shield. While the dagger does not do nearly as much damage nor have as much reach as other weapons, the buckler allows for greater defense than any of the other choices. The dagger and buckler also do not limit movement at all.



Rotting Bow: A basic longbow made from a piece that came from a tree and some string that came from a store. It shoots arrows and has decent range.

Tattered Spellbook: A magical item that acts as a conduit for spells. It usually hangs off the user's belt and doesn't actually need to be pulled out or opened to use. It transfers its spells and magical properties from its front and back cover to the user's hands, where the spells may then be casted. The power of spells relies on both the caster and the quality of the spellbook. Spells may be cast without the spellbook, but they're often weaker as a result. The pages are actually blank, since the magic is stored in the covers. Many mages use the pages for doodles or journal entries. This spellbook comes with three spells loaded into it.
-Magic Missile
-Weak Heal
-Minor Shield


5) Notes and Character Sheet


-You control only your character and their actions, nothing else.
-Please put some effort into your posts. I don't want to deal with one-liners and not much else.
-If you die, you may choose to create a new character, but you may not rejoin the group you were previously in with that character.


-Don't godmod, make a perfect character, so on and so forth.


-All roleplaying will be done on this thread.


-To avoid any confusion when combat starts: once you're in combat, you can only perform one attack/ability-cast (unless otherwise modified through a passive ability or through the active ability you're using) per turn (that is, per post). Trying to block with a shield/weapon or trying to dodge an attack does not end your turn. Furthermore, understand that you have more options than simply attacking with an ability or striking with your primary weapon. You're encouraged to be creative in order to defeat enemies.


-I will be writing your replies in second-person, but do not hesitate at all to let me know if you would prefer I write your posts in third-person


-Fill out your character sheet and try to find a group (if you want) here:




-The OOC thread is here:
 
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(To avoid any confusion when combat starts: once you're in combat, you can only perform one attack/ability-cast (unless otherwise modified through a passive ability or through the active ability you're using) per turn (that is, per post). Trying to block with a shield/weapon or trying to dodge an attack does not end your turn. Furthermore, understand that you have more options than simply attacking with an ability or striking with your primary weapon. You're encouraged to be creative in order to defeat enemies. Lastly, I will be writing your replies in second-person, but do not hesitate at all to let me know if you would prefer I write your posts in third-person.)


(the above information has also been added to the OP)




Braeta Maniseesensis


120/120 Health


Abilities:


Demon's Parry (30 health) - Enter a defensive state for one turn. If you are attacked during this turn and your parry is successful, you will negate all damage and return 50% of the damage that would've been dealt towards the attacker and regain 20 health. The more you attempt to parry a specific target, the more likely they are to be able to break through your parry. Powerful attacks will also be able to break through your parry.


Dante's Step (15 health) - Become like a shadow for an instant and quickly rush at high speed a short distance towards a target or location. This ability does not allow you to phase through objects. This ability also does not take up your turn, meaning another action may be performed after using the ability.


Backstab (passive) - All attacks made with your dagger do more damage if they hit an enemy's back.


Thorns of Agony (20 health) - Create poisonous thorns on any surface you're touching. Anyone who touches the thorns will be dealt damage and gain a stacking debuff that causes them to feel more pain, though different enemies will respond differently to increases in pain. If a thorn is broken off from its surface, it will remain in the world for three turns until dissipating.


You had been travelling on foot through a forest for a little over two hours, towards a vague destination you were given at The Adventurer's Guild. Before you left, you were given a small badge (now in your pocket) to show you're a member of The Adventurer's Guild. Now though, you were stood outside a small log cabin, illuminated by the sun high in the sky, with a front door and no windows. There's not very much in the way of decorations outside at all, except for a mistletoe that hangs over the door. The cabin itself looks to be kept in very nice condition, although some spots on the outside walls appear to be stained by something or other.


The smell takes your mind away from the relatively pleasant appearance of the cabin. The stench of death is prominent. You're reminded of the day Mother died, and the days after where corpses provided nourishment to both the ground... and to you.


People of all ages, races, and genders have been disappearing around here: the southern border of Vanitati. Their bodies have been turning up mangled and mutilated near this cabin. It's believed a monster of some variety lives inside of the cabin and is responsible for the deaths and disappearances, though no one can say for certain what the situation is.


Quest Started: Stolen Hearts


-Your assignment was made clear by The Adventurer's Guild. Investigate the log cabin. If there's a monster inside, you are to kill it and bring back the head.




Alistair Deimos


120/120 Health


Abilities:


Demonic Lunge (15 health) - Lunge forward towards an enemy, quickly closing the gap and striking them with your weapon. Any damage taken while closing the gap will increase the damage dealt by the lunge.


Rabid Slash (30 health) - A close range attack that launches a rapid flurry of slashes at one enemy. If the attack kills the enemy, the health cost is refunded.


Blood Pact (20 health) - Stab a vital point on the enemy, dealing damage and causing them to bleed for the next two turns.


Whisper of the Night (10 health) - Blend into the dark for three turns. If you are in darkness or shadow, you are rendered completely invisible. Attacking or being attacked will cause the effect to end. However, attacking an enemy while blended in will result in bonus damage.


You arrive at the mouth of a cave, just as the sun had started to set. It was a long trip on foot and you find yourself sitting down and resting for a moment. This cave is, currently, unexplored and uncharted. Rumor has it that there are precious minerals inside that could result in quite a bit of profit for anyone who tries to extract it. The Adventurer's Guild has, therefore, asked you to investigate the cave and return to them with your findings. They also gave you a little badge to identify you as a member of the Guild. You're paid regardless of whether there are minerals or not, but you'll be paid more if you do happen to find something worth extracting. If the latter is the case, you're asked to chip off a bit of the found mineral and bring it with you to the Adventurer's Guild


Quest Started: How Much a Credit Cost?


-You are to check in the cave for minerals and bring back pieces of whatever you find to the Adventurer's Guild.


@Ensig @Noivian
 
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[SIZE= 16px]Braeta Maniseesensis[/SIZE]






oJhg0gM.jpg























'This should be... It...?'


Breathing out a small sigh and wiping her forehead with the back of her hand to free herself of a stray bead of sweat, compliments of the bright sun overhead, Braeta looked over the small Log Cabin she had been tasked to investigate.


