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In a remote colony under the holy carcass of Kyth, you had a vision of true terror. A twisted abomination and its cult brewing in places unknown, ready to sever the beating heart of the goddess of glass and obsidian ensuing utter doom on everyone and all. On this colony, this malignant entity remains hidden from the gods of the sea. Malicious plans are in motion ready to spring to life. Whether this vision was sent by the gods of Kyth or by another unknown force, it is only up to you to stop this madness.

The fate of our sun, the beating heart of Kyth is in your hands! Choose our savior...or our bringer of doom.
>>
>Aberrant Dilettante
She is perhaps the easiest character to pick since she is a direct descendant of the iron queen herself. She starts with two allies, tons of starting items and powerful actions and places. She can easily get the most powerful items from the get go, she can fully heal herself and so on. With her Sanguine bonds, she can buy whatever with the same price; a mcguffin sword that costs 5 skins can be bought by 1 Sanguine bond for an example

The Aberrant Dilettante does have some drawbacks, her stats are shit meaning that unless she stack up on several bonuses, she will likely fail every skill check. Her playing style is rather restrictive; she can't gain any allies but Thernni officers, she can't gain any skins or valuables, she can't engage in her degenerate acts.

>Fanatic Purifier
This Spinebound is a heavy combat focused character with heavy emphasis on risk-reward by having lower health=more dice. The fact that he completely ignore mental damage makes him so powerful espically in the late game. He can gain powerful allies as well as new rituals to perform for his goddess Spine making him the only character who can outright learn new spells from the start.

He is in essence a glasscannon who can get 1-2 shot despite having high stats. Negative status effect will wither him down if left untreated.

>Wandering Vagrant
Of all four characters, she is probably the weakest of them all with poor stats, literally no skins for her name and a greater chance to anger the gods of the sea. However, don't let her appearance deceive you. Early game events will be much easier on her compared to other characters. She also excels in the late game where the awakening will drastically increase ebbing closer to that 100%. Her ability to reduce it (by sacrificing a stat point) will give her much needed time .

>Fate-Stolen Ratalouger
This Verminian relies heavily on his allies as he is not powerful enough to face adversities by himself. He can have a horde of allies in now time who will literally die for him if the situation rises. However, his allies being ratfolk like him requires heavy maintenance to keep them in check. The allies themselves can be used in many ways outside of combat and skillchecks, they are basically a currency just like skills
His second strength is his effectiveness with literary pages which can greatly affect both normal events and combat. He has a decent starting items and exceptionally good Sea-Blood stat (Luck) but he suffers from Cage's Blessing/Curse and he will be shot on sight by authorities if spotted.
>>
Detailed explanation for each character:
>>
>Aberrant Dilettante [Humm, Female]
Being a direct descendant from the Matriarch herself, the Iron queen of the Sanguine throne and the Thernni Empire, you have indulged yourself in a life of decadence wasting resources (and even lives) for your own pure pleasure.
After a certain scandal involving a Kythian lover, The Matriarch stripped you of all of your power and wealth banishing you to this mundane colony in the middle of nowhere...

Strengths
-Having diluted immortal blood in you, You still possess some form of authority over Humms and other dubious entities mistaking you for the Matriarch. Use it to your advantage.
-Your deviant tastes, while infamous in the sanguine throne and court, have steeled your mind. You're less likely to take mental damage in events
- You can recruit allies for free*
-A single sanguine bond (see later) can be used to purchase anything regardless of its original price.


Weaknesses
-You're not allowed to have any form of skins and/or other valuables. You aren't allowed to engage in any sort of degenerate act. The Matriarch will know...
-You can ONLY recruit allies from the Seven-Fingered office. You must have at least 1 pale officer (or any official of similar rank) accompanying you at any giving time. Failing to do will lead to your permanent arrest
- You have no starting skins due to your past crimes. Instead, you'll have Sanguine bonds periodically delivered to you if you in the colony. This bond is only of value within the colony. It's worthless outside.


Special Places
-Mosaic Mansion of Marble Marigolds: Spend 5% awakening to gain full health or mental
-Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

Special Actions:
-Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
-Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately
-Bribe: Offer a trinket or 1 sanguine bond to a human enemy (or anything that can appreciate what you are offering) to immediately end combat.

Stats
Health: Unscathed
Mental: Unscathed
1/5 Teeth [STR]
1/5 Tongue [CHR]
1/5 Mind [INT]
1/5 Heart [END]
1/5 Sea-Blood [LCK]

Starts with:
-3 Sanguine Bonds
-Knee-kissed Saber [+4 dice in combat, can instantly kill any agent of Spine, Skull, Cage]
-Silksorrow ring [+1 Mental state at the end of any combat, can speak with all forms of spiders]
-Ivory Compass [ point it towards a location to know if its event is favorable or not, three uses only]

Status effects
-Dark Cravings [permanent, failing to engage in the countless fetishes of yours when the chance arises will add -1 dice to all rolls.]

Allies
-Pale officer [Humm, +1 Teeth, +2 dice in combat and in authority related events]
-Pale officer [Humm, +1 teeth,+2 dice in combat and in authority related events]
>>
>Fanatic purifier [Spinebound, Male]
Being another soul cursed by Spine to live without flesh and skin till the end times, you had dedicated the majority of your un-life in serving the goddess who cursed you in the first place. You have committed a crime against the natural laws of this worlds and so you must atone for your sins.

Strengths
-As an unholy abomination yourself, you don't take any mental damage and mental related status effects
-Without any lungs, you can freely walk underwater
-The lower your health is, the more damage you will deal [+1 dice in combat per health loss]
-Killing agents of this unknown entity will reduce awakening by 1%


Weaknesses
-The colony doesn't tolerate your kind. Most establishments won't offer their services to you or will overcharge you instead
-As a Spinebound, any sort of offense against Spine will severely injure you. This also goes for gaining favors from the other gods of the sea.
- You take double health damage
-You are prone more to health-related negative status effects


Special Places
-Bone circle: Offer most of your health (must be unscathed ) to reduce awakening by 3%. You will be at death's door after completing this ritual

Special Actions:
-Spine's Burden: Gain a random negative status effect to gain a new ritual to use in the bone circle
-Make contact: Spend 15% awakening to gain 1 powerful ally (a Spine agent )

Stats
Health: Unscathed
Mental: Nil
4/5 Teeth [STR]
1/5 Tongue [CHR]
1/5 Mind [INT]
3/5 Heart [END]
2/5 Sea-Blood [LCK]

Starts with:
-4 Skins
-Soul-starved pistol [-2 dice on combat, permanently gains +1 dice per each combat]
-2 Voracious pages [+2 Health, single-use only]

Status effects
None

Allies
None!
>>
>Wandering Vagrant [Ashen, Female]
Being an outsider from the desolate barren world who somehow washed up here, You became another beggar in this colony with no clear memory of your early life like most Ashen who wound up here in Kyth. The Matriarch barely tolerates your kin as she exploit you for cheap labor. You are lucky to be alive at this point.

Strengths
-Being an outsider makes you somewhat related to the unknown entity, It won't be as aggressive in the early game events
-The desolate wasteland had hardened your skin against supernatural forces. You have a better chance of survival compared to other races
- You are more likely to escape combat

Weaknesses
-Humms (and in turn local authority and garrison of pale officers) won't tolerate your presence . Humm allies will have a debuff.
- As an outsider, the gods of the sea do not trust you either. It will be harder to gain their favour and it will be easier to gain their curses
- You have no starting skins! The wandering Vagrant is yet another poor soul in this cruel world

Special Places
-The Slums: Spend 2% awakening to look for/recruit non-Humm allies who are as poor as you are
-The Underdocks: Spend 2% and 1 Skin to gain random items from the hoarding Verminians below the docks. Better chances of something special if you have a Verminian ally

Special Actions:
-Beg: Spend 3% awakening to gain 0-5 Skins
-Ashen Grace: Spend 2% awakening to cure 1 removable status effect. Cost increase by 1 per use.
-Ashen Plea: Reduce awakening by 5% at the cost of 1 point from your stats

Stats
Health: Unscathed
Mental: Unscathed
1/5 Teeth [STR]
3/5 Tongue [CHR]
2/5 Mind [INT]
2/5 Heart [END]
0/5 Sea-Blood [LCK]

Starts with:
-0 Skins!
-Shiv [+1 dice in combat]
-1 Marrowine [ Single use item, +2 Mental state for but -3 dice in combat for 2 events]

Status effects
-Ashen skin [permanent, small chance to ignore most of negative status effects]

Allies
-Merciful Leech [Guardian, Provides immunity against time dilation, -1 Heart, Occasionally restores health outside of combat]
>>
>Fate-stolen Ratalouger [Verminian, Male]

From the humble beginnings of Hands-in-pages (blessed be him by mother cage) to the grand rat city of Veratte. You were one of few Verminians interested in recording the history of your fleeting race. However, you were caught by the Humm queen's men and sent on a ship to your certain death among others.

This ship was swallowed by the sea, many of your kin have perished. Only you and a dozen more have washed up on this colony burrowing under their docks for a temporary place to call home.


Strengths
-Being a Verminian, you are immune to almost all diseases. You can carry them without any penalties Certain health related status effect will affect your foes during combat.
- All Literary pages have double the effect.
-At death's door, your allies will automatically take a hit for you


Weaknesses
-You are a wanted man, You can't wander the colony under daylight without using an elusive page.
-You are not suited for fighting, gain -5 dice in combat.
- You have to keep your Verminian allies well fed (by giving them Cage-scented Cheese periodically) or they might just leave....or worse.


Special Places
-Under-Under docks: Spend 2% awakening to Hire Verminian allies with either skin or
Cage-scented cheese.
-Sunken Mother Cage shrine: Spend 4% Awakening to Sacrifice a Verminian ally, gain a new spell
-Rattus Pittus: Spend 5% awakening to send your allies to an underground area for a chance to gain various items. The more powerful your allies are, the higher the chance of gaining powerful items.

Special Actions:
-Pickpocket: Spend 2% awakening to steal from Humms to gain new items.
-Flesh Scribe: Spend 3% awakening to Sacrifice an ally to gain 0-3 literary pages


Stats
Health: Unscathed
Mental: Unscathed
1/5 Teeth [STR]
1/5 Tongue [CHR]
3/5 Mind [INT]
1/5 Heart [END]
4/5 Sea-Blood [LCK]

Starts with:
-4 Skins
-4 Cage-Scented cheese [ Single use item, restore 1 health and 1 mental state]
-2 Wrathful pages [ Single-use item: Turns the health state of any normal enemy to At death's door .]
-2 Sinful pages [Single use item: Turns into a random item with a chance to inflict negative status effect on you]
-2 Elusive pages [Single use items, you temporary change form to a Humm]

Status effects
-Mother Cage's Boon: You can see the unseen, hear the unheard but your mental state might drop periodically

Allies
-Rambling Sharptooth [Verminian,-2 Mind, +2 Dice in combat, small chance to instantly kill Humm enemies]
-Void-Bellied Bloater [Verminian,+1 Heart, -2 Dice in combat. Can soak up 2 hits in combat but dies if hit three times]
-Docile No-fur [Verminian, +1 Sea-Blood, Can crawl in tiny spaces]
>>
>>4137489
Small note before starting: This is a one-shot quest based on Across the sea. It can be found here: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=sea+captain

Hello, Just wanted to thank the OP again for posting since I can't start new threads myself (rangebanned)

Unfortunately, We will start probably tomorrow since it is already late. Check /qtg/ for an update. In the meantime, you can think of a character to choose from.

I know there are many rules , new terms and what not but all will be explained in due time.
>>
>Aberrant Dilettante
The early game bonuses are probably worth the bad stats and restrictions. This game looks like it will be very tough. Btw, skins=money basically, right?
>>
>>4137568
yes. This is the skin of Kyth, the goddess of glass and Obsidian which is used a common currency both inside and outside the Thernni Empire
>>
>>4137489
>Aberrant Dilettante
>>
>>4137496
>Wandering Vagrant
>>
>>4137489
>Fanatic purifier
>>
>>4137489
>>Aberrant Dilettante
>>
>>4138349
>>4138079
>>4137929
>>4137592
>>4137489
>>4137568
Alright, we are live. I will wait an hour or so before starting. If you got any questions in the meantime, ask them right away!
>>
>>4138360
forgot my trip
>>
>>4138079
>>4137929
>>4137592
>>4137568
>>4138349
Alright, I guess we are going for Aberrant Dilettante. Writing.
>>
Aberrant Dilettante

What a bore this pathetic island is, hardly a proper accommodation for a descendant of the Immortal queen. You brought it on yourself by bedding that Kythian who turned out to be a little spy for the Kiln, the sworn enemies of the empire. Your venture had costed the empire dozens of lives and years worth of intelligence gathered....

Not that you care for anyone lesser than you. You merely follow your darkest desires. Still, The Matriach's punishment is not as severe. She would have sent you to rot in [b] Throat Keep [/b] or worse but She saw something in you...you don't know exactly what was it. Something about your blood perhaps? Diluted as it may be, It still holds immense power unlike most the royal bloodline.

1/2
>>
>>4138483
In your lavish bedroom, Your deviant and twisted dreams had morphed into something horrid and vile. You had a woeful nightmare about a greater evil slumbering from times unknown. It shall be awaken once more to end life on Kyth as you know it. Humms, Kerkit, Verminians, Men of stone, Spinebound....all shall perish without the beating heart of Kyth filling the skies with warmth and law. Yes, Its mere presence is the very foundation of the laws of this world...it governs all and for that it must be protected at all costs.

No one will believe this dark omen. Even If someone did believe you, this blasted colony is secluded from the rest of the world (The Iron Queen knew what she was doing by banishing you there). Due to time dilation in the sea, any proper help might take months or even years to arrive.

One should not mistake the act of self preservation for heroism. No one here is competent enough to stop this evil but you. Yes, decades of decadence might have left you soft and fragile but you can circumvent your shortcomings with other bountiful resources that shall aid you in your endeavor.

2/3
>>
>>4138483
>>
>>4138513
Nameless Colony

Your goal is to stop the Malicious entity from destroying the world before its awakening turns 100%. The quest is basically in turns with each turn increasing the awakening by 1%

What DOESN'T increase awakening (Free actions between turns): Using items, equipping weapons/trinkets, using spells , managing your allies.

What DOES increase awakening: Going to a location, triggering an event, triggering combat.

You can go to a Myriad of locations where you can either EXPLORE or INTERACT. The location marked with QUEST is the place needed to continue the story. It varies according our progress.

EXPLORE: Trigger a random event [passive one or an active one that require skill check] or combat event.

INTERACT: Trigger a fixed event [Interacting with the Kerkit Market for an example will allow you to buy various items]

More will be explained for now , lets start our first turn:

TURN 1
You need to speak with the authority first, just in case they are aware of this plight as well. The governor of the colony might be of use though is he too isolated from the problems of his people. The tireless pale officers guarding the Bulwark may be of use but they are but common rabble in your eyes.

GO TO
>Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>[QUEST] The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>[QUEST]Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact
>Sandless Shore- Explore only

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: Spend 5% awakening to gain full health or mental
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item
>>
SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately

Stats
Health: Unscathed
Mental: Unscathed
1/5 Teeth [STR]
1/5 Tongue [CHR]
1/5 Mind [INT]
1/5 Heart [END]
1/5 Sea-Blood [LCK]
AWAKENING: 0%

Inventory:
-3 Sanguine Bonds
-Knee-kissed Saber [+4 dice in combat, can instantly kill any agent of Spine, Skull, Cage]
-Silksorrow ring [+1 Mental state at the end of any combat, can speak with all forms of spiders]
-Ivory Compass [ point it towards a location to know if its event is favorable or not, three uses only]

Status effects
-Dark Cravings [permanent, failing to engage in the countless fetishes of yours when the chance arises will add -1 dice to all rolls.]

Allies
-Pale officer [Humm, +1 Teeth, +2 dice in combat and in authority related events]
-Pale officer [Humm, +1 teeth,+2 dice in combat and in authority related events]
>>
>>4138565
>>4138558
>>
>>4138558
>[QUEST]Governor's mansion- Explore only
>>
>>4138567
I should mention that you can only select 1 location per turn while specifying what do you want to do.
for an example:
>Old Mercy's house of replenishment: EXPLORE
>>
>>4138574
That was a copying error
>>
>>4138558
>[QUEST]Governor's mansion- Explore only
>Equip an item
Silksorrow ring and our Sabre (sheathed, of course). It will display our wealth and superiority over the common rabble
>>
Most options in events can have a skillcheck. Skill checks can be modified by your stats.
Example: deciphering an ancient to text is an mind [INT] skill check. If you have 4/5 INT, you will have +4 in the roll. Some items/trinkets also affect rolling.

Some options will be omitted indicating that you lack a certain criteria for that option. Finally, Sea-Blood [LCK] can randomly affect ALL ROLLS. It will sometimes nudge a bad roll but don't expect Sea-Blood kicking in every roll.

Dice used is D20, 1 Roll by the QM in events, 3 Bo3 by anons in combat
>>4138577
>>4138645

Eerie Silence


The mansion is a dreadful place indeed; not even a single chirp from the trees. Silence holds dominion over the mansion and its surroundings. It feels unsettling to say the least.

You rarely set foot in this place; the governor is an overgrown, bloated swine who was a slaver at some point of his pathetic life. You have no sympathy for his slaves... those weak-minded Men of stone working till to death in these infested mines up north.

"The Governor deeply regrets to inform you that he is busy. Mayhaps you want some tea whilst he finishes his mounds of paperwork?" said on of his lackeys while you were waiting for an audience with this lowlife.

>Tea it is, you will wait more for the bastard
>[Pale Officer] Have one of your allies put some pressure on the lackey
>[Bribe] Give the lackey 1 Sanguine Bond to speak with the governor immediately
>[2 Pale Officer] Make them distract this lackey while you look around, undetected.
>>
>>4138659
*a mind
*wait some more
>>
>>4138645
those are equipped by default though. Next post i will put [E] next to an item to indicate it was equipped.
>>
>>4138659
>[Pale Officer] Have one of your allies put some pressure on the lackey
>>
>>4138659
>>
Rolled 12 (1d20)

>>4138686
+2 for having 2 pale officers [authority related event]
>>
Damage:
Your character have two sorts of life points. HEALTH and MENTAL. Instead of numbers, both HEALTH and MENTAL are made of states which are:
Unscathed>Slightly wounded>wounded>greatly wounded>grievously wounded>at death's door>Death for health

Unscathed>Slightly anxious>perturbed>troubled >paranoid>on brink of madness>Insane for mental


Both your heart [END] and your mind [INT] affect the overall damage inflicted to you meaning that someone with 5/5 heart might go from unscathed to slightly wounded while someone with 1/5 taking the same hit will go from unscathed to greatly wounded for an example.


HEALTH: You physical health and wellbeing
MENTAL: Your mental health and sanity

>>4138686
[Success]

With the help of your Pale officers, you have made it to the governor's office. The fat slob wasn't engaging in paperwork. No, you know this musk all too well...there is someone else behind that cabinet waiting for you to finish talking with the governor to return to their 'duties' so to speak.

After thoroughly explaining the situation to the governor, the man burst out laughing " Lurking danger? End of the world? Milady, While I appreciate your enthusiasm to prove yourself to our fair queen but your tales of terror has no place in my colony. I am pouring more and more men in the bulwark to fend the colony from the devious infected."

Without a shred of etiquette or dignity, he scratched his slouched belly " Fear not,I have someone watch over you, Milday. Can't have a royalty die in colony while chasing some faux grandeur..."

-His blabbering words had damage your mental health! Unscathed-->Slightly anxious
-You gained a new ally:Pale officer [Humm, +1 teeth,+2 dice in combat and in authority related events]

1/2
>>
TURN 2 [AWAKENING 1%]
With the governor being as useless as a bent nail, you have no option but to go to the tireless pale officers guarding the Bulwark. They may be of use afterall.

You should not ignore the rest of the colony however, you must be prepared to face what adversities the future holds.

GO TO
>Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>[QUEST] The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact
>Sandless Shore- Explore only

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: Spend 5% awakening to gain full health or mental
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately

Stats
Health: Unscathed
Mental: Slightly anxious
1/5 Teeth [STR]
1/5 Tongue [CHR]
1/5 Mind [INT]
1/5 Heart [END]
1/5 Sea-Blood [LCK]


Inventory:
-3 Sanguine Bonds
-Knee-kissed Saber [E] [+4 dice in combat, can instantly kill any agent of Spine, Skull, Cage]
-Silksorrow ring [E] [+1 Mental state at the end of any combat, can speak with all forms of spiders]
-Ivory Compass [ point it towards a location to know if its event is favorable or not, three uses only]

Status effects
-Dark Cravings [permanent, failing to engage in the countless fetishes of yours when the chance arises will add -1 dice to all rolls.]

Allies
-Pale officer [Humm, +1 Teeth, +2 dice in combat and in authority related events]
-Pale officer [Humm, +1 teeth,+2 dice in combat and in authority related events]
-Pale officer [Humm, +1 teeth,+2 dice in combat and in authority related events]
>>
I really wanna know how you will circumvent the Aberrant Dilettante degenerate impulses when the Matriarch herself will know if she does and if she doesn’t we get a harsh penalty. That choice wasn’t very cash money of you, but let’s see how far it goes.
>>
>>4138764
we'll manage
>>
>>4138764
>>4138747
>>
>>4138747
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
Let's interact to buy items
>>
>>4138747
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>>
>>4138747
>[QUEST] The Bulwark - Explore + Interact [Work to gain skins]
>>
>>
>>4138904

Kerkit Bazaar
3-5 Items will be on sale each time. Spend 1% extra awakening to wait reshuffling the stock if you want.
>>4138845
>>4138858
An unlikely purchase

The buzzing of the bazaar never ends. As it is known, those insect-like creatures are master traders. The Kerkit have established themselves in almost all colonies. They are very religious worshiping their ancestors rather than the four gods of the sea.

Personally, you find them disgusting; too many wings, eye and everything really , even your wildest desires won't involve one of these filthy creatures.

You stumbled upon a peddler of sorts. While he was leagues below your prestigious position, He did have some items that might spark your intrest:

EVERYTHING COST 1 SANGUINE BOND
CANT SELL ITEMS DUE TO CHARACTER RESTRICTIONS

Mischievous Idol [Ally, Guardian, -2 Mind, Provide immunity against time dilation, can emit light]

Serpentine key of Vuuld "BUY ME HUMM, YOU NEED ME. I AM YOUR SALVATION!" [Trinket: Automatic success in ALL non combat skill checks but....]

