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Into the Ruins - Exalted 3e IC

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Aredin casually keeps his glance sweeping across the area, trying not to look too conspicuous with his reservations on insular towns like this one. There was no telling what sort of attitude these folks might have to their presence this far from the Realm's seat. At the moment his focus was on how many eyes they drew, how long they lingered, and for those watching intently, what intent their faces betrayed.

"Some restaurants, but no lodging huh? Where might we stay then if we can't stay here?" Aredin said idly, attention still squarely on assessing potential threats.

Rolling Perception + Awareness. 4 successes.
 
Glade saw this same view earlier, from his higher vantage point. Now down at ground level, he's able to combine the two angles and get a better idea of how the town is laid out, and where people are bustling to and fro. As the day's light fades, his other senses also come to bear, matching every sound and smell with what his eyes tell him.

Rolling Perception + Awareness + Specialty. 7 successes
 
As the guard is talking to you, Amara, Fat Cat, and Aredin are looking about, and are all getting the vibe that there is something out of place, something perhaps missing, but you are having some trouble putting your fingers on it. As you look past the gate to see people moving about the main street, you see at least a dozen people all hustling about their business, all seeming to go to great lengths to ignore your presence at the entrance to the town. But even with this, there is still something you can't quite put your finger on that is a bit off.

Silent Glade picks up on something that he missed before. There are no animals in this town. No trace of horses leading carts laden with goods, no barking dogs, and no livestock of any kind, be it a cow, goat or pig, and there is even a remarkable lack of birds overflying the place.


The guard looks to Aredin and says, "I didn't say that there are no rooms here. If you insist on coming in, for your own safety I would strongly advise you to get to an inn and lock yourselves into your rooms until dawn. You've been warned." He then steps aside to let you walk unmolested into the town.
 
"For our safety? I'd ask if something makes the animals stir crazy at night if there were any at a glance. What makes the night so dangerous here compared to a place like Nexus or Great Forks?" Aredin asked with an inquisitive reflex.

Surely this man realized their options were either sleeping in the village or the wilderness. Finding another place to stay would mean another late night jaunt and Da Chonk had certainly earned a good night's rest after a hard day's work already.
 
The one guard that is doing most of the talking clenches his jaw and says from between his locked teeth, "No, there are no animals here to cause problems. I wouldn't know anything of the cities of Nexus or Great Forks to know how Aldurtown compares to them, but what I can say is that being here after dark is dangerous. My advice if you won't stay out until morning? Find an inn and lock yourselves into your rooms overnight. That's all I have to say about it."

Rykon Rykon The hearthstone you've recently got from the manse tells you that the man is not lying, and everything he's said so far has been true, at least to his point of view.

The other two guards standing nearby are both looking very antsy, looking over their shoulders into the town as if expecting something bad to happen, and if someone were to say 'boo' in a loud voice, they might jump out of their skins.

Those keeping an eye on the street can see that the numbers of people out and about are rapidly dwindling as people leave the street and go inside.

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Silent Glade takes a turn to speak up. "We have travelled many miles of trackless forest to reach here. I am a shaman, well used to fending off beasts and spirits. My companions are similarly capable - else we could not have reached you - and most of us are armed. Tell us what troubles your town; then we can best prepare and perhaps even help."

Attempting to Instill (Respect for our survival skills); then as a separate roll in a follow-up post Persuade (tell us what's going on), once someone tells me the mechanics of that bit.
I have an Excellency for Socialize! Huh. I'll drop just two motes in.

Man + Soc + Stunt + Excellency: 6 successes
 
Looking over first at Silent Glade, then looking to the rest of the party, eyeing the various weapons and armor that many of you are wearing, the guards' reluctance to speak seems to ease up a bit. He says, "Please understand, I don't doubt that you are all quite capable, but I sincerely doubt that you have ever faced anything like the troubles that haunt us here. If you still wish to enter, you are free to do so, but I still suggest you you secure your doors and stay put until morning."

He glances up at the position of the sun and says, "You'd best be on your way; time is getting short before the - before dark comes."

Rykon Rykon Chowlett Chowlett Sherwood Sherwood Purr Purr Eonivar Eonivar jaydude jaydude
 
Amara frowns, and she has to actively prevent her hand from going to the hilt of her daiklave as she continues to scan for threats. Something has this guy spooked, and the level of her anxiety is rising up in response.
 
