Crossposting some information from the Zoluren Events folder here.
Thanks go to Ysselt and Aveda for the bardic PERCEIVE info.
Moon Mage vision:
You have a fleeting thought about the Crossing. Inexplicably, this causes the vessels behind your eyes to pulse painfully. The coppery smell of blood drifts into your nostrils, and the feeling of cold, naked metal caresses your hand.
[The Crossing, Dafora Row]
The town wall marking the Eastern Tier continues north-south along here. A back door with a thick iron padlock is opposite the wall. You notice that there are marks and scratches around the padlock, as though it had been a target for thieves. You also see a red moonbeam, a red moonbeam, a grumpy Shadow Servant and an intricate symbol painted on the wall in bold strokes.
Obvious paths: north, south.
>l sym
A stylized flame bound in a square has been drawn in blood on the building's outer wall. Now dried, the symbol sticks to the wall in black streaks.
You may be able to piece together more about the symbol with careful study.
>study sym
You carefully study the bloody symbol.
You recognize that it is an arcane symbol used to describe a rare permutation of the Fire Manipulation book. It describes standing flame, like a torch.
Alchemists use this symbol to represent a crucible: both the physical device and the metaphoric qualities of a crucible's flame, depending on the context.
Roundtime: 20 sec.
Bardic PERCEIVE:
The bloody symbol pulses with history, drawing your vision far afield.
Distant screams echo in your ears and not even the moonless downpour you find yourself in can wash away the smell of blood and burning wood. You are crouched furtively in the underbrush, watching men in clerical robes shout out maledictions while men in armor so polished that it reflects the flame's glimmer set your village on fire... and anyone who tries to run away.
Bile and impotent rage rise in your throat. You grope at the underbrush, searching for a branch, a stone -- anything. Your hand wraps around something cold and you withdraw a discarded hunting knife.
[The Crossing, Lorethew Street]
This narrow road runs east-west between the Academy and many of the town's shops. To the east you can see the low shops and hedges that surround the Town Green, while west looms the tributary river, flowing on its winding course south into the mighty Segoltha River. You also see an intricate symbol painted on the wall in bold strokes.
Obvious paths: east, west.
>l sym
A cross with a curly underline flourish has been drawn in blood on the building's outer wall. Now dried, the symbol sticks to the wall in black streaks.
You may be able to piece together more about the symbol with careful study.
>study sym
You carefully study the bloody symbol.
You recognize that it is a short-hand symbol used by Throne City researchers. It denotes "divergent result," used when an experiment produces a result the Moon Mage did not anticipate.
While rare, portions of astrologer short-hand has gained use in other academic settings. In particular, many members of the Asemath Academy faculty use it as a blunt "failure" grade.
Roundtime: 20 sec.
Bardic PERCEIVE:
The bloody symbol pulses with history, drawing your vision far afield.
"Come on out, Necromancer," a man in shiny plate mail calls out, while holding a knife to your child's throat. "Someone must face judgment today, choose which!"
You look down from your vantage point at the pair. The man with the arrogant voice is indistinguishable as an individual due to his armor, while the ten year old boy in his arms is paralyzed with fear.
"I don't want to do this," the man lies. "This is entirely in your hands. Give up and the boy will be spared. Play your games and it's all your fault!"
You bite your tongue. The man does not wait very long to carry out his threat and push the little corpse away in disgust. Your child's head lolls around the ground and then comes to a rest, staring up at you with sightless wonder. Guilt threatens to seize you, but you expertly deny it: the other man did it. The Great Work demands your survival. History will applaud your pragmatism once all men have quit the night.
You realize with abstract horror that cowardice isn't hard at all.
Enjoy, future Philosophers.
Rev. Reene
Reene: I WILL BECOME MINILYRAS!
Devan: ... I thought you already were.
For the Neccies, With Love on 07/09/2009 11:10 PM CDT
Re: For the Neccies, With Love on 07/10/2009 04:59 AM CDT
Re: For the Neccies, With Love on 07/10/2009 07:22 AM CDT
>>You realize with abstract horror that cowardice isn't hard at all.
This is a suitable representation of the mentality that draws me to the Necromancer's guild. The statement lacks a certain vitality, an emotional connectivity that would generally be entailed by a statement dealing with such concepts (horror, cowardice). And because it lacks that vitality, it is distant. It is the expression of something that is occurring wholly outside of the self, a detachment wherein one may claim genuine, yet lackluster, surprise - almost a state of irrecoverable shock. "Oh, you mean that? Yeah, that's just my ghastly pile of mutilated corpses. Want to grab a bite to eat?"