Wingdust [Single use item, gives you 100% chance to escape combat or perilous situations in random events]

Time-Torn Monocle [+2 Sea Blood but -1 Mind. Can detect events in the past/future ]

>Buy Item
>RESHUFFLE [cost 1% awakening]
>Leave


>>4138858
>>4138881
remember to specify whether you want to interact or explore
>>
>>4138908
>Buy Item
Time-torn monocle. If this penalty, does the officer accompanying us stores “our” itens ?
>>
>>4138967
we have infinite storage so dont worry about it. However we can only equip 1 weapon and 1 trinket at a time.
>>
>>4138981
Ok then
>>
>>4138908
>Serpentine key of Vuuld "BUY ME HUMM, YOU NEED ME. I AM YOUR SALVATION!" [Trinket: Automatic success in ALL non combat skill checks but....]
This is totally not suspicious whatsoever! Seriously though, backing >>4138967
>>
>>4138967
>>4139002

You bought the Monocle ignoring the wild curses of this bizarre sentient key as you left the Kerkit infested market

TURN 3 [AWAKENING 2%]
With the governor being as useless as a bent nail, you have no option but to go to the tireless pale officers guarding the Bulwark. They may be of use afterall.

You should not ignore the rest of the colony however, you must be prepared to face what adversities the future holds.

GO TO
>Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>[QUEST] The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact
>Sandless Shore- Explore only

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: Spend 5% awakening to gain full health or mental
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately

Stats
Health: Unscathed
Mental: Slightly anxious
1/5 Teeth [STR]
1/5 Tongue [CHR]
1/5 Mind [INT]
1/5 Heart [END]
1/5 Sea-Blood [LCK]


Inventory:
-2 Sanguine Bonds
-Knee-kissed Saber [E] [+4 dice in combat, can instantly kill any agent of Spine, Skull, Cage]
-Silksorrow ring [E] [+1 Mental state at the end of any combat, can speak with all forms of spiders]
-Time-Torn Monocle [+2 Sea Blood but -1 Mind. Can detect events in the past/future ]
-Ivory Compass [ point it towards a location to know if its event is favorable or not, three uses only]

Status effects
-Dark Cravings [permanent, failing to engage in the countless fetishes of yours when the chance arises will add -1 dice to all rolls.]

Allies
-Pale officer [Humm, +1 Teeth, +2 dice in combat and in authority related events]
-Pale officer [Humm, +1 teeth,+2 dice in combat and in authority related events]
-Pale officer [Humm, +1 teeth,+2 dice in combat and in authority related events]
>>
>>4139015
>Use an item
Let’s put our monocle into action
>>
>>4139015
>[QUEST] The Bulwark - Explore + Interact [Work to gain skins]
Explore the quest there
>>
>>4139073
>>4139049
Support
>>
>>4139049
>>4139073
>>4139090

The Bulwark

Not exactly a place for royalty like you, the bulwark is perhaps the only thing protecting the colony from the rampant corruption outside. A well constructed wall with various watch towers built by slaves for Hummkind... the only sort of achievement done by that fat governor in his early years. The sound of gunfire is not uncommon around here; the wilderness spawns infected creatures hellbent on killing everyone inside.

You saw weary eyes, tired from countless shifts. These men defend the colony until they drop dead from exhaustion. The batch your encountered are not exactly keen on talking to someone of your caliber. Oh these Mongrels... you would have them all executed for this insolence if you had a sliver of your former power and wealth. Your men had no real authority over their brethren in arms sadly.

>Look for another batch of Pale officer. Someone must have seen something unusual around here...
>Swallow your dignity and attempt to talk your way in the heart of one of these bastards
̶>̶[̶M̶a̶r̶r̶o̶w̶i̶n̶e̶]̶ ̶O̶f̶f̶e̶r̶ ̶t̶h̶e̶m̶ ̶s̶o̶m̶e̶ ̶s̶p̶i̶r̶i̶t̶s̶ ̶t̶o̶ ̶l̶i̶f̶t̶ ̶t̶h̶e̶i̶r̶ ̶a̶c̶c̶u̶r̶s̶e̶d̶ ̶m̶o̶r̶a̶l̶e̶ ̶a̶ ̶l̶i̶t̶t̶l̶e̶ ̶b̶i̶t̶
>Spend the rest of the day shooting the beasts beyond the Bulwark. A safe target practice for what lies ahead for you and a hint of compassion and solidarity for the men risking their lives everyday for the colony
>>
>>4139162
>Look for another batch of Pale officer. Someone must have seen something unusual around here...
>>
>>4139162
>Spend the rest of the day shooting the beasts beyond the Bulwark. A safe target practice for what lies ahead for you and a hint of compassion and solidarity for the men risking their lives everyday for the colony
>>
Rolled 1 (1d2)

>>4139190
>>4139200
>>
>>4139162
>>
>>4139190
>>4139200
A discovery

They were really oblivious about what you were talking about but at least they didn't deny the possibility of something truly evil in the colony. Unlike the blubbery governor, they had their share of horrors to kill in the past few years. Some began to abandon their faith in the gods of the sea ...

"Ironblood..." A decrepit old man called you by an unusual name. This name is used a small cult scattered across the empire; bunch of loons worshiping the Iron Queen and in turn her descendants for uplifting Humms from their squalid origins to a glorious empire. It was flattering at first but the Matriarch officially banned this sort of crazed religion out of spite from the concept itself.

The Thernni Empire is an industrious beast, it has no place for religious fanatic to leech off its glory.

"....you seek a skin wearer in hiding. A scholar hidden amongst many. Find him and bring him to us."

"Us?" You can't believe you are having this conversation in the first place.

"Yes. We are the Followers of the Ironblood. Few of us may be but we shall aid you whenever we can. Find us in the sandless shore..."

-Walking aimlessly around had exhausted you, while you gained new information, you feel like you have wasted a lot of time [+1% Awakening. ]
-You can interact with the Followers of the Ironblood in Sandless shore [This will annoy the Matriarch however. You can pay your allies 1 sanguine art to look the other way if you want]

1/2
>>
>>4139221
>>4139233
*fanatics
*sanguine bond


TURN 4 [AWAKENING 4%]
To catch a Kythian

Is this weird cult using you somehow? You have no way to tell. However this is sadly the strongest lead you have right now. This Kythian should be in the residential district. Catching him should be impossible without a properly trained silver hound or an obsidian compass...there are also a handful of literary pages that can help you in that regard. There are also other means to uncover this elusive target...

GO TO
>[QUEST] Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact
>Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond]

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: Spend 5% awakening to gain full health or mental
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately

Stats
Health: Unscathed
Mental: Slightly anxious
1/5 Teeth [STR]
1/5 Tongue [CHR]
1/5 Mind [INT]
1/5 Heart [END]
1/5 Sea-Blood [LCK]


Inventory:
-2 Sanguine Bonds
-Knee-kissed Saber [E] [+4 dice in combat, can instantly kill any agent of Spine, Skull, Cage]
-Silksorrow ring [+1 Mental state at the end of any combat, can speak with all forms of spiders]
-Time-Torn Monocle [E] [+2 Sea Blood but -1 Mind. Can detect events in the past/future ]
-Ivory Compass [ point it towards a location to know if its event is favorable or not, three uses only]

Status effects
-Dark Cravings [permanent, failing to engage in the countless fetishes of yours when the chance arises will add -1 dice to all rolls.]

Allies
-Pale officer [Humm, +1 Teeth, +2 dice in combat and in authority related events]
-Pale officer [Humm, +1 teeth,+2 dice in combat and in authority related events]
-Pale officer [Humm, +1 teeth,+2 dice in combat and in authority related events]
>>
>>4139252
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately

>Sandless Shore- Interact [With the followers of the Ironblood, cost 1 sanguine bond]
>>
>>4139252
>Docks- Explore
Should we use the commission to acquire a silver hound?
>>
>>4139261
I mean it is a dog used by the government to sniff out Kythians spies on the regular. Commission is should be reserved for something far more valuable.
>>
Rolled 1 (1d2)

>>4139259
>>4139261

>>4139264
*commission should
>>
>>4139259
>>4139261

[AWAKENING 8%]

You still had ties back in the Sanguine throne, Using the only post office in the colony, you managed to send a bell-letter demanding more bonds to fund your ventures. In mere seconds, the special bell above the office tricked Cage, the goddess of time, allowing the sanguine bonds to cross great distances to you. It is a shame that Bell-transportation is so limited....only small objects are allowed to cross the nether from one point to another.

1/2
>>
>>4139261
>>4139259

Blood on Glass

The Sandless shore was a successful attempt from the governor to halt the ever spreading corruption by detonating several wrathful pages combined with some Verminian dirty concoctions turning the shore into a black-glassed glacier. A desolate wasteland so vile that the sea refuses to touch this insult. The water is bent outwards across the shore with the exception of the docks.

This cult had burrowed inside the thick black glass like those filthy ratfolks.

"Welcome, welcome, Ironblood! We are blessed to witness your holy grace..." said one of the followers. This place itself was more of a bubbling forge with human effigies and primal markings carved all over the walls.

They were few able men and women guarding the place, the rest were either too sickly and old (from constant exposure to iron and other heavy metals) or children kissing your boots religiously.

"How can we serve your grace?" The pale officers, despite getting paid for it, were growing anxious. You had a similar feeling but you swallowed it for the time being.

Choose one action only

>Offer a follower of the Ironblood to the great forge to:
-gain 1 stat and a physical negative status effects
-Reduce awakening by 3%
-forge a decent weapon
-forge a decent trinket
>[DONT DO THIS]Offer an ally to the great forge to :
- gain 2 stats and a physical negative status effect
-Forge a powerful weapon
-Forge a powerful trinket
-Reduce awakening by 5%
>Drawn your weapon, They all must be purged!!
>Quietly leave, you have no business with these savages
>Quietly leave, reach the Seven fingered office and order them to purge these filthy heretics
>>
>>4139324
*draw
>>
>>4139324
>Offer a follower of the Ironblood to the great forge to:
>>
>>4139343
choose one of the following
-gain 1 stat and a physical negative status effects
-Reduce awakening by 3%
-forge a decent weapon
-forge a decent trinket
>>
>>4139324
>gain 1 stat and a physical negative status effects
Why did the awakening went to 8% if the chosen option said spend 4% awakening ?
>>
>>4139350
we had 4 already and we gained 4 from noble privileges=8
>>
>>4139345
>Reduce awakening by 3%
>>
>>4139353
Ok, next time change it to increase instead
>>
Rolled 1 (1d2)

>>4139360
sure
>>4139358
>>4139350
if it is 1 then specify which stat you want to level up
>>
>>4139370
well since you didn't choose i will put it in sea blood
>>
>>4139358
>>4139350
A sacrifice was made to your name, they bathed a little girl in molten iron. The brave little girl didn't cry in agony, she was quiet as a mouse till her bitter end. Her remains were poured into a strange mould reshaping her into an amalgamation of black bones and iron...a human effigy.

Through means unknown, you felt a surge of power coursing through your veins. It burns as her soul become one with your body...a good pain.

-You gained 1 Sea-Blood
-You gained a physical status effect: Charred Veins: Whenever you increase your stats, Lose 1 Health state. If you are at death's door, it will instantly kill you.

1/2
>>
Stopping here for now, we will continue later. Goodnight everyone.
>>4139415

TURN 5 [AWAKENING 9%]
The Iron Queen has bestowed 2 Sanguine bonds upon you!
To catch a Kythian

This maniacal cult may prove to be useful afterall, though it is clear that your allies have found it....unethical to say the least . This Kythian should be in the residential district. Catching him should be impossible without a properly trained silver hound or an obsidian compass...there are also a handful of literary pages that can help you in that regard. There are also other means to uncover this elusive target...

GO TO
>[QUEST] Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact
>Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond, sacrifice them or your allies for a myriad of benefits]

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: Spend 5% awakening to gain full health or mental
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately

Stats
Health: Unscathed
Mental: Slightly anxious
1/5 Teeth [STR]
1/5 Tongue [CHR]
1/5 Mind [INT]
1/5 Heart [END]
2/5 Sea-Blood [LCK]


Inventory:
-8 Sanguine Bonds
-Knee-kissed Saber [E] [+4 dice in combat, can instantly kill any agent of Spine, Skull, Cage]
-Silksorrow ring [+1 Mental state at the end of any combat, can speak with all forms of spiders]
-Time-Torn Monocle [E] [+2 Sea Blood but -1 Mind. Can detect events in the past/future ]
-Ivory Compass [ point it towards a location to know if its event is favorable or not, three uses only]

Status effects
-Dark Cravings [permanent, failing to engage in the countless fetishes of yours when the chance arises will add -1 dice to all rolls.]
-Charred Veins [Permanent Whenever you increase your stats, Lose 1 Health state. If you are at death's door, it will instantly kill you.]


Allies
-Pale officer [Humm, +1 Teeth, +2 dice in combat and in authority related events]
-Pale officer [Humm, +1 teeth,+2 dice in combat and in authority related events]
-Pale officer [Humm, +1 teeth,+2 dice in combat and in authority related events]
>>
>>4139423
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.
>>
>>4139423
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.
>>
>>4139442
>>4139493
would you like to pay an extra sanguine bond?
>>
>>4140455
No, let's save it
>>
>>4139442
>>4139493
>>4140518

The seven fingered office was quite busy that day. Men and women carrying the burden of this colony on their shoulders and managing exports and other affairs. They are in a sense the true leaders of this colony, the governor does have his word on things but they run the show more or less.

Spearheading this operation was a mysterious figure known as the Joint. A man? woman? both? a person who had lost his Humm form in the sea from time dilatation. This new form had no place in the empire, however, this person had proved his loyalty to the Queen time and time before...He still had his mental faculties intact.

And so he was locked in a ruinous iron cube and shipped here to oversee the colony's pale office. One can only see his seven fingers twitching slightly from several cracks and slits, his myriad of eyes are shining in the darkness behind a small opening.

"Most gracious noble...." a raspy voice escaped its prison " Three of our men follow your shadows at all times. Are you truly that afraid? The Bulwark is in safe hands. You do not to worry about what lurks behind the great wall..."

>You don't really care about the mutant's opinion. You need that fourth pale officer
>Apologize, the Bulwark needs every pair of legs and arms
>Have a small chatter with the joint instead
>Inform the joint about the terrible cult in the sandless shore
>>
>>4140534
Would it be possible to request a silver hound instead of a pale officer from him? We could maybe argue we're a target for Kythian spies since that's what got us here
>>
>>4140589
that would fall under the +1 sanguine bond choice. While a pale officer is more valuable than a silver hound, they are relatively uncommon in comparison
>>
>>4140608
OK do it
>>
>>
>>4140656
Silverhounds were rarely seen in this colony since it has little strategic value for the Kythians in the first place. They are twisted beasts fit to track and kill the men of glass if the situation arises. Once anyone is within reach their monstrous their monstrous jaws, it is over. Without a proper houndmaster, these hounds can ran amok in heated situations.

-You paid 1 sanguine bond for a silver hound [ +4 dice in combat, can detect kythians, can injure allies during combat]

1/2
>>
TURN 5 [AWAKENING 10%]
The Iron Queen has bestowed 2 Sanguine bonds upon you!
To catch a Kythian

This maniacal cult may prove to be useful afterall, though it is clear that your allies have found it....unethical to say the least . This Kythian should be in the residential district. Now that you have a silverhound of your own, you can track the hidden scholar if you so desire.

GO TO
>[QUEST] Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact
>Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond, sacrifice them or your allies for a myriad of benefits]

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: Spend 5% awakening to gain full health or mental
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately

Stats
Health: Unscathed
Mental: Slightly anxious
1/5 Teeth [STR]
1/5 Tongue [CHR]
1/5 Mind [INT]
1/5 Heart [END]
2/5 Sea-Blood [LCK]


Inventory:
-8 Sanguine Bonds
-Knee-kissed Saber [E] [+4 dice in combat, can instantly kill any agent of Spine, Skull, Cage]
-Silksorrow ring [+1 Mental state at the end of any combat, can speak with all forms of spiders]
-Time-Torn Monocle [E] [+2 Sea Blood but -1 Mind. Can detect events in the past/future ]
-Ivory Compass [ point it towards a location to know if its event is favorable or not, three uses only]

Status effects
-Dark Cravings [permanent, failing to engage in the countless fetishes of yours when the chance arises will add -1 dice to all rolls.]
-Charred Veins [Permanent Whenever you increase your stats, Lose 1 Health state. If you are at death's door, it will instantly kill you.]


Allies
-Pale officer [Humm, +1 Teeth, +2 dice in combat and in authority related events]
-Pale officer [Humm, +1 teeth,+2 dice in combat and in authority related events]
-Pale officer [Humm, +1 teeth,+2 dice in combat and in authority related events]
-Silverhound [Beast, +4 dice in combat, can detect kythians, may injure allies during combat]
>>
>>4140704
>[QUEST] Residential district - Explore only
>>
>>4140704
*turn 6
>>
>>4140704
>[QUEST] Residential district - Explore only
Sniff Sniff
>>
>>4140712
>>4140723

On the Prowl

The residential district is a small maze of compacted houses and narrow streets hastily built during the earlier days of the colony. Everything is dirty and caked in mud, You will have to dispose of your fashionable attire aftetwards; who knows what sorts of diseases these common folks are carrying?

Your unruly beast begins the search. Considering that you are dealing with hundreds of people in relatively large area, finding your target might take at least a couple of visits if you are unlucky.

Your men formed a gauntlet around you as per your order. While the Silverhound was taking an ungodly leak at a lightpole, you heard a familiar but not forgotten sound.

To your right, in a dingy alley half-blocked by wooden crate, a woman was getting her throat slit by a common thief who dragged her away from watchful eyes. You felt a surge of desire brimming inside your chest.

You wanted this.

You wanted to see life ebbing from this unwashed victim, you wanted to run your hands over her cold, cold body, you wanted to stare at her lifeless eyes and half parted lips. You are being possessed by your desires once more....

>[Silverhound] Strike the beast to provoke it, causing the hound to lash at your allies and anyone around it giving you enough time to slip by unnoticed.
>[Bribe] Confront the thief, pay him 1 sanguine bond to somehow deliver the body to the back of your mansion so you can toy with it afterwards
>[Dark Carving] Ignore your desires and pay for it.
>Attack this lowlife at once, you yearn to spill some blood
>>
>>4140792
>[Bribe] Confront the thief, pay him 1 sanguine bond to somehow deliver the body to the back of your mansion so you can toy with it afterwards
>>
>>4140800
Your hair alone signified your royal bloodline which made him lower his knife; no one wants to invoke the wrath of the Iron queen. You approached the dreg of society for an offer he could not refuse. You quickly returned to your men who were slightly suspicious at first but didn't say anything.

Drat, looks like your hound didn't find the right scent. Not to worry, this is always tomorrow.

-new action is available in : Mosaic Mansion of Marble Marigolds
1/2
>>
TURN 7 [AWAKENING 11%]
To catch a Kythian

This maniacal cult may prove to be useful afterall, though it is clear that your allies have found it....unethical to say the least . This Kythian should be in the residential district, a good chunk of it was checked by your silver hound. The rest of the district much be checked as well.

GO TO
>[QUEST] Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact
>Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond, sacrifice them or your allies for a myriad of benefits]

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: +5% awakening to gain full health or mental or indulge in your dark desires , +5% awakening for a chance to get a positive mental status effect
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately

Stats
Health: Unscathed
Mental: Slightly anxious
1/5 Teeth [STR]
1/5 Tongue [CHR]
1/5 Mind [INT]
1/5 Heart [END]
2/5 Sea-Blood [LCK]


Inventory:
-6 Sanguine Bonds
-Knee-kissed Saber [E] [+4 dice in combat, can instantly kill any agent of Spine, Skull, Cage]
-Silksorrow ring [+1 Mental state at the end of any combat, can speak with all forms of spiders]
-Time-Torn Monocle [E] [+2 Sea Blood but -1 Mind. Can detect events in the past/future ]
-Ivory Compass [ point it towards a location to know if its event is favorable or not, three uses only]

Status effects
-Dark Cravings [permanent, failing to engage in the countless fetishes of yours when the chance arises will add -1 dice to all rolls.]
-Charred Veins [Permanent Whenever you increase your stats, Lose 1 Health state. If you are at death's door, it will instantly kill you.]


Allies
-Pale officer [Humm, +1 Teeth, +2 dice in combat and in authority related events]
-Pale officer [Humm, +1 teeth,+2 dice in combat and in authority related events]
-Pale officer [Humm, +1 teeth,+2 dice in combat and in authority related events]
-Silverhound [Beast, +4 dice in combat, can detect kythians, may injure allies during combat]
>>
>>4140792
>[Bribe] Confront the thief, pay him 1 sanguine bond to somehow deliver the body to the back of your mansion so you can toy with it afterwards
>>
>>4140847
>QUEST] Residential district - Explore only
>>
>>4140847
>[QUEST] Residential district - Explore only
Sweep every part
>>
>>4140854
>>4140860

In the shadows

The Silverhound continues its relentless search, its wide nostrils huffing and puffing hot air with every sniff.

In the meantime, the corner of your eyes always keeps catching something or someone stalking you from the shadows. Perhaps it is your mind playing tricks on you after a hot winded day. You were left with a gremlin of doubt slowly eating you from inside.

-Mental damage! Slightly anxious->perturbed

Almost all of the residential district has been researched. You are certain that you will find your tricky target next time.
>>
>>4140883
>>4140860
>>4140854
TURN 8 [AWAKENING 12%]
To catch a Kythian

This maniacal cult may prove to be useful afterall, though it is clear that your allies have found it....unethical to say the least . This Kythian should be in the residential district, not much is left at this point.

GO TO
>[QUEST] Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact
>Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond, sacrifice them or your allies for a myriad of benefits]

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: +5% awakening to gain full health or mental or indulge in your dark desires , +5% awakening for a chance to get a positive mental status effect
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately

Stats
Health: Unscathed
Mental: Perturbed
1/5 Teeth [STR]
1/5 Tongue [CHR]
1/5 Mind [INT]
1/5 Heart [END]
2/5 Sea-Blood [LCK]


Inventory:
-6 Sanguine Bonds
-Knee-kissed Saber [E] [+4 dice in combat, can instantly kill any agent of Spine, Skull, Cage]
-Silksorrow ring [+1 Mental state at the end of any combat, can speak with all forms of spiders]
-Time-Torn Monocle [E] [+2 Sea Blood but -1 Mind. Can detect events in the past/future ]
-Ivory Compass [ point it towards a location to know if its event is favorable or not, three uses only]

Status effects
-Dark Cravings [permanent, failing to engage in the countless fetishes of yours when the chance arises will add -1 dice to all rolls.]
-Charred Veins [Permanent Whenever you increase your stats, Lose 1 Health state. If you are at death's door, it will instantly kill you.]


Allies
-Pale officer [Humm, +1 Teeth, +2 dice in combat and in authority related events]
-Pale officer [Humm, +1 teeth,+2 dice in combat and in authority related events]
-Pale officer [Humm, +1 teeth,+2 dice in combat and in authority related events]
-Silverhound [Beast, +4 dice in combat, can detect kythians, may injure allies during combat]
>>
>>4140888
>[QUEST] Residential district - Explore only
Equip :
Knee kissed saber
Silksorrow ring
>>
>>4140903
Backing us equiping the Silksorrow ring. We might get in a fight, and getting a free bonus to mental health sounds good (even if we have a resistance to mental damage from our character selection).
>>
>>4140903

Cornered

The hound's stubby tail had perked up after three days of searching, without a houndmaster to control it, the beast bolted it away running after the scent.