O Mighty Fat Cat's luminous brown eyes look from the guard to the Circle. His voice low like the rolling of heavy thunder, he gives a hint of a spirited smile under the weariness in his eyes.

"Quickly now. What do you say, my friends? Into de fray or into de wilderness? I am content with either one."
 
Glade gives the guard an appraising look, one intended to convey the idea that Glade may have underestimated this person. "Very well. You know your town better than we do, and I can see your concerns are heartfelt. We shall seek lodgings."

Almost as an afterthought, he remarks: "You impress me. This danger is so terrible you will not name it; and yet here you will no doubt stand against it, protecting the town. On your own, with no need for the help of those such as us. We shall certainly rest well, knowing that this town's guard fears not the dangers of the night."

Persuade attempt, playing on the guard's quite obvious fear with the old reverse psychology. The idea is to make the guard rethink refusing the help of several heavily armed fighters Glade helpfully pointed out, against whatever is clearly terrifying them

Let's drop another two motes. Manipulation + Socialize + Stunt + 2 die Excellency. 5 successes
 
Mercy who has been on edge with the activity and looks of the guards and having absolutely no clue on what they said looks up at Amara and the Da Chonk, whispering alarmedly in Riverspeak. "What...is...going...on? I have absolutely no clue what they are saying!"
 
Mercy who has been on edge with the activity and looks of the guards and having absolutely no clue on what they said looks up at Amara and the Da Chonk, whispering alarmedly in Riverspeak. "What...is...going...on? I have absolutely no clue what they are saying!"
Amara looks back at Mercy and says in Riverspeak, "The guard is giving us a warning about this place. Apparently, it is dangerous to be in town after dark. He's warning us to either stay out of town overnight, or find rooms and lock ourselves in for our own safety. It is now on us as to either stay here and see what is going on, or to back off and come back in the morning."
 
Mercy listening just shakes her head. "Is anywhere just..normal..these days? So there is something that is dangerous INSIDE the town at night? That is incredibly bizarre. I am almost curious to stay and find out what terrorizes them. No one should have to live in such fear."

Mercy's eyes briefly glow blue as she invokes her spirit sight and she looks around to see if there were any spirit hiding behind the veil waiting for the sun to go down.

Spirit-Detecting Glance
Cost: 3m; Mins: Occult 1, Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: None
The Solar can look through the pall of reality to glimpse
the realm of spirits beneath. With this Charm, the Solar
can see (but not touch) immaterial spirits.
 
Glade gives the guard an appraising look, one intended to convey the idea that Glade may have underestimated this person. "Very well. You know your town better than we do, and I can see your concerns are heartfelt. We shall seek lodgings."

Almost as an afterthought, he remarks: "You impress me. This danger is so terrible you will not name it; and yet here you will no doubt stand against it, protecting the town. On your own, with no need for the help of those such as us. We shall certainly rest well, knowing that this town's guard fears not the dangers of the night."

Persuade attempt, playing on the guard's quite obvious fear with the old reverse psychology. The idea is to make the guard rethink refusing the help of several heavily armed fighters Glade helpfully pointed out, against whatever is clearly terrifying them

Let's drop another two motes. Manipulation + Socialize + Stunt + 2 die Excellency. 5 successes
The guard drops his sour look and replaces it with one that can only be described as anguished. He finally blurts out, "This town is cursed with a madness that takes over us all every night! If you die here, you will end up being trapped for all time, just like the rest of us! If you stay here tonight, I beg you to lock yourselves in and not come out until morning when sanity has returned."

After an awkward silence, one of the other guards at the gate finally say, "We're about to close the gates. In or out?"
Mercy listening just shakes her head. "Is anywhere just..normal..these days? So there is something that is dangerous INSIDE the town at night? That is incredibly bizarre. I am almost curious to stay and find out what terrorizes them. No one should have to live in such fear."

Mercy's eyes briefly glow blue as she invokes her spirit sight and she looks around to see if there were any spirit hiding behind the veil waiting for the sun to go down.