I'm fascinated by what must be required of most Necromancers in order to continue such vile machinations. I've not seen much in-game dialog about the philosophies of self, mind, and identity. But the Necromancer guild, nearly requiring it, certainly motivates it. No matter one's guild.
This is a suitable representation of the mentality that draws me to the Necromancer's guild. The statement lacks a certain vitality, an emotional connectivity that would generally be entailed by a statement dealing with such concepts (horror, cowardice). And because it lacks that vitality, it is distant. It is the expression of something that is occurring wholly outside of the self, a detachment wherein one may claim genuine, yet lackluster, surprise - almost a state of irrecoverable shock. "Oh, you mean that? Yeah, that's just my ghastly pile of mutilated corpses. Want to grab a bite to eat?"
I'm fascinated by what must be required of most Necromancers in order to continue such vile machinations. I've not seen much in-game dialog about the philosophies of self, mind, and identity. But the Necromancer guild, nearly requiring it, certainly motivates it. No matter one's guild.
Re: For the Neccies, With Love on 07/10/2009 10:55 AM CDT
>>INNEZ: Would it taint my gratitude to protest that you presume this is all about Necromancers? I mean blood is fundamentally the most common writing substance... Anyone could have put those up.
The Bardic vision of the symbol on Lorethew Street (see the post by IDONS-BUDDY) has several obvious connections to the lore of the Philosophers of the Knife. (For the full text of this lore, see Elanthipedia: Philosophers of the Knife.)
Most of this lore is not likely to be known ICly, but for your OOC curiosity, here is a copy of my post from the Zoluren Events folder:
>>The Great Work is not borne from faith, but from careful experimentation in the glaring light of truth.
>>At the heart of every written word in the philosophy is the conceit that man is beautiful and deserving of life. Our morality presumes that man can be free of fate and gods, and that he is capable of deciding for himself what is good and evil.
>>We struggle with the Great Work because we desperately need to believe man deserves to be saved from the strange forces that pass judgment over it. We long for them to stand and quit the night; they are men, and no power in the universe has the right to say what is theirs.
There are many parallels between alchemy and the lore of the Philosophers of the Knife.
The great work that alchemists sought was the creation of the philosopher's stone, which is said to enable the transmutation of base metals into gold. (Gold, of course, was viewed as the purest of all metals, incorruptible.) The other great work of alchemy was the elixir of life.
The Philosophers speak of a "Great Work" borne from "careful experimentation in the glaring light of truth." They seek to transcend the limitations of mortality and the wheel of fate, but to do this, they might have to put nature to the crucible: to melt it down and pour off its impurities, creating something that is free of the corruption that the Philosophers see as inherent to the cycle of life and death.
In this context, it makes sense that the artist would choose to paint the symbol of the crucible. The crucible symbolizes this experimentation and purification, and the flame, the light of truth.
As for the cross, it is an ancient symbol that has meant (among other things) immortality and the union of matter and spirit. It is also a prominent element in many alchemical symbols.
The Bardic vision of the symbol on Lorethew Street (see the post by IDONS-BUDDY) has several obvious connections to the lore of the Philosophers of the Knife. (For the full text of this lore, see Elanthipedia: Philosophers of the Knife.)
Most of this lore is not likely to be known ICly, but for your OOC curiosity, here is a copy of my post from the Zoluren Events folder:
>>The Great Work is not borne from faith, but from careful experimentation in the glaring light of truth.
>>At the heart of every written word in the philosophy is the conceit that man is beautiful and deserving of life. Our morality presumes that man can be free of fate and gods, and that he is capable of deciding for himself what is good and evil.
>>We struggle with the Great Work because we desperately need to believe man deserves to be saved from the strange forces that pass judgment over it. We long for them to stand and quit the night; they are men, and no power in the universe has the right to say what is theirs.
There are many parallels between alchemy and the lore of the Philosophers of the Knife.
The great work that alchemists sought was the creation of the philosopher's stone, which is said to enable the transmutation of base metals into gold. (Gold, of course, was viewed as the purest of all metals, incorruptible.) The other great work of alchemy was the elixir of life.