It kept barking at a small barber shop which frightened seven customers , the barber and his two errand-boys.

"No body moves!" ordered one of your men "There is a skinwalker amongst you, show yourself or I'll let this hound tear you to shreds!"

Of course all of them claimed that they were innocent, There was no way you could pinpoint who is a Kythian since they tend to cover use certain mixtures to puzzle the silver hound.

You know that Kythians are deadly being men of glass and obsidian; they can shrug off most bullets and cartridges. Swords and other white weapons are less effective against them as well. Their teeth can crush iron and bone alike. A direct fight with them can be lethal.

>̶[̶H̶o̶u̶n̶d̶m̶a̶s̶t̶e̶r̶]̶ ̶O̶r̶d̶e̶r̶ ̶t̶h̶e̶ ̶s̶i̶l̶v̶e̶r̶ ̶t̶o̶ ̶g̶e̶n̶t̶l̶y̶ ̶b̶i̶t̶e̶ ̶a̶ ̶s̶u̶s̶p̶e̶c̶t̶'̶s̶ ̶a̶r̶m̶.̶ ̶O̶n̶l̶y̶ ̶i̶t̶ ̶c̶a̶n̶ ̶a̶s̶s̶e̶s̶s̶ ̶t̶h̶e̶ ̶d̶e̶n̶s̶i̶t̶y̶ ̶o̶f̶ ̶a̶ ̶H̶u̶m̶m̶ ̶o̶r̶ ̶a̶ ̶K̶y̶t̶h̶i̶a̶n̶ ̶t̶h̶i̶s̶ ̶w̶a̶y̶
>̶[̶O̶b̶s̶i̶d̶i̶a̶n̶ ̶C̶o̶m̶p̶a̶s̶s̶]̶ ̶P̶o̶i̶n̶t̶ ̶i̶t̶ ̶a̶t̶ ̶e̶a̶c̶h̶ ̶o̶n̶e̶ ̶o̶f̶ ̶t̶h̶e̶m̶
>Just round them all up, errand boys included
>Keep them in check, call the authority to help you deal with the dangerous Kythian
>>
>>4140972
>Keep them in check, call the authority to help you deal with the dangerous Kythian
>>
>>4140972
>Keep them in check, call the authority to help you deal with the dangerous Kythian
Let's not try to escalate things too fast by rounding everyone up
>>
>>4141000
>>4140992
we will continue next time goodnight anons.
>>
>>4140972
>Keep them in check, call the authority to help you deal with the dangerous Kythian
>>
>>4140972
>>Keep them in check, call the authority to help you deal with the dangerous Kythian
>>
>>4141242
>>4141253
>>4141000
>>4140992

Exposed

You sent two of your men to call for reinforcements. At this particular moment, the barber brandished his razor against one of his errand boys twisting his frail arm behind his back.

That's the one.

"I will NOT allow you to jeopardize my plan, fleshlings. There is so much at stake here for you to meddle with..."

The Kythian barber took a few bold steps forwards with the boy, confident that you will let walk away.

>Let him walk away, the boy is in danger.
>That's it. Subdue the skin wearer, his time is up.
>Try to convince him to release the boy
>[Silver hound] Release the hound to tear through the Kythian (and probably the boy too). This will gain you some advantage during the fight
>>
>>4142262
muh trip
>>
>>4142262
>That's it. Subdue the skin wearer, his time is up.
>>
File: eyle.png (47 KB, 500x600)
47 KB
47 KB PNG
>>
>>4142262
>[Silver hound] Release the hound to tear through the Kythian (and probably the boy too). This will gain you some advantage during the fight
The boy is already as good as dead if a Kythian has a razor to his throat. Unleash the hound
>>
Rolled 2 (1d2)

>>4142271
>>4142362
>>
>>4142271

Death by silver


A slap on its thick hind caused the silver hound to lunge forward, its maw already chomping through the boy without discrimination. It is not your fault that this boy stood between you and your target. You have no sympathy for this expired urchin.

The true confrontation begins as the man of glass has lost his guise revealing its true eyeless nature to the world...

__________________________
Reinforcements are on its way, your two pale officers will bring help soon!
______________
Kythian Scholar
______________

Health: Slightly wounded
Mental: Unscathed

Bonuses in rolls:
ALL: +5 (Kythian)

__________________
Aberrant Dilettante

Health: Unscathed
Mental: Perturbed

Bonuses in rolls :
Health Damage: 1 (teeth stats) + 1 (teeth stats from allies) + 6 ( combat bonus from allies)=8
Mental Damage: 1 (Mind stats)
Talking: 1 (Tongue stats)
Guarding: 1 (heart stats)
Evading: 2 (Sea Blood stats) + 1 (heart stats)= 3
Escaping: 2 (Sea Blood stats)

______________________

>SPECIAL: Subdue the Kythian
Action only available if he is in death's door

>Deal health damage [8-5= +3 in rolls] [Teeth]
Attack with swords, pistols...etc dealing mortal wounds

>̶D̶e̶a̶l̶ ̶M̶e̶n̶t̶a̶l̶ ̶d̶a̶m̶a̶g̶e̶ ̶[̶1̶-̶5̶=̶-̶3̶ ̶r̶o̶l̶l̶]̶ ̶[̶M̶i̶n̶d̶]̶
You don't have any sort of spells and other to inflict mental damage

>Speak with the Kythian [1-5=-4 rolls] [Tongue]
say something to your enemy.

>Guard [1-5=-4 rolls] [Heart]
Brace for Impact. Take reduced damage.

>Evade [3-5= -2 rolls] [Heart +Sea Blood]
100% Ignore mental or physical damage

>Escape [2-5=-3 rolls] [Sea Blood]
Escape this combat, failure to escape might kill one of your allies and/or injure you.

Rolling in d20, BO3
>>
>>4142382
also

>Use an item
Requires no rolls but consume your turn
>>
Rolled 20 + 3 (1d20 + 3)

>>4142382
>Deal health damage [8-5= +3 in rolls] [Teeth]
>>
>>4142390
welll, i would have rolled later but sure. next time make sure to vote first then roll
>>
Rolled 11 + 5 (1d20 + 5)

The Kyhtian is injured by your attacks! Slightly Injured->wounded

He retaliates with his inhuman claws and teeth!
__________________________
>>
>>4142382
>Deal health damage [8-5= +3 in rolls] [Teeth]
Well we already have a 20
>>
>>4142382
>Deal health damage [8-5= +3 in rolls] [Teeth]
I say this because it's what we're best at, not just because Anon rolled a nat 20. Also, don't we get +4 from having our Knee-kissed Saber equipped?
>>
>>4142417
actually lets remove the bonus, otherwise it might get really crazy later on
______________________

Reinforcements are on its way, your two pale officers will bring help soon!

One of your allies [Pale officer] has been injured!
______________
Kythian Scholar
______________

Health: Wounded
Mental: Unscathed

Bonuses in rolls:
ALL: +5 (Kythian)

__________________
Aberrant Dilettante

Health: Unscathed
Mental: Perturbed

Bonuses in rolls :
Health Damage: 1 (teeth stats) + 4 ( combat bonus from allies) +4 (Weapon)=9
Mental Damage: 1 (Mind stats)
Talking: 1 (Tongue stats)
Guarding: 1 (heart stats)
Evading: 2 (Sea Blood stats) + 1 (heart stats)= 3
Escaping: 2 (Sea Blood stats)

______________________

>SPECIAL: Subdue the Kythian
Action only available if he is in death's door

>SPECIAL: Bribe
Offer a trinket or 1 sanguine bond to a human enemy (or anything that can appreciate what you are offering) to immediately end combat.

>Deal health damage [9-5= +4 in rolls] [Teeth]
Attack with swords, pistols...etc dealing mortal wounds

>̶D̶e̶a̶l̶ ̶M̶e̶n̶t̶a̶l̶ ̶d̶a̶m̶a̶g̶e̶ ̶[̶1̶-̶5̶=̶-̶3̶ ̶r̶o̶l̶l̶]̶ ̶[̶M̶i̶n̶d̶]̶
You don't have any sort of spells and other to inflict mental damage

>Speak with the Kythian [1-5=-4 rolls] [Tongue]
say something to your enemy.

>Guard [1-5=-4 rolls] [Heart]
Brace for Impact. Take reduced damage.

>Evade [3-5= -2 rolls] [Heart +Sea Blood]
100% Ignore mental or physical damage

>Escape [2-5=-3 rolls] [Sea Blood]
Escape this combat, failure to escape might kill one of your allies and/or injure you.

>Use an item
Requires no rolls but consume your turn


Rolling in d20, BO3

>>4142390
Ah fuck i forgot the knee saber bonus
>>
>>4142421
already corrected this.

So injured allies don't provide any bonuses in combat but they auto heal after battle for sake of convenience. If they got hit while they are injured, they will probably die (there are exceptions but this is the rule of thumb)
A Nat 20 = / = One shot skill. It highly depends on context here.

the first combat trial will be kind of messy but further combats will be smoother than this one.


>>4142419
>>4142390
>>4142421
vote then roll, alright?
>>
>>4142422
>>Deal health damage [9-5= +4 in rolls] [Teeth]
>>
>>4142441
alright, roll
>>
>>4142422
>Deal health damage [9-5= +4 in rolls] [Teeth]
>>
Rolled 17 (1d20)

>>4142466
>>
Rolled 7 (1d20)

>>4142466
>>
Rolled 9 + 4 (1d20 + 4)

>>4142466
>>
>>4142471
>>4142474
>>4142477

The Kythian's obsidian skins begin to crack more and more with each assault. Wounded->Greatly wounded

He doesn't retaliate right away, instead, his hardened skin starts to develop strange pulsating spikes from head to toe
________________
Reinforcements are on its way, your two pale officers will bring help soon!

One of your allies [Pale officer] has been injured!
______________
Kythian Scholar
______________

Health: Wounded
Mental: Unscathed

Bonuses in rolls:
ALL: +5 (Kythian)

__________________
Aberrant Dilettante

Health: Unscathed
Mental: Perturbed

Bonuses in rolls :
Health Damage: 1 (teeth stats) + 4 ( combat bonus from allies) +4 (Weapon)=9
Mental Damage: 1 (Mind stats)
Talking: 1 (Tongue stats)
Guarding: 1 (heart stats)
Evading: 2 (Sea Blood stats) + 1 (heart stats)= 3
Escaping: 2 (Sea Blood stats)

______________________

>SPECIAL: Subdue the Kythian
Action only available if he is in death's door

>SPECIAL: Bribe
Offer a trinket or 1 sanguine bond to a human enemy (or anything that can appreciate what you are offering) to immediately end combat.

>Deal health damage [9-5= +4 in rolls] [Teeth]
Attack with swords, pistols...etc dealing mortal wounds

>̶D̶e̶a̶l̶ ̶M̶e̶n̶t̶a̶l̶ ̶d̶a̶m̶a̶g̶e̶ ̶[̶1̶-̶5̶=̶-̶3̶ ̶r̶o̶l̶l̶]̶ ̶[̶M̶i̶n̶d̶]̶
You don't have any sort of spells and other to inflict mental damage

>Speak with the Kythian [1-5=-4 rolls] [Tongue]
say something to your enemy.

>Guard [1-5=-4 rolls] [Heart]
Brace for Impact. Take reduced damage.

>Evade [3-5= -2 rolls] [Heart +Sea Blood]
100% Ignore mental or physical damage

>Escape [2-5=-3 rolls] [Sea Blood]
Escape this combat, failure to escape might kill one of your allies and/or injure you.

>Use an item
Requires no rolls but consume your turn


Rolling in d20, BO3
>>
>>4142490

______________
Kythian Scholar
______________

*Health: Greatly wounded
Mental: Unscathed
>>
>>4142490
>Evade [3-5= -2 rolls] [Heart +Sea Blood]
>>
>>4142490
>Deal health damage [9-5= +4 in rolls] [Teeth]
>>
>>4142490
>Evade [3-5= -2 rolls] [Heart +Sea Blood]
>>
Rolled 7 + 4 (1d20 + 4)

>>4142507
>>
>>4142499
>>4142507
>>4142508
roll for evade
>>
Rolled 8 - 2 (1d20 - 2)

>>4142510
>>
Rolled 1 - 2 (1d20 - 2)

>>4142510
>>
>>4142517
oof, one more roll
>>
>>4142517
RIP
>>
Rolled 2 + 2 (1d20 + 2)

>>4142510
>>
>>4142519
>>4142527
>>4142517
>>4142513

You were too slow to avoid this maelstrom of spikes. Unscathed->Wounded

One of your allies [Pale Officer] is dead!

________________
Reinforcements has arrived! At least a dozen of pale officers accompanied by a behemoth of an man known as the Paleclad Cleanser . These walking fortresses are rarely seems inside the colony, they are normally situated at the mines where dangers is more than abundant. You are blessed to have one nearby.
______________
Kythian Scholar
______________

Health: Wounded
Mental: Unscathed

Bonuses in rolls:
ALL: +5 (Kythian)

__________________
Aberrant Dilettante

Health: Wounded
Mental: Perturbed

Bonuses in rolls :
Health Damage: 1 (teeth stats) + 2(teeth stats from allies) + 8 ( combat bonus from allies) +4 (Weapon) + 30 (Reinforcements!)=45!
Mental Damage: 1 (Mind stats)
Talking: 1 (Tongue stats)
Guarding: 1 (heart stats)
Evading: 2 (Sea Blood stats) + 1 (heart stats)= 3
Escaping: 2 (Sea Blood stats)

______________________


>SPECIAL: Subdue the Kythian
Action only available if he is in death's door

>SPECIAL: Bribe
Offer a trinket or 1 sanguine bond to a human enemy (or anything that can appreciate what you are offering) to immediately end combat.

>Deal health damage [45-5= +40! in rolls] [Teeth]
Attack with swords, pistols...etc dealing mortal wounds

>̶D̶e̶a̶l̶ ̶M̶e̶n̶t̶a̶l̶ ̶d̶a̶m̶a̶g̶e̶ ̶[̶1̶-̶5̶=̶-̶3̶ ̶r̶o̶l̶l̶]̶ ̶[̶M̶i̶n̶d̶]̶
You don't have any sort of spells and other to inflict mental damage

>Speak with the Kythian [1-5=-4 rolls] [Tongue]
say something to your enemy.

>Guard [1-5=-4 rolls] [Heart]
Brace for Impact. Take reduced damage.

>Evade [3-5= -2 rolls] [Heart +Sea Blood]
100% Ignore mental or physical damage

>Escape [2-5=-3 rolls] [Sea Blood]
Escape this combat, failure to escape might kill one of your allies and/or injure you.

>Use an item
Requires no rolls but consume your turn


Rolling in d20, BO3
>>
>>4142538
*rarely seen
where danger
>>
Rolled 16 (1d20)

>>4142538
>Deal health damage [45-5= +40! in rolls] [Teeth]
>>
>>4142538
>>
>>4142538
>Deal health damage [45-5= +40! in rolls] [Teeth]
>>
>>4142541
You heard a muffled laughter echoing from the Iron marvel as the Kythian attempted to tear through its thick layers. The Pale clad cleanser retaliated by punching the skin wearer so hard that he was sent flying to his barber shop (assuming he didn't skin his previous owner in the first place). His chest collapsed on itself, causing the Kythian to grasp for air.
Greatly wounded-> At death's door

With two Humms slain in the streets and a skin wearer clinging to his dear life (He'll survive, Men of glass are far more resilient than Humms) , The Local authority wanted to take things from here...that includes arresting the scholar

>̶[̶T̶h̶e̶ ̶J̶o̶i̶n̶t̶'̶s̶ ̶f̶a̶v̶o̶r̶]̶ ̶S̶h̶o̶w̶ ̶t̶h̶e̶m̶ ̶t̶h̶e̶ ̶m̶e̶d̶a̶l̶l̶i̶o̶n̶ ̶,̶ ̶T̶h̶e̶y̶'̶l̶l̶ ̶l̶e̶a̶v̶e̶ ̶t̶h̶e̶ ̶K̶y̶t̶h̶i̶a̶n̶ ̶a̶l̶o̶n̶e̶
>Let them handle the situation
>[Bribe] Give them 1 sanguine bond so they won't stand in your way.
>Convince them that you direly need this man, won't be easy with so much blood spilled under your feet
>>
>>4142559
*its previous owner
>>
>>4142559
>[Bribe] Give them 1 sanguine bond so they won't stand in your way
>>
>>4142575
You love how you can dispel your woe's away with your well earned wealth. They reluctantly leave the dying Kythian in your hands. Shame about that pale officer. Oh well, he could be easily replaced.

-[Silksorrow ring] + 1 mental state. Preturbed->Slightly anxious

Your confrontation with the Kythian has increased your resolve! Choose one of the following:

> +1 stat (must choose one) [-1 health state from Charred veins!!]
>-2% awakening
> 1 positive mental status effect
>1 positive health status effect
>>
>>4142581
>1 positive mental status effect
>>
>>4142581
>+1 stat (must choose one) [-1 health state from Charred veins!!
Heart
>>
Rolled 1 (1d2)

>>4142590
>>4142596
stopping here for now, goodnight anons
>>
>>4142581
>1 positive mental status effect
>>
>>4142670
>>4142590
>>4142596
posting for when we start in ~10 hours from now

Choose your positive mental status effect!

>Sanguine Focus: Adds a new mental state 'Focused' which will replace unscathed. In Focused state, you gain +1 mind and a new special action to double cast spells (2d20), however, when you are NOT in Focused mental state, you lose -3 mind

> Mental Fluidity: Guarding/Evading also include reduced damage/damage evasion from mental damage as well.

> Repression: Unlearning spells grants you +1 mind permanently. Unlearning rituals grants you +1 Sea Blood permanently.
>>
>>4142795
>Mental Fluidity: Guarding/Evading also include reduced damage/damage evasion from mental damage as well.
>>
>>4142795
>Mental Fluidity: Guarding/Evading also include reduced damage/damage evasion from mental damage as well.
>>
>>4142670
>>4142807
>>4142831
TURN 9 [AWAKENING 13%]
Scholar in chains

After capturing the elusive Kythian, You are to deliver him to the manaical cult at the sandless shore. They better have the answers you seek or you will have them hang one by one.


GO TO
> Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact
>[Quest] Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond, sacrifice them or your allies for a myriad of benefits]

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: +5% awakening to gain full health or mental / indulge in your dark desires , +5% awakening for a chance to get a positive mental status effect
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately

Stats
Health: Wounded
Mental: Slightly anxious
1/5 Teeth [STR]
1/5 Tongue [CHR]
1/5 Mind [INT]
1/5 Heart [END]
2/5 Sea-Blood [LCK]


Inventory:
-5 Sanguine Bonds
-Knee-kissed Saber [E] [+4 dice in combat, can instantly kill any agent of Spine, Skull, Cage]
-Silksorrow ring [E] [+1 Mental state at the end of any combat, can speak with all forms of spiders]
-Time-Torn Monocle [+2 Sea Blood but -1 Mind. Can detect events in the past/future ]
-Ivory Compass [ point it towards a location to know if its event is favorable or not, three uses only]

Status effects
-Dark Cravings [permanent, failing to engage in the countless fetishes of yours when the chance arises will add -1 dice to all rolls.]
-Charred Veins [Permanent Whenever you increase your stats, Lose 1 Health state. If you are at death's door, it will instantly kill you.]
-Mental Fluidity: Guarding/Evading also include reduced damage/damage evasion from mental damage as well.

Allies
-Pale officer [Humm, +2 health damage dice in combat and in authority related events]
-Pale officer [Humm,+2 health damage dice in combat and in authority related events]
-Silverhound [Beast, +4 health damage dice in combat, can detect kythians, may injure allies during combat]
>>
>>4143958
>[Quest] Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond, sacrifice them or your allies for a myriad of benefits]
>>
>>4143958
>[Quest] Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond, sacrifice them or your allies for a myriad of benefits]
Can we remove a status effect ?
>>
>>4143982
i'll assume you mean interact but next time be more specific.
Explore= random events
Interact= set events
>>4144008
not if they are permanent, yes. Certain actions/events may allow negative status effect to be removed
>>
>>4143982
>>4144008
>>4143982

Forged effigies

After bribing your allies once more, you entered this blazing den with the chained scholar. The simpletons gathered around you chanting your name as their fire-licked fingers slowly envelops around the skin wearer.

"Heiress of Ironblood, you shall forge a new effigy out of this heathen, He shall serve you till the end of times..." said one of those cultists.

"Decades...of knowledge...lost. You and your iron harlot will doom us all.." proclaimed the eyeless Kythian who was barely conscious at this point.

That didn't sound too bad, then again, something felt...wrong or missing in this little agreement. Who should you believe? A group of lunatics practicing barbaric rituals or the sworn enemy of the Thernni empire who uses nothing but deception and lies to counter the might and glory of the Matriarch?

>Trust the followers of the ironblood. They have aided you once before and they shall do so once more.
>Trust the crumbling skinwearer, he has nothing to lose at this point. He must be saved from this madness.
>>
>>4144029
>Trust the followers of the ironblood. They have aided you once before and they shall do so once more.
>>
>>4144029
>Trust the followers of the ironblood. They have aided you once before and they shall do so once more.
Consume the enemy
>>
>>4144062
>>4144059

You have no place for a filthy Kythian to be by your side. You offered the man to the cult who dragged him to their great forge for a special ritual.

You heard his last agonizing screams under a swathe of molten iron. The result was a hideous abomination of glass, obsidian and iron forming an intangible mixture. For all purposes, this new effigy is but a dead carcass. The followers promised you to deliver this effigy to your mansion in a few days after breathing some life in it and covering it with skins.

"You have blessed us with your presence, great Ironblood...please accept these humble gifts from our unworthy souls.."

- Rustblood sword [-2 heart, chance to life steal +1 health state on strike]
- Crumbling page [Single use item , eats anything that is considered to be an obstacle]

1/2
>>
>>4144062
>>4144059
>>4144078

TURN 10
TURN 10

The dark influence of this mysterious entity grows as time passes, your fate is struck by vile tempest. One that you must endure.

Choose a penalty:

>Exorbitance: Doubles the sanguine costs for everything
>Dark Hand: Greater chance for agents of this unknown entity to ambush you in explore/interact events
>Twisted heartlight: gain -4 rolls in all outdoors events

>WITHER THE TEMPEST: Reduce health to at death's door. reduce mental to at brink of maddness. reducde sanguine bonds to 1

>IGNORE THE TEMPEST: No penalties what so ever, however, the penalty on turn 20 will be much more severe...
>>
>>4144093
>Greater chance for agents of this unknown entity to ambush you in explore/interact events
Is it our character or does the pro/cons and penalties of this quest seems mismatched ?
>>
>>4144093
>Dark Hand: Greater chance for agents of this unknown entity to ambush you in explore/interact events
>>
>>4144101
>>4144102
TURN 10 [AWAKENING 14%]
The Iron Queen has bestowed 2 sanguine bonds upon you!
Whirling in rags

The Effigy should be delivered to your mansion soon enough. In the meantime, you are free to explore the colony.


