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  1. "The tolls were great. Never before have men crossed land and sea from every corner of Avistan to fight a war for the very survival of Golarion itself." — Mico Crassina, "The Mendevian Crusades" . Kenabres. A city of glory, yet not one of spotless virtue. Countless Mendevian Crusaders have ridden out from this bastion to say unspeakably more demons in the Worldwound, many such have been carried back upon their shields to be interred within the catacombs beneath the Cathedral of Saint Clydwell. Numerous camps of crusaders come from all across the continent to defend the world against the demon hordes of the Abyss. Many of these crusaders are indeed pure of heart and noble of spirit, though others are little more than fortune-seeking mercenaries. Still, few can deny the deeds that Kenabres and its denizens have committed, since the death of Aroden and the first days of the opening of the Worldwound, and the steadfastness by which her knights continue to answer the call, through four crusades spanning decades of fierce battle against fearsome fiends of every conceivable stripe. It is here that our story begins. For weeks now, excitement has been building in Kenabres — Preparations for Armasse have been taking place, providing a boost in morale and bringing rare smiles to the faces of city folk that are normally marred by downcast eyes and furrowed brows. While traditionally the holy day represents an opportunity for scholars and priests to come together to study the lessons of history from wars past, since Aroden's death it has taken on more emphasis on training commoners in weaponry, choosing squires, and ordaining new priests. Over time, Armassw has grown to encompass jousting competitions, mock duels, battle reenactments, and other festival events. In Kenabres, the festival takes place tomorrow on the 16th of Arodus, and is eagerly anticipated by all, for it provides much needed distractions from the horrors of being on the front line of the war. Here, in the middle of the bustle, a day before the big event, you find the Honeyed Blackmoor Café. Just a couple of blocks outside of Warehouse Square in New Kenabres, the establishment sticks out almost like a sore thumb against the backdrop of the flat roofs and drab coloured stone walls of the numerous warehouses and other trade oriented buildings nearby. The wooden walled building sports a hipped roof shingled with clay tiles, their deep azure blue contrasting with the brightness of the beech panels between reddish brown posts and beams, perhaps as a way of paying subtle homage to something of grandeur in faraway Tian Xia. The fragrant aroma of delicious drinks and delicate snacks fill the air. Though while that certainly makes for a delectable suite of culinary offerings, many who have come to know the place understand that the real selling point is the serving girls themselves, and the company and conversation they provide to oft a lonely soul, barely hanging on to sanity from the ravages of an atrocious war.
  2. - Fair Fortune Livery The evening passed without comment, no raids on houses, not even any announcements. In the public houses there were more quiet whisperings and distrustful glances but life seemed to continue as normal. Rexus was at the Fair Fortune Livery as soon as curfew broke waiting. He was wearing similar though less bloody clothes as the day before and was pacing nervously. As soon as he saw people arrive a relieved smile broke out on his face. The building itself was an aged stable. It leaned slightly to one side and its roof was precariously propped up by worn wooden walls. The air around the building reeked of urine. Peering in through the doors barely hanging from the frame, you can spot the 13 horse stalls filled with broken desks, scuffed tables and torn chairs. This discarded rubbish was in turn covered with a healthy layer of dust. Toward the back where the dim light of morning barely reached you saw some space that was walled off with a grate as well as what appeared to be offices toward the back of the building. OOC
  3. ピレ (THE PYRE) After crossing Cougar Creek, it takes the group a little less than an hour to reach the their destination, first following Lost Coast road and skirting Ashen Moor along the edge of the coast, then skipping into a smaller path a bit less travelled when the main road turns south away from the water. The path winds its way around and up the side of a small hill, then down into a valley after passing what looks to be a hastily abandoned campsite, after which it finally opens up to the coastline once more as it ends in a small plateau at the edge of a cliffside. An archway of stone is set into the side of a small hill at the otherside of the plateau from the edge of the coast, overlooking the Varisian Gulf. Moss has overgrown many of the details, but one is still quite clear. The keystone of the arch is carved with a flame symbol with a stylized rune in the middle. Beyond the archway is a darkened tunnel that leads to a pair of massive wooden doors, one of which is slightly ajar. A pair of horses and a trio of ponies lie slaughtered next to the archway, each corpse still tied to a post set into the ground nearby. A swarm of flies hangs lazily in the air above them.
  4. You have been summoned by SEER to a private room in the Red Sheaf Inn and Tavern in Beregost. SEER, a female Shou mage of no small talent, has taken up temporary residence in this high-cost traveler's sanctuary, far from the relative safety of Baldur's Gate but still very much under the watchful eyes of both her Lords' Alliance employers and the Flaming Fist - the organization tasked with keeping law and order in Beregost. SEER is an agent of the Lords' Alliance, but it is obvious that she only truly answers to herself. The meeting begins in the early morning. "Visitors, ah, yes, good. Very good." A wizened Shou woman enters this private meeting room and makes her way around the long ebony table. With a grace that would defy her apparent age, she seemingly at once takes a seat and makes a silver platter with a steaming tea pot and eight delicate cups appear. The room instantly smells of a heavy mix of mint and cinnamon. She motions to the tea cups, which are all somehow immediately filled. "So we meet again. But more importantly, I have need for you lot once more and an interest in what lies before us. As we begin, might we all share some pleasantries?" SEER takes a moment to engage in conversation with you, asking you about things from your past you're quite certain you've never shared with her. After some time at this she gets down to business. "It has come to my attention that Baron Rajiram, a cloud giant of well-earned ill repute, has turned his vision in-land for once. While historically he has focused his attention on the Sword Coast and the ocean, the Baron has begun mobilizing his forces in an effort to breach Durlag's Tower. The Lords' Alliance, would like you to ensure that this does not happen - and we will reward you handsomely for it." As SEER speaks, a small, golden pseudodragon with milky, white eyes fades into view snuggled around her shoulders. They share a series of rapid facial muscle twitches, after which the beast wraps itself tightly around SEER's shoulders and dozes off to sleep. "Hsing tells me that our situation is escalating, and our previous timeline is no longer correct." She sighs, swirls her tea, and continues: "I do so loathe it when they don't respect the rules of the game. Giants. Psh. Impetuous, no matter what they say about us 'small folk'." OOC Once again, let's remind each other about your characters with an intro. Once everyone has posted we'll move along. Feel free to ask questions of SEER as well.