The Philosophers speak of a "Great Work" borne from "careful experimentation in the glaring light of truth." They seek to transcend the limitations of mortality and the wheel of fate, but to do this, they might have to put nature to the crucible: to melt it down and pour off its impurities, creating something that is free of the corruption that the Philosophers see as inherent to the cycle of life and death.
In this context, it makes sense that the artist would choose to paint the symbol of the crucible. The crucible symbolizes this experimentation and purification, and the flame, the light of truth.
As for the cross, it is an ancient symbol that has meant (among other things) immortality and the union of matter and spirit. It is also a prominent element in many alchemical symbols.
Re: For the Neccies, With Love on 07/10/2009 11:58 AM CDT
Re: For the Neccies, With Love on 07/10/2009 12:15 PM CDT
Jaedren is, of course, correct. What guild?
A guild is most often associated with an organization recognized by a municipality or other official authority or group (government, principality, etc).
The 'Necromancer Guild' isn't going to be recieving any writs of acceptance or opening day celebrations from any recognized Elanthian governements.
From the perspective of the current authorities, Necromancy and Sorcery are BAAAAAD. And not deserving a place in civilized society. In fact, as history is being uncovered to demonstrate, 'civilized society' has gone out of its way to erradicate the aforementioned practcies in the most brutal and thorough of methods.
From the Philosopher's perspective, it is 'civilized society' that is misled, blinded and ill informed. They are on the leading edge of enlightenment and understanding. They are the scientists and visionaries of thier time and the establishment is unwilling to listen and learn from thier discoveries. In fact, through inquisition, propoganda and outright murder, society is trying to close the door and throw away the key on this miraculous practice.
What does this mean for the 'Necromancer's Guild'? Those of you that consider yourselves commoners in wait of a guild may have to come to the realization that, like the Philosophers before you, you'll have to make your own way if you want to achieve the enlightentment you seek. Perhaps, if you're lucky, during your long and solitary quest some Old Man might assist you in one fashion or another.
I agree with others that have posted that there should not be a guild opening with fanfare and events. No line of demarcation should be publicly drawn when the mechanics go live that allow PC Necromancers to begin learning thier trade.
We should quietly and seamlessly move from the Lyras War to the discovery that player characters are already out there with Risen and such.
2 kronars - deposited
Week
A guild is most often associated with an organization recognized by a municipality or other official authority or group (government, principality, etc).
The 'Necromancer Guild' isn't going to be recieving any writs of acceptance or opening day celebrations from any recognized Elanthian governements.
From the perspective of the current authorities, Necromancy and Sorcery are BAAAAAD. And not deserving a place in civilized society. In fact, as history is being uncovered to demonstrate, 'civilized society' has gone out of its way to erradicate the aforementioned practcies in the most brutal and thorough of methods.
From the Philosopher's perspective, it is 'civilized society' that is misled, blinded and ill informed. They are on the leading edge of enlightenment and understanding. They are the scientists and visionaries of thier time and the establishment is unwilling to listen and learn from thier discoveries. In fact, through inquisition, propoganda and outright murder, society is trying to close the door and throw away the key on this miraculous practice.
What does this mean for the 'Necromancer's Guild'? Those of you that consider yourselves commoners in wait of a guild may have to come to the realization that, like the Philosophers before you, you'll have to make your own way if you want to achieve the enlightentment you seek. Perhaps, if you're lucky, during your long and solitary quest some Old Man might assist you in one fashion or another.
I agree with others that have posted that there should not be a guild opening with fanfare and events. No line of demarcation should be publicly drawn when the mechanics go live that allow PC Necromancers to begin learning thier trade.
We should quietly and seamlessly move from the Lyras War to the discovery that player characters are already out there with Risen and such.
2 kronars - deposited
Week
Re: For the Neccies, With Love on 07/10/2009 01:03 PM CDT
Re: For the Neccies, With Love on 07/10/2009 01:08 PM CDT
Re: For the Neccies, With Love on 07/10/2009 01:13 PM CDT
The guild for which there is a folder in which you both posted. On a message board about a game. With a computer. Via the Internet.
Outside of the game.
Go outside.
It's a game we all play with the most descriptive, complex and involved backstory and immersive mechanics available in the MMO marketplace. We're not here for the graphics and fast paced FPS, amiright?
Its a game - Get Into It
Outside of the game.
Go outside.
It's a game we all play with the most descriptive, complex and involved backstory and immersive mechanics available in the MMO marketplace. We're not here for the graphics and fast paced FPS, amiright?