Had she been an average Adventurer, accepting this quest as a Novice would have been quite queer. Novice Adventurers would usually take simple quests, like gathering wild herbs or subjugating wild animals for cash after all... Through doing so, they could steadily adapt to their new occupation whilst amassing funds or, better yet, reputation and connections, both of which would prove necessary as time went on.


Those who didn't start with such quests were either in dire need of cash or had a specific goal in mind (or both), and Braeta was in the former category. Given her knowledge of the surrounding vegetation, she wasn't starving, but... Inns weren't free, and they offered little compassion to a wanderer, even if she was young.


For the time being, Braeta remained at a slight distance of the building, bringing a hand over the Buckler at her hip. The odd stains on the building were curious, and thus warranted investigation, but the deaths reported in the surrounding area combined with the lingering scent of death kept her cautious. Braeta's eyebrows furrowed at the latter trait in particular. It hadn't even been a month since she had been the cause of a similar stench...


'... For now: the surroundings.'


Shaking off the small grimace that had formed on her visage, Braeta set to work circling the Cabin. The young woman had ample time to look around before the sun took its rest in the high heavens, so while the front offered a point of entry, she figured she should take a look at the sides, back, and surrounding foliage in the hopes of finding another. She wasn't a professional investigator, but that was no excuse for not being thorough.


After circling once and investigating from afar, she would get closer to the Cabin and investigate again, acclimating herself to the smell of the deceased, rancid as it was. On her second cycle she would be close enough to check any closer foliage (like bushes or piles of plant debris surrounding the Cabin). On the third cycle, she would be close enough to touch the walls of the Cabin (not that she would, mind you), remaining alert as she investigated the stains on the Cabin itself. So long as nothing seemed out of the ordinary, the investigation would only take about 30 minutes (maximum), or so she figured.


> Investigate the surroundings of the Log Cabin for another point of entry, paying close attention to the surrounding foliage. Upon the third trip around, investigate the stains on the Cabin. Remain cautious; the smell of death is a bad omen.









// Question: How many thorns can be summoned through Thorns of Agony? Just one, or...? Also, I forgot to ask earlier, but what sort of Buckler is the 'Old Buckler'? Is it the Hand-Guard type, or the Small-Shield type?


@Venom Adhamm
 
(Thorns of Agony will cover a good amount of the surface it's cast on. In covering that surface, multiple thorns are summoned through the single spell cast. You can have multiple instances of Thorns of Agony up at the same time, but casting it repeatedly on the same surface doesn't benefit you. The Old Buckler is a Hand-Guard type, sorry for not making that clear.)


Braeta Maniseesensis


You begin to circle the Cabin several times beneath the heat of the sun. Your investigation doesn't bring up any alternate entrances. However, you do find something of note: a faded set of drag-marks and bootprints, the latter being roughly the size for an average Human male. The tracks lead to the Cabin. They're fairly old and faded, so you cannot determine exactly where they originate from. Near the tracks are faded stains, not dissimilar to the stains you can see on the walls of the Cabin.


You get closer to the Cabin. The scent grows stronger as you check around again. There isn't much in the way of plants around the Cabin, except for one spot which is lush with flowers and other plants, as though that area was given fertilizer. The Cabin's wall on that side seems to be more heavily-stained than the other walls. 


On your last cycle, you get closer again to the Cabin. Upon examining the stains closer, some of them seem newer than others. However, with this closer examination, you're almost certain that the stains are blood stains. As you're investigating the stains, you hear something within the Cabin: heavy, beastlike breathing.


@Ensig
 

[SIZE= 16px]Braeta Maniseesensis[/SIZE]






oJhg0gM.jpg























'As expected...'


Braeta stared expressionlessly at the bloodstains that defiled the Cabin's outer walls. To be honest, she wasn't shocked in the slightest at the sight of these morbid markings. The possibility of someone sauntering all the way out to this strange Cabin in the woods to apply an odd shade of paint that just happened to smell of blood and death was... Low, at least in Braeta's eyes.


Making a mental note to inspect the seemingly-fertilized area near the side of the cabin later (with her having an inkling to the identity of the 'fertilizer'), she heard the breathing.


At her first notice of the rhythmic, beast-like respiration, Braeta stood stock-still. Her instincts screamed and begged for her to jump back immediately, run off into the forest and abandon this entire quest... But her emotionally-dulled consciousness told her that would be a foolish choice; she had accepted this duty as her first mission, so returning empty-handed would undoubtedly put her out of a job. With that in mind, she naturally shooed away the former's incessant blabbering and lowered her posture to a crouch. Sticking close to the walls, she tried her best to make as little noise as possible as she circled around to the front of the Cabin.


Once she arrived at what seemed to be the only way in or out, she took a position to the right of the door -- the side closest to the doorknob. She then unsheathed her Old Dagger, and tightened her grip over the handle of her Old Buckler. Within moments, thorns sprouted from the small hand-guard; six long, slightly-thin thorns extended along its circumference, four short, thick thorns pointed outwards diagonally around Buckler's dome, and one thick thorn with the longest length of all thrust forwards on the tip of the dome itself.


'... This many should be enough...' thought Braeta, rotating the Buckler in her hand to be sure of the poisonous barbs' positions. When her preparations had been completed, she remained crouched outside of the Cabin, listening for any signs of movement from the 'beast' within.


> Stealthily return to the front of the Cabin, paying attention to the volume of the Beast's breathing while going around (as to get a rough position of its whereabouts). Cast Thorns of Agony (-20HP) on the Old Buckler (if the number/traits of the thorns is against what you had in mind, I'll Edit in your desired number/traits). Remain positioned in front of the Cabin Door to make sure the Beast isn't lying in wait.









// Regarding Thorns of Agony: that makes sense. If it was only one thorn then its price would be a bit extreme, thus my concern. Also, to clarify, as Thorns of Agony isn't a 'doesn't take a turn' Ability, it would cost a turn in combat, but can be used as many times as I'd like (well, within the limits of Braeta's health) out of combat within a single post, right?
For the Buckler: it's all good. I had sort of assumed it would be the Hand-Guard type considering it's starting equipment, but I just wanted to make sure in advance.
Finally, one last question: is there some form of chant needed to activate Abilities, or should we just mention queues for their activation (like what I've done at the bottom)?