  5. This is a continuation of the thread from the Old MW site: Icewind Dale: Open Tundra 18 Kythorn at 1pm-ish; Illumination: Exterior - Dim; Interior: Dark Weather: High Winds OOC Finishing up the session break...
  6. "Not more than a year after starting my service, my regiment was on patrol in the east Menador Mountains. A gang of brigands set off a landslide, then tried to pick us off while we dug ourselves out. We beat them back, but old Captain Kercerri caught a spear through his leg. We got out of there, but the captain never quite recovered — you could see it in his face, in the way he hunched when he walked. Months later, I woke up in the barracks one day and found the captain was gone — 'walking the Longacre,' they said. From my bunkmate's look, I assumed he'd died, passed on from some sick that takes old officers. 'Worse,' she told me. 'Retired. Headed off to the fields of weak drink and regret.'" "That’s when I realized there are worse fates than dying in battle. Longacre's one." — Viedman Linclair, Doomseer Company, Chelish Army Longacre Longacre. A town of should-have-been heroes, a dumping ground for the used and abused. Easily overlooked in its quiet, charmless corner just outside the fringes of the Whisperwood, it is a place where many grizzled old Chelish army veterans have settled, and where other folk go to slip away from the public eye. Unlike so many rural crossroads, Longacre girds itself in faded military trappings, the worn uniforms and tarnished regalia of hundreds of former soldiers caught up on both sides of the war that cast their nation into the grip of diabolism three-quarters of a century ago. This, is where the story of many have come to their ignominious, uncelebrated end... ...This, is where your story begins. — Evening. A few lights shine in the streets and windows, and the occasional snippet of conversation or laughter issues from open doors, but here on the outskirts of town, the night is quiet and dark. Sparse clouds scud across the sky, momentarily obscuring the dim light from the moon overhead. Across a scrubby field, barely distinguishable under the starry sky, a darkened, fortlike compound haunches in the distance. Cimri, a sharp-tongued hellion with a penchant for drinking and long knives, points toward the dim structure. Word is, she's recently gotten involved with some shady, if powerful and affluent strangers. That's how you got enlisted for this job — shaking down a profitable, and otherwise respectable local tannery for her latest employer. According to Cimri's employer, the tannery's owner Jabral Louslik hasn't been paying his taxes like a good, law-abiding citizen should. Cimri swears she hasn't been told any more than what's been disclosed to you, but chances are, your gang's pay is likely going to be tied up in whatever you manage to steal. The pay that's been promised you is a hundred gold apiece. It isn't much, but perhaps the real prize for pulling off the job smoothly is the chance to meet and make a good impression on Cimri's employer, someone by the name of Razelago. You yourself have never heard the name, but Cimri is convinced that her new boss is loaded and has some serious connections out of his back pocket — perhaps even including ties to Longacre's government. "That's it — Louslik Tannery. Here's the job: We break in, sack Ol' Louslik's office, take whatever's shiny, and get out before the sheriff shows up. If we get separated, meet back at the Ash House by dawn." The Ash House is an abandoned and half-ruined manor across town, something that's inspired dozens of local ghost stories. Dull moonlight glints across her dagger as she flicks it in emphasis. "If you get pinched, remember: you're mute. Keep your mouth shut, and I'll handle things. I got assurances that we won’t take any blame if things go south. Get chatty and I'll let you rot." A beat passes and her usual crooked smirk appears. "If you don't screw things up, we'll all be drinking on Razelago's coin come dawn. Let's go." (( Before we begin, you are each entitled to one single skill check, retroactively applied to represent reconnaissance done around the tannery, prior to meeting up with Cimri at the moment of campaign start. ))
  7. "Before you decide to make a career out of scavenging the various strange ruins scattered across Numeria, reconsider — for there are a great many things you may not be prepared to find out." — Gojan the Sharp, excerpt from Pathfinder Chronicles, Volume 3 . The next morning, dawn hits you with the chill of a Numerian late summer morning, crisp with dry light airs beneath broken but gathering clouds. Armed with some new alchemical weapons, and the high spirit of having indulged in some recreation at the Silverdisk Hall from the previous afternoon, you reconvene at the edge of Weeping Pond on the way up Black Hill Trail. The bitter stink of sulphur and other chemicals still pervade the air surround this small body of placid water, set into a crescent-shaped ridge of the bald escarpment that's devoid of vegetation. T'Sarra shows up sporting a particularly bright complexion, her hair seemingly having taken on a bit more volume and a kind of stringy frizziness. Val too looks as though she's recovered somewhat from her alcoholic binge the day before. The changeling Keshka is accompanied by Father Kyte, as well as her roommate Kathleen, who seems to be expressing concern for the young ranger as they make their last steps on the trek up. "Listen, are you sure about this Kesh? I mean, you just barely got better from your last thing..."