Its a game - Get Into It
Re: For the Neccies, With Love on 07/10/2009 01:35 PM CDT
Re: For the Neccies, With Love on 07/10/2009 01:42 PM CDT
Re: For the Neccies, With Love on 07/10/2009 03:22 PM CDT
>Isn't the necro guild suppose to be full of infighting, bitterness and snarking?
To quote the evil Jaedren "What guild?"
Now, either back to the review of the actual event or end it.
Annwyl
Senior Board Monitor
If you've questions or comments, take it to e-mail by writing Senior Board Monitor DR-Annwyl@play.net, or Message Board Supervisor DR-Cecco@play.net.
Re: For the Neccies, With Love on 07/10/2009 03:35 PM CDT
>>The guild for which there is a folder in which you both posted. On a message board about a game. With a computer. Via the Internet.
The guild that hasn't been released, and quite likely has not even been formed inside the game.
---
"Close your eyes -
For your eyes will only tell the truth..
And the truth isn't what you want to see.
In the dark, it is easy to pretend
That the truth is what it ought to be." - Erik Claudin
The guild that hasn't been released, and quite likely has not even been formed inside the game.
---
"Close your eyes -
For your eyes will only tell the truth..
And the truth isn't what you want to see.
In the dark, it is easy to pretend
That the truth is what it ought to be." - Erik Claudin
Re: For the Neccies, With Love on 07/10/2009 03:43 PM CDT
Re: For the Neccies, With Love on 07/10/2009 04:50 PM CDT
Re: For the Neccies, With Love on 07/10/2009 05:29 PM CDT
>>inside the game.
You all just lost the game.
The red-bellied turtle hisses, "slander and hunt me if ye will but good prevails in the end your evil ways shall not be tolerated in these realms for long and ye heart is faint compared to the righteousness that dwells within mine" - Argotheo's turtle
You all just lost the game.
The red-bellied turtle hisses, "slander and hunt me if ye will but good prevails in the end your evil ways shall not be tolerated in these realms for long and ye heart is faint compared to the righteousness that dwells within mine" - Argotheo's turtle
Re: For the Neccies, With Love on 07/10/2009 08:44 PM CDT
Crossposting from Zoluren Events:
[The Crossing, Via Mandroga]
This narrow alley leads between the northern angle of the town wall and the Arena. The backdoor to the Healing Hospital and to the Empaths' Guild is here, and burlap bags filled with soiled gauze, empty vials and the remains of herbs and potions litter the gutter. A few bold mice nibble at the heaps of debris. You also see a red moonbeam and an intricate symbol painted on the wall in delicate strokes.
Obvious paths: north, south.
>l sym
Two diagonal lines converging at the bottom of a circle has been drawn in blood on the building's outer wall. Now dried, the symbol sticks to the wall in black streaks.
You may be able to piece together more about the symbol with careful study.
>study symbol
You carefully study the bloody symbol.
You recognize that it is a symbol used by Empaths and herbalists to denote magic and herbs that have blood staunching properties.
Alchemists also use this symbol, meaning "coagulation" in a much broader sense.
Roundtime: 20 sec.
[The Crossing, Asemath Walk]
Normally filled with bustling Clerics, academics and carousers of all types and ages, this area is peaceful as most people have retired for the night, excepting the occasional joyous song that escapes an open window from the back of the two-storied Half Pint Inn to the south. The side of the Cleric's shop is to the east, bordering the smooth paving stones that have been laid to coordinate with the approaches of the High Temple. You also see an intricate symbol painted on the wall in delicate strokes.
>l sym
A complex palimpsest has been drawn in blood on the building's outer wall. Now dried, the symbol sticks to the wall in black streaks.
You may be able to piece together more about the symbol with careful study.
>study sym
You carefully study the bloody symbol.
After some contemplation, you realize that this symbol is built as a palimpsest image, layering multiple symbols on top of each other to produce a gestalt. With expert ease you pick out the component symbols: the body and the soul, divinity and necromancy, free will and immortality.
The arrangement of the symbols suggests an alchemical operation, wherein the body is transmuted into something represented by a sub-palimpsest of free will and immortality. Necromancy is used as the operation's catalyst, while divinity is expelled as a waste product. The symbol of the soul sits at the "bottom" of the image, framing the entire operation.
Roundtime: 20 sec.