@Venom Adhamm
 
(You are correct on the usage of Thorns of Agony. No chant is required for abilities, just mention their usage in your post and you're good.)


Braeta Maniseesensis


100/120 HP


Thorns grow on your Buckler and you maneuver the shield to make sure you're not poked by any of them. You sneak around to the right side of the door. Upon closer inspection of the door, you discover the doorknob is on the left side[1], and you quickly switch over to be closer to the doorknob. You listen closely, but only hear the breathing of the creature inside the cabin. The breathing is fairly steady, and there doesn't seem to be any movement. It's likely the monster inside is asleep. You listen a bit longer and don't hear any kind of tossing and turning from the creature, confirming that it is indeed fast asleep, though you can't really be certain as to how heavy of a sleeper it is.


Looking down at the ground near the door, there's a clear and well-worn in marking in the dirt, likely from the door being opened and shut many, many times. Examining the door itself a bit more, it looks to be in fairly good condition, not showing any signs of being slammed or otherwise mistreated.


[1]: The World Congress is an organization that has been around for a very long time, and is made up of the most powerful countries who come together to agree on and discuss topics. All countries must agree to the declarations and orders of the World Congress, or face invasion and economic sanctions. It's unclear which is worse. One of the first actions of the World Congress was to regulate the position of doorknobs and require all doorknobs to be placed on the left side, due to the fact that most of the world is right-handed and it's easier to open pull-doors with your right hand when the doorknob is on the left side. Enclosed is a recording[2] of World Congressman Ryan's speech, delivered just before the enacting of the implementation of the "Doorknob Side Regulation Act."


MOMENTS IN HISTORY: CONGRESSMAN RYAN DELIVERS A SPEECH FOR A WORLD-CHANGING NEW ACT


[2]: Recordings are done by mages who use magic to record sound, and then imbue it into a paper scroll.


@Ensig
 
(going to be writing in third-person for the two of you since writing in second-person for a group can be tricky)


Sons of Fortune


Caelis Wolff


100/100 HP


100/100 Stamina


Abilities:


Lunge (15 Stamina) - Lunge forward towards an enemy, closing the gap and striking them with your weapon. Any damage taking while closing the gap is reduced.


Pommel Strike (20 Stamina) - Strike the enemy with the pommel of your sword, dealing some damage and stunning them for one turn. The more often this attack is used on an enemy, the more likely they are to be able to resist it.


Arc Slash (30 Stamina) - Swing in a wide arc, either horizontally or vertically. Choosing to swing vertically will deal heavy damage to one enemy, while swinging horizontally will deal damage to up to three enemies that are close together.


Gabriel Cross


100/100 HP


100/100 Stamina


Abilities:


Dash (15 Stamina) - Dash a short distance in any direction. If you dash towards an enemy, you'll fire an arrow at them. This ability does not use up your turn.


Flame Arrow (20 Stamina) - Set an arrow alight and fire it. If fired it an enemy, it will cause them to take burning damage for two turns.


Rapid Fire (50 Stamina) - Fire three shots in quick succession at a single enemy, dealing high damage to them.


A highly unlikely pair: a noble and a pretty boy whose late parents served a noble. The Adventurer's Guild and the people who are a part of it usually care very little about the background of the guildmembers. The Guild is well-known for being a safehaven for people of all races, genders, ethnicities, tribal affiliations, and skin tones. Even still, many hold contempt for The Adventurer's Guild, as many of its members are sent to their death by the Guild. Still, many don't blame the Guild for these deaths, believing that it is the fault of the adventurer for perishing.


Caelis and Gabriel had been travelling for some time, and are now stood inside of an inn. The innkeeper, a stout Dorf with long black hair and a long black beard, had placed a request for help within the Guild. The request, however, was exceedingly vague and only referred to "basement problems" as the item requiring assistance.


"Ah, so yer the two from that Adventurin' Guild?" the Dorf remarks upon seeing Caelis and Gabriel's badges that marked them as members of The Adventurer's Guild.


"Ya, so I got some basement problems. Lotsa scuttlin' aroun' down there that freaks out customers and'a like. I tried goin' down there meself with a big ol' hammer, but goddarn my little Dorf heart stopped when I saw what I saw down there. I got me plump arse outta'er as fast as I could and went straight to yer Guild," the Dorf explains, taking a swig from a bottle.


"Anyway, what I need 'ya to do is go down in that there basement," he says, pointing at a trapdoor leading to the cellar, "an' kill me 'bout three rats."


The Dorf takes another swig from his bottle and pats his large belly.


"Also, you're going to need to defeat Gak'Thuun, The Eater of Worlds and Taker of Souls. He's down there too."


Quest Started: A One-Man, One-Act of Folly


-Kill three rats.


-Defeat Gak'Thuun, The Eater of Worlds and Taker of Souls.


@Esther_Silvers @Heyitsjiwon
 
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[SIZE= 16px]Braeta Maniseesensis[/SIZE]






oJhg0gM.jpg























Placing the grip of her Old Dagger in her mouth, Braeta quietly extended her hand to the doorknob, turning it just enough to let her push past the Elder-God-blessed-magical-mechanism-1TM (also known as the 'Strikeplate') that let each door defy the laws of perspective and reality and cause the doorknob to always appear on the left side. Once the doorknob's latch was cleared of said mechanism, she pushed the door against the Elder-God-blessed-magical-mechanism-2TMs (also called 'Hinges') while opening it.


By doing so, even if the Elder-God-blessed-magical-mechanism-2TMs were old, they would make a minimal amount of noise as the door opened. It was a trick that she had seen used by the Bandits while she was a captive... Particularly, the more vulgar ones that snuck into the 'Captives' Chambers' when they weren't supposed to.


But now wasn't the time to think of the technique's origins.


Once the door was ajar just enough for her to slip inside, her small form quickly vanished within, keeping her posture low and paying attention to her every step. It was common knowledge that beasts had far better hearing than the more civilized races, and if the blood outside was the work of whatever was making that breathing, it would be best to just take her time and avoid its detection.