  8. Morning rain wrapped Ellie in a gentle blanket of sound, the drizzle whispering on every surface outside and coming through her bedroom window as a low muffle. Her eyes weren't open yet, but she'd lived here long enough to know that an overcast gray ambience would meet her if they were, muted colors fading the vibrant energy in her room. Did she really want to greet such a day as this? But there was no denying it: she had to eventually. ...It was the smell of cinnamon that gave her the motivation she needed, warm nostalgia playing with the pleasure centers of her brain as the scent tickled her nose. Someone was baking downstairs - someone who knew what she liked. Finally, Ellie opened her eyes, and began her morning ritual. The room that greeted her was normally much more cheery: pastel blues and grays reminding one of the great big sky, with a large window opposite the door letting light in over Ellie's head as she lay beneath it upon her bed. There was a rather ho-hum desk to her right with school supplies, a laptop, and a bookshelf next to it, but the rest of her room was dominated by her one true passion: art. To her left, a flock of birds took wing across the wall, each one gradually growing more detailed than the last, until eventually there was one quite close to her perspective, with that beady twinkle in it's eyes and a visible ruffle to it's feathers that gave the impression of soaring threw a strong wind. On the wall beside her door, a swirling vortex of paper and canvas chronicled even more of her art journey, all the way from little pieces from long ago to grand paintings from old projects and competitions. No matter how much the colors tried to pop or the design tried to catch the eye, though, Ellie simply couldn't be bothered to appreciate them today. On her nightstand beside her, a picture lay facedown, where once it had been proudly propped up. Ellie couldn't help but look away from the reminder, grabbing her pair of glasses beside it without ever looking back. Click! The cold light of the upstairs bathroom glared down upon her, and Ellie looked up to see... that she didn't look like she'd just dragged herself out of bed at all. Her hair was perfect: no bedhead, no split ends. It even looked like it was well-groomed, which may or may not have been true, but certainly not first thing in the morning - not usually. Instinctively, she raised her glasses up to her eyes, and now things went from coincidencal to outright suspicious: her vision went blurry, like Velma when she lost her glasses! She took her glasses off: perfect vision. She put them back on: everything swam together in a blur of incomprehensible shapes. … Huh. OOC And now the story begins! :) Since the first two characters are ready and the others are on the way, I decided I'd get the ball rolling and get us going at a steady pace. It's just you for now, , but once Ellie heads downstairs, Faro will be in the kitchen area. Don't forget to describe any parts of the house that she passes that you think are relevant. ;)
  9. Kintargo Even with the cobblestones of Argent Avenue and the foliage of Aria Park still wet from the morning's light rain, dozens of Kintargans have gathered along the façade of the opera house to protest the city's new lord-mayor, Paracount Barzillai Thrune. The city's new leader was appointed by Her Infernal Majestrix, Queen Abrogail II, in the wake of the previous lord-mayor's sudden flight from the city - an event that still has local rumormongers whispering furiously. In a scant seven days, Paracount Thrune has instituted martial law, a curfew, and seven outlandish and polarizing proclamations. These actions and more have called many of Kintargo's dissatisfied citizens here on this overcast morn. There's been no sign yet of Barzillai Thrune himself, and the opera house's doors remain tightly closed - as they have since the man chose the landmark as his new home - but judging by the growing sound of the protesters, he surely can't ignore the scene on the streets below much longer. The only acknowledgement of the protest seems to be in front of the opera house, where a dozen dottariDottari is the name given to city guards in Cheliax. The term appears to be loosely equivalent to the Common word "wardens". guards stand before the entrance. Standing with them is a scowling woman, not dressed in any uniform. So far the protest appears to be peaceful, though citizens are still gathering in Aria Park. Once everyone has joined the , I will open up the map so people can place their tokens. You may place them anywhere in the scene except within 5 feet of the opera house. Once the scene starts you will have the option to perform a number of different actions as the protest goes on. Please note what action you are performing if you are choosing to do so. These options are: Listen for Rumors Pilfer Rabble Rouse Search for a Contact Silence Undesirable Elements Watch the Crowd
  10. Music: Bree - Yuletide, 2947 T.A. Winter and the Yuletide Festival is fast approaching! In preparation, the folk of Bree have begun wearing thick fur cloaks, heavy leather boots, and warming their bellies with cooked food and plenty of ale. The Prancing Pony is as busy as ever, and merriment is in the air. Though this is a joyous season, the ending to the Heatherton's misadventure has put a bit of a sour note on things, especially concerning the Company. Still, they are welcomed in town, and are being recognized as local heroes for their deeds. The ballad of Hayward's Chicken-Thief are sung by the patrons of the Pony with a surprising level of accuracy. It seems their inquisitive nature leads to long memories! A number of Rangers have even taken to spending time in town, and they look on with weary but amused eyes at the relative ignorance of the very folk they protect. Among them is Dancer, the woman met by the Company during the troll-hunt in the autumn, as well as Eraniel, the young Ranger who the Company helped slay a barrow-wight. Her term of service to Robin Hayward will be coming to an end in the spring, though she seems humbled and wizened by the experience. Among