[The Crossing, Inkhorne Street]
A three-story brick building, with slits for windows, covered by iron bars, abruptly blocks your way. The path is strewn with garbage, and an open ditch brimming with filth runs around the structure and out under the town wall which stands directly behind it. Before the grim building, some workmen are mending a raised wooden platform on which stands a gallows. You also see an intricate symbol painted on the wall in delicate strokes and a wrought-iron sign mounted on a welded iron chain in front of the building.
>l sym
A line repeatedly crossing over itself at sharp angles has been drawn in blood on the building's outer wall. Now dried, the symbol sticks to the wall in black streaks.
You may be able to piece together more about the symbol with careful study.
>study sym
You carefully study the bloody symbol.
After considerable thought, you come to the conclusion that the symbol has no commonly accepted meaning. If it means anything, it is something very specific, such as a signature or code word.
Roundtime: 20 sec.
Rev. Reene
Kssarh says, "At least I have not had another Guildleader complain about you in a while."
>
Kssarh says, "Which is rather disappointing. You have a reputation to uphold."
[The Crossing, Via Mandroga]
This narrow alley leads between the northern angle of the town wall and the Arena. The backdoor to the Healing Hospital and to the Empaths' Guild is here, and burlap bags filled with soiled gauze, empty vials and the remains of herbs and potions litter the gutter. A few bold mice nibble at the heaps of debris. You also see a red moonbeam and an intricate symbol painted on the wall in delicate strokes.
Obvious paths: north, south.
>l sym
Two diagonal lines converging at the bottom of a circle has been drawn in blood on the building's outer wall. Now dried, the symbol sticks to the wall in black streaks.
You may be able to piece together more about the symbol with careful study.
>study symbol
You carefully study the bloody symbol.
You recognize that it is a symbol used by Empaths and herbalists to denote magic and herbs that have blood staunching properties.
Alchemists also use this symbol, meaning "coagulation" in a much broader sense.
Roundtime: 20 sec.
[The Crossing, Asemath Walk]
Normally filled with bustling Clerics, academics and carousers of all types and ages, this area is peaceful as most people have retired for the night, excepting the occasional joyous song that escapes an open window from the back of the two-storied Half Pint Inn to the south. The side of the Cleric's shop is to the east, bordering the smooth paving stones that have been laid to coordinate with the approaches of the High Temple. You also see an intricate symbol painted on the wall in delicate strokes.
>l sym
A complex palimpsest has been drawn in blood on the building's outer wall. Now dried, the symbol sticks to the wall in black streaks.
You may be able to piece together more about the symbol with careful study.
>study sym
You carefully study the bloody symbol.
After some contemplation, you realize that this symbol is built as a palimpsest image, layering multiple symbols on top of each other to produce a gestalt. With expert ease you pick out the component symbols: the body and the soul, divinity and necromancy, free will and immortality.
The arrangement of the symbols suggests an alchemical operation, wherein the body is transmuted into something represented by a sub-palimpsest of free will and immortality. Necromancy is used as the operation's catalyst, while divinity is expelled as a waste product. The symbol of the soul sits at the "bottom" of the image, framing the entire operation.
Roundtime: 20 sec.
[The Crossing, Inkhorne Street]
A three-story brick building, with slits for windows, covered by iron bars, abruptly blocks your way. The path is strewn with garbage, and an open ditch brimming with filth runs around the structure and out under the town wall which stands directly behind it. Before the grim building, some workmen are mending a raised wooden platform on which stands a gallows. You also see an intricate symbol painted on the wall in delicate strokes and a wrought-iron sign mounted on a welded iron chain in front of the building.
>l sym
A line repeatedly crossing over itself at sharp angles has been drawn in blood on the building's outer wall. Now dried, the symbol sticks to the wall in black streaks.
You may be able to piece together more about the symbol with careful study.
>study sym
You carefully study the bloody symbol.
After considerable thought, you come to the conclusion that the symbol has no commonly accepted meaning. If it means anything, it is something very specific, such as a signature or code word.
Roundtime: 20 sec.
Rev. Reene
Kssarh says, "At least I have not had another Guildleader complain about you in a while."
>
Kssarh says, "Which is rather disappointing. You have a reputation to uphold."
Re: For the Neccies, With Love on 07/10/2009 08:51 PM CDT
>Crossposting from Zoluren Events:
It's all kind of fascinating and in a way makes me feel sick to my stomach as a player. Okay, I'm a wimp. So sue me. The only thing I'm missing, really, is a reason for my character to become a Necromancer. Pleasantries aside, I don't even know if my intended one will ever find the reason. Should probably just join the Dunce Guild instead.