GO TO
> Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact
> Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond, sacrifice them or your allies for a myriad of benefits]

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: +5% awakening to gain full health or mental / indulge in your dark desires , +5% awakening for a chance to get a positive mental status effect
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately

Stats
Health: Wounded
Mental: Slightly anxious
1/5 Teeth [STR]
1/5 Tongue [CHR]
1/5 Mind [INT]
1/5 Heart [END]
2/5 Sea-Blood [LCK]


Inventory:
-6 Sanguine Bonds
- Rustblood sword [-2 heart, chance to life steal +1 health state on strike]
- Crumbling page [Single use item , eats anything that is considered to be an obstacle]
-Knee-kissed Saber [E] [+4 dice in combat, can instantly kill any agent of Spine, Skull, Cage]
-Silksorrow ring [E] [+1 Mental state at the end of any combat, can speak with all forms of spiders]
-Time-Torn Monocle [+2 Sea Blood but -1 Mind. Can detect events in the past/future ]
-Ivory Compass [ point it towards a location to know if its event is favorable or not, three uses only]

Status effects
-Dark Cravings [permanent, failing to engage in the countless fetishes of yours when the chance arises will add -1 dice to all rolls.]
-Charred Veins [Permanent Whenever you increase your stats, Lose 1 Health state. If you are at death's door, it will instantly kill you.]
-Mental Fluidity: Guarding/Evading also include reduced damage/damage evasion from mental damage as well.

Penalties:
-Dark Hand: Greater chance for agents of this unknown entity to ambush you in explore/interact events

Allies
-Pale officer [Humm, +2 health damage dice in combat and in authority related events]
-Pale officer [Humm,+2 health damage dice in combat and in authority related events]
-Silverhound [Beast, +4 health damage dice in combat, can detect kythians, may injure allies during combat]
>>
>>4144101
the quest is never meant to be fair so to speak; we are but a tiny minuscule against an ancient evil™. It is the best of the worst kind of situation, anon
>>
>>4144106
>Mosaic Mansion of Marble Marigolds: +5% awakening to gain full health or mental / indulge in your dark desires , +5% awakening for a chance to get a positive mental status effect

Indulge in evil
>>
>>4144112

Forbidden pleasures

The petty thief kept his side of the bargain, leaving the fresh corpse hidden in the bushes. Under the cover of the nights, you dragged it to your cellar.

It was a night of pure pleasure, you did everything you can to her petit corpse with no eyes to judge you. Alas, you had to chop her up to manageable chunks so you can dispose of her later.

-Mental projection: Any +2 mental state damage is evenly distributed across your allies with you taking 0-1 damage instead.

These fresh chunks...Should you....revel in another unexplored fetish of yours?

>Yes, YES!
>No, this is already too risky.
>>
>>4144123
>Yes, YES!
The world is already doomed
>>
>>4144131
TURN 11 [AWAKENING 20%]
Whirling in rags

The Effigy should be delivered to your mansion soon enough. In the meantime, you are free to explore the colony.


GO TO
> Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact
> Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond, sacrifice them or your allies for a myriad of benefits]

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: +5% awakening to gain full health or mental / indulge in your dark desires , +5% awakening for a chance to get a positive health status effect
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately

Stats
Health: Wounded
Mental: Slightly anxious
1/5 Teeth [STR]
1/5 Tongue [CHR]
1/5 Mind [INT]
1/5 Heart [END]
2/5 Sea-Blood [LCK]


Inventory:
-6 Sanguine Bonds
- Rustblood sword [-2 heart, chance to life steal +1 health state on strike]
- Crumbling page [Single use item , eats anything that is considered to be an obstacle]
-Knee-kissed Saber [E] [+4 dice in combat, can instantly kill any agent of Spine, Skull, Cage]
-Silksorrow ring [E] [+1 Mental state at the end of any combat, can speak with all forms of spiders]
-Time-Torn Monocle [+2 Sea Blood but -1 Mind. Can detect events in the past/future ]
-Ivory Compass [ point it towards a location to know if its event is favorable or not, three uses only]

Status effects
-Dark Cravings [permanent, failing to engage in the countless fetishes of yours when the chance arises will add -1 dice to all rolls.]
-Charred Veins [Permanent Whenever you increase your stats, Lose 1 Health state. If you are at death's door, it will instantly kill you.]
-Mental Fluidity: Guarding/Evading also include reduced damage/damage evasion from mental damage as well.

Penalties:
-Dark Hand: Greater chance for agents of this unknown entity to ambush you in explore/interact events

Allies
-Pale officer [Humm, +2 health damage dice in combat and in authority related events]
-Pale officer [Humm,+2 health damage dice in combat and in authority related events]
-Silverhound [Beast, +4 health damage dice in combat, can detect kythians, may injure allies during combat]
>>
>>4144137
>Old Mercy's house of replenishment
Heal
No bonus on our mental health for indulging our fetishes?
>>
>>4144143
>indulge in your dark desires , +5% awakening for a chance to get a positive health status effect
we get a new prompt
>>
>>4144143
forgot to add new status effect, will do in next update
>>
>>4144143
House of Mercy

Due to the spreading corruption outside of the colony, the old Old Mercy's house of replenishment is oft filled to the brim with moaning patients. That being said, you won't bother yourself with these common rabbles; there is a special wing dedicated to distinguished individuals such as yourself.

What sort of services do you want?

>Purchase some medical supplies
>Heal your wounds [ +1-2 health for 1 sanguine bond]
>Heal your mental scars [ +1-2 mental for 1 sanguine bond]
>>
>>4144156
>Heal your wounds [ +1-2 health for 1 sanguine bond]
>>
>>4144163

- Your health state is now wounded-> Unscathed

You were interested in the man who closed your wounds. Yes, It is uncommon to see a man of wax in the empire. They are known for their vast medical knowledge and their ability to cure imaginable diseases like dream parasites and what not. He could be...useful in your tiresome journey.

>Ignore this beautiful man, Your current company suits you.
>Convince him to join your cause
>[Bribe] Give him sanguine bond to join you

stopping here for now
>>
>>4144173
>Convince him to join your cause
>>
>>4144173
>Ignore this beautiful man, Your current company suits you.
>>
>>4144173
>Convince him to join your cause
>>
>>
>>4144173
>Convince him to join your cause
>>
Rolled 1 + 1 (1d20 + 1)

>>4144252
>>4144238
>>4144204
>>4144185
>>
>>4144312
welp
>>
>>4144312
Pls tell me that’s the roll we gotta beat
>>
>>4144315
nope, event rolls are rolled by QM. Combat is rolled by anons
>>
>>4144239
>>4144238
>>4144204
>>4144185
>>4144163

Your words failed to rely your important message. Puzzled by your odd nonsensical request, the man of wax resumed his duty with another patient...a strange masked man with a top hat.

1/2
>>
>>4144238
>>4144204
>>4144185
>>4144315

TURN 12 [AWAKENING 21%]

Ah finally, the madmen of the sandless shore has brought your key to this infernal puzzle. In front of you, a hunched man in rags stood silent...is that the skin wearer?

"What are you waiting for? Speak!" His idleness infurated you; the world is about to end and all he could muster was his dreadful silenc-

The Kythian uncovered his muffled mouth revealing his stitched mouth. It was then when you feel some sort an ethereal bond between you two...

-you gained a new ally: Twisted effigy [+1 Mind, Only dies when you die, doesn't take any form of damage]

Your body began to feel weak , your strength has deserted it as a cloud of thoughts began to overwhelm you...

It was mere fragments of the knowledge accumulated by the Kythian over decades if not centuries. Dying a horrible death might be the cause of it, regardless, you got what you needed:

This tale starts with a mysterious era...of long forgotten gods like Kyth. Not much is known about them other than they are the progenitors of all lives, each divine carcass gave birth to a whole world inside it.

What most believe that the gods perished in a barren wasteland with some murdering each other. That is true but according to these foggy memories, there was harmony between the gods....

that was until the vision of ruin plague Myrt.

Myrt, the goddess of fire, had a vision of a desolate wasteland and her demise. She saw ash bringing ruin to all the gods. Her warnings were ignored and ignored until their beautiful paradise began to wither and die.

The god of ash, Izom, shall claim the lives of all.

He didn't fully manifest like the rest of the gods but his powers were already devastating. With the rest of the gods in disarray, Myrt had a plan to contain Izom.

Calling other gods for aid, She bound the thought of Izom in the womb of the most powerful goddss of that time, Kyth , cursing it to suffer endlessly under obsidian and glass being made and unmade so he won't be fully born. Myrt trusted the fate Kyth and Izom to an unnamed goddess...

The goddess of Iron.

She was to be Kyth's caretaker, yet Izom's dark whispers corrupted her thoughts. The goddess of Iron was weak from feed more and more of her power to Kyth. Her jealously ultimately lead to her great betrayal.

She killed Kyth, unleashing a misama of ash to the whole world. All the gods were dead.

Even Izom, for he was struck by the goddess of Iron's blade. His carcass remained dormant in his obsidian prison but as with other gods, they are never truly dead. With Kyth being fragmented into Cage, Skull, Spin and Knee and Myrt reduced to a pitiful heart, Izom started to grow stronger and stronger. It is only a matter of time until he is fully reborn!
>>
>>4144343
In order to stop Izom once and for all, You must perform the same ritual done to imprison Izom in the first place. The colony is the last bit of Kyth's holy womb unbeknownst to all.

Since there arent any living gods to aid you in the ritual , you have to seek their INCARNATES who can be anything or anyone.

The scholar's thoughts are incomplete about the full list of incarnates or the grand ritual itself. However, these are some of what you need:

KYTH [GODDESS OF GLASS AND OBSIDIAN]
-Since Kyth herself is fragmented, you will have to seek the incarnation of each fragment which includes:
SKULL: The god of wisdom, knowledge and good winds.
CAGE: The goddess of madness, longing, time and nothing
SPINE: The goddess of Judgement, Order, Justice and Nature
KNEE: The goddess of War, Death, bloodshed and lust.

The twisted scholar has several possible locations of where these incarnations might be. [More about this in Voyages]

MYRT [GODDESS OF FIRE]
-All things considered, this can be one the easiest to reach since the heart of Myrt is somehow sentient [It has power and authority over men of fire]. However, due to the current conflict between the Thernni empire and the sons and daughter of Myrt, travelling there might not be easy task especially for someone like you.

UNNAMED GODDES OF IRON
-Many of her kin lies somewhere in the bottom of the sea. Its location is not unknown. Other scholars might be able to help you on that regard.

UNKNOWN GOD OF ???
No available information

UNKNOWN GODDESS OF ???
No available information
>>
>>4144343
>>4144376
This surge of information has enlightenment your mind. You feel the blessing of an unknown force washing over you...

Select a boon


> Winds of Innocence: lose -20% awakening at once
>Winds of Charity: Gain 10 Sanguine at once
>Winds of Purification: Remove 1 penalty
>Winds of Valor: A mysterious ally will help you in your darkest hour
>Winds of Resurrection: Cheat death once
>>
>>4144382
>> Winds of Innocence: lose -20% awakening at once
>>
>>4144382
>Winds of Valor: A mysterious ally will help you in your darkest hour
>>
>>4144382
>Winds of Innocence: lose -20% awakening at once
>>
>>4144382
>Winds of Innocence: lose -20% awakening at once
>>
>>4144384
>>4144428
>>4144495
>>4144582

Voyages:
Gathering all the Incarnates is not an easy task. For you to reach them, you must embark on a long voyage . Voyages are affected by several factors including:
-Difficulty of the incarnate
-Distance
-Sea captain chosen and their ship
-Penalties
-Time dilation
-Other.

Once you reached you destination, difficulty will ramp up significantly especially in abandoned ruins [or any place without proper services].The colony will acts your main hub between voyages so make sure to be FULLY PREPARED AND STOCKED UP.

-New option available in docks: Seek a sea captain.

Since sanguine bonds is useless outside of the colony, Sea captains will often demand ludicrous payments which will vary from one sea captain to another.
>>
TURN 12 [AWAKENING 1%]

Since you now have a visible goal, you must prepare for these upcoming voyages by exploring and interacting with the many locations of the colony.

GO TO
> Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact [Seek a sea captain]
> Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond, sacrifice them or your allies for a myriad of benefits]

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: +5% awakening to gain full health or mental / indulge in your dark desires , +5% awakening for a chance to get a positive health status effect
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately
>>
>>4145079
>Seven Fingered Office: recruit pale officers (1 per visit)
>>
>>4145079
VOYAGES
>Start planning a voyage

Stats
Health: Unscathed
Mental: Slightly anxious
1/5 Teeth [STR]
1/5 Tongue [CHR]
1/5 Mind [INT]
1/5 Heart [END]
2/5 Sea-Blood [LCK]


Inventory:
-5 Sanguine Bonds
- Rustblood sword [-2 heart, chance to life steal +1 health state on strike]
- Crumbling page [Single use item , eats anything that is considered to be an obstacle]
-Knee-kissed Saber [E] [+4 dice in combat, can instantly kill any agent of Spine, Skull, Cage]
-Silksorrow ring [E] [+1 Mental state at the end of any combat, can speak with all forms of spiders]
-Time-Torn Monocle [+2 Sea Blood but -1 Mind. Can detect events in the past/future ]
-Ivory Compass [ point it towards a location to know if its event is favorable or not, three uses only]

Status effects
-Dark Cravings [permanent, failing to engage in the countless fetishes of yours when the chance arises will add -1 dice to all rolls.]
-Charred Veins [Permanent Whenever you increase your stats, Lose 1 Health state. If you are at death's door, it will instantly kill you.]
-Mental Fluidity: Guarding/Evading also include reduced damage/damage evasion from mental damage as well.

Penalties:
-Dark Hand: Greater chance for agents of Izom to ambush you in explore/interact events

Allies
-Pale officer [Humm, +2 health damage dice in combat and in authority related events]
-Pale officer [Humm,+2 health damage dice in combat and in authority related events]
-Silverhound [Beast, +4 health damage dice in combat, can detect kythians, may injure allies during combat]
-[Twisted effigy [+1 Mind, Only dies when you die, doesn't take any form of damage]
>>
>>4145086

A knife in the dark.

"Right this way, Milady..." The pale officer guided you through messy corridors to reach the joint's office...except this room was empty.

"Izom demands your death..." a wall of ash was erected behind the pale as he slashes your back with his saber. Unscathed-> Slightly wounded.

___________
Combat!
______________
Dark Hand [Pale Officer]
______________


Health: Unscathed
Mental: Unscathed


Bonuses :
+2 in ALL ROLLS
Nimble: can sometimes evade health damage
Blockade: Prevents any sort of escape during this combat

__________________
Aberrant Dilettante

Health: Slightly Wounded
Mental: Perturbed

Bonuses in rolls :
Health Damage: 1 (teeth stats) + 8 ( combat bonus from allies) +4 = 13
Mental Damage: 1 (Mind stats)
Talking: 1 (Tongue stats)
Guarding: 1 (heart stats)
Evading: 2 (Sea Blood stats) + 1 (heart stats)= 3
Escaping: 2 (Sea Blood stats)

______________________


>Deal health damage [13-2= +11 in rolls] [Teeth]
Attack with swords, pistols...etc dealing mortal wounds

>̶D̶e̶a̶l̶ ̶M̶e̶n̶t̶a̶l̶ ̶d̶a̶m̶a̶g̶e̶ ̶[̶1̶-̶5̶=̶-̶3̶ ̶r̶o̶l̶l̶]̶ ̶[̶M̶i̶n̶d̶]̶
You don't have any sort of spells and other to inflict mental damage

>Speak with the Dark hand [1-2=-1 rolls] [Tongue]
say something to your enemy.

>Guard [1-2=-2 rolls] [Heart]
Brace for Impact. Take reduced damage.

>Evade [3-2= 1 rolls] [Heart +Sea Blood]
100% Ignore mental or physical damage

̶>̶E̶s̶c̶a̶p̶e̶ ̶[̶2̶-̶2̶=̶0̶ ̶r̶o̶l̶l̶s̶]̶ ̶[̶S̶e̶a̶ ̶B̶l̶o̶o̶d̶]̶
This action is not available

>Use an item
No rolls but consumes you turn
>>
>>4145155
>Deal health damage [13-2= +11 in rolls] [Teeth]
We roll after the consensus, right ?
>>
>>4145213
yes sir
well, since no one is around here you can roll right now (d20)
>>
Rolled 14 (1d20)

>>4145215
>>
Rolled 20 (1d20)

>>4145215
>>
>>4145220
>>4145253
You strike the dark hand with all of your might Unscathed-->At death's door

The Darkhand vomits a horrendous bile at you and your allies!
>>
Rolled 10 + 2 (1d20 + 2)

>>4145263
>>
>>4145253
>>4145220
This rancid bile flies over your head splashing against the wall behind you.

______________
Dark Hand [Pale Officer]
______________


Health: At death's door
Mental: Unscathed


Bonuses :
+2 in ALL ROLLS
Nimble: can sometimes evade health damage
Blockade: Prevents any sort of escape during this combat

__________________
Aberrant Dilettante

Health: Slightly Wounded
Mental: Perturbed

Bonuses in rolls :
Health Damage: 1 (teeth stats) + 8 ( combat bonus from allies) +4 = 13
Mental Damage: 1 (Mind stats)
Talking: 1 (Tongue stats)
Guarding: 1 (heart stats)
Evading: 2 (Sea Blood stats) + 1 (heart stats)= 3
Escaping: 2 (Sea Blood stats)

______________________


>Deal health damage [13-2= +11 in rolls] [Teeth]
Attack with swords, pistols...etc dealing mortal wounds

>̶D̶e̶a̶l̶ ̶M̶e̶n̶t̶a̶l̶ ̶d̶a̶m̶a̶g̶e̶ ̶[̶1̶-̶5̶=̶-̶3̶ ̶r̶o̶l̶l̶]̶ ̶[̶M̶i̶n̶d̶]̶
You don't have any sort of spells and other to inflict mental damage

>Speak with the Dark hand [1-2=-1 rolls] [Tongue]
say something to your enemy.

>Guard [1-2=-2 rolls] [Heart]
Brace for Impact. Take reduced damage.

>Evade [3-2= 1 rolls] [Heart +Sea Blood]
100% Ignore mental or physical damage

̶>̶E̶s̶c̶a̶p̶e̶ ̶[̶2̶-̶2̶=̶0̶ ̶r̶o̶l̶l̶s̶]̶ ̶[̶S̶e̶a̶ ̶B̶l̶o̶o̶d̶]̶
This action is not available

>Use an item
No rolls but consumes you turn
>>
>>4145269
>Deal health damage [13-2= +11 in rolls] [Teeth]
>Attack with swords, pistols...etc dealing mortal wounds
>>
>>4145269
*Aberrant Dilettante

Health: Slightly Wounded
Mental: Slightly anxious
>>
>>4145280
roll
d20+11
>>
Rolled 7 + 11 (1d20 + 11)

>>4145288
>>
Rolled 19 + 11 (1d20 + 11)

>>4145288
>>
Rolled 14 + 11 (1d20 + 11)

>>4145288
>>
>>4145290
>>4145311
>>4145318
"Is this what your pathetic god has to offer?" You taunted the dying dark hand before rendering him headless, his corpse twitched briefly before going limp.

Oh, what's this?

-Delicious Cogs [Treasure, entrails which belong to the men of iron.]

You are not allowed to hoard any sort off treasure, yet you have this feeling that they may be of use later on. What shall you do?

>Ignore it, Not worth the trouble
>Convince your allies to allow you to have it this time
>[Bribe 1-3 Sanguine bond] Since they are violating the words of the iron queen , you may have to sweeten the deal a little bit for them
>Quickly snatch it while they are not looking
>>
>>4145343
>Convince your allies to allow you to have it this time
>>
>>4145343
>>Convince your allies to allow you to have it this time
>>
Rolled 14 + 1 (1d20 + 1)

>>4145368
>>4145378
>>
>>4145368
>>4145378
Unfortunately, the words of the Iron queen reigns supreme over their feeble minds. Hmph, so be it. You don't need this trivial treasure anyways.

________________________

TURN 12 [AWAKENING 1%]

Since you now have a visible goal, you must prepare for these upcoming voyages by exploring and interacting with the many locations of the colony.

GO TO
> Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact [Seek a sea captain]
> Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond, sacrifice them or your allies for a myriad of benefits]

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: +5% awakening to gain full health or mental / indulge in your dark desires , +5% awakening for a chance to get a positive health status effect
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately

VOYAGES
>Start planning a voyage
>>
>>4145409
*Turn 13 [AWAKENING 2%]

Stats
Health: Slightly Wounded
Mental: Slightly anxious
1/5 Teeth [STR]
1/5 Tongue [CHR]
1/5 Mind [INT]
1/5 Heart [END]
2/5 Sea-Blood [LCK]


Inventory:
-5 Sanguine Bonds
- Rustblood sword [-2 heart, chance to life steal +1 health state on strike]
- Crumbling page [Single use item , eats anything that is considered to be an obstacle]
-Knee-kissed Saber [E] [+4 dice in combat, can instantly kill any agent of Spine, Skull, Cage]
-Silksorrow ring [E] [+1 Mental state at the end of any combat, can speak with all forms of spiders]
-Time-Torn Monocle [+2 Sea Blood but -1 Mind. Can detect events in the past/future ]
-Ivory Compass [ point it towards a location to know if its event is favorable or not, three uses only]

Status effects
-Dark Cravings [permanent, failing to engage in the countless fetishes of yours when the chance arises will add -1 dice to all rolls.]
-Charred Veins [Permanent Whenever you increase your stats, Lose 1 Health state. If you are at death's door, it will instantly kill you.]
-Mental Fluidity: Guarding/Evading also include reduced damage/damage evasion from mental damage as well.

Penalties:
-Dark Hand: Greater chance for agents of Izom to ambush you in explore/interact events

Allies
-Pale officer [Humm, +2 health damage dice in combat and in authority related events]
-Pale officer [Humm,+2 health damage dice in combat and in authority related events]
-Silverhound [Beast, +4 health damage dice in combat, can detect kythians, may injure allies during combat]
-[Twisted effigy [+1 Mind, Only dies when you die, doesn't take any form of damage]
>>
goes without saying but let me know if i missed something/didn't update something
>>
>>4145409
>Docks- Interact [Seek a sea captain]
>>
>>4145409
>Docks- Interact [Seek a sea captain]
>>
>>4145419
>>4145442

Captains and ships


The docks were exactly as you would imagine it; a cesspool of rotten fish (who could stomach this limbless creatures?) and a maze of crates and minerals shipped from/to the empire.