the local worthies who make their way to the Pony for the festivities are Harry Talltree, the Royal Forester of Archet, who was aided by the Company in driving out a camp of brigands from the Chetwood. He is joined by several of his hunters, including young Tom Appledore, the Bree-lad the Company saved from the brigands' blackmail. The Company finds that, despite the threat of Gorlanc in the background, very little seems to trouble the Bree-land over the next several months. Perhaps a small wolf pack wanders too close to some livestock, or some stockpiled firewood has turned out to be rotten, but all of these issues are things the Big and Little Folk of Bree have well in hand. Most of Grór's ruffians were either caught by Hallas' Rangers or the Bree-Wardens, and have been imprisoned by each. The Reeve, an elderly man named Twyc Greenleaf, is reluctant to deal out justice until after the festival. This comes as a surprise to some, for as the judge of Bree, he is infamously stern when it comes to the perpetrators of violence or cruelty, despite being lethargic on most other matters. Still, he assures the Company (if any should come see him) that Grór and his gang will get what's coming to them, and until then they shall simply be held in jail. OOC OOC: Alright folks, the Fellowship Phase has begun! This is a Yule / End of Year Fellowship Phase, meaning certain opportunities you didn't have before are now available. Each hero may choose 1 Undertaking, as normal Additionally, the Company as a whole may collectively choose another Undertaking, if it is listed as "free" in the description and you qualify for it Add 1 to your current age (also, please do so retroactively if you haven't updated your age from the first Fellowship Phase) For marginally interfering with the return of the Shadow, everyone may remove 1 Shadow point for free You all have roughly 5 months of free time for your characters. This will take us from early winter to late spring. That's plenty of time for your characters to journey to your respective homelands and back again, or wherever you would care to spend the next two seasons. If anyone would like additional information about wherever your characters wish to spend the Yule Fellowship Phase, feel free to ask. You might just uncover some new NPCs or plot hooks along the way. At this point, the narrative is now in your hands, so take it away!
  11. "The only sure thing about luck is that it will change." — Anonymous . The light, breezy morning has now progressed into a very warm afternoon with overcast skies, though judging from the lack of heaviness and humidity in the air, it doesn't feel like there would be rain. Stepping out of the Temple of Brigh, Keshka pass several of her fellow acolytes busy cutting some lumber and assembling them into what could likely become carts in the near future. Determined to get to the Foundry Tavern, she hangs a left on Temple Street. Rounding her way toward North Bridge, she comes up upon a group of six hauling some metal wreck, with a young blonde woman near the back complaining up a storm about how every cart and wagon in the whole town is tied up.
  12. "There is no honour to speak of when one deals with petty warlords, the very nature of such a concept is lost on these small minded men. The same is true of loyalty, and of fealty to Queen and Empire. Men such as these are opportunist, and they will eat from the palm of your hand and keep lying to your face for as long as you let them. It's only a matter of time until the right opportunity comes along and makes them feel emboldened enough to reach out and stab you in the back." — Lictor Resarc Ountor, Order of the Godclaw Citadel Dinyar Straddling cliffs that plummet into the Akramis River near the Arremer Falls, Citadel Dinyar rises among the Isgeri sweep of the Aspodell Mountains. Though a mighty fortress in its own right, its architecture also features spidery buttresses and flanged steeples common to many other cathedrals of Avistan. While the citadel’s defenses appear to be few, the only route to Dinyar is long, steep, narrow, and minded by the spears and traps of the order’s sentinels. Though a relatively new construction by rights when compared to the age of other similar strongholds, Citadel Dinyar stands no less as a mighty testament to discipline and devotion. "Steady up." The voice of Maralictor Alessa Volso gently cut through some idle chatter, rousing others from meditation amongst those gathered within the citadel's quiet map room, warning you of the impending need to pay attention. You know what's coming. The next command that follows is always delivered in a more gruff and commanding manner, as it would naturally be one intended to bring the current company to crisp attention to salute an arrival. "ROOM!" As the door opens to the sound of your boots clapping together, Paravicar Dominita Clara walks through and is saluted by the brunette. "Thirteen members of the Choaz Company accounted for, Ma'am." Without the usual dispensary of formalities, the paravicar nods sternly in reply, then briefly eyes the line of assembled hellknights. Then she announces, "Orders from the Lictor." Handing a sealed scroll off to the maralictor, Paravicar Clara addresses the company, looking each of you in the eyes as she speaks, "As you are already aware, every one of you were handpicked for the Choaz company because of your potential. Within each of you represents the brightest and most capable of the Order's future." "Your assignment is a simple one." Here she affords a pause. "You are to go to the Menador Mountains. There, you will find the manor estate of one local warlord named Olenius Bursio." "Bursio is a known dissident, and his voice has been tolerated by the Chelish Throne for some time." The paravicar explains, briefly walking you through the circumstances leading up to the reason behind your mission, "Thanks to our impotent steward Hedvend VI, Isger has done nothing but encouraged the ilk of men like Bursio, and now as of latest report he's been negotiating with local bandits and fortifying his holdings." "You will make