I feel like I should script more and drink less. I have no idea what's going on sometimes.
~Innocence lost, ignorance slain.
I'm a self-loathing narcissist. It's a love-hate relationship.
It's all kind of fascinating and in a way makes me feel sick to my stomach as a player. Okay, I'm a wimp. So sue me. The only thing I'm missing, really, is a reason for my character to become a Necromancer. Pleasantries aside, I don't even know if my intended one will ever find the reason. Should probably just join the Dunce Guild instead.
I feel like I should script more and drink less. I have no idea what's going on sometimes.
~Innocence lost, ignorance slain.
I'm a self-loathing narcissist. It's a love-hate relationship.
Re: For the Neccies, With Love on 07/10/2009 09:12 PM CDT
Bard Power.
Near the Empath Guild...
Near the Academy...
Outside Drelsted Prison...
__
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Near the Empath Guild...
STUDY |
You carefully study the bloody symbol. |
You recognize that it is a symbol used by Empaths and herbalists to denote magic and herbs that have blood staunching properties. |
Alchemists also use this symbol, meaning "coagulation" in a much broader sense. |
PERC(RECALL) |
The bloody symbol pulses with history, drawing your vision far afield. |
You see a narrow alley lit only by a sputtering torch held by one of the Crossing's town guards. He and his companion stand above a manacled Elf, kicking the fetal figure with their boots. |
The guard without a torch draws his sword and spits on the Elf. He says, "Necromantic trash. We don't need to waste the judge's time with this one, am I right?" |
A voice from the shadows, mocking in its confidence, replies, "Now that's hardly fair." |
A stone hurls through the air and slams into the side of the torch-bearer's head. He collapses like a rag doll, the torch left to tumble and roll into a puddle of filthy water. A cloaked figure steps out from its hiding place, drumming its fingers against a small cambrinth orb. |
Near the Academy...
STUDY |
You carefully study the bloody symbol. |
After some contemplation, you realize that this symbol is built as a palimpsest image, layering multiple symbols on top of each other to produce a gestalt. With expert ease you pick out the component symbols: the body and the soul, divinity and necromancy, free will and immortality. |
The arrangement of the symbols suggests an alchemical operation, wherein the body is transmuted into something represented by a sub-palimpsest of free will and immortality. Necromancy is used as the operation's catalyst, while divinity is expelled as a waste product. The symbol of the soul sits at the "bottom" of the image, framing the entire operation. |
Roundtime: 20 sec. |
PERC(RECALL) |
The bloody symbol pulses with history, drawing your vision far afield. |
You see the sanctum of an abandoned church. A thick layer of dirt and grime layers everything in sight, though the interior is remarkably preserved for all that: the church has not been ruined, but locked away like a forgotten bauble. |
A middle-aged Human slowly walks down the central aisle, leaving distinct boot prints in the dust. He reaches the lifeless stone altar and places his right hand upon it, staring up at the feeble light coming from a stained glass image of Truffenyi. |
Over a minute passes, but nothing breaks the silence. |
The man grunts to himself and raps on the altar with his knuckles. "Fine, I'll do it myself." |
Outside Drelsted Prison...
STUDY |
You carefully study the bloody symbol. |
After considerable thought, you come to the conclusion that the symbol has no commonly accepted meaning. If it means anything, it is something very specific, such as a signature or code word. |
Roundtime: 20 sec. |
PERC(RECALL) |
You are disoriented by a rapid change in lighting that leaves the street visible only by the wane light of Xibar. The wave of dizziness recedes but does not entirely pass, joined by a warm sensation in your stomach and general giddiness. You belt out something jaunty in Gerenshuge, your voice slurred and unrefined. |
Something comes up behind you and your drunken haze evaporates in a wave of pain and terror. You stare down in dumb incomprehension at a blood-soaked knife, and the blood that gushes from your ruptured throat. Shock takes your body and you try to gurgle out something plaintive to the gods, but the only response is a whisper at your ear, "Ssshhh, ssshhh. Do not regret, your life has gone to the most worthy cause." |
Roundtime: 12 sec. |
__
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It will cost you 248 TDPs to raise your Charisma from 99 to 100
Re: For the Neccies, With Love on 07/11/2009 02:46 PM CDT
Re: For the Neccies, With Love on 07/12/2009 05:14 AM CDT