With that in mind, Braeta stuck to the walls to keep any rickety-wooden-noises from the floor to a minimum, and once again turned to the door... Which was now in the peculiar position of having its doorknob on the left, yet somehow remained opened on the right side due to her entrance moments prior. Like all inhabitants of Zephyr, Braeta had experienced this strange occurrence nearly every day, so she didn't question the logic of the mechanism, and instead simply pushed the somehow-hinge-less right side back into place. After doing so, some manner of ancient magic generated new Elder-God-blessed-magical-mechanism-2TMs and fastened the door in place without a sound.


With the light outside now sealed away (with the exception of small lines of light over and below the wooden door), Braeta returned the Old Dagger from her mouth to her Right Hand, raised her guard, and examined the Cabin's interior.


> Quietly enter and close the entrance to the Cabin. Inspect the entrance. In the case that there's no light in the interior, Braeta will wait for her eyes to adjust. In the case that there are possible sources of light around (such as Oil Lanterns hanging on the wall), Braeta will not use them. In the case said sources are already lit, Braeta will leave them as-is.









// Blessed be the doors. A basic floor-plan (excluding any hidden things and whatnot) would be appreciated (otherwise I'll write Braeta going into each room -- if there's more than one room -- to examine all the things).


@Venom Adhamm
 
Braeta Maniseesensis


As you open the door, you feel a deep sense of dread from focusing upon the Eldritch origins of doors. Scholars that study Elder Gods[1] and their effects on Zephyr recommend not thinking too much about them. Nevertheless, you're able to open the door and enter without causing much of a ruckus. With caution, you shut the door behind you, making as little noise as possible.


Looking into the Cabin's interior, you find it's a single-room cabin, and a well-lit one at that, with oil lanterns hanging from the ceiling. The room is very basic, and all the furniture seems to be made out of wood. At the center of the room is a wooden table with two chairs tucked under it, one of the chairs being much larger than the other. At the far end of the room is a chest and a bookshelf filled with various books. To the left of the chest and bookshelf is a large double-bed. On the bed is a vaguely humanoid creature that looks like a mass of black fur, a pair of red eyes, and a pair of sharp claws. It's larger than any normal Human or Eldrin. The creature is sleeping rather soundly, and its breathing is much louder now that you're inside of the room.


[1]: Those that study the Elder Gods are known as Eldritch Scholars, and there are very few of them. This is because, without fail, every single Eldritch Scholar eventually goes insane and then dies in a horrific way. One particular case of this is Dr. Leo Lesarius. He once saw an Elder God, tried to draw it, and then the drawing came out and strangled him to death. At least, that's what he wrote in his diary before he died. After a few months of investigation, it was eventually found that what actually happened was he finished up the drawing, tried to eat it, and suffocated on it instead because the drawing was on a stone tablet.


@Ensig
 

[SIZE= 16px]Braeta Maniseesensis[/SIZE]






oJhg0gM.jpg























'... Small.'


Looking around the interior of the Cabin under the flickering lanterns overhead, Braeta wasn't sure whether she should think of the room as comfy or cramped. The perimeter of the Cabin had led her to believe it would be small to an extent, but... A single room? Didn't that make it more of a shed in the middle of the woods than a Cabin?


Such were her thoughts as her eyes drifted over the wooden furniture, books, and chest before finally arriving at the source of the bestial breathing she had heard from outside. It seemed as though her attempts at not waking it were successful... But things had become a bit complicated now that she had the creature it with her own eyes. It looked humanoid-ish, that much was certain, but with it resting so peacefully(?) atop the bed across the room, she couldn't for the life of her figure out what it was...


Given the fact that there were boot-marks outside of the Cabin, it was possible that this creature was a Werewolf or Lycan -- or, at least that's what Braeta believed. She had never seen such beings' bestial form, so she could only imagine what they would look like... And the Beast before her roughly fell into the range of what she imagined.


And therein lied a problem.


If the creature was a Lycan, Werewolf, or other sort of sentient shapeshifter, then wasn't a Monster. Werewolves and Lycans were people of Zephyr, just like Humans, Dorfs, and Eldrin. They may have had a stigma attached to them for becoming beast-like while transformed, but... They weren't Monsters by any means. That being the case, killing one and severing its head would be equivalent to murder. As an Eldrin who had already been ostracized by other races once before, committing murder simply because this creature looked like a Beast was unacceptable.


Still, the question of why there was blood outside the Cabin remained unanswered. Just who or what did it belong to? Was it connected to the disappearances of people nearby, and the discovery of mangled corpses in the area like she expected? Or was that simply an unfortunate coincidence? Braeta was no scientist, so she couldn't say for certain that the blood outside was from a sentient being rather than a common Deer...


'Getting complicated.'


With that thought looming in her mind, Braeta turned her attention from the 'Beast' to the rest of the room. As it was, it was too dangerous to simply believe the 'Beast' was a kind, sentient black-furred something and saunter up to it for a cup of mid-day tea to discuss its strange choice of wood-staining materials, but it was also unacceptable for her to act immediately and kill the creature in its sleep. If she wanted to unearth the creature's identity, she would need more information... And so, with her posture remaining low, she skulked through the cabin, checking over the furniture, table, and chairs for any signs that the beast was a savage before arriving at the Bookshelf.


Looking back at the mysterious creature, Braeta wondered how in the world it could read these with its clawed hands for a moment, but then shook of the thought. If it was a Monster, it could simply be hoarding books, and if it were a shapeshifter it wouldn't always look like it did now. Bringing her focus to the names of the books while remaining cautious of the being now only a short distance away, Braeta hoped to find an inkling to their owner's character. She wasn't an avid reader by any means, but as she was raised in a family whose primary business was endorsed by the Merchant's Guild, learning to read and write was practically a necessity.


> Quietly look over the Furniture, Table, and Chairs for anything out of the ordinary (not a detailed search, per se, but things that require a short analysis to be seen as strange would probably be detected). Look at the Beast a bit closer (from in front of the Bookshelf). Examine the titles of the many Books on the Bookshelf while remaining prepared to retaliate in case the Beast wakes up and gets angry.









// When your own belief is that there are two people involved (the Beast and a 'Human'), but your character has come to the conclusion that they're one and the same...