an example of Bursio. You will show men like these that chaos has no place to stand." A glint of torch fire reflected in Clara's eyes as she laid your objective bare, before expounding upon the details. "This will be an in-and-out mission, so there will be no need for unnecessary bloodshed. Seize those who resist, ignore the rest." "But most importantly — Apprehend Bursio if possible, neutralize him if he proves to be troublesome." The paravicar made clear the desired end-state. Someone just signed this warlord's death warrant. "But whatever you do, do not allow him to escape." "Alright, you heard the Ma'am." After salutes are exchanged and the Paravicar has turned on her heel to leave, Volso wastes no time before turning to you, organizing the first of likely many necessary details. "Report to the quartermaster at the armoury in one hour. We ride at dawn." — Somewhere in the Isgeri range of the Menador Mountains You slipped in through the warlord's estate under the cover of night beneath the new moon, with nothing but scant starlight illuminating your obsidian forms. But even with the forces of nature working in your favour, you can't help but be a little surprised at the sheer negligence of Bursio's guards. Sloppy. It wasn't until you were practically at his manor's front gate that someone had raised the alarm. Guess they'd have had to do it some time, sooner or later. The ensuing chaos was easy to cut through. With your objective clear in mind, your team sifted through those who were simply escaping in a panic with little more than a cursory glance, focusing on striking down the remainder who were determined to die to protect Olenius Bursio. With a loud shattering crack, the pointman of your small assault force broke through the front door of the warlord's manor, wood splinters flying as the heavy door crashes down. With a few more guards whittled down along the way, you pick a particularly squeamish looking one, and the application of a little pain convinces him quick enough to reveal that Bursio's bedchamber is on the building's second floor. As you ascend the stairs, a few arrows whizz by, narrowly missing you overhead before clattering against the stone wall of the staircase. Rushing up to secure the landing, several of your team form a shield wall as the maralictor mumbles arcane words under her breath, "ድንገተኛ ኢሞሌሽን" Then, as she points her finger at the archer's chest, you hear the terrified shriek of pain as his body spontaneously bursts into flame, the still-burning victim crashing through a door in a foolish attempt to flee. "Olenius Brusio! By Order of Her Infernal Majestrix, Queen Abrogail the Second, you are hereby under arrest for the crime of seditious conspiracy against the Chelaxian Empire!" Maralictor Volso declares, even as you watch a few shadows flit around a corner. "This is the end for you. Give yourself up!" The answer came in the form of another arrow, this time shattering off of a direct impact with one of your shields. Volso sighs. "So be it." She nods, indicating for your team to move in. (( Everyone please roll initiatives immediately ))
  13. Music: The Prancing Pony - Winter 2947 T.A. Ere long, a chill in the air settled across Bree-land, signaling the arrival of winter. As the air grew colder, young Tomas Heatherton grew bolder, desiring more and more to recover his late uncle's buried fortunes in the Midgewater Marshes. It was a relatively simple matter of gathering the rest of the Company, though Fletcher proved to be the most elusive. None among the remaining members of the Company knew where he had wandered off to, yet when the time was right, he stepped through the door of the Pony, his dark cloak covered in a thin layer of snow. "Ah, good, we're all here! Are we prepared to leave? I've not found anything else of note on the map, though I can't quite say I know what the Black Barrow or the King's Chair are." Tomas asked, once everyone had gathered in the Pony. OOC Roles for Journeys GuideIn charge of all decisions concerning route, rest, and supplies. Guides rely on Wisdom and Survival proficiency. - Prudence ScoutIn charge of setting up camp, opening new trails. Scouts rely on Stealth and Investigation. - Fletcher HunterIn charge of finding food in the wild. Hunters rely on success with Survival checks. - Orn Look-outIn charge of keeping watch. Look-outs rely on their abilities in Perception. - Léofwyn OOC: Welcome back, everyone! Go ahead and narrate your return to Bree. When you do, please roll a Wisdom (Perception) check if you are proficient in them. Let me know if you have any more questions about the map. If you wish to examine the map further, please go ahead and roll an Intelligence (History or Lore) check. It may be good to summarize what you already know before setting out. To Post: Everyone!
  14. . Following a recent lead from some travellers delivered to her through Father Joram Kyte's congregation at the Temple of Brigh, Keshka has travelled nearly a week on foot to reach the area just north of the source of the Dagger River known as the Gorum Pots. An area full of stinking coloured pools and geysers, each of which belches and pops with a thick muddy slurry of heated volcanic ash, clay and other fine particles that give the mud a slightly bloody rust colour. Unfortunately for any would-be bathers, the mud's temperature and acid content are just too much to stand for comfort, and so the area just doesn't see much visitation at all, save for perhaps the occasional pilgrim of Gorum's faith that hold the place to be sacred ground. After a week worth of searching, you finally manage to find the poorly described crevasse from the travellers' tale about some supposed ancient crash of some technological thing. Approaching slowly and cautiously, you follow a track at least five or ten feet wide, looking as though something heavy had been dragged across the ground here, until you finally see it. A grey and metallic looking lump with red markings, almost the shape of some giant egg, large enough for a humanoid to fit within, just laying there at the end of the rut, inert and motionless.