Spirit-Detecting Glance
Cost: 3m; Mins: Occult 1, Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: None
The Solar can look through the pall of reality to glimpse
the realm of spirits beneath. With this Charm, the Solar
can see (but not touch) immaterial spirits.
From your position here at the entrance to the town, Mercy doesn't see any signs of hidden spirits lurking about. That itself is a bit unusual, since there are usually some spirits that linger around a town of even a modest population level. Perhaps there are some wards that you do not see that are in play here?

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Amara gives the guard a long, penetrating look. "Cursed? With a madness that comes every night? What is this madness you speak of? Come now, you can't make a comment like that and not give us details."

Turning to look over at Mercy, she switches languages and says, "The guard has just said that there is some kind of curse of madness on this town that takes hold of the town at night. He's worried that we'll end up trapped in here, 'just like them'. This makes me even more interested in getting to the bottom of this mystery."
 
Mercy cast about with her sight, her eyes looking this way and that. (Riverspeak) "Well I do not see any..." Mercy stops. "wait...there should be spirits around here. Most places with a large enough population always have spirits around, minor spirits or even sometimes a spirit of protection, but there are NONE AT ALL here. There has to be some sort of ward or sorcery or something that either repels them or contains or something. This is very unusual."
 
After an awkward silence, one of the other guards at the gate finally say, "We're about to close the gates. In or out?"
Thinking that the guards are about to slam the gates in their faces, fatigue and curiosity get the better of him. O Mighty Fat Cat steps his weary self inside with a grateful bow.

"In," says he.

Da Chonk feels these gracious guards have already been more than patient with he and his party. With tiredness weighing him down, Da Chonk's own patience was already wearing thin though he hid this behind a courteous demeanor.

His stamina had been repeatedly taxed before he had seen this town. He needed quality rest. Tonight. How else was he going to get everyone to Rathess?

If someone in his party wanted to further test the guards's patience by playing Twenty Questions, translating, and stalling for yet more time, then despite the value of the questions answered, they risked the guards' ire. To go or stay was for each to decide. O Mighty Fat Cat felt they risked being denied permission to enter the town at all.

If he were the only one to enter and the others decided to stay outside, then so be it. Da Chonk was not trying to tell anyone else in the party what they should do; each must decide their own fate.

He offers his friends a tired smile. "One way or anudder, I will see you all tomorrow to continue our journey. Perhaps at de White Elk for breakfast?"

Eager to move with what strength he has left, he asks the guards. You have been most hospitable. Which way to de safest inn, please?" Psychie Psychie
 
Mercy looking over at Da Chonk, very easily reading his intent and his mood, quickly speaks. “Let’s go in, lock ourselves away for the night, try to get some rest, and then investigate the town during the day to get any clues as to what this so called madness is about, and then face whatever it is the night after.”
 
Mercy cast about with her sight, her eyes looking this way and that. (Riverspeak) "Well I do not see any..." Mercy stops. "wait...there should be spirits around here. Most places with a large enough population always have spirits around, minor spirits or even sometimes a spirit of protection, but there are NONE AT ALL here. There has to be some sort of ward or sorcery or something that either repels them or contains or something. This is very unusual."
At this news, Glade turns sharply to look at Mercy, although his face remains impassive.

When Fat Cat steps in and Mercy moves to follow, Glade steps in after them. "I would be more comfortable out in the forest; but we travel as a group, so I am in." He turns to the guard and adds "Thank you. We will keep safe; and if we can help, we will."
 
Amara nods in agreement with Glade. "Don't worry about us. We're quite capable of dealing with many different challenges. But right now, I am in need of a bath and a strong drink."
 
Following the directions given by the guards to the White Elk Tavern and Inn, you begin to make your way down the cobblestoned streets, watching as people slip into their homes for the evening. The town doesn't look to be in any way unremarkable, nor do any of the people you can see on the street. Everything seems to be normal to the casual observer. Some of the townspeople look at you with surprise, others with what can only be described as pity. One woman actually bursts into tears as she turns away, clinging to her friends as they try to console her. Not the typical reaction to a new face in a town.

The White Elk tavern is a three story tall building, with the lower level made of brick while the upper two floors appear to be simple wood. Opening up the front door reveals a large common room with perhaps a dozen people inside, the place brightly lit by a fire and several oil lamps. Three large and four smaller tables fill the center of the room, along with a bar with many different bottles on display for customers to pick from. On either side of the bar are a pair of open doors, one leading into what looks to be a kitchen while the other is the staircase leading up.