There are several sea captain willing to sign this contract....for a price

>Bombastic Privateer
This Man of fire had spent most of his life in the infernal sea of Myrt, after pursuing and killing his sister, He abandoned his grand dreams only to settle for lesser, more conceivable ones.

PRICE:
"Not everyday I see a precious little noble like you...forget your treasures and bond...I lust for your body. Shower me in your quim for the whole voyage. That is my payment, you succulent peach~"

+ Ship rating: 7/10
+Can hire the ships crew as temporary allies for free
+Very fast ship running on Hellfire=lesser time in the Sea
+Can join you as an ally on land during the voyage [Man of fire, +3 mental and health dice in combat, can fly]
+His ship will provides healing [+1 state] for free.
-Will loot EVERYTHING [other than the incarnation]
-Higher chance to contract a negative status effect from his crew of criminals/rapists/etc
-If words come out that you bedded ANOTHER non Humm, the Matriarch will be more than angry at you.
-Your pale officers lose their bonuses if accompanied with either bombastic privateer or his crew.

>Wingless Seeker
This Kerkit is on a semi-religious pilgrimage across the world, his crew is mostly composed of other Kerkits sharing the same mindset.

PRICE
5 Pale officers OR 3 high quality weapons [For protection]

+The winds of boon is more likely to caress those who are spiritually enlightened
+You can learn Kerkit exclusive spells and rituals during the voyage.
+ Their ancestral ritual will give several bonuses while you are on land.
-Poor ship rating 4/10
-Except a lot of detours = more time in the sea
-Their ascetic lifestyle will also affect you [-1 Max health/mental state]
-Captain can not be recruited as an ally on land

> Spurious Exile
An ashen who also had a vision about the end of the world. She resisted the dark temptation of Izom and so she is willing to provide you some aid...for a price.

PRICE
Help the Spurious Exile to free her brothers and sisters in a remote prison

+ Ship rating: 6/10
+ Can Ignore up to 1 penalty
+ Can temporary hire several guardians in her ship
+ Dead allies can be 'reused' for several bonuses
+ Spurious Exile can be recruited on land [Ashen, +4 Sea Blood, chance to remove any status effect inflicted during combat]
-Can't learn any spells/ rituals during the voyage
-Small chance for other crewmen to be hidden dark hand
-turns will cost 2% awakening instead of 1%
-More combat related events

>Pick none

>Give a captain 1 sanguine bond to make sure he/she won't take any future contract [he/she will appear in the next shuffle]
>>
>>4145483
>Bombastic Privateer
More degeneracy why not
>>
>>4145483
*expect a lot of detours
>>
>>4145483
>Wingless Seeker
It’s either this or third one
>>
Rolled 1 (1d2)

>>4145488
>>4145523
if you don't like these, there is always a next time for a reshuffle
>>
>>4145488
>>4145523

You can't believe you are actually doing this, selling yourself like some cheap girl! Then again, you haven't slept with a man of fire yet. This could be interesting...

Still, you are not so sure about his ragged crewmen...you better have a gauntlet of allies lest they get the wrong idea.

-You have hired the Bombastic privateer and his ship. Whenever you are done with your preparations, go to the docks and start your voyage.

______________

Turn 14 [AWAKENING 3%]

Since you now have a visible goal, you must prepare for these upcoming voyages by exploring and interacting with the many locations of the colony.

GO TO
> Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact [Seek a sea captain]
> Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond, sacrifice them or your allies for a myriad of benefits]

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: +5% awakening to gain full health or mental / indulge in your dark desires , +5% awakening for a chance to get a positive health status effect
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately

VOYAGES
>Start planning a voyage

stopping here for now
>>
>>4145537
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.
We’re gonna need 5 of them so let’s speed things up
>>
>>4145537
>Blight-swept Forest- Explore only
>>
Rolled 2 (1d2)

>>4145538
>>4145540
>>
>>4145538
>>4145540
Slow death

The forest surrounding the colony is ailing with corruption, no doubt caused by Izom, this so called blight turns men and beasts alike into crazed abominations.

The governor had spent the first couple of years installing these blight poles which reduce the spread of corruption around them. However, one should not linger around without proper protection. Yes, Almost all personnel working in the mines wear a protective suit or at least a rebreather.

"Halt..." said one of the pale officer " See those tracks? they belong to the fearsome Woodsman."

On the ground, you saw strange footprints....three of them with the third being the widest of the two. Next to the footprint were a small pile of bones " Look at this animal, the woodsman has stripped the poor thing of skin and flesh...I reckon we can make use of this bones.."

-You gained blight bones [ Single use item, periodically inflict health damage on all enemies. ]

"Aye, He is more beast than man. The governor tried to enlist this sole native to help the colony but he killed his men and ate their remains! Luckily for us, The woodsman likes to keep to himself. I think he could bring down the bulwark!" This was an over statement of course but this man-beast seems to be powerful indeed.

>̶[̶R̶e̶b̶r̶e̶a̶t̶h̶e̶r̶ ̶O̶R̶ ̶P̶r̶o̶t̶e̶c̶t̶i̶v̶e̶ ̶s̶u̶i̶t̶]̶ ̶d̶e̶l̶v̶e̶ ̶m̶o̶r̶e̶ ̶i̶n̶t̶o̶ ̶t̶h̶i̶s̶ ̶f̶a̶t̶h̶o̶m̶a̶b̶l̶e̶ ̶f̶o̶r̶e̶s̶t̶
>[Silverhound] Order your mutt to track down this woodsman, not to stray afar from the blight poles
>Return home, satisfied with this short trip.
>>
>>4146356
*these bones
>>
>>4146356
>Return home, satisfied with this short trip.
>>
>>4146363
welp, guess it is you and m then
>>
>>4146363
A small finding, yes, but at least you are safe from whatever this forest had in stock for you.
____________________
Turn 15 [AWAKENING 4%]
the iron queen has bestowed 2 sanguine bonds upon you!

Since you now have a visible goal, you must prepare for these upcoming voyages by exploring and interacting with the many locations of the colony.

GO TO
> Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact [Seek a sea captain]
> Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond, sacrifice them or your allies for a myriad of benefits]

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: +5% awakening to gain full health or mental / indulge in your dark desires , +5% awakening for a chance to get a positive health status effect
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately

VOYAGES
>Start planning a voyage
>>
>>4146703
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
What does "work" mean in this context? Mining, killing stuff down there, other?
>>
>>4146718
yes (probably fighting since of our social status), since we can't get skins, we will be rewarded with something else.
>exp
it is a hidden counter thing , it automatically increase with time and certain actions [success in certain events/combat]. Once enough exp is accumulated, we level up so to speak just like after fighting the kythian
>>
>>4146703
>Blight-eaten mine- Interact [work to gain skins+ exp]
Let's remember to get more pale officers, even if just once more with the bond bonus before a trip. Man, we'll be so fucked because of this cap'n payment method.
>>
>>4146722
Okay, good to know. I was confused on the "gain skins" part since our character explicitly cannot gain skins.

>The Bulwark
>Interact
>>
Rolled 2 (1d2)

>>4146726
>>4146771
>>
>>4146778
fug, i was about to post the mine thing. Oh well.
>>
>>4146726
>>4146771

The Bulwark

You could use some target practice. The men stationed there certainly won't mind an extra hand(s).

You were tasked to watch over a small group of officers who were to round up all the rotten carcasses of the beasts slain across the week. Leaving them for too long might entice powerful fiend to attempt to break through the mighty bulwark. Only a gremlin like creature showed up at the end of the day, it was quickly dispatched by you and your allies.

Minutes before leaving (and claiming your reward), You heard a horrible screech of a young child as she was whisked away from the colony by what seems to be an invisible force. She almost looked like she was flying as she 'jumped' over the bulwark.

It wasn't invisible, rather it was the silk of a dancing spider who kept scurrying left and right on top of the tree line while claiming its horrified prey. Both targets were within your range

>Shoot the highly mobile spider
>Shoot the little girl, an easier target, it will be a quick , merciful kill
>[Silksorrow ring] Attempt to speak [shout] with the bold spider who decided to search for prey in the colony
>>
>>4146830
>>[Silksorrow ring] Attempt to speak [shout] with the bold spider who decided to search for prey in the colony
>>
>>4146781
Oof. Sorry about that.

>>4146863
Supporting
>>
Rolled 15 + 1 (1d20 + 1)

>>4146863
>>4146872
>>
>>4146872
>>4146878
Sea-Blood save!

Due to the long distance and your unfamiliarity with spidertongue, you essentially spouted spider gibberish. It was however enough to render this cow-sized spider confused wondering where or who in the blazes is that other spider calling it?

Bewildered by your rambling, the spider left its prey dangling in the tree as it retreated back to the safety of the forest.

-You gained 2 soothing salves [Single use item, heal injured allies during combat]
-For saving the child, you gain Pale rifle [ +2 teeth in events, deal extra health damage to human]

1/?
>>
>>4146894
Turn 15 [AWAKENING 5%]

Stats
Health: Slightly Wounded
Mental: Slightly anxious
1/5 Teeth [STR]
1/5 Tongue [CHR]
1/5 Mind [INT]
1/5 Heart [END]
2/5 Sea-Blood [LCK]


Inventory:
-7 Sanguine Bonds
-2 soothing salves [Single use item, heal injured allies during combat]
-Pale rifle [ +2 teeth in events, deal extra health damage to humans]
- Rustblood sword [-2 heart, chance to life steal +1 health state on strike]
blight bones [ Single use item, periodically inflict health damage on all enemies. ]
- Crumbling page [Single use item , eats anything that is considered to be an obstacle]
-Knee-kissed Saber [E] [+4 dice in combat, can instantly kill any agent of Spine, Skull, Cage]
-Silksorrow ring [E] [+1 Mental state at the end of any combat, can speak with all forms of spiders]
-Time-Torn Monocle [+2 Sea Blood but -1 Mind. Can detect events in the past/future ]
-Ivory Compass [ point it towards a location to know if its event is favorable or not, three uses only]

Status effects
-Dark Cravings [permanent, failing to engage in the countless fetishes of yours when the chance arises will add -1 dice to all rolls.]
-Charred Veins [Permanent Whenever you increase your stats, Lose 1 Health state. If you are at death's door, it will instantly kill you.]
-Mental Fluidity: Guarding/Evading also include reduced damage/damage evasion from mental damage as well.

Penalties:
-Dark Hand: Greater chance for agents of Izom to ambush you in explore/interact events

Allies
-Pale officer [Humm, +2 health damage dice in combat and in authority related events]
-Pale officer [Humm,+2 health damage dice in combat and in authority related events]
-Silverhound [Beast, +4 health damage dice in combat, can detect kythians, may injure allies during combat]
-[Twisted effigy [+1 Mind, Only dies when you die, doesn't take any form of damage]
>>
>>4146898
*Turn 16 [AWAKENING 5%]

While you were taking a bath, your blood started to boil. Collapsing on the floor, you realized what brought this immeasurable pain....

It was the Matriarch's way of announcing her birthday. Soon enough, a fissure in time materialized right in front of your bath tub. Only the Matriarch is capable of this impossible feat; to teleport ALL members of her royal bloodline to her sanguine throne. Of course, she doesn't bother to use her powers in the war efforts or to further advance her empire because she doesn't want to.

Furthermore, the Matriarch would stop time in ALL of Thernn (she just tricks cage real good but still), leaving her citizens in a limbo state. This is but a small reminder of what she is capable of.

The pathway to the sanguine throne is open. All of royal bloodline are expected to be here to stroke her ego. All the heel licking can bring some unexpected gifts from the Matriarch herself so it is not all too bad.

However, the Matriarch freezes time also due to meet the thousands of her kin. This will take an ungodly amount of time. Should you go there% regardless?

>Yes [+15 % awakening]
>No, she can handle one less noble in her throne
>>
>>4146915
*time also to meet
go there regardless
>>
>>4146915
>Yes [+15 % awakening]
>>
>>4146915
>Yes [+15 % awakening]
Mommy
>>
>>4146920
>>4146922
Before entering this time fissure, you recalled unwritten rule regarding this immortal party. One must bring a lavish gift to the Iron queen (it is useless to her so it more of a symbolic thing). You CAN go the party empty handed if you want.

>Offer a gift to the Matriarch [Specify]
>You better not embarrass yourself. Nothing is miles better than anything you have right now
>>
>>4146926
>Offer a gift to the Matriarch
The Rustblood sword
>>
>>4146930
Support
>>
>>4146930

You hoped this would please her though you had your doubts. The world began to shift and stir around you as you crossed to the other side.

_____

Thernn

What a majestic view, the sanguine throne is the largest Humm-made structure spanning over a large swathe of land. It can be considered as a city of itself due to its size. Down below, the common rabble were frozen in time. You can't imagine living like one of these rats under the mercy of the Matriarch at all time.

All the guest were gathered at the main hall. The thing about your red-headed kin is that everyone have their little secrets and scandals. This is the most opportune time to revel in shameless gossip.

For now, the iron queen won't show herself to her children, the colossal bloodglass doors were opened across the main hall revealing an endless row of terraces, each has its own luxurious activity for the guests.

You have FIVE TURNS until the party is over.

>Wait for your turn to be granted a special audience with the Matriarch [D100K signifying the number of guests, each turn the dice is divided by 10, the earlier you get an audience with the Matriach, the better]
>Enjoy a fine selection of exotic meals
>Mingle with the guests
>Enter the fencing garden
>Go down stairs to the entrance of the Ivory vault [Not all of it is accessible to all guests]
>Bathe in the Eternal Vermilion spring
>Enter the astral Mapiroum of Kyth
>>
>>4146962
>Bathe in the Eternal Vermilion spring
>>
Rolled 88123 (1d100000)

>>4146968
what? you don't want to roll 100k or something? this is a totally viable roll, watch this
>>
>>4146968
Eternal Vermilion Spring

Most of the nobles who commit heinous acts of treason against the throne are executed here. Their throats are slit wide blood to feel this spring as per the Matriarch's instructions who also infuse their souls with the spring as one final punishment. You are lucky that you haven't angered the Iron queen to such extent.

After undressing, you dipped into the lukewarm blood. It was so refreshing despite of the vaguely floating face resurfacing once in a while.

There were other guests in the spring, each one of them was in different corner with the exception of smaller groups here and there.

>Defile the spring. No one will notice.
>[Time worn monocle] Speak with floating faces , learn some of their secrets
>Let the eternal spring enrich your body
>Swim towards one of the guest [male or female?]
>Drink the blood of the fallen
>>
>>4146976
>what? you don't want to roll 100k or something? this is a totally viable roll, watch this
nah
>>4146983
>[Time worn monocle] Speak with floating faces , learn some of their secrets
that first option got me thinking how do we defile ghost spring, but it didn't took long to imagine what
>>
>>4146983
>>[Time worn monocle] Speak with floating faces , learn some of their secrets
>>
>>4146986
>>4146998
Your mind was assailed by hundreds of slain nobles enriching the spring with most of them slaughtered in the early reign of the Iron queen. The majority of them simply demanded vengeance against the queen for reducing them to their pitiful state. However, some were unjustly (in comparison) executed like this Humm scholar who was on the brink to discover the true origin of all Humms.

Though most of his research was ultimately destroyed ages ago, He possessed a rare living ship which is still slumbering in the bottom of the sea. Within its interlocks and mechanical belly, you could find more information about the unknown gods you seek.

-New Detour location discovered : Yenn [ Only accessible during a voyage]

You have FOUR TURNS until the party is over.

>Wait for your turn to be granted a special audience with the Matriarch [D10K signifying the number of guests, each turn the dice is divided by 10, the earlier you get an audience with the Matriach, the better]
>Enjoy a fine selection of exotic meals
>Mingle with the guests
>Enter the fencing garden
>Go down stairs to the entrance of the Ivory vault [Not all of it is accessible to all guests]
>Bathe in the Eternal Vermilion spring
>Enter the astral Mapiroum of Kyth
>>
>>4147010
*No bathing in blood spring
>>
>>4147010
>Enter the astral Mapiroum of Kyth
>>
>>4147010
>Mingle with the guests
>>
Rolled 7659 (1d10000)

>>4147014
lady luck is always there with big fat rolls.
>>
Rolled 1 (1d2)

>>4147014
>>4147016
>>
>>4147010
>Enter the astral Mapiroum of Kyth
>>
>>4147018
Thank you, but I dwell long enough here to not tempt the dice gods
>>
>>4147014
>>4147016

In the stars

One of the wonders of the Sanguine Throne is the Astral Mapiroum of Kyth: It is an essence a gigantic celestial map of Kyth showing all of the Thernni empire cities and colonies as well as a semi-reliable prediction of time dilation across the sea.

Several intellectuals, cartographers and stellar sea captains gather under these soothing lights. Sadly, you were none of those. You stood alone like a sore thumb almost too afraid to embarrass yourself by speaking with anyone else.

-slightly anxious->perturbed

>Just leave.
>Look for someone to start a conversation with
>Stare at the colourful lights, force your mind to make something out of them
>̶[̶m̶a̶n̶ ̶o̶f̶ ̶w̶a̶x̶ ̶a̶l̶l̶y̶ ̶O̶R̶ ̶a̶ ̶c̶e̶l̶e̶s̶t̶i̶a̶l̶ ̶e̶n̶g̶i̶n̶e̶ ̶a̶l̶l̶y̶]̶ ̶A̶l̶l̶o̶w̶ ̶t̶h̶e̶m̶ ̶t̶o̶ ̶e̶x̶p̶l̶a̶i̶n̶ ̶t̶h̶e̶ ̶m̶a̶p̶ ̶t̶o̶ ̶y̶o̶u̶
>>
>>4147035
>Look for someone to start a conversation with
>>
Rolled 15 + 1 (1d20 + 1)

>>4147038
>>
>>4147038
You didn't manage to start a meaningful conversation with anyone at seems. At least you didn't make a fool out of yourself.

You have THREE TURNS until the party is over.

>Wait for your turn to be granted a special audience with the Matriarch [D1000 signifying the number of guests, each turn the dice is divided by 10, the earlier you get an audience with the Matriach, the better]
>Enjoy a fine selection of exotic meals
>Mingle with the guests
>Enter the fencing garden
>Go down stairs to the entrance of the Ivory vault [Not all of it is accessible to all guests]
>>
>>4147057
>Wait for your turn to be granted a special audience with the Matriarch [D1000 signifying the number of guests, each turn the dice is divided by 10, the earlier you get an audience with the Matriach, the better]
>>
>>4147057
>>Wait for your turn to be granted a special audience with the Matriarch [D1000 signifying the number of guests, each turn the dice is divided by 10, the earlier you get an audience with the Matriach, the better]
>>
>>4147065
>>4147068
Event rolls are normally rolled by the QM but this time i am willing to give an exception
D1000 BO3
>>
Rolled 817 (1d1000)

>>4147069
>>
Rolled 945 (1d1000)

>>4147069
>>
Rolled 502 (1d1000)

>>4147072
>>4147073
This one's on me so we can get going
>>
>>4147072
>>4147073

The Matriarch

Your turn was finally up after waiting for what seemed to be an eternity. Her elite guards guided you through what is known as the red domain where almost everything (including the throne) are made from the flesh , bones and soul of her most powerful enemies.

One last door to the throne, your first step inside was met by a brilliant light emitting from the center of throne room. You saw the silhouette of the mighty queen. It was too overwhelming...too...

-Slightly wounded-> At death's door
-Perturbed-> On the brink of madness
-You gained a new negative status effect: The Matriach's radiance [All stats are reduced to 0, All skillchecks will fail, Immediately die on first turn of combat]

"Crawl to me, spoiled child..." A thundering voice almost tore your head apart. Your legs and arms began to move on their own ignoring the world of pain you are currently at.

You try to tilt your head upwards. The very air shimmers with each word of hers "Do you know why you are crawling like a maggot mired in filth?"

She awaits your reply.

>....
>>
>>4147091
For your birthday amusement ?
>>
>>4147135

"Nothing amuses the woman who owns half of Kyth. Now stand up."

At death's door->Unscathed
On the brink of madness-> Unscathed
-The Matriarch's radiance is now gone.

In a blink, you regained your lost strength. All the pain was vanquished from your body " Banishing you to that miserable island was no coincidence..."

"So you knew about Izom? about everything?" You were shocked, this was her plan all along?

"Of course. This vision of ruin was meant for me after all..."

"But..." you were speechless.

"I relayed this vision to your fragile mind. These ''forces'' warning us are delusional... I am no one's servant. Do you really expect me to leave my seat of power for some errand, child?"

>The world is at stake, my queen....
>I am honoured to be bear this burden, great Matriarch.
>So you, the most powerful Humm, are just too lazy to save the world???
>[remain silent]
>>
>>4147168
>The world is at stake, my queen....
>I am honoured to be bear this burden, great Matriarch.
I do not expect you to come yourself. But I cannot bear this burden alone
>>
>>4147177

"So? Let Kyth crumble to dust should you fail. My enemies would perish. Thernn will be safe as long as I draw breath."

Your eyes widened, such selfishness " I am willing to provide some aid, let's see how greedy my little depraved child is..."

This is the moment you were waiting for. The Matriarch left it intentionally ambiguous so she can test you; what is the proper threshold between a reasonable and a greedy request? You don't know.

Whatever your request is, It must be crucial to your journey and only attainable by the Matriarch's approval. What shall you request?

>....
>>
>>4147185
Something that will help us find the incarnates
>>
>>4147185
Something that can find and convince the incarnated to join us. Don't forget to thank mommy
>>
>>4147196
>>4147212
"I expected as much from you...you will have what you desire. " She doesn't seem to be too content with your request. Did you ask for too much?

A pillar of Ivory was erected from the floor. From a hole in its center, a large mechanical serpent slithered towards you.

-You gained an ally: Serpent of Avarice [+2 Sea Blood in events, periodically reveal detour locations / locations in the colony that is related to the incarnates. Must consume an ally every 10 turns otherwise it will return back to the Ivory vaults.]

"Do enjoy the celebration down below, spoiled child of mine."

You bowed before feeling an warmth surrounding your body "A personal gift, cherish it well..."

-You gained a status effect : The Matriarch's Radiance [ After gaining a boon, Awakening can't increase for 2 turns under any circumstance.

Your conformation with the Matriarch has increased your resolve! Choose one of the following:

> +1 stat (must choose one) [-1 health state from Charred veins!!]
> 1 Special action
> 1 spell
>1 positive health status effect
>>
>>4147268
What does a spell do
>>
>>4147287
your main way of dealing mental damage
some spells deal both health and mental damage
utility spells than be used in events
powerful spells use mental state upon casting to balance them
>>
>>4147268
>+1 stat (must choose one) [-1 health state from Charred veins!!]
Tongue
>>
>>4147268
*confrontation
>>
>>4147310
Unscathed->Slightly wounded.

Well that was an interesting turn of event. The celebration isn't over, you can leave now if you want.