  15. "There’s beauty hidden in the darkest of places. Too bad no one can see it there." — Sosiel Vaenic, Cleric of the Fifth Mendevian Crusade Once underneath Weeping pond, T'Sarra finds it rather easy to hold her breath and find her way, leading the rope as she swims ahead of the others in the brackish, sulfurous water. Though the murkiness of the pond makes it somewhat difficult to see, it doesn't take her very long to find a the submerged waterway along the northeast face of the underwater escarpment, about fifty feet from where they had entered the water. Though the underwater stream through the tunnel is fairly placid, it does wind through a slightly sinuous path, and the lack of light makes this part of the swim a particularly daunting challenge, as now the tiefling is restricted to not only relying on her darkvision, but also for trying to see through a semi-cloudy body of water. The tunnel goes on for another maybe forty or fifty feet, until finally clearing upward to a bitter air pocket stinking of mold and vinegar that leaves an unpleasant flavour in the mouth. Here, dampness hangs in the air of the lightless cave, condensing into heavy moisture on the slick stone walls. The calm, dark waters wind around the corner northwards, then again to the east further up north along a stony, soot-scarred beach. A five-foot high ledge sporting several stalagmites rises to the east, beyond which a low-ceilinged cave beckons. (( Everyone who has touched the water please roll a Fortitude save immediately. ))
  16. Music: The Prancing Pony - Winter 2947 T.A. Galian's road had been a long and weary one. But, as he was well aware of by now, there are some places in the empty lands of Eriador where one could kick back their feet and rest for a time. The most notable of these places was the Inn of the Prancing Pony, in the Mannish town of Bree. It is late at night when he arrived in early winter, the snow already beginning to gently fall over the land. OOC OOC: Welcome! Go ahead and narrate an introduction for Galian, where he came from and why he's deciding to spend the night in Bree. To Post: Galian
  17. Reference t an old thread for posterity: https://og.myth-weavers.com/showthread.php?t=543816
  18. Reference to an old thread for posterity: https://og.myth-weavers.com/showthread.php?t=507582
  19. A reference to an old thread for posterity. https://og.myth-weavers.com/showthread.php?t=507220
  20. "The first time I seen that purple fire shoot up into the sky, it liked to scare all my damn goats. They started bleating something fierce and then they up and bolted straight through the pen, knocking down half the posts. It took me two days to get'em all together again and back in the pen, and after that the nanny goats wouldn't give milk for a week. And the goats weren't the only ones frightened to hell! I shot up out of bed and darted to the window as the ground rumbled — I got tangled up in my blankets and damn near fell flat on my face! The sky was cloudy that night, and that purple flame lit up the whole thing in an eerie glow. I thought them demons from up north had attacked us for sure." — Old man Cogsburn, local farmer     18 Arodus, Moonday. Another day and a half of travel from Blackpipe, you arrive at the outskirts of the town of Torch just after midday, bringing the clouds with you. Most of the morning had been just partly cloudy, progressing into overcast in the past hour.   Approaching on the road from the south along the east bank of the Seven Tears River, the first thing you might notice is the distinct lack of a purple column of fire atop the blasted and charred top of the bald escarpment rising at a steep slope in the middle of town. The violet flame that has burned for a century atop Black Hill, which essentially birthed the town and gave it its name, having been Torch's primary economic driver for the last hundred years, is now conspicuously missing. [[ Mood Music ]]   After passing several outlying farms in the valley, the road takes you across base of the hill, over the beginnings of the main stem of the Seven Tears, then up to the plateau where the majority of the town's buildings are constructed with stone walls under roofs of ceramic or stone tiles, with the larger ones reinforced with metal.   The closer you get to the town, the more it occurs to you that something is greatly wrong. There's occasionally a few pieces of garbage floating down along the river, a townsperson is clutching their abdomen and hacking up a dry wheezing cough as he passes by, and a distinct smell of garbage and filth as you begin to enter the town itself.   Torch, for whomever calls it home, most definitely does not seem well at all.     [[ Map — Torch ]]
  21. Sho Pahl's Heavenly Tea House An Open Roleplaying Area for Celestial Travelers In the world we know, doors have a finite purpose: they serve to connect two divided spaces. No more, no less; and no matter how many times you open a door, it will always take you to that same, single place, then back again. It is a mundane constant, something that no one really thinks about; they simply trust it as fact and go on about their lives, never minding that it could be anything but what they expect... ...but this rule is only true of doors in the realm of mortals. To the spirits of the celestial heavens, a door is not so simple. To the practiced traveler of realms beyond, a single door can lead to a thousand and one different destinations, each limited only by the power and creativity of those who choose to open them. [floatleft][img]https://i.pinimg.com/564x/9d/e4/ae/9de4aeb10dcb6b56408a7d41074154c5.jpg[/img] [center][size=2]The Heavenly Teahouse of Sho Pahl, dragon kami of stories and legends.[/size][/center][/floatleft] The Heavenly Teahouse of Sho Pahl, dragon kami of stories and legends. Thus do spirits and demons alike tread effortlessly through the Endless Expanses, seeking all number of truths, treasures, and travails. Yet no matter how many different places they see, few are as dearly remembered as a certain minor realm belonging to a particularly powerful ryuu-kami. When one enters the fabulous realm of Sho Pahl, the enigmatic 'Fate Spinner', they are greeted first by the aroma of a mellow, floral incense which pervades the whole of the space. Golden-brown wooden floors appear to gleam as is freshly lacquered, while slatted paper windows in the much darker walls cast a perpetual stream of light of an eternally rising (or perhaps forever setting) sun, masked by a thick blanket of fluffy clouds and ephemeral, far-away mountains. Shadows of leafy, flower-filled trees, too, dance against the yellowed paper dividers, alluding to a world beyond that one will never behold. Here, one must remove one's shoes and coats, as well as their grudges and woes, replacing them with simple wooden sandals that sit in a neat line atop two small steps, wash their hands in the ever-flowing basin, and then enter the building proper. A chime sounds as one passes through the circular archway, hearkening a strange warmth as the