@Venom Adhamm
 
Caelis shot a look at his new partner. They had met recently and decided to partner up for this quest... however, it seemed like this quest was a bit more than anticipated. When he read basement problems, Caelis thought that it might be a wolf or something that's stuck down there or something. Maybe even a bear somehow. The rats didn't seem like a problem. In fact, the Dorf could just buy a cat or something and then problem solved. But, what was this Gak'Thuun? Sounds like some sort of mystical dragon that some legendary hero would fight. Either way, this sounded way over everyone's heads.


"Uhh, Master Dorf. What in the King's bloody name is Gak'Thuun? Are you sure that going to the adventurer's guild was the right choice? Sounds like a job for a Holy Knight Brotherhood, not for some lads to deal with some basement problems. A couple of giant rats, sure. That's a reasonable request. But, Gak'Thuun? Sounds like something that needs more than just two people. What do you keep in there anyway to attract this Gak'Thuun?"


@Venom Adhamm
 
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Braeta Maniseesensis


Upon inspection of the wooden table and chairs, you find that, while they're weathered, they show no signs of being scratched at or abused in any way. You also note that the larger of the two chairs seems newer than the rest of the furniture in the room. You sneak closer to the Beast and examine it. Its eyes are shut, and its chest is slowly rising and lowering to the rhythm of its breathing. With closer inspection, you notice its claws are stained with blood, blood that seems and smells fresher than the blood that stains the Cabin walls.


You move over to investigate the bookshelf. Most of the books on the shelf are... romance novels. There are also some collections of poems, which seem to be romance poems. There are a few books about Vanitati's history as well. Looking a bit further, you see one larger book that sticks out among the others. Pulling it from the shelf, you take a look at the cover.


feeduscursebook.png


You hear a knock at the door, and then a male voice.


"Honey? I'm home!" the voice calls out, "I... I brought another one for you! I think this'll be the one that cures you!"


The door starts to open, and you can see the Beast begin to stir in its sleep.



@Ensig
 

[SIZE= 16px]Braeta Maniseesensis[/SIZE]






oJhg0gM.jpg























Figuring that the larger of the two chairs was for the Beast's transformed state, and the smaller was for its more Humanoid one, Braeta paid little attention to the fact the chair was undoubtedly newer than the rest as she moved along the room. The possibility that the chairs belonged to two separate individuals hadn't even crossed her mind, much to the narrator's chagrin.


Upon looking closer at the Beast's form, she stared at the blood-stained claws for a moment. If she reached out and touched the stains, she would have been able to tell if it had been within a couple of days -- a perk that was either a blessing or a curse from waking up in a pile of blood and corpses... But she didn't reach out. The presence of new blood could have been incriminating, if only she knew where it came from, but alas, she did not.


'Possibly animal blood... Remaining blood is probably... Because of no sinks...'


This poor, dingy hut and its lack of convenient tools would undoubtedly make many things inconvenient. With a tinge of pity for what she assumed was a poor Werewolf Hunter of some kind, she looked to the books.


Pride and Doorknobs, by Juan Austeen


The Grimoire, by Nichola Friction


Inlander, by Dane Balthadon


'... Likes romance?' the young girl questioned, raising an eyebrow at the bestial black-fluffball of a Beast that continued to snore a short distance away. Braeta had never heard of a Monster that enjoyed such cliché classics... Well, except Dragons. But, eccentric as they were, that couldn't really be helped. Regardless of them, Braeta turned her attention back to the books, looking over at least 7 other romance novels, poems, and a couple of mismatched history books before arriving at a particularly large book... One that didn't have its name on its spine. It must have been quite inconvenient to organize. Thinking so, Braeta promptly took off the shelf, reading over its name under the gentle flicker of the oil lamps illuminating the Cabin.


A Detailed Encyclopedia of Curses and Cures


'Curses and Cures...?'


*kon-kon* "Honey? I'm home!"


'...!'


Turning her head quickly to the door, Braeta's grip tightened on the book in her hands at the sound of an adult Male. If she had the time, she would have questioned why the man had called the Beast 'honey', but she did not. Instead, she had a book in her hands and a great desire to find somewhere to hide. Quickly, she turned her attention back to the bookshelf, trying her best to place the book back just as she had found it (making sure not to put it upside down) while not making a sound. The Beast's breathing seemed to change at the voice's occurrence, bringing a sense of urgency to her mind -- an emotion that failed to cross over to her body, which remained calm and unnerved at the prospect of being found.


"I... I brought another one for you!" the voice chimed as the door began to open. As its Elder-God-blessed-magical-mechanism-2TM disconnected from the inside to allow the door to open, Braeta turned her head to find somewhere to hide... And the perfect place came into view. "I think this'll be the one that cures you!" Braeta's body swiftly dashed to the side, almost becoming like a shadow as she vanished... Beneath the Beast's bed.


Making sure the thorns on her shield didn't scratch or poke at anything in her descent and slide, Braeta's small body slithered its way to the furthest edge of the bed's underside before coming to a stop. Once she was there, she turned her head to the side, her breathing ragged for only a moment before it stabilized. She was out of sight, and her cloak would retain most of her scent... But she wasn't confident in her ability to hide from a Man and a Beast. Every other time she had attempted to do so, she had been found... And now, with the 'Beast' being literal rather than metaphorical, her chances of remaining undetected, to her, were even slimmer.


With hushed breaths, Braeta turned her Old Dagger in her hands, moving it slightly towards the edge of the bed to see a reflection of the events taking place outside of her hiding place. The light of the Oil Lanterns wasn't bright enough to cause Glare, so hopefully she would be able to avoid detection... But even if she ended up being found, she would at least know if she was detected a second or two before the Beast and/or Man arrived.


'... It's cramped.'


With just that thought, Braeta remained motionless, waiting for whatever came next.


> Return the Encyclopedia to its proper place. Use Dante's Step (-15HP) to sneak under the bed, making sure that the extended thorns on her Old Buckler wouldn't leave any traces. Remain at the back-corner of the bed, furthest away from the outside. Extend the Old Dagger just enough to see a reflection of what's going on, but not enough to be easily detected.









// Doorknobs are officially the first of this RP's ongoing jokes.


@Noivian & @Esther_Silvers
Tagged not because Braeta interacted with them, but because they're missing out.