You have TWO TURNS until the party is over

>Enjoy a fine selection of exotic meals
>Mingle with the guests
>Enter the fencing garden
>Go down stairs to the entrance of the Ivory vault [Not all of it is accessible to all guests]

stopping here for now
>>
>>4147386
>Enjoy a fine selection of exotic meals
See you soon and stay at home.
>>
>>4147386
>Mingle with the guests
>>
>>4147386
>Mingle with the guests
>>
>>4147386
>Mingle with the guests
>>
>>4147408
>>4147421
>>4147499
>>4147693

All colours of nobles congregated in the main hall for a verbal massacre with their endless gossip. Some eyes were stalking you, you can imagine what sort of baseless lies they are conjuring right now. If only they knew....

There were several First Wounds in the main hall, the first immortal daughters of the Matriarch, they are in a sense the founding mothers of the twelve main families. They look much younger than their mother with each first wound possessing a unique blood trait from the other.

>Confront the small circles targeting you
>Listen to idle conversations instead
>Try to introduce yourself to nobles similar to your position
>Try to introduce yourself to well versed, higher nobles
>Try to introduce yourself to the Matriarch's finest.
>Try to introduce yourself to any of the First wounds
>Try to look for your own First wound.
>>
>>4148487
>Try to introduce yourself to nobles similar to your position
>>
>>4148487
>Try to look for your own First wound
>>
Rolled 1 (1d2)

>>4148495
>>4148546
>>
Rolled 18 + 2 (1d20 + 2)

>>4148495
>>4148546
tongue skillcheck
+2 stat bonus
>>
>>4148495
>>4148546
It was easier to speak with latest generation of nobles like yourself. They are not as overly ambitious or scheming as the old generations.

The Matriarch is disappointed at her youngest children often describing them as 'weak' and 'spoiled'. No one has really done anything noticeable for the empire. In fact, they are plenty of nobles like you wasting wealth and resources over trivial things. You just happened to be one of the worst offenders fit for a swift banishment/punishment,

Your conversations with these noble has yielded you an assortment of contracts, they are not stellar but they ought to help you in your journey to save the world. What are those contacts?

>Maritime Contacts: Special sea captains will be available in the docks
> Mercantile Contacts: Special traders will be available in various locations during a voyage
>Admiralty Contacts: Special allies will be available to hire in Seven-Fingered office.
>>
>>4148582
>Maritime Contacts: Special sea captains will be available in the docks
We can't use bonds to buy stuff outside the island right?
>>
>>4148597
yes
>>
>>4148597
You have ONE TURN until the party is over

>Enjoy a fine selection of exotic meals
>Enter the fencing garden
>Go down stairs to the entrance of the Ivory vault [Not all of it is accessible to all guests]
>>
>>4148612
>Enjoy a fine selection of exotic meals
>>
>>4148612
>Go down stairs to the entrance of the Ivory vault [Not all of it is accessible to all guests]
>>
Rolled 2 (1d2)

>>4148627
>>4148648
>>
>>4148627
>>4148648

Ah yes, the Ivory vaults. This labyrinthine structure is where the iron queen hoards all sorts of knowledge and secrets sealing the most powerful literary pages/artifact in the heart of this maze.

The Ivory vaults are said to be twice the size of the sanguine throne above it. It is constantly expanding downwards to provide more space for more artifacts.

Most of the guests here were....eccentric to say the least. Opportunistic scholars who relished this celebration only to enter the Ivory vaults. You don't feel like you don't belong here with your current intellect.

There was a large shrine in the top of level, while it still remains a mystery, this shrine born of black flesh and a spiral of viscous golden blood is said to 'grant rebirth' to any who approach it.

The Matriarch didn't seal this precious shrine because she finds the results of these rebirths...rather amusing.

>Try to have a chat with one of these nobles
>Examine the several artifacts shown to the public
>̶[̶M̶a̶t̶r̶i̶a̶r̶c̶h̶'̶s̶ ̶F̶a̶v̶o̶r̶]̶ ̶S̶p̶e̶a̶k̶ ̶w̶i̶t̶h̶ ̶t̶h̶e̶ ̶g̶u̶a̶r̶d̶i̶a̶n̶s̶ ̶o̶f̶ ̶t̶h̶e̶ ̶l̶o̶w̶e̶r̶ ̶i̶n̶a̶c̶c̶e̶s̶s̶i̶b̶l̶e̶ ̶l̶e̶v̶e̶l̶s̶
>Approach the shrine of rebirth
>>
>>4148686
>Examine the several artifacts shown to the public
>>
>>4148686
>Approach the shrine of rebirth
I know you’re playing me, but I want to
>>
Rolled 1 (1d2)

>>4148689
>>4148697
>>4148697
>>
>>4148697
it was a stat reshuffle/maybe a gender change like that coffin in ds2+ a unique status effect. some penalties would occur if you tried to be reborn several times.
>>4148689
>>4148697

Some of these artifacts are older than the empire itself! Though you had some doubts that these might be replicas.

At the end of the tour, you were given a free literary page by one of the Ivory Guardians, this could come in handy at a later date.

-You gained 2 Wrathful pages [ single use item, removes 1 health state on all enemies, can be used to cause an explosion in events]

With that done, the Matriarch gave everyone a brief speech before the party was over. It was time to return to the colony.

1/2
>>
Turn 16 [AWAKENING 21%]


Stats
Health: Slightly Wounded
Mental: Unscathed
1/5 Teeth [STR]
2/5 Tongue [CHR]
1/5 Mind [INT]
1/5 Heart [END]
2/5 Sea-Blood [LCK]

Inventory:
-7 Sanguine Bonds
-2 soothing salves [Single use item, heal injured allies during combat]
-Pale rifle [ +2 teeth in events, deal extra health damage to humans]
-blight bones [ Single use item, periodically inflict health damage on all enemies. ]
- Crumbling page [Single use item , eats anything that is considered to be an obstacle]
-Knee-kissed Saber [E] [+4 dice in combat, can instantly kill any agent of Spine, Skull, Cage]
-Silksorrow ring [E] [+1 Mental state at the end of any combat, can speak with all forms of spiders]
-Time-Torn Monocle [+2 Sea Blood but -1 Mind. Can detect events in the past/future ]
-Ivory Compass [ point it towards a location to know if its event is favorable or not, three uses only]
-2 Wrathful pages [ single use item, removes 1 health state on all enemies, can be used to cause an explosion in events]

Status effects
-Dark Cravings [permanent, failing to engage in the countless fetishes of yours when the chance arises will add -1 dice to all rolls.]
-Charred Veins [Permanent Whenever you increase your stats, Lose 1 Health state. If you are at death's door, it will instantly kill you.]
-Mental Fluidity: Guarding/Evading also include reduced damage/damage evasion from mental damage as well.
- The Matriarch's Radiance [ After gaining a boon, Awakening can't increase for 2 turns under any circumstance.]

Penalties:
-Dark Hand: Greater chance for agents of Izom to ambush you in explore/interact events

Allies
-Pale officer [Humm, +2 health damage dice in combat and in authority related events]
-Pale officer [Humm,+2 health damage dice in combat and in authority related events]
-Silverhound [Beast, +4 health damage dice in combat, can detect kythians, may injure allies during combat]
-Serpent of Avarice [Creature of iron,+2 Sea Blood in events, periodically reveal detour locations / locations in the colony that is related to the incarnates. Must consume an ally every 10 turns otherwise it will return back to the Ivory vaults.]
-[Twisted effigy [+1 Mind, Only dies when you die, doesn't take any form of damage]

Other
-Maritime Contacts: Special sea captains will be available in the docks
>>
>>4148731

While you became a bit wealthier and stronger after visiting the Sanguine throne, you feel like you should prepare a little more.

GO TO
> Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact [Seek a sea captain]
> Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond, sacrifice them or your allies for a myriad of benefits]

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: +5% awakening to gain full health or mental / indulge in your dark desires , +5% awakening for a chance to get a positive health status effect
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately

VOYAGES
>Start planning a voyage
>>
>>4148733
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.
Let’s stock up for our serpent and to prepare for that crew of rascals
>>
>>4148733
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.
Recruit officer and pay bond for another high ranked one
>>
>>4148750
>>4148770

After a brief visit to the Seven Fingered Office, The Joint has provided you with:

-Pale officer [Humm, +2 health damage dice in combat and in authority related events]
-Pale officer [Humm,+2 health damage dice in combat and in authority related events]

_____________________

Turn 17 [AWAKENING 22%]

While you became a bit wealthier and stronger after visiting the Sanguine throne, you feel like you should prepare a little more.

GO TO
> Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact [Seek a sea captain]
> Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond, sacrifice them or your allies for a myriad of benefits]

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: +5% awakening to gain full health or mental / indulge in your dark desires , +5% awakening for a chance to get a positive health status effect
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately

VOYAGES
>Start planning a voyage
>>
>>4148791
>Kerkit Bazaar Interact [Buy items, weapons]
>>
>>4148791
>Kerkit Bazaar- Interact [Buy items, weapons]
Let’s begin preparing for our trip
>>
>>4148791
>Start planning a voyage
Question about this. Does this option mean buy things and set sail, or is it more of a "buy supplies, decide when to head out, etc" sort of thing? As in, are we locked into a voyage the turn we select it?
>>
>>4148840
The midnight Bazaar

There was a bit of celebration today in the colony, a lightwing (a bishop like figure in their ancestral worship ) has arrived, showering the common rabble with golden flakes coming out of its glorious wings. Even the swine of a governor won't dare to lay his greedy hands on those flakes; the kerkit will literally kill anyone who takes these sacred symbols of prosperity (unless it is gifted from a Kerkit to a non Kerkit)

This celebration demands all Kerkit merchant to give away a random item for free to their customers. They will also refuse any sort of currency resorting to their old item-item bartering system (Trading back the free item back is considered a great offense. Don't do that).

You stopped by a kerkit merchant who gave you:

-Bottled nightmare [Single use item, deal 1 mental damage to an enemy.]

EVERYTHING COST AN ITEM OF YOUR CHOOSE. THE MERCHANT MAY NOT ACCEPT YOUR ITEM IF IT IS TOO LOW OF VALUE COMPARED TO WHAT DO YOU WANT TO PURCHASE

CANT SELL ITEMS DUE TO CHARACTER RESTRICTIONS

-Voracious pages [+2 Health, single-use only]

-Serpentine key of Vuuld "TAKE ME YOU IGNORANT HUMM, FORTUNE WILL SMILE UPON YOU IF YOU HAVE ME IN YOUR KEY CHAIN!" [Trinket: Automatic success in ALL non combat skill checks but....]

-Bottled nightmare [Single use item, deal 1 mental damage to an enemy.]

-Sickle Wing [Trinket, -1 heart and +1 Iron in events, significantly reduces the effect of gravity on you]


>Trade Item for Item
>RESHUFFLE [cost 1% awakening]
>Leave [You will lose free item tho]
>>
>>4148882
>-Voracious pages
Is one bond an acceptable trade? If not one salve
>>
>>4148855
Voyages
To plan a Voyage, you must select :
-Sea captain
-Incarnate to pursue

Sea captains can be hired in the docks. Hiring the same captain for different voyages will gives you extra bonuses which differs from one captain to another.

Incarnates are a different beast to tackle. To seek an incarnate, you must know its exact/general location. Each one will have a diffculty scaling and an awakening number. Note that after acquiring an incarnate, awakening percentage will significantly decrease BUT a CALAMITY will be added.

Calamity

Similar to penalties and boons which applies to you, Calamity is the will of Izom trying to stop you by affecting the whole world.

Optional plans
During planning you can also choose detour locations to add to the voyage's course. they will increase the awakening according to their distances. The Sea captain must know of any detour locations before than because he will also plan his supplies accordingly. You can't go to other unplanned detour locations unless they are on the way, so choose carefully!

One final note is that you can plan a voyage without seeking an incarnate [if you got a lot of locations you want to explore]
>>4148893
bond is a currency
>>
>>4148894
Calamity is a GLOBAL modifier which can't be removed
>>
>>4148893
"A fair deal..." The Kerkit merchant accepts you salve. You leave the bazaar , content with your purchase and the free item.
________________

Turn 17 [AWAKENING 22%]


You are getting there slowly but sure. Just a little more preparation and you will be ready.

GO TO
> Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact [Seek a sea captain]
> Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond, sacrifice them or your allies for a myriad of benefits]

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: +5% awakening to gain full health or mental / indulge in your dark desires , +5% awakening for a chance to get a positive health status effect
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately

VOYAGES
>Start planning a voyage
>>
>>4148918
>Docks- Explore
>>
>>4148918
You went to the docks with your allies, nothing seemed to be out of the ordinary. Most of the sailors were minding their dirty businesses under the squawks of the sea gulls.

After resting a bit on a bench, you stared at your reflection. You saw beautiful red headed noble .... and a smiling spectre of a little girl drawing an ethereal knife on you.

"Izzzzoommmm demaaands youuurrrrr deaaaaaath...."

___________
Combat!
______________
Dark Hand [Spectre]
______________


Health: Unscathed
Mental: Unscathed


Bonuses :
-3 in ALL ROLLS
Intangible: Immune to health damage
__________________
Aberrant Dilettante

Health: Slightly Wounded
Mental: Unscathed

Bonuses in rolls :
Health Damage: 1 (teeth stats) + 12 ( combat bonus from allies) +4 (weapon) = 17
Mental Damage: 1 (Mind stats)
Talking: 2 (Tongue stats)
Guarding: 1 (heart stats)
Evading: 2 (Sea Blood stats) + 1 (heart stats)= 3
Escaping: 2 (Sea Blood stats)

______________________


>̶D̶e̶a̶l̶ ̶h̶e̶a̶l̶t̶h̶ ̶d̶a̶m̶a̶g̶e̶ ̶[̶1̶7̶+̶3̶=̶ ̶+̶2̶0̶ ̶i̶n̶ ̶r̶o̶l̶l̶s̶]̶ ̶[̶T̶e̶e̶t̶h̶]̶
This action is not available

>̶̶̶D̶̶̶e̶̶̶a̶̶̶l̶̶̶ ̶̶̶M̶̶̶e̶̶̶n̶̶̶t̶̶̶a̶̶̶l̶̶̶ ̶̶̶d̶̶̶a̶̶̶m̶̶̶a̶̶̶g̶̶̶e̶̶̶ ̶̶̶[̶̶̶1̶̶̶-̶+̶3̶=̶̶̶4̶ ̶̶̶r̶̶̶o̶̶̶l̶̶̶l̶̶̶]̶̶̶ ̶̶̶[̶̶̶M̶̶̶i̶̶̶n̶̶̶d̶̶̶]̶̶̶You don't have any sort of spells and other to inflict mental damage

>Speak with the Dark hand [2+3=5 rolls] [Tongue]
say something to your enemy.

>Guard [1+3=4 rolls] [Heart]
Brace for Impact. Take reduced damage.

>Evade [3+4= 7 rolls] [Heart +Sea Blood]
100% Ignore mental or physical damage

>Escape [2+3=5 rolls] [Sea blood]
Flee from combat . failure to escape might kill one of your allies and/or injure you.

>Use an item
No rolls but consumes you turn
>>
>>4148929
>>4148946
>>
>>4148946
>>
>>4148946
>Escape [2+3=5 rolls] [Sea blood]
>>
>>4148968
alright
roll d20+5
>>
>>4148946
>Escape [2+3=5 rolls] [Sea blood]
We can't actually hurt it
>>
>>4148972
well, if you want to be technical about it, we could use bottled nightmare to hurt it but it is a moot point since we only have 1 bottle.

While the dark hand is a walking drone of Izom, don't forget to use the talk option especially to human/humanoid enemies
>>
>>4148972
also roll d20+5
>>
Rolled 20 + 5 (1d20 + 5)

>>4148983
>>
Rolled 13 + 5 (1d20 + 5)

>>4148983
>>
>>4148990
>>4148991
You gracefully fled the scene, the fiend gave a chase for a bit before vanishing. Perhaps it is bound to sea?

__________

Turn 18 [AWAKENING 23%]


You are getting there slowly but sure. Just a little more preparation and you will be ready.

GO TO
> Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact [Seek a sea captain]
> Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond, sacrifice them or your allies for a myriad of benefits]

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: +5% awakening to gain full health or mental / indulge in your dark desires , +5% awakening for a chance to get a positive health status effect
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately

VOYAGES
>Start planning a voyage
>>
Stats
Health: Slightly Wounded
Mental: Unscathed
1/5 Teeth [STR]
2/5 Tongue [CHR]
1/5 Mind [INT]
1/5 Heart [END]
2/5 Sea-Blood [LCK]

Inventory:
-6 Sanguine Bonds
-soothing salves [Single use item, heal injured allies during combat]
-Pale rifle [ +2 teeth in events, deal extra health damage to humans]
-blight bones [ Single use item, periodically inflict health damage on all enemies. ]
- Crumbling page [Single use item , eats anything that is considered to be an obstacle]
-Knee-kissed Saber [E] [+4 dice in combat, can instantly kill any agent of Spine, Skull, Cage]
-Silksorrow ring [E] [+1 Mental state at the end of any combat, can speak with all forms of spiders]
-Time-Torn Monocle [+2 Sea Blood but -1 Mind. Can detect events in the past/future ]
-Ivory Compass [ point it towards a location to know if its event is favorable or not, three uses only]
-Voracious pages [+2 Health, single-use only]
-2 Wrathful pages [ single use item, removes 1 health state on all enemies, can be used to cause an explosion in events]
-Bottled nightmare [Single use item, deal 1 mental damage to an enemy.]


Status effects
-Dark Cravings [permanent, failing to engage in the countless fetishes of yours when the chance arises will add -1 dice to all rolls.]
-Charred Veins [Permanent Whenever you increase your stats, Lose 1 Health state. If you are at death's door, it will instantly kill you.]
-Mental Fluidity: Guarding/Evading also include reduced damage/damage evasion from mental damage as well.
- The Matriarch's Radiance [ After gaining a boon, Awakening can't increase for 2 turns under any circumstance.]

Penalties:
-Dark Hand: Greater chance for agents of Izom to ambush you in explore/interact events

Allies
-4 Pale officer [Humm, +2 health damage dice in combat and in authority related events]
-Silverhound [Beast, +4 health damage dice in combat, can detect kythians, may injure allies during combat]
-Serpent of Avarice [Creature of iron,+2 Sea Blood in events, periodically reveal detour locations / locations in the colony that is related to the incarnates. Must consume an ally every 10 turns otherwise it will return back to the Ivory vaults.]
-[Twisted effigy [+1 Mind, Only dies when you die, doesn't take any form of damage]

Other
-Maritime Contacts: Special sea captains will be available in the docks

>>4148995
*surely
>>
>>4149000
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Interact
>>
>>4148995
Where can we learn a spell?
> Residential district - Explore only
>>
>>4146726
Deep in the dark.

The mines here on the island were the sole reason of establishing a colony here in the first place. They are rich with near endless veins of numerous metals (and even precious stones and a hint of marrowstone) all compacted together in on small area known amongst the miners as the decent.

Normally one would hire/enslave men of stone to do this kind of job. These simple minded slabs of raw power only consumes pebbles for a payment. However, the decent is no ordinary mine; the corruption originates from this maw o darkness...many of the earlier slaves have lost their minds, the governor sealed them off somewhere in the mine.

Once again, you chose to guard the poor sobs working there (just the entrance though) to hone your skills hoping to face greater adversities.

This task proved to be extremely hard due to the overwhelming blight pouring from the darkest belly of the decent. A hunchback miner with sores and blistered dared to approach you offering you a new rebreather for 2 sanguine bonds. You were too hasty to go there without proper protection.

>Accept his over priced offer
>Refuse
>>
>>4149027
strange, this was meant for >>4149014
>>4149025
shiiet, didn't see your post
from different sources across the colony, mainly certain events and level up. I don't want to make it too too common if you know what i mean but this is prone to change. Nothing is set in stone.
>>
>>4149027
>Refuse
>>
>>4149027
>haggle down to 1 bond
He is lucky we are giving a troglodyte such as himself our attention
>>
Rolled 1 (1d2)

>>4149041
>>4149047
i was about to post but sure
>>
>>4149041
>>4149047
>>4149041
You refused , almost raising your saber against this miscreant. However, you grew steadily weaker during your shift.

Slightly wounded->wounded

While you didn't encounter any beast or maddened miner, you heard horrible growlings and gruntings from both the forest and the mine.

-For your work you gained: sharpnel grenade [ Deal 1 health damage to an enemy, if it is flying, you can down it on the ground/floor]

Turn 19 [AWAKENING 24%]

Your serpent , through means unknown, has revealed a location crucial to : UNKNOWN GOD OF ???

-Woodsman hut: Where the dangerous woodsman lives. Do not take the most dangerous man-beast of the colony lightly.

You can in theory plan your first voyage should you desire. Doesn't hurt to prepare more

GO TO
>[NEW] Woodsman hut- [Unkown!]
> Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact [Seek a sea captain]
> Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond, sacrifice them or your allies for a myriad of benefits]

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: +5% awakening to gain full health or mental / indulge in your dark desires , +5% awakening for a chance to get a positive health status effect
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately

VOYAGES
>Start planning a voyage
>>
>>4149064
>Docks- Explore
Let's try the docks again and hope we don't meet that ghost
>>
>>4149080
Bump

While strolling around an old warehouse, you accidentally bumped into a large man of stone knocking you on the filthy cobblestone.

"Is red lady okay?" asked the man of stone in a childish manner. Your silverhound however interpreted this as an act of aggression lunging forward to chew through his meaty legs.

"Funny dog." The dumb oaf didn't realize that...oh, never mind. The hound has broken some of its teeth in the process. His two-head sized hands petted the silver beast in a friendly manner.

-Silverhound [Beast, +3 health damage dice in combat, can detect kythians, may injure allies during combat]

Your men also raised their weapon against this dock worker fearing retaliation from this stone brute. One helped you to stand up.

Confused, the man of stone asked "Something bad done?"

>Just leave this simpleton
>Apologize for your hound
>Ask for his bloody overseer, he will be punished for tainting your dress!
>Draw your saber! Kill the wretched dock worker!
>>
>>4149106
Conscript this dumb oaf to our expedition as punishment
>>
Rolled 11 + 2 (1d20 + 2)

>>4149113
ok then
tongue spellcheck
+2 from stats
>>
>>4149113

Though the man of stone is dumb as a rock (literally), he couldn't leave his position as a dock worker or the dock overseer would be 'angry and puffpuff' . You tried to lure him with the concept of more pebbles but the stupid mule is convinced that his overseer can only feed his pebbles and anyone's pebbles are just big ticks, evil ticks.

He moved on with his heavy burden, a lump of baggage enough to break a Humm's back. A single briefcase dropped out of the amalgamation. it had various seals on it with the symbol of Cage , the goddess of madness, carved on the main lock.

Should you....engage in this form of thievery perchance?