teahouse's patrons turn to greet newcomers, offering seats aplenty at small curved tables that encircle a great pool of water, in which one can spy several lotus blossoms floating atop it and numerous koi fish of exotic colors swimming within. On approach, the pool shimmers in the light, giving the waters themselves a tinge of amber hue. Sitting down, one gazes about at the artful décor: large, solid wooden pillars with intricate, classical designs in Far Eastern-stylings; small, fat pots from which sprout twisting bonsai of elaborate coils and lush leaves; and thin vases filled with neatly arranged flowers. All this and much more, arranged in such a way that every facet has its own space and place of prominence, and the wandering eye is transfixed with even the slightest movement. Spirits. Demons. Demi-creatures. Great and small, powerful and not, all gather together within these walls to share in the revelry of food, drink, and story, forbidden by the dragon kami from violence. [floatright][img]https://live.staticflickr.com/65535/53156876957_6b4e9f61e5_o.png[/img][/floatright] It is strange company, to be sure, but none can compare to the proprietress herself, who after only a short wait appears next to the table, holding a wooden tray. Atop it sits a basket of simple wheat treats and an elaborate tea set which always seems to be in the most pleasing colors to the one who beholds it. Already the steeper is filled with piping hot water, and several cups stand ready to be filled alongside tiny bowls with various admixtures of tea leaves and spices ready to please the lips of those who partake of them. She--the enigmatic dragon, Sho Pahl herself--is distinctly tall and long of leg, though much of her form is all but consumed in a long, slender dress that is gold, brown and green, leaving her milky arms to protrude out of draping sleeves marked with a number of short haikus. Her face is of porcelain--barren of blemish and imperfection save for the red mark upon her forehead--and her golden eyes peer down upon her patrons from beneath pale wheat hair that fountains down her shoulders and back, crowned with a pair of twisting horns and a number of curious golden floral hair ornaments. She gives each newcomer the ever-so-slightest of smiles, but remains silent, and sinks down to her knees so as to gently place the tray on the table. There, she prepares the tea exactly as each patron requests, though in addition to what they choose to add to their drink, each also gets a tiny spoonful of a glistening yellow sap that immediately disperses into the liquid--Ambrosia, the so-called 'nectar of the gods', though in reality it is little more than a rare honey that grows only in Takaamahara's highest peaks. Lastly, she leaves a single brown coin beside each cup. Looking down into the pool, one can see numerous coins just like it resting at the bottom--each a blessing...but for what? And as if to answer the question as it springs to mind, Sho Pahl takes some of the tea in the pot into her hand, pouring a small stream into the great pool before. The water begins to shimmer, emitting a soft light which then grows to encompass the whole and revealing a scene...and then, an image...a face...a...mortal face. Ah...so this is it then...one of the greatest treasures of the dragon kami beside her magical paintbrush. The Well of Tales. A scrying glass that gazes down upon mortals during the most important moments of their lives, that the celestials might watch over them and grant blessings to those worthy. Thus the purpose of the coin, too, revealed. The act of throwing the coin into the pool itself was the blessing, imbued with the thoughts and wishes--and perhaps a little bit of power--of they who tosses it. "Enjoy..." she finally speaks in a voice that is haunting and unearthly, like several tones mixed into one, but blended in a way that was harmonious and singularly unique. She offers only this single word before she stands, moving in such a way that it seems like she is gliding across the floor to a long, wooden string instrument in the corner. Here she kneels once more, her nails lengthen slightly, and she reaches down, plucking one of the strings. This releases a hollow reverberation into the room, and then another...and another. The melody of song soon becomes evident, one that befits such an ancient and regal realm as this. A stranger, more magical place few will ever know, yet for a weary and lonely traveler of the realms, it is a little known secret paradise, tucked away in the folds of countless realms, where one can simply come and enjoy good tea and cakes, good company among friends, and fascinating tales of the mortal realm. A place of austere peace amid a torrid beyond. Such is the Celestial Teahouse of Sho Pahl, the dragon kami of stories. So come...and but for a moment, let go of your troubles to bear witness of the next grand tale, through the mirror of fate. Open Roleplay Rules Welcome to the Open Roleplay area for Glass World. Sho Pahl's Heavenly Teahouse is an inviolate space in which observers and readers may interact in the form of celestial spirits who have come to the Teahouse during their travels at such a time as to witness the story that is currently being played out. So long as you are not a player in one of the Glass World games, you may participate in this role-play, which has no plot nor purpose other than to be an in-character discussion of the events transpiring in the mortal realm. You may appear within the teahouse in any form you desire, and as often--or not--as you wish to. In addition, you may develop your identity as much as you like, from history, to relationships with others. Perhaps you are a deity, a kami spirit, a yokai, or something quite unknown. Nevertheless, while you are here, the formless has form, and the imperceptible is visible, and regardless of what relationship you may have to the others around you, this is a place of peace, and you will find swords unable to leave their sheathes, and magic intended to harm or hinder will fail to manifest. In addition, you are each provided with a single brass coin, which symbolizes a blessing. You may throw this coin into the pool at any time you wish, naming a recipient (a player-character in the game) who garners your favor. This character immediately receives a free re-roll (taking the better of the two rolls), to be used on a roll that they have just made or a roll that they are about to make. You only get one coin per game, but you may continue to be involved in the roleplay even after you use it. However, you may not otherwise interact with the mortal realm and with the story being told in the scrying pool. Beyond this, please feel free to interact with the teahouse and the other denizens as you see fit, but if you choose to leave the teahouse, your part in this narrative will end till such a time as you may choose to return there again. I will occasionally play Sho Pahl, though of course my focus will always be on running the game. I hope you enjoy the experience! Let's have fun!  