There is a large-bellied man behind the counter along with a pair of twin teenage girls that are waiting on tables that have the remainder of the rooms' occupants at them. The low buzz of conversation fades away as you enter, with all eyes turning one by one to look at you.

The silence is broken by one of the teen waitresses walking over and saying in forest tongue, "The view of the common room is nice from up there, but if you come in and take a seat, it might be more comfortable." She offers up a mischievous smile as the conversations around the room restart.

Rykon Rykon Purr Purr jaydude jaydude Eonivar Eonivar Sherwood Sherwood Chowlett Chowlett
 
Amara looks around for a moment to take in the layout of the room and to size up the others inside before stepping forward. She then looks to the teen girl and says, "We are in need of some rooms for the night, and one of the guards at the front gate suggested we come here. Do you have any available? Some drinks and a good, hot meal would also be desirable."
 
Grey Stone had remained silent and allowed his companions to do the talking, while following their lead. His time as a sohei made him feel like it was his duty to investigate - and put a stop to - the bouts of madness that afflicted this town, but something told him that the townspeople would be less than forthcoming about them as long as they were outside.

As Amara approached one of the waitresses with her requests, the Zenith opted to keep quiet for a bit longer. Once the Circle was settled in though, he intended to start questioning people, assuming of course that no-one else tried to do so.

Essence: 1
Personal Essence: 13/13
Peripheral Essence: 28/33
Anima: Glowing

Willpower: 6/7
Join Battle: 5
Health Levels: -0, -1, -1, -1, -1, -1, -1, -1, -1,-1, -1, -1, -1, -1, -3, Incapacitated
Resolve 3, Guile 1

Attacks
Faith's Pillar (10 dice Withering, 8 dice Decisive, Withering Damage 18, Overwhelming 5, Bashing, Melee, Reaching, Smashing, Two-Handed)
Unarmed (13 dice Withering, 8 dice Decisive, Withering Damage 15, Overwhelming 1, Bashing, Brawl, Grappling, Natural)

Actions
Rush: 6
Disengage: 6

Evasion 4, Parry 4
Soak/Hardness: 4/0
 
Aredin was mostly attempting to read body language and observe, still forced to communicate in Riverspeak or even Guildcant as Foresttongue was not yet a mastered language for him if there was no one translating. So far there seemed to be no major signs of dishonesty. As for their investigation, night seemed to be the best time for them to acquire information.

The eclipse motioned to Gray Stone to speak in quiet tones, "So when we are forced to confront this curse, how confident are you in non-lethal restraint while we perform our search?"
 
Aredin was mostly attempting to read body language and observe, still forced to communicate in Riverspeak or even Guildcant as Foresttongue was not yet a mastered language for him if there was no one translating. So far there seemed to be no major signs of dishonesty. As for their investigation, night seemed to be the best time for them to acquire information.

The eclipse motioned to Gray Stone to speak in quiet tones, "So when we are forced to confront this curse, how confident are you in non-lethal restraint while we perform our search?"

"In my experience, strikes dealt by a blunt weapon are not quite as irrevocable as those dealt by a sharp one." Grey Stone replied, sensing an implication that they might have to deal with maddened locals. "I am also a divinely-empowered master of Earth Dragon Style. As long as we are only dealing with mortals, I have faith in my ability to subdue without death."

Essence: 1
Personal Essence: 13/13
Peripheral Essence: 28/33
Anima: Glowing

Willpower: 6/7
Join Battle: 5
Health Levels: -0, -1, -1, -1, -1, -1, -1, -1, -1,-1, -1, -1, -1, -1, -3, Incapacitated
Resolve 3, Guile 1

Attacks
Faith's Pillar (10 dice Withering, 8 dice Decisive, Withering Damage 18, Overwhelming 5, Bashing, Melee, Reaching, Smashing, Two-Handed)
Unarmed (13 dice Withering, 8 dice Decisive, Withering Damage 15, Overwhelming 1, Bashing, Brawl, Grappling, Natural)

Actions
Rush: 6
Disengage: 6

Evasion 4, Parry 4
Soak/Hardness: 4/0
 

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