On a more IC-related note, can I get a bit more elaboration on what the 'Beast' looks like? Right now I'm sort of envisioning it as a Werewolf-thing, or a Bigfoot lookalike... Am I on the right track, or does it look like something else entirely?


@Venom Adhamm
 
Alistair Deimos


 

120/120 Health


Abilities:


Demonic Lunge (15 health) - Lunge forward towards an enemy, quickly closing the gap and striking them with your weapon. Any damage taken while closing the gap will increase the damage dealt by the lunge.


Rabid Slash (30 health) - A close range attack that launches a rapid flurry of slashes at one enemy. If the attack kills the enemy, the health cost is refunded.


Blood Pact (20 health) - Stab a vital point on the enemy, dealing damage and causing them to bleed for the next two turns.


Whisper of the Night (10 health) - Blend into the dark for three turns. If you are in darkness or shadow, you are rendered completely invisible. Attacking or being attacked will cause the effect to end. However, attacking an enemy while blended in will result in bonus damage.


You arrive at the mouth of a cave, just as the sun had started to set. It was a long trip on foot and you find yourself sitting down and resting for a moment. This cave is, currently, unexplored and uncharted. Rumor has it that there are precious minerals inside that could result in quite a bit of profit for anyone who tries to extract it. The Adventurer's Guild has, therefore, asked you to investigate the cave and return to them with your findings. They also gave you a little badge to identify you as a member of the Guild. You're paid regardless of whether there are minerals or not, but you'll be paid more if you do happen to find something worth extracting. If the latter is the case, you're asked to chip off a bit of the found mineral and bring it with you to the Adventurer's Guild


Quest Started: How Much a Credit Cost?


-You are to check in the cave for minerals and bring back pieces of whatever you find to the Adventurer's Guild.



Alistair takes a moment to stretch out his legs while he's sitting. Cramped muscles made for a blown cover, a failed sneak. That simply wouldn't do. The Eldrin had been in too many sticky situations before where limber muscles and flexibility save the day, and he had a sinking feeling he'd need to be on his top game for this. It wasn't going to be just a simple scout and recovery mission, like it seemed like it would be. While he's resting, he considers what to buy with his payment when he makes it back to the guild. Perhaps a new, better weapon? Standing up again, Alistair makes his way cautiously into the cave, wary of someone hidden in the darkness.


(Thank you for tagging me @Ensig - I had lost this rp under the stacks of role plays I have.)
 
Braeta Maniseesensis


(Bigfoot would be a very apt comparison to the creature).


85/120 HP


You quickly escape from the open and into the comfort of the underneath, though not before placing the book back on the shelf where you found it. You hear the door open, and the sound of the Beast standing up from bed, just as you scoot as far back as you can. Upon extending your knife, you spend some time turning and adjusting it until you get a good-enough reflection of what's going on.


The Human male has wild brown hair and expression of repressed horror on his otherwise plain face. Though, as soon as he sees the Beast, his brown eyes fill with an expression you've only seen once before in your mother's eyes: love. The Beast hurries forward to hug and embrace the man.


"I-I think this'll be the last one..." he says as the Beast lets go and takes a step back. Then, you see the Human drop an unconscious, but clearly still breathing man on the ground, also Human.


"I think... his heart will be the last one you have to eat to lift the curse. A-and then you'll be back to the way you were, and we'll be so happy! S-should we go take him outside by the flowers, dear?"


Alistair Deimos


Slowly, you enter into the caves. It's quite dark, but after a few moments, your eyes adjust, and they adjust fairly well too due to the amount of time you often find yourself spending in the dark. You continue into the caves cautiously, until the light from the sun outside could no longer be felt, either due to it having fully set, or due to you having gotten deep enough into the caves.


As you walk, you eventually come to a fork in the cave. The left path seems to lead downwards, while the right path continues at the same elevation.


@Ensig @Noivian
 
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[SIZE= 16px]Braeta Maniseesensis[/SIZE]






oJhg0gM.jpg























Braeta remained silent under the bed as the Beast shifted to the floor and sauntered over to the man. Even though she hadn't been detected yet, the young Eldrin new better than to test her luck, so she remained motionless as the man spoke once again. Her pinkish eyes traced the features of the man through her Old Dagger's reflection, unwavering even as the emotion held in his brown ones reminded Braeta of the family that had long since passed.


"I think... his heart will be the last one you have to eat to lift the curse."


'... Not a Werewolf... A cursed one...? His lover, no less... Would explain the boot-marks...'


"A-and then you'll be back to the way you were, and we'll be so happy!"


'A hopeless romantic... The keeper of the books is revealed...'


"S-should we go take him outside by the flowers, dear?"


'He is... Tentative... Still... The identity of the 'fertilizer' has become clear...'


Braeta's eyebrows furrowed as she continued to watch the pair through her weapon. Hiding was undoubtedly the correct choice now that so many misunderstandings had been. The tracks he found outside belonged to the Man and the pair's victims. The blood stains, too, belonged to the unfortunate individuals the man had brought before. That being the case, this man was no small-time felon...


And yet, fear was seen on his face plain as day.


Considering the novelty of the large chair, the chances of him having started kidnapping others only recently was high... And so, he wasn't numbed to the feeling. The feeling of dread that came when a life was ended by his own hands... A feeling Braeta had come to terms with while under the torment of her own thorns.


If he had killed them for himself, perhaps he wouldn't have shown that expression of fear... But he wasn't doing it for him. He was doing it for love.


He was a tragic man whose love was turned into a beast... A man who had read many tales similar to his situation. He was a man who hid his wife away while investigating the curse that befell her, coming to the conclusion that Hearts would be the remedy to his beloved's plight. So, the man did what he had to in the name of love. He became a man who kidnapped many people, dragging them back to his bestial wife in the hopes of curing her. One after another they killed... And yet, the man's wife had yet to be cured.


'Like a storybook...' Braeta thought, continuing to watch the pair while hidden from sight. 'But this... Isn't a story...' the girl thought, her grip on her dagger tightening as her pink-colored eyes narrowed to slits. 'They are... Murderers...'


> Remain hidden from sight under the bed. Await the Beast's response to the man's question.









// Sorry about the wait. My computer's Display Adapter has been acting wonky for a while, so I wanted to finally fix it in my larger gaps of spare time (i.e. around right now to 4-5 hours prior)... Which I sort of did. My brightness can't be changed now for whatever reason, but I can watch Youtube videos without getting a BSoD after a couple of minutes!


Another question: Are cursed beings categorized as 'Monters' in the eyes of the populace? Specifically, ones who retain their will. The answer will change how Braeta handles the situation in the coming posts.


P.S. Braeta HP is at 85/120, not 65/100.


@Venom Adhamm
 
(Oops, sorry about the health, not sure how I managed to screw that up. Edited my previous post to fix that. There is no common or even majority consensus on people afflicted with curses. Some think they need to be immediately killed, some think they should be locked away, some think they should just live life as normally as they can with their curse, some think everything should be done to try to cure them, and so on. It's a very divided topic, but not one that typically gains much attention.)


Braeta Maniseesensis


The Beast looks down at the unconscious body, seeming saddened by the sight. After a quiet moment, she looks back up at her lover and nods solemnly. Without another word passing between the two, the man picks up the unconscious body and slings it over his shoulder. He then breaks the silence in a weary, tired, and frightened voice.


"The book said it only takes nine hearts. This is the last one...  And then we can finally live our peaceful life. We should... we should take a trip when you're cured. We could go to Restora... it's a peaceful place."


The two leave the Cabin. You hear their footsteps head out around towards where the flowers are. You're certain you have time to stop the murder from happening. That is, of course, if you want to.


@Ensig
 

[SIZE= 16px]Braeta Maniseesensis[/SIZE]






oJhg0gM.jpg























'They are... Murderers... But not Monsters.'


With bated breath, Braeta continued listening in on the pair's conversation... Or, whatever a Man talking one-sidedly to a Beast would be categorized as. The man seemed tired, exhausted even, as he repeated the curse's cure. With his tone combined with the gloomy atmosphere that had descended upon the small, one-room Cabin, it became abundantly clear that the two weren't doing this out of malice or hate. It was simply a necessity to cure the Beast. To cure the Curse.


Once the two had resolved themselves, Braeta returned her Old Dagger to her side -- there was no longer anything left to see, after all. With the *click* of the door and the sound of footsteps outside, the young Eldrin let out a long breath, slithering out from under the bed and into the dim light of the Cabin's interior.


'...'


For a short time, Braeta simply remained where she stood, her Old Buckler and Old Dagger remaining in her hands as she closed her eyes in contemplation.


As she had thought before, there was no doubt that the Man and the Beast were murderers. They had taken people from Gods know where, brought them here to this lone Cabin in the woods, and ripped out their hearts for the Beast to consume... And, if the man's words were to be believed, this process had repeated itself 9 times. That was 9 lives they had ended, 9 people they had ripped from their environments, and 9 families they had left without a Father, Mother, Daughter, or Son. Even if it was for the sake of love, such acts were--


-- Braeta paused.


As if the world had frozen, she remembered her Mother and Father, cruelly taken away from her by the Bandits. She would never hear her Father's voice, and her Mother's simple meals would never reach her mouth again. Murderers and plunderers, rapists and scum, the Bandits deserved no mercy. Even after waking up covered in the blackish-red of their liquid life, Braeta felt little remorse for wiping them off of Zephyr. The feeling of 'ending someone's life' weighed heavily on her heart -- on her Soul. She was only Mortal, after all. Still, she had come to peace with it in the days that followed. She could only accept that her hands were stained with blood wrought from revenge...


Compared to her, the Man and the Beast were clean.


There was a difference between the Bandits who slaughtered and pillaged for entertainment and profit, Braeta who acted out of vengeance, and the pair of unfortunate lovers. This difference lay within the reason for their actions. Although the pair's actions were cruel and, to some, unforgivable, it was all out of a desire to see their other half happy. The Man wanted the Beast to be cured, and the Beast wanted the Man to be happy. They did so out of love.


Although Braeta felt very little in the ways of emotions, mentally and physically stunted as she was, even she knew that the power of love wasn't to be trifled with. In fact, it would have been blasphemous for her not to know of love's power over one's actions; the very reason she and her Mother had remained at the will of the Bandits obediently for so long was because of that very same emotion, after all. It kept them sane. It kept them with a purpose.


... It kept them alive.


'... My quest... Is to investigate the Cabin...' Braeta opened her pink eyes, letting them flow over the dingy, wooden-furnished room before settling on the door. 'If there is a Monster inside... I am to kill it and bring back the head...' Stepping forward silently, the girl weaved her way through the small Cabin, making nary a sound as she arrived at the door, opening it as quietly as possible after making sure that the Man and the Beast weren't simply waiting outside the door.


'The Cabin was home to a pair of lovers... One of which had a terrible curse upon her... Blood stains littered the perimeter and walls of their abode... But neither of them were Monsters... My quest... Is complete...'


That was the truth. Even if they killed the man brought within the Cabin, there was no blood on Braeta's hands. Stopping Murderers wasn't within the Quest's description, after all.


Still, if Braeta reported that the Cabin required no further investigation and yet people continued to end up missing, her word would be called into question... So, to be sure of the curse's disappearance, Braeta crept alongside the wall of the Cabin, silently arriving at its corner and using her Old Dagger once again to watch the reflection of the pair. By tilting it downwards, the reflection would be a bit askew... But it was better that than reflecting the sun's light and earning the ire of the pair she wished to leave in peace.


> Quietly leave the Cabin after making sure the pair isn't just waiting outside. Creep to the corner of the Cabin and use the good ol' Dagger-reflection trick to see the finale (while making sure the sun overhead won't just give her away).









// I would have liked to take a look at the Curses & Cures book a bit more, or even look inside the Chest, but... That would be acting contrary to Braeta's character, so I guess I'll have to leave them alone.


@Venom Adhamm
 
(An important note: your health will regenerate to full when your character is no longer in danger or near potential danger. When this happens, any thorns you've created will disappear, so remember to recast if you need them on your buckler again in the future.)


Braeta Maniseesensis


You sneak back out of the Cabin and carefully head to one corner, using your dagger to see a reflection of what's going on. In doing so, you note the thorns on your buckler dissipate. You see the Beast and the man together over the unconscious body. The Beast places the tip of one of her claws on the unconscious man's forehead, then quickly sinks it in and pulls it out, killing the man instantly and likely with no pain.


Soon after, the Beast uses her claws to open a hole in the man's chest and remove his heart, quickly consuming it once it's out. The Beast's lover watches, and for several seconds, nothing happens. Worry and horror grow on the man's face, until a light flares where the Beast's own heart is. The light blinds you, and when your vision returns, an unclothed woman with tanned skin and long, curly black hair is propping herself up on her lover's shoulders.


"E-eve... is it really you? Can you... speak to me?" the man asks, his voice faltering and eyes filling with tears. The woman is quiet for what seems like hours, until finally speaking in a clear and sweet voice.


"I love you."


It starts to rain as the two fall to their knees, pressing their foreheads against each other's.


There exists, for mortals, no greater force than love. To devote yourself to one person and their happiness is, simultaneously, the greatest sacrifice and the greatest gift. It is a force powerful enough to drive one into doing anything for the sole sake of its preservation. The rain falls heavy now, but there is no liquid or substance capable of washing hands that are stained with blood. Although two are happy, nine are dead and unavenged. But, maybe the idea of vengeance is a horrible poison that's better off being put away and never used. The thought lingers: did you make the right choice? Perhaps, for even if you interceded, it wouldn't bring back the eight that were killed before the final victim. Rest assured, the deaths of the nine weren't for nothing. The curse is lifted.


"Can we ever repent for what we've done?" the man asks.


"No... I don't think so. But we can try, can't we? We could... we could devote ourselves to lifting other people's curses, so long as we don't have to murder to do it."


"Yes... we can do that. I need a good break from curses for awhile though. When we come back from our trip to Restora, we'll set up a sign at the front of our cabin to let people know that we'll cure curses for no charge."


The woman nods happily, embracing and kissing her lover.


"Let's go inside," she says, taking her lover's hand. The two walk right past you, but don't notice you, for they're both occupied by staring into each other's eyes. You hear the Cabin door open, then shut.


Quest Completed: Stolen Hearts


-The curse inflicted on the woman has been lifted. Although another was killed, there will be no more murders at this Cabin. Restora is about three days away from Vanitati. After about a week or two, this Cabin will become a place for the cursed to come and be cured at no charge. But for now, the couple is happy.


-Turn in the quest at the Adventurer's Guild in the town of Neridia, two hours away, for your reward.


The town of Neridia, you recall, is a medium-sized one with a population number to match. Most days, the cobblestone roads of Neridia are several people travelling about. The sun will set by the time you arrive at Neridia, and at that point, the streets are illuminated by oil lamps and some people continue to be out and about (most of them drunk or sad, usually a mixture of the two). The people of Neridia are mostly Humans, though most are indifferent to the minority Eldrin population that live within the city. There is, however, a group known as The Alt-Humans for the Protection of Our Family Values that is regraded as an Eldrin hate-group, which has a headquarter somewhere in Neridia.


Like all somewhat-sizable towns and cities in Vanitati, Neridia's architecture is gothic-inspired. Though the buildings don't reach too far up, there is a very prominent skyline. The building most recognizable in this skyline is the local Adventurer's Guild building, which rises high above all other buildings with its grey stone walls and red trim. The sign right above the red door proudly proclaims the name of the building, as well as the motto of the Guild, in bold, inviting, and powerful text:


The Adventurer's Guild


"Above the law and operating within the law"[1]


The inside of the building is relatively empty at this hour, save for one girl behind the front counter[2]. Your attention is almost immediately drawn to the bounty board, currently illuminated by a small oil lamp that dangles above it. You approach and take a look at the current quests. Though you may accept one (or several) now, you're feeling tired and it may be best to sleep in one of the rooms provided by The Adventurer's Guild[3]. 


The Adventure Board


Please do not wipe your blood on this


The penalty is pain and suffering


Quests[4]:


The Death of a Sails Man - A man, sailor by trade, has recently purchased his own ship. He has requested an adventurer to sail with him around the Southern Sea, claiming that he needs "someone to make sure he gets back home so he may savor his revenge."


Chase - In the quiet city of Lerio, people have been disappearing. Lerio has always been a quiet, safe, and crime-free place. Nobody has any idea what happens to the disappearing people, and in order to preserve their sense of security in Lerio, decide to ignore the disappearances altogether. This quest comes from a concerned mother who hasn't seen her 20-year-old daughter in several weeks.


Yossarian Lives - A small village has recently popped up on the road leading from Neridia to Sansen. The village is surrounded on all sides by a wall made of logs. There are rumors that the village is inhabited by a cult, and one concerned hunter that regularly goes around the area would like an adventurer to investigate.


For Sale? - Rumors of an occult group have surfaced. They live in a cave just off the coast of the Southern Sea. They're believed to be involved in attempting to summon an Elder God and have been capturing and sacrificing several entities, including chickens, lambs, toads, tree-sloths, orangutans, breakfast cereals, and most recently: Eldrin.


[1]: This is the motto of the Adventurer's Guild. It comes from the fact that members of the Adventurer's Guild are allowed more authority than any law enforcing body, and have the ability to break the law so long as breaking the law is necessary to fulfill the goals of their quest. This ability was gained by the Adventurer's Guild after a representative of the Guild appeared to the World Congress, looked at a congressman, and stated "If you don't give me what I want, I'm going to knock this building down with your body." He did not get what he wanted, then proceeded to knock down the first World Congress building with that congressman's body. The "Adventurer's Guild Executive Ability to Do Whatever They Want Please Just Don't Pick Up Another Congressman Act" was signed soon after.


[2]: Whoever stands behind this counter hands out quest rewards, and also signs you up for quests. You must bring the front counter person the quest(s) from the bounty board you have chosen in order to be eligible to receive the reward for it later.


[3]: Members of the Adventurer's Guild can sleep in one of the many rooms at any of the Guild locations, but only if they have recently completed a quest or are currently on one.


[4]: Those quest titles in bold you see aren't actually there ICly. They're present because I like to pretend I'm clever at making quest titles, and also to help you more easily select and differentiate quests.


@Ensig
 
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