  22. Hello everyone. I wrote a Degrassi/Dungeons & Dragons Crossover Story called Whatever It Takes at Wattpad a while back. It about six teenage heroes from the Degrassi Universe as they live in the Dungeons & Dragons Universe as they fight against demons from invading their world.   Here's the link of the crossover story: https://www.wattpad.com/story/324248051?utm_source=android&utm_medium=link&utm_content=story_info&wp_page=story_details_button&wp_uname=AndreYdolly&wp_originator=f%2BIGvRR25vezYy%2BAXJl8sROJfqRYIOitzN%2B%2FLWtAprW0v6TR3h%2FqLc5j%2BSTQ5BCrliLd%2BG432cdfM6hswIJ2QcOpHsl2VYzrWliJ05RUcgY1UHQz0S49xhMMDe47Ffi5
  23. Scene Break Due to extenuating circumstances, this game was forced to transition to Baldr sooner than anticipated. This is a continuation of this OGMW story thread. For a succinct and compelling summary of this adventure's premise, please read the very first post of that thread where Nihlia lays everything out, and then return here.   kr-KRH! The massive doors of the dungeon slid back together, shutting out the howling and crackling of the storm outside and reducing it to a muffle. You had entered the massive chamber of a natural cavern - an abrupt switch from the manmade nature of the entrance behind you. The heat had risen another notch, making the temperature outside seem like blessed shade on a hot summer day in comparison. It was obvious why: most of the chamber was a veritable lake of lava, slowly roiling and flowing in eddies and channels. …But then, there was something manmade about the inside: there - hanging from between the stalactites with their pendulum ends slotted into the walls - long mechanical arms reached down, down, down until they would nearly touch the lava at their lowest point. These metal beams gleamed brass in the light… and ended in comically large circular saw blades. As you looked around at the tinkery and machinations threaded both subtly and not-so-subtly through the cave, you noticed something strange at the edge of the lake: a platform, roughly hewn from a slab of quartz, as wide around as the fountain of a large city plaza. ...A platform littered with corpses. Corpses sliced in half, and corpses burned alive until all that was left was a charred husk. A few of them rested on a mechanism rising from the center of the platform: a brass wheel with paddles for cogs and a handlebar on either side. Well, at least there was nothing immediately dangerous about the room.
  24. Rock World This world had a stark beauty with a field of orange-red rocks against a deep blue sky, the sun in the sky was bright but a little smaller than back home and it didn’t seem to cast any warmness down on the planet. You seemed to be on some sort of Mesa, a challenging climb to Jane’s eye, allowing you to see any threats coming from quite a distance, though there didn’t seem to be any life as far as you can see.   “As far as I can tell life never evolved here, that might be why time runs slower here, nothing ever happens here.” Fiona offers as an explanation   Turning a corner you see a small lean-to full of supplies and a seating area around a small well-stocked fire.   “I think it a wise idea to allow these people a chance to recover from their traumatic experience…” it was a statement, not a discussion “… and I have something I need to borrow some of you for another important task.”   She quickly gathered together a team and left on this mission, allowing the rest of you a chance to see the effect from the other side, with them seeming to glitch and blur before just disappearing as if there was just a screen wipe on reality. You were disappointed that there weren’t any sounds involved, there should have been something like a pop or something.   Rachael meanwhile was getting some interesting information from her psychic readings, the security guard was a blank they just seemed to disappear from the DMV and appear on the mud island. Linda was a different matter however, she seemed to have echoes of the demon, feelings of pure hate towards your kind through the purity of the feeling, and the distance, making it difficult to get anything further. Quick pause as we wait to see if we get any new people, and clear out the old! A good chance for everyone remaining to talk about there experiences, especially as no one's really discussed what they've seen so far.
  25. "Walk the soil.  Feel the breeze kiss your skin and taste the crisp spring waters.  Hear the rustling grass of the plains and see your next victory on the horizon.  That is what it means to be truly free." — Soyka Tenkiller, Ghost Wolf tribeswoman       After navigating the tracks through the thick prairie pastures for almost an hour, they finally come across a road of sorts, not something that's been marked by the laying of gravel or aggregate perhaps, but definitely well-impressioned by frequent use.  Tracks, bootprints and ruts clearly delineate the passing of sufficient vehicle and foot traffic, and the surrounding reeds and bushes have not grown over into the well-trodden soil of the roadway. It doesn't take too long for some passersby to come along and point the way to the nearest spot of civilization, and the group learns that they are about ten miles or so out from Hajoth Hakados, where most of them last rememebered they had been, prior to waking up in the cultist lair.  From there, it takes a couple more hours to reach a place where the road seems to follow to the left of a river that's at least a hundred feet wide.     The sky is already completely dark as the group nears the edge of town, where a grand, engraved stone wall protects the properties and residents within.  To the left of the gates is a small grove and some outlying buildings, overlooking some plots of farmland.  On the other side, a stone bridge stretches over the shores of the Sellen River, with more scattered buildings on the opposite bank.   This, is Hajoth Hakados, "The Velvet Caress of the North".     [[ Map — Hajoth Hakados ]]
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