>Certainly, The lumbering fool should have been more careful
>No, you had enough of this place
>You will return this suitcase back to the pitiful worker. It is sadly the right thing to do.
>>
>>4149142
>Certainly, The lumbering fool should have been more careful
Can we see his overseer and bribe him for his service?
>>
>>4149142
>Certainly, The lumbering fool should have been more careful
Also it’s a good and bad thing our first known incarnate is in the forest
>>
My suggestion for the next turns.
>Get a new Pale officer that we can feed the Serpent
>Cure completely
>Get a Rebreather
>Go look for the Woodsman.
>Before departing: look for a drug that we can feed the pirate. Try to brainwash him during our pleasure sessions.
>>
power went out
>>4149150
>>4149184


Knowing the bureaucratic nightmare that would follow, you decided to ignore this notion.

Your eyes were on the stolen prize. After cracking it open in your mansion, you found some useless letters and something....unsettling.

-You gained a new spell: Longing Lullaby [Cage, deal mental damage to a single enemy, cost: 1 mental state. Affinity +, Human/Humanoid enemies might commit suicide with greater affinities.]

-You gained a new ritual: Formless vision
[Requires: 1 ritual circle, 1 or 2 Humm eye (yours), Time dilation [From minor to high], negative status effect, any cage related weapon (preferably a dagger).

Process: In [Sandless shores] or any place near the sea, start to remove 1 or 2 of your eyes as an offering to Cage

Result: Affinity +++, Formless Vision negative/positive status effect [ -1 Teeth, -1 Tongue, -10% awakening, loss of vision (if you removed 2 eyes), be able to see invisible enemies, souls of the recently deceased, time-distorted enemies and agents of Cage won't attack you. Formless Vision is required for higher cage spells.

More on all of this in next post.
>>
>>4149207
SPELLS

There are different types of spells, the most common are related to the gods of the sea [Cage, Skull, Spine, Knee]. Some are combat spells [offensive or defensive] while others are utility spells.

Minor spells normally don't cost anything. However , powerful spells has different costs according to its affiliated god:

SKULL: Nothing but it requires a special roll
KNEE: Health states
CAGE: Mental states
SPINE: Awakening

Same rule apply to other spell sources (Ancestral magic of Kerkit, Samguine art of the Matriarch, Page-Page spells of Verminians ...etc)

AFFINITY
Each time you cast a spell, you gain an affinity to the source related to this spell. It is noted by the plus sign under the description of the spell.

The higher the Affinity is, the more bonuses this god/force will bestow upon you. Events can also increase or decrease the affinity. If the Affinity is too low, spells won't work. If it is REALLY low, the god/source of power might curse you.

Rituals

Rituals are more complicated version of spells with a lot of requirements needed. It provide either permanent bonuses or temporary ones for X number of turns. They are the key to access more complex spells and can greatly increase your affinity with a certain god/force

If you got any question, ask away.
>>
>>4149223
About the ritual we found, what exactly is the “loss of vision” penalty ?
>>
>>4149150
>>4149184
>>4149205
TURN 20!
TURN 20!

The god of ash grows more and more as you stand in his domain without an incarnate. His vile tempest rages on....

Choose a penalty:

>Conniptions : Sanguine bonds arrive once every 10 turns instead of 5
>Herald of blight: From the blighted ashes, She will rise in the heart of the forest....
>Chained fate: Unable to escape combat if your health/mental is at death's door/brink of Madness.

>WITHER THE TEMPEST: Reduce health to at death's door. reduce mental to at brink of madness. reduce sanguine bonds to 1

>IGNORE THE TEMPEST: No penalties what so ever, however, the penalty on turn 30 will be much more severe...

>>4149228
you remove your eyes going blind, you lose -1 teeth because you can't see what you are striking and you lose -1 tongue because of your unappealing looks
>>
>>4149228
You're fucking blind without your eyes
>>
>>4149235
>Conniptions : Sanguine bonds arrive once every 10 turns instead of 5
>>
>>4149235
>Chained fate: Unable to escape combat if your health/mental is at death's door/brink of Madness.
>>
>>4149246
>>4149247
penalties are very important in the quest so i wont tie break them
>>
>>4149235
>Conniptions : Sanguine bonds arrive once every 10 turns instead of 5
>>
>>4149289
>>4149247
>>4149246

You had an unexpected visitor today, some lowlife and...a little girl ?

You remember this little runt, you saved her hide from the spider. Is that her father? His eyes were swollen with tears and gratitude. He learned of your arrival to the mines and so he had a small gift for you.

-You gained : Pristine Rebreather [Trinket: +1 heart, provides great resistance to the blight.]
-Miners' Favor: When the time comes, the Humm miners will return the favor...

______________________

Turn 20 [AWAKENING 25%]

-New interaction in sandless shore: Swim in the sea [Gain time dilation negative status effect]
-NEW SPECIAL ACTION: Draw a ritual circle

You are just about ready to plan a voyage. It is your choice whether you want to prepare more or not

GO TO
>[NEW] Woodsman hut- [Unknown!]
> Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact [Seek a sea captain]
> Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond, sacrifice them or your allies for a myriad of benefits]

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: +5% awakening to gain full health or mental / indulge in your dark desires , +5% awakening for a chance to get a positive health status effect
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately

VOYAGES
>Start planning a voyage
>>
>>4149310
Stats
Health: Slightly Wounded
Mental: Unscathed
1/5 Teeth
2/5 Tongue
1/5 Mind
1/5 Heart
2/5 Sea-Blood

Inventory:
-8 Sanguine Bonds
-soothing salves [Single use item, heal injured allies during combat]
-Pale rifle [ +2 teeth in events, deal extra health damage to humans]
-blight bones [ Single use item, periodically inflict health damage on all enemies. ]
- Crumbling page [Single use item , eats anything that is considered to be an obstacle]
-Knee-kissed Saber [E] [+4 dice in combat, can instantly kill any agent of Spine, Skull, Cage]
-Silksorrow ring [E] [+1 Mental state at the end of any combat, can speak with all forms of spiders]
-Time-Torn Monocle [+2 Sea Blood but -1 Mind. Can detect events in the past/future ]
-Ivory Compass [ point it towards a location to know if its event is favorable or not, three uses only]
- Pristine Rebreather [Trinket: +1 heart, provides great resistance to the blight.]
-Voracious pages [+2 Health, single-use only]
-2 Wrathful pages [ single use item, removes 1 health state on all enemies, can be used to cause an explosion in events]
-Bottled nightmare [Single use item, deal 1 mental damage to an enemy.]


Status effects
-Dark Cravings [permanent, failing to engage in the countless fetishes of yours when the chance arises will add -1 dice to all rolls.]
-Charred Veins [Permanent Whenever you increase your stats, Lose 1 Health state. If you are at death's door, it will instantly kill you.]
-Mental Fluidity: Guarding/Evading also include reduced damage/damage evasion from mental damage as well.
- The Matriarch's Radiance [ After gaining a boon, Awakening can't increase for 2 turns under any circumstance.]

Penalties:
-Dark Hand: Greater chance for agents of Izom to ambush you in explore/interact events
-Conniptions : Sanguine bonds arrive once every 10 turns instead of 5

Allies
-4 Pale officer [Humm, +2 health damage dice in combat and in authority related events]
-Silverhound [Beast, +3 health damage dice in combat, can detect kythians, may injure allies during combat]
-Serpent of Avarice [Creature of iron,+2 Sea Blood in events, periodically reveal detour locations / locations in the colony that is related to the incarnates. Must consume an ally every 10 turns otherwise it will return back to the Ivory vaults.]
-[Twisted effigy [+1 Mind, Only dies when you die, doesn't take any form of damage]

Other
-Maritime Contacts: Special sea captains will be available in the docks
-Miners' Favor: When the time comes, the Humm miners will return the favor...


Shiiet i passed 3k one this one, I really don't want to pastebin this blurp
>>
Spells and Rituals

-Longing Lullaby [Cage, deal mental damage to a single enemy, cost: 1 mental state. Affinity +, Human/Humanoid enemies might commit suicide with greater affinities.]

-Formless vision
[Requires: 1 ritual circle, 1 or 2 Humm eye (yours), Time dilation [From minor to high], negative status effect, any cage related weapon (preferably a dagger).

Process: In [Sandless shores] or any place near the sea, start to remove 1 or 2 of your eyes as an offering to Cage

Result: Affinity +++, Formless Vision negative/positive status effect [ -1 Teeth, -1 Tongue, -10% awakening, loss of vision (if you removed 2 eyes), be able to see invisible enemies, souls of the recently deceased, time-distorted enemies and agents of Cage won't attack you. Formless Vision is required for higher cage spells.
>>
>>4149310
Do we now the location of any incarnate yet?
>>
>>4149334
kind of
we have the general location of the incarnates of Kyth [skull, cage, spine and knee]. You will find more if we started to plan for a voyage. see >>4144376
>>
>>4149310
>New interaction in sandless shore: Swim in the sea [Gain time dilation negative status effect]
Stop tempting me
>>4149310
>[NEW] Woodsman hut- [Unknown!]
>>
>>4149310
>Start planning a voyage
>>
>>4149350
Actually let's visit the woodsman
>>
don't forget to equip the rebreather in forest/mine locations
>>4149363
>>4149348

Fog and corpses.

With the rebreather equipped, you were not bound to the blight poles anymore. You delved deeper and deeper in the forest where wicked tree grew wildly obscuring any heartlight from above. You would have certainly been lost had it not been for the guidance of the serpent who showed you the way to a small clearing where a lonely hut sat on top of a hill surrounded by an ominous red fog

The woodsman had impaled dozens it not a couple hundred of corpses on wooden stakes. Some were human, others were beasts but most were a horrific mixture of both

What unsettled you the most was how fresh these boneless flabs of meat looked like. This is not good.

Unscathed->Slightly anxious.

You had a terrible feeling that you shouldn't be here. Cold sweat drenched in fear trickled from your pale officers. The tales of terror surrounding the woodsman sprang into everyone's mind.

"We should return home, Milday, this place is cursed. Look at the trees, the y are watching us...."

Well, you too were shaken a little bit. The ground had little ponds of fresh blood, even the trees had a thin line of clotted blood between their branches. Just what is going on?

As for the hut itself, a small candle flickered inside casting a shadow over piles of bones. It appears that the woodsman isn't home just yet. You didn't know whether you should be relieved or terrified.

>Leave or you will die horribly
>[Pale officer] Send one of your men inside
>[Silver hound] Send your mutt inside the hut
>Enter the Woodsman hut
>Examine the impaled mangled corpses
>>
>>4149406
>Enter the Woodsman hut
Maybe he's just bored!
>>
>>4149406
>Enter the Woodsman hut
If he’s there, let’s not send our allies to die in vain
>>
>>4149419
>>4149466
we'll stop here for now
>>
>>4149406
>Examine the impaled mangled corpses
>>
>>4149419
>>4149466
>>4149696

You and your allies have entered the hut. It was indeed empty with few crude pieces of furniture. The woodsman kept rolls of human skin tucked away in a large chest which has surrounded by a pile of bones. The walls had various barbaric markings of unknown origin.

Finally, under his gigantic bed was a trap door securely locked by strange flesh-like chains.

Chance for Woodsman to show up D20= 1
Each action will increase the chance by 3 (next turn it will be on 1,2,3,4 and so on)

>Leave, the thought of the woodsman terrifies you
>[Wrathful page] Burn his hut to the ground
>[Wrathful page] Blow up the flesh chains on the trap door
>[Crumbling page] Dissolve the flesh chains trap
>Try to loot anything salvageable from his hut
>Try to decipher the strange markings on the wall
>Search through the skin rolls
>>
>>4151134
>>[Wrathful page] Blow up the flesh chains on the trap door
Does our sea blood give a bonus to the dice?
>>
>>4151146
Backing this
>>
Rolled 1 (1d20)

>>4151146
>>4151212
i will grant an occasional save if we are close to the target dice
inb4 we we get a 1
>>
>>4151217
RIP IN PEACE
>>
>>4151217
*it
also
F
>>
>>4151212
>>4151146

You heard thundering footsteps coming from the dense fog, before you know it. A large man in a coat made of human faces appeared before you and your allies. The towering man's gullet was split wide open revealing an abominable mixture of twitching animal/human limb mangled together in a pillar of intestine which ends in a multi fingered like foot.

The woodsman.

"..."

___________
Combat!
______________
The Woodsman [Man-beast]
______________


Health: Unscathed
Mental: Unscathed


Bonuses :
-Fear: Chance to Terrify a human/humanoid ally at the start of his turn, causing them to abandon you
-Hunger: Chance to consume a human/humanoid ally at the start of his turn, fully restoring his health state
__________________
Aberrant Dilettante

Health: Slightly Wounded
Mental: Slight anxious

Bonuses in rolls :
Health Damage: 1 (teeth stats) + 11 ( combat bonus from allies) +4 (weapon) = 16
Mental Damage: 1 (Mind stats)
Talking: 2 (Tongue stats)
Guarding: 1 (heart stats)
Evading: 2 (Sea Blood stats) + 1 (heart stats)= 3
Escaping: 2 (Sea Blood stats)

______________________

SPECIAL ACTION:
>Plea for Mercy
Adds +3 dice chance during escaping

>Deal Health Damage [16 roll] [Teeth]
Inflict mortal wounds with swords, guns...etc

>Deal Mental Damage [1 roll] [Mind]
Deal mental damage using spells

>Speak with the Woodsman [2 rolls] [Tongue]
say something to your enemy.

>Guard [1 roll] [Heart]
Brace for Impact. Take reduced damage.

>Evade [3 rolls] [Heart +Sea Blood]
100% Ignore mental or physical damage

>Escape [2 rolls] [Sea blood]
Flee from combat . failure to escape might kill one of your allies and/or injure you.

>Use an item
No rolls but consumes your turn
>>
>>4151234
>>Deal Health Damage [16 roll] [Teeth]
Fuck we're gonna die
>>
>>4151245
alright d20+16 bo3
>>
Rolled 8 + 16 (1d20 + 16)

>>4151273
>>
>>4151274
roll twice i guess, no one is around.
>>
Rolled 17 + 16 (1d20 + 16)

>>4151278
>>
Rolled 20 + 16 (1d20 + 16)

>>4151278
>>
>>4151290
>>4151291
>>4151274

"..." Despite losing his entire right hand in a hail of bullets, The Woodsman remains unflinching, he only stares at you from his void-like eyes.

The human/animal limbs continue to mutate more and more spawning several appendages.

Unscathed-> Slightly wounded.

______________
The Woodsman [Man-beast]
______________


Health: Unscathed
Mental: Unscathed


Bonuses :
-Fear: Chance to Terrify a human/humanoid ally at the start of his turn, causing them to abandon you
-Hunger: Chance to consume a human/humanoid ally at the start of his turn, fully restoring his health state
__________________
Aberrant Dilettante

Health: Slightly Wounded
Mental: Slight anxious

Bonuses in rolls :
Health Damage: 1 (teeth stats) + 11 ( combat bonus from allies) +4 (weapon) = 16
Mental Damage: 1 (Mind stats)
Talking: 2 (Tongue stats)
Guarding: 1 (heart stats)
Evading: 2 (Sea Blood stats) + 1 (heart stats)= 3
Escaping: 2 (Sea Blood stats)

______________________

SPECIAL ACTION:
>Plea for Mercy
Adds +3 dice chance during escaping

>Deal Health Damage [16 roll] [Teeth]
Inflict mortal wounds with swords, guns...etc

>Deal Mental Damage [1 roll] [Mind]
Deal mental damage using spells

>Speak with the Woodsman [2 rolls] [Tongue]
say something to your enemy.

>Guard [1 roll] [Heart]
Brace for Impact. Take reduced damage.

>Evade [3 rolls] [Heart +Sea Blood]
100% Ignore mental or physical damage

>Escape [2 rolls] [Sea blood]
Flee from combat . failure to escape might kill one of your allies and/or injure you.

>Use an item
No rolls but consumes your turn
>>
>>4151297
*Health: Slightly wounded
>>
>>4151297
>Escape [2 rolls] [Sea blood]
Fuck me. Time to run. How many stages of health are there btw snail?
>>
>>4151305
Unscathed>Slightly wounded>wounded>greatly wounded>grievously wounded>at death's door>Death for health

Unscathed>Slightly anxious>perturbed>troubled >paranoid>on brink of madness>Insane for mental
>>
>>4151297
>Deal Health Damage [16 roll] [Teeth]
Of course he appears in the first roll
>>
>>4151316
Really? He can heal in an instant if he eats one of our ally.
>>
Rolled 1 (1d2)

>>4151316
>>4151305
>>
>>4151322
>>4151305
d20+2 bo3
>>
Rolled 19 + 2 (1d20 + 2)

>>4151328
>>
Rolled 13 (1d20)

>>4151328
>>4151322
I know, but since his part of our mission, let’s try what we can
>>
>>4151329
>>4151338

Without any losses, you managed to miraculously escape the cold hand of the Woodsman. The hulking Man-Beast didn't pursue you at all; he casually examined his new stump before entering his hut.

Perhaps fighting him headstrong is not the ideal way to take care of him...

Your confrontation with the Woodsman has increased your resolve! Choose one of the following:

>1 Spell
>-3% awakening
>1 New location in the island
> +1 stat (must choose one) [-1 health state from Charred veins!!]
>>
Quick question would you like leveling up to be based on hidden exp counter OR certain mile stones in the quest? [Meeting Kythian, Matriarch, Woodsman] because so far they two kind of coincide accidentally.
>>
>>4151342
>>1 Spell
Can we return to the hut at a later time? Hopefully he won't be there.
>>
>>4151345
of course, i was about to say that in next update
>>
>>4151342
>1 Spell
>>4151343
Since there’s not much of a difference, let’s do for milestones
>>
>>4151345
>>4151350
Choose a spell

>Umbral Balance [Spine, cost 2% awakening, halves the mental state of EVERYONE in combat, Affinity ++]
>Tikertakermaker [ Page-Page , costs 1 literary page. Can repair any ancient mechanical / men of iron devices and contraptions, Affinty +++]
>Paradigm shift [Spine, cost 3% awakening, shifts the health-menatal state of EVERYONE in combat, Affinty +]
>Tranquil Warmth [Sanguine, Free cast, Pacify lesser small-medium sized animals/some creatures. Affinity +]
>>
>>4151363
*Affinity twice
and *Mental
>>
>>4151363
>Tranquil Warmth [Sanguine, Free cast, Pacify lesser small-medium sized animals/some creatures. Affinity +]
>>
>>4151363
>Tranquil Warmth [Sanguine, Free cast, Pacify lesser small-medium sized animals/some creatures. Affinity +]
>>4151364
?
>>
>>4151375
just correcting some grammatical mistakes/misspells don't mind me
>>4151369
>>4151375
b-but Spine!
>>
>>4151378
Would it half our own mental state?
>>
Turn 21 [AWAKENING 26%]


Perhaps the woodsman is too powerful for you at the moment. Maybe there is a way around this monstrosity. The governor has to know more about this Man-beast.

At any rate, you feel like you could go on a voyage now should you want.

GO TO
> Woodsman hut- Interact [Search the hut]
> Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact [Seek a sea captain]
> Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond, sacrifice them or your allies for a myriad of benefits] OR Swim in the sea [Gain time dilation negative status effect]

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: +5% awakening to gain full health or mental / indulge in your dark desires , +5% awakening for a chance to get a positive health status effect
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately
>Draw a ritual circle : an essential part of any ritual.

VOYAGES
>Start planning a voyage
>>4151384
ye
>>
>>4151388
>Start planning a voyage
>>
>>4151388
>Start planning a voyage
>>
>>4151400
>>4151413
There are FOUR known general locations for Incarnates:

KNEE
-Difficulty: 4/5

-Description : The Kythian memories entails a mystical island hidden from the empire. This island [simply known as The End among Knee Worshipers] is the a glorified arena of endless bloodshed. The incarnate SHOULD be Knee's ultimate champion, slayer of thousands.

-What to expect: A LOT OF COMBAT with little respite between them.

Locations:
-Nightmare of Nen [+10% awakening]: Your first location is a corpse of a Time-mender,The Kythian proclaims that only him knows where The End is. You must enter his dangerous mind to look for answer
-The End [+30% awakening]: The fabled island itself. Supposedly ruled by this incarnate. You'll have to somehow dethrone/kill it. Good luck
- The Marrowsmith [+10% awakening, optional place] : Inside the gullet of a whale, a rare Marrowsmith hones her craft. She once tried to be Knee's champion but her cowardliness got the best of her halfway through. Now she offers quality weapons and secrets to anyone who dreams of becoming on top


1/4
>>
>>4151420
SPINE

-Difficulty : 3/5

-Description : Spine desires nothing but order, she doesn't care for what is right or wrong. According to the Twisted effigy: Spine has a special domain where "Air, Land, Water and Time are one and all." This cryptic message has eluded many scholars but if his calculations are correct, You should be somehow at the four edges of the world at the same. To do that, you can enlist the help of certain powers in the sea.

-What to expect: A lot of Spinebound? maybe? Spine works in mysterious ways. You do expect a lot of expenses in the voyage.

Locations:

-The Celestial spire [+40% awakening, optional?] : The Moth-Child and his soul-bending directors. In theory, He could split your soul in four or maybe something else. His directors are the devils in disguise, be wary of their contracts.

-The Heart of Kyth [+20% awakening, Optional?]/Thernn [+20% awakening] : Well, It is kind of Impossible to reach the most fortified place in the world without the approval of the Matriarch herself. Assuming you made it there, Its unfiltered heart can give you some clues on how to reach spine. Be warned: The heartlight is very dangerous up close, it can and will kill you.

-The Ashen Vortex [ ??% awakening, optional?] : In the western edges of Kyth, there is a giant time fissure known as the ashen vortex. The previous assumption that it would led to the ashen wasteland outside or Myrt down below was proved to be false.... it is just a strange place devoid of time and space. If you could somehow utilize this abnormality to be in all cardinal directions in DIFFERENT timelines, you might be able to reach spine.

-Spinedawn [ 0% Awakening?]: Your final destination, a 'paradise' of order and perfection. No one has really went there but the Spinebound say they dream of this place. The incarnate should be here.
2/4
>>
>>4151442
CAGE

-Diffculty: 5/5

-Description : Cage is the pure definition of madness and horrible sense of longing for what she had lost [Kyth]. Her incarnate could literally be ANYTHING OR ANYONE. It drove many scholars insane just to try and make sense of Cage. The Kythian scholar had but one final solution: The Grey Madness.

This is a very hypothetical state of madness where only the gods of yore had experience. This grey madness is strong enough to alter realities and timelines. A mere lesser being achieving the grey madness is an utter impossibility. However, If one could achieve a similar state of mind where the laws of Kyth no longer binds them, One might be able to commune with Cage rationally. It is worth a shot.

-What to except: EVERYTHING AND NOTHING. Lose your mind, eat your crew and cogs. True insanity will ensue. It is heavily recommended to have greater affinity to Cage before committing to this disastrous voyage. prepare for a LOT of status effects.

Locations:

- Enigmatic Sea of Mirrors[30% Awakening] A sea under a sea where time dilation is the strongest. Your true journey begins here, it is for the best to experience it alone.

- The Forest of Vuuld [10% Awakening] A cursed forest of mighty serpents worshiping cage. You can gain more affinity to cage there.

3/4
>>
SKULL

-Difficulty : 2/5

-Description: Being the most benevolent/rational god compared to the rest, Skull might as well be willing to handle you his incarnate right away. That being said, He is very tactical about his gifts and blessing...you must prove to him that you are worthy (not crazy/bloodthirsty/power-hungry) enough for him to give you his incarnate.

What to expect: MIND SKILLCHECKS, RIDDLES AND PUZZLES. Skull favors the wise and those with mental fortitude. He detests violence so don't try to brute force your way to victory.

Locations:

The Ascension [60% Awakening] : Essentially, the highest point in Kyth, only accessible by agents of Skull. It is more or less a city of Ivory vaults, a land of knowledge. Very hard to reach but it poses no threat to its visitors [unless they had a malicious intent] . It was built by Skull himself who wished to isolate his worshipers from all the war and meaningless trivia down below.

OPTIONAL DETOUR LOCATIONS:

Yenn [5% Awakening] : A living ship in the bottom of the sea, contains information related to the unknown gods you seek.

SEA CAPTAINS

>Bombastic Privateer
This Man of fire had spent most of his life in the infernal sea of Myrt, after pursuing and killing his sister, He abandoned his grand dreams only to settle for lesser, more conceivable ones.

PRICE:
"Not everyday I see a precious little noble like you...forget your treasures and bond...I lust for your body. Shower me in your quim for the whole voyage. That is my payment, you succulent peach~"

+ Ship rating: 7/10
+Can hire the ships crew as temporary allies for free
+Very fast ship running on Hellfire=lesser time in the Sea
+Can join you as an ally on land during the voyage [Man of fire, +3 mental and health dice in combat, can fly]
+His ship will provides healing [+1 state] for free.
-Will loot EVERYTHING [other than the incarnation]
-Higher chance to contract a negative status effect from his crew of criminals/rapists/etc
-If words come out that you bedded ANOTHER non Humm, the Matriarch will be more than angry at you.
-Your pale officers lose their bonuses if accompanied with either bombastic privateer or his crew.


>SELECT A GOD, A SEA CAPTAIN AND AN OPTIONAL DETOUR LOCATION IF YOU WANT
>Postpone the voyage...you are not prepared.

>>4151457
*what to expect
forest of Vuuld is optional!
>>
>>4151482
If we choose a voyage can we spend another turn or two buying and recruiting?
>>
>>4151494
i guess.
I will put START YOUR VOYAGE instead of plan your voyage afterwards
>>
>>4151482
>Skull
>Bombastic Privateer
>The ascension
>Yenn
Holy moly the easier ones have places horrible to reach
>>
>>4151508
at least nothing will try to kill you there*

Question 2.0: would you like to have turns during the voyage or should we just skip all of that [Awakening would be the same in both cases]

Also note during Spine voyage, you are to select ONE way to reach your goal, thats why they got optional? on them if this wasnt obvious. All three would eventually lead to Spinedawn
>>
>>4151508
Supporting this plan although I'm not sure the privateer is best for this destination. He would be perfect for finding the Knee incarnate however. Maybe we should try another round of sea captain search with our new contacts.
>>
>>4151516
So pick one from Heart/Thernn/Ashen ? K, also why to the first 2 share the description ?
>>
>>4151531
I’m picking the privateer because the mind bonus may help us on challenges, dunno be we definitely gotta check for more cap’ns later
>>
>>4151531
>>4151536
In order to gain access to the heart of Kyth, you must travel first to Thernn and seek an audience with the Matriarch, thats why it is 20 20 while the rest are 40

also please respond >>4151516
>>
>>4151516
by that i mean turns while we reach our destination. Consider it as encounters in the sea
>>
>>4151516
Would we get the same amount of actions to do during voyages with or without turns?

>>4151538
Mind bonus is good too yes. Maybe he's smarter than he looks.
>>
>>4151556
you know what, skipping turns will affect penalties, serpent of avarice lunch time and Matriarch NEET bux so i guess i will have to include them

Just to be clear
>+3 mental and health dice in combat
COMBAT not events, mental dice in combat is basically your spells. the twisted effigy Twisted effigy [+1 Mind, Only dies when you die, doesn't take any form of damage] gives extra modifier during EVENTS

Anyways, we are stopping here for now. I hope i am providing some form of crude entertainment during the quarantine
>>
>>4151573
Alright, now I wanna get another captain even more, but let’s try at least 1 voyage with this guy even if just to thick one more point from the list of fetishes
>>
Turn 22 [AWAKENING 27%]


Perhaps the woodsman is too powerful for you at the moment. Maybe there is a way around this monstrosity. The governor has to know more about this Man-beast.

At any rate, you feel like you could go on a voyage now should you want.

GO TO
> Woodsman hut- Interact [Search the hut]
> Residential district - Explore only
>Kerkit Bazaar- Explore + Interact [Buy items, weapons]
>The Bulwark - Explore + Interact [Work to gain skins]
>Blight-swept Forest- Explore only
>Blight-eaten mine- Explore + Interact [work to gain skins+ exp]
>Governor's mansion- Explore only
>Old Mercy's house of replenishment - Explore +Interact [ pay skin to heal yourself]
>Docks- Explore + Interact [Seek a sea captain]
> Sandless Shore- Explore +Interact [With the followers of the Ironblood, cost 1 sanguine bond, sacrifice them or your allies for a myriad of benefits] OR Swim in the sea [Gain time dilation negative status effect]

SPECIAL PLACES
>Mosaic Mansion of Marble Marigolds: +5% awakening to gain full health or mental / indulge in your dark desires , +5% awakening for a chance to get a positive health status effect
>Seven Fingered Office: recruit pale officers (1 per visit), pay 1 Sanguine bond for a chance to get another pale officer or a higher ranked officer.

FREE ACTIONS
>Use an item
>Manage your allies
>Equip an item

SPECIAL ACTIONS
>Commission: Spend 10% awakening to call some favors to order an item of your choice [exotic trinket/weapon/consumable], single-use only.
>Noble privileges: Spend 4% Awakening to gain 5 sanguine bonds immediately
>Draw a ritual circle : an essential part of any ritual.

VOYAGES
>START YOUR VOYAGE
>>
>>4152816
>START YOUR VOYAGE
Kept us waiting, huh ?
>>
>>4152830
To Skull

You contacted the Sea captain informing him of your destination(s). He was ready to depart at your command. There is no turning back from this point onwards...are you ready?

>Of course, Let us sail to the skies!
>Actually....[ Select another action for this turn]
>>
>>4152887
>Of course, Let us sail to the skies!
>>
>>4152900

Everything was set and ready. It has been a long while since you were in the sea. This ship better have a good guardian; you don't want to turn into one of those distorted who got sick from the time dilation.

The ship itself was alright for a common vessel. It had these vibes of a pirate ship however...her walls had seen many death, rapes and other atrocities. You just hope your company will keep you protected.

As for the crew itself, They were mostly horned firefolk like their captain, there were some humms and Kerkit there too...all of them had one thing in common: being dregs and scums. You wouldn't let anyone come closer to you under any circumstance.

"Here is your room, my sweet thing." That captain guided you to the most lavish area in this stinking ship. Something felt...off about this.

"Is the Captain's cabin?"

"Well, yes. You and me are Sea-weds for the rest of the voyage...of course I will share my cabin with you. Believe you me, it is the perfect place for your highness. My crew respects my privacy. you are safe here. "

>Whatever.
>This is preposterous ! You demand a private room!
>Sea Weds? You are off this ship, right now!
>>
>>4152887
>>Actually....
Let's spend all our neet bux first. It's useless out colony anyways
>>
>>4152962
>>4152961

too late
>>
>>4152961
>This is preposterous ! You demand a private room!
You can accept the price of fulfilling another fetish of your bucket list but we need our own room for privacy.
>>
>>4152961
>This is preposterous ! You demand a private room!
>>
>>4152972
>>4152987

"So you don't want to warm my bed? Fine then, you can sleep in the corpse room where I feed my pet snake, the galley if you don't mind being cramped with potatoes and raw meat, the engine room where you get cooked in sweat if you kept those fancy clothes on you or in the lab with my surgeon who doesn't answer to anyone....that includes me."
>Select the corpse room
>Select the galley
>Select the engine room
>Select the lab
>Begrudgingly accepts his previous offer
>Round up your men. You are leaving.
>>
>>4152994
>Begrudgingly accepts his previous offer
It's this or leaving
>>
>>4152994
>Begrudgingly accepts his previous offer
>>
>>4153002
>>4153011
"I am glad that we reached an agreement." said the captain before locking the door "Now, Shall we...?"

_____________

Turn 23 [AWAKENING ??%]
FIRST DESTINATION: YENN

It has been several sea-days since you last departed from the colony. You have to say, this man of fire knows his way around. You learned a few tricks during your 'agreement'.

As for the Voyage itself, things were getting rather quite mundane with hardly any turbulent weather.

This was however to change as a Kerkit pirate ship rammed into the ship under the cover of their ancestral magic.

"Stay here, Keep your men around you..." Ordered the half naked Myrtian.

>Do what he says, He and his rabid crew can handle a couple of overgrown insects on his own
>Send some of your allies to help
>You are no damsel in distress...to battle!
>>
>>4153026
>You are no damsel in distress...to battle!
Don't go all the way to the other ship though. Just stick to repelling the boarders. Besides, a half naked red head might scare some of them.
>>
Rolled 5 + 1 (1d20 + 1)

>>4153030
this is A teeth roll
+1 from stats
>>
>>4153050
I thought we roll for battle?
>>
>>4153030

You ignored his words and went out with your men sending a rain of bullets on your winged foes. This bravado of yours didn't last for long as a sneaky Kerkit slashed your back with her serrated arm. She almost landed a killing blow if it weren't for him.....

Slightly wounded-> Grievously wounded

"IGNORANT FOOL!" shouted the genuinely angry Sea Captain, He reduced your attacker to a pile of charred flesh.

"Take care of her! Come out and I will kill you myself!!" Your men carried you to back to safety.

1/2
>>4153052
this is an event, not combat. Teeth relate combat includes scripted combat, events that require strength or brute force and so on
>>
>>4153058
Should've stated that then. I thought it would be a normal combat with our allies.
>>
The battle was over shortly after, the Kerkit ship disengaged after suffering many losses.

As for you, your were stuck in the infirmary with a rather attractive surgeon. You thought the ship's surgeon would be a flea-riddled mongrel in a coat like the rest of his crew.

"You are reckless." She stated " I guess it runs in the family..."

The woman of fire stabilized your wound in the next few minutes " Our 'fine' captain chose not to pursue this free loot of a ship because of you. Be grateful."

Greviously wounded->Greatly wounded.

>Speak with the Surgeon
>Speak with the Sea Captain
>Wander around the ship
>Examine the ship's guardian
>Head back to the cabin
>>4153058
*carried you back to
*teeth related
>>4153065
I mean all the combat we experienced so far was 1 vs our team which in this context won't be a thing [Our team killing a pirate then heading back '''victorious''' ? wouldnt make a lick of sense]

The other realistic option was to have X number of Kerkit fighting us at the same time which would take forever and half and we would probably die from too. Did you really wanted that anon?
>>
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>>4153058
>>
File: 1549975682025.jpg (60 KB, 816x979)
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>>4153058
Okay, heres the real thing like you asked in qtg
>>
>>4153083
thanks anon
>>4153077
>>
>>4153077
>Speak with the Surgeon
>>
>>4153088

You had to wait a couple of hours to get a chance to speak with her as she was tending the wounds of other crewmen.

"Oh, it is you again." She stated monotonously.

"Do you have something against me?"

"Not you exactly, but your grand whor- I mean Queen. She continue to wage a useless war trying to conquer my homeland. Your queen is too arrogant to accept defeat."

Well, It has been a stalemate for a couple of decades now. Again, The Matriarch refuses to leave the throne and claim the heart of Myrt to herself. She simply executes all the admirals and commanders who fails her.

"Fair enough. "

" Well since you are here and all, would you like to engage in some of my experiments? I haven't had a noble for a test subject before. The Matriach's blood can affect the results...I hope."

"What sort of an experiment?" You were slightly intrigued to know more.

"I happened upon a rare chunk of Marrowstone...not the bottled trash you drink in cheap wine or the more pristine ones used as building blocks...no, actual 'live' marrowstone like the beating heart of Kyth and Myrt. My babe's crew or prisoners yielded horrible results and I am sad to waste my samples on them. You on the other hand can be different."

"Will it kill me?" you asked the important question.

"Probably not? The cases varies but death is really your least concern when it comes to undesirable side effects. I'll make it up for you."

The surgeon briefly showed you a small stash of valuables " If this doesn't convince you, I can join your little expedition in the ascension. You can use a woman of my knowledge..."

>Accept her offer
>Refuse, It is too risky.
>>
>>4153118
Ask first what the side effects may be
>>
>>4153120
She began to list an insurmountable amount of side effects. You couldn't understand most of her big medical works but from the gist of it , you deduced that they will either affect your body or your mind. Some were severe, others were almost negligible.

"...and that is the last one. What do you say?"


>Accept her offer
>Refuse, It is too risky.
>>
>>4153128
*insurmountable list
>>
>>4153128
>Accept her offer
Maybe the side effect will just be bigger tits
>>
>>4153128
>Accept her offer
>>4153153
-Overflowing Stack [Gain +1 heart, +1 tongue and -1 teeth. In 10 turn you may milk yourself to gain Noble Nectar. Failure to do so will lead to losing 1 health condition every 6 turns.]
>>
>>4153153
>>4153169

The horned woman injected you with an unknown yellow substance, you didn't feel the sting at well.

"Well?" you asked anxiously " Did you find anything?"

The surgeon sighed deeply " This isn't a trick show. The process will take time, my advice is to avoid combat or any unnecessary hard work. We don't want complications now, do we?"

1/2
>>4153169
heh milkers
>>
Turn 24 [AWAKENING ??%]
FIRST DESTINATION: YENN

A couple of sea-days has passed uneventfully. One filthy crewman tried to take a peek at you while you were undressing in the cabin. When the horned captain had found out, he gouged his peeping hand with his thumb.

You don't really know how to interpret this; was it his unstable demeanor? his way of disciplining his men? Or perhaps jealously? Your agreements are getting more intense as time passes.

The living ship shouldn't be too far from here if the captain's calculations were correct.

Your silverhound began to bark without warning baring its sharp teeth. What is wrong with it?


>Leave the beast bark, may it chew one of these rotten-toothed bastards
>[Tranquil Warmth] Calm it down, what a stupid dog.
>̶[̶H̶o̶u̶n̶d̶m̶a̶s̶t̶e̶r̶ ̶a̶l̶l̶y̶]̶ ̶A̶s̶k̶ ̶y̶o̶u̶r̶ ̶a̶l̶l̶y̶ ̶t̶o̶ ̶k̶n̶o̶w̶ ̶w̶h̶a̶t̶ ̶i̶s̶ ̶w̶r̶o̶n̶g̶ ̶w̶i̶t̶h̶ ̶t̶h̶e̶ ̶s̶i̶l̶v̶e̶r̶h̶o̶u̶n̶d̶
>Approach the Silverhound

>>4153179
*at all
>>
>>4153195
>>[Tranquil Warmth] Calm it down, what a stupid dog.
Should we get more healing? Our wounds concern me
>>
>>4153195
>Approach the Silverhound
It maybe a combat, but there’s the chance that if we leave him barking whatever it is could sneak attack on us
>>
Rolled 2 (1d2)

>>4153198
>>4153199
>>
Rolled 7 + 4 (1d20 + 4)

>>4153199
>>4153198
This is a sea blood skill check
+2 from stats
+2 from allies
>>
>>4153198
>>4153199
Sea-Blood save!

What seems to be random barks were actually directed at a certain crewman mopping the upper deck. This Kerkit resumed his duty without really giving your oversized dog any sort of attention.

Could it be?

The silverhound did calm down a bit when you approach it, awaiting further commands.

>Sick'em, boy!
>Do nothing, the mutt is overreacting as always.
>Speak with the Captain about this.
>>
>>4153224
>Speak with the Captain about this.
Let’s avoid combat
>>
>>4153224
>Speak with the Captain about this
It's not like it can escape the ship
>>
>>4153224
>Speak with the Captain about this.
>>
>>4153233
>>4153236
>>4153237

"I'll deal with him..." He grabbed a unique pistol from his trophy room and barged outside.

The Kerkit, once he saw the pistol , panicked right away revealing his true identity. Unlike the scholar, this one was begging for mercy proclaiming that the skin (or rather the exo-skeleton) of the Kerkit was harvested from the dead body of his prison mate. Both of them had escaped Throat keep but his mate was shot in the neck. The Kythian proceeded to show the exit wound hidden under a collar. Three crew men vouched for the skin wearer proclaiming that he had saved their lives in the past.

Much to your surprise, the captain had allowed him not only to live but also to resume his duties.

"But he IS a Kythian for goodness sake! He will kill us all!" You boldly objected against this poor judgement.

"I trust him."

"AND I DON'T!"

"Here, I'll let you borrow this...." He handled you his special pistol.

-Vuuld Chime [ -2 Mind, can instantly kill Kythians or any kind of shapeshifters]

>You don't trust the Sea captain. Borrow this pistol
>You trust the Sea captain. Don't borrow this pistol
>>
>>4153276
>>You don't trust the Sea captain. Borrow this pistol
DIE
>>
>>4153276
>You don't trust the Sea captain. Borrow this pistol
We’ll have to equip it first, right ?
>>
>>4153276
>You trust the Sea captain. Don't borrow this pistol
>>
>>4153287
>>4153292
>>4153311

Well this is a reassurance, should the Kythian tries to gut you like a fish, you would be more than ready for him. You also positioned your trusty mutt outside the cabin for more peace of mind.

>Speak with the Surgeon
>Speak with the Sea Captain
>Wander around the ship
>Examine the ship's guardian
>Head back to the cabin
>>
>>4153322
>Speak with the Sea Captain
>>
>>4153322
>Examine the ship's guardian
>>
>>4153322
we'll stop here for now
>>
>>4153322
>Speak with the Sea Captain
>>
>>4153322
>Speak with the Captain
>>
I am feeling kind of sick [not the coof]. So can anyone just keep track of our stats and inventory? I can write to some extent but i don't want to waste mental energy on this stuff.
>>
>>4153323
>>4153341
>>4154096
>>4154355

The man of fire wasn't as enthusiastic as before. You rarely saw him donning a serious mask like that, his words were devoid of any charm "You are weak."

"Excuse me?"

"You are too fragile like the rest of your kin. You are too slow to avoid danger."

"I got my men to protect me." you replied.

"The same men who couldn't fend you when the Kerkit slashed your back? Please. How about a sparring session?"

"I couldn't stand a chance against a fire breathing horned devil."

"I'll play nice. My blade won't kill you... In time, you could outbest me if you tried hard enough."

>Let's just stick to our 'agreement'
>I am ready for whatever you throw at me, Myrtian.
>>
>>4154361
>am ready for whatever you throw at me, Myrtian.
Let’s try getting some stats
>>
>>4154361
>I am ready for whatever you throw at me, Myrtian
>>
Rolled 4 + 1 (1d20 + 1)

>>4154373
>>4154400
This is a teeth skill check
+1 from stats
>>
>>4154401
i just don't know anymore
>>
>>4154401
Well, getting our ass smacked the bad way was expected but damn our teeth dice is being shit for a while
>>
>>4154373
>>4154400

You thought you would at least have some upper hand during these match your sparring partner (Who was holding back) wiped the floor with you.

Your pride was in shamble, it made you too angry to learn anything new from the captain. In a fit of rage, you threw him outside of the cabin locking the door behind him. You need to sleep alone this night. The captain respected your wishes and left you to cool off.
>>
Turn 25 [AWAKENING ??%]
YENN

The ship anchored near a lonesome rock in the middle of nowhere. The living ship should be below you. Then It dawned upon you....

You actually have no way of reaching it.

"So you want to go down there inside a man of iron creation?" You discussed the matter with the captain and his surgeon.

"Yes, I only have a rebreather that won't help me at all." You should have prepared more. Why were you too haste to just leave the colony like that?

"Can we just...drag that thing with us? It is not a large vesel" suggested the surgeon " We'll be slower, sure but we can loot it proper when we reach some shallows."

"A.Living.Ship. We don't know what it is capable of. We can detonate some of our hellfire fuel to make a vortex; Kyth blood hate Myrt's."

"We won't be able to sail at full speed after that." The woman of fire reminded her babe "Unless we stumbled upon any fueling station with our specific fuel...."

"Why can't we just swim down there?" You gave one final suggestion.

"Can you hold your breath for that long? I don't want to see you drowning. " There was also the danger of time dilation; the guardian ONLY protects those on the ship. Long exposure could lead to this unfavorable aliment.

What to do?

>Jump in, dive towards the living ship
> Anchor and drag the living ship, you are taking it with you
>Make a fiery vortex by throwing hellfire.
>̶[̶P̶a̶l̶e̶c̶l̶a̶d̶ ̶c̶l̶e̶a̶n̶s̶e̶r̶ ̶a̶l̶l̶y̶]̶ ̶S̶e̶n̶d̶ ̶h̶i̶m̶ ̶d̶o̶w̶n̶ ̶b̶e̶l̶o̶w̶ ̶t̶o̶ ̶e̶x̶p̶l̶o̶r̶e̶ ̶t̶h̶e̶ ̶l̶i̶v̶i̶n̶g̶ ̶s̶h̶i̶p̶̶
>̶[̶Y̶e̶a̶r̶n̶s̶k̶i̶n̶]̶ ̶J̶u̶m̶p̶ ̶i̶n̶,̶ ̶s̶t̶a̶r̶t̶ ̶t̶o̶ ̶e̶x̶p̶l̶o̶r̶e̶ ̶t̶h̶e̶ ̶l̶i̶v̶i̶n̶g̶ ̶s̶h̶i̶p̶
>Ignore this destination for now.
>>
>>4154431
*vessel
>>
>>4154431
>Anchor and drag the living ship, you are taking it with you
>>
>>4154438
whelp no one else voted, maybe because of my horrible timing
>>
>>4154431
>Anchor and drag the living ship, you are taking it with you
>>
I am too sick to continue so we'll have to postpone this.
>>4154438
>>4154563
>>
>>4154588
Is it corona ?
>>
>>4154614
i fucking hope not.
can anyone do me a favor and archive this thread?
one of the tags should be Aberrant Dilettante
I will let you know when we will continue in qtg
>>
>>4156013
muh trip
>>
>>4156013
Thread's still on page 5, so it should stay up for at least another week. I'll make sure to archive before it drops off though
>>
>>4156013
http://suptg.thisisnotatrueending.com/qstarchive